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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