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    i

    Core

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    What is RolePlaying

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    ix

    What is RolePla

    How this Game Flows

    Te Game Master (GM) sets the stage by describing theworld and creating tension through the opposition the

    characters react to. Te Players assume the role o theircharacters taking action against that opposition. Below isan example o a Player and GM playing StrikeForce:2136.

    Mark is playing a character, whose proession is an SO,named Max McPherson Lee is the Game Master:

    Lee : Okay Mark, Max is in the building. It is threeoclock Am and you just set off alarms in a City Level OneCorporate HQ. Police are on the way and Max is all alone.Make a Perception:intuitions roll.

    Mark: (rolls 2d10 percentile) Cool a 5, Okay I made itby 120

    Lee: Max figures he has less than a minute beore the

    building is crawling with cops, and since you made it bymore than a 100 he is pretty sure SWA teams are on theway as well

    Mark: Oh great cops and SWA, I am probably dead, butI need to get out o here with the data. Is there any way outo the building that is not on the Security grid??

    Lee:( Rolls dice to determine how much o the buildingis on the grid; the roll is an 80) Not really, there are somelow security doors in the maintenance section but that is10 floors down.

    Mark:10 floors. So that is what, 30 meters or so?Lee: Actually it is more like 50 meters and also there

    are security Droids as well, especially on the groundfloorMark: Okay where is the closest elevator shaf?Lee: (Checking his map and noting where Mark said

    Max was when the alarms went off) Tere is an elevatoractually around the corner, It will take you an active moveto get there, but since the alarms went off all o them arelocked down on the ground floor.

    Mark: Perect. When I get there what do I need to do toopen the door?

    Lee: Hmm, a Prowess SkillSet (he notes to himsel thatan EF o 100 is needed to open the ionicly bonded doors,mark does not know the target.)

    Mark (rolls 2d10 percentile) Beore I roll, I am spending1 luck point. I need to make this roll now, running out otime or Max. I have a 92 Prowess so I can add 1 Skill tomy Prowess, I add Science:Physics, or a total SkillSet o152. Hmm, I rolled a 42, or an EF 110, but my luck pointroll (rolls 2d10 percentile again; rolling a 23) adds 23 more

    making it a 133. Do I open the door?Lee: Yep, but just barely wide enough! I am going touse a complication (removes a counter rom his pool o 3).Because its so narrow, your ExoSkeleton Armor just clearsthe doors. You can take 1d10 penetrations as your armorscrapes through or lose a phase getting through.

    Mark: I hate that, but I only have so much time, I takethe pens.

    Lee:(rolls 1d10) take 7 Penetrations and once throughthe doors you see there is a 50 meter drop in ront o you.It is pitch black and obviously obscured by security sys-tems.

    Mark: Perception SkillSet to see where the eleva-

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    What is RolePlaying

    x Look what I found on theWeb!

    So you ound this book on the web? Awesome its outthere or ree or you to try. RPI worked hard to makethis book; we want to make more books or this game andothers. So please, assuming you liked this product, buy thePDFs or the print books. Tanks or your interest in ourproducts.

    tor is. I use Perception:Long Range, Detail Searchand Engineering: Building Layouts Plus My ExoSkele-

    ton Sensor Array EF o 75 to boost my total skill chance,OK?

    Lee:Sure, that Skill combination works or this roll.Mark:(rolls 2d10 percentile) My SkillSet is a 180 and I

    rolled a 20 so my EF is a 160.Lee:Te EF o your SkillSet is better than the security

    intererence in the shaf, so you see the elevator is lockeddown directly below youMark: Okay, Max activates his Exos Energy Absorbing

    Boots and jumps down, Te boots let me all 50 metersmax without taking damage!

    Lee:( Checks the rules on the Energy Absorbing boots)Okay roll a Prowess or a Melee Combat:acrobatics. Youhave to beat a 50 EF with Prowess or a 90 EF i you chooseto use acrobatics. Max will not land on his eet i you missthe roll and will take alling damage.

    Mark: Okay, I will spend 1 Luck point and roll Prowessto make sure I do land on Maxs eet (rolls 2d10 percen-tile) a 10 I made it by 82 and add I rolled a10 or my luck

    I made it by 92. Tats better than 50 so I am good, right?Lee: Yes, Max lands on his eet. You hear a loud bang-

    ing rom all over and the alarms go silentMark: Guess the cops are here. I consult the map I stole

    rom UNIWeb Root 3, where is one o these low securitydoors rom where I am?

    Lee: (checks the map)Tere is one just outside the el-evator shaf

    Mark: Cool. Is there a trap door into the elevator??Lee: Yes (checks his notes) and it has no lockMark: Okay, Max drops into the elevator and I want to

    open the doors. Same roll as beore??Lee: Actually this is harder because you have to open

    two sets o doors at once (a 140 EF target Tis time)Mark: Okay, I spend 1 more luck point (Checking his

    sheet, Mark sees he only has 11 luck points lef) and I openthe doors (rolls 2d10 percentile and gets a 4 and or theluck roll a 45), Cool. Made it by 183 with my luck

    Lee: Te doors slide open, you beat it by 40+ EFMark: Okay, Perception roll; any cops in the area?

    (Mark rolls) Okay Max has an EF o 124 with his ExoSkel-eton Sensor Array

    Lee:I call another complication, the police Cop Stealthdo a nulliy attack against your ESA. Tere EF is morethan double your ESAs EF, so it ails until you reset it.

    Te sensor array goes black with intererence and shutsdown.Mark Hmm, I want to reset my Sensor array. Its a pas-

    sive action right? I am using my Electronics Skill and aluck point to make sure it comes up. Marks EF is a 162afer subtracting the roll, greater that the 75 EF o theESA , it starts up.

    Mark: I tweak my ESA, same SkillSet as the reset, adds75 more to the ESA, its EF is now a 150. and then roll aSkillSet EF o 234

    Lee:Okay, Your ESa does not ail this time and with athtEF you see 4 cops and at least 3 Droids. Tey are all at the

    ront door. When you move I need a stealth roll rom

    you. Te cops and Droids do have Line o Sight.Mark: Okay. (rolls) Yes, a 1 (mark doubles his EF be-

    cause o Extraordinary Success), skill EF is 144 plus my Cha-meleon Skin gives me another 150 EF rom the tech bonus,or a total EF o 294

    Lee: (Lee rolls or the cops and the Internal deense zonedroids) Nobody seems to notice you

    Mark:Okay I am trying to move rom the elevator to the

    security door as stealthily as Max canLee:Give me another stealth rollMark:(Rolls a 20) Okay, with my tech and my skill it is a

    203Lee: (rolls or the cops and the Internal Deense zone. He

    rolls badly, none o the cops see Max cross the floor) okayyou make it to the door, it has an old style bolt lock

    Mark: I attempt to bypass it using Electronics: Bypassingand Security Systems:lockpicking to bypass security and pickthe lock

    Lee: Okay, those skills work, but I need two rolls as they areseparate systems

    Mark:(rolls an EF 35 on the alarm and an EF 92 on the lock)

    Well, that first one does not seem too goodLee: Okay, the alarms go off as you pick the lock and the

    door swings open. You figure you ailed to disconnect thedoor rom security, Roll reaction

    Mark: (rolls 2d10 percentile) Okay, my reaction is a 120with my 82 roll.

    Lee:Okay you beat the cops in reaction. You move first, theDroids appear to be slightly slower

    Mark: Excellent, I run through the door and out o thebuilding right?

    Lee: You leap into the alley and are now looking down thebarrel o a 75mm Plasma Cannon, rom the SWA vehiclecovering the alley. You see the sergeant manning the gun. He

    seems quite annoyed at being woken up at 3:00 AM. Whatdo you do?

    As you can see the player (Mark) and the GM (Lee) just tolda story together. When there is moment o conflict betweenwhat the Character \ Player wants to accomplish or needs toknow, dice are rolled. Te rolls determine i the charactersucceeds or ails. Will Max get out o this? Will he be caughtor killed by the SWA team.... Only the player can determinethe next step... Surrender, death or some third option using apiece o tech he was saving or this one moment...

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    Tank You for Your imeelthar Viand,Executive VP o Strategy,AvCorp/ESA

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    The Pasts Nightmare

    The StrikeForce

    The System

    Creation of the Planning Groups

    Technology Basics

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    StrikeForce: 2136Military Advancement Command Unit AnalysisWITHOUT Remorse

    OverviewA prime example o a Combat ocused StrikeForce, Without Remorse is well known or their ability to ocus

    on the bottom line. Te group has killed everything rom Paulson Units to children with a calm efficiencyew StrikeForces can match. Encom Vanders Labs has gained immeasurable advantage rom the skills o thisStrikeForce and their willingness to do what it takes to get their employers desired results, and their bonuses,delivered.

    Operations o Note:Exposure o the Lasiter Group as a Paulson Sympathizer ront, EV Labs - DNA Fusion war: Delivered declaration and Exposed several D

    Fusion Espionage attempts during conflict, Stopped Krosensky Virus test in City o Chicago Sub LevelCombat AnalysisWith 2 SOs, a CSPY, a PSI, and a ech Without Remorse can attack any situation with the strategy o their choice. Whether their g

    inormation or annihilation, Without Remorse can and will do anything to achieve their goals. Tey have the very best in equipment, cutech and weapons are a main stay, and know how to use them with great skill. In the event they do get blind sided their willingness to together a makes them one o the hardest StrikeForces to intercept or attack.

    Skill AnalysisWithout Remorse boasts one o the most complimentary skill

    sets out there. Teir missions are a collection o sof interceptsand Hard kills where police have had to intervene or the sake othe buildings in the area. Tey can pick a lock, kill a scientist, or

    blow 12 drones out o the sky as they attack a FACOM. As longas they are united in their goals there is nothing this StrikeForcecannot accomplish.

    STO -- Garet JexSon of a research scientist in the republic of Texas,

    This man (his real has been lost) was destined for thecorporate sector when his father was killed by a Strike-Force. Changing his name to Garet Jax (after a ctionalweapons master in a pre conict book) Jax became justthat. Driven by his desire to be better than any other op-ponent Jax spends hours training and testing his equip-ment for the best combinations to enhance his already inhuman abilities. Jax is good in his helo, but it is obviouslynot his passion.

    STO -- Rick GoeringA dedicated Jet Pilot, Goering is focused on winning asmany air victories as he can. His skill has shown he willwin many. On the ground he is a strong support ghter,easily adding to the skills and re power of Garret jaxand the rest of the Team.

    CSPY -- John ClarkA Corp Sector child of 2 middle executives, clack turnedhis back on the corporate world and became one of themost efcient CSPYs the system has produced to date.His ability to kill with his hands or weapon of choiceare matched by his skill sets and ability to maximize hisequipment, he brings much to the StrikeForce and deathto anyone in their way.

    TEC -- FredrickA Tech who has learned that creative use of range cansave his life and his team. Fredrick is a master at usinghis scanner to his teams advantage and his enemies dis-advantage. As a tech Fredrick is exemplary and createsmany of the teams custom devices.

    PSI -- Vladimere ChenA quaker/stalker with pinches of other schools, Chenis determined to protect the PsiGuild and show human-ity that PSIs are the salvation of humanity. His quakerpowers are lethal and his command of the Stalker schoolmakes him all but invisible.

    Personnel Analysis

    STO -- Garet JaxWearing a Tech Level 7 ExoSkeleton.Armor Rating : 13

    Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth Sy

    tem, Exo Chameleon System, Ammo System, Built In AI, Enhanced

    Reaction

    Armor Focus:Systems focus on fast movement and massive fire power delive

    Weapons1 arm mounted Plasma type IV, 1 Arm Mounted Laser type IV

    (linked)

    Shoulder mounted 25mm Missile launcher.

    STO -- Rick gOERINGWearing a Tech Level 6 ExoSkeleton.

    Armor Rating : 10

    Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth Sy

    tem, Exo Chameleon System, Ammo System, Gravelectric eNGINES

    pROWESS eNHANCEMENT

    Armor Focus:Systems focus on fIRE aCCURACY AND SKILL BOOSTS

    Weaponsarm mounted Plasma gun type iv

    Shoulder mounted type v ChemProject.

    CSPY -- jOHN CLARKWearing Tech Level 6 Glove Suit Armor Complex DNAArmor Rating : 9

    Primary Systems:DNA Drug pac, Dna Morphing, DNa Chalmeleon, Bio Electric Armor

    Advanced Dermal Plating. Optics VI, cUSTOM Targ,

    Armor Focus:Systems focus on sTEALTH AND COMBAT EFFECTIVENESS

    WeaponsJDA Weapon Type 4 Plasma

    Custom iMPROVED Kronus Steel Katana AND tHROWING sTARS

    FieldTECh:Bio -- Micheal Vasni AND pSI -- vLADIMER

    cHENWearing Tech Level 8 Frame ArmorArmor Rating : 10

    Primary Systems: techDigital Optics IV, ECM TEF 265, Reactive armor +40 chips, Scanner

    Interface, Armor mounted scanner TEF 850, Regulon Star Plat

    Chameleon Chip V1

    Primary Systems: psiDigital Optics IV, ECM TEF 265, Reactive armor +40 chips, , Regulo

    Star Plates, Chameleon Chip V1, iMPROVED OPTICS filters, 8 eprom

    CHIPS.

    Armor Focus:Systems focus on WEAR SURVIVABILITY AND DETECTING TARGETS

    Weapons: TECHBlackton Weapon Type 2 Plasma

    Weapons: pSIcOLT Weapon Type 3 lASER

    Equipment Analysis

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    Meet and Greet 24

    Analysis of StrikeForce Professions 26

    Character Design 27

    More than the Sum of their Parts 27

    The Four Steps of

    Character Creation 28

    Character Creation Step 1:

    What Nature Gave You 28

    Roll Attributes 32

    Character Creation Step 2:

    What You Do 34

    Choose Skills 41

    Character Creation Step 3:

    What Society Made You 49

    Using Character Points 49

    Character Creation Step 4:

    What You Have 56

    Secondary Attributes 56

    Countries of 2136 58

    Purchase Equipment 61

    Quartermaster Packages 62

    Example Character 65

    The Character Sheet 66

    The Equipment Sheet 67

    Advancement 68

    Refigure Stats Cheat Page 69

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    2

    Character Crea

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    tep 1: What Nature Gave You

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    Step 1: What Nature Gave

    SapienTe dominate Human type today, and will continue to domi-

    nate or the oreseeable uture. While the genetic races have someinitial advantages, studies have shown the Pure Blood human stock isas capable as any in the long run.

    Known physical differencesNone. Sapiens are the standard to which all other types o human

    are held.

    Effects on Current System PlanningPlans must be made today to assure that as the other races grow in

    proportion, normal humans are not threatened or made to eel ine-rior. Stronger education or Sapien youth and enhanced training maybe required. Failure to do so could cause a rise in species based crime,escalating into Genus based wars. Such a situation could place the

    entire System in jeopardy.

    Sapien, Genus IITe dominate Human type has begun a natural evolution.

    While the changes in this new human stock have been detected ina small percentage o the population; they are certainly increasing.Te increased strength and intelligence make or a human muchmore adaptable to the needs o the System as it evolves.

    Known physical differences:None. Sapiens, Genus II are physical the same as standard Sa-

    piens. Only IQ scans can differentiate between G II and standardstock.

    Effects on Current System PlanningTe appearance o this evolutionary change was not planned or

    by the System. Current models show this races population increas-ing and could only improve the quality o the core society as theplan moves orward. Further monitoring and study is required tomake certain that no unoreseen effects will happen to the System

    SapienIntelligence: 1d100Prowess: 1d100 +4

    Endurance: 6d10 addedEmotion: 7

    Passion Roll arget: 12 -1d10

    Avg. Lie Span: 90 YearsRoll required to choose: None

    Sapien, Genus IIIntelligence: 1d100 +10

    Prowess:: 1d100 +5Endurance: 6d10 added +15

    Emotion: 6Passion Roll arget: 13 -1d10

    Avg. Lie Span: 105 YearsRoll required to choose: 20%

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    Step 1: What Nature Gave

    Half CenturianAs standard human stock and Centurian stock intermingled

    these hal breeds were born. Tis blending has created a race similar toa Sapien, Genus II with all the advantages o the Centurian stock

    Known physical differences:A tendency to lack body hair. Quick development o

    IQ and Higher Brain unction attributes.

    Effects on Current System PlanningTe Initial system plans did not account or the introduction o Hal

    Stock species. Even with this oversight the effect o the hal Centurianlooks to expand the potential o the System. Te basic increase in skillsand population willing to participate in the Military Phase o the Sys-tem is in the end o great benefit. Population growth is standard or

    Hal Centurians. We do not see population as an issue

    SuperiorSuperiors result rom direct coupling o Diaxtron and Centu-

    rian. Tis causes the Superior to be rare, but the population is on therise. Issues rom the combination o these two species handicap theyoung Superior. Tey are emotionally unstable and violent. Teyhave a difficult time working within the System or its obvious ben-efits. Teir emotional instability can cause panic, requiring addi-tional training to keep control in stressul situations. Superiors thatovercome these issues are a great addition to the System.

    Known physical differences:Average height is 62 or males and 6 or emales, with an increase

    in physical abilities. Superiors are especially agile and strong, buttheir intelligence helps curb the violent tendencies o the Diaxtronside.

    Effects on Current System PlanningTis race has great potential to take the System to new heights.

    While Superiors require greater emotional training than most, theycan learn to control their passions and overcome their emotional in-stabilities. Te species has the ability to expand the System in ways

    not yet planned or.

    Half DiaxtronTe blending o human and Diaxtron stock is rare, but very ruitul.

    Te hal Diaxtron is a Diaxtron with many human traits. Tey lack the

    temper o a ull Diaxtron.

    Known physical differences:Hal Diaxtron also have the unique ability o using their smallest finger

    as another opposable thumb. Tey are known to have a temper, thoughnot as violent

    as Full Diaxtrons

    Effects on Current System Planning Te effect on this Hal stock race is great, even i it is not planned

    or. Te system will benefit greatly rom the Hal Diaxtrons. Te basicincrease in population willing to participate in the combat sector is a posi-tive growth actor. Te population growth o the Hal Diaxtron is normal.We do not see population growth as an issue.

    Half CenturianIntelligence: 1d100 +5

    Prowess: 1d100 +4Endurance: 5d10 added +10

    Emotion: 6Passion Roll arget: 12 -1d10

    Avg. Lie Span: 85 YearsRoll required to choose: 50%

    SuperiorIntelligence: 1d100+15

    Prowess: 1d100+10Endurance: 7d10 added+8

    Emotion: 11Passion Roll arget: 9 - 1d10

    Avg. Lie Span: 120 YearsRoll required to choose: 15%

    Double normal Commendations to

    lower Emotion

    Half Diaxtron

    Intelligence: 1d100 +5Prowess: 1d100 +4Endurance: 6d10 added +8

    Emotion: 7Passion Roll arget: 11-1d10

    Avg. Lie Span: 85 YearsRoll required to choose: 50%

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    3

    Step 1: What Nature Gave

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    tep 2: What You Do

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    Step 2: What Yo

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    tep 2: What You Do

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    Special Tactics Officer (STO)Viktor Renslaen

    A large and imposing man with a poker

    face, Viktor is all about combat. He is

    passionate about defending his home

    country of the Monarchy of Finland, his

    family and making certain that the tech

    guild does not limit his home land. Vic-

    tor is also very suspicious of the UN andits motives.

    His ExoSkeleton has 2 arm mounted

    weapons, 1 Type 3 laser and 1 custom

    Type 4 plasma. A shoulder mounted Type

    5 Gattling gun makes sure Viktors point

    is made. His helmet is swept back with

    a transparent skull for a face plate. On

    his back is a custom broad sword made

    of red Kronus steel. His cybernetic

    companion looks like a small metallic

    scorpion, specially designed to pick apart

    security systems.Viktor is a driven, violent man with a

    code of honor that only he understands,

    and thats just ne.

    Starting SkillsSTO Skills:Defense 6 Ranks

    Perception 5 RanksLanguage 5 RanksComputers 4 RanksStealth 5 RankCon 3 rankDemolitions 2 RankPiloting 4 RankFire Combat 4 Rank

    Elective Ranks12 ranks to increase the above skills

    Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill

    Each story point gives the Character 5 ranksin any language SubSkill o the players choice,even the same SubSkill.

    Profession Entry Chance

    (Prowess + END - EM) - 10

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    3

    Step 2: What Yo

    Corporate Spy (CSPY) Josephine DerniJosephine is a smart and very pretty

    woman who uses her looks as another abil-ity. She has an average build but is in ex-cellent shape and exceptional intelligence.She is passionate about protecting DNA

    Fusion, her employer or the last 10 years.While she is very good at her job, She pre-ers to avoid violence, as it is something theCatholic Faith rowns on, but is lethal whenshe has to be.

    Known as an excellent marks woman anda DNA programmer o top skill, Josephinecan program he Glove suit to look like any-thing. Her ability to use her DNA morph-ing abilities in unique ways (Shown heremorphing into light armor) has made herexceptionally effective. She is dedicated toalways getting the job done and done right.

    Starting SkillsCSPY Skills:

    Defense 6 RanksPerception 6 RanksLanguage 5 RanksComputers 6 RanksStealth 5 RankCon 2 rankAdvanced Traps 2 RankSecurity Systems 4 RankMelee Combat 4 Ranks

    Elective Ranks10 ranks to increase the above skills.

    Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill Each story point gives the Character 5 ranks in

    any language SubSkill o the players choice, eventhe same SubSkill.

    Profession Entry Chance

    (Intelligence + END - EM) - 35

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    tep 2: What You Do

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    FieldTech: Nanonic (Nano) Raxnell AdnersA smaller man with very intelligent , Kind

    eyes whose ace has a matching expression.An orphan raised by the ech Guild, Raxnellloves puzzles, learning about everything, andprotects innocents instinctively. He is dedi-cated to truth and his Artificial Intelligence

    companion, Decoder is an invaluable ally inhis work. His armor is Hybrid, meaning isslightly less impressive than an ExoSkeletonin size but is lacking in the advanced systems.Te scanner on his arm takes up most o hisarmors orearm. Raxnell is a pack rat, hecarries all sorts o stuff (you just never knowwhen you might need it) in his armors spe-cial singularity pockets which can hold largeamounts o equipment at no penalty to him.He carries a ype 2 ChemProject weapon, butrarely uses it.

    Starting SkillsFieldTech:Nano Skills:Defense 4 RanksPerception 5 RanksLanguage 6 RanksComputers 6 RanksStealth 3 RankElectronics 3 rankScience 6 RankSecurity Systems 3 RankFire or Melee Combat 2 Rank

    Elective Ranks12 ranks to increase the above skills

    Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill Each story point gives the Character 5 ranks

    in any language SubSkill o the players choice,

    even the same SubSkill.

    Profession Entry Chance

    (Intelligence + Base Skill - EM) - 20

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    3

    Step 2: What Yo

    Freia HoovstangAn impressive looking woman, in shape with

    a smart eyes and a confident attitude. Freia isa dedicated subject o the New British Empire,but she has a burning hatred or the Aghani-stani Empire, who killed her older brother 10years ago on a mission. She is a wiz with DNA

    programming and even Nanonic work as well,but her passion id medical studies and advancedmedicines.

    Her brothers death changed her lie and sheworks tirelessly to heal the sick and innocent.She wears a state o the art glove suit, Rumorssurround her and the armor modifications shehas created to aid her in her medical work. Herscanner is also top o the line, but she preershand held models. Freia avoids combat, butwhen orced to fight she uses her medical knowl-edge to aid in her attacks.

    FieldTech: Bio (BIO)

    Starting SkillsFieldTech: Bio Skills:Defense 4 RanksPerception 6 RanksLanguage 6 Ranks

    Computers 6 RanksStealth 3 RankField Surgery 5 RanksScience 6 RanksAdvanced Medicine 4 RanksFire or Melee Combat 2 Rank

    Elective Ranks8 ranks to increase the above skills

    Starting Language Skill Ranks 1 language ranks for every 10 pts of Base Skill Each story point gives the Character 5 ranks in

    any language SubSkill o the players choice, even

    the same SubSkill..

    Profession Entry Chance

    (Intelligence + Base Skill - EM) - 30

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    tep 2: What You Do

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    PsiTech (PSI) Delia CrumbrigeA Dedicated Psiech who is not araid o

    breaking a ew eggs to get the job done. Deliacomes rom an Upper Upper Argentinian so-cial amily who was horrified when they real-ized she was a PSI.

    Tough they tried to keep her rom pursu-

    ing it, Including an internship with AvCorp,She went to the PSI Guild anyway. Te Familypaid her starting costs and have washed theirhands o her. Delia is shy always trying to ob-scure her ace with her hair when not wear-ing her helmet. She wears light armor, maxedout in both systems and illegal add-ons, itcan take serious damage. Delia is an Accom-plished Esper, Spinner, and Stalker. She iswell know or the time she made a CEO leaprom a level 1 Office to die when he smashedinto City Level 8.

    Profession Entry Chance

    (PsiCon+ Intelligence - EM) - 40

    Starting SkillsPsiTech Skills:Defense 4 RanksPerception 6 Ranks

    Language 6 RanksComputers 4 RanksStealth 3 RankPrimary Psi Skill 8 RanksScience 3 RanksSecondary Psi School 4 RanksFire or Melee Combat 2 Rank

    Elective Ranks8 ranks to increase the above skills

    Starting Language Skill Ranks 1 language ranks for every 10 pts of Base Skill Each story point gives the Character 5 ranks

    in any language SubSkill o the players choice,

    even the same SubSkill.

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    Step 2: What Yo

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    Step 3: What Society Made

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    50

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    tep 4: What You Have

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    Step 4: What You H

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    Step 4: What You H

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    Step 4: What You H

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    Advancement

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    Advancem

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    Advancem

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    Data Root/0

    Constructing PersonnelArmor

    Upgrading Armor

    Armor Protection in Game

    Glove Suit Design

    Armor Upgrades

    Built in Systems

    Chips and Other Removable Systems

    DNA Strands Armor Repair

    Armor Helmets

    Hard Armor Helmets

    Glove Suit Helmets

    Helmet Upgrades

    Helmet Chips

    Advanced Armor Design

    Hybrid Armor MK II Design

    Hybrid Armor Upgrades

    ExoSkeleton Technologies

    Exoskeleton Upgrades

    Combat Salvage

    Fire Combat Weapons

    Stock Weapons

    Weapon Clips and Ammo

    Fire Combat Upgrades

    Explosives

    MAC Combat Explosives

    Explosive Upgrades

    Melee Weapons

    Melee Weapon Upgrades

    Natures Forces Scanners

    Scanner Upgrades

    Medical Technology

    Character Addiction

    Organ/Limb Replacement

    Human Augmentation

    Devices

    Artificial Intelligence

    General Equipment

    Equipment Power Sources

    Constructing Vehicles

    Vehicle Design Types

    Vehicle Design Steps

    Vehicle Repair

    Vehicle System Upgrades

    Vehicle Weaponry

    Other Vehicle Weapons

    Vehicle Weapon Upgrades

    Taking Risks

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    Armor Techno

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    Access Granted

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    Armor Techno

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    Armor Technology

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    Root 2 Access

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    Armor Technology: Upgra

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    Armor Technology: Upgra

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    Armor Technology: Upgra

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    Helmet Techno

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    Helmet Technology

    00

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    Helmet Techno

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    Helmet Technology

    02

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    Helmet Techno

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    Helmet Techno

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    Helmet Techno

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    Advanced Armor: Upgra

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    Advanced Armor: Upgra

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    Advanced Armor: Upgra

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    Access Granted

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    Root 2 Access

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    Character Weap

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    haracter Weapons

    20

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    Character Weap

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    haracter Weapons

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    Character Weap

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    Character Weap

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    Access Granted

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    Scanner Techno

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    canner Technology

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    canner Technology: Upgrades

    32

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    Scanner Technology: Upgra

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    Psi Implant Technology

    34

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    Psi Implant Techno

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    Medical Technolo

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    Medical Technologies

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    Medical Technolo

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    Medical Technologies

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    Medical Technolo

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    Medical Technolo

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    Artificial Intelligence

    44

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    Artificial Intelligence

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    Artificial Intellige

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    General Equipment

    48

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    General Equipm

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    Access Granted

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    Vehicle Technolo

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    Vehicle Technologies

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    Vehicle Technolo

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    Vehicle Technolo

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    Vehicle Technolo

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    Vehicle Technologies Upgrades

    60

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    Vehicle Technologies Upgra

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    Vehicle Weap

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    Vehicle Weapons

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    Vehicle Weap

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    Root 2 Access

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    Root 2 Access

    17

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    Access Granted

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    Access Granted

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    Data Root/0

    Commerce in 2136

    Economic Zone Layout

    The Society of the System

    Defense Zone Ratings: A History

    City Level Societies

    Other social influences in 2136

    AI Growth of a Sub race

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    Access Granted

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    Access Granted

    StrikeForce: 2136Military Advancement Command Unit Analysis

    Overview

    A strange grouping o ultra violent and over thinking SOs the Immortals had a strong effect on theUN Plan. Teir exploits against a rogue AvCorp VP, who was trying to create a sub sector economythat he controlled. Te immortals stopped the attempt in its tracks. Tis StrikeForce and its inventiveuse o Violence and technology is legendary. Teir employer, yrex, was raised considerably in theworld stage because o this StrikeForces exploits.Operations of Note:

    Chicago Sub level deense o a Black Market; Destruction o invading StrikeForce into the City oChicago; Deense o yrex HQ rom MoaSen troopsCombat Analysis

    Te Immortals are an all SO StrikeForce with old style traditions. Tey believe strongly in the use o violence to complete theirmissions. Teir use o violence is always well thought out and extremely effective and usually backed up by interesting and in-novative uses o technology. Te immortals were one o the first strike orces to have a Cybernetic Companion trained as a medic.SOs such as Elroy Goering bring a new dimension to the word weapons master and Calvin Tanatos has a mind that seems towork in 4 dimensions. Tese talents combine to give the Immortals a combat punch that will leave the strongest opponents reelingor dead.Skill Analysis

    Te Immortals all had one major unction besides combat, rom electronics to medical, these olks all knew their main job wasto beat the enemy with every skill they had. Aware that newer StrikeForces were beginning to expand with Fieldechs and Psi-

    echs, the Immortals always took the time to expand their technology base to be better and more innovative that their opponents.It speaks volumes that this StrikeForce was able to convince Chicago AI control that they could be trusted to enter the city withvehicles and stop an Moa Sen assault orce rom taking the city. Teir skill set was more than enough or any problem.

    STO -- Calvin ThanatosA dedicated STO Thantos knows was the most di-

    verse skill wise in the StrikeForce. He took his jobas the Electronics and Computer lead very seriously.He also took the time to keep the group grounded,focused and together on some of their most challeng-ing missions.

    STO -- Zontar RasputinZontar was the strong, silent, and deadly type, a mas-ter with his hands and also quite good at conning hisway through a situation, Zontar was a go to guy for theImmortals. Many times when the mission seemed lost,Zontar would make that one in a million move to savethe day and the mission.

    STO -- Elroy GoeringKnown for his rash violent streak this half Diaxtron

    lived up to his violent heritage again and again. Hewas always prepared for the worst and one of the mosteffective ghter of his time. His marksmanship waslegendary.

    STO - Fantana DoverAn out of the box thinker Fanata knew when to ghtand when to use her considerable stealth skill to thebest advantage for the group. Many a time her abilityto disappear at the right time made all the differencein a missions outcome.

    STO - Andy GartrellA dedicated Jet Pilot Gartrell was known for his crazymaneuvers and even crazier attacks. Reputed to haveblown 4 helos out of the sky in one attack, while insideChicagos reactive dome. Gartrell helped cement theImmortals reputation for getting the job done.

    Personnel Analysis STO -- Calvin ThanatosWearing a Tech Level 6 ExoSkeleton.

    Armor Rating : 9

    Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth

    System, Exo Chameleon System, Cybernetic Companion Ches-

    ter

    Weapons1 arm mounted BBM 2000 ChemProject

    STO -- Zontar RasputinWearing a Tech Level 6 ExoSkeleton.

    Armor Rating : 9

    Primary Systems:ExoSensor Arrays, Exo Targeting System, Stealth System,

    Exo Chameleon System, Ammo System, AI Czar

    Weapons2 arm mounted BBM 2000 Chemproject

    Kronus Steel Katana with iridium edge

    STO -- Elroy GoeringWearing a Tech Level 6 ExoSkeleton.

    Armor Rating : 9

    Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth

    System, Exo Chameleon System, Ammo System

    Weapons2 arm mounted BBM 2000 ChemProject

    Shoulder mounted 25mm Missile launcher and portable gre-

    nade launcher

    STO -- Fantana DoverWearing a Tech Level 6 ExoSkeleton.

    Armor Rating : 9

    Primary Systems:ExoSensor Arrays, Exo Targeting System, Stealth System,

    Exo Chameleon System,

    Weapons1 arm mounted Plasma gun

    STO -- Andy GaRtrellWearing a Tech Level 6 ExoSkeleton.

    Armor Rating : 9

    Primary Systems:ExoSensor Arrays, Exo Targeting System, Stealth System,

    Exo Chameleon System, AI Blaster

    Weapons1 arm mounted BBM 2000 ChemProject

    Equipment Analysis

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    Root 5 Access

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    Root 5 Access

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    Data Root/0

    The Heart Of Conflict 193

    Actions, Tracking, and Time 195

    Phased Turn Actions 196

    Technology in StrikeForce 197

    Other Program Types 198

    Natures Forces 198Artificial Intelligence Partners 201

    Character Influence 205

    Game Movement 208

    Healing 210

    SkillSet Example 213

    Tech Use Example 213

    The Art of Healing 214

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    Characters Taking Ac

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    Characters Taking Ac

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    Characters Taking Ac

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    Characters Taking Action

    198

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    Character Influe

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    Character Influence

    200

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    Specialized Techno

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    Specialized Technology

    202

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    Specialized Techno

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    Specialized Technology

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    Specialized Technology

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    Specialized Technology

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    Specialized Techno

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    21

    Specialized Techno

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    Data Root/0

    The Problem 217The Discovery of Psionics 221

    Psionics 222

    Psi Abilities By School 227

    Psi Esper Patterns 229

    Psi Stalker Patterns 229

    Psi Quaker Patterns 230

    Psi Weaver Patterns 231

    Psi Spinner Patterns 232

    Psi Preserver Patterns 232

    The Acceptance of Psi Actives

    in Modern Society 234

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    Psionics

    220

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    22

    Psio

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    Psionics

    222

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    22

    Psio

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    Psionics

    224

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    22

    Psionics By Sc

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    Psionics By School

    226

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    22

    Psionics By Sc

    Psi Quaker Abilities+1 target 60 PsiCon

    Nudge (15) EShove (22) DLif (30) EHop (31) EJump (46) ELevitate (68) ECrush (78) DSpark (87) Dorch (87) EFly (98) EInerno (142) EZap (167) DWarhorse (170) D (E)Battering Ram (179) D (E)

    Psi Esper Abilities+1 target 75 PsiCon

    Read Single Emotion (12) ERead Single Tought (13) EDirect Single Emotion (14) EDirect Single Tought (16) E

    Insert Emotion (45) EErase Emotion (51) EInsert Tought (52) EErase Tought (60) EReplace Emotion (128) EReplace thought (139) EMind wipe (190) ENew Mind (217) E

    Psi Weaver Abilities+1 target 75 PsiCon

    Cut (32) C

    Knit Vessels (34) EKnit Muscle (43) EKnit Skin (49) ESlice (54) CMend Bone (59) EMend Skin (61) EMend Organ (63) ERupture Vessel (73) CPhased Hand (102) EGhost (123) EShatter Bones (154) CMend Wound (155) ERegenerate Nerves (160) EShear (182) DDeaths Hand (150) CCrumble (194) C

    Abilities For Psi Preserver+1 target per 40 PsiCon

    (Non Attack)

    +1 per 80 (Attack)

    Capture Emotion (31) EView Lie Force (34) ECapture Tought (63) EBuild Repository (94) ECapture Mind (96) Eouch Lie Force (110) EBuild Matrix I (144) ESnare Willing Lie Force (145) EPress (150) EExcommunicate (150) ESnare Unwilling Lie Force (155) EInterrogate Lie Force (165) EAnchor Lie Force (179) EEntomb (200) E

    Psi Spinner AbilitiesSpun abilities

    determines targets

    Detect Spin (20) ESpin (29) ERotating Spin (40) EWeave (45) EDetect Pattern (49) EMajor Weave (50) ERecharge Etch (65) EPulsed Spin (67) EOrganic Etching (77) EUnravel Spin (79) EUnravel Weave (83) EEtch (85) EMajor Etching (95) EOrganic Major Etch (99) Eapestry (124) EUnravel apestry (167) E

    Psi Stalker Abilities+1 target 100 PsiConAstral Projection (34) E

    Astral walk (43) EPhantasm (76) ESpirit o Te Machine (76) EWorld Jump (86) EChange Perception (88) EHallucination (92) ETird Eye (99) EEuphoria (113 ENight error (140) CCloak Sel (148) EWaking error (152) C

    Cloak Others (252) E

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    Psionics By School

    228

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    22

    Psionics By Sc

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    Psionics By School

    230

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    Psi Abilities By Sc

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    Psi Abilities By School

    232

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    Data Root/0

    Conflict System Combat 237

    Physical Combat 237

    Melee Combat 241

    Special Combat Attacks 242

    Specialty Weapons 242

    Combating Droids 243

    Social Interactions 245

    Technology Combat 247

    Tech Nullification 248

    Vehicle Combat 250

    The Steps of Vehicle Combat 250

    Special Combat Situations 253

    Combat Charts 255

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    Direct Combat

    236

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    23

    Direct Com

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    Direct Combat

    238

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    Direct Com

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    Direct Combat

    240

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    24

    Direct Com

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    Direct Combat

    242

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    Direct Com

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    Reference Page

    244

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    24

    Reference P

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    Reference Page

    246

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    24

    Reference P

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    Reference P

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    Social Conflicts

    250

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    Technology Com

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    GM's Charts

    252

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    GM's Ch

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    GM's Charts

    254Weapon Ranges

    Weapon typesPt

    BlankClose

    Nor-mal

    Long

    Pistol 0-1 2-6 7-74 75-150

    Submachine Gun 0-2 3-4 9-150 151-300

    Automatic Rifle 0-3 4-10 11-249 250-500

    Rapid -Fire Support 0-4 5-10 11-349 350-700

    Sniper Level 2 1-80 NA 81-400 401-1500

    Melee Ranges

    Trown Melee weapons can be thrown accurately the attackers PR inmeters. Prowess can be rolled and every 1 success adds 2 meters to themaximum distance.

    Combat Charts

    Critical Chance

    Modifiers:+20% 5 Wounds

    +10% Head+10% Explosives

    +5% Plasma-10% Laser+5% Psi Direct

    +10% MA, Assassin+5% 50+ Successes

    +10% 100+ successes+25% Normal Breech

    +50% Massive Breech+75% Critical Breech

    Small Breach (

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    GM's Ch

    Combat Charts

    Roll Fire Combat Jams Melee Fumbles

    1-25 Shot is a dud must clear gun to fire, lose 1 ActiveAction

    Attacker Stumbles attack fails; lose this Active action only

    26-50Shot misfires Wreck Clip, must clear and reload gun,lose 2 active actions

    Attacker unbalanced, loses weapon and next attack at 1/2EF.

    51-75Gun Jams takes 2 damages, Clip also trash, lose thisattack only

    Attacker spins self around Target gets FREE action meleeattack if they wish

    76-95Gun explodes needs major repairs EF 750 to fix, lose

    2 active actions. Gun takes 3 damagesAttacker falls to knees, 2 actions to stand

    96-100Gun destroyed as loader fails and melts, lose 1 active

    action

    Attacker falls on back, Defender gets FREE action melee

    attack if they wish.

    RollRanged Attack

    Failures

    Melee Failures

    1-50Hits harmlessly behind

    your target.

    Hit misses target and goeswhoosh harmlessly by targets

    ear.

    51-75

    Impacts nearby non liv-

    ing object. Roll 1d10 forrange in meters. 25%object explodes for 1d10

    *5 damage to anyone in2 meters range

    Weapon impacts on nearby

    non-living object. 20%chance it gets stuck + 10%per failure you missed the

    attack by. Takes PR roll tofree opposed Ef is 1d100

    76-95

    Impacts nearest living ob-

    ject friend or foe. Dam-age is rolled as normaland then 1/2. Weapon

    jams roll on jam table.

    Weapon impacts on nearestliving object friend or foe.

    Do damage as normal. if at-tack does a critical, weaponis stuck. Takes PR roll to

    free opposed Ef is 1d100+75 EF

    96-100

    GM spends a complicationabout the person the shothit. Must be related to a

    passion.

    GM spends a complicationabout the person the shothit. Must be related to a

    passion.

    DischargeRate

    Effects

    200 1 ROF at normal Damage

    400 2 ROF or 1 ROF at +1 DAM

    600 3 ROF or 1 ROF at +2 DAM

    Scanner

    Range

    TEF MAX

    20 150

    40 250

    60 35080 450

    100 550

    140 650

    160 750

    180 850

    200 950

    Scanner

    Power Output

    TEF PUO

    10 30

    20 60

    30 90

    40 120

    50 150

    60 180

    70 210

    80 240

    90 270

    100 300

    1d100Roll

    Situational Effect

    1-10 Awesome for the Players

    11-25 Good For the Players

    26-75 Helps neither side

    76-89 Bad for the Players90 - 100 Horrible for the Players

    Situational Effect ChartUse the chart above to resolve situation that in-

    directly effect the characters, but that they are notactually involved in. For example a Psi orcing 2guards to fight, rather than do the whole combatroll or each NPC and narrate the fight based onthe results. Good or the Characters means thecharacters are hurt or take critical, bad means theyare barely hurt.

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    GM's Charts

    256

    Device TEF Ratings TEF Bonus

    (add to EF and other Mods, add multiple TEFs together)

    Normal Walls up to 1.5 m thick 10

    Combat Walls 1000 SP or less 5 per 1000 SP

    Combat Walls 1001 SP +10 per 500 SP

    Armor Protection Protect

    Vehicle Armor DR 15 per DR pt.

    ExoSkeleton 10

    Personnel Weapons 10 + Type #

    Vehicle Weapons 10

    SubLevel Walls 35

    Level 8-4 walls 20

    Level 1 -3 walls 50

    Energy Conduit 5 per 10 PU.

    Combat Charts - Situational Mods

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    GM's Ch

    Modified Roll Result Crash table

    1- 10

    Vehicle out of control roll piloting at 150 EF or

    crash Vehicle; takes 500 SP (roll location) andoccupants take 10 Damage to END

    11- 20Vehicle out of control; roll piloting at 250 EF orcrash Vehicle; takes 1500 SP (roll location) and

    occupants take 15 Damage to END

    21- 30Vehicle takes wrenching save from pilot; all sys-

    tems take 250 SP damage

    31- 40Roll piloting at 300 EF or all systems take 350

    SP.

    41- 50Close call on crash, Vehicle loses all MP and pilot

    loses 1 action

    51- 60

    Major spin/Fishtail pilot must roll at 550 EF and

    takes 250 SP to all systems. If roll missed allsystems take 550 SP Damage and pilot loses 2

    actions.

    61- 90Vehicle tumbles; all systems take 450 SP all oc-

    cupants take 25 Damage

    91- 120

    Vehicle Crashing Loses 1 altitude per phase until it

    contacts ground or wall. In a collision all systemstake 500 SP all Occupants take 3 sucess/ 3700

    DAM attack. If vehicle still functional all piloting

    rolls count as two actions till repaired.

    121- 190

    Vehicle Crashing Loses 1 altitude per phase until it

    contacts a ground or wall. In a collision all sys-tems take 750 SP all Occupants take 6 success

    /4200 DAM attack. If vehicle still functional, allpiloting rolls count as three actions till repaired.

    191-200

    Vehicle Crashing Loses 1 altitude per phase untilit contacts a ground or wall. In a collisionVehicle

    Crashes all systems take 900 SP all Occupants

    take 8 Success/4700 DAM attack. If vehicle stillfunctional, all piloting rolls count as four actions till

    repaired.

    201+

    Vehicle Crashes all systems take 1200 SP all

    Occupants take 10 Success/5700 DAM attack. Ifvehicle is not functional, all systems dead.

    Vehicle Misfires Roll

    Missile/Gun loses lock and explodes harmlessly 1-25

    Missile/Gun fails to fire (half cost to repair) 26-50Launching /targeting Mechanism fails; mis-sile not fired(Double cost to repair weapons

    systems)

    51-75

    Software glitch, missile/gun locks on wrong

    target(GM rolls randomly to determine newtarget)

    76-95

    Missile/gun explodes and does damage to

    launcher(Use power of missile only for damageratings)

    96-100

    Description Crash Modifier

    Second Piloting Roll Missed +1 for each 2 missed by

    Head on Collision5 per speed for each vehi-

    cle added together

    Side Swipe +5 per speed

    GMs Discretion +5 to +100

    Engines Out +50

    Attack rating was class 4-6 +15

    Attack rating was class 7-9 +20

    Attack rating was class 10 +25

    Vehicle out of control +75

    Controls damaged +1 for each point of damage

    CollisionType

    Damage

    Head on collision Total SP of both vehicles * 4

    Side Swipe Total SP of both vehicles times*2.5

    Vehicle Charts

    VehicleType

    BaseCriticalChance

    Min.BCC

    Jet 120 60

    Helo 110 55

    Scout 90 40

    Boat 100 50

    Drone 95 40

    Roll Location

    1 Engines

    2 Controls

    3 Weapons4 Engines

    5 Controls

    6 Weapons

    7 Cockpit

    8-10 Body

    Vehicle Hit Location

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    GM's Charts

    258

    Psi Range

    Psi-Con

    Long

    30 50 150

    51 80 250

    81 95 325

    96-110 500

    111+ 700

    Roll Psi Effect Failure Effect

    1-15 Effect Succeeds, but Psi loses 3 Psi actions

    16 -30Effect Fails, Psi loses 1Active and Psi action.Roll PsiCon EF of 50+ or lose an additional

    active action

    31-45 Effect Fails, Psi cannot use that pattern for24 hours

    46 - 70Effect Fails, target is immune to Psi attacks

    for 3 actions.

    71-90Lack of focus, Calon energy backlash., Effect

    fails and Psi takes 1d100 END Damage.

    91+

    Psi Power rebounds onto Psi. No save and

    Psi takes any and all effects of the Psi Pat-tern. GM may add a complication (no cost).

    Psi Intu-ition Roll

    Effect of Psi Intuition Sense

    1-20 General bad feeling No detail but the whole thing just feels wrong.

    21-45Knows any immediate threats are present, but no idea what they are or when they might strike. General Info of

    what is going on around them.

    46-70Aware they might be attacked. If they can see the source of danger or malice towards them, they are 50% sureof the source. Is not aware of the direction of the attacks. Info more Specific to what is going on around them

    but still very vague.

    71-90

    Aware of any evil or bad intentions from any one with in 10m. Unaware of any specific actions, but knows at-

    tacks are coming and 50% sure of direction. Cannot be surprised in combat. Also aware of any one who hasplans that interfere with theirs, but not who that person is. Info more very Specific to what is going on around

    them but no knowledge of specific actions that might hinder the characters.

    91+

    Aware of Malice, anger or general bad intentions directed at them by any one specific person. Cannot shakethe feeling there is something wrong with the person. Aware of what direction they are being attacked from, but

    not when. I have got a really bad feeling Info specific to what is going on around them they even have andIdea who might be behind the changes around them..

    Combat Charts

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    Successes VehicleCriticals

    Body Controls Engines Weapons Cockpit Structure

    2 Success

    Hit causes anadditional 100 SP

    to Body

    Hit Damages controls100 SP and -5 TEF

    Engines take 100 moreSP all piloting rolls at -25

    Weapons take 100SP and all Attacks

    at -50

    All occupants take 3

    Success + 1d100 DAMExplosive attack to

    Torso

    Good Shot does anadditional +150 SP .

    4 Successes

    Glancing blowknocks you off

    course +125 SPand re-roll ma-

    neuver.

    Controls flip off for 1phase. Re-roll maneu-

    ver, No VCI attacks and+125 SP

    Gravelectric EnginesPulse Roll Pilot of 150 EF

    or better or go to crashtable with +25

    Weapons systemsShort out for 1

    phase. Lose all VCIdata for next attack

    All occupants take 3Success + 2d100 DAM

    Explosive attack toTorso and must roll EM

    at -7

    Major strike. AllZone Data is cor-

    rupted for nextattack. 1/2 TEF and

    take +200 SP

    6 Successes

    Body takes +150SP vehicle shaking

    all attack rolls at

    -125 for rest of

    turn.

    Controls locked for 1phase. No Piloting ac-

    tions for next 2 phases.

    +130 SP

    Attack shorts out Grav-electric Hull all systems

    down for next 2 phases.

    No vehicle actions

    All weapons lockedon last target for

    1d10 - 3 phases.

    Even if target is

    destroyed.

    Cockpit cracked by

    attack. All Occupantstake a 5 Success +

    2d100 DAM Explosive

    attack and roll EMat -5

    Great shot at a cor-ner bead +250 SP

    and next attack is at

    -2 Successes

    8 Successes

    Body damagecause unstable

    control for 1 phase

    all rolls at -350EF + 175 SP

    VCI Info is garbled. All

    Attacks at -300 EF for

    next attacks

    Major Engine Pulse. RollPilot of 250 EF or better

    or go to crash table with+50

    Bad VCI Data. All

    SkillSets are at 1/2

    for next phase.

    Ringing Blow brings

    occupants 1 step from

    God. Roll EM at -9

    Minor explosionconfusing targ grids.

    +200 SP and -3

    Successes for nextattack.

    10 Successes

    Blast Flexes Bodytake +200 SP to

    Body and all rolls

    at -300 EF

    VCI loses link to vehiclefor 2 phases. No piloting

    for 2 phases and -175

    SP controls

    Power Surge causesGravelectric Engine Mal-

    function. Vehicle stops

    and hover in place for 2phases.

    All Weapons locked

    on imaginary targetsand miss next ac-

    tion. Pilot gets Per-

    ception roll to detectat -100 (EF 125)

    Fires and melting

    metal cause occupantsdistress. Roll EM at -7

    and take a 5 Success +

    4d100 Explosive Attackto torso.

    Blast rips throughstructure of target

    +400 SP all TEFs

    at 1/2 until repaired.

    12 Successes

    Battering Blowshreds body. All

    Piloting rolls at-350 and +200

    SP to body

    Controls hit the brakes

    and reverse. Slowdown

    2 speeds a phase. For3 phases

    Engines shutdown prior

    to reset. Go to crashingtable, out of control.

    Hit destroys 1/2 ofall loaded missiles.

    Blast causes +150SP to body and

    weapons

    Force and Heat wavepummel occupants.

    Roll em at -10 and

    take a 6 Success +4d100 DAM explosive

    attack to the head.

    Strike drops main

    attack computers.

    All TEF at -50 untilrepaired +750 SP

    14 Successes

    Lots of body left

    no armor all dam-age is now double

    to all systems

    VCI Loses link to vehicle

    for 4 phases. No pilotingor attacks for 2 phases

    and -275 SP controls

    Engines Pulsing at ran-

    dom. All Piloting at -500EF. No evasive actions

    allowed.

    Blast destroys all

    hard points. + 200Sp to body and

    weapons.

    Cockpit shatters. RollEM at -15, take a 6

    Success + 1500 DAMBasic attack to the

    head each phase until

    vehicle stops

    All Zone Contact

    lost due to blast. All

    attacks are at -5Successes EF for 5

    Phases + 1200 SP

    16 Successes

    Body is shredding

    itself. Roll Piloting.

    For each 350EF gain 1 action

    before vehicle iscompletely de-

    stroyed

    Controls gone no controlroll Crash at + 100. The

    party is over...

    Engines rip away from

    main body. Vehicle islosing 2 altitudes per sec-

    ond. Roll Crash at +100and say goodbye....

    Hit causes chain

    reaction explosionsfrom all weapons.

    Roll reaction of 120+

    to eject or die withthe vehicle

    Big hole, no cockpit

    you do the math.. Alloccupants must roll

    120+ reaction or they

    move on to the nextlife....

    Structure main con-

    trol destroyed. Alldrones and Comms

    out all attacks cease

    for 1d10+5 phases.+1500 SP

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    SuccessesTorsoCriticals

    1 2 3 4 6 8 9 10

    20 Damage

    Hit does +1

    wounds

    Good Hit +1

    Wounds

    Through andthrough shot +1

    Wound

    Bloody +1 wound,

    Roll EM at -1

    Excellent +1wound, Roll EM

    at -2

    +2 wounds from

    a Bleeder

    +2 wounds and

    roll EM at -2

    +2 wounds

    -2 EM

    50 Damage

    Just missed The

    Vitals Roll EM

    at -1 and take+1 wound

    Hit major Nerve

    roll EM at -2

    and take +1wound

    Cracked rib

    Roll EM at

    -2 and take+1 wound

    ShakesEM up

    Roll EM At -2

    and take +1wound

    Good shot Roll

    EM -2 Take +2

    wounds

    Nicked his

    Sternum roll

    EM at -2 andtake +2 wounds

    Top notchShot target

    Must roll EMat -3 and +3

    wounds

    Nice shot

    Roll EM at -3

    and take +3wounds

    100 Damage

    Very bloody

    Roll EM at -1Take +1 wound

    Shocks targetroll EM at -2

    and take +1wound

    Knocks wind outof target roll EM

    at -2 and take+2 wounds

    Strains chestMuscle roll EM at

    -2 and take +2wounds

    Very goodShot roll EM at

    -2 and Take +3wounds

    Powerful hitRoll EM at -3

    and take +3wounds

    Targets inPain on that

    Shot roll EMat -3 and take

    +3 wounds

    Near miss ontargets lungs

    roll EM at -4and take +4

    wounds

    120 Damage

    Target felt thatShot roll EM

    at -2 andTake +1 wound

    Powerful shotRoll EM at -3

    and take +2wounds

    Near miss ontargets heart roll

    EM at -4 andtake +3 wounds

    Minor Organdamage at - 50

    EF and roll EM at-5 +4 wounds

    Spleen nickedroll at -65 EF

    and EM at -6+4 wounds

    Chest fills withblood roll EM at

    -7 -25 EF +4wounds

    Stomach nickedroll - 70 EF

    and EM at -8or Incapacitated

    +5 wounds

    Smashedribs at -75EF and roll

    EM at -9 orIncapacitated

    +5 wounds

    150 Damage

    Hit Shocks

    and bleeds rollEM at -4 +2

    wounds

    Bruising and

    internal bleedingroll EM at -5

    +3 wounds

    Cellular shock

    and organ dam-age at -60 EF

    and roll EM at

    -6 +4 wounds

    Spine and Nerves

    numb at -75 EFand roll EM at -7

    +4 wounds

    Broken ribs

    pierce skin at-80 EF and roll

    EM at -8 +4

    wounds

    Sternum

    crushed at -90

    EF and rollEM at -9 or

    Incapacitated +5wounds

    Lungs and heart

    fill with fluid at

    -105 EF androll EM at -10

    or Incapacitated+5 wounds

    Artery nicked.Internal

    bleeding at-115 EF and

    roll EM at -11

    or Incapacitat-

    ed +5 wounds200 Damage

    Major chest

    wound roll EM

    at -6+3 wounds

    Major organdamage at -1

    Success EF androll EM at -9

    +4 wounds

    Spine nicked at

    -2 Successes

    and roll EM at-10 +4 wounds

    Major wound toside. 1 organs

    damaged at -2

    Successes, rollEM at -11

    +4 wounds

    Major wound to

    side 2 organsdamaged , -3

    Successes, rollEM at -12 or

    Incapacitated

    +5 wounds

    Major spinecritical at -3

    Successes roll

    EM at -13 orincapacitated

    +5 wounds

    Major lungcritical at -4

    Successes, roll

    EM at -13 orincapacitated

    +5 wounds

    Blast leaveslarge hole

    in center oftarget. Very

    nice

    220 Damage

    Smashed

    organs at -1

    Success, rollEM at -9 +4

    wounds

    Shock and

    bleeding at -1

    Success, rollEM at -10 +4

    wounds

    Major organ

    critical at -105

    EF and roll

    EM at -11 orincapacitated+4 wounds

    Spine damage at

    -2 Successes,

    roll EM at -12 orincapacitated

    +5 wounds

    3 major organs

    wounded at -2

    Successes, roll

    EM at -13 orincapacitated +5wounds

    Major Spinal

    critical at -3

    Successes, roll

    EM at -14 orincapacitated+5 wounds

    Large fountain

    of blood spurts

    from chest, thentarget dies.

    Very pretty

    Liver and

    spleen are

    behind owner.

    Not so goodfor them.Dead.

    250 Damage

    Clipped chest

    cavity wall at-1 Success, roll

    EM at -10 orincapacitated

    +4 wounds

    Spinal trauma at-2 Successes,

    roll EM at -11

    or incapacitated+4 wounds

    Shock to sys-

    tem 3 organsfailing at -3

    Successes, roll

    EM at -13 orincapacitated

    +5 wounds

    Major spine injuryat -4 Successes,

    roll EM at -14 or

    incapacitated+5 wounds

    Major tissue

    damage 4organs failing at

    -5 Successes

    roll EM at -15or incapacitated

    +5 wounds

    Big hit, quickdeath and still

    time for a beer.Nice.

    Spinal dam-age and organ

    failure. Bad day

    gets worse.Dead and gone.

    Completeorgan failure,

    Target slumps

    to one sideand dies.

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    SuccessesHead

    Criticals

    1 2 3 4 6 8 9 10

    20 Damage

    Nice shot

    +1 wounds

    Good shot

    +1 wounds

    +1 wounds +2 woundsSmash to headRoll EM at -1

    and take +3

    wounds

    Roll EMat -1 and

    +3 wounds

    Powerfulshot roll EM

    at -2 and

    +4 wounds

    Roll EM ata -2 and

    +4 wounds

    50 Damage

    Scratch to

    forehead Roll

    EM at a -1 and+1 wounds

    Roll EM at a -1

    and +1 wounds

    Stunning blow

    Roll EM at -1+2 wounds

    Roll EM at

    a -2 and +2wounds

    Power shot

    to head. Roll

    EM at -2 and+3 Wounds

    Roll EM at -2

    and +3 wounds

    Roll EM at -2

    and +4 wounds

    Roll EM at -3

    and +4 wounds

    100 Damage

    Roll EM at

    a -2 and +2

    wounds

    Power shotto head roll

    EM at -2 and+3 wounds

    Blast to jaw

    Shatters it.Roll EM at -5

    -1 Success tillhealed

    +2 wounds

    Concussion

    Make END rollat -10 or

    IncapacitatedElse roll EM at -4

    +3 wounds

    Concussive forceto forehead

    stuns target for 2

    phases, Take noactions.

    Whip lash hitcauses concus-

    sion. Make END

    roll or out for 1turn

    Hit snaps head back,concussion. Make

    END roll at -40 or

    Incapacitated

    Massive Hits cause

    concussion. MakeEND roll at -65 or

    Incapacitated elseroll EM at -5 +4

    wounds

    120 Damage

    Power shot

    to head. RollEM at -4 and

    +3 wounds

    Glancing blow.

    Roll EM at -6and

    +3 wounds

    Stunning blow.

    -1 Successes

    Roll EM at -4or Incapacitated

    +4 wounds

    Dead center hit.

    -1 Successes.

    Roll EM at -4 orIncapacitated

    +4 wounds

    Bloody shot.

    -2 Successes

    Roll EM at -6 orIncapacitated

    +5 wounds

    Heavy bleeding-3 Successes

    make END roll at-40 or Incapaci-

    tated+5 wounds

    Stunning blow-3 Successes

    Make END roll

    at -50 or Incapaci-tated. Else roll

    EM at -4+5 wounds

    Brain damage. Tar-

    get is incapacitated.

    After healed, targetmust stay down for

    1d10 hours.

    150 Damage

    Shot to head.Squishes brain

    roll EM at -2and +3 wounds

    Dizzy from hit

    -2 SuccessesMake END roll

    at -50 orIncapacitated

    Else roll EM at-4 +4 wounds

    Headaches fromconcussion.

    -3 SuccessesRoll EM at -8

    or Incapacitated

    Shock

    -3 Successes.Make END roll at

    -60 orIncapacitated.

    Else roll EM at -5+4 wounds

    Heavy concus-

    sion from hit.- 4 Successes

    Roll EM at -9or Incapacitated.

    +5 wounds

    Deep Concussion.

    -4 SuccessesMake END roll

    at -10 orIncapacitated

    Else roll EM at-4 +5 wounds

    Brain damage. Tar-get is incapacitated.

    After healed, targetmust stay down for

    1d10 hours.

    Targets head drip-ping blood and

    brains as they fallforward and die.

    Entertaining.

    200 Damage

    Concussive

    Blast makeEND roll at

    -30 and roll

    EM at -4 orIncapacitated

    +4 wounds

    Heavy blood

    loss

    -2 SuccessesMake END

    roll at -40 orIncapacitated.

    EM at -4

    +4 wounds

    Concussion

    -3 SuccessesMake END roll

    at -10 or

    IncapacitatedElse roll EM at

    -4 +4 wounds

    Heavy

    Concussion4 Successes

    Roll EM at -9 orIncapacitated +5

    wounds

    Smash plusconcussion make

    EM at -10 or

    Incapacitated

    Brain Damagetarget is incapaci-

    tated+5 wounds.

    Brain damage. Tar-get is incapacitated.

    After healed target

    must stay down for1d10 days.

    Targets head

    explodes from theimpact.

    Poor suckerDidnt have

    a chance

    220 Damage

    Heavy whiplash make ENDroll EM at -10

    or Incapacitated

    +4 wounds

    Concussion and

    bleeding. Make

    END roll at -70or Incapacitated

    roll EM at -6+4 wounds

    ConcussionMake EM rollat -11 or Inca-

    pacitated +5

    wounds

    Shock and neckpain. Make END

    roll at -80 or Inca-

    pacitated

    Brain Damage.

    Target is inca-

    pacitated. Loseuse of dominate

    arm Takes +5wounds

    Brain Damage.Target is inca-pacitated. Total

    loss of speech

    Take +5 wounds

    Blast through eyedestroys

    Targets brain.

    Very bloody and

    target is very dead

    Poor planning by

    target put

    His head in the pathof your attack.

    He lost his mind,sad.

    250 Damage

    Concussion

    1/2 all Stats

    and skillLevels

    Concussion

    Loss of allSpeech

    Coma inducedfor 1d10 hrs if

    END rollMissed else

    +5 wounds

    Brain Damage tar-

    get is incapacitated.Take +5 wounds

    Brain Damage.

    Target is inca-

    pacitated. Take+5 wounds

    Targets has noface left. They

    gurgle and fall

    and die in twoturns. Painful and

    distressing

    Blast rips target a

    second mouth, in

    his cheek and thenhe dies

    Brain meets blow.

    Blow wins destroying

    brain. Better Lucknext time.

  • 7/27/2019 StrikeForce Core System Beta

    266/334

    Successes Leg/ArmsCriticals

    1 2 3 4 6 8 9 10

    20 Damage

    Looked GoodGetting Closer Good show.

    Missed

    Missed the

    Shot.no effect

    Shot for an extra

    +1 wounds

    Hit to nerves

    or fall

    Wind Knocked

    out of target.+2 wounds

    Shocked him

    Roll EM+3 wounds

    50 Damage

    No effect

    No Effect. Tryharder next time

    and you may berewarded

    Through the

    Armor to doa critical. No

    effect

    Hit toSensitive part

    +1 wounds

    Nice shot.

    StartlesTarget.

    Roll EM at -2

    Hit to jointCauses +25

    END.

    Target is

    Stunned. Lose1 action.

    Nice hit.

    Hit strikes

    nerves +3wounds and -1

    to EM roll

    100 Damage

    Hard shot.

    Try again.

    No effect.

    No effect.

    Flesh wound.Causes bleed-

    ing+1 wounds

    StrikeBruises bone

    -1 to EM roll

    Smash to limbrips it. +1

    wounds and rollEM

    Hard strike.Jams limb.

    Roll EM at-2 to roll.

    Shot causesMinor bleeding.

    Roll EM and

    +3 woundsextra

    Great shot intowrist/ankle.

    Roll EM at

    -2 and take+3 wounds

    120 Damage

    No effect

    Minor bruiseto limb.

    Roll EMand +1 wounds

    Jarring hitRoll PR 50 EF

    or better.

    Drop all itemsin hand if failed.

    Blast strainsJoint. Roll

    EM at -2+1 wounds

    Nice hit.Target must roll

    PR at -30 target

    50 EF or drop allheld items.

    Strong hit.Cuts muscle tis-

    sue roll

    EM at -4 and +2wounds

    Blast chipsbone and blood

    vessels.

    Roll EM at -2+3 wounds

    Beautiful shot.Disarms targetand breaks

    hand or foot.Roll EM at -5

    and +4 wounds

    150 Damage

    Hit slices

    artery wide.

    Roll EMat -2 to roll

    and +1 wounds

    Major bruiseto limb. Roll

    PR EF of 60 or

    drop items inhand. Roll EM

    at -3 and take

    +2 wounds

    Hit disjointslimb. It is use-

    less till healed.Roll EM at -4

    and take +3wounds

    Blast chips

    Bone. Target

    at -10 tillhealed. Roll

    EM at -7

    Smash crushesCartilage at joint.

    -15 for2 actions and

    Roll EM at -8.Take +3 wounds

    Hit causes minorbone fracture.

    -25Till healed

    at -6 andTake +4 Wounds

    Massive blood

    loss and shock

    from hit. RollEM at -9 and

    take +4 wounds

    Splinters inlimb start Nasty

    knee/Elbow

    Fracture. At-30 and roll EM

    at -10 take +5

    wounds

    200 Damage

    Shot arteriesand causes

    a major bleeder.Take +1 wounds

    Blast shakes uptarget at -10 for

    2 actions. Take

    +2 wounds androll EM -4

    Targets nervesspasm do to hit.

    At -60 EF for

    3 actions +3wounds

    Shattered

    wrist /ankleat -35 EF till

    healed take +3wounds and

    roll EM -5

    Stunned him.Target at -30

    for 4 actionsTake +4 wounds

    Shot disarmstarget. Roll EM

    and take +4wounds

    Good shot.Causes internal

    bleeding. Roll

    EM at -5 andtake +4 wounds

    Shatters entire

    limb. At -65till healed. Roll

    EM at -10 orIncapacitated

    +5 wounds

    220 Damage

    Nerve shock

    Roll EM at -5

    and take +1wounds

    Minor break in

    limb at -35 till

    healed rollEM at -3 and

    take +2 wounds

    Joint mangledby shot at -140

    until healed.

    Limb is useless.Roll EM at -4

    or Incapacitated+2 wounds

    Bone piercesskin. Take

    +2 wounds

    at -150 untilhealed. Roll

    EM at -5 orIncapacitated

    Bones splinterand rips liga-

    ments. At - 160

    till healed. RollEM at -6 or

    Incapacitated+3 wounds

    Bone splintersand breaks in

    two. At - 165

    till healed. RollEM at -7 or

    Incapacitated+4 wounds

    Major shock asarteries cut by

    bone. At -170

    till healed. RollEM at -7 or

    Incapacitated+4 wounds

    Entire limb ex-plodes in a grey

    mess. At -190

    till healed alsoIncapacitated

    +5 wounds

    250 Damage

    Bones splinter

    and rippedligaments. At -

    160 till healed.

    Roll E