TEXT: Copyright © 2008 Mind Storm Labs, LLC. All Rights Reserved. 
  Quality Scores and Associated Dice Pools 
  [Fig.7-1]
  Quality 
  Score
  Dice Pool
  Avg 
  Score
  Max 
  Score
  Active 
  Segments
  1–3
  1d4
  —
  2.5
  4
  Segment 3
  4–5
  2d4
  —
  5
  8
  6–7
  3d4
  —
  7.5
  12
  8–9
  4d4
  —
  10
  16
  10–11
  5d4
  —
  12.5
  20
  12–13
  6d4
  —
  15
  24
  14–15
  1d6
  5d4
  16
  26
  Segments 3 
  and 6
  16–17
  2d6
  4d4
  17
  28
  18–19
  3d6
  3d4
  18
  30
  20–21
  4d6
  2d4
  19
  32
  22–23
  5d6
  1d4
  20
  34
  Segments 2, 
  4, and 6
  24–25
  6d6
  —
  21
  36
  26–27
  1d8
  5d6
  22
  38
  28–29
  2d8
  4d6
  23
  40
  30–31
  3d8
  3d6
  24
  42
  32–33
  4d8
  2d6
  25
  44
  Segments 2, 
  3, 5, and 6
  34–35
  5d8
  1d6
  26
  46
  36–37
  6d8
  —
  27
  48
  38–40
  1d10
  5d8
  28
  50
  41–43
  2d10
  4d8
  29
  52
  44–46
  3d10
  3d8
  30
  54
  Segments 1, 
  2, 4, and 6
  47–49
  4d10
  2d8
  31
  56
  50–52
  5d10
  1d8
  32
  58
  53–55
  6d10
  —
  33
  60
  56–58
  1d12
  5d10
  34
  62
  59–61
  2d12
  4d10
  35
  64
  Segments 1, 
  2, 3, 5, and 6
  62–64
  3d12
  3d10
  36
  66
  65–68
  4d12
  2d10
  37
  68
  69–72
  5d12
  1d10
  38
  70
  73–76
  6d12
  —
  39
  72
  77–80
  1d20
  5d12
  43
  80
  Segments 1, 
  2, 3, 4, 5, 6
  81–84
  2d20
  4d12
  47
  88
  85–88
  3d20
  3d12
  51
  96
  89–92
  4d20
  2d12
  55
  104
  93–96
  5d20
  1d12
  59
  112
  97–100
  6d20
  —
  63
  120
  Addiction Withdrawal Effects [fig.7-22]
  Time
  Effect
  Reason
  Symptom
  < 6 hours
  -1 to Dice Pool Steps
  Craving
  Irritable, mild shaking
  6–12 hours
  -3 to Dice Pool Steps
  Mild Withdrawal
  Aggrivated, noticeable shaking
  12–24 hours
  -5 to Dice Pool Steps
  Withdrawal
  Vomiting, nausea, severe shaking
  24–48 hours
  -7 to Dice Pool Steps
  Severe Withdrawal
  Convulsions, severe nausea
  48–72 hours
  -9 to Dice Pool Steps
  Strung Out
  Severe fatigue, nausea, overly 
  emotional
  72–96 hours
  -3 to Dice Pool Steps
  Recovering
  Fatigue, Irritable, mild shaking
  > 96 hours
  Normal
  No longer addicted
  +5 to DR of Addiction Checks in 
  future
  Sleep Deprivation Effects [Fig.7-24]
  Days of 
  Continuous 
  Deprived Sleep
  RESulT
  Short Sleeper         
  (4 Hours per Night)
  Normal Person          
  (6 Hours per Night)
  long Sleeper  
  (8 Hours per Night)
  1
  -2 Dice Pool Steps
  -3 Dice Pool Steps
  -5 Dice Pool Steps
  2
  -4 Dice Pool Steps
  -6 Dice Pool Steps
  -8 Dice Pool Steps
  3
  -7 Dice Pool Steps
  -9 Dice Pool Steps
  -11Dice Pool Steps
  4
  -10 Dice Pool Steps
  -12 Dice Pool Steps
  Exhaustion—Character 
  must sleep for the entire 
  day to recover
  5
  -13 Dice Pool Steps
  Exhaustion—Character 
  must sleep for the entire 
  day to recover
  —
  6
  Exhaustion—Character 
  must sleep for the entire 
  day to recover
  —
  —
  Statistics for Common Materials [Fig.7-19] 
  Object
  Threshold
  Damage 
  Resistance
  Structural 
  Integrity
  Ceramic Dish
  0
  0
  2
  Electronics
  0
  1
  5
  Furniture
  1
  2
  10
  Wooden Door
  2
  3
  15
  Standard Lock
  3
  5
  10
  Hardened Door
  3
  6
  18
  Hardened Lock
  5
  10
  15
  Glass
  0
  1 per inch
  2 per inch
  Wood
  2 per inch
  3 per inch
  5 per inch
  Brick
  3 per inch
  5 per inch
  10 per inch
  Concrete
  4 per inch
  8 per inch
  15 per inch
  Ceramacrete
  4 per inch
  10 per inch
  20 per inch
  Stone
  4 per inch
  12 per inch
  30 per inch
  Steel
  5 per inch
  15 per inch
  50 per inch
  
  Copyright © 2008 Mind Storm Labs, LLC. All Rights Reserved. 
  Ranged Combat Stance Modifiers [Fig.7-11]
  Target 
  Modifier
  Stance
  Attacker Modifier
  +6 to DR
  Lying Prone
  +4 to Attack Attempt
  +7 to DR
  Crawling
  -5 to Attack Attempt
  +4 to DR
  Kneeling
  +2 to Attack Attempt
  +5 to DR
  Monkey Run
  -4 to Attack Attempt
  0
  Standing
  0
  +2 to DR
  Walking
  -1 to Attack Attempt
  +5 to DR
  Running
  -3 to Attack Attempt
  +8 to DR
  Sprinting
  -6 to Attack Attempt
  +2 to DR
  Climbing
  -6 to Attack Attempt
  0
  Hovering
  -1 to Attack Attempt
  +8 to DR
  Flying
  -6 to Attack Attempt
  +2 to DR
  Treading Water
  -3 to Attack Attempt
  +5 to DR
  Swimming
  -7 to Attack Attempt
  Melee Combat Stance Modifiers [Fig.7-13]
  Target 
  Modifier
  Stance
  Attacker Modifier
  -4 to DR
  Lying Prone
  -4 to Attack Attempt
  -3 to DR
  Crawling
  -5 to Attack Attempt
  -2 to DR
  Kneeling
  -2 to Attack Attempt
  -1 to DR
  Monkey Run
  -3 to Attack Attempt
  0
  Standing
  0 
  +1 to DR
  Walking
  -1 to Attack Attempt
  +4 to DR
  Running
  -2 to Attack Attempt
  +6 to DR
  Sprinting
  -4 to Attack Attempt
  -2 to DR
  Climbing
  -4 to Attack Attempt
  0
  Hovering
  -1 to Attack Attempt
  +6 to DR
  Flying
  -6 to Attack Attempt
  -2 to DR
  Treading Water
  -4 to Attack Attempt
   -1 to DR
  Swimming
  -6 to Attack Attempt
  Falling Damage 
  Mitigation [Fig.7-23]
  Skill Check 
  DRs
  Distance Fallen                   
  m (ft)
  30
  5–10 (16.4–32.8)
  45
  10.1–15 (33.1–49.2)
  60
  15.1–20 (49.5–65.6)
  Damage Caused by 
  Mass [fig.7-18]
  Mass kg (lb)
  Damage
  0.9 (2)
  1d4
  2.3 (5)
  1d6
  4.5 (10)
  1d8
  9.1 (20)
  1d10
  13.6 (30)
  1d12
  18.1 (40)
  2d10
  27.2 (60)
  2d10
  < 36.3 (80)
  2d10
  45.4 (100)
  3d10
  68.0 (150)
  3d10
  113 (250)
  3d10
  181 (400)
  4d10
  295 (650)
  4d10
  454 (1k)
  5d10
  907 (2k)
  5d10 × 2
  1588 (3.5k)
  5d10 × 3
  2268 (5k)
  5d10 × 4
  3175 (7k)
  5d10 × 5
  4536 (10k)
  5d10 × 6
  9072 (20k)
  5d10 × 7
  13608 (30k)
  5d10 × 8
  22680 (50k)
  5d10 × 9
  45359 (100k)
  5d10 × 10
  68039 (150k)
  5d10 × 15
  90718 (200k)
  5d10 × 20
  Critical Success Effects [Fig.7-15]
  d8 Roll
  Critical Success
  Effect
  1
  Intimidated
  Target’s Fear State 
  Component Drops by 2 
  Levels
  2
  Equipment Damaged
  Piece of target’s equipment is 
  damaged and unusable
  3
  Limb damaged
  Target’s leg or arm is 
  damaged and unusable
  4
  Forced disarm
  Target drops weapon
  5
  Knocked down
  Target knocked prone or flat 
  on back
  6
  Hamstrung
  Target’s Movement Rates 
  halved
  7
  Wounded
  Target’s Bleeding Rate 
  increased by 3
  8
  Double Damage
  Damage delivered as a result 
  of this roll is doubled
  Critical Failure Effects [Fig.7-16]
  d8 Roll
  Critical Failure
  Effect
  1
  Intimidated
  Character’s Fear State 
  Component is lowered by 2 
  Levels
  2
  Character falls prone
  Character has fallen on their 
  stomach
  3
  Accident
  Nearest Party Member hit by 
  attack instead
  4
  Weapon Damaged
  Damage rolled normally, 
  but weapon takes Structural 
  Integrity damage
  5
  Ricochet
  Party Member Hit Randomly
  6
  Dropped Weapon
  Weapon must be picked up 
  before it can be used again
  7
  Wound Self
  Attacker’s Bleeding Rate 
  Increased by 3
  8
  Fumble
  Attacker fumbles with 
  weapon and fails to attack
  Damage and 
  Bleeding [Fig.7-20]
  Damage
  Bleeding 
  Rate 
  Increase
  10
  1
  15
  2
  20
  3
  25
  4
  30 >
  5
  Target Disposition 
  [Fig.7-14]
  Target 
  Modifier
  Target 
  Disposition
  -2, -4 to DR
  Target Engaged
  -4 to DR
  Target Hindered
  -6 to DR
  Target Unaware
  Range Modifiers [Fig.7-9]
  Range 
  Rating
  Typical 
  Weapons
  Short Range 
  Penalty
  Nominal 
  Range
  Range DR modifier
  1
  Pistols
  —
  0–10 m
  +1 for every meter
  2
  Shotguns
  —
  0–15 m
  +1 for every 2 meters
  3
  SMGs
  —
  0–20 m
  +1 for every 10 meters
  4
  Assault Rifles
  +2 per meter
  3.1–30 m
  +1 for every 20 meters
  5
  ASGs
  +3 per meter
  5.1–40 m
  +1 for every 30 meters
  6
  Sniper Rifles
  +4 per meter
  5.1–80 m
  +1 for every 50 meters
  Cover from Ranged Attack [Fig.7-10]
  Cover
  DR Mod
  Situation
  No Cover
  0
  Standing or Hovering with no protection
  Half Cover
  + 4
  Standing or Hovering behind waist-high protection
  Treading Water or Kneeling with no protection
  Full Cover
  + 6
  Standing or Hovering behind shoulder-high protection
  Kneeling behind waist-high protection
  Lying Prone with no protection
  Concealed
  + 8
  Standing or Hovering while aiming around whole body 
  protection
  Kneeling, aiming around whole body protection
  Lying Prone, aiming around any protection
  Protected
  —
  Characters are protected from attack
  Medicine Skill Checks [Fig.7-21]
  Skill 
  Check 
  DRs
  Bleeding 
  Rate 
  Decrease
  Resusci-
  tation
  Regener-
  ation Rate 
  Increases
  10
  1
  —
  —
  20
  2
  5 or less
  1 Step
  30
  3
  10 or less
  2 Steps
  40
  4
  20 or less
  3 Steps
  60
  5
  21 or more
  4 Steps
  
  Copyright © 2008 Mind Storm Labs, LLC. All Rights Reserved. 
  Full Movement Action Rates [Fig.7-4]
  Athleticism
  Swim
  Crawl
  Monkey Run
  Walk
  Run
  Sprint
  Flying
  1–5
  0
  0
  0
  1
  1
  2
  2
  6–10
  1
  1
  1
  1
  2
  3
  6
  11–15
  1
  2
  2
  2
  3
  6
  10
  16–20
  2
  2
  3
  3
  4
  8
  14
  21–30
  2
  2
  4
  4
  6
  10
  16
  31–40
  2
  3
  4
  4
  6
  12
  18
  41–50
  3
  3
  4
  4
  8
  16
  22
  51–60
  4
  4
  6
  6
  10
  20
  26
  61–70
  4
  6
  6
  6
  12
  24
  30
  71–80
  6
  6
  8
  8
  14
  28
  34
  81–90
  6
  8
  10
  10
  20
  32
  40
  91–99
  8
  10
  12
  12
  24
  36
  45
  100
  12
  14
  16
  16
  30
  40
  50
  Maneuver Ratings [Fig.7-25]
  Current Velocity Factor
  MR Modifier
  Max Velocity
  8
  < 75% of Max Velocity
  6
  < 50% of Max Velocity
  4
  < 25% of Max Velocity
  2
  Current Velocity of 1
  1
  Difficulty Factor
  MR Modifier
  Simple Maneuver
  +4
  Advanced Maneuver
  +10
  Extreme Maneuver
  +16
  Maneuver Rating
  DR
  1–2
  5
  3–4
  10
  5–6
  15
  7–8
  20
  9–10
  25
  11–12
  30
  13–14
  35
  15–16
  40
  17–18
  45
  19–20
  50
  21–22
  55
  23–24
  60
  List of Effect DR Factors [Fig.7-28]
  Factor
  Range to Target
  1
  RtT
  Touch
  < 3
   < 5
  < 10
  < 20
  < 30
  < 50
  < 100
  < 200
  < 500
  < 1k
  < 2k
  < 5k
  DR Adj
  +2
  +4
  +6
  +8
  +10
  +12
  +14
  +16
  +18
  +20
  +22
  +24
  +26
  Number of Targets or Area of Effect
  2
  NoT or AoE
  Self
  < 3
   < 5
  < 10
  < 20
  < 30
  < 50
  < 100
  < 200
  < 500
  < 1k
  < 2k
  < 5k
  DR Adj
  +2
  +4
  +6
  +8
  +10
  +12
  +14
  +16
  +18
  +20
  +22
  +24
  +26
  Damage, Healing or Weight Manipulation Modifier, Amount of Resistance
  3
  Damage/
  Healing
  Base
  1d4
  2d4
  2d4 × 2
  3d4 × 2
  4d4 × 2
  5d4 × 2
  6d4 × 2
  6d4 × 4
  6d4 × 8
  6d6 × 10
  6d10 × 25
  6d20 × 25
  4
  Strl Integ 
  < 10
  < 20
  < 50
  < 100
  < 200
  < 500
  < 1,000
  < 2,000
  < 5,000
  < 10,000
  < 20,000
  < 40,000
  < 80,000
  5
  Wt (lb)
  DR Adj
  +2
  +4
  +8
  +12
  +16
  +20
  +24
  +28
  +32
  +40
  +50
  +62
  +80
  Duration (Combat) (Combat cycles)
  6
  Dur
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11–12
  13–14
  15–20
  DR Adj
  +1
  +3
  +5
  +7
  +9
  +11
  +13
  +15
  +17
  +19
  +21
  +23
  +25
  Duration (Non-Combat) (minutes)
  6
  Dur
  1
  < 5
  < 10
  < 20
  < 40
  < 60
  < 90
  < 120
  < 180
  < 240
  < 360
  < 540
  < 780
  DR Adj
  0
  +1
  +2
  +3
  +4
  +5
  +6
  +8
  +10
  +12
  +15
  +20
  +25
  Increase/Decrease Modifier
  7
  Major Mod
  1
  2
  3
  4
  5
  7
  Minor Mod
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  DR Adj
  +2
  +4
  +6
  +8
  +10
  +12
  +14
  +16
  +18
  +20
  +22
  +24
  +26
  Wielding Time in Segments based on total DR of other factors
  DR
  < 4
  < 10
  < 20
  < 30
  < 40
  < 50
  < 60
  < 70
  < 80
  < 110
  < 130
  < 150
  < 180
  WT
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  Advanced Rule—Time on Target
  ToT
  Base
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  -8
  -9 
  -10
  -11
  -12
  DR Adj
  0
  +2
  +4
  +6
  +8
  +10
  +12
  +14
  +16
  +18
  +20
  +22
  +24
  Standard Difficulty Ratings 
  [Fig.7-2]
  Difficulty
  Skill Check 
  DRs
  Quality or 
  Resist Check 
  DRs
  Simple
  10
  5
  Easy
  20
  10
  Average
  30
  15
  Difficult
  45
  22
  Formidable
  60
  30
  
  Copyright © 2008 Mind Storm Labs, LLC. All Rights Reserved. 
  Disposition Tracking Table 
  [Fig.7-6-e]
  level
  Disposition
  Coercion Skills 
  Dice Pool Steps
  Level 4
  Loving
  +8
  Level 3
  Trusting
  +6
  Level 2
  Amiable
  +4
  Level 1
  Friendly
  +2
  Level 0
  Normal
  Normal
  Level -1
  Unfriendly
  -4
  Level -2
  Surly
  -6
  Level -3
  Belligerent
  -8
  Level -4
  Hateful
  Can’t Coerce
  Emotion Tracking Table [Fig.7-6-g]
  level
  Emotion
  Special
  Damage Modifier
  Level 4
  Serene
  +8 to Mental Skill Rolls
  +4 Ranged Damage per Shot
  Level 3
  Sedate
  +6 to Mental Skill Rolls
  +3 Ranged Damage per Shot
  Level 2
  Tranquil
  +4 to Mental Skill Rolls
  +2 Ranged Damage per Shot
  Level 1
  Calm
  +2 to Mental Skill Rolls
  +1 Ranged Damage per Shot
  Level 0
  Normal
  Normal
  None
  Level -1
  Agitated
  -2 to Defense Rating
  +1 Melee Damage per Strike
  Level -2
  Angry
  -4 to Defense Rating
  +2 Melee Damage per Strike
  Level -3
  Enraged
  -6 to Defense Rating
  +3 Melee Damage per Strike
  Level -4
  Berserk
  -8 to Defense Rating
  +4 Melee Damage per Strike
  Thought Tracking Table [Fig.7-6-f]
  level
  Clarity
  Mental 
  Skill Dice 
  Pool Steps
  Reaction 
  Score 
  Modifier
  Level 4
  Enlightened
  +8 Steps
  +8
  Level 3
  Incisive
  +6 Steps
  +6
  Level 2
  Perceptive
  +4 Steps
  +4
  Level 1
  Collected
  +2 Steps
  +2
  Level 0
  Normal
  Normal
  Normal
  Level -1
  Distracted
  -2 Steps
  -2
  Level -2
  Confused
  -4 Steps
  -4
  Level -3
  Overwhelmed
  -6 Steps
  -6
  Level -4
  Ignorant
  -8 Steps
  -8
  Size Tracking Table [Fig.7-6-A]
  level
  Size
  Mass and 
  Height
  Athleticism 
  Dice Pool 
  Steps
  Physical 
  Acumen Dice 
  Pool Steps
  Level 4
  Gargantuan
  8×
  +8 Steps
  -8 Steps
  Level 3
  Huge
  6×
  +6 Steps
  -6 Steps
  Level 2
  Massive
  4×
  +4 Steps
  -4 Steps
  Level 1
  Large
  2×
  +2 Steps
  -2 Steps
  Level 0
  Normal
  Normal
  Normal
  Normal
  Level -1
  Small
  1/2×
  -2 Steps
  +2 Steps
  Level -2
  Tiny
  1/4×
  -4 Steps
  +4 Steps
  Level -3
  Diminutive
  1/6×
  -6 Steps
  +6 Steps
  Level -4
  Miniscule
  1/8×
  -8 Steps
  +8 Steps
  Speed Tracking Table [Fig.7-6-b]
  level
  Speed
  Reaction 
  Score 
  Modifier
  Athleticism 
  Dice Pool 
  Steps
  Level 4
  Fleeting
  +15
  +8 Steps
  Level 3
  Swift
  +12
  +6 Steps
  Level 2
  Hastened
  +9
  +4 Steps
  Level 1
  Hurried
  +6
  +2 Steps
  Level 0
  Normal
  Normal
  Normal
  Level -1
  Lethargic
  -6
  -2 Steps
  Level -2
  Slowed
  -9
  -4 Steps
  Level -3
  Idle
  -12
  -6 Steps
  Level -4
  Held
  Immobile
  Immobile
  Fear Tracking Table [Fig.7-6-c]
  level
  Fear
  Dice Pool Steps
  Level 4
  Zealous
  +8 Steps
  Level 3
  Valiant
  +6 Steps
  Level 2
  Inspired
  +4 Steps
  Level 1
  Confident
  +2 Steps
  Level 0
  Normal
  Normal
  Level -1
  Anxious
  -2 Steps
  Level -2
  Scared
  -4 Steps
  Level -3
  Terrified
  -8 Steps
  Level -4
  Petrified
  Immobile
  Density Tracking Table [Fig.7-6-d]
  level
  Form
  Damage Resistance
  Special
  Level 4
  Adamantine
  +4 to all but Void
  Unarmed Damage +8
  Level 3
  Unyielding
  +3 to all but Void
  Unarmed Damage +6
  Level 2
  Stalwart
  +2 to all but Void
  Unarmed Damage +4
  Level 1
  Tough
  +1 to all but Void
  Unarmed Damage +2
  Level 0
  Normal
  Normal
  Normal
  Level -1
  Malleable
  +2 to Kinetic Resistances
  Falling damage halved
  Level -2
  Liquid
  +4 to Kinetic Resistances
  Able to move as water
  Level -3
  Vaporous
  +8 to Kinetic Resistances
  Able to move as gas
  Level -4
  Ethereal
  +16 to Kinetic Resistances
  Able to move through any 
  physical substance
  
SOURCE: textdata/thevault/Alpha Omega/Miscellany/Alpha Omega - GMs Screen [Portrait].pdf