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Welcome to JAGS Revised Archetypes.

In early 2006, when we started looking at revising the JAGS core book, we knew that wed have to undertake a substantial project to bring all the various Archetype books up to date: they were put together from various eras in JAGSs history and simply didnt represent the unified vision we now had. What youve got here is the best shot at conveying that vision we could put together. It may not be perfect but what ever is? In this chapter we will cover: The basic types of JAGS Archetypes How Archetype abilities are defined and purchased The Heroic Tag which is a way of handling games where characters may use or face gear that is above their level of scale Revised and expanded rules for: Flight, Resisted Attacks, Ablative Damage Points, and using weapons and skills with super-strength (and other HTH combat enhancements) JAGS Foundation classes: some basic guidelines on making your own abilites or modifying existing ones

J AG S R e v i S e d A Rc h e t y p e S

What are JaGS archetypeS?

The term Archetype refers to a generally iconic stereotype of person or character and in JAGS. We use it to group special abilities for characters like wizards, mutants, aliens, cyborgs, and so on. Each chapter of the book will give you a list of abilities that are specific to the JAGS rendition of that particular character type (so the wizard chapter will have rules for building a wizard and a bunch of spells). When using the JaGS archetype book, you can make characters who are talking intelligent tigers, martial artists who can throw chi fireballs, wizards, action heroes, and so on. these are the general groups we present in the JaGS Revised archetype book.

typeS of archetype abilitieS


Archetype Standard Notes Standard Archetype abilities are things that pretty much anyone can have. They are probably legal across the highest number of games (the group should still rule, with the GM making the final call, on what specific abilities are right for the game). Also Mutant abilities. These rules are used to build aliens, fantasy races, mutants, and, to an extent super heroes. Mental abilities like Telekinesis, Telepathy, and ESP are covered by Psionics. A synthesis between man and machine, cyborgs are often near or far future PCs and often with a somewhat dark bent. Built in firearms, technological armored exoskeletons, and things like that are cybernetics. Spell-casters. These characters may be suitable for fantasy or exotic modern-day mysticism games. The characters are super-powered martial artists harnessing Chi energy to do amazing things.

Bio-Abilities Psionics Cybernetics

Magicians Chi Martial Arts

Archetypes Overview

playinG the archetype Game

Introduction

To play a game using these rules, this is what you do: 1. Determine what the world will be like: The participants should determine what kinds of special abilities are legitimate for the game (will there be mutants? Magicians? Etc.) 2. Determine the number of Character Points (CPs) and Archetype Points (APs) the characters will be built on (see the chart below for some further guidance). 3. Determine the Scale Number (if any) for the game. The Scale Number (explained below) is a way of making characters whose statistics (related to combat) are in the range for military games, superheroes, or other fairly extreme character types. We think most standard games will have a Scale Number of 1, allowing this step to be skipped.

4.
Designers Notes

Archetypes as Powerful Characters

In the JAGS game the way to make powerful characters is usually done through Archetype Points. In games where the characters are normal but highly skilled and highly able characters (a realistic Navy SEALS game, for example) there may be very few Archetype Points (AP) but lots of Character Points (CP)but for many games that are higher power-scale (a cinematic Navy Seals game) we will see characters with lots more Archetype Points. For games where everyone is some kind of mutant, cyborg, or super hero or whatever the APs will be responsible for most of the characters combat capability.

5.

Determine how carried weapons (and characters with higher Scale Numbers than the PCs) will be treated in the game. This uses the rules described under the Heroic Tag (where characters are protected from things like environmental damage and heavy weapons). Usually this is invoked for games with lighter tones where the characters are fairly free-wheeling action heroes. Build characters as a group, spending CPs using the JAGS Revised book and APs from the allowed sections here.

hoW many archetype pointS


AP Point Totals 4 8 pts

Weve done some refining of the point totals from our playtests. These are some numbers that work fairly well in our experience. Notes Very Low Level Fantasy games are usually in this category (sometimes up to 12-16 APs) For science fiction games with low-key alien races, this is also reasonable. If the characters are not expected to carry weapons then attack powers should be restricted. Low Level The characters will not exhibit the full suite of Archetype traits but can be quite competent Fantasy games where some of the more unusual races or science fiction games with higher powered aliens are likely at these totals. Level 1 (Fully realized) The 24pt level allows Level 1 Fast Company characters who are hyper-competent (in combat) and able to take on a few armed, lower-point adversaries. Most of the Archetypes are fully realized (if at a low-level) on 24pts. The characters will be cinematic in nature. Level 2 (Powerful) The 34pt level allows Level 2 Fast Company characters. Other Archetypes at 34pts will have a wide range of options and will have the more advanced abilities. Level 3 (Very Powerful) The 60pt level allows Level 3 Fast Company characters. Other Archetype classes will be nearing their listed limits. Level 4 (Maximal) The 80pt level allows Level 4 Fast Company characters. This is usually the highest number of APs youll see in a standard game. Using some of the special rules (Excessive Damage / Defense) full-scale superheroes can be created.

12 - 16

Designers Notes

24 28 APs

Why the focus on Fast Company?

The Fast Company rules were our first foray into extremely powerful JAGS characters that didnt rely on simply having huge numbers of points or huge scores for damage or defenses. Our analysis was that there was some good precedent for dividing up fictional heroes into 1-4 level categories and seeing if we could represent a version of them in the game. Since we felt it was successful (and fun) we used those levels as unofficial break-points for ability totals. We figured that if a Level 1 Fast Company character was fun to play you ought to be able to build a psionic or cyborg that played well at the same point totals right along side.

34 59 APs

60 80 APs 80 100 APs

Scale Number

This book is filled with lists of Archetype Traits broken up by sections (Bio-Powers, Cybernetics, Chi Martial Arts, Magical Abilities, and so on) to help organize them. When you are ready to start buying, heres how you do it. In the next section we will look at: Simple Abilities: buying an Archetype Trait with a simple listed cost Packaged Abilities: buying a group of Archetype Traits that are sold together in a package Buying Attack Powers: o A-Cost (Attack Cost): you only pay full price for your most powerful attack o Buying additive powers: a lot of things can add to damage thats done. How does that work? o Paying for PEN vs. IMP damage Buying traits more than once. There are some symbols that tell you how many times a single character may purchase a given trait.

B u y i n G A Rc h e t y p e t R A i t S

Scalar Attributes 

the SimpleSt example: individual abilitieS With liSted coSt

The simplest way to buy an Archetype ability is to pick an ability with a listed cost and pay the specified number of AP costs. Usually this applies to abilities like movement forms, information gathering abilities, and some defensive powers. When buying combat abilities (specifically attacks) it can get more complex.

E xtrEmE A tmosphErE s urvivAl [ 1 Ap ]

Bio: Extreme

Description: The character can survive in space, deep underwater, etc. Usually there is some limit, such as CON hoursbut if the rules allow for super powers, the character may be selfsustaining.
DP +1

Name: extreme atmosphere survival [ ap Cost ] This should be pretty straight forward. What is the ability, what does it cost. type: extreme In this case we are in the Bio-Powers chapter so we know its one of those and it has some various sub-types (which are explained there). In this case, Extreme means that it is not a supernatural ability but is generally not (or very rarely) found in nature. DesCriptioN: text This is a description of what the ability does. stats: Dp +1 If the ability has specific statistics (such as range and rate-of-fire for an attack) they will be summarized here. In this case, DP stands for Damage Points: in addition to the ability to breathe in space, for 1 AP the character gets an extra Damage Point added to their total.

next moSt complex: packaGed abilitieS

Scale Number

If you go to the Psionics section, for example, you will find that an individual ability like Telepathy (mind-to-mind contact) actually has a lot of separate powers bundled in to it (things like blasting another mind, contacting a mind, detecting and scanning other minds, and so on). In the description section, we break each individual piece out, with its own costbut usually, when you are buying an ability that is packaged you pay the cost for the package and get all the listed abilities at the listed level. Thats not so difficult, of course, but there are a few things to be aware of. Can you Buy individual pieces separately? The answer is thats usually up to the GM and the rest of the group. By default we generally expect characters to buy packaged abilities in the listed packagestheyre supposed to be balanced at that level (both against other people with that package and other packages of similar cost). If you go outside of a package, say, buying much more powerful attacks than the rest of the level specifies the GM should carefully review your character to make sure theyre not unbalanced. What does a-Cost mean? Were going to go into this in more detail later but in the example you will see the term A-Cost for just about every package in the game. ACost is the Attack Cost for the package. If a package has four abilities, one defense, two sensory, and one attack, the A-Cost is the points paid just for the Attack. The reason for this is that having multiple attacks actually gets you a substantial cost discount on the less powerful onesso if your package contains an attack and you have another attack from somewhere else that is more powerful, you pay less for the package than the listed cost. Our example will show you how that works and well give you the full rules below.

Choosing A Scale Number

Magnetic Block [ Varies ]

Psionic: Mind Over Matter

Description: The character can block attacks that are either electrical in nature or contain metal (including, yes, bullets). This functions against both HTH and Ranged attacks equally. The Level determines the number of blocks the character may make each Round for 1 REA. All blocks after those cheap ones cost 3 REA. If blocks are not used, they CANNOT be held over for the next Round.
level level 1 level 2 level 3 Cost 2 AP 3 AP 4 AP 1 rea Blocks +1 Block for 1 rea +2 Blocks for 1 rea +3 Blocks for 1 rea

In this case we have chosen Magnetic Block from the Magnetic Control abilities in the Psionics section for Mind Over Matter. Name: magNetiC BloCk [varies] Here we can see that instead of having an AP cost, it simply says VARIES. This means that how much the character pays for it depends on what Level it is purchased at. As you can see in the write-up, the ability has four levels that cost the listed number of APs each and give the character extra blocks against things that Magnetic Block can affect. Some characters might buy this at Level 1 others might buy it up to Level 3. Before we wrap up this part of the buying discussion, however, lets make sure we look at one more thing: Packages.

ability GroupinGS: packaGeS


ability: telepathy
Level Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Lvl 9 Cost 10 AP 16 AP 24 AP 28 AP 34 AP 46 AP 50 AP 55 AP 64 AP A-Cost 0 AP 2 AP 4 AP 6 AP 8 AP 12 AP 16 AP 18 AP 24 AP Power +0 +0 +0 +0 +1 +1 +2 +2 +3 Mind Strike None +1 +3 +5 +7 +9 +11 +13 +15 DP +2 +3 +8 +10 +18 +20 +31 +35 +40 Mental Initiative +0 +1 +3 +4 +6 +8 +9 +12 +12

Many abilities in JAGS Revised Archetypes come in the form of Packages. Here is an example:
Mind Shield 3pt 4pt 6pt 9pt 12pt 20pt 30pt 45pt 60pt Telepathic Block None Basic Basic Advanced Advanced Advanced Advanced Advanced Advanced Resisted Attacks None None 4 AP 6 AP 8 AP 12 AP 16 AP 18 AP 24 AP Contact Mind Basic Basic Advanced Advanced Advanced Advanced Advanced Advanced Advanced Sense Mind Basic Basic Advanced Advanced Advanced Advanced Advanced Advanced Advanced

Scale Guides

Okay, whats going on here is that the ability to read (and attack) mindsTelepathyhas nine different levels costing between 10 and 64 Archetype Points. Each level gives the character specific special abilities such as Mind Strike, additional DP, a Telepathic Block (where the character can use their ability to actually mess up an opponents aim), the ability to contact and sense minds, and some other things, which we will get into later. In this case, you pay the listed Cost and you get all the abilities in the row at their listed levels. If you go and look in the Mind Over Matter section, you will see that Magnetic Block (the previous example) is part of a Package called Magnetic Control. Furthermore, if you read the section, you will see that each ability has its own individual cost and levels (like Magnetic Block did). Scale Number So this raises one question we want to tackle right away: Do you have to buy abilities that come in packages in those packagesor can you buy them piecemeal as you want them? The answer is: it depends on the level of complexity the group wants. We recommend you stick to the packages, but if you want to mix and match (say, drop Sense Mind from the Telepathy package to have a telepath who is telepathically blind) you can do that. 

There are a few other questions: what is A-Cost? What are Resisted Attacks? Well explain those in the next section: Buying Attacks.

buyinG attack poWerS

So were ready to talk about buying attack powers. Attack powers are any ability that does damage or otherwise degrades an opponent in a fight. You can tell a power is an attack power (in case its somehow not obvious) by the A-Cost listing in its description. Thats the number of APs of that power that are dedicated to offensive combat. When buying these, there are a couple more rules to be aware of. Lets take a look at them:

YOU ONLY (GENERALLY) PAY FULL PRICE FOR YOUR MOST POWERFUL ATTACK

The first rule to be aware of is that you only pay full price for your most powerful (most expensive) attack. For every other attack that is of equal or less power than your most pricey attack and does not augment it (and well talk about what that means) you pay only 1 AP. So lets see an example. A character has two cybernetic attacks: VLT Anti-Armor Shells [12 AP cost] and an Cyber .3006 Cyber Lt. Machine gun which costs 35 AP. The character only pays full price for the most expensive (the Cyber Machine gun) and pays 1 AP for the VLT shells.

vlt A nti -A rmor s hElls [ 12 Ap]

Cybernetics: Weapon

Description: The rockets are shaped-charged explosives designed to penetrate light armor (the type found on cyborgs or technicalsgarage-armored vehicles). It is not a serious military-grade weapon but is quite deadly on the street.
size 40mm Damage 30 PEN type PEN roF 1 rCl -0 range -1/25y Ammo 12 size Class 4

Weapon a-Cost Dmg roF rCl range Mag sC 31 peN .30-.06 Cyber 35 3x -1 -1/200 800 4 lt.mg [8/s] [8s] AP a military grade light machine gun, the ots-30 gives the cyborg a distinctive profile. one of the lungs is modified to hold 800 rounds of ammo. When not in use, the gun folds down the back, sticking up a little like an old-fashioned sword.

Total cost: 36 AP.

WHEN YOU DO PAY FULL COST FOR OTHER ATTACKS

There are a few cases where you do pay full cost for multiple attack powers. Here are cases when you must: Two or more abilities can only be fired once per Round but you have two of them to increase your Rate Of Fire. The abilities stack with each other so that when you use one the others get to add in. An example of this thats easy to understand (well discuss this in more detail in a second) is if you have two powers that give you Strength. Your punch benefits from both of them and they add togetherso you have to pay full price for each. Usually this means the cost of the ability is marked with the + sign or the sign or both. The abilities dont stack but are used together anyway. If, for example, the above cyborg had purchased two types of rockets which could each only be fired one time per round then each would cost full price. If the cyborg had purchased some kind of rocket booster that would increase the damage of their attack then that cost would be added to the cost of the shell to determine the full cost of the attack. If the cyborg had a lightening gun that fired a bolt along with one of the attacks, even if they hit armor separately (i.e. armor was applied against each) the attacks would still be full cost. 

Purchasing Abilities

Basic Abilities

BUYING ADDITIVE ATTACKS

Some powers work together to make a characters attacks do more damage or be more effective in other ways. The clearest example would be a power that makes a character extra-strong: strength adds to base damage, which makes all of the characters hand-to-hand (sword blows, karate kicks, claws, etc.) attacks more effective. Compare that to a power like the ability to shoot laser beams from your eyes: having laser eyes, while cool, doesnt make your karate blows more devastating.

the + SiGn

The + sign when applied to AP costs means that the ability adds to additional damage. An example is a sword which addes its damage to your STR damage. Most of the abilties with the + designator add to hand to hand damage but a few can add to weapons damage. Note that this is not redundant to the symbol as while they both add to damage, the symbol doesnt add to anything else with the symbol and multiple + traits do. Attributes with the + sign are never reduced by A-Cost because the add to it. The A-Cost of a given attack is the highest sum total of all the + traits that apply to that attack.

Example example: sword saint A character has a trait that makes them super strong for an A-Cost of 8 AP and gets a sword for +2 AP. The A-Cost for the sword attack is 10 AP. If the character then buys a gun (which does not benefit from the characters super strength or the sword) for 9 AP, its cost is reduced to 1 AP as it is lower. If, on the other hand, the character gets a rifle with an A-Cost of 12 AP, the characters sword and STR costs are reduced by 7 AP and 1 AP respectively (that is both of them drop to 1 AP in cost--but the sword does not drop to 0 AP).

key conceptS:

powers which enhance a characters other attacks cost more than powers which dont. You dont have to worry about computing the costs (weve done the math, and its included in the powers cost), but when youre looking at the powers list, youll see some powers which seem to give a much better deal on damage than others this is why. how do i know which powers enhance the damage of other attacks and which ones dont? In some cases its obvious anything that increases BLD or STR increases a characters Base Damage stat, and that adds to all hand-to-hand damage (punches, sword-blows, claw strikes or bites, etc.). In other cases it might be harder to figure out logically. To be absolutely clear, weve marked powers that do not increase the damage of other attacks with a special symbol: . powers marked with the symbol still get the full benefits of powers that enhance all strikes: Powers marked with the symbol often represent things like weapons or biological weapons (swords, claws, guns, etc.). If you have powers that make you bigger and stronger (powers not marked with the ) they certainly make your sword strike or bite more damaging. The marked powers simply dont enhance each other. If you buy both Teeth and Claws and a sword (all powers marked ) then your sword strike doesnt do extra damage because of your investment in Teeth, and vice-versa. To illustrate this concept below, weve enlisted the help of a character with two -marked attacks: Walrus-Lad

Purchasing Abilities 

Packages and Attack Abilities

Example example: Walrus-lad Walrus-Lad, is a mutant super-hero who has genetic material of a Walrus. This gives him improved size, strength, extra blubber, and tusks. Lets see for a moment how this works and then break out the rules around it. Here is Walrus-Lad before getting Walrus powers: str 12 BlD 12 Base Damage 2pts (a punch will deal 2 IMP damage) Mutant Ability: Big [19 AP] str: +5 BlD: +25 Mutant Ability: Blubber [+8 AP] str: +2 BlD: +30 Mutant Ability: Tusks [+2 AP] Base Damage: +5 peN

What does this picture represent? Well, the player has gone to the Bio-Powers book and selected several abilities from the list. These abilities are: size Class Big: The character is bigger and stronger than a normal human. Blubber Defense: The character has extra defenses against penetration damage (a thick layer of protective fat) but is also stronger and heavier (extra STR and BLD). The STR and BLD add to the STR and BLD from Large Size making the character hit even harder (and grapple better). tusks: The final power Tusks give the character pointed weapons that he can use to, uh, well, gore opponents. In addition to making the characters Base Damage penetrating it also adds a damage bonus the same way a sword might. Now we can Walrus-Lad a second bio-weapon (claws and teeth) and you can see how the damage works: Mutant Ability: Tusks [+2 AP] Base Damage: +5 peN

Mutant Ability: Big [19 AP] str: +5 BlD: +25

Mutant Ability: Blubber [+8 AP] str: +2 BlD: +30

Mutant Ability: Claws & Teeth [+2 AP] Base Damage: +3 peN

Attack Abilities

In this case the damage for Tusks will be 2 (Normal Base) + 10 (for Big) + 8 (Blubber) + 5 PEN = 25 PEN damage. The damage for Claws & Teeth will be 2 (Normal Base) + 10 (Big) +8 (Blubber) + 3 PEN (Claws & Teeth) = 23 PEN. Note that because of the way Attack Cost works Walrus Boy will only pay full price for one of the abilities marked with the symbol because they do not work together. Total Cost: 19 (Big) +8 (Blubber) +2 (Tusks) +1 (Reduced Claws & Teeth) = 30 AP.

WHAT ABILITIES ARE MARkED WITH ?


Generally any ability that represents, in some way, a weapon is marked with the final symbol. Also most ranged attacks get it as well. Finally, in some cases, unarmed damage bonuses may get the symbol, indicating that if the character has more than one unarmed damage bonus 

Purchasing Abilities

with that symbol they can only use one at a time (they do not stack together).

key termS: cappinG and StackinG

When we talk about powers that effect the damage a character does, we sometimes use the term stacking to mean powers which enhance a characters damage (e.g. extra strength) since these powers stack with each other and add together to yield more damage. Powers marked with still are enhanced by stacking powers, but not by each other conceptually these often cap off a stack of damage. We refer to them as capping powers.

PEN VS. IMPACT DAMAGE (AND BUYING ARCHETYPE TRAITS)


When you buy an ability that improves Base Damage (such as strength or anything that increases size/BLD) youll see some options which effect the price of the ability: Option Regular / PEN IMP Only / Unarmed What it does to the power cost No change this is the default option Reduces the cost due to restrictions on the characters ability to use weapons

What it means There are no restrictions on the kinds of weapons or other attacks the character can make The character is restricted from using weapons or powers which would make the attack Penetrating

Whats going on here? In most games a character can do penetrating damage simply by picking up a bladed weapon like a sword. In most games the character does not have to pay AP for a (regular) sword and simply having one effectively multiplies the characters Base Damage. The default cost for damage assumes that the character will use a bladed weapon and charges as though the damage were PENetrating. But not all characters will do PEN damage characters that are (fairly) committed to not using weapons or other powers that would make their strikes Penetrating can get a break on the cost: they pay the (cheaper) IMPact damage rate for the same power. Some examples of characters that might take the Unarmed/IMP option could be a super-strong super hero who fights with her fists or a club-using giant. Both of these characters theoretically could deal PEN damage if they used some kind of weapon but generally they dont so if they pay the extra cost theyre paying too much. How do we deal with that?

Attack Abilities

unarmed and impact damaGe verSionS of abilitieS

The answer is that a lot of the abilities we offer have a couple of versions: Unarmed / IMP Only vs. Regular (or PEN) damage. There are two costsso if you are buying Super Strength for a character who will or does fight with a blade then you pay the regular (PEN damage) cost. Otherwise you pay the (lower) IMP damage cost. Thats pretty straight forward. There are a few things to keep in mind: 1. 2. 3. If you pay the PEN damage cost you can always choose to fight unarmed or not use a bio-weapon. While it is less effective, theres no cost-break for simply not using the ability. If an ability does not specify the kind of damage that it does, it is assumed to work with either PEN or IMP as the characters attack dictates (that is, if not specified assume the cost applies to PEN damage). If the character, during the game decides to use a PEN damage weapon (the super hero, being beaten, picks up a knife) there are a few things that can happen. Here are some possibilities:

Purchasing Abilities 

it Does imp Damage anyway (meta-game): One possibility is to assume that the weapon does get its damage bonus (+3 for a large knife) and is used by the character normallybut does IMP damage. It may even deal bloody wounds and otherwise, for all practical purposes, as far as in-game characters are concerned, deal what appears to be PEN damagebut it does IMP damage (this is a meta-game solution: the bladed weapon is mysteriously less deadly or less-able to get a good hit in the characters hands). the Character Cannot use it: The GM can rule that as the damage was not paid for it simply cant be used. This is simple but may not make sense in the context of the game. Maybe the weapon turns out to be damaged and unusable? the Character Can use it rarely: So long as its not a problem for the participants its not a problem for the game system. If the character carries a sword for boss fights, however, even if these are rare the character should probably pay the increased cost. However, if its a one-time thing and makes sense and otherwise works for the group (maybe its dramatic?) then the difference in point totals isnt an overly compelling reason not to bend the rule once in a while. Perhaps the character does not receive experience points for that play-session or takes some other penalty for breaking the rule? the Character owes the game: If the character suddenly insists on using the weapon they can owe the game points (with GM permission). This just means all their Archetype Experience points will go to paying for the greater damage until it is paid off. If the structure of the game gives points at a steady rate, thats a reasonable solution. the Weapon use is unskilled: The character, for whatever reason, has a very hard time hitting with the weapon. Firstly, characters who are designed around IMP damage probably should not have skills with and carry bladed ones (thats a red-flag, obviously)however, in some cases, such as using knives with hand-to-hand combat skills such as Street Fighting (which allows the use of the weapon) its quite possible. The GM can rule that a character using damage enhancement that is not PEN causes the character to roll using nothing but AGI.

buyinG traitS more than once

Usually you can only buy each trait once unless there are specific rules that say you can get it more than once. The most notable of these are traits such as Toughness which allow the character to buy as much as they have points for. In a traits description, if the character can take it more than once (allowing multiple uses, for example) it will usually say that it can be bought multiple times or is a multiple power. It is also usually illegal to buy different versions of the same power. For example, a character cannot have more than one kind of Extraordinary Strength (although they may combine Extraordinary Strength with, for example, Large Size as these are listed in different sections). When an ability is part of a group that is exclusive (such as Cyborg bodies: you can only get one) it will usually have the exclusive descriptor. Sometimes a trait may be available once onlybut more different versions of the same trait may be available to the character. In this case there will be a single note. Symbol Meaning A weapon power: the damage from it will not combine with any other ability with the same symbol and will not combine with any carried weapon. Multiple ability: the ability can be purchased multiple timesas many times as the character has AP for, if the player wishes. Exclusive ability: the character can only have one of these from whatever grouping they are in. Single Buy: the character can only have this once (like most abilities) but the character can then go and buy other versions from the same grouping. When X is a number, the + sign means than the AP cost is added to whatever damage type is already being done (usually hand-to-hand damage)

Attack Abilities

(M)

+X

Purchasing Abilities

Designers Notes

Example example: how paying for attack powers Works When Buying multiple attack abilities and packaged abilities Here is an example of a cyborg character who buys an augmented cybernetic exo-skeleton, an increased hand-to-hand attack, and then gets an energy weapon. How does that work? The exoskeletion and concussor weapons: The cyborg starts out with these two abilities: Cybernetics: Exoskeleton mk 1 L abson s teeLskin sales & marketing: [ Image: A car cruising along an old-fashioned looking street. FRIENDLY NEIGHBORS wave to the vehicle as it slowly passes. It pulls into a parking lot and comes to a stop. The door folds up and a METALLIC CYBORG exits. He is carrying an attach case and wearing a conservative SUIT. He appears, entirely normal. ] [ VOICE ] What we are is not outside usor around us. What we are is inside us. What we are is the choices we make. What we are, is what we do. [ Image: An ATTRACTIVE WOMAN pushes a stroller with an infant. Her eyes meet the CYBORG and she brightens. She hurries towards him, pulling the INFANT from the carriage. The CYBORG brightens as well and turns to meet her. They embrace and she hands him the INFANT. They are husband and wife. ] [ VOICE ] Steelskin is the award-winning bio-frame from Labson cybernetics. We know that who you are isnt what you look like. Steelskin is the choice you make, not the choice that makes you. Description: The Steelskin look is the classic cybernetic appearance: fluid bio-metal with plates over the major muscle groups, the surface can either be modestly reflective (although keeping it polished takes some work) or flat, metallic gray or black (it also accepts paints). Designed partly for cyber-fetishes, partly for reconstruction, and partly for industrial survivability, it is considered one of the standards of excellence in cyber-design. The textile sensory is especially good. Notes: None.
Cost str BlD DP CoN undercoat Plate reject Align Mech a-Cost

archetype Blades vs. Carried Weapons One of the interesting aspects of the game is that we typically do not track Archetype Point costs for gear. A very strong character can gain the advantage of their STR doing PEN damage, simply by carrying a sword or knife. There is, systemically, generally no additional cost associated with that. The reason we do not track gear cost (again, in general) is that it runs philosophically counter to how we are using Archetype Points: they are a measure of the character itself and not the circumstance (i.e. having a weapon). After looking long and hard at the situation, we have a specific approach to the question of game-balance and Archetype Point value when dealing with gear especially gear that augments natural abilities like super strength. Our solution is detailed below (Weapon Scale) but, in short, the participants should, for games where it is important, reach an accord about what sorts of gear will commonly be used by the PCs. If the participants are happy with a game where the use of gear eclipses natural abilities then, once thats made clear, everyone in the game can choose gear accordingly one (one character may be superstrong and carry a sword, other characters might simply spend their AP elsewhere and use sniper rifles or assault weapons). If the group is not happy with that solution, then the PCs should adhere to the convention that they (at least generally) forego the use of the weapons.

14 ap

+5

+9

+8

+0

4 / 16

2/8

4 CP

5 Cp

C onCussor [+2 Ap]

Cybernetics: Weapon

Description: The cyborg has a bulky fist that, on contact, when triggered emits a sudden, extremely strong ultra-low frequency pulse of sound that hits with devastating physical impact. It adds +6 damage with any HTH attack and double base damage to inanimate objects. It can only pulse once per turn (only one strike). The hand operates at -2 COR. Damage skill l1 l2 l3 l4 Back swing reach +6 IMP Unarmed Combat +0 Short These two abilities both give some attack abilities: each of them has an A-Cost. Since the AP cost for the Concussor is +2, however, this indicates that it adds to the characters Base Damage (or to some other damage) and therefore must be added to the A-Cost rather than reduced. Total Cost So Far: 14 AP + 2 AP = 16 AP Total A-Cost: 2 (for the Cyber Body) + 2 (for concussors) = 4 AP

Purchasing Abilities 0

Attack Abilities Size Based

Example example: Continued Now the character adds a plasma gun.

o vEr -B urn 300 [ 6 Ap ]

Cybernetics: Weapon

Description: A security-grade particle beam-guided plasma gun. Appears as a blocky, cable-fed weapon that retracts from the forearm. Damage type roF rCl range Ammo size Class 24 IMP 1 -0 -1/25 yards 18-cycle 3 step 1. Determine what the character has spent on attack abilities. Here is what the character has spent total on attack abilities: Cyber Body: 2 AP (yes, it cost 14 AP total--but the a-Cost, the cost for Attack Abilities is listed as 2) Concussors: +2 AP. This HTH weapon is additive. This means the +2AP cost is added to other Hand-to-hand damage modifiers like STR and BLD. Well see how this works in a second Over-Burn 300 Plasma Gun. Its a basic attack for 6 AP. step 2: Determine what the most expensive ability or combination of abilities is. Clearly the single most expensive ability listed is the Over-Burn at 6 AP but thats not the whole story: the way that the strong and heavy cyber-body and the concussors work together is that they are additive (remember the cost of the concussors is +2AP). So you have to add the A-Cost for the cyber-body to the cost of the Concussors for a total of 4 AP. Cyber Body + Concussors: 4 AP total Plasma gun: 6 AP So okay, the plasma gun is still the most expensive. That means we pay full price for it and 1 AP for the other attacks. step 3: if the less expensive attacks are part of a package (like the cyber-body) then you reduce the cost of the combination of the attacks to 1 ap. The cyber-body costs 14 AP, 2 AP of which are spent on attacks (the A-Cost). The concussors cost another 2 AP which is added in (the +2 AP). So our thinking goes like this: The combination of the cyber-body and the concussors is 14 + 2 AP = 16 AP 4 AP of that is an attack (2 for the cyber-bodys STR and BLD, 2 for the concussors) As per our only pay the full price for the most expensive attack rule, the 4 AP cost is reduced to 1 AP. The final cost for they cyber-body AND the concussors is as follows: Cyber-Body + Concussor cost is 16 AP with 4 AP of that being attack powers. So the cyberbody WITHOUT the STR and BLD and Concussors is only 12 AP. The attack-value 4 AP is reduced to only 1 AP bringing the cost for the cyber-body AND the concussors to a total of 12 AP + 1 AP (for the attack value) = 13 AP. With the cost of the plasma gun, the total is 19 AP. Item Cost Cyber-Body Cost without Concussors / A-Cost 12 AP Cyber-Body A-Cost + Concussor 4 AP Reduction of Cyber-Bod A-Cost and Concussor -3 AP Plasma Gun 6 AP total 19 ap A-Cost 0 AP 4 AP -6 AP

meta-Game vS. in-Game explanationS

When the Built ability actually makes your armor level go down, what does that mean? Does it mean that your character just decides to wear less armor than other non-built characters? That you cant get armor in your characters size? Does that make sense? What if the Built character is a member of a high-tech SWAT team and everyone is wearing the same armor: does 

The Heroic Tag

What It Is

your characters armor just act like magically less armor? The answer to all of the above is maybe. The reason that Built (and other abilities) reduce armor, add damage points, and so on, is because it gives the character an advantage in terms of the game. How exactly that is represented in the game is up to the specifics of the individual game. For the example of Built, for example, maybe all the characters who are that big are northern barbarians who, by their nature and culture dont wear the heavier armor. In the SWAT team example, maybe there is no in game explanationthe armor they wear just protects less. It doesnt make sensebut its part of the balance the game is using. For each of these abilities there could be numerous in-game causes for the resultand there could also just be meta-game causes where the participants dont really delve into why the characters armor protects less (or whatever the effect is) they just note that it does for purposes of the mechanics. We tend to think that games work better when meta-game and in-game causes line upso we suggest thinking of somethingbut the mechanics are still the mechanics and if the guy with Built puts on magical armor, as per the rules, itll protect a few points of armor less than it does someone else.

When setting up a game there are a couple of concerns about both balance and story that should be considered with regards to extremely deadly weapons and environmental damage (as well as attacks from characters, if any, with a higher Scale Number). Here are some cases where we think special rules around what were calling the Heroic tag (where the term tag is used as a descriptor the same way its used on the Internet). The tone of the game is fairly light and free-wheeling but involves potentially very deadly attacks such as military hardware. This could happen in a science fiction, postapocalypse, or military game. The characters are action-hero types of some sort (most likely Fast Company, but not necessarily) and there will be some characters using heavy weapons (machine guns). In a case like this, the heavy weapons might result in an extremely high death-rate if used against the PCs (or the PCs important opponents). Most characters will deal damage using their Archetype Point-bought abilities (or that plus very light weapons like knives) but a few characters plan to use heavier fire-power and wish to know what it is appropriate to carry. In these cases, these rules can provide guidelines. Characters with the Heroic tag get special protections against non-AP-powered attacks that are excessive for the scale of the game. What this means is that if your PC is battling an important (named) NPC with the same protections you might, for example, be better off taking him on hand-to-hand than trying to kill him with a heavy machine gun. This sort of situation mimics some genres of movie and book and makes Archetype abilities more valuable. Another way these rules help is in determining what kinds of carried weapons are legitimate in games with a lot of Archetype Points. In games where some characters pay for attacks and other characters simply haul them around for free (in terms of APs) its good to have some rules that will help govern how this is done.

A dvA n c e d: t h e h e Ro i c tAG

Explanation

the heroic character taG

The Heroic Tag

In some fictional genres important characters are extremely resilient against attacks that really ought to kill them. The game rules that we have (Fast Company, being a primary example) go a long way towards helping with this against fairly common kinds of attacks. If you have an armed thug firing a 9mm handgun at a Fast Company operative, the thug is going to get beaten to a pulp. But that isnt true if the thug has a M60 light machine gun. It also isnt true if two Fast Company characters decide to hunt each other down with elephant guns. In games where the objective is to have moderate characters (meaning: those that cannot bounce machine gun bullets off their chest) who are unusually resistant to really excessive attacks (but still play normally within low-level damage ranges) you can designate the characters as Heroic.



A Heroic character will have extra defenses when targeted by an attack that meets the below two criteria: It was not paid for by the attacker in Archetype Points (the attack comes from carried gear) Is considered excessive given the expectations of the game.

controllinG Gear uSaGe

Weve spent a lot of work balancing out what happens if, for example, two unarmed Chi Warriors fight it out on the top of a soon-to-be-demolished skyscraper. If the characters are the same AP, CP, and Scale Numbers, we hope that, given roughly equivalent skill in builds theyll be able to have a good fight (rather than a complete blow-out for one or the other). But what happens if one of them brings a machine gun? Body armor? In JAGS Revised we dont charge points for carried geareven cyber-weapons (which come close to carried gear but do cost APs). But if we want to have games where some characters use gear and some do not, how do we handle that?

the concept of paid for attackS

Heres where we introduce the concept of an attack you paid AP for vs. one you didnt (i.e. carried gear). Attacks that you paid for with some kind of Archetype Ability, even if they exactly mimic a piece of gear (the built-in cyber-assault-rifle vs. the carried weapon of the same type) are considered more legitimate than gear you did not pay points for. If the attack is not paid for it will be far less effective against Heroic character. Some other attacks that are considered not paid for: Environmental Damage (falls, fire, collisions) are not considered paid for under these rules. You will get your special protections against environmental damage. Damages with a Scalar Number higher than yours are usually not considered paid for when used against you. Hand-to-Hand damage which is made Penetrating by use of a weapon which was not paid AP for is considered not paid for.

exceSSive damaGe

The first thing to do when looking at an attack against a character with the Heroic tag is to ask if it is considered excessive against the character. The basic rule of thumb may be applied as follows: If the attacks basic damage will do a Major Wound to the character if they are undamaged (PEN damage may be treated as double for this calculation) then it is likely excessive. If the attack is a Resisted Attack that, with a roll of a 10 or less for effect will inflict a Red result, then it is likely an Excessive Attack. If the weapons Damage Rating (explained Below) is above the approved limit for the game, then it is Excessive.

damaGe ratinG of a Weapon or damaGe Scale Game SeSSion

We think that for a lot of games there is probably an unspoken rule about how powerful of an attack youll bring into the game. In, for example, a game where everyone is a modern-day police officer, while someone may sometimes carry a shotgun, it is unlikely that all the PCs would be licensed owners of fully automatic assault rifles that theyd use (even if its against regulation) commonly. Similarly, while a fantasy character might have a sword, its unusual for a character to start with a magical weapon that is much, much more powerful than the gear everyone else starts with. To further be explicit about the Damage Scale of a game session, we think that it is fair to say that if a character carries gear that does more damage that other characters do with abilities they paid APs for, then it is likely above the general Damage Scale of the game unless everyone else carries weapons like that. Determining the Damage scale of the game To determine what the Damage Scale of a Game is (or should be) this is what you do: 

The Heroic Tag

Heroic Protections

Work with all the participants to determine if this is the sort of game where most characters will use carried weapons (and / or worn armor). In a game where the characters are weapon users (such as a game where PCs are police officers, caravan guards, or space marines) then the characters will simply use weapons as makes sense for the environment. If not, then determine what the basic Damage Scale is for the game. Usually this done as follows: Damage Scale [ ap total pts of imp damage per round ] o If the damage is PEN, count PEN damage as 1.5x its listed damage. o Count all attacks that can be used for 5 REA (weapons with ROF of S) as being fired twice (even if a character has more REA or a higher Melee Weapons skill and can use the weapon more often) o For Resisted Attacks, the Intensity score (see below) must be equal to the total number of APs (or close) and the Minor and Standard effects must be YELLOW or GREEN (again, see below). If the Minor or Standard effects are rated RED and the Intensity is equal or greater than the number of APs the characters are built on, then the attack is considered above Damage Scale. o Fully Automatic weapons count their Rate of Fire for purposes of calculating their Damage Rating (An auto-blaster that does 8 IMP with an ROF of 3x per turn counts as doing 24 IMP damage for purposes of Damage Rating). Example example: sword saint A character in a post-apocalypse game carries a katana! Dont they always? He is a Level 4 Swords master built on 24 Archetype Points (spent on Fast Company Level 1). His sword is a 6 PEN katana. Is his weapon within the Damage Scale guidelines for the game? 1. The Damage Scale basic number is 24 IMP damage per turn (the number of APs the characters are built on). 2. The sword does 6 PEN damage, this is treated as 9pts of damage because PEN damage has a multiplier of 1.5x the IMP damage. 3. Melee Weapons are treated as striking twice per turn (even though he can strike more often). This brings the Damage Rating to 9 x 2 = 18. The sword is under the estimated Damage Scale for the game and is thus not treated as excessive. Note: The character has a 12 STR, can strike 4x per turn, and gets +1 Damage due to his Level 4 Swords skill. Thus, against a single target, he hits for significantly more damage than this Rating implies (he hits for 36 PEN damage over 4 strikes, he also, probably, hits pretty well). This is okay: he is that much better because he paid a lot of Character Points for it. Note that the other participants (GM makes the final call) could, however, object to the character forcing it to be changed.

paid for armor vS. exceSSive armor

If a character pays AP for armor, thats considered fine, otherwise, if the character wears armor in a game where most of the characters power is supposed to come from Archetype Point paidfor abilities, worn armor is usually considered Excessive. Lets take a look at these game-types in more detail: If the conception of the game grants everyone common armor (police get bullet-proof vests, space marines get cyber-armor, etc.) then this rule doesnt need to be used. Characters are simply expected to have some gear and if a character has a bit more of it than other characters, if thats okay with the participants, its fine. If the characters are expected to fight and do damage with Archetype Point abilities (such as Chi Warriors, Cyber-Gladiators, and so on) then usually any worn armor is considered Excessive. In some cases it may be allowable for a character to pay AP for worn armor. If the characters are expected to find and wear armor such as in a fantasy or postapocalypse game, then there will be no excessive rule applied for such armor. If the character layers both found armor and natural armor, however, the found armor will likely be considered excessive. Note that some forms of natural (AP-paid-for) armor explicitly prohibit layering normally found armorbut even if a post-apocalypse cyborg has a human frame, they usually cant layer armor if these rules are being used. We have found that a common exception is the 1 or 2 point rule where most games dont suffer in any way from the character having a point or two of armor. 

The Heroic Tag

Heroic Protections

SPECIAL PROTECTIONS

When a Heroic tagged character is targeted with an Excessive Attack (higher Damage Rating than Damage Scale and not Paid For) then the player of the targeted character can invoke Special Protections. These are specific defenses against the attack that will make it less powerful. These do not cost any Archetype Points and all Heroic characters can use them. The only caveat is that some may be more appropriate than others given the specifics of the situation. Note: The player usually only gets to choose one of these at a time.

A utomAtiC D EfEnsE
Description: Any Dodge or Block action taken against the attack will automatically work. The key here is that REA is paid for the action. The attack must be the type which can miss or be blocked (explosions will not be stopped, neither will fallsbut bullets may be dodged). Against auto-fire weapons, one defense will cause all the shots to miss the character.

A ttACk r EDuCtion
Description: The character is hit as normal, but the weapon mechanically acts as something of appropriate level for the game. This can require on-the-fly calculations (although often the PCs will have an equivalent weapon that can be used for a basis). For example, a .50 caliber heavy machine gun (115 PEN firing 3x a turn) is fired at a 24 AP character. The damage is reduced to 5 PEN x 3 ROF! The in-game description of this might be that the character is simply grazed or nicked (or even shot down if the guy hits well enough) but its no longer a super-weapon. Note: The math for that example was: 24 AP / 3 (ROF) = 8. That would be 8 Impact damage, but since it is PEN damage, its 8 x .66 = 5 PEN. Note: As an advanced & optional rule, special attack types (fire, electricity, etc.) can be counted as being worth 20% more than their IMP damage implies. This sort of rule is for people who like math and care about balance (mathematically this is a good approximation of what most special attacks are worth in JAGS). Note: In this case it would literally be better to fire a weaker attack (like a .45 handgun) at the character. Thats an oddity of the Heroic Tag. Note: Against Resisted Attacks, this will reduce the Intensity of the attack to the characters AP total. Note: If doing this against damage from, say, a fall, the damage would be IMP damage equal to the characters AP total. Note: If calculating this on the fly is very complicated, simply take all damage as IMP and divide by ROF, if any). A 1500 PEN Anti-Tank rocket becomes a 34pt IMP attack when fired at 34 AP Fast Company Level 2 character.

s Aving g rACE
Description: Something happens wherein the character takes no damage from the attack (it is treated as a miss) but pays 5 REA on the next turn (and may take a Step Action for it). This could be invoked to do things like the following: Jump out of the way of some major attack if the character is out of REA. Cling to a cliff if falling off. Crash, for no damage, through a sky-light and land in a swimming pool if thrown from an airplane. Declare that a weapon jams Declare that something interrupts a coup de grace. The GM can challenge when this is invoked (i.e. if the PC intentionally jumps off a cliff). The GM and player should discuss, the GM makes the final call. Note: Because of the open-ended nature of this, it is often restricted to once a gamesession. 

Resisted Attack

Intensity

n EgAtivEs t o B E h it
Description: The character gets -3 to be hit by the attack and a -3 Damage Modifier (which will not add to an existing negative damage modifier it will either replace a lower DM or not be used). This is declared before the attack is rolled for. It may not be combined with an Automatic Defense. Note: This is a good defense against attacks which are barely excessive.

Resisted Attacks have new rules have been modified as a result of our examination into how they should be costed with respect to Archetype Points. Specifically, the total number of Damage Points the target has will be used to revise the relative effectiveness of the Resisted Attack.
Designers Notes

n e w R e S i S t e d At tAc k Ru l e S

verisimilitude: taser vs. Bear On the realism scale (or verisimilitude in preferred JAGS parlance) if you use a taser on a bear its not likely to work (one website we found noted that a bull was barely effected by a taser and while they hadnt tested a bear they didnt expect it would work well). Since bears dont have CON scores outside the possible human range something has to be done to account for its size (the same thing applies to tranquilizer vs. large beasts: what will knock out an elephant would kill a human). We couldve used BLD as the rating but since BLD usually comes with Damage Points our method will work for large creatures.
Designers Notes

game Balance: Basing effect on Damage points Its important to understand that most of the combat system is based on Damage Points. Grappling can shut a target down but Damage Points are usually the currency combat is lost or won by. Making a targets DP have an impact on how Resisted Attacks work has two effects: Firstly it makes them more in-line with other attacks. They scale against the same numbers that scale for very tough characters. Action hero type characters are no longer as vulnerable to a bad roll when facing Resisted Attacks. Secondly it makes where you are in a combat matterif a target has been badly damaged a Resisted Attack may be more likely to bring it down.

THE NEW RATING: INTENSITY

Resisted Attacks are now given a new statistic: Intensity. This is a value that has a (general) minimum value of 10 and is treated like Damage Points for purposes of scaling. It is checked against the targets Damage Points to see if the Resisted Attack is calibrated for the target. Mechanic: 1. Compare the Intensity to the the targets DP using the resisted attack rules. This determines the base roll. 2. Deduct one from the Resisted Attack roll for each point of CON or WIL above 10 (add 1 for each point of CON or WIL below 10). 3. Make the roll and compare to the chart.

subsection

Example Introduction A snake with paralysis venom has an 18 Intensity and works against CON. It bites a character with 15 DP and a CON of 11. The Resisted Roll is a 13- and is modified downwards to a 12- by the characters CON. The roll for the venom is an 11: Minor Effect.



Example A taser with Intensity 21 is used against a bear with 40 DP and a 13 CON. The Resisted Roll is 12- and it drops by an additional 3 to a 9- for the bears CON. The taser is extremely unlikely to drop the bear the same way it would a tough-guy human (assume a 15 DP and a 12 CON) which would be a 14- roll.

Example A heavy death-rifle fires a Death Ray has an intensity of 280. It is fired at a dinosaur with 300 DP. The roll is a 9- and the dinosaurs 12 CON reduces it to a 7-.

Standard intenSity

As stated, for a generic attack, the Intensity of a Resisted Attack has a general minimum of 10 but can be lower (even, potentially, negativesalthough there would be no reason to do so) and can go as high as wanted. All things being equal, however, the general value is 15. attack type Standard Value Weak venom Strong venom Calibrated vs. animals intensity 15 5 25 30 50

RESISTED ATTACK CLASSIFICATION

Another factor in determining the direness of a Resisted Attack is what happens at each level of effect. If the Catastrophic level of effect kills you, its worse than if it just gives you a headache. Rather than try to be too specific, we have graded each effect in one of three levels of badness. Green Yellow Red Stunned, small amount of damage, modifiers from -1 to -2. Influenced. Dazed, Go to hurt condition, modifiers from -3 to -4. Heavily influenced. Unconscious, Dazed -2, modifiers from -5 or more. Mind controlled, killed.

We then go to each level of effect from Minor to Catastrophic and give it a rating. Where the attack falls on the chart determines the Category of the attack. Category A B C D E F G H I J Minor Green Green Green Green Green Green Green Yellow Yellow Red Standard Green Green Green Green Green Yellow Yellow Yellow Red Red Major Green Green Green Yellow Yellow Yellow Red Red Red Red Critical Green Yellow Yellow Yellow Red Red Red Red Red Red Catastrophic Yellow Yellow Red Red Red Red Red Red Red Red



Introduction

subsection

Designers Notes

optional infrared effects Right now, for a non-lethal Resisted Attack, there is no way for it to accidentally kill someone. Thats fine for most gamingbut if you want the verisimilitude of this drawback, each 5 full points of effect above +10 (Catastrophic) can move into Infrared (here meant in a sort of colloquial worse than red) effect. The GM is the ultimate judge of what these are, but the owner of the attack should get to present a case for whatever they think these worse effects should be. Chemicals may well be deadly (or result in coma). More sophisticated attacks could result in other behaviors. Whether one level of Infrared effect is worse than another is also left open to the participants. Here are some examples for reference: Power Paralysis Terror Taser Blinding Flash-Bang Death Ray Tear Gas Min Green Green Green Green Green Yellow Green Std Yellow Yellow Yellow Green Yellow Red Green Mjr Yellow Red Red Green Red Red Red Crit Red Red Red Red Red Red Red Cat Red Red Red Red Red Red Red Rating F G G E F I G

subsection

the heroic tag is often a story Convention When deciding whether to make characters Heroic or not, look at the Story component of the game. By Story, we mean things like the following: Is the expectation of the game that the PCs will have a very low deathrate (note: Heroic does not prevent character death) Is the action of the game probably going to involve powerful weapons (especially in a military or science fiction genre) where the characters are expected to survive despite being normal. (They might be space-marines, hardly, normal, but if they are not literally immunized to most of the weapon damage, this is a good bet that theyll need some help surviving) Are there going to be cases where characters who will fight alongside each other may have a wide disparity in weapons used (i.e. one is a martial artist, the other might carry an assault rifle or machine gun)? If so, making the characters Heroic may help if they run into characters who are extremely well armed and will help prevent the gearusing character from overshadowing the unarmed one.

RESISTED ATTACK ROLL

Resisted Attack rolls will tend to start at 12- unless they are related to the owning characters WIL or CON (typical for magic spells or venoms). Rather than increasing the roll, the Intensity will instead be increased.

When dealing with characters who have extraordinary Strength, there is a question about how maneuvers like kicks and Crosses--not to mention weapons or martial arts (or special martial arts maneuvers) apply. Here are the rules: A kick adds +20% of the charactrers Base Damage to the attack. A Cross adds +10% All other weapons, martial arts bonuses, or manevuers just add their straight modifiers to the damage dealt. Example A character with a 30 Base Damage (from both STR & BLD) can modify their damage as follows: They can kick for 36 Base Damage or Cross for 33 Base Damage. Buying Level 2 karate will let them hit for 32 Base Damage with a karate punch or kick Using a +5 Impact Damage Club will hit for 35 Base Damage

Ru l e S F o R M o d i F y i n G B A S e Da m ag e (S u p e r S t r e n g t h)

Introduction

Characters using Level 4 Melee Weapon skills, Fencing, and higher level knife skills (and so on) get free 0 REA Attacks due to high level. When combining high level combat skills with special abilities the free attacks become a powerful incentive for characters to be highly trained or use weapons. The general rule is as follows: 

co M B At S k i l l S A n d S p e c i A l h t h a b i l i t i e S (l i k e S u p e r S t r e n g t h)

If a free (0 REA) strike comes from a high weapon skill the character must pay +3 AP for each free attack if they wish to use Archetype Traits with that attack totaling an A-Cost of 4 or more points. This cost (+3 AP) increases the A-Cost total of the attacks. The character can choose to take the extra attacks without the added bonuses (for example striking the extra time with normal STR modifiers) for 0 AP. This may require GM approval if it doesnt make any sense (the extra damage comes because the character is super heavy and large).

Designers Notes

These rules expand on the Flight movement form. Flight is defined by several characteristics and has a few expanded rules for its usage.

A dvA n c e d F l i G h t Ru l e S

fliGht maneuverS

Characters who are trying aerobatic maneuvers in air may have to make Acrobatics (or Areobatics, the same skill for flying characters) rolls. A Level 3 Skill ignores -3pts of negative modifier. A Level 4 skill ignores -6pts. Usually the roll is as follows: maneuver ultra-tight Curve at top speed modifier -8 Description the hardest maneuver that a flying character can pull is something like an inverted immelman at top speed. usually this is done to evade something and can be counted as a Dodge. if successfully made at -8, it will count as 10pts of dodge. a tight corner is usually a -4 maneuver. most non-emergency flying maneuvers will be at -1 or -2 to make. precision flying in formation is a -3 move. if you must time your movements perfectly this can go up to -5. if the moves have been practiced reduce the modifier by 1 or 2 points.

tight-Curve hard Curve precision flying

-4 -1 or -2 -3 or -5

ENOUGH ROOM TO MANEUVER

We do not require JAGS to be played on a battle mat so exact locations and movement trajectories are not explicitly spelled out herebut there are some important concepts that you should keep in mind for flying characters. A key one is whether the character has enough room to maneuver. Flying characters will have a maneuverability rating based on their flight type and (to an extent) their current speed. The GM must determine based on these ratings if the character in a given situation has enough room to maneuver or is crashing into things.

the heroic tag is often a game Balance Convention We believe that it is often beneficial for PCs to be roughly equal in terms of their combat ability, as combat is an exciting part of the game. Especially if all the players can contribute to it equally. The idea of the Heroic tag contributes to this in two meaningful ways: It protects important characters (PCs or named NPCs) who are targeted by weapons outside of the general pointbought power-level of the game. It establishes guidelines for what kinds of gear can be reasonably carried without invoking the special protections. This is useful for people wishing to get on the same page with each other where some characters may use weapons and some do not.

the General rule

The general rule of flying is that if you can hover and are moving at less than 20 yards per second you always have enough room to maneuver if you are in a reasonably large room. You can dodge, flit about, etc. For characters of the Small or Very Small size class what constitutes a large room can be pretty small (think of an insect flying around in a closetit could be cornered but that wouldnt be trivial). For other characters, the rules are slightly tougher: maneuver stall speed enough room high hover or any room where the character could walk or jog low safely (i.e. if the character could maneuver by walking they can maneuver at <20 yards per second flying). high medium the character can maneuver in any room that has high ceilings. high high the character must make agi or aerobatic rolls at no negative to maneuver. medium hover or the character must be in a large room with 10low foot ceilings or better. 

Introduction

subsection

Designers Notes

medium medium low low

medium high hover or low medium

using these rules

subsection

The purpose of these rules is to create some very specific kinds of gaming environments: One where PCs are allowed to use heavy firepowerbut its only effective against relatively unimportant combatants (also called mooks in general RPGspeak). An example would be a military cyborg armed with an anti-tank rocket: devastating mechanically, but, with these rules, relatively ineffective (and therefore much cheaper) if targeted at an important named character (PC or NPC). One where a normal man kind of character is still vulnerable to reasonable attacks (and can be knocked out by a blow to the back of the head, for example) but survive against very powerful attacks. This is an extension of the Fast Company action-hero concept. A game where there is a safety-net against other characters (PC or NPC) using heavy weapons against the PCs even though it is a convention that these things are around (an example is the postapocalypse wasteland where every outpost has armed .50-caliber guns on turrets). In this case, the color of the game wont mathematically interfere with the play of it.

low

low

aerobatic dodGe

the character can maneuver in any outdoors environment. they can land or take off from a tight alley if necessary. as above. the character must move in a more or less straight line every other move but can turn pretty sharply without making a roll (every other move). the character must move in a more or less straight line every other move and can turn medium sharply every other move without making a roll. this will allow unrestrained movement between buildings on a wide street but would require rolls for flying down narrow streets. landing will require a moderately large empty area like a courtyard. the character must move more or less in a straight line every two moves and must turn widely every other move. this will require rolls for flying with any significant degree of obstacles in the area. rolls might be required to land in an area without an airstrip.

A character with Level 3 Acrobatics and Flight with enough room to maneuver can perform an Aerobatic Dodge against incoming attacks. The Aerobatic Dodge is especially effective against ranged attacks.

rea Cost: 3 REA Short Action requires: Level 3+ Acrobatics roll: Acrobatics roll Notes: The Aerobatic Dodge is only at -2 against ranged attacks instead of -4. The character must have enough room to maneuver in order to pull it off.

aerobatic Dodge

fliGht drama: chaSeS

If one flying character is trying to catch another, here is a basic drama you can use. Note that as a drama, this does not explicitly map to distance changes and things like that. It is assumed that the characters are maneuvering violently trying to get out of each others way. Drama type: Combat Drama roll period: Once per Round (with a Move or Continuing Move action) target Numbers: The chaser must get a positive score of +4 to catch the evader. modifiers: Each level of higher acceleration gets +1 to the roll if an 8 REA Long action is made. Each level of higher Top Speed gets +1 to the roll. Example If two characters are flying and one has an ACC of Medium and the other has an ACC of Low, the Medium character will get +1 to every roll if they take a Long Action (8 REA). If one has fast Cruising Speed and the other has medium fast, the one with fast will get +1 to the roll. moves Risky Maneuvers: Out-Maneuver. Roll: An additional roll at -5 will get +2 SP per level of maneuverability (Medium gets +2 over Low). If the roll is failed, the character gets 0 SP for that round. If failed by -5 or more, the character may crash.

Introduction 0

Risky Maneuvers: Fly Like A Madman Roll: The character makes an additional Aerobatics roll at -6 to get +6 SP. If the roll is failed, the character will crash. Move: Flat Out Escape If the evading character has Medium maneuverability or better and declares they cannot return fire or take any attack action that round, they get +2 to the roll. Otherwise they may attack (firing over their shoulder?) if they have Medium Maneuverability or better.

Designers Notes When Not to use these rules These rules should only be used when the PCs have reasonable access to weapons that would create an overly lethal game. The entire group gets to decide when to invoke these and while the GM will be the ultimate deciding authority concerning adjudication, we suggest that the overhead here be carefully considered before getting into these issues. Usually these rules will not be used at all for: Swords and Sorcery type games where access to weapons is limited to either Melee Weapons (which are usually deadly but not overly deadly for most genres) or are limited to what can be found (in terms of magic). Games that are gritty or where the characters are not expected to be bold heroes who can typically do things like charge a machine-gun nest. Games where the characters are using heavy weapons but are also heavily protected (armored space marines, for example). In these cases, these rules may just represent too much overhead for no good payoff. Games where weaponscarrying simply isnt a problem. In a police officers game, even though the shotgun is a considerably heavier weapon than the typical service handgun, the dynamic of play may be such that it isnt creating problems (the use of the shotgun is not damaging the play experience either by making handgun using characters obsolete or creating suspension of disbelief problems where the characters always use the shotgun and always carry it). In this game the rules will simply be extraneous and should not be invoked.

colliSionS

If a flying character is shot down or collides with something, here are some simplified ways to handle it.

SURVIVAL INSTINCT

One of the more generous and gamable ways to handle a flying character going unconscious is to assume that some level of survival instinct allows the character to safely crash-land. It may also be assumed that any ally within any reasonable range can catch them as an 8 REA Long Action (assuming the flying character falls for more than a second). There is no roll for this save necessary. This keeps characters alive and doesnt make flying around a potentially fatal mistake. We recommend this as the default setting for most games.

FALL DAMAGE

Of course its also okay to drop the character. A terminal velocity fall will do 60 Base Damage IMP to a character with 10 BLD and will have a +0 Damage Modifier roll. The character will fall approximately 164 yards in a Round.

MID-AIR COLLISION

If a character crashes, we recommend that the basic damage be computed as 5x(BLD /5) with the character adding their Base HTH damage to whatever they crash into with a +0 Damage Modifier. This does not take speed into accountbut we recommend simplifying that for most purposes. Usually this collision will reduce the characters speed by half but not stop them.

fliGht attributeS
Attribute Acceleration (ACC) Cruising Speed Description This is the speed increase in yards per second the character can effect during a turn. Accelerating requires an 8 REA Long action. This is the speed the character can fly around at for an extended period of time. Cruising speed (as opposed to Top Speed) cost Walking Endurance (unless otherwise stated). Top Speed is one level above Cruising Speed on the chart and costs Running Endurance. Moving at Cruising Speed or below is a 5 REA Long continued move action. At Top Speed it is an 8 REA Long action. This determines how high up the character can get before the Flight stops working. While endurance is the general determination of how far a character can fly (so to speak) the Distance numbers given here are used if the flight comes from some device or chemical source. This rating determines how slow the character can gocan they hover in mid air or must they keep moving. This rating determines how well the character can maneuver with the flight. Can they flit around in doors? Or must they have a large area to maneuver in?

subsection

Ceiling Distance

Hover (Stall) Maneuver



Introduction

Designers Notes picking up the gun In one of our early games a character (who was a Chi Martial Artist) got his hands on a highpowered sniper rifle (and had the skill to use it). It became apparent that all the points spent being a martial arts badass were quickly made obsolete by that free (in terms of points) weapon. To make matters worse, another character was a sword fighterso the weapon-using precedent was already established (and a third character, a psionic, had a taser). So just carrying the weapon wasnt the problemit was the extreme one-shot-one-kill power of it (and it was one-kill even against characters as powerful as the PCs). While the other PCs werent complaining, the vibe this created wasnt good for the game: the martial arts character wasnt using his fighting abilities (much) and in fights where everyone was present, it revolved around making sure that the sniper-gun targeted the most dangerous characters first (and if the target could possibly survive the sniper gun, the sword fighter couldnt hurt him). This was one of the experiences that led us to Fast Company and a refinement of this led us to a couple of other observations: A less powerful gun something on the scale of the sword wouldnt have been a problem for the general combats. Only because the rifle was so excessive did it create some problems for the level of excitement in group fights. The edge the swordsman had in a fight against an unarmed martial artist was still pretty high: the sword was free and otherwise, the both characters spent their points pretty similarly with the exception that the martial artist paid a lot more to do damage with their hands and the swordsman put those points into hitting better. If the PCs were regularly targeted by weapons like the sniper-rifle theyd quickly be killed. This wasnt the kind of tone we were going for.

attribute acceleration (aCC) assumption: most things reach top speed in about 2 to 5 seconds (average being 3-4). Commercial Jumbo Jet: 600 mph cursing speed space shuttle does 20,000 mph over 450 seconds (!) Fast car: 30 y/s in 4 seconds very fast car: 30 y/s in 3 seconds motorcycle: 3.5 sec (average) to 60 mph

Description very slow slow medium slow mediumw medium Fast Fast very Fast Extremely Fast

rating 1 4 y/s 5 10y/s 11 15y/s 16-20 y/s 21-40 y/s 41-60 y/s 61-100 y/s 101-150 y/s 1-4 mph 5-30 mph 31-70 mph 71-120 mph 120-200mph 201-300 mph 301-500 mph mach 1 mach 2+ mach 3-5 mach 6-20 Ftl tree-tops

Cruising speed Fastest straight-line bird speed: spine-tailed swift (105 mph): 50 y / s Fastest Dive: peregrine Falcon 175mph (90 y/s) News helicopter: 105-120 top speed (15,000 ft. Ceiling, typical is 10001500ft). max dist is 250 miles. glider top speed 150 mph. average seems to be 30 mph private Jet cruise speed is .82 mach. top speed is .92 mach

very slow slow medium slow medium medium Fast Fast very Fast Extremely Fast super Fast rocket inter-system hyper-Flight

Ceiling Birds usually fly at 500ft but have been observed much higher (treat ceiling for most winged flight at 1000 ft), bird lungs are more efficient than most mammals. helicopters get up to between 5k and 10k feet of altitude on average. some can fly higher. passenger jets regularly cruise at 35k feet.

low

subsection

medium medium high high very high

1k-1.5k ft 5k -10k ft 35k ft space

Introduction 

Distance (range) a helicopter can fly somewhere between 300 and (max recorded flight) 3000 miles. most urban helicopters have no more than 250 mile ranges. migrating birds can go about a maximum of 600 miles (water foul) or 300 miles (songbirds) when fully fed.

short medium short medium medium long long very long unlimited

<1 min flight time <10 min flight time <4 hours flight time or under 250 miles(whichever is less) 250 -300 miles or 10 hrs (whichever is less) trans-continental World wide range unlimited Character can remain still in air

Designers Notes picking up the gun contd


What was needed was a system that allowed for the carrying of gear (like the sword), protected characters against moderate levels of attack (the way Fast Companys negative Damage Modifiers work against PEN weapons) and mitigated the use of overpowered weapons without just taking them out of the game entirely.

hover (stall) helicopters and humming birds can hover and fly backwards

hover

low min med min

Character can remain airborne moving at their aCC speed. Character must move at 2x aCC speed or fall (acceleration below 2x aCC speed must be in a straight line and the character must accelerate every round). Character must move at 4x aCC speed or fall (acceleration below 4x aCC speed must be in a straight line and the character must accelerate every round). the character must make rolls to change direction if they cannot turn in a circle with a radius of their current speed in yards. the character must make rolls if they cannot turn in a radius of their current speed in yards. the character can maneuver as though they were on foot, able to fly indoors if they are moving less than 20 y/s.

high min

maneuverability

low (Ballistic)

med (wings)

subsection

high (indoors)

The Ablative DP ability allows the character to have a cheaper kind of Damage Points for fewer AP than theyd normally cost. Ablative DP points simply add to the characters DP but do not change the characters condition or wound scores. They are reduced first (unless a specific ability says otherwise) when the character is damaged. When the character is damaged by any attack which inflicts DP they first come off Ablative DP and then regular DP. The character does not make any wound or condition roll for taking damage unless their normal DP are reduced. 

Introduction

A B l At i v e d p

Example A character has a 13 PHY (17 Damage Points) and +10 Ablative DP. His wound/condition scores are 6 (Minor Wound), 17 (Major Wound), and 34 (Critical Wound)as though he did not have Ablative DP at all. He is hit by a sword thrust for 12pts PEN damage. Firstly his Ablative DP are reduced (10pts worth) and he takes 2 Damage Pointsa sub-minor wound. When he is hit with a second sword thrust for 9 DP worth of damage, he no longer has any Ablative DP and all of it is applied to his normal DP causing a Minor Wound and forcing a CON roll.

OTHER EFFECTS OF ABLATIVE DP

Ablative DP often heals faster than normal DP coming back after a days rest or even a scene. In this case it represents a meta-game resistance to damage rather than actual bulk. Some forms of regeneration may heal all ablative DP every round. This gives the character a constantly renewing resistance to damage without changing condition or wound scores.

WHAT ABLATIVE DP LOOKS LIKE

When a character with Ablative DP is hit they probably appear to get hit and bruised or scraped or lightly cut if all they suffer are Ablative DP hits. When damage is entirely soaked up by Ablative DP it does not result in a CON roll so there should be no specific critical effect. Ablative DP can, however, be physical mass and resilience the same way normal DP arewe make no specific claim as to the in-game (Ablative DP represent some physical characteristic of the creature in game-space) or meta-game (Ablative DP are just a numeric function of the combat system and the in-game fictional explanation must come from the participants) nature of them. However, we believe that if a character is striking a target with Ablative DP that they understand if the hit is partially or wholly absorbed by Ablative DP. This is a call akin to whether or not the GM rolls dice on the table or behind a screen. We tend to run our games with full transparency (all rolls on the table) and find this produces good results for a variety of reasons (a primary one being the more information is shared the more fair the participants feel the game is). Unless there is a specific reason to keep players in the dark, if a target has Ablative DP and is hit, they should understand that the blow was dealt without any effect due to the Ablative DP of the target.

subsection

JAGS, being a universal system, invites customization and the creation of unique abilities. Wed like to present a fully formed completely balanced system to generating any power you can imagine and costing it correctly. Unfortunately we havent figured out how to do thatand even to the extent we have figured it out (the process by which we created the abilities in this book) there are parts that are more art than science.

J ag S F o u n Dat i o n C l a S S e S (m a k i n g Yo u r ow n p ow e r S)

Introduction

However, this chapter will show what weve done and what our thinking was (at least in general) and give you some guidelines for customizing your own material. Look at this section as a kind of extended Designers Notes chapter which, rather than giving you more rules, simply gives you more perspective about how we worked things out. In this section well cover: Basic ability guidelines (what goes into building an ability) and general cost rules (what does 1 point of Strength cost? A damage point? Flight?) Rules for modifying existing abilities or taking out the specific color and changing the point costs.

buildinG abilitieS


Here are the guidelines we have for the creation of abilities. These are, being guidelines, prone

to exceptions so dont take anything too literally.

YOU CANT ALWAYS BUY AS MUCH AS YOU WANT

One of the things we believe about point-buy systems is that the real value of abilities changes in proportion to how much of them you have. While its a complex argument, take a look at the most basic case of doing damage. If you have an environment where everyone is armored at least a little--then having an ability that does one or two points of damage is almost worthless. As the damage gets to the point where it is likely to hurt people it becomes worth moreand then, when the damage is at the level where it is likely to remove a major antagonist from a battle it is worth even more. Weve toyed with sliding costs but ultimately settled on a somewhat more use-friendly solution: we dont let you buy as much damage as you feel like buying. The same thing goes for extra REA and or as much armor as you feel like buying and so on. When making an ability or modifying an existing one we recommend that you do things like limit the damage dealt or add Damage Points to increase the cost of the ability as well as to balance it (so that if the character fights themselves it wont be a one-shot-kills bloodbath). Look at the existing abilities to see what weve done with this.

NO FRACTIONAL COSTS

We went out of our way to make sure there was no fractional accounting in APs for the final costs. We do use fractional math extensively in the creation of abilities (1 DP costs .4 APsbut we never give you just one by itself). If you feel (or the math says) something should cost fractional Archetype Points we suggest doing the following: Add Damage Points (which individually do have a fractional cost) until it gets close to a round number. If something costs 3.5 APs and you dont want to round, add +1 DP to the cost so it comes to an estimated 3.9 APs (which should be close enough to 4 for anyone). Simply round (normally).

AVOID NAKED DEFENSES

Although we are not inflexible about it, we recommend that defenses come with Damage Points to prevent the case where a character is an egg shell who will be critically injured any time the damage done exceeds their armor.

NON-COMBAT ABILITIES AND COMBAT ABILITIES

We draw a distinction between combat and non-combat abilities. This closely maps to the scalable stats mentioned earlier. Abilities that fundamentally dont directly impact combat tend to be cheaper than those that dothey also tend not to have scaling numbers. Take, for instance, the ability to see through a wall: we could rate that in terms of number of inches of materialor density penetratedbut attempts to look at the problem that way proved unsatisfying: would a character who spent 20 APs on the ability to see through the whole earth really be satisfied with that ability? How often would it pay off?

subsection

combat abilitieS
Ability Strength Build Damage Points CON REA AGI

Here is a table of combat abilities we track:


Cost Schedule 3 STR for 1 AP 1 BLD for .06 AP 1 DP for .4 AP 2 AP for +1 CON 1 AP for +1 REA 2 AP for +1 AGI Notes Useable multiple times per turn for 5 REA. BLDs primary value is in doing damage and increasing grapple. We suggest giving 1 DP per point of BLD. Dont sell just one. Usually we only give +1 or, at most, +2 CON. This also increases DP by +1 or +2. Usually we limit this to +1 to +5 REA and add at least a few extra DP. Be careful with thisit improves some of the most important combat statistics.



Introduction

Impact Damage Penetration Damage

5 Damage for 1 AP 3 Damage for 1 AP

Armor Force Field Armor coverage

Negative Damage Modifiers To-Hit Modifiers To-Hit Bonuses

1.7 AP for1 / 4 Armor and +1 Damage Point 1 AP for 1 Power and 1 DP 3 Coverage is half cost 4 Coverage is 3/4ths cost 5 Coverage 90% cost 1 AP for -1 Damage Mod against everything 1 AP for -1 to-be-hit 1 AP for +1 to hit

Usable once per turn at -1/5y range. Pen Damage is rated at 1.5x the value of Impact damage since against well defended targets (i.e. other PCs or similar NPCs) it probably wont penetrate. We try not to sell naked defenses. Again, we try not to sell naked defenses Really limited coverage (1 or 2) could be 1/5th costs but we werent sure how much this added to the game. If the damage mod only applies against some specific thing (PEN damage) it is half cost. If that thing is very rare, 1/4th cost. If this replaces AGI Bonus then thats the cost. If it adds to AGI bonus then double the cost. This can be varied if its limited to a less effective attack. Large Weapon Modifiers usually add 1.2x the cost per +1 (so a +2 Large weapon increases the cost of an attack by 1.4x the cost).

common attack modifierS


Modifier Fire, electricity, and explosive effects Long range abilities

Here are some modifiers that can be applied to many attacks.


Cost Modification Multiply final cost by 1.2 Multiply final cost by 1.15 or so Divide final cost by 1.4 Divide final cost by 1.8 Notes We did some fairly careful thinking about this but ultimately decided to simplify it. Range is important but after a certain limit you have to be dictating the situation (i.e. sniping) to get full benefit out of really long range. This is usually 8 REA. If the attack cost 5 REA but is Long then divide by 1.3. If the ability must take a Round off to recharge then divide by 1.8. If the ability must be charged on the first Round of combat, divide by 2. Usually this halves PEN defense and reduces all Damage Reduction to 0. If the attack ignores Force Fields then IMP is multiplied by 1.1 and PEN by 1.25 (note: this assumes Force Fields are much less common than armor).

Long Action Re-charge

Ignores Armor

Impact: x1.75 Penetration: x2.25

reSiSted attackS

This is the table of costs for resisted attacks. The creator determines the threat rating of each level and that gives the letter grade. Then the cost for each 10 Intensity (above the initial 10) is determined. Here are the guidelines for the levels of threat: Green: Anything up to a Stun result. Minor negatives to hit or other inconveniences should be considered green. Yellow: Anything that takes the character out of commission for a round or more. A Daze result is Yellow. Red: anything that (likely) ends the fight is Red. A Daze, recover at -2 is red. So is being unconsciousor dead. Seriously bad red results at the lower level can increase the of the resisted attack even more. Level A B C D E F G Mnr Green Green Green Green Green Green Green Std Green Green Green Green Green Yellow Yellow Mjr Green Green Green Yellow Yellow Yellow Red Crit Green Yellow Yellow Yellow Red Red Red Cat Yellow Yellow Red Red Red Red Red Base Cost 10I .5 1 2 4 6 8 10 Intensity .2 AP : 1 I .2 AP : 1 I .2 AP : 1 I .2 AP : 1 I .2 AP : 1 I .2 AP : 1 I .2 AP : 1 I

subsection Introduction 

H I J

Yellow Yellow Red

Yellow Red Red

Red Red Red

Red Red Red

Red Red Red

12 14 16

.2 AP : 1 I .4 AP : 1 I .4 AP : 1 I

Modifiers Telepathic or Empathic Attack Inhaled Poison Gas Cloud

Cost -2 AP (minimum of 1 AP) x1.2

Blood Toxin Nerve Gas Touch Gaze

/1.75 x1.5 x2 x3

Meet-Gaze

X2

Notes A psionic Telepathic or Empathic Resisted Attack cannot be used through a Mind Shield and takes a -3 cumulative roll modifier when used against a target it has failed against already in a given scene. The cost of this assumes that when used roughly a 4yard radius will be effected and beyond that, every 4 yards gives a cumulative -2 to the gass roll. Characters can take a -2 combat modifier to fight while holding their breath. The cost (divide by 1.75). In this case a carrier attack must hit, Penetrate, and do at least 1pt of damage. As above but the targets cant hold their breath. A touch attack is very deadly because it doesnt require any committal to attack! The touch-attack hits at +4 and is blocked at -4 by bare hands. If you can just look at someone and turn them to stone (or what have you) then the attack hits as 5 REA Medium actionand hits automatically. The character gets +8 Initiative to make that attack and gets a free 0 REA attack with each paid-for attack. If the target must meet the characters gaze to be effected then the attacker takes a visual combat -4 modifier against the character (fighting while avoiding their eyes). Each attack, they must make either a WIL, RES, or combat skill roll at -4. If they miss this roll by 5 (missing the actual roll by 1) then they look in the eyes anyway and suffer the attack immediately (before their blow lands). If they close their eyes (or bind them) they fight with a visual modifier of -6.

non combat abilitieS

Non-Combat abilities tend to be even more fluid in terms of cost structure than combat abilities. We should note that a lot of abilities (such as Flight or Teleportor great senses) canand in fact willoften give an overwhelming advantage in a fight. The reason they are classed as noncombat is that they do not directly relate to the combat system.

THE 8-POINT GUIDELINE

A general guideline is that a really good non-combat ability should cost, at most, 8pts. This applies to great forms of movement (Teleport) and things like Invisibility (so long as it is not used in combat).

subsection

SenSory abilitieS



Introduction

These are guidelines for various enhanced senses. Ability Cost Schedule Notes Minor .1 AP to .5 AP Usually minor senses like improved night Improvements vision or slightly better hearing or smell will come with a DP or two. Usually non-sight abilities will get +2 DP for 1 AP.

Substantial Senses

1 AP to 2 AP

Extreme Senses Ultimate Senses

4 APs 8 APs

A 2 AP sense is something that will give the characters substantial advantage in most play sessions. Things like knowing who someone is or what they plan are worth 2 APs. At 4 APs the sense confers a substantial and highly unique advantage. At the 8 AP level the sense gives dominant advantages to the character. The ability to see through multiple layers of solid objects and target through them is an example of a 6-8 AP sense.

movement abilitieS

Movement abilities range from things like faster running and swimming to flight and teleport. The ability to phase through walls is considered movement (as would sticking to walls). Ability Somewhat improved or hard to use movement An advantageous movement power. Teleport and Phase with restrictions Cost Schedule 1 2 APs 3 - 4 APs 5 7 APs Notes Things like faster running (but not super-fast running), better swimming (or really deep swimming) count here. Low-grade flight comes in at 4 APs. Climbing walls can be 2-4 APs depending on how fast the character can move. Being able to fly, teleport a bit, and so on is worth between 5 and 7 APs. Usually at this level the character gets a substantial advantage where move

modifyinG exiStinG abilitieS

One of the easiest ways to approach making a new power is to modify an existing one. There are a myriad number of ways this can be done and there simply is no universal template we can give you for hard-and-fast rules. Here are our current thoughts on ability modification.

INITIATIVE REQUIREMENTS

In the Standard Abilities section we introduce the concept of an Initiative Requirement. You can read that for more information but in short it means the ability can only be used sometimes during a Roundit has an activation roll to be able to be deployed. If you wish to add Initiative Requirements to existing abilities that dont have them, here are some guidelines. Init Req 4912Guideline 1/4th AP cost 3/4th AP cost 90% AP cost Notes The ability will be used rarely (but with advanced rules can be brought into play with a bit of work) The ability is useful roughly half the time. The ability will commonly be in play.

subsection

COMBINING ATTACKS

When attacks work togetherboth hitting at the same time with the same to-hit modifier the usual rules are: Pay a cost of 1 AP to combine them The full price is still paid for the cheaper attack even though it is less expensive. Introduction

SUBSTANTIAL DRAWBACK (OR ADVANTAGE)



Many abilities can be conceived as having a substantial drawback to them. One example is the Force Field that is opaque: when its up, you cant see out! How do you cost that? The flip side is where an ability has extra advantages conferred to it. Here are some guidelines: If something is almost useless its cost should be 1 AP. The participants will need to determine when this threshold is reachedbut there is no reason to pay a lot of points

for something that is almost never used. Look at the big picture: if an ability has a lot of specific drawbacks (or advantages) then it may make more sense to look at the totality of the circumstances rather than trying to correctly cost each piece. Determine if the PC is able to dictate the use of the ability: If a character is designed so as to be able to bring their ability to bear than limitations are less severe than if the character has comparatively little control. Look at the drawback in terms of the %-less-useful than an unmodified power (or more useful).

Examples: Ability Useful Only At Night

At its most basic this would be a 50% reduction in the amount of time it can be used over the year. Furthermore a great deal of normal life happens in the day time. So if this is something you would want to use (often) in the day, it might be a 50% or even more cost reduction. However: if the character is a super hero who goes out at night to fight crime then, as per the game, most of the relevant action may take place at night. The GM settles on a 20% cost reduction as the character will often be able to dictate their circumstances. The character can raise a protective Force Fieldbut cannot see out of it. In this case the question is What happens as a result of not being able to see out of the force field? The answer is this: in a fight its a -6 Visual Modifier. If the character, for some reason, does not take visual modifiers (blind fighting) then they are not eligible for a cost break. However, this character does not so the ability is deemed severely limited. The cost break is -80% of cost. Sometimes an ability needs a re-charge or uses a power pack. As a general rule a moderate restriction that is worse than a standard endurance costbut not by much then the modifier is usually dividing by 1.25. If the ability has a severe limitation such as only usable once per scene or a movement ability is highly restricted (such as a jet-pack which has very limited fuel) then the divisor is usually 2. Examples: A jet pack has 10 Round of flight without taking it home to refuel: divisor is by 2 A character has three grenades on their person: divisor 1.25 A character has six bullets before a reload. Divisor of 1.05 A character has a twelve round magazine: no modifier.

Opaque Force Field

Limited Uses



Introduction

subsection

Uncontrolled

If an ability is uncontrolled or has potentially dangerous or unpleasant side effects the divisor is usually 1.25 to 1.75 (1.75 should apply to something that is really inconvenient). If a power is truly very hard to use or incredibly dangerous to the point where the character cannot easily or reliably deploy it the modifier can be larger but this should be carefully discussed with the GM. An attack ability may lash out at people who upset the characterbut is not usually deadly or incredibly damaging (i.e. will not derail the game). This could be 1.25 to 1.5 depending on the specifics. A flight ability does damage on take-off and landing: divided by 1.25 A character cannot choose to use a defensive Force Field: it comes up when they feel threatened and can create some awkward social situations. This could be a 1.1 divisor since its not really a problem for the character unless they cant raise it before a fight.

subsection Introduction 0

One of the areas we have not touched on in the core rules book is how characters gain experience points with respect to APs. Certainly characters might never gain more APif they start fully formed thats not a problem. It also may not be appropriate for some kinds of games so here we are giving you some guidelines for character advancement.

incReASinG ApS with expeRience

poSSibility : you dont Get apS

It is possible that the characters may get more Character Pointsbut not more Archetype Points. This could be the case where the characters are, say, secret agents (Fast Company Level 1) and after getting those bonuses they simply dont get any better along that axis. Thats legitimate and everyone should agree on that up front.

poSSibility : you JuSt Get apS like character pointS

The GM can hand out APs to be used to purchase abilities the same way Character Points are given out. Usually an AP or so every 2 sessions (more if you want the characters to advance quickly). If there are no limitations on how they are spent, characters can mutate quickly but its also always legitimate to buy more Damage Points, an expenditure that does not fundamentally change the character. In this case we advise one of two models: The characters are designed with at least an intermediate state in mind and the game is constructed to get them to that state (after which they may change more slowly). This is the maturing model. The rate of advancement could be very high in the begining with 4 to 8 AP being given out per session or completed scenario (perhaps the characters are being trained by a mystical martial arts master?) The characters gain 1 or 2 AP per completed adventure and progress slowly. The AP may be spent on extra DP once all the wanted abilities are acquired (and the GM may need to be consulted to gain new abilities).

poSSibility : levelS and apS

If you are using the optional levels system then you may get APs at a steady rate based on Xp and leveling. The standard rate is 2 AP every 2 levels (counting Level 2 as the first level at which you get extra AP). If the character has nothing else to buy, the APs are used to buy Damage Points.

Even at the 80-100 AP range you wont get characters that can bounce anti-tank rockets off their chests or absorb damage from a nuclear bomb and you wont generally get characters like the wire-fu champions who can singlehandedly take on an army (even a fantasy army). In order to deal with these characters we have created Multiplier or Scale factors (this was called Omega Level in the original JAGS Supers book). It works like this:

S C a l i n g J ag S (V e rY p ow e r F u l C h a r aC t e r S, S u p e r h e ro e S)

Scalar attributeS

For purposes of Scaling we are talking about making a character that can, for example, compete in a battle-field environment (with attacks that do 100s, 1000s, or even millions of points of damage). Even without the Scale factor it is possible to have characters that move very fast or have very high REA scores (as an example). We have defined a group of attributes (related to combat) that get multiplied by the Scale Number associated with the game (Scale Number is defined below). These attributes are: Strength above 10 is increased by the scale number. Damage. NOTE: Weapon damage does not get multiplied unless the weapon is noted as being higher level (as with, for example, a magical sword) or the weapon was paid AP for. Armor that was paid AP for Damage Points (and healing and Ablative Damage Points) Range (of attacks) 

Introduction

subsection

Build may or may not be multiplied (usually at the owning players choice). These rules can create very large characters if wanted (giant monsters?). If the choice is made not to have a very big character, the player can also choose to have the BLD stat multiplied as density, which gives the weight, but does not change the characters size according to the Scalar Number. Finally, it may be allowable to simply multiply BLD by the Scale Number for purposes of computing Base Damage and Grapplebut leaving the characters actual weight unchanged. This isnt realistic but it is balanced. Intensity score for Resisted Attacks (see the new rules below).

Scale number

When creating a game that will operate at the higher scales the group will select a Scale Number by which all the Scalar Attributes are multiplied for the characters of that Scale (the PCs and specific NPCs). The characters are built using APs as normal, but after construction the values are recalculated.

everyone haS to be the Same Scale

Just as all characters in a game are (generally) built on the same number of APs, likewise, all PCs in a game will (again, usually) be the same Scale. It should be noted that, however, once the Scale Number is applied, the actual values are treated normally: if two characters from different games met and one was standard Scale Number 1 (with stats exactly as the abilities in the book show them to be) and the other was Scale 5, the Scale-5 character would simply be 5x as powerful as the other for the same ability. They wouldnt be balanced even though they have the same number of APs and Character Points. Note: If you are using the Levels system (below) then it is not guaranteed that all PCs will be at the same Scale Level (although we believe that raising the group at the same rate is still a bestpractice for most games).

multiplyinG total valueS

When applying a Scale Number you dont just multiply what you got from Archetype Points you multiply the characters entire number of points. This means that if a character is Scale-5, has the standard 10 Damage Points, and gets no more DP from Archetype Abilities, they still begin the game with 50 DP. If that character punches, with their karate bonus, for 3pts of damage, the character, after Scale Number, will hit for 15pts!

subsection Introduction 

chooSinG Scale number

When choosing a Scale Number answer these questions: How varied and complex are the characters supposed to be? The more complex the characters are, the more APs you should use. Most ability groups range between 8 and 50 APs in cost with many packages having a powerful version centered around the 24 and 34 point levels. If a character might be expected to have two power packages at a powerful level (say, Telekinesis and Fast Company Level 1) the characters might be built on about 50 AP. If the characters are expected to be powerful, but simpler, another build might be used. Example Game Number of APs Scale Number Notes At 16 AP, the characters can Secret Agents 8 16 APs 1 Cyborg Agents 24-34 APs 2
be good but will not usually be extreme. The characters are powerful cybernetic agents who are capable of dealing with things a SWAT team would have a hard time handling. They may be combinations of Fast Company and Cybernetics at the 34pt level (having enough to invest a little in both). Characters buy from various cyborg or mutant (advanced evolution) power-lists and also buy from the Psionics list. This requires more APs than characters who will just buy from one list. The Scalar Number 2 means that they will stand up to Light Military fire-power fairly well. These guys are Light Superheroes who usually deal with street-level crime and may have a variety of unusual abilities but tend to focus around extreme training (Chi or Fast Company) at a moderate level. The characters will be Fast Company Level 3 (roughly 60 APs) and are not allowed other power-lists. They are Scale Number 1 so they wont (easily) stand up to machine guns, but they can work around that. The characters are made to be quite simple. They might have one or two super powers but whatever they have is made extremely effective by the 100x multiplier for their scalar values. The characters are expected to be able to purchase several different abilities from the Psionics list. The high number of APs means they will have a great deal of discretion in choosing what to buy.

Psionic Super Soldiers

50 AP

Costumed Adventurers

40 AP

Super Spies

60 APs

4-Color Super Heroes

24 APs

100

subsection

Powerful Psionics

50 APs



Introduction

How much damage will common weapons in the environment do? Here are some rough examples: Level Weapon Averages Avg. APs Scale Number Average weapon does 3 15 PEN damage Street-Level 0 - 16 1x Operative Light Military
(knife to .44 automatic). Rare weapons do up to 24 (shotgun). Weapons are things like sub-machine guns (4x6 PEN), light carbines (30 PEN damage, semiautomatic), and so on. Characters may deal with infantry-carried weapons. Average weapon is the assault rifle doing 3x20 PEN damage per Round. Rare weapons (light machine guns) do 3x30 PEN. Characters may be targeted by vehicular weapons. Average weapon is the machine gun (115 x 3 PEN). Heavy weapons (Anti-Tank Shell) could do 1600 PEN damage. Characters can commonly lift 50-tons or more. Attacks may do damage in the 10,000 to 20,000 pt range (NOTE: when playing at this level, it only makes sense to use numbers like 10 or 20 and simply remember that they are rated in units of 1000s. This prevents you from having to keep track of numbers that are like pinball scores). Above the standard comic-book scale, there are higher numbers that can be used.

24, 34, or 40 12 34 (often 24) 24, 34, or 40 24, 34, or 40

1x 2x to 5x

Military

10x to 20x

Comic Book Superhero (4 color)

100x

Extreme Superhero

24, 34, or 40

1000x or more

Sometimes in games the characters are expected to progress from relatively low or normal power levels to extremely high ones without greatly changing what they can do. If this is the model (as it is, for example, in many online games) then simply giving more CP and AP will not be enough: there needs to be a way to increase the power-level of the abilities the character already has. For these games Scale Number will be dictated by a progression of levels. At each level the character gets a new Scale Number and adjusts their statsthis happens separately from how CP Experience points or even AP Experience points are given out. The rate of progression will be based on the game itself and the needs of the group. Here are some guidelines. Note: We have also classified weapons (or damage amounts) by level. This serves as a guideline to the participants as to what kinds of firepower they can expect to face that is appropriate for their level. The genesis of this idea was JAGS Have-Not, a post-apocalypse world book (Best Supplement in the Indie game awards 2003). We recognized that we wanted characters to go from using six-guns to plasma rifles during the course of a game. While not realistic a progression where the characters got vastly more DP, armor, and so-on was appropriate for the game. We feel it is appropriate for other games and genres as well.

o p t i o n A l: J AG S l e v e l S

subsection

STARTING LEVEL

It is customary to start at Level Zero which simply has a multiplier of 1x (a Scale Number of 1) for all Scale-modified stats. However, it is quite acceptable for the characters to start as higherlevel characters if they are supposed to be more experienced or simply more powerful than most standard characters of their sort in the game world. Introduction

EXPERIENCE POINTS (GOING UP LEVELS)

During play characters will get Experience Points (Xp) in addition to Character Points (CP) or Archetype Points (AP) that they accumulate. The rate at which they get Xp will determine how quickly their Scale Number changes while numbers of CP and AP will determine how quickly their abilities change (or how fast they acquire new ones). Games can have great variation between themand even during them. At each level the characters Xp are reset to zero making 

the total XP necessary to gain the next level its full cost.

WHAT DO YOU GET XP FOR?

Thats a good question: as JAGS is a generic system and this is an optional rule, there are a variety of different models you can use. Well detail a few of them below for your convenience but feel free to come up with your own. Ultimately the GM determines when and how Xp are given out but for the sake of fairness the same rules should apply to everyone in the group. Game Time The most basic versionand the one we most often useis this: everyone in the group gets a number of XP grated by the GM each session even if they arent present. New characters start at the same number of XPs as everyone else. This method keeps a standard rate of progression. No one ever falls behind, and the game changes over time with regard to ability. The group votes an MVP (Most Valuable Player) based on their roleplaying of their character each session and that person gets a bonus that is substantial but not extreme. The GM also can make spot-awards of a small amount during the game when they are impressed or especially amused. This promotes some competition between players for the award and encourages doing whatever the GM finds amusing in terms of role-playing. Creatures are given an XP value based on their toughness. When the group tackles and kills one they split the Xp value. This can also be done for quest-completion, disarming traps or overcoming obstacles, and acquiring treasure. This is a good way to setup a sand-box style world and turn people lose. As the general rules for Xp are known, the players can set their risk-level according to their preferred level of advancement.

Role-Playing Bonus

AchievementAwards

JaGS levelS

JAGS levels provide an advancement target number (XP: the number of Experience points necessary to reach that level) and a Scale Number by which to multiply scalar attributes. The GM can introduce weapons that are appropriate for the level of the game (i.e. will not result in overkill) and can tweak foes by the use of the level-mechanic (a single foe against a group of PCs may be enhanced by making the enemy higher level). These levels go from the relatively lower-level power-scales to the far-upper end (the military or future-military game). Most games will not progress through all of them (indeed, a rate of gaining XPs that takes you through the lower levels in a conventional manner will find you having to play for years at the upper levels). We have banded the levels based on some of the archetypical genres so that you can see how we think they might be used in a given game.

Field Genre

Level Xp Cost Total Xp Scale Number



Introduction

Notes This is where a sample genre might be played. These are meant to be illustrativewe have no explicit definition of where supers might or must be played. Our estimation starts with characters built on roughly 30-50 CP and 8 -34 AP. The level name of the character or item. The number of Xp necessary to attain this level. This is the number of XP necessary to gain the level: a character can reset their Xp to 0 after each level gain. Thus, to go from L5 to L6 requires 8 Xp not 3. This is the total number of Xp the character will have accumulated to reach this level. The characters Scale Attributes are multiplied by this number. We have fractions for the lower levels where it is/may be important. They can be dropped at the upper levels. Rounding is done normally (.5 or greater rounds up).

subsection

Damage Level Weapon Levels

This is the amount of (PEN) damage we think is appropriate for that level. A weapon rated at that level will be a hard hitter--but not overkill-for the character of that level. We have arbitrarily assigned weapons levels. The thinking is that if the characters are at the weapons level they should be able to fight with those pieces of equipment.
xp total 0 1 2 4 7 12 20 33 54 88 143 232 376 609 986 1596 2583 4180 6764 10945 17710 28656 46367 75024 121392 196417 317810 514228 832039 1346268 2178308 3524577 scale Number 1x 1.05x 1.05x 1.1x 1.15x 1.25x 1.4x 1.65x 2.05x 2.7x 3.75x 5.45x 8.2x 12.65x 19.85x 31.5x 50.35x 80.85x 130.2x 210.05x 339.25x 548.3x 886.55x 1433.85x 2319.4x 3752.25x 6070.65x 9821.9x 15891.55x 25712.45x 41603x 67314.45x level Damage 6 6 6 7 7 8 8 10 12 16 23 33 49 76 119 189 302 485 781 1260 2036 3290 5319 8603 13916 22514 36424 58931 95349 154275 249618 403887 Weapon levels Fist, Small Gandgun/Melee Weapon

genre Fantasy Legendary Fantasy Legendary Fantasy

genre Post Apocalypse (JAGS Have-Not)

genre Super Agents Street Level Supers Mid-Level High-flying Supers super heroes High powered supers Ultra High powered battlefield grade supers

level L0 L1 L2 L3 L4 L5 L6 L7 L8 L9 L10 L11 L12 L13 L14 L15 L16 L17 L18 L19 L20 L21 L22 L23 L24 L25 L26 L27 L28 L29 L30 L31

xp Cost 0 1 1 2 3 5 8 13 21 34 55 89 144 233 377 610 987 1597 2584 4181 6765 10946 17711 28567 46368 75025 121393 196418 317811 514229 832040 134629

2H Melee Weapon Heavy Handgun .44 Auto-mag Submachine gun Hunting Rifle Sniper Rifle, Assault Rifle .50-cal Machine Gun

kPV Anti-Aircraft MG 90 MM HEAT Round (M-41C) 105mm Tank gun

M1A1 Tank Gun

Designers Notes

subsection

Formula? The formula is this: we use the Fibonacci sequence for the number of XP cost per level and divide that by 20 for the Scale Number. To determine a weapon level, take the damage output of the weapon per turn: count each ROF after 2 as .80x their damage. Compare that to 6 (PEN the damage of a 9mm or long-sword) x the Scale Number. Thats the level of the weapon!

Introduction 

Example example: Fantasy Character High-king Maxwell is an aged but still powerful king of a fantasy nation. He is a L8 character who has collected a total of 54+ Xp over his career. Here are his stats without the level multiplier: PHY 13 STR 14 BLD 13 CON 13 DP 22 REF 11 INT 12 3 AP Extreme Focus (+3 HTH Damage, +5 Damage Points) 4 AP Natural armor (2/8) Sword: JusticeBringer. Base damage +10 (6x1.65). DragonScale 8/16 Armor He carries JusticeBringer, a magical sword that is Level 7 (note that while we do not go into it here, in a fantasy world higher-level weapons may not cost AP but the character might need to be the appropriate level or higher to wield it). He wears dragon-scale armor which is L6 Plate (8/16). He has paid AP points for 2/8 Armor due to natural toughness. With level modifier applied (level 8 modifier 2.05) PHY 13 STR 18 BLD 13 (16 for damage purposes) CON 13 DP 45 REF 11 INT 12 3 AP Extreme Focus (+6 HTH Damage, DP are accounted for above) 2 AP Natural Armor (4/16) JusticeBringer: Base Damage of 10 + 8 (STR) +1 (BLD) +6 (Extreme focus) = 25 PEN per attack DragonScale: 8/16 Armor

Designers Notes

super heroes and the military In most comics super heroes can easily take on modern military forces. Although were fine with that, our analysis suggests to us that the damage dealt by, say, a state of the art tank round is so destructive that any rational scaled model where the character can be hurt by, say, a slow-moving 50-ton punch would result in the character being killed if hit by an Abrams gun. What we have done hereand in JAGS in generalis to let the numbers fall where they may. If you want a game where the characters can take on the military and are still relatively lowe powered you can do things like reduce the numerical effectiveness of military weapons (cluster them closer together so a tanks main gun is just a little more destructive than its heavy machine gun) or you can use very high Scale Numbers well above what we have here and just ignore lower-level firepower.
Designers Notes

subsection



Introduction

high ap Characters We have sort of formulated the Weapon Levels (and multipliers) around lower-AP characters (8-24 with no more than 1/3rd of that spent on attack powers) however there is no actual problem using higher AP characters. They will simply be a bit above the listed levels in terms of performance. So long as AP-wise the opposition stacks up there will be no problem.

Designers Notes

heroic tags and levels If using the Heroic Tag and Levels we say that higher level characters count as paid-for attacks even though they are out-of-scale. That is: so long as the attacking character is built using AP and paid for their weapons or attacks you do not get Heroic Defenses against higher level characters.

proGreSSion and the level ScaleS

How does a character go from Level 0 to Level 31? Or higher? Well, you do it by getting XP, right? But if you get, say 1 XP per goblin you kill then you need to kill whole nations of goblins by yourself to get anywhere into the 20s. On the other hand, if you get 1000 XPs per goblin then your L0 guy will go straight to L16 after the first fight. Clearly some kind of sliding scale is called for! Here are some guidelines: 1. Combat Awards are based on the creatures level. The basic Xp value for a creature is .2 XP per level starting at Level 0. Each full 8 AP the creature is based on after the first 8 counts as another level (a 40 AP creature counts as Level 4 if its stats are multiplied by a L0 1x multiplier and is worth .8 Xp divided by everyone in the group). Usually characters dont get Xp for killing things two levels below their own level. Traps and Obstacle awards are usually based on the level of character expected to encounter them -1 level for a very hard obstacle, -2 levels for a hard obstacle, and -3 levels for a medium obstacle. It can be less for an easy obstacle or zero if the obstacle is well below the level of the character. Thus, a pit trap in a L3 dungeon (medium) would yield 1 XP for the character who discovers and bypasses it. A medium trap in a Level 9 dungeon would yield L6 XP or 8pts. Usually this is divided by the entire group as with a kill. The GM determines what qualifies as a hard, very hard, or average obstacle. a. Usually you do not get Achievement Based Xps for lots of the same obstacle in the same scene if you are alerted to them and know how to defeat them (a room of pits might count as a single hard obstacle instead of a medium one). b. Usually there must be real risk of death or serious damage for an obstacle to count (you dont get Xp for opening the same lock over and over at home although you might spend CP on your Locksmith skill due to practice). Roleplaying awards are probably at the characters Level -2 for MVP and -4 Levels (minimum 1) for spot awards. Quest Awards can be at whatever level is necessary for the pacing of the game: completing a major quest would yield the next level up (or XP equal to the highest level in the party) and be divided by all the quest members. Completing a minor quest might be the -3 levels below the highest party-level (so for a Level 4 party, completing an adventure would yield Level 4 or 5 XP divided by all members of the group). Treasure Based XP are a way of increasing the game-level in time with found weapons or armor. When a sufficient amount of treasure is found so that the characters weapons and armor are reasonable for the next level up then the group can gain that level as the result of finding treasure. It should be noted that characters with a decent number of AP (24 to 40) can operate a higher levels than would the same character with 4-10 APso just because a group of starting characters at 24 AP can take a few attacks from a Sub Machine Gun doesnt mean they are all Level 6. However, by the time they are all carrying sniper rifles or plasma carbines it may be time to increase their level.

2.

3. 4.

5.

subsection



Pacing Notes One of the things the leveling system will do is allow the nature of the game to changethis means the kind of weapons used, opponents fought, and the kind of enemies you can take on. An evil post apocalyptic village of slaver-mutant bunny rabbits may be very dangerous at Level 0but when you are Level 6 with a Scale Number of 3x, coming back you might easily cleanse it with fire. This can be a very satisfying way to handle character progression and is one of the things the level system is designed to facilitate. The group (with the GM making the final call)

Introduction

will need to determine the preferred rate of change that feels right to the game. We find that every major adventurewhere the scenario is composed of a significant goal and several individual character goals is a good pacing point for going up levels. A Quest Award combined with combat, obstacle, and treasure awards is a mix that should accomplish this.



Introduction

subsection

Generic Archetype Traits (GATs) are unusual, special, or exceptional attributes and abilities that are not unique to any particular genre. As a general rule, such traits may be purchased by any character with the APs to buy them, regardless of archetype of lack thereof. Generic Archetype Traits usually have colorful and specific names, but these are meant to be evocative rather than descriptive: the trait Gladiator does not mean the character is, by default, some kind of pit fighterits just a name that is suggestive of what such a character might be like.

GeneRic tRAitS

combat / phySical archetypeS

These traits are useful for creating characters with exceptional combat and physical abilities.

A rcher [V Aries ]

buyinG traitS more than once

Description: The character is highly trained and skilled with ranged weapons. This could be a bow, a six-gun, or any other ranged attack. The character is quick and accurate. This reduces the characters armor values (if they wear or buy any). The damage bonus applies to the weapon in use and will apply to every attack made with it each round. The skill bonus assumes the character is not able to block or dodge (or otherwise defend) with the skill (it is a ranged attack).
trait w Archer hunter Cost 8 AP 4 AP a-Cost +1 ap +1 ap Damage Bonus +1 (peN or imp) +1 (peN or imp) skill 8 CP 4 CP rea +3 +1 Armor -3 / 7 -2 / 5

Usually you can only buy each trait once unless there are specific rules that say you can get it more than once. The most notable of these are traits such as Toughness which allow the character to buy as much as they have points for. In a traits description, if the character can take it more than once (allowing multiple uses, for example) it will usually say that it can be bought multiple times or is a multiple power. It is also usually illegal to buy different versions of the same power. For example, a character cannot have more than one kind of Extraordinary Strength (although they may combine Extraordinary Strength with, for example, Large Size as these are listed in different sections). When an ability is part of a group that is exclusive (such as Cyborg bodies: you can only get one) it will usually have the exclusive descriptor. Sometimes a trait may be available once onlybut more different versions of the same trait may be available to the character. In this case there will be a single note. Symbol Meaning A weapon power: the damage from it will not combine with any other ability with the same symbol and will not combine with any carried weapon. (M) Multiple ability: the ability can be purchased multiple timesas many times as the character has AP for, if the player wishes. Exclusive ability: the character can only have one of these from whatever grouping they are in. Single Buy: the character can only have this once (like most abilities) but the character can then go and buy other versions from the same grouping. Triple Buy: No character can have more than three w levels of this. Example Generic Traits Buying traits at more than one level A character with 32 APs to spend decides to buy: Built x 2 and Speed x 2. This gives them combined stats of +8 STR, +16 BLD, -2 AGI, -2/4 to any armor they wear, +30 DP, +8 REA, and 2 blocks per round for 1 REA each.

B odyguArd [V Aries ]

Description: The character has skills in defending others nearby as well as giving them bonuses (this could be due to anything from an aura of protection to shouted advice. team member aegis: when used the character can give a 2pt AGI bonus to a specific team member for a 5 REA Short Action. They can give a 1pt AGI Bonus (-1 to be hit) to the teammate for a 3 REA Short Action. The teammate must be in the same combat and reasonably close by. This is treated the same way that normal AGI bonus is (it is halved by ranged attacks). Block attack at other: Once per Round per (per level of Bodyguard) the character can use a Block action against any attack within Step distance. Cheap Block: the character gets the listed number of cheap blocks. A cheap block may be used for either the bodyguard or another person (as above).
trait (M) Bodyguard Cost 8 AP DP +7 agi Bonus +1 init +1 Cheap Block 1x per round

B uilt [V Aries ]

Description: The character is stacked with muscle! They are large, strong, often with excellent definition like a champion body-builder (this, as with all specifics, is up to the player). In fantasy games the armor negative may be due to the character culturally wearing less protective gear than others might. AGI is the reduction to the charaters AGI bonus per level (three levels of Built give -3 to AGI bonus) ARM is the reduction to any armor the character has (if the character has no armor it has no game effect). The 1/2 is Damage reduction / PEN Def. A character with Level 2 Built would get -2 / 4. Unarmed Built is for characters who will not use weapons (super heroes? martial artists?)
trait (M) Built (M) unarmed Built Buff strong Cost 8 AP 8 AP 4 AP 2 AP a-Cost +8 ap +6 ap +4 ap +2 ap str +4 +4 +2 +1 BlD +8 +8 +4 +2 DP +13 +13 +8 +3 agi -1 -0 -1 -0 Arm -1/2 -0 -0 -0

40

B ronzed [V Aries ]

Description: The character has a tanned body of striking appearance and prowess. The Armor granted by Bronzed is not necessarily physical armor but may be due to the way the character moves or some other meta-game resistance to damage. The Appearance CP can either go in any appearance but Statuesque and Exotic are common
trait (M) Bronzed striking Cost 8 AP 4 AP a-Cost +1 ap +1 ap DP +8 +6 str +1 +1 App 4 CP 2 CP Armor 2/5 1/2

c ommAnder [V Aries ]

B ruiser [V Aries ]
trait (M) Bruiser thug

Description: The character is a solid fighter with good staying power and striking ability.
Cost 8 AP 4 AP a-Cost +3 ap +2 ap DP +6 +3 str +2 +1 ADP +8 +3 CoN +1 +1

c leAVe /K ill -s hot [V Aries ]

Description: The character can unleash a strike once each round for exceptional damage. With ranged attacks, this will add only to one shot per round (if part of an auto-fire burst, it only applies to the first shot). If adding to a very unusual attack (explosive, magical, etc.) use the PEN version. Multiple versions can either give more than one attack per round or add to the damage the single attack per round does. When using a Cleave/kill-Shot attack the attacker must declare it (the target will know when declared that this attack does a great deal more damage than the others). If the target is an NPC, the GM can choose not to have them act on that knowledge if it seems overly rules-aware.
trait (M) hth Cleave (M) peN kill shot (ranged) (M) imp kill shot (ranged) Furious strike (hth) Dead-eye (peN) Dead-eye (imp) Cost 8 AP 8 AP 8 AP 4 AP 4 AP 4 AP a-Cost +4 ap +5 ap +5 ap +2 ap +2 ap +2 ap DP +10 +8 +8 +5 +4 +4 Damage +9 Base Damage +3 peN +5 imp +4 Base Damage +2 ranged peN +3 ranged imp

Description: The character has talents in granting morale and leading troops. The character gets a bonus to Recruit rolls. The characters side gets a bonus to Initiative rolls. For a 3 REA Short Action the character gets 2 SPs which can be spent during the Round (they cannot be saved). These may be shared with allies (see below). This can be done once per Round per time Commander is bought (generating 2 SPs each time). An ally is usually (a) another player character or (b) someone operating with the character as a result of following them or a recruit roll. The Commander gets to decide who may use the points and must decide to lend them in response to a request from the other player or GM. The allies usually at least nominally follow the commander as a leader although this is not absolutely required. As per normal SP rules, these can be used to improve any roll so long as the roll was under the unmodified Target Number of the Skill or Stat (for damage modifier rolls they can always be spent). Thus SPs will remove negative modifiers but cant increase the chance of making a roll above its normal target number.
trait (M) Commander team leader Cost 8 AP 4 AP DP +6 +3 sps 2 sp 2 CP recruit 2 sp 1 sp init +1 for team +0

c ounter -s triKer [V Aries ]

trait (M) Counter-striker revenger

Cost 8 AP 4 AP

DP +5 +1

that yes yes

repost 1x rnd No

Cheap 1 No

Walk 5 aDp 5 aDp

41

Generic Traits

Description: The character is skilled in fighting and winning from disadvantaged positions. This may be the result of extensive defensive combat training or some special use of tactics and strategy. that Which Doesnt kill me makes me stronger. When the character is hit and suffers a wound effect in combat they get SPs. These last until the end of the conflict. Each level of Counter-Striker adds this bonus (so 3 levels of Counter-Striker get +3 SP for being hit). They get: o +1 SP for being hit, even if there is no effect. o +2 SP for being stunned o +4 SP for being dazed repost. When the Counter-Striker dodges or blocks an attack (even if the defense is not successful) they can attack immediately, even if out of Turn order dealing one Medium Action strike (assuming they have the REA to pay for it). This is at a -2 to be blocked. Cheap Blocks. The Counter-Striker can block for 1 REA once per Round (per level of Counter-Striker). Walk it off. The character can spend 5 REA and get the listed ADP. Their total of current DP and ADP can never be more than their normal (uninjured) DP. Gaining ADP does not effect wound or condition levels.

d efender [V Aries ]

Description: The character has skill in presenting a defense that makes it hard to hit vital targets. When the character takes a defensive move (Block, Dodge, etc.) they get a -3 Damage Modifier against the attack. This will stack with other negative modifiers from Defender but not with defenses from other sources. The character also gets to block once per round for 1 REA (instead of the usual 3 REA) for each level of Defender purchased.
trait (M) Defender Cost 8 AP DP +14 1 rea Blocks 1 per round Dm with Block -3

g lAdiAtor [V Aries ]

f encer [V Aries ]

Description: The character is skilled in a specific kind of handto-hand combat that gives them a reserve of Success Points which can be used for defensive maneuvers. The character may or may not use fencing gear or even melee weapons (the points can be used to apply for a dodge). The Block SP reserve can be used to increase any Defense (Block, Dodge) action if the roll itself was made (presumably to close the gap between what was required and the actual roll). The points are spent after the defense roll is made (there is no REA cost to spending them). The reduce SP reserve can be used to decrease any Damage Modification roll that is made against the character. The SPs are spent before the roll is made. If this reduces the damage mod below 4, in the case of a Penetrating attack, it will remove the PEN doubling. The CoN SP reserve can be used to increase the amount a CON roll was made by (for Wound Effect purposes) so long as the roll itself was made. These may be spent after the roll was made. The reserves are full up at the start of a fight. They may be recovered by taking an 8 REA Long action (presumably to re-position themselves for proper defensive movement)
trait (M) Blocker (M) reducer (M) Con Fencer Cost 8 AP 8 AP 8 AP 4 AP DP +6 +6 +6 +4 skill 4 CP 4 CP 4 CP 0 CP Block 4 sp --3 sp reduce -4 sp --CoN --3 sp --

Description: The character is a strong resilient character. Their armor may come from worn protection or could simply be tough skin or just a meta-game (unexplained) resistance to damage. The character is very strongbut moves more slowly in combat than normal. The Blade (Gladius?) version pays Archetype Points for a Broad Sword or other melee weapon. If the game does not have characters paying AP for weapons it is not appropriate (use Gladiator instead) ARM is an armor bonus (if the character is naked they will be treated as having 1 / 2 armor and this will also add to any other paid for or worn armor) Init is a negative to the characters Initiative.
trait (M) gladiator Blade Cost 8 AP 8 AP a-Cost +5 ap +6 ap DP +5 +4 str +4 +3 BlD +1 +1 Arm +1/2 +1/2 init -2 -2

g unslinger [V Aries ]

Description: The character is a quick-draw and attack master with a ranged weapon. shoot From the hip. If the character foregoes any ability to aim and takes no more than one shot per round they get: o +4 Initiative for purposes of taking the shot o +3 PEN damage or +4 IMP damage with the attack The character gets the listed Character Points (CP) in a ranged weapon skill. shooting stance. If the character takes a +1 to be hit until their next Turn, and -1 to block or dodge incoming attacks, they get a +1 to hit with their ranged attack. A gunslinger can remove a -1 recoil modifier per level.
trait (M) gunslinger shooter Cost 8 AP 4 AP a-Cost +0 ap +0 ap DP +10 +5 skill 4 CP 4 CP recoil -1 -0 specials hip, stance stance

h Ard [V Aries ]

Description: The character gets armor. This may be hard skin, better worn armor than most characters get, or some other bonus. The ability also gives Ablative Damage Points. This will add to any worn armor.
trait (M) hard (M) Armor Plate (M) Coat of Mail heavy armor Cost 8 AP 8 AP 8 AP 4 AP Armor 4/10 2/5 1 /2 2/5 Plate 0 6 / 14 Cv 3 5 / 12 Cv 4 0 ADP +12 +6 +5 +4

Gadgets

h Ard s tyle m ArtiAl A rts [V Aries ]


Generic Traits

Description: The character is trained in exotic hand-to-hand combat skills and is trained in almost super-natural levels of damage dealing and special strength-enhancing techniques.
trait hard style (M) karateka Black Belt Black Belt Cost 8 AP 8 AP 4 AP 4 AP a-Cost +5 ap +2 ap +2 ap +2 ap DP +5 +6 +2 +2 unarmed +8 +1 +3 +3 skill 8 CP 8 CP 4 CP 2 CP str +1 +2 +1 +0

42

i ron W ill [V Aries ]

Description: The character has strongly developed willpower and may have intense training in martial philosophies. Wil Bonus. The character gets the listed bonus to WIL. Will to live. Once per level per combat the character can re-roll a CON roll substituting a WIL roll in place. This is declared after the CON roll is made (likely after it is missed).
trait (M) iron Will iron Will strong mind Cost 8 AP 8 AP 4 AP DP +25 +16 +15 Wil 1 Wil 4 Wil 2 Wil Will to live yes yes No

m onK [V Aries ]

m Anic [V Aries ]

Description: The character attacks in a flurry of blows striking quickly and furiously. The character may have a hard time controlling themselves. Damage is unarmed damage.
trait w Manic Frenzy Fury Cost 8 AP 8 AP 4 AP a-Cost +3 ap +2 ap +1 ap DP +5 +8 +6 str +2 +0 +1 rea 3 rea 3 rea 2 rea Dmg +0 +8 imp +0

Description: The character is skilled with unarmed combat and can deal devastating blows with their bare hands. Unarmed: this damage is added to any Impact damage unarmed strike. Skill: The CPs listed can be spent on any Combat Skill (usually a martial art) ARM: this number is deducted from any armor the character has (paid for by APs or not). If the character wears no armor it has no effect. Block Armor: When the character blocks attacks, perhaps because of the conditioning of their limbs (or any other reason as meta-game allows) the character gets armor against the attack if the defense fails (this applies to dodges as well). This applies even to ranged attacks.
trait monk (M) monk learner Cost 8 AP 8 AP 4 AP a-Cost +2 ap +3 ap +1 ap DP +9 +5 +9 unarmed +8 +2 +4 skill 8 CP 8 CP 0 CP arm -2/5 -0 -1/2 Blk 6/14 2 /5 4/9

m AssiVe [V Aries ]

Description: The character is large and heavy (probably fat like a sumo wrestler). AGI is the negative the character takes to their AGI Bonus.
trait (M) massive sumo Cost 8 AP 4 AP a-Cost +8 ap +4 ap DP +11 +6 str +3 +1 BlD +15 +10 ADP 11 6 init -2 -2 agi -2 -2

Description: The character is fast on their feet and able to respond to attacks by getting out of the way. The negative damage modifiers will stack with others from Nimble but not other sources (they will not add to Fast Company or Defender modifiers, for example). The character can only buy the Nimble 1x version once. This can be bought no more than 3 times.
trait Nimble w Nimble evasive Cost 8 AP 8 AP 4 AP DP +11 +15 +2 Armor -1 / 2 -1 / 2 -0 agi +1 +1 +1 init +0 +1 +0 Damage mod -4 Dm -2 Dm None

n imBle [V Aries ]

m ArshAll [V Aries ]

Description: The characters leadership abilities are well suited to defensive maneuver. The character gets a bonus to Recruit rolls. The characters side gets a bonus to Initiative rolls. People on the characters side get additional ADP at the start of each battle. People on the characters side get a bonus to CON rolls. This will apply to everyone under the characters command (as per Commander) up to a unit the size that their Strategy and Tactics skill allows them to command.
trait (M) Marshall seargent Cost 8 AP 4 AP DP +6 +4 CoN +1 CoN +1 CoN team aDp +10 aDp +5 aDp recruit +2 +1

P recision s triKe /s hot [V Aries ]

Description: The character can strike for extra damage due to focus and precision. Every strike the character deals in hand to hand combat gets this bonus. Bonuses to Base Damage will apply either to armed or unarmed strikes.
trait (M) precision strike (M) precision shot peN (M) precision shot imp strong Blow (hth) good aim (rng) Cost 8 AP 8 AP 8 AP 4 AP 4 AP a-Cost +5 ap +5 ap +5 ap +3 ap +3 ap DP +8 +6 +6 +3 +3 Damage +3 Base +2 peN +3 imp +2 Base +1 peN ADP +8 +6 +6 +3 +3

Gadgets

m oBile [V Aries ]

trait (M) Mobile

Cost 8 AP

a-Cost 0 AP

DP +7

agi Bonus +1

init +1

43

Generic Traits

Description: The character is fast on their feet and can take a special Cheap Step action once per Round. Cheap step: The character gets a standard Step action for 1 REA once per Round per time Mobile is bought.

s niPer [V Aries ]

Description: The character is very skilled and trained with ranged weaponsespecially when they can set up a shot. Breath Control. The character gets +1 to any aim action taken due to their ability to control their breath when lining up a shot. The character gets the listed Character Points (CP) in a ranged weapon skill. shooting stance. If the character takes a +1 to be hit until their next Turn, and -1 to block or dodge incoming attacks, they get a +1 to hit with their ranged attack. This is declared when the attack is made.
trait (M) sniper marksman Cost 8 AP 4 AP DP +10 +5 skill 8 CP 4 CP Breath Control yes No

s Word s Aint [V Aries ]

s oAK [V Aries ]
trait (M) tough guy/gal (M) soak (M) substantial (M) tough guy/gal (M) soak (M) substantial (M) tough guy/gal (M) soak (M) substantial (M) tough guy/gal (M) soak (M) substantial

Description: The character is able to absorb large amounts of damage.


Cost 8 AP 8 AP 8 AP 4 AP 4 AP 4 AP 2 AP 2 AP 2 AP 1 ap 1 ap 1 ap DP +15 +27 0 +8 +14 +0 +4 +7 +0 +1 +2 +0 ADP +15 +0 +32 +7 +0 +17 +4 +0 +9 +2 +0 +3

Description: The character is a weapons master with HTH combat weapons (not necessarily a sword). Weapon Master. The character can use weapons with any HTH combat skillso if the character is also an unarmed fighter and has a martial art skill at a higher skill than Melee weapons, they may roll to hit with the weapon using the martial art. They must have a Melee Weapons (or other HTH weapon) skill of at least 12- L2, however on their sheet. The character only gets special abilities of the skill (such as the damage bonus at higher skill levels) if they have that skill. The characters Block is at Skill -1 for L2, Skill for L3, and Skill +1 for L4 (modified by the weapon). skill: The skill bonus must be spent on a weapon skill (not a martial art or ranged attack skill) The character gains an extra attack for 1 REA once a Round with their weapon. This is not constrained by the number of attacks per Round allowed by skill level.
trait (M) Bodyguard Weapons Master Cost 8 AP 4 AP DP +7 +4 skill 8 CP 4 CP 1 rea attack 1x per rnd No Master yes yes

V itAl s triKe [V Aries ]

Description: The character has been trained to hit vital targets on their opponents. A vital strike does more Base Damage when the hit against the target, with all modifiers (including negative damage modifiers) considered is 4+ (four or better). If the attack is Penetrating, keep in mind that this will also get PEN Doubling bonuses.
trait (M) vital strike vicious strike Cost 8 AP 4 AP a-Cost +5 ap +3 ap DP +5 +3 Damage Bonus +6 w/ 4+ hit +4 w/ 4+ hit skill 8 CP 0 CP

s Peed [V Aries ]

Description: The character is quicker than normal. For each level of Speed the character may make a defensive action (3 REA or less) for 1 REA once per Round. Thus, a character with Level 3 Speed could take 3 Blocks per Round for 1 REA. All other Blocks would cost normal REA.
trait w speed Celerity Cost 8 AP 4 AP a-Cost +0 ap +0 ap DP +2 +2 rea +4 +1 Blk 1x for 1 rea No

subsection

Gadgets

Generic Traits 44

W Arlord [V Aries ]

Description: The characters leadership abilities are well suited to offensive maneuver. The character gets a bonus to Recruit rolls. The characters side gets a bonus to Initiative rolls. The characters side gets a bonus to Base Damage for all attacks (PEN or IMP) The Warlord can spend 3 REA to give other members of the team a plus to hit with ranged attacks as per Aim so long as they are involved in the same battle (i.e. not on the side-lines). When the character does the below things, they, themselves, get bonuses to initiative that last the entire fight: o Land three hits in a battle: +1 Initiative o Stun or Daze a target of roughly equal value to the warlord: +1 Initiative o Take out (render unconscious, dead, or defeated) a target of equal value to the warlord: +3 o Deal a Major or Critical Wound to a character at Hurt Condition or Normal Condition: +1 Init
trait (M) Warlord Battle lord Cost 8 AP 4 AP DP +6 +4 team Dmg +1 Base +0 team aim +1 / 3 rea +0 recruit +2 +1 init +1 +0

A ristocrAt [V Aries ]

W Arrior [V Aries ]

Description: The character is trained to an elite level in combat. This usually, but not always, applies to HTH combat (armed or unarmed) but can apply to ranged combat as well. The Skill Points from Warrior can be spent on any Expensive Physical skill. The damage bonus will add to any attack launched, including automatic fire attacks. If the attack type is extremely unusual, however, the damage bonus may only be +1. Usually explosive, electrical, and other unusual attacks still get the +2 damage bonus.
trait (M) Warrior trained Cost 8 AP 4 AP a-Cost +4 ap +1 ap DP +6 +3 skill +8 +4 Damage +2 peN / +3 imp +1 peN / +2 imp

z en s trength [V Aries ]

Description: The character has been trained in such a way as to improve their intensity and concentrationdeveloping both mind and body in a martial fashion. The character gains the listed bonuses to STR and WIL.
trait (M) Zen strength empty mind Cost 8 AP 4 AP a-Cost +3 ap +1 ap DP 16 +6 str +2 +1 Wil +1 +1

cerebral archetypeS

Description: The character is a powerful person who commands resources and respect. They could be actual royalty, a wealthy person, or, perhaps, a powerful CEO. Cheap Wealth. The character gets double value for any CP invested in Wealth. They usually must have 2 CP invested at a minimum (resulting in 4 CP of wealth). Authority. The character has the ability to make changes to some domain. This could be things like laws of the kingdom or maybe foreign policy for nation XYZ. In any event, their realm of authority will be rated as color (the character has authority over something not especially relevant to the game), minor (the authority is relevant to the game but their ability to make changes is not extreme), or major (wherein the characters authority is both highly relevant and they are powerful). The GM must always approve this level of authority. Body guard. The character gets a 50 CP body-guard with 4 AP worth of ability from the basic book. This body guard will be loyal and will fight in combat to the death for the character but will not commit suicide for the character. If the body guard dies in the line of duty they can be replaced quickly. If the GM decides the body guard has been wasted (used as trap-detection in a non-extreme situation) then the GM can place limits on how soon a new guard can be found. o Assistant. An assistant is a loyal NPC built on 30 CP/4 AP who will always have the characters back and will do what is possible to help them. Such a character will often have several non-combat skills and work as an advisor. loyal Followers. The character gets the listed bonus to Recruit situations when they are amongst followers (the specifics of the aristocracy determine what that means). responsibility of Command. The character gets 2 SP when they complete an activity taking at least one scene that involves caring for their area of command (there is likely to be at least one of these per two play-sessions. The player can request one or take actions such as going to the office that are likely to create one). If the decision is difficult, has some significant cost to the character, or is otherwise more interesting than doing the obvious thing it will net 4 SP. training. The character can spend the listed CP in any Social Skill or Strategy and Tactics. Generic Traits 45
trait (M) Crown Prince (M) Count Baron Cost 8 AP 4 AP 4 AP DP +10 +6 +4 skill 4 CP 4 CP 2 CP Authority major Minor Color guard 1 guard None 1 assist loyal +3 +2 +1

These are some Archetype Packages for less combat oriented characters.

d riVer [V Aries ]

Description: The character is skilled with machines and drivingespecially combat driving. Drive anything. The character can apply a single Vehicle Operations skill to any machine they can realistically claim to have driven (and can learn new ones very fast). skill. The character can add the listed CP to Vehicle Operations skill. Points spent on Combat Vehicle Ops (an Expensive Combat skill version of it) count double. Defensive Driving. Any time a Drivers Core is hit (a hit to an engine or similar) the character can use the listed Saves, marking one off for the combat and reducing the hit to a non-Core hit. stunt Driving. The character can use the listed Stunt bonus to negate negatives due to bad driving conditions.
trait (M) Driver transportation Cost 8 AP 4 AP DP +13 +6 skill 4 CP 2 CP Defense 4 2 stunt 2 1

Example

short Con Drama


type: Three-Roll Target Number roll: Con Artist or Psychology (-2) time Between rolls: Usually a few minutes or seconds. The Short-Con happens in one scene. Description: The character is running a short confidence game that plays on the targets greed. There are a nearly infinite variety of these and the player should do research to determine which is to be run. If, for whatever reason, the game is poorly suited to the environment (or the environment is just plain bad) the GM can impose negatives. target Number: See below. pay off: If the target number is hit, the character will make the listed amount of money. If failed, the con fails. If any Con Artist roll is missed by 5+, the character is seen through and the GM must determine if there are consequences (police, a fight, etc.). If the character has Grifter in addition to the money the character gets SPs which may be spent any way they desire. Note: A character can only perform one Short Con for SPs per play session without GM approval. The character may also get SPs for conning someone if they do so without the drama (i.e. if the role-playing aspect of the game involves a Con the character may get the SPs without engaging the drama at the GMs discretion. payoff to target Number (names are for color only) short-Change Con: $30.00, 1 SP. Target Number: 12 pigeon Drop Con: $100.00, 2 SPs. Target Number: 17 Being tea scam: $300.00, 3 SPs. Target Number: 22 gold Brick scam: $500.00, 4 SPs. Target Number: 26 moves: inside man Free. The character has an accomplice who can set the mark up. This nets +1 SP on each successful roll. If the accomplice has Con Artist L2, it nets +2. If L3, it nets +3. If the accomplice is L4 why arent they running the scam (give +8). The character must split the proceeds with the Inside Man. risky Business (Free) The character takes a much greater chance of involving authorities. The character must make a Streetwise, Hacker, Sleight of Hand, or Forgery roll at -2 or -4. If successful it will gain the character +2 or +4 SPs. If failed, it will bring the police.

g rifter [V Aries ]

subsection

Description: The character is skilled as a con-man, hustler, or (perhaps) expert gambler. skill. The character gets the listed CP in Con Artist or Psychology (the rolls which will be used to analyze a mark determine their weaknesses or needs). short-Con. The character gets the listed SP bonus when they run a short con. A short Con is a drama that is designed to get a (relatively) small amount of money from a target (it sets up and pays off in one encounter). When performed, the character will try to complete the drama (see below) to get both money and SPs (if successful). The character gets the listed roll bonus applied to each Con Artist roll they make. Back-out-plan. The character has foreseen getting caught. When some result happens in the game either as the result of a blown drama roll or not the character gets a chance to re-roll the encounter hoping for a better result. They can do this once per level of Grifter. smooth operator. The character gets the listed bonus either to Persuade or Charm (it can be divided as the player wishes).
trait (M) grifter matchstick man Cost 8 AP 4 AP DP +10 +4 skill 4 CP 2 CP short +2 +1 Backout yes No smooth +4 +2

Generic Traits 46

i nVentor [V Aries ]

Description: The character is a scientist, tinkerer, or otherwise scientifically able. The character gets the points listed in hard science skills as well as 2 Gadget Points for minor equipment upgrade (see upgrading gear for how to use gadget points). success sps. The Inventor gets a number of Success Points that can be used for any hard science roll. They regenerate between projects, between playsessions, or after a suitable time in-game (GMs discretion). They usually cant be used more than once on the same project. These are especially useful if there is an inventing drama going on. hard to hit. In combat the characters SPs can be used to add to the characters AGI bonus after a hit is declared (moving to a miss or, at least, a hit by fewer points) so long as the character takes a 3 REA defensive action (if the character cannot dodge for 3 REA they may still take 3 REA to spend the points). SP spent this way are regenerated between scenes.
trait (M) inventor gadgeteer Cost 8 AP 4 AP DP +8 +2 skill 8 CP 4 CP gp 2 gp 1 gp sps 4 sp 1 sp

P rofessor [V Aries ]

Description: The character has had classic training in Literature, Philosophy, Art, History, or some other academic discipline. alexander the great ran into something Just like this. Once per game session the character can roll an academic skill as any other skill (including combat skills) due to its application. The GM must agree to this and there should be at least some attempt to make it make sense. If the GM denies it, the character gets 4 SP or 2 SP and maintains the use of the effect for some other time (players prerogative). Cf. The character can compare the current situation to whatever is going onusually in an investigative way (i.e. the character may know eerily relevant facts about famous Da Vinci paintings or American history that just happens to be relevant to solving the current situation). In this case the characters academic skill of choice is rolled to either give a clue (which is defined as information that gives the character a positive follow-up) or the GM will grant 2 SP.
trait (M) Professor grad-student Cost 4 AP 2 AP DP +4 +2 skill 4 CP 2 CP Cf. yes No

i nVestigAtor [V Aries ]

trait (M) investigator

Cost 8 AP

DP +12

skill 4 CP

operator 4 sp

instinct yes

47

Generic Traits

Description: The character is skilled in investigation and uncovering clues and secrets. They may be an actual detective or simply trained in noticing when things are wrong. get a Clue. Once per play session the character may request a clue. This clue should provide a clear avenue of investigation that is relevant to the situation at hand. In order to request a clue the character must already have done some reasonable investigation (including interviewing people, examining a crime scene, doing online research, etc.). When requesting a clue the character will either get a clue or 2 SP which will last until spent (GMs decision). Each level of Investigator will gain them a clue per session. smooth operator. The character is able to be intimidating, persuasive, and so on when they need to be. The Charisma Success Point bonus can be used to add to any Psychology roll necessary. It is refreshed every session. Each level of Investigator will gain them the listed number of SP. instinct. The character gains an Intuition-like ability to determine when something is not right. The character can make appropriate skill, perception, or RES rolls as the GM directs to understand a situation, sniff out fraud, and otherwise get gut-feelings about being followed, placed under surveillance, etc. Each level of Instinct will gain the character +1 to their roll. skill Bonus. The CP can be spent on Spycraft or almost any street skill.

subsection

r ocK s tAr [V Aries ]

Description: The character is some kind of famous artist (possibly recording artist, possibly some other venue). They are rich, famous, lead the big life, etc. Note: this could also be sports hero although by itself it may not provide the physical skills sports heroes often have. art skills. The character has the listed CP in artistic skill. social skill. The character has the listed CP in Social Skills (probably Revelry). rock star good-looks. The character gets the listed number of CPs in an Appearance or Personality effect (Likable, Presence, etc.) go Double platinum. The character gets double any CP invested in Wealth (usually a minimum of 2 CP resulting in 4pts of Wealth). mobilize the troops. The character can call on their fan base to do things for them. The fan-base is likely to be teenagers or just normal people and what they will do is limited (they will not, usually, actually go to war for the characters)but the Rock Star can use their fan-club to work for a cause. This requires a Recruit roll and the character gets the listed + for their fan-base. The smaller the general fan-base, the more loyal they usually are. The Recruit roll is usually against an effective 10 WIL. o minor success: The troops will usually do things like letter-writing, Internet activism, and so on. o standard success: The fan-base will turn out for an appearance and take some legal action on the request of the rock star. o major success: Self-perpetuating movement. The character can enact boycotts, fund-raising, etc. through their fan-base. This will last for a while (the GM can determine how successful it is). Usually a major star can put some pressure on medium sized organizations with a Major Success. o Critical effect. The rock stars fans will be vigorous and quite possibly overzealous in their support of the rockstars effort. This will also attract big name fans who may be other important people (movie stars and so on). This makes international news. o Catastrophic effect. The effect leads to wide spread public knowledge of the effort and, very likely, broad support. The fan-base will be persistent and rabid in carrying out the goals of the rock star. Concert! The rock star gets the listed number of SPs when they hold a concert event successfully. This is a drama using their artistic skill. One may be attempted per play session but, depending on the time table, it usually takes some time to set them up. If the character goes on a concert tour they can be assumed to come back with the listed SPs (rather than racking up numerous successes off screen). rehab! The rock star can generate the listed SPs by going into rehab or otherwise having a public disgrace moment. Usually this will cause some significant humiliation and/or hurt them with fans (usually giving a -4 to Psychology rolls, especially Recruit) for a time or until cleared up. the show must go on. Rock Stars (and sports heroes) have responsibilities they have to undertake or theyll suffer fan backlash. If the character neglects their duties the GM can dock them SPs or charisma points as they see fit. They can also invoke recording label sanctions against their extra wealth. Rock stars get treated like royalty but they also usually have demands on them. This need not be extremely aggressive but it these characters can have a lot of drama in their lives. trait Cost DP skill looks Conc Fan reh (M) rock star 8 AP +10 4 CP 4 CP yes +2 4 sp +4 2 CP 2 CP +1 2 sp almost Famous 4 AP

Example

Concert Drama
type: Three-Roll Target Number roll: Musical Instrument (or other artistic skill) time Between rolls: About an hour (for a live performance) Description: The character holds a concert or other performance. target Number: See below. pay off: Based on the difficulty level the character will get the listed number of SPs for success (if they have the Rock Star trait). Note: the difficulty is usually by venue. While this is an approximation done for color (a painter might have an art museum exhibition rather than a stadium) there are some things to consider. The first is that major venues dont happen overnight. Usually there must be some set-up for a larger play. The second issue is that not every person with the Rock Star trait can fill a mega-stadium so the GM may limit the effective size the character can command. payoff to target Number (names are for color only) Coffee house (small venue). 12 SPs of difficulty. Yields: 2 SPs per level of Rock Star. Club (medium venue). 18 SPs of difficulty. Yields 3 SPs per level of Rock Star. small stadium (large venue). 26 SPs of difficulty. Yields 4 SPs per level of Rock Star. huge stadium (huge venue). 32 SPs of difficulty. Yields 5 SPs per level of Rock Star. moves: smash the guitar (Free) The character can try a showy stunt once per drama. This usually requires a Showmanship roll at -4 or -7 for +2 or +4 SPs for that roll if made (nothing if missed). Bite the head off a Bat (Free) The character can try something edgy and, perhaps, tasteless during the show. They can make a Showmanship roll at -4 or -7 gaining +4 or +7 SPs if made. If missed the character will suffer serious backlash from the media and must make a Recruit roll against an effective WIL of 12 or lose fans (they must get a Standard Effect or better). If the idea is well described and truly inspired the GM can reduce the negative modifier by 1 to 3 pts while still yielding the same value.

subsection Generic Traits 48

s ecret A gent [V Aries ]

s lAcKer [V Aries ]

Description: The character has had some training in secretagent style skills. They might be an actual agent of an intelligence service, self-taught, or otherwise trained. agent training. The character has been trained in spy style skills and can apply the CP Skill points to Street Skills or anything else which can reasonably be considered agent training (Stealth, Spy Craft, etc.). It cannot be applied to weapon or combat skills. Contingency plan. The character can, once per play session, declare they have had a contingency plan or the GM will grant them 4 SP. The nature of the contingency plan is usually something like: o A prepared identity set up. o A contact who can at least marginally help with the situation (i.e. provide a safehouse, medical care, general knowledge, be an area guide, etc.) o Have a piece of gear that is moderately normal but is disguised as some other piece of gear (i.e. a blow-torch pen, a saw hidden in a watch, a radio button, etc.) o The bare minimum to help with an escape plan. The use of this does not spring the character but makes it possible for the character to relax security. It must be something that couldve plausibly been set up. o A way to get an extremely unlikely piece of gearblack market contacts, etc. gadget points: The Secret Agent gets the listed number of Gadget Points. hand to hand Combat training. The character gets the listed damage bonus with unarmed blows due to combat training.
trait (M) secret agent operative Cost 8 AP 4 AP DP +12 +4 skill 8 CP 4 CP Contingency yes No gp 2 2 Combat +4 imp +1 imp

Description: The character is something of a social outcast or otherwise a non-mainstream member of society. Despite this approach to life-style, the character, if they have this archetype, has an unusual level of success despite having no effort and missing some of the general trappings of success. some kind of loser. When the character fails at something of any significance they gain 2 SPs. If the failure was especially humiliating or funny the bonus is 3 or 4 SPs! If the character has to make a roll the player can choose to fail it to create the effect. inept Defense. When the character makes an attack during a round but deals no damage (either due to missing, armor, being blocked, etc.) the character gains a -4 Damage Modifier for the rest of the round. It does not stack with other modifiers. lucky Break. The character has a reliable string of luck so long as they operate within certain parameters. The character will have enough money to get by so long as they live cheaply but comfortably. This involves finding odd jobs, getting cash at unusual moments, etc. The character will avoid serious misfortune (but may suffer a number of minor misfortunes on a regular basis). success Catalyst. The Slacker may not contribute muchbut they are useful for other teams. A slacker generates the listed number of SPs per level of Slacker. These are generated each play session and may be given to team-members as wished. This makes having a Slacker on the team often very useful for hard to define reasons.
trait (M) slacker loser Cost 8 AP 4 AP DP +8 +2 loser yes yes DeF -4 Dm No luck yes yes Catalyst 4 sp 2 sp

49

Generic Traits

subsection

s urgeon [V Aries ]

Description: The character is capable of healing others (they may be a for-real surgeon, healer, or even something like an empath). The healing version of this ability is very over-thetop and as such, this should only be taken in games where it is appropriate. One of the possible meta-game solutions is that when the healing character uses their ability the wound taken is not as serious as it lookedthat is, rather than magically repairing tissue, the in-game continuity is ret-conned to presume that the wound dealt was simply not what it appeared to be. heal. The character can render medical attention as an 8 REA Long action. They must be able to touch the target and every time this is done per day the amount of healing is halved for that target. The character can heal themselves. If the healing completely removes the wound, it will negate any Wound Effect that remains. prevent Death. If the Surgeon can get to a character within CON minutes of a Death result, they can reverse it to Unconscious (revive the character). medical skill. The character can spend the listed number of CP on Medical Skill. patch up. In this case the character gives the target ADP instead of DP. This does not reverse wound effects or condition effects and the characters total ADP + DP can never exceed their normal (uninjured) DP. This is less serious medical care than Heal and may involve things like pain killers and cauterizing wounds and so on. It is an 5 REA Medium Action to patch someone up and the amount of ADP given halves each application within the same day for the same character.
trait (M) surgeon medic Cost 8 AP 4 AP DP +8 +4 skill 4 CP 2 CP heal 20 DP 10 Dp prevent yes yes patch up 20 ADP 10 aDp

W eAPon -s mith [V Aries ]

Description: The character can build, modify, and otherwise enhance weapons. This applies to both their own and others. Personal Weapon. The character may purchase a weapon off the list below if the convention of the game is that APs are paid for standard weapons. Otherwise they get the weapon for free. Buff: The character can service the weapon (cleaning, replacing parts, etc.). This takes 1hr per weapon and will give the user (not necessarily the Weapon Smith) the listed number of SPs when using the weapon. These can be spent to improve: hit-by number, blocked-by number, and damage-mod roll. A Weapon-Smith may split the SPs of Buff amongst any number of weapons they work on but no more than the total can be deployed at any given time. o level Bonus. If the characters Craft Skill is L3, they get +1 SP to their Buff pool. If Level 4 (GM approval required) they get +4 SPs to their Buff Pool. This does not apply to the Journeyman level. o roll Bonus. If the characters Skill roll is 17+, the character gets +1 SP bonus to the pool. This does not apply to the Journeyman level. o making the roll. Usually the character doesnt need to roll to Buff the weapons they are assumed to make the roll normally if the roll is 13+. However, if they do roll, and make the roll by 10+, they get +2 SP for the pool for that time. This does not apply to the Journeyman level. masterwork Damage. The character can enhance a personal weapon to do extra damage. Only one weapon may be enhanced at a time per level although that weapon can be loaned to other characters. The total damage bonus can be split amongst weapons if wanted as well. The bonus is PEN/IMP bonuses. Craft skill. The character gets the listed CPs in craft skill.
trait (M) Weapon-smith Journeyman Cost 8 AP 4 AP DP +10 +2 skill 4 CP 2 CP Buff 4 sp 2 sp Master +2/+3 +1/+2 WPN None None

subsection

Devices (also called Gear and Gadgets) have a special place in the Archetype book because how gear works depends greatly on the type of game youre playing. Whether you even pay points for gear varies a lot from game to game and there are some guidelines on how this will work for any given scenario. Generic Traits In this section we will look at: The different kinds of games that determines whether characters pay points for gear. o Never-pay-for-gear games o Always-pay-for-gear games o Pay-for-upgraded/exotic gear games o Pay-for-right-to-own gear

deviceS

50

o Pay-for-super-gear games Gadget Points: how devices are paid for or customized/ upgraded for games where points are required for such things. How Devices Work. Using a gun is a little different than using optical disintegrator beams (for example). Right-To-Own: the easiest way to deal with exotic gear is to charge a few AP for the right to own that piece of gear. This works best for games where the specifics of the gear are not the focus of the game. Upgrading regular gear or buying exotic gear. Theres a price-list of upgrades and exotic gear that you might want for your character. Creating Devices From Other Abilities. Want a telepathy helmet? How about a Force Field Power Ring? A Weather Control Satellite? These things can be created by taking an ability from elsewhere in the book and turning it into a device.

the same gear. Realistic. If the game has people playing Navy SEALS then they will have lots of points and lots of combat and the characters might have different pieces of gearbut as the emphasis is on simulating actual Navy SEAL action there is no driving need for gamemechanics balance to try to make characters even out. The character who is the sniper just gets a bigger and better gun like in real life.

ALWAYS-PAY-FOR-GEAR

In a JAGS game where gear is an issue there are several different guidelines or types of games that may be used in order to determine how or if PCs pay points for gear in that game. Lets take a look at how this breaks down:

t ypeS oF GAMeS

In games where characters are expected to pay points for gear there is usually some game-balance style reason. It should be noted that in these cases the characters dont pay points for cell phones or standard cars or whatever mundane gear everyone gets (if the game is post-apocalyptic or fantasy then they might not pay points for a draft horse or normal clothes, for example). But they will pay points for: Any weapon or armor Anything exotic Super-powered gear Example APFG Games: superheroes. If the characters are buying Archetype abilities as super-powers and calling it a device (like a cosmic power-ring) then its natural they pay APs for it like everyone else (or Gadget Points if you are using those rules). elite martial arts Fighters. Take an example where the characters are elite hand-to-hand combat experts. In this case a guy who carries a sword may well be expected to pay for it since that character enjoys a substantial advantage over (most) unarmed characters. Notes about apFg games: These games tend to be: Combat heavy with a focus on balance. The reason to pay for gear (especially weapons and armor) is that if one person puts their APs into bio-armor and another character wears it for free and puts their AP somewhere else, the guy who paid APs for it is getting ripped off. More over the top. Games where characters may want to pay points for gear are usually games where normal weapons or normal armor is not the limit of what you can get. Yesyou can pay points for regular guns and body armorand the stuff is very effectivebut most games where gear is paid for youll find that other archetype traits are commonly in play.

NEVER (OR RARELY)-PAY-FOR-GEAR

The PCs will never pay CP or AP (or Gadget Points) for equipment. It will all either be found or purchased with ingame money or issued, etc. In these games characters will pay Character Points (CP) for standard abilities and stats, Archetype Points (AP) for unusual abilities. They may pay Gadget Points for upgrades but usually will not bother with that. Example NPFG Games: Classic Fantasy adventure. In these games you might have magic armor or a magic sword but you find themyou dont pay points for them (maybe in an unusual situation if you start with some unusual magical piece of gearbut thats rare). military games. In these games you get all kinds of cool gear and weapons but you dont pay character points for themits just issued. You may pay AP for a Right To Own some unusual piece of equipment (like if you have a rare heavy weapon that wouldnt be issued to you normally). investigative games. If you are playing a detectives game or other similar normal people game without any kind of heavy emphasis on weapons or armor then the game is one of these. Notes about NpFg games These games tend to be: Relatively low point-scale (this is a generality) Low emphasis on combat (since a character with heavy weapons and body armor will badly outclass an character who doesnt have that)or, if there is a heavy emphasis on combat, everyone gets pretty much

PAY-FOR-EXOTIC-GEAR/UPGRADES

The JAGS devices system allows you to take a standard 9mm handgun and make it invisible to security, loaded with armor piercing bullets, and fitted for a quick-draw holster. If you have characters with lots of exotic gear (color changing cars, personal jet-packs, etc.) then they may be able to have some stuff for free but pay for anything thats really out there. 51

Generic Traits

subsection

Example PFEG Games: super spies. In this genre the characters are elite super-spies with great training and lots of normal gear (guns, helicopters, scrambled cell phones, etc.). However if one of the wants, say, an electrified katana or something exotic then youll be expected to pay for it. Costumed adventurers. Street-level super heroes who have more gear and training than super powers would probably be forced to pay AP for any innate abilities and pay for any super gear, exotic gadgets, and, of course, weapons and armor. Notes about pFeg games: These games tend to: Have signature gear wherein a character has a piece of gear that is unique and important to themno one else has their special custom gun or flight pack or what have you. Have a mix of armed and unarmed combatants. If you are using the Fast Company rules then its easy to balance weapon using and unarmed characters. However even if you are not, these games may often mix characters who fight unarmed (with martial arts or maybe bio/cyber weapons) with those that use exotic gear. Some free level of armor or weapon. In these games maybe anyone can carry a 9mm side arm for free but if you want a SMG or assault rifle you have to pay points for it.

the GM should also consider just letting the device be free (point wise). The difference will probably come down to a couple of factors: The device helps define the character. A racer character (in a campaign that doesnt center on racing for all the characters) may pay for their vehicle as it is unique and specific to their identity. In this case, if it were free and other characters got one it would sort of copy something about the character that makes them special. The device is highly useful. If the device is of limited use given the scope of the game then it should probably be free or at a greatly reduced cost. However, if the device is very rare and quite useful then it can incur a cost. The device is an elite version of its sort. The use of Gadget Points to upgrade a standard device is a very detailed way of getting to thisbut if the GM is deciding whether or not to make a device cost AP to own then, at the very least, the character should get a best-of-breed version (if that is at all reasonable) for their points. right-to-own vs. paying gadget points A character can get a hot rod car for 2 AP (Right-To-Own) or pay a few Gadget Points (way less than 2 AP) to trick out a standard car. How is that fair? The situation is like this: if any character in the game (or, say, any character with Vehicle Ops skill) could have a normal car then paying AP for the Right-toOwn a Hot Rod isnt appropriate. However if the standard is that no one in the game would have a caror, for whatever reasonno one in the game could even possibly have a performance car of any sortthen the Right-to-Own rules may be appropriate. Having that car will define the character. Its also probable that for the AP the character will get a really superior carprobably a better one than 6 GP would buy them. The intention here is that the paying of AP gives the character access to a piece of gear that is pretty unique in the game world (at least for the PCs)not simply exemplary. Example PFRTO Game: an arms Dealer in an investigative game. The characters are a group of wealthy amateur crimesolvers who get involved in crimes as civilians and try to break them. One of the characters is an international arms dealer who pays AP for a stock pile of exotic heavy weapons. Because they are not the focus of the game and combat is rare, this is judged acceptable by the group (the GM is the final arbiter). a space game. In a space-faring game the characters may either have a ship that is financed by the galactic bank or a character may be own one for some number of APs. The value of owning the ship is that the character is sort a defacto party leader (the advantage to owning the ship is that the bank doesnt have leverageas well as getting a better ship). plate armored accountant. A character in a modern

PAY FOR RIGHT-TO-OWN

A sort of middle ground between paying points for gear and not doing it is to pay a few AP for the right to have some unusual device. This is a handy middle ground that is useful when the game in question is not improved by tracking small gear expenditures or the focus is elsewhere. It is also good for games where there are some roles that are important and defined by gear (such as a space-faring game where the character who owns the starship is the captain and has rights to it that other characters dont). When dealing with these rules the GM, rather than calculating the cost for the gear (which, in some cases, such as for vehicles, is hard to do) simply uses the provided guidelines to say something like being the captain and owner of the ship is worth 4 AP. In some cases the character may pay AP for the right-to-own weapons or armor. This is fairly contradictory to most of these rules (where the cost for weapons or armor are calculated in detail). Why do that? The reason is that there are games where having weapons (or having unusual weapons) is simply not the focus of the game. right-to-own vs. Free If the GM is considering charging AP for Right-To-Own then 52

subsection Generic Traits

day mystery game has the characters working at an unusual firm. One of the characters is an accountant who has a full set of medieval gear including plate armor (which just happens to fit) and a sword. The GM allows low skill levels in Melee Weapons (12- L2) to start with and charges AP for the right to own a set of plate armor. motorcycle racer. A character in a high school anime style game has a super-hot hyper-motorcycle when most of the other characters are prep-school types with (very minor) psychic powers. The cycle is highly unusual for this world and is an ultra-superior model: the other characters dont have any personal transportation whatsoever so the cycle is sort of a super-power the same way the psionics are (note: the cyclist might also have psionic powers if he has some points leftbut the expenditure on the hyper cycle makes it clear that its also sort of a super-power). Notes about pFrto games These games tend to be: Focused on things rather than combat. If the game has a heavy combat focus then it is probably that you will want to track costs for things more closely. Low points. These sorts of right-to-own characters are more common in relatively low AP games rather than ones where the characters are extraordinary. Specific to very unique characters. If the Plate Armored Accountant game had all the PCs being historical reenactment warriors then it is unlikely that the character would pay APs for the right-to-own. The group would either assume all such gear is free in terms of points or it all costs points (we would probably go with the former). In this case the AP cost for rightto-own makes the character unique the same way that an Archetype ability might make the character unique for that game.

operated (or need to be held or placed on a surface or otherwise set up). They may be jam or failure prone in ways innate abilities usually are not. Devices often have a power-supply or magazine They can be droppedor can break. They have a size and weight to them. We will detail these requirements more thoroughly in an optional section towards the end (creating your own devices). If you wish to use these rules it is (we think) fairly easy to categorize real-world devices into the categories weve listed or otherwise make the call as to how they are operated. What is a Gadget Point? Well, it is a third of an AP and it is spent to ether buy or upgrade devices. When a character is using gear they will usually get it one of three ways: Pay AP for weapons. Stuff like weapons, jet packs, or personal teleporter devices (if thats unusual and super-powered for the world) Pay nothing for gear of any sort. In games where you find treasure or work for the military or the FBI the game will not track AP points paid for gear. You just get what you can get your hands on. Pay Gadget Points for unusual regular gear, exotic gear, or upgrades to regular gear. Having a character with a secret communicator wrist-watch, a gun that is transparent to metal detectors, or a really hot car is all done with GP. Gadget Points are used instead of APs for gear that is not expensive enough to charge full APs for and they are also used to buy enhancements to gear that already exists (like making a gun able to get through security or making a recorder miniaturized to the size of a dot).

GAdGet pointS

uSinG deviceS

hoW do you Get GadGet pointS?

Devices may differ from innate abilities in the following ways: Hand held devices must be readied (drawn) before use (usually) and may need to be re-readied after being used. They may require one or two hands to be

Description: A character with Science Skills gets 1 GP for each 2 full Character Points spent on expensive Science Skills if they have an Archetype ability that says they get Gadget Points.

53

Generic Traits

Using devices is different from using innate abilities in several ways. Devices tend to require hands, need to be equipped to be used, may be prone to failure, and require a power-source (or use shots, or whatever). For many games these rules may be somewhat more in-depth than are needed. You may want to use them when: There are some characters in the game with devices and some with innate abilities and you wish to distinguish between them. Characters are playing people who have innate abilities and are going up against those with devices (such as cyborgs with built-in weapons against normal security with carried guns) and wish to highlight the difference. You are looking for a richer experience around device use.

You usually get gadget points one of three ways: You take an Archetype Trait like Secret Agent that has them included (so you get some fancy gear) You buy science skills and get some GP for it (assuming you build your gadgets) You simply buy them with APs straight out. You get some for being rich

subsection

(M) g Adget P oints [1 AP]

Description: The character has gadgets from some source (either self-made or given). The character gets 3 GP for each level of Gadget Points.

s cientific g Adgets [0 AP]

W eAlth [0 AP]

Description: Every level of wealth gives the character 1 GP if they have an Archetype ability that says they get Gadget Points.

real-life modern day cop then its probably a low AP gamebut even if its not somehow if the fiction doesnt encompass characters with personal gadgets then these rules need not be used.

Why GadGet pointS?

can i Get a lot of Gp toGether and buy thinGS out of other SectionS?

Why have another point system in the game at all? Heres why: we noticed that for a certain class of character that well call super spies (but street level supers and costumed adventurer works well too) there are a lot of people with normal gear that gets slightly upgraded. Think of the character who has night-vision contact lenses in a world where most everyone has big night-vision goggles (like the military). Looking at these games, we noticed: A lot of these upgrades are worth less than 1 AP. Having night-vision contact lenses is better than gogglesbut its not even 1 AP worth. We were pretty committed to not dealing in fractional AP. The basic underlying gear in these games is usually free. If you are part of a super-spy team you can probably get night-vision goggles as part of your normal gearbut if one character has special nightvision contact lenses they are at least based on gear that other characters dont pay AP for. We wanted a way to compensate the expensive skills inventor characters get in terms of abilities. The compensation for a small investment would come out to less than 1 AP so, again, we didnt want to get into fractional AP accounting. So we invented Gadget Points as a way of letting players track minor modifications to gear they have or a way to create signature gear that is unique to the character but still different from other devices of a similar nature that anyone might have.

Yes. Lets say you want a super potion (a device) that when you drink it gives you 4 APs worth of Black-Belt (the Standard Archetype Ability) for 1 hourits like a super energy drink or something. If you have 12 Gadget Points you can, with GM permission, simply cash them in and get the ability. Since it only lasts 1 hour and you might have limited doses you can take each day, it might even cost fewer points! Note: if you have a bunch of GP and wish to apply them against an ability that costs AP you can use both to buy some ability (ex. There is a 4 AP ability and I have 6 GP. I can use the 6 GP to lower the cost of the ability to 2 AP and then pay the remaining 2 AP for it).

left over GadGet pointS: damaGe pointS

If you wind up with Gadget Points left over and dont want gadgets of any sort you can convert each GP into one Ablative Damage Point (ADP).

The primary question when using devices in a game is do you pay Archetype points for them? Heres how you answer that:

p l Ay i n G w i t h d e v i c e S: w h At d o yo u n e e d t o k n ow?

money vS. pointS (unuSual reGular Gear)

Special conSideration: WeaponS and armor

subsection

The GP rules (expanded below) let you use GP to upgrade regular gearin many cases this is something you would think you could do with money. In some games that will be legitimateif you are looking to upgrade your racing spaceship and you win a major race its quite reasonable that you could get enough credits for an upgradeyou might even track those in terms of GP (rather than keeping track of space credits). The point of using GP for upgraded gear is to allow the creation of characters who have exotic, signature gear that is specific to themnot to simply get everyone on the team a better weapon. These rules will not be used when: Getting gear is a major part of the game there is a working personal economy for the characters (ex. If your team of adventurers goes into underground ruins to get treasure you will use treasure to upgrade your armor!) When there is no precedent in the game world for exotic signature gear. If everyone is playing a hard-core 54

Getting weapons and armor has special considerations that other kinds of gear dont have. This primarily has to do with games that benefit from combat balance where the characters are (at least in theory) roughly equal and combat is expected to be an exciting part of the game.

IS THERE AN EXPECTED LEVEL OF FIREPOWER WITH PROVISIONS FOR GOING ABOVE IT?

Some games are designed to be played with characters who may or may not have heavier weapons than others. Take for instance a military game where one person is the machine gunner. You can also have games where it is okay for a character to have exotic weapons or armor because they dont get used very often (if a character in a legal drama happens to have a flame thrower in the trunk of his car, it might lead to very interesting scenebut it is not the meat and potatoes of the game). In these cases, the characters may buy right to carry with APs rather than paying the (usually much higher) cost for the weapon itself.

Generic Traits

how you get Devices: Usually in games where everyone is armed by the nature of their character there is an expected level of armament and the GM may prohibit going above itor allow some AP be paid for right to have heavier gear (i.e. it could be 4 AP to be the guy with the heavy weapons in the squad). A lot of this will depend on the specifics of the game (being the heavy weapons guy may only be worth paying for if they get to have that firepower off the army base, for example). reasonable levels of gear: Similarly, even if not everyone is armed, if the characters are in a game where it is logical and reasonable to run into armed opposition or for them to have some level of armament off the rack (paid for by in-game money rather than points). Depending on what this level is it is likely that the GM will refund that amount of points. Here are some examples. Beginning Fantasy Character. Leather armor and a short sword. established Fantasy Character. Chain mail and an broad sword. modern Day Citizen. 9mm handgun, no armor. modern Day Cop. Class II Vest and 9mm Service Revolver. modern Day infantry. Class III Vest and M16 Rifle. In these cases the character may be refunded the points for the Standard levels of gear making slightly better gear cheaper. If a character has less than the standard they usually dont get the points to spend elsewhere (although they might at the GMs option). What about hunters? Today in modern day life where we assume a standard level is a 9mm pistol, there are presumably hunters with powerful rifles, shotguns, and so on. What about them? Remember: in games where there are the rules say that characters will pay points for more powerful weapons then the hunter must pay Gadget Points (gotten however they are gotten) for their better gun. In other games there is no such standard and any character may have whatever they could reasonably pay money for (so everyone can have a hunting rifle or, if they have the money, an automatic weapon permit). Contrast these two adventures: The characters are kidnapped by aliens and each person has only what they had on them when they were taken would likely be a game where people are expected to pay for heavier gear. A crime investigation game would likely be one where the characters do not pay for gear and having a rifle just costs in-game money.

there are a few things the GM may do to make investments in them pay off. how you get Devices: Here are some common guidelines: set a-Cost. The GM can set an Attack-Level of the game at a certain point saying this is the Basic weapon that people get for free. Lets say its a heavy handgun for 8 AP. This means that any A-Cost power that a character buys costs only 1 AP if it is 8 AP or less. No character can have free gear that would effectively cost 9 AP or more (they must pay AP to carry a shotgun). Note that as characters pay full price for going above this level, it tends to cluster characters at that level (but characters at that level only pay 1 AP for the attack so it isnt a big deal). points refund. The GM can refund a certain amount of AP in attack and/or armor (or other defense). For example, if everyone is expected to carry a shotgun for 22 AP then one Attack Power the character buys just pays the difference (any character can have a 30 AP Attack Power for only 8 AP). This can be done with defenses but is harder to do since the costs for defenses is not always broken out where you can see it. A solution to this is to allow characters to layer armor. Note that because this essentially gives the characters free APs towards the purchase of attacks, it will favor characters who invest in other powers (like Bio-Powers or the like) that give them attack abilitiesthis may be what you want in, say, a super-heroes game. everyone pays for everything. The simplest solution is that characters only carry what they pay for in terms of AP or GP and thats that. If you want a sword? Pay the AP for.

other deviceS ARE THE DEVICES KIND OF LIKE SUPER POWERS?

If the devices in question are kind of like unusual abilities or take non-device powers (such as Bio-Powers) and make them into devices then the answer is yes. how you get Devices: Pay AP for them

subsection

If you pay APs for a cybernetic exo-skeleton with a built in firearm and someone else takes body armor and a shotgun and pays money for them (spending their APs on being better with the gear) then you are making a bad investment. Usually for game where APs are expected to be spent on attack powers

In cop games, fantasy games, and so on you buy mundane gear with in-game money, not APs. When gear becomes special or signature then you may wind up paying APs for it (or Gadget Points, see below). 55

Generic Traits

ARE OTHER PEOPLE PAYING AP FOR ATTACK POWERS OR ARMOR?

ARE THE DEVICES MUNDANE GEAR FOR THE WORLD? ARE THE CHARACTERS THE TYPES OF PEOPLE WHO WOULD GENERALLY HAVE THEM. IS THE GEAR ISSUED TO THE CHARACTERS?

how you get Devices: In-game money or the gear is simply issued to the character.

are expensive. how you get Devices: If you are buying a power from the book and calling it a gadget you pay AP for it (possibly at a discount, see below). An example of this would be a Freeze Ray based on the Bio-Power Frost Breath. That will cost you the listed number of APs (again, possibly less for a discount). If you are getting realistic stuff that is still unusual (like night-vision goggles) then you may pay the listed cost in GP (or APfor something pricey like a jet pack).

ARE THE DEVICES VERY UNUSUAL FOR THE WORLD EVEN IF NOT HIGHLY SPECIFIC TO THE CHARACTER?

Giant robots (even if issued by a super-tech military) are probably exotic. A private citizen with an army tank or rocket launcher is probably exotic. A high school student with a silenced gun or a super computer might be exotic. how you get Devices: You may pay AP for the right to have the gear. However you do not pay directly for the gear (you usually pay much, much less than the gear would cost in terms of AP).

YOU HAVE ONE-OF-A-KIND SIGNATURE GEAR. BUT IT IS NOT SUPER-POWERED.

A club is not specialbut escrima sticks that lock into special magnetic grips secured to your forearms so you can conceal them and snap them out using special hidden triggers, thats unusualit makes the gear signature. The key to this sort of thing is that the devices in question are usually: Semi-realistic devices Modifications of existing devices to miniaturize, upgrade, or otherwise enhance them If they are weapons, they are based on weapons that normal people might have (a shotgun with exotic ammunition thats specific to the character is still based, basically, on a shotgun) how you get Devices: In these games you usually do not pay AP for mundane devices. Instead the GM determines the general amount of gear you get for free and you use Gadget Points to upgrade that gear.

The simplest way to have a character have exotic gear for games where this is not simply paid for with in-game money is to charge the character a few a AP for the right to have the device. Remember: this is done when the device is considered sort of a super power or highly unusual personal character traitbut is not being carefully tracked with regard to game balance.

R i G h t t o ow n

A rmor [4 AP]

Description: For games where armor is highly abnormal (say modern day high school students) and the game does not focus on combat or gear, 4 AP will get whatever the GM deems appropriate armor as a device. This is appropriate for games where: 1. Armor is not generally worn by people. It is not available in common stores. 2. It is deemed to be sufficiently unusual to be worth charging forand is considered useful enough to warrant the price.

B lAde

YOU ARE IN A GAME WHERE EVERYONE PAYS POINTS FOR UNUSUAL GEAR OF ANY SORT.

In some games the characters will pay points for anything that isnt found in a normal home (the characters may also be restricted from having weapons). This is a game where the characters are expected to engage in unusual and adventurous activities but without either the help of an organization or great resources. An example would be a group of ordinary guys who decide to become a crime fighting force but dont have forreal super powers. Generic Traits In this case, even things like normal night vision goggles may cost points (there is a shopping list and NV-goggles are rated in terms of GP). Many abilities like special microphones and the like are rated in GP costs because they are relatively cheap. Some things, though, like weapons or jet packs are rated in AP because they 56

subsection

Description: In a game where weapons are either very unusual or prohibited (either by the legal system or, for example, the characters age) it may be permissible for the character to pay AP to have a gun or knife. This is different than paying for the weapon itself but, instead, is bypassing the exact cost for the item and instead is paying for the right to own it. knife [1 AP]. The character can pay 1 AP for a blade or bladed melee weapon (up to a short sword). Gun [2 AP]. Any handgun or standard rifle. Exotic Gun [4 AP]. Sub-machine guns, sniper rifles, elephant guns. Heavy Weapons [8 AP]. Flame throwers, machine guns, rockets, etc.

or

f ireArm [V Aries ]

h igh t echnology [V Aries ]

bonuses to non-combat rolls (+1 per AP spent).

Description: Personal pieces of exotic high tech gear that is either very uncommon, highly illegal, or both can be purchased with AP. Examples of high technology: Cell phone [1 AP]. In a world where they otherwise dont exist (a prototype)? Home Super Computer With Artificial Intelligence [2 AP]. This assumes it is pretty impressive. Ultra Cool Gaming Rig for High School Hacker [1 AP]. Comes with 3 monitors, reclining chair, topnotch security, etc. In this case it is considered a right-to-own deal because it is partially defining the characterit is a signature piece of gear. Gives +1 to Electronic Underground.

h ot r od [V Aries ]

Description: An extremely good ride can cost 2 AP. The term refers to a car but there are other possibilities. Super Street Racer [2 AP]. If the detailed race rules are being used, spend 6 GP on enhancements and assume a really high-end starting car if wanted. This can be an exotic prototype concept car, a limited edition vehicle (F1 McLaren?) or some other superrare vehicle. Personal Auto-Gyro [4 AP]. The character has a small reliable helicopter. This would be appropriate in a game where not only do people not have helicopters but often dont have vehicles. If characters can have helicopters as a reasonable piece of gear then the cost would be much less (this cost assumes a small very reliable one). Air Ship [4 AP]. In a fantasy game a character has a magical flying shipor maybe a dragon. Note: if the vehicle has heavy weapons the cost may go up by 2-8 AP based on the utility of the weapons. Mecha [8 AP]. The character pilots a giant robot in a game where thats unusual. It has big guns, rockets, etc. Starship [4 AP]. The character is captain of a star freighter. It may have minimal weapons. If heavily armed (for a freighter) charge 8. If the character has their own destroyer the cost could be much higher.

What follows are the rules and lists for various kinds of gear. We have broken the section up into: unusual regular gear. This is stuff that can be found in most modestly normal homes. The reason it is here is that we wanted to show that (a) for some games having a hot car or a cool computer does costs points (Gadget Points). Weapons and armor. We are handling this list separately since how you get weapons (see above) depends a lot on the type of game you are playing. exotic gear. Exotic Gear is stuff that can be found in spy-stores, military bases, and so on. Exotic Gear is still basically real stuff but it isnt common. It usually costs Gadget Points (some things like jet packs costs AP). science gear. Science gear is a list of super-powered devices that costs APs.

t ypeS oF GeAR

Spending GP to customize gear is more an art than a science as there are many, many ways that personal gear can be customized. We list some here with some general guidelines.

cuStoMizinG / upGRAdinG ReGul AR GeAR

STEP 1: GET THE GEAR.

benefitS of riGht-to-oWn

Usually gear that is paid for with AP has some advantages over gear that is simply bought in the game. Here are some of the common advantages a character might enjoy. Highly customized. It can look any way the character wants (within reason). A pistol could have pearl handles, custom engraved barrel, etc. A car, an extreme custom paint-job, etc. Hard to break. The gear will be reliable and will not accidentally break. It will function when other gear might not (in the rain, after being wet, etc.). If it is broken, the character can get another one (the points are not simply lostif thats unfeasible, the character will get the points to reinvest elsewhere). Gives Bonuses to Rolls. Usually paid-for gear will give

The first step in having customized gear will be to get it. As noted above there are ways this works in the specific kind of game you are playing. Well repeat them here. Free Weapons / armor. If the game does not require AP to be paid for some level of weapon or armor you can simply start with that for free (an example is a police-man character who begins the game with a 9mm and a bullet proof vest). In a fantasy game a broad sword and chain mail might be the starting configuration for a character. a standard item you Could Buy. Most adult characters can have a reasonable car and a cell phone. If the character isnt dirt poor or the world doesnt lack resources, you can start with any piece of gear you can get. pay ap/Cp For right to own. If you want to start the game with an F1 MacLaren (a super, limited edition sports car) and then upgrade that then you probably have to do something to establish your right to have such a thing. This could be: (a) L4 Vehicle Ops skill. Usually master level characters can get away with owning very unusual pieces of gear for that skill. (b) Wealth at a certain level will likely do it. (c) You can pay AP (see below) for the right to own unusual pieces of gear. pay ap for the Device. Well go into more detail on this 57

Generic Traits

subsection

later, but the basic idea is that you pick an ability from anywhere in the book and Gadget-ize it (so Telepathy becomes a Telepathy helmet). We have some rules for this and you can then use GP to further customize it from there. NOTE: Completing this step you should have, in mind, some real life piece of equipment the character might have. You will have some idea as to its real size and weight and its general capabilities. If you have the Right to Own or have paid AP for the device it may be a very expensive version of whatever you are gettingotherwise it should be a generally normal example of the device. In the case of a super-gadget where you have paid Aps for some other ability in the book and declared it to be a device (think of the telepathy helmet)

r educe r ecoil [V Aries ]


Cost (M) 4 gp rCl -1 rCl

Description: The Recoil mod of a weapon can be removed (Recoil suppressors).

h ot l oAd / s hArP B lAde [V Aries ]


a-Cost (M) +6 gp (M) +3 gp Damage +1 peN Damage +1 imp Damage

Description: Weapons can have their damage increased.

A rmor P iercing r ounds [V Aries ]


a-Cost (M) +3 gp

Description: A bullet or blade can be made armor piercing.


Armor Piercing +2 peN value (does not increase damage)

JhP (d um d um ) [V Aries ]

STEP 2: CUSTOMIZE / UPGRADE WITH GP

There are several different types of gear and several different types of upgrade. You pay GPs for the upgrades as listed.

device cateGorieS

We have categorized devices for the purposes of giving specific guidance on how they can be enhanced with GPshowever, by working it out with the GM, any of the below enhancements can be used for any device so long as it makes sense. Weapons and armor Sensors and communicators Vehicles

Description: A dum-dum / wad-cutter round has the following effects: Extra damage if the round penetrates. Increased Damage Mod if it penetrates. This is added before checking for PEN Doubling. Lower PEN value (armor is more effective) Lowered range (in some cases).
round Jhp Wad-cutter a-Cost (M) +3 gp (M) +5 gp Dmg +1 +1 increased Dm +0 +1 peN val -4 -6 rNg -0 -1/2

l Aser s coPe [V Aries ]


Cost 5 gp

Description: A ranged attack gets +1 to hit with Aim.


scope +1 to hit with any aim action

WeaponS and armor

Weapons and armor are often enhanced by increasing things like their damage, range, concealability , weight, and so on.

e xPAnded m AgAzine [V Aries ]

i mProVe r Ange [V Aries ]


Cost (M) 1 gp (M) 2 gp (M) 3 gp rNg +10 y +50 y +100 y

Description: A ranged weapon can have its RNG score improved with GP.

Description: Ranged attacks can have expanded numbers of shots between reloads. Since not all games involve reloading as a feature of the game, if this is taken for those games, the weapons ammo reserve may be expanded so much as to be almost infinite if it is appropriate at all.
Cost (M) 1 gp magazine Double ammo reserve

Q uicK -d rAW r ig [V Aries ]

c onceAled [V Aries ]
Cost 1 gp

subsection

Description: Getting weapons into controlled areas can be difficult. Concealment makes this easier.
Concealment standard concealment: reduce number of shots to 2, handgun sized round will appear as any other hand-held device which may be marginally functional. alternatively, weapon may maintain properties but takes an 8 rea long action to assemble. For 1 gp, bladed weapons may be concealed win anything the appropriate size. this is a very good concealment job and at -5 for searches to discover. Weapon is invisible to sensors (made of plastic). it may still be found normally. Weapon is search resistant. it can be gotten into very high security areas. a strip search will remove the weapon but will usually not discover it (roll perception at -5).

Description: The weapon is designed to be deployed rapidly. It can be drawn from a reasonably concealed location for a 0 REA short action (no roll required).
Cost 2 gp magazine Quick Draw

c omfortABle A rmor [V Aries ]

Generic Traits

Description: The armor is made light and comfortable and appears normal under clothes. For 2 GP armor may appear as the characters clothes.
Cost 1 gp 2 gp improvement armor is comfortable for extended wear. Armor appears as normal clothes.

2 gp 4 gp

58

i mProVed A rmor m AteriAl [V Aries ]


Cost (M) 5 gp (M) 3 gp (M) 2 gp (M) 1 gp improvement +1 (+2 peN DeF) armor full coverage +1 (+2 peN DeF) armor Cv 4 +1 (+2 peN DeF) armor Cv 3 +1 to peN DeF

Description: If the character has armor from any source, it can be improved with Gadget Points.

m erge [1 gP]

Description: The device is combined with other devices in an integrated manner. Each merge allows the user to add another similarly sized deviceso you can merge your cell phone with a printer/fax, for example (although it would not print normal sized paper).
Cost (M) 1 gp improvement two or more devices in one

SenSorS and communicatorS

Many characters will have various devices that allow for communication or improving communication gathering. See the list of Exotic gear for examples of these (which may cost AP or GP dependingor be free if the game allows exotic gear for no points at all).

B etter r Ange /f idelity [1 gP]

Description: Sensors are usually measured in terms of range, magnification, bonus to perception roll, etc. An improved sensor can double that range, increase the magnification level (double) or add +1 to any roll the device gives.
Cost (M) 1 gp improvement 2x range / mag level or +1 to roll

A tomic B Attery [1 gP]


Cost 1 gp

Description: The device never runs out of power. If put to the test, it can operate for days without a re-charge.
improvement Doesnt run out of power

vehicleS

P ocKet s uPer c omPuter [1 gP]

Description: The device incorporates a truly powerful computer with a post-modern interface (could be goggles). Many devices have computers but this one should do things that are well above what a modern/normal device can handle. Possibilities include but are not limited to: Contains large, specialized databases. Expert System that gives the device a personality
Cost 5 gp improvement Powerful comptuer

Upgrading vehicles is time-honored tradition. The full revised vehicular combat system is not detailed here (itll be in the Have-Not book) but these are some of the types of things you may wish to add. Note: These are geared towards ground vehicles because they are common in the game. The same sorts of modifiers can be applied to other vehicles once the dramas are worked out for their use.

i mProVed e ngine c lAss [1 gP]

Description: Each 2 GP spent improve the stock engine by one grade (see list). This can usually be done two times at max without having to buy other enhancements.
Cost (M) 1 gp improvement +1 engine grade

J Am P roof [1 gP]
Cost 1 gp improvement Difficult to jam

Description: The device is hard to jam and perhaps impossible.

t urBo c hArge [2 gP]

h ighly c onceAled [1 gP]

Description: Turbo-Charge gives you bonus SPs to any vehicle speed-related drama (i.e. a race) when the Bid for that round is 4+
Cost (M) 2 gp improvement +2 sp when the driver bids 4+

Description: Hidden cameras are simply exotic devices. If you pay a GP extra, you get devices that look normal to even a careful inspection (Perception roll of -5 to find). Unlike a weapon it does not have to be used by hand to be operated.
Cost 1 gp improvement highly Concealed

i mProVed h Andling [3 gP]


Cost (M) 3 gp

Description: Improved handling (racing clutch) ignores -1pt of negative modifier from any source.
improvement ignore -1pt of negative modifer

subsection

h Ands f ree [1 gP]

Description: The device is hands-free, being manipulated by the user in some other way (optical tracking?). This is more than just voice dialing and a blue-tooth head set. A hands-free device need never be deployedjust placed on the users person.
Cost 1 gp improvement No need to draw

s Poiler [1 gP]
Cost 1 gp

Description: The character ignores -1pt of handling modifier if the bid is above 5 (so a 5 becomes a -4).
improvement ignore -1pt of negative modifer when bid is 5+

d eAth P roof [4 gP]

u nBreAKABle [1 gP]

Description: While not literally unbreakable, the device is durable (approx 6 DR armor, 20 DP) and can survive under water, in space, etc.
Cost 1 gp improvement Difficult to damage

Cost 4 gp

improvement Death Proof

59

Generic Traits

Description: In the event of a crash the driver will be spared. The can be brought multiple times for other passengers. Note: death proofing a car will not guarantee the driver survives without injury. The effects are not spelled out here, but will tend to simply result in ignoring any dead/dying result.

V ehicle A rmor [V Aries ]

Description: Armoring a vehicle can get up to military levels-which is a bit beyond the scope of this enhancement. vcThis simply gives the car some reinforcement for games where the character has an unusual civilian vehicle.
Cost 1 gp 2 gp 4 gp improvement reinforced Body. Car gets +3 / 6 armor armor plates. passengers and Core get +8/20 armor Cv 3 improved plates. 10 /24 Cv 4

g rAPPling h ooK [V Aries ]


Device thrown grappling hook Cost 0 gp

Description: A device that supports climbing or scaling surfaces.


Notes a thrown grappling hook requires a Cor roll to hit (-1/4 yards) and then Climbing or two str rolls to scale (each roll takes 1 round, continue rolling until you succeed, characters who have sold str get one roll, if that fails they are not strong enough to climb the rope). it is free to any character who might reasonably have one and must have a window or ledge available to hook on. readying it takes 2 rounds (ready again after each throw if missed for 1 round). a motorized grappling-hook launcher. it must be drawn and readied. if used as a weapon, it will fire once for 5 peN damage. it hits using ranged weapon skill or Cor and may be aimed with. it will haul the character up at [ 20 / (BlD/5) ] yards per second. it will affix to most surfaces with a spear front or can grip a window or ledge if available. Fired from the wrist, the dart will affix in most walls and will lower the character or let the character swing. it requires Climbing skill rolls to scale, however. it takes a round to recover after being fired. theoretical high-tech climbing devices that will let the character scale a sheer surface at 4 yards per round. they require a 5 rea medium action to ready (being put on the hands and feet). Climbing with them is a sprinting level activity.

d isguise [V Aries ]
Cost 1 gp 2 gp 3 gp

Description: The vehicle can quickly reconfigure its appearance.


improvement realistic. the character can quickly change the license tags and/or use magnetic decals to change the appearance. Chameleon paint. the vehicle can change color hull shift. the vehicle can alter its profile drastically.

grappling gun

2 gp

J umP [V Aries ]

Description: The vehicle is able to make mechanically assisted airborne jumps. At this level of detail the ability just gives the vehicle the ability to clear unusual obstacles.
Cost 2 gp improvement Clear obstacle every 4 rounds

swing-line Dart

1 gp

Climbing pads

5 gp

Exotic gear is stuff like night vision goggles, jet-packs, and grappling hook guns that show up in fiction (and reality) but are really unusual in real life. They are also abilities that simulate Archetype Trait powersan alien with superior night vision is similar to a normal human with night vision goggles. Most of these you pay AP forbut some you pay GP for if their cost is less than 1 AP. Note: Some of this gear is post modern although we have steered away from outright science fiction in most cases. Note: Because we are dealing with real world devices, and in the interest of space, we have not detailed the gadget rules for each device (see below).

e xo t i c G e A R

J et P AcK [V Aries ]
Device Blast pack Cost 6 gp

Description: A personal flight device.


Notes a hypothetical steam-punk jet pack. the character flies at about 16 y/round for about 3 rounds. acrobatics, vehicle operations, or agi-2 rolls are necessary to control it (a failed roll does not necessarily mean a crash, it just may mean a rough landing). it is heavy (and somewhat costly to refuel). stats: aCC 8y/s, max speed 32mph, Ceiling low, Distance short, hover: low min, maneuver low. heavy tank: goes about 500 to 1500 feet (120 to250 feet up) and has a max-speed of 7080 mph. it has 30-50 seconds flight-time (10 rounds) and usually requires some training to use. stats: 4 y/s, max speed 8y/s, Ceiling: low, Distance short, hover yes, maneuver: med. Can fly for 9 minutes and go 250 feet straight up. stats: aCC 6y/s, max speed 30 mph, Ceiling low, Distance med-short, hover: yes, maneuver med the character can fly for 30 minutes. aCC 12/s, max speed 70 mph, Ceiling low, Distance: medshort, hover yes, maneuver: high.

older jet pack

5 gp

n ight V ision d eVices [V Aries ]


Device Military goggles glasses Contacts Cost 2 gp 3 gp 4 gp

modern pack

8 gp

Description: Various devices for seeing in the dark.


Notes headset removes -5 darkness modifier very high tech. may look almost normal. invisible without a close look hover pack 18 gp

subsection Generic Traits 60

s ensors [V Aries ]
Device tracer / listener Cost 5 gp

Description: Devices that improve perception.


Notes a bug that will transmit location and sound to the owner (possibly using the cellular networks). it is about the size of a quarter. one additional gp will reduce it to the size of a dime. it is self-adhesive. a thumb-drive sized tracking device (must be manually affixed to the target) allows listening at range (treat the user as 6x closer to the conversation). For 1 gp it is a small hand-held device. a really good set of binocs. 32x magnification, ignores -5 points of darkness mod (night vision), moderately large. hand held metal detector (the size of a big knife or short sword). it will detect any substantial metal object when wanded at six inches of range. For +1 gp it can scan at 6-feet range. heavy brick-like radio that transmits and receives on police frequencies. For 1 gp this will get military frequencies as well. a radar unit that can penetrate an exterior wall and give reasonably good views of what is going on inside. it is carried in a heavy backpack (this is post-modern tech). sttW stands for see through the Wall.

P rotectiVe m AsK [V Aries ]


Device Filter mask protective mask Flash goggles Cost 1 gp 2 gp 1 gp

Description: Protective gear against environmental toxins and the like.


Notes the character is immune to most light toxins reducing the intensity of any inhaled attack by 10. a full-fledged gas mask. it reduces the intensity of any inhaled toxin by 40 pints. reduces the intensity of a Blinding attack by 25 pts. reduces -4 points of modifier from bright lights.

gps tracker Parabolic microphone Binoculars Metal Detector wand Police scanner/ radio sttW radar

2 gp 1 gp 18 gp 1 gp

r ecording g eAr [V Aries ]


Device superior Digital sound recorder superior Digital Camera Cost 1 gp

Description: Gear for taking pictures or recording sound.


Notes records nearby sound with very high fidelity. this version has a very long-lived battery and massive storage (a standard digital recorder costs no gp). a full audio/visual camera. very long lived battery, near infinite storage, night-vision picture, etc. the superior camera is drop-proof and can withstand being wet (although perhaps not entirely submerged).a standard video camera cost no gp. a device that, when hooked up to a computer, will take an image of the hard drive and record any activity on it. high security systems may require a hacker or Computer roll at some negative to get intobut this is a very easy way to suck data off a personal computer quickly. a small flying device with a digital recorder. it can be set to follow the owner or sent out by remote control. it is fairly fragile (2 aDp, no armor, -5 to be hit). the characters goggles record everything they see or hear for 2hrs.

1 gp 22 gp

2 gp

Comp-scan

1 gp

P ArA -g lider [V Aries ]


Device urban Parachute Cost 2 gp

Description: Portable flying system


Notes allows for controlled descent from a high building. it takes a round to recover and is about the size of a medium backpack. it requires an agi or vehicle ops roll to land on a specific spot. a high-tech personal glider. it unfolds and refolds automatically taking 2 rounds each way. aCC 4y/s, max speed 30 mph, Ceiling low, Distance med-short, hover No, maneuver: No. hover-Cam 3 gp

Portable glider

3 gp

recording goggles

3 gp

B yPAss s ecurity [V Aries ]


Device lock-gun Door Buster Cost 1 gp 3 gp

W heels ! [V Aries ]

Description: Devices for getting into places that dont want you inside.
Notes an automatic lockpick (this assumes a hightech one designed to work against good locks). acts as 12hand-held device that uses a shotgun shell filled with lead dust. it deals 8 imp damage at handto-hand range once. it will blow out a lock for any even semi-reasonable door. Device gives a 12- roll to bypass an electronic security system. if the character has an appropriate skill (spycraft, security, etc.) they do not need to pay for one of these devices.

Description: The character has some kind for personal transport gear (like roller-skates or a skateboard). A spill will do 4 IMP damage per 5 y/s the character was going. There is a +2 Damage Modifier. An Acrobatics roll at -2 per 5y/s will give a -8 DM. If they collide with an object the damage will be 6 IMP per 5 y/s. Usually a blown roll will simply mean the character stops rather than falling or colliding if the character has L3 skill.
Device Zip Blades Cost 5 gp Notes the character has retracting rollerblades in their boots or shoes. these let the character go about 20y/s (maximum speed). they require acrobatics or l3vehicle ops to go beyond 10y/s and may require rolls at -2 to -5 for overcoming obstacles or pulling stunts. the character has a skateboard with an internal high-efficiency motor. it takes a round to deploy if being carried and requires rolls as above to operate. it can get up to 25 y/s

Electronic security kit

3 gp

subsection

u nusuAl c lothing [V Aries ]


Device padded muscle suit stealth suit Cost 5 gp 2 gp

Description: Clothing for the urban adventurer!


Notes the suit gives 1/4 armor, +4 aDp, and either accentuates the characters shape or outright fakes bulging muscles and a lean body! the suit is charcoal black and gives the character -2 to be seen in low light. the suit is a high-tech body-stocking that can be worn under normal clothes. it comes with a shirt, gloves, and a head-cover that are put on as an 8 rea long action the suit gives +3 Defensive grapple due to a low friction surface. it also cuts down on bodyheat radiation making it good for sneaking into installations equipped with heat sensors. the cape acts as the above urban parachute but is worn as a cape instead of a backpack.

slick suit

3 gp

Parachute Cape

2 gp

61

Generic Traits

motorized skateboard

3 gp

When the character is trying to buy armor or weapons, these are the costs in Gadget Points the character will pay.

weAponS And ARMoR

light armored Jacket armored trench Coat

12 gp 22 gp

3/12 Cv 3 5/15 Cv 5

Could appear normal. almost full coverage.

armorS

ShieldS

This is a list of various types of armors from fantasy to modern to improvised or hypothetical armors that a character might buy.

See Shields in the basic book. Unless using advanced rules, we do not distinguish between modern shields (which might stop a bullet) and older ones. Shield Cost
3 gp 7 gp 12 gp 16 gp

AGI Bonus
-1 -2 -3 -4

FANTASY / MEDIEVAL ARMOR


Type Cost
4 gp 1 gp 22 gp 15 gp 5 gp 17 gp 27 gp 22 gp

Defense
2 / 5 Full 1 / 4 Cv 3 6 / 16 Cv 3 4 / 8 Full 3 / 6 Full 4 / 10 Full 6/15 Full 4/10 Full, 6/15 Cv 3

Notes

Full leather Armor leather Jacket Breast-plate and gauntlets Brigandine scale armor Chain Mail plate harness plate and Chain

Boiled reinforced leather armor. the default for starting characters. your basic motorcycle jacket gladiator wear. heavy metal but not much of it. 14th Century metal plates woven into cloth. horn or metal plates. early lamellar armor. Basic good armor for fantasy worlds. knight in shining armor gear. a mix of plates and chain.

small medium large shield huge shield

GunS

In games where characters pay points for guns these are the costs.

GUN LIST

MODERN BODY ARMOR VESTS


Type Cost Defense
2/4 Cv 4 type i vest 5 gp

Here is an example list of firearms that characters might own. When listing the name of the firearm we have chosen, for reasons of color, to pick an iconic name of the weapon. This does not limit the characters choice (other brands are available) and we are not specifically going to great lengths to model the specific choice of weapon: we have simply picked an iconic example to be the placeholder for guns of that general type. Pistols Gun
.22 ruger pistol .32 ACP Walther ppk 9mm glock 10mm glock Colt .45 Colt Python .357 .44 Automag

Notes
early generation ballistic fibers. Will stop a .38 but a 9mm will penetrate. may be used for low intensity. thin armor designed to help against 9mm FmJ up to .357 Jacketed soft point. Cheap civilian body armor. improved blunt trauma protection. stops the same rounds as type ii-a even if they have improved velocity. stops high velocity 9mm FmJ rounds (sub machine gun) up to .44 magnum wad-cutter. standard police vest Will stop assault rifle rounds. heavy military vest. Will stop .30-.06 rounds. usually means steel/ceramic plates. indicates maximal protection.

A-Cost
2 gp 3 gp 9 gp 12 gp 17 gp 22 gp 34 gp

Damage
3 PEN 4 PEN 6 peN 7 peN 9 peN 13 peN 15 peN

Range
-1/4y -1/5y -1/5y -1/7y -1/8y -1/10y -1/12y

Recoil
-0 -0 -0 -.5 -1 -2 -3

ROF
s s s s s s s

type ii-a vest

14 gp

3/10 Cv 4

type ii vest

22 gp

4/12 Cv 4

type iii-a vest

24 gp

4/18 Cv 4

type iii vest type iv vest

30 gp 39 gp

16/30 Cv 4 24/50 Cv 4

Sub Machine Guns Gun A-Cost


uzi 9mm skorpion Machine Pistol maC-10 .45 aCp h&k mp7 .45 thompson 36 gp 32 gp 42 gp 34 gp 34 gp

Damage
7 peN 4 PEN 9 peN 6 peN 7 peN

Range
-1/15 -1/13 -1/12 -1/30 -1/14

Recoil
-.5 -0 -1 -0 -1

ROF
4x 4x 4x 4x 4x

subsection

IMPROVISED ARMORS
Armor Cost
light armored vest 6 gp 12 gp 6 gp 20 gp 43 gp

Defense
2/14 Cv 3 3/12 Full 6/24 Cv 1 4/14 Full 12/48 Full

Notes
high-tech vest that is state of the art bullet proof material possibly super-hero wear Covers very little but its hard. exotic looking. Could be worn by guards. modernized plate armor.

Rifles / Assault Rifles Gun A-Cost


m16 series ak-47 .30-.06 sniper rifle m60 machine gun .50 Cal mg 69 gp 89 gp 116 gp 230 gp 120 gp 420 gp

Damage
18 peN 22 PEN 31 peN 60 peN 30 PEN 105 peN

Range
-1/70y -1/50y -1/70y -1/150 -1/70 -150/y

Recoil
-0 -1 -2 -2 -1 -2

ROF
3x 3x s s 3x 3x

Generic Traits

light armored jumpsuit skimpy Ceramic Plate Bulky armored Jumpsuit heavy Ceramic Plate

exploSiveS

62

There are a few different kinds of explosives. Here are some general guidelines.

grenades. Using a standard fused explosive is a 5 REA Long action if the character has the grenade in-hand (5 REA to draw if not already drawn). In order to hit for full damage (within a 2 yard radius) the Throwing roll must hit by +4 or better. Otherwise the hit is for 1/4th damage or less. Characters in the blast zone can take a reaction move to Step away. A standard grenade launcher takes three 5 REA actions to load and fire (if the character has L3 Weapon skill it can be loaded for a 3 REA Medium action and fired as a 5 REA Medium action. At level 4 it can be fired as a single 5 REA Medium action). The grenade explodes on impact and will impart all its damage to the target if a hit is scored. Note: We are not explicitly modeling shrapnel in this table (preferring simplicity). For games where verisimilitude is a priority there will be a need for optional rules. Mortars. Mortars are indirect fire weapons that usually require a crew. A mortar will require several rounds between shot and are hard to use without training. The skill is Heavy Weapon and they can usually be fired once every 5 Rounds. They hit with a Range modifier of -1/500y (approximated over many different designs). A hit by +0 to +4 will impart 1/9th damage. A hit by +5 to +9 will deal 1/4th damage. A hit by 10+ will deal listed damage to the target. Usually mortars require a 3person crew. rockets. Rockets have a higher PEN value than their (very high) damage implies. The average anti Armor rocket takes 2 Rounds to reload but instead of reloading the launcher a character may have several loaded RPGs nearby and just grab another for 5 REA. Weapon
hand grenade 40mm grenade 60mm mortar 80mm Mortar 120mm mortar light rpg (laW?) heavy rpg (rpg-7) toW/at-9 ataka

fencinG WeaponS

Fencing Weapons get cheaper attacks (REA-wise) than other weapons. Creating Devices Weapon A-Cost Damage
Epee rapier saber 3 gp 4 gp 5 gp +3 peN +4 peN +5 peN

flailS

Flails are hand-to-hand weapons that are difficult to block. Weapon A-Cost Damage Block Negative
Nunchaku Morningstar Flail 7 gp 15 gp 7 gp +3 imp +4 imp +5 imp -2 -3 -1

boWS

Bows require a Level 3 skill to fire for 5 REA so they are a little less effective than handguns for most characters. Crossbows can take a long time to reload and fire as well (see JAGS Revised rules). We assume that the character will only buy a bow they can pull: if the character cannot pull it there is no specific cost reduction (although the group is allowed to address this, of course) but the assumption is that the character is simply an inefficient design. Weapon A-Cost Damage Range Pull
light Crossbow heavy Crossbow short Bow long Bow heavy long Bow heavy Compound Bow medium Compound Bow light Compound Bow super Bow (designed for non-humans) 6 gp 9 gp 6 gp 6 gp 12 gp 12 gp 9 gp 9 gp 18 gp 8 PEN 11 peN 7 peN 9 peN 12 peN 13 peN 11 peN 9 peN 22 PEN -1/15y -1/15y -1/20y -1/20y -1/20y -1/20y -1/20y -1/20y -1/40y 9 11 9 11 14 11 9 8 21

A-Cost
33 gp 45 gp 6 gp 480 gp 2400 gp 747 gp 1536 gp 7197 gp

Damage
80 imp x 80 imp x 80 imp x 6000 imp x 30000 imp x 800 PEN 9000 peN 16200 peN

Range
thrown -1/20 -1/500y -1/500y -1/500y -1/50y -1/200y -1/400y

Notes
5 rea long action launcher Mortar Mortar Mortar 1200 peN val 2600 peN val 48000 PEN val

Normal melee weapons. Weapon A-Cost


knife sword, axe, pole arm great sword Maul staff +2 gp +6 gp +9 gp +6 gp +9 gp

device modifier: red, yelloW, Green

When turning an ability into a device the basic question is how much less useful is it than an innate power. As weve noted, devices need to be readied, they need to be carried with you. 63

Generic Traits

melee WeaponS

Upgrading standard devices and buying exotic devices (using the lists above as guidelines) are two ways to come by unusual devices. The third is to create them using any ability in the book and turning it into a device. How do you do that? Heres the steps: 1. Pick the ability. Any ability can be turned into a device after a fashion. 2. Convert the cost from AP to GP by multiplying by 3. 3. Determine what manner of technology you have available (see the list below). This will give you the basic rules for gadget-izing the ability. Apply the modifiers. 4. Modify the device using the rules modification rules (this is optional) to customize the way it plays.

c R e At i n G d e v i c e S

subsection

They can be taken away. They may run out of power (of course you can too). They may break or be unreliable. They can be big and clunky, and so on. We have a basic rating for how degraded an ability is by making it a device. Here are the ratings: Rating
infragreen

trait like Telepathy and turning it into a device). This should in no way be considered a full listits just some example pieces of gear we thought characters might want and wanted to give a high-level overview and examples about how we might handle it.

Notes
the device is almost identical to an innate power: it is hard to drop, it does not require special skills or the use of both hands. it is hard to target and is difficult to take away. example: power ring. the device must be carried and readied. it can be taken away (but is not always obvious). example: Firearm. the ability suffers significantly from being a device. it may have very limited uses, be large and bulky, and/or difficult to operate. An example is the ability suffers badly from being a device. perhaps it is so limited in use that it is difficult or dangerous to deploy. an example is a jet-pack (limited range, very bulky, requires vehicle operations skill to use safely). the ability is almost useless in many situations where you would want to use it because it is a device. a blaster gun that requires wall-power (so it needs an extension cordand cant be attached to a vehicleso its only useful around the house, might qualify)

Cost Mod
None

Steampunk Science Gear


Divide gp cost by 1.05 to 1.1 Divide gp cost by 1.1 to 1.15 Divide gp cost by 1.2 to 1.3

green yellow

Steampunk Science Gear is technology that comes from an alternate past where mysterious advances in Industrial Age technology led to wildly capable devices that mimic or exceed what real life modern technology might be capable of. Note: These costs are given in AP just as all the other traits are. Multiply by 3 to get GP.

red

i nfrA -B rAss e xosKeleton [V Aries ]

infra-red

Divide gp cost by 1.5 (approx)

The GM determines what the level of usage is. There are some guidelines below. Modifier
installationbound

Level
infra-red

Notes
the ability only works inside (or when the character is operating from) an installation. in this case it is presumed that the trait is hard to bring to bear during most roleplaying situations. the device is affixed to a vehicle the size of a small car or larger. the device is affixed to either a motorcycle or a helicopter type aircraft which can hover and is easier to get into out-doors situations. if the device has significant limits on its usage then it gets a yellow rating. if it must be reloaded (like a gun) or can be used a good long time (like a cell phone or car) on a full charge then it gets a green rating. this is larger than a book bag and has a frame, sticks up, etc. it is clearly some kind of power-unit and not simply a ruck-sack. if the device requires a round to deploy and may then be used it is green. if, however, it requires more extensive deployment the rating can be yellow or even red (a few hours).

vehicular (ground) vehicular (air/cycle) limited Fuel/ Charges

red (1.3) red (1.2)

yellow (1.1)

subsection

large Backpack power system requires set up

yellow (1.15)

Description: Brass-Steel frame with ultra-fine micro-mail link liner, this suit appears as a bulky, heavy framed suit of riveted brass and steel. It has port-holes to see out of and dials and gauges to vent steam and record internal pressure and strength. The basic body comes with enough strength to use it. The suit reduces Initiative and AGI Bonus because it is heavy and somewhat slow. The Gauntlet is a hand-to-hand power glove weapon that deals IMP damage at Short Range in combat. It cannot be used with another weapon as the symbol dictates. The Mk2 strikes for +5 IMP damage (HTH, 5 REA). The Mk3 strikes for +8 IMP. The X-b model uses only its hands to strike with and cannot deal PEN damage by using a weapon (use these costs if the model will go unarmed in the game). All versions give -4 to the wearers Init and -1 to AGI bonus. power limits: The Infra-Brass Exo-Skeleton uses a HCL-Steam Reactor as a power-source . This is purchased separately. If the character does not have an HCL-Reactor as a separate item they cannot: Move faster than a Run (the unit cannot Sprint) Strike (or use full STR) for full damage more than 4 times before taking a Round off during which they will lose their STR bonusbut may still strike using their BLD damage bonus and wearers STR.
trait mk1 mk1b mk2 mk2b mk3 mk3b Cost 24 AP 21 ap 32 AP 27 ap 64 ap 55 ap a-Cost +11 ap +7 ap +14 ap +10 ap +28 ap +19 ap undercoat 6 /14 6 / 14 8 / 19 8 / 19 16 / 38 16 / 38 Plate 5/10 Cv 4 5/10 Cv 4 5/10 Cv 4 5/10 Cv4 10/24 Cv4 10/24 Cv4 str +4 +4 +5 +5 +10 +10 BlD +20 +20 +25 +25 +50 +50 ADP 20 20 25 25 50 50

green (1.05)

Generic Traits

This final section lists some AP-bought Archetype Traits that are in the realm of super powers that are usually defined as gear such as power-armor and weather control satellites and robot minions. This is a shopping list for characters who are looking for traits that generally come from devices (rather than taking a 64

Science GeAR

hcl r eActor [V Aries ]

Description: The HCL-Reactor uses a combination of various chemicals in a controlled reaction to produce steam, chlorine gas, and power. The amount of toxic vapor is small but could become uncomfortable if run in a tight room at full power. Having an HCL Reactor gives the following advantages: All Physical Sprinting activity handled by the suit costs only Running Endurance. The character has a STR Pool which can be expended before the core needs to be recharged. The points in the pool can be added to any STR-based activity (such as a strike and, when spent, last the full Round). The character can spend no more than MaxDraw points from the pool at any one time. Failure: If the character suffers an Unconscious or worse result while below Hurt Condition, they may lose the reactor instead (losing all remaining points and suffering the effects of having no reactor until it is repaired). refueling: Replacing the core takes 4 hours and a mechanics shop. The A-Cost adds to the A-Cost for the armor. If destroyed by a failure it takes three days to replace.
trait series-1 series-2 series-3 Cost 3 AP 6 ap 10 ap a-Cost +2 ap +4 ap +8 ap Pool 8 sp 16 sp 32 sp Draw 2pts (+2 str) 4pts (+4 str) 8pts (+8 str)

l uminous A ether s hield [V Aries ]

Description: The character has a small Baroque-looking device (possibly as a pendant or where a pocket-watch would be carried) which, when pushed, creates a glowing bubble of low frequency Luminous Aether. This acts as a Force Field style barrier but the character cannot move while within it. Tesla Lightning Guns and other energy attacks will ignore the field. The field also imparts ADP. When the Force Field is popped, any remaining ADP goes away as well. Trying to move the bubble will pop itbut it will hold Power + 10 STR worth of weight (and has a POWER +10 Defensive Grapple vs. being moved). The bubble is moored to the Aether Flowthe bubble will hover in air if activated during a fall. The devices power supply will last Power minutes before another power-crystal is needed.
trait type-1 type-2 type-3 Cost Power 10 20 40 ADP 20 30 40

V ictoriA m otors A uto -g yro [2 AP]

t eslA l ightning g un [V Aries ]

Description: The Tesla lightning gun is a steam-punk era weapon that uses controlled bursts of lightning to deal damage. It is a somewhat bulky rifle-style weapon that may be mounted on power-armor or just carried. Charge Up: The Tesla Lightning Gun must be charged up for a Round before it can be fired. This is a 5 REA Medium action and the weapon will hold the charge for 3 Rounds (if not fired during this time it must be charged again). When charged it can be fired on the next round. It deals lightning damage for a -1 to CON rolls and halving metal armor. It rolls on the Impact Damage table. Once charged it can be fired as a Beam (ROF is 4x as a 10 REA Long Action. If concentrated on a single target it rolls to hit twice with hit dealing double damage instead of two separate hits).
trait type-1 type-2 type-3 a-Cost Dmg 8 ele 16 ele 32 ele rng -1/10y -1/30y -1/50y roF 4x Beam 4x Beam 4x Beam rCl -1 -1 -1

Description: The personal auto-gyro is a helicopter like device that can take off with a very short runway and land vertically. It does not hover like a helicopter but has a very slow stall speed. The VM Personal Auto-Gyro has a brass enclosed passenger capsule with port-holes that seats two in comfort. It is about 5 yards in length and has both headlights and downward cast spotlights for landing. In the event of a highaltitude massive failure it will deploy a parachute.
Weight Engine stC Armor Plate range 2316 lbs vm 60hp 3600rpm 123/9 3/9 Cv3 5hrs flight Dp: 31 Core: 8 aCC 3y/s (top speed 90mph) minor Wound 10pts major Wound 31pts Critical 62ts totaled: 155pts

65

Generic Traits

subsection

 St -Gen hard Sci-fi Gear

First-Gen Science Fiction Gear is the realm of the next big leap in human technologyas forecast by 1970s science fiction! Theres wearable battle armor, flying saucers, and so on.

Jx 30 KW l Aser r ifle [V Aries ]

g-32 x-o rBitAl i nfAntry B Attle g eAr [40 AP]

Description: A suit of wearable armor designed for Orbital Light Infantry. The gear is not supposed to make the wearer indestructiblefar from it: a lot of the firepower being thrown around in a space battle would vaporize someone in this gear. It is, however, designed to give the following advantages: The wearer can fight in space. The suit contains 16 hours of air supply and has water and protein tanks for 12 days of rations should the character be stranded. It protects from radiation and is sealed (no bio or chemical weapons will harm the character) It has mag-grapples (so the wearer can climb on a metal surface in free-fall) and a small thruster unit (also usable only in space or underwater) to let the character participate in orbital assaults. It has full integrated communications sending audio and video to and from the trooper. The suit gives -1 Init and -1 AGI mod to the wearer. Against bio-forms (colloquially bugs) it is quite resistant and is also superior protection against civilian weapons (so it is serious armor against rebelling colonies). The suit is slightly bulky and covered with blue-gray armored plates. It has a back-pack unit (with power, air, and supplies). The undercoat is lighter color and the face-panel is a cobalt blue glare-reduction screen that can go clear so you can see whos inside. The armor is often covered with visual insignia but also has a coded E-mag signature that, if you have a sensor, will cause the wearers unit affiliation, health, and so on, to float above them in your visual field.
trait xoi1181 Cost 40 AP a-Cost +7 ap undercoat 12/29 Plate 16/38 Cv4 str +5 BlD +10 ADP 30

Description: The laser rifle is a standard long-arm of the Orbital Marines and infantry. It carries a cylindrical power pack that clips on under the barrel and can be tethered to a suits power system for much larger ammo reserves. The civilian version of it is semi-automatic (one shot per trigger pull) but the fully militarized version has a rate of fire of 4 shots per second.
trait Jx-31c Jx-30 a-Cost Dmg 40 PEN 40 PEN rng -1/150y -1/150 roF s 4x rCl -0 -0

J umP P AcK [2 AP]

Description: The Jump Pack is a back-pack that gives rocketassisted jumps with significant hang time to the wearer. It is usually part of military assault gear but civilian versions exist (as well as gear for exploration). The Jump Pack works as follows: The character moves [ 60 / (BLD/5) ] yards per Round and will float (continuing to move at that rate) for 2 rounds per jump. The pack must recharge for one Round after each full jump. When jumping the character must make a Vehicle Operations or Acrobatics skill roll at -2 (no roll necessary at L3 or above) to have their AGI bonus. Landing usually requires either a Vehicle Ops or Acrobatics skill roll if the landing is difficult (a ledge might be at -1 to -4, the top of a building is normally at no negative.

h oVer B iKe [3 AP]

t1

Description: The T1 scanner is a dictionary-sized device that uses sophisticated scanning waves to analyze either a given target or the surrounding area. It can detect power-systems, life forms (the user can set the mass-rating and plant/animal detection) out to 100 yards. It can detect installations up to 10 miles in distance. The scanner acts as communication device that can record audio and video and transmit it globally. It can perform chemical and medical analysis as well as give the user an Engineering skill roll to scan a machine and determine what it does (or what is wrong with it) without taking it apart. Generic Traits It can identify individuals biometrically from a distance and can allow most hard-science skills to be used without the holder getting close. The portable scanner requires training to use and may require a skill roll against a standard-cost generic skill in order to use effectively. 66

P ortABle s cAnner [3 AP]

subsection

Description: A hover-bike is a high-performance motorcyclestyle vehicle that can take off and fly. It climbs at the same speed as its ground-movement (approximately 150 mph maximum speed) and tends to operate on a flat plain when airborne (always keeping the rider straight up and down and moving up and down at angles as though on invisible ramps). The Hover Bike has a 50 ADP Power Field which acts as a wind and weather shield as well but is not entirely air tight. The Power Field will suffer PEN doubling on a hit by 4+ (as would the bike). Once knocked down it cant be reinstated for three Rounds.
Weight Engine stC Armor Plate range 1500 lbs Neodyne turbo 125/15 9/20 Cv 3 30 hrs Flight Dp: 20 Core: 12 aCC 10y/s (top speed 150 mph) minor Wound 7pts major Wound 20pts Critical 40pts totaled: 100pts

Super Science

Super Science is pretty much inexplicableits space opera gadgets and hyper-technology.

[40 AP] Description: Form-fitting battle armor that makes the wearer look like a metal man (with musculature over the characters own muscles and so on). It comes with flight, atmospheric protection, and a tractor beam. Model Cost A-Cost Undercoat Plate STR BLD ADP Init AGI Other

Disintegrator Pistol Description: A hand weapon that deals remarkable damage. A disintegrator pistol does PEN damage using the Beam Weapon rules (ROF x4 as a 10 REA Long Action, if two shots are taken at the same target the damage is doubled). The disintegration weapon: Ignores armor but has no effect on Force Fields. Against inanimate targets, if it destroys Core it will completely disintegrate the device and deal its damage separately to each component within. Model Cost A-Cost Undercoat Plate STR BLD ADP Init AGI Other

Personal Flying Saucer [2 AP] Description: A personal flying saucer is a four-person (but its a tight fit) supersonic space-worthy transport.

67

Generic Traits

subsection

My God . . . do we really suck, or is this guy really that good? Mr. Hertz, Shoot Em Up The Fast Company archetype (alternately called FastCo. or simply Fast) is a meta-archetype covering all classes of cinematic action heroes. Super-spies, loincloth-wearing barbarians, ubercompetant special forces commandos, blaxploitation bad-asses, costumed vigilantes, crusading archeologists, kung-fu/gun-fu masters, and policemen who happen to be in the wrong place at the wrong time are all examples of characters that may fall within the scope of Fast Company. Unlike other archetypes that make the character something more than human or grants him superhuman powers and abilities, FastCo. characters are by all appearances normal. Theyre neither bulletproof nor impervious to damage. They look and bleed like everybody else. However, the Fast hero will managesomehowto pull through and survive events and situations that would simply kill another man. He has a knack for (just) getting out of harms way. Against impossible odds, the Fast Company character will emerge battered, bloodied, and bruised but still breathing.
Designers Notes

FA S T co m pA n y

You dont get it, boy this isnt a mudhole its an operating table. And Im the Surgeon. --Batman, Dark Knight Returns (Book 2 The Dark Knight Triumphant)

the Fast Company Archetype Fast Company was an idea originally conceived for the JAGS campaign and worldbook The Fall of New York. It was an attempt to create powerful characters that didnt rely on simply having a huge number of Damage Points or outsized offense or defense scores. Consequently, it was realized that the key element of cinematic action heroes (and nonbulletproof superheroes as well) is that, although frequently knocked around in unarmed combat, such characters almost never get hit squarely with lethal attacks. Bullets tend to find non-vital flesh instead of center-of-mass; edged weapons usually leave discreet and superficial cuts rather than gaping wounds; explosionsrather than blasting the hero into tiny bitssomehow leave him intact, if slightly burned and soot-stained. The solution was to create a game mechanic that replicated cinematic reality for the characterthe same kind of verisimilitude that lets Red Sonja wade into battle with only her skill and chainmail bikini and emerge victorious, allows James Bond to outrun an explosion or merely get grazed by fully-automatic gunfire, or permits Batman to exert himself to ultimate human limits night after night and survive. Additionally, because of the way that a Fast characters increased unarmed damage and resistance to damage works, the use of weapons and body armor becomes more of a matter of style than a necessity. Generally, the Fast abilities are simply a narrative artifact: The character is supposed to be a normal guy who just comes through when the chips are down. (A character living through a firefight may feel he simply got luckynot that they were able to handle those things as a matter of course.) In other campaigns (such as in the aforementioned The Fall of New York), the character may very well be aware of his unique abilities: that he is part of a select group of extraordinary individualsa member of the elite fraternity known as Fast Company.

Capt. Amazing: [amused at the Mystery Men] Really. Youre... youre all superheroes. The Shoveller: Well, we fight crime. Call it what you will. --Mystery Men (1999) Fast Company

inSpiration and revelation

Most people become Fast Company due to some inspiration, revelation, or (in some cases) just being that tough. This can happen through training (with a master, usually), trauma (having your family killed by criminals?), by exposure to other Fast Company, or just a plain old moment of clarity where you wake up one morning and realize someone has to do something and youre the one to do it. 68

In other cases, the Fast abilities are simply a narrative artifact: The character is supposed to be a normal guy who is luckyor just comes through when the chips are down. A character emerging from a firefight may simply feel he or she got lucky not that they were able to handle those things as a matter of course. The GM should determine what level of understanding the characters have of their capabilities. When designing a character for a Fast Company game determine what event or moment woke them up. In some cases it may even be that seeing another Fast Company character in action will inspire them. Chiun: You move like a pregnant yak. --Remo Williams: The Adventure Begins

1 Samuel 17: 38-40 (NIV) Fast characters neither require nor rely upon armor. In fact, since such protection tends to slow their reflexes and dull their instincts, such characters usually eschew armor altogether. For them, armor is usually a fashion statement at best, a potentially lethal hindrance at worst. If a FastCo. character wears armor, their Graze Modifier may be reduced or removed. Armor or Force Fields purchased with APs have their defensive values halved. (This is from the general rule that characters with very high negative Damage Modifiers halve their armor). Fast Company may buy and benefit from Iron Jaw as normal, however. Youre gonna regret this the rest of your life both seconds of it. --John Spartan, Demolition Man When they ask how I died, tell them: still angry. --Takeshi Kovaks, Altered Carbon

levelS of Fast

All Fast Company are Fast, but some FastCo. are more Fast than others. There are four full levels of Fast. Examples and abilities are enumerated below:

O-Ren Ishii: You didnt think it would be that easy, did you? The Bride: Yeah, for a second, I kinda did. --Kill Bill Level Cost Description Level 1 24 AP Peternaturally Competent. This level of Fast represents characters that are highly trained (or very lucky), characters that are over-the-top but reasonably so. (Examples: Indiana Jones, John McClane) Level 2 34 AP Adventurers. This level of Fast typifies characters that are noticeably superior to those around him and beat the odds with habitual regularity. (Examples: James Bond, Conan, most Watchmen) Level 3 58 AP Superheroes. This level of Fast includes those characters whose skills and abilities approach the superhuman, defying and redefining what is possible. (Examples: The Bride, V, Possibly Ozymandias) Level 4 70 CP Legends. This level of Fast encompasses the most skilled and powerful of characters, exemplifying the zenith of human potential. (Examples: Batman, Doc Savage)

faSt abilitieS
level level 1 level 2 level 3 level 4 Armor halved halved halved halved

Here is what you get for each Level of Fast:


acrobatics 8 CP 8 CP 8 CP 8 CP graze modifier yes yes yes yes Bullet time +5 init +3 rea. +5 init +5 init, Bullet round +3 rea, +5 init, Bullet round toughness +20 +25 +30 +35 Combat techniques +5 +6 +7 +8 generic abilities 4 ap generic 8 ap generic 12 ap generic 16 ap generic agi Bonus +1 +1 +1 +1

El Mariachi : Bless me, Father, for I have just killed quite a few men. --Antonio Banderas, in Desperado

ACROBATICS
Whats the sitch? -- Kim Possible FastCo. characters are have a knack for getting out of the way of danger. They arent (necessarily) skilled acrobats, they just dodge and roll better than normal people. Fast Company get a number of character points to spend exclusively on Acrobatics. They may be spent to buy the skill or augment an already existing roll or level. Fast Company 69

ARMOR

Then Saul dressed David in his own tunic. He put a coat of armor on him and a bronze helmet on his head. David fastened on his sword over the tunic and tried walking around, because he was not used to them. I cannot go in these, he said to Saul, because I am not used to them. So he took them off. Then he took his staff in his hand, chose five smooth stones from the stream, put them in the pouch of his shepherds bag and, with his sling in his hand, approached the Philistine.

YKnow, this must be how ordinary people feel. This must be how ordinary people feel around us. --Watchmen, Night Owl and Rorschach prepare to take on Ozymandias.

loSinG your defenSeS

If a character is tied down or handcuffed or someone really has the drop on them then they can lose their innate defenses against incoming damage.
situation grabbed pinned held Notes No agi bonus. Negative damage modifiers still apply. No agi bonus, no negative damage modifiers. No agi bonus, but negative damage modifiers still apply. at major hold, reduce negative damage modifiers by -2. if the character is caught cold the gm can remove agi bonus against being hit but the negative damage modifiers still apply. anything the gm rules is a sufficient distraction will return the agi bonus as well. if the character surrenders and is covered with a weapon, both agi bonus and negative Damage modifiers are forfeituntil a serious distraction is arranged. give a -1 agi bonus and reduce protective Damage modifiers by 1. if the character is shackled the agi bonus is halved (round down) and the Negative Damage modifiers are halved as well. if the character is totally tied up (or chained hand and feet with a connecting chain as per a convict) probably neither apply. at serious Condition your bonuses are halved. after the fight, when the adrenaline wears off, they are gone until healed up to injured Condition (the character basically unable to walk, much less dodge).

GRAZE MODIFER

Fast characters have a preternatural talent for rolling with a blow and getting nicked rather than hit. Whether from advanced training, an intuition that allows them to feel weapon trajectories, or just simple dumb luck, Fast Company are almost impossible to hit squarely. Attacks, no matter how deadly or well-aimed, just graze them. When a Fast character is hit in combat, he has two advantages that reduce the severity of the attack: First, he can apply his full AGI Bonus against all attacks (hand-to-hand and ranged). Second, he also applies an additional Graze Modifier that further reduces the Damage Modifier of a successful hit. (For example, a FastCo. character with an AGI of 14 is hit with a punch. Against that, he applies a total of 8 DM to it. Were he shot with a pistol, the total modifier would be 12 DM and if he were caught in an explosion, he would enjoy 14 DM from the attack.) These modifiers are applied before checking to see if PEN damage doubles. So a penetrating attack must hit by at least 12+ in order to double! No special action needs to be taken and no REA has to be spent to benefit from the Graze Modifier. The character simply doesnt take the full brunt of damage.
attack impact attack or peN attack with armor save. Falls penetrating attack from a handgun or hth weapon explosion, out of scale, or long arm (rifle, shotgun, carbine) Negative Damage modifier -4 Dm -8 Dm -10 Dm

gun to the head

surrendered

handcuffed Bound

serious Condition

BULLET TIME
Heh. Only a dozen. They really dont know whom theyre up against. -- Grendel, surrounded by a dozen armed police men. Batman vs. Grendel (Matt Wagner)
When the chips are down and theres danger all around, the world downshifts into slow motion for Fast Company. Deadly peril distills their senses and hones their reflexes to razor perfection. To everybody else, FastCo. become a whirlwind of actiona blur crossing a room in an eyeblink, a flurry of motion blocking and counterstriking multiple attackers, a silhouette suddenly disappearing into the shadows. Fast characters receive bonuses to their Initiative and REA dependent on their level. At higher levels, they also get a Bullet Round. A Bullet Round is an extra round that precedes a normal combat round and works thusly: A Bullet Round takes place immediately before a regular combat round. Combatants can take a full turns worth of action (up to their REA) during the Bullet Round. They then can take another full turn (as if they never used their REA) during the normal combat round. Only characters who have Bullet Round can participate in the bonus round. Characters without Bullet Round who are attacked during it can only react if they make an REA roll. Any REA they use is unavailable in the following regular combat round. The Bullet Round is treated like a regular combat round in almost all respects. For instance, a character can fire his gun in both rounds (effectively doubling the guns ROF), throw a cross in the Bullet Round and throw another on his normal turn, or make two Full Move actions, thereby running at double speed. During a Bullet round:

NOTE: An Out-of-Scale is defined as any AP-purchased ability that is higher than the characters Scale Number.
Designers Notes

the spirit of the rules The in-game reason that Fast characters are more vulnerable to Impact damage and handguns is that they instinctually understand these are less of a threat than long-arms or explosives. However, thats not always the case: a future-tech hand-gun might easily do more damage than a modernday rifle. In these cases, the GM can assign the -10 DM to overpowered weapons and still be in keeping with the spirit of the rules. Neo: What are you trying to tell me that I can dodge bullets? Morpheus: No, Neo, Im trying to tell you that when youre ready,you wont have to. -- The Matrix. Morpheus explains that no Dodge maneuver is actually necessary for the negative damage Mod to apply. 70

Fast Company

You can spend REA due to being Stunned or Dazed and roll for
recovery vs. being stunned. Effects that take a few rounds to wear off count for purposes of the bullet roundyou will recover twice as fast.

FastCo. characters are have a knack for getting out of the way of danger. They arent (necessarily) skilled acrobats, they just dodge and roll better than normal people. Fast Company get a number of character points to spend exclusively on Acrobatics. They may be spent to buy the skill or augment an already existing roll or level.
level level 1 level 2 level 3 level 4 effect +20 Dp +25 Dp +30 Dp +35 Dp resisted attacks +1 CoN/Wil roll +2 CoN/Wil roll +3 CoN/Wil roll +4 CoN/Wil roll

things that will not happen during a bullet round: You do not fall (although you may run or fly normally). Cars or external agents will not move during your bullet round. You may spend 5 REA during your bullet round to control the vehicle however (so you dont need to spend it during your normal round) External timers will not run. If a door takes three rounds to open due to a timer it wont click down because someone has a bullet round. Bullet Rounds normally only apply in combat scenarios (a character cant run at double speed on a race track.) level
level 1 level 2 level 3 level 4

effect
+5 to initiative (only) +5 initiative, +3 rea +5 initiative, Bullet round +5 initiative, +3 rea, Bullet round

COMBAT TECHNIQUES

Fast Company dont need weapons to be deadly in melee. They dont even need to know a marital art. Fast characters simply have an innate talent for mixing it up. Their striking technique, however crude, is uncannily effective and their grappling, however undisciplined, is devastatingly efficient. Fast characters add their Combat Instincts bonus to their Base Damage (with unarmed attacks only) and their Offensive and Defensive grapple scores. At the GMs discretion, FastCo. characters may add their Combat Instincts bonus to their STR score for dramatic and heroic feats of strength (lifting a car off a trapped victim, holding a door shut against an undead horde, pulling a comrade to safety, etc.) and for calculating leaps and jumps. MacCready If you cant handle it, get me somebody that can. Get me Bruce Lee. -- Blind Fury
level level 1 level 2 level 3 level 4 effect Combat technique +5 Damage Combat technique +6 Damage Combat technique +7 Damage Combat technique +8 Damage

Designers Notes

the Bullet round as a game mechanics Convention The Bullet Round is a weird space-time aberration in terms of game-mechanics but in terms of the narrative, it isnt. The GM will need to moderate things occurring within the Bullet Round so that a sense of narrative consistency is maintained. For instance, a falling character might fall half the distance hed travel in a round during the Bullet Round and then fall the rest of the way during his normal round. Or he might hang in mid-air (narratively speaking) for the Bullet Round and then fall during the normal round. Both methods are acceptable and, if circumstances warrant, the gameplay might alternate between one state and the other. (In such case, the GM should make certain the players know which rule is in effect when its in effect.) Dazed combatants can recover during their Bullet Round and continuing attacks initiated by a Fast Character that do damage each round (such as fire) will hit again during the Bullet Round just like a regular combat round. However, this is a purely narrative mechanic: A time bomb counting down wouldnt tick twice, for example.

Lee: Why doesnt somebody pull out a .45 and, bang, settle it? --Bruce Lee, Enter the Dragon

Teasle: Are you telling me that 200 of our men against your boy is a no-win situation for us? -- First Blood

AGI BONUS

Finaly Fast Company characters are harder to hit than other characters of their same AGI would be. The character gets +1 to their AGI bonus (applied equally against ranged and HTH attacks).

TOUGHNESS

In a couple of minutes, Im gonna get up and pound your smug face into the armrest. Phantom Limb and Brock Samson, The Venture Bros. 71

Fast Company

No, dont get up. Youve been shot. Sadly, it wasnt fatal. Ive removed the bullet and three others, a blowgun dart, two sharks teeth, the tip of a bayonet, a twisted paper clip, and a meager handful of buckshot. You may want to learn to duck.

GENERIC TRAITS

Fast Company characters get some APs to buy generic traits with from the Generic Traits list.

subsection

Fast Company

72

J ag S b i o -a b i l i t i e S (m u tat i o n S)

Magic

The ability is most suitable for the fantasy genre and should be restricted if that is not what is wanted for the game.

These rules are used to create biological (or semi-biological) non-humans (or demi-humans). They can be used for fantasy or science fiction races, post-apocalypse mutants, monsters, and so on.

BUYING ATTACK POWERS

uSinG theSe ruleS

When looking at attacks from this chapter you will often see size-class listed. You may also (for PEN damage attacks like Claws & Teeth) see a cost called Standard Buy. Heres how buying these abilities work:

There are a few distinct ways to use these rules. Here are some of the most common: Making a character who is a mutant in a postapocalypse game (these rules originated in our award winning Have-Not world book) Creating an animal character or a monster for characters to fight Making a unique super hero or mutant (or lycanthrope or other fantasy character) Creating a race for a science fiction or fantasy game. For each of these the usage of the rules will be the same in general but there are some specifics youll want to be aware of. These are detailed below.

attackS With a Size claSS liStinG


Lets look at Breathe Fire:

B reAthe f ire [

NEGATIVE POINT MUTATIONS

Some of the abilities have negative point totals meaning you get additional Archetype Points to spend if you take them. These are usually in the context of a Mutant character who is the product of science-fiction effects of radiation or bio-weapons. If you buy negative point abilities the general rule is that the total number of APs you spend on mutations must at least equal the negative points. That is, you cannot take a -2 point mutation and then use those points to buy cybernetics. This is in force to limit characters from shopping for extra APs when they are not actually mutants. Additionally, most characters cannot get more than 1/10th their total AP count (round up) in negative mutations (a group of 16 AP characters could each take one -2 AP mutationbut no more).

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

Bio: Extreme Description: The character exhales flammable gas which its mouth ignites. The attack is relatively short range (4 yards) and gets a +1 Large Weapon Bonus to hit at Small and Very Small size classes, +2 above that. Damage is IMP, ROF is 1 per turn for 5 REA.
VAries
Cost 1 ap 2 AP 4 AP 4 AP 5 ap 7 ap 8 AP 10 ap 11 ap 14 ap 16 ap Damage 4 imp 8 imp 12 imp 14 imp 18 imp 22 imp 26 imp 30 imp 38 imp 46 imp 54 imp Notes roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg

On the chart there is a cost (AP) listed by Size Class. In this case if you want the ability you pay the listed cost for your Size Class or a lower one. You cannot buy an attack at a value above your Size Class even if you are willing to pay the points. Note: you can purchase effective size class (see below) to have a smaller chaacter with a more powerful attack.

attackS With JuSt a liSted coSt


Take a look at toxic spray:

c hemicAl s PrAy : t oxic s PrAy [ VAries ]

Bio: Extreme

POWER ORIGINS

Each ability is usually tagged with an origin. Things like Natural, Extreme, Super, Mutation, and Magic. These are used to help control the use of these abilities in various games. The participants should determine which ability-tags are suitable for the game with the GM making the final decision.
Tag Natural Extreme Notes The ability occurs in nature. It is usually suitable for any character using these abilities (i.e. building intelligent animals or more mundane mutants). These have at least some potential to exist. They do not strain credibility to the breaking point. They are usually allowable for lower-level games where abilities will be less flashy. The ability is commonly the result of some toxin or genetic damage. This usually applies to negative traits. The ability is most suitable in the super-hero genre. It should be restricted if that is not whats wanted for the game.

Description: The character unleashes poison gas! The gas is released as a 5 REA Medium (ROF of 1x per turn) action, can be done once per point of CON above 10 (minimum of 1x) before needing to recharge for 10 minutes. The character is immune to their own toxinas are other members of the same race (if any). Radius is Size Class yards. It can be sprayed as a cone for a +3 Large weapon bonus (striking only one target or two very close together) out to Size Class yards. The effects use the rules for toxins in the basic book. Damage is dealt on Initiative +0 each turn.
result Base Damage, CoN Base Damage, CoN Base Damage, CoN-1 1x Base, CoN-2 1.5x Base, CoN-4 Cost B. Dmg intensity 5 ap 8 10 7 ap 12 20 10 ap 16 30 24 AP 24 50

Super

roll 12121212-

73

Bio-Powers

Mutation

effect Minor standard major Critical Catastrophic type level 1 level 2 level 3 level 4

In this case how powerful your poison is has nothing to do with how big you are: its just however much you want to pay. So in this case you just buy the level you want and thats that.

more complex: Standard buy

pen damaGe hth attackS

The most complex attacks are PEN Damage Attacks (like Claws & Teeth) that not only do PEN damage but also convert your Base Damage to PEN damage. In this case you have two options as to how you buy the attack.

c lAWs & t eeth [

Bio: Natural VAries ] Description: The character has retractable claws and teeth like a cat. These deal damage as above but also increase Offensive Grapple and give a +2 bonus to any rolls to climb a substance the claws can gain purchase on. NOTE: The damage for a bite is +1 PEN but is only from Close Combat. NOTE: Claw attacks gain specific properties from marital arts attacks (extra damage added to the PEN damage total, negatives to be blocked for Kung Fu, etc.)
to-hit +0 reach short Worry No +4 peN +2 ap + (Base Damage / 10) Damage DP 1 peN +1 2 PEN +1 3 PEN +1 4 PEN +1 6 peN +1 8 PEN +1 12 peN +1 16 peN +1 24 PEN +1 38 PEN +1 60 peN +1

If you have a character who does have AP-based modifications to their stats you may want to use the Standard Buy. In this case you pay the listed cost and there is a fractional multiplier for your Base Damage. This number is multiplied by your Base Damage Score. Fractions round up (any fraction costs +1 AP). In this case a character with a 21 Base Damage would pay 2 AP + (21 x .1, round up) = 5 AP for claws that hit for 25 PEN damage. The A-Cost of the ability is the listed cost added to the A-Cost of whatever ability modified the characters Base Damage. If more than one ability modified the characters Base Damage, add them all up to get ACost. Example the simple method: A character with 12 PHY buys Claws & Teeth. They use the Simple method. The characters Base Damage from normal, Character Point based sources is 2 (STR of 12, BLD of 12). The character does not have any additional size modifications so they are Medium (normal human). On the chart, the damage is 4 PEN. This is increased to 6 PEN per strike because of their normal base damage. standard Buy for a Cyber-mutant: In our next example, a character is a 12 PHY cyborg and a mutant and is buying Claws & Teeth as a bio-mod augmentation to their cyberframe. The character has a Mk 2 Sciecide Chrome-Bone endo-skeleton (cost 24 AP, A-Cost 8 AP, +12 STR, +10 BLD). They add Claws and Teeth. The Cost for Claws & Teeth is computed as 2 + (Base Damage / 10). The characters Base Damage is 2 (for normal PHY) +12 for cyber-STR +2 for cyber-Bld. This is a total of 16. The computed cost is +4 AP for the Claws and Teeth (2 + 1.6 = 3.6 = 4 AP). Because the cost notation is +4 it is Not reduced but rather added to A-Cost! Total cost for the Cybernetic Endo Skeleton and Claws & Teeth is: 24 + 4 AP = 28 AP. The characters A-Cost so far is 8 + 4 = 12 AP! The character strikes for 4 (Claws) + 16 (Base) = 20 PEN.

rea Back-swing roF 5 med +0 s standard Buy Cost size a-Cost v. small 1 ap small 1 ap m small 1 ap medium 2 AP m. Big 3 AP Big 4 AP large 5 ap huge 7 ap Enormous 10 ap gigantic 16 ap elephantine 25 ap

the Simple Way: by Size claSS

The simplest way to buy one of these attacks is by Size Class. In this case you do the following: Pay the listed AP for your Size Class or below. You cannot buy an attack above the level of your Size Class even if you have the AP to spend. The attack does the listed damage plus your normal Base Damage. It does not add damage from any APbased modification of your stats. If you paid AP for Exceptional Strength that changes your punch and grapple damage scoresbut does not add to the damage you do with your claws if you bought them by Size Class. The A-Cost of the attack is simply the cost of the attack. It does not add its cost to other abilities like Exceptional Strength or Size Class. In this case a Big Character would pay 4 AP and do 9 PEN damage.

subsection

Size claSSeS

One of the things the bio-abilities allow you to do is radically alter the size of your character. All calculated numbers assume the highest level of stats in the list.
Cost a-Cost phy, str, Dp, BlD, CoN the ap cost to be a humanoid (or close to) of that size the attack-cost associated with that size. the base statistics for a creature of that size. they are modified by your own phy (see rules below)

Bio-Powers

Important Note

NOTE: Your normal damage from STR and BLD add to attack damage bought this way. Damage from other Archetype sources does NOT. This is true, even for ranged attacks. 74

tBh

to-Be-hit: the pluses or minuses to hit the character due to size. they are in the form of ranged / hth (so a huge character is at +3 to be hit by ranged attacks, +2 in hth combat). Note that these modifiers are added to agi bonusthey do not replace it. a very small character with a 12 agi is at -6 to be hit by ranged attacks, -5 in hth combat. also note: in hth combat the character must be capable of moving at 4 yards per second or more in order to get the bonus. it is not hard to step on ants (although it is hard to shoot them). most commonly in nature this is done by flying (wasps, small insects, etc.). the basic grapple of the character. modified by the characters natural phy. it is the DeF grapple. offensive is +20%. the ground-move of the character. Numbers are in yards per second (Walk, run, sprint). if the listing is standard, use the table in the Basic Book. if there is a +/- rea number then the characters natural rea is modified by this number and the table in the book is used. the Base Damage done by a punch. a modifier to other attacks except for those sold by Size Class. smaller characters tend to hit less hard, be it with psionics, magic, and so on.

Modifiers are applied, they have normal statistics. PHY, STR, BLD: The character adds their normal score above 10 to the listed number for the Size Class. So if a character has a 12 PHY (with no Secondary Statistic modifiers) and is Very Small (Size Class 1) they will have a PHY of 9 (a base number of 7 for their size +2 for their PHY of 12), a STR of 3, and a BLD of 3. CON: The character uses either the size classs listed CON or their own, whichever is higher. If the character has taken a Secondary Stat trait that increases their CON that addition is added to the listed score if it is used. The characters DP is calculated the same way as above with the listed BLD bonus. In the example of a Very Small character with a BLD of 12, they will have 2 DP (as per their size class), +2 for CON, +2 for BLD = 6 total Damage Points. DP
2 4 6 10 23 27 66 100 166 233 500

grapple stride

strike Dmg

size Class Chart size


Very Small Small Medium Small Medium (Human) Medium Big Big Large Huge Enormous Gigantic Elephantine

Cost
-8 ap -4 ap -2 ap 0 AP 9 ap 13 ap 30 AP 45 ap 71 ap 96 ap 191 ap

a-Cost
0 AP 0 AP 0 AP 0 AP 2 AP 4 AP 8 AP 12 ap 21 ap 30 AP 66 ap

phy
7 8 9 10 11 12 12 13 13 14 14

str
1 2 8 10 13 15 22 29 42 55 109

BlD
1 1-2 3-6 7-17 18-23 24-33 28-67 68-100 101-166 167-233 234-500

CoN
10 10 10 10 11 12 12 13 13 14 14

tBh
-4/-3 -3/-2 -1/+0 +0/+0 +1/+0 +1/+1 +2/+2 +3/+2 +3/+3 +4/+3 +4/+4

grapple
1 3 9 12 18 22 35 49 75 92 209

stride
.10/.25/.5 .25/.5/1 -2 rea standard standard +1 rea +1 rea +2 rea +3 rea +4 rea +5 rea

strike
-3 -3 -2 +0 6 10 23 37 63 90 197

Dmg
-75% -20% 1x 1x 1x 1x 1x 1x 1x 1x 1x

ADDITIONAL TO-HIT RULES FOR SIZE CLASS BIG AND ABOVE


Any attempt to hit something if you are Size Class Big or higher applies the difference in the to-hit scores as a to-hit modifier. So if I am Gigantic (+3 HTH) and trying to hit something that is Big (+1 HTH), I hit it at -2 and it hits me at +2.

The characters Base Damage will be calculated as listed in the basic book with a minimum of -3 Base Damage. This usually takes the listed Base Damage on the chart and then adds +1 per point of normal STR purchased and +1 per 5 BLD above 10 the normal character would have. The characters Grapple will be calculated as listed in the Basic Book with no minimum. If the character has sold stats, reduce the listed values by the amount sold (a Big character with a PHY of 09 will have an STR of 12). If this brings the character below 1 for any stat, treat as a 1.

DAMAGE REDUCTION RULES FOR SMALL / VERY SMALL

When any ability is purchased for Small / Very small where the damage is NOT: Purchased with a specifically listed cost / damage for Size Class Based on Base Damage The damage listed is modified by the DMG column. For Resisted Attacks, this modifier is used for the listed Intensity above 10. This applies to, for example, Telepathic attacks, toxin attacks, etc.

CALCULATING PHYSICAL STATISTICS, DP, ETC.


The characters physical statistics are calculated as follows: First the character buys their PHY with Character Points as normal. They pay normal price for their Physique and, before Size Class

75

Bio-Powers

subsection

Example A character is built with a 12 Physique, 13 STR for a total of 20 Character Points. The player then spends 13 AP to make the character Big. Big:
Big 13 ap 12 phy 15 str 33 BlD 12 CoN 27 Dp

Character Before Big is Added


15 + 5 CP

PHY 12 PHY 12

STR 13 STR 18

BLD 12 BLD 35

CON 12 CON 12

DP 14 DP 31

Size Very Small Small Medium Small Medium (Human) Medium Big Big Large Huge Enormous Gigantic Elephantine

Cost 0 AP 2 AP 3 AP 4 AP 5 AP 7 AP 22 AP 36 AP 62 AP 89 AP 196 AP

DP +0 DP +0 DP +0 DP +0 DP +13 DP +17 DP +56 DP +90 DP +156 DP +223 DP +490 DP

With Big Factored in


15 + 5 CP

Example A normal sized character (Medium sized) wants a powerful Plasma Blast. They start by buying Effective Size Class of Huge for 40 AP (+100 DP) and then spends 8 AP on Plasma Blast (Huge) for 38 IMP damage. They can buy other BioPowers at up to the Huge level.

HUMANOID HEIGHT AND WEIGHT


Size Very Small Small Medium Small Medium (Human) Medium Big Big Large Huge Enormous Gigantic Elephantine Approx. Height 1 to 3 1 foot 4-411 5 -6 7 6 8 9 10 16 20 30 Approx. Weight under 15lbs up to 30 lbs up to 90 lbs 150 lbs 345 lbs 495 lbs 1005 lbs 1500 lbs 2490 lbs 3495 lbs 7500 lbs

This chart will give you approximate heights and weights for humanoid characters at different size classes.
Comparable Animal Insect Small dog Large dog Human Alligator Large tiger Small horse War horse Buffalo Rhino Elephant

Example A character is made to be Medium Big but with an Effective Size Class of Huge (so they can buy attacks at the Huge Level). The A-Cost is 2 AP. The character pays 40 AP for Effective-Size HUGE and +2 AP for Medium Big for a total of 42 AP.

animal characterS

EFFECTIVE SIZE CLASS

It is possible to have a character who is normal sized but still hits harder than their size-class indicates. In this case the character must buy Effective Size Class because the character--for purposes of buying Bio-Powers only is effectively bigger. Buying Effective Size Class basically means buying the Damage Points that come with the larger size class. The character gets the both the listed DP and the ability to buy attacks at that size or below. Buying a smaller-than-human size class does not give DP as the character gets a benefit of being smaller (and hard to hit). Attacks also take the damage divisor (for a very small character) even if the character is effectively larger. NOTE: If a character combines real size and effective size (that is, a character buys for example Medium Big and then Effective Size as Huge) then the way to do this is simply to add the A-Cost for the characters real size to the Effective Cost listed below.

Creating animals is done as with creating human characters but there are several possible considerations the player should be aware of. The game assumes that animal characters have human-level intelligence but may think differently (we have some notes on this below). In a fight they will attack with whatever bio-weapons they have available but will not use human-like unarmed strikes (punches or kicks) unless they have purchased a specific bio-weapon or attack-type that allows that. Animals may be very strong but, as they do not use unarmed strikes and usually do not grapple as effectively as a human they do not pay the same cost as a humanoid of that size (or a nonhumanoid that can deal normal unarmed attacks and grapple effectively).

subsection

CHOOSING A SIZE CLASS

Bio-Powers

Usually choosing a size class is done by taking the weight of the animal and dividing by 15lbs. This gives the BLD (and the nearest applicable size-class will be chosen). In the case of very large animals (dinosaurs, sentient blue-whales, etc.) the suggested approach is to play at a higher Scale Number and multiply the listed chart appropriately. For very small animals (wasps, prairie dogs, etc.) The characters Size Class will be Very Small.

ANIMAL TYPES

76

We define two basic types of animals based on their physical characteristics: normal animals (like a horse, dog, alligator, etc.) who cannot easily grapple targets and grapplers (like spiders and snakes) which specialize in holding and immobilizing

their targets. We make this distinction because the cost to play the animal will be based on how effective its grapple is. These costs replace the costs in the regular table. They are lower because the animal cannot attack normally using its Base Damage but must purchase bio-weapons.

g rAPPler [ VAries ]

Bio: Natural Description: The character can grapple using the full listed grapple for their Size Class. Usually this means the characters legs are either numerous enough or highly articulated enough to hold a target (a spider is an example of an animal that can grapple normally, as is a snake). The character pays the cost listed in the chart for Grappler.

Non- grappler
Non-Grappler Size Very Small Small Medium Small Medium (Human) Medium Big Big Large Huge Enormous Gigantic Elephantine Cost -8 AP -4 AP -2 AP 0 AP 3 AP 6 AP 7 AP 11 AP 12 AP 20 AP 33 AP A-Cost 0 AP 0 AP 0 AP 0 AP 1 AP 2 AP 3 AP 5 AP 6 AP 12 AP 25 AP Grapple 1 3 9 12 8 12 16 24 32 60 125

W AlKs u Pright [ 1 AP ]

Bio: Natural Description: The character can walk upright at least for a while. This makes it easier to exist in human-centric environments. Examples of animals with this are bears and ostriches.

ANIMAL PSYCHOLOGICAL LIMITATIONS

While JAGS Revised does not purport to tell you how animals think we have some guidelines for playing an actual animal character instead of a human-mind-in-animal-body character. These traits can be used to help guide animal play.

A nimAl m ind [-2 AP]

grappler
Grappler Size Very Small Small Medium Small Medium (Human) Medium Big Big Large Huge Enormous Gigantic Elephantine Animal Cost -8 AP -4 AP -2 AP 0 AP 6 AP 9 AP 17 AP 26 AP 38 AP 52 AP 99 AP A-Cost 0 AP 0 AP 0 AP 0 AP 4 AP 5 AP 13 AP 20 AP 32 AP 44 AP 91 AP Grapple 1 3 9 12 18 22 35 49 75 92 209

Bio: Natural Description: The animal thinks like an animalin combat they are forced into they will not use tactics (either attack the most obvious target or flee). If hunting, they may hunt as a pack but will not account for things like weapons on the part of targets (although they may fear them after they are understood). Animals will not count normally, understanding bigger and less-than terms but not exact numbers. They probably see beyond a certain number as many. Animals will not be able to use technology at allnot even clumsily. Communication for an animal PC is assumed to be normal between members of its species or, for game purposes, similar species but limited beyond that to basic concepts (I am afraid). The PC may have one other character with whom they communicate normally (the character who has known them the longest). NOTE: Clearly this is not suitable for all games and should be discussed with the GM and group before being taken.

ANIMAL PHYSICAL LIMITATIONS

In combat animals are usually limited to two basic moves and then may use whatever bio-weapons they have. The basic moves are Trample (striking by slamming into the target) and Animal Pin (trying to sit or lay on a target). Animals may purchase Mule kick, for example, in order to be able to kick effectively or tentacles to be able to grapple. Animals also often have a different form-factor than humans and are less able to use human-made tools and vehicles. Below are some standard Traits to give to Animal characters.

ANIMAL CHARACTERS IN COMBAT

Animal characters in combat perform somewhat differently than humans. For purposes of this discussion, we are assuming that most animals are quadrupeds, do not have hands or arms like a human, and if they can kick or punch, must do so as something like a bear or cat paw swipe or a mule-kick or trample.
Move Trample Description The basic animal attackit is an overrun attack whos damage is based on size. A character who is trampled may need to roll vs. being knocked down. REA 8 REA if coming from a standing stop, 5 REA if already moving, 5 REA if the target is prone and the character is already on top of them

A nimAl l imitAtions [-4 AP ]

Bio: Natural

subsection

A nimAl h Ands [1 AP ]

Bio: Natural Description: The animal has decent, usable hands (like a raccoon). This removes the tool-using negative. The character still cannot strike normally.

77

Bio-Powers

Description: The character suffers the following limitations: Cannot use tools (either no hands) or for some other reason (mind-set?) simply does not benefit from them. The animal will need to make COR rolls at -4 to open doors. Opening small bottles or otherwise getting into things may be a -4 or more (the GM may rule it is impossible). Cannot grapple beyond the use of bio-weapons or Animal-Pin. Cannot perform a non-Bio-weapon attack beyond Trample. This includes Low To The Ground (see Body Types) as an innate defect Trait.

Animal Grapple

Animal Dodge Gore Mule kick

Pounce

Worry

Animals have a hard time holding people downthey can land on them and crush but without hands they are limited to using claws or their weight. See the specific rules below. Most animals cannot block normally. They can dodge for 3 REA. Requires the horns / antlers ability. A powerful kick with the hind legs. Requires Hooves (and that the character be a quadruped) Described in the basic book: a move combined with an attack. Usually requires the Claws & Teeth ability. The animal holds the target in either their mouth or with pincers, and tears into them. Combines a Grab and damage.

5 REA for a grab, a Pounce can establish a Grapple or even Hold.

rea:

trample / kick

kick 6 REA Med, -1 to hit Trample 5 or 8 REA Long Action, -1 to hit Mule kick: 6 REA Med, -1 to hit, +2 Back-Swing.

3 REA for a dodge. 6 REA 6 REA but +2 BackSwing (the second Mule kick in a Round costs 8 REA)

to-hit: AGI or other HTH combat skill (-1) requires: kick: Quadruped Trample: Quadruped, +1 Size class or bigger over target or the target must be knocked down. Mule kick: Trample, Hooves Defense: kick: Dodge or block Trample: Dodge only Mule kick: Dodge or block Damage: As per the chart. Damage for Hooves is factored in already
Size Class Very Small Small Medium Small Medium Medium Big Big Large Huge Enormous Gigantic Elephantine kick Damage 0 IMP 0 IMP 1 IMP 3 IMP 8 IMP 12 IMP 16 IMP 24 IMP 32 IMP 60 IMP 125 IMP Mule kick 0 IMP 1 IMP 1 IMP 8 IMP 11 IMP 17 IMP 21 IMP 29 IMP 40 IMP 70 IMP 140 IMP Trample 0 IMP 1 IMP 2 IMP 11 IMP 15 IMP 21 IMP 29 IMP 40 IMP 60 IMP 80 IMP 160 IMP

Usually 5 REA, no to-hit roll after the first hit (to establish the hold).

trample movement: A character who tramples another character can continue moving if they win a successful Grapple Roll against the target. The attacker uses their Off Grapple against the targets Defensive Grapple. If successful the movement doesnt halt. Attempts to trample more than one target during the same move hit at a cumulative -1 per target.

subsection

rea Cost: 8 REA Long Move Distance: Up to a Full Move Description: The creature leaps on the target, biting or clawing into them. If the character does not have Claws and Teeth, then they usually cant grapplethey just trample and perform an Animal Pin (see below) that is essentially sitting on the target. The Pounce terminates in a bite or claw move and the target can choose to either defend against the attack (Block or Dodge) or attack the character on the way in. Bite / Grapple: If the attacking animal hits with a bite, they can, then, on a subsequent turn, try for a Take Down for 5 REA (as though a Grapple were established).

pounce / animal grapple

Bio-Powers 78

rea Cost: 5 REA reaCh: Close (must already be grabbing or have Trampled or Bit) Damage: Crush (see below) Defenses: Break Grapple Description: The animal tries to take down the target, pinning them under their weight. Since animals dont have hands, they cannot usually Hold Targets well or get an actual Pin on the target. They can, however, use their bulk to try to immobilize the target. The target must be knocked down first to be pinned. Crush: Being sat on by an elephant can be lethal.
Grapple Roll Missed +0 to +3 Effect No effect Target is not pinned under the animal but they must spend 5 REA or make an Acrobatics roll at -4 to get out from under the animal (if the roll is failed, the character can still spend the REA). Target is stuck under the animal. Treat as a Basic Grapple for purposes of Damage Modifier Target is stuck under the animal, treat as a Hold for -6 DM Target is stuck as though a Hold: treat as -8 DM.

Animal Pin

These are rules for various alternate body types.

B o dy t y p e S
aquatic 0 AP

A QuAtic /A mPhiBiAn [ VAries ]


Dive Capable Amphibious (wet) Amphibious (dry) 1 ap 1 ap

Bio: Natural Description: The character is some kind of aquatic animal or amphibian.

2 AP

swimming speed is running speed +2 y/s. the character will suffocate on land. Character can hold breath for 15 min and swim at running speed in the water. Character gets +2 Dp. Character can breathe air or water but needs to be submerged most of the time. speed in water is running. hands/feet probably webbed Character gets +1 Dp. Character can swim at Walking speed under water (breathing normally) but does not require water at all. Character gets +2 Dp.

A utomAtion [V Aries ]

+4 to +6 +7 to +9 10+

79

Bio-Powers

rea Cost: 5 REA Medium Action to-hit: None. Must have a Bite / Grab established Damage mod: Whatever the original bite hit by Defense: The target must Break Grab to release the jaws Description: The creature has bitten the target and then shakes its head back and forth in order to tear the target to shreads. The character first must hit with a bite or pounce attack Once hit, the character can continue to make attacks for 5 REA Medium actions using the same to-hit Damage Modifier as the original attack The target must win a Break Grapple against the the Base Damage +10 to get out If the Base Damage of the bite is less than the target characters Offensive Grapple score the attacker must win a Grapple roll to hold on before any Worry attacks can be made. The characters in a worry are treated as Grabbed (no AGI bonus, limited movement) A Worry exceeds the number of attacks per Round a bite-attack can make (some bio-weapon jaws limit the attack to 1x per Round. This is only a limit on the number of to-hit rolls. Once a target is hit they can be worried for 5 REA as many times as it can be paid.

Worry

Bio: Magical Description: The character is not biological. They may be a robot or animate material (for more on robots or androids look for additional clarification in other chapters / books). have no biological weaknesses. You spend 4hrs of downtime per You night instead of sleep take damage as an inanimate object (STC of 15). This means no You PEN damage and no PEN multipliers. each point of CON above 10 you may ignore 1 Crack result For (Minor Failure). you have Psionic abilities then Psionic attacks will work on you, If otherwise, you are immune unless the attack is extremely unusual in origin. usually have armor and may have increased strength. See the You table below. Increasing size should do things like multiply STR and BLD. However, in the interest of simplicity we have not done that. Assume that very large automaton characters are hollow or filled with some lower density material (or simply that animate material has the density of flesh). make an automation, create the character normally and then do the To following: o Add the STR and BLD modifiers o Replace the 10 starting DP a normal character has with the listed number and add any additional DP from any source x2 on top of that. o Calculate the amount the characters STC will drop by taking Total DP / 15 (the characters STC). Major Failure will put the Automaton out of the fight for 3 Rounds. A A Critical one, until it is rebuilt. Automatons dont heal normally. They can self repair over a few hours with the right conditions (determined by the game world) or be repaired by people with the right skills.
automaton Body types type str BlD skeleton +1 -8 Corpse +3 -0 Mummy +7 -1 Wood +5 +20 Bronze +9 +50 iron +15 +100 steel +25 +200 DP 30 45 75 50 100 300 +500 Armor 2pts 2pts 2pts 3pts 5pts 6pts 9pts Cost 16 ap 19 ap 26 ap 23 AP 39 ap 85 ap 138 ap a-Cost +1 ap +1 ap +2 ap +2 ap +7 ap +11 ap +22 ap

subsection

A ViAn [0 AP]

Bio: Natural Description: The character is a bird. cost of Wings is reduced by 1 AP The character has poor hands (-2 to COR rolls to use tools/open doors The and requires COR rolls in those circumstances when another character would not). characters BLD is at Light -2. The character suffers -2 DP. The

B eAst

Bio: Natural Description: The character is hoofed and can pull 4x the normal Lift its STR would imply. Usually combined with Quadruped from the Methods of Locomotion section. It spends endurance from Walking at half the normal rate.
of

B urden [1 AP]

e xtreme A tmosPhere s urViVAl [1 AP]

Bio: Extreme

Description: The character can survive in space, deep underwater, etc. Usually there is some limit, such as CON hoursbut if the rules allow for super powers, the character may be self-sustaining.
DP +1

B iologicAl [0 AP]

Bio: Natural Description: The character is made of flesh and blood similar to all animal life found on earth. The character needs air, food, water, sleep, bleeds, heals normally, etc.

i mmortAl [

e nergy B ody [17 AP]

subsection

energy Body Damage tables No effect No effect stunned Disrupted: a small breach is created in the Force Field and energy crackles out. the character must pay 5 rea before taking further action. Dazed Dispersed: the e-Body is momentarily dispersed. the character can reform anywhere (unobstructed) within BlD / 2 yards and loses 8 rea. if the e-Body is attacked before the rea is paid, it may not take a defense and gets no agi bonus, but gets a -8 Damage modifier against physical attacks. unconscious unstable. the e-Body collapses into an unstable energy cloud. if at injured condition the character is unconscious. if at hurt, the character must make a Wil roll to re-form in 2 rounds. During this time, above conditions apply. Dispersed bodies can be moved with magnetic fields, other force fields, etc. Worse scattered: the character will be treated as unconscious for several hours.

Bio: Super Description: The characters body is composed of coherent energy wrapped in a Force Field. They may appear as a glowing entity, something composed of sentient fire, etc. They do not take damage normally as they are not flesh and blood. energy bodies have a BLD effectively of 5 for purposes of All calculation. Their weight, however, is measured on the scale as negligible. character does not suffer biological weaknesses (spends 4hrs The per night down-time). They will, however, need to recharge from sunlight or an energy source at regular food intervals. They do not suffer PEN damage (no PEN doubling, no rolls on the PEN damage table) character has a 15pt Force Field and +10 Damage Points. The o If the field goes down the character is unstable (similar to Unconscious, see below). o NOTE: even effects like Dispersed and Disrupted do not imply that the defensive Force Field is down. If it was still up, it will prevent damage. o An unconscious characters Force Field will reconstruct at 2pts per minute. Energy Body characters can float as per the Float Pod ability (see Methods of Locomotion). character glows / is light-emitting (like a strong lamp). The

Bio: varies Description: The character does not age normally and may be hard or impossible to kill. Even magically immortal characters can usually be killed by something (although it is left to the group / GM as to what).
VAries

Notes: At the higher levels the character will not suffer trauma from death or normal dying and will return from the dead psychologically healthy. Note: Characters returning from the dead are (at the cost listed) under some restrictions that the GM can choose to apply. These include things such as not being able to seek vengeance, returning to a remote location, and so on. The point of these restrictions is to balance the character coming back in some fashion so as to keep the game interesting.
Cost 1 ap 1 ap DP +2 Dp +1 Dp

level long life undying old Ancient

4 AP 8 AP

+5 Dp +10 Dp

Deathproof

2 AP

+0 Dp

immortal Quickimmortal rapid return instant immortal

4 AP 8 AP 12 ap 24 AP

+1 Dp +0 Dp +0 Dp +0

Notes Well over 100 years Character is presently of age in normal range but will never get old the character is undying and has lived years. the character has 2 Cp in history and 4 Cp in any other skill. the character is undying and has lived many years. gives 4 Cp in history (the character has lived it) and 8 Cp in other skills. Character ignores any dying / dead result and will instead go unconscious, recovering eventually. Will die if beheaded or dismembered / burned to ash, etc. Character will return from the dead in a season. the character returns from the dead in about a week or so. the character will return from the dead in a day. the character will return from being killed in a matter of hours.

i nhumAn [1 AP]

Bio: Extreme

Description: The character is not of human physiology and has highly increased resistances to human diseases and chemicals. Treat them as having +20 DP vs. Resisted attacks of a biological or chemical nature (this can be purchased more than once). Other substances may affect them in ways similar to human drugs.
DP +1

e nhAnced t oughness [ VAries ]

Bio-Powers

type level 1 level 2 level 3 level 4

Bio: Extreme Description: The character is unusually tough for its size. This may be purchased multiple times by a character (a character may spend 16 AP for +40 DP or 20 AP for +50, etc.)
Cost 2 AP 4 AP 6 ap 8 AP DP +5 +10 +15 +20

i nsect / A rAchnid [3 AP]

Bio: Natural

80

Description: The character has an insect body type. This will usually involve extra Legs and Low To The Ground if they wish to play an actual bug or spider. The character has an exo-skeleton Carapace granting 2/8 Armor. Other armor purchased will stack on top. The character gets +3 DP The character can hold its breath for CON minutes and is immune to many toxinsbut especially vulnerable to insecticides (double intensity or use 35 as a base number whichever is higher). Extra senses, Climbing, and possibly Web are common. The character will likely have dietary restrictions (i.e. not an omnivore).

Dazed

unconscious

internal damage Dying or Dead

splattered: a large fraction of the characters body is spread for the round. the character loses 5 rea reforming and operates at -3 to rolls until their next turn. they can reform anywhere within 2 yards. Dispersed: the character loses cohesion for several seconds. the character must make a CoN roll to pull themselves back together. they get 1 roll each round (as per Dazed). the roll is at -1 if the wound was minor, -3 if major, -6 if Critical. No actions can be taken at this time, but the character gets puddle Defense. Badly Dispersed: the character is sprayed all over the place. as above but rolls are -2, -4, and -7. Completely Dispersed: as above but rolls are made each minute.

n o B iologicAl W eAKnesses [2 AP] l oW to the g round / s hort [0 AP]


Bio: Natural

Bio: Extreme

Description: The characters profile is like that of a snake, insect, or other common animal that does not walk upright. The character gets a GM assigned negative modifier of -1 to -2 to use things designed for normalsized characters. The character is usually at -1 to be hit by ranged weapons and at an additional -1 (or more) to be hit due to cover when conditions are judged to be favorable (such as low bush). The character does not take any penalty for moving in a crouching position.

Description: The character does not need to eat, doesnt bleed, is immune to toxins, etc. Most Resisted attacks that rely on the target being biological (chemical, electrical stun attacks, etc.) will fail against the character. It should be noted that there must be a stated reason for this ability and the GM can interpret results as necessary (an alien might have specific things toxic to it that are not toxic to normal peoplehowever, these would be quite rare or the players should be warned against taking this ability). The character does not sleep but spends 4 hrs of rest each night.

Q uicK [16 AP]

l iQuid B ody [23 AP]

liquid Damage tables No effect stunned

No effect sprayed: the character partially deforms as the result of damage. additional rolls that turn will be at -1, including CoN rolls.

81

Bio-Powers

Bio: Super Description: The character is composed of some kind of self-organizing fluid. It can assume any basic geometric form and usually appears as a suspended animate liquid. It moves by flowing (see below) and suffers different damage effects than biological targets. character does not suffer PEN damage (no doubling, no rolls on The the PEN damage chart) character gets a -4 Damage Modifier from Impact attacks The character gets a -8 Damage Modifier from PEN attacks (in addition The to not suffering PEN doubling or rolling on the PEN table) character takes +2 Damage Modifier for each +1 Large Weapon The Bonus an attack has (+6 from collisions) character does not have biological weaknesses (no need to eat, The sleep is 4hrs a night of down-time, immune to most toxins, etc.) character does not stretch and operate at range without The purchasing that ability separately character suffers double damage from sonic / vibratory damage The (computed after armor from damage actually taken) character can flow at BLD x2 yards per second. The character The can move through small openings at 4 BLD per second (under doors, through keyholes, etc.) character can only be grabbed or grappled by another character The with Liquid Body. character can adopt a puddle defense and spread themselves The thinly. This is an 8 REA Long action and the character takes a -10 Damage Modifier from all attacks (does not stack with other mods). No actions of any kind can be taken, save to re-form. The character reforms as an 8 REA Long action anywhere within BLDx4 yards.

Bio: Extreme Description: The character is exceedingly fast! You must have a 12 AGI or better to take this ability. Effects: +4 REA -4 Damage Modifiers against all attacks, the ability to Dodge ranged attacks at no negative, and their full AGI bonus applies against ranged attacks. An AGI bonus of -4 (or their natural AGI bonus, whichever is better)

r AdiAl s ymmetry [1 AP]

Bio: Natural Description: The creatures limbs radiate like spokes from a wheel (or a starfish). Usually this means the creature can grapple more effectively. The character gets +3 to Grapple Score (Off and Def) and +1 DP.
DP +1

r ePtile [0 AP]

Bio: Natural Description: The character is cold-blooded, scaled, and otherwise reptilian. This make assumes the character is a desert-style reptile. Suffers -3 Initiative and 2x Endurance usage in cold weather. -1 Initiative under normal conditions. Only recoups endurance when properly heated. Can have one of the following: o Can survive in the desert, but must be careful of baking. Very low water usage. +2 DP o Strong: +1 STR. o Reptilian mind: +1 DP, +1 WIL to make resistance rolls to any kind of psionic attack or coercion. Usually pretty unemotional.

subsection

s erPent

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

Description: The character has a snake body. Low To Ground Slither at a maximum of Running Speed. Cannot be knocked down Listed bonus to Grapple Scores Strike at Medium Reach distance for MS, Short for Small, and Close for V. Small. Constriction: If a Hold is accomplished it can crush for Base Damage each turn as a 5 REA Medium Action. Swallow Prey Whole. If prey is dead, it may be eaten whole. This takes about a day to digest.
Cost 2 AP 3 AP 3 AP 3 AP 4 AP 5 ap 7 ap 8 AP 11 ap 15 ap 22 AP a-Cost +1 ap +1 ap +1 ap +1 ap +2 ap +2 ap +4 ap +6 ap +9 ap +13 ap +20 ap grapple +1 grapple +2 grapple +3 grapple +4 grapple +6 grapple +12 grapple +20 grapple +24 grapple +34 grapple +50 grapple +80 grapple

VAries

Bio: Natural

A rmor [ VAries ]

Bio: Varies

Description: The character has biological armor. If marked with the symbol, it means the character cannot wear armor over the bio-armor (note: this designation is for practical purposes as well as game balance. The group may rule that specially tailored armor can be worn over a carapacebut this will have ramifications for some games where balance is a priority).
type thick hide thick Fur Carapace exo-skeleton scales heavy Chitin Plates Bone plates

Armor with a symbol can be combined with other armors.


Cost 1 ap 1 ap 5 ap 4 AP 3 AP 3 AP 4 AP 8 AP 10 ap 12 ap 2 AP Armor 1/4 0/4 4 / 16 3 / 12 2/8 3 / 12 5 / 20 6 / 12 5 / 20 3 / 12 4/ 16 DP +1 +2 +4 +3 +2 +3 +5 +6 +11 +20 +4

Notes visible, rhino-like hides. +10 BlD, Coverage 5 -1 initiative, -4 all psychology but intimidate Weather resistant Coverage 4 Coverage 3 Coverage 5, +20 BlD strange colored (inky black?) sparkly colored or otherwise odd looking (strange tattoos?) mutant has bone studs coming from its body (along spine and limbs). hits for +2 Base Damage with strike. Coverage 1. Metallic in appearance skin is luminous in the dark interlocking plates of some strange bio-alloy glimmering shell of carbon tetrahedrons No visible effect. armor is just under skin. Damage will show probably an undercoat for higher armor looks normal.

heavy armored shell mystic skin

enchanted Flesh studded

s tretching (P lAstic B ody ) [ VAries ]

Bio: Super

Description: The characters body can stretch and deform at will, extending arms, flattening the body, etc. The character can make HTH attacks at range, reaching

out DISTANCE yards (from the table) with a strike.


The character can Super Grapple (apply a Hold without

having a Grab / Grapple first).


The characters grapple scores are vastly improved

based on the level of plasticity.


The character can move by stretching going

DISTANCE yards for a 5 REA Long action. If the character can reach an area with a handhold, they can pull themselves up. The character gets the listed DM Damage modifiers from physical attacks, half that against energy attacks.
type level 1 level 2 level 3 level 4 Cost 7 ap 10 ap 14 ap 22 AP DP +5 +10 +15 +20 Distance 10 y 20 y 30 y 30 y DM -4 -4 -6 -8 grapple +8 +12 +16 +32

steel skin Energy lattice Neutronium shell Diamodid Carapace Bio-Ceramic bones and plates ultra-strong skin Bullet proof skin

12 ap 14 ap 18 ap 34 AP 27 ap 9 ap 22 AP

7 / 28 8 / 32 12 / 48 20 / 80 16 / 48 4 / 16 12 / 48

+7 +8 +12 +20 +16 +9 +16

B luBBer [ VAries ]

Bio: Natural Description: The character has a protective layer of fat. This gives additional BLD, DP, and PEN Defense. There are several versions appropriate to different sizes. If the characters STR is below the listed WEIGHT for the level of blubber bought, the characters ground move will be reduced by 30% (round down) and their Initiative will be given a -2 modifier.
type lvl 1 lvl 2 lvl 3 Cost 3 AP 7 ap 15 ap BlD +20 +40 +100 DP +5 +10 +20 peN DeF +5 +10 +20 Weight 14 18 30

subsection

Beings may have multiple different body coverings or skin types. Many of these are defensive in nature. Only the largest negative modifier from this section will apply if more than one is taken.
Bio: Mutation A lBino [-2 AP] Description: The character is pure white with red eyes (usually). The characters resistance to sunlight is minimal: for each 3hrs the character is exposed to bright sunlight (20min if naked or nearly so) the character suffers a minor wounds worth of damage. Visual modifiers in sunlight are -1 if the character does not wear sunglasses.

B o dy cov e R i n G

d esert / A rctic [1 AP]


DP +2

Bio: Natural Description: The character can exist in either very cold or very hot climates without special gear.

Bio-Powers 82

e xtrA s Kin [-1 AP]

Bio: Mutation Description: The character has folds and folds of extra skin. If cut off (and this would require a surgical procedure) it grows back quickly. It adds +6 BLD to the character. If the character does not have access to personal hygiene (a source of water) it will become quite unpleasant to see and smell after a few days.

Q uills [+3 AP]

f orce f ield [ VAries ]

Bio: Super Description: The character generates a protective vector field of force around their body. The field offers the listed POWER protection and uses the standard Force Field rules. Raising the field is a 0 REA Short Action.
level lvl 1 lvl 2 lvl 3 lvl 4 Cost 11 ap 18 ap 28 AP 34 AP Power 17 27 42 51 DP +11 +18 +28 +34

Bio: Mutation Description: The character has a body-coating of sharp quills or needles. These serve as a deterrent to hand-to-hand attack. When stuck with an unarmed blow the quills will deal 1pt of painful PEN damage to the attacker. They have a coverage of 5. In close combat, the damage is increased to 4pts and there will be an attack roll of a 12- made against the attacker each time they take an attack action (they get no AGI bonus and no block / dodge). The character can, similarly, make a Quill Attack each turn for 5 REA (using the base damage as 4 PEN if in Grappling or Grabbing combat). The character usually cannot wear armor or normal clothing.

r eflectiVe [2 AP]

f ur [ VAries ]
type thick Fur soft Fur Pelt hairless Cost 1 ap 0 AP 1 ap 0 AP

Bio: Natural Description: There are various kinds of fur.


DP +1 +0 +2 +0

Notes see armor animal can survive cold climates better than hot the character has exquisite fur that is extremely pleasant to touch. May be hunted! the character has no hair at all.

Bio: Extreme Description: The characters skin is a mirrored, reflective surface. This looks bizarrebut not ugly (it may have some tint or highlight to it). Oddly enough the character takes damage from lasers (which many attribute to the light reflectingbut which scientist decry as patently absurd). In any event, the character is at -3 to Stealth rolls.
DP +1

t rAnslucent [1 AP]

l uminescent [ VAries ]
type lure Cost 1 ap 1 ap 4 AP DP +2 +1 +2

Bio: Varies Description: The character can produce light from a biological source.

Bio: Extreme Description: The characters tissues are light-permeable. You can see right through it. This gives +2 to Stealth and can be a disquieting or engaging show as it eats (depending on ones disposition). This gives -2 to all Psychology rolls except Persuade.
DP +1

Bio-lantern incandescent

Notes a dim, controllable flash of light that may draw targets to the creature. a 350-degree light source out to CoN yards. the character can glow so brightly that it is hard to look at. the character can start glowing for a 5 rea medium action creating a -2 visual modifier for anyone targeting them. this lasts CoN rounds before it must cool off for 2 hours. sunglasses will prevent the modifier.

l umPs [-1 AP]

Bio: Mutation Description: The character has large bulging lumps under its skin. These reduce the attractiveness of the character (-3 to all Psychology rolls other than Intimidate). The character gets +1 BLD, +1 DP. Normal clothes and armor will not fit well.

o oze [-2

Bio: Mutation or -4 AP] Description: The character sweats or oozes slime. This requires special clothing (or, at least, a minimal loin cloth) to avoid becoming trapped in dried, sticky clothing. Ordinary Ooze is not toxic or foul but gives a -3 to Psychology rolls (other than Intimidate) and is unpleasant to clean up after. At -4 it smells, is mildly poisonous, and will make people sick leading to the character being ostracized (-6 to most Psychology rolls)

subsection

r otting s Kin [-2 AP]

83

Bio-Powers

Bio: Mutation Description: The characters skin grows rapidly and rots, shedding off harmlesslybut the character may appear to be an animated corpse! -5 to all psychology rolls other than intimidate.

MethodS oF l o co M o t i o n
B rAchiAte [ VAries ]
Bio: Natural Description: The character can swing from limb-to-limb in the forest. In some cases this can reach speeds of up to 35 MPH. A character with this ability will not need to make rolls to move under normal conditions but may be required to make AGI or Acrobatic rolls to cover more than 15 feet with a single swing. If the Urban level is purchased, the character can swing from building to building, covering double the distance (35 feet) with a long range swing and approximating 60 mph. the character will be given +4 pts in Acrobatics skill and must have it on at least 13- Level 2. This is considered an Extreme form of the ability. The character can change height at a rate of 10 yards per second. Although this is usually accompanied by strange looking arms and hands (especially at the natural level), as a Super ability, the character may appear normal.
level Natural urban Cost 2 AP 3 AP speed 15 y/s 30 y/s acrobatics 2 CP 4 CP

Description: The character has an anti-gravity organ. They can hover and move at a constant of [30 / (BLD / 5) ] yards per second (minimum of 4 yards / sec). Their maximum ceiling is about 6 feet off the ground but if falling from a higher height, they can float gently to the ground.
DP +1 Dp

h oofed [ 3 AP ]

Bio: Natural Description: The character is hooved and can go long distances without damaging their feet. This deals +3 damage with a kick or trample maneuver. and can perform a Mule kick (the A-Cost of this is +1 AP) The character gains +4 yards per second Run speed and +6 yards per second Sprint speed.

h oPPing /J umPing [2 AP ]

Bio: Natural Description: The character can jump like a frog. This is a 5 REA Long action and moves them Running distance. The character can only make one Jump per Round (if the jump is vertical, height is half the distance).

h yPer r unning [V Aries ]


type hypersprint ultra running Cost 2 AP 3 AP

Bio: Varies Description: The character moves much faster with their normal running move.

B urst

level lvl 1 lvl 2

Bio: Natural Description: The character can improve their movement speed (for any ground or air movement) by +50% (for 1pts) or +100% (2pts). This lasts CON x 4 Rounds and requires 1 hr of rest for each CON Rounds burned.
of
Cost 1 ap 2 AP Boost 50% 100% DP +1 Dp +2 Dp

s Peed [1,2 AP]

super running

4 AP

c limBing [V Aries ]

Natural or Extreme Description: The character can climb vertical or inverted surfaces. Characters who are Very Small can take Natural climbing (as an insect). For larger characters the Extreme version is needed. A Daze result will give an AGI or CON roll to dislodge the character. Usually 75% of limbs must be on the wall.
type insect Wall Crawling Fast Climb Cost 1 ap 2 AP 3 AP DP +0 +1 +1 move Normal 3y/s Full move.

Notes the character moves 3x their normal sprint move with a sprint action the characters running speed is increased to 30 yards per second (60 mph) and they can sustain it paying only Walking endurance. their sprint adds their full rea in yards-per-second to this number. the characters step distance, however, is unchanged. the character must pay 8 rea to maintain this speed each turn. the characters speed is increased as above but: the speed is 60 yards /second (120 mph) they can make a continued move for the normal 5 rea, and their step distance is 20 yards.

m ultiPle l egs [ VAries ]

Natural

Description: The character has several legs and feet (often insectoid but not necessarily). The character is at negatives to be knocked over (bonus to AGI, CON, or Acrobatics rolls) or lose balance. They gain grapple score and DP. This also increases BLD (the bonus is the listed number or the listed number x5%, whichever is greaterbut, if the increase is more than double the listed number, double the price). NOTE: The character does not necessarily move faster for having more legs. For most four-legged animals buy Quadruped for increased speed with 4 legs.
legs +2 +3 or 4 +5 or 6 Cost 1 ap 2 AP 3 AP grapple +1 / +5% +2 / +10% +4 / +20% BlD +3 +5 +7 DP +1 +2 +4 stability +2 +4 +5

f Ast r unner [1 AP]


DP +1 Dp

Bio: Natural Description: Increase ground speed for all forms of movement by 20%.

subsection

f light : P oWered [ 10 AP ]
ACC 15 y/s top spd 60y/s Ceiling 1000ft range med

Bio: Super Description: The character can simply take off and fly using some kind of force propulsion. They can hover for Walking Endurance.
Man high hover yes

Bio-Powers

f light : r ocKet [ 4 AP ]

Bio: Super Description: The character flies with some kind of energy jet that moves them like a rocket. Faster but less maneuverable than Powered Flight (cannot hover).
ACC 30 y/s top spd 150y/s Ceiling 1000ft range med Man low hover No

84

f loAt P od [2 AP]

Bio: Extreme

P hAse [8 AP ]

Bio: Magical Description: The character can become insubstantial and walk through walls. Phasing in or out is an 8 REA Long action Phased characters effect each other normally Phased characters can usually be hit by Telepathy and may be able to effect others with Telepathyhowever, this is a huge advantage and should be monitored by the GM / Group. If a member of the group disagrees with it, this should be resolved. The character can walk up the air spending Walking endurance to remain aloft. Solid objects will seem like water and the character buoyant (you can swim into the ground but will need to keep expending Running endurance to stay down) The character does not need to breathe while phased.

t elePort [8 AP]

Bio: Magical Description: The character can disappear from one place and re-appear in another. It is an 8 REA Long action. The maximum range is WIL2 yards If the teleport will put the character into a solid object they wont go (it will fail) They can carry anything they can lift (an unwilling target may make a Break Grab move as their reaction) Teleporting through bio-mutation is usually somewhat noisy or has an aural effect Characters cannot teleport through Force Fields

P ounce [2 AP ]

Bio: Natural Description: The character can make cat-like leaps. This grants the Pounce attack mode. The leap is an 8 REA Long action which terminates in an attack. Distance is Sprinting distance or 1.5x Sprinting distance if a Run move was taken the turn before (height is half that vertical). A target can choose to either respond to the move or block the attack. Bio: Natural Q uAdruPed [1 AP ] Description: The character has the body of a four-legged animal. If the character has no arms, the cost is 0 AP. Movement rates are multiplied by 1.5x listed. The character has the Trait Low to the Ground.

diet
c ArniVore [1 AP ]
Bio: Natural Description: The character can eat nothing but meat. They get 2 CP towards Survivalist skill due to innate ability with hunting and tracking. Meals will be more expensive.
DP +1

e rgoVore [ VAries ]
type ergovore Cost 1 ap 1 ap

Bio: Extreme Description: The character eats raw energy. There are various types

s trong s Wimmer [1 AP ] Bio: Natural Description: The character is a strong swimmer and can move up to their normal Sprinting speed in the water. Note that the ability to breathe underwater is not automatic. If the character buys Aquatic they will get some degree of Swimming for free (this makes the character faster and can be purchased additional to Aquatic to represent a very fast swimmer).
DP +1

photosynthetic

absorption Defense

6 ap

W ings : B ird / B At [4 AP]

Bio: Natural Description: The character has wings. There are a few considerations when making winged characters. Large animals are less likely to fly using bio-wings. For each size class above Very Small, if the effect is Natural, increase the cost by 50% (round up). If characters are allowed to have Extreme or Mutant or Magical abilities, however, there is no need to do this. Flying costs Running endurance.
ACC 5 y/s top spd 30 y/s Ceiling 1000ft range med Man med hover No

Notes the character can eat power from a wall socket or other electrical energy source. +1 DP the character can subsist on sunlight, air, and water. must get about 6hrs per day of sunlight (note: clearly something is going on to support an animal metabolismthis ability is extreme if the character is normally mobile) the character gets 7 / 28 armor against energy attacks. Being shot by an energy attack will replenish endurance (remove 1 endurance point per point of damage dealt up to 7 per shot)

g rAzing [0 AP ]

Bio: Natural Description: The character can eat grass or other naturally occurring vegetation. The characters meal is usually free and takes about 1 hr per 5 BLD. Bio: Natural Description: The character can only eat plants. This has little effect on the game and is worth 0pts.
herBiVore

[0 AP ]

W ings : f Alcon [ 5 AP ]
ACC 10 y/s top spd 50 y/s Ceiling 1000ft

Bio: Natural Description: The character is an especially fast flier. Wings work as above but the speed is increased.
range med Man med hover No

subsection

W ings : h umming B ird [5 AP]


ACC 5 y/s top spd 40y/s Ceiling 1000ft range med Man med

Bio: Natural Description: The character is fast and can hover (Sprinting Endurance).
hover yes

85

Bio-Powers

B lood P ArAsite [V Aries ]

Bio: Natural Description: The character drinks blood in a natural fashion. Usually the character has fangs or a proboscis. The character must be in Close Combat and make a Bite attack. This must Penetrate (a bite does 1 PEN damage, even if there are no special teeth) and must do 1 damage or more (if the target is unarmored any hit will do). The character then does damage for 5 REA as indicated using the Damage Modifier from the original to-hit roll. The parasite must drink blood for 1pt of damage per 5 BLD each day in order to recover Endurance. NOTE: The character ability here purchases the ongoing blood-drain. The initial bite must be purchased as a bio-weapon (see next section). A character who does not purchase a bio-weapon will get a normal 1 PEN damage bite.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 a-Cost 1 1 2 5 8 20 Damage 1 peN 3 PEN 6 peN 15 peN 24 PEN 60 peN DP +1 +0 +0 +0 +0 +0

roF

the number of times the attack can be used per round. usually this applies to ranged weapons but we are using it here for clarity. a bio-weapon (like Beak) with an roF of one can only be used to attack 1x per round no matter how much rea the character has. a rating of s (standard) means the character can attack as many times per round as they have rea for. a modifier to the characters to-hit weapons skill (or agi) roll. usually martial art skills can be used to hit with a bio-weapon but the weapon does not, unless otherwise specified, gain extra damage or special properties of the strike. the weapons reach at medium size. (Close Combat, short as per unarmed punches, medium like a sword, or long like a spear). at medium small size, or less, the weapons reach is reduced by one each level (reaching a minimum of short reach). For biting attacks: whether the attack mantains a bite and allows the Worry maneuver when it hits.

to-hit

reach

Worry

B eAK [

l ife d rAin [ V Aries ]

rea 5 med level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Bio: Natural Description: The character can absorb life energy from targets. The character must be in Close Combat and make a Bite attack. Once hit, using the Damage Modifier from the original to-hit roll, the character will drain the targets DP, adding the DP drained to their own totals. This will not raise the character above their maximum but will heal damage. Endurance points will be removed once damage points are healed. NOTE: Damage done is rolled on the Impact Damage table. Armor effects normally.
Back-swing roF +0 s Cost 2 AP 4 AP 6 ap 12 ap 24 AP to-hit +0 a-Cost 1 ap 2 AP 3 AP 6 ap 12 ap reach Close Worry yes Damage 3 imp 6 imp 9 imp 18 imp 36 imp

rea Back-swing roF to-hit reach 5 med +0 medium 1x per round -1 standard Buy +9 peN Cost +2 ap + (Base Damage / 10) size a-Cost Damage DP v. small 1 ap 1 peN +2 small 1 ap 3 PEN +1 m small 2 AP 7 peN +1 medium 2 AP 11 peN +0 m. Big 2 AP 13 peN +0 Big 2 AP 15 peN +0 large 3 AP 20 PEN +0 huge 5 ap 30 PEN +0 Enormous 8 AP 50 peN +0 gigantic 11 ap 70 peN +0 elephantine 19 ap 120 peN +0

Bio: Natural VAries ] Description: The character has a powerful Bite attack using a bird-like beak.
Worry No

B elly m outh [

Unless otherwise noted (such as with chemical spray weapons and Resisted Attacks) Bio-Weapons are purchased by size class of the creature. Without special dispensation from the group (GM as final arbiter) you cannot purchase attacks above your size class. The damage for these attacks is as listed +1 per point of natural Base Damage (i.e. not STR or BLD gained from Archetype Points). Buying extra STR or BLD or other Base Damage enhancers using Archetype Points will not increase the damage bio-weapons do. Note: All bio-weapons are, by nature, attacks and thus, if their listed Cost is less than or equal to the A-Cost for the creatures Size, the cost of the attack is reduced to 1 AP (same as if the character has other attack powers of equal or greater cost). Bio-Powers
stat rea Back-swing Notes the rea cost necessary to use the attack. rea cost added to each attack after the first each round. Note: this would mean an attack with a 6 rea cost and +1 Back swing would cost 6 rea for the first attack a round and an additional 7 rea for the second (total of 13 rea for two strikes).

Bio weAponS

subsection

rea Back-swing roF 5 med +0 1x standard Buy Cost size a-Cost v. small 1 ap small 2 AP m small 3 AP medium 4 AP m. Big 5 ap Big 6 ap large 9 ap huge 13 ap Enormous 20 AP gigantic 31 ap elephantine 49 ap

Bio: Mutation Description: The character has a massive maw on its stomach! This can only be used in a Grapple (not even Close Combat or a Grab).
VAries
to-hit +0 reach Close Worry yes +4 peN +2 ap + (Base Damage / 10) Damage DP 3 PEN +0 6 peN +0 10 peN +0 14 peN +0 18 peN +0 218 peN +0 32 PEN +0 48 PEN +0 72 peN +0 110 peN +0 175 peN +0

B lAdes /t Alons [
rea Back-swing roF 5 med +1 s standard Buy Cost size a-Cost v. small 1 ap small 1 ap

Bio: Natural Description: The character has lengthy claws or blades on their appendages. They block bladed weapons as though armed.
VAries
to-hit +0 reach medium Worry No +6 peN +2 ap + (Base Damage / 10) Damage DP 1 peN +1 2 PEN +1

86

m small medium m. Big Big large huge Enormous gigantic elephantine

2 AP 2 AP 3 AP 4 AP 5 ap 7 ap 12 ap 17 ap 24 AP

4 PEN 6 peN 8 PEN 10 peN 14 peN 20 PEN 35 peN 50 peN 70 peN

+1 +0 +0 +1 +0 +0 +0 +0 +0

c lAWs & t eeth [

Bio: Natural Description: The character has retractable claws and teeth like a cat. These deal damage as above but also increase Offensive Grapple and give a +2 bonus to any rolls to climb a substance the claws can gain purchase on.
VAries

NOTE: The damage for a bite is +1 PEN but is only from Close Combat. NOTE: Claw attacks gain specific properties from marital arts attacks (extra damage added to the PEN damage total, negatives to be blocked for Kung Fu, etc.)
to-hit +0 reach short Worry No +4 peN +2 ap + (Base Damage / 10) Damage DP 1 peN +1 2 PEN +1 3 PEN +1 4 PEN +1 6 peN +1 8 PEN +1 12 peN +1 16 peN +1 24 PEN +1 38 PEN +1 60 peN +1

B lood A cid [

Bio: Extreme VAries ] Description: The characters blood is an acidic poison! When stuck for Penetrating damage (attack must penetrate any armor, must do 1pt of damage) there is an immediate 11- attack (+2 to hit if struck in Close Combat, +1 to hit if struck from Medium Reach, +0 if struck from Long Reach, not applicable if shot from more than 2 yards out). The acid will burn for the listed damage for 3 Rounds, burning on +0 Initiative (the first Round is the Round the blow was struck). If the damage exceeds the targets armor, it will ignore armor after the second turn. NOTE: The rules do not explicitly model destruction of weapons however, if the game is using that level of detail, usually striking a creature such as this will destroy the weapon 2 turns after it strikes the creature. This only applies to normal weapons and not exceptional ones. NOTE: This makes giving the creature medical care very difficult. Normally this will not be modeled but in some games it may be important. NOTE: Usually the creature has a limited supply of high-pressure acid. Once the creature is at Injured condition the acid attacks will stop (acid in process will keep burning, however)
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine a-Cost 3 AP 6 ap 9 ap 12 ap 15 ap 21 ap 28 AP 34 AP 46 ap 58 ap 70 ap Damage 2 PEN 4 PEN 6 peN 8 PEN 10 peN 14 peN 18 peN 22 PEN 30 PEN 38 PEN 46 peN

rea Back-swing roF 5 med +0 s standard Buy Cost size a-Cost v. small 1 ap small 1 ap m small 1 ap medium 2 AP m. Big 3 AP Big 4 AP large 5 ap huge 7 ap Enormous 10 ap gigantic 16 ap elephantine 25 ap

defenSive chemical Spray

The character uses some kind of chemical spray in combat. These do not rely on Size Class as do other attacks but, instead, are simply purchased as desired (any size class character can have any chemical spray they pay for). Chemical effects on the environment will generally remain active for the spraying characters CON in Rounds if they effect a radius (if they are sprayed on a target, they have no ongoing environmental effect).

c hemicAl s PrAy : i nK J et [ 1 or 4 AP ]

Bio: Natural

B reAthe f ire [

87

Bio-Powers

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

Bio: Extreme VAries ] Description: The character exhales flammable gas which its mouth ignites. The attack is relatively short range (4 yards) and gets a +1 Large Weapon Bonus to hit at Small and Very Small size classes, +2 above that. Damage is IMP, ROF is 1 per turn for 5 REA.
Cost 1 ap 2 AP 4 AP 4 AP 5 ap 7 ap 8 AP 10 ap 11 ap 14 ap 16 ap Damage 4 imp 8 imp 12 imp 14 imp 18 imp 22 imp 26 imp 30 imp 38 imp 46 imp 54 imp Notes roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg roF 1 Fire Dmg

Description: Useful only in the water, the character creates an opaque cloud that is of radius equal to CON x (BLD / 5). The cloud gives a -6 Visual modifier. Creating the cloud is a 5 REA medium action and is centered on the character. This can be done once every 10 minutes for each point of CON above 10. NOTE: If the character can see through their own ink, the advantage in combat can be quite substantial. The cost listed here is for a case where the ink is used in a primarily defensive capacity. If the character primarily uses this to set up attacks, the cost will be 4 AP and should, even then, be reviewed by the group with the GM making the final decision as to whether it is allowed in the game.

subsection

c hemicAl s PrAy : f og [ 2 or 8 AP ]

Bio: Natural

Description: The character creates a dense cloud that obscures vision. It gives a -4 Perception modifier, is a 5 REA Medium action to produce, and has a radius of characters (BLD / 5) x (CON -7) yards. It can be generated CON-10 times before needing 10 minutes to recharge. NOTE: If the character can see through their own fog, the advantage in combat can be quite substantial. The cost listed here is for a case where the ink is used in a primarily defensive capacity. If the character primarily uses this to set up attacks, the cost will be 4 AP and should, even then, be reviewed by the group with the GM making the final decision as to whether it is allowed in the game.

c hemicAl s PrAy : t oxic s PrAy [ VAries ]

Bio: Extreme

Description: The character unleashes poison gas! The gas is released as a 5 REA Medium (ROF of 1x per turn) action, can be done once per point of CON above 10 (minimum of 1x) before needing to recharge for 10 minutes. The character is immune to their own toxinas are other members of the same race (if any). Radius is Size Class yards. It can be sprayed as a cone for a +3 Large weapon bonus (striking only one target or two very close together) out to Size Class yards. The effects use the rules for toxins in the basic book. Damage is dealt on Initiative +0 each turn.
result Base Damage, CoN Base Damage, CoN Base Damage, CoN-1 1x Base, CoN-2 1.5x Base, CoN-4 Cost B. Dmg intensity 5 ap 8 10 12 20 7 ap 10 ap 16 30 24 AP 24 50

c hemicAl s PrAy : r efrAct [ 3 AP ]

Bio: Extreme

Description: The character releases a prismatic mist that refracts energy attacks. It covers a radius of Size Class yards (centered on the character), can be generated as a 5 REA Medium action once per point of CON above 10 (minimum of 1x) before needing a recharge for 10mins. It halves the Base Damage of all energy attacks fired through it. It confers a -2 Perception modifier.

effect Minor standard major Critical Catastrophic type level 1 level 2 level 3 level 4

roll 12121212-

c hemicAl s PrAy : s KunK [ VAries ]

Bio: Natural

d igging c lAWs [+1 A P ]

Description: The character releases a noxious smelling spray as a chemical attack. It has a range of Size Class yards, gets a +3 Large Weapon bonus to hit, and effects as a Resisted attack. The results lasts several hours and can be difficult to get off. The roll is against WIL. The character can fire one Skunk spray for each point of CON above 10 (minimum of 1) before recharging for 10 minutes (ROF of 1x per turn). It is a 5 REA Medium action. NOTE: In the case of the actual skunk animal, if the spray is fired from behind in a defensive configuration, the cost is halved: it requires the character be facing away (-2 to hit), lose AGI bonus against the attacker, and that they take an 8 REA long action to perform the attack.
effect Minor

Bio: Natural Description: The character has clawed feet like a dogs. These can be used for digging and give extra damage with a kick. They do not give extra offensive grapple. Digging claws add +2 to base damage with a kick.

d isintegrAte [ VAries ]

Bio: Super Description: The character fires a beam that will break chemical bonds and reduce targets to dust or worse. Disintegration ignores armor and is especially powerful against inanimate targets. Firing the disintegration beam requires a turn of warm-up (0 REA Medium action) and a 10 REA Long action to fire using the Beam Weapon rules The attack does IMP damage to biological targets. It

ignores armor. It has no effect vs. Force Fields


Against non-living objects the Base Damage is

standard major Critical

Catastrophic type [g] level 1 level 2 level 3 level 4

Bio-Powers

result stink: the character is hit and stinks. this warns others of their presence, forces other characters to make a Wil roll to be around them, and causes a -1 to any roll requiring concentration. any psychology attempt is at -8 (if even possible). skunked: the character reeks and is temporarily dazed. the character must make a Wil roll at -1 to recover. effects are then as above. retching: the character vomits. treat as Dazed, recover rolling at Wil-2. the character will be at -3. Writhing: the character is hit badly, probably in the face and eyes. treat as unconscious for three rounds and then roll against Wil-3 to recover. Character is badly disabled for 3 hours (sick, cannot move faster than a crawl, etc.). give -3 to -5 to any applicable rolls and other problems as gm assesses. as above. unconscious (helplessly vomiting) for 5 rounds. Cost intensity roll 16 ap 10 1218 ap 20 1221 ap 30 1226 ap 50 12-

doubled (Robots, undead, etc.)


Against inanimate objects (doors, walls) each point

of damage will remove 15 lbs of material (1 BLD). It can burn a hole easily through steel.
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine a-Cost 7 ap 10 ap 13 ap 17 ap 20 AP 27 ap 33 AP 40 AP 46 ap 53 ap 60 ap Damage 8 imp 12 imp 16 imp 20 imp 24 imp 32 imp 40 imp 48 imp 56 imp 64 imp 72 imp Notes roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam) roF x4 (Beam)

subsection 88

e lectric s hocK [ VAries ]

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

Bio: Extreme Description: The character can electrify its skin. Electrifying ones skin is a 3 REA Short action which will do full damage to anyone who is touching the character or who touches the character for the remainder of that Round. Damage is 50% listed Base for characters striking the electrified target. Damage is 100% for any character with a Grab or Grapple against the character. In the water, everyone within Size Class x2 yards will take 50% damage. Characters must recharge this for 1 Round between usage. A weapon strike will usually do, at most, th damage if it conducts at all (GMs verdict). The damage is treated as Electrical damage (-1 to CON rolls, metal armor)
a-Cost 4 AP 5 ap 5 ap 6 ap 7 ap 9 ap 10 ap 11 ap 14 ap 16 ap 18 ap Damage 12 electrical 14 electrical 16 electrical 18 electrical 22 Electrical 26 electrical 30 Electrical 38 Electrical 46 electrical 54 electrical 62 electrical

Enormous gigantic elephantine

6 ap 8 AP 9 ap

46 electrical 54 electrical 62 electrical

f lAsh [

Bio: Extreme VAries ] Description: The character produces a dazzling flash of light that can blind targets! It is a 5 REA Medium action, usable twice before a 10-minute recharge is needed. It effects all targets in a 90-degree arc of the character. The roll is against CON. There is no roll to hit: the character rolls against either their own weapon / attack skill (any marital art or AGI) or their own REA +3. Targets can roll against their REA to block by looking away. Flash-goggles or other visual defenses make the target immune to the effects. Effects are detailed in the Basic Book (pg 198).
effect Minor

standard major Critical Catastrophic type [e] level 1 level 2 level 3 level 4

result target loses 3 rea to block or suffers spots in eyes (as below) spots in eyes: -1 visual modifier for next 3 rounds. Dazzled: as above but -3 Blinded: -6 visual modifier, 5 rounds Blinded. may be permanent. see above. Cost intensity roll 10 125 ap 6 ap 20 128 AP 30 1211 ap 50 12-

e nergy s triKe [ VAries ]

Bio: Super Description: The characters hands and feet crackle with energy. Any unarmed strike will deal an additional energy-damage hit using the same Damage Modifier. This is separate from the hand-to-hand damage and no other modifier adds to it. Once per 10 minutes the character can use a Detonate strike which explodes. This strike hits for a +4 Damage Modifier or better, if blocked or misses, will still hit for Base Damage, and does half base damage to other targets within a 4 yard area (the striking character is immune).
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine a-Cost 2 AP 2 AP 3 AP 4 AP 6 ap 6 ap 9 ap 10 ap 12 ap 14 ap 19 ap Damage 4 imp 6 imp 8 imp 10 imp 14 imp 16 imp 22 imp 26 imp 30 imp 34 imp 48 imp

f rost B reAth [ VAries ]

Bio: Magic Description: The character breathes a cone of white mist which creates ice and freeze burns on contact with flesh. If the target is hit by 4+, the attack will make a Grapple Roll against them and use the chart below. This is the Freezing in place effect. It can be fired once per turn and must be recharged for 10 minutes after six shots. It is a 5 REA Medium action and has a range of -1 / 5 yards. Fur or temperature resistance will give a +5 Defensive grapple against the freezing effect.
0 to +3 slowed. target loses 3 rea that turn (paid immediately or, if the target has no rea at the beginning of the next round) and -3 initiative for the next two rounds. Frozen. target loses 5 rea that turn (as above) and -3 initiative for the next two rounds. stuck! the target loses 10 rea for that turn (as above) and is at -3 rea for the next three rounds. Frozen solid. the target is stuck fast until they can make a Break grapple against the attacks grapple score. Cost Damage Freeze grapple 1 ap 2 imp 12 1 ap 4 imp 14 3 AP 8 imp 18 4 AP 12 imp 22 5 ap 14 imp 24 6 ap 18 imp 28 7 ap 22 imp 32 9 ap 26 imp 36 10 ap 30 imp 40 13 ap 38 imp 48 15 ap 46 imp 56

+4 to +8 +7 to +9 10+ size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

subsection

l ightning B olt [ VAries ]

size v. small small m small medium m. Big Big large huge

Bio: Extreme Description: The character can fire a lightning bolt, guiding it somehow (mentally ionized air?) to the target. The bolt is a 5 REA Medium action which must recharge for a turn (fires once every other Turn). It has a range of -1/7 yards. It is treated as electrical damage (-1 to CON rolls and Metal armor).
Cost 2 AP 2 AP 2 AP 3 AP 3 AP 4 AP 4 AP 5 ap Damage 12 electrical 14 electrical 16 electrical 18 electrical 22 Electrical 26 electrical 30 Electrical 38 Electrical

89

Bio-Powers

h orns /t usKs /A ntlers [ VAries ]

Bio: Natural Description: This allows the character to make a Gore attack. A Gore attack is a 6 REA strike or it is made as part of a full move charge. The character is treated as armed for purposes of blocking. From M-Small to M. Big, the horns reach is Medium. Above M. Big size, Reach is Long. NOTE: For Rams Horns, the damage is IMP and the cost is one rank lower.
to-hit +0 reach med Worry No +4 peN +1 ap + (Base Damage / 10) Damage DP 1 peN +2 1 peN +2 2 PEN +1 4 PEN +1 8 PEN +1 14 peN +0 22 PEN +0 32 PEN +0 60 peN +0 80 PEN +0 130 peN +0

o PticAl B lAst [ V Aries ]

Bio: Super Description: The character fires twin power-beams from its eyes. The composition of the attack is some sort of low-energy plasma wave that detonates with concussive force (as well as some heat and light). The attack is a 5 REA, ROF 1 attack. Range is -1/25 yards. Any aim action gets +1 to hit.
Cost 4 AP 5 ap 5 ap 6 ap 7 ap 8 AP 10 ap 12 ap 15 ap 17 ap 20 AP Damage 12 imp 14 imp 16 imp 18 imp 22 imp 26 imp 30 imp 38 imp 46 imp 54 imp 62 imp

rea Back-swing roF 6 med +1 s standard Buy Cost size a-Cost v. small 1 ap small 1 ap m small 1 ap medium 1 ap m. Big 2 AP Big 3 AP large 5 ap huge 7 ap Enormous 12 ap gigantic 16 ap elephantine 26 ap

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

P incer [

J AWs [ VAries ]

rea Back-swing roF to-hit reach 5 med +0 1x per round +1 lW Close standard Buy +12 peN Cost +5 ap + (Base Damage / 10) size a-Cost Damage DP v. small ---small ---m small 4 AP 9 peN +0 medium 5 ap 12 peN +0 m. Big 7 ap 16 peN +0 Big 7 ap 18 peN +0 large 10 ap 24 PEN +0 huge 16 ap 40 PEN +0 Enormous 26 ap 65 peN +0 gigantic 36 ap 90 peN +0 elephantine 61 ap 150 peN +0

Bio: Natural Description: The character has a massive oversized maw (like crocodiles, great white sharks, and the T-rex). Jaws get a +1 Large Weapon Bonus.
Worry yes

m AndiBles [+1 AP]

subsection

Bio: Natural Description: The characters mouth has pincers that can grab and hold prey. The character gets the listed bonus with any Grapple roll resulting from a bite attack as well as the additional damage. NOTE: the damage is a BONUS added to any other Bite damage the character does. NOTE: As this is a bonus, the full cost must always be paid. There is no reduction for the Attack Cost paid elsewhere.
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine a-Cost +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1ap +1 ap +1 ap Damage +1 peN +1 peN +2 peN +2 peN +2 peN +2 peN +3 peN +3 peN +4 peN +5 peN +6 peN grapple +1 +1 +2 +3 +3 +3 +3 +3 +4 +5 +6

rea Back-swing roF 5 med +2 s standard Buy Cost size a-Cost v. small 1 ap small 1 ap m small 1 ap medium 2 AP m. Big 2 AP Big 3 AP large 4 AP huge 5 ap Enormous 8 AP gigantic 13 ap elephantine 19 ap

Bio: Natural VAries ] Description: A large crab-claw that can be used to grip and crush targets. The character makes a to-hit roll Grab attack which inflicts damage as below. It may be further squeezed as a 5 REA Medium action using the Damage Modifier from the original to-hit roll (as per Worry) A pincer-armed character who does not have extra-arms and tries to do fine work usually is at -2 to COR rolls and may need to make them when ordinary characters would not. The pincer, in nature, is usually armored. The pincer will have 2/4 Armor if the character is not otherwise armored. This will only take effect when the character spends 3 REA to try to block and has a coverage of 2 (if the character misses the block the armor takes effect). This armor does not stack with any other armor the character has. The Grapple score is only added to Offensive Grapple for attacks with the pincer.
to-hit +0 reach medium Worry yes +8 peN +2 ap + (Base Damage / 10) Damage DP 1 peN +1 4 PEN +0 6 peN +0 8 PEN +0 10 peN +0 14 peN +0 18 peN +0 24 PEN +0 40 PEN +0 64 peN +0 96 peN +0

grapple +2 +4 +6 +8 +10 +14 +18 +24 +40 +64 +96

Bio-Powers 90

P lAsmA B reAth [V Aries ]

Bio: Extreme Description: The character exhales an explosive jet of plasma. It is fired as an 8 REA Medium action, ROF of 1, with a range modifier of -1/10 y. It is explosive. It has a RAD of 2 yards. If it misses a target by -1 or

effect Minor

-2pts, it hits for half damage. Minimum Damage Modifier is +4. If the simplified explosion rules are being used, it will do full damage to whatever it hits and roll for Base Damage against all targets within its initial Base Damage / 4 yards with a +4 Damage Modifier.
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine Cost 3 AP 3 AP 4 AP 4 AP 5 ap 6 ap 7 ap 8 AP 10 ap 12 ap 14 ap Damage 12 imp 14 imp 16 imp 18 imp 22 imp 26 imp 30 imp 38 imp 46 imp 54 imp 62 imp simplified raD 3 yards 3 yards 4 yards 4 yards 5 yards 6 yards 7 yards 10 yards 12 yards 14 yards 16 yards

standard major Critical Catastrophic type [D] level 1 level 2 level 3 level 4

result rad Burn. the character suffers intensity / 10pts of damage through armor and will be sick for the next three hours (-1 to rolls effected by burn / nausea) , cannot spend more than CoN /2 endurance without needing to rest. as above but damage is intensity / 5. sickness lasts day (-2 to rolls) as above but damage is intensity / 2. sickness lasts 3 days (-3 to rolls) as above but damage is intensity. sickness lasts 3 days. as above but damage is intensity x 1.25. sickness lasts 3 weeks (more likely to be permanent effects). Cost intensity roll 2 AP 10 123 AP 20 124 AP 30 125 ap 50 12-

s onic s hrieK [ V Aries ]

P oWer B lAst [V Aries ]

Bio: Super Description: The character fires beams of concussive force (usually from the hands). The Power Blast is a 5 REA Medium action with a

Range of -1 / 7y, and an ROF of Standard (no limit on shots per turn other than REA).
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine Cost 3 AP 4 AP 4 AP 5 ap 6 ap 7 ap 8 AP 9 ap 11 ap 12 ap 17 ap Damage 8 imp 10 imp 12 imp 14 imp 18 imp 20 imp 22 imp 26 imp 30 imp 34 imp 48 imp

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

Bio: Extreme Description: The character can unleash a focused beam of high intensity sound. It does double damage to non-living objects and has double the listed range under water. It is a 5 REA Medium action which must recharge for a Round before being fired again. It has a range of -1/15 yards.
Cost 3 AP 3 AP 3 AP 4 AP 5 ap 5 ap 6 ap 8 AP 9 ap 11 ap 13 ap Damage 12 imp 14 imp 16 imp 18 imp 22 imp 26 imp 30 imp 38 imp 46 imp 54 imp 62 imp

s PiKes [

r Ad P ulse [

Bio: Mutation VAries ] Description: The character can emit a pulse of dangerous radiation. The attack is a 5 REA Medium action that must be charged for 1 Round before it goes off. During that time, the mutant will start to glow. It can be done CON-10 (minimum of 1) times per hour. The attack is centered on the mutant and effects a radius of the Intensity, with that number dropping off by 10pts every 4 yards (so a 40 Intensity is reduced to 20, and is 20 from 0-4 yards from the character, 15 for 6-8 yards, and 10 from 9-12). It can be used as a beam getting a +2 Large Weapon bonus to hit a target (or two targets very close together) The character adds the Intensity of their attack to their DP for purposes of Note: the game for purposes of space, complexity, and sanity does not model the effects of long-term radiation sickness. This is left up to the GM/ group to determine and arbitrate. Armor adds its Damage Reduction score to the characters DP. Metal armor is doubled.

91

Bio-Powers

rea Back-swing roF 5 med +0 s standard Buy Cost size a-Cost v. small 3 AP small 5 ap m small 6 ap medium 6 ap m. Big 7 ap Big 8 AP large 9 ap huge 10 ap Enormous 13 ap gigantic 16 ap elephantine 22 AP

Bio: Natural VAries ] Description: The character is covered with spikes (usually of bonebut possibly metallic). Rather than coat of quills, these spikes are designed to stab or slice an attacker and are a deterrent to grappling. They can be used as a weapon (Reach is Short) doing the listed PEN damage with a normal strike. In Close Combat, the spiked character gets a free 0 REA Medium action attack against the opponent. This hits using the spiked characters to-hit score along with any other 5 REA action.
to-hit +0 reach short Worry No +5 peN +6 ap + (Base Damage / 10) Damage DP 1 peN +1 3 PEN +0 4 PEN +0 5 peN +0 7 peN +0 9 peN +0 11 peN +0 14 peN +0 21 peN +0 30 PEN +0 45 peN +0

subsection

s Pit A cid [ V Aries ]

Bio: Extreme Description: The character can breathe jets of highly acidic slime (gross!). The acid burns for the listed PEN damage over three turns using the same Damage Modifier from the original to-hit roll each turn (the continuing effect burns on +0 Initiative). If the acids base damage is more than the targets armor, after the first Round, the armor has no effect. Spitting the acid is a 5 REA Medium action with a range of CON yards. It can be done CON-10 times per 10 minutes (minimum of 1x).
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

s trength : u trA -d ense P hysiQue [V Aries ]

Bio: Extreme

Description: The character is composed of something other than standard biological tissue and, while biological in nature is extremely dense. While the characters BLD will increase greatly, their size will not. This confers armor which will stack with other armor values. It may be combined with worn armor.
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine Cost 11 ap 16 ap 22 AP 27 ap 34 AP 42 AP 49 ap 56 ap 64 ap 71 ap 78 ap a-Cost +2 ap +4 ap +6 ap +8 ap +10 ap +14 ap +16 ap +18 ap +22 ap +24 ap +26 ap str +3 +6 +9 +12 +16 +20 +24 +28 +32 +36 +40 BlD +15 +30 +45 +60 +80 +100 +120 +140 +160 +180 +200 DP +9 +18 +27 +36 +42 +60 +72 +84 +96 +108 +120

The acid spray gets a +2 Large Weapon bonus.


Cost 1 ap 2 AP 3 AP 6 ap 8 AP 10 ap 14 ap 20 AP 24 AP 48 AP 64 ap Damage 1 peN 2 PEN 3 PEN 6 peN 8 PEN 10 peN 14 peN 20 PEN 24 PEN 48 PEN 64 peN

Armor 4/ 16 4/ 16 4/ 16 4/ 16 4/ 16 4/ 16 4/ 16 4/ 16 4/ 16 4/ 16 4/ 16

s trength : s uPer s trength [ VAries ]


size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine Cost 11 ap 16 ap 20 AP 27 ap 31 ap 41 ap 50 ap 59 ap 68 ap 77 ap 86 ap

Bio: Super

Description: The characters muscles are energized and they are simply much stronger than normal. This does not increase BLD.
a-Cost +3 ap +5 ap +6 ap +8 ap +9 ap +12 ap +15 ap +18 ap +20 ap +22 ap +24 ap str +10 +14 +18 +24 +28 +36 +44 +52 +60 +68 +76 DP +20 +28 +36 +48 +56 +72 +88 +104 +120 +136 +152

STRENGTH (EXCEPTIONAL)

The character has substantially more strength (and often other attributes) than their size would suggest. Note: As these abilities add to the characters Base Damage (from physical attacks) their cost is added to physical combat abilities for purpose of computing Attack Cost rather than compared to it. If a character is Size Class Big (A Cost of 9) and they take Powerfully Built at Level Big (3 AP) the cost for Powerfully Built remains 3 AP and the characters total Attack Value Cost (so far) is 12 AP. Note: It is generally permissible to purchase Strength abilities at up to three Size Classes lower than the character. To purchase below that range, check with the GM / Group for permission (although the effects are generally not especially problematic).

s trength : h yPer s trength [V Aries ]

Bio: Super

s trength : P oWerfully B uilt [ VAries ]

Description: The character is extremely strong (and quite tough) however, they are not especially fast. The character can use their full STR to strike with but pays a +3 REA Back Swing cost. If they use only half their exceptional Super Strength, they pay no Back Swing cost (note: the Back Swing cost is additional REA that is paid after the first attack of a turn). They will also pay +3 REA any time they use their full Exception Super Strength for an offensive Grapple move or Break Grab. They can, however, use half their STR bonus for no additional REAand they get the full STR bonus. NOTE: This ability tops out above Medium Big. Like Ultra Dense, it may (explicitly) be bought below the characters listed Size Class.
Cost 26 ap 43 AP 60 ap 77 ap 102 ap 111 ap 111 ap 111 ap 111 ap 111 ap 111 ap a-Cost +8 ap +12 ap +20 ap +23 ap +30 ap +32 ap +32 ap +32 ap +32 ap +32 ap +32 ap str +30 +50 +70 +90 +120 +130 +130 +130 +130 +130 +130 DP +45 +75 +105 +135 +180 +195 +195 +195 +195 +195 +195

Bio: Natural

subsection

Bio-Powers

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

Description: The character is bigger and stronger than is normal for its size class. This can only be purchased at the characters size class (Medium for normal human). Note that this tapers off in effectiveness above Medium Small size.
Cost 2 AP 2 AP 4 AP 3 AP 3 AP 3 AP 3 AP 3 AP 3 AP 3 AP 3 AP a-Cost +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap +1 ap str +2 +3 +4 +3 +2 +2 +2 +2 +2 +2 +2 BlD +1 +2 +2 +3 +5 +5 +5 +5 +5 +5 +5 DP +4 +4 +6 +5 +5 +5 +5 +5 +5 +5 +5

size v. small small m. small medium m. Big Big large huge Enormous gigantic elephantine

92

s triKing n ecK [V Aries ]

size V. Small Small M Small Medium m. Big Big large huge Enormous gigantic elephantine

Bio: Natural Description: The character can make a Bite attack from outside of Close Combat. The Reach is listed below (note: this can be a long neck as in a snake or some aspect that is simply how the creature is built. It might even be something incredibly exotic like an extendable jaw structure). This removes the requirement for Close Combat from teeth-attacks (but not the Grappling requirement). It works with Claws & Teeth and Jaws.
a-Cost +1 ap +1 ap +1 ap +1 ap +2 ap +3 ap +3 ap +4 ap +5 ap +8 ap +12 ap reach short short short medium medium medium long long 4 yards 8 yards 12 yards

s tinger [ V Aries ]

t Ail : r Azor -l Ash [V Aries ]


rea Back-swing roF 6 med +1 s standard Buy Cost size a-Cost v. small 1 ap small 2 AP m small 3 AP medium 4 AP m. Big 4 AP Big 6 ap large 8 AP huge 11 ap Enormous 18 ap gigantic 29 ap elephantine 41 ap to-hit +0

Bio: Natural Description: The character strikes with a bladed or piercing tail. The tail is at -1 to be blocked.
reach long Worry No +9 peN +4 ap + (Base Damage / 10) Damage DP 3 PEN +0 5 peN +0 7 peN +0 9 peN +0 11 peN +0 15 peN +0 20 PEN +0 26 peN +0 44 PEN +0 +0 72 peN 100 peN +0

rea Back-swing roF 5 med +0 1x standard Buy Cost size a-Cost v. small 3 AP small 3 AP m small 4 AP medium 5 ap m. Big 6 ap Big 7 ap large 10 ap huge 13 ap Enormous 14 ap gigantic 25 ap elephantine 32 AP

Bio: Natural Description: The character has a stinger as a bio-toxin injector. The stinger is used can be used from Medium Reach unless the character pays 1 AP for a Stinging Tail (Long). The Stinger does its listed PEN damage. It rolls for Penetration using its PEN Value score (greater than the listed Damage value). It removes PIERCING points of the targets armor for purposes of injecting the toxin: if the Piercing + Damage done value is greater than the targets Armors Damage Reduction then the target is poisoned.
to-hit +0 reach med Worry No +6 peN +5 ap + (Base Damage / 10) Damage peN val 1 peN 2 1 peN 2 3 PEN 6 6 peN 12 8 PEN 16 10 peN 20 14 peN 28 20 PEN 40 24 PEN 48 48 PEN 96 64 peN 128

Piercing 1 1 2 3 4 5 7 10 12 24 32

V enomous f Angs [V Aries ]

t Ail : s triKing [V Aries ]


rea Back-swing roF 6 med +1 s standard Buy Cost size a-Cost v. small 1 ap small 2 AP m small 3 AP medium 4 AP m. Big 6 ap Big 9 ap large 10 ap huge 17 ap Enormous 21 ap 32 AP gigantic elephantine 42 AP

Bio: Natural Description: The character strikes with a heavy, clubbed tail. It is at -1 to be blocked.
to-hit +0 reach long Worry No +9 peN +4 ap + (Base Damage / 10) Damage DP 2 imp +1 5 imp +0 9 imp +0 12 imp +0 18 imp +0 26 imp +0 30 imp +0 50 imp +0 64 imp +0 96 imp +0 128 imp +0

rea Back-swing roF 5 med +0 s standard Buy Cost size a-Cost v. small 2 AP small 2 AP m small 2 AP medium 3 AP m. Big 4 AP Big 5 ap large 5 ap huge 6 ap Enormous 7 ap gigantic 13 ap elephantine 18 ap

Bio: Natural Description: The characters bite will inject toxin into the target. The character must be in Close Combat. The bite does its listed PEN damage. It rolls for Penetration using its PEN Value score (greater than the listed Damage value). It removes PIERCING points of the targets armor for purposes of injecting the toxin: if the Piercing + Damage done value is greater than the targets Armors Damage Reduction then the target is poisoned.
to-hit +0 reach Close Worry No +9 peN +3 ap + (Base Damage / 10) Damage peN val 1 peN 2 1 peN 2 3 PEN 6 6 peN 12 8 PEN 16 10 peN 20 14 peN 28 20 PEN 40 24 PEN 48 48 PEN 96 64 peN 128

Piercing 1 1 2 3 4 5 7 10 12 24 32

subsection

s Kin t oxin [ 2 AP ]

The character uses toxic weaponry. Usually the delivery method (singer, poisoned bite, etc.) is purchased separately from the venom. Note that if the Cost for the delivery system is equal or greater than the chosen toxin, the toxin can be purchased for 1 AP (and vice versa).

93

Bio-Powers

venom

Bio: Natural Description: Touching the character can cause poisoning. Usually the characters skin will be strikingly and unusually colored! The contact must be substantial for the poison to transfer (a Grab or Grapple, not a punch). The transfer will only work once per target for a given scene (multiple turns of grappling will not increase the toxins effect) Cost is not based on Size Class.

P oisoned d Art [V Aries ]

Bio: Extreme Description: The character spits or fires toxin coated darts of natural origin. The bite does its listed PEN damage. It rolls for Penetration using its PEN Value score (greater than the listed Damage value). It removes PIERCING points of the targets armor for purposes of injecting the toxin: if the Piercing + Damage done value is greater than the targets Armors Damage Reduction then the target is poisoned. The darts are fired as 5 REA Medium actions. The character can fire CON darts before they must re-grow (overnight). They have a range of -1/5y. the character can fire one per turn (ROF: 1).
size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine Cost 4 AP 4 AP 6 ap 8 AP 8 AP 9 ap 12 ap 15 ap 16 ap 30 AP 38 AP Damage 1 peN 1 peN 3 PEN 6 peN 8 PEN 10 peN 14 peN 20 PEN 24 PEN 48 PEN 64 peN peN val 2 2 6 12 16 20 28 40 48 96 128 Piercing 1 1 2 3 4 5 7 10 12 24 32

B lood t oxin : n euro -t oxin


effect Minor standard major Critical Catastrophic type D level 1 level 2 level 3 level 4

Bio: Extreme Description: The character injects a lethal neutotoxin. The character will be rendered ill almost immediately
result Dazed Dazed, roll at CoN-2 to recover unconscious Dying Dead Cost intensity 14 ap 10 18 ap 20 22 AP 30 30 AP 50

roll 12121212-

WebbinG

The character can use spider-like webbing as both a material and a weapon.

c onstruct W eB [ VAries ]

Bio: Natural Description: The character can spin silk-like webs that can be used to create traps / barricades for the unwary. The webs have the listed strength and Grapple (stickiness). The character is immune to their own webs. NOTE: Webbing can be used for a variety of industrial purposes such as holding things together (use Grapple as Strength). The web is a superior material in many sensesbut it is hard to create in large volumes. Usually the character can create a web large enough to capture a creature of their size-class in a day. An opponent can be webbed up (for double the listed Grapple Score) in about 1 minute per size class of the target. Webbing is hard to see (Perception roll at -2). If walked into, on a Major effect, the target is Held, otherwise the target is simply Grabbed. Despite the very high grapple, if a target is Grabbed, they can usually work to free themselves in a matter of minutes or just attack the web (statistics for DP / armor given for what it takes to cut it). The character can use web-line to drop from a surface it is anchored to, usually moving about 4 yards per second.
Cost 1 ap 2 AP 2 AP 3 AP 4 AP 5 ap 10 ap 14 ap 18 ap 26 ap 34 AP grapple 10 12 14 16 18 24 40 60 80 120 160 DP 2 3 5 7 11 15 20 25 30 40 50

B lood t oxin : d AmAge


effect Minor standard major Critical Catastrophic type level 1 level 2 level 3 level 4

Bio: Extreme Description: This toxin does damage (as per the Basic Book). It must be introduced as per the injection system.
result Base Damage, CoN Base Damage, CoN Base Damage, CoN-1 1x Base, CoN-2 1.5x Base, CoN-4 Cost B. Dmg intensity 5 ap 8 10 7 ap 12 20 10 ap 16 30 24 AP 24 50

roll 12121212-

B lood t oxin : P ArAlysis


effect Minor standard major Critical Catastrophic type D level 1 level 2 level 3 level 4

Bio: Extreme Description: The toxin will slow and perhaps paralyze the target (note: this is a non-lethal paralysis which does not target the lungs and heart).
result -2 initiative for 3 rounds -2 rea for three rounds stunned 1 turn then Dazed for 2 turns, then -3 rea for 3 turns. stunned for 1 turn, Dazed, for 2 turns, then unconscious unconscious Cost intensity roll 4 AP 10 126 ap 20 128 AP 30 1212 ap 50 12-

subsection

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

Armor 0 0 1 1 1 2 2 3 3 4 4

s hoot W eB

rea Back-swing roF to-hit 5 med +0 1x perround +0 size a-Cost grapple 2 AP 6 grapple v. small small 3 AP 10 grapple m small 4 AP 14 grapple medium 5 ap 16 grapple m. Big 6 ap 18 grapple Big 9 ap 24 grapple large 17 ap 40 grapple huge 37 ap 60 grapple

Bio: Extreme Description: As above, but the character can shoot web at range. A hit by +4 will result in a Hold, otherwise it simply connects the attacker to the target.
range -1/5 DP 2 3 5 7 11 15 20 25 Worry No Armor 0 0 1 1 1 2 2 3

Bio-Powers 94

Enormous gigantic elephantine

57 ap 87 ap 117 ap

80 grapple 120 grapple 160 grapple

30 40 50

3 4 4

anti-tech anti-pen

-5 -8

Works against guns or greater tech Works against peN attacks

4 AP 4 AP

+2 +0

D e F e n S i V e b i o -p ow e r S
i nVisiBility [ 12 AP ]
Bio: Super Description: The character can become completely invisible. If the character can be located (Hearing perception roll, some environmental agent) they can be attacked normally. Usually knowing that you are in combat with an invisible attacker gives you a -6 Perception modifier against them (make a Perception roll against them at -6 or make rolls against them at -6 that Round). Becoming invisible is an 8 REA Long Action. Staying invisible takes Running Endurance or Walking of otherwise still. Limited Invisiblity: If the character is invisible but cannot attack from it (if an attack is made while invisible it takes a -4 modifier to all Damage Mod or effect rolls, makes the character instantly visible, and prevents turning invisible again while being viewed by the group) then the cost is 6 AP. This is usually a magical ability.

r egenerAtion [ 6 AP ]

Bio: Extreme Description: The character heals 10% of total DP every 3 Rounds at the start of the Round. The character can heal a total of a Major Wound each day. CON rolls to see how long the character is unconscious are at +3. CON rolls against Resisted attacks are at +2. Dead and Dying results will render the character helpless and unconscious (no roll to wake up for at least several minutes) but bleeding will stop almost immediately.
DP +4

r esistAnce [ 1 AP ]

Bio: Natural Description: The character gets +2 CON and +20 Intensity against Resisted Attacks of a chemical, biological, or radiological nature. Bio: Extreme [ 1 AP ] Description: The character heals at 4x the normal healing rate (roughly 40% of DP per day).
QuicK heAling
DP +1

i nVulnerABility [ 8 AP ]

Bio: Super Description: The character is immune to physical damage of any sort (including physical and energy attacks). The character cannot have an ACost value of more than 2 AP. The GM and other players must okay this ability. This assumes the characters in the game predominantly do damage / engage in combat using their Archetype Traits. If characters use weapons commonly, this ability probably does not exist.

u ltrA -c Ameo [ 1 AP ]

Bio: Extreme Description: The characters skin (or even fur) changes color and texture in order to hide. The character gets a -4 modifier against being seen if stationary (this adds to Stealth or other visibility modifiers). It takes a single Round (8 REA Long Action) to invoke Ultra-Cameo. When movie the creature gets a -2 modifier if moving at Walk rate. NOTE: Once the character is seen, they will not get a visual perception modifier in combat.

l imB r egroWth [ 1 AP ]
DP +1

Bio: Extreme Description: The character cannot be permanently crippled and will re-grow limbs.

u ltrA -s Keleton [ VAries ]

g limmer [ 3 AP ]

Bio: Extreme Description: Light warps and ripples around the character making them hard to see. This gives a -2 Visual perception modifier in combat (attackers must make a Perception roll at -2 or engage them at -2 in addition to any other negative modifiers). Activating the Glimmer is a 5 REA Medium Action, keeping it going cost Running Endurance.

Bio: Extreme Description: The characters endo-skeleton is reinforced well beyond normal. The character gets: The character gets the listed armor with a coverage of 3. Note that the armor comes with additional PEN Defense due to the skeletons protection of internal organs. The character gets the improvement listed to CON and DP. This can be combined with worn armor.
level lvl 1 lvl 2 lvl 3 Cost 8 AP 10 ap 29 ap Armor 2 / 16 6 / 48 18 / 102 CoN +1 +2 +2 DP +8 +12 +20

h eArty [ V Aries ]
level lvl 1 lvl 2 Cost 4 AP 8 AP CoN +1 +2

Bio: Extreme Description: The character is exceptionally resilient. This adds to DP as well as CON.
DP +5 +10

SenSeS And p e Rc e p t i o n
B lood h ound [ 1 AP ]
DP +1

subsection

m ystic r esistAnce [V Aries ]

type lycanthropy mystic Farie Boogeyman Fire Being

-Dm -4 -4 -6 -8 -6

Applies against Not vs. magic, Fire and silver Works against all non-magic Works against all but cold-forged iron Works against everything Works against fire (or Frost)

Cost 5 ap 6 ap 6 ap 12 ap 3 AP

DP +2 +4 +2 +10 +2

95

Bio-Powers

Bio: Magic Description: The character takes negative damage modifiers against certain kinds of attacks. Often this is a mystical ability. Usually there is a way for observers who know the lore to figure out the weakness.

Bio: Natural Description: The character can track by smell (roll Perception +4). The character can also distinguish people by scent without looking.

c hemicAl c ommunicAtion [1 AP]

Bio: Natural Description: The character can communicate with others of its species (or others with the same ability) by chemical signals. Usually touch is requiredbut complex signals can be sent silently. Simple messages can be left for several days by using touch to mark the area (invisible to beings without Chemical Communication).
DP +1

Description: The character gets -2 to visual Perception rolls, cannot see well beyond 30 feet, and, and targets at -1 with ranged attacks.

P redAtor s enses [2AP]


DP +1

Bio: Natural Description: The character gets +2 to rolls to notice things and +2 to Survivalist skill.

d etect [ V Aries ]

type gold life lies

Bio: Magic Description: The character has the unusual ability to detect certain things in the environment. This can be due to mystical senses or some unusual physiology. The character gets a normal perception roll.
Cost 2 AP 2 AP 4 AP DP +0 +0 +0

r AdAr [1AP]

Magic spirit evil unnatural

1 ap 2 AP 1 ap 1 ap

+1 +2 +2 +0

Notes the character can sense precious metals in a Wil x 5 yard radius. this works even through rock. the character can sense living beings larger than 20 lbs. within a Wil x 5 yard radius. this can exclude plants. if someone lies, the character gets a roll to know. lies of ommission are at -2. White lies are at -1. Complex situations are at -2 and the character may get a sense of an evasion. the character can detect the casting of spells in a Wil x 5 yard radius and tell if objects are magical or not. the character can detect ghosts, psionics, strange auras, etc. this will detect magic items as well but not the casting of spells. the character detects extreme natural malevolence in a target. usually reserved for summoned or possessed creatures. Cyborgs, magical creatures, supers? all of that is detected by the character on meeting the person. the nature of the unnaturalness will not be known.

Bio: Extreme Description: The character has naturally occurring long-range detection capabilities. The character can detect objects 100s (or perhaps even thousands) of miles away using a 5 REA Medium action. This is relatively useless when not airborne or in space. Characters with radar can communicate with each other by pulsing.
DP +2

r Adio h eAring [1AP]


DP +1

Bio: Extreme Description: The character can hear radio frequencies and broadcast on them.

s onAr [2AP]

Bio: Natural Description: The character can see normally in the dark (-3 to discern detail). 3 REA Aim against another character with Sonar gives +3 to hit.

t elePAthic A ntennAe [2AP]

e lePhAnt e Ars [1 AP]

Bio: Natural Description: The character can hear at great distances and can distinguish certain kinds of sounds well. They also have big floppy ears. The character gets a general +4 to hearing perception rolls and gets rolls to hear things approaching that another character might not.
DP +1

Bio: Extreme Description: The character doesnt exactly have telepathy but can detect it and use a rudimentary form of it. The antennae will detect any complex biological mind within WILx2 yards as well as any psionic ability use within that radius.
DP +2

V iBrAtion A ntennAe [2AP]

Bio: Extreme Description: The character can detect movement within a close area. Anything moving within Perception roll yards can be detected and is at +1 per level of Size class above Medium Small.
DP +1

h eAt P it [ 2 AP ]
DP +1

Bio: Natural Description: The character can discern people by heat signature. Gives a perception roll, unmodified by darkness, to see and detect within 15 yards.

UNUSUAL EYES

These abilities cover a range of bio-powers associated with sight.

subsection

h igh r Ange h eAring [1AP]


DP +2

Bio: Natural Description: The character can hear sounds normal characters cannot. Allows certain kinds of signaling.

e Agle e yes [ 1 AP ] e ye s tAlKs [1AP]

Bio: Natural Description: The character gets +2 to all visual perception rolls Bio: Natural Description: The character can extend eye-stalks. These are at -6 to be targeted (a Minor Wound will blind the character) and can be used to look around corners. They come out only a few inches.
DP +1

P erfect h eAring [2 AP]


Bio-Powers

Bio: Extreme Description: The character can hear nearly perfectly. This gives +6 to Hearing perception rolls. Hard rolls for distance, ambient noise, or whispering usually give a -2 to -4 modifier.
DP +1

d ArKness V ision [1AP]


Bio: Natural

P oor V ision [-2AP]


96

Bio: Extreme Description: The character can see normally in complete blackness (note: the cost for this is predicated on the theory that the character will not be using it extensively as an advantage in combat).

g loWing e yes [1AP]

Bio: Extreme Description: The characters eyes glow with energy. The character gets +1 to intimidate and ignores -2pts of visual modifier due to darkness.

These abilities deal with limbs and hands the character may have.

M A n i p u l At i o n
c luB h Ands [-1 A P ]

h erBiVore e yes [ -1 AP ]

Bio: Natural Description: The characters eyes are wide-set to give a better field of view but makes targeting ranged attacks harder. The character gets +1 to Initiative rolls to detect things all around the character (there is no behind the character). The character gets -3 to hit with ranged attacks.

Bio: Mutation Description: The characters punch deals +2 Damage Points. They get -4 to do any kind of fine manual work or type (objects can be carriedbut the character must make COR rolls at -2 or drop things if they are not being very carefuli.e. running etc.)

m Agnifying e yes [2AP]

Bio: Extreme Description: The character can see fine detail as with a magnifying glass (ignore -2pts of perception roll difficulty). The character can see things further away (treat as 8x binoculars). Ignore -2pts of range modifier.
DP +1

e xtrA A rms [V Aries ]

Bio: Mutation Description: The character has two additional arms each time this is purchased. In addition to giving logical advantages of another pair of hands, the character gets a grapple bonus. If the arms give a free, 0 REA hand strike with them, add 5 AP to the value listed. This is not calculated as part of Attack Cost and is not reduced. NOTE: This can be purchased twice to give double the grapple bonus for a larger number of arms. NOTE: As this adds to Grapple it is NOT reduced by the Attack Cost of the characters Size Class.
Cost 1 ap 1 ap 1 ap 2 AP 2 AP 3 AP 3 AP 4 AP 5 ap 6 ap 7 ap grapple +1 +1 +2 +4 +6 +10 +14 +18 +24 +30 +40

n ight V ision [1AP]


DP +1

Bio: Natural Description: The character ignores -3pts of low-light modifiers.

m ultiPle e yes [1AP]

Bio: Mutation Description: The mutant has multiple eyes (usually 4, one set above the other). This gives +1 to perception rolls and ignores -1pts of Range modifier.

o Versized e yes [-1AP]

Bio: Mutation Description: The characters eyes are over-sized. Helmets may not fit. The character gets +1 to perception rolls to notice things. The characters appearance, however, is not normal. Give a -2 to most psychology rolls due to the characters unsettling appearance (the characters eyes are oversized beyond the cute level).

size v. small small m small medium m. Big Big large huge Enormous gigantic elephantine

s triKingly c olored e yes [1AP]


DP +1

Bio: Mutation

P rehensile t Ail [3 A P ]

Description: The character has striking, unusually colored or constructed eyes. The character gets +2 to the psychology attribute of choice.

Bio: Natural Description: The character has a monkey-like tail they can hang from. This gives a substantial benefit in climbing and allows the character to keep their hands free for use while holding onto a surface. The character gets +2 to rolls to maintain balance

and climb.
The character can operate with only their tail

Bio: Mutation s hielded V ision [1AP] Description: The character has black-tinted eyes that protect them from flash attacks and take no negative modifiers due to bright lights.
DP +1

holding on.
In a fight, the tail gives +4 Grapple.

t hird e ye [3AP]

Bio: Magic Description: The character has an unusual, mystical, eye in the center of their forehead. It sees normally but has a mystical aspect to it. The character gets a standard perception roll to detect (and potentially even see) ghosts, magic, and psionic ability usage. The character gets +1 to rolls to detect people lying to them and can get an unmodified Perception roll to detect betrayal of someone the character knows and trusts. The third eye may also give glimpses into the truth of a place, vibrations about it, etc. For a more formal description of these sorts of abilities see the Psionics section.

97

Bio-Powers

subsection

t entAcles [V Aries ]

Bio: Natural Description: The character has sucker-coated tentacles (or smooth ones, the players choice) which can grapple and Super Grapple at the listed Reach. NOTE: This can be purchased twice to give double the grapple bonus for a larger number of tentacles (the rules do not explicitly say how many tentacles the character has, probably 4 per purchase). NOTE: A character can squeeze held or grabbed targets for Base Damage as per Worry (the damage is Impact). NOTE: As this adds to Grapple it is NOT reduced by the Attack Cost of the characters Size Class.
to-hit +0 reach long Worry yes +9 peN +4 ap + (oFF grapple / 10) grapple DP +2 grapple +0 +3 grapple +0 +4 grapple +0 +6 grapple +0 +8 grapple +0 +10 grapple +0 +24 grapple +0 +36 grapple +0 +58 grapple +0 +0 +72 grapple +96 grapple +0

d iseAse c Arrier [-3 AP]

Bio: Mutation Description: The character is a carrier for a self-generated fairly contagious disease. The character is resistant to most diseases (including their own) with +3 to CON rolls against them and the addition of their Intensity if they are delivered as a Resisted Attack. The Carrier can infect other people by close proximity if they get blood or sweat on them. The disease is serious if not treated and potentially fatal. The mutant will be a pariah. NOTE: With proper medication on hand and procedures, characters can co-exist and adventure with the mutant (make an attack roll any time someone gives the mutant aid, uses some utensil the mutant has used, drinks water, etc.). Largely this is here for color and to create specific characters around being outcast (in, for example, a post-apocalypse game).
effect Minor result target feels out of sorts for a few days. No other result. target feels very sick for a day (-2 to all rolls requiring concentration, will likely stay in bed). target is very, very sick for several days: out of commission for 15-CoN days (minimum of 2) target is incapacitated for 20-CoN days. target is deathly ill for 30-CoN days. may die at gms discretion. Cost intensity roll 4 AP 10 126 ap 20 128 AP 30 1212 ap 50 12-

rea Back-swing roF 5 med +1 s standard Buy Cost size a-Cost v. small 1 ap small 2 AP m small 2 AP medium 3 AP m. Big 5 ap Big 6 ap large 14 ap huge 21 ap Enormous 33 AP gigantic 41 ap elephantine 55 ap

standard major Critical Catastrophic type D level 1 level 2 level 3 level 4

s Pindly f ingers [1 AP]


DP +1

Bio: Mutation Description: The character has long (9 inch or more) fingers with extra joints. This gives +1 COR to rolls to do fine work.

mutant appearance (hideouS)

This set of abilities is constructed around the character have an abnormal appearance due to mutation.

A PPeArAnce : A symmetric [-2 AP]

Bio: Mutation

t Wo / t hree f ingers [0 AP ]

Bio: Mutation Description: The characters hands normally have 2 or 3 fingers. The character appears clearly as a mutant. This is only legal in circumstances where, in the game world, being identified as a mutant has some (even if minor) consequence.
DP +1

Description: The character appears lopsided or disproportional. This is one of the clearest markings of a mutant as most normal beings are symmetric to some degree or another.

A PPeArAnce : A ngelic [1 AP]


DP +1

Bio: Mutation Description: The character appears ethereally attractive and fair. Gives +2 to Psychology statistics other than Intimidate.

Bio: Mutation t runK [1 AP ] Description: The character has a trunk that allows manipulation (-3 COR for fine work) and drinking or breathing at Long Reach range. It usually has a 12 STR or the STR of the animal, whichever is lower.
DP +2

A PPeArAnce : d isgusting V isAge [-2 AP]

Bio: Mutation

subsection

otheR
A nemic [-2AP ]
Bio-Powers
Bio: Mutation Description: The characters blood does not oxygenate properly. After CON-3 rounds of strenuous activity or CON-10 rounds of moderate activity (running, heavy labor) the character will be exhausted and have to stop.

Description: The character may have a variety of hideous growths, holes in their face, rearranged features (looks like a Picasso), badly cleft pallet, etc. The character gets -8 to Psychology statistics other than Intimidate. The character must usually wear a hood or cloak to appear in public without causing a disturbance.

A PPeArAnce : h orned o ne [-1 AP]

Bio: Mutation

Description: The character looks like a demon (horns, red skin, etc.). The character gets +2 to Intimidate but -2 to other psychology statistics and may be hunted by the superstitious.

98

A PPeArAnce : m ultiPle f Aces [-1 AP]

Bio: Mutation

Description: The character has more than one full face. The character gets +1 to perception rolls if it is facing an unusual direction. Otherwise it is simply very strange looking (usually apply -2 to Psychology attempts which rely on the target feeling at ease with the character).

m Any m ouths t o f eed [1 or 6 AP ]

Bio: Mutation

Description: The character has multiple mouthspossibly many. The character gets +2 to hit with any Bite attack. For an additional 5 AP (not reduced by Attack Cost) the character can make a free Bite attack with any other normal Medium action.

A PPeArAnce : t Wo h eAded [1 AP]

Bio: Mutation

metamorphoSiS

Description: The character has two heads (and while they may evidence separate personalities, they are played by the same player). The character gets 4 CP worth of skills for the other head to know. These must be MEM or RES based.

The character can change into their alternate form (as opposed to taking many forms which is Shape Shifting). One of the examples is that of a werewolf. Usually, if the changed characters DP are higher than their human form, they remain the same in both forms. This is done for simplicity (avoiding having to compute multiple DP numbers) and to aid the character in surviving. Not all abilities need be linked to the characters alternate form, but a significant amount need to be in order to justify the costs. In some games this will be a free ability.

B AlAnce [1 AP ]
DP +1

Bio: Natural Description: The character gets +3 to rolls to stay balanced or not fall down.

c omBAt A tAVism [1 AP ]

Bio: Natural Description: Combat Atavism means that the character will not effectively use weapons in combat (usually because their instinctual nature takes over). Although the character can still use tactics or, in most cases, even hold the weapon, it will simply not be used effectively. NOTE: One of the common uses for this Trait is in making large fantasy races who will not out-compete smaller warriors because the larger humanoids will use less effective weapons.
type Complete Cost -4 ap

m etAmorPhosis : c hrysAlis [2 AP]

Bio: Extreme

Description: The character has two forms of equal AP value. Switching between them takes 4 hours (the character builds a chrysalis and emerges from it in the second form). Often the second form flies. Bio: Magic

m etAmorPhosis : l ycAntrhoPe [-3 AP]

No l3 skills No ranged or edged Weapons No weapon skill greater than l2 12-

-1 ap -3 ap -2 ap

Notes the character can only fight with natural weapons or other weapons paid for by ap (cybernetics). the character can use weapons but will, at most, have level 2 skills with them. the character can only use clubs or bioweapons. paid-for ranged weapons may still be used. the character can use weapons and be trained but will never be really good with them.

Description: The character changes shape on some pre-determined condition or stimulus that is non-trivial to arrange or at least mostly out of the characters control (a full moon, direct sunlight, being fed after midnight, etc.). The transformation lasts several hours and the character cannot change back during that time. NOTE: This ability is worth -3 AP since it is hard to control and presumed to be inconvenient for the character (a PC who changed from a Lawyer to a Doctor on the full moon would not, presumably, get -3 AP for that excepting various lawyer jokes). The character is not necessarily out of control in this form (if they are, it may be worth -5 APbut should be very carefully considered as a PC option).

g iAnt B rAin [5 AP ]

Bio: Extreme Description: The characters head is larger / longer than normal to accommodate more brain tissue. The character gets +2 RES, +2 MEM, and +1 WIL.
DP +1

m etAmorPhosis : m onster o ut [0 AP]

Bio: Super

Description: The character can change form as a 0 REA Short action. In a game where Super abilities are allowed, this cost 0 AP. Bio: Magic

m AnA o rgAn [ VAries ]

Bio: Mutation Description: The character has udders that produce some kind of beneficial and valuable fluid! They need not be prominent or even commonly visible (depending on the characters construction).
type healing Cost 2 AP 1 ap 2 AP Notes the character will produce healing serum for 3 Dp per hour up to 6 hours per day. the character can feed double their size Class per day with a nutrient laden milk. the drug is worth money on the local black market. it is mildly addictive (repeat customers). this will usually give the character around 500.00 per week income for a few hours of work (milking). if the drug is known and substantially illegal (as it would be in modern day society) triple the income. the character is also fun at parties.

m etAmorPhosis : B Ad m oon r ising [-1 AP]

subsection

Description: The character can shape change as an 8 REA Long action. Although the character gets their DP in their normal form all (or mosta highly significant amount) of their abilities are usable only in the other form.

Food (milk) Drug

o dor [ VAries ]
Type Roses Stink None Cost 2 AP

Bio: Mutation Description: The character emits some kind of unusual smell.

-2 AP 1 AP

Notes The character emits some kind of wonderful perfume. This gives +3 to Psychology rolls based on the character being attractive. The character reeks. Assess -2 to most psychology rolls. People will not want to be in the same room. The character has no smellcannot be tracked by it. +1 DP.

99

Bio-Powers

s hAPe s hift (m imic ) [8 AP]

Bio: Super Description: The character can adopt the shape and voice of a target (they must have access to the targetat least visual). This ability can do clothing as wellbut not gear. This is an 8 REA Long Action.

u nusuAl s leeP c ycle [ VAries ]


type Narcoleptic Cost -2

Bio: Mutation

Description: The character has abnormal sleep habits

hibernation Cycle

1 ap

Dreamweaver Nocturnal

2 AP -1 ap

Notes the character falls asleep rapidly and at bad times. any period of extended boredom or inactivity will require a CoN or Wil roll or the character will sleep. the character can sleep for extended periods of time, usually a season, without needing food and water (or, at least not much). this is presented as a survival mechanism for harsh seasons: in this format, it can be induced by the character themselves. if it is a requirement, then it is a -1 ap trait that the gm should evaluate for disruption of the game. the character has unusual prophetic dreams (see the psionics esp section). this may be shamanistic in its nature. the creature is most active during the night. they get -2 to perception rolls during the day and tend to suffer a -2 to skill rolls requiring concentration during daylight hours.

subsection Bio-Powers 100

Part man, part machine, the cyborg as an Archetype is a technologically augmented human (or other bio-life form). They may exist in near-future games where either society has become so alienated that body-modification has moved from piercing to replacement or in a far-future game where cybernetics simply represent logical upgrades. The basic system here slants towards the cyberpunk genre where the urge to mod oneself is driven by a disconnect or a dissatisfaction with the natural state of man. Along those lines: Cybernetics tend to have psychologically destabilizing effects (these can be brought off using character points). Cybernetics are often heavy, metallic, and durable. Flesh is comparatively weak. Cybernetics are somewhat clumsy. Physically augmented cyborgs may be stronger or faster than humans but tend to have fewer Level 3 physical skills and may move slower (lower Initiative) in combat.

J AG S R e v i S e d cyBeRneticS

Designers Notes

livin on the edge Contd So how do these rules help with that? Well, for starters: they dont get you all the way theretheres more to playing in a cyberpunk world than being a cyborg. Thats especially true if your cybernetics are off the rack (as we imply they will be here since these are sold as massproduced items). Here are some suggestions to get you going: 1. Cyborgs trend towards the unique: we suggest that anyone who purchases cyber-gear thats more than 10 AP be one of the only or few that have it (this number can be increased if AP totals are above 40pts). Characters should rarely, if ever, run into others with their signature gear. 2. Cyborgs are pretty messed up to begin with: Do some research on Body Dysmorphic Disorder (BDD). This is a psychological condition where people who look normal (or even attractive) are convinced theyre ugly. People with BDD have had perfectly healthy limbs amputated or seek multiple plastic surgeries where scrupulous plastic surgeons can find nothing that needs changing. These are good psychological prototypes for people who have gone seeking weapons-grafts. What are they looking for through cybernetics? What do they believe about themselves (that, objectively, probably isnt true)? 3. Everyone has had a dream or a trust betrayed: For each character, define what dream they had betrayed (The idea that people are generally decent at heart? The dream of a healthy world? The trust of a teacher they respected? Etc.) Build each characters personality around that and you wont need cybernetics to have a game centered on alienation. 4. What about the world doesnt the character understand? In cyberpunk literature the reader (the audience) doesnt understand the world (slang is introduced without being explained, technology is extrapolated to showcase stunning ideas that seem right-around-the-corner, etc.). In an RPG, the audience is the Player so having the player confused when the character isnt may not work so well. We encourage players to secretly submit slang, concepts, and social conventions applicable to their characters that can be showcased during play so that, at least, other players may get the frission of not knowing whats happening outside their element.

Designers Notes

Company Names In order to give the cybernetics a flavor beyond their raw stats, we have created cybernetic supply companies to hawk individual pieces of cyberware. Weve given each company its own voice and line of cybernetics aimed at its target market (Sciecide targets disaffected street thugs looking for violence-enhancing bio-mods, Delex sells to the military and high-end security forces). For a specific game, you can use or discard these trappings as necessary. Even in a standard game that used them, wed expect there to be many different variations on each theme (maybe Sciecide has a Grrl-Power division that sells pink models of the bionic Claw weapon adorned with cute mascots?). The specifics can be altered, keeping the stats for purposes of assigning cyberware (Sciecide would not thematically be the choice of most government agencies but government agents could have gear with the same statistics).
Designers Notes

livin on the edge Cyberpunk, the definitive 80s genre, involves a dystopic future with themes of alienation, betrayal by society (especially the government and corporations) and ecocollapse. It also focuses on how high technology makes the world incomprehensible to us and changes things so rapidly that we become lost. The backdrop to many of these stories involves characters who have opted out of normal society and have violated their biology in order to do it (i.e. have become more-thanhuman or, at least, more-dangerous-than-human). A lot of these worlds have at least implied violence with corporate hit-teams, dirty wars, and espionage featuring in the atmosphere if not the action.

buildinG a cyborG character

Cyborgs can be built on almost any number of points. Weve listed some of the common ones here:
Cyborg Cyber-Scum CP 30 AP 10 Notes Cyber-scum are not low level street thugs, they are low-level street thugs who have gotten metal upgrades. They are very possibly dangerous, even for experienced characters. Police and security forces will hate and fear cyber-scum because common light weapons (designed for minimum-necessary force/ cost to get the job done) are sometimes far less effective against these characters. They are considered sleazy and dangerous. This is the level that most corporate or common mil-grade cyborgs run at. They are well trained and have significant cybernetic edges over their less well equipped brethren. A very well financed corporation or military might field squads of these characters. A less well organized group might have one or two. Battle Borgs are the standard PC-grade characters who are capable and dangerous. Stereotypically they hire out to the highest bidder and work as free-lance contractors for gangs, corporations, or even causes they support. NOTE: At 50 CP they will not usually be trained to the elite level but this is the cost for most fairly heavy cyborgs that characters will run into. The truly dangerous technologically enhanced individuals. These characters might be more than most security forces could deal with if they dont have heavier firepower than average. These are not battle-field grade heavy military cyborgs but they are extremely dangerous for individuals and highly trained. At Scale Number 2 through Scale Number 10, these cyborgs are actually vehicular battlefield-grade units. They are beyond the scope of what normal characters would be expected to deal with (a Mil-Grade Cyborg with 6 / 24 armor from the listed abilities clocks in at 60 / 240 armor at Scale Number of 10!) There might be a few of these walking around but governments would tend to keep a close eye on them. Some individuals will be highly modified because they can afford the best. At these levels characters will tend to be leaders of large groups who have chosen the modifications either as a measure of protection or because they wish to make a statement. Elite world-class warriors might have a substantial amount of enhancement to make their battles in the ring more exciting. At 100 CP, these would be the best. There would likely be leagues with 50 or 75 CP combatants as well.

Corp-Borg Battle-Borg

40 50

20 24-28

Urban Warlord Mil-Grade

75 50

34-40 24-40

Dictator / Executive World Champion Cyber Gladiators

60 100

60+ 34

BUYING CYBERNETICS

defectS

Building a cyborg isnt hard: there are several lists below with Traits that you pay Archetype Points for. Some of these abilities have Reject or Synch costs as well: if you get those abilities you also get some limitations or Traits (Rejection Psychosis) that you can choose to either keep or buy off using Character Points. Finally, various cybernetics give you Mech Points which you keep track of because they mean you take cybernetic damage effects of damage instead of being Stunned, Dazed, or knocked Unconscious (and you prefer the cybernetic damage effects because they let you keep going in a fight!). Heres a breakdown of what your cyborg can purchase:
Designers Notes

Heres the list of Defects that cybernetics can give you (explained in detail below): rejection psychosis (reject): The cybernetics interact with the nervous system in a way that makes the cyborg prone to violence. Neural alignment (align): The cyborg tends to be slower (lower Initiative) and clunkier than a human of the same size, -1 AGI bonus, no Level 3 AGI or COR based skills unless bought off. synchronization (synch): A cost that must be paid off before the character can have any Level 3 AGI or COR based skills (like Align but without the slow-down effects)

Defects The purpose of giving cybernetics defect traits (Rejection, Alignment, and Synchronization) is so that characters built on the same number of CP who do not have cybernetics will tend to have both more CP in things like stats and more Level 3 skills. A cybernetic assassin may have targeting optics and hardwired reflexes as well as a stealth suite but they will not usually have the expert level of gun-skill that a non-modified character might. Cybernetics

Stack

Not all cybernetics categories allow you to buy more than one. For example, you cannot have both an Endo and Exo skeleton. You also cant buy a cheap set of Hardwired Reflexes over and over again. If the Stack column says NO then it means that under normal conditions a character may only have one of the abilities from the section. If YES then the character may commonly have more than one. Note that individual abilities may change this: a character can have more than one cyber organbut not more than one cyber heart.

subsection 102

Ability Enhanced Endo/ Exo Skeleton Hardwired Reflexes Combat Enhancers Cyber Limbs Neural Enhancements Neural Interface Boards

Reject YES NO YES YES NO NO

Align YES NO NO NO NO NO

Synch NO YES NO NO NO NO

Stack NO NO NO YES NO YES

Description This is what makes cyborgs big and bad. If you choose the Endoskeleton option you are stronger, heavier, more resistant to damagebut still look basically normal. If you choose the exoskeleton you look like youre made of metal! Enhancement to the nervous system for faster reaction and combat reflexes. Combat Enhancers are specific cyberware systems designed to help in a fight. They require the character to have Hardwired Reflexes. Replacing arms, legs, hands, and so on. These are also fold-out pieces of gear and the like (paramedic systems). Things like special senses, computing power, and so on. Neural Interface Boards are slots that put electronic boards into the human brain. The cybog can gain new skills, mental abilities, etc. Designers Notes

BIO-WARE AUGMENTATION

If the character is the result of advanced gene-therapy or other purely biological mutation then use the Bio-Ability rules to augment the character: in some games it may be permissible to mix and match as much as you want.

itS What i Want (money and cyberneticS)

One of the perpetual problems with point-based games is that if character-stuff (like, say, metal arms) can be bought with money (which, beyond the very abstract Wealth Trait is not tracked) then a wealthy character or one who hits a big score could rack up tons of Cybernetics without changing their AP value. This is something of a problem. Here are our advised solutions.
Designers Notes

the economics of Cyber-tech Contd Even poor characters can be assumed to have gotten it previously. If you want to start poor but cybered? Thats okay by the game rules. Poor characters who spend the AP points in the game get cyber-ware somehow. Since were not tracking money, if you come up with the AP, you get the cyber-mods. If this is creating real problems with suspension of disbelief, however, something is wrong (a game tracking money that closely will need to figure out a logical dollar-value for each point of cybernetics).

the economics of Cyber-tech JAGS Revised usually does not track burn rate. In some games, where economic survival is interesting and is at stake, we do (see JAGS Have-Not)but for the most part, even if your cyber-mercenary group is poor and starving the rules (at least the rules here) will not provide enough granularity for tracking income and out-go. How much does a square-meal cost in 2120 anyway? As a result of this decision we dont have real costs for cybernetics. That doesnt mean theyre free though. Here is what we expect: Cyber-mods cost about as much as a decent car. This means that characters who could reasonably expect to drive a decent car could be cyber-moded. We think about 20k (modern day) for this work is about right. Street Punks can get cheaper stuff for less. There may be black-market cyber-mods with unsavory side effects (oozing blood? Skin inflammation? Etc.) If a PC wants that, finethere may even be some CP-Trait points in it (-1 or -2 to for sickly in some gross fashion). This doesnt reduce the AP cost of the cyber-ware, just the assumed monetary cost.

THE JAGS ARCHETYPE CANONICAL SOLUTION

Our basic approach is to take money out of the equation almost altogether (theres one exception). Basically characters can have whatever cyber-mods they pay AP for and thats that. Ultra-wealthy characters may have some biological reason they cant mod up (or maybe they just find it gross). If you hit a big score, you still cant expand your cybernetics beyond what your AP allow either, again, due to obscure biological reasons or an unspoken law that youre not yet ready to enhance yourself. The exception is the e designation for expensive cyber-wear. Abilities marked with an e in their cost are costly in terms of money and the character must either have a solid cash reserve or the Wealth Trait to purchase those. Even then, the GM makes the final determination as to what the cost is in terms of actual tracked money. Its not unreasonable to make characters pay something for cyber-ware but not knowing the game, its impossible to say with certainty what it should be. Here is the basic spend-rate (but remember: under the canonical game, if you pay the AP, while you might also be out some money you should not be prevented from getting the cyber-ware). Cost per AP Point (non e): $250.00 USD per point (circa 2008) Cost per AP Point e: $5,000.00 USD per point (circa 2008)

103

Cybernetics

subsection

USE OF UNITED STATES DOLLARS Where money is actually discussed (rarely) prices are in United States Dollars (2008 USD). This is because we have no idea what the actual cyber-economy will work like but can estimate what a modern-day cost will do to, say, the average family budget pretty well. Simply convert the effective relative cost to whatever monetary system is being used in the game being played. cyberpunk character traitS and SkillS Cybernetics are purchased with Archetype Points but there are a few things you can spend normal Character Points on related to cybernetics.

l o -J AcKed [-2, -3,

c yBer s icK [-2

Description: Your cybernetic work was substandard or unsanitary and youve picked up a resistant superbug. Some forms of this might be eventually lethal but the common form simply leaves the character sick. At the (more common) -2 CP level, this trait means the character has swelling (around the cyber-interface), oozing pus, sniffles, sneezes, etc. At the -4pt level, the character can become actually badly ill and be much less effective. Usually CON rolls will be required in stressful environments or when exposed to disease. If failed, the character will be laid up for 1 day per point the roll was failed by. The GM and player are invited to invent other effects. Usually the character will have a cocktail of medicines they constantly take either to ward off serious effects or for comfort.

or

-4 cP ]

Description: Something in your cyber-gear keeps tabs on you. Maybe the parole-system installed a GPS locator in your body? Maybe a mike in your skull is recording your speech? Maybe a Broom Neural Sieve sits between both lobes of your brain recording your thoughts. A cyber-dystopia has all sorts of ways to control youto monitor you. This Trait indicates some have been done. At -2 the character is significantly inconvenienced by the monitoring. Maybe there are parental locks that notify people if the character goes to the wrong part of town or imbibes chemicals. Either the consequences are not dire or the monitoring is not holistic. A Hacker roll at -3 will temporarily disable it as will various gray market keys and scramblers. At -4pts the monitoring is intrusive and the consequences are significant. In order for this to be taken, the characters legitimate activities will need to fit into the game or else the Trait might not be viable (if the system monitors the characters activities and the game involves committing crimes, the character is not suitable). At -6pts the character can be controlled by the system (brainbomb? Shock-jacks?) and is ordered to do things they find distasteful: the Trait means some party has both information about the character and a great deal of control over them.

or

-4 cP ]

n eo -c ultist [-1

or

-2 cP ]

m ind V irii [-1, -2, -4 cP ]


Description: Using Neural-ware (see Neural Interface Slots in the Mental Cybernetics section) and cyber-surfing the Network can give you viruses that run in your wetware. If you have this Trait you have contracted one. This Trait applies against your standard -10 limit of Traits. How severe it is determines your symptoms: prank [-1 Cp]: Whoever did this is a serious jerk but they havent ruined your life. You suffer some significant but not immediately obvious problem because of the virus. Maybe messages from the hacker-clan scroll across the bottom of your vision? Maybe colors shift while you look at them? Often this will equate to -1 to Skill rolls in some situation due to annoyance. malware [-2 Cp]: Maybe the virus gives you the equivalent of Turrets Syndromebut you say corporate slogans rather than swear words. Whatever the damage its visible: other people will recognize it. Nervous tics, small animated hallucinations that bother you unless you acknowledge them and so on are all possible. prefrontal virus [-4 Cp]: You have some significant impairment. Perhaps you are shut down several hours a day? Maybe you have viral-induced delusions? Treat as a -4pt Mental Trait Disturbed.

Description: There are a lot of new, crazy, strange religions. Machine Gods, the Oracle Grids, all sorts of things (dont forget temples to the aliens amongst us). Youre a member of one of them and youre a true believer. Even if the cult turns out to be right (canonically Oracle Grids really do let you commune with the network and ask questions of some overarching data-pattern!) you get discriminated against and, usually, behave strangely. To get the -1 CP version of this, you have to dress strangely and ensure that even passing acquaintances know you are facilitated with one of the neo-cults. You should play up unusual beliefs and strange futuristic conventions. At -2 CP the cult makes demands of you that have some significant impact. Since you believe in them, you will be highly inclined to do them. This is meant as a plot-hook: if the cult demands all your money other Traits may be more appropriate. CyBerNetiCs sCieNCe COST: EXPENSIVE STAT: RES DESCRIPTION: A combination of Medical Skill (Level 2) and Engineering (Level 2) will allow any character with access to the data about cybernetic breakthroughs to perform cyberwork given the proper tools. However, in societies where this is common, the skill Cybernetics Science will be available. level 1: Cyber Assistant. The character is qualified to do first aid as per the Medical skill. level 2: Cyber Technician. The character can repair and install basic cybernetics (not Exoskeletons or Hardwired reflexes, but anything else). The character can repair 1pt of Mech with a roll, an hour, and a shop for a minimal cost. level 3: Cyber Engineer. The character can repair 1pt of Mech per success point with a roll, an hour, and a shop.

subsection Cybernetics

104

With a field kit (cyber-repair gear that can be carried) they can repair 1pt per hour up to an average of 4pts per kit (assume a kit is a 25lb bag of gear).They can install the more advanced cybernetics. They can also design new cybernetics as a job (rules are not given but this would be a drama). level 4: Cyber Wizard. The character can replace all missing Mech with a successful roll, an hour, and a field kit.

NEURAL ALIGNMENT

Enhanced skeletal cybernetics are alien to the human condition: when you have been cyborged-up you tend to have trouble reaching the higher levels of natural skill (and you may well move slower too). Some cybernetics have Alignment ratings. These are as follows: Until you have paid off your total Alignment score in Character Points you get negatives to Initiative, AGI bonus, and are not able to have Level 3 AGI Based skills. Usually this makes you move slower and clumsier (for Enhanced Skeletons) or disallows Level 3+ physical skills (Hardwired Reflexes).
Designers Notes

This section covers the cybernetic defects Reject, Align, and Synch in greater detail as well as the rules for Mech.

cyBeRnetic At t R i B u t e S

at a Glance REJECTION PSYCHOSIS


Many pieces of cyberware have points of Rejection Psychosis. Rejection Psychosis represents the destabilizing trend that cyberneticsespecially cheaper onestend to have on people who use them. The term comes from the biological process of rejection where the bodys immune system attacks a transplant as alien. In this case, the cyborgs mind is rejecting the additions to the nervous-system. A few things to keep in mind about Rejection Psychosis: When making a character, you add up all your points in Rejection Psychosis based on your cyber-mods. The higher the number, the more psychotic youre inclined to be. You can use Character Points (CP) to buy off any amount Rejection Psychosis you choose to. Rejection Psychosis does not cause you to lose control of your character. Instead it encourages the character to be played in a specific way (anti-social to some degree). In some cases, if you refuse to have your character act as a rogue-cyborg, you may suffer penaltiesbut you will not be forced to kill your friends or lose command of your character.
Designers Notes

Natural Fighters vs. Cyborgs We wanted Fast Company character, Chi Martial Artists, and other non-enhanced guys to be competitive with hand-to-hand cyborgs. One of the ways weve done this is with Neural Alignment: if you dont spend some normal Character Points, you wont tend to have Level 3 combat skills (something Chi guys and Fast Co characters excel at). This is not supposed to be iron-clad, but the typical combatmachine cyborg will rely less on normal abilities and more on their cybernetics.

SYNCH

Cyborgs who have Hardwired Reflexes are faster than normal but have trouble honing their skills to the levels of unmodified humans. Unless the sum total of Synch points are paid off using Character Points (not Archetype Points) the character cannot use any Level 3 physical skills save Acrobatics (which comes with Hardwired Reflexes).

MECH

Putting all that hardware in you may make going through metaldetectors a chore but its nice when someone fires an Ak-47 into your chest cavity. Mech is a numerical rating of how much cyber-stuff is in there for a given character. The higher the better. When a character is damaged in combat, they make a Mech roll. When a character suffers a Wound Effect they may choose to spend their Mech Points to convert it to a Cyborg Effect (a better effect). If the character has a specific piece of cyber gear that gives a specific damage effect they can substitute the special (alternate) effect. For example, a character with a cyber-arm can choose to have it blown off instead of suffering a Temporary Shutdown. Mech points are regained when the cyborg is repaired.

105

Cybernetics

Drugs & rejection psychosis Its probable there would be drugs that would control these impulses (just as there are today). Rejection Psychosis is something of a balancing system: cybernetics with higher rejection-point values cost fewer Archetype Points than those without. If you are playing a game where such drugs exist, we suggest that obtaining the drugs be a moderate challenge (i.e. the cost for them is high enough that there is some tradeoff in what the character could otherwise purchaseand that if characters are extremely wealthy that there be some examination of the effects of removing those limitationsi.e. cyborgs with access to the drugs will be, effectively, built on a few more AP than those without. Usually 1-2 AP per piece of cybernetics with a high Rejection rating.

subsection

the ruleS

So before we get to the big list of cyber-mods, here are the actual rules for them.

r eJection d ePression

NEURAL ALIGNMENT

pts of rejection psychosis: 1-6pts The character feels cut off from the world and in a shell. This tends to lead to depression that is manageable but not truly treatable with drugs. The character gets SPs for taking significant consequences for being depressed during the game (such as being late for a mission, messing up a relationship, etc.) If the character acts in an upbeat manner they suffer a -1 depression penalty to all actions requiring concentration (usually not combat actions) until they spend an SP or have a scene agonizing about their apathy and angst.

Any Cybernetics package with an Align cost (the enhanced skeleton cyber-mods) requires a CP purchased Trait (Aligned) in order for the Cyborg to properly integrate with the machinery. The cost of the Trait, paid for with Character Points (CP) will be listed. If a character has more than one piece of equipment with a Synch Cost the character only need pay the highest cost. If the character does not pay the Synch Cost, they will suffer the following effects: -2 Initiative -1 AGI Bonus No Level 3 Physical Skills

r eJection s ocioPAth

pts of rejection psychosis: 4-8pts The character develops anti-social tendencies. This manifests as anger issues and a tendency towards violence when provoked. The character may get SPs (Success Points) for responding to minor provocations with intense anger or violence (if the GM deems the consequences significant). When provoked in some more substantial way, if the character does not respond with violence in a way the GM deems appropriate, the character will suffer a cumulative -1 to all rolls requiring concentration or structured thought (including Charisma rolls other than Intimidate) until the aggression is worked off. (which can be at a gym or a gunnery rangebut is more effective in a fight). At the 7-8pt level this negative is -2 and the character gets a -1 to combat actions due to lack of control (this negative only comes into play if the character refuses to fight).

SYNCH

Synchronization training (using CP points) is necessary for characters with Hardwired Reflexes to have Level 3 physical skills.

REJECTION PSYCHOSIS

Some cyber-mods come with a Reject rating. This is a cost that, if not paid off in Character Points results in a special type of Psychosis trait. The interface of man and machine has the effect of alienating the character from their human center. The number of points in Rejection Psychosis that are unaccounted for determine the severity.

r eJection A utoimmune r esPonse

pts of rejection psychosis: 1-2pts or 5-6pts The character has chronic health problems related to their cybernetics and rejection. At 1 or 2pts this manifests as medication-controlled cold-like symptoms. If the character doesnt take regular medication (popping pills or injecting suppressants) they will get rashes, allergenic style runny noses and eyes, and difficulty breathing. When in effect, the characters CON is halved for END purposes and any activity requiring exertion or concentration (combat or study/ science) is at -1. At 5-6pts the symptoms are more severe and the character will spend some amount of time in the shop. If this does not happen, the characters CON will drop by one pt. per day they dont make a CON roll (and they will get a cumulative -1 to activities as above for every 2pts of CON they lose). If CON drops to 7 or below, the character will be incapacitated. At 0, the character will die. Cybernetics

r eJection P sychoPAth

pts of rejection psychosis: 6-12pts The character simply feels apart from reality and does not see others as quite real. The character may experience pleasure from killing or harming others. Note that the character might identify other cyborgs as their own kind but this is not a given. The character gets SPs for manipulating others and can get substantial rewards (4 SPs) for stalking and murdering characters who fit some prototype. The character has great difficulty feeling emotions or empathy for other people: any time the player wishes to have the character act in an empathic manner (as judged by the GM) they must either spend 2 SPs or make a WIL roll at -1 for each 3 full points of Rejection Psychosis. If the roll is failed, the character may still act in an empathic manner but will suffer -2 cognitive dissonance penalties (the character feels highly strained trying to access emotions) until they spend 2 SPs.

subsection

106

MECHANIZED ROLL (PERCENT CYBERNETIC)

Cyborgs are only partly biological: the more machinery you put in someone the greater the chance that the machine parts will be hit. When a cyborg is hit, there are two ways this mechanized proportion comes into play.
Designers Notes

MAJOR WOUND
Roll 07 General Temporary Shut-down: lose 1 turn (either the rest of this one or the next one if you have not gone) System Failure: Lose 2 REA (if REA drops below 7, cyborg is incapacitated) Recalibrate: Cyborg is at -2 to all combat skill rolls until repaired. Bio-feedback: Cyborg suffers -3 Perception Modifiers for 5 minutes. Opt A Cyber-Arm Blown off: Pay back-swing cost, unable to grapple (may grab). Cyber-weapon destroyed (Attackers choice) Motive-System damaged: Cyborg moves at half walking speed until repaired. Cyber-Computer damaged: inaccessible until repaired.

Cyborgs and mech Mech is one of the ways that cyborgs distinguish themselves from other Archetypes that are tougher and stronger than flesh-and-blood characters. Cyborgs take damage differently and, so long as their Mech Points hold out, tend to be quite resilient. Making a roll on the Cyber-Damage table isnt the same thing as taking no effect but its usually far less severe.

8 10 11 -12

13 - 20

SpendinG mech pointS

When a Cyborg gets a result on the Wound Effects table that the player doesnt like, they can choose to spend Mech Points to ignore the result and roll on the Cyber-Damage table if they have enough points meCh Cost to roll oN CyBer-Damage taBle
Wound Minor Major Critical No Effect 0 0 0 Stunned 2 3 4 Dazed 2 3 5 Unconscious 3 4 7 Internal 3 5 7 Dying 6 8 Dead 6 9

If a character does not have the required number of points to buy off the effect, they must suffer the Wound Effect as rolled.

recoverinG mech pointS

CRITICAL WOUND
Roll 07 General Re-Route Power: Cyborg is unconscious for 3 turns starting immediately with the turn hit. Power System Failure: Cyborg is incapacitated for remainder of entire turn and 1 turn after. Functions at -4 Initiative and -2 REA (incapacitated if REA drops below 7) until repaired. Smokes and sparks. Internal Secondary Explosion: Cyborg suffers 12 IMP attack with +4 Damage Modifier. No armor applies. Any damage result rather than Dying or Dead is treated as No Effect (but one of those will result either paying more mech or suffering the result) Sensory-Net Failure: Cyborg suffers -6 Perception rolls until repaired. Opt A Cyber-leg blown off: Cyborg will fall down, moves at 2y/s crawl. None

Mech Points are recovered by doing repairs on the cyborg. As with other cyborg-repairs, this is usually assumed to be no big dealbut in an environment where there would literally be no repair facility available, Mech Points do not normally heal.

the cyber damaGe tableS

8 10

The Cyber-Damage Tables are based on the wound type taken and are a straight JAGS roll with no modifiers. If the character meets the requirements for Opt-A, the owning player may choose to substitute that result for the one rolled. Usually each Optional result can only be chosen once between repairs (i.e. once your targeting system is down you cant choose to have it taken down again and again).
11 -12

None

MINOR WOUND
Roll 07 8 10 General System Glitch: -2 Initiative next turn Tear in cyber-skin: no effect, visual damage. Perception roll to see character is non-human Jam: Character loses 1 REA next turn. System-drain: Lose 1 STR until repaired (if STR falls below 7, Cyborg is incapacitated) Opt A Cyber-limb Jam: pay backswing cost for attacks until 5 REA paid to clear the jam Ranged Cyber weapon Jam: Cyber-weapon will not fire until 5 REA paid to clear the jam. Cyber-aim down: a targeting system the cyborg has ceases to function until repaired. Tear in cyber-skin: Cyborg appears clearly nonhuman. No other effect (may only be chosen once)

subsection

13 - 20

13 - 20

Cyber-Organ Failure: a cyber-organ must be repaired within 24 hrs or the cyborg will start losing 4 DP per hour. Cyborg is treated as Dazed.

107

Cybernetics

11 -12

Example A Cyborg has 8 Mech points. They are hit in combat and the result is a Major Wound that scores a Dazed result. The cost on the Mech Table is 3 and the Cyborg chooses to pay it. Their Mech, until repaired, drops to 5 and the player rolls on the Cyborg Major Wound chart. The roll is a 12: Recalibrate. The cyborg will be at -2 to all combat skill rolls until repaired. The cyborg can choose the alternate effect of Motive-System Damage (half walking speed). The cyborg player elects to go with that and now the cyborg walks with a notable limp.

ENHANCED SKELETON: EXOSKELETON

GettinG repaired

There is no specific economy for the cost of cyber-repairs since it can vary so widely from game to game. However, the GM should adjudicate as follows: Repairs when there is no limb-loss or specific system malfunction (i.e. just DP taken from Stunned and Dazed results) can be done in a garage style repair facility, usually over a matter of hours for a minimal cost. A character with the proper skills can do the job for free with a facility and some easy-to-come-by material. Replacing a cyber-limb usually is about 1/10th as expensive or less as getting a new one installed (all the neural hookups are there). In terms of real-world dollars (2007, USD) the cost for repairing a cyber-limb might come to about $300 to $500. Not trivialbut not so expensive that it makes damaging a cyber-limb prohibitive. For more extensive injuries (from a Dying or Dead) result, the cost is like a hospital stay but the time is usually under 24 hrs.

Cybernetic exoskeletons replace both the skin and the internal skeleton with a synthetic armored casing that gives the character a robotic appearance. In some cases some flesh may show through (left for aesthetic purposes) but the characters major systems are almost fully mechanized. Exoskeletons increase the Strength, Damage Points, and Constitution of the cyborgoften dramatically. They tend to be quite a bit heavier than comparative Endoskeleton cyborgs. Exoskeletons have external armor that may appear as metal plates, fluid metal, rubber, ceramic, etc. This gives them high undercoat armor values. Exoskeletons have armored plates, usually quite visible, with coverage of 4. Exoskeletons tend to be heavier and have higher Rejection Psychosis than the same level of Endoskeleton.
Column Cost Version Armor Plate STR BLD DP CON Reject Meaning Cost in AP For the Required field other pieces of cyber-ware have, this is the rating Full body coverage of armor (Damage Reduction/Pen Defense) Additional armor. Coverage is determined by whether the cyborg has an endoskeleton or an exoskeleton. Added to the cyborgs Strength Added to the cyborgs Build Added to the cyborgs Damage Points Added to the cyborgs CON The number of points added to the total Rejection Psychosis score. A measure of how the modification influences the characters psyche. Rejection is paid off using Character Points (not Archetype Points) The number added to the characters Mech total. A higher Mech results in taking damage better. The number of points that must be paid off to get Neural Alignment. Neural Alignment is paid off using Character Points (not Archetype Points) The cost for the attack or offensive capability of the unit (usually the STR and BLD damage). If an attack that does not add to this damage costs fewer AP than this cost, its cost is reduced to 1 AP. If a non-additive attack that is greater than this cost is purchased, the Cost of the entire package is reduced by this amount minus 1 (see section on buying multiple attacks for further clarification)

Mech Align A-Cost

e n h A n c e d e n d o / e xo Skeleton
ENHANCED SKELETON: ENDOSKELETON
The character may appear entirely human (or only partly) as most of the cybernetic enhancement from the skeleton is under the skin. Ultra-sound or metal detectors will show the character as clearly augmented as the bones and joints are enhanced with metal, polymers, ceramics, and bio-synthetics. Endoskeletons enhance skin and muscle tissues and replace them with bio-ceramic (or even alloy) pieces. This increases Strength, Damage Points, and often even Constitution. It also adds weight (BLD). Endoskeletons have bio-tech armored tissues woven through the flesh that does not alter its feel or appearance (until you try to cut or compress it at which point it becomes solid). This gives some amount of full coverage (undercoat) armor. Endoskeleton cybernetics work armored synthetic tissues around the major organs and reinforce bones. This gives the cyborg armored plates with coverage of 3. Endoskeleton cybernetics tend to have less Rejection Psychosis associated with them. Endoskeleton cybernetics tend to be lighter than the same level of Exoskeleton. 108

subsection Cybernetics

cybernetic exoSkeleton

Characters with cybernetic exoskeletons tend to appear as plastic or metallic humanoids with few visible biological features. They may appear to many to be robots!
Model YI Technology k-Series Sciecide Revolution Mk1 Generic Delex As-23 Sciecide Lobster CeGEN Over-shell Labson Steelskin Veng lifestyle Mk2 Generic Delex Fw-107 Sciecide Black knight Labson Industrial Veng Nobility Mk3 Generic Veng Artefact Delex T-200 Sciecide Ogre Labson Mack Mk4 Generic CeGEN Turtle Delex B-13 Sciecide Nemesis Cost 5 AP 11 AP 15 AP 17 AP 23 AP 18 AP 14 AP 19 AP 29 AP 33 AP 34 AP 30 AP 34e AP 41 AP 48e AP 43 AP 43 AP 39 AP 59 AP 60 AP 72 AP 62 AP STR +2 +4 +5 +8 +9 +7 +5 +4 +12 +14 +15 +10 +11 +18 +17 +20 +22 +18 +24 +26 +26 +30 BLD +5 +8 +10 +6 +10 +8 +9 +5 +20 +9 +25 +15 +8 +30 +16 +22 +35 +30 +40 +35 +40 +50 DP +3 +10 +14 +15 +15 +11 +8 +19 +23 +24 +26 +23 +27 +30 +36 +30 +29 +27 +39 +42 +50 +44 CON +0 +0 +0 +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +1 +2 +1 +1 +1 +2 +2 +2 +1 Undercoat 1/4 3 / 12 4 / 16 4 / 16 5 / 20 4 / 16 4 / 16 5 / 20 7 / 28 8 / 32 6 / 24 7 / 28 7 / 28 10 / 40 11 / 44 10 / 40 9 / 36 9 / 38 15 / 60 14 / 56 20 / 80 14 / 60 Plate (Cv 4) 2/8 2/8 2/8 2/8 2/8 3 / 12 2/8 3 / 12 5 / 20 4 / 16 10 / 40 5 / 20 6 / 24 8 / 32 8 / 32 8 / 32 10 / 40 8 / 32 12 / 48 12 / 48 12 / 48 14 / 56 Reject 3 CP 4 CP 4 CP 2 CP 6 CP 4 CP 4 CP 3 CP 6 CP 3 CP 8 CP 6 CP 3 CP 8 CP 4 CP 6 CP 9 CP 8 CP 8 CP 6 CP 6 CP 9 CP Align 4 CP 5 CP 6 CP 6 CP 6 CP 6 CP 5 CP 4 CP 8 CP 8 CP 8 CP 8 CP 4 CP 8 CP 5 CP 8 CP 8 CP 8 CP 8 CP 8 CP 8 CP 8 CP Mech 3 4 5 5 5 4 5 4 7 7 7 8 7 8 8 8 9 8 9 9 10 10 A-Cost 1 2 2 3 7 3 2 2 5 5 6 4 4 8 6 8 9 8 10 11 11 13

sales & marketing: [ Image: Quick cuts with splashes of colors, lines, and abstract designs. A metal-cover of Express Yourself plays over a series of cool-looking silhouettes that change to become teenagers outfitted with highly stylized K-Series cyber-ware. ] [ VOICE ] When you want everyone to know whats inside you we put it outside! The k-Series isnt only street-legal, its all about YOU. [ Image: Cyborgs wearing K-Series cyberware on a school Rollerball track. K-Series cyborgs in an up-scale shopping mall. Girls wearing K-Series cyberware at a sanitized beach (a warning sign for medical waste SHARPS still visible, however. Theyre barefoot. Everyone else is wearing shoes. ] [ VOICE ] See your local salon about k-Series cyberware today! (Cheery teenaged female voice) Its affordable! [ TEXT ] Scrolling massive disclaimers against a hypnotic, strobe-lit background branding image. Description: Pitched to the youth market, YI Technology (a subsidiary of Sciecide) and its corporate allies have lobbied heavily for cyberware like the k-Series to be made legal in some (ultra-urban) school districts. In these cases, cyberware is part of an arms-race between those who bring illegal weapons to schools and those who take steps to defend themselves. The k-Series is designed to be expressive rather than violent but often shops that sell the cyber-gear will use a software patch to unlock the weapon mount and direct the cyborg to a nearby shop that sells light arms of all sorts. The amount of personalization and customization that the system allows is substantial, however, giving the subject wash-board abs or an enhanced bust line (or more geometric, less biological features if desired). Often wearers will be adorned in corporate logos or, in some cases, even school colors (which makes it harder to throw you out for having it). Forearms, and shins are increased in bulk to house the wrist servos and an external fluid tube runs from the upper back along the neck, entering the skull just behind the jaw. Hair is optional: the cyborgs skin appears as a hairless, unnaturally smooth (but pleasantly pliable) skin-like polymer. Under law biometrics (finger-prints and the like) must be maintained. Notes: The pricing for these usually requires either agreeable parents or illegal activities. Sciecide has held promotions or even sold them at a loss in some markets as a gateway to more serious cyberware. In some cases students who have sufficient popularity may even be given cyberware to improve market penetration.
Cost str BlD DP CoN undercoat Plate reject Align Mech a-Cost

m K 1 yi t echnology K-s eries

5 ap

+2

+5

+2

+0

1/4

2/8

3 CP

4 CP

109

Cybernetics

subsection

mK 1

sales & marketing: [ Image: University Students in a class-3 welfare nation-state protesting. Camera is shaky with protest signs in non-readable language waving in the foreground. RIOT POLICE (focus: black visor) move in with shock batons. Something is thrown, smoke / gas starts to erupt. FRANTIC MOTION from the crowd. ] [ Image: A dropped, sideways camera shows an armored vehicle using microwave skin-response pain beams, sonics, and watercannons rolling in. The crowd is pulverized. A body is trampled as the group flees. ] [ Image: The RIOT POLICE surge forwards. Then stop. They are THROWN back. Several dark shapes moving in the direction of the STUDENTS passing through the gas. The police are IN RETREAT. ] [ VOICE ] THEY say Might Makes Right. We say Bring it. Description: The Revolution was purchased from a 3rd party cybernetics manufacturer who made money selling to amplifiers of child soldiers using recycled medical parts (so that many of the augmented contracted deadly diseases). The goods are no longer damaged (Sciecide uses clean materials) and they have up-scaled the rig, using an anti-establishment message to target disaffected (but affluent) youth. Despite the marketing campaign, these enhancements rarely find their way into protest groups but, instead, allow a rebel-edge-look for people who can afford it. The Revolution appears as a bulky human outline with squared bulges around major muscle groups and external tubing (black) running from one block to the next (biceps to forearms). An external V-shaped plate protects the chest and upper abdomen. Notes: The Revolution is often fitted with gas-masks or other accessories but does not come standard.
Cost str BlD DP CoN undercoat Plate reject Align Mech a-Cost

s ciecide r eVolution

11 ap

+4

+8

+10

+0

3 / 12

2/8

4 CP

5 Cp

mK 1

sales & marketing: [ Image: COMMANDER examining a tree-line. Bottom screen shows a technician with a SCANNER. Text on the screen shows multiple enemy units laying in wait. ] [ VOICE: Technician ] Commander, eighteen hostiles rebels, lightly armed, interlocking zones of fire. Tac says valuable intel: no arty. [ VOICE: Commander ] Get me Assault five. Ready all-channels. [ VOICE: Narrator ] Assault is the tip of the spear. Your meeting-engagement force that determines your disposition after-action. Delex AS-23 models provide survivability at a modest cost. [ Image: The assault team, Delex AS-23 units, forms up while the camera captures their silhouettes. The men are energized while the commander uses an electronic sand-table to organize them. RED ARROW shows the team moving directly against the rebels making it clear they will draw heavy fire. Commander projects CONFIDENCE. ] [ VOICE: Narrator ] Contact your contract advisor today for a quote on your state-of-the-art combat force. [ Image: Clinical filming of the assault with gas-dispersal, views of bounding motion and covering fire. Camera shots show incoming light-arms fire hitting, but not disabling attacking forces. ] Description: The AS-23 trooper usually appears as an angular humanoid with visor-covered eyes. The outer shell is often tigerstriped skin-tone with white or dark shading. Although the forearms and calves are blocky (as with many exoskeleton models) the overall look is sleek. Often digigrade legs are used to improve speed. The AS-23 comes with standard Delex communication and tactical gear. The AS-23 is actually cheaper than the low-end endoskeleton line. Assault troops are expected to be mathematically superior to their opposition but ultimately expendable. If you have been given AS-23 gear you are expected to inflict heavy damage on the enemy but, eventually, to fail to return home. Notes: Gear provides the following enhancements: Camouflage patterns: if wearing proper clothes, -2 to be seen when not moving in a dense environment. Radio communication is built in Gear broadcast vital signs to everyone else on the network Gear broadcasts location to everyone else on the network (other Delex cyborgs will know where each other are). Cybernetics
Cost 17 ap str +8 BlD +6 DP +15 CoN +0 undercoat 4 / 16 Plate 2/8 reject 2 CP Align 6 Cp Mech 5 a-Cost 3

d elex As-23

subsection

110

mK 1

sales & marketing: [ Image: Nightclub with blaring dance music. Quick-cut mod patrons (fur, tails, mech). A non-mech COOL MAN is dancing urban style with EXTREME Skill. He is, however, UNATTACHED with regard to women. A path clears and we see the LOBSTER. ATTRACTIVE WOMEN are both afraid and attracted to it. LOBSTER moves forward, sliding through the crowd. The man turns, his face shadowed under a gray hat. The LOBSTER stops before him. He performs a DANCE MOVE. The Lobster matches it. Each of them challenge the other, to the DELIGHT and AWE of the CROWD. ] Description: Lobster appears to the cyber-fetish crowd. The right hand is a massive (but retractable) metallic claw while the rest of it is plated (plates come in several colors from Iron-Black to Deep-Sea-Red). The head is angular and helmet like with grills and voice-boxes for the mouth. The cyberware is marketed as cool, urban style. The general adds make it look stylish and fluid but the reality is that its pretty clunky. The plates cover the entire body thus becoming the undercoat (the relatively lighter plates are on topbut the whole thing has a plated look). Notes: The Claw can operates as follows: It can grab for the listed damage Damage Back reach and either crush or tear (the blades are retractable). Once attached, it uses swing +8 PEN +2 REA Medium the original to-hit roll and can tear / crush for a 5 REA Medium Action. Once attached the Back Swing REA cost goes away. The character will have to pay a PEN-Damage Tax in addition to the cost of the Lobster.
Cost 23 AP str +9 BlD +10 DP +15 CoN +0 undercoat 5 / 20 Plate 2/8 reject 6 Cp Align 6 Cp Mech 5 a-Cost 7

s ciecide l oBster

mK 1

sales & marketing: Print Advertisement: Corporate data-sheet detailing cost of medical care, replacing personnel (especially in remote areas), and loss of critical-skill-set against a CeGEN Overshell enhancement. Description: The Overshell is one of several high-survivability cyberware rigs that is designed to allow the cyborg to work / operate in dangerous environments. The original arena for these were usually: ocean drilling rigs where dwindling resources had created mobile (but highly unsafe) structures that for ore-extraction, near-space where life support systems were an answer to unplanned depressurization, and other such environments. However, as people fitted with these sorts of enhancements returned home, some opted to keep their modifications and found other forms of work. As such, things like the Overshell (and the Labson equivalent) have been requested by people whose work environments are more likely to involve projectiles than pressure. The Overshell gives a slightly hunchbaked or turtle-like appearance to hold the 3hr air supply. The face has bug-like eyes with reflective domes fitted over the sockets. Tubes run from the back re-breather to the sides of the face. Notes: The Overshell is environmentally sealed, can manufacture oxygen out of seawater, and has a 3hr air-supply in space. It can sustain very cold or hot temperatures for a short period of time (several minutes). The cyborgs blood and body is constantly pressurized and maintained. The suit can survive in space.
Cost 18 ap str +7 BlD +8 DP +11 CoN +0 undercoat 4 / 16 Plate 3 / 12 reject 4 CP Align 6 Cp Mech 4 a-Cost 3

c e gen o Vershell

111

Cybernetics

subsection

mK 1

sales & marketing: [ Image: A car cruising along an old-fashioned looking street. FRIENDLY NEIGHBORS wave to the vehicle as it slowly passes. It pulls into a parking lot and comes to a stop. The door folds up and a METALLIC CYBORG exits. He is carrying an attach case and wearing a conservative SUIT. He appears, entirely normal. ] [ VOICE ] What we are is not outside usor around us. What we are is inside us. What we are is the choices we make. What we are, is what we do. [ Image: An ATTRACTIVE WOMAN pushes a stroller with an infant. Her eyes meet the CYBORG and she brightens. She hurries towards him, pulling the INFANT from the carriage. The CYBORG brightens as well and turns to meet her. They embrace and she hands him the INFANT. They are husband and wife. ] [ VOICE ] Steelskin is the award-winning bio-frame from Labson cybernetics. We know that who you are isnt what you look like. Steelskin is the choice you make, not the choice that makes you. Description: The Steelskin look is the classic cybernetic appearance: fluid bio-metal with plates over the major muscle groups, the surface can either be modestly reflective (although keeping it polished takes some work) or flat, metallic gray or black (it also accepts paints). Designed partly for cyber-fetishes, partly for reconstruction, and partly for industrial survivability, it is considered one of the standards of excellence in cyber-design. The textile sensory is especially good.
Cost 14 ap str +5 BlD +9 DP +8 CoN +0 undercoat 4 / 16 Plate 2/8 reject 4 CP Align 5 Cp Mech 5 a-Cost 2

l ABson s teelsKin

mK 1

sales & marketing: The lifestyle is advertised in private salons and shows. It has no mass market appeal and each rig is custom-designed by Veng body-artists. Description: Wealthy cyber-fetishists can buy into the artistic Veng Lifestyle line of body-modification (more extreme cases who can afford Veng Nobility or Artefact may opt for that). The Lifestyle appears as a semi-human frame with several holes that go through (the calves have a separated curvature-support from the main shin-strut). Lit with internal, recessed lights in a variety of colors, it allows customization along a number of axes. It has exceptional touch and sensation modules allowing for a variety of exotic and erotic (if highly unusual) experiences. If you want to look like a piece of moving modern art, this is a step in the right direction.
Cost 19e ap str +4 BlD +5 DP +19 CoN +1 undercoat 5 / 20 Plate 3 / 12 reject 3 CP Align 4 CP Mech 4 a-Cost 2

V eng l ifestyle

mK 2

subsection

sales & marketing: [ Image: Urban terrain: a blackened sky-rise and a green-lit mobile command center. Actors are POLICE and the opposing force is illustrated by a 3d model showing ENEMY within the structure. The Commander wears the Delex Fw-107 Cyberware. ] [ VOICE Commander ] The situation has gone critical, we are ordered to move immediately. Form on staging point alpha and wait the go-codes. [ VOICE Narrator ] Command means leading from the front, not leading from the rear. Your forward-operating forces need the confidence Delex cyber-wear provides. [ Image: Amidst radio chatter, the force is moving in quickly. Camera is shaky. Muzzle flashes begin. We see the commander enter rapidly through a doorway into a CROSSFIRE. He tracks his weapon across several, partly seen OPPOSING FORCE. The gunfire stops. ] [ VOICE Narrator ] See your Delex representative today for the tactical edge your forces require to win. Description: The Fw-107 series is designed to withstand assault weapon fire in limited quantities. As an upgrade to the lowerend assault line (Mk1) this would be issued to platoon leaders where the group is expected to see several close-in engagements. It is favored by urban riot-squad commanders as well and SWAT teams due to its low Reject ratings and ability to withstand even well-aimed small-arms fire (shotguns will damage but fail to penetrate). The gear appears as a somewhat bulky humanoid silhouette. The chest appears as an armored vest that simply melts into the abdominals (cut to appear as a somewhat blocky six-pack). The face appears reconstructed with metallic exteriors around the jaw and cheekbones. Hands are thickened slightly (a few millimeters) to give a gloved appearance. Notes: Camouflage patterns: if wearing proper clothes, -2 to be seen when not moving in a dense environment. Radio communication is built in Gear broadcast vital signs to everyone else on the network Gear broadcasts location to everyone else on the network (other Delex cyborgs will know where each other are).
Cost 33 AP str +14 BlD +9 DP +24 CoN +1 undercoat 8 / 32 Plate 4 / 16 reject 3 CP Align 8 CP Mech 7 a-Cost 5

d elex f W -107

Cybernetics

112

mK 2

sales & marketing: [ Image: An ancient battle-field with an unarmored arrogant looking NOBLE riding to war surrounded by arms men with swords and shields. Ahead is a misty bridge. Soundtrack is a martial march with drums. The march stops. There is a FIGURE in the mist. The commander rides forwards: he is AFFRONTED at this challenge at the bridge. ] [ VOICE Noble ] Aside dog! This bridge! These lands! Are mine! [ Image: The FIGURE does not move. The men, under order, surge forward. It is a SLAUGHTER. Quick cuts to the battle of the massive BLACK KNIGHT with a sword cleaving limbs, skulls, and chests. The NOBLE stares: he is AFRAID. The KNIGHT moves forward. The NOBLE cowers, blubbering. CUT to the BLACK KNIGHTS hand holding the NOBLEs severed head. ] [ VOICE Narrator ]: Sciecide Black knight. Win the war. Description: The Black knight has extremely heavy outer-plates and a black (or dark gray) sheen to the metal (other colors and designs are available after-market). The head is helmet like and horned. The eyes glow red. The hands are over-sized as gauntlets and the entire set tends to have a medieval look to it (while appearing as unquestionably modern cybernetics when you see that the plates are actually affixed to black metal skin). The design is built to appeal to either urban warriors (several different models change the armor for gladiatorial styles or an Asian look) or cyber-fetishists. The skin and plates actually have feeling which belies the decidedly armor-like appearance. In some cases it is used as actual military gear by small forces (rebels).
Cost 34 AP str +15 BlD +25 DP +26 CoN +1 undercoat 6 / 24 Plate 10 / 40 reject 8 CP Align 8 CP Mech 7 a-Cost 6

s ciecide B lAcK K night

mK 2

sales & marketing: [Image: Heavy industrial machinery, chemical vats, smoke.] [VOICE Narrator]: A new kind of body for a new kind of environment. Stronger, safer, greater endurance. Description: The Labson Industrial Exoskeleton was developed for use by corporate workers in extremely toxic or dangerous environments. Initially the plan was to cut back on disability / accident rates by providing high-survivability for things like fuelmining rigs or work in Nuclear/ Chemical / Biological environments. However, it was soon discovered that the Industrial Rig was favored in many urban environments where workers might meet with more directed violence. The appearance is that of a humanoid with black and yellow CAUTION stripes on the muscular arms, legs, and body. The skin is a flexible alloy that appears slightly rubberized and not at all organic. In many cases, the suit is modified with heat-vents or smoke-stacks for releasing pressurized steam from the sub-dermal pneumatics and back-up hydraulics. Notes: The modification gives +30 DP against the Intensity of Resisted attacks based on toxic environments.
Cost 30 AP str +10 BlD +15 DP +23 CoN +1 undercoat 7 / 28 Plate 5 / 20 reject 6 Cp Align 8 CP Mech 8 a-Cost 4

l ABson i ndustriAl

mK 2

sales & marketing: [ Image: A grand ballroom with sweeping gowns of ladies and images of lords decked out in finery. Music plays, swelling, and the images change to become an observation-deck socialite party of some super-scraper, the lights of a city skyline blazing down below. ] [VOICE Narrator]: Vengs internationally acclaimed artist find the part of your spirit that is immortal and cast it in materials that will never fail. Veng: art. Description: The nobility package makes the user appear as a perfect-form machine human. The skin is usually a marble-white with interlocking jigsaw-puzzle like lines around various articulation points. The face is recognizable but made to look chiseled and iconic.
Cost 34e AP str +11 BlD +8 DP +27 CoN +2 undercoat 7 / 28 Plate 6 / 24 reject 3 CP Align 4 CP Mech 7 a-Cost 4

V eng n oBility

113

Cybernetics

subsection

mK 3

sales & marketing: [ Image: A Grecian temple with soaring columns and fine furniture. Between the columns, as though it is situated on a mountain top are massive white clouds. The camera pans to a modern media station built into the wall with a figure in silhouette before a massive screen. Holographic data windows float around him in the air. This high-tech communication station is part of an elegant, art-filled existence.] [Image: The figure turns, the light changing so we can see them better. They are not remotely human, a third arm snaking out to hold a light-stylus input device, the face, a pleasing, if asymmetric mix of smoke-colored glass and dark bio-plastic.] Description: The Artefact can appear in ways that seriously defy human symmetry and anatomy. All of them are in some way artisticbut the themes are taken from sleep-intrusion-studies of the subjects brain. The effect is often mechanistic and sometimes horrific as one might expect of a person who asks and pays a lot of money to be wrapped in a machine.
Cost 48e AP str +17 BlD +16 DP +36 CoN +2 undercoat 11 / 44 Plate 8 / 32 reject 4 CP Align 5 Cp Mech 8 a-Cost 6

V eng A rtefAct

mK 3

sales & marketing: Private sales loop: [Image: Cut away view of a human frame. Green lines link to areas with armor resistance, enhanced strength, and durability called out. ] [Voice: Sales Person] The T-200 is designed for front-line tactical security duties. Resistant to small arms fire up to the assault rifle range and able to forcibly effect entry into secure structures, the T-200 Tactical battle-ware is your answer to force-necessary situations. [Image: cut to a unit of five tactical response troopers in some kind of police-style vehicle. The doors open from several directions and they deploy fluidly carrying heavy weapon light-machine guns like normal humans would carry assault rifles. Montage shows urban entry situations, tac-troopers leading the way into alleys, taking light arms fire from windows, and surviving improvised explosives. ] Description: The Delex T-200 is a front-line assault-model cybernetics package sold to tactical police and other elite-responder urban militaries (like heavy-weapons corps squads). It appears as a chrome-exterior heavy-frame shell. There are areas of flesh (which is really a synthetic polymer that is designed to resemble the subjects actual flesh). The unit has wide-shoulders with chrome armored shoulder pads. The torso has what appears as built in armor plates that seem to act as a breast-plate and back armor. The skull is hairless and chrome-domed. In some cases the actual face appears as fleshbut in others the flesh cover is removed and it appears to be a metallic skull.
Cost 43 AP str +20 BlD +22 DP +30 CoN +1 undercoat 10 / 40 Plate 8 / 32 reject 6 Cp Align 8 CP Mech 8 a-Cost 8

d elex t-200

mK 3

sales & marketing: [ Image: N4than Hale, league champion Zone Ball, sitting at an upscale bar with beautiful women at his side. ] [ Voice: Hale ] Zone Ballcyber-league isnt for the merely mortal, mate. Im not just the league champion in score Ive also lead for three consecutive years in confirmed kills. [ Image: Hale winks. The girls laugh appreciatively. ] [ Voice: Hale ] When you run up that kind of score people come looking for youand I do mean looking for you. To take your head off. [ Image: Hale makes a linear motion under his neck with his oversized custom-armored hand. ] [ Voice: Hale ] Thats why I trust Sciecide. Because they know more about people tryin to take my bloody head off than anyone else in the game. Except me. (laughs). Description: The Ogre is designed with psychological intimidation in mind as well as urban resistance. The model is popular with cyber-gladiators and is owned by a few high-profile extreme sports stars. Done with an acid-scarred greenish metal shell, faceplate and skull, with oversized pectorals, shoulders, and arms, it can appear almost inhuman. The hands are also out-sized. Cybernetics
Cost 43 AP str +22 BlD +35 DP +29 CoN +1 undercoat 9 / 36 Plate 10 / 40 reject 9 Cp Align 8 CP Mech 9 a-Cost 9

s ciecide o gre

subsection

114

mK 3

sales & marketing: [ Image: A massive dark structure, an oil-rig, rising out of a storm-tossed ocean. The camera zooms in to find a group of large cyborgs lit with a scattering of operational signal lights working their way across it. The camera shows their STRENGTH and RESISTANCE to the heavy weather. It pans across the mountain-like structure. ] [ Voice: NARRATOR ] The Labson Mack is designed for extreme conditions with legendary survivability. Description: The Labson Mack is designed for maximal survivability in extreme environmental conditions. While the initial roll-out of these worked on robotic oil-rigs and dirty nuclear plants (as well as explosive ordinance destruction and so on) they quickly found a home in situations where extreme survivability was needed whatever the threats origin. The Mack has been found with high-level body-guards, corporate enforcers, other similar jobs where a need for muscle . And metal. The exoskeleton looks like a humanoid form that has various system lights, small displays or readouts, and power-levels.
Cost 39 ap str +18 BlD +30 DP +27 CoN +1 undercoat 9 / 38 Plate 8 / 32 reject 8 CP Align 8 CP Mech 8 a-Cost 8

l ABson m AcK

mK 4

sales & marketing: Internal Business Case Video: CeGen R&D Board [ Image: kashmir wasteland. Overlay shows radiation levels. Vehicles with environmental armor prowl the kill-zone. Statistics show loss-rate for unarmored personnel. Threats from: automated anti-personnel drones are shown to be significant. ] Description: The Turtle is a bio-mechanical shell that gives the character a slightly stooped position altering the bio-mechanics of the head and spine to support it. The turtle was developed as a model for operations in post-nuclear scenarios by high value collateral retrieval teams. Several of the Turtle units were converted for offensive capabilities. Others have found their way into civilian hands where they are used for a variety of legal and illegal purposes. Notes: The Turtle contains 8 hours of full life support including resistance to ambient radiation. It contains a weeks worth of food and water for sustained operations.
Cost 61 ap str +26 BlD +35 DP +42 CoN +2 undercoat 14 / 56 Plate 12 / 48 reject 6 Cp Align 8 CP Mech 9 a-Cost 11

c e gen t urtle

mK 4

sales & marketing: The Delex B-13 is sold by special order to specific clients. Description: The Delex B-13 model is a 7 tall armored humanoid. It predominantly is used in elite front-line assault units against military hardware. At Scale Numbers 2 through 5, the B-13 will sustain fire from any anti-personnel weapon.
Cost 72 ap str +26 BlD +40 DP +50 CoN +2 undercoat 20 / 80 Plate 12 / 48 reject 6 Cp Align 8 CP Mech 10 a-Cost 11

d elex B-13

mK 4

sales & marketing: [ Image: The Nemesis cyber-gear stands alone amidst a massive medieval battleground. The camera cuts back to reveal shattered bodies, broken siege engines, and crows. The crows do not take wing but rather look, rapt, at the single figure adorned with broken shafts of spears and hilts of swords sticking out of the body, stuck and broken off in the chinks between the armor. It projects STRENGTH. ] [ Voice: Narrator ] You want ultimate power. Ultimate strength. Ultimate survivability? You want the ultimate return on your investment. The Sciecide Nemesis. [ Image: The figures eyes flicker to life and it lifts a heavy leg to smash the skull of a fallen knight. The camera turns to show a castle on a hill: a dark castle. It is the TARGET of the Nemesis and the mechanical figure is moving across the field to deliver some terrible VENGANCE. It is unstoppable. ] Description: The Nemesis is a great hulking machine-form. Blocky, slightly hunched over, with back protrusions that look a bit like jet vents, it cuts an imposing silhouette with glowing red eyes. It represents one of the ultimate cyber-gladiator packages and rarely exists outside arenas of intentional violence. Elite criminal enforces or leaders of very successful well capitalized criminal gangs (often with shadowy corporate or political masters) might wear this battle-gear.
Cost 62 ap str +30 BlD +50 DP +44 CoN +1 undercoat 14 / 60 Plate 14 / 56 reject 9 Cp Align 8 CP Mech 10 a-Cost 13

s ciecide n emesis

115

Cybernetics

subsection

endoSkeleton

Characters with a Cybernetic Endoskeleton may have an unusual silhouette here and thereor even partially metallic faceplates and glowing eyes but they still basically appear human.
Model Labson Contingency Mk1 Generic Sciecide StreetWarrior Labson EndoArmor CeGEN Bio-hance Delex Pvt-60 Veng Socialite Mk2 Generic Sciecide Chromebone Labson Negotiator CeGEN Olympian Delex L-799 Veng Adonis / Aphrodite Mk3 Generic Sciecide Terminus CeGEN Titan Veng Veracity Line Delex C-37 Mk4 Generic Labson Chief Executive Cost 6 AP 11 AP 10 AP 13 AP 13 AP 17 AP 11e AP 22 AP 24 AP 20 AP 23 AP 29 AP 22e AP 34 AP 37 AP 36 AP 41e AP 48e AP 49 AP 55 AP STR +2 +4 +4 +4 +5 +7 +3 +10 +12 +8 +11 +12 +9 +15 +20 +20 +15 +20 +20 +20 BLD +0 +2 +8 +3 +2 +5 +0 +4 +10 +3 +4 +7 +1 +5 +20 +20 +3 +10 +7 +7 DP +5 +10 +10 +11 +12 +10 +8 +17 +19 +14 +20 +20 +16 +26 +28 +46 +37 +32 +30 +30 CON +0 +0 +0 +0 +0 +0 +1 +1 +0 +1 +1 +1 +1 +1 +0 +1 +2 +2 +2 +2 Undercoat 1/4 2/8 2/8 3 / 12 2/4 3 /12 1/4 5 / 20 5 / 20 4 / 16 2/8 5 / 20 4 / 16 8 / 32 8 / 32 6 /24 7 / 28 10 / 40 12 / 48 12 / 48 Plate 2/8 4 / 16 2/8 5 / 20 4 / 16 4 / 16 3 / 12 5 / 20 5 / 20 6 / 24 4 / 16 7/28 4 / 16 8 / 32 8 / 32 8 / 32 10 / 40 10 / 40 12 / 48 12 / 48 Reject 0 CP 2 CP 3 CP 2 CP 1 CP 1 CP 0 CP 4 CP 6 CP 4 CP 3 CP 2 CP 0 CP 6 CP 7 CP 4 CP 0 CP 2 CP 6 CP 8 cp Align 3 CP 4 CP 5 CP 4 CP 4 CP 1 CP 4 CP 6 CP 6 CP 6 CP 4 CP 4 CP 4 CP 8 CP 8 CP 8 CP 8 CP 6 CP 8 CP 8 cp Mech 3 4 4 4 4 5 4 5 5 5 5 6 5 7 7 7 7 8 7 7 A-Cost 1 1 2 1 2 2 1 4 8 3 4 4 3 5 11 8 5 7 7 7

mK 0

subsection

sales & marketing: [ Image: A family utility vehicle with MOM driving and two TEENS as passengers. She waves to FRIENDLY SECURITY as she passes. The vehicle can be seen to have moderate but not heavy SECURITY GLASS. She is within the GREEN ZONE. She turns towards a GUARDED GATE to a far less friendly street. ] [ VOICE ] We protect the things that are important to us. Reflexively, intuitively, we create safety and security for those we care for. [ Image: a zoner CREW in a re-fit gas burning car is seen moving quickly down a much darker alley. They are laughing and drinking and the car picks up speed and turns into the light. ] [ VOICE ] We make choices and decisions that provide protection for our loved ones. [ Image: the CREW accelerates. We can see the GUARDED GATE from the outside. We can see the utility vehicle coming slowly into view. The CREWs engine revs. ] [ VOICE ] At Labson we provide the Contingency Line Bio-Ware for those for whom where safety and security are your primary concerns. [ Image: The car is moving too fast. MOM doesnt see them, the vehicles are on a collision course! ] [ VOICE ] Check your corporate coverage plan to see if we can take care of things so that you can see to whats really important. [ Image: The gate is closed, a RIOT GEAR suited GUARD appears in the foreground and the CREW decelerates, turning away down a side street. The utility vehicle rolls past the GATE HOUSE. Fade to black. ] Description: The Labson Contingency is provided as a kind of medical / health insurance to valued corporate employees and (if they are high enough level) their families. It comes with built in health / life-style advice (You are too inebriated to drive and your caloric consumption has been above your exercise profile and Smoking is bad for your health!). When sold for children (minimum age is usually 12 but some will go lower) it comes with an installment plan for yearly growth upgrades. If the parent loses the insurance, however, this can have dire consequences. Notes: In some cases this may have monitoring systems with logs available to the corporation or parents.
Cost 6 ap str +2 BlD +0 DP +5 CoN +0 undercoat 1/4 Plate 2/8 reject 0 CP Align 3 CP Mech 3 a-Cost 1

l ABson c ontingency

Cybernetics 116

mK 1

sales & marketing: [ Close-shot: of a homemade shiv being dipped in poison and slipped into the pocket of a worn leather jacket. Hypno-Rock cover of Dog-Eat-Dog plays over images ]. [ VOICE ] Victor? Or Victim? [ Close shot coming up behind a broad manthe shiv goes into his backand stopshardagainst the metal ]. [VOICE] Sciecide. Never be caught off-guard. [ Quick-cut to the target turning. Blood haze in the air. Splatter across black glass. A womans high pitched laugh and someone struggling to breathe. Close-up of the shiv, blade bent, on the sidewalk. ] Description: Metallic infrastructure, re-built bone-casings. Metal plates may be exposed through the skin or there will be subtle, but detectable scaring.
Cost 9 ap str +4 BlD +8 DP +10 CoN +0 undercoat 2/8 Plate 2/8 reject 3 CP Align 5 Cp Mech 4 a-Cost 2

s ciecide s treet W Arrior

mK 1

sales & marketing: [ Image: EXECUTIVE in dark black suit surrounded by security forces with mirrored glasses. Cut to anarcho-syndicalist with powerful snub-nosed handgun. He is hidden in a CROWD. ] [VOICE] Executive decisions require confidence, security, and power. [ Image: something is distracting the securitya moving vehicle. The VILLAIN moves closer. He has a SHOT. ] [ VOICE] Labson EndoArmor is rated for all civilian common-law-level firearms and beyond. [ Quick-cut: shots. Explosions across the EXECUTIVEs suit. Then his FACE. Head-snap. SECURITY RESPONSE: Automatic fire, the crowd fleeing. Direction of fire suggests a direct hit but no body is shown. EXECUTIVE wipes face. There is NO DAMAGE.] [VOICE] When the difference is between life and death, choose Labson. Private security contracts available. Description: Using high-grade defensive bio-sheaths around all major organ groups and integrated bone and ceramic throughout the skeleton, the enhancements are light-weight and sturdy. Notes: Optional: Sunglass-eyes (mirrored or dark).
Cost 13 ap str +4 BlD +3 DP +11 CoN +0 undercoat 3 / 12 Plate 5 / 20 reject 2 CP Align 4 CP Mech 4 a-Cost 1

l ABson e ndo A rmor

mK 1

sales & marketing: [ Image: Ski slopes with a handsome man and woman, clearly WEALTHY, racing down them. Shots of NATURAL trees. Deer looks up, startled. The woman cuts with UNNATURAL SPEED to avoid the animal. ] [VOICE] Performance biology begins at CeGEN labs. Speed and power are the hallmarks of our Bio-hance line of sportsaugmentation gear. [ Image: The man standing at a cliff edge looking down at an UNTOUCHED ravine. Hands set as fists on hips. He is MASTER of all he surveys. He lifts a heavy pack EASILY. ] [VOICE ] Bio-Hance gives you the power youve always known you deserved. [ Image: out on a sailing yacht. The water is a vibrant, pure BLUE. The man and woman haul heavy lines and otherwise handle it EASILY. ] Description: CeGEN makes heavy use of bio-technology and gene-therapy augmentations (but there is plenty of machine parts as well). Notes: The Bio-Hance cybernetics body gives +2 Initiative due to neural-muscular enhancements.
Cost 13 ap str +4 BlD +3 DP +11 CoN +0 undercoat 3 / 12 Plate 5 / 20 reject 2 CP Align 4 CP Mech 4 a-Cost 1

c e gen B io -h Ance

117

Cybernetics

subsection

mK 1

sales & marketing: [ Image: Soldiers standing at attention. Their perfectly sculpted bodies and steely forward stares indicate DISCIPLINE. ] [ VOICE ] Force response begins with readiness and preparation. [ Image: cuts to the men loading heavy military machinery in perfect, practiced synchronization. ] [ VOICE ] Delexs Force-readiness systems integrate seamlessly at all levels of command-control. [ Image: JUNGLE. The camouflage moves as the soldiers appear out of the foliage, their exposed skin stripped with artificial patterns of green and shadow. Cut to a control screen showing each soldiers location and heart-beat. They have a perfect wedge-formation. ] [ VOICE ] See your representative today about combat-ready packaging and deployment. Description: Delex gear is state-of-the-art military hardware. It uses implants under the skin to provider six different camouflage patterns (as well as normal appearing flesh) and uses implanted radios for communication. Notes: Gear provides the following enhancements: Camouflage patterns: if wearing proper clothes, -2 to be seen when not moving in a dense environment. Radio communication is built in Gear broadcast vital signs to everyone else on the network Gear broadcasts location to everyone else on the network (other Delex cyborgs will know where each other are).
Cost 17 ap str +7 BlD +5 DP +10 CoN +0 undercoat 3 /12 Plate 4 / 12 reject 1 Cp Align 1 Cp Mech 5 a-Cost 2

d elex P Vt -60

mK 1

sales & marketing: [ Classical music over images of Renaissance statuary and Da Vinci anatomy sketches ] [VOICE] For centuries the human body has been acknowledged as the paragon of design. We recognize the perfection in the human form echoed in the universe . [ Images of Greek architecture, beautiful, androgynous human eyes, and a golden spiral ]. [VOICE] Today the art is not only in the eye of the beholder, it can be the beholder. Veng: Sophisticated bio-tech for a sophisticated world. Description: Veng uses light weight bio-ceramics under the skin to re-sculpt the subjects body. Cultured bacteria and synthetic muscles prevent weight-gain or skin-sag. Notes: +4 CP in Attractive.
Cost 11e ap str +3 BlD +0 DP +8 CoN +1 undercoat 1/4 Plate 3 / 12 reject 0 CP Align 4 CP Mech 4 a-Cost 1

V eng s ociAlite

mK 2

subsection

sales & marketing: [ Image: Male silhouette with a massive, muscular physique on a dark gray background. Lithe female shadows hang off of him, STROKING his muscles. FAWNING. ] [SOUND] Tribal drum-beat. [ Image: A night club. Exposed flesh. Sudden scenes of violence featuring ripped muscle. A knife slides off an artificial abdomen and a fist, in extreme close-up pulverizes an eye-socket with a split-second image of a terrified looking eye before the impact. A huge human fist is slick with someone elses blood. ] [ Text and VOICE] Sciecide. Leader of the pack. [ Image: The silhouettes eyes glow a dull, angry red. The WOMEN increase their AFFECTION. ] Description: Appearing as a hugely muscled frame, the Chromebone uses steroid factories and implanted artificial muscle under the skin to inflate the subject. The process gives the subject a blood pressure that, if natural would be terminal: They appear as grotesquely muscled body-builders after a workout (with popped out veins and muscles). Notes: For each additional 1 AP, the character can A-Cost an 8 AP mountable weapon. The characters eyes are implanted with light-emission units.
Cost 24 AP str +12 BlD +10 DP +19 CoN +0 undercoat 5 / 20 Plate 5 / 20 reject 6 Cp Align 6 Cp Mech 5 a-Cost 8

s ciecide c hromeBone

Cybernetics 118

mK 2

sales & marketing: [ Image: BOARD ROOM with HIGH STAKES dealing going on. Each of the three parties have black briefcases and portable computers. CLIENT female is making a speech while data is projected in air behind her. ] [ VOICE ] kapman Brothers v. Nielson established the right to aggressive negotiations in International Law Zones. [ Image: OUR EXECUTIVE is getting ready to close the deal. CLIENT is IMPRESSED. COMPETION executives are getting nervous. ] [ VOICE ] In the modern era, stakes are not only high. They are absolute. Your team knows to be prepared to do what is necessary to close the deal. So does theirs. [ Image: COMPETION realizes they are going to lose. Quite communicationa glance. The guns come outhuge black hand guns. The camera shifts disorienting viewer. CLIENT woman goes stiff surrounded by men holding high-caliber weapons on each other. ] [ VOICE ] There is no excuse for failure. With Labson: there doesnt have to be. [ Image: OUR EXECUTIVE displays Labson wrist tattoo. COMPETITION is frightened. Re-holsters weapon. Female COMPETITION EXECUTIVE angrily closes laptop. Negotiations have concluded. ] Description: A model the sales person will tell you cuts on the undercoat but makes up on the plates, its designed for highrisk executive situations where the company values their representatives but expects they might lose them. Aggressively priced is a Labson euphemism to cover the low-end specs the Negotiator provides in raw combat (although to be fair, it isnt made for a war-zone or a street fight). Notes: Some models provide enhanced intimate performance features that are left up to the imagination.
Cost 20 AP str +8 BlD +3 DP +14 CoN +1 undercoat 4 / 16 Plate 6 / 24 reject 4 CP Align 6 Cp Mech 5 a-Cost 3

l ABson n egotiAtor

mK 2

sales & marketing: [ Image: Montage of old sports video of SELECT famous athletes from the 20th and 21st century. ] [VOICE] All of these athletes had one thing in common: they knew how to get an edgeand keep it sharp. [ Image: A needle going into a vein. A built man works out on an old-style weight machine. ] [VOICE] They were ahead of their time. Today we are a little more advanced. [ Image: Modern surgical theater. Projectors show Scan Images of rebuilt skeleton. DOCTOR inserts cardio-booster. Theater is bloodless and BRIGHTLY LIT. ] [VOICE] The Olympian is the final expression of the original idea of human perfectionand human performance. [ Image: The man is running with a torch in slow-motion. Crowds cheer at the sidelines. His body is perfect. ] [VOICE] The Olympian: If competition defines us, CeGEN defines competition. Let us make you a winner. Description: Using advanced hormone and drug-farms built into the bone-structure and high performance heart and lung revisions, the Olympian is designed for sports performance in arenas where such things are (or might be) legal. The Olympian is very lightly armored for a Mk2 which gives it an extremely natural profile to touch or non-invasive examination. Notes: The Olympian model gives the character +1 REA and +10 CON for Endurance purposes (only).
Cost 23 AP str +11 BlD +4 DP +20 CoN +1 undercoat 2/8 Plate 4 / 16 reject 3 CP Align 4 CP Mech 5 a-Cost 4

c e gen o lymPiAn

mK 2

Cost 29 ap

str +12

BlD +7

DP +20

CoN +1

undercoat 5 / 20

Plate 7/28

reject 2 CP

Align 4 CP

Mech 6

a-Cost 4

119

Cybernetics

sales & marketing: [ Image: Battle zone footage with armored vehicles, strike helicopters, and buildings coming down under artillery fire. ] [ Military Trade Show Voice Over ] If youre ready to move up from class three conflicts and take on class 2 youll need commanders as tough as the job. The Delex L-799 model chassis is field tested and approved by global high commands in every theater. [ Image: quick cuts of Delex-ware commanders in desert, arctic, and urban war zones. Move to night-battle scene with falling flares and flashes of illumination across the landscape. Units can be seen moving with tracer fire streaming from and to them. ] [ VOICE ] Our units come standard with the networked battle-space control in built in sensory to take command and keep command of your forces. Delex L-799 offers top field commanders a new lease on life. Talk to our trauma-recovery technicians for select pricing options! Description: Designed for high-value field commanders in 3rd and 2nd world war-zones, the Delex L-799 is an improved Pvt-160 chassis with increased strength, durability, and organ support. Notes: Standard Delex com and cameo gear (as Pvt-160) and night-vision eyes that remove -5pts of darkness modifiers.

d elex l-799

subsection

mK 2

sales & marketing: [ Image: An elegant courtyard with sculpted statuary, high hedges, and a huge pool with a fountain and swans. BEAUTIFUL PEOPLE idle about, laughing, talking, holding glasses of wine. The focal point is a magnificent statue that encompasses the fountain. ] [VOICE] There are, in life, rare moments of beauty. Some of these we can capture and hold dear. [ Image: a swan taking off from the pool in slow-motion, droplets of water hanging in the air around its wings. ] [ VOICE ] Some of these will be gone as soon as they arrive existing only for instants in our memory. [ Image: The BEAUTIFUL PEOPLE admiring the swans ascent. ] [ VOICE ] Some of them we can become. [ Image: the camera shifts to a darkly handsome man with a knowing smile standing at one of the staircases leading down, surveying the crowd. It is his crowd. It is his party. The camera swoops around him, his perfect fit suit is matched only by the perfection of the body beneath it. ] [ TEXT ] Veng. Sophistication. Artwork. Self. Description: The models (male and female under different brands) provide a certain look. The eyes are a deep violet with crystalline irises (they can also come in normal flavorsbut if you want people to know youre wearing Veng, you go with the look). Skin tones are unnaturally perfect and exotic. Cheekbones tend towards high and sharp. Notes: Like the Socialite model, the Adonis / Aphrodite gives you the Veng look for +4 CP for Exotic or Statuesque.
Cost 22e AP str +9 BlD +1 DP +16 CoN +1 undercoat 4 / 16 Plate 4 / 16 reject 0 CP Align 4 CP Mech 5 a-Cost 3

V eng A donis / A Phrodite

mK 3

sales & marketing: [ Image: A male lion stalks through a night-time street party scene. People get out of its way. Its eyes flash as it sees something it wants: a BEAUTIFUL WOMAN. She is with DANGEROUS GANG MEMBERS. She looks at the lion and a path between them clears. ] [VOICE ] When people called the streets a jungle they didnt know that meant it had a king. [Image: The lion growls and the GANG MEMBERS clear side arms, bringing them to bear. The lion roarsand leaps. Quick-cut to muzzle flashes and gun fire. Quick-cut to people in the crowd going down in a spray of blood. ] [ VOICE ] Sciecide Terminus. When youre done fucking around. [ Image: The lion, in air, surrounded by gunfire lands in slow motion amidst the thugs. Quick-cut to a terrible FIST with spikes on it PENETRATING one of the gang members. Close-up: Bullets deforming and bouncing off the rippling flesh beneath a leather vest. Close-Up: a huge boot crushes a fragile human neck. The gunfire slows and stops. A huge shadow-form looks down over the seductively cowering BEAUTIFUL WOMAN. ] Description: The final evolution of the Sciecide endoskeleton line, it is plagued with medical problems and requires fairly expensive drugs to remain healthy. If not taken the character will lose 1 REA, any Align that was paid for, and suffer a wide variety of cold symptoms. Even with them the character may often be sniffling or have skin problems. In appearance the Sciecide Terminus is covered with tribal (or corporate) tattoos to hide the keloid scaring the procedure causes. The form has almost no neck due to the expanded muscles. The bones in the wrists and hands are increased in size to almost surreal proportions. Biceps are larger than gallon milk-jugs. It stands between 6 and 7 in height. Notes: The Sciecide Terminus comes with extendable serrated blades (two from the back of each fist) for use in urban combat. These do +3 PEN damage.
Cost 37 ap str +20 BlD +20 DP +20 CoN +0 undercoat 8 / 32 Plate 8 / 32 reject 7 Cp Align 8 CP Mech 7 a-Cost 11

s ciecide t erminus

subsection Cybernetics 120

mK 3

sales & marketing: [ Image: A mountain range in the distance. A rumbling sound, like thunder begins and then increases. The mountain is a volcano and it is going to erupt. ] [ VOICE (female, dispassionate) ] A new evolution is upon us. In mythology gods once walked the earth. Today the myth becomes real. CeGEN brings a new perspective to mankind. [ Image: Men and women wearing robeseach of them massiveare ascending the mountain walking hand in hand towards the shuddering peak. They are catered to by normal-sized SERVANTS, carrying books, scrolls, boxes other artifacts of ancient knowledge. ] [ VOICE ] The new world is calling to you. Can you hear it? CeGEN can. [ Image: At the top, there is a stone table with huge thrones set around it. The giants are seated serenely while the normal sized SERVANTS cower at their feet. When the volcano erupts the cloud darkens the sun and ash rains around thembut clearing from the smoke is not lava, but a massive white spire that reaches up into a clearing blue sky. ] Description: Developed for the neo-singularity cultists movement which holds that mankind (or at least some of it) is ascending to a technological godhood. Part of their expression of New Man is in the form of massive size. The model has proven popular with various other demographics as well, having a high survivability in dangerous situations and cutting an intimidating silhouette. The skeleton is entirely removed and replaced with extensions increasing the subjects height to the 8 giant range. Bio-factories in the bones manufacture Human Growth Hormone and other chemicals to stimulate the size enhancement. Even the brain is re-cased to make the head scale to the size of the new body. Faces can be digitally re-mapped to maintain appearance or it can be entirely different. Notes: The CeGEN Titan is huge, standing almost 8 tall. Attackers get a +1 to hit with both ranged and HTH weapons due to size. The Neo-Singularity movement believes that the procedures (which they helped design) will extend the cyborgs lifespan (contrary to what the scientists at CeGEN labs believe which is that the traumatic things they have done to the subjects and the chemicals they are pouring in should cause a painful early death). Frighteningly, the Neo-Singularists are right. Life spans are increased 50% (although this is presently conjectural for most cyberneticisits)
Cost 36 ap str +20 BlD +20 DP +46 CoN +1 undercoat 6 /24 Plate 8 / 32 reject 4 CP Align 8 CP Mech 7 a-Cost 8

c e gen t itAn

mK 3

sales & marketing: Im your private Veng concierge and Ill be happy to show you the Veng Veracity line. Here, in the show room, I like to say weve got nothing but a polished full-length mirror. We do actuallybut its for regarding the work after its done. What youll want to look at, as with any piece of precision machinery, is the performance dataand Ill be happy to answer any questions youve got about that. Would you like have a seat and get started? Description: The Veng Veracity Line of cyber-ware is designed to invisibly replace biological components of the target without changing their appearance (unless that is requested as part of the process). People whos appearance is part of their stock in trade (movie stars, for example) can have the procedure done in a matter of days (in private, secure, medical facilities) and return unmarked. Furthermore, the work is hard to detect medically. The skin down to a quarter inch is real (although deep pain receptors have been dulled so that even traumatic damage doesnt usually register strongly). The performance specs for the Veracity line are extreme: superior strength, zero neural rejection, and defensive tissue sheaths that can stand up to light assault rifle fire. Notes: This Veng line does not confer any special appearance. The wearer is assumed to value their own.
Cost 41e ap str +15 BlD +3 DP +37 CoN +2 undercoat 7 / 28 Plate 10 / 40 reject 0 cp Align 8 cp Mech 7 a-Cost 5

V eng V erAcity l ine

121

Cybernetics

subsection

mK 3

sales & marketing: Greetings, exalted general, Ive brought you a gift. Merlot California Zone, 23. Seven-hundred neo-dollars a bottle if you could still buy it. Which you cant. There we go. Ive already sent the data-sheets but for these sorts of purchases I expect youll want to see it in action. I have private video thats coded to only play from my projector. Youll understand the necessity for discretion when I explain. You remember Al Sur? Nonot too many people do. Small country. Class three or four conflict zone, SEA region. South East Asia. Yesfar away. I know. There, three years ago, High Commander Suresh Al Almir Escan faced a coup-attempt from his field commanders. Also in the room were two high level Western Corporate Operations agents. Heavily outfitted. He was running headcam at the time. Were fortunate enough to have the tapes. No. He was a 35-series. Thereve been two upgrades sincebut I assure you what youll see will be convincing enough. Unfortunately no, you cant speak to him directly. They were there was a computer bug in a mistake from a Bloc stratobomber. They glassed Al Sur about eight months after this happened. Yes. Terrible thing. I know. But watch thisand dont blink. Well run the slow-mo laterbut you can watch those bastards drop in seconds against the C-35. Oh yes. Itll make you a believer. Description: Unlike most of the Delex line which is made for private and national militaries (and high-grade security forces) the C-37 is designed for political heads of state in unstable countries. In areas where personal strength is part of being a strong man the Delex C-37 provides dictators, generals, and war lords with the personal firepower they desire. Technically they are still covered under the military force contracts Delex prides itself on fulfilling. Notes: Comes with the same capabilities as the Delex L-series.
Cost 48e AP str +20 BlD +10 DP +32 CoN +2 undercoat 10 / 40 Plate 10 / 40 reject 2 CP Align 6 Cp Mech 8 a-Cost 7

d elex c-37

subsection Cybernetics 122

Cyborgs may also replace slow chemo-electric neural relays with light-speed fiber optics and enhance fast twitch muscles with electrically contracted synthetic fibers that provide superhuman reflexes. Hardwired reflexes require systemic changes throughout the character including things like structural enhancers in the blood and bone struts to allow the cyborg to cope with the stress enhanced speed brings. Hardwired Reflexes grant additional REA and Initiative making the character faster. Hardwired Reflexes give the character an Enhanced Dodge: When the character takes a Dodge action against an attack, if it hits the character gets a -3 Damage Modifier in addition to any other negative damage modifiers (unless it is stated that the modifier does not stack). Hardwired Reflexes give the character an Enhanced Agility Bonus which confers a -1 to be hit per point of AGI bonus against ranged attacks (instead of half AGI bonus rounded down) and gives the cyborg a -1 DM against all incoming attacks per point of AGI bonus. Hardwired Reflexes give the character extra Damage Points due to the structural reinforcements Hardwired Reflexes grant the character points in Acrobatics skill. rea init synch The bonus to Reaction Speed (REA) the cyborg gets. The bonus to Initiative (above the characters adjusted REA) the cyborg gets The Character Points (CP) which must be paid for Neural Synchronization (in order for the character to have an Level 3 physical skills).
Cost 6 AP 12 AP 18 AP 24 AP 32 AP REA +1 +2 +4 +6 +8 Init +2 +2 +3 +4 +5 DP +4 +8 +12 +16 +25 Acro 4 CP 4 CP 8 CP 8 CP 8 CP Synch 4 CP 6 CP 8 CP 8 CP 8 CP

h A R dw i R e d R e F l e x e S

strike Bonus

Dmg mod

Damage bonus with strikes, usually due to precision striking. This does not add to Grapple scores or lift. It applies with HTH weapons or with barehanded attacks (it adds to martial arts bonuses). NOTE: Damage modifiers stack if the character has more than one enhancement that gives hand-to-hand damage. Negative Damage Modifiers against incoming attacks. These replace damage modifiers from other sources if they are higher (if they are not higher than what the cyborg gets from other sources, they are essentially wasted). Note: If a characters total Damage Modifiers go to -4 against all attacks (or better) the characters armor is halved. A combat neural net is a learning machine that analyzes an opponents fighting style and increases the characters ability against them. The bonuses of a Combat Neural Net last only for one fight. Defensive Analysis Every time a dodge or block roll against an attack from a given target is less than or equal to the DEF number, the cyborg gains +1 on future rolls against that target with a maximum of +3. This happens whether or not the defense works. Offensive Analysis When a to-hit roll is equal or below the OFF number, the cyborg gains +1 to hit against the target to a maximum of +3. This happens whether or not the attack hits. Countermeasures These deduct from the OFF or DEF number of a neural net.

Combat Neural-Net

Model Mk 1 Mk 2 Mk 3 Mk 4 Mk 5

s ciecide K umite [5 AP]

Description: The kumite package is designed for high-end street fighters who have the feral culture that surrounds the urban mean-streets but have either made it big or have good sponsorship. Its comparatively high-end for Sciecide but leverages the companys street cred.
Cost 5 ap Fast Draw 0 rea QDodge 1 reject 4 CP martial Arts +2 Cp strike Bonus +3 DP +6

NEURAL COMBAT ENHANCERS

Combat enhancers are a variety of different modifications that are used by characters with Hardwired reflexes. Neural combat enhancers often take the form of subdural neural relays that appear as cylinders buried under the skin along major nerve routes. These are connected to enhanced cyber-muscle fiber bundles and have smart chips that implant reflexes or reflex sequences that can be triggered than normal conscious thought allows.
Q-Dodge D-Bonus Aim Quick-Dodge: each point of Q-Dodge allows the character one dodge per turn for 1 REA. Dodge Bonus: this number is added to the characters Dodge score. The amount added to the characters to-hit bonus with an Aim action . The REA cost signifies the type of Aim action that must be taken to get the bonus (i.e. if the Aim score is +1 (3R) then the character gets +2 to hit with 3 REA Aim actions rather than the standard +1.

d elex A-131 e VAsion r elAys [10 AP]

Description: Evasion Relays are designed to keep the cyborg alive in an assault situation (i.e. lots of incoming fire). The cyborg is fitted with innate reflexes that link directly to sensory implants and relay to cyber-fast nerve and muscle bundles that work to get the cyborg out of the way of incoming fire while providing compensation and balance.
Cost 10 ap Q-Dodge 3 Dodge Bonus +2 DP +8

subsection

c e gen s hogun [8 AP]

Cost 8 AP

aCost +1 ap

QDodge 2

Dodge Bonus +1

DP +8

strike Bonus +2

123

Cybernetics

Description: Competition for the Sciecide kumite, the CeGEN Shogun package is heaver on the dodges and Damage Points, and lighter on the damage.

l ABson u rBAn e dge l ine [V Aries ]

Description: The Urban edge line is designed to give everyone from an entry-level thug to a serious cyber-operator something to look at. The line is also designed to be easily and very quickly upgraded in case the buyer makes a big score.
ver mk 1 mk 2 mk 3 Cost 6 ap 13 ap 20 AP a-Cost +1 ap +1 ap +2 ap Q-D 1 2 3 D-B +0 +1 +1 DP +4 +9 +15 s-B +2 +3 +5 Aim +1 md +2 md +2 sh Neural Net oFF DeF 8 8 10 10 12 12

l ABson s mooth m uscle c yBer -s hell [V Aries ]

c e gen n-g en [V Aries ]

Description: Some light-weight neural net fighting components for cybernetic operatives. The systems have built-in martial arts tapes the user can access during a fight.
version mk 1 mk 2 Cost 6 ap 9 ap martial arts +2 Cp +4 Cp DP +3 +5 Neural Net oFF DeF 10 10 12 12

Description: The cyborgs internal organs: smooth muscle are coated with cybernetic sheaths that are extremely flexible (and permeable) but incredibly tear-resistant. The character still appears completely normal (experts may find long, ultra-thin scars in some casesbut they are invisible to most inspection). This treatment is common for persons of value (or persons who value themselves). It doesnt protect much against blunt trauma but is very effective against Penetration attacks. The Penetration Defense of the shell is added to any other Penetration defense (as the armor is added to any other armor) the cyborg has.
version mk 1 mk 2 mk 3 Cost 1 ap 3 AP 10 ap PEN Defense +6 +12 +24 undercoat armor 0 0 2/8 DP +2 +6 +14

s ciecide B lAde [3 AP]

c e gen s Ports h eArt [8 AP]

Description: Another Sciecide combat enhancement, this one focuses on precision striking and speed. Its a cheap enhancement, often picked up in the various arms races that cybernetics can produce. Cheap neural relays give the wearer statica feeling that contributes to rejection psychosis and is described as being strung out on some kind of nasty stimulant.
Cost 3 AP a-Cost +1 ap strike Bonus +3 init +2 martial Arts +1 Cp DP +5 reject 4

Description: An improved organ system, the sports heart (and additional sheathing for the major arteries, secondary pumps, and blood-loss cut-offs) is designed to merge both biology and technology to produce a stronger whole. It gives bonuses to CON and increases CON for Endurance purposes only (beyond the CON increase). Some people have problems with the Rejection psychosis but most people with the heart overcome them.
Cost 8 AP CoN +1 str +1 END +32 DP +12 Mech 4 reject 1 Cp

Cyber-Organ Ware is the generic term for a number of internal enhancements that cyborgs can acquire. These are designed for a number of reasons but generally revolve around increasing things like endurance and durability. tox This number is added to Damage Points in order to determine the characters resistance to CON-based Resisted attacks. It is not added to DP for any other purpose. The character gains the listed amount of points in the listed time-period. The character can go without breathing for the listed number of minutes. The cybernetics enhanced vision ignores the listed negative modifiers.

C Y b e r- o rg a n wa r e

l ABson m Achine -c Ardio [6 AP]


Cost 6 ap CoN +1 str +2 END +8 DP +4 Mech 4

Description: A cyber-heart thats designed for either replacement or, simply, to improve the wearers system.
reject 3 CP

c e gen d-tox P erformAnce l iVer [6 AP]


Description: A bio-mechanical system that replaces the liver (and some kidneys) and screens for toxins. In some cases this is used as a replacement (or for executives who face a chemically enhanced life-style). In other situations, it is used for valued personnel who come into contact with toxic environments. The system purifies blood quickly enough to handle extremely toxic environments and floods the users bio-system with limited-life repair nanites that help heal damage. The cyborg will recover 4 DP per hour
Cost 6 ap tox +25 regen +4 Dp / hr DP +8 Mech 3 reject 1 Cp

regen Air vision

subsection

l ABson W ind storm l ungs [8 AP]

Cybernetics

Description: Replacement lungs that improve a variety of oxygenation systems while adding a small amount of armor. Sometimes this is used in situations where there may be airborne toxins (the lungs aggressively purify the blood against all toxins, however). Plate Coverage is 4.
Cost 8 AP tox +10 END +8 Plate 3 / 12 Cv: 4 Air 30 min DP +8 Mech 5 reject 2 CP

124

s ciecide 6-PAc [5 AP]

Description: Muscle grafts centered on the abdomen and core musclesbut also on the arms and legs. Usually comes with liposuction and some nasty lipid-feeding bacteria to keep the definition in at least for a while. Since the wearer traditionally does not exercise, the 6-PAC outfit comes with built in electro-strobe exerciser units under the flesh that work the muscle to keep it toned and release trigger hormones to keep them being built.
Cost 5 ap a-Cost +2 ap str +4 BlD +2 DP +9 Mech 2 reject 3 CP

c e g en f ur [2 AP]

Description: The cyborgs skin grows a bio-enhanced plush fur that is designed to be pleasant to the touch. Woven into it are tear-resistant fibers other survivability options. This gives 2 CP worth of the Exotic trait.
Cost 2 AP exotic 2 CP DP +3 Mech 0 reject 1 Cp

c e g en s hArK s Kinz [3 AP]

s ciecide B i 0-filter [4 AP]

Description: The filter is a fetish-cyber-ware device that fits over the face with rubber-skin and gives the character a bizarre gas-mask style appearance (with corrugated tubing running down from the cheeks into the chest. It gives the cyborg a frightening, non-human look. Speech is electronic through a speaker.
Cost 4 AP tox 10 Air 10 min intimidate 2 CP vision -2 Neg DP +5 Mech 2 reject 3 CP

Description: The cyborgs body is amplified with the rough hide similar to that of a shark! The character is exotic to look at and hurts to touch. This grants a small amount of armor and the character feels like sandpaper! Grants 2 CP worth of Exotic.
Cost 3 AP Armor 1/4 exotic 2 CP DP +4 Mech 0 reject 2 CP

c hAmeleon c ircuit (c yBer -s Kin ) [V Aries ]

l ABson A QuA l ung [ 4 AP]


Cost 4 AP tox 10 Air indefinite DP +4

Description: An aquatic oxygen filtration system that lets you exist indefinitely under water. It does blood filtration as well.
Mech 3 reject 1 Cp

Description: This is a (usually illegal) piece of street-ware that uses micro-structures beneath the skin to mimic different appearances and flesh-tones. This even goes to things like hair and height. The cyborg must not have an exo-skeleton unless they want to only mimic other exo-borgs. The character can use a visual map of a target (using sensors embedded in the eye) to mimic the target. Photos can also be used. The character gains the appearance of the target. The speech-module (+2 AP) allows full voice mimicry. Without this, the voice will sound different than the characters natural voice but is not an exact electronic match. Note that Actor skill rolls are probably necessary to do a deep impersonation of someone.
module Appearance Circuit Full speech synthesis Cost 4 AP 2 AP

n u g en f Actory K idneys [5AP]

Description: The cyborgs kidneys are removed and replaced with a cybernetic narcotics factory. The cyborgs blood is now a designer-drug. Hypodermics are implanted in the fingers, tongue, or elsewhere. Usually the narcotic is mild and legaleither a mood enhancer or rave-drug. Often this modification is taken as a money-making venture. In some cases the system is weaponized. The system also screens for toxins. Note that the character can use a revelry roll instead of a CON roll if wanted. Narcotic
effect Minor standard result lift. the subject feels a slight burst of energy and a lift of mood. Buzzed. the subject feels a pleasant buzz. this gives -1 to perception rolls and -1 to attempts to resist psychology if they are being used (note that characters who are buzzed should usually play with less attention to detail). amped. the character feels a pleasant high. attempts to do serious work will be at -2 but the character is having a good time. over. the character will need to make Wil rolls in order to concentrate appropriately. if failed there will usually be pleasure-seeking behavior of some sort. and out. after a few hours of frenetic partying the character will crash. if the character is drugged against their will or trying to remain calm, usually Wil rolls at -3 will be required. tox Drug intensity DP Mech reject 20 Class a 12- 20 +5 3 4 CP

major Critical Catastrophic

subsection

Cost 5

125

Cybernetics

Evolved prostheses are often used as replacements for lost limbs (if society cannot grown them back or transplant them) or as augmentation devices (where the machine part is, simply, superior). The cyber-limbs listed here add to the characters STR. Column Notes Cost The cost is listed as two numbers X + Y where X is the cost for one cyber-limb and Y is the additional cost for a second. If the character doesnt have the Y cost, they dont get the increase for Grappling (but do for Grabs) and pay a +1 REA Back Swing on any attacks using the cyber-limb. Note: Doubling the number of arms only doubles the BlD bonus (and removes Back swing and allows grappling). it does not double the str, Dp, or mech numbers. The amount of these the cyber-limb adds. Mech is listed as Mch on these tables. Added in Yards to the characters Sprint score. 2/3rds is added to Run and 1/3rd to Walk. Cyber-legs treat Sprinting as Running for purposes of Endurance. Any modifier to fine-manipulation the arm gives. If the arm gives any negative the GM can call for COR rolls (at the listed negative) under many situations (i.e. the Cyborg is doing the dishes). If the cyborg has both limbs replaced, this will be more common. If only one, less so. The number of fingers the arm has.

C Y b e r-l i m b S

s ciecide m Aul [7 AP]

Description: A weapon-limb, this over-sized metal hammerhand is clearly designed as a bludgeoning object. Comes in several designer colors and customized logos. In addition to the STR bonus, it has a strike bonus. The neural hookups do not allow the character to have two of them: the Maul always suffers 1 REA Back Swing. With the BLD, the damage is +17 added to the cyborgs Base Damage!
Cost 7 ap a-Cost +3 str +6 strike +10 BlD +5 DP +4 Mech 3 Fin 3 Cor -3 rej 4CP

s ciecide A rmAture [5+1 AP]

Description: A thick pneumatic-looking cyber-limb. The Armature is reinforced steel-alloy with a crushing, vice-like grip. Comes with several finishes from brushed steel to matte-black. Despite being made by Sciecide, these limbs are cheap, reliable, and favored by victims of industrial accidents, violence, etc. who simply cannot afford better. Sensory is spotty with the limb.
Cost 5 + 1 ap a-Cost +3 str +8 BlD +2 DP +4 Mch 3 Fin 2 Cor -3 reject 2 CP

str, BlD, Dp, mech run

l ABson r e -B uild [3+1AP]

Cor

Description: The Rebuild is clearly a mechanical arm but it fits a human form-factor. It has three fingers and they are naked, articulated alloy & sensor structuresbut it is quite serviceable and responsive. The arms come in sterile tubing with smart sensors and medical gear mounted on the container: they are designed to be applied under battlefield conditions, injecting the target with strong drugs and then affixing the machine. As a result, more people have these devices than might otherwise seek them out.
Cost 3 + 1 ap a-Cost +1 str +3 BlD +1 DP +2 Mch 3 Fin 3 Cor -1 reject 2 CP

Fingers(Fin)

A dVAnced n eurAl h Arness [6 AP]

Description: Cyber-limbs can be given their own neuralnetworks that allow them to assist the user on their own. These smart-limbs get free Medium actions when combined with any paid for 5 REA Medium action on the part of the user. This can be purchased as many as 4 times. This can apply to: Any Cyber-Arm Any Cyber-weapon that acts as a limb (cyber-tails, etc.) Any mounted weapon
Cost 6 ap per limb DP +3 Mech 1 reject 2 CP

l ABson m K 2 [4+1 AP]

Description: Appears like a human arm but is entirely metallic. Some come with coatings that make them appear human or close to human. Add an e to the cost.
Cost 4 + 1 ap a-Cost +1 str +4 BlD +1 DP +5 Mch 3 Fin 4 Cor -0 reject 1 Cp

t remArK t l -31 [10+1 AP]

subsection

K Ali s KeletAl e xtension s ystem [6 AP]

Cybernetics

Description: Sometimes its handy to have extra arms. Cyborgs can have more than the usual two arms (or, in fact, multiple legs) using skeletal extension systems. Buying the extension does not cover the cost of the cyber-limb. Additional Cyber-limbs grant: A free 5 REA Medium action attack with the limb (must be a HTH strike) along with any other 5 REA HTH attack action +5 Grapple (both Offensive and Defensive) Other notes as listed Note: There is no additional cost for simply having additional limbs of a normal sort. If the additional limbs are based on one of the below models they must be purchased separately.
Cost 6ap per limb grapple +5 DP +6 Mech 1 a-Cost 1 reject 2 CP

Description: A cyber-tool box, the Tremark Tl-31 series comes with a variety of built-in tools (power wrench, drill, screwdriver, etc.). It appears as a vaguely arm-shaped machine limb with multiple configurations it can fold into in order to work. The unit allows a mechanics roll without carrying any equipment. It also comes with: A built-in blow-torch that burns for 18 IMP damage (Range Short). Takes a 5 REA Medium action to light. Hits at -1 in HTH combat unless target is Grabbed or Grappled. An adhesion unit that can bind things with a 30 Grapple score (requires two 5 REA Medium actions against a controlled target (Grabbed or Grappled) to bind A saw / drill unit that does 12 PEN damage (Range Short). Takes a 5 REA Medium action to unfold and start. NOTE: Does not add to STR damage, cutting damage is separate from STR.
Cost 10 + 1 ap a-Cost 5 ap str +5 BlD +1 DP +5 Mch 4 Fin 4 Cor -0 rej 2 CP

126

n u t eK m edicAl P rostheses [4+1 AP]

Description: Designed for cybernetic field surgeons and EMTs, the technology has found its way into numerous civilian applications. When not in use it appears reasonably human (like a mannequin arm) but in use, lights, sensors, and needles fold out. The arm comes with storage and application compartments that are sterile. It also has: UV Sterilizing light used to sweep surfaces for latent bacteria Bio-factory for quick-clotting injector. This will stop most bleeding instantly. The Smart Heal drugs will restore 1 DP per minute up to a total of 10 DP. The arm generates 2 charges per hour. Medical sensor fingers (finger-pads take temperature, heart rate, listen to lungs, record blood-pressure, etc.) Finger-vue Video Probe: the cyborg can see through its fingers using micro-cameras and fiber-optic feeds that run to the optical nerves. This can be used to probe wounds but has multiple other applications. Anti-venom bio-factory: an injection gives +20 TOX resistance Auto-suture fingers. One of the fingers is outfitted with a mechanism for sewing closed wounds. Scalpel: 3 PEN damage extremely sharp sterile blade. The blade does not extend from the tip of the finger but rather the underside. It does not add to Base Damage. Can be used in any close combat situation other than a Pin.
Cost 4 + 1 ap str +1 BlD +1 DP +5 Mch 3 Fin 4 Cor -0 reject 2 CP

c entAur t reAd / W heel / s Pider r ig

Description: In cases where versatility may be sacrificed for some speed, human-sized treads and wheel rigs are available. The rig takes over the entire lower body and makes certain types of climbs hard or impossible (the units will work on normal stairs). In some cases this is cost savingin other cases it is adopted because of the lack of availability of actual cyberlegs (of course in still other cases it provides a hyper-industrial look or feel the cyborg wants). Treads and Wheels move the cyborg with a specific acceleration and top-speed. The cyborg may need to make AGI rolls to turn without crashing. Skirt: The cyborgs lower body is a cone-like metal skirt that glides along the ground. It is quite stable, giving +2 vs. rolls to be knocked over, but very difficult to maneuver over obstacles. When this is in use, the cyborg is often considered crippled (it may be used as the result of central nervous-system damage that precludes regular cyberlegs). Wheels: this frame gives the cyborg two wheels (gyroscope balanced at their base). Treads: The cyborgs lower region terminates in heavy triangular treads. This provides rugged mobility. Spider: the cyborg has four cyber-legs that allow quick movement over any obstacle. Note: For these, STR applies to the entire body (the frame necessary to mount the system improves STR). Note: If playing in a game that allows transformation, the cost is included and the cyborg simply has two modes of travel. Transformation from one to another takes 3 Turns (save for Spider which is 1 Turn). Note: Cyborgs with these motive units can go long distances at decent speeds. There is no fuel system for cyborgs in JAGS, however the GM may give a general distance where they must stop to re-energize (or even refuel). Generally a cyborg with one of these systems can go 100 miles without needing significant down-time.
ACC (acceleration) top (top speed) The increase in y / s the cyborg moves each second if taking an 8 REA action to accelerate. Breaking speed is 3x ACC. A cyborg can accelerate by some, all, or none of its ACC each turn. The maximum velocity the cyborg moves at.

c yBer -l eg [V Aries ]

Description: Created by a number of vendors, the standard Cyber-Leg provides a replacement limb. If the character has two of them, they get the Run bonus. The STR bonus adds to all the characters STR-related activities. The cyborg can jump, from a standing start, the Run distance. This is an 8 REA Long action. The Run speed is added to the characters Sprint.
mod mk 1 mk 2 mk 3 Cost 4 + 1 ap 5 + 1 ap 6 + 1 ap str +4 +5 +7 BlD +2 +4 +6 DP +4 +6 +8 Mch 3 4 5 run +6 y/s +9 y/s +12 y/s a-Cst +4 +6 +8 rej 2 CP 2 CP 2 CP

d igigrAde c yBer -l eg [V Aries ]

Description: Digigrade legs have the character walk on their toes in the same way that dog and cat legs work. Although decidedly non-human in appearance, these legs allow for faster running as well as actual manipulation of artifacts with their toes (which, in the case of the cyber-limb) are extended to form fingers and given a retractable thumb). This allows the bonus to add to Grapple as well. The STR bonus adds to all the characters STR-related activities.
mod mk 1 mk 2 mk 3 Cost 5 + 1 ap 6 + 1 ap 7 + 1 ap str +3 +5 +7 BlD +2 +4 +6 DP +4 +6 +8 Mch 3 4 5 run +9 y/s +12 y/s +18 y/s a-Cst +1 +2 +3 rej 2 CP 2 CP 2 CP

127

Cybernetics

subsection

obstacle (obs)

maneuver (man)

A rating vs. obstacles that determines if the cyborg can move over an obstacle. If the obstacle rating is greater than the cyborgs, then the cyborg must make an AGI roll and take one Turn to clear the obstacle. For each point of difference, the AGI is at -2. Movement over the obstacle is at 1 yard per second. Fighting or other hazards may call for additional rolls (the emphasis is that the cyborg is restricted in these circumstances, the GM may choose to highlight thisbut should not shut the game down with many rolls. Drama rules can be used if there is greater focus) If the obstacle rating is equal to the hazard, the Cyborg must make an AGI roll if moving at greater than 4 y / s. If the obstacle rating is less than the obstacle, the cyborg can clear it with no difficulty. 1 Curb. The system must make AGI rolls to move over a small increase. 2 Log. A substantial obstacle, like a log in the road, will present a hazard to the cyborgs motive system. 3 Stair. A steep incline, even if stepped, will present a problem. 4 Ladder. The cyborg may have difficulty with a ladder but is otherwise functional. The GM can call for a maneuver roll any time the cyborg is moving faster than this speed in yards / sec if a difficult turn is called for. The purpose of this rule is to disallow extremely fast movement in tight quarters. In general, it should be obvious when a cyborg with a vehicular motive system is pushing their luck: the system does not provide exact conditions or turn-ratios as to when to make the roll. The GM is expected to exercise discretion and discuss the need for the roll with the player (GM makes the ultimate decision). The roll is against AGI and, if failed, the cyborg may collide with something or have to reduce speed.
str +2 +1 +9 +2 BlD +15 +10 +30 +8 DP +6 +4 +15 +6 Mch 9 5 6 4 ACC 3 12 10 8 top 6 35 25 16 obs 0 2 3 4 Man 5 8 6 12

c limBing r ig

Description: The cyborg is built with special gear that lets it climb vertical surfaces. This involves several different kinds of technology to use piso-electronic charges to adhere to surfaces, micro hooks to create leverage and so on. The cyborg requires three limbs touching to climb (they cannot just run up a wall) and moves at about 4 yards per second. If the character has Climbing or Acrobatics at Level 3, they can move at Sprint Speed up a wall.
model mk 1 Cost 1 ap str +0 BlD +0 DP +0 Mech 0 move 4 y/s or sprint reject 2 CP

The human mind is one of the most complex structures in existence making it a perfect target for cybernetic enhancement! There are two basic kinds of Mental Cybernetic enhancements: the Head-jacks or input-output modifications that let cyborgs slot cards with data or imprinted skills directly into their brain. The second is the Neural Stack, a bio-electronics upgrade along the cerebral cortex that is the basis for all brainlinked communications, sensory, and mind-meshed computing gear. A cyborg may have both. Here is a brief overview: head-Jack: buying a Neural Interface Board (NIB) Slot costs 1 AP per slot and then the user usually pays ingame cash for individual Boards (skills, databases, etc.). Neural stack: Cyborgs looking for only one (or maybe two) cyber-senses or, say, an on-board computer system can buy them a la carte (off the list) for 1 or 2 AP. For cyborgs looking for more than onea sensor suite or several in-brain electronics will buy a stack which is purchased by making a moderate investment of APs (usually 4-6) which allows the character to get possibly double that in cost of skills (the character spends 4 AP for a Neural Stack and gets 8 AP worth of cyber-senses). Note: Many of these give Damage Points. This is, in gameterms, because of a drug treatment that results in improved repair and durability of the cyborg. In game design terms, it is because the cost of the ability is rated in fractional Archetype Points and the Damage Points are added to round it off.

M e n tA l c y B e R n e t i c S

model skirt Wheels treads spider

Cost 4 AP 6 ap 14 ap 5 ap

rej 4 2 2 3

J umP -J ets [V Aries ]

Description: Jump-jets are leg-mounted fuel-enhanced systems that let the cyborg jump or even simulate flight for several seconds. Usually they require a recharge time before the cyborg can jump again. They can also use the jet effect to add to kick damage (replacing a Jump charge).
Jump (Jmp) The Force the cyborg will move with. Distance is computed using the Force equations in the JAGS Revised book (basic equation is [ Jump / (Cyborgs BLD / 5) ]. A BLD 25 cyborg with a Jump of 50 can leap 10 yards. This is halved if the leap is vertical. In some models, a Jump-Jet will allow a few seconds of burn and the cyborg can move their Jump distance over a number of turns. This is the number of Rounds the cyborg must recharge between jumps. Added damage with a kick (Impact damage). This can only be done as often as the cyborg can jump. One charge removes the capacity for both legs.
Jmp 30 30 60 90 90 hang 0 0 2 2 2 rech 1 2 2 3 2 kick +6 imp +6 imp +8 imp +8 imp +8 imp Mch 1 1 2 2 3 DP +2 +2 +2 +2 +2 rej 2 CP 2 CP 2 CP 2 CP 2 CP

hang (hang time) recharge (rech) kick


model mk 1 mk 1a mk 2 mk 3 mk 4 Cost 2AP 1 ap 3 AP 3 AP 4 AP

subsection Cybernetics

128

Designers Notes

almost indistinguishable from their normal memory. Skill boards can be removed and replaced taking about 8 hours to synchronize with the board before it becomes useful. The points from the Boards work as follows: Unless otherwise specified, the Character Points from the board cannot be added to other points spent on the skill. The cost of the board may be in money or AP or both. The monetary cost, as with all monetary costs, is simply for reference during character creation: if the character is the sort of person who would legitimately have the board and can pay the AP, money will not be a problem.

signature mental Cyborgs (the designation) When gear is marked with a designation it means that it is usually limited to PCs and named NPCs (key characters in the game who are unique in the way PCs often are). This gear usually only exists as prototypes or is otherwise very restricted. Often most people will simply reject it and cannot have it installed even if it were available. The purpose of this is to make some types of cyborgs (mainly mental modifications) very unusual if not outright unique in the game world to make PCs and named NPCs who have this gear more standout. There is no gamebalance component to this, however: the gear does not cost more or less because it is rare. If it is deemed common (the participants can discuss with the GM making the final call) then there will simply be more societal infrastructure to deal with it (walls will be harder to see through for secure installations, for example).

neural interface boardS and board SlotS

Neural Interface Board are devices made to slot-into the human skull through ports in the rear of the skull or its base. They confer additional processing power and have their own data-access designed to tie into the users on neural processes.

GETTING A HEAD JACK / NIB SLOT

Any character with the money can have a NIB Slot in the back of his skull. A character may have more than one NIB Slot in order to have multiple boards mounted at once.
Slot Street Jack AP Cost 1 AP DP +1 DP Roll Mod -1 to Roll listed Money <200.00 Notes A street jack is a back-alley cyber-implant. Usually the gear is second hand (meaning it was taken from a previous user, either after death or because there was some problem. Often these cut-rate slots are taken by those desperate to get jobs (corporations will provideor sometimes leasethe skill boards that allow untrained workers to do trained jobs but usually you must provide the slot). See Cyber-Sick as a Trait for characters who have Street Jacks. Synchronization time with a Street Jack is 16hrs when a new board is put in instead of the usual 8hrs. Neural interfacing is not cheap but a slot costs a lot less than a college education (or other training). Saving up for one isnt hard but its more than a lot of desperate people can still manage (hence the traffic in Street Jacks). The slot has a prestigious looking gold seal around it and boasts an improved interface with greater transfer and index speed! It gives +1 to the listed roll for RES and MEM based skills. The character can replace boards without the 8hr synchronization time. This apparatus, which usually appears as a small lit light (red or green) next to the slot, is a sign of a serious board-head.

Standard Slot Gold Slot Slip-Jack

1 AP 1 AP +1 AP

+1 DP +0 DP +1 DP

Listed Roll +1 to the roll None

4000.00 9000.00 3000.00

subsection

One of the most basic uses of the NIB is the Skill Board which confers a skill at a usable level to the cyborg. At its most basic, this is used to give an untrained worker a valuable skill. In more unusual cases a combat expert is scanned and their ability is mapped onto a combat board. Another application is the use of databases which give the cyborg a searchable index that feels 129

Cybernetics

brain-boardS (neural linked SkillenGramS)

hoW many boardS do i Start With? hoW do i Get more?

Cost 0 AP

DP +0

Money 1500.00

skill l2 13-

Characters will usually start with one of the 0 AP boards below that comes with their slot. After that, characters will need to purchase boards. Here are some guidelines: For characters with wealth, it is likely that any available board can be purchased. There is a synch-time for most skill-boards so unless the character has an accelerator, swapping them out will take some time for the new skill to come online. For any skill that is not MEM or RES based L2 13or a common knowledge-base, even if the cost is not prohibitive, the board may be hard to find. Underground sources might need to be used.
Designers Notes

P rogrAmming o VerclocK [1 AP]

Description: A highly valuable and much sought-after modification, it allows the programmer to work at 10x normal rate! Corporations rarely provide these and instead seek freelancers who have already had the hardware installed.
Cost 1e AP DP +1 Money 25000.00 skill 10x execution rate

K noWledge B Ase [0 AP]

skill Boards in the game There are a couple of different roles that Skill Boards can play in the game. Consider them carefully before making decisions. you are obsolete: If Skill Boards are common and legal then in order to be good at something you need more than L2 13- (the common professional level of skill). Characters who are simply average can (and will) be replaced by cheaper workers with boards. This can create a social condition where even college training isnt enough to compete: you need raw talent (perhaps genetics). malware in the Brain: Maybe Skill boards are dangerous. Maybe theyre illegal and unhealthy (see some of the Traits for examples of this). In this case, traffic in brain-boards is relegated to the black market and safe ones are hard to come by. Perhaps the sophisticated viruses dont trigger in simulated brainsthey can detect the real deal and who wants to test that? In this case, characters with these devices will carefully guard them and might have extremely rare skills that they can slot into their heads.

Description: The character has a categorical memory for some area of knowledge. This is usually things like music, vehicles, and so on. It does not grant actual skills (although there may be places where it gives a +1 to a skill roll if the knowledge-base roll is made by 5+).
Cost 0 AP DP +0 Money 100.00+ skill 16-

m ArtiAl A rts t rAining B oArd [1 AP]

Description: The character can have a board that gives them some martial arts skill. This gives +2 CP for the roll. This may only be done once per martial art. These points may be combined with the Combat Enhancers (which work on a more basic reflexive level).
Cost 1 ap DP +0 Money 1500.00+ skill +2 Cp for martial arts skills

m Al -W ire [-1 AP]

Description: The character gets some -2pt Trait from a board that is locked into a NIB slot! Sometimes this is done by the government (Fear of Authority). Sometimes by corporations (Neat Freak). Usually it requires special access codes to get out. These Traits count as normal defects but simply come from the Board. If the Mal-Wire is removed, the AP cost must be paid to have a working Slot.
Cost -1 ap DP +0 Money N/a skill N/a

P riVAte K noWledge B Ase [1 AP]

o ccuPAtionAl s Kill B oArd [0 AP]

subsection

Description: Often a generic office job style board. These are cheap and common. Sometimes a person may get a board slot and some skill boards and try to find an employer. Board heads with only a 12- roll (Street Jack) are often looked on by distain from employers. In other cases, entry level jobs with complex procedures may provide the board.
Cost 0 AP DP +0 Money 250.00 skill l2 13-

P rogrAmming l iBrAries [0 AP]

Cybernetics

Description: This requires a Standard Slot or better and gives +2 Character Points towards a roll for Computer Skill due to giving the character a vast knowledge of reference libraries and patterns.
Cost 1 ap DP +1 Money 25000.00 skill +2 Cp for Computer skill roll

Description: The character has access to exotic and private / secret data. Usually these boards are crypto-locked to a specific user. Often they contain things like sensitive corporate data, the access keys for international data-havens, and so on. A character with this will be able to generate a stream of income from accessing itbut a knowledge-base may not stay current and relevant forever. Acts as +4pts of Wealth. Examples: Streetwise Base: major crime figures and their contact information Corporate Data Dumps: the character has some sensitive data for a major corporation on the slot. They can dole it out (so long as they live).
Cost 1e AP DP +1 Money 10k+ skill 16-

s criPt K iddie i n A B oArd [1 AP]

c ollege B oArd [0 AP]


130

Description: The character has an expert system plugged into their brain that acts as a moderately talented hacker. The skill is Hacker.
Cost 0 AP DP 0 Money 1000.00 skill l2 13-

Description: Any academic skill can be found with the right connections.

B ordom B locKer [1 AP]

Return Max Neural Stack Gen 1 Gen 2 Gen 3 Gen 4 Gen 5

Description: A character with a MEM blocker has a system that detects the mental patterns for suffering boredom and replaces them with a faint feeling of wellbeing. This allows the character to undertake mind-numbing operations without losing focus. Usually this means +2 to MEM-based skill rolls over time. It can also help with a great many jobs.
Cost 1 ap DP +1 Money 1000.00 skill +2 Cp for mem skills

The number of APs the character may populate the stack with. The max cost of any one piece of gear in the stack AP Cost 3 AP 4 AP 6 AP 8 AP 10 AP Power +1 +2 +3 +4 +5 DP +2 +4 +6 +8 +10 Return 4 AP 6 AP 8 AP 12 AP 14 AP Max 2 AP 2 AP 4 AP 6 AP 8 AP

m use 2010 B oArd [1 AP]

Description: The character has a board in his brain that works to stimulate creativity. It doesnt create talent (by giving the character a skill) but it does increase the characters own access to their subconscious and free association. It also injects idea fragments from other places in the owners brain and the network. There are rumors of a Muse Board that gives much, much moreand that the artist who use it keep it secret.
Cost 1 ap DP +1 Money 3000.00 skill +2 Cp for creative skills

POWER / STRENGTH OF COM-GEAR AND SENSORS

Communication (and some sensors) have a Power statistic. This is a measure of broadcast strength (range, clarity) and security of data-encryption (its weird to mix both: we simplify it for game-design reasons). When a character is trying to jam or compromise another parties communication stream, they will perform a Hacking Drama. When two dissimilar devices are in use, the higher Power will be the strength of the connection.

c rAcKing t ools [0 AP]

Description: There are several different types of systems security. If you have the right set of tools you get +1 to Hacker rolls (with the Drama rolls this may be more complicated). A hacker might have several of these (assume there are 5 basic patterns so to be covered you would need 5 different tool-boards).
Cost 0 AP DP +0 Money 4000.00 skill +1 to hacker rolls vs. Appropriate system

COMMUNICATIONS AND COMPUTING WETWARE

Cyborgs that are mentally enhanced can have suites of comgear as well as on-board computers and crypto/hacking systems to compromise others communications.

Q uAntum -B lAde s ystem [4 AP]

cryptoloGy and cybercommunicationS

Description: The character has a prototype quantumcomputer neural network that is designed to help penetrate target systems. It is an expensive, illegal, exotic piece of gear. In the hands of an expert hacker it provides an extremely potent advantage against target systems.
Cost 4 AP DP +2 Money unknown skill +8 Cp to hacker skill

Today encrypted communications are virtually unbreakable (especially in real-time). Simply increasing the power of hypothetical future computers wont change that: navigating the key-space is simply too large. Its possible that backdoors are available in the crypto-algorithms we use today but in the future, any widely used system would have no well known back door. We believe that its a valuable ability for cyborgs to be able to hack their targets communication systems so we offer the following options: Weak Civilian encryption: Decrypters are highly illegal (but highly useful on the street) and use a governmentmandated backdoor in civilian communications. Either this backdoor is well known (but the government is good at enforcing the use of weak cryptology) or its secret and cyborgs with decrypters are pretty much a trade-secret of the street. This is a fairly realistic assumption if the government could enforce it (emitting a strongly encrypted data-stream is a prosecutable offense). Quantum Brain Decryption: In this model the brain is a quantum computer and the cybernetics leverage its non-linearity to break encryption (and outside of other cyborgs, no one is using quantum encryption!). Its speculative sci-f to be certain but the way this games out is that only cyborgs with exotic, illegal gear can break into communications streams (assume that wires between companies do use quantum encryption that the cyborgs cannot breakbut they can listen in to any wireless call). This is the default assumption: cybogs with (very rare) decrypters have exotic black magic 131

neural Stack

A Neural Stack is a set of complex electronics that merge with the brain-stem and then work through the rest of the brain. Buying a stack means you expect to make a significant investment (4+ AP) into the mind-gear listed below. If you only expect to spend 1 AP or so, it is better to buy the individual sense separately. When buying a Stack, you get the DP bonus for the stack, only. You do not get separate DP bonuses for each sense or other piece of gear you add.

subsection

DP

Cybernetics

Stat Neural Stack AP Cost Power

Notes The rating of the stack (in-game terms) What the character pays for the stack This power rating is given to any device purchased with the Stack that uses Power Extra DP the character gets due to the bio-drug regimen necessary to install the cybernetics.

abilities to listen in on others communications. safe Communications: No decryption is available. If youre using secure com-channels, youre safe!
Designers Notes

REQUIRED SUCCESS POINTS level of Compromise Listen / Talk: The hacker is a party on the line (silent unless they decide to talk) Break connection Conference someone else in without either party knowing it Re-route call: when a target tries to call, they are connected to another party other than the one they intended Disable target cell-com (it will be down until a L2 Engineering roll is made by 4+, each roll taking an hour) Trace/Back Track open communication (the location trace will end once the call does). Note: If a communicating party detects an intrusion attempt they can start their own drama for a Trace-Back against the hacker.

required sps to hack +0 -6 SPs (minimum of 1) +2 +6 SPs +3 SP +5

Cell-Coms In the cyber-future you dont use cell phone, you use cellcoms which are just like cell phones but more cyber. The cyber-punk vision is, in fact, somewhat retro in a lot of ways. It is likely that cellular communications devices of the future will be a good deal different from these but we wanted to baseline somewhere. Heres what an average persons cell-com is like: Hand-held, often disposable. You have an online account and when you get a new unit, you key in the code and it downloads your contacts and preferences. Takes and broadcasts video, pictures, and sound. It still isnt a great recording device but its suitable and has several hours of storage for vid. It can upload data to your account on the cloud. Doesnt work in some places. It doesnt have satellite power yet (some units would have a booster but thats still clunky). Underground or too far off the grid, and you wont get a signal. Interactive. You can point your cell at someone elses and beam them your number. You can have it broadcast the equivalent of a business card for people who might be interested. Usually this requires both parties use their cell-coms at the same time to beam the information over. Its secure. Communication is encrypted and works over the Internet (no long distance fees, no hourly charges). If lost, it requires a code to activate if the bio-metrics arent right. Special (illegal) decrypting gear can still listen in but thats rare.

EXAMPLE MOVES Take Additional Risk (Medium): Multi-Frequency Assault Type: Free Description: The Hacker makes a second roll choosing a modifier from -1 to -5. If successful the character gains the number of SPs risked. If the roll fails, the device will detect the intrusion attempt, alerting the connected parties! Advanced Techniques: LEET Phreaking Type: Free Description: The character can use the Advanced Technique modifier trading a -2, -4, or -7 for +3 SP, +5 SPs, or +8 SPs on the roll (L3 skills ignore -3pts of modifier, L4 skills -6). Use Resource: Fone Card Type: Free Description: A one-shot hacking card that gives +2 SPs to a communication hacking roll against a standard cell-com unit. These sell for about 200.00 USD. In order for this to work, the roll must be made and the card must be declared. Once used the card is useless. OPPONENT MOVES If hacking is detected (some units will have defense scanners and a Multi-Frequency assault can show up even on a civilian unit) then an operator can try to work against the hack. If an operator is monitoring the channel (using Generic Skill: Communications or Hacker) then they are assumed to be taking a Block action. Block Type: Standard Description: A character with an Operations Skill for com gear (MEM, Normal cost) who is monitoring makes their roll against the intrusion roll each turn. If they win the roll the intrusion is detected and that roll yields no SPs. An operator usually does not talk on the line (they are busy monitoring frequencies and so on).

communication hackinG drama

This is the Drama used to compromise a targets communication systems. roll: HACkING SkILL type: 3 ROLL TARGET NUMBER (SEE SPECIFICS) time iNterval: 1 ROLL PER ROUND (6 SECONDS) Hacking a communication stream requires a decryption device (if the stream is encrypted: most are if the speaker is discussing anything important) and three Hacker rolls against the target number (based on the Power of the transmitting device). If the target has the proper detection software they will detect the intrusion attempt and can try to lock the character out. The required number of SPs are determined by the Power of the device (see below) and the desired level of compromise (how much control the hacker will have over it). The two are added together to get the total. If a level of compromise succeeds, the hacker can do any equal or cheaper level as well without another roll. The hacker must choose their requested level before rolling, however. 132 Cybernetics

subsection

COMMUNICATIONS GEAR

The AP cost listed here is for cybernetic gear. With the exception of the Quantum Cyber-Decrypter (and other designated Cyber devices) any of this gear may exist as 0 AP cost standard carried devices.

code breakerS and JammerS and ScannerS

s tAndArd c ell -c om ( hAndheld )[0 AP]

There are several different models of code-breakers, scanners, and jamming devices. Most of these are quite illegal for civilians to possess. Some, if they use quantum technology to overcome crypto systems may also be bleeding-edge science that is not routinely available.

Description: A standard cell phone style device. They are very common and sell for less than 50.00 USD. The user will have their own network-stored profile they can auto-load when one is purchased (they are disposable).
Cost 0 AP DP +0 Power 6

Q uAntum -c yBer d ecryPter [4 AP]


Cost 4 AP DP +0 Power N/a

Description: The signature piece of gear for a communications-hacking cyborg, the code breaker is what allows hacking against encrypted data-streams.

c yBer -c om [1 AP]

Description: A built-in cyber-com unit that works off of normal voice (the cyborg must still speak). Activating / answering the cell-com is a 0 REA hands-free action. It can only hear the speaker or someone very close to their head.
Cost 1 ap DP +2 Power 9

c ell J Ammer [2 AP]

Description: An illegal cell-com jammer. It will get a Resisted Roll to jam any communications device. It has a Radius of 100 yards and is reduced as per explosive-damage each additional 100 yards (so at 200 yards it operates at Strength 5.
Cost 4 AP DP +0 Power 20

c yBer -c om + [1 AP]

Description: This version has better microphone pick-up (the whole room) and can transmit speaker phone through the cyborgs mouth. It is more secure.
Cost 1 ap DP +1 Power 12

J Am -P AcK [1 AP]

c yBer -s At -l inK [1 AP]


Cost 1 ap DP +0 Power 22

Description: A jammer that burns out its power supply. Each use costs 150.00 and takes an 8 REA Long action to install a new power-pack. Radius is 100 yards (as Cell Jammer but: Power is 25 at 200 yards range and 11 at 300 yards).
Cost 4 AP DP +1 Power 100

Description: A cell-com that will work almost anywhere on the planet and is much harder to hack.

c om s cAn [1 AP]

o PticAl V id -f eed [2 AP]


Cost 2 AP DP +4 Power 12

Description: The cyborg gets a video feed from their eyes and cell-com feed through their ears.

P riVAte n et [1 AP]

Description: A Com-Scan unit will detect every active cellcom within its range (usually 100 yards) and provide the call-key (number) if the user has it set to do so. This is usually a mildly illegal piece of gear. Sometimes it can be used as a security device since often bad-guys dont shut down their cell-coms when trying to break in. Using the Com-Scan requires an 8 REA Long action of standing still and listening while the system does a sweep.
Cost 1 ap DP +1 Power 9

Description: A Private-Net is a point-to-point link where each com-unit can only talk to other units with the same key and it uses broadcast power instead of a cell or satellite network (range is about 2 miles). This is much harder to hack or jam and is used by military units.
Cost 1 ap DP +1 Power 30

r estricted B And s cAnner [2 AP]

Description: The character has a com-unit that has a set of mutating keys for police and security codes. Note that despite its cost, in the future this is an unusual piece of gear.
Cost 2 AP DP +1 Power 9

subsection

B ooster [1 AP]
Cost 1 ap DP +2

Description: A com-booster improves both range and encryption strength. A character can purchase several.
Power +15

133

Cybernetics

CYBER COMPUTERS

A common type of mental enhancement is the cyber-computer: a personal computer that is wired into and uses the human brain. Cyber-comps come in a number of different types and styles.

W orK -f orm s ystem [1 AP]

Description: The cyborg is a biological platform for the computer.


Their job involves showing up and interfacing with the machine. Perhaps the computer (which may simulate intelligence to some degree but is not actually smart) will do most of the jobusually things like pattern-recognition filing, something humans are still useful for brain-wise. These tend to be unpleasant jobs. The character has an Operations Skill at 15- from the machine. It is not for a communications system and is rarely the kind of device that would be used in a Drama.
Cost 1 ap DP +2 Power 6

n3 t s ystem 1 [1 AP]

Description: A basic in-skull PC. When in use the user will switch

off most of their visual range and see a high-definition computer screen. They may twitch their hands as though typingalthough a veteran user will be able to simulate normal computer usage without moving a musclethe signals are sent from the brain to the computers interface. There are Data-Slots in the back of the skull for media discs. The system can access the internet and uses a Power 9 cellular connection for high-speed data access. The user can hook up devices like video
Cost 1 ap DP +0 Power 9

m ind -f rAme [4 AP]

Description: The cyborgs mind is a prototype quantum-computer


main-frame. The character is walking big-iron computing power. Despite the low cost this is very rare. The character may sell processing power to major corporations or do other extremely difficult computing tasks. The character can remove -8pts of difficulty from Mathematics or Physics rolls and -4pts from any Engineering roll.
Cost 4 AP DP +2 Power 30

n3 t A rtilect [2 AP]

Description: The character has an Artificial Intellect in their head.


This appears in their visual range as a small animated character (the linking process uses access to the characters subconscious to synchronize during a series of dream-state interviews: the users character may not be what they would have asked forbut is the most stable interface the system can give). This is played as an NPC that can take on a variety of simple computer-related tasks that a normal person could do. It can also access the characters visual range and give advice.

ORACLE GRID (OR Q-GRID)

The RES of the unit is rated at 11 (although it will not have much worldly knowledge) but is actually decent at giving cautious advice or sudden warnings. It grants a +1 to perception when the GM rules that having a second set of eyes is a good thing (oftenbut not always). These are used in children to give them imaginary friends who can actually do things like help them with home work and keep them out of trouble. They can also be keyed to report to parents. An adult user without the Low-Jacked Trait can turn them off, wipe their memories or order them to keep quiet.
Cost 2 AP DP +1 Power 22

In the future there is still the Internet (called the Network, the Cyber-Net, or Ubi-Net:The Ubiqutious Network). There is also, above that something called The Fugue by chaos mathematicians and information scientists. It is the metapatterns in the hyper-fast, hyper-complex switching and flow of information that exists distributed across the planet and beyond into space. The Fugue, when mathematically mapped to 3-space (it exists over several dimensions in computer simulations of it) looks like some kind giant dark fractal raptor hanging above information-exchange granular enough and predictable enough for humans to understand. Looking into The Fugue, even with powerful analytics tools is a mystery: information is exchanged between systems that seem to have no direct connection in ways that form repeating (but never identical) patterns. The more you look into the quantum soup of mixed hyper-communication the more you form the conclusions that (1) something is there and (2) it is impossible to explain and really hard to even describe. It was less than a year after the initial papers (seven, each published simultaneously even though they had done the work in private) described The Fugue Effect that the first Quantum Strange Attractor Grid was built. It relied, of course, on quantum communication that existed in the human brain. It is a pattern sieve that sweeps down through interlocking data-patterns and derives meanings from them. It is modern-day fortune telling. Those with Q-Grids connected to their brains are considered members of a neo-cult, followers of a quasi-religious irrational movement, and possibly dangerous zealots with unstable machinery in their minds that squirts random datagrams into their stream of consciousness. But for othersespecially those with experience dealing with them, there is another name for them: they call them Oracles.

W etWAre Ai [4 AP]

Description: The character has an AI in their skull. This has its

own desires and its own intent. It may be an Engram pattern taken from another individual and mimicking their personality and memories sometimes the personality of the cyborg themselves. This device has a RES of 10-12 (usually 12) , MEM of 11 and a WIL of 12. It can have up to 8pts in MEM or RES based skills. It will have its own aims and demands, often for the owning character to take some actions it can experience. In general these are not highly problematic for the owner and tend to be fairly obedient (some have control modules the owner can invoke). If this is not the case, use the Low-Jacked Trait to simulate a rebellious AI. There may be Dramas (WIL vs. WIL) to determine who has the upper hand in deciding what to do.

subsection

Cybernetics

Cost 2 AP

DP +1

Power 22

134

What iS the fuGue?

In games where Oracle Grids are allowed the base-line assumption is that the global infosphere is a source of information that only incredibly powerful quantum machines pattern-matching enginescan decipher. It has quasi-religious (if not outright religious) overtones and people organized into cult-like clans that work to decipher its mysteries with reverence and awe. In some games there will be avatars of human deities in the Fugue. In other games it might simply be a source of information in ways only chaos-theorists could even begin to explain. Usually Oracles are Neo-Cultists (see the Trait at the beginning of the chapter) and have specific beliefs about the deeper nature of The Fugue. While it is up to the GM to determine whether or not these ideas are true, the player(s) in question should be consulted and the final decision should be made with an eye towards keeping the game fun and interesting.

oracle drama

An Oracle can perform a Grid Drama to ask questions and retrieve the answers from The Fugue. This can be dangerous, time consuming, or banal. roll: COMPUTER SkILL OR MATHEMATICS type: 3 ROLL TARGET NUMBER (SEE SPECIFICS) time iNterval: VARIES (1 ROLL PER 5 MINUTES STANDARD) The character formulates a question in his mind and then reaches out to The Fugue using the Oracle Grid to decipher the information that will give them the answer. When using the Grid the character will become disordered, slipping into a state where their conscious mind is unable to correctly function (since everything from the characters internal monologue to sensory information is infused with information from the Network). The character may act as though they are having a seizure, speak in riddles or tongues, or otherwise behave as though they are having some sort of personality breakdown. The character makes three rolls against either Computer Skill or Mathematics and determines if they have accumulated enough SPs for an answer. The number of SPs needed is based on the difficulty of the question as determined by the GM. oN QuestioNs There is no reason to ask an Oracle things you can just look up on the Internetthat isnt what theyre for. Questions to them will almost always, be for areas of secret knowledge or facts about things that arent indexed in databases (What happened last night in this penthouse?). As such, even easy questions are things that a normal person would have difficulty answering. repeateD at tempts An Oracle cant usually make too many excursions into The Fugue in a dayit tends to be highly stressful and there is some defragmenting that has to be done after each session or else the characters mind may start to decay permanently. Usually each attempt during the same 24hr period is at a cumulative -2.
Difficulty Easy: Information that could be found (using the Network) with good expertise and a lot of searching and some moderate security clearance. Medium: Information that you would normally need to follow someone or use a private investigator to get. Diff 6 SPs Examples Where is a person who does not want to be found, but is not an expert at hiding? Who is this person we are talking to? Are we being set up? Who is the right person to help us with a project? Who is the owner of this vehicle? Where is our target going? What is the weak-point in a buildings defense? Where is the object we seek? Who is a person of interest in this crime? Who is the owner of this article of clothing?

THE Q-GRID

Each Grid (also called an Oracle Net) is a custom designed piece of quantum machinery. Usually you have to go to one of the templestraining halls with monastic aestheticsto train to use it. Modern science holds that it is at best useless, at worst, dangerous. It allows the user to commune with the Fugueto ask questions into the great data-storm and recover answers. On the cyber-street, Oracles are revered by those who believe their claims. They are powerful if unusual sources of information. They can learn things that would seem to exist in no database. Their answers are sometimes (perhaps often) crypticbut unlike modern science which has declared the grids to be fraudulent, the street has found these people very valuable. Using a Grid involves opening ones mind to a deluge of seemingly random bits of information incorporated at all levels of consciousness. Net-cast advertisements become false memories. Spam emails are injected into the subconscious. The conscious mind is a fragmented storm of voice, video, data, and text streams. It is said that when the Grid is on, the self is temporarily annihilated. The Oracles say that the self is, instead, cast into the Fugue where it integrates with the network.

Q-g rid ( Also o rAcle g rid ) [8 AP]


Description: This is a Q-Grid or Oracle Grid and makes the
Cost 4 AP DP +2 Power 40

character a data savant able to commune with the network.

subsection

NOTE: A character with an Oracle Grid can communicate with other characters using a 40-power communication skill that will work from anywhere on the planet. They can communicate with other Oracles at Power 100 (virtually impossible to hack).

12 SPs

135

Cybernetics

Hard: Information that is very obscure and would require compromising someone severely or being in the right place at the right time. Very Hard: Access to corporate data-vaults, understanding of universal truths, etc.

22 SPs

30 SPs

What happened at this location 18 hours ago? Who was the last person to handle this money? What is the politicians vice? What is the passwords to the internal security systems? (at least one key layerprobably not all of it) Whats the meaning of life? Give me key corporate secrets for Sciecide.

meat-space Type: Free Description: The Oracle can ask for an ambiguous lead (Seek the person in Room 203 in the WhiteHall building) and follow up on it in the real world (meat space). If the lead is investigated successfully (usually involving travel, some degree of problem solving or conversation, possible risk) then the Oracle gets +1 to +4 SPs for the roll (GMs decision based on risk, availability of information, etc.). The Oracle will know how much the meat-space mission is worth. Fracture Type: Free Description: The Oracle can take a -2 Trait (some kind of Disturbed behavior) for a period of a week for +3 SPs. This must involve the Oracle acting significantly weirdly or following up on bizarre projects or beliefs. If the situation prevents this from being done successfully (i.e. the Oracle locks themselves in a room and has guards restrain them) then the Trait will last until it is satisfied (the GM decides what that is). Taking this maneuver designates that the Player agrees to pursue the odd agenda. NOTE: Some Oracles find that these fracturesthese bizarre patterns of behavior and belief represent a kind of enlightenment. Some of them intentionally fracture letting the Fugue guide their actions, becoming agents of either randomness or some immensely complex design. The player still plays their character and the goal of the fracture should be interesting and perhaps even relevant to the action in the game.

EXAMPLE MOVES accept a Fractured vision Type: Free Description: The Oracle decides to reject clarity for some information. This is a common trade-off. The Oracle gets +2 SP to every roll they make. The Vision reveals partial information some of it cloaked in symbolism, some of it actionable. The character will at least get a lead they can follow up on from the Fugue. take additional risk: Deep Dive Type: Free Description: The Oracle projects deep into the Fugue. There is risk that s/he will not be able to find their way home. When this is done, the body goes into a deep sleep. The Oracle makes a WIL roll at -1 to -4, gaining 3x the number of SPs in the negative if the roll is made. If the roll fails, the Oracle becomes lost for 4 hours per point the roll was missed by. At the end of the time the Oracle can continue to make Skill rolls at the original negative at a cumulative -1 each time the roll is missed to find their way home (the question is unanswered, all SPs are lost). The Oracle can choose not to wander, staying at the same level of negative: they will eventually need to be put on life-support. Other Oracles can be asked to help guide the character home. In order to do this, the Oracle must take the same level of Risk and make the roll or else become lost themselves. Quick vision Type: Free Description: By adding +2 to the number of SPs required per level of difficulty (+4 for a Medium question) the Oracle can roll once per Round. This is often done for Easy questions. The Oracle does not misbehave during this operation.

subsection Cybernetics

136

CYBER-PROFILER

A cyber-profiler is a very unusual mental engine that creates predictive models of people. It is used to predict what they will do or if they are lying. Usually these units and modifications are extremely rare and only people familiar with the cutting-edge cyber-scene will know they exist (they might be used by elite investigative forces, for example). Cybernetics Description: A Profiler is an elite piece of cybergear (no price is given: it is not generally available for sale but is a custom module for special purpose cyborgs) that allows a scan of a person. When it maps a person it uses a multitude of hypercomplex databases fed through intricate connections in the cyborgs brain to affect a kind of telepathic empathy based on their autonomic reactions.

Difficulty Read Intent

c yBer P rofiler [8 AP]

Predict Behavior

predictive initiative: when the profiler cyborg locks onto a target as a 5 REA Medium action (no to-hit roll) they will get +6 Initiative vs. that target. Initiative is rolled as normal but if the target goes first, if the cyborg would go first with a +6 Initiative bonus, the target will have to declare an action and then the cyborg may take their turn to act first. use: The cyborg must be face to face with the target and perform an interaction baseline. This usually involves several seconds of conversation or a very specific list of questions (which the target must hearbut need not respond to). At that point, the cyborg can attempt a drama. If it fails, other dramas against the same target are at a cumulative -2 to the roll. If it succeeds, the character has a model that is good for WIL hrs. During that time, additional dramas may be attempted against the model until one fails (at which point the cyborg must re-baseline).
Cost 8 AP DP +2 init +6 read Wil +4 predict Wil +2 understand Wil+1

Understand

predictive initiative: when the profiler cyborg locks onto a target as a 5 REA Medium action (no to-hit roll) they will get +6 Initiative vs. that target. Initiative is rolled as normal but if the target goes first, if the cyborg would go first with a +6 Initiative bonus, the target will have to declare an action and then the cyborg may take their turn to act first. When used on a target, the cyborg will enter into a drama with them.

Notes The character can, by scanning the target get a general sense of why they are taking a specific course of action. Usually the course of action asked about must be somewhat long term and the profiler must describe it concretely. Examples: It could distinguish a character opening fire as a paid hit man, an angered ex-lover, a cop who has mistaken identity, etc. I can identify if a police investigator thinks a subject committed a crime or if they are just fishing for information. It can identify someone bluffing at poker. It can tell if someone is lying and possibly hint at what the truth is if the profiler has any way to know. The profiler can predict what the target is likely to do. This can apply to both immediate actions and to longer-term plans. A successful drama can track where a target will go. A successful drama will determine how a target might stage an attack (at least general strategy) A successful drama can tell if a person is likely to betray the cyborg and possibly to whom A successful drama can give general specifics on what a target will do if a specific piece of information is revealed to them in a specific way. The most difficult form of profiling allows the profiler to glimpse the deeper motivations of a target. How exactly this is done is unclear: some suspect that there is, in fact, a universal shared subconscious that the Profiler-gear taps into. A successful drama can give the profiler a short but true understanding of why the target is taking a course of action. In this case surprising pieces of data may be discovered. A successful drama can give the profiler an understanding of the characters motivations and desires which makes a Predict Behavior Drama or Read Intent Drama go against a Target Number 4 SP lower than normal. A successful drama can detect and reveal specific traumas or deeply held beliefs the character has, even if hidden.

The target number listed is determined by what the cyborg is trying to do.

psychoanalyze Type: Free Description: A successful Psychology roll at -5 will give +2 SP to the next roll. If the skill roll is failed, there is no downside but it cannot be attempted for the rest of the drama. The subject must cooperate. 137

Cybernetics

roll: PSYCHOLOGY OR WIL AT THE LISTED PLUS type: 3 ROLL TARGET NUMBER (SEE SPECIFICS) TARGET NUMBER: Targets WIL +8 time iNterval: ONE ROLL PER ROUND (MORE IF USING SPECIFIC MOVES) The Profiling Drama is based on the cyborg very rapidly building a mental model of the target in the mind-computer space and then applying complex analysis to it to detect lies, predict actions, and understand motives.

profiler drama

MOVES Q&a Type: Free Description: If the subject can be compelled or convinced to do a 10 minute Q&A session with the profiler then they get +2 SP to the roll. To play this out the cyborg character can ask psychological profile questions and the subject answers them (things like you see a turtle turned over on its back. Its dying. Why dont you turn it back over? stuff like that). This should not be done for more than a question or two unless the participants are enjoying it (presumably learning something interesting from the answers).

subsection

Bluff Type: Free Description: A subject may attempt to dissemble. A Gambling or Psychology roll at -5 can be made as a Block roll. If the roll is made by more than the Profilers roll, the profiler gets no SP for the attempt. If the target has a L3 skill, in addition to ignoring -3pts of the negative modifier, they get +2 SP if the roll is successful. If L4, the character gets +8 SP (likely shutting down the profiling character). Concentration Defense Type: Free Description: A character with Tai Chi or Mathematics or Physics at L3 can try to block the scan by focusing inwards. This functions as Bluff except that it is obvious what the character is doing (they are not answering questions or otherwise cooperating). research Type: Free Description: If the profiler has a wealth of information about the subject (video footage, psychological profiles, knowing what they choose for secret passwords, etc.) then they can get +1 to +4 SP to one roll.

f ire c ontrol [1 AP]

Description: A cyborg with a Fire Control system gets the bonus to


hit of a separate cyborg with a Guidance Laser who is linked in and aiming at the target (the aiming cyborg can direct fire for their teammates). The device must be in communication with the aiming cyborg and comes with a native Power of 10 (although if the cyborg has a better communication system, itll use that).
Cost 2 AP DP +1

o PticAl t Argeting J AcK [3 AP]

Description: The characters eye-socket can take in a jack that runs

a cable directly to the cyber-sight on the weapon (which may be either a carried gun or a cyber-weapon). This projects the aiming data directly onto the characters field of vision (and looks painful when it is inserted). The character gets +1 to hit with any Aim action (in addition to the normal plus) and doubles the listed Range of the weapon.
Cost 3 AP DP +1

CYBER SENSES

In addition to replacing various life-support biological systems, cybernetics also replace the sensory apparatus of the wearer. These are some of the cybernetic enhancements to sensory capability a cyborg might purchase.

h igh c ontrAst e yes [1 AP]


Cost 3 AP DP +2

WETWARE COMBAT GEAR

Description:The cyborg can switch to high-contrast black and


white vision. This removes -3pts of vision modifiers.

Targeting systems and other mental combat enhancements are not uncommon for highly modified cyborgs.

t Arget -z oom V ision [1 AP]

Description: Adds +20 yards to weapon Range per 5 REA Medium


action taken to zoom in up to 4x the weapons native Range. Until a 5 REA Short action is taken to zoom out the cyborg suffers a -1 Perception roll per level of zoom to see things close by. If the zoom level is -6 or greater, the cyborg must make perception rolls to navigate properly by foot or manipulate objects.
Cost 1 ap DP +0

W eAPon s cAn [2 AP]

Description: For a 5 REA Medium Action, the cyborg can scan a


target using ultrasound and metal detectors to look for weapons. This gives a 15- roll to find most weapons or other hidden gear. A cyborg with any Mech points will be detected by the scanner.
Cost 3 AP DP +0

c hem -s cAn t ouch [1 AP]


Cost 1 ap DP +2

Description: The cyborgs fingers conduct chemical analysis of any


material. This requires a Chemistry skill roll to make sense of.

c yBer t Argeting s ystem [2 AP]


addition to the normal plus).
Cost 2 AP DP +0

Description: The cyborg gets +1 to hit with any Aim action (in

B io -A nAlysis [1 AP]

Description: The cyborg can analyze blood or other tissue and run
a number of common medical tests on it through their fingers. The fingers are coated with a surface that will reject biological material, simply sliding it off.
Cost 1 ap DP +2

t Arget l ocK [1 AP]

Description: If the target takes a 5 REA Medium action to lock

subsection

on to the target (without firing or doing anything else) they get a permanent +2 to hit that target until either they break the lock or the target moves behind cover.
Cost 1 ap DP +0

A lArm s ensor [1 AP]

Description: The cyborg will detect any damaging chemicals in the


areaeven in trace amounts. This also goes for bio-hazards and radiological hazards.
Cost 1 ap DP +2

g uidAnce l Aser [2 AP]

Description: The cyborg has a laser system and tight-band

communication to other cyborgs with Fire Control systems. When the cyborg with the guidance laser aims at a target, all connected cyborgs with Fire Control get the bonus to hit

Cybernetics

Cost 2 AP

DP +0

138

W Aldo s cAn [1 AP]

Description: The cyborg can pick a known face out of a crowd with

s ense -e nhAncer n et [4 AP]

a +2 Perception roll and a 5 REA Medium Action. This will also see through disguises and, with a database of faces, can be used to scan for most-wanted or persons of interests (the database will exist on either an on-board computer or in a brain board).
Cost 1 ap DP +1

Description: The character can crank their perception senses up to


astounding levels using both enhanced eyes and ears and patternmatching micro-computers to assist in filtering out noise. The character gets +6 Perception rolls but can only keep this running for CON minutes per day.
Cost 4 AP DP +2

B loodhound n ose [2 AP]

m icro - meter W AVe s cAn (sttW)[8 AP]


Description: The character can use a penetrating wave and
scatter detection system to see through walls. The characters vision will clearly penetrate about 20 of material. It cannot resolve well enough to read small text unless that text is plainly visible to someone standing in the room (i.e. an open book on a table, not a credit card in a wallet). It will not see through armored surfaces. It does see well enough to target and the cyborg can shoot people through walls (see below). This gives +2 to rolls to repair devices and +2 to Medical rolls if surgery is involved. STTW stands for See Through The Wall.
Cost 8 AP DP +0

Description: The characters olfactory senses have been enhanced


with cybernetic receptors. This gives +4 to any Skill roll to Track a person or animal and a standard perception roll to identify people by smell and track them by scent (a person having been in a room can be identified by smell). If the cyborg gets close and takes deep breaths, this roll is at +2.
Cost 2 AP DP +2

s ense -n et r ecorder [1 AP]

Description: The cyborgs senses are hooked to a massive

recording system that keeps the cyborgs senses in a crypto-key locked digital vault. The crypto-key prevents them from being tampered with so they can serve as evidence. The cyborg can turn this on and off (or go just audio or just video).
Cost 1 ap DP +1

A nti -s niPer s cAn [2 AP]

Description: The character has an active laser array which

P ArABolic h eAring [1 AP]

Description: The cyborg can hear at a great distance. This ignores


Cost 1 ap DP +2

-5 Hearing modifiers and allows the cyborg to listen at a distance of 50+ yards to normal conversation.

s onAr [2 AP]
underwater).
Cost 2 AP DP +0

scans the surrounding area searching for weapons or, especially, sighting devices pointed in the characters direction. This gives a perception roll to detect any attack on the character from any distance. If they are using a scope or other targeting system, it gets +3. If the perception roll is made, the character gets an Initiative roll against the attacker to fire first. When active, the character will be detectable by any senses which detect weapons or cyborgs (the character is emitting scanning lasersthey are not being stealthy but note that the scanning lasers are invisible to normal human vision).
Cost 2 AP DP +1

Description: The cyborg can operate in total darkness or fog (or

t ActicAl s cAn [4 AP]

Description: The cyborg can use a sensor-sweep to detect power,

weapons / explosives, and heat (living beings) in a 50 yard radius. This usually requires a perception roll at +2 and takes an 8 REA Long Action.
Cost 4 AP DP +2

m icro - meter W AVe s cAn (sttW)[8 AP]


Description: The character can use a penetrating wave and
scatter detection system to see through walls. The characters vision will clearly penetrate about 20 of material. It cannot resolve well enough to read small text unless that text is plainly visible to someone standing in the room (i.e. an open book on a table, not a credit card in a wallet). It will not see through armored surfaces. It does see well enough to target and the cyborg can shoot people through walls (see below). This gives +2 to rolls to repair devices and +2 to Medical rolls if surgery is involved. STTW stands for See Through The Wall.
Cost 8 AP DP +0

139

Cybernetics

subsection

Many cyborgs arise from military or urban-dystopian societies and commonly go armed. A cyborg is like a predator: It comes with claws. In other cases there are utilitarian reasons to arm cyborgs. Their power-supplies make energy weapons a source of firepower that doesnt require ammunition. Cyborgs high survivability means they may often go places where violence is a possibility and not having to carry the weapon is an advantage.

cyBeR weAponS

STANDARD FIREARMS

Standard firearms are normal chemical-fueled projectiles. They are one of the most common cyber-weapons in existence.
Weapon a-Cost Dmg roF rCl range Mag sC 9mm implant 2 AP 6 peN s -0 -1/7y 9 1 the basic entry-level cyber weapon. the 9mm attaches at the hand and the assembly (bolt, barrel, etc.) extends above the back of the hand and exits between the first and second knuckles. Cyber articulation is done at the wrist to accommodate a large magazine housed in the forearm. an extended magazine will stick out and hold 3x ammo. Weapon a-Cost Dmg roF rCl range Mag sC 10 mm 4 AP 9 peN s -0 -1/7y 9 1 implant a heavier personal defense system that extends a rectangular weapon assembly from the forearm. these can be retracted, leaving a metallic seal but snap out as a reflexive action as an automatically successful fast draw. Weapon a-Cost Dmg roF rCl range Mag sC .44 uber5 ap 16 peN s -3 -1/9y 12 1 magnum imagine the 9mm implant but about 1.5x the size (it gives the hand a heavy, mean profile). Click Blam! Weapon a-Cost Dmg roF rCl range Mag sC .38 side10 ap 6 peN 4x -0 -1/25y 120 2 [12/s] [10s] mount smg the .38 rides at the hip (retracting entirely for an 8 rea long action) and deploys instantly when ready. it appears as a black egg which snaps open to reveal a small auto-tracking sub-machine gun. Weapon a-Cost Dmg roF rCl range Mag sC 10mm auto15 ap 9 peN 4x -1 -1/7y 80 2 implant [16] [5s] the same weapon as the 10mm implant but the assembly is larger and has an auto-fire mode. large ammo drums further up the forearm give away the weapons large reserve (five seconds of fire at full auto for each arm). Weapon a-Cost Dmg roF rCl range Mag sC arm-mount 12 ap 24 s -2 -1/10 8 2 shotgun shot the forearm is largely removed and replaced with a loading socket and muzzle assembly that lays above the length of the forearm and stops just before the wrist (the cyborg can shoot his own hand if he lays his wrist back as far as he can and triggers the weapon). Weapon a-Cost Dmg roF rCl range Mag sC Cyber23 AP 20 PEN 3x -1 -1/150 64 2 [8/s] [8s] assault rifle a belt-fed weapon that mounts along the cyborgs entire arm with the ammunition reserve behind the shoulder-blade (the belt is external). the cybernetics are the mount only, the weapon is detachable. When deployed the elbow locks into either full extension or a 90-degree angle for firing. Bulky. Weapon a-Cost Dmg roF rCl range Mag sC .30-.06 Cyber 35 ap 31 peN 3x -1 -1/200 800 4 lt.mg [8/s] [8s] a military grade light machine gun, the ots-30 gives the cyborg a distinctive profile. one of the lungs is modified to hold 800 rounds of ammo. When not in use, the gun folds down the back, sticking up a little like an old-fashioned sword. Weapon a-Cost Dmg roF rCl range Mag sC Cyber-50 126 105 3x -1 -1/400 800 4 AP PEN [8/s] [8s] a heavy machine gun with spring-like recoil suppressors winding down into the cyborgs shoulder blades. the gun is guided with a reticule that snaps over the cyborgs eye when it is in use. the gun is too big to stow and the barrel retracts and extends. it takes an 8 rea long action to deploy. Weapon a-Cost Dmg roF rCl range Mag sC Cyber46 ap 13 peN 8x -0 -1/20 2800 4 gatling gun [28/s] the Cyber-gatling gun is a heavy-duty urban-assault weapon. it fires .357 magnum bullets out of a set of massive drums stored in the lower ribcage.

buyinG WeaponS

When buying weapons, the character will keep two things in mind: If the weapon adds to HTH damage than the cost will be marked with a + and must be paid in full unless another HTH weapon of higher or equal cost has already been bought (in which case the cost for subsequent weapons is 1 AP). If the weapon is HTH and makes the damage PEN then there is a fractional cost as well based on the characters HTH damage (if you are super strong and punch for 23 IMP damageand then have claws that make that Penetrating, you pay extra AP based on that). This additional cost is rounded normally and added to the total weapon cost before determining if it is the weapons attack cost (A-Cost) is the highest or not. If the weapon has a fixed damage the cost is not marked with a plus-sign then the character pays 1 AP if the listed cost is equal or less than the characters highest A-Cost. Example A Delex model cyborg has an A-Cost of 5 for its chassis. The character can purchase a 10mm Implant (listed cost 3 AP) for 1pt. If the Delex buys Concussor HTH weapons with a listed cost of +2 AP, the cyborg must still pay the 2 AP since this enhances his hand-to-hand damage. However, if cyborg additionally buys cyber-gladiator blades (+4 AP listed cost) the cost for the concussors will be reduced to 1 AP since the cyborg only pays full price for their most expensive HTH weapon as well.

SIZE CLASS CONSIDERATIONS

subsection

There is a size-class listed for some weapons because you cannot have a tiny character with a mounted .50-cal without some sort of explanation. The Size-Class column (SC) is a guideline to how big the character must be (using the size table In the front of the book) to mount the weapon.

cyber-GunS
Cybernetics

The staple of cyber-weaponry, cyber guns provide both a fashion statement and an always drawn response to violence. In game terms, without special cybernetic augmentation (see below) there is no difference between having a cyber-gun and a personal weapon other than that there is no 5 REA draw action required unless the weapon is concealed. Commonly, however, cyber-guns are enhanced with special targeting software, combined fire reflexes, and so on. 140

GYROJET FIREARMS

Micro-rockets were first designed to be accurate at longer ranges due to the increasing velocity of the rocket-ammunition (rather than the steep fall-off that conventional rounds had). Reinvented for use in the orbitals where zero-gravity action sometimes happened and then migrated to the street, gyrojets became a weapon that usually designated cyber-manufacture in high orbit or for special (assault) purposes. Gyrojet cyber-weapons tend to be of the backup variety as ammunition was somewhat limited and expensive as well as the design of the weapons were made to be used against heavier structures.
Weapon a-Cost Dmg roF rCl range Mag sC gyrojet head8 PEN s -0 -1/15y 6 1 5 ap Mount the head-mount is a firing tube that lays along the temple and aims by turning the head and focusing the eye (its articulation system tracks directly against feedback to the optical nerve). the zero-recoil makes it an ideal weapon for laying against the neck and its small size (it is fed from a magazine that lays just below the neck) allows slightly modified helmets to fit. it can be used hands-free. Note: an aim-action with the head-mount gets an additional +1 to hit. Weapon a-Cost Dmg roF rCl range Mag sC gyrojet Cyber10 ap 18 s -0 -1/15y 12 3 carbine PEN the cyber-carbine is the signature orbital weapon. it features a smoothbore tube with casing along the forearm (the rotation comes from the jets, not rifling) and feeds from a drum just above the elbow. the weapon can fire for 12 peN damage sub-sonically (the burn-rate is controlled by electrical ignition) making the weapon silent. Weapon a-Cost Dmg roF rCl range Mag sC gyrojet street 12 ap 15 s -0 -1/25y 8 3 eagle heat PEN seeker the street eagle is ground-tech gyrojet weaponry designed for smart seeking. the weapon gets a +3 large Weapon modifier which will yield a hit by zero if the roll misses by -1 to -3. the rocket is guided by a tiny sensor to seek a biological-signature heat-source (this bonus does not apply against robots or heavy environmental sealing like a space suit). Weapon a-Cost Dmg roF rCl range Mag sC Cyber gyrojet 27 ap 24 3x -0 -1/300y 31 3 mars-Core PEN [8/ s] assault rifle this is the standard gyrojet assault rifle from the orbital platforms modified for cybernetic implant.

Weapon a-Cost Dmg roF rCl range Mag sC Flechette 30 AP 30 F s -2 -1/18y 12 1 Cyber-shotgun the Needle round fires a barrage of flechettes at a single target. the attack gets a +1 large Weapon bonus due to the spread. Note: this round is designed for a special gun and while there may be flechette rounds for other shotguns, the cyber-weapon is specific to this round (it will not take normal shotgun rounds). Weapon a-Cost Dmg roF rCl range Mag sC Flechette 7 ap 12 1 -0 -1/25y 8 4 grenade Fx launcher the cyber-weapon fires a 20mm Flechette grenade which, when it detonates will make a 14- attack against every target within 4 yards of the blast point for 12 peN. the to-hit roll allows it to hit a single target (if missed by more than 2, it is outside of the 4-yard radius and will not hit the intended targets). Weapon a-Cost Dmg roF rCl range Mag sC vivisector 4 AP 9F s -0 -1/15y 16 4 ripper gun the vivisector is a trade name for a generic type of (generally illegal) flechette gun. it uses hard cardboard cased needles to fire a limited number of flechettes at a single target. the weapon appears quite cheap but is scary and sometimes used by enforcers.

RAILGUNS AND COILGUNS

Railguns and coilguns (also called Gauss guns) use electricity to accelerate a projectile. Coilguns are usually street tech and use electromagnetic coils to pull and accelerate a projectile. Railguns use two parallel rails that complete the circuit with a projectile and create a force perpendicular to the direction of the current and the magnetic field. In any event, both of these use relatively small (7mm) projectiles at very high velocities. They rely heavily on high-tech power-packs and batteries. The presence of railguns usually means an expensive corporate cyborg.
Weapon a-Cost Dmg roF rCl range Mag sC innatass viper 5 ap 18 peN 1 -0 -1/60 30 3 Coilgun the viper is the low-end coilgun used by those with a penchant for hightech weapons but lacking in the budget for truly heavy firepower. the coil has to recharge between shots giving it an roF of 1. Weapon a-Cost Dmg roF rCl range Mag sC innatass 6 ap 21 peN 1 -0 -1/60 30 3 mamba Coilgun the mamba coilgun has a cool blue glow around the coils that sit housed in the forearm. it feeds 7mm ammunition from a tube in the triceps and cracks when the projectile hits super-sonic velocity. it is slow firing as the coils need to recharge between shots (roF of 1x per round). Weapon a-Cost Dmg roF rCl range Mag sC Cisk pan-asia 24e 40 PEN 2 -0 -1/400 30 4 railgun m1 AP the Cisk model 1 is a no-nonsense light assault railgun that is used by corporate heavy firepower. its expensive state of the art firepower for expensive cyborgs. Weapon a-Cost Dmg roF rCl range Mag sC Cisk pan-asia 41e 24 PEN 4x -0 -1/100 30 4 railgun m2 AP the Cisk model 2 railgun uses rotating barrels to fire a hail of projectiles. it is an expensive assault weapon. Weapon a-Cost Dmg roF rCl range Mag sC Cisk pan-asia 60e 200 1 -0 -1/900 30 6 railgun m3 AP PEN the Cisk model 3 is a long-range high powered anti-vehicle weapon. it is called the Cisk howitzer in common parlance.

FLECHETTE WEAPONS

Flechette weapons were first used in explosive munitions as shrapnel amplifiers. In the cyber-future they are reinvented as terrifying antipersonnel weapons. They create a distinctive buzz as storms of tungsten penetrators are hurled downrange towards their targets. They tend to exist both in military anti-personnel cyber-units (where the unit is expected to suppress non-cybernetic, nonarmored troops) and in the hands of street-scum or criminal enterprises which expect to use their firepower against soft targets. Flechettes do PEN damage with the following issues. If a flechette hits plate armor (the plates on a cyborg or a heavy armored vest) the armor value is doubled. This also applies to vehicles. The PEN value of a Flechette round is halved against non plate armor. Against soft targets, however, they are terrifying, tending to shred them as the needles fishhook in the targets flesh.

141

Cybernetics

subsection

INCINERATORS

Incinerators are terror weapons, designed to use flammable compressed gas as a weapon. For ease of play purposes you can assume that these attacks do IMP damage and will start fires if the environment is at all flammable (but usually this will not be tracked). As an advanced rule, Fire will do the followng: At hit by 4+ will burn the next round at +0 Initiative for the initial Damage Multiplier until put out. Putting the fire out usually involves an 8 REA Long action on someones part to smother the flames (either the burning character is rolling or someone else is using a blanket or whatever). As an advanced rule, a 5 REA action to extinguish the flames has a 12- chance to succeed and a Long action a 15-. Fire extinguishers give +4 to this roll. Water or blankets give +2.
Weapon sernal street 7 Fire Beam -0 -1/4y 5 3 Dragon [4x] rounds a less advanced flamethrower that uses tanks of fuel built into the target and burning gas. it is quite short rangebut very scary nonetheless. Weapon aDmg roF rCl range Mag sC Cost 22 18 Fire Beam -0 -1/6y 4 3 innatass Phoenix AP [4x] rounds Flamethrower the phoenix is a scary looking cyber weapon that has a hose that goes back to the cyborgs kidneys which manufacture the fuel. it takes a day to recharge the in-line tank. it uses the Beam Weapon rules (fire is a 10 rea long action with 4 to-hit rolls, each at a cumulative -1. if held steady on one target, there are two to-hit rolls for double damage). Weapon aDmg roF rCl range Mag sC Cost innatass 31 24 Fire Beam -0 -1/12y 4 3 Napalm AP [4x] rounds incinerator the Napalm incinerator is an industrial-sized flame-unit. it is usually legitimately only seen on military assault teamsand then very rarely. however a lot of innatass weaponry has made it to the street. Weapon aDmg roF rCl range Mag sC Cost innatass -0 -1/15y 4 3 6 ap 18 Fire 1 Firestorm x White Phosphorous the Firestorm is a white phosphorous grenade launcher. it fills a 4 yard radius kill-zone with burning gas. aCost 9 ap Dmg roF rCl range Mag sC

DART GUNS

Most darts are fired from either extendable housing behind the knuckles or from an extended finger where the hand is a cyberreplacement. They are silent, concealable, and usually used to deliver a toxin. They are preferred weapons of operatives and assassins since they can be highly concealed. Dart Guns are at -4 to be detected by scans. When buying a dart, there are two things to purchase: the dart gun and the venom. Because of the way A-Cost works, usually the dart gun will be 1 AP and you will only pay full price for the most expensive venom (1 AP for additional ones thereafter).
Weapon a-Cost Dmg roF rCl range Mag sC sernal 1 ap 1 peN 1 -0 -1/7y 8 1 stinger (8 pv) the stinger fires a 1pt peN dart with an 8 penetration value. the dart is a tungsten penetrator with an ultra-low friction sheath. it is subsonic and pneumatically fired making a faint hollow thock sound when released. to deliver the venom it must do 1pt of damage and make a successful peN roll against armor. Weapon a-Cost Dmg roF rCl range Mag sC sernal 2 AP 4 PEN 1 -0 -1/9y 8 1 venom (18 pv) the venom is designed for use against harder targets. it features a glassshard head that is extremely sharp.

Concentrated Acalyptophis (Spiny-headed seasnake) Venom [12 AP]

Description: A quick-acting deadly neurotoxin that is derived from geno-clone reincarnations of the spiny headed seasnake (the species has been brought back to life in computer simulations and target tissues grown in vats to produce the concentrated toxin).
effect Minor standard rating yellow red result target is made sick. treat as Dazed, roll at -2 to recover. target is Dazed for the first round after being hit (the first turn they have 5+ rea remaining). the next round, they are incapacitated. this will last 3 rounds and they will feel sick for days after (-3 to rolls requiring any concentration). target is Dying. target is Dying. target suffers Dead result.

major Critical Catastrophic a-Cost 12 ap

red red red intensity 15

Evolved Boomslang Venom (haemotoxin) [6AP]

Description: A deadly internal bleeding toxin, it is called boom-juice on the street.


effect Minor standard major Critical Catastrophic a-Cost 6 ap rating green green yellow red red intensity 20 result target is slowed, losing -3 initiative and 1 rea for 4 minutes. target is impaired, senses blur, feelings of weakness: make a CoN roll at -2 each turn or fight with a -2 modifier to all skill rolls. target is Dazed, recover at -2. target is Dying. target suffers Dead result.

subsection Cybernetics 142

k-Smart (Smart ketamine Tranquilizer) [11 AP]

Enhanced Gila monster toxin [11 AP]

Description: Smart-k is a standard ketamine tranquilizer bonded with a nano-virus that causes the chemical to decompose when blood-flow slows, thus making any dose theoretically safe. It is a commonly used, if highly controlled anesthetic for animals (and sometimes people) and has been adapted for weaponized use by the street and various agencies.
effect Minor standard major Critical Catastrophic a-Cost 11 ap rating yellow yellow red red red intensity 20 result target is stunned for the first round and then Dazed for the round after. target is Dazed at -2 to recover. target is Dazed at -2 to recover for 2 rounds, then unconscious. target is Dazed for 1 round and then unconscious. target is unconscious.

Description: Another bio-mod toxin, this one burns like acid. The target suffers immediate damage when hit at a +4 Damage Modifier on the Impact table. Additional damage is suffered on Initiative +0 until the recovery roll (CON, usually at some modifier) is made. That CON roll is made during the characters Turn as a 0 REA Medium action.
effect Minor standard major Critical Catastrophic a-Cost 11 ap rating yellow yellow red red red intensity 20 result target suffers 8 immediate damage and the 4 continuing damage until a CoN-1 recovery roll is made. target suffers 12 immediate damage and the 6 continuing damage until a CoN-1 recovery roll is made. target suffers 16 immediate damage and the 6 continuing damage until a CoN-1 recovery roll is made. target suffers 20 immediate damage and the 8 continuing damage until a CoN-1 recovery roll is made. target suffers 24 immediate damage and the 6 continuing damage until a CoN-1 recovery roll is made.

Smile-5 [3 AP]

Description: Smile-5 is one of several blood-narcotics that cyborgs have outfitted themselves with for party time. The darts are usually loaded with sliver injectors that will be stopped by strong clothing and just leave a pin-prick. It takes a round to switch out a magazine of party darts for weapons.
effect Minor standard rating green green result target feels a rush of euphoria followed by an hour of buzz. target gets a sense of joy and accomplishment similar to scoring the winning goal of the ultra-Bowl and then recrossing the end-zone to celebrate time and time again. this lasts about four minutes and the after effects last two hours. target feels loved by the universe. Bad things seem in perspective unimportant. this lasts four hours, followed by a crash when they decide the universe either doesnt really care about them or loved someone else after all! target is treated as Dazed-2 to recover in a euphoric haze. theyll feel no pain in this state. Buzz effects last four hours. target is incapacitated for three hours, blissed out. they have no recollection of the intervening time.

White-tailed Spider Necro-Toxin [5 AP]

Description: Another bio-mod toxin, this one burns like acid. The target suffers immediate damage when hit at a +4 Damage Modifier on the Impact table. Additional damage is suffered on Initiative +0 until the recovery roll (CON, usually at some modifier) is made. That CON roll is made during the characters Turn as a 0 REA Medium action.
effect Minor standard major Critical Catastrophic a-Cost 5 ap rating green green yellow yellow red intensity 30 result target suffers 4 immediate damage and the 4 continuing damage until a CoN-1 recovery roll is made. target suffers 6 immediate damage and the 4 continuing damage until a CoN-1 recovery roll is made. target suffers 8 immediate damage and the 4 continuing damage until a CoN-1 recovery roll is made. target suffers 12 immediate damage and the 6 continuing damage until a CoN-1 recovery roll is made. target suffers 16 immediate damage and the 6 continuing damage until a CoN-1 recovery roll is made.

major

green

Critical Catastrophic a-Cost 3 AP

yellow red intensity 20

143

Cybernetics

subsection

LASER WEAPONS

Cyborgs power plants make energy weapons possible if expensive. Lasers never run out of ammunition but have a recharge time to refill the quick-burst capacitor. This takes about 4 minutes. They are not dissimilar in application to the railgun (an expensive weapon with superior range to most slugs).
Weapon a-Cost Dmg roF rCl range Mag sC sernal las3 AP 5 peN s -0 -1/20y 10 1 Finger the las-Finger is a micro-laser that is usually placed in the index finger or between the 3rd and 4th knuckle. it hits pretty hard for such a small weapon and allows the hand to be almost entirely biological. Weapon a-Cost Dmg roF rCl range Mag sC 17e ap 30 sernal 5k s -0 -1/220y 8 3 laser Carbine PEN the 5 kilowatt laser carbine is standard mid-range small-profile laser weapon. it is the top of the sternal line. Weapon a-Cost Dmg roF rCl range Mag sC Cisk pan-asia 25e ap 9 peN 6x -0 -1/30 10 4 las-Battery rounds the Cisk las-Battery is a collection of laser guns that is mounted just above the shoulder (the laser has a very low profile and looks a bit like a four barreled spot-light. Weapon a-Cost Dmg roF rCl range Mag sC Cisk pan-asia 24e AP 40 s -0 -1/2000 20 4 mil-laser PEN the mil-laser is an 8 kilowatt laser weapon designed for maximal range engagement with targeting systems and optical jacks. it usually lays against the arm as an exterior weapons mount.

PULSAR PLASMA WEAPONS

Plasma weapons are exotic and impressive. They fire glowing beams of kinetic-kill force that explode in sparks on contact. They are generally seen as leaked prototypes or experimental deployments. They deal Impact damage. When the shots are used there is a 10 Round recharge period.
Weapon a-Cost Dmg roF rCl range Mag sC Pacora 2e AP 14 imp 1 --1/8 10 2 research Pulsar the pulsar is the most common cyber-blaster. it is roughly hand-gun sized (but blocky). it makes a loud noise when fired. Weapon a-Cost Dmg roF rCl range Mag sC Pacora 9e ap 14 imp 3x -0 -1/8 9 2 research pulsar-3 pacora upgraded the pulsar with a second barrel and a flux inducer to get a more rapid rate of fire. it can fire for three rounds before needing to be recharged. Weapon a-Cost Dmg roF rCl range Mag sC Pacora 6e ap 17 imp s -1 -1/20 15 3 research overburn 300 the overburn is a prototype police model plasma gun that is seen in corporate security forces and renegade units. it is low-powered for military usage but works well enough for extended engagements and (especially) against armored cyborgs where the cost per point of damage is better since they tend to have high peN Defense values. Weapon a-Cost Dmg roF rCl range Mag sC street 1 --1/15 30 4 7e ap 40 imp Eagle Arclight the arc light is a street-weapon with exposed glowing coils and an interior light in the muzzle because it looks cool. it is also a very dangerous gun (if slow firing). the arc-light takes a round to charge up before it can be used. this is a 0 rea short action but the charge cant be held so the gun cannot be used on the first round of combat unless the character is firing from ambush or otherwise gets a Free round to charge the weapon. it does not need to be charged between rounds (after the first round of charge it can be fired every round with an roF of 1).

subsection Cybernetics 144

HAND TO HAND WEAPONS

As cybernetics are often a personal statement (often dealing with anger issues!) high tech hand-to-hand weapons are common (and often requested even for military or police cyborgs if the force will allow personal customization).

o xy 0A cetylene t orch [7 AP]

Description: The character has tanks inside their torso that run to a fold-out torch from the hand. Useful as a tool, it is also useful in a fight. The tanks refill over night through the cyborgs standard body processes.
Damage 18 imp skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach short

c oncussor [+2 AP]

Description: The cyborg has a bulky fist that, on contact, when triggered emits a sudden, extremely strong ultra-low frequency pulse of sound that hits with devastating physical impact. It adds +6 damage with any HTH attack and double base damage to inanimate objects. It can only pulse once per turn (only one strike). The hand operates at -2 COR.
Damage +6 imp skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach short

taser [8 ap] Description: The hand Taser presents a black metal bar with insulating rubber casing across the first two knuckles. When used, it sends a debilitating shock through the targets body. This is a Resisted attack with a 12- roll against the targets CON, +1 per point of WIL above 11. Repeated Taser shocks are at a cumulative -1 to the roll against the same target for the remainder of the fight. The Intensity of the attack is 20.
effect Minor standard major Critical Catastrophic Damage special result painful shock. target suffers a -1 to all combat rolls until the end of the round. stunned. the target is stunned. Dazed. the target is dazed. Dropped. the target falls and is down and incapacitated for 3 rounds. Down. the target falls and is incapacitated for 1 minute. may suffer harmful side effects. skill l1 l2 l3 l4 Back reach swing unarmed +0 short Combat

c yBer c lAWs [+1 AP+(B Ase d AmAge /10)]

Description: Retractable blades that extend from either the fingers (the blades sliding out along the palm-side of each finger) or from between the knuckles. Cyber claws are coated with a Teflon-like metallic but ultra-low friction surface giving them a 6 Penetration value.
Damage +3 imp skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach short

h And f lAil [+3 AP ]

Description: A light, but very hard baton the length of the forearm slides out of the palm of the hand of the cyborg connected to the hand by a chain. This is used as a flail. It is at -2 to be blocked.
Damage +4 imp skill unarmed Combat l1 1 l2 2 l3 3 l4 4 Back swing +0 reach med

CYBER GLADIATORS

A uto -W hiP [+2 AP+(B Ase d AmAge /10)]

If ballistic weapons are designed for efficiency and basic HTH weapons are useful for street fights, the cyber-gladiatorial weapons are designed to instill fear. They may, of course, be found anywherebut the basic aesthetic here is that of the showmanship of slaughter.

Description: A high-tech lash that extends and retracts from the cyborgs hand. This acts as a tangle weapon. Its tip can be used to slice for +1 PEN with a maximum PEN damage of 3. A character with Level 2 skill can get STR+1 damage (max is still 3 PEN). As a tangle weapon, it can be used to grab. Its armor value/DP is 9/30 (very strong material).
Damage +3 peN skill Flail l1 1 l2 1 l3 2 l4 2 Back swing +0 reach long

B lAded t Ail [5 AP]

Description: A metallic tail extends from the base of the cyborgs spine. It ends in a bladed tip and can be used to stab and lash. It has an 18 STR and can be used to grapple with an Offensive score of 22. Its strength does not depend on Base Damage and it can only be mounted on a human frame.
Damage 11 peN skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach long

c omBAt t eeth [8 AP]

Description: The characters jaw is extended like a dogs giving the character a powerful metallic bite. The roll to hit is at -2 if the attacker is not in Close Combat. They will grab for 24 Offensive Grapple and can hang on. Further bites use the original to-hit roll and a new Damage Modifier roll. The characters Base Damage is not a factor here and this will only fit on human frames.
Damage 12 peN skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach short

r Am h orns [+2 AP]

Description: The cyborg has head gear like a metal ram. They can be used in Close Combat to strike for +5 IMP damage and look darn cool. They give 5/10 armor with a coverage of 1.
Damage +5 imp skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach Close

145

Cybernetics

subsection

r etrActABle A ntlers [+1 AP+B Ase d AmAge /10)]

n euro -f Angs [6AP]

Description: Two metal antlers (long pronged metal blades) lay in sheaths down the cyborgs back. They can be extended through bracing in the neck coming up above the skull. Mostly for show, a head-butt at is at -3 to hit and requires the character to make, at least, a Step action in addition to the attack. However, they are wickedly sharp and quite long.
Damage +8 peN skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach Close

Description: A set of high-tech looking mandibles extend from the cyborgs jaw. In a fight, it can bite with toxin injectors. The cyborg must be in close combat or have the target grabbed The bite must hit bare flesh or penetrate. The injectors have a PEN value of 16 and will act as doing 8 Base Damage (PEN) but if damage gets through armor it is reduced to 1pt and the target takes the toxin effect.
effect Minor standard major Critical Catastrophic a-Cost 6 ap rating green green yellow red red intensity 20 result target is slowed, losing -3 initiative and 1 rea for 4 minutes. target is impaired, senses blur, feelings of weakness: make a CoN roll at -2 each turn or fight with a -2 modifier to all skill rolls. target is Dazed, recover at -2. target is Dying. target suffers Dead result.

f oreArm B lAdes [+4 AP+B Ase d AmAge /10)]

Description: Blades approximately the length of the forearm are housed there with reinforced bone. They can be extended, sliding out past the back of the hand. They function as short swords.
skill unarmed Combat l1 2 l2 3 l3 4 l4 4 Back swing +0 reach short

Damage +8 peN

P ersonAl c hAinsAW [+7 AP+B Ase d AmAge /10)]

rocketS

Description: A frightening weapon, the personal chainsaw extends under the forearm and buzzes threateningly when started. Starting it is a 5 REA Medium action and it will pose threat until turned off (it can run for 1hr before needing a 5 hr bio-recharge). If a target is grabbed or grappled, they can be sawed for 5 REA without paying the Backswing or being limited to number-of-attacks by skill level (that is, the attacker can attack each time for 5 REA).

Cyber battles see the advent of anti-personnel rockets. They are designed for use against well armored human targets rather than vehicles and their size and weight is adjusted accordingly.

s houlder f ired B lAst r ocKets [V Aries ]

Description: The launcher lays down along the cyborgs back (which is bio-metal reinforced) and snaps up in order to fire (5 REA Medium action to deploy). It fires small (40mm) finstabilized rockets.
size 40mm 45mm 55mm Cost 5 ap 7 ap 10 ap Dmg 20x 30x 40x roF 1 1 1 rCl -0 -0 -0 range -1/25y -1/25y -1/25y Mag 12 10 8 sC 4 4 4

Damage +14 peN

skill unarmed Combat

l1 1

l2 1

l3 2

l4 3

Back swing +2

reach med

s eeKer m ortAr [V Aries ]

c yBer s cythe [+7 AP+B Ase d AmAge /10)]

Description: A Cyber-Scythe is a bladed arm that replaces one of the ribs. In combat it (and a character may have more than one) folds out becoming an extra arm to slash or stab with. Each Cyber-Scythe gets a free strike each turn along with any other normally paid for attack (thus, a character with Cyber-Scythes can double their number of HTH attacks if they have enough Scythes).
Damage +10 peN skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach long

Description: The launch tube is affixed to one of the legs, with the magazine in the thigh. A seeker mortar is fired straight up (minimum of 3 yards) and then tracks a previously acquired target. The targeting action is a 5 REA Medium attack and requires a roll to hit to get lock. The rockets roll to hit is a 14- (both must be made). Firing the rocket is also a 5 REA Medium action which deploys three separate missiles. If the attack misses, the seeker will continue to track, striking every other turn with an Initiative of +0 for 3 attempts (6 turns). In tight conditions it may not be able to turn properly and can, at the GMs discretion, prematurely detonate. Most indoor areas are too tight for this to be properly used. Note: Lock can be held over several turns so long as another target isnt locked onto.
size 40mm Cost 5 ap Dmg 16x roF 3x rCl -0 range -1/25y Mag 12 sC 4

subsection

P neumAtic r Ams [+3 AP]

Cybernetics

Description: Bulky compressor units lay above the wrists and ankles with external tubes running along the cyborgs limbs to the back (the lungs). The cyber-lungs pump compressed air to the storage units and a strike releases a blast of pressure along the hands or feet. This does +8 IMP damage with any strike and allows the cyborg to add a 8/(BLD/5) yards to their jump.
Damage +8 imp skill unarmed Combat l1 l2 l3 l4 Back swing +0 reach short

146

Vlt A nti -A rmor s hells [9 AP]

Example Here is an example of a cyber-booster: the Shinjin Bio: Sion.

Description: The rockets are shaped-charged explosives designed to penetrate light armor (the type found on cyborgs or technicalsgarage-armored vehicles). It is not a serious military-grade weapon but is quite deadly on the street.
size 40mm a-Cost 9 ap Dmg 30 PEN roF 1 rCl -0 range -1/25y Mag 12 sC 4

s hinJin -B ioWAre s ion

Description: Although described as entry level, the Shinjin Sion is no joke if you run up against it. It is a favorite of criminal organizations (head lieutenants may receive it when they are made) and well capitalized free-lance street fighters who act as muscle for gangs.
Booster mk2 strength 1 strength 2 speed 1 Durability 1 Cost 13 ap 1 Bp 2 Bp 1 Bp 1 Bp a-Cost DP Boost +2 ap 19 2pts +4 str +8 str +1 rea +3 init heal 10 Dp armor 1 / 0

Vsm V 1.1.0 [4 AP]

Description: A very slow rocket that uses lasers to lock on and fire. It is an 8 REA Long Action to fire. If the target moves during that action (Step) the lock is broken and the rocket will miss. If the character chooses to dodge, the dodge is at +4. Any character within 4 yards will suffer a Flash Bang effect (pg 197) Intensity 20. Note: the highly visible laser makes it hard to use for surprise attacks. The weapon is believed to be some kind of prototype that has made it to the street.
size 40mm a-Cost 4 AP Dmg 20 x roF 1 rCl -0 range -1/25y Mag 12 sC 4

+4y/s sprint +1 CoN

The Booster is a Mk-2 model which gives 2 Boost Points. The mod itself has three modules that can accept them: Strength, Speed, and Durability. It offers 2 levels of Strength and one of Speed and Durability. When a fight starts the character can distribute their 2 Boost Points however they want. Each level of enhancement requires the listed number of BP in the Cost column be put there. So the character goes with 1 level of Strength (+4 STR) and decides on 1 level of Speed (+1 REA, +3 Init, and +4 y/s to their top-speed if sprinting). During the fight the character gets grappled by a much stronger cyborg and is in trouble. The character takes an action to shift 1 Boost Point out of Speed and into Strength giving them the Level 2 Strength (+8). After subduing the attacker, the character then shifts one of the points in Strength Boost to Durability to heal the damage that was done.

i nnAtAss W rist r ocKets [4 AP]

Description: The cyborgs lower forearms are upgraded with retractable micro-rocket launchers. They are small HE (highexplosive) rounds.
size 10mm a-Cost 4 AP Dmg 15 x roF 1 rCl -0 range -1/15y Mag 12 sC 2

Cybernetics isnt only about putting metal inside you: vat-grown glands, gene therapy, and other, subtle enhancements can improve the subject well beyond normal human capabilities. Cyber-boosters (also called implant glands, gene-therapy, and wet-mods) give the character a suite of choices to enhance speed, strength, durability, and response time. A character with a cyber-booster will have a number of boost points (between 1 and 5) and can allocate them (and shift them around as needed) to one of their modules. For example, a character might have four boost points and put two in speed and two in strength enhancement for one battlebut then switch all four to speed for another if they need to be really fast (or maybe in the same battle if they start losing).

cyBeR BooSteRS / g e n e-m o D

uSinG a cyber booSter

A cyborg with boosters installed will have a reserve of points that can be spent to activate the various abilities. In play a character will allocate the points as they deem fit. A boost reserve is a sort of bio-chemical battery that the character can mentally direct to power-up any ability they have a module for. The reserve has a number of boost-points and those points can be redistributed as a 5 REA Medium Action. keeping the points distributed at all has a cost in endurance (you cannot walk around boosted all day, it is a drain on the system) and in some conditions the character may go into overdrive where they burn out their bodies by drawing more from the reserve than the reserve can easily produce.

subsection

rea Cost: 5 REA Medium Action roll: None Description: When the character takes this action the player distributes boost points to each module the character has. Each module will tell you what a given number of points do for it. Doing a boost costs Sprinting endurance. keeping points allocated costs Running Endurance (so the character can walk around for about CON minutes with their powers boosted before needing to turn it off). 147

standard Boost

Cybernetics

Example rea Cost: 0 REA Medium Action roll: None Description: Most characters get one free cyber-boost change per combat (figure one per 10 minutes). This can be done at any time after a Standard Boost. That is, the character must spend 5 REA to set up and start the boost but can rearrange the points for 0 REA any time after that. The limitation is that this must be done before any actions are taken during their Turn.

Free Boost

A character with a natural 12 REA starts a Round with a L2 Speed Boost. They roll Initiative on an 18- and roll a 10, going at +8 Initiative. When the character gets to act, they have 14 REA to spend (+2 for the Speed Boost). They take their Turn to shoot at a target for 5 REA (9 remaining) and then throw a Level 3 karate punch for 4 REA (5 remaining). They then wish to switch to Strength boosting. They have not yet used their free switch for the combat so they take a 0 REA Medium action to swap 2pts of Speed Boost for 2points of Strength boost. This costs 0 REAbut, because they are swapping out of Speed, they drop from 5 remaining REA for the round to 3 (the +2 REA bonus is lost).

moduleS

There are four basic types of modules (Strength, Speed, Durability, and Perception-Response boosting) and three levels of each. A given bio-mod package will not necessarily have all four modules (many just have two). A character usually cannot buy more than one Cyber-booster for their character.

DURABILITY

STRENGTH
Level Level 1 Level 2 Level 3

Strength is the most straight forward: each level of Strength boost simply gives you more Strength.
Boost Points 1pt 2pts 4pts STR increase +4 STR +8 STR +16 STR

SPEED

Speed boost gives you more REA, more Init, and a faster Sprint speed. Note the increase to sprint speed only applies to sprinting. It does not increase the characters Run or Walk speed. Also, the Initiative (Init) increase is on top of the REA increase for Initiative. If a character naturally has a 12 REA and uses a Level 2 Speed Boost, they will get +2 REA and +4 Initiative. They will roll Initiative on an 18- and have 14 REA to spend that Round.
Level Level 1 Level 2 Level 3 Boost Points 1pt 2pts 4pts REA Increase +1 +2 +4 Init +3 +4 +5 Run +4y/2 +6 y/2 +8 y/s

Durability improvements reinforce bone, joints, and muscle. They also give the character enhanced regenerative capabilities. The Heal number is the maximum number of DP the character can heal in a day. When boosting the character can, as a 0 REA Short action, spend points from the Heal number to reduce the damage an attack does up to the maximum they are boosting at presently. During a day, they can heal no more than their maximum level (a Mk 3 character can heal no more than 40 DP in a daybut if they are only boosting at L1, they can only heal 10 without re-allocating boost points). The listed armor is simply reduced from incoming damage, usually due to an instant healing effect. The CON bonus is added to all CON rolls while the boost is in effect.
Level Level 1 Level 2 Level 3 Boost Points 1pt 2pts 4pts Heal 10 DP 20 DP 40 DP Armor 1/0 2/0 4/0 Run +1 CON +2 CON +2 CON

PERCEPTION-RESPONSE

Note: When a character switches points into or out of their Speed boost, their REA goes up and their Initiative goes up. A character can boost their Speed, get a better Initiative, and then, when they get to go (presumably before their opponent) switch the points out of Speed to something else. However, they can only do this if they can drop their remaining REA by the amount the speed boost gave them. Cybernetics

The characters system is enhanced to give them better senses, slowing down the world so they can perceive and respond better. The character gets the listed bonus to perception (this does not stack with other cybernetics bonuses) The character gets the listed Initiative bonus (this does stack) The character gets either a 5 REA Aim action for 1 REA or a Dodge / Block action for 1 REA (the number of these per Round is listed under the Aim/Dodge column) The character gets a -3 Damage Modifier (this does not stack with other modifiers) against any attack they dodge or block (as listed as YES under Defense (DEF) column)

subsection

148

Model Level 1 Level 2 Level 3

Boost Points 1pt 2pts 4pts

Perception +2 Per +4 Per +6 Per

Init +2 +4 +6

Aim/Dodge 1 1 2

Def Yes Yes Yes

s hinJin -B ioWAre K en [31 AP]

Description: An elite modification designed for cyber-arena

combat (as well as wealthy cyber-enthusiasts who want to be enhanced). It features a super-charged lion heart for greater strength.
Booster mk 5 strength 1 strength 2 strength 3 speed 1 speed 2 Durability 1 Durability 2 Cost 31 ap 1 Bp 2 Bp 4 Bp 1 Bp 2 Bp 1 Bp 2 Bp a-Cost DP Boost points +8 ap 44 5 Boost points +6 str +12 str +24 str +2 rea +3 init +4y/s sprint +4 rea +4 init +6 y/s sprint 20 Dp heal 1/0 armor +1 CoN 40 Dp heal 2/0 armor +2 CoN

booSterS

J inomix d Airnin [13 AP]

Description: This mod is genetic and gland therapy designed

originally naval criminal investigation agents. It proved very popular and has since migrated to government law enforcement and even some combat sports.
Booster mk 2 strength 1 strength 2 speed 1 speed 2 Cost 13 ap 1 Bp 2 Bp 1 Bp 2 Bp a-Cost +2 ap +6 str +12 str +2 rea +4 rea DP 19 Boost points 2 Boost points

J iong -d Ao s eries 1 [7 AP]

Description: Cheap Chinese bio-ware its still viciously effective

+3 init +4 init

+4y/s sprint +6 y/s sprint

and quite common for low-level operators looking for an edge.


Booster mk 1 strength 1 speed 1 Cost 7 ap 1 Bp 1 Bp a-Cost +2 ap +6 str +2 rea DP 9 Boost points 1 Boost point +3 init

J inomix s Aidi [21 AP]

Description: A set of Jinomix reflexes that is favored by elite

+4y/s sprint

extreme sportsmen as well as high-end gladiators. It is usually combined with a brain-board for enhancing combat skills.
Booster mk 3 strength 1 speed 1 speed 2 response 1 response 2 Cost 13 ap 1 Bp 1 Bp 2 Bp 1 Bp 2 Bp a-Cost +2 ap +6 str +2 rea +4 rea +2 per +4 per DP 27 Boost points 2 Boost points +3 init +4 init +2 init +4 init +4y/s sprint +6 y/s sprint aim 1 -3 Dm Aim 2 -5 Dm

s hinJin s ion [15 AP]

Description: Although described as entry level, the Shinjin

Sion is no joke if you run up against it. It is a favorite of criminal organizations (head lieutenants may receive it when they are made) and well capitalized free-lance street fighters who act as muscle for gangs.
Booster mk 2 strength 1 strength 2 speed 1 Durability 1 Cost 15 ap 1 Bp 2 Bp 1 Bp 1 Bp a-Cost DP Boost points +4 ap 19 2 Boost points +6 str +12 str +2 rea +3 init +4y/s sprint 20 Dp heal 1/0 armor +1 CoN

B ecK l td . f ederAl m ArshAll g ene h Ance [32 AP]

Description: The Federal Marshall package was introduced two decades ago and is widely considered as being well ahead of its time. Several vid-heroes have had the (at the time, highly elite) modification. Today it is considered classic geno-mod but it is undeniably very effective.

s hinJin B ioWAre K AmmAn [24 AP]

The classic Federal Marshall package does not get the Free boost, gets +1 to the listed STR numbers when boosting STR, and costs 1 less AP.
Cost 32 AP 1 Bp 2 Bp 1 Bp 2 Bp 4 Bp 1 Bp 2 Bp a-Cost DP Boost points +4 ap 38 5 Boost points +6 str +12 str +2 rea +3 init +4y/s sprint +4 rea +4 init +6 y/s sprint +8 rea +5 init +8 y/s sprint 20 Dp heal 1/0 armor +1 CoN 40 Dp heal 2/0 armor +2 CoN

Description:The kamman bio-ware upgrade is one of the first highend modifications to come out and, as such, has been described as less efficient than the modern ones. However, it still remains a favorite when it can be found because of the relatively high boost ratings and the combination of speed and responsiveness. It was used by Pacific Rim governments in special agents and a number of retired (now, often freelance) operatives are sporting this upgrade.

Booster mk 5 strength 1 strength 2 speed 1 speed 2 speed 3 Durability 1 Durability 2

The kamman defensive circuits are a bit slow (-4 Damage Mod instead of the -5) The kamman REA upgrade is only +3 instead of the modern +4
Cost 24 AP 1 Bp 1 Bp 2 Bp 1 Bp 2 Bp a-Cost +2 ap +6 str +1 rea +3 rea +2 per +4 per DP 28 Boost points 4 Boost points +3 init +4 init +2 init +4 init

Booster mk 4 strength 1 speed 1 speed 2 response 1 response 2

subsection

+4y/s sprint +6 y/s sprint aim 1 -3 Dm Aim 2 -4 Dm

149

Cybernetics

J iong -d Ao s hi [19 AP]

Description: Street Combat bio-ware designed for gun fighters

and martial artists. Some elite knife fighters swear by the (comparatively cheap) Shi bio-enhancements. It is literally a life saver.
Booster mk 2 speed 1 speed 2 response 1 response 2 Cost 19 ap 1 Bp 2 Bp 1 Bp 2 Bp a-Cost +0 ap +2 rea +4 rea +2 per +4 per DP 21

Boost points 2 Boost points +3 init +4y/s sprint +4 init +6 y/s sprint +2 init aim 1 -3 Dm +4 init Aim 2 -5 Dm

J iong -d Ao c hong [17 AP]


durability at an affordable price.
Booster mk 2 speed 1 speed 2 response 1 response 2 Cost 17 ap 1 Bp 2 Bp 1 Bp 2 Bp a-Cost +0 ap +2 rea +4 rea +2 per +4 per DP 20

Description: The Chong bio-suite is designed for maximal


Boost points 2 Boost points +3 init +4y/s sprint +4 init +6 y/s sprint +2 init aim 1 -3 Dm +4 init Aim 2 -5 Dm

V AJrA s hiVA [22 AP]

Description: A set of Jinomix reflexes that is favored by elite

extreme sportsmen as well as high-end gladiators. It is usually combined with a brain-board for enhancing combat skills.
Booster mk 2 Durability 1 Durability 2 response 1 response 2 Cost 22 AP 1 Bp 2 Bp 1 Bp 2 Bp a-Cost DP Boost points +0 ap 30 2 Boost points 20 Dp heal 1/0 armor +1 CoN 40 Dp heal 2/0 armor +2 CoN +2 per +2 init aim 1 +4 per +4 init Aim 2

-3 Dm -5 Dm

V AJrA K Ali [11 AP]

Description: A set of Jinomix reflexes that is favored by elite

extreme sportsmen as well as high-end gladiators. It is usually combined with a brain-board for enhancing combat skills.
Booster mk 1 Durability 1 speed 1 Cost 11 ap 1 Bp 1 Bp a-Cost DP Boost points +0 ap 15 1 Boost points 20 Dp heal 1/0 armor +1 CoN +2 rea +3 init +4 y/s sprint

subsection Cybernetics 150

The JAGS Chi martial arts rules create martial arts warriors with the command of mystical powers (throwing Chi Fireballs, blocking bullets with their hands, shattering walls with a single punch, and so on). The classic or standard Chi Martial artist is a street fightera martial arts warrior whose exciting life involves battles with other such warriors in non-tournament venues (although there may well be the all-important kumite at some point). Of course the inspiration for this is the Street Fighter video games but theres also influence from wuxia and anime sources as well (at the higher levels these characters can do even more astounding things such as fly).
Designers Notes

J AG S c h i M A Rt i A l A Rt S

Designers Notes

he tournament The classic Chi Fight works as follows: No one comes in with any Chi save for whatever their Training provides by way of Battery. Each combatant is a Long Move away from each other (about 5 yards, two Step actions). All Chakra Pools (if the optional Drama rules are being used) are refreshed. The ring is circular and fairly large but not so big that a normal mans Long Move wont cross it. Flying is usually forbidden but some open tournaments or high level fights may allow it. There may be a rule that you cant fly for more than 1 Round over the entire combat (not including take off and landing) teams Some match-ups will not be fair to one party or another. We found that a concept of battle teams was a good one. A team-size is set at (roughly) whatever number of PCs there are and the victory of one side is based on the number of wins the team can rack up when each member fights each other member. One team is chosen (coin toss? Ability at some test or trial?) to go first. They get to pick the first match (or, perhaps, it is random). After that, whichever team won the last battle gets to pick the next match up (or, perhaps, the matches are all randomor maybe the losing team picks to give them an advantage. There are a lot of options). This provides an in-game reason for disparate characters to work as a team and reasons for schools to team up. It also allows characters to specialize so long as they arent so specialized theyre easy to beat if their side doesnt have the pick. Battle grounds Youd think these fights would all be in secret arenas, right? You wouldbut no. Each warrior gets to choose their own battle ground and will pick a place they feel they have an advantage. Maybe there is some specific rule for this (+1 Initiative in a weird location like subways, shopping malls, construction sites, etc.). Maybe its just tradition (see computer fighting games). Anyway, if you dont want a classical arena, this fictional trope is excellent. real-life tournaments: Double elimination trees If you are running a real-life Karate Kid-style tournament, consider using the double elimination format where each party has to lose twice before they are out of the race. Start here: http://en.wikipedia.org/wiki/Double_elimination_ tournament as a place to see how to set these up. This provides a chance for a PC to lose once without having to sit out the rest of the combat.

secret Chi One of the common elements of Chi Martial Arts games is that the world at large does not know about the veracity of Chi Techniques. In these cases there are probably a few reasons why: It doesnt photograph well. Visually you may see Chi Fireballs but they dont show up on film (or maybe they show up but look like cheap special effects!). In some games the techniques have even disrupted recording media so cameras malfunction if pointed at Chi fighters. Maybe it doesnt show up at all. Chi Fighters may look far different in the Chi Spectrum (visible to people with the Chi Focus skill) than they do to normal people. A Chi warrior might appear to be wearing glittering armor or even carrying weapons that dont appear to normal people. Governments and secret societies want it kept secret. If you know too much, you get disappeared. World leaders would employ Chi assassins, send their special forces (their clandestine hand to hand combat teams) to the secret arenas, and so on. But public acknowledgement of the real rules of the world would tend to get people wiped out. Its okay for the ruling class to knowbut the peasantry must be kept ignorant and disarmed (note: Martial Arts were originally used by people who had been disarmed by their reallife governments making this interpretation pretty ironic if not outright cynical!).

buildinG a chi martial artiSt character

Chi Martial artists are built with a mix of Character Points and

Archetype Points spent on several Traits and Skills. The table below shows the Traits that a Chi Character will have.
Designers Notes

Chi Points In JAGS Chi Martial Arts we introduce Chi Points. These are a resource that is gained by making skill rolls (Chi Focus) as a combat move (along with other ways) and spent to power Chi Abilities (also called Chi Maneuvers) like throwing a Chi Fireball at someone. What do Chi Points represent and why do we have them? In the in-game fiction, Chi Points represent a measure of how much internal power or life-energy the character can harness. The Chi Fighter gathers his or her Chi and then uses it explosively to heal, hurt, or run through the air (or whatever). Certainly Chi fighters dont think in terms of points but they may think in terms of level of power. Mechanically, Chi Points are a pacing mechanic. They determine how often an ability can be used in combat. Some characters will build up Chi points much faster than others. Some Chi abilities are much more expensive than others. When an ability is used, since the character spends their Chi to power it, they can no longer use those spent points to power other Chi moves: this makes each move somewhat exclusive to others the character may have. Weve tried to take all these variables into effect when pricing things but the fact remains that the real value of Chi abilities varies a lot.

Classic Chi Fighter: This is a Street Fighter style champion. They are not the top of the pyramid in the Chi-Circuit but have special moves, enough Chi to throw a Chi fireball if theyre trained to, and so on. Exceptional Chi Fighter: Possibly a head student. Such a character might get 75 CP or L2 Warrior (and 50 CP), as well as L2 or L3 Chi Training. Chi Master: An established head of a large school. This character will have Level 3 Chi Focus skill, L3 (or L4) Chi Training, a Path, L2 Warrior, and be built on 75 CP. Chi Grand Master: A legend. At this level the character should be able to take on multiple PC-grade opponents.

50

2428

Yes

Yes

L2

75 or

32

Yes (maybe L2)

Yes

L2 or L3

75

40

L2

Yes

L3

100150

60+

L2, Master

Yes

L4+

BUYING THE CHI TRAITS

Column Character CP AP Warrior Path Chi Training

Note General description of what the PC is like for the game. Character Points Archetype Points An Archetype Trait that grants Character Points in Martial Arts skills as well as mundane martial arts maneuvers (see end-section) A Trait that give the character superior physical or mental abilities. There are six of these (see below). The core of the Chi Fighters special powers. It grants a suite of standard special abilities (such as the ability to temporarily increase your strength) as well as the power to gather Chi energy (Chi Points) that are spent to power these abilities. CP 30 AP 4 Warrior No Path No Chi Training No

Character Beginning Martial Artist: possibly a young senior student with a L2 14- Martial art and about 10-15 CP in stats Exceptional Martial Artist: possibly a UFCstyle fighter. With the (unusual) Warrior package, the character might be a champion (depending on the frequency of Warrior in the world)

Chi Martial Arts

50

Yes

No

No

152

A standard Chi character is built as follows: 50 Character points. At least 4 to 8 CP will commonly be spent on non-fighting, non-stat abilities. o mundane martial arts maneuvers. The character may use some of their normal character points to buy Mundane Martial Arts maneuvers (listed at the end of this chapter). These are special moves and any character one with Chi or notcan have them. Warrior. The Warrior trait (8 AP) makes the character a substantial hand to hand fighter. It gives the character proportionally more points in Martial Arts (and Martial Arts Maneuvers) than characters of comparable Character Points. Path. The choice of a Path (only one). This gives the character a specific area of excellence or a shtick. It helps establish both their identity and makes them stand out beyond any normal combatant. Chi training. The character will purchase some level of Chi Training (probably Level 2). This gives them the ability to use Chi Points to fuel both basic Chi Abilities and advanced Chi Maneuvers. Note: It is not uncommon for the GM to specify a level of Chi Training all characters must have (thus all characters start equal). This will commonly be done in games where everyone is a Chi Fighter (as opposed to some being cyborgs, some being mutants, and some being combinations of different Archetypes). o Choose a godai. Characters with Chi Training L2+ will get to choose an element they are aligned with. The characters Godai will allow them to generate additional Chi points in

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some specific situations (such as any time they are hit or when they block) o Buy Chi Focus skill. All characters with Chi Training should have Level 2 Chi Focus skill. This is purchased with Character Points (CP) and is an Expensive Skill based on WIL. This skill is used to Gather Chi Energy. The characters Chi Training Trait (bought with Archetype Points) gives a variety of special abilities which require Chi Points. o select included maneuvers. Chi Training comes with AP set aside for attacks, defenses, and Chi movement abilities. You must spend these AP (included in the cost of Chi Training) on maneuvers. You may choose to spend fewer points than allocated, receiving 2 DP for each AP you do not spend on an attack, defense of movement. additional Chi maneuvers. The character can then use additional APs to purchase special Chi Maneuvers from the list. Chi Maneuvers require Chi Points to fuel their use. They are things like throwing energy fireballs or shattering walls with a punch.

WARRIOR PACKAGE

Some characters have been through extensive elite training to make them into highly-trained combat experts. This experience is called Warrior. There is a starting package (8 AP) and then Advanced and Master packages which can be purchased to represent further training or experience.

Designers Notes

Who gets Warrior? When making characters, the ones that will get Warrior are usually the ones who have had extensive unusual training. Private, elite schools, special forces experience, and so on. The key to understanding Warrior is that if there are two characters based on the same CP and AP, the character with Warrior will (likely) have more points to spend on Martial Arts skills than one without (unless the other character has the right Fast Company abilities). This is designed to, for example, create a different dynamic between a Cyborg hand-to-hand combat expert and an Chi Fighter: the Cyborg will usually have a higher STR, more Armor, etc. The Chi Warrior will have higher skills, more skills, and possibly higher rolls.

THE WORLD OF JAGS CHI MARTIAL ARTS

In the JAGS Chi Martial Arts universe there are guys who live in an underground world of hand to hand martial arts combat. In this reality the mystical power of martial arts is a fact. The greatest masters are those who combine the meditative Chi arts with ancient combat techniques. The sport-forms of training are second to the real arts of combat. Humans are capable of remarkable things. What this means is the following: It is probable that the characters in the mainstream dont have a lot of APs spent on combat abilities. They may not have Warrior and will almost certainly not have a Path (much less Chi Training). If characters are going to fight in sporting events they may be built on 50 to 75 CP and 4 to 8 AP (but usually without Warrior). The more unusual and colorful a martial art is, the closer it is to Chi Training. Maybe in the Chi-verse Professional Wrestling pretends to be fakebut those guys are out there battling for real and the fans just think its an incredible show! Martial Arts masters who spend hours in meditation can throw devastating Chi fireballs. Characters who live in the underground world of illegal street fights are often some of the best combat masters in the world. In this world there are secret schools, secret techniques, rogue masters, and temples of warrior monks waiting to unleash their power at the sound of a gong. The most powerful governments probably know that individuals can pose a substantial threat. They may not understandbecause their worldview does not let themjust how capable these people can be, but they are probably aware of martial assassins, islands of super warriors, and people who their security experts claim can walk through walls.

W Arrior P AcKAge [ 8 AP ]

Description: The Warrior Package is given to characters schooled in the art of physical combat. It provides the below abilities. Note: When the Warrior Package is combined with a Path that has an Attack Cost, it does not get its cost reduced because the Warrior Package damage adds to the damage done by the Path. It just increases the characters over-all Attack level (a character with Warrior and Built has an Attack Cost of 3 AP).
Cost 8 AP a-Cost +1 ap DP +10 Dmg +2 to strikes grapple +2 oFF/ +2 DeF martial arts Points 8 CP mundane moves 4 CP

A dVAnced W Arrior P AcKAge [ 8 AP ]

Description: At Warrior Package 2, the character has become even more fearsome. Often this is only available if the character has spent more than 16 AP on things other than Warrior and, the character must have Warrior L1 (making the character at least 32 AP if they have Warrior 1, 16 AP worth of other things, and Warrior 2). Note: The character continues to get points in Mundane Moves The character gets 4pts which must be spent on Acrobatics The effects (extra DP, extra strike damage, etc.) are cumulative with Warrior Level 1 Note: More levels of Advanced Warrior may be available at 8 AP each. Usually the requirement is that the character spend another 8 AP elsewhere. So if a character is 32 AP and has two levels of Warrior, they must be 48 total AP or more to have a 3rd.
Cost a-Cost DP Dmg grapple Acro MA Points mund

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8 AP

+1 ap

+10

+2 to strikes

+2 oFF/ +2 DeF

4 CP

4 CP

4 CP

B uilt [ 8 AP ]

m Aster W Arrior [ 24 AP ]

Description: Any character with L2 Warrior can choose to buy Master Warrior instead of another Warrior level. The Master Warrior package gives the abilities listed below as well as: An additional Turn to be used each Round against a separate opponent. If the Master Warrior is fighting two or more people, they make two Initiative rolls and take two Turns. The only limitations are that the same target may not be hit over both Turns and the second Turns REA can only be used to Block or Dodge if they are fighting a single opponent.
Cost 8 AP a-Cost +1 ap DP +10 Dmg +2 to strikes grapple +2 oFF/ +2 DeF rea +2 rea mund 4 CP

Description: The character is a huge bruiser, usually with bulging muscles. Note: If a Built characters REA is 13+, they suffer a -1 REA (the muscles slow them down). This is done for specific game-balance reasons.
Cost 8 AP a-Cost +2 ap str +4 str BlD +8 BlD DP +13 Dp

s Peed [ 8 AP ]

Description: The character is extremely quick and able to move with lightning speed! The character gets the Lightning Defense ability, able to take a Blocking or Dodging action once per turn for only 1 REA. They can also do this during the commission of a Long Action.
Cost 8 AP a-Cost +0 ap rea +4 rea DP +5 Dp lightning Defense

1 Defense for 1 REA once per Rnd

i ron W ill [ 8 AP ]

PATHS OF POWER

A Path of Power is an ability, a refinement, in mind or body that sets you apart from others. Characters who have adopted (either through genetics, extensive exotic training, or something else like steroid cycles) a Path of Power are extreme specimens along some axis of human performance and potential. A Path does not show up as a super-natural power but rather intense peak of the human capability. If characters are allowed to buy Paths, they usually can only get one.
Designers Notes

Description: The characters mind is like a fortress: steely and focused. This is especially valuable when using Chi Moves. Note: In games where Archetypes are mixed, the group should be aware that mixing this with Magic or Psionic will create extremely powerful characters in a way that should be monitored. The GM makes the final call as to whether or not this combination will be legal.
Cost 8 AP a-Cost +0 ap Wil +4 Wil DP +13 Dp

i ndestructABle [ 8 AP ]

Who gets a path? A Path of Power is one of the key choices the Chi Fighter makes that gives them a specific kind of edge. It provides the character with an almost para-human level of ability (Built characters are world-class body builders, characters with Speed are some of the fastest normal humans youll ever meet, and so on). It also provides a certain look-andfeel to the character. Characters who get Paths are supposed to be of the largerthan-life sort. If a character does not have a cool style, some degree of flair or personality, they should not have a Path. A team of ninjas might all have Warriorbut if a group of fighters all have, say, Built, they should be a uniquely assembled team of individual fighters and not a bunch of faceless assassins who just happen to be very strong. One of the reasons Paths exist is to help distinguish character types (the strong guy, the big, guy, the tough guy, the fast guy, and so on). There is intent to give PCs niche protection beyond their set of moves and martial arts. Even if two players take karate and Jujitsu for their characters, they will be quite different if one builds their character around Built (hugely strong) and another builds their character around Speed (extremely fast).

Description: The characters skin has been hardened and they have been subjected to extreme conditions in order to make them difficult to hurt. Often this has some visible effect (scars, unusual skin coloration, etc.) but it might be internal as well. There are two versions of it (one that gives more armor and one that gives more DP).
Cost 8 AP 8 AP a-Cost +0 ap +0 ap Armor 5/20 1/4 DP +5 Dp +15 Dp

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Description: The character is built like a sumo wrestler or a gigantic (but not necessarily fat) human specimen. The character is at +1 to be hit by HTH and ranged attacks. The character will hit for +7 Damage with strikes due to their BLD. Note: If a Massive characters REA is 13+, they suffer a -1 REA (the bulk slows them down). This is done for specific game-balance reasons.
Cost 8 AP a-Cost +2 ap str +2 str BlD +24 Dp DP +10 Dp

m AssiVe [ 8 AP ]

e VAsiVe [ 8 AP ]

Chi Martial Arts

Description: The character is hard to hit and wiry. The character gets negative Damage Mods vs. all attacks (if the character gets them from multiple sources, they will stack but this should be cleared with the group, the GM making the final decision). The character also gets a -1 to be hit which also stacks with AGI mods and other modifiers. Finally the character gets increased Grapple Defense.
Cost 8 AP a-Cost +0 ap Neg DM -4 Dm to-be hit -1 tBh Def grapple +4 DP +5 Dp

154

chi traininG

Chi Focus is the ability to use special Chi abilities and generate Chi points that power them. There are some standard Chi abilities that are common to all or most Chi characters. The character will spend Archetype Points (AP) for a level of Chi Training from the chart below (the level for the characters in the game may be specified by the GM, requiring all characters to have the same level). The character will purchase the Chi Focus skill using Character Points (CP) and use the roll to generate Chi Points to use the maneuvers Chi Training provides. Note: Chi Focus Any character with Chi Training will need to purchase Chi Focus, an Expensive WIL-based skill, using normal Character Points. This skill is the roll made to generate Chi Points.

Overcoming obstacles: A character who is facing an obstacle can gather Chi points to power an attack to overcome it. A character using Chi Leap can gather chi to perform a jump (again, note: if timing is not important, the character can just make the leap). Demonstrations: A character may be doing demonstrations (breaking things? Jumping? Etc.) and be allowed to gather Chi for that purpose Just before an attack or ambush: Characters may be allowed one roll to gather Chi before an ambush or attack. For formal tournaments this is usually not the case (the characters enter the ring with only their battery, if any).
Designers Notes

hoW chi pointS Work

Chi Points are what powers all the Chi abilities. Each Chi Maneuver or ability has a cost in Chi Points that will be expended to make it work in the game.

Note: Although the rule is not formal, there is, in the spirit of the game, something about real adrenaline-based situations that is key to gathering and storing Chi. The purpose of all these rules and conditions is simply to make gathering Chi of tactical importance in the game.

HOW DO YOU GET CHI POINTS?

Unless the character has Chi Training to a level that grants a Chi Battery, they will, just walking around, have no Chi Points. Theyll gather them during combat or other special situations and the points will go away after the situation ends. gathering Chi rea Cost: 5 REA (some levels of training get a Free Roll), 3 REA if character is Level 3 Chi Focus. Description: The character uses breath control to gather power. Each point the roll is made by yields 1 Chi Point plus the following: +1 per point of Auto-Point that the character gets for Training Level (see below) +1 per point of WIL the character has above 10 up to a maximum of +3 (for a 13 or better WIL)

BEING READY: GATHERING CHI BEFORE A FIGHT

If you know the fight is coming you can gather Chi in preparation and hold it for a very short time. This is different than battery you walk around with all the time. In this case, the amount of Chi you can charge up before a fight (immediately prior) is based on your level of the Chi Focus skill.

GettinG chi pointS With Godai

The other way to get Chi is through your elemental alignment or Godai (Fire, Air, Water, etc.). The character chooses one and then gets Chi points for some event that happens in combat (Fire gets +2 Chi Points for hitting someone, Earth gets +6 Chi points for getting hit!). These are other significant ways you get Chi Points and the player may want to chose the Godai that is easiest to engineer.

When can you Gather chi pointS? hoW lonG do they laSt?

GOADI

The general rule is that you can only begin gathering Chi Points in combat after Initiative has been rolled. This is done because there is no limit in the game as to how many Chi Points a character can have so if you allow an hour of making rolls to increase Chi, a character could come into a fight with hundreds of Chi Points which is contrary to the spirit of the rules. However, it is usually allowable to gather Chi Points under the following other situations: Healing: A character who is injured can gather Chi Points in order to heal themselves. Unless timing is important, the player will probably not even roll for this (just say I heal and note that the character has healed once that day.

The Godai are the five elements: fire, water, earth, air, and void. All people are somehow attuned or aligned with one of them Chi fighters recognize and harness that to fuel their ability. Characters with Chi Focus can choose one Godai which allows them to get extra Chi Points during a Round depending on what happens (or what they make happen). The five elements are associated with personality traits and the player may wish to choose one of the traits that suits their characters personality.

155

Chi Martial Arts

subsection

Godai Fire

Water

Earth

Air

Void

Personality Forceful and energeticfilled with drive and passion. This can be thought of as fire but also lightning. Animals, especially predators, are full of fire energy. Water is fluidenergetically water characters may be subtle, flexible, and adaptable. It can also apply to emotional magnetism and restless wandering or seeking of change. Stubbornness, stability, physicality, and gravity. A character influenced by earth will be self-assured but may also be resistant to change. Air or wind is expansive. The character may be seeking to enhance their knowledge or experience in the world. It is associated with openmindedness and a carefree feeling. It can also be elusiveness or evasiveness. Wind, finally is associated with compassion and wisdom. Void is a spiritual or heavenly aspect. It applies to creativity, spontaneity, and inventiveness. It also is the element of magic and perception.

Chi +2 for hitting an opponent +2 for stunning the opponent (or better) +3 for blocking an attack +2 for Throw or Escape or Break Grapple +6 for being hit for damage +4 for a Slam (not a Throw) +2 for a Dodge or being missed +4 for Moving for 5 REA +2 for Move for 0 REA

Half rate for all of the above.

Chi Focus type: WIL, Expensive Description: Chi Focus is the skill that comes from the practice of gathering and concentrating life energy. It is the skill necessary to make use of the Chi Training trait. level 1: Beginner. The character learns to focus their breath through special meditations. The character can have, at most, Level 1 Chi Training. the character can charge up to WIL / 2 points of Chi immediately prior to a fight. level 2: Advanced Student. The character has attained a level of competency in channeling Chi energy. They can have at most, Level 3 Chi Training. The character can see in the Chi spectrum and can sense the life force in others. This will detect Chi fighters (highly disciplined power), the undead (negative Chi energy), cyborgs (dark-spots in their biology), and so on. The character can charge up to WIL points of Chi immediately prior to a fight. level 3: Expert. The character can channel and store Chi Training. They can have Levels 4-6 of Chi Training. The character can charge up to WIL x 1.5 points of Chi immediately before a fight. level 4: Master. The character can have any desired level of Chi Training available. The character can charge up to WIL x 3 points of Chi immediately before a fight.
Ability Level Cost A-Cost Godai Free Roll AutoPoints Battery DP Chi Attack Notes The level of Chi Training Cost in Archetype Points This is the A-Cost that level of Chi Training has. Whether the character can derive Chi points from some source other than Chi Focus rolls. Whether a character of that level gets a 0 REA Chi Focus roll to gather Chi points at the beginning of each round. A number of Chi points the character gets every time they make a Chi Focus roll in addition to whatever they make their roll by. This applies to free rolls as well. The number of points the character has just walking around. Damage Points the character gets for that level of Chi Training. This is the number of APs worth of Chi Attack (either ranged or HTH) that the level of training comes with. Additional Chi attacks may be purchased if wanted. NOTE: a character cannot have a Chi attack that cost more than their Chi A-Cost but attacks that cost that or less can be had for only 1 AP as per the A-Cost rules. If the character chooses a Chi attack that costs fewer than this number, they get +2 DP per AP less the attack costs). The character must spend this number of APs (or take 2 DP per AP under) on a Chi Movement ability. The character cannot have a Chi Movement ability which costs more AP than this number. The character must spend this number of APs (or take 2 DP per AP under) on a Chi Defensive ability. The character cannot have a Chi Defensive ability which costs more AP than this number. Whether the character gets all the listed Chi abilities or not.

All

Stunned: +5 Dazed: +8

GettinG chi for beinG Stunned or dazed or WorSe


A character with Chi Training will get a significant amount of Chi Points for being Stunned or Dazed. This is done because Chi Fighters are expected to have a reasonable chance to recover during a fight. This references the video-game event where a defeated fighter comes back to life to fight another round seemingly unhurt (note: each recovery during a day is of half value).

subsection

The character gets the bonus as soon as the result is determined and, if they have enough Chi Points with that bonus to heal, they can reduce the wound effect on the spot (a Chi character who gets an Unconscious result but has enough Chi Points for a Heal move can reduce the effect to Stunned).

SPENDING CHI POINTS

Move

Chi Martial Arts

The act of spending Chi Points is a 0 REA Short action unless otherwise specified in the rules. Usually, however, the spending of the Chi Points must coincide with some other move which usually does cost REA. Chi characters buy the Warrior Trait which makes them better skilled martial artist. They choose a Path which makes them an exemplary physical specimen along some axis and then they choose a level of Chi Training (for standard 24 AP characters they will have 8 AP in Warrior, 8 AP in a Path, and 8 AP in Chi Training). 156

Def

chi traininG

Abilities

Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7

Cost 5 AP 8 AP 16 AP 20 AP 24 AP 34 AP 44 AP

A-Cost 1 1 2 3 4 6 8

Godai NO YES YES YES YES YES YES

Free Roll NO NO YES YES YES YES YES

Auto-Points 0 0 0 +2 +3 +6 +8

Battery 0 0 0 1 2 5 8

DP +0 +3 +10 +15 +16 +28 +38

Attack 0 AP 1 AP 2 AP 3 AP 4 AP 6 AP 8 AP

Chi Def 1 AP 1 AP 2 AP 2 AP 3 AP 4 AP 5 AP

Chi Move 1 AP 1 AP 2 AP 2 AP 3 AP 3 AP 4 AP

Abilities ALL ALL ALL ALL ALL ALL ALL

ABILITIES ALL CHI PROVIDES

These abilities are available to every character with Chi training. They cost no additional AP and are considered part of the basic curriculum.

l eAP [ 0 AP ]

h eAl [ 0 AP ]

Description: The character gets 20 DP back. The amount is halved each time it is used additionally each day (or each play session, whichever is kinder to the character). When done as a response to a wound effect, this will reduce the effect of a Daze to a Stun. If the result is Unconscious and the character heals as soon as the result is determined (remember, the character will get the +8 Chi Points for Daze or worse) then the character will be conscious but Stunned. NOTE: if the character is not in combat they can take several seconds and heal without rolling (assume rolls of a 10 once every 6 seconds).
Cost 0 AP Chi Cost to use 21 Chi points rea Cost to use 0 rea Fast

Description: The character can perform a 5 REA Long Action Leap. This moves them a minimum of 8 yards across or 4 yards straight up (usually covering 1 story). A climbing or COR roll will grab onto a surface allowing a second jump next turn or the character can simply pay another 5 REA to make one leap after another before falling (if there is nothing to grab onto).
Cost 0 AP Chi Cost to use 4 Chi Points rea Cost to use 5 rea long

c hi B locK / d odge [ 0 AP ]

i ncreAse i nitiAtiVe [ 0 AP ]

Description: The character gets +5 Init. This is declared at the start of Initiative and is declared aloud (everyone can choose to do it). It can be done more than once.
Cost 0 AP Chi Cost to use 4 Chi Points rea Cost to use 0 rea Fast

Description: The character can use their normal block or dodge action (for normal REA) roll against any attack. This is un-modified by being used against a blunt or sharp weapon and may be used, without modifier, against a ranged attack. Things like the kung-Fu negative to be blocked or feints still count. Optional (under consideration): +2 vs. weapons (or bullets)
Cost 0 AP Chi Cost to use 1 Chi points rea Cost to use as per the defense

Example Buying Chi moves A Chi Martial Artist buys L3 Chi Training for 16 AP. This gives him one included (free) Chi attack for 2 AP, an included Chi Defense for 2 AP, and a Chi move for 2 AP. He selects: attack: Chi Perfect Bolt for 2 AP Defense: Effortless Block for 2 AP move: Chambara Leap for 1 AP He gets +2 DP because he did not use all his Move Points. He then wants some Chi Strikes. He can purchase an Chi move with a listed cost of 1 or 2 AP but cannot purchase higher cost Chi attacks. He purchases Shattered Mountain Punch (list cost 2 AP) and Chi Strike (List cost 1 AP). The list costs together are 3 AP but because of the way the Attack Cost rules work, he pays only 1 AP for Shattered Mountain Punch and the listed 1 AP for Chi Strike. His total cost for Chi Training and maneuvers comes to 16 (for Chi Training Level 3) + 1 (Shattered Mt. Punch) + 1 (Chi Strike) = 18 AP total.

s trength s urge [ 0 AP ]
Cost 0 AP Chi Cost to use 15 Chi points

Description: The character gets +4 STR for the rest of the turn.
rea Cost to use 0 rea Fast

A rmor P iercing s triKe [ 0 AP ]

Description: Characters blow ignores armor that was not paid for with APs for 2 Chi Points. For 8 Chi points it halves paid-for armor. This can be combined with Chi moves (such as Chi Blast).
Cost 0 AP Chi Cost to use 2 or 8 Chi Points rea Cost to use 0 rea Fast

subsection

r esist W eAPons [ 0 AP ]

Cost 0 AP

Chi Cost to use 4 Chi Points

rea Cost to use 0 rea Fast

157

Chi Martial Arts

Description: The character gets -8 Damage Modifier vs. PEN attacks and -4 Damage Modifier vs. Impact attacks when those attacks come from weapons. The cost is paid against each strike and may be paid after the strike lands (it may be paid after a block or dodge fails).

Here is a list of example Chi Moves. The GM is welcome to create more of them as necessary (and secret moves are certainly part of the fiction).

c h i M ov e S

c hi f loWing B olt [ 2 AP ]

attack coSt (a-coSt) and chi attackS

Chi Moves have a listed cost and an A-Cost. The attack is purchased for 1 AP but the listed cost must be less than or equal to the A-Cost listing for the characters Chi Training level. For example, if a character spends 8 AP on Chi Training to get Level 2 they have a listed A-Cost of 2 AP. That character can buy any listed attack listed for 1 or 2 AP for 1 AP (the reduced cost). They cannot buy higher-cost Chi attacks even if they have higher cost non-Chi attacks: the characters Chi is simply not advanced enough.

Description: The character summonses their water-nature to create a bolt of fluid energy that will go around defenses when they are offered. The target may dodge the water-bolt at no negative but a block will still result in the target taking damage with a -8 Damage Modifier. This modifier stacks with other -DMs the character may have (a Fast Company character takes a -12 DM).
Cost 2 AP a-Cost 2 AP Chi Cost 15 Damage Will+2 rea Cost 5 rea med range -1/7y

c hi P erfect B olt [ 2 AP ]

Description: The perfect bolt never misses. Any miss will be treated as a hit by zero. At 6x range it ceases to exist. It may be blocked or dodged normally.
Cost 2 AP a-Cost 2 AP Chi Cost 12 Damage Will+2 rea Cost 5 rea med range -1/7 y

chi boltS (ranGed attackS)

Chi bolts, fireballs, and lightning strikes are one of the most signature moves of Chi Combat. Although many of them have elemental names characters are not limited in linking their moves to their Godai. Furthermore the exact appearance of the attack can be modified by the characters training and style (instead of hail of fire a character might have storm of flowers for the exact same effects).

c hi P oWer B olt [ 2 AP ]

Description: The character inhales and draws power from every extremity to throw an incandescent ball of force. It hits with martial arts skill unless the character has reduced COR, in which case every point of reduction results in a -1 to hit.
Cost 2 AP a-Cost 2 AP Chi Cost 15 Damage Will+10 rea Cost 5 rea med range -1/7 y

c hi B oW [ 1 AP ]

Description: The character makes a motion like the drawing of a strong bow and then releases to send a damaging bolt of Chi energy into the target. This is an 8 REA Long Action.
Cost 1 ap a-Cost 1 ap Chi Cost 15 Damage Will+10 rea Cost 8 rea long range -1/15y

c hi s tone B olt [ 2 AP ]

Description: The character uses their inner grounding to throw a Chi Bolt that appears as a hurled ball of stone or rock. It hits for the listed damage but will always achieve at least a Stunned Result and push the target back one yard. The bolt is at +2 to be blocked and cannot be aimed with. NOTE: The target must have no more than 2x the DP of the attacker (when both are at maximum levels) to be effected by the Stun effect (you cannot stun a T-Rex).
Cost 2 AP a-Cost 2 AP Chi Cost 15 Damage Will+2 rea Cost 5 rea med range -1/7 y

c hi f ireBAll [ 1 AP ]

Description: The character gathers their Chi into a dynamic sphere and then throws it as an energetic ball of force! The attack rolls to hit with martial arts skill unless the character has reduced COR, in which case every point of reduction results in a -1 to hit.
Cost 1 ap a-Cost 1 ap Chi Cost 15 Damage Will+4 rea Cost 5 rea med range -1/5y

c hi W ind B olt [ 2 AP ]

r Anged s triKe [ 1 AP ]

subsection

Description: The character can throw a normal strike at range. This can be blocked normally even without Chi block by any character who can even mildly believe it is possible (expect most L3 skilled fighters to sort of feel it coming). The strike hits with Martial Arts skill with the range modifier.
Cost 1 ap a-Cost 1 ap Chi Cost 5 Damage strike rea Cost strike range -1/5y

Description: The character invokes a wild nature to fire a bolt of power with orbiting wild coronas of force. It is at -3 to be blocked or dodged.
Cost 2 AP a-Cost 2 AP Chi Cost 12 Damage Will+5 rea Cost 5 rea med range -1/7 y

c hi e xPlosiVe B olt [ 3 AP ]

Description: The Chi master fires a huge bolt for 32 IMP damage Explosive (the explosive effect is optional each time the bolt is thrown).
Cost 3 AP a-Cost 3 AP Chi Cost 15 Damage 32 x imp rea Cost 5 rea med range -1/15 y

Chi Martial Arts

c hi s uPer B olt [ 3 AP ]

Description: The fighter hurls an incandescent blast of Chi force! It hits with martial arts skill unless the character has reduced COR, in which case every point of reduction results in a -1 to hit.
Cost 3 AP a-Cost 3 AP Chi Cost 9 Damage 23 rea Cost 5 rea med range -1/15 y

158

c hi W hirlWind [ 3 AP ]

Description: The character fires off a whirlwind of air guided by Chi. It hits as a ranged attack and, if not blocked or dodged, will knock-back the target. knockback is 20 / [ Targets BLD / 5 ] yards. The character must make an AGI roll at -1 to remain standing per yard knocked back The bolt will also deal 20 IMP damage Martial Arts damage bonuses add to the damage The characters WIL 10 adds to the damage
Cost 3 AP a-Cost 3 AP Chi Cost 15 Damage

c hi f reezing B lAst [ 6 AP ]

20 imp + ma Bonus + Wil-10

rea Cost 5 rea med

range -1/15

Description: The character hurls a jet of icy winds from their hands, striking the target and freezing them in place. They will appear covered by ice-crystals but this is simply a manifestation of the Chi energy. The character is immobilized until they make CON-2 roll (roll once each Round at the start of the Round after the are hit--they will lose one Rounds with of REA). If they are struck, they instantly unfreeze following the attack. When frozen, they are at +5 to be hit. Note: the target must have no more than 2x the DP of the attacking character (when both are at their maximal levels) in order to be effected by the freezing effect.
Cost 6 ap a-Cost 6 ap Chi Cost 20 Damage Freeze rea Cost 5 rea med range -1/15

h Ail

Description: The character unleashes a volley of Chi bolts. Each bolt does 9 IMP damage The ROF is 5x (10 REA fires 3 shots) It hits with Martial Arts skill One Chi Block (or any Dodge) will apply against all shots at a single target
Cost 3 AP a-Cost 3 AP Chi Cost 15 Damage 9 imp rea Cost 10 rea med range -1/7 roF 5x

of

f ire [ 3 AP ]

c hi l ightning s triKe [ 6 AP ]

Description: The character fires bolts of sizzling crackling lightning from their fingers. This has an ROF of 4x when fired as per auto-fire. The damage is Electrical. Note that a single Dodge action can be applied against each of the attacks if directed at one character.
Cost 6 ap a-Cost 6 ap Chi Cost 8 Damage 14 imp rea Cost 10 long range -1/15 roF 4x

c hi K iAi [ 4 AP ]

Description: The character unleashes a Chi-enhanced shout or roar. This hits with devastating physical force. It is a Beam attack, giving an ROF of 4 over a 10 REA Long Action against separate targets (or two hits for 2x Base Damage against the same target). The blast does double damage to non-living targets.
Cost 4 AP a-Cost 4 AP Chi Cost 20 Damage Wil+9 rea Cost 10 long range -1/15 roF 4x

t hree e xternAl -h Armonies B olt [ 6 AP ]


Description: The bolt is thrown with a dramatic, aligned full-body carefully coordinated motion from the feet, to the knees, to the elbows (and hands). It strikes for WIL x3 Damage.
Cost 6 ap a-Cost 6 ap Chi Cost 8 Damage rea Cost

Wil x3

5 rea med

range -1/15y

d rAgon s B reAth [ 4 AP ]

chi hth StrikeS

Description: The Dragons Breath is not necessarily fire (although it manifests itself as such for many western practitioners) but is classically simply breathinternal powerchanneled to devastating effect.
Cost 4 AP a-Cost 4 AP Chi Cost 15 Damage rea Cost

These HTH strikes utilize the fighters Chi energy for extra damage and other effects.

c hi s triKe [ 1 AP ]

Wil x3

5 rea med

range -1/15y

t hree i nternAl -h Armonies B olt [ 4 AP ]

Description: The character unleashes a volley of Chi bolts. Each bolt does 8 IMP damage The ROF is 3x (10 REA fires 3 shots) It hits with Martial Arts skill
Cost 1 ap a-Cost 1 ap Chi Cost 5 Damage rea Cost

Description: The character has mastered the heart, desire, and energy harmonies and can strike with them at range with a hail of Chi bolts.
Cost 4 AP a-Cost 4 AP Chi Cost 4 Damage rea Cost

strike +4

strike +1

to hit ma skill

Wil

5 rea med

range -1/15y

h Armonic P Alm [ 1 AP ]

subsection

Description: The character envisions a strike and touches his hand to the target. It costs as much REA as the attack and is the same kind of action (i.e. possibly Long). Damage is normal substituting WIL for STR. The Harmonic Palm takes no grapple modifiers.
Cost 1 ap a-Cost 1 ap Chi Cost 5 Damage rea Cost

B Attering r Am P unches [ 2 AP ]

Description: The character attacks with great force. A block against a battering-ram punch is either at -2 or, if successful, the blocker still, takes 1pt of damage. Damage is +2.
Cost 2 AP a-Cost 2 AP Chi Cost 8 Damage rea Cost

punch+2

strike

159

Chi Martial Arts

strike

strike

to hit No mod

c hi B urn [ 2 AP ]

Description: The character crackles with Chi Fire or lightning. It does not actually deal electrical damage. If struck, or Grabbed / Grappled (or otherwise in contact with something) it will deal 12 Damage IMP. The Damage Modifier is +1 if struck or just touched, +2 for a Grab, +4 for a Grapple, +6 for a Hold or Pin. It is activated as a defensive action. This is used as a Defensive action for purposes of REA. It may be combined with a Block or Dodge. It lasts the remainder of the turn. If the burning character strikes, the effect is immediately turned off. Chi bolts may be fired, however.
Contact Burning character Blocks an attack Burning character is struck Burning character is grabbed Burning character is grappled Burning character is held or pinned (or other containing grapple maneuver) Cost a-Cost Chi Damage rea Cost 2AP 2 AP 12 12 imp 5 rea Damage modifier -2 +0 +2 +4 +6 to hit

s tone f ist [ 2 AP ]

Description: The characters hand seems to turn to a massive boulder-like glove which hits for extreme damage (note: may be used with any strike, the term fist and hand is just for descriptive purposes). The Stone Fist gets a +1 Large Weapon Bonus to hit.
Cost 2 AP a-Cost 2 AP Chi Cost 18 Damage rea Cost

strike+16

strike

to hit ma +1 lW

t hird -f ist [ 2 AP ]
Cost 2 AP a-Cost 2 AP Chi Cost 12

Description: The character makes a free 5 REA attack along with any other attack. This may be at any available target.
Damage rea Cost

strike

0 rea med

to hit No mod

W hirling c yclone K icK [ 2 AP ]

see above

c hi c At s c lAW [ 2 AP ]

Description: The character strikes with crooked fingers like a cats claw in HTH combat. The character deals +3 PEN damage with HTH attacks.
Cost 2 AP a-Cost 2 AP Chi Cost 10 Damage rea Cost

strike+3 peN

strike

to hit MA

r Anged g rAB [ 2 AP ]

Description: The character can extend their arms through the use of Chi energy and grab or grapple the target! The range is up to WIL yards and the target must be moved to the character using a 5 REA Medium Pull action or, for each turn the target remains at range, there will be a 4pt Chi cost. While grabbing / grappling neither character will get any AGI bonus and all other grapple mods apply. If the target is successfully grappled, they will be moved to normal (Close Combat) range by the 5 REA Pull actionif the situation somehow changes, the target will be moved at Chi Focus Roll / [Targets BLD/5] yards per second.
Cost 2 AP a-Cost 0 AP Chi Cost 4 Damage rea Cost

Description: The character can unleash a spinning aerial series of kicks against an opponent. The Whirling Cyclone kick hits several times against the target as the character is held aloft by their Chi force. The kick allows the character to move 8 yards towards the target with the kick. The kick hits three times as a normal martial arts kick from the target (no special maneuvers or specific Chi strikes are included in the kick) The Cyclone kicks costs 8 REA as a Medium Action The Chi point cost for Whirling Cyclone kicks are 8+[Characters Damage With a kick]. This includes Base Damage, Martial Arts damage bonus, +2 for the kick itself, and any other modifiers (such as mutant super strength). The target can choose to keep their block against each of the kicks. When a block roll is made, they can choose to keep that number without spending more REA. The attacker rolls for each of the kicks separately.
Cost 2 AP a-Cost 2 AP Chi Cost 8 + kick Damage Damage rea Cost

kick

8 rea med

c hi g loW [ 3 AP ]

grab

grab

to hit MA

subsection

s hAttered m ountAin P unch [ 2 AP ]

Description: The characters Chi can shatter physical objects! Against living targets the damage is +6 IMP Against non-living but animate targets, the damage is +12 Against inanimate targets, the damage is +36 Chi Martial Arts
Cost 2 AP a-Cost 2 AP Chi Cost 4 Damage rea Cost

Description: The characters body and aura is suffused with a glowing energy that is their Chi power bleeding into the visible spectrum. While active the characters STR is increased by 3pts for all purposes. The Chi cost increases STR for the remainder of the Round on which it is activated (i.e. if used at the start of the Round it last the entire Round for all attacks or defenses) and the entire next two Rounds.
Cost 4 AP a-Cost 4 AP Chi Cost 10 str inc rea Cost

str +5

0 rea short to activate

varies

strike

i nferno u PPercut [ 3 AP ]

Description: The character throws a burning uppercut that leaves fire-trails in its wake. This move must be thrown as a Cross (it may only be thrown once per Turn and leaves the character at -1 to block and +1 to be hit until their next Turn). Note: It will get the Martial Arts bonus but not extra damage for STR or BLD or other non-skill sources.
Cost 3 AP a-Cost 3 AP Chi Cost 10 Damage rea Cost

160

+23 imp

5 rea med

to hit MA

P oWer s urge [ 3 AP ]

Description: The character attacks with great force. A block against a battering-ram punch is either at -2 or, if successful, the blocker still, takes 1pt of damage. Damage is +2.
Cost 3 AP a-Cost 3 AP Chi Cost 10 str inc rea Cost

s Pirit t sunAmi [ 4 AP ]

str +3

0 rea short to activate

r Anged s uPer g rAB [ 3 AP ]

Description: The character might use lightning, their hair, or some other force as a tentacle to reach out and Hold the target. This performs a Hold attempt at range (up to WILx2 yards) as a 5 REA Medium action. If successful, treat as Held but with the rules for Ranged Grab including the Chi point cost to keep the character extended. Attacks to the tentacle get a -2 Damage Modifier and do not actually damage the grabbing character. If the connection takes damage equal or greater than a Minor Wound (for the Chi martial artists), the connection will be broken.
Cost 3 AP a-Cost 0 AP Chi Cost 15 Damage rea Cost

grab

grab

to hit MA

t ornAdo P unch [ 3 AP ]

Description: The character throws a sudden flurry of punches. This acts as a Hand-to-Hand Auto-Fire attack. It costs 10 REA and hits 4x (against the same or different targets). A single dodge roll can apply against all attacks but this must be declared when the attack is launched and the dodging character will be hit by all attacks he does not dodge well enough. Note that no matter what the physical characteristics of the attacker, the Tornado Punch always does 8 IMP damage.
Cost 3 AP a-Cost 3 AP Chi Cost 10 Damage rea Cost

Description: The character releases a wave of Chi energy that will knock targets back and Stun or Daze them. The attack is a 5 REA Medium Action that involves the character exercising a move that appears as a hard push against an invisible wall. Up to six nearby targets are effected. Each is rolled to hit separately. If the target has equal or greater DP to the character (both at maximum level), they are hit for WIL damage. If the hit is by 4+, they will be knocked back a yard and must make an AGI roll at -1 or Acrobatics roll to remain standing. If the target has fewer DP than the character, the effect is as above but the character is knocked down. If the target has half or less DP than the character, the target is Stunned and knocked Back 4 yards (roll at -4 to remain standing or fall). If the target has a quarter or less DP than the character they are Dazed and knocked Back 6 yards (roll at -4 to remain standing). The character can do WIL damage to any target (or choose not to on a per-target basis but keep the knock-down effect). Bonuses to Defensive Grapple from Martial Arts or Maneuvers add to the targets DP for purposes of calculation.
Cost 4 AP a-Cost 4 AP Chi Cost 14 Damage rea Cost

Wil

5 rea med

s Word h And [ 4 AP ]

8 imp

10 rea

to hit MA

roF 4x

Description: The character strikes a surface with an open palm and it hits as though the character had struck with a sword. Once paid, the character can use the Chi Sword for all attacks that Round.
Cost 4 AP a-Cost 4 AP Chi Cost 7 Damage rea Cost

c hi t iger f ist [ 4 AP ]

Base+6 peN

strike

to hit Melee

Description: The character attacks with great force. A block against a battering-ram punch is either at -2 or, if successful, the blocker still, takes 1pt of damage. Damage is +2.
Cost 4 AP a-Cost 4 AP Chi Cost 10 Damage rea Cost

c hi e xAlted A urA [ 6 AP ]

strike +25

strike

Description: The character is enveloped in a corona of crackling force: their Chi power blazing around them. While active the characters STR is increased by 8pts for all purposes. The Chi cost increases STR for the remainder of the Round on which it is activated (i.e. if used at the start of the Round it last the entire Round for all attacks or defenses) and the entire next three Rounds.
Cost 6 ap a-Cost 6 ap Chi Cost 10 str inc rea Cost

subsection

str +8

0 rea short to activate

d rAin c hi [ 6 AP ]

Cost 6 ap

a-Cost 6 ap

Chi Cost 7

Damage

rea Cost

Wil+2

5 rea medium

161

Chi Martial Arts

Description: The martial artist can suck the Chi energy out of a target. They must have a Grab or Grapple and then, for 5 REA, can perform the Drain Chi move. This deals WIL +2 damage through all physical armor of normal thickness (it will be hindered by Chi armor or magical armorand will not work through a Force Field). Every point done gives the character 1 Chi point. The Damage Modifier is based on the Grabs to-hit roll or +4 in the case of a Grapple.

d eAth t ouch [ 6 AP ]

Description: The character touches the target with an open hand and sets up a fatal vibration in them. The effect may happen instantly or up to the attackers WIL x 2 hours later. The Intensity is 25. Another character with this ability can use the touch to reduce the Intensity to 10. Note: The character must be able to generate enough Chi to throw this in two rolls if being done outside of combat.
result target suffers a Dazed result. make a CoN roll or drop to knees. standard target suffers a major Wound worth of damage and must make a CoN roll against it. major as above, but the CoN roll is at -2. Critical target suffers a Critical Wound worth of damage and must make a CoN roll against it. Catastrophic as above, but the CoN roll is at -2. Cost a-Cost Chi Damage rea Cost to hit 6 ap 6 ap 25 resisted 5 rea MA effect Minor

c hAmBArA l eAP [ 1 AP ]

Description: The character can make an 8 REA Long action which terminates in a 5 REA attack (special moves or a kick will cost extra REA). The target may not both block the attack and hit the target on the way in: they must choose one or the other. This leap uses the distance of their basic Chi Training Leap ability doubled.
Cost 1 ap Chi Cost 4

l ight W AlK [ 2 AP ]

Description: The character can walk across strings, ribbons, etc. So long as there is any physical surface (i.e. not water), no matter how weak, the character can traverse it. This requires the character sprint. The character can climb a steep grade but cannot go straight up. The character makes no noise when this is being done. This gives Rice Paper Walk as well.
Cost 2 AP Chi Cost 4

d eAth B loW [ 8 AP ]

Description: The characters strike is designed to stop the heart of the target. The blow inflicts the amount of damage necessary to cause a Critical Wound and forces the target to make a roll against that. The target must (at maximum) have double the attackers maximum DP or fewer or the blow simply does +20 IMP damage (if, in fact, this is more, the attacker can choose to deal +20 damage).
Cost 8 AP a-Cost 8 AP Chi Cost 20 Damage rea Cost

d Ash [ 2 AP ]

Description: The character can make a sudden burst of speed. When this is done the character moves triple his normal speed or can make a Sprint move forward (within a 90-degree angle of their facing) and in a straight line as a 5 REA Medium action.
Cost 2 AP Chi Cost 4

strike+20, Death

strike

W Ater s Print [ 2 AP ]

u ltimAte d rAgon A urA [ 8 AP ]

Description: The characters spirit manifests around them as a violent whirlwind of power. While active the characters STR is increased by 16pts for all purposes. The Chi cost increases STR for the remainder of the Round on which it is activated (i.e. if used at the start of the Round it last the entire Round for all attacks or defenses) and the entire next three Rounds.
Cost 8 AP a-Cost 8 AP Chi Cost 10 str inc. rea Cost

Description: The character can move at Sprinting speed across the surface of liquid. Very rough water may require AGI or Acrobatic rolls (at anything from -0 for some chop to -5 for turbulent rapids).
Cost 2 AP Chi Cost 4

V erticAl s Print [ 3 AP ]

str+16

0 rea short to activate

MOVEMENT

Description: The character can sprint up any surface including moving vertically. This allows the character to run across the top of an avalanche or up a waterfall. This gives Water Sprint and Light Walk.
Cost 3 AP Chi Cost 4

r ice P APer W AlK [ 1 AP ]

Description: The character leaves no trace when they walk quickly across a surface. When done, the character makes no noise and unless they are otherwise making noise there is simply no roll to hear them. Each round after the first this requires either a Stealth roll or an AGI roll. This roll is at -2 if the character is running or -4 if sprinting (Level 3 and Level 4 Stealth ignores -3 and -6 points of modifier respectively). Chi Martial Arts
Cost 1 ap Chi Cost 4

A ir s Print [ 4 AP ]

subsection

Description: The character can sprint up any surface including moving vertically. This allows the character to run across the top of an avalanche or up a waterfall. This gives Water Sprint and Light Walk.
Cost 4 AP Chi Cost 4

e Arth t rAVel [ 4 AP ]

Description: The character can disappear into the ground and resurface at a distance. They move so quickly through earth this is treated as teleporting. The character must be on dirt or sand or grass (not concrete) and makes an 8 REA Long action to move up to WIL yards.
Cost 4 AP Chi Cost 8

162

W AlK t hrough W All [ 4 AP ]

Description: The character can walk through a solid barrier by changing his Chi Resonance. This can happen so long as: The act is not Observed. Observers with Chi Focus do not count unless they are focusing on not letting people through the wall. Recording devices count as well. The barrier is not more than WIL +20 inches thick
Cost 4 AP Chi Cost 10

d Arting s erPent B locK [ 2 AP ]

f licKer [ 4 AP ]

Description: The character can Teleport rapidly around the battlefield. When activated, as a 0 REA Short Action, the effect lasts 2 Rounds. It lasts for the remainder of the Round on which it was activated and the entire next Round. The character can make a 3 REA Short Action FlickerDodge. This uses the characters Martial Arts skill at +1 and will allow the character to teleport out of the way of an attack. The character can make a Flicker-Strike. This will involve an instant step into Medium range combat to strike (0 REA with the strike). If the character has a higher Martial Arts skill Level than the subject, the strike can be considered Flanking and is at -2 to Block/Dodge (even if the character teleports behind the target, the target will get a chance to turn and face somewhat so there is no direct attack to the rear). The character Teleport at range moving 5xWIL yards as an 8 REA Long action.
Cost 4 AP Chi Cost 10

Description: One characters hand is up in a crane configuration, the other lays across the body reinforcing it at the elbow and the martial artists hand darts and arcs like a snake, using the Chi energy to intercept attacks and dissipate their energy. When used, the character cannot attack in any way without ending the block (lifting the legs to kick will disable the necessary connection with the ground) All blocks are at +2 Once the Chi is paid, the character keeps the +2 to block until they attack or move more than a Step action. Each attack that is successfully blocked gives the character a cumulative +2 to their next Initiative roll (presumably this will be cashed in when the character decides to attack).
Cost 2 AP Chi Cost 6 Block roll rea Cost

+2

0 rea to activate

e ffortless B locK [ 2 AP ]
Cost 2 AP Chi Cost 8 Block roll Normal

Description: The character blocks, literally, by force of will for 0 REA.


rea Cost 0 rea short

h Armonic A urA [ 2 AP ]

Description: Projectile weapons from the gunpowder era onwards will fail to fire when pointed at the target. There is no roll for this but it requires the Chi point expenditure and lasts the entire Round (against all attacks). Note: If this is allowed it makes Chi fighters with any amount of Chi virtually invulnerble to guns (they simply will not work). It makes the characters incredibly dominant against normal forces. The participants should evaluate if this is wanted (GM makes the final decision) and allow or disallow this based on that reasoning. Alternatively, this may only work against guns which are not paid for with AP.
Cost 2 AP Chi Cost 1 Block roll None rea Cost 0 rea short

chi defenSe

These are some of the defenses a Chi martial artist may employ.

d isruPting B locK / d odge [ 1 AP ]

Description: The character can block or Dodge a Chi attack (it will have no special power against a non-Chi attack), gaining extra armor against it if the block fails. The character gains -5 Damage Modifier against the attack if the defense fails
Cost 1 ap Chi Cost 4 Block roll Normal rea Cost Normal

h Armonic B locK [ 1 AP ]
Cost 1 ap Chi Cost 8

i ron s ilK e nergy [ 2 AP ]

Description: The character executes a glowing crescent block that is extremely effective against non-Chi attacks.
Block roll +3 vs. Non Chi

Description: The characters Chi reinforces their joints and ligaments and tendons. The character can spend their Chi Points to reduce taken damage by 4pts and add +1 to a CON roll. This can be done when damage is taken even if a block was attempted. It cost 1 REA to activate.
Cost 2 AP Chi Cost 4 CoN roll rea Cost

subsection

s Pinning g rAPPle d efense [ 1 AP ]

+1

1 rea short

Cost 1 ap

Chi Cost 5

grapple +9 oFF / +6 DeF

rea Cost 5 rea

Description: The character becomes stone-like for the instant they try a block or dodge. If the defense fails, the character gets 5/20 armor against it anyway.
Cost 2 AP Chi Cost 8 Block roll Normal rea Cost Normal Armor 5 / 20

163

Chi Martial Arts

Description: The character gains 6/20 Armor for 3 rounds when activated. It is a 5 REA Medium action to turn on. It lasts for the rest of the Round in which it was activated and for the next entire 2 Rounds (lasting until the end of the second full Round).

s tone l otus B locK [ 2 AP ]

c entering g rAnite d efense [ 3 AP ]

Description: The characters chi taps its stone characteristics to give the character -4 Damage Modifiers against all incoming attacks. When the Chi cost is paid, the effects last the entire Round.
Cost 3 AP Chi Cost 4 Damage mod rea Cost

i ron s hirt m ethod [ 4 AP ]

Description: The character is trained to use their Chi to make their body resistant to even powerful weapon blows! The character gains 9 / 36 armor for the Round in which this is activated and the following full two rounds.
Cost 4 AP Chi Cost 14 Armor rea Cost

-4 Dm

0 rea short

9 /36

0 rea short

i mPerVious [ 3 AP ]

Description: The character gains 6/20 Armor for 3 rounds when activated. It is a 5 REA Medium action to turn on. It lasts for the rest of the Round in which it was activated and for the next entire 2 Rounds (lasting until the end of the second full Round).
Cost 3 AP Chi Cost 20 Block roll None rea Cost 5 rea med Armor 6 / 20

r eflect c hi A ttAcK [ 4 AP ]

P erfect B locK ( or d odge ) [ 3 AP ]


Cost 3 AP Chi Cost 8 Def roll rea Cost

Description: The character catches and then throws back a ranged Chi attack! If the block fails the character gets +5 / 20 Armor against the attack anyway. The character uses their Martial Arts roll to hit the target (-1 for each point of COR sold, if any). If an auto-fire Chi attack is blocked (it only requires 1 Block roll) one attack may be returned for the listed 5 REA. All the rest may be returned for 10 REA). If the attack misses it is counted as blocked.
Cost 4 AP Chi Cost 15 Def roll rea Cost

Description: The characters defensive action is automatically successful against a non-Chi attack.
auto success as per the defense

Normal

5 rea short

A BsorB c hi A ttAcK [ 5 AP ]

W hirlWind B locKs [ 3 AP ]

Description: The character spins and swoops blocking all incoming ranged attacks within 4 yards of them. This can defend up to two other characters nearby. The character spends the REA and gets a Block Roll against any incoming ranged attack that is close to the character. This effect lasts until the character takes any Medium or Long Action.
Cost 3 AP Chi Cost 8 Def roll rea Cost

Description: The caster can gain Chi Points used against them! For +1 REA and 4 Chi Points the character gains the Chi points of the attack if the block is successful. If the Block fails, the character gets 5 / 20 Armor against the attack.
Cost 5 ap Chi Cost 4 DeF roll rea Cost

Normal

+1 over Block

s teel l otus B locK [ 5 AP ]


Cost 5 ap Chi Cost 10 DeF roll

Description: The character blocks normally. If the block fails, the character gets 16 / 64 Armor against the incoming attack.
rea Cost

Normal

5 rea short

Normal

As per Def

c ontemPtuous B locK / d odge [ 4 AP ]

Description: The character can block an attack simply by side stepping mildly, using a finger, or otherwise brushing off the attack without seeming to look at it. The points may be spent at any time during the Round. The character gains +2 to their Block roll against every attack the opponent throws that turn or a 16defense, whichever is better. If the player declares the character will not attack that turn (and has not) the bonus goes to +4. Note: the character can still move. The character gains only +1 Chi Points if they have Water Godai for using Contemptuous Blocks The character can make 2 blocks that turn for 1 REA each. Combined with Acrobatics L3, the character can take Step actions for each normal REA block they make to do things like leap up on an opponents weapon. Chi Martial Arts
Cost 4 AP Chi Cost 12 rea Cost 1 rea for 2 Blocks Block roll +2, +4 if no attack or 16-

subsection

i ron l otus B locK [ 4 AP ]


Cost 4 AP Chi Cost 10 Def roll

Description: The block happens normally, if failed, the character gets 9 / 36 Armor against the incoming attack.
rea Cost

Normal

As per Def

164

These are some skills that a character may acquire when it comes to exotic martial arts training. Zen Archery type: WIL Expensive requires: The character must have Long Bow Description: Zen Archery in the real world is a relatively recent invention of the combination of kyudo (the Japanese archery martial art) and the Zen religion (or, more accurately, some misinterpretations about the Zen religion). In JAGS Chi Martial Arts, Zen Archery is an exotic meditative combat art that uses a bow (or, perhaps, a gun or other ranged weapon). level 1: Basics. The character can make a Zen Archery Meditation roll as an 8 REA Long action and, for each -1, reduce range or visual modifiers by -1. level 2: Shin (practice of the skill as a natural action). The character can make a Zen Archery Meditation roll as a 5 REA action as above. level 3: Gyo (practice of the skill as a natural action). The character can perform the meditation as above for a 3 REA Short Action. The character can also take an 8 REA Long Action and make the roll at a negative: for each -1, the next shot against the target will get a +1 Damage Modifier. This is added before checking for PEN doubling. level 4: So (the actor and the action are one and the same). The character can make the Mediation roll to reduce negatives for 0 REA and can make the Damage Modifier roll as a 5 REA Medium action.

M u n dA n e S k i l l S

iado type: AGI Expensive requires: The character must have Melee Weapons Description: Iado is the skill of drawing and striking with a sword. It is practiced separately from the art of using the sword (covered under Melee weapons). To use Iado the sword must be sheathed. The Iado skill at L2 gives the ability to Fast Draw with a roll but otherwise the REA to draw must be paid (if Iado is at L1 and Melee Weapons is at L2, the character cannot Fast Draw a weapon for free). level 1: Sheath for 1 REA. Usually it is a 5 REA Medium action to sheath a blade (usually this is not paid for or tracked as it is irrelevant to combat, not so in the case of Iado). In order to sheath a blade during a fight the character must have 5 REA, take a Medium Action, and make a roll. If successful, they pay 1 REA. level 2: Draw-Strike. The character, with a roll, may draw for 0 REA and perform a normal strike with the weapon. If the roll is failed, the character pays 5 REA to draw the weapon. The sword may be re-sheathed for 0 REA with a roll or 1 REA if the roll to sheath is failed. The character may also draw, block, and resheath with a roll for 0 REA or +1 REA to the block if the roll is failed. level 3: Sudden Strike. The character is skilled in a sudden, difficult to block strike from the draw. This requires a Fast Draw roll and +1 REA. The blow is at -2 to be blocked. If the Iado roll is failed, the blow is at no negative to be blocked. The sword may be re-sheathed for 0 REA with a roll or 1 REA if the roll is failed. The character may also draw, block, and resheath with a roll for 0 REA or +1 REA to the block if the roll is failed. level 4: Master Strike. The strike from the drawn position as above does +1 damage as well. The character can block or strike from the sheathed position with no roll (the character may fight full time with the sword sheathed) but will have to make the roll and pay +1 REA for the strike. If the roll is failed, the strike costs +1 REA but does not get the extra damage or difficulty in blocking.

165

Chi Martial Arts

subsection

Drunken Boxing type: AGI, Expensive requires: The character must have a martial art (usually kung Fu) Description: Drunken Boxing or Drunken Fist is a form of kung Fu that emphasizes fluidity, unpredictable motion, and explosive, sudden attacks. It appears as though the practitioner is drunk and staggering about. In order to have Drunken Boxing, the character must have kung Fu at the same or higher level and the same or higher roll. level 1: Hand Techniques. The character practices as though raising a mug to drink. The Drunken Boxing punch hits at +1 damage and is at -1 to be blocked instead of the usual -2 for kung Fu. To use the Drunken Fist punch the character must roll Initiative at -1 for that round. level 2: Waist Movements. The character sways as though drunk, making opponents think they are off balance and vulnerable. During Initiative the character can exchange 2pts of Initiative for a -1 to be hit. This can get the character up to a maximum of -4 to be hit or 1pt more than their AGI bonus, whichever is greater (so a character with a 13 AGI can make an Init roll at -8 for a -4 AGI Bonus against being hit). The Drunken Boxing skill at Level 2 can be used to make one Dodge per Round for 3 REA. If the character wishes to make more dodges than that, theyll need Acrobatics. level 3: Falling Technique. The character can use their motions to dodge as though staggering and almost falling when drunk. The character can trade 2pts of Initiative for a +1 to Dodge. This can be done twice for a +2 to Dodge rolls. The character can once trade -4 Init for +1 to Block. level 4: Drunken Master. The character fights better when actually intoxicated. They take no combat negatives for being drunk (no matter how drunk) and, if they behave in a drunken fashion in any relevant manner (making a fool or nuisance of themselves, standing out and drawing attention, etc.) they gain 2 to 4 SP (the more for the more significant the action is) that can be used in a fight while drunk.

Characters can mix and match these spending APs to buy some special moves and normal CPs to buy others. If Paths are allowed, the 4 AP path gives double any points spent on special moves (2 APs gives 16 pts to buy special moves with).

Designers Notes

Creating martial arts styles Youll notice that some of these moves are directly from real martial artssome are simply genericand a few are sort of made up. In the world of Chi Martial Arts things can be quite different from our reality. In a game we had a school teaching Mantis-Style karate even though kung Fu is the style with most of the animal forms. The key thing to remember is that you can mix and match any move with any style or collection of styles so long as the group is okay with that. If you are trying to keep things distributed in a way that seeks to keep things real then you wont want to have a character with Leopard Punch and Tae kwon Dobut keep in mind that you can always declare the name of the move to have changed but keep the basic effects.

hoW the moveS Work


Heres how Special Moves work: Name: The generic name of the special move. Players are encouraged to customize the name of the move to their art (so long as it is communicated clearly to any participant in the game who wants to know what move is being employed). Cost: The cost in normal CPs (note that if Archetype Points are used to buy Mundane Special Moves then each 2 APs simply converts to 8 APs). Description: A description of the move and any special noteworthy rules. rea: The REA cost of the move. Notes:
Listing Strike +X kick +X Notes The cost of any strike listed in the Basic Book + the number X. This can apply to kicks, Crosses, Punches, special Martial Arts moves (karate Chop), etc. The REA cost is the cost of any kick the character can otherwise throw +X. Note: this means a Tae kwon Do expert can throw the attack for less than another character might. The cost is that of a Punch for the character (Level 4 kung Fu characters will pay less than other characters). The cost is that of a Block +X.

subsection

M u n dA n e M A Rt i A l A Rt S M ov e S
These moves are available to anyone with decent Martial Arts training (there is no cut-off level but usually Level 2 would be a requirement for a heavy investment in special moves).

Punch +X Block +X

buyinG mundane martial artS moveS


Chi Martial Arts These may be purchased in two distinct ways: Using normal CPs. This is always an option for any game where advanced training is legitimate (which we think is almost any game that martial arts at a decent level is allowed in). Using Archetype Points to buy packages. Each 2 AP gives 8pts in Mundane Special Moves. There may be a limit as to how many times this can be done.

to-hit: Any modifier to the to-hit roll.


Listing Normal kick Normal Notes Normal kicks hit at -1 unless thrown by a TkD expert. No modifier to-hit with this move

166

-X

The to-hit roll is at X. If there are other modifiers (i.e. the REA is listed as Strike and the attack the character chooses is a kick, this will stack). An attack that hits at -1 and can be used with any Strike will hit at -2 if a character uses it with a karate kick.

c rAne s tAnce [ 2 cP ]

Description: The character stands in a way that minimizes the


avenues of attack. It increases the chance to block but is not very mobile. A character with an 11 or lower AGI will get +1 to all blocks. A character with a 12+ AGI will get +2 to all blocks. AGI bonus drops by up to 2pts. Entering the stance is a 5 REA Medium action. Dropping the stance is a 0 REA Medium action (it can only be dropped on the characters turn). All blocks are at +1 for AGI 11 or lower characters, and +2 for AGI 12+ characters. AGI bonus drops by -2pts (to a minimum of +0 to be hit).
Cost 2 CP rea 5 to enter Def roll +1, +2 agi Bonus -2

Damage: If the attack does different damage then this is the number that modifies the damage.
Listing Normal + X Strike +X Punch +X kick +X kick Punch Strike Notes Base Damage +X Any strike (kick, punch, cross, etc.) can be used and the damage is increased by X. The characters punch (or cross) +X The characters Cross The attack does normal kick damage. The attack does normal punch damage. The attack does normal strike damage.

f Ace s mAsh [ 2 cP ]

Description: A brutal move for close combat that involves hitting


the targets face with a knee or elbow. A blocking action will succeed if the block is made by more than the listed Damage Modifier. Attacker must have a Grab or Grapple. Attack ignores any Close Combat damage modifiers. Attacker must make a successful Grapple roll. Damage Modifier is as follows:
grapple result missed +0 to +3 +4 to +6 +7 to +9 +10 or better Cost rea Damage mod None +2 Dm +4 Dm +6 Dm +8 Dm to hit

 cp martial artS moveS

These are often some of the first moves that characters learn. keep in mind that these are paid for with Character Points and not Archetype Points.

B AcK K icK [ 2 cP ]

Description: The character knows a powerful kick that can be


thrown to the rear. A Back kick has the following modifiers: It may be thrown at no negative to the rear (normal strikes are at -4 to throw at opponents who are behind you). The attacker may change facing when throwing the kick. The kick leaves the character at +1 to be hit and -1 to block until their next turn. It is at +1 to hit if thrown as the response to a Long action move towards the kicking character (i.e. in response to a charge)
Cost 2 CP rea kick to-hit Normal Damage kick +1

Damage

2 CP

strike

strike+2

Normal

g rABBing B locK [ 2 cP ]

Description: The character is trained to grab incoming strikes.


When a Grabbing Block successfully stops an attack (including if the attack roll misses) the blocker can immediately make a Grab roll. If successful, the attacker is grabbed. NOTE: if the blocking character spends 5 REA on the block, the -1 to the Block roll is negated
Cost 2 CP rea Block+1 Def roll -1

B locK /d odge r Anged A ttAcK [ 2 cP ]

Description: The characters Block/Dodge roll applies against


ranged attacks at -1 (instead of negative 4). This is highly unusual (despite the low cost) and should be considered the result of exotic training.
Cost 2 CP rea Normal Def roll -1

h AymAKer [ 2 cP ]

Description: A powerful looping punch! The Haymaker is:


At +2 to be blocked May be thrown off of a Punch or Cross
rea hand strike +3 to hit Normal Damage strike +2 Cost 2 CP

subsection

c irculAr B locK [ 2 cP ]

c linch B locK [ 2 cP ]

Description: The circular block moves in a crescent motion and is


good at covering many lines of attacks. It ignores -2 points of negative modifier caused by a feint. It ignores -1 point of negative modifier from a kung Fu strike.
Cost 2 CP rea Normal Def roll Normal

Description: When the character is grabbing or grappling they are


trained to have a good clinch which makes them harder to hit. The character must be grappling or have a grab.
Cost 2 CP rea Block Block roll +1

167

Chi Martial Arts

i mmoVABle s tAnce [ 2 cP ]

Description: The character is trained in a stance that roots him


to the ground. This can be combined with Crane Stance. It is a 5 REA Medium action to assume and a 0 REA Medium action to drop. In the stance the character gets +3 Defensive Grapple until taken down. In the stance the character will not be knocked down by sweeps or Daze results. The character is harder to knock back getting an effective +5 BLD vs. knockback while in the stance.
Cost 2 CP rea 5 rea med Defensive grapple +3 until taken down

P oWer g riP [ 2 cP ]
hurts!

Description: The character is trained with a powerful grip that


The characters Grab does [ str 9 ] + martial arts level Bonus (highest martial arts skill). ma level Bonus is as follows: o Level 1: +0 o Level 2: +1 o Level 3: +2 o Level 4: +4 It may be cranked as a 5 REA Medium action that uses the original To-Hit damage modifier. The Power Grip takes no negative modifiers for being in a Grapple. It may be used any time there is any Grappling move in play.
rea 5 rea med to hit Normal Damage see above


Cost 2 CP

K idney P unch [ 2 cP ]

Description: The character is trained in striking to vital locations in


close combat. The character must have a Grab, Grapple, or have Stepped to Close Combat range The kidney punch hits at -2 A hit gets a +4 Damage Modifier A character can throw one kidney Punch per turn.
Cost 2 CP rea Punch to-hit -2 Damage mod +4

P oWer u PPercut [ 2 cP ]

Description: The character can throw a devastating cross punch!


A character hit with the Power Uppercut gets a -1 to his CON roll for purposes of a Stunned, Dazed, or Unconscious result
rea Cross +2 to hit Normal Damage Cross+1

K nee / e lBoW s triKes [ 2 cP ]

Cost 2 CP

Description: The character is skilled in the use of knee and elbow


strikes in close combat. The character must be in Close Combat (have a Grab, Grapple, or have Stepped to Close Range) The strikes ignore -2 DM due to Close Combat. The strikes are at -1 to hit. The strikes do +1 damage. This move allows a kick in Close Combat.
Cost 2 CP rea strike to-hit -1 Damage +1

s Acrifice t hroW [ 2 cP ]

Description: The character knows a Judo throw that will cause


both him and the target to fall. The character must have a martial art at a level that grants the Throw grappling move. Both characters fall. There are two versions of the throw and the character can choose. One is easier to get off, one does more damage.
Cost 2 CP 2 CP rea throw throw oFF grapple -1 +2 Damage throw +2 throw +0

l eoPArd f ist [ 2 cP ]

Description: A fast, sudden strike that hits with the secondtwo joints of the fingers instead of the knuckles (usually directed against the ribs, throat, etc.). It is designed to cause internal injury. If it hits by 4+, the Base Damage is increased by 2 pts. It can be thrown once per Round and will miss on a hit by zero. To throw a Leopard Punch you must roll a 9- on your Initiative roll (see Initiative Requirement in the Standard Abilities section).
Cost 2 CP rea Punch init req 9to-hit hit by 0 misses Damage +2 if hit by 4+

s lAP B locK /s triKe [ 2 cP ]

Description: The character slaps down a punch and returns their


own. Both strikes must be hand strikes and the REA cost for the strike is at -1. The block must work. This attack has an Initiative Requirement of 9- meaning the character using it must roll a 9 or lower on their Init roll for that Round to be able to use it (see Standard abilities for a full explanation).
Cost 2 CP rea Block + strike-1 Def roll Normal init requirement 9-

subsection

P oWer B locK [ 2 cP ]

s erPent K icK [ 2 cP ]

Description: The character is trained in using cross-armed blocks in


combat to defend against powerful strikes. The character blocks at +1 for each point of additional damage a mundane strike does after the first +1 (so it blocks a normal kick at +1, but a cross at +0).
Cost 2 CP rea Block +1 Def roll +1 or more

Description: The character knows a deceptive, serpentine kick that


is harder to block. The kick is at -3 to be blocked (in addition to any other modifiers such as kung Fu or a feint) If the kick is thrown over two consecutive rounds against the same opponent, it loses its modifiers for the rest of the fight
Cost 2 CP rea kick +3 to hit Normal Damage kick

Chi Martial Arts

168

s uBmission h old [ 2 cP ]

Description: The character knows some full body attack hold


(spinal compression, abdominal stretch, etc.) This is different from a limb-lock such as an Arm Bar. The character must have a Hold, Pin, or Lock on the target. The character makes a Grapple roll to move to a Submission hold (which does damage). The hold may be cranked as a 5 REA Medium action to continue to do the damage. The target remains in the original hold, pin, or lock.
grapple result missed +0 to +3 +4 to +6 +7 to +9 +10 or better Cost rea 2 CP strike Damage, Damage mod None str-10, +2 Dm str-8, +4 Dm str-7, +6 Dm str-6, +8 Dm to hit Normal

W hirlWind d odge [ 2 cP ]
Cost 2 CP rea Normal Def roll +2 then +1

Description: The character is trained in expert body motion. They


get one dodge per Round at +2 and all others are at +1.

 cp martial artS moveS

A dVAnced i mmoVABle s tAnce [ 4 cP ]


Description: Same as Immovable Stance but:
Adds +5 to the characters Defensive Grapple roll. Adds +15 to BLD for purposes of knockback calculation. Character hits for +1 Damage while in the stance.
rea 5 to enter DeF grapple +5

Damage strike+2

Cost 4 CP

s Pinning B AcK f ist [ 2 cP ]

Description: The character can throw a spinning punch for extra


damage. The Spinning Back Fist leaves the character at -1 to Block for the Round in which it is thrown (unlike a Cross, where the modifier lasts until the characters next Turn) For +1 REA, the character can do a free step with the strike. If thrown twice within two consecutive Rounds at the same opponent, the opponent gets +2 to Block it.
Cost 2 CP rea punch +1 to hit Normal Damage punch+1

c oBrA s triKe [ 4 cP ]

Description: The character can unleash a lightning fast strike that


is hard to block. Any strike can be used. The strike is at -1 to be blocked No counter-moves of any sort can be thrown off the strike. Each Cobra Strike a character throws during a turn after the first costs an additional +1 REA (not cumulative).
Cost 4 CP rea +0 [ +1 after 1st ] Damage Normal to-Be-Blocked -1

c omBinAtion s triKe [ 4 cP ]

Description: The character is trained to throw two strikes in rapid


succession for less REA than the two would normally cost. Each tohit roll is made separately and if the first attack misses or is blocked, the second one automatically misses. The strikes may be PunchPunch/Cross or kick-Punch (the kick must come first). The REA cost for this is not reduced by any other skill. If thrown in reaction to a Long Move, the first blow lands during the move, the second, after (so the target can block it).
Cost 4 CP rea 8 rea Damage Normal to hit Normal

s WeeP [ 2 cP ]

Description: A knockdown move using the leg to off balance the


target or simply take them off their feet. It is not as damaging as a kick. It can be done with or without damaging the target (attackers option). If it hits by 3+, the character must make an AGI or Acrobatics roll at -3 to stay standing (Level 3 Acrobatics ignores this modifier).
Cost 2 CP rea 7 rea to hit Normal Damage +0

t AKedoWn d efense [ 2 cP ]

c ounterstriKe [ 4 cP ]

Description: The character has been trained specifically to avoid


being taken down. They get +4 Defensive Grapple against any Throw or Takedown attack. This does not count against Grabs, Grapples, etc.
Cost 2 CP rea None Def grapple +4 vs. takedowns

Description: The character is trained to block and counter attacks.


To use this attack the character must be within 5 Initiative of his opponents. Any time an attack is blocked, the blocking character can immediately throw a strike for its normal REA cost. The target may block this normally if desired.
Cost 4 CP rea strike Damage Normal to hit Normal

subsection

V erticAl f ist [ 2 cP ]

Cost 4 CP

rea Normal move

agi Bonus +1

Cost 2 CP

rea punch-1

init req 8-

to-hit Normal

Damage Punch

169

Chi Martial Arts

Description: The character throws a punch that strikes with the fist vertical. While any martial arts punch may be described as a vertical fist this specialized blow represents training for exceptional speed with the attack. It costs -1 REA to throw. It has an Initiative Requirement of 8- (see Standard Abilities section for full explanation) meaning that it may only be thrown on Rounds where the character has rolled an 8 or under on their Initiative roll.

f loAt l iKe A B uterfly [ 4 cP ]

Description: Any time the character spends 5 REA or more for a


Step or Move action (i.e. a free Step doesnt count) the character gets a +1 AGI bonus.

h urricAne K icKs [ 4 cP ]

Cost 4 CP

Description: The character can throw a flurry of kicks!


The character declares 4 REA saved during one turn. The character can only do this once per Round (the character cannot save 8 REA for two additional kicks next Round). The 4 REA becomes 6 REA for purposes of throwing a kick in the next Round if the character throws at least one other kick that Round. The saved REA may be used to throw a kick on the subsequent turn (it cannot be used for anything else and once saved it cant be used to Block or Dodge). The additional kick is a normal kick and may not use any other special move.
rea Normal move Damage kick

P oWer K icKs [ 4 cP ]

Description: The character throws kicks that are hard to block


because of their extreme power. When the Initiative Requirement is met (meaning the character rolls a 9 or lower on their Initiative Roll that Round) all kicks hit for +1 damage and are at -1 to be blocked. This has no effect on dodges
Cost 4 CP rea Normal to hit Normal Damage kick+1 init requirement -9

P unch -g rAB [ 4 cP ]

Description: The character is skilled in throwing a punch that


converts into a grab after it hits. If the blow lands, after damage, a Grab roll is made.
Cost 4 CP rea punch+1 to hit +0 Damage punch+1

J umP K icK ( or P unch ) [ 4 cP ]



Cost 4 CP

Description: The character can throw a leaping strike.


The character may make an 8 REA Long Action which terminates in a strike. If the target chooses to hit the attacker on the way in, they may not block the Strike.
rea 8 rea long Damage Normal

s ide -s teP [ 4 cP ]
Cost 4 CP rea Dodge+2 Def roll +2

Description: For +2 REA, the character gets +2 to his Dodge roll.

s liding d eliVery [ 4 cP ]
strike (in the direction of the strike).
Cost 4 CP rea +0

Description: The character can take a free Step action with any

J umP -s Pin P oWer K icK [ 4 cP ]

Description: The character is trained to throw a devastating kick


that involves jumping and spinning (in placenot for distance). This is a risky but very hard hitting move. The attack is a Long action allowing a Response on the part of the target if they are within 5 Initiative of the attacker. The kick is at -2 to be Blocked.
Cost 4 CP rea kick +2 long Damage kick +2

s Pinning s ide -h eel K icK [ 4 cP ]

Description: The character throws a devastating spinning heal kick that hits like a hammer. It is fired as a normal kick but has an Initiative Requirement of 8- meaning that in order to execute the kick the character must roll an 8 or lower on their Initiative roll (see Standard Abilities for full explanation).
Cost 2 CP rea kick init req 8to-hit Normal Damage kick +2

o ne i nch P unch [ 4 cP ]

Description: The character is trained to throw a powerful blow


with no wind-up at close range. The punch ignores -6 points of negative Damage Modifier due to Grappling.
Cost 4 CP rea punch+2 Damage punch+1

s ting l iKe A B ee [ 4 cP ]

Description: The character is trained in a fast, light jab. This may


be thrown once a Round and allows a character with a Level 3 Martial Art to throw one punch per turn for 3 REA. Maximum damage is 3pts Minimum damage is 1pt
Cost 4 CP rea punch -1 Damage see above to hit Normal

P erfect B AcK -f ist [ 4 cP ]

Description: The character is trained to throw a quick, hard jab


from a natural fist position. This is tricky when you arent ready for it. If thrown twice within two consecutive Rounds at the same opponent, the opponent gets +2 to Block it. Any Feint with the Perfect Back Fist costs -1 REA and has a +1 to its Block modifier (a 3 REA Feint costs 2 REA and gets a -2 to be Blocked). This Feint Bonus goes away if the Back Fist is used twice within two consecutive Rounds against the same opponent.

s toP K icK [ 4 cP ]

subsection

Description: The character can use a kick to block a Grapple


or Takedown attempt (this will not stop a character who is simply moving or even closing with the character). To work the kick must hit by 3+ If it is not realistically possible to stop the incoming attack (a very small character being grappled by a giant), the kick hits for +2 Damage
Cost 4 CP rea kick Damage kick to hit Normal

Chi Martial Arts

Cost 4 CP

rea Punch

to hit +1

Damage punch+1

P unch -t hroW [ 4 cP ]

Description: The character is trained to use a punch that converts


to a Throw. The punch must hit at which point the throw may be attempted.
Cost 4 CP rea 8 rea med Damage punch, throw to hit Normal

170

r eVerse P unch [ 4 cP ]

exotic techniqueS

Description: A powerful blow fired with the power-hand, usually


aimed at the solarplexus and using full hip rotation (any puch may be said to be a Reverse Punch but this is one that is thrown with special technique and power!). This move has an Init Requirement of 8- meaning the using character must roll an 8 or lower on their Initiative roll for that Round in order to throw it (see Standard abilies for full explanation).
Cost 4 CP rea Punch Damage +3 to hit Normal init requirement 8-

In addition to special moves there are also disciplines of advanced combat training that characters may know. These are purchased with Character Points.

B lind f ighting [ V Aries ]

Description: In the Chi Martial Arts genre, it is possible for blind


characters to fight every bit as well as sighted ones. In this case, the blind character only suffers problems related to non-combat blindness (cant read a newspaper, cant drive, etc.) In this case, the character gets only -5pts for the Blind Trait (instead of -15) and pays 4pts for the following: Ignore all visibility modifiers due to low-light conditions At the 2pt level, the character simply fights very well. Instead of a -6 visibility modifier, the character always takes a -2 visibility modifier and must make a hearing perception roll at -2 each turn to overcome it (Stealth will apply directly. The GM can assign modifiers up to -6 or more if a target is stationary and holding its breath). At the 5pt level the character can use ranged weapons at no visibility modifier.
effect reduces -2pts of visibility modifier Character suffers no visibility modifers Character can target ranged weapons

 cp martial artS moveS

A dVAnced c ounterstriKe [ 8 cP ]

Description: When an attack misses or is Blocked/Dodged, the


character may perform an Advanced Counterstrike. The attack is at -3 to be Blocked (Tai Chi Masters at L4 ignore this modifier as to characters with Lightning Block). The attack is thrown for 1 less REA than normal
Cost 8 CP rea Block + strike-1 Damage strike to hit Normal

l ightning B locK ( or d odge ) [ 8 cP ]

Description: The character can do a block or dodge once a turn for


1 REA (a character with Lightning Block can also choose to dodge for 1 REA at no additional Character Point cost. Both defenses are included). This can be done during the commission of a Long Action. This technique can block or Dodge Advanced Counterstrike Normally. You can use Lightning Block to block attacks made by characters 5 Initiative or more higher than yours without a roll.
Cost 8 CP rea 1 Block roll Normal Cost 2 CP 4 CP 5 Cp

P ressure P oints [ V Aries ]

Description: The character is skilled in striking vital areas of the


target (nerve clusters) which have a greater chance of effecting the target than the raw damage the character does would imply. A pressure point strike does phantom damage which is added to the computed damage the target takes for the purposes of causing a Minor, Major, or Critical Wound only. The damage is added after armor-reduction. If even one point of damage gets through to the target, the Pressure Point damage is added. If the added phantom damage is not enough to force a wound roll, there is no other effect. Each level has two strikes: one at -2 to hit and one at -4 to hit. The amount of phantom damage added to the strikes damage is based on the level of Pressure Points known. All Pressure Point Strikes are at +2 to be blocked unless the character is using: Tai Chi Jujitsu Wrestling In this case the strike is at +1 to be blocked.
Cost 2 CP 4 CP 8 CP 16 Cp -2 to hit +2 Damage +4 Damage +8 Damage +12 Damage -4 to hit +4 Damage +8 Damage +12 Damage +18 Damage

t hunder P unch [ 8 cP ]

Description: The character can throw a punch once per Round that
hits for extra damage. This punch goes at +3 Initiative. Your Initiative is considered to be at +3 for purposes of throwing the Thunder Punch.
Cost 8 CP rea Punch Damage punch +3

P hotogrAPhic r eflexes [ 8 cP ]

Description: The character can see and copy any move that has
been done to him during a fight for the remainder of that fight. This includes combinations of moves (but the techniques must be used in the same combination) It does not include Chi Moves. It does not include Combat Techniques
Cost 8 CP rea as move

171

Chi Martial Arts

subsection

P oWer t echniQues [ V Aries ]

Description: The character is trained in the generation of power


using breath control, muscle tension, and special conditioning. To use Power Techniques: Before Initiative is rolled, declare use of the ability and the level it is being used at (all higher levels of Power Techniques allow lower levels of usage). The characters STR for that turn acts as though it is increased by the listed level. This modifies hand to hand damage as well as Grapple. If an REA cost is listed, the characters REA is reduced by the listed amount that for that Round. Note: The cost for Power Techniques is based on the characters Base Damage (it costs more for stronger characters to learn Power Techniques than weaker ones). If a characters Base Damage is -1 or lower, the cost of level is reduced by 1pt (Level 1 Power Techniques costs 1pt instead of 2).
Cost 2 Cp + [Base Damage] 3 Cp + [Base Damage x2] 6 Cp + [Base Damage x2] 9 Cp + [Base Damage x2] init -1 -2 -3 -4 str increase +1 +2 +3 +4 rea Cost 0 0 1 2

One of the things that characterizes Chi fighters is that they are training all the timethey seek out masters to teach them, legends to challenge, and secret techniques from hidden temples. In the game this may be the focus of the adventure and one way to model it is the Training Drama. These rules give the fighters (and if this rule is being used, probably PC in the game is a Chi Fighter) a pool of Chi Points that will always be charged before a fight and can be spent during the fight to help with certain types of move (each pool is related to some type of combat move). The action of the Drama will be around increasing the pool size by winning the Training Drama between tournament fights (note that characters may get experience in the normal way as well). If this rule is being used the characters will begin the game with 0 SPs in each Charka Pool. They are then allowed to increase 2 Chakras to 1pt-pools each. After that, the Dramas begin. Characters get a roll every 2wks of training to raise a pool size. As making rolls by itself may not do it (the Drama is hard) the character will usually want to seek out one of the moves to improve their chances. Roleplaying activity will center around the things necessary to get better rolls for the Drama.

o p t i o n A l: F i G h t t R A i n i n G d R A M A!

chakra poolS

Chakra Pools are Success Points that can be used during combat. They are aspected meaning that they can usually only be used for one specific thing (i.e. to block better). Usually when a character succeeds in a Training Drama they will get to increase one Pool by +1 level. A greater success usually does not yield more points. Each Pool is related to one of the Chakras or centers of power in the body. The character can put the SPs into any Chakra, reserving them for available use.
Root Chakra Sacral Chakra Naval Chakra Heart Chakra Throat Chakra SPs are spent to improve a Grapple Roll. SPs improve Initiative and damage modifier with a Chi attack. SPs improve Initiative and to-hit rolls with mundane attacks (non-Chi). SPs improve CON rolls. SPs spent give -1 Damage Mods against attacks that hit. SPs improve defensive rolls. SPs improve Chi focus rolls and WIL rolls. One SP == +2 Chi Pts.

subsection Chi Martial Arts

Third Eye Chakra Crown Chakra

Example: A starting character has 2pts to allocate to the pools and chooses to put 1 in Crown Chakra and one in Throat Chakra. At the beginning of each combat they will have 1 SP to improve 172

their Chi Focus rolls and 1 SP to improve CON rolls.

doinG the traininG drama

The character will, during play, try to increase their Chakra Pools. They do this by winning a Three Roll Drama as outlined below. In order to get the level listed, they must achieve the Target Number. If they fail to hit the desired TN, even if there are levels of improvement for less than they aimed for, there will be no improvement (you cannot just go for as high as you want when aiming for a level of improvement, you must specify a level you wish to attain).
Roll Type Interval Target Number WIL or Martial Arts Skill Three Roll Drama Varies, usually one per 2wks SP Pool Target Number 1 12 2 20 3 26 4 32 5 38 6 45 7 55 8 65

Learn / Steal Secret Technique Type: Standard There are a lot of different ways to throw a punch. There are plenty of different ways to Throw. Although the game system doesnt distinguish between them, the game world does. If you are working on getting a point-pool for your Chakra, you can improve your chances by learning a secretly guarded technique! The character can find a school that has secret techniques and learn them! To steal a technique you must see it done by a master in training and make a Martial Arts roll. Each time you see it, you get to make one: when you achieve 4x the number of SPs this will get you for your training roll, you learn the technique. Usually getting to see this technique and learn it requires doing favors for the master of the school who has itor, in many cases, becoming a spy or temporary student of the school who will profess loyalty but then leave when they have learned the technique (earning the ire of the school!). It usually gets +1 to +10 depending on the school and the technique taken from it.

moveS

Trained By Master Type: Free `The character is trained by a higher-level master than they are. This grants the character a bonus to the roll based on the level of the master. This applies to each roll and is applied so long as the character is a student. Usually being a high-level student has some responsibilities (attack the masters enemies!) but this advantage does not require that. Higher Level Martial Artist (the Master is simply a few points bettera level of Chi Training higher, a Level 4 martial artist instead of Level 3, or has a better roll): +1 SP per roll True Master: the character is more than 2 levels of Chi training above the PC and is afforded master-status by the world: +2 Grand Master: +3 to +10 Trial Type: Standard The character completes a trial of combat or ability. Worthy Opponent: Seek and beat in combat an equal: +3 Powerful Opponent: Seek and beat in combat a superior: +5 to +8 Short Trial: Undertake a test that results in either light damage or potential humiliation: +1 or +2 Lengthy Trial: Take on a dungeon, with friends. +2 to +5

173

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subsection

Is that aggressive, threating guy on the bus giving you a hard time? Level him with your mind. Need to gather information from a captured enemy agent who wont talk? Crack open his brain like an egg and drink the data that flows out when you unleash a Mind Probe. JAGS Psionics are the rules for a variety of paranormal mental disciplines. They range from mind reading to throwing cars with your mind. Lets take a look! Psionics are the scientific term for psychic powers. Telepathy, Telekinesis, ESP, and other traditional paranormal mental abilities are covered under the JAGS Psionics. Characters with psionic abilities are generically called Psis.

J AG S R e v i S e d p S i o n i c S

any starting character can buy Psi Skill. PSI SkILL COST: expensive BASED: res DESCRIPTION: PSI Skill is used whenever a Psionic ability calls for a RES or Skill roll. This is used to hit, where a roll is called for to block, and so on. Usually the skill only exists at Level 2 and cannot be purchased at Level 1. Level 3 effects reduce range modifiers as per weapon skills.

creatinG pSionic characterS

Psionic characters are made in the following fashion: They usually have high WIL scores (at least a 12 if built on 50 CP) If any training is available (or they are allowed to have Psionic skills as a natural talent) they will have Psionic Skill (see below). They may also have a variety of specialized skills and Psionic martial arts. They will invest APs in one of several major disciplines (Telepathy, Telekinesis, etc.) and, having bought at least Level 1 of that discipline may buy individual aspects (specialized abilities) related to it.

When you are creating a game that will have any sort of heavy component of Psionics, there are a few questions that probably need to be answered. These are: Is society aware and prepared for Psionics? How much emphasis is there on training and wild powers? How subtle are Psionic abilities?
Designers Notes

SettinG up the pSi GAMe

maJor diSciplineS and aSpectS

subsection

JAGS Psionics are divided up into Major Disciplines and Aspects. A Major Discipline is one of the following: telepathy. The ability of mind-to-mind contact. Includes communication, mind control, and the ability to read minds. mind over matter. The Psionic ability to control matter, the elements, weather, and so on. telekinesis. The telekinetic character can project physical force at range using their will. extra sensory perception (esp). The character can do things like remote viewing, object reading, seeing the future, and so on. This is a highly information-based ability but also has some combat aspects if character can predict an opponents moves before they make them. astral projection. The character can send their spirit out from their body and it can wander the Astral plane of existence. This spirit form can go through walls and perceive or even interact with things in the real world (if powerful enough). Empathy. The character can send and receive emotionsinducing feelings in targets or otherwise reading and manipulating them. It also includes healing abilities. Aspects, on the other hand are lesser abilities that are related to the major discipline. For example, Telepathy, in its basic form doesnt include much mind controlbut those abilities may be purchased after some basic level of Telepathy is already paid for. Psionics

prosecution and alienation One of the common themes in Psi-fiction is that of prosecution, alienation, and paranoia. It makes a certain amount of sense that agencies like national governments and large industries would either want to control Psis or destroy them. If the game is going to feature persecution the participants will need to work out just how much control society has. Do they have Psi-jammers? Psidetectors? Does every police force have them or only a few special agencies? Are there psi-prisons and holding facilities? Or do they have a hard time containing psis they catch? These answers will greatly shape the nature of the world and the tone of the game.

aWareneSS

Psionic skill may represent training or, in some games, natural ability. The difference will be whether the game has a focus on training / learning to use powers. If that focus isnt there then 174

pSi Skill

If society is aware of Psionics as a whole and prepared for them then, for example, poker games might include psi-dampening fields to stop telepaths from cheating. On the other hand, if psipowers are considered superstition or are poorly understood (or no technological solution exists) then some rules will have to change a lot for society to function. Here are some common changes you might see: Reliance on bio-metrics for secure data: a telepath can steal your password. Extensive background checks, including genetic scans looking for a psi-gene. Registration programs if psis are even allowed freedom whatsoever. The use of drugs to control captured Psionics (if the society doesnt just execute them) Etc.

PSI-DAMPENERS

Psi-Dampeners glow with a faint, eerie blue light that feels like whispers or spiders crawling on you (but you have to really pay attention to feel anything at all). They shut down Psi powers within a room or, for a large one, an installation. Some organizations may even have mobile platforms that emit the Psi-field. The most basic way that they work is as a 50pt Mind Shield vs. everyone that reinforces at 20pts per turn. If it is knocked down, it breaks for everyone (but each Psi attacks it themselves). Any attempt to start hacking it sets off alarms. Against other Psionic abilities Dampeners may either shut them down entirely or deduct some number (usually high, but not so high a powerful Psi cant operate somewhat through them) from the Power level of the ability.

Subtlety Low

Medium

PSI-DETECTORS

These are pretty straight forwardalthough more advanced versions would detect things like Psi-finger-prints on someones mind. Generally, any society facing subtle use of Psionic ability will want to have some way of policing the use of those abilities.

High

Notes This is the standard setting. Psionic attacks of any sort can: Be seen by by-standers. Using a telepathic mind strike produces small amounts of wind, tesla-coil style electricity, etc. Telekinesis produces ripples in the air and translucent crystalline structures when creating force fields or performing blocks. Any Psionic attack will be felt by the target as an attack unless stated otherwise (Empathy has subtle powers along these lines). Reading someones mind will let them know what is happening and who is doing it. Use of powers at the Level 1 ability is far more subtle, however. Telepathic communication and the use of nothing more than WIL as a strike is invisible to outsiders but will still alert the target to what is happening and who is doing it. Everything is invisible to cameras and bystanders but any mind-assault or Psionic attack will be clearly perceived by the target who will understand what is happening and who is doing it. We suggest this level for Psi-persecution games. At the high level of subtlety, even an attack wont tell the target who is doing the attacking. Theyll have to look around and make perception rolls at -2 each turn to determine who is doing it. Deep memory probes dont registerso Psis can read minds without alerting the target.

Subtlety

One of the biggest decisions about the use of Psionics in a game is how invisible or subtle they are. If a Psi can read someones mind just by looking at themand the target will never know, they are far more dangerous than if mind-reading feels like an assaultand even less so if other people nearby can feel / see it happening. Likewise, if a telekinetic character can do things like Tk Strike people while remaining motionless and looking the other way, it can make it very difficult for security forces to tell where the attacks are coming from. There are a few considerations we want to point out to groups deciding how to handle the issue of subtlety. How advantaged are Psis supposed to be? If Psionics are being persecuted in the game then it may make more sense for them to be subtle. Its scarier and harder to control (also make detectors and dampeners rare or even non-existent). What other Archetypes are in the game? There is usually no specific point-cost for subtlety (unless specified) its sort of a how does the world work type of question. If multiple Archetypes are playing along side (as opposed to everyone being Psis) we advise a lower-level of subtlety since guys like Chi Fighters or Cyborgs dont get to operate under the radar. What is the Conspiracy Level around Psionics in the game? If most people know and believe in Psionic powers then having them be visible isnt a problem. If Psionics are generally secret then using them or using them at very low levels may need to be invisible.

thrallS

Some of the abilities (mind control) grant the telepath the ability to achieve permanent control of targets. It is our intention that in most games this serve as background color since there is no really good way to correctly cost for characters who aggressively recruit targets that they treat as expendable. However, it could be possible to play this way. If you do, work out Dramas for losing control over thralls and rules about when a Thrall gets to roll to break out. There may also be an AP cost (1 AP) per thrall at or below the characters CP cost placing a limit on how many may be controlled. Finally, if this is done, we suggest that there be group-discussion about the morality of this as done by Player Characters and whether or not those moral / ethical questions are the focus of the game or simply glossed over (and if everyone is comfortable with that).

pSionicS in Space
In science fiction games psionics often fill a role similar to that of magic in fantasy gamesbut they have a different sense of scale. An Empath can detect hostility from another starship millions of miles away. None of the usual ranges will work for this. In space the ranges of detection abilities should be treated as almost unlimitedperhaps the void transmits psionic energy without resistance. It is possible that attack abilities will be used at range as well making cadres of Psis useful as attackers against enemy craft (note: the characters ability to target individual characters, such as the command crew will not be trivial and will probably be blocked by suppressors or force fieldswe will cover this in more detail in JAGS Space). 175

Psionics

Psionic combat is very much like normal combat with a few special moves and a few new choices.

p S i o n i c co M B At

pSionic / mental initiative

Some Psi characters will have additional Psionic Initiative (also called Mental Initiative). This is a number added to the characters Initiative rolls for purposes of using Psi powers only. The rationale for this is that a physically slow character could still have a very quick mind. When using Mental Initiative: Only one Initiative roll is made The characters Mental Initiative is added to their normal Initiative score When the Initiative given by the characters Mental Initiative gets to go, the character can take any Psionic actionbut no physical ones If the character has REA remaining, they may use it to take physical actions during their normal Initiative turn. Example Carrie has a 10 REA but +3 Mental Initiative. When combat starts, she rolls Initiative and gets an 11. Thats resolves to: +2 Initiative for using Psionic abilities -1 for taking physical actions

rea Cost: 8 REA Long modifiers: No AGI Bonus Description: If an ability says that it requires Deep Concentration to use then the Psi must spend an 8 REA Long Action to achieve that state when using those abilities. NOTE: any ability which is a 5 REA Medium action can be rolled into the concentration action and that ability will be activated at the end of the Concentration action (any person targeted by a Psionic attack will be aware of it and will be able to react before it hits). Once the initial Concentration action has been taken, it need not be taken againbut while it is in effect, the following modifiers apply. No AGI Bonus No movement more than a Step action Non-Psionic Blocks are at -2 Non-Psionic Attacks are at -2 If the character wishes to break concentration, they can do so as a 0 REA Short Actionbut they will require the Deep Concentration action again if they wish to continue using abilities.

Deep Concentration

e xtrA m entAl i nitiAtiVe [V Aries ]

Description: The character can purchase extra Mental Initiative to use PSI powers with for the listed costs. Note this does not grant extra REA to use the abilities with, only Initiative. This usually grants some additional Damage Points as well.
Cost 1 ap 2 AP 4 AP initiative +2 init +4 init +8 init DP +1 +2 +5

r eflexiVe m entAl B locK [3 AP]

Description: Psionic characters rely heavily on their Block defenses (against both mental and physical attacks). They are allowed to purchase the ability to take a Block action for only 1 REA several times per Round. Each time a Reflexive Block is purchased (3 AP each) the character may make one block per Round for only 1 REA. After these are used, further block actions cost their normal REA (usually 3).
Cost 3 AP Block 1 Block rea 1 rea DP +1

subsection

e xtrA P sionic A ttAcK [6 AP]

Description: The character can make a 0 REA Psionic attack along with any other attack. This may be purchased multiple times. The attack may be at the same or a different target.
Cost 6 ap rea 0 rea DP +2 Dp

Psionics

deep concentration

Many Psionic abilities (and some non-psionic ones as well) require deep concentration to use. This means the character is basically standing still, focused on using the power. 176

Telepathy is the power of mind-to-mind contact. At the lower levels telepaths can link to and communicate with other beings by thought. At the higher levels of power they can read minds, control them, and kill with them. Telepathy is a major domain so the character must first purchase a listed Telepathy Level and may then, if wanted, invest in separate Aspects.

t e l e pAt h y

baSic telepathic abilitieS in detail

Here is the detailed description for each standard Telepathic ability.

poWer

levelS of telepathy

Telepathy is purchased in levels (as per the table below). The character pays the AP cost listed for the level and gets all of the abilities as indicated in the row.
Column
Level

At a certain level of power Telepaths effective WIL scores are increased (for purposes of Telepathy) simply because of their developed minds. The characters Power score is added to WIL for any Telepathic purpose including, but not limited to, negatives to be hit in Telepathic combat, damage done by a Mind Strike, etc.

Notes
The generalized power-level descriptor for the ability. There may exist power-levels above the listed maximum and there could be hypothetical power-levels between the listed valuesbut we have created these for ease of use. The cost to the character in Archetype points. The portion of the cost derived from attack or offensive abilities. If the character purchases any attacks with a cost equal or less than the packages A-Cost the cost of those attacks are reduced to 1 AP. If the character purchases any other attack with a cost higher than the packages A-Cost, then the cost of the package is reduced by [ A-Cost 1 ]. This number is added to WIL for all purposes involving the use of any telepathic ability. It does not apply to generalized WIL rolls. This damage is added to the telepaths Mental Strike damage (as is Power). The character gains the listed amount of Damage Points. The character gains the listed amount of Mental Initiative (Initiative that can only be used to take an action involving a psionic ability). The number of points the character has in the Mind Shield ability. Telepaths can target known attackers and use a form of Psionic Interference to give themselves defenses vs. incoming attacks. These defenses take the form of negative damage modifiers and they apply only against attacks that are specifically Telepathic Blocked (i.e. if the character does not spend 3 REA against the attack the modifiers do not apply). Also Note: A telepathic Block may, like a normal block, completely deflect the attack however if it doesnt the character still gets the benefit of the negative damage modifiers. The character gets a single resisted attack for the listed cost or less with their basic package. Additional Resisted attacks can be purchased as desired (keep in mind the rules around A-Cost). The telepath can engage in conversation, listening to loud thoughts, and conducting a general scan of a targeted brain. The specific effects are described below. Telepaths of the appropriate level can sense sophisticated (i.e. human) minds around them within range. This will sense people behind doors, in other rooms, etc. a-Cost 0 AP 2 AP 4 AP 6 ap 8 AP 12 ap 16 ap 18 ap 24 AP Power +0 +0 +0 +0 +1 +1 +2 +2 +3 mind strike None +1 +3 +5 +7 +9 +11 +13 +15 DP +2 +3 +8 +10 +18 +20 +31 +35 +40

mind Strike

Cost A-Cost

Any telepath with a power-rating other than None can launch and receive a mind-to-mind attack. Mind Strikes do normal IMP damage through all armor. The Mind Strike move is detailed under Telepathic Combat in the above listing. The Mind Strike value is added to the telepaths Base mental damage (WIL-10).

damaGe pointS (dp)

Telepaths get additional Damage Points with their Telepathy. The telepath has the listed number added to their DP total.

Power Mind Strike DP Mental Initiative Mind Shield Telepathic Block

mental initiative

The character gets more Initiative per level. Add this value to the characters Initiative score for taking Psionic actions (see the section on Psionic combat).

mind Shield

The effect of the Mind Shield are covered in detail in the Telepathic Combat Section (below). In short: any Mind Strike damage comes off the Mind Shield reducing it (it does not act like armor). Mind control style abilities and other telepathic Resisted Attacks cannot be used while the target has any points in Mind Shield remaining.

telepathic block

Resisted Attack

Contact Mind Sense Mind

The Telepathic Block works against both telepathic and physical attacks by creating a mental static that makes targeting the character difficult. When used against an attack the character makes a PSI skill block against the incoming attack. Even if the block fails, the character will gain negative Damage Modifiers against the incoming attack.

subsection

level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7 lvl 8 lvl 9

Cost 10 ap 16 ap 24 AP 28 AP 34 AP 46 ap 50 ap 55 ap 64 ap

177

Psionics

Mental initiative +0 +1 +3 +4 +6 +8 +9 +12 +12

mind shield 3pt 4pt 6pt 9pt 12pt 20pt 30pt 45pt 60pt

telepathic Block None Basic Basic advanced advanced advanced advanced advanced advanced

resisted attacks None None 4 AP 6 ap 8 AP 12 ap 16 ap 18 ap 24 AP

Contact mind Basic Basic advanced advanced advanced advanced advanced advanced advanced

sense mind Basic Basic advanced advanced advanced advanced advanced advanced advanced

Note: Based on the explanation for the ability it should only work against things with minds that can be effected by telepathy. This is acceptable but it can mean the character is badly unprotected against certain foes (robots?). We advise for PC survivability that this limitation be hand-waved and that the block and its negative modifiers apply against all attacks.

advanced

Special abilitieS

The character gets special Resisted Attack abilities at the listed rating. These have a roll of WIL and an Intensity of 15 (unless otherwise specified).

contact mind
Basic

This is the mind-to-mind contact element of Telepathy. It comes in basic, advanced, and expert modes:
The character can talk normally with targets in line-of-sight within WIL2 yards. This telepathic contact is always 1-on-1, although the telepath can communicate individually with as many people as he wishes. Additionally the character can: Hear loud thoughts. These are thoughts that the target is almost speaking aloud. Often they are things that can be gleaned easily with a psychology roll. At the basic level this will be a bit fuzzy and things like passwords or PIN numbers will be hard to read. If the target is being cagey or otherwise keeping his thoughts to himself basic telepathy will hear nothing more than a murmur. Sense the minds structure. The telepath can scan someone with a lock-on (no roll necessary in non-combat situations). This will give the telepath a view of the targets INT and basic mental Traits. With a PSI or RES roll made by 5+ the character will detect the list of skills the target has and their general levels (a martial mind will show up as a crystalline structure compared to an artists more exotic one). A Mind Shield will prevent this scanalthough it can be made translucent at the users discretion to allow it. It will always be detected, however. Telepaths will recognize each other with a scan unless something very strange is going on. A telepath with Basic communication will constantly hear a murmur of thoughtshowever, if they have friends they are very familiar with, they can pick them out anywhere within the characters radius and communicate with them without having to be in line-of-sight. Becoming familiar with someone usually takes some time but people sometimes seem to click and it is acceptable to have all the PCs in a group be able to recognize each other however long theyve been together. A telepath can detect the use and presence of other telepathic effects within range. This may require a perception roll if the use is somewhat subtlebut any attackanything more than listening or talking will get a roll to notice. Strong emotional states will show up visibly to the telepath. In some cases there may be a resisted roll against a variety of skills if the target is trying to conceal their passion.

The character can set up a channel of communication with WIL 10 individuals by establishing lock-on with them. The lock may then be broken and the connection will persist so long as the telepath maintains walking-level concentration. This channel allows: Each connected person to talk to the telepath as well as each other with the telepath acting (subconsciously) as the switchboard operator. A telepath with advanced communication can break into a telepathic conversation. This will be apparent to both parties (unless some special aspects are in play). The telepath can transmit information, including video and sound to the target. Text information (voice only) can be downloaded to target brains at 10x normal speed. The retention for this is moderateit may not be good way to learn difficult subjects but it can be a good way to brief someone one a general situation. The connection will exist so long as the targets are within WIL2 yards of the telepath. They will feel the distance and their general location to the telepathand will know if the link is about to break.

SenSe mind

This is the ability to detect other nearby minds. At the basic level the character can make a perception roll to detect people they know within WIL2 yards. However, at the Advanced level, the character can detect minds around them with a Concentration actionand the GM can allow perception rolls to notice unusual minds nearby.

mind-to-mind combat (telepathy)

When doing mind-to-mind combat (using Telepathy) there are a few things to be aware of. These are: Before any telepathic attack can land, a link between the parties involved must be established: this is called Lock-on and is described below. Once a mind link is established (Lock-on) by a telepath, both sides can attack each other, even if the target is not a telepath. If either side has a Mind Shield, that shield must first be knocked down before either a Resisted Attack (mind control) or a damaging attack (Mind Strike) will have any effect. A 1pt Mind Shield will stop a Mind Control attack.

subsection Psionics 178

Example A Telepathic street-punk has an 11 WIL, a 12 REA and +3 Mental Initiative. He targets an old man who happens to be a Tai Chi master (Level 4) with a 14 WIL and no specific telepathic abilities. After the old man refuses to give over his money, they go to combat. The Telepathic mugger rolls a 10 for Initiative and gets +4 for mental purposes (all that matters). The Tai Chi master gets a +3 and goes second. The Telepath spends 5 REA and makes a RES roll to hit (an 11- since the punk is not trained and does not have Psi Skill). His chance to hit is 11 4 (for the masters WIL) at a 7-. The punk rolls a 9, missing. He tries again, for another 5 REA and gets a 6, establishing Lock On. The punk has 2 REA remaining and ends his turn. At this point, the master knows what has happenedthat he is under telepathic assault, and can hit back. The master declares two Mind Strikes of his own. He hits for 4 (WIL) + 5 (Martial Arts bonus) = 9 points base damage. Each Mind Strike costs 5 REA. The masters roll to hit is 14- (his WIL) minus 1 (the targets WIL). He rolls a 15, which is above his tohit roll by 2pts. This results in a hit (once Lock-On is established, the attack will not miss) but with a -2 Damage Modifier. The master gets a roll of a 10, reduced to 8 (-2 Damage) for 7pts. This destroys the punks 6pt Mind Shield and does 1pt of damage to the punk (for a sub minor wound). For the next strike, the master rolls a 4, hitting by 9. His damage roll +9 gives him a 1.5x Damage Modifier and he deals 14pts of damage to the punk. This is a major wound, and the kid goes down.
Target can try to reinforce Mind Shield as it goes down

Start

Establish Lock On

NO

Do you have lock-on with your target?

Target tries to break lock-on. Successful?

Use Mind-Strike to Batter down Mind Shield

YES

Does the target have a Mind Shield?

YES

NO

YES

subsection

End NO When the Mind Shield is down you can use a Resisted Attack YES Mind Strikes deal damage to the target Is the battle finished?

NO

179

Psionics

TELEPATHIC COMBAT MOVES

rea Cost: 5 REA effect: The character makes a Resisted Roll using their Telepathy Power +2 against the attackers Power. If successful, the Lock-On effect is broken and must be reestablished for attacks to continue. Note: A character who successfully performs a Break LockOn action will also lose Lock-On with the target even if it was separately established.

Break lock-on

rea Cost: 5 REA Medium roll to hit: Telepathic Combat Skill or RES modifiers: Psionic Modifiers. Note: You must have Telepathic Lock to perform a Mind Strike Damage type: IMP, Psionic range: -1 / 10y Damage: [WIL 10] + [ Telepathic Power Bonus ] + [ Mind Strike Bonus ] + Telepathic Combat Bonuses + Martial Bonus Description: The Psi lashes out with his or her mind, dealing damage to the nervous system of the target. A Mind Strike only works against living targets with normal biological brains. It will actually damage tissue across the body, bursting blood vessels, raising blood pressure and causing the victim to seize. A Mind Strike will not miss: a roll will apply negative damage mods for -1 for each point rolled above the to-hit number. Psionic Damage is not mitigated by physical armor or Force Fields. It is, however, first applied to Mind Shields, which are reduced by the damage done. The Fast Company damage modifier does apply against Telepathic damage giving Fast targets a -4 Damage Modifier against the attack. Note: Characters who are not Telepathic can still engage in a Mind Strike using their natural WIL. Martial Minds: Characters can apply Martial Arts bonuses to damage done with a Mind Strike. See section on Martial Arts combat below.

mind strike

rea Cost: 5 REA Medium roll to hit: Telepathic Combat Skill or RES modifiers: -1 per point of targets WIL above 10 (+1 per point targets WIL is below 10). Damage type: None range: -1 / 10y Description: Mind Lock-On is necessary to begin telepathic combat. The character can have lock-on with one person per point of WIL-10. Note: Lock-on usually requires line-of-sight but, if the characters are playing in a highly empowered game, it can be done any time that minds are detected (and most telepaths will usually have a sense of where minds are around them). This would allow lock-on to be established through walls and telepathic attack to commence. A good compromise is to allow lock-on within Power yards of the telepath even if there is intervening material. There are often assumed to be some barriers or technology that can prevent lock-on but these are usually difficult to port and power (they might be truck or van-sized and containment cells for telepaths might be expensive).
Designers Notes

lock-on (telepathic)

rea Cost: 0. There is no cost to use a Mind Shield. It is always on. It does not need to be raised. Despite being described as a Shield it is not used to block. effect: A Mind Shield at any level will prevent any psionic Resisted Attack. Any Mind Strike damage will be deducted from a Mind Shield before it is applied to the characters Damage Points reducing the Mind Shield. Example: A 12pt of damage Mind Strike against a 20pt Mind Shield will do no damage to the target but will reduce the Mind Shield to 8pts remaining. Mind Shields can be reinforced (see below) but if they are completely destroyed it will take 20 minutes to rebuild it. selective Drop: If a character has lock-on with a Mind Shielded telepath, the shielded character can choose to open a hole in the shield for the purposes of letting one person in. This is not necessary to establish communication but might be necessary for some kinds of brain scans.

mind shield

subsection

mystical mind Control If you want to give a character a Telepathic Resisted Attack but NOT give them Telepathy (say, because of magic) you add 1 AP to the cost if it is below 10 and 2 AP to the cost if it is above 10. Then, a Mind Shield will not stop it and it does not require Telepathic lock on. Other restrictions still apply.

Psionics 180

rea Cost: 5 REA Medium Action effect: If a Mind Shield is not completely taken down, it may be reinforced for a 5 REA Medium action which will restore half of the original value (round normally). Example: A character with a 9pt Mind shield has taken Psionic strikes for 6 damage (reducing it to 3pts). He takes a Reinforce action, adding 5pts (half the full value rounded up) to bring it back to 8pts. Note: Only characters with Telepathy may reinforce a Mind Shield. Other characters (e.g. specially trained agents) might have some level of Mind Shield but they usually cannot reinforce it.

reinforce mind shield

telepathy and martial artS

As an Advanced Rule, characters with Martial Arts skills can add their martial arts bonuses and take the equivalent of HTH combat moves (i.e. a kick) against each other. In order to do this, use the following rules: To-Hit Rolls: Once Lock-On is established, the attacker can choose to either roll their Martial Arts skill each attack to hit or use their Lock-Ons to-hit roll instead. The reason to use the Martial Art skill is that the roll may, for some characters, be substantially higher. Normal modifiers and REA costs apply. If the roll misses, despite having Lock-On, the attack misses. The target gets their AGI bonus or their WIL-10 bonus, whichever is better. KiCKs and Crosses: A telepath can choose the mentalequivalent of a kick or cross. For the kick, the to-hit modifier is reduced by one and attempts to block will be at +1. The MindStrike damage is increased as appropriate for the maneuver. BloCK: The martial arts block roll can be used to stop incoming psionic attacks. Grapple: As an advanced / Optional rule the GM may allow Grapple Attacks in the mental spectrum. In this case both the attacker and the target are treated as though they were in a grapple (they may not actually fall down, but lose their AGI bonuses and cant move around much). The attacks are conceptualized for each other (a Pick Up or Slam move will not have a visual effect but will still do the damage appropriately).

rea Cost: 3 REA Short Action roll: The character makes an unmodified PSI skill roll against the incoming attack roll. effect: The character generates a psionic interference zone against the attacker. This will work on anything that has a brain, even if it is protected by a Mind Shield. It does not work against robots or automated defenses or explosives. The blocking character gets their block roll against the incoming attack but, even if the block does not succeed the character still gets defenses in the form of Negative Damage Modifiers. Basic Block: -4 Damage Modifier against the attack. Advanced Block: - Modifiers as per Fast Company. -4 vs. Impact, -8 vs. Penetration, -10 vs. long arms or explosives or super powers. Note: The in-game explanation for the higher level defenses is some kind of instinctual understanding of higher threats (possibly including a look-ahead-in time if, for example, the bullet appeared normal but was really high-explosive). Against Automatic fire: Only a single block is necessary against a grouping of auto-fire. Note: A Telepathic Block can be used against a Mind Strike or Psionic Resisted Attack even if the attacker has Lock-On.

telepathic Block

telepathic reSiSted attackS

Telepathy has a number of Resisted Attacks that represent things like Mind Control, the ability to raid a targets memories, and burn out the targets willpower. The more advanced levels of Telepathy give the character some free Resisted Attacks but attacks above the listed Class must be paid for separately. Note: Once a character has purchased one Resisted Attacks, other attacks of equal or lesser value may be purchased for 1 AP.

rea Cost: 5 REA Medium roll to hit: None modifiers: None Damage type: None Description: A telepath may perform a Scan of a target mind. This establishes the Basic Communication results (Telepath will hear loud thoughts, recognize Telepathic ability, etc.). For very neophyte telepaths this may require Deep Concentration but with a small amount of training it just takes an instant of a hard look at the target.

scan

rea: 5 REA Medium Action (unless otherwise specified) range: As per Telepathic Lock-On (attacker must have lock-on, unless otherwise specified) Defense: Will not work through a Mind Shield repeated use: Using a Resisted Attack on someone over and over tends to water down the effectiveness (at least in some cases). If an attack has a Cumulative -1 listed then each time it is re-tried on the same target within the same day, the attacker suffers a cumulative -1 to the roll. If an attack has a Failure -3 listed then if it is used and the result is No Effect each additional attack that day will suffer a -3 (and this is cumulative), however, if it gets any better result there is no cumulative negative unless otherwise specified (in this case, if the target manages to lock out the Psi, they are more easily resisted for the near future. 181

psionic attack (resisted)

Psionics

subsection

reSiSted attack telepathy aSpectS

major

These are abilities that may be purchased to augment basic telepathy.

B eguile [V Aries ]

The attack hits as a standard Psionic Resisted Attack. It is a 5 REA Medium action. It is subtle: the target will not know what is happening to them (unless they are telepathic). A Beguiled target will usually take actions to approach and interact with the telepath. They will be predisposed to be friendly but will not otherwise (save at the higher levels) compromise their good judgment. If the telepath is in combat, for example, or clearly dangerous, or simply hard to get to as in behind police lines, the subject may not be able to act on their feeling. The sensation is not persistent. It will subdue in a matter of minutes. effect result Minor target is interested. this simply manifests as an unusually strong interest. the target may feel they have known the telepath before. standard intrigued. target acts as though the telepath were an extremely attractive good catch (this is, again, not necessarily sexualbut can simply indicate a strong, pervasive like). the target may feel a bolt of desire for the telepath across a number of spectrums. major entranced. at this level, the target will approach the telepath even if its a bad idea. the effect lasts about 45 seconds (enough time, for example, to get the target into the telepaths car, hotel room, grasp, etc.) Critical ensnared. the target will come to the telepath and remain close and obedient for several minutes unless the telepath does something threatening (even then, they will have 3 rounds to act on the character unless they are doing damage). Catastrophic enraptured. the target will be obedient for roll minutes. this will last past one attack (after it lands, the target will take five rounds to snap out). During this time the target is effectively sleep-walking, utterly beguiled by the telepath. simple commands will be obeyed but things like log onto your computer may not work so well or might need guidance or help from the telepath. a-Cost Class intensity roF Fail 5 ap e (12-) 20 1 -3 if Fail 7 ap e (12-) 30 1 -3 if Fail 10 ap e (12-) 50 1 -3 if Fail

Description: The telepath shuts down motor signals from the brain, replacing them with a command to simply hold position. using Beguile

Critical

Catastrophic

psyche raid: the psi can ask three open-ended question that will be answered truthfully. the answers can be a conversation. the probes detail will be about 1min per question (this need not be rigorous, but there is a limited amount of data that can be gained). the character may get impressions and images (described by the gm) rather than literal answers. mind Flood. the psi gets 5 questions as above and will understand the targets general psyche, motivations, deep fears, etc. the target will be stunned. mind rape. the psi can access whatever they want (1 question per round). target is Dazed at -2 to recover.
Class C (12-) C (12-) C (12-) intensity 20 30 50 roF 1 1 1 Fail -3 if Fail -3 if Fail -3 if Fail

a-Cost 3 AP 5 ap 7 ap

e nchAnt [V Aries ]

d eeP P roBe [V Aries ]

subsection

Description: A Deep Probe is a raid on a targets memory more commonly known as mind reading. In its basic form, it is extremely obvious to the target being probed: it feels like assault (note: if the target wishes to make their memories available it may still be unpleasant but not actually painful). The target will usually know what is happening (Someones in my head) and have an idea of who is doing it. They will know what memories were extracted.
effect Minor result

standard

identity information and single yes / No Questions: the psi gets information about who the target is, something about their family or relationships, level of self-confidence, job, etc. they can ask one yes / no question (if the answer is complex the gm can say that and work out a better question). single Fact / recent history. the psi can see a fast slide show of important images from the past 24 hrs with some context. a single fact can be gleaned (locker combination, specific password, etc.)

Psionics

The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. The target, even on a low result, will feel a sudden wave of like for the telepath. This may be used once per scene to get a + to charisma rolls. NOTE: the Stunned / Dazed results only apply in combat if the character is attacking the telepath or friends (in conversation this will not have an effect as there is, likely, no direct conflictalthough the target may stammer or be tongue-tied). Note: due to the high roll required for mind-control, it is not unusual to see this applied with either Mind Burn or physical abuse to lower the resistance. effect result Minor target is stunned in combat, gets +2 to Charisma rolls outside of combat. standard target is Dazed in combat, gets +4 to Charisma rolls outside of combat. major target is Convinced. they will do 1 action the telepath requeststhis can be moderately lengthy (telepaths roll x 10 in minutes). it may not be a combat action or one which will greatly imperil the target. it can be used to get money (have the target make very large purchases, etc.) think of what a person would do in a dysfunctional relationship for a significant other they were deeply in love with and terrified of losing. Critical target is Charmed. they will fight alongside their master or otherwise behave as an agent. a roll can be made to Break out (as per puppet) every Wil hours. it will wear off after 20-targets Wil days if the target is out of contact with their master. Catastrophic target is slaved. the target develops a deep love for the telepath and will engage in long-term devotion. the target will willingly die for the telepath. Note: in some games this may be permanent. in some games, the telepath may be able to let the person go. a lot depends on the morality of the game. a base-level approach is that the telepath can choose at the start of the game never to slave peoplebut if they do keep the option, the risk it (with all the baggage that implies). a-Cost Class intensity roF Fail 7 ap g (12-) 20 1 -3 if Fail 9 ap g (12-) 30 1 -3 if Fail 13 ap g (12-) 50 1 -3 if Fail

Description: A form of mind control: the target feels a sudden, powerful affection towards the telepath. Once established, the telepath need not spend REA in order to control the targetthe target will act of their own volition in support of the telepath. using enchant

f reeze [V Aries ]

182

Description: This is a form of mind control where the Psi creates a sensation of intense interest and fascination in the target towards them. This may be sexual in nature but does not have to be. The general result will be the target moving towards the Psigetting their attention strongly. using Freeze
The attack hits as a standard Psionic Resisted Attack. It is a 5 REA Medium action and can be used over and over with no negative modifier. If the frozen target is hit with an attack, it will snap them out of their freeze if it does at least 3pts of damage (except for Critical effect). The character may then take their entire Turn (if they had any REA remaining that Round). The effects last Roll minutes if the target is Immobilized. effect result Minor target is stunned standard target is Dazed (Wil roll to recover) major target is immobilized (unless attacked) Critical target is immobilized (unless attacked) Catastrophic target is immobilized (even if attacked) a-Cost Class intensity roF Fail 11 ap g (12-) 20 1 -3 if Fail 13 ap g (12-) 30 1 -3 if Fail 18 ap g (12-) 50 1 -3 if Fail

5 ap 9 ap

C (12-) C (12-)

30 50

1 1

-3 if Fail -3 if Fail

m emory o VerWrite [V Aries ]

i nfluence [V Aries ]

The request must be stated before the attack is rolled. The GM and the player should agree on the result necessary. If the request is hard for some non-apparent reason, the GM should explain that (precisely how this is handled is up to the group but our advice is that as much as possible be put on the table). The character does not need to speak: telepathic contact will be enough. Speaking, however, can help. The GM can assign a +1 to +3 success based on the convincingness of the request. A Persuade action that happens alongside the Influence can get +1 level on the Resisted Attack chart for a Major or Critical result on the Psychology attempt and +2 levels for a Catastrophic result. Note: if the Persuade action fails, the Influence result happens at -2. The action must be fairly short in nature: the psychic effect will wear off in several minutes. Note that in some cases this may result in the target being upset, feeling cheated, etc. In other cases (the Psi asks for a lift and is now riding with the target, behaving themselves) the wearing off phase may be a non-issue. effect result Minor No effect standard inclined. the target will say yes to any reasonably minor request (i.e. give me a few bucks to get home with or let me in to use the phonewhere the character seems non-threatening). treat this as catching the target on a very good day. major highly inclined. the target will take a moderate loss or risk to do what the character asks. the target may make exceptions or otherwise do things that are unwise. think of it as pressuring someone who has had a bit too much to drink when you are an attractive person of the opposite sex (this does not have to be the casebut think of it as that kind of pressure). Critical obedient. the character will do ask asked so long as he or his friends dont get hurt. think of it as what you would do for your best friend if they were leaving forever the next day. Catastrophic highly obedient. the target will do things that morally repulse them but will still not hand over everything they own or enter combat or seriously risk (or give) their life. think of this as a case where the target will do one-lastthing for someone he loves (or maybe loved). a-Cost Class intensity roF Fail 3 AP C (12-) 20 1 -3 if Fail

Description: A subtle form of mind control. The telepath issues a psychic whisper that influences behaviorunlike most forms of Resisted Attack, even if this fails, the target, unless another telepath, will not know. using influence

This hits as a normal Psionic Resisted Attack and requires Deep Concentration. Short-term memory counts as the last [ 20-Targets MEM ] minutes (the better their memory the less far back you can go). Long term is all memory longer than that. The character should indicate the memory that is trying to be implanted and the GM and player should agree on the level necessary (GM makes the final call). If the roll does not yield enough results, the attack fails (although the target is aware of the intrusion, the target will not know what the memory was to be). Memories will be modified and interpreted by the target: even a longterm overwrite will not, usually, change the targets entire history of memory. If the Psi implants the memory that he is the targets brother, the interpretation may be that they have been estranged for a long time. The GM and player should discuss this when the memory is designated. Usually some single incident is a safer than trying to create a relationship or alter the characters world-view that has been built over years. Minor Alterations: the characters memory is still pretty much whole but non-major details can be changed. The characters facial features might be distorted or a number or license-plate might be changed (the exact dollar value of a non-major transaction, etc.) Major Alterations can leave the character Dazed if they conflict with reality too much. A Major Alteration might, for example, make the target forget he saw the character commit a crime, or saw the crime, but in a very different way. Blocks of time can be sliced out with a Major Alteration. They can also be replaced with daily lifememories of non-specific events. A Major Alteration can change a specific event in the past but, if that event would have a huge cascade effect (the memory of the characters mother trying to kill them is implanted, but the rest of the characters memories dont match, then it may simply result in confusion rather than any predictable interpretation). Critical Alterations can be anything: hallucinations (alien abduction), etc. This can traumatize the character for short periods of time (several days) but since the events did not actually occur the results will not be permanent. In this case, with a Critical Result, world-views may be altered. Again, the permanence of this is not specified (usually these memories decay over time). A Critical Result can remove any single skill for at least several weeks or implant one that the Psi has. Erasing Short Term memory will result in a Daze result. If the character was in combat (and combat is still going on) the characters innate sense of peril will not go away and they will continue fighting without knowing why. Amnesia is an optional result. Treat as Dazed for the immediate effects. effect result Minor minor alteration of short-term memory standard erase short-term memory or minor alteration of shortterm memory major major alteration of short-term memory or minor alteration of long-term memory. amnesia as an optional result Critical Critical alteration of short-term memory, major alteration of long-term memory Catastrophic Critical alteration of long or short-term memory a-Cost Class intensity roF Fail 7 ap F (12-) 20 1 -3 if Fail 9 ap F (12-) 30 1 -3 if Fail

Description: The telepath can rewrite the targets memories. How deep this goes and what they can be replaced with are determined by the level of success. using memory overwrite

subsection

m ind B urn [V Aries ]

effect Minor

result -1 Wil

183

Psionics

Description: A Mind Burn attack is a direct assault on the biological structure of the targets brain. In addition to doing damage, it reduces WIL and can inflict a Dying result. The attack comes in three basic levels each at a higher Intensity. The immobile result keeps the target from, taking any physical action until Lock-on is broken.

standard major Critical Catastrophic a-Cost 8 AP 10 ap 12 ap

-1 Wil, stunned -2 Wil, Dazed -2 Wil, immobile, suffer minor Wound worth of damage -3 Wil, unconscious, suffer Dying result. Class intensity roF Fail g (12-) 20 1 None g (12-) 30 1 None g (12-) 50 1 None

P uPPet [V Aries ]

Description: A form of mind control: the target feels the telepath clamp down on their central nervous system in such a way as to control the bodybut not the mind. The target feels a helpless sense of disconnect as the telepath guides the body as required. How long the target is controlled for, and how often they get a chance to try to break control, depends on how deeply sunk the telepath is into the body. In some cases, the telepath may wind up in permanent control of the body, creating a thrall. In this case, the body will remain stationary when not in use. using puppet

P ersonAlity o VerWrite [V Aries ]

Description: The telepath can overwrite their entire personality over the targets. This leaves memories, skills, etc. intactbut makes the character of the target identical (or close to) that of the Telepath. note: This is an example of Resisted Attacks that are included because they could make for interesting fiction or an interesting ability in some contexts. A PC in a standard game who goes around turning people into versions of themselves would rapidly break most games. So why is it here? Its here for a number of reasons. The first is that its interesting. Itd be a good ability for certain, unscrupulous villain types. The second is that there are ways it could be limited that could make it more viable. using personality overwrite

Psionics

The attack hits as a standard Psionic Resisted Attack. It requires a Deep Concentration action for 1 minute per point of INT the attacking character has. At the end of the time, the attacker rolls. Because there is a high penalty for failure, usually things may be done to soften-up the target prior to overwrite. The penalty for repeated use lasts for 1 month instead of one scene. Usually the target will function only at the attacking characters number of CP or lower. Overwriting a very high cost CP character will tend to limit them to some revision at the owning characters points (but how exactly they are rebuilt is up to the GM and the player of the telepath). The overwrite is an NPC but is played like a version of the PC with the same goals and such. Note: the overwrite is not necessarily loyal: if the original has designs that allow for, for example, only one leader of a group, the overwrite may decide it ought to be them instead. The overwrite will have foggy access to the targets memories. MEM rolls are required for all but the most fundamental knowledge and can be at substantial negatives (assess a -1 to -10 based on the obscurity of the knowledge). The overwrite will know immediate family, where they work, what they do, etc. Itll know close friendsbut everything else is a bit dream-like. The overwrite has better access to the originals memories. Usually this is a -1 to -5. Telepathic or other abilities are not transferred. effect result Minor amnesia. target is treated as Dazed and must make mem rolls at -4 to recall facts about their life. however: mem rolls at -4 will also recall facts about the attackers life. standard overwrite: the effect lasts for Wil hours after which the target will collapse for several hours. During the last third of the time, all rolls requiring mental ability will be at a cumulative -1. During the last hour, character is treated as stunned each turn. major overwrite: the effect lasts for Wil days with the same results as above (substitute days instead of hours) Critical permanent overwrite: the target is overwritten permanently. Catastrophic permanent overwrite: the target is overwritten permanently. a-Cost Class intensity roF Fail 7 ap i (12-) 20 1 -3 if Fail 10 ap i (12-) 30 1 -3 if Fail 14 ap i (12-) 50 1 -3 if Fail

The attack hits as a standard Telepathic Resisted Attack requiring Deep Concentration to launch. A Standard Result or better will allow the following: the telepath must take a Deep Concentration each turn (paid on their Turn). This allows the telepath to spend their remaining REA normally and spend all the targets REA normally. The telepath can spend 5 REA additionally to try to increase their grip once control is established. However, if the roll is worse, that new value is used. When a Break Control result is allowed (based on how deeply controlled the target is) the target is allowed another WIL roll against the Telepaths roll (re-roll each attempt). This cost the target 5 REA as a Medium action (deducted from the REA the telepath has to spenda resisting target is less useful) even if control is maintained. If the telepath wins, the hold remains (but gets no deeper). If the target wins, each SP reduces the amount the effect was by. If reduced to Minor effect or Standard effect, the target may continue trying to break control immediately (for 5 REA each time). If using Dramas, each time a Break Control roll is allowed, the target can choose a move from the Drama list. The telepath will be able to see and hear through the target (and is assumed to have communication established). If the telepath only has Basic Communication, Perception rolls using the target will be at -2. Optional: If the target loses WIL+1 Break Control rolls, the target becomes a thrall. A thrall is usually inactive when not in usebut with practice they may be able to do menial, zombie like things, only becoming life-like when inhabited by the Telepath. NOTE: this rule is listed to have the possibility of telepaths with a bunch of bodies hanging around that they may use in the in-game fiction. If it is going to be a substantial part of the game, dramas for breaking out should be constructed. The psychological damage to the targets would be extremeit isnt something even a moderately moral character would likely do. If PCs are going to have armies of thralls they can command, there may also be some AP cost associated with that. effect result Minor Battle for control: the target is not controlled, but is treated as Dazed with Wil rolls to recover on their turn. if the target recovers, the attack is treated as a Fail (with -3 to repeated rolls for the combat). however, if the telepath gets a chance to reestablish control before the target recovers, the attack is not treated as a fail. standard target is controlled. may roll to break out once per round for 5 rea. the target rolls at -1 to their Wil against the telepaths roll. Note: the 5 rea spent by the target may not be spent by the telepath. major target is controlled and may try to break out once per 5 rounds for 5 rea. the target rolls at -1 to their Wil against the telepaths roll. Note: the 5 rea spent by the target may not be spent by the telepath. Critical target is controlled and may try to break out once per hour for 5 rea. the target rolls at -1 to their Wil against the telepaths roll. Note: the 5 rea spent by the target may not be spent by the telepath. Catastrophic target is controlled and may try to break out once per day for 5 rea. the target rolls at -1 to their Wil against the telepaths roll. Note: the 5 rea spent by the target may not be spent by the telepath. a-Cost Class intensity roF Fail 7 ap i (12-) 20 1 -3 if Fail 10 ap i (12-) 30 1 -3 if Fail 14 ap i (12-) 50 1 -3 if Fail

subsection

184

V ertigo [V Aries ]

Description: The telepath creates a sense of disorientation and sensation of acrophobia in the target. This can either be directed against a single target at full power (as a standard Telepathic Resisted Attack) or can be used omnidirectionally. When used omni-directionally, it effects all targets within the active radius. The intensity is dropped by 10 and drops by another 10 every 4 yards (at 5-8 yards from the telepath, the Intensity is -20). omni-Directional: This use does not require lock-on. It requires Deep Concentration.
effect Minor standard major Critical Catastrophic a-Cost 5 ap 7 ap 10 ap result target is stunned target is stunned for 4 rounds (with a Wil roll to recover each turn after the first), will fall down Dazed, will fall down. Dazed for 4 rounds (vomiting, fear, etc.) after which there are Wil rolls to recover. target falls. Dazed for 4 minutes after which there are Wil rolls to recover each minute. may gain -2 trait Fear of heights. target falls. Class intensity roF Fail e (12-) 20 1 None 30 1 None e (12-) e (12-) 50 1 None

e nhAnced m ind s hield [V Aries ]

Description: The character has an especially strong Mind Shield. This can (in some games) be taught to characters who are generally non-telepathic (government agents).
Cost 1 ap 2 AP 3 AP shield +4 shield +7 shield +11 shield DP +1 +2 +3

m ind -P rints s niffer [2 AP]

other telepathic aSpectS

These are other Telepathic aspects the character may have.

A BsorB m ind [2 AP]

Description: The character can retrieve minds from the dying or recently dead (usually, only if the target is willing). The process takes 1 Round and leaves the recipient in a Daze. It (usually) requires 2 days of concentration to put the target back together. At that point the Telepath has a split personality that contains the targets mind. The held mind can generally use up to 12pts of MEM / RES based skills A held mind grants a +4 Mind Shield if the held mind is working with the Telepath to defend the group mind. The held mind may be able to seize control: this would require a Drama to be worked out where the target number is based on what kind of control is necessary. Lots of minor lapses are common though (Freudian slips, strange dreams, weird episodes where the target mind just winds up in control for a little while, seeing the target mind as a reflection in mirrors, etc.) Usually a telepath can only hold one mind at a time. This ability can be purchased more than once, however. Some telepaths can decant the mind into another body using things like Personality Overwrite or Transfer Mind. Exactly what role this will play in the game is up to the group.
Cost 2 AP

Description: People leave traces of themselves behind, mental resonances that can reside in objects and places. A properly trained (or specially attuned) telepath can pick these up. A sniffer can determine: If a person known by some acquaintance was in an area. The time that they can go back is equivalent to how long the person spent in the area with a -1 to Perception roll for each period (if a person spent 2 nights in a hotel, there would be no roll to determine they were there within 2 nights after they left, -1 for 3-4 nights later, -2 for 5-6 nights later, and so on). A person can be tracked if followed. This requires a perception roll or lock-on to get the scent and then periodic periods of concentration as the telepath goes after them. Usually the tracking can be done no longer than the telepaths Power minutes behind them. Extremely strong emotions or places where a person stayed can give the telepath a sense of the character. Usually this requires a perception roll and a roll by 4+ will yield random facts about the person or impressions of the event that did the imprinting.
Cost 2 AP DP +2

m ind V Alult [1 AP]

Description: The character (in many games, non-telepaths) has been trained to securely encrypt information in their brain. The character may store INT (or RES or MEM or WIL) facts in their mind where probes will not access it (the telepath only gets cryptographic garbage). If the character decides to erase it it is forever gone. This can be single pieces of information (my password, the location of the secret base, etc.). Usually the character knows only that they know this information but must go through a meditative mantra (Deep Concentration) to retrieve it. This may be purchased more than once, allowing more facts to be stored. Storing a fact What just happened takes an hour of meditation. The player is responsible for having the character not know the information unless they have loaded it. If loaded, it can be re-encrypted taking 2 Rounds of Deep Concentration. There are said to be ways of cracking a Mind Vault but they are not described here.
Cost 1 ap

185

Psionics

subsection

t he n etWorK (m ind W eB ) [2 AP]

Description: If this Aspect is available there exists a world wide Telepathic Network that the character has been trained to receive. The character can log on and chat with other telepaths in distant geographical locations. Characters can store images in their Minds and make them publically available, host meetings in Simulacrums, etc. The character will have an address and handle by which they are reachable. This may be restricted (whether or not there is Mind-Spam will depend on a lot of things about the specific world). Logging into the Mind Web requires Deep Concentration Usually contacting the more elite telepaths requires knowing their handles and suchif a character simply calls one up after having gotten the identity from, say, the Internet, there would be repercussions. Usually you cannot initiate combat over the Mind Webbut if you initiate contact with another mind they can determine direction and distance to you (but you do not know where they are unless they expose that to you).
Cost 2 AP

r ider [2 AP]

P olygrAPh [4 AP]

Description: The telepath can detect if someone is lying by monitoring their mind. This requires Lock-on and that the target not have a functioning Mind Shield. Usually this can be done with a Probe action but having Polygraph allows a far more subtle version of this (a non-Telepathic target will not know). The telepath will know that the target is lying and will know what the nature of the deception is.
Cost 4 AP

Description: A rider is a telepath that can establish a link with a target through lock-on and then receive sensory (tactile sensory is muted, however) while they are in range. Using Advanced Communication can simulate this but then the subject will know and must consciously relay messages to the telepath. The target must not have a mind shield for this to be established The rider will be apparent to any telepath who scans the subject (even moderately experienced telepaths will get a perception roll to notice this) The identity of the rider may be discernable The subject gets a RES roll to feel haunted. Sufficiently knowledgeable characters may take extra precautions if they feel bugged. A character who thinks they are bugged can spend up to three Deep Concentration actions to try to throw the rider off. This means making a WIL roll against the telepaths Power (the roll is secret so the subject will not knownor even know if they were actually bugged) A telepath can break the rider by establishing Lockon with the subject The riding telepath will know distance and direction to the target Animals usually cannot be ridden but some higher-order mammals (dogs and cats) might be exempt The Rider does not hear thoughts, just sensory input. It is also mildly scrambled so that text seems misspelled and things like maps or pictures may be mildly and subtly distorted. This makes stealing passwords or corporate secrets hard. A target may be ridden at up to WIL2 yards in distance. It can last up to WIL2 minutes. Some installations will have electromagnetic or other high-tech security that interferes with the communication.
Cost 2 AP DP +1

subsection Psionics 186

s imulArcrum [4 AP]

Description: The Telepath has created a virtual-reality mindspace in their head which others can enter when in telepathic communication. It has a fixed appearance and is shaped by the characters personality, history, and so on. The character can change it with construction projects that work like psychological therapy. If the Telepath is meeting with others inside then the owning Telepath gets a +8 Mind Shield against attacks. If the Telepath retreats into it they get +4 to WIL rolls to resist things like physical torture. While doing this, the character is extremely remote and sluggish. They see reality from a TV Screen while inside their abode. It is governed by the characters subconscious (and, possibly, other influences). There may be a cast of characters from the telepaths past, imaginary friends, etc. Exactly how real it is can varybut often damage suffered in a Simulacrum can translate directly to damage to the physical person, likewise, getting into a fist fight there can actually be run as a physical confrontation. kicking someone out usually takes an 8 REA Long action as does letting them in. If a character wishes to leave, they can do so by paying the REA themselves. There are stories of targets being imprisoned in Simulacrums but how, exactly, this works is not described.
Cost 4 AP rea 8 rea long Wil +4 mind shield +8 shield

t elePAthic i nVisiBlity [8 AP]

Description: The character can try to become invisible or, at least, hard-to-notice and anonymous. This is done by broadcasting a sort of I am not important signal globally. The effects are as follows: Activating the ability is an 8 REA Long action. If the character is being intentionally watched, they must make a POWER vs. Perception roll and beat each on-looker by +4 or, for that person, it fails (if the character is simply in a crowd and no specific center of attention the character must beat a generic 10- roll). If not being watched (or successful against all onlookers) characters have a -6 Perception roll to see the character. If failed, the character is treated as invisible. If the Invisible character attacks a target, they will immediately see them and itll take a go invisible roll to become invisible again (same for touching a target, or manipulating objects around them). Note that things like sleight of hand can help with this: if thered normally be a perception roll to see the character palm an item in (otherwise) plain sight, it can be applied before ruling the character is seen. Stealth modifiers can add to the -6 as well. Making noise counts for purposes of being seen as well. If the character uses a ranged attack, they will still become visiblethe target will know the direction they were attacked from.
Cost 8 AP rea 8 rea long

s teAlth m ind [4 AP]

t elePAthic r AdiAnce [8 AP]

Description: The character does not show up as Telepathic or otherwise unusual on a Scan. Telepaths who have developed this ability describe it as having a veil of normality outside their Mind Shield. As soon as any attempt beyond Lock-On is made, however (any Mind Strike or Resisted Telepathic Attack) the attacker will blow the veil away and realize they are dealing with a telepath. Likewise, if the telepath uses their ability in the presence of another itll be seen.
Cost 4 AP shield +5 shield DP +4

Description: The Telepath can broadcast a saw-wave of telepathic energy that can be extremely disorienting to attackers. It makes it seem as though the telepath is glowing so brightly they are hard to look at although to a normal eye, nothing changes. This results in: Starting To Burn is a 5 REA Short Action. There is no REA cost to continue burning but it costs Sprint Endurance. A -4 Damage Modifier applied to all attacks targeted by a biological mind whether or not they have a Mind Shield if they are within a WIL x 5 yard radius of the Telepath. This does not stack with the characters Telepathic Block. A -4 Visual perception modifier. This requires the attacker to make a Perception roll at -4 each Round. If missed, the attacker rolls to hit at -4 in addition to any other modifiers (including AGI mods).
Cost 8 AP rea 5 rea short DP +4 Damage mod -4 Dm visual mod -4

187

Psionics

subsection

Mind control as a battle of wills can be much more interesting if done as a drama. In this case the rules in play are used because the group wants more detail in mind-control showdowns. To use this drama do the following: When a character is hit with a Resisted Mind Control attack, they are effected as normala Resisted attack rollhowever, they then get a chance to break the control (as time goes on) and the Psi can try to maintain and improve control using the Drama Roll rules. When the character gets a chance to break control (and the Psi to improve it) depends a great deal on the situation. Usually depends on how successful the initial attack was. See the chart below: Result When a roll is performed Minor Once a Round on the controlled characters Turn. Note: most abilities do not give control on a minor result. Standard Once a Round on the controlled characters Turn. Note: most abilities do not give control on a Standard Result. Major Every time the character is asked to do something significant. The GM makes the final decision as to what that is but shooting at friends definitely qualifies. Critical Every time the character is asked to do something more significant than they have done before. The character gets a roll when asked to shoot at friends the first timebut not after. If they are then asked to shoot at a family member, though, that would get another roll. Catastrophic Usually the rolls are only allowed over extended time frames but the above rule applies if what is asked is significantly difficult for the character to do.

o p t i o n A l: M i n d co n t Ro l d R A M A S

Math Wall Type: Standard Description: A character with Mathematics or Physics can use the highly trained computational power of their mind as a defense. The character makes a skill roll (Mathematics or Physics) at -2, -4, or -7. If the roll is successful, they get +1, +2, or +4 SPs in Resisted Attack Drama. Philosophical Loop Type: Standard Description: A character Philosophy skill can take a Blocking Action using the skill at -3 (ignoring appropriate negative modifiers for skill level). If the roll is made by more than the attackers roll, the defender gets +1 SP and the attacker gets zero SPs for that turn. Passion (Loyalty, Love, Rage, etc.) Type: Free Description: Characters who exhibit passion for someone (or something, like an organization) may gain SPs for it in a Psionics game that are able to be expended in defense (or attack) as appropriate for that. Usually if the character has a Trait that indicates passion for something they may be assumed to have 2 SPs towards it when the showdown begins. Pain Type: Standard Description: If the character takes an action that causes them pain, they can throw off, or degrade a linked Psionic attacker. Usually this requires a 5 REA Medium action and the character does something (like slam their fist into a wall) taking 1pt of damage (or more). Each pt of damage target suffers becomes 2 SP against the attack. NOTE: If the timetable of the attack is 1 Turn this can be done as a Short Action and may be done once per roll. Cutting with a knife can do 1-3 pts easily. Standards & Self Preservation Type: Free Description: If a character is ordered to do something dangerous or against their standards, they can recite an inner-monologue of resistance and get 1 to 8 SP (determined by group, ultimately adjudicated by the GM) in resistance. If the order is in keeping with their nature, this could be reversed in favor of the telepath. Note: not all characters will get thisusually only PCs and named NPCs. This is in addition to any SPs for Passion that may have been accrued. Something mildly against the characters nature: an act that is mildly illegal for a law-abiding character could get +1 SP to +3 SP. Something in character: if the character has a trait that applies it can be worth 2 SP in favor of the trait for each character point gained for it. A question of loyalty: if the character is not especially loyal, a request against loyalty has a 2 to 4 SP penalty (perhaps more if the target is, say, family) Danger: if the target is endangering themselves directly (Jump off a bridge, put your hand in a fire) this can be a 4-6 SP bonus.

hoW the drama WorkS

subsection

The controlled character will roll their WIL against the Resisted Attack roll just like the first time. Whoever wins the roll gets to add (if the Psi wins) or subtract (if the controlled character wins) their Success Points from the Resisted Attack table. If that brings the control to a Minor or No Effect result, the control is broken and repeated attempts for that scene are at a -3 to re-establish control.

moveS

Both the Psi and the target can take moves to improve their chances. Note that the time between rolls may be fluidif the Psi has the character in a cell and is trying to use something like stress positions or waterboarding to soften them up then even the initial roll to establish control may benefit from a situational bonus. Psionics 188

Abuse / Drugs Type: Standard Description: A character under stress is more pliable and weak. Conditions of being imprisoned, beaten, etc. can give a -1 to -4 to the targets resistance rolls. NOTE: being at Injured or Serious condition is considered part of this modifier. Administering drugs could help as well. Psychological Profiling Type: Standard Description: A Psi armed with a solid psychological profile can get +2 to +4 to their roll. This usually requires a Psychology roll against either the targets Psychology roll (add +2 to whoever has high skill level per level they are higher) or some telepathic examination. The target must usually be restrained or compliant for this to work.

189

Psionics

subsection

You can manipulate objects with the power of your mind alone. At the low levels this may involve subtle pushes. At the higher levels you can lift a car and smack someone with it.

telekineSiS

levelS of telekineSiS
level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Column Level Cost 8 10 14 24 34 45 55 a-Cost 2 3 5 6 10 13 15

We have seven levels of Telekinesis listed here. There could hypothetically be more (or intermediate levels between these).
strike +1 +3 +8 +13 +20 +32 +38 oFF 11 13 18 23 30 42 48 grapple Field 0/2 1/2 2/2 4/3 5/5 6 / 10 7 / 12 Wave No No No Lvl 1 Lvl 2 Lvl 2 Lvl 3 Force Field None None None 6 Power 7 Power 12 Power 16 Power DP +3 +3 +5 +16 +20 +32 +40 Block 2/8 3 / 12 9 / 36 12 / 48 12 / 48 12 / 48 12 / 48 levitate No No No No Yes Yes Yes lift 11 STR 13 STR 18 STR 23 STR 30 STR 42 STR 48 STR

Cost A-Cost

Strike

Grapple

Wave

Force Field

DP Block

Psionics

Levitate Lift

Notes The generalized power-level descriptor for the ability. There may exist power-levels above the listed maximum and there could be hypothetical power-levels between the listed valuesbut we have created these for ease of use. The cost to the character in Archetype points. The portion of the cost derived from attack or offensive abilities. If the character purchases any attacks with a cost equal or less than the packages A-Cost the cost of those attacks are reduced to 1 AP. If the character purchases any other attack with a cost higher than the packages A-Cost, then the cost of the package is reduced by [ A-Cost 1 ]. This is the damage done with a Telekinetic Strike. The total damage is [ WIL 10 + listed Strike damage ]. A Tk-Strike operates at range and may be used for 5 REA (see the Strike maneuver for more details). Telekinesis can reach out and grab someone. This has two components: an Offensive Grapple score that can be used to Super Grapple (perform a Hold Action for 5 REA at range). Also listed is the armor and DP value [Armor & DP]of the field. See the section on Grapple for more information about how this works. A wave is a sort of global use of Tk to create a large wave of force. This operates at the lower levels like a very strong wind and at the upper levels as a kind of Tk Storm effect (see notes for details). If given a rating, the character can raise a Force Field around themselves as a 0 REA Medium action or a 3 REA Short action. keeping it running costs walking endurance. The fields visibility will vary by subtlety decisions. The default is that it is visible as a crystalline aura around the character that hums faintly. Extra Damage Points the package confers. The Tk block is a 3 REA Short action. It may be used against ranged or HTH attacks with no modifier. If the block succeeds, the attack is treated as a miss (deflected). If the block fails the character gets the listed armor against that attack. This armor is applied before the damage reaches the characters force field (if any). Whether or not the Psi can fly using Tk. How much effective STR the character has in terms of lifting objects.

Designers Notes

telekinetics in Combat Telekinetic characters will tend to rely on a combination of Tk blocks and Force Fields to stand up to other heavy hitters. When a Tk block fails, the character will still be hit but will get significant additional armor (and, perhaps more importantly, PEN Defense) against the attack. It is important for Telekinetic characters, especially at the lower levels when Force Fields are not powerful, to manage their REA against incoming attacks.

telekineSiS in General

Telekinesis involves the projection of a mental force that can manipulate objects. There are many different fictional interpretationsthe guidelines here are for a standard form of telekinesis that is judged suitable as a baseline for many games with specific options that we think are interesting. Force at a Distance The projection of telekinetic force may best be thought of as a tentacle that extends from the Psi to the target. While not solid in meaningful sense, the force can be thought of as having the following properties: It does not pass through solid objects, even glass. If you wish to Tk-Strike someone you must have unobstructed line-of-sight to them. It is translucent but not completely invisible. The use of Tk abilities may be very hard to see (-3 Perception Modifier) but it is not entirely invisible. Using Tk to, for example, cheat at dice will have a notable visual effect. If people are looking for it specifically, itll be seen. The Tk Force can stick or adhere to objects. A Telekinetic can pull on a wall even if it is a solid object and there is no hand-hold. Usually a telekinetic must manipulate all of somethingthey can pick it up, rotate it, or crush it. Trying to push on parts of an object is slightly clumsy. Typing with Tk requires a hunt-and-peck style operation. There are Fine-Manipulation rolls that cover this (COR-based rolls, see below). The character may not focus energy to a small point

subsection

190

or use Tk as a blade without buying special aspects. Usually only WIL-10 objects can be handled at once (minimum of 1). A character cannot fly with Tk unless they have levitation as an ability. If the character grabs a moving object, however, the Tk force may (the Psi decides): o Stretchthe Psi has contact with the object but is not, yet, being moved along with it or dragging it back. o Pullthe Tk doesnt move but a drag is exerted on the object. o LinkThe Psi will be pulled along by the object if the Tk is strong enough to lift the Psi and the objects force is enough to pull them. The maximum range of the ability is usually RES x 5 yards. The Psis sense of touch with Tk is usually muted but they can use it to feel barriers and such. Moving at Walking speed will allow the use of Tk sonar to feel their way around in the dark.

Start What effect do you want?

Reinforce: Make another grapple roll. Same result improves a level up to Grapple Pin.

Strike: Target takes Base TK damage

Crush: Target is already held or pinned against wall

Deal 1/2 Base TK Damage

Lift vs. Grapple vs. Strike One of the decisions we have made about Tk is that the ability to perform a Super Grapple (a Grappling Hold) at range is one of the more debilitating things a Psi can do to a target. An expert gun-man, for example, once held by a Tk-grip is helpless if hes not strong enough to break the hold. This is very empowering for telekinetic characters but is extremely unsatisfying if, say, fighting them. Here is how we are handling this. When a Super Grapple is established, the ability to Hold (as per the Grapple move) or Pin a target is based on the listed Grapple score. If the Psi simply wishes to adhere or lift the target, they may do so using their Lift strength so long as the target doesnt make a Break Grab maneuver. Thus, an unconscious character could be lifted or manipulated with the full Lift Grapple but if they wake up and start struggling we use the Grapple score.

Hold: Target suffers hold mods

Roll to hit, make Grapple roll. Success or better? YES

NO

Push: Target is knocked back

Roll to hit. Did target get hit by 4+? YES

NO

YES

telekinetic combat

Telekinetics fight using a variety of basic attacks based on their ability. This includes striking, grabbing, and blocking. The visual effects of this usually involve semi-visible effects and possibly auditory effects as well (Tk bolts may crackle, Force Fields may hum, etc.) Note: Although Tk combat can be done without any movement on the part of the Psi, most characters will make instinctive motions with their hands (or incline their head or whatever) when using these abilities. Combat may resemble a martial arts kata.

Target pays 5 REA for Break Hold. Success? NO

Target is held (or can be pinned against a wall from a push attack). Target cannot use carried weapons or move. Strikes at -4 to hit, at least -4 DM.

subsection

Target is released or breaks free NO

Target still held End Go to next attempt

YES

191

Psionics

telekinetic combat floWchart

This section shows how Telekinetic combat often works. IT shows how the three basic moves (Strike, Push, and Hold / Super Grapple) give way to other options.

Psi pays 5 REA to keep target held each Round?

telekinetic combat moveS

rea Cost: 5 REA Medium roll to hit: Telepathic Combat Skill or RES modifiers: Standard Ranged Modifiers range: -1/5 y Description: Grabbing something with Tk is a 5 REA Medium action. If the object is inanimate or does not resist it may also be pulled or pushed with the same action. The object moves Force / [ BLD / 5] yards per second with a usual maximum of 20 y/s. If the object is moving at under 1 yard per second it must be dragged. If the math suggests it should be moving at less than 1/10th of a yard per second, it cannot be moved at all (unless it seems likely it could be rolled, moved downhill, or otherwise gotten moving). Ex: A character with Level 1 Tk (13 STR) grabs a 5 lb. bag and wishes to levitate it towards him. It has a BLD of .33. This will drag it 3 (Force is 3 for a 13 STR) / [ .33 / 5] = 45 yards per second. Because of the general Tk speed limit, this moves it 20 yards per second. Ex: The same character wishes to drag a 150 lb unconscious man. This moves the character at 3 / 2 = .66 yards per second.

grab something / someone with tk

rea Cost: 3 REA Short Action roll to hit: Telepathic Combat Skill or RES modifiers: None. The block roll may be applied equally against ranged or HTH attacks. Note: This will block any incoming attack that would be stopped by a physical object (lightning, particle beams, flame jets, etc.) Description: The Psi throws up a Dinner-plate (or larger) sized shield in the air. If the block works the attack is treated as a miss. If the block fails, the Psi applies the listed armor value by level against the attack. This armor is applied before any Force Field is applied. Note: This defense makes Telekinetics highly block dependent in terms of combat. This means that if the character has the REA for a block they are statistically significantly better defended than if they do not. This should be taken into account when playing these characters.

tk-Block

rea Cost: 5 REA Medium (usually) or Deep Concentration (8 REA Long) if complex roll: Psionic Combat Skill or RES or other skill if applicable requirement: Object must be grabbed with Tk. Description: Manipulating an object at range is a 5 REA Medium action if the action is fairly straightforward (opening a door, pushing a button, striking something, etc.). If the action is complex then using Tk to perform it at range requires Deep Concentration. Notes: Weapons can be operated at range, however: Guns cant be aimed (the Psi is not sighting down the barrel) but may be steadied for 5 REA. Shots are usually at -3 to hit unless steadied between targets. Weapons (HTH and ranged) use the appropriate weapon skill or Psionic Combat Skill -2 to hit. Weapons may be used to block a character they are nearest (often the Psi, but not necessarily). The block is a 3 REA Short action. The block roll is either Psionic Combat Skill -3 or the Psis weapon skill. Shields used to block get the Shield bonus.

manipulate object

rea Cost: 5 REA Medium Action Damage type: Impact Damage: Strike Damage Continuing: 5 REA requirement: The Psi must have a Hold on the target. Description: A Psi can crush a target if they have a Hold on them. This hits for 5 REA and has a Damage Modifier of whatever the original Hold hit by. The base damage is Strike Damage / 2.

tk-Crush

subsection

rea Cost: 5 REA Medium Action Damage type: Impact Damage: Strike Damage / 2 Continuing: 5 REA Description: The telekinetic can slam people back into walls and hold them there. This begins as an attack with a base damage of half Strike damage. When pushed, the target will be moved backwards FORCE (usually 1/2 Strike Damage) / (Targets BLD / 5) yards. If that gets them to a wall, they will be slammed against it taking Base Damage IMP damage with a Damage Modifier of whatever the Push hit by (the Psi can choose, however, to slam them to the wall for no damage if desired). If the target is hit by 4+, they are trapped against the wall and must make a Break Grab move to get out. If they are hit by 0-3, the attacker must win a successful Grapple roll to hold them there (using the Grapple Score of the Psis Tk). A target trapped against the wall is not Held as per the Grapple maneuver. They lose their AGI bonus and cannot move aroundbut they may still block, return fire, etc. If the Psi wishes to immobilize them, they must use a 5 REA attack to Super Grapple (Hold) them. The Psi must spend 5 REA each turn (spent during the Initiative phase) to continue holding the target against the wall.

tk-push

Psionics 192

rea Cost: 5 REA Medium roll to hit: Telepathic Combat Skill or RES modifiers: Standard Ranged Modifiers Damage type: Impact Damage: [ WIL 10 ] + Strike bonus range: -1/5 y Description: The Tk-Strike (or Telekinetic Bolt) is a translucent bolt of force fired from the Psi to the target. It travels in a straight line and deals Impact damage. It may be fired for 5 REA as many times per turn as the Psi is able. Note: If a target is Held by Tk they can only be damaged by the Psis telekinesis with the Crush move (which does half base damage).

tk strike

rea Cost: 5 REA Medium roll to hit: Telepathic Combat Skill or RES modifiers: Standard Ranged Modifiers range: -1/5 y Damage type: None grapple: [ WIL 10 ] + Grapple Description: The Psi can use a 5 REA action to perform a Hold action at range. If a Catastrophic success, the Psi can then upgrade to a Pin next Round (for 5 REA, with a successful Pin roll). holding people: Usually WIL-10 targets may be held at one time and holding them costs Walking Endurance (although actually attacking and getting the grapple is a Sprint-type combat action). Carried Weapons: Due to the nature of the Tk-Grapple field, held weapons are greatly reduced in ability when it comes to breaking out. If the to-hit roll was by 4+, the weapon may not be used If the to-hit roll was by 0 to +3, the weapon may be used but at an additional -2 Damage Modifier. If the weapon may be used, the character must still roll to hit with it (a miss indicates it cant be brought to bear on the containment field. This roll is at -1 per Damage Modifier of the hold. Breaking out: When a character is targeted they can try to break out one of several ways: When the attack first hits the Psi must win a Grapple roll against the target to achieve the Hold. If the target is too strong that wont happen. When the target gets to go they can do a 5 REA Break Grapple move to reduce or break the hold They may attack the field with either a weapon or an innate ability (Martial Arts strike, mutant power, etc.) This operates at a negative damage mod based on the level of the hold. o A roll to hit is still necessary for this attack but a miss indicates a hit by some negative number. o The Hold itself confers a negative Damage Modifier as well

tk grapple (super grapple / hold)

rea Cost: 8 REA to start moving or accelerate, 5 REA to continue moving or hover acceleration: 2 yards / second top speed: 15 y / s Ceiling: Low (building level) range: Walking Endurance maneuver: Highly maneuverable, can hover Description: If the Psi is powerful enough they can hover and float around. The statistics listed are used unless some other form of hover flight is purchased. Note: In the interest of simplicity we have not calculated acceleration and top-speed based on the characters BLD. The default assumption is that extremely characters float about as well as light onesbut if dealing with an extremely heavy character or a very, very light one, the reasonable thing to do would be to change the numbers to reflect this.

tk-Flight

193

Psionics

subsection

rea Cost: 6 REA Medium Action to begin, 5 REA to keep going endurance: Sprinting Damage: Varies, see below Description: A Tk-Wave is an area attack where the character is commanding a sort of ambient force in the environment to make things better for them. If two Tk characters are fighting with Tk-Waves going, it can be very destructive. A Tk-Wave creates a negative to-hit modifier (for non-psionic attacks) in the area for ranged attacks (which can be partially overcome with L3 and L4 weapon skills). It does damage to structures and creates poltergeist effects (objects will fly around, things will fall upwards, etc.). Finally, it can be used as a large-area bludgeon attack lifting random debris (in a classroom the Psi might throw a wave of desks and chairs at the target). The Modifier will apply to all non-psionic ranged attacks in the area. Level 3 skills reduce them by 3pts. Level 4 skills by 6pts. Poltergeist effects represent random damage to structures and objects. Usually the effects will not be carefully tracked however the number here will be the negative that structures make STC rolls at (a -6 means an undamaged structure will make an 9- STC roll every Round). Crush damage gets a +3 Large Weapon modifier to hit and gets a roll once every round. It can hit up to three targets in a 90-degree arc from the Psi.
level level 1 level 2 level 3 modifier -3 -5 -7 Poltergeist -2 -4 -6 Crush 12 imp 22 imp 32 imp

tk Wave

telekinetic aSpectS

tK B lAde [1 AP + B Ase d AmAge /10]

Description: The Psis bolt now looks like a flying wedge or other bladed projection and it cuts. It hits for PEN damage. The cost is 1 AP plus the cost from the PEN Damage table for using penetration damage.
Cost 1 ap + [BD / 10] Damage tk strike damage is now peN

tK W eAPon [3 AP ]

Description: The character is trained to create a Force Staff that is used in their hands like an actual staff weapon that can change in size and shape. It uses the Staff Skill, costs REA like a staff (limits attacks as a staff, blocks HTH attacks as a staff, etc.). It has the following additional abilities: It can block other Tk Staff attacks even if they are ranged using the Staff block. It can strike at range at no negative up to WIL + Strike Bonus yards from the characterit simply lashes out, growing as the strike lands It hits for Wil + strike + (+ staff bonus for skill level) Impact Damage It has a glowing or translucent visible appearance. The Psi must use their body (move hands, stance, etc.) as though using the staff. It requires a 5 REA Medium action to create the staff. This may be done as a 0 REA Fast Draw action if the character has Lvl 3 Staff skill
Cost +3 ap Damage Wil+ strike

subsection

rea Cost: 0 REA Medium Action or 3 REA Short Action endurance: Walking Description: The Psi can cover their body with a shimmering Force Field. This costs 3 REA to do if it is not your Turn but zero REA if it is (so if you can wait until your turn or raise it before combat its better). The Force Field follows the standard rules listed in the JAGS Revised book.

raise tk Force Field

Psionics 194

tK B uBBle ( or W All ) [V Aries ]

Description: The character can throw up glowing walls or bubbles of force as physical barriers. This ability can be used to interdict a passage or doorway or, with a bubble, to trap targets! A character can maintain WIL-10 Bubbles or Walls as walking actions for endurance purposes. optional advanced rule: The default (simplest) way to handle the physicality of the field is with armor and DP. A more interesting and thematic way to represent this is to use a Force Field instead of Armor. In this case the Power of the Force Field will be +30% over the Armor value. multiple Bubbles: If the bubble effect is applied more than once to the same target the multiple bubbles will simply replenish the bubble or wall to full strength. rate of Fire: ROF is usually 1x per turn but it may be fired multiple times (5 REA each) at half Armor, half DP.
TK Wall: This is the simpler use of the ability. The wall comes crackling into being between two end-points (see the stats for how long it may be). The wall has an Armor and DP rating. Attacks against the wall do IMP damage (it does not take PEN damage) and, if they do not destroy it, do not pass through (if they do pass through they are reduced by armor and the wall). The Damage Modifier to the wall from attacks aimed through it is fixed at whatever was rolled vs. the characters skill (i.e. the targets modifiers to be hit are not applied). Attacks at the wall itself get a +5 to hit. Creating the wall is a 5 REA Long action. If the wall is created in such a way as to trap or interdict someone close to where it will appear, they may take a 5 REA Medium Step action to be on whichever side of it they wish. The wall must be supported on both ends by some standing, stable structure It must be relatively straight in a line It can support Armor x 75 lbs of weight moving across it It is not air-tight but does act as a fine filter. It is watertight. TK Bubble: In this case the character is using the ability to trap a target. The attack is fired (and anchored on) a specific person. The radius of the bubble is controlled by the attacker but may not be less than 3 yards in radius. If the character takes a 5 REA Hit-The-Deck defense, the Dodge against this attack is at +4. If the target takes the 8 REA Hit-the-Deck move action, they get +6 to their Dodge roll (it is especially effective against this kind of tangle attack) The bubble will move with the target if the target is airborneotherwise the field will stop at physical objects and be anchored to them once createdthe character inside may walk up to the field. The Bubbles creation is a Long Action but since the creation-point is anchored to the target, their movement (unless they dodge) doesnt get them outside the bubble. Other people close by may take a Reaction Move Step to be outside or inside the bubble as it forms
Cost 4 AP 8 AP 12 ap 16 ap 24 AP Field power Armor DP 3 9 6 18 9 27 12 36 18 54 DP +1 +2 +3 +4 +6 size WIL x WIL yards Wil x 2 square yds Wil x 4 square yds Wil x Wil square y Wil x 2 square yds rad Wil-10y Wil /2y Wil yards Wil x2 y Wil x 4 y rng -1/5y -1/5y -1/5y -1/5y -1/5y

tK t endrils [1 AP]

Description: Usually Telekinesis operates like a single directed tentacle of force (even if thats not what it looks like). With this ability the Psi has trained themselves to be able to operate multiple tendrils with a good deal of self-directed autonomy. This allows the Psi to move many objects at once in a controlled fashion. This could be used as extra hands in cleaning a room, telekinetically answering both the phone and the door at the same time, and so on. This gives the character WIL tendrils that can be used to do either repetitive tasks or follow simple directions (sweep the floor). Note: the Psi must still maintain attention to have these things goingthe tendril will not know how to put away books without the Psi directing itits just that the Psi can do more than one thing at a time.
Cost 1 ap DP +1

tK A egis [4 AP]

Description: The character can use their telekinetic block to defend other people. The block may be thrown for 3 REA as a Short Action against a target that is being defended. A character can keep an eye on (defend) one target per point of RES or Psionic skill above 10 (doubled at Level 3, no limit at Level 4). Going into a defensive mode requires a 0 REA Medium action.
Cost 4 AP DP +2

tK l ocK P icK [V Aries ]

Description: The character can use their Tk through a gap or a very small amount of material to manipulate mechanisms (this will not, for example, bursts blood vessels as they are not a mechanism). The character can, at will, unlock most locks. At 4 AP it can be used to open safes or other more complex and heavy mechanisms using a sort of Tk sonar probe.
Cost 1 ap 2 AP DP +1 +2

c ontrolled f All [2 AP]

Description: A character with Level 0 or better Tk can drop with a controlled fall from any heighthowever, this costs Sprinting Endurance (so jumping out of airplanes isnt a good idea). The rate of fall is about 3 yards per second and the maximum amount is 4x the characters Lift in Force (an 11 STR TkLevel 0can take a 14 STRs worth of stuff, about 400lbs).
Cost 2 AP DP +2

195

Psionics

subsection

r Anged s leight

Description: The character can manipulate small objects in motion in a way that appears natural. The maximum range is WIL / 2 yards and the kind of manipulation allows the character to fix dice rolls or coin tosses (free-throws in a basketball game will work if the character is close enough). The fix requires a 5 REA Medium Action of concentration (not Deep Concentration). Note: If the character actually has Sleight of Hand skill, they can use it at range to do things like second-deal cards on other players hands. Note: A lot of how this works is determined by the level of subtlety in the game. In most games this ability allows an invisible, but very weak use of Tk even if it is normally visible. Here are some guidelines: A character with either Sleight of Hand or Gambling will be able to make perception rolls (possibly at a +1 to +4 for their level and experience) to notice that something is wrong. If Psi is known at all there will likely be detectors in most major casinos.
Cost 2 AP DP +2

of

h And [2 AP]

Critical Catastrophic a-Cost 9 ap 12 ap 16 ap

as above, but the roll is at -3 and the target will go unconscious in 3 rounds. as above. the target is at -5 to all rolls save for Break grapple attempts. Class intensity roF Fail i (12-) 20 1 None i (12-) 30 1 None i (12-) 50 1 None

K nife s torm [5 AP]

Description: The character can use their Tk through a gap or a very small amount of material to manipulate mechanisms (this will not, for example, bursts blood vessels as they are not a mechanism). The character can, at will, unlock most locks. At 4 AP it can be used to open safes or other more complex and heavy mechanisms using a sort of Tk sonar probe.
Cost 5 ap Damage 6 peN roF 4x range -1/10y rCl -0

e nhAnced J umP [2 AP]

Description: The character can make Tk-assisted leaps. The character leaps [ 45 / ( BLD / 5) ] yards across or half that straight up. This is an 8 REA Long action.
Cost 2 AP DP +2

s lAy [V Aries ]

Description: A specifically lethal form of Tk where the character can reach inside the body of a target and wrench the internal organs. This acts as Death Ray. It will not be stopped by clothes or normal armor. using slay

W eAPon l ocK -d oWn [4 AP]

Slay is a 10 REA Medium Action effect result Minor target suffers a minor Wounds worth of damage points and must make a CoN roll against it. standard target suffers a major Wounds worth of damage points and must make a CoN roll against it. major target suffers a major Wounds worth of damage points and must make a CoN-1 roll against it. Critical target suffers a major Wounds worth of damage points and must make a CoN roll against it. Catastrophic target suffers a Critical Wounds worth of damage points and must make a CoN roll against it. a-Cost Class intensity roF Fail 9 ap i (12-) 20 1 None 30 1 None 12 ap i (12-) 16 ap i (12-) 50 1 None

Description: The character can throw a Tk sphere around a weapon. It works only on standard carried weapons such as pistols, guns, cross-bows, etc. (itll also work on long-bows). It interferes with the mechanism and the action as well as the ability to pull the trigger. It counts as an attack. Weapon Lock Down is rated as fully automatic: for 10 REA the Psi can lock down up to 4 targets. In order to lock down a weapon the Psi must make a to-hit roll against the target. Normally the to-hit roll would be at -2 to target a held weapon but in this case the ability is calibrated for it. Clearing the gun: If the target wishes to clear the gun, they must do the following. Use their own Tk ability against the Strength of the attacker to win a Grapple Roll Break Grab move. Do the same with their own STR (forcing the action of the gun as a 5 REA Break Grab move). There is NO REA cost for the Psi to hold the lockdown but they must maintain line of sight to the target person
Cost 5 ap Damage None roF 4x range -1/10y rCl -0

subsection

Description: The character can specifically block the airways of the target using Tk. This creates a choking effect as well as performing a Grab or Hold maneuver. using asphyxiate
The character must perform a successful Tk Grapple Starting the Asphyxiate is a 5 REA Medium action keeping the grapple each Round costs 5 REA at the start of Initiative and the Round counts against the total effect result Minor the character suffers a -2 modifier to all skill rolls to do anything but a Break grapple move. they will go unconscious in CoN /2 rounds and die CoN rounds after that if they cannot break the grapple. standard as above, but the roll is at -3. major as above, but the roll is at -3 and the target will go unconscious in 3 rounds.

A sPhyxiAte [V Aries ]

l ine

Description: The character can use their Tk powers through glass or even a TV monitoranywhere they can see. They still suffer range modifiers but barriers will not prevent their ability from working.
Cost 4 AP DP +1

of

s ight tK [4 AP]

Psionics

196

You can exercise control over some elemental or iconic aspect of the world with your mind. It should be noted that the various domains of this (control over fire, fluid (water), air, technology, magnetism, etc.) are as much based on the human perception of the element rather than any actual physical definition. For example, Magnetic Control allows manipulation of all metal, not just ferrous ones (similarly, weather is not a thing, per se, but a collection of phenomena). As with Telekinesis, this usually includes a somatic element where the Psi gestures with their hands or uses facial expressions during the manipulation.
Designers Notes

M i n d ov e R M At t e R

who buy Mind Over Matter abilities. There are restrictions on its purchase, see below.
Designers Notes

origins and Conceptions of mind over matter These abilities originally appeared in JAGS Have-Not where we wanted to grant mutant abilities like Fire-Control to characters as a sort of gonzo mutant mental-mutation. After some consideration, we decided to keep the concept here with some modifications. We believe it is good to have a basic package of abilities that represents a well-bounded control power since for many games itll be a good way to detail what a character does. To a large extent we have had to choose the conceptions between scientific Psionics, magical-style effects, and super powers (like you might see in a comic book). Although completeness of these powers is not, per-se, a goal, we wanted to create sets of powers that would facilitate games the way we found them most-likely played in our experience. To this end, the groupings of powers here best meet a super hero model of the ability. Abilities like Mass Control have been envisioned in terms of the elemental earth (which would be more magical/alchemical) with a nod towards super-hero types of effects (Shockwave). We have also sought to make these packages somewhat complete with listed offenses, defenses, and so-on in such a way that if two, say, Pyrokinetics come into conflict with each other theyll be able to have an interesting balanced fight.

When to use mind over matter Force Fields We would make these rules about the use of the Force Field ability: If the game is supposed to be low key Psionics or they are intended to be, for example, vulnerable in any way to mundane, unarmed, physical violence, then it is probably not appropriate. Even a 4pt Force Field can shut down a standard tough-guy pretty effectively. If the game has any element of superheroics then its almost definitely appropriate. Usually if the Scale Number is above 1 its appropriate. If the characters are playing alongside other Archetypes than Psionics then it is likely appropriate: many characters will be able to buy armor or other defenses.

m ind o Ver m Atter f orce f ield [ V V Aries ]

Description: If this ability is in keeping with the spirit of the game (participants discuss, GM makes the final call). The nature of this Force Field will depend on the specific kind of Mind Over Body the character has: if the character controls fire, it might be a body coating of flame that doesnt burn his skin or clothes, if Air, it could be wrapping themselves in suddenly-solid winds, and so on. It uses the standard rules for Force Fields in the book. To purchase this, the group must agree it is appropriate (GM makes the final call). The character must have the number of points in the Invested column spent on Mind Over Matter abilities in order to purchase the Force Field at the listed level (that is, if the Level 3 Force Field calls for 12 Invested, the character must have spent at least 12 AP on Mind Over Matter abilities to purchase the L3 Force Field). The field adds to any existing Force Field. The character gets the listed DP as normal.
level level 1 level 2 level 3 level 4 level 5 level 6 level 7 level 8 Cost 4 AP 8 AP 12 ap 16 ap 20 AP 24 AP 28 AP 32 AP invest min 3 AP 9 ap 12 ap 18 ap 24 AP 30 AP 30 AP 42 AP Power 4 8 12 16 20 24 28 32 DP +4 +8 +12 +16 +20 +24 +28 +32

packaGeS

Mind Over Matter abilities are grouped into packages. These abilities may be purchased separately but they are listed in groups to simulate a suite of abilites that represent the control over some specific domain.

subsection

optional: mind over matter force field

Furthermore, in superhero games it is quite common to see things like Wind or Fire Force Fields even if those may be less appropriate for low-key Psionics. As such, we have included a generic Force Field ability that can be purchased by characters

Similarly, any Mind Over Matter attack can be blocked by another Mind Over Matter attack for 5 REA using the blocking characters to-hit roll. This applies even to ranged attacks (and even if the character cannot normally block ranged attacks).

197

Psionics

When a character chooses abilities from the Mind Over Matter section, they may wind up with no defense other than, in some cases, a block. This is fine for a lot of situations (a pyrokinetic might not have a real working defense against faster-thansound bullets) but it can lead to unbalanced gaming where characters are, largely, all offense and no defense.

counter force

If your Earth Control (Matter Control) Psi is being buried in quicksand by another Psi with the same ability, you can use your own ability to fight back: Any ability that gives a Grapple Attack against a target can also use its grapple in a Break Grapple maneuver against the same kind of attack.

FIRE CONTROL (PYROGENESIS OR PYROKINESIS)

The character can control the elemental force of fire. Fire Control is very heavy on the offense and, unless the character is up against another pyrokinetic, light on the defense. The character may wish to combine this with normal Telekinesis for the block and Force Field defenses. Basic Package
level level 1 level 2 level 3 level 4 level 5 level 6 level 7 Cost 4 AP 9 ap 15 ap 20 AP 24 AP 31 ap 44 AP a-Cost 1 ap 2 AP 4 AP 6 ap 10 ap 10 ap 16 ap DP +4 +8 +12 +16 +19 +26 +38 Combust yes yes yes yes yes yes yes Fire hands No yes yes yes yes yes yes ignite No No yes yes yes yes yes Fire Bolt No No No yes yes yes yes Fire Jet No No No No yes yes yes Fire storm No No No No No yes yes inferno No No No No No No yes Fireproof 3 Fire armor 6 Fire armor 9 Fire armor 12 Fire armor 15 Fire armor 18 Fire armor 24 Fire armor Control Flame yes, +0 sps per roll yes, +2 sps per roll yes, +3 sps per roll yes, +4 sps per roll yes, +5 sps yes, +6 sps yes, +7 sps

c omBust [1 AP]

Description: The character can ignite flammable (or inflammable if you prefer Strunk & White) items with their mind. This is a 5 REA Medium action and requires a hard stare. Things like matches, kindling, and so on will burst into flame. Gasoline will ignite and burn but not explode. As an attack this is usually most valuable if the target is already coated in fire-causing chemicals. The damage is usually 4 to 6 IMP (GMs decision). Some things like hair-spray or a person pumping gas at a service station can apply.
Cost 1 ap DP +1

f ireProof [1+ AP]

Description: A character with the ability to control fire can resist it. It protects in two ways: Against a flame attack, Fireproof acts as a block using the characters Psi-Skill +1 against flame. If successful, a flame attack will do no damage. In a burning environment or if the character does not spend REA, they get armor against fire-damage. Note: Most explosives are not fire-basedthey kill with kinetic impact (and, likewise, in a burning building the danger is usually smoke). Exactly how this is run will depend on the game. The cost here assumes that fire as an attack is unusual in nature (other pyrokientics, flame throwers, torch wielding villagers, etc.). Each point of Fireproof gets the character +1 DP as well. Note: A Psi is always immune to the explosive effects of their own fire. Note: Estimated fire damage as follows: Being consumed in a fire does about 20 IMP damage per turn. Being burned by a camp fire or other non-infernostyle fire-source does about 4-6 IMP damage per turn. Being on fire about 6 to 12 damage per turn. Depending on how badly Very hot fires, like flamethrowers, do a lot more (30 IMP+). This could also apply to a napalm strike.
Cost 1 ap armor vs. Fire 3pts DP +1

subsection Psionics 198

c ontrol f lAme [V Aries ]

Description: The ability to shape and direct flame is part of what defines pyrokinesis. A character with this ability may do the following: Work flame as an artistic medium. Flame is a bad mediumit shifts too much, even under firm control. It takes a Level 2 skill to make recognizable features that last for a few moments. At Level 3 individual objects can emerge. At level 4, entire scenes can be built with fire. A separate Artistic Skill is necessary for this. Suppress or enhance flame. This is done as a drama. Creating fire usually requires a Combust action to get the fire started and then a Control Flame roll to get it to the wanted level. If the environment is extremely flammable the GM may increase SPs rapidly (maybe far faster than the Psi wants) the same goes for barren environments. Control Fire does not generate flame. It will keep a fire going longer than is natural but it will not burn something if there is nothing to burn. Damage from Fire: The rules do not specify exactly how fires grow or spread or what damage a character will take. Usually being consumed in fire does about 20 IMP damage per turn Fire Fighting Rolls o Panicked person with a blanket: 9o Bucket of water 12o Fire Extinguisher 13- (but goes multiple times) o Fire Hose 18-

Fire Control Drama Drama type: Open Ended Success Number skill: Psi Skill roll time: 1 roll per Round success points: If the character is trying to suppress a flame then each SP reduces it by 1 level. If they are trying to enhance it, it goes in the other direction. The character must be within WIL x PSI Skill level yards of the fire they are controlling (note: with very large fires, the GM will want to break the fire down into 10, 25, or 50pt fires and have each one handled separately). It may not be obvious to mundane authorities what is going on if a character is controlling an inferno but a fire under control will not behave naturally and experienced fire fighters (or fire watchers) may well be able to spot the character with perception rolls as someone who is intently observing and may seem to be connected to the blaze. Fire roll: The fire gets a roll to spread and grow as well as the characters and people fighting it. This is a standard 12- roll but can increase or decrease greatly based on the environment. Furthermore: a large fire (15 SP or above) gets more than one roll (usually one roll per 15 SPs). Concentration: Type free The Psi spends 8 REA standing as a conductor before the fire. This gives +4 SPs if the roll is made. Pyromania: Type free The Psi flirts with Pyromania. This is an additional medium risk action. Each +2 SPs the character wants gives a -1 to a WIL roll made after the Drama Roll. If the WIL roll is missed the character gains a Trait Pyromania that will give them -1 to concentration rolls until they start significant fires (a significant fire must be 10+ SPs and burn something interesting in an unlawful fashion). Once the character has the trait, they cant take this action again. NOTE: If the character is increasing the fireand wants to burn something that qualifies, they can do so, maxing the bonus out at +20 (-10 to the WIL roll). If the WIL roll is blown by 5+, however, the Trait lasts until several things are burned (as determined by the GM). pyromaniac: Type free If the character already has a Pyromania trait, they get +2 SP to every roll to enhance fires and -2 to every roll to decrease fires. Also: setting significant fires gives them SP (as determined by the GM) they may use in Pyro dramas (either to enhance or decrease fires).
sps 1 result Flare. 1 sp will make an existing fire crackle or flare significantly (a cigarette end would suddenly burn brightlya campfire would crackle, a bonfire roar). match. 1 sp will create a match-like flame that last for one turn. Campfire: a 2-3 sp fire will kindle into a small campfire. Bonfire: a bonfire (6ft blaze, controlled) Burning room: a room, lit on fire (walls, floors, furniture burning) is a 6 10 sp fire. house Fire: at 11 to 20 sps a fire that will reliably destroy a house (over several minutes) exists. large house Fire: at this level the fire will speedily destroy a house and will likely threaten other houses. Building/Forest Fire: at this level and above, the fire will consume a building or be a large segment of a forest fire. Bonus sps per roll +0 +2 +3 +4 +5 +6 +7

2-3 4-5 6-10 11-20 21-40 41-50 Cost 1 ap 2 AP 3 AP 4 AP 5 ap 6 ap 7 ap

199

Psionics

subsection

f ire h Ands [2 AP]

Description: The characters hands burst into flames and can be used to add damage to a strike. This takes a 5 REA Medium action to ignite and then can be used until turned off (it costs Walking endurance to keep the flames burning). The attack damage adds the fire-damage as a separate attack (same damage modifier) to any attack which hits. Note: Blocking fire hands counts as blocking a bladed weapon. Note: In a grappling situation, any grappling move will act as an attack doing the Fire-Hands damage. Note: The Fire Hands damage does not add to the punch damagethey are treated as a separate attack. Note: This can apply to feet as well (any strike can be ignited). The characters entire body does not burn but point areas (elbows, knees, feet, etc.) can smolder and burst into flame when the character hits. However, their hands will always burn. If used to start fires, this creates 3 SPs of fire.
Cost 2 AP a-Cost 2 AP Damage 5 imp Fire reach short

f ire s torm [10 AP]

Description: The character takes an 8 REA Long action and creates a burning whirlwind of flame at range (usually on a target). The Psi can then move the burning whirlwind around, starting fires and causing damage. It moves quickly, as an attack. using the Fire storm

i gnite [4 AP]

Description: The Psi can simply make things burst into flame by looking at them. It is a 5 REA Medium action and the target starts smoking and then ignites. It may be done once per turn. Used to start fires, this creates 7 SPs of fire.
Cost 4 AP a-Cost 4 AP Damage 14 imp Fire range -1/8y roF 1

e xPlosiVe f ireBolt [6 AP]

Description: The character throws a tear-drop shaped ball of flame that explodes on impact. The character may throw as many per turn as they are able (5 REA each). Damage is from 0-2 yards distance, 1/4th at 3-4 yards, and 1/9th at 5-6 yards. Used to start fire, this creates 9 SPs of fire.
Cost 6 ap a-Cost 6 ap Damage 12 x imp Fire range -1/8y roF 1 raD 2 yards radius

f ire J et [7 AP]

Description: The character can throw a fire jet from their hands. This is a 5 REA Medium action and may be done once per turn. Used to start fire, this creates 11 SPs of fire.
Cost 7 ap a-Cost 7 ap Damage 23 imp Fire range -1/5y roF 1

subsection

When the Fire Storm is created, it is targeted with a tohit roll (using Manipulate or Psi skill as a ranged attack). At the end of the Long Action it appears, immediately burning the target. The Fire Storm has an offensive Grapple that acts as a Hold attempt. If the Hold is successful the character is kept within the Fire Storm and can be moved with it! Moving the Fire Storm is an 8 REA Long action at the end of which results in a to-hit roll with the Fire Storm. o The Fire Storm cannot be blocked, it must be dodged. o The Fire Storm gets a +2 Large Weapon Bonus. o Targets in the Fire Storm (Held or if they have not taken a Step action to move away) take damage on Initiative Phase +0 (as though the Fire Storm had made its Initiative roll by +0) and again every time the owning character spends 5 REA. This gets an automatic +4 Damage Modifier. o The Fire Storm can be moved WIL yards each Concentration Action on the part of the controlling Psi. o It moves in a straight line. If it hits a character or obstacle, it stops there for the move and damages that obstacle. o If it is between the character and an attacker, it gives a -4 environmental modifier to shoot through. o It has DP equal to 2x the owning characters WIL. Most attacks will not disrupt it, but water jets or wind jets can destroy it. Fire suppression or large amounts of water will usually act as 4 to 30pt attacks against it. A standard fire extinguisher acts as an 18pt attack against it. A bucket of water, 12pts. If the Fire Storm is destroyed, it cant be re-created for 10 minutes. o A Fire Storm may be shut off as a 5 REA Medium action. This will not suppress the flames it has already created. If shut off, it may be re-created normally (but damage done due to fire suppression will remain). keeping the Fire Storm in creation is a Sprint Endurance action. The Fire Storm will start fires on any nearby flammable objectsas it moves, it will create tracks of fire. The GM will need to determine the exact effects of this, but using it in most places results in inferno. It usually creates 8 SPs of fire per second.
a-Cost 10 ap Damage 18 imp Fire range Wil yds roF 1 grapple 18 oFF

Cost 10 ap

i nferno [16 AP]

Description: The character creates a sudden, powerful, explosion of fire at range. It will generate 20 SPs of continuing fire. Psionics
Cost 16 ap a-Cost 16 ap Damage 60 x imp Fire range -1/15y roF 1 raD 2y

200

AIR CONTROL

Air Control (also in the spectrum of the gaseous state of matter) is the ability to manipulate air, gas, and wind with the mind. The character can summon wind-blasts and tornadoes but they can also affect the larger air currents of the local weather (to actually create storms and the like, see Weather Control, which is larger scale and less limited to wind-currents). Air Control
Level Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Cost
9 AP 16 AP 19 AP 26 AP 33 AP 38 AP 40 AP 44 AP

A-Cost
1 AP 3 AP 6 AP 9 AP 12 AP 15 AP 15 AP 15 AP

DP
+7 +9 +11 +13 +15 +18 +24 +28

Wind Storm
+0 SP +1 SP +2 SP +2 SP +3 SP +3 SP +5 SP +5 SP

Air Shaping
YES YES YES YES YES YES YES YES

Gust L1 L2 L3 L4 L4 L4 L4 L4

Whirlwind No No L1 L2 L3 L4 L5 L6

Wall of Wind No L1 L1 L2 L2 L2 L2 L2

Wind Blast No L1 L2 L3 L4 L5 L5 L5

Wind Block YES YES YES YES Others Others Others Others

Controlled Fall YES YES YES YES YES YES YES YES

Updraft Flight No No No YES YES YES YES YES

Wind Flight No No No No No YES YES YES

W ind s torm [2 AP]

Drama type: Special (See below) Open Ended Success Number skill: Psi Skill roll time: 1 roll per Round success points: SPs are applied against the wind conditions as the character sees fit, either to enhance or decrease it.

Description: The character can exert influence over largescale air patterns either raising or calming winds over a moderately large vicinity. This is handled as a drama using the rules below. Wind storm Drama

The general weather conditions should be taken into account as a general measure of SPs (i.e. the day is dead-calm then the character starts with 0 SPs. On a blustery day, the character might start with 12 SPs of wind already in existence). When trying to change the weather the character gets three rolls to start create the storm, each taking a Round. After that, in order to add SPs the roll must exceed either the highest or 6 SPs (if the best roll was below 6) in order to add to the storm. And then, only the difference is added. Furthermore, each roll after the first three takes one minute (for a failed roll) or 10 minutes per SP. Example: A Psi with Air Control Level 2 (a standard roll) has a 15- Psi Skill and is starting from a blustery day (10 SPs). He makes three rolls getting a 12, a 10, and a 7. This adds +3, +5, and +8 SPs (total of 16) increasing the wind over a wide area significantly. However, to keep cranking this up, only rolls that exceed a +8 SPs count and they only add the difference. This will make further increases more difficult. moves: Concentration: Type free The Psi spends 8 REA standing as a conductor before the area in which to increase the wind. This gives +4 SPs if the roll is made.
sps 0 sp 2-3 sp result Dead-calm. the air is extremely still over a wide area. localized Wind. the character can whip up a brisk wind in an indoor or outdoor setting. this will create a -0 to -2 (characters choice) environmental modifier for ranged attacks (applied to everyone) across a Wil x 5 yard radius (approximate). the wind can seem to blow from any direction but is not a whirlwind. keeping the wind running is a Walking action. this will drive a small sailboat or create a wind that will make papers fly about in a room. Windy Day. the character can create the effects of a windy day over a large area (perhaps that of a small town). this will generate moving trees, gusts, and so on. it wont blow people down or do serious property damage.

4-5 sp

201

Psionics

subsection

6-12 sp 13-20 sp 21-40 sp

41-50 sp

Cost 2 AP

Blustery Day. the wind-storm will cause minor property damage over a wide area. low-grade tropical storm style winds. at this level winds have become capable of doing damage to homes and businesses. tornadoes, gale-force winds. at this level there will be widespread low-grade destruction. the character, at this level, may have tornadoes appear as a natural phenomenabut they will not be under the psis control and cant be targeted. Cat-1 hurricane. Wide-spread mid-level destruction. Note: the characters air-control does not bring rain or lightning. Furthermore, the effect of the Cat-1 windstorm does not actually resemble a real hurricane meteorologically. it appears very abnormal: the rating refers to the strength of the winds. a-Cost DP 0 AP +1

W hirlWind [V Aries ]

A ir s hAPing [1 AP]

Description: The ability to artistically shape gases and smoke (and airbut you cant usually see that) is done with an artistic skill. Gas as a medium tends to diffuse quickly but it is possible to do sky writing and even cloud formations using this ability. If a source of colored gas (smoke) is available it can be used as well. Usually shaping smoke nearby requires a L2 skill roll to get a basic shape and a -3 to -8 to get recognizable images (e.g. a specific person). At L3, the character can start shaping clouds. Most cloud shaping comes into the realm of things you can sort of see anyway in clouds (i.e. the shaper can make a cloud that looks a lot like a horsebut not supernaturally so). At Level 4, the character can literally set up gas and clouds however they want.
Cost 2 AP a-Cost 0 AP DP +1

g ust [V Aries ]

Description: A tornado is a moving cylinder of air that performs a Grapple Pick Up / Slam maneuver automatically. Creating the tornado is an 8 REA Long Action that immediately attacks the target (if the attack hits) upon execution. The tornado can be moved by the Psi spending REA to attack other targets or carry targets as needed. using the Whirlwind The target is hit using the Psi Skill as a ranged attack. Upon being hit, the attack makes a Grapple Roll against the Target to do a Pick-Up / Hold maneuver (both combined). o The effects of both the Hold and the Pick Up are applied. o As the target is actually spinning roundand-round in the Whirlwind, they are at -4 to be targeted with ranged attacks and -2 to be hit with HTH attacks. o They are at -10 Environmental modifiers to hit with any attacks fired while in the Whirlwind. The Psi may decide to move, throw, or hold a carried character. These are 5 REA actions. Moving is Long (as below). Slamming is medium. o A Move roll will carry the Held character with them. The Whirlwind may hold one character at a time. o A Throw move will perform a Slam maneuver using the listed statistics. o A Hold Move will simply hold and spin the character. keeping the Whirlwind going is a Running Endurance action. A Psi may have one Whirlwind going per point of WIL over 10. The Whirlwind moves as a 5 REA Long Action on the part of the Psi. It moves at WIL yards per second. Against structures the damage will do STR-10 damage per second with a Damage Modifier of +4.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 2 AP 3 AP 5 ap 8 AP 12 ap a-Cost 2 AP 3 AP 5 ap 8 AP 12 ap str 13 15 17 22 28 range -1/7y -1/7y -1/7y -1/7y -1/7y roF 1 1 1 1 1

Description: The character unleashes a singular strong gust of wind that seems to come from the character themselves. This acts as a Push attack. It is a 5 REA Medium action, hits using the characters Psi Skill, and makes a Strength roll against the targets Defensive Grapple Score. The Offensive Grapple is based on the attack strength.
grapple result minor success success major success Citical success level Cost lvl 1 2 AP lvl 2 3 AP lvl 3 5 ap lvl 4 7 ap effect target is pushed back 1 yard target is pushed back about 3 yards, must make an agi or acrobatics roll (+2 at l3, +4 at l4) to stay standing. target is pushed back about 5 yards and rolls at -4 target is pushed back about 8 yards and rolls at -8 a-Cost str range roF 2 AP 14 -1/5y s 3 AP 22 -1/5y s 5 ap 30 -1/5y s 7 ap 38 -1/5y s

W ind B lAst [1 AP]

Description: A Streaming Attack that can knock people down and pin them (as well as bludgeon them). The Wind Blast does IMP damage from the Damage column and uses its POWER as knock-back damage. It will push them back Power / (Targets BLD / 5).
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 3 AP 6 ap 9 ap 12 ap 15 ap a-Cost 3 AP 6 ap 9 ap 12 ap 15 ap poWer 6 11 16 20 25 Damage 2 imp 5 imp 10 imp 15 imp 20 imp rng -1/5y -1/5y -1/5y -1/5y -1/5y roF 1 1 1 1 1

subsection

W ind B locK [1, 4 AP]

Psionics

Description: Air can be used to block and deflect incoming attacks. The character gets a Psi Skill roll as a Block against any attack with a physical component (this includes fire and explosives but not lasers or other beam weapons). This includes ranged and HTH attacks. It costs 3 REA. At the 4 AP level the character can spend 5 REA to block attacks against others (at range) by throwing up a protective wind-block. This, as with a normal block, must be declared before the to-hit roll. 202

W All

Description: The character can summon a contained corridor of high winds. This is about 10-feet thick and extends about 100 yards. The winds are strong enough to give any ranged attack with a physical component a -3 Environmental modifier if it passes through the wall. Characters trying to move through the wall (or caught within it) suffer a Grappling Attack with a listed STR. Creating the wall is an 8 REA Long action (everyone in the corridor or within a step distance of it will get a reaction if they choosethey will feel the wind start to rise). A Step action will (usually) move characters out of the corridor. It may be created at up to WIL x 2 x Skill Level range. It does not roll to-hit. The wall must be basically straight.
grapple result minor success effect target is wind-blown. they lose 2 yards of movement going through the wall (if trying to cross). success target is buffeted. they lose 4 yards of movement going through the wall (if trying to cross). they lose 2pts of agi bonus. they get a -2 to hit anything in the wall (with hth attacks) and an additional -2 to hit things with ranged attacks. major success target is blown down. movement across the wall is stopped. the target is contained outside the wall on their end. Citical success target is blown helplessly along the wall moving at about 8 yards a second each turn. to stop their movement they must will a Break grapple roll with a major or better success! level Cost a-Cost oFF grapple range roF lvl 1 2 AP 2 AP 17 as listed 2 lvl 2 3 AP 3 AP 24 as listed 2

of

W ind [V Aries ]

c ontrolled f All [1 AP]

Description: The character can control a fall-speed for up to 400lbs (27 BLD) reaching the ground without taking damage. If the character has a glider, they can use this ability to gain altitude and move it along at normal glider speed (about 30mph).

W ind f light [4 AP]

Description: The character can fly on a personal air-jet. This will carry the character and whatever they can lift up to 400lbs (i.e. up to about two normal people). It creates a small windstorm on takeoff which will create enough disruption to be annoying (blow hats off, scatter papers, etc.).
Cost 4 AP ACC 20y/s top speed med slow Ceiling med range med Man med hover low min

subsection

u PdrAft f light [4 AP]

Description: The character uses a tornado of wind to take off and carry others with him as well. The character can take 52 BLD worth of other people without losing speed. The vortex causes substantial disruption.
Cost 5 ap ACC 10y/s top speed med slow Ceiling med range med Man med hover low min

203

Psionics

MAGNETIC CONTROL

The character controls magnetic force with their mind. In many games / genres this allows control of even non ferrous metals (such as lead bullets). The prices here for defenses assume, that, yes, they can be used against metal weapons. If this seems extremely unrealistic deduct the individual costs from the total. Characters with Magnetic Control may instinctively repel metallic or electrical attacks (they get some blocks for 1 REA apiece above minimal levels). They can also use their abilities to magnetize themselves and even fly. magnetic Control
Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Cost 7 AP 9 AP 13 AP 30 AP 34 AP 38 AP 42 AP 48 AP A-Cost 2 AP 3 AP 3 AP 3 AP 4 AP 6 AP 8 AP 12 AP DP 5 10 13 15 19 23 27 31 Bio-Mag Lvl 1 Lvl 2 Lvl 2 Lvl 3 Lvl 3 Lvl 3 Lvl 3 Lvl 3 Mag-Lev Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Shock Lvl 1 Lvl 2 Lvl 2 Lvl 2 Lvl 2 Lvl 2 Lvl 2 Lvl 2 Lightning No No Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 5 MAD (Sense) YES YES YES YES YES YES YES YES Block Lvl 1 Lvl 1 Lvl 2 Lvl 2 Lvl 3 Lvl 4 Lvl 4 Lvl 4

B io m Agnet [V Aries ]

Description: The characters skin itself becomes magnetic. The character can attract metal to themselves at the listed STR. This will move objects using the Force rules (they will come towards the character at ( Force / [Objects BLD/5] yards per second ). If done to weapons, once they hit the character, the target must will a resisted roll against the STR of the magnet or the weapon will be stuck to the character (the weapon will not continue to burrow into the character). Characters may be able to attract more force than they can lift. Incoming metallic strikes (or bullets) will be at +4 to hit the character. Note: If the object is less than 75 lbs, it may be simplified to 2.5 BLD, moving towards the character at 2x Force yards per second. Activating the ability is a 5 REA Medium action. keeping it going costs no REA but costs Running Endurance.
level lvl 1 lvl 2 lvl 3 Cost 1 ap 2 AP 3 AP a-Cost 0 AP 0AP 0 AP Force 4 8 12 DP 1 2 3

l ightning [V Aries ]

Description: The character can generate, control, and throw a bolt of lightning. Lightning halves metal armor and makes the target roll at -1 to their CON roll for each [ Minor Wound ] points of damage they take. Firing lightning is taxing: Lightning must often be charged up before the bolt can be released (and usually a bolt cannot be held safely without spending Sprinting Endurance). A bolt must be charged for one turn (.5 ROF) before being thrown.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 2 AP 3 AP 4 AP 6 ap 8 AP a-Cost 2 AP 3 AP 4 AP 6 ap 8 AP Damage 12 elect 18 elect 24 Elect 35 elect 47 elect range -1/10y -1/10y -1/10y -1/10y -1/10y roF .5 .5 .5 .5 .5

s hocK [V Aries ]

Description: The character can emit a short-range shock with their hands. This does Lightning damage. It may be done for 5 REA as many times a turn as the character wishes. It is not effective at long ranges having a very severe Range modifier (-1 to hit per 2 yards distance)but it does not require touch.
level lvl 1 lvl 2 Cost 2 AP 3 AP a-Cost 2 AP 3 AP Damage 5 elect 7 elect range -1/2y -1/2y roF s s

subsection

m Agnetic B locK [V Aries ]

Description: The character can block attacks that are either electrical in nature or contain metal (including, yes, bullets). This functions against both HTH and Ranged attacks equally. The Level determines the number of blocks the character may make each Round for 1 REA. All blocks after those cheap ones cost normal (usually 3) REA. Psionics
level lvl 1 lvl 2 lvl 3 lvl 4 Cost 1 ap 2 AP 4 AP 5 ap 1 rea Blocks None 1 Block per round 2 Blocks per round 3 Blocks per round

204

m Ag -l eV [V Aries ]

Description: The character can exercise Telekinetic-like control over metal. This can be done to lift it, move it, turn it, or try to bend / break it. Only metal can be controlled this way and it must be substantial amounts (the iron in blood, for example would not count and most rocks would not either). using levitate metal Activating the ability is a 5 REA Medium Action. If used against a hand-held weapon or tool, the character must roll to hit at -1 for size using Psi Skill. NOTE: the roll to hit, say, a revolver in someones hands would be more like -4 to -6 for size but the characters natural magnetic affinity reduces the modifiers to -1. Once hit, the character can try to hold, move, or break the object. o A held object is maintained at the characters listed Offensive Grapple. A character who wishes to wrench the object free of control must have hold of the object and win a Brake Grab Resisted Roll. o Objects can be rotated at will and can be moved at ( Force / [BLD / 5] ) yards per second (if the object weighs less than 75 lbs, treat BLD / 5 as a .5). o If trying to break the object, the character does damage each turn as per the Force conversion in JAGS Revised. The Damage Modifier is either whatever the object was hit by (if there was a roll to hit) or Psi Skill 10. Manipulating a metal object once held is a 5 REA Medium action (as is trying to break it). If targets are manipulated by small metal objects (wrist watches, piercings, etc.) the effect is reduced in power. Usually the most Force than can be applied to a small metal object in terms of pushing other things around or pulling people is Total Force / 2. The character can control 1 metal object per point of WIL -8. If the character attempts to hit someone with the object, it will usually do Force (converted) in points of damage. If the Flight column is marked YES, the character can use their ability to fly and hover! When using this to fly, the character can either use metal objects as a base for the flight (which is faster) or use their own natural bio-magnetics, which is slower. All the weight carried should be factored: if it is higher than the characters Force / 2, the character cannot fly and can only float at 3 y/s (or less). Flight Description: The character can fly either using their bodys natural magnetic (top-speed around 120mph) or using a metal object to assist them (must be substantial, 75lbs or more, such as a manhole cover).
ACC 15 y/s level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7 lvl 8 Cost 1 ap 2 AP 3 AP 17 ap 18 ap 20 AP 24 AP 28 AP top speed 300 mph a-Cost grapple 0 AP 7 0AP 9 0 AP 12 1 ap 15 2 AP 20 4 AP 30 8 AP 50 12 ap 60 Ceiling medium Force 1 2 3 5 10 20 40 50 range Man high high DP rng +2 -1/5y +4 -1/5y +5 -1/5y +5 -1/5y +5 -1/5y +5 -1/5y +5 -1/5y +5 -1/5y hover yes roF Fly 1 No 1 No 1 No 1 yes 1 yes 1 yes 1 yes 1 yes

m Agnetic A nomAly d etection [1 AP]

Description:Characters with Magnetic Control can sense flowing current and metal nearby. A character can tell if a wall socket is live and how much voltage is running through it, likewise, they would never be surprised by an electrified fence (it would seem to glow or pull at them). Perception rolls can be used to detect metal in the ground or otherwise obscured from a distance. A Perception Roll at +3 will detect landmines or other fairly large metal objects. Moving near a covered metallic object will allow a normal perception roll to pick it up (like a metal detector). If the character moves right over it, they will feel it without a roll. The character can sense live current and can often distinguish appliances and such by their electronic signatures.

205

Psionics

subsection

FLUID (WATER) CONTROL

The character can manipulate fluid. It must be present in significant quantities (hence the generalization of the use of water). Note that the fluid must not be under pressure and must be free-standing (you cannot control the blood in someones body).
Designers Notes

W Ater J et (c reAte W Ater ) [V Aries ]

magic vs. psionics Clearly Water Control (called Fluid-Control in order to try to maintain a less alchemical veneer) is more powerful when theres water around. Unfortunately, for most games, this is either very rare (as most characters cannot breathe water, they will not spend their time in water) or all the time (the characters are on an ocean planet). This makes it hard to cost effectively. Our solution here has been to provide a Create Water power. This may be described as removing water vapor from the atmosphere and collating it where the Psi wants itor it can simply go unexplained. Scientifically, calling entire clouds worth of water-vapor to you would not appear as though you opened a fire-hose in the air but a good deal of exciting fiction requires that the four major elements be represented at least somewhat effectively. If you want a harder-science game, just remove Create Water from the package. If the characters cannot create water and the game is very unlikely to take place within several yards of large bodies of water (or other controllable fluid) the costs of each level of Fluid Control may be halved.

Description: The character can call forth liquid water in large quantities. Often, this happens explosively and under pressure and is usually thrown from the characters hands. At the lower levels it is like a hose or fire-hose. At the higher levels it becomes a projected wave. The attack is a Streaming Attack with the listed Power. It can be used to generate approximately 10 gallons of water per point of Base Damage. This can be done under less pressure to generate less water. The use of the power is a Sprinting Endurance action. Underwater, the POWER rating is doubled and gets a +2 Large Weapon Bonus to hit The character can use their POWER rating to propel themselves. This gives them flight using a jet of water (messy) at POWER / (their BLD/5) yards per second (a character with 10 BLD can go 9 yards per second with water-jet assisted flight. This costs Sprinting endurance. On the water, the movement effect costs Walking endurance and gets double the power-rating as the character surfs a standing wave.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 6 ap 9 ap 12 ap 18 ap 16 ap a-Cost 4 AP 6 ap 8 AP 12 ap 16 ap Damage 6 imp 9 imp 12 imp 18 imp 24 imp Power 8 13 17 25 34 rng -1/5y -1/5y -1/5y -1/5y -1/5y roF 1 1 1 1 1

Level
Level 1 Level 2

Level 3 Level 4 Level 5

Cost 11 15 20 27 33

A-Cost
4 6 8 12 16

DP +5 +10 +15 +20 +27

Water Jet Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5

Raise Sea Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 4

Aquatic YES YES YES YES YES

Shape Water Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5

Block YES YES YES YES YES

subsection Psionics 206

r Aise s eA [V Aries ]

Description: The character can perform a drama to increase the chop and surf of a body of water. Although the name of the power suggests it must be an ocean, it can be anything from a puddle to a lake to an actual sea. The GM must determine how the available quantity of water limits the effects. raise/Calm sea Drama Drama type: Open Ended Success Number skill: Psi Skill roll time: 1 roll per Round success points: The character can add or subtract their SP from the state of the water as desired. The sea will start with whatever number of SP represents the current condition. threshold: After three rolls, the character must exceed their best roll to get any improvement in the condition of the sea. The amount of improvement will be the entire score of the rollbut after that, the new maximum must, again, be exceeded. This places a practical limit on how much the character can change the sea. level Bonus: The character gets the listed SP Bonus added to each roll they make. area effected: Usually this will effect a WIL-mile radius (default to 11 if WIL is lower).
sp 0-4 8-12 13-21 22-32 sea Condition Calm. the sea is flat and wave-less. Chop. the sea has 1 to 3 foot waves. Can create conditions for very small craft. moderate. the sea has 4-12 foot waves. this will be enough to prevent small craft from going out on the water (apply a -4 to any rolls that must be made for controlling the vessel). heavy. the sea has 13-20 foot waves. this can swamp even moderate vessels. small vessels must roll at something like -3 to -6 to maneuver and a roll missed by 5 will usually sink the boat. larger ships roll at -2 to -4 to maneuver. precipitois. 40+ foot waves. all but the heaviest ships will be lost. most moderate vessels make rolls at -6 to -8 to avoid sinking or serious damage. Cost sp Bonus DP 1 ap 2 AP 3 AP 4 AP +0 sp +2 sp +4 sp +8 sp +2 +3 +4 +5

s hAPe W Ater [2 AP]

Description: The character can change the shape of water, allowing temporary dynamic structures to be formed. The water may be shaped into basic or crude shapes at willto make standing artistic structures the character will want an artistic skill. The size of the structure is dictated by the level. Moving into a water sculpture will not destroy it but it will also not prevent transit. Characters going through will be wet (as though caught in the rain) but not soaked.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 1 ap 2 AP 4 AP 6 ap 8 AP size 1 cubic foot 1 cubic yard 4 cubic yards 16 cubic yards 48 cubic yards DP +2 +4 +8 +12 +18

l iQuid B locK [3 AP]

Description: The character can use liquid jets to block incoming attacks. If completely submerged, this can be done for 1 REA. It applies against any attack, HTH or ranged, which would be hindered by a high-pressure jet of water (including lasersbut not things like psionic attacks). The block gets +3 against ranged attacks due to the size and will spray water over the entire area. For 5 REA the character can make two blocks so long as they are not separated by an attack.
Cost 3 AP

61+ level lvl 1 lvl 2 lvl 3 lvl 4

A QuAtic [2 AP]

Description: The character can breathe and move freely underwater. Jets of water can be used with a swimming style action to give the character speedy underwater movement. The character can go deep, being resistant to pressure. The character can extract oxygen from water. The character swims at Sprint+4 yards per second faster than many sea creatures. This costs Running endurance.
Cost 2 AP DP +1

207

Psionics

subsection

LIGHT CONTROL

The character can control radiant energy in the form of light rather than fire. This allows manipulation of both ambient light and the creation of light as illumination or even a laser. Level
Level 1 Level 2 Level 3 Level 4 Level 5

Cost 12 AP 18 AP 29 AP 36 AP 47 AP

A-Cost 6 AP 6 AP 8 AP 12 AP 20 AP

DP +3 +6 +9 +12 +15

Glow YES YES YES YES YES

Dazzle Lvl 1 Lvl 1 Lvl 2 Lvl 2 Lvl 3

Darkness Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5

Laser Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5

Beam NO NO NO YES YES

Images NO YES YES YES YES

Shimmer NO NO NO YES YES

g loW [1 AP]

Description:The character can project beams of light as a flashlight from the hands or eyes. This provides flashlight style illumination (treat as the removal of darkness modifiers within the cone of light. The maximum power is about 50 yards wide and 100 yards deepthis is on par with the most powerful hand-carried flashlights. Activating the light is a 0 REA Short action. keeping it going is walking endurance. The light can be of different colors but characters will usually gravitate towards a single color of light (and it may change based on their mood) If shone at a target, it may be used as a 5 REA Medium action to try to blind them. A to-hit roll is made. If made by 3+, the target gets a -4 visual perception modifier in the dark or a -1 visual perception modifier in the daylight. o A 3 REA Short action to shield the face will remove this as will sunglasses. o If the target moves, the glowing character need spend no REA but must make a second to-hit roll to track the character and this roll must be made by 3+ as well.
Cost 1 ap DP +1

l Aser [V Aries ]
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 3 AP 4 AP 6 ap 10 ap 15 ap

Description: The character fires a coherent beam of light that strikes for PEN damage. It is fired for 5 REA.
a-Cost 3 AP 4 AP 6 ap 10 ap 15 ap Damage 6 peN 9 peN 15 peN 25 peN 35 peN rng -1/25y -1/25y -1/25y -1/25y -1/25y roF 1 1 1 1 1

l Aser B eAm [V Aries ]

Description: The character has a beam weapon laser that has the Beam Effect rules: can be used to hit several targets, costs 10 REA to fire, may allow a response action on the part of targets if it is either held steady or targets are spread out). Beam Effect is on page 135. Used on a single target it hits twice (with a reaction between the two) for double damage.
level lvl 1 lvl 2 Cost 12 ap 20 AP a-Cost 12ap 20 AP Damage 15 peN 25 peN rng -1/25y -1/25y roF 4x Beam 4x Beam

d ArKness [V Aries ]

d Azzle [V Aries ]
effect Minor

Description: The character can direct a blinding flash of light.


result the character is flashed and loses either 3 rea or suffers spots in their eyes as below. if the character took a look away action (3 rea short like a Block) this counts as No effect. spots in the eyes. the character suffers a -1 visual modifier for the next 3 rounds. this requires a perception roll at -1 at the beginning of each round or all to-hit rolls are made at -1. Dazzled: as above but at -3. temporarily blinded. the character cannot see (-6 visual modifiers if they can determine where people are such as having been hit by them). this lasts 5 rounds. Blinded. as above but lasts 10 rounds or more. Class intensity roF rng e (12-) 20 1 -1/5y e (12-) 30 1 -1/5y e (12-) 50 1 -1/5y

standard

subsection

Description: Psionically generated darkness is like a mist or gloom. It can either descend slowly (at -1 visual modifier at a time over the area) or all at once. using Darkness: Darkness generates negative points of Visual Modifier within the listed area. The area is listed as a radius: it may be centered on the character or thrown at a range of WIL2 yards. The total area does not have to be a sphere and will generally conform to line-of-sight. Activating Darkness is a 5 REA Medium action. A character with Glow can see in the dark. By reducing the Area by one level (one step up the list) the Psi can increase the Max Modifier by one level (one level down the list). This can only be done once.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 3 AP 4 AP 5 ap 6 ap 8 AP max modifier -2 -3 -4 -5 -6 Area Wil yards radius Wilx2 yards radius Wilx4 yards radius Wil squared yards radius Wil cubed yards radius

major Critical Catastrophic level a-Cost lvl 1 6 ap lvl 2 8 AP lvl 3 12 ap

Psionics

208

i mAges [4 AP]

Description: The character can create glowing, translucent light images in the air. This can have an effect like a lightshow or create glowing works of art or green laser pointer effects from the finger! The images do not look real but can move or tell stories. Used defensively the character can throw up a globe of -3 Visual Modifiers. This can be done for the Psi or another. Activating the Images is a 5 REA Medium Action. They have a range of WIL x 4 yards and can cover an area of that size. They cannot be opaque, if a solid object (which will appear glowing and translucent) is created it will produce, at most, a -3 Visibility Modifier. In the darkness, Images can create a light that will remove up to -3 points of darkness modifier for everyone. Images are crafted with an artistic skill. Basic shapes and simple animation (blinking) can be done without those skills. Orchestrating a complex illusion is a 3 REA Short action.

s himmer [6 AP]

Description: The character can warp light waves to make himself appear almost invisible. Endurance is like Running. Shimmer works as follows: Becoming invisible is an 8 REA Long action. Anyone who wants to target the character may respond. Once invisible the character has a -6 Visibility Modifier. o If someone sees them go invisible they simply keep the -6 Visibility Modifier each turn until the character is lost sight of. o If the character attacks, the Visibility Modifier drops to -3 with a Ranged Attack and -1 for a HTH attack. If the character is attacking from Stealth, add the Shimmer modifier to the Stealth Modifier if the character is hidden. If the character is attacking HTH, even if they sneak up with Stealth (see below) the Stealth bonus will not count once they hit someone. o If the character is not seen to shimmer out and people are not looking for them, the -6 modifier works like a Stealth roll and adds to it. If the roll to see the character fails, the character is treated as invisible.

209

Psionics

subsection

MASS (EARTH) CONTROL

The character can manipulate and control semi-homogeneous solids. As with other elemental controls, this may be limited to actual earth (rock, dirt, sand, etc.) or it may be more scientifically oriented applying to all solid matter.
Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Cost 11 17 26 34 41 43 46 50 55 A-Cost 3 5 7 11 14 14 14 16 18 DP +5 +11 +18 +22 +30 +35 +40 +45 +50 Analyze YES YES YES YES YES YES YES YES YES Harden Level 1 Level 2 Level 3 Level 4 Level 4 Level 4 Level 4 Level 4 Level 4 Reshape Level 1 Level 1 Level 2 Level 2 Level 3 Level 3 Level 4 Level 4 Level 5 Move Earth Level 1 Level 2 Level 3 Level 4 Level 5 Level 5 Level 5 Level 5 Level 5 Shockwave Level 1 Level 2 Level 3 Level 4 Level 5 Level 5 Level 5 Level 5 Level 5 Earthquake Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9

A nAlyze m AteriAl [1 AP]

Description: The character can determine the structure of an object by looking at it. For very complex objects (like circuit boards) this wont tell much about functionbut it will reveal things like number of points of armor and DP (both total and remaining if the object is damaged). It can be used to find mechanisms (even if the mechanism is hiddenor complex and the character may need to make Engineering rolls to determine what it does, and hollow spaces). This will scan for secret doors and hidden rooms. Using it is a 5 REA Medium action and it will penetrate WIL yards of material. It will give a floor print of the surrounding area with an 8 REA Long action sweep out to WIL yards but will only detect permanent solid walls not furniture or people (although something like a very dense safe might register).
Cost 1 ap a-Cost 0 AP rea 5 rea (8 to sweep) range Wil yards

h Arden / r ePAir [V Aries ]

Description: The character can increase the structural stability of a material by reinforcing it on a molecular level. The character can also bond and repair material. This only works on matter that is inanimate and non-biological in nature (stone and metalbut not wood). Sufficiently processed materials (rubber) will count as non-biological. Using Harden requires an 8 REA Long action for each level of increase. Its range is touch. Hardening material gives extra DP and Armor (based on level). Each level of increase requires Level2 x 10 minutes of work (level 1 takes 10 min, level 2 40 min, level 3 90 min, etc.) Each level is additive in terms of time: reinforcing something to level 3 takes 140 min. NOTE: The PEN Defense for the increased armor is only 2x the amount of Damage Reduction added. Objects that are broken can be repaired. This takes an 8 REA Long action. This only repairs objects of a reasonably homogenous material (like a broken plate or windowit will not repair complex machines unless each individual pipe, or cog is repaired. Inanimate objects can be bonded to a surface. This requires a to-hit roll to lock on. If the object to be bonded is thrown at a wall, the to-hit roll is at -4 due to the short period of time the object is in contact with the wall. The bonding strength is equal to Level + 10 (so Level 1 bonds with 11 STR). This value is used as a Grapple Score to try to Grab a target if, say, their shoes are stuck (note: sticking a targets shoes is at -2 to hit) If the Psi is using this to harden worn armor the group must decide if the game is the sort of game where everyone will be wearing armor: if it is not, the Psi should purchase the Force Field option for personal defense. If it is, the Psi will have a bit of extra armor but it is not considered paid for by APs.
level Cost 1 ap 2 AP 3 AP 4 AP a-Cost 1 ap 2 AP 3 AP 4 AP harden 10% Dp o4 +5 , +1/2 armor 20% Dp or +8, 2/4 armor 30% Dp or +11. 3/5 armor 40% Dp or ++15 Dp, 4/8 Armor DP 0 1 2 3 Bond 11 12 13 14 lvl 1 lvl 2 lvl 3 lvl 4

subsection Psionics 210

r eshAPe m Ass [V Aries ]

Description: The character can reshape or re-model non-organic matter (or sufficiently processed originally-organic material like rubber). The effect is like melting and reshaping the material without heat. If the character lacks artistic or engineering skill, the reshaping will be fairly bluntwith those skills, artistic creation is possible. Reshaping is an 8 REA Long Action. It hits as a ranged attack. The effect works as an attack (does damage) against inanimate objects only. It uses the standard damage system (i.e. the target will suffer Minor Failures (cracks), Major Failures, and finally Critical Failures). However, rather than being destroyed the material simply becomes pliable and reforms under the will of the character. Armor of the material does not apply. o A Minor Failure will stop electronics from working. o A Major Failure will stop machines like guns from working. o A Critical Failure will allow reshaping of the material. Reshaping takes 1 Round for simple geometric reformation of the material (once it has been sufficiently melted). Turning it into a piece of a machine will take approximately the time it would take with tools divided by 10. The character can effect any change they could do with a good machine shop. Fine manipulation like electronics cant be performed neither can the material itself be altered chemically. Treat the effect as though the character had the raw material, melted down, in a shop with tools, chisels, and so on. Once altered, the material is set. During alteration it may flow like water and may even float slightly. It will not drain down if there is a surface for it to touch. Using the ability has Running Endurance.
Determining The DP of target objects is not given here as an exact science however here are some rules of thumb: Weapons are at -2 (rifle, sword) to -4 (dagger, small handgun) to target. They tend to have Base Damage x4 DP (a +6 sword has 24 DP, an M16 Rifle has around 80). Vehicles have a Core engine which can be targeted if the vehicle is hit by 4+, it has about 1/10th of the DP of the vehicle itself and tends to have a range from about 10 (motorcycle) to 50 (bus). The Have-Not rules can be used for more exact measures. Altering the engine will stop a vehicle. Altering the vehicle itself can take a good deal longer. Electronics have about 3 DP per pound, with a minimum of 2DP (21 lbs for a big laptop, 2 for a cell phone, maybe 30 for a desktop). Robots and androids use their own DP. Cyborgs are simply damaged at the listed damage. Against a wall or door: o 50 DP will open a human sized hole in an exterior wall, 25 in an interior wall, and 20 for a strong door. o A weak door (interior) will suffer 8 DP before being reshaped enough to get through. o Locks can be targeted: a strong metal lock has 10 DP. The character must usually be very close (its at -5 to hit). Worn armor is hard to reshape if it is being worn and in motion. The character must get a Standard Success with 10 + [ Damage / 2 ] against the wearing characters Defensive Grapple to be able to reshape it while in motion. If reshaped, the target may be held as the armor is fused together. level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 1 ap 2 AP 3 AP 4 AP 5 ap a-Cost 1 ap 1 ap 1 ap 1 ap 1 ap Damage 8 reshape 16 reshape 24 reshape 32 reshape 40 reshape rng -1/5y -1/5y -1/5y -1/5y -1/5y roF 1 1 1 1 1

e Arth m oVer [V Aries ]

Description: The character can shape and move loose earth at the rate of BLD per Minute. It can be stacked, shaped, etc. Creating architectural designs with loose sand is possible but the character will need to use Harden to bond it piece by piece. The character can open tunnels in the earth moving at the listed rate. Finally, the character can dig pits. The power will not work through concrete or asphalt. If used on a grassy area the character must first break the ground with a series of Shockwave attacks (which gives the area that can be manipulated). If the area has trees the character must use Earthquake to uproot them. Sand Castle: moving and shaping (and hardening) earth happens slowly. Sand Castle is rated in Power.

Tunnel: Tunneling moves at the listed Yards / min. The size of the tunnel is either crawl (about 2 feet high) stand (6 feet high), or abreast (2 or more people can walk down it). The rate of travel is as listed.
o Creating underground rooms combining Sand Castle and Tunneling is quite possible. o The character can only tunnel through loose earth. Walls will have to be broken with Shockwave or Earthquake. o The distance listed (in yards) does not move the character down the tunnel. This is just a measure of how far the tunnel goes (maximum range WIL2). o Creating the tunnel is a 5 REA Long action. Once completed, the character can disappear into the ground. Each yard of earth acts as about 50 DP worth of defense. o A character can use their sand castle ability to fashion air holes in an underground chamber but this does not artificially pump air in. Extensive underground chambers will need proper ventilation.

o Building a structure is taken by using the chart below and multiplying the time factor by the characters level. Time Factor is in minutes. If the structure is unstable, use the resulting number. If the structure is hardened to make it stable, multiple time by 2. o So long as the character spends Walking endurance structures that are not architecturally sound will stand. If the character stops the concentration or loses consciousness, however, architecturally weak structures will begin collapsing. Characters with construction skills (General skill: Construction Engineer) can make structures that are sturdy and permanent. o Handling the collapse of a structure is ultimately up to the GM. We suggest a roll on a 6- to 9- each Round or Minute based on the basic instability and when the total number of points missed by reaches 10+, the structure falls. o Damage from collapsing structures is not definitively specified however a stone building coming down will do damage in the 2030 IMP (Damage Modifier +4) each Round. A dirt or sand cave-in will do about 4-9 IMP (Damage Modifier +2). Both will tend to suffocate, making the user unconscious after CON Rounds.

o Grapple score as per quick-sand. This acts as a Hold. If it moves to a Pin, the character has gone under and will suffocate in CON Rounds. o Each point of Power moves 45lb of dirt (the size of a bag one buys in the garden store) over the course of 1 minute. The speed of the movement is slow: it wont do damage. structure time Factor staircase (10 ft) 10 Basement 30x30, 8ft wall x 50 in length 30 Cavern 100x100, Cottage 100 small house 200 large house 400 Mansion 600 keep 1000 Castle 5000 level Cost a-Cost sand Castle tunnel Pit DP

Pit: Digging a pit is an 8 REA Long action and excavates the listed amount of dirt in lbs. If a target is above the pit, the character may take a Step or Hit The Deck action to get out of the way or fall in. If the character is in a pit, they may be buried. Pit is rated in terms of Power. Each point of Power gives:

211

Psionics

subsection

lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

2 AP 3 AP 6 ap 8 AP 10 ap

1 ap 2 AP 4 AP 5 ap 7 ap

10 15 20 30 40

4 / 1 /.25 5 / 1.5 / .5 8 / 2.5 / 1 12 / 4 /2 14 / 6 /3

10 15 20 30 40

0 0 1 1 2

e ArthQuAKe [V Aries ]

Description: The character creates powerful tremors in standing objects. This has a large area of effect and is especially destructive to standing structures (buildings). Earthquake has the following effect:

s hocKWAVe [V Aries ]

Description: The character can project concussive waves of force. In mediums other than solid, these have no effect: they are psionic effects (possibly visible) that will detonate on contact with any solid matter. For these purposes, glass is a solid (you can use Shockwave to break a window) but it would have no effect on water. Against inanimate structural targets, damage is treated as Explosive (it will open large holes) and Base Damage is doubled.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 3 AP 5 ap 7 ap 11 ap 14 ap a-Cost 3 AP 5 ap 7 ap 11 ap 14 ap Damage 8 imp x 12 imp x 16 imp x 24 imp x 32 imp x rng -1/5y -1/5y -1/5y -1/5y -1/5y roF s s s s s

It is a 5 REA action to activate (ROF 1x per turn) if centered on the character. If thrown at range, it is an 8 REA Long Action. o When activated, the ground within the radius will start to shake. Buildings will have to make STC rolls at the listed STC Modifier each turn. Modern buildings to code will have a 15STC. Buildings in poor repair or built in a substandard fashion could have much less. If the building is of the size listed in the Structural Damage column, it takes a cumulative -1 to the STC roll each turn starting at -0, and becoming a maximum of -4 after 4 turns. If the building is one level higher, it takes a negative modifier of -1 every 2 turns with a maximum modifier of -2. If the building is two or more levels higher, the shaking will have no effect. If the building is lower than the listed size, each level will give a cumulative -2 modifier up to a maximum of -6. o The modifier will by a maximum of -1 each RAD yards from the character (so if RAD is 60 yards, for a level 3 character, a 2-bedroom house the character is within can be shaken to a total of STC-4 per Round and a house 61-120 yards away can be shaken for a maximum negative modifier of -3, and so on). o If a building suffers a Minor Failure (a Crack) in the inanimate damage rules, it is lightly damaged. Water and power may not work in some areas, there might be flooding or cracked walls, etc. If the structure suffers a Major Failure it is partially collapsed. Characters inside may have falling debris aimed at them (see below). On a Critical Failure the building is demolished and comes down entirely. If a rule of thumb is needed for collapsing buildings and falling debris: Falling Debris hits on an 11- and does 8 IMP damage. A collapse hits on a 14- and does 16 IMP damage, having an Offensive Grapple of 16 and continuing to do 4pts IMP crushing damage (modifier based on what the original collapse hit by) until the character makes a Break Grab roll. A complete Collapse hits on a 19- and tends to do 20 IMP to 30 IMP damage with a 30 Grapple and the rules above (crushing for 12 IMP per turn). Much more complicated rules could be used. People standing other than the Psi will need to make AGI rolls or Acrobatics (L2) rolls at the listed negative to remain standing. If used at range, each point the character misses by will result in a drift of the epicenter of the earthquake in Radius Yards. A character can operate their Earthquake at a lower radius by reducing its power. Contrary to what might be expected, the highest power earthquakes are created by the Psi unleashing their power for maximal radius and damage. Using an Earthquake has a Endurance cost like Sprinting.

subsection

Note: There are JAGS statistics for buildings and building sizes. It would be possible to handle Earthquake as a damage-dealing attack using the STC rules. However, we feel that the complexity involved in doing so is more than most groups would want to undertake and have simplified the rules along the lines seen here. Note: A New York city block is 264 x 1056 feet (88 x 352 yards). A small house could be 40-60 feet across the front. A larger house 90feet or more.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7 lvl 8 lvl 9 a- Cost 2 AP 4 AP 6 ap 8 AP 10 ap 12 ap 14 ap 16 ap 18 ap Damage shack small 1-3br house large house (4-6 br) small office / strore Big Box store (sears) small tower (2-10 floors) large office blg (11-20 floors) tall office building (21-50 floors) sky scraper 50+floors raD 40y 120y 360y 720y 1440y 2880y 5760y 11520y 23040y agi +1 +0 -1 -2 -3 -4 -5 -6 -7

Psionics 212

GRAVITY CONTROL

The character can manipulate or counteract the force of gravity. In addition to creating conditions of weightlessness (and allowing the character to fly), the character can also slam and crush targets. Level
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6

Cost 18 26 34 45 56 66

ACost 5 7 7 11 15 17

DP +6 +13 +18 +22 +38 +40

Manipulate Gravity Lvl 1 Lvl 2 Lvl 3 Lvl 3 Lvl 4 Lvl 5

Float
Lvl 1 Lvl 2 Lvl 2

Anti-Grav Flight
NO NO YES YES YES

Crush
Lvl 1 Lvl 2 Lvl2

Black Hole
Lvl 1 Lvl 2 Lvl 2

Gravity Field
Lvl 1 Lvl 2 Lvl 2

Gravity Wave
Lvl 1 Lvl 2 Lvl 2

Tractor Beam
Lvl 1 Lvl 2 Lvl 2

Lvl 3 Lvl 4 Lvl 5

YES

Lvl 3 Lvl 4 Lvl 5

Lvl 3 Lvl 4 Lvl 5

Lvl 3 Lvl 4 Lvl 5

Lvl 3 Lvl 4 Lvl 5

Lvl 3 Lvl 4 Lvl 5

m AniPulAte g rAVity [V Aries ]

Description: The Psi can increase or decrease the effects of gravity on an object. When increased, the Power of the ability will be added to the effective BLD of the object. When decreased, subtracted. The ability is used as a 5 REA ranged attack, crushing the target to the ground. Once a target is selected, the effect is applied. Against animate targets, the result is a Grapple of Power/ 5 as a Super Grapple attempt to hold. If the objects effective BLD is reduced to 0 or below it is treated as having a BLD of 1 for all Force calculations but will float as per the Float ability (a push will set it moving with 2x (STR-7) yards/sec velocity, slowing down at 1 yard / sec per 10 yards traveled). keeping an object heavier or lighter is a Walking action for Endurance purposes. The Psi can keep one object effect per WIL-7 (an 11 WIL will allow 4 objects to be manipulated at once).
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 2 AP 3 AP 4 AP 5 ap 11 ap a-Cost 1 ap 2 AP 3 AP 4 AP 10 ap Power 11 20 30 50 70 grapple 12 14 16 20 24 rng -1/5y -1/5y -1/5y -1/5y -1/5y roF 1 1 1 1 1

f loAt [2 AP]

Description: The character is able to make their body weightless

and float / bounce around as though in zero gravity. This does not provide much control and no propulsion. If the character gets stranded in air, they may simply hang there, bobbling in place. A character may kick off with 2x(STR-7) yards of velocity. They will decelerate due to air resistance at 1 yard/sec for every 10 yards they travel. Thus, if a character with an 11 STR kicks off, they will move at 8 y/s for 10 yards, then 7 y/s for 10 yards, then 6 y/s for 10 yards, and so on. Activating the ability for the initial jump is an 8 REA Long action. Each move is a 0 REA Long action that happens at Initiative +0 in the direction of travel. Changing direction or accelerating with another kick costs 5 REA. Note: movement happens at +0 Initiative, thus, sometimes, the character must make an Initiative roll to be able to grab on or kick off of a surface before they move past it. If the characters Initiative roll is better than -5 (a miss by 5), they can take a 5 REA kick or grab action at any point along their flight-path. Otherwise they make their move for the turn and only then can make the grab or kick. The game participants dont need to do vector-math (although they can if they wish) to calculate the characters new speed. If the character changes direction with a kick, the new velocity can simply be taken as ( old velocity / 4 ) + new velocity as a simplification. For course changes done by swinging around a pole or otherwise changing direction without stopping and kicking back off, an Acrobatics or AGI roll at -0 to -5 is called for. The difficulty modifier is based on the characters current speed and the type of move they are making. o Each 10 y/s of velocity gives the character a cumulative -1 to their roll. o Trying to pull a U-turn is an additional -1. o A poor hand-hold (like the corner of a building) is at -2. o If the character is experienced and has a roll (whether from Acrobatics or AGI) of a 13 or better, usually they do not need to roll unless the ruling is that there is some other aggravating factor (such as being under fire).
Cost 2 AP ACC 5y/s top speed slow Ceiling low range short Man med hover low min

213

Psionics

subsection

A nti -g rAV f light [8 AP]


Cost 6 ap ACC 20y/s top speed high Ceiling high

Description: The character can fly using controlled gravity as a propulsion source.
range long Man high hover yes

g rAVity W AVe [V Aries ]

c rush [V Aries ]

Description: The character can project a wave of gravitic tidal force. This acts as an Impact attack that has a +3 Large weapon modifier, can roll to hit more than all targets within a 60-degree arc in front of the character. It will blow large holes (easily big enough for a person to get through) in structures if they are weak enough to be suffer a Major Failure.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 4 AP 6 ap 8 AP 13 ap 19 ap a-Cost 4 AP 6 ap 8 AP 13 ap 19 ap Damage 7 imp 10 imp 13 imp 22 imp 32 imp rng -1/7y -1/7y -1/7y -1/7y -1/7y roF s s s s s

Description: The character projects a gravity beam that has the effect of crushing the target or ripping it with sudden tidal forces. This hits for Impact damage and ignores all armor. The attack is a 5 REA attack with an ROF of 1x per turn.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 4 AP 6 ap 8 AP 13 ap 19 ap a-Cost 4 AP 6 ap 8 AP 13 ap 19 ap Damage 10 imp 14 imp 22 imp 30 imp 38 imp rng -1/20y -1/20y -1/20y -1/20y -1/20y roF 1 1 1 1 1

B lAcK h ole [V Aries ]

Description: An artificial gravity well is created that sucks

g rAVity s lAm [V Aries ]

Description: The character increases gravity on the target in a sudden spike. This will have the effect of a sudden downward pressure slamming the target against the floor. This acts as a grapple attack with the listed Offensive Grapple and the below effects. The slam is a 5 REA Medium action that hits at range. Damage is based on the listed Base Damage and the amount the Grapple roll is won by, not what the to-hit roll is. If the result is a Standard or better, the target may be held against the floor. This acts as a Grapple Hold of the same level, prevents movement, leaves the target on the ground and allows the Psi to continue to hold. o The Psi cannot use Gravity Slam to crush the target in this configuration: another attack (Crush) must be used for that. It can, however, hold the target fast. o Holding the target requires that the Psi spend 5 REA each turn to maintain the hold. o Number of Targets is the number of individual targets that may be held for the same 5 REA action. o RAD is the radius of effect in yards where every target will be affected other than the Psi.
grapple result minor success effect knockdown. Damage is targets BlD / 5 -2 (if 0, there is no damage). target cannot be held. success knock down. Damage is targets BlD / 5. Damage modifier +2. target can be held. major success knockdown. Damage is targets BlD / 5 +2. Dm is +4, target can be held. Citical success knockdown, Damage is targets BlD / 5 +4. Dm is +6. target can be held. a second standard effect will pin. level Cost a-Cost Damage range roF lvl 1 4 AP 4 AP 7 imp -1/7y s lvl 2 6 ap 6 ap 10 imp -1/7y s lvl 3 8 AP 8 AP 13 imp -1/7y s lvl 4 13 ap 13 ap 22 imp -1/7y s lvl 5 19 ap 19 ap 32 imp -1/7y s

subsection

everything towards it. Once within it, things will only be crushed by the weight of other things piling on, however: being in the center, by itself, does no damage. The character must win a Grapple Contest to escape. Creating the Black Hole is a 5 REA Medium action. It will suck in everything but the creating Psi. It will begin moving objects towards it the Round of its creation. The Round after creation, the black hole acts on Initiative +0 and will do the following: o For objects with a BLD lower than its Power it will move them towards it at Power / (BLD / 5) yards per second. o For people it performs a Grapple action using its Grapple score and uses the below effects. The RAD rating is the yards of radius from the center where it will have its effect. Outside that RAD there is no effect (Scale Numbers will multiply the RAD). If someone is trapped in the center it is possible they could be crushed by the weight of other objects around them. A character in the center will take up to Grapple IMP damage each turn with a Damage Modifier of +0. Structures are especially vulnerable to this. Black Holes will usually call for STC (Structure) rolls. Usually this is 15- for a normally compliant modern building. The Structure rating will give the negative modifier for the roll. Note: this applies to the room (and the effects on the room such as minor collapse: use the Earthquake rules). In the event that the Black Hole is powerful enough (usually at higher Scale Numbers than the standard 1) the GM can use the Earthquake table treating each level of Black Hole as 2 or more levels on that table (perhaps Level x Scale number) and determine that the negative applies to an entire building of that size. Movement abilities like Flight (of various kinds) can add their acceleration against the Grapple as a 5 REA Long action. Scale Numbers will multiply this value as well (even though they will not increase the speed of the Flight). The character can create 1 black hole per point of WIL above 10. keeping a black hole active is a running-level endurance activity. Destroying a black hole is a 0 REA Medium action.
grapple result No effect minor success success major success Citical success level Cost lvl 1 4 AP lvl 2 6 ap lvl 3 8 AP lvl 4 13 ap lvl 5 19 ap effect target feels the pull as though in a strong wind going towards the gravity well target moves 1-6 yards towards it but otherwise maintains their composure (gm decides) target is pulled into the gravity Well. treat as held for trying to move out. target is pulled into the gravity Well. treat as held for trying to move out. target is pulled into the gravity Well. treat as pinned. a-Cost power/grapple range roF raD 4 AP 20 -1/5y 1 10y 6 ap 24 -1/5y 1 12y 8 AP 30 -1/5y 1 15y 13 ap 41 -1/5y 1 21y 19 ap 55 -1/5y 1 30y

Psionics 214

t rActor B eAm [V Aries ]

Description: The character uses a gravitic tractor beam to draw in or repulse objects. The beam is established as a 5 REA Medium action and then for additional actions, the target can be pulled to or pushed from the character. The object will move at [ Power / (BLD / 5) ] yards per second. If held in place, the object will suffer POWER Impact damage for each full-power pull. The Damage Modifier is equal to the original to-hit roll. If the target is moving and is grabbed, the targets Force is added to their STR for breaking the Grab. This may be estimated as ( [ BLD / 5 ] x Velocity in yards per second ) / 6) if it is considered very important. It may be simplified to multiplying the targets Defensive Grapple by 1.5, 2, or 3 depending on whether the target is moving at running speed (6 10 y/s), driving speed (11-30 y/s), or faster (31+ y/s). If a target is capable of resisting, they may make a Break Grab maneuver against the Grapple of the Tractor Beam.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 3 AP 4 AP 10 ap 12 ap 17 ap a-Cost 3 AP 4 AP 10 ap 12 ap 17 ap Power 14 18 24 30 45 grapple 14 18 24 30 45 rng -1/5y -1/5y -1/5y -1/5y -1/5y roF 1 1 1 1 1

s ound e ffects [V Aries ]

Description: The Psi can generate sounds from a memoryrecall of high-fidelity actual noises. At this level it does not mimic other persons voices but does create loud sound effects and very stylized speech. The point source of the sound comes from the character at Level 1 and can be placed at a distance (must have line of sight) at Level 2. Generating a noise is a 5 REA Medium action. keeping it running is a Walking endurance activity. The loudness-rating is a general measure of how loud the sounds are. The Hearing Modifier is the negative modifier to hear that the character can create using the noise. Sounds generated this way allow a RES or MEM roll at -3 to detect something odd about them. If the character is generating a noise they have never heard directly, they must make a RES or Artistic Skill roll (potentially at -1 to -6 based on the GMs assessment of the difficulty). Music and musical instruments usually require a roll at -3 to accurately handle. Playing a phantom musical instrument is at -4 using Sound Effects.
level lvl 1 lvl 2 Cost 1 ap 2 AP loudness good stereo Concert hearing mod -3 -6 range self Wil x10

g rAVity f ield [V Aries ]

s ound e ffects [V Aries ]

Description: The character can create a defensive gravity field around themselves (this is purchased as the listed Mind Over Matter Force Field). Creating the field is a 0 REA Short Action It may be reinforced if not popped for 5 REA restoring 20% of the field value per reinforcement The defensive value is tripled against other gravity attacks.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 4 AP 8 AP 12 ap 16 ap 20 AP DP +4 +8 +12 +16 +20 Power 4 8 12 16 20

Description:The character can both silence themselves and create a sphere of silence around themselves (or, at higher levels, at range). Turning on Silence for the self is a 0 REA Medium action. keeping it going is a Walking endurance style activity. Turning on or placing a sphere of silence is a 5 REA Medium action and keeping it going is a running endurance activity. There is no roll to hit for placing a silence-sphere at range. Stealth Mod adds to the characters Stealth Roll. NOTE: there will be some instances where the modifier, due to being silent, might not apply however, for the most part, stealth is strongly influenced by being quite. In a Sphere of silence, sounds dont travel. The size of the sphere is the RAD (the actual size may be reduced by the Psi at creation time if wanted).
level lvl 1 lvl 2 lvl 3 Cost 1 ap 2 AP 3 AP loudness +1 stealth roll +2 stealth roll +3 stealth roll DP +1 +3 +5 rad 4 yards Wil yards Wilx10 range self Wil x10 Wil x10

SOUND CONTROL

The character can manipulate sonic energy. The character can project sound, mimic voices, and deafen or silence others. Level
Level 1 Level 2 Level 3 Level 4 Level 5

subsection

Cost 14 22 30 40 49

A-Cost
4 6 8 13 18

DP 8 14 19 25 29

Sound Effects Lvl 1 Lvl 1 Lvl 2 Lvl 2 Lvl 2

Silence
Lvl 1 Lvl 2 Lvl 2 Lvl 3 Lvl 3

Mimic
NO NO YES YES

Vibratory Sense
YES YES YES YES YES

Ultra Sound
YES YES YES YES YES

Shatter
Lvl 1 Lvl 2

Sonic Shield
Lvl 1 Lvl 2

Thunder
NO Lvl 1

YES

Lvl 3 Lvl 4 Lvl 5

Lvl 3 Lvl 4 Lvl 5

Lvl 2 Lvl 2 Lvl 3

215

Psionics

m imic [1 AP]

Description: The character can mimic speech or otherwise produce very high fidelity complex sounds. If speech has been heard and the character is repeating the exact same sentence, a MEM roll at +2 will do it perfectly. If the character is extrapolating, it usually takes a MEM or Artistic Skill roll to get perfectly (a failed roll will still sound roughly like the personbut a suspicious target may get RES rolls to see through it).
level lvl 1 Cost 1 ap DP +1

t hunder [V Aries ]

V iBrAtory s ense [2 AP]

Description: The character can sense and screen vibrations around them through the air, walls, and floor. The sense confers the following advantages: If the character stands still and takes an 8 REA Long Action, they can get a perception roll to detect a human heartbeat and respiration within WIL yards. If the situation is noisy, this may be at -1 to -6 (a loud airport is at -6). Any movement around the character within a WIL x 3 yard radius can be detected with a Perception roll. This is at +1 per point of BLD / 5 above 2 (a 15 BLD character is at +1 to detect). Large crowds and lots of movement will give -1 to -6 modifiers. In a quite, still area, the GM can give Perception rolls to detect unusual movement in other rooms of a house (or out of sight in a forest). If a target cannot be seen, trying to hit them with Vibratory Sense acts as a -2 Visual modifier if they are moving at range and a -1 Visual Modifier if in HTH combat.
level lvl 1 Cost 2 AP DP +2

Description: The character creates a deafening thunder-clap. This can either be done in a 60-degree arc from the character or done globally effecting everyone nearby. An REA roll against the characters rolled Initiative allows a 3 REA block action to clasp ones hands over ones ears giving +15 effective DP to the resistance roll. If done globally, the Intensity is reduced by half but the effect is applied against everyone within WIL yards radius. Used as a sound-cannon in the 60-degree arc, the character makes a +4 to-hit roll against a given target and the GM can apply a 12-, 9-, or 7- roll for others nearby based on how close to the arc they are perceived to be. A character with Silence can block the Thunder attack with a 3 REA Short action and a roll against their RES, a weapons skill, or REA (their choice). Even if the block is not successful, the character will get +20 effective-DP against the attack. If a Sphere of Silence is active, Thunder has no effect.
effect Minor standard major Critical Catastrophic level a-Cost lvl 1 6 ap lvl 2 8 AP lvl 3 12 ap result hearing perception rolls are at -2 for 3hrs. rolls must be made to hear standard-noise level discussion. target is stunned and hearing is damaged as above. target is Dazed and deafened for 2 days. as above but Dazed recovery at -2. Deafened for 4 days. target is unconscious, may be permanently deaf. Class intensity roF rng e (12-) 20 1 -1/5y e (12-) 30 1 -1/5y e (12-) 50 1 -1/5y

s hAtter [V Aries ]

u ltrA s ound s cAn [2 AP]

subsection

Description: The character uses high frequency sound to see. This acts as a kind of sonar, revealing objects in the darkness and can also be used to penetrate targets a little to detect weapons or other hardware. A scan is a 5 REA Medium Action. It removes all negative visual modifiers for the Round. It will detect changes in density and can reveal cybernetics, concealed weapons, etc. It can be used to diagnose broken bones and otherwise used in a medical capacity. This can give +1 to +2 to rolls where this kind of information is deemed useful.
level lvl 1 Cost 2 AP DP +1

Description: The character lashes out with a sonic blast. This blast: Halves armor values (round up) Has its effect doubled against rigid objects (robots, doors, walls, etc.) Has its ranged multiplied by 4 under water
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 4 AP 6 ap 8 AP 13 ap 19 ap Damage 8 imp 12 imp 17 imp 27 imp 39 imp range -1/7y -1/7y -1/7y -1/7y -1/7y roF s s s s s

s onic s hield [V Aries ]

Description: The character can create a sonic defensive force wall of humming sound. This acts as a Force Field. Creating the field is a 0 REA Short Action It may be reinforced if not popped for 5 REA restoring 20% of the field value per reinforcement The defensive value is doubled against other sonic attacks.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 4 AP 8 AP 12 ap 16 ap 20 AP Damage 4 imp 8 imp 12 imp 16 imp 20 imp DP +4 +8 +12 +16 +20

Psionics 216

MIND OVER BODY

The character uses their psionic abilities to exercise paranormal control over their bodies. Note: This ability is listed here for completeness and because mind over body is a common saying. This ability may be seen in situations of extreme training and could be paired with various kinds of martial arts abilities. Level Cost A-Cost DP Stasis Burn Ignore Pain
Level 1 Level 2 Level 3 Level 4 Level 5

Perfect Balance
NO YES YES YES YES

Power
YES YES YES YES YES

Regeneration
NO NO YES YES YES

Detox
YES YES YES YES YES

Nerve Shock
NO L1 L1 L2 L3

8 22 30 36 44

1 6 6 8 12

+10 +20 +30 +40 +50

YES YES YES YES YES

YES YES YES YES YES

NO NO YES YES YES

s tAsis [1 AP]

Description: The character can go into a shut-down cold sleep that appears as death. This takes a 5 REA Medium action in most conditions but it may be able to be done in response to a critical wound. In this state, the character will no longer suffer Dying or Bleeding (Internal Damage) results. Poisons in the characters system will cease having effects. To go into stasis when a wound-result indicates unconsciousness, the character must make a WIL roll at -2. If they have training of a martial kind (Martial Arts, or Psionics skill training) they can make this roll at -2. The character may stay in Stasis for a specific time period or they may trigger awake when roused (or by light or other environmental change that might wake a sleeping person). If the character is in stasis for several hours or days, even if the wound result that put them there would leave them unconscious, they will be awake (but still bleeding / dying) when they come out of stasis.
level lvl 1 Cost 1 ap DP +1

i gnore P Ain [4 AP]

Description: The character can turn off their pain-receptors. The character ignores Stunned results and treats Dazed results as Stunned. This requires a successful skill roll (or WIL) and a 5 REA Medium action. It is a Running Action to maintain if any activity is being taken, otherwise it requires Walking endurance (the character, if laying still, can undergo surgery and such).

P oWer [1 AP]

Description: The character amplifies their muscle usage. When activated, the character gets +4 STR. Activation is a 5 REA Medium Action and it lasts for WIL Rounds. After activation, if used again in 30 minutes it will be at half power (+2 STR).

P erfect B AlAnce [3 AP]

B urn [2 AP]

Description: The character can kick their bio-system into overdrive for several seconds. Activating Burn is a 5 REA Medium Action For WIL seconds the character will get +2 REA, double their ground movement rate, and get +2 Initiative (above the +2 Init for +2 REAthey will roll at +4 Initiative above what they roll when not burning). After one burn (per day) the character will be tired: all rolls will be at -1 and the character makes any combat rolls at -2. Movement rate above a walk will require a CON or WIL roll at -2 After a second Burn, the character will be exhausted: they must make a CON roll at -4 to take any action that requires Sprinting Endurance, -2 for Running, and can take Walking Endurance at half-movement rate and -3 to any rolls. This lasts 1 minute per second of burn.
level lvl 1 Cost 2 AP DP +2

Description: The character has perfect body positioning. This gives: 4pts in Acrobatics skill 4pts in climbing skill +1 to-hit with HTH combat skills +4 to AGI rolls to stay on ones feet

r egenerAtion [2 AP]

Description: The character recovers 1 DP per minute of rest. The character can recover up to half their normal listed DP per day this way.

d e -t ox [1 AP]

subsection

Description: The character gets +20 effective DP against resisted attacks that can be resisted by CON and are chemical, biological, or radiological in nature.

217

Psionics

t hunder [V Aries ]

Description: With a touch the character can send a neural shock through the targets nervous system, causing paralysis and unconsciousness (and in some cases, potentially even death).
effect Minor standard major Critical Catastrophic level lvl 1 lvl 2 lvl 3 a-Cost 6 ap 8 AP 12 ap result shocked: the character suffers a nasty feeling of shock and tingling. -1 to all skill and grapple rolls for 4 rounds (starting with the round the character was touched). Frazzled: as above but the character is stunned and rolls at -2. Dazed, CoN roll at -2 or fall down. Convulsing: Dazed and at -3 to rolls to recover. unconscious for 4 hours. if the attacker intended to kill (or the target has some specific heart condition) the character may die. Class intensity roF rng e (12-) 20 1 -1/5y e (12-) 30 1 -1/5y e (12-) 50 1 -1/5y

WEATHER CONTROL

The character can control and manipulate the weather. This must often be combined with Air Control to get highly manipulated winds (the wind-storms summoned with Weather Control tend to be larger and less deliberate). Level Cost A-Cost DP Weather Guide Control Weather Lvl 1 Lvl 1 Level 1 8 2 6 Level 2 15 3 10 Lvl 2 Lvl 2 Level 3 20 5 17 Lvl 3 Lvl 3 Level 4 25 7 20 Lvl 4 Lvl 4 Level 5 31 9 25 Lvl 5 Lvl 5 Weather Conditions Dead calm, no clouds, no wind Partially cloudy Cloudy Overcast (light rain) / windy Rain (steady) / wind-storm Downpour / thunder storm Torrential Downpour Serious Tornado Warning, Tropical Storm Cat 1 Hurricane Cat 2 Hurricane Cat 3 Hurricane Cat 4 Hurricane Cat 5 Hurricane Psionics SPs to create 0 SPs 1 2 SPs 3 4 SPs 5 6 SPs 7 10 SPs 12 16 SPs 17 20 SPs 21 24 SPs 25 30 SPs 31 42 SPs 43 60 SPs 61 80 SPs 81+ Threshold 0 0 SPs 1 SPs 2 SPs 3 SPs 4 SPs 5 SPs 6 Sps 7 SPs 8 SPs 9 SPs 10 SPs 11 SPs

Channel Lightning
Lvl 1

Wind Gust
Lvl 1

Lvl 2 Lvl 3 Lvl 4 Lvl 5

Lvl 2 Lvl 3 Lvl 4 Lvl 5

Storm Rider NO YES YES YES YES

Predict Weather YES YES YES YES YES

W eAther c ontrol [V Aries ]

Description: The character can create and control weather. The

character performs a Drama (other characters with Weather Control within hundreds of miles will know and can participate) and create the desired weather conditions. The GM will assign a rating to the current weather conditions giving them an initial starting SP rating. The character adds or subtracts their SPs to that rate (as desired). Drama type: Open Ended Roll roll against: The roll is against WIL or Psi Skill. The character adds their Level Rating to each roll. time / Cost per roll: Each roll is a Sprinting Endurance action and usually takes 1 Round. threshold: Each weather rating has a Threshold. The SPs generated by the roll must be above this threshold or they will not be added to the total. This prevents low level characters from generating global weather. If the SPs generated are above the Threshold all of them are added. Note: The weather may change even without the character doing anything. The GM may adjust the weather by 1-6 SP in a random direction at will or prepare a more complicated forcast.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 Cost 2 AP 3 AP 4 AP 6 ap 8 AP sp Bonus +0 +1 +2 +3 +4 DP +1 +2 +3 +4 +5

subsection

218

g uide W eAther [V Aries ]

Description: The character can command / direct existing weather. This can involve sending tornadoes to destroy things, calling down lightning bolts, etc. The weather condition must be extant to be guided (this ability does not create a tornado). Guiding weather requires the character spend an 8 REA Long Concentration action each Round. During that round, the character can make a roll to guide the weather pattern. This roll must exceed the listed Threshold number for the current weather. If successful, the character is in control of the weather. If not, the character does not guide the weather and it may do unusual things (possibly following the characters subconscious, destructive or self-destructive instincts). If two or more characters are vying for weather guidance, the character with the highest roll (above the Threshold) will control the weather. Continuing to do this is very hard: usually each 2 Rounds, the Threshold increases by 1 for all participants. guided lightning: Lightning requires a Thunderstorm with a Threshold of 4 (to start with). Against building sized targets, the roll to hit is RES, WIL, or PSI Skill at +5. Damage is approximately 100pts per level of storm Thunderstorm or above. Normal lightning defenses wont work especially well against guided lightning and the GM may rule that it will damage the building, may start fires, etc. Against a car-sized target, if moving, the character must make a COR roll at negatives for speed (but not range) to call the lightning down. A bolt will usually about 50pts of damage and may disable a normal car on a 9- roll per hit. Against a person-sized target the roll is COR at -3. Damage is 32 Electrical. guided tornados: Tornados (Threshold 6) are far more damaging and far harder to control. A tornado will appear (for a character trying to guide one) on a 10- roll each turn, +1 per level of storm above Tornado Warning. Generally a building can be hit with a roll RES, WIL, or Psi Skill roll at -5 (very large buildings may be easier to hitthis assumes a house to 2-story office building). The game system does not model damage for a tornado explicitly but they will likely destroy the building. Going after people is possible but the roll is at -8 (no AGI modifier or other modifiers apply).
level lvl 1 lvl 2 lvl 3 lvl 4 a-Cost 2 AP 4 AP 6 ap 8 AP Bonus to roll to Control +0 +1 +2 +4

c hAnnel l ightning [V Aries ]

Description: The character can throw lightning bolts from their body (Channeling the lightning through themselves). If inside and without at least a rainstorm, the attack is at half power (round normally). However, if outside or with sufficient thunderstorms outside (to take advantage of this the character must not be, for example, deep underground) then the damage is normal. The damage is electricity: it halves metal armor and the subject makes a CON roll at -1 per [Minor Wound] points of damage taken. The ROF of the attack is 1. The Requirement is the level of weather that must be met for the lightning bolt to be thrown. A character can throw a lower-level bolt if the weather conditions do not meet the requirement (so if the current weather is stormy for 10 SPs, the character can throw any channeled lightning bolt of their level or less that has a Requirement of 10 SPs of weather. However, if they both have a higher level bolt and wish to throw it, they must first increase the stormvalue).
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 a-Cost 2 AP 3 AP 5 ap 7 ap 9 ap Damage 12 elect 18 elect 27 elect 39 elect 55 elect range -1/15y -1/15y -1/15y -1/15y -1/15y roF 1 1 1 1 1 requirement 5 sp (windy) 9 sp (rain) 13 sp (downpour) 20 sp (torrential) 30 sp (cat 1 storm)

c hAnnel W ind g ust [V Aries ]

Description: The character can throw a wind bolt at their target. The weather outside must support the level of the windbolt (the number of SPs of weather must be greater or equal to the power of the wind bolt the character wishes to throw). The character can choose to throw a lower-level windbolt than they have purchased. The bolt functions as a Streaming Attack.
level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 a-Cost 1 ap 3 AP 5 ap 7 ap 9 ap Damage 2 imp 5 imp 10 imp 15 imp 20 imp poWer 6 11 16 20 25 range -1/5y -1/5y -1/5y -1/5y -1/5y roF 1 1 1 1 1 requirement 5 sp (windy) 9 sp (rain) 13 sp (downpour) 20 sp (torrential) 30 sp (cat 1 storm)

subsection

s torm r ider [4 AP]

Description: The character can fly on a personal air-jet. This will carry the character and whatever they can lift up to 400lbs (i.e. up to about two normal people). It creates a small windstorm on takeoff which will create enough disruption to be annoying (blow hats off, scatter papers, etc.). The environment must have at least 9 SPs (rainy, windy) of weather to fly.
Cost 5 ap ACC 10y/s top speed med slow Ceiling med range med Man med hover low min

219

Psionics

P redict W eAther [1 AP]

Description: The character can feel the weather coming. The character will know if it is being altered. Usually there is no roll to notice manipulation or to predict the weather a few days in advance. However, a character who wishes to modify the weather without being detected as doing such can take a negative to their Weather Control roll and apply it to a perception roll for those who are attuned.

TIME CONTROL

The character can control time itself. This is an expensive and difficult to run ability. All the participants should be in agreement before it is taken. If it is taken at a high level, it will provide the ability to easily circumvent traditional mysteries and will also give the time-traveler lots of play-time apart from the other PCs. One possible Level Cost A-Cost DP TimeStop Time Shift Lvl 1 16 AP 0 AP 4 Lvl 1 Lvl 1 Lvl 2 21 AP 0 AP 8 Lvl 2 Lvl 2 Lvl 3 40 AP 0 AP 20 Lvl 3 Lvl 3 Lvl 4 45 AP 0 AP 24 Lvl 4 Lvl 4 Lvl 5 59 AP 0 AP 36 Lvl 5 Lvl 4 Lvl 6 61 AP 0 AP 36 Lvl 5 Lvl 4 Lvl 7 71 AP 0 AP 44 Lvl 5 Lvl 4

Do Over NO NO Lvl 1 Lvl 1 Lvl 2 Lvl 2 Lvl 3

Freeze Strike Lvl 1 Lvl 1 Lvl 2 Lvl 2 Lvl 3 Lvl 3 Lvl 3

Time Travel Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7

Manipulate Present NO NO Lvl 1 Lvl 1 Lvl 2 Lvl 2 Lvl 3

t ime s toP [V Aries ]

Description: The character performs some kind of side-ways time

t ime s hift (d odge ) [V Aries ]

shift causing the universe to seem to stop around them. In this state, the character can move but the rest of the world will not. Very light things like rain-drops will move as though stuck in jelly and will spring back (as though moving them leaves them connected by increasingly stronger and stronger steel cables). Larger things wont move at all. Nothing can be damaged. The character takes themselves and whatever they are carrying into this state (usually limited to personal effects). Time stop lasts the listed time for the character. It can be done every WIL minutes. Note: the character must usually have possession of something to take it with them into Time-Stop. Simply touching an item will not be enough to control it. Doors may be opened and closed in TimeStop but each portal takes 1 Round to move through. Starting a Time-Stop is an 8 REA Long Action. Coming out of it leaves the character completely stationary when it ends (setting up a strike will not have the strike fall just as it ends but the character could position a gun to someones head (+5 to hit). The character will get +3 Initiative rolls on the Round they come out of Time-Stop. Other characters with the ability will not be Time-Stopped and will engage the ability automatically when it is used (this does not cost them a usage). They will interact with the time-stopping character normally.

Description: As a 3 REA Short Action, the character can stop time for mere moments to get out of the way of an attack. This results in an automatically successful Dodge. However, the character is usually limited in the number of times they can do this before burning out and having to rest for several hours. The use of a time-shift dodge must be declared before the attack hits.
level lvl 1 lvl 2 lvl 3 lvl 4 Cost 2 AP 3 AP 4 AP 5 ap times per day 1 2 3 4

d o -o Ver [V Aries ]

Description: The character can time travel back one round inhabiting their body to Do-Over a Round (6 seconds). This is usually reflexive requiring the tension of combat to enact (another way of saying that it is cost-balanced as a combat ability and not as a general time-travel ability). At the GMs option, however, sufficient stress can trigger / allow a DoOver. The character can do this the listed number of times per level before needing to rest for 8 hrs.
level lvl 1 lvl 2 lvl 3 Cost 4 AP 8 AP 12 ap times per session 1 2 3 DP +4 +8 +12

subsection

Psionics

level lvl 1 lvl 2 lvl 3 lvl 4 lvl 5

Cost 8 AP 10 ap 12 ap 14 ap 16 ap

Damage 8 imp 12 imp 17 imp 27 imp 39 imp

range -1/7y -1/7y -1/7y -1/7y -1/7y

roF s s s s s

220

f reeze s triKe [V Aries ]

Description: The character performs a strike, stop time for instants, and then start time again. This gives them a fighting style where their blows appear to appear and disappear as they move to land! A Freeze Strike is at -4 to be blocked and costs only 3 REA to throw (a Medium action). Only a limited number can be thrown before the character will burn the ability out requiring 8hrs of rest.
level lvl 1 lvl 2 lvl 3 Cost 4 AP 6 ap 8 AP times per day 1 2 3

t ime t rAVel [V Aries ]

Description: The character can travel in time. Canonically, the character travels in time to a temporary time bubble of the past or probable future. Changes here do not actually propagate through the time-stream. It may be that some changes in the past can change the future (and that some visions of the future turn out to be immutable). Because of this uncertainty, the group may invoke the standard that time travelers have an ethical obligation to remain anonymous or obscure (perhaps the changes that do occur seem invariably to be negative for the traveler? We really do live in the best of all possible worlds!). It is also possible that making substantial changes will rupture the time-distortion field causing the time travel episode to end abruptly. Making long jumps is easier than short ones. Making less-accurate jumps is easier than pin-point times and places. Going into the past is easier than the future. NOTE: the general purpose of this ability is to allow characters to adventure in the past or future (with Time Portal they can bring their friends). Using it to solve mysteries simply by visiting the past at the time of the crime is an advanced usage. The group should determine if the more useful versions of this will be allowed in play. Making a Jump: Making a jump requires a successful Time Travel roll (this can be WIL, Psi Skill, RES, or History skill to go into the past). The level will determine the accuracy. Bringing things back: the group must decide how things are brought back, if at allfor artifacts from the past, the rule may be that to bring them back they must be listed as lost in the history books before the time of the traveler. For artifacts from the future, the group will need to make a decision on how this will effect the game. The standard rule is that equipment from the future is not allowed in the game unless the GM is prepared to deal with it. A Missed Time Travel Roll: If the character misses their roll they wind up somewhere else in time. The most common result is that they are several days off their mark and must either wait the time (if behind) or jump again, if ahead (or maybe they dont exactly care). If the roll is blown by 5-9, however, the character may be marooned in time and will need to spend a substantial amount of time before jumping again. At -10 or more, the character is lost in time and wont be able to jump again for a while. If the character can jump there is usually no roll necessary to return to the present. Jumping is an 8 REA Long action. When the characters jump ends they return to an analogous location in the present and the same amount of time the character spent in the past has elapsed.
Cost lvl 1 level 2 AP Distance the character can jump to the past only, usually with a window of 50 years or more (the character cannot go into the recent past). aiming for an exact date and time usually requires a roll at -8. time between jumps is 24hrs. going back more than 1000 years gives a -1 per 100 years past that mark. the character can jump into the past only, with a near-window of 20 years. they can go back 2000 years before taking -1 per 500 years after that.an exact date and time requires a roll at -6. a time within a week or so, though, is only at -4. Within a month: -2.

m AniPulAte P resent [V Aries ]

Description: The character can change the present in subtle ways. Functionally the way this works is that the player gets to specify some change which, while not immediately obvious, is made relevant to the immediate circumstance: for example, the bullets in an attackers gun can be switched out with blanks. In the game this represents an ability to change the present by subtly interfering with the pastand it is done in such a way that the PC does not play it out. Perhaps the changes are made by a time ghost of the PC who no longer exists in the time-stream once the need for them is gone (when the attacker fires and no bullets come out). The memories of changing the past will be dreamlike and suspect. Taking this action is a 5 REA Medium action which can only be done a certain number of times per play-session. The player specifies what change is wanted and the GM prescribes that a difficulty. The character makes a roll against Psi skill and, if the roll is successful, the change happens. Other time-psis will realize this is happening and can roll against the characters. Whoever makes the roll by moreif the difference is greater than 2 SPwill get their change in. If the difference is 2SP or less, then the changes either cancel each other or otherwise do not happen.
level lvl 1 lvl 2 lvl 3 Cost 8 AP 12 ap 16 ap times per day 1 2 3 DP 4 8 12

subsection

lvl 2

4 AP

221

Psionics

lvl 3

6 ap

lvl 4

8 AP

lvl 5 lvl 6 lvl 7

10 ap 12 ap 14 ap

the character can jump forward or backwards in time. their window is 10 years on either side (a character living in 2010 can jump back to the year 2000). pinpoint date and times require rolls at -4 but within a week -2, and a month is -1. going forward is an in-exact science: usually traveling to a future puts the character a few decades or a few hundred years out. the character can jump forwards or backwards by 1 month. usually the exact date and time are hard to pinpoint (make a roll by -2 for the day and -4 for the date and time). the character can jump forwards or backwards in time by 1 week. see above for the modifiers. the character can jump forwards or backwards in time by 1 day. roll at -2 to get the hour right and -4 to get the minute. the character can jump forwards or backwards in time by 1 hour.

subsection Psionics 222

Empathy is a psychic form of connection at a deeper level than the intellect (Telepathy). It involves emotions, healing capabilities, and the like. As with Telepathy, it can detect other advanced mindsand sometimes direct thembut it cannot read them.

e M pAt h y

e mPAthy [4 AP]

Description: The character has a psionic emotions sense. At

makinG an empath

Making an Empath is slightly different than making a Telepath or Telekinetic. There are three different basic power groups you can buy into. More or less you buy them piecemeal rather than in a single package. These groups are: Basic Empathy Abilities: these are straightforward and relatively cheap. They may not even count as identified paranormal abilities in some games if the effects of them are subtle enough. Healing Abilities: The ability to heal others is classed under Empathy. It is not sold in packagesthe PC just buys the levels of each ability they want. Broadcast Empathy: This is the psionic attack version of the power. It is usually purchased in conjunction with the Basic Empathy ability (and the costs reflect that). There are a few listed standard configurations that you can buy as packages to make things simpler but essentially these abilities can be bought as one-offs if wanted. It is common to combine Empathy with Telepathyespecially at low levels of Telepathy (making the character part Telepath but more heavily invested in Empathy attacks). It is also legitimate to use Resisted Attack points from Telepathy to buy these attacks instead of or in addition to the Telepathic ones.

its basic level it lets the character sense what emotions a target is feeling. In many cases this will be obviousbut as it is a psionic ability, it can see through deception. Using Empathy as an active sense is a 5 REA Medium action. It will give a WIL or Psi Skill roll at +3 to detect the presence of deceit or hidden emotions. This can be used against the targets WIL or appropriate skill (Gambling). Usually skill rolls are at -3 unless Level 3 or higher. Used as a passive sense, the character can sense the presence of strong emotions (and the type of emotion) in a WIL yard radius. This gives distance and direction to the Psi but is usually not enough to target with. A WIL, RES, or Psi Skill roll can be used as a perception roll to sense an emotion or to recognize a well known individual by their emotional signature. Attempts to psychoanalyze targets get +2 to their rolls. A character with a Psi Shield can block Empathy sense if they use a Walking endurance level action to close the shield. An Empath can get +4 to any Psychology Action roll (Charm, Intimidate, etc.) due to a dynamic understanding of the targets mental state. The target gets a perception roll or Psi Skill (or WIL or RES) roll to detect any ambush within WIL x2 yardsno matter how well hiddenby the mental signature of the attackers.
level lvl 1 Cost 4 AP mind shield Wil-3

h Armony [4 AP]

Description: Harmony is a form of Psionic manipulation which

baSic empathy abilitieS

These are basic, simple Empathic abilities that characters may purchase. Each of these comes with some default points in Mind Shield. If a character has more than one of these, the points in Mind Shield stack.

level lvl 1

Cost 4 AP

mind shield Wil-5

radius Wil x 2 yards

223

Psionics

creates a sense of calm and community between the Psi and the target(s). When in effect it is harder to attack the Psi and tempers in general are reduced. Activating Harmony is a 5 REA Medium action. When activated the Empath may not attack or manipulate (telepathically) targets. Their friends also may not: in order for Harmony to work, the Empath must be legitimately in a state of harmony with the targets. If the Empath initiates an attack, the effect will be broken and cannot be reinstated with members of the group for 4 hours (or a scene change). o Grappling Attacks done with intent to peacefully restrain the target do not count against this if the situation is one where the restrainers have legal or moral authority in the GMs opinion. o The Empath may exclude characters from the effect and they may attack each other normally. o If the Empath attacks anyone the Harmony instantly ends. The attack will suffer the negative modifiers listed below. In order to attack anyone within this field a character must win a Drama against the Power of the Harmony. type: Three Roll Drama roll: WIL, with modifiers for extreme rage, Traits indicative of pacifism, great need, etc. time Between rolls: 1 Round per roll, with an additional Roll if hit by any kind of attack. If the attack is Penetrating the roll is at +4. If the attack does a Minor Wound or more, the roll is at +4 (this can add up to +8 for a penetrating attack that does a wound). target Number: Empaths WIL or Psi Skill. Notes: Every time the character is hit, they will get another roll to break out. If they fail the 3-roll drama, unless they are hit, they cannot initiate an attack unless the Harmony effect is dropped or the scene ends. During the Drama: For the 3 Rounds of the Drama all characters will suffer -4 to Initiative, -8 to Damage Modifiers, and will use their Defensive Grapple Scores instead of Offensive Grapple scores.

subsection

e motionAl V AmPire [4 AP]

Description: The character is a black hole of negative emotional

h eAl [V Aries ]

energy who feeds on the positive energy of others. The vampire typically must feed on someone for emotional sustenance but it can be quite mild. When in full form, however, the Vampire can generate success points by draining them from others. If the target has SPs they will be drained. If not, the target will accrue negative SPs which will give them negatives to significant rolls. The ability is subtle and has no to-hit roll. The target must be stalkedthey need to have interaction of some sort (coworkers are a common target as well as best friends). The character will use the abilityleaching one point per scene of interaction where the target is drained. The target draining takes place one of two ways: o The target expresses some negative emotion to the Emotional Vampire who is there to receive it. This involves being a good listener. If the Vampire can give some destructive advice the target will take this can net 2 SPs. o If the Vampire cant get that close to the target (emotionally) they can simply drain them. This involves making a WIL roll against the targets WIL. If the success is by 3+, the Vampire gains an SP. This can be attempted approximately once per day (or scene). The Vampire cannot store more than WIL-7 SPs this waybut can take them from multiple sources and use them as readily as possible. The target will feel feelings of depression and anxiety. If the target is a PC with SPs, they will not realize they are gone until they try to use themand then only when the character tries to use one and has no real SPs available. the 3-roll drama, unless they are hit, they cannot initiate an attack unless the Harmony effect is dropped or the scene ends. During the Drama: For the 3 Rounds of the Drama all characters will suffer -4 to Initiative, -8 to Damage Modifiers, and will use their Defensive Grapple Scores instead of Offensive Grapple scores.
level lvl 1 Cost 4 AP mind shield Wil-2 radius Wil x 2 yards

Description: This is the basic ability to repair tissue damage quickly

(instantly) and in combat. Healing is a 5 REA Medium Action. It restores the listed DP to the target. The Empath can heal themselves. Each time it is used on a target during the same day its results are halved for that target. It operates at range with no to-hit roll. If the target can be touched the Empath can make a roll on the Impact Damage table using a +6 Damage Modifier to modify the amount healed. This can result in healing fewer damage pointsbut that is less likely. o advanced rule: Always roll for the healing amount using +6 or +0 (if used at range). This increases the amount of time to handle this ability but produces a spread of results that may improve the feel of the game. If done to a target that is suffering a wound effect it will reduce by one column the effect of the wound (Stunned goes to No Effect, Dead goes to Dying). Usually the Empath has one Round with which to act in the case of a Dead result. If the heal cures all damage from a wound it will bring the wound to No Effect regardless of what the effect was. The effect will generally stop bleeding and reduce chances of infection. It does not normally re-grow or re-attach limbs, cure genetic or existing crippling defects, heal the blind, cure diseases, etc.
level lvl 1 lvl 2 lvl 3 lvl 4 Cost 2 AP 4 AP 6 ap 8 AP Dp healed 8 16 24 32

c ure [2 AP]

healinG

Empaths may have the ability to heal targets with their minds. This may refer to fixing physical damage as well as healing mental trauma.

subsection

Description: The Empath is a psionic doctor or Medical Intuitive. This will have a number of more subtle effects than Heal. It will exist in more low-key campaigns. The Empath can diagnose illnesses by looking at or otherwise examining the victims aura. If the character has Medical Skill or Generic Skill Herbalist, medicine or herbs/teas can be prescribed to cure the effects. There is no specific in-game result detailed for this: a Drama can be created if necessary. Without these skills the Empath can simply tell which organs have problems or what the general issue iswhich may be useful to The character gets +4 to conventional medical rolls. In the characters care, a subject will heal 6 DP per day (or 2x normal rate) and get +2 to CON rolls. The character can lay hands on a bleeding wound and prevent further blood-loss. The character spending an 8 REA Long action each turn to stabilize a Dying target will prevent death and further DP loss (until real medical help arrives or the character makes a Medical roll).
level lvl 1 Cost 2 AP

Psionics 224

r egenerAte [2 AP]

Description: The Empath can impel subjects bodies to regrow lost limbs and reconstitute from crippling or severe damage. NOTE: This ability is somewhat unique in that the standard JAGS rules dont provide a mechanic for limb-loss and Regeneration is a recordkeeping hassle. The character must have Heal at Level 2+ to have Regenerate. The character can re-grow lost limbs over a matter of minutes by touching the target. It can be used to psionically re-attach severed limbs. The character heals using the Heal rules above. The character can heal themselves as a 0 REA Medium action once per turn. This does not halve the effect over time. There is no Damage Modification Roll. The character gets +1 to all CON rolls vs. Resisted attacks.
level lvl 1 Cost 2 AP

BASIC CONFIGURATIONS

Here are some packages for Empath characters where we show how these can be mixed and matched to produce the results wanted.

poWerful broadcaSt empath


level lvl 1 lvl 2 lvl 3 Cost 28 AP 32 AP 45 ap aCost 23 25 29 abilities all emotions lvl 1 all emotions lvl 2 all emotions lvl 3 DP +8 +16 +24

This character has the full spectrum of broadcast powers and can inflict any emotion on the target.
hack mind shld lvl 1 lvl 2 lvl 3 mind shield 8 16 24

broadcaSt empath

raGe Wraith (or other emotional aSpect)

A broadcast empath can send an emotion into the targets mind. JAGS Psionics tracks six major emotions: Fear, Love, Anger, Shame, Sadness, Joy, and calm (the absence of any strong emotion). Each of these has two levels Subtle and Strong. At the Strong level the target will feel the psionic attackthey will know they are being manipulatedbut may not be able to do anything about it. At the subtle level, however, the ability is essentially invisible. When used against (or in the presence of) another empath or telepath theyll immediately understand what is happening (and the ability wont go through a mindshield anyway) but against another person without telepathy the effects are, well, subtle. Those familiar with psionics can make a Perception or WIL roll to detect the manipulation (or Psi Skill, if they have it).

The name (Rage Wraith) is indicative of an Empath who can inflict the anger emotion on othershowever, this basic concept can apply to an empathy who has the ability to inflict one single type of emotion. In this case, the character just buys the package below but limits it to one set of emotional influences (Love, Fear, Shame, Sadness, Anger, Joy, or Calmness).
level lvl 1 lvl 2 lvl 3 Cost 17 ap 24 AP 34 AP aCost 12 17 18 abilities anger lvl 1 anger lvl 2 anger lvl 3 DP +8 +16 +24 hack mind shield lvl 1 lvl 2 lvl 3 mind shield 8 16 24

limited empath

In this case the character has all the emotionsbut only at the subtle level. This does not include Pacify (although the character may buy Harmony separately for 4 AP).
level Cost 15 ap 18 ap 32 AP a-Cost 5 ap 7 ap 11 ap abilities all subtle lvl 1 all subtle lvl 2 all subtle lvl 3 DP +8 +16 +24 hack mind shield lvl 1 lvl 2 lvl 3 mind shield 8 16 24

HACK PSI SHIELD

lvl 1 lvl 2 lvl 3

Broadcast Empathy will not work through a Psi Shield and Empaths can work their way through a defensive barrier. Each attack reduces the Psi Shield by the listed amount.

h AcK P si s hield [V Aries ]

Description: In order for Empathy to be effective against other Psis, the Empath must have a way to remove Psi shields. This attack reduces the Psi shield by the listed Power modified by a damage roll as per Impact Damage. Note: this attack will not damage the target, however. This is a 5 REA Medium action with a range of -1 / 5 yards. It hits using either RES or a Psi Skill roll. Damage is modified as per Impact Damage. The target will be aware of the attack and where it is coming from.
level lvl 1 lvl 2 lvl 3 Cost 1 ap 2 AP 3 AP DP +1 +2 +3 shield 4 8 16

225

Psionics

subsection

broadcaSt empathy abilitieS

Critical

Here is the suite of emotional manipulation an Empath can have.


Designers Notes
Catastrophic

matching the results to the situation The write-ups for these abilities are fairly detailed and in some cases specific but they are only intended to address what we as the game designers see as a generic case. The Empath does not control the mind of the target, only the emotions, as such individual behaviors can vary greatly. When a character is under the influence of Broadcast Empathy the GM may run their character as an NPCbut it is also legitimate to let the owning player make decisions about how their character will be have in context with the psionic attack. Furthermore, the various rolls in the game can be modified greatly based on what the Empath is trying to do. Characters who are generally up-beat may be less susceptible to Sorrow. A non-violent character would get more resistance against Rage. Usually playing against a targets nature gets a -1 to -4 to the Empaths roll and it may require a better result on top of that.

level lvl 1 lvl 2 lvl 3

a-Cost 11 ap 13 ap 17 ap

target is Charmed. they will fight alongside their master or otherwise behave as an agent. a roll can be made to Break out (as per puppet) every Wil hours. it will wear off after 20-targets Wil days if the target is out of contact with their master. target is slaved. the target develops a deep love for the telepath and will engage in long-term devotion. the target will willingly die for the telepath. Note: in some games this may be permanent. in some games, the telepath may be able to let the person go. a lot depends on the morality of the game. a base-level approach is that the telepath can choose at the start of the game never to slave peoplebut if they do keep the option, the risk it (with all the baggage that implies). Class intensity roF rng Fail g (12-) 20 1 -1/5y -3 if Fail e (12-) 30 1 -1/5y -3 if Fail g (12-) 50 1 -1/5y -3 if Fail

r omAnce [V Aries ]

Description: The Empath induces romantic feelings in the subject,

LOVE

The emotion of Love is centered either on the telepath or another target chosen by them. Strong: Charm (as per the telepathic abilitybut the target can be another person). NOTE: the cost is increased due to the added utility of directing the person at another target. Subtle: Romance: the empath generates romantic feelings towards the target).

c hArm [V Aries ]
using Charm

Description: Produces effects of compliance and love. What it


essentially creates is obedience with a sensation of love. The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. The target, even on a low result, will feel a sudden wave of like for the telepath. This may be used once per scene to get a + to charisma rolls. NOTE: the Stunned / Dazed results only apply in combat if the character is attacking the telepath or friends (in conversation this will not have an effect as there is, likely, no direct conflict). Note: due to the high roll required for mind-control, it is not unusual to see this applied with either Mind Burn or physical abuse to lower the resistance.
effect Minor standard major result target is stunned in combat, gets +2 to Charisma rolls outside of combat. target is Dazed in combat, gets +4 to Charisma rolls outside of combat. target is Convinced. they will do 1 action the telepath requeststhis can be moderately lengthy (telepaths roll x 10 in minutes). it may not be a combat action or one which will greatly imperil the target. it can be used to get money (have the target make very large purchases, etc.) think of what a person would do in a dysfunctional relationship for a significant other they were deeply in love with and terrified of losing.

making them inclined towards a target of the Psis choice. This can be combined with standard psychology rolls to great effect. It should be noted that a great deal of the utility of this will depend on a few things such as: How the subject responds to feelings of attraction (which could, for example, result in a shy terrified subject running from the targetor someone getting angry because their feelings of attraction are seen as inappropriate). How the target responds to the subject. At the higher levels the subject will be inclined to make several attempts at a relationship with the target. If the target encourages this, the feelings will grow deeperif rejected, probably less so. The effects of this can be towards playing match maker between two people who might be suitable or getting someone to drop their guard due to attraction. Thats where the rules focusbut there are many other gradients of usage and the participants should use common sense to determine how these play out. The rules do not specify how attractions may be set up but for most games itll only be appropriate amongst the players to keep attractions within the players comfort zones. keep this in mind when using the ability: if someone at the table doesnt like the usage of this manipulation, it should probably be dropped (GM will make the final decision). using romance The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. The use of this ability may grant additional levels of effect if the target is also the subject of a Charm psychology attempt (from the basic book).
effect Minor standard result subject will feel a stir of sexual attraction for the target. this may be out of place and even unlikely. how the subject reacts, or if they react at all is up to them. subject will feel a lasting sense of attraction for the targetthis may include curiosity of a romantic nature. these feelings will persist for several hours giving the subject a greater chance to act on their feelings. this adds +1 level to a psychology Charm attempt. subject will feel a persistent attraction to the targetthis lasts several days. this may include unbidden fantasies about the target. adds +1 level to a psychology Charm attempt. subject will feel a growing sense of romantic attraction to the target. this will peak after a few days. the target will usually make at least one advance on the target or, if otherwise inclined to an advance, will make bad decisions concerning getting the targets attention. adds +2 levels to a Charm attempt. as above but the target will make several attempts. the feelings of attraction may be permanent. adds +3 levels to a Charm attempt.

subsection

major

Critical

Psionics

Catastrophic

226

level lvl 1 lvl 2 lvl 3

a-Cost 11 ap 13 ap 17 ap

Class g (12-) g (12-) g (12-)

intensity 20 30 50

roF 1 1 1

rng -1/5y -1/5y -1/5y

Fail -3 if Fail -3 if Fail -3 if Fail

i nstill d ouBt [V Aries ]

Description: The Empath creates a sense of unease in the target.

FEAR

Fear is an emotional motivator that is quite powerful and useful. Strong: Terror. The Empath creates a sudden sensation of dread for the target (which may or may not be the Psi). This uses the Terror Attack rules from the Basic Book. Subtle: Instill Doubt. The character creates a sense of dread in the target.

t error [V Aries ]
using terror
effect Minor standard major Critical

Description: Produces a strong fight-or-flight response against a


target of the Espers choice. The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action
result spooked: target gets -2 to initiative rolls next rounds. shaken: -3 to initiative rolls for 3 rounds. stunned. target feels dread of the object. Frightened: target is Dazed. -3 to initiative rolls for 5 rounds. attacks to hit the object of fear are at -2. the target must make a Wil roll not to flee. horrified: target is at -3 to initiative rolls and spends 3 rounds running or cowering. attacks to hit are at -3. the Wil roll to run is at -3. Note: if the subject is being struck, they may make an unmodified Wil roll after each hit to snap out of it and fight back (they still get the -3 to initiative and -3 to hit). terrified: target faints. Class intensity roF rng Fail F (12-) 20 1 -1/5y -3 if Fail F (12-) 30 1 -1/5y -3 if Fail F (12-) 50 1 -1/5y -3 if Fail

This is usually either aural: the target just feels a general sense of unease or specific senses of fear about some potential course of action. The utility of this is to subtly prevent the target from taking some action. using Doubt The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. If aural, the character may decide to do things to make themselves feel more comfortable or get out of the area. In general this can make a target leave the area or just feel watched and uneasy. When preventing a course of action it helps if there is an actual legitimate source of fear the target can rationalize as the source of the fear. It also helps if there is a defined exact action. Making someone doubt expressing themselves is usually less effective than having them fear raising their hand. Characters at Standard or higher will be asked to strongly consider a change in course of action. At Critical or Catastrophic, a failed WIL roll will result in a change in course of action which the GM can mandate (discuss with player first). Doubt and fear will continue until one of two things happen: the effect wears off (usually one scene or several minutes) or the characters fear is satisfied. In the latter case, possibly playing out the fear in a strong fashion will do it (a character who makes a show of being afraid and takes consequences for it). Often this may allow a second attempt lateror it may simply mean breaking off the attempt.
effect Minor result monitored. the target has a sense of being watched by a stern authority figure. if they are going to take an action which they feel this figure would disapprove of, they may be less likely to. this will have little effect on people whos actions are on the straight-and-narrow. shivers. the target gets thoughts of frightful things concerning the action or area. these are not specifically convincingthe target does not believe they will come to passbut the idea is planted. if the situation is already scary, the character will consider a change to course of action. rolls will take a -2 modifier where appropriate due to fear (initiative rolls, to-hit rolls, etc.) tremors. Character will have outward signs of fear. in a scary situation the character will be jumpy. if anything shocking happens, the character must make Wil rolls or roleplay shock or fear. rolls will be at -2 when related to fear. the character will likely avert the their course of action. horrified: target is at -3 to initiative rolls and spends 3 rounds running or cowering. attacks to hit are at -3. the Wil roll to run is at -3. Note: if the subject is being struck, they may make an unmodified Wil roll after each hit to snap out of it and fight back (they still get the -3 to initiative and -3 to hit). Dread. Character will change their course of action if at all feasible. if they must consider (go into the haunted house or die) then they will do so but will operate at -4 to rolls. Class intensity roF rng Fail B (12-) 20 1 -1/5y -3 if Fail B (12-) 30 1 -1/5y -3 if Fail B (12-) 50 1 -1/5y -3 if Fail

Catastrophic level a-Cost lvl 1 10 ap lvl 2 12 ap lvl 3 15 ap

standard

major

Critical

Catastrophic

subsection

level lvl 1 lvl 2 lvl 3

a-Cost 5 ap 7 ap 11 ap

227

Psionics

SHAME

Guilt can be a strong motivator and the Empathic Shame attack instills either extreme shame or guilt in the target. Strong: Guilt Wrack. The target is literally debilitated by crushing shame. Subtle: Guilt Trip. The character feels guilty about something and will be encouraged to take some action because of this.

g uilt t riP [V Aries ]

g uilt W rAcK [V Aries ]

Description: The Guilt Wrack causes the mental anguish of guilt

and shame. Usually this is not specific to any individual action however, the victim will usually choose their own internal demons for the subjects of the torments. This is an especially painful and cruel mental attack, often with lasting consequences. using guilt Wrack The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. Shame Traits are psychological scars from the Guilt Wrack attack. They do not give the character extra points to spend. If the target gains a negative Trait due to the attack, while it is in effect the results are as follows: o A -1pt Trait strongly encourages the character to play feelings of guilt or shame. They might shun public life for a time, change their clothing to be more covered, refuse leadership positions, and so forth. A character with a -1 Trait is at -1 to all WIL rolls including rolls to resist further Shame attacks. o A -3pt Trait will cost the character -2 to skill rolls requiring concentration or confidence (most RES based skills) until it is acted upon in some significant fashion. A character with a -3pt Shame Trait is at -2 to all WIL rolls including rolls to resist further Shame attacks. o A -5pt Trait will allow the GM to hijack the characters play as necessary to enforce the feelings of crushing guilt or shame (often making the character a recluse for a time). NOTE: the player should always be consultedbut this is not a normal trait but rather psionically induced damage. NOTE: An unstable character will be a serious suicide risk if given a -5 point Shame Trait. A character with a -3 Trait is at -3 to all WIL rolls including rolls to resist further Shame attacks. o At -10pt Traits the character is pretty much useless and even a stable character will be a suicide risk. A character with a -3 Trait is at -3 to all WIL rolls including rolls to resist further Shame attacks.
effect Minor standard major result the target feels a stab of mental pain and guiltthis gives a -2 to all rolls until the end of their next turn. the target feels a sudden sense of shame: treat as stunned. the character gains a -1pt trait that lasts for several hours after the attack. the target is crushed with guilt and shame: treat as Dazed with -3 Wil rolls to recover. even after recovery, the character may be forced to make Wil rolls at -3 to remain in a public venue. the character gains a -5pt shame trait. the target is crushed with guilt and shame: treat as unconscious for several minutes (seemingly catatonic). even after recovery, the character may be forced to make Wil rolls at -3 to remain in a public venue. the character gains a -10pt shame trait. terrified: target faints. Class intensity roF rng Fail g (12-) 20 1 -1/5y -3 if Fail g (12-) 30 1 -1/5y -3 if Fail g (12-) 50 1 -1/5y -3 if Fail

Description: The Empath uses both speech and psionic ability to generate feelings of guilt in the target over some particular transgression. This has the effect of painfully persuading a course of action (or stopping a course of action). The subject of the conversation must be relevant to the situation: a gun-man coming to shoot the empath might be told that his mother would be ashamed of him. Results of Standard or higher will have the target be inclined to hear the character out. This allows the Empath to make their speech under conversational conditionsif there is gunfire going onif the Empath or their friends are shooting at the target, they will not sit and listen. Guilt Tripping someone can be quiet in terms of volumebut it is unmistakable in terms of contentthe empathy will be scolding, nagging, or otherwise shaming the target. The behavior that is driven will be scored by the GM. using guilt trip The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. The Empath must have a chance to speakusually this is not tracked second-by-second in combat time. The GM can apply positive modifiers based on the skill of the speech and the predisposition of the target towards guilt over that issue. This usually happens as +/-1 level of result (moving a Standard to a Minor or Major). The effects of Guilt Trip last a day or so. The character cant inspire long-term actions without multiple applications.
effect Minor result the subject feels feelings of guilt. Whether they act on them or not will be entirely up to the characterbut they feel the guilt. if they choose not to take a mild action, they will suffer a -1 to skill rolls for 24hrs. the subject feels fairly intense guilt. they will be motivated to take a reasonable action on behalf of the empath. this can involve bending company policy (if they will not likely be fired for it) or otherwise making an exception for the empath. if the gm rules this is not feasible, the character will suffer -1 to skill rolls for 2 days. the subject feels intense painful guilt. they will take a substantial action on behalf of the character. this will take the form of making serious exceptions for them so long as the repercussions for those actions are not serious. the character will not hurt themselves to help the empath but will take a substantial loss for it. if the gm rules this is not feasible, the target will suffer -2 to skill rolls for 2 days. the target will take substantial actions as the empath wishes or take -3 to skill rolls for 3 days due to guilt. substantial actions will result in dereliction of duty or the target will take extreme actions as the empath wishes or take -4 to skill rolls for 3 days due to guilt. extreme actions will involve putting themselves in serious danger. Class intensity roF rng Fail D (12-) 20 1 -1/5y -3 if Fail D (12-) 30 1 -1/5y -3 if Fail D (12-) 50 1 -1/5y -3 if Fail

standard

major

Critical Catastrophic

subsection

Critical

level lvl 1 lvl 2 lvl 3

a-Cost 4 AP 6 ap 10 ap

Psionics

Catastrophic level a-Cost lvl 1 11 ap lvl 2 13 ap lvl 3 17 ap

228

SADDNESS

The target can create sorrow and despair in the target. Strong: Sorrow. The target is hit with a sudden, lasting sadness and sense of loss. This is similar to a sense of mourning. Subtle: Depression. A creeping, possibly debilitating black cloud of angst, depression, and despair.

d ePression [V Aries ]

s orroW [V Aries ]

Description: Sorrow is usually targeted as a specific reaction (or, actually, psionically induced over reaction) to some actual event. If the Empath does not know of a sad event to target then the ability will not usually work well. When it does work, the subject grieves, often out of all proportion to the event (which can be something as trivial as a missed lunch or lost keys). using sorrow The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. The Empath concentrates on some actual sad event that has happened to the subject recently (or actual sad events that have happened in the past). The Empath must know about the event in enough detail that they could reasonably describe it to the targetthe Empath cant simply guess (Sad about the time you lost your mother! Your old enough you probably did! will not work). If the target is actually sad about it or in mourning the results can be shifted one or two in a more severe direction at the GMs option. If the event is something that the subject is secretly joyful about the GM may shift it one less.
effect Minor standard result sadness: the character feels a surge of sad feelings about the incident. target will tear-up. this results in -1 to skill rolls for the next 3 rounds. sorrow: the character feels a sudden, deep sorrow. they will be treated as Dazed making Wil rolls at -1 to recover. after recovery they will be at -1 to skill rolls for the next few minutes. mourning: the target is drenched in sadness that can last days. the immediate effect is as above but following that, the character has a trait -1 in mourning. this creates a pervasive feeling of sadness. skill rolls will be at -2. this lasts one week. as above but the effect lasts a month. if the character is prone to suicide they may be at-risk. as above but the effect is permanent. the character should be played as a suicide risk. Class intensity roF rng Fail D (12-) 20 1 -1/5y -3 if Fail D (12-) 30 1 -1/5y -3 if Fail D (12-) 50 1 -1/5y -3 if Fail

major

Critical Catastrophic level lvl 1 lvl 2 lvl 3 a-Cost 11 ap 13 ap 17 ap

Comparison target ahead by 6+ sps target ahead by +5 to +0 sps target behind -1 to -6 sps

Description: The Empath can create feelings of depression in the target. This can be insidious, where the targets strength and will is sapped by a constant infusion of depressive thoughts. This can be done to sabotage or simply torment a subjectit may be useful if the Empath is in a position to betray the target. using Depression The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. The Empath must have fairly constant contact with the subject: they must be known to the subject and, in order to enact the attack, must provide negative emotional energy. This can be in the form of telling the subject things are going to go badly for them, giving them depressing news, playing on their insecurities, etc. If this contact is disrupted, the Empath will stop getting rolls to add SPs. A character being Depressed is participating in a drama that will be played out over several hours or days. While in the drama, the character feels a black cloud of sadness over everything they do. The drama is a competition of rolls between the Targets WIL and the Empaths attack. In order to win one side must get enough SPs to achieve a result on the chart below. Drama type: Open Ended Resisted Drama roll: WIL or Psi Skill o Psi gets to add their Level Bonus (see below) to each roll. time Between rolls: Usually a day or sopossible one roll per scene. target Numbers: See belowcompare the targets SPs to the Empaths. moves: o Cheer me up: If the target does something up-lifting or gets support this can result in +1 to +5 to their roll. If things go badly (or are engineered to go badly) then it can result in -1 to -3. o get it together: Exercise, anti-depressants, and counseling can add a general +1 to +4 to the targets roll. o itll Never Work anyway: The Empath takes a risk in giving the target depressing advice or feedback. The Empath makes a Persuade roll at -1 to -4. If a Success Score or greater is scored, the Empath gets +1 to +4 SPs. If the roll is a Failure the target becomes aware of the Empath as a negative influence and will get +3 to all future resistance rolls (and this move will no longer work). o time heals all Wounds: The character will recover naturally.
result Cured. the target is no longer the subject of depression and will get +4 to resists future attemptswhich may only be attempted if something goes bad in the characters life. Bummed. target feels edges of depression but is otherwise able to cope. target is hampered by depression. rolls for most skills will be at -1 for each 2 sps the character is down (-3 if behind 5 or 6 sps). the gm can call for Wil rolls to do things that require lots of energy or to appear enthusiastic. target is impaired by depression. even taking action, getting out of bed, etc. may be a problem. usually the gm can call for Wil rolls to do just about anything productive. skill rolls will be at -4. target is paralyzed by depression. the target will be deeply self-destructive in behavior (apathetic, watching tv all day, etc.). Wil rolls may be required to do even basic things (shower in the morning). Character is a suicide risk. sp Bonus +0 per roll +1 per roll +2 per roll

subsection

target behind -7 to -15 sps target more than -16 sps behind level lvl 1 lvl 2 lvl 3 a-Cost 2 AP 4 AP 6 ap

229

Psionics

ANGER

Catastrophic

The Empath can create anger and rage in the target. Strong: Rage. The target will feel an overwhelming sense of physical, out-of-control anger. It may be targeted at known enemiesbut the character will likely vent their aggression on someone even if there is no clear target. Subtle: Temper. The Empath can induce the target to lose their temper.

r Age [V Aries ]

Description: Rage induces physical violence in the target. If there is a clear target or the subject is in a fight, they will be induced to fight in a more-lethal, more dangerous manner. In the case of using Rage where there is no clear target or antagonist, the subject will still be inclined to attack. Note: A subject under the control of Rage will potentially attack and kill a cowering, non-threatening victim. However, there are a few things that should be taken into account when this is done. The first is the nature of the attacker. A loving mother would need a Catastrophic result to attack her own children. Substantial bonuses to resist can be given to characters who have ethical or moral objections to this behavior. On the other hand, a character predisposed to violence may get none of these protections.
using rage The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. The Empath can choose a target of the subjects Ragebut if there is no target chosen it will still effect the subject. o If the target is a close friend or family member the subject will resist at +3 to +5 o If the target is a friend or ally of the subject they will resist at +2 to +3 o If the target is inoffensive or harmless, they will resist at +1 to +2 o If the target is an enemy of the subject, they will resist at -1 to -3 o If the subject is violent or otherwise inclined to animosity they will resist at -1 to -5 The rules here allow for attacks to hit for extra damage due extreme violence. This is patterned off the Malice trait. These Rage attacks: o Hit for +2 effective STR damage o Are at -1 to hit o May not be used in any Round in which the character blocks or dodges o Reduce the attackers AGI bonus by 1pt. o Can be combined with other strikes such as Full Strike (weapon), Cross or kick for even more damage. effect result Minor violent Flash: the subject suffers a sudden violent impulse. they need not act on it however, if it seems appropriate (an interrogator threatening a prisoner) and there is little repercussion, they will act on it. standard violent passion: if the subject is engaged in combat, they will increase the viciousness of their attacks, throwing Cross maneuvers or Full strikes. if not engaged in combat, they will become physically aggressive (pushing, yelling, threatening with implied or stated violence). if this threat is met, they will be at -2 to resist a second attack. major lashing out: the target will make a single attack (if not in combat) or fight 3 rounds if in combat (if the target is unconscious or surrendered they need only attack once per round). the characters first attack will be a rage strike. after that they may fight normally. Critical attack: if in a battle the attacker will throw full attacks (cross, full strike), will not spend rea to block, and will throw nothing but as many rage strikes as possible for 3 turns.

level lvl 1 lvl 2 lvl 3

a-Cost 11 ap 13 ap 17 ap

to the Death: the attacker will attempt to kill the target, fighting for five rounds as above and them making Wil rolls at -4 (+ appropriate modifiers as above) each additional turn to calm down. if there are no longer any opponents, the character will beat a wall or otherwise express aggression for several seconds while the rage wears off. to the Death: the attacker will attempt to kill the target, fighting for five rounds as above and them making Wil rolls at -4 (+ appropriate modifiers as above) each additional turn to calm down. if there are no longer any opponents, the character will beat a wall or otherwise express aggression for several seconds while the rage wears off. Class intensity roF rng Fail g (12-) 20 1 -1/5y -3 if Fail g (12-) 30 1 -1/5y -3 if Fail g (12-) 50 1 -1/5y -3 if Fail

t emPer [V Aries ]

Description: The Empath causes the heat level of the target, or room, to rise. This can be used in a global capacity affecting everyone in a situation. Note: how the target(s) reacts at the lower levels is very dependent on the charactera relatively mild result that makes the other party seem rude might get nothing from a saint of a character and outright violence from another. Although this is a subtle power, with the right person it can be far more effective in provoking action that simple feelings of anger. A character who is clearly out-gunned may not escalate to violence if they wouldnt normally but the person playing the character should make allowances for being at wits end if the result calls for it.
using temper The attack requires a subtle 5 REA Medium action. People observing the Psi may see them inhale and concentratethey will also be paying close attention to Emotional Vibrations and observers might see them watch people who are especially keyed up. The Emapth can select either a given target or operate the ability globally affecting everyone in a WIL x2 yard radius. o Against a single target, use the rules for a Resisted Attack. Note: the temper of the person should be used for appropriate modifiers. Additionally, if there are calming influences or the target themselves is trying for calm, they should get extra modifiers. A subject can use their own Diplomacy skill as a resistance roll. o Against a group, treat the Intensity as halved and roll for either everyone or a select group. Radius is the Empaths WILor WIL x 2 yards if the Intensity is quartered. It can be centered on the Emapth or projected up to WIL x 5 yards away. Usually, from a standing start if there is no tension or hostility it requires people with a propensity towards violence to really get things going. However, with the right people (prisoners, gangsters, etc.) or in the right situation (tense negotiations) it can be powerfully effecting. Skills like Diplomacy and Psychology attempts like Recruit can be used against this in a drama like situation. Subtract or add the SPs of the roll as makes sense (a Recruit roll to stir up a crowd, a Diplomacy roll to calm them). The most that can be added this way is +3 SPs. More can be subtracted however. effect result Minor subject feels annoyed. its like there is some extra problem bothering them. they will react for the next minute or so as though there was an extra problem fraying their nerves. standard subject feels upset. the person will experience feelings of upsetof resentment. they may not lash out but will definitely have their blood pressure rise. treat as though other parties were rude. major subject will feel as though the other party has made some threatening overture. it should be treated as the kind calculated to provoke anger rather than fear. Critical subject will feel threatened as above and emboldened. Catastrophic subject will feel violently disposed towards the target. usually this will result in a low intensity physical assault (a push, slap, or punch). the character will believe they lost control. level a-Cost Class intensity roF rng Fail

subsection Psionics

230

lvl 1 lvl 2 lvl 3

4 AP 6 ap 10 ap

D (12-) D (12-) D (12-)

20 30 50

1 1 1

-1/5y -1/5y -1/5y

-3 if Fail -3 if Fail -3 if Fail

h APPiness [1 AP]

JOY

The target can create joy and happiness in the target. Strong: Bliss. The target feels nearly incapacitating bliss. The downside to this is that it, like a drug, can be addictive. Subtle: Happiness. The target is induced to feel happy and upbeat.

B liss [V Aries ]

Description: Bliss puts the target into a dream-like state where everything feels wonderful. The character is incapable of any serious rational examination of anything since everything is great.
using Bliss The attack hits as a standard Telepathic Resisted Attack for 5 REA Med. effect result Minor target feels a surge of induced happiness. this lasts several minutes and feels wonderful. after that, however, there may be a crash if there are things in the targets life that are not conducive to happiness. standard target feels simulated Joy. this may manifest itself as manic behavior for several minutes. the target may feel overconfident and make bad decisions or take risks they would not, in a more sober situation take. the gm can call for Wil rolls at -1 or -2 for specific risks (gambling). if failed the gm may induce taking the risk. major Bliss. the character is treated as Dazed, roll against Wil at -1 to recover for several seconds. the character will get a -1 point trait: addicted. they will feel a craving for several hours for the joyous feeling again and operate at -1 to skill rolls unless it is repeated. after a time, though, the craving will stop. Critical Bliss. as above but the character rolls at -2 to recover. the addiction lasts several days and the character will have 8 negative success points (a pool of -8 modifier the gm will apply to significant rolls during that time) as well as a general -1 to all skill rolls. the sps will be removed if the character roleplays trying to get another fix. resistance to additional attacks during this time is rolled at -2. the -1 to skill rolls will go away if the character gets a fix about once every 2-3 days. Catastrophic Bliss. the character is treated as unconscious for a few minutes in a euphoric state. addiction is as above with a pool of -16 sps, cravings lasting indefinitely, and a general -2 to the roll if not given a fix each day. level a-Cost Class intensity roF rng Fail lvl 1 11 ap g (12-) 20 1 -1/5y -3 if Fail lvl 2 13 ap g (12-) 30 1 -1/5y -3 if Fail lvl 3 17 ap g (12-) 50 1 -1/5y -3 if Fail

Description: The Empath induces the emotion of happiness in the target. This manifests as a kind of upbeat, optimistic energy. Unlike most of the other abilities it is not a resisted attackit is more like healing. A target may resist the effectsin which case a Resisted roll is allowed using 2x the Espers WIL as Intensity and any success result from Minor on up will indicate that the happiness is felt. using happiness The ability is a 5 REA Medium action that requires no roll to hit. The target will feel an influx of happy thoughts and feelings. They will feel more energized. The Empath can do this as many times as wanted: it costs Endurance as an attack. Each dose lasts approximately WIL minutes if the target was very depressed or WIL hours if the target was more neutral or just feeling down. During this time negative modifiers due to depression will be removed. The target will gain 1 SP (and can hold a maximum of 1) to be used with skill rolls (it can enhance the success level of the skill by +1 if the roll is made). If the Empath continues doing this it may cost the Empath negative SPs and take a toll: o If this is done more than WIL-10 times in a day, the Empath will start to accrue SPs at a rate of 2 per application. These points will be used by the GM to add negative modifiers to significant rolls. o The Empath will feel drained. Each application above WIL-10 will cost the Empath 3 Endurance points which will not be recovered save by sleep (8hrs minimum). If Endurance is not being tracked, the GM can apply a -1 to CON rolls when called for to do physical or mental exertion.
Cost 1 ap

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subsection

CALM

The final emotion that Empathy can control is the absence of emotion or calm.

P Acify [V Aries ]

Description: The empathy induces a state of passivity in the target. The spell is broken if the empathy or their friends attacks the targetbut depending on the level of success, the target can be taken into custody or even executed (if the death-blow happens in one stroke).

using pacify The attack hits as a standard Telepathic Resisted Attack as a 5 REA Medium action. What breaks the spell is ultimately up to the GM. Usually continued attacking to take advantage of the calm state will do it. In some cases (at the lower levels) rough treatment of the target might break the spell. Usually, however, random events wont do it. A pacified target is agreeable but will not take complex actions in order to satisfy the empath. A pacified character might hand over a wallet (or just allow it to be taken) but will not reveal classified information. If left alone a pacified target may simply sit down and go to sleep or, possibly, wander around without any real motivation or passion. Unless otherwise specified, a pacified target will not get their AGI bonus and will not block attacks. When the spell is broken immediately go to combat with Initiative rolls if not already in combat. If in combat, the character will get an Initiative roll to participate. If it is higher than the Empaths, the target may interrupt the rest of the Empaths Turn to take theirs. A character may roll to break out of pacification by making WIL rolls at a standing negative. They may roll once per Round and must accumulative the attackers WIL in SPs. Usually, however, if three rolls in a row fail the character is stuck.
effect Minor result the target is hit with a wave of calm. they will operate at -2 to attack rolls until hit by the empathy or their allies. this lasts about an hour. the target will feel relaxed and contemplative. the target is pacified for three rounds (see above). Note that at this weak level, the character must be treated with kid gloves or the spell will be broken. emotional abuse may also break the spell. the target will block attacks. roll to break out at -2. the target is pacified for three minutes (see above). roll to break out at -3. the target is pacified for three hours. roll to break out at -4. the target is pacified for three days. roll to break out at -5. Class intensity roF rng Fail g (12-) 20 1 -1/5y -3 if Fail g (12-) 30 1 -1/5y -3 if Fail g (12-) 50 1 -1/5y -3 if Fail

standard

subsection

major Critical Catastrophic level lvl 1 lvl 2 lvl 3 a-Cost 11 ap 13 ap 17 ap

Psionics 232

ESP covers a potentially wide range of abilities from precognition to object reading to clairvoyance. A Psi heavily bought into this discipline may have some or all of these abilities. ESP occupies a special place in the game in that it can make some kinds of investigations trivial and, yet, the psychic detective is a staple of fiction and gaming. keep in mind the suggestions for Espers (the term for characters with ESP).
Designers Notes

e x t R A S e n S o Ry p e Rc e p t i o n

Designers Notes

Full transparency in scenario Design A powerful Esper can potentially know everything about a scenario before going in. This kind of information can wreak havoc with a traditional kind of situation where a substantial part of the game is figuring out what is going onor dealing with surprises. Take, for example, the situation where the characters are a strike team that is going to raid a corporate HQ to get information about illegal genetic manipulation. In a traditional game, tension could be generated by nail-biting sequences where the PCs hack security, stumble across guards, or encounter unexpected things inside. For a powerful enough Esper, though, passwords can be gained, the locations of guards can be determined, and each of the complications can be foreseen. If this the mode of play that is wanted the GM is encouraged to provide a situation-design that assumes full transparencythat is, the GM assumes the players know everything and the fun from the scenario relies on finding out what to do. In this case the games fulcrum is on a set of decisions that fullyinformed PCs have to makeand therefore they shouldnt be easy ones. Perhaps getting the evidence, even knowing everything, is very hard. Possibly getting the evidence will damage something good that the company is doingor take down someone the PCs like (or is essentially innocent). In this case the PCs will have to not only do the mission but also figure out how to manage the consequences. Thats the kind of game a fully transparent scenario presents.removed.

esp requires cooperation between participants There are a lot of rules hereboth rules for abilities and meta-game rules that in some way limit these abilities. When making an Esper character the player should understand that ESP commonly works around a very common dynamic of gaming: the PC can learn things without essentially doing anything to learn them. ESP can be used to investigate things without any significant interaction with the game world. This, we think, threatens to rob the game of one of its potentially greatest joys: actually roleplaying. Weve tried to design these rules around that. Theres a concept of trivial questions the character can just answer with a visionbut any real question will require a drama and the Moves the character will (likely) take will involve taking in-game actions to find further clues. But this doesnt cover everything. When a character is going to be an Esperespecially a powerful onethe dynamic sets up the player to request information from the GM and then (presumably) act on it. If this is desirable, we suggest a shared understanding that the GM will need to provide a best effort to respect the ability while, at the same time, doing their best to keep the game enjoyable for everyone involved (the GM included). The result of this may be to in some cases provided less than optimal information from ESP, thus forcing the players to take in-game actions to further gather information (which, we presume, on the balance, will be more funif it is not, then the GM should not be doing this). As such, these abilities need to be used in a spirit of cooperation: ESP puts a heavier burden on the GM since the act of investigation can be often reduced or even removed.

the pSychic detective (claravoyiantS)

How do you reconcile a character who can tell who the murderer is just by touching the murder weapon with a game that involves mysteries? The answer is that you calibrate the mysteries the game is about to the Espers level of ability. To see what we mean by this, lets take a look at a couple of clichs around psychic investigations. In movies, books, and TV, we often see characters with psychic ability getting clues through their powers rather than just getting solutions (or, they find out who did it and then have the unsavory task of trying to prove it since ESP wont hold up in court). The ability is geared around this: for the most part, when there is a mystery that you are using ESP to solve, when you use it, you get a clue. This is different than getting the whole solution. The way ESP works: you have to follow up on the clue. This involves roleplaying somethingmeeting someone, etc. Theres also the case where the Esper solves a case trivially such as touching a lost boys scarf and determining he is lost in the woods 20 miles from homeand easily guiding the police in. In this case the mystery is below the ability level of the Psi so it makes it easy. If the game is going to revolve around mysteries the action will focus on those that are at or above the Espers level so as to make the game challenging. The key here is for the participants to know what is a trivial situation and what is an interesting onethere can be many

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variables (maybe knowing where the lost boy is happens to be the easy part) but for a psychic detective game, being able to articulate what kinds of things the PC can just solve is important.
Designers Notes

Establishing Character When an Esper pulls off a trivial feat (reading whats inside a sealed envelope, for example) it establishes what kind of guy he is. This is done in fiction to establish characterthe meat of the story might be living with that ability or it might be about the cases that, even with that ability, are hard to solve. If the GM is constructing situation in a way that is designed to be interested, these rules will provide some tools for doing so.

TYPES OF USAGE

As a result of this philosophy most of these psychic senses will have two modes: Trivial Usage and Drama Usage. In the first case the player is facing a more trivial problem and just makes a roll (or, perhaps, several rolls) to see if they can successfully use the ability as wanted. In the non-trivial case, the character usually must use a Drama Rolls technique and may need to take roleplaying actions between the rolls.

in a psionic heavy game with a scientific flavor, the current scientific understanding of the medium type abilities (if they exist at all) are that people leave a psychic after-image when they die. This psychic imprint can be weak or strong and can last years after a persons death. How much of the original person this after-image retains is based on the psychic power (latent or extant) the person had when they were aliveoften their personal energy or power. These ghost forces are usually invisible and trivial however sometimes they can be dangerous (usually in subtle ways). Sometimes they harness or trigger psychic abilities in others as well (often developing adolescents: the poltergeist effect). Ghost Forces can be free-floating but may also be bound to a place, thing, or person. When they are, they can often harm or protect that personsometimes these bindings can be arranged by properly attuned psychics (mediums). After death the ghost force usually dissipatesbut often very bad people may dissipate faster. Also, trying to get a specific person may be difficultbut trying to get any ghost force usually isnt too difficult. The spirits can often make contactbut seem to have a difficult time answering questions about their current condition (they may not fully understand it or may answer in accordance with whatever dogma they believed when alive).

queStionS eSp raSieS

Any ability that allows you to see the future or communicate with the dead raises some basic questions about the nature of reality. Here are our answers to them as a baseline for your games.

BACKLASH

THE FUTURE

The basic JAGS Psionics take on the future is that it is not fixed. What the Esper sees is a possible future. This makes true prophecies of the you-cannot-avoid-your-destiny type impossible. Our take is that they force too heavy a GM hand for really general roleplaying. When an Esper sees a future its what is likely to happen. When the future is interfered with by someone who is acting on anachronistic knowledge these actions are visible to other precogs. When you use precognition to meddle in affairs you risk alerting others with the ability (this goes for your agents as wellany action taken stemming from knowledge of the future counts).

Psionics as a whole tend to fall more into the category of science rather than mysticism in terms of the fiction we are looking at here but there is an important element of ESP that revolves around the medium or spiritual adviser. In this case, the psychic communicates with dead people. In these cases the nature of the ability raises specific questions about the universe in general (is there a heaven or hell?). Here is the canonical JAGS answer. For games with a mystic bent there may well be actual spirits of dead people hanging aroundbut 234

THE AFTERLIFE

Psychic literature contains the concept of backlash: a price paid for overusing or misusing ones abilities. This is common and the default for ESP is that there is some potential for backlash. The group should discuss this before the ESP abilities are taken. Here are some notes: Universal Purpose: The universe has a purpose for the esper and they have an intuitive understanding as to what it is. When they use their abilities against that purpose, they can either get negatives, get sick, lose their abilities, or have bad things happen to them. Greed is prohibited: the esper can make a modest sum of moneybut if they make more, they will lose their abilities or otherwise suffer consequences. Hurting People Returns the Harm: Any time the abilities are used to hurt people the esper will suffer. This, again, can be in terms of health, instant karma (where someone tries to hurt the esper) or some other response. Using ESP can be Taxing: The GM can declare the esper fatigued and limit their ability to continue using their powers.

subsection Psionics

Designers Notes

fatal encounters.

Backlash Notes One of the problems with an ability like ESP is that it can create situations where the characters refuse to take action without fully leveraging its information. This can stall a game. Its legitimate for a character to do some advanced psychic recon or sometimes cast a fortune for a specific battlebut if the game is in danger of stalling, the use of Backlash can be introduced as a pacing tool for the GM. In this case, the GM will warn the player (and the PC will know) that the next use of the ability will result in backlash. The GM will determine if its serious or minor and tell the player (additional uses of the abilities will progress from minor to major). This may be done by the GM at willhowever, if it is done so often that it makes the ability useless, the group will need to address this. We have some guidelines below for managing thisbut ultimately, if the pacing is suffering and the GM and players cannot reach accord on how the ability should be used, the group will have to either greatly formalize the backlash (something we have not done) or adjust the characters so it is no longer a conflict for the group.

makinG an eSper

There are many different types of Esper and they dont all have the same spread of abilities. We have included a few here for reference.
Designers Notes

making your own precog These listings are completethey assume that the character has spent most of their points being an Esper and has the full suite of abilities. For PCs it may be optimal to take out some abilities or reduce the levels (we assume that mostly a Level 3 Esper has all level 3 abilities in their key areasthat is not necessary for balance). Any build should be approved by the group as this ability can have profound effects on the pacing of the game but we have found that there is no one-size-fits-all general solution so players should work with the GM and group to mix and match.

GuidelineS for backlaSh

The costs weve provided assume that the abilities like Cast Fortune, Precognition, and Medium will be used at most a few times per day without repercussion. A good rule of thumb is WIL-10 timeshowever, the universe is always in flux. The GM can act to limit these uses in a variety of ways.

StreSSinG the time-Stream

If the character continues aggressive use of the ESP abilities around a specific topic it may result in diminishing returns, loss of power, illness, or other forms of backlash. Theres a concept of a best effort to get dataafter thatoften after one or two tries, the character is unable to continue querying.

the eSp abilitieS

The next section shows the various abilities that are part of ESP. They are: Clairvoyance: the ability to see things at a distance. It can be used see whats inside a sealed envelope or locate submarines at sea. This ability also covers dowsing (finding water underground). medium: The character can communicate with spirits of the dead. psychometry: Also called object reading, the character can touch an object and get a sense of its owner or things it was used for (usually associated with strong emotions). precognition: General seeing of the future. Questions can be raised about the future and it can be looked into. This also allows Fortune Telling where the character can see the future and advise people. It also includes Combat Precognition where seeing events an instant before they happen gives the character a large advantage in physical conflicts! o Danger sense: The character has a supernatural sense of danger and peril. They can tell when they are being watched and may get visions of their own or others potentially

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PSYCHIC HOTLINE ESPER (PSYCHIC ADVISOR)

This is the kind of person who you seek out for advice, psychic help, or protection. Usually using Medium style abilities works face to face. If it can work on the phone (decision made prior to the start of play) then maybe some of those phone-psychichotline places actually employ them! This character may also be a store front medium and makes a reasonable psychic investigator.
Level Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Cost 3 AP 12 AP 16 AP 25 AP 46 AP 54 AP ACost 0 AP 2 AP 4 AP 4 AP 6 AP 8 AP DP +3 +5 +6 +10 +13 +16 Channeling Medium Protect Level 1 Level 1 Level 2 Level 3 Level 4 Level 4 NO Level 1 Level 2 Level 2 Level 3 Level 4 Spiritual Hex NO Level 1 Level 2 Level 2 Level 3 Level 4 Read Spirit YES YES YES YES YES YES Clairvoyant See Images NO Level 1 Level 1 Level 2 Level 3 Level 4 Precognition Psychic Advisor Far Level 1 NO Level 2 Lvl 1 Level 2 Lvl 2 Level 3 Lvl 2 Level 4 Lvl 3 Level 4 Lvl 4 Psychometry know Owner NO Level 1 Level 1 Level 2 Level 2 Level 4 Visions Visions NO YES YES YES YES YES

COMBAT ESPER

Maybe the military is creating a unit of intuitive special forces who can target enemies they cant see, make good decisions with near-zero information, and react to threats before warning. This template is someone who can fight with their abilities (augmenting this with Fast Company will make even more formidable warriors).
Cost 13 AP 24 AP 43 AP 56 AP DP +9 +15 +22 +29 Precognition Combat Precog L1 L2 L3 L4 Sense Danger L1 L2 L3 L4 What If? NO L1 L1 L1 Clairvoyant See Images L1 L1 L2 L2 Targeting L1 L2 L3 L4

PSYCHIC DETECTIVE

This is a character who works with the police and is capable of solving crimes or assisting in the solving of crimes. They can inspect murder weapons, have visions of things, and locate missing persons.
Cost 11 AP 16 AP 22 AP 26 AP DP +6 +9 +13 +17 Clairvoyant See Image L1 L2 L3 L4 Find L1 L2 L3 L4 Medium Read Person YES YES YES YES Psychometry Read History L1 L2 L3 L4 know Owner L1 L2 L3 L4 Precognition Sense Danger L1 L2 L2 L2 Visions Visions YES YES YES YES

subsection Psionics

236

CORPORATE PRECOG

This is a hypothetical character that works for a corporation or government (either freelance or on the payroll) as a precognitive expert. In the conspiracy-laden world of Psionics these characters would be strategic resources both analyzing possible plans of attack and seeing what others are doing around them. This character can be augmented with Fast Company and or Combat Precognition (or other abilities) as wanted and as points allow.

Cost

DP

Clairvoyant See Image L1 L2 L3 L4 Find L1 L2 L3 L4

Precognition Far Precognition L1 L2 L3 L4 Time Sense YES YES YES YES Obscure L1 L2 L3 L4 Cast Fortune L1 L2 L3 L4 Psychic Advisor L1 L2 L3 L4 Sense Danger L1 L2 L2 L2 Visions YES YES YES YES

10 AP 21 AP 36 AP 51 AP

+5 +8 +12 +16

the eSp drama

When an ESP ability is noted as Drama Based then the Esper will handle it one of two ways. The first is to conduct a three-roll Drama to do readings. This will happen if the difficulty level (see below) is at or above the Espers level. The second is that the Esper will just make a single roll. This is done when the reading is below the Espers level (i.e. easier). Each ability will have a chart that shows what the different levels of clarity will give by way of information. It will also give some specific guidance on the determination of difficulty for that ability.

Designers Notes

the purpose of Difficulty The purpose of difficulty is to present a situation for the GM and players where questions that are interesting to the group actually require roleplaying and action on the part of the clairvoyant to properly tackle while the character is able to easily answer questions that are trivial for their powerlevel. That said, there are two things to keep in mind with these ability. 1. Scenario design is different when there is an Esper of any power in the group. The GM ought to expect the characters to have a great deal of knowledge about whatever the situation is and act on that. It is important that characters with a lot of points invested in ESP not get shut out by always facing high difficulty factors. 2. We have granted the GM the ability to arbitrarily set difficulties. There are a couple of reasons for thisone of them is to give the GM a higher balance of power when controlling the pacing of the game. However another reason is to create a sense that the universe is sometimes weirdly obscure and the ability is not always reliable. The number one thing for the participants to keep in mind is that ESP, like other abilities, should be empowering and interesting. If the situations the group finds fun to play are wrecked by ESP then dont play with ESP. If the GM finds themselves constantly blocking players attempts to use the ability then something is probably wrong structurally. This needs to be worked out on a person-to-person level, possibly by giving the PC extra SPs when the ability is blocked weirdlypossibly by simply restricting the character or the game altogether.

THE PROCEDURE FOR USING ESP POWERS


1.

2.

3.

The GM determines the difficulty of the question (from 0 to 3). This is based on several factors (explained below) and determines whether or not the player can just make a roll (one roll) to quickly get the information or must perform a protracted Drama. If the difficulty is equal or higher than the characters power level then the player must perform the Drama to get the information sought. Usually this involves taking in-game investigative style actions (such as going to the crime scene or talking to witnesses). If the difficulty is lower than the characters power for the specific ability then the character may simply make a roll to ask the question and immediately get the answer.

subsection

If required to make a single roll (the difficulty is below the Espers level) then the information is gained as follows:
Roll Made by 0 to +3 +4 to +6 +7 or more Success Minor Success Success Major Success

DRAMA-BASED ABILITIES

When a power is marked as using the ESP Drama rules, it means it uses this method to resolve it. 237

Psionics

THE DRAMA

This is the drama that is solved if the characters level of difficulty is equal or greater than the characters level. type oF Drama: Three Roll Target Drama roll agaiNst: Psi Skill or WIL time per roll: As stated above, the GM will determine the time between rolls. A psychic detective cannot usually go to a police department and clean out the cold cases in an afternoon. On the other hand, a missing child who needs medicine badly wont automatically die because it takes a certain amount of time between rolls. If a certain number is needed, a general value of 2hrs may be assumed for each roll in a complex drama. Uses below the characters level take an 8 REA Long action (concentration). target NumBer: The number of SPs the Esper generates in the drama will determine how good their data is. Failure. If the Esper's number of SPs is below the "Some Data" mark then the Esper has failed the reading. Usually subsequent readings are at a cumulative -2 to the rolls. The Esper may, however, at the GM's discretion, get enough data to give them an avenue of investigation even if oblique. minor success. The Esper gets information to provide a weak avenue of investigation. This gives either enough data to give a decent answer for simple or vauge questions or specific information that allows a follow-up investigation. success. The Esper gets enough information to provide a strong avenue of investigation. They get correct and sufficient data to answer simple questions or good leads to follow up on more complex questions. major success. The Esper gets nearly complete information for a specific question or a very good portfolio of information for more open or complex questions. They will usually understand the relevant points of the answer and can follow up specifically and directedly.
Difficulty Reading is at characters Level Reading is one level above characters Level Reading is two or more levels above the characters Target Number of SPs Minor Success Success 6 to 12 15 to 21 (average 9) (average 18) 10 to 15 21 to 30 (average 12) (average 25) 21+ (average 24 or impossible) 33+ Major Success 24 to 30 (average 25) 33 to 45 (average 38) Impossible (usually)

Harmonic Touch type: Free If the character can lay hands on an item pertaining to the question or person or go to a place pertaining to the question, the character gets +1 to +3 for their next roll. This will involve walking around, handling, and otherwise taking a reading. The character will not look casual while doing that (may appear in a trance, have seizures, etc.) Note: Being close to the object of the reading can also reduce the difficulty level by a full point at the GMs option. These may be combined but, again, usually only in cases where the physical location and physical contact of the subject are interesting and dramatic to play. Burn (Pushing It) type: Free The character risks their mind to push the vision. This is a Medium Risk and may be done once per roll. The roll for Burn is a WIL roll (unmodified) at -3. If made, the character gets +2 SPs. If missed, the character gets -2 to subsequent rolls and must make a CON roll on the Minor Wound table. The character will suffer migraines, nosebleeds, and the like. Channeling (available at GMs decision) type: Free The character opens their mind to ask for help from the outside. This means the character may speak with other voices, take on different personalities, and have other symptoms of possession. Depending on what, exactly, is going on in the game, this can be very dangerous (note: this may only be available to some characters with special Traits or other Archetype abilities). When done, the character may take a Major Risk. The character makes a WIL roll at -1 to -5 (GMs decision, the modifier will be known before the roll is made) and, if made, the character gets [ modifier +2 ] SPs (a -3 modifier would yield 5 SPs). If missed, the character may be possessed. Usually this means that the character will be following an agenda of some spirit entity (often related to the case, possibly to the other side of the case). This can result in coma, an alternate personality, psychic trauma taking several days to recover from, a violent rage, etc. Usually the effects are not long termand usually, when failed, the character will be out of commission or subtly effected for several days. NOTES: The character will know when something failed. They may feel tainted or shaky or not-themselves. They will not know how bad the consequences will be. At the GMs discretion, channeling can be entirely risk free (and still yield success points, albeit only +2 for a successful roll). In this case the character may often channel and only run into the danger on really unusual cases. The Player should be aware that even if its generally safe it isnt always safe. It is legitimate to require or allow the Occult Skill in order to do this. Higher levels of Occult can make it easier, safer, and more effective!

subsection

moves Between each roll, the character may take the following actions:

Psionics 238

Investigation type: Free Actually getting a better handle on the situation (whether the Esper does the detective work or not) can help focus the ESP. Investigation can yield between +1 and +4 SPs (and even an unsuccessful investigation may yield an SP). Usually this involves making some kind of successful skill roll (often at a negative) but this is up to the GM: simply questioning witnesses or reviewing video can count towards this bonus. The Esper might ask to tour the site where the crime happened, talk to witnesses or victims (and ask them to recount what happened, etc.). During this investigation the character may get psychic pointers to clues on the scene (which also translate to SPs).

Value is 2, the difficulty might go up to 3).

OBSCURITY DIFFICULTY

Obscurity is how hidden, protected, or hard to discover the information is. Things that are intentionally protected are more obscure than things that are simply lost. If lots of people know something (even if it is secret) it is less obscure than if very few do, and so on.
level 0 Example Public knowledge or public access. A stock price, even in the future is Level 0 Obscurity. A place a person can easily walk to is Level zero. Things that are lost to the character but not badly lost (i.e. your car keys which were left on the night-stand table) are Level 0 as a reasonably complete search of common or recently visited/logical areas would find it. Private, but not heavily protected. A sealed envelope is Level 1 Obscure. Passwords are usually Level 1 unless they are complex and/or protect something criminal or sensitive. A standard lock on a house usually counts as Level 1 Protection or Obscurity. A level 1 secret is something embarrassingbut usually not damaging. Things that are lost in a very difficult to find fashion (arrowheads buried in ancient battle fields) are Level 1 Examples. Dowsing for things that are fairly common (underground water) falls into Level 1 Obscurity. Rarer things are Level 2. Private and Secure. Tough passwords for damaging data. A house with locks, alarms, and several layers of protection. Usually level two secrets are things that would seriously damage someone (send them to jail?). Note that to actually be obscure they must be appropriately protected. Things that are carefully hidden are usually Level 2. kidnapped victims are usually Level 2 unless they have been vanished (like by the CIA or the Mafiaor kidnapped by aliens). Dowsing for rare/hard to find things (even if not especially valuable) fall into Level 2 obscurity (i.e. finding water in the desert). National secrets or heavy-duty corporate secrets. High levels of encryption, layered password protection, armed security, and the like make this obscure. A buried pirate treasure where care was taken to kill those who knew where it was buried, fake maps were made to mislead, and so on? That could be Level 3.

LEVELS OF DIFFICULTY

Most attempts to use Clairvoyance will be against a determined level of difficulty meaning how hard is the question to answer? Some questions are harder to answer based on the following criteria: time / Distance: How close is the Esper to the answer? Is the question about something extremely remote or distant in time? level of obscurity: A lost set of keys is harder to find with Clairvoyance than a hidden one. A missing child who has wandered away is harder to locate than a kidnapped one. Its harder to use clairvoyance to see inside a bank or the Pentagon than in a private home. A persons intent with regards to keeping something hidden can make it harder to access. value: knowing the future of a stock or finding precious stones is harder than knowing the future of your school quiz or locating fresh water. The relative value of things being sought can make them harder. Cosmicness. Asking questions about the nature of the universe is harder than asking questions about the nature of your favorite sports team (well, depending on the question). Nature of the situation: The rules allow a question to be harder or easier just becausethere are many, many things that could make an Esper better or worse able to use their ability and were not going to cover all of them (some events are just loud and some are very quiet). The GM will analyze the question and the situation and determine the level of difficulty from between 0 to 3 and then apply the Espers level of Clairvoyance against that ability. If the Espers level is equal or above the level of question, the character must complete a Drama to answer the question, often taking time between rolls to roleplay and look for further clues (We need something that belonged to the missing boy!). If the question is lower level than the characters level of ESP then they can usually simply answer the questionsometimes with a single roll required.

level 1 Example

level 2 Example

level 3 Example

VALUE EXAMPLES

Value is very, very tricky. The idea behind the value-rating is that Espers can make a moderate living using their abilities to cheat at cards, play the stock-market, or play the lottery. However, they usually cant easily get really rich doing it. To be in the really big-leagues in terms of money you have to be a powerful Esper. If the GM wants to allow Espers to make money more easily or to be able to see things that are very valuable, allowing the purchase of Wealth is viable as well. NOTE: the value rating is based on the knowing of the information. Seeing a vision of a lump of diamond is no more valuable than seeing a vision of a lump of coal unless having the vision itself lets you get either one. NOTE: Blackmail value is also applicable if the material is likely 239

subsection

The GM will use the charts below as guidelines and determine the highest applicable level of difficulty for the situation. That is the difficulty of the question. If two or three of the areas come in at the same value (above 0) the GM may consider bumping the over-all difficulty up by one (i.e. if the Obscurity is 2 and the

Psionics

PROCEDURE FOR DETERMINING DIFFICULTY

to be used that way.


Designers Notes

level 3 example

Something valuable to large corporations or nations.

value What is the value of seeing a stock-market quote for five days in the future? Well, it depends on what the market is doing and how much money you have on hand. If we assume the market is in normal flux, the character can be expected to find some stock that will make moneypossibly a lot of moneyand if the character has more than meager means, they can multiply itand keep doing it. We suggest that if material wealth is at all important to the game (and it usually is) that the following rules be in effect: Cosmic Backlash: Possibly using your powers to make money shuts them down or has unintended side effects. Maybe you get sick. Maybe things come looking for you. This is a very blunt way to control the obvious effects of precognition however, if the stock market works at all and there are precogs in any numbers there must be something going on. Societal Backlash: Other precogs can feel you doing this and dont like it. The FTC might be able to detect this as well through computer simulations. How prevalent espers are in society and how well known should be discussed with the players before introducing any of these backlash results. You can make some money: Your level will make you some money if you use your ability. Probably espers can work out a decent to good living with their powers without attracting some backlash or even notice. Retroactive assessment of value: If the character gives all his money to another character and then sees the future, they might try to argue that their potential up-side is zero since they cant invest. Of course then they get their money back and make a huge windfall. In these cases the ability doesnt really work like thatthe value assessment is meant to keep the world working. There is some reason why precogs arent all zillionaires and its because making millions requires at least Level 3 or Level 4 precognition. Tricks like that dont work and theres probably a lot of reasons why (oddly the stock doesnt do what the precog saw, even though the roll was made). Ultimately, Esp and precognition are not supposed to be something for the participants to fight over. Using the ability to make tons of money is legitimate at the highest levels of power or if wealth is purchased as a Trait. If the player wants to have low levels of ESP and use it ruthlessly, they should buy the Trait rather than trying to game the system listed here. Psionics
level 0 example level 1 example level 2 example Valuable to someone who makes a low wage. Something valuable to a person who makes a medium-wage. Something valuable to a person who makes a substantial wage.

TIME/DISTANCE
How far into the past/future the character is lookingor how far away the topic of the reading is can have a bearing on how easy it is to do. For looking back in time (or forward) the precision is often more difficult than the amount of time. NOTE: Being able to see what happened at, or around, the time of the murder is usually much more useful than knowing what happened at some random time in the past week.
level -1 optional If the character is on the scene the GM can grant a -1 to total difficulty. This is always at the GMs option and wont be appropriate for many situations but if the PC goes out to the old train yard where the kid might be then they may get an easier time of it. Holding the envelope you wish to see inside in your hand (with it held up to your forehead) can get a -1 as well. Times to grant this are when: It is interesting to have the PC actually go somewhere/get into the action (i.e. being inside the high security building you want to scan is more difficult than simply being parked outside) It is dramatic to have the PC take actions that bring them into proximity or creates a challenging scene (i.e. the characters work to get the vision makes it clear he is doing a psychic reading). Somewhere you could quickly walk to. An indeterminate amount of time within the past week. Somewhere you could easily drive to (a couple of hours). A specific time (within about 10 minutes) within a year. A non-specific time during either daylight or nighttime hours 24hrs ago. Somewhere youd need to fly/take a voyage to. A specific time within the past day. A general time (around a few days) within the past century. Somewhere you cant easily get to (top of a mountain). A specific time (within minutes) within the past week. Any general time (within a few weeks) back in timecould be centuries ago.

level 0 Example level 1 Example level 2 Example level 3 Example

COSMICNESS
Espers can try to answer questions about whether there is life on other planets, whether dead people are trying to reach us, etc. The GM will have to determine what is feasible in the context of the game.
Designers Notes

subsection

mediums Communicating with the dead is something general psychics often do. The GM may wish to determine if this is simply some cosmic question asking with theatrics (Your Uncle Mitch says you should sell the CD!) or if there are for-real disincorporates running around talking to people.

240

clairvoyant abilitieS
level 0 example Asking the universe for advice on a simple decision. The answer isnt absolute but simply weighted in the right way. Usually this is the sort of thing you could get from a decent therapist or advice columnist. Seeing information about potential soulmates. Conversations with the dead about general issues of the living. The character can get good advice. Information about what is right for a person or what is harmonic with the universe. The character can get highly specific advice. Big questions. Contact with celestial entities. Serious contact with the after-life.

s ee i mAge [V Aries ]

level 1 example

level 2 example level 3 example

Drama Based Description: The character can use their ability to get a sense of a printed, photographic, or electronic image through an obstacle. This requires an 8 REA Long Concentration action (unless the character has Psi skill at Level 3, in which case it can be done as a 0 REA Medium action). If the level of difficulty is below the characters ESP level, a single roll can be made: if it is missed there will be some significant feature that is seen differently than the image actually looks (i.e. in a string of numbers, some number would be wrong) but the overall impression will be right, If the roll is made, the view will be accurate. If the roll is made by 5+ it will be extremely accurate. If the level is higher, the character will have to perform an ESP drama (see above). Note: the character does not get an actual view but rather impressions and a minds-eye picture. This is also usually limited only to things that can be seen and only in a snapshot format the character does not see moving pictures or get continuous updates. Note: Additional attempts to see more and more detail on the same target within a 4hr period are at a cumulative -3 (this goes for items carried or other related attempts). The ability can be used to see who is at the front doorhowever using it to see what theyre carrying or whats in their billfolds becomes harder and harder. Examples: A card on a table behind a partition with a viewer concentrating on it. Level 0 (the character concentrating on broadcasting it makes it easier for the Esper to pick up) A card in a poker game: level 1 (Obscurity, level 2 if the stakes are high due to Value) Read a drivers license in a wallet: Level 1. See what is on a computer screen thats turned away: Level 0. See whats on a computer screen that is behind a desk and considered secure and private: Level 1.
success minor success success major success level Cost lvl 1 2 AP lvl 2 4 AP lvl 3 8 AP lvl 4 10 ap Notes information is only right in some minor sense or in a larger sense but with some significant error. information is sketchy but is not wrong in a significant sense. it will have errors in a minor sense (strings of numbers will have errors, text will be summarized). the information is uncannily accurate.

exampleS of queStionS
Example Here are some example Questions: An Esper makes a living playing the Lottery. But not a great one. Just enough to be an incredibly lucky slacker type. Difficulty level 0 An Esper is looking for a lost kid. The Medium doesnt know where the kid is (hes lost in the woods outside of town). Since the kid is lost and not stolen, theres no difficulty for Obscurity. Distance is the primary factor. Difficulty level 1 A magician act involves seeing whats inside an envelope. The envelope is obscurity level 1 (private but not secure). The data isnt valuableits a drawing an audience member did. Difficulty level 1 An Esper hacker goes against a University mainframe. The Difficulty for obscurity of the password is 2 (so the hacker must be Level 3 to open it with a trivial roll). Difficulty level 2 A murder has been committed in a snowed-in mansion in the mountains. Someone in the mansion must have done itbut who!? All the guests last names are colors. Several potential murder weapons exist and the room the subject was killed in isnt even known! As the murder is a secret act and the killer has taken some pains to make sure he or she wont be caught the difficulty is 3. Difficulty level 3 An Esper wants to be in the right-place at the right-time to stop a crime any crime (as in, violent crime). This is sort of a cosmic question. This requires highly specific advice unless the character is simply willing to take good advice and wait around all night and hope. Difficulty level 2

241

Psionics

subsection

f ind o BJect [V Aries ]

Drama Based Description: The Esper can use their vision to find things in an area. Firstly the character must be looking for a general class of thingand it cannot be overly specific. A character could search a field for keys but not my lost car keys. In many cases this is done to find valuable minerals, water, or things like enemy submarines and military installations. Note: Looking for things like criminals or people whove cheated on their wives is very questionable. The GM can interpret this in a variety of waysthe power, unless cosmic-ness is cranked up to 2 or 3 doesnt necessarily qualify people based on their past. The character gets a sense of distance and direction. If the roll is made by 5+, it will be exact. Examples: Ore: Level 2 or 3 for cost Water: level 0. Finding Enemy submarines at sea 2 if you are on the boat, 3 if you are on land.
success minor success success Notes only very trace amounts of a common object will be foundor uncommon objects will be missed. the character knows they did not get a clear reading. if a resource is being sought, an adequate amount will be found. if specific objects are being sought the character will get a general sense of location but may have to search by hand. Character gets a very good sense of direction and distance. a significant find (for resources) will be located. DP +1 +3 +5 +7

lvl 2 lvl 3 lvl 4

2 AP 3 AP 4 AP

Wilx2 Wilx10 Wilx20

3 4 Wil

yes yes yes

+1 +2 +3

PSYCHIC VISIONS

One of the most basic abilities is simply Psychic Visions. In this case the character is a receiver for information coming from the universe. Often implicit in this is that the character is in some way responsible to act on these visions. Note: Any character with 4 AP or more in any ESP ability (or combination of them) other than Combat Precognition will get Visions for free.

V isions [4 AP ( or 0)]

Description:The character receives actionable if often obscure messages from the universe (or some higher power, dead person, etc.). Usually these visions lack clarity but will give the character some course of action to take or some line of investigation to pursue. The visions may also aid the character with their own endeavorsbut more commonly, if the character performs as the vision suggests, the character will gain Success Points at the listed level. Note: This ability is a license for the GM to provide pacing information and other direction to the characters if the ability will be disruptive to the game (i.e. the participants find that doing vision-derived missions is not where the focus is wanted) then the ability should be limited, reinterpreted, or removed. Note: This is functionally the same as the Dreams Trait but is considered more unusual and dramatic. The character will know they have strong visions and will feel a strong sense of compulsion to act on them.
level lvl 1 Cost 4 AP sp Bonus +2 sp when complete

major success level lvl 1 lvl 2 lvl 3 lvl 4 Cost 1 ap 2 AP 3 AP 4 AP

c lAirVoyAnt t Argeting [V Aries ]

Psionics

Description: A character with Clairvoyance developed to a sufficient level can use it to hit targets with attacks. This allows, for example, shooting through walls and seeing threats coming and so on. It is similar (and often related) to Sense Danger (see Precognition). If a character has both, they can target and attack people who may not be able to see or even be aware of them. A character using Clairvoyant Targeting makes a Psi Skill or WIL roll to scan for targets who are nearby. A target must be someone who the character, if they could see the person, would regard as a combatant. This scan is an 8 REA Long action requiring concentration. If the roll is successful (and it can be made repeatedly, until it is), the character will then have a lock on to the person. Each turn, they can take a 0 REA Medium action to see them so long as they are in range. They can track one target per number of targets and will usually lock on to 1 target per point the roll is made by. Targeted characters are hit at the listed Bonus once targeted for the remainder of the combat. The Esper does not take any visibility modifiers. If the ability allows targeting, they may be fired upon. This attack is at no negative to hitthe esper knows distance and direction intuitivelybut may be through walls or doors. o An interior door counts as 1 / 2 armor o A typical exterior door counts as 2 / 4 armor o A typical interior dry wall counts as 3 / 6 armor o A typical house exterior wall counts (or load bearing interior wall) counts as 5 / 10 armor o A typical industrial building wall counts as 20 / 40 armor.
level lvl 1 Cost range 1 ap Wil yds No. of targets 2 target through walls No Bonus +1

CHANNELING

subsection

The Psi can contact the dead. Whether these are merely psychic after-images of dead people or are the actual spirits themselves is up to the participants (and often up to the GM as secret information). This uses the same model for difficulty and clues as Clairvoyance but there is a new difficulty factor based on the subject spirit being contacted.

242

m edium [V Aries ]

Drama Based Description: The Psi reaches out into the aether and contacts the spirit of a specific dead person. They can then speak for that person. How hard the chosen subject is to contact and with what clarity they can communicate with the target determines the difficulty of the drama involved. The spirit will generally know things that the person might have known. Usually a specific spirit must be contacted (the Psi cannot ask for anyone who knows the location of the buried treasure). Spirits dont usually hang around for questions and answers: they may impart a message and then go. In the case where something more interesting is going on, however, spirits that can be contacted may have requirements in the world of the living that they require to be carried out before they will divulge everything. In this case, if the spirit wishes to be contacted (after the request is fulfilled) then the difficulty is Level 0 or Level 1. Notes: There is a great deal of room for additional effects here. The spirit may want specific things done in order to give up information. The spirit might come with dangerous poltergeist effects, possession, etc. The group is encouraged may determine exactly how these rules will be expanded. A really good artifact belonging to the person (especially a body part) can reduce the level of difficulty by 1. Note: Spirits often cannot speak clearly about the circumstances of their death for some reason (meta-game: to allow murder mysteries). Often they can give clues, however. Note: Where there is an active spiritone that wishes to be contactedany level of Medium will allow a roll to detect it and speak with it. There may be negatives based on its willingness to talk. Furthermore, a spirit will have a certain number of SPs necessary to be dispelled (usually 4 to 24, leaning towards the lower end for common haunts). Examples: Contacting hitler: Level 3 and you have to have something specific to him. Contacting deceased Cousin ernie: If you were his brother and he wanted to talk to you? Level 0. If you were a friend or police detective its probably level 1 or level 2.
Difficulty level 0 level 1 Example subject is recently dead, there is a close relative or friend available to the psychic and there was some unfinished business. subject is longer dead (more than a year), there is no close relative or friend available. target spirit may be either moved on or was either a fairly good or fairly bad person and is thus deeper. subject is long dead (more than 10 years), there is no close connection (perhaps a picture). subject spirit was either very good or very bad (and thus very deep). spirit may be antithetical to being contacted. highly skilled spirits usually cant use their full skills (usually one level less or l2, whichever is higher). subject is ancient (100 or more years), there is no good connection (perhaps bones). subject was extremely good or extremely bad. Famous people are usually at level 3 if the person is just going by their name. spirit can use its full skills to answer the question. DP +1 +3 +5 +7

P rotection [V Aries ]

Description: Sometimes people are haunted or otherwise marked or cursed. In many cases this can have to do with vengeful spirits or other people trying using various kinds of magic or psionic to do ill to you. A medium can be sought for protection and advice. This is the counter-part to Spiritual Hex, the method of calling harm. It allows drama rolls from the opposite side. Each SP gained will counteract SPs from the hex. When it is reduced to 0, the Hex is gone. Each power level gives an SP bonus per successful roll. Using the ability requires a ritual usually taking 20 min x Level used at. Partially reducing a curse doesnt make it go away or move it one level downthe number of SPs in the curse must be equaled or exceeded to make it go away. However: o Defeating a curse by +20% (round normally) allows the psychic to determine who sent it. o If the protection roll yields half or more the number of SPs in the curse the psychic will understand some other action the character can take to mollify the spirit. A character can bind a protective spirit to a charm or bless someone. This gives them protection against Hexes. A protective spirit can also give SPs for general usagebut usually only to protect the target (i.e. they will be applied to any roll the GM rules is protective in natureand usually only in a defensive, not pre-emptive nature). The SPs will be available at the GMs option. A blessing usually lasts until usedbut a character can only have blessing at a time. o The psychic makes three rolls (Psi Skill or WIL) and has to beat the listed Target Number. o Any made roll gets its number of SPs + the listed SP bonus o If the total SPs beat the Required number, the target has the blessing upon them o The blessing can degrade over time (specific rules are not given but usually over a week or so). o The SPs for the blessing will be used at the GMs option to augment any made roll. The bonus SPs per level are only given for a made roll on the psychics part. If the roll to grant the blessing is missed, the attempt gets 0 SPs.
Blessing level level 0 level 1 level 2 level Cost lvl 1 1 ap lvl 2 2 AP lvl 3 4 AP lvll 4 5 ap required sps to Bestow 10 sp Difficulty 20 sp Difficulty 30 sp Difficulty sp Bonus to roll +1 sp +2 sp +4 sp +5 sp protective sps 4 sps 6 sps 8 sps

level 2

subsection

level 3

243

Psionics

level lvl 1 lvl 2 lvl 3 lvl 4

Cost 1 ap 2 AP 3 AP 4 AP

s PirituAl h ex [V Aries ]

Drama Based Description: A medium can call upon spirits to do harm to people. In this case, a spirit is contacted and is bound to (directed at) the target. This is done by calling for a drama roll (or single roll) based on the power of the spirit and the access to the target. Creating a Spiritual Hex is an 8 REA Long Action requiring concentration if the difficulty level is below the Mediums level. If the difficulty level is equal or above, then it takes longeran entire ceremony of an hour or more per roll. The difficulty is determined by the power of the hex (the spirit) and the access to the target: use the higher of the two. If they are the same, increase the rating by 1. If both rate a 3, the difficulty is increased by 6 SPs.
level of power of the spirit Mechanistically a Hex can appear as a negative to a roll. In many cases it can also force a roll that would otherwise need not be made. For example, a character on a date usually doesnt have to make a COR roll not to spill Italian food all over their shirtbut if hexed with a -1 Negative Success Point curse, they might, indeed, have to roll at -1. Spirits can cause unusual coincidences, feelings of dread, unusual attention by animals (or fear), and so on. A cursed person may have a sense of being haunted beyond the raw mechanical effect of the curse. The character may also become ill. Illness can cause a negative roll to many activities, reduce Endurance, lowering their CON by 5 or 10pts for Endurance purposes, and can even call for CON rolls or be seriously bedridden. If an Illness CON roll is failed by enough, a character could die. We have not illustrated all of these possible effectssome of them will be up to the GM. Characters with recurring curses will have an innate sense that, in fact, they are cursed. This may not be entirely consciousbut curses that last until dispelled often have the character taking up help from a psychic or seeking help in unusual ways. Breaking a curse can be done in a number of ways. Even a bound spirit can be placated or frightened off. Another psychic can be hired to provide protection as well. Occult skill (esp. L3 or more) should be useful in breaking curses. It can be rolled as Protection (See the ability). hex level access to target level 0 target is present and may be physically touched, blood may be drawn, they can drink or eat a prepared meal or draught (something somewhat unusual) prepared with the binding ceremony. level 1 medium has blood or hair (at least a cut lock, more than a strand) from the target. level 2 medium has a physical access to look at the subjectto meet in person and touch them. if the medium can get someone to handle a specific unusual item (to which they may feel an aversion) this can be level 2. level 3 medium only has pictures or other things to work with. Difficulty power of hex lvl 0 a l0 hex causes a single instance of bad luck and then expires. this can be -2 success points which cause a difficulty on a roll (and in this case, usually not a life-or-death roll). the target may feel a sense of unease or impending doom. the gm is also allowed to ascribe minor but unusual complications for this. lvl 1 at l1, the hex will cause some moderate complication in the characters life. again, this is not recurringbut can be significant. a very bad coincidence, a -4 sp check to some important roll (including CoN rolls). a bout of disease. lvl 2 the curse is recurring and will not go away until something is done to abate it (this can include the target being sufficiently hurt at the gms option). it results in -4 sps per day, bad coincidences, and / or recurrent illness. lvl 3 as above but -6 sps per day, bad coincidences, and serious illness (potentially fatal). level a-Cost lvl 1 2 AP lvl 2 4 AP lvl 3 6 ap lvll 4 8 AP

r eAd s Pirit [1 AP]

Description: A psychic who has harmonized with their subject can read the subjects spirit even though it is still in their body. This gives the psychic some idea about what their character is like. It can be used to further advise them on areas they may be having trouble with in their life similar to what a psychologist would do. The target must undergo a harmonizing ritual (shuffling tarot cards, etc.) so the psychic can get a read on them. The reading takes several minutes. A successful roll needs to be made. Depending on the success of the roll, the psychic will get some information about them. o Roll made by 0 to 3: The psychic gets a feeling about their general passions or inclinations. Usually one significant strength or weakness. o Roll made by 4 to 6: The psychic gets good information on the subject including things like general line of work (some feelings about it), a sense of their name (usually a good guess for first and lastwith at least some sounds like hints). A sense of a major strength and weakness. Some sense of whats most troubling them. o Roll made by 7 to 9: The psychic gets the above with some facts even they may not be aware of. These facts are out of context but the character has a sense of how they might fit (I see a man with a steak knife behind a red door.) How these images fit together and whether they are literal or not varies greatly.
level lvl 1 Cost 1 ap

subsection Psionics

244

PSYCHOMETRY (OBJECT READING)

The Esper can touch an object and determine things about its function, how it has been used, and so on.

K noW o Wner [V Aries ]

r eAd h istory [V Aries ]

Drama Based Description: The Esper can get a sense of emotional imprints left on the object. Anything that the object has been exposed to will leave an emotional fingerprint on it. If the object was used for the event itll be even stronger (for some reason mirrors pick up emotional fingerprints very, very well as well). With a successful roll or drama the character will get a decent sense of what happened. With a roll by 5+ (or an exceptional drama success) the character will get a very solid sense. Using the ability is an 8 REA Long action that requires concentration. Note: This specific ability separates the event from the owner or character taking action (thats a separate power also listed here). If the Esper is asking the object the level of difficulty is usually a point or two easier but does not necessarily give direct information about the person taking action. It might give generalities like a young girl or a large man.
success minor success success major success Notes Character only get foggy images of the event and the objects part in it. Character gets a good sense of both the general history of the object and its use or role in an emotional event. Character gets a very accurate understanding of the objects use in an emotional event and the surrounding circumstances. may get specific relevant data about the people involved. DP +1 +3 +5 +7

Drama Based Description: The Esper holding the object will get information about its most recent, most significant owner. This may not be the legal owner and the term significant means that if the object is in the custody of the police the Psi will still likely pick up impressions of the person it used to belong to. Using the ability is an 8 REA Long action requiring concentration. The Psi is clearly connecting with the object. Unless the character has a Level 3 Psi skill or some privacy, this is not a simple touch. In these cases difficulty is often determined by: 1. How guarded the person is about the emotionally charged events or their true nature. A very careful psychopath could get a 2 or even 3 for obscurity if they were cool and meticulous. 2. How important the object was to them: a very closely held object will usually lower the difficulty by a level (or even more). 3. How far away or how hidden the owner is. 4. Value and craftsmanship of the object. Better objects can reduce the difficulty by a level. Cheap or mass-produced objects can increase it by a level (or make it impossible). Getting a reading off a paper on someones desk may be impossible. Getting a read off their prized family heirloom calligraphy pen can reduce the level by a level (or maybe more). Information that is determined is up to the GM but will usually include: 1. A clue as to what motivates the personespecially with respect to whatever the Esper is asking about. 2. Information about where the owner currently is if that is relevant. 3. The current condition of the owner in a very, very general sense (dead / alive, scared, etc.) Examples: Using an article of clothing to find a lost child: Difficulty 1 (if they are relatively close by) Using an article of clothing to find a kidnapped child: Difficulty 2 Determining that someone is a murderer by holding one of their pens on their desk: difficulty 2 or 3 unless the pen was used in the murder, its their super-special pen, or they just committed the murder and are extremely emotionally charged with itand have been using the pen very recently.
success minor success Notes understanding of the owner is limited to generalities: large man with dark hair a woman over the age of 30. they might get a sense of peril or a general image of location (a dark forest). understanding of the owner will yield some significant clue but falls short of complete explanation. might get general area or some significant clue (in a blue house in a nearby suburb). the character gets a good sense of the owner. Will have reasonably accurate directions to find them. Could uncover secret proclivities. DP +1 +3 +5 +7

level lvl 1 lvl 2 lvl 3 lvl 4

Cost 1 ap 2 AP 3 AP 4 AP

success

subsection

major success level lvl 1 lvl 2 lvl 3 lvl 4 Cost 1 ap 2 AP 3 AP 4 AP

245

Psionics

PRECOGNITION

success

The character can see the future or at least a possible future. The term Far-Precognition is used to distinguish from Combat Precognition which sees instances into the future.

major success level lvl 1 lvl 2 lvl 3 lvl 4 Cost 2 AP 4 AP 8 AP 10 ap

f Ar P recognition [V Aries ]

Drama Based Description: The Psi can reach out into space-time and see views of a possible future. Precognition requires several decisions to be made: Using the ability is an 8 REA action requiring Concentration. The character must choose an anchor for the vision. An anchor person, place, or thing. In some cases an event may doit is what the vision centers around. The purpose of the anchor is to give the vision context. The Esper is seeing the future of that thing. Conditions of the vision. These further help quantify the vision: the conditions can be a time (five days into the future), an event (when the race is complete, the moment of your death, etc.). Requested Clarity. An Esper looking for specific data in the future has more obstacles than one looking for general information. If the Esper is trying to learn something very specific then it will be harder. The anchor and conditions will help determine the difficulty. If the difficulty is above the Psis level they will need to use the Drama rules to perform the reading. Note: Using Precognition to change the future will trigger Precogs senses (see below) concerning time-meddling. Note: Seeing the future in this way provides usually dream-like visions (or still images) of the situation. It is a way to get general facts about the state of the future but it is not a good way to get specific things. It is usually not like seeing a narrated film. Examples: looking a time to buy a stock: The amount of money the Esper has to bring to bear on this will determine its difficulty by value (see general conditions). Wanting to know when exactly a gun-man outside will come through the door (and which door): This is tactical usage and is Level 2. see the effects of a bill in congress: Level 3 if the character wants deep information. It is only Level 0 if the character wants some view of the future anchored on that bill (which could be very misleading since it is just a narrow slice of information). Want to see what a person we are following will do tonight when he goes home: Level 2 for several minutes of video or Level 3 for a dream-like sequence that determines everything significant.
Difficulty level 0 level 1 level 2 Example very general, very wide ranging in terms of time. the anchor isnt especially specific with regards to place and the time specified is non-specific. moderately specific. anchors involving a person are usually level 1 or higher. static images of the future are often level 1. tactical usage: if the character is trying to see minutes into the future or explicit troop movements or dangers this is usually level 2. also the case if the character wants a vision that includes several minutes of video. precise answers, specific times and places. the vision gives lots of specific and useful data. Example the character may get fragments of information, some of which will be useful. they may understand the broad strokes of the answer to their question but few specifics.

the character will see sufficient information to either be explicitly useful or otherwise distinctly answer a relevant question about the future. at least one point of interest will be nailed down. the character gets detailed information about key, relevant information. this may include all relevant information at the gms discretion. DP +1 +3 +5 +7

t ime s ense [1 AP]

Description:Characters with Precognition will sometimes get a sense where events that impact them have been informed in some way by people using information from the future. Usually this is a Psi Skill roll as a perception roll to detect a sense of temporal unease. If they perform precognition for an anchor from which anachronistic information was gained they will get a Psi skill roll against the other precogs. For this reason, organizations with precognitives will have their precogs scan their principles to see if people are interfering with their operations.
level lvl 1 Cost 1 ap DP +2

c omBAt P recognition [V Aries ]

subsection

Description: Combat precogs can sense what will happen in the next few instances in combat and react to them ahead of time. This gives the following bonuses: Initiative bonus: the characters sense of timing adds to their initiative roll. AGI Bonus: the characters AGI doesnt go upbut their ability to dodge is improved. This bonus adds to and does not replace the characters existing AGI bonus. DP: the ability adds extra damage points. -DM: Negative Damage Modifier. The characters innate sense of self-defense makes incoming blows deal less damage due to the characters reaction. +DM: Because the character knows where their target is, their blows get a positive damage modifier. Any blow that hits from the combat precog will get this number added to their damage modifier. Def: This bonus is added to any defensive action (Block, Dodge, etc.). It makes the roll higher and better. To-Hit: the characters rolls to hit are increased by this number. They strike more accurately. At level 3 and 4 the character can apply a block or dodge against ranged attacks at no negative modifier.
lvl lvl 1 lvl 2 lvl 3 lvl 4 Cost 4 AP 12 ap 18 ap 28 AP init +2 +2 +4 +6 agi Bonus +0 +1 +2 +4 DP +2 +4 +6 +8 -Dm -2 -3 -4 -8 +Dm +1 +2 +2 +3 tohit +0 +0 +1 +2 DeF +1 +2 +3 +4

Psionics

level 3 Difficulty minor success

246

o Bscure [V Aries ]

c Ast f ortune [V Aries ]


Drama Based
Description: The psi reaches into the future of a specific conflict and sees the fortune (good or ill) for the person they are casting for. This act sort of fixes the future that is seen being an omen for good or ill. Casting a fortune takes several minutes and usually involves a ritual which is done primary to get the esper attuned with the subject. This can be done using dice, cards, etc. There is a concept of over-use: Casting Fortunes can be very taxing and can have other drawbacks. In meta-game terms, the fortune teller should not be using this for every up-coming conflict but only select ones. Usually only Level number of Fortunes can be cast per day without incurring a cumulative -3 to the roll to cast them. There is also potential backlash if this ability is overused. An esper can only cast one fortune for a conflict. If multiple espers cast, only one fortune will prevail: the one with the highest level who makes their roll by the most. An esper casting a fortune for a conflict will get a Time Sense roll to know if another fortune has been cast against it. Fortune Casting can be obscured. Casting a fortune generates Success Points which may be used by the character in the conflict. In order to perform the casting the GM does the following things: o Determine which side is likely to winand by what margin. A favored side is given either Extremely Likely (90+% to win, 14 or 15- roll), Highly Likely(80%, 13- roll), Very Likely(70%, 12-), Likely(60%, 11-), or Balanced (50%, 10-). o The GM determines if the conflict will be played out as a combat or a drama--or resolved with one roll. In the (simplified) one-roll case, the bonuses are different. o The esper makes a PSI or WIL roll to get a vision and gets an Advice Bonus--the visions information that allows them to effect the outcome. o The esper then rolls on the Fortune Table to see the way the challenge is likely to turn out. This has the effect of giving the favored side the listed SPs in the conflict. If the conflict is resolved as a single roll, use the 1-roll bonus in parens (a Fortune roll of a 0 gives the favored party a -4 to their roll). o Advice Stage: If the esper can and wants to give advice, they can give their advice bonus to either party. This gives either extra SPs or the listed 1-roll +/- number. esper level roll advice Bonus level 1 +0 to +3 +1 sp, +0 to 1-roll level 2 +4 to +5 +2 sp, +/-1 to 1-roll level 3 +6 to +9 +4 sp, +/-2 to 1-roll level 4 +10 or better +6 sp, +/-3 to 1-roll Fortune result Extreme highly very likely Balanced 0-3 upset -5 sp -4 sp -3 sp -2 sp -2 sp (-4) 4-8 Minor -3 sp -2 sp -1 sp -1 sp -1 sp upset (-2) 9 - 11 average +0 sp +0 sp +0 sp +0 sp +0 sp (+0) 12 - 16 victory +2 sp +2 sp +2 sp +3 sp +1 sp (+1) 17 - 20 route +3 sp +4 sp +4 sp +4 sp +2 sp (+2) level Cost lvl 1 2 AP lvl 2 4 AP lvl 3 6 ap lvl 4 10 ap

Description: If you are going to meddle in time it is good to have a precognitive work to obscure your impact on the time-stream. Obscuring takes two forms: Being careful how you apply your anachronistic information. If an esper conjures up a New York Times stock page from three days in the future and dumps their money into the most valuable stock, thats pretty blunt (it also has a high Value so its hard to do). For example: if a charcter does a lot of legitimate research or even uses some insider trading knowledge and then backs it up with precognition, they will be harder to find than if they simply try to image a stock page and buy the highest change. Usually being careful gets a -1 to -4 perception roll based on the time and effort put in and how much the precognitive information shifts the balance (choosing between two stocks you plan to manipulate is different than choosing from the entire page of stocks). Working through intermediaries who dont know the information came from the future. This doesnt help as much as youd thinkbut it helps some. A person acting without first-hand knowledge of the future gets a -2 Obscurity modifier. Note: most PC groups with an Esper as a part wont have this since theyll know they have an Esper. Usually only large corporations or organizations can leverage this. Note: The purpose of this rule is to create social dynamics where characters operate on strange orders from on-high. If it results in PCs having to keep secrets from each other in a way that damages the experience, drop this rule or reduce it to -1. Using precognition to try to obscure the changes you are making. How things are done can have a massive impact on the future. If precognition is used to try to minimize the impact then it obscures the actions. Usually this requires the use of this ability and what the characters get is constraints on their actions that, when taken limit the visibility of the information. More data on these constraints is given below. o In order to obscure, the Psi is given anachronistic information and then looks into the future to discover how to best utilize it in order to conceal its use. o Using Obscure requires several hours of meditation and work and a successful WIL or Psi Skill roll. This will return constraints on data gained. These constraints, if fulfilled give the listed Modifier to being detected using Time Sense. o Constraints come in two varieties : Major and Minor. A Major constraint is one that the GM thinks will be difficult to perform where as a Minor one is one that is relatively easy. o Constraints may not be directly linked to keeping the material secret at all. A stock-buy plan could be obscured by mugging a paper-boy. Using Precognition to discover an ambush site could be obscured by planting a row of flowers. o When the roll is made, a success by 5+ will yield a Minor Constraint. A success by 0 to +4 will give the esper a Major Constraint to use.
lvl lvl 1 lvl 2 lvl 3 lvl 4 Cost 1 ap 2 AP 3 AP 4 AP DP 2 DP 3 DP 4 DP 5 Dp modifier -2 -3 -4 -5

247

Psionics

subsection

Example A team of psychic criminals with an esper plans to place a bet on a boxing match. They wish to cast a fortune to see how it will turn out. Heres how it plays out: The GM determines the real odds of the fight: the champ is given a Very likely to win rating in the GMs mind. This is kept secretbut the street odds would show heavy favoritism to the champ. The esper is a Level 3 character with a PSI skill roll of 15. step 1: The Esper makes a roll to get a vision in the first place. This is against the characters PSI skill. The roll is a 9, making the roll by 6. This gives them a successful vision with an advice modifier of +4 SP if they choose to/are able to give advice. Note that in order to receive the full bonus for advice the esper must be Level 3 as well as making the roll by the sufficient amount. step 2: The next step is to determine what the vision shows. The Esper player makes a roll on the Fortune table. This is not rolled against any skill or stat, it is simply a random roll. The roll is a 14. That shows a Victory for the most-likely side of +2 SPs. This means that if the fight is played out, the favored boxer would get +2 SPs for the fight. If the fight is handled as a simple roll (12- for the favored boxer) then the roll will be bumped to a 13-. The vision shows a 3rd round ko for the champ! However, the advice bonus can be used to change the vision. The characters would much rather bet on the underdog and what the character sees is a moment where the champ drops his hands before throwing a devastating uppercut. In the crowd, a woman in a brilliant red dress is seen to stand up just before this happens! In the vision, the challenger does not capitalize on the openingbut the epser sees that the less favored boxer clearly could. Because the esper has a +4 advice bonus they can, if they can reach and convince the underdog boxer, shift the odds by 2 SP in the direction of the under-dog (+2 for the underdog because the champ starts at +2 SP). They set out to reach the boxer. step 3: Giving Advice. The target must be convinced to take the advicehowever, this isnt incredibly difficult. The GM can call for Persuade rolls or Con Artist rolls or any other attempt to convince the person (if the PCs simply have a good enough story or some money, they can probably get the advice in). step 4: Running the battle. The GM can run the entire fight giving the underdog 2 SPs to use during it. Or the GM can simply run it as one roll. If using 1-roll, the roll will be 13-, with a -2 for the advice down to an 11- for the champ to win. Psionics

P sychic A dVisor [V Aries ]


Drama Based
Description: Cast Fortune works on specific conflicts. Psychic Advisor works on other matters (love, financial advice, etc.). In this case the esper performs a harmonizing ritual with the target (using cards, dice, etc.) and then looks into their future around a certain subject and tries to give them advice. A successful test will provide advice and SPs to be used if a roll is applicable. For example, a character asking about love in their future might get +2 SPs for a psychology roll to charm a subjectand advice about who to approach who would be good for them. Topics of advice usually deal with love and money and the kinds of advice that the character can give ranges from basic to excellent based on their level. Usage: the esper will make a Psi Skill or WIL roll after performing the harmonizing ritual and the results of the roll will determine the clarity. The espers level will determine the quality of the advice. Note: The GM can allow the player to make up the hint (with ability to veto it). So the PC might say that they see a tall, handsome stranger with a red tieand thats the person the character should try to meet. Being creative with this can be an interesting avenue for players to provide input to the game. Note: The GM may make a random roll for the general future of the subject (with modifiers if the character is obviously inclined towards success or failure). Note: Unless the universal rules governing getting rich with your own abilities prevent it, the esper can give themselves advice as well. At L2, the character will have a successful business career. At Level 3, the character will be wealthy. At Level 4, the character will be very wealthy (8pts in Wealth). Note: If the GM is looking for ways to manage the accumulation of wealth with this ability, a way to do it is to assume that the ability has the capability of generating a fixed amount of income per month and the amount it actually does generate is based on how well the subjects can capitalize on the advice (giving advice to wealthy business men may generate more income than to poor peoplebut the poor people can use it more). Numbers might be 2,000.00 USD for Level 1, 4k for L2, 16k for L3, and 48k for L4. The player may decide how they apportion it. Clarity levelroll advice Bonus missed No Fortune roll. esper must make up advice. +0 to +3 murky: +0 to the fortune roll. +4 to +6 Clear: +1 to the fortune roll. the esper sees something they can capitalize on. +7 to +9 very clear: +2 to the fortune roll. +10 or better Crystal Clear: +4 to fortune roll. Fortune result 0-5 Doomed: the character is headed for very bad luck. a level 3+ hint will allow them to mitigate the worst of it. 6-8 Bad luck: the character is heading for an unlucky situation. a level 2+ hint will allow them to mitigate the worst of it. 9 - 11 average: the character is not especially inclined towards luck or unluck. a level 3+ hint will give them some advantage 12 - 14 good: the character has a decent chance to have luck and a level 2+ hint will allow them to capitalize on it. 15 - 20 Blessed: something potentially very good is coming the characters way. With a level 1 hint, they can capitalize on it. level Cost lvl 1 1 ap lvl 2 2 AP lvl 3 4 AP lvl 4 6 ap

subsection 248

W hAt i f ? [V Aries ]

Description: A precog with the What If ability can run a mental simulation, using a view of a possible future, of their immediate situation. In this case the game actually sets a save point and the group plays out several minutes of playas a simulation. When it finishes, the game reverts to its point as the events of play were just a vision. Note: The other players at the table will, obviously, know what has happened in the visionin the game, unless they are telepathically linked, their characters will not. If this is an issue for the group, this ability wont work as designed. Note: This can be an extremely disruptive ability as there are no consequences for any action taken in the visionPCs can act with far more abandon than they would. However: the nature of the ability is not supposed to be a simulationits supposed to be a view of the future. If characters behave suicidally that isnt realistic. The group should agree how this will play out (see the Death-Penalty below). Note: If this ability is being used against the characters, it becomes very frustrating, very fast. We have included it because it is a powerful estimation of how precognition might work but the GM should be very careful in determining how it is implemented. using What if? Using the ability is an 8 REA Long actionbut the vision can take several seconds or even minutes. The simulation runs for the listed amount of time. The GM may time thishowever combat time doesnt count (the GM can track six-second rounds if necessary) and the actual play time can be up to double the listed number of minutes if there is table-talk and clarification. The exact time the simulation runs is not importantusually itll go through one scene. The GM or a player can call a timeout if the game bogs down due to meta-game reasons. The vision is supposed to be a view of a potential future: characters should not behave in a risky fashion because in the context of the ability they do not know this is a vision. If a PC dies or is seriously injured due to taking abnormal risks the GM can impose a Death/FailurePenalty (discuss with the player but the GM makes the final determination). This represents -1 to -10 Negative Success Points which the GM will use ruthlessly against the character, applying those negatives to any roll the character makes (including CON rolls). The GM is never required to spend more than 4 but should spend up to 4 of the penalty points on CON rolls to induce worse situations (unlike normal SPs, the GM can use the points when a roll is made or missed to push the roll towards a more negative outcome). -1 to -5 penalty points can be assigned for characters who take large risks or get mildly injured (but do not die or get seriously injured). The participants should decide if they need to play out the scene after the vision. If the group is happy with how things went, they can just agree to assume it went that way. However, if even one player disagreesincluding the GMthe group must play the scenario out again. NOTE: playing out the scene a second time should only be done if it enhances the play. The GM should not, in general, do this in order to simply make a scenario more difficult (i.e. in the simulation the PCs got lucky).
level lvl 1 lvl 2 lvl 3 lvl 4 Cost 8 AP 12 ap 16 ap 24 AP time 4 min / 1 very short scene 20 min / 1 scene 1 day / 2 scenes 1 month (whole scenario?)

s ense d Anger [V Aries ]

Description: The character gets a tingling feeling of dread when danger is closing in. This may function in a passive capacity (the GM asks for a rollor makes one in private) or an active one (the player calls for a roll). Using the sense is a 5 REA Medium action. It appears as a moment of deep consideration. This gives a Clarity Roll which may be a Psi Skill roll or a WIL roll. A Sense Danger roll will be allowed in the case of any surprise attack. A successful roll will allow a defensive action against it. A roll made by 4+ will allow a warning to others (resulting in no surprise and an initiative roll for both parties). The kinds of danger that can be detected are determined by level. If the player calls for a check before taking some action (i.e. going down an alley) a successful roll will generally determine if there is likely to be danger (even if the clarity is low).
roll missed 5missed -1 to -4 Clarity None vague. the character may have an idea something wicked is comingbut will usually have it in the sense of today will be a bad day rather than Joe is going to betray me. general. the character has a sense of what the danger might entail either in terms of proximity (danger in the park) or source (a friend) or nature (a hand gun). Example No warning general feeling of unease or danger. Character may have a blurry vision of something that gives a very general clue as to the source or nature of it.

+0 to +3

+4 to +6

+7 to +9

some specifics. the character gets a clear sense of something specific about the source of the danger (a red handbag) but not the whole story. scenario: the character senses the general scenario that will lead to the danger. perhaps the events that will cause the danger. in addition to knowing the source of the danger, the character will usually have a clear edge when it comes to avoiding it.

+10 or better

level

249

Psionics

specifics. at this level, the character usually knows everything required to avoid the danger and may know everything necessary to turn it on its head. Cost DP Detection

Count Down. the character feels a danger clock that gets generally stronger as the danger gets closer. it is not possible to determine the exact time (or even a close time) until the danger gets nearbut theres sort of a hot-and-cold sense that gets higher as the danger gets nearer. usually when it is too late to completely avoid, the character will feel an internal alarm. vision. the character has a general vision associated with the danger. this usually omits one or more key factsbut this should not be done by the gm to intentionally mislead the character. the character might have a vision of people planning to hurt them or see an ambush with some specific factor (a gnarled tree). Note that in this example, the tree would be seen in time to get everyone down and sneak away. it would probably also point the character in the general direction and distance of the ambushers (theyre 200 meters up the trail to the left!) but would not give away exact enemy positions or (probably) map an approach that would be guaranteed to work. the character may experience a vision of knowing whats going to happen and having a good idea of why itll happen.

subsection

lvl 1

4 AP

+3

lvl 2

5 ap

+3

lvl 3 lvl 4

6 ap 8 AP

+4 +5

the character can detect actual immanent physical threats to their well-being. they can detect cases of being followed or watched when that is happening. the lead time is usually under 5 minutes. the character can detect less physical forms of harmswindles, betrayals, etc. the lead-time is usually 24 hours (i.e. a con-job more than 24 hours out would not trigger the danger sense). the character can detect danger as above up to 1wk outand can watch Wil-9 other people, detecting danger against them. the character can monitor Wil other people up to 1 year into the future.

be inhabited by the dead or perhaps things that never seem to have lived at all (dreams, hopes made incarnate, and so on). In these areas the character who is a ghost will be substantial. They can pick things up, smoke a pipe, and so on. Deeper still and you are in the dream lands between our world. Here reality breaks down altogether. Things may be fanciful, dark, dangerous, or bizarre. There may be permanent structures (Travelers speak of Xanadu and Shangri La as destinations) or just the shifting nature of dreams. Some claim you can travel to other planets or even imaginary worlds. Beyond that is the afterlifesome saythe ultimate depths. Few can reach these areas without risking becoming seriously lost. What is here varies a great deal according to the few whove claimed it.

Astral projection is the psionic discipline of sending the spirit from the body to either traverse the world or travel deeper into the afterlife (whether this is literally what is happening or even possible is up to the nature of the game world). Astral Projectionists can, as their primary ability, travel astrally (as a disembodied spirit). In this realm they appear either as themselves or in another forman Avatar. This avatar can, at the higher levels be materialized around them for combat in the real world.

A S t R A l p Ro J e c t i o n

the aStral body

An Astral Body is an incorporeal energy mass that is usually invisible to the untrained eye (and even most sensors). However: it is (in most games) indisputably real: the right scientific equipment can detect it. Those steeped in seeing auras can see it. It shows up on Telepathic scans. For other people and things on the same wavelength (i.e. other Astral Travelers) it acts as though real: you can get into a fist fight with another astral body! Although the Astral Form cant usually interact with things in the real world, sometimes, and under some conditions, it can (the Aspects like Push, for examplewhich lets you touch real things and abilities like Telepathy). The Astral Body is almost always a projection and can be traced back to its source following something that appears to other astral travelers as a silver thread. If this thread is severed somehow, it is said that the body will actually die and the traveler will be losteventually sinking out of reality altogether. Astral bodies have the same clothing and gear that their owners do when they transfer to astral form. In some cases the astral form may simply dress in the characters signature look: if the character is deemed an experienced traveler they will appear this way dressing and carrying goods as they normally do in real life.

StorminG the GateS of heaven: the aStral Game

Astral Travel occupies an interesting place in Psionic games. Astral projectors make decent (but far from perfect) espionage agents. They can gather at least some information pretty safely. But there is potential for a different kind of game where the characters are all astral travelers and spend a lot of time adventuring in the deeper astral worlds. For these games, the rules for traveling in the Deeps will be expanded to allow safe transit so long as the characters do not use their teleportational abilities and walk/fly everywhere they need to go. The deeper realms will have a lot more attention paid to them and many of the adventures will take place in with the characters in their Avatar forms. In a normal game where Astral Projection is of limited importance, the Deeps can be left as dangerous (due to getting lost) and mysteriousespecially since usually not all the characters will be there.

SENSORY DRIFT

the aStral World

Psionics

The Astral World starts out looking like ours but can become different very quickly. At its most basic (or most shallow) reality seems insubstantial. The traveler who tries to pick up a coffee cup will simply pass his hand through it. He may interact with spirits or other very strange things (which are often invisible to the normal world) but the real world itself will seem to be the ghost. The floor will still hold, travel in vehicles is still possiblebut artifacts themselves seem to be resistant to all but the lightest touches. As things get deeper though, that will change. In some places (especially weird ones) there may be extra things that those in the real world cant see or interact with. Extra rooms in houses, extra shops on thoroughfares, and so on. These may 250

When in shallow Astral Space, the character will still experience reality. However: things are not always as they seem. Even what appears to be a clear picture can often be misleading or even wrong. Fine details will be scrambled or illegible or just wrong. Looking over someones shoulder as they enter a password or PIN can usually result in not getting it all correct. Reading documents from Astral Space will convey a good sense of the document (the writing may seem incomplete or a bit absurd) but will not give a complete representation. Looking at clocks, newspapers, and instrumentation will often result in a reading that is a bit off (dates on newspapers change a lot). While the exact layout of a building would probably me remarkably similar in terms of what rooms lead to

subsection

which, the lengths (perceived lengths) of halls, spacing of doors, and volumes of rooms can change. And so on. Experience helps with this and a PSI skill roll can be made to reduce the amount of Drift involved. However, Astral Projectors of higher levels (3 and 4) make decent spiesbut not perfect ones.

present risk-situations (Do you want to continue watching the scene unfold? You feel your grip on your body starting to slip ) and rolls can be made to play this out.

loSt drama (becominG loSt)

ASTRAL COMBAT WITH REAL THINGS

Its the ultimate advantage to be able to hurt your opponent without them being able to hurt or even see you. keeping this in mind, there are some very strong limits on typical Astral Combat: The GM should carefully monitor the ability Push. In some games, the combat form of it will be allowable. In most, its not. It depends on the degree of empowerment the character is supposed to have. Usually telepathic combat will work both ways (telepaths can hurt each other normally whether one is Astral or not). Allowing a Telepathic Astral Traveler to attack non-telepaths is usually restricted. Charms, rituals, and technology may exist to block and even harm Astral Travelers. High levels of Occult may allow a normal, non-psionic person to do things that will prevent Astral Travelers from being near themor event to strike out that them. This can reverse the advantage: an Astral Form may be harmed by the occult sciences and not have a means by which to attack the person doing the hurting! Usually going back to ones body will suffice to end the conflict (unless the occult using character can trap and bottle the astral form!)

A character traveling astrally can become lostin this case, their silver cord is tangled and they cannot simply follow it home. The safe boundaries that a projector can move in will determine to a degree how useful the ability is as a scouting utility. It also means that one of the dangers of astral adventuring is going into a coma from which the character does not awaken. Drama type: Three Roll Drama. target Number: Based on time, distance, and scene away from safe distance / depth roll: WIL or Psi Skill or RES time Between rolls: usually several minutes. Description: When the character leaves their safe distance, the GM will begin counting distance which can be in terms of either physical yards (each safe distance range counts as 1 unit), time (roughly each 20min to 1 hour) or scene. For each unit away from safe, the character will need to make rolls to find their way back. Going Deep counts as 3 units immediately if the characters Safe Depth is not Deep. Note: the GM must inform the character before another unit is added (If you go through that door, its another unit of distance). If the Target Number is not hit, the character is lost and does not find their way home. When the character is lost, they will spend hours wandering in the astral world in a disjointed fashion (i.e. they will not move along physical distances but may jump around randomly and ineffectually). Usually the character spends about 8 hours between dramas with the unit of distance increasing by 1 each time. A lost character can be brought back by another astral projector who follows their cord out and then makes the roll. This usually requires a more experienced astral traveler.
Units Of Distance Away from Safe 1 2 3 4 5 6 Target Number 4 6 8 10 12 14

LEVEL ZERO ASTRAL PROJECTION

Level Zero Astral Projection is a power a lot of real people have/ claim to have: its a character who with any degree of regularity has out-of-body experiences. A character with Level Zero Astral Projection only has the experiences when: 1. The GM allows it (and usually under special circumstances) 2. In dreams, on the operating table, etc. 3. As part of a special, lengthy, meditative occult ritual (Usually requiring Level 3 Skill). This may involve sensory deprivation chambers, drugs, and other realitydistorting elements. The degree of Sensory Drift is very high for these characters: it is often difficultalmost impossibleto prove there is a phenomena going on. For Level 0: 1. The GM usually controls motion. Skill (Occultor PSI skill if the character has it) can be made to try to get to places the character feels are important. Usually, though, the Astral form will simply go where it feels it needs to. Duration is, likewise, controlled by the GM. The character can snap-back at any time. There are usually few riskshowever, the GM can

Note: A character can apply their Navigator bonus as per level to their SPs with each roll. sticking to safe paths: In the Astral wilderness there are paths or roads / highways. Whether these were built (in some cases they do seem to be constructed paths) or something naturally occurring is a matter of conjecture and debate. If astral travelers stick to them, they will not become lostbut that means going where they gowhich is often Deep and sometimes to interesting and dangerous places. Cities may have Astral Streets where travelers gather and shop. Dying in astral space: Although one can become very, very lost it is not especially common to die due to it. This is because the traveler can attempt to go Deep and find some entity willing to help them back up or another traveler who can guide them back (make their rolls for them). Often this incurs some kind of debt. 251

2. 3.

Psionics

subsection

Designers Notes

A strAl P roJection [V Aries ]

Description:The Psi can leave their body sleeping and move anywhere,

Being lost The Lost rules in the game serve several purposes. 1. In many games an Astral Character will be out there alone (not all PCs will have Astral Travel). As such, we want to limit the amount of astral reconnaissance that is safe to do. If this isnt an issue for whatever reason, the rules can be relaxed or dispensed with. The rules reward more powerful astral travelers by giving them further safe ranges. 2. Becoming Lost is part of the fiction: astral travelers sometimes do not awaken from their slumber. Sometimes a friend of the traveler (or a guardian someone who watches over their body) may go seeking help from more experienced characters to help find their way home. 3. Becoming lost can be used as part of a campaign. The astral worlds may be dangerous and mysterious. Threat of being lost can be used to induce characters to recover faster.

depth

In a game that is focused on Astral Travel, the Astral World can be quite exciting compared to the real one. Inhabited by a variety of ghosts and haunts, the terrain itself may vary in many different ways. Houses may have more rooms accessible only in Astral Space (possibly Ghost Rooms from previous buildings or demolished extensions). However, there may be deeper places the spirits can goapproaching the afterlife or the dream lands. In these cases, sojourns into the lower Astral reaches can result in leaving anything approximating the real world behind and going into stranger spaces (the JAGS Wonderland books have an interesting take on this which could be applied easily to Astral Spaces). In these cases, the character may go from Reality to Depths. For an untrained voyager, this risks getting lost.

instantly, within their Safe Distance and to their Safe Depth. Beginning Astral Projection is an 8 REA Long action requiring Concentration. The subject will collapse as though asleep and their astral form will be standing by their body. They can see and hear normally but cannot interact with the real world. Barriers, however, will still present a problem but portals can be passed through without opening them. However, this limit can be by-passed by Astral Travel (see below). Astral Travel is like a cross between teleporting and flying. The character may cross vast distances instantly or move at extreme speeds in the air. It usually takes a bit of practice to get this down (a complete novice may need to be shown how to fly). o Subject to GM approval the character can teleport instantly, anywhere in the world, if they have an anchor. An anchor is, most commonly, a loved one (even good friends may not count). This kind of teleportation is usually safebut of limited duration before the character must return (scenes tend to be short). The recently dead will often find themselves teleporting around the world visiting loved ones as they think of them. o A home or artifact can be an anchorbut it must be of specific emotional significance to the character. o If the character can fly (and most characters with this ability will be assumed to be able to) then they may fly as wished and pass through any object or barrier (as opposed to walking above wherein the character usually cannot go through a wall). The speed is categorized as very fast (slightly less than the speed of soundperhaps 300 yards per second). Most characters will move more slowly. The character will find staying in solid surfaces like going into water with high buoyancy (and, if they go through an extremely thick material like a castle wall, the earth, or a mountain range, they will immediately come to a stop and bob back to surface). An astral character can duck into the ground for a Round but cannot stay under. They cannot fly through the earth. o So long as the character stays within their Safe Range, they will not need to make Navigation rolls. If they go beyond it, however, they may begin to become lost (see below). Going Deeper. The character may try to travel to the deeper realms. This involves going into the afterlife or other astral spaces. Often this requires a specific gateway (Funeral homes sometimes have coffins that, when opened, reveal infinitely deep lace-lined pits down to somewhere.) A character who has a Depth of Safe can travel to that depth without any danger. Without it, they must risk a Lost Drama. Note: Characters sometimes travel without their own intention. Perhaps there is something they need to see. When under the GMs control in their travels they usually are completely safe from becoming lost (the GM may use this as a plot deviceit should not be used to strand the character). level Cost vision safe safe Duration Depth range lvl 0 4 AP Aura sepecial special special Aura reality Wilx10y Wil min lvl 1 6 ap 8 AP highreality Wilx100y Wil x5 lvl 2 range Min lvl 3 12 ap entity Dream Wil miles Wil hours lands lvl 4 16 ap Depths afterlife indefinite indefinite

ASTRAL PROJECTION

subsection

This is the basic ability of Astral Projection: the spirit leaves the body and travels in the real world. Travel is, however, for the untrained voyager not especially safe. The astral body appears to have a thin silver cord connecting the traveler to their (now comatose) body. Breaking this can set the spirit adrift and it can become tangled or lost if the voyager gets too far away.

viSion

Astral vision gives the character the ability to see into Astral Space without leaving their body or entering a trance state. It can be used to gain specific insights not available in normal space. Aura: Having Aura vision allows the character a Perception roll to diagnose the mental (emotional) and physical state of the target. The information is fairly basic (the color of the aura) but is hard to hide. It cant usually distinguish a bluff or lie per se but can give clues (nervousness). high-range: High-Range Astral vision lets the character clearly see minute variations in the targets aura, pin-pointing areas of damage and so on. This gives +2 to rolls to Psychology, Medical

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Skill, and attempts to detect lies or deceptions. entity: The character can see ghosts and other spiritual effects plainly. Things like Psionics and Magic will show up clearly to the character as energy fields. Depths:The character can look into the afterlife or dreams. Visiting a graveyard may give the character the ability to see what has become of people after death. If a place is influenced by some deeper nature, the character can discern what that is just by visiting. If real guardian angels exist in the game world, the character can see those.

d omAin [2 AP]

Description: The character has access to a bubble reality that exists in Astral Space. It is a real home in the sense that, in Astral Space, it is fully real. Usually the character can enter it safely at any time from anywhere in Astral Space so long as they are not lost and will return to wherever they left off or immediately re-enter their body. It will be furnished, have food and water, and reflect the personality and wishes of the owner. Within the Domain, the character gets -8 Damage Modifiers against all attacks and attacks normally. There are rumors that characters may exist in their domains after death for a time (or perhaps indefinitely). Characters cannot be imprisoned in a domain under normal circumstances and cannot enter without permission of the owner (and must, of course, be Astral Travelers themselves). There may, however be some conditions under which characters can be trapped in anothers Domainbut they will be specific to the game world. Leaving or entering a domain is a 5 REA Long action.

aStral proJection aSpectS

A VAtAr [V Aries : 1/2 B io -P oint c ost ]

Description: An Avatar is a form the character has in Astral Space. These forms are built using the Bio-Power (or other Archetype Point) rules but, so long as the character cannot Manifest the Psi pays half or the point cost for them. The ability to Manifest is a 0 REA Medium action which creates a translucent image of the avatar around the character that is visible in real-space. It allows the character to act with those bio-power abilities as though they were manifesting the real physical mutations. The character pays full cost for the abilities. In a game where Astral Travel is a major part of the game the cost for Avatar is half. If it is only partial, the cost is 1/4th (i.e. if most of the other characters do not have Astral Travel and most of the adventure doesnt take place there). The general rule is that although the cost for Avatar is usually less than the cost for the abilities, the character cannot have more effective points in Bio-Powers than they have APs. Thus, if the costmodifier is 1/4th the character can spend no more than a quarter of their points on Bio-Power Abilities. The group, with the GMs agreement, can lift this restriction.

W AlK t hrough W All [4 AP]

Description: The character can sort of lift their physical body through a short distance of Astral Space. This is shortrange teleport through a wall. It will only go through about 18 of material. The step is an 8 REA Long action.

t elePort [6 AP]

Description: The character can lift their physical body and bring it through Astral Space to where their Astral Form is. This is one of the more obscure parts of Astral Travel. It requires the character travel Astrally to the location in question. Disappearing and re-appearing is an 8 REA Long action.

A strAl g eAr [2 AP]

Description: Many experienced Astral Adventurers have a crypt

which is a sleep location surrounded with weapons, money, gear, etc. To create this crypt one must have a location that is worked on in order to be accessible at the lower levels of Reality (remember that for the most part, most locations are simply insubstantial to Astral Travelers. A Crypt costs 2pts and has, at a minimum $4000.00 worth of stuff in it. This material can be taken up in Astral Form. An Astral character can have, as part of their standard Astral Avatar any normal piece of gear under $1000.00 for 1 AP. Assume that each piece of weapon or armor costs 400.00. This material will appear on the character in their astral form. This includes: o Any normal melee weapon o Any handgun of 13 PEN damage or less o Armor from the medieval table of Chain Mail or less (4/8) or modern bullet proof vests at 4/16 coverage 4. o Expensive electronics o Etc. The character will not have sniper weapons, bombs, etc. unless they can be obtained and are appropriate for the game. This ability is not an excuse to have gear that would normally be out of scope for the game.

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Psionics

subsection

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