TEXT: Simon Wentworth (Order #28533685)
  
  The Victory System
  Core Rulebook
  Scott Corum and Victor Gipson
  Simon Wentworth (Order #28533685)
  
  Written by Scott Corum and Victor Gipson
  Design & Layout: 
  Scott Corum
  Concept Design: 
  Scott Corum and Victor Gipson
  Cover Art: 
   
  Scott Corum
  Interior Art: 
   
  Scott Corum and Victor Gipson
  Data and IT 
   
  Steven Corum
  Editing  
   
  Scott Corum and Ellen Corum
  Playtesters:  The Lollipop Guild (Cameron Brenner, Jacob Brenner, Nick Edens, Jeremy David Fain, John Hoon, 
  Rachel Hoon, Sharon Hoon), Wayne Clark, Brian Cochran, David Dalton, Ross Gendelman, Michael “Finn” 
  Glenn, Peter Glenn, Paul Mardahl, Harry Mosley, Mike Shields, Amanda Shouse, Allen Stafford, Wayne Zie-
  gelmeyer
  IF YOU DOWNLOADED THIS PRODUCT WITHOUT PURCHASING IT
  We hope you enjoy our product!  We believe that we produce some pretty entertaining stuff, and we hope you think 
  so too.  If you enjoy this product, and would like to continue to see Dakkar Unlimited products on the market, we’d 
  like to encourage you to visit www.HotChicksTheGame.com, see what else we have to offer, and purchase a product 
  or two. We’ve tried to keep our prices competitive and we think you’ll agree that the entertainment value is more 
  than worth it.  That way, we’ll be able to continue to pay our bills and produce more product, which we, in turn, hope 
  that you enjoy as well.  Thank you for your patronage!
  Special Thanks To
  Vic’s cousin Dishannon, Scott’s wife Annalisa and son Andrew.  Also, our extended familes for their understanding and 
  support, including allowing us the many hours we needed to produce this game
  ��������������������������������������������������������������������������������������������������������������������
  the impetus to continue.
  ��������������������������������������������������������������������������������
  Finally, a massive thanks to Lisa Palme’-Davey, who did much more for our company and our efforts than she will ever 
  willingly admit herself.
  Disclaimer
  The Victory System - Core Rulebook is a Roleplaying Game and is for entertainment purposes only.  It makes no claim 
  to being a  textbook of any sort, or to represent any actual facts.  The concepts, events, and people represented in this book 
  �������������������������������������������������������������������������������������������������������������
   
  Copyright © 2012 Dakkar Unlimited, All Rights Reserved 
  All Characters, Names, Places Copyright © 2012 Dakkar Unlimited. All Rights Reserved
  Illustrations and Text Copyright © 2012 Dakkar Unlimited. All Rights Reserved 
  First Electronic Publication 2012, Dakkar Unlimited
  Victory System 
  Core Rulebook
  imon Wentworth (Order #28533685)
  
  3
  CONTENTS
  Credits
  2
  Contents
  3
  Introduction
  6
   What Is a Roleplaying Game?
  7
   How Do I Play a Roleplaying Game?
  7
   What Dice Will I Need?
  7
   What Else Does It Take To Play This Game?
  7
   Who Are You, and Where Is This Thing Going?
  8
   What about Hot Chicks?
  8
  De� nitions
  9
  Concepts and Conventions
  13
   The Base Mechanic
  13
   Rolling against Large Numbers
  14
   Rounding
  14
   Eras of Play
  14
   Currency
  15
   “The Deal”
  15
  How Do I Do Stuff in the Victory System?
  16
   Q: How Do I Roll to Shoot Someone?
  16
   Q: How Do I Roll to Hit Someone with a Sword?
  16
   Q: How Do I Roll to Punch Someone?
  16
   Q: How Do I Use a Non-Combat Skill?
  17
   Q: How Do I Defend Myself?
  17
   Q: How Do I Calculate Damage?
  17
   Q: How Do I Take Damage?
  17
   Q: How Do I Heal?
  17
   Q: What Are Some Common Penalties and Bonuses?
  18
   Q: How Do I Spend Risk Point?
  18
   Q: How Do I Get Risk Points Back?
  18
   Q: How Do I Make a Character?
  19
  Character Creation
  20
   Setting and Concept
  20
   Basic Statistics
  21
   Stat Purchasing
  22
   Derived Statistics
  22
   Merits and Flaws
  23
   Merit List
  24
   Flaw List
  24
   Merit Descriptions
  25
   Flaw Descriptions
  29
   Skills
  35
   Fantasy Era Skills
  36
   Near-Modern Era Skills
  37
   Space Era Skills
  38
   Skill Descriptions
  39
   Athletic Sklls
  39
   Combat Skills
  39
   Espionage Skills
  40
   Craft Skills
  41
   Knowledge Sklls
  41
   Transport Skills
  44
   Special Skills
  45
   Finishing the Character
  47
   Note: Arti� cial Beings
  47
  Packages
  48
   Beasts
  49
   Incorporeals
  50
   Mechanicals
  51
   Monsters
  53
   Shorts
  53
   Slims
  54
   Stouts
  55
   Undead
  56
  Physical Performance: Running, Jumping, and Lifting
  57
   Time and Movement: Running
  57
   Jumping for Distance
  57
   Jumping for Height
  58
   Lifting
  59
   Carrying Capacity
  59
   Throwing Distance and Damage
  59
  Task Resolution
  61
   Common Task Penalties
  61
   Non-Era Tasks
  62
   Equipment
  62
   Attribute/Skill Combinations
  62
   Some Sample Tasks and their Skill/Stat Pairs
  63
   Tasks and Time
  63
  Combat
  65
   Determining Initiative
  65
   Attacking
  65
   Forsaking Defense
  66
   Multiple Attacks/Actions
  66
   Auto� re
  66
   Weapon “Kick”
  67
   Called Shots
  68
   Random Hit Location
  68
   Aiming
  68
   Hand to Hand Maneuvers
  69
   Attack Penalties
  69
   Grappling
  70
  Simon Wentworth (Order #28533685)
  
  4
   Throwing an Opponent
  71
   Defending
  72
   Dodging
  72
   Dodging Area Attacks
  72
   Parrying
  73
   Parrying Melee Attacks While Unarmed
  73
   Parrying and Shields
  73
   Grapple Parries
  74
   Disarming
  74
   Being Prone, Kneeling, and Sitting
  74
   Forsaking Attack
  75
   Doing Damage
  75
    Doing Damage to Non-Living Targets, Items, and Objects
  76
   E� ects of Taking Multple Shrugs in a Single Attack
  76
   Cinematic Damage
  78
   Statistic Penalties
  78
   The Coup de Grace
  79
   Mook Blow-Through
  79
   Armor
  79
   Armor-Piercing Attacks
  80
   Amputations
  80
   Knockback
  81
   Radius Attacks: Explosions and Such
  82
   Attacks with E� ects Other Than Damage
  82
  Psychological Trauma
  83
   Torture and Interrogation
  85
  Environmental Hazards and Other Problems
  87
   Conditions: Disease, Poisons, Curses, Et Cetera
  87
   Sample Diseases
  87
   Sample Poisons
  88
   Getting Drunk 
  89
   Collisions
  90
   Electrocution
  91
   Extreme Heat and Cold
  92
   Falling
  93
   Fire
  93
   G-Stress (Gravity Stress)
  94
   Radiation
  95
   Starvation and Thirst
  97
   Su� ocation
  97
   Vacuum and Other Pressure Di� erentials
  98
  Healing and Recovery
  100
   Restoring Shrugs
  100
   Healing Cinematic Damage
  101
   Curing Conditions
  101
   Healing Rituals
  101
   Recovering from the Stats of Unco and Death
  102
  Risk Points
  103
   Secondary Risk Pools
  104
   Risk and Mooks
  105
   Risk Recovery and Special Merits
  105
  Improvement
  106
  Equipment
  108
   Repairing and Fabricating Equipment
  109
   Weapons
  111
   Fantasy Era Weapons
  112
   Near-Modern Era Weapons
  119
   Space Era Weapons
  130
   Space Era Power Cells
  137
   Shields
  138
   Fantasy Era Shields
  138
   Near-Modern Era Shields
  140
    Space Era Shields
  141
   Armor
  142
   Fantasy Era Armor
  142
   Near-Modern Era Armor
  145
   Space Era Armor
  147
   Miscellaneous Equipment
  151
   Fantasy Era Miscellaneous Equipment
  152
   Near-Modern Era Miscellaneous Equipment
  155
   Space Era Miscellaneous Equipment
  159
   Wardrobe
  163
   Fantasy Era Wardrobe
  164
   Near-Modern Era Wardrobe
  166
   Space Era Wardrobe
  168
   Housing
  169
   Vehicles
  172
   Vehicle Scale and Size
  172
   Fuel
  173
   Maintaining, Repairing, and Constructing Vehicles
  174
   Fantasy Era Vehicles
  175
   Near-Modern Era Vehicles
  177
   Space Era Vehicles
  180
   Animals
  183
   Animal Abilities
  188
  Special Abilities
  191
   Stacking Special Abilities
  193
   A Cautionary Note to GMs
  193
  Magic
  194
  Martial Arts
  200
  Mechanica
  206
  Powers
  212
  Psionics
  217
  GM’s Section
  225
   The Game
  225
   The Campaign
  225
  Simon Wentworth (Order #28533685)
  
  5
   The Adventure
  227
   The Session
  228
   Rewards and Improvement
  230
   De� ning Your Custom Era
  231
   Sample Campaigns
  232
   Fantasy Era Sample: War for the Shatter’d Earth
  232
   Near-Modern Era Sample: Destiny 2025
  232
   Space Era Sample: Stellarpunk Genesis
  233
   The Opposition
  234
   Then, There’s the Quick and Dirty Way
  235
   Or, in Quick and Dirty Terms
  240
   Troubleshooting
  240
   Absent Player(s)
  240
   Poor Party Balance
  241
   Intera-Party Con� ict
  241
   Failed Pathing
  241
   Improvement Rate
  242
   Character Death
  242
   Inspirations
  243
   How We Do It
  243
   Scott’s Point of View
  243
   Vic’s Point of View
  245
   Oh, By The Way... Have Fun!
  245
   In Your Hands Now
  246
  Character Sheets
  248
  Appendix I:  Sample Adventures
  255
   Fantasy Era:  The Army of Lord Despoil
  256
   Near-Modern Era:  Doctor Despoil’s Operation
  261
   Space Era:  Despoil’s Gambit
  267
   Bonus Mini-Campaign:  Against Despoil
  273
  Appendix II: Hot Chicks Merits/Flaws Conversions
  275
  Index
  277
  Appendix III: Further Inspiration
  279
  Appendix IV: Character Quickref
  281
  Simon Wentworth (Order #28533685)
  
  6
  Introduction
  This game is for anyone who has ever watched a 
  movie, read a novel, � ipped through a comic book, 
  or played a video game and said, “I want to tell a sto-
  ry like that.”  It is also for anyone who has heard of 
  role playing games (or RPGs) and would like to see 
  what playing or running one is like.  It is for Players 
  who want to do amazing things in a game, without 
  hearing the Game Master say “you can’t do that, it’s 
  not in the rules,” as well as for Game Masters (GMs) 
  who hate having to say that.
  When you’re playing a board game, a war game, or 
  most classic types of games, there are clear winners 
  and clear losers.  Victory belongs to a few people at 
  the table.  When you’re playing a Role Playing Game, 
  however, you’re not trying to play to see yourself win 
  or to see the other person lose.  If everyone at the table 
  has fun, and everyone has a story to tell at the end of 
  the night, everyone wins.  Victory belongs to every-
  one at the table - hence, the “Victory System.”
  Everything accomplished with dice in this system is 
  done with a roll of a twenty-sided die (d20).  It is de-
  signed to be fast-paced, action-oriented, and to make 
  everyone at the table yell out loud at least once a session. 
  This is a generic system – This book does not contain de-
  tailed information about a campaign world; a setting for 
  the action to happen in.  It is designed  to use with any 
  setting whatsoever – whatever world the Game Master 
  wants to run a game in.  It can be used to run the ac-
  tion in a fantasy campaign, a modern-day game, a high-
  concept science � ction game, or anything else that one 
  can imagine.  There are general guidelines for putting 
  together game worlds in this book, and some defaults 
  that can be used to get the action up and going. 
  The Victory System is adjustable – certain rules have 
  guidelines for how they can be altered from one setting 
  to the next, making the � avor of the game match the 
  source material.  Nor are the rules in this book carved 
  in stone – if one � nds that a change in how the rules 
  work would better suit their campaign, we encourage 
  you to not only make the change, but to let us know 
  what the change was and how well it works for you.
  Just one thing to remember, and this is more of a guide-
  line than a rule; have fun with this game!  When your 
  group is sitting around four months after a game ses-
  sion and telling stories about what their Characters 
  did,  you’ve done it right.  It is all about telling stories, 
  Simon Wentworth (Order #28533685)
  
  7
  after all. What we hope you’ll � nd in these pages are 
  the tools for telling amazing stories - stories that 
  make people jump and shout and laugh and yell. 
  Your stories.
  We also produce books which contain information on 
  speci� c settings, so you don’t have to make it up from 
  scratch.  Those books contain the rule variations that 
  make the settings work with the system, and every-
  thing you need in order to make your game as de-
  tailed, colorful, and action-packed as you like.
  Welcome to the Victory System.  You have questions. 
  Here are some answers, probably not in the order that 
  you’re asking them.  If you’ve played RPGs before, 
  you probably know some of this information already.
  What is a
  Roleplaying Game?
  The most basic de� nition of a Roleplaying Game is 
  playing make-believe, with rules.  It’s a cooperative 
  activity where a number of people (no less than two, 
  ideally four to six, sometimes more) engage in creat-
  ing a story.  One person, the Game Master, mediates 
  the rules and gives the background of a story.  The 
  rest of those involved, the Players, create individual 
  Characters and determine what those Characters are 
  doing as the result of the story background that the 
  Game Master has laid down.
  It’s a purely interactive activity… interactive sto-
  rytelling.  The Game Master tells the Players what 
  they see, what they hear and feel and smell, and 
  the Players tell the Game Master what their Char-
  acters are doing in response.  The Game Master sets 
  up situations for the Player’s Characters to get into, 
  and the Players try to determine how their Char-
  acters will get out of these situations, if they can.
  Characters are represented by a set of numbers, tell-
  ing what the Character’s limitations are.  If there is a 
  chance for a Character to fail a task, such as hitting 
  an opponent with a sword or casting a spell, dice are 
  rolled to determine whether the action is a success 
  or failure.
  How do I play a
  Roleplaying Game?
  Playing a Roleplaying game is like telling a story – 
  as a group.  One person will take the part of Game 
  Master.  This person has the hardest job at the table, 
  and probably the most rewarding.  The Game Master 
  needs to know the rules fairly well, and will be devel-
  oping the story lines that the rest of the people will 
  be interacting with.  The “o�  ce” of GM combines the 
  qualities of a scholar, a writer, a referee, and occasion-
  ally, a therapist.  If you’re the kind of person who likes 
  to read and talk, you might want to give it a try!  
  The rest of the people at the table will be Players. 
  They will each make a Character using the rules in 
  this book.  This is like a Character in a book or mov-
  ie… the Character is an imaginary person with imagi-
  nary abilities, controlled by the very real Player.
  After the Game Master has prepared an Adventure 
  (whether creating one or reading one), he tells the 
  Players what situation their Characters are in.  “You’re 
  all sitting in a tavern.  The bard in the corner is singing 
  a song about a group of goblins that have been am-
  bushing caravans into the town and killing all of the 
  people travelling with them.  Sounds like something 
  you may want to get involved in.”  The Players then 
  tell the Game Master what their Characters do as a 
  result of the situation that they are in.  “My Character 
  is going to ask around the tavern and see if anyone 
  knows where the goblins might be.”
  The Game Master tells the Player what happens as 
  a result of their Character’s actions, perhaps having 
  the Player roll dice to determine how successful they 
  are.  The Player reacts to the new situation, and a 
  story unfolds.
  What Dice will I need?
  You will need one twenty-sided die (1d20) for all of 
  the rolls used in this game.  D20’s can be found in 
  many hobby shops, or purchased online from any 
  number of RPG supply sites.
  What else does it take
  to play this game?
  You’ve already got the rulebook in your hands, so 
  that’s the main thing.  You’ll want to print out copies 
  of the Character Sheets at the back of the book so that 
  people can keep track of their Characters.  Some note 
  paper is also very handy – there will probably be a lot 
  of information � owing, so taking notes can be useful.
  That, and a place to play where you can get a little 
  loud (the Victory System encourages enthusiasm). 
  Optionally, you may want some provisions for your 
  heroic journey - some form of stu�  to eat and/or stu�  
  to drink often accompany good game sessions.
  Add a few senses - a sense of adventure, a sense of 
  humor, and a sense of wonder - and you have ev-
  erything that you need to get the most out of your 
  roleplaying experience.
  Simon Wentworth (Order #28533685)
  
  8
  Who are you, and
  where is this thing going?
  We are Dakkar Unlimited, a small collection of artists 
  and writers who love games.  And when I say we love 
  games, I mean not only in a wholesome, pure way, but 
  we also love them in ways that go beyond what most 
  people consider decent.  We have over half a century 
  of game expertise tucked under our belts, includ-
  ing being featured in documentaries on the nature 
  of gaming and consulting on the subject with Holly-
  wood script writers.  We � gured it was time to put it 
  out there for the world to see and use.
  The Victory System is our latest Magnum Opus - a 
  re� nement of the Inverted Twenty system featured 
  in our product “Hot Chicks: The Roleplaying Game.” 
  We are dedicated to supporting the Victory System 
  with supplements, adventures, rogue’s galleries, and 
  whatever else leaps into our minds.
  What about Hot Chicks and
  the Inverted 20 System?
  The Victory System is completely compatible with 
  Hot Chicks: The Roleplaying Game and other prod-
  ucts released in the Inverted 20 System.  There are a 
  few di� erences, mostly in the cost of equipment and 
  Special Abilities.  Also, the names of some Merits 
  and Flaws have been changed, and some have been 
  added.  There is a conversion chart in the back of this 
  book to translate from Hot Chicks Merits and Flaws to 
  the Victory System (Appendix II: page 275).
  There are a few mechanical changes, as well; Auto� re 
  works a little di� erently, for example, and some items 
  of equipment have been re� ned.  We’ve done our best 
  to lay it all out so that old-timers can be up and run-
  ning pretty fast.
  Any NPC, storyline, piece of equipment, or Ability 
  from Inverted 20 can be used unaltered in the Victory 
  System; the Special Abilities tend to be less expensive 
  in the Victory System as well.  The statistics are essen-
  tially unchanged, and it all works the same way.
  Likewise, if you’ve got a Hot Chicks game you want 
  new material for, things from the Victory System can 
  be used unaltered in the Inverted 20 System.
  We’ll be updating the world of Hot Chicks in a Victo-
  ry System world book, and taking the world of Earth 
  in 2015 into its action-packed future:  Destiny 2025!
  Simon Wentworth (Order #28533685)
  
  9
  Definitions
  Adventure: A single story-arc of game-play.  May 
  be composed of one or more Sessions.  A number 
  of adventures over time are collectively known as a 
  Campaign.
  Armor Shrugs: Hard armor protection - the number 
  of Shrugs that a Character or item would take from an 
  attack is reduced by the number of Armor Shrugs that 
  Character or item has... if this reduces the number of 
  Shrugs from the attack to zero (0) or less, the attack 
  has no e� ect.
  Boss: The chief villain of a particular adventure/
  campaign.  Usually commands a number of Lieuten-
  ants and has access to any number of Mooks.
  Campaign: A long story-arc of game play.  Composed 
  of Adventures, can run from a very short Campaign 
  (composed of only a few adventures) to a prolonged 
  Campaign (which may take years to complete, if it is 
  ever completed).
  Character (or Player Character, also a PC): The � c-
  tional Character created by the Player.
  Condition: A state, usually detrimental, imposed 
  upon a living being.  Can be in the form of a disease, 
  poison, or curse.  Occur in three levels... Minor Con-
  ditions, Standard Conditions, and Major Conditions. 
  These states impose penalties on the subject of the 
  condition.  Can usually be cured by medicine and/or 
  certain Special Abilities.
  Contested Roll: A roll in which both the aggressor 
  and the target roll 1d20, and compare their Margin of 
  Success.  The being with the higher Margin of Success 
  wins the contest.
  Critical Failure: Any time a twenty (20)  is rolled on 
  1d20.  Should have results which are simultaneously 
  tragic and hilarious.
  Critical Success: Any time a one (1) is rolled on 1d20.  
  Should have results which appear nearly miraculous.
  Custom Era: An Era of Play heavily modi� ed, either 
  by the Game Master or a published World Book.  In 
  the Custom Era, the Skill set, the operation of certain 
  Merits and Flaws, and available equipment are deter-
  mined by the World Book or GM’s choice (and whim); 
  Simon Wentworth (Order #28533685)
  
  10
  this is suitable when the setting would not � t into the 
  Fantasy, Near-Modern, or Space Eras.
  D20: A twenty-sided Die.
  Damage Resistance (DR): A Secondary Statistic 
  equal to two times (2x) the Character’s Stamina (can 
  be modi� ed with the use of Special Abilities or Equip-
  ment), re� ecting a being’s or object’s resistance to tak-
  ing Damage.  The higher the DR, the more di�  cult 
  it is to damage this thing.  Incoming Damage is sub-
  tracted from the target’s DR when a target is hit - the 
  target must then roll 1d20 and attempt to roll under 
  the DR minus Incoming Damage.  Failing this roll will 
  result in at least one Shrug of Damage.
  Dead: The state of existence which a Character is 
  in should it take more than twice its total number 
  of Shrugs in Damage, but not three times.  Dead 
  Characters can be revived through the use of the 
  Medical skill or healing abilities.  Other than that, 
  they’re dead... unmoving, not breathing, incapable 
  of function, out of the game.  They will continue to 
  lose a Shrug each day they are Dead as the e� ects 
  of decomposition kick in.  Should a Character take 
  enough Damage to equal three times their total num-
  ber of Shrugs (or more), the Character is no longer 
  considered Dead but Dead as Hell.  They stop taking 
  Shrugs of Damage each day - this is about as Dead 
  as it is possible to get.  Medical skills and most heal-
  ing abilities have NO power over the Dead as Hell. 
  Only powerful Resurrection abilities will bring them 
  back from this state, although it is rarely worth the 
  trouble.  Characters which are Dead as Hell can only 
  be brought back at the cost of inconveniencing the 
  rest of the Party terribly.
  Deal, The: The social contract at the core of the rule 
  system.  When something is out of the reach of a Play-
  er’s Character, the Player may request a Deal - this 
  might be using a di� erent skill than the one requested 
  by the GM, access to a power or ability the Character 
  does not have or cannot a� ord, or the ability to per-
  form a feat which is beyond the scope of the rules. 
  The GM is free to allow the Player’s Character access 
  to the item beyond their reach, at a price; usually (but 
  not always) Risk or Shrugs.
  Depletion: The process by which the Game Master 
  worries the hell out of the Players by depleting some 
  resource of the Character, often Risk, Shrugs, or mon-
  ey.  This is often the primary source of dramatic ten-
  sion in the game.
  Era: The time-period of game play, determined by 
  the setting of the game.  There are four Eras - Fantasy, 
  Near-Modern, Space, and Custom.  Each Era has it’s 
  own list of Skills available to Characters, causes sever-
  al Merits and Flaws to act di� erently, and alters what 
  type of Equipment (and technology) is available.
  Fantasy Era: The Era of Play associated with medi-
  eval, dark-age, Renaissance, or � ctional settings Char-
  acterized by low technology and the presence of mag-
  ic.  Uses the Fantasy Era Skill set and Low Technology 
  Equipment.  
  Flaw: A disadvantage inherent to the Character 
  which limits their abilities in some way.  Acquired 
  at Character creation, one Flaw allows the Character 
  to have one additional Merit (up to a total of � ve (5) 
  Flaws).  Can be acquired during play after Character 
  Creation through misadventure; acquiring a Flaw 
  through misadventure does not grant the Character 
  an additional Merit.
  Game Master (or GM): The person responsible for 
  running the game.  Should have a copy of the rules 
  and an understanding of them; is responsible for lay-
  ing out a base storyline and giving the Players in-
  formation about the situations their Characters are 
  in, then resolving those situations with application 
  of the rules.
  High Tech: The highest level of technology available. 
  Includes directed energy weapons, space � ight, force-
  � elds, and most other elements of technology that are 
  generally considered the realm of Science Fiction.
  Incoming Damage: The total Damage that is about to 
  be done by an attack, after all of the factors in� uenc-
  ing the Damage have been included.  Subtracted from 
  Damage Resistance in a successful attack to make the 
  Damage Resistance roll more di�  cult.
  Lieutenant: (1)  A military rank, the lowest of the 
  “O�  cer” ranks, answering directly to a Captain and 
  commanding directly a Sergeant.  (2)  In any group 
  of thugs, hirelings, or other NPCs sent to harass or 
  injure the Party, Lieutenants are full-� edged NPCs, 
  possessing a name, Shrugs, and being able to spend 
  their Risk on re-rolls and bonuses as well as Spe-
  cial Abilities.  Generally in command of a group of 
  Mooks.  Can also apply to any full-� edged NPC in 
  opposition to the party.
  Low Technology: The lowest level of technology. 
  Includes swords, spears, bows, wind and oar driven 
  ocean vessels, animal drawn carts, castles, and in 
  some settings, cannon.  Essentially medieval technol-
  ogy, with adjustments made for what may have been 
  possible, but not contemplated, at the time.
  Simon Wentworth (Order #28533685)
  
  11
  Magic: A metaphysical force which can link the Will 
  of a sentient being to an alteration in the structure of 
  reality.  Also, the general term for metaphysical en-
  ergy tapped into by Mages and other practitioners of 
  Magic.  Considered more metaphysical than Psionics, 
  which are considered scienti� c.
  Magic Spell: A codi� ed formula for altering reality 
  through an e� ort of Will.  Accessible with the Spell 
  Slinger Merit.
  Margin of Success: The di� erence between the num-
  ber someone is required to roll to achieve success, and 
  the number on the dice, on a successful roll.
  Martial Art: A tradition of combat which develops 
  more e� ective technique.  Allows for feats of combat 
  which appear inexplicable to the uninitiated.
  Martial Art Ability: A speci� c technique of a Martial 
  Art, allowing a combat feat of unusual ability.  Acces-
  sible with the Martial Artist Merit.
  Material Shrugs: The Shrugs of an inanimate object. 
  When the object has taken its total number of Shrugs, 
  it is considered broken, no longer able to ful� ll its 
  function.  Broken items can be repaired through the 
  use of the Repair skill or Special Abilities.  When the 
  object has taken up to two (2) times its total num-
  ber of Shrugs (but not three (3) times), it is consid-
  ered irreparable... Special Abilities might be able to 
  restore it, but otherwise, it is good only for scrap 
  material.  When the object has taken three (3) times 
  its total number of Shrugs or more, it is considered 
  destroyed.  Obliterated.  Annihilated.  There may be 
  some dust or fragments of it left, but there isn’t even 
  anything worth salvaging.
  Mechanica: Essentially equipment that is grafted 
  to a Character, or prosthetic replacement which can 
  improve on a Character’s original, “natural” capabili-
  ties.  Accessed with the Moda Mechanica Merit.
  Merit: An advantage for a Character, allowing the 
  Character to exceed some limit or exhibit an unusual 
  ability.  Special Merits allow the Character to have 
  abilities from a Special Ability list... these Merits are 
  Martial Artist, Mind of Power, Moda Mechanica, Pre-
  ternatural, and Spell Slinger.  Each Character can have 
  � ve (5) Merits at Character creation.  Flaws may be 
  taken to increase this number; for each Flaw that a 
  Character takes (up to � ve (5)), the Character may re-
  ceive an additional Merit.
  Modern Tech: The median technology level.  Includes 
  � rearms, internal combustion engines, computer 
  technology, and in some game settings, Cybernet-
  ics.  Essentially, includes technology that is currently 
  known, including technologies that currently may be 
  only speculative.
  Mook: An NPC that has little resistance to being 
  injured or killed.  Mooks generally come much 
  cheaper than full-� edged NPCs, have no actual 
  names, and have no Shrugs (a single failed Damage 
  Resistance roll knocks them Unco).  While Mooks 
  can have Risk, it is only useful for powering abili-
  ties such as Spells or Monster Powers, it cannot be 
  used for re-rolls or bonuses.  These are generally 
  thugs and hirelings.
  Near-Modern Era: The Era of Play associated with 
  the modern world, from the Industrial Revolution to 
  the near future, as well as � ctional settings such as Ur-
  ban Fantasy and Cyberpunk.  Uses the Near-Modern 
  Era Skill set and Modern Tech Equipment.
  Non-Player Character (or NPC): A Character pre-
  sented by, and controlled by, the Game Master.  
  Party: A group of Characters working towards (a) 
  common goal(s).  
  Player: The real-life person creating and controlling 
  a Character.
  Player Character (or Character, also a PC):  The � c-
  tional Character created by and controlled by the Player.
  Simon Wentworth (Order #28533685)
  
  12
  Power: An ability giving one capacities above and 
  beyond those of mortal beings.  Usually endemic to 
  an Animal or a Monster.  Accessible with the Preter-
  natural Merit.
  Psionic Discipline: A speci� c technique for a� ecting 
  reality through the use of powers of the mind.  Acces-
  sible with the Mind of Power Merit.
  Psionics: The science of using one’s mind to a� ect 
  reality.  Considered a more scienti� c practice than 
  Magic, which is primarily metaphysical.
  Reﬁ ll!: The process of regaining lost Risk.  Also, the 
  word shouted by everyone at the table when a Char-
  acter manages to regain all of their lost Risk through 
  foolhardy action.
  Re-Roll: The re-rolling of a failed, or insu�  ciently 
  successful, die roll; accomplished with the expendi-
  ture of � ve (5) Risk; a tremendous source of Depletion.
  Risk: A secondary statistic, equal to ten (10) times the 
  Character’s Will statistic (can be modi� ed through the 
  use of Merits and Flaws).  Used to alter probability 
  and e� ect (allowing the Player to re-roll a failed roll, 
  add bonuses to a roll, increase an attacks’ Damage, 
  etc), and also used to power certain Special Abilities. 
  Risk Pool starts at its Maximum at the beginning of 
  each session, can be re� lled during the session with 
  some di�  culty.
  Roll: The roll of 1d20, generating a number between 
  one (1) and twenty (20) which will be compared to a 
  numeric value - often the addition of a Statistic to a 
  Skill with bonuses or penalties applied.
  Session: A single unit of game play.  Starts when the 
  Players and GM gather at the table to play, ends when 
  everyone goes home; this can take anywhere from 
  two  hours to a weekend, if everyone involved is re-
  ally, really into the game.  Adventures may span sev-
  eral sessions.
  Shrugs: Shrugs are a secondary statistic equal to 
  one half the Character’s Stamina statistic rounded 
  up (can be modi� ed with Merits and Flaws).  This 
  is the number of times that the Character can fail a 
  Damage Resistance roll before they become Unco. 
  Some attacks will do so much damage that the Char-
  acter will take more than one Shrug from a failed 
  Damage Resistance roll.  If a Character should take 
  twice their total number of Shrugs in Damage, they 
  are no longer Unco but Dead.  If a Character should 
  take three times their total number of Shrugs in 
  Damage or more, they are not merely Dead but 
  Dead as Hell.
  Space Era: The Era of Play associated with the far fu-
  ture and Science-Fiction; this Era does not necessarily 
  include space travel.  Uses the Space Era Skill set and 
  High Tech Equipment list.  
  Special Abilities: Abilities purchased from one of 
  the Special lists, which can only be accessed by Char-
  acters having Special Merits; Martial Artist, Mind 
  of Power, Moda Mechanica, Preternatural, or Spell 
  Slinger.  These abilities allow Characters to exceed 
  limitations in the rules or exhibit impressive powers.
  Statistics: The numerical values assigned to a 
  Character’s capabilities.  There are three varieties 
  of Statistics.  Primary Statistics re� ect the Charac-
  ter’s most basic abilities.  There are six of them: 
  Strength, Stamina, Agility, Dexterity, Intelligence, 
  and Perception.  Secondary Statistics are based on 
  calculations using the Primary Statistics (and in one 
  case, a skill).  There are six of these as well:  Shrugs, 
  Speed, Will, Initiative, Damage Resistance, and 
  Risk.  Performance Statistics re� ect what the Char-
  acter is capable of as far as basic movement and 
  physical strength.  There are six of these also: Run-
  ning Speed, Standing Broad Jump, Running Broad 
  Jump, Standing High Jump, Running High Jump, 
  and Dead Lift.
  Unco: When a Character is at zero (0) Shrugs, they 
  are in danger of becoming Unco - a failed Dam-
  age Resistance roll at zero (0) Shrugs will render 
  the Character Unco.  The Character is unconscious, 
  badly hurt, and incapable of action.  They will re-
  main Unco until they are healed or heal naturally 
  to the point where they have at least one Shrug.  A 
  Character that is the victim of a Stun attack can be-
  come Unco with Shrugs, meaning that they are un-
  conscious even though they have more than zero (0) 
  Shrugs..  They will recover when they would natu-
  rally heal, or are healed, at least one Shrug.
  Simon Wentworth (Order #28533685)
  
  13
  Concepts and Conventions
  The Base Mechanic
  Accomplishing things in the Victory System is gener-
  ally done with a single roll of 1d20 (one twenty-sided 
  die).  A Statistic, such as Strength or Intelligence, is add-
  ed to the ranks in a Skill, such as Melee or Computers.
  A number of bonuses and penalties may be added to, 
  or subtracted from, this number.  Bonuses may come 
  from having exceptional equipment, or being aided 
  in a task. Penalties might come from lacking proper 
  equipment, poor visibility, or hostile conditions.
  1d20 is rolled, and compared to the � nal value.  If the 
  roll is equal to, or under, the � nal value, the roll is a 
  success.  The di� erence between the roll and the � nal 
  value, on a successful roll, is referred to as the “Mar-
  gin of Success.”  This is used in determining the over-
  all degree of success.  A high “Margin of Success” is 
  very good, a low “Margin of Success,” while still a 
  success, made it by the skin of your teeth.
  A roll of a 1 on the 1d20 roll is always a Critical Suc-
  cess.  This grants bene� ts which vary depending on 
  what you were rolling for; it should be spectacular.
  A roll of a 20 on the 1d20 roll is always a Critical Fail-
  ure.  This causes complications and di�  culties which 
  vary, depending on what you were rolling for.
  Some rolls will be Contested rolls.  In a contested roll, 
  a Player is rolling against either the Game Master or 
  another Player.  In a contested roll, a roll is made for 
  each Character or NPC involved.  If one roll is a suc-
  cess, and the other is a failure, the Character with the 
  successful roll automatically wins the contest.
  If both rolls are failures, the contest is a “push,” and 
  the contestants roll again.
  If one roll is a success, and the other roll is a critical 
  success, the Character with the critical success auto-
  matically wins the contest.
  If one roll is a failure, and the other roll is a critical 
  failure, the contest is a “push,” but the Character with 
  the critical failure makes their next roll at a penalty of 
  minus four (-4).
  If both rolls in the contest are successes, then the Mar-
  gin of Success for each roll is compared.  The Charac-
  ter with the higher Margin of Success wins the contest. 
  Simon Wentworth (Order #28533685)
  
  14
  If the Margins of Success are a tie, then the contest is a 
  “push,” and the contestants roll again.
  Dice rolls, however, are not always necessary.  If a 
  Character is simply walking down the sidewalk, there 
  is no need to roll to determine success.  Nor is there a 
  need to roll to see if a Character chokes while eating 
  a hamburger, or successfully shoots an unconscious, 
  unarmored opponent in the head at point-blank range. 
  These things can be considered “automatic successes,” 
  because there is little or no chance of failure.
  Dice rolls are for situations where there is a signi� -
  cant chance of failure.  Walking across a busy street 
  while tra�  c is in motion may require a roll.  Eat-
  ing a poisoned hamburger full of ball bearings may 
  require a roll, as might shooting a fully conscious, 
  armored opponent in the head while he is trying to 
  shoot you back.
  Rolling against Large Numbers
  In the course of the game, a Player may � nd them-
  selves rolling 1d20 against a number greater than 
  twenty (20).  Bonuses and other factors may raise tar-
  get numbers higher than (twenty) 20.
  If the Player is rolling against a number from twenty-
  one (21) to twenty-four (24), then the roll of a natural 
  twenty (20) on the die is not a critical failure, but it is 
  still a failure.  If a Player is rolling against a number of 
  twenty-� ve (25) or higher, then there is no need to roll 
  at all - this is an automatic success for the Player.  The 
  Player may roll 1d20 if they wish, so that they may 
  have the chance of rolling a natural one (1) for a Criti-
  cal Success, but there is no chance of failure on this 
  roll, even if a natural twenty (20) is rolled.
  This is unless the roll is a Contested Roll.  Even if one 
  Character has a target number of twenty-� ve (25) or 
  more, and the other does not, the contest must still 
  be rolled.  The Character with the target number of 
  twenty-� ve (25) or more does not automatically suc-
  ceed, but can’t critically fail.  The margins of success 
  are still compared to determine who wins the contest.
  For Example: Our hero, Bob, is rolling off against a mas-
  sive evil tentacle  monster.  The tentacle monster’s total of 
  Statistic, Skill, and Bonuses is a massive twenty-six (26!).  
  Bob’s roll to attempt to get clear, including Statistic, Skill, 
  and Bonuses is fourteen (14).  They must still roll a contest 
  in order to determine whether or not Bob will get away.
  The Game Master picks up his 1d20 and rolls for the tenta-
  cle monster, rolling a nineteen (19).  This is a clear success 
  on the Monster’s total of twenty-six (26), with a margin of 
  success of seven (7).
  Bob’s Player rolls his 1d20, rolling a six (6).  14 – 6 = 8, so 
  Bob has a higher margin of success than the Tentacle Mon-
  ster. Bob escapes evisceration… this turn.
  Rounding
  There will be a lot of division done as you play.  I 
  mean, there’s some math involved in Character cre-
  ation, but you’ll be calculating half of things a lot dur-
  ing game play.  Its almost as if we’re obsessed with 
  dividing by two.
  When numbers are divided such that the result is 
  not a whole integer (there are numbers past the dec-
  imal place), we follow standard rounding conven-
  tion.  If your last digit is a four (4) or lower, round 
  down.  If your last digit is a � ve (5) or higher, round 
  up.  When dividing an odd number by two (2), you 
  will always round up (because your last digit will 
  always be a � ve [5]).
  For Example: Dividing three by two (3 / 2) you will get a 
  result of 1.5.  The last digit is a 5, so you round up to 2.0.
  Don’t worry – none of the math is complex at all.  We 
  hate slowing down the fun for numbers – so it’s all 
  pretty easy and smooth.
  Eras of Play
  For � exibility, we’ve included divisions between com-
  mon Roleplaying genres in the form of “Eras.”  There 
  are four in the Victory System - the Fantasy Era, the 
  Near-Modern Era, the Space Era, and Custom Eras.
  The Fantasy Era is a low technology, high magic game 
  world which can be used to emulate Fantasy movies, 
  books, and games.
  Simon Wentworth (Order #28533685)
  
  15
  The Near-Modern Era features technology that is more 
  familiar to the modern day, and can be used to emulate 
  ��������������������������������������������������������
  near future.
  The Space Era features high technology, and is de-
  signed to emulate Science Fiction settings.
  Custom Eras are game settings that don’t fall into 
  these categories, or which combine these settings in 
  an unusual fashion; anything from cowboys in space 
  to modern gangs of Orcs and Elves, and anything in 
  between.
  Once the Game Master informs the group as to what 
  Era their game will be set in, this determines which set 
  of skills and what equipment is available as a default. 
  It is possible for a Player to make a Character that ei-
  ther comes from another Era, or for some other reason 
  has skills and equipment that is not native to the Era 
  that the Campaign is set in.
  Currency
  When developing a purchasing system for the Victory 
  System, we stuck with a system we know pretty well - 
  money.  Not only equipment but Special Abilities, Im-
  provement, even possibly Statistics can be purchased 
  with a Character’s money.
  We list the prices for these things in dollars, using the 
  conventional dollar sign ($).  This is not to say that this 
  is the hard default currency for every era.  The Fan-
  tasy Era, for example, may use Silver Pieces (SP), or 
  the Space Era may use Credits (CR).  We’re going to 
  use dollars as a basis; most folks are familiar with the 
  dollar and can relate to its value.
  When referring to the monetary units of other Eras, 
  therefore, one can read the dollar sign ($) as the Era’s 
  standard basic currency, whether it’s dollars, Silver 
  Pieces, Credits, Quatloos, or what have you.
  “The Deal”
  Sometimes, a Player will want to do something with 
  their Character that isn’t exactly according to the rules 
  of the game.  They may want a to make a roll with dif-
  ferent attributes than the Game Master has asked for, 
  or they may want some piece of equipment or power 
  that they cannot, at the moment, afford.
  If the request isn’t TOO unreasonable, the Game Mas-
  ter should consider a “Deal.”  This is a brief (and I do 
  stress “brief”) bit of haggling to see if the Player can 
  get what they want, while providing the Game Master 
  with a way to make the story more interesting at the 
  same time.
  Say, for instance, the Player wants some powerful 
  Mechanica legs that they could not possibly afford at 
  Character creation.  The Game Master is free to say 
  “well, I could let you have them, but you’d have to 
  take the Flaw that you’re Wanted by a gnomish guild 
  that wants their cool clockwork legs back.”
  That way, if the Player accepts, the Player’s Character 
  gets their cool Mechanica legs, and the Game Master 
  has a hook for creating future adventures and adding 
  complications to the storyline.
  ��������������������������������������������������������
  It relies on a bit of trust between the Players and the 
  Game Master as well.  It allows the Players to use their 
  Character’s strengths as much as possible, as well as 
  keeping the game a cooperative activity.
  If the Players seem stuck in a situation that they see no 
  way out of, the Game Master is free to announce that 
  “The Deal is in full effect,” inviting the Players to try 
  and think of a non-linear and creative way out of their 
  situation.
  The Deal can apply in any part of the game, from 
  Character Creation through every aspect of play.  A 
  Game Master must be reasonable, but fair and consis-
  tent with The Deal.  Players may request deals that are 
  unreasonable or somehow extremely ridiculous.  The 
  Game Master need have no bad feelings about denying 
  deals of this nature. 
  For Example:  Cameron’s Character is being attacked by a 
  �������������������������������������������������������������
  Game Master asks Cameron to make a roll against his Char-
  acter’s Agility Stat plus Acrobatics Skill to avoid the attack.
  Cameron asks if, instead, he can roll against his Strength 
  Stat plus Seduction Skill, so his Character can put on such 
  a sexy display of rippling muscles that the thug can’t bear 
  to attack him.
  The Game Master rules that a thug, dedicated to attack and, 
  ������������������������������������������������������������
  possible to seduce him out of attacking.  “No Deal,” says the 
  GM, and Cameron must rely on his Agility and Acrobatics 
  to avoid attack.
  The Deal may be taken out of play if it is slowing down 
  the game.  A Player who is making long-winded at-
  tempts at dealing constantly and slowing game play 
  may be cut off from The Deal.  A Player who consis-
  tently asks for things that are overblown or ridiculous 
  may be cut off from The Deal.  The Deal is there to 
  ��������������������������������������������������-
  bilities that the Game Master and even the writers of 
  the game have not considered.  If it is abused, it may 
  be taken out of play at the GMs option.
  Simon Wentworth (Order #28533685)
  
  16
  How Do I Do Stuff
  in the Victory System?
  “So,” you may be asking yourself, “how do I beat up 
  bad guys and take their stu� ?”
  There will be a more detailed section on the me-
  chanics of combat and task resolution later, but here 
  are a few common questions that people generally 
  have when they start reading a roleplaying game, 
  with basic answers.
  Q: How Do I Roll To
  Shoot Someone?
  Add the Character’s Dexterity statistic to the appro-
  priate skill – Bow, Firearms, or what have you.  Add 
  or subtract any bonuses or penalties (many � rearms 
  have an Accuracy rating.  This is added as a bonus). 
  Roll against this total; you’re hoping to get a number 
  on the die equal to or (preferably) lower than the total. 
  If your roll is lower than your total, congratulations, 
  you’ve probably shot someone!  Keep track of your 
  Margin of Success (the di� erence between your total 
  and your roll)... it’s important in calculating defense.
  Q: How Do I Roll To
  Hit Someone With A Sword?
  Add the Character’s Agility statistic to the Char-
  acter’s Melee skill.  Add or subtract any bonuses or 
  penalties (most melee weapons have an Accuracy 
  rating – this is added as a bonus).  Roll against this 
  total; you’re hoping to get a number on the die equal 
  to or (preferably) lower than the total.  If your roll is 
  lower than your total, you have successfully attacked. 
  Keep track of your Margin of Success (the di� erence 
  between your total and your roll)... it’s important in 
  calculating defense.
  Q: How Do I Roll To
  Punch Someone?
  Add the Character’s Agility statistic to the Character’s 
  Hand to Hand skill.  Add or subtract any bonuses or 
  penalties.  Roll against this total; you’re hoping to get a 
  number on the die equal to or (preferably) lower than 
  Simon Wentworth (Order #28533685)
  
  17
  the total.  If your roll is lower than your total, some-
  one’s probably gettin’ smacked.  Keep track of your 
  Margin of Success (the di� erence between your total 
  and your roll)... it’s important in calculating defense
  Q: How Do I Use A
  Non-Combat Skill?
  Add the Character’s appropriate Statistic to the skill you 
  want to roll.  This will vary depending on the situation 
  you’re in – to see if you’re being followed, you might 
  roll Perception plus Stealth.  To be sneaky yourself, you 
  might roll Agility plus Stealth.  The GM will let you 
  know what statistic is most appropriate, but feel free to 
  suggest one yourself.  Add or subtract any bonuses or 
  penalties.  Roll against this total; you’re hoping to get a 
  number on the die equal to or (preferably) lower than 
  the total.  If your roll is lower than your total, you have 
  successfully used the skill.  Keep track of your Margin of 
  Success in case your use of the skill is contested.
  Q: How Do I Defend Myself?
  A Character may Dodge any incoming attack that they 
  are aware of.  To Dodge, add the Character’s Agility 
  statistic to the appropriate skill, usually Acrobatics, 
  Sports, Extreme Sports, or Hand to Hand (feel free to 
  suggest another if you feel it would be appropriate). 
  From this number subtract half of the attack’s Margin 
  of Success (rounded up).  Roll against this total; you’re 
  hoping to get a number on the die equal to or (prefer-
  ably) lower than the total.  If your roll is lower than 
  your total, you have successfully Dodged the attack.
  A Character may also elect to Parry an incoming attack 
  if it is a Melee or Hand to Hand attack.  The Parrying 
  Character adds their Agility Stat to the appropriate 
  skill, Hand to Hand or Melee.  From this number, they 
  subtract half of the attack’s Margin of Success.  From 
  this number, subtract half of the attacks’ Margin of 
  Success (rounded up).   Roll against this total; you’re 
  hoping to get a number on the die equal to or (prefer-
  ably) lower than the total.  If your roll is lower than 
  your total, you have successfully Parried the attack.
  Parrying melee attacks (attacks with weapons) while 
  bare-handed incurs an additional -2 penalty; other 
  situational modi� ers may apply.  The GM will inform 
  you if any do.
  Q: How Do I Calculate Damage?
  Damage is a set number, not rolled on dice.  For 
  Strength-based attacks, damage is equal to the Char-
  acter’s Strength statistic plus any levels in the Martial 
  Damage skill, plus bonuses from weapons or Special 
  Abilities, if any.  For other attacks, damage is listed for 
  the weapon.  A small caliber pistol, for instance, does 
  ten (10) points of damage, while a ridiculously huge 
  pistol would do twenty (20).
  Q: How Do I Take Damage?
  Every Character has a derived statistic called Dam-
  age Resistance (equal to twice their Stamina).   Cer-
  tain Special Abilities add to Damage Resistance.  If 
  the incoming attack is a Hand to Hand attack, or a 
  blunt melee weapon, the Character’s Toughness skill 
  is added to the Damage Resistance.
  The amount of incoming damage is subtracted from 
  the Damage Resistance, and this new total is rolled 
  against.  (Without armor, it is not uncommon to fail 
  this roll on a regular basis, but a roll of natural one (1) 
  will always negate all incoming damage).
  If the roll is failed, the Character loses at least (1) one 
  Shrug – they “Shrug o� ” the damage and can contin-
  ue acting normally.  Some attacks are very large, and 
  may take away more than one (1) Shrug.
  Once a Character loses all of their Shrugs, a failed 
  Damage Resistance roll will render them Unconscious.  
  If they should continue to take damage past that point, 
  they are in danger of being rendered Dead or even re-
  duced to the dread state known only as “Dead as Hell.”
  Q: How Do I Heal?
  A Character recovers all of their Shrugs in six (6) hours 
  of sleep or deep rest.  A Character may also have a 
  “Healing Ritual,” which is some activity that takes at 
  least half an hour which completely heals the Character. 
  Simon Wentworth (Order #28533685)
  
  18
  This could be as simple as meditating in a zen garden for 
  thirty minutes or as complex as washing the blood out 
  of your mouth and making out with a replicant.
  Aside from these natural healing processes, Characters 
  with the Medicine skill and the proper equipment can 
  heal Shrugs for themselves or other Players with suc-
  cessful rolls against their Intelligence plus their Medi-
  cine skill.  There are also Special Abilities which can heal.
  Q: What Are Some Common
  Penalties and Bonuses?
  Situation
  Penalty
  Target has ¼ cover
  -1
  Target has ½ cover
  -2
  Target has ¾ cover
  -3
  Bad lighting (night time out doors)
  -1
  Horrible lighting (night time indoors)
  -2
  Total Darkness (night time in a cave)
  -4
  Point blank range
  +1
  Short Range
  -0
  Medium Range
  -1
  Long Range
  -2
  Maximum Range
  -3
  No Tools/Incorrect Tools
  -4
  A Character can get a bonus to attack for one Turn 
  by “Forsaking Defense.”  A Character who Forsakes 
  Defense can take no defensive action and does not roll 
  to Dodge or Parry during that Turn; any successful 
  attack roll against them scores a hit.   During the Turn 
  in which the Character is forsaking defense, they get a 
  bonus of plus three (+3) on all attack rolls they make.
  A Character can get a bonus to defend for one Turn 
  by “Forsaking Attack.”  A Character who Forsakes At-
  tack can make no attacks during that Turn as they are 
  focusing entirely on not getting hit. During the Turn 
  in which the Character is forsaking attack, they get a 
  bonus of plus three (+3) on all defensive rolls, wheth-
  er Dodging, Parrying, or using some Special Ability to 
  defend themselves. 
  Weapons with an Accuracy statistic add that statistic 
  to all attack rolls made with them, as well as any rolls 
  to Parry with them (if they are a Melee weapon).
  Quality equipment can give a bonus from plus one 
  (+1) to the very rare plus � ve  (+5).
  Characters can also get bonuses to attack, defense, and 
  the use of skills by spending Risk Points – see below.
  Q: How Do I Spend Risk Points?
  Glad you asked.  Risk is that metaphysical “something” 
  that gives the Player Character a minor edge over the 
  Universe.  A Character has only so much Risk to spend 
  in any one game session, equal to ten times their Will 
  statistic.  Risk can be spent in the following ways.
  Risk Use
  Cost
  +1 to a roll
  3
  +2 to a roll
  6
  +3 to a roll
  10
  +1 to damage
  3
  +5 to damage
  6
  DOUBLE damage
  10
  Heal One Shrug*
  5
  Miraculously � nd vital equipment
  10
  Re-Roll a failed roll
  5
  *once a Character has healed one Shrug using Risk, they 
  cannot heal another until they have taken more damage.
  Risk is also used to power a number of Special Abilities, 
  particularly Magic Spells.  Risk is commonly burned 
  in making “Deals” with the Game Master to exceed a 
  Character’s abilities in times of stress or high action.
  Q: How Do I
  Get Risk Points Back?
  All Risk is completely re� lled at the beginning of each 
  game session.  If you need more Risk before the end of 
  the game, you’re going to have to take a chance – the 
  resource is called “Risk,” after all.
  As long as the Character has one (1) Risk Point left, 
  they can perform a crazy, stupid, amazingly danger-
  ous action WITHOUT THE BENEFIT OF USING ANY 
  RISK POINTS.  Whether they succeed or fail, they get 
  back a certain number of Risk points, depending on 
  how dangerous the action was.
  If the Character performs a dangerous action that 
  might cause them one Shrug of damage if they fail, 
  they will get back ten (10) Risk points, whether they 
  succeed or fail.
  If the Character performs a dangerous action that 
  might cause them three (3) Shrugs of damage if they 
  fail, they will get back half of their maximum number 
  of Risk Points, whether they succeed or fail.
  If the Character performs an amazingly ill-advised, 
  completely stupid action that would cause them � ve 
  (5) Shrugs of damage if they fail (and one (1) Shrug if 
  Simon Wentworth (Order #28533685)
  
  19
  they should succeed!), they will get back all of their 
  Risk Points , whether they succeed or fail.  This is 
  called a , and if one occurs, people around the table 
  should shout “REFILL!”  (These moments should be 
  times of great celebration).
  Characters with Special Merits can get their Risk back 
  by performing quick rituals in which they metaphysi-
  cally implore the Universe to re� ll them, risking a 
  number of Shrugs to get back a portion of their Risk. 
  The exchange rate is the same as for performing a 
  dangerous and ill-conceived action to get one’s Risk 
  back, but the process is more digni� ed.
  Q: How Do I Make a Character?
  This is covered in detail in the next chapter, and 
  there’s a Quick Reference for it in Appendix IV (page 
  281), but here are the very basics.
  Start by coming up with a Character concept.  
  Once you have a concept, you’ll need to roll up some 
  statistics.  There are six basic statistics which range 
  from 4 to 10; these can be rolled randomly or acquired 
  with a purchase system. 
  Once you have your basic statistics, you can select � ve 
  (5) Merits - enhancements that give the Character bo-
  nuses or access to Special Abilities.
  You can add up to � ve (5) Flaws to the Character - 
  Character defects that give the Character penalties, 
  and make the Character more interesting to play.  For 
  every Flaw that you add to the Character, you can add 
  one (1) additional Merit.
  Next, you have forty (40) Skill Points to put into the 
  Character’s Skills (some Merits may increase this 
  number, some Flaws may decrease it).  
  Then it is time to spend the Character’s Budget.  As a 
  default, Characters start out with � fty thousand dollars 
  ($50,000.00) in cash (some Merits and Flaws may alter 
  this amount), although the GM can o� er more or less 
  money as starting cash to alter the level of play.  Start-
  ing cash can be used to purchase improvements to Sta-
  tistics, additional Merits, and Skill levels, for starters.  
  Then there is equipment, and if the Character has the 
  right Merits, they might be able to purchase Mechanica 
  (Arti� cial Parts), Martial Arts abilities, Magic Spells, 
  Psionic Disciplines, and/or Super Powers.
  Calculate the Character’s secondary statistics, and the 
  Character’s physical performance; these calculations 
  are provided on the Character sheet.
  Come up with a name, and you’re ready to go!
  Simon Wentworth (Order #28533685)
  
  20
  Character Generation
  Setting and Concept
  The � rst step in creating a Character is knowing 
  what setting the game is going to be in.  The Game 
  Master will let the Players know whether the setting 
  is in the Fantasy, Near-Modern, Space, or a custom 
  Era.  This is important to know because each Era has 
  a di� erent set of Skills, and causes some Merits and 
  Flaws to act di� erently.
  The next and, arguably, most important part of a 
  Character is the part that never appears on the Char-
  acter sheet.  Before you even start rolling dice, you’ll 
  want to have some sort of Character concept in mind. 
  It doesn’t have to be very detailed or fully � eshed out, 
  it just has to be a rough idea of who and what this 
  Character is going to be.
  Is the Character a mage, or a student of ancient pistol 
  techniques? Are they employed by a guild, or a town 
  guard, or do they make their living by adventuring? 
  Do they stay within the law, or are they an edge-driv-
  en loner out for vengeance?
  If you’re getting stuck for concept, sit back and watch a 
  few of your favorite � lms, or read you favorite novel. 
  This system is designed to help you emulate the 
  qualities of cinematic and literary Characters, so 
  pick and choose the things that you like from your 
  favorite Characters.  Mysterious ranger with a dark 
  secret?  Can do.  Leather-clad nomad biker getting 
  by on a shotgun and a prayer?  It’s in here.  Alien 
  robot?  Entirely possible.
  Remember that there are a lot of options for special 
  abilities in this game, including Martial Arts abilities, 
  Magical spells, super Powers, Psionics, even having 
  arti� cial limbs and organs.  Let your imagination 
  roam around a little.
  Another source of inspiration is a good chat with the 
  Game Master.  They probably have some idea of what 
  types of Characters would work well in their story 
  line.  They might have a suggestion for you, or some 
  idea of what would work well.
  The other Players at the table are also a good source 
  of ideas.  You might want to make a Character to � ll 
  a void in the team.  “We’ve got two � ghter types, a 
  magic user with plenty of healing, and someone who 
  can unlock anything.  We probably need some battle 
  magic or an archer.”
  Simon Wentworth (Order #28533685)
  
  21
  Also remember that, while you can create a “combat 
  monster” Character who is capable of hacking his way 
  through a clan of Ninjas with a butter knife and a mean 
  smile, there are usually a multitude of ways to get 
  around a problem.  It never hurts to have good medical 
  skills, stealth, lore, or even cooking and cleaning.  
  The most important question you can ask yourself 
  when you are coming up with your Character con-
  cept, however, is “what will I have the most fun 
  with?”  At the end of the day, you want to have a good 
  story.  What kind of Character can you play that you’ll 
  connect with, and have a good time with?  What will 
  make you yell and jump up from the table when you 
  have a great success or a great failure?
  The Game Master may give the Players limits on 
  certain things, such as how high a Character’s 
  Damage Resistance can go.  This is generally done 
  to help the GM control the feeling or “� avor” of the 
  campaign, whether it’s a “street level” down and 
  gritty game or a super heroic highly cinematic ac-
  tion smash-fest.  If a Player really wants to exceed 
  the limits placed on certain statistics by the Game 
  Master, this is certainly a time when “The Deal” is 
  in play.  Just be careful what you ask for... because 
  a good Game Master will make absolutely sure that 
  you end up needing to have it.
  Concept � rmly in hand, it’s time to put statistics on 
  the sheet.
  Basic Statistics
  There are six base (primary) statistics.  They are:
  • Strength
  • Stamina
  • Agility
  • Dexterity
  • Intelligence
  • Perception
  Strength: This is a measure of the Character’s sheer 
  physical power.  The higher a Character’s Strength, 
  the more weight they can lift and carry, and the more 
  damage they can do in melee or hand to hand combat
  Stamina: This is a measure of the Character’s physi-
  cal toughness and reserves of endurance.  The higher 
  a Character’s Stamina, the more damage they can re-
  sist, and the more stress they can endure (including 
  mental stress).
  Agility: This is a measure of the Character’s gross 
  motor abilities.  It governs “whole body” movement, 
  such as dodging, acrobatics, and melee attacks.  The 
  higher a Character’s agility, the easier it is for them to 
  perform complex acrobatic maneuvers, ride a horse, 
  or strike in hand to hand combat.
  Dexterity: This is a measure of the Character’s � ne 
  motor abilities.  It governs movements of the hands 
  and/or � ngers, or other extremities, such as lock pick-
  ing, marksmanship, or sewing.  The higher a Charac-
  ter’s Dexterity, the easier it is for them to � re a bow 
  accurately, repair clockwork, or manipulate a lock. 
  Dexterity is also a factor in the Character’s physical 
  quickness, in speed and reaction time.
  Intelligence: This is a measure of the Character’s apti-
  tude for knowledge and deduction.  A Character with 
  a higher Intelligence score has a better chance to know 
  an obscure fact, deduce a conclusion from several clues, 
  or understand a puzzle.  It also partially governs the 
  Character’s ability to cope with mental stress.
  Perception: This is a measure of the Character’s abil-
  ity to observe the world around them with their vari-
  ous senses.  A Character with a higher Perception score 
  can observe a greater amount of details in a smaller 
  amount of time, hear more distinctly and clearly, and 
  touch, taste, and smell more information than Charac-
  ters with low Perception scores.  Perception is also a 
  factor in how quickly a Character can react.
  For Player Characters, each statistic will range from 
  (four) 4 to ten (10).  NPCs may have statistics lower 
  than four (4).  
  Stat
  Equivalent
  1
  Weakling, mentally de� cient, sickly, near 
  coma
  2
  Average stat of the four-year-old child
  3
  Considered disadvantaged, unhealthy
  4
  Low average, the common man’s stat
  5
  Average.  You perform at a C level
  6
  Above average.  You are slightly more tal-
  ented than the people around you.
  7
  Considered strong, fast, agile, or intelligent.  
  A cut above.
  8
  A true contender, capable of engaging in 
  professional competition.
  9
  A superman/woman.  Considered to be an 
  example of the statistic.
  10
  The peak of human capability, close to 
  perfection.
  Simon Wentworth (Order #28533685)
  
  22
  There are three methods for determining base statis-
  tics, two of which involve rolling 1d20 and compar-
  ing the result to the following chart to determine the 
  statistic.  The method that you use to roll the Charac-
  ter’s base statistics should be determined by the entire 
  group and approved by the GM.
  D20 roll
  Statistic
  1-2
  10
  3-4
  9
  5-7
  8
  8-12
  7
  13-16
  6
  17-18
  5
  19-20
  4
  Method One: Standard Statistics – Method one is to 
  roll one set of six numbers (6 rolls in all), then distrib-
  ute the six numbers among the six statistics.
  For Example:  When rolling up Bob the Example Char-
  acter, we roll six numbers, getting a result of 7-8-8-4-
  7-10.  We assign the numbers to the six statistics: the 
  four goes into his Strength, one of the sevens goes into his 
  Stamina.  We put the ten into Agility and one of the eights 
  into Dexterity.  Finally, we put the remaining seven into 
  Intelligence and the remaining eight into Perception.
  Statistic
  Value
  Strength
  4
  Stamina
  7
  Agility
  10
  Dexterity
  8
  Intelligence
  7
  Perception
  8
  Method Two: Hard Core – Method two is to roll one 
  number for each statistic in order.
  For Example:  We roll a number for Strength – we get 
  a 6.  We roll a number for Stamina - we get a 7.  We 
  roll a number for Agility – we get a 8.  We roll a num-
  ber for Dexterity – we get a 6.  We roll a number for 
  Intelligence – we get a 4 (ouch!).  We roll a number for 
  Perception, we get a 6.
  Statistic
  Value
  Strength
  6
  Stamina
  7
  Agility
  8
  Dexterity
  6
  Intelligence
  4
  Perception
  6
  When rolling up a Character Hard Core, the Charac-
  ter receives a bonus Merit (starts with 6 Merits instead 
  of only 5 Merits).
  Method Three: Purchased Statistics – Method three is 
  much less random than the � rst two methods.  Rather 
  than rolling dice to determine statistics, the Character 
  starts with all stats at four (4), and then has a budget 
  of thirty-� ve thousand dollars ($35,000.00) to purchase 
  higher stats, using the following purchase charts.
  Stat Purchasing
  Stat
  Strength,
  Stamina
  Agility, Dexterity,
  Intelligence, Perception
  5
  $500.00
  $1,000.00.00
  6
  $1,500.00
  $3,000.00.00
  7
  $3,500.00
  $7,000.,00.00
  8
  $7,500.00
  $15,000.00.00
  9
  $15,500.00
  $31,000.00.00
  10
  $31,500.00
  $63,000.00.00
  As a note, thirty-� ve thousand dollars ($35,000.00) is 
  enough to purchase a statistic of seven (7) in all stats.
  Any of the Statistic budget that is not spent CAN be 
  added to the Character’s Starting budget.
  Method Three is the default method for generating 
  the statistics of arti� cial beings such as Golems and 
  Androids.  It can be used for naturally born PCs with 
  the GM’s permission.
  Derived Statistics
  These are statistics that are based on the primary Sta-
  tistics.  These may change later in Character Genera-
  tion as the result of taking Merits, Flaws, or the pur-
  chase of Special Abilities.
  Shrugs: This is the number of failed Damage Resis-
  tance (DR) rolls that the Character can “Shrug o� ” be-
  fore they are in danger of falling Unco (Unconscious). 
  The base value for Shrugs is Stamina divided by two.
  Shrugs = Stamina / 2
  Speed:  A general measure of the Character’s physical 
  speed.  This number, multiplied by 4, is the number 
  of feet that the Character can run in one turn (� ve sec-
  onds).  The base value for Speed is Agility plus Dex-
  terity.  Any ranks in the Running skill are added to the 
  value for Speed.
  Speed = Agility + Dexterity + Running skill
  Simon Wentworth (Order #28533685)
  
  23
  Will:  This is the Character’s base statistic for men-
  tal e� ects.  This is used to resist mental stresses of all 
  kinds including torture, psionic and magical powers 
  a� ecting the mind, and horror or emotional stress. 
  The base value for Will is Intelligence plus Stamina, 
  divided by two.
  Will = (Stamina + Intelligence) / 2
  Initiative:  This is a measure of how quickly the Char-
  acter reacts, particularly in combat.  It is used primarily 
  to calculate the order in which Player Characters and 
  NPCs may act during combat, higher Initiatives hav-
  ing a better chance of acting � rst.  The base value for 
  Initiative is Perception plus Dexterity, divided by two.
  Initiative = (Perception + Dexterity) / 2
  Damage Resistance: This is a measure of how easy or 
  di�  cult it is to damage the Character.  Incoming dam-
  age is subtracted from the Character’s Damage resis-
  tance before a Damage Resistance roll is made.  The 
  base value for Damage Resistance is the Character’s 
  Stamina multiplied by two.
  Damage Resistance = Stamina x 2
  Risk Points:  This is a measure of a Character’s per-
  sonal metaphysical strengths.  It measures how much 
  “energy” a Character has to expend in using magic, 
  psionics, chi, or in sheer ball-brazenness.  The base 
  value for Risk Points is the Character’s Will times ten.
  Risk = Will x 10
  Performance Statistics
  These statistics measure the Character’s physical per-
  formance, such as running speed, jumping heights 
  and distances, and how much they can lift.  They are 
  covered in the chapter on Physical Performance (page 
  57). The calculations for determining them are includ-
  ed on the Character Sheet and the QuickRef Appen-
  dix (page 281).
  Merits and Flaws
  Merits are qualities which give a Character an advan-
  tage; whether it is in combat, movement, social situa-
  tions, or what-have-you. 
  Characters start with � ve (5) Merits... attributes that 
  give the Character an edge in a particular area.  If the 
  Character was rolled up Hard Core (Method 2), they 
  start with six (6) Merits.  Merits are chosen from the 
  list on the following pages.  Some Merits are mutually 
  exclusive; if one Merit makes it impossible to select 
  another Merit, that is noted in the Merit’s description. 
  Some Merits can be taken more than once - this is also 
  noted in the Merit’s description.
  There are � ve Merits which are designated as “Spe-
  cial Merits.” These Merits give the Character access to 
  Special Abilities; things such as possessing Mechan-
  ica, knowing special Martial Arts abilities, or being 
  able to use Magic.  These Special Merits give the Char-
  acter access to skills that are otherwise not available.
  Characters may also receive up to � ve (5) more Merits 
  by taking up to � ve (5) Flaws.  Flaws are inherent dis-
  advantages to the Character, such as being physically 
  more frail or having a smaller pool of points to spend 
  on Skills.  One (1) Flaw makes it possible to select one 
  (1) more Merit.  Some Flaws are mutually exclusive; if 
  one Flaw makes it impossible to select another Flaw, 
  that is noted in the Flaw’s description.  Some Flaws 
  can be taken more than once - this is also noted in the 
  Flaw’s description.
  Some Merits and Flaws are also mutually exclusive; 
  again, this is noted in the descriptions of the individ-
  ual Merits and Flaws.
  Simon Wentworth (Order #28533685)
  
  24
  Merit List
  Ambidexterity
  Athlete
  Bad-Ass
  ���������������
  Comely 
  Coping Mechanism (l)
  Crafty
  Deadly Aim
  Drink Like a Fish
  Eat Like a Bird
  Era-Wise
  Fast
  Fast on the Draw
  Fit as a Fiddle
  God of Reloading
  Haymaker
  Higher Tech
  Highest Tech
  Homemaker
  Iron Will
  Jackrabbit (l)
  Kick Like a Mule
  Knowledgeable
  Martial Artist (s)
  Master Cook
  Mind of Power (s)
  Moda Mechanica (s)
  Natural Engineer
  Night’s Eyes
  Polyglot (l)
  Preternatural (s)
  Pro Jumper
  Pro Lifter
  Pro Runner
  Quick 
  Really Skilled (m)
  Rich (m)
  Riskful (m)
  Spell Slinger (s)
  Spy
  Steel-Trap Mind
  Striking Presence
  Supple Lover
  Tough as Hell (m)
  Transporter
  Well-Funded (m)
  Notes:
  (l) Leveled: This Merit can be taken up to three times
  (m) Multiple: This Merit can be taken any number of times
  (s) Special: This is a Special Merit
  Flaw List
  Asthmatic
  Bad Cook
  Bad Driver
  Blood Feud (l)
  Can’t Jump
  Can’t Stay Dressed
  Cheap Drunk
  Delicate Feet
  Delicate Hands
  Dishonored (v)
  Doubtful Presence
  Dyslexic
  Fashion Victim
  Forgetful
  Frigid
  ������������
  Infertile
  Lower Tech
  Lowest Tech
  Malleable
  Mental Malfunction (v)
  Nervous Stomach
  OCD (v)
  Owned
  Personal Dedication (v)
  Phobic
  Physical Impairment (v)
  Poor (m)*
  Prude
  Psycho
  Range Challenged
  Riskless (m)
  Self-Imposed Limitation (v)
  Sidereal
  Socially Unacceptable (v)
  Squeamish
  Stands Out
  Strongly Scented
  Swims like a Brick
  Ugly
  Unskilled (m)**
  Very Fertile
  Wanted (v)
  Weak as Hell (m)***
  Notes:
  (l) Leveled: This Flaw can be taken up to three times
  (m) Multiple: This Flaw can be taken any number of times
  ����������������������������������������������
     ** Unskilled can only be taken up to eight (8) times
     *** Weak as Hell can’t take a Character below Zero (0) Shrugs
  (v) Varied: This Flaw can be taken multiple times - each time 
       referring to a different variable
  Simon Wentworth (Order #28533685)
  
  25
  Merit Descriptions
  Ambidexterity: The Character can use both the right 
  and the left hand equally well, and wield two weap-
  ons at the same time with no penalty.  The Character 
  can take one additional attack a round at no multiple 
  action penalty.
  Athlete: Characters with this Merit have a natural ap-
  titude for Athletic activities of all sorts.  With this Merit, 
  the Character adds a bonus of one (+1) to all skills in 
  the Athletics category.  This CAN raise the ranks in an 
  Athletics skill above the limit of six (6) ranks.
  Bad-Ass: The Character is pro� cient in the arts of 
  killing people and breaking things.  They receive a 
  plus one (+1) to all skills in the Combat category.  This 
  CAN raise ranks in a Combat skill above the limit of 
  six (6) ranks.
  Bestial Afﬁ nity: The Character has an inherent rap-
  port with animals, and gain a plus three (+3) on any 
  roll for dealing with animals, whether they are rid-
  ing them, attempting to communicate with them, or 
  tracking them.  It does NOT apply as a bonus in com-
  bat against animals.
  Comely: (Prerequisite – Character may not have 
  the Ugly Flaw)  The Character is particularly at-
  tractive, drawing attention and turning heads. This 
  conveys a bonus of plus two (+2) to rolls in which 
  their appearance can reasonably make a di� erence, 
  such a Seduction rolls to attract attention, Commu-
  nication rolls to sway a crowd, or Streetwise rolls to 
  get into exclusive parties.  Comely people can get 
  into places that people of average or bad appear-
  ance simply can’t.
  Coping Mechanism: (Prerequisite – Character cannot 
  have the “Malleable” Flaw) (This Merit can be taken 
  up to three times).  Normally, it requires a week of 
  time under the care of a psychologist or psychiatrist 
  in order to recover a point of Will lost to psychologi-
  cal trauma.  The Character with this Merit recovers 
  lost Will points on their own, without the need for a 
  mental health professional (and their weekly Intelli-
  gence plus Psychology or Medicine roll).  The speed 
  with which the Character recovers lost points of Will 
  depends on how many times this Merit is purchased.
  Number of “Coping 
  Mechanism” Merits
  Recovers one lost 
  Will point in…
  1
  One Week
  2
  One Day
  3
  One Hour
  Crafty: The Character has an aptitude for artistic ex-
  pression and crafting of all kinds.  They receive a plus 
  one (+1) to skills in the Craft category.  This CAN raise 
  ranks in a Craft skill over the limit of six (6) ranks.  
  Deadly Aim: The Character with this Merit has a 
  knack for hitting a target where they want to hit it. 
  Deadly Aim reduces all penalties for Called Shots by 
  two (2) (i.e. - normally, a called shot to the Head is a 
  penalty of minus three [-3].  With this Merit, the pen-
  alty becomes a mere minus one [-1]).
  Drink Like A Fish: (Prerequisite – Character may not 
  have the “Cheap Drunk” Flaw)  The Character can 
  drink more alcohol without ill e� ects than the aver-
  age person.  When rolling Stamina plus Toughness to 
  determine whether the Character is drunk, the Char-
  acter with this Merit receives a plus four (+4) Bonus.
  Eat Like A Bird: The Character does not need to eat 
  nearly as much food to be satis� ed and nourished as 
  the average person.  A Character with the Eats Like a 
  Bird Merit need eat only one (1) full meal a day, or two 
  (2) or three (3) small snacks, in order to remain healthy.
  Era-Wise: The Character has a fundamental and his-
  torical understanding of how things work, and there-
  fore does not su� er the minus three (-3) Penalty for 
  working with Equipment from an Era earlier than 
  their own:  Near-Modern Era Characters with this 
  Merit do not su� er the penalty for using Fantasy Era 
  equipment, and Space Era Characters with this Merit 
  do not su� er the penalty for using Near-Modern or 
  Fantasy Era Equipment.
  Fast: The Character reacts to situations faster than the 
  average person.  Characters with this Merit add thee 
  (+3) to their Initiative.
  Simon Wentworth (Order #28533685)
  
  26
  Fast on the Draw: Characters with this Merit need not 
  spend an action to draw a weapon, but rather, draw 
  their weapons as a Free Action.  In situations where 
  the Character is entering combat but has not yet drawn 
  their weapon, this gives a plus � ve (+5) to Initiative.
  Fit as a Fiddle: The Character is extremely resistant to 
  disease.  When rolling to resist being a� ected by a Dis-
  ease, the Character enjoys a bonus of plus three (+3).
  God of Reloading: The Character is so pro� cient at 
  reloading a ranged weapon that it takes them no time 
  at all to reload an arrow or crossbow bolt, or even a 
  magazine for a clip fed � rearm.  Characters with this 
  Merit must still keep track of the total number of shots 
  � red from their inventory, but they never have to wor-
  ry about taking a turn to reload.  (If the Character is 
  using a Revolver, they can continue to reload without 
  taking a turn to do so if they have a supply of Speed 
  Loaders for their revolver).
  Haymaker: (Prerequisite – Character may not have 
  the “Delicate Hands” Flaw)  For whatever reason, 
  Characters with this Merit can punch harder, for more 
  damage, than the average Character.  Characters with 
  this Merit do one (1) additional Shrug of damage 
  when successfully landing a Hand to Hand attack de-
  clared as a Punch or other hand strike (i.e. - does not 
  a� ect the performance of kicks or foot strikes).
  Higher Tech: The Character has access to, and under-
  standing of, equipment of a higher level of technology 
  than the average Character.  In the Fantasy Era or a 
  Custom Era where the default level of technology is 
  Low Technology, this gives the Character access to the 
  Modern Tech equipment list and use of the Modern-
  Era skill list,  In the Near-Modern Era, or a Custom 
  Era where the default level of technology is Modern 
  Tech, this gives the Character access to the High Tech 
  equipment list and use of the Space Era skill list..  If 
  this is used in a Fantasy (or low tech) campaign, the 
  Character is treated as if they were created in a Near-
  Modern Era Campaign.  If used in a Near-Modern 
  Era Campaign, the Character is treated as if they were 
  created in a Space Era Campaign.  This Merit is not 
  available in the Space Era, or a Custom Era where the 
  default level of technology is High Tech.
  Highest Tech: (Prerequisite – Character must have 
  the Higher Tech Merit) The Character has access to, 
  and understanding of, equipment of a higher level 
  of technology than the average Character.  Available 
  only in the Fantasy Era or a Custom Era where the 
  level of technology is Low Technology, this gives the 
  Character access to the High Tech equipment list and 
  use of the Space Era skill list.  They are treated as if 
  they were created in a campaign in the Space Era.
  Homemaker: (Prerequisite – Character may not 
  have the “Horri� c Slob” Flaw)  The Character has 
  an uncanny knack for cleaning things up.  The Mer-
  it confers a plus three (+3) bonus to the Cleaning 
  skill.  Any room that the Character occupies for an 
  hour or more will suddenly seem to have been pro-
  fessionally cleaned, and it will seem impossible to 
  render the space untidy.
  Iron Will: Characters with this Merit have more sheer 
  Willpower than the average Character.  Characters with 
  this Merit add a bonus of plus three (+3) to their Will.
  Jackrabbit: (Prerequisite – Character may not have 
  the “Delicate Feet,” or any Physical Impairment Flaws 
  a� ecting the Character’s legs or ability to move) (This 
  Merit may be taken up to three (3) times)  The Char-
  acter is exceptionally good at Jumping.  For each time 
  that the Character has this Merit, the Character adds 
  three (3) feet to their horizontal jumping distance and 
  one (1) foot to their vertical jumping height.
  Kick Like A Mule: (Prerequisite – Character may not 
  have the “Delicate Feet” Flaw)  For whatever reason, 
  this Character can kick harder, for more damage, than 
  the average Character.  Characters with this Merit do 
  one (1) additional Shrug of damage when successfully 
  landing a Hand to Hand attack declared as a Kick or 
  foot strike (i.e. - does not a� ect the performance of 
  punches or hand strikes).
  Knowledgeable: The Character has an aptitude for 
  book learning and a knack for scienti� c thought.  They 
  receive a plus one (+1) to all skills in the Knowledge 
  category. This CAN raise ranks in a Knowledge skill 
  over the limit of six (6) ranks.
  Simon Wentworth (Order #28533685)
  
  27
  Martial Artist: Character may purchase items o�  of 
  the “Martial Arts” List, and has access to the “Martial 
  Arts” skill.
  Master Cook: (Prerequisite – Character may not have 
  the “Bad Cook” Flaw)  The Character has a knack for 
  preparing food.  This Merit confers a bonus of plus 
  three (+3) to the Cooking skill.  Even if there does not 
  appear to be adequate equipment, the Character can 
  generate a full meal of nourishing and tasty food.
  Mind of Power: (Prerequisite – Character may not 
  have the “Moda Mechanica” Merit)  Character may 
  purchase items o�  of the “Psionics” list, and has ac-
  cess to the “Use Psionics” skill.
  Moda Mechanica: (Prerequisite – Character may not 
  have “Mind of Power” or “Spell Slinger” Merit)  The 
  Character may purchase items from the “Mechanica” 
  List, and has access to the “Use Mechanica” skill.
  Natural Engineer: Characters with this Merit are 
  amazingly fast at the tasks of construction, fabrica-
  tion, and repair. When a Character with this Merit is 
  using any of these skills, the time necessary to com-
  plete the tasks shifts four (4) spaces up on the Time 
  and Tasks chart (i.e. - tasks measured in months take 
  weeks, tasks measured in weeks take days, tasks mea-
  sured in days take hours, etc.).  
  When making their own versions of equip-
  ment, not only do Natural Engineers do it four 
  steps faster on the Time and Tasks chart, but 
  they also do it at one-tenth (1/10) the materi-
  als cost.
  If a Character with this Merit has no tools 
  whatsoever available for repairing, fabricat-
  ing, or constructing, they can still perform the 
  tasks without penalty if they take the full time 
  required, rather than shift four (4) spaces up 
  on the Time and Tasks chart.
  Night’s Eyes: Characters with this Merit have ex-
  tremely good night vision.  All penalties for darkness 
  are reduced by two (2) (i.e. - Total Darkness is nor-
  mally a penalty of minus four (-4); Characters with 
  this Merit su� er only a minus two (-2)).
  Polyglot:  (This Merit may be taken up to three times) 
  The Character has the ability to speak more than one 
  language.  Every Character has a “Native” language. 
  A Character who has the Polyglot Merit one (1) time 
  can speak a small number of languages - they are as-
  sumed to be � uent in languages that they are likely to 
  encounter in their local community.  A Character who 
  has the Polyglot Merit two (2) times is considered Poly-
  lingual – they are assumed to be � uent in just about 
  every language commonly encountered in the world in 
  which they live, but not dead or alien languages.  This 
  would be appropriate for world travelers and students 
  of linguistics.  A Character who has the Polyglot Merit 
  three (3) times is considered Omnilingual – there is no 
  language that they cannot communicate in.  Even if 
  they encounter a brand new and language never be-
  fore encountered by anyone they may have been able 
  to learn from, they can pick it up after listening to a 
  few sentences or studying a few scraps of text.  Even 
  languages not native to their race come easily to Omni-
  lingual Characters, after an hour or so of study.
  Preternatural: Character may purchase items from the 
  “Powers” list, and has access to the “Use Powers” skill.
  Pro Jumper: (Prerequisite – Character may not have 
  the “Asthmatic” Flaw)  Characters with this Merit are 
  professionally trained to expend their energy with ef-
  � ciency while jumping.  When trying to get a “Burst 
  of Speed” for a long or high jump, a successful “Burst 
  of Speed” roll will not cost the Character ten (10) Risk, 
  although a critically failed “Burst of Speed” roll will 
  still cost the Character ten (10) Risk.
  Pro Lifter: (Prerequisite – Character may not have 
  the “Asthmatic” Flaw)  Characters with this Merit are 
  professionally trained to expend their energy with ef-
  � ciency while lifting.  When trying to get a “Burst of 
  Strength” for lifting, a successful “Burst of Strength” 
  roll will not cost the Character ten (10) Risk, although 
  a critically failed “Burst of Strength” roll will still cost 
  the Character ten (10) Risk.
  Pro Runner: (Prerequisite – Character may not have 
  the “Asthmatic” Flaw)  Characters with this Merit are 
  Simon Wentworth (Order #28533685)
  
  28
  professionally trained to expend their energy with ef-
  � ciency while running.  When trying to get a “Burst of 
  Speed” for running, a successful “Burst of Speed” roll 
  will not cost the Character ten (10) Risk, although a 
  critically failed “Burst of Speed” roll will still cost the 
  Character ten (10) Risk.
  Pro Thrower: (Prerequisite – Character may not have 
  the “Asthmatic” Flaw)  Characters with this Merit are 
  professionally trained to maximize the e�  ciency of 
  their throws.  When trying to get a “Burst of Strength” 
  for throwing distance, damage, or both, a successful 
  “Burst of Speed” roll will not cost the Character ten 
  (10) Risk (or � fteen (15) Risk, in the case of trying to , 
  although a critically failed “Burst of Strength” roll will 
  still cost the Character ten (10) (or � fteen (15)) Risk.
  Quick: Characters with this Merit are naturally a little 
  more � eet of foot than the average Character.  Char-
  acters with this Merit gain a plus three (+3) Bonus to 
  their Speed.
  Really Skilled: (This Merit may be taken multiple 
  times)  For each time the Character has this Merit, 
  they have ten (10) additional points to spend on skills.
  Rich: (Prerequisite – Character may not have the Poor 
  Flaw.  This Merit may be taken multiple times)  For 
  each time the Character has this Merit, their Budget in-
  creases by ten thousand dollars ($10,000).  Also, Char-
  acters with at least one (1) “Rich” Merit do not have to 
  worry about day to day purchases, such as food… they 
  simply have enough extra handy cash to cover these 
  expenses.  Characters with the “Rich” Merit twice (2x) 
  do not have to worry about housing or insurance – they 
  can easily a� ord a small two to three bedroom house 
  or a large apartment.  With the “Rich” Merit four (4) 
  times, the Character simply does not worry about non-
  equipment purchases… he simply goes out and gets 
  things such as horses, boats, manor houses, and small 
  secret lairs.  If the Character has any more than four (4) 
  “Rich” Merits, they are considered one of the world’s 
  wealthiest people, and easily � t into high society and 
  exclusive organizations.
  Riskful: (Prerequisite – Character may not have the 
  “Riskless” Flaw) (This Merit may be taken multiple 
  times) This Character seems to be able to push the en-
  velope and take more chances than other Characters. 
  For every time this Merit is taken, the Character’s Max-
  imum number of Risk Points is increased by ten (10).
  Spell Slinger: (Prerequisite – Character may not 
  have the “Moda Mechanica” Merit)  Character may 
  purchase items o�  of the “Magic Spells” List, and has 
  access to the “Do Magic” skill.
  Spy: This Character has a knack for skills involving 
  stealth and guile.  Characters with this Merit gain a 
  plus one (+1) Bonus to all skills in the Espionage cate-
  gory.  This Merit CAN raise the ranks in an Espionage 
  skill above the limit of six (6) ranks.
  Steel-Trap Mind: (Prerequisite – Character may not 
  have the “Forgetful” Flaw).  Characters with this Mer-
  it rarely forget anything – they have a photographic 
  memory.  Any time the Player of a Character with 
  this Merit forgets something, the GM or other Players 
  must remind them of the forgotten information out of 
  Character.  It would be useful for the Player of a Char-
  acter with this Merit to take notes during play.
  Striking Presence: Something about the Character with 
  this Merit commands a little more attention and respect. 
  Rather than being a matter of the Character’s appear-
  ance, this is a question of the Character’s bearing being 
  particularly noble, powerful, or compelling. Characters 
  with this Merit receive a bonus of plus two (+2) to social 
  rolls where their powerful personality comes into play 
  (which will be just about any roll to interact socially).
  Supple Lover: (Prerequisite – Character may not 
  have the “Frigid” or the “Prude” Flaw)  The Charac-
  ter has a knack for bringing a partner to the peaks of 
  sexual pleasure.  This Merit confers a plus three (+3) 
  bonus to the Seduction skill when it is used to deter-
  mine  the quality of one’s performance during sex.
  Tough As Hell: (This Merit May be taken Multiple 
  Times)  For each time the Character has this Merit, the 
  Character gains one (1) additional Shrug.
  Transporter: Characters with this Merit have a natu-
  ral knack for driving, � ying, sailing… any operations 
  of vehicles whatsoever.  With this Merit, a Character 
  gains a plus one (+1) to all skills in the Transport cat-
  egory.  This CAN raise the ranks of a Transport skill 
  above the limit of six (6) ranks.
  Well-Funded: (This Merit may be taken up to � ve 
  times).  For each time the Character has this Merit, 
  they receive an additional � fteen thousand dollars 
  ($15,000.00) in Starting Budget. 
  Simon Wentworth (Order #28533685)
  
  29
  Flaw Descriptions
  Asthmatic: (Prerequisite 
  – 
  Character 
  may 
  not 
  have the Pro Jumper, Pro Lifter,  Pro Runner, or Pro 
  Thrower Merits)  The Character has breathing dif-
  � culties and cannot use energy as e�  ciently as pos-
  sible.  When attempting to get a “Burst of Speed” or 
  “Burst of Strength” when running, jumping,  lifting, 
  or throwing, the Character loses twenty (20) Risk on 
  a successful attempt, and thirty (30) Risk for a critical 
  failure.  The Character can still lose only ten (10) Risk 
  on a critical success, if they choose.
  Bad Cook: (Prerequisite – Character may not have 
  the “Master Cook” Merit)  A Character with this Flaw 
  is less capable of preparing food in any meaningful 
  way, and must rely on other people’s cooking, or the 
  consumption of raw food.  This Flaw confers a penalty 
  of minus three (–3) to the Cooking skill.  Forced to pre-
  pare food for themselves, Characters with this Flaw 
  may well starve or poison themselves accidentally.
  Bad Driver: (Prerequisite – Character may not have 
  the Transporter Merit)  The Character is a bad driver, 
  and has a great deal of di�  culty just getting across 
  town.  Characters with this Flaw take a minus three 
  (–3) penalty on any Transport related skill roll, and on 
  any Critical Failure while riding an animal or operat-
  ing a vehicle, they are involved in a crash.
  Blood Feud: (This Flaw may be taken up to three 
  times).  The Character with this Flaw is involved with 
  a Blood Feud against a particular person, small group, 
  or large group.  If this Flaw is taken once, the Charac-
  ter is in a Blood Feud with an individual or small fam-
  ily (up to 10 people).  When encountering individuals 
  within this group, they must either succeed at a roll 
  against their Will stat, or immediately attempt to kill 
  the target of the Feud.  If this Flaw is taken twice, the 
  Character is in a Blood Feud with a small group (a 
  large family, a guild, a military unit).  When encoun-
  tering an individual or group of people from within 
  this group, the Character must succeed at a roll on 
  their Will statistic, or immediately attempt to kill the 
  person or group who is the target of the Blood Feud. 
  If this Flaw is taken three times (not recommended), 
  the Character is in a Blood Feud with a large group 
  of people (members of a particular nation, members 
  of a particular race, all people of a particular profes-
  sion).  When encountering an individual or group of 
  people from within this group, the Character must 
  succeed at a roll on their Will statistic, or immediately 
  attempt to kill the person or group who is the target 
  of the Blood Feud.  Yes, this Flaw makes it very likely 
  that the Character who has it will be involved in � ghts 
  much larger that they can handle, or will be pursued 
  as a murderer.  That’s why it’s a Flaw.
  Can’t Jump: (Prerequisite – Character cannot have 
  the “Jackrabbit,” or “Pro Jumper” Merits)  (This Flaw 
  may be taken up to three (3) times)  This Character, 
  for whatever reason, does not have the capacity to 
  jump that other Characters do.  For every time that 
  this Flaw is taken, the Character subtracts three (3) 
  feet from their jumping distance and one (1) foot from 
  their jumping height.
  Can’t Stay Dressed: Characters with this Flaw tend 
  to have their clothing fall o�  at the most inopportune 
  times.  Buttons pop open, belts loosen, straps come 
  o�  of shoulders, pants and skirts slide o� .  It is rarely 
  dangerous, but Characters with this Flaw may � nd 
  themselves inconvenienced by hanging straps and 
  such at the worst possible moment.
  Cheap Drunk: (Prerequisite – Character may not 
  have the “Drinks like a Fish” Merit)  Characters with 
  this Flaw cannot hold their liquor.  When rolling 
  Stamina plus Toughness to determine whether they 
  have become drunk, Characters with this Flaw roll at 
  a penalty of minus two (-2). 
  Delicate Feet: (Prerequisite – Character cannot have the 
  “Kicks like a Mule” or the “Quick” Merit, )  Characters 
  with this Flaw have delicate feet that are unsuited for 
  Kicking.  If they should attempt a Hand to Hand attack 
  declared as a Kick or foot strike, they will su� er a pen-
  alty of minus two (–2) to the attack roll.  Also, Characters 
  with this Flaw su� er a minus two (–2) to their Speed sta-
  tistic.  It hurts to move too fast on delicate feet.
  Delicate Hands: (Prerequisite – Characters with this 
  Flaw may not have the “Haymaker” Merit)  Charac-
  Simon Wentworth (Order #28533685)
  
  30
  ters with this Flaw do not have hands conditioned for 
  combat or manual labor.  Characters with this Flaw 
  receive a penalty of minus two (–2) to Hand to Hand 
  attacks declared as punches or hand strikes.  More, 
  their Dead Lift is e� ectively halved - they can lift up 
  to the full amount, but if they try to lift more than half 
  of their Dead Lift, they will automatically take one (1) 
  Shrug of damage and lose the use of their hands for 
  twenty-four (24) hours.
  Dishonored: Characters with this Flaw are victims of 
  being shunned by their community for doing some 
  wrong, imagined or real.  When making rolls to social-
  ly interact with people aware of their dishonor, they 
  are at a penalty of minus two (-2).  Dishonor tends to 
  follow a Character - even if they leave their local com-
  munity, it is possible (at the GM’s option) that word 
  of their dishonor spreads to follow them, and perhaps 
  even precede them, wherever they travel.
  Doubtful Presence: Characters with this Flaw are 
  inherently di�  cult to trust - they may be somehow 
  more slimy or distasteful than the average citizen, 
  or may simply be so plain and innocuous that there 
  seems to be nothing there to trust.  Characters with 
  this Flaw su� er a minus two (-2) to rolls to socially 
  interact where their personality might be an issue 
  (which is essentially any social interaction).
  Dyslexic: Characters with this Flaw have a di�  cult 
  time reading anything quickly (unless they use spe-
  cial adaptations, such as rose-colored glasses), and 
  can get their left and right directions confused un-
  der stress.  In a stress situation where the Character 
  is trying to � nd their direction (riding to a speci� c 
  place, running through a maze, et cetera), the Char-
  acter must make a Will check.  On a failure of this 
  check, the Character becomes horribly lost.
  Fashion Victim: Characters with this Flaw have 
  little or no grasp on current fashion (or perhaps on 
  fashion at all).  When dressing themselves, they dis-
  play a clear lack of any grasp of what it means to be 
  fashionable.  They su� er a minus two (-2) penalty 
  to the Styling skill when they are attempting to look 
  fashionable or “cool.”  Even when going into casual 
  situations, they will be at a minus one (-1) to rolls 
  to successfully communicate or convey their ideas, 
  as people will look at them as if they have killed a 
  clown and are wearing its skin.
  Forgetful: (Prerequisite – Character may not have 
  the “Steel-Trap Mind” Merit).  Characters with this 
  Flaw have a hard time retaining information.  Players 
  of Characters with the Forgetful Flaw may not take 
  notes during play, and may not be reminded, out of 
  Character, of information by the GM or other Players. 
  This Flaw must be roleplayed to some extent – a for-
  getful Character should appear absent-minded and 
  have di�  culty with names and places.
  Frigid: (Prerequisite – Character may not have the 
  “Supple Lover” Merit)  Characters with this Flaw 
  have little or no aptitude when it comes to actual sex-
  ual activity.  They can be seductive and sensual, and 
  they may have no hang-ups when it comes to sex, but 
  they simply cannot perform the act of sex well.  Char-
  acters with this Flaw receive a minus three (–3) pen-
  alty to their Seduction skill when performing sexual 
  acts, and may gain a reputation for being a bad lover.
  Horriﬁ c Slob: (Prerequisite – Character may not have 
  the “Homemaker” Merit)  Character has no aptitude 
  for cleaning or maintaining the cleanliness of a room. 
  This Flaw confers a penalty of minus three (–3) to the 
  Cleaning skill.  If a Character with this Flaw spends 
  more than an hour in a room, it will become messy 
  and cluttered, and it will be nearly impossible for 
  anyone to tidy up while the Character continues to 
  inhabit the room.
  Infertile: (Prerequisite – Character may not have the 
  “Very Fertile” Flaw)  Characters with this Flaw are 
  incapable of producing o� spring.  They may still en-
  gage in the act of sex, but it will not produce progeny.
  Lower Tech: The Character with this Flaw does not 
  have access to the same level of technology that the 
  average person of their Era does.  In the Modern Era, 
  or a Custom Era where the default level of technol-
  ogy is Modern Tech, this Flaw limits the Character to 
  equipment from the Low Technology list.  In the Space 
  Era, or a Custom Era where the default level of Tech-
  nology is High Tech, this Flaw limits the Character to 
  Simon Wentworth (Order #28533685)
  
  31
  equipment from the Modern Tech or Low Technology 
  list.  In a Near-Modern Era Campaign, the Charac-
  ter is treated as if they were created in a Fantasy Era 
  Campaign.  In a Space Era Campaign, the Character 
  is treated as if they were created in a Near-Modern 
  Campaign.
  Lowest Tech: The Character with this Flaw has a 
  crippling di�  culty with technology.  Available only 
  in the Space Era, or a Custom Era where the default 
  technology level is High, this Flaw limits the Charac-
  ter to equipment from the Low Technology list.  The 
  Character is treated as if they were created for a Fan-
  tasy Era Campaign.
  Malleable: (Prerequisite – Character may not have 
  the Iron Will Merit)  Characters with this Flaw are 
  easier to manipulate, and do not deal with mental or 
  emotional stress well.  They su� er a minus two (-2) to 
  Penalty to their Will stat.
  Mental Malfunction: There is SOMETHING wrong 
  with this Character.  The Player determines what 
  thing or situation gives the Character a di�  culty.  Ex-
  amples include having a bad temper, being a glutton, 
  really hating orcs, or even being addicted to danger 
  (or addictions in general).  When faced with a situa-
  tion in which the GM has determined that the Char-
  acter is dealing with their Malfunction, the Player 
  rolls the Character’s Will stat at a penalty of minus 
  two (-2).  On a failure, the Character is reacting badly 
  - losing control of their temper, over eating, randomly 
  attacking something that reminds them of an orc, or 
  indulging in their addiction.  Note that this Flaw cov-
  ers mental di�  culties other than Obsessive Compul-
  sive Disorders (see OCD, below), Phobias (see Phobic, 
  below), or being Psychotic (see Psycho, below).
  Nervous Stomach: Characters with this Flaw tend 
  to throw up when under emotional stress.  Any time 
  a Character with this Flaw fails a Will roll, they lose 
  their lunch explosively, losing one (1) Shrug to the ef-
  fort as well as their next action. On a critical failure of 
  a Will roll, they lose two (2) Shrugs.
  Owned: The Character with this Flaw is not their 
  own person, but rather are the property of some other 
  person or organization, usually a group of slavers. 
  The owned Character has no rights other than those 
  given to them by their owner, and has no ability to 
  prove that they legally exist on their own.  They pos-
  sess no documents that provide evidence of their sta-
  tus as a citizen.  The owner of the Character with this 
  � aw, on the other hand, has some capacity to prove, 
  legally, that the owned Character is their “responsibil-
  ity,” and that they have legal custody of the owned 
  Character.  It is possible for the owner of the owned 
  Character to release the Character, giving them their 
  freedom and independence, but this is unlikely to 
  happen as the owner can generally � nd some use for 
  the owned Character.  Unlike other Flaws, this can-
  not merely be bought o�  for thirty thousand dollars 
  ( $30,000.00), but must ALSO be roleplayed to a suit-
  able conclusion; either the owner is convinced to re-
  lease the owned Character, or the necessary records 
  and paperwork must be found, modi� ed, and stolen. 
  In the latter case, this Flaw CAN be traded in for the 
  “Wanted: By Owner” Flaw, rather than be bought o� .
  OCD: (This Flaw may be taken multiple times).  This 
  is actually more than one Flaw.  OCD stands for “Ob-
  sessive Compulsive Disorder.”  It is a psychological 
  condition in which someone performs some action 
  out of habit as a reaction to stress.  It includes such be-
  haviors as hand-washing, compulsive cleaning, whis-
  tling or humming, and the like.  A Character with this 
  Flaw must make a roll against their Will in a stressful 
  situation.  A failure on this roll means the Character 
  takes a minus two (–2) to all actions until they can per-
  form their compulsive behavior.  Even when NOT in 
  a stressful situation, a Player should constantly role-
  play their Character’s OCDs.  If you’re not annoying 
  other people at the table, you’re not playing a Char-
  acter with OCDs right.  A Character may have mul-
  tiple OCDs; for each time this Flaw is taken, they have 
  another compulsive behavior.  EACH compulsive be-
  havior must be rolled separately in a stressful situa-
  tion, and penalties for a failed roll are CUMULATIVE. 
  Personal Dedication: (This Flaw may be taken more 
  than once).  The Character with this Flaw has a per-
  son, group, or organization that they are personally 
  dedicated to protecting for reasons of the Character’s 
  own – a love relationship, a personal code of honor, 
  or a bomb implanted in their head are all possibilities. 
  Simon Wentworth (Order #28533685)
  
  32
  Should the Character with this dedication discover 
  that the person, group, or organization to which they 
  are dedicated is in danger, they will become intensely 
  focused on ending that danger.  The Character will 
  be at minus two (–2) to all tasks NOT related to end-
  ing the danger to their dedicated person, group, or or-
  ganization until the danger has been “dealt with” (at 
  least as far as the dedicated Character is concerned). 
  Should the person, group, or organization that the 
  Character is dedicated to be grievously injured, 
  killed, or destroyed, the minus two (–2) penalty be-
  comes PERMANENT (until this Flaw is bought o� ). 
  For every time that a Character has this Flaw, there is 
  another person, group, or organization that they are 
  dedicated to.
  Phobic: (This Flaw may be taken more than once). 
  The Character with this Flaw has an unreasoning fear 
  of some object or situation.  When confronted with 
  their primal fear, the Phobic Character must make a 
  roll against their Will statistic.  On a successful roll or 
  a critical success, they manage to continue to function 
  despite their fear.  On a failed roll, they immediately 
  su� er a minus two (-2) to all actions because they are 
  falling into the grip of terror.  This minus two (-2) will 
  remain until they are away from the source of their 
  Phobia.  On a critically failed roll, the penalty to all 
  actions is a minus four (-4).  For every time that the 
  Character has this Flaw, there is another object or situ-
  ation that they have an unreasoning fear of.
  Some Common Phobias
  This Phobia…
  …is a fear of…
  Acrophobia
  High Places
  Agoraphobia
  Wide Open Places
  Arachnophobia
  Spiders
  Brontophobia
  Loud Noises
  Carcinophobia
  Cancer
  Claustrophobia
  Small Enclosed Spaces
  Coulrophobia
  Clowns
  Cynophobia
  Dogs
  Emetophobia
  Vomit
  Mysophobia
  Dirt and Germs
  Necrophobia
  Death and the Dead
  Ophidiophobia
  Snakes
  Scotophobia
  The Dark
  Trypanophobia
  Injections
  Xenophobia
  Foreigners and Strangers
  Physical Impairment: (Prerequisite – variable, see 
  below).  (This Flaw may be taken multiple times)  The 
  Character with this Flaw has a body part that is not 
  functional, giving them some impairment to their 
  physical function.  For each time that this Flaw is tak-
  en, there is another body part that does not function, 
  often compounding the di�  culty.  Some examples of 
  impaired body parts and their associated di�  culties:
  Eyes:  If one eye is impaired, the Character 
  will take a minus two (-2) penalty to all of their 
  ranged attacks, having no depth perception.  If 
  both eyes are impaired, the Character is blind, 
  and functions as if in total darkness (minus 
  four (-4) to all physical actions) at all times.
  Legs:  If one leg is impaired, the Character’s 
  speed statistic will be halved.  They will be at 
  minus three (-3) to any rolls to jump, climb, 
  run, perform acrobatics, or kick.  If both legs 
  are impaired, the Character can move at their 
  regular speed only if they are in a wheelchair. 
  Otherwise, they are reduced to one quarter of 
  their speed stat by having to crawl with their 
  arms alone.  They cannot run, jump, do acro-
  batics, or perform kicks.
  Arms:  If one arm is impaired, the Character 
  may not have the Ambidexterity Merit, nor can 
  they use weapons that require two hands to use. 
  If both arms are impaired, the Character cannot 
  use weapons, lift anything, or perform any other 
  action that would require the use of their arms.
  If an impaired body part is replaced by a pros-
  thetic from the Mechanica list, the cost for 
  buying o�  the Flaw must be paid ($30,000.00). 
  Non-functioning body parts replaced with 
  Mechanica are not considered impaired.
  Poor: (Prerequisite – Character may not have the 
  Rich Merit).  (This Flaw may be taken multiple times) 
  For each time the Character takes this Flaw, their bud-
  get decreases by ten thousand dollars ($10,000).  This 
  Flaw cannot be taken so many times that it takes the 
  Character’s budget below zero dollars ($0).  Charac-
  ters with one “Poor” Flaw must roleplay the process of 
  saving money for food and fuel, and other day to day 
  expenses. Characters with two “Poor” Flaws must ro-
  leplay the process of keeping their home, which will 
  be a small house in a disadvantaged part of town or an 
  apartment with inadequate utilities.  Characters with 
  four “Poor” Flaws cannot own property and roleplay 
  the struggle to acquire enough resources to survive. 
  Characters with more than four “Poor” Flaws are the 
  truly disenfranchised of society, unable to a� ord even 
  the basest necessities, living o�  of refuse.
  Prude: (Prerequisite – Character may not have the 
  “Supple Lover” Merit).  Characters with this Flaw 
  have little or no experience with sex, and don’t want 
  Simon Wentworth (Order #28533685)
  
  33
  any.  They may not have any ranks in the Seduction 
  skill (except for the one (1) rank that would come 
  from the Spy Merit), and may not attempt Seduction 
  rolls.  Faced with a situation in which sex or sexual 
  situations are forced upon them, Characters with 
  this Flaw su� er a minus two (–2) penalty to all rolls 
  to resist sexual advances – they simply do not have 
  enough experience with sex to know how to handle 
  these situations. 
  Psycho: Characters with this Flaw lack a sense of per-
  sonal restraint, and their reactions tend to be dispropor-
  tionate to the situations they are in.  In situations call-
  ing for subtlety or restraint, Characters with this Flaw 
  must make a Will roll.  If this roll is failed, the Char-
  acter may not act with EITHER subtlety OR restraint, 
  but rather must react with as much force as they can 
  apply.  On a critical failure of this Will roll, Characters 
  with this Flaw must react to subtle situations with the 
  most dangerous and foolhardy means possible.
  Range  Challenged: Characters with this Flaw have 
  a di�  culty attacking at range, and double all penalties 
  for range (i.e. the minus one (-1) penalty for Medium 
  range becomes a minus two (-2), the minus three (-3) 
  penalty for Maximum range becomes a minus six (-6!)).
  Riskless: (Prerequisite – Character may not have the 
  “Riskful” Merit)  (This Flaw may be taken multiple 
  times)  This Character doesn’t have what it takes to 
  take chances.  For every time that the Character has 
  this Flaw, their maximum number of Risk Points is 
  reduced by ten (10).  This Flaw may not be taken so 
  many times that it reduces the Character’s Risk Points 
  to zero (0).
  Self-Imposed Limitation: (This Flaw may be taken 
  more than once)  Characters with this Flaw follow a 
  code or a set of rules of behavior that limits their ac-
  tions.  This might include a personal code against tak-
  ing human life, a vow to never harm a woman, or a 
  warrior’s agreement to never � ght an opponent less 
  well-armed than yourself.  A practitioner of the Bush-
  ido Code would have this Flaw, as would someone 
  dedicated to Chivalry or someone who has taken the 
  Hippocratic Oath.  If the Character is forced to act in a 
  way contrary to their personal code, they will be at a 
  penalty of minus two (-2) to all actions (due to shame 
  and a sense of personal failure) until they can atone 
  for their personally heinous act.  Atonement should 
  include some form of self-sacri� ce, but the GM is the 
  � nal arbiter of what it will take to atone for the per-
  ceived misdeed.  For every time that this Flaw is taken, 
  the Character has another set of personal limitations.
  Sidereal: Literally “of the stars.”  The Character with 
  this � aw does not originate from the same dimen-
  sion (plane, reality) that the rest of the campaign is set 
  in - they are from some other place, such as Hell, the 
  Astral Plane, or some other dimension/plane/reality. 
  Because of this, they are vulnerable to being Banished; 
  certain spells and other special abilities can break their 
  tenuous connection to the default plane and send them 
  back to their dimension of origin, or perhaps even 
  someplace else of the Banisher’s choosing. 
  Socially Unacceptable. (This Flaw may be taken 
  more than once).  Characters with this Flaw have a 
  certain behavior, or live by a system of belief, that is 
  contrary to the standards of the community in which 
  they live.  This may bring unusual scrutiny from law 
  enforcement or cause di�  culties in functioning in the 
  community (may be the target of gossip, people may 
  protest against their presence in the community, may 
  be shunned at small markets, et cetera).  Examples of 
  Socially Unacceptable behaviors and beliefs include 
  Polygamy, extreme fetishes, promiscuity, being Re-
  publican in a Blue State or being Democrat in a Red 
  State, and the like.  These behaviors and beliefs may 
  be hidden from the community, but there will con-
  stantly be a risk of discovery.  For each time that this 
  Flaw is taken, the Character has another behavior or 
  belief system that is socially unacceptable.
  Squeamish: Characters with this Flaw react badly 
  to things that are inherently disgusting, such as slime, 
  entrails, corpses, muck, hordes of insects, rats, tentacle 
  monsters, pulsing brains, and the like.  Any time a Char-
  acter with this Flaw encounters something that is inher-
  ently disgusting, they must make a Will roll.  Failing this 
  Will roll means that the Character is having a massive 
  attack of “The Willies,” and su� ers a minus two (–2) 
  penalty to all task and combat rolls until the inherently 
  disgusting item is no longer in the Character’s presence.
  Simon Wentworth (Order #28533685)
  
  34
  Stands Out:  The Character has some physical feature, 
  such as oddly-colored skin or pointed ears, that makes 
  ��������������������������������������������������������-
  acter suffers a penalty of minus two (-2) when trying to 
  blend into their surroundings, and anyone looking for 
  this Character enjoys a bonus of plus  two (+2).
  Strongly Scented:  Characters with this Flaw exude a 
  strong personal odor, for some reason.  This is not nec-
  essarily an unpleasant odor – it may be a distinctive 
  perfume or cologne, or an exotic personal body scent. 
  ��������������������������������������������������������
  Character’s ability to hide and sneak.  Characters with 
  this Flaw suffer a penalty of minus two (–2) to any rolls 
  on the Stealth skill.  
  Swims like a Brick:  Characters with this Flaw, for 
  whatever reason, simply cannot swim.  They may take 
  no ranks in the Swimming skill, and even if they have 
  a plus one (+1) bonus from the “Athlete” Merit, they 
  make rolls to Swim at a penalty of minus three (–3). 
  ����������� ����� ����� ����� ���� ��� ����������� ��� �����
  �������������������������������������
  Ugly: The Character is unattractive, and is the target of 
  staring and derision.  When making rolls in situations 
  where physical appearance could make a difference 
  such as Seduction rolls to attract attention, Communi-
  cation rolls to persuade someone, or Streetwise rolls to 
  get into a club, the Character rolls at a minus two (-2).
  Unskilled:  (This Flaw may be taken multiple times)  
  For each time the Character has this Flaw, they have 
  ����������������������������������������
  Very Fertile:  (Prerequisite – Character may not have 
  the “Infertile” Flaw)  Characters with this Flaw are 
  likely to produce offspring even with casual sex.  Us-
  ing a single form of birth control (with the exceptions 
  of surgical intervention or Abstinence) is ineffective at 
  preventing unwanted pregnancies.  Characters with 
  this Flaw must use at least two forms of birth control, 
  or more, in order to prevent conception.
  Wanted:  The Character with this Flaw is being hunted 
  by some authority, rightly or wrongly.  If the Character 
  does not continuously cover their tracks, change their 
  name, alter their appearance and/or identity, and oth-
  erwise cover the tracks that they make in daily life, 
  ����������������������������������������������������
  unpleasant things to them.
  Weak As Hell:  (This Flaw may be taken multiple 
  times) For each time the Character has this Flaw, the 
  Character has one (1) less Shrug than normal.  This 
  Flaw cannot be taken so many times that the Charac-
  ters total number of Shrugs drops below one (1).
  Simon Wentworth (Order #28533685)
  
  35
  Skills
  Skills are ranked from one (1) to six (6), six being the 
  best possible knowledge of the skill.  Characters start 
  �������������������������������������������������
  ���������������������������������������������������������
  the Character has certain Special Merits. 
  Skill
  Special Merit Required
  Do Magic
  Spell Slinger
  Martial Arts
  Martial Artist
  Use Mechanica
  Moda Mechanica
  Use Psionics
  Mind of Power
  Use Powers
  Preternatural
   
  The higher the level of a skill, the more competency the 
  Character has in that skill.  Not only does a higher level 
  in a skill increase the likelihood that the Character will 
  be able to use that skill with success (and a larger mar-
  gin of success), but it also affects how that Character’s 
  competence is viewed by those around them.
  Characters with high levels of skill can make money 
  not only by using the skill, but by teaching it to others.
  Skill Level
  Equivalent
  0
  Untrained, no concept of using most 
  skills at this level.
  1
  Vague familiarity – has been shown 
  how to do this, but has not studied 
  the skill
  2
  Average training – has passed base 
  ��������������������������������
  3
  Professional level – can make a living 
  using this skill
  4
  Above average – can begin to teach 
  others this skill
  5
  Exceptionally competent – can write 
  papers on this skill, and may be asked 
  for opinions on matters regarding this 
  skill by authorities
  6
  Master of this skill, has a reputation 
  for using it and may be sought out by 
  people interested in dedicating them-
  selves to the study of this skill
  Certain Merits may actually make it possible for some 
  skills to go above six (6) to a maximum of seven (7). 
  Skills of this level are nearly supernatural, leading to 
  worldwide reputations for one’s ability with that par-
  �������������
  Simon Wentworth (Order #28533685)
  
  36
  ATHLETICS 
  Acrobatics 
  Climbing 
  Lifting 
  Running 
  Sports 
  Swimming 
  Throwing
  COMBAT 
  Bows 
  Firearms - Short 
  Firearms - Long 
  Grappling 
  Hand to Hand  
  Martial Damage 
  Melee 
  Toughness
  ESPIONAGE 
  Acting 
  Business 
  Communicate 
  Cryptography 
  Demolition 
  Escapology 
  Investigation 
  Lock Picking 
  Security 
  Seduction 
  Sleight of Hand 
  Stealth 
  Streetwise 
  Survival
  CRAFT 
  Art 
  Cleaning 
  Construction 
  Cooking 
  Dancing 
  Fabrication 
  Music 
  Repair 
  Ropework 
  Sewing 
  Styling
  KNOWLEDGE 
  Academics 
  Alchemy 
  Clockwork 
  Engineering 
  Heraldry 
  Law 
  Lore - Magic 
  Lore - Mentalist 
  Lore - Monster 
  Lore - Outer 
  Medicine 
  Mind Engine 
  Military Science 
  Naturist 
  Navigation 
  Physics 
  Psychology
  TRANSPORT 
  Airship - Large 
  Airship - Small 
  Animal - Basic 
  Animal - Flying 
  Animal - Large 
  Animal - Water 
  Anthro 
  Crew Vessel 
  Drawn 
  Gunnery 
  Mecha 
  Ship - Large 
  Ship - Small 
  Steam Vehicle 
  Submersibles 
  Ultra-Light
  SPECIAL 
  Do Magic 
  Martial Arts 
  Use Mechanica 
  Use Powers 
  Use Psionics
   
  Fantasy (FA) Era Skills
  Simon Wentworth (Order #28533685)
  
  37
  KNOWLEDGE 
  Academics 
  Biology 
  Chemistry 
  Computers 
  Cybernetics 
  Electronics 
  Engineering 
  Genetics 
  Law 
  Lore - Legend 
  Lore - Magic 
  Lore - Monster 
  Medicine 
  Military Science 
  Navigation 
  Parapsychology 
  Physics 
  Psychology 
  Xenology
  TRANSPORT 
  Animal 
  Astro 
  Automotive 
  Boats 
  Crew Vessel 
  Fighter Craft 
  Ground Effect 
  Helicopter 
  Instruments 
  Jet Pack 
  Mecha 
  Motorcycle 
  Remotes 
  Submersibles 
  Tracked 
  Transport Craft 
  Ultra-Light
  SPECIAL 
  Do Magic 
  Martial Arts 
  Use Mechanica 
  Use Powers 
  Use Psionics 
   
   
   
  ATHLETICS 
  Acrobatics 
  Climbing 
  Extreme Sports 
  Lifting 
  Running 
  Sports 
  Swimming 
  Throwing 
  Zero G
  COMBAT 
  Bows 
  Firearms - Short 
  Firearms - Long 
  Grappling 
  Hand to Hand  
  Martial Damage 
  Melee 
  Toughness
  ESPIONAGE 
  Acting 
  Business 
  Communicate 
  Cryptography 
  Demolition 
  Escapology 
  Investigation 
  Lock Picking 
  Security 
  Seduction 
  Sleight of Hand 
  Stealth 
  Streetwise 
  Survival
  CRAFT 
  Art 
  Cleaning 
  Construction 
  Cooking 
  Dancing 
  Fabrication 
  Music 
  Repair 
  Ropework 
  Sewing 
  Styling
   
  Near-Modern (NM) Era Skills
  Simon Wentworth (Order #28533685)
  
  38
  ATHLETICS 
  Acrobatics 
  Climbing 
  Extreme Sports 
  Lifting 
  Running 
  Sports 
  Swimming 
  Throwing 
  Zero G
  COMBAT 
  Bows 
  Firearms - Short 
  Firearms - Long 
  Grappling 
  Hand to Hand  
  Martial Damage 
  Melee 
  Toughness
  ESPIONAGE 
  Acting 
  Business 
  Communicate 
  Cryptography 
  Demolition 
  Escapology 
  Investigation 
  Lock Picking 
  Security 
  Seduction 
  Sleight of Hand 
  Stealth 
  Streetwise 
  Survival
  CRAFT 
  Art 
  Cleaning 
  Construction 
  Cooking 
  Dancing 
  Fabrication 
  Music 
  Repair 
  Ropework 
  Sewing 
  Styling
  KNOWLEDGE 
  Academics 
  Biology 
  Chemistry 
  Computers 
  Cybernetics 
  Electronics 
  Engineering 
  Genetics 
  Law 
  Lore - Aliens 
  Lore – Enigmas 
  Lore – Magic 
  Medicine 
  Military Science 
  Navigation 
  Parapsychology 
  Physics 
  Psychology 
  Xenology
  TRANSPORT 
  Animal 
  Automotive 
  Capital Craft 
  Crew Vessel 
  Fighter Craft 
  Ground Effect 
  Gunnery 
  Helicopter 
  Instruments 
  Jet Pack 
  Mecha 
  Remotes 
  Tracked 
  Transport Craft 
  Ultra-Light 
  SPECIAL 
  Do Magic 
  Martial Arts 
  Use Mechanica 
  Use Powers 
  Use Psionics
  Space (SP) Era Skills
  Simon Wentworth (Order #28533685)
  
  39
  Athletic Skills
  Acrobatics:  ����� ��� ���� �������� ������ ��� ������ ������
  leaps, tumbles, and other gymnastic-style maneuvers.  
  Performing in a circus requires this skill, as does most 
  stunt work.
  Climbing:  This is the skill of ascending and descend-
  ing vertical surfaces.  It is used for climbing up and 
  down buildings, trees, mountains, towers, and giants.  
  Extreme Sports:  This is the skill of performing “Ex-
  treme” sports activities, such as rollerblading, skate-
  boarding, stunt bicycling, skydiving, airboarding, 
  snowboarding, or other sports involving high risk and 
  high speed.
  Lifting: This is the skill of maximizing your strength 
  and stamina for the purpose of raising weights off of 
  ������������������������������������������������������-
  acter needs to lift for weight, or increase the time that 
  they have weight in the air.
  Running:  This is the skill of increasing speed and per-
  ������������������������������������������������������
  events, as well as foot chases and catching runaway 
  carriages.
  Sports:  This is the skill of performing traditional sports 
  activities, such as throwing a ball around or badmin-
  ton.  It is used when engaging in traditional sports ac-
  tivities.  It can occasionally be substituted for the Run-
  ning or Acrobatics skills.
  Swimming:  This is the skill of moving through the 
  water, either on the surface or below the surface.  It is 
  ����������������������������������������������������
  for some distance through liquid mediums (not neces-
  sarily water).
  Throwing:  This is the skill of hurling projectiles.  It is 
  used for throwing rocks, balls, knives, rats, and spears.
  Zero G:  This is the skill of being able to operate in an 
  environment without Gravity.  It is used primarily by 
  �������������������������������������������
  Combat Skills
  Bows:  This is the skill of using bows of all types - short 
  bows, long bows, composite bows, and even cross-
  bows.
  Firearms - Short����������������������������������������-
  ����������������������������������������������������-
  �������������������������������������������������������
  generally the skill to use.
  Firearms - Long��������������������������������������������
  ���������������������������������������������������������
  ����������������������������������������������������-
  ally the skill to use.
  Grappling:  ����� ��� ���� ������ ��� �������� ��� ����� ���
  Hand combat using grabs, locks, and throws.  It is the 
  skill used for Wrestling and Judo.  It is also the skill 
  used to resist being grabbed or locked.
  Hand to Hand:  This is the skill of attacking with hands 
  and feet in Hand to Hand combat.  It is used for punch-
  es, kicks, and strikes of all kinds.  This skill governs 
  how accurate a Character’s Hand to Hand attacks are.
  Martial Damage:  This is the skill of increasing one’s 
  capacity for doing damage in melee, whether one is us-
  ing hand to hand attacks or swinging a Melee weapon. 
  It is used not only for doing additional damage in per-
  sonal combat, but for board and brick breaking in exhi-
  bition.  This skill governs how damaging a Character’s 
  personal attacks, both hand to hand and melee, are.  It 
  is added directly to a Character’s Strength to calculate 
  damage for Hand to Hand and Melee attacks.
  Melee:  This is the skill of using weapons in melee 
  combat, from knives and clubs to swords and whips.  
  It governs the use of all melee weapons, regardless of 
  technology level.  It also governs  a Character’s famil-
  iarity with the mechanics of melee weapons and how 
  to maintain them.
  Toughness:  This is the skill for developing additional 
  capacity to take damage in hand to hand combat.  It is 
  used primarily to add to a Character’s Damage Resis-
  tance against hand to hand and blunt melee weapon 
  ���������������������������������������������������������
  also used to resist becoming Drunk.
  Skill Descriptions
  Simon Wentworth (Order #28533685)
  
  40
  Espionage Skills
  Acting:  This is the skill of conveying information and 
  emotions that the Character is not genuinely feeling. 
  It is used to play a dramatic role, to fast talk one’s way 
  out of a situation, and to bald faced lie.  It is also use-
  ful in espionage, sales, and politics.
  Business:  This is the skill of understanding � nance, 
  business law, organizational skills, and other feats as-
  sociated with owning and/or operating a business.  It 
  is used when investing, creating a company, and do-
  ing day-to-day tasks associated with keeping a com-
  pany in operation.
  Communication:  This is the skill of conveying con-
  cepts clearly and distinctly, in a manner that aids un-
  derstanding.  It is used to negotiate hostage deals, 
  present diplomatic information, and clear up dis-
  putes.  It is used by professional negotiators, counsel-
  ors, diplomats, and the like.
  Cryptography: This is the skill of working with codes. 
  It is used to create codes, to encode a message, and 
  to decode a message.  It is used by spies, intelligence 
  operatives, and pharmacists.
  Demolitions: This is the skill of working with explo-
  sives of all types.  It is used to create bombs, impro-
  vised explosive devices (IEDs), to a�  x detonators, to 
  set charges in the correct location for maximum e� ect, 
  and to disarm explosive devices.
  Escapology:  This is the skill of being an escape artist. 
  It is used for escaping from bonds and traps, such 
  as handcu� s, suspension harnesses, ball gags, large 
  crystal boxes rapidly � lling with water, and prison 
  cells.  It confers the ability to pick the locks on re-
  straints, but not to pick other locks, such as locks in 
  doors or security systems.
  Investigation: This is the skill of � nding clues, observ-
  ing subjects, and using deductive reasoning.  It is used 
  to � nd important items, notice important events, and 
  solve crimes once su�  cient clues have been found.  It 
  is also the general skill of noticing things that the GM 
  wants the Characters to notice.
  Lock Picking:  This is the skill of defeating locks. It 
  is used to open locked doors, and to disable security 
  systems.  It does not confer the ability to pick the locks 
  on handcu� s or other restraints.
  Security:  This is the skill of working with security 
  systems.  It is used to examine security systems, in-
  stall security systems, and defeat security systems.  It 
  is also used to design security systems, and to evalu-
  ate them for e� ectiveness.  
  Seduction:  This is the skill of sexual knowledge.  It is 
  used not only to entice someone into a sexual encoun-
  ter (or to make someone believe you are enticing them 
  into a sexual encounter) but is also used to gauge the 
  quality of one’s sexual performance.
  Sleight of Hand:    This is the skill of sleight of hand. 
  It is used to hide and produce small objects, making 
  them seem as if they have “magically” disappeared 
  or reappeared.  It is used to perform magical tricks 
  without the use of magic, conceal weapons, or to 
  cheat at cards.
  Stealth:  This is the skill of concealment and silence. 
  It is used by Ninja, pirates, and others who are trying 
  to conceal their activities.  This skill would be used 
  to hide, to move silently, to follow someone without 
  their knowledge, or even to conceal the presence of 
  other items.  
  Streetwise:  This is the skill of knowing the dark, 
  seedy underside of society.  It is used by criminals, 
  city guard, king’s investigators, and others who work 
  within the in� uence of the underworld.  It would be 
  used to fence a stolen item, locate a kidnap victim, or 
  locate black market goods.
  Survival:  This is the skill of staying alive in adverse 
  environmental conditions.  It includes the ability to 
  � nd food and water in sparse environments (such as 
  deserts or the open ocean), starting � res, and � nding 
  or constructing shelter.  It is used by rangers, scouts, 
  and most adventurers who spend any time outdoors.
  Simon Wentworth (Order #28533685)
  
  41
  Craft Skills
  Art:  This is the skill of artistic expression.  It is used to 
  draw or paint a picture, carve a sculpture.  It is used 
  by artists, heraldrists, and monks.
  Cleaning:  This is the skill of cleaning and maintaining 
  items or space.  It is used to polish silverware, clean a 
  room, keep a house clean, or wash pets.  It is used by 
  maids, housewives, wizards maintaining an alchemy 
  lab, and people with Obsessive Compulsive disorder.
  Construction:  This is the skill of building struc-
  tures.  It is used to draw architectural designs, frame 
  a house, cut stone and set iron reinforcements.  It is 
  used by architects, construction workers, carpenters, 
  and contractors of all kinds.  It would also be used to 
  refurbish a property or build a secret lair.
  Cooking:  This is the skill of preparing food.  At its 
  most basic level, it is the application of heat and sea-
  sonings to make food palatable.  It is used for all food 
  preparation tasks, from making a baloney sandwich 
  to preparing a banquet for 100.
  Dancing:  This is the skill of expressing one’s self 
  through bodily movement, usually to music or rhyth-
  mic sound.  It is used by choreographers, ballerinas, 
  bards, and performers of all kinds.  
  Fabrication:  This is the skill of making custom pieces 
  and parts out of metal, wood, stone, or other materi-
  als.  It is used to make custom jewelry pieces, clock-
  work items, and to form custom armor and weapons.
  Music:  This is the skill of musical expression.  It is 
  used to write and perform songs.  It confers the ability 
  to use musical instruments and sing.
  Repair:  This is the skill of � xing things that are bro-
  ken.  It is used to repair carts, leather goods, weap-
  onry, boats, and clockwork devices.  
  Ropework:  This is the skill of working with rope: ty-
  ing knots, coiling rope for rapid deployment, storing 
  rope and maintaining rope.  It is used by sailors, boy 
  scouts, and dungeon keepers.
  Sewing:  This is the skill of manipulating textiles to 
  produce garments and other sewn items.  It is used for 
  making clothing, stu� ed animals, interior decorating 
  accents, and soft armor.
  Styling:  This is the skill of presenting one’s self or 
  others in a pleasing and currently stylish fashion.  It is 
  used for hairstyling, applying makeup, selecting and 
  properly wearing clothing, and performing mani-
  cures and pedicures.
  Knowledge Skills
  Academics:  This is general knowledge accumulated 
  through study in schools.  It is used for doing home-
  work, writing reports, doing research, and knowing 
  general information.  At level one (1), the Character 
  with this skill has had a basic elementary education. 
  At level two (2), they have roughly a high-school edu-
  cation.  At level three (3), they have a body of knowl-
  edge comparable to a lower college degree (such as an 
  Associate of the Arts).  At four (4) and above, they have 
  the equivalent of higher level degrees, and may be con-
  sidered well-educated and highly knowledgable.
  Alchemy:  This is the knowledge of how di� erent 
  material compounds can be combined to create other 
  compounds, often with magical e� ects.  It is used to 
  analyze potions, create potions, and to enchant cer-
  tain types of magic items.  It is used by mages and 
  alchemists, as well as those practicing medicine and 
  pursuing other forms of knowledge.
  Biology:  This is the knowledge of life sciences.  It in-
  cludes knowledge of plants and animals, as well as 
  biochemistry (but not non-organic chemistry).  It is 
  used to identify species and speculate on new organ-
  isms, such as diseases or tentacle monsters.
  Chemistry:  This is the knowledge of non-organic 
  chemistry and organic chemistry (but not biochem-
  istry).  It is used to identify and generate chemical 
  compounds.  It can be used to break down dangerous 
  compounds, or to create them.  It is especially useful 
  in the creation of explosive compounds.
  Clockwork:  This is the knowledge of how to create 
  and assemble gears, springs, and other small metal 
  components into larger functional devices.  It can be 
  used to analyze and create all manner of clockwork 
  devices, from the smallest watch to arti� cial limbs and 
  organs to giant wind-up war machines.  It is used by 
  engineers, combat mechanics, and others who want to 
  gain a mechanical advantage.
  Computers:  This is the knowledge of operating, main-
  taining, programming, and building computer systems. 
  It is used to construct new computers, repair existing 
  computers, programming computers, and operating 
  computers.  It is particularly useful in using computers 
  to perform research or to hack into secure systems.
  Cybernetics:  This is the knowledge of interfacing or-
  ganic and inorganic systems to create “Cyborgs,” cy-
  bernetic organisms.  It is used to design, generate and 
  install Bionic components into humans, animals, and 
  other organics.  It does not confer the ability to perform 
  any other type of medical treatment or operation.
  Simon Wentworth (Order #28533685)
  
  42
  Electronics:  This is the knowledge of electronics.  It 
  is used to design, maintain, and create electronic de-
  vices other than computers.  It is used for making and 
  maintaining digital cameras, listening devices, and 
  computer peripherals such as printers.  
  Engineering:  This is the knowledge of materials, 
  stresses, and construction.  It is used for designing 
  physical structures, from bicycles to buildings.  It also 
  conveys a knowledge of the best way to break physi-
  cal structures.  It is used for architecture, mass pro-
  duction, and demolitions.
  Genetics: This is the knowledge of the secrets of the 
  genetic code.  While Biology can identify a species, 
  Genetics can be used to identify an individual mem-
  ber of a species from a small sample.  It is used for 
  criminal investigations, biological analysis, and mak-
  ing freaky-deaky tentacle monsters.
  Heraldry:  This is the knowledge of heraldic devices 
  and symbology.  It can be used to rapidly identify 
  combat units by their markings, determine the his-
  tory of a family by its crest, and to create new heraldic 
  markings.  It is used by researchers, nobles, generals, 
  and � eld tacticians.
  Law:  This is the knowledge of legal codes and legal 
  precedents.  It is used for researching legal matters, 
  working as a counsel or a lawyer, and creating legal 
  defenses.
  Lore - Aliens:  This is the knowledge of beings and 
  cultures that are not commonly encountered by one’s 
  civilization.  This skill is used to identify an alien race, 
  to know their cultures and mores, and to understand 
  any racial taboos they may have.  It is important to 
  note that while one is using this skill on an alien, the 
  alien is likely using this skill in return!
  Lore - Enigmas:  This is the knowledge of mysteries 
  beyond the ken of normal thought.  It is used when 
  encountering stellar phenomena, worlds with bizarre 
  and “unnatural” climates and conditions, and any 
  time something does not � t into conventional scientif-
  ic thought.  This skill is the realm of far o� , visionary 
  and crackpot theories which might, just might, not be 
  as crazy as we thought!
  Lore - Legend:  This is the knowledge of the bizarre, 
  creepy, “spooky” things that happen in the darkened 
  corners of society.  It is used when encountering what 
  may be a supernatural phenomena, or some type of 
  freaky alien or demonic in� uence.  If it appears in a 
  supermarket tabloid, this is the skill to work with it.
  Lore - Magic:  This is the knowledge of the history 
  and practice of magic, including rituals and rare and 
  ancient spells.  It is used to analyze magic spells, cre-
  ate new spells and rituals, to research and create new 
  spells, and to do theoretical work in the area of magic.
  Lore - Mentalist:  This is the knowledge of the his-
  tory and practice of psionic disciplines.  It involves 
  theory of how the structures in the brain interact with 
  the metaphysical world, and the disciplines necessary 
  to use these structures.  It is used to analyze the e� ects 
  of psionic disciplines, to create new disciplines, and to 
  do theoretical work in the area of psionics.
  Lore - Monster:  This is the knowledge of the general 
  class of creatures known as “Monsters,” things that 
  are not among the normal classes of “people” or “ani-
  mals” but somehow a little of both or neither.  This 
  skill is used to identify monsters by their tracks and 
  trails, to know the speci� c abilities and limitations 
  of a given monster, or to analyze newly encountered 
  monsters to determine abilities and limitations.  This 
  skill is used by rangers and scholars.
  Lore - Outer:  This is the knowledge of things that are 
  not meant to be known, from extra-dimensional beings 
  to magic spells taught by creatures from the beyond 
  and even, perhaps, the true nature of the universe, de-
  pending on who you talk to. It is used to determine 
  the presence of things from the Outside, to gauge their 
  abilities and limitations, and to know the rituals neces-
  sary to work with them.  This is a relatively new skill 
  and somewhat rare - people who spend too much time 
  studying this � eld tend to fall to insanity or worse.
  Medicine:  This is the knowledge of the healing arts. 
  It is used for everything from applying a bandage to 
  Simon Wentworth (Order #28533685)
  
  43
  performing surgery.  It is used by Healers, Clerics, 
  Chiurgeons, and Mages.
  Military Science:  This is the knowledge of military 
  operations.  It re� ects knowledge of tactics, strategy, 
  and military history.
  Mind Engine:  This is the knowledge of the workings 
  and function of Mind Engines... for all intents and 
  purposes, clockwork thinking machines.  This skill is 
  used to analyze, construct, and teach Mind Engines, 
  as well as to design new Mind Engines and to do the-
  oretical work in the � eld of Mind Engines.
  Naturist:  This is the knowledge of plants, animals, 
  land, water, and the world of nature.  It can be used 
  to identify plants and animals, to produce holistic 
  cures for simple conditions using herbs and/or ani-
  mal products, and to live o�  of the land.  It can also 
  be used to determine the nature of problems with the 
  local environment, such as oddly inclement weather 
  or problems with local wildlife.  It is known by druids 
  and rangers.
  Navigation:  This is the knowledge of using maps and 
  charts to plot courses, whether on the sea, land, in the 
  air, or in space. It is used both to plot courses, and to 
  create new maps and charts in unknown areas.
  Parapsychology:  This is the study of the paranor-
  mal – phenomena such as ghosts, telepathy, and 
  other “oogie boogie” subjects.  Many scientists do 
  not consider this an actual area of study.  It is used 
  when verifying accounts of U.F.O. sightings or alien 
  abductions, testing for psionic ability, ghost hunting 
  (scienti� cally), and performing other tasks that are, 
  at best, “fringe” science.
  Physics:  This is the science that deals with matter, en-
  ergy, motion, and force.  It is used for analyzing these 
  elements, creating simulations, and working with 
  dangerous materials.
  Psychology:  This is the knowledge of the workings 
  of the mind.  It conveys information about the process 
  of thought, mental illness, emotional distress, and dis-
  orders of the mind.  It is used to diagnose and treat 
  mental disorders, and can also be used to aggravate 
  mental disorders and create phobias where there were 
  none before.
  Xenology:  This is the scienti� c knowledge of Things 
  that are Not of this Earth.  It confers the ability to 
  intelligently study non-terran life forms and materi-
  als, and may confer some knowledge about “already 
  known” alien artifacts or life forms.  It is held by top 
  level government scientists, conspiracy theorists, and 
  Mad Scientists.
  Transport Skills
  Airship - Large:  This is the skill of piloting large (crew 
  of thirty (30) or over) Airships.  It is used regardless 
  of what keeps the ship in the air, whether it is a light-
  er-than-air craft, magically levitated, or held aloft by 
  other technology.  This skill also re� ects a knowledge 
  of the ship systems besides helm, such as basic engi-
  neering and e�  cient command of crew.  It is known 
  by large Airship helmsmen and captains.
  Airship - Small:  This is the skill of piloting small (crew 
  of thirty (30) or less) Airships.  It is used regardless of 
  what keeps the ship in the air, whether it is a lighter-
  than-air craft, magically levitated, or held aloft by other 
  technology.  This skill also re� ects a knowledge of the 
  ship systems besides helm, such as basic engineering 
  and e�  cient command of crew.  It is known by small 
  Airship helmsmen and captains, as well as crew respon-
  sible  for handling smaller sub-craft of larger Airships.
  Animal - Common:  This is the skill of riding com-
  mon riding animals, such as horses, camels, donkeys, 
  or dogs (for small races).  It is used for mounting, 
  riding, and generally controlling common riding ani-
  mals.  Can also be used to control and perhaps even 
  ride animals that are common livestock but not clas-
  sically considered riding animals, such a bulls or very 
  large pigs.   Animals speci� cally bred for riding, such 
  as large wolves, can also be ridden and controlled 
  with this skill.  This skill does not convey the ability 
  to work with animals too large for riding in populated 
  areas, animals which � y, or aquatic animals.
  Animal - Flying:  This is the skill of riding � ying ani-
  mals, such as giant eagles, gri� ons, or pegasi.  It is 
  used for mounting, riding, and generally controlling 
  � ying animals, including the art of Falconry (training 
  and controlling � ying animals too small to be ridden). 
  Useful for breaking wild � ying creatures to be ridden 
  or controlled.  
  Animal - Large:  This is the skill of riding and con-
  trolling animals generally considered too large to be 
  Simon Wentworth (Order #28533685)
  
  44
  ridden, such as elephants and giant versions of most 
  animals.  Is is used for mounting, riding, and general-
  ly controlling large animals, as well as breaking them 
  and training them to be ridden.  If an animal is too 
  large to be ridden safely through a populated area, 
  this is the skill to use for it.
  Animal - Water:  This is the skill of riding and control-
  ling aquatic creatures, such as dolphins and large � sh. 
  Used for mounting, riding, and generally controlling 
  aquatic creatures, also useful for breaking them to be-
  ing ridden and training them.  
  Astro:  This is the skill of piloting “primitive” orbital 
  vessels, from simple manned rockets to space shuttles 
  and space planes. 
  Automotive:  This is the skill of driving automobiles, 
  from subcompacts to grand prix racers.  It also confers 
  the skill of driving trucks and other wheeled vehicles, 
  so long as they have three or more wheels.
  Boats:  This is the skill of piloting watercraft, from 
  small � shing boats to ships of the line.  It is used 
  whether the ship is driven by sail, oar, magic, or 
  some other technology.  This skill also re� ects a 
  knowledge of the ship systems besides the helm, 
  such as basic engineering and e�  cient command of 
  crew.  It is known by helmsmen, ship captains, and 
  crew responsible for handling the smaller sub-craft 
  of larger ocean-going vessels.
  Capital Craft:  This is the skill of piloting extremely 
  large vessels... usually space craft.  Vessels piloted us-
  ing the Capital Craft skill generally have crew num-
  bered in the hundreds, thousands, or even higher.
  Crew Vessel:  This is the skill of being crew on a 
  vessel requiring crew, be it Airship or ocean-going 
  vessel.  It re� ects the ability to operate various func-
  tions of the vessel, such as putting up sails, repair-
  ing rigging, manning oars, and the like.  It governs 
  how well crew maintains a vessel during long voy-
  ages and in the middle of combat.  This is the skill 
  that the average seaman or Airshipman uses to 
  make their wage.
  Fighter Craft:  This is the skill of piloting small (one 
  to three person) combat craft, generally air or space. 
  Also applies to small non-combat craft.
  Drawn:  This is the skill of operating vehicles drawn 
  by animals, regardless of animal type.  Used to oper-
  ate carriages, carts, and to work as a driver on a cara-
  van.  This skill is used to hook up the animals to the 
  cart, control the animals while driving the vehicle, 
  and to see to the proper maintenance of the cart and 
  it’s hitching apparatus.
  Flight Pack:  This is the skill of piloting personal � ight 
  equipment, such as Jet Packs or Clockwork Ornithop-
  ther Packs.
  Ground Effect Vehicles:  This is the skill of operating 
  ground–e� ect vehicles, regardless of size, from Hov-
  ercraft to Gravity Tanks.
  Gunnery:  This is the skill of using vehicle (usually ship) 
  mounted weaponry, such as cannons, spell cannons, 
  deck guns, and the like.  Also used for � ring artillery and 
  large siege weapons, such as catapults or ballistae.  Used 
  to load, � re, and clean just about any artillery piece.
  Helicopter:  This is the skill of � ying rotary wing craft, 
  from touring helicopters to Apache attack craft.  It is also 
  the skill of using weapon systems integral to the craft.
  Instruments:  This is the skill of using a vehicle’s in-
  strumentation; things such as altimeters, depth gaug-
  es, radar, sonar, and other sensors.  It is used to “� y by 
  instruments,” allowing a su�  ciently advanced vehi-
  cle to be piloted in conditions where visibility is lim-
  ited or completely absent.  This is the skill that makes 
  a Character “instrument rated.”
  Mecha:  This is the skill of operating vehicles equipped 
  with legs, or that are human-shaped, such as very 
  large clockwork suits or war machines.
  Motorcycle:  This is the skill of driving two or three 
  wheeled vehicles, such as motorcycles.  It is also used 
  for driving or piloting vehicles in a similar con� gura-
  tion - small one or two person craft operated by strad-
  dling the vehicle and controlled with handlebars.
  Remote:  This is the skill of operating vehicles designed 
  to be driven or piloted by remote control.  It is also the 
  skill of using weapon systems integral to such craft.
  Ship - Large:  This is the skill of piloting larger 
  watercraft (crew of 30 or more), from big yachts 
  to ships of the line.  It is used whether the ship is 
  driven by sail, oar, magic, or some other technol-
  ogy.  This skill also re� ects a knowledge of the ship 
  systems besides the helm, such as basic engineer-
  Simon Wentworth (Order #28533685)
  
  45
  ing and e�  cient command of crew.  It is known by 
  helmsmen, and ship captains.
  Ship - Small:  This is the skill of piloting smaller wa-
  tercraft (crew of 30 or less), from small � shing boats to 
  medium-sized yachts.  It is used whether the ship is 
  driven by sail, oar, magic, or some other technology. 
  This skill also re� ects a knowledge of the ship systems 
  besides the helm, such as basic engineering and ef-
  � cient command of crew.  It is known by helmsmen, 
  ship captains, and crew responsible for handling the 
  smaller sub-craft of larger ocean-going vessels.
  Steam Vehicle:  This is the skill of handling vessels 
  driven by steam technology, such as steam boats or 
  locomotives.  It is used for the maintenance and op-
  eration of the vehicle’s boilers and steam pistons, 
  such as keeping the � res stoked and making sure the 
  water intakes aren’t drawing in silt or other objection-
  able materials.  This skill is often combined with other 
  skills... a steam-driven Airship will require someone 
  with this skill to maintain its boilers, as well as crew 
  with the appropriate Airship skill.  
  Submersibles:  This is the skill of using water craft 
  that are designed to submerge and surface, such as 
  submarines.  It is used to see to the proper submerg-
  ing and surfacing of the vessel, piloting its course 
  both above and below the surface, and maintaining 
  its air supply.
  Tracked:  This is the skill of operating vehicles that 
  move about on tracks, such as contentional tanks and 
  construction equipment.
  Transport Craft:   This is the skill of operating most 
  median-sized (between � ve and a hundred people) 
  craft, generally air or space.  
  Ultra-Lights:  This is the skill of operating ultra-light 
  � ying craft, such as parasails, hang-gliders, or � ying 
  carpets.  This is the skill used for small magically-pro-
  pelled � ying vehicles, such as brooms or magic saddles. 
  Special Skills
  Do Magic:  This is the skill of using Magical Spells. 
  It is used to activate spells, and also confers a knowl-
  edge of Magic and associated Magical practices (al-
  though the Lore - Magic skill also confers a certain 
  amount of this knowledge).  
  A Character with the “Spell Slinger” Merit 
  can use the Perception stat plus the Do Mag-
  ic skill to detect the use of magic in an area 
  (generally within a city block, or so), and to 
  analyze magical e� ects.  More, they can use 
  their Will stat plus the Do Magic skill to at-
  tempt to “Wild Cast” magic spells that they 
  do not actually know.  Wild Casting spells 
  costs � ve (5) Risk plus the Risk Cost of the 
  spell that the Mage is attempting to use.  The 
  GM may assess a penalty to this use of the 
  “Do Magic” skill if the spell being Wild Cast 
  is particularly powerful or expensive - as a 
  suggestion, a penalty of minus one (-1) per 
  ten thousand dollars ($10,000.00) of spell cost 
  would be appropriate. 
  Martial Arts:  This is the skill of using esoteric abili-
  ties taught by the Martial Arts.  This is not used for 
  simple attacks (punches, kicks, head-butts, tackles), 
  but for more esoteric activities (Using Chi to harden 
  the body, walking on rice paper without leaving foot-
  prints, screaming really loud and turning blonde).
  A Character with the “Martial Artist” Merit can 
  use the Perception stat plus the Martial Arts 
  skill to detect the use of Chi in an area (gener-
  ally within a city block, or so) and to analyze 
  another Martial Artist’s style.  More, they can 
  use their Will stat plus the Martial Arts skill to 
  attempt to “Stunt” Martial Arts feats that they 
  do not actually know.  Stunting Martial Arts 
  abilities costs � ve (5) Risk plus the Risk Cost of 
  the Martial Arts ability that the Martial Artist 
  is attempting to use, if any.  The GM may as-
  sess a penalty to this use of the “Martial Arts” 
  skill if the Martial Arts ability being Stunted 
  Simon Wentworth (Order #28533685)
  
  46
  is particularly powerful or expensive - as a 
  suggestion, a penalty of minus one (-1) per ten 
  thousand dollars ($10,000.00) of Martial Arts 
  ability cost would be appropriate. 
  Use Mechanica:  This is the skill of manipulating 
  clockwork devices that have been grafted directly 
  onto (or into) the Character’s body.  While many uses 
  of Mechanica do not require a roll on this skill (throw-
  ing something with a clockwork arm, running on 
  cyber-legs), there are certain functions of Mechanica 
  that require training and special conditioning to use 
  (� ring a gun built into an arm, activating an extra 
  mainspring for legs).
  A Character with the “Moda Mechanica” Mer-
  it can use the Perception stat plus the Use Me-
  chanica skill to assess the Mechanica installed 
  in another Mechanized individual, determin-
  ing what their capabilities may be.  More, they 
  can use their Will stat plus the Use Mechanica 
  skill to “Push” their Mechanica past its normal 
  limits.  Pushing Mechanica can either gener-
  ate e� ects that the Mechanica was not origi-
  nally designed to do (such as driving another 
  mechanical device or � ring o�  a spring or cog 
  like a bullet), or can double the Mechanica’s 
  e� ects for a single action.  Pushing Mechanica 
  costs � ve (5) Risk.
  Use Psionics: This is the skill of using mental powers 
  beyond the ability of normal humans.  It is used for te-
  lepathy, telekinesis, and using other psionic abilities.
  A Character with the “Mind of Power” 
  Merit can use the Perception stat plus the 
  Use Psionics skill to sense the use of men-
  tal powers in the local area (about a city 
  block, or so).  More, they can use their Will 
  stat plus the Use Psionics skill to attempt to 
  “Wild Talent” a Psionic discipline they do 
  not actually know.  Wild Talenting Psionic 
  disciplines costs � ve (5) Risk plus the Risk 
  Cost of the Psionic discipline that the Mar-
  tial Artist is attempting to use, if any.  The 
  GM may assess a penalty to this use of the 
  “Use Psionics” skill if the Psionic Discipline 
  being Wild Talented is particularly power-
  ful or expensive - as a suggestion, a penalty 
  of minus one (-1) per ten thousand dollars 
  ($10,000.00) of Psionic discipline cost would 
  be appropriate. 
  Use Powers  This is the skill of using Metahuman 
  Powers.  It is used to activate certain powers, and to 
  perform “Feats” with powers, pushing their limits.
  A Character with the “Preternatural” Merit 
  can use their Perception stat plus the Use 
  Powers skill to sense the use of Powers 
  within the local area (about a city block, or 
  so).   More, they can use their Will stat plus 
  the Use Powers skill to attempt to “Feat” a 
  Power they do not actually know.  Feating 
  Powers costs � ve (5) Risk plus the Risk Cost 
  of the Power that the Preternatural Charac-
  ter is attempting to use, if any.  The GM may 
  assess a penalty to this use of the “Use Pow-
  ers” skill if the Power being Feated is par-
  ticularly powerful or expensive - as a sug-
  gestion, a penalty of minus one (-1) per ten 
  thousand dollars ($10,000.00) of Power cost 
  would be appropriate. 
  Simon Wentworth (Order #28533685)
  
  47
  Finishing The Character
  Now that you have Primary, Secondary, and Perfor-
  mance statistics, Merits, Flaws, and Skills, there are 
  only a few steps left to round out your Character, but 
  they’re really good steps.
  Characters start out with a Starting Budget.  Exactly 
  how many Silver Pieces are in the Starting Budget is 
  set by the GM, but as a general rule...
  Characters Starting  out as...
  Receive
  Novices
  $25,000.00
  Established Adventurers
  $50,000.00
  Veteran Adventurers
  $75,000.00
  Lords of Butt Whuppin’
  $100,000.00
  Certain Merits and Flaws can modify the Starting Bud-
  get, such as Rich, Well-Funded, and Poor.
  This Starting Budget is used for purchasing Improve-
  ments, Special Abilities, and Equipment.  They can also 
  be used for purchasing a Package (page 48), if you’re 
  not interested in playing the default Human.
  Improvement costs are as follows:
  Stat Improvement
  Raising Strength 
  and Stamina from
  Raising all other 
  stats from
  Costs 
  This
  4 to 5
  -
  $500
  5 to 6
  4 to 5
  $1,000
  6 to 7
  5 to 6
  $2,000
  7 to 8
  6 to 7
  $4,000
  8 to 9
  7 to 8
  $8,000
  9 to 10
  8 to 9
  $16,000
  -
  9 to 10
  $32,000
  Skill Improvement
  Raising a Skill from 
  this to this
  Costs 
  This
  No ranks to 1 rank
  $500
  1 rank to 2 ranks
  $1,250
  2 ranks to 3 ranks
  $2,500
  3 ranks to 4 ranks
  $3,750
  4 ranks to 5 ranks
  $5,000
  5 ranks to 6 ranks
  $6,250
  Or in other terms, if you’re purchasing a skill you don’t 
  yet have any ranks in...
  Skill Purchasing
  Buying a Skill you Don’t Have to 
  this Rank
  Costs 
  this
  1
  $500.00
  2
  $1,750.00
  3
  $4,250.00
  4
  $8,000.00
  5
  $13,000.00
  6
  $19,250.00
  Purchasing a new Merit costs $15,000.00.  Buying 
  off a Flaw and removing it from the Character costs 
  $30,000.00.
  In order to purchase Special Abilities from the section 
  starting on page 191, the Character must have the ap-
  propriate Merit for the Special Ability list they want to 
  purchase from...
  To Purchase From...
  Character Must Have... 
  Martial Arts
  Martial Artist
  Clockwork Parts
  Clockworked
  Psionics
  Mind of Power
  Monster Powers
  Preternatural
  Magic Spells
  Spell Slinger
  The Equipment section start on page 108.  
  One might also consider the purchase of a Character 
  Package (page 48).
  Once the Character’s Starting Budget has been spent, 
  all that is needed is a description of what the Char-
  acter looks like and a name (often the hardest part 
  of creating a Character), and they’re ready to go! 
  Note: Artificial Beings
  Not every Character or NPC is the product of natural 
  reproduction... Characters can be robots, golems, or 
  ������������������������������������������
  �����������������������������������������������������
  ���������������������������������������������������������
  ��������������������������������������������������������
  �������������������������������������������������������-
  sessed of a sentient mind, capable of self-direction, 
  possessing a statistic of four (4) in every Primary Sta-
  tistic, and having forty (40) Skill points.
  ��������������������������������������������������������
  ������������������������������������������������������
  their Primary Statistics is added to their base cost.
  Simon Wentworth (Order #28533685)
  
  48
  Packages
  Packages are bundles of Merits, Flaws, and Special 
  Abilities that can de� ne a Character “Type.”  When 
  a package is purchased, the Character receives all of 
  the Merits, Flaws, and Special abilities of the Package. 
  It’s usually a good idea to purchase a Package before 
  getting other Merits, Flaws or Special Abilities.
  In general, a Character should have one (1) Package, if 
  any.  With the GM’s permission, a Character could have 
  more than one (1) Package.  Packages purchased after 
  the � rst may receive a discount if both packages have 
  the same feature; i.e., if both packages have the Night’s 
  Eyes Merit, the cost of the second package would be 
  discounted the price of the Merit ($15,000.00), as there 
  is no need to have Night’s Eyes twice.
  The Merits and Flaws in a Package do NOT count to-
  wards the total available Merits and Flaws in Character 
  Creation.
  It is possible to custom make one’s own Package. 
  GMs are cautioned to examine Player-constructed 
  Packages VERY carefully, as this possibility is subject 
  to TREMENDOUS abuse.  All custom Packages are 
  subject to GM approval.
  It simply wouldn’t do for the GM to be running the 
  game, assuming that the Package had been reason-
  able, only to � nd that members of the PC’s race can 
  suddenly grow to ten times their normal size and cov-
  er the � eld of battle under six feet of blueberry yogurt.
  The value of the Custom Package is calculated the 
  same way that the elements within the Package 
  would be priced for Character Creation - each Mer-
  it adds $15,000.00 to the price, each Flaw subtracts 
  $30,000.00 from the price, and the price of each Spe-
  cial Ability is added.
  If the Package includes Special Abilities, it must also 
  include the Special Merit which grants access to those 
  Special Abilities - i.e., if a Package includes Powers, it 
  must also include the Preternatual Merit.
  Packages should be made if the Character the Play-
  er wants to use is a representative of a race or type... 
  “I want to be one of a speci� c model of android” 
  is a good reason to make a Package. “I want more 
  Merits” is not.
  Simon Wentworth (Order #28533685)
  
  49
  Beasts
  Package Cost: $5,250.00
  Creatures of sheer animal power, not entirely human 
  (or other sentient race), not entirely a mindless pred-
  ator.  Beings with this package may resemble some 
  form of hybrid or half-way point between a sentient 
  being and animal.
  Beasts have greatly enhanced physical structure and 
  capabilities.  They are frightful things of claw and 
  fang, impressive strength, physical durability, and 
  improved ability to run and jump.  More, their senses 
  are keen, with their vision extending further into the 
  electromagnetic spectrum than the average, and in-
  credibly sensitive senses of taste and smell.
  With all of the bene� ts, however, come some detri-
  ments.  While they are capable of thinking, speaking, 
  and acting like a civilized being, they tend towards 
  more animalistic thoughts and actions.  They prefer to 
  hunt their food rather than shop for it, they will issue 
  growls and snarls instead of reasoned arguments, and 
  in every other way go about things more like an ani-
  mal than a sentient being.  This also contributes to their 
  general lack of a sense of subtlety or restraint; this is 
  less of a choice than the tendency of their animal in-
  stincts to kick in before civilized thought can intervene.
  Examples of Beasts include many (but not all) Furries, 
  uplifted animal species, undeveloped alien cultures, 
  and bestial fantasy races such as Orcs and Gnolls.
  Merits
  Preternatural
  $15,000.00
  Flaws
  Mental Malfunction:  Animal-
     like thinking/behavior
  -$30,000.00
  Psycho
  -$30,000.00
  Powers
  Claws
  $5,000.00
  Discriminatory Taste/Smell
  $6,500.00
  Fangs
  $3,500.00
  Enhanced Strength (x 5)
  $3,750.00
  Hide, Tough
  $2,500.00
  IR Vision
  $9,000.00
  Leap, Impressive
  $10,000.00
  Sprint, Impressive
  $10,000.00
  Simon Wentworth (Order #28533685)
  
  50
  Incorporeals
  Package Cost: $33,354.50
  Ethereal beings, an intellect and a presence with no 
  physical structure to speak of.  Generally “not from 
  around here,” originating in other dimensions and/
  or planes of reality, visiting this plane by their own 
  designs or perhaps forced here by magic or science 
  gone awry.
  They are insubstantial and invisible, having no physi-
  cal presence.  They move through walls and moun-
  tains as easily as people move through the air.  They 
  can communicate mentally, and a� ect the physical 
  world with telekinesis.  Unless they are prevented 
  from doing so, they can travel between dimensions/
  planes of reality/astral levels at will.
  Being essentially dimensional vagabonds, and hav-
  ing no physical structure, they do not accumulate 
  material wealth easily; often, it isn’t even a consid-
  eration for them.  As they generally do not originate 
  from the dimension where they are encountered, 
  they are vulnerable to attempts to “bind” or “ban-
  ish” them; they can be forced to remain in one plane, 
  or forced to � ee from it.  They generally really hate it 
  when that happens, too.
  Examples of Incorporeals include elementals, ghosts, 
  specters, beings of pure thought, and most other 
  “ethereal” or intangible beings.
  Merits
  Mind of Power
  $15,000.00
  Preternatural
  $15,000.00
  Flaws
  Poor (x 1)
  -$30,000.00
  Sidereal
  -$30,000.00
  Powers
  D-Shift
  $5,200.00
  Insubstantiality I
  $45,000.00
  Invisibility I
  $5,500.00
  Psionics
  Telekinesis
  $6,300.00
  Telepathy II
  $1,354.50
  Simon Wentworth (Order #28533685)
  
  51
  Mechanicals
  Package Cost: $20,000.00
  Mechanicals are creations; beings that have been craft-
  ed.  A Mechanical with an Intelligence of 4 or higher is 
  a sentient being in and of itself; self-aware and capable 
  ���������������������������
  Mechanical beings are not heir to many limitations of 
  living being..  They are unaffected by hunger, thirst, or 
  lack of air - they simply do not have these needs.  They 
  cannot be poisoned, and they cannot themselves suffer 
  from nor carry disease.  They can use either manipu-
  ��������������������������������������������������������
  loses a fact, and they can be upgraded with Mechanica 
  as needed.
  Not having life processes, they do not heal damage 
  naturally, and even magic spells or psionic powers 
  that heal the organic will not work on them.  Rather, 
  they must be repaired - a successful Intelligence plus 
  Repair roll  will restore one lost Shrug. (Depending on 
  the Era, either the Clockwork or Cybernetics skill can 
  be substituted for the Repair skill).   They cannot sire 
  nor bear children; if they are to produce progeny, it 
  will require duplication of their core data and produc-
  tion facilities rather than any form of romance the or-
  ganic would recognize.     Their minds are designed to 
  ���������������������������������������������
  Examples of Mechanicals include golems, robots, 
  clockwork warriors, androids and gynoids.
  Merits
  Ambidexterity
  $15,000.00
  Moda Mechanica
  $15,000.00
  Preternatural
  $15,000.00
  Steel-Trap Mind
  $15,000.00
  Flaws
  Infertile
  -$30,000.00
  Malleable
  -$30,000.00
  Physical Limitation:  Immune to
  -$30,000.00
     Healing
  Powers
  Non Metabolic
  $50,000.00
  Simon Wentworth (Order #28533685)
  
  52
  Monsters
  Package Cost: $21,550.00
  Monsters take many, many di� erent forms.  What they 
  have in common is that they are terrifying, implacable 
  opponents with a desire to cause pain.  A monster isn’t a 
  monster strictly because of what they are on the outside 
  - there has to be a certain monstrousness to their inside, 
  as well.  Monsters are, almost by de� nition, not nice.
  Physically, they are the embodiment of power.  Their 
  ability to lift, to run, and to jump are legendary; their 
  abilities surpass those of most other beings.  They are 
  � erce in combat, both delivering and absorbing huge 
  amounts of damage, and regenerating any damage 
  that gets through even as they continue to � ght.
  Outside of their own kind, they are universally re-
  viled.  No matter how normal their appearance might 
  be, once their true nature is revealed they are “the 
  enemy.”  Even if they have a perfectly normal physi-
  cal appearance, their true nature tends to radiate in 
  the form of a disquieting feeling in all who encounter 
  them.  While it may seem that they are the targets of 
  a certain amount of discrimination, this is partially 
  in response to the fact that they are genetically pro-
  grammed to cause discomfort, pain, and gruesome 
  death in as many ways as they can possibly manage.
  Examples of monsters are, again, numerous and varied. 
  This template is for a “baseline” monster - they will have 
  a broad variety of powers and abilities.  If it has caused 
  people to scream and run, or to pick up heavy weapons 
  in the hopes of hurting it, it’s an example of a monster.
  Merits
  Preternatural
  $15,000.00
  Flaws
  Doubtful Presence
  -$30,000.00
  Mental Malfunction: Sadistic
  -$30,000.00
  Social Stigma: Monster
  -$30,000.00
  Powers
  Hide, Armored
  $5,750.00
  Leap, Monster
  $25,000.00
  Lift, Monster
  $25,000.00
  Ogre Punch
  $5,000.00
  Regeneration II
  $10,800.00
  Sprint, Monster
  $25,000.00
  Simon Wentworth (Order #28533685)
  
  53
  Shorts
  Package Cost: $9,000.00
  Shorts are just like most people of their world, but at 
  half the size.  They may even be known as “little peo-
  ple” or “the small ones,” but you may not want to let 
  them hear you calling them that.  True, their physical 
  performance isn’t up to that of beings of more average 
  stature, but they often compensate with bigger-than-
  average determination.
  Shorts do get something of an advantage in combat, 
  as their size gives their opponents a penalty of minus 
  three (-3) to hit them.  They are also at a penalty of mi-
  nus three (-3) to be noticed, and gain a bonus of plus 
  three (+3) to their Stealth skills.  There may be a “little 
  person” right under your nose, and you might just miss 
  them.  They are also naturally good at crafting skills, 
  and have an edge on learning just about anything as 
  they can be VERY determined - they start out with ten 
  (10) more skill points than the average Character.
  On the down side, all of their physical performance 
  statistics (Running Speed, all Jumping heights and 
  distances, and their Dead Lift) are halved (1/2) due to 
  their diminutive nature.  They also tend to have very 
  ������������������������������������������������������
  swim well, if at all.
  ������������������������������������������������-
  lins, Leprechauns, and scavenging sand-dwelling no-
  mads of desert planets.
  Merits
  Crafty
  $15,000.00
  Preternatural
  $15,000.00
  Really Skilled (x2)
  $30,000.00
  Flaws
  Physical Impairment:
     Halved performance
  -$30,000.00
  Swims Like a Brick
  -$30,000.00
  Powers
  Get Small I
  $9,000.00
  Simon Wentworth (Order #28533685)
  
  54
  Slims
  Package Cost: $25,000.00
  There is something otherworldly about Slims.  They 
  have a supernatural grace about them, a tight and com-
  pact musculature, combined with an air of superiority. 
  It’s not their fault that they’re awesome, though.
  Slims tend to be in touch with their natural surround-
  ings - animals react well to them, in general.  They 
  have an ease with making called shots due to their 
  sense of grace, and an implacable Will to go along 
  with it.  Their eyes and ears are exceptionally keen, 
  not only gaining a bonus of plus two (+2) to Percep-
  tion rolls based on vision and hearing, but also being 
  able to see very well in darkened conditions (all Dark-
  ness penalties reduced by two (2)).  They heal excep-
  tionally well, regaining one (1) Shrug every hour even 
  without medical assistance.
  Slims are often members of old and well-established 
  races, and as such, they tend to have a di�  cult time 
  being connected to members of younger races.  This 
  makes them seem very aloof, which, in fact, they are. 
  They also tend to have striking physical features, of-
  ten in the form of pointed ears, that make them stand 
  out in a crowd.
  Examples of Slims include Elves of all kinds and 
  pointy-eared aliens, who may or may not have 
  green blood.
  Merits
  Bestial A�  nity
  $15,000.00
  Deadly Aim
  $15,000.00
  Iron Will
  $15,000.00
  Night’s Eyes
  $15,000.00
  Preternatural
  $15,000.00
  Flaws
  Mental Malfunction: Aloof
  -$30,000.00
  Stands Out
  -$30,000.00
  Powers
  Heightened Sense (+2)
     (Vision & Hearing)
  $2,000.00
  Regeneration I
  $8,000.00
  Simon Wentworth (Order #28533685)
  
  55
  Stouts
  Package Cost: $38,000.00
  You know a Stout when you see one.  They may be a 
  bit shorter than average, but they’re often just as wide 
  as they are tall.  They are compact beings of muscle 
  and power, and damn proud of it.
  Stouts tend to enjoy drinking games, because they tend 
  to win. The only thing they enjoy more than drinking 
  games are lifting contests... a Stout need not spend 
  Risk to get a “burst of strength” when lifting, and their 
  Dead Lift is doubled.  They’re also hell in combat, hav-
  ing ten (10) additional points of Damage Resistance, 
  ���������������������������������������������������-
  �����������������������������������������������������
  hearty physiologies heal one (1) Shrug an hour, wheth-
  er their wounds are tended to or not.
  Of course, all of that muscle being optimized for lift-
  ing things and beating people up does make it hard for 
  them to get much height or distance on a jump... their 
  jumping heights are reduced by one (1) foot, and their 
  jumping distances are reduced by three (3) feet.
  Examples of Stouts include Dwarves and humanoids 
  from heavy-gravity planets.
  Merits
  Drink Like a Fish
  $15,000.00
  Preternatural
  $15,000.00
  Pro Lifter
  $15,000.00
  Flaws
  Can’t Jump (x 1)
  -$30,000.00
  Powers
  Hide, Tough
  $2,500.00
  Lifting, Impressive
  $10,000.00
  Regeneration I
  $8,000.00
  Troll Punch
  $2,500.00
  Simon Wentworth (Order #28533685)
  
  56
  Undead
  Package Cost: $10,000.00
  The undead, in general, do not occur naturally.  They 
  are often the result of Necromancy, the acts of deities, 
  or science gone horribly wrong.  No matter the Era, 
  chances are that there is some form of the undead sham-
  bling around out there... or perhaps many forms.  They 
  might be the servants of a mad wizard, the victims of a 
  horri� c plague, or a carefully calculated super-science 
  terror weapon.
  The undead have a number of bene� ts.  They are un-
  a� ected by hunger, thirst, or lack of air - they no lon-
  ger have these needs.  They cannot be poisoned, and 
  they cannot su� er from disease.  More, their dead-
  yet-not-dead state gives them the capacity to sense 
  the living, even around corners and through walls. 
  The undead are implacable hunters, even the ones 
  that aren’t terribly quick.
  On the down side, they’re dead - they do not heal 
  damage naturally, and even magic spells or psionic 
  powers that heal the living will not work on them. 
  More, people are generally terri� ed of the undead. 
  Most living beings capable of perception have an in-
  stinctual fear of dead things that are still moving; it 
  is wrong on such a base level that animals and even 
  insects know that an undead anything is bad news.
  Examples of undead include skeletons, revenants, 
  and zombies of every shape and size.  Vampires are 
  very powerful undead.
  Merits
  Preternatural
  $15,000.00
  Flaws
  Doubtful Presence
  -$30,000.00
  Physical Limitation:
       Immune to Healing
  -$30,000.00
  Powers
  Non Metabolic
  $50,000.00
  Sense Life
  $5,000.00
  Simon Wentworth (Order #28533685)
  
  57
  Physical Performance:
  Running, Jumping, and Lifting
  Time and Movement: Running
  The base unit of time in the Victory System is the 
  Combat Turn, which lasts � ve (5) seconds.  
  The total of a Character’s base Speed stat, plus their 
  ranks in the Running skill, multiplied by four (4), is 
  the number of feet that they can move in one combat 
  turn.  E.G. Bob has an Agility of seven (7), a Dexterity of 
  seven (7), and a three (3) ranks in the Running skill, so his 
  base Speed stat is seventeen (17).  Multiplying this by four 
  (4), we ﬁ nd that Bob can move up to sixty-eight (68)  feet 
  per turn (17 x 4 = 68).
  Running Speed = Speed x 4
  Characters with ranks in the Running skill can add a 
  “Burst of Speed” to their movement rate.  To do this, 
  they add their Stamina to their Running skill and roll 
  1d20.  If the roll is a success, the Margin of Success, mul-
  tiplied by 5, is added to their movement rate for one (1) 
  turn.   As this is an extremely exhausting process, using 
  a “Burst of Speed” costs the Character ten (10) Risk.
  On a failure, the Character cannot add a “Burst of Speed” 
  to their movement, but they do not lose ten (10) Risk.
  On a critical success, either the Character adds their 
  margin of success times eight (8!) to their running 
  speed at the cost of ten (10) Risk, OR the Character 
  adds their margin of success to their running speed, 
  but they do NOT lose any Risk.
  On a critical failure, the Character does not add a 
  “Burst of Speed” to their movement, but they lose ten 
  (10) Risk anyway.
  Jumping for Distance
  Characters can perform a Standing Jump for a distance, 
  in feet, equal to the total of their Agility stat and any 
  ranks they have in the Acrobatics, or a Sports skill, di-
  vided by two (2), rounded up.  E.G.  Bob has an Agility of 
  seven (7) and three (3) ranks in the Sports skill.  His stand-
  ing long jump is ﬁ ve (5) feet (7 + 3 = 10, 10 / 2 = 5).
  Standing Long Jump = (Agility + Acro or Sports) / 2  
  Simon Wentworth (Order #28533685)
  
  58
  Characters who can run for a distance equal to their 
  Speed stat, in feet, before jumping, can make a Running 
  Jump for a distance equal to the total of one-half their 
  Speed stat and any ranks they have in the Acrobatics or 
  Sports skill.  E.G. Bob has a Speed stat of fourteen  (14) and 
  three (3) ranks in the Sports skill. If he can take a run of four-
  teen (14) feet or more before jumping, he can make a Running 
  Jump of ten (10) feet.  (14 / 2 = 7, 7 + 3 = 10).
  Running Long Jump = (Speed / 2) + Acro or Sports
  Characters with ranks in the Acrobatics or Sports 
  skills can add a “Burst of Speed” to their jumping 
  distance.  To do this, they add their Agility to the ap-
  propriate skill (Acrobatics or a Sports skill), then roll 
  1d20.  On a success, the Margin of Success, in feet, is 
  added to the Character’s jumping distance for that 
  jump only.  Doing this is an exhausting activity, and 
  costs the Character ten (10) Risk.
  On a failure, the Character may not add a “Burst of 
  Speed’ to their jumping distance, but they do not lose 
  any Risk.
  On a critical success, the Character may either 
  add TWICE their margin of success to their jump-
  ing  distance in feet at the cost of ten (10) Risk, 
  or they may add their margin of success to their 
  jumping distance in feet without losing any Risk.
  On a critical failure, the Character does not add a 
  “Burst of Speed” to their distance, but they lose ten 
  (10) Risk anyway.
  Jumping for Height
  Characters can perform a Standing High Jump for a 
  distance, in feet, equal to the total of their Agility stat 
  plus their Strength stat, divided by two (2), plus any 
  ranks in any one of the Acrobatics or Sports skill, di-
  vided by four (4), rounded up. Or…
  Standing High Jump =
  ( ( (Agility + Strength) / 2 ) + (Acro or Sports) ) / 4
  E.G. Bob has an Agility stat of seven (7) and a Strength stat 
  of ﬁ ve (5).  He is using his three (3) ranks in the Sports skill 
  to make a Standing High Jump.  He adds his seven (7) Agil-
  ity and ﬁ ve (5) Strength together for a total of twelve (12), 
  and divides by two (2) to get six (6).  He adds his three (3) 
  ranks in Sports for a total of nine (9).  This he divides by four 
  (4), for a total of two point two ﬁ ve (2.25), which he rounds 
  down to two (2).  Bob can make a Standing High Jump of 
  two (2) feet.
  If the Character can get a running start of a distance 
  equal to their Speed stat in feet, the Character can 
  make a Running High Jump.  The height of the Run-
  ning High Jump is equal to the total of their Agility 
  stat plus their Strength stat, divided by two (2), plus 
  any ranks in either of the Acrobatics or Sports skill, 
  divided by two (2), rounded up. Or…
  Running High Jump =
  ( ( (Agility + Strength) / 2 ) + (Acro or Sports) ) / 2
  E.G. Bob has an Agility stat of seven (7) and a Strength 
  stat of ﬁ ve (5).  He has a Speed stat of fourteen (14).  He is 
  using his three (3) ranks in the Sports skill to make a Run-
  ning High Jump.  He takes a running start of fourteen (14) 
  feet.  He adds his seven (7) Agility and his ﬁ ve (5) Strength 
  together for a total of twelve (12), and divides by two (2) to 
  get six (6).  He adds his three (3) ranks in Sports for a total 
  of nine (9).  This he divides by two (2), for a total of four 
  point ﬁ ve (4.5), which he rounds up to ﬁ ve (5).  Bob can 
  make a Running High Jump of ﬁ ve (5) feet.
  When making a Running High Jump, the Charac-
  ter will travel a distance equal to half their Running 
  Long Jump distance during the jump.  If the Charac-
  ter burns � ve (5) Risk, they can reach their maximum 
  height AND maximum distance in the same jump.
  Characters with ranks in the Acrobatics or Sports 
  skills can add a “Burst of Speed” to their jumping 
  height.  To do this, they add their Strength to the ap-
  propriate skill (Acrobatics or Sports), then roll 1d20. 
  On a success, the Margin for Success, in feet, is add-
  ed to the Character’s jumping height for that jump 
  only.  Doing this is an exhausting activity, and costs 
  the Character ten (10) Risk.
  On a failure, the Character may not add a “Burst of 
  Speed” to their jumping height, but they do not lose 
  any Risk.
  On a critical success, the Character may either 
  add TWICE their margin of success to their jump-
  Simon Wentworth (Order #28533685)
  
  59
  ing height in feet at the cost of ten (10) Risk, or 
  they may add their margin of success to their 
  jumping height in feet without losing any Risk.
  On a critical failure, the Character does not add a 
  “Burst of Speed” to their jumping height, but they 
  lose ten (10) Risk anyway.
  Lifting
  Characters can lift a number of pounds equal to their 
  Strength plus their ranks in the Lifting skill times � f-
  ty (50).  This is a dead lift, lifting the weight clear of 
  the ground.  E.G. Bob wants to impress someone with his 
  strength.  He has a Strength of ﬁ ve (5) and three (3) ranks 
  in the Lifting skill.  He adds these together for a total of 
  eight (8).  This he multiplies by ﬁ fty (50), for a total of four 
  hundred (400).  Bob can lift a four hundred (400) pound 
  barbell over his head.
  Dead Lift = (Strength + Lifting ) x 50
  To lift up to this weight for more than one turn, the 
  Character must make a Stamina plus Lifting skill roll. 
  If the roll is a success, he Margin of Success is the 
  number of turns that the Character can successfully 
  keep the weight in the air.  E.G.  Bob wants to keep his 
  four hundred (400) pound barbell in the air as long as pos-
  sible. He adds his Stamina of ﬁ ve (5) to his Lifting skill of 
  three (3), for a total of eight (8).  He rolls 1d20, getting a 
  roll of four (4).  Eight minus four equals four (8 – 4 = 4), so 
  Bob can keep the weight in the air for four (4) turns, or 
  twenty (20) seconds.
  On a failure, the Character can keep the weight in the 
  air for only one (1) turn.
  On a critical success, the number of turns that the 
  Character can keep the weight in the air is the Margin 
  of Success multiplied by two (2).
  On a critical failure, the weight is dropped, and the 
  Character takes one (1) Shrug of damage as they have 
  strained themselves.  
  If the Character wants to lift more weight, they can at-
  tempt to generate a “Burst of Strength.”  To do this, the 
  Character adds their Strength and their Lifting skill, then 
  rolls 1d20.  If the roll is a success, the Player multiplies 
  the Margin of Success by � fty (50). This is the number of 
  additional pounds that the Character can lift.
  For Example:  Bob really needs to try and lift a ﬁ ve hun-
  dred (500) pound refrigerator off of a friend of his.  He can 
  normally lift only four hundred (400) pounds, so he tries 
  for a “Burst of Strength.”  He adds his Strength of ﬁ ve (5) 
  to his Lifting skill of three (3), for a total of eight (8).  He 
  rolls 1d20, and gets a ﬁ ve (5).  His Margin of Success is a 
  three (3), which he multiplies by ﬁ fty (50).  He can lift an 
  additional one hundred and ﬁ fty (150) pounds, for a total of 
  ﬁ ve hundred and ﬁ fty (550) pounds – more than enough to 
  get the fridge off of his buddy.
  The act of gaining a “Burst of Strength” is extreme-
  ly strenuous, so on a successful roll, the Character 
  loses ten (10) Risk.  On a failed roll, the Character 
  does not get the “Burst of Strength,” but they do not 
  lose any Risk.
  On a critical success, the Character EITHER multi-
  plies their Margin of Success by one hundred (100), 
  instead of � fty (50), doubling the e� ects of the 
  “Burst of Strength,” OR they multiply the Margin 
  of Success by � fty (50) as normal, but do not lose 
  any Risk to the e� ort.
  On a critical failure, the Character not only does 
  not gain the “Burst of Strength,” but also lose the 
  ten (10) Risk AND strain themselves, taking one (1) 
  Shrug of damage.
  Carrying Capacity
  A Character can carry up to ten percent of their Dead 
  Lift at no penalty.  For every ten percent of their Dead 
  Lift that they are carrying over the � rst, their Agility 
  is reduced by one, along with their speed.  EG:  Bob’s 
  Dead Lift is  three hundred (300) lbs.  He can carry up to 
  thirty (30) pounds at no penalty, but for every thirty (30) 
  pounds, or portion thereof, over that, his Agility drops by 
  one.  With ninety (90) pounds of equipment, his Agility is 
  dropped by two (2).
  Throwing Distance And Damage
  Some items are designed to be thrown - they are bal-
  anced and aerodynamic.  While they are light, and 
  Simon Wentworth (Order #28533685)
  
  60
  don’t carry much momentum, they are optimized to be 
  thrown for distance with some accuracy and e� ect.
  If a weapon has a Strength-based range (a range 
  that is expressed as Strength multiplied by a num-
  ber in feet, such as Str x3), the item can be thrown a 
  maximum of that range, for its listed damage.  If the 
  Character has any ranks in the Throwing skill, those 
  ranks can be added to the Character’s Strength stat 
  before multiplying.
  For Example:  Bob has a Strength of seven (7) and a Throw-
  ing skill of three (3).  He throws a knife with a listed range of 
  Str x3 (Strength times three).  He adds his Throwing skill of 
  three (3) to his Strength of seven (7) for a total of ten (10) (7 + 
  3 = 10), then multiplies this total by three (3) for a ﬁ nal range 
  of thirty (30) feet (10 x 3 = 30).
  If an item is not balanced for throwing, the matter 
  becomes a little more complicated.  A Character’s 
  Strength plus their Throwing skill is the Charac-
  ter’s Base Throw statistic.  A Character can throw 
  an item with this weight (weight = Base Throw) 
  twice this distance in feet (Base Throw x 2) - this is 
  the Base Range.
  For Example:  Bob, with his Strength of seven (7) and his 
  Throwing skill of three (3) has a Base Throw of ten (10) (7 + 
  3 = 10).  He can throw a ten (10) pound object twenty (20) 
  feet (10 x 2 = 20) - this is his Base Range.
  To determine the distance that a Character can throw 
  items of other weights,  divide the Base Range by one-
  tenth of the item’s weight. (Base Throw / (Weight x 
  0.10).  As always, round to the nearest whole number.
  For Example:  Bob wants to throw a twenty (20) pound 
  item.  He multiplies the weight of the item (20) by one tenth 
  (0.10) for a total of two (2).  He then divides his Base Range 
  of twenty (20) by two (2) for a new total of ten (10) feet (20 
  / 2 = 10).
  He then wants to throw, as a follow up, a ﬁ ve (5) pound 
  item.  He multiplies the weight of the item (5) by one tenth 
  (0.10) for a total of ﬁ ve-tenths (0.50).  He then divides his 
  Base Range of twenty (20) by ﬁ ve tenths (0.50 ) for a new 
  total of forty (40) feet (20 / 0.50 = 40).  
  A Character can only throw an item so far (accurately) 
  before gravity and momentum cancel each other out. 
  The farthest a Character can throw an unbalanced 
  item of any weight, no matter how light, is equal to 
  their Base Throw multiplied by eight (8).  This is the 
  Character’s Range Cap.
  For Example:  Bob, with his Strength of seven (7) and 
  Throwing skill of three (3) has a Range Cap of eighty (80) - 
  (7 + 3 = 10, 10 x 8 =80).
  When a thrown unbalanced item arrives successfully 
  on target, it’s going to hurt.  Such an item gives a bo-
  nus to Strength-based Damage equal to one-half the 
  weight of the item.
  For Example:  Bob nails some clown with a ten (10) 
  pound rock.  He gets a Damage bonus of plus ﬁ ve (+5) - 
  (10 / 2 = 5).
  There are two exceptions to this. The � rst is that very 
  light items (weighing less than a tenth of a pound) 
  carry little to no kinetic force, and therefore, do no 
  damage.  This includes such things as playing cards, 
  pens and pencils, and the like.
  The second exception is that, at some point, it takes 
  so much energy to get a heavy item to the target 
  that it loses kinetic force by the time it gets there. 
  A Character can get a maximum bonus to Damage 
  from an item equal to their Strength-based Damage 
  (including the Martial Damage skill).  This is the 
  Character’s Damage Cap.
  For Example:  Bob, with his Strength of seven (7) and 
  Martial Damage skill of three (3) has a Damage Cap of ten 
  (10). Even if he throws an item heavier than twenty (20) 
  pounds, he is still only getting a bonus of plus ten (+10) 
  to his Damage (20 / 2 = 10).
  Simon Wentworth (Order #28533685)
  
  61
  Task Resolution
  To resolve a task, add the required statistic to the re-
  quired skill (E.G. To unlock a door without the key, 
  add Dexterity to Lockpicking).  Add bonuses for 
  equipment or miscellaneous bonuses, subtract pen-
  alties. (E.G. To unlock a door, add +1 for a good set 
  of lockpicks, but subtract 2 for a particularly di�  cult 
  lock, being picked in poor light).
  Roll 1d20.  A roll equal to, or under Stat plus Skill, 
  plus Bonus, minus Penalty is a success.  A roll over 
  this number is a failure.  A roll of one (1) is a critical 
  success, and the task is accomplished better than an-
  ticipated.  A roll of twenty (20) is a critical failure, and 
  the results should be both tragic and hilarious.
  Common Task Penalties
  Task is slightly more di�  cult than expected
  -1
  Task is just plain hard to do.
  -2
  Task has defeated a number of experts.
  -3
  Task has made experts cry in the shower.
  -4
  Task is nigh-impossible for experts.
  -5
  Poor light (dimly lit room with no windows)
  -1
  Bad light  (moonless but clear night)
  -2
  Near total darkness  (moonless cloudy night)
  -3
  Total darkness  (Deep in a cave)
  -4
  Uncomfortable Environment for Task
  -2
  Non-combat task in a combat situation
  -3
  Working without necessary Tools
  -5
  Equipment is not from Character’s Era
  -3
  Skill does not exist in Character’s Era
  -3
  (If Character has non-Era experience)
  -1
  Performing after missing 1 night’s sleep
  -1
  Performing after missing 2 night’s sleep
  -2
  Performing after missing 3 night’s sleep
  -4
  Performing after missing 4 night’s sleep
  -8
  (Penalty continues to double until Character sleeps).
  Simon Wentworth (Order #28533685)
  
  62
  Non-Era Tasks
  Because there are di� erent Eras, there may be prob-
  lems if a Character needs to use Equipment or a Skill 
  that is not from their own Era.
  When dealing with weapons and shields, if a Char-
  acter is faced with a weapon from a later Era, they are 
  at a penalty of minus three (-3) to use that weapon. 
  There is no penalty for a Character using a weapon 
  from an earlier Era.
  For Example:  Grog the Fantasy Warrior and Jack the 
  Space Pirate are in an interdimensional prison, and are try-
  ing to ﬁ ght their way out; unfortunately, they have found 
  each other’s weapons.
  Grog lifts Jack’s Blaster Pistol and tries to shoot his captors.  
  Even though Grog has points in Firearms - Short (for us-
  ing a Flintlock Pistol), he is at a -3 to use the strange and 
  complicated Directed Energy weapon.
  Jack, on the other hand, has found Grog’s Axe.  He can swing 
  the Axe with no penalty at all; even in Space, they know how 
  to beat people with heavy sharp things.
  When using equipment other than weapons, such as 
  tool kits and survival gear, a Character is at a penalty 
  of minus three (-3) to use equipment from outside of 
  their Era regardless of whether it was produced ear-
  lier or later than their own Era.
  For Example:  Grog and Jack have found each other’s back 
  packs, and are trying to set up each other’s tents to ward off 
  the coming rain and cold.
  Grog wrestles with the unfamiliar fastenings and the elec-
  tric air compressor for the inﬂ atable metallic ribs of the ad-
  vanced survival tent, suffering a -3.
  Jack, on the other hand, is trying to ﬁ gure out how to make the 
  canvas, wood, and rope nightmare that is Grog’s Fantasy Era 
  tent take a proper shape without memory plastic, electrostatic 
  adhesive pads, and the solar panels that he is used to, and so 
  suffers a -3 as well.
  There are Merits that can negate these penalties.
   Equipment
  There are some uses of skills which simply cannot be 
  done without the proper equipment.  In general, if a 
  Character is using a skill to � gure something out from 
  the information in their own head, they do not need 
  Equipment (i.e. - “I’m going to roll Intelligence plus 
  Academics to � gure out what these strange symbols 
  mean” or “I’m going to roll Intelligence plus Melee to 
  see if I can � gure out that guy’s combat style”).  
  When someone is attempting to use a skill to physi-
  cally examine something, or to otherwise a� ect it, 
  Equipment is generally required (i.e. - “I’m going to 
  roll Perception plus Chemistry to analyze the compo-
  sition of this explosive compound” or “I’m going to 
  roll Dexterity plus Repair to put the cogs back in this 
  pocketwatch”).
  For very basic tasks, simple instruments are often all 
  that is needed as a tool; a knife of any kind can be 
  considered the proper equipment for elementary sur-
  vival, simple medicine, or even cooking.  A knife is 
  not so useful for repairing robots, making jet fuel, or 
  removing a brain tumor.
  This may often be a matter for “The Deal;” if a Play-
  er can convince the GM that, for some reason, their 
  Character needs only simple tools to perform com-
  plex tasks, it can certainly be allowed - within reason. 
  “My Character was an Army Ranger, so I can do some 
  � eld maintenance of my ri� e using only a shoestring 
  and a little oil” is perfectly � ne.  “My Character was 
  an Army Ranger, so I can re-program this robot with 
  some bamboo and a couple of coconuts” is not.
  Characters with the Natural Engineer Merit can ac-
  complish tremendous feats with simple tools, or 
  even no tools at all... but the GM should still require 
  the proper Equipment for very complex tasks, such 
  as building Nuclear bombs and the creation of life 
  itself.  Even MacGyver would have a di�  cult time 
  Terraforming Mars with a couple of paper clips and 
  half a can of soda, although he could probably make 
  a good try at it.
  Attribute/Skill Combinations
  The attribute that is added to a given skill may change 
  depending on the situation.  In general, the Agility 
  statistic is used for hand to hand and melee combat, 
  the Dexterity statistic is used for � rearms combat, and 
  Stamina is used to resist physical stress.
  In combat, the Firearms - Short skill will then most 
  often be added to the Dexterity statistic.  There will be 
  times, however, when you’re doing something with a 
  pistol besides � ring it. 
  To quickly examine a pistol to see if it is in proper condi-
  tion to be � red, the GM might ask for a roll combining 
  the Perception statistic with the Firearms - Short  skill. 
  It’s more a matter of perception to determine the condi-
  tion of the pistol.  To repair the pistol the GM might call 
  for a roll against the Intelligence statistic plus the Fire-
  arms - Short skill.  That would be more a case of know-
  ing how the gun works than � ring it.  (A roll of Intelli-
  gence plus Repair would also su�  ce for this task).
  Simon Wentworth (Order #28533685)
  
  63
  Determining what statistic is used is a matter of which 
  one is most appropriate for a given task.
  •  If a task requires brute physical force, the appropri-
  ate skill would be added to the Strength statistic.
  •  If a task requires physical endurance, the appropri-
  ate skill would be added to the Stamina statistic.
  •  If a task requires whole-body coordination, the 
  appropriate skill would be added to the Agility 
  statistic.
  •  If a task requires manual dexterity, the appropri-
  ate skill would be added to the Dexterity statistic.
  •  If a task requires raw knowledge or intellectual 
  processing, the appropriate skill would be added 
  to the Intelligence statistic.
  •  If a task requires sensing, detecting, or perceiv-
  ing, the appropriate skill would be added to the 
  Perception statistic.
  Some Sample Tasks
  and their Stat/Skill Pairs
  Task
  Stat/Skill Pair
  Throwing a Punch
  Agility + Hand to Hand
  Examining a potion
  Perception + Alchemy
  Swinging from roof to 
  roof
  Agility + Acrobatics
  Being the bottom of a hu-
  man pyramid
  Strength + Acrobatics
  Spotting a loose bolt in a 
  trapeze rig
  Perception + Acrobatics
  Fixing a car
  Intelligence + Repair
  Lifting a car (Good Luck!)
  Strength + Lifting
  It is possible that more than one Statistic/Skill combina-
  tion could be used for a given task.  To clear a jammed 
  � rearm, a Character could use Intelligence plus Repair, 
  or Intelligence plus Firearms - Short, or even Dexterity 
  plus Repair.  This is a good place to employ “The Deal,” 
  as Players will no doubt want to use the most advanta-
  geous possible combination for their Character.
  If the Player suggests a combination that the GM does 
  not believe is appropriate, the GM may always veto 
  the suggestion.
  For Example:  Bob is looking at a piece of alien technol-
  ogy that looks like a laser pistol.  The GM declares that Bob 
  must make an Intelligence + Physics roll to ﬁ gure out how 
  to use it.
  As Physics is not a strong suit for Bob, Bob’s Player asks 
  “Can I use Intelligence plus Firearms - Short instead?  It 
  sure LOOKS like a pistol, maybe I can ﬁ gure it out.”
  The GM allows that the weapon is enough like a pistol 
  that Bob can use Intelligence plus Firearms - Short to 
  ﬁ gure out how to use it.
  When the gun stops ﬁ ring, the GM asks Bob’s Player to 
  roll on Intelligence plus Physics to ﬁ gure out what’s wrong 
  with the gun.
  Again, Bob’s Player suggests that he could roll on Intelli-
  gence plus Firearms - Short to ﬁ gure out how to repair the 
  odd device.
  This time, the GM rules that the inner workings and func-
  tion of the gun are substantially different from the work-
  ings of any pistol Bob has ever tried to repair, and the In-
  telligence plus Firearms - Short roll will not sufﬁ ce.  Bob 
  must make the Intelligence plus Physics roll to determine 
  how to make the alien device operate once more.
  Tasks and Time
  In a single turn (5 seconds), Characters can ac-
  complish very fast, simple tasks.  This is ideal for 
  combat, but not so convenient for trying to build 
  a house.  The following chart delineates the neces-
  sary time for accomplishing certain tasks… it is a 
  general guideline, open to alternate interpretations 
  (as per “The Deal”).
  Simon Wentworth (Order #28533685)
  
  64
  TIME SEGMENT
  EXAMPLE TASK
  One Free Action
  Make a bad combat pun
  One Action
  Throw a punch, � re a cross-
  bow, stab someone
  One Turn
  Draw a weapon
  1 Minute (12 Turns)
  Repair a very simple
  machine
  5 Minutes
  Restring a bow
  30 Minutes
  Clean and sharpen a sword
  1 Hour
  Fix a simple machine, have 
  a good meal
  2 Hours
  Maintain a complex 
  machine
  6 Hours
  Build a simple item
  12 Hours
  1 Day
  2 Days
  Build a complex item
  4 Days
  1 Week
  Build a cottage
  2 Weeks
  Build a very complex or 
  large item
  1 Month
  Build a house
  3 Months
  Prototype a very complex 
  machine
  6 Months
  9 Months
  Make a Human
  1 Year
  Build a manor house
  A Character can get a +3 bonus on any task that they can 
  do slowly and carefully, which means taking it one step 
  slower on the Time and Tasks chart.  I.E. – a Character 
  can get a +3 on a task that it normally takes one minute 
  to do by taking � ve minutes to do it.  This can only be 
  used as a single shift… a Character could not get a +18 
  on stringing a bow by taking six hours to do it.
  Likewise, a Character that is pressed for time can try 
  to hurry up a task, risking a greater chance of failure 
  in exchange for the chance to get a task done in time. 
  Trying to perform a task one step faster on the Time 
  and Tasks chart incurs a penalty of -3.  It might be pos-
  sible to hurry even faster, at a greater penalty, but that 
  is a matter for “The Deal.”
  Certain activities can be considered “Free” actions, 
  taking e� ectively no time in combat.  Speaking a 
  sentence is considered a free action, as is drawing a 
  weapon with the “Fast on the Draw” Merit.
  Simon Wentworth (Order #28533685)
  
  65
  Combat
  Determining Initiative
  When combat begins, determine if any Characters 
  have been surprised.  This is the case if any Charac-
  ters have no idea that an incoming attack is directed 
  at them.  Resolve these attacks � rst.
  After the surprise attacks have been resolved, deter-
  mine Initiative by rolling 1d20 for each Character and 
  NPC.  Add this roll to the Character or NPC’s Initiative 
  stat.  Highest initiative goes � rst, second highest goes 
  second, et cetera.  Groups of NPCs such as large Mook 
  groups can determine initiative o�  of a single roll.
  If more than one Character and/or NPC have the 
  same Initiative number, they are assumed to be acting 
  “Simultaneously.”  All participants acting Simultane-
  ously may attack normally and defend normally dur-
  ing their turn, su� ering all e� ects from combat on the 
  following Initiative number.
  For Example:  Bob and Mook #7 roll the exact same Initia-
  tive number.  Both of them roll attacks.  Bob and the Mook 
  both succeed on their attacks.  The Mook rolls a Damage Re-
  sistance roll against Bob’s incoming damage, and is knocked 
  Unco.  Even though the Mook is Unco, Bob still must make 
  a Damage Resistance roll against the Mook’s successful at-
  tack, because the attacks were Simultaneous.  Bob succeeds 
  in resisting the Mook’s damage, and is unharmed.
  On the next Initiative number, the Mook is Unconscious, 
  and Bob waits for the next turn to act again.
  Attacking
  When attacking, � rst determine what type of attack 
  the Attacker is going to use.  For Hand to Hand or 
  Melee attacks, add the Attacker’s Agility to the ap-
  propriate skill.  For attacks involving Throwing or 
  Firearms of some sort, add the Attacker’s Dexter-
  ity to the appropriate skill.  Add any bonuses from 
  weapon accuracy or other bonuses.  Subtract any 
  penalties for cover, moving target, range, or other 
  factors.  The result is the target number for the at-
  tack.  Roll 1d20.  If the roll is equal to or under the 
  target number, the attack is a success.  Note the Mar-
  gin of Success, which is used to calculate the roll for 
  defense.  If the roll is higher than the target number, 
  the attack is a failure, and misses.
  Simon Wentworth (Order #28533685)
  
  66
  If the roll on 1d20 is a one (1), the attack is a critical 
  success.  Any defense roll against a critical success 
  must also be a critical success (rolling another one (1)). 
  On a critical success... any Shrugs of damage done in 
  the attack (if any) are doubled.
  If the roll on 1d20 is a twenty (20), the attack is a 
  critical failure.  Melee weapons are dropped, ranged 
  weapons jam or otherwise malfunction, and hand to 
  hand attacks unbalance the Character so badly that 
  they lose their next action.
  If the target of an attack is directly to the front of a 
  Character, the attack occurs at no penalty. Attacking a 
  target to a horizontal � ank (the right or the left) incurs 
  a penalty of minus one (-1), while attacking an enemy 
  on a vertical � ank (above or below) incurs a penalty 
  of minus two (–2).  If the target is directly to the rear 
  of the attacker, the attack is at a penalty of minus four 
  (–4) (the same penalty for attacking in total darkness, 
  as the target cannot be seen).
  Forsaking Defense
  A Character can sacri� ce the ability to defend them-
  selves for a turn to gain a plus three (+3) bonus to all 
  attacks made that turn.  A Character who Forsakes 
  Defense for the turn gets no rolls to defend them-
  selves - successful attacks against them cause them to 
  make a Damage Resistance roll, with no opportunity 
  to Dodge or Parry.  They can defend themselves nor-
  mally again the next turn if they are still able.  This is a 
  desperation maneuver, putting all of one’s energy and 
  focus into pure attack.
  Multiple Attacks/Actions
  It is possible to make more than one attack in a round. 
  For every attack past the � rst, there is a cumulative –1 
  penalty to all attacks that round.  E.G. Bob wants to hit 
  the Ogre robot three (3) times.  There are two (2) attacks 
  past the ﬁ rst, so each of the three attacks is at a penalty of 
  minus two (–2).
  Certain Merits and special abilities can reduce this 
  penalty.
  Autofire
  Certain weapons and special abilities have an Auto� re 
  ability.  They will have an Auto� re number, somewhere 
  between two and ten.  This is the number of “shots” 
  that the weapon or ability is � ring down range with a 
  single attack roll.
  The attacker using an Auto� re attack has three options 
  for how to apply the Auto� re number to their attack.
  First, they can apply the margin of success of their at-
  tack, up to the Auto� re number of the attack, as a num-
  ber of additional hits made against the same target.
  For Example:  Izzander the Mage has a spell that attacks 
  with Autoﬁ re 5.  He rolls to attack a goblin, and his margin 
  of success is a four. The Goblin fails to roll a successful de-
  fense, so he must make four Damage Resistance rolls, as he 
  has been struck four times.  Izzander uses the same spell on 
  another Goblin, this time getting a margin of success of six.  
  This Goblin will be hit ﬁ ve times... even though Izzander’s 
  margin of success was six (6), the spell’s Autoﬁ re number 
  is ﬁ ve, so it can strike a target only ﬁ ve times.
  With the Second option, the attack’s margin of suc-
  cess, up to the Auto� re number of the attack, can be 
  applied as a Radius to the attack, striking all targets 
  in an area with a radius equal to the margin of suc-
  cess up to the Auto� re number, and giving all targets 
  a penalty to their defenses equal to the margin of suc-
  cess up to the Auto� re number.
  For Example:  Izzander is confronted with ﬁ ve Goblins 
  charging him down a wide corridor.  Using his spell with 
  an Autoﬁ re number of ﬁ ve, he rolls to attack and gets 
  a margin of success of four.  The GM decides that the 
  corridor is only ten feet across, and so with Izzander 
  striking an area with a radius of four (an eight-foot wide 
  circle), he has struck all ﬁ ve Goblins.  The Goblins can 
  attempt to dodge, but they will be at a penalty of -4 (the 
  margin and the radius) to do so.  Should they fail the 
  dodge (likely), they will all need to make a single Dam-
  age Resistance roll.
  The third, and most deadly option for attacks with 
  an Auto� re number is for the attacker to spend � ve 
  (5) Risk on the attack (or � ve MORE Risk, in the case 
  of an attack that already costs Risk), and receive both 
  bene� ts... striking every target in an area with a radius 
  equal to the margin of success of the attack, up to the 
  attack’s Auto� re number, and causing every target to 
  make a number of Damage Resistance rolls equal to 
  the margin of success of the attack up to the attack’s 
  Auto� re number!
  For Example:  Izzander is faced with three Goblin lieuten-
  ants, standing fairly close together.  He spends the Risk for his 
  Simon Wentworth (Order #28533685)
  
  67
  spell, AND an additional ﬁ ve Risk to stack his Autoﬁ re effects. 
  He makes his attack roll with a margin of success of three (3).  
  The GM determines that the attack will strike all three Gob-
  lins, as they are standing within an area six feet across.  The 
  Goblins can attempt to dodge the attack, with a penalty of -3.  
  If they should fail to dodge, each of the Goblins will need to 
  make three Damage Resistance rolls against Izzander’s spell!
  Note that this can lead to the seemingly physics-de-
  fying situation of, for example, striking � ve foes ten 
  times each having � red only ten bullets.  This can be 
  explained by stating that the attacks managed to rico-
  chet o�  of bones and belt buckles, bouncing from foe 
  to foe and penetrating each a number of times, or that 
  the enemies managed to line up exactly right for the 
  bullets to pass through a number of them in straight 
  lines.  Or, you could simply applaud, look at the pile 
  of severely dead bad guys, and move on.  Hollywood 
  doesn’t count bullet hits particularly well, so there’s 
  no real reason we need to.
  Weapon “Kick”
  Larger caliber � rearms and other powerful weapons 
  produce a certain amount of recoil when � red.  This 
  recoil is commonly referred to as a weapon’s “Kick.”  
  In larger caliber � rearms, Kick is applied as a penalty 
  (generally from minus one (–1) to minus three (–3), but 
  exceptionally large caliber weapons might have kicks 
  higher than minus three (–3)).
  “Kick” can also refer to the di�  cult of wielding a par-
  ticularly large melee weapon... the more times one tries 
  to use an unwieldy weapon in a single turn of combat, 
  the more di�  cult it becomes to do so accurately.
  Kick penalties apply when a weapon is used more 
  than once in the same turn using Multiple Actions. 
  This re� ects the fact that � ring a weapon that Kicks 
  more often causes the shooter’s aim to be thrown o�  
  by the Kick, or wielding a melee weapon that is dif-
  � cult to handle requires more and more e� ort to bring 
  around for another hit.
  After Multiple Action penalties have been calculated, 
  the Kick is applied as a cumulative penalty on all shots 
  after the � rst during that turn.
  For Example:  Bob is ﬁ ring a revolver with a Kick of minus 
  two (–2).  He wants to shoot his opponent three (3) times dur-
  ing one (1) turn, so he starts by calculating the Multiple Ac-
  tion penalty.  For three (3) actions in one (1) turn, Bob will 
  take a penalty of minus two (–2) to each action, a minus one 
  (–1) for each action past the ﬁ rst.
  Bob adds his Dexterity of seven (7) to his Firearms - Short skill 
  of seven (7) for a total of fourteen (14).  He subtracts two (2) 
  for the multiple action penalty, for a new total of twelve (12).  
  His ﬁ rst shot is rolled against a target number of twelve (12), 
  and he rolls a nine (9), scoring a hit.
  His second (of three (3)) shots incurs the Kick penalty of the 
  gun – an additional minus two (–2).  He takes his current total 
  of twelve (12) and subtracts two (2)  for a new target number of 
  ten (10).  He rolls an eleven (11),  a miss.
  His third shot incurs the Kick penalty cumulatively... he 
  subtracts an additional minus two (–2) from the shot, for a 
  new target number of eight (8).  He rolls a six (6), hitting 
  with the third shot.
  A Character with a high enough strength can suppress 
  a certain amount of Kick, � ghting the recoil of the gun 
  with their sheer muscle power.  Up to Strength six (6), a 
  Character has no ability to suppress Kick.  At Strength 
  seven (7), a Character can suppress one (1) point of the 
  Kick penalty.  At Strength eight (8), a Character can sup-
  press two (2) points of the Kick penalty.  At Strength nine 
  (9), a Character can suppress three (3) points of Kick pen-
  alty.  It is theoretically possible, therefore, that a Charac-
  ter with Strength of ten (10) could suppress a hypotheti-
  cal � rearm with a Kick penalty of minus four (–4).
  For Example:  In the previous example, Bob, with his 
  strength of seven (7), was suffering the full minus two (–2) 
  Kick penalty from his .45.  With Bob’s strength however, he 
  can successfully suppress one (1) point of the Kick penalty, 
  so he suffers a cumulative minus one (–1) penalty, instead of 
  the full minus two  (–2).
  Strength Of
  Suppresses
  1 to 6
  No Kick
  7
  1 Kick
  8
  2 Kick
  9
  3 Kick
  10
  4 Kick
  Simon Wentworth (Order #28533685)
  
  68
  Called Shots
  A Player may take an additional penalty to make a 
  “Called Shot,” aiming for a particular part of an op-
  ponent.  Hits are normally assumed to hit a target 
  in center mass, which a� ects the target normally. (-0 
  Called Shot penalty)
  Hitting an opponent in a limb cannot only cost the target 
  a Shrug or take them Unco, but if a Character or Named 
  NPC takes a Shrug as a result of a hit to a limb, that limb 
  is Disabled, until medical attention can restore the lost 
  Shrug.  (minus one (-1) Called Shot penalty)
  Damaging an opponent in an extremity, such as a 
  hand or foot, will not cost the target a Shrug, but will 
  disable that extremity until medical attention that 
  would restore a Shrug can be acquired.  (minus two 
  (-2) Called Shot penalty)
  Damaging an opponent in the head will cost the tar-
  get two additional Shrugs.  A blow to the head also 
  forces the victim to make a roll against their Stamina 
  stat plus their Toughness skill.  On a failure, the blow 
  has knocked them unconscious.  On a critical failure, 
  they are not only Unco, but lose an additional Shrug. 
  If the target is out of Shrugs, a called headshot will 
  not render the target Unco, but will kill them instead. 
  (minus three (-3) Called Shot penalty)
  Damaging a target with a called shot to a Vital area 
  will also cost the target an additional Shrug.  If the 
  target is protected by armor, a called Vital shot will 
  allow the attacker to bypass that armor.  (minus four 
  (-4) Called Shot penalty)
  Damaging a target with a called shot to the Groin not 
  only costs the target an additional Shrug, but also 
  forces the target to make a Will roll.  On a successful 
  will roll, the target can retain all of their weapons and 
  equipment.  If the Will roll is failed, the target drops ev-
  erything held in their hands, clutches their groin, and 
  spends one turn on their knees, after which they may 
  act normally.  This result is the same for both male and 
  female targets (minus three (-3) Called Shot Penalty).
  Random Hit Location
  An attack in which no speci� c target is declared is nor-
  mally assumed to hit the target’s center mass, or Torso. 
  Certain attacks may be so imprecise or so unpredict-
  able that the attack strikes a random hit location.
  Random or wild attacks may hit a random location. 
  These would happen if someone were swinging 
  blindly or without thought.  In such an attack, roll on 
  the chart below.  Strikes to Random Locations have 
  exactly the same e� ect as Strikes that are the result of 
  Called Shots to that area.
  Random Hit Location: Roll 1d20
  Roll
  Location
  1
  Head
  2-10
  Torso
  11-12
  Arm (roll 1d20... even, right / odd, left)
  13-14
  Leg (roll 1d20... even, right / odd, left)
  15-16
  Hand (roll 1d20... even, right / odd, left)
  17-18
  Foot (roll 1d20...even, right / odd, left)
  19
  Vital/Armor Bypass
  20
  Groin
  Aiming
  A Character or NPC may elect to spend a turn Aiming, 
  rather than attacking.  This means they are assessing 
  the target, steadying their weapon, focusing their con-
  centration, and determining that their next shot will be 
  a hit.  Aiming can have one of two possible e� ects.
  Firstly, a Character that spends a turn Aiming may gain 
  a plus three (+3) bonus to their next attack  This attack 
  must come within three turns of taking the Aiming ma-
  neuver.  If they wait longer than that, they will “lose the 
  aim,” and must take another turn to re-acquire it.
  Secondly, the Character may elect to take a Called Shot 
  at NO PENALTY after an Aiming Maneuver.  Again, 
  this will occur on their next attack, and must be per-
  formed within three turns or the aim will be lost.
  Normally, a Character may use one of these e� ects af-
  ter an Aiming maneuver, but not both.  If, however, 
  the Character spends � ve (5) Risk, they can gain both 
  of the bene� ts of an Aim - gaining a bonus of plus 
  three (+3) to hit with no penalties for called shots.
  Simon Wentworth (Order #28533685)
  
  69
  Hand to Hand Maneuvers
  When attacking in Hand to Hand, using one’s body 
  as a weapon, there are certain options that make 
  these attacks more e�  cient or more damaging.  Some 
  of these attacks are inherently more di�  cult to per-
  form, but they generally give a bene� t in the form of 
  additional damage.
  Strikes with the hand, su� er no penalty and do “stan-
  dard” damage for Hand to Hand attacks.  Standard 
  damage for Hand to Hand attacks is the Character’s 
  Strength stat plus any ranks in the Martial Damage 
  skill.  Hand strikes include punches, chops, spear-
  hand strikes, and the like.
  Strikes with the foot su� er a penalty of minus one 
  (–1), as kicks are somewhat more di�  cult than punch-
  es.  By taking a foot o�  of the ground, the Character 
  sets themselves o�  balance, and reduces their stabil-
  ity.  This penalty is o� set by the fact that foot strikes, 
  or kicks, enjoy a bonus of plus two (+2) to Damage.
  It is also possible to strike with the head, in a maneu-
  ver commonly known as the “Headbutt.”  This ma-
  neuver is usually good only for very close in attacks. 
  There is a penalty of minus one (–1) to strike with this 
  attack, but the attack does an additional two (2) points 
  of damage.  If the attack is successful, the attacker 
  must make a roll against their Stamina stat plus their 
  Toughness skill, or be knocked Unco with Shrugs by 
  the impact.  The head really shouldn’t be used as a 
  weapon, except as a last resort.
  The Knees and Elbows are excellent striking surfaces on 
  the human body.  Striking with either an elbow or a knee 
  su� ers a minus one (– 1) penalty, as the attacker is not 
  getting the bene� t of the full length of the limb involved, 
  but these attacks do an additional two (2)points of dam-
  age, as the striking surface is much harder and the sur-
  face area to which the force is applied is much smaller.
  It is possible to strike with the entire body, in a Tackle. 
  This is a high risk maneuver.  There is a minus two 
  (–2) penalty to perform a Tackle, but should the Tackle 
  succeed, not only does it do � ve (5) additional points 
  of damage, but both the attacker and the target make 
  Damage Resistance rolls against the Tackle’s damage. 
  If the attacker fails this roll, the attacker loses a Shrug. 
  If the target fails this roll, the target takes an addition-
  al Shrug from the attack.
  Finally, a maneuver considered a last resort by just about 
  every Martial Art that teaches it.  Biting is di�  cult to do 
  in combat, having a penalty of minus two (-2).  It does 
  a Character’s Strength in damage, but because the teeth 
  are sharp and designed to rip � esh, the opponent does 
  not get to add their Toughness skill to their Damage Re-
  sistance when resisting the damage from a bite.
  Attack Penalties
  Target Position Relative to Attacker
  Target in front of Attacker
  -0
  Target is on horizontal � ank (Right, Left)
  -1
  Target is on vertical � ank (Above, Below)
  -2
  Target is to the rear of Attacker
  -4
  Cover
  ¼ cover
  -1
  ½ cover
  -2
  ¾ cover
  -3
  Total Cover/Darkness
  -4
  Moving Target
  More than 25 feet per turn, less than 75
  -1
  More than 75 feet per turn, less than 100
  -2
  More than 100 feet per turn
  -3
  Range
  Point-Blank  (Less than 5 feet)
  +1
  Short
  -0
  Medium
  -1
  Long
  -2
  Maximum
  -3
  Called Shot
  Center Mass
  -0
  Limb (arm, leg)
  -1
  Extremity (hand, foot)
  -2
  Head
  -3
  Vital Shot (armor bypass)
  -4
  Groin
  -3
  Hand to Hand Maneuvers
  Maneuver
  Penalty
  Extra Damage
  Punching
  -0
  +0
  Kicking
  -1
  +2
  Knee Strike
  -1
  +2
  Elbow Strike
  -1
  +2
  Head Butting
  -1
  +2
  Full Body Tackle
  -2
  +5 +1 Shrug
  Biting
  -2
  +0 (Sharp)
  Simon Wentworth (Order #28533685)
  
  70
  Target Position
  Target is Prone
  -1
  Target is Kneeling
  -1
  Target is Sitting
  -2
  Grappling
  Attackers can elect to Grapple an opponent.  The 
  attacker adds the highest of their Strength stat or 
  their Agility stat to their Grapple skill and then 
  rolls 1d20.  On a successful roll, the attacker records 
  their Margin of Success.  On a failure, the Grapple 
  has already failed.  A Grapple roll that is a critical 
  success will not only Grapple the target, but also 
  deliver a Shrug of Damage.
  The target may elect to either Dodge, or counter the 
  Grapple.
  Dodging a Grapple is done the same as Dodging any 
  other attack - see Dodging (page 72).  Critically failing a 
  Dodge will cause the target to take a Shrug of Damage.
  To counter-grapple, the target rolls a Strength or Agil-
  ity plus Grappling roll of their own, making the Grap-
  ple attempt a Contested Roll.
  The winner of the contest successfully Grapples the 
  loser.  Should the contest be a draw, neither combat-
  ant is grappled.  If the winner should roll a critical 
  success in the contest, the loser is not only Grappled, 
  but takes one Shrug of Damage from the strain.  If the 
  loser should roll a critical failure in the contest, they 
  are not only Grappled, they take one Shrug of Dam-
  age.  In the unlikely event that the winner succeeds 
  critically and the loser fails critically, the GM is free 
  to hose the loser without let or hindrance, probably 
  ending up with the loser either dying a humiliating 
  death or going home to cry in the shower.
  On a successful grapple, the default assumption is that 
  the attacker grapples the target around center mass. 
  In this case, the target can no longer Dodge, and their 
  Speed is reduced by the Speed of the attacker. (If this 
  reduces the speed of the target to zero (0) or below, the 
  target may no longer move, and may be dragged at one 
  (1) yard per turn in a direction chosen by the attacker).
  For Example:  Bob is ﬁ ghting a zombie, and against his 
  better judgment, he elects to grapple with it.  He adds his 
  Strength of seven (7) to his Grapple skill of four (4) for a 
  total of eleven (11), and rolls 1d20.  He rolls an eight (8), 
  and records his margin of success, three (3) (11 – 8 = 3).  
  The Zombie adds its strength of ﬁ ve (5) to its grappling 
  skill of three (3) for a total of eight (8), and rolls 1d20.  The 
  Zombie rolls a twelve (12).  Bob has successfully grappled 
  the zombie!
  The Zombie can now no longer dodge, and its speed of ten 
  (10) is reduced by Bob’s speed of eighteen (18) – the Zom-
  bie can no longer move (10 – 18 = -8).  Bob can drag the 
  Zombie one (1) yard per turn, if he so wishes… meaning he 
  can toss it into that red-hot forge only ﬁ ve (5) yards away 
  in ﬁ ve (5) rounds!
  Grapple attacks can be Called Shots.  To Call the lo-
  cation of the grapple attack, simply apply the Called 
  Shot modi� er as a penalty to the attackers Strength 
  stat plus Grapple skill roll.  The target takes no pen-
  alty in a Called Location Grapple attack. 
  If a Called Location Grapple attack successfully grapples 
  a limb, then the target cannot Dodge and their Speed is 
  reduced as per a Center Mass grapple, but the grappled 
  limb is also disabled.  Any weapon held by a grappled 
  limb is assumed to be dropped, and is on the ground.
  If a Called Location Grapple attack successfully grap-
  ples an extremity, the target can still Dodge, but they 
  still su� er the reduction in their Speed. Any weapon 
  held in that extremity has been dropped... to take the 
  weapon from the target, see Disarming (page 74).  Ex-
  tremity Grapples can be exceedingly painful - if the 
  attacker chooses, they can apply the Margin of Suc-
  cess for the Grapple attempt as a penalty to all of the 
  target’s actions while they are Grappled.
  If a Called Location Grapple attack successfully grap-
  ples the target’s head, the target cannot Dodge, their 
  Speed is reduced as per a center mass Grapple, and 
  the target is at a penalty of minus four (–4).  More, 
  until the Grapple is broken, the attacker can choose to 
  make the target make a Damage Resistance roll as if 
  Simon Wentworth (Order #28533685)
  
  71
  the attacker had successfully hit with a Hand to Hand 
  attack without making another attack roll.
  If the attacker so chooses, with a successful Head 
  Grapple, they can declare that they are strangling the 
  target.  The target begins the process of holding their 
  breath, and if the grapple can be maintained for long 
  enough, may begin to su� ocate.
  The attacker can Dodge while they have the target 
  Grappled, but can do nothing else besides Maintain 
  the Grapple, or release the Grapple - it takes both 
  hands to Grapple someone e� ectively.
  Every turn that the attacker elects to Maintain the 
  Grapple, another Contested Skill roll is made be-
  tween the attacker’s Strength or Agility plus Grap-
  pling, and the defender’s Strength or Agility plus 
  Grappling or Escapology.
  For Example:  Bob begins the process of dragging his 
  grappled Zombie to the forge.  He has ﬁ ve (5) yards to 
  go, which will take ﬁ ve (5) turns.  The ﬁ rst turn, he has 
  already beaten the Zombie in a Grapple contest, so he sim-
  ply moves one (1)  yard.
  The next turn, he and the Zombie must contest again.  
  This time, Bob rolls a three (3) against his target of eleven 
  (11), getting a margin of success of eight (8).  The Zombie 
  rolls a two (2) against his target of eight (8), for a margin 
  of success of six (6).  Bob has the greater margin of suc-
  cess, so he maintains his grapple and moves another yard.  
  Three (3) to go!
  The third turn, Bob and the Zombie must contest again.  
  This time, Bob rolls a ten (10) on his target of eleven (11), 
  getting a margin of success of one (1).  The Zombie rolls a 
  seven (7) on its target of eight (8), getting a margin of suc-
  cess of one (1).  A Tie!  The two re-roll their contest.  This 
  time, Bob rolls eleven (11) on his target of eleven (11), a 
  success, but with a margin of Zero (0)!  The Zombie rolls a 
  nine (9) on his target of eight (8), a failure.  Bob retains his 
  grapple on the Zombie, and drags the zombie another yard.  
  Two (2) yards to the forge!
  The fourth turn, Bob and the Zombie must contest again.  
  This turn, Bob rolls a ﬁ ve (5) against his target of eleven 
  (11), getting a margin of success of six (6).  The Zombie 
  rolls a natural one (1) against its target of eight (8), a criti-
  cal success!  The Zombie breaks free of the grapple two (2) 
  yards short of the forge and starts circling Bob warily… for 
  a Zombie.  If Bob wants to see some Zombie-on-forge ac-
  tion, he’s going to have to try for another grapple next turn.
  Certain weapons have the ability to Entangle, which 
  is e� ectively using the weapon to Grapple.  This is 
  done using the Melee skill rather than the Grappling 
  skill.  Handling a weapon designed to Entangle can 
  be done with only one hand.  In every other way, treat 
  Grappling with an Entangling weapon the same as 
  Grappling with the bare hands, except that the con-
  trolling skill is Melee instead of Grappling.
  Throwing an Opponent
  When an attacker has an opponent grappled, they 
  may elect to Throw that opponent.  This is a contested 
  Grapple roll, as above, but should the attacker win the 
  contest, the target is thrown a number of feet equal 
  to the Strength stat of the attacker, in a direction of 
  the attacker’s choice.  If this causes the target to strike 
  something, treat this as a collision at a speed equal to 
  the attacker’s Strength stat (see Collisions, page 90).  If 
  this causes the target to go over the edge of a roof or a 
  cli� , treat it as a fall.
  A target may elect to try to land on their feet when 
  thrown – this requires a successful Agility plus Ac-
  robatics roll, minus the Strength of the attacker. 
  Should the target fail to land on their feet, they must 
  make a Damage Resistance roll versus an Incoming 
  Damage equal to the attacker’s Strength stat plus 
  their Martial Damage skill.
  Simon Wentworth (Order #28533685)
  
  72
  Defending
  Unless the victim of an attack has no idea the attack is 
  coming, or is somehow rendered completely helpless, 
  they can make a roll to defend against each and every 
  attack against them.  When defending, � rst determine 
  what type of defense the defender is going to use.  The 
  most common defenses are Dodging and Parrying, al-
  though having a high Damage Resistance (and some 
  Armor Shrugs) and just sitting there and taking the 
  attack is certainly an option.  Not a really good one, 
  but an option nonetheless.
  Dodging
  A Character who is aware of an incoming attack may 
  elect to Dodge that attack.  In order to Dodge, the 
  Player adds their Agility to the Acrobatics or a Sports 
  skill (Sports or Extreme Sports), and applies one half 
  of the Margin of Success for the incoming attack as 
  a penalty.  Other penalties, such as a Radius of the 
  attack, may also apply.  The � nal total is the target 
  number to Dodge.  If this roll is a success, the attack 
  has been avoided completely.  If the roll is a failure, 
  then the successful incoming attack roll scores a hit.  
  For Example:  Bob is being attacked by a maniac with a 
  knife, and ﬁ nds himself unarmed.  The knife wielding mani-
  ac makes his attack roll with a margin of success of four (4).  
  Bob adds his Agility of seven (7) to his Acrobatics skill of 
  three (3) for a total of ten (10).  He then subtracts half of the 
  attack’s margin of success (one half of 4 is 2) for a new total 
  of eight (8) (10 - 2 = 8).  He rolls an eleven (11) and is hit!  
  In the event of a critical success on the Dodge roll, the 
  defending Character can immediately make a free 
  attack.  In the event of a critical failure, the Dodging 
  Character is hit and has “walked into” the attack;  they 
  will take double the Shrugs of Damage that the attack 
  would normally do if they fail the Damage Resistance 
  roll against the attack..  If the incoming attack is already 
  a critical success, a critical failure on the Dodge roll will 
  cause the Incoming Damage to do FOUR times the 
  number of Shrugs that it would normally do, should 
  the defending Character be so unlucky as to fail the 
  Damage Resistance roll against the attack.  Critically 
  failing sucks, and Critically failing while you’re in the 
  process of getting hit with a Critical success sucks even 
  more.  This is the kind of thing that makes people’s 
  heads explode when they get punched in the nose.
  When the attacker is directly in front of the defender, 
  the defender Dodges at no penalty.  If the attacker is 
  to the horizontal � ank (Right, Left) of the defender, 
  the defender Dodges at a penalty of minus one (-1). 
  Should the attacker be to the defender’s vertical � ank 
  (Above, Below) of the defender, the defender Dodges 
  at minus two (–2).  If the attacker is to the rear of the de-
  fender, and the defender is aware of the attack, the defender 
  Dodges at minus four (–4).  If the defender is not aware 
  of the attack from the rear, there is no Dodging it.
  Dodging Area Attacks
  When a Character or NPC is caught in an attack that 
  has a Radius (such as an explosion or certain Auto� re 
  attacks), the only option the Character or NPC has is 
  to Dodge.  This is very di�  cult, as Area Attacks are by 
  nature extremely hard to avoid.
  Area Attacks have a listed Radius – the distance be-
  tween the center of the attack and the edge of its ef-
  fect in feet.  To Dodge an Area Attack, the Defender 
  adds their Agility stat to their Acrobatics, Sports, or 
  Extreme Sports skill.  As per normal, they subtract 
  half of the Margin of Success for the attack.  Then, 
  they subtract the Radius of the Area Attack from 
  this total (regardless of how far from the center of 
  the Area Attack they are, so long as they are within 
  the Radius).  This gives them the target number for 
  their Dodge roll.
  On a Success, they have Dodged the attack, and take 
  no damage.
  On a Critical Success, they not only Dodge the attack, 
  but they may take a free attack against their attacker
  On a Failure, they do not Dodge the attack, and are 
  must roll Damage Resistance.
  On a Critical Failure, not only are they caught in the 
  Area Attack, but any Shrugs of Damage that they take 
  from failing a Damage Resistance roll against the at-
  tacks’ Damage are doubled.
  For Example:  Bob is walking down the street when some 
  malcontent throws a Grenade at him, succeeding their at-
  tack roll with a Margin of four (4).  The Grenade will ex-
  plode with a ﬁ ve (5) foot Radius.  Bob tries to dive out of the 
  area of the explosion.  Bob adds his Agility stat of seven (7) 
  to his Acrobatics skill of three (3) for a total of ten (10).  He 
  subtracts half of the Margin of the attack roll, two (2) (4 / 2 
  = 2), netting a total of eight (8) (10 - 2 = 8).  He then sub-
  tracts the Grenade’s radius of effect, ﬁ ve (5), for a new total 
  of three (3) (8 - 5 = 3).  He rolls a 1d20, and rolls a thirteen 
  (13).  He fails to get out of the Grenade’s Radius, and must 
  not make a Damage Resistance roll against the Grenade’s 
  damage, which is likely to suck horribly.
  Bob hates grenades.
  Simon Wentworth (Order #28533685)
  
  73
  Parrying
  A Character who is aware of an incoming Melee or 
  Hand to Hand attack may elect to Parry that attack. 
  A Character can Parry every attack that meets these 
  criteria, regardless of how many of them are coming 
  in during the turn.
  In order to Parry, the Player adds the Character’s Agil-
  ity to their Hand to Hand or Melee skill, and applies 
  one half of the Margin of Success for the incoming 
  attack as a penalty.  This is the target to successfully 
  Parry the attack.  If the roll is a success the attack has 
  been blocked completely, and does no damage.  If the 
  roll is a failure, then the successful incoming attack 
  roll scores a hit, and does damage.  
  In the event of a Critical success, the Character gets 
  an immediate attack against their attacker as a Free 
  Action.  In the event of a Critical failure, the incoming 
  attack does twice the number of Shrugs it normally 
  would, should the defender fail to successfully roll 
  their Damage Resistance against it.
  Additionally, depending on the circumstances, the GM 
  may declare that the damage is all done to the defend-
  er’s Parrying limb, or that the defender has dropped 
  the weapon that they were Parrying with.  Remember 
  that Critical failures should be both tragic and funny.
  If the attacker is directly in front of the defender, the 
  defender Parries at no penalty.  If the attacker is to the 
  horizontal � ank (Right, Left), the attack is Parried at 
  a penalty of minus one (-1).  If the attacker is to the 
  defender’s vertical � ank (Above, Below), the attack is 
  parried at a minus two (–2).  If the attacker is directly 
  to the rear of the defender, and the defender is aware of the 
  attack, the defender Parries at a minus four (–4).  If the 
  defender is not aware of the incoming attack from the 
  rear, it cannot  be Parried.
  Strength-based ranged attacks (those made with ar-
  rows, spears, or even thrown knives or rocks) can 
  be Parried, but it is di�  cult - the margin of success 
  of a ranged attack is not halved before being ap-
  plied as a penalty to the Parry!  Non-strength-based 
  ranged attacks (those made with � rearms, spells, or 
  the like) cannot be Parried.  Certain special abilities 
  may make it possible to Parry such ranged attacks.
  Parrying Melee Attacks
  while Unarmed
  When an attacker uses a melee weapon against a 
  defender who is unarmed, the defender is at a dis-
  tinct disadvantage.  Parrying melee weapons while 
  empty-handed is done at a penalty of minus two (-2): 
  you’re not Parrying the weapon so much as you’re 
  Parrying the arm behind the weapon, which is a 
  more di�  cult proposition.
  Should a defender fail a roll to Parry an attack made 
  with a melee weapon while they are unarmed, the 
  damage is applied to the parrying limb.  On a Critical 
  failure, the number of Shrugs done by the attack is 
  doubled.  As usual, su�  ciently massive damage may 
  even amputate the Parrying limb.
  Armored gloves, chain wrapped around the palm, 
  Ninja climbing claws (Nekode), or other items designed 
  to armor or protect the hand allow this Parry to be 
  made at no penalty, as do having Armor Shrugs which 
  protect the hands, or having certain special abilities.
  Parrying and Shields
  Shields make it easier to Parry incoming attacks of all 
  sorts.  They come in two basic categories.
  Bucklers are essentially small pieces of armor strapped 
  to the forearm.  They do not require that the wielder 
  use one of their hands to hold them in place or con-
  trol them. They remove the minus two (-2) Penalty for 
  Parrying melee attacks while unarmed.  They are used 
  with the Agility stat and the Hand to Hand skill.
  Shields are larger pieces of armor which are a�  xed 
  by a strap to a forearm and hand.  This does take up 
  one of the wielder’s hands.  While wielding a Shield, 
  the wielder can use it to Parry any melee attack with-
  out subtracting half of the attacks Margin of Success 
  - the wielder need only roll their Agility stat plus Me-
  lee skill, plus the Accuracy of the Shield (if any) to 
  successfully Parry the melee attack.
  More, Shields are designed to give the wielder protec-
  tion from ranged attacks as well.  While wielding a 
  shield, the wielder can parry ranged attacks of all sorts, 
  from daggers, arrows, and � reballs to bullets and la-
  sers.  When parrying ranged attacks, half of the Margin 
  of Success of the attack IS applied as a penalty to the 
  Parry - it’s inherently harder to parry these things.
  Shields do not negate any penalty for an attack hav-
  ing a Radius.
  The downside to this ease of defense is that Shields 
  don’t last forever - in Parrying these attacks, they 
  themselves are taking Damage.  If a Buckler or Shield 
  is successfully used to Parry an incoming attack, it 
  must roll against the attack’s incoming Damage us-
  ing only its own Damage Resistance.  Failing this roll 
  reduces the Shield’s Shrugs - when the Shield has no 
  more Shrugs to lose, it longer o� ers any sort of protec-
  Simon Wentworth (Order #28533685)
  
  74
  tion whatsoever.  If an attack has an Armor Piercing 
  value, this does no more additional Shrugs of Damage 
  to the Shield, but can allow Damage to more easily 
  blow through the Shield.
  For Example:  Jack has a Steel Kite Shield with twenty-
  ﬁ ve (25) DR and eight (8) Shrugs.  He is hit by a magic 
  arrow doing forty (40) Damage with AP ﬁ ve (5).  Jack’s 
  shield needs to roll a one (1) to avoid taking damage, and 
  he rolls a thirteen (13).  The Shield takes ﬁ ve (5) Shrugs 
  of Damage.  The Armor Piercing value of the Arrow (ﬁ ve 
  (5)) brings the Shield’s effective Shrugs down to three 
  (3), so Jack’s arm takes two (2) Shrugs of Damage.  The 
  Shield has not been destroyed, however... it still has three 
  (3) Shrugs left (8 - 5 = 3).  Only the Shield’s e� ective 
  Shrugs were reduced by the Armor Piercing value of the 
  attack - the ACTUAL Shrugs were not.
  Any damage in excess of the Shield’s current 
  amount of Shrugs is done to the arm to which the 
  Shield is attached.
  Grapple Parries
  A Character may Parry using the Agility statistic and 
  the Grapple skill, but this is very di�  cult.  Such par-
  ries su� er an additional minus (-2) penalty.  Should 
  the Grapple Parry be successful, however, the attack-
  er’s attacking limb is successfully Grappled.
  Certain weapons have the ability to Entangle, such as 
  � ails or chains.  These weapons can be used to make 
  Grapple Parries at no penalty, and can Grapple attack-
  ing limbs normally.  Grappling an opponent’s weapon 
  is a di� erent matter, known as Disarming.
  Disarming
  A Character can Disarm an armed opponent in me-
  lee by making a contested roll between the attacker’s 
  Agility OR Strength plus Hand to Hand OR Melee and 
  the defender’s Strength plus their Melee skill (even 
  if the weapon being taken away is a pistol or other 
  ranged weapon).  The attacker rolls at minus one (-1), 
  or minus two  (-2) if unarmed.  If the attacker wins 
  the contest, the defender has been Disarmed, and the 
  weapon is no longer in the defender’s possession.  If 
  the attacker is empty-handed and chooses to take the 
  weapon, it is now in the attacker’s hand, ready for 
  use; otherwise, the weapon is dropped.
  If the defender wins the contest, they retain their 
  weapon, and are likely upset that someone tried to 
  take it from them.  
  Being Prone, Kneeling, and Sitting
  The base assumption for combat is that all partici-
  pants are up on their feet.  When someone is knocked 
  prone, or is in the act of rising to their feet, they oper-
  ate a little less e�  ciently.
  Effects of Being Prone:  There is a bene� t to being 
  � at on the ground, or laid out on some other sur-
  face – you’re naturally harder to hit.  Attackers take 
  a minus two (-2) penalty to attack a target that is 
  prone.  That’s pretty much the sole combat bene� t 
  to being prone, however.  A prone Character has a 
  minus three (-3) penalty to any attack other than use 
  of a handgun or longarm. They can move only one-
  quarter (¼) their Speed statistic in a turn by crawling 
  along on their elbows and knees.
  Effects of Kneeling:  There is a minus one (-1) pen-
  alty to hit Characters who are on their knees.  A 
  Character � ghting from their knees take a minus 
  two (-2) penalty on any attack other than the use 
  of a handgun, longarm, or archaic ranged weapon. 
  They cannot make a Hand to Hand attack declared 
  as a Kick.  They can move only one-half (½) their 
  Speed statistic in a turn.
  Effects of Sitting:  There is a minus one (-1) penalty 
  to hit Characters who are sitting.  A Character � ghting 
  from a seated position takes a minus (-2) penalty on 
  any attack other than the use of a handgun, longarm, 
  or archaic ranged weapon.  They cannot move, unless 
  the object they are sitting on is equipped with wheels, 
  and then they are limited to one-half (½) their Speed 
  statistic in a turn.
  Standing Back Up:  A Prone Character can get back to 
  their feet by taking two (2) turns to do nothing else.  If 
  Simon Wentworth (Order #28533685)
  
  75
  they can make a successful Agility plus Acrobatics roll, 
  they can get to their feet in one (1) turn, but again they 
  are able to do nothing else that turn.  A kneeling or sit-
  ting Character can stand in one (1) turn, doing nothing 
  else.  The Martial Arts ability “Kip Up” allows a Char-
  acter to go from prone to standing as a free action.
  Forsaking Attack
  In a desperate situation, a Character can surrender any 
  opportunity to attack for a turn to gain a plus three 
  (+3) to all of their defense rolls for that turn.  A Char-
  acter forsaking attack for a turn can make no attacks 
  that turn, but can attack normally on the next turn.
  Doing Damage
  When an attack is successfully scored and defenses 
  have failed, the target is in danger of being damaged.
  Attacks that are based on bodily power use the attack-
  ing Characters Strength stat as a basis for damage.  In 
  a Hand to Hand attack, the Character’s Strength stat 
  is added to their level of Martial Damage skill (if any), 
  and any modi� ers for the attack itself.  This total is the 
  incoming damage.
  Attacks with Melee weapons are likewise Strength 
  based, except for the case of certain exotic high-tech 
  melee weapons.  The Character’s Strength stat is add-
  ed to the Weapon’s damage modi� er, and then any 
  levels in the Character’s Martial Damage skill (if any) 
  are added.  This total is the incoming damage.
  Firearms, spells, and other abilities have a listed damage. 
  The listed damage of a weapon is the incoming damage.
  The incoming damage is applied as a penalty to the 
  targets’s Damage Resistance, and then a Damage Re-
  sistance roll is made.  If this roll is a success or a criti-
  cal success, the targeted Character takes no damage.
  If the Damage Resistance minus incoming dam-
  age roll is a failure, the targeted Character either 
  marks o�  a Shrug.  If the target is already at zero 
  (0) Shrugs, a failed Damage Resistance roll renders 
  them Unco.  If the damage takes the Character to 
  fewer than zero (0) Shrugs, the Character is Unco 
  (or worse).
  If the Damage Resistance minus incoming damage 
  roll is a critical failure, the attack does DOUBLE the 
  amount of Shrugs of Damage it normally would.
  The Toughness skill may be added to the Damage Re-
  sistance roll in certain situations.
  If the attack is a Hand to Hand attack, or used a blunt 
  Melee weapon such as a club or a sta� , the Charac-
  ter’s Toughness skill will apply to the calculations for 
  the Damage Save.
  For Example:  Bob is being punched by a pirate in a 
  bar-ﬁ ght.  Bob’s luck isn’t with him tonight, he fails to 
  Dodge the attack, and is hit.  The pirate’s strength gives 
  the incoming punch a damage of nine (9).  Bob adds his 
  Damage Resistance of fourteen (14) to his Toughness 
  skill of four (4) for a total of eighteen (18).  From this 
  number, he subtracts the incoming damage of nine (9), 
  for a new total of 9 (18 – 9 = 9).  Bob rolls 1d20, and gets 
  a ﬁ fteen (15).  The pirate’s punch does one (1) Shrug of 
  damage, and Bob’s Player marks the Shrug off of Bob’s 
  Character sheet.
  If the attack is a ranged attack, or a sharp or impaling 
  Melee weapon such as a sword or a knife, the Char-
  acter’s Toughness skill will not apply to the Damage 
  Resistance roll.
  For Example:  Bob manages to ﬁ ght off his pirate oppo-
  nent, but one of the pirate’s shipmates comes at Bob with a 
  knife.  Bob doesn’t see the attack coming, and the attack is 
  successful.  The pirate’s shipmate is bringing in eleven (11) 
  points of damage with the Knife.  Bob can’t add his Tough-
  ness skill to this roll, so he takes his Damage Resistance 
  roll of fourteen (14), and subtracts the eleven (11) points 
  of incoming damage for a new total of three (3) (14 – 11 = 
  3).  Bob rolls 1d20, scoring a two (2).  The knife fails to ﬁ nd 
  purchase in Bob, and does no damage.
  If the Damage Resistance Roll with modi� ers is 25 or 
  higher, the target need not roll… the attack bounces 
  o�  of them.  If the total is 24 or less, the target rolls 
  1d20.  Even if the target’s total is 20 to 24, a roll of 20 
  on the 1d20 is a failure, but not a critical failure.
  Simon Wentworth (Order #28533685)
  
  76
  If the Damage Resistance Roll with modi� ers is zero 
  (0) or less, the attack may remove additional Shrugs.  
  If the new total is 0 to –4, the attack will remove an 
  additional Shrug.  For every additional � ve (5) points 
  under zero (0) that the new total is reduced to, the 
  attack will do one (1) additional Shrug.  A success-
  ful roll of one (1) (a critical success) on the Damage 
  Resistance roll will, however, completely negate any 
  incoming damage.
  As usual, however, on a natural twenty (20) (a critical 
  failure), the attack will double the Shrugs of damage.
  For Example:  Bob is being shot at by an evil ranger using 
  an enchanted explosive arrow.  The weapon is listed as do-
  ing thirty (30) points of Damage – it’s for killing Dragons, 
  for God’s sake!  Bob doesn’t know the attack is coming, so 
  the attacker hits him easily.  Bob’s Damage Resistance is 
  a fourteen (14).  Subtracting thirty (30) from this num-
  ber gives us negative sixteen (–16); Enough of a penalty to 
  cost Bob ﬁ ve (5!) additional Shrugs!  Unless Bob can roll a 
  natural one (1) on 1d20, he’s hurt pretty badly!
  Damage Save
  Total
  Additional Shrugs
  Removed
  0 to –5
  1
  -6 to –10
  2
  -11 to –15
  3
  -16 to –20
  4
  -21 to –25
  5
  Etc.
  Etc.
  Once the Damage Resistance roll is failed, the summa-
  ry of calculating total Shrugs of Damage goes like this:
  • 
  If the Damage Resistance roll is failed, one (1) Shrug.
  • If the Damage Resistance roll, minus the incoming 
  damage, is zero (0) or less, one (1) additional Shrug.
  • If the Damage Resistance roll, minus the incoming 
  damage, is zero (0) or less, for every � ve points of 
  damage below zero (0), one (1) additional Shrug.
  • If the attack was a critical success, multiply total 
  Shrugs of Damage by two (2).
  • If the defense was a critical failure, multiply total 
  Shrugs of Damage by two (2).
  • If the Damage Resistance roll was a critical failure, 
  multiply total Shrugs of Damage by two (2).
  (Note:  Yes, this means that someone who is hit by a 
  critical success, then critically fails both their defense 
  and their Damage Resistance rolls, is in for the worst 
  day of their life, and likely the last one, multiplying 
  the total Shrugs of Damage by EIGHT (8!) (2 x 2 x 2 = 
  8).  Of course, the chances of this happening are one in 
  eight thousand (1 in 8,000), but it happens).
  On a successful Damage Resistance roll, the target 
  bounces the attack, and takes no damage.  On a failed 
  roll, the attack has done damage.  The target marks o�  
  one (1) Shrug (or more, if the attack was particularly 
  damaging), unless they have no Shrugs left.  When 
  the target has zero (0) Shrugs left, a failed Damage Re-
  sistance roll will knock them out, making them Unco 
  (Unconscious).
  A Character or Named NPC who is Unco is e� ectively 
  out of the � ght – they can be killed by a Coup de Grace 
  (see below), or captured.  A Character or named NPC 
  will remain Unco until they receive medical attention 
  or some other form of healing that brings their total 
  Shrugs up to zero (0).  At zero (0) Shrugs, a Character 
  or named NPC is restored to consciousness.
  Unnamed NPCs, or “Mooks,” do not have Shrugs. 
  They resist damage the same way that Characters 
  and named NPCs resist damage, but should they 
  fail a Damage Resistance roll, they are automatically 
  Unco until they receive medical attention that would 
  restore a Shrug; alternately, the attacker can simply 
  decide that rather than Unco, they’d prefer that the 
  Mook were dead.  It’s easy enough to kill Mooks.
  Unco Mooks are often the target of unusually cruel 
  practical jokes.
  Should a Character or named NPC take twice their 
  maximum number of Shrugs, they are not Unco, but 
  Dead.  Only immediate medical attention or some 
  form of magic or miracle will return the Character to 
  normal function… short of this, they are deceased, be-
  reft of life, an ex-Character.
  Should a Character or named NPC take three times 
  their maximum number of Shrugs, they are not mere-
  ly Dead, but Dead as Hell.  Recovering from this state 
  is the stu�  of legend, as there isn’t so much as a rec-
  ognizable corpse left behind.  Only epic quests and 
  horri� c risk to the rest of the party can hope to restore 
  a Character who is Dead as Hell.
  A Mook is considered Dead when it fails a Damage 
  Resistance roll and the attacker decides that they’d 
  rather have the Mook dead than Unco.  Medical at-
  tention, magic, or miracles that would restore Dead 
  PC will restore a Mook as well, but why bother?
  It is possible through the use of special attacks and 
  equipment to render a Character or NPC Unco with-
  out costing it all of its Shrugs.  If a Character or NPC 
  Simon Wentworth (Order #28533685)
  
  77
  ���������������������������������������������������
  �������������������������������������������������������
  �����������������������������������������������������
  �������������������������������������������������������
  �����������������������������������������������������
  ������� ����� ������ ����� ������ ��������� ������� ���
  ��������������������������������������������������
  �������������������������������������������������������
  �����������������������������������������������������
  ����������������������������������������������
  ������������������������������������������������������
  �������������������������������������������������������
  �����������������������������������������������������
  ������������������������������������������������������
  ��������������������������������������������������
  �����������������������������������������������������
  ����������������������������������������������������
  ����� ����� ����� ����� ��� ����� ���� �������� ���������
  ���������������������������������������������������
  �������������������������������������������������������
  �������������������������������������������������
  ���������������������������
  ��������������������������������������������������������
  �������������������������������������������������������
  ��������������������������������������������������������
  ��������������������������������������������������
  �����������������������������������������������������������
  ���� ������������ ����� �� ������������� ������������� ����
  ���������������������������������������������������
  ������������������������������������������������������
  ����������������������������������
  Doing Damage to Non-Living
  Targets, Items, and Objects
  ������� ��������� ���� ����������� �������� ����� �������
  �������������������������������������������������������
  ��������������������������������������������������
  ��������������������������������������������������������
  �������������������������������������������������������������
  �����������������������������������������������������
  �������������������������������������������������������
  ��������������������������������������������������������
  ����������������������������
  �����������������������������������������������������
  ���� ������� ����� ���� ���� ���� ������ ���� ������ ���� ������
  ����������������������������������������������������
  ��� ��� ������������ ������� ��� �������� ���� ��������� ����
  ������������������������������������������������������
  �����������������������������������������������������������
  ����������������������������������������������������������
  ��������������������������������������������������������
  ���������������������������������������������������������
  �����������������������������������������������������������
  ����������������������������������������������������������
  �������������������������������������������������������������
  ����������������������������������������������������������
  �������������������������������������������������
  ���������������������������������������������������������
  ������������������������������������������������������
  ����������������������������������������������������������
  �����������������������������������������������������������
  ��������������������������������������������������������
  �������������������������������������������������������
  ���������������������������������������������������������
  ��������������������������������������������������
  Current Shrugs
  Characters
  Objects
  ��������������
  �������
  ����������
  ��������������������������������������
  ����
  ��������
  ���������������������������������������
  ���������������
  ����
  �������
  ������������������������
  ������������
  ���������
  ������������������������������������������������������
  ���������������������������������������������������
  �������������������������������������������
  ���������
  ������������������������
  �������
  �����������
  �����
  ��������
  ���������
  ��������
  ������
  �������
  �������
  ������
  ����������
  ���������
  �������
  �������
  Forever
  Effects of Taking Multiple Shrugs
  In a Single Attack
  �������������������������������������������������������
  �����������������������������������������������������
  �������������������������������������������������������
  �������������������������������������������������������
  ������������������������������������������������������
  �������������������������������������������������������
  ��������������������������������������������������������
  ���������������������������������������������������
  ���������������������������������������������������������
  ��������������������������������������������������������
  ����������������������������������������������������
  �������������������������������������
  ��������������������������������������������������������
  ����������������������������������������������������
  �����������������������������������������������������
  �����������������������������������������������������������
  ��������������������������������������������������������
  ����������������������������������������������
  Simon Wentworth (Order #28533685)
  
  78
  Cinematic Damage
  Cinematic Damage can occur, at the GM’s option, 
  if a Character takes more than one (1) Shrug as the 
  result of a single attack.  This re� ects massive tissue 
  damage, broken bones, or other painful e� ects of sus-
  taining injuries. Every wound taken should not incur 
  Cinematic Damage, but when a target takes damage 
  in such a way that everyone at the table winces, Cin-
  ematic Damage is certainly appropriate.
  When Cinematic Damage does occur, the GM assigns 
  a penalty of up to minus two (-2) to all of the Charac-
  ter’s rolls until the Character receives at least one (1) 
  Shrug’s worth of healing of some sort, or heals one 
  (1) Shrug on their own.  This is not a hard and fast 
  rule, however; at the GM’s option, Cinematic Damage 
  may require additional medical attention (see “Heal-
  ing Cinematic Damage,” page 101)
  Penalties from Cinematic Damage should only be 
  assessed when the GM considers it completely ap-
  propriate.
  For Example:  Bob is having a bad day.  He takes two (2) 
  of his four (4) Shrugs in one (1) attack by being shot with a 
  short bow.  It isn’t a particularly dramatic moment, so the 
  GM assesses no penalty from the injury.
  Later that day, Bob gets clobbered very hard by an Ogre with 
  a spiked club.  Again, he takes two (2) of his four (4) Shrugs 
  in one (1) attack, but this time, the GM feels that assessing 
  some Cinematic Damage would be appropriate.  He gives Bob 
  a minus one (-1), telling him that the club broke his collar-
  bone and that the pain is interfering with his ability to ﬁ ght. 
  Bob will be at this penalty until he heals one (1) Shrug back.
  Statistic Penalties
  Certain special abilities have the ability to reduce a 
  Characters primary Statistics.  This is usually a tempo-
  rary condition.  When a primary Statistic is reduced, 
  all secondary and performance statistics based on that 
  statistic are reduced as well.  The Character may need 
  to be slightly (and temporarily) recalculated.
  As a result of the use of these powers, some Statistics 
  may reach zero (0).  Even if the powers are used again, 
  no primary Statistic can go below zero (0).  When a 
  Statistic reaches zero (0), there can be varying e� ects, 
  depending on which statistic is a� ected.
  Should a Character’s Strength reach zero (0), the 
  Character can no longer move... they lack the strength 
  to lift their weight against gravity.  Thy can remain 
  conscious, but thy are trapped in their useless body.
  Should a Character’s Stamina reach zero (0), the Char-
  acter is in a dire situation.  They have no Shrugs, they 
  cannot resist environmental hazards or most special 
  abilities that can be resisted with a Stamina roll.  Tak-
  ing so much as a single Shrug of Damage can reduce 
  the Character to a state of Dead as Hell.
  Should a Character’s Agility reach zero (0), the Char-
  acter can move, but not in a way that would be recog-
  nized as meaningful.  They have no grace, no physical 
  accuracy, and have a tendency to move like an epileptic 
  hamster on a � oor covered in butter and banana peels.
  Should a Character’s Dexterity reach zero (0), the 
  Character has no manual dexterity.  They have no 
  ability to grasp or manipulate anything - they cannot 
  hold a weapon or a tool.  They are likely to put their 
  � nger in their eye when attempting to perform even 
  the simplest task, even if that task is unlikely to put 
  their � nger close to their eye.
  Should a Character’s Intelligence reach zero (0), they 
  run the distinct risk of being elected to public o�  ce. 
  They have access to no information within their mind, 
  cannot communicate in an e� ective way, and yet seem 
  endlessly brave as they have lost the intellect necessary 
  to preserve their own life.  Good to have smarter friends 
  around at this time, such as chipmunks or crickets.
  Should a Character’s Perception reach zero (0), they 
  have lost the power all of their senses.  They cannot 
  see, hear, smell, taste, feel, nor use any of their special 
  Merits in a sensory capacity.
  Special Abilities which can cure Conditions or Re-
  grow Limbs and Organs can restore a Character who 
  has had a primary Statistic dropped to zero (0).
  Simon Wentworth (Order #28533685)
  
  79
  The Coup de Grace
  A Character or NPC who is Unco is vulnerable to a 
  Coupe de Grace (French for “blow of mercy”).  This is 
  an attack that instantly kills the Unco individual, usu-
  ally a single bullet to the back of the head or a blade 
  across the throat.
  Any attack, however, that does at least one (1) Shrug 
  of damage can be a Coupe de Grace.  The attack need 
  not be rolled, merely declared.
  Once a Coup de Grace has been administered, the target 
  is Dead, but not yet Dead as Hell.  Only if additional 
  steps are taken to degrade the corpse or to deliber-
  ately render the target unrevivable (such as burning, 
  decapitation, or the creative use of a food processor) 
  will they become Dead as Hell.
  Mook Blow-Through
  It is possible that large amounts of damage done to 
  nameless Mooks will pass through them, in� icting 
  damage on things (or other Mooks) behind them.
  If an attack hits a Mook that would do more than one 
  (1)  Shrug of damage, and the Mook fails to save ver-
  sus the incoming damage of that attack, then not only 
  is the Mook rendered Unco or Dead (at the attacker’s 
  option), but the attack continues through to the other 
  side of the Mook, losing one (1) Shrug.  Anything be-
  hind the Mook must then avoid that attack, or failing 
  to do so, save versus the same damage.
  For Example:  Bob is completely surrounded by Ninjas.  He 
  aims his ridiculously powerful pistol at one Ninja, realizing 
  that there are so many of them clustered around him that 
  they are almost lined up in rows.  Bob’s gun is doing three (3) 
  additional Shrugs of damage.  Bob successfully hits the ﬁ rst 
  Ninja he shoots at, and the Ninja fails his Damage Resis-
  tance roll.  The Ninja is knocked Unco, and the damage from 
  the pistol is reduced by one (1) Shrug, so two (2) Shrugs of 
  damage move through the ﬁ rst Ninja to the Ninja behind it.  
  That Ninja also fails to Dodge the attack, and fails his Dam-
  age Resistance roll.  The second Ninja is knocked Unco, and 
  the gun’s third Shrug of damage moves on to the next Ninja 
  in the line.  Predictably, that Ninja also fails to Dodge, and 
  fails to save versus the incoming damage.  The last Shrug of 
  the pistol’s damage knocks the third Ninja Unco as well.
  Armor
  Armor is something that a Character can wear which 
  provides a level of protection.  Like any item, armor 
  has DR and Shrugs.  Should a Character be hit in com-
  bat, in an area which is protected by armor, their ar-
  mor saves against the Incoming Damage � rst.
  Especially tough armor has Armor Shrugs, a spe-
  cial form of Shrugs with the sole purpose of reduc-
  ing the total number of Shrugs done to the target. 
  (Some Special Abilities may give Armor Shrugs to 
  Characters, as well).
  If the armor should successfully save against the In-
  coming Damage, then the attack is negated and nei-
  ther the armor nor its wearer su� er any Damage.
  Should the armor fail its Damage Resistance roll 
  against the Incoming Damage, calculate the number 
  of Shrugs done to the armor normally.
  If the armor has any Armor Shrugs, subtract the 
  number of Armor Shrugs from the Shrugs being 
  done by the attack.  If this reduces the number of 
  Shrugs being done by the attack to zero or less, 
  the attack is negated and neither the armor nor its 
  wearer su� er any Damage.
  If there are Shrugs of Damage that have not been 
  negated, apply this damage to the armor’s Material 
  Shrugs.  Though the armor failed to save against the 
  Incoming Damage, it is still protecting the Character 
  wearing it by taking the Damage itself - up to a point.
  If the number of  Shrugs being done to the armor 
  exceeds the armor’s current number of Material 
  Shrugs, not only is the armor (in the area that is hit) 
  badly damaged to the point of uselessness, but any 
  Damage in excess of the armor’s current number of 
  Shrugs BOTH carries the armor’s Material Shrugs 
  below zero (0) AND carries through to the Character 
  inside the armor.
  Should this occur, the Character inside the armor 
  must make a Damage Resistance roll against the In-
  coming Damage of the original attack.  If they succeed 
  this roll, they negate the Damage.  If they fail this roll, 
  they will take Damage as usual, except that no matter 
  how much Incoming Damage is being done, the Char-
  acter will take, at a maximum, only as many Shrugs as 
  exceeded the current Material Shrugs of the armor at 
  the time of attack.
  For Example:  A shock trooper in armor with a DR of 
  twenty-ﬁ ve (25) and three (3) Material Shrugs is hit by a 
  Beam Sword with an Incoming Damage of thirty-ﬁ ve (35), 
  which does two (2) extra Shrugs.  The armor fails to save 
  versus the Damage (it would have needed to roll a 1).  The 
  armor takes six (6) Shrugs of Damage (one (1) Shrug be-
  cause it failed the Damage Resistance roll, one (1) Shrug for 
  having it’s Damage Resistance reduced to zero (0) by the 
  Damage, two (2) Shrugs for having it’s Damage Resistance 
  exceeded by ﬁ ve (5) twice, and two (2) Shrugs for the extra 
  Shrugs of the Beam Sword (1 + 1 + 2 + 2 = 6)).
  Simon Wentworth (Order #28533685)
  
  80
  The armor’s Material Shrugs (3) have been exceeded by three 
  (6 - 3 = 3).  The armor takes all six (6) Shrugs, rendering it 
  Wrecked (no longer offers any protection in that area, broken 
  beyond repair, but its materials can be salvaged).  The three 
  (3) Shrugs that exceeded the armor’s Material Shrugs carry 
  through to the Character inside.
  The Character (with a DR of twelve (12) and three (3) Shrugs 
  must roll their DR against the original Incoming Damage of 
  thirty-ﬁ ve (35).  They need to roll a 1, they fail to do so.
  If they had taken this hit without the armor, they would be 
  taking eight (8) Shrugs  and being killed outright (on the edge 
  of Dead as Hell).  Because the number of Shrugs of Damage 
  that exceeded the armor’s current Material Shrugs was three 
  (3), however, the Character will take only three (3) Shrugs of 
  Damage.  Instead of being dead and nearly annihilated, they 
  are still alive and still conscious, although only just barely.
  To put it another way: should any Shrugs of Damage 
  get through the armor, that is the maximum number 
  of Shrugs the Character inside can take.
  Armor-Piercing Attacks
  Attacks with an Armor-Piercing (AP) value ignore a 
  number of Armor Shrugs equal to this value; i.e. - a 
  knife with an AP value of two (2) can ignore two (2) 
  Armor Shrugs.
  When using an attack with an Armor Piercing value 
  in Melee, if the AP value exceeds the number of Ar-
  mor Shrugs, there is no additional e� ect from the at-
  tack.  Ranged attacks from Fantasy Era weapons are 
  treated the same way.  This changes drastically when 
  using a ranged attack with an Armor Piercing value 
  from the Near-Modern or Space Eras.
  On a successful hit with a ranged attack with an Armor 
  Piercing value from the Near-Modern or Space Eras, it 
  is important to note the amount, if any, by which the 
  AP value exceeds the number of Armor Shrugs.  If the 
  AP value is twice (2x) the number of Armor Shrugs 
  (or more), then the attack does its listed damage, pass-
  ing completely through the target.  If the AP value is 
  greater than the number of Armor Shrugs, but NOT 
  twice (2x) the number of Armor Shrugs, then the 
  amount by which the AP value exceeds the number 
  of Armor Shrugs is applied as additional Shrugs of 
  Damage to the target.  This represents bullets bounc-
  ing around inside of helmets, or lasers heating up the 
  interior body structure, or the like.
  For Example: Bob gets shot by a thug using Armor 
  Piercing bullets.  Bob is wearing armor with two (2) Ar-
  mor Shrugs, but the AP value of the bullets is three (3). 
  The AP value of the bullets exceeds Bob’s Armor Shrugs 
  by one (1) (3 - 2 = 1), so Bob takes one (1) additional 
  Shrug of Damage from these bullets as they bounce off 
  the inside of the armor.
  If a Character does not have Armor Shrugs, then Ar-
  mor Piercing attacks have no additional e� ect on them. 
  This also applies when the target is a vehicle.  Should 
  the area of a vehicle with one or more operators be the 
  target of an attack with an Armor Piercing value, and 
  should the AP value exceed the Vehicles number of 
  Armor Shrugs, not only does the vehicle take damage 
  to its Material Shrugs with the number by which the 
  AP value exceeded its Armor Shrugs applied as addi-
  tional Shrugs of Damage, but the occupants must save 
  versus the Damage of the attack, with the number by 
  which the AP value exceeded the Armor Shrugs of the 
  vehicle applied as additional Shrugs of Damage!
  For Example:  Jack is sitting inside a Main Battle Tank with 
  a DR of ﬁ fty (50) and ﬁ ve (5) Armor Shrugs.  The tank’s pas-
  senger compartment gets hit by a Destroyer’s ﬁ ve-inch gun, 
  doing a Damage of ﬁ fty (50) with an AP value of eight (8).  
  The tank fails to roll a one (1) on its Damage Save, so the Tank 
  takes ﬁ ve (5) Shrugs of Damage (one (1) Shrug for failing to 
  save versus the incoming Damage, one (1) Shrug for hitting 
  zero (0), and three (3) Shrugs for its Armor Shrugs being ex-
  ceeded by three (3) (1 + 1 + 3 = 5).  Jack, with his DR of twelve 
  (12), must roll against the Damage as well, now, and fails to 
  roll a one (1).  Jack takes  THIRTEEN (12) Shrugs!  (One 
  (1) Shrug for failing the Damage save, one (1) Shrug for hit-
  ting zero, EIGHT (9) Shrugs for the Damage exceeding his 
  Damage Resistance by ﬁ ve (5) just over seven and-a-half (7.6) 
  times (12 - 50 = -38.  38 / 5 = 7.6), and an ADDITIONAL 
  three (3) Shrugs for the Armor Piercing value of the attack ex-
  ceeding the Armor Shrugs of the tank by three (3), for a grand 
  total of thirteen (13)).   (1 + 1 + 8 + 3 = 13).  Unless Jack is 
  something very special, he’s likely Dead as Hell, which is what 
  happens to people in Main Battle Tanks when they get hit by 
  offshore batteries.
  Amputations
  If any single attack to a Limb or Extremity does a 
  number of Shrugs of Damage equal to the Charac-
  ter’s maximum number of Shrugs, then that limb or 
  extremity has been removed.  This will take the Char-
  acter to the edge of Unco, if not take it straight past 
  Unco or kill them outright (if they’re already some-
  what damaged).
  If the Character manages to not only remain alive, but 
  conscious, they are in deep trouble.  Amputations of 
  this sort will generally lead to death from shock and 
  blood loss in a very short time.  The Character must 
  roll 1d20 versus their Stamina stat plus their Toughness 
  skill each turn after an Amputation.  On a successful 
  roll, the Character does not lose a Shrug that turn.
  Simon Wentworth (Order #28533685)
  
  81
  On a failed roll, the Character loses one (1) Shrug that 
  turn to shock and blood loss.
  On a critical success, the Character does not lose a 
  Shrug that turn, and does not need to make a roll on 
  the next turn (although after the next turn, the rolls 
  will resume).
  On a critical failure, the Character is Dead.  The rapid 
  loss of blood pressure has caused the heart to seize up 
  and it is over.  Without some sort of magical or medi-
  cal miracle, this Character is done.
  A Character can be stabilized if someone can get to them 
  and make an Intelligence plus Medicine roll.  This roll 
  takes only one (1) turn (tourniquets are easy to apply), 
  and if successful, will stabilize the wounded Character.
  If the weapon that caused the amputation had a heat-
  based enchantment, or was a weapon on � re, then the 
  wound is considered to be cauterized as it is made, 
  and the Character merely loses the massive amount 
  of Shrugs.  They do not run the risk of bleeding out, 
  although they may wish that they did.
  Should a Character take a number of Shrugs of Dam-
  age equal to the Character’s maximum number of 
  Shrugs in a shot to the Head or to the Vitals, the Char-
  acter is Dead.  Without some sort of a miracle, this 
  Character is done.
  Should a Character take a number of Shrugs of Dam-
  age equal to the Character’s maximum number of 
  Shrugs in a shot to the groin, treat it as a limb ampu-
  tation – an amazingly cruel, horri� cally painful limb 
  amputation (regardless of gender).  This situation 
  will call for the Character to make a roll against their 
  Stamina statistic plus their Toughness skill, with 
  a penalty of minus � ve (-5), to remain conscious, 
  whether they want to or not.
  Knockback
  When a Character is hit by an attack, some kinetic force 
  may be imparted to the Character.  In the case of most 
  attacks, this kinetic force is negligible, but in some in-
  stances, Knockback may actually become a di�  culty.
  Knockback occurs only when a Character actually 
  takes damage.  If the Character makes a successful 
  Damage Resistance roll against incoming damage, no 
  Knockback is received.
  When a Character is struck by a projectile from a � re-
  arm, they will take a very small amount of knockback 
  – a bullet doesn’t carry a lot of kinetic energy, and is 
  usually expending it all in one very small point.  For 
  every Shrug of damage taken from a projectile � red 
  by a � rearm, the target Character will be knocked 
  back one (1) inch in the direction of the attack.
  When a Character is struck by a sharp or pointed me-
  lee weapon, they will also take a very small amount 
  of knockback.  Again, this is because the force of 
  the blow is being expended in a small, concentrated 
  area… the point of a knife or the edge of a blade.  For 
  every Shrug of damage taken from a sharp or pointed 
  melee weapon, the target Character will be knocked 
  back one (1) inch in the direction of the attack.
  When a Character is struck by a hand-to-hand attack, 
  they will take somewhat more knockback.  The force 
  of a hand-to-hand attack is being applied in a larger 
  area, and there is generally more mass behind the at-
  tack.  For every Shrug of damage taken from a hand-
  to-hand attack, the target Character will be knocked 
  back one (1) foot in the direction of the attack.
  When a Character is struck by a blunt melee weap-
  on, they will also take more knockback than if the at-
  tack were a sharp or pointed melee weapon, because 
  the force is being applied to a larger area.  For every 
  Shrug of damage taken from a blunt melee weapon, 
  the target Character will be knocked back one (1)foot 
  in the direction of the attack.
  When a Character is caught in an explosion, they will 
  take considerable knockback.  The pressure wave of 
  an explosion applies its maximum force over the en-
  tire surface of the target, conveying a great deal of ki-
  netic force.  For every Shrug of damage taken from an 
  explosion, the target Character will be knocked back 
  one (1)  yard in the direction of the attack.
  Characters taking three (3) feet or more of Knockback 
  will have to make a roll against their Agility stat and 
  their Acrobatics or Sports skill to retain their footing. 
  A success or critical success on this roll means they 
  remain standing.  A failure on this roll means they fall 
  to the ground.  A critical failure on this roll means that 
  they both fall to the ground AND take one (1) Shrug 
  from falling badly.
  Once the amount of Knockback a Character will be tak-
  ing is determined, it is possible that the knockback will 
  cause the Character to strike something as it is knocked 
  back.  If a Character is traveling more than three (3) 
  feet in Knockback, and strikes something before they 
  travel the entire distance, they must make a Damage 
  Resistance roll against an Incoming Damage of the to-
  tal number of yards they were initially knocked back. 
  Treat this as a collision – the object or individual struck 
  by the Knocked Back Character must also make this 
  roll, if they fail to dodge it.  The Toughness skill can be 
  added to this Damage Resistance roll.
  Simon Wentworth (Order #28533685)
  
  82
  For Example:  Bob manages to get caught in the ex-
  plosive radius of a Grenade.  The Grenade does two (2) 
  Shrugs of damage that Bob fails to avoid.  So, after taking 
  his two (2) Shrugs, Bob is knocked back six (6) feet – two 
  (2) yards (one (1) for each Shrug).  Unfortunately, Bob is 
  one (1) yard away from a brick wall.  Bob hits the brick 
  wall and must roll his Damage Resistance of fourteen (14) 
  against an incoming damage of two (2) – the total number 
  of Yards of Knockback he received.  His Toughness skill of 
  four (4) is added in, making the Damage Resistance roll 
  eighteen (18) (14 + 4 = 18), minus two (-2) for incoming 
  damage for a new total of sixteen (16).  He rolls a twelve 
  (12), and manages to avoid taking any more damage from 
  hitting the wall.
  Character Attacked By
  1 Shrug Knocks back
  Bullet
  1 Inch
  Sharp Melee Weapon
  1 Inch
  Hand to Hand attack
  1 Foot
  Blunt Melee Weapon
  1 Foot
  Explosion
  1 Yard
  Radius Attacks:
  Explosions and Such
  Attacks which cover an entire area with damage or 
  some other e� ect are very di�  cult to Dodge.  Area at-
  tacks have a given Radius – the maximum distance, in 
  feet, between the center of the attack and the outside 
  edge of its e� ect.  A small grenade might have a Ra-
  dius of � ve (5), while a Nuclear Device might have a 
  Radius of � ve thousand (5,000) or more.
  Characters or NPCs caught in the Radius of an area at-
  tack may attempt to Dodge out of the way, at a penalty 
  equal to the Radius.  (Obviously, not many are going 
  to Dodge a Nuclear Device, which is one of the many 
  reasons that Nuclear Devices are considered “bad”).
  Anyone that fails to Dodge the area attack must 
  make a Damage Resistance roll versus the Damage 
  of the attack, if the Attack does damage, or otherwise 
  resist the e� ect of the attack; some area attacks will 
  a� ect Characters in other ways.  They might be dis-
  persed gas attacks, which may cause Characters to 
  save versus Poison.  They might be Stunning attacks, 
  which may cause Characters to make a Stamina plus 
  Toughness roll to avoid being knocked Unco.  The 
  damage and/or other e� ect of a given Area Attack 
  will be listed with that Attack.
  For Example:  Bob, wondering why his is Dodging yet 
  another Grenade, sees the Grenade hit the ground in front 
  of him.  He adds his Agility of seven (7) to his Acrobatics 
  of three (3) for a total of ten (10).  Then he subtracts the 
  Grenade’s Radius of ﬁ ve (5), for a new total of ﬁ ve (5).  
  Sighing in resignation, he rolls 1d20.  Amazingly, the d20 
  comes up with a four (4), and Bob dives clear of the Gre-
  nade’s Radius of effect.
  His joy is short lived when a second, slightly different Gre-
  nade hits the spot where he landed.  This is a Gas Grenade 
  with a Radius of ten (10).  “You are KIDDING me,” Bob 
  says, adding his Agility of seven (7) to his Acrobatics of 
  three (3) for a total of ten (10).  He subtracts the Radius of 
  the Gas Grenade (ten (10)) for a total of zero (0).  He must 
  roll a natural one (1) on 1d20 in order to not be caught in 
  the Area Attack.  He rolls, making a valiant effort, but the 
  die comes up an eleven (11).  Bob is caught in a cloud of 
  green, choking gas, and must make a Stamina plus Tough-
  ness roll to avoid the effect of the gas.
  Attacks With Effects
  Other Than Damage
  Not every attack will result in a roll against a Charac-
  ter’s Damage Resistance.  Certain special abilities or 
  items of equipment may have di� erent e� ects, such as 
  rendering the target unconscious or immobile.
  Such attacks generally involve a roll to resist their ef-
  fects, often using the target’s Stamina or Will plus a 
  skill such as Toughness.  Powerful attacks of this nature 
  may come with a penalty to the resistance roll, making 
  it more di�  cult to resist the e� ect of the attack.
  The speci� c rules governing the e� ects of attacks such 
  as this vary from attack to attack, and are therefore 
  included in the description of the weapon, item, or 
  ability that is used for the special attack.
  Simon Wentworth (Order #28533685)
  
  83
  Psychological Trauma
  There are far worse things than having one’s body 
  damaged.  Player Characters can recover from lost 
  Shrugs with relative ease, through the use of medi-
  cine, psionics, magic, even a personal Healing Ritual. 
  When the damage is done to their will, however, this 
  is more problematic.  
  Enduring torture, extreme stress mind-shredding 
  supernatural powers, or exposure to the sheer 
  alien-ness of things from the Outside can do dam-
  age to a Character’s mind and spirit, or more spe-
  ci� cally, to their Will statistic.  This should be a rare 
  circumstance – reducing a Character’s Will, even 
  temporarily, can be in and of itself traumatic.  It is 
  also a slippery slope – the more Will one loses, the 
  easier it becomes to lose more.  The rapidly acceler-
  ating process of slipping into cold, terri� ed insanity 
  can be one of the worst things a Character can en-
  dure... even the most physically durable Character 
  can succumb to the loss of sanity.
  When enduring a situation that could cause psycho-
  logical trauma, the Character needs to make a roll 
  on their Will stat plus their Toughness skill, with the 
  following modi� ers.
  Situation
  Modiﬁ er
  Character is the victim of violation
  -2
  Character is tortured physically
  -2
  Character is tortured psychologically
  -1
  Character is the target of a magic spell or 
  psionic discipline that directly causes psycho-
  logical trauma
  As per power
  Character is forced to endure the presence of 
  something they have a phobia against
  -5
  Character is forced to witness the torture 
  and/or death of someone they have a per-
  sonal dedication to
  -5
  Character is verbally humiliated
  +2
  Character is physically humiliated
  -0
  Character is dumped by a lover
  -2
  Character learns a dark and/or forbidden 
  secret about the structure of the universe
  -4
  Character is confronted with something 
  outside of the realm of what they consider 
  physically possible
  -3
  Succeeding on this Will plus Toughness roll means 
  that the Character has sustained no psychologi-
  cal trauma… they have coped with the situation 
  Simon Wentworth (Order #28533685)
  
  84
  and can deal with it.  Critically succeeding on this 
  Will plus Toughness roll means that the Character 
  thrived through the situation, and a similar situ-
  ation will not force them to make the roll again. 
  They have coped with it so well that it is no longer 
  traumatic to their mind.
  Failing the Will plus Toughness roll means that the 
  Character has endured psychological trauma, and 
  their Will stat is temporarily reduced by one (1).  Crit-
  ically failing this roll means that the psychological 
  trauma was more severe, and the Character tempo-
  rarily endures a loss of  two (2) from their Will stat.
  The reduced Will a� ects the Character’s Risk… for 
  every lost point of the Will stat, the Character’s maxi-
  mum Risk pool is temporarily reduced by ten (10). 
  The Will points lost in this matter are not gone forever. 
  It is said that time heals all wounds, and that is the 
  case with psychological trauma.  If a Character elects 
  to try and deal with the trauma on their own, without 
  assistance, they have two options.
  First, they can immediately take an additional Flaw 
  (which can take them over the limit of � ve (5) Flaws, 
  but which does NOT get them an additional Merit). 
  Phobias and OCDs are quite appropriate, but if the 
  Player has another idea, the Deal Is In Full E� ect.  Tak-
  ing this Flaw immediately restores one (1) lost Will, 
  and any of their lost maximum Risk pool.  This Flaw 
  can eventually be bought o�  like any other.
  Second, the Character can see to their own needs, do-
  ing whatever it is they feel will help them cope.  After 
  one (1) month of time, they will regain one (1) lost 
  Will, and any of their lost maximum Risk pool.
  If the Character seeks help, this process can be sped 
  up.  Seeing someone with any ranks in the Psycholo-
  gy skill or the Medicine skill can make the process up 
  to four times (4x) as fast.  Every week that a Character 
  that has lost Will due to psychological trauma is un-
  der the care of a mental health professional (such as a 
  priest or psychiatrist), the mental health professional 
  can roll their Intelligence stat plus Psychology skill or 
  their Intelligence stat plus Medicine skill.  Succeed-
  ing on these rolls restores one (1) lost Will point to the 
  patient, and any associated lost maximum Risk pool. 
  Critically succeeding these rolls restores two (2) lost 
  Will (if more than one (1) have been lost).  Failing this 
  roll means that the week of therapy has been wasted, 
  try again next week.  Critically failing this roll means 
  that the Character under treatment has endured more 
  psychological trauma at the hands of their therapist, 
  and their Will is further reduced by one (1).  Time to 
  get a new therapist.
  The Coping Mechanism Merit can also speed up re-
  covery from psychological trauma.
  There are consequences to losing points of Will be-
  yond merely having a lower Will statistic and fewer 
  Risk points.  For one, when a Character’s Will stat 
  drops to three (3) or lower, they become extremely in-
  decisive, and tend to hesitate a lot.  This is more of a 
  roleplaying e� ect than any imposed penalty… Player 
  Characters will rarely have a Will stat that low, and if 
  they do, they’re likely to be kind of jumpy anyway.
  If a Character’s Will statistic should reach zero (0), they 
  are catatonic – their mind shuts down to prevent any 
  more damage to their psyche.  They may have open 
  eyes, may balance themselves upright, may even be 
  able to take steps if they are pushed or guided, but that 
  which is their free will and inner motivating force has 
  been switched o� .  At this point, they are immune to the 
  psychological e� ects of torture or other horri� c in� u-
  ences; their mind is not receiving any new stimulus, it is 
  closed for business.  Left to their own devices, they will 
  die of thirst or starvation as they lack the motivation to 
  feed or hydrate themselves.  They may or may not retain 
  control of their ability to excrete waste – GM’s option.
  A Character who has been rendered catatonic as the 
  result of their Will being reduced to zero (0) will not 
  recover on their own, unless they have the “Coping 
  Mechanism” Merit.  It will take a mental health pro-
  fessional one (1) month (and a successful roll as above) 
  to restore a single point of their Will, after which point 
  they can recover normally.
  A Character who’s Will has been reduced to zero (0) 
  CAN answer questions and will not conceal the truth 
  from the questioner.  They can also be easily “pro-
  grammed” or brain-washed; given suggestions that 
  Simon Wentworth (Order #28533685)
  
  85
  will remain in the subconscious until triggered by a 
  key word or event.  This is usually the ultimate goal 
  of an interrogator or torturer… to completely break 
  the will of the subject in order to get what they desire 
  from them with no resistance.
  It’s an evil thing to do to someone, but there are evil 
  people out there.
  Metaphysically, a Character who’s will has been re-
  duced to zero (0) can o� er no resistance whatsoever to 
  psionic or magic mind control, or to Demonic posses-
  sion.  The tiny shred of a psyche remaining is easy to 
  cram down into tiny corners of the being’s existence so 
  that a dominating mind or spirit can take its place.  Tor-
  turers should be wary of this possibility… there are no 
  end of spirits and demons out there who wander most 
  game worlds looking for exactly such an opportunity.
  Torture and Interrogation
  There are more reliable ways to get information out of 
  people than torturing them.  True, at some point, the 
  human will tends to break and information pours out 
  of the subject of torture, but unless you have the abil-
  ity to test that information immediately, either with 
  a polygraph or an intelligence network, what you’re 
  most likely to hear from a victim of torture is what the 
  victim most thinks you want to hear.  Whether this is 
  the actual information or the product of a mind trying 
  to escape agony is still a matter of some conjecture.
  Interrogation has somewhat more reliable results 
  when more subtle psychological methods are used. 
  Once you start causing pain, not only has a moral and 
  ethical line been crossed, but the information immedi-
  ately becomes suspect.
  Using the more subtle methods includes:
  • Trying to trick the subject into revealing informa-
  tion (a contested roll between the interrogator’s 
  Intelligence stat plus Communication skill and the 
  subject’s Will stat plus their Communication skill)
  • Trying to get inside the head of the subject (a con-
  tested roll between the interrogator’s Intelligence 
  plus Psychology skill and the subject’s Will stat 
  plus their Communication or Psychology Skill)
  • The good old fashioned Good Cop/Bad Cop 
  routine (two contested rolls… the Bad Cop rolls 
  Intelligence plus Acting against the subject’s In-
  telligence plus Communications.  Any margin of 
  success on the Bad Cop’s roll is added to the Good 
  Cop’s Intelligence plus Acting roll as a bonus, 
  which is rolled against the subject’s Intelligence 
  plus Communication).
  There are other reasons to torture people besides 
  getting information out of them, of course.  Torture 
  can be used to break down someone’s will so that 
  they can be programmed, brainwashed, or easily 
  coerced into a course of action against their better 
  interests.  It can be used to set an example for other 
  prisoners (“This is what we will do to all of you if 
  you do not cooperate,”) which can make it easier to 
  control them.  Torturing someone’s friend or loved 
  one in front of them can be an excellent tool in co-
  ercing that person to cooperate with the torturer 
  (although the torturer will probably get horribly 
  killed at some point, as countless ‘80’s action mov-
  ies have taught us).  Sadists actually enjoy torture, 
  and may engage in the practice for no reason other 
  than the fact that it gives them pleasure to do so.
  The mechanics for torture are fairly simple.  The tor-
  turer has a wide variety of skills to choose from, de-
  pending on what tools and methods they wish to use. 
  If they wish to employ subtle tortures that don’t do 
  too much damage, they can roll on their Intelligence 
  stat plus their Psychology skill.  If they want to sim-
  ply beat the hell out of their subject, Strength or Agil-
  ity plus Hand to Hand or Melee is useful.  Classic 
  torture with sharp instruments would use Dexterity 
  plus the Medicine skill.  Using ancient and horri� c 
  Eastern techniques would be a roll on Intelligence 
  or Dexterity plus Academics or Occult.  The GM and 
  Player can try a large number of di� erent methods, 
  the Deal Is In Full E� ect.
  Torturing someone is a contested roll… the tortur-
  er’s roll is contested by the victim’s Will stat plus 
  Toughness roll to resist psychological trauma (with 
  the penalties associated with torture, see above).  If 
  Simon Wentworth (Order #28533685)
  
  86
  the torturer wins this contest, the victim has suf-
  fered the e� ects of failing a roll to resist psycho-
  logical trauma, and their Will has been reduced by 
  one (1).  If the victim wins this roll, the torturer has 
  not succeeded in their e� orts to break the victim’s 
  will… for now.
  This contest usually takes about an hour.  If the tor-
  turer is using more physical methods to break their 
  victim’s will, the victim not only has their Will stat 
  reduced by one (1) when the torturer wins the con-
  test, but also a Shrug.  The GM is the � nal arbiter of 
  whether or not a particular torture method causes this 
  damage… in most cases, it should be fairly obvious. 
  This can be problematic for the torturer for a num-
  ber of reasons (and isn’t all that great for the victim, 
  either).  Torture of this nature leaves marks.  They 
  may be subtle and hide-able marks (or they may not 
  be), but there are marks.  Investigators will have no 
  doubts that the victim has been tortured.
  More, most people have almost twice as many points 
  of Will (or more) than they have Shrugs.  A person 
  being tortured can fall Unco while they still have Will 
  left.  It is possible to continue to do damage to some-
  one that is Unco, but someone who is Unco is immune 
  to psychological trauma.  The torturer will have to em-
  ploy some medical skills, or some other form of heal-
  ing, to restore enough Shrugs to the subject so that the 
  torture can continue, if the goal is to completely break 
  the subject’s will.
  There are certain techniques which employ narcot-
  ics and/or herbal concoctions that can keep someone 
  conscious when they should be Unco.  Using these 
  techniques allows the subject to continue to be tor-
  tured when they are at zero (0) Shrugs or less.  Using 
  these methods, the victim can be kept conscious un-
  til they have been tortured to death.  Once someone 
  reaches the state of Dead, it is virtually impossible to 
  continue to torture them.
  Some Necromancers and demons, however, would 
  argue that true torture only really starts when some-
  one dies.
  Torture as a practice is generally outlawed in civi-
  lized countries, and considered evil, even if done 
  out of a sense of patriotism.  For intelligence pur-
  poses, its e� ectiveness is questionable and ethically, 
  it’s o�  cially on the far side of the line.  Of course, 
  if one � nds that one absolutely must engage in tor-
  ture, it is convenient to re-name the practice so that 
  the general public has the luxury of believing that 
  you are not engaging in it.
  Simon Wentworth (Order #28533685)
  
  87
  Environmental Hazards 
  and Other Problems
  There are factors other than Combat which can lead a 
  Character to receive damage and lose Shrugs.  There 
  are also other conditions that a Character can suc-
  cumb to besides damage.
  Conditions
  Disease, Poisons, Curses, et cetera
  There are any number of pathogens, toxins, ancient 
  curses, and other horrible things waiting to sicken, 
  weaken, and/or kill Characters.
  Diseases, poisons, and curses are Conditions; a set of 
  penalties and di�  culties that a Character must over-
  come to return to full health.
  Conditions will � rst require a Character to roll their 
  Stamina statistic plus their Toughness skill in order to 
  resist them.  This roll may be surreptitiously done - the 
  GM may not even let the Player know exactly what the 
  Character is rolling for.  If the Condition has a “Time to 
  Activate” (a disease’s gestation time, for example, or 
  the e� ect of a slow-acting poison), this time will pass 
  without there being any e� ect on the Character.
  After this time, whatever penalties the Condition ap-
  plies to the Character takes full e� ect.  It may be pen-
  alties to one or more primary statistics, a Stun e� ect, 
  even continuing Damage - poison sucks.  The Char-
  acter su� ers all of these e� ects, and will do so until a) 
  the duration of the Condition (if it HAS a duration) 
  expires, b) the Character is treated by a Healing Spell 
  or other Special Ability capable of curing a Condition, 
  c) someone makes a roll on the Naturist, Medicine, or 
  Alchemy skill to generate a cure (may not work for 
  Curses, may impose a penalty of minus one (-1) to mi-
  nus � ve (-5) if the disease or poison is rare), or d) the 
  Character is reduced to a state of Dead.
  Sample Diseases
  The Common Cold:  One of the most common viruses 
  on the planet; not only a bad way to spend a week, but 
  often e� ective in eliminating alien menaces who have 
  Simon Wentworth (Order #28533685)
  
  88
  no resistances to it.  Has an airborne vector, so simply 
  being in the same room (or within ten or � fteen feet) of 
  someone who has it forces the potential victim to roll 
  Stamina plus Toughness at minus two (-2) to resist con-
  tracting it.  If this roll should fail, the virus incubates for 
  three (3) days, after which the victim su� ers discom-
  fort (must make Will plus Toughness rolls to engage in 
  prolonged activities due to misery), and is at a penalty 
  of minus two (-2) to all Stamina rolls for one (1) week.  
  The Common Cold is considered a Minor Condition.
  Horriﬁ c Wasting Disease:  A fearsome plague, the 
  kind of thing that can wipe out a community or in-
  spire the government to quarantine the Hell out of an 
  area.  Has an airborne vector, so simply being in the 
  same room (or within ten or � fteen feet) of someone 
  who has it forces the potential victim to roll Stamina 
  alone at minus three (-3) to resist contracting it.  If this 
  roll should fail, the disease incubates for one (1) day, 
  after which the victim su� ers discomfort (must make 
  Will plus Toughness rolls to engage in prolonged ac-
  tivities due to misery), and is at  penalties of minus 
  two (-2) to all Strength rolls and minus three (-3) to 
  all Stamina rolls for one (1) month.  More, once a day 
  during this month, the victim must save versus an in-
  coming Damage of twenty (20).  The Horri� c Wasting 
  Disease is considered a Major Condition.
  Inﬂ uenza:  The stomach � u; forty-eight hours of 
  plain’ ol’ misery.  Has an airborne vector, so simply 
  being in the same room (or within ten or � fteen feet) 
  of someone who has it forces the potential victim to 
  roll Stamina plus Toughness at minus two (-2) to resist 
  contracting it.  If this roll should fail, the virus incu-
  bates for one (1) day, after which the victim su� ers 
  discomfort (must make Will plus Toughness rolls to 
  engage in physical activities due to muscle pain), and 
  is at a penalty of minus two (-2) to all Strength and 
  Stamina rolls for two (2) days.  More, the victim of 
  this virus acquires the Nervous Stomach Flaw for the 
  duration.  In� uenza is considered a Minor Condition.
  Syphilis:  Almost like three diseases in one - Syphilis 
  has three distinct phases.  This is an STD or Sexually 
  Transmitted Disease, so engaging in sexual activity 
  with someone who has Syphilis (in any stage)  forces 
  the potential victim to roll Stamina plus Toughness to 
  resist contracting it.  If this roll should fail, the disease 
  incubates for about a  month (roughly four weeks), 
  This incubation period is Stage One Syphilis... there 
  aren’t any symptoms during this phase, but it is still 
  contagious.  After the incubation is over, the victim suf-
  fers discomfort (must make Will plus Toughness rolls 
  at minus three (-3) to engage in sexual activities due to 
  pain), and is at penalties of minus one (-1) to all Stam-
  ina and Intelligence rolls.  More the victim also su� ers 
  a penalty of minus two (-2) to all Will rolls;  the victim 
  is undergoing a general breakdown of the nervous sys-
  tem, and is going slowly insane.  This lasts until the 
  Syphilis is cured, or until it passes into Stage Three - 
  Syphilis does NOT go away on its own.  At the � rst two 
  stages, Syphilis is considered a Minor Condition.
  Stage Three Syphilis is waiting in the wings, though. 
  Should someone su� ering from Stage Two Syphilis 
  critically fail ANY Stamina-based roll, the victim must 
  them make a roll on Stamina alone at a penalty of mi-
  nus four (-4).  If this roll is failed, the Syphilis enters 
  Stage Three.  The discomfort is more acute (Will plus 
  Toughness at a penalty of -4 to engage in sexual activ-
  ity), and there are more penalties as multiple bodily 
  systems are starting to fail.  There is a minus two (-2) 
  to Dexterity, a minus three (-3) to Stamina and Intel-
  ligence,  and a minus three (-3) to all Will rolls.  If the 
  victim had the Fit as a Fiddle Merit, it is negated for 
  the duration of this disease.  More, as the immune 
  system breaks down, the victim acquires the Flaw 
  of Physical Limitation:  Immune to Healing.  This is 
  particularly bad as, once per month, the victim must 
  make a roll against an incoming Damage of 20 as the 
  Syphilis rampages through their body, destroying tis-
  sue.  With the penalty to the victim’s Will stat, Psy-
  chological Trauma becomes much easier to acquire 
  - insanity is almost a foregone conclusion with this 
  disease.  Again, one does not “get over” Syphilis... the 
  disease remains with the victim until they are cured 
  or until they die.  At Stage Three, Syphilis is consid-
  ered a Major Condition.
  Sample Poisons
  Assassin’s Blade Poison:  A powerful toxin based o�  
  of several animal venoms.  A blood agent, this poison 
  is best used applied to a bladed weapon, hence the 
  name.  Should this poison contact the victim’s blood 
  (the blade it is on does at least a Shrug of damage), the 
  victim has � ve (5) turns to notice the burning sensa-
  tion in the wound, after which they must start mak-
  ing rolls against their Stamina stat alone at a penalty 
  of minus � ve (-5) once per turn.  Each time this roll 
  is failed, the victim loses one (1) Shrug.  These rolls 
  continue until a)  the victim successfully rolls to resist 
  the poison’s e� ect, b) the victim dies, or c) one min-
  ute passes (there isn’t enough toxin in one dose of this 
  poison to last longer than that).  This poison, costing 
  $83.00 a dose, is considered a Major Condition.  
  Blinding Powder:  This comes in the form of a tablet 
  which can be quickly crushed in one’s � ngers, reduc-
  ing it to a powder.  This is thrown at the victim’s face 
  (minus three (-3) called shot penalty).  The victim is 
  at a penalty of minus one (-1) to Dodge this attack, 
  as the powder spreads out into a cloud with a one (1) 
  foot Radius.  If the victim is wearing eye protection of 
  Simon Wentworth (Order #28533685)
  
  89
  any sort, blinding powder is ine� ectual.  Should the 
  hit be successful, however, on a victim who is wearing 
  no eye protection, the victim must make a roll on their 
  Perception stat alone at a penalty of minus three (-3), 
  or acquire the Physical Limitation:  Blind Flaw for one 
  (1) hour.  This classic “dirty � ghting” poison, costing 
  $194.00 a dose, is considered a Minor Condition.
  Cinematic “Knock Out” Drops:  As seen in count-
  less movies and television shows.  Once a dose of this 
  chemical, added to one’s food or drink, is consumed, 
  they must make a Stamina plus Toughness roll at a 
  penalty of minus � ve (-5), or become Unco with 
  Shrugs one minute later.  As with any other condition 
  rendering one Unco with Shrugs, they will recover 
  when they would normally heal at least one Shrug. 
  This drug, costing $18.75 per dose, is considered a Mi-
  nor Condition.
  Fast-Acting Poison (Weak):  A liquid that is added to 
  food or drink.  On ingesting, the victim has one (1)
  minute before starting to make rolls on their Stamina 
  stat alone with a penalty of minus three (-3), once per 
  minute.  Each time this roll is failed, the victim will 
  lose one Shrug.  These rolls continue until a) the vic-
  tim successfully rolls to resist the poison’s e� ect, b) 
  the victim dies, or c) one hour passes.  This poison, 
  costing $55.00 a dose, is considered a Condition.
  Stagger:  This is a narcotic which debilitates the vic-
  tim without rendering them unconscious or perma-
  nently damaging them.  It is a blood agent, so it is 
  best delivered by a needle or on the edge of a blade. 
  Three (3)turns after this drug hits the victim’s blood 
  stream,  the victim must make a roll on their Stamina 
  plus Toughness at a penalty of minus three (-3).  If this 
  roll is failed, the victim will be at a penalty of minus 
  three (-3) to all rolls based on their Strength, Agility, 
  and Dexterity stats for six hours.  This drug, costing 
  $60.00 a dose, is considered a Condition.
  Getting Drunk
  Intoxication from Alcohol is a very speci� c form of 
  Poisoning which the Character or NPC may attempt 
  to self-induce, and is handled slightly di� erently from 
  other forms of Poisoning.
  Alcohol is measured, for the purpose of this game 
  mechanic, in Drinks.  A single Drink could be one 
  (1) large Beer (or two (2) small ones), one (1) glass of 
  Wine, one (1) shot of Whiskey, or half (1/2) a shot of 
  something stronger.  (one eighth (1/8) of one (1) shot 
  of Everclear is one (1) Drink).
  A Character or NPC can safely imbibe as many 
  Drinks as one half (1/2) their Stamina stat plus their 
  Toughness skill.
  For Example:  Bob, with his seven (7) Stamina stat and his 
  four (4) Toughness skill can safely imbibe eight (8) Drinks 
  without worrying about becoming impaired (7 / 2 = 3.5, 
  rounding up to 4,  4 + 4 =  8)
  Once a Character or NPC exceeds this number of 
  Drinks, they must roll against their Stamina plus 
  their Toughness MINUS the number of Drinks past 
  their safe limit.
  On a Success, the Character or NPC remains unim-
  paired.
  On a Failure, the Character or NPC takes a pen-
  alty equal to the number of Drinks they have had 
  past their Safe limit to all rolls.  If the Character 
  continues to drink past this point, the penalties are 
  CUMULATIVE.  Should a Character or NPC’s to-
  tal penalties from inebriation exceed their Stamina 
  stat, they are overcome by the alcohol, and become 
  Unco with Shrugs.
  On a Critical Success, the Character or NPC has thrown 
  o�  the e� ect of the liquor, and starts over again as if 
  they have had NO DRINKS AT ALL up to that point.
  On a Critical Failure, the Character or NPC has been 
  overcome by the alcohol, and becomes Unco with 
  Shrugs.
  For Example:  Bob is ready to tie one on.  He asks the 
  bartender to just keep the shots of Scotch coming.  The 
  Bartender, knowing how hard it is to be the example Char-
  acter in a Roleplaying Game, just keeps serving them.
  Bob knocks back the ﬁ rst eight (8) shots of Whiskey without 
  blinking. Other patrons of the bar, who have less than Bob’s 
  Simon Wentworth (Order #28533685)
  
  90
  above-average Stamina and no training in Toughness, are 
  impressed.  The meaner, combat-ready types in the bar 
  haven’t even noticed.
  Bob knocks back Scotch number nine (9), and must make 
  his ﬁ rst inebriation roll.  He adds his Stamina to his 
  Toughness for a total of eleven (11), and then subtracts 
  one (1) for the ﬁ rst Drink past his safety limit, for a new 
  total of ten (10).  Bob rolls a nine (9) on 1d20.  He is unaf-
  fected by the ninth drink.
  Knocking back Scotch number ten (10), Bob adds his Stami-
  na to his Toughness for a total of eleven (11), then subtracts 
  two (2) for being two (2) Drinks past his safety limit, for a 
  total of nine (9).  He rolls a twelve (12) on 1d20, failing the 
  check.  Having had two (2) Drinks past his safety limit, Bob 
  is now at a minus two (–2) penalty on all rolls, INCLUD-
  ING HIS STAMINA/TOUGHNESS ROLL TO AVOID 
  BECOMING DRUNK.
  Bob knocks back Scotch number eleven (11).  He again adds his 
  Stamina to his Toughness for a total of eleven (11), then sub-
  tracts three (3) for being three (3) Drinks past his safety limit 
  for a new total of eight (8).  THEN he subtracts two (2) more 
  for his previous failure to resist becoming drunk, for a new 
  total of six (6).  Bob rolls a ten (10) on 1d20, failing the roll.  
  He is now at an ADDITIONAL minus three (-3) to all rolls, 
  which is added to his previous penalty of minus two (-2) for 
  a total penalty of minus ﬁ ve  (–5).  (See where this is going?)
  Almost beyond the capacity for language and manipu-
  lating tools, Bob squints hard enough to see the glass in 
  front of him, misses trying to pick it up a couple of times, 
  and manages to pour Drink number twelve (12) down his 
  throat.  He once more adds his Stamina to his Toughness 
  for a total of eleven (11), then subtracts four (4) for the 
  total of (4) Drinks past his safety limit, for a new total 
  of seven (7).  THEN he subtracts ﬁ ve (5) for his previous 
  failed rolls to become intoxicated, for a new total of two 
  (2).  Almost certain to succumb to the booze, he rolls 1d20 
  and is amazed to ﬁ nd himself staring at a natural one (1)!  
  A cool breeze washes across him as his body throws off 
  the alcohol in a ﬁ t of sweat.  He runs to the men’s room to 
  purge his kidneys and bladder explosively, and returns to 
  the bar stone cold sober!
  “Set ‘em up again,” he says, almost disappointed that 
  the drunk didn’t last.  The tough guys in the bar are 
  noticing now.
  The Bartender, having seen this before and knowing where 
  it ends, crosses himself and starts setting up shots of 
  Scotch again.
  Bob knocks back eight (8) more Drinks without blinking, 
  and everyone in the bar is starting to take bets.  Because of 
  the critical success, he starts the process completely fresh.
  Picking up Drink number nine (9) (for the second time that 
  night), Bob smirks at the combat ready types, and knocks it 
  back.  He adds his Stamina to his Toughness for a total of 
  eleven (11), then subtracts one (1) for being one (1) Drink 
  past his safety limit.  He rolls 1d20, and with another aston-
  ished look, ﬁ nds himself staring at a natural twenty (20).
  Bob manages to get the shot glass back onto the bar before 
  slumping quietly to the ﬂ oor, overcome by the alcohol.  The 
  Bartender asks a couple of the tough patrons to help him 
  carry Bob to a cot in the back, which is reserved for Role-
  playing Game examples who push their luck too far.
  Beverage
  # of Drinks
  One Mug of Beer
  1
  One Stein of Beer
  2
  One Bigass Stein of Beer
  3
  One Glass of Wine
  1
  One Bottle of Wine
  5
  One Shot of Hard Liquor
  1
  Mixed Drink – Girly
  1
  Mixed Drink – Manly
  3
  One Shot of Everclear
  8
  A Character or NPC loses one (1) Drink an hour as the 
  alcohol in their system is metabolized.  If the Charac-
  ter or NPC vomits, they immediately lose all Drinks 
  in their system, although they still su� er any e� ects 
  from failed inebriation rolls.
  It takes six (6) hours of rest to recover from penalties as-
  sociated with Inebriation... although that may not be  the 
  end of the problems.  Upon waking up after this six (6) 
  hours of rest, the Character must make a roll against their 
  Stamina stat alone.  Failing this roll means the Character 
  has a hangover, and is at a penalty of minus three (-3) to 
  all actions due to pain until they eat a full meal, rest for 
  at least six (6) more hours, or take some over-the-counter 
  pain medication.  Characters with the Drinks Like a Fish 
  Merit may add their Toughness skill to their Stamina on 
  their roll to avoid having a hangover.
  Collisions
  Collisions occur when a person or object travelling at 
  speed intersect with another person or object.  As a 
  rule, if you’re measuring the speed you’re travelling 
  in Miles Per Hour, you are traveling “at speed.”
  The speed of the collision is the TOTAL speed of the 
  collision.  If a cart leaves Elliston Bay traveling east 
  at twenty (20) miles an hour, and it hits a cart from 
  Serrulean travelling west at ten (10) miles an hour, 
  the speed of the collision is thirty (30) miles an hour 
  (20 + 10 = 30).  That’s probably going to leave a mark!
  Simon Wentworth (Order #28533685)
  
  91
  Once all attempts to avoid the collision have failed, 
  the Incoming Damage for each person or item in-
  volved in the collision is equal to one half (1/2) of the 
  speed of the collision in Miles per Hour.
  For Example: A gun-toting psychopath is felled from his 
  motorcycle as he is travelling forty (40) miles an hour.  He is 
  going to collide with the ground at forty (40) miles an hour.  
  One half (1/2) of forty (40) is twenty (20) (40 / 2 = 20)… the 
  psychopath is going to have to deal with an Incoming Dam-
  age of twenty (20).
  Because speed on the personal level is measured in 
  Feet per Turn, here is a handy conversion chart to let 
  you know when you’re in trouble.
  Feet per Turn
  Miles per Hour (approx)
  10
  1
  20
  3
  30
  4
  40
  5
  50
  7
  60
  8
  70
  10
  80
  11
  90
  12
  100
  14
  110
  15
  120
  16
  130
  18
  140
  19
  150
  20
  160
  22
  170
  23
  180
  25
  190
  26
  200
  27
  Armor is of limited value in a collision.  The purpose 
  of armor is to spread the damage from a small point 
  of impact into a larger area, di� using the power of 
  � sts, knives, or bullets.  A collision is already doing 
  its damage over a large area – generally the individu-
  al’s entire body.  When making a Damage Resistance 
  roll against the Incoming Damage from a collision, a 
  Character does not add the Damage Resistance bonus 
  from their armor, nor does the armor’s Shrugs absorb 
  any of the Damage.  Armor isn’t useless in a collision 
  though – it functions as a mitigator.
  There are a number of factors that can reduce the 
  risk of serious injury in a collision.  These mitigators 
  are things which slow down the time of the impact, 
  cushioning people involved in collisions and making 
  it easier for them to withstand collision damage.
  Collision Mitigator
  Bonus
  Wearing any Soft Armor
  +5 DR
  Hard Helmet
  +10 DR
  Lots of Padding (big hay stack?)
  +30 DR
  Being in an enclosed vehicle
  +20 DR
  Electrocution
  Incoming Damage from electrical sources varies by 
  the intensity of the source.  Should a Character come 
  in contact with one of these sources of electricity, 
  they must make a Damage Resistance roll versus the 
  source’s Damage rating.  Because some of these sourc-
  es have a very high Damage rating, it is likely that the 
  Character will take multiple Shrugs.
  AC versus DC:  Electricity comes in two basic variet-
  ies… Alternating Current, or AC, and Direct Current, 
  or DC.  Most wall-socket powered devices are AC, 
  most battery sources are DC.
  Contact with AC power is easier to survive than 
  contact with DC power.  Alternating Current tends 
  to cause muscle spasms that tense and release vio-
  lently, throwing a Character out of contact with the 
  electrical source (unless they are forced into contact 
  with it). Direct Current tends to cause a single mus-
  cular contraction that causes the Character to hold 
  onto the electrical source, or even to curl around 
  it in fetal position, continuing the contact with the 
  electrical source.
  Simon Wentworth (Order #28533685)
  
  92
  Contact with an AC source of current, therefore, forc-
  es the Character to make a single Damage Resistance 
  roll versus the Source of electricity.  Contact with a 
  DC source of current causes the Character to make a 
  Damage Resistance roll every turn that the Character 
  remains in contact with the electrical Source.
  A Character may break contact with a DC electrical 
  source by adding their Stamina to their Toughness skill 
  and rolling 1d20.  This roll can be made only after the 
  initial Damage Resistance roll for coming in contact with 
  the electrical source.  On a success of the Stamina plus 
  Toughness roll, the Character can break free of the DC 
  electrical source.  On a failure of this roll, the Character 
  cannot release the DC electrical Source, and must make 
  another Damage Resistance roll versus the Source the 
  next turn, after which the Character can attempt another 
  Stamina plus Toughness roll to release the source.
  On a critical success of the Stamina plus Toughness 
  roll to release the DC source, the Character not only 
  releases the Source, but regains any lost Shrugs for 
  contacting the Source.
  On a critical failure of the Stamina plus Toughness roll 
  to release the DC source, the Character not only fails 
  to release the DC Source, but also loses the ability to 
  make any more Stamina plus Toughness rolls to re-
  lease the DC source.  The Character has been over-
  come by the Electricity, and is at the mercy of the cur-
  rent, relying on outside sources to knock them clear of 
  the DC source before the Character expires.
  Common Electricity Sources and Damages
  Source
  Damage
  AC/DC
  Gnomish Battery
  7
  DC
  Small Dwarven Generator
  14
  AC
  Gnomish Generator
  20
  AC
  Main Junction
  30
  AC
  Lightning Bolt
  40
  DC*
  *While a Lightning Bolt is technically Direct Current, it 
  is an instantaneous discharge, rather than a continuing 
  source... only one Damage Resistance roll is made.
  Insulation and Grounding:  These rules assume 
  that the Character coming in contact with the electri-
  cal source is Grounded - that electrical current can 
  pass through their body and into the “ground.”  (The 
  “ground” can be, literally, the ground, or a large metal 
  structure, such as a suit of Plate Mail or the metal sup-
  port beams of a house or other large structure).  If the 
  Character is Insulated, by wearing rubber-soled boots, 
  standing on a non-conductive surface, or in some other 
  way being separated from a “ground,” they still make 
  the Damage Resistance roll on coming in contact with 
  an electrical source, but they can take no more than one 
  (1) Shrug of damage if they fail this roll, even on a criti-
  cal failure.  Direct Current still makes them make one 
  (1) roll per turn until they can release the source, but 
  each turn, even on a critical failure, they can take no 
  more than one (1) Shrug of damage per turn.
  Extreme Heat and Cold
  Extremes of heat and cold can take their toll on a Char-
  acter.  The most comfortable median temperature for 
  human beings to exist in is room temperature - rough-
  ly seventy-two (72) degrees Fahrenheit (twenty-two 
  (22) degrees Celsius).  As the temperature goes up and 
  down from that point, the situation goes from uncom-
  fortable to taxing to potentially lethal.
  Spending time at extreme temperatures will reduce a 
  Character’s health, more and more rapidly as the tem-
  perature moves away from the comfortable median.  A 
  Character must make a roll against their Stamina stat 
  plus their Toughness skill or their Survival skill for each 
  Duration at a listed Temperature on the following chart.
  TEMPERATURE (F)
  DURATION
  90 degrees
  2 hours
  95 degrees
  1 hour
  100 degrees
  30 minutes
  105 degrees
  15 minutes
  110 degrees
  5 minutes
  115 degrees
  1 minute
  120 degrees and higher
  1 minute
  40 degrees
  2 hours
  30 degrees
  1 hour
  20 degrees
  30 minutes
  10 degrees
  15 minutes
  0 degrees
  5 minutes
  -10 degrees
  1 minute
  -20 degrees and lower
  1 minute
  Failing this roll will cost the Character one (1) Shrug.
  This assumes that the Character is in casual clothing 
  and not well adapted to extremes of heat or cold.  A 
  Character who makes a successful roll on their Intel-
  ligence stat plus their Styling skill or their Survival 
  skill can add the margin of success for that roll to their 
  Stamina plus Toughness or Survival rolls to endure 
  temperature extremes.
  A Character who has spent a good deal of time (more 
  than one (1) month) in a climate with an extreme tem-
  Simon Wentworth (Order #28533685)
  
  93
  perature, such as a desert or a snow-capped moun-
  tain town, adds a bonus of plus � ve (+5) to Stamina 
  Toughness or Stamina Survival rolls to resist su� ering 
  the e� ects of temperature extremes.
  Falling
  When a Character falls a moderate distance, there is 
  some chance of survival.  When a Character falls a great 
  distance, they are almost assuredly going to become a 
  wet spot on the ground.  Gravity: the great equalizer.
  The distance that a Character can fall without worry-
  ing about injury is equal to the Character’s Running 
  High Jump distance. 
  For heights greater than the Character’s Running High 
  Jump, the Character must make a Damage Resistance 
  roll against damage calculated as the height of the fall, 
  in feet, minus the Character’s Running High Jump.  
  E.G.  Bob takes a fall from ten (10) feet.  His Running High 
  Jump is ﬁ ve (5) feet, so Bob subtracts his ﬁ ve (5) Running 
  High Jump the ten (10) feet of the fall for Incoming Dam-
  age of ﬁ ve (5).  Bob’s Damage Resistance is a ten (10), so he 
  must roll a ﬁ ve (5) or below (10 - 5 = 5) in order to avoid 
  taking damage from the fall.
  A critical success on the Damage Resistance roll will 
  negate all damage, as usual... it’s possible that one 
  could plummet from an airliner at 30,000 feet and 
  land, unharmed, on the ground below.  It’s not likely, 
  but it has actually been known to happen.
  A critical failure on the Damage Resistance roll DOU-
  BLES the number of Shrugs that a Character takes 
  from a fall, virtually assuring a very high SPI (Street 
  Pizza Index).
  Certain items and/or situations can mitigate some of 
  the damage for a fall.  The bonuses for these mitiga-
  tors is added to the victim’s Damage Resistance for 
  the purposes of determining damage, but only for 
  the purposes of gauging how well the Character can 
  survive the fall.
  Fall Mitigator
  DR Bonus
  Soft Armor, per +1 DR
  +5 DR
  Big Hay Stack
  +30 DR
  Rolling Agility + Acrobatics
  + 10 DR
  Wet Sponge
  +1 DR
  Diving into Water
  Special*
   
   *Up to a point, taking a high dive into water is a 
  tremendous mitigator.  With a successful Agility plus 
  Acrobatics or Sports roll, a fall from up to thee hun-
  dred (300) feet can be completely mitigated by falling 
  into twenty (20) feet or more of water.  Even without 
  a successful roll, falling from that height into water 
  will do, at most, one (1) Shrug.  Past three hundred 
  (300) feet, however, this fall is treated the same as 
  falling onto concrete… once a certain point of accel-
  eration is passed, striking water is no di� erent from 
  striking asphalt.
  Fire
  Fires come in various intensities, each doing a cer-
  tain amount of damage.  Fires can ignite � ammable 
  materials, which includes people at high enough 
  temperatures.  
  The amount of damage done by a � re depends on its 
  intensity.  A � re is also de� ned by how large it is.  Fires 
  have a Radius, and are considered an area-e� ect. 
  Fire Type
  Damage
  Radius
  Match
  2
  1 inch
  Torch
  5
  1 foot
  Camp� re
  10
  5 feet
  Bon� re
  20
  20 feet
  House Fire
  30
  40 feet
  Small Forest Fire
  40
  100 feet
  Forest Fire
  45
  more than 100 feet
  Industrial Fire
  50
  more than 400 feet
  It is possible to have larger, more spread-out but less 
  damaging � res, or smaller but incredibly intense � res. 
  These statistics are general guidelines.
  Anyone and anything that is in an area that is on � re 
  runs the risk of not only taking the � re’s damage, but 
  Simon Wentworth (Order #28533685)
  
  94
  of becoming ignited.  Every turn that something or 
  someone is in a � re, they must make a Damage Resis-
  tance roll against the � re’s damage.  Failing this roll 
  means that the � re has done its work, and the subject 
  loses one (1) Shrug.  (Armor does not protect against 
  � re unless it has been speci� cally designed to do so. 
  This will be noted in the armor’s description - as a 
  default, armor o� ers no innate � re protection).  
  Though the subject has taken damage, they are not yet 
  on � re themselves.  Ignition occurs in the following 
  cases.
  Should the subject critically fail their Damage Resis-
  tance roll, they are Ignited.
  Should the subject fail two (2) Damage Resistance 
  rolls in a row, they are Ignited.
  Should the subject be covered in an accelerant, such 
  as gasoline, napalm, alcohol, or other � ammable sub-
  stance, they are Ignited as soon as they fail their � rst 
  Damage Resistance roll against the � re.
  Being Ignited means that the subject remains on � re 
  even if they should leave the original area of the � re. 
  They will continue to roll against half the damage of 
  the original � re every turn until they are extinguished, 
  or until they are Dead as Hell.
  Extinguishing an area of � re one (1) yard in radius 
  (or on one person) takes one (1) person one (1) full 
  round per ten (10) points of the � re’s damage if they 
  have the proper equipment (a � re extinguisher, hose, 
  or blanket).  Without the proper equipment, it takes 
  one (1) person one (1) full round per � ve (5) points 
  of the � re’s damage.
  If left unchecked, � res spread.  In general, anything of 
  the intensity of a House Fire or greater will increase its 
  radius by one (1) foot per minute until it hits an area 
  that is not truly � ammable, such as ground covered 
  in concrete or asphalt, the edge of a body of water, or 
  an area where all of the � ammable material has been 
  deliberately destroyed (such as a � rebreak).  
  Fires can be amazingly dangerous, and every Fireman 
  out there should be paid more.
  G-Stress (Gravity Stress)
  As a default, Characters are acclimated to an existence 
  under one Earth gravity (1g).  There are a number of 
  situations which can be encountered that may raise 
  or lower the amount of gravity that a Character must 
  deal with.
  Should a Character � nd themselves in less than one 
  gravity, they may need to make rolls on the Acrobat-
  ics, Sports, or even Zero G skills in order to retain their 
  orientation and function properly.
  When a Character is subjected to more than one grav-
  ity, or less than negative one gravity (-1g), they may 
  be subject to G-Stress, or Gravity Stress.
  In any situation where a Character is in increased 
  gravity, they must deal with the fact that they, and 
  all of their equipment and gear, weigh more.  Multi-
  ply the Character’s total weight by the number of G’s 
  (gravities) the Character is under at the moment, and 
  subtract the Character’s original weight.  This is the 
  amount of weight the Character must now deal with, 
  which may easily lead to them being encumbered 
  (see Carrying Capacity, Page 59).  The Character must 
  deal with the penalties to their Agility stat associated 
  with this new heaviness... it might help to drop a few 
  things.  Then again, it might not.
  The other way that a Character can be a� ected by 
  very high gravities (positive or negative) is G-Stress, 
  or the stress placed upon the body by the sheer force 
  of increased gravity.  This can happen in two di� erent 
  ways, each of which is handled slightly di� erently.
  The � rst way that a Character is likely to encounter G-
  Stress is through high G maneuvering in some type of 
  vehicle.  This stress happens very quickly, and can be 
  di�  cult for a Character’s biology to cope with.
  When G-Stress is applied in this fashion (quickly, as the 
  result of a high G maneuver or some other rapid grav-
  ity change), the Character must make a roll against their 
  Stamina stat plus their Toughness skill, at a penalty equal 
  to the number of G’s they are currently taking.  This only 
  happens when the Character is under 2 g’s of stress or 
  Simon Wentworth (Order #28533685)
  
  95
  more.  Succeeding this roll means the Character takes no 
  ill e� ects and can continue to function normally.
  The results of a failure of this roll are covered below.
  The second way a Character is likely to encounter G-
  Stress is environmentally, by traveling to a larger or 
  denser planet with a higher native Gravity or some 
  other environment where higher G’s are normal.  This 
  stress is more gradual and gentle on the system, al-
  though the fact that this stress is prolonged makes it 
  di�  cult to deal with.
  Every full day (24 hours) that a Character is in a higher 
  G environment, they must make a Stamina plus Tough-
  ness roll at a penalty equal to the number of G’s they are 
  under (again, only when the gravity is 2g or over).  Suc-
  ceeding this roll means that the Character su� ers no ill 
  e� ects and continues to function normally; critically suc-
  ceeding this roll means the Character has “acclimatized” 
  to the local gravity and may stop rolling daily.
  Failing the Stamina plus Toughness roll in either type 
  of increased gravity situation has e� ects which de-
  pend on the amount of gravity being dealt with.
  Any failure on this roll results in the loss of one (1) 
  Shrug.
  If the G’s are less than the Character’s Stamina stat 
  or Toughness skill, a failure means a Grey Out - the 
  Character is at a penalty equal to the number of G’s 
  being pulled to all actions until their next roll.
  If the G’s are equal to or greater than the Character’s 
  Toughness skill, a failure means a Black Out - the 
  Character is Unco with Shrugs, and will not regain 
  consciousness until they would normally heal one (1) 
  point of Damage (such as a full night’s sleep or some 
  healing ability).
  In the unfortunate event that the G’s are equal to or 
  greater than the Character’s Stamina statistic, a fail-
  ure means the Character is reduced to Dead by the 
  stress... immediately taking two times their Shrugs in 
  Damage.  Medical assistance or some form of magic 
  or psionic healing could bring them back around, but 
  they are o�  cially croaked.
  In the unlikely but spectacular event that the G’s are 
  equal to the Character’s Stamina multiplied by two (Sta 
  x2), a failure (any roll other than a natural one) means 
  the Character is Dead as Hell... squashed, smashed, 
  lique� ed, reduced to a “puddle of guy.”  A dedicated 
  medical technician might get some usable DNA out of 
  the goo that was once a Character, but the victim has 
  completely succumbed to the gravity of the situation.
  Radiation
  Exposure to Radiation can cause damage over time.  Ra-
  diation (in terms of this game) comes in � ve (5) levels.
  SUNBURN:  This is the lowest level of perceiv-
  able radiation.  Over time, this can cause tissue 
  damage, but it is the most easily tolerable level of 
  radiation.
  ALPHA:  This is the � rst truly dangerous level of 
  radiation.  It would be found working with radio-
  active materials in an physics lab or being exposed 
  to certain ores.
  BETA:  More dangerous than Alpha radiation, Beta 
  radiation is found in more secure laboratory condi-
  tions.  It might be encountered in high energy labs.
  GAMMA:  Truly Vicious radiation, this can be 
  encountered close to nuclear power plants, from 
  items that have been in space and too close to 
  stars, and in areas that have been irradiated quite 
  some time ago by a Nuclear Blast.
  HIROSHIMA:  This is a purely Cinematic level of 
  Radioactivity.  If a Character or NPC should en-
  counter this level of radioactivity, they are pretty 
  much dead… fried, burnt to a crisp, microwaved 
  from the inside-out, their desiccated corpse glow-
  ing in the dark.  This would be encountered in the 
  hours after a Nuclear Blast at Ground Zero, on the 
  inside of a nuclear reactor, or in some other ridicu-
  lously hazardous location.
  Each level of Radiation has a particular Resistance 
  roll, which must be made over a particular amount of 
  time.  The more lethal the radiation, the more di�  cult 
  the roll and the more often it must be made.
  For every hour of exposure to the Sunburn level of Ra-
  diation, an exposed Character must roll versus their 
  Stamina times two (2), minus their number of hours 
  of exposure.  On a successful roll, the Character takes 
  no damage from the exposure.  On a Critical Success, 
  not only does the Character take no damage that hour, 
  but they need not roll the next hour.  (The hour after 
  that, the rolls continue).
  On a failed roll, the Character takes a Shrug of dam-
  age from severe sunburn.  On a critical failure, the 
  Character takes two (2) Shrugs of damage.
  Exposure to Sunburn can be prevented by wearing 
  clothes that cover the skin..  A wide-brimmed hat also 
  goes a long way towards preventing sunburn.
  Shrugs of damage taken from Sunburn can be healed 
  normally, like any other Shrugs.
  Simon Wentworth (Order #28533685)
  
  96
  For every hour of exposure to the Alpha level of Ra-
  diation, an exposed Character must roll versus their 
  Stamina times two (2), minus two (-2), minus the 
  number of hour of exposure.  On a successful roll, the 
  Character takes no damage from the exposure.  On 
  a Critical Success, not only does the Character take 
  no damage that hour, but they need not roll the next 
  hour.  (The hour after that, the rolls continue).
  On a failed roll, the Character takes a Shrug of dam-
  age from minor Radiation burns.  On a critical failure, 
  the Character takes two (2) Shrugs of damage.
  Exposure to Alpha level minor radiation can be pre-
  vented by wearing a lead-lined apron.  Any Hard 
  Armor with one (1) Shrug or more is also acceptable 
  protection.
  Shrugs of damage taken from Alpha level Radia-
  tion must be healed by another Character using the 
  Medicine skill, or some extraordinary power, de-
  vice, or ability.  The natural process of healing will 
  not heal Shrugs taken from Alpha level Radiation 
  (or higher).
  For every ½ hour of exposure to Beta level Radia-
  tion, an exposed Character must roll versus their 
  Stamina times two (2), minus four (-4), minus the 
  number of half-hours of exposure.   On a success-
  ful roll, the Character takes no damage from the 
  exposure.  On a Critical Success, not only does the 
  Character take no damage that hour, but they need 
  not roll the next half-hour.  (The hour after that, the 
  rolls continue).
  On a failed roll, the Character takes two (2) Shrugs of 
  damage from Radiation burns.  On a critical failure, 
  the Character takes three (3) Shrugs of damage.
  Exposure to Beta level radiation can be prevented by 
  wearing Hard Armor with three (3) or more Shrugs of 
  protection.
  Shrugs of damage taken from Beta level Radiation 
  must be healed by another Character using the Medi-
  cine skill, or some extraordinary power, device, or 
  ability.  The natural process of healing will not heal 
  Shrugs taken from Beta level Radiation.
  For every minute of exposure to Gamma level Ra-
  diation, an exposed Character must roll versus their 
  Stamina times two (2), minus eight (-8), minus the 
  number of minutes of exposure.   On a successful 
  roll, the Character takes no damage from the expo-
  sure.  On a Critical Success, not only does the Char-
  acter take no damage that minute, but they need 
  not roll the next minute.  (The minute after that, the 
  rolls continue).
  On a failed roll, the Character takes three (3) Shrugs 
  of damage from severe Radiation burns.  On a criti-
  cal failure, the Character takes � ve (5) Shrugs of 
  damage.
  Exposure to Gamma level radiation can be only be 
  prevented by wearing a suit speci� cally designed to 
  prevent heavy Radiation exposure.  Hard Armor not 
  speci� cally sealed against Radiation will o� er NO 
  protection from Gamma level Radiation.
  Shrugs of damage taken from Gamma level Radia-
  tion must be healed by another Character using the 
  Medicine skill, or some extraordinary power, device, 
  or ability.  The natural process of healing will not heal 
  Shrugs taken from Gamma level Radiation.
  A Character exposed to the Hiroshima level of Radia-
  tion has their Stamina in turns to live.  Each of these 
  turns, they must make a Will roll, minus the number 
  of turns of exposure, to do anything other than scream 
  as their � esh melts and � ows like water.  On a success-
  ful roll, they can act normally.  On a Critical Success, 
  they may believe that they will survive.  It’s a false 
  belief, but it’s comforting.
  On a failure of this Will roll, the Character is scream-
  ing until their throat erupts in pustulant � ame.  On 
  a Critical failure of the Will roll, the Character has 
  lost the will to live through the pain, and expires 
  immediately.
  Exposure to Hiroshima levels of Radiation can be 
  avoided by not going near it.  Even hard core anti-
  Raidiation suits only prolong the inevitable, allow-
  ing the Character to survive for their Stamina times 
  two (2) turns.
  Simon Wentworth (Order #28533685)
  
  97
  Within Stamina number of turns after death, the jerky-
  like corpse of the unfortunately exposed Character is 
  o�  cially Dead as Hell.
  Radiation 
  Level
  Roll Versus
  Every
  Sunburn
  Stamina x 2
  Hour
  Alpha
  (Stamina x 2) –2
  Hour
  Beta
  (Stamina x2) –4
  ½ Hour
  Gamma
  (Stamina x2) –8
  Minute
  Hiroshima
  Don’t Bother
  Ever
  Starvation and Thirst
  Being deprived of water and food can reduce a Char-
  acter’s ability to function, and eventually lead to 
  death.  A Character can live without water without 
  su� ering ill e� ects for a number of days equal to their 
  Stamina divided by two (2).
  E.G. – Bob is hiding out in a castle, and will give himself 
  away if he leaves for water.  He has a Stamina of ﬁ ve (5), so 
  he can function without water, safely, for three (3) days (5 / 
  2 = 2.5, rounded up to 3).
  For every day past this limit that the Character does 
  not get water, the Character adds their Stamina to 
  their Survival skill, subtracts the number of days 
  past their safe limit, and rolls 1d20.  If this roll is 
  a success, the Character can function normally for 
  that day.
  E.G. – Bob’s little stakeout has dragged out for four (4) 
  days.  He can function without water, safely, for only three 
  (3) days.  He adds his Stamina of ﬁ ve (5) to his Survival 
  skill of three (3), for a total of eight (8).  He subtracts the 
  number of days past his safe limit, one (1) (4 – 3 = 1), for a 
  total of seven (7).  He now rolls 1d20.  If his roll is a seven 
  (7) or less, he can function normally for that day.
  If the roll of Stamina plus Survival minus days past 
  safe limit is a failure, the Character will su� er a penal-
  ty to all of their actions for that day equal to the num-
  ber of days past their safe limit.  The Character can 
  still roll to function normally the next day.
  If the roll of Stamina plus Survival minus days past 
  safe limit is a critical success, the Character can func-
  tion normally for an additional day without rolling.
  If the roll of Stamina plus Survival minus days past 
  safe limit is a critical failure, the Character will suf-
  fer a penalty to all of their actions for that day equal 
  to the number of days past their safe limit, AND the 
  Character loses one (1) Shrug.
  E.G. -  Bob’s little stakeout has dragged on for a week – seven 
  (7) days.  He can function without water, safely, for only three 
  (3) days.  He adds his Stamina of ﬁ ve (5) to his Survival skill 
  of three (3), for a total of eight (8).  He subtracts the number 
  of days past his safe limit, four(4) days (7 – 3 = 4), for a total 
  of four (4).  He now rolls 1d20.  His roll is a fourteen (14) – a 
  failure!  For that day, Bob is at a penalty of minus four (–4) to 
  all of his actions.
  The next day, Bob has been without water for eight (8) days, 
  ﬁ ve (5) days past his limit.  He adds his Stamina of ﬁ ve (5)
  ( to his Survival skill of three (3), for a total of eight (8).  He 
  subtracts the number of days past his safe limit, ﬁ ve (5) days 
  (8 – 3 = 5), for a total of three (3).  He now rolls 1d20.  He mi-
  raculously rolls a one (1) – a critical success!  Bob can function 
  normally for that day, and will be able to function normally the 
  next day without rolling!
  Two (2) days later, after enjoying the beneﬁ t of his critical suc-
  cess, Bob has been without water for ten (10) days.  He can 
  function without water, safely, for only three (3) days.  He 
  adds his Stamina of ﬁ ve (5) to his Survival skill of three (3) 
  for a total of eight (8).  He subtracts the number of days past 
  his safe limit, seven (7) days (10 – 3 = 7), for a total of one (1).  
  He rolls 1d20 and rolls a twenty (20) – a critical failure!  Not 
  only is Bob now at minus seven (–7) for all actions that day, 
  but he also takes one (1) Shrug.  Bob has another problem at 
  this point, though.
  Should a Character gain a penalty through failing to 
  resist thirst which is greater than their Stamina statistic, 
  they fall Unco with Shrugs until they are given water. 
  Without water, they will remain Unco, and lose three 
  (3) Shrugs each day until they reach the state of Dead.
  E.G. – Bob has picked up a minus seven (–7) penalty to all 
  of his actions on the 10th day of thirst.  Seven (7) is great-
  er than Bob’s stamina of ﬁ ve (5), so Bob falls Unco with 
  Shrugs.  Until Bob is given water, he will lose three (3) 
  Shrugs a day until he dies.
  The Mechanics for Hunger work exactly the same way 
  as the mechanics for Thirst, except that the number of 
  days that a Character can safely go without eating is 
  equal to his Stamina Stat.
  E.G. – Bob has a Stamina of ﬁ ve (5).  He can safely work 
  without food for ﬁ ve (5) days.
  Suffocation
  A Character who is, for any reason, unable to breathe 
  is in danger of Su� ocating.  A Character can hold their 
  breath, or go without breathing, for a number of turns 
  equal to their Stamina plus the higher of their Tough-
  ness or Swimming skills.  After this point, the Charac-
  ter is considered to be Su� ocating, and may succumb 
  to the lack of air.
  Simon Wentworth (Order #28533685)
  
  98
  Every turn that a Character is Su� ocating, they may 
  add their Stamina to their Toughness or Swimming 
  skill, subtract the number of turns that they have been 
  Su� ocating, and roll 1d20.
  On a successful roll, the Character is holding what 
  little breath they have, and continuing to function 
  normally.
  On a failed roll, the Character is succumbing to the ef-
  fects of su� ocation, and loses one (1) Shrug.
  On a critical success, the Character not only endures 
  for this turn, but will also be able to function the next 
  turn without re-rolling the su� ocation check.  
  On a critical failure, the Character succumbs to the 
  su� ocation even more, losing two (2) Shrugs.
  This continues until the Character either gets back to 
  a situation where they can breathe normally, or they 
  fall Unco.
  If the Unco Character is still in a situation where they 
  cannot breathe (drowning or being strangled), they take 
  one (1) more Shrug each round they still have no air.
  As usual, once the Character has lost twice their maxi-
  mum number of Shrugs, they are Dead.  At this point, 
  the Character stops taking Shrugs – they do not pro-
  ceed on to the state of “Dead as Hell,” unless they are 
  in a vacuum – see below.
  Vacuum and other
  Pressure Differentials
  Characters may encounter a situation completely de-
  void of any air whatsoever - a vacuum.
  There are two ways to enter a Vacuum without proper 
  equipment (E.G. – a space suit).  There is the “good” 
  way, which is to enter the vacuum slowly, hyperven-
  tilating the whole time to oxygenate the blood, then 
  screaming to evacuate the lungs completely of air. 
  Then there is the bad way, which is to be in a sealed 
  chamber or suit which is suddenly holed to vacuum, 
  causing explosive decompression.
  If a Character enters into a vacuum situation the 
  “good” way (in actuality, there is NO good way to 
  enter vacuum without equipment), they can survive 
  for a number of turns equal to their Stamina plus the 
  higher of their Toughness or Swimming skills.  Dur-
  ing this time, they are at a penalty of minus four (– 4) 
  to all actions for pain and confusion.  After this time, 
  they lose one (1) Shrug per turn until they are either 
  no longer in vacuum, or Unco.  Once Unco, a Charac-
  ter in Vacuum loses one (1) Shrug per turn until they 
  are either no longer in Vacuum, or Dead. Once Dead, 
  the Character continues to take one (1) Shrug each 
  turn until they are Dead as Hell, at which point they 
  may stop taking damage.
  If a Character enters into a vacuum situation the bad 
  way, they must immediately make a Damage Resis-
  tance roll versus an incoming damage of thirty (30).  A 
  success on this roll means that the Character takes only 
  one (1) Shrug of damage.  A failure on this roll means 
  that the Character takes three (3) Shrugs of damage.  A 
  critical success on this roll means that the Character has 
  miraculously resisted the assault of explosive decom-
  pression.  A critical failure on this roll means that the 
  Character has taken � ve (5) Shrugs of damage!
  After the initial shock of the Explosive Decompres-
  sion, the Character then deals with the vacuum as if 
  they had entered into vacuum the “good” way.
  Vacuum is an environment with an Atmospheric Pres-
  sure of zero - the ultimate low-pressure environment. 
  As a default, Characters are acclimatized to one atmo-
  spheric pressure (1a); the pressure exerted upon a body 
  at sea level on Earth.  Even without the atmospheric 
  pressure dropping all the way to zero (0), a low atmo-
  spheric pressure can lead to some serious di�  culties.
  When atmospheric pressure drops to three-quarters 
  (or 75%) of one atmosphere, breathing becomes dif-
  � cult.  Characters must succeed a roll on Stamina 
  plus Toughness once per hour, or lose one Shrug to 
  physical exertion.
  Atmospheric pressure at one-half (or 50%) of one 
  atmosphere is truly dangerous, as there is nearly 
  Simon Wentworth (Order #28533685)
  
  99
  not enough oxygen to sustain human life.  Char-
  acters must roll Stamina plus Toughness once per 
  minute; failing this roll not only costs the Character 
  one Shrug, but also gives them a cumulative pen-
  alty of minus one (-1) to all rolls, including subse-
  quent Stamina Toughness rolls.  Bringing one’s own 
  oxygen supply to this environment negates this dif-
  � culty.  Failing three such rolls (cumulative penalty 
  minus three (-3)) will render the Character Unco 
  with Shrugs, but still having to make these rolls un-
  til they are either in a higher atmospheric pressure 
  or reduced to Dead.
  One-third atmospheric pressure (33%) is the “death 
  zone,” encountered at roughly twenty-six thousand 
  feet (26,000’) above sea level.  At this low pressure, 
  the Character must make a roll on their Stamina 
  plus Toughness at a penalty of minus � ve (-5) once 
  per minute, or immediately be reduced to the state 
  of Dead.  Again, bringing one’s own oxygen to the 
  party is highly recommended... as is a heavy coat and 
  a space heater.  With reduced atmospheric pressure 
  comes greatly reduced temperatures (see Extreme 
  Heat and Cold, page 92).
  As bad as this is, enduring atmospheric pressures higher 
  than 1a can have negative e� ects as well.  Technically, a 
  Character caught in the radius of an explosion is su� er-
  ing from very high atmospheric pressure in the form of a 
  concussion wave - this is handled the same way that any 
  other attack that does damage is dealt with.
  Should a Character be subjected to very high pres-
  sure more gradually, such as by submerging in a deep 
  body of water or introduced to a hyperbaric chamber, 
  their situation can become bad very quickly.
  Every minute that a Character � nds themselves in a 
  high pressure environment (any environment where 
  the pressure is over 2a), they must make a Stamina 
  plus Toughness roll at a penalty equal to the number 
  of atmospheres they are under.  Succeeding this roll 
  means that the Character su� ers no ill e� ects and con-
  tinues to function normally.
  Failing the Stamina plus Toughness roll in this high 
  pressure situation has e� ects which depend on the 
  amount of pressure being dealt with.
  Any failure on this roll results in the loss of one (1) 
  Shrug.
  If the a’s are less than the Character’s Stamina stat 
  or Toughness skill, a failure means a Grey Out - the 
  Character is at a penalty equal to the number of a’s 
  being withstood to all actions until their next roll.
  If the a’s are equal to or greater than the Character’s 
  Toughness skill, a failure means a Black Out - the 
  Character is Unco with Shrugs, and will not regain 
  consciousness until they would normally heal one (1) 
  point of Damage (such as a full night’s sleep or some 
  healing ability).
  In the unfortunate event that the a’s are equal to or 
  greater than the Character’s Stamina statistic, a fail-
  ure means the Character is reduced to Dead by the 
  stress... immediately taking two times their Shrugs in 
  Damage.  Medical assistance or some form of magic 
  or psionic healing could bring them back around, but 
  they are o�  cially croaked.
  In the horri� c event that the a’s are equal to the 
  Character’s Stamina multiplied by two (Sta x2), 
  a failure (any roll other than a natural one) means 
  the Character is Dead as Hell... crushed and pulped, 
  mangled and deformed.  As an example of what this 
  might mean; hard hat divers had to have a constant 
  and steady air � ow from the surface when they de-
  scended in the ocean - not only so that they could 
  breathe, but to keep the pressure inside their suit 
  high enough to counter the pressure of the increas-
  ing depth.  When that air supply was catastrophical-
  ly interrupted, as would happen when a hose burst 
  or the pump failed, the pressure of the ocean’s depth 
  was free to exert force on every portion of the diver’s 
  suit except the helmet.
  As a result, these exceptionally unfortunate men 
  would � nd themselves compacted almost entirely 
  into their helmets... at least, all of their soft tissues.
  If that doesn’t de� ne “Dead as Hell,” we don’t know 
  what does.
  Simon Wentworth (Order #28533685)
  
  100
  Healing and Recovery
  Restoring Shrugs
  There are a number of ways to restore lost Shrugs.
  Characters who have taken Shrugs of Damage but 
  have not taken more than their maximum number of 
  Shrugs (have not been reduced to less than zero (0) 
  Shrugs) are considered to be Injured.  Injured Charac-
  ters recover all of their lost Shrugs after a good night’s 
  sleep – a minimum of 6 hours.
  Injured Characters can also recover a Shrug for eating 
  a hearty meal.  This can be done up to three times in 
  one day.
  Characters who have taken more than their maximum 
  number of Shrugs (but not two times (2x) their maxi-
  mum), are considered Unco.  Unco Characters recover 
  all of their lost Shrugs after a longer night’s sleep - a 
  minimum of ten (10) hours. 
  A Character with the Medicine skill can restore Shrugs 
  with a successful roll on this skill.  A Character with 
  the Medicine skill can restore one (1) lost Shrug for 
  every successful roll on that skill.
  The use of the Medicine skill to restore Shrugs to a 
  Character that is Injured requires only very basic 
  equipment, and can even be attempted without the 
  use of equipment at a penalty of only minus one (-1). 
  It takes roughly � ve (5) minutes to attempt the Medi-
  cine skill on a Character that is injured.  This is also 
  the case for Characters who are Unco with Shrugs - a 
  single successful medicine roll in this case will restore 
  the Character to consciousness.
  A Character who is Unco is more badly hurt, and 
  treating them is more di�  cult.  It requires, at the 
  very least, a � rst aid kit to treat an Unco Character, 
  and treating them without any equipment is done at 
  a penalty of minus three (-3).  It takes half-an-hour 
  (thirty (30) minutes) to attempt the Medicine skill on 
  a Character who is Unco.  Once the Character is at 
  zero (0) Shrugs, they not only become conscious, but 
  are then considered merely Injured, and the use of the 
  Medicine skill becomes easier and faster.
  A Character who has taken more than twice their 
  maximum number of Shrugs (but not three times (3x) 
  their maximum number of Shrugs) is Dead, and treat-
  ing them is considerably more di�  cult.  It will take 
  Simon Wentworth (Order #28533685)
  
  101
  serious medical equipment to assist them (a � eld sur-
  gical kit at the minimum, a hospital would be better). 
  Attempting a Medicine skill roll on a Dead Character 
  without equipment is done at a penalty of minus six 
  (-6).  Each roll on the Medicine skill to treat a Dead 
  Character takes one (1) hour (sixty (60) minutes). 
  Once the Character has been brought to the point 
  where they have taken less than two times (2x) their 
  maximum number of Shrugs, they are merely Unco, 
  and treating them becomes easier and faster.
  Characters who have taken three times (3x) their max-
  imum number of Shrugs are Dead as Hell, and noth-
  ing that Medicine can do will restore them.  Even in 
  the Space Era, there’s only so much you can do with 
  a corpse that has been � attened beneath a twelve (12) 
  ton bolder or blasted into the heart of a sun.
  Special abilities, such as healing spells or psionic heal-
  ing, restore Shrugs regardless of the Character’s condi-
  tion - they do not su� er penalties or increase the time 
  required to use them when the injuries are more severe 
  -  up to a point.  Even these abilities have no sway over 
  those that are Dead as Hell.  Once at that stage, only 
  very di�  cult heroic measures, which inconvenience 
  the entire party and take up at least a game session or 
  two, will restore the Character to function.
  Healing Cinematic Damage
  Normally, Characters who have sustained Cinematic 
  Damage are considered to have recovered from its 
  negative e� ects when they have recovered a Shrug 
  of Damage.  At the GM’s option, however, Cinematic 
  Damage can be much more di�  cult to deal with.  The 
  GM may rule that penalties from Cinematic Damage 
  remain with the Character until a separate Medicine 
  skill roll is made to deal speci� cally with the Cinemat-
  ic Damage - such Medicine rolls are at a penalty equal 
  to the penalty given by the Cinematic Damage.
  For Example:  Bob has taken Cinematic Damage in the 
  form of a broken collarbone which is giving him a minus 
  one (-1) to all actions.  The GM rules that while he has 
  completely healed all Shrugs of Damage, the penalty from 
  the Cinematic Damage will remain until someone proper-
  ly sets the broken collarbone.  A Medicine roll to do so will 
  be at a penalty of minus one (-1); the same as the penalty 
  from the Cinematic Damage.
  Medicine rolls to heal Cinematic Damage require seri-
  ous equipment (again, a Field Surgery or a trip to the 
  hospital), and require one (1) hour.
  Special abilities such as healing spells or Psionic heal-
  ing will heal Cinematic Damage when they restore 
  Shrugs - they bypass the need for medical attention.
  Curing Conditions
  Unless a Condition, such as a Disease, Poison, or 
  Curse has a listed duration, it is permanent until it is 
  cured.  Diseases and Poisons can be cured using the 
  Medicine skill, while Curses must be treated by spe-
  cial abilities such as Magic Spells.
  Curing a Minor Condition is not di�  cult... it takes a 
  Medicine roll, access to medical equipment (usually a 
  pharmacy lab), and one (1) hour.
  Curing a Condition is somewhat trickier... the Medi-
  cine roll is made at a penalty of minus two (-2), and 
  takes one (1) day.
  Curing a Major Condition is di�  cult.  The Medicine 
  roll is made at a penalty of minus � ve (-5), it requires 
  not only medical equipment but also access to a medi-
  cal facility, such as a healer’s guild, hospital, or medi-
  cal laboratory, and takes one (1) month.  There are a lot 
  of Major Conditions out there that still require cures.
  Note that “Curing” a condition may not mean it’s 
  actually gone.  For example, a Pharmacist can give 
  someone medications which alleviate the symptoms 
  of the Common Cold, allowing them to function with-
  out the associated penalties.  They still have the dis-
  ease, technically, but for all intents and purposes, they 
  have been “cured.”
  Special abilities such as magic spells which cure con-
  ditions will only cure a certain level of condition - the 
  spell that cures Minor Conditions has no e� ect on 
  Conditions or Major Conditions.  The same spell that 
  cures a Minor Curse, though, will also cure In� uenza 
  or the e� ects of Blinding Powder.
  Healing Rituals
  A Player may de� ne a healing ritual for their Character. 
  So long as the Character is not Unco, they may use the 
  healing ritual to restore all of their lost Shrugs.  The rit-
  ual must be an action or set of actions that takes at least 
  half an hour to accomplish.  Rituals may be any set of ac-
  tivities that the Character � nds personally healing, such 
  as eating a twenty ounce Delmonico steak with a pot of 
  strong co� ee, slugging back a few shots of scotch while 
  smoking half a pack of cigarettes, washing blood out of 
  their mouth and having sex with a replicant, or even sit-
  ting in quiet meditation and focusing on their Chi.
  Healing rituals must be roleplayed to some extent. 
  The Player cannot simply say “My Character engages 
  in his healing ritual.”  The ritual must be described in 
  some way, along with how the time has been set aside 
  for it.  In some way, shape, or form, the Healing Rit-
  Simon Wentworth (Order #28533685)
  
  102
  ual needs to take the Character out of play for thirty 
  minutes of game time, at a minimum.  Healing Rituals 
  CAN take longer than thirty minutes, but not less.
  If a Player has gone to the e� ort to de� ne and ro-
  leplay their Character’s Healing Ritual, it can be 
  used with “The Deal” to heal Cinematic Damage 
  or Cure Conditions, but the GM should make such 
  deals very expensive.  Large amounts of Risk, a few 
  Shrugs of Damage, a day or two out of the Char-
  acter’s life, or even a short adventure (perhaps a 
  quest) may be required for a Character to use their 
  Healing Ritual in this way.
  Recovering from the States of
  Unco and Death
  A Character who has taken more than their maximum 
  number of Shrugs (is below zero (0) Shrugs), is .  They 
  will remain Unco until they...
  •  Have rested unmolested for ten (10) hours
  •  Have been given medical attention or healing that 
  brings them to a total of zero (0) Shrugs or higher
  A Character who has more than zero (0) Shrugs left 
  and is rendered unconscious by head trauma, a Spe-
  cial Ability, or some other e� ect is considered .  They 
  will remain Unco with Shrugs until they...
  •  Receive medical attention that would normally give 
  them back one (1) Shrug
  •  Receive any form of healing that would normally give 
  them back one (1) Shrug
  •  Rest unmolested for six (6) hours
  A Character who has more than one (1) Shrug left and 
  is knocked Unco by Hunger, Thirst, or Su� ocation is 
  also considered ; the main di� erence being that they 
  have been rendered Unco with Shrugs by depriva-
  tion.  They will remain Unco with Shrugs until they...
  •  Are given in some way what they have been deprived of
  •  Receive medical attention that would normally give 
  them back one (1) Shrug
  •  Receive any form of healing that would normally give 
  them back one (1) Shrug
  Are restored to zero (0) Shrugs or more (if they have taken 
  damage from their deprivation that took them below zero 
  (0) Shrugs).
  A Character who has taken two times (2x) their Maxi-
  mum number of Shrugs is .   They will remain Dead 
  until they...
  •  Receive serious medical attention that restores them 
  to a total number of Shrugs lost that is less than two 
  times (2x) their maximum, at which point they are 
  Unco
  •  Receive any form of healing that restores them to a to-
  tal number of Shrugs lost that is less than two times 
  (2x) their maximum, at which point they are Unco
  •  Decompose (at the rate of one (1) Shrug a day) until 
  they are Dead as Hell
  A Character who has taken three times (3x) their Maxi-
  mum number of Shrugs (or more) is .  There is no longer 
  anything recognizable as a human corpse, and the ef-
  forts to bring a Character or NPC back to life from this 
  state are only barely describable by the term “Heroic.” 
  Characters who have been rendered Dead as Hell may 
  only be brought back by insanely potent plot devices, 
  and such e� ort should involve epic quests on the part 
  of the Dead as Hell Character’s fellow party members. 
  This would be a good time to consider rolling up an-
  other Character to save the rest of the group the trouble.
  In the event that a Character is brought to the state of 
  Dead as Hell, the Players at the table may...
  • 
  Jump back from the table yelling “Damn!
  • 
  Engage in a round of applause.
  • 
  Get the Player of the Dead as Hell Character a refreshing 
  drink and say “I hate it when that happens!”
  • 
  Purchase the Player of the Dead as Hell Character a 
  $5.00 gift card from Hot Topic.
  Simon Wentworth (Order #28533685)
  
  103
  Risk Points
  Characters have a number of Risk Points equal to their 
  Will times ten (10).  These Risk Points are very useful 
  things.  They are what power many Special Abilities, 
  such as Magic Spells and Psionic Disciplines.  Even 
  Characters without Special Abilities have a number of 
  uses for Risk, however.
  A Character can, for instance, get a bonus to the use of 
  a skill (or any other roll) by spending Risk; spending 
  three (3) Risk will get the Character a bonus of plus 
  one (+1) to a roll, while spending six (6) Risk will get 
  them a bonus of plus two (+2).  For extreme circum-
  stances, ten (10) Risk will net a plus three (+3) to a roll. 
  Higher bonuses are a matter for “The Deal,” and the 
  GM should make bonuses higher than plus three (+3) 
  very expensive, costing twenty (20) or more Risk, or 
  even a Shrug (or several)!.
  If the Character needs just that extra amount of 
  “Oomph!” to their damage, they can spend three (3) 
  Risk Points to add one (1) point of damage to one (1)
  attack.   Spending six (6) Risk Points will get the Char-
  acter an additional � ve (5) points of damage.  Spending 
  ten (10) Risk Points will DOUBLE the Character’s dam-
  age for one attack. Risk for increasing damage must be 
  spent before the attack is rolled... .i.e. - before the Player 
  knows whether or not the attack will be a success.
  Getting larger damage bonuses than this is, again, a 
  matter for “The Deal,” but GM’s should be wary of 
  this, and make it very, very expensive indeed.  After 
  all, a Player could e� ectively “turn o� ” an adven-
  ture by stacking up a huge Damage bonus and nail-
  ing the Boss villain - if the attack hits, and the villain 
  doesn’t dodge or parry.  The Risk is spent either way, 
  of course... that’s why it’s called “Risk.”
  A Player may re-roll a failed roll for � ve (5) Risk.  This 
  applies only to failed rolls; there is no re-rolling suc-
  cessful rolls hoping to get a better Margin of Success. 
  If a Player is re-rolling on a roll to use a Special Ability 
  which requires Risk to use, the Risk cost of the Special 
  Ability is not spent again in the re-roll.  If, however, 
  the Player has used Risk to give the roll a bonus, or 
  to increase Damage, this Risk must be spent again in 
  order to get the same bonus.
  For Example:  Izzard wants to really nail someone with his 
  Magic Projectile spell, which costs ﬁ ve (5) Risk to use.  He 
  spends an additional ten (10) Risk on it, to double damage.  
  Simon Wentworth (Order #28533685)
  
  104
  He rolls the spell, but gets a natural twenty (20); a critical 
  failure!  He has spent ﬁ fteen (15) Risk so far - ﬁ ve (5) for the 
  spell, and ten (10) to double Damage (5 + 10 = 15).  He really 
  needs to hit, or at the very least, he needs to not critically fail 
  the roll.  He spends another ﬁ ve (5) Risk to re-roll the failed 
  roll.  He does not need to spend the ﬁ ve (5) Risk for the cost of 
  the Spell again, but if he wants to double the Damage on this 
  roll as well, he needs to spend another ten (10) Risk, which he 
  does.  This time, he rolls a nineteen (19)... not a critical failure, 
  but still a failure.  Realizing he may need Risk for the rest of 
  the ﬁ ght, Izzard decides that while he wants to hit with the 
  spell, he doesn’t need to double damage.  He has spent thirty 
  (30) Risk on the spell so far... ﬁ ve (5) for the cost of the spell, 
  ten (10) to double Damage on the ﬁ rst roll, ﬁ ve (5) to re-roll, 
  and ten (10) more to double Damage on the second roll (5 + 10 
  + 5 + 10 = 30).  He elects to re-roll one more time, spending 
  another ﬁ ve (5) Risk, but does not spend more to double Dam-
  age.  This time, he rolls a seventeen (17), which again fails.  
  Having spent thirty-ﬁ ve (35) Risk on this spell so far, however, 
  he decides the Universe probably doesn’t want him to hit with 
  his Magic Projectile spell, and takes the failure.
  A Character can immediately heal One (1) Shrug by 
  spending ten (10) Risk Points.  The Character can then 
  not heal another Shrug of damage with Risk Points 
  until they have taken another Shrug of damage.
  A Character can miraculously � nd a piece of equip-
  ment that they desperately need for ten (10) Risk 
  Points, such as a lock pick or a clip of ammunition.
  Risk Usage
  Costs
  Gain a +1 to a roll
  3 Risk
  Gain a +2 to a roll
  6 Risk
  Gain a +3 to a roll
  10 Risk
  Gain a +1 to Damage
  3 Risk
  Gain a +5 to Damage
  6 Risk
  Double Damage
  10 Risk
  Re-Roll a Failed Roll
  5 Risk
  Heal One Shrug
  10 Risk
  Find Necessary Item
  10 Risk
  Risk Points are very useful things, and they tend to go 
  quickly.  There are two ways to get them back.
  The � rst is to � nish that game session and start an-
  other.  All Risk Points are restored at the beginning of 
  each game session.
  The other is a little more di�  cult.  As long as a Char-
  acter has One (1) Risk Point Left, they can perform 
  a crazy, stupid, amazingly dangerous action WITH-
  OUT THE BENEFIT OF ANY RISK POINTS.  Succeed 
  or fail, they get back a certain number of Risk points, 
  depending on how dangerous the action was.
  If the Character performs a dangerous action that 
  might cause them one (1) Shrug of damage if they fail, 
  they will get ten (10) Risk Points back, succeed or fail
  If the Character performs a dangerous action that 
  might cause them two (2) Shrugs of damage if they 
  fail, they will get one-half (1/2) of their maximum 
  number of Risk Points back, succeed or fail
  If the Character performs an amazingly ill-advised, 
  completely stupid action that would cause them three 
  (3) Shrugs of damage if they fail (and one (1) Shrug 
  if they should succeed!), they will get all of their Risk 
  Points back, succeed or fail.  This is called a , and if one 
  occurs, people around the table should shout “REFILL!” 
  (These moments should be times of great celebration).
  Secondary Risk Pools
  Certain special abilities and items can give Characters 
  Secondary Risk Pools - little stores of Risk for use in us-
  ing Special Abilities.  The Risk in Secondary Risk Pools 
  cannot be used for gaining bonuses, increasing dam-
  age, making re-rolls, healing, or � nding equipment. 
  That Risk can ONLY be used for powering special abil-
  ities, and at that, only special abilities that are of the 
  same type as the Secondary Risk Pool (i.e. - a Second-
  ary Risk Pool that is bought as a Magic Spell cannot be 
  used to power Psionic or Martial Arts abilities).
  Secondary Risk Pools may have a Regeneration ability, 
  recharging their own pool of Risk.  This ability regener-
  ates only the Risk in the secondary battery, and not the 
  Risk pool of the Character who possesses the battery. 
  Secondary Risk Pools also re� ll at the beginning of a 
  new session, just like the Risk Pools of Characters.
  Simon Wentworth (Order #28533685)
  
  105
  Risk and Mooks
  Un-named NPCs, or “Mooks,” are generally listed 
  with a grayed-out number for their Risk.  Mooks do 
  have Risk, but it can only be used to power Special 
  Abilities (if they have any).  While named villains can 
  use Risk to give themselves bonuses, increase Dam-
  age, get re-rolls, et cetera, Mooks cannot.
  Special Abilities which drain Risk can be used on 
  Mooks, as they do have Risk in some form.  They 
  simply do not have the metaphysical qualities that it 
  takes to alter probability with it, as PCs and named 
  NPC’s can.  
  Risk Recovery
  and Special Merits
  While foolhardy and � ashy actions are the coin in 
  which all Characters can pay for more Risk from the 
  Universe, there are other ways in which some Charac-
  ters can recover lost Risk.
  Characters who have one or more Special Merits 
  (Martial Artist, Mind of Power, Moda Mechanica, 
  Preternatural, or Spell Slinger) can perform rituals in 
  which they focus on their special inner energies, and 
  implore the Universe to re� ll their depleted stores of 
  personal power.
  Martial Artists can spend a turn to draw on their Chi, 
  or inner strength, to retreat deeply into their center 
  of balance, creating a vacuum of universal energies 
  which the Universe responds to by � lling the void 
  with more energy.
  Psionicists can spend to turn to open their very minds 
  to the � ow of the Universe, casting out their inner per-
  ceptions like great � shing nets, drawing in the motes 
  of power that the Universe graces all existence with.
  Characters with Mechanica can spend a turn contem-
  plating their nature as living being inter-twined with 
  metal and craftsmanship, physically straining the 
  bonds between � esh and the arti� cial to feel the sheer 
  sensation of their existence..
  Preternatural Characters can spend a turn to dwell on 
  their nature as a gift from the Universe, seeing them-
  selves as unique and potent beings, drawing univer-
  sal energies to their being like a beacon in the night.
  Mages can spend a turn focusing on the � ow of 
  magic and magical energies in, around, and through 
  their bodies, tapping into the vast well-spring of in-
  exhaustible bounty and abundance that is the Mana 
  of the Cosmos.
  Having spent a turn in their pursuits, the Character 
  with a Special Merit that is imploring the universe 
  for Risk declares how many Shrugs they are putting 
  on the line for the e� ort.  A Character risking one (1) 
  Shrug will receive ten (10) Risk back for their e� ort. 
  A Character risking two (2) Shrugs will receive one-
  half (1/2) of their total Risk pool back.  A Character 
  risking three (3) Shrugs can receive a complete re� ll, 
  restoring their Risk pool to its maximum fullness.
  Their level of risk declared, the Player rolls on the 
  Character’s Will stat plus the appropriate Skill... Do 
  Magic, Martial Arts, Use Mechanica, Use Powers, or 
  Use Psionics.
  If the Character succeeds at the roll, they receive 
  back the amount of Risk they were attempting to 
  receive, taking no damage.
  If the Character fails the roll, they still receive back 
  the amount of Risk they were attempting to receive, 
  but they take the Damage that they were risking as 
  well... the Universe has extracted a price for their 
  daring to implore it.
  If the Character critically fails the roll, they still re-
  ceive back the amount of Risk they were attempting 
  to receive, but they take DOUBLE the Damage that 
  they were risking... a full-on bitch-slap from the 
  Universe, accompanied by a � ow of the Universe’s 
  in� nite grace and abundance.
  Simon Wentworth (Order #28533685)
  
  106
  Improvement
  While Characters may accumulate a large amount of 
  money in the course of regular adventuring, not all 
  of it can be spent on personal improvement.  There’s 
  only so much that one can do to improve themselves 
  at any one time, after all.
  At the end of each session, the GM should give the 
  Players a reward for their playing in the form of an 
  Improvement Budget.  The suggested default is � ve 
  thousand dollars ($5,000.00) for a session where the 
  Players showed up, roleplaying was performed, dice 
  were rolled, and no one set the Game Master on � re. 
  For a session where the playing was excellent and a 
  great deal was accomplished, the Improvement Bud-
  get could be upwards of seven thousand, � ve hun-
  dred dollars ($7,500.00).  For the end of a major story 
  arc or an absolutely spectacular session of roleplay-
  ing, rewards of ten thousand dollars ($10,000.00) to 
  � fteen thousand dollars ($15,000.00) could be given.
  The Improvement Budget is how much of their own 
  money the Characters can spend on personal im-
  provement - improving primary Statistics and Skills, 
  purchasing new Merits, buying o�  Flaws, or acquir-
  ing new Special Abilities.
  There is no limit to how much money Characters can 
  spend on equipment aside from how much money the 
  Characters have when they walk into the shop.  
  Players can save up their Character’s Improvement 
  Budget for buying “big ticket” items if they so wish. 
  Also, the GM may ask the Characters to wait on im-
  proving until there is a “break in the action,” a pe-
  riod of time in the storyline where the Characters 
  can train up, read spell books, practice new skills, 
  and the like.    The GM is encouraged to give the 
  party “down time” between adventures (if not be-
  tween sessions) for their Characters to go through 
  the process of bu�  ng themselves up, and perhaps 
  reward Players for good descriptions of “Training 
  Montages.” 
  All improvements must be approved by the GM... 
  but the GM is advised that unless an improvement 
  is horribly unbalancing or patently ridiculous, it 
  ought to be allowed.  For the Character Improve-
  ment process, the Deal is in Full E� ect, with the 
  important caveat that it the GM is going to pick 
  any moment to be particularly generous, this here 
  would be the one.
  Simon Wentworth (Order #28533685)
  
  107
  Costs for improvement are exactly the same as when 
  Characters spend their Starting Budget on improv-
  ing Statistics, purchasing Merits, and acquiring new 
  Special Abilities.
  Costs for improving Primary Statistics and Skills are 
  as follows:
  Statistic Improvement
  Raising Strength
  and Stamina from
  Raising all other 
  stats from
  Costs
  This
  4 to 5
  -
  $500
  5 to 6
  4 to 5
  $1,000
  6 to 7
  5 to 6
  $2,000
  7 to 8
  6 to 7
  $4,000
  8 to 9
  7 to 8
  $8,000
  9 to 10
  8 to 9
  $16,000
  -
  9 to 10
  $32,000
  Skill Improvement
  Raising a Skill from
  this to this
  Costs
  Tthis
  No ranks to 1 rank
  $500
  1 rank to 2 ranks
  $1,250
  2 ranks to 3 ranks
  $2,500
  3 ranks to 4 ranks
  $3,750
  4 ranks to 5 ranks
  $5,000
  5 ranks to 6 ranks
  $6,250
  Or in other terms, if you’re purchasing a skill you 
  don’t yet have any ranks in...
  Skill Purchasing
  Buying a Skill you Don’t Have to 
  T=this Rank
  Costs
  this
  1
  $500.00
  2
  $1,750.00
  3
  $4,250.00
  4
  $8,000.00
  5
  $13,000.00
  6
  $19,250.00
  When one improves a statistic or a skill, any sec-
  ondary statistics or performance statistics based on 
  those statistics or skills are also increased. Re-cal-
  culate secondaries and performance when primary 
  statistics and skills a� ecting secondary and per-
  formance statistics (Lifting, Running, and Sports 
  skills) are improved.
  Purchasing a new Merit costs � fteen thousand dollars 
  ($15,000.00).  Buying o�  a Flaw and removing it from 
  the Character costs thirty thousand dollars ($30,000.00).
  As in Character Generation, in order to purchase Spe-
  cial Abilities from the lists starting on page 191, the 
  Character must have the appropriate Merit for the 
  Special Ability list they want to purchase from.
  To Purchase From This 
  List
  Character Must Have 
  This Merit
  Martial Arts
  Martial Artist
  Mechanica
  Moda Mechanica
  Psionics
  Mind of Power
  Monster Powers
  Preternatural
  Magic Spells
  Spell Slinger
  Equipment lists start on page 108.  More equipment 
  is available in the Victory System Equipment Manual, 
  and more is included in many of our other supple-
  ments.  The GM should approve sources for Equip-
  ment - cautious GMS may want to be wary of Charac-
  ters from the Space Era that want magic swords.
  Not all Character Improvement need be handed out in 
  cold, hard Improvement Budget.  If a Character spends 
  a considerable amount of time in game trying to im-
  prove a skill, learn a Spell, or increase their statistics, 
  the Game Master can, at their whim, merely give that 
  Character the improvement that they have been work-
  ing towards as a bonus for roleplaying the e� ort.
  For Example:  For the past ﬁ ve sessions, Bob’s Player 
  has had Bob reading books on gunsmithing and ﬁ rearms 
  technology, taking time out from the party’s drunken rev-
  elry and other down time to continue reading and to tin-
  ker with pistols and ammunition.  At the end of the story 
  arc, the GM passes out the Improvement Budget, and tells 
  Bob’s Player to add a rank of Fabrication to Bob’s Charac-
  ter sheet for all of the effort.
  There is an important balance to strike in passing 
  out Improvement Budget and special bonuses - on 
  the one hand, you don’t want to give the Players so 
  much Budget so that their Characters advance in 
  power and ability too quickly.  On the other hand, 
  you don’t want to give too small a reward for good 
  performance in game.
  Fortunately, there’s so much cool stu�  to purchase 
  that there will never be such a thing as “enough” Im-
  provement Budget.  At a rate of � ve to ten thousand 
  ($5,000.00 to $10,000.00) a session, your Players should 
  be simultaneously laughing in joy at the amount of 
  cash in their Character’s Improvement Budget and 
  bemoaning the fact that there’s never enough money.
  Simon Wentworth (Order #28533685)
  
  108
  Equipment
  Equipment, or “Stu� ,” enhances a Character’s abil-
  ity to do things, from killing hordes of villainous 
  minions to dropping a new engine in a speedboat. 
  Not having equipment can lead to penalties, from 
  time to time... attempting to perform an action 
  which requires tools (such as engine repair, surgery, 
  � eld-stripping an assault ri� e, or cooking a roast, 
  for example) without having access to tools incurs 
  a penalty of minus four (-4), if the GM can even be 
  convinced that the attempt is possible (“You’re go-
  ing to remove the engine from the main battle tank 
  with your bare hands?”).
  A Character’s Starting Budget can be used to purchase 
  equipment.  The Equipment lists are divided not only 
  by the type of equipment available, but by what Era 
  the equipment is available in.
  Equipment from earlier Eras is generally available in 
  later Eras, but not often used.  It isn’t di�  cult for a Near-
  Modern Era Character to get their hands on an axe or 
  a canvas tent, after all.  There is no di�  culty in using 
  weapons from an earlier Era than the Character is from 
  - swinging an axe or shanking someone with a knife re-
  mains the same no matter where (or when) you’re from.
  This is not the case with other equipment.  The en-
  gineer from the Space Era who can use a fusion fur-
  nace to shape high tech alloys will � nd themselves 
  su� ering a minus three (-3) “out of Era” penalty 
  when faced with a hammer, an anvil, a bellows, and 
  a bed of hot coals.  The Era Wise Merit eliminates 
  this di�  culty.
  Using weapons or other Equipment from an Era 
  that is later than the Character’s Era also incurs a 
  minus three (-3) penalty; if the gun hasn’t even been 
  invented yet, it’s di�  cult to � gure out how to use it. 
  The Higher Tech and Highest Tech Merit can elimi-
  nate this di�  culty.
  As far as the Era limitation for the purchasing of 
  equipment goes, Fantasy Era Characters are re-
  stricted to the “Fantasy Era” Equipment list, unless 
  they have the Higher Tech or Highest Tech Merits.
  Near-Modern Era Characters can purchase items 
  from the Fantasy Era and Near-Modern Era Equip-
  ment lists, unless they have the Higher Tech Merit. 
  If they have the “Lower Tech” � aw can only pur-
  chase items from the “Fantasy Era” list.
  Simon Wentworth (Order #28533685)
  
  109
  Space Era Character can purchase items from the 
  Fantasy Era, Near-Modern, and Space Era Equip-
  ment lists.  If they have the Lower Tech Flaw, they 
  are limited to the Fantasy and Near-Modern Era 
  lists; if they have the Lowest Tech Flaw, they are 
  limited to the Fantasy Era list.
  The other limitation to purchasing Equipment is bud-
  get.  Starting Characters receive a default Starting 
  Budget of � fty thousand dollars ($50,000.00).  This 
  can be spent on equipment and/or improvement.  If 
  the Character has the Martial Artist, Mind of Pow-
  er, Moda Mechanica, Preternatural, or Spell Slinger, 
  merits, they can purchase abilities o�  of the appro-
  priate lists.  For each time a Character has the Rich 
  Merit, they have an additional ten thousand dollars 
  ($10,000.00) of budget.  For each time the Character 
  has the Well Funded Merit, they have an additional 
  � fteen thousand dollars ($15,000.00) of budget.  For 
  each time a Character has the Poor Flaw, they have 
  ten thousand dollars ($10,000.00) less.
  A Game Master can award additional starting bud-
  get if they choose, which will make the Player Char-
  acters more powerful at the start of the campaign. 
  Also, at the Game Master’s option, the starting bud-
  get can be lower, to re� ect a more “street level” or 
  lower-powered game.
  Of course, it is always possible that Player Charac-
  ters will ﬁ nd equipment while they are in the pro-
  cess of beating up bad guys and taking their stu� . 
  Unless there are reasons to the contrary why it 
  might not be possible, Characters are free to keep 
  what they � nd in the course of adventuring.  As a 
  rule, with a successful roll against the Intelligence 
  plus Streetwise, captured equipment can be fenced 
  for � fty percent (50%) of its cost.
  Stu�  is stu� .  Stu�  taken o�  of beaten-up bad guys 
  is free stu� .  Free stu�  sold o�  at a discount is still 
  a pro� t.
  The Victory System core book has an elementary se-
  lection of Equipment - essential items for getting the 
  job of adventuring done.  The Victory System Equip-
  ment Manual contains more detailed equipment list-
  ings, along with rules for various means for improv-
  ing and fabricating one’s own Equipment.
  Each section of the Equipment Chapter starts with 
  a brief description and de� nition which is followed 
  by a chart of that sections equipment, giving the vi-
  tal statistics.  Each section also has a short narrative 
  description of each piece of equipment listed.
  Repairing and
  Fabricating Equipment
  Di� erent types of equipment may have some di� er-
  ent statistics.  Weapons will have statistics for Dam-
  age and Accuracy, while Vehicles may have statistics 
  for their Top Speed and Cargo Capacity.  There are 
  four statistics that all items of equipment have, no 
  matter how large or small.
  All equipment has Damage Resistance (or DR), 
  Shrugs, Weight, and a Cost.  Because they have DR 
  and Shrugs, they can be damaged, if not outright de-
  stroyed.  This damage can occur as the result of an 
  attack, or through regular wear and tear.
  Most weapons are fairly hardy items.  They need to 
  be; they’re going to be bashed about a lot, or worse, 
  they need to contain powerful explosions or searing 
  energy, directing it in only the correct direction.  It’s 
  only a matter of time before they break down.
  Likewise, shields and armor are often taking hits 
  meant for their wielder or wearer.  Clothing is con-
  stantly stressed by activity, even elementary tools are 
  a� ected by torque and friction.
  As A General Rule:  in order to prevent wear and tear 
  from reducing the structural integrity of equipment, 
  the Player of a Character using the equipment need 
  only declare occasionally that they are putting time 
  into maintaining their gear.  It may take only an hour 
  of game time, or so, each week to make sure that one’s 
  “stu� ” is in good condition.  If the Player doesn’t feel 
  that their Character is the type of person who would 
  maintain their own equipment, they can always state 
  that they have some “people” to look after it, such as 
  a tailor, a mechanic, or a local repair shop.  They still 
  need to put the time into taking their stu�  in for its 
  regular maintenance cycle.
  This is important.  The GM may feel free to let the 
  Players know that they should put a little time into 
  maintaining their gear... if a Character has a skill of 
  3 or more in skills which utilize that gear (such as 
  Handguns, Styling, Engineering, or Construction, to 
  name a few), their Player should certainly be remind-
  ed a couple of times.
  If, in the GM’s opinion, people aren’t putting some 
  time into maintaining their gear, the GM may feel free 
  to give heavily-used equipment a Shrug of Damage af-
  ter each heavy use.  This ought to be combined with 
  some sign, in game, that there is a problem developing.
  “Congratulations, you’ve taken down all the pirates. 
  Oh, Sam, you notice that there are some cracks form-
  Simon Wentworth (Order #28533685)
  
  110
  ing on the edge of your broadsword.  It takes a Shrug 
  of Damage from wear and tear.”
  Weapons, speci� cally, may take damage if they are 
  targeted in combat, or if they are used to parry an-
  other weapon with the Breaker feature.
  When equipment has actually taken damage, it re-
  quires a roll on the Intelligence Stat plus the Repair 
  skill to restore it.  One roll is su�  cient to restore all of 
  the Shrugs an item has lost, so long as it has not been 
  rendered Wrecked (taken two times (2x) it’s total num-
  ber of Shrugs in Damage).  A Wrecked item is scrap.
  Of course, it takes more than a roll.  The Character mak-
  ing the repairs should have the appropriate tools for 
  the job, such as a Blacksmith’s Tools to � x a sword or 
  an axe, or an Electronics Tool Kit to � x a damaged cell 
  phone or computer.  On top of that, there are materials 
  to consider, and the time it takes to e� ect the repairs.
  For each weight of equipment, in each Era, there is 
  a di� erent cost to restore one Shrug of Damage, and 
  a set time per Shrug to be restored.  These costs and 
  times are detailed in the chart below.
  Era
  Weight
  Cost Per 
  Shrug
  Time Per 
  Shrug
  Fantasy
  Very Light
  $5.00
  1 Hour
  Fantasy
  Light
  $50.00
  12 Hours
  Fantasy
  Medium
  $250.00
  24 Hours
  Fantasy
  Heavy
  $500.00
  2 Days
  N-Mod
  Very Light
  $0.50
  1 Hour
  N-Mod
  Light
  $50.00
  6 Hours
  N-Mod
  Medium
  $500.00
  12 Hours
  N-Mod
  Heavy
  $1,000.00
  1 Day
  Space
  Very Light
  $25.00
  30 Minutes
  Space
  Light
  $250.00
  1 Hour
  Space
  Medium
  $1,000.00
  6 Hours
  Space
  Heavy
  $3,000.00
  12 Hours
  Note 1:  These costs are the “fair market value” cost 
  for the repair materials.  That is what a Blacksmith or 
  Armorer would charge in order to repair the weapon.
  Note 2:   Vehicles and Buildings are both special cases, 
  when it comes to construction and repair; these are de-
  tailed speci� cally in their individual sections, further on.
  A Character can do the job themselves for forty per-
  cent (40%) of the listed cost, or ten percent (10%) if 
  they have the Natural Engineer Merit.  A Natural En-
  gineer also reduces the time spent, doing in Hours 
  what it would normally take Days to do, or doing in 
  Minutes what it would take Hours to do.
  If an item has zero (0) Shrugs to begin with, it’s pretty 
  much destroyed as soon as it takes any damage... buy 
  or make another.
  Speaking of making items; just as a Character can re-
  pair their own equipment if they have the Repair skill, 
  they can manufacture their own equipment if they 
  have the Fabrication skill.  This earns them the same 
  discount they would receive for repairing it... an item 
  made by a Character costs that Character only forty 
  percent (40%) of its listed cost, or ten percent (10%) if 
  the Character is a Natural Engineer.
  This also requires a roll on the Intelligence stat plus 
  the Fabrication skill for each item so produced, and 
  the Character really should have the proper tools 
  for the task.  The time to produce the item is listed 
  on the chart above... the Character must take an 
  amount of time, for each Shrug, based on the Era 
  and Weight of the item.
  (Items with zero (0) Shrugs are produced in half the 
  time it would take to repair/manufacture an item 
  with one (1) Shrug).
  Again, a Character with the Natural Engineer Merit 
  can produce items much, much faster... Hours instead 
  of Days, Minutes instead of Hours.
  A Player can declare that their Character manufactured 
  all of their own items before the start of the game, which 
  is � ne... they won’t need to take any time in game to 
  produce the weapons.  They still need to make all the 
  rolls, though, which may mean they start their � rst ses-
  sion depleted of Risk, if they required re-rolls.
  Simon Wentworth (Order #28533685)
  
  111
   WEAPONS
  Weapons are used to hurt people and break things.  
  A weapon that kills more e� ectively is considered a 
  better weapon.  There are weapons that are consid-
  ered “non-lethal,” which cause incapacitation, but 
  these are the exception, not the rule.
  Weapon listings include the following information:
  • Name of the weapon:  The common term by 
  which people know the weapon.
  • Accuracy:  The weapon’s inherent ability to be 
  used correctly.  Accuracy is a bonus for the use of 
  that weapon in combat; if the weapon is a melee 
  weapon, it is a bonus both for attacking with that 
  weapon as well as parrying with it.
  • Damage:  The amount of hurt the weapon can lay 
  down. If the weapon does Damage based directly 
  on the user’s strength (such as a melee weapon or 
  a thrown weapon), the damage is listed as “+X,” 
  or “plus (a number).”  X (the number) is added to 
  the wielder’s Strength statistic; the total is the in-
  coming Damage done by the weapon.  If the listed 
  Damage is just a number (without the “+” (plus 
  sign)), then that number alone is the incoming 
  Damage done by the weapon.
  • Range: this is listed in three di� erent ways.  If noth-
  ing (or a dash (“-”)) is listed in the Range section, 
  then that weapon is not designed to be used as a 
  ranged weapon and is not balanced for throwing 
  properly – use the rules for throwing (page 59) to 
  determine both Range and Damage.  If the Range 
  is listed as “xY” or “multiplied by (a number),” 
  then the Range is based on the wielder’s Strength 
  statistic.  The wielder’s Strength stat is multiplied 
  by Y (the number) to � nd the Range in feet.
  If the range is listed as four numbers, then the 
  weapon has an “incremental” range - it can hit 
  targets so far away that there is a penalty associ-
  ated with hitting them.  The � rst number is the 
  short range of the weapon; there is no penalty to 
  hit at up to that range in feet.  The second num-
  ber is the medium range of the weapon; there is a 
  penalty of minus one (-1) to hit with the weapon 
  at up to that range in feet.  The third number is 
  the long range of the weapon; there is a penalty 
  of minus two (-2) to hit with the weapon at up to 
  that range in feet.  The fourth and � nal number 
  is the absolute maximum range of the weapon, it 
  cannot hit anything further away from that.  If 
  the target should be at the maximum range of 
  the weapon, it is at a minus three (-3) to be hit.
  Range
  Penalty
  Short
  -0
  Medium
  -1
  Long
  -2
  Extreme
  -3
  • Shots:  The number of shots that the weapon can 
  � re before being reloaded.  If there is nothing in 
  this space, then the weapon does not need reload-
  ing, such as a sword or an axe; or the weapon is 
  itself is hurled in the attack, such as a knife or 
  Rocket Propelled Grenade.  Many such weapons 
  (such as knives) can be recovered after use; some 
  (such as Rocket Propelled Grenades) can’t.
  • Weight:  The mass of the weapon in pounds.
  • Kick:  The weapon “Kick” is only applied when 
  the weapon is used to make multiple attacks in 
  the same turn.  The “Kick” penalty is applied once 
  for every additional attack taken with the weapon 
  during the same turn. I.E. a weapon with a Kick of 
  minus two (-2), being ﬁ red three (3) times in one (1) 
  turn, incurs a Kick penalty of minus two (-2) the sec-
  ond time it is ﬁ red during one (1) turn, and a minus 
  four (-4) the third time it is ﬁ red (over and above the 
  penalties for multiple actions).
  • Armor Piercing Value (AP):  This is the number 
  of Armor Shrugs that the weapon ignores when it 
  strikes an armored target.
  • Damage Resistance (DR):  A measure of the 
  weapon’s general toughness and resilience.  If the 
  weapon itself is attacked, it resists incoming dam-
  age with its own DR.
  • Shrugs:  This is the material strength of the weap-
  on;  see the section on “Doing Damage to Non-
  Living Targets, Items, and Objects” in the Combat 
  section (page 76 to see the e� ects of depleting the 
  Shrugs of an inanimate object.
  • Cost:  This is the fair market price of the weapon, 
  which most Characters can expect to pay.  At the 
  GMs option, this price can be haggled down, or 
  the seller may ask a higher price than listed.
  • Notes: These de� ne additional features of the 
  weapon.  These features a� ect how the weapon 
  functions on a situational basis, such as the dif-
  ference between handling certain weapons one-
  handed or two-handed, or if they have additional 
  e� ects over and above simply doing damage.  The 
  various weapon features are listed with the Era to 
  which they are appropriate.
  Simon Wentworth (Order #28533685)
  
  112
  When people � rst sharpened sticks, they started the 
  � rst arms race.  Some implements of war in the Fan-
  tasy Era aren’t much more sophisticated than a sharp 
  stick, or a heavy one.
  This is the era where sharp steel, stout wood, chain 
  and cord come together to form the elementary tools 
  for waging war.  These weapons range from the sim-
  ple knife, which is so useful that some societies would 
  consider you less than intelligent if you weren’t carry-
  ing one, to bows, which would allow you, for the � rst 
  time, to hurt someone WAY “over there.”
  Manufacturing and repairing items from this list will 
  involve a good carpenter, a blacksmith, or both.  A 
  weapon-maker worth their salt will have tools for ac-
  complishing both kinds of work (as well as high ranks 
  in Fabrication and Repair).  Controlling supplies of 
  wood, leather, iron, and other metals may allow some 
  control over the proliferation of weapons, in this era.
  Then again, even in more modern and “enlightened” 
  Eras, a good sharp stick used at the right time, in the 
  right place, may accomplish things that the most mas-
  sive laser cannon somehow fails to do. 
  Weapon Features: Fantasy Era
  • Bastard Conﬁ guration:  This weapon is designed 
  to be slightly more e�  cient when used two-hand-
  ed.  This a� ects the weapon’s Accuracy and Dam-
  age: when wielded two-handed, add a bonus of 
  plus one (+1) to both the weapon’s Accuracy and 
  to the weapon’s Damage
  • Breaker: For whatever reason, this weapon does 
  damage even when it is parried.  Weapons or 
  objects (or body parts) used to parry this weap-
  on must make a Damage Resistance roll against 
  the weapon’s Damage or be damaged by it as 
  though attacked.
  • Decapitating:  This weapon (usually a melee 
  weapon) is optimized for removing the head of 
  opponents.  It su� ers a penalty of only minus one 
  (-1) on called shots to the head, rather than the 
  usual minus three (-3), and does an additional two 
  (2) Shrugs of Damage on successful strikes to the 
  head only.
  • Difﬁ cult to Parry: This weapon is, for whatever 
  reason, di�  cult to parry.  When someone attempts 
  to parry a strike with this weapon, the defender is 
  at a penalty of minus two (-2) to their roll to parry.
  Fantasy Era Weapons
  • Does X Extra Shrug(s):  This weapon is designed 
  to cause more damage once it is in the target.  Af-
  ter calculating the amount of Shrugs that the tar-
  get is taking normally (but before multiplying for 
  the e� ects of Critical hits), add X Shrugs.
  • Enhanced Parry:  This weapon is optimized for 
  defense, and gives the wielder a bonus of plus two 
  (+2) to Parry with it.
  • Entangles: This weapon can be used to grapple an 
  opponent or their weapon, using the Melee skill 
  instead of the Grapple skill.  It can be used to per-
  form a Grapple Parry at no penalty.
  • Extra Reach:  This weapon is speci� cally designed 
  to increase the reach of the wielder, allowing them 
  to attack targets at a range of � ve (5) feet.
  • Foregrip:  While the � rearm can be used well one-
  handed, a weapon with a foregrip is at a bonus 
  of plus one (+1) to its Accuracy and its Kick is re-
  duced by one (1) when it is used two-handed.
  • Sharp:   Weapon is designed for penetration or 
  cutting; target does not get to add their Toughness 
  skill to their Damage Resistance when resisting 
  damage from this weapon.
  • Two-Handed Accurate:  This weapon (usually a 
  ranged weapon) is designed to be used with two 
  hands, such as a ri� e.  It gains a bonus of plus 
  three (+3) to its Accuracy when used two-handed.
  • Two-Handed Conﬁ guration:  This weapon (usu-
  ally a melee weapon) is designed to be used with 
  two hands, such as a two-handed sword.  It gains 
  a bonus of plus two (+2) to its Accuracy and plus 
  four (+4) to its Damage when used two-handed.
  Simon Wentworth (Order #28533685)
  
  113
  Fantasy Era Very Light Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Blowgun, Peashooter
  +1
  +1
  x4 / x8 / x16 / x32
  1
  0.02 lb
  -0
  0
  10
  0
  $2.10
  Dart, Throwing
  +2
  +1
  Str x6
  -
  0.02 lb
  -0
  2
  10
  0
  $2.80
  Sharp
  Shuriken
  +1
  +0
  Str x8
  -
  0.01 lb
  -0
  1
  10
  0
  $1.55
  Sharp
  Sling
  +2
  +2
  x5 / x10 / x20 / x40
  1
  0.03 lb
  -0
  0
  10
  0
  $3.35
  Fantasy Era Light Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Blowgun
  +2
  +2
  x 6 / x12 / x24 / x48
  1
  0.75 lb
  -0
  0
  15
  1
  $35.10
  Crossbow, Hand
  +1
  10
  15 / 30 / 60 / 120
  1
  1 lb
  -0
  0
  15
  1
  $32.50
  Katar (Punch Knife)
  +2
  +2
  -
  -
  0.75 lb
  -0
  2
  15
  1
  $21.50
  Sharp
  Kama (Sickle Knife)
  +1
  +3
  Str x3
  -
  1 lb
  -0
  2
  15
  1
  $23.00
  Sharp
  Knife
  +1
  +1
  Str x5
  -
  0.5 lbs
  -0
  1
  15
  1
  $12.50
  Sharp
  Knife, Dagger
  +1
  +1
  Str x5
  -
  0.5 lb
  -0
  3
  15
  1
  $27.50
  Sharp
  Knife, Large
  +1
  +2
  Str x5
  -
  0.75 lb
  -0
  1
  15
  1
  $22.50
  Sharp
  Knife, Small
  +0
  +0
  Str x5
  -
  0.25 lb
  -0
  1
  15
  1
  $7.50
  Sharp
  Maniriki (Weighted Chain)
  +1
  +3
  -
  -
  1 lb
  -0
  0
  15
  1
  $33.10
  Entangles, Extra Reach
  Nunchuku
  +1
  +3
  -
  -
  1 lb
  -0
  0
  15
  1
  $45.00
  ������������������������������������������������
  Sai
  +1
  +3
  Str x4
  -
  1 lb
  -0
  1
  15
  1
  $37.00
  Enhanced Parry, Sharp
  Tonfa
  +1
  +3
  -
  -
  1lb
  -0
  0
  15
  1
  $25.00
  Enanced Parry
  Simon Wentworth (Order #28533685)
  
  114
  Fantasy Era Medium Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Axe, One-Handed
  +2
  +3
  -
  -
  3.25 lbs
  -0
  1
  20
  2
  $157.50
  Sharp
  Axe, Throwing
  +1
  +2
  Str x6
  -
  2.5 lbs
  -0
  1
  20
  2
  $122.50
  Sharp
  Bow
  +0
  +2
  x5 / x10 / x20 / x40
  1
  2.5 lbs
  -0
  0
  20
  2
  $180.00
  Two-Handed Accurate
  Bow, Short
  +0
  +1
  x4 / x8 / x16 / 32
  1
  1.75 lbs
  -0
  0
  20
  2
  $142.50
  Two-Handed Accurate
  Club
  +1
  +2
  -
  -
  2.5 lbs
  -0
  0
  20
  2
  $75.00
  Crossbow
  +2
  15
  20 / 40 / 80 / 160
  1
  4.75 lbs
  -0
  0
  20
  2
  $277.50
  Foregrip
  Crossbow, Heavy
  +0
  20
  25 / 50 / 100 / 200
  1
  5.5 lbs
  -0
  0
  20
  2
  $305.00
  Two-Handed Accurate
  Flail
  +1
  +5
  -
  -
  4.75 lbs
  -0
  0
  20
  2
  $200.00
  �����������������
  Mace
  +1
  +4
  -
  -
  4 lbs
  -0
  0
  20
  2
  $125.00
  Rod
  +1
  +2
  -
  -
  2.5 lbs
  -0
  0
  20
  2
  $75.00
  Spear
  +2
  +2
  Str x7
  -
  2.5 lbs
  -0
  1
  20
  2
  $333.00
  ������������������������������������
  Spear, Short
  +1
  +1
  Str x8
  -
  1.75 lbs
  -0
  1
  20
  2
  $120.00
  ��������������������
  Staff
  +1
  +2
  -
  -
  2.5 lbs
  -0
  0
  20
  2
  $225.00
  �����������������������
  Staff, Three-Section
  +1
  +3
  -
  -
  3.25 lbs
  -0
  0
  20
  2
  $375.00
  �������������������������������������������������������������������������
  Sword, Long
  +2
  +4
  -
  -
  4 lbs
  -0
  1
  20
  2
  $182.50
  Sharp
  Sword, Sabre
  +3
  +5
  -
  -
  4.75 lbs
  -0
  2
  20
  2
  $457.50
  Decapitating, Sharp
  Sword, Scimitar
  +2
  +4
  -
  -
  4 lbs
  -0
  1
  20
  2
  $382.50
  Decapitating, Sharp
  Sword, Short
  +1
  +3
  Str x3
  -
  3.25 lbs
  -0
  1
  20
  2
  $140.00
  Sharp
  Sword, Sickle Saber
  +3
  +6
  -
  -
  5.5 lbs
  -0
  3
  25
  3
  $532.50
  Decapitating, Enhanced Parry, Sharp
  Wand
  +2
  +1
  -
  -
  1.75 lb
  -0
  0
  20
  2
  $75.00
  War Hammer
  +1
  +5
  Str x3
  -
  4.75 lbs
  -0
  0
  20
  2
  $157.50
  Whip
  +0
  +3
  -
  -
  3.25 lbs
  -0
  1
  20
  2
  $165.50
  Entangles, Extra Reach
  Whip, Chain
  +1
  +5
  -
  -
  4.75 lbs
  -0
  0
  30
  2
  $440.50
  �������������������������������������������������
  Simon Wentworth (Order #28533685)
  
  115
  Simon Wentworth (Order #28533685)
  
  116
  Fantasy Era Heavy Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Axe, Battle
  +2
  +6
  -
  -
  11 lbs
  -0
  1
  25
  3
  $515.00
  Bastard Con� guration, Sharp
  Axe, Great
  +1
  +6
  -
  -
  11 lbs
  -0
  2
  25
  5
  $1,965.00
  Breaker, Does 1 Extra Shrug, Sharp, Two-Handed Con� guration
  Axe, Two-Handed
  +1
  +6
  -
  -
  11 lbs
  -0
  1
  25
  3
  $715.00
  Sharp, Two-Handed Con� guration
  Bow, War
  +0
  +4
  x6 / x12 / x24 / x48
  1
  6 lbs
  -0
  0
  30
  3
  $875.00
  Two-Handed Accurate  (Used in Melee, has Accuracy +2 and does Damage of Strength +4, Sharp)
  Maul
  +1
  +4
  -
  -
  8 lbs
  -0
  0
  25
  3
  $550.00
  Two-Handed Con� guration
  Spear, Boar
  +0
  +4
  Str x6
  -
  8 lbs
  -0
  2
  25
  3
  $726.00
  Extra Reach, Sharp, Two-Handed Con� guration
  Sword, Bastard
  +2
  +5
  -
  -
  9.5 lbs
  -0
  1
  25
  3
  $465.00
  Bastard Con� guration, Sharp
  Sword, Great
  +2
  +6
  -
  -
  11 lbs
  -0
  2
  25
  4
  $1,515.00
  Breaker, Does 1 Extra Shrug, Sharp, Two-Handed Con� guration
  Sword, Two-Handed
  +1
  +6
  -
  -
  11 lbs
  -0
  2
  25
  3
  $765.00
  Sharp, Two-Handed Con� guration
  Fantasy Era Projectiles
  Weapon
  Projectile
  Size
  DR
  Shrugs
  Weight
  Cost
  Notes
  Blowgun, Peashooter
  Ball
  V Light
  10
  0
  .02 lb
  $0.50
  Blowgun, Peashooter
  Dart
  V Light
  10
  0
  .02 lb
  $0.65
  Sharp
  Sling
  Bullet
  V Light
  10
  0
  .03 lb
  $2.00
  Does 1 Extra Shrug
  Crossbow, Hand
  Bolt
  Light
  15
  1
  .75 lb
  $36.50
  AP 2 , Sharp 
  Bow
  Arrow
  Light
  15
  1
  .75 lb
  $16.50
  AP 1, Sharp
  Bow, Short
  Arrow
  Light
  15
  1
  .5 lb
  $11.50
  AP 1, Sharp
  Crossbow
  Bolt
  Light
  15
  1
  1 lb
  $49.00
  AP 2, Sharp
  Crossbow, Heavy
  Bolt
  Light
  15
  1
  1.25 lb
  $61.50
  AP 2, Sharp
  Bow, War
  Arrow
  Light
  15
  1
  1.25 lb
  $31.50
  AP 2, Sharp
  Bow, War
  Warshot
  Light
  15
  1
  1.75 lb
  $51.50
  +2 Dam, AP 2, Does 1 Extra Shrug, Sharp 
  Simon Wentworth (Order #28533685)
  
  117
  Fantasy Era Very Light Weapons
  Blowgun, Peashooter: A small tube for shooting 
  small projectiles powered by the wielder’s breath. 
  Remember not to inhale.
  Dart, Throwing: A small pointed projectile thrown 
  by hand.  Also useful for tests of accuracy.
  Shuriken: The infamous “throwing star,” a small met-
  al disc with three or more points meant to be thrown 
  with a spin for stability.  Cheap enough to buy in bulk!
  Sling: A strap of leather or hide which can be used 
  to � ing projectiles with considerable accuracy and 
  lethal force.  Not guaranteed to take out giants with 
  one shot.
  Fantasy Era Light Weapons
  Blowgun: A heartier ranged weapon than the pea 
  shooter, more accurate, with better range, and capable 
  of � ring larger projectiles.  Ideal assassin’s weapon.
  Crossbow, Hand: Smaller, more concealable form of 
  the crossbow.  Equipped with a pistol grip, or occa-
  sionally a�  xed to a bracer.
  Katar (Punch Knife): A knife con� gured so that the 
  blade projects over the user’s knuckles rather than 
  from the top or bottom of the � st.  Called a “Punch 
  Knife” because it is best used with a straight-forward 
  punching action.
  Kama (Sickle Knife): A solid handle with a curved 
  blade projecting from the side at the end of the han-
  dle, rather than from the end.  Flashy and lethal.
  Knife:  The base element of sharpness.  Not only an 
  excellent close-in weapon, but a common tool that’s 
  considered essential and ubiquitous.
  Knife, Dagger: A knife with a long, thin blade de-
  signed to punch armor.
  Knife, Large: A bigger version of the knife with a 
  wider blade.  Allows the owner to look at other peo-
  ples’ knives and say “that’s not a knife...”
  Knife, Small: A very small, easily concealable piece 
  of sharpness.  Useful for throwing at people, often 
  carried in bunches.
  Manriki (Weighted Chain): A length of chain with a 
  weight at either end.  Extremely versatile and easy to 
  conceal.  
  Nunchuku: Originally a simple rice-� ail, this weap-
  on is composed of two handles connected by a chain. 
  Often used as much to show o�  as to actually � ght, 
  still a deadly enhancer of one’s kinetic force.
  Sai: A long, sharp point forked at the base.  Useful for 
  stabbing and for parrying bladed weapons; a skilled 
  user can trap a sword with them. An unskilled user 
  can lose a hand rapidly.
  Tonfa: A rod with a handle projecting from the side. 
  Simple, inexpensive, but very e� ective when used to 
  block.  Not  a bad way to crack a skull, either.
  Fantasy Era Medium Weapons
  Axe, One-Handed: A small axe wielded with one 
  hand, not well balanced but often quite sharp.
  Axe, Throwing: Small hand axe weighted and bal-
  anced for throwing. Handy in close quarters, as well.
  Bow: The base tool for performing archery - a recurve 
  laminated length of wood with a tough string taut be-
  tween the ends, used to � re an arrow
  Bow, Short: A  shorter form of the bow.  Lighter, eas-
  ier to carry, useful for smaller people or � ring while 
  moving.
  Club: A length of something hard used to enhance 
  one’s ability to do damage - the base form of the melee 
  weapon.  Can often be “improvised” by picking up 
  chair legs, � rewood, or house pets.
  Crossbow: A semi-mechanical weapon which incor-
  porates a bow and a mechanism for holding a smaller 
  arrow, or “bolt.”  Fired with a trigger.
  Crossbow, Heavy: Heavier model of the crossbow, 
  � ring a thicker bolt much harder.  Use both hands!
  Flail: A handle, a chain, and a weight.  Produces a 
  great deal of kinetic force, and the � exible chain tends 
  to wrap around attempts to block or parry the weight.
  Mace: A weight at the end of a handle; good for 
  crushing skulls and bashing small things apart.  Tech-
  nically, not a sword.
  Rod: Often ornate - a medium-length cylinder of wood 
  or metal.  Can pass for a mark of o�  ce or a purely orna-
  mental accessory, handy for bashing people.
  Spear: A long stick with a sharp end.  Extends one’s 
  reach, good for personal combat, excellent for throw-
  ing.  Considered primitive by some, used to conquer 
  whole continents by others.
  Spear, Short: Shorter stick with a pointed end - easier 
  to carry, even easier to carry several.
  Simon Wentworth (Order #28533685)
  
  118
  Staff: A length of a light strong material, meant to be 
  used two-handed for blocking and striking.  Consid-
  ered one of the most basic weapons, used for some of 
  the most complicated combat techniques.
  Staff, Three-Section: The bastard child of a sta�  and 
  the nunchuku... three two-foot rods connected by two 
  lengths of chain.  Exceptionally � ashy, easy to bash 
  one’s own head in with, lethal when used properly.
  Sword, Long: The basic sword - a medium length of 
  sharpened metal with a handle.  The evolved form of 
  the Knife.
  Sword, Sabre: A curved heavy sword with a vicious 
  point, almost optimized for removing heads while on 
  horseback.
  Sword, Scimitar: Often ornate; a lighter curved 
  sword, very � ashy.  Also good for cutting o�  heads.
  Sword, Short: A short-bladed sword; not a bad little 
  throwing weapon, useful as a “back up” weapon.
  Sword, Sickle Saber: A fanciful curved blade with 
  an additional handle at the hilt guard. A skilled 
  user can get a faster (and harder) swing out of it 
  with practice.
  Wand: Essentially a shorter, thinner rod.  Carried by 
  nobility and, often, magic users.  Useful for rapping the 
  knuckles of misbehaving children and apprentices.
  War Hammer: A large, heavy hammer for hitting 
  people with.  Balanced for swinging in combat, also 
  handy for driving nails and cracking nuts, although 
  cracking nuts usually involves a called shot.
  Whip: A � exible length of leather or other tough 
  substance; a skilled wielder can “crack” the whip 
  by causing the tip to exceed the speed of sound. 
  Cuts cruelly, can be used to entangle opponents 
  limbs or weapons.
  Whip, Chain: A whip composed of short pieces of 
  metal linked together as a heavy chain.  Devastating 
  in combat, and an excellent way to smack one’s self 
  on the crotch. 
  Fantasy Era Heavy Weapons
  Axe, Battle: Double headed medium-length axe for 
  general combat use, good for using one or two handed.
  Axe, Great: Almost always ornate, a massive dou-
  ble-bladed axe meant to be used with both hands; 
  designed to bash down defenses and cleave through 
  opposition.
  Axe, Two-Handed: Straddles the � ne line between a 
  tool for cutting down trees and a weapon for cutting 
  down foes.  Serves both purposes just as well.  Meant 
  to be used with both hands, so you get every drop!
  Bow, War: Often ornate, a bow reinforced to do dou-
  ble duty as a melee weapon, with sharp blades added 
  for e� ect.  Allows on to hold the line when all the ar-
  rows are gone.
  Maul: A long handle with a large weight at the end; 
  meant to be swung two-handed to knock opponents 
  “out of the park.”
  Spear, Boar: A heavy spear with a cross-piece set 
  back from the pointed end.  Meant to hunt tough 
  and vicious creatures that might just pull themselves, 
  wounded and dying, up the length of the weapon 
  they are impaled on in order to get you back.
  Sword, Bastard: A big “hand-and-a-half” sword 
  which can be used one-handed or two-handed.  
  Sword, Great: Often ornate, these massive swords 
  are meant to be used two-handed, cutting down de-
  fenses and opposition.  Sometimes used as a mark of 
  rank or honor.
  Sword, Two-Handed: A long sword meant to be 
  swung with both hands, heavy and vicious.  As much 
  a tool for intimidation as cutting.
  Simon Wentworth (Order #28533685)
  
  119
  Where the weaponry of the Fantasy Era is Character-
  ized primarily by Strength power, the weaponry of 
  the Near-Modern Era is best Characterized by the use 
  of chemical propellants to launch relatively small pro-
  jectiles.  In other words...
  GUNS!  GUNS GUNS GUNS!  With the invention of 
  � rearms comes not only a whole new philosophy of 
  delivering damage, but a vast diversity of di� erent 
  forms and designs in � rearms.
  If you’re going to work with � rearms, you’re going to 
  need a metal shop, at the very least.  For doing custom 
  work, you’ll also need access to a woodworking shop 
  and/or a composites shop.  There are even special-
  ized tool kits for working with � rearms and packing 
  one’s own ammunition.
  Firearms are big business, from their production to 
  their transport and sale, and their customization.
  There are some weapons that go beyond the simple � re-
  arm, which incorporate larger amounts of explosives. 
  Firearms have been used to vastly increase the immedi-
  ate lethality of combat, from the battle� eld to the back 
  alley.  Where it may take a certain amount of skill and 
  practice to be a serious threat with a knife or a sword, 
  � rearms can kill accidentally with surprising ease.
  If a � rearm has, as a feature, that it is Two-Hand Ac-
  curate or that is has a Foregrip, then it is considered a 
  Long Firearm.  All others are Short Firearms.  
  Weapon Features: 
  Near-Modern Era
  • Accessory:  This weapon is designed to � t onto 
  another weapon as an auxiliary weapon.  The oth-
  er weapon must be equipped with Mod Rails in 
  order to � t and use it.
  • Autoﬁ re X: This weapon uses the Auto� re rules, 
  with an Auto� re number of X.  If the weapon is la-
  beled as Auto� re X (variable), then the rate of � re 
  can be set by the wielder (takes one turn); the user 
  of the weapon can set the Auto� re number any-
  thing up to X.  If the weapon is labeled as Auto� re 
  X (only), then its rate of � re cannot be varied - all 
  of its attacks will have an Auto� re number of X.
  • Belt Fed:  This weapon receives its ammunition via 
  a belt of linked ammunition.  It is likely capable of 
  a high rate of � re, and is relatively easy to reload.
  • Darkness:  Weapon is capable of obscuring vi-
  sion; this feature is often combined with a Radius. 
  Near-Modern Era Weapons
  A weapon with this feature imposes a Darkness 
  penalty of minus three (-3) for one (1) Minute in 
  the place where it hits.
  • Extending Stock:  Firearm has a stock which 
  collapses or folds into the body of the weapon. 
  When extended, gives a bonus of plus one (+1) to 
  the weapon’s Accuracy and reduces the weapons 
  Kick by one (1).
  • Flashbang:  Weapon causes a loud report and 
  a bright � ash meant to blind, deafen, and disori-
  ent.  Targets of a successful attack with a Flashbang 
  weapon must roll their Perception stat plus their 
  Toughness skill at a penalty of minus ten (-10!). 
  Failing this roll gives them a penalty of minus � ve 
  (-5) to all sight and hearing-based rolls for one (1) 
  Minute.
  • Foregrip:  While the � rearm can be used well one-
  handed, a weapon with a foregrip is at a bonus 
  of plus one (+1) to its Accuracy and its Kick is re-
  duced by one (1) when it is used two-handed.
  • Integral Scope:  The weapon has a scope built into 
  its structure, allowing the user to � re the weapon 
  with no Range penalties.
  • Integral Scope (Military):  The weapon has an 
  enhanced scope built into its structure which not 
  only allows the user to � re the weapon with no 
  Range penalties, but also negates any penalties for 
  Darkness and allows the user to see clearly up to 
  one (1) mile away.
  • Magazine Fed:  This weapon receives its ammu-
  nition via a magazine - a spring-loaded case that 
  holds the bullets and feeds them into the � ring 
  mechanism.  It is quite easy to reload.
  • Mod Rails – This weapon has a set of integral 
  rails along its top, bottom, front, and back edges, 
  allowing for the rapid attachment of accessories 
  such as Sights, Laser Designators, Tactical Lights, 
  and the like.  The accessories can be added to the 
  weapon at the rate of one per action, and removed 
  at the same rate.  Accessories attached using Mod 
  Rails are automatically aligned and ready to use.
  • Modular:  The weapon has been optimized to be 
  assembled and disassembled by hand, requiring no 
  tools.  This gives a bonus of plus three (+3) to Re-
  pair rolls when � xing or maintaining this weapon.
  • Radius  X – This weapon’s e� ect is an area e� ect. 
  The point where the weapon hits is the center of a 
  Simon Wentworth (Order #28533685)
  
  120
  circle with a radius, in feet, equal to X.  Often (but 
  not always) describes an Explosive e� ect.
  • Sharp:   Weapon is designed for penetration or 
  cutting; target does not get to add their Toughness 
  skill to their Damage Resistance when resisting 
  damage from this weapon.
  • Stealth:  This weapon is designed to be hidden, 
  usually on the owner’s person.  It gives a penalty 
  of minus three (-3) to any Investigation rolls to 
  locate it.
  • Two-Handed Accurate:  This weapon (usually a 
  ranged weapon) is designed to be used with two 
  hands, such as a ri� e.  It gains a bonus of plus 
  three (+3) to its Accuracy when used two-handed.
  • Underbarrel:  This weapon is designed to � t on 
  the underside of another weapon as an auxiliary 
  weapon.  The other weapon must be equipped 
  with Mod Rails in order to � t and use it.
  MODA MECHANICA CYBERLINK:
  Near-Modern Era
  Characters with the Moda Mechanica Merit may ac-
  quire a personal modi� cation called a Cyberlink.  This 
  allows them to interface directly with a weapon, most 
  usually a � rearm.  This gives them greater control 
  over the weapon and access to diagnostic informa-
  tion about the weapon while it is in use, such as barrel 
  heat, remaining ammunition, and the like.
  A Cyberlink can be added to any gun, although it 
  is best suited for semi and fully-automatic � rearms. 
  The cost for adding a Cyberlink depends on the 
  weight of the gun.
  Gun Weight
  Cyberlink Cost
  Light
  $7.50
  Medium
  $75.00
  Heavy
  $150.00
  This modi� cation can be performed by anyone with 
  the Cybernetics skill, with a roll on their Intelligence 
  stat and Cybernetics skill.  An electronics tool kit is 
  generally required - the task takes about an hour.
  Among people who use this type of modi� cation, it is 
  considered poor taste to modify light weapons with 
  this feature.
  Simon Wentworth (Order #28533685)
  
  121
  Near-Modern Era Light Weapons (Grenades and Explosives)
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Block of Plastique
  +0
  35
  Str x5
  -
  0.8 lb
  -0
  0
  25
  1
  $120.00
  Radius 10
  Concussion Grenade
  +0
  30
  Str x5
  -
  0.7 lb
  -0
  0
  25
  1
  $92.50
  Radius 5
  Flashbang Grenade
  +0
  0
  Str x5
  -
  0.1 lb
  -0
  0
  25
  1
  $132.50
  Flashbang, Radius 15
  Fragmentation Gre-
  nade
  +0
  30
  Str x5
  -
  0.7 lb
  -0
  3
  25
  1
  $107.50
  Radius 5
  Smoke Grenade
  +0
  0
  Str x5
  -
  0.1 lb
  -0
  0
  25
  1
  $70.75
  Darkness, Radius 20
  20mm Concussion
  Grenade
  +0
  25
  Per Launcher
  -
  0.6 lb
  -0
  0
  25
  1
  $82.50
  Radius 5
  20mm Flashbang 
  Grenade
  +0
  0
  Per Launcher
  -
  0.1 lb
  -0
  0
  25
  1
  $120.00
  Flashbang, Radius 10
  20mm Fragmentation 
  Grenade
  +0
  25
  Per Launcher
  -
  0.6 lb
  -0
  3
  25
  1
  $97.50
  Radius 5
  20mm Smoke Grenade
  +0
  0
  Per Launcher
  -
  0.1 lb
  -0
  0
  25
  1
  $73.25
  Darkness, Radius 20
  40mm Concussion
  Grenade
  +0
  30
  Per Launcher
  -
  0.7 lb
  -0
  0
  25
  1
  $95.00
  Radius 5
  40mm Flashbang 
  Grenade
  +0
  0
  Per Launcher
  -
  0.1 lb
  -0
  0
  25
  1
  $135.00
  Flashbang, Radius 15
  40mm Fragmentation 
  Grenade
  +0
  30
  Per Launcher
  -
  0.7 lb
  -0
  3
  25
  1
  $110.00
  Radius 5
  40mm Smoke Grenade
  +0
  0
  Per Launcher
  -
  0.1 lb
  -0
  0
  25
  1
  $103.25
  Darkness, Radius 30
  Near-Modern Era Light Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Derringer, .22
  +0
  10
  10 / 20 / 40 / 80
  2
  0.3 lbs
  0
  0
  25
  1
  $43.00
  Stealth
  Revolver, .22
  +0
  10
  15 / 30 / 60 / 120
  6
  0.3 lbs
  -0
  0
  25
  1
  $32.50
  Revolver, .38
  +0
  12
  20 / 40 / 80 / 160
  6
  0.4 lbs
  -0
  0
  25
  1
  $38.00
  Rocket Propelled 
  Grenade
  (RPG)
  +0
  30
  1,000 / 2,000 / 4,000 / 8,000
  -
  15 lbs
  -0
  5
  25
  1
  $230.00
  (Requires launcher), Radius 10
  Simon Wentworth (Order #28533685)
  
  122
  Near-Modern Era Medium Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Assault Ri� e, 5.56
  +0
  16
  160 / 320 / 640 / 1,280
  30
  7 lbs
  -1
  0
  30
  2
  $1,325.00
  Auto� re 10 (Variable), Magazine Fed, Mod Rails, Two-Handed Accurate
  Assault Ri� e, 7.62
  +0
  18
  190 / 380 / 760 / 1,520
  30
  7.5 lbs
  -2
  0
  30
  2
  $1,395.00
  Auto� re 10 (Variable), Magazine Fed, Mod Rails, Two-Handed Accurate
  Assault Ri� e, 9mm
  +0
  12
  150 / 300 / 600 / 1,200
  30
  6 lbs
  -0
  0
  30
  2
  $1,225.00
  Auto� re 10 (Variable), Magazine Fed, Mod Rails, Two-Handed Accurate
  Machine Pistol, 5.56
  +1
  16
  50 / 100 / 200 / 400
  20
  4 lbs
  -2
  0
  30
  2
  $418.00
  Auto� re 10 (Variable), Magaazine Fed
  Machine Pistol, 9mm
  +2
  12
  25 / 50 / 100 / 200
  40
  3 lbs
  -1
  0
  30
  2
  $432.50
  Auto� re 10 (Variable), Magazine Fed
  Revolver, .357
  +0
  14
  22 / 44/ 88 / 176
  6
  3 lbs
  -0
  0
  30
  2
  $432.00
  Revolver, .44
  +1
  14
  25 / 50 / 100 / 200
  6
  3 lbs
  -1
  0
  30
  2
  $475.00
  Revolver, .45
  +1
  15
  30 / 60 / 120 / 240
  6
  3.5 lbs
  -1
  0
  30
  2
  $505.00
  Revolver, .50
  +1
  20
  40 / 80 / 160 / 320
  6
  4.5 lbs
  -3
  0
  30
  2
  $620.00
  Ri� e, .22
  +1
  10
  160 / 320 / 640 / 1,280
  8
  6.5 lbs
  -0
  0
  30
  2
  $615.00
  Two-Handed Accurate
  Ri� e, .45
  +2
  15
  240 / 480 / 960 / 1,920
  8
  9 lbs
  -2
  0
  30
  2
  $1,200.00
  Integral Scope, Two-Handed Accurate
  Rocket Grenade 
  Launcher
  +1
  -
  -
  1
  1.5 lbs
  -0
  0
  30
  2
  $135.00
  Two-Hand Accurate.  Fires Rocket Propelled Grenade.  Damage and Range are per RPG
  Semi-Auto Pistol .50
  +1
  20
  45 / 90 / 180 / 360
  8
  4.5 lbs
  -3
  0
  30
  2
  $695.00
  Magazine Fed
  Semi-Auto Pistol 9mm
  +1
  12
  20 / 40 / 80 / 160
  14
  3 lbs
  -1
  30
  2
  $550.00
  Magaazine Fed
  Semi-AutoPistol .45
  +1
  15
  35 / 70 / 140 / 280
  12
  3.5 lbs
  -1
  0
  30
  2
  $620.00
  Magazine Fed
  Shotgun, 10 gauge 
  (pump)
  +0
  20
  25 / 50 / 100 / 200
  10
  4 lbs
  -2
  0
  30
  2
  $680.00
  Two-Handed Accurate
  Shotgun, 12 gauge 
  (pump)
  +0
  18
  20 / 40 / 80 / 160
  10
  3.5 lbs
  -1
  0
  30
  2
  $635.00
  Two-Handed Accurate
  Submachine Gun, .45
  +2
  15
  40 / 80 / 160 / 320
  50
  4 lbs
  -0
  0
  30
  2
  $1.465.00
  Auto� re 10 (Variable), Extending Stock, Foregrip, Magazine Fed
  Submachine Gun, 5.56
  +2
  16
  55 / 110 / 230 / 440
  40
  4 lbs
  -1
  0
  30
  2
  $1,395.00
  Auto� re 10 (Variable), Extending Stock, Foregrip, Magazine Fed
  Submachine Gun, 9mm
  +2
  12
  30 / 60 / 120 / 240
  50 
  3 lbs
  -0
  0
  30
  2
  $1,380.00
  Auto� re 10 (Variable), Extending Stock, Foregrip, Magazine Fed
  Simon Wentworth (Order #28533685)
  
  123
  Simon Wentworth (Order #28533685)
  
  124
  Near-Modern Era Medium Weapons (Grenade Launchers)
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  20mm Grenade Launcher
  +1
  *
  45 / 90 / 180 / 360
  1
  2.5 lbs
  -0
  0
  30
  2
  $205.00
  Foregrip
  20mm Underbarrl 
  Grenade Launcher
  +0
  *
  45 / 90 / 180 / 360
  1
  2.5 lbs
  -0
  0
  30
  2
  $155.00
  Accessory
  20mm Six Pack Grenade 
  Launcher
  +0
  *
  90 / 180 / 360 / 720
  6
  3.5 lbs
  -0
  0
  30
  2
  $275.00
  Two-Handed Accurate
  40mm Grenade Launcher
  +1
  *
  20 / 60 / 120 / 240
  1
  2 lbs
  -0
  0
  30
  2
  $180.00
  Foregrip
  40mm Underbarrel
  Grenade Launcher
  +0
  *
  20 / 60 / 120 / 240
  1
  2 lbs
  -0
  0
  30
  2
  $130.00
  Accessory
  40mm Six Pack Grenade 
  Launcher
  +0
  *
  60 / 120 / 240 / 480
  6
  3 lbs
  -0
  0
  30
  2
  $245.00
  Two-Handed Accurate
  Near-Modern Era Heavy Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Chain Gun, .50
  +0
  40
  600 / 1,200 / 2,400 / 4,800
  15
  23 lbs
  -4
  0
  35
  3
  $4,070.00
  Auto� re 10 (Only), Belt Fed, Magazine Fed, Two-Handed Accurate (Ammo Damage: 20)
  Chain Gun, 7.62
  +0
  38
  500 / 1,000 / 2,000 / 4,000
  10
  20 lbs
  -3
  0
  35
  3
  $3,690.00
  Auto� re 10 (Only), Belt Fed, Magazine Fed, Two-Handed Accurate (Ammo Damage: 18)
  Machine Gun, .50
  +0
  30
  320 / 640 / 1,280 / 2,560
  15
  15 lbs
  -4
  0
  35
  3
  $2,910.00
  Auto� re 10 (Only), Belt Fed, Two-Handed Accurate (Ammo Damage: 20)
  Machine Gun, 7.62
  +0
  28
  270 / 540 / 1,080 / 2,160
  20
  13 lbs
  -3
  0
  35
  3
  $2,830.00
  Auto� re 10 (Only), Belt Fed, Two-Handed Accurate (Ammo Damage: 18)
  Ri� e, .50
  +2
  20
  320 / 640 / 1,280 / 2,560
  8
  9 lbs
  -2
  0
  35
  3
  $2,910.00
  Intergal Scope, Two-Handed Accurate
  Ri� e, .60
  +1
  23
  375 / 750 / 1,500 / 3,000
  8
  15 lbs
  -3
  0
  35
  3
  $3,050.00
  Integral Scope, Two-Handed Accurate
  Ri� e, 50mm
  +2
  25
  425 / 850 / 1,700 / 3,400
  10
  17 lbs
  -4
  0
  35
  3
  $5,270.00
  Integral Scope (Military), Magazine Fed, Modular, Two-Handed Accurate
  Simon Wentworth (Order #28533685)
  
  125
  Near-Modern Era Projectiles
  Gun Damage
  Sample Caliber
  DR
  Shrugs
  Weight
  Cost
  Notes
  10
  .22, 7mm
  20
  0
  .02 lb
  $0.32
  Sharp
  11
  20
  0
  .02 lb
  $0.35
  Sharp
  12
  9mm
  20
  0
  .02 lb
  $0.38
  Sharp
  13
  20
  0
  .02 lb
  $0.41
  Sharp
  14
  .357, .44
  20
  0
  .02 lb
  $0.44
  Sharp
  15
  .45
  20
  0
  .03 lb
  $0.47
  Sharp
  16
  .556
  20
  0
  .03 lb
  $0.50
  Sharp
  17
  20
  0
  .03 lb
  $0.53
  Sharp
  18
  .762
  20
  0
  .03 lb
  $0.56
  Sharp
  19
  20
  0
  .03 lb
  $0.59
  Sharp
  20
  .50, 12.7mm
  20
  0
  .04 lb
  $0.62
  Sharp
  21
  20
  0
  .04 lb
  $0.75
  Does 1 Extra Shrug, Sharp
  22
  20
  0
  .04 lb
  $0.78
  Does 1 Extra Shrug, Sharp
  23
  .60
  20
  0
  .04 lb
  $0.81
  Does 1 Extra Shrug, Sharp
  24
  20
  0
  .04 lb
  $0.84
  Does 1 Extra Shrug, Sharp
  25
  50mm Long
  20
  0
  .05 lb
  $0.97
  Does 2 Extra Shrugs, Sharp
  Modified Ammunition
  Firearms can get greater e� ect by using ammunition 
  with additional features.  While these features do tend 
  to make the ammunition more expensive, it IS a way 
  to get more “bang for your buck,” as it were.  The 
  “Cost” in the following chart is the amount added to 
  the price per bullet.
  It is possible to modify bullet performance, but a bul-
  let cannot have more than twice the performance of 
  the weapon it is � red from.  It is also possible to add 
  features to bullets.  These modi� cations are made at 
  the cost of modifying Very Light Weapons.
  Feature
  Notes
  Cost
  Armor Piercing
  Gives bullet AP 2
  $0.10
  Explosive
  Does 2 Extra Shrugs
  $0.20
  APEX
  Armor Piercing & Explosive
  $0.30
  Hollow Point
  Does 1 Extra Shrug
  $0.10
  Talon Round
  +5 Damage and 1 Extra Shrug
  $0.35
  Tracer Round
  +3 Accuracy
  $0.15
  Speed Loaders
  Because revolvers hold their bullets in a set pattern, 
  it is possible for a Speed Loader to be constructed for 
  them.  A Speed Loader holds a set of bullets in the 
  proper position to be quickly slapped into an open 
  Revolver’s cylinder, allowing one to reload a Revolv-
  er in one (1) turn (or, if they have the God of Reload-
  ing Merit, as a Free Action).
  Speed Loaders cost $6.50.  They have a Damage Re-
  sistance of twenty-� ve (25) and one (1) Shrug.  They 
  weigh in at one-tenth of a pound (0.10 lb).  They can 
  be modi� ed at the same cost as a Light Weapon.  A 
  Speed Loader is speci� c for one type of revolver - even 
  revolvers of the same caliber, made by two di� erent 
  manufacturers, require two di� erent Speed Loaders.
  Simon Wentworth (Order #28533685)
  
  126
  Near-Modern Era Magazines
  Shots
  Weight
  DR
  Shrugs
  Cost
  Notes
  7
  0.10 lb
  25
  1
  $12.00
  Magazine;
  8
  0.10 lb
  25
  1
  $13.00
  Magazine;  Semi-Auto Pistol .50, 
  9
  0.10 lb
  25
  1
  $14.00
  Magazine;
  10
  0.10 lb
  25
  1
  $15.00
  Magazine;
  11
  0.10 lb
  25
  1
  $16.00
  Magazine;
  12
  0.10 lb
  25
  1
  $17.00
  Magazine;  Semi-Auto Pistol .45
  13
  0.10 lb
  25
  1
  $18.00
  Magazine;
  14
  0.10 lb
  25
  1
  $19.00
  Magazine;  Semi-Auto Pistol 9mm
  15
  0.10 lb
  25
  1
  $20.00
  Magazine;
  16
  0.10 lb
  25
  1
  $21.00
  Magazine;
  17
  0.10 lb
  25
  1
  $22.00
  Magazine;
  18
  0.10 lb
  25
  1
  $23.00
  Magazine;
  19
  0.10 lb
  25
  1
  $24.00
  Magazine;
  20
  0.10 lb
  25
  1
  $25.00
  Magazine;  Machine Pistol 5.56
  30
  0.10 lb
  25
  1
  $35.00
  Magazine;  Assault Ri� es (5.56, 7.62, 9mm)
  40
  0.10 lb
  25
  1
  $45.00
  Magazine;  Machine Pistol, 9mm, Submachine Gun 5.56
  50
  0.10 lb
  25
  1
  $55.00
  Magazine;  Submachine Guns (9mm, .45)
  Near-Modern Era Ammunition Cannisters
  Shots
  Weight
  DR
  Shrugs
  Cost
  Notes
  5
  1.50 lbs
  30
  2
  $350.00
  Ammo Belt, Magazine;
  10
  1.50 lbs
  30
  2
  $400.00
  Ammo Belt, Magazine;
  15
  1.50 lbs
  30
  2
  $450.00
  Ammo Belt, Magazine;
  25
  1.50 lbs
  30
  2
  $500.00
  Ammo Belt, Magazine;
  30
  1.50 lbs
  30
  2
  $550.00
  Ammo Belt, Magazine;
  35
  1.50 lbs
  30
  2
  $600.00
  Ammo Belt, Magazine;
  40
  1.50 lbs
  30
  2
  $650.00
  Ammo Belt, Magazine;
  Near-Modern Era Magazine/Cannister Modifications
  Magazine Modiﬁ cation
  Cost
  Notes
  Double Capacity Cannister
  $1,000.00
  Cannister provides the weapon with two times (2x) listed Shots value
  Double Capacity Magazine
  $100,.00
  Magazine provides the weapon with two times (2x) listed Shots value
  High Capacity Cannister
  $2,500.00
  Cannister provides the weapon with � ve times (5x) listed Shots value
  High Capacity Magazine
  $250.00
  Magazine provides the weapon with � ve times (5x) listed Shots value
  Simon Wentworth (Order #28533685)
  
  127
  Near-Modern Era Light Weapons
  Derringer, .22: A small, easily-concealed two-shot 
  pistol, good for keeping in a purse or up one’s sleeve. 
  The ultimate “backup piece.”
  Revolver, .22: Classic wheel gun, holds six rounds in 
  a swing-out cylinder.  Good for target practice, also 
  the weapon statistically responsible for the most hu-
  man deaths per year.
  Revolver, .38: Made famous by the street name “Sat-
  urday night special.”  A backup weapon for police 
  and criminals alike through the 1970’s.
  Rocket Propelled Grenade: Also known as an RPG, 
  a self-propelled grenade with an armor-penetrating 
  shaped charge. Designed to allow one relatively un-
  trained unit to remove armored units from the � eld.
  Near-Modern Era Light Weapons:
  Grenades and Explosives
  Block of Plastique: A simple block of plastic ex-
  plosives.  Can be dropped, shot, or even set on � re 
  quite safely - it requires an electrical charge or a small 
  amount of a more easily exploded compound to deto-
  nate.  Used universally in demolitions.
  Grenades: Come in three varieties (on this chart); 
  hand thrown, 20 millimeter, and 40 millimeter.  Hand 
  thrown grenades are optimized for throwing, while 
  the 20mm and 40mm versions are designed to be � red 
  out of their respective launchers.
  Concussion Grenade: A simple explosive charge, do-
  ing damage primarily with the concussion wave gen-
  erated when they explode.
  Flashbang Grenade: Designed to explode with a 
  very loud report and a bright light with very little 
  concussive force or heat.  Used to disorient and inca-
  pacitate - a favorite of S.W.A.T. teams and riot police 
  trying to control crowds or hostage situations.  E� ects 
  of the Flashbang generally last about a minute.
  Fragmentation Grenade: Equipped not only with 
  an explosive charge, but with additional fragments 
  of metal or ceramic (ball bearings are quite popular) 
  designed to punch through armor even as the con-
  cussive force and heat from the explosives are doing 
  damage.  Very nasty indeed.
  Smoke Grenade: Grenades with a slow-burning 
  compound that generates voluminous clouds of dark 
  smoke (in an assortment of colors).  Can be used to 
  blind a group of opponents, to obscure line of sight to 
  provide cover against � rearms, or even as a signaling 
  device.  Often included in survival kits speci� cally to 
  signal distress.  The smoke is dispersed naturally by 
  air � ow within a minute; if one is stranded on a desert 
  island and hoping to signal a plane or boat with these 
  grenades, timing is everything.
  Near-Modern Era MediumWeapons
  Assault Riﬂ e, 5.56: Fully automatic with variable 
  rate of � re.  Uses the lighter 5.56 cartridge ammu-
  nition, good range and stopping power without 
  weighing a soldier down.
  Assault Riﬂ e, 7.62: Fully automatic with variable rate 
  of � re.  Fires the punishing and ubiquitous 7.62 round - 
  the most common ammunition on the face of the Earth
  Assault Riﬂ e, 9mm: Fully automatic with vari-
  able rate of � re.  Fires the comparatively light 9mm 
  round, making for a light weapon.  Often used by 
  civilian security forces.
  Machine Pistol, 5.56: One-handed pistol capable of 
  � ring 5.56 ammunition on full-auto, with a variable 
  rate of � re.  Considered military grade due to the cali-
  ber used, can be di�  cult to � nd on the street.
  Machine Pistol, 9mm: One-handed pistol capable of 
  � ring 9mm ammunition on full-auto, with a variable 
  rate of � re.  Usually considered civilian grade - cheap 
  knock-o� s are common on the streets.
  Revolver, .357: A popular if odd caliber of revolver. 
  Good stopping power.
  Revolver, .44: Revolver with good stopping power, 
  classic “old west” gun.  
  Revolver, .45: Six gun � ring .45 ammunition, a stan-
  dard side-arm of many military forces for years (be-
  fore being replaced by the semi-auto version).
  Revolver, .50: A gun on the far side of common sense, 
  � ring massive .50 caliber bullets with a huge kick.  Of-
  ten a collector’s piece, occasionally carried by people 
  hunting big game.
  Riﬂ e, .22: The basic, standard target ri� e, good for 
  shooting cans, bottles, and small game from a distance.
  Simon Wentworth (Order #28533685)
  
  128
  Riﬂ e, .45: Considered the standard hunting ri� e. 
  Enough stopping power to drop small and medium 
  game, probably not enough to stop big game.
  Rocket Grenade Launcher: The launch tube for a 
  Rocket Propelled Grenade, useless without one.  Es-
  sentially a steel tube, a trigger mechanism, and an 
  iron site.
  Semi-Auto Pistol, .50: A massively powerful semi-
  automatic pistol, on the far side of common sense. 
  Carried by collectors and military personnel with 
  “connections” who deeply desire stopping power.
  Semi-Auto Pistol, 9mm: One of the more com-
  mon calibers of semi-auto pistol used by police and 
  criminal alike.  A good compromise between weap-
  on weight and stopping power.
  Semi-Auto Pistol, .45: Standard issue sidearm for 
  most modern military forces.  Excellent stopping 
  power and a comforting weight in a holster.  Easy 
  to maintain.
  Shotgun, 10 gauge (pump): Powerful shotgun 
  with a pump action - the sound of the action be-
  ing worked alone (“chik CHIK”) is enough to end 
  most bar � ghts.  Stats given are for a shotgun � ring 
  “slug” ammunition - see ammunition section for 
  the e� ects of a shotgun � ring “shot” ammunition.
  Shotgun, 12 gauge (pump): The lighter, vaguely 
  less-angry brother of the 10 gauge pump shotgun; 
  working the action on a 12 gauge is just as intimi-
  dating as working the action on a 10 gauge. Stats 
  given are for a shotgun � ring “slug” ammunition - 
  see ammunition section for the e� ects of a shotgun 
  � ring “shot” ammunition.
  Submachine Gun, .45: A fully-automatic weapon 
  with variable rate of � re.   Can be � red one-hand-
  ed, but is somewhat more accurate when � red with 
  both hands.  Older versions used a drum style mag-
  azine giving the weapon a distinctive appearance.
  Submachine Gun, 5.56: A fully-automatic weapon 
  with variable rate of � re.  More accurate when � red 
  two-handed, but one-handing it is � ne. This caliber of 
  Submachine Gun is usually considered military grade.
  Submachine Gun, 9mm: A fully-automatic weapon 
  with variable rate of � re.  More accurate when � red 
  two handed.  9mm versions of Submachine Guns can 
  often be found in civilian security force use.
  Near-Modern Era Medium
  Weapons (Grenade Launchers)
  Grenade Launchers: Both in their 20mm and 40mm 
  version are single shot, breech-loading weapons with 
  a break-open action.  Can be � red one-handed, but 
  they’re equipped with a foregrip to improve aim.
  Underbarrel Grenade Launchers: Both in their 20mm 
  and 40mm version are single shot breech-loading 
  weapons.  Can be � red (inaccurately) with one hand 
  when not a�  xed to the underside of an assault ri� e 
  (or other weapon with Mod Rails), but when a�  xed, 
  uses the accuracy of the weapon they are attached to.
  Six Pack Grenade Launchers: Both in their 20mm 
  and 40mm version are six-shot weapons con� gured 
  as revolvers.  Gripped with both hands, these weap-
  ons allow the user to put a number of rounds down 
  range with great e� ect.
  Near-Modern Era Heavy Weapons
  Chain Gun, .50: Multi-barrel chain-driven rotary gun 
  capable of fully automatic � re only.  Fires the devas-
  tating .50 caliber round in massive qualities.  NOTE: 
  One “Shot” of this ammunition represents a burst of 
  bullets, rather than just one... these weapons are put-
  ting a LOT of ammunition down range.
  Chain Gun, 7.62: Multi-barrel chain-driven rotary 
  gun capable of fully automatic � re only.  Fires the 
  ubiquitous 7.62 round with a murderous rate of � re. 
  NOTE:  One “Shot” of this ammunition represents a 
  burst of bullets, rather than just one.
  Machine Gun, .50: Single-barrel weapon capable of ful-
  ly automatic � re only.  Fires the devastating .50 caliber 
  round very quickly.  NOTE:  One “Shot” of this ammu-
  nition represents a burst of bullets, rather than just one.
  Machine Gun, 7.62: Single-barrel weapon capable of 
  fully automatic � re only.  Fires the devastating .50 cali-
  ber round in massive qualities.  NOTE:  One “Shot” of 
  this ammunition represents a burst of bullets, rather 
  than just one.
  Riﬂ e, .50: A big game ri� e, heavy stopping power 
  and recoil.  A sportsman’s weapon, also a caliber often 
  used by military snipers.
  Riﬂ e, .60: An “elephant gun,” Characterized by the pain 
  one feels in their shoulder after � ring it a few times and 
  the way it makes small game vaporize.  Often a custom 
  piece, not available in every gun shop you come across.
  Simon Wentworth (Order #28533685)
  
  129
  Riﬂ e, 50mm: A military ri� e used for anti-material 
  work; turns out it works just � ne on people, too.  Of-
  ten (but not always) loaded with armor piercing ex-
  plosive  (apex) ammunition, for making engine blocks 
  go to heaven.
  Grenades and Grenade Launchers
  “BOOM, Baby!”
   -The Evil Midnight Bomber What Bombs At Midnight
  Another hallmark of the Near-Modern Era is the use 
  of explosives for explosive’s sake.  Not merely a pro-
  pellant, explosives are highly e� ective weapons, both 
  physically and psychologically.
  This is often personi� ed in the device known as the 
  grenade.  Grenades can be designed to be thrown by 
  hand, or to be � red out of a launcher.  Most modern 
  combat units will have at least one member carrying 
  a grenade launcher; units seeing very heavy � ghting 
  may have a number of launchers, perhaps even as un-
  derbarrel attachments to their assault ri� es.
  Grenades are triggered either by the pulling of a pin or 
  the � ring of the launcher they are loaded into.  Upon 
  impact, the grenade explodes, doing damage in a Ra-
  dius of e� ect.  It is di�  cult to get out of a grenade’s 
  area of e� ect; these weapons are designed to kill or 
  incapacitate groups of people rather than individuals.
  Should someone in the area be of the heroic and self-
  sacri� cing type, they can attempt to throw themselves 
  on top of the grenade and take the damage meant for 
  the entire group.  It requires a successful Dodge roll to 
  do so - this roll su� ers the margin penalty of the at-
  tacker, but no penalty for the grenade’s Radius.  Should 
  the attempt be successful, the poor brave soul who has 
  jumped on top of the grenade must save against DOU-
  BLE the grenade’s damage, but this damage will have 
  no Radius.  Given the high damage yields of most gre-
  nades, this will likely kill the heroic diver, but it will 
  leave their comrades unharmed, at least physically.
  Some grenades incorporate a casing designed to 
  break into sharp fragments, or other solid objects em-
  bedded next to the explosive payload which make the 
  grenade a Fragmentation device - such grenades have 
  an Armor Piercing value.
  Not all grenades are loaded with explosives meant to 
  cause physical harm.  Some grenades merely have a 
  loud and bright report; such “Flashbang” grenades 
  are meant to incapacitate their targets without killing 
  them.  Some grenades merely produce voluminous 
  clouds of smoke, obscuring an enemy’s vision or even 
  signalling friendly forces.
  Grenade launchers make life easier on the � ghting 
  forces by hurling the grenades further, with more ac-
  curacy, than the troops can manage throwing by hand. 
  It also saves the throwing arm a lot of wear and tear 
  - torn rotator cu� s do not make a good � ghting force.  
  Simon Wentworth (Order #28533685)
  
  130
  Doing damage is, essentially, a matter of applying 
  force.  In the Fantasy and Near-Modern Eras, this is 
  done through the medium of a physical object which 
  is either magnifying one’s force, or applying a tre-
  mendous force of its own.  Whether the weapon is an 
  axe or a bullet, it is a physical item transferring kinetic 
  force to its target.
  In the Space Era, the application of Force no longer 
  requires a physical medium.  The weapons of this Era 
  are directed energy weapons, capable of imparting 
  force without the bene� t of a physical object.  Photons 
  and charged particles replace bullets, striking with 
  heat and light energy with more power and e�  ciency 
  than weapons of previous Eras.
  Even weapons used in Melee can use energy, either to 
  enhance a physical object’s ability to do damage, or to 
  replace the physical entirely with energy.  Weapons 
  in the Space Era tend to sear sizzling wounds in their 
  target, or superheat the � uids in living tissue to the 
  point where they explode into steam clouds within 
  the target.
  Many Space Era civilizations are perceived as more 
  peaceful and tolerant than civilizations of previous 
  Eras.  One reason this may be the case is that the 
  weapons of the Space Era are truly things that people 
  do not want to be shot with.  A proliferation of weap-
  ons with this kind of power to cause pain and death 
  either makes for very polite neighbors, or no neigh-
  bors at all.  Either way, it’s kind of quiet.
  Weapon Features: Space Era
  • Accessory:  This weapon is designed to � t onto 
  another weapon as an auxiliary weapon.  The oth-
  er weapon must be equipped with Mod Rails in 
  order to � t and use it.
  • Autoﬁ re X: This weapon uses the Auto� re rules, 
  with an Auto� re number of X.  If the weapon is la-
  beled as Auto� re X (variable), then the rate of � re 
  can be set by the wielder (takes one turn); the user 
  of the weapon can set the Auto� re number any-
  thing up to X.  If the weapon is labeled as Auto� re 
  X (only), then its rate of � re cannot be varied - all 
  of it’s attacks will have an Auto� re number of X.
  • Breaker: For whatever reason, this weapon does 
  damage even when it is parried.  Weapons or 
  objects (or body parts) used to parry this weap-
  on must make a Damage Resistance roll against 
  the weapon’s Damage or be damaged by it as 
  though attacked.
  Space Era Weapons
  • Darkness:  Weapon is capable of obscuring vi-
  sion; this feature is often combined with a Radius. 
  A weapon with this feature imposes a Darkness 
  penalty of minus three (-3) for one (1) Minute in 
  the place where it hits.
  • Directed Energy:  This weapon attacks with a beam 
  of energy rather than a projectile, leaving little or 
  no forensic evidence.  It will likely have a higher 
  damage yield than a projectile-based weapon.
  • Does X Extra Shrug(s):  This weapon is designed 
  to cause more damage once it is in the target.  Af-
  ter calculating the amount of Shrugs that the tar-
  get is taking normally (but before multiplying for 
  the e� ects of Critical hits), add X Shrugs.
  • Extending Stock:  Firearm has a stock which 
  collapses or folds into the body of the weapon. 
  When extended, gives a bonus of plus one (+1) to 
  the weapons’ Accuracy and reduces the weapons 
  Kick by one (1).
  • 
  Flashbang:  Weapon causes a loud report and a 
  bright � ash meant to blind, deafen, and disori-
  ent.  Targets of a successful attack with a Flashbang 
  weapon must roll their Perception stat plus their 
  Toughness skill at a penalty of minus ten (-10!).  Fail-
  ing this roll gives them a penalty of minus � ve (-5) to 
  all sight and hearing-based rolls for one (1) Minute.
  • Foregrip:  While the � rearm can be used well one-
  handed, a weapon with a foregrip is at a bonus 
  of plus one (+1) to its Accuracy and its Kick is re-
  duced by one (1) when it is used two-handed.
  • Immaterial Blade:  This bladed weapon uses 
  some immaterial substance such as plasma, mag-
  ic, psionic force, or sonic waves to form a blade. 
  The blade is e� ectively invulnerable, being able to 
  parry nearly anything (including blades with the 
  Breaker modi� cation).  The DR and Shrugs of the 
  weapon refer to the weapon’s material hilt. 
  • Incendiary:  This weapon ignites � ammable ob-
  jects that it hits.  Failed Damage Resistance against 
  this weapon means that not only does the target 
  take damage, but they must continue to roll Dam-
  age Resistance against the Damage of this weapon 
  every turn until they a) succeed to resist, b) are 
  extinguished, or c) become Dead as Hell (because 
  there’s nothing left to burn).
  • Integral Scope:  The weapon has a scope built into 
  its structure, allowing the user to � re the weapon 
  with no Range penalties.
  Simon Wentworth (Order #28533685)
  
  131
  • Integral Scope (Military):  The weapon has an 
  enhanced scope built into its structure which not 
  only allows the user to � re the weapon with no 
  Range penalties, but also negates any penalties for 
  Darkness and allows the user to see clearly up to 
  one (1) mile away.
  • Mod Rails – This weapon has a set of integral 
  rails along its top, bottom, front, and back edges, 
  allowing for the rapid attachment of accessories 
  such as Sights, Laser Designators, Tactical Lights, 
  and the like.  The accessories can be added to the 
  weapon at the rate of one per action, and removed 
  at the same rate.  Accessories attached using Mod 
  Rails are automatically aligned and ready to use.
  • Modular:  The weapon has been optimized to be 
  assembled and disassembled by hand, requiring no 
  tools.  This gives a bonus of plus three (+3) to Re-
  pair rolls when � xing or maintaining this weapon.
  • Radius  X – This weapon’s e� ect is an area e� ect. 
  The point where the weapon hits is the center of a 
  circle with a radius, in feet, equal to X.  Often (but 
  not always) describes an Explosive e� ect.
  • Recur:  The damage from a weapon with this fea-
  ture recurs once per turn until the target either 
  a) makes a successful save against its Damage or 
  b) the target is reduced to Dead.  Targets of this 
  weapon which fail to save against its Damage are 
  considered to be on � re... the weapon can ignite 
  � ammable substances.
  • Sharp:   Weapon is designed for penetration or 
  cutting; target does not get to add their Toughness 
  skill to their Damage Resistance when resisting 
  damage from this weapon.
  • Shots as Minutes:  This weapon is active for a 
  duration of time, rather than a number of shots. 
  The Shots value of this weapon is the number of 
  minutes that the weapon can be activated before it 
  must be reloaded, usually with a fresh power cell.
  • 
  Stealth:  This weapon is designed to be hidden, usu-
  ally on the owner’s person.  It gives a penalty of mi-
  nus three (-3) to any Investigation rolls to locate it.
  • Stun:  This weapon does not do damage, but is de-
  signed to incapacitate its target.  After a successful 
  hit, the target must make a roll of their Stamina 
  stat plus their Toughness skill, with a penalty 
  equal to the Damage of the weapon.
  • Two-Handed Accurate:  This weapon (usually 
  a ranged weapon) is designed to be used with 
  two hands, such as a ri� e.  It gains a bonus of 
  plus three (+3) to its Accuracy when used two-
  handed.
  • Underbarrel:  This weapon is designed to � t on 
  the underside of another weapon as an auxiliary 
  weapon.  The other weapon must be equipped 
  with Mod Rails in order to � t and use it.
  • Vibratory:  This High Tech weapon feature (which 
  must be on a bladed weapon) causes the blade 
  to vibrate at ultrasonic frequencies, allowing it 
  to add � ve (+5) to it’s Damage and gain two (2) 
  points of Armor Piercing while active. 
  MODA MECHANICA CYBERLINK:
  Space Era
  As in the Near-Future Era, Characters with the Moda 
  Mechanica Merit may acquire a personal modi� cation 
  called a Cyberlink.  This allows them to interface di-
  rectly with a weapon, most usually a � rearm.  This 
  gives them greater control over the weapon and access 
  to diagnostic information about the weapon while it 
  is in use, such as barrel heat, power remaining in the 
  power cell, and the like.
  A Cyberlink can be added to any powered weapon. 
  It is less useful for melee weapons, but still gives the 
  wielder an edge.  The cost for adding a Cyberlink de-
  pends on the weight of the weapon.
  Weapon Weight
  Cyberlink Cost
  Very Light
  $3.75
  Light
  $37.50
  Medium
  $150.00
  Heavy
  $450.00
  This modi� cation can be performed by anyone with 
  the Cybernetics skill, with a roll on their Intelligence 
  stat and Cybernetics skill.  An electronics tool kit is 
  generally required - the task takes about half-an-hour.
  Modifying Very Light weapons with this system is 
  considered wasteful... most Very Light Space Era 
  weapons are disposable.  Likewise, there is little or 
  no reason to add a Cyberlink to a grenade, although 
  it would technically make it possible to remote-deto-
  nate the grenade at a range of up to a hundred feet.
  Simon Wentworth (Order #28533685)
  
  132
  Space Era Very Light Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Beam Shiv
  +0
  15
  -
  1
  0.04 lb
  -0
  3
  25
  0
  $64.25
  Breaker, Does 1 Extra Shrug, Immaterial Blade, Shots as Minutes
  Blaster, Disposable
  +0
  15
  25 / 50 / 100 / 200
  1
  0.06 lb
  -0
  3
  25
  0
  $30.50
  Directed Energy
  Laser, Disposable
  +0
  10
  25 / 50 / 100 / 200
  1
  0.05 lb
  -0
  1
  25
  0
  $19.25
  Directed Energy
  Micro Grenade
  +0
  25
  Str x5
  -
  0.06 lb
  -0
  0
  25
  0
  $40.00
  Radius 5
  Stunner, Disposable
  +0
  5
  25 / 50 / 100 / 200
  1
  0.04 lb
  -0
  0
  25
  0
  $20.50
  Directed Energy, Stun
  Space Era Light Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Beam Knife
  +2
  20
  -
  10
  0.9 lb
  -0
  3
  30
  1
  $802.50
  Accessory, Breaker, Does 1 Extra Shrug, Immaterial Blade, Shots as Minutes
  Blaster, Holdout
  +1
  20
  50 / 100 / 200 / 400
  10
  1 lb
  -0
  4
  30
  1
  $550.00
  Directed Energy, Stealth
  Grenade, Goo
  +0
  10
  Str x6
  -
  1.5 lbs
  -0
  0
  30
  1
  $526.88
  Immobilize, Radius 5
  Grenade, Goo 30mm
  +0
  7
  Per Launcher
  -
  1.2 lbs
  -0
  0
  30
  1
  $461.88
  Immobilize, Radius 5, (Requires Launcher)
  Grenade, Plasma
  +0
  40
  Str x6
  -
  1.3 lb
  -0
  4
  30
  1
  $1,040.00
  Incendiary, Radius 10
  Grenade, Plasma 30mm
  +0
  40
  Per Launcher
  -
  1.2 lb
  -0
  4
  30
  1
  $1,020.00
  Incendiary, Radius 7, (Requires Launcher)
  Grenade, Stun
  +0
  15
  Str x6
  -
  2 lbs
  -0
  0
  30
  1
  $577.50
  Radius 10, Stun
  Grenade, Stun 30mm
  +0
  10
  Per Launcher
  -
  1.5 lbs
  -0
  0
  30
  1
  $387.50
  Radius 5, Stun, (Requires Launcher)
  Laser, Holdout
  +2
  15
  50 / 100 / 200 / 400
  20
  0.9 lbs
  -0
  2
  30
  1
  $512.50
  Directed Energy, Stealth
  Stunner, Holdout
  +1
  10
  50 / 100 / 200 / 400 
  30
  1.6 lbs
  -0
  0
  30
  1
  $587.50
  Directed Energy, Stealth, Stun
  Vibroknife
  +1
  +1
  Str x5
  20
  0.7 lbs
  -0
  1
  30
  1
  $325.00
  Shots as Minutes, Vibratory
  Simon Wentworth (Order #28533685)
  
  133
  Space Era Medium Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Beam Sword
  +3
  30
  -
  30
  2.5 lbs
  -0
  5
  35
  2
  $4,150.00
  Breaker, Does 2 Extra Shrugs, Immaterial Blade, Shots as Minutes
  Blaster, Assault Ri� e
  +1
  35
  150 / 300 / 600 / 1,200
  100
  9 lbs
  -0
  4
  35
  2
  $5,900.00
  Auto� re 10 (variable), Directed Energy, Mod Rails, Modular, Two-Hand Accurate
  Blaster, Pistol
  +2
  25
  100 / 200 / 400 / 800
  40
  2.75 lbs
  -0
  4
  35
  2
  $2,950.00
  Directed Energy
  Blaster, Ri� e
  +2
  35
  200 / 400 / 800 / 1,600
  50
  4 lbs
  -0
  4
  35
  2
  $4,500.00
  Directed Energy, Mod Rails, Modular, Two-Hand Accurate
  Detonator, Ri� e
  +1
  40
  60 / 120 / 240 / 480
  20
  3.25 lbs
  -0
  2
  35
  2
  $4,070.00
  Directed Energy, Modular, Radus 10, Two-Hand Accurate
  Detonator, Underbarrel
  +0
  35
  50 / 100 / 200 / 400
  10
  3 lbs
  -0
  2
  35
  2
  $2,750.00
  Accessory, Directed Energy, Radius 5
  Laser, Assault Ri� e
  +2
  30
  150 / 300 / 600 / 1,200
  100
  7.5 lbs
  -0
  2
  35
  2
  $5,550.00
  Auto� re 10 (variable), Directed Energy, Mod Rails, Modular, Two-Hand Accurate
  Laser, Pistol
  +3
  20
  100 / 200 / 400 / 800
  40
  2.5 lbs
  -0
  2
  35
  2
  $2,600.00
  Directed Energy
  Laser, Ri� e
  +3
  30
  200 / 400 / 800 / 1,600
  50
  3.75 lbs
  -0
  2
  35
  2
  $4,150.00
  Directed Energy, Mod Rails, Modular, Two-Hand Accurate
  Plasma Ri� e
  +1
  35
  100 / 200 / 400 / 800
  15
  3.5 lbs
  -0
  0
  35
  2
  $3,700.00
  Directed Energy, Incendiary, Two-Hand Accurate
  Stun Baton
  +2
  10
  -
  20
  3.5 lbs
  -0
  0
  35
  2
  $1,850.00
  Shots as Minutes, Stun
  Stunner:  Assault Ri� e
  +1
  20
  150 / 300 / 600 / 1,200
  100
  6.75 lbs
  -0
  0
  35
  2
  $11,300.00
  Auto� re 10 (Variable), Directed Energy, Mod Rails, Modular, Stun, Two-Hand Accurate
  Stunner: Pistol
  +2
  15
  100 / 200 / 400 / 800
  40
  5.25 lbs
  -0
  0
  35
  2
  $2,950.00
  Directed Energy, Stun
  Stunner:  Ri� e
  +2
  20
  200 / 400 / 800 / 1,600
  50
  7.25 lbs
  -0
  0
  35
  2
  $4,000.00
  Directed Energy, Stun, Two-Hand Accurate
  Vibrosword, Long
  +2
  +4
  -
  25
  2 lbs
  -0
  2
  35
  2
  $1,850.00
  Shots as Minutes, Vibratory
  Vibrosword, Bastard
  +2
  +5
  -
  35
  2.25 lbs
  -0
  2
  35
  2
  $2,450.00
  Bastard Con� giration, Does 1 Extra Shrug, Shots as Minutes, Vibratory
  30mm Underbarrel
  Grenade Launcher
  +0
  *
  60 / 120 / 240 / 480
  4
  1.25 lbs
  -0
  0
  35
  2
  $400.00
  Accessory, Launcher (*Damage is per grenade used)
  Space Era Heavy Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Beam Sword, Grand
  +0
  40
  -
  60
  7 lbs
  -0
  6
  40
  3
  $13,612.00
  Breaker, Does 3 Extra Shrugs, Extended Reach, Immaterial Blade, Shots as Minutes, Two-Hand Accurate
  Plasma, Heavy
  +1
  45
  150 / 300 / 600 / 1,200
  25
  10 lbs
  -0
  3
  40
  3
  $14,400.00
  Directed Energy, Incendiary, Two-Hand Accurate
  Vibrosword, Great
  +0
  +4
  -
  30
  5 lbs
  -0
  2
  40
  3
  $8,650.00
  Breaker, Does 2 Extra Shrugs, 2-Handed Con� guration, Vibratory
  30mm Grenade Launcher
  +1
  *
  200 / 400 / 800 / 1,600
  10
  4 lbs
  -0
  0
  40
  3
  $6,150.00
  Auto� re 5 (Variable), Two-Hand Accurate  (*Damage is per grenade used)
  Simon Wentworth (Order #28533685)
  
  134
  Simon Wentworth (Order #28533685)
  
  135
  Space Era Very Light Weapons
  Beam Shiv:  A thin cylinder, � ve or six inches long, 
  that generates a lethal blade of force.  Practically 
  disposable... useful for emergency situations and 
  quick escapes.
  Blaster, Disposable:  A blaster the size of a slightly 
  thick credit card.  One shot.  Meant to be discarded 
  after use - price includes the internal one-shot battery.
  Laser, Disposable:  A laser the size of a slightly thick 
  credit card.  One shot.  Meant to be discarded after use 
  - price includes the internal one-shot battery.
  Micro Grenade:  A tiny but powerful grenade, small 
  enough to be mistaken for a button or cu� -link.  In many 
  societies, this item is the sole reason for strip-searches.
  Stunner, Disposable:  A stunner the size of a slight-
  ly thick credit card.  One shot.  Meant to be discard-
  ed after use - price includes the internal one-shot 
  battery.
  Space Era Light Weapons
  Beam Knife:  A knife handle with a switch; activates a 
  foot-long blade of immaterial force.  Pure lethality in 
  close quarters.
  Blaster, Holdout:  A blaster pistol small enough to be 
  concealed in a boot-top or other small space.  A favor-
  ite of diplomats.
  Grenade, Goo:  A grenade which explodes in a show-
  er of green goo which quickly hardens, immobilizing 
  those caught in its blast.  An ideal non-lethal “quick 
  capture” solution, often used by law enforcement.
  Grenade, Goo 30mm:  A grenade-launcher-friendly 
  version of the Goo Grenade.
  Grenade, Plasma:  A grenade which delivers a devas-
  tating blast of superhot plasma.
  Grenade, Plasma 30mm:  A grenade-launcher-friend-
  ly version of the Plasma Grenade.
  Grenade, Stun:  A grenade which detonates in a pulse 
  of searing neural energy, likely to render those in its 
  radius unconscious (with Shrugs).  Another non-le-
  thal favorite of many law enforcement agencies.
  Grenade, Stun 30mm:  A grenade-launcher friendly 
  version of the Stun Grenade.
  Laser, Holdout:  A small laser pistol, ideal for keeping 
  hidden on one’s person.  
  Stunner, Holdout:  A tiny stun pistol which can be 
  easily hidden on one’s self.  Often carried by paci� sts 
  and religious pilgrims.
  Vibroknife:  A sleek and comfortable combat knife 
  with a switch on the handle, which activates the blade’s 
  Vibro feature.  A favorite of military personnel.
  Space Era Medium Weapons
  Beam Sword:  A classic.  A stylish sword hilt with a 
  switch.  Generates a three-foot blade of glowing, hum-
  ming force.  Often carried by the elite, rare in many 
  societies.
  Blaster, Assault Riﬂ e:  Assault ri� e version of a Blast-
  er, � ring a rapid pulse of charged-particle beams. 
  Military grade, often illegal for civilians to own.
  Blaster, Pistol:  The standard side-arm of hundreds of 
  space-faring races.  Fires a beam of charged particles, 
  searing through defenses.
  Blaster, Riﬂ e:  Hunting ri� e version of a Blaster.  Fa-
  vored by big game hunters.
  Detonator, Riﬂ e:  Military hardware to be sure... � res 
  a pair of beams side by side which interact with their 
  target to create a massive explosion.  Considered an 
  anti-material weapon.  Many space-faring societies 
  have severe penalties for using these items anywhere 
  but the battle� eld.
  Detonator, Underbarrel:  Underbarrel version of the 
  Detonator.
  Laser, Assault Riﬂ e:  Assault ri� e version of a laser, 
  over-charged with a high rate of pulse.  One of the 
  most powerful weapons a civilian law enforcement 
  agency is likely to use.
  Laser, Pistol:  Pistol � ring a beam of coherent light, in-
  tensely hot.  Burns through armor and defenses very 
  e� ectively.
  Laser, Riﬂ e:  Hunting ri� e version of a laser.  A big 
  favorite of snipers.
  Simon Wentworth (Order #28533685)
  
  136
  Plasma Riﬂ e:  Ri� e � ring superheated plasma along 
  a tube of electromagnetic force.  Military grade 
  hardware.
  Stun Baton:  Preferred hand weapon of most law en-
  forcement agencies.  Baton is soft enough to cause no 
  physical damage, but is charged with searing neural 
  energy that will generally render the target unco (but 
  undamaged).
  Stunner, Pistol:  Pistol � ring a bolt of searing neural 
  energy, usually su�  cient to render all but the tough-
  est opponents unco with Shrugs.
  Stunner, Riﬂ e:  Ri� e version of the stunner.  Most law 
  enforcement agencies have several around, just in case.
  Vibrosword, Long:  Sleek and elegant longsword ca-
  pable of vibrating at ultrasonic frequencies for short 
  periods of time.  Absolutely lethal in melee combat.
  Vibrosword, Bastard:  Bastard sword con� guration of 
  a vibrosword.  Long, heavy, and � ashy.  
  30mm Underbarrel Grenade Launcher:  A�  xes to 
  the mod rails of another weapon, used for � ring the 
  30mm version of any grenade.
  Space Era Heavy Weapons
  Beam Sword, Great: Massive two-handed sword hilt 
  that generates a hugely overpowered beam of blaz-
  ing immaterial force.  Occasionally known to cripple 
  spacecraft.
  Plasma, Heavy:  Heavy version of the Plasma ri� e. 
  Anti-vehicular weapon.
  Vibrosword, Great:  Huge ornate Greatsword with the 
  Vibroblade feature.  A true berserker’s weapon, heavy 
  and deadly.
  30mm Grenade Launcher:  Ri� e-style grenade launcher 
  capable of � ring any of the 30mm versions of grenades.
  Space Era Power Cells
  Weapons in the Space Era are highly reliant on elec-
  trical energy.  Fortunately, power cells are fairly stan-
  dardized, and are readily available.  The average 
  Power Cell in the Space Era is rechargeable, and can 
  be connected directly to a power grid for recharging 
  without any additional equipment being needed.  The 
  recharge at the rate of one Shot every minute. 
  Power Cells are rated by the number of Shots that 
  they contain.  As seen in the following chart, batter-
  ies are also listed by their weight.  Normally, one 
  would purchase power cells for a given weapon 
  by matching up the number of Shots listed for the 
  weapon and the number of Shots in a battery.  One 
  can get a little additional performance out of some 
  weapons, though.
  A weapon’s “native” Power Cell is one that has the 
  same number of Shots as the weapon.  A weapon 
  can accommodate any Power Cell that has the same 
  weight as its native Power Cell, meaning that some 
  weapons can be “heavy loaded” with Power Cells 
  that have a higher shot number than the “native” 
  Power Cell, so long as the weight of the larger Power 
  Cell is the same.
  Of course, there are other ways to get more “zap” 
  for your buck, so to speak.  Power Cells can be 
  modi� ed with the Double Capacity feature, which 
  doubles (2x) the number of Shots the Power Cell 
  provides to the weapon it is loaded into.  The High 
  Capacity feature multiplies the Power Cell’s avail-
  able shots by � ve (5)!
  Power Cells can also be modi� ed to be Regenerating. 
  These Power Cells, recharge themselves o�  of light, 
  heat, and movement, e� ectively reloading themselves 
  over time.  It is possible for a Power Cell to have both 
  a Double or High Capacity modi� cation AND a Re-
  generating modi� cation.
  Some high tech societies have even created the “Eter-
  nity” Power Cell... Power Cells that don’t merely store 
  energy, but that generate it.  These tiny fusion genera-
  tors seem to go on forever.  In truth, they need to be 
  replaced once ever � ve or ten years; less often if the 
  weapon they are in is rarely used.
  Note to GMs:  Feel free to vastly increase the cost of 
  Eternity Power Cells, or drastically reduce their avail-
  ability, or both.  If you would like an occasional feel 
  of scarcity in your game, it would be appropriate to 
  limit the availability of “unlimited” ammunition.  If, 
  on the other hand, you want to emulate some science 
  � ction world in which people never ever seem to have 
  to reload, feel free to make Eternity Power Cells ubiq-
  uitous, and/or drastically reduce their cost.
  After all, it may make perfect sense that a Beam 
  Sword would require a replenishing of its power sup-
  ply, from time to time, but when’s the last time you 
  actually saw someone do it?
  Simon Wentworth (Order #28533685)
  
  137
  Space Era Power Cells
  Shots
  Weight
  DR
  Shrugs
  Cost
  Notes
  1
  0.01 lb
  25
  0
  $3.00
  Power Cell, Standard; Found in disposable weapons.  Not rechargable.  Usually not replaceable.
  5
  0.01 lb
  25
  1
  $32.50
  Power Cell, Rechargeable;
  10
  0.02 lb
  25
  1
  $35.00
  Power Cell, Rechargeable; Beam Knife, Holdout Blaster, Underbarrel Detonator
  15
  0.02 lb
  25
  1
  $37.50
  Power Cell, Rechargeable; Plasma Ri� e
  20
  0.03 lb
  25
  1
  $40.00
  Power Cell, Rechargeable; Holdout Laser, Vibroknife, Detonator Ri� e, Stun Baton
  25
  0.03 lb
  25
  1
  $42.50
  Power Cell, Rechargeable; Long Vibrosword, Heavy Plasma
  30
  0.04 lb
  25
  1
  $45.00
  Power Cell, Rechargeable; Beam Sword, Great Vibrosword
  35
  0.04 lb
  25
  1
  $47.50
  Power Cell, Rechargeable; Bastard Vibrosword
  40
  0,.05 lb
  25
  1
  $50.00
  Power Cell, Rechargeable; Blaster Pistol, Laser Pistol, Stunner Pistol
  45
  0.05 lb
  25
  1
  $52.50
  Power Cell, Rechargeable;
  50
  0.06 lb
  25
  1
  $55.00
  Power Cell, Rechargeable; Blaster Ri� e, Laser Ri� e, Stunner Ri� e
  55
  0.06 lb
  25
  1
  $57.50
  Power Cell, Rechargeable;
  60
  0.07 lb
  25
  2
  $85.00
  Power Cell, Rechargeable; Grand Beam Sword
  65
  0.07 lb
  25
  2
  $87.50
  Power Cell, Rechargeable;
  70
  0.08 lb
  25
  2
  $90.00
  Power Cell, Rechargeable;
  75
  0.08 lb
  25
  2
  $92.50
  Power Cell, Rechargeable;
  80
  0.09 lb
  25
  2
  $95.00
  Power Cell, Rechargeable;
  85
  0.09 lb
  25
  2
  $97.50
  Power Cell, Rechargeable;
  90
  0.10 lb
  25
  2
  $100.00
  Power Cell, Rechargeable;
  95
  0.10 lb
  25
  2
  $102.50
  Power Cell, Rechargeable;
  100
  0.20 lb
  25
  3
  $130.00
  Power Cell, Rechargeable; Blaster Assault Ri� e, Laser Assault Ri� e, Stunner Assault Ri� e
  Space Era Power Cell Modifications
  Power Cell Modiﬁ cation
  Cost
  Notes
  Double Capacity
  $50.00
  Battery provides the weapon with two times (2x) listed Shots value
  High Capacity
  $125.00
  Battery provides the weapon with � ve times (5x) listed Shots value
  Regenerating, Slow
  $65.00
  Battery regenerates one (1) Shot per hour
  Regenerating, Fast
  $75.00
  Battery regenerates one (1) Shot per minute
  Eternity Cell
  $275.00
  Battery e� ectively never runs out of Shots - weapon need never be reloaded
  Standard Power Cells:  These basic power cells sim-
  ply hold an electrical charge for use by electronic 
  equipment.  They have a universal � tting for not only 
  connecting to the weapons or equipment that they are 
  powering, but that also allows them to be recharged 
  from a larger power source.  It takes roughly two 
  hours for a standard battery to recharge.
  Double and High Capacity Power Cells:  These bat-
  teries have more compact and robust energy storage 
  matrixes, and are capable of giving a weapon more 
  “shots” than listed.  Double Capacity batteries mul-
  tiply the number of Shots available before reloading 
  by two (2), while High Capacity batteries multiply the 
  number of Shots available before reloading by � ve (5). 
  In Standard Batteries, Double Capacity batteries take 
  four hours to recharge, while High Capacity batteries 
  take ten hours to recharge.
  Regenerating Power Cells:  Like Standard Batteries, 
  these power cells hold an electrical charge.  Unlike 
  standard batteries, Regenerating Batteries recharge 
  themselves o�  of “ambient” power, such as heat, 
  light, and movement.  One expended Shot recharges 
  in roughly one minute.  Regenerating Batteries can 
  also be connected to a power supply for standard re-
  charging, although they should never need to be.
  Eternity Power Cells:  These aren’t truly batteries, 
  but very small, very e�  cient generators in their own 
  right.  They are powered by a microscopic and highly 
  stable fusion reaction, and are capable of continuous 
  power generation for up to a hundred years.
  Simon Wentworth (Order #28533685)
  
  138
  Shields are very like weapons in that they can be 
  hand held and used to hit people with, although not 
  nearly as e� ectively as other weapons.  This is not the 
  Shield’s primary purpose, however.
  The details by which Shields are used are in the Com-
  bat section under “Parrying and Shields” (Page 73).
  Bucklers are very small shields which are a�  xed to 
  the forearm.  One does not need to use their hand to 
  hold or control a buckler - it’s just there on the arm at 
  need, so the wielder can hold a weapon in both hands. 
  A buckler is used with the Hand to Hand skill.
  Standard, kite, and tower shields are a�  xed to the 
  arm not only by a strap, but by a handle as well.  The 
  wielder must use a hand to wield and control the 
  shield, so one of the user’s hands is unavailable to 
  hold a weapon.  If the shield is placed on the user’s 
  o� -hand arm (which is often the left), the use of the 
  shield incurs the -2 penalty for using the o� -hand (un-
  less the wielder has the Ambidexterity Merit).
  These Shields are used with the Melee skill.
  Kite Shield, Bronze:  A Kite Shield made of a sturdy 
  wooden frame covered with hammered bronze.
  Shields are listed by the name of the Shield, the Ac-
  curacy of the Shield, and the amount of Damage 
  done if the Shield is used as a weapon.  This is fol-
  lowed by the Shield’s weight, Damage Resistance, 
  Material Shrugs, and Cost.  The Notes section notes 
  whether the item is a Shield or a Buckler and lists 
  any Armor Shrugs the Shield might have.  If the 
  Shield has any other features, these are also listed 
  in the Notes section.
  Space Era Force Shields
  A Shield with the “Immaterial Structure” feature is 
  treated the same way as a weapon with the “Immate-
  rial Blade” feature.  The DR and Shrugs that are listed 
  are for the handle or band of the shield or buckler. 
  The Shield portion itself is nigh indestructible; if a 
  Character can get it between themselves and an at-
  tack, it will hold.  Such shields also have the feature 
  “Shots as Minutes,” meaning that they need to have a 
  Power Cell in order to operate, and that their power 
  does eventually run out.
  Shields, Fantasy Era
  Fantasy Era Shields, Light
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  Hide/Leather  Buckler
  +1
  +1
  0.75 lb
  15
  1
  $40.00
  Buckler
  Small Shield, Leather
  +2
  +2
  1 lb
  15
  1
  $75.00
  Shield
  Small Shield, Wood
  +2
  +2
  1.25 lb
  20
  1
  $87.50
  Shield
  Fantasy Era Shields, Medium
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  Bronze Buckler
  +1
  +2
  2.50 lbs
  20
  2
  $325.00
  1 Armor Shrug, Buckler
  Kite Shield, Wood
  +3
  +3
  5.00 lbs
  25
  2
  $487.50
  Shield
  Kite Shield, Bronze
  +3
  +3
  5.00 lbs
  20
  3
  $775.00
  1 Armor Shrug, Shield
  Shields
  Hide/Leather Buckler:  Simple Buckler made from 
  leather and other animal-skin products, often with a 
  slight wooden frame.
  Small Shield, Leather:  A circular shield made of a 
  wooden frame, covered in boiled (toughened) leather. 
  Bronze Buckler:  Heavy and tough buckler, also very 
  � ashy.  Handy for gladiators.
  Kite Shield, Wood:  A more “shield-shaped” shield 
  with solid wood construction and sturdy leather 
  straps for securing it to the arm.
  Small Shield, Wood.  A heavier circular shield of 
  solid wood construction.
  Simon Wentworth (Order #28533685)
  
  139
  Fantasy Era Shields, Heavy
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  Buckler, Steel
  +1
  +3
  4.50 lbs
  25
  3
  $900.00
  2 Armor Shrugs, Buckler
  Small Shield, Steel
  +2
  +3
  4.50 lbs
  25
  3
  $1,200.00
  2 Armor Shrugs, Shield
  Kite Shield, Steel
  +3
  +4
  9.00 lbs
  30
  4
  $1,925.00
  2 Armor Shrugs, Shield
  Tower Shield, Wood
  +4
  +5
  7.50 lbs
  25
  3
  $1,200.00
  1 Armor Shrug, Shield
  Tower Shield, Bronze
  +4
  +5
  10.50 lbs
  30
  4
  $2,025.00
  2 Armor Shrugs, Shield
  Tower Shield, Steel
  +4
  +6
  15.00 lbs
  35
  5
  $2,900.00
  3 Armor Shrugs, Shield
  Buckler, Steel:  Tough and light, the Steel buckler is 
  the standard for the battle� eld.
  Small Shield, Steel:  Circular shield consisting of a 
  wood or metal frame covered in steel.
  Kite Shield, Steel:  Larger, “shield-shaped” shield 
  made of a wooden or metal frame and covered in 
  steel.  The bare minimum shield requirement for the 
  average knight.
  Tower Shield, Wood:  A Shield that is practically a 
  wall that one can hide behind.  Made with solid wood 
  construction.
  Tower Shield, Bronze:  Tower shield made from a 
  wooden frame and covered in hammered bronze. 
  Carrying this is one of the ways to say “do NOT screw 
  with me” on the � eld of battle.
  Tower Shield, Steel:  Tower shield made from a wood 
  or metal frame covered in steel.  When not being used 
  in combat, makes a handy wall.  
  Simon Wentworth (Order #28533685)
  
  140
  EOD Shield – May actually prevent a botched disarm-
  ing attempt from killing the Explosive Ordinance Dis-
  posal personnel outright. 
  Shields, Near-Modern Era
  Near-Modern Era Shields, Medium
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  Riot Shield, Small
  +2
  +1
  2.00 lbs
  30
  2
  $900.00
  1 Armor Shrug, Shield
  Riot Shield, Medium
  +3
  +2
  2.50 lbs
  30
  2
  $1,200.00
  2 Amor Shrugs, Shield
  Riot Shield, Large
  +4
  +3
  3.50 lbs
  30
  3
  $2,000.00
  3 Armor Shrugs, Shield
  Near-Modern Era Shields, Heavy
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  EOD Shield
  +4
  +3
  7.50 lbs
  45
  5
  $5,500.00
  3 Armor Shrugs, Shield
  Riot Shield, Small:  Ballistic plastic and a handle. 
  �������������������������������������������������������
  thrown items.  Might luck out and take a bullet for you.
  Riot Shield, Medium: For slightly worse crowd situa-
  tions.  Can be used to push groups of people, and may 
  ���������������������������������
  Riot Shield, Large: Given to riot troops.  Designed to 
  be held by a line of personnel to hold an area, or to 
  press forward against opposition.  Can be used to al-
  low a group of troops to hold a small perimeter.
  Simon Wentworth (Order #28533685)
  
  141
  Alloy Tower Shield: The favorite of space marines 
  and planetary guard alike, good for holding off riots 
  and hiding behind during natural disasters.
  Shields, Space Era
  Space Era Shields, Light
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  Alloy Buckler
  +1
  +2
  0.80 lbs
  30
  2
  $575.00
  1 Armor Shrug, Buckler
  Force Buckler
  +2
  10
  0.70 lbs
  30
  1
  $650.00
  Buckler, Immaterial Structure, 10 Shots, Shots as Minutes
  Space Era Shields, Medium
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  Alloy Shield
  +2
  +3
  2.00 lbs
  35
  3
  $3,000.00
  1 Armor Shrug, Shield
  Force Shield
  +3
  15
  1.75 lbs
  35
  2
  $3,650.00
  Immaterial Structure, Shield, 20 Shots, Shots as Minutes
  Space Era Shields, Heavy
  Buckler/Shield
  Acc
  Dam
  Weight
  DR
  Shrugs
  Cost
  Notes
  Alloy Tower Shield
  +4
  +5
  6.00 lbs
  40
  4
  $11,400.00
  2 Armor Shrugs, Shield
  Force Barrier
  +5
  20
  5.50 lbs
  40
  3
  $13,800.00
  Immaterial Structure, Shield, 45 Shots, Shots as Minutes
  Alloy Buckler: High tech alloys make for a light and 
  exceptionally durable buckler.
  Force Buckler: A wrist-watch sized Force Field genera-
  tor creating an immaterial but effective defense on the 
  forearm.
  Alloy Shield: Often chrome or gold colored, light and 
  tough space-age alloys allow this shield to offer excel-
  lent protection.
  Force Shield: A sturdy plastic handle and bar which 
  straps across the forearm, creates a visible crackling 
  barrier of energy which can be used to fend off strong 
  attacks.
  Force Barrier: Strapped to the forearm with the control 
  ������������������������������������������������������
  by four-foot wide defensive barrier that can hold off 
  most attacks.
  Simon Wentworth (Order #28533685)
  
  142
  While Characters can “Shrug” o�  damage for a while, 
  it never hurts to have a little protection between one’s 
  self and what is trying to eviscerate one.  In a world 
  full of danger, Armor is a necessity no matter how 
  safe one feels.
  The details of how, exactly, Armor provides protection 
  are in the Combat section under “Armor” (Page 79).  The 
  basics:  Armor is a structure between the Character wear-
  ing it and the Damage they are taking; it is necessary to 
  defeat the Armor in order to damage the Character.
  Because the default target of attacks is center mass, 
  most people can get by with a good armored vest of 
  some sort.  For people who might be going up against 
  foes who understand this, suits with more coverage 
  are a good investment.
  The Armor listings start with the name of the speci� c 
  type of armor, and then lists the weight of that par-
  ticular piece/suit of Armor.  This is followed by the 
  armor’s DR, the number of Material Shrugs the Ar-
  mor has, and it’s cost in dollars.
  The Notes section of the listing describes the areas that 
  the Armor covers.  If the armor has Armor Shrugs, 
  they are also listed in the Notes section.
  Some more advanced Armors may have additional 
  features - these are detailed by Era (as needed).
  ARMOR
  Armor, Fantasy Era
  Fatnasy Era Armor, Light
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Fur Wrap
  0.75 lb
  15
  1
  $60.00
  Armor, Worn on Torso and Arms
  Hide Jacket
  1.50 lb
  15
  2
  $210.00
  Armor, Worn on Torso and Arms
  Reinforced Cloth Jacket
  1.50 lb
  15
  2
  $210.00
  Armor, Worn on Torso and Arms
  Padded Suit
  2.50 lb
  15
  2
  $350.00
  Armor, Worn on Torso, Arms, and Legs
  Fur Wrap: Favored by barbarians of any Era.  The bare-
  ly cured furs of animals, often several roughly stitched 
  together.  Not a lot of protection, but nice and warm.
  Hide Jacket: More treated than simple furs, this ani-
  mal skin has been properly cured and � nished.  Has a 
  little more structure (and protection) than fur.
  Reinforced Cloth: Cloth that has been quilted and re-
  inforced with ribbing; looks fairly normal as clothing, 
  but still o� ers some degree of protection.
  Padded Suit: Does not look “normal” as Reinforced 
  Cloth does, but o� ers more protection.  Has bulky 
  padding sewn into its structure.  Comfortable to lay 
  around in.
  Simon Wentworth (Order #28533685)
  
  143
  Leather Suit/Items: Far more re� ned than furs or 
  hide, this leather has been cured and boiled to give it 
  some rigidity while remaining quite � exible.  Looks 
  pretty cool, too.
  Studded Suit/Items: Leather armor which has had 
  metal studs added to it. The studs improve the ar-
  mor’s ability to de� ect damage while not adding too 
  much weight to the suit, although it can tend to make 
  the wearer look like they lost a � ght with someone 
  armed only with a Bedazzler.
  Fantasy Era Armor, Medium
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Leather Boots
  2.00 lb
  20
  2
  $200.00
  Armor,  Worn on Feet
  Leather Boots, Reinforced
  3.50 lb
  25
  2
  $325.00
  Armor, Worn on Feet
  Leather Gloves
  3.50 lb
  25
  2
  $200.00
  Armor, Worn on Hands
  Leather Hood
  1.00 lb
  20
  2
  $100.00
  Armor, Worn on Head
  Leather Hood, Studded
  1.75 lb
  25
  2
  $162.50
  Armor, Worn on Head
  Leather Jacket
  3.00 lb
  20
  2
  $300.00
  Armor, Worn on Torso and Arms
  Leather Jacket, Studded
  4.75 lb
  25
  2
  $487.50
  Armor, Wornon Torso and Arms
  Leather Pants
  2.00 lb
  20
  2
  $200.00
  Armor, Worn on Legs
  Leather Pants, Studded
  3.00 lbs
  25
  2
  $325.00
  Armor, Worn on Legs
  Leather Suit
  5.00 lb
  20
  2
  $400.00
  Armor, Worn on Torso, Arms, and Legs
  Leather Suit, Studded
  8.75 lb
  25
  2
  $712.50
  Armor, Worn on Torso, Arms, and Legs
  Leather Vest
  1.00 lb
  20
  2
  $100.00
  Armor, Worn on Torso
  Leather Vest, Studded
  1.75 lb
  25
  2
  $162.50
  Armor, Worn on Torso
  Brigandine: Leather and cloth reinforced with metal 
  bands; very stylish and o� ers very good protection, 
  but heavy enough to hamper mobility.
  Chain Mail: Woven of interlinked metal rings, worn 
  over a cloth backing (unless one is TRYING to remove 
  all of their body hair).
  Full Plate: For the hard core and strong adventurer. 
  Full body coverage by metal plates, sacri� cing mobil-
  ity and any hope for stealth in favor of being com-
  pletely encased in steel protection.
  Gauntlets:  Segmented metal gloves, e� ective for pro-
  tecting the hands from the rigors of melee.
  Fantasy Era Armor, Heavy
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Brigandine Armor
  15.00 lbs
  30
  4
  $3,675.00
  2 Armor Shrugs, Armor, Worn on Torso and Arms
  Chain Mail
  10.00 lbs
  25
  3
  $600.00
  Armor, Worn on Torso, Arms, and Legs
  Full Plate
  95.00 lbs
  35
  5
  $18,500.00
  2 Armor Shrugs, Armor, Worn on Full Body
  Gauntlets
  4.00 lbs
  25
  3
  $400.00
  Armor, Worn on Hands
  Half Plate
  50.00 lbs
  30
  4
  $10,250.00
  1 Armor Shrug, Armor, Worn on Full Body
  Segmenta
  3.50 lbs
  30
  3
  $525.00
  1 Armor Shrug, Armor, Worn on Torso
  Sollerets
  4.00 lbs
  25
  3
  $800.00
  1 Armor Shrug, Armor, Worn on Feet
  Steel Breast Plate
  9.50 lbs
  35
  5
  $1,850.00
  2 Armor Shrugs, Armor, Worn on Torso
  Half Plate: A compromise between protection and 
  still being able to move.  Metal plates protect most of 
  the key areas of the body.
  Segmenta: Overlapping segments of armor.  Heavy 
  but still allows for decent mobility.  Easy to stylize.
  Sollerets:  Steel boot covers, giving maximum protec-
  tion to the feet.  
  Steel Breast Plate:  Solid sheet of steel protecting 
  center-mass, front and back.  A compromise between 
  weight and body coverage.
  Simon Wentworth (Order #28533685)
  
  144
  Simon Wentworth (Order #28533685)
  
  145
  Armor, Near-Modern Era
  Near-Modern Era Armor, Light
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Armored Body Stocking
  0.50 lbs
  25
  1
  $100.00
  Armor, Worn on Torso, Arms, and Legs
  Armored Gloves
  0.20 lbs
  25
  1
  $40.00
  Armor, Worn on Hands
  Armored Jacket
  0.40 lbs
  30
  1
  $157.50
  1 Armor Shrug, Armor, Worn on Torso and Arms
  Armored Pants
  0.30 lbs
  30
  1
  $105.00
  1 Armor Shrug, Armor, Worn on Legs
  Armor Features: Near-Modern Era
  In the Near-Modern era, Armor can protect against 
  much more than just incoming Damage.  Some suits 
  of armor are listed with the feature “Protects Against.” 
  This means that wearing the armor negates the spe-
  ci� c environmental hazard(s) listed in the Notes.
  One thing that Near-Modern armor does not do, on 
  its own, is Protect Against Su� ocation.  With the addi-
  tion of some Armor Accessories (also listed in this sec-
  tion), the wearer of a suit of armor can receive some 
  breathing time while in su�  ciently protective armor.
  Armored Body Stocking: A kevlar or carbon � ber 
  weave - skin-tight and easy to wear under other cloth-
  ing, a “last chance” form of defense.  Comes in a va-
  riety of colors - can usually be matched to someone’s 
  skin tone to reduce the stocking’s visibility.
  Armored Gloves: Useful for doing dangerous work 
  with the hands... heavy duty work gloves.  Prevents 
  one’s hands from getting hurt when punching things 
  (or people) much harder than one’s hands
  Armored Jacket: Heavy leather with some reinforce-
  ment, good protection for Motorcycle riders.  Allows 
  one to look damn cool, as well - heavy reinforced 
  leather jackets can be used as a fashion statement.
  Armored Pants: Like the Armored Jacket, mostly 
  made for sports enthusiasts and stunt men.  Takes 
  the fashion statement made by an Armored Jacket 
  and screams it... can be considered “going too far” 
  in public places.
  Near-Modern Era Armor, Medium
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Armored Boots
  3.00 lbs
  30
  2
  $400.00
  Armor, Worn on Feet
  Combat Suit
  7.50 lbs
  30
  2
  $2,000.00
  1 Armor Shrug, Armor, Worn on Torso, Arms, and Legs
  Fire Suit
  15.00 lbs
  30
  2
  $3,000.00
  Armor, Protects against Fire, Worn on Full Body
  Hazmat Suit
  15.00 lbs
  30
  2
  $5,000.00
  Armor, Protects against Disease, Toxins, and Radiation, Worn on Full Body
  Tactial Vest
  2.00 lbs
  30
  3
  $1,100.00
  2 Armor Shrugs, Armor, Worn on Torso
  Armored Boots: Any set of hard-core boots, usually 
  military or law enforcement issue.  Often with some 
  steel reinforcement.  Often seen on people riding 
  horses or motorcycles.  A good set of boots can make 
  one appear to be a bad-ass.
  Combat Suit: Military issue, kevlar weave with ceramic 
  and steel trauma plates.  Meant to keep a soldier alive on 
  the battle� eld; light enough to allow for good mobility.
  Fire Suit: A suit for keeping a � re � ghter alive while 
  doing their job.  Absolutely essential, whether � ght-
  ing a � re in a building or a forest.
  Hazmat Suit: Suit for working in areas with environ-
  mental di�  culties such as toxic gasses, diseases, or 
  exposure to dangerous materials.  O� ers some protec-
  tion from radiation as well.
  Tactical Vest: The classic “bullet-proof” vest.  Will 
  help the wearer survive a variety of attacks.  Light 
  enough to wear under other clothing, and a favorite 
  of mobsters, under-cover law enforcement, and action 
  movie heroes for decades.
  Simon Wentworth (Order #28533685)
  
  146
  Near-Modern Era Armor, Heavy
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Combat Helmet
  5.00 lbs
  40
  4
  $1,850.00
  2 Armor Shrugs, Armor, Worn on Head
  Cycle Helmet
  4.00 lbs
  35
  3
  $400.00
  1 Armor Shrug, Armor, Worn on Head
  EOD Suit
  40.00 lbs
  35
  3
  $8,000.00
  3 Armor Shrugs, Armor, Worn on Full Body
  Near-Modern Era Armor Accessories, Light
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Compressor
  0.10 lbs
  25
  1
  $95.00
  Re� lls Air Tank (at a rate of 1 Shot/Minute)
  Rebreather
  0.10 lbs
  25
  1
  $100.00
  Doubles duration of Respirator’s air supply
  Respirator
  0.10 lbs
  25
  1
  $405.00
  Protects from Su� ocation, 30 Shots, Shots as Minutes
  Respirator Air Tank
  0.20 lbs
  30
  1
  $300.00
  30 Shots (30 Minutes of Air)
  EOD Suit: Heavy and cumbersome full-body suit 
  worn by Explosive Ordinance Disposal personnel. 
  Likely to keep one alive if there’s an “oops” moment 
  while di� using a bomb.  Very di�  cult to move in... 
  note that while it protects almost the entire body, it 
  does NOT protect the hands, leaving them free to do 
  delicate work.  The wearer will likely survive a mis-
  take while disarming a bomb, but they will do so as a 
  double amputee.
  Combat Helmet: A full-head helmet, o� ering excel-
  lent protection.  Good for adding electronics to such 
  as headsets or small video monitors.
  Cycle Helmet: One of the most ubiquitous forms of 
  head protection.  Required by law in some states. 
  Usually equipped with a visor that can be lifted to 
  ease visibility and/or breathing.  May contain connec-
  tion points for electronics such as headphones.
  Compressor:  Portable device for recharging air tanks, 
  plugs into a wall socket or generator for power.
  Rebreather:  A device which enhances the function of a 
  Respirator (below), reclaiming oxygen from exhaled air 
  to double the duration of the Respirator’s air supply.
  Respirator:  Base device for breathing inside sealed 
  armor.  Holds a thirty (30) minute supply of air in an 
  external tank (sold separately).
  Respirator Air Tank:  Sturdy tank holding compressed, 
  breathable air for use with a Respirator (above).  One is 
  required to properly use a Respirator.  A spare tank can 
  be a�  xed to most Respirators, doubling the available 
  breathing time.  Recharged with a Compressor (above).
  Simon Wentworth (Order #28533685)
  
  147
  Armor, Space Era
  Armor Features: Space Era
  In the Space Era, armor can make someone truly a 
  force to be reckoned with.  They protect from substan-
  tially greater amounts of damage, they can protect 
  someone from the ravages of the vacuum of space, 
  and they can even make the wearer stronger.
  Force Fields are to armor what Immaterial Blades are 
  to weapons.  The DR and Shrugs of a Force Field refer 
  to the force � eld generator, which is usually in the form 
  of a belt, bracelet, or harness (although the possibili-
  ties are numerous).  When a Force Field is active, rather 
  than acting as a solid object between the user and dam-
  age, it stacks its DR with the Damage Resistance of the 
  wearer.  I.e., if a person with a DR of eighteen (18) is 
  wearing a Force Field with a DR of twenty-� ve (25), 
  they resist incoming damage with an e� ective DR of 
  forty-three (43!).  One downside is that, if any damage 
  DOES get through, it goes directly to the wearer (mi-
  nus any Armor Shrugs in the Force Field), rather than 
  doing damage to the Force Field generator � rst.
  The other downside to Force Fields is that they require 
  power, and they eventually run out.  They are gener-
  ally rated for a number of hours (hence the Shots and 
  Shots as Hours features), after which they require a 
  new Power Cell to continue to operate.  If the force 
  � eld is only protecting you from damage, it may be 
  easy enough to arrange to change your power cell out 
  between combats.  If, however, your force � eld is pro-
  tecting you from the vacuum of space, changing bat-
  teries can be problematic.
  Armor with Full Vacuum Protection can be consid-
  ered a space suit.  Full Vacuum Protection includes 
  protection from Extreme Cold, Extreme Heat, Pres-
  sure Di� erentials, Radiation, and Su� ocation.  The 
  protection from Su� ocation may only last for a while, 
  hence the Shots and Shots as Hours features.  In order 
  for a space suit to be e� ective, it must cover all the 
  areas of the body.
  Only the helmet, however, needs to be able to protect 
  the wearer from Su� ocation.  The rest of the suit can 
  protect from every other hazard of space... once a hel-
  met is added, the suit can be sealed and the wearer 
  protected, at least for the suit’s duration.
  In the Space Era, the default assumption is that tech-
  nology exists that can replicate a certain amount 
  of matter from energy.  This allows a space suit to 
  provide breathable atmosphere with only a battery, 
  rather than having bulky air tanks.  It is important 
  to note, though, that both batteries and air tanks 
  eventually run dry.
  Armors that increase the e� ects of the wearer’s 
  strength are considered to be Powered Armors.  They 
  can be somewhat heavier (and made of sturdier 
  materials) because they e� ectively move their own 
  weight... while they have power.  These armors add 
  to the Strength-based Damage done by the wearer, as 
  well as to the amount of Dead Lift the wearer has.
  More, Powered Armor suits are often equipped with 
  Hard Points.  These are contact points on the suit to 
  which other equipment can be a�  xed, usually weap-
  ons.  A weapon a�  xed to a hard point is � red by the 
  electronics in the suit at the wearer’s desire.  Hard 
  Points come in two varieties... External and Pop-up.
  • External Hard Points mount equipment to the out-
  side of the Powered Armor; equipment mounted 
  in this fashion is rather obvious.  An External Hard 
  Point can hold a weapon of up to ten (10) pounds.
  • Pop-Up Hard Points mount equipment in small in-
  ternal spaces, concealing them until they are needed. 
  A roll on Perception plus Investigation at a penalty 
  of minus four (-4) is necessary to spot or identify 
  a weapon in a Pop-Up Hard Point.  Pop-Up Hard 
  Points can hold a weapon of up to � ve (5) pounds.
  Space Era armors can gain additional functionality 
  from available accessories.  While these accessories 
  are purchased separately from the armors themselves, 
  they are modules that are installed into the armor, and 
  generally won’t be damaged unless the armor itself is 
  compromised.
  In some space-faring societies, these accessories may 
  be purely optional; who’s to say whether or not a 
  space suit needs a communicator, after all?  In other 
  space-faring societies with more safety-minded ad-
  ministrations, it might be considered a crime to pro-
  vide certain armors without accessories, such as lights 
  or communicators.  This is not to say that people 
  won’t cut corners; it’s just to say that they shouldn’t 
  get caught doing it.
  Simon Wentworth (Order #28533685)
  
  148
  Space Era Armor, Very Light
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Emergency Force Field Band
  0.01 lb
  25
  0
  $2,580.00
  Force Field, protects full body, includes Force Field Life Module, 10 Shots, 
  Shots as Hours
  Emergency Helmet
  0.02 lb
  25
  1
  $291.25
  Armor, protects head, full Vaccum protection, 5 Shots, Shots as Hours, 
  Collapsible
  Force Field Helmet
  0.01 lb
  25
  0
  $305.00
  Force Field, protects head, full Vaccum protection, 10 Shots, Shots as Hours
  Ship Suit
  0.18 lb
  25
  1
  $1,890.00
  Armor, protects torso, arms, legs, hands, feet, Protection from Extreme 
  Heat, Extreme Cold, Pressure Di� erentials, and Radiation
  Space Era Armor, Light
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Force Field, Light
  0.60 lb
  30
  1
  $3,800.00
  1 Armor Shrug, Force Field, protects full body, 10 Shots, Shots as Hours
  Helmet, Standard Duty
  0.70 lb
  30
  1
  $2,650.00
  2 Armor Shrugs, Armor, protects head, full Vacuum protection, 20 Shots, 
  Shots as Hours
  Flight Suit
  4.50 lbs
  30
  1
  $22,500.00
  Armor, protects torso, arms, legs, hands, feet.  Protects from G-Stress, 
  Extreme Heat, Exteme Cold, Pressure Di� erentials, and Radiation
  Space Suit, Light Duty
  30
  1
  $21,325.00
  Armor, protects full body, Vaccuum protection, 15 Shots, Shots as Hours
  Vest, Tactical
  0.70 lb
  30
  2
  $450.00
  1 Armor Shrug, Armor, protects torso
  Emergency Force Field Band:  A metallic bracelet that 
  a�  xes easily to any-sized arm.  Generates a force � eld 
  over the user’s entire body which also provides life 
  support, thanks to the integral Force Field Life Module 
  (see below).  Often stocked on space liners to be used in 
  case of emergencies.  Ten (10) hours of protection and 
  life support.
  Emergency Helmet:  A helmet made from high-im-
  pact plastic which folds into a convenient pocket-
  sized package.  Often found among space crews that 
  wear Ship Suits (see below) as regular duty wear.  Im-
  mediately turns a Ship Suit into a viable space suit. 
  Five (5) hours of life support.
  Force Field Helmet:  High tech elegance. A metallic 
  collar that can be worn with just about any article of 
  clothing or armor.  When activated, creates a force 
  � eld bubble around the wearer’s head that provides 
  protection and life support.  Ideal for people wearing 
  Ship Suits (see below) that don’t want to carry around 
  an Emergency Helmet (see above).  Ten (10) hours of 
  protection and life support.
  Ship Suit: Common wear for spacers, a light duty 
  suit, comfortable enough for day to day wear, which 
  quickly converts into a light duty space suit with the 
  addition of a helmet.  
  Force Field, Light:  Available as a belt or light har-
  ness, this is a light duty Force Field, often the heaviest 
  variety of Force Field available to civilians.  Ten (10) 
  hours of protection.
  Helmet, Standard Duty:  The basic, standard Space 
  Helmet.  Provides life support for twenty (20) hours.
  Flight Suit: Light body suit worn by pilots of at-
  mospheric vehicles.  O� ers special bracing and 
  padding against G-Stresses.  Becomes a perfectly 
  serviceable space suit with the addition of a helmet 
  that o� ers full vacuum protection.
  Space Suit, Light Duty: The basic “survive in hard 
  space” suit.  Worn for Extra Vehicular Activity, usu-
  ally for maintenance or quick repairs to a space ship’s 
  exterior.  Includes integral helmet.  Fifteen (15) hours 
  of life support.
  Vest, Tactical:  A simple “bullet proof” vest made of 
  high tech materials.  Easily worn under most forms 
  of clothing.
  Simon Wentworth (Order #28533685)
  
  149
  Space Era Armor, Medium
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Force Field, Medium
  1.50 lbs
  35
  2
  $19,300.00
  2 Armor Shrugs, Force Field, protects full body, 15 Shots, Shots as Hours
  Powered Armor, Class B
  32.50 
  lbs
  35
  3
  $142,900.00
  4 Armor Shrugs, Armor, protects full body, vaccuum protection, 4 Hard-
  points (pop-up), +5 all Str Damage, wearer can lift an additional 1,000 
  lbs.  10 Shots, Shots as Hours
  Space Suit, Medium Duty
  10.00 
  lbs
  35
  2
  $105,400.00
  Armor, protects full body, Vaccuum protection, 20 Shots, Shots as Hours
  Force Field, Medium:  A military-grade personal 
  Force Field.  Fifteen (15) hours of protection.
  Powered Armor, Class B:  The lower class of powered 
  armor, available not only to the military but often also 
  made available to civilians in hazardous occupations, 
  such as asteroid miners.  Carries its own weight while 
  powered.  Functions as a space suit, can have four (4) 
  pieces of equipment of � ve (5) pounds or less in con-
  cealed mounts, adds � ve (+5) to the user’s Strength-
  based Damage, allows the user to lift an additional half-
  ton (1,000 lbs).  Ten (10) hours of power, after which life 
  support fails and user must carry armor’s weight.
  Space Suit, Medium Duty:  More durable space suit, 
  useful for extended operations outside a space craft. 
  Standard issue for most explorer corps.  Twenty (20) 
  hours of life support.
  Space Era Armor, Heavy
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Force Field, Heavy
  4.50 lbs
  40
  3
  $70,200.00
  3 Armor Shrugs, Force Field, protects full body, 20 Shots, Shots as Hours
  Powered Armor, Class A
  80.00 
  lbs
  45
  4
  $459,400.00
  8 Armor Shrugs, Armor, protects full body, vaccuum protection, 8 Hard-
  points (pop-up), 2 Hard-points (external), +10 all Str Damage, wearer 
  can lift an additional 2,000 lbs (1 ton), 25 Shots, Shots as Hours
  Space Suit, Combat
  60.00 
  lbs
  40
  5
  $196,600.00
  4 Armor Shrugs, Armor, protects full body, vaccuum protection, 4 Hard-
  points (external), 20 Shots, Shots as Hours
  Space Suit, Heavy Duty
  30.00 
  lbs
  40
  3
  $116,500.00
  Armor, protects full body, vacuum protection, 25 Shots, Shots as Hours
  Force Field, Heavy:  Exceptionally tough Force Field, 
  often used by high-ranking o�  cers or command. 
  Twenty (20) hours of protection.  
  Powered Armor, Class A:  The higher class of pow-
  ered armor, available only to the military.  Carries 
  its own weight while powered.  Functions as a 
  space suit, can have eight (8) pieces of equipment 
  of � ve (5) pounds or less in concealed mounts and 
  two (2) pieces of equipment of ten (10) pounds or 
  less in external mounts, adds � ve (+10) to the user’s 
  Strength-based Damage, allows the user to lift a full 
  additional ton (2,000 lbs).  Twenty-� ve (25) hours of 
  power, after which life support fails and user must 
  carry armor’s weight.
  Space Suit, Combat:  Heaviest non-powered armor 
  currently available.  Functional space suit with inte-
  gral helmet, can have four (4) pieces of equipment of 
  ten (10) pounds or less in external mounts.  Twenty 
  (20) hours of life support.
  Space Suit, Heavy Duty:  Heaviest space suit avail-
  able for civilian use, often used high-risk tasks such as 
  asteroid mining or orbital construction.  Twenty-� ve 
  (25) hours of life support.
  Simon Wentworth (Order #28533685)
  
  150
  instantly restore one (1) Shrug to a damaged space suit. 
  Immediately seals the suit, preventing atmosphere or 
  pressure loss.  Dexterity plus Repair to use.  One power 
  cell can be converted into twenty (20) patches.
  Suit Lights:  Almost a no-brainer, but people forget 
  them anyway.  Lights for the outside of a space suit 
  that not only provide local illumination, but can also 
  light a circle up to twenty (20) feet in radius at a dis-
  tance of up to � ve hundred (500) feet.  Operates for 
  twenty (20) hours.
  Survival Replicator, Small:  A dedicated replicator, a 
  portion of which � ts into the helmet of just about any 
  space suit.  Generates air and provides a paste that gives 
  the user nutrition and hydration.  The other portion of 
  the Survival Replicator, Small � ts lower in the space suit, 
  and reclaims bodily waste and carbon dioxide as repli-
  cator mass to be made into air and nutritive paste.  Turns 
  any space suit into an extended duty suit.  Ten (10) days 
  of survival (no hunger, thirst, or su� ocation).
  Space Era Armor Accessories, Light
  Armor
  Weight
  DR
  Shrugs
  Cost
  Notes
  Comm System, Short
  0.50
  30
  1
  $139.50
  two-way voice communication and locater, Range 1,000 miles
  Comm System, Long
  0.50
  30
  1
  $239.50
  two-way voice communicaiton and locater, Range 1,000,000 miles
  Force Field Life Module
  0.50
  30
  1
  $2,300.00
  Provides Vacuum support to a Force Field. 10 Shots, Shots as Hours
  Gear Web
  0.50
  30
  1
  $25.00
  Holds 10 lbs of equipment, easily accessible
  Patch Kit
  0.50
  30
  1
  $350.00
  Replicates patches which restore 1 Shrug to Space Armor.  20 Shots.
  Suit Lights
  0.50
  30
  1
  $550.00
  Negates Darkness penalties in a 20 foot radius at a range of 500 feet.  20 
  Shots, Shots as Hours
  Survival Replicator, Small
  0.50
  30
  1
  $2,350.00
  Provides nutrition and hydration to suit wearer.  10 Shots, Shots as Days.
  Comm System, Short: A communications system suit-
  able for work around a space ship or orbital construc-
  tion site.  Range of one thousand (1,000) miles, pow-
  ered by the battery of the space suit it is installed in.
  Comm System, Long: A communications system for 
  keeping in touch within a local star system.  Range of 
  one million (1,000,000) miles, powered by the battery 
  of the space suit it is installed in.
  Force Field Life Module:  Attaches to any Force Field 
  and turns it into a Force Field space suit, protecting 
  the wearer from vacuum as well as Damage.  Has it’s 
  own power system, ten (10) hours of life support.
  Gear Web:  A series of straps, hooks, and pouches that 
  easily a�  xes to any armor or space suit.  Can hold up to 
  ten (10) pounds of equipment, also handy for attaching 
  to hook-points on ships and space stations for safety.
  Patch Kit:  A small, dedicated replicator which manu-
  factures squares of adhesive with nano-tubes that can 
  Simon Wentworth (Order #28533685)
  
  151
  Swords and knives and guns and full plate may all be 
  really nice stu�  to have, but weapons, shields, and ar-
  mor aren’t all that you need to be a successful adventur-
  er.  No matter what Era your Character is from, they’re 
  going to need tools, accessories, and all the wonderful 
  toys that make it possible to save the day, or the world.
  Like all items of equipment, these items are identi� ed 
  by how much Damage Resistance (DR) they have, the 
  number of Shrugs of Damage they can take (if any), 
  how much they weight, and how much they cost.
  The notes section of each entry contains the “nuts and 
  bolts” of what, precisely, that item of equipment can 
  do.  The vast majority of these items exist to allow a 
  Character to use a particular skill which might require 
  equipment.  Often, such an item will not only allow 
  the use of one or more skills, but will also give a bonus 
  to such use.  A few notations which might require a 
  little more explanation:
  • Collapsible:  This item can be compacted to a 
  smaller size for storage and transportation.  It 
  must be un-compacted to be properly used.
  • Expendable:  This item is, essentially, destroyed 
  in use.
  • Fragile:  This item has fewer Shrugs than one 
  might expect.
  • Illuminates:  This item generates light which is 
  su�  cient to negate all darkness penalties.  They 
  will have a radius listed, which de� nes the area so 
  illuminated.
  • Sheath:  This item is designed to hold a bladed 
  weapon safely.  It may also be used to designate 
  an item which holds a � rearm safely. 
  • Stealth:  This item is di�  cult to locate.  Attempts 
  to locate an item with this feature su� er a penalty 
  of minus three (-3), as the item is designed not to 
  be found.
  • Weak:  This item has a lower Damage Resistance 
  than one might expect.
  Players:  If a Player imagines an unconventional use 
  of a particular item, the e� ectiveness of such a use is 
  up to the GM.
  GMs:  It’s never a bad idea to allow Players to think 
  outside of the box.  There is a limit to how far this can 
  be pushed however - that limit is the Player’s ability 
  to convince you that the unconventional use of an 
  item of equipment is possible, even vaguely.  This 
  situation is a GREAT time to use The Deal.
  This list is broken up by Era, and it may seem a bit 
  repetitive; for example, each Era’s list starts with a 
  Basic Tool Set.  A closer inspection reveals that there 
  are di� erences - while the price remains the same 
  through each Era, the Basic Tool Set becomes more 
  durable and more light weight as the Eras progress. 
  Likewise, other equipment becomes more durable, 
  lighter, more e� ective, or even cheaper.
  Some of this equipment isn’t the sort of thing you 
  can just put in your pocket - there are forges and an-
  vils  and the like here, meant to be put in a Charac-
  ter’s home or base.  Again, if the Player can convince 
  the GM that there’s a perfectly good reason that the 
  Character has been keeping an anvil in his pocket, 
  it might be allowed.  In general, though, very heavy 
  items should probably be relegated to a home base, 
  or a vehicle of some sort.
  This is far from an exhaustive list.  A more complete 
  list of equipment is in the Victory System Equipment 
  Manual.  The Equipment Book also includes rules for 
  repairing, fabricating, and modifying equipment to 
  suit the individual Character’s needs.  Not that ev-
  eryone needs a super-durable � ashlight with a hid-
  den � ash drive, but having one certainly wouldn’t 
  hurt, now would it? 
  MISCELLANEOUS EQUIPMENT
  Simon Wentworth (Order #28533685)
  
  152
  Fantasy Era Miscellaneous, Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Art Tools
  0.25 lb
  15
  1
  $10.00
  Allows Art Skill, +1 to use
  First Aid Kit
  0.25 lb
  15
  1
  $10.00
  Allows Medicine Skill, +1 to use
  Hollistic Medicine Kit
  0.25 lb
  15
  1
  $10.00
  Allows Naturalist Skill, +1 to use
  Knife Sheath
  0.25 lb
  15
  1
  $5.00
  Sheath
  Rope
  0.25 lb
  15
  1
  $12.00
  Allows Climbing and Ropework skills at no bonus (per 100 feet)
  Sack
  0.25 lb
  15
  1
  $1.00
  Holds 10 lbs
  Styling Tools
  0.25 lb
  15
  1
  $10.00
  Allows Styling skill, +1 to use
  Sword Sheath
  0.25 lb
  20
  1
  $17.50
  Sheath
  Torch
  0.25 lb
  15
  1
  $57.50
  Illuminates in a 10 foot radius,  Expendable (lasts 30 minutes)
  Art Tools:  Elementary set of pencils, charcoals, pens, 
  inks, paper, and some carving tools useful for work-
  ing with various media of art.  Allows a Character to 
  use their Art skill with a bonus of plus one (+1).
  First Aid Kit:  Bandages, small sharp instruments, 
  a needle and thread, and other items useful for the 
  treatment of minor wounds.  Allows a Character to 
  use their Medicine skill at a bonus of plus one (+1).
  Holistic Medicine Kit:  A small mortar and pestle, 
  small sharp instruments, and other items allowing a 
  Character to use their Naturist skill to heal, at a bonus 
  of plus one (+1).
  Knife Sheath:  Basic item for carrying a knife safely. 
  Easily attaches to a belt or strap.
  Rope:  A hundred (100) feet of rope, capable of hold-
  ing two hundred (200) pounds.  
  Sack:  An empty sack, useful for carrying things that 
  would otherwise be di�  cult to carry.  Holds ten (10) 
  pounds of stu� .
  Styling Tools:  Combs, brushes, scissors, and other 
  items useful for making one’s self presentable.  Allows 
  a Character to use their Styling skill at a bonus of plus 
  one (+1).
  Sword Sheath:  Basic item for carrying a sword safely. 
  Easily attaches to a belt or strap.
  Torch:  A handle of wood with � ammables wrapped 
  around one end.  When lit, provides light in a ten (10) 
  foot radius.  Lasts for thirty (30) minutes before the 
  � ammables are expended.
  Fantasy Era Miscellaneous, Very Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Flint and Tinder
  0.02 lb
  10
  0
  $5.75
  Ignites � ammables (Damage 1, Incendiary)
  Lock Picks
  0.03 lb
  15
  1
  $8.75
  Allows Lockpicking Skill, +1 to use, Stealth
  Miscellaneous Equipment, Fantasy Era
  Flint and Tinder:  A small piece of � int stone, a bit of 
  metal or stone to strike the � int with, and a pocket for 
  carrying bits of � u� , twigs, or other easily � ammable 
  items.  Used for starting � res.
  Lock Picks:  A relatively tiny set of tools that allows 
  one to use their Lockpicking skill with a bonus of plus 
  one (+1).  Easy to hide.
  Simon Wentworth (Order #28533685)
  
  153
  Fantasy Era Miscellaneous, Medium
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Alchemy Kit
  1.00 lb
  20
  2
  $50.00
  Allows Alchemy Skill, +1 to use
  Backpack
  1.00 lb
  20
  2
  $55.00
  Worn on the back, Holds 10 lbs
  Basic Tool Set
  1.00 lb
  20
  2
  $50.00
  Allows use of Fabrication and Repair skills at no bonus
  Camping Gear (Small)
  2.00 lb
  20
  3
  $285.00
  Allows use of Survival skill at no bonus
  Chiurgeon’s Bag
  1.00 lb
  20
  2
  $100.00
  Allows use of Medicine skill, +3 to use
  Climbing Gear
  1.00 lb
  20
  2
  $50.00
  Allows use of Climbing skill at +1
  Cooking Set
  1.00 lb
  20
  2
  $50.00
  Allows use of Cooking skill at +1
  Farming Tools
  20.00 lbs
  30
  4
  $775.00
  Gives a bonus of +2 towards agricultural activities
  Lantern
  1.00 lb
  20
  2
  $175.00
  Illuminates  a 30 foot radius
  Mechanica Tools
  1.00 lb
  20
  2
  $100.00
  Allows use of Clockwork and Mind Engine skills at a bonus of +2
  Navigation Set
  1.00 lb
  20
  2
  $50.00
  Allows use of Navigation skill at bonus of +1
  Quiver
  1.00 lb
  20
  2
  $30.00
  Holds 2 lbs of Arrows/bolts
  Satchel
  1.00 lb
  20
  2
  $62.50
  Holds 25 lbs
  Tack and Harness
  1.00 lb
  20
  2
  $150.00
  Allows the use of Animal skills (Basic, Flying, Large, Water) for Riding at +2
  Wood Tools
  17.50 lbs
  30
  4
  $762.50
  Allows use of Construction, Repair, and Fabrication skills (when working 
  with wood) at a bonus of +2
  Alchemy Kit:  Glass and metal tubes, beakers, jars, 
  and other containers; alcohol burners, braziers, glass 
  and metal rods, and other items that allow a Character 
  to use their Alchemy skill at a bonus of plus one (+1).
  Backpack:  A pack with straps, allowing one to wear 
  it on their back  Holds ten (10) pounds of stu� , useful 
  for keeping one’s hands free.
  Basic Tool Set:  Hammer, saw, pliers, and other basic 
  tools allowing a Character to roll on their Fabrication 
  or Repair skills.
  Camping Gear (Small):  A small tent and a few knick-
  knacks allowing a Character to make a roll on their 
  survival skill at no penalty.
  Chiurgeon’s Bag:  A black bag marked with a sym-
  bol for medicine.  Not only carries tools of advanced 
  medicine (allowing a Character to use their Medicine 
  skill with a bonus of plus three (+3)), but also recog-
  nized as a badge of one trained in the healing arts.
  Climbing Gear:  Pitons and  a hammer, straps, grap-
  pels, and other items (excluding rope!) that allow a 
  Character to make a roll on their Climbing skill at a 
  bonus of plus one (+1).
  Cooking Set:  A small set of pots, pans, cutlery, and 
  other essentials allowing a Character to make a roll on 
  their Cooking skill at a bonus of plus one (+1).
  Farming Tools:  A set of implements such as a shovel, 
  pitch-fork, and hoe which allow a Character to at-
  tempt agricultural activities (using an appropriate 
  skill of their choice) with a bonus of plus two (+2).
  Lantern:  A metal lamp that provides light to an area 
  with a radius of thirty (30) feet.  Occasionally needs to 
  be re� lled with oil. 
  Mechanica Tools:  Precision tools useful for work-
  ing with Mechanica, allowing a Character to use their 
  Clockwork or Mind Engine skills at a bonus of plus 
  two (+2).
  Navigation Set:  Astrolabe, Compass, and other items 
  allowing a Character to use their Navigation skill at a 
  bonus of plus one (+1).
  Quiver:  Sturdy tube with a shoulder strap, used for 
  holding arrows or bolts.  Holds two (2) pounds worth.
  Satchel:  A sturdy bag with a handle for easy carrying. 
  Holds twenty-� ve (25) pounds.
  Tack and Harness:  Bridle, lead, blanket, saddle, and 
  other items allowing a Character to use the appropri-
  ate Animal skill to ride at a bonus of plus two (+2).
  Wood Tools:  Hammer, saw, plane, and other tools ide-
  al for working with wood.  Allows a Character to use 
  their Construction, Fabrication, and Repair skills when 
  working with wood, with a bonus of plus two (+2).
  Simon Wentworth (Order #28533685)
  
  154
  Fantasy Era Miscellaneous, Heavy
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Blacksmith’s Tools
  40.00 lbs
  35
  5
  $1,537.50
  Allows use of Construction, Repair, and Fabrication skills (when working 
  with metal) at a bonus of +2
  Construction Tools
  20.00 lbs
  35
  4
  $950.00
  Allows use of Construction skill at +3
  Textile Tools
  10.00 lbs
  30
  4
  $750.00
  Allows use of Sewing skill at +2
  Steamwork Tools
  30.00 lbs
  40
  5
  $1,612.50
  Allows use of Repair, Fabrication, and Engineering skills (when working 
  with Steam technology) at +2
  Shipwright’s Tools
  24.00 lbs
  35
  5
  $1,445.00
  Allows the use of Repair and Fabrication skills (when working on boats or 
  ships) at +2
  Blacksmith’s Tools:  Anvil, hammer, forge, tongs, and 
  other items used for manufacturing and repairing 
  metal items.  Allows Characters use of the Construc-
  tion, Fabrication, and Repair tools at a bonus of plus 
  two (+2) when working with metal.
  Construction Tools:  Crowbars, hammers, saws, 
  trowels, and other tools useful for making structures. 
  Allows Characters to use the Construction skill at a 
  bonus of plus two (+2).
  Textile Tools:  Needles, pins, a variety of scissors and 
  shears, and other tools necessary for the manufacture 
  of clothing.  Allows a Character to use the Sewing 
  skill at a bonus of plus two (+2).
  Steamwork Tools:  Heavy wrenches, metal-cutting 
  torches, clamps, and other tools necessary for work-
  ing with items using Steam technology.  Allows a 
  Character to use Engineering, Fabrication, and Repair 
  skills when working with Steam-driven machinery at 
  a bonus of plus two (+2).
  Shipwright’s Tools:  Specialized mallets, rope work-
  ing  weights, and other tools necessary to work with 
  large vessels.  Allows a Character to use the Fabrica-
  tion and Repair skills, when working with ships and 
  other large vessels, at a bonus of plus two (+2).
  Simon Wentworth (Order #28533685)
  
  155
  Miscellaneous Equipment, Near-Modern Era
  Near-Modern Era Miscellaneous, Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  First Aid Kit
  0.80 lb
  25
  2
  $72.00
  Allows for rolls on the Medicine skill with no bonus
  Flashlight (Large)
  3.00 lbs
  30
  2
  $79.10
  Illuminates - range 30 feet, radius 20 (Does Str +2 in melee) Shots as Hours, 6 
  Hours (Di�  cult to Conceal, Hard to Maintain)
  Flashlight (Small)
  0.50 lb
  30
  1
  $14.40
  Illuminates - range 20 feet, radius 10, Shots as Hours, 2 Hours (Fragile, Hard to 
  Maintain)
  GPS
  0.60 lb
  25
  1
  $57.00
  Allows for rolls on the Navigation skill at +2, Shots as Hours, 12 Shots
  Lighter
  0.10 lb
  25
  1
  $10.00
  Dam 1, Ignites � ammables
  Lock Picks
  0.10 lb
  25
  1
  $15.00
  Allows for rolls on the Lockpicking skill at +2
  Night Vision Goggles
  0.60 lb
  25
  1
  $79.00
  Worn, negates all darkness penalties, Shots as Hours, 4 Shots
  Phone, Cell
  0.30 lb
  25
  1
  $35.52
  Communicates within Cell networks (1 mile from cell towers), Shots as Hours, 
  8 Shots
  Phone, Satellite
  2.00 lbs
  30
  2
  $126.20
  Communicates within satellite networks, Shots as Hours, 6 Shots
  Phone, Smart
  0.40 lb
  25
  2
  $88.52
  Communicates within Cell networks (1 mile from cell towers), Allows use of 
  Computer skill at no bonus, takes pictures, Shots as Hours, 4 Shots
  Watch
  0.10 lb
  25
  1
  $10.00
  Worn on wrist, Tells time
  Holster
  0.40 lb
  25
  1
  $26.50
  Holds a � rearm of up to 3 lbs
  First Aid Kit:  A small box containing sterile bandages 
  and gauze, small sharp implements, and other items 
  allowing a Character to roll on the Medicine skill, to 
  treat minor wounds, with no penalties.
  Flashlight (Large):  A big honkin’ � ashlight (big 
  enough to be used as a club in combat, doing a 
  Damage of Strength plus two (+2)), which illumi-
  nates a radius of twenty (20) feet at a distance of up 
  to thirty (30) feet.  It operates for six (6) hours on a 
  full set of batteries.
  Flashlight (Small):  A small � ashlight made of mold-
  ed plastic, easy to � t in a pocket but contains almost 
  no user serviceable parts.  Illuminates a radius of ten 
  (10) feet at up to twenty (20) feet.  Operates for two (2) 
  hours on a full set of batteries.
  GPS:  A small electronic device that accesses satellite 
  navigational data to help one to locate themselves on 
  a map and � nd directions to their destination.  Allows 
  a Character to roll on the Navigation skill at a bonus 
  of plus two (+2).  Operates for twelve (12) hours on a 
  battery, can be plugged into a vehicle’s power supply 
  for “inde� nite” operation.
  Lighter:  A small metal case containing � int, rotating 
  steel, and a reservoir for � ammable liquid with a low 
  evaporating temperature that allows a Character to 
  generate a small � ame, useful for igniting other items 
  such as cigarettes or candles.  Occasionally needs to 
  be re� lled with � uid.
  Lock Picks:  A set of thin picks of varying shape and 
  a tension bar for manipulating the tumblers in a lock. 
  Allows a Character to roll on the Lockpicking skill at 
  a bonus of plus two (+2).
  Night Vision Goggles:  A clunky and unattractive set 
  of goggles which allow the user to see primarily in the 
  infrared spectrum, negating all darkness penalties. 
  Operates for four hours on a set of batteries.
  Phone, Cell:  A small wireless telephone communi-
  cating through existing cellular networks.  Usually 
  includes a decent digital camera.  Works for eight (8) 
  hours on a charge.
  Phone, Satellite:  A wireless telephone that communi-
  cates using satellite networks - has much, much great-
  er coverage (worldwide) than a cell phone.  Operates 
  for six (6) hours on a charge.
  Phone, Smart:  A wireless telephone that communi-
  cates using existing cellular and wi-�  networks. Incor-
  porates a computer and a digital camera.  Allows a 
  Character to use their Computer skill at no penalty. 
  Operates for four hours on a charge.
  Watch:  A device worn on the wrist that tells time.  Af-
  ter the advent of cell phones and smart phones, be-
  comes less prevalent.
  Holster:  A basic item for carrying a � rearm.  Holds a 
  � rearm of three (3) pounds or less, worn on a belt or 
  a strap.
  Simon Wentworth (Order #28533685)
  
  156
  Near-Modern Era Miscellaneous, Medium
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Backpack
  1.50 lbs
  30
  2
  $300.00
  Worn on back, carries up to 50 pounds
  Battery Charger
  1.50 lbs
  30
  1
  $40.00
  Charges rechargeable batteries, restores 1 Shot per hour (requires power source) 
  (Fragile, Hard to Maintain)
  Climbing Gear
  6.50 lbs
  30
  2
  $650.00
  Allows for rolls on Climbing skill at +2
  Computer, Laptop
  7.50 lbs
  35
  3
  $940.00
  Allows for rolls on Computer skill at +2, Communicates within Wi-Fi networks 
  (within 50 feet), Shots as Hours, 3 Shots
  Computer, Tablet
  1.50 lbs
  30
  2
  $225.00
  Allows for rolls on Computer skill at +1, Communicates within Wi-Fi networks 
  (within 50 feet),. Shots as Hours, 4 Shots
  Doctor’s Bag
  3.00 lbs
  30
  3
  $670.00
  Allows for rolls on Medical skill at +2
  Satchel
  1.50 lbs
  30
  2
  $125.00
  Carries up to 25 pounds
  Tools, Armorer’s
  1.50 lbs
  30
  2
  $75.00
  Allows  for rolls on Fabrication and Repair skills at +1 when working with 
  weapons and armor
  Tools, Art
  7.50 lbs
  35
  3
  $825.00
  Allows for rolls on Art skill at +2
  Tools, Basic
  7.50 lbs
  35
  3
  $825.00
  Allows for rolls on Construction, Fabricaion, and Repair Skills with no bonus
  Tools, Basic (Power)
  15.00 lbs
  40
  3
  $1,160.00
  Allows for rolls on Construction, Fabrication, and Repair Skills at +1, Shots as 
  Hours, 6 Shots
  Tools, Composites
  15.00 lbs
  40
  3
  $1,000.00
  Allows for rolls on Fabrication and Repair skills at +2 when working with 
  Composites
  Tools, Computer
  1.50 lbs
  30
  2
  $100.00
  Allows for rolls on Electronics and Repair skills at +2 whe working with computers
  Tools, Cooking
  3.00 lbs
  30
  3
  $670.00
  Allows for rolls on the Cooking skill at +2
  Tools, Electronics
  1.50 lbs
  30
  2
  $150.00
  Allows for rolls on the Electronics skill at +2
  Tools, Esoteric
  5.00 lbs
  30
  2
  $550.00
  Allows for rolls on Parapsychology, Do Magic, and all Lore skills at +1
  Tools, Metal
  30.00 lbs
  40
  4
  $1,600.00
  Allows for rolls on Fabrication and Repair skills at +2 when working with Metal
  Tools, Styling
  1.50 lbs
  30
  2
  $150.00
  Allows for rolls on the Styling skill at +2
  Tools, Textiles
  1.50 lbs
  30
  2
  $150.00
  Allows for rolls on the Sewing skill at +2
  Tools, Wood
  15.00 lbs
  40
  3
  $1,000.00
  Allows for rolls on Fabrication and Repair skills at +2 when working with Wood
  Backpack: A pack with straps, allowing one to wear it 
  on their back  Holds � fty (50) pounds of stu� , useful 
  for keeping one’s hands free.
  Battery Charger:  When plugged into a power source, 
  this device recharges batteries (if they are of the re-
  chargeable variety) at the rate of one “Shot” per hour.
  Climbing Gear:  Pitons and  a hammer, straps, grap-
  pels, and other items (excluding rope!) that allow a 
  Character to make a roll on their Climbing skill at a 
  bonus of plus two (+2).
  Computer, Laptop:  A portable computer consisting 
  of a screen attached to the keyboard/processor by a 
  hinge.  Allows a Character to use the Computer skill 
  with a bonus of plus two (+2).  Can connect to wi-�  net-
  works within � fty (50) feet.  Operates for three hours 
  on a charge, can also be plugged in to a power source.
  Computer, Tablet:  A small computer in the form of 
  a touch-tablet, taking all input by contact with the 
  screen.  Allows a Character to roll on the Computer 
  skill with a bonus of plus one (+1).  Can connect to 
  wi-�  networks within � fty (50) feet.  Operates for 
  three hours on a charge, can also be plugged in to a 
  power source.
  Doctor’s Bag:  A black leather bag with the symbol of 
  the Asclepias sta�  and/or a red cross.  Has everything 
  contained in a � rst aid kit as well as surgical tools and 
  a supply of hypodermic needles and essential pharma-
  cological solutions.  Allows a Character to roll on the 
  Medicine skill with a bonus of plus two (+2), as well as 
  identifying the carrier as a Doctor.  Occasionally needs 
  to have its supply of medicines replenished. 
  Satchel:  A sturdy bag with a handle for easy carry-
  ing.  Holds twenty-� ve (25) pounds.
  Tools, Armorer’s:  A set of tools for working with � re-
  arms of all kinds, as well as bullets and even some 
  body armor.  Allows a Character to roll on the Fabri-
  cation and Repair skills, when working with weapons 
  and armor, at a bonus of plus two (+2).
  Tools, Art:  Essential tools for working in various me-
  diums of art, including drawing, painting, and some 
  limited sculpting.  Allows a Character to roll on the 
  Art skill at a bonus of plus two (+2).
  Simon Wentworth (Order #28533685)
  
  157
  Tools, Basic:  The essential tools necessary for work-
  ing with stu� ... hammer, wrench, pliers, saw, and 
  such.  Allows a Character to roll on the Construction, 
  Fabrication, and Repair skills at no penalty.
  Tools, Basic (Power):  A set of essential power tools, 
  including an electric drill with multiple bits, a circular 
  saw, and a hand-held jigsaw (among others).  Allows 
  a Character to roll on the Construction, Fabrication, 
  and Repair skills at a bonus of plus one (+1).  Operates 
  for six hours on a charge, can also be connected to a 
  power source.
  Tools, Composites:  The essential tools for working 
  with plastics and resins, including heated blades sim-
  ple extruders.  Allows a Character to roll on the Fabri-
  cation and Repair skills, when working with compos-
  ite materials, at a bonus of plus two (+2).
  Tools, Computer:  Precise and specialized pliers, 
  screwdrivers, and other tools for working with com-
  puter technology.  Allows a Character to roll on the 
  Electronics or Repair skills, when working with a 
  computer, at a bonus of plus two (+2).
  Tools, Cooking:  Pots, pans, knives, and other imple-
  ments and tools necessary to properly prepare food 
  with heat and seasonings.  Allows a Character to roll 
  on the Cooking skill at a bonus of plus two (+2).
  Tools, Electronics:  Precise and specialized pliers, 
  screwdrivers, and other tools for working with elec-
  tronic components.  Allows a Character to roll on the 
  Electronics, Fabrication, or Repair skills, when work-
  ing with electronic devices, at a bonus of plus two (+2).
  Tools, Esoteric:  A set of varied and bizarre items 
  such as crystal balls, mummi� ed chicken claws, metal 
  wands, and/or others (varying depending on the dis-
  cipline of magic practiced by the owner) which are 
  useful for performing esoteric or magical tasks.  Al-
  lows a Character to roll on the Do Magic, all Lore, or 
  Parapsychology skills at a bonus of plus one (+1).
  Tools, Metal:  A set of torches, specialized grind-
  ing and cutting blades, and other tools necessary for 
  working with metals.  Allows a Character to roll on 
  the Fabrication or Repair skills, when working with 
  metal, at a bonus of plus two (+2).
  Tools, Styling:  Combs, brushes, trimmers, hair gels, 
  shampoos and conditioners, a blow drier, and other 
  tools necessary to work with hair.  Allows a Character 
  to roll on the Styling skill at a bonus of plus two (+2).
  Tools, Textiles:  Pins, needles, chalk, a variety of 
  shears and trimmers, a small sewing machine, and 
  other tools necessary for working with clothing of all 
  kinds.  Allows a Character to make a roll on the Sew-
  ing skill at a bonus of plus two (+2).
  Tools, Wood:  Mallets, saws, a variety of chisels, and 
  other tools necessary for working with wood.  Al-
  lows a Character to roll on the Fabrication and Repair 
  skills, when working with wood, at a bonus of plus 
  two (+2).
  Simon Wentworth (Order #28533685)
  
  158
  Near-Modern Era Miscellaneous, Heavy
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Camping Gear
  45.00 lbs
  40
  4
  $2,850.00
  Keeps user warm and dry, allows for rolls on Survival skill at +2
  Computer, Destktop
  8.00 lbs
  35
  4
  $1,490.00
  Allows for rolls on Computer skill at +3, Communicate within Wi-Fi networks 
  (within 50 feet), requires power source
  Field Lab, Biology
  40.00 lbs
  45
  4
  $2,000.00
  Allows for rolls on Biology skill at +2
  Field Lab, Chemistry
  40.00 lbs
  45
  4
  $2,000.00
  Allows for rolls on Chemistry skill at +2
  Field Lab, Physics
  50.00 lbs
  45
  4
  $2,200.00
  Allows for rolls on Physics skill at +2
  Field Surgery
  9.00 lbs
  35
  4
  $1,540.00
  Allows for rolls on Mediine skill at +3
  Tools, Construction
  90.00 lbs
  45
  5
  $3,300.00
  Allows for rolls on Construction skill at +2
  Tools, Engineering
  40.00 lbs
  45
  4
  $2,000.00
  Allows for rolls on Engineering skill at +2
  Tools, Farming
  40.00 lbs
  45
  4
  $2,000.00
  Allows for rolls to engage in agriculture at a bonus of +2
  Tools, Mechanica
  9.00 lbs
  35
  3
  $1,450.00
  Allows for rolls on Eletronics, Engineering, Fabrication, Repair, and Cybernetics, 
  skills at +2 when dealing with Mechanica
  Tools, Vehicular
  80.00 lbs
  45
  4
  $2,850.00
  Allows for rolls on Fabrication, Repair, and Engineering skills at +2 when deal-
  ing with vehicles
  Camping Gear: Full camping setup; tent, tent poles, 
  mallets, rope, camping stove, and other items allow-
  ing  Characters to roll on the Survival skill at a bonus 
  of plus two (+2).
  Computer, Desktop: Computer system in a tower 
  con� guration, includes monitor, keyboard, mouse, 
  and printer.  Allows for rolls on the Computer skill 
  at a bonus of plus three (+3).  Can communicate with 
  wireless network within � fty feet, can also be plugged 
  directly into communications networks.  Must be 
  plugged into a power source.
  Field Lab, Biology: A lab kit containing specimen 
  jars, a small dissection kit, and a basic guide to recog-
  nizing � ora and fauna, among other tools.  Allows for 
  rolls on the Biology skill at a bonus of plus two (+2).
  Field Lab, Chemistry: A lab kit containing test tubes, 
  beakers, burners, and a selection of chemical com-
  pounds, among other tools.  Allows Characters to 
  make rolls on the Chemistry skill at a bonus of plus 
  two (+2).
  Field Lab, Physics: A lab kit containing tools and 
  meters for measuring energy output and frequency, 
  among other items.  Allows Characters to make rolls 
  on the Physics skill at a bonus of plus two (+2).
  Field Surgery: A full surgery kit for use in the � eld, 
  including surgical tools, compact linens, a supply of 
  medications, an autoclave, and other items. Allows 
  Characters to roll on the Medicine skill for even mas-
  sive wounds with a bonus of plus three (+3).
  Tools, Construction: Specialized hammers, levels, 
  clamps, pliers, and other items for use in assembling 
  structures.  Allows Characters to roll on the Construc-
  tion skill at a bonus of plus two (+2).
  Tools, Engineering: Calipers, scales, hydrometers, 
  and other items.  Allows Characters to make rolls on 
  the Engineering skill with a bonus of plus two (+2).
  Tools, Farming: Shovel, hoe, rake, and other items 
  for use in agriculture.   Allows Characters to attempt 
  agricultural activities (using an appropriate skill of 
  their choice) with a bonus of plus two (+2).
  Tools, Mechanica: Precision tools useful for working 
  with Mechanica, allowing Characters to roll on  their 
  Electronics, Engineering, Fabrication, and Cybernet-
  ics skill, when dealing with Mechanica,  at a bonus of 
  plus two (+2).
  Tools, Vehicular: Specialized wrenches, pliers, and 
  other tools necessary for working with vehicular com-
  ponents.  Allows Characters to roll on Fabrication, 
  Repair, and Engineering skills, when dealing with ve-
  hicles, at a bonus of plus two (+2).
  Simon Wentworth (Order #28533685)
  
  159
  Space Era Miscellaneous, Very Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Communicator (Small)
  0.01 lbs
  25
  0
  $28.80
  Range 5 miles, Shots as Hours, 25 Shots, Stealth
  Data Tap
  0.01 lbs
  25
  0
  $18.76
  Attaches to a computer, allows remote accessing.  Stealth
  Fresher Swarm
  0.01 lbs
  25
  0
  $7.50
  Cleans user completely (Ignore being Dirty), Restores 1 lost Shrug to clothing 
  (only).  Expended in use.
  Lock Probe
  0.01 lbs
  25
  0
  $15.00
  Allows rolls on Lockpicking skill at +2, Stealth
  Mini Light
  0.01 lbs
  25
  0
  $2.50
  Illuminates a radius of 20’
  Security Probe
  0.01 lbs
  25
  0
  $12.50
  Allows rolls on Security skill at +1, Stealth
  Tracer Bug
  0.01 lbs
  25
  0
  $12.50
  A�  xes to items, can be traced by Scanner.  Stealth
  Miscellaneous Equipment, Space Era
  Communicator (Small):  A tiny electronic device, of-
  ten in a badge, ring, or earpiece which allows for two-
  way voice communication at a range of � ve (5) miles. 
  Operates for twenty-� ve (25) hours on a charge.  Dif-
  � cult to locate.
  Data Tap:  Tiny electronic device, a�  xes to a com-
  puter system with magnetics/adhesives.  Acts as a 
  direct data connection to that computer system, with 
  a range of one (1) mile.  Draws power from the com-
  puter system it is attached to.
  Fresher Swarm:  A small capsule containing a special-
  ized swarm of nanobots.  When crushed, the nanites 
  swarm over the person who crushed it, cleaning them 
  and their clothing completely, and doing minor re-
  pairs to their clothing (restoring one (1) lost Shrug to 
  the clothing only).  Expended in use.
  Lock Probe:  Tiny electronic device, often in the form 
  of a ring or a pin which can scan the con� guration of a 
  lock and extrude a probe appropriate to the lock’s con-
  � guration.  Allows a Character to roll on the Lockpick-
  ing skill at a bonus of plus two (+2).  Low power re-
  quirement means it functions more-or-less inde� nitely.
  Mini Light:  Small electronic device that emits light 
  with a radius of twenty (20) feet, often a ring.  Low 
  power requirement means it functions more-or-less 
  inde� nitely.
  Security Probe:  Tiny electronic device, often in the 
  form of a ring or a pin which can scan the con� gura-
  tion of a local security system.  Allows a Character to 
  roll on the Security skill at a bonus of plus two (+2). 
  Low power requirement means it functions more-or-
  less inde� nitely.
  Tracer Bug:  Tiny electronic device, a�  xes to  just 
  about anything with magnetics/adhesives.  Emits a 
  low-power but unique signal that can be detected by a 
  scanner, if the scanner’s operator knows the frequen-
  cy. Low power requirement means it functions more-
  or-less inde� nitely.
  Simon Wentworth (Order #28533685)
  
  160
  The Family of
  The Family of
  FUTURECO PRODUCTS
  FUTURECO PRODUCTS
  Space Era Miscellaneous, Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Communicator (Long Range)
  0.50 lbs
  30
  1
  $387.60
  Range 100 miles, longer in a Satellite network, Shots as Hours, 50 Shots
  Computer (Micro)
  0.50 lbs
  30
  1
  $237.60
  Allows use of Computer skill at +1, Communicates within 1 mile, Shot as 
  Hours, 20 Shots
  Light Node
  0.50 lbs
  30
  1
  $45.00
  Illuminates a radius of 100’
  Medispray
  0.50 lbs
  20
  0
  $1,025.00
  Immediately heals 2 Shrugs and/or cures 1 minor or standard Condition.  
  (Expended in use, Fragile, Weak x2)
  Scanner (Pocket)
  0.50 lbs
  30
  1
  $1,151.00
  Senses Chemical, Biological, Physics, and Medical pro� les within 10’.  Shots 
  as hours, 25 Shots
  Communicator (Long Range):  Hand-held commu-
  nicator allowing two-way voice contact with a range 
  of a hundred (100) miles.  On worlds with a satellite 
  network, can “piggyback” on network communica-
  tions for world-wide range.  Operates for � fty hours 
  on a charge.
  Computer (Micro):  Computer that � ts easily in a large 
  pocket, mostly holographic display and controls.  Can 
  connect to communications networks within one (1) 
  mile.  Allows a Character to roll on the Computer skill 
  with a bonus of plus one (+1).  Operates for twenty 
  (20) hours on a charge.
  Light Node:  Small globe containing enhanced biolu-
  minescent materials, illuminates an area with a radius 
  of one hundred (100) feet.
  Medispray:  Small disposable tube holding medical 
  nanites.  Upon use, immediately heals two (2) lost 
  Shrugs of Damage and/or cures the target of one mi-
  nor or standard Condition.  Expended in use.
  Scanner (Pocket):  Pocket-sized scanning device ca-
  pable of analyzing Chemical, Biological, Physics, and 
  Medical pro� les within ten (10) feet.  Operates for 
  twenty-� ve (25) hours on a charge.
  Simon Wentworth (Order #28533685)
  
  161
  Space Era Miscellaneous, Medium
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Ascension Gun
  6.00 lbs
  35
  3
  $5,980.00
  Fires a line up to 100’, line holds up to 300 lbs and reels in at 10’ per turn.  Shots 
  50
  Comm Node
  10.00 lbs
  45
  3
  $6,704.00
  Range 1,000 miles, can link up to 50 communicators and computers in range.  
  Shots as Hours, 100 Shots
  Computer (Basic)
  2.00 lbs
  35
  2
  $2,152.00
  Allows use of Computer skill at +3, Communicates within 5 miles, Shot as 
  Hours, 50 Shots
  D-Holster
  1.00 lbs
  35
  2
  $3,700.00
  Stores up to 50 lbs in storage dimension, can shift anything up to 10 lbs at a time.  
  100 Shots - placing an item of any weight in storage costs 1 Shot
  Medipack
  2.00 lbs
  35
  2
  $10,700.00
  Allows rolls on Medicine skill at +2, can heal 3 Shrugs or cure any condition 
  (including Major), 50 Shots, each shot is one heal or cure
  Multi-Tool (Basic)
  1.00 lbs
  35
  2
  $500.00
  Allows for rolls on Construction, Fabrication, or Repair skills at +2
  Scanner
  1.00 lbs
  35
  2
  $7,004.00
  Senses Chemical, Biological, Physics, Medical, and Technical pro� les within 10’, 
  Allows rolls on Biology, Chemistry, Cybernetics, Electronics, Engineering Phys-
  ics, and Medicine at +2.  Shots as Hours, 50 Shots
  Ascension Gun:  Pistol-con� guration device that 
  launches a strong line up to one hundred (100) feet 
  and a�  xes with magnetics/adhesives.  Can hold up 
  to three hundred (300) pounds, reels line back in at 
  ten (10) feet per turn.  Can be � red/retracted � fty (50) 
  times on a charge.
  Comm Node:  Portable communications hub.  Allows 
  communications at a range of one thousand (1,000) 
  miles, can link up to � fty (50) communicators and 
  computers in coordinated communications.  Operates 
  for one hundred (100) hours on a charge.
  Computer (Basic):  A brick of computing power with 
  holographic displays.  Allows Characters to roll on the 
  Computer skill at a bonus of plus three (+3), can com-
  municate with networks at a range of � ve (5) miles. 
  Operates for � fty (50) hours on a charge.  
  D-Holster:  Band worn around the forearm; accesses a 
  pocket “storage” dimension.  Can hold up to � fty (50) 
  pounds of non-living matter, can shift up to ten (10) 
  pounds in or out of storage at once.  Takes one (1) Turn 
  to draw an item out of storage, unless the wearer has 
  the Fast on the Draw Merit, in which case drawing an 
  item out of storage is a free action.  Has one hundred 
  (100) “Shots” of charge... placing an item of any weight 
  into storage takes one (1) Shot.  Retrieving an item from 
  storage does not take any Shots.  Even if all shots are 
  expended (requiring a recharge or new Power Cell), 
  items still in storage are safe and can be retrieved.
  Medipack:  A dedicated medical scanner with a store 
  of specialized medical nanites.  Allows a Character to 
  roll on the Medicine skill at a bonus of plus two (+2), 
  can heal up to three (3) Shrugs lost to Damage or cure 
  one Condition (regardless of severity) for one “Shot.” 
  Contains � fty (50) “Shots.”
  Multi-Tool (Basic):  Extremely advanced tool using 
  modulated high-powered sound waves to manipu-
  late matter.  Allows Characters to roll on the Con-
  struction, Fabrication, or Repair skills at a bonus of 
  plus two (+2).
  Scanner:  Sensor device with dedicated databases and 
  a small modi� ed Multi-Tool built in.  Can analyze 
  Biological, Chemical, Physics, and Technical pro� les 
  within ten feet, and allows Characters to roll on the Bi-
  ology, Chemistry, Cybernetics, Electronics, Engineer-
  ing, Physics, and Medicine skills at a bonus of plus 
  two (+2).  Operates for � fty (50) hours on a charge.
  Simon Wentworth (Order #28533685)
  
  162
  Space Era Miscellaneous, Heavy
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Multi-Tool (Advanced)
  3.00 lbs
  40
  3
  $9,300.00
  Allows for rolls on Construction, Cybernetics, Electronics, Engineering, Fabrica-
  tion, or Repair skills at +4.  Shots as Hours, 100 Shots.
  Space Emergency Kit
  30.00 lbs
  50
  4
  $52,380.00
  10’ bubble that protects inhabitants from vacuum, thirst and starvation, allows 
  for the elimination of waste, gives rescuers a bonus of +4 to locate, Collapsible, 
  Shots as Hours, 50 Shots
  Space Line Thrower
  6.00 lbs
  40
  3
  $25,500.00
  Fires a line up to 1,000’, line holds up to 500 lbs and reels in at 50’ per turn.  
  Shots 100
  Survival Kit
  25.00 lbs
  45
  4
  $9,960.00
  Generates 20’ � eld that protects inhabitants from being cold and/or wet, 
  provides comfortable sleeping surfaces, allows for the safe elimination of waste, 
  allows rolls on the Survival skill at +3.  Collapsible.  Shots as Days, 20 Shots
  Survival Replicator
  15.00 lbs
  45
  4
  $18,450.00
  Provides hydration and nutrition. Shots as Days - one shot gives one person 
  enough hydration and nutrition to stay alive without penalties for one day. 30 Shots
  Multi-Tool (Advanced):  A somewhat larger Multi-
  Tool that uses a � ner sonic matrix to manipulate mat-
  ter on a much smaller scale, with a great deal more 
  precision.  Allows a Character to roll on the Construc-
  tion, Cybernetics, Electronics, Engineering, Fabrica-
  tion, or Repair skills with a bonus of plus four (+4). 
  Operates for one hundred (100) hours on a charge.
  Space Emergency Kit:  A package the size of a brief-
  case with a ripcord.  When the ripcord is pulled, the 
  package expands into a bubble, ten (10) feet across, 
  that protects those inside from vacuum.  It also pro-
  vides a simple paste that gives nutrients and hydra-
  tion (prevents hunger and thirst), and has simple 
  facilities for the disposal of waste.  Also includes 
  a beacon which gives any rescuers a bonus of plus 
  four (+4) to locate the bubble.  Operates for � fty (50) 
  hours on a charge.  Two days of guaranteed safety in 
  a space emergency.
  Space Line Thrower:  Also called a “Fleming,” for its 
  inventor.  A device with a ri� e con� guration that � res 
  a strong line up to one thousand (1,000) feet.  The line 
  adheres to its target with magnetics/adhesives, and 
  can hold up to � ve hundred (500) pounds.  The line can 
  be reeled back at up to � fty (50) feet per turn.  Can be 
  � red/retracted one hundred (100) times on a charge.
  Survival Kit:  A suitcase-sized package that opens 
  into a simple campsite.  Provides comfortable sleep-
  ing surfaces, an elementary facility for the disposal 
  of waste.  A force-� eld bubble twenty (20) feet across 
  keep those in the campsite warm and dry.  Allows 
  Characters to roll on the Survival skill with a bonus 
  of plus three (+3).  Does Not Provide Food or Water. 
  Operates for twenty (20) days on a charge.
  Survival Replicator:  Small dedicated matter replica-
  tor, produces an elementary paste that provides nutri-
  tion and hydration (prevents hunger/thirst).  Oper-
  ates for thirty (30) days on a charge.
  Simon Wentworth (Order #28533685)
  
  163
   WARDROBE
  No matter the Era, clothes make the adventurer. 
  Clothing plays a number of important roles in the 
  life of a Character - it covers their modesty, which a 
  majority of cultures seem to favor; it o� ers a certain 
  amount of protection from the elements, or from un-
  comfortable walking conditions.  It’s also a display 
  of the Character’s sense of style; “clothes make the 
  man,”so they say.
  Clothing is handled just like any other equipment in 
  how it’s structured.  It’s broke up by Era and weight 
  class.  The following lists are very general lists of cloth-
  ing types.  The exact appearance of any given article 
  of clothing is entirely up to the Player that is buying it 
  for their Character - color, fabric, texture, and the like 
  are pretty darn variable.
  The general articles of clothing available in each Era 
  are slightly di� erent; this is not to say that clothing 
  from earlier Eras is not available.  Often, people may 
  want a “retro” or “classic” appearance, and clothing 
  from earlier, bygone Eras can have a stunning e� ect 
  on one’s style.  Wear something that’s one or two sea-
  sons out of date, and you’re considered out of style. 
  Wear something that’s one or two decades out of date, 
  and you’re avante garde.  Wear something one or two 
  centuries out of date, and you’re de� nitely standing 
  out in the crowd.
  In the Fantasy and Near-Modern Eras, the available 
  clothing is � rst broken down into the individual 
  items of clothing, such as shirts, blouses, ties, pants, 
  and what not.  Then, because it will become VERY 
  tiresome to list down all of one’s clothing, there are 
  Wardrobes listed.  These are collections of clothing 
  that are suitable to a certain level of style or activity; 
  one can simply purchase the wardrobes that they are 
  interested in having, rather than having to list all of 
  the clothing within that wardrobe.
  When we get to the Space Era, however, things are a 
  little di� erent.  There are quite a few Space Era cultures 
  that eschew the traditional concepts of clothing, main-
  taining their modesty with holographic projections or 
  wearing “smart”clothing that can vary its appearance 
  while keeping the owner clean and comfortable.  The 
  clothing of the Space Era is more about utility than 
  style, while at the same time allowing for one item of 
  clothing to � t into any number of di� erent styles.
  It is common to see people in the Space Era wear-
  ing “retro” clothing from the Fantasy or Near-Mod-
  ern Eras; either they’ve altered their holographic or 
  smart clothing to take on this appearance, or they 
  want the simpler (less technologically complex) 
  clothing of yesteryear.
  A Note On Clothing And Damage:  Like armor, cloth-
  ing is between a Character and Damage.  Unlike ar-
  mor, clothing doesn’t prevent any of that Damage 
  from getting through.
  It can really slow down a game when someone needs 
  to make Damage Resistance rolls for their business suit 
  in the middle of combat, however.  At the GM’s option, 
  it can simply be assumed (if people are keeping track 
  of this sort of thing) that, if a Character takes Shrugs 
  of Damage, that their clothing is full of holes, charred, 
  soaked in blood, or otherwise compromised, and needs 
  a good cleaning and a mending, or needs to be replaced.
  If someone really wants to make the Damage Resis-
  tance for their clothing (“I really LOVE these socks, 
  man!”), they can generally handle that on their own 
  after the combat is over.  In the grand scheme of 
  things, unless the clothing was somehow vital to the 
  current storyline (“You DID protect the sacred boots 
  of Glandenshire, didn’t you?”), the relative state of 
  one’s wardrobe after a running gun battle is more a 
  matter of storytelling than dice rolling.
  NOTE:  Wealthy people generally dress better.  For 
  every time a Character has the Rich Merit, they have 
  an additional one thousand dollars ($1,000.00) just for 
  clothing.  They can choose not to spend this, in which 
  case the clothing allowance is lost, but wealth carries 
  a certain responsibility to look the part.
  Simon Wentworth (Order #28533685)
  
  164
  Fantasy Era Clothing/Wardrobes
  Fantasy Era Clothing, Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Belt (Basic)
  0.25 lb
  15
  1
  $10.00
  Clothing, Holds up pants, carries scabbards and sheathes
  Belt (Fancy)
  0.25 lb
  15
  1
  $20.00
  Clothing, Holds up pants, carries scabbards and sheathes, Styling +2
  Boots (Basic)
  1.00 lb
  15
  2
  $128.00
  Clothing, Covers feet, Ignore general discomfort
  Boots (Fancy)
  3.50 lbs
  20
  3
  $250.50
  Clothing, Covers legs, feet, Ignore general discomfort, Styling +2
  Cape/Cloak (Basic)
  0.75 lb
  15
  1
  $57.00
  Clothing, covers torso, arms, Ignore beign too cool, Styling +1
  Cape/Cloak (Fancy)
  2,25 lb
  15
  3
  $387.00
  Clothing, covers torso, arms, Ignore beign too cool, Styling +3
  Coat (Basic)
  2.25 lbs
  15
  2
  $192.00
  Clothing, Covers torso, arms, legs, ignore being too cool 
  Coat (Fancy)
  3.75 lbs
  20
  2
  $259.50
  Clothing, Covers torso, arms, legs, ignore being too cool, Styling +2
  Dress (Basic)
  1.25 lbs
  15
  1
  $50.00
  Clothing, Covers torso, arms, legs
  Dress (Fancy)
  2.50 lbs
  20
  1
  $152.50
  Clothing, Covers torso, arms, legs, Stying +3
  Hat (Basic)
  0.25 lb
  15
  1
  $10.00
  Clothing, Covers head
  Hat (Fancy)
  0.50 lb
  20
  1
  $42.50
  Clothing, Covers head, Styling +2
  Jacket (Basic)
  1.50 lbs
  20
  1
  $79.50
  Clothing, Covers torso, arms.  Ignore being too cool.
  Jacket (Fancy)
  1.50 lbs
  20
  1
  $199.50
  Armor, Clothing, Covers torso, arms.  Ignore being too cool. Styling +2
  Nightwear (Basic)
  0.75 lb
  15
  1
  $42.00
  Clothing, Covers torso, legs, ignore general discomfort
  Nightwear (Fancy)
  0.25 lb
  15
  1
  $30.00
  Clothing, Covers torso, Seduction/Styling +2
  Pants/Skirt (Basic)
  1.00 lb
  20
  1
  $45.00
  Clothing, Covers legs
  Pants/Skirt (Fancy)
  1.00 lb
  20
  1
  $65.00
  Clothing, Covers legs, Styling +2
  Shirt/Blouse (Basic)
  0.75 lb
  15
  1
  $30.00
  Clothing, Covers torso, arms
  Shirt/Blouse (Fancy)
  0.75 lb
  15
  1
  $60.00
  Clothing, Covers torso, arms,  Styling +2
  Shoes (Basic)
  0.50 lb
  15
  1
  $28.00
  Clothing, Covers feet, ignore general discomfort
  Shoes (Fancy)
  0.50 lb
  15
  1
  $48.00
  Clothing, Covers feet, ignore general discomfort.  Styling +2
  Vest
  0.50 lb
  20
  1
  $22.50
  Clothing, Covers torso, Styling +2
  Fantasy Era Clothing, Very Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Gloves (Basic)
  0.02 lb
  10
  0
  $3.00
  Clothing, covers hands, ignore general discomfort
  Gloves (Fancy)
  0.02 lb
  10
  0
  $5.00
  Clothing, covers arms, hands, ignore general discomfort, styling +2
  Handkerchief (Basic)
  0.01 lb
  10
  0
  $1.00
  Clothing,
  Handkerchief (Fancy)
  0.01 lb
  10
  0
  $2.00
  Clothing, Styling +2
  Scarf/Ascot/Tie (Basic)
  0.01 lb
  10
  0
  $1.00
  Clothing, 
  Scarf/Ascot/Tie (Fancy)
  0.02 lb
  10
  1
  $7.00
  Clothing, Styling +2
  Slippers (Basic)
  0.02 lb
  10
  0
  $3.00
  Clothing, covers feet, ignore general discomfort
  Slippers (Fancy)
  0.02 lb
  10
  0
  $5.00
  Clothing, covers feet, ignore general discomfort.  Styling +2
  Socks/Stockings (Basic)
  0.04 lb
  10
  0
  $4.00
  Clothing, covers legs, feet.
  Socks/Stockings (Fancy)
  0.04 lb
  10
  0
  $8.00
  Clothing, covers legs, feet.  Styling +2
  Strap (Basic)
  0.01 lb
  10
  0
  $1.00
  Clothing, (The more straps you have, the more Manga you are!)
  Strap (Fancy)
  0.03 lb
  15
  1
  $8.25
  Clothing, Styling +2
  Tights (Basic)
  0.03 lb
  10
  0
  $3.00
  Clothing, covers legs, feet
  Tights (Fancy)
  0.03 lb
  10
  0
  $6.00
  Clothing, covers legs, feet. Styling +2
  Undergarments (Basic)
  0.04 lb
  15
  1
  $9.25
  Clothing, covers torso, groin, ignore general discomfort
  Undergarments (Fancy)
  0.,02 lb
  10
  1
  $12.00
  Clothing, covers torso, groin, ignore general discomfort.  Seduction/Styling +2
  Simon Wentworth (Order #28533685)
  
  165
  Fantasy Era Wardrobes
  Wardrobe
  Weight
  Cost
  Includes
  Casuals
  14.81 lbs
  $797.75
  Undergarments (Basic) (x7), Socks/Stockings (Basic) (x7), Belt (Basic) (x1), Boots (Basic) (x1), 
  Nightwear (Basic) (x1), Pants/Skirt (x7), Shirt/Blouse (x7)
  Formals (Female)
  35.27 lbs
  $3,030.50
  Gloves (Fancy) (x7), Handkerchief (Fancy) (x7), Scarf/Ascot/Tie (Fancy) (x7), Socks/Stockings 
  (Fancy) (x7), Undergarments (Fancy) (x7), Cape/Cloak (Fancy) (x1), Dress (Fancy) (x7), Hat 
  (Fancy) (x7), Nightwear (Fancy) (x3), Shoes (Fancy) (x21)
  Formals (Male)
  27.23 lbs
  $2,330.00
  Gloves (Fancy) (x7), Handkerchief (Fancy) (x7), Scarf/Ascot/Tie (Fancy) (x21), Socks/Stockings 
  (Fancy) (x7), Tights (Fancy) (x7), Undergarments (Fancy) (x7), Belt (Fancy) (x1), Boots (Fancy) 
  (x3), Cape/Cloak (Fancy) (x1), Coat (Fancy) (x1), Hat (Fancy) (x1), Nightwear (Basic) (x1), 
  Pants/Skirt (Fancy) (x7), Shirt/Blouse (Fancy) (x7), Vest (x7)
  Adventuring
  17.43 lbs
  $957.25
  Gloves (Basic) (x1), Socks/Stockings (Basic) (x7), Strap (Basic) (x10), Undergarments (Basic) 
  (x7), Belt (Basic) (x1), Boots (Basic) (x1), Cape/Cloak (Basic ) (x1), Hat (Basic) (x1), Jacket (Basic) 
  (x1), Nightwear (Basic) (x1), Pants/Skirt (Basic) (x7), Shirt/Blouse (Basic) (x7)
  Adventuring (Way Cool)
  21.96 lbs
  $2,425.25
  Gloves (Fancy) (x7), Scarf/Ascot/Tie (Fancy) (x10), Socks/Stockings (Fancy) (x7), Strap (Fancy) 
  (x47), Tights (Fancy) (x7), Undergarments (Fancy) (x7), Belt (Fancy) (x1), Boots (Fancy) (x1), 
  Cape/Cloak (Fancy) (x1), Hat (Fancy) (x1), Jacket (Fancy) (x1), Nightwear (Fancy) (x1), Pants/
  Skirt (Fancy) (x7), Shirt/Blouse (Fancy) (x7)
  Simon Wentworth (Order #28533685)
  
  166
  Near-Modern Era Clothing/Wardrobes
  Near-Modern Era Clothing, Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Belt (Basic)
  0.10 lb
  25
  1
  $10.00
  Clothing, Holds up pants, carries scabbards and sheathes
  Belt (Fancy)
  0.10 lb
  25
  1
  $20.00
  Clothing, Holds up pants, carries scabbards and sheathes, Styling +2
  Body Stocking
  0.50 lb
  25
  1
  $100.00
  Clothing, Covers torso, arms, legs, Seduction/Styling +2
  Bodysuit/Catsuit
  1.50 lbs
  30
  2
  $437.50
  Clothing, Covers torso, arms, legs, Styling +3
  Boots (Basic)
  0.20 lb
  25
  1
  $30.00
  Clothing, Covers feet, Ignore general discomfort
  Boots (Fancy)
  0.20 lb
  25
  1
  $50.00
  Clothing, Covers legs, feet, Ignore general discomfort, Styling +2
  Boots (Work)
  0.40 lb
  25
  2
  $170.00
  Armor, Clothing, Covers feet, Ignore general discomfort
  Cape
  0.40 lb
  30
  1
  $112.50
  Clothing, Covers torso, arms, Styling +3
  Coat (Basic)
  0.50 lb
  25
  1
  $60.00
  Clothing, Covers torso, arms, legs, ignore being too cool 
  Coat (Fancy)
  0.50 lb
  25
  1
  $125.00
  Clothing, Covers torso, arms, legs, ignore being too cool, Styling +2
  Dress (Basic)
  0.50 lb
  25
  1
  $30.00
  Clothing, Covers torso, arms, legs
  Dress (Fancy)
  0.50 lb
  25
  1
  $125.00
  Clothing, Covers torso, arms, legs, Stying +3
  Gloves (Basic)
  0.20 lb
  25
  1
  $30.00
  Clothing, covers hands, ignore general discomfort
  Gloves (Opera)
  0.20 lb
  25
  1
  $100.00
  Clothing, covers arms, hands, ignore general discomfort, Styling +2
  Handkerchief
  0.10 lb
  25
  1
  $20.00
  Clothing, Styling +2
  Hat (Basic)
  0.10 lb
  25
  1
  $10.00
  Clothing, Covers head
  Hat (Fancy)
  0.10 lb
  25
  1
  $20.00
  Clothing, Covers head, Styling +2
  Jacket (Basic)
  0.30 lb
  25
  1
  $45.00
  Clothing, Covers torso, arms.  Ignore being too cool.
  Jacket (Heavy)
  1.50 lbs
  30
  2
  $292.50
  Armor, Clothing, Covers torso, arms.  Ignore being too cool.
  Mask/Cowl
  0.10 lb
  25
  1
  $25.00
  Clothing, covers head, conceals identity, Styling +2
  Nightwear
  0.10 lb
  25
  1
  $15.00
  Clothing, Covers torso, ignore general discomfort
  Pants/Skirt (Basic)
  0.40 lb
  30
  1
  $45.00
  Clothing, Covers legs
  Pants/Skirt (Fancy)
  0.40 lb
  30
  1
  $65.00
  Clothing, Covers legs, Styling +2
  Scarf/Ascot/Tie
  0.10 lb
  25
  1
  $20.00
  Clothing, Styling +2
  Shirt/Blouse (Basic)
  0.30 lb
  25
  1
  $30.00
  Clothing, Covers torso, arms
  Shirt/Blouse (Fancy)
  0.30 lb
  25
  1
  $60.00
  Clothing, Covers torso, arms,  Styling +2
  Shoes (Basic)
  0.20 lb
  25
  1
  $30.00
  Clothing, Covers feet, ignore general discomfort
  Shoes (Fancy)
  0.20 lb
  25
  1
  $50.00
  Clothing, Covers feet, ignore general discomfort.  Styling +2
  Shorts
  0.10 lb
  25
  1
  $10.00
  Clothing, Covers groin
  Slippers
  0.20 lb
  25
  1
  $30.00
  Clothing, covers feet, ignore general discomfort
  Socks/Stockings (Basic)
  0.40 lb
  25
  1
  $40.00
  Clothing, covers legs, feet.
  Socks/Stockings (Fancy)
  0.40 lb
  25
  1
  $80.00
  Clothing, covers legs, feet.  Styling +2
  Strap
  0.10 lb
  25
  1
  $20.00
  Clothing, Styling +2
  Sweater
  0.30 lb
  25
  1
  $45.00
  Clothing, Covers torso, arms, ignore being too cold
  T-Shirt (Basic)
  0.10 lb
  25
  1
  $10.00
  Clothing, Covers torso
  T-Shirt (Designer)
  0.10 lb
  25
  1
  $20.00
  Cothing, Covers torso, Styling +2
  Tights
  0.40 lb
  25
  1
  $40.00
  Clothing, covers legs, feet
  Undergarments (Basic)
  0.20 lb
  25
  1
  $30.00
  Clothing, covers torso, groin, ignore general discomfort
  Undergarments (Lingerie)
  0.20 lb
  25
  1
  $60.00
  Clothing, covers torso, groin, Seduction/Styling +2
  Vest
  0.20 lb
  30
  1
  $32.50
  Clothing, covers torso, Styling +2
  Simon Wentworth (Order #28533685)
  
  167
  Near-Modern Era Wardrobes
  Wardrobe
  Weight
  Cost
  Includes
  Casuals
  8.10 lbs
  $920.00
  Belt (Basic) (x1), Nightwear (x1), Pants/Skirt (Basic) (x3), Shirt/Blouse (Basic) (x7), Shoes (Basic) 
  (x2), Socks/Stockings (Basic) (x7), Undergarments (Basic) (x7)
  Casuals, Warm Weather
  6.30 lbs
  $735.00
  Nightwear (x1), Shoes (Basic) (x3), Shorts (x7), Socks (x7), T-Shirt (Basic) (x7), Undergarments 
  (Basic) (x7)
  Formals (Female)
  18.50 lbs
  $4,470.00
  Body Stocking (x1), Boots (Fancy) (x5), Dress (Fancy) (x7), Gloves (Opera) (x3), Nightwear 
  (x1), Scarf/Ascot/Tie (x12), Shoes (Fancy) (x30), Socks/Stockings (Fancy) (x7), Undergarments 
  (Basic) (x7), Undergarments (Lingerie) (x7)
  Formals (Male)
  14.30 lbs
  $2,302.50
  Belt (Fancy) (x2), Handkerchief (x3), Jacket (Basic) (x3), Nightwear (x1), Pants/Skirt (Fancy) 
  (x3), Scarf/Ascot/Tie (x 20), Shirt/Blouse (Fancy) (x7), Shoes (Fancy) (x3), Socks/Stockings 
  (Fancy) (x7), Undergarments (Basic) (x7), Vest (x3)
  Hero/Villain Wear
  13.80 lbs
  $3,170.00
  Belt (Fancy) (x3), Bodysuit/Catsuit (x3), Boots (Fancy) (x3), Cape (x3), Gloves (Opera) (x3), 
  Mask/Cowl (x3), Nightwear (x1), Strap (x20), Tights (x7), Undergarments (Basic) (x7)
  Adventuring
  11.30 lbs
  $3,247.00
  Belt (Basic) (x1), Boots (Work) (x1), Coat (Basic) (x1), Gloves (Basic) (x1), Hat (Basic) (x1), Night-
  wear (x1), Pants/Skirt (Basic) (x7), Shirt/Blouse (Basic) (x5), Shoes (Basic) (x3), Socks/Stockings 
  (Basic) (x7), Strap (x5), T-Shirt (Basic) (x5), Undergarments (Basic) (x7)
  Simon Wentworth (Order #28533685)
  
  168
  Space Era Clothing
  Space Era Clothing, Very Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Holoclothing Generator
  0.02 lb
  25
  1
  $272.50
  “Clothing,” Immaterial Structure, Cosmetic Transform, Shots as Hours, 25 
  Shots, +4 to Styling, +3 Bonus to Conceal
  Privacy Gloves
  0.04 lb
  25
  1
  $60.00
  Clothing, covers hands
  Skinsuit
  0.07 lb
  25
  0
  $52.50
  Clothing, covers torso, arms, legs, feet, ignore general discomfort
  Underlayer
  0.01 lb
  25
  0
  $12.50
  Clothing, covers groin, ignore general discomfort
  Space Era Clothing, Light
  Item
  Weight
  DR
  Shrugs
  Cost
  Notes
  Variable Boots
  0.50 lb
  30
  2
  $400.00
  Clothing, covers feet, ignore general discomfort, ignore being too cool, ignore 
  being too hot, ignore getting dirty, Cosmetic Transform
  Variable Jumpsuit
  2.50 lbs
  30
  1
  $875,00
  Clothing, covers torso, arms, legs, ignore being too cool, ignore being too hot, 
  ignore getting dirty, Cosmetic Transform
  Variable Pants
  1.00 lb
  30
  1
  $350.00
  Clothing, covers legs, ignore being too cool, ignore being too hot, ignore get-
  ting dirty, Cosmetic Transform
  Variable Shirt
  1.50 lbs
  30
  1
  $525.00
  Clothing, covers torso and arms, ignore being too cool, ignore being too hot, 
  ignore getting dirty, Cosmetic Transform
  Simon Wentworth (Order #28533685)
  
  169
  Housing
  Having stu�  can be important for an adventurer, but 
  you’re also gonna want to have a place to put your 
  stu� .  It also helps to have someplace to call your own 
  - a place to rest your head and recuperate.
  While it is entirely possible to own the building that 
  you live in, it’s surprising how seldom this is the 
  case.  Homes are expensive things, constantly drain-
  ing one’s pocket book with required maintenance and 
  service.  Even some of the wealthiest individuals are 
  in the practice of making payments on their dwelling, 
  as opposed to buying one outright.
  Only some of the most basic information about dwell-
  ings is presented here, divided by Era.
  Each dwelling has a certain number of rooms associ-
  ated with it.  This is the number of distinct enclosures 
  within the dwelling, and counts not only bedrooms 
  and bathrooms, but kitchens, storage areas, hallways, 
  and the like.  Then the dwelling’s Damage Resistance 
  (DR) and Shrugs are listed.  This is the structural in-
  tegrity of the walls of the dwelling - a wall that has 
  been reduced to zero (0) Shrugs or less no longer 
  provides cover and can be simply stepped through. 
  Once a dwelling has lost twice as many walls as it has 
  rooms, it’s probably coming down.
  For Example:  A ﬁ ght breaks out in a Fantasy Era House 
  (Standard), which has eight (8) rooms.  In the course of the 
  ﬁ ght, sixteen (16) of the walls in the house get demolished 
  (reduced to zero (0) Shrugs or less).  The Game Master de-
  cides that enough structural walls have come down to drop 
  the building, so the house collapses.
  Being inside a collapsing building causes those within 
  it to have to resist an incoming Damage equal to the 
  building’s Damage Resistance.  In the example of the 
  Fantasy Era House above, everyone inside needs to 
  roll Damage Resistance at a penalty of twenty (20).
  Dwellings are assumed to have certain amenities. 
  Homes protect people from being wet, too cool, and/or 
  too warm.  They provide privacy, and have facilities for 
  the safe and hygienic removal of human waste.  They 
  o� er security, and often have areas for food storage and 
  preparation.
  In the Fantasy Era, it is often necessary to bring one’s 
  water to the home by hand.  A lucky homeowner will 
  have a well on their property.  In the Near-Modern 
  Era, both water and electricity are brought into the 
  home by conduits (piping and cables) provided by 
  external utilities.  It is possible to generate one’s own 
  electricity and pump one’s own water, essentially go-
  ing “o�  the grid” but utilities are the default assump-
  tion.  In the Space Era, homes come with their own 
  power cores and water replication systems.
  The Space Era also provides for prefab homes - homes 
  in packages the size of large trunks that unfold into 
  fully functional houses.  These are often used when 
  starting space colonies, but thrifty home owners may 
  � nd other uses.
  Orbital housing in the Space Era isn’t just for dwelling 
  in orbit, but can be used anywhere that one would like 
  a sealed environment that provides its own atmosphere.
  Xenodimensional dwellings are true wonders - ex-
  ternally, just a boring block structure not much more 
  than ten feet to a side.  This is merely the interface 
  to the pocket dimension where the rest of the home 
  lies, which can be truly immense in comparison.  Such 
  homes are very expensive, but very secure and truly 
  luxurious.  If one is going to live in xenodimensional 
  housing, though, one should get used to hearing “hey, 
  it’s bigger on the inside than it is on the outside!”
   Repairing and
  Constructing Housing
  Like other types of equipment, one’s home can get 
  bashed around quite a bit.  It’s also possible to construct 
  one’s own facilities, with a little time and elbow-grease.
  As one lives and works in their home, it may degrade 
  a bit.  Things get a little creaky, stairs get loose, cabi-
  nets start to fall apart with use.  It takes quite some 
  time for this repetitive wear to actually a� ect the 
  structural integrity of a dwelling, though - homes are 
  generally large and sturdy structures.
  As A General Rule:  in order to prevent wear and tear 
  from reducing the structural integrity of a dwelling, the 
  Player of a Character owning the home need only de-
  clare occasionally that they are putting time into main-
  taining it.  It may take only an hour of game time, or 
  so, each month of game time to make sure that one’s 
  “place” is in good condition.  If the Player doesn’t feel 
  that their Character is the type of person who would 
  maintain their own home, they can always state that 
  they have some “people” to look after it, such as a car-
  penter, a gardener, or a property management � rm. 
  Simon Wentworth (Order #28533685)
  
  170
  This is important.  The GM may feel free to let the 
  Players know that they should put a little time into 
  maintaining their gear... if a Character has a skill of 
  3 or more in skills which utilize that gear (such as 
  Handguns, Styling, Engineering, or Construction, to 
  name a few), their Player should certainly be remind-
  ed a couple of times.
  Of course, then there are the problems associated with 
  a home actually being damaged by break-ins, zombie 
  invasions, impractical � rearms practice and the like 
  (because if you miss your target, the bullet still goes 
  someplace!).
  When walls of a dwelling have actually taken dam-
  age, it requires a roll on the Intelligence Stat plus the 
  Construction skill to restore it.  One roll is su�  cient to 
  restore all of the Shrugs wall has lost, so long as it has 
  not been rendered Wrecked (taken two times (2x) it’s 
  total number of Shrugs in Damage).  A Wrecked wall 
  is simply empty space.  Note that this is necessary for 
  each wall so damaged.
  Of course, it takes more than a roll.  The Character 
  making the repairs should have the appropriate tools 
  for the job, such as a set of woodworking or construc-
  tion tools.  On top of that, there are materials to con-
  sider, and the time it takes to e� ect the repairs.
  For each integrity of structure, in each Era, there is 
  a di� erent cost to restore one Shrug of Damage, and 
  a set time per Shrug to be restored.  These costs and 
  times are detailed in the chart below.
  Era
  Building
  DR
  Cost Per 
  Shrug
  Time Per 
  Shrug
  Fantasy
  15
  $1,250.00
  6 Hours
  Fantasy
  20
  $1,562.50
  12 Hours
  Fantasy
  25
  $1,875.00
  24 Hours
  Fantasy
  30
  $2,187.50
  2 Days
  N-Mod
  20
  $1,562.50
  1 Hour
  N-Mod
  25
  $1,875.00
  6 Hours
  N-Mod
  30
  $2,187.50
  12 Hours
  N-Mod
  35
  $2,500.00
  1 Day
  Space
  25
  $1,875.00
  30 Minutes
  Space
  30
  $2,187.50
  1 Hour
  Space
  35
  $2,500.00
  6 Hours
  Space
  40
  $2,812.50
  12 Hours
  Note:  These costs are the “fair market value” cost for 
  the repair materials.  That is what a carpenter or ma-
  son  would charge to repair the walls.
  A Character can do the job themselves for forty per-
  cent (40%) of the listed cost, or ten percent (10%) if 
  they have the Natural Engineer Merit.  A Natural En-
  gineer also reduces the time spent, doing in Hours 
  what it would normally take Days to do, or doing in 
  Minutes what it would take Hours to do.
  Just as a Character can repair their own dwelling if 
  they have the Construction skill, they can build their 
  own home if they have that skill as well.  This earns 
  them the same discount they would receive for repair-
  ing it... an home made by a Character costs that Char-
  acter only forty percent (40%) of its listed cost, or ten 
  percent (10%) if the Character is a Natural Engineer.
  This also requires a roll on the Intelligence stat plus 
  the Construction skill once for each room in the build-
  ing.  A set of Basic tools, or better yet, Construction 
  tools, is essential for this task.  
  It can take quite a while to build a home.  To � nd the 
  total time necessary to construct a building, look to the 
  chart above - take the Time per Shrug for the particular 
  DR of the building that is to be constructed, then multi-
  ply it by the number of rooms in the building.
  For Example:  Building a House, Standard in the Fan-
  tasy Era (which has a DR of twenty (20) and eight (8) 
  rooms) would take twelve (12) hours, multiplied by 
  eight (8), for a total of ninety-six (96) man hours - or 
  twelve (12) working days.  The work can be divided 
  up among multiple workers... two (2) workers could 
  build the house in six (6) days, for example.
  Characters with the Natural Engineer Merit build 
  much faster... hours instead of days, minutes instead 
  of hours.  A house builder with the Natural Engineer 
  Merit is worth their weight in gold.
  Simon Wentworth (Order #28533685)
  
  171
  SPACE ERA HOUSING
  Dwelling
  Rooms
  DR
  Shrugs
  Monthly
  Purchase
  Notes
  Apartment, Small
  4
  30
  8
  $630.00
  N/A
  1 Bedroom, 1 Fresher
  Apartment, Large
  10
  30
  8
  $1,436.46
  N/A
  4 Bedroom, 2 Freshers
  Colonial House, Small
  6
  25
  7
  $1,032.50
  $123,900.00
  Prefab, 2 Bedroom, 1 Fresher
  Colonial House, Large
  29
  25
  7
  $1,782.50
  $213,900..00
  Prefab, Houses twenty people
  Home Module
  22
  30
  8
  $4,017.71
  $482,125.00
  6 Bedrooms, 4 Freshers
  Home Module, Large
  47
  30
  8
  $9,801.46
  $1,176,175.00
  12 Bedrooms, 8 Freshers
  Orbital Habitat, Small
  1
  30
  8
  $1,389.79
  $166,775.00
  2 Armor Shrugs, 1 room with privacy screens
  Orbital Habitat, Large
  36
  30
  8
  $41,836.67
  $5,020,400.00
  2 Armor Shrugs, 20 Rooms with Freshers 
  Xenodimensional Mansion
  70
  40
  10
  $306,556.88
  $36,786,825.00
  5 Armor Shrugs, 50 Rooms with Freshers, full amentities
  NEAR-MODERN ERA HOUSING
  Dwelling
  Rooms
  DR
  Shrugs
  Monthly
  Purchase
  Notes
  Apartment, Small
  4
  25
  6
  $251.25
  N/A
  Studio or Bachelor with full bath
  Apartment, Large
  11
  25
  6
  $667.50
  N/A
  3 Bedroom, 2 Bath
  Condominium
  10
  30
  7
  $1,330.00
  N/A
  Small duplex
  Condominium, Large
  15
  30
  7
  $2,084.38
  N/A
  Luxury condo with yard
  House, Small
  10
  25
  6
  $682.50
  $81,900.00
  2 Bedroom, 1 Bath
  House, Medium
  20
  25
  6
  $1,308.75
  $157,050.00
  4 Bedroom, 2 1/2 Bath
  House, Large
  34
  25
  6
  $1,881.25
  $225,750.00
  6 Bedroom, 3 1/2 Bath
  Mansion
  167
  30
  7
  $189,864.58
  $2,783,350.00
  Massive, can house about a hundred people
  Mobile Home
  4
  20
  5
  $165.63
  $19,875.00
  One room + 1 full bath, mostly aluminum.
  FANTASY ERA HOUSING
  Dwelling
  Rooms
  DR
  Shrugs
  Monthly
  Purchase
  Notes
  Apartment, Small
  3
  20
  4
  $139.58
  N/A
  Simple amenities only
  Apartment, Large
  6
  20
  4
  $265.63
  N/A
  2 Bedroom, 1 Bath
  Castle
  177
  30
  6
  $16,698.13
  $2,003,775.00
  Rooms have 3 Armor Shrugs... can house hundreds
  House, Small
  5
  15
  3
  $154.17
  $18,500.00
  A simple cabin
  House, Standard
  8
  20
  4
  $362.50
  $43,500.00
  3 Bedroom, 1 Bath
  House, Manor
  27
  25
  5
  $1,671.88
  $200,625.00
  10 Bedrooms, 4 Bath... can house a couple of dozen
  Keep
  58
  30
  6
  $6,005.42
  $720,650.00
  Rooms have 3 Armor Shrugs, can house a hundred troops
  Shack and Outhouse
  2
  15
  3
  $83.33
  $10,000.00
  Lacking even simple amentities.  A roof and a hole.
  Simon Wentworth (Order #28533685)
  
  172
  Because you really want to go places, and walking 
  halfway around the world would suck.  Vehicles al-
  low adventurers to get to where the action is; some 
  vehicles have histories and personalities all their own, 
  almost becoming Characters in their own right.
  Vehicles have their own set of statistics, determining 
  everything from how di�  cult they are to break to how 
  far they can go on a tank of gas.  Not every vehicle has 
  every statistic - cars and aircraft don’t generally list a 
  “crush depth,” but then again, they might.
  • DR:  Also known as Damage Resistance.  The abil-
  ity of the vehicle to resist being damaged - a re� ec-
  tion of how durable the vehicle’s structure is, and 
  how much armor may have been added to it.
  • Shrugs:  The Material Shrugs of the Vehicle.  
  When these have been reduced to zero (0), the 
  vehicle can no longer operate, but it can be 
  repaired.  When it has taken twice this many 
  Shrugs, it is completely broken, but it’s materials 
  might be salvaged.  When it has taken three times 
  this many Shrugs, it is obliterated.
  • Armor:  The number of Armor Shrugs the vehicle 
  has... may be a product of armor plating or sim-
  ply a resilient structure.  .
  • Handling:  A bonus to driving/piloting the ve-
  hicle, due to good balance, advanced controls, et 
  cetera.
  • Speed:  The fastest that this vehicle can normally 
  go.  Vehicle.  Assumed to be in Miles per Hour, 
  unless otherwise noted.|
  • Range:  The distance the vehicle can travel on 
  one full load of fuel.
  • Bonus to Hit:  A bonus given to people attempt-
  ing to hit the vehicle in combat due to the ve-
  hicle’s size and/or sensor pro� le.
  • Crew:  The amount of people required to oper-
  ate the vehicle.  If the vehicle can be operated 
  by fewer than this many people, but at a lower 
  e�  ciency (i.e.; a skeleton crew), this number is 
  also noted.
  • Passengers:  The number of people that the 
  vehicle can carry safely and comfortably that are 
  not required to operate the vehicle.  
  Cargo:  The largest amount of material (items, 
  equipment, what-have-you) that the vehicle can 
  carry, measured by weight.  E� ectively, the ve-
  hicle’s carrying capacity.
  • Weight:  The total weight of the vehicle, unload-
  ed and unmanned.
  • Cost:  The amount of money it takes to purchase 
  the vehicle outright.  If the Player would rather 
  have their Character making payments on a 
  vehicle, the Deal is in Full E� ect.  Don’t forget a 
  criminally high interest rate!
  • Features:  Items which add functionally and 
  value to a vehicle. 
  • 
  Flaws:  Di�  culties with the function of a particular 
  vehicle; may be design errors or simply a way the 
  vehicle operates unlike other vehicles of its size.
  Vehicle Scale and Size
  Vehicles are divided by Era and by Size.  Each era 
  has its own set of size classi� cations; from Era to 
  Era, vehicles are one of those things that have the 
  most variation.
  In the Fantasy Era, the sizes are Personal, Medium, 
  and Large.  
  • Personal vehicles are one or two-person af-
  fairs, such as bicycles.  There is no bonus to hit 
  a vehicle at Personal size.  They are rarely much 
  larger than a person themselves, and may even 
  be worn on the back.
  Vehicles
  Simon Wentworth (Order #28533685)
  
  173
  • Medium vehicles run the size from “just larger 
  than a person” to “big enough to carry � fteen or 
  twenty people.”  They might be carriages, wag-
  ons, or small boats.  There is a bonus of plus three 
  (+3) to hit Medium vehicles due to their size.
  • Large vehicles are anything from “big enough to 
  carry twenty people or so” on up.  They are usu-
  ally large oceangoing vessels.  There is a bonus of 
  plus six (+6) to hit Large vehicles due to their size.
  In the Near-Modern Era, there is a much greater vari-
  ety of vehicles.  The sizes are Personal, Medium Com-
  mercial, Aerospace I, Medium Military, Aerospace II, 
  and Massive.
  • Personal vehicles are again one or two-person 
  a� airs, such as a motorcycle or jet-ski.  They may 
  even be worn on the back.  There is no bonus to 
  hit a Personal vehicle due to its size.
  • Medium Commercial vehicles are cars, trucks, 
  small boats, and other vehicles able to carry up 
  to, say, twenty people, excluding aircraft.  These 
  would be commercial vehicles - things available 
  to a civilian populace, which lets out armored 
  transport carriers and the like.  There is a bonus 
  of plus three (+3) to hit Medium Commercial 
  vehicles due to their size.
  • Aerospace I vehicles are generally civilian aircraft 
  capable of carrying up to ten or twenty people, 
  such as small airplanes and helicopters.  There is 
  a bonus of plus three (+3) to his Aerospace I ve-
  hicles due to size.
  • Medium Military vehicles are military issue ve-
  hicles, such as armored transport carriers, tanks, 
  and the like; this excludes aircraft.  There is a 
  bonus of plus three (+3) to his Medium Military 
  vehicles due to size.
  • Aerospace II vehicles would be military aircraft 
  or large commercial aircraft, such as jet � ghters 
  or airliners.  There is a bonus of plus six (+6) to 
  hit Aerospace II vehicles due to size.
  • Massive vehicles are huge a� airs, usually naval 
  vessels such as battleships and aircraft carriers.  
  There is no upper limit to how large a Massive 
  vessel can be  There is a bonus of plus nine (+9!) 
  to hit Massive vehicles due to their size.
  In the Space Era, the vehicle sizes are Personal, Me-
  dium, Small Craft, Large Craft, and Massive.
  • Personal craft are once again Characterized as 
  being one or two-person a� airs, which are about 
  the size of a person or smaller.  They may be rid-
  den or even worn on the back.  There is no bonus 
  to hit a Personal vehicle due to size.
  • Medium vehicles are large enough to carry two 
  to ten or twenty people.  There is a bonus of plus 
  three (+3) to hit a Medium vehicle due to size.
  • Small Craft are vessels capable of carrying two to 
  � fty people.  There is a bonus of plus six (+6) to 
  hit Small craft due to size.
  • Large Craft are vessels capable of carrying up to 
  a thousand people.  There is a bonus of plus nine 
  (+9) to hit a Large craft due to size.
  • Massive craft in the Space Era are occasionally 
  mistaken for natural satellites - they are huge 
  a� airs with no upper limit to how much they can 
  hold.  There is a bonus of plus twelve (+12!) to hit 
  Massive vehicles in the Space Era.
  The bonus to hit a vehicle, based on its size, as-
  sumes that it is being � red upon by a standard, 
  human-sized Character.  Because the vehicles are 
  built upon larger scales, a gunner in a vehicle has a 
  penalty to hit person-sized targets equal to the bo-
  nus for a man-sized shooter to hit their vehicle.  I.E: 
  A gunner in a Fantasy Large vessel (bonus of plus 
  six (+6) to be hit) would have a penalty of minus 
  six (-6) to hit a man-sized target.  Some vehicular 
  weapons have a high accuracy to re� ect “anti-per-
  sonnel” capability.
  Fuel
  Vehicles have a Range statistic, or how far they can 
  travel on a single load of fuel.  Some vehicles do not 
  rely on fuel at all, but rather are powered by wind 
  or the operator’s muscles.  Other more high tech 
  vehicles might be powered by internal reactors that 
  are good for decades of operation before they need 
  new reaction mass.
  There are no hard and fast rules for how much it 
  costs to refuel a given vehicle.  Dropping a twenty 
  dollar bill at a gas station every so often will tend 
  to keep a motorcycle or a car well fueled; fueling 
  planes and boats may take hundreds or thousands 
  of dollars, and spacecraft might require a great deal 
  more.
  In short, unless the GM is planning on running a 
  “go through the couch to get spare change for gas” 
  adventure, fueling up should only really come up 
  when dramatically appropriate.  This is a great time 
  to bring The Deal into play.
  Simon Wentworth (Order #28533685)
  
  174
  Maintaining, Repairing, 
  and Constructing Vehicles
  Vehicles, more than just about any other kind of 
  equipment, need maintenance and repair.  Fantasy 
  Era vehicles need to be cleaned and varnished and 
  have wheels replaced, the engines on Near-Modern 
  Era vehicles are constantly in need of oil and tune-
  ups, and in the Space Era... well, let’s just say that 
  SOMEONE has to crawl around inside a barely man-
  sized tube and risk exposure to the radiation of the 
  week, if you’re going to get anywhere.
  Like with other kinds of equipment, a Player need 
  merely tell the GM that they are occasionally putting 
  some e� ort into keeping their vehicles in shape.  The 
  GM might occasionally assess some monetary cost to 
  this, just to keep things down to Earth.
  Without that maintenance, though, the GM is free to 
  not only give the Character’s vehicle the occasion-
  al Shrug of Damage, but also to reduce its perfor-
  mance.  “You put your foot to the � oor, but you’re 
  not getting up to a hundred miles an hour.  It’s go-
  ing more like sixty.  You probably should have got-
  ten that oil change.”
  Once a Character repairs the Shrugs of Damage done 
  to their vehicle, any associated performance loss 
  should also be a thing of the past.
  When a vehicle has taken damage, whether it’s from 
  neglect, accident, or combat, it requires a roll on the 
  Intelligence Stat plus the Repair skill to restore it. 
  One roll is su�  cient to restore all of the Shrugs the 
  vehicle has lost, so long as it has not been rendered 
  Wrecked (taken two times (2x) it’s total number of 
  Shrugs in Damage).  A Wrecked vehicle isn’t even 
  good as a trade-in.
  Of course, it takes more than a roll.  The Character 
  making the repairs should have the appropriate tools 
  for the job, such as a set of woodworking or mechan-
  ic’s tools.  On top of that, there are materials to con-
  sider, and the time it takes to e� ect the repairs.
  For each size of vehicle, in each Era, there is a di� erent 
  cost to restore one Shrug of Damage, and a set time 
  per Shrug to be restored.  These costs and times are 
  detailed in the chart below.
  Era
  Size
  Cost Per 
  Shrug
  Time Per 
  Shrug
  Fantasy
  Personal
  $1,250.00
  1 Hour
  Fantasy
  Medium
  $5,000.00
  6 Hours
  Fantasy
  Large
  $100,000.00
  1 Day
  N-Mod
  Personal
  $1,250.00
  1 Hour
  N-Mod
  Medium
  Commercial
  $5,000.00
  6 Hours
  N-Mod
  Aerospace I
  $50,000.00
  12 Hours
  N-Mod
  Medium
  Military
  $500,000.00
  1 Day
  N-Mod
  Aerospace 
  II
  $5,000,000.00
  6 Days
  N-Mod
  Massive
  $10,000,000.00
  2 Weeks
  Space
  Personal
  $750.00
  1 Hour
  Space
  Medium
  $2,500.00
  6 Hours
  Space
  Small
  Craft
  $50,000.00
  12 Hours
  Space
  Large
  Craft
  $500,000.00
  1 Day
  Space
  Massive
  $5,000.000.00
  1 Week
  These are the fair market values for the repair; what 
  one would be charged by a mechanic for the work.  A 
  Character can do the work themselves for only forty 
  percent (40%) of this cost, or if they are a Natural En-
  gineer, for ten percent (10%).
  A Character can go so far as to build their own vehicle; 
  this requires one roll on the Intelligence stat plus Fabri-
  cation skill for every Shrug the vehicle has.  This allows 
  the vehicle to be built at forty percent (40%) of its listed 
  cost, or ten percent (10%) for Natural Engineers.  
  The time it takes to build a vehicle is based on the re-
  pair chart above... multiply the Time Per Shrug for the 
  vehicles Era and Size by the total number or Shrugs 
  the Vehicle has.  A Natural Engineer can complete 
  the task much faster, doing in days what it would 
  take weeks to accomplish, hours what it would take 
  days to accomplish, and minutes what it would take 
  hours to accomplish.  Again, this work can be split up 
  among multiple workers.  Mechanics who are Natural 
  Engineers often talk in Scottish accents.
  Simon Wentworth (Order #28533685)
  
  175
  Airship (Large)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Sails
  30
  17
  1
  +0
  10 mph
  *
  30
  100
  4 T
  150.42 T
  $3,187,750.00
  Air, Dirigible
  +1
  50 mph
  1,000 mi
  Features
  Features
  Escape System
  Food Preparation
  Hardpoints: 12
  Illumination, Internal
  Restraint System
  Sanitary Facilities
  Signal Suite
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Airship Main 
  Cannons (Large) (4)
  +1
  40
  400 / 800 / 1,600 / 3,200
  1
  600 lbs (ea)
  -4
  0
  30
  4
  $102,250.00 (ea)
  1 Minute to Reload
  Deck Guns 
  (Large)  (2)
  +2
  25
  20 / 40 / 80 / 160
  3
  170 lbs (ea)
  -3
  1
  25
  3
  $39,500.00 (ea)
  1 Minute to Reload, Auto� re 3 (Only)
  Flaws
  Flaws
  Fragile (x3)
  Hard to Maintain
  Drawn Cart (Medium)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Animal Drawn
  20
  7
  1
  -1
  Speed
  *
  1
  5
  1 T
  2.3 T
  $12,000.00
  Features
  Features
  Flaws
  Flaws
  Ugly (x2)
  Longboat (Medium)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Oars
  20
  7
  1
  +1
  Str*
  *
  2
  10
  1,000 lbs
  3.75 T
  $8,531.25
  Features
  Features
  Signal Suite
  Flaws
  Flaws
  Open
  Longboat, Flying (Medium)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Oars
  20
  7
  0
  +2
  Str*
  *
  2
  10
  1,000 lbs
  2.25 T
  $44,781.25
  Air, Rotor
  35 mph
  100 mi
  Features
  Features
  Signal Suite
  Flaws
  Flaws
  Fantasy Era Vehicles
  Simon Wentworth (Order #28533685)
  
  176
  Ornithopter (Personal)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Ornithopter
  15
  3
  1
  +1
  Str x10
  *
  1
  1
  100 lbs
  300 lbs
  $10,906.25
  Features
  Features
  Custom Style & Paint (x3)
  Signal Suite
  Flaws
  Flaws
  Open
  Hangar Queen
  Three-Mast (Large)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Sails
  30
  20
  2
  +0
  10 mph
  *
  25
  65
  4.5 T
  110.32 T
  $2,288,00.00
  Features
  Features
  Food Preparation
  Hardpoints: 12
  Illumination, Internal
  Restraint System
  Sanitary Facilities
  Signal Suite
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Main Cannons 
  (Large) (4)
  +1
  40
  200 / 400 / 800 / 1,600
  1
  300 lbs (ea)
  -4
  0
  30
  4
  $89,750.00 (ea)
  1 Minute to Reload
  Deck Guns 
  (Large)  (2)
  +2
  25
  20 / 40 / 80 / 160
  3
  170 lbs (ea)
  -3
  1
  25
  3
  $39,500.00 (ea)
  1 Minute to Reload, Auto� re 3 (Only)
  Flaws
  Flaws
  Simon Wentworth (Order #28533685)
  
  177
  Near-Modern Era Vehicles
  Racing Motorcycle (Personal)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Ground, Wheeled
  20
  4
  1
  +3
  200 mph
  250 mi
  1
  1
  10 lbs
  200 lbs
  $5,531.25
  Features
  Features
  Illumination (External)
  Signal Suite
  Flaws
  Flaws
  Open
  Sedan (4 Door) (Medium Commercial)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Ground, Wheeled
  25
  8
  0
  +1
  80 mpg
  200 mi
  1
  3
  500 lbs
  2.5 T
  $30,876.65
  Features
  Features
  AC/Heat
  Basic Car Radio
  Illumination (External)
  Illumination (Internal)
  Signal Suite
  Jet Fighter (Aerospace II)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Jets
  30
  10
  3
  +4
  1,800 mph
  250 mi
  1
  0
  10 T
  29.55 T
  $151,404,427.00
  Ground, Wheeled
  +9
  180 mph
  Features
  Features
  2 Way Radio (Add Data Feed, Encryption -5, Hands-Free Operation, Satellite Based, Shifting Frequencies)
  Hard Points: 12
  High Atmosphere Sealing (Ignore Pressure Di� erential (low pressure only), Extreme Cold, Su� ocation)
  Radar system (Range 100 miles)
   Landing Gear (ground movement up to 1/10th of top air speed)
  Ejection System
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  .50 Machineguns 
  (Large) 
  (2, nose-mounted)
  +3
  50
  500 / 1,000 / 2,000 / 4,000
  10*
  212 lbs
  -3
  0
  40
  4
  $1,140,000.00 (ea)
  *Shots refers to bursts, rather than single rounds.  Auto� re 10 (Only)
  Missiles (Large)
  (4, 2 on each wing)
  +4
  60
  2.5 / 5 / 10 / 20
  1
  170.25 lbs
  -0
  10
  25
  5
  $5,163,750.00 (ea)
  Radius forty (40).  Follows target for eight (8) turns (or until it reaches maximum range, or until it hits. 
  Flaws
  Flaws
  Cargo Tanker (Massive)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Propellor
  45
  16
  4
  +0
  100 mph 10,000 mi
  50
  100
  250 T
  1,900 T
  $408,752,827.00
  Features
  Features
  2 Way Radio (Satellite Based, Removable)
  A/C, Heating
  Hard Points: 24
  Illumination (External and Internal)
  Signal Suite
  Radar (10 mile range)
  Simon Wentworth (Order #28533685)
  
  178
  Helicopter (Jet Ranger) (Aerospace I)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Rotor
  25
  8
  0
  +0
  140 mph
  430 mi
  1
  4
  1,500 lbs
  1,900 lbs
  $957,345.00
  Features
  Features
  2 Way Radio (Range 100 miles, Hands-Free Operation)
  AC/Heating
  Illumination (External, Internal)
  Radar (10 miles)
  Signal Suite
  Flaws
  Flaws
  Hard to Maintain
  Jet Ski (Personal)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Propellor
  20
  4
  0
  +2
  80 mph
  100 mi
  1
  2
  25 lbs
  650 lbs
  $7,562.50
  Features
  Features
  Flaws
  Flaws
  Open
  Armored Personnel Carrier (Medium Military)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Ground, Wheeled
  40
  17
  5
  +0
  64 mph
  310 mi
  3
  10
  1 T
  31 T
  $9,790,747.00
  Features
  Features
  2 Way Radio (Add Data Feed, Encryption -5, Hands-Free Operation, Satellite Based, Shifting Frequencies)
  AC/Heating
  Hardpoints: 10
  Illumination (External, Internal)
  Signal Suite
  Stealth (-4 against Radar, Thermal Imaging, Acoustic Sensing
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Machine Gun, .50
  +0
  30
  320 / 640 / 1,280 / 2,560
  15*
  15 lbs
  -4
  0
  35
  3
  $2,910.00
  Auto� re 10 (Only), Belt Fed, Two-Handed Accurate, *Shots refers to number of bursts rather than rounds
  Machine Gun, .50
  +0
  30
  320 / 640 / 1,280 / 2,560
  15*
  15 lbs
  -4
  0
  35
  3
  $2,910.00
  Auto� re 10 (Only), Belt Fed, Two-Handed Accurate, *Shots refers to number of bursts rather than rounds
  Flaws
  Flaws
  Hard to Maintain
  Speed Boat (Medium Commercial)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Propellor
  25
  8
  0
  +3
  150 mph
  100 mi
  1
  4
  500 lbs
  3.25 T
  $33,375.00
  Features
  Features
  Illumination (Internal)
  Signal Suite
  Flaws
  Flaws
  Hangar Queen
  Open
  Simon Wentworth (Order #28533685)
  
  179
  Inflatable Raft, Motorized (Personal)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Water, Propellor
  20
  4
  0
  +0
  35 mph
  50 mi
  1
  4
  100 lbs
  375 lbs
  $5,250.00
  Features
  Features
  Collapsible
  Flaws
  Flaws
  Open
  Simon Wentworth (Order #28533685)
  
  180
  Space Era Vehicles
  Escape Pod, Standard (Medium)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Gravitic
  30
  10
  0
  +0
  100 mph 10,000 mph
  1
  9
  1,000 lbs
  4.625 T
  $139,887.50
  Flight, Space (STL)
  10,000 mph
  Features
  Features
  Communications (Advanced)
  Environmental (Full)
  Sensors (Basic) (Range 100,000 mi)
  Signal Suite
  Flaws
  Flaws
  Hard to Maintain
  Ugly (x3)
  Flight Pack (Personal)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Gravitic
  25
  6
  0
  +1
  100 mph
  250 mi
  1
  0
  100 lbs
  130 lbs
  $5,700.00
  Features
  Features
  Hardpoints (external): 2
  Flaws
  Flaws
  Open
  Grav Bike (Personal)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Gravitic
  25
  5
  0
  +3
  500 mph
  1,000 mi
  1
  2
  200 lbs
  820 lbs
  $11,798.75
  Features
  Features
  Communications (Basic)
  Hardpoints (external): 2
  Sensors (Basic) (Range 10 mi)
  Signal Suite
  Flaws
  Flaws
  Fragile
  Open
  Hover Car (Medium)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Ground, Hover
  30
  10
  0
  +2
  200 mph
  1,000 mi
  1
  4
  250 lbs
  1.75 T
  $38,787.50
  Features
  Features
  Communications (Basic)
  Environmental (Basic)
  Illumination (External)
  Illumination (Internal)
  Sensors (Basic) (Range 10 mi)
  Signal Suite
  Flaws
  Flaws
  Fragile (2)
  Simon Wentworth (Order #28533685)
  
  181
  Space Transport (Large Craft)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Gravitic
  35
  12
  4
  +2
  500 mph
  250 Ly
  4
  20
  21 T
  88.16
  $52,608,500.00
  Flight, Space (STL)
  100,000 mph
  Flight, Space (FTL)
  4 Ly/D
  Features
  Features
  Communications (Large)
  Environmentals (Full)
  Escape System
  Hardpoints (internal): 10
  Sensors (Advanced) (Range 4 Ly)
  Signal Suite
  Turrets (2) (one on top, one on bottom)
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Beam-Cannons 
  (Large)
  (2) (1 top, 1 bottom))
  +3
  60
  1,000 / 2,000 / 4,000 / 8,000
  Inf*
  2,680 lbs (ea)
  -0
  6
  25
  5
  $365,000.00 (ea)
  Auto� re 10 (Only).  *Weapon is powered by ship’s systems.
  Particle Torp 
  Launcher (Large) (2, 
  forward � ring)
  +3
  75
  500 / 1,000 / 2,000 / 4,000
  10
  1,975 lbs (ea)
  -0
  5
  35
  5
  $302,500.00 (ea)
  Radius 10.
  Flaws
  Flaws
  Hard to Maintain
  Star Fighter (Small Craft)
  Mode
  DR
  Shrugs
  Armor
  Handling
  Speed
  Range
  Crew
  Pass
  Cargo
  Weight
  Cost
  Flight, Gravitic
  30
  10
  3
  +3
  1,000 mph
  10 Ly
  1
  1
  1,000 lbs
  11.69 T
  $9,141,250.00
  Flight, Space (STL)
  100,000 mph
  Flight, Space (FTL)
  2 Ly/D
  Features
  Features
  Communications (Advanced)
  Environmentals (Advanced)
  Escape System
  Hardpoints (external):  4
  Hardpoints (internal):  2
  Sensors (Basic) (Range 100,000 mi)
  Signal Suite
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Beam-Cannons 
  (Large)
  (2) (Nose-Mounted)
  +3
  60
  1,000 / 2,000 / 4,000 / 8,000
  Inf*
  2,680 lbs (ea)
  -0
  6
  35
  5
  $365,000.00 (ea)
  Auto� re 10 (Only).  *Weapon is powered by ship’s systems.
  Smart Missiles 
  (Large)
  (4) (2 on each wing)
  +4
  80
  250 / 500 / 1,000 / 2,000
  1
  1,630 lbs (ea)
  -0
  10
  35
  5
  $1,195,000.00 (ea)
  Rangs is in Miles.  Homing:  Follows target for ten (10) turns or until it hits.
  Flaws
  Flaws
  Stressful I
  Simon Wentworth (Order #28533685)
  
  182
  Simon Wentworth (Order #28533685)
  
  183
  Sentient beings are not alone in the world.  Within 
  only a few feet, most people can � nd a number of oth-
  er beings, not possessed of a thinking mind but rather 
  of an innate cunning.
  You’re never really that far from an animal.
  Animals are Non-Player Characters (NPCs) like any 
  other, with a set of statistics and a simpli� ed skill list. 
  More, they have their own special class of Special 
  Abilities, “Animal Abilities,” which de� ne things that 
  animals can do which are over and above the capa-
  bilities of mere humanity.  These Animal Abilities are 
  listed and de� ned on page 188.
  Purchasing Animals is done at a cost equal to their 
  Design Cost divided by one thousand (1,000).
  Of course, one can always just go out an catch their 
  own animal for the cost of camping supplies and 
  enough rope.  Domesticating or “Breaking” an Ani-
  mal requires a number of contests between the train-
  er’s Will stat plus the Animal skill and the Animal’s 
  Will stat plus Toughness skill.
  The trainer can try this contest once per twenty-four 
  hour period.  They must win this contest a number of 
  times equal to the Animal’s Will Statistic.  If the train-
  er should critically succeed this contest, they have do-
  mesticated the animal successfully as of that moment.
  If the Animal should critically win one of these con-
  tests, it has become “Unbreakable,” a Maverick that 
  cannot be broken by that particular trainer.  Other 
  trainers can attempt to domesticate the animal, but 
  the Animal will be at a bonus of plus four (+ 4) in 
  these contests.
  Critical Failures by the trainer during Domestication 
  have the same e� ect as a Critical Success by the Ani-
  mal.  Likewise, a Critical Failure by the Animal during 
  Domestication has the same e� ect as a Critical Success 
  by the trainer.
  A domesticated animal will follow commands given 
  to it by a person that it has become familiar with (may 
  take a week or so), and will behave loyally towards 
  them.  The GM is encouraged to develop NPC-type 
  personalities for such animals.
  Because animals have Design Costs, one might al-
  most think they were meant to be manipulated in 
  ANIMALS
  some fashion, which is true enough.  Animals are like 
  Characters in many ways, and an enterprising GM (or 
  a devious Player!) may want to “tweak” an animal 
  somewhat.  This could be used to produce strange 
  alien creatures, genetic monsters, or even magically 
  created beasts of defense and attack.
  Characters with skill in Alchemy or Genetics may just 
  decide to make their own bizarre animal creation.
  This would be done the same as making any Charac-
  ter, (using Method Three to generate stats), with the 
  following modi� cations:
  • Animals can have an Intelligence of less than 
  four (4); this has no associated cost.  Generally, 
  animals have an Intelligence of two (2) or three 
  (3), with four (4) being the stat of an amazingly 
  smart animal, and one (1) being the intelligence 
  of houseplants.
  • Animals often have the Flaws Physical Impair-
  ment:  Low Lifting Capacity (or Reduced Lift-
  ing Capacity), as animals simply cannot lift � fty 
  times their Strength in pounds.
  • Animals can have Animal Abilities without hav-
  ing any other Merits.
  A Note To GMs:  Players may want to go the route of 
  having an animal companion to help them in combat. 
  If you allow this in your game, be prepared to hear 
  “and what does my animal do?” on a regular basis. 
  Remember that animals  may be loyal, but they also 
  have their own agendas based primarily on eating, 
  defecating, and mating, all of which can seriously cut 
  into their “making combat too easy for the PCs” time.
  Simon Wentworth (Order #28533685)
  
  184
  ANIMALS
  Str
  7
  Sta
  6
  Agi
  8
  Dex
  7
  Int
  2
  Per
  8
  Shrugs
  3
  Speed
  18
  Will
  4
  Initi
  11
  DR
  9
  Risk
  40
  Flying Speed
  144
  S B Jump
  3
  R B Jump
  6
  S High Jump
  1
  R High Jump
  2
  Dead Lift
  5
  Skills
  Acrobatics
  4
  Invest
  2
  Running
  Climbing
  Lifting
  3
  Survival
  5
  Grappling
  6
  Mart Dam
  5
  Swim
  H to H
  5
  Melee
  Tough
  Falcon
  Merits
  Fast
  Kick like a Mule
  Quick
  Flaws
  Phys Imp:  Poor ground movement
  Phys Imp:  Reduced Lifting Capacity
  Psycho 
  Animal Abilities
  Beak, Raptor
  Claws, Large
  Flight, Winged
  Flying, Impressive
  Smaller Animal (x3)
  Tail, non-Prehensile
  Design Cost
  $24,300.00
  Str
  7
  Sta
  5
  Agi
  10
  Dex
  6
  Int
  2
  Per
  7
  Shrugs
  3
  Speed
  19
  Will
  4
  Initi
  7
  DR
  10
  Risk
  40
  Run Speed
  152
  S B Jump
  13
  R B Jump
  25
  S High Jump
  4
  R High Jump
  12
  Dead Lift
  5
  Cat (Domestic)
  Merits
  Fast
  Night’s Eyes
  Flaws
  Phys Imp:  Reduced Lifting Capacity
  Animal Abilities
  Claws, Small (Retracting)
  Leaping/Sprinting, Impressive
  Smaller Animal (x3)
  Tail, non-Prehensile
  Teeth, Small Fangs
  Track by Hearing
  Design Cost
  $112,150.00
  Skills
  Acrobatics
  3
  Invest
  2
  Running
  3
  Climbing
  3
  Lifting
  Survival
  Grappling
  Mart Dam
  2
  Swim
  2
  H to H
  2
  Melee
  Tough
  1
  Simon Wentworth (Order #28533685)
  
  185
  Str
  7
  Sta
  8
  Agi
  8
  Dex
  9
  Int
  4
  Per
  5
  Shrugs
  4
  Speed
  20
  Will
  6
  Initi
  7
  DR
  16
  Risk
  60
  Swim Speed
  400
  S B Jump
  11
  R B Jump
  26
  S High Jump
  4
  R High Jump
  11
  Dead Lift
  350
  Skills
  Acrobatics
  4
  Invest
  3
  Running
  Climbing
  Lifting
  3
  Survival
  3
  Grappling
  Mart Dam
  4
  Swim
  5
  H to H
  3
  Melee
  Tough
  2
  Cetacean (Dolpin)
  Merits
  Flaws
  Phys Imp:  No manipulators
  Phys Imp:  Poor ground movement
  Animal Abilities
  Breath Holding/Swimming, Monstrous
  Leaping, Impressive
  Natural Head-Butter (Forehead 
  Basher)=
  Needle Sharp Teeth
  Sonar Sense
  Design Cost
  $70,500.00
  Str
  6
  Sta
  7
  Agi
  6
  Dex
  6
  Int
  2
  Per
  7
  Shrugs
  4
  Speed
  16
  Will
  5
  Initi
  7
  DR
  13
  Risk
  50
  Run Speed
  128
  S B Jump
  4
  R B Jump
  10
  S High Jump
  2
  R High Jump
  4
  Dead Lift
  50
  Skills
  Acrobatics
  2
  Invest
  3
  Running
  4
  Climbing
  1
  Lifting
  Survival
  4
  Grappling
  2
  Mart Dam
  4
  Swim
  1
  H to H
  1
  Melee
  Tough
  Dog (Domestic, Mid-Sized)
  Merits
  Fit as a Fiddle
  Quick
  Flaws
  Phys Imp:  No manipulators
  Phys Imp:  Low lifting capacity
  Animal Abilities
  Heightened Sense: Smell +3
  Smaller Animal (x1)
  Sprinting, Impressive
  Super/Sub Sonic Hearing
  Tail, non-Prehensile
  Teeth, Large Fangs
  Track by Smell
  Design Cost
  $17,500.00
  Simon Wentworth (Order #28533685)
  
  186
  Str
  7
  Sta
  7
  Agi
  7
  Dex
  6
  Int
  2
  Per
  8
  Shrugs
  4
  Speed
  17
  Will
  5
  Initi
  7
  DR
  14
  Risk
  50
  Run Speed
  136
  S B Jump
  5
  R B Jump
  11
  S High Jump
  2
  R High Jump
  5
  Dead Lift
  350
  Skills
  Acrobatics
  3
  Invest
  3
  Running
  2
  Climbing
  2
  Lifting
  Survival
  2
  Grappling
  3
  Mart Dam
  4
  Swim
  H to H
  4
  Melee
  Tough
  Dog (Wolf)
  Merits
  No Sick Days
  Flaws
  Phys Imp: No Manipulators
  Animal Abilities
  Heightened Sense: Smell +3
  Sprinting, Impressive
  Super/Sub Sonic Hearing
  Tail, non-Prehensile
  Teeth, Large Fangs
  Track by Smell
  Design Cost
  $45,500.00
  Str
  10
  Sta
  10
  Agi
  7
  Dex
  6
  Int
  2
  Per
  5
  Shrugs
  8
  Speed
  16
  Will
  6
  Initi
  6
  DR
  25
  Risk
  60
  Run Speed
  64
  S B Jump
  4
  R B Jump
  9
  S High Jump
  2
  R High Jump
  5
  Dead Lift
  3,000
  Skills
  Acrobatics
  1
  Invest
  1
  Running
  3
  Climbing
  Lifting
  5
  Survival
  2
  Grappling
  Mart Dam
  2
  Swim
  H to H
  1
  Melee
  Tough
  2
  Horse (Draft)
  Merits
  Kick like a Mule
  Tough as Hell (x 2)
  Flaws
  Phys Imp:  No Manipulators
  Animal Abilities
  Larger Animal (x 1)
  Lifting, Impressive
  Natural Kicker
  Tail, non-Prehensile
  Design Cost
  $104,750.00
  Simon Wentworth (Order #28533685)
  
  187
  Str
  4
  Sta
  5
  Agi
  10
  Dex
  10
  Int
  3
  Per
  5
  Shrugs
  3
  Speed
  20
  Will
  4
  Initi
  8
  DR
  10
  Risk
  40
  Run Speed
  80
  S B Jump
  10
  R B Jump
  17
  S High Jump
  11
  R High Jump
  15
  Dead Lift
  10
  Skills
  Acrobatics
  4
  Invest
  2
  Running
  Climbing
  5
  Lifting
  Survival
  2
  Grappling
  4
  Mart Dam
  2
  Swim
  2
  H to H
  2
  Melee
  1
  Tough
  3
  Monkey
  Merits
  Jackrabbit (x 3)
  Flaws
  Phys Imp:  Reduced Lifting Capacity
  Animal Abilities
  Smaller Animal (x 3)
  Tail, Prehensile
  Design Cost
  $147,000.00
  Str
  10
  Sta
  9
  Agi
  7
  Dex
  6
  Int
  3
  Per
  6
  Shrugs
  8
  Speed
  16
  Will
  6
  Initi
  9
  DR
  23
  Risk
  60
  Run Speed
  128
  S B Jump
  4
  R B Jump
  9
  S High Jump
  2
  R High Jump
  5
  Dead Lift
  3,000
  Skills
  Acrobatics
  2
  Invest
  2
  Running
  Climbing
  Lifting
  3
  Survival
  2
  Grappling
  1
  Mart Dam
  4
  Swim
  2
  H to H
  4
  Melee
  2
  Tough
  4
  Horse (War)
  Merits
  Bad-Ass
  Fast
  Kick like a Mule
  Tough as Hell (x 2)
  Flaws
  Phys Imp:  No Manipulators
  Animal Abilities
  Larger Animal (x 1)
  Lifting, Impressive
  Natural Kicker
  Sprinting, Impressive
  Tail, non-Prehensile
  Design Cost
  $130,750.00
  Simon Wentworth (Order #28533685)
  
  188
  Animal Ability
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Beak, Fisher
  -
  -
  -
  -
  -
  $650.00
  Dam +1, Sharp
  Beak, Raptor
  -
  -
  -
  -
  -
  $2,150.00
  Dam +3, Sharp, AP 1
  Breath Holding, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Breath Holding for 2x Duration
  Breath Holding, Monstrous
  -
  -
  -
  -
  -
  $25,000.00
  Breath Holding for 5x Duration
  Claws, Large
  -
  -
  -
  -
  -
  $3,150.00
  Dam +5, Sharp, AP 1
  Claws, Retracting
  -
  -
  -
  -
  -
  $500.00
  Claws can retract
  Claws, Small
  -
  -
  -
  -
  -
  $150.00
  Sharp
  Flight, Winged
  -
  -
  -
  -
  -
  $5,000.00
  Fly at Running Speed
  Flying, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Flying speed x2 (must have Flight, Winged)
  Flying, M0nstrous
  -
  -
  -
  -
  -
  $25,000.00
  Flying speed x5 (must have Flight, Winged)
  Head Basher, Antlers
  -
  -
  -
  -
  -
  $4,150.00
  Dam +5, Sharp, AP 1, Does 1 Extra Shrug
  Head Basher, Forehead
  -
  -
  -
  -
  -
  $500.00
  Dam +1
  Head Basher, Horns
  -
  -
  -
  -
  -
  $2,150.00
  Dam +3, Sharp, AP 1
  Heightened Sense
  -
  -
  -
  -
  -
  $500.00
  +1 to One Sense (maximum +5)
  Hide, Armored
  -
  -
  -
  -
  -
  $4,500.00
  DR +10, 1 Armor Shrug
  Hide, Tough
  -
  -
  -
  -
  -
  $1,250.00
  DR +5
  Larger Animal
  -
  -
  -
  -
  -
  $19,250.00
  (Per Level) +5 DR, +5 Str Dam, +1 Shrug, Lifting 
  x2, +1 to be Hit
  Leaping, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Jumping Distances x2
  Leaping, Monstrous
  -
  -
  -
  -
  -
  $25,000.00
  Jumping Distances x5
  Lifting, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Dead Lift x2
  Lifting, Monstrous
  -
  -
  -
  -
  -
  $25,000.00
  Dead Lift x5
  Natural Camou� age
  -
  -
  -
  -
  -
  $1,500.00
  +3 to Stealth
  Natural Head-Butter
  -
  -
  -
  -
  -
  $1,000.00
  No Penalty to Head Butt
  Natural Kicker
  -
  -
  -
  -
  -
  $1,000.00
  No Penalty to Kick
  Smaller Animal
  -
  -
  -
  -
  -
  $1,000.00
  (Per Level) +1 to Stealth, -1 to be seen/hit, -1 to 
  Str Dam, -1 DR
  Sonar Sense
  -
  -
  -
  -
  -
  $9,500.00
  Sense by sound waves, negates Darkness penal-
  ties, allows underwater navigation and tracking
  Sprinting, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Running Speed x2
  Sprinting, Monstrous
  -
  -
  -
  -
  -
  $25,000.00
  Running Speed x5
  Stinger
  -
  -
  -
  -
  -
  $2,150.00
  Dam +4, Sharp
  Super/Sub Sonic Hearing
  -
  -
  -
  -
  -
  $5,000.00
  Hear in registers higher and lower than standard 
  human hearing
  Swimming, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Swimming speed x2
  Swimming, Monstrous
  -
  -
  -
  -
  -
  $25,000.00
  Swimming Speed x5
  Tail, non-Prehensile
  -
  -
  -
  -
  -
  $500.00
  Expresses emotion, helps balance
  Tail, Prehensile
  -
  -
  -
  -
  -
  $1,500.00
  Can be used to hold things and hang from
  Teeth, Large Fangs
  -
  -
  -
  -
  -
  $4,000.00
  Dam +5, AP 1, Does 1 Extra Shrug
  Teeth, Needle Sharp
  -
  -
  -
  -
  -
  $1,500.00
  Dam +1, AP 2
  Teeth, Small Fangs
  -
  -
  -
  -
  -
  $500.00
  Dam +1
  Track by Hearing
  -
  -
  -
  -
  -
  $7,000.00
  Track by hearing alone, no Darkness penalties 
  to Hit
  Track by Smell
  -
  -
  -
  -
  -
  $7,500.00
  Track by scent, +5 to Investigation rolls to track
  Venom, Deadly
  -
  -
  -
  -
  -
  $8,800.00
  Stam + Tough at -5, or resist Damage 20 once a 
  minute for an hour and take a -3 penalty on all 
  rolls due to pain
  Venom, Weak
  -
  -
  -
  -
  -
  $1,750.00
  Stam + Tough at -3  or -1 to all rolls for 1 hour
  Wall Walking
  -
  -
  -
  -
  -
  $5,000.00
  Move along walls and ceiling
  Web Spinning
  -
  -
  -
  -
  -
  $1,250.00
  Create webs and cocoons.  See description.
  Animal Abilities
  Simon Wentworth (Order #28533685)
  
  189
  Beak, Fisher:  This beak is long and pointed, meant to 
  spear � sh.  It works well for spearing other things too, 
  as it turns out.  Does Strength plus one (+1) Damage, 
  considered Sharp.
  Beak, Raptor:  A beak for ripping and tearing into 
  prey.  Does Strength plus three (+3) Damage, ignores 
  one Armor Shrug, considered Sharp.
  Breath Holding, Impressive:  Animal can hold its 
  breath for two times (2x) the usual duration.
  Breath Holding, Monstrous:  Animal can hold its 
  breath for � ve times (5x) the usual duration.
  Claws, Large:  Big ripping claws.  Do Strength plus 
  � ve (+5) Damage, ignore one Armor Shrug, consid-
  ered Sharp.
  Claws, Retracting:  Allows Claws, Large or Claws, 
  Small to be retracted, keeping them out of the way for 
  more gentle activities.
  Claws, Small:  Small, sharp claws.  They do not add 
  to the animal’s usual Hand to Hand Damage, but they 
  do make the damage Sharp (bypasses Toughness).
  Flight, Winged:  Animal has wings, and can � y at 
  their Running speed.  If they have poor ground move-
  ment, this does not a� ect their � ying speed.
  Flying, Impressive:  Animals with wings can � y at 
  two times (2x) their normal speed.
  Flying, Monstrous: Animals with wings can � y at 
  � ve times (5x) their normal speed.
  Head Basher, Antlers:  Animal has vicious antlers 
  on top of their head for enhancing the damage of a 
  Head Butt.  Antlers do a Damage of Strength plus 
  � ve (+5), do one (1) additional Shrug of damage, ig-
  nore one (1) Armor Shrug, and are considered Sharp.
  Head Basher, Forehead:  Animal’s forehead is tough-
  ened, does more damage with a Head Butt.  Damage 
  is Strength plus one (+1).
  Head Basher, Horns:  Animal has horns which en-
  hance the damage of a Head Butt.  Horns do a Dam-
  age of Strength plus three (+3), ignore one (1) Armor 
  Shrug and are considered Sharp.
  Heightened Sense:  Each time this is taken, the ani-
  mal gets a bonus of plus one (+1) to the use of one (1) 
  sense.  Can be taken to a maximum of plus � ve (+5) 
  for each sense.
  Hide, Armored:  Animal’s skin is very tough, helping 
  it resist damage.  DR is increased by ten (10), animal 
  gains one (1) Armor Shrug.
  Hide, Tough:  Animal’s skin is tough, helping it resist 
  damage.  DR is increased by � ve (5).
  Larger Animal:  Each time this ability is taken, the ani-
  mal doubles in size (starting with basic human size). 
  This cumulatively increases the animal’s Damage Re-
  sistance  and Strength damage by � ve (+5), gives it one 
  (1) additional Shrug, and doubles its lifting capacity 
  (x2).  This also cumulatively gives anyone else a bonus 
  of plus one (+1) to hit the animal due to its larger size.
  Leaping, Impressive:  All jumping heights and dis-
  tances for this animal are multiplied by two (2x).
  Leaping, Monstrous: All jumping heights and dis-
  tances for this animal are multiplied by � ve (5x).
  Lifting, Impressive:  Animal’s Dead Lift is multiplied 
  by two (2x).
  Lifting, Monstrous:  Animal’s Dead Lift is multiplied 
  by � ve (5x).
  Natural Camouﬂ age:  Animal tends to blend in to its 
  native surroundings due to natural coloration, giving 
  it a bonus of plus three (+3) to Stealth rolls.
  Natural Head-Butter:  Animal is optimized for attack-
  ing with its head, and is at no penalty to perform a 
  Head Butt.
  Natural Kicker: Animal is optimized for attacking 
  with its feet, and is at no penalty to perform a Kick.
  Smaller Animal:  Each time this ability is taken, the 
  animal’s size is reduced (starting with the basic human 
  size).  Large dogs may have this one time (x1), cats and 
  large rodents may have it three (x3), small rodents and 
  birds may have it � ve (x5), insects may have it as few 
  as six times (x6) or as many as nine (x9).  Anything so 
  small it would have to take this more than nine times 
  is generally incapable of interacting with larger crea-
  tures in a meaningful way.  Each time this ability is 
  taken, the animal has a cumulative bonus of plus one 
  (+1) to Stealth, and gives other creatures a cumulative 
  penalty of minus one (-1) to see or hit the animal.  The 
  down side of this ability is that the animal also su� ers 
  Simon Wentworth (Order #28533685)
  
  190
  a cumulative penalty of minus one (-1) to its Strength-
  based Damage and its Damage Resistance.
  Sonar Sense:  The animal has the ability to “see” 
  by using echolocation; the ability to generate sound 
  waves and perceive its surroundings by the echoes 
  generated when those sound waves re� ect o�  of ob-
  jects or terrain.  An animal with Sonar sense su� ers no 
  penalties from darkness, and can even navigate un-
  derwater in the darkest of depths with no di�  culty.
  Sprinting, Impressive: The animal’s Running Speed 
  is multiplied by two (2x).
  Sprinting, Monstrous:  The animal’s Running Speed 
  is multiplied by � ve (5x).
  Stinger:  The animal has a hollow sting, which can be 
  used to pierce the skin of other creatures.  This is often 
  (but not always) taken in conjunction with some form 
  of Venom, which can be introduced through the Sting 
  on a successful attack.  The Stinger does a Damage of 
  Strength plus four (+4), and is considered Sharp.
  Super/Sub Sonic Hearing:  The animal can hear in 
  much higher and lower registers than the average hu-
  man can, hearing sounds which are usually consid-
  ered subsonic or ultrasonic.
  Swimming, Impressive:  The animal’s swimming 
  speed (the same as its Running Speed, generally) is 
  multiplied by two (2x).
  Swimming, Monstrous: The animal’s swimming 
  speed (the same as its Running Speed, generally) is 
  multiplied by � ve (5x).
  Tail, non-Prehensile:  The animal has a tail which 
  generally allows it to balance (no special bene� t), 
  and also helps the animal to communicate its emo-
  tional state.
  Tail, Prehensile:  The animal has a tail which has 
  enough strength and dexterity to hold items, and 
  which the animal can use to hang from.  It acts as an 
  extra grasping appendage, but it can generally not be 
  used to attack.
  Teeth, Large Fangs:  The animal has large ripping 
  fangs.  They do a Damage of Strength plus � ve (+5), 
  do one (1)additional Shrug of Damage, and ignore 
  one (1) Armor Shrug.  All teeth are automatically con-
  sidered Sharp.
  Teeth, Needle Sharp:  The animal has a mouth of nee-
  dle sharp teeth, doing a Damage of Strength plus one 
  (+1) and ignoring two (2) Armor Shrugs.  All teeth are 
  automatically considered Sharp.
  Teeth, Small Fangs:  Animal has small fangs which 
  to a Damage of Strength plus one (+1).  All teeth are 
  automatically considered Sharp.
  Track by Hearing:  The animal can track its targets by 
  hearing alone, and receives no penalties from Dark-
  ness (even Total Darkness) in combat.
  Track by Smell:  The animal can track its prey by 
  scent alone, giving it a bonus of plus � ve (+5) on the 
  Investigation skill when used to track.
  Venom, Deadly:  The animal generates a deadly ven-
  om. The venom is a blood agent, so it is often intro-
  duced to its target with either Fangs or a Stinger.  On 
  a successful attack, the target of the  Deadly Venom 
  must roll their Stamina stat plus their Toughness skill 
  at a penalty of minus � ve (-5).  If they should fail this 
  roll, they must save versus an incoming Damage of 
  twenty (20) once (1x) every minute as the venom rav-
  ages their blood stream.  This e� ect lasts one (1) hour, 
  and can be negated with a good anti-toxin.  During 
  the hour of e� ect, the target is at a penalty of minus 
  three (-3) to all rolls due to the pain of the venom in 
  their bloodstream.
  Venom, Weak: The animal generates a deadly venom. 
  The venom is a blood agent, so it is often introduced 
  to its target with either Fangs or a Stinger.  On a suc-
  cessful attack, the target of the  Deadly Venom must 
  roll their Stamina stat plus their Toughness skill at a 
  penalty of minus three (-3).  If they should fail this 
  roll, they are at a penalty of minus one (-1) to all rolls 
  for one (1) hour as the venom causes pain and irrita-
  tion.  This can be negated by an anti-toxin.
  Wall Walking:  The animal can move up walls and 
  across ceilings as though they were walking on the 
  ground.
  Web Spinning:  The animal can create webs and co-
  coons, spinning them out of silk it generates within its 
  body.  These webs are not strong; animals that can do 
  any amount of Strength Damage (which is just about 
  anything but an insect) will ignore them.  Insects, how-
  ever, will become Immobilized upon contact with them. 
  The webs themselves tend to lose cohesion after a day 
  (24 hours) or so, and must be re-spun after that time.
  Simon Wentworth (Order #28533685)
  
  191
  Special Abilities
  If a Character has a Special Merit, they have access to 
  the purchase of Special Abilities.  These Merits, and 
  the abilities that they have access to, are:
  Special Merit
  Ability List
  Martial Artist
  Martial Arts
  Mind of Power
  Psionic Disciplines
  Moda Mechanica
  Mechanica
  Preternatural
  Powers
  Spell Slinger
  Magic Spells
  Special Abilities allow Characters to do spectacular 
  things which defy the common logic of most reality. 
  If you’ve ever watched a television show or a movie 
  where the hero does something amazing, and every-
  one else in the scene has to stop and watch them for a 
  second as if to con� rm that they really just saw that, 
  you’ve seen someone use a Special Ability.
  Not all Special Abilities may be available in all game 
  settings.  The GM, when laying down the guidelines 
  for the setting, can say “Psionics are just � ne, but 
  these people never developed Magic, so Spell Slinger 
  is unavailable for this campaign.”
  Of course, a Player who REALLY still wants to play 
  that Mage can attempt to make a Deal with the GM... 
  “But my Character is a member of an ancient sect of 
  wizards who have preserved the usage of magic from 
  a previous civilization!”
  As always, the GM’s word is � nal on what Special 
  Merits are and are not available in a given campaign, 
  although GM’s are cautioned to be sensitive to the de-
  sires of their Players.
  When a Character uses a Special Ability, they are 
  marking themselves a di� erent from those around 
  them.  This can have negative consequences in some 
  game settings... in certain Fantasy settings, for exam-
  ple, all magic is considered Necromancy, and its prac-
  tice is punishable by burning at the stake.
  The exact appearance of a Special Ability or it’s ef-
  fect is not carved in stone - there is a lot of room 
  to “personalize” these Abilities.  One Character 
  throwing a Lightning Bolt may simply create blue 
  lightning from their hand, while another may go 
  through a complex set of hand motions and throw 
  an arc of bright violet.  The e� ect, in either case, 
  remains exactly the same.
  Simon Wentworth (Order #28533685)
  
  192
  Though each of the areas of ability are di� erent, they 
  have similar listings which can be read the same way. 
  Each ability has the following information listed, and 
  this is how the information is read.
  Ability Name:  This is the name of the ability; how it 
  is referred to by those familiar with the existence of 
  this type of ability.
  Range:  Unless otherwise noted, this is listed in feet.  Oc-
  casionally, rather than a number, a statistic will be listed 
  - this means that the range of the ability is equal to the 
  statistic in feet.  A number or statistic followed by “mi” 
  means that the range is listed in miles, rather than feet. 
  A number or statistic followed by an “i” means that the 
  range is Incremental - the listed number or statistic is the 
  “short” range of the ability, which  is doubled for the 
  “medium” range, quadrupled for the “long” range, and 
  multiplied by eight (8) for the “extreme” range.  
  Incremental Range
  Short
  Medium
  Long
  Extreme
  Listed
  x2
  x4
  x8
  A number or statistic followed by an “(r)” indicates 
  that the range is being given as a radius.  A range listed 
  as “Self” indicates the ability works only on the user, 
  while “Touch” means that the ability has no e� ective 
  range, and physical contact must be made with the 
  target in order to use the ability.
  A range listed as “Sym” means that the ability uses 
  Sympathetic Range; a range based on the metaphysi-
  cal relationship to the target as much as physical dis-
  tance.    The closer the relationship of the user of the 
  ability to their target (whether it is a person or a place), 
  the easier it is for them to use that ability on them.
  Distance
  Within the same building
  +2
  Within the same block
  +0
  Within the same city
  -1
  Within the same nation
  -2
  Within the same continent
  -3
  Within the same world
  -4
  Within the same dimension
  -5
  Relationship with Person
  Close family, lovers, or hated enemy
  +2
  Good friend
  +1
  Estranged family, o�  ce pals, bar pick-up
  +0
  Casual friend
  -1
  Known by reputation
  -2
  Known by description
  -3
  Total stranger
  -4
  Relationship with Place
  Personal residence of more than a year
  +2
  Personal residence of more than a month
  +1
  Place you’ve spent a month or so
  +0
  Place you spent a couple of weeks
  -1
  Place you hung our for a few days
  -2
  Place you passed through once
  -3
  Place you’ve never been
  -4
  Distance and relationship modi� ers are cumulative. 
  As long as the roll to use the Special Ability with Sym-
  pathetic Range can be made with the associated bo-
  nus or penalty, the ability will reach.
  A Range listed as “Tem” is Temporal Range; this 
  is an ability which works across Time rather than 
  Space (although abilities that work across both are 
  possible).  In this case, the greater the time incre-
  ment at which the ability works, the more di�  cult 
  it is to use.
  Time Increment
  Penalty
  Minute
  -0
  Hour
  -1
  Day
  -1
  Week
  -2
  Month
  -2
  Year
  -3
  Decade
  -3
  Century
  -4
  Millennia
  -4
  Eon
  -5
   
  Time is primarily an element in certain sensory abili-
  ties, such as seeing into the future or sensing events 
  from the past.
  Where the Range listing is “-”, Range is inapplicable.
  Damage:  Generally a number, the incoming Dam-
  age done by the ability.  Often listed as “-” when the 
  ability does no damage.  If the number is preceded 
  by a “+” the Damage is added to the user’s Strength-
  Based damage. May be listed as a statistic (other 
  than Strength), in which case the incoming damage 
  of the ability is equal to that statistic.  May also be 
  listed as a statistic (other than strength) followed 
  by a “+ (number)” in which case the damage is the 
  listed statistic plus the number given.  If the number 
  is followed by a “+” then the ability does additional 
  Shrugs of Damage - exactly how many will be in-
  cluded in the Notes section of the ability’s listing.
  Simon Wentworth (Order #28533685)
  
  193
  If the Damage is followed by an “s,” this indicates that 
  the Damage is a Stun e� ect - the Damage is a penalty 
  to the target’s Stamina plus Toughness roll to resist 
  being stunned (rendered Unco with Shrugs).
  Activation:  How long it takes to activate the ability. 
  When listed as “-” the ability takes no additional time 
  to activate.  Usually expressed as a number followed 
  by a capital letter.  A “T” means the activation time is 
  listed in Turns, an “M” means the activation time is 
  listed in Minutes, an “H” means the activation time is 
  lsted in Hours, and a “D” means the activation time is 
  listed in Days.
  Duration:  How long the e� ect of the ability lasts. 
  When listed as “-” the e� ects are immediate, such 
  as an attack which expends its damage and is then 
  over.  Usually expressed as a number followed by 
  a capital letter.  A “T” means the duration time is 
  listed in Turns, an “M” means the duration time is 
  listed in Minutes, an “H” means the duration time is 
  lsted in Hours, and a “D” means the duration time 
  is listed in Days.  When the duration is followed by 
  the notation “(m)” this means that the e� ect of the 
  ability can be maintained... at the end of its dura-
  tion, the user can spend the Risk cost of the abil-
  ity again to extend its duration by the listed value. 
  When the duration is listed as “per use” the e� ects 
  of the ability last for one use of the ability (where 
  this is unclear, the GM makes the � nal decision). 
  One “use” of an ability could be one message com-
  municated, one object lifted, one answer gained - in 
  general, the result of one roll.
  A Character using an ability with a Duration can, at 
  any point in time during the duration of that ability, 
  choose to end the e� ects of the ability.  This is a free 
  action, and is as simple as the Character deciding “I 
  don’t want that to be in e� ect any more.”  Once an 
  ability’s e� ect has been so ended, the ability will need 
  to be used all over again to re-start the Duration - it 
  can be ended, but not suspended (magic spells do not 
  have, by their nature, a “pause” button).
  Risk:  The cost, in Risk, of using the ability.  If an abil-
  ity can be maintained, this cost must be spent again at 
  the end of its duration to maintain it.
  Cost:  The cost, in improvement budget, of the ability 
  itself.  In certain cases, the GM may increase or de-
  crease the cost of a given ability - they are the � nal 
  arbiter of any ability’s availability.
  Notes:  A brief description of the e� ect of the ability, 
  followed by a number in parenthesis.  The number 
  in parenthesis becomes important only if one is cre-
  ating a modi� ed version of the ability (see Victory 
  Equipment Manual).
  Common
  Abbreviation
  Means
  s
  Damage is a Stun e� ect
  i
  Range listed is Incremental
  (r)
  Range is expressed as a Radius
  mi
  Range is expressed in miles rather than feet
  Sym
  Range is Sympathetic
  Tem
  Range is Temporal
  T
  Activation/Duration is listed in Turns
  M
  Activation/Duration is listed in Minutes
  H
  Activation/Duration is listed in Hours
  D
  Activation/Duration is listed in Days
  (m)
  Duration can be Maintained
  Stacking Special Abilities
  Special abilities often give bonuses to Damage Resis-
  tance and to Strength Damage.  Within one group of 
  Special Abilities, there may be several di� erent “lev-
  els” of such bonuses o� ered, with one Special Ability 
  giving, for example, a plus ten (+10) bonus to Damage 
  Resistance and another Ability giving a plus twenty 
  (+20) bonus to DR.
  These are generally not meant to be purchased simul-
  taneously.  Rather, the intent is that a Player might get 
  their Character the plus ten (+10) version at Charac-
  ter creation, and then eventually upgrade to the plus 
  twenty (+20) version.  Buying them both for a plus 
  thirty (+30) may tend to unbalance the setting and 
  mood that the GM is trying to maintain.
  Still, if you’d like to have that level of protection, the 
  rules certainly allow for it.  Please check with the GM, 
  though, when “stacking” such bonuses, to make sure 
  that you’re not a) overpowering the GMs planned sce-
  narios and b) endangering the other PCs by forcing 
  the GM to constantly drop nuclear weapons on you in 
  order to stress a sense of peril.
   A Cautionary Note to GM’s
  Towards the end of the Character Creation process, 
  you may want to casually ask the Players in your 
  group for their Characters’ DR and how much Dam-
  age they’re likely to be doing.  In the more casual, 
  relaxed atmosphere between Character Creation and 
  actual Roleplaying, it is easier to work together as a 
  group to e� ect the desired balance for your campaign.
  Finding out, mid-combat several sessions in, that one 
  of the PCs can bounce a highly dangerous beam sword 
  o�  their bare chest on a regular basis may lead to more 
  stress than anyone at the table really wants to deal with 
  right then and there.  I’m serious.  It happens.
  Simon Wentworth (Order #28533685)
  
  194
  Characters with the “Spell Slinger” merit are known as 
  “mages” or, when slinging Spells, “casters.”  They focus 
  their will power into an intent so strong that they alter 
  the fabric of reality, creating magical e� ects.  Science is 
  incapable of explaining or even measuring this e� ect.
  Spells have some common statistics.  They all have 
  a Range at which they work and many of them do 
  Damage or have an e� ect similar to damage which is 
  also listed.
  The purchase cost of a Spell is how much money it will 
  cost in training and materials for the mage to learn to 
  use it.  Once learned, a mage will not forget it - as long 
  as they have the necessary Risk, they can cast it.
  The Risk cost of a Spell is how many Risk points must 
  be spent to activate or maintain it.  
  The Casting Time of a spell is how long the mage must 
  concentrate on it before it activates.  Most Spells have 
  a casting time of at least one round, meaning that 
  the Character must concentrate on it for a full round 
  (making small hand gestures and muttering magical 
  phrases) to cast it... it will activate at the beginning of 
  the next round.
  Finally, the Duration of the spell is listed, which is how 
  long it  will be active after a successful casting.  Some 
  spells can be maintained by spending additional Risk, 
  others must be re-cast.
  Mages can use additional Risk when casting spells 
  to speed them up or to gain additional e� ect.  A 
  mage can spend � ve (5) extra Risk when casting a 
  spell to reduce the time it takes to cast it by one (1) 
  round.  If this reduces the time below one (1) round, 
  the spell goes o�  immediately, rather than after a 
  round a concentration.  This cost can be spent mul-
  tiple times to further reduce the number of rounds 
  required to cast – i.e. If a Spell takes three (3) rounds 
  to cast, spending � ve (5) additional Risk will reduce 
  this to two (2) rounds, spending ten (10) additional 
  Risk will reduce it to one  (1) round, and spending
  � fteen (15) additional Risk will made it activate 
  immediately.
  Normally, any Character can spend ten (10) Risk to dou-
  ble the amount of damage they do with an attack.  Mag-
  es can spend ten (10) Risk to double not only the damage 
  of their attacks, but most other features of the Spell as 
  well.  Ten (10) Risk can double a Spell’s range, duration. 
  radius, or any other numeric statistic of the spell. 
  MAGIC
  Simon Wentworth (Order #28533685)
  
  195
  Magic Spell
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Barrier, Minor
  Touch
  -
  -
  per use
  2
  $2,800.00
  1 additional Shrug of Defense
  Barrier, Standard
  Touch
  -
  -
  per use
  6
  $12,400.00
  3 additional Shrugs of Defense
  Barrier, Major
  Touch
  -
  -
  per use
  10
  $22,000.00
  5 additional Shrugs of Defense
  Bite o’ Food
  Touch
  -
  3 T
  per use
  3
  $7,400.00
  Ignore a missed meal
  Breath of Air
  Touch
  -
  1 T
  15 M (m)
  3
  $8,050.00
  Ignore su� ocation
  Cleanse
  Touch
  -
  1 T
  -
  1
  $300.00
  Ignore being dirty
  Cure, Minor
  Touch
  -
  10 M
  -
  5
  $4,500.00
  Cure Minor Conditions
  Cure, Standard
  Touch
  -
  20 M
  -
  10
  $9,000.00
  Cure Minor, Standard Conditions
  Cure, Major
  Touch
  -
  30 M
  -
  20
  $13,000.00
  Cure Minor, Standard, Major Conditions
  Drink o’ Water
  Touch
  -
  3 T
  per use
  3
  $7,400.00
  Ignore a missed drink of water
  Fireball
  100’
  30
  -
  -
  7
  $15,250.00
  Radius 5’, +5 per 7 Risk spent, ignites � am-
  mable, recurs 1/ce a Turn
  Flight, minor
  Touch
  -
  1 T
  1 H (m)
  5
  $11,900.00
  Fly at 160’ per Turn
  Flight, major
  Touch
  -
  1 T
  1 H (m)
  10
  $29,400.00
  Fly at 320 mph
  Gateway
  10 mi +
  -
  10 M
  5 M (m)
  10
  $29,400.00
  Create Gateway 10’ across, plus 10’ per 10 Risk spent, 
  10 miles apart, plus 10 miles per 10 Risk spent
  Healing, Minor
  Touch
  -
  5 T
  -
  3
  $4,700.00
  Heal 1 Shrug, awaken Unco
  Healing, Standard
  Touch
  -
  1 M
  -
  7
  $29,300.00
  Heal 5 Shrugs, awaken Unco, works at “Dead”
  Healing, Major
  Touch
  -
  10 M
  -
  10
  $54,000.00
  Heal 5 Shrugs plus 5 per 10 Risk spent, 
  Regrow Limbs/Organs, Cure Cinematic 
  Damage, works at “Dead”
  Illusory Display
  Touch
  -
  3 T
  15 M (m)
  1
  $5,350.00
  Displays a small 3D image of what caster is 
  describing/thinking/scrying, with sound
  Illusion Mastery
  100’
  -
  1 T
  15 M (m)
  5
  $39,650.00
  Will/Toughness -5 or Illusion fools all 5 
  senses, Radius 5’ per 5 Risk spent 
  Levitation
  Touch
  -
  1 T
  15 M (m)
  3
  $4,350.00
  Float, move at 10’ per turn
  Light
  10’
  -
  1 T
  1 D (m)
  1
  $270.00
  Negates all darkness penalties, illuminates up 
  to a 30’ Radius
  Lightning Bolt
  100’
  25
  -
  -
  5
  $16,950.00
  Does 1 extra Shrug, plus 1 extra Shrug per 5 
  Risk spent
  Mage Bolt
  50’
  15
  -
  -
  3
  $3,550.00
  Damaging bolt of pure magic
  Mage Assault
  75’
  20
  -
  -
  5
  $6,150.00
  Auto� re 5 (variable)
  Mage Blast
  100’
  25
  -
  -
  7
  $7,250.00
  Radius 10’
  Mage Armor
  Touch
  -
  1 T
  15 M (m)
  5
  $4,400.00
  DR +15, 1 Armor Shrug
  Master Armor
  Touch
  -
  1 T
  15 M (m)
  7
  $7,450.00
  DR +20, 2 Armor Shrugs
  Manipulation, Minor
  10’
  -
  1 T
  per use
  1
  $920.00
  Lift/Manipulate 50 lbs
  Ooh, Sparkly
  Touch
  -
  1 T
  -
  1
  $300.00
  Basic magical lightshow
  Resurrection
  Touch
  -
  3 H
  -
  100
  $106,000.00
  Heal 30 Shrugs, Works at “Dead as Hell,” 
  must be cast within 24 H of death
  Scrying
  Sym
  -
  1 M
  1 H (m)
  5
  $6,500.00
  See people/places at Sympathetic Range
  Sodrick’s Binding
  50’
  -
  1 T
  1 H (m)
  5
  $3,250.00
  Stamina/Toughness -5 or Immobile
  Sodrick’s Lighter
  10’
  1
  1 T
  -
  1
  $570.00
  Ignite � ammables
  Stun Bolt
  50’
  10 (s)
  -
  -
  3
  $6,050.00
  Stam/Toughness -10 or Unco
  Stun Burst
  75’
  15 (s)
  -
  -
  5
  $9,900.00
  Stam/Toughness -15 or Unco, Radius 10’
  Teleport
  10 mi +
  -
  3 T
  -
  5
  $9,210.00
  Teleport 10 mi per 5 Risk, must know target
  Tools of Convenience
  Touch
  -
  1 T
  per use
  1
  $800.00
  Construction, Fabrication, Lockpick, and Repair w/out tools, +2
  Transform Clothing
  Touch
  -
  1 T
  -
  5
  $6,650.00
  Will/Tough or cosmetically xform clothes, cleans and repairs 
  clothing when cast
  Vigorous Hide
  Touch
  -
  1 T
  15 M (m)
  3
  $1,350.00
  +10 DR 
  Ward of Hiding
  Touch
  -
  1 H
  1 Mo (m)
  10
  $19,200.00
  25’ Radius per 10 Risk is -15 to be scryed/observed
  Ward of Shielding
  Touch
  -
  1 H
  1 Mo (m)
  10
  $19,200.00
  25’ Radius per 10 Risk is -15 to be teleported into
  Warm and Dry
  Touch
  -
  1 T
  1 H (m)
  1
  $300.00
  Ignore being cold and wet
  Magic Spells
  Simon Wentworth (Order #28533685)
  
  196
  Barrier, Minor:  In a last-ditch e� ort, the mage 
  throws up an immaterial barrier that helps them to 
  absorb incoming damage.  On a successful Will plus 
  Do Magic roll, the mage gains one (1) additional 
  Shrug for the purposes of taking damage against 
  that attack only.
  Barrier, Standard:  As per the Barrier, Minor, except 
  that the mage gains three (3) additional Shrugs for the 
  purposes of taking damage against that attack only.
  Barrier, Major:  As with Barrier, Minor and Barrier, 
  Standard, except that the mage gains � ve (5) addition-
  al Shrugs for the purposes of taking damage against 
  that attack only.
  Bite o’ Food:  A mage with this spell need never go 
  hungry.  Cast with a roll of Will plus Do Magic, the 
  successful casting of this spell replaces the eating of 
  one meal for the purposes of resisting Starvation.
  Breath of Air:  Useful for going underwater or being 
  in rooms full of poison gas.  Casting this spell with 
  a roll on Will plus Do Magic allows the Mage to go 
  without breathing for the spell’s duration.
  Cleanse:  For the messy mage, casting this spell with 
  a roll of Will plus Do Magic removes all traces of dirt 
  and grime from their bodies, clothing, and any equip-
  ment they are carrying.  Spending additional Risk on 
  this spell can (at the GM’s option) be used for cleaning 
  rooms or even larger areas of all dirt, grime, greasy 
  � ngerprints, blood stains...
  Cure, Minor:  Cast with a successful roll on Will plus 
  Do Magic, this spell immediately cures any Minor 
  condition.  Cures only one condition per casting.
  Cure, Standard:  As with Cure, Minor, except that this 
  spell can cure any Standard or Minor condition.
  Cure, Major:  As with Cure, Minor and Cure, Stan-
  dard except that this spell can cure any Major, Stan-
  dard, or Minor condition.
  Drink o’ Water:  The mage with this spell need never 
  go thirsty.  Cast with a  roll of Will plus Do Magic, 
  the successful casting of this spell replaces taking one 
  drink of water (or other hydrating liquid) for the pur-
  poses of resisting Thirst.
  Fireball:  A major o� ensive spell.  A successful roll on 
  Dexterity plus Do Magic launches a large ball of � re 
  downrange which explodes on impact. The radius of 
  the explosion can be increased by putting more Risk 
  into the spell.  For every seven (7) Risk put into the 
  spell, the Radius of the Fireball increases by � ve (5) feet.
  Flight, Minor:  A basic transport spell, cast with a 
  roll of Agility plus Do Magic.  Allows the mage to � y 
  through the air at one hundred and sixty (160) feet per 
  turn for the duration of the spell.
  Flight, Major:  Fast aerial transport.  Cast with a roll of 
  Agility plus Do Magic, allows the mage to � y through 
  the air at three hundred and twenty (320) miles per 
  hour for the duration of the spell.
  Gateway:  A highly versatile and potent transport 
  spell.  Creates a teleportational gateway on a success-
  ful roll of Will plus Do Magic.  The base maximum 
  range is ten (10) miles, creating a gateway ten (10) feet 
  in radius for the spell’s duration.  Spending an ad-
  ditional ten (10) Risk in casting this spell can extend 
  the maximum range by an additional ten (10) miles... 
  spending an additional ten (10) Risk can alternately 
  increase the radius of the Gateway by an additional 
  ten (10) feet.  A mage that throws a large amount of 
  Risk into this spell can increase both the maximum 
  range AND radius of the gateway.
  Healing, Minor:  Basic healing spell.  By successfully 
  rolling Will plus Do Magic, the mage can restore one (1) 
  lost Shrug to the target.  If the target has been rendered 
  Unco with Shrugs, this spell will awaken them.   This 
  spell has no e� ect on those that have been rendered 
  Simon Wentworth (Order #28533685)
  
  197
  Dead or Dead as Hell.  It does not restore lost limbs or 
  organs, and has no e� ect on Cinematic Damage.
  Healing, Standard:  As per Healing, Minor but this 
  spell can restore up to � ve (5) lost Shrugs.  Also, 
  this spell will heal those who have been reduced 
  to Dead (but not Dead as Hell), perhaps restoring 
  them to life.  
  Healing, Major:  This amazingly potent healing spell, 
  cast with Will plus Do Magic, restores � ve (5) lost 
  Shrugs per � ve (5) Risk spent.  It also restores lost 
  limbs or organs and heals any Cinematic damage the 
  target may have taken.  Like Healing, Standard, this 
  spell will work on those reduced to Dead (but not 
  Dead as Hell), perhaps restoring them to life.
  Illusory Display:  Cast with a roll of Perception 
  plus Do Magic, this minor spell allows the mage to 
  create a small display (no more than a foot or so 
  across) which can show whatever the mage wishes 
  people to see and hear at the moment.  Often used 
  to show people what the Mage is currently scrying, 
  or to allow the mage to express a plan or idea, like 
  using audio/visual aids.  
  Illusion Mastery:  This is powerful illusion magic, cast 
  with a roll of Perception plus Do Magic.  It creates an il-
  lusion that fools all � ve (5) classic senses, which can be 
  up to � ve (5) feet across per � ve (5) Risk spent.  The illu-
  sion can be whatever the mage can properly imagine... 
  the GM may ask for rolls on the appropriate Knowledge 
  skills for particularly complex or realistic illusions.
  Levitation:  Considered a parlor trick by powerful 
  mages.  A successful roll of Will plus Do Magic allows 
  the mage casting this spell to � oat in the air, unsup-
  ported.  They can move up to ten (10) feet per turn for 
  the duration of the spell.
  Light:  Surprisingly powerful magic.  A roll of Intel-
  ligence plus Do Magic allows the mage to illuminate 
  a ten (10) foot area for the duration as if the area was 
  bathed in clear sunlight.  This light has no e� ect on 
  creatures a� ected by the sun, but it does negate all 
  darkness penalties in that area.
  Lightning Bolt:  One of the power powerful o� en-
  sive spells.  Cast with Dexterity plus Do Magic, � res a 
  bolt of lightning downrange.  Because of the odd and 
  dangerous e� ects of lightning itself, this spell does 
  an additional Shrug of Damage to its target after all 
  other damage is calculated... PLUS an additional extra 
  Shrug for every � ve (5) Risk spent on casting!
  Mage Bolt:  One of the most elementary o� ensive 
  spells.  A successful roll on Dexterity plus Do Magic 
  launches a projectile composed of magical energy at 
  the desired target.
  Mage Assault:  The answer to why mages don’t carry 
  assault ri� es.  A successful roll on Dexterity plus Do 
  Magic launches a barrage of magical energy projectiles 
  downrange with an Auto� re number up to � ve (5), de-
  pending on how angry the mage is at the moment.
  Mage Blast:  When a mage is angry at an area, rather 
  than a person, they’re likely to use this spell. A roll on 
  Dexterity plus Do Magic � res a bolt of magical energy 
  which explodes in a Radius of ten (10) feet at the target.
  Mage Armor:  An e� ective defensive spell. A roll on 
  Will plus Do Magic, if successful, gives the caster a bo-
  nus of plus � fteen (+15) to their Damage Resistance, 
  and one (1) Armor Shrug for the spell’s duration.
  Master Armor:  A very e� ective and potent defensive 
  spell.  Once cast with a successful roll on Will plus Do 
  Magic, gives the caster a bonus of plus twenty (+20) 
  to their Damage Resistance and two (2) Armor Shrugs 
  for the spell’s duration.
  Manipulation, Minor:  One of the more useful utility 
  spells.  A successful casting using Will plus Do Magic 
  allows for the lifting and manipulation of up to � fty 
  Simon Wentworth (Order #28533685)
  
  198
  (50) pounds... a momentary e� ort only, though.  Good 
  for performing one action in a casting.
  Ooh, Sparkly:  Perhaps the most elementary of all 
  magical spells.  A successful casting using Intelli-
  gence plus Do Magic generates a momentary light 
  show; a shower of magical sparks, a cloud of glitter-
  ing lights, or perhaps an arc of bright arcane energy 
  which does little more than demonstrate that, yes, 
  the caster has just cast a magic spell.  Often the � rst 
  spell taught to an initiate.
  Resurrection: Considered the most potent of all healing 
  spells.  Cast with a successful roll on Will plus Do Mag-
  ic, this spell must be used within one day (twenty-four 
  hours) of the subject’s death.  Some portion of the subject 
  must be available for the spell to be cast on them, even 
  if it’s only a teaspoon of soot or some collected burnt 
  fragments.  This spell will restore thirty (30) Shrugs to 
  someone who has been rendered Dead as Hell.  If this is 
  enough to return them to a state of merely Dead, further 
  healing spells (such as Healing, Standard) can be used to 
  bring them back to a state of living.  If thirty (30) Shrugs 
  is su�  cient to bring the subject back to a state of Unco 
  or even give them a positive Shrug total, they have been 
  brought fully back to life.  If thirty (30) Shrugs of healing 
  is insu�  cient to raise the subject above a state of Dead 
  as Hell, then this spell will have no e� ect - the subject is 
  quite well and gone, although it is rumored that more 
  potent healing magics may exist.  If the casting of this 
  spell is failed, nothing on heaven or Earth can restore the 
  subject to life... that is a message from the Universe that 
  the subject has passed fully into the cycle of death and 
  rebirth... there is nothing to resurrect.
  Scrying:  Allows the mage to view a person or a 
  place at tremendous distances.  The casting of this 
  spell (using Perception plus Do Magic) is penalized 
  as per the Sympathetic Range chart on page 192. 
  Once the spell is successfully cast, the caster can 
  see the person or place speci� ed when they cast the 
  spell.  Transferring their view to another person or 
  place requires another casting of the spell.  Someone 
  who is being observed by a Scry spell may have a 
  vague sense that someone is watching them... they 
  get a roll on their Perception stat plus their highest 
  Special skill (if any) which is contested by the margin 
  of success by which the Scry was cast.  Should the 
  subject of a scry win this contest, they will be quite 
  aware that they are, indeed, actually being observed, 
  although they will not know by who.  If they have 
  a similar spell (or psionic discipline, or other abil-
  ity) which allows for viewing at Sympathetic Range, 
  they may be able to Scry back.
  Sodrick’s Binding:  One of the more famous spells 
  of the ancient, potent, and perverse wizard Sodrick. 
  If cast successfully with a roll on Dexterity plus Do 
  Magic, the target must succeed at a roll on their Stam-
  ina plus Toughness at a penalty of minus � ve (-5) or 
  be gripped tightly by black coils and tentacles, unable 
  to move below the neck for the duration of the spell.
  Sodrick’s Lighter:  Flashiest of the “spell” spells. 
  The caster rolls Dexterity plus Do Magic.  If success-
  ful, they may ignite one easily ignitable object within 
  range - often a candle or cigarette.  Often used by So-
  drick to impress bar patrons and ignite the facial hair 
  of men who annoyed him.
  Stun Bolt:  A non-lethal o� ensive spell.  Cast with 
  a roll of Dexterity plus Do Magic.  The target, if hit, 
  must make a roll against their Stamina plus Tough-
  ness at a penalty of minus ten (-10) or be immediately 
  rendered Unco with Shrugs.
  Stun Burst:  A more e� ective non-lethal o� ensive spell 
  for dealing with groups.  Cast with a roll of Dexterity 
  plus Do Magic, this spell launches a bolt of stunning 
  energy which “explodes” at the target, causing every-
  one caught in it’s radius of ten (10) feet to make a roll 
  against their Stamina plus Toughness at a penalty of 
  minus � fteen (-15) or become Unco with Shrugs.
  Teleport:  A powerful spell of personal transpor-
  tation.  Cast with a roll of Will plus Do Magic.  If 
  successful, the caster (and up to their Dead Lift in 
  Simon Wentworth (Order #28533685)
  
  199
  additional mass) is transported to a place up to ten 
  (10) miles away per � ve (5) Risk spent.  The caster 
  must know the location they are trying to reach - 
  they must have been there at some point in time, or 
  have observed it (via television broadcast, webcam, 
  Scrying spell, or other visual means) for at least an 
  hour in order to know it well enough for the pur-
  poses of this spell.
  Tools of Convenience:  Useful utility spell.  When 
  successfully cast with a roll on Intelligence plus Do 
  Magic, causes a semi-solid mass of magical matter 
  to materialize next to the caster’s hands.  This mat-
  ter will shift and morph into whatever tool the caster 
  needs in order to perform one task of Construction, 
  Fabrication, Lockpicking, or Repair.  The magical tool 
  so manifested is of a high enough quality to negate 
  any penalties for not having the proper tools for the 
  job, and to give the caster a bonus of plus two (+2) to 
  the task the tools were created for.
  Transform Clothing:  Allows the mage to alter their 
  clothing (or the clothing of another) into any shape, 
  color, style, or form the mage desires.  Can change a 
  bikini into a tuxedo, or a tuxedo into a bikini.  The 
  changed clothing has exactly the same structure and 
  o� ers the same protection as it did before - the al-
  teration is purely cosmetic.  If someone who may be 
  the subject of this spell does not want their clothing 
  transformed, they can contest the casting of the spell 
  with their Will plus Toughness.  This spell also re-
  pairs any clothing that it is cast on should that cloth-
  ing be dirty or damaged... it will restore clothing to a 
  “like new” state.
  Vigorous Hide:  Elementary defensive spell.  Cast 
  with a roll of Will plus Do Magic.  Gives the caster a 
  bonus of plus ten (+10) to their Damage Resistance.
  Ward of Hiding:  Best cast in an area with meta-
  physical boundaries such as walls or ley lines.  Cast 
  with a roll on Will plus Do Magic, this spell makes 
  it nigh-impossible for the area warded to be ob-
  served by mundane or magical means.  For each ten 
  (10) Risk spent on the spell, an area with a radius of 
  twenty-� ve (25) feet  is protected, giving a penalty 
  of minus � fteen (-15!) to any attempts to observe 
  anything within that area.  This is equally e� ective 
  on cameras and binoculars as it is on Scrying spells 
  and psionic abilities.  
  Ward of Shielding: Best cast in an area with meta-
  physical boundaries such as walls or ley lines.  Cast 
  with a roll on Will plus Do Magic, this spell makes 
  it nigh-impossible for someone to teleport into or 
  out of the warded area (unless the Caster has speci-
  � ed them as an exception).  For each ten (10) Risk 
  spent on the spell, an area with a radius of twenty-
  � ve (25) feet  is protected, giving a penalty of minus 
  � fteen (-15!) to any attempts to teleport into or out 
  of that area (including use of the Gateway spell or 
  any dimensional travel).  The caster can, at the time 
  of casting, specify any number of individuals who 
  will not be a� ected by this ward.  Should the caster 
  later want to add someone to this list, or remove 
  someone from it, the wards will need to be re-cast 
  from scratch.
  Warm and Dry:  Cast with a roll on Will plus Do Mag-
  ic, the subject of this spell will, for the spell’s duration, 
  remain dry and at a comfortable temperature regard-
  less of the weather around them, whether it be high 
  noon in a desert or the center of a shower of freezing 
  rain.  Does not o� er protection from � ames or ice at-
  tacks, but it WILL keep someone dry even if they are 
  submerged in the ocean.
  Simon Wentworth (Order #28533685)
  
  200
  MARTIAL ARTS
  While any Character can have ranks in combat 
  skills, using them most e� ectively comes to those 
  Characters who have the Martial Artist Merit. A 
  warrior without the Merit can be a fearsome oppo-
  nent, to be sure, but a Martial Artist can defy the 
  laws of physics in any number of di� erent ways, 
  performing legendary feats of battle prowess on 
  a regular basis. Dodging bullets, killing their way 
  through whole squads of troops, running up walls 
  as if they were � oors, and even more impressive 
  feats are the result of intensive training in the eso-
  teric forms of combat - ancient and terrible battle 
  traditions, tested in the � res of war and time and 
  lovingly passed down through the generations, im-
  proving with each repetition.
  Indeed, it is the duty of the student to improve upon 
  their skills, returning to the school with ever newer, 
  ever more impressive skills. Martial Artists learn best 
  in battle, absorbing new maneuvers through constant 
  training. In this way, the Martial Artist builds body, 
  mind, and spirit, using their Art for defense, � tness, 
  and enlightenment.
  So, it isn’t always the goal of the Martial Artist to 
  do things that “look really cool.” It isn’t always not 
  the goal, either.
  While Martial Artists learn a distinctive style of com-
  bat in their training, exactly what constitutes that style 
  is a somewhat � uid and nebulous thing... so students 
  of the same Martial Art style can have entirely di� er-
  ent sets of Martial Arts abilities.
  While schools and masters will teach similar skills and 
  abilities, no two teachers are alike, nor are any two stu-
  dents. What one student takes away from the hours of 
  practice and dedication may be entirely di� erent from 
  what another student learns from the same teacher, in 
  the same classes. Ultimately, the Martial Artist devel-
  ops a personal style of combat, as distinctive as their 
  � ngerprints or family lineage. When they pass on this 
  knowledge in the fullness of time, their own students 
  will take away entirely di� erent lessons. In this way, 
  the combat tradition grows, changes, and evolves.
  Some Martial Arts abilities have a listed Risk cost, which 
  is paid when the ability is used. While any Character can 
  burn ten (10) Risk to double the damage of a single at-
  tack, Martial Artists can also use Risk to use their abilities 
  more e� ectively. If an ability has a Range or gives a bo-
  nus to Damage, Damage Resistance, or gives some other 
  bonus with a listed numeric value (such as a plus three 
  (+3) to hit), the Martial Artist can spend ten (10) Risk to 
  double that bonus for that single use of the ability.
  Simon Wentworth (Order #28533685)
  
  201
  Martial Art Ability
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Adamantine Self
  -
  -
  -
  -
  -
  $9,000.00
  +20 DR, 2 Armor Shrugs
  All Knees and Elbows
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to knee/elbow strikes
  Body Hardening
  -
  -
  -
  -
  -
  $750.00
  Always add Toughness to DR
  Body Block
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to tackle
  Combat Biting
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to bite in combat
  Divine Gracie
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to Grapple Parry
  Dodge without Penalty
  -
  -
  -
  -
  -
  $10,000.00
  No margin penalty to Dodge
  Fist o' DOOM
  Touch
  +15 +
  1 Turn
  -
  5
  $7,900.00
  +1 extra Shrug of Damage
  Fist o' Flurry
  -
  -
  -
  -
  -
  $7,500.00
  1 additional attack per turn at no penalty
  Fist of Death
  Touch
  +10
  -
  -
  -
  $5,000.00
  Adds to all Str-based Damage
  Fist without Shadow
  Will x3
  -
  -
  -
  -
  $750.00
  Do Hand to Hand Damage at range
  Flurry o' Blades I
  -
  -
  -
  -
  -
  $900.00
  Melee attacks get Auto� re 3 (variable)
  Flurry o' Blades II
  -
  -
  -
  -
  -
  $1,500.00
  Melee attacks get Auto� re 5 (variable)
  Flurry o' Blows I
  -
  -
  -
  -
  -
  $900.00
  HtH attacks get Auto� re 3 (variable)
  Flurry o' Blows II
  -
  -
  -
  -
  -
  $1,500.00
  HtH attacks get Auto� re 5 (variable)
  Flurry o' Parries
  -
  -
  -
  -
  -
  $5,000.00
  Parry Auto� re attacks at no penalty
  Flurry o' Throws I
  -
  -
  -
  -
  -
  $900.00
  Throwing get Auto� re 3 (variable) 
  Flurry o' Throws II
  -
  -
  -
  -
  -
  $1,500.00
  Throwing get Auto� re 5 (variable) 
  Flurry o' Throws III
  -
  -
  -
  -
  -
  $3,000.00
  Throwing get Auto� re 10 (variable) 
  Flying Kick
  Jump x4
  +10
  -
  per use
  10
  $14,000.00
  Requires Jumping Kick
  Forehead of Iron
  -
  -
  -
  -
  -
  $1,000.00
  No penalty to Head Butt
  Ghost Stance
  Self
  -
  -
  per use
  10
  $23,000.00
  Insubstantial for a moment
  Give Me That
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to Disarm
  Improvised Throwing
  -
  -
  -
  -
  -
  $5,000.00
  Throw very light items for damage
  Iron Shirt
  -
  -
  -
  -
  -
  $2,500.00
  +10 DR
  Jumping Kick
  Jump x2
  +5
  -
  per use
  5
  $10,000.00
  Double jumping distance to kick
  Kicking Practice
  -
  -
  -
  -
  -
  $1,000.00
  No penalty to kick
  Kip Up
  -
  -
  -
  -
  -
  $2,500.00
  Go from prone to standing as free action
  No Flank
  -
  -
  -
  -
  -
  $2,000.00
  No � ank penalties to defense
  O�  Button
  Touch
  15 (s)
  -
  -
  -
  $8,750.00
  Stam/Toughness -15, or Unco
  Parry without Penalty
  -
  -
  -
  -
  -
  $10,000.00
  No margin penalty to Parry
  Projectile Block I
  -
  -
  -
  -
  -
  $5,000.00
  Parry solid projectiles at no penalty
  Projectile Block II
  -
  -
  -
  -
  -
  $2,500.00
  Parry beams at no penalty (requires I) 
  Prone Combat
  -
  -
  -
  -
  -
  $2,000.00
  No penalty when sitting/prone
  Puri� cation Meditation
  Self/Touch
  -
  1 M
  -
  5
  $8,500.00
  Cure Disease and Poisons
  Shinobi Walk
  -
  -
  1 M
  15 M
  5
  $1,250.00
  -3 to be seen/hit, +3 to Stealth
  Six O'Clock Block
  Per x 10
  -
  -
  -
  -
  $5,000.00
  Sense incoming attacks in range
  Steel Fortress
  -
  -
  -
  -
  -
  $5,750.00
  +15 DR, 1 Armor Shrug
  Steel Palm
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to parry melee while unarmed
  Stoic Stance
  -
  -
  -
  -
  -
  $2,000.00
  Ignore being wet, cold, warm, tired
  Sword Self
  -
  -
  -
  -
  -
  $3,650.00
  HtH attacks are Sharp, AP 3, no penalty to 
  parry Melee weapons bare-handed
  Targeted Bow
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Bow
  Targeted Grapple
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Grapple
  Targeted Hand to Hand
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to HtH
  Targeted Melee
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Melee
  Targeted Throwing
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Throwing
  Wire-Fu
  -
  -
  -
  -
  -
  $20,000.00
  Jumping distances x2, walk on walls, etc 
  Woo-Pah Overdrive
  -
  +5
  -
  -
  -
  $2,500.00
  Adds to all Str-based Damage
  Martial Arts Abilities
  Simon Wentworth (Order #28533685)
  
  202
  Adamantine Self:  Through amazingly hard training 
  and dedication, the body of the martial artist becomes 
  like diamond.  Gives a bonus of plus twenty (+20) to 
  Damage Resistance, and two (2) Armor Shrugs.
  All Knees and Elbows:  The martial artist becomes a 
  master of close-in combat, taking no penalties for the 
  use of knees and/or elbows in Hand to Hand � ghting.
  Body Hardening:  Rather than only adding their 
  Toughness skill to their Damage Resistance when tak-
  ing blows from hand to hand and blunt attacks, the 
  Martial Artist has learned to harden their body so that 
  they always add their Toughness skill to their Dam-
  age Resistance, even against Sharp attacks.
  Body Block:  The martial artist becomes adept at 
  � inging themselves at their target, taking no penal-
  ties to Tackle in Hand to Hand combat.
  Combat Biting:  While the technique is frowned 
  upon in many schools of martial arts, it can come in 
  handy in a down-and-dirty street � ght.  The martial 
  artist with Combat Biting takes no penalties to bite 
  in Hand to Hand combat.
  Divine Gracie:  The martial artist dedicates them-
  selves to holds and grips to the point where they take 
  no penalty to parry with the Grappling skill.
  Dodge Without Penalty:  The martial artist masters 
  tactics of evasion.  They do not su� er a penalty of half 
  their attacker’s Margin of Success when Dodging.
  Fist o’ DOOM:  One of the most advanced striking 
  techniques.  By taking one (1) turn to concentrate their 
  Chi and spending � ve (5) Risk, the martial artist can 
  unleash a horri� c blow which gives them a bonus of 
  plus � fteen (+15!) to their Hand to Hand Damage, and 
  does one (1) additional Shrug of Damage. 
  Fist o’ Flurry:  (Can be taken more than once).  Each 
  time the martial artist takes this ability, they gain one 
  additional attack per turn at no penalty.
  Fist of Death:  The martial artist’s body is truly a 
  deadly weapon, gaining a bonus of plus ten (+10) to 
  all Strength-based attacks.
  Fist without Shadow:  This esoteric technique allows 
  the martial artist to project their Chi at range.  They 
  can do their Hand to Hand damage at a Range equal 
  to their Will stat multiplied by three (Will x3).
  Flurry o’ Blades I:  Elementary technique of increas-
  ing combat e� ectiveness by the whirling of blades. 
  This ability gives the Martial Artist the ability to add 
  an Auto� re number of (up to) three (3) to their Melee 
  attacks. (Can be upgraded to Flurry o’ Blades II).
  Flurry o’ Blades II:  More advanced blade-whirling 
  technique.  This ability gives the Martial Artist the 
  ability to add an Auto� re number of (up to) � ve (5) to 
  their Melee attacks.
  Flurry o’ Blows I:  The beginnings of the “Chain 
  Punch” technique.  This ability gives the Martial Art-
  ist the ability to add an Auto� re number of (up to) 
  three (3) to their Hand to Hand attacks. (Can be up-
  graded to Flurry o’ Blows II).
  Flurry o’ Blows II:  Advanced “Chain Punch” (Chain 
  Kick, Chain Head-Butt, et cetera) technique.  This abil-
  ity gives the Martial Artist the ability to add an Auto� re 
  number of (up to) � ve (5) to their Hand to Hand attacks.
  Flurry o’ Throws I:  Throwing a handful of projec-
  tiles isn’t hard.  Throwing them with any accuracy 
  for any e� ect is.  This ability gives the Martial Artist 
  the ability to add an Auto� re number of (up to) three 
  (3) to their Throwing attacks. (Can be upgraded to 
  Flurry o’ Throws II).
  Flurry o’ Throws II:  Advanced holding and place-
  ment techniques for throwing skills.  This ability gives 
  the Martial Artist the ability to add an Auto� re num-
  ber of (up to) � ve (5) to their Throwing attacks. (Can 
  be upgraded to Flurry o’ Throws III).
  Simon Wentworth (Order #28533685)
  
  203
  Flurry o’ Throws III:  Terrifying level of skill with 
  throwing multiple projectiles, turning the martial 
  artist into a muscle-powered assault ri� e.  This abil-
  ity gives the Martial Artist the ability to add an Au-
  to� re number of (up to) ten (10!) to their Throwing 
  attacks.
  Flying Kick:  The martial artist must � rst master 
  the Jumping Kick in order to advance to this abil-
  ity.  The user of the Flying Kick can leap up to four 
  (4) times their normal jumping distance to deliver a 
  kick with a bonus of plus ten (+10) to their Strength-
  based Damage.
  Forehead of Iron:  Through dedicated bashing one’s 
  head into things, the martial artist learns to use their 
  head e� ectively as a weapon.  The user of this ability 
  takes no penalty to use a Head Butt in combat.
  Ghost Stance:  The martial artist with this amazingly 
  rare and esoteric ability can, for an instant, enter a zen 
  state of emptiness so complete that attacks will seem 
  to pass right through them.  By spending ten (10) Risk 
  and rolling Will plus Martial Arts, the user of this abil-
  ity becomes insubstantial just long enough for an at-
  tack to pass harmlessly through them.  Can also be 
  used to walk through walls.
  Give Me That:  Through training in advanced grap-
  pling techniques, the martial artist learns to make 
  their favorite weapon the one that their opponent is 
  holding.  With this ability, the martial artist takes no 
  penalty on attempts to Disarm.
  Improvised Throwing:  Everything is a weapon... ev-
  erything.  With this ability, the martial artist can throw 
  objects of negligible weight (pencils, playing cards, 
  cockroaches) with tremendous force, doing their 
  Strength Damage with them.
  Iron Shirt: The martial artist stresses their � esh in 
  training until their skin becomes tough, and their 
  Chi acts as a form of armor.  With this technique, the 
  martial artist gains a bonus of plus ten (+10) to their 
  Damage Resistance.
  Jumping Kick:  The martial artist learns to coil their 
  muscles to store tremendous energy for a punishing 
  kick.  With this technique, the user can spend � ve (5) 
  Risk to multiply their jumping distances by two (x2) 
  to deliver a leaping kick, which has a bonus of plus 
  � ve (+5) to their Strength-based Damage.
  Kicking Practice:  The martial artist masters balance 
  and the use of the feet as weapons.  The user of this 
  technique takes no penalty to perform a Kick in Hand 
  to Hand combat.
  Kip Up:  Getting knocked down is only slightly less 
  digni� ed than trying to stand up in the middle of 
  combat.  The martial artist with the Kip Up ability can 
  make a roll on their Agility plus Acrobatics to � ip up 
  to their feet as a free action in combat.
  No Flank:  The martial artist develops an uncanny 
  ability to sense incoming attacks.  They take no pen-
  alty to defend themselves from attacks from their 
  � anks.  They must still know the attack is coming in 
  order to defend.
  Off Button:  The mysteries of the body’s pressure 
  points is open to the owner of this ability.  The mar-
  tial artist with a knowledge of the O�  Button can 
  declare they are making a stun attack in combat.  If 
  they successfully hit, their target must make a roll on 
  their Stamina plus Toughness at a penalty of minus 
  � fteen (-15), or be rendered Unco with Shrugs. 
  Parry without Penalty:  The martial artist has mas-
  tered the way of the intercepting � st (foot, elbow, 
  what have you).  The user of this ability does not 
  su� er a penalty of half the attacker’s Margin of Suc-
  cess when parrying an attack.
  Simon Wentworth (Order #28533685)
  
  204
  Projectile Block I:  Normally, it is extremely di�  -
  cult if not impossible to parry knives, arrows, bul-
  lets, and other solid projectiles.  The user of this 
  technique can parry them as easily as they can par-
  ry any other attack, although parrying bullets bare-
  handed is ill-advised without some form of protec-
  tion (such as Steel Palm or Iron Shirt).  This ability 
  does not allow the Martial Artist to parry beam 
  weapons, lightning bolts, and the like.
  Projectile Block II:  (Must have Projectile Block I). 
  The martial artist, having mastered the timing and 
  technique of parrying solid projectiles, moves on to 
  master the parrying of things travelling far faster. 
  With this technique, the user can parry not only solid 
  projectiles, but also high tech beams, lightning bolts, 
  and other light-speed attacks.  They should probably 
  be parrying with something very durable, as most of 
  these attacks will destroy the average weapon or limb.
  Prone Combat:  The martial artist learns to � ght on 
  the ground, mastering another plane of combat en-
  tirely.  The user of this ability su� ers no penalties to 
  attack or defend while prone, kneeling, or seated.
  Puriﬁ cation Meditation:  An ancient technique for 
  � ushing Chi through the body’s meridian lines, ex-
  tending it through one’s self, or another in a cleansing 
  � re of pure energy.  The Martial Artist focuses their 
  energy for one (1) Minute (twelve (12) Turns), and 
  rolls their Will plus Martial Arts.  If the roll is success-
  ful, they spend � ve (5) Risk and can cure one Poison 
  or Disease condition in themselves, or someone they 
  are in contact with.  Each Poison or Disease condition 
  to be cured will require a separate use of the ability.
  Shinobi Walk:  The martial artist studies the methods 
  of the ancient shadow warriors.  After taking a minute 
  to concentrate and rolling Will plus Martial Arts, the 
  user of this ability spends � ve (5) Risk (if successful) 
  and becomes as a shadow for thirty (30) minutes, giv-
  ing those around them a penalty of minus three (-3) 
  to see them or strike them in combat, and themselves 
  receiving a bonus of plus three (+3) to the Stealth skill. 
  Very useful for getting into dangerous situations, and 
  hopefully as useful for getting out of them!
  Six O’ Clock Block:  The martial artist learns to feel 
  the unique pressure of hostility, sensing an incoming 
  attack before most others would see it.  They automat-
  ically sense any attack coming at them from within a 
  range of their Perception multiplied by ten (Per x10) 
  in feet.  This allows them to defend normally against 
  any attack delivered from within this range.
  Steel Fortress:  Advanced training techniques hard-
  en the martial artist’s body against attack.  They re-
  ceive a bonus of plus � fteen (+15) to their Damage 
  Resistance, and gain one (1) Armor Shrug.
  Steel Palm:  The martial artist learns to block a melee 
  attack by intercepting the hand behind the weapon, 
  or to guide the weapon with their bare � esh rather 
  than meet it head on.  They receive no penalty to 
  parry Melee attacks while bare-handed.
  Stoic Stance:  The martial artist learns to ignore dis-
  comfort in many forms, remaining resolute in the 
  face of the elements.  They can ignore the e� ects of 
  being cold, wet, hot, or even fatigued.
  Sword Self:  The martial artist has honed their 
  body in  the � res of their will, becoming a living 
  weapon.  Their Hand to Hand attacks are consid-
  ered Sharp (ignoring the Toughness skill when do-
  ing damage), and have an Armor Piercing value of 
  three (3).  More, they can parry Melee attacks while 
  bare handed at no penalty.  (If the martial artist also 
  has the Steel Palm technique, they parry incoming 
  melee attacks with a bonus of plus two (+2) while 
  unarmed!).
  Targeted Bow: The martial artist has dedicated them-
  selves to accuracy when practicing archery.  They take 
  no penalties for making called shots when attacking 
  with a bow.
  Simon Wentworth (Order #28533685)
  
  205
  Targeted Grapple:  The martial artist learns to be-
  come one with their opponent when grappling, tak-
  ing no penalties to called shots when attacking with 
  the grappling skill.
  Targeted Hand to Hand:  The martial artist’s body 
  becomes a precision instrument when attacking an 
  opponent; they take no called shot penalties when at-
  tacking with the Hand to Hand skill.
  Targeted Melee:  The martial artist can attack with a 
  surgeon’s precision, taking no called shot penalties 
  when attacking with the Melee skill.
  Targeted Throwing:  The martial artist becomes a 
  muscle-powered sniper weapon, taking no penalties 
  for making called shots when using the Throwing 
  skill.
  Wire-Fu:  Gravity is for people who haven’t practiced 
  their Kung Fu!  The user of this ability appears to be 
  moving while suspended from a wire, performing mi-
  raculous feats of leaping, among other things.  Their 
  jumping distances are all multiplied by two (x2) and 
  they have no problems running up (or along) walls. 
  They can perform seemingly impossible feats of bal-
  ance with great ease, holding poses that would cause 
  anyone else to fall over or injure themselves.  (If a 
  move looks like it would require wire work to per-
  form, the user of this ability can do it!).
  Woo-Pah Overdrive:  The martial artist devotes them-
  selves to increasing their striking force, gaining a bo-
  nus of plus � ve (+5) to their Strength-based Damage.
  Simon Wentworth (Order #28533685)
  
  206
  When one incorporates the arti� cial into their own be-
  ing, they are taking a lateral step in the evolution of 
  their species.  Regardless of the Era, there are those 
  who seek a mechanical advantage, not only in the 
  tools that they use, but in their own bodies.  When 
  someone incorporates metal, plastic, cogs, and/or 
  electronics into themselves, they are using Mechanica.
  Characters with the Moda Mechanica Merit go by 
  di� erent terms in di� erent Eras... they may be Clock-
  worked or Steampunk in the Fantasy Era, Cyborgs in 
  the Near-Modern era, or Transhumans in the Space 
  Era.  They are often looked upon with disgust or even 
  horror by those that do not understand them - they 
  may even feel this disgust and horror with themselves. 
  Not everyone indulges in Mechanica voluntarily.
  In some game settings, it may be socially acceptable 
  (and possible) to have some street doctor lop o�  your 
  perfectly good arm and replace it with a steel and 
  plastic duplicate.  As is more often the case, a person 
  who su� ers a grave injury can seek to have them-
  selves made whole again through the use of advanced 
  prosthetics.  That metal and plastic arm is a great al-
  ternative to a strap-on hook.
  Nor does all Mechanica require one to replace a part 
  of their body.  Some of it lays alongside existing tis-
  sue, reinforcing and improving its function.
  The appearance of Mechanica changes from setting to 
  setting, and with the Players’ and GM’s whims.  The de-
  fault for Mechanica is that it doesn’t look too far outside 
  of the norm; either it is designed to closely resemble the 
  original tissue, or the society that the Character lives in 
  � nds it so ubiquitous that it passes without notice. 
  While some Mechanica may seem Era dependent 
  (such as the Mechanica which involves computers), 
  it is not necessarily so.  Even in the Fantasy Era, there 
  may be magical or other-worldly concepts very much 
  like computers or communicators which this Mechan-
  ica takes advantage of.  If the setting, as the GM de-
  � nes it, does not include such elements, it is perfectly 
  permissible for the GM to inform the Players that cer-
  tain Mechanica is simply not available.
  Mechanica can give a Character a lot of advantages, 
  but it can also be a di�  culty - a social burden, or a 
  psychological mine� eld.  It is never, however, boring 
  to have around.
  MECHANICA
  Simon Wentworth (Order #28533685)
  
  207
  Mechanica
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Arti� cial Heart
  -
  -
  -
  -
  -
  $8,000.00
  +3 to Stamina rolls, +2 Initiative, +1 Shrug, Ignore Fatigue
  Arti� cial Lungs
  -
  -
  1 H
  12 H
  -
  $18,500.00
  Ignore airborne disease and poisons, ignore su� ocation
  Audio Enhancement
  -
  -
  -
  -
  -
  $2,500.00
  +5 on Perception rolls to hear
  Bio Lamination
  -
  -
  -
  -
  -
  $20,000.00
  Halve all incoming physical damage
  Claws I
  Touch
  +1
  -
  -
  -
  $2,150.00
  AP 1, Sharp
  Claws II
  Touch
  +3
  -
  -
  -
  $3,650.00
  AP 2, Sharp
  Claws III
  Touch
  +5
  -
  -
  -
  $5,150.00
  AP 3, Sharp
  Cyber Cloaking
  -
  -
  -
  -
  -
  $9,000.00
  -3 to be seen/hit, +3 to Stealth, become transparent
  Cyber Disguise System
  -
  -
  -
  -
  -
  $8,500.00
  Appear to be any other person, +3 Acting, Styling
  Cyberlink
  10’
  -
  -
  -
  -
  $3,010.00
  Operate Cyberlinked equipment, +2 Bonus
  Dermal Armor I
  -
  -
  -
  -
  -
  $1,250.00
  +5 DR
  Dermal Armor II
  -
  -
  -
  -
  -
  $4,500.00
  +10 DR, 1 Armor Shrug
  Dermal Armor III
  -
  -
  -
  -
  -
  $7,750.00
  +15 DR, 2 Armor Shrugs
  Dual Leg Enhancement
  -
  -
  -
  -
  -
  $22,750.00
  Must have 2 Prosthetic Legs (whole): Run Speed x4, Jumpng 
  x3, Lift x2, Ignore leg Fatigue
  Electromag Piston System
  -
  +7
  -
  -
  -
  $33,500.00
  Base Throw x2, Lift x3, +1 Shrug
  Evasion System
  -
  -
  -
  -
  -
  $10,000.00
  Dodge without Margin penalty
  Firearm (Weapon) Mount
  -
  -
  -
  -
  -
  $2,2125.00
  MUST be in Prosthetic: Holds weapon up to 5 lbs, -5 to 
  detect, +2 to � re
  Frame Reinforcement
  -
  -
  -
  -
  -
  $25,000.00
  Lift x2, allow “In Prosthetic Only” mods, +2 Shrugs 
  Grappler
  200’
  12
  -
  -
  -
  $12,700.00
  MUST be in Prosthetic.  300 lb pull, +3 Climbing
  Hyper Immune Booster
  -
  -
  -
  -
  5
  $9,500.00
  Cure Disease (Standard), self only
  Illuminode
  30’
  -
  1 H
  1 D
  -
  $710.00
  Negate darkness penalties, Illuiminate Radius 10’
  Implant Communicator
  10 mi
  -
  -
  -
  -
  $13,070.00
  Internal Comm, -5 to be intercpeted, allows data xfer
  Knuckle Bash
  Touch
  +3
  -
  -
  -
  $1,500.00
  Increase HTH Punch damage
  Myomer Jaw Booster
  Touch
  +5
  -
  -
  -
  $2,075.00
  AP 3 , Sharp.  Enhance Bite Damage
  Nanoshades
  -
  -
  -
  -
  -
  $2,700.00
  +3 to resist attacks on Vision, ignore too-bright light, +2 to 
  Styling, must be activated/deactivated
  Neural Data Net
  -
  -
  -
  -
  -
  $10,000.00
  Use Computer skill at +3, Audio/Visual input, Steel-Trap 
  Mind
  Nerual Weave
  -
  -
  -
  per use
  5
  $2,500.00
  +10 to resist Stun e� ects
  Pressure Sealing
  -
  -
  -
  -
  -
  $10,000.00
  Ignore pressure di� erentials
  Prosthetic Arm (Half)
  -
  +3
  -
  -
  -
  $2,750.00
  DR 5, 1 Armor Shrug, ignore heat, cold, fatigue, pain, +3 to 
  keep grip
  Prosthetic Arm (Whole)
  -
  +5
  -
  -
  -
  $3,800.00
  DR 10, 2 Armor Shrugs, ignore heat, cold, fatigue, pain, +5 
  to keep grip
  Prosthetic Leg (Half)
  -
  +3
  -
  -
  -
  $2,350.00
  DR 5, 1 Armor Shrug, ignore heat, cold, fatigue, pain
  Prosthetic Leg (Whole)
  -
  +5
  -
  -
  -
  $3,200.00
  DR 10, 2 Armor Shrugs, ignore heat, cold, fatigue, pain
  Radar System
  1 mi
  -
  -
  -
  -
  $19,400.00
  Negate all darkness penalties, sense incoming from 360’ 
  within a mile
  Repair Gland
  -
  -
  -
  -
  -
  $5,600.00
  Regenerate 1 Shrug/Hour
  Replacement Eye
  -
  -
  -
  -
  -
  $1,500.00
  +2 Vision, double Vision range (Can take 2, e� ects stack)
  Static Adhesion Pads
  -
  -
  -
  -
  -
  $2,500.00
  MUST be in prosthetic: walk/move up walls, across ceilings
  Storage Space (large)
  -
  -
  -
  -
  -
  $2,250.00
  MUST be in Prosthetic: Hold 10 lbs, +3 Stealth, -5 to detect
  Storage Space (small)
  -
  -
  -
  -
  -
  $1,625.00
  MUST be in Prosthetic: Holds 5 lbs, +2 Stealth, -4 to detect
  Suicide Charge
  -
  40
  1 M
  -
  -
  $11,500.00
  Radius 20’, AP 3,  Takes the owner to Dead as Hell, can be 
  activated by someone other than the owner, -5 to detect
  Synthetic Gill Structure
  -
  -
  -
  -
  -
  $5,000.00
  Breathe water (cannot drown)
  Tasertouch
  Touch
  10 s
  -
  -
  5
  $5,250.00
  Stam/Toughness at -10 or Unco
  Tool System
  -
  -
  -
  -
  -
  $6,500.00
  MUST be in Prosthetic: Use lockpicking, Security, Construc-
  tion, Fabrication, Repair, Electronics, and Demolition at +3, 
  -3 to detet
  Wireless Grid
  +20 mi
  -
  -
  -
  -
  $7,520.00
  Must have Data Net AND Communicator:  Increase Comm 
  range to 30 mi, increase penalty to intercept to -10, be a node 
  for up to 10 Wi-Fi connections
  Mechanica
  Simon Wentworth (Order #28533685)
  
  208
  Artiﬁ cial Heart:  High e�  ciency pump with sensors 
  that monitor stress chemicals and adjust blood � ow 
  accordingly.  Gives a bonus of plus three (+3) to Stam-
  ina rolls for endurance tasks, a bonus of plus two (+2) 
  to Initiative, adds one (1) Shrug, and allows the owner 
  to ignore fatigue.
  Artiﬁ cial Lungs:  A pair of high-e�  ciency replace-
  ment lungs.  Filter out 100% of airborne pathogens 
  and toxins (owner is immune to them), and have a 
  high-capacity oxygen storage system.  One (1) hour of 
  regular breathing stores twelve (12) hours worth of in-
  ternal air supply, allowing the owner to operate under 
  water or in other environments where breathing is not 
  possible.  (Can provide air in vacuum, but provides 
  no protection against vacuum’s horri� c pressure dif-
  ferential, nor extreme cold or radiation).
  Audio Enhancement: High de� nition microphones 
  are implanted in the inner ear and the ear structure 
  is modi� ed to increase sound gain.  Gives a bonus of 
  plus � ve (+5) to any hearing-based Perception rolls.
  Bio Lamination:  Kevlar monoweave is applied to the 
  interior spaces of the body, along with a layer of “non-
  neutonian” gel.  The resulting system causes kinetic 
  force, heat, and other damaging forces to be distrib-
  uted through the body rather than deliver their entire 
  force to one point.  All physical damage done to the 
  owner is halved before calculating e� ect.
  Claws I:  Small claws stored in the � ngertips, extend-
  ing from under the � ngernails at will.  Sharp, do a 
  damage of Strength plus one (Str +1) with an Armor 
  Piercing value of one (AP 1).
  Claws II:  Three (3) to � ve (5) inch claws stored in the 
  back of the hand which are projected through implant-
  ed chutes in the � ngers at will to extend from under the 
  � ngernail. Sharp, do a damage of Strength plus three 
  (Str +3) with an Armor Piercing value of two (AP 2).
  Claws III:  Foot-long claws stored in the forearm 
  which extend through ports above and between the 
  knuckles.  Sharp, do a damage of Strength plus � ve 
  (Str +5) with an Armor Piercing value of three (AP 3).
  Cyber Cloaking:  Light and radar absorbent materials 
  are woven into the external dermal layer, along with a 
  web of networked light receptors and relays.  Makes 
  the owner appear to become transparent at will, giv-
  ing those around them a penalty of minus three (-3) to 
  see or hit them, and giving themselves a bonus of plus 
  three (+3) to the Stealth skill.
  Cyber Disguise System:  Synthetic pigmentation cells 
  are laced through the skin and hair follicles, synthesiz-
  er circuitry is laid alongside the larynx, and a system of 
  memory plastic and nano-machines are laid through-
  out the body to allow the owner to change their physi-
  cal appearance to match that of any other member of 
  their species, real or imagined.  Gives a bonus of plus 
  three (+3) to the Acting and Style skills when acting 
  like someone else; particularly like a speci� c person.
  Cyberlink:  A dedicated Wi-Fi system speci� cally for 
  controlling equipment equipped with a Cyberlink 
  receiver, such as smartguns and linked cars.  Allows 
  for operation of linked gear up to ten (10) feet away, 
  with a bonus of plus two (+2).  Most Cyberlinked gear 
  requires “pairing,” and will only operate for the � rst 
  person to enter the proper code.  Hacking a cyber-
  linked piece of equipment requires a roll on Intelli-
  gence plus Use Cyberware... if someone else is con-
  trolling the item at the time, the roll is contested.
  Dermal Armor I:  The skin is toughened with a weave 
  of “spider silk” synthetics and “non-neutonian” gel. 
  Gives a bonus of plus � ve (+5) to Damage Resistance.
  Dermal Armor II:  Hardier materials are used to rein-
  force the skin; a layer of poly-ceramic is incorporated 
  over key vital areas.  Gives a bonus of plus ten (+10) to 
  Damage Resistance, and one (1) Armor Shrug.
  Dermal Armor III:  Major reinforcement of key areas, 
  skin is genetically modi� ed and laminated with high 
  Simon Wentworth (Order #28533685)
  
  209
  tech polymers.  Gives a bonus of plus � fteen (+15) to 
  Damage Resistance, and two (2) Armor Shrugs.
  Dual Leg Enhancement:  (Only available to owners 
  who already have two Prosthetic Legs (whole)).  En-
  tire pelvis and lower lumbar vertebrae are replaced 
  with high-stress bearing and piston system, linked 
  with micro-processors.  Allows greater performance 
  of existing replacement legs.  Running Speed multi-
  plied by four (x4), all jumping distances multiplied by 
  three (x3), Dead Lift multiplied by two (x2).  User is 
  no longer fatigued by any amount of walking, run-
  ning, or jumping.
  Electromag Piston System:  Network of � exible elec-
  tromagnetic pistons laid alongside the skeletal system 
  and woven through existing musculature.  Adds a bo-
  nus of plus seven (+7) to all Strength-based Damage, 
  multiplies base Throw by two (x2), multiplies Dead 
  Lift by three (x3), and adds one (1) Shrug.
  Evasion System:  Network of proximity sensors and 
  synthetic “Re� ex Arc” systems wired into the para-
  sympathetic nervous system.  The owner’s body 
  gains a built-in tendency to avoid attacks; owner does 
  not su� er a penalty of half the attacker’s Margin of 
  Success when Dodging attacks.
  Firearm (Weapon) Mount:  (Must be placed in Pros-
  thetic replacement).  Casing and control system for a 
  weapon of not more than � ve pounds.  Can be “port-
  ed” in a pop-up con� guration with the barrel of the 
  weapon projecting from a panel, or rigged to � re out 
  a concealed port in the palm.  Includes auxiliary ports 
  for reloading and maintenance.  Weapon is � red using 
  Dexterity plus Use Cyberware, has a bonus of plus 
  two (+2) from the control circuitry.  Casing is made 
  from sensor-resistant material - weapon and mount 
  give a penalty of minus � ve (-5) to detect them.
  Frame Reinforcement:  Skeleton is mostly replaced or 
  reinforced with carbon � ber and light alloys.  Multi-
  plies Dead Lift by two (x2), adds two (2) Shrugs.  More, 
  the reinforced frame can be used to mount Mechanica... 
  any Mechanica which “must be installed in prosthet-
  ics” can be placed in an owner with a Frame Reinforce-
  ment without any other prosthetics necessary.
  Grappler:  (Must be placed in Prosthetic).  Fires a grap-
  pling line, either from a “pop-up” port or through a 
  concealed port in the palm.  Grapple has two hundred 
  (200) feet of line and uses a smart static “adhesive” 
  pad... can cling to anything.  Line reels in with a three 
  hundred pound (300 lb) pull, gives a bonus of plus 
  three (+3) to the Climbing skill (can reel in the entire 
  two hundred (200) feet in one (1) turn).  If someone 
  should “accidentally” be in the way of the grapple 
  as it launches (Dexterity plus Use Cyberware to hit), 
  does a Damage of twelve (12) and tends to cling.
  Hyper Immune Booster:  Set of arti� cial glands hold-
  ing Nano-doctors, capable of converting waste ma-
  terials in the blood into a potent Pyretic compound. 
  When the owner makes a roll on Stamina plus Use 
  Mechanica and spends � ve (5) Risk, the system burns 
  out any but the most hardy pathogens from the own-
  er’s body (cures Standard and Minor conditions that 
  are diseases).  
  Illuminode:  Hybrid bio luminescent and high ef-
  � ciency LED light source, usually implanted in the 
  hand, chest, or forehead.  Provides twenty-four (24) 
  hours of bright illumination on a charge... illuminates 
  a ten (10) foot radius area at a distance of thirty (30) 
  feet, negating all darkness penalties.  After twenty-four 
  (24) hours of constant use, system must “recharge” for 
  one (1) hour before it can be activated again (the bio-
  luminescence compounds require a rest period or the 
  colony will die in the owner, and need to be replaced). 
  This rest period can be avoided by simply not using 
  the system for twenty-four (24) hours in a row... any 
  rest during that time will “recharge” the system.
  Implant Communicator:  Highly e�  cient radio fre-
  quency transmitter and receiver with built-in signal 
  encryption.  Good for voice and data transmission at a 
  range of up to ten (10) miles.  Any attempt to intercept 
  the communication signal is at a penalty of minus � ve 
  (-5) due to the encryption.
  Knuckle Bash:  Alloy reinforcement of the knuckles, 
  shaping for optimum striking surface delivering ki-
  netic force to a small impact point.  Gives a bonus of 
  plus three (+3) to Strength-based Damage on a punch.
  Myomer Jaw Booster:  Memory materials are used 
  to reinforce the muscles which close the jaw, and the 
  teeth are reinforced (if not replaced outright).  Adds a 
  bonus of plus � ve (+5) to Strength-based Sharp Dam-
  age on a bite, gives the bite an Armor Piercing value 
  of three (AP 3).
  Nanoshades:  Set of nodes either just below the 
  skin or on the surface of the skin between the eyes 
  and temples.  At will, they manifest extremely styl-
  ish polymer lenses which polarize at need.  They give 
  the owner a bonus of plus three (+3) to resist any at-
  tempts to “� ash” attack their vision, allow the owner 
  Simon Wentworth (Order #28533685)
  
  210
  to ignore the e� ects of uncomfortably bright light, 
  and give a bonus of plus two (+2) to Styling rolls due 
  to their high-fashion appearance.  It requires a con-
  scious thought to activate and deactivate the shades 
  - if they’re not active, they o� er no protection. 
  Neural Data Net:  Essentially a computer overlaid on 
  the brain’s neural structure, operating alongside and 
  with the owner’s intellect.  Can provide an overlay 
  on the owner’s vision and hearing with an incredible 
  degree of resolution; the owner controls all aspects 
  of the display and can set it for everything from a 
  small transparent window in the corner of their � eld 
  of vision to a full-immersion three hundred and six-
  ty (360) degree panoramic display.  Computer will 
  load and operate most common software packages, 
  allowing for rolls on the Computer skill at a bonus 
  of plus three (+3) to perform computer tasks.  Has 
  a wireless connection with almost no range - must 
  be in an area with a WiFi network to connect.  Due 
  to the system’s integration with the owner’s neural 
  structure, the owner gains the Steel Trap Mind Merit. 
  (NOTE:  Combined with an Implant Communicator, 
  the Neural Data Net gains both the additional range 
  of ten (10) miles for its WiFi connections, but also the 
  bene� ts of the penalty of minus � ve (-5) to intercept 
  its communications).
  Neural Weave:  Key areas of the brain and nervous sys-
  tem are reinforced with synthetic myomer tissue and 
  microscopic capacitors, allowing the system to take 
  more shock without shutting down.  The owner gains 
  a bonus of plus ten (+10) to resist Stun e� ects.  Strain on 
  the nervous system costs the owner � ve (5) Risk every 
  time this system helps to resist a Stun attack.
  Pressure Sealing:  A complex combination of tissue 
  reinforcement, organ lamination, and active bio-valves 
  allow the owner’s body to safely equalize to almost 
  any pressure imaginable, from the depths of the ocean 
  to the emptiness of space.  The owner of this system is 
  immune to pressure di� erentials (but can still su� ocate 
  and su� er from extreme cold and radiation).
  Prosthetic Arm (Half):  A fully functional replace-
  ment for the lower half (elbow on down) of an arm. 
  As strong and dextrous as the original, just as capable 
  of the sense of touch.  Does an extra three (+3) points 
  of Strength Damage, adds � ve (+5) to the Damage Re-
  sistance of that arm only, and one (1) Armor Shrug. 
  Gives a bonus of plus three (+3) to retain a grip with 
  that arm.  That arm is immune to feeling too hot or 
  cold, fatigue, or pain.
  Prosthetic Arm (Whole):  A fully functional replace-
  ment for an entire arm (including the shoulder).  As 
  strong and dextrous as the original arm, just as capa-
  ble of the sense of touch.  Does an extra � ve (+5) points 
  of Strength Damage, adds ten (+10) to the Damage re-
  sistance of that arm only, and two (2) Armor Shrugs. 
  Gives a bonus of plus � ve (+5) to retain a grip with 
  that arm.  That arm is immune to feeling too hot or 
  cold, fatigue, or pain.
  Prosthetic Leg (Half):  A fully functional replacement 
  for the lower half (knee on down) of a leg.  As strong 
  and agile as the original, just as capable of the sense 
  of touch.  Does an extra three (+3) points of Strength 
  Damage, adds � ve (+5) to the Damage Resistance of 
  that leg only, and one (1) Armor Shrug.  That leg is im-
  mune to feeling too hot or cold, fatigue, or pain.
  Prosthetic Leg (Whole):  A fully functional replacement 
  for an entire leg (including the hip).  As strong and ag-
  ile as the original leg, and just as capable of the sense of 
  touch.  Does an extra � ve (+5) points of Strength Dam-
  age, adds ten (+10) to the Damage Resistance of that leg 
  only, and two (2) Armor Shrugs.  That leg is immune to 
  feeling too hot or cold, fatigue, or pain.
  Radar System:  High de� nition Radar system in-
  stalled in the abdominal cavity and sinuses.  Owner 
  can sense movement and objects in a three hundred 
  and sixty (360) degree arc within one (1) mile, and is 
  aware of incoming attacks within that range.  Owner 
  can operate in total darkness with no penalty.
  Simon Wentworth (Order #28533685)
  
  211
  Repair Gland:  Arti� cial gland which converts waste 
  in the blood into functional nano-repair bots. The 
  owner regenerates one (1) Shrug per hour; this regen-
  eration stops should the owner be reduced to a state 
  of Dead.  Does not regrow limbs or organs, cannot re-
  generate Cinematic Damage.
  Replacement Eye: A fully functional replacement for 
  one eye.  Custom ground lenses and high de� nition 
  electronics give the owner a bonus of plus two (+2) 
  to any vision-based Perception rolls, and doubles the 
  owner’s perceptual range for vision (usually Percep-
  tion x10 feet, incremental).  Having two Replacement 
  Eyes causes the bonuses to stack... a bonus of plus 
  four (+4) to any vision-based Perception rolls, and 
  perceptual range is multiplied by four (x4!).
  Static Adhesion Pads:  Must be installed in Prosthet-
  ics.  Pads installed in the feet (and/or hands) of the 
  owner which use molecular adhesion to allow the 
  owner to walk up walls and move across ceilings and 
  other solid surfaces as if they were the ground.
  Storage Space (large):  Must be installed in Pros-
  thetics.  A large storage space (can only really be in-
  stalled in a leg, or the torso of someone with Frame 
  Reinforcement) that can hold up to ten (10) pounds 
  of material.  Designed with stealth materials, gives a 
  penalty of minus � ve (-5) to detect the storage space, 
  and a bonus of plus three (+3) to Stealth rolls to use it 
  to conceal material.  
  Storage Space (small):  Must be installed in Prosthet-
  ics.  A small storage space (can be installed in an arm 
  or two in a leg) that can hold up to � ve (5) pounds 
  of material.  Designed with stealth materials, gives a 
  penalty of minus four (-4) to detect the storage space, 
  and a bonus of plus two (+2) to Stealth rolls to use it 
  to conceal material.
  Suicide Charge:  Often installed without the “own-
  er’s” knowledge or consent.  A powerful bomb, 
  placed inside the owner.  Cased in stealth materials, 
  the bomb gives a penalty of minus � ve (-5) to detect 
  its presence.  When the owner (if they are aware 
  of it) issues a mental command, or when an exter-
  nal radio detonator is used (range 1 mile, included 
  in price), a countdown timer starts... the bomb will 
  explode in one (1) minute (twelve (12) Turns).  The 
  “owner” can hear the countdown, whether they 
  were previously aware of the bomb or not.  At the 
  end of the countdown, the bomb explodes, instant-
  ly killing the “owner” (reducing them immediately 
  to Dead as Hell) and doing a Damage of forty (40) 
  in a Radius of twenty (20) feet. The owner’s bones 
  turn the bomb into a fragmentation device with an 
  Armor Piercing value of three (AP 3).   (NOTE:  If 
  someone becomes aware of the bomb, it can be dis-
  armed with a roll on Dexterity plus Medicine and a 
  separate roll on Dexterity plus Demolitions.  Each 
  of these rolls takes � ve (5) minutes... in a pinch, 
  the roll on Medicine can be skipped (disarming the 
  bomb will kill the “owner” in this case), and/or the 
  total time of the process (ten (10) minutes) can be 
  halved, giving the roll(s) a penalty of minus one 
  (-1)... halved again for an additional minus one (-1) 
  and so on.  Good luck).
  Synthetic Gill Structure:  A set of high-tech polymers 
  and � ow guides implanted in the neck and upper 
  back capable of extracting Oxygen from the water. 
  The owner can e� ectively breathe water, making it 
  impossible for them to drown (in water).
  Tasertouch:  A wire-mesh installed in the striking sur-
  faces of the owner’s hands.  On a successful Hand to 
  Hand attack, the owner can, rather than do Damage, 
  cause the target to make a roll against their Stamina 
  plus Toughness with a penalty of minus ten (-10) or 
  immediately go Unco with Shrugs.
  Tool System:  Must be installed in Prosthetics.  Micro 
  tools, engineered surfaces, and sensors are installed 
  in the owner’s hands, turning them into exception-
  ally � ne quality tools with unprecedented feedback. 
  Allows for the use of the Demolitions, Lockpicking, 
  Security, Construction, Fabrication, Repair, and Elec-
  tronics skills with no penalty for not having the prop-
  er tools, all at a bonus of plus three (+3).  Because the 
  tools are so seamlessly integrated into the owner’s 
  structure, they give a penalty of minus three (-3) to 
  detect their presence when not in use.
  Wireless Grid: Owner MUST have both a Neural 
  Data Net AND an Implant Communicator to have 
  this system.  Enhanced comm system with subpro-
  cessors turns the owner into a mobile Hot Spot for 
  WiFi.  Their communications range is boosted to 
  thirty (30) miles, which allows them to contact most 
  communications satellites handling data transfer 
  (if such satellites exist in the game world), making 
  their range, e� ectively, global.  Increased data en-
  cryption increases the penalty for intercepting their 
  comm signals from a penalty of minus � ve (-5) to a 
  penalty of minus ten (-10!).  As a mobile Hot Spot, 
  they can connect ten (10) more WiFi users to their 
  communications system and administrate their use 
  of the system.
  Simon Wentworth (Order #28533685)
  
  212
  POWERS
  Some Characters are born with powers and abilities 
  far beyond those of normal Characters.  Others have 
  powers thrust upon them, or develop them as the re-
  sult of cosmic events.  Whatever their origin, these 
  abilities will make people stand out.
  Characters who posses the Preternatural Merit go by dif-
  ferent names in di� erent settings, and often by various 
  names within the same settings.  Supers, Metahumans, 
  even Mutants, it all depends on the particular setting the 
  Characters � nd themselves in.
  These abilities are also used as innate abilities for ani-
  mals, monsters, and creatures of all kinds.  They can 
  turn the perfectly average thug into something dan-
  gerous enough that the Player Characters will have to 
  hunt it down in teams.
  In some game settings, having powers is enough to 
  get a Character hunted down by angry mobs with 
  torches and pitch forks.  People do fear what is di� er-
  ent from them, after all, and if one has the ability to 
  throw beams of energy or to take a hit from a massive 
  handgun without � inching on a regular basis, folks 
  are likely to get nervous.
  In other settings, powers might be a sign of status, 
  something that makes the Characters stand out above 
  the crowd, perhaps even as something to be admired 
  and worshipped.
  It can be entertaining to see what happens when 
  people go from worshipping those with powers to 
  hunting them down with anti-tank weapons as the 
  result of a super-powered catastrophe.  Most ad-
  venturers would rather face a thousand cyborg orcs 
  than a � ckle public.
  In an advanced society, these abilities could be 
  given to individuals through genetic engineering 
  or even more advanced and esoteric means, per-
  haps even using the resulting super-powered indi-
  viduals as forced slave labor or unwilling soldiers. 
  You’d think that giving super powers to people that 
  you intend to mistreat would be a bad idea, but it’s 
  a fairly common theme in literature.
  These powers can also be the birthright of a divine 
  heritage - Demigods and heroes alike will no doubt 
  have a few of these abilities tucked under their belt.  
  Whatever the reason the Character has powers, they’ll 
  likely be a force to be reckoned with... it’s important to 
  remember that bad guys can have powers too, and often 
  do.  And if they don’t... well, they can always � nd SOME 
  way to get them, even if it means selling their soul.
  Simon Wentworth (Order #28533685)
  
  213
  Power
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Acid Jet
  Sta x5
  20
  1 T
  -
  5
  $8,150.00
  AP 5, Recurs once a Turn
  Breathe Water
  -
  -
  -
  -
  -
  $5,000.00
  Ignore su� ocation from drowning
  Claws
  -
  +5
  -
  -
  -
  $6,000.00
  AP 3, 1 extra Shrug of Damage
  Discriminatory Taste/Smell
  -
  -
  -
  -
  -
  $6,500.00
  +3 to Smell/Taste based rolls, detect chemical 
  compounds
  Dominating Gaze
  Per x5
  -
  -
  1 H (m)
  10
  $10,250.00
  Will/Toughness -5 or Dominated. Must 
  makeeye contact
  D-Shift
  -
  -
  1 M
  -
  10
  $6,000.00
  Move to other dimensions, complex action
  Enhanced Strength*
  -
  +1
  -
  -
  -
  $750.00
  +1 Str-based Damage, Dead Lift +50 lbs
  Ensorcel
  50’
  20 s
  -
  -
  5
  $5,375.00
  Will/Toughness or Unco... MUST make eye contact
  Extra Arm
  -
  -
  -
  -
  -
  $12,500.00
  Additional arm, 1 extra attack/round
  Fangs
  -
  +5
  -
  -
  -
  $3,500.00
  AP 2
  Flight Power
  -
  -
  1 T
  15 M (m)
  1
  $19,550.00
  Fly at 10 mph per 1 Risk spent
  Get Big I*
  -
  -
  -
  -
  -
  $25,750.00
  Run, Jump, Lift x2; Dam, DR +5, 1 AS per 
  level.  +3 to be hit per level
  Get Big II
  -
  -
  1 T
  1 H (m)
  10
  $74,150.00
  As per Get Big I, but temporary, and bonuses 
  and penalties are per 10 Risk spent
  Get Small I*
  -
  -
  -
  -
  -
  $9,000.00
  -3 to be hit, +3 to small tasks, all physical 
  performance halved at each level
  Get Small II
  -
  -
  1 T
  1 H (m)
  10
  $17,400.00
  As per Get Small I, but temporary, and bo-
  nuses and penalties are per 10 Risk spent
  Heightened Sense*
  -
  -
  -
  -
  $500.00
  +1 to 1 sense
  Hide, Tough
  -
  -
  -
  -
  -
  $2,500.00
  +10 DR
  Hide, Armored
  -
  -
  -
  -
  -
  $5,750.00
  +15 DR, 1 Armor Shrug
  Hide, Steel
  -
  -
  -
  -
  -
  $9,000.00
  +20 DR, 2 Armor Shrugs
  Ignore Depth Pressure
  -
  -
  -
  -
  -
  $5,000.00
  Ignore pressure di� erentials due to depth
  Insubstantiality I
  -
  -
  -
  -
  -
  $35,000.00
  Insub, need not breathe, sees through matter, permanent
  Insubstantiality II
  -
  -
  1 T
  1 H (m)
  10
  $43,400.00
  As per Insub I, but only temporary
  Invisibility I
  -
  -
  -
  -
  -
  $10,000.00
  -5 to be seen/hit, +5 to Stealth, light-based damage is 
  halved, permanent
  Invisibility II
  -
  -
  1 T
  1 H (m)
  5
  $18,900.00
  As per Invis I, but only temporary
  IR Vision
  -
  -
  -
  -
  -
  $9,000.00
  Negate darkness penalties, sense heat
  Laser Vision
  Stam x5 i
  20
  -
  -
  1
  $8,150.00
  AP 4.  Laser Beams from the eyes! 
  Leap, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  All jumping distances mulitiplied by 2
  Leap, Monster
  -
  -
  -
  -
  -
  $25,000.00
  All jumping distances mulitiplied by 5
  Lift, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Dead Lift multiplied by 2 
  Lift, Monster
  -
  -
  -
  -
  -
  $25,000.00
  Dead Lift multiplied by 5 
  Non Metabolic
  -
  -
  -
  -
  -
  $50,000.00
  Ignore su� ocation, hunger, thirst, poisons, and disease
  Ogre Punch
  -
  +10
  -
  -
  -
  $5,000.00
  Str-based Damage +10
  Regeneration I
  -
  -
  -
  -
  -
  $8,000.00
  Regenerate 1 Shrug/Hour 
  Regeneration II
  -
  -
  -
  -
  -
  $14,000.00
  Regenerate 2 Shrugs/Minute 
  Regeneration III
  -
  -
  -
  -
  -
  $25,000.00
  Regenerate 1 Shrug/Turn, Regrow limbs/organs
  See Through Stu� 
  -
  -
  -
  -
  -
  $2,500.00
  See through all matter except lead (or denser)
  Sense Life
  -
  -
  -
  -
  -
  $5,000.00
  Sense life within perceptual range
  Sprint, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Running Speed multiplied by 2
  Sprint, Monster
  -
  -
  -
  -
  -
  $25,000.00
  Running Speed multiplied by 5
  Troll Punch
  -
  +5
  -
  -
  -
  $2,500.00
  Str-based Damage +5
  Walking on Walls
  -
  -
  -
  -
  -
  $5,000.00
  Walk on walls as if they were the ground
  Walking on Water
  -
  -
  -
  -
  -
  $5,000.00
  Walk on � uids as if they were the ground
  Winged Flight
  -
  -
  -
  -
  -
  $7,500.00
  Fly at Agility x4 feet per turn, must have 
  wings free to � y, wings give -3 to Stealth rolls
  *Can be purchased multiple times - e� ects stack
  Powers
  Simon Wentworth (Order #28533685)
  
  214
  Acid Jet:  The Character can � re a jet of highly cor-
  rosive acid, often spit from the mouth.  After a turn 
  of concentration, Character rolls Dexterity plus Use 
  Powers and spends � ve (5) Risk to � re the jet at a 
  range equal to the Character’s Stamina multiplied by 
  � ve (Stam x5).  On a successful hit, target takes a Dam-
  age of twenty (20) ignoring � ve (5) Armor Shrugs (AP 
  5) until the target is reduce to Dead as Hell or the acid 
  is washed o�  or otherwise neutralized (considered a 
  Standard Condition).  
  Breathe Water:  Character can respirate oxygen dis-
  solved in water, and cannot drown (in water).
  Claws:  Character can manifest Sharp claws which add 
  � ve (5) to their Strength-Based Damage on a Hand to 
  Hand attack.  Claws have an Armor Piercing value of 
  three (AP 3) and do one (1) extra Shrug of Damage.
  Discriminatory Taste/Smell:  Character has extreme-
  ly sensitive senses of taste and smell - they have a bo-
  nus of plus three (+3) on Taste or Smell based Percep-
  tion rolls, and can recognize chemical compounds by 
  taste or scent.
  Dominating Gaze:  Upon making eye contact, Char-
  acter can make an attack using Perception plus Use 
  Powers, which costs ten (10) Risk.  Target must roll 
  on their Will plus Toughness at a penalty of minus 
  � ve (-5) or be Dominated for the duration of the pow-
  er, following any command given by the Character. 
  Should the Character give the target a command that 
  would result in their immediate death, the target can 
  re-roll their Will plus Toughness at a penalty of minus 
  � ve (-5) to break free from control.
  D-Shift:  Allows the Character to travel to another 
  dimension/plane.  Character must either have been 
  to the target dimension before, or must make a roll 
  on Lore: Magic, Lore: Enigmas, Lore: Outer, or any 
  other roll the GM feels necessary to gain knowl-
  edge of the target dimension.  After one (1) minute 
  (twelve (12) Turns) of concentration, Character rolls 
  Will plus Use Powers - on a successful roll, they (and 
  up to their Dead Lift in additional mass) are trans-
  ported to the desired dimension.  A failed roll will 
  fail to take the Character anywhere... a critical failure 
  will take the Character to a random dimension (cho-
  sen by the GM).
  Enhanced Strength:  Grants the Character the bene� ts 
  of a higher Strength score - e� ective for giving them 
  the e� ects of a Strength statistic over ten (10).  Increas-
  es Strength-based Damage by one (1) and Dead lift by 
  � fty (50) pounds.
  Ensorcel:  A gaze attack with a stunning e� ect. 
  Upon making eye contact, Character can make an 
  attack using Perception plus Use Powers, which 
  costs � ve (5) Risk.  Target must roll on their Will 
  plus Toughness at a penalty of minus twenty (-20) 
  or fall Unco with Shrugs.
  Extra Arm:  Character has an additional arm (may be 
  purchased multiple times).  This allows the Character 
  to hold and use more items at once, gives them one 
  (1) additional attack per turn at no penalty, and grants 
  other bonuses one might receive from having an extra 
  hand (subject to “The Deal” and GM approval).
  Fangs:  Character has elongated, sharpened teeth. 
  Add � ve (+5) to Strength-based Damage on a bite 
  attack, with an Armor Piercing value of two (AP 2).
  Flight Power:  The ability to move through the air 
  without visible means of support.  After one (1)Turn 
  of concentration, Character can move at a speed of ten 
  (10) miles per hour per one (1) Risk spent for the dura-
  tion of the power.  
  Get Big I:  May be purchased multiple times.  Charac-
  ter is larger than average, doubling in size and weight 
  each time this ability is purchased.  For each time 
  this power is purchased, Character’s Running Speed, 
  Jumping Distances, Dead Lift, and Base Throw are 
  doubled (x2).  More, their Strength-based Damage in-
  creases by � ve (+5), they gain a bonus of plus � ve (+5) 
  to their Damage Resistance, and one (1) Armor Shrug. 
  The down side is that the bigger one is, the easier they 
  are to hit... for every time this  power is purchased, 
  the Character is at an additional plus three (+3) to be 
  hit.  This is a permanent modi� cation to the Charac-
  ter’s size... they are always this size once this power 
  is purchased.
  Simon Wentworth (Order #28533685)
  
  215
  Get Big II:  This is a temporary version of Get Big I... 
  for every ten (10) Risk spent to activate this power, 
  the Character’s size and weight are doubled once (e.g. 
  - spending thirty (30) Risk would double the Char-
  acter’s size and weight three times, or give them a 
  multiple of eight (2  x 2 x 2 = 8).  As per Get Big I, 
  every time the Character doubles their weight and 
  size, their Running Speed, Jumping Distances, Dead 
  Lift, and Base Throw are doubled (x2).  More, their 
  Strength-based Damage increases by � ve (+5), they 
  gain a bonus of plus � ve (+5) to their Damage Re-
  sistance, and one (1) Armor Shrug.  Again, for each 
  time they double their size and weight, the Character 
  is at an additional plus three (+3) to be hit.  This size 
  change is temporary... they will return to their normal 
  size once the power’s duration has expired.
  Get Small I:  May be purchased multiple times.  Char-
  acter is smaller than average.  Each time this power 
  is purchased, Character’s size and weight are halved. 
  For each time they take the power, they give a cumu-
  lative penalty of minus three (-3) to be hit in combat, 
  and gain a cumulative bonus of plus three (+3) to 
  Stealth and any rolls where being smaller would be a 
  bene� t (Fabrication, Repair, Electronics, and Medicine 
  are all possibilities - this is open to “The Deal” and GM 
  approval).  The downside is that each time this power 
  is purchased, all of the Character’s performance sta-
  tistics (Running Speed, jumping distances, Dead Lift, 
  Base Throw) are halved.  This is a permanent modi� ca-
  tion to the Character’s size... they are always this size 
  once this power is purchased.
  Get Small II:  This is a temporary version of Get 
  Small I... for every ten (10) Risk spent to activate this 
  power, the Character’s size and weight are halved 
  once (e.g. - spending thirty (30) Risk would halve 
  the Character’s size and weight three (3) times, or 
  make them one-eighth (1/8) their normal size and 
  weight.  As per Get Small I, every time the Character 
  halves their size and weight, they give a cumulative 
  penalty of minus three (-3) to be hit in combat, and 
  gain a cumulative bonus of plus three (+3) to Stealth 
  and any rolls where being smaller would be a bene� t 
  (Fabrication, Repair, Electronics, and Medicine are 
  all possibilities - this is open to “The Deal” and GM 
  approval).  Again, for each time their size and weight 
  is halved, all of the Character’s performance statis-
  tics (Running Speed, jumping distances, Dead Lift, 
  Base Throw) are halved.  This size change is tempo-
  rary... they will return to their normal size once the 
  power’s duration has expired.
  Heightened Sense:  May be purchased multiple 
  times.  For each time this power is purchased, one (1) 
  sense gains a bonus of plus one (+1) to perception rolls 
  based on it, to a maximum of plus � ve (+5) per sense.
  Hide, Tough:  Character’s exterior is tougher than 
  normal skin, giving the Character a bonus of plus ten 
  (+10) to their Damage Resistance.
  Hide, Armored:  Character’s exterior is very tough in-
  deed, giving the Character a bonus of plus � fteen (+15) 
  to their Damage Resistance and one (1) Armor Shrug.
  Hide, Steel:  Character’s exterior is like steel armor, 
  giving them a bonus of plus twenty (+20) to their 
  Damage Resistance, and two (2) Armor Shrugs.
  Ignore Depth Pressure:  Character can ignore high pres-
  sure di� erentials, such as those found at the bottom of 
  the ocean.  The Character can still su� er from low pres-
  sure di� erentials, such as those found in vacuum.  Also 
  o� ers no protection from su� ocation or extreme cold.
  Insubstantiality I:  Character is in a permanent ghost-
  like state.  They cannot be a� ected by any physical at-
  tack, nor interact with the physical world themselves. 
  They can still be fully a� ected by attacks de� ned as 
  “Mental,” such as Psionic attacks.  The Character can 
  move through solid matter as if it were not there, and 
  can see through solid matter (the physical world is 
  made of ghostly shapes and outlines to them).  They 
  need not breathe, and so can stay inside of solid matter 
  inde� nitely.  While they do require sustenance (food 
  and drink), they can consume the “essence” of physical 
  food and drink.  They can be seen and heard by beings 
  who are not insubstantial, but not touched.  They can 
  interact fully with other insubstantial beings.
  Insubstantiality II:  Character can temporarily be-
  come Insubstantial.  After one (1) Turn of concentra-
  tion, the Character rolls on their Will stat plus Use 
  Powers skill, and spends ten (10) Risk.  This allows 
  them to exist in an insubstantial state similar to the 
  state of a Character with Insubstantiality I for the 
  duration of the ability.  Like Characters with Insub-
  stantiality I, they do not need to breathe and can see 
  through solid matter.  They cannot exist on the “es-
  Simon Wentworth (Order #28533685)
  
  216
  sence” of food and drink, however, and cannot see to 
  their hunger nor their thirst while Insubstantial.
  Invisibility I:  Character is permanently invisible. 
  They are at a penalty of minus � ve (-5) to be seen or 
  hit in combat, and enjoy a bonus of plus � ve (+5) to 
  Stealth rolls.  They cannot be captured on camera or 
  any other recording device.  They can be covered in a 
  visible material, such as paint, to make them visible, 
  but once they wash it o�  they are completely invis-
  ible again.  Any equipment or clothing that they are 
  carrying/wearing (up to their Dead Lift in pounds) 
  becomes invisible automatically.  More, any light-
  based attacks against the invisible Character do only 
  half (1/2) damage.
  Invisibility II:  As per Invisibility I, but the Charac-
  ter can temporarily become invisible.  After a turn 
  of concentration, they can roll Will plus Use Powers 
  and spend � ve (5) Risk... if successful, they gain the 
  bene� ts of Invisibility I.  If they wish, the clothing 
  and equipment that they are wearing/carrying, up to 
  their Dead Lift, becomes invisible as well.
  IR Vision:  Character can see in to the Infra Red por-
  tion of the spectrum, sensing heat patterns as light. 
  This negates all penalties for darkness and allows 
  them to gauge the heat of an item/area on sight.
  Laser Vision:  Character can � re laser beams out of 
  their eyes.  With a successful roll on Dexterity plus 
  Use Powers and the expenditure of one (1) Risk, the 
  Character can � re lasers at an incremental range with a 
  base short range equal to the Character’s Stamina mul-
  tiplied by � ve (Stam x5 i).  The lasers do a Damage of 
  twenty (20) with an Armor Piercing value of four (4). 
  Does not interfere with the Character’s vision.
  Leap, Impressive:  All of the Character’s jumping dis-
  tances are multiplied by two (x 2).
  Leap, Monster:  All of the Character’s jumping dis-
  tances are multiplied by � ve (x 5).
  Lift, Impressive:  The Character’s Dead Lift is multi-
  plied by two (x 2).
  Lift, Monster:  The Character’s Dead Lift is multi-
  plied by � ve (x 5).
  Non Metabolic:  Character does not require air, water, 
  or food, nor are they vulnerable to poisons or disease 
  - they may, in fact, not actually be alive, not that it’s 
  slowing them down much.  Character can ignore suf-
  focation, thirst, hunger, poisons, and disease.
  Ogre Punch:  Character is immensely strong or is op-
  timized for doing damage, gaining a bonus of plus 
  then (+10!) to their Strength-based Damage.
  Regeneration I:  Character regenerates one (1) 
  Shrug of Damage each hour.  Does not regrow lost 
  limbs or organs, does not regenerate Cinematic 
  Damage.
  Regeneration II:  Character regenerates two (2) 
  Shrugs of Damage every minute (one (1) Shrug ev-
  ery thirty (30) seconds, or six (6) Turns).  Does not 
  regrow lost limbs or organs, does not regenerate 
  Cinematic Damage.
  Regeneration III:  Character regenerates one (1) 
  Shrug every turn, regenerating lost limbs and/or or-
  gans as they heal damage.  Does not regenerate Cin-
  ematic Damage.
  See Through Stuff:  Character can see through sol-
  id matter, making it appear as ghostly outlines so 
  it can be seen through at will.  Ability will not see 
  through lead or any denser material (such as Gold 
  or Osmium).  Anything that prevents the passage 
  of radiation is likely to prevent this ability’s normal 
  function.
  Sense Life:  Character can sense life forms, being able 
  to “see” them through walls or around corners.  Often 
  expressed by seeing the world in muted colors while 
  seeing red outlines of living beings.
  Sprint, Impressive:  Character’s Running Speed is 
  multiplied by two (x 2).
  Sprint, Monster:  Character’s Running Speed is mul-
  tiplied by � ve (x 5).
  Troll Punch:  Character is quite strong, or is optimized 
  to increase damage.  Gains a bonus of plus � ve (+5) to 
  all Strength-based Damage.
  Walking on Walls:  Character can walk, run, or other-
  wise move up and along walls, or across ceilings, as if 
  they were on the ground.
  Walking on Water:  Character can walk on the surface 
  of liquids as if they were solid.  Walking on moving or 
  choppy liquid may require an Agility-based roll to re-
  main standing (GM’s option).  Liquids which do dam-
  age, such as molten lava or acid, will still do damage 
  to the Character’s feet.
  Winged Flight:  Character has wings which allow 
  them to � y at a speed equal to their Agility stat multi-
  plied by four (Agility x4) in feet per turn.  They must 
  be able to spread their wings in order to � y - if they are 
  in a con� ned space, bound, or otherwise constricted, 
  they will be unable to use their � ight.  The wings are 
  large and obvious - they give the Character a penalty 
  of minus three (-3) to any Stealth rolls to blend into 
  crowds or avoid notice.
  Simon Wentworth (Order #28533685)
  
  217
  PSIONICS
  Characters with the “Mind of Power” merit are known 
  as psionicists.  They use the power of their minds to 
  bend physical laws and a� ect the minds of others in 
  ways that science is only starting to understand.
  Psionic disciplines have some common statistics. 
  They all have a Range at which they work, often based 
  o�  of one of the psionicist’s stats.  Many of them do 
  Damage or have an e� ect similar to damage which is 
  also listed.
  The purchase cost of a discipline is how much money 
  it will cost in training and materials for the psionicist 
  to develop the power.
  The Risk cost of a power is how many Risk points 
  must be Spent to activate or maintain the power.  
  The Activation Time of a power is how long a power 
  must be concentrated on before it will go active.  Most 
  powers have an activation time of at least one (1) round, 
  meaning that the Character must concentrate on the 
  power for a full round (often making hand gestures or 
  facial grimaces) before the power can be activated.
  Finally, the Duration of the discipline is listed, 
  which is how long the power will be active after a 
  successful activation.  Some powers can be main-
  tained by Spending additional Risk.
  The psionicst can spend additional Risk when ac-
  tivating their Psionic discipline to use it more ef-
  fectively.  They can Spend � ve (5) extra Risk when 
  activating a power to reduce the time it takes to ac-
  tivate it by one (1) round.  If this reduces the time 
  below one (1) round, the power goes o�  immedi-
  ately, rather than after a round of concentration 
  (the beginning of the next round).  This cost can be 
  spent multiple times to further reduce the number 
  of rounds required to activate – i.e. If a discipline 
  takes three (3) rounds to activate, spending � ve (5) 
  additional Risk will reduce this to two (2) rounds, 
  Spending ten (10) additional Risk will reduce it to 
  one (1) round, and spending � fteen (15) additional 
  Risk will made it activate immediately.
  Normally, any Character can spend ten (10) Risk to 
  double the amount of damage they do with an attack. 
  Psionicists can spend ten (10) Risk to double not only 
  the damage of their attacks, but most other features 
  of the discipline as well.  Ten (10) Risk can double a 
  discipline’s range, duration, lifting capacity, or bonus 
  for the purpose of one (1) use of the discipline.
  Simon Wentworth (Order #28533685)
  
  218
  Psionic Disciplines
  Psionic Discipline
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Biotrance
  Self
  1
  1 M
  1 D (m)
  5
  $29,500.00
  -10 to be sensed/diagnosed, ignore su� oca-
  tion, hunger, thirst, heal 1 Shrug/hour
  Create Sympathy
  Touch
  -
  3 T
  15 M (m)
  2
  $8,250.00
  Will/Psi vs Will/Tough, +3 Comm 
  Dimensional Storage
  Touch
  -
  3 T
  -
  3
  $12,650.00
  Store up to Will x 10 lbs in pocket dimension
  Domination
  Will x2
  -
  3 T
  1 H (m)
  10
  $19,200.00
  Will/Psi vs Will Tough, or Dominated
  Empathy
  Will x2
  -
  -
  per use
  1
  $3,400.00
  Sense emotional state
  Group Link
  10 mi (r)
  -
  1 T
  1 H (m)
  5
  $14,900.00
  Keep up to 10 people in mental contact
  Memory Erasure
  Touch
  -
  10 M
  -
  5
  $4,000.00
  Will/Psi vs Will/Tough or lose a memory
  Memory Implantation
  Touch
  -
  10 M
  -
  5
  $4,000.00
  Will/Psi vs Will/Tough or gain a memory
  Mental Encryption
  -
  -
  -
  -
  -
  $3,250.00
  -5 to “Hack” any of Psi’s mental contacts
  Mind Armor
  Self
  -
  1 T
  15 M (m)
  2
  $4,950.00
  +10 Mental DR, +5 Mental Resistance
  Mind Blast
  Will x3 i
  15 (s)
  -
  -
  3
  $10,500.00
  Will/Tough -15 or Unco
  Mind Probe
  100’
  -
  3 T
  per use
  5
  $9,400.00
  Will/Psi vs Will/Tough to answer 1 question
  Phobivore
  Will x2
  -
  -
  -
  -
  $10,800.00
  Feed from pain/fear/death - gain 1 Risk if “full”
  PK Armor
  Self
  -
  1 T
  15 M (m)
  3
  $2,600.00
  +15 DR
  Pk Barrier
  Self
  -
  1 T
  15 M (m)
  10
  $26,400.00
  DR 20, 3 Armor Shrugs, 3 Shrugs, Radius 15’
  PK Blast
  Will x5 i
  Will +5
  -
  -
  5
  $13,750.00
  AP 4, -3 to notice/track shooter 
  PK Shield
  Self
  -
  -
  per use
  5
  $12,500.00
  Defense action, 3 Shrug Barrier
  Precognition
  Sym, Tem
  -
  1 M
  per use
  2
  $18,300.00
  Sense forward 1 step of Temporal Range per 
  2 Risk for subject
  Precognitive Dodge
  -
  -
  -
  per use
  1
  $7,900.00
  Dodge w/o margin penalty
  Psi Hacking
  Will x5 i
  -
  1 T
  15 M (m)
  5
  $7,900.00
  Intercept and listen in on other peoples’ Telepathic 
  communications, -5 to be noticed doing so 
  Psychic Healing
  Touch
  -
  3 T
  -
  5
  $24,200.00
  Heal 3 Shrugs per 5 Risk
  Psychic Puri� cation
  Touch
  -
  3 T
  -
  5
  $9,200.00
  Cure disease or poison
  Psychometry
  Touch, Tem
  -
  1 M
  per use
  2
  $13,300.00
  Sense one step back on Temporal Range per 2 
  Risk for object
  Pyrokinetic Burst
  Will x5 i
  Will +10
  1 T
  -
  10
  $8,150.00
  Radius 10, damage recurs each Turn, ignites 
  � ammables
  Remote Viewing
  Sym
  -
  1 M
  15 M (m)
  5
  $8,250.00
  View person/place at distance
  Risk Transfer
  Touch
  -
  1 T
  -
  -
  $2,400.00
  Willing transfer of 5 Risk to/from Psi
  Risk Vampirism
  Touch 
  -
  1 T
  -
  -
  $5,650.00
  Will/Toughness -5 or lose 5 Risk to Psi
  Second Sight
  Will x5 i
  -
  1 T
  15 M (m)
  1
  $5,300.00
  Sense the supernatural, even if invisible
  Sense of Perception
  1 mi (r)
  -
  1 T
  1 H (m)
  2
  $15,100.00
  No penalties for � ank or darkness, sense all 
  objects in radius
  Suggestion
  Will
  -
  1 T
  per use
  5
  $7,950.00
  Will/Psi vs Will/Tough or follow 1 suggestion
  Sympathetic Commune
  Sym
  -
  3 T
  15 M (m)
  5
  $8,950.00
  Mental comm., know person’s location/state
  Telekinesis
  Will x5
  -
  1 T
  per use
  5
  $6,900.00
  Lift/manipulate Willx5 lbs per 5 Risk spent
  Telekinetic Flight*
  Self
  -
  1 T
  15 M (m)
  5
  $19,150.00
  Fly at Wil x5 mph
  Telekinetic Grapple*
  Will x5
  -
  1 T
  -
  3
  $3,100.00
  Str/Hth at -10 or immobilized
  Telekinetic Punch*
  Will x5
  Will
  -
  -
  3
  $2,475.00
  Direct TK damage
  Telepathy I
  Touch
  -
  1 T
  15 M (m)
  1
  $1,050.00
  Mental comm., contested if unwilling
  Telepathy II
  Will mi
  -
  1 T
  1 H (m)
  1
  $1,700.00
  Mental comm., contested if unwilling
  Teleportation
  Will mi
  -
  3 T
  -
  7
  $19,050.00
  Point to point transport, Will in miles per 7 
  Risk spent
  Terror’s Embrace
  Will x2
  -
  1 T
  -
  10
  $13,150.00
  Will/Toughness at -5, or lose 1 Will to Psych. 
  Trauma
  Thought Knife
  Will x5
  20
  1 T
  -
  6
  $5,550.00
  Lethal mental attack
  TK Touchdown
  Self
  -
  -
  per use
  5
  $7,500.00
  Land safely after falling any distance
  *Requires Telekinesis
  Simon Wentworth (Order #28533685)
  
  219
  Biotrance:  The psionicist exerts the power of their will 
  over their body, passing into a deep trance that vastly 
  slows the metabolism with a successful roll on Will plus 
  Use Psionics.  During this trance, the psionicist shows 
  almost no life signs and no psychic signature, giving 
  others a penalty of minus ten (-10!) to sense them or to 
  correctly diagnose that they are still alive.  With their 
  vastly reduced metabolic rates, the psionicist does 
  not need food, water, or even air for the duration of 
  the ability’s use (can ignore su� ocation, hunger, and 
  thirst).  More, with all stresses removed from the body, 
  its healing abilities function at a greater rate (regener-
  ate one (1) Shrug per hour, does not regrow lost limbs/
  organs or heal Cinematic Damage).
  Create Sympathy:  The  psionicist can use this ability 
  to forge a temporary Sympathetic connection with 
  the target.  This is activated with a contested roll be-
  tween the Psionicist’s Will plus Use Psionics and the 
  target’s Will plus Toughness.  If the psionicist wins 
  this contest, they treat the target as a “Close family, 
  lover, or hated enemy” for the purpose of determin-
  ing Sympathetic Range penalties.  More, the psioni-
  cist is at a bonus of plus three (+3) to any rolls on the 
  Communication skill with the target for the duration 
  of this ability.  The target may develop a strong a�  n-
  ity for the psionicist for the duration of this ability 
  - or an equally intense hatred.  This is entirely de-
  pendent upon how the psionicist interacts with the 
  target (GM’s option).
  Dimensional Storage:  The psionicist can “shift”’ an 
  amount of matter (up to an amount equal to their Will 
  stat in pounds) into a storage dimension, and retrieve 
  it at will.  Shifting an object into storage requires a 
  roll on the Will stat plus Use Psionics skill, and costs 
  three (3) Risk, regardless of the amount of mass being 
  shifted.  The total amount of mass that can be stored 
  in the storage dimension is an amount equal to the 
  psionicist’s Will stat multiplied by ten (Will x 10) in 
  pounds.  Retrieving objects from storage takes one 
  turn, unless the psionicist has the Fast On The Draw 
  Merit, in which case retrieval is a free action.  No roll 
  nor Risk is required to retrieve objects from storage. 
  No time passes for objects in storage - items that were 
  hot when they went in come out hot, items that were 
  cold when they went in come out cold, and bombs 
  with three seconds left on the timer when they went in 
  have three seconds left on the timer when they come 
  out.  Living matter cannot be shifted into storage.
  Domination:  The psionicist with this ability can con-
  trol the actions of another.  This ability is activated with 
  a contest between the Psionicist’s Will stat plus Use 
  Psionics skill and the target’s Will stat plus Toughness 
  skill (as well as the Psionicist spending ten (10) Risk). 
  Should the psionicist win this contest, the target has 
  been mentally dominated by the psionicist.  For the 
  duration of the discipline, they will follow any com-
  mand given by the psionicist.  Should the psionicist 
  give the target a command that would result in their 
  immediate death, a new contest between the psioni-
  cist’s Will plus Use Psionics and the target’s Will plus 
  Toughness is rolled as the target’s mind � ghts for sur-
  vival.  Should the target lose this contest, they will 
  follow the order that would lead to their immediate 
  death.  The target of this dread discipline is aware of 
  everything that is happening, trapped in their mind 
  while unable to control anything they do or say.
  Empathy:  The psionicist with this ability can roll on 
  Perception plus Use Psionics to sense the emotional 
  state of their target.  Succeeding this roll gives them an 
  unerring knowledge of what the target is feeling, al-
  lowing the psionicist to detect blu� s and lies with ease. 
  There may be other bene� ts to the ability to sense emo-
  tional states - this is entirely open to “The Deal.”
  Group Link:  The psionicist can keep a number of 
  people in telepathic contact with each other, function-
  ing as a mental switchboard.  Rolling Will plus Use 
  Psionics (and spending � ve (5) Risk) allows the psion-
  icist to connect up to ten (10) people, and keep them 
  in contact for the ability’s duration so long as they are 
  within a radius of ten (10) miles around the psionicist.
  Memory Erasure:  The psionicist can remove memo-
  ries from the minds of others.  This costs � ve (5) Risk 
  per memory removed, and is accomplished with a 
  contested roll between the psionicist’s Will plus Use 
  Psionics and the target’s Will plus Toughness.  This 
  ability removes one (1) memory at a time... this could 
  be the identity of an attacker, a single traumatic event, 
  an event from the target’s childhood, or the name of 
  a friend or loved one.  This ability can be used thera-
  peutically, to help someone avoid having to deal with 
  a traumatic event or a painful memory.  This ability 
  can also be used maliciously, destroying a witness’ 
  ability to identify a criminal or causing them to forget 
  a vital password.  Creative use of this ability is en-
  couraged; all uses are subject to GM approval.
  Memory Implantation:  The psionicist can implant 
  false memories into the minds of others.  This costs � ve 
  (5) Risk per memory implanted, and is accomplished 
  with a contested roll between the psionicist’s Will plus 
  Use Psionics and the target’s Will plus Toughness.  This 
  ability implants one (1) memory in the mind of the tar-
  Simon Wentworth (Order #28533685)
  
  220
  get at a time.  This could be adding a person to a past 
  event, or a whole event from the target’s past.  It can be 
  used bene� cially, to give the target pleasant memories 
  or educational experiences.  Over time, with a great 
  many repeated uses, this ability can be used to create 
  a whole lifetime of experiences in a mind that has ei-
  ther never had any experiences, or that has had all of 
  its memories removed.  It can also be used maliciously, 
  causing the target to remember traumatic events or 
  horri� c monsters.  Creative use of this ability is encour-
  aged; all uses are subject to GM approval.
  Mental Encryption:  Because it is possible to “hack” 
  telepathic communications, this ability was developed 
  to make psionic communications more secure.  This abil-
  ity does not require any rolls or the use of any addition-
  al Risk - the psionicist who has this ability should also 
  have some form of Telepathy.  All attempts to “hack” 
  telepathic communication with the Character who has 
  this discipline incur a penalty of minus � ve (-5).
  Mind Armor:  This discipline allows the psionicist to 
  defend their mind against mental attacks and in� u-
  ence.  They gain a bonus of plus ten (+10) to their Men-
  tal Damage Resistance, and a bonus of plus � ve (+5) 
  to resist any other mental e� ects (such as, for example, 
  Memory Erasure or Domination).  (NOTE:  A Charac-
  ter’s Mental Damage Resistance is normally equal to 
  the Character’s Will multiplied by two (Will x2).
  Mind Blast:  Elementary mental attack, non-lethal. 
  Psionicist rolls Will plus Use Psionics and spends three 
  (3) Risk to initiate the attack, which works at an incre-
  mental range with a base short range equal to the Char-
  acter’s Will stat multiplied by three (Will x 3 i).  There is 
  a slight visible e� ect from the mental pressure wave, so 
  a target is aware they are being attacks and can dodge. 
  Should the attack hit, the target must roll their Will plus 
  Toughness with a penalty of minus � fteen (-15).  Fail-
  ing this roll causes them to go Unco with Shrugs.
  Mind Probe:  The psionicst with this ability can force-
  fully dig through the target’s mind for information. 
  The psionicist focuses on a target within one hundred 
  (100) feet and concentrates for three (3) Turns, then 
  spends � ve (5) Risk and initiates a contested roll be-
  tween the psionicist’s Will plus Use Psionics and the 
  target’s Will plus Toughness.  Should the psionicist 
  win this contest, they get the correct and truthful (to 
  the best of the target’s knowledge) answer to any one 
  (1) question they have of the target, no matter how 
  short (or long) the answer is.  This could be anything 
  from a simple “no” to a lengthy dissertation on the 
  nature of the target’s employer.  The target may roll 
  on their Perception stat (alone) once they are probed. 
  A successful roll informs them that someone is in their 
  mind.  Whether or not they can do something about 
  it, or locate the psionicist, is another matter entirely. 
  People who do not believe in psionics will not under-
  stand what they are feeling.
  Phobivore:  This discipline allows the psionicist to feed 
  o�  of negative emotions and sensations.  Being within 
  range (the psionicist’s Will stat multiplied by two (Will 
  x 2) in feet) of a person who is in pain, terror, or dy-
  ing is equivalent to eating a meal for the purposes of 
  resisting hunger.  “Pain” can be considered any loss 
  of Shrugs due to damage.  “Terror” can be considered 
  any loss of Will due to Psychological Trauma.  “Dying” 
  can be considered going to a state of Dead or Dead as 
  Hell.    Should the psionicist with this discipline be 
  within range of someone experiencing pain, terror, or 
  death when they have already “fed” and do not need 
  a meal, they will instead gain one (1) Risk point from 
  the experience.  The act of feeding or gaining Risk from 
  someone else’s pain, terror, or death is a pleasurable 
  experience for the psionicist - many who have this dis-
  cipline come to enjoy having it a bit too much.
  PK Armor:  The psionicist with this discipline can 
  concentrate for one (1) Turn, spend three (3) Risk, and 
  roll their Will plus Use Psionics to construct a physical 
  defense about their body using telekinetic force.  This 
  gives the psionicist a bonus of plus � fteen (+15) to their 
  Damage Resistance for the duration of the discipline.
  Simon Wentworth (Order #28533685)
  
  221
  PK Barrier:  The psionicst constructs a psychokinetic 
  shelter.  After concentrating for a Turn, the psioni-
  cist rolls their Will plus Use Psionics and spends ten 
  (10) Risk to create a dome with a radius of � fteen (15) 
  feet.  The translucent dome has a Damage Resistance 
  of twenty (20), three (3) Armor Shrugs, and three (3) 
  material Shrugs.  Any attacks directed at the psioni-
  cist, or anyone/anything else within the barrier must 
  do enough damage to destroy the barrier (reduce it to 
  zero (0) Shrugs) to get in.  The barrier does not pre-
  vent attacks from leaving it, though, so those inside 
  can � ght back.  The barrier is not air-tight.  It moves 
  with the psionicist.
  PK Blast:  A physical attack using telekinetic force. 
  The psionicist directs the attack with a roll of Dexter-
  ity plus Use Psionics.  The attack has an incremental 
  range  with a base short range equal to the psionicist’s 
  Will stat multiplied by � ve (Will x5 i).  The attack does 
  a damage equal to the psionicist’s Will stat plus � ve 
  (Will +5), has an Armor Piercing value of four (AP 4), 
  and is very di�  cult to track.  Any attempt to notice 
  the shot or track the shooter incurs a penalty of minus 
  three (-3).  The “projectile” is a focused burst of tele-
  kinetic force - this is a lethal sniper attack that leaves 
  no bullet behind.  It’s been known to drive ballistics 
  experts completely around the bend.
  PK Shield:  This is a “hail mary” defense, once all oth-
  er attempts at defending one’s self have failed.  The 
  psionicist who has failed to avoid being hit can roll 
  their Will plus Use Psionics and spend � ve (5) Risk 
  to add three (3) Shrugs to themselves, in the form of 
  telekinetic force, for the purposes of calculating the 
  e� ects of damage for that attack only.
  Precognition:  The psionicist looks into the future 
  of one subject.  This discipline has both Sympathetic 
  AND Temporal range.  For every two (2) Risk spent on 
  the use of this ability, the psionicist can look forward 
  one increment on the Temporal Range table (page 
  192) into the future of one subject.  The psionicst rolls 
  Perception plus Use Psionics at a penalty equal to the 
  cumulative penalties for their relationship to the sub-
  ject and the Temporal “distance” they are covering. 
  This ability gives the psionicist probable key events in 
  the subject’s life over that period, such as a marriage, 
  a major battle, death of a close friend or loved one, or 
  even the death of the subject.  Once these events have 
  been perceived by the psionicst, time is in � ux... hav-
  ing seen the future, it is nigh impossible to not change 
  the future.  The psionicst may try to alter the events 
  they have seen... they may have the e� ect of causing 
  the events, instead, or even causing much worse events 
  to occur.  Playing with the time, even with mere per-
  ception, is tricky business.  (NOTE:  This ability is a 
  great way for GMs to lead Players into dangerous 
  situations or hook them into adventures).
  Precognitive Dodge:  By perceiving a minute distance 
  into their own future, the psionicist can better avoid 
  attacks.  The psionicist using this ability can Dodge 
  using their Perception stat plus Use Psionics skill - this 
  dodge does not incur a penalty of half the attacker’s 
  Margin of Success.  Each time this ability is used to 
  Dodge, it costs the psionicist one (1) Risk.
  Psi Hacking:  The psionicist with this discipline is 
  able to “listen in” on other people’s telepathic com-
  munications, often without them noticing!  The psion-
  icist rolls their Perception plus Use Psionics to inter-
  cept a telepathic communication within their range 
  (an incremental range with a base short range equal 
  to the psionicist’s Will stat multiplied by � ve (Will x5 
  i)).  This e� ort costs � ve (5) Risk.  They must � rst be 
  aware of a telepathic communication occurring - this 
  can be as simple as knowing there is a telepath within 
  their range, or rolling on Perception plus Use Psionics 
  to “get a hunch” about a telepathic communication. 
  Once the psi-hacker is listening in to the telepathic 
  communication, those involved in the compromised 
  communication can roll on their Perception plus Use 
  Psionics (if they have the Use Psionics skill) to sense 
  they are being “hacked.”  This roll is at a penalty of 
  minus � ve (-5) - this is a stealthy technique.  Should 
  the “hacker” decide to “speak up” and take part in 
  the conversation, those involved in the communica-
  tion will automatically know of their presence (but be 
  at a penalty of minus � ve (-5) to locate them).
  Psychic Healing:  The psionicist can use their psy-
  chic abilities to mend damage to � esh.  After three (3) 
  Turns of concentration, the psionicist rolls their Will 
  stat plus their Use Psionics skill.  A successful roll al-
  lows them to heal someone they are in physical con-
  tact with, spending � ve (5) Risk for every three (3) lost 
  Shrugs of damage they are restoring.  This ability does 
  not work on someone who has been reduced to the 
  state of Dead or worse, does not regrow lost limbs/
  organs, and does not heal Cinematic Damage.
  Psychic Puriﬁ cation:  The psionicst with this disci-
  pline can heal many diseases and cure exposure to poi-
  sons by using their psychic energy to � ush impurities 
  from the target’s system.  The psionicist concentrates 
  for three (3) Turns and then rolls their Will plus Use 
  Psionics.  The e� ort costs � ve (5) Risk.  If successful, the 
  subject (who the psionicist must be in physical contact 
  Simon Wentworth (Order #28533685)
  
  222
  with) is cured of one Minor or Standard Condition de-
  � ned as a disease or a poison.  Curing more than one 
  such condition requires multiple uses of this discipline.
  Psychometry:  The psionicist can discern the history 
  of an object they are touching.  This discipline has 
  Temporal Range (chart on page 192).  The psionicist 
  must concentrate on an object while touching it for 
  one (1) minute (twelve (12) Turns), at the end of which 
  they roll their Perception plus Use Psionics.  For ev-
  ery two (2) Risk spent on the use of this discipline, 
  the psionicist can perceive another time increment 
  back in time (2 Risk perceives a minute back, 4 Risk 
  an hour, 6 Risk a day, et cetera).  They will perceive 
  events surrounding the object which were key histori-
  cal moments or moments of intense emotional energy.  
  Such events might include the death of the object’s 
  owner, the use of the object in a murder, a change in 
  the object’s ownership, or even the object’s construc-
  tion.  More, the psionicist will get a sense of the ob-
  ject’s purpose - what it was made for (if it was, in-
  deed, made).  (NOTE:  This is a great way for the GM 
  to give vital clues to a Player, or to make a particular 
  object more interesting).
  Pyrokinetic Blast:  The psionicist excites the mol-
  ecules in a given area, creating intense heat which 
  does damage and can ignite � ammable items.  The 
  psionicist must concentrate for one (1) Turn, at the 
  end of which they roll their Dexterity plus Use Psion-
  ics and spend ten (10) Risk.  This is an attack, with an 
  incremental range that has a base short range equal 
  to � ve times the Will stat of the psionicist (Will x 5 i). 
  It does a Damage equal to the psionicist’s Will stat 
  plus ten (Will +10).  This damage a� ects a radius of 
  ten (10) feet, and recurs once per turn until the � re 
  on the target is extinguished or the target is Dead as 
  Hell.  A successful Damage Resistance roll will also 
  end the recurring damage.  
  Remote Viewing:  The psionicist can view people or 
  places at a great distance.  The use of this discipline 
  (using Perception plus Use Psionics) is penalized as 
  per the Sympathetic Range chart on page 192.  Once 
  the discipline is successfully used, the psionicist can 
  perceive the person or place speci� ed when they 
  initiated the discipline.  Transferring their view to 
  another person or place requires another use of the 
  discipline.  Someone who is being observed by Re-
  move Viewing may have a vague sense that someone 
  is watching them... they get a roll on their Perception 
  stat plus their highest Special skill (if any) which is 
  contested by the margin of success by which the Re-
  mote Viewing was activated.  Should the subject of 
  Remote Viewing win this contest, they will be quite 
  aware that they are, indeed, actually being observed, 
  although they will not know by who.  If they have 
  a similar psionic discipline (or spell, or other abil-
  ity) which allows for viewing at Sympathetic Range, 
  they may be able to Remote View back.
  Risk Transfer:  The psionicist can initiate a transfer 
  of Risk between themselves and a willing subject. 
  After one (1) turn of concentration, the psionicist 
  touches the subject and makes a roll on their Will 
  plus Use Psionics.  On a successful roll, the psionicist 
  either receives � ve (5) Risk from the subject, or gives 
  � ve (5) of their own Risk to the subject.  Transferring 
  more than � ve (5) Risk requires multiple uses of this 
  ability.  If the subject is in any way unwilling to share 
  their own Risk or to receive Risk from the psionicist, 
  this ability will not work - the psionicist could not, 
  for example, tell the subject they are going to give 
  them Risk, and then attempt to take the subject’s 
  Risk without their knowledge.
  Risk Vampirism:  Allows the psionicist to steal Risk 
  from the target.  The psionicist concentrates for one (1) 
  Turn then touches the subject (which may involve an 
  Agility plus Hand to Hand or Grappling roll if the tar-
  get is unwilling and defending themselves).  The psion-
  icst rolls their Will plus Use Psionics.  If successful, the 
  target rolls their Will plus Toughness at a penalty of 
  minus � ve (-5).  Should the target fail this roll, they lose 
  � ve (5) Risk to the psionicist.  Taking more than � ve (5) 
  Risk requires multiple uses of this discipline.
  Second Sight:  Allows the psionicist to perceive the 
  supernatural.  After one (1) Turn of concentration the 
  psionicist rolls their Perception plus Use Psionics and 
  spends one (1) Risk.  If successful, they can sense the 
  supernatural for the duration of the discipline.  This 
  allows them to determine whether or not something 
  is actually supernatural (senses vampirism, lycan-
  thropy or the like), and even allows them to see su-
  pernatural things which are normally invisible, such 
  as ghosts and spirits.
  Sense of Perception:  A complete and total percep-
  tion of everything within the circumambient sphere. 
  Activated with one (1) Turn of concentration, a roll on 
  Perception plus Use Psionics, and two (2) Risk.  For 
  the duration of the ability, the psionicist can sense ev-
  erything around them in a one (1) mile radius.  They 
  cannot be � anked (su� er no � anking penalties), do 
  not need light to perceive things (negate all darkness 
  penalties), and simply know where everyone and ev-
  erything is for a mile around them.
  Simon Wentworth (Order #28533685)
  
  223
  Suggestion:  Allows the psionicst to make a sugges-
  tion with the force of their will behind it, compelling 
  an action of some sort.  The psionicist must be with-
  in a range equal to their Will stat in feet to a� ect the 
  target.  The psionicist concentrates for one (1) Turn, 
  then spends � ve (5) Risk and initiates a contest be-
  tween their Will and Use Psionics and the target’s 
  Will plus Toughness as they make one (1) sugges-
  tion.  For some reason, this action is often accom-
  panied by the psionicst waving their hand through 
  the air at shoulder height, but this is not necessary. 
  If the psionicist wins this contest, the target will fol-
  low their suggestion.  Suggestions  should be rela-
  tively simple and easy to follow (“these aren’t the 
  badgers you’re looking for,” “you should probably 
  go to the bathroom,” “the boss would appreciate it 
  if you went and got his girlfriend some � owers”). 
  Suggestions which would cause the target to harm 
  themselves or people they would not normally be 
  harming (such as allies or family members) give 
  the target a bonus of plus � ve (+5) on the contested 
  roll... suggestions which would cause the target’s 
  immediate death are contested at plus ten (+10)! 
  This is a power meant to be used with some subtle-
  ty, and the psionicist should follow the axiom of be-
  ing careful what they wish for.  The target will fol-
  low the suggestion as given; if the suggestion can 
  be misinterpreted, it probably will be.
  Sympathetic Commune:  A form of telepathic contact 
  which is based more on the relationship of the psioni-
  cist to the subject than the distance between them.  The 
  psionicst concentrates for three (3) Turns, then rolls on 
  their Will plus Use Psionics, with a bonus or penalty 
  based on the Sympathetic Range charts (page 192). 
  This e� ort costs � ve (5) Risk.  If successful, the psioni-
  cist is in two-way mental communication with the sub-
  ject for the duration of the ability.  More, the psionicist 
  and the subject know precisely where one another are, 
  and roughly what state the other person is in.
  Telekinesis:  The psionicst can lift and manipulate 
  matter with the power of their mind.  Telekinesis 
  works at a range equal to the psionicist’s Will statistic 
  in feet.  The psionicist concentrates for one (1) Turn, 
  then rolls their Will plus Use Psionics.  The psionicist 
  can lift/manipulate an amount of weight equal to 
  their Will stat multiplied by � ve (Will x5) PER � ve (5) 
  Risk spent!    This allows for one (1) action using the 
  telekinesis, such as lifting a heavy weight o�  of some-
  one, throwing a switch, or diverting a falling object. 
  Telekinesis by itself is ine�  cient at moving the psioni-
  cist themselves, or attacking with telekinetic force - 
  but see Telekinetic Flight, Grapple, and Punch, below.
  Telekinetic Flight:  The psionicst MUST have the 
  Telekineses discipline to purchase this one.  With 
  this discipline, the psionicist has mastered the abil-
  ity to use telekinetic force to propel themselves 
  through the air.  After one (1) Turn of concentra-
  tion, the psionicist rolls their Will plus Use Psionics, 
  and spends � ve (5) Risk.  If successful, they can � y 
  through the air at a speed equal to their Will stat 
  multiplied by � ve (Will x5) in miles per hour.  Any 
  special maneuvering or Dodging while � ying is 
  done with rolls on Agility plus Use Psionics.
  Telekinetic Grapple:  The psionicst MUST have the Tele-
  kineses discipline to purchase this one.  With this disci-
  pline, the psionicist can telekinetically grapple someone 
  and hold them immobile.  This ability has a range equal 
  to the psionicist’s Will stat multiplied by � ve (Will x5) in 
  feet.  After one (1) Turn of concentration, the psionicist 
  rolls their Dexterity plus Use Psionics and spends three 
  (3) Risk.  There are some gestures and other visible signs 
  of an attack involved, so the target may Dodge if they 
  are able.  Should the attack be successful, the target must 
  roll their Strength plus Hand to Hand at a penalty of mi-
  nus ten (-10), or be rendered immobile, unable to move 
  from the neck down, for the duration of the ability.
  Telekinetic Punch:  The psionicst MUST have the 
  Telekineses discipline to purchase this one.  With 
  this discipline, the psionicist can attack people di-
  rectly with telekinetic force.  This ability has a range 
  Simon Wentworth (Order #28533685)
  
  224
  equal to the psionicist’s Will stat multiplied by � ve 
  (Will x5) in feet.    The psionicist rolls their Agil-
  ity plus Use Psionics and spends three (3) Risk to 
  attack.  This involves some gestures and other vis-
  ible signs, so the target can attempt to Dodge the 
  attack.  If the attack hits, it does a Damage equal to 
  the psionicist’s Will stat, plus any ranks the psioni-
  cist has in the Martial Damage skill.
  Telepathy I:  Elementary mind-to-mind communica-
  tion.  The psionicist must be in physical contact with 
  the subject to initiate commune with them.  After one 
  (1) Turn of concentration, the psionicist rolls their In-
  telligence plus Use Psionics and spends one (1) Risk. 
  If successful, they are in mind-to-mind contact with 
  the subject for the duration of the discipline, able to 
  transmit language, images, ideas and concepts rap-
  idly and without fear of misunderstanding.  If the 
  subject is unwilling, they contest the psionicist’s ac-
  tivation roll with Will plus Toughness.
  Telepathy II:  Mind to mind communication over a 
  distance.    Works just like Telepathy I with the excep-
  tion that this discipline has a range equal to the psion-
  icist’s Will stat in miles, and has a longer duration.
  Teleportation:  Point to point transportation - one of 
  the most potent psionic disciplines.  Activated with 
  three (3) Turns of concentration and a roll of Will 
  plus Use Psionics.  If successful, the psionicist (and 
  up to their Dead Lift in additional mass) is trans-
  ported to a place up to their Will stat in miles, per 
  seven (7) Risk spent.  The psionicist must know the 
  location they are trying to reach - they must have 
  been there at some point in time, or have observed 
  it (through Remote Viewing or other visual means) 
  in order to reach it.  Alternately, they can reach the 
  target destination if they are in mental contact with 
  someone in the desired location.
  Terror’s Embrace:  A punishing mental attack that 
  causes the target to su� er their greatest fear for just a 
  moment - but that moment is enough.  The psionicist 
  concentrates for one (1) Turn, rolls on their Will plus 
  Use Psionics, and spends ten (10) Risk.  The target 
  must be within a range equal to the psionicist’s Will 
  stat multiplied by two (Will x2).  There are some ges-
  tures and other visible signs of attack involved - the 
  target may be able to Dodge normally.  If the attack is 
  successful, the target must roll their Will plus Tough-
  ness at a penalty of minus � ve (-5), or lose one (1) 
  point of Will to Psychological Trauma.
  Thought Knife:  A lethal o� ensive attack; the psion-
  icist disrupts the target’s brain tissue, causing a 
  sensation not entirely unlike being simultaneously 
  kicked in the head while one sees their very favorite 
  puppy kicked down the street.  The range of the at-
  tack is equal to the psionicist’s Wills tat multiplied 
  by � ve (Will x5).  The psionicist concentrates for one 
  (1) Turn, rolls their Dexterity plus Use Psionics, and 
  spends six (6) Risk.  There are some gestures and 
  other visible signs of attack involved - the target 
  may be able to Dodge normally.  If the attack is suc-
  cessful, it does a Damage of twenty (20).  This Dam-
  age is Mental - it is resisted by the target’s Mental 
  Damage Resistance (target’s Will multiplied by two 
  (Will x2)) rather than their Damage Resistance stat. 
  TK Touchdown:  This is a re� exively emergency 
  use of telekinetic force to cancel the downward mo-
  mentum of a falling psionicist.  A psionicist with 
  this discipline who is falling rolls their Will plus 
  Use Psionics and spends � ve (5) Risk.  If success-
  ful, they land nimbly on their feet, regardless of the 
  distance fallen, with no ill e� ect.  Works on one fall 
  only... must be re-activated if the Character falls 
  again.
  Simon Wentworth (Order #28533685)
  
  225
  GM’s Section
  The Game Master has the most di�  cult job at the 
  gaming table, and potentially the most rewarding. 
  They are tasked with knowing the rules and the set-
  ting, establishing the guidelines for the campaign, es-
  tablishing the scenes that the Player Characters � nd 
  themselves in, and playing every person, place, and 
  thing that the Player Characters encounter.
  At the same time, they need to drive the storyline, 
  adjudicate any di�  culties between Players at the ta-
  ble, balance the degree of the adventure’s di�  culty 
  against the PCs capabilities, maintain a state of ten-
  sion, and keep the game � owing at a good pace.  If it 
  sounds like a lot of work, that’s because it is.
  That’s all right, though, because Game Mastering is 
  also a rewarding creative endeavor – it allows you 
  to not only tell a story, but to bring other people 
  into your story and weave a new and completely 
  unique experience out of the interaction.  All that, 
  and it’s a lot of fun!
  The tasks of the Game Master come in several lev-
  els, each of them a di� erent scope of the game that 
  they are running. 
  The Game
  The � rst level of Game Mastering, what one might call 
  the “Meta Level,” is the Game itself.  It involves doing 
  exactly what you’re doing right now – reading through 
  the rules, knowing what the possibilities are within 
  these guidelines (there are a lot), and probably playing 
  around with things a bit to get a working knowledge 
  of the mechanics.  We are supporting the Victory Sys-
  tem with a website (www.TheVictorySystem.com) and 
  a continuing line of supplements – at this level of Game 
  Mastering, you may choose to keep an eye on what’s 
  available and perhaps incorporate more materials, from 
  us or other companies.  Over time, the Game Master 
  may run a number of Campaigns within the Game.
  The Campaign
  After the Game comes the largest and broadest lev-
  el of the Game Master’s tasks; the Campaign.  The 
  Campaign encompasses most of the major decisions 
  that will shape the gaming experience for everyone 
  at the table – choosing the setting, deciding what 
  guidelines the Characters will be constructed under, 
  Simon Wentworth (Order #28533685)
  
  226
  plotting out the major story arcs, and building a cast 
  of NPCs which the Player Characters will interact 
  with, positively or negatively.
  One of the very � rst choices that the GM will have is 
  the decision between running a game from published 
  materials, or creating their own from scratch.  There 
  are a lot of bene� ts to running from published ma-
  terials (including the adventures in the back of this 
  book in Appendix I, on page 255).  The settings are 
  already established, there are NPC opponents ready-
  made, and most of the front end creative work has 
  been done.  This is a good way to start out, if you’re 
  just beginning to run the Victory System; aside from 
  the adventures in this volume, we will be producing 
  more material as time goes on.
  On the other hand, creating your own adventures, ei-
  ther in an existing setting or in one entirely of your 
  own design, allows you to create exactly the kind of 
  story that you would like to tell, � eshed out with ele-
  ments from your fertile mind.
  Of course, there’s no reason not to combine these two 
  choices.... once you have a published game in your 
  hands, it’s yours.  Add some ninjas or zombies or 
  whatever you can imagine, move the rooms around... 
  have fun with it!
  If you’re going to be creating your own setting/ad-
  venture from scratch, you have some more decisions 
  to make.
  Creating the setting starts with an idea for the story 
  that you want to tell and share.  Is this a fantasy epic, 
  a modern day tale of horror and suspense, or perhaps 
  a classic space opera?  Does it fall outside the bounds 
  of a single genre, or involve more than one?  All ques-
  tions that need to be answered at this level. 
  This is the point at which the Era of the campaign is 
  chosen.  If you’re trying to emulate the setting of a 
  particular book, movie, or even another game, you’ll 
  want to choose the Era most appropriate to it.  Sword 
  and Sorcery, dungeon crawls, and other stories in-
  volving pre-industrial era scenes and action should be 
  set in the Fantasy Era.  Anything from the industrial 
  era to a speculative point where man is not bound to 
  planetary surfaces falls within the Near-Modern Era. 
  Past that, when the technology is so advanced that it 
  may be indistinguishable from magic, and the space 
  between the stars is a playground, and you’re looking 
  at the Space Era.
  If your Campaign is a step sideways in classical lin-
  ear historical thought, it could fall within any of these 
  Eras, or even be a Custom Era.  If your PCs are going 
  to be traveling through time or between dimensions, 
  or they are in some alternate history when some tech-
  nologies were introduced to society earlier, later, or 
  not at all, it’s time to de� ne your Custom Era (See De-
  � ning Your Custom Era, below).
  The Guidelines for Character construction needn’t 
  be too di�  cult to lay down – the default guidelines 
  in this book are just � ne for most games.  Options to 
  this include requiring that the Characters’ statistics 
  be generated a certain way, limiting what Merits and 
  Flaws are available (especially Special Merits), and al-
  tering the Starting Budget.
  Normally, a Player can, with the GM’s permission, 
  use any of the three listed methods for generating sta-
  tistics.  Each of them has their own merits, and there’s 
  really no reason to deny someone the use of one of 
  the methods over another.  A Player who is making a 
  Character that is meant to be arti� cial, such as a robot 
  or a golem, should use method three, but that’s not a 
  hard and fast requirement.  If you � nd that you, as the 
  GM, prefer one method over the others, you are free 
  to require that be the method which is used – but be 
  open to The Deal.
  The Merits and Flaws lists are pretty broad and, as 
  written, do not unbalance the game.  If there are any 
  Special Abilities that you do not want used in your 
  Campaign, you may inform the Players that the Spe-
  cial Merit for those abilities is simply not available. 
  As an example, in setting up a hard Science Fiction 
  Space Era Campaign, the GM might disallow the 
  Spell Slinger Merit, as they do not want the unpre-
  dictable and overtly esoteric power of Magic being 
  used in the campaign.
  Another adjustable factor in Character Creation is the 
  amount of money handed out in the Starting Bud-
  get.  The default amount of � fty thousand dollars 
  ($50,000.00) seems like an awful lot of money, but it 
  goes ridiculously quick.  It’s appropriate for adven-
  turers who are already somewhat experienced, but 
  who have a lot of room for improvement.
  For a Campaign where the Characters are starting 
  out at a lower level of competence (such as a “street 
  level” Campaign), lower amounts can lead to a more 
  challenging start to the action.  Twenty-� ve thou-
  sand ($25,000.00) or even ten thousand ($10,000.00) in 
  starting budget will put a severe strain on the starting 
  Character’s shopping list.  In a campaign where Spe-
  cial Abilities are less available, a lower budget forces 
  Players to save up for a while in order to a� ord the 
  cool powers that they really want.
  In a Campaign where the Characters are meant to be 
  more competent and/or experienced, a starting budget 
  of seventy-� ve thousand ($75,000.00) or even a hun-
  Simon Wentworth (Order #28533685)
  
  227
  dred thousand ($100,000.00) will give the Players a real 
  feeling of power, until it runs out.  One of the things 
  about the starting budget is that there is so much cool 
  stu�  available to the Characters that there is, literally, 
  never enough money to get everything that they want.
  Because there are many options available for increas-
  ing a Character’s ability to take and do damage, the 
  GM may also want to impose a guideline for how 
  high certain numbers can go; these numbers usually 
  being PC’s Damage Resistance (DR) and Strength-
  based Damage.  Of course, you can rely upon the re-
  straint of your Players to limit their abilities to what 
  is appropriate for your campaign, but then don’t be 
  surprised when there’s more than one PC in the game 
  who can’t actually be physically hurt  by anything 
  you have ready to throw at them.
  In a grim and gritty “street level” campaign, you 
  might want to limit people’s DR to twenty (20) to 
  twenty-� ve (25) at the most.  In a more cinematic and 
  heroic game, it might go as high as thirty (30) or forty 
  (40).  In a super-heroic game, the sky’s the limit, and 
  maybe it’s appropriate to have Characters who can’t 
  be physically hurt.  (That’s a good time to introduce 
  a villain who can mind-control people, so you can 
  throw “mister invincible” at his own team mates and 
  see how they deal with him).
  Likewise, in grim and gritty “street level” campaigns, 
  you might want to limit a Character’s damage from a 
  punch (their standard Strength-based damage) to sev-
  enteen (17), and make that level of damage somewhat 
  rare.  (That’s the maximum that a Character can do 
  with a straight punch with no Special Abilities, � gur-
  ing a Strength of ten (10) and a Martial Damage skill 
  of seven (7)).  In a more cinematic and heroic game, 
  a punch damage of thirty (30) or forty (40) might be 
  achievable, and in a truly super heroic game, again 
  the  sky is the limit.
  Once you have the guidelines by which the Player 
  Characters will be generated, it’s time to build the 
  story that they will be involved with.
  Setting up the major Story Arcs within a campaign 
  may not be, strictly, necessary, but it’s nice to know 
  what you might want the PCs to be doing.  This is 
  no guarantee that they’ll actually be DOING it, mind 
  you, but at least you’ll know what direction you’re 
  sending them in.  A Campaign can comprise any 
  number of story arcs, each of them a di� erent direc-
  tion for the PCs to go in.  They can be as simple as 
  “there is a princess that has been captured by Orcs, 
  and she needs to be rescued and brought back to her 
  kingdom” or as complicated as, say, the third season 
  of any anime’ series. 
  This is one of the points where the GM really gets to 
  indulge themselves.  If you’ve always wanted to write 
  a screen play or a detective novel, here is where to 
  throw those concepts at a group of people willing to 
  explore it.  It can be simple and straightforward in-
  volving bar-� ght after bar-� ght, or it can be a con-
  voluted web of intrigue, diplomacy, seduction, and 
  betrayal.  There’s no reason not to incorporate BOTH 
  of these story arcs  into a Campaign, perhaps letting 
  them meet every so often.  If half of the party is beat-
  ing up people in a bar and the other half of the party 
  is walking past the bar on their way to the Governor’s 
  fancy-dress ball, the possibilities for catastrophe and 
  comedy are nearly endless.
  While the Campaign can have many story arcs, there 
  should be one major arc that overshadows all the rest 
  – maybe something happening in the background the 
  whole time, or perhaps the most important quest ever 
  given to the PCs, established the � rst session, after 
  which every other Story Arc is only another step on 
  their path to completion.  The completion of this ma-
  jor Arc is the completion of the Campaign.
  Having Story Arcs set up, or at least contemplated, it’s 
  time to make up the people that the PCs may (or may 
  not) meet, befriend, and/or kill during the course of 
  the campaign.  This does not need to be an exhaustive 
  list, nor do these NPCs all need to be fully � eshed out. 
  The GM will need to list these people with notes de-
  tailing their general position in the Campaign, where 
  the PCs might meet them, and their general level of 
  competence.  These are the entire cast of the movie 
  besides the Player Characters.  They are the main vil-
  Simon Wentworth (Order #28533685)
  
  228
  lain, the street contacts, the doomed love interests, the 
  friendly beat cop… they form the interface between 
  society in the Campaign and the PCs.
  A lot of these Characters may be thought up by the 
  GM at need, as the game progresses.   It’s hard to 
  come up with an entire world full of people.  If one 
  of the PCs suddenly decides that the only way they’re 
  going to solve the mystery is to talk to the local green 
  grocer, make them up on the spot.  More on this pro-
  cess in Troubleshooting, below.
  The Adventure
  Having the broad strokes of the Campaign paint-
  ed, it is time to move down to the next level of the 
  Game Master’s tasks – the Adventure.  One Cam-
  paign may be comprised of one long Adventure, or 
  many smaller ones.
  The Adventure is where the rubber starts to hit the road. 
  It is the realization of a Story Arc, with potential leads 
  into other Story Arcs.  An Adventure starts when the 
  Player Characters are given a task they must complete. 
  It isn’t always as straight forward as “take this piece 
  of jewelry into the most heavily forti� ed nation on the 
  planet and drop it into a ridiculously dangerous geolog-
  ical fault.”  It isn’t always laid out to the PCs as they sit in 
  a bar awaiting word from a mysterious patron, but that 
  is certainly one of the classic ways to present it.
  The beginning of an Adventure can be as subtle as a PC 
  � nding a note that reads “help me” with a bizarre stain 
  on the back, or hearing a news story about someone 
  they met a long time ago being charged with a crime 
  they could not possibly have committed.   Adventures 
  can be spoon-fed to the Players (“a guy staggers out 
  of the bar in front of you with a knife in his back and 
  gasps ‘they… they have your daughter!’ before hand-
  ing your Character a map to the warehouse district 
  and expiring”) or they can be delicate and subtle ex-
  ercises in deduction (“as you take your � rst taste of 
  the soup, the woman in the green dress glances at the 
  � oor and then steps out to the balcony.  What do you 
  do?”).  Traditionally, Players respond better to spoon 
  feeding than to even the most brilliantly plotted series 
  of vaguely interconnected and subtle clues.  It can be 
  fun to mix them up once in a while (“As you follow the 
  woman onto the balcony, she turns towards you with 
  wide eyes and says ‘they have your daughter!’ as she 
  collapses from the sudden knife-wound to her back”). 
  After discovering that something needs to be done, the 
  PCs move on with the Adventure by pursuing their 
  clues until they meet opposition.  Traditionally, the op-
  position is a group of beings (thugs, monsters, ninjas) 
  that need to be beaten up.  This need not necessarily be 
  the only solution to the opposition, however.  As satis-
  fying as it can be to have combat break out at the drop 
  of a hat, there are alternatives to � ghting.  It isn’t as if 
  some esoteric reward is given out on a “per monster” 
  basis that leads to the Characters’ improvement.  Your 
  Players may select a course of action that leads them 
  around the opposition, using stealth and subterfuge, or 
  even diplomacy and bribes, to get past them.
  Nor does all opposition need to be a group of Orcs 
  guarding a chest.  Opposition can come in the form 
  of a di�  cult river crossing, a high-security computer 
  system, a political maneuver – anything that impedes 
  the party on their journey to tend to the task that they 
  have been given is an opposition.  Why do they need 
  to face opposition at all?
  From a storytelling perspective, heroes can’t be he-
  roes if they never have the need to do anything heroic. 
  Heroism comes, at its best, in the form of overcoming 
  opposition.  To use a culturally universal example – if 
  James Bond was given the task of stopping a villain 
  from blowing up New York, and all Bond had to do 
  was walk into the villain’s o�  ce past a bored recep-
  tionist and push the “o� ” button on the villain’s desk, 
  it wouldn’t be much of a movie.
  Having faced and, ideally, defeated their opposition, 
  perhaps with a few nicks and cuts to show for the ef-
  fort, the Adventure proceeds with the party seeking to 
  complete their task as they continue to face opposition, 
  until the task is � nished.   Along the way, not only do 
  they face opposition, but complications.  Not only do 
  the PCs have to face whatever opposition has been put 
  Simon Wentworth (Order #28533685)
  
  229
  in their path, but they also need to deal with the world 
  around them as it reacts to them.
  Say you have a party face down with a bunch of ninjas 
  in an airport.  Sure, they can take down the Ninjas, but 
  then they have airport personnel to deal with, along 
  with a heaping helping of the police and a touch of 
  Homeland Security for spice.
  High speed chases do not happen in a vacuum (unless, of 
  course, you’re actually having them in space).  Random 
  mothers pushing baby-carriages and toddlers following 
  dropped balls into the middle of tra�  c can threaten to 
  turn the chase into a nightmarish media bloodbath.
  Hunting down a band of marauders in a Fantasy Era 
  Adventure may seem simple and straightforward, 
  but when they’re wearing the clothes of the holy men 
  that they slaughtered, attacking them in front of the 
  temple can be a problem.
  Complications, more than simple opposition, are there 
  to make the Players think.  There are consequences for 
  hasty actions, after all.  Sometimes, the PCs will take 
  the actions and deal with the consequences later.  Oth-
  er times, the Players will sit back, take a sip on their 
  � avorful beverages, and contemplate a new course of 
  action.  Either way, no one’s bored.
  Once the party manages to solve the task that they 
  have been handed, the Adventure is over – but the 
  situation may not be.  The solution to one Adven-
  ture may be the lead-in to another, larger Adventure 
  (“they… they have your OTHER daughter!”).  Con-
  sequences from actions taken during the Adventure 
  may become new Adventures in and of themselves. 
  Clues dropped by beaten thugs or found in the pock-
  ets of victims during one Adventure can lead into oth-
  er Story Arcs that you have planned… and on it goes, 
  from Adventure to Adventure, eventually hitting the 
  Main Story Arc for the Campaign, and the Adventure 
  to (literally) end them all.
  The Session
  Once the Adventure is established – a beginning, op-
  position, complications, and an ending… it’s time to sit 
  down at a table and roll dice.  This is done in the next 
  level of the Game Master’s tasks – the Session.  The 
  Session is the actual period of game play that you en-
  gage in with your Players.  It starts when everyone has 
  shown up, sits down to the table, and you start dealing 
  with the Adventure, and ends when everyone has gone 
  home.  They can last for only a few hours to a whole 
  weekend, if your gaming group has the stamina and 
  ca� eine to support that.  It may take many sessions to 
  complete one Adventure, depending on its complexity, 
  or several small Adventures can be completed in one 
  Session. Di� erent groups move at di� erent paces... you 
  should quickly get a feeling for how much your par-
  ticular group likes to accomplish in a session.
  This is where the knowledge of the rules comes into 
  play.  The Game Master sets up the scene, and gives the 
  Players the opportunity to tell them what their Charac-
  ters are doing.  If there is a chance that the Characters 
  will fail at these tasks, the GM asks for a dice roll against 
  a Statistic plus a Skill, plus bonuses, minus penalties.
  One of the most common rolls that is going to be asked 
  for, outside of combat, is Perception plus Investigation. 
  This is the general roll to notice anything, from a clue 
  tucked under a desk drawer to a sniper on the rooftop 
  of a building across the street.  It is also the roll that the 
  GM most wants the Player to succeed with.  Why?
  The GM is there at the table to tell the Players what 
  their Characters are involved in.  When there’s a clue 
  there, the GM wants the Characters to � nd that clue. 
  That’s how the Players know what the Characters are 
  supposed to do next… if the clue gets missed, how are 
  the Characters supposed to know to go to the place 
  that the clue leads them to?
  Often, the Characters are searching for clues in a situ-
  ation where there is little peril and no combat.  They 
  are free to take their time, giving them a bonus of plus 
  three (+3) to the Perception Investigation roll.  As al-
  ways, they can burn � ve (5) Risk to re-roll a failed roll. 
  If all else fails, they can simply miss that clue, but 
  make another roll to � nd the OTHER clue that is JUST 
  LIKE the � rst clue, on the OTHER side of the room.
  Never be afraid to ask for a roll.  It might be a good idea 
  to keep a Character sheet in front of you, so you can 
  quickly reference the Skill list to see what Skill you may 
  want the Players to roll on.  In general, the more often 
  people roll their dice, the happier they are in a game.
  Players will often volunteer to roll.  A good tactic 
  is to appear reluctant to let them roll for a moment, 
  they shrug and say something like “all right, I guess 
  it couldn’t hurt,” and let them roll.  They may want 
  to attempt a task or take an action that you had never 
  considered in the situation that they are in; they may 
  be seeking a solution to a problem that had eluded 
  you.  These are good things, and should be encour-
  aged.  If the roll succeeds, smile, nod, and say “I was 
  hoping you would do that,” and give them some-
  thing nice for their e� ort.
  For Example:  Scott has asked the party to make Percep-
  tion plus Investigation rolls as they look over a destroyed 
  caravan, in which he had planned nothing special other 
  than a clue to the direction that the raiders moved off in. 
  Simon Wentworth (Order #28533685)
  
  230
  Nick looks up and says “Can I roll Perception plus Al-
  chemy to see if there was an Alchemist in the Caravan?”
  Scott looks at Nick, and frowns for a moment.  After strok-
  ing his beard thoughtfully, he shrugs and says “all right, I 
  guess it couldn’t hurt.”
  Nick rolls the dice, and gets a natural one (1).  The eyes of 
  everyone at the table lights up, and Scott smiles and nods.
  “I was hoping you would do that,” he says.  “Not only was 
  there an Alchemist in the caravan, but he appears to have 
  been carrying the royal seal.  That was a King’s Alchemist 
  – and while you ﬁ nd the ruins of his portable lab, you think 
  he may still be alive.”
  The Players high-ﬁ ve Nick who looks amazingly smug, and 
  Scott makes notes on a brand new Story Arc that has just 
  been added to the Campaign.
  As the PCs progress through the Session, the Adven-
  ture progresses.  As a general rule, it’s good to have 
  the possibility of at least one combat in a Session – 
  most Players enjoy combat, and every Session can 
  bene� t from some action.  Not every party is going to 
  be interested in engaging in combat, though, and it’s 
  important to be sensitive to the wants and desires of 
  the people at the table – what do THEY want to get 
  out of that Session?
  If the party can � nd a way to avoid � ghting, that’s 
  every bit as laudable as a party that wins every � ght 
  they get into.  The possibility of a combat should al-
  ways be there, at some point in the Session, but let the 
  party handle that possibility how they wish.
  Combat is not the only kind of action that can be thrown 
  into a Session.  If it makes for good action in a movie, it 
  makes for good action in a Session.  Chase scenes, hos-
  tage dramas, rooms full of death traps… you want the 
  heart rates of the people at the table to go up.  
  It is not necessary to complete an Adventure in ev-
  ery Session, nor is it desirable to do so.  Sessions are, 
  among other things, regular social gatherings (usu-
  ally weekly).  You don’t want to go through them too 
  quickly.  At the same time, you want to accomplish 
  something in every Session which movies the current 
  Story Arc(s) ahead.  
  As the time allotted for the Session winds down (or as 
  the Players start to drop from exhaustion or wander 
  o�  down the hall to check their e-mail), it can be ef-
  fective to leave o�  in the middle of a bad situation, 
  perhaps even at a climactic moment.
  This technique, called “the cli� hanger,” has two very 
  positive e� ects.  One, it keeps the group’s interest in the 
  game engaged until the next session.  Two, it gives the 
  Players a week to � gure out a way out of the situation.
  Rewards and Improvement
  During the course of play, Player Characters may 
  amass a huge amount of loot.  That’s all right, that’s 
  what Player Characters do - they beat up the bad 
  guys and take their stu� .  During a slow night, they 
  might not amass much in the way of cash, but over 
  time, they will probably end up with huge heaping 
  volumes of dollars.
  Improvement in the Victory System is done by spend-
  ing cash on the Character... improving stats and skills, 
  gaining new Merits, removing Flaws, and acquiring 
  new Special Abilities.  If all of the cash amassed over 
  the course of a Campaign could be put into Character 
  Improvement, the Characters would rapidly become 
  so powerful that they would be virtually unplayable.
  There is, therefore, a limit on how much cash gained 
  during adventuring can be spent on Improvement. 
  At the end of each Session, the GM needs to announce 
  how much Improvement Budget has been acquired 
  by the Party.  This is the amount of cash that each 
  Player can spend on Improvement for their Character.
  (Note that Equipment is not factored in to this - there 
  is nothing stopping a Character from acquiring as 
  much Equipment as they can a� ord with the money 
  they gain from Adventuring.  Improvement Budget 
  is speci� cally for improving Statistics and Skills, ac-
  quiring new Merits, buying o�  Flaws, and acquiring 
  new Special Abilities).
  Simon Wentworth (Order #28533685)
  
  231
  As a general rule, if people show up to the game, 
  play their Characters, and the house you’re playing 
  in doesn’t catch � re as a result, the group should be 
  awarded a minimum of $5,000.00 per session in Im-
  provement Budget.
  (Note:  We at Dakkar Unlimited do not condone, in 
  any way, the lighting of � res in places they are not 
  meant to be lit in.  Don’t go sending us angry e-mails 
  about how we told you to light the house you’re gam-
  ing in on � re, because that’s pretty much the opposite 
  of what we said).
  If your Players engage in good role playing, use wit 
  and intelligence in problem solving, and put on a 
  good show, the award can go up to $7,500.00 to even 
  $10,000.00 in Improvement Budget.
  At the end of an Adventure, particularly where 
  there was a lot of drama and action, the group may 
  be rewarded with even larger amounts.  $15,000.00 
  is a good theoretical maximum for a single Im-
  provement Budget award; that’s enough to buy a 
  new Merit, it’s half-way to buying o�  a Flaw, and 
  there are a LOT of Special Abilities that can be pur-
  chased for that amount.  If you feel like the party 
  performed so magni� cently that they deserve a 
  larger reward, feel free to give them one.  Just re-
  member that the one thing you DON’T want is a 
  group of Players who’s Characters have everything 
  they could possibly want or need.
  There are a lot of cool things to spend Improvement 
  Budget on in this book, and there are more books with 
  even more cool things to spend Improvement Budget 
  on.  Constantly dropping huge Improvement Budget 
  awards on the party, however, is going to pack the 
  party full of more things than you want them to have 
  very quickly.  Caveat Venditor.
  Individual Players may earn themselves a little extra Im-
  provement Budget every so often; say $1,000.00 or so, 
  for particularly good moments.  This can be for excellent 
  roleplaying, a particularly brilliant maneuver in combat, 
  or even a joke so funny that more than one person at the 
  table sprays soda out their nose simultaneously.
  Rewards needn’t always be in the form of Improve-
  ment Budget.  If a Player has their Character focusing 
  on improving a particular Stat or Skill, or working at 
  mastering a spell or psionic discipline, they can be re-
  warded by the sudden acquisition of the bene� t they 
  have been working towards.
  For Example:  Cameron has had his Character trying to 
  master Telekinesis for four Sessions, now, setting aside some 
  of his Improvement Budget every week to buy it.  In game 
  play, the Character has been taking all of its free time in deep 
  meditation and talking to potent psionicists while the other 
  Party members have been off partying and buying gear.
  After a particularly good session of role playing, the GM tells 
  Cameron, “Your Character has a sudden burst of insight, and 
  there’s a sensation almost as if a ﬁ re-hose is rushing water 
  through their brain.  He ﬁ nds that if he focuses on an object, 
  he can actually lift it with his mind.  Congratulations - you 
  now have Telekinesis.”
  Cameron’s excellent role playing and dedication to the goal 
  has been rewarded; not only does his Character now have 
  the Telekinesis discipline, but he can spend the saved Im-
  provement Budget on other things.
  Because of the large amount of cool things to buy in 
  the game, it is possible for the GM to appear gener-
  ous, even magnanimous, and still not give the Players 
  everything they want - which turns out to be a win/
  win situation, whether the Players realize it or not.
  Defining Your Custom Era
  When no existing Era will do for the story that you 
  have in your mind, you may want to de� ne your own 
  Custom Era.  It takes a little thought and planning, 
  but it allows you to dial in exactly the setting that you 
  want for your campaign.
  The start of de� ning a Custom Era is to take a blank 
  Custom Era Design sheet (available in the back of 
  this book) and deciding what Skills are going to be 
  available to starting Player Characters.  Once you’ve 
  de� ned what skills are available, you’ll have a pretty 
  Simon Wentworth (Order #28533685)
  
  232
  good handle on what kind of equipment may or may 
  not be available, and if any Merits or Flaws will be 
  excluded from availability.
  As a general set of guidelines; most Athletic skills 
  should be available in just about every Era, with the 
  exceptions of Extreme Sports and Zero G.  Most Com-
  bat skills should also be available, although Firearms 
  have been known to simply not exist in some Eras. 
  Espionage Skills generally remain unchanged from 
  Era to Era, as do Craft skills.
  Knowledge Skills, however, are extremely variable. 
  The inclusion or exclusion of skills such as Alchemy, 
  Computers, or any Lore skills can de� ne how the so-
  ciety that the Characters � nd themselves in sees their 
  universe.  This is where the Custom Era really begins 
  to de� ne itself.
  Likewise with the Transport Skills – the inclusion or ex-
  clusion of certain types or classes of vehicles can tell you 
  a lot about what level of technology this Custom Era has 
  reached, or if it may have gone completely sideways.
  The Special Skills are only available if the special abili-
  ties that they apply to are available.  That’s another 
  major decision in the Custom Era.  Does the practice 
  of Magic exist?  Have Psionics been codi� ed?  Can 
  people modify themselves with Mechanica, or study 
  the esoteric combat forms of the Martial Arts?  Pow-
  ers, in some shape or form, usually exist in most Eras, 
  even if just because many Animals and other crea-
  tures possess them.
  This leads is into Merits and Flaws – if a certain type 
  of Special Ability does not exist in this Custom Era, 
  then the Special Merit that allows it does not exist ei-
  ther.  There is no point, after all, in having the Moda 
  Mechanica Merit if no one can have Mechanica.
  Carefully select what Merits and Flaws may not be 
  available, and be ready to hear requests for them from 
  your Players anyway.  It might be tempting to say that 
  in your Custom Era, the practice of personal combat 
  has been so eschewed that no one would ever develop 
  the Bad-Ass Merit.  That’s not going to change the fact 
  that those are Role Players at your table, and SOME-
  ONE is gonna want to have the Bad-Ass Merit.  Be 
  fair, and use The Deal as needed.
  After this, if Special Abilities are allowed, select any 
  that may be proscribed in your Custom Era.  It may 
  be possible that people can have Mechanica, but that 
  computer science (or its equivalent) was never devel-
  oped, so while Characters with the Moda Mechanica 
  Merit can purchase Mechanica, getting a Neural Data 
  Network or Wireless Grid is simply not possible.
  Select what Equipment is or is not available in this 
  Custom Era.  They might have super-high technol-
  ogy as far as medicine goes, but never have devel-
  oped � rearms… or vice versa.  Along with the se-
  lection of the Knowledge and Transport skills, this 
  also strongly de� nes the society and � avor of the 
  Custom Era.
  Now that you have the guidelines for making a 
  Character in your Custom Era, it may need some 
  polishing up.  A cosmology is always handy – how 
  did this universe come into being?  Is it an alter-
  nate history, or does it somehow exist inexplicably 
  on the back of a giant monster traveling through an 
  endless void?  Determine what Player Characters 
  are likely to be doing in this Custom Era (besides, of 
  course, beating up bad guys and taking their stu� ), 
  and begin the task of populating it with personali-
  ties, allies, and opponents.
  The Custom Era Design Sheet is not only a tool for 
  helping you keep track of the details of your creation, 
  but for communicating those details to your Players. 
  Once everyone is, literally, on the same page, the pro-
  cess of telling your story can begin.
  Sample Campaigns
  To give you some idea of what building a Campaign 
  can be like, we include here three sample Campaigns, 
  one for each of the de� ned Eras.  These are just very 
  general notes on these campaigns - each of them will 
  have their own campaign book with more detailed 
  information.
  Fantasy Era Sample Campaign:
  WAR FOR THE SHATTER’D EARTH
  It was once a world of a single continent, carefully 
  watched over by the gods and tended to by two an-
  cient races - the Elves, with dominion over the ground 
  and everything over it, and the Dwarves, with domin-
  ion over the ground and everything under it.
  It was inevitable that the two races would � ght over 
  the ground itself, engaging in a war so massive and 
  destructive that the single continent was, in a mo-
  ment, shattered into hundreds of smaller continents 
  and a thousand thousand islands.
  In the moment that the world was shattered, horri� c 
  unearthly creatures from outside of reality were forc-
  ibly drawn into the sphere of the Earth, and trapped 
  as the hole in reality sealed itself.
  Simon Wentworth (Order #28533685)
  
  233
  The gods, enraged and devastated by the havoc 
  wrought by the races they had made caretakers of cre-
  ation, cursed the Elves and Dwarves such that they 
  would never again breed true.  Over generations, the 
  two races begat most other sentient races of the world, 
  from hal� ings, gnomes, Orcs and Giants to the most 
  viral and destructive of all races, humans.
  Now, millennia after the shattering of the Earth, the 
  trapped forces from the Outside seek to escape in the 
  only way they know how - to shatter the Earth once 
  more and to leave when reality itself cracks open. 
  The Earth will not survive a second shattering, but 
  that matters little to the monstrous alien intellects 
  from between the far stars.
  To this end, those from the Outside spread their insid-
  ious in� uences to every race and every nation, trying 
  to embroil the world in another war - a war so mas-
  sive that it will repeat the great o� ense of the Elves 
  and Dwarves, and break the world itself asunder.
  In a world possessed by war and darkness, can the 
  heroes defeat the indescribable power of the Outside, 
  and bring peace?  Or will the sentient instincts to-
  wards con� ict and hatred drive the course of destiny 
  towards oblivion?
  As this is a Fantasy setting, Fantasy Era Characters and 
  equipment are the default.  All of the Special Abilities are 
  available - Mechanica takes the form of clockwork  devic-
  es, steam-powered enhancements, and enchanted crystals, 
  with enigmatic crystal “Mind Engines” taking the place of 
  computers.
  Near-Modern Era Sample Campaign:
  DESTINY 2025
  At � rst, the war for the future and destiny of mankind 
  was a shadow war.  From the year 2000 to the year 
  2015 mankind was plagued by a number of shadowy 
  despoilers, all of them seeking to objectify and exploit 
  the human race.
  Demons, the holders of all magical secrets, preyed on 
  those who found themselves lost in the shadows of 
  society.  Feeding on fear, pain, and death, they sought 
  to bring humanity to Damnation, one soul at a time.
  Aliens from nearby galaxies, over four hundred dif-
  ferent species of them, sought to capture humans to 
  use as product o� -world, abducting a few here and 
  there and exploiting humanity’s unique and versatile 
  genetic structure for other-worldly pro� ts.
  Humanity’s own Corporations, drunk with greed and 
  believing themselves beyond all bonds of ethics or 
  morality, sought to use humans as pure commodity; 
  making them sign away their rights in contracts with 
  too much � ne print, and forcing them to work as slave 
  labor or even experimental subjects.  Anything that 
  would lead to more pro� t.
  In 2015, the shadow war broke out into the open. 
  Mysterious forces within the world such as Magic and 
  Psionics became public knowledge, and the common 
  man gained access to advanced Cyberware and even 
  the genetic manipulation that generated Super Pow-
  ers.  The war for the future and destiny of mankind 
  moved from the shadowy back alleys into the streets.
  The average human being is still on the dinner plate, 
  but they know they are on the dinner plate.  Human 
  society continues to function, but it is a society heavi-
  ly in� uenced by the fact that there are other things out 
  there - things that mean them harm in the worst ways.
  The Governments of the world are the tools of the de-
  mons, even law enforcement and religious organiza-
  tions can o� er little in the way of assistance or com-
  fort.  It’s up to the heroes of the world, from all walks 
  of life, to take up arms and blaze away at the forces of 
  evil and corruption, hoping for the day that humanity 
  can break free from the bonds of its oppressors and 
  move into the stars.
  This is a “Kitchen-Sink” Near-Modern setting, using Near-
  Modern Characters and equipment.  Higher Tech gear is 
  available to those with the Merits to acquire it - of course, it 
  can also be taken from beaten-up bad guys.  All Special Abili-
  ties are available; Mechanica is sleek chrome-and-plastic Cy-
  berware, and secret organizations to aid (and oppose) Player 
  Characters abound.
  Simon Wentworth (Order #28533685)
  
  234
  (Note:  If this world setting seems familiar, it is the 
  world of  the Earth in 2015 from Hot Chicks: The Role 
  Playing Game; here the war for the future and destiny 
  of mankind has advanced by ten years, and is reach-
  ing a breaking point).
  Space Era Sample Campaign:
  STELLARPUNK GENESIS
  When the Universe as we know it came into being, the 
  First were already there.  They mastered technology, 
  explored all of space, left the seeds of future intelli-
  gence, and then left.  Perhaps they evolved beyond 
  the need for physical bodies, perhaps they wisely 
  faded into history, leaving only their lessons and their 
  rare, scattered works.
  Then, there were the great ancient races of the gal-
  axy which evolved from the remnants of the First 
  and grew to develop their own space travel and em-
  pires.  There are the massive reptilian Dragon Lords, 
  the semi-living Bartrone who cast away their organic 
  bodies in favor of arti� cial ones millennia ago, the 
  enigmatic Grays, and the Grahndine.
  Each of the great ancient races developed in their cor-
  ner of the galaxy, expanding their in� uence only so far. 
  Races old and wise enough to be a great ancient race 
  realize that no matter how mighty the technology, ex-
  pansion past a certain point carries exponential respon-
  sibility.  Government, communication, supply chains... 
  all of these things break down once one rules more 
  than a certain number of worlds.  So the great ancient 
  races reposed in their own portions of space, peaceful.
  Then the Grahndine lost their damn minds.  Oldest 
  of the great ancient races, and most technologically 
  and philosophically evolved, they began a massive 
  exploration e� ort of the galaxy.  They sought out 
  worlds with radiological elements and any form of 
  sentient life, at any stage of development.  Where 
  they found these two things, they dropped a Star-
  port University.
  The Starport Universities, towers of glowing crystal 
  and gleaming metal, would teach the sentient life of 
  that world.  It would teach them a common language 
  (a simpli� ed version of the Grahndian language), and 
  it would teach them everything they needed to de-
  velop Hyperspace drives which would propel them 
  faster than the speed of light.
  Some of these worlds were highly advanced, on 
  the verge of discovering FTL drives for themselves.  
  Others had life forms that were only barely sen-
  tient, having only just crawled out of their oceans 
  and trying to bash two rocks together.  They all re-
  ceived the self-aware and impossibly patient Star-
  port Universities.
  On some of these worlds, the Starport Universities be-
  came symbols of peace and unity, ending planetary wars 
  and heralding a new era of peace and advancement.
  On other worlds, the Starport Universities caused 
  massive bloody con� icts over the right to possess 
  them, resulting in trillions of lives across the galaxy 
  being wiped out in millions of wars.
  Within a single century, space began to � ood with 
  newly created Hyperspace ships.  They used the 
  Starport Universities as beacons, � nding one anoth-
  er’s planets for the purposes of diplomacy, trade, or 
  horri� c bloody conquest.
  Space is now crowded, and Hyperspace even more 
  so.  The Starport University beacons form a network 
  of simple maps for newly space-faring races to travel 
  along, and if one is both dishonest and industrious, 
  this network can be hacked for a more complex and 
  detailed map.
  The other great ancient races are rankling at the 
  crowding of their once-peaceful galaxy, mindful of 
  the incursion, intentional or otherwise, of newcom-
  ers to FTL travel. 
  The Grahndians merely sit back, continuing their 
  own explorations of space, and smile as if they con-
  ceal a great secret.
  The heroes of Stellarpunk Genesis are exploring a vast 
  new vista of experience, all the while looking over 
  Simon Wentworth (Order #28533685)
  
  235
  their shoulder.  There’s no such thing as a free lunch, 
  after all, and somewhere, somehow, the Galaxy will 
  have to pay the price for the “free” ticket to the stars.
  This Space setting is wide open as far as Character options.  
  Characters can be from any Era, of any race, with any set 
  of abilities.  Technology is a mish-mash, with every item of 
  equipment being available somewhere, for a price.  
  The Opposition
  Although Characters can face a large number of situ-
  ations which qualify as opposition, this usually refers 
  to something that needs to be beaten up.
  Things to beat up come in every � avor and variety, 
  from tribal monsters raiding caravans to advanced 
  combat robots possessed by spirits of the dead, and 
  everything in between.
  The primary personage responsible for opposing the 
  e� orts of the party is generally referred to as The Vil-
  lain or The Boss.  They are usually quite capable, of-
  ten being a match for two or three Player Characters 
  all on their own.
  The Villain is generally a fully worked out Character, 
  made like a Player Character but without a limited 
  Starting Budget.  They have whatever capabilities 
  the Game Master feels they should have.  When con-
  structing a Villain, it is important to remember that, 
  ultimately, they are there to be beaten.
  A level lower down than the Villain is the Lieutenant. 
  This is one of the Villain’s competent followers, per-
  haps one with an agenda of their own.  The Lieuten-
  ant can also be a fully realized Character, or a more 
  simple NPC.  Lieutenants operate, in combat, in the 
  same way that Player Characters do.
  Below the Lieutenant is the Minion, or Mook.  Mooks 
  are less competent than Player Characters, and are 
  meant to be mowed down in fairly large numbers. 
  Mooks are simple NPCs, and they lack something 
  that PC’s, Villains, and Lieutenants have - Shrugs.
  If a Minion or Mook should fail a single Damage Resis-
  tance roll, they are rendered Unco.  It is child’s play to 
  kill an Unco mook... having no Shrugs, they can be dis-
  patched with a quick neck-twist or head stomp, or even 
  less heroic actions.  They can be healed, but most people 
  don’t bother... you can always get more minions.
  Minions also do not have the full use of their Risk 
  points.  A minion’s Risk can be used to power Special 
  Abilities that require Risk (such as magic spells), but 
  their Risk cannot be used to modify their rolls, mod-
  ify their Damage, or to get re-rolls.  Minions aren’t 
  meant to last very long... they can present signi� -
  cant challenges to the Player Characters in su�  cient 
  numbers, but for the most part, Minions are there to 
  be wiped out for the sake of wiping things out.
  Here, we present a number of di� erent levels of op-
  positional NPCs.   These are fairly generic, and they 
  are not balanced.  They can be used in just about any 
  Era or setting.
  As presented, these NPCs are human with no spe-
  cial abilities.  Their Shrugs and Risk are presented in 
  gray... meaning that they can be used as Villains, Lieu-
  tenants, or Minions as you wish.
  To make things a little more interesting, you can al-
  ways apply a Package (page 48) to an oppositional 
  NPC.  A minion with the Undead Template applied 
  becomes a Zombie.  Apply the Mechanical Template 
  and the minion becomes a Combat Robot.  In a Fan-
  tasy Era game, they might be Orcs or even Elves.
  If you would like the oppositional NPC to have a skill 
  that is not listed, tack it on.  There’s no need to keep track 
  of points or cost... if you are envisioning a certain type 
  of opposition which requires another skill or two, or a 
  Merit that doesn’t appear on the sheet, feel free to add it.
  Don’t forget that a quick way to make any opposition 
  more di�  cult is to simply give them some weapons 
  and armor.
  Simon Wentworth (Order #28533685)
  
  236
  Then, There’s the Quick and Dirty Way
  Don’t feel like customizing bad guys for your party to 
  beat up?  Or, � nding the party wandering into a � ght 
  that you didn’t prepare for?  Not a problem.  You can 
  always fake it with just a few numbers.
  The perfectly average PC has stats of seven (7) and 
  skills of three (3).  That gives them a base roll of ten 
  (10) (7 + 3 = 10) before bonuses and penalties.  It also 
  means that, unarmed, they are doing a Damage of ten 
  (10) (based on a Strength stat of seven (7) and a Mar-
  tial Damage skill of three (3) (7 + 3 =10)).
  Mooks have no Shrugs at all, and a Damage Resistance 
  of fourteen (14) (Stamina of seven (7) times two (2)). 
  Against hand to hand or blunt attacks, they can add their 
  Toughness skill of three (3) for a total of seventeen (17).
  Lieutenants will have four (4) Shrugs (seven (7) di-
  vided by two (2) equals three point � ve (3.5), which 
  rounds up to four (4)).  Delivering � ve (5) Shrugs of 
  Damage to them will render them Unco - they are 
  Dead when they have taken eight (8) Shrugs and 
  Dead as Hell when they have taken twelve (12).
  So, your base unarmed opponent will have a roll to hit 
  of ten (10), a defense roll of ten (10), do a Damage of ten 
  (10), and have a fourteen (14) Damage Resistance.  A 
  few simple additions can make them even more dan-
  gerous.  Given a long sword, they can hit and parry 
  with a roll of twelve (12) and do a Damage of fourteen 
  (14), bypassing Toughness.  Given a nine-millimeter 
  semi-automatic, they have a roll of twelve (12) to hit (at 
  short range), and do a damage of twelve (12).
  If that’s still not enough of a challenge for your PCs, up 
  their rolls to a fourteen (14) or � fteen (15).  If they have 
  the Martial Artist Merit and know Dodge Without Pen-
  alty, they become more than twice as dangerous.
  Having a hard time dialing in a challenging set of op-
  ponents for your party?  The simple solution to this 
  lies in watching just about any mass-� ght scene from 
  an old Kung Fu movie.
  In these movies, when twenty guys jump our hero, 
  you’ll see one or two of them step up to � ght him, and 
  the rest of them will form a circle, making Kung Fu-
  like motions and waiting for their turn to attack.  As 
  the hero dispatches one of the combatants, one of the 
  extras on the outside steps in, often with more skill and 
  better moves, to keep the action in the scene building.
  This works well for a quick and dirty � ght scene in 
  game as well... sending in a few bad guys at a time, 
  starting them at a low level of competence (rolls and 
  damage of ten (10)) and gradually increasing the com-
  petence of the bad guys that run in to replace the beat-
  en ones until it starts to look like a real � ght.
  As you run combats in the Victory System, you’ll get 
  the knack of throwing bad guys at your Players pretty 
  quickly.  You might want to throw together a few Char-
  acters and run a few � ghts all on your own, just to get 
  the hang of it.  It goes pretty fast, once you get the knack.
  Your goal in running combats is not, contrary to 
  popular belief, to injure or kill the Player Characters. 
  Your goal is to worry them and deplete their resourc-
  es.  With everything at the GM’s disposal, it would 
  be ridiculously easy to construct a villain that would 
  reduce one or more members of the party to a � ne 
  red paste on a successful hit.  Having a villain like 
  that appear near the end of an Adventure is appro-
  priate.  Populating an entire village with them is not.
  You want bad guys to show up to � ghts who are going 
  to hit fairly often, forcing the PCs to burn Risk on their 
  defenses or lose the occasional Shrug to failed Dam-
  age Resistance rolls.  At the end of the � ght, you want 
  PCs with low Risk reserves, a few Shrugs that they 
  need to heal up, maybe damaged armor and empty 
  magazines of ammunition.  If, instead, you end up 
  with a party full of brutally dead Player Characters, 
  the evening is pretty much shot.
  Mild Opposition
  Roll to Hit/Defend
  10
  Damage
  10
  Damage Resistance
  14
  Challenging Opposition
  Roll to Hit/Defend
  14
  Damage
  14
  Damage Resistance
  18
  Really Tough Opposition
  Roll to Hit/Defend
  16
  Damage
  16
  Damage Resistance
  20
  Opponent Modifiers
  “Flavor” of Campaign
  Add to Damage and DR
  Grim and Gritty
  +0
  High Action
  +5
  Heroic/Cinematic
  +10
  Super Heroic!
  +15
  Simon Wentworth (Order #28533685)
  
  237
  Budget Item
  Cost
  Weight
  Large Knife
  $29.00
  1 lb
  9mm Semi-Automatic Pistol
  $422.00
  2 lbs
  Basic Underwear Wardrobe
  $35.00
  Casual Wardrobe
  $100.00
  Casual Footwear
  $50.00
  Strength
  5
  Stamina
  5
  Agility
  5
  Dexterity
  5
  Intelligence
  5
  Perception
  5
  Running Speed
  48
  S Broad Jump
  4
  R Broad Jump
  8
  S High Jump
  2
  R High Jump
  4
  Dead Lift
  350
  Skills
  Lifting
  2
  Running
  2
  Sports
  2
  Hand to Hand
  2
  Firearms-Short
  2
  Firearms-Long
  2
  Martial Dam.
  2
  Melee
  2
  Toughness
  2
  Investigation
  2
  Stealth
  2
  Academics
  2
  Merits
  Flaws
  Name
  Low Level Opponent
  Description
  Also Known As
  Scrub, Crunchy
  Easily hired out of waterfront bars, the lowly and desperate.
  Attack
  Roll
  Damage
  Large Knife
  8
  9
  9mm Semi-Auto Pistol (Range 18/36/72/144)
  8
  12
  Punch
  7
  7
  Defense
  Roll
  Dodge
  7
  Parry (Hand to Hand)
  7
  Notes
  Shrugs
  3
  Speed
  12
  Will
  5
  Initiative
  5
  DR
  10
  Armor Shrugs
  Risk
  50
  ©2012, Dakkar Unlimited  All Right Reserved
  Simon Wentworth (Order #28533685)
  
  238
  Budget Item
  Cost
  Weight
  Large Knife
  $29.00
  1 lb
  9mm Semi-Automatic Pistol
  $422.00
  2 lbs
  Basic Underwear Wardrobe
  $35.00
  Casual Wardrobe
  $100.00
  Casual Footwear
  $50.00
  Strength
  7
  Stamina
  7
  Agility
  7
  Dexterity
  7
  Intelligence
  7
  Perception
  7
  Running Speed
  60
  S Broad Jump
  3
  R Broad Jump
  11
  S High Jump
  3
  R High Jump
  5
  Dead Lift
  500
  Skills
  Lifting
  3
  Running
  3
  Sports
  3
  Grappling
  3
  Hand to Hand
  3
  Firearms-Short
  3
  Firearms-Long
  3
  Martial Dam.
  3
  Melee
  3
  Toughness
  3
  Investigation
  3
  Stealth
  3
  Academics
  3
  Merits
  Flaws
  Name
  Mid Level Opponent
  Description
  Also Known As
  Average Joe
  The edge of competence - skilled labor.
  Attack
  Roll
  Damage
  Large Knife
  11
  12
  9mm Semi-Auto Pistol (Range 18/36/72/144)
  11
  12
  Punch
  10
  10
  Defense
  Roll
  Dodge
  10
  Parry (Hand to Hand)
  10
  Notes
  Shrugs
  4
  Speed
  15
  Will
  7
  Initiative
  7
  DR
  14
  Armor Shrugs
  Risk
  70
  ©2012, Dakkar Unlimited  All Right Reserved
  Simon Wentworth (Order #28533685)
  
  239
  Budget Item
  Cost
  Weight
  Large Knife
  $29.00
  1 lb
  9mm Semi-Automatic Pistol
  $422.00
  2 lbs
  Basic Underwear Wardrobe
  $35.00
  Casual Wardrobe
  $100.00
  Casual Footwear
  $50.00
  Strength
  10
  Stamina
  10
  Agility
  10
  Dexterity
  10
  Intelligence
  10
  Perception
  10
  Running Speed
  112
  S Broad Jump
  8
  R Broad Jump
  18
  S High Jump
  4
  R High Jump
  8
  Dead Lift
  750
  Skills
  Lifting
  5
  Running
  5
  Sports
  5
  Grappling
  5
  Hand to Hand
  5
  Firearms-Short
  5
  Firearms-Long
  5
  Martial Dam.
  5
  Melee
  5
  Toughness
  5
  Investigation
  5
  Stealth
  5
  Academics
  5
  Merits
  Fast
  Quick
  Tough as Hell
  Flaws
  Name
  Superb Opponent
  Description
  Also Known As
  The Tough
  Uncommon opposition - strong and dif� cult to defeat.
  Attack
  Roll
  Damage
  Large Knife
  16
  17
  9mm Semi-Auto Pistol (Range 18/36/72/144)
  16
  12
  Punch
  15
  15
  Defense
  Roll
  Dodge
  15
  Parry (Hand to Hand)
  15
  Notes
  Shrugs
  6
  Speed
  28
  Will
  10
  Initiative
  13
  DR
  20
  Armor Shrugs
  Risk
  100
  ©2012, Dakkar Unlimited  All Right Reserved
  Simon Wentworth (Order #28533685)
  
  240
  Budget Item
  Cost
  Weight
  Zombie Template
  $22,500.00
  POWERS
  Cannot Su� ocate
  *
  Disease Immunity
  *
  Does Not Eat
  *
  Does Not Drink
  *
  Poison Immunity
  *
  Sense Life
  *
  *Covered by cost of template
  Strength
  7
  Stamina
  7
  Agility
  7
  Dexterity
  7
  Intelligence
  7
  Perception
  7
  Running Speed
  60
  S Broad Jump
  3
  R Broad Jump
  11
  S High Jump
  3
  R High Jump
  5
  Dead Lift
  500
  Skills
  Lifting
  3
  Running
  3
  Sports
  3
  Grappling
  3
  Hand to Hand
  3
  Firearms-Short
  3
  Firearms-Long
  3
  Martial Dam.
  3
  Melee
  3
  Toughness
  3
  Investigation
  3
  Stealth
  3
  Academics
  3
  Merits
  Preternatural
  Flaws
  Malleable
  Physical Limitation:
     Immune to Healing
  Socially Unacceptable:
     Undead
  Name
  Sample Zombie
  Description
  Also Known As
  Deader
  A walking, shambling undead.
  Attack
  Roll
  Damage
  Grapple
  10
  Grapple
  Punch
  10
  10
  Defense
  Roll
  Dodge
  10
  Parry (Hand to Hand)
  10
  Notes
  This is the Mid Level minion with the Undead template applied, and the 
  Malleable Flaw added to re� ect the classic Zombie’s blank shamble. Singly, 
  these are not a problem.  By the dozen?  That can become an issue.
  Shrugs
  4
  Speed
  15
  Will
  4
  Initiative
  7
  DR
  14
  Armor Shrugs
  Risk
  40
  ©2012, Dakkar Unlimited  All Right Reserved
  Simon Wentworth (Order #28533685)
  
  241
  Troubleshooting
  So, you have your game setting, the Character guide-
  lines have been followed (more or less), the chips and 
  soda have been purchased and set out, everyone has a 
  twenty-sided die, and the game is ready to begin... or 
  is just about to be ready to begin.
  It is a truism of military science that “no strategy sur-
  vives contact with the enemy.”  In role playing games, 
  this translates into “no plan that the GM can make 
  will account for Player Characters.”
  The d20 is not the biggest random variable in any 
  game;   the Players and the intellectual resources 
  they bring to the table are.  Many times, the Play-
  ers will guide their Characters through the twists 
  and turns of plot and opposition that have been laid 
  down in front of them.  Sometimes, they will look at 
  the carefully laid-out maze and drop a pony nuke in 
  the middle of it.
  One of the big problems with being the Game Master is 
  that you ARE “the box.”  You’re representing the whole 
  universe that the PCs � nd themselves in, including the 
  forces that attempt to drive them along the lines of a 
  plot or storyline.  There are Players who “think inside 
  the box,” and follow the guidelines as laid down, and 
  there are Players who “think outside the box,” and will 
  destroy the wall NEXT to the heavily-trapped door be-
  cause no one ever puts traps on walls.
  Now, some Game Masters may see this as a prob-
  lem.  Some of the solution to the problem of Play-
  ers that don’t follow the program is a philosophical 
  one.  Rather than see the destruction of carefully 
  laid plans as a problem, one can easily see it as en-
  tertainment instead.
  The group sitting at that table, GM and Players in-
  cluded, are engaging in the endeavor of telling a sto-
  ry... a story which no one really knows the end of until 
  you all reach the end of that journey together.  When 
  the GM sets down a severely di�  cult situation, part 
  of the fun is watching how the Players guide their 
  Characters through that situation to victory.  It’s like 
  watching a television series or a movie.  You might 
  be watching to see if the main Characters die horrible 
  deaths when faced up against di�  cult situations, or 
  you could be watching to see how they manage to es-
  cape certain doom and come out on top once again.
  Once again, this game isn’t a competitive activity, it’s 
  a cooperative one.  About half of the problems that 
  a GM might face completely vanish from play if the 
  GM simply isn’t trying to kill o�  the Player Charac-
  ters.  Still, it’s nice to worry them, every so often.
  So, what are some of the other problems that a GM 
  can face during game play (or even before), and what 
  do we recommend as solutions?
  Absent Player(s)
  You’ve planned for all � ve people in the group to show 
  up, and only three of them make it.  Life happens, and 
  this is one of the prime examples.  It isn’t the end of the 
  world; it isn’t even an end to the Adventure!
  Explaining that the Characters belonging to the miss-
  ing Players are o�  on a “special mission” usually 
  takes care of this - you can even take some time out-
  side of the regular game session to run an additional 
  little “special mission” for the Players who missed 
  the scheduled meeting.
  Even if you can’t catch the missing Players up, give 
  them a bit of Improvement Budget anyway, and have 
  them help you come up with some fresh information 
  based on what their Characters were doing on their 
  “special mission.”
  Never miss an opportunity to add a little more informa-
  tion to the game scenario.  This is a golden opportunity.
  Poor Party Balance
  So, four of your Players want to make perfectly ra-
  tional Fantasy Characters, and the other two want to 
  make a giant blue superhero and a transforming bat-
  tle tank.  Oh, sure, your two stand-outs swear up and 
  down that they’ll be responsible with their over-pow-
  ered Characters, but you’re going to have a hell of a 
  Simon Wentworth (Order #28533685)
  
  242
  time actually getting any combat to the four people 
  who made reasonable Characters.
  Because there is such a massive variety of possibili-
  ties for Characters in the Victory system, it’s pos-
  sible to get a fairly wide disparity in your party. 
  There will be varying levels of durability, attack 
  power, even competence.  An encounter that will 
  barely challenge one Character may well vaporize 
  another.
  One solution is to split the party - essentially running 
  a separate game for each level of ability in the group. 
  The smart but fragile ones go hunt down a computer 
  virus while the durable ones go � ght the security ro-
  bots, that sort of thing.  It’s not a bad solution, but it 
  has a couple of negative side e� ects.
  For one thing, splitting the party means that at any 
  given time, the Players with Characters that aren’t 
  involved in the current action are going to be sitting 
  around wondering what to do.  For another, it makes 
  it di�  cult to keep everyone on the same track.
  It can be just as useful to encourage a little balance 
  during the Character Creation process, discouraging 
  sets of abilities that will make someone too far below 
  (or above) the capacity of the rest of the group.
  Intra-Party Conflict
  Players may not always get along - they ARE people, 
  after all.  Because the Players don’t always get along, 
  their Characters won’t always get along.
  There’s nothing wrong with asking a couple of feud-
  ing Players to step away from the game and see if they 
  can come to an accord of some sort, at least as far as 
  their relationship at the gaming session is concerned. 
  Better yet, see if there’s something they can do be-
  tween sessions to ease the tensions.
  Then again, if one watches enough movies and tele-
  vision, and reads enough novels, one will notice that 
  � ctional Characters OFTEN don’t get along.  There’s 
  nothing wrong with a little rivalry, or even a couple 
  of Characters “stepping into the alley” to “settle their 
  di� erences.”  Just make sure that everyone knows 
  it’s all in fun.
  Failed Pathing
  The best laid plans of mice and men tend to dissolve 
  into screaming chaos in the presence of Player Char-
  acters.  Clues and paths that may seem obvious to 
  you as the Game Master may be completely ignored 
  or misunderstood by Players, and the Characters may 
  languish for want of any direction in which to go.
  Providing puzzles that are nigh impossible for the 
  Characters to work out in a game can be an enter-
  taining element in your Session.  Providing puzzles 
  that it is nigh impossible for the Players to work out 
  in a game   can bring the session to a crashing halt, or 
  worse, make the Characters start randomly wander-
  ing around your carefully crafted game world beat-
  ing random things up and breaking crap because they 
  don’t know what else to do.  Player Characters with-
  out guidance are kind of like strategic nuclear missiles 
  without guidance, but more destructive.
  It’s important to remember that, while the Character 
  might have an Alchemy skill of three (3), the Player 
  probably has it around zero (0); giving the Players a 
  sheet of paper with carefully researched alchemical 
  symbols on it is a nice touch during game play, but 
  expecting them to decipher it and draw the intended 
  clue from the enigmatic diagram will result in blank 
  stares and things being randomly killed/blown up.
  If the carefully placed clue that you spent a week re-
  searching fails to be noticed or correctly interpreted, 
  grit your teeth, smile, and ask for a Roll.  Explain the 
  clue as you had it interpreted as though that was your 
  intent all along, and keep going.
  As you continue to game with a group, two things 
  will happen that will ease this di�  culty.  One, you’ll 
  get a better feeling for their areas of interest and 
  knowledge, allowing you to put clues more suited to 
  them in front of them.  Two, as you continue to pro-
  vide them with thought-provoking and carefully re-
  searched materials (if that is your style), you may just 
  Simon Wentworth (Order #28533685)
  
  243
  � nd that your group is actually learning something. 
  Roleplaying games CAN be educational!
  Improvement Rate
  Character improvement happens at two speeds; too 
  damn slow and too damn fast.
  For the Players, the speed will always be too damn 
  slow.  They’ll be trying to buy abilities, improve 
  skills, and remove Flaws, but it can take weeks of 
  play to accumulate enough Improvement Budget to 
  get just one high-priced item.  Chances are, by the 
  time they’ve gotten one item on their wishlist, � ve 
  more have cropped up.
  For the GM, the speed will always be too damn fast. 
  As Player Characters improve, it becomes more dif-
  � cult to challenge them.  The numbers that you came 
  to expect from them a month ago can go up almost 
  drastically fast, even with just the purchase of better 
  equipment.  When the mousey girl with the glasses 
  who always stayed back at base and did research sud-
  denly starts throwing � reballs and teleporting, the 
  whole dynamic of the opposition has to change.
  From both sides of the equation, Improvement Rate 
  will seem to be moving at the wrong speed.  The op-
  posite side of the equation needs to be considered as 
  well, though.  While the GM may want the Player 
  Characters to improve a little more slowly, that im-
  provement is one of the things that your Players are 
  playing for.  While the Players want their Characters 
  to improve by leaps and bounds, they still want to be 
  challenged, and don’t want to out-strip the GM’s abil-
  ity to tell a compelling story for their Character.
  It can take a little while to “dial in” a rate of Im-
  provement that suits both sides - the guidelines al-
  ready given here have proven quite e� ective in this 
  system, though.
  So long as everyone remembers that there are two 
  sides to the whole Improvement thing, it will all work 
  out.  Keeping the Improvement Budget rewards con-
  sistent and fair is good for both sides.
  Character Death
  It happens... anyone (even a bad guy) can roll a one; 
  by the same token, anyone (even a good guy) can roll 
  a twenty.  It’s possible that an attack, or a set of at-
  tacks, could do such a huge number of Shrugs that 
  a Player Character will � nd themselves reduced to 
  Dead as Hell.
  This is the result of there being a random element of 
  risk in the game, and the fact that Player Characters, 
  as adventurers, are doing dangerous things all the 
  time.  Reasonable people don’t go out and � ght mon-
  sters if they can help it.
  How do you handle it when a Player Character ends 
  up Dead as Hell?  Well, there are a number of options, 
  and which one you use may depend a lot on how the 
  Player is feeling about the whole situation.
  Some Players are � ne with it when a Character bites 
  the big one horribly.  It’s a part of the acceptable risk 
  of going out to save the world.  If the death was he-
  roic and meaningful, it may be appropriate for every-
  one to have a moment of silence, followed by loud 
  applause.  Hand the Player a blank Character sheet 
  for their brand new Character to replace the horribly 
  dead one, and move on.
  If the Player isn’t the type that can be � ne with a 
  Character death, because they became attached to 
  the Character or the Character’s death was pointless, 
  meaningless, or otherwise un-heroic, there are ways 
  to bring a Character back from the state of Dead as 
  Hell.  There is... something that can be done.
  It may be an obscure arcane ritual, a piece of alien 
  technology, or even a visit to some far o�  Kung Fu 
  temple.  Whatever it is, it will take the whole party 
  some time to accomplish - bringing back a Character 
  from the state of “Dead as Hell” is an adventure of 
  its very own.  In the meantime, slap the Incorpore-
  als Package (page 50) on the Dead as Hell Character 
  so that they can participate in the process of bringing 
  themselves back to life.
  If it’s too much of a problem, the Character could al-
  ways just remain Incorporeal, of course... 
  Simon Wentworth (Order #28533685)
  
  244
  Inspirations
  Ideas for games can come from a huge number of 
  sources.  For one, we are going to publish pre-made 
  adventures for the Victory System on a regular ba-
  sis, providing game world information, oppositional 
  NPCs, and other information so you can take your 
  Players through action and adventure.
  Because the Victory System is a generic system with 
  fairly broad guidelines, even adventures and scenarios 
  published for other game systems can be used with it.  
  When coming up with ideas for your own game sce-
  narios, you need look no further than your television, 
  book collection, or movie theater.  Most plots in your 
  favorite books and movies would make a good ad-
  venture.  If it makes a good action scene in a television 
  show, it makes a good situation in a Role Playing Game.
  If it puts ideas in your head, it can be the source 
  of a game.  Songs, news stories, that joke your dad 
  told you when you were seven - all of it is potential 
  game material.  An afternoon of looking through in-
  ternet news sources or watching cartoons can ren-
  der a wealth of ideas for putting Player Characters 
  in bad situations.
  If you’ve ever watched a movie or read a book that 
  was so engrossing that you were a little depressed 
  at the end of it, because you wanted to see more of 
  that world or those Characters, then that may just be 
  a place that you’ll want to explore using the Victory 
  System; just don’t be surprised when the PCs start 
  shooting it up, ‘cause that’s what PCs do. 
  How We Do It
  Between the two of us, we have somewhere around 
  sixty years of gaming experience that we’ve put into 
  the Victory System.  Each of us has developed a style 
  of running games that helps us to make our gam-
  ing sessions fun and memorable experiences.  While 
  we’ve been putting this information down in the form 
  of guidelines, we also wanted to present it in a more 
  personal fashion.
  So, for your perusal, here are our two views on personal 
  philosophies of Game Mastering in general - we hope 
  you � nd them informative and thought-provoking.
  Scott’s Point of View
  For me, the process of running a game starts with an 
  idea - a scene in my head or a general concept that 
  makes me go “now THAT would be a cool game.”  I 
  set about � eshing it out a little bit - but not too much. 
  I get a feeling for what the game-world would be like, 
  what its limitations and scope are, and what kind of 
  Characters would best � t into it.
  I’ll usually develop a villain, and do some villain-based 
  plotting; seeing things from the villain’s point of view, 
  and planning their operation.  A “Scott Villain” has 
  to be stylish, even if they’re completely unredeem-
  able, and has to have a far-reaching sense of grandeur. 
  What’s the point of having a villain with small plans, 
  after all?  It isn’t as much fun to crush small plans.
  Once I’ve got the game world and the villain, I put 
  the game in front of Players.  I’ll give them general 
  guidelines for what kind of Characters would � t into 
  the game, and then I let their creative energies carry 
  the process for a while.
  The process of Character Creation is an amazing re-
  source for the Game Master.  When people want to 
  build complex Character histories and complete back-
  grounds, that gives the game world a whole new di-
  mension.  If, for example, someone wants their Char-
  acter to be a renegade from an order of assassins, well, 
  then I can add an order of assassins to the game world.
  As people make Characters, they’ll ask for more infor-
  mation about the game world.  Often, they’ll ask for 
  information that I had never considered before - this 
  does two things for me.  One, it forces me to come up 
  with that information, quickly and de� nitively.  Two, 
  it tells me what the Players’ areas of interest are in the 
  game world, and gives me something to focus on as 
  far as plot elements.
  Simon Wentworth (Order #28533685)
  
  245
  Also during the Character creation process, people 
  will help me come up with NPCs, without realizing it. 
  They’ll want their Character to have family, or a men-
  tor, or a nemesis - those can all become NPCs.
  By the time everyone has a Character ready to go, the 
  game world is much more � eshed out and I have an 
  idea of what the Players want to be doing in the game. 
  With the ink still wet on the Character sheets, it’s time 
  to do something dramatic.
  I like to set a scene that puts all of the Player Characters 
  in the same place and the same situation from the get 
  go.  They’re all in the same bar, or they’re all trying to get 
  a job on the same ship.  I allow the Players to come up 
  with any pre-existing relationships between the Charac-
  ters; I simply provide them with a common situation. 
  Then, after they’ve gotten to walk around in their Char-
  acter’s skins for a few minutes, I shoot at them.
  That � rst combat does a lot.  It allows people to use 
  all of the cool skills and abilities they’ve just spent 
  hours putting together, it lets them get a feel for 
  combat in this particular game world, and it lets me 
  gauge how tough/e� ective the Characters are, both 
  as individuals and as a group.
  It also allows me to introduce the main story arc - some-
  how, at some level, the villain is behind this attack.
  After the � ght, the party is usually fairly uni� ed - they 
  have a common goal, common foes, and they’ve bled to-
  gether in mortal combat.  For most PCs, that’s all it takes 
  to form bonds that will last the whole campaign long.
  From this point, the whole process is less than half 
  “me.”  The Players decide how their Characters are 
  going to pursue the matter; they’re going to look for 
  clues, they’re going to interrogate a prisoner, they’re 
  going to hope the problem goes away and go drink-
  ing.  I’m along for the ride, at this point.
  I run a lot of the game by ear.  I like to sit back, and 
  listen to the Players talk about the game and situa-
  tion.  Characters will do that often, as it turns out... the 
  larger the gaming group, the more time is spent with 
  the Characters hanging out someplace talking about 
  what to do next, and what they think the situation is.
  That’s where most of my ideas for what happens next 
  will come from.  Between the information that I got 
  during Character creation, and the PCs sitting around 
  coming up with theories, I’ve got everything I need to 
  keep the group hopping for quite some time to come. 
  I may include an NPC in the group so that I can in-
  clude some observations and conjecture of my own 
  - or even some obfuscation, if they’re getting too close 
  to the villain too soon.
  If a Player comes up with something that sounds 
  good, I’ll usually nod sagely and give them a “ah, I 
  see you’ve � gured it out.”  I may expand upon it, or 
  throw two or three of the good ideas together to form 
  a more intricate weave of plot.
  I keep a collection of scenes that I like to run handy, 
  in case things get slow; common scenes like a running 
  gun battle, a hostage situation, a vehicular disaster, 
  or other “movie of the week” concepts.  As the Play-
  ers have their Characters pursue the clues that they 
  themselves have generated, I’ll throw in a “suddenly, 
  alarms are going o�  everywhere - you think the ship 
  might be crashing!”
  Throughout the whole thing, I lace the telltale signs 
  that the villain’s hand has been on all of the horrible 
  events the PCs have come across.  As the campaign 
  goes on, the PCs travel a lot - I love describing new 
  places and new situations.  Amusement parks, mu-
  seums, shopping malls, bazaars, night clubs, guild 
  halls; if I’ve seen someplace interesting in my life, 
  I’ll throw it in as a location of interest in a game. 
  Then I’ll shoot it up or put a bomb in the corner, to 
  keep things lively.
  I also like to keep a cast of NPCs handy to throw 
  in as needed - street contacts, hapless victims of the 
  villain’s plans, an evil spy for the bad guys.  I give 
  the NPCs de� nite personalities, and allow that they 
  might become recurring villains or allies, or even 
  change from one to the other.
  The campaign develops a life of its own, eventually. 
  The PCs go through a wide variety of experiences in a 
  long list of locations, meet a huge variety of personali-
  ties, and have scenes of action and heroism.  I like to 
  “spread the spotlight around,” making sure that each 
  Character has a time to shine.
  I keep an ear on the Players.  Eventually, even if 
  they’re enjoying the game, they want the villain dead 
  so bad that they can taste it. They’ve been killing his 
  mooks and lieutenants, their loved ones have been 
  threatened or injured numerous times, and all of the 
  Characters have had a chance to resolve their issues. 
  It’s time for the end game.
  I never run a small end game.  It has to be big and 
  � ashy, with explosions and plenty of bad guys to take 
  out.  The villain, who has the bene� t of a larger-than-
  life reputation by now, is a hard � ght.  Not everyone 
  is going to make it out of the � ght alive - I don’t plan 
  to kill anyone, but I don’t hold anything back.  This 
  is where dramatically appropriate Character deaths 
  can happen.
  Simon Wentworth (Order #28533685)
  
  246
  In the end, the villain loses.  I don’t really have to try to 
  achieve this goal - a whole group of determined Player 
  Characters will � nd a way to take down just about any 
  villain you can imagine.  Even though the villain may 
  end up Dead as Hell, or even worse, I always leave that 
  one last little hint that something of the villain, or their 
  plans, may still remain; but that is another story.
  At this point, after massive rewards are given out, and 
  everyone spends a little while recounting the stories 
  that have been created, the whole group sits back, and 
  decides whether to continue on with these Characters 
  in this world and start another campaign, or to put the 
  Characters away and start over in a new world with 
  new Characters, always keeping the possibility that 
  the original Characters could be brought out for more 
  adventures at an inde� nite time in the future.
  If people are still telling stories about the campaign 
  a few years down the road, that means I did it right.
  Vic’s Point of View
  When I run a game for Players, the main goal is that 
  we all have fun.  Learning about your Players’ indi-
  vidual tastes can enhance the overall � avor of a story 
  or campaign.  Also, populating your campaign worlds 
  with interesting people helps to add � avor to a game. 
  I try to create NPCs that will be remembered for their 
  quirks; that way the Players will have landmarks to 
  help them navigate the world.  Everyone knows that 
  George the wino smells like feet on a hot summer 
  night, but he sure seems to hear a lot of information 
  on the streets.
  Coming up with stories has always been very easy 
  for me; I draw a lot of inspiration from everyday 
  life experiences.  World events, history, folklore, the 
  news, world religions, mythology, and a fair amount 
  of video games, movies, books, and half remembered 
  dreams.  Because this world and the people in it are 
  far more strange than most people even know, all of 
  these things are paint on a canvas with the � nal image 
  being a chapter in a shared world that your Players 
  will hopefully love exploring.
  As a game master your job is to provide opportunities 
  for the Players to make a di� erence in the worlds their 
  Characters live in; worlds that you create together.  Play-
  ers will have to learn to work together to solve myster-
  ies, crimes, and overcome diabolic villains and mon-
  sters, conquer rogue empires or just burn them down. 
  All of these things can help foster camaraderie and fel-
  lowship when the campaign itself can seem a uncaring 
  hostile place � lled with cyborg turkey-vampire hybrids. 
  Let them explore, play and have fun doing impossible 
  things.  Challenge them and what their Characters be-
  lieve in, and watch an epic unfold.  We have to live, 
  work and go to school in the real world but no one said 
  we have to play in it!  So have fun create stories that will 
  inspire your imagination as well as  others.
  Oh, By The Way...
  Have Fun!
  It’s easy to get caught up in mechanics.  There are def-
  initely times when running a game seems like a job; 
  there’s record-keeping, planning, writing, research, 
  all a lot of tasks that can seem like, well, tasks.
  When it comes right down to it, this is supposed to 
  be fun.  It’s supposed to be fun for all of the people at 
  the table, which includes the Game Master.  Telling an 
  interactive story using a set of rules as guidelines is a 
  great way to spend time with friends; it’s creative and 
  improvisational and it allows you to use your imagi-
  nation in a really entertaining way.
  Make some noise!  There should be laughter and ex-
  clamations of surprise (both good and bad) during a 
  game session.  Let the conversations that Characters 
  have with NPCs become lively and animated, and 
  ham it up every so often.  When someone does some-
  thing stupid and risky to re� ll their Risk pool, every-
  one really ought to jump up with their hands in the 
  air and yell “Re� ll!”  When the bad guy at the end of 
  the adventure gets horribly reduced to Dead as Hell, 
  victory dances are entirely appropriate.
  When people tell the stories that they get out of your 
  game years down the road, there should be a twinkle 
  Simon Wentworth (Order #28533685)
  
  247
  in their eye and a smile on their face.  People should 
  laugh and act out some of the more dramatic actions.  
  It should be like people describing a movie that they 
  remember fondly, but as if they were a part of the 
  story rather than just an observer - because that’s 
  what they were.
  Find the things that you enjoy doing in a game, and 
  make them your trademark.  Session getting slow? 
  Throw a bunch of Ninjas at the party for no damn 
  reason.  Bad guy dies too soon?  Have another bad 
  guy JUST like him step out from behind the curtain 
  complaining about how easily his clone was defeated.
  If it made you laugh or moan or jump up and down 
  when you saw it on the screen or read it in a book, 
  throw it in your game.  This is your chance to show 
  other people why these things captured your imagi-
  nation - enjoy the opportunity.
  In Your Hands, Now
  Now that this book is in your hands (or on your 
  screen), it’s your game.  We wrote a lot of guidelines 
  that we really like, and worked very hard on.  We 
  think they work pretty well.
  If you � nd that you prefer to do anything in this game 
  in some way other than the way we’ve framed it, go 
  right ahead.  It’s your game now, after all.  There is no 
  rule in this book that is carved in stone.  We’ve tested 
  and re-engineered these rules over years, and we think 
  they’re nifty, but if you prefer to do things another way 
  then, by all means, please do them that way.
  We suggest that your changes be fair and consistent, 
  that the group you’re playing with be a part of the 
  decision-making process, and that you keep track of 
  changes to the rules.
  If you � nd a way to do things that you vastly prefer to 
  what we have here, heck, let us know.  We like using 
  other people’s rules, too.
  Please visit us at 
  http://www.thevictorysystem.com
  and share any new rules or insights.  We love to hear 
  the stories that people have from their games, and 
  would appreciate you sharing yours with us.
  A few � nal bits of advice...
  • Keep the activity cooperative.  Telling stories as a 
  group is a great activity, and if the story is a good 
  one, everyone wins.  As soon as there is a “me vs. 
  you” attitude from the GM, the � avor of the activ-
  ity changes drastically, and not, in our opinion, for 
  the better.
  • Take a break, every so often.  Running a game 
  can be a mentally demanding thing.  Take a week 
  o�  every so often to watch a movie or just talk. 
  Hand o�  the GM duties to someone else between 
  adventures (or campaigns) to enjoy playing, once 
  in a while.  Recharge your GMing batteries, and 
  your games will bene� t!
  • Remember why you’re gaming.  We can’t tell 
  why you picked up this book and read through 
  this bit.  Something must have sparked your in-
  terest, though; for some reason, you thought run-
  ning a game would be a fun thing to do.  No mat-
  ter how involved you get in the process, never 
  lose track of that � rst spark of interest, and the 
  fun that you want to have.
  • Join the community and interact!  Again, we’ve 
  set up a website with resources for people using 
  the Victory System, both Players and Game Mas-
  ters.  Have a look around, ask questions, and feel 
  tree to avail yourself of the resources there.
  We are publishing new books for the Victory Sys-
  tem all the time to give you more material and 
  ideas for your adventures - even whole adventures 
  themselves.  We look forward to hearing about your 
  group’s adventures, no matter where those adven-
  tures take them.
  The only limit is your imagination - and that’s not 
  really a limit, now is it?
  Simon Wentworth (Order #28533685)
  
  248
  ©2012, Dakkar Unlimited; All Rights Reserved
  Primary
  Strength
  Stamina
  Agility
  Dexterity
  Intelligence
  Perception
  Derived
  Shrugs
  Stamina / 2
  Speed
  Agility + Dexterity + Running
  Will
  (Intelligence + Stamina) / 2
  Initiative
  (Perception + Dexterity) / 2
  Damage
  Resistance
  Stamina x 2
  Armor Shrugs
  Risk
  Will x 10
  Performance
  Running Speed
  Speed x 4
  S Broad Jump
  (Agility + Acro or Sports) / 2
  R Broad Jump
  (Speed / 2)  + Acro or Sports
  S High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 4
  R High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 2
  Dead Lift
  (Strength + Lifting) x 50
  Base Throw
  Strength + Throwing
  Knowledge
  Academics
  Alchemy
  Clockwork
  Engineering
  Heraldry
  Law
  Lore - Magic
  Lore - Mentalist
  Lore - Monster
  Lore - Outer
  Medicine
  Mind Engine
  Military Science
  Naturist
  Navigation
  Physics
  Psychology
  Athletics
  Acrobatics
  Climbing
  Lifting
  Running
  Sports
  Swimming
  Throwing
  Combat
  Bows
  Firearms - Short
  Firearms - Long
  Grappling
  Hand to Hand
  Martial Damage
  Melee
  Toughness
  Espionage
  Acting
  Business
  Communicate
  Cryptography
  Demolition
  Escapology
  Investigation
  Lockpicking
  Security
  Seduction
  Sleight of Hand
  Stealth
  Streetwise
  Survival
  Craft
  Art
  Cleaning
  Construction
  Cooking
  Dancing
  Fabrication
  Music
  Repair
  Rope Work
  Sewing
  Styling
  Transport
  Airship - Large
  Airship - Small
  Animal - Basic
  Animal -Flying
  Animal - Large
  Animal - Water
  Crew Vessel
  Drawn
  Gunnery
  Mecha
  Ship - Large
  Ship - Small
  Steam Vehicle
  Submersibles
  Ultra Light
  Special
  Do Magic
  Martial Arts
  Use Mechanica
  Use Psionics
  Use Powers
  Skills
  Merits
  Flaws
  Character Sketch
  Fantasy Era
  Character Name
  Alias
  Player
  Description
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Simon Wentworth (Order #28533685)
  
  249
  ©2012, Dakkar Unlimited; All Rights Reserved
  Primary
  Strength
  Stamina
  Agility
  Dexterity
  Intelligence
  Perception
  Derived
  Shrugs
  Stamina / 2
  Speed
  Agility + Dexterity + Running
  Will
  (Intelligence + Stamina) / 2
  Initiative
  (Perception + Dexterity) / 2
  Damage
  Resistance
  Stamina x 2
  Armor Shrugs
  Risk
  Will x 10
  Performance
  Running Speed
  Speed x 4
  S Broad Jump
  (Agility + Acro or Sports) / 2
  R Broad Jump
  (Speed / 2)  + Acro or Sports
  S High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 4
  R High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 2
  Dead Lift
  (Strength + Lifting) x 50
  Base Throw
  Strength + Throwing
  Knowledge
  Academics
  Biology
  Chemistry
  Computers
  Cybernetics
  Electronics
  Engineering
  Genetics
  Law
  Lore - Legend
  Lore - Magic
  Lore - Monster
  Medicine
  Military Science
  Navigation
  Parapsychology
  Physics
  Psychology
  Xenology
  Athletics
  Acrobatics
  Climbing
  Extreme Sports
  Lifting
  Running
  Sports
  Swimming
  Throwing
  Zero G
  Combat
  Bows
  Firearms - Short
  Firearms - Long
  Grappling
  Hand to Hand
  Martial Damage
  Melee
  Toughness
  Espionage
  Acting
  Business
  Communicate
  Cryptography
  Demolition
  Escapology
  Investigation
  Lockpicking
  Security
  Seduction
  Sleight of Hand
  Stealth
  Streetwise
  Survival
  Craft
  Art
  Cleaning
  Construction
  Cooking
  Dancing
  Fabrication
  Music
  Repair
  Rope Work
  Sewing
  Styling
  Transport
  Animal
  Astro
  Automotive
  Boats
  Crew Vessel
  Fighter Craft
  Ground E� ect
  Gunnery
  Helicopter
  Instruments
  Jet Pack
  Mecha
  Motorcycle
  Remotes
  Submersibles
  Tracked
  Transport Craft
  Ultra-Light
  Special
  Do Magic
  Martial Arts
  Use Mechanica
  Use Psionics
  Use Powers
  Skills
  Merits
  Flaws
  Character Sketch
  Near-Modern Era
  Character Name
  Alias
  Player
  Description
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Simon Wentworth (Order #28533685)
  
  250
  ©2012, Dakkar Unlimited; All Rights Reserved
  Primary
  Strength
  Stamina
  Agility
  Dexterity
  Intelligence
  Perception
  Derived
  Shrugs
  Stamina / 2
  Speed
  Agility + Dexterity + Running
  Will
  (Intelligence + Stamina) / 2
  Initiative
  (Perception + Dexterity) / 2
  Damage
  Resistance
  Stamina x 2
  Armor Shrugs
  Risk
  Will x 10
  Performance
  Running Speed
  Speed x 4
  S Broad Jump
  (Agility + Acro or Sports) / 2
  R Broad Jump
  (Speed / 2)  + Acro or Sports
  S High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 4
  R High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 2
  Dead Lift
  (Strength + Lifting) x 50
  Base Throw
  Strength + Throwing
  Merits
  Flaws
  Character Sketch
  Space Era
  Character Name
  Alias
  Player
  Description
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Knowledge
  Academics
  Biology
  Chemistry
  Computers
  Cybernetics
  Electronics
  Engineering
  Genetics
  Law
  Lore - Aliens
  Lore - Magic
  Lore - Enigmas
  Medicine
  Military Science
  Navigation
  Parapsychology
  Physics
  Psychology
  Xenology
  Athletics
  Acrobatics
  Climbing
  Extreme Sports
  Lifting
  Running
  Sports
  Swimming
  Throwing
  Zero G
  Combat
  Bows
  Firearms - Short
  Firearms - Long
  Grappling
  Hand to Hand
  Martial Damage
  Melee
  Toughness
  Espionage
  Acting
  Business
  Communicate
  Cryptography
  Demolition
  Escapology
  Investigation
  Lockpicking
  Security
  Seduction
  Sleight of Hand
  Stealth
  Streetwise
  Survival
  Craft
  Art
  Cleaning
  Construction
  Cooking
  Dancing
  Fabrication
  Music
  Repair
  Rope Work
  Sewing
  Styling
  Transport
  Animal
  Automotive
  Boats
  Capital Craft
  Crew Vessel
  Fighter Craft
  Ground E� ect
  Gunnery
  Helicopter
  Instruments
  Jet Pack
  Mecha
  Motorcycle
  Remotes
  Submersibles
  Tracked
  Transport Craft
  Ultra-Light
  Special
  Do Magic
  Martial Arts
  Use Mechanica
  Use Psionics
  Use Powers
  Skills
  Simon Wentworth (Order #28533685)
  
  251
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  ©2012, Dakkar Unlimited; All Rights Reserved
  Primary
  Strength
  Stamina
  Agility
  Dexterity
  Intelligence
  Perception
  Derived
  Shrugs
  Stamina / 2
  Speed
  Agility + Dexterity + Running
  Will
  (Intelligence + Stamina) / 2
  Initiative
  (Perception + Dexterity) / 2
  Damage
  Resistance
  Stamina x 2
  Armor Shrugs
  Risk
  Will x 10
  Performance
  Running Speed
  Speed x 4
  S Broad Jump
  (Agility + Acro or Sports) / 2
  R Broad Jump
  (Speed / 2)  + Acro or Sports
  S High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 4
  R High Jump
  ((Agility + Strength) / 2 + Acro or Sports) / 2
  Dead Lift
  (Strength + Lifting) x 50
  Base Throw
  Strength + Throwing
  Throw Range
  Base Throw x 2
  Throw Range Cap
  Base Throw x 8
  Throw Damage Cap
  Str-Based Damage
  Knowledge
  Athletics
  Combat
  Espionage
  Craft
  Transport
  Special
  Skills
  Merits
  Flaws
  Character Sketch
  Custom Era
  Character Name
  Alias
  Player
  Description
  Simon Wentworth (Order #28533685)
  
  252
  Equipment Item
  DR
  Shrugs
  Weight
  Cost
  Notes
  Carrying Capacity
  No Penalty
  10% of Dead Lift
  -1 Agility
  20% of Dead Lift
  -2 Agility
  30% of Dead Lift
  -3 Agility
  40% of Dead Lift
  -4 Agility
  50% of Dead Lift
  -5 Agility
  60% of Dead Lift
  -6 Agility
  70% of Dead Lift
  -7 Agility
  80% of Dead Lift
  -8 Agility
  90% of Dead Lift
  -9 Agility
  100% of Dead Lift
  Immobile
  Anything over Dead Lift
  Weapons
  Weapon
  Acc
  Dam
  Range
  Shots
  Weight
  Kick
  AP
  DR
  Shrugs
  Cost
  Character Name
  Alias
  Player
  Page Two
  Character History
  Simon Wentworth (Order #28533685)
  
  253
  Special Abilities
  Ability
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Character Name
  Alias
  Player
  Page Three
  Risk Usage
  Simon Wentworth (Order #28533685)
  
  254
  Character Name
  Alias
  Player
  Page Four
  Risk Usage
  Character Reference
  Common Roll
  Stat plus Skill combination
  Bonuses
  Total
  Notice
  Perception plus Investigation
  Stealth
  Agility plus Stealth
  Physical Resistance
  Stamina plus Toughness
  Mental Resistance
  Will plus Toughness
  Dodge
  Agility plus Acrobatics or Sports
  Parry
  Agility plus Hand to Hand or Melee
  Attack
  Accuracy/
  Bonus
  Range
  Damage
  Total
  Roll
  Notes
  `
  Hand to Hand or Melee attacks use the Agility Stat plus the appropriate skill
  Ranged attacks use the Dexterity stat plus the appropriate skill
  Simon Wentworth (Order #28533685)
  
  255
  Appendix I:  Sample Adventures
  If you’re going to be your group’s Game Master, this section is 
  for you.  If you’re going to be a Player, you may want to skip 
  over this appendix as it contains massive Spoilers for events 
  your Game Master may put you through.  Fair warning given.
  Here we present a few simple adventures to get the 
  action moving.  These adventures can be played in an 
  evening or stretched across several sessions, depend-
  ing on how detailed you’d like to get with them.
  Each of these adventures is a stand-alone event in 
  one of our sample campaign worlds.  They may in-
  spire you to further explore these worlds, to create 
  your own adventures using these as a “spring board,” 
  so to speak. While each of these campaign settings 
  have their own book with further information about 
  the world(s) involved, there will always be plenty of 
  room for detail that you yourself might like to add.
  Alternately, these adventures can be linked together 
  to form a universe-hopping “mini-campaign.”  We’ve 
  even included an optional climactic conclusion to 
  dealing with all three of the sample adventures.  After 
  all, there’s nothing like a little time and dimensional 
  travel to broaden the mind and build Character.
  As Game Master, you’ll want to read through each ad-
  venture and make yourself aware of what is going on, 
  and what the NPCs are capable of.  That will make 
  questions from the Players a little easier to deal with, 
  and combats will run a little faster as well.
  Players can build Characters of the appropriate era 
  from the general starting guidelines in the Character 
  chapter (page 20); they should balance fairly well.
  If you’re going to run all of the adventures as a mini-
  campaign, the Players can build Characters for the 
  � rst adventure (whichever you choose), and then 
  those Characters can be whisked into unfamiliar and 
  perhaps di�  cult-to-deal-with other settings.  Guide-
  lines for how this can happen are included in the Cli-
  mactic Battle Scenario (page 273).
  For fun, you may not want to let your Players know 
  that their Characters might � nd themselves in a set-
  ting other than the one they start in.  Coping with the 
  di�  culties of going from one Era to another can be 
  some fun roleplaying; much more so if the Charac-
  ters are unprepared for it.
  Remember, it’s all about dramatic tension.  Have fun!
  Simon Wentworth (Order #28533685)
  
  256
  The Army of Lord Despoil:
  An Adventure in
  The Shatter’d Earth
  The Shatter’d Earth is a land of thousands of small 
  continents and even more islands.  There is no tell-
  ing on exactly what part of the world this adventure 
  occurs, and that’s just � ne.  It’s happening wherever 
  your adventures are going to occur.
  The local area has been relatively peaceful for a few 
  years; the Goblins and beast-men have kept to their 
  own territories ever since the heroes of the last gen-
  eration drove them away from the lands of the civi-
  lized folk.  These lands, a loose conglomeration of 
  villages and farmland, are home to members of a 
  variety of races, all living in peaceful cooperation. 
  A small area militia keeps things in order; they 
  spend most of their time keeping reckless youths 
  from causing trouble.
  Now, however, something has caused the Goblins and 
  beast-men to stir.  There have been drums in the night 
  and ominous signs of slow encroachment.  Perhaps 
  they have forgotten their solid defeat a generation ago. 
  Perhaps something, or someone, is riling them up.
  It has been a generation since this peaceful community 
  has seen war.  If it comes to that, are they up to the task?
  Characters
  Players may want to have a decent spread of talent 
  between them.  There’s likely to be some combat 
  (isn’t there always?), but some ability to perform 
  investigations could come in very handy.  A little 
  magical talent could prove useful, as could some 
  ability to heal.
  People from the local community come from all walks 
  of life and many races.  Just about anything is accept-
  able.  There are those with the Slim template (often 
  Elves) and the Stout template (often Dwarves).  Plenty 
  of Shorts abound (Hal� ings, or even civilized Gob-
  lins).  Perhaps even a few members of the more bestial 
  races have settled in for a quiet existence.
  There is no lack of skilled craftsmen to produce 
  weapons, armor, and other equipment.  There may 
  not be a large supply of the heavier weapons and 
  armor, but a few pieces, left over from the last gen-
  eration, may be around.
  Of course, Characters need not be native to the area. 
  There are many who roam from land to land, explor-
  ing for resources and/or adventure.
  It is entirely possible that the Characters have some 
  connection before the beginning of the game; they 
  may know one another.  It’s entirely up to the Players.
  No matter who or what they are, where they came from, 
  or whether they know one another, it’s very likely that 
  the Characters are all thirsty at just about the same time.
  The Inn of the First Encounter
  In one of the more central villages of this peaceful 
  community sits a rare two-story building.  It is an 
  inn, built by some heroes of old.  The sign outside has 
  no words, only a picture of a tankard and a pair of 
  crossed swords.  Those who frequent the place call it 
  the Inn of the First Encounter; a name bestowed upon 
  it by a group of adventurers who were among the � rst 
  patrons, countless years ago.
  The inn is a good place to drop a few coppers (cents) 
  for a tall ale, to drop a silver (dollar) for a plate of 
  meat and bread, and to listen to travelling storytell-
  ers.  Many a young person from the village has heard 
  of some villain or other from these storytellers, and 
  elected to take up sword and go make a name for 
  themselves.  Occasionally, they return.
  There are rooms to be had, at the ruinous rate of � ve 
  bucks a night.  They are clean, they lock securely, 
  and there are sanitary facilities right upstairs at the 
  end of the hall.
  This particular day, the inn is host to the Player Charac-
  ters.  It’s not too contrived; the inn is a common stop for 
  travellers, or even for locals at the end of a hard day of 
  Simon Wentworth (Order #28533685)
  
  257
  work.  The front door is always covered with little notes 
  from people looking for hired help, and the storytellers 
  are always there to warn of dangers in nearby lands.
  It is here to plant a few “story seeds,” little things 
  that the storytellers drop hints of that Characters may 
  want to pursue at some point in time.  It’s also a good 
  time for a little roleplaying by the Characters as they 
  meet for the � rst time.  The following bits of informa-
  tion are dropped by the night’s storyteller:
  On an island to the North, a warlord has kidnapped the 
  family of a local king.
  To the West, there is a land where strange creatures from the sea 
  have started to roam the land, attacking those who live there.
  To the East, a sorceress has warned that if she is not given a 
  great treasure, she will summon great and terrible creatures 
  of the Outside.
  To the South, a guild of thieves has begun to practice assas-
  sination for pay, but they aren’t very good at it, and other 
  organizations of paid killers may be moving into the area to 
  “correct” them.  It may turn into a horrible street war.
  As the Characters ruminate on these bits of potential 
  future adventure, the door of the inn burst open.  A 
  young man staggers in, bloodied and limping.  Locals 
  will recognize him as the apprentice to a ranger who 
  works with the militia.
  “Help!” he cries.  “My mistress... I think she’s.... help!”
  The boy is distraught and wounded.  It will take a little 
  work to get any actual information out of him; yelling at 
  him to calm down may have the opposite e� ect.  A suc-
  cessful roll on the Healing or Psychology skills, howev-
  er, may calm him su�  ciently.  Any act of Healing which 
  brings him back at least one (1) Shrug will also calm him 
  enough to get actual information out of him.
  “My mistress and I were attacked by goblins by a 
  farm just outside of town.  Goblins, here!  There were 
  so many of them!  I think my mistress is... dead.  I’m 
  not sure... can anyone help?”
  It isn’t cowardice, exactly, that makes everyone else 
  at the inn not rush out to help.  It’s been a genera-
  tion since anything like this has happened.  The local 
  people, in general, honestly don’t know what to do.
  If none of the PCs rush out to help, the innkeeper 
  should ask them to.
  “Folks, I’ll keep watch on the boy.  You should go and 
  see to his mistress, and see what those Goblins are up 
  to!  We need to know; should we start preparing for... 
  I don’t know... war?”
  Since at least some of the PCs are going to be the most 
  capable warriors in the place, the locals will implore 
  their assistance, even o� ering to compensate them for 
  a night’s work if it becomes necessary.
  The Goblins
  Following the boy’s directions, the party will � nd the 
  spot where the ranger was attacked, but there is no 
  body.  A successful roll on the Investigation skill will 
  determine that she was beaten to unconsciousness but 
  not killed, and was dragged away.
  There’s a fairly easy trail to follow.  Unfortunately, it 
  leads through one of the local farm houses.  The place 
  has been ransacked, and just about everything of val-
  ue has been taken.  There are no bodies.
  A successful roll on the Lore: Monster skill will be 
  enough to tell the PCs that Goblins do not, as a rule, 
  take prisoners.  Another successful Investigation 
  roll will determine that, however, it was indeed 
  Goblins that performed these crimes; the tracks are 
  unmistakable.
  Something isn’t adding up.  By the time the Characters 
  have puzzled this out (or failed to), hey, look, Goblins!
  A small group of the creatures have returned to the 
  house, and they shriek in high, shrill voices and attack 
  the PCs without provocation.
  The Goblins are not potent combatants, but there are 
  a lot of them.  They are unarmored, but they’re wield-
  ing some well-made shortswords.  There are three 
  times (3x) as many Goblins as there are PCs.
  The Goblins
  Roll to Hit/Defend
  11
  Damage
  13 (AP 1)
  Damage Resistance
  14
  Here the Goblins, which are usually somewhat cow-
  ardly creatures in the wild, show more atypical be-
  havior.  They will not retreat and they will not sur-
  render.  Even though this group of Goblins are mooks, 
  they � ght to the last.
  Once defeated, searching the Goblins doesn’t turn up 
  much.  They’re wearing loincloths that should prob-
  ably be burned rather than sold, and each has a short 
  swords worth $140.00.
  If any of them have been left alive for questioning, it 
  will take a bit of work to get actual information out of 
  them.  Mostly, they’ll just keep screaming “Lord De-
  spoil!  Lord Despoil!  Conquer!  Conquer!”
  Simon Wentworth (Order #28533685)
  
  258
  This name is new to the PCs... no one has yet heard of 
  this “Lord Despoil,” whoever he is.  It doesn’t sound 
  like a Goblin name at all.
  Making a Goblin talk means winning a contested roll. 
  The Goblin is rolling his Will plus Toughness, which 
  amounts to a ten (10).  The roll that the PC uses in this 
  contest depends on how, exactly, the Character is at-
  tempting to “persuade” the Goblin.  Nice people might 
  try to use Intelligence plus Psychology. The average 
  adventurer is more likely to use Strength plus Grap-
  pling.  Rolls using such skills as Sports, Medicine, Rid-
  ing, or Seduction are best left to the imagination.
  Once “persuaded,” the Goblin will talk of the great en-
  campment further North outside of town, where the 
  Goblins and the beast-men are under the rule of Lord 
  Despoil.  The Goblins are scouting the area for conquest, 
  taking everything of value, and bringing the people to 
  Lord Despoil so that they may learn to serve him as well.
  If no Goblins are left alive to tell the tale, then a suc-
  cessful Investigation roll will continue to follow the 
  Goblin’s trail to the great encampment.
  The Beast-Men
  It is a matter of two hours journey on foot to get to 
  the great encampment.  A little travel time can be 
  roleplayed; this is a good chance for a little more 
  inter-Character play.
  As the group closes in on the encampment, they may 
  make Investigation, Naturist,  or Military Science 
  rolls to detect that they are approaching a choke-
  point in the woods.  It is an obvious place for a guard 
  post of some kind.
  One more Investigation roll, this time at a penalty of 
  minus three (-3), is required to actually see the guards. 
  The beast-men are adept at hiding in the forest, and 
  have concealed their position.
  The beast-men are more substantial opponents than 
  the Goblins.  They are unarmored and unarmed (aside 
  from their natural defenses and weapons), and there 
  are as many beast-men as there are PCs, plus one (1) 
  beast-man who is a lieutenant (has Risk/Shrugs).
  The Beast-Men
  Roll to Hit/Defend
  14
  Damage (Claws)
  18 (AP 3, 1 extra Shrug)
  Damage (Bite)
  18 (AP 2)
  Damage Resistance
  22
  Risk (Lieutenant)
  60
  Shrugs (Lieutenant)
  3
  Of course, it may be possible to bypass a combat with 
  the beast-men guards entirely; a roll on the Stealth 
  skill at a penalty of minus three (-3) will allow a PC 
  to elude detection; all of the PCs will have to make 
  this roll, however.  Failing this roll gets the Character 
  noticed, at which point the beast-men attack without 
  let or hindrance.
  The real down-side to � ghting the guards is that 
  it alerts the rest of the encampment, unless the PCs 
  manage to surprise and one-shot the entire guard de-
  tail.  Beast-men tend to roar and yell a lot during com-
  bat; if things get to a real � ght, it’s going to be noticed.
  Fortunately, the great encampment is more of a title 
  than an actual description.
  The “Great” Encampment
  One might easily understand how a Goblin might 
  mistake the � fty-foot clearing with a tent in the 
  middle of it for a “great” encampment.  It’s prob-
  ably bigger than anything they’d have done them-
  selves.  The fact that there’s a lit � re pit in the mid-
  dle of it would only make Goblins that much more 
  in awe of it.
  If the PCs have alerted the encampment by having a 
  � ght with the beast-men guards, there will be a dozen 
  Goblins and a half-dozen beast-men standing around 
  the tent in a defensive position.  Otherwise, these in-
  dividuals will merely be moving about the clearing 
  doing odd bits of busy-work, such as gathering tinder 
  for the � re or skinning a few animals.  Should the PCs 
  make themselves known, the Goblins and beast-men 
  will take up their defensive position.
  Simon Wentworth (Order #28533685)
  
  259
  A successful Lore: Monsters roll will determine that 
  this is not even vaguely natural behavior for them.
  The presence of the PCs in the encampment will alert 
  the main occupant of the tent, who will exit the tent 
  to meet them.
  He is a human in dark robes, holding a black snake-
  headed sta�  in one hand and a highly unusual look-
  ing weapon in the other.  PCs with the High Tech Mer-
  it will be able to tell the weapon is a pistol of some 
  sort.  PCs with the Highest Tech Merit will be able to 
  tell that it’s a blaster pistol.
  He is � anked on one side by a Goblin with red and 
  black tribal markings on his face, and on the other 
  side by a larger than usual beast-man.  These are both 
  lieutenants; they are the Goblin chieftain and the 
  beast-man alpha.
  A successful Investigation roll will be able to look past 
  the human and his escort to see a number of people in 
  the tent... the missing ranger and the family from the 
  farm house, standing with their heads bowed, slowly 
  swaying back and forth in unison.
  “Have you come to declare your allegiance to Lord 
  Despoil?” asks the human in robes, with a not-nice 
  smile on his face.
  There are a couple of ways this could go.  The party 
  could try talking, or a � ght can break out.
  If the party tries to talk it through, Lord Despoil will 
  be generally courteous.  He will explain that he’s a 
  conqueror from far away, and he’s here to rule the 
  land.  He will state that the ranger and the family 
  have not been harmed more than was necessary, and 
  that they are currently learning to serve him, as all in 
  the land will learn to serve him.
  It’s at about this point that he will try to use his Dom-
  inating Gaze power on the biggest, most powerful 
  appearing PC. Lord Despoil will spend ten (10) of 
  his Risk points, and try to roll a fourteen (14) or less... 
  the total of his Perception plus Use Powers skill.  If 
  he succeeds, his target will have a chance to roll their 
  Will stat plus their Toughness skill, at a penalty of 
  minus � ve (-5).  If the PC fails this roll, they are the 
  thrall of Lord Despoil for an hour.
  Should he succeed in his Dominating Gaze attack, 
  Lord Despoil will command his new thrall to sub-
  due all of his companions, at which point the � ght is 
  probably on.
  Should he fail, it will be apparent that he tried to do 
  something.  If any of the PCs have the Supernatural 
  Merit, and can make a successful roll on their Percep-
  tion stat plus Use Powers skill, they will know exactly 
  what Lord Despoil just tried to do.  At this point, the 
  � ght is probably on.
  In the event that a PC becomes the thrall of Lord 
  Despoil, the only chance that they have to become 
  free sooner than the power’s hour of duration is The 
  Deal.  This would be a good time to announce that 
  The Deal is in Full E� ect, and see what the PCs can 
  come up with.  It could be as simple as spending a 
  bunch of Risk (not less than ten) and slapping the 
  thrall while screaming “WAKE UP!”  Whatever they 
  come up with (if anything), make sure to make a note 
  of it.  It might become important later on.
  The odds are stacked against the PCs in any case, 
  here.  They face a dozen Goblins and their chieftain, 
  six beast-men and their alpha, and Lord Despoil, 
  with perhaps a PC  changing sides.  The � ght isn’t 
  unwinnable, but it’s probably going to take a lot of 
  Risk and some creativity to make it through.
  The Goblin Chieftain
  Roll to Hit/Defend
  13
  Damage
  15
  Damage Resistance
  16
  Risk
  70
  Shrugs
  4
  Simon Wentworth (Order #28533685)
  
  260
  The Beast-Man Alpha
  Roll to Hit/Defend
  15
  Damage (Claws)
  20 (AP 3, 1 extra Shrug)
  Damage (Bite)
  20 (AP 2)
  Damage Resistance
  28
  Risk
  80
  Shrugs
  5
  Lord Despoil
  Roll to Hit/Defend*
  16
  Roll to Dominate
  14
  Damage (Sta� )
  18
  Damage (Blaster)
  25 (AP 4)
  Damage (Hand to Hand)
  16
  Damage Resistance
  14
  Risk
  130
  Shrugs
  5
  *Roll to hit with Blaster
  18
  *Has Dodge and Parry without Penalty
  There are a few ways for the PCs to even the odds a 
  little.  If, for instance, they used The Deal to � nd a 
  way to free a Dominated comrade from control, they 
  may be able to notice that the Chieftain and the al-
  pha are also currently Dominated.  If either (or both!) 
  of those individuals are freed, then they will them-
  selves attack Lord Despoil, commanding their min-
  ions (if any are left) to do the same.
  I told you it would be important!
  Lord Despoil does not know the meaning of the 
  word “quit.”  His blaster pistol is equipped with an 
  Eternity Cell and he has a LOT of Risk, so he’ll just 
  keep plugging away as long as he has Shrugs, unless 
  it looks like he’s absolutely certain to lose.
  If (or when) it becomes clear that he’s going to lose, 
  however (goes to one or zero Shrugs, everyone turns 
  to � ght him, it clearly becomes an overwhelming tac-
  tical defeat), he will scream loudly “NO ONE DE-
  FEATS LORD DESPOIL,” after which he explodes.
  Well, it certainly looks and sounds like an explosion. 
  Bright light, loud bang, cloud of white smoke.  No 
  amount of checking with the Perception stat will de-
  tect a hint of magic, psionics, or powers in the explo-
  sion... he’s just gone.
  Just like that, it’s over.  The Goblins and beast-men re-
  alize what they’ve been doing and back away, slowly, 
  retreating to the forest.  They will be muttering things 
  like “no war... no war... peace,” and any checking us-
  ing the Communication or Psychology skills, or even 
  Psionics, will see that they are totally sincere.
  After all, they’ve just witnessed the PCs in action, 
  and that’s who they’d have to get past in order to 
  wage war.  They’re not anxious for a piece of that any 
  time soon, no siree.
  Aftermath
  Lord Despoil left none of his equipment behind, but 
  there is a chest with about thirty thousand dollars 
  worth of gems and other valuables in it.
  With Despoil gone, the ranger and the family from the 
  farm house snap out of their own Domination, and 
  heartily thank the party for their intervention.  They 
  all need a little healing, but they can move.
  The party has the life-long gratitude of those they res-
  cued, as well as the thanks of the entire community. 
  They’ll get free drinks at the Inn of the First Encounter 
  for life, and they can be assured that if anyone needs 
  help, they’ll be the � rst people to be asked.
  The PCs should get an Improvement Budget of 
  $5,000.00 at a minimum, or up to $7,500.00 if they per-
  formed with tremendous inspiration and creativity. 
  Maybe consider an extra $1,000.00 for anyone who 
  made you laugh so hard that soda came out your nose.
  Even as everyone basks in the glory of a successfully 
  completed adventure, however, there is a lingering af-
  terthought... more a feeling than a knowledge.
  Lord Despoil may not be around to bring trouble to 
  the community any more, but he isn’t exactly gone.
  Simon Wentworth (Order #28533685)
  
  261
  Doctor Despoil’s Operation:
  An Adventure in Destiny 2025
  Where on Earth is this adventure happening?  That’s 
  left deliberately obscure in this adventure; it’s as-
  sumed that the action is happening in some city of 
  decent size, probably in North America.  It can be 
  any city that you like, either one that you’re familiar 
  with or one you’ve done a little research on.
  In this setting, aliens and demons are known to be 
  real and present on the Earth.  Magic, Psionics, and 
  other strange in� uences are everyday facts, even 
  though some obstinate corners of society are still 
  resistant to believing in them.  In the alleys and 
  the shadows, people are hunted to be used as food 
  and resources.  Humanity has started to � ght back, 
  however... it’s a war for the future and destiny of all 
  mankind.
  In the area that the PCs tend to hang out in, people 
  have started to go missing on a more regular basis, 
  and there are persistent rumors of zombie-like crea-
  tures haunting the night.  It seems to be more than 
  the police are willing to deal with; they don’t get paid 
  enough to � ght the undead.
  Something needs to be done, and done quickly.  
  Characters
  Players may want to have a decent spread of talent 
  between them.  There’s almost certainly going to be 
  some combat, and some ability to perform investiga-
  tions could come in very handy.  At least one of the 
  Characters should be knowledgable about the crimi-
  nal underworld (have at least three ranks in the Street-
  wise skill).  Magic, Psionics, Mechanica, Martial Arts, 
  and Powers are all available; this is a “kitchen sink” 
  environment.  Everything goes.
  Adventurers come from a broad spectrum of society. 
  The PCs will likely tend towards being human (by far 
  the most predominant race in the setting), but there 
  are arti� cial people around, so the Mechanical pack-
  age might come in handy.
  In a world at war, the streets are generous with arma-
  ments.  Characters can purchase just about anything 
  they can a� ord on the Near Modern equipment lists. 
  Characters with Highest Tech can � nd items from 
  the Space Era lists, but the GM may charge them up 
  to twice (2x) the going rate; equipment from space 
  tends to be pricey.
  Characters need not be locals to the city.  Traveling ad-
  venturers get into these sorts of situations all the time.
  It is entirely possible that the Characters have some 
  connection before the beginning of the game; they 
  may know one another.  It’s entirely up to the Players.
  No matter whether the Characters know one another or 
  not, they will all receive the same message from a myste-
  rious computer entity; a free-� oating self-aware website 
  called Heronet.  It tells them all that someone needs help.
  HERONET
  No one seems to know just what, or who, Heronet is. 
  Sometimes, a person who is looking for an opportu-
  nity to make a di� erence in the war for the future and 
  destiny of mankind will stumble across it.  If someone 
  has heard of it, they can search for it (roll Perception 
  plus Computers), but the e� ort takes a full hour, and 
  is at a penalty of minus six (-6!).  More often than not, 
  though, someone will sit down to their computer and 
  � nd that Heronet has come to them all on its own.
  The friendly blue screen has bright yellow letters 
  which read “Welcome to Heronet!  God Help You. 
  Enter Zip Code.”
  If someone enters a Zip Code, they will be asked for a 
  di�  culty level; Easy, Moderate, Hard, or Most Peril-
  ous.  With these two pieces of information, Heronet 
  will start to list opportunities to get into all kinds of 
  trouble in that particular Zip Code.  It doesn’t really 
  matter what level of di�  culty they ask for; Heronet 
  is quite random on that point.  Among the kind of 
  things that Heronet might cough up:
  • Aliens are abducting people from a homeless shel-
  ter under the guise of free medical exams.
  • A rogue corporation is converting the occupants 
  of a privatized juvenile detention center into near-
  mindless cyborg soldiers.
  • A coven of amateur wizards are attempting to 
  summon a demon of wishes and greed, but they 
  have NO idea what they’re actually about to bring 
  into the world.
  • An automated factory on the edge of the city has 
  started producing humanoid robots that worship 
  the factory’s miniature nuclear reactor as a deity.
  This particular day, though, the PCs, singly or as a 
  group, have found their computers spontaneously 
  logged into Heronet.  The enigmatic website has a 
  simple message for them.
  “You must stop the pushers of a new street drug that 
  have started operating in your area.  The drug goes by 
  the name ‘Romero.’  The police can’t handle this.  You 
  are your city’s only hope.”
  Simon Wentworth (Order #28533685)
  
  262
  To date, no attempt to trace the location of Heronet 
  has been successful; in over a decade, not even the 
  greatest minds in computer security on Earth have 
  managed to get even a hint as to its true nature.
  Characters who know one another will have no prob-
  lems showing up together.  To get anyone else in-
  volved, a chance meeting at a small restaurant near 
  the action or some similar plot contrivance should get 
  the party into a uni� ed group.  Failing that, ask the 
  Players how they think the party should form up.
  Inquiries around town (using Perception plus Investi-
  gation or Streetwise skills) will turn up rumors of this 
  new drug, Romero, being pushed in some of the slum 
  areas.  The stu�  is so new that it hasn’t even popped 
  up on the local police’s radar.
  Romero is some kind of super opiate, according to ru-
  mors.  It’s totally addictive, and tends to leave its us-
  ers in a stupor for days at a time.
  A PC who’s Character story suggests that they might 
  have contacts in the criminal underworld might (on a 
  successful Intelligence plus Streetwise roll) hear about 
  a Romero den, shockingly close to low-cost student 
  apartments near the local college.
  Actually, there are a number of ways to locate this 
  Romero den.  All it really takes is some legwork, some 
  questions in the right place, or beating up a few junk-
  ies.  Let the Players consider how they might � nd a 
  source of this drug, or its use, and take their best sug-
  gestion as the answer you knew all along.
  Night of the Living Dope
  Once the PCs get within a block of the Romero den, 
  they can � nd it by smell alone.  A successful roll on 
  the Perception stat plus Investigation skill, with a bo-
  nus of plus two (+2), will reveal the smell of decay 
  and corruption; dead things.
  The den itself is in the form of a two-story house in 
  a bad neighborhood.  I mean, a really bad neighbor-
  hood.  A “roll up the windows and lock the doors, 
  kids” neighborhood.  The house is in terrible disre-
  pair, and there are a few gang-type thugs watching 
  the front and rear entrances.
  A little stealth and creativity could lead to an entrance 
  through an upper-story window.  Creativity is a plus, 
  here; this is a good time to see how your Players will 
  deal with the “there are guards around the place you 
  want to enter” situation.
  The neighborhood itself isn’t watching; it is unlikely 
  that there will be any kind of police or community re-
  sponse if there is a ruckus around the place.
  So, just in case the PCs decide on the direct approach, 
  or if the indirect approach doesn’t work out as intend-
  ed, here are some stats for the thugs.
  There are as many guards on the house as there are PCs 
  in the party, but the guards are split evenly between 
  the front and back of the house.  In the case of an odd 
  number, the odd-man-out is at the front of the house.
  They’re not wearing any armor (‘cause that wouldn’t 
  be “street”), but they’re armed with nine-millimeter 
  machine pistols.  Not very good “nines,” but how good 
  do they have to be?
  Guard Thugs
  Roll to Hit/Defend
  10
  Roll to Hit with 9mm
  12
  Damage, Hand to Hand
  10
  Damage, 9mm
  12
  Damage Resistance
  14
  The 9mm machine-pistols have forty shots, which 
  they can empty out at ten (10) bullets a turn (Auto� re 
  10, Variable).  These being less-than-cautious thugs, 
  they will empty their clips, then wade into hand-to-
  hand combat, given the chance.
  Four rounds of “Spray and Pray” can be a bad thing 
  for a party of adventurers.  Fortunately, these bad 
  guys are mooks, and are no longer a problem after 
  their � rst failed Damage save.
  The thugs, once defeated, don’t have much in the way 
  of material possessions.  The “nines” run all of $432.50 
  apiece, and each thug has about $200.00 in crumpled 
  small bills.  Their IDs are laughable forgeries... even 
  their shoes are counterfeits of brand name kicks.
  Simon Wentworth (Order #28533685)
  
  263
  Inside the house, the smell of corruption and death is 
  even more intense.  The PCs will have to make Stam-
  ina plus Toughness rolls to avoid becoming seriously 
  nauseous (vomit, losing all actions for four (4) turns). 
  Don’t forget any potential additional penalties for 
  those having the Squeamish Flaw!
  The lower � oor of the house has dozens of � lthy, rot-
  ting mattresses strewn about.  There are a lot of drug 
  users here; three times (3x) as many drug users as 
  there are PCs.
  They are all terribly pale and pasty.  They’re moving 
  feebly, twitching and moaning in a rictus of drug-in-
  duced euphoria.  There are people of every race here, 
  male and female, but they mostly appear to be home-
  less or otherwise � nancially disadvantaged.
  Rolls on Perception plus Medicine will reveal the source 
  of the smell of corruption and decay.  Though these 
  people are moving and moaning, they are not, strictly 
  speaking, breathing.  They certainly have no pulse, and 
  they are cool to the touch.  Room-temperature cool.
  The o�  cial diagnosis is that these people are deceased.
  There is a � ight of stairs leading to the upper � oor, 
  and a few cans and wrappers scattered about.  That is 
  the entire contents of the lower � oor.
  If anyone tries to revive or treat any of the deceased drug 
  users on the � oor, the Something Bad will happen.
  If anyone attempts to go up the stairs, the Something 
  Bad will happen.
  If anyone attempts to leave through the front or back 
  doors, the Something Bad will happen.
  If the party has bypassed the lower � oor entirely 
  somehow, feel free to skip the Something Bad, and 
  read ahead to The Second Story.  Just be prepared to 
  come on back to the Something Bad.
  It should be clear at this point that the Something Bad 
  is pretty likely to occur.
  The Something Bad
  Those are dead people on the � oor.  Full-on dead peo-
  ple, deceased anywhere from an hour to four days. 
  They display signs of locomotion, but not metabolism.
  Yeah, they’re pretty much Zombies.  If anything trig-
  gers the Something Bad, they all stand up and start 
  attacking anything living near them.
  It will take them two turns to get to their feet.  This 
  is a good time for Will rolls for Squeamish PCs, or 
  any who might have Necrophobia.  While they are 
  rising, they cannot attack, and will not get to make 
  defensive rolls.
  Once they stand up, it’s a di� erent story. They’re not 
  just zombies, they’re also kinda quick.  These are es-
  sentially modi� ed Mild Opposition; they all have the 
  Undead package, and a few perks.
  Narco Zombies
  Roll to Hit/Defend
  10
  Damage
  10
  Damage Resistance
  14
  Risk
  70
  Shrugs
  4
  They’re Non-Metabolic, so they’re immune to su� oca-
  tion and toxins, among other things.  They can sense 
  life itself, so even if their vision is obscured, they can 
  still � nd their targets.
  They also have Shrugs.  They’re not mooks, and so 
  they’re harder to put down than the average bad 
  guy.     This means they also have Risk that they can 
  spend, which they’ll generally use to increase (or 
  double) their Damage.  PCs are crunchy on the out-
  side; sometimes you need a little extra “oomph” to 
  get to the chewy center.
  Like your average movie Zombie, however, a suc-
  cessful attack to the head (minus three (-3) called 
  shot penalty) on which the Zombie fails to success-
  fully roll to save against Damage will immediately 
  terminate the Zombie.  Otherwise, you’re just blow-
  ing chunks o�  until there isn’t enough Zombie to 
  keep coming at you.
  Simon Wentworth (Order #28533685)
  
  264
  There’s also three times (3x) as many of them as there 
  are the PCs.  It’s not quite as bad as a � ght with guys 
  that are armed with machine pistols, but it isn’t good.
  The Zombies will attempt to grapple the PCs.  If they 
  get a successful grapple, they will move in for a bite.
  If the prospect of being bitten by a Zombie scares the 
  crap out of the PCs, so much the better.  Fortunately 
  for them, the bite of these particular Zombies isn’t 
  contagious.  Hurts like hell, though.
  Of course, if the PCs want to freak out a little bit over 
  having been bitten, that’s perfectly � ne.  Once they get 
  a chance to rest up, a roll on Perception plus Medicine 
  should tell them that the bite isn’t infectious, and they 
  are in no danger of becoming a Zombie themselves... 
  as far as medical science can tell.
  If the party is lucky enough to have members with the 
  Mind of Power and/or Spell Slinger Merits, a simple 
  roll on Perception plus Do Magic or Use Psionics will 
  � nd that there are also no magical or otherworldly com-
  ponents to the bite... these aren’t contagious Zombies.
  The Zombies have nothing of value on them... every-
  thing of value they may have had went into taking the 
  dose of Romero that e� ectively killed them.
  The Second Story
  The upstairs of the house is currently unoccupied. 
  There are stacks of cash on a table, along with a few 
  cell phones.  There are also a dozen fully loaded clips 
  for the nine-millimeter machine pistols being used by 
  the thugs.  Aside from that, there really isn’t much, 
  which is surprising.
  The cash amounts to about $6,000.00, which is a 
  nice little sum.  A successful roll on Intelligence plus 
  Streetwise or Business will tell the party that this isn’t 
  nearly enough money for the kind of narcotics opera-
  tion occurring here.  It’s like they’re giving the drugs 
  away for next to nothing, and that doesn’t make a lot 
  of sense.  This goes far beyond “the � rst taste is free.” 
  This operation is being run at a loss.
  There are also a few small cases near the cash, each 
  of which holds ten glass phials with a dark liquid in 
  them.  There are � fty of these in all.
  While there are no labels on the containers, this would 
  appear to be Romero - the pure stu� .  There’s plenty 
  here to be analyzed.
  An examination of the cell phones will � nd that most of 
  them have had their memory cards pulled.  There’s one 
  that was still being worked on, though.  It will be tricky, 
  and require both an Intelligence plus Electronics and a 
  Perception plus Computer roll, but the memory in the 
  phone has a set of  GPS coordinates in it.  The phone’s 
  memory knows the coordinates only as “the o�  ce.”
  If the party has bypassed the lower � oor to get to the 
  upper � oor, and goes down stairs, the Something Bad 
  (above) happens.
  The Hunt Is On
  There are a few leads to be followed at this point. 
  There’s the mysterious cell-phone lead to “The Of-
  � ce,” the phials of Romero to be analyzed, and of 
  course, a little PC legwork.
  Researching the address of “The O�  ce” will � nd it to 
  be an o�  ce within a local business park.  It is currently 
  being rented by a company named “Creative Property 
  Management Incorporated,” a real-estate concern.
  Anyone looking into the identities of the Zombies 
  and/or where they came from will � nd that they were 
  part of a larger group of homeless persons squatting in 
  this neighborhood.  There are around six dozen more 
  homeless hiding out in the run-down houses around 
  the drug house; about half of them are veterans of mid-
  dle-eastern con� icts, the rest are just random humanity 
  caught up in horrible � nancial times.
  Anyone asking around a little amongst the local 
  homeless population may � nd, with a successful roll 
  on Perception plus Communication, that there have 
  been some people in suits coming around and pres-
  suring people to move away from the area, “or else.” 
  While no strong-arm tactics have been used, one or 
  two of the homeless folks have seen the suits interact-
  ing with the thugs at the drug house.
  If the PCs take this course of investigation, one of the 
  homeless vets will approach them with the license 
  plate number of a car that the suits were driving. 
  “Looked like a company car; too clean, and special 
  markings on the plates.”
  Checking on the plates will be tricky (Intelligence plus 
  Computers at a penalty of minus three (-3)), but they 
  will � nd that the car is registered to Creative Property 
  Management, Incorporated.
  Clearly, a visit to these corporate o�  ces is indicated.
  CPM, Inc.
  Creative Property Management, Incorporated does 
  have a website accessible by the public.  It is hastily 
  put together, contains nothing like actual information, 
  and might as well have been a template that they got 
  Simon Wentworth (Order #28533685)
  
  265
  for free with their web software.  The e-mail links on 
  the website all lead to e-mail addresses with perma-
  nent fatal errors; there is no actual way to contact the 
  company through the website.
  The company’s telephone isn’t much better as a 
  means of contact.  Their listed number is answered 
  by a receptionist who works for an e-o�  ce � rm; 
  she’s paid to answer phones and take messages, but 
  she doesn’t even work directly for CPM.  She can 
  pass along questions, but she honestly doesn’t know 
  anything about CPM herself.
  That leaves only a visit in person.  Regardless of the 
  hour, or the day of the week, the o�  ce is occupied and 
  ready to take on “visitors.”
  The business park that the o�  ce occupies is mostly 
  deserted; the CPM o�  ce is the only one currently 
  being rented.
  It is routinely patrolled by a number of men in suits; 
  they match any descriptions the party may have got-
  ten from the homeless community.  They are, in a 
  word, unfriendly.
  There are as many men in suits as there are PCs.  They 
  are, to a man, mooks, but they’re armed with large 
  handguns (.50 caliber semi-automatics) loaded with 
  Armor Piercing rounds. They’re wearing second-
  chance Tactical Vests, so aiming for center mass might 
  not be the best bet; they are mooks, but their vests 
  still need to be defeated to damage them in the torso. 
  They’re among the best “security” that money can 
  buy, so dealing with them, even though they’re min-
  ions, may be di�  cult.
  The Suits
  Roll to Hit/Defend
  14
  Roll to Hit with Pistol
  15
  Damage, Hand to Hand
  14
  Damage, Pistol
  20
  Damage Resistance (vest)
  30
  Shrugs (vest)
  3
  Armor Shrugs (vest)
  2
  Damage Resistance (guy)
  18
  These particular members of the opposition are also 
  equipped with the God of Reloading Merit and a few 
  spare clips of ammunition.  They’re unlikely to run 
  out during a � re � ght.
  Aside from their expensive pistols and vests, the suits all 
  have about $1,000.00 in cash on them, a few credit cards, 
  expensive sunglasses, and headset communicators.
  Of course, it might be possible to get into the o�  ce 
  of CPM without alerting the patrols; that will require 
  rolls on the Stealth skill, some Lockpicking, and Secu-
  rity in order to not trip the alarms on the door.
  Whether by Stealth or by force of arms, things get 
  weird once people get into the o�  ce.
  Meet Doctor Despoil
  Inside the o�  ce there is very little furniture; there is 
  a desk and desk chair, a small table with a few stools 
  around it, and a couch.  On the desk is a complicated-
  looking chemistry rig; it doesn’t take a roll at all to 
  determine that it is cranking out Romero.
  There is a man on the couch, and two dangerous-look-
  ing men in suits on the stools.
  A man rises from the couch when the o�  ce is entered; 
  even if it’s entered by stealth.  This individual seems 
  quite aware his domain has been penetrated.  As soon 
  as he stands, the two men on stools will suddenly no-
  tice the PCs and also rise.  They will not draw weap-
  ons, but they’re obviously ready to.
  The man is in dark robes, holding a black snake-head-
  ed sta�  in one hand and a highly unusual looking 
  weapon in the other.  PCs with the Higher Tech Merit 
  will be able to tell that it’s a blaster pistol.
  “So,” he will say, “you’re the people interfering with 
  my operation.”
  There are a couple of ways this could go.  The party 
  could try talking, or a � ght can break out.
  Simon Wentworth (Order #28533685)
  
  266
  If the party tries to talk it through, the man will be 
  generally courteous.  He will be happy to inform 
  them that his name is Doctor Despoil, and that he 
  is the CEO of Creative Property Management, In-
  corporated.  He will explain that he’s been hired by 
  a large development � rm to clear out a section of 
  the city, and he really needs the homeless people 
  to leave now.  He was quite prepared to unleash a 
  miniature Zombie apocalypse on the neighborhood 
  to clear it out, and tomorrow, he’ll likely start that 
  right back up.
  It’s at about this point that he will try to use his Domi-
  nating Gaze power on the most dangerous appear-
  ing PC. Doctor Despoil will spend ten (10) of his Risk 
  points, and try to roll a fourteen (14) or less... the to-
  tal of his Perception plus Use Powers skill.  If he suc-
  ceeds, his target will have a chance to roll their Will 
  stat plus their Toughness skill, at a penalty of minus 
  � ve (-5).  If the PC fails this roll, they are the thrall of 
  Lord Despoil for an hour.
  Should he succeed in his Dominating Gaze attack, 
  Doctor Despoil will command his new thrall to sub-
  due all of his companions, at which point the � ght is 
  probably on.
  Should he fail, it will be apparent that he tried to do 
  something.  If any of the PCs have the Supernatural 
  Merit, and can make a successful roll on their Percep-
  tion stat plus Use Powers skill, they will know exactly 
  what Doctor Despoil just tried to do.  At this point, the 
  � ght is probably on.
  In the event that a PC becomes the thrall of Doctor 
  Despoil, the only chance that they have to become free 
  sooner than the power’s hour of duration is The Deal. 
  This would be a good time to announce that The Deal 
  is in Full E� ect, and see what the PCs can come up 
  with.  It could be as simple as spending a bunch of 
  Risk (not less than ten) and slapping the thrall while 
  screaming “WAKE UP!”  Whatever they come up 
  with (if anything), make sure to make a note of it.  It 
  might become important later on.
  The two men in suits are the leaders of the patrol group 
  outside.  They are slightly more dangerous in that they 
  are lieutenants; they have both Risk and Shrugs.
  If the patrol group has not been eliminated by now, 
  they will get called in.
  As if that isn’t bad enough, should a � ght break out, 
  the back door of the o�  ce will open and disgorge 
  twice (2x) as many Zombies as there are PCs.  These 
  Zombies are identical in performance to the ones back 
  at the Romero Den.
  Doctor Despoil isn’t the kind of person to be talked 
  out of doing what he wants.  The likelihood of a � ght 
  occurring is pretty close to one hundred percent.
  The Suits
  Roll to Hit/Defend
  14
  Roll to Hit with Pistol
  15
  Damage, Hand to Hand
  14
  Damage, Pistol
  20
  Damage Resistance (vest)
  30
  Shrugs (vest)
  3
  Armor Shrugs (vest)
  2
  Damage Resistance (guy)
  18
  Shrugs (guy)
  5
  Risk (guy)
  90
  Doctor Despoil
  Roll to Hit/Defend*
  16
  Roll to Dominate
  14
  Damage (Sta� )
  18
  Damage (Blaster)
  25 (AP 4)
  Damage (Hand to Hand)
  16
  Damage Resistance
  14
  Risk
  130
  Shrugs
  5
  *Roll to hit with Blaster
  18
  *Has Dodge and Parry without Penalty
  Doctor Despoil does not know the meaning of the 
  word “quit.”  His blaster pistol is equipped with an 
  Eternity Cell and he has a LOT of Risk, so he’ll just 
  keep plugging away as long as he has Shrugs, unless 
  it looks like he’s absolutely certain to lose.
  If (or when) it becomes clear that he’s going to lose, 
  however (goes to one or zero Shrugs or somehow it 
  clearly becomes an overwhelming impending tactical 
  defeat), he will scream loudly “NO ONE DEFEATS 
  LORD DESPOIL,” after which he explodes.
  Well, it certainly looks and sounds like an explosion. 
  Bright light, loud bang, cloud of white smoke.  No 
  amount of checking with the Perception stat will de-
  tect a hint of magic, psionics, or powers in the explo-
  sion... he’s just gone.
  The suits got paid to � nish the � ghts they started, on 
  the other hand, and the Zombies will have to be put 
  down; they don’t know how to stop � ghting.
  Simon Wentworth (Order #28533685)
  
  267
  Aftermath
  Doctor Despoil left none of his equipment behind, 
  even some sections of the chemistry rig will have 
  mysteriously vanished.  Without them, it seems 
  completely impossible to duplicate the process for 
  producing Romero.
  There is no evidence whatsoever that can identify 
  whatever corporate client had hired Despoil to clear 
  out the homeless.  Someone may try again in the fu-
  ture, but whoever does, they won’t be engaging in 
  any Zombie-drug scams.
  One of the two leaders of the men in suits has a small 
  personal computer with links to their accounts.  A roll 
  of Intelligence plus Computers, at a penalty of minus 
  two (-2), will net the party $100,000.00.
  The homeless community will be very grateful for the 
  Party’s intervention.  This could turn into some very 
  good street contacts, or even some emergency combat 
  allies in the form of some homeless veterans.
  The PCs should get an Improvement Budget of 
  $5,000.00 at a minimum, or up to $7,500.00 if they per-
  formed with tremendous inspiration and creativity.  If 
  any of the money from the suits’ account is given to the 
  homeless to help them out, the PCs should get another 
  thousand or two as a bonus.  In the war for the future 
  and destiny of mankind, it’s often just as important to 
  help the helpless as it is to put down the bad guys.
  Despoil’s Gambit:
  An Adventure in
  Stellarpunk Genesis
  The Milky Way Galaxy of Stellarpunk Genesis is lit-
  erally packed with sentient races � inging themselves 
  into space.  Some of them have achieved a level of un-
  derstanding that makes this a wise step in their racial 
  evolution, some of them have only just learned how 
  to rub two sticks together and still think that clubbing 
  each other in the head is entertainment.
  With the speed of the FTL travel taught by the Starport 
  Universities, action and adventure in space can hap-
  pen just about anywhere.  There’s a sizeable portion of 
  space at the galactic core that people stay the hell out 
  of, because no one wants to mess with an active super-
  massive Black Hole.   That still leaves a lot of real estate 
  to go � ying around and having adventures in.
  All of which is to say that there isn’t a particular place in 
  the Milky Way that this particular adventure has to oc-
  cur.  Space is rife with dangers, and one never knows ex-
  actly what one might encounter while among the stars.
  Characters
  The PCs in this adventure will be starting out as crew 
  members of a Space Transport.  They can come from 
  many di� erent worlds or just one; people come to 
  work together on space ships for all kinds of reasons. 
  Just about any package can be applied as an alien 
  race; a Character with the Mechanical package makes 
  a good robot in this Era.
  Being a space ship crew, they may want to spread a 
  few speci� c skills around.  There should probably be 
  a pilot, and someone who can � x things is always a 
  good  idea.  There may be some combat occurring, so 
  skills in that area can certainly help.
  Alternately, the party could be a group of passengers 
  with almost no skill in actually operating the vessel; 
  that will make things challenging, but very interesting.
  Martial Arts, Mechanica, Powers, and Psionics are all 
  certainly available without too much limitation.  Pow-
  ers can take the form of special alien abilities.  The 
  one thing that may not be too common is Magic, but 
  it’s certainly possible that a Character can come from 
  a race that has managed to unlock the secrets of the 
  arcane.  It’s probably a good subject for “The Deal.” 
  “Magic is kind of rare... are you willing to take the 
  Wanted Flaw if you have the Spell Slinger Merit?”
  Just about any Space Era equipment is available in 
  this setting; Characters who may have come from 
  Simon Wentworth (Order #28533685)
  
  268
  worlds without highly developed technology can cer-
  tainly have access to Near-Modern or even Fantasy 
  Era equipment;  they just shouldn’t be too surprised 
  when the Characters with Space Era equipment are 
  shooting stu�  up a little faster.
  The Space Transport is a freebie in this adventure; no 
  one has to pay for it out of their own pocket.  The bad 
  news is that it doesn’t come with any Escape Pods.
  The other bad news?  As the game starts, all of the red 
  lights and sirens on the ship are on.
  Red Alert!
  While traveling in Hyperspace, the party’s ship collides 
  with a random Hyperspatial artifact.  This is virtually 
  unheard of; the Starport University system tends to refer 
  to Hyperspace as a large and safe emptiness.  As rare as 
  this occurrence is, it’s hashed up the ship pretty badly.
  The ship’s power system is badly damaged, and the 
  FTL drive is completely shot.  The ship precipitates 
  into normal space, where the life support system 
  blows out.  The STL drives are still usable, but they’re 
  in the process of failing.
  There are several gravity wells in the area where the 
  ship re-enters normal space, and none of them appear 
  friendly.  There are � ve of them; “free” planets, large 
  rocky bodies that are not orbiting a star, but rather are 
  drifting through interstellar space.  They read as hostile 
  environments; blasted orbs of jagged iron and silicon 
  covered in a slush of frozen methane and carbon diox-
  ide.  They measure just barely above absolute zero at 
  their surface, and their treacherous geology hasn’t left 
  anything like � at horizontal areas suitable for landing.
  If someone can make a roll on Perception plus Instru-
  ments, though, they’ll spot a big arti� cial structure 
  trapped in the orbit of one of the planets.  It reads as 
  metal, hollow, and with a breathable atmosphere in-
  side.  It’s large enough to dock the ship to.
  (This is a bit of a railroad; there’s really only one good 
  choice for the party to make.  However, sometimes, 
  half the fun is getting there).
  Getting anything done at the moment is a matter of 
  making some tricky rolls.  The ship is literally falling 
  apart around the PCs.
  If the PCs have elected to play the ship’s crew, they’re 
  going to have to struggle to get the ship to the arti� -
  cial structure in time to save everyone’s life.
  If, on the other hand, some or all of the PCs have elect-
  ed to play passengers, rather than crew, they’re STILL 
  going to have to struggle to stay alive.  Any NPC 
  crew members (all of whom were probably wearing 
  red shirts) were killed by explosive showers of sparks 
  when the ship hit the Hyperspatial artifact.
  There are some di�  cult rolls to be made here.  This 
  is a good time to start asking for these rolls in a voice 
  tinged with panic; this is a bad situation, and this is a 
  good place to introduce some dramatic tension.
  At the ship’s current top speed and with ideal condi-
  tions, it can reach the arti� cial structure in twenty 
  (20) minutes.
  The ship’s power system is like a � ickering candle 
  threatening to go out.  Rolls on Intelligence plus Re-
  pair or Engineering at a penalty of minus two (-2) are 
  required; each roll represents � ve (5) minutes of work. 
  A success keeps things going for another � ve (5) min-
  utes, a failure leaves the ship dead in space for a few 
  minutes (and prolongs the time it will take the ship 
  to reach the station).  A critical success might stabilize 
  the ship at a low level of power for the duration of 
  the trip, while a critical failure may cause the ship’s 
  power system to shut down completely or explode a 
  little.  Anyone working on the power system should 
  make a Damage Save against an incoming damage of 
  thirty (30!) in the event of an explosion.  Alternately, 
  burning Risk on re-rolls can prevent catastrophe.
  If the power system fails, the ship is Dead in Space. 
  During any time that the power system is inactive, the 
  life support and STL drive are also inactive.
  Unless everyone on the ship has purchased a space suit, 
  or some other form of life support, it would probably 
  be best to keep the ship’s life support systems working. 
  That will take rolls on Intelligence plus Repair or En-
  gineering at a penalty of minus one (-1) for every � ve 
  (5) minutes.  A success keeps the air � owing; a failure 
  means that the crew has � ve (5) minutes before they 
  start making rolls as per the Su� ocation rules (page 97). 
  Simon Wentworth (Order #28533685)
  
  269
  Fortunately, � ve (5) minutes is enough time to make 
  another roll to maintain life support.  A critical success 
  may stabilize the life support systems until the ship can 
  reach the structure, while a critical failure means the 
  life support systems are down and can no longer be 
  repaired.  That means there are � ve (5) minutes worth 
  of breathable air on board the ship, regardless of the 
  ship’s distance from the structure.  Stress this.
  The STL drive is struggling along on limited power 
  and with a failing motivation system.  It will take a 
  roll on Intelligence plus Repair or Engineering at a 
  penalty of minus one (-1) to keep the ship moving 
  for � ve (5) minutes.  Thanks to Newton’s � rst law of 
  motion (“The velocity of a body remains constant, 
  unless the body is acted on by an outside source”), 
  the ship will continue to move should the STL drive 
  fail, but it will not be moving in the right direction, 
  e� ectively wasting the � ve (5) minutes that it is 
  out of action.  A critical success on this roll means 
  that the drive stabilizes; a critical failure on this roll 
  means that the drive fails completely, and the ship 
  is Dead in Space.
  Finally, the pilot has the monumental task of bring-
  ing the ship in with limited power, drive, and ma-
  neuverability.  With all of the systems � uctuating, 
  and the gravity stress of the � ve free-� oating plan-
  etary bodies they are near, it will require a roll on 
  Intelligence or Agility plus Piloting: Transport Craft 
  at a penalty of minus three (-3) to keep the ship on 
  course, once every � ve (5) minutes.  A successful roll 
  means the ship stays on course for � ve (5) minutes, 
  a failed roll means the ship has drifted, and � ve (5) 
  minutes are wasted trying to bring the ship back on 
  course.  A critical success sets a course that negates 
  the minus three (-3) penalty for the remainder of the 
  trip; a critical failure leaves the ship trapped in a de-
  caying orbit around one of the free planets, making 
  it e� ectively Dead in Space.
  If all goes well (and/or with the expenditure of a 
  HUGE amount of Risk), the ship should reach the ar-
  ti� cial structure, where a simple Intelligence plus Pi-
  loting roll will allow them to dock (providing the ship 
  still has power).
  If all does not go well...
  Dead in Space
  This is a bad, bad situation.  If the problem is a mat-
  ter of the STL drive or the pilot failing, then there’s 
  the problem of keeping the life support going.  If the 
  problem was the power system, it’s a whole other ball 
  of wax.  Life support down, lights slowly fading out, 
  temperature slowly dropping; the ship is slowly be-
  coming a lonely tomb in the middle of nowhere.
  Never has there been a better time to announce that 
  “The Deal is in Full E� ect.”  Science � ction literature 
  is just chock full of situations like this, where people 
  have to scramble to � nd a solution to a horrible emer-
  gency; that’s because science fact is chock full of the 
  same stu� .
  From the desperation of the Apollo 13 astronauts 
  having to recon� gure the carbon scrubbers in their 
  capsule to the most dizzying � urry of starship an-
  timatter technobabble, one thing is certain; there’s 
  always a way.
  Let the Players talk it out. Slow down the passage of 
  time a bit; remember to ask for those life support rolls 
  if they’re still applicable, but give the group time to 
  think.  Maybe they could drain all of the batteries in 
  all of their equipment into the ship’s power system 
  for one last massive push towards the structure.  May-
  be they could detonate the unstable elements of the 
  power system outside of the ship so that the explosion 
  moves them towards the structure.
  If they get to this point, the solution should cost them 
  something, hence “The Deal.”  Maybe it’s all of their 
  batteries.  Maybe it’s the ship as a whole.  Maybe 
  someone has to perform some heroic and nearly self-
  sacri� cing act.
  And, whatever they come up with, give them a roll 
  (or several rolls) to make it happen, let them burn 
  Risk to increase their odds and/or re-roll, and let it 
  work.  If the party is worn out, stressed, and depleted 
  of resources by the time they make it to the structure, 
  you’ve done your job well.
  The Inert Structure
  Up close, it resembles an old-fashioned space station. 
  It’s a huge wheel with spokes, the outer ring pocked 
  with view ports and docks.
  The party’s ship can dock with it, but the ship is pretty 
  much shot at this point.  Docking is the last act it’s 
  going to be able to perform; everything just breaks at 
  that point.  It was a miracle to have gotten it this far. 
  So, their transport is gone, but there’s air and warmth, 
  at least, inside the wheel.
  For all intents, it operates like an Orbital Habitat (page 
  171), save for one; there’s a massive fusion drive on 
  the hub.  It can’t travel faster than the speed of light, 
  but it’s a space ship.  A very old space ship.
  Inside, the three decks of the outer ring are wide 
  walkways, lined on both sides with cryo-stasis tubes. 
  In the tubes, which are all still functioning, are living 
  humanoids in perfect stasis.
  Simon Wentworth (Order #28533685)
  
  270
  The structure is a colony sleep-ship.  A roll on Per-
  ception plus Engineering can date the ship at thirty 
  thousand years old.  It was built well, and built to last.
  A roll on Intelligence plus Academics or Lore: Enig-
  mas will tell the party that the ship could not possibly 
  have been meant to be trapped in orbit over this hos-
  tile, dead world; the ship is o� -course, and without 
  intervention, it will never arrive at its destination.
  The occupants of the stasis tubes can be examined 
  with a cursory visual inspection (Perception plus 
  Medicine) or by examining the readouts on the tubes 
  (Perception plus Instruments or Computers).  They 
  are essentially humans with the Slims package (page 
  54), with an even mix between males and females. 
  They are all in excellent physical health, and could 
  survive the process of being thawed out.
  If the tubes are tampered with, or any attempt is made 
  to thaw out any of their occupants, the Maintenance 
  Robots will arrive and attack (see below).
  There are six entrances to the large spokes connecting 
  the outer ring to the hub. These entrances are sealed 
  by locked doors; it will take a roll on Intelligence plus 
  Computers at a penalty of minus three (-3) to open 
  them; they’re using an unfamiliar operating system, 
  and they’re designed for security.
  If an attempt is made to open these entrances, the 
  Maintenance Robots will arrive and attack (see below).
  There are a number of other docks on the outer ring 
  of the structure.  A roll on Perception plus Comput-
  ers at a penalty of minus two (-2) will tell the party 
  that, of the forty docks, thirty-eight of them were 
  last cycled thirty thousand years ago.  One was cy-
  cled when the party entered, and one was cycled 
  only one week ago.
  There is a computer system running throughout the 
  structure, with terminals every thirty feet or so.  If 
  someone attempts to log into the computer, or to alter 
  or dismantle a terminal, the Maintenance Robots will 
  arrive and attack (see below).
  Pretty much, at some point in time, the Maintenance 
  Robots will arrive and attack.
  The Maintenance Robots
  They’re as old as the structure, and just as well-built. 
  They’re Challenging opposition with the Mechani-
  cal package, and a few additional bits of Mechanica 
  and Powers.  There are as many of them (in each 
  group) as there are PCs, and they know nothing of 
  parlay or surrender.
  They’ve been reprogrammed to be ruthless and impla-
  cable.  They’re going to have to be beaten down. Good 
  thing they’re mooks, even if they have Armor Shrugs.
  The Maintenance Robots
  Roll to Hit/Defend
  14
  Roll to Hit with Laser
  19
  Damage, Hand to Hand
  14
  Damage, Laser
  20 (AP 2)
  Damage Resistance
  33
  Armor Shrugs
  2
  Once a robot is defeated, it’s possible to “hack” its com-
  puter brain of one of the robots; it requires a roll on Intel-
  ligence plus Computers at a penalty of minus two (-2).  
  There are two levels of programming in the Mainte-
  nance Robots: the � rst is a simple operating system 
  with technical information about the structure.  The 
  second is a set of much more recent commands (with-
  in the past week) directing them to respond to intrud-
  ers within the structure with deadly force.
  Also in the computer of the robots is the access code to 
  the spokes which lead to the hub.
  Entering the door using these codes does not trigger 
  another attack by the Maintenance Robots.  The spokes 
  are about two hundred feet long, and are built very 
  tough.  At the far end are doors without security locks. 
  They open at the touch of a fairly obvious panel.
  In The Hub, Middle Deck
  There are three decks to the hub; the spokes lead to 
  entrances on the middle deck.  A loud chime rings 
  throughout the hub when someone enters from a 
  spoke; the system that accomplishes this is entirely on 
  the inside of the hub, so there’s no bypassing it (or 
  even noticing it) before entering.
  This deck is a fairly large hangar; it can accommodate up 
  to four Space Transports.  There is a transport of fairly 
  modern (yet unfamiliar) design currently inside of it.
  Alerted by the chime, four large, ugly monsters come 
  charging down the transport’s cargo ramp, intent on 
  doing harm to the party.
  These are true monsters (have the Monster pack-
  age), and they have no qualms about being all 
  monstrous with the party.  They aren’t interested 
  in talking, and even gentle telepathic contact will 
  only serve to drive them into a rage.  Aside from 
  what evolution has provided them with, they are 
  unarmed.
  Simon Wentworth (Order #28533685)
  
  271
  These are not mooks, but lieutenants.  Thanks to the 
  Monster package, they also regenerate one (1) Shrug 
  every six (6) turns, even if they are Unco.  Best not 
  to turn one’s back on them, even if you think they’ve 
  been beaten...
  Alien Marauders
  Roll to Hit/Defend
  14
  Damage
  24
  Damage Resistance
  33
  Armor Shrugs
  1
  Risk
  90
  Shrugs
  5
  They are carrying no other equipment.
  Their ship is nearly in perfect working order, there is 
  currently no other crew on board.  The power system 
  is, however, completely inert; a key component has 
  been carefully removed.
  A Intelligence plus Streetwise roll will reveal this to be 
  a common pirate’s trick for securing one’s ship.  There 
  is no jury-rig for this lost component; the owner of the 
  ship is likely carrying it.
  In The Hub, Lower Deck
  The lower deck of the Hub contains the fusion drive 
  system.  It is huge and clunky, antiquated but in good 
  working order.  It lacks the power to get the structure 
  out of orbit, however; it was designed for clear inter-
  stellar � ight, not maneuvering around gravity wells.
  There are about two dozen maintenance robots down 
  here as well, but they have not been reprogrammed. 
  They aren’t interested in communicating with any-
  one; they have very simple program directives (“keep 
  the structure in perfect working order”), and that’s all 
  they will do.
  If attacked, they will defend themselves.
  In The Hub, Upper Deck
  The upper deck of the Hub is a massive control room 
  with primitive navigational arrays and a lot of large 
  � at-screen panels.
  In the center of it, � anked by two of the Alien Ma-
  rauders, is an apparently human male in dark robes. 
  He is holding a black snake-headed sta�  in one hand 
  and a blaster pistol in the other. 
  “You’re interfering in something you don’t want any 
  part of,” he will say to the party.
  There are a couple of ways this could go.  The party 
  could try talking, or a � ght can break out.
  If the party tries to talk it through, the man will be gen-
  erally courteous.  He will be happy to inform them that 
  his name is Despoil, a mercenary scientist in the hire of 
  these aliens, whom he refers to as “The Traders.”  They 
  have diverted this structure into the gravity well to as-
  sure that the colonists never reach their destination, a 
  planet that the Traders would eventually like to own 
  themselves.  The Traders are now planning on taking 
  the cryo-stasis tubes o�  the structure and selling their 
  occupants into slavery or medical experimentation, 
  whichever is more pro� table.  He is not interested in 
  helping the PCs in any way, but the Traders might be 
  willing to give them a lift, if they’ll be kind enough to 
  voluntarily step into some cryo tubes.
  It’s at about this point that Despoil will try to use his 
  Dominating Gaze power on the most dangerous ap-
  pearing PC. Despoil will spend ten (10) of his Risk 
  points, and try to roll a fourteen (14) or less... the to-
  tal of his Perception plus Use Powers skill.  If he suc-
  ceeds, his target will have a chance to roll their Will 
  stat plus their Toughness skill, at a penalty of minus 
  � ve (-5).  If the PC fails this roll, they are the thrall of 
  Despoil for an hour.
  Should he succeed in his Dominating Gaze attack, De-
  spoil will command his new thrall to subdue all of his 
  companions, at which point the � ght is probably on.
  Should he fail, it will be apparent that he tried to do 
  something.  If any of the PCs have the Preternatural 
  Merit, and can make a successful roll on their Percep-
  tion stat plus Use Powers skill, they will know exactly 
  what Despoil just tried to do.  At this point, the � ght 
  is probably on.
  Simon Wentworth (Order #28533685)
  
  272
  In the event that a PC becomes the thrall of Despoil, the 
  only chance that they have to become free sooner than 
  the power’s hour of duration is The Deal.  This would be 
  a good time to announce that The Deal is in Full E� ect, 
  and see what the PCs can come up with.  It could be as 
  simple as spending a bunch of Risk (not less than ten) 
  and slapping the thrall while screaming “WAKE UP!” 
  Whatever they come up with (if anything), make sure to 
  make a note of it.  It might become important later on.
  The two Traders are the Captain and � rst mate of the 
  transport.  While they might like to make a pro� t o�  of 
  selling the PCs, they’ll be just as happy to carve them 
  up and sell them on the galactic exotic meats market.
  As if that isn’t bad enough, should a � ght break out, 
  twice (2x) as many reprogrammed Maintenance Ro-
  bots as PCs will storm into the upper deck of the Hub.
  Despoil isn’t the kind of person to be talked out of do-
  ing what he wants.  The likelihood of a � ght occurring 
  is pretty close to one hundred percent.
  Despoil
  Roll to Hit/Defend*
  16
  Roll to Dominate
  14
  Damage (Sta� )
  18
  Damage (Blaster)
  25 (AP 4)
  Damage (Hand to Hand)
  16
  Damage Resistance
  14
  Risk
  130
  Shrugs
  5
  *Roll to hit with Blaster
  18
  *Has Dodge and Parry without Penalty
  Doctor Despoil does not know the meaning of the 
  word “quit.”  His blaster pistol is equipped with an 
  Eternity Cell and he has a LOT of Risk, so he’ll just 
  keep plugging away as long as he has Shrugs, un-
  less it looks like he’s absolutely certain to lose.
  If (or when) it becomes clear that he’s going to lose, 
  however (goes to one or zero Shrugs or somehow it 
  clearly becomes an overwhelming impending tac-
  tical defeat), he will scream loudly “NO ONE DE-
  FEATS LORD DESPOIL,” after which he explodes.
  Well, it certainly looks and sounds like an explo-
  sion. Bright light, loud bang, cloud of white smoke. 
  No amount of checking with the Perception stat 
  will detect a hint of magic, psionics, or powers in 
  the explosion... he’s just gone.  A roll on Perception 
  plus Lore: Enigmas will reveal that there’s a hint 
  of xenodimensional energy, but there’s really not 
  much to be done with that information.
  The Traders will not stop � ghting until they are 
  soundly defeated; they’re quite psychotic.  If they 
  are reduced to Unco, they will regenerate one (1) 
  Shrug every six (6) turns (30 seconds) until they are 
  at zero (0) Shrugs, conscious, and ready to continue 
  the � ght.
  Likewise, the reprogrammed Maintenance Robots 
  simply are not programmed to stop while they can 
  still function.
  It should be a nice little royal dustup, but deter-
  mined PCs can accomplish a lot when they set their 
  minds (and Risk) to a task.
  Aftermath
  While none of Despoil’s equipment seems to have 
  been left behind, the Captain of the Traders did in-
  deed have the missing engine component in a pouch 
  on his waist.  It is an easy matter to install it in the 
  transport’s engine, at which point the party is free to 
  leave.  Of course, that would leave the inhabitants 
  of the structure trapped for countless eons, until the 
  eventual decay of their orbit and horri� c death on a 
  cold and hostile world.
  The Maintenance robots can be reprogrammed en 
  masse from the upper level of the Hub (Intelligence plus 
  Computers at a penalty of minus two (-2)), and they can 
  safely wake a few members of the crew, if asked.
  The race inhabiting the structure are, among other 
  things, natural telepaths.  They will quickly be able to 
  verify anything the party tells them about what their 
  situation is and what has happened.  They will ask the 
  party for assistance.
  Simon Wentworth (Order #28533685)
  
  273
  With what is left of the party’s original ship, engi-
  neers on the structure can improve the structure’s 
  STL drive and even incorporate a few other compo-
  nents to jury-rig a slow, but serviceable, FTL drive. 
  If the party agrees to allow them to do this, or even 
  helps them to do it, the grateful crew of the structure 
  will give them some “ancient”artifacts and materi-
  als worth $250,000.00.  That, and the Trader’s Space 
  Transport, makes a nice little reward for crashing 
  and helping out.
  If the party doesn’t elect to help the crew of the 
  structure, the crew will mentally stun the hell out 
  of them by grouping together and using their Mind 
  Blast power until the PCs are out... this is a cinematic 
  moment of storytelling, no rolls required.  The party 
  will simply suddenly blink, and wake up in empty 
  space, � ying the Trader’s Space Transport fully load-
  ed with supplies and good navigational data, and 
  the vague feeling that they got rolled.  They won’t 
  get the bonus reward, but the crew aren’t holding 
  any grudges.  The PCs have had a hard day.
  The PCs should get an Improvement Budget of 
  $5,000.00 at a minimum, or up to $7,500.00 if they 
  performed with tremendous inspiration and creativ-
  ity.  If the party helps out the crew of the structure, 
  that’s worth a thousand or two as a bonus.  Kindness 
  and generosity isn’t required in the universe of Stel-
  larpunk Genesis, but it never hurts.
  Against Despoil:
  The Adventures as a Mini-Campaign
  It is hardly by accident that the main villain in all 
  three sample adventures is the same person.  It takes 
  very little e� ort to turn these three adventures into a 
  miniature Campaign, where the Players can use the 
  same Characters through all three adventures, in any 
  order, and end up at a dramatic climactic battle where 
  they can � nally face Despoil to the bitter end.
  Select any one of the campaigns as a starting point, 
  and allow the Players to make up Characters for that 
  adventure.  It can be entertaining for everyone, at this 
  point, if they’re not aware that the Characters may 
  have to operate in more than one Era.
  Play the adventure through to the dramatic exit of De-
  spoil in a pu�  of smoke at the end.  This time, though, 
  something is left behind. A tiny black crystal that reso-
  nates with otherworldly energy... a roll on Perception 
  and any of the Special Skills reveals that the crystal 
  resonates with the energies that � owed through De-
  spoil, and that something interesting will happen if the 
  crystal is broken.
  It has a DR of 20 and 2 Shrugs.  That shouldn’t be hard 
  for a determined party.
  Once broken, the crystal creates a ten (10) foot gate-
  way into... something.  Perception plus Special Skill 
  rolls will sense that, somewhere on the other side of 
  that gateway is Despoil.
  At that point, they should also realize (perhaps thanks 
  to Perception plus Investigation rolls) that there are 
  people missing.  Some of the villagers are unaccount-
  ed for.  There are homeless people from the commu-
  nity missing.  Some of the Cryo Tubes are gone.  When 
  Despoil left, he took some of the innocent people in-
  volved in the adventure with him.
  And the gateway is closing.  They should probably 
  go through it if there’s to be any hope of getting those 
  innocent people back.
  If they balk, let the Players know that this is the next 
  part of the adventure, and they should go with it.
  Once the PCs have gone through the gateway it col-
  lapses, leaving them at the starting point of the next 
  adventure.
  Give them the improvement budget from the last ad-
  venture and a little time to spend it... perhaps end the 
  session for the night at that point, to be picked up at 
  the new adventure when they reconvene.
  Simon Wentworth (Order #28533685)
  
  274
  These adventures take on a whole new level when you 
  play them with Characters not from the adventure’s 
  Era.  Fantasy Characters will have a lot of coping to do 
  in the Near-Modern Era of Destiny 2025; that’s noth-
  ing compared to how Fantasy Characters will have to 
  try to cope with a crashing Space Transport AND out-
  of-Era penalties!
  (To be fair, when introducing the Shatter’d Earth Char-
  acters into the Stellarpunk Genesis adventure, having 
  an “emergency technical hologram” on the ship to ex-
  plain what is happening and what they need to do, as 
  well as a good selection of High Tech Wonder Tools, 
  would make it more of a � ghting chance and less of 
  a tragedy waiting to happen.  That, and liberal use of 
  “The Deal”).
  At the end of the second adventure, Despoil again es-
  capes, and again leaves a crystal.  The party should 
  know what to do with it by now, and they’re o�  to the 
  third adventure!
  After the third adventure, when Despoil escapes a 
  third time, the crystal’s gateway leads to the inside 
  of a bizarre fortress composed of elements of all three 
  Eras.  There are walls of rough hewn stone, brick and 
  cinderblock, and ultra high-tech carbon composites, 
  all in the same corridor.
  Any of the opposition from any of the adventures 
  can pop up, perhaps even in combination.  There’s 
  nothing wrong with this part being random; the 
  party is essentially in the mind of a madman.  Let 
  there be corridors that lead to nowhere, twists and 
  turns that end up in rooms full of ferrets and por-
  ridge, even a few rooms where gravity is upside-
  down and they have to jump “up” to the ceiling to 
  safely cross and jump back “down” to the � oor on 
  the other side.
  At some point, they can � nd a room full of the cryo tubes 
  from Stellarpunk Genesis, except the tubes have villag-
  ers, homeless people, and structure crew.  These tubes 
  also have � exible pipes running into them, and huge 
  pulsing sacks of glowing organs along the walls are 
  slowly pumping life force out of the captured innocents.
  Despoil will show up when they’ve found this, eyes 
  wild.
  “You followed me HERE?  No one can follow me here! 
  I’ve had ENOUGH of you... I’ve barely managed to col-
  lect enough subjects to feed as it is!  Now you will DIE!”
  Gone is his previous penchant for explaining himself. 
  He launches into his Dominating Gaze attack, and 
  summons a bucket of minions.
  This is the big � ght to end all � ghts.  Each group of op-
  position, from the Goblins to the Suits to the Traders 
  shows up.  They have all been Dominated by Despoil.
  If the party has previously found a way to snap some-
  one out of Despoil’s Domination, they can now use 
  that to bring any of his allies (even the Maintenance 
  Robots) to the party’s side.  Handled tactically, this 
  can turn against Despoil very quickly.
  Every time Despoil himself takes a Shrug, there is a 
  “POP!” and one of the sacks of organs on the wall 
  bursts.  The organ sacks themselves can be attacked... 
  they certainly can’t Dodge, but they do have a DR of 
  45 and 4 Shrugs.  Each time one is reduced to zero (0) 
  Shrugs, it pops and Despoil loses a Shrug.
  Despoil isn’t going down without a � ght, but when he 
  goes to negative one (-1) Shrugs or less, which sends 
  him Unco, he screams an inhuman, gurgling, blood-
  curdling scream, and the entire fortress melts and 
  � ows.  For a moment, just a moment, it looks like it’s 
  going to fall in on the party and drown them.
  Then, in the blink of an eye, everyone is back where 
  they started, the party is back in their own home Era, 
  as if they had only just stepped through the � rst gate-
  way.  All of the innocents of their own Era are back, 
  and there is a sense that all of the innocents were re-
  turned to their own Era.
  The strange, ever-present feeling that Despoil is still 
  around is gone, completely.  The villain Despoil is 
  no more.
  Give everyone $10,000.00 in Improvement Budget for 
  � nishing a campaign, with a bonus of up to $5,000.00 
  for doing spectacular things at the right moment. 
  Then, sit back, smile, and congratulate them on � n-
  ishing this campaign.
  So... what are you going to do next week?
  Simon Wentworth (Order #28533685)
  
  275
  Appendix II: 
  Hot Chicks Merit/Flaw Conversions
  Hot Chicks Merit
  Victory System Merit
  A Whore in the Bedroom
  Supple Lover
  Ambidexterity
  Ambidexterity
  Artful
  Crafty
  Bad-Ass
  Bad-Ass
  Brain
  Knowledgeable
  Cunning Linguist
  Polyglot
  Cyber-Enhanced
  Moda Mechanica
  Danger’s Bitch
  Riskful
  Deadly Aim
  Deadly Aim
  Drink Like a Fish
  Drink like a Fish
  Eat Like a Bird
  Eat like a Bird
  Fast
  Fast
  God of Reloading
  God of Reloading
  Haymaker
  Haymaker
  High Tech
  Higher Tech/Highest Tech
  Homemaker
  Homemaker
  Hot Chick
  Comely
  Hot Dude
  Comely
  I Know Kung Fu
  Martial Artist
  Iron Will
  Iron Will
  Jackrabbit
  Jackrabbit
  Jock
  Athlete
  Kick Like a Mule
  Kick Like a Mule
  Master Cook
  Master Cook
  Mind of Power
  Mind of Power
  No Sick Days
  Fit as a Fiddle
  Pro Jumper
  Pro Jumper
  Pro Lifter
  Pro Lifter
  Pro Runner
  Pro Runner
  Quick
  Quick
  Really Skilled
  Really Skilled
  Redline
  Transporter
  Rich
  Rich
  Spell Slinger
  Spell Slinger
  Spy
  Spy
  Steel-Trap Mind
  Steel-Trap Mind
  Superlative
  Preternatural
  Tough as Hell
  Tough as Hell
  Whip It Out
  Fast on the Draw
  Simon Wentworth (Order #28533685)
  
  276
  Hot Chicks Flaw
  Victory System Flaw
  A Whore in the Kitchen
  Bad Cook
  Asthamtic
  Asthmatic
  Bad Driver
  Bad Driver
  Butt Ugly
  Ugly
  Can’t Jump
  Can’t Jump
  Can’t Stay Dressed
  Can’t Stay Dressed
  Cheap Drunk
  Cheap Drunk
  Delicate Footsies
  Delicate Feet
  Dyslexic
  Dyslexic
  Fashion Victim
  Fashion Victim
  Forgetful
  Forgetful
  Frigid
  Frigid
  ������������
  ������������
  Infertile
  Infertile
  Low Risk
  Riskless
  Low Tech
  Lower Tech/Lowest Tech
  Malleable
  Malleable
  Nervous Stomach
  Nervous Stomach
  OCD
  OCD
  Personal Dedication
  Personal Dedication
  Phobic
  Phobic
  Physical Impairment
  Physical Impairment
  Poor
  Poor
  Prude
  Prude
  Psycho
  Psycho
  Ridiculous Nails
  Delicate Hands
  Self-Imposed Limitation
  Self-Imposed Limiation
  Socially Unacceptable
  Socially Unacceptable
  Squeamish
  Squeamish
  Strongly Scented
  Strongly Scented
  Swims Like a Brick
  Swims Like a Brick
  Throws Like a Girl
  Range Challenged
  Unskilled
  Unskilled
  Very Fertile
  Very Fertile
  Weak as Hell
  Weak as Hell
  Merits in Victory without Hot Chicks Equivalents:
   
  ��������������������������������������������
  Natural Engineer, Night’s Eyes, Striking Presence, 
  Well-Funded.
  Flaws in Victory without Hot Chicks Equivalents:
   
  Blood Feud, Dishonored, Doubtful Presence, Mental 
  Malfunction, Owned, Sidereal, Stands Out
  Simon Wentworth (Order #28533685)
  
  277
  Index 
  A
  Absent Players
  241
  Adventure
  228
  Aiming
  68
  Amputations
  80
  Animal Abilities
  188
  Animals
  183
  Armor
  79
  Armor
  142
  Armor, Fantasy Era
  143
  Armor, Near-Modern Era
  145
  Armor, Space Era
  147
  Armor-Piercing Attacks
  80
  ����������������
  47
  Attack Penalties
  69
  Attacking
  65
  Attacks with Effects other 
  than Damage
  82
  Attacks, Multiple
  66
  Attribute/Skill Combina-
  tions
  62
  �������
  66
  B
  Base Mechanic
  13
  Being Prone, Kneeling, 
  Sitting
  74
  Bonuses
  18
  Budget, Improvement
  106
  C
  Called Shots
  68
  Campaign
  225
  Carrying Capacity
  59
  Character Death
  243
  Character Generation
  20
  Character Sheets
  248
  Character, Finishing
  47
  Cinematic Damage, 101
  78
  Cold
  92
  Collisions
  90
  Combat
  65
  Common Task Penalties
  61
  Conditions
  87
  Contested Rolls
  13
  Coup de Grace
  79
  Currency
  15
  Curses
  87
  �������������������
  231
  Cyberlink, Near-Modern
  120
  Cyberlink, Space
  131
  D
  Damage
  75
  Damage, Cinematic
  78, 
  101
  Dead as Hell
  76, 
  102
  Deal, the
  15
  Death
  76, 
  102
  Defending
  72
  �������������������
  9
  Destiny 2025
  233
  Dice
  7
  Disarming
  74
  Disease
  87
  Dodging
  72
  Dodging, Area Attacks
  72
  Doing Damage
  75
  Doing Damage to Inani-
  mate Targets
  77
  Doing Stuff
  16
  E
  Electrocution
  91
  Environmental Hazards
  87
  Equipment
  108
  Equipment, Fabricating 
  and Repairing
  108
  Eras
  14
  Explosions
  82
  Extreme Heat and Cold
  92
  F
  Failed Pathing
  242
  Falling
  93
  Finishing the Character
  47
  Fire
  93
  Flaws
  23, 
  29
  Flaws, Buying Off
  107
  Forsaking Attack
  75
  Forsaking Defense
  66
  Fuel
  173
  Fun
  246
  G
  Game
  225
  Getting Drunk
  89
  GM's Section
  225
  Grapple Parries
  74
  Grappling
  70
  Gravity
  94
  Grenades and Grenade 
  Launchers
  129
  G-Stress
  94
  H
  Hand to Hand Maneuvers
  69
  Healing and Recovery
  100
  Healing Cinematic Dam-
  age
  101
  Healing Rituals
  101
  Heat
  92
  Hot Chicks
  8
  Housing
  168
  Housing, Repairing and 
  Constructing
  169
  I
  Improvement
  106, 
  230
  Improvement Budget
  106
  Improvement Rate
  243
  Initiative
  65
  Inspiration
  244
  Interrogation
  85
  �������������������
  242
  J
  Jumping, Distance
  57
  Jumping, Height
  58
  K
  Kick
  67
  Kneeling
  74
  Knockback
  81
  L
  Lifting
  59
  Low Level Opponenet
  237
  M
  Magic
  194
  Margin of Success
  13
  Martial Arts
  200
  Mechanica
  206
  Merits
  23, 
  25
  Merits, Purchasing
  107
  Mid Level Opponent
  238
  Misc. Equipment, Fantasy 
  Era
  152
  Misc. Equipment, Near-
  Modern Era
  155
  Misc. Equipment, Space 
  Era
  159
  Miscellaneous Equipment
  151
  ������������������
  125
  Monograph, Scott's
  244
  Monograph, Vic's
  246
  Monographs
  244
  Mook Blow-Through
  79
  Multiple Attacks
  66
  O
  Opponent, Low Level
  237
  Opponent, Mid Level
  238
  Opponent, Superb
  239
  Opposition
  235
  Opposition, Challenging
  236
  Opposition, Mild
  236
  ��������������������
  236
  Opposition, Really Tough
  236
  Oppostion, Quick and 
  Dirty
  236
  P
  Package, Beasts
  49
  Package, Incorporeals
  50
  Package, Mechanicals
  51
  Package, Monsters
  52
  Package, Shorts
  53
  Package, Slims
  54
  Package, Stouts
  55
  Package, Undead
  56
  Packages
  48
  Parrying
  73
  Parrying and Shields
  73
  Parrying Melee Attacks 
  while Unarmed
  73
  Parrying, Grappling
  74
  Penalties
  18, 
  61
  Phsyical Performance
  57
  Poisons
  87
  Poor Party Balance
  241
  Power Cells
  136
  Powers
  212
  Pressure Differentials
  98
  Prone
  74
  Psionics
  217
  Psychological Trauma
  83
  R
  Radiation
  95
  Radius Attacks
  82
  Random Hit Location
  68
  Restoring Shrugs
  100
  Rewards
  230
  Simon Wentworth (Order #28533685)
  
  278
  Risk
  18, 
  103
  Risk and Mooks
  104
  Risk Recovery and Special 
  Merits
  104
  Risk, Secondary Pools
  104
  Roleplaying Game
  7
  Rolling Against Large 
  Numbers
  14
  Rounding
  14
  Running
  57
  S
  Sample Campaigns
  232
  Sample Diseases
  87
  Sample Poisons
  88
  Sample Zombie
  240
  Secondary Risk Pools
  104
  Session
  229
  Shatter'd Earth
  232
  Shields
  138
  Shields, Fantasy Era
  138
  Shields, Near-Modern Era
  140
  Shields, Space Era
  141
  Shrugs
  22
  Sitting
  74
  Skills
  35
  Skills, Athletic
  39
  Skills, Combat
  39
  Skills, Craft
  41
  Skills, Descriptions
  39
  Skills, Espionage
  40
  Skills, Fantasy Era
  36
  Skills, Improvement
  47, 
  107
  Skills, Knowledge
  41
  Skills, Near-Modern Era
  37
  Skills, Purchasing
  47, 
  107
  Skills, Space Era
  38
  Skills, Special
  45
  Skills, Transport
  43
  Special Abilities
  191
  Special Abilities, Caution-
  ary Note
  193
  Special Abilities, Stacking
  193
  Speed Loaders
  125
  Starvation
  97
  Statistic Penalties
  78
  Statistics, Basic
  21
  Statistics, Derived
  22
  Statistics, Improvement
  47, 
  107
  Statistics, Purchasing
  22, 
  47
  Stellarpunk Genesis
  234
  Suffocation
  97
  Superb Opponent
  239
  T
  Taking Multiple Shrugs
  76, 
  77
  Task Resolution
  61
  Tasks, Attribute/Skill 
  Combinations
  62
  Tasks, Equipment
  62
  Tasks, Non-Era
  62
  Tasks, Time
  63
  Thirst
  97
  Throwing Distance and 
  Damage
  59
  Throwing an Opponent
  71
  Time and Movement
  57
  Torture
  85
  Troubleshooting
  241
  U
  Unco
  76, 
  102
  V
  Vacuum
  98
  Vehicle Scale and Size
  172
  Vehicles
  172
  Vehicles, Fantasy Era
  175
  Vehicles, Maintaining, Re-
  pairing, and Constructing
  174
  Vehicles, Near-Modern Era
  177
  Vehicles, Space Era
  180
  W
  War for the Shatter'd Earth
  232
  Wardrobe
  163
  Wardrobe, Fantasy Era
  164
  Wardrobe, Near-Modern 
  Era
  167
  Wardrobe, Space Era
  168
  Weapon Features, Near-
  Modern Era
  119
  Weapon Features, Space 
  Era
  130
  Weapon Features: Fantasy 
  Era
  112
  Weapon Kick
  67
  Weapons
  111
  Weapons, Fantasy Era
  112
  Weapons, Near-Modern 
  Era
  119
  Weapons, Space Era
  130
  Simon Wentworth (Order #28533685)
  
  279
  Appendix III: Further Inspiration
  There’s a long list of books and movies that have 
  given us inspiration for hours (and years!) of adven-
  tures in games.  There’s no room for a complete list 
  of these in� uences (we watch a LOT of movies), but 
  here are a few bits and pieces of literature and cul-
  ture that might give you some ideas on where the 
  Victory System can take you!
  BOOKS
  Adams, Douglas; The Hitchhiker’s Guide to the Galaxy 
  “Trilogy,” Dirk Gently’s Hollistic Detective Agency
  Apocryphal Writings: The Book of Enoch
  Asimov, Isaac: The Robot Series, the Foundation Series
  Asprin, Robert: The “Myth” Series
  Barker, Clive: just about anything he wrote
  Bradbury, Ray: Something Wicked This Way Comes
  Breathed, Berkely: The Bloom County Series
  Clairmont, Chris: The Dark Phoenix Saga
  Doyle, Arthur Conan: The Sherlock Holmes Series
  Eddings, David:  The Belgariad Series
  Gibson, William: Neuromancer, Count Zero
  Gygax, Gary: Gord the Rogue
  Harrison, Harry: The Stainless Steel Rat Series, the 
  Deathworld Trilogy
  Heinlein, Robert: Have Spacesuit Will Travel, Citizen of 
  the Galaxy, The Rolling Stones, Starship Troopers
  Laumer, Keith: The Retief Series, The Bolo Series, 
  Knight of Delusions, the Technicolor Time Machine, 
  Dinosaur Beach
  Lieber, Fritz: The Fafhrd and the Gray Mouser Series
  Lovecraft, H.P.: The stories of the Cthulhu Mythos
  Moorcock, Michael: the Elric Saga, the Corum Saga
  Murphy, Warren and Sapir, Richard: The Destoyer Series
  Poe, Edgar Allen: just about anything he wrote
  Robeson, Kenneth: The Doc Savage Series
  Smith, E.E. “Doc:” The Lensman Series
  Stashe� , Christopher: The Warlock Series
  Tolkein, J.R.R.: The Lord of the Rings “Trilogy”
  MOVIES
  The Adventures of Buckaroo Banzai; Across the 
  Eighth Dimension
  Alien
  Aliens
  Alien Resurrection
  Army of Darkness
  The Avengers (2012)
  The Black Hole
  The Blues Brothers
  Captain America
  Charly and the Chocolate Factory
  Cloak and Dagger
  The Court Jester
  Dead Girl
  The Devil’s Rejects
  Doc Savage: The Man of Bronze
  Enter the Dragon
  Escape from New York
  The Evil Dead
  Excalibur
  Faster, Pussycat, Kill, Kill!
  George Romero’s “The Dead” Trilogy
  Ghost in the Shell
  Gold� nger
  The Great Race
  House of 1,000 Corpses
  In Like Flint
  Iron Man (1 and 2)
  Jurassic Park
  Simon Wentworth (Order #28533685)
  
  280
  Krull
  Ladyhawke
  The Legend of Drunken Master
  The Lord of the Rings Trilogy
  The Matrix
  The Matt Helm Series
  Meat Market, I and II
  Mortal Kombat
  The Ninth Gate
  The Nude Bomb (a.k.a. The Return of Maxwell Smart)
  Our Man Flint
  The Pirates of the Caribbean Series
  Prince of Darkness
  Return of the Dragon
  Shanghai Noon
  Smokey and the Bandit
  Something Wicked This Way Comes
  Speed Racer
  Star Crash
  The Star Trek Series
  The Star Wars Trilogies
  The Sword and the Sorceror
  Time After Time
  Tremors
  Tron
  Tron Legacy
  V for Vendetta
  Virus
  We are the Night
  Willy Wonka and the Chocolate Factory
  Xanadu
  TELEVISION
  Battle of the Planets (a.k.a. G-Force, Science Ninja Team 
  Gatchaman)
  Battlestar Galactica (1970’s)
  The Bionic Woman
  Buck Rogers
  The Dukes of Hazard
  Farscape
  Fire� y
  Get Smart
  Ghost in the Shell: Stand Alone Complex
  Good Eats
  Green Lantern
  Hogan’s Heroes
  Iron Chef
  Iron Chef (America)
  It Takes a Thief
  The Man from U.N.C.L.E.
  Man Versus Wild
  Mister Merlin
  Mythbusters
  Jason of Star Command
  The Six Million Dollar Man
  Speed Racer
  Star Trek
  Star Wars: The Clone Wars
  Survivorman
  The Thunderbirds
  Thunderbirds 2086
  Top Gear
  When Things Were Rotten
  The Wild, Wild West
  Simon Wentworth (Order #28533685)
  
  281
  Appendix IV: Character Quickref
  Rolling Statisitics
  D20 roll
  Statistic
  1-2
  10
  3-4
  9
  5-7
  8
  8-12
  7
  13-16
  6
  17-18
  5
  19-20
  4
  Method 1, Standard: Roll six (6) statistics, assign them 
  to the six (6) Primary statistics as you wish.
  Method 2, Hardcore:  Roll six (6) statistics, assign 
  them to the primary statistics in the order that you 
  roll them.  This method gives the Character one (1) 
  additional Merit.
  Method 3, Purchasing:  All stats start at four (4).  Pur-
  chase statistics o�  the following chart, with a budget 
  of thirty-� ve thousand dollars ($35,000.00).  Charac-
  ter’s starting budget CAN be used as well.
  Stat Purchasing
  Stat
  Cost: Str, Sta
  Cost: Agi, Dex, 
  Int, Per
  5
  $500.00
  $1,000.00.00
  6
  $1,500.00
  $3,000.00.00
  7
  $3,500.00
  $7,000.,00.00
  8
  $7,500.00
  $15,000.00.00
  9
  $15,500.00
  $31,000.00.00
  10
  $31,500.00
  $63,000.00.00
  Starting budget can be used to improve primary 
  statistics as per the chart below
  Stat Improvement
  Raising Strength
  and Stamina from
  Raising all other 
  stats from
  Costs
  This
  4 to 5
  -
  $500.00
  5 to 6
  4 to 5
  $1,000.00
  6 to 7
  5 to 6
  $2,000.00
  7 to 8
  6 to 7
  $4,000.00
  8 to 9
  7 to 8
  $8,000.00
  9 to 10
  8 to 9
  $16,000.00
  -
  9 to 10
  $32,000.00
  Skill Points
  Characters start with � fty (50) Skill Points.
  Starting budget can be used to further improve skills 
  from this point.
  Skill Improvement
  Raising a Skill from
  this to this
  Costs
  This
  No ranks to 1 rank
  $500.00
  1 rank to 2 ranks
  $1,250.00
  2 ranks to 3 ranks
  $2,500.00
  3 ranks to 4 ranks
  $3,750.00
  4 ranks to 5 ranks
  $5,000.00
  5 ranks to 6 ranks
  $6,250.00
  Starting budget can also be used to purchase skills 
  that were not acquired using the base forty (40) points.
  Skill Purchasing
  Buying a Skill you Don’t Have to 
  this Rank
  Costs
  this
  1
  $500.00
  2
  $1,750.00
  3
  $4,250.00
  4
  $8,000.00
  5
  $13,000.00
  6
  $19,250.00
  Secondary Statistics
  Shrugs
  Stamina / 2
  Speed
  Agility + Dexterity + Running
  Will
  (Stamina + Intelligence) / 2
  Initiative
  (Dexterity + Perception) / 2
  Damage Resistance
  Stamina x 2
  Armor Shrugs
  N/A
  Risk Points
  Will x 10
  Performance Statistics
  Running Speed
  Speed x 4
  Stand Broad Jump
  (Agility + Acro or (x)Sports) / 2
  Run Broad Jump
  (Speed / 2) + Acro or (x)Sports
  Stand High Jump
  ((Agility + Strength) / 2) + Acro or (x)Sports) / 4
  Run High Jump
  ((Agility + Strength) / 2) + Acro or (x)Sports) / 2
  Dead Lift
  (Strength + Lifting) x 50
  Base Throw
  Strength + Throwing
  Simon Wentworth (Order #28533685)
  
  282
  MERITS
  5 to start; taking Flaws gains more Merits
  Ambidexterity
  Martial Artist (s)
  Athlete
  Master Cook
  Bad-Ass
  Mind of Power (s)
  Bestial A�  nity
  Moda Mechanica (s)
  Comely
  Natural Engineer
  Coping Mechanism (l)
  Night’s Eyes
  Crafty
  Polyglot (l)
  Deadly Aim
  Preternatural (s)
  Drink Like a Fish
  Pro Jumper
  Eat Like a Bird
  Pro Lifter
  Era-Wise
  Pro Runner
  Fast
  Quick
  Fast on the Draw
  Really Skilled (m)
  Fit as a Fiddle
  Rich (m)
  God of Reloading
  Riskful (m)
  Haymaker
  Spell Slinger (s)
  Higher Tech
  Spy
  Highest Tech
  Steel-Trap Mind
  Homemaker
  Striking Presence
  Iron Will
  Supple Lover
  Jackrabbit (l)
  Tough as Hell (m)
  Kick Like a Mule
  Transporter
  Knowledgeable
  Well-Funded (m)
  Notes:
  (l) Leveled: This Merit can be taken up to three times
  (m) Multiple: This Merit can be taken any number 
  of times
  (s) Special: This is a Special Merit
  Starting Budget
   
  The default starting budget is � fty thousand dollars 
  ($50,000.00).
  Novice Characters could start with as little as twenty-
  � ve thousand dollars ($25,000.00), Veteran Characters 
  could start with seventy-� ve thousand ($75,000.00), 
  and “Lords of Butt-Whoopin’” could start with around 
  a hundred thousand dollars ($100,000.00).  This is the 
  decision of the GM at the time that the campaign starts.
  Certain Merits and Flaws modify Starting Budget.
  Starting budget can be used to improve statistics and/
  or skills, to purchase Merits (for $15,000.00 each), to 
  buy o�  Flaws (for $30,000.00 each), to buy equipment 
  and to purchase Special Abilities.
  FLAWS
  Up to 5; each Flaw gives one additional Merit
  Asthmatic
  OCD (v)
  Bad Cook
  Owned
  Bad Driver
  Personal Dedication (v)
  Blood Feud (l)
  Phobic
  Can’t Jump (l)
  Physical Impairment (v)
  Can’t Stay Dressed
  Poor
  Cheap Drunk
  Prude
  Delicate Feet
  Psycho
  Delicate Hands
  Range Challenged
  Dishonored
  Riskless (m)
  Doubtful Presence
  Self-Imposed Limitation (v)
  Dyslexic
  Sidereal
  Fashion Victim
  Socially Unacceptable (v)
  Forgetful
  Squeamish
  Frigid
  Stands Out
  Horri� c Slob
  Strongly Scented
  Infertile
  Swims Like a Brick
  Lower Tech
  Ugly
  Lowest Tech
  Unskilled (m)
  Malleable
  Very Fertile
  Mental Malfunction (v)
  Wanted (v)
  Nervous Stomach
  Weak as Hell (m)
  Notes:
  (l) Leveled: This Flaw can be taken up to three times
  (m) Multiple: This Flaw can be taken any number of 
  times
   
  *Poor can be taken only up to � ve (5) times
   
  *Unskilled can only be taken up to eight (8) times
   
  **Weak as Hell can’t take a Character below Zero 
  (0) Shrugs
  (v) Varied: This Flaw can be taken multiple times - 
  each time 
   
  referring to a di� erent variable
  Simon Wentworth (Order #28533685)
  
  283
  Magic Spell
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Barrier, Minor
  Touch
  -
  -
  per use
  2
  $2,800.00
  1 additional Shrug of Defense
  Barrier, Standard
  Touch
  -
  -
  per use
  6
  $12,400.00
  3 additional Shrugs of Defense
  Barrier, Major
  Touch
  -
  -
  per use
  10
  $22,000.00
  5 additional Shrugs of Defense
  Bite o’ Food
  Touch
  -
  3 T
  per use
  3
  $7,400.00
  Ignore a missed meal
  Breath of Air
  Touch
  -
  1 T
  15 M (m)
  3
  $8,050.00
  Ignore su� ocation
  Cleanse
  Touch
  -
  1 T
  -
  1
  $300.00
  Ignore being dirty
  Cure, Minor
  Touch
  -
  10 M
  -
  5
  $4,500.00
  Cure Minor Conditions
  Cure, Standard
  Touch
  -
  20 M
  -
  10
  $9,000.00
  Cure Minor, Standard Conditions
  Cure, Major
  Touch
  -
  30 M
  -
  20
  $13,000.00
  Cure Minor, Standard, Major Conditions
  Drink o’ Water
  Touch
  -
  3 T
  per use
  3
  $7,400.00
  Ignore a missed drink of water
  Fireball
  100’
  30
  -
  -
  7
  $15,250.00
  Radius 5’, +5 per 7 Risk spent, ignites � am-
  mable, recurs 1/ce a Turn
  Flight, minor
  Touch
  -
  1 T
  1 H (m)
  5
  $11,900.00
  Fly at 160’ per Turn
  Flight, major
  Touch
  -
  1 T
  1 H (m)
  10
  $29,400.00
  Fly at 320 mph
  Gateway
  10 mi +
  -
  10 M
  5 M (m)
  10
  $29,400.00
  Create Gateway 10’ across, plus 10’ per 10 Risk 
  spent, 10 miles apart, plus 10 miles per 10 Risk spent
  Healing, Minor
  Touch
  -
  5 T
  -
  3
  $4,700.00
  Heal 1 Shrug, awaken Unco
  Healing, Standard
  Touch
  -
  1 M
  -
  7
  $29,300.00
  Heal 5 Shrugs, awaken Unco, works at “Dead”
  Healing, Major
  Touch
  -
  10 M
  -
  10
  $54,000.00
  Heal 5 Shrugs plus 5 per 10 Risk spent, 
  Regrow Limbs/Organs, Cure Cinematic Dam-
  age, works at “Dead”
  Illusiory Display
  Touch
  -
  3 T
  15 M (m)
  1
  $5,350.00
  Displays a small 3D image of what caster is 
  describing/thinking/scrying, with sound
  Illusion Mastery
  100’
  -
  1 T
  15 M (m)
  5
  $39,650.00
  Will/Toughness -5 or Illusion fools all 5 
  senses, Radius 5’ per 5 Risk spent 
  Levitation
  Touch
  -
  1 T
  15 M (m)
  3
  $4,350.00
  Float, move at 10’ per turn
  Light
  10’
  -
  1 T
  1 D (m)
  1
  $270.00
  Negates all darkness penalties, illuminates up 
  to a 30’ Radius
  Lightning Bolt
  100’
  25
  -
  -
  5
  $16,950.00
  Does 1 extra Shrug, plus 1 extra Shrug per 5 
  Risk spent
  Mage Bolt
  50’
  15
  -
  -
  3
  $3,550.00
  Damaging bolt of pure magic
  Mage Assault
  75’
  20
  -
  -
  5
  $6,150.00
  Auto� re 5 (variable)
  Mage Blast
  100’
  25
  -
  -
  7
  $7,250.00
  Radius 10’
  Mage Armor
  Touch
  -
  1 T
  15 M (m)
  5
  $4,400.00
  DR +15, 1 Armor Shrug
  Master Armor
  Touch
  -
  1 T
  15 M (m)
  7
  $7,450.00
  DR +20, 2 Armor Shrugs
  Manipulation, Minor
  10’
  -
  1 T
  per use
  1
  $920.00
  Lift/Manipulate 50 lbs
  Ooh, Sparkly
  Touch
  -
  1 T
  -
  1
  $300.00
  Basic magical lightshow
  Resurrection
  Touch
  -
  3 H
  -
  100
  $106,000.00
  Heal 30 Shrugs, Works at “Dead as Hell,” 
  must be cast within 24 H of death
  Scrying
  Sym
  -
  1 M
  1 H (m)
  5
  $6,500.00
  See people/places at Sympathetic Range
  Sodrick’s Binding
  50’
  -
  1 T
  1 H (m)
  5
  $3,250.00
  Stamina/Toughness -5 or Immobile
  Sodrick’s Lighter
  10’
  1
  1 T
  -
  1
  $570.00
  Ignite � ammables
  Stun Bolt
  50’
  10 (s)
  -
  -
  3
  $6,050.00
  Stam/Toughness -10 or Unco
  Stun Burst
  75’
  15 (s)
  -
  -
  5
  $9,900.00
  Stam/Toughness -15 or Unco, Radius 10’
  Teleport
  10 mi +
  -
  3 T
  -
  5
  $9,210.00
  Teleport 10 mi per 5 Risk, must know target
  Tools of Convenience
  Touch
  -
  1 T
  per use
  1
  $800.00
  Construction, Fabrication, Lockpick, and Repair w/out tools, +2
  Transform Clothing
  Touch
  -
  1 T
  -
  5
  $6,650.00
  Will/Tough or cosmetically xform clothes, cleans and repairs 
  clothing when cast
  Vigorous Hide
  Touch
  -
  1 T
  15 M (m)
  3
  $1,350.00
  +10 DR 
  Ward of Hiding
  Touch
  -
  1 H
  1 Mo (m)
  10
  $19,200.00
  25’ Radius per 10 Risk is -15 to be scryed/observed
  Ward of Shielding
  Touch
  -
  1 H
  1 Mo (m)
  10
  $19,200.00
  25’ Radius per 10 Risk is -15 to be teleported into
  Warm and Dry
  Touch
  -
  1 T
  1 H (m)
  1
  $300.00
  Ignore being cold and wet
  Magic Spells
  Simon Wentworth (Order #28533685)
  
  284
  Martial Art Ability
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Adamantine Self
  -
  -
  -
  -
  -
  $9,000.00
  +20 DR, 2 Armor Shrugs
  All Knees and Elbows
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to knee/elbow strikes
  Body Hardening
  -
  -
  -
  -
  -
  $750.00
  Always add Toughness to DR
  Body Block
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to tackle
  Combat Biting
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to bite in combat
  Divine Gracie
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to Grapple Parry
  Dodge without Penalty
  -
  -
  -
  -
  -
  $10,000.00
  No margin penalty to Dodge
  Fist o' DOOM
  Touch
  +15 +
  1 Turn
  -
  5
  $7,900.00
  +1 extra Shrug of Damage
  Fist o' Flurry
  -
  -
  -
  -
  -
  $7,500.00
  1 additional attack per turn at no penalty
  Fist of Death
  Touch
  +10
  -
  -
  -
  $5,000.00
  Adds to all Str-based Damage
  Fist without Shadow
  Will x3
  -
  -
  -
  -
  $750.00
  do Hand to Hand Damage at range
  Flurry o' Blades I
  -
  -
  -
  -
  -
  $900.00
  Melee attacks get Auto� re 3 (variable)
  Flurry o' Blades II
  -
  -
  -
  -
  -
  $1,500.00
  Melee attacks get Auto� re 5 (variable)
  Flurry o' Blows I
  -
  -
  -
  -
  -
  $900.00
  HtH attacks get Auto� re 3 (variable)
  Flurry o' Blows II
  -
  -
  -
  -
  -
  $1,500.00
  HtH attacks get Auto� re 5 (variable)
  Flurry o' Parries
  -
  -
  -
  -
  -
  $5,000.00
  Parry Auto� re attacks at no penalty
  Flurry o' Throws I
  -
  -
  -
  -
  -
  $900.00
  Throwing get Auto� re 3 (variable) 
  Flurry o' Throws II
  -
  -
  -
  -
  -
  $1,500.00
  Throwing get Auto� re 5 (variable) 
  Flurry o' Throws III
  -
  -
  -
  -
  -
  $3,000.00
  Throwing get Auto� re 10 (variable) 
  Flying Kick
  Jump x4
  +10
  -
  per use
  10
  $14,000.00
  Requires Jumping Kick
  Forehead of Iron
  -
  -
  -
  -
  -
  $1,000.00
  No penalty to Head Butt
  Ghost Stance
  Self
  -
  -
  per use
  10
  $23,000.00
  Insubstantial for a moment
  Give Me That
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to Disarm
  Improvised Throwing
  -
  -
  -
  -
  -
  $5,000.00
  Throw very light items for damage
  Iron Shirt
  -
  -
  -
  -
  -
  $2,500.00
  +10 DR
  Jumping Kick
  Jump x2
  +5
  -
  per use
  5
  $10,000.00
  Double jumping distance to kick
  Kicking Practice
  -
  -
  -
  -
  -
  $1,000.00
  No penalty to kick
  Kip Up
  -
  -
  -
  -
  -
  $2,500.00
  Go from prone to standing as free action
  No Flank
  -
  -
  -
  -
  -
  $2,000.00
  No � ank penalties to defense
  O�  Button
  Touch
  15 (s)
  -
  -
  -
  $8,750.00
  Stam/Toughness -15, or Unco
  Parry without Penalty
  -
  -
  -
  -
  -
  $10,000.00
  No margin penalty to Parry
  Projectile Block I
  -
  -
  -
  -
  -
  $5,000.00
  Parry solid projectiles at no penalty
  Projectile Block II
  -
  -
  -
  -
  -
  $2,500.00
  Parry beams at no penalty (requires I) 
  Prone Combat
  -
  -
  -
  -
  -
  $2,000.00
  No penalty when sitting/prone
  Puri� cation Meditation
  Self/Touch
  -
  1 M
  -
  5
  $8,500.00
  Cure Disease and Poisons
  Shinobi Walk
  -
  -
  1 M
  15 M
  5
  $1,250.00
  -3 to be seen/hit, +3 to Stealth
  Six O'Clock Block
  Per x 10
  -
  -
  -
  -
  $5,000.00
  Sense incoming attacks in range
  Steel Fortress
  -
  -
  -
  -
  -
  $5,750.00
  +15 DR, 1 Armor Shrug
  Steel Palm
  -
  -
  -
  -
  -
  $2,000.00
  No penalty to parry melee while unarmed
  Stoic Stance
  -
  -
  -
  -
  -
  $2,000.00
  Ignore being wet, cold, warm, tired
  Sword Self
  -
  -
  -
  -
  -
  $3,650.00
  HtH attacks are Sharp, AP 3, no penalty to 
  parry Melee weapons bare-handed
  Targeted Bow
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Bow
  Targeted Grapple
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Grapple
  Targeted Hand to Hand
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to HtH
  Targeted Melee
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Melee
  Targeted Throwing
  -
  -
  -
  -
  -
  $4,000.00
  No called shot penalties to Throwing
  Wire-Fu
  -
  -
  -
  -
  -
  $20,000.00
  Jumping distances x2, walk on walls, etc 
  Woo-Pah Overdrive
  -
  +5
  -
  -
  -
  $2,500.00
  Adds to all Str-based Damage
  Martial Arts Abilities
  Simon Wentworth (Order #28533685)
  
  285
  Mechanica
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Arti� cial Heart
  -
  -
  -
  -
  -
  $8,000.00
  +3 to Stamina rolls, +2 Initiative, +1 Shrug, Ignore Fatigue
  Arti� cial Lungs
  -
  -
  1 H
  12 H
  -
  $18,500.00
  Ignore airborne disease and poisons, ignore su� ocation
  Audio Enhancement
  -
  -
  -
  -
  -
  $2,500.00
  +5 on Perception rolls to hear
  Bio Lamination
  -
  -
  -
  -
  -
  $20,000.00
  Halve all incoming physical damage
  Claws I
  Touch
  +1
  -
  -
  -
  $2,150.00
  AP 1, Sharp
  Claws II
  Touch
  +3
  -
  -
  -
  $3,650.00
  AP 2, Sharp
  Claws III
  Touch
  +5
  -
  -
  -
  $5,150.00
  AP 3, Sharp
  Cyber Cloaking
  -
  -
  -
  -
  -
  $9,000.00
  -3 to be seen/hit, +3 to Stealth, become transparent
  Cyber Disguise System
  -
  -
  -
  -
  -
  $8,500.00
  Appear to be any other person, +3 Acting, Styling
  Cyberlink
  10’
  -
  -
  -
  -
  $3,010.00
  Operate Cyberlinked equipment, +2 Bonus
  Dermal Armor I
  -
  -
  -
  -
  -
  $1,250.00
  +5 DR
  Dermal Armor II
  -
  -
  -
  -
  -
  $4,500.00
  +10 DR, 1 Armor Shrug
  Dermal Armor III
  -
  -
  -
  -
  -
  $7,750.00
  +15 DR, 2 Armor Shrugs
  Dual Leg Enhancement
  -
  -
  -
  -
  -
  $22,750.00
  Must have 2 Prosthetic Legs (whole): Run Speed x4, Jumpng 
  x3, Lift x2, Ignore leg Fatigue
  Electromag Piston System
  -
  +7
  -
  -
  -
  $33,500.00
  Base Throw x2, Lift x3, +1 Shrug
  Evasion System
  -
  -
  -
  -
  -
  $10,000.00
  Dodge without Margin penalty
  Firearm (Weapon) Mount
  -
  -
  -
  -
  -
  $2,2125.00
  MUST be in Prosthetic: Holds weapon up to 5 lbs, -5 to 
  detect, +2 to � re
  Frame Reinforcement
  -
  -
  -
  -
  -
  $25,000.00
  Lift x2, allow “In Prosthetic Only” mods, +2 Shrugs 
  Grappler
  200’
  12
  -
  -
  -
  $12,700.00
  MUST be in Prosthetic.  300 lb pull, +3 Climbing
  Hyper Immune Booster
  -
  -
  -
  -
  5
  $9,500.00
  Cure Disease (Standard), self only
  Illuminode
  30’
  -
  1 H
  1 D
  -
  $710.00
  Negate darkness penalties, Illuiminate Radius 10’
  Implant Communicator
  10 mi
  -
  -
  -
  -
  $13,070.00
  Internal Comm, -5 to be intercpeted, allows data xfer
  Knuckle Bash
  Touch
  +3
  -
  -
  -
  $1,500.00
  Increase HTH Punch damage
  Myomer Jaw Booster
  Touch
  +5
  -
  -
  -
  $2,075.00
  AP 3 , Sharp.  Enhance Bite Damage
  Nanoshades
  -
  -
  -
  -
  -
  $2,700.00
  +3 to resist attacks on Vision, ignore too-bright light, +2 to 
  Styling, must be activated/deactivated
  Neural Data Net
  -
  -
  -
  -
  -
  $10,000.00
  Use Computer skill at +3, Audio/Visual input, Steel-Trap 
  Mind
  Nerual Weave
  -
  -
  -
  per use
  5
  $2,500.00
  +10 to resist Stun e� ects
  Pressure Sealing
  -
  -
  -
  -
  -
  $10,000.00
  Ignore pressure di� erentials
  Prosthetic Arm (Half)
  -
  +3
  -
  -
  -
  $2,750.00
  DR 5, 1 Armor Shrug, ignore heat, cold, fatigue, pain, +3 to 
  keep grip
  Prosthetic Arm (Whole)
  -
  +5
  -
  -
  -
  $3,800.00
  DR 10, 2 Armor Shrugs, ignore heat, cold, fatigue, pain, +5 
  to keep grip
  Prosthetic Leg (Half)
  -
  +3
  -
  -
  -
  $2,350.00
  DR 5, 1 Armor Shrug, ignore heat, cold, fatigue, pain
  Prosthetic Leg (Whole)
  -
  +5
  -
  -
  -
  $3,200.00
  DR 10, 2 Armor Shrugs, ignore heat, cold, fatigue, pain
  Radar System
  1 mi
  -
  -
  -
  -
  $19,400.00
  Negate all darkness penalties, sense incoming from 360’ 
  within a mile
  Repair Gland
  -
  -
  -
  -
  -
  $5,600.00
  Regenerate 1 Shrug/Hour
  Replacement Eye
  -
  -
  -
  -
  -
  $1,500.00
  +2 Vision, double Vision range (Can take 2, e� ects stack)
  Static Adhesion Pads
  -
  -
  -
  -
  -
  $2,500.00
  MUST be in prosthetic: walk/move up walls, across ceilings
  Storage Space (large)
  -
  -
  -
  -
  -
  $2,250.00
  MUST be in Prosthetic: Hold 10 lbs, +3 Stealth, -5 to detect
  Storage Space (small)
  -
  -
  -
  -
  -
  $1,625.00
  MUST be in Prosthetic: Holds 5 lbs, +2 Stealth, -4 to detect
  Suicide Charge
  -
  40
  1 M
  -
  -
  $11,500.00
  Radius 20’, AP 3,  Takes the owner to Dead as Hell, can be 
  activated by someone other than the owner, -5 to detect
  Synthetic Gill Structure
  -
  -
  -
  -
  -
  $5,000.00
  Breathe water (cannot drown)
  Tasertouch
  Touch
  10 s
  -
  -
  5
  $5,250.00
  Stam/Toughness at -10 or Unco
  Tool System
  -
  -
  -
  -
  -
  $6,500.00
  MUST be in Prosthetic: Use lockpicking, Security, Construc-
  tion, Fabrication, Repair, Electronics, and Demolition at +3, 
  -3 to detet
  Wireless Grid
  +20 mi
  -
  -
  -
  -
  $7,520.00
  Must have Data Net AND Communicator:  Increase Comm 
  range to 30 mi, increase penalty to intercept to -10, be a node 
  for up to 10 Wi-Fi connections
  Mechanica
  Simon Wentworth (Order #28533685)
  
  286
  Power
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Acid Jet
  Sta x5
  20
  1 T
  -
  5
  $8,150.00
  AP 5, Recurs 1ce a Turn
  Breathe Water
  -
  -
  -
  -
  -
  $5,000.00
  Ignore su� ocation from drowning
  Claws
  -
  +5
  -
  -
  -
  $6,000.00
  AP 3, 1 extra Shrug of Damage
  Discriminatory Taste/Smell
  -
  -
  -
  -
  -
  $6,500.00
  +3 to Smell/Taste based rolls, detect chemical 
  compounds
  Dominating Gaze
  Per x5
  -
  -
  1 H (m)
  10
  $10,250.00
  Will/Toughness -5 or Dominated. Must 
  makeeye contact
  D-Shift
  -
  -
  1 M
  -
  10
  $6,000.00
  Move to other dimensions, complex action
  Enhanced Strength*
  -
  +1
  -
  -
  -
  $750.00
  +1 Str-based Damage, Dead Lift +50 lbs
  Ensorcel
  50’
  20 s
  -
  -
  5
  $5,375.00
  Will/Toughness or Unco... MUST make eye contact
  Extra Arm
  -
  -
  -
  -
  -
  $12,500.00
  Additional arm, 1 extra attack/round
  Fangs
  -
  +5
  -
  -
  -
  $3,500.00
  AP 2
  Flight Power
  -
  -
  1 T
  15 M (m)
  1
  $19,550.00
  Fly at 10 mph per 1 Risk spent
  Get Big I*
  -
  -
  -
  -
  -
  $25,750.00
  Run, Jump, Lift x2; Dam, DR +5, 1 AS per 
  level.  +3 to be hit per level
  Get Big II
  -
  -
  1 T
  1 H (m)
  10
  $74,150.00
  As per Get Big I, but temporary, and bonuses 
  and penalties are per 10 Risk spent
  Get Small I*
  -
  -
  -
  -
  -
  $9,000.00
  -3 to be hit, +3 to small tasks, all physical 
  performance halved at each level
  Get Small II
  -
  -
  1 T
  1 H (m)
  10
  $17,400.00
  As per Get Small I, but temporary, and bo-
  nuses and penalties are per 10 Risk spent
  Heightened Sense*
  -
  -
  -
  -
  $500.00
  +1 to 1 sense
  Hide, Tough
  -
  -
  -
  -
  -
  $2,500.00
  +10 DR
  Hide, Armored
  -
  -
  -
  -
  -
  $5,750.00
  +15 DR, 1 Armor Shrug
  Hide, Steel
  -
  -
  -
  -
  -
  $9,000.00
  +20 DR, 2 Armor Shrugs
  Ignore Depth Pressure
  -
  -
  -
  -
  -
  $5,000.00
  Ignore pressure di� erentials due to depth
  Insubstantiality I
  -
  -
  -
  -
  -
  $35,000.00
  Insub, need not breathe, sees through matter, permanent
  Insubstantiality II
  -
  -
  1 T
  1 H (m)
  10
  $43,400.00
  As per Insub I, but only temporary
  Invisibility I
  -
  -
  -
  -
  -
  $10,000.00
  -5 to be seen/hit, +5 to Stealth, light-based damage is 
  halved, permanent
  Invisibility II
  -
  -
  1 T
  1 H (m)
  5
  $18,900.00
  As per Invis I, but only temporary
  IR Vision
  -
  -
  -
  -
  -
  $9,000.00
  Negate darkenss penalties, sense heat
  Laser Vision
  Stam x5 i
  20
  -
  -
  1
  $8,150.00
  AP 4.  Laser Beams from the eyes! 
  Leap, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  All jumping distances mulitiplied by 2
  Leap, Monster
  -
  -
  -
  -
  -
  $25,000.00
  All jumping distances mulitiplied by 5
  Lift, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Dead Lift multiplied by 2 
  Lift, Monster
  -
  -
  -
  -
  -
  $25,000.00
  Dead Lift multiplied by 5 
  Non Metabolic
  -
  -
  -
  -
  -
  $50,000.00
  Ignore su� ocation, hunger, thirst, poisons, and disease
  Ogre Punch
  -
  +10
  -
  -
  -
  $5,000.00
  Str-based Damage +10
  Regeneration I
  -
  -
  -
  -
  -
  $8,000.00
  Regenerate 1 Shrug/Hour 
  Regeneration II
  -
  -
  -
  -
  -
  $14,000.00
  Regenerate 2 Shrugs/Minute 
  Regeneration III
  -
  -
  -
  -
  -
  $25,000.00
  Regenerate 1 Shrug/Turn, Regrow limbs/organs
  See Through Stu� 
  -
  -
  -
  -
  -
  $2,500.00
  See through all matter except lead (or denser)
  Sense Life
  -
  -
  -
  -
  -
  $5,000.00
  Sense life within perceptual range
  Sprint, Impressive
  -
  -
  -
  -
  -
  $10,000.00
  Running Speed multiplied by 2
  Sprint, Monster
  -
  -
  -
  -
  -
  $25,000.00
  Running Speed multiplied by 5
  Troll Punch
  -
  +5
  -
  -
  -
  $2,500.00
  Str-based Damage +5
  Walking on Walls
  -
  -
  -
  -
  -
  $5,000.00
  Walk on walls as if they were the ground
  Walking on Water
  -
  -
  -
  -
  -
  $5,000.00
  Walk on � uids as if they were the ground
  Winged Flight
  -
  -
  -
  -
  -
  $7,500.00
  Fly at Agility x4 feet per turn, must have 
  wings free to � y, wings give -3 to Stealth rolls
  *Can be purchased multiple times - e� ects stack
  Powers
  Simon Wentworth (Order #28533685)
  
  287
  Psionic Disciplines
  Psionic Discipline
  Range
  Damage
  Activation
  Duration
  Risk
  Cost
  Notes
  Biotrance
  Self
  1
  1 M
  1 D (m)
  5
  $29,500.00
  -10 to be sensed/diagnosed, ignore su� oca-
  tion, hunger, thirst, heal 1 Shrug/hour
  Create Sympathy
  Touch
  -
  3 T
  15 M (m)
  2
  $8,250.00
  Will/Psi vs Will/Tough, +3 Comm 
  Dimensional Storage
  Touch
  -
  3 T
  -
  3
  $12,650.00
  Store up to Will x 10 lbs in pocket dimension
  Domination
  Will x2
  -
  3 T
  1 H (m)
  10
  $19,200.00
  Will/Psi vs Will Tough, or Dominated
  Empathy
  Will x2
  -
  -
  per use
  1
  $3,400.00
  Sense emotional state
  Group Link
  10 mi (r)
  -
  1 T
  1 H (m)
  5
  $14,900.00
  Keep up to 10 people in mental contact
  Memory Erasure
  Touch
  -
  10 M
  -
  5
  $4,000.00
  Will/Psi vs Will/Tough or lose a memory
  Memory Implantation
  Touch
  -
  10 M
  -
  5
  $4,000.00
  Will/Psi vs Will/Tough or gain a memory
  Mental Encryption
  -
  -
  -
  -
  -
  $3,250.00
  -5 to “Hack” any of Psi’s mental contacts
  Mind Armor
  Self
  -
  1 T
  15 M (m)
  2
  $4,950.00
  +10 Mental DR, +5 Mental Resistance
  Mind Blast
  Will x3 i
  15 (s)
  -
  -
  3
  $10,500.00
  Will/Tough -15 or Unco
  Mind Probe
  100’
  -
  3 T
  per use
  5
  $9,400.00
  Will/Psi vs Will/Tough to answer 1 question
  Phobivore
  Will x2
  -
  -
  -
  -
  $10,800.00
  Feed from pain/fear/death - gain 1 Risk if “full”
  PK Armor
  Self
  -
  1 T
  15 M (m)
  3
  $2,600.00
  +15 DR
  Pk Barrier
  Self
  -
  1 T
  15 M (m)
  10
  $26,400.00
  DR 20, 3 Armor Shrugs, 3 Shrugs, Radius 15’
  PK Blast
  Will x5 i
  Will +5
  -
  -
  5
  $13,750.00
  AP 4, -3 to notice/track shooter 
  PK Shield
  Self
  -
  -
  per use
  5
  $12,500.00
  Defense action, 3 Shrug Barrier
  Precognition
  Sym, Tem
  -
  1 M
  per use
  2
  $18,300.00
  Sense forward 1 step of Temporal Range per 
  2 Risk for subject
  Precognitive Dodge
  -
  -
  -
  per use
  1
  $7,900.00
  Dodge w/o margin penalty
  Psi Hacking
  Will x5 i
  -
  1 T
  15 M (m)
  5
  $7,900.00
  Intercept and listen in on other peoples’ Telepathic 
  communications, -5 to be noticed doing so 
  Psychic Healing
  Touch
  -
  3 T
  -
  5
  $24,200.00
  Heal 3 Shrugs per 5 Risk
  Psychic Puri� cation
  Touch
  -
  3 T
  -
  5
  $9,200.00
  Cure disease or poison
  Psychometry
  Touch, Tem
  -
  1 M
  per use
  2
  $13,300.00
  Sense one step back on Temporal Range per 2 
  Risk for object
  Pyrokinetic Burst
  Will x5 i
  Will +10
  1 T
  -
  10
  $8,150.00
  Radius 10, damage recurs each Turn, ignites 
  � ammables
  Remote Viewing
  Sym
  -
  1 M
  15 M (m)
  5
  $8,250.00
  View person/place at distance
  Risk Transfer
  Touch
  -
  1 T
  -
  -
  $2,400.00
  Willing transfer of 5 Risk to/from Psi
  Risk Vampirism
  Touch 
  -
  1 T
  -
  -
  $5,650.00
  Will/Toughness -5 or lose 5 Risk to Psi
  Second Sight
  Will x5 i
  -
  1 T
  15 M (m)
  1
  $5,300.00
  Sense the supernatural, even if invisible
  Sense of Perception
  1 mi (r)
  -
  1 T
  1 H (m)
  2
  $15,100.00
  No penalties for � ank or darkness, sense all 
  objects in radius
  Suggestion
  Will
  -
  1 T
  per use
  5
  $7,950.00
  Will/Psi vs Will/Tough or follow 1 suggestion
  Sympathetic Commune
  Sym
  -
  3 T
  15 M (m)
  5
  $8,950.00
  Mental comm., know person’s location/state
  Telekinesis
  Will x5
  -
  1 T
  per use
  5
  $6,900.00
  Lift/manipulate Willx5 lbs per 5 Risk spent
  Telekinetic Flight*
  Self
  -
  1 T
  15 M (m)
  5
  $19,150.00
  Fly at Wil x5 mph
  Telekinetic Grapple*
  Will x5
  -
  1 T
  -
  3
  $3,100.00
  Str/Hth at -10 or immobilized
  Telekinetic Punch*
  Will x5
  Will
  -
  -
  3
  $2,475.00
  Direct TK damage
  Telepathy I
  Touch
  -
  1 T
  15 M (m)
  1
  $1,050.00
  Mental comm., contested if unwilling
  Telepathy II
  Will mi
  -
  1 T
  1 H (m)
  1
  $1,700.00
  Mental comm., contested if unwilling
  Teleportation
  Will mi
  -
  3 T
  -
  7
  $19,050.00
  Point to point transport, Will in miles per 7 
  Risk spent
  Terror’s Embrace
  Will x2
  -
  1 T
  -
  10
  $13,150.00
  Will/Toughness at -5, or lose 1 Will to Psych. 
  Trauma
  Thought Knife
  Will x5
  20
  1 T
  -
  6
  $5,550.00
  Lethal mental attack
  TK Touchdown
  Self
  -
  -
  per use
  5
  $7,500.00
  Land safely after falling any distance
  *Requires Telekinesis
  Simon Wentworth (Order #28533685)
  
  Simon Wentworth (Order #28533685)
  
SOURCE: textdata/thevault/Victory System (victory)/Books - Victory System - Victory System Core Rulebook.pdf