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CreditsEdit

© 2009-2010, Cinema6 Role Playing Game Framework, By Wicked North Games, L.L.C.

Game Framework & Design J. Elliot Streeter Brett M. Pisinski Ray Biondi

Authors J. Elliot Streeter Brett M. Pisinski

Graphic Design & Layout Brett M. Pisinski J. Elliot Streeter

Illustrators Brett M. Pisinski J. Elliot Streeter

Editing & Proofing J. Elliot Streeter Brett M. Pisinski Paige McKee A. Morrow

Game Testing J. Elliot Streeter Brett M. Pisinski Ray Biondi Nikki O’Shea Richard Bean

Technical ConsultingRay Biondi Joe “GI Journalist” Bicchieri M.A. Myslivy

TermsEdit

AR Aggregate Range, The target number range representative of a specific Difficulty Rating

DR Difficult Rating, The named target range for the sum required of a specific roll of dice

c6 Cinema6 Rolling Framework

d6 A Six-Sided (6) Die

Episode See Session

GM Game Master, A Person who orchestrates and referees, as well as tells the story for a giving group of gamers

HP Hit Point, Points used to represent a Character’s Health, Fitness, and Well Being

Extras A Character role played by the Game Master

PC Player Character, A Character role played by a Player other than the Game Master

Scene A time in a game that takes place in a single location

RPG Role Playing Game

An Introduction to the Cinema6 Role Playing Game FrameworkEdit

The Cinema6 Role Playing Game Framework (c6) is a method for Role Players in which they immerse themselves in the action and adventure captured in movies and television as seamlessly as possible. We have provided additional information to expound upon any existing genre of movie or television show to present a deep immersive play environment, as well as an extensive Role Playing Game Framework full of action and adventure. Like any great Role Playing Game worth its salt, this game’s design surrounds a specific set of guiding principles.

The c6 is driven by action and adventure, but also driven by the dramatic scenes and stories intertwined into a story worth telling. Behind each story is a massive universe of intertwining intrigue packed together with action, adventure, comedy, drama, fantasy, horror, mystery, and science fiction all with a flare of the cinema. These are the principles by which we designed this gaming framework.

We are fans of many movies and television shows and the fictional universes that they unravel. We are fans of Role Playing Games. Collectively we have over 50 years of Role Playing Game experience from which to draw, as well as an extensive diversity within that experience. We play many current and played almost every table top Role Playing Game ever published throughout our time as Role Players. We have experimented and tried new game mechanics. We created our own games as hobby gamers and now as fans, we create the Cinema6 Role Playing Game Framework for all to enjoy.

This design of this RPG Framework encapsulates an idea of action and adventure in the movies, specifically the danger and mortality involved with all the drama, thriller, horror, and science fiction movies. Cinema6 uniquely provides a perfect avenue for exploring the dangers of each genre and all that movie action and adventure. We hope you enjoy this as much as we do.

What is a Role Playing Game Framework? (& why do I care?)Edit

A Role Playing Game (RPG) is a game where a bunch of people (they don’t have to be friends, but it is preferable) sit around, talk, eat, and act out Characters through ad lib and impromptu acting based upon a set of information on some pieces of paper. What sets RPGs apart from acting is that it is not for the entertainment of a general audience, but for the entertainment of a handful of people who feel comfortable enough with one another to pretend and escape the normal day-to-day activities of their lives through their mutual imaginations. There are many different types of RPGs with a long history, but the Cinema6 RPG Framework (c6) is a Table Top RPG. We use the terminology Framework to indicate that Cinema6 is-and-was intended to extend and expand not only by us, its creators, but also by you the players and fans of Role Playing Games. This was our intent in creating this gaming framework and we will hold to this principal throughout its lifetime.

Table Top RPGs involve dice, paper, erasers, pencils and pens, people, and imaginations, and often a table. It also often involves an assortment of food and tasty beverages. Moreover, a Role Playing Game is a type of game without any clear winners or losers, a game where people get together to tell a story and to have a bit of fun while experiencing another universe; in the case of c6 we aim to capture the action and amazement behind the stories of movies and television.

So why do you care? If you are a fan of any particular television shows or going to the theater or Role Playing Games in general, it may be worth while taking the time to read through c6. Designed with the action and adventure of movies in mind, this RPG Framework specifically caters to the diversity presented by the imagination of Hollywood and all their successful storytellers whose ideas bring us entertainment that is both inspiring and engrossing.

The Universe behind the CameraEdit

As we unravel each story, it is important to understand the components of how to tell a cinematic story. Each story breaks apart into a premise and scenes, and each scene has two major components, a setting and scenario. A setting is a place and time of a scene. A scenario is a series of events that occur during a scene. For describing a scene in c6, a setting is still a place and time, however a scenario is an ever changing thing, where a Game Master, (GM), reacts to the Players and how they shape each story together. A GM will likely set up each scenario with triggers and events, so that when the characters interact in a certain way with the overall scene, events occur.

The c6 core rules provides a unique method for handling and distributing role playing of a dramatic character intermingled with action and climactic events. Each GM ultimately creates the universe in which each Cinema6 RPG occurs; this includes the story told which shape each episode, scene, or game session. A story genre can involve science fiction or space, horror, adventure, fantasy, film-noir and crime, western, war, thriller, historical, or romance. Everyone has a favorite film or television genre, and it is through these many forms of storytelling that we find inspiration and ways to expand our imaginations.

As c6 grows and evolves, its purpose will never change: To simplify the experience of role playing within the action and adventure of a movie while maintaining flow and storytelling as much as possible. To that end, the Cinema6 RPG Framework encourages Players and GMs alike to develop their own off shoots that take advantage of genres, and to expand upon them in ways no one has ever seen. There are so many combinations of genres we have yet to experience, but many have worked well and bring with them a great deal of excitement and fun. Whether we choose to adopt an existing story or universe, or we choose to create our own, c6 provides the means to accomplish whatever story a GM desires to tell.

A Note on LayoutEdit

The layout of this book is subject to change, however it currently exists in a chapter by chapter format, where pertinent tables either exist within and amongst the text for more immediate examples, or at the end of each chapter for longer lists, such as Skills, Special Abilities, and Weapons and Armor.

As well, the end of the book includes Tables, which include every Table in the book in a centralized location for fast and easy referencing, typically for use during game play by the GM. Where rules or descriptions seem too vague or overly complicated, please contact us directly through our forum and provide feedback:www.Cinema6Games.com/forum. We will make an effort to better explain issues or resolve misunderstandings as well to better disseminate changes on the rules. The Cinema6 Role Playing Game Framework (c6) is a labor of love for us with Wicked North Games, and we truly hope you enjoy it as much as we.

The Cinema6 RPG Framework (c6)Edit

The Cinema6 RPG Framework uses only standard, six-sided dice, (we refer to them as d6).

The Framework draws inspiration from multiple dice rolling systems to bring together balanced game play, the fast-paced action of cinema, an ease of use and simplicity for new gamers, and the inherited strengths of many existing dice rolling systems to please veteran Role Players.

The c6 dice rolling works like this: You want your Character to attempt something slightly difficult; the GM provides you with the required Skill to roll; you roll some d6, add up the values and provide the sum to the GM. The sum of the rolled dice then weighs against a level of difficulty or Difficulty Rating, (DR). Each DR has a range of numbers associated with it called the Aggregate Range (AR). The AR provides the target sums needed for a roll to succeed in the desired action for the Character.

The DRs and Aggregate Ranges are in the table below, Cinema6 System Difficulty Ranges.

It is unusual to roll against a DR Effortless, as typically a GM should allow DR Effortless actions to occur since these actions should not have a chance of failing by literal definition. In specific cases, if a Special Ability has a DR Effortless, the action should still be rolled as it is possible to counter some Special Abilities or the GM should increase their base DR.


Cinema6 System Difficulty RangesEdit

DR

Aggregate Range

Effortless

1-5

Easy

6-12

Moderate

13-20

Hard

21-30

Complex

31-45

Epic

46+



The Wild DieEdit

An Optional Feature to c6 is the concept of the Wild Die. Using a Wild Die provides potential Cinema Point spending reduction during game play by creating an avenue for re-rolling. Using a Wild Die in c6 significantly changes the dice mechanic and game play experience, but it is definitely optional. Choosing not to employ the Wild Die should weigh towards rewarding more Cinema Points during Game Play.

If using a Wild Die, every time a roll of d6 occurs, select a d6 different from the others rolled, differentiating it by size, design, and or color. This d6 is your Wild Die. The concept of a Wild Die derives from the basic principles of a Wild Card in a card game. The Wild Die provides several special functions in c6, but for normal game play, it follows this pattern:

  • For each roll, a Wild Die resulting in a six (6) the first time can roll again, as well as any subsequent time a six (6) occurs. Each subsequent result added to the total sum of a roll.
  • For each roll, a Wild Die that results in a one (1) the first time, indicates a failed roll, and must roll again. The second roll determines the degree of the failure. If the second roll results in a one to five (1-5), the failure is marginal, if the roll results in a six (6), the failure is significant. The GM determines the resulting degree of failure in context with the action.

Cinema PointsEdit

As a Player plays through games, Cinema Points earned represent a form of experience, perseverance, and personal growth. Cinema Points are the most important aspect of a Character’s development and survival. Players spend the Cinema Points during Game Sessions, as well as to improve every aspect of a Character between Episodes. Cinema Points provide the raw material for improving a Character as well as the foundation to operate the Framework.

Spending Cinema PointsEdit

If a Player chooses to spend a Cinema Point during an Episode, they lose one (1) Cinema Point and one of two things can happen, you get to roll at least one (1) d6 and add the result to the current roll or activate a Special Ability. The bonus applied by a Special Ability typically involves rolling two (2) or more d6 instead of just one (1) die. In some cases, activating a Special Ability provides a magical effect or a body weapon, and these have specific rules and guidelines associated with them. See the Special Abilities Chapter for more information.

If a Player chooses to spend Cinema Points between Episodes, it is for Character improvement. Character improvement involves increasing Skills & Abilities, buying new Special Abilities, and modifying other stats. See the Characters Chapter for more information.

Earning Cinema Points

Every time a Character kills an Extra, a GM rewards Cinema Points based upon the Cinema Point Value of the Extra slain. The Cinema Point Value of an Extra is related directly to the difficulty of defeating that Character in combat, which is subjectively assigned by the GM. A GM rewards these kinds of Cinema Points to all Player Characters in the party, so these points add up quickly. Players tend to spend Cinema Points quickly in c6, so it is important to keep track of them. While Veteran Role Players will often hold on to Cinema Points, novice Players will need to learn pause before spending.

At the end of every Game Session, also called an Episode, a GM rewards Cinema Points to all Players for their progress in the story, staying in Character, teamwork, and generally for surviving. Typically, the Cinema Point reward for an Episode is 3-8 Cinema Points per Player, normally the number is a blanket amount unless a single Player did something extra.

During an Episode, a GM may reward a Cinema Point to a single Player for a successful and dramatic Roll or for just thinking outside the box. A GM may reward a Cinema Point to a single Player for Role Playing extremely well during the Episode. A GM may also create special rewards for completing a group of Episodes, as a Season, or for completing a major story premise.

During an Episode, Players may earn Cinema Points by using a Special Ability called Martyr (see the Special Abilities Chapter for details on Martyr).

Genre VersatilityEdit

One important concept in c6 is how versatile and simply the game play works. While the concept of c6 involves three different genre-based Character sheets, Fantasy and Medieval Age, Modern and Historical Age, and Future or Science Fiction Age; the Characters created are interchangeable between genres, making cross genre storylines, such as those involving time travel, a distinctly simple possibility.

A Game Play Example

Paige is playing a Human Thief named Helen working on stealing an Egyptian artifact in some museum, Tyler is playing a Human Security Guard named Fred working on security in that same museum, both Characters created for the Modern and Historical Age. As Paige’s Character, Helen, makes her way towards the Egyptian exhibit in the Museum, Kyle (the GM) asks Tyler to roll Search. Tyler determines he has 3d in Intellect and no dice in Search, so he rolls three (3) d6, and gets a resulting sum of ten (10), a DR Easy. Kyle nods and tells Tyler that he notices an emergency exit light lit up on the security console, Tyler informs Kyle that his Character Fred, is getting up to go and investigate.

Meanwhile, Kyle determines that Helen has made her way into the Egyptian exhibit of the museum, skillfully avoiding detection with her Sneak skill (which Paige rolled earlier and got a resulting sum of twenty three (23), a DR Hard). Paige decides that Helen is going to go directly for the Egyptian artifact she was hired to steal, Kyle asks Paige to roll Search. Paige rolls her 4d for Search, and gets a resulting sum of eighteen (18), a DR Moderate. Kyle informs Paige based on this result that Helen notices some specialized security systems in place that she will need to bypass in order to avoid triggering alarms. Paige asks if she can make a Security roll to attempt to bypass the security measures, Kyle notes that the DR is Moderate for the roll to be successful, so Paige rolls. Paige only has 2d in Helen’s Security Skill, but rolls anyway to make the attempt, the result of the roll is only a sum of nine (9), making her attempt to bypass security failed, however she did not botch on the Wild Die, so she does not trigger any alarms in the process.

Kyle turns to Tyler and tells him that Fred arrives at the Emergency Exit, which is indeed pried and left slightly open, as whoever opened the door did damage to it. Tyler decides that Fred is going to look around further and then call it in, Kyle asks Tyler to roll Search again. Tyler rolls his 3d for Search and gets a resulting sum of twenty-three (23), a DR Hard, having rolled a six (6) on the Wild Die during the initial roll, and getting to re-roll it. Kyle lets Tyler know his Character, Fred, notices a scuff pattern on the marble floor of the museum; moving in from outside and proceeding the hallway towards exhibits. Tyler indicates he wants his Character, Fred, to follow the scuffmark, pull out his firearm as quietly as possible, and cock it.

Kyle smartly transitions back to the Character, Helen, who has now approached the Egyptian artifact, ignoring the security measures currently in place. Paige indicates she wants to take the artifact as quickly as possible, prepared to dive out of the way of any security doors or otherwise. Kyle tells Paige she must make two rolls, one for Acrobat, and one for Jump, noting that the artifact is not easy to lift off the base on which it sits, and that Helen will need to Jump to avoid the subsequent security cage that drops from the ceiling. Paige rolls 4d for Acrobat, getting a resulting sum of sixteen (16), a DR Moderate, and 2d for Jump, getting a resulting sum of five (5), a DR Effortless. As Paige knows Helen will be trapped by the security cage and wants to avoid it, Paige indicates she is going to spend a Cinema Point to Kyle. Kyle asks her if her Character, Helen, has any Special Abilities that will help her here; she does not, so Paige rolls a single die. The die comes up as a six (6), and Kyle tells her to roll again since the Cinema Point used is also a Wild Die and she should roll again when it comes up as a six (6). She rolls again and gets a five (5), now her total sum Jump is sixteen (16), a DR Moderate, which Kyle indicates is successful. Helen grabs the artifact, an alarm sounds, a cage drops from the ceiling, she dives for the floor nearby while protecting the artifact with her body.

Fred rounds the corner to the Egyptian exhibit to find Helen lying on the floor holding an artifact, an alarm blaring, and his hands are shaking with the gun he aims at Helen. Tyler and Paige role play, negotiating Helen’s surrender and handover of the artifact to Fred, suddenly Paige decides that Helen will throw the artifact into Fred’s arms. Kyle asks Tyler if he wants Fred to catch it, and Tyler wants to try so he rolls Acrobat, and gets a resulting sum of thirteen (13) to jump forward and catch the artifact. As Tyler rolled a one (1) on the Wild Die during his roll, Kyle indicates that Fred jumps and drops his gun in the process, but successfully catches the artifact. Kyle indicates that Fred finds himself now Grappling with Helen for the artifact, and that both players need to make Grapple rolls. Paige rolls 3d and gets a resulting sum of fifteen (15). Tyler rolls 4d and gets a resulting sum fifteen (15). The two Characters are in a standoff as the rolls are the same. Kyle then announces a surprising event, the two Characters are thrown backwards away from the artifact while wrestling over it.

Kyle tells them they have both fallen unconscious. Helen awakens first and sits up, rubbing the back of her head, looks around and discovers she is in the middle of a forest. Paige indicates she wants Helen to look around more, and Kyle tells her that Helen sees more forest and then notices Fred’s feet sticking out from some bushes. Fred awakens and clampers out of the bush immediately seeing Helen. Tyler and Paige role play the scene and Kyle describes it: the Characters, Fred and Helen, are in a forest, it is early afternoon looking, and the trees have a high, thick canopy so they have a difficult time seeing the skyline. There is a light smoke smell to the air, like a campfire, and little chirps small exotic looking birds. They mutually decide to distrust one another and travel together upwind, seeking the source of the smoke. They come to a clearing, realizing they are standing high up on the edge of a forested plateau. The scenery laid out before them by Kyle indicates they are no longer on Earth, as there are three moons in view in various states of waning and waxing, and the sunlight behind them overshadows a massive battlefield below the plateau where figures yell and attack one another. Both stunned, Paige and Tyler decide to have their Characters, Fred and Helen, sit down on some rocks and watch until the fighting stops. The battle below wages on into the night, their Characters fall asleep in the darkness.

OverviewEdit

Each Character Sheet for c6 represents a composite of various areas. The top area of each sheet helps define each Character, including a Name, Type, and basic Description. The central area of each sheet includes the Attributes and Skills, which define the core limits of each Character. As well in the central area are functional things, such as Derived Stats, Special Abilities, and an area for Equipment. Special Abilities are augmentations to the Character, representing unique and diverse Characteristics. The Derived Stats represent the essence of survival inherent in each Character. Equipment is a list of stuff that is important and generally is kept on person for each Character, as well as money. The bottom area of the sheet includes Weapons, integral for staying alive and surviving the action.

Each filled dot (A) on the Character sheet represents a single die to roll (1d). If a dot is open, (a), then it represents the potential for growth. A maximum yield of 12d, (Attribute with 6d + Skill with 6d), exists for c6, representing the physiological pinnacles in talent and natural ability. Dots already filled (A) represent a baseline 1d for a particular area for a Character. Each Attribute and Initiative has a minimum required 1d already filled on each Character Sheet.

Character Creation MethodsEdit

There are two basic methods to create a Character in the Cinema6 RPG.

As the first part of every Character Creation process, a Player will choose a Species. Each Species determines access to Racial Traits, which are Special Abilities only available to a certain species. In specific cases, a selected Species provides multipliers for starting money with which to purchase initial equipment or save to use for later. For this basic c6 core, the only available Species is Human (Terran). Many expansions will detail extraordinary and exciting new Species for game play in c6.

There are two primary methods for creating new Characters:

  1. Template Method: The first basic method of Character Creation is selecting a Character Template, which already has the Attributes and Equipment determined. Choosing the 7d in Skills (each circle is 1d) is the basic, first decision involved in customizing a Character Template. The 7d in Skills may “trade down” for Cinema Points; however Cinema Points may not “trade up” for additional dice in Skills. Cinema Points are only for purchasing Special Abilities during Character Creation. Each Character Template presents a foundational background with which each Player can customize a unique storyline.
  2. Custom Method: The second basic method of Character Creation is Character customization where a Player selects a Character Type, assigns 10d in Attributes and 7d in Skills (each circle is 1d). The 7d in Skills may “trade down” for Cinema Points; however Cinema Points may not “trade up” for additional dice in Skills. Cinema Points are only for purchasing Special Abilities during Character Creation. Then determine Equipment based upon Character Type. Each custom Character will need additional information added to determine a unique storyline.

The next step in Character Creation is deciding on spending or saving the five Cinema Points on Special Abilities as appropriate to the genre, (including Racial Traits, Cybernetics, Magical Abilities, Mutations, and combat and general Special Abilities), or by boosting existing Skills or Derived Stats. The last major component to Character Creation is calculating the Derived Stats.

Derived Stats are Hit Points, Move, and Initiative, each of which are determined by doing a small calculation based upon some Attributes.

Derived StatsEdit

Hit Points represent a Character’s Health and general well being, both mental and physical. Initiative represents how quickly a Character reacts and gains the advantage in Combat. Move represents how far a Character can Move during a Combat Sequence without making rolls.

  • Hit Points = Strength Dice x 12 (i.e. 36 Hit Points = Strength 3d x 12)
  • Initiative (Dice) = Dexterity Dice (i.e. Initiative 3d = Dexterity 3d)
  • Move = Strength Dice + 3 (i.e. 6 Move = Strength 3d + 3)

After Character Creation, the dependency of Derived Stats on parent Attributes goes away, so changing Hit Points, Move, Initiative, or when raising Strength and Dexterity, all should remain unaffected by these changes per those Cinema Point costs indicated in the Character Improvement Table.

Wrapping Up Character CreationEdit

One of the greatest difficulties in Character Creation is deciding upon a Character background. This information will make the game more fun, the GM’s job easier, and bring much more life to a Character. In understanding and defining a Character, a Player should consider asking this brief set of core questions:

What is the Character’s personality and motivations?

Where does the Character originate or identify as home?

How does the Character accomplish short and long-term goals?

What is the perception of the Character about this Universe?

Another option is randomly generating a Character’s background. This is often a fun process and can lead to interesting and versatile role playing for Players. We use a basic table to provide some generic, random Character Backgrounds.

Begin Rolling Character Backgrounds with three (3) d6, add the results as needed.


Character BackgroundsEdit

Roll total

Background

3

Borne into a life of extreme poverty, you struggled early on with finding basic needs, you got good at finding and keeping them later, Starting money multiply by three (x3).

4

Poor and in need of training, you sought work as an apprentice, learning the necessary tools to exceed your peers, +3 Starting Cinema Points.

5

Raised in a modest household, you dreamt of adventure and trained yourself into shape, +3 Starting Maximum Move.

6

Adopted by a wealthy tycoon, you received superior academic instruction throughout your childhood, +2d Starting Academics.

7

You survived your family and terrible tragedy, only to persevere into a stronger person, +12 Starting Maximum Hit Points.

8

Criminals carved out your childhood; you learned many useful skills to survive in a harsh social atmosphere, +1d Starting Pickpocket.

9

Your childhood Rival forced you to fight whenever possible, so you learned to avoid getting hit, +1d Starting Dodge.

10

Your early life was fairly uneventful, though you did manage to save a little money, Starting money multiply by two (x2).

11

You enjoyed the comfort of a stable family and healthy upbringing; you learned how to get your way, +1d Starting Persuasion.

12

A mediocre home life, you rarely saw your hard working parents, raised primarily by siblings, you learned the art of avoiding people all together, +1d Starting Sneak.

13

Condemned and abused, you lived on the streets as a child, and you learned how to persist despite the odds, +1d Starting Streetwise.

14

Raised by your single parent, learning the ways of survival in the wilderness, you discovered how to better live off the land, +2d Starting Survival.

15

Life in a monastery taught you the hardest lessons you ever learned, but you became better for it, +1d Starting Brawl, +1d Starting Grapple, +1d Starting Dodge

16

You were instructed by a secret group, given the tools needed to survive the worst situations imaginable, +5 Starting Cinema Points.

17

A rigorous childhood of military training and focused academics made you into force to be reckoned, +4d Starting Skills.

18

Your master gave you everything available, a good childhood, adequate money, and a superior educational and martial training regimen, the rest is up to you; +2d Starting Attributes, +2d Starting Skills, and Starting money multiply by two (x2).




Many Role Players consider naming a Character challenging. A simple rule in naming a Character is finding something that you like, something that rolls off the tongue easily, or something that best fits the personality of the Character you intend on portraying.

The Cinema6 RPG design surrounds the concept of cinematic action and simplified rules that do not bog down a story line. To spend Cinema Points to improve a stat, the Player determines the current dice value of a specific stat (i.e. 3d), and refers to the table below for how many Cinema Points is required for improvement.

Starting Characters should also begin with starting money used to purchase Props; including Equipment, Weapons, and Armor, etcetera. Typically starting Character money is 1,000 to 2,000 of the currency used for the story.


Character ImprovementEdit

Stat

Cinema Point Cost to Improve

Attributes (Dexterity, Strength, Intellect, Persona, & Aptitude)

Current Dice x 10 (i.e.: 3d x 10 = 30 Cinema Points cost to improve to 4d)

Skills, Initiative

Current Dice x 3 (i.e.: 3d x 3 = 9 Cinema Points cost to improve to 4d)

Hit Points

2 Cinema Points for +1 Maximum Hit Points

Move

5 Cinema Points for +1 Maximum Move

==
==


Creating Veteran CharactersEdit

Creating Veteran Characters is a matter of following the normal Character Creation process, and then providing Players with additional Cinema Points, which Players can spend for further developing their Characters.

The extra Cinema Points are not for purchasing Special Abilities restricted to Character Creation. This is to maintain the technical gaming balance of the Cinema6 RPG Framework during game play as well as prevention for overly powerful Characters. Character Creation Only Special Abilities are for purchase only during the initial Character Creation process.

Veteran Characters should begin with additional money for purchase of additional possessions. Typically, Veteran Characters money calculates according to the number of Cinema Points given. For Example; if fifty (50) Cinema Points are delivered to Players for Character Improvement, a multiplier of five (5) is appropriate for starting money, so where a GM decides to start Characters with 1,000 in currency, it multiples by five (x5) and becomes 5,000.

ExtrasEdit

Extras are Characters created and role played by the GM. Another term for Extras, is a Non-Player Character, (NPC). Extras typically represent non-pivotal Characters to the game story arc, where the Player’s Characters represent the leading roles. GMs are encouraged to create Extras in a similar method to Players, however we do provide some example Extras following the Flora & Fauna section.

SpeciesEdit

Species covers the basic primary species found in Cinema6 RPG. As expansion material releases, more Species will officially become available to you. This should give any GM the basics on creating a Species for any custom game. Each Species area in this chapter divides into four major areas: Historical Data, Description, Racial Traits, and Connections and Relations.

Historical Data provides an overview of the home world and species as well as how they evolved to be unique. Description is both a physical and cultural description, noting unique markers that make a specific species stand out from other in a crowd. Racial Traits are similar to Special Abilities, except they are limited to a specific species at the indicated Cinema Point cost. Connections and Relations covers how each species interacts with one another, any preconceptions they may have, and whether or not they have established forms of commerce or treaties in place.



Earth, Terrans (Humans)

Historical DataEdit

Earth is an abundant world, rich in resources and Humans, and strikingly diverse, yet constantly at odds with itself. Humanity struggles to maintain peace, while balancing the unique struggle to prosperity together. Whether all Humans are willing to admit it or not, we struggle in life and for life together as a species. We have thus far persevered, but our end could come without warning and we must prepare for that time when no longer represent the dominant species of Earth. Earth will carry on without Humanity, but Humanity will not carry on so easily without the Earth.

DescriptionEdit

Modern Humans are an abundant and resourceful species. We bind together for struggles against our world and species, but struggle against one another for land, resources, and power over one another. We are diverse in our speech and languages as much as we are the same in that we struggle each day hoping that we are making the right decisions, caring for our families, and surviving another day amongst the drudgery of life. Humans vary as much in their apparel as they do in language, choosing to dress appropriately to their environments and cultures. Humans have a range of natural hair colors and many ways of coloring our hair to unnatural colors. Our eyes have far fewer colors, ranging from brown, blue and green, to gray and the rare colors of red-orange. Our skin also varies from a light tan to a dark brown, demonstrating how often our ancestors spent time in the sun instead of time indoors or under foliage away from it. There are far greater numbers of women on Earth than men, almost two to one, as the species requires the dominant gender of women to prosper.

Racial TraitsEdit

Resourceful, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Humans are good at coming with a way out of difficult situations and finding creative and unique approaches that would otherwise be unavailable to them.

(+2d to a Designated Skill, May be combined with any other Special Ability)

Connections and RelationsEdit

Humans are a xenophobic species that is mistrusting to a point where they often exclude many of their own kind simply because they believe them to be of a lesser social standing. While illogically fearful of that which they cannot understand or explain, they also have an inexplicable ability to find kindness and treat others as equals despite their fears. Humans are capable of great destruction, but also capable of constructing great works of art and beauty. Humanity is complex and unpredictable as a species, and their tendency to unite in the face of death and tragedy is the path to their survival and perseverance.

While Humanity treats most other species on Earth with disdain, they also need them and have a slow epiphany awakening their kind as their relationship with their world unfolds. If Humanity discovers a new species of equal or greater intelligence, will they revere them or fear them or both?

The Five AttributesEdit

Dexterity: Dictates your initiative and the speed of your physical prowess. This includes tasks that involve hand-eye coordination, motor skills and situations that call for graceful movement.

Strength: When the going gets tough, as it often does, how long can your Character last? Strength determines not only your Hit Points, but also how much of a beating they can take. Whether you crash through a wall or square off against your arch nemesis, this is when Strength becomes vital to your longevity.

Persona: Is your Character likeable? How well is she or he received by others? If she is easily trusted (Whether it is genuine or not…) or an effective leader then the odds are the Character has a high rating in Persona. This Attribute involves a set of skills that indicate how well your Character interacts on a social level.

Intellect: Intellect measures the academic and mental capacity of your Character. How well were they schooled? Do they have a sharp wit that allows survival? This Attribute reflects how efficiently your Character’s mind processes information during critical moments of stress.

Aptitude: Aptitude is a representation for a natural knack in operating or understanding technology and performing often more mechanical or technical tasks.

Dexterity SkillsEdit

Acrobat: If you dive through the air with a grace like no other and are able to pull off death-defying acts of balance several stories above the surface then you are highly proficient in the skill of Acrobatics. Being an Acrobat will help your Character get in and escape from situations no ordinary person could conceive.

Brawl: The act of brawling covers a lot more than just punching; it involves blocking, kicking and some martial arts. When in a situation and unarmed it is time to put up your dukes and make sure you are the last one standing.

Dodge: Bullets are whizzing by you as you dive for cover. When the action gets intense this skill is critical in staying alive, making a dodge check will add to your opponent’s DR when they attempt to do you harm.

Bow or Firearms: Whether you prefer up close and personal, point-blank shots, spraying an area with a semi-automatic, wielding the punishing shotguns or shooting your opponents from a distance with a crossbow or rifle, your method of choice uses this skill. The range of your opponent and their ability to dodge your attacks determines the DR.

Hide: Sometimes concealing weapons or items on your person makes the difference between staying alive or becoming a corpse. This skill allows a Character to conceal weapons or other items from view. See Pages ** - ** for concealment ratings of weapons and other items.

Melee: When you have run out of ammo and all you have on you is a trusty bowie knife, or are creeping through the darkness only armed with a hairpin, Melee is the skill to use. Melee covers attacks and parrying, as well as a range of hand-wielded weapons, simple, improvised and complex.



'Missile or Siege'Weapons: Much like firearms, this skill covers the bigger weapons that deliver devastating damage. When you need to down that escaping Starship by firing that surface to air rocket launcher, firing a barrage of ballista bolts at an assailing dragon, or operating vehicle mounted weapons, the ability to fire them accurately depends on your skill rating.

Riding: Whether flying, aquatic or land-based the Riding skill dictates your control over domesticated creatures. No matter what the difficulty, sometimes the creatures will have ideas of their own. The terrain determines the DR.

Running: Sprinting, jogging and running use this skill. Not only does it indicate how fast you travel, but also how far a distance your Character can cross. Much like Riding, the terrain determines the DR. A successful Running roll doubles your movement.

Sneak: The art of stealth is essential to survival. The sneak roll allows you to make an action without detection, if successful. This skill helps overall in avoiding detection.

'Pick'Pocket: Stealing, agree with it or not sometimes, we have to do it. However, it has justified the Pick Pocket skill covers most actions that involve sleight of hand. The Search skill of a target determines the DR. A successful Pick Pocket roll will mean that the target will not realize right away that the item is missing.

Throw: The ability to throw an item uses this Skill. Items not intended for throwing, a desired distance or height, a moving target can all contribute and determine the DR.

Strength SkillsEdit

Climb: Used when your Character scales a vertical surface, if the Characters are not under any pressure and can take their time then allow them safety. However, if they are under any type of stress then make them roll a Skill Check depending on the circumstance.

Jump: A jump check determines the amount of distance a Character can clear. Whether you are jumping from vehicle to vehicle, rooftop to rooftop or sprinting through some hazardous terrain a skill check will often determine the difference between life, death, or serious bodily harm.

Lift: While brute strength alone is a good thing to have, the instinct that guides you through lifting an object so you will not hurt yourself is a better idea. This skill allows you to lift objects much heavier than is comfortable or normal. A successful check determines how much stress your physical body can endure while under the objects weight.

Push-Pull: The raw skill behind pushing or pulling an object to get it moving, and understanding of the basics behind momentum and torque to aid in this task. This skill allows you to push or pull a normally stationary object to some advantage, such as pushing open a door that is stuck. A successful check determines how much force you can provide to push and pull.

Grapple: Being able to bring your opponent into a submissive hold can always help prevent an undesired action. Unlike brawling, the art of grappling may come in handy when the situation calls for it.

Stamina: Your endurance is essential. A high stamina will allow you to act longer as well as resist certain poisons or diseases.

Swim: Like a climbing check, a swimming check is not necessary if the Character is not under any form of stress. However, if they are battling a raging rapid or swimming a long distance, the check determines how long the Character can survive before succumbing to fatigue. The Character then has to make a stamina check to avoid losing Hit Points.

Persona SkillsEdit

Artisan: An artistic flare or a well-trained eye can help interpret ancient works of art as well as modern ones. This also includes diagrams, instructions as well as the ability to produce art of your own. This skill also governs other artistic areas such as acting, dance and music.

Bargain: This Skill includes the art of haggling, appraising, and negotiating for the best price for a sale whether buying or selling. A favorable outcome and the DR often depend on role playing and the legality of merchandise.

Command: Inspiring a legion of troops just before battle is no easy feat; those gifted with a high Command skill seem to pull off amazing levels of inspiration. Whether it is a platoon of rag-tag militiamen, a squadron of experienced mercenaries, those with Command can often influence the tide of battle.

Con: The act of subterfuge or tricking those around you is a trait possessed by many. They say information is power, those who make a living by deceiving others to obtain it often find employment as mercenaries or often by others with their own hidden agenda. A Con check occurs when a Character wishes to conceal their own motives, lie to others or fast-talk their way out of a situation.

Disguise: Impersonating another person or blending into a group of people draws upon disguise.

Gambling: Betting a small fortune requires both using the Gambling skill and a lot of luck. Those who whisper that fortune favors the bold maybe onto something and taking risks can be rewarding or devastating. Whether professional, fun, or addiction, your Character rolls his Gambling skill against an Extra, the highest roll determines the winner; role-playing during the scenario is encouraged.

Intimidation: Sometimes in order to get your way you have to make those around you feel, uncomfortable. The Intimidation check occurs when a Player wishes to appear menacing to the point where it breaks their opponents will. Intimidation challenges your opponent’s Willpower.

Languages: Knowing more than one language can help especially on a large planet like Earth. Language barriers often hinder encounters with between people, but the well traveled often know how to recognize mannerisms and dialect. The number of dice you place in this skill determines the number of fluent languages your Character understands. Everyone starts with at least one native language.

Persuasion: When a Character wishes to charm or convince someone to see a point of view use the Persuasion Skill.

Willpower: Resisting another’s will to dominate you or pressing yourself to move on is a trait vital to survival. Under strenuous conditions, the mind and physical body are at risk of reaching a breaking point. Your Character’s Willpower is a measure of your ability to resist that breaking point. Roll a Willpower check when resisting con, persuasion, and intimidation.

Intellect SkillsEdit

Academics: A background rich in Academics will benefit any Character. Did you attend school? How far did your Character advance? Depending on a situation, the resources and time at your disposal, the dice placed in Academics may act as a bonus or lower a DR of another Skill.

Aliens or Creatures: This Skill not only measures your capability in identifying unusual or strange creatures or aliens, but also allows your Character to understand certain habits, features and any special abilities the beings may possess. The commonality of the being determines your DR.

Astrography: Getting from one place to another and knowing where you are always relies on this skill. This skill is the study of and understanding how to discern location in the known universe, whether that it is on a planet, or while in space. Characters knowledgeable in this skill are often able to identify native species and work with developed trade routes.

Business: The art of business and understanding the local economy uses this skill. Being able to decipher good Business decisions from bad using your Business savvy depends on your familiarity with the particular field. The DR is set by your Character’s knowledge and experience with the industry.

Culture: What is the difference between our cultures? Those with a high rating in Culture know what to look for. Culture indicates your Character’s awareness and study of a culture’s preference with art, etiquette, history, literature and religion. These factors may aid you in negotiating with another Culture where if the situation were sensitive, you would not want to offend your guest due to ignorance.

Law: How well does your Character know the law and how it operates? Styles of law enforcement vary from place to place. With this skill, you know what to look out for, and have a basic to complex understanding of local laws, if any exist, depending on familiarity.

Healing or Medicine: This skill governs all forms of Medicine and Healing, (at advanced science fiction levels), Cybernetic and Mutant procedures. From applying Healing magic to applying Medipaks to performing surgery, the knowledge of Medicine and using it properly can spell the difference between life and death. The severity of wounds and Stamina of a victim determines the DR to heal another Character.

Politics: Depending on your Skill Rating, Politics will allow you knowledge of local people in office, or the key figures in more regionalized Politics. The practice of Politics can influence your dealings with local authority figures that are giving you a hard time or knowing the proper people to bribe when the situation gets sticky.

Search: Perceiving clues, identifying details, spotting danger, and observing changes all tie into using the Search skill. The most obvious and widely used purpose of the Search skill is to spot another person Sneaking. The DR behind Searching includes complications such as environmental factors and the capabilities of opponents, as well as augmentations included with Special Abilities, such as magic or technology.

Streetwise: Criminals come in all shapes, sizes, and species. While the preferred methods vary, their upbringings typically start on the street. Tricks of the trade learned here come through their knowledge and networks. The more attuned the criminal the more informed they would become when the word gets out. Rumors also emerge from every corner, and the chances of you hearing it first will be determined by a high rating in this skill. After all, information is power.

Survival: Deep down in every being’s core is the essence of survival. The ability to survive the harshest of terrains and many punishing environments uses the Survival Skill. Whether it is a personal prowess or a trained specialty, an understanding of what plants are edible while will come in handy. Survival is the ability to change, adapt and live off your surroundings. Your Character’s familiarity with a place determines the DR.

Tactics: Gaining the upper edge over your opponent is a trait practiced by many, but mastered by few. In addition, those who possess a natural talent in this skill often seem godlike by those who serve under them. A Tactics check occurs against your opponents Tactics or Intellect rating and adds to an Initiative check, if the GM deems your strategy appropriate during the scenario.

Aptitude SkillsEdit

'Armor'Repair or Smithing: Armor is practical or ceremonial depending on its intended purpose. It also demands constant maintenance in order to perform at its peak level. Both soldiers and armor smiths know how to take proper care of their creations. Depending on the severity of the damage, an Armor Repair roll determines the quality of a repair or the time needed to make decent repairs. Time and equipment are required to perform the repair properly. If the repair is rushed, the DR rises.

Comms or Argot (Communication): The ability to use Communication Stations effectively uses a Communications check. Communication is essential during space travel, hikes into the jungle, or venturing into dangerous mountains plagued by ogres. Each Character’s intent, the environment, range, and technological capabilities determine the DR. Note it is possible to jam communication with the right equipment, which also affects DR.

Cybernetics: Crafting, improving, modification or integrating technology with the flesh has been around as long as technology itself. While some beings shutter at the idea others embrace it. Whether applying Cybernetics to a soldier who lost a limb during combat or a mercenary addicted to “improving” himself; knowing the right doctor is critical in this field. Cyborging is sometimes illegal and considered a heinous crime against Humanity. The cost of an implant determines the quality of certain Cybernetics. Insure your surgeon comes highly recommended.

Demolitions: Knowing how to place explosives and time detonations is a craft not easily mastered but highly sought after. Regardless of intent, those experts in the field of Demolitions have little trouble finding employment. The higher the rating, the more complex the explosives the Character can pull off. The time and the equipment the Character utilizes determine the DR.

Drive Repair: As a Starship moves, it draws upon a primary power source and experiences the elements of its environment. These factors tend to corrode the ship and any external damage it suffers may lead to internal damage. Luckily, there are those out there who understand how to diagnose the problem and fix it. Characters with a high skill rating in Drive Repair are often able to perform routine drive maintenance, repair damage or even build their own star drives. Drives are infinitely more complex than other systems on a ship as they often not only provide propulsion, but also provide energy for the rest of the ship, and therefore cannot be de-energized to safe conditions. The severity of the damage and complexity of the technology determines the DR. A damaged vehicle may be salvageable for parts.

Engineering: A high skill rating in Engineering will allow a Character to perform basic maintenance and repairs to major overhauls to any device or mechanism with lots of moving parts. Having a team of engineers at your disposal will help lower the DR.

'First'Aid: While Medicine covers the knowledge of drugs and surgery techniques, First Aid covers the intense concentration and the hand-eye coordination involved when carrying out the task of healing someone in an emergency. First Aid is available as an action during for minor injuries. More severe wounds require a Healing Station or surgery.

Navigation: The ability to get from Point A to Point B is not a feat for the timid. The art of Navigation allows a Character an adequate knowledge of the star charts and understanding of magnetic north. Depending on the skill rating, they are able to predict the distance and time, and food or fuel consumption, and have an understanding of what lies along the destined route. DR is calculated by the frequency the route is traveled.

Piloting: Those gifted with a high Piloting skill are able to control a ship or vehicle as if it were an extension of their will. Pilots can find employment easily everywhere and often love their chosen trade for the rush and the freedom of traveling. No matter the vehicle, piloting is a risky business and mistakes are often fatal. However, the payoff can be very lucrative. Piloting is the ability to drive just about anything that flies or moves on the ground with an engine. The desired maneuver, environment, familiarity with a vehicle or technology, and basic aptitude determine the DR. Those who wish to dodge enemy fire while driving a car or shooting across the stars in a ship use their Piloting skill. If a ship or vehicle has a Maneuverability rating, that value augments the Pilot’s roll.

Power Armor Ops: Whether its purpose is for industry or the military, Power Armor is available for the science fiction genre in afforded abundance. Mercenaries tend to tailor their suits of Power Armor to fit their personal “style.” While soldiers and employees of major industrial corporations use it to help with everyday tasks. Some Power Armor can be even be fitted with weaponry or can survive the vacuum of space.

Security or Sentry Evasion: The security of information, individuals and items is highly sought after everywhere. Security systems and sentries are often found in every corner and can be dangerous. Yet they apply very different techniques in eliminating potential threats. Those understanding how security systems and sentries work and are able to slip by undetected, possess unique talents. A Security or Sentry Evasion roll occurs when a Character intends to hack a computer or general security system, or avoid Sentry patrols or similar countermeasures.

Sensors: Just about every modern Starship and even some vehicles come equipped with sensors. Sensor technology allows a Character to identify, scan and track other objects in close proximity. Sensors vary in strength depending on the installed sensor package. The DR for a Sensor check is dependent on the distance, and desired detail level.

Shields: Those who can afford Shields for their vessels gain an extra edge over their opponents. Starship Shields help protect the vessel from harm. Ships and Vehicles that have shields have a shield rating on their stat sheet, that rating helps protect against damage when rolled. Simply take the Shield value and add it to the Hull Integrity when damage occurs.

Ship, Vehicle, or Nautical Gunnery: Firing guns on a ship or vehicle takes a lot of coordination and training. Those proficient in a Gunnery skill are able to fire a vessel’s weapons accurately. A ship’s weapons may contain a Fire Control rating. If it does, add that value to your Gunnery check.

Tech Repair: Technicians well trained in Tech Repair can put together just about any system to perform any function they desire. Those with a high rating in this skill can build, operate and repair just about anything with a circuit board. Simple or complex, the DR is dependent on the age, familiarity, time and tools the Character has to work with.

Weapon Repair or Smithing: All weapons break or inexplicably malfunction, sometimes during critical situations of stress. Weapons require routine maintenance and those that are properly cared for tend to last. However, when they do break your knowledge of Weapon Repair will allow you to repair the damage quickly and efficiently.

Skills Charts categorized for each major genre of Cinema6 RPGEdit

Dexterity Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Acrobat

X

X

X

Archery

X

Brawl

X

X

X

Dodge

X

X

X

Firearms

X

X

Hide

X

X

X

Melee

X

X

X

Missile Weapons

Siege Weapons

X

X

Riding

X

X

X

Running

X

X

X

Sneak

X

X

X

Pickpocket

X

X

X

Throw

X

X

X

Strength Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Climb

X

X

X

Grapple

X

X

X

Jump

X

X

X

Lift

X

X

X

Push-Pull

X

X

X

Stamina

X

X

X

Swim

X

X

X

Persona Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Artisan

X

X

X

Bargain

X

X

X

Command

X

X

X

Con

X

X

X

Disguise

X

X

X

Gambling

X

X

X

Intimidation

X

X

X

Languages

X

X

X

Persuasion

X

X

X

Willpower

X

X

X

Intellect Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Academics

X

X

X

Aliens

Creatures

X

X

Astrography

X

X

Business

X

X

X

Culture

X

X

X

Law

X

X

X

Medicine

Healing

X

X

Politics

X

X

X

Search

X

X

X

Streetwise

X

X

X

Survival

X

X

X

Tactics

X

X

X

Aptitude Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Armor Repair

Armor Smithing

X

X

Comms

Argot

X

X

Cybernetics

X

Drive Repair

X

Engineering

X

X

X

First Aid

X

X

X

Navigation

X

X

X

Piloting

X

X

X

Power Armor Ops

X

X

Security

Sentry Evasion

X

X

Sensors

X

X

Shields

X

Ship Gunnery

Nautical Gunnery

Vehicle Gunnery

X

Weapon Repair

Weapon Smithing

X

X

OverviewEdit

At the core of c6 are Special Abilities, and they represent the integral form of Character customization and extensibility. Gaining Special Abilities inherently becomes akin to gaining levels in other Role Playing Games systems, providing Character depth, versatility, as well as powers and ways dramatically affecting the gaming world.

At their foundation, Special Abilities are unique ways of customizing a Character. Racial Traits are Special Abilities that are specific to a single Species. Combat Special Abilities are those that deal specifically with Combat and tend to be cross genre. Cybernetics are Special Abilities that depend on the science fiction genre, in game money and role-playing, sometimes they have other specialized prerequisites. Magic exists as Special Abilities available primarily to the fantasy genre, often requiring simpler Magic as prerequisites for complex Magic. All Magic Special Abilities utilize the Willpower Skill to function. Transgenics are Special Abilities available to the science fiction genre as intentional mutations of a subject through gene therapy and engineering.

All Special Abilities cost a single Cinema Point to activate unless specifically indicated that they are Permanent or have Permanent bonuses. The cost to buy Special Abilities for Character Improvement depends heavily on the bonuses and effects they provide to a Character. The more powerful and dramatic the bonuses provided by a Special Ability, the more it will cost in Cinema Points to purchase. Permanent Special Abilities cost more than Special Abilities that require activation every time. Special Abilities with higher d6 bonuses cost more than Special Abilities with lower d6 bonuses.

Special Abilities come in five primary forms:

  • Gain a bonus to a specific roll or Character movement.
  • Alternative Skill use for an Action
  • Lower the DR of a specific roll.
  • Activate a weapon, another Special Ability, or other Effect. This kind of Special Ability typically has complicated rules attached, such as utilizing Magic.
  • Permanent, (never spend Cinema Points to activate the Effects).


General Special AbilitiesEdit

Abnormal Size, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character is either very large or very small for her species, lending to it the advantages of such. Being very small gives a bonus to do things involving Dexterity (+2d) to all Dexterity based rolls, however the Character is not nearly as strong and has difficulty with things involving Strength (Strength can never be increased above 2d). Being very large has the opposite effect, the Character can do things easily involving Strength (+2d) to all Strength based rolls, however the Character is not nearly as quick and has difficulty with things involving Dexterity (Dexterity can never be increased above 2d). The bonus temporarily provided Strength or Dexterity benefits is considered a surge in an Attribute, and is not permanent.

(+2d to Dexterity or Strength, 2d Max Attribute on Opposite Attribute Dexterity or Strength)

Adrenaline Junkie, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character enjoys being a dare devil and doing things that others would never try. Every time you spend at least one (1) Cinema Point, if you succeed in a roll with an Epic DR or better, you get one (1) Cinema Point back immediately. This is always a gamble, but an Adrenaline Junkie is always willing to take the risk. Once the spent Cinema Point returns, more Cinema Points cannot be gained in this manner.

Ambidextrous, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character is Ambidextrous, and can use both hands equally well. Ambidexterity keeps the DR equal for the off-hand when using Dexterity rolls. Without this Special Ability, the DR increases by one.

(No DR change for offhand, without the DR level increases by one level)

Capital, Cost: 5.

Description: Your Character has come into a source of money, whether legal or illegal, which provides a source of continuous income. While this money is constant, the amount is variable. One thing is for certain, it is always more than you need to survive.

Cardshark, Cost 5.

Description: Your Character has perfected the art of playing games of chance and skill.

(+4d Gambling)

Concentration, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character is better at putting effort behind things when concentrating. If you declare you are Concentrating ahead of time, after 1 round of Concentrating you receive a +4d on the next roll. This is especially helpful if a Character is waiting to ambush an enemy or has time to focus on a task. This bonus does not work in Combat, (after an Initiative roll).

Crack Pilot, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character is a natural when it comes to getting behind the wheel.

(Permanent, The DR for using your Character’s Piloting Skill is always one level less than dictated by the GM)

Criminal Contacts, Cost: 5.

Description: Your Character has a number of discrete contacts in the Criminal Underworld and may call upon them for information.

(+3d Streetwise to contact Criminal Underworld)

Empath, Cost: 10.

Description: The ability to sense the emotions of other people passively

(+2d Persuasion, Search)

Ersatz, Cost 5.

Description: Your Character deceives others on a near-professional level.

(+4d Con)

Fame, Cost: 5, Cannot take the Special Ability Forgettable.

Description: Your Character has either purchased or otherwise earned some kind of Fame. Known everywhere, some love you and some hate you. The Fame defines your Character and not by the actions committed unless publicized. Other Character’s reactions will differ accordingly.

(+4d Persuasion when the Character is recognized)

Favor, Cost: 5.

Description: Your Character has earned a single favor from someone; a favor that comes without any strings or questions, and completes unconditionally, after that, it is gone. Use it wisely. This Favor manifests itself as something done by another Character, and is for use while Role Playing. A Favor is agreed upon by the GM and Player before committing this Special Ability to a Character.

Fellowship Member, Cost: 5.

Description: Your Character belongs to a fellowship of some kind, an organization with likeminded goals of the Character, and it provides things such as money, supplies, information, but their reach is limited. The GM determines the limitation of this organization’s power and influence.

Forgettable, Cost: 5, Can take this Special Ability only on Character Creation, Cannot take the Special Ability Fame.

Description: Your Character is hard to remember. Most Characters have a difficult time remembering your name, your face, but might remember blurry details, like a rough age or height, male or female, color of clothes. The difficulty to remember any details about your Character is Epic regardless of how recent the person made contact with you.

(+4d Disguise)

Information Store, Cost: 5.

Description: Your Character has come into possession of an information store that is vast; wildly vast. You get a bonus to any Intellect rolls made when your Character has time to reference her information store. This is not usable during combat.

(+4d Academics)

Martyr, Cost: 5. Can take this Special Ability only on Character Creation, Cannot take the Special Ability Prenatal Nanotech Surgery.

Description: Born with the will to persevere, this Character is capable of focusing both passion and will in such a way that it makes them more capable of pushing through regardless of the outcome, like all great things it is not without sacrifice.

(Permanent, The Player may at will take Damage and surrender one (1) Hit Point and in return get one (1) Character Point)

Meditation,Cost: 5.

Description: The ability to put one’s body into a state of stasis and peace, able to live in extremely harsh environments for long periods without the aid of equipment.

(+4d Stamina)

Natural, Cost: 10, Available only once, only affects a one Skill.

Description: A Character maintains a natural affinity for the selected Skill.

(Permanent, Half the Character Point cost to raise this Skill)

Nimble, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character has a unique gracefulness and ability to move smoothly, sometimes leaving visual echoes behind.

(+2d Acrobat, Sneak, and Persuasion)

Observant, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character has a keen sense of Perception, and is able to notice things more easily others just do not.

(+4d Search)

Organization Leader, Cost: 20, Prerequisite: Fellowship Member Special Ability.

Description: Your Character now considered a leader or the leader within the Fellowship organization receives many privileges, such as requesting financial, militaristic, or other support from the organization that you previously did not rank high enough to receive. It is possible to, (temporarily), lose your status for major mistakes however, through this Special Ability you will always regain your status.

Photographic Memory, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character remembers everything seen.

(+2d to Intellect to recall anything; previously viewed places, objects, etc. even details not previously noticed)

Pluck and Tuck, Cost: 5.

Description: Your Character has practiced larceny to a point of making it an art form.

(+3d Pick Pocket, Hide)

Prenatal Nanotech Surgery, Cost: 5, Can take this Special Ability only on Character Creation, Cannot take the Special Ability Martyr.

Description: As a rare and expensive Cybernetic procedure, the Character underwent a specialized Cybernetic surgery, infusing the Character with the ability to produce, repair, and utilize Nanobots within the body capable of catalyzing the Healing process.

(+2d Hit Points to Heal wounds with each Character Point spent)

Refined, Cost: 15.

Description: You have a natural grace to your movement, making physical feats look easy.

(+2d Dexterity)

Religious Zeal, Cost: 20.

The ability to apply one’s religious zeal to overcome a situation or ignore pain

(+2d to any roll, May be combined with any other bonus)

Reputation, Cost: 10.

Description: Similar to the Fame Special Ability your Character has earned respect and recognition, but unlike Fame is not well recognized everywhere. Your Character’s name is recognizable within certain circles, and the Reputation may be good or bad, you decide when taking this Special Ability where your alliances reside. Chances are good a Reputation will make you friends and enemies.

(+2d Persuasion with allies)

Secret Base, Cost: 5.

Description: Your Character has funded and created (through the filtering of money and influence) across certain channels, and somehow created a Secret Base. This location your Character knows alone, (to begin with), and remains so as long as you do not lead anyone to it. That of course is always a risk.

Serpent Tongue, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character is able to smooth talk others by voice alone. You can decide on a phrase to plant into another Character’s mind, and the Character can attempt to resist. If they are able to resist, they are unaffected, if they are not, the target Character will hear your Character’s voice in her head for 2-3 days. This ability manifests mostly as an annoyance, however if a target Character decides to lose inhibitions through chemicals or otherwise the phrase may affect the target strongly. This is not a supernatural ability, simply practiced mentalism.

(+4d Persuasion)

Space Borne, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character spends near the whole of life in space and is capable of sensing the slightest changes in velocity, gravitational disturbances, and has a nearly perfect intuition for location relative to the Galactic center.

(+4d Astrography)

Steamworks, Cost: 10.

The Character has a strong understanding of Engineering and is capable of applying technically advanced knowledge in a time period where such knowledge is extremely rare. Can use Engineering, at DR Epic, to design and construct unique new technologies.

(+4d Engineering)

Steel Will, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character has a mental barrier that is unbreakable, even by the most powerful of mental attacks. Your Character is immune to all mind-altering attacks or telepathic abilities.

(Permanent, No roll required)

Time Sense, Cost: 5, Can take this Special Ability only on Character Creation.

Description: Your Character knows what time it is, exactly, all the time, and can sense alterations in space-time, such as getting when getting closer to heavy gravity objects like a star.

(Permanent, No roll required)

CombatEdit

Danger Sense, Cost: 50.

Description: The ability to avoid Sneak attacks and associated damage. Ghosting or Executions can still occur given a high enough attack roll.

(Permanent, the Character never suffers Sneak damage, and always rolls Initiative even when ambushed)

Expose Fault, Cost: 5.

A Character can quickly analyze an opponent and expose a weakness if any, to deal that opponent additional damage.

(With a successful Tactics roll, DR Moderate and immediately following up with a successful attack, the Character deals +3d extra damage)

Missile Catch, Cost: 10, Prerequisite: Weapon Catch.

The Character may catch fired missiles as an alternative to dodging.

(Throw is used as an alternative to Dodge for missile weapons such as arrows, due to the concentration and speed of catching a missile weapon, spend a Cinema Point to actuate this Ability for each missile)

Quick Draw, Cost: 5, May be taken twice; once for Firearms, once for Melee.

Description: Your Character has practiced and practiced and finally can draw a weapon so fast it takes no time to do so. Draw the weapon before Combat Initiative to counteract an attack on you before Combat Initiative.

(+2d Select Melee or Firearms)

Tempo Fighting, Cost: 20.

Description: Your Character is capable of maintaining a rhythm while fighting in combat, instead getting the upper hand with each successful attack.

(+2d to any successive Attack roll following a successful attack)

Weapon Affinity, Cost: 5.

The Character holds an affinity for using a specific weapon type such as Daggers, Pistols, or Long Swords.

(+2d to Attack roll with any weapon of the specific type)

Weapon Catch, Cost: 5.

The Character may catch thrown weapons as an alternative to dodging.

(Permanent, Throw is used as an alternative to Dodge for thrown weapons. This Skill cannot be used for catching missile weapons such as arrows.)

Weapon Mastery, Cost: 15, Prerequisite: Quick Draw, Weapon Affinity: Specific Weapon Type.

The Character mastered the use of a specific weapon type as such as Short Swords, Rifles, or Bows.

(+2d to Attack roll with any weapon of the specific type, stacks with Weapon Affinity and Quick Draw)

Weapon Redirect, Cost: 10, Prerequisite: Weapon Catch.

The Character may now automatically redirect a thrown weapon as a single smooth action, previously caught via the Weapon Catch special ability.

(Throw is used to catch then redirect and throw a weapon, no secondary roll is required, spend a Cinema Point to actuate this Ability)

MagicEdit

Arrow, Cost: 5.

Description: Your Character can emit an arrow, shaped of energy, which soars out seeking a target and striking with immense force, capable of piercing metal armor and shattering rocks and trees.

(To Hit: Willpower +1d, Range: 10/20/30, Damage: Willpower +2d/+1d/0, Duration: Immediate)

Blast, Cost: 10, Prerequisite: Arrow.

Description: Your Character is able to send forth a concussive force in any direction, which not only deals immense damage, but also bludgeons anything in its path. Blast can both stun and deafen nearby people, as it conjures magical forces to push with unchallenged force.

(To Hit: Willpower +2d, Range: 5/10/15, Damage: Willpower +4d/+ 3d/+2d, Duration: Immediate)

Shield, Cost: 5.

Description: Your Character forms an impenetrable and invisible field around a small area, protecting the Character from missile weapon, such as Arrows. Shield does not protect against Melee attacks.

(Willpower DR Easy, Armor +3d vs. Missile Weapons, Duration: 1d6 rounds)

Barrier, Cost: 10, Prerequisite: Shield.

Description: Similar to the Shield magic, the Barrier allows your Character to form a more formidable field, this time shimmering with energy and force, capable of protecting from all damage types including elemental attacks and the massive force of a weapon like a ballista.

(Willpower DR Moderate, Armor +5d vs. All Damage, Duration: 1d6 rounds)

Heal, Cost: 5.

Description: The Character touches a willing target and heals wounds and pain, removes disease, poison, plague, and magical illness, and on rare occasions grow back severed limbs.

(Willpower DR: Effortless: +1 Hit Point, Easy: +3 Hit Points, Moderate: +1d6 Hit Points or Cures a Disease, Hard: +2d6 Hit Points or Removes a Poison or Plague, Complex: +3d6 Hit Points or Cures an Incurable or Magical Illness, Epic: +4d6 Hit Points or Grow Back Severed, Duration: Immediate)

Stricken, Cost: 10, Prerequisite: Heal.

Description: On a successful Brawl or Grapple, the Character inflicts pain and injuries, poison, disease, plague, or magical illness on a target.

(Willpower DR after touch, bypasses non-magical Armor (Brawl or Grapple): Effortless: +1 Damage, Easy: +3 Damage, Moderate: +1d6 Damage or Inflict a Disease, Hard: +2d6 Damage or Inflict a Poison or Plague, Complex: +3d6 Damage or Inflict an Incurable or Magical Illness, Epic: +4d6 Damage, Duration: Immediate)

Levitate, Cost: 5.

Description: Your Character is able to levitate and float or cause a target to levitate or float a significant distance above the ground. This is a good way to get over a tall wall or distract guards with a rock.

(Willpower DR Easy, Levitate: Move Self or Target Up (up to 100kg) +15, Duration: 1 round)

Fly, Cost: 10, Prerequisite: Levitate.

Description: Your Character can fly or cause a target to fly in any direction at great speeds. This is the best way to travel when trying to avoid roads and ambushes by an enemy.

(Willpower DR Moderate, Fly: Move Self or Target (up to 100kg) +50, Duration: 1d6 rounds)

Traverse, Cost: 15, Prerequisite: Fly.

Description: Your Character can employ the most powerful of traveling magic, providing the capability to teleport vast distances in the blink of an eye. There is no greater luxury than teleporting from one place to the next.

(Willpower DR Hard, Teleport: Limited to line of sight of extremely familiar locations, Move Self or Target (up to 100kg) +500,000, Duration: Immediate)

Conjure Element, Cost: 5.

Description: Your Character can create something from nothing, water, earth, air, fire, or lightning, all come when called providing their elemental services as beckoned. While a practical display of power, the elements in question return to the Elemental realms within six rounds after summoning, except the water element, which may be stored or consumed.

(Willpower DR Easy, Creates 1 gallon of distilled water, a small flame, a bucket of dirt, a spark of lightning, or a small bubble of air, Duration: 1d6 rounds, except water which is Permanent)

Summon, Cost: 10, Prerequisite: Conjure Element.

Description: Your Character can bridge the divide between this realm and the Elemental realms, capable of bringing forth a powerful Elemental being whose very nature and incarnation is destructive and chaotic. An Elemental cannot be controlled by any means and is treated as a neutral character in combat, typically striking out at whoever is closest. The Elementals return to the Elemental realms within eighteen rounds after summoning, or if significantly damaged. See the Elementals in the Flora and Fauna section for stats.

(Willpower DR Moderate, Summons an Elemental being, Duration: 3d6 rounds)

Alchemical Conjuration, Cost: 15, Prerequisite: Summon.

Description: Capable of focusing on conjuring water, and imbuing it with a magical effect, your Character can create potions for storing magical properties. This is a simple way to create large numbers of Healing potions, each Healing potion has the effect of the Healing roll made when creating the potion. Potions can become very complex quickly, sometimes imbuing archaic and amazing powers on a drinker.

(Willpower DR Hard, Conjure a potion magically with imbued effects, Duration: Permanent until consumed)

Illuminate, Cost: 5.

Description: Your Character can illuminate a darkened area despite the available light for a limited period.

(Willpower DR Easy, Causes light, 50m radius, Duration: 3d6 rounds)

Darken, Cost: 10, Prerequisite: Illuminate.

Description: Your Character can darken the brightest of areas despite the even the sunlight for a limited period.

(Willpower DR Moderate, Causes darkness, 50m radius, Duration: 3d6 rounds)

Purify, Cost: 5.

Description: Your Character can both Purify a living being, removing any Spellbinding on another Character or creature, as well as Purify food and water to make it edible and free of disease.

(Willpower DR Easy, Removes all Spellbinding, Purifies Food and Water, Duration: Immediate)

Spellbind, Cost: 10, Prerequisite: Purify.

Description: Your Character can enthrall and Spellbind a target into service, causing that target to do the bidding of your Character as you see fit.

(Willpower DR Target’s Resist, Inflicts a Spellbinding on a target, Target’s Willpower to resist, Duration: Permanent until Purified)

Repel, Cost: 15, Prerequisite: Spellbind.

Description: Your Character can create a field that causes most creatures and undead to avoid the Character for a period.

(Willpower DR Moderate, Repels most creatures and undead, 500m radius, Duration: 1d6 days)

Inspire, Cost: 15, Prerequisite: Spellbind.

Description: Your Character can Inspire all Allies in a given area, providing great advantage in a large battle or to turn the tide of a war.

(Willpower DR Hard, +2d to all Allies rolls, 500m radius, Duration: 1d6 rounds)

Revulsion, Cost: 20, Prerequisite: Inspire.

Description: Your Character can cause all Allies in a given area to invoke fear in their enemies, making them appear overwhelming and difficult opponents, dramatically affecting the morale of the enemy.

(Willpower DR Hard, +4d to all Allies Intimidation Skill, 500m radius, Duration: 1d6 rounds)

Speed, Cost: 5.

Description: Your Character, or a target, may take double the normal actions in a combat round.

(Willpower DR Easy, Doubles Number of Actions, Duration: 1 round)

Slow, Cost: 10, Prerequisite: Speed.

Description: Your Character or a target may take half the normal actions in a combat round.

(Willpower DR Easy, Halves Number of Actions, Duration: 1 round)

Breach, Cost: 5.

Description: Your Character can bridge the divide between realms and pluck a creature from another realm, bringing it to this the present realm. The creature summoned is not Spellbound or controlled and may outright attack or otherwise when summoned. Most creatures do not take kindly to summoning.

(Willpower DR Moderate, Summons a random creature, Duration: Permanent)

Detain, Cost: 25, Prerequisite: Breach & Spellbind.

Description: Your Character can bridge the divide between realms, summon a creature to the present realm, and instantly spellbind it in one foul swoop. The creature summoned is capable of resisting the Spellbinding after summoning.

(Willpower DR Hard, Summons and Spellbinds a random creature, Willpower DR Hard to resist, , Duration: Summoning Permanent, Spellbinding Permanent until Purified)

Rupture, Cost: 10, Prerequisite: Breach.

Description: Your Character can open and keep open a gateway between realms for an indeterminate amount of time. This magic is very old and powerful and attracts the attention of the most powerful of beings, careful when using it.

(Willpower DR Epic, Rips open a gate to another realm, Duration: Permanent)

Spell Storm, Cost: 35, Prerequisite: Blast & Summon.

Description: Your Character produces a whirlwind of magic that seeks out all nearby enemies and punishes them with concussive forces, burning and biting at them, trying to magically rip them apart.

(Willpower DR Moderate, Hits all enemies in Range: 10/15/25, Damage: Willpower +3d/+2d/+1d, Duration: 1 round)



Side Step, Cost: 10.

The Character can temporarily step out of Reality and into the Slip Realm for a short period of time. The Character cannot interact with Reality from the Slip Realm during this time, but during time in the Slip Realm, the Character’s Move is effectively increased. When a Character enters the Slip Realm, they appear to disappear into ashes. When the Character returns to Reality they are temporarily disoriented and must Search to reorient to the new location.

(Willpower DR Easy, Instantly step into the Slip Realm for 2d6 rounds, x2 Move while in Slip Realm, returning to Reality forces a Search roll, DR Moderate to reorient or be stunned for a round)

Reality Peak, Cost: 15, Prerequisite: Side Step.

While a Character is in the Slip Realm, the Character may peer through into Reality before re-entering it, thus avoiding disorientation.

(Permanent, With a successful Search roll, DR Hard, the Character may effectively peak into Reality before re-entry to avoid surprises)

Dust Lord, Cost: 20, Prerequisite: Reality Peak.

While a Character is in the Slip Realm, the Character can move with fantastic speed and strength, thus when they re-appear in Reality it appears they have crossed vast distances in the blink of an eye.

(Willpower DR Moderate, While in the Slip Realm: x10 Move, x5 Move for Climbing, Jumping, and Swimming)

Spell Triggering, Cost: 5.

Description: Your Character can create a conditional trigger for a magic effect to occur that will stay in place for up to six days or until the Character removes it. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Trigger only works with Blast. Spell Triggering may be taken multiple times to use it with multiple magical effects, i.e. once for arrow, once for blast, once for shield, etc. If not removed, the Spell Trigger automatically releases the magic effect at the end of the duration.

(Creates a spell trigger for a single magical effect, Duration: Trigger lasts 1d6 days)

Spell Expansion, Cost: 5.

Description: Your Character can expand a magic effect from 1 person or target up to 6 people or targets. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Expansion only works with Blast. Spell Expansion may be taken multiple times to use it with multiple magical effects, i.e. once for levitation, once for fly, once for shield, etc.

(Expands a single magical effect from one person up to 6 people, Duration: Immediate)

Spell Extension, Cost: 5.

Description: Your Character can extend the length of magic effect by doubling the time period. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Spell Extension only works with Shield. Spell Extension may be taken multiple times to use it with multiple magical effects, i.e. once for Levitation, once for Fly, once for Spell Storm, etc.

(Doubles a single time period or duration of a magical effect, Duration: Doubled)

Elemental Union, Cost: 5.

Description: Your Character can weave an elemental effect (fire, water, earth, air, or lightning) into a magical effect, which either resists or deals damage based upon that elemental type. This must be assigned to a specific Magic effect and can only be used with that single effect, such as Elemental Union only works as Lightning with Shield. Elemental Union may be taken multiple times to use it with multiple magical effects, i.e. once for Arrow, once for Shield, once for Spell Storm, etc.

(Weave an elemental effect into a magical effect, Duration: Immediate)

Spell Bleed, Cost: 15.

Description: Your Character causes magic to bleed into the surrounding world, which causes random magical effects to occur nearby the Character each time any magical effect is used. If a Character can immediately capture that magical bleed, by making at least a Complex DR roll as part of the desired magic effect, up to one (1) Cinema Point returns to the Character following the initial magical effect. The random magical effect that follows, typically is blatant, such as every chair in a tavern suddenly levitating except where the caster is sitting, etc.

(Spells cause a blatant aftereffect both drawing attention to and rejuvenating the caster, Duration: Permanent)

TransgenicsEdit

Seduction Genome Therapy, Cost: 35, Money 15,000.

Description: Genetic enhancements include hormonal and pheromone improvements as well as the ability to control their emission

(+4d Persona)

'Transgenic'Polymorphism, Cost: Special.

Description: Take any other species’ Racial Trait at (3X) triple the Character Point Cost

CyberneticsEdit

Biosynth, Cost: 10.

Description: A woven version of hair that can be used as armor

(Permanent, +1d Armor)

Exoskin, Cost: 10.

Description: An exodermal skin that can be layered over and used as armor

(Permanent, +1d Armor)

Gleam, Cost: 5.

Description: A cybernetic eye replacement with specialized visual sensory systems

(+4d Search)

Light Diffraction Array, Cost: 30.

Description: An exodermal skin that can layer over and used to bend light around the user

(+4d Sneak, Hide)

Mass Assault Rifle Mechanism, Cost: 25.

Description: A replacement arm that includes a concussive force cannon in the forearm

(Mass ARM, Missile Wpn, Damage: 6d/5d/4d, Range: 2/5/9, Ammo: 1, Takes 1 Round to charge)

SupernaturalEdit

Ardent Lycanthropy, Cost: 5, Must be taken on Character Creation.

The Character contracts a controlled form of Lycanthropy. The Character controls shifting into the Lycanthropic form based on the form contracted. The player maintains control of the Lycanthrope form. Only silver is capable of dealing the Character damage, the Character no longer ages.

(Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Silver)

Lichdom, Cost: 5, Must be taken on Character Creation.

The Character undergoes an archaic and powerful ritual delivering them into the world of the undead, causing them a unique state between death and life. The Character becomes a Lich, a powerful, mummy-like being capable of having the body destroyed but eventually reanimating. A Lich can wield Magic with great proficiency.

(Permanent, +8d Willpower when using any Magic)

Vampirism, Cost: 5, Must be taken on Character Creation.

The Character is effectively an undead Vampire. Blood must be consumed to persist without entering into a blood thirsty rage, DR Complex to resist, one adult victim per day. The Character cannot otherwise die, except for exposure to sunlight, stake through the heart, or beheading.

(Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Sunlight. A Stake through the heart of beheading kills instantly)

Wild Lycanthropy, Contracted.

The Character contracted an uncontrollable, incurable disease form of Lycanthropy. At random and at every full moon, the Character takes on a Lycanthropic form based on the form contracted from the bite. The player loses all control of the Lycanthrope form. Only silver is capable of dealing the Character damage, the Character no longer ages.

(Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Silver, Shapeshifting not controlled and occurs at random)

Zombie Infected, Contracted.

The Character contracted an uncontrollable, incurable Zombie infection. Successful Stamina rolls, DR Complex, prolong the change into a Zombie however the typical transition period is 1d6 days after bitten. The player loses all control of the Character permanently once the transition to a Zombie is complete. Zombies cannot die unless the destroying the brain.

(Undead, Character no longer in control once the Infection completes, No known cure (Magic may cure on Healing DR Epic, GM’s Discretion), Zombies only die by destroying their brain)


General

Genres

Prerequisites

Cost

Effects

Abnormal Size

All

Can take this Special Ability only on Character Creation

5

+2d to Dexterity or Strength, 2d Max Attribute on Opposite Attribute: Dexterity or Strength

Adrenaline Junkie

All

Can take this Special Ability only on Character Creation

5

See Description

Ambidextrous

All

Can take this Special Ability only on Character Creation

5

No DR change for offhand, without the DR level increases by one level

Capital

All

5

See Description

Card Shark

All

5

+4d Gambling

Concentration

All

Can take this Special Ability only on Character Creation

5

See Description

Crack Pilot

All

Can take this Special Ability only on Character Creation

5

Permanent, The DR for using your Character’s Piloting Skill is always one level less than dictated by the GM

Criminal Contacts

All

5

+3d Streetwise to contact Criminal Underworld

Empath

All

10

+2d Persuasion, Search

Ersatz

All

5

+4d Con

Fame

All

Cannot take the Special Ability Forgettable

5

+4d Persuasion when the Character is recognized

Favor

All

5

See Description

Fellowship Member

All

5

See Description

Forgettable

All

Can take this Special Ability only on Character Creation, Cannot take the Special Ability Fame

5

+4d Disguise

Information Store

Modern & Science Fiction

5

+4d Academics

Martyr

Modern & Science Fiction

Can take this Special Ability only on Character Creation, Cannot take the Special Ability Prenatal Nanotech Surgery

5

Permanent, The Player may at will take Damage and surrender one (1) Hit Point and in return get one (1) Character Point

Meditation

All

5

+4d Stamina

Natural

All

Available only once, only affects a one Skill

10

Permanent, Half the Character Point cost to raise this Skill

Nimble

All

Can take this Special Ability only on Character Creation

5

+2d Acrobat, Sneak, and Persuasion

Observant

All

Can take this Special Ability only on Character Creation

4

+4d Search

Organization Leader

All

Fellowship Member

20

See Description

Photographic Memory

All

Can take this Special Ability only on Character Creation

5

+2d to Intellect to recall anything; previously viewed places, objects, etc. even details not previously noticed

Pluck and Tuck

All

5

+3d Pick Pocket, Hide

Prenatal Nanotech Surgery

Modern & Science Fiction

Can take this Special Ability only on Character Creation, Cannot take the Special Ability Martyr

5

+2d Hit Points to Heal wounds with each Character Point spent

Refined

All

15

+2d Dexterity

Religious Zeal

All

20

+2d to any roll, May be combined with any bonus

Reputation

All

10

+2d Persuasion with allies

Secret Base

All

5

See Description

Serpent Tongue

All

Can take this Special Ability only on Character Creation

5

+4d Persuasion

Space Borne

Science Fiction

Can take this Special Ability only on Character Creation

5

+4d Astrography

Steamworks

All

10

+4d Engineering

Steel Will

All

Can take this Special Ability only on Character Creation

5

Permanent, No roll required, Immune to Mental Attacks

Time Sense

All

Can take this Special Ability only on Character Creation

5

Permanent, No roll required

Combat

Genres

Prerequisites

Cost

Effects

Danger Sense

All

50

Permanent, the Character never suffers Sneak damage, and always rolls Initiative even when ambushed

Expose Fault

All

5

With a successful Tactics roll, DR Moderate and immediately following up with a successful attack, the Character deals +3d extra damage

Missile Catch

All

Weapon Catch

10

Throw is used as an alternative to Dodge for missile weapons

Quickdraw

All

May be taken twice; once for Firearms, once for Melee

5

+2d Select Melee or Firearms

Tempo Fighting

All

20

+2d to any successive Attack roll following a successful attack

Weapon Affinity

All

5

+2d to Attack roll with any weapon of the specific type

Weapon Catch

All

5

Permanent, Throw is used as an alternative to Dodge for thrown weapons.

Weapon Mastery

All

Quickdraw, Weapon Affinity

15

+2d to Attack roll with any weapon of the specific type, stacks with Weapon Affinity and Quick Draw

Weapon Redirect

All

Weapon Catch

10

Throw is used to catch then redirect and throw a weapon, no secondary roll is required

Magic

Genres

Prerequisites

Cost

Willpower DR & Effects

Arrow

Fantasy

5

To Hit: Willpower +1d, Range: 10/20/30, Damage: Willpower +2d/+1d/0

Blast

Fantasy

Arrow

10

To Hit: Willpower +2d, Range: 5/10/15, Damage: Willpower +4d/+ 3d/+2d

Shield

Fantasy

5

Willpower DR Easy, Armor +3d vs. Missile Weapons, Duration: 1d6 rounds

Barrier

Fantasy

Shield

10

Willpower DR Moderate, Armor +5d vs. All Damage, Duration: 1d6 rounds

Heal

Fantasy

5

Willpower DR: Effortless: +1 Hit Point, Easy: +3 Hit Points, Moderate: +1d6 Hit Points or Cures a Disease, Hard: +2d6 Hit Points or Removes a Poison or Plague, Complex: +3d6 Hit Points or Cures an Incurable or Magical Illness, Epic: +4d6 Hit Points or Grow Back Severed, Duration: Immediate

Stricken

Fantasy

Heal

10

Willpower DR after touch, bypasses non-magical Armor (Brawl or Grapple): Effortless: +1 Damage, Easy: +3 Damage, Moderate: +1d6 Damage or Inflict a Disease, Hard: +2d6 Damage or Inflict a Poison or Plague, Complex: +3d6 Damage or Inflict an Incurable or Magical Illness, Epic: +4d6 Damage, Duration: Immediate

Levitate

Fantasy

5

Willpower DR Easy, Levitate: Move Self or Target Up (up to 100kg) +15, Duration: 1 round

Fly

Fantasy

Levitate

10

Willpower DR Moderate, Fly: Move Self or Target (up to 100kg) +50, Duration: 1d6 rounds

Traverse

Fantasy

Fly

15

Willpower DR Hard, Teleport: Limited to line of sight of extremely familiar locations, Move Self or Target (up to 100kg) +500,000, Duration: Immediate

Conjure Element

Fantasy

5

Willpower DR Easy, Creates 1 gallon of distilled water, a small flame, a bucket of dirt, a spark of lightning, or a small bubble of air, Duration: 1d6 rounds, except water which is Permanent

Summon

Fantasy

Conjure Element

10

Willpower DR Moderate, Summons an Elemental being, Duration: 3d6 rounds

Alchemical Conjuration

Fantasy

Summon

15

Willpower DR Hard, Conjure a potion magically with imbued effects, Duration: Permanent until consumed

Illuminate

Fantasy

5

Willpower DR Easy, Causes light, 50m radius, Duration: 3d6 rounds

Darken

Fantasy

Illuminate

10

Willpower DR Moderate, Causes darkness, 50m radius, Duration: 3d6 rounds

Purify

Fantasy

5

Willpower DR Easy, Removes all Spellbinding, Purifies Food and Water, Duration: Immediate

Spellbind

Fantasy

Purify

10

Willpower DR Target’s Resist, Inflicts a Spellbinding on a target, Target’s Willpower to resist, Duration: Permanent until Purified

Repel

Fantasy

Spellbind

15

Willpower DR Moderate, Repels most creatures and undead, 500m radius, Duration: 1d6 days

Inspire

Fantasy

Spellbind

15

Willpower DR Hard, +2d to all Allies rolls, 500m radius, Duration: 1d6 rounds

Revulsion

Fantasy

Inspire

20

Willpower DR Hard, +4d to all Allies Intimidation Skill, 500m radius, Duration: 1d6 rounds

Speed

Fantasy

5

Willpower DR Easy, Doubles Number of Actions, Duration: 1 round

Slow

Fantasy

Speed

10

Willpower DR Easy, Halves Number of Actions, Duration: 1 round

Breach

Fantasy

5

Willpower DR Moderate, Summons a random creature, Duration: Permanent

Detain

Fantasy

Breach, Spellbind

25

Willpower DR Hard, Summons and Spellbinds a random creature, Willpower DR Hard to resist, , Duration: Summoning Permanent, Spellbinding Permanent until Purified

Rupture

Fantasy

Breach

10

Willpower DR Epic, Rips open a gate to another realm, Duration: Permanent

Spell Storm

Fantasy

Blast, Summon

35

Willpower DR Moderate, Hits all enemies in Range: 10/15/25, Damage: Willpower +3d/+2d/+1d, Duration: 1 round

Side Step

Fantasy

10

Willpower DR Easy, Instantly step into the Slip Realm for 2d6 rounds, x2 Move while in Slip Realm, returning to Reality forces a Search roll, DR Moderate to reorient or be stunned for a round

Reality Peak

Fantasy

Side Step

15

Permanent, With a successful Search roll, DR Hard, the Character may effectively peak into Reality before re-entry to avoid surprises

Dust Lord

Fantasy

Reality Peak

20

Willpower DR Moderate, While in the Slip Realm: x10 Move, x5 Move for Climbing, Jumping, and Swimming

Spell Triggering

Fantasy

5

Creates a spell trigger for a single magical effect, Duration: Trigger lasts 1d6 days

Spell Expansion

Fantasy

5

Expands a single magical effect from one person up to 6 people, Duration: Immediate

Spell Extension

Fantasy

5

Doubles a single time period or duration of a magical effect, Duration: Doubled

Elemental Union

Fantasy

5

Weave an elemental effect into a magical effect, Duration: Immediate

Spell Bleed

Fantasy

5

Spells cause a blatant aftereffect both drawing attention to and rejuvenating the caster, Duration: Permanent

Transgenics

Genres

Prerequisites

Cost

Effects

Seduction Genome Therapy

Science Fiction

Money 15,000

35

+4d Persona

Transgenic Polymorphism

Science Fiction

Varies

See Description

Cybernetics

Genres

Prerequisites

Cost

Effects

Biosynth

Science Fiction

10

Permanent, +1d Armor

Exoskin

Science Fiction

10

Permanent, +1d Armor

Gleam

Science Fiction

5

+4d Search

Light Diffraction Array

Science Fiction

30

+4d Sneak, Hide

Mass Assault Rifle Mechanism

Science Fiction

25

Mass ARM, Missile Wpn, Damage: 6d/5d/4d, Range: 2/5/9, Ammo: 1, Takes 1 Round to charge

Supernatural

Genres

Prerequisites

Cost

Effects

Ardent Lycanthropy

Any

5

Permanent, Regeneration +1d6 Hit Point per Round except Damage dealt by Silver

Lichdom

Any

5

Permanent, +8d Willpower when using any Magic

Vampirism

Any

5

Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Sunlight. A Stake through the heart of beheading kills instantly

Wild Lycanthropy

Any

N/A

Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Silver, Shapeshifting not controlled and occurs at random

Zombie Infected

Any

N/A

Undead, Character no longer in control once the Infection completes, No known cure (Magic may cure on Healing DR Epic, GM’s Discretion), Zombies only die by destroying their brain

==Overview==

Props come in many forms, whether they are Equipment, Weapons, Armor or Vehicles, all of them represent tools for Characters to use within a game. Props are by no means limited to the lists provided here, as these are basic guidelines to developing your own Props. Props tend to vary between genres, and so we have provided a limited, logical separation of the Props into the basic genre types; Fantasy, Modern, and Science Fiction.

We highly encourage GMs and Players to develop their own Props that make sense to their games, and integrate well with the genres used.

Fantasy EquipmentEdit

Torch, A torch comes in a bundle of five when purchased or can be made from wood with an Easy Engineering check given the proper time and equipment. A lit torch with the proper amount of oxygen will burn for twenty minutes.

(Radius 5 of light)

Lantern, A lantern requires a pint of oil to burn that will last approximately five (5) hours if uninterrupted. A lantern provides a lot of light and one hand can hold most models.

(Radius 12 of light)

Flint and Steel, It takes at least 1 round to activate. The flint, struck on the steel, creates sparks that can start a campfire, light a torch, or set a lantern. Each Flint and Steel purchased, as long as the Fire-setter does not fail a roll, can work up to 3 times.

Rope, 50m, Rope is sold wound tightly into 50 meter bundles for the traveler’s convenience. It requires a DR of Hard to break on a Strength check.

Grappling Hook, is a device used to help aid a climber successfully scale a vertical surface. The hook comes in a variety of configurations with 1 to 3 prongs and is securely fastened to the end of a rope. Upon a successful Throwing check a Grappling Hook has the potential to add a +1d bonus to a Climbing check.

Folding Saw, This perforated blade folds easily to help any adventurer when needed. Its main purpose is to cut tree limbs to help construct a campfire but if used as a weapon delivers STR+1d damage.

Mirror, Metal, A small 2” x 2” mirror mostly used for grooming purposes. In the hands of creative adventurers, there has a wide range of possible uses.

Smithing Tools, Provides either Weapon or Armor Smiths the means to conduct their trade. Often having a large collection of tools is essential for any Smith. The Equipment is kept at their established place of business but for adventurers, a smaller kit is available for parties on the move. The Tool Kit is rolled, then wrapped in a heavy canvas and can be used when equipment is in need of repair.

Crampons, are used when climbing steep terrain. Crampons are placed on the sole of an adventurer’s boots to provide extra grip. If this is grip is maintained it can help any climber endure hazardous terrain when exposed to extreme elements. The climber receives a +1d bonus when resisting extreme conditions when traveling.

Walking Stick, Fashioned out of wood, a walking stick provides some comfort and balance when hiking through moderate terrain. No roll is necessary until something is done to knock the adventure off balance. They may make a Dexterity or Acrobat check in order to keep from falling. If used as a weapon, the Walking Stick does

(STR+1d damage)

Sack, Cloth, A simple sack that can hold up to 15 lbs of equipment. Tied together it is often worn on a mount, or over an adventurer’s shoulder.

Sack, Leather, Same as the cloth Sack except a leather sack put together well. A leather sack can hold up to 20 lbs of equipment.

Backpack, Leather, A leather backpack is both more efficient and more comfortable for the user than the cloth or leather sack. A leather backpack provides up to 30 lbs of equipment storage and is not as cumbersome to the adventurer.

Mending Kit, A field repair kit is used to aid Smith’s during critical times of crisis. The Mending Kit contains the bare essentials to repair armor and even some weapons while in combative situations. To use the equipment takes 1 or 2 rounds depending on the damage and provides the Smith with a +1d to Armor or Weapon Smithing/Repair checks.

Bucket, Wooden, A bucket made of wood and bound with metal.

Telescope, A device used for seeing things far away.

Water Flask, Leather, A simple leather flask intended to carry an adventurer’s water (or alcohol) supply.

Wand, The strength of Magical Wands vary in the world of wizardry, some are simple while others are fantastically complex. Some are only capable of conjuring one or two spells at the max while the more advanced wands seem incapable of limits. A starting character should receive one or two spells for their wand depending on the GMs discrepancy.

Magical Amulet, Similar to a Wand, but an Amulet only contains one spell and one charge. The spell in the Amulet is up to the GM. Each time an adventurer wishes to activate a Magical Amulet they must spend one (1) Cinema Point.

Magical Ring, Rings come in all shapes and sizes and so does the intensity of their effects. One ring typically contains one spell and the number of charges remains at the discretion of the GM. Each time an adventurer wishes to activate a Magical Ring they must spend one (1) Cinema Point.

Modern EquipmentEdit

Hand Radio, Wideband, Resembling a walky-talky a Hand Radio is transported in a case and due to its power output needs a decent sized battery. If weather conditions are favorable, a Hand Radio may transmit a signal up to four miles. A Radio operator must make a successful Comms check to establish a secure connection.

Smart Phone, A Smart Phone is a Mobile Phone that offers advanced capabilities, such as those of a computer. With a proper wireless connection, the user is able to connect to the Internet and access just about any information they need. The phone is also able to send Email or Text messages and make standard calls.

Laptop, Laptop Computers come in a variety of models, functions and capabilities. The most common Laptops are able to access the Internet via Wireless Connection and can store impressive amounts of data. Laptop Computers are secure devices however, they are prone to attacks from hackers and a number of deadly computer viruses.

EMF Detector, An Electromagnetic Field Detector can be bought or homemade. An EMF Detector measures the intensity of Electromagnetic fields and can configure to detect anything from radiation to psychic energy. EMF Detectors are an essential tool used in ghost hunting.

Flashlight, Cranked, The source of a Flashlight’s power is a crank attached the body. Once cranked, the flashlight shine reaches 5 meters (15 squares) and lasts for 10 rounds.

Repelling Cord, 50m, A Cord that is stored in a wallet-sized device that easily fastens to any belt. Once secure, the climber will safely repel themselves down most vertical surfaces. The Repelling Cord will provide the climber a +1d to their Climb check if used properly.

Emergency Survival Kit, A Kit designed to fit into a backpack that contains the necessary supplies in case of accidents. Basic kits include a small knife, mini-LED Flashlight, compass, lighters or matches, first aid material, creams, bandages and fishing line. Kits are often customized by their owners. An efficient Kit may provide its user with a +1d bonus to survival situations under the GMs digression.

Backpack, Nylon, Modern backpacks are more durable and can carry loads of up 50 pounds. Most commonly used for education, students haul a variety of items with them throughout the day. Backpacks are also used for recreational purposes.

First Aid Kit, Designed to stabilize injuries in an accidental situation so the victim has a chance at survival. The basic kit features gauze, bandages, disinfectants, creams and some aspirin. More advanced kits are usually modified to fit the environment and may include some antidotes for poison.

Digital Camera, A camera that instead of using film, records images onto flash memory. The results of a digital photo can be viewed instantly and most cameras can store thousands of pictures depending on the memory card.

Altimeter Watch, Altimeter Watches feature a variety of functions more than just telling time. Its main purpose is to allow the user to determine their current elevation.

Universal Solar Charger, A device designed to easily fit in your backpack. The Universal Solar Charger requires at the very least, one full hour of uninterrupted charging time in direct sunlight. The Charger can be hooked up to a variety of electronic devices that will have enough power to run for twenty minutes.

Bucket, Plastic, A bucket made of plastic.

Water Flask, Plastic, Safely contains 1 liter of drinking water and can be handy in both recreational and survival situations.

Gasoline Container, Metal, Can store anywhere from 1 to 5 gallons of gasoline.

Science Fiction EquipmentEdit

Personal Comm, Communication in almost any situation is critical. A personal Comm is a device used for interpersonal communication. Ranges vary depending on the model, but most models are capable of on planet person-to-person communication and person-to-starship as long as that starship is in orbit. Electromagnetic fields, weather or solar conditions may interfere with a clear connection. The Security skill is used to encrypt a channel while Comms is used when a user wishes to establish connection. Advanced models may feature projected holograms of the user.

Datapad, A Datapad is a minicomputer that can store terabytes of information by the thousands. These machines are used in a variety of complex or everyday tasks and can interface with major computer systems typically found on starships. Computers can be used to troubleshoot mechanical problems, run security systems or to store personal data for its user. The Comms skill is used when a Computer user wishes to communicate on encrypted channels, Engineering is used for troubleshooting mechanical problems on other networks or interfacing with a starship’s computer and Security is used when hacking other systems.

Portable Sensor, A device used to track movement whether it’s used to detect people, creatures or vehicles. The Portable Sensor can be configured to hone in on any one signature. A Sensor check is required by its operator and on a battlefield situation the device needs to be carried by two soldiers. Portable Sensor Range: 1-20/45/90 meters. A successful check will determine how many combatants are within its range, creature scale signatures will be easier to detect, and vehicle or starship emissions are based on how recent the vessels have been in the area.

Long Range Tracking Device, is a homing beacon that emits a signal on an encrypted channel, the tracking device is typically placed on a starship or person unbeknownst to the subject being tracked. Tracking devices always run the chance of being detected by its target, if the starships security system is advanced, a Security check by the GM may sound the alarm to the captain of the vessel. The beings who are tracking the target must make a Security check to plant the device, unnoticed and will have to keep the encrypted channel open with a successful Comm check.

Glow Rod, Available in a variety of configurations, a Glow Rod relies on a chemical reaction to illuminate a 7 meter (21 squares) area. Its power cells give it a seemingly infantine charge. If left on, the Glow Rod will remain lit for 30 days.

Inductor, An Inductor is a coil of wire that is essential to all things electronic. Readily available in most major systems, electronic components require Inductors to work. Engineers and technicians are able to craft Inductors into the devices they create. Inductors are the component to most wire configurations that allow the magnetic current to flow properly enabling the device to function properly.

Silacord, 50m, Silacord is available in tightly wound dispensing containers that can be used with just about any device. A variety of Grappling Hooks may be attached to the cord, or the container can be loaded into a Dart Gun providing the climber with a +1d bonus to their Climb check if accurately placed.

Crash Kit, A ‘must have’ for any prepared mechanic who takes their trade seriously. Mishaps or accidents have the potential to occur at any moment and being prepared will place you one step closer in preventing an absolute disaster. A basic Crash Kit comes with the necessary tools to perform emergency maintenance. If under pressure, the mechanic may receive a +1d bonus to their Engineering or Tech Repair check if the GM deems it appropriate.

Backpack, Synthetic Spider Silk, These backpacks are efficient in storing equipment and can comfortably hold up to 65 pounds before becoming cumbersome.

Medipak, A standard civilian Medipak comes with the necessary medicines and instruments needed to keep a wounded person stabilized and alive until they can get to a proper facility. Standard Civilian Medipaks provide +1d Hit Points upon a successful Moderate DR First Aid check. Enhanced, or Military Medipaks provide +2d Hit Points upon a successful Hard DR First Aid check. Both versions are limited to one use only.

Portable Trauma Pack, While a Medipak can restore Hit Points a Portable Trauma Pack can keep a character from dying. The Trauma Pack must be applied to a character who has reached 0 Hit Points during the same round. The Portable Trauma Pack, upon meeting a successful First Aid, DR Hard check may stabilize the victim. The Medic may then apply Medipaks to revive lost Hit Points.

Fission Pack, A portable generator that is able to power most electronic equipment in an emergency situation. Or if there is no source of power available, the fission pack can provide the equipment as a temporary power source. A Tech Repair check is needed to link the device to the equipment in need of power. A Fission Pack cannot provide power to an entire starship, it can however provide power to certain elements, such as the main computer or life support system.

Repair Kit, A Repair Kit houses the necessary tools, oils and lubricants needed to repair just about any damage sustained by vehicles. While greater amounts of damage require vehicle bays or repair stations, a Repair Kit will at least provide a patch, of sorts, if the vehicle is unable to reach such a location. The mechanic repairing the damage upon meeting the DR assigned by the GM, may be issued a +1d bonus if the circumstances are favorable.

Water Flask, Silicon, A lightweight flash that safely contains 2 liters of drinking water and can be handy in both recreational and survival situations.

Plasma Torch, If given enough time, a Plasma Torch is capable of cutting through most metals. Used for maintenance and sometimes offensive purposes, the Plasma Torch requires an Engineering check if being used for repairs or welding. If used as a weapon, the Plasma Torch does STR+3d/x2 damage and has a Conceal rating of Moderate. It is nearly impossible to sneak up on someone while a Plasma Torch is activated.


Props~Equipment TableEdit

Props

Weight

Conceal Rating

Cost

Authorization Coding

Adventuring Kit

24kg

Complex

1,000

I

Altimeter Watch

.3kg

Effortless

200

C

Backpack, Leather

4kg

Hard

50

C

Backpack, Nylon

4kg

Hard

50

C

Backpack, Synthetic Spider Silk

1kg

Effortless

1,000

C

Bucket Plastic

1.1kg

Moderate

20

C

Bucket, Wooden

3.3kg

Hard

25

C

Construction and Repair Tools

12kg

Hard

500

I

Crampons

3.1kg

Easy

50

C

Crash Kit

5kg

Hard

750

M

Datapad

1.5kg

Easy

3,000

C

Digital Camera

.8kg

Easy

300

C

EM Detector

2.5kg

Easy

350

I

Emergency Survival Kit

10kg

Hard

150

C

First Aid Kit

2kg

Moderate

35

C

Fission Pack

2.7kg

Moderate

100

I

Flashlight, Cranked

1.3kg

Easy

20

C

Flint and Steel

.5kg

Effortless

5

C

Folding Saw

1.6kg

Effortless

15

C

Gasoline Container, 5 gal.

5kg

Hard

40

C

Glow Rod

2.3kg

Moderate

150

C

Grappling Hook

3.2kg

Moderate

25

C

Hand Radio, Wideband

3kg

Easy

75

C

Inductor

.2kg

Effortless

25

C

Lantern

5.4kg

Moderate

50

C

Laptop

8kg

Hard

1,500

C

Lighter

.6kg

Effortless

20

C

Long Range Tracking Device

2kg

Effortless

450

I

Magic Amulet

1kg

Effortless

1,000

X

Magic Ring

.3kg

Effortless

1,000

X

Medipak

1kg

Easy

25

C

Metal Mirror

.2kg

Effortless

5

C

Personal Comm

1.1kg

Effortless

100

C

Plasma Torch

7.7kg

Hard

265

I

Portable Sensor

2kg

Moderate

250

C

Portable Trauma Pack

8kg

Hard

85

C

Rations, Dry

1kg

Effortless

5

C

Rations, MRE

2kg

Easy

25

C

Rations, Nutrient Stick

.3kg

Effortless

30

C

Repair Kit

15kg

Hard

110

C

Repelling Cord, 50m

20kg

Hard

200

C

Rope, 50m

25kg

Easy

10

C

Sack, Cloth

1kg

Effortless

10

C

Sack, Leather

3kg

Effortless

35

C

Silacord, 50m

10kg

Moderate

400

C

Smart Phone

.6kg

Effortless

135

C

Smithing Tools

8kg

Hard

50

I

Telescope

.4kg

Effortless

200

I

Torch

2kg

Moderate

10

C

Universal Solar Charger

.4kg

Effortless

50

C

Walking Stick

2.2kg

Moderate

50

C

Wand

1kg

Effortless

500

X

Water Flask, Leather

1.2kg

Effortless

25

C

Water Flask, Plastic

1kg

Easy

10

C

Water Flask, Silicon

.3kg

Easy

20

C

Authorization Coding:

C – Commercial Use

I – Industrial Use

M – Military Use

X – Illegal


WeaponsEdit

MeleeEdit

Knife, Conveniently found in most kitchens, often considered the best multipurpose object ever created.

Dagger, Distinctly created for close quarters combat, a dagger is sharp on both sides and terribly effective and reliable when nothing else seems available.

Short Sword, A great defensive or back up weapon when a primary weapon flies away from a Character’s grip, or worse, lost. Short and stout, a Short Sword is effective in the most rigorous of combat in trained hands.

Long Sword, An excellent primary weapon and reliable and rugged for extended swordplay.

Two Handed Sword, Larger and cumbersome, a larger sword is especially effective on horseback or while on higher ground. Only very skilled fighters should wield a larger sword against those with smaller weapons.

Scimitar, Curved and well balanced, the Scimitar is well suited for extended war fighting as well as shorter conflicts.

Asian Sword, Proven through the ages as immeasurably sharp, an Asian Sword provides a unique style and handling that no other type of sword affords.

Chainsaw Sword, Noisy and intimidating, a Chainsaw Sword cuts through most forms of armor without yielding.

Monomolecular Sword, Capable of cutting through virtually any material, the blade of this sword maintains singular molecular sharpness.

Laser Sword, Effective against energy shields and in deflecting energy weapon fire, the Laser Sword is the must have for close quarters combat in any Science Fiction melee.

Hatchet, Stalwart and multifunctional, a Hatchet provides the capability to chop wood, a balanced throwing weapon, and decent hammer in a cinch.

Axe, Balanced and created for combat, an Axe is a truly beautiful weapon wielded in the right hands.

Broad Axe, Wide and sharp on both blades, a Broad Axe offers great versatility in a range of combat scenarios.

Pole Axe, Keeping a distance away from an opponent, the Pole Axe serves as a truly effective weapon when avoiding close quarters combat.

Power Axe, Utilizing energy and plasma along a blade, the Power Axe provides a unique mix of advanced technology and deadly science into an effective, precise, and feared weapon.

Whip, Simple, flexible, and multifunctional as a rope and lash, it provides a great method for saving the Character in distress by swinging into action.

Flail, Ball, Capable of bone shattering impacts against an opponent; only a practiced fighter should use this weapon to avoid devastating mistakes.

Flail, Spiked, A traditionally wielded weapon of cavalry, especially effective against opponents on lower ground or those without armor.

Laser Whip, Dangerous and capable of delivering massive damage, a Laser Whip, equally dangerous to wield or struck by it.

Club, An early form of the weapon, the club has a long reliable history of bludgeoning victims.

Baton, Who thought anyone, could improve upon the common club? The Baton did just that by providing an extra handle and better balance and handling.

Quarter Staff, Long held as the traditional weapon for pedestrian travelers, this weapon provides effective offense and defense.

War Staff, Keeping an enemy away and hitting them at the same time is the primary purpose of a War Staff.

Power Staff, Compact and portable, the Power Staff can extend instantly to the size of a larger staff, providing needed versatility in discrete warfare.

Gravity Hammer, Sheer intimidation, force, and power mark the design and utilization of this weapon; it is capable of delivering uniquely devastating damage with little effort.

Brass Knuckles, Punching someone with these on inflict more damage a lot more than punching them without these on. Wear them and see.

Spiked Gloves, Studded and spiked, these gloves offer unexpected damage.

Fighting Gloves, Plated with metal and formed to fit a fist pleasantly, while designed to deliver devastating force to an opponent, Fighting Gloves truly epitomize hiding something in one’s sleeve.

Shock Gloves, Each strike or touch of these gloves delivers a powerful shock of electricity capable of stunning a target long while.

RangedEdit

Short Bow, A compact and reliable bow benefitting from strong penetrating damage.

Long Bow, Drawn long and true a Long Bow is an efficient and accurate weapon in the hands of a trained archer.

Cross Bow, Light, Small and discrete this weapon can easily take an opponent off guard.

Cross Bow, Heavy, Built for the battlefield and sustained combat, a Heavy Cross Bow delivers grave damage at a significant range.

Composite Bow, Designed for hunting and patience this weapon employs little effort for a maximum effect.

Auto Bow, Capable of releasing a fury of punishing bolts through the air, the Auto Bow is a formidable weapon with a simple design.

Flintlock Pistol, Capable of delivering a single devastating shot, this early pistol is not worth underestimating.

Shock Pistol, By design, this weapon is non-lethal, however it renders a victim inert long enough to deliver them a lethal blow without effort.

Revolver, Small Caliber, Both effective and reliable, a limited ammunition supply is always its short coming.

Revolver, Large Caliber, Exceptionally lethal and powerful, both worthy of the intimidation it invokes, and requiring of frequent reloading.

Pistol, Small Caliber, Steady and simple to use, this modern weapon was designed for combat between people.

Pistol, Large Caliber, Large and unwieldy, only trained combatants should consider this weapon, while it provides a great deal of damage it is difficult to control when firing.

Machine Pistol, Unpredictable and deadly this weapon rains bullets around and on an enemy, undoubtedly forcing them to take cover.

SMG, Offering a little more control and plenty of ammunition, this weapon provides a compact balance for times of war.

Concussive Pistol, Capable of delivering a massive burst of concussive force, this pistol delivers devastating damage in a small package.

Laser Pistol, Sleek and deadly to any target hit, this weapon fires a beam of energy capable of piercing all but the most advanced armor.

Carbine, Simple and portable, this weapon delivers pistol ammunition with greater accuracy and range.

Concussive Carbine, Powerful and destructive, this weapon combines range and force into an easily wielded weapon.

Laser Carbine, Providing more accuracy and better range, the beam of energy from this weapon seems slightly more menacing than its counterpart.

Musket, While an early and handmade weapon, never underestimate its resolve to provide death.

Hunting Rifle, Small Caliber, These weapons give superior range and accuracy, sacrificing speed and elegance as needed for war.

Hunting Rifle, Large Caliber, Capable of extreme ranges and accuracy, these rifles also lack the reload time and reciprocal rate needed for combat.

Automatic Rifle, Small Caliber, Balanced for combat, this weapon accurately rains bullets at enemies from great distances with a modicum of accuracy.

Automatic Rifle, Large Caliber, Made for war, this weapon rips across battlefields and tears through ineffective barriers enemies may hide behind.

Sniper Rifle, Scoped and Suppressed, Large Caliber, Patient and accurate this rifle provides the fast reload and consistent delivery needed of a weapon of war.

Concussive Rifle, Created for providing pinpoint destruction at a great distance.

Laser Rifle, This highly advanced weapon delivers excessively damaging force with precision and accuracy.

Shotgun, Shock, Created for neutralizing multiple opponents, this weapon allows for crowd control and dispatching enemies as they lie prone.

Shotgun, Double Barrel, The perfect solution to ending close range combat.

Shotgun, Pump Action, A great weapon for room clearing, subduing multiple enemies, and close range combat.

Shotgun, Semi-Auto, Designed for law enforcement and military combatants for the best versatility in urban environments.

Shotgun, Automatic, Created explicitly for delivering death and destruction on an enemy without resolve.

Grenade Launcher, Attached, A single fire weapon capable of accepting a versatile range of ammunition.

Grenade Launcher, Spooled, The answer to delivering multiple grenades in a wartime scenario without the need to throw them.

RPG Launcher, A compact weapon capable of firing and reloading quickly and delivering the versatility of grenades with additional impact force.

Rocket Launcher, Designed to blow stuff up from far away.

Sonic Gun, A weapon created to leave enemies in a gelatin state, disrupting their very bone and tissue structure.

Portable Rail Gun, Rifle, Unequalled in its ability to penetrate any shield or energy, this weapon is the pinnacle of weapons technology using a projectile.

Lightning Gun, A small handheld weapon, disturbingly unthreatening until ignited to throw a storm of lightning upon its victims.

Beam Weapon, Handheld, Similar to a flashlight, this weapon generates a beam of energy able to disrupt matter and energy alike.

Beam Weapon, Rifle, Using superior power supplies and target acquisition, this weapon can deliver devastating damage to the largest of beings as well as some vehicles.

Crew Served (2 Person) Gun, Grenade, A portable turret, this weapon delivers an unending rain of grenades on any target with heightened accuracy and range.

Crew Served (2 Person) Gun, Missile, A portable turret, this weapon launches missiles in a barrage of explosive mayhem, using specialized guidance systems and advanced targeting.

GrenadesEdit

Fragmentation Grenade, The basic grenade designed to shatter and leave its pieces in an enemy permanently.

Concussion Grenade, A weapon capable of bending steel through energy alone, when it explodes anything nearby is pulverized.

QEAQHAG Grenade, A non-lethal grenade created to stop anyone, anywhere in their tracks, the acronym says it all: Quick Expanding And Quick Hardening Adhesive Gel.

EMP Grenade, A grenade designed to neutralize and disrupt electronics and electrical systems in a significant radius.

Implosion Grenade, An often illegal weapon capable of delivering a punishing and devastating amount of damage through a sudden implosive force.

Fusion Grenade, Aptly named, this weapon provides a micro-nuclear explosion, leaving behind all the radiation and carnage known to their predecessors.

Fission Grenade, This weapon ejects super heated plasma, as hot as a star, completing disintegrating anything within the blast.

MissilesEdit

Fragmentation Missile, A basic missile created to deliver shrapnel in a massive burst of fire.

Concussion Missile, A missile created for the sole purpose of ripping holes in objects.

QEAQHAG Missile, A missile whose purpose is meant for long range subjugation of targets with only one percent (1%) lethality.

EMP Missile, A missile designed for disrupting large areas of electrical and electronic devices.

Implosion Missile, Extremely illegal in most cases, this weapon uses gravititic forces to cause an implosion so powerful the most dense materials collapse upon them.

Fusion Missile, A, (very small), nuclear warhead mounted on a small missile.

Fission Missile, A small missile designed to deliver super heated plasma across an area, easily dispatching large numbers of enemies.

Siege WeaponsEdit

Scorpio, Dart Thrower, A one-person turret designed for fast and easy reload to fend off cavalry and strike down other siege machines on a battle field. It fires massive darts half the size of a human.

Ballistae, a giant cross bow, this weapon requires a crew of soldiers to arm, aim, and fire, capable of knocking over stone walls and bringing down other siege weapons.

Catapult, Designed to throw stones and other packages of destruction, the catapult launches its ammunition with enough force and damage to bring down structures.

Trebuchet, Similar to a catapult, the Trebuchet provides greater reloading rates and easier designs provide better aiming.

Polybolos, Like a multi-fire Ballistae, this weapon can deliver punishment across a battlefield with great speed and accuracy.


Melee Weapons

Type

Damage

Scale

Conceal Rating

Cost

Authorization Coding

Knife

Knife

Str+1d/x2

Character

Effortless

10

C

Dagger

Knife

Str+1d/x2

Character

Easy

25

C

Short Sword

Sword

Str+2d/x2

Character

Moderate

50

C

Long Sword

Sword

Str+3d/x2

Character

Moderate

100

C

Two Handed Sword

Sword

Str+5d/x2

Character

Hard

200

M

Scimitar

Sword

Str+4d/x2

Character

Moderate

250

M

Asian Sword

Sword

Str+3d/x2

Character

Moderate

400

M

Chainsaw Sword

Sword

Str+4x/x3

Character

Complex

1,000

M

Monomolecular Sword

Sword

Str+6d/x2

Character

Moderate

2,000

X

Laser Sword

Sword

Str+7d/x2

Character

Easy

4,000

M

Hatchet

Axe

Str+2d/x2

Character

Easy

30

C

Axe

Axe

Str+4d/x2

Character

Moderate

50

C

Broad Axe

Axe

Str+6d/x2

Character

Hard

100

M

Pole Axe

Axe

Str+7d/x2

Character

Complex

200

M

Power Axe

Axe

Str+8d/x2

Character

Complex

1,500

M

Whip

Lash

Str+1d/0

Character

Easy

35

C

Flail, Ball

Lash

Str+3d/x3

Character

Moderate

100

M

Flail, Spiked

Lash

Str+4d/x3

Character

Moderate

150

M

Laser Whip

Lash

Str+7d/x2

Character

Easy

1,000

X

Stun Baton

Club

Stun: Str+7d

Character

Easy

500

I

Baton

Club

Str+2d/x2

Character

Easy

100

C

Quarterstaff

Club

Str+3d/x2

Character

Complex

250

M

War Staff

Club

Str+5d/x2

Character

Complex

400

M

Power Staff

Club

Str+6d/x2

Character

Complex

1,000

M

Gravity Hammer

Club

Str+9d/x2

Character

Epic

5,000

X

Brass Knuckles

Brawler

Str+1d/0

Character

Effortless

20

X

Spiked Gloves

Brawler

Str+1d/x2

Character

Effortless

50

X

Fighting Gloves

Brawler

Str+2d/x2

Character

Effortless

70

X

Shock Gloves

Brawler

Stun: Str+5d

Character

Effortless

200

X

Ranged Weapons

Type

Damage

Range

Ammo

Fire Control

Scale

Conceal Rating

Cost

Authorization Coding

Short Bow

Bow

8d/7d/6d

100/200/300

1

0

Character

Moderate

75

C

Long Bow

Bow

9d/8d/7d

200/300/500

1

0

Character

Hard

150

C

Cross Bow, Light

Bow

8d/7d/6d

80/160/270

1

0

Character

Effortless

200

C

Cross Bow, Heavy

Bow

9d/8d/7d

100/200/300

1

0

Character

Hard

500

M

Composite Bow

Bow

10d/9d/8d

300/500/800

1

0

Character

Complex

1,000

M

Auto Bow

Bow

7d/6d/5d

40/100/250

7

2d/1d/0

Character

Moderate

900

X

Flintlock Pistol

Pistol

7d/6d/5d

20/50/100

1

0

Character

Easy

200

C

Shock Pistol

Pistol

Stun: 10d

10/20/30

0

Character

Effortless

500

I

Revolver, Small Caliber

Pistol

6d/5d/4d

25/50/75

6

0

Character

Easy

700

C

Revolver, Large Caliber

Pistol

8d/7d/6d

20/40/60

5

0

Character

Moderate

900

C

Semi-Auto Pistol, Small Caliber

Pistol

6d/5d/4d

25/50/75

13

0

Character

Easy

800

C

Semi-Auto Pistol, Large Caliber

Pistol

8d/7d/6d

20/40/60

9

0

Character

Moderate

1,000

C

Machine Pistol

Pistol

7d/6d/5d

15/30/50

22

2d/1d/0

Character

Moderate

2,500

X

SMG

Pistol

8d/7d/6d

20/30/55

40

2d/2d/0

Character

Hard

3,500

M

Concussive Pistol

Pistol

9d/8d/7d

15/30/50

0

Character

Easy

5,000

M

Laser Pistol

Pistol

10d/9d/8d

25/50/80

0

Character

Easy

6,000

X

Carbine

Carbine

7d/6d/5d

40/80/120

15

0

Character

Moderate

300

C

Concussive Carbine

Carbine

10d/9d/8d

25/50/100

0

Character

Moderate

5,500

M

Laser Carbine

Carbine

11d/10d/9d

40/80/160

0

Character

Moderate

6,500

X

Musket

Rifle

9d/8d/7d

50/100/200

1

0

Character

Hard

500

C

Hunting Rifle, Small Caliber

Rifle

10d/9d/8d

100/200/400

5

1d/0/0

Character

Hard

700

C

Hunting Rifle, Large Caliber

Rifle

13d/12d/11d

200/400/800

5

1d/0/0

Character

Hard

900

C

Automatic Rifle, Small Caliber

Rifle

10d/9d/8d

100/200/400

20

1d/0/0

Character

Hard

800

C

Automatic Rifle, Large Caliber

Rifle

13d/12d/11d

200/400/800

20

1d/0/0

Character

Hard

1,000

C

Sniper Rifle, Scoped and Suppressed, Large Caliber

Rifle

14d/13d/12d

400/800/1.6km

3

3d/2d/1d

Character

Complex

2,500

M

Concussion Rifle

Rifle

14d/13d/12d

50/100/200

0

Character

Hard

6,000

M

Laser Rifle

Rifle

15d/14d/13d

160/320/640

0

Character

Hard

7,000

X

Shotgun, Shock

Shotgun

Stun: 12d

10/20/30

1d/0/0

Character

Hard

600

I

Shotgun, Double Barrel

Shotgun

Each Barrel: 10d/9d/8d

15/30/45

2

0/1d/1d

Character

Hard

700

C

Shotgun, Pump Action

Shotgun

12d/11d/10d

15/30/45

7

0/1d/1d

Character

Hard

800

C

Shotgun, Semi-Auto

Shotgun

12d/11d/10d

15/30/45

10

0/1d/1d

Character

Hard

1,000

C

Shotgun, Automatic

Shotgun

12d/11d/10d

20/40/60

30

0/1d/1d

Character

Hard

1,250

M

RPG Launcher

Missile

Grenade

200/300/400

1

0

Character

Complex

700

M

Rocket Launcher

Missile

Rocket

200/300/400

1

0

Character

Hard

900

M

Grenade Launcher, Attached

Missile

Grenade

150/300/600

1

0

Character

Hard

300

M

Grenade Launcher, Spooled

Missile

Grenade

150/300/600

12

0

Character

Complex

1,400

M

Sonic Gun

Pistol

14d/13d/12d

5/10/30

0

Character

Easy

8,500

X

Portable Rail Gun, Rifle

Rifle

16d/15d/14d

1.2km/2.4km/5km

1

2d/1d/0

Character

Epic

15,000

M

Lightning Gun

Rifle

13d/12d/11d

10/30/50

1d/0/0

Character

Moderate

8,500

X

Beam Weapon, Handheld

Pistol

15d/14d/13d

15/30/45

0

Character

Easy

9,000

M

Beam Weapon, Rifle

Rifle

17d/16d/15d

30/45/60

0

Character

Moderate

9,500

M

Crew Served (2 Person) Gun, Grenade

Missile

Grenade

1km/2km/3km

50

3d/2d/1d

Character

Epic

19,000

M

Crew Served (2 Person) Gun, Missile

Missile

Rocket

1km/2km/3km

50

3d/2d/1d

Character

Epic

20,000

M

Scorpio, Dart Thrower

Siege

12d/11d/10d

500/1km/2km

1

1d/0/0

Character

Epic

10,000

M

Ballistae

Siege

7d/6d/5d

500/1km/1.5km

1

0

Creature

Epic

15,000

M

Catapult

Siege

8d/7d/6d

500/1.2km/1.5km

1

0

Creature

Epic

25,000

M

Trebuchet

Siege

8d/7d/6d

300/800/1.3km

2

0

Creature

Epic

40,000

M

Polybolos

Siege

9d/8d/7d

500/900/1.4km

8

1d/0/0

Creature

Epic

100,000

M


Grenades

Type

Damage

Blast Radius

Scale

Conceal Rating

Cost

Authorization Coding

Fragmentation

Grenade, Kinetic

11d/10d/9d

1/2/3

Character

Effortless

200

M

Concussion

Grenade, Kinetic

14d/13d/12d

1/2/3

Character

Effortless

300

M

QEaQHAG1

Grenade, Stun

N/A

3/4/5

Character

Effortless

350

C

EMP

Grenade, EMP

EMP: 13d/12d/11d

2/3/4

Vehicle

Effortless

500

X

Implosion

Grenade, Gravity

14d/13d/12d

4/5/6

Character

Effortless

1,000

X

Fusion

Grenade, Energy

20d/19d/18d

8/9/10

Character

Effortless

5,000

X

Fission

Grenade, Energy

10d/9d/8d

15/16/17

Vehicle

Effortless

8,500

X

Missiles

Type

Damage

Blast Radius

Scale

Conceal Rating

Cost

Authorization Coding

Fragmentation

Missile, Kinetic

12d/11d/10d

1/2/3

Character

Effortless

350

M

Concussion

Missile , Kinetic

15d/14d/13d

1/2/3

Character

Effortless

400

M

QEaQHAG1

Missile , Stun

N/A

3/4/5

Character

Effortless

500

M

EMP

Missile , EMP

EMP: 14d/13d/12d

2/3/4

Vehicle

Effortless

1,500

X

Implosion

Missile , Gravity

15d/14d/13d

4/5/6

Character

Effortless

2,000

X

Fusion

Missile , Energy

22d/21d/20d

8/9/10

Character

Effortless

6,500

X

Fission

Missile, Energy

12d/11d/10d

18/17/16

Vehicle

Effortless

10,000

X

1. QEaQHAG: Quick Expanding and Quick Hardening Adhesive Gel

Authorization Coding: C – Commercial Use I – Industrial Use M – Military Use X – Illegal


ArmorEdit

Banded Leather, Medieval, Simple protection for the scout or soldier.

Foot Soldier Armor, Medieval, More durable and reliable protection for times of war for a soldier.

Plated Armor, Medieval, Reliable and consistently strong armor worn by cavalry, knights, and heavily armed combatants.

Magic Robe, Medieval, Lightweight and charmed, this apparel is surprisingly durable.

Magic Armor, Medieval, Created for those in the service of wizards, this armor provides additional protections unlike those of normal wear.

Plated Vest, Kevlar, The basic bullet resistant armor.

Flak Jacket, Created for resisting the damage of grenades and mortars.

Riot Gear, Designed for prolonged punishment against unreasonable odds.

Ballistic Combat Gear, Armor created specifically for warfare, heavy and bulky, it does its job at the price of mobility and fatigue.

Plated Vest, Synthetic Spider Silk, Created from the strongest fibers available this armor provides lightweight and reliable protection in a versatile number of situations.

Composite Polymer Armor, A lightweight combat armor often used for warfare.

Vacuum Suit, Designed for use in a vacuum, though limited in its air supply, it provides ample and sufficient protection for short durations.

Powered Armor, Created for prolonged and arduous combat in and out of the vacuum of space, it can easily be used for days without a need of repair.

ShieldsEdit

Bracers, Leather, A simple and reliable wrist guard.

Bracers, Steel, A protective measure for dueling with swords.

Buckler, Perfect for prolonged combat and the trained warrior, a small lightweight shield created for offensive and defensive combat.

Medium Shield, Wooden, The capable soldier’s preference.

Large Shield, Wooden, Often used for archers and a front line of soldiers pushing back an enemy on horseback or preventing enemy arrows from breaking ranks.

Tower Shield, Metal, Designed for close combat and complete body protection.

Riot Shield, Plastic, Designed for visibility, versatility, and flexibility all demanded in dire in situations.

Personal Shield, Energy, This advanced form of shielding is the preference of any experienced space farer.


Armor

Protection

Cost

Authorization Coding

Banded Leather, Medieval

1d

200

C

Foot Soldier Armor, Medieval

2d

500

M

Plated Armor, Medieval

3d

1,000

M

Magic Robe, Medieval

1d

2,500

X

Magic Armor, Medieval

4d

5,000

X

Plated Vest, Kevlar

1d

250

I

Flak Jacket

2d

750

M

Riot Gear

3d

1,500

I

Ballistic Combat Gear

4d

4,000

M

Plated Vest, Synthetic Spider Silk

2d

1,000

C

Composite Polymer Armor

3d

2,500

I

Vacuum Suit

4d

8,500

M

Powered Armor

6d

13,500

M

Shields

Protection

Cost

Authorization Coding

Bracers, Leather

1d

25

C

Bracers, Steel

1d

100

I

Buckler

1d

200

C

Medium Shield, Wooden

1d

300

M

Large Shield, Wooden

2d

500

M

Tower Shield, Metal

3d

1,000

M

Riot Shield, Plastic

4d

2,500

M

Personal Shield, Energy

8d

10,000

X


Authorization Coding: C – Commercial Use I – Industrial Use M – Military Use X – Illegal

CombatEdit

Combat has specialized, but equally simple rules to encourage action-packed and cinematic combat. The dice rolling involved with Combat is in this chapter and outlines all the possible options available during combat.

As you can see, Game Play in the Cinema6 RPG is simple, but below we provide some more examples to help clear up any questions. These examples draw upon movie and video game scenes to assist in helping visualization of the Game Play.

Combat rules are a little more complicated than the basic Game Play as they depend on a specific set of circumstances. Combat is generally when at least one Character, whether controlled by the GM or a Player, wants to harm or kill at least one other Character. Combat runs under the basic premise of a Round, like boxing, however a Combat Round represents about six (6) seconds of time.

Combat normally utilizes a grid of some kind to maintain a sense of scale and apply tactics where necessary. The grid usually comprises of hexagons or squares, however the preferred method in Cinema6 RPG is a standard square grid as it provides eight (8) directions of horizontal movement, more than a hexagonal grid which only provides six (6).

A typical Combat Round:

1. The highest Initiative total wins the roll.

2. The Character(s) side whose roll won Initiative declares and has the choice to implement or hold declared actions. Held actions can occur at any point during the Round.

3. The Character(s) side whose roll lost Initiative now declares and implement their actions, as possible.

Combat involves attacking (brawling, grappling, hitting, shooting, or throwing), dodging, moving, sneaking, and taking cover.

An integral part of Combat Game Play is the understanding that rolls are primarily challenges between the GM and a Player, where the highest roll wins the challenge. A Tie between rolls goes by a simple rule.




A Tie goes to the Defender.

If a Character is Attacking and another is Dodging and the Attack and Dodge roll totals tie, the Character Dodging does so successfully, however narrowly.

There are special rules to help things run more smoothly, as well as to add a sense of danger and mortality to the Cinema6 RPG Framework. These special rules involve Initiative, Sneaking and Execution.

InitiativeEdit

Initiative is a tool for determining which Characters act more quickly in a Combat Round. Initiative can be determined using a couple of basic methods. The first method is using Group Initiative, the Player with the highest Initiative rolls for the group of lead Characters, and the GM uses the highest Initiative of the Extras opposing the lead Characters. The second method is having each individual Character roll Initiative independently, and sequence through the totals in order of each Initiative roll, highest to lowest. The first method tends to be faster, the second method tends to be more comprehensive.

Initiative LeveragingEdit

As well, c6 uses a less is better approach for Combat and Initiative. Initiative advantage leveraged against an opposing Initiative in a successive round reduces rolling. This means that if a Player or group of Players wins an Initiative, they may opt to leverage their last Initiative roll against the new round.

Example

A group of Players face Combat with a group of enemies and the GM, Fred, asks them to roll Group Initiative. Kyle rolls Initiative for his group of Player Characters, including Alicia and Terry, as Kyle has the highest Initiative among the; a 3d. Fred rolls 2d for the enemy party. Kyle’s Initiative roll totals fifteen (15) and Fred’s Initiative roll totals seven (7).

All the Characters take their actions and get to the next Combat Round. Fred asks them to roll Group Initiative again, and Kyle asks to leverage their last Initiative roll total against the new Initiative and Fred concedes. This time Kyle does not roll, but Fred does. Fred’s new Initiative roll total is a nine (9), and Kyle’s last Initiative roll automatically wins the Initiative.

This reduces rolling and speeds up the Combat Round flow a little, as well as affording the winning of Initiative a little greater benefit.

MovementEdit

Understanding Character Move is very important in terms of Combat, and especially important to better understand Sneaking. Each Character has a Move score, which is the exact number of “Moves” available in a Combat Round. I.E.: A Move of four (4) indicates the Character can Move four (4) Squares or Hexagons (given a square or hexagonal grid) in any direction in a Combat Round. Climbing and Swimming half the Character’s Move. Sneaking can be done at Full Move, however is more difficult than a half Move or less.

SneakingEdit

A successful Sneak roll is a Challenge roll between two Characters, one rolling Sneak, and the other rolling Search. If the player rolling Search does not win the roll, the Sneak is successful for that round.

When Sneaking and if attacking, if you make a successful Moderate or better attack roll; a Melee Weapon does an additional amount of Sneak Damage based upon a melee weapon’s Sneak multiplier. This multiplier is in the weapon chart for melee weapons; typically x2 or x3. A Sneak multiplier does not affect firearms due to several factors; primarily that ranged weapon damage is gauged on distance and that firearms are typically lethal at close range. A successful counter to a Sneaking opponent is a higher Search roll. A tie forces both players to re-roll. Sneaking difficulty varies by environment, lighting conditions, and any actions taken. Characters cannot successfully Sneak while firing a gun since a gun is loud and produces light, unless the gun design includes stealth.

ExecutionsEdit

While SneakingEdit

When Sneaking if not detected and attacking, roll to successful hit a target. On an Easy Roll, the attack succeeds and does normal damage, on a Moderate Roll, the attacks succeeds and does Sneak damage (as described above), and if the roll is Complex or better (31+), an Execution occurs. No Dodge roll occurs, as this is a Sneak attack. If using a Firearm to attack, a Sneak ends after the attack unless the Firearm includes special rules for Sneaking.

During normal combat and not SneakingEdit

If an attacker makes a Melee, Brawl, or Grapple roll, and exceeds the defending Dodge or Grapple roll by twelve (12+), the attack automatically causes an Execution. During any attack, a Character can counter with Dodge, Grapple, or Melee, (if already holding a Melee weapon). While Grappling over an attacker’s Weapon, the highest roll causes a Reversal and keeps the weapon. While Grappling over a Weapon, if either Grapple roll exceeds another by twelve (12+), a Reversal and Execution occurs against the loser of that roll.

ScaleEdit

Not everything in the Cinema6 RPG Universe is the same size, so we have developed a Scaling system. If a Character or ship is trying to hit or damage something across the Scale, then dice add to a roll. See the chart below on how to add dice to a roll when suing different Scales.

Base Character Scale to Hit or DefendEdit

Character

Creature

+2d

Ground Vehicle

+3d

Star Fighter

+4d

Freighter

+5d

Cruiser

+6d

Planetary

+12d



Base Character Scale for Modifying DamageEdit

Creature

Ground Vehicle

Star Fighter

Freighter

Cruiser

Planetary

Character

+2d

+3d

+4d

+5d

+6d

+12d


COMBAT ACTIONSEdit

The GM may choose to omit or modify the following rules to best suit his or her Story.

Multiple ActionsEdit

Within one turn in any round, most characters are allowed to take as many actions as their die pool allows until a critical fumble (1 on the Wild Die followed by a 6) occurs or they reach 1d. A player who intends to take Multiple Actions must declare it at the start of the round if the GM allows it. If the player's character has a 4d die pool may roll the full pool at first. Then after everyone else takes their turn the GM and the player continue with the Multiple Actions. The player subtracts 1d because of his previous action, bringing his total die pool to 3d. Then following that action continues to subtract another 1d and so on.

Example

Derek is determined to end the existence of a Goblin Captain that has been giving his character Ruk a very difficult time. With his broadsword ready, Derek declares that Ruk will take Multiple Actions and Ruk's Melee die pool is 5d. (Dexterity 3d + Melee 2d) At the end of the round, Derek subtracts a die and rolls 4d to strike at the Goblin Captain with his broadsword. The Goblin Captain also subtracts one die and rolls his Melee skill to parry. Derek beats the GM's roll so Ruk hits! Damage is calculated and it's a devastating blow that drops the Goblin Captain to the ground, dead.

If the Goblin Captain hadn't died in that attack, or successfully parried, Derek could have subtracted another die and attack again. This time he would have had a Melee skill of only 3d to use against his opponent.

Full AttackEdit

A player who chooses to initiate a Full Attack may not use Multiple Attacks or a Full Dodge during the same round and vice versa. His or her character spends that entire round preparing for the full onslaught of all their concentration, courage or might. The GM may award the player with a +1d bonus to their attack roll if the bonus is appropriate for the scene. Such as a Sniper concentrating on her target one full round before she fires or a Barbarian focusing all his energy into one swing as he calls upon the strength of his gods. That character can do nothing else that round but attack.

Example

Instead of taking Multiple Actions, Derek decides that he will use a Full Attack against his nemesis, the Goblin Captain. Since the battle has already taken several rounds and Derek's character Ruk has a short temper, the GM deems it appropriate to give Ruk a +1d bonus for initiating a Full Attack on the Goblin Captain. For this round only, Ruk's die pool is now 6d (5d + the 1d bonus) to hit. Derek realizes that he cannot take any other action except for attacking the Goblin Captain. Luckily Derek rolls high, a 21! The Goblin attempts to parry but is no match for Ruk's vicious attack.

The GM describes the scene as a volley of attacks and slashes and suddenly, with their blades crossed Ruk and the Goblin Captain are engaged in a contest of might. Finally Ruk manages to bash down the Goblin's defenses with his broadsword and lands a devastating blow.

Full DodgeEdit

When a player chooses to execute a Full Dodge, that player rolls their Dodge value plus an additional 1d bonus that round and their character spends the entire round dodging. They cannot take any other action except for the Dodge. That one roll then becomes the Difficulty Number for his or her opponents to beat. A player must declare at the beginning of a combat round that they are initiating a Full Dodge.

Example

Kathy has won the initiative and decides that her character, Lexi will be attempting a Full Dodge in order to avoid being hit by a burst of gunfire from a group of Mercenaries. Lexi has a Dexterity of 3d and a Dodge skill of 2d. Including the +1d bonus, she has a total of 6d for the Full Dodge to roll. She rolls her dice and gets a 6 on the Wild Die! She rolls the Wild Die again and gets a 2 bringing her total to 25! The Mercenaries roll their Firearms checks but none come close to a 25. Lexi dives for cover and a spray of machine gun fire strikes and ricochet's against the wall above her.


Movement Type

Movement Increase

Stamina DR

Walking

Move = Base

Effortless

Jog

Move x2

Moderate

Sprint

Move x3

Hard

Running under fire

Any Move

+1 DR

Running and firing

Any Move

+1 DR



RunningEdit

Running multiplies the character's Movement Rate. The following chart indicates the benefit of running followed by the Difficulty Rating for the character's Stamina check in order to keep running without getting winded. If the character is jogging they must make a Stamina check after two full rounds of running. If the character chooses to sprint, they must make a Stamina check at the very end of the first round. As long as they continue pass every, or every other round, they can continue moving at that rate before they run out of steam.

Example

Daryl's character Niv is sprinting across a jagged, hazardous terrain that could easily leave him crippled if makes one false step. To make matters worse for Niv, he is being pursued by a small band of Bounty Hunters actively tracking him from a small Spacecraft that is closing in fast! After dodging some small arms fire, the GM makes Daryl roll a Running check. Niv has a total Running skill of 7d (4d Dexterity + 3d Running) Niv's normal Movement Rate is 7. Daryl rolls his dice and gets a 27 that does not meet the GM's selected DR rating of Complex. Daryl spends a Cinema Point rolls a d6 and gets a five! This brings his total to 32 and Niv moves 21 squares closer to an area that will provide him with a little more cover from the Bounty Hunters. In order to continue sprinting for another round, Niv must pass a Stamina check, the GM selects the DR Daryl must meet.


Healing & Taking Damage

There is always the threat of injury, pain, and the inevitability of death in any universe. These threats come in many forms and eventually your Character will take damage as a result. There are very few ways to heal an injury in the Cinema6 RPG. Healing is dependent primarily on the availability of the most advanced medical technologies and procedures of a given genre, from the magic of fantasy, to the extremely advanced medical techniques only available to the science fiction genres. Humans are still fragile creatures and die quickly from even minor injuries if untreated.

When taking damage, a Character suffers mental and physical pain and injury, represented by losing Hit Points. Whenever taking damage a player rolls to “Absorb” damage by rolling the Strength Attribute (up to 6d) and any additional protection provided by Armor or otherwise unique Special Abilities that afford protection.

Damage can occur through many methods. Damage through Combat usually occurs by a weapon. Damage occurring due to falling follows a basic rule, falling 5 meters or about 15 feet, deals 1d of damage. Each additional increment of 5 meters or 15 feet deals an additional +1d of damage. Drowning or suffocation damage occurs after a failed Stamina roll, DR determined by the amount of time under water or otherwise asphyxiated, normally 8d Damage per round, (or roughly every six (6) seconds). When a Character is unlucky enough to catch on Fire, damage occurs incrementally and increases each round, beginning at 2d Damage the first round, adding +2d each successive round until extinguished.

GMs should feel free with inventively handling Damage, especially that occurring through unique situations. Surviving dramatically through damage incurred in extreme situations is very Cinematic and worthy of developing unique and particularly specialized rules, such as Damage occurring in the vacuum of space.

Modern Healing (Early 21ST CENTURY)Edit

First Aid Kits: First Aid Kits come in a small variety of standard packages and are widely available for purchase in most settings. They are a quick and easy way to treat wounds. A standard First Aid Kit provides the basic needs for common injuries involved in a workplace or from minor accidental injuries. An Emergency Kit has additional contents and provides some more advanced medical treatments. Using a standard First Aid Kit involves an Easy DR with First Aid. Using an Emergency Kit requires a Moderate DR with First Aid or an Easy DR with Medicine. While First Aid and Emergency Kits can help stabilize an injured person, they are limited to one use.

(Standard First Aid Kit +1 Hit Points, Emergency Kits +1d Hit Points)

Emergency Medical Treatment: Emergency Medical Treatment provides the necessary drugs, surgery, and stimulants necessary for a patient’s recovery. The success of Emergency Medical Treatment relies on the Stamina Skill of the patient and the Medicine Skill of the doctor(s) performing the treatment. A successful procedure will stabilize a critically injured person and stop them from losing additional Hit Points.

Advanced Technology Medical Treatment: Similar to Emergency Medical Treatment, an Advanced Technology Medical treatment provides the necessary drugs, surgery, and stimulants needed for a patient’s recovery. The differentiation here is that Advanced technology Medical Treatment may involve computers and robotics, and more precise handling of a patient’s problems. While a patient’s Stamina Skill is still a factor in survival of treatment, the Medicine Skill of the doctor(s) performing the treatment is of more concern. In this case, the doctor(s) involved gain a +1d Medicine from the advantages afforded by the Advanced Technology.

Fantasy Healing (Magically based Healing)Edit

Healing Magic: Unlike any other form of healing and medicine, this is the most broad and simplistic. Basically a Character has the rare Special Ability to heal by touching another Character. This can range from simple injuries to curing diseases and otherwise incurable ailments. The basics of this are simple principals, and run off the Willpower Skill.

(Successful Willpower Rolls, Effortless DR: +1 Hit Point, Easy DR: +3 Hit Points, Moderate DR: +1d6 Hit Points or Cures a Disease, Hard DR: +2d6 Hit Points or Removes a Poison or Plague, Complex DR: +3d6 Hit Points or Cures an Incurable or Magical Illness, Epic DR: +4d6 Hit Points or Grow Back Severed Limbs)

Science Fiction Healing (Extremely advanced technologies)Edit

Mutant Healing Powers: While basically under the same rules as the Healing Magic for a Fantasy genre, Mutant Healing Powers revolve around the idea that the powers are not as encompassing or as powerful. A GM may limit the capability of the Healing to only returning Hit Points and not removing diseases, etc. Please see the rules above for Healing Magic to address the mechanics in the game.

Medipaks: Medipaks are the futuristic answer to first aid kits. They come in a small variety of standard packages and available for purchase on most civilized worlds. They are a quick and easy way to treat wounds. Standard issue “civilian” Medipaks provide the basic needs for common injuries involved in a workplace or from minor injuries. An Enhanced Medipak has additional a stabilization biochemical and some advanced medicinal formulas providing more effectiveness. Using a Standard Medipak involves a Moderate DR with First Aid. Using an Advanced or Enhanced Medipak requires a Hard DR with First Aid or a Moderate DR with Medicine. Medipaks are a cocktail injection with the necessary medicines, stimulants, and healing drugs to treat critical wounds. While Medipaks can help stabilize an injured person, they are limited to one use.

(Standard Medipak +1d Hit Points, Enhanced Medipaks +2d Hit Points)

Nanomed “Healing” Stations: Nanomed Stations normally integrate and install on Starships and Military Facilities. Each unit houses the necessary drugs and stimulants necessary for the patient’s recovery. When activated, needles emit from the Healing Station and inject the healing fluids into the patient’s neck. Healing Stations require a Nanomed Cartridge containing the necessary nanotechnology in order to catalyze the healing process. Anyone can use a Healing Station.

Portable “Healing” Nanomed Station: Similar to fixed Nanomed Stations, a Portable Healing Station houses the necessary drugs and stimulants needed for a patient’s recovery. This device requires another person to administrate it however, where it attaches to the shoulder of a patient and the user holds the unit in place while it activates four needles into the shoulder. Portable Healing Stations also depend on Nanomed Cartridges. Only Characters with the Skills First Aid or Medicine can utilize a Portable Healing Station without injuring a patient, this is a Moderate DR for the First Aid Skill and Easy DR for the Medicine Skill.

Standard Nanomed Cartridges: Each cartridge contains a charge that interfaces with a Healing Station’s computer. The most common Nanomed cartridges contain three doses before they run out. After a cartridge is spent, it cannot recharge due to the complexity of the Nanotechnology and must return to the manufacturer.

(First Charge: Heal 25 Hit Points, Second Charge: Heal 15 Hit Points, Third Charge: Heal 5 Hit Points)

Vehicles OverviewEdit

Vehicles have their own set of rules and guidelines in c6, mainly to streamline improvised Vehicles and to make things as generic as possible. Typically not a lot of time is spent in a vehicle as part of a Scene, unless in a futuristic or science fiction genre. In those cases, greater details may provide more engaging game play.

All Vehicles have some basic stats like Characters, and in many cases are living creatures, such as mounted beasts, i.e. horses. These basic stats include Length, Height/Width, Scale, Move, Structure or Hit Points, Mobility, Crew, Passengers, and in some cases some Vehicles can hold other Vehicles, such as large sea going vessels and space ships, and further details are required.

Scale is classification, which details the Scale the Vehicle exists on. For instance if a Scale of a Vehicle is Ground Vehicle and it collides with a Vehicles of Space Fighter, the Space Fighter Scale has an additional amount of Structure Points with which to survive the collision. Scale is what determines this factor.

Move is always a base provided for in Character Movement distances, thus Move is measured and weighed against the averages of people moving around. The faster you Move, the more difficult it is to Pilot a Vehicle. Below is a standard Move DR Chart which outlines the DR for going faster as well as trying things in vehicles that would otherwise be out of the ordinary. Take into account some Vehicles have a Maximum Movement Rate, where they are just not capable of going any faster.


Movement Rate

DR

Move Base

Effortless

Move x2

Easy

Move x3

Moderate

Move x4

Hard

Move x5

Complex

Move x6

Epic

Sharp turn

+1 DR

Immediate stop

+2 DR

Immediate reversal of direction

+3 DR


Structure Points, the Hit Points for Vehicles, represent the amount of physical damage the Vehicle can take before it no longer Moves.

Mobility (or Flight Control for Space Vehicles) is the bonus a Pilot receives based upon how well equipped a specific Vehicle is at making quick changes in direction and for remaining stable thereafter. Smaller Vehicles tend to have greater Mobility than larger Vehicles due to the basic mathematics and physics of mass and energy, though these are just guidelines provided based upon what we understand.

Crew is the number of operators required to make the Vehicle Move, without the number of Crew indicated the DR increases +1 DR per missing Crew member.

Passengers are the number or volume of extra non-Crew people the Vehicle is capable of comfortably and safely carrying. Any Passengers carried above the number provided increases the Piloting by +1 DR per Passenger.

Ground and Surface VehiclesEdit

HorseEdit

Horses, either domestic or wild have been bred or tamed by humans to be used for labor, transportation, their beauty, and even war.

Length: 2m Height/Width: 2m/.4m Scale: Character Move:15, Maximum Move x2 Hit Points: 24 Mobility: +3d Crew: 1 Passengers: 1

Bicycle, MountainEdit

A simple form of locomotion propelled through mechanical advantage and a simple pulley system using the force drawn from the pilot’s feet. Extremely agile and easy to use, though not extremely fast, bicycles are a cheap form of transportation for finding independence.

Length: 1.5m Height/Width: 1m/.1m Scale: Character Move: 10, Maximum Move x2 Structure Points: 12 Mobility: +4d Crew: 1 Passengers: ~

MotorcycleEdit

In the modern age, motorcycles exist primarily for transporting an individual and a single companion a great distance with limited supplies, though capable of going great distances. Many people often perceive motorcycles as adventurous, often associated with gangs and clubs.

Length: 2m Height/Width: 1m/.5m Scale: Ground Vehicle Move: 30, Maximum Move x2 Structure Points: 24 (60 vs. Character) Mobility: +2d Crew: 1 Passengers: 1

SedanEdit

In modern times the Sedan is the popular choice for transportation. Used in everyday life, Sedans come in a variety of forms but the standard Sedan usually features four doors plus decent sized trunk space.

Length: 4.5m Height/Width: 1m/2m Scale: Ground Vehicle Move: 30, Maximum Move x2 Structure Points: 36 (72 vs. Character) Mobility: +1d Crew: 1 Passengers: 4

TankEdit

Tanks are vehicles designed for war, capable of delivering people and attacks to enemies while under fire and resisting a great deal of damage.

Length: 7m Height/Width: 2.3m/3m Scale: Ground Vehicle Move: 20, Maximum Move x3 Structure Points: 60 (96 vs. Character) Armor: 2d Mobility: ~ Crew: 2 Passengers: 2 Weapons: Machine Gun Arc: Turret Scale: Character Range: 5/10/15 Fire Control: +1d/0/0 Damage: 2d (+3d vs. Character) Cannon Arc: Turret, Slow Scale: Ground Vehicle Range: 100/200/300 Fire Control: +1d/0/0 Damage: 5d (+3d vs. Character)

Drop Ship CruiserEdit

In the future, drop ship cruisers are capable of deploying into an atmosphere, landing, and mobilizing immediately to deliver passengers with accuracy and safety. While they can slightly maneuver while landing, they are strictly a surface Vehicle.

Length: 97m Height/Width: 8m/36m Scale: Ground Vehicle Move: 40, Maximum Move x3 Structure Points: 48 (108 vs. Character) Mobility: ~ Crew: 2 Passengers: 30 (+2 back up pilots)

Drop Ship TankEdit

Drop Ship tanks are essentially the militarized version of the Drop Ship Cruisers, designed for wartime and capable of slightly better mobility and taking weapons fire while landing and deploying soldiers to a surface.

Length: 108m Height/Width: 12m/44m Scale: Ground Vehicle Move: 40, Maximum Move: x3 Structure Points 60 (120 vs. Character) Mobility: +1d Crew: 2 Passengers: 35 (+2 back up pilots)

Hover CarEdit

Hover Cars have been around for hundreds of years and zip through the skylines taking passengers to their destinations. While coming in a variety of forms, the average Hover Car can seat one pilot and one passenger. More expensive models can carry up to ten passengers.

Length: 5m Height/Width: 1.5m/2.5m Scale: Ground Vehicle Move: 30, Maximum Move x3 Structure Points: 36 (60 vs. Character) Mobility: 2d Crew: 1 Passengers: 1 to 10

GalleonEdit

Galleons are old sea going vessels capable of carrying large numbers of people, supplies, animals, etcetera across vast distances of ocean. Typically constructed of wood, Galleons move mainly using the force of wind though they sometimes employ oars for rougher seas.

Length: 40m Height/Width: 20m/15m Scale: Ground Vehicle Move: 10, Maximum Move x3 Structure Points: 48 (72 vs. Character) Mobility: ~ Crew: 30 Passengers: 10

Speed BoatEdit

Speed Boats are Modern genre, sea going vehicles that can seemingly fly over the surface of water at dangerously high speeds.

Length: 12m Height/Width: 5m/7m Scale: Ground Vehicle Move: 30, Maximum Move: x2 Structure Points: 24 (48 vs. Character) Mobility: +1d Crew: 1 Passengers: 5

Sail BoatEdit

Length: 20m Height/Width: 20m/10m Scale: Ground Vehicle Move: 14, Maximum Move: x2 Structure Points: 36 (60 vs. Character) Mobility: ~ Crew: 1 Passengers: 10

Military Nautical ShipEdit

Military Nautical Ships tend to move faster, be made of steel, and employ higher end technologies than commercial and industrial grade vessels.

Length: 115m Height/Width: 40m/30m Scale: Ground Vehicle Move: 20, Maximum Move x3 Structure Points: 120 (148 vs. Character) Mobility: +1d Crew: 100 Passengers: 25

Atmospheric and Space VehiclesEdit

HelicopterEdit

Helicopters are the most versatile aircraft in terms of load, flight bearing, speed, and mobility. They are also some of the most dangerous since only their rotors keep them in the air and flying.

Length: 12m Height/Width: 5m/4m Scale: Ground Vehicle Move: 40, Maximum Move x3 Structure Points: 36 (60 vs. Character) Mobility: +3d Crew: 1 or 2 Passengers: 4 or 5

Passenger JetEdit

Passenger Jets are noisy, fast, and typically powerful aircraft that are capable of traveling great distances in short periods within an atmosphere for carrying people from one place to another.

Length: 50m Height/Width: 10m/80m Scale: Ground Vehicle Move: 60, Maximum Move x3 Structure Points: 48 (60 vs. Character) Mobility: +1d Crew: 1 or 2 Passengers: 100

Fighter JetEdit

Fighter Jets are smaller aircraft with greater mobility and designed to commit themselves into direct battle.

Length: 8m Height/Width: 4m/8m Scale: Ground Vehicle Move: 60, Maximum Move x4 Structure Points: 48 (60 vs. Character) Mobility: +2d Crew: 1 or 2 Passengers: ~ or 1 Weapons: Machine Gun Arc: Forward Scale: Ground Vehicle Range: 5/10/15 Damage: 3d (+3d vs. Character)

Space Fighter JetEdit

Space Fighter Jets are capable of moving between an atmosphere and into space as part of flight and are designed for warfare both in and out of space.

Length: 10m Height/Width: 5m/10m Scale: Star Fighter Move: 100, Maximum Move x4 Structure Points: 60 (96 vs. Character) Shields: 2d Flight Control: +2d Crew: 1 or 2 Passengers: 1 or 2 Weapons: Laser Cannon Arc: Forward Scale: Star Fighter Range: 5/10/20 Damage: 4d (+4d vs. Character)

Space LinerEdit

Space Liners are designed for transporting passengers across great distances through space, ruggedized for the rigors of space travel.

Length: 140m Height/Width: 22m/100m Scale: Freighter Move: 100, Maximum Move x3 Structure Points: 96 (144 vs. Character) Shields: 1d Flight Control: +1d Crew: 1 or 2 Passengers: 150

Space CruiserEdit

Space Cruisers are space ships designed for extremely long distance travel through space, normally used for exploration or scientific research, often outfitted with military specifications for extended traveling away from repair docks.

Length: 350m Height/Width: 75m/140m Scale: Cruiser Move: 200, Maximum Move x5 Structure Points: 360 (396 vs. Character) Shields: 1d Flight Control: ~ Crew: 100 Passengers: 1,000

Space WarshipEdit

Space Warships though arriving in many shapes and sizes often have a common configuration used for warfare in space. Typically not outfitted with external weapons, Space Warships rely primarily on armor, smaller fighters, and troops to deal with direct warfare.

Length: 400m Height/Width: 100m/200m Scale: Cruiser Move: 250, Maximum Move x6 Structure Points: 480 (496 vs. Character) Shields: 4d Flight Control: +1d Crew: 500 Passengers: 2,500 Troops Hold: 40 Space Fighters

Travel OverviewEdit

Every Character in a game will have a commonality, travel. Almost all the biggest, epic stories involve lots of travel. Traveling for many stories occurs to simply change scenes or augment a story to create a pivotal atmosphere for a story. The vastness of traveling across a desert might need to happen in the beginning of a story to indicate desolation or loneliness and set a feel or rhythm for a story. Travel between locations is an indicator of technology level, story flow, and an excellent method for setting the mood between scenes. Whether travel occurs quickly, or involves a long arduous journey across barren wastelands and treacherous mountains, it provides players a way to bond. GMs and players should agree on rates of travel and that the GM is not going to force players to travel unduly needed distances for no reason. Ultimately, players control the actions of their Characters and craft the story as equal partners with the GM, whose primary job it is to simply introduce elements of scenes and pivotal moments, moral dilemmas, and provide players with a challenging, thought provoking adventure making the time spent together worth reminiscing.

Characters travel primarily by walking or running. Then they investigate complex forms of travel, whether taking a steed or riding on a large star freighter, they try to shorten the travel time between locations as they become more familiar with places. The faster forms of travel are a convenience that should remain unless it is pivotal to a story that the faster travel ends. Ultimately, a GM should come up with rules governing long distance travel to make sense with the current form of technology, for instance it takes six (6) days to travel from Planet Earth using a Faster-Than-Light drive to the Betelgeuse solar system. Below we provide some basic formulas to assist GMs and Players in working together to agree on travel times.

Scale should have the greatest bearing on Movement and travel times, so that if a Vehicle is considered on a Scale of Cruiser, then the Movement units it moves are provided in Character, then while in Cruiser or Space Scale, those units are just divided by ten (/10), thus if a space vehicle has a Move 200, then a GM divides that by ten (/10) and determines that while that vehicle moves in space scaling, the distance in 20 per round. If the distance from one location to the next is twenty thousand (2,000) space units (or light years or whatever is determined), then dividing that by the resultant Move makes the math simple. Twenty thousand divided by twenty is one thousand rounds (20,000/20 per rnd = 1,000 rnds). Since a round is approximately six (6) seconds, we can determine the travel time without too much thought. With six thousand seconds (1,000 rnds x 6 seconds = 6,000 seconds) and we determine the travel time is ten hours. A GM should feel free to estimate and improvise as much as possible when considering these small formulas, as the traveling is less important than the destination when it comes to the story typically.

OverviewEdit

Flora & Fauna are not game or world specific, instead this area provides resource information, including species names, given or popular names, and any specific data needed to place these specialized and unique species into the game based upon appropriate environments, climates, or atmospheres. This section is meant only to provide a basic guideline so creating your own Flora & Fauna is easier.


DragonsEdit

Species: Draconic

Scale: Creature

Description: Dragons are the very essence of magic. All magic comes from Dragons, for without Dragons there is no magic.

JuvenileEdit

Hit Points: 60

Initiative: 4d

Move: 7

Cinema Points: 6

Cinema Point Value: 9

Dexterity: 4d Acrobat 2d, Brawl 3d, Dodge 4d, Running 2d, Sneak 2d, Throw 2d.

Intellect: 2d Search 3d, Survival 3d.

Strength: 4d Climb 2d, Jump 1d, Grapple 2d, Stamina 2d.

Aptitude: 2d

Persona: 4d Intimidation 1d, Willpower 3d.

Special Abilities:

Transmorph (Twice per day): A Juvenile Dragon may take the shape of any creature. While still developing their skill, Juveniles haven’t mastered it to the point where they can take on humanoid forms.

Breath Weapon (At Will): Juvenile Dragons are able to stack Elemental Union on their breath weapon giving it an effect of that Dragon’s preference. Typically the Dragon’s breath weapon is due to its environment. The most commonly encountered breath weapon is fire. (Range: 1-10/20/40, Damage: 10d/8d/6d)

Spells: Arrow (5), Shield (5), Heal (5), Conjure Element (5), Summon (10), Alchemical Conjuration (15), Illuminate (5), Darken (10), Purify (5), Spellbind (10), Repel (15), Speed (5), Slow (10), Breach (5), Detain (25), Rupture (10), Spell Triggering (5), Spell Expansion (5), Elemental Union (5), Spell Bleed (5).

AdultEdit

Hit Points: 100

Initiative: 5d

Move: 9

Cinema Points: 10

Cinema Point Value: 15

Dexterity: 5d Acrobat 3d, Brawl 5d, Dodge 6d, Melee 5d, Running 3d, Sneak 5d, Pick Pocket 3d, Throw 4d.

Intellect: 4d Academics 4d, Creature 3d, Culture 4d, Healing 4d, Law 4d, Search 5d, Streetwise 4d, Survival 6d, Tactics 4d.

Strength: 6d Climb 3d, Jump 3d, Lift 4d, Grapple 6d, Push-Pull 4d, Stamina 6d, Swim 3d.

Aptitude: 3d First Aid 3d.

Persona: 5d Bargain 3d, Con 3d, Disguise 5d, Intimidation 5d, Languages 6d, Persuasion 4d, Willpower 6d.

Special Abilities:

Transmorph (Twice per day): An Adult Dragon may take the shape of any humanoid. Being an ancient race, Dragons have had millennia to perfect the art of blending into any culture they choose. It is not unusual for Dragon’s to have their preferences in which races they deal with. For it is even whispered that Dragons seek out and select humanoid agents to do their bidding when secrecy is required.

Breath Weapon (At Will): Adult Dragons are able to stack Elemental Union on their breath weapon giving it an effect of that Dragon’s preference. Typically the Dragon’s breath weapon is due to its environment. The most commonly encountered breath weapon is fire. (Range: 1-15/30/50, Damage: 15d/10d/7d)

Spells: Arrow (5), Blast (10), Shield (5), Barrier (10), Heal (5), Stricken (10), Conjure Element (5), Summon (10), Alchemical Conjuration (15), Illuminate (5), Darken (10), Purify (5), Spellbind (10), Repel (15), Speed (5), Slow (10), Breach (5), Detain (25), Rupture (10), Spell Triggering (5), Spell Expansion (5), Elemental Union (5), Spell Bleed (5).

GiantsEdit

Species: Homo Maximus

Scale: Creature (16-20m tall)

Description: These massive humanoids roam the hillsides often in search of food. Doing what they can do to survive, Giants seldom build communities but when they do, 2 - 4 adults band together typically near a cave when weather conditions are less than savory. They use the cave as temporary shelters while the males hunt.

Hit Points: 75

Initiative: 3d

Move: 12

Cinema Points: 4

Cinema Point Value: 6

Dexterity: 3d Brawl 5d, Dodge 1d, Melee 2d, Running 2d, Throw 3d.

Intellect: 2d Search 2d, Survival 3d.

Strength: 6d Lift 2d, Grapple 3d, Push-Pull 2d, Stamina 4d.

Aptitude: 2d Weapon Smithing 1d.

Persona: 1d Intimidation 3d, Willpower 2d.

Equipment: Tattered Clothing, Massive Club (Damage: STR+4d/x2, Scale: Character, Conceal Rating: Epic)

GoblinsEdit

Species:

Scale: Character (4m tall)

Description: These despicable humanoids are often slaves to the Orcs. Before Orcs invade new territories they often send the Goblins ahead to soften their enemies, rarely do Goblin’s fight alongside Orcs. Goblins encountered are typically Bandits or Scouting Parties. Wild Goblins, who are not slaves, often bind together to form makeshift communities varying in size.

Hit Points: 24

Initiative: 4d

Move: 5

Cinema Points: 2

Cinema Point Value: 2

Dexterity: 4d Archery 1d, Brawl 2d, Dodge 2d, Melee 2d, Running 2d, Sneak 3d, Pick Pocket 1d.

Intellect: 3d Search 2d, Survival 2d

Strength: 2d Climb 2d, Grapple 2d, Stamina 1d

Aptitude: 3d Engineering 2d, Weapon Smithing 1d

Persona: 2d Willpower 1d

Equipment: Short Sword (Str+2d/x2)

OgresEdit

Species:

Scale: Character (9-12m tall)

Description: Ogres, close cousins to the Giants, these massive humanoids often resemble a shorter and uglier version of Giants. Ogres are more solitary than Giants having little means of communications. Ogres often have a primal, underdeveloped sense of intelligence living off of instinct. Driven by hunger, Ogres have a quick temper.

Hit Points: 60

Initiative: 3d

Move: 8

Cinema Points: 2

Cinema Point Value: 5

Dexterity: 3d Brawl 3d, Dodge 2d, Melee 3d, Throw 2d.

Intellect: 2d Search 2d, Survival 2d

Strength: 5d Lift 2d, Push-Pull 2d, Stamina 3d

Aptitude: 2d Engineering 1d, Weapon Smithing 2d

Persona: 1d Intimidation 2

Equipment: Long Sword (Str+3d/x2d)

Flying MonkeysEdit

Species:

Scale: Character (2-4m tall)

Description: Flying Monkey’s are intelligent, tactical, and loyal creatures often found under the command of an evil Wizard or Witch. Bred for combat, these soldiers stand ready to fight at any moment and are often found guarding their Master’s lair.

Hit Points: 36

Initiative: 4d

Move: 6

Cinema Points: 2

Cinema Point Value: 3

Dexterity: 4d Acrobat 2d, Brawl 2d, Dodge 2d, Running 1d

Intellect: 3d Search 3d, Survival 2d, Tactics 2d

Strength: 3d Climb 2d, Jump 2d, Grapple 2d, Stamina 3d

Aptitude: 2d Argot 1d, Armor Smithing 1d, Weapon Smithing 1d

Persona: 2d Intimidation 1d, Willpower 2d

Equipment: Banded Leather (+1d to Protection), Short Sword (Str+2d/x2), Dagger (Str+1d/x2)

OrcsEdit

Types: Warriors, Shock Troopers, and Shaman Species: Orc Descriptions: Orcs are ugly monsters bred specifically for warfare and are truly the stuff nightmares are made from. These humanoids thrive off of hate and suffering and have been the natural enemies of the Dwarven race for generations.

WarriorEdit

Hit Points: 36 Initiative: 3d Move: 7 Cinema Points: 2 Cinema Point Value: 2 (Warriors)

Dexterity: 3d Brawl 2d, Dodge 2d, Melee 3d, Running 1d. Intellect: 2d Survival 1d. Strength: 3d Lift 1d, Grapple 2d, Push-Pull 1d, Stamina 2d. Aptitude: 4d Armor Smithing 1d, Weapon Smithing 1d. Persona: 2d Intimidation 1d, Willpower 1d.

Equipment: Armor (+1d Protection), Short Sword (Str+2d/x2), Dagger (Str+1d/x2).

Warriors are the fodder of Orc culture. Expendable, these ranks are continually replenished in Orc infested strongholds.

Shock TrooperEdit

Hit Points: 50 Initiative: 3d Move: 7 Cinema Points: 3 Cinema Point Value: 4 (Shock Troopers)

Dexterity: 3d Archery 2d, Brawl 3d, Dodge 3d, Melee 4d, Running 2d. Intellect: 3d Creatures 1d, Survival 1d. Strength: 4d Lift 1d, Grapple 3d, Push-Pull 1d, Stamina 3d. Aptitude: 4d Engineering 1d, Armor Smithing 2d, Weapon Smithing 2d. Persona: 2d Command 2d, Intimidation 2d, Willpower 3d.

Life expectancy for Orcs is rather low given the violent nature of their culture. Those Orcs that survive a number of successful campaigns go on to be trained as Shock Troopers by the Elders. These Orcs are rewarded with better equipment and are often in charge of protecting the Shaman in major battles.

Equipment: Armor (+2d Protection), Long Sword (Str+3d/x2d), Broad Axe (Str+6d/x2).

ShamanEdit

Hit Points: 36 Initiative: 2d Move: 6 Cinema Points: 5 Cinema Point Value: 5 (Shaman)

Dexterity: 2d Brawl 2d, Dodge 2d, Melee 2d. Intellect: 4d Creatures 4d, Culture 3d, Healing 6d, Search 4d, Survival 4d. Strength: 3d Stamina 3d. Aptitude: 4d Argot 1d, Engineering 3d, First Aid 4d, Piloting 2d. Persona: 3d Command 4d, Intimidation 3d, Languages 3d, Willpower 4d. Special Abilities: Shield (5), Heal (5), Stricken (10), Martyr (5).

Equipment: Misc Magical Trinkets, Magical Staff (usually imbued with 1 Magical Power), Ceremonial Dagger (Str+3d/x3).

The Shaman are the Elders that serve the Circle of Detriment in Orc society. They have survived numerous campaigns and have grown old by Orc standards, which is a rare occurrence. They then are taught to hone their abilities and study the world of Magic, learning to manipulate it to serve the Gods of Orcish kind.



Extras are Characters for use by GMs during a Game Episode.

The BartenderEdit

Description: Good at talking and keeping others talking, the Bartender provides excellent service, as well occasionally feeds information to those willing to pay.

Hit Points 24

Initiative 3d

Move 5

Cinema Points 1

Cinema Point Value 1

Dexterity 3d

Strength 2d

Persona 5d, Artisan 2d, Languages 1d

Intellect 3d

Aptitude 2d

The Bouncer or BodyguardEdit

Description: Equally skilled in diplomacy and combat, the Bouncer or Bodyguard provides diligent, reliable service at a low wage.

Hit Points 36

Initiative 3d

Move 6

Cinema Points 2

Cinema Point Value 1

Dexterity 3d, Brawl 2d, Dodge 1d

Strength 3d, Grapple 1d

Persona 3d, Intimidation 2d

Intellect 3d

Aptitude 3d


The Guard, MedievalEdit

Description: Hired for loyalty and proficiency in combat, a Medieval Guard dutifully fulfills all obligations, and is often loyal to a fault.

Hit Points 60

Initiative 3d

Move 8

Cinema Points 1

Cinema Point Value 2

Dexterity 3d, Archery 1d, Brawl 1d, Dodge 2d, Melee 2d

Strength 5d, Grapple 1d

Persona 3d

Intellect 2d

Aptitude 2d

The Guard, Private SecurityEdit

Description: Unwaveringly loyal, a Private Security Guard provides a first line of defense and communication for non-military organizations, often hired for patrolling shipping and residential areas.

Hit Points 36

Initiative 4d

Move 6

Cinema Points 1

Cinema Point Value 1

Dexterity 4d, Firearms 1d, Run 1d

Strength 3d

Persona 2d

Intellect 3d

Aptitude 3d


The Guard, Starship SecurityEdit

Description: Steadfast and elite, a Starship Security Guard works together to isolate and eliminate all threats to the safety of a ship and her crew.

Hit Points 24

Initiative 4d

Move 5

Cinema Points 1

Cinema Point Value 2

Dexterity 4d, Dodge 2d, Firearms 3d, Melee 1d

Strength 2d

Persona 2d

Intellect 3d

Aptitude 4d, Comms 1d, Security 1d

The HackerEdit

Description: An isolationist and introvert at heart, the Hacker is capable of doing great and terrible things with computers and electronic devices.

Hit Points 24

Initiative 2d

Move 5

Cinema Points 1

Cinema Point Value 2

Dexterity 2d

Strength 2d

Persona 2d

Intellect 4d, Academics 2d

Aptitude 5d, Comms 1d, Security 2d, Sensors 1d


The Constable or Police OfficerEdit

Description: In the position to enforce laws and enact certain levels of justice, the Constable or Police Officer lives by a higher set of standards.

Hit Points 36

Initiative 2d

Move 6

Cinema Points 1

Cinema Point Value 2

Dexterity 2d, Brawl 2d, Dodge 1d, Firearms 4d, Melee 2d

Strength 3d, Grapple 3d

Persona 3d

Intellect 4d, Tactics 3d

Aptitude 3d, Piloting 3d

The Starship CaptainEdit

Description: Expected to make decisions at the heart of the crew’s best interests, a Starship Captain holds a great deal of loyalty, responsibility, and trust.

Hit Points 24

Initiative 3d

Move 5

Cinema Points 3

Cinema Point Value 3

Dexterity 3d, Dodge 2d, Firearms 3d, Melee 1d

Strength 2d, Grapple 3d

Persona 4d, Command 4d, Languages 3d

Intellect 4d, Aliens 3d, Astrography 3d

Aptitude 2d, Piloting 5d


The Thief, Cat BurglarEdit

Description: An expert thief, the Cat Burglar is capable of amazing feats of theft.

Hit Points 24

Initiative 4d

Move 5

Cinema Points 2

Cinema Point Value 2

Dexterity 4d, Acrobat 3d, Dodge 3d, Brawl 1d, Pick Pocket 3d, Sneak 4d, Throw 2d

Strength 2d, Climb 5d, Jump 5d, Lift 5d, Push-Pull 4d

Persona 2d, Con 5d

Intellect 3d, Search 5d, Streetwise 2d

Aptitude 4d

The Thief, PettyEdit

Description: Held to lower standards and a user of brute force, a Petty Thief uses intimidation and strong arming to get what they want.

Hit Points 36

Initiative 4d

Move 6

Cinema Points 1

Cinema Point Value 1

Dexterity 4d, Brawl 1d, Firearms 1d, Melee 1d

Strength 3d, Grapple 1d

Persona 3d, Intimidation 5d

Intellect 2d, Streetwise 4d

Aptitude 3d


The Villain, Evil GeniusEdit

Description: A master of orchestrating evil plots and criminal organizations, the Evil Genius Villain uses people like marionettes and plots world domination with each breath.

Hit Points 24

Initiative 2d

Move 5

Cinema Points 5

Cinema Point Value 3

Dexterity 2d

Strength 2d

Persona 2d, Command 4d, Con 3d, Persuasion 3d

Intellect 6d, All Intellect Skills 4d

Aptitude 3d

The Villain, MinionEdit

Description: A capable and idiotically loyal servant, the Minion Villain typically serves a greater master, often Crime lord or Evil Genius.

Hit Points 60

Initiative 4d

Move 8

Cinema Points 1

Cinema Point Value 2

Dexterity 4d, Brawl 2d, Dodge 2d, Firearms 2d, Melee 2d

Strength 5d, Grapple 1d

Persona 1d

Intellect 2d

Aptitude 3d



MercenaryEdit

The Mercenary lives a rough life, but one that is filled with thrill, adventure, and danger. It is a dangerous career path to pursue, but it can be lucrative. In space, criminals avoid bounty hunters, for they are unlike government law enforcement in that they often bend the law to make an arrest, capture, or kill. Most Bounty Hunters rely on quick reflexes and cunning to track down and capture a target. On occasion, they hire others to help them, sometimes war veterans, sometimes, other Mercenaries.

Attributes & Abilities:

Dexterity 4d

Brawl, Dodge, Firearms, Melee, Riding, Acrobat

Strength 3d

Grapple, Swim

Intellect 3d

Business, Law, Search, Streetwise

Persona 2d

Con, Intimidation, Languages

Aptitude 3d

Comms, First Aid, Sensors, Piloting

Standard starting money: 1,000


AmbassadorEdit

The Ambassador can be anything from a planetary representative, to a regional Senator. The government depends on Ambassadors to reinforce policy, maintain regulations, and ensure fair treatment within each jurisdiction. An Ambassador’s political sway can be small or great, but they will always be working for the citizens of the government, and there is honor behind it.

Attributes & Abilities:

Dexterity 2d

Brawl, Firearms, Melee, Riding

Strength 2d

Swim

Intellect 4d

Aliens, Business, Culture, Law, Politics, Search, Streetwise

Persona 4d

Bargain, Command, Gambling, Languages, Persuasion

Aptitude 3d

Comms, First Aid, Security, Sensors

Standard starting money: 1,200


TraderEdit

Traders make the system truly work the way it does. They move money from place to place, and better yet, they move raw materials, equipment, and parts. Traders provide everything needed to make citizens capable of living in places that would otherwise be devoid of life.

Attributes & Abilities:

Dexterity 2d

Dodge, Hide, Pick Pocket

Strength 3d

Lift, Pull-Push

Intellect 3d

Business, Culture, Law, Search, Streetwise

Persona 5d

Artisan, Bargain, Con, Gambling, Languages, Persuasion

Aptitude 2d

Security, Navigation, Piloting

Standard starting money: 2,500


NobleEdit

The Noble is similar to an Ambassador in many respects, but the Noble represents a certain faction or bloodline of a species that is a regal or ruling heritage. Rarely do Nobles go without bodyguards, so they rarely carry weapons. Nobles are unique in that they are respected simply for their ancestry, and in some cases it is deserved and some, it is not. Either way, Nobles do hold a great deal of political power in the sway of the government.

Attributes & Abilities:

Dexterity 2d

Acrobat, Brawl, Dodge, Firearms, Melee, Riding

Strength 2d

Grapple, Swim

Intellect 5d

Aliens, Business, Culture, Politics

Personality 4d

Academics, Astrography, Command, Gambling, Intimidation, Languages, Persuasion

Aptitude 2d

Comms, First Aid, Security

Standard starting money: 2,000


PilotEdit

Living constantly at the end of one’s life, a Pilot is always going to be under threat of death. Pilots live in the moment, going places and doing things that others only dare to dream. Pilots represent the irrational few willing to put their skills to the test to keep others alive, all in the care of their hands, experience, and aptitude.

Attributes & Abilities:

Dexterity 3d

Acrobat, Brawl, Dodge, Firearms, Hide, Sneak, Running

Strength 2d

Climb, Lift, Grapple

Intellect 2d

Astrography, Search, Tactics

Persona 3d

Command, Gambling, Languages, Willpower

Aptitude 5d

Comms, Demolitions, First Aid, Navigation, Piloting, Security, Sensors, Shields, Ship Gunnery, Vehicle Ops

Standard starting money: Vehicle indebtedness: 25,000, 250


ProspectorEdit

Constantly dreaming for a better tomorrow, the Prospector is in search of a Utopia. Never satisfied with the political infrastructure of the government, a Prospector seeks refuge in distant solar systems where the interplanetary government has little or no influence. Prospectors live life on the fringe of things, seeking to be the first to get there; wherever there might be.



Attributes & Abilities:

Dexterity 3d

Hide

Strength 2d

Climb, Jump, Lift, Pull-Push, Run, Swim

Intellect 4d

Academics, Astrography, Culture, Medicine, Search, Security, Species, Streetwise

Persona 3d

Languages, Willpower

Aptitude 3d

Comms, Piloting, Sensors, Vehicle Ops

Standard starting money: 400


PeacekeeperEdit

Peacekeepers are the heart and backbone of peace and the general good. Peacekeepers are voluntary soldiers that roam the known universe ensuring the safety and peace of all civilians. Peacekeepers are often ex-military types or former government agents, seeking to redeem past wrongs, or to do something more fulfilling with their lives. Peacekeeper s are highly skilled and represent an elite few that know what it takes to survive and live in the darkness of space and on dangerous worlds.

Attributes & Abilities:

Dexterity 4d

Acrobat, Brawl, Dodge, Firearms, Hide, Melee, Riding, Running, Sneak

Strength 4d

Climb, Grapple, Jump, Lift, Pull-Push, Stamina, Swim

Intellect 3d

Aliens, Culture, Search, Survival

Persona 2d

Languages

Aptitude 2d

Armor Repair, First Aid, Weapon Repair

Standard starting money: 500


ScientistEdit

Scientists are the educators, researchers, and adventurers that seek to expand the knowledge of Humanity and all member species. Scientists provide insight into the unknown, specifically creating technologies and solutions that may someday breach the divide, and change the fabric of the known universe forever.

Attributes & Abilities:

Dexterity 3d

Strength 2d

Lift, Pull-Push

Intellect 5d

Academics, Aliens, Astrography, Law, Medicine, Streetwise

Persona 2d

Artisan, Languages

Aptitude 3d

Cybernetics, Demolitions, Drive Repair, Engineering, First Aid, Sensors, Tech Repair

Standard starting money: 300


SmugglerEdit

Smugglers are unlike other criminals in that their goal is not malicious at its core. Smugglers move things like Traders, however what they move is contraband, and they specialize at getting around trade embargos and oppressive resource lockdowns. Smugglers can get food and basic supplies to worlds that others cannot. Smugglers are often good pilots, and can repair their own systems.

Attributes & Abilities:

Dexterity 3d

Bawl, Dodge, Firearms, Melee

Strength 3d

Climb, Grapple, Jump, Lift, Pull-Push

Intellect 2d

Business, Law, Search

Persona 3d

Bargain, Con, Intimidation, Languages, Persuasion

Aptitude 4d

Comms, Drive Repair, Engineering, First Aid, Piloting, Security, Shields, Sensors, Tech Repair

Standard starting money: 15,000 Vehicle indebtedness, 1,000


VeteranEdit

Veterans are hired professional fighters, seeking battle. At the heart of a Veteran is a mercenary who fights for money. The difference between each Veteran is what reasons are behind the fight, and whether or not one will take one job and not the next. Some soldiers employ into the interplanetary government, but many do not.

Attributes & Abilities:

Dexterity 4d

Acrobat, Brawl, Dodge, Firearms, Hide, Melee, Missile Weapons, Running, Sneak, Throw

Strength 3d

Climb, Grapple, Jump, Lift, Pull-Push, Stamina, Swim

Intellect 2d

Search, Streetwise, Survival, Tactics

Persona 2d

Command

Aptitude 3d

Comms, Demolitions, First Aid, Security

Standard starting money: 500


NomadEdit

Nomads are the few that have developed the skills to survive just about anywhere at any time. They are unlike the Peacekeepers in that they simply are in it to survive. Nomads develop skills to keep in check with society, world survival, and space faring survival. It is uncommon to find Nomads in cities, as there is much less money in it. Most Nomads make a living by acting as guides through harsh territories.

Attributes & Abilities:

Dexterity 3d

Acrobat, Dodge, Melee

Strength 2d

Climb, Jump, Lift, Pull-Push, Swim

Intellect 5d

Aliens, Astrography, Culture, Search, Survival, Streetwise

Persona 2d

Bargain, Gambling, Languages, Persuasion

Aptitude 3d

Comms, First Aid, Sensors

Standard starting money: 800


Table 1 - Difficulty Ratings

DR

Aggregate Range

Effortless

1-5

Easy

6-12

Moderate

13-20

Hard

21-30

Complex

31-45

Epic

46+

Table 2 - Character Improvement

Stat

Cinema Point Cost to Improve

Attributes (Dexterity, Strength, Intellect, Persona, & Aptitude)

Current Dice x 10 (i.e.: 3d x 10 = 30 Cinema Points cost to improve to 4d)

Skills, Initiative

Current Dice x 3 (i.e.: 3d x 3 = 9 Cinema Points cost to improve to 4d)

Hit Points

2 Cinema Points for +1 Maximum Hit Points

Move

5 Cinema Points for +1 Maximum Move

Table 3 - Skills & Genres

Dexterity Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Acrobat

X

X

X

Archery

X

Brawl

X

X

X

Dodge

X

X

X

Firearms

X

X

Hide

X

X

X

Melee

X

X

X

Missile Weapons

Siege Weapons

X

X

Riding

X

X

X

Running

X

X

X

Sneak

X

X

X

Pickpocket

X

X

X

Throw

X

X

X

Strength Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Climb

X

X

X

Grapple

X

X

X

Jump

X

X

X

Lift

X

X

X

Push-Pull

X

X

X

Stamina

X

X

X

Swim

X

X

X

Persona Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Artisan

X

X

X

Bargain

X

X

X

Command

X

X

X

Con

X

X

X

Disguise

X

X

X

Gambling

X

X

X

Intimidation

X

X

X

Languages

X

X

X

Persuasion

X

X

X

Willpower

X

X

X

Intellect Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Academics

X

X

X

Aliens

Creatures

X

X

Astrography

X

X

Business

X

X

X

Culture

X

X

X

Law

X

X

X

Medicine

Healing

X

X

Politics

X

X

X

Search

X

X

X

Streetwise

X

X

X

Survival

X

X

X

Tactics

X

X

X

Aptitude Skills

Fantasy & Medieval Genre

Modern & Historical Genre

Science Fiction

Armor Repair

Armor Smithing

X

X

Comms

Argot

X

X

Cybernetics

X

Drive Repair

X

Engineering

X

X

X

First Aid

X

X

X

Navigation

X

X

X

Piloting

X

X

X

Power Armor Ops

X

X

Security

Sentry Evasion

X

X

Sensors

X

X

Shields

X

Ship Gunnery

Nautical Gunnery

Vehicle Gunnery

X

Weapon Repair

Weapon Smithing

X

X

Table 4 - Special Abilities

General

Genres

Prerequisites

Cost

Effects

Abnormal Size

All

Can take this Special Ability only on Character Creation

5

+2d to Dexterity or Strength, 2d Max Attribute on Opposite Attribute: Dexterity or Strength

Adrenaline Junkie

All

Can take this Special Ability only on Character Creation

5

See Description

Ambidextrous

All

Can take this Special Ability only on Character Creation

5

No DR change for offhand, without the DR level increases by one level

Capital

All

5

See Description

Card Shark

All

5

+4d Gambling

Concentration

All

Can take this Special Ability only on Character Creation

5

See Description

Crack Pilot

All

Can take this Special Ability only on Character Creation

5

Permanent, The DR for using your Character’s Piloting Skill is always one level less than dictated by the GM

Criminal Contacts

All

5

+3d Streetwise to contact Criminal Underworld

Empath

All

10

+2d Persuasion, Search

Ersatz

All

5

+4d Con

Fame

All

Cannot take the Special Ability Forgettable

5

+4d Persuasion when the Character is recognized

Favor

All

5

See Description

Fellowship Member

All

5

See Description

Forgettable

All

Can take this Special Ability only on Character Creation, Cannot take the Special Ability Fame

5

+4d Disguise

Information Store

Modern & Science Fiction

5

+4d Academics

Martyr

Modern & Science Fiction

Can take this Special Ability only on Character Creation, Cannot take the Special Ability Prenatal Nanotech Surgery

5

Permanent, The Player may at will take Damage and surrender one (1) Hit Point and in return get one (1) Character Point

Meditation

All

5

+4d Stamina

Natural

All

Available only once, only affects a one Skill

10

Permanent, Half the Character Point cost to raise this Skill

Nimble

All

Can take this Special Ability only on Character Creation

5

+2d Acrobat, Sneak, and Persuasion

Observant

All

Can take this Special Ability only on Character Creation

4

+4d Search

Organization Leader

All

Fellowship Member

20

See Description

Photographic Memory

All

Can take this Special Ability only on Character Creation

5

+2d to Intellect to recall anything; previously viewed places, objects, etc. even details not previously noticed

Pluck and Tuck

All

5

+3d Pick Pocket, Hide

Prenatal Nanotech Surgery

Modern & Science Fiction

Can take this Special Ability only on Character Creation, Cannot take the Special Ability Martyr

5

+2d Hit Points to Heal wounds with each Character Point spent

Refined

All

15

+2d Dexterity

Religious Zeal

All

20

+2d to any roll, May be combined with any bonus

Reputation

All

10

+2d Persuasion with allies

Secret Base

All

5

See Description

Serpent Tongue

All

Can take this Special Ability only on Character Creation

5

+4d Persuasion

Space Borne

Science Fiction

Can take this Special Ability only on Character Creation

5

+4d Astrography

Steamworks

All

10

+4d Engineering

Steel Will

All

Can take this Special Ability only on Character Creation

5

Permanent, No roll required, Immune to Mental Attacks

Time Sense

All

Can take this Special Ability only on Character Creation

5

Permanent, No roll required

Combat

Genres

Prerequisites

Cost

Effects

Danger Sense

All

50

Permanent, the Character never suffers Sneak damage, and always rolls Initiative even when ambushed

Expose Fault

All

5

With a successful Tactics roll, DR Moderate and immediately following up with a successful attack, the Character deals +3d extra damage

Missile Catch

All

Weapon Catch

10

Throw is used as an alternative to Dodge for missile weapons

Quickdraw

All

May be taken twice; once for Firearms, once for Melee

5

+2d Select Melee or Firearms

Tempo Fighting

All

20

+2d to any successive Attack roll following a successful attack

Weapon Affinity

All

5

+2d to Attack roll with any weapon of the specific type

Weapon Catch

All

5

Permanent, Throw is used as an alternative to Dodge for thrown weapons.

Weapon Mastery

All

Quickdraw, Weapon Affinity

15

+2d to Attack roll with any weapon of the specific type, stacks with Weapon Affinity and Quick Draw

Weapon Redirect

All

Weapon Catch

10

Throw is used to catch then redirect and throw a weapon, no secondary roll is required

Magic

Genres

Prerequisites

Cost

Willpower DR & Effects

Arrow

Fantasy

5

To Hit: Willpower +1d, Range: 10/20/30, Damage: Willpower +2d/+1d/0

Blast

Fantasy

Arrow

10

To Hit: Willpower +2d, Range: 5/10/15, Damage: Willpower +4d/+ 3d/+2d

Shield

Fantasy

5

Willpower DR Easy, Armor +3d vs. Missile Weapons, Duration: 1d6 rounds

Barrier

Fantasy

Shield

10

Willpower DR Moderate, Armor +5d vs. All Damage, Duration: 1d6 rounds

Heal

Fantasy

5

Willpower DR: Effortless: +1 Hit Point, Easy: +3 Hit Points, Moderate: +1d6 Hit Points or Cures a Disease, Hard: +2d6 Hit Points or Removes a Poison or Plague, Complex: +3d6 Hit Points or Cures an Incurable or Magical Illness, Epic: +4d6 Hit Points or Grow Back Severed, Duration: Immediate

Stricken

Fantasy

Heal

10

Willpower DR after touch, bypasses non-magical Armor (Brawl or Grapple): Effortless: +1 Damage, Easy: +3 Damage, Moderate: +1d6 Damage or Inflict a Disease, Hard: +2d6 Damage or Inflict a Poison or Plague, Complex: +3d6 Damage or Inflict an Incurable or Magical Illness, Epic: +4d6 Damage, Duration: Immediate

Levitate

Fantasy

5

Willpower DR Easy, Levitate: Move Self or Target Up (up to 100kg) +15, Duration: 1 round

Fly

Fantasy

Levitate

10

Willpower DR Moderate, Fly: Move Self or Target (up to 100kg) +50, Duration: 1d6 rounds

Traverse

Fantasy

Fly

15

Willpower DR Hard, Teleport: Limited to line of sight of extremely familiar locations, Move Self or Target (up to 100kg) +500,000, Duration: Immediate

Conjure Element

Fantasy

5

Willpower DR Easy, Creates 1 gallon of distilled water, a small flame, a bucket of dirt, a spark of lightning, or a small bubble of air, Duration: 1d6 rounds, except water which is Permanent

Summon

Fantasy

Conjure Element

10

Willpower DR Moderate, Summons an Elemental being, Duration: 3d6 rounds

Alchemical Conjuration

Fantasy

Summon

15

Willpower DR Hard, Conjure a potion magically with imbued effects, Duration: Permanent until consumed

Illuminate

Fantasy

5

Willpower DR Easy, Causes light, 50m radius, Duration: 3d6 rounds

Darken

Fantasy

Illuminate

10

Willpower DR Moderate, Causes darkness, 50m radius, Duration: 3d6 rounds

Purify

Fantasy

5

Willpower DR Easy, Removes all Spellbinding, Purifies Food and Water, Duration: Immediate

Spellbind

Fantasy

Purify

10

Willpower DR Target’s Resist, Inflicts a Spellbinding on a target, Target’s Willpower to resist, Duration: Permanent until Purified

Repel

Fantasy

Spellbind

15

Willpower DR Moderate, Repels most creatures and undead, 500m radius, Duration: 1d6 days

Inspire

Fantasy

Spellbind

15

Willpower DR Hard, +2d to all Allies rolls, 500m radius, Duration: 1d6 rounds

Revulsion

Fantasy

Inspire

20

Willpower DR Hard, +4d to all Allies Intimidation Skill, 500m radius, Duration: 1d6 rounds

Speed

Fantasy

5

Willpower DR Easy, Doubles Number of Actions, Duration: 1 round

Slow

Fantasy

Speed

10

Willpower DR Easy, Halves Number of Actions, Duration: 1 round

Breach

Fantasy

5

Willpower DR Moderate, Summons a random creature, Duration: Permanent

Detain

Fantasy

Breach, Spellbind

25

Willpower DR Hard, Summons and Spellbinds a random creature, Willpower DR Hard to resist, , Duration: Summoning Permanent, Spellbinding Permanent until Purified

Rupture

Fantasy

Breach

10

Willpower DR Epic, Rips open a gate to another realm, Duration: Permanent

Spell Storm

Fantasy

Blast, Summon

35

Willpower DR Moderate, Hits all enemies in Range: 10/15/25, Damage: Willpower +3d/+2d/+1d, Duration: 1 round

Side Step

Fantasy

10

Willpower DR Easy, Instantly step into the Slip Realm for 2d6 rounds, x2 Move while in Slip Realm, returning to Reality forces a Search roll, DR Moderate to reorient or be stunned for a round

Reality Peak

Fantasy

Side Step

15

Permanent, With a successful Search roll, DR Hard, the Character may effectively peak into Reality before re-entry to avoid surprises

Dust Lord

Fantasy

Reality Peak

20

Willpower DR Moderate, While in the Slip Realm: x10 Move, x5 Move for Climbing, Jumping, and Swimming

Spell Triggering

Fantasy

5

Creates a spell trigger for a single magical effect, Duration: Trigger lasts 1d6 days

Spell Expansion

Fantasy

5

Expands a single magical effect from one person up to 6 people, Duration: Immediate

Spell Extension

Fantasy

5

Doubles a single time period or duration of a magical effect, Duration: Doubled

Elemental Union

Fantasy

5

Weave an elemental effect into a magical effect, Duration: Immediate

Spell Bleed

Fantasy

5

Spells cause a blatant aftereffect both drawing attention to and rejuvenating the caster, Duration: Permanent

Transgenics

Genres

Prerequisites

Cost

Effects

Seduction Genome Therapy

Science Fiction

Money 15,000

35

+4d Persona

Transgenic Polymorphism

Science Fiction

Varies

See Description

Cybernetics

Genres

Prerequisites

Cost

Effects

Biosynth

Science Fiction

10

Permanent, +1d Armor

Exoskin

Science Fiction

10

Permanent, +1d Armor

Gleam

Science Fiction

5

+4d Search

Light Diffraction Array

Science Fiction

30

+4d Sneak, Hide

Mass Assault Rifle Mechanism

Science Fiction

25

Mass ARM, Missile Wpn, Damage: 6d/5d/4d, Range: 2/5/9, Ammo: 1, Takes 1 Round to charge

Supernatural

Genres

Prerequisites

Cost

Effects

Ardent Lycanthropy

Any

5

Permanent, Regeneration +1d6 Hit Point per Round except Damage dealt by Silver

Lichdom

Any

5

Permanent, +8d Willpower when using any Magic

Vampirism

Any

5

Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Sunlight. A Stake through the heart of beheading kills instantly

Wild Lycanthropy

Any

N/A

Permanent, Regeneration +1d6 Hit Points per Round except Damage dealt by Silver, Shapeshifting not controlled and occurs at random

Zombie Infected

Any

N/A

Undead, Character no longer in control once the Infection completes, No known cure (Magic may cure on Healing DR Epic, GM’s Discretion), Zombies only die by destroying their brain

Table 5 - Props

Props

Weight

Conceal Rating

Cost

Authorization Coding

Adventuring Kit

24kg

Complex

1,000

I

Altimeter Watch

.3kg

Effortless

200

C

Backpack, Leather

4kg

Hard

50

C

Backpack, Nylon

4kg

Hard

50

C

Backpack, Synthetic Spider Silk

1kg

Effortless

1,000

C

Bucket Plastic

1.1kg

Moderate

20

C

Bucket, Wooden

3.3kg

Hard

25

C

Construction and Repair Tools

12kg

Hard

500

I

Crampons

3.1kg

Easy

50

C

Crash Kit

5kg

Hard

750

M

Datapad

1.5kg

Easy

3,000

C

Digital Camera

.8kg

Easy

300

C

EM Detector

2.5kg

Easy

350

I

Emergency Survival Kit

10kg

Hard

150

C

First Aid Kit

2kg

Moderate

35

C

Fission Pack

2.7kg

Moderate

100

I

Flashlight, Cranked

1.3kg

Easy

20

C

Flint and Steel

.5kg

Effortless

5

C

Folding Saw

1.6kg

Effortless

15

C

Gasoline Container, 5 gal.

5kg

Hard

40

C

Glow Rod

2.3kg

Moderate

150

C

Grappling Hook

3.2kg

Moderate

25

C

Hand Radio, Wideband

3kg

Easy

75

C

Inductor

.2kg

Effortless

25

C

Lantern

5.4kg

Moderate

50

C

Laptop

8kg

Hard

1,500

C

Lighter

.6kg

Effortless

20

C

Long Range Tracking Device

2kg

Effortless

450

I

Magic Amulet

1kg

Effortless

1,000

X

Magic Ring

.3kg

Effortless

1,000

X

Medipak

1kg

Easy

25

C

Metal Mirror

.2kg

Effortless

5

C

Personal Comm

1.1kg

Effortless

100

C

Plasma Torch

7.7kg

Hard

265

I

Portable Sensor

2kg

Moderate

250

C

Portable Trauma Pack

8kg

Hard

85

C

Rations, Dry

1kg

Effortless

5

C

Rations, MRE

2kg

Easy

25

C

Rations, Nutrient Stick

.3kg

Effortless

30

C

Repair Kit

15kg

Hard

110

C

Repelling Cord, 50m

20kg

Hard

200

C

Rope, 50m

25kg

Easy

10

C

Sack, Cloth

1kg

Effortless

10

C

Sack, Leather

3kg

Effortless

35

C

Silacord, 50m

10kg

Moderate

400

C

Smart Phone

.6kg

Effortless

135

C

Smithing Tools

8kg

Hard

50

I

Telescope

.4kg

Effortless

200

I

Torch

2kg

Moderate

10

C

Universal Solar Charger

.4kg

Effortless

50

C

Walking Stick

2.2kg

Moderate

50

C

Wand

1kg

Effortless

500

X

Water Flask, Leather

1.2kg

Effortless

25

C

Water Flask, Plastic

1kg

Easy

10

C

Water Flask, Silicon

.3kg

Easy

20

C

Table 6 - Melee Weapons

Melee Weapons

Type

Damage

Scale

Conceal Rating

Cost

Authorization Coding

Knife

Knife

Str+1d/x2

Character

Effortless

10

C

Dagger

Knife

Str+1d/x2

Character

Easy

25

C

Short Sword

Sword

Str+2d/x2

Character

Moderate

50

C

Long Sword

Sword

Str+3d/x2

Character

Moderate

100

C

Two Handed Sword

Sword

Str+5d/x2

Character

Hard

200

M

Scimitar

Sword

Str+4d/x2

Character

Moderate

250

M

Asian Sword

Sword

Str+3d/x2

Character

Moderate

400

M

Chainsaw Sword

Sword

Str+4x/x3

Character

Complex

1,000

M

Monomolecular Sword

Sword

Str+6d/x2

Character

Moderate

2,000

X

Laser Sword

Sword

Str+7d/x2

Character

Easy

4,000

M

Hatchet

Axe

Str+2d/x2

Character

Easy

30

C

Axe

Axe

Str+4d/x2

Character

Moderate

50

C

Broad Axe

Axe

Str+6d/x2

Character

Hard

100

M

Pole Axe

Axe

Str+7d/x2

Character

Complex

200

M

Power Axe

Axe

Str+8d/x2

Character

Complex

1,500

M

Whip

Lash

Str+1d/0

Character

Easy

35

C

Flail, Ball

Lash

Str+3d/x3

Character

Moderate

100

M

Flail, Spiked

Lash

Str+4d/x3

Character

Moderate

150

M

Laser Whip

Lash

Str+7d/x2

Character

Easy

1,000

X

Stun Baton

Club

Stun: Str+7d

Character

Easy

500

I

Baton

Club

Str+2d/x2

Character

Easy

100

C

Quarterstaff

Club

Str+3d/x2

Character

Complex

250

M

War Staff

Club

Str+5d/x2

Character

Complex

400

M

Power Staff

Club

Str+6d/x2

Character

Complex

1,000

M

Gravity Hammer

Club

Str+9d/x2

Character

Epic

5,000

X

Brass Knuckles

Brawler

Str+1d/0

Character

Effortless

20

X

Spiked Gloves

Brawler

Str+1d/x2

Character

Effortless

50

X

Fighting Gloves

Brawler

Str+2d/x2

Character

Effortless

70

X

Shock Gloves

Brawler

Stun: Str+5d

Character

Effortless

200

X

Table 7 - Ranged Weapons

Ranged Weapons

Type

Damage

Range

Ammo

Fire Control

Scale

Conceal Rating

Cost

Authorization Coding

Short Bow

Bow

8d/7d/6d

100/200/300

1

0

Character

Moderate

75

C

Long Bow

Bow

9d/8d/7d

200/300/500

1

0

Character

Hard

150

C

Cross Bow, Light

Bow

8d/7d/6d

80/160/270

1

0

Character

Effortless

200

C

Cross Bow, Heavy

Bow

9d/8d/7d

100/200/300

1

0

Character

Hard

500

M

Composite Bow

Bow

10d/9d/8d

300/500/800

1

0

Character

Complex

1,000

M

Auto Bow

Bow

7d/6d/5d

40/100/250

7

2d/1d/0

Character

Moderate

900

X

Flintlock Pistol

Pistol

7d/6d/5d

20/50/100

1

0

Character

Easy

200

C

Shock Pistol

Pistol

Stun: 10d

10/20/30

0

Character

Effortless

500

I

Revolver, Small Caliber

Pistol

6d/5d/4d

25/50/75

6

0

Character

Easy

700

C

Revolver, Large Caliber

Pistol

8d/7d/6d

20/40/60

5

0

Character

Moderate

900

C

Semi-Auto Pistol, Small Caliber

Pistol

6d/5d/4d

25/50/75

13

0

Character

Easy

800

C

Semi-Auto Pistol, Large Caliber

Pistol

8d/7d/6d

20/40/60

9

0

Character

Moderate

1,000

C

Machine Pistol

Pistol

7d/6d/5d

15/30/50

22

2d/1d/0

Character

Moderate

2,500

X

SMG

Pistol

8d/7d/6d

20/30/55

40

2d/2d/0

Character

Hard

3,500

M

Concussive Pistol

Pistol

9d/8d/7d

15/30/50

0

Character

Easy

5,000

M

Laser Pistol

Pistol

10d/9d/8d

25/50/80

0

Character

Easy

6,000

X

Carbine

Carbine

7d/6d/5d

40/80/120

15

0

Character

Moderate

300

C

Concussive Carbine

Carbine

10d/9d/8d

25/50/100

0

Character

Moderate

5,500

M

Laser Carbine

Carbine

11d/10d/9d

40/80/160

0

Character

Moderate

6,500

X

Musket

Rifle

9d/8d/7d

50/100/200

1

0

Character

Hard

500

C

Hunting Rifle, Small Caliber

Rifle

10d/9d/8d

100/200/400

5

1d/0/0

Character

Hard

700

C

Hunting Rifle, Large Caliber

Rifle

13d/12d/11d

200/400/800

5

1d/0/0

Character

Hard

900

C

Automatic Rifle, Small Caliber

Rifle

10d/9d/8d

100/200/400

20

1d/0/0

Character

Hard

800

C

Automatic Rifle, Large Caliber

Rifle

13d/12d/11d

200/400/800

20

1d/0/0

Character

Hard

1,000

C

Sniper Rifle, Scoped and Suppressed, Large Caliber

Rifle

14d/13d/12d

400/800/1.6km

3

3d/2d/1d

Character

Complex

2,500

M

Concussion Rifle

Rifle

14d/13d/12d

50/100/200

0

Character

Hard

6,000

M

Laser Rifle

Rifle

15d/14d/13d

160/320/640

0

Character

Hard

7,000

X

Shotgun, Shock

Shotgun

Stun: 12d

10/20/30

1d/0/0

Character

Hard

600

I

Shotgun, Double Barrel

Shotgun

Each Barrel: 10d/9d/8d

15/30/45

2

0/1d/1d

Character

Hard

700

C

Shotgun, Pump Action

Shotgun

12d/11d/10d

15/30/45

7

0/1d/1d

Character

Hard

800

C

Shotgun, Semi-Auto

Shotgun

12d/11d/10d

15/30/45

10

0/1d/1d

Character

Hard

1,000

C

Shotgun, Automatic

Shotgun

12d/11d/10d

20/40/60

30

0/1d/1d

Character

Hard

1,250

M

RPG Launcher

Missile

Grenade

200/300/400

1

0

Character

Complex

700

M

Rocket Launcher

Missile

Rocket

200/300/400

1

0

Character

Hard

900

M

Grenade Launcher, Attached

Missile

Grenade

150/300/600

1

0

Character

Hard

300

M

Grenade Launcher, Spooled

Missile

Grenade

150/300/600

12

0

Character

Complex

1,400

M

Sonic Gun

Pistol

14d/13d/12d

5/10/30

0

Character

Easy

8,500

X

Portable Rail Gun, Rifle

Rifle

16d/15d/14d

1.2km/2.4km/5km

1

2d/1d/0

Character

Epic

15,000

M

Lightning Gun

Rifle

13d/12d/11d

10/30/50

1d/0/0

Character

Moderate

8,500

X

Beam Weapon, Handheld

Pistol

15d/14d/13d

15/30/45

0

Character

Easy

9,000

M

Beam Weapon, Rifle

Rifle

17d/16d/15d

30/45/60

0

Character

Moderate

9,500

M

Crew Served (2 Person) Gun, Grenade

Missile

Grenade

1km/2km/3km

50

3d/2d/1d

Character

Epic

19,000

M

Crew Served (2 Person) Gun, Missile

Missile

Rocket

1km/2km/3km

50

3d/2d/1d

Character

Epic

20,000

M

Scorpio, Dart Thrower

Siege

12d/11d/10d

500/1km/2km

1

1d/0/0

Character

Epic

10,000

M

Ballistae

Siege

7d/6d/5d

500/1km/1.5km

1

0

Creature

Epic

15,000

M

Catapult

Siege

8d/7d/6d

500/1.2km/1.5km

1

0

Creature

Epic

25,000

M

Trebuchet

Siege

8d/7d/6d

300/800/1.3km

2

0

Creature

Epic

40,000

M

Polybolos

Siege

9d/8d/7d

500/900/1.4km

8

1d/0/0

Creature

Epic

100,000

M

Table 8 - Grenades

Grenades

Type

Damage

Blast Radius

Scale

Conceal Rating

Cost

Authorization Coding

Fragmentation

Grenade, Kinetic

11d/10d/9d

1/2/3

Character

Effortless

200

M

Concussion

Grenade, Kinetic

14d/13d/12d

1/2/3

Character

Effortless

300

M

QEaQHAG1

Grenade, Stun

N/A

3/4/5

Character

Effortless

350

C

EMP

Grenade, EMP

EMP: 13d/12d/11d

2/3/4

Vehicle

Effortless

500

X

Implosion

Grenade, Gravity

14d/13d/12d

4/5/6

Character

Effortless

1,000

X

Fusion

Grenade, Energy

20d/19d/18d

8/9/10

Character

Effortless

5,000

X

Fission

Grenade, Energy

10d/9d/8d

15/16/17

Vehicle

Effortless

8,500

X

Table 9 - Missiles

Missiles

Type

Damage

Blast Radius

Scale

Conceal Rating

Cost

Authorization Coding

Fragmentation

Missile, Kinetic

12d/11d/10d

1/2/3

Character

Effortless

350

M

Concussion

Missile , Kinetic

15d/14d/13d

1/2/3

Character

Effortless

400

M

QEaQHAG1

Missile , Stun

N/A

3/4/5

Character

Effortless

500

M

EMP

Missile , EMP

EMP: 14d/13d/12d

2/3/4

Vehicle

Effortless

1,500

X

Implosion

Missile , Gravity

15d/14d/13d

4/5/6

Character

Effortless

2,000

X

Fusion

Missile , Energy

22d/21d/20d

8/9/10

Character

Effortless

6,500

X

Fission

Missile, Energy

12d/11d/10d

18/17/16

Vehicle

Effortless

10,000

X

Table 10 - Armor

Armor

Protection

Cost

Authorization Coding

Banded Leather, Medieval

1d

200

C

Foot Soldier Armor, Medieval

2d

500

M

Plated Armor, Medieval

3d

1,000

M

Magic Robe, Medieval

1d

2,500

X

Magic Armor, Medieval

4d

5,000

X

Plated Vest, Kevlar

1d

250

I

Flak Jacket

2d

750

M

Riot Gear

3d

1,500

I

Ballistic Combat Gear

4d

4,000

M

Plated Vest, Synthetic Spider Silk

2d

1,000

C

Composite Polymer Armor

3d

2,500

I

Vacuum Suit

4d

8,500

M

Powered Armor

6d

13,500

M

Shields

Protection

Cost

Authorization Coding

Bracers, Leather

1d

25

C

Bracers, Steel

1d

100

I

Buckler

1d

200

C

Medium Shield, Wooden

1d

300

M

Large Shield, Wooden

2d

500

M

Tower Shield, Metal

3d

1,000

M

Riot Shield, Plastic

4d

2,500

M

Personal Shield, Energy

8d

10,000

X

Table 11 - Vehicle Movement Rates

Movement Rate

DR

Move Base

Effortless

Move x2

Easy

Move x3

Moderate

Move x4

Hard

Move x5

Complex

Move x6

Epic

Sharp turn

+1 DR

Immediate stop

+2 DR

Immediate reversal of direction

+3 DR

Table 21 - Base Character Scale to Hit or Defend

Character

Creature

+2d

Ground Vehicle

+3d

Star Fighter

+4d

Star Freighter

+5d

Star Cruiser

+6d

Planetary

+12d

Table 33 - Base Character Scale for Modifying Damage

Creature

Ground Vehicle

Star Fighter

Freighter

Cruiser

Planetary

Character

+2d

+3d

+4d

+5d

+6d

+12d


Table 44 - Character Movement

Movement Type

Movement Increase

Stamina DR

Walking

Move = Base

Effortless

Jog

Move x2

Moderate

Sprint

Move x3

Hard

Running under fire

Any Move

+1 DR

Running and firing

Any Move

+1 DR

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