DISADVANTAGES
M/P/Soc tells whether a disadvantage is mental, physical, or social.
X/Sup tells whether a disadvantage is exotic or supernatural. A – in this column means it is mundane.
If the cost of the disadvantage is followed by *, then you must select a self-control number; the cost given is for a self-control
number of 12.
Disadvantage M/P/Soc X/Sup Cost Page Disadvantage M/P/Soc X/Sup Cost Page
Absent-Mindedness M – -15 122 Enemies Soc – Variable 135
Acceleration Weakness P – -1 165 Epilepsy P – -30 136
Addiction M/P – Variable 122, 164, 165 Extra Sleep P – -2/level 136
Alcohol Intolerance P – -1 165 Fanaticism M – -15 136
Alcoholism P – -15 or -20 122 Fat P – -3 19
Amnesia M – -10 or -25 123 Fearfulness M – -2/level 136
Appearance P – Variable 21 Flashbacks M – Variable 136
Attentive M – -1 163 Fragile P X Variable 136
Bad Back P – -15 or -25 123 Frightens Animals M Sup -10 137
Bad Grip P – -5/level 123 G-Intolerance P – -10 or -20 137
Bad Sight P – -25 123 Gigantism P – 0 20
Bad Smell P – -10 124 Gluttony M – -5* 137
Bad Temper M – -10* 124 Greed M – -15* 137
Berserk M – -10* 124 Gregarious M – -10 126
Bestial M X -10 or -15 124 Guilt Complex M – -5 137
Blindness P – -50 124 Gullibility M – -10* 137
Bloodlust M – -10* 125 Habits or Expressions M – -1 164
Bowlegged P – -1 165 Ham-Fisted P – -5 or -10 138
Broad-Minded M – -1 163 Hard of Hearing P – -10 138
Bully M – -10* 125 Hemophilia P – -30 138
Callous M – -5 125 Hidebound M – -5 138
Cannot Float P – -1 165 Honesty M – -10* 138
Cannot Learn M – -30 125 Horizontal P X -10 139
Cannot Speak P – -15 125 Horrible Hangovers P – -1 165
Careful M – -1 163 Humble M – -1 164
Charitable M – -15* 125 Hunchback P – -10 139
Chauvinistic M – -1 163 Imaginative M – -1 164
Chronic Depression M – -15* 126 Impulsiveness M – -10* 139
Chronic Pain P – Variable 126 Incompetence M – -1 164
Chummy M – -5 126 Increased Consumption P – -10/level 139
Clueless M – -10 126 Increased Life Support P X Variable 139
Code of Honor M – -1 or -5 to -15 127, 163 Incurious M – -5* 140
Cold-Blooded P X -5 or -10 127 Indecisive M – -10* 140
Colorblindness P – -10 127 Infectious Attack P Sup -5 140
Combat Paralysis P – -15 127 Innumerate M – -5 140
Compulsive Behavior M – -5 to -15* 128 Insomniac P – -10 or -15 140
Confused M – -10* 129 Intolerance M – Variable 140
Congenial M – -1 164 Invertebrate P X -20 140
Cowardice M – -10* 129 Jealousy M – -10 140
Curious M – -5* 129 Killjoy P – -15 140
Cursed M Sup -75 129 Kleptomania M – -15* 141
Deafness P – -20 129 Klutz P – -5 141
Debt Soc – -1/level 26 Lame P – -10 to -30 141
Decreased Time Rate M X -100 129 Laziness M – -10 142
Delusions M – -1 or -5 to -15 130, 164 Lecherousness M – -15* 142
Dependency P X Variable 130 Lifebane M Sup -10 142
Dependents Soc – Variable 131 Light Sleeper P – -5 142
Destiny M Sup Variable 131 Likes M – -1 164
Disciplines of Faith M – -5 to -15 132 Loner M – -5* 142
Dislikes M – -1 164 Low Empathy M – -20 142
Distinctive Features P – -1 165 Low Pain Threshold P – -10 142
Distractible M – -1 164 Low Self-Image M – -10 143
Disturbing Voice P – -10 132 Low TL M – -5/level 22
Divine Curse M Sup Variable 132 Lunacy M – -10 143
Draining P Sup Variable 132 Magic Susceptibility M Sup -3/level 143
Dread M Sup Variable 132 Maintenance P – Variable 143
Dreamer M – -1 164 Manic-Depressive M – -20 143
Dull M – -1 164 Megalomania M – -10 144
Duty Soc – Variable 133 Minor Handicaps P – -1 165
Dwarfism P – -15 19 Miserliness M – -10* 144
Dyslexia M – -10 134 Missing Digit P – -2 or -5 144
Easy to Kill P – -2/level 134 Mistaken Identity P – -5 21
Easy to Read M – -10 134 Motion Sickness P – -10 144
Electrical P X -20 134 Mundane Background M – -10 144
TRAIT LISTS 299
Disadvantage M/P/Soc X/Sup Cost Page Disadvantage M/P/Soc X/Sup Cost Page
Mute P – -25 125 Shadow Form P X -20 153
Nervous Stomach P – -1 165 Short Attention Span M – -10* 153
Neurological Disorder P – Variable 144 Short Lifespan P X -10/level 154
Neutered P – -1 165 Shyness M – -5, -10, or -20 154
Night Blindness P – -10 144 Skinny P – -5 18
Nightmares M – -5* 144 Slave Mentality M – -40 154
No Depth Perception P – -15 145 Sleepwalker M – -5* 154
No Fine Manipulators P X -30 145 Sleepy P X Variable 154
No Legs P X Variable 145 Slow Eater P X -10 155
No Manipulators P X -50 145 Slow Healing P – -5/level 155
No Sense of Humor M – -10 146 Slow Riser P – -5 155
No Sense of Smell/Taste P – -5 146 Social Disease P – -5 155
Nocturnal P X -20 146 Social Stigma Soc – -5 to -20 155
Noisy P – -2/level 146 Space Sickness P – -10 156
Non-Iconographic M – -10 146 Split Personality M – -15* 156
Nosy M – -1 164 Squeamish M – -10* 156
Numb P – -20 146 Staid M – -1 164
Oblivious M – -5 146 Status Soc – -5/level 28
Obsession M – -1, -5, or -10* 146, 164 Stress Atavism M X Variable* 156
Odious Personal Habits M – -5, -10, or -15 22 Stubbornness M – -5 157
On the Edge M – -15* 146 Stuttering P – -10 157
One Arm P – -20 147 Supernatural Features P Sup Variable 157
One Eye P – -15 147 Supersensitive M Sup -15 158
One Hand P – -15 147 Susceptible P – Variable 158
Overconfidence M – -5* 148 Terminally Ill P – -50, -75, or -100 158
Overweight P – -1 19 Timesickness P – -10 158
Pacifism M – Variable 148 Total Klutz P – -15 141
Paranoia M – -10 148 Trademark M – -1 or -5 to -15 159, 164
Personality Change M – -1 164 Trickster M – -15* 159
Phantom Voices M – -5 to -15 148 Truthfulness M – -5* 159
Phobias M – Variable* 148 Uncongenial M – -1 165
Post-Combat Shakes M – -5* 150 Uncontrollable Appetite M Sup -15* 159
Proud M – -1 164 Unfit P – -5 160
Pyromania M – -5* 150 Unhealing P X -20 or -30 160
Quadriplegic P – -80 150 Unique M Sup -5 160
Reprogrammable M X -10 150 Unluckiness M – -10 160
Reputation Soc – Variable 26 Unnatural Features P – Variable 22
Responsive M – -1 164 Unusual Biochemistry P X -5 160
Restricted Diet P – -10 to -40 151 Very Fat P – -5 19
Restricted Vision P – -15 or -30 151 Very Unfit P – -15 160
Revulsion P Sup -5 to -15 151 Vow M – -1 or -5 to -15 160, 165
Sadism M – -15* 152 Vulnerability P X Variable 161
Secret Soc – -5 to -30 152 Weak Bite P X -2 161
Secret Identity Soc – Variable 153 Weakness P X Variable 161
Self-Destruct P X -10 153 Wealth Soc – Variable 25
Selfish M – -5* 153 Weirdness Magnet M Sup -15 161
Selfless M – -5* 153 Workaholic M – -5 162
Semi-Upright P X -5 153 Wounded P – -5 162
Sense of Duty M – -2 to -20 153 Xenophilia M – -10* 162
Sexless P X -1 165
MODIFIERS
The following modifiers are generally applicable to advantages and disadvantages. Many traits have their own special
modifiers as well; consult the specific trait description for details. Under Type, an attack modifier (see p. 102) is denoted by
A; a gadget limitation (see p. 116) is denoted by G. A – means it is neither.
ENHANCEMENTS Name Type Value Page
Name Type Value Page Cyclic A Variable 103
Accurate A +5%/level 102 Damage Modifiers A Variable 104
Affects Insubstantial – +20% 102 Delay A Variable 105
Affects Substantial – +40% 102 Double Blunt Trauma (dbt) A +20% 104
Area Effect A +50%/level 102 Double Knockback (dkb) A +20% 104
Armor Divisor A Variable 102 Drifting A +20% 105
Aura A +80% 102 Explosion (exp) A +50%/level 104
Based on (Different Attribute) A +20% 102 Extended Duration – Variable 105
Blood Agent A +100% 102 Follow-Up A Variable 105
Cone A Variable 103 Fragmentation (frag) A +15%/die 104
Contact Agent A +150% 103 Guided A +50% 105
Cosmic – Variable 103 Hazard A Variable 104
300 TRAIT LISTS
Name Type Value Page Name Type Value Page
Homing A Variable 105 Bombardment A Variable 111
Incendiary (inc) A +10% 105 Breakable G Variable 117
Increased Range – +10%/level 106 Can Be Stolen G Variable 117
Jet A +0% 106 Contact Agent A -30% 111
Link – +10% or +20% 106 Costs Fatigue – Variable 111
Low Signature A +10% 106 Damage Limitations A Variable 111
Malediction A Variable 106 Dissipation A -50% 112
Mobile A +40%/level 107 Emanation A -20% 112
No Signature A +20% 106 Emergencies Only – -30% 112
Overhead A +30% 107 Extra Recoil A -10%/level 112
Persistent A +40% 107 Full Power in Emergencies Only – -20% 112
Radiation (rad) A +25% or +100% 105 Inaccurate A -5%/level 112
Ranged – +40% 107 Limited Use – Variable 112
Rapid Fire A Variable 108 Melee Attack A Variable 112
Reduced Fatigue Cost – +20%/level 108 Mitigator – Variable 112
Reduced Time – +20%/level 108 No Blunt Trauma (nbt) A -20% 111
Respiratory Agent A +50% 108 No Knockback (nkb) A -10% 111
Selective Area A +20% 108 No Wounding (nw) A -50% 111
Selectivity – +10% 108 Nuisance Effect – Variable 112
Sense-Based A Variable 109 Onset A Variable 113
Side Effect A Variable 109 Pact – Variable 113
Surge (sur) A +20% 105 Preparation Required – Variable 114
Symptoms A Variable 109 Reduced Range – -10%/level 115
Underwater A +20% 109 Resistible A Variable 115
Variable A +5% 109 Sense-Based A Variable 115
Wall A +30% or +60% 109 Takes Extra Time – -10%/level 115
Takes Recharge – Variable 115
Temporary Disadvantage – Variable 115
LIMITATIONS Trigger – Variable 115
Name Type Value Page Unconscious Only – -20% 115
Accessibility – Variable 110 Uncontrollable – -10% or -30% 116
Always On – Variable 110 Unique G -25% 117
Armor Divisor A Variable 110 Unreliable – Variable 116
Blood Agent A -40% 110 Untrainable – -40% 116
SKILLS
Difficulty is E for Easy, A for Average, H for Hard, or VH for Very Hard.
Defaults marked with * either do not always apply or vary in special circumstances; see the entry in the main text.
Skills marked with † require specialization.
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Accounting IQ H IQ-6, Finance-4, 174 Bicycling DX E DX-4, Driving 180
Mathematics (Statistics)-5, (Motorcycle)-4
Merchant-5 Bioengineering/TL† IQ H Biology-5 180
Acrobatics DX H DX-6 174 Biology/TL† IQ VH IQ-6, Naturalist-6 180
Acting IQ A IQ-5, Performance-2, 174 Blind Fighting Per VH None 180
Public Speaking-5 Blowpipe DX H DX-6 180
Administration IQ A IQ-5, Merchant-3 174 Boating/TL† DX A DX-5, IQ-5 180
Aerobatics DX H DX-6 174 Body Control HT VH None 181
Airshipman/TL IQ E IQ-4 185 Body Language Per A Detect Lies-4, Psychology-4 181
Alchemy/TL IQ VH None 174 Body Sense DX H DX-6, Acrobatics-3 181
Animal Handling† IQ A IQ-5 175 Bolas DX A None 181
Anthropology† IQ H IQ-6, Paleontology 175 Bow DX A DX-5 182
(Paleoanthropology)-2, Boxing DX A None 182
Sociology-3 Brain Hacking/TL IQ H Special 182
Aquabatics DX H DX-6 174 Brainwashing/TL IQ H Special 182
Archaeology IQ H IQ-6 176 Brawling DX E None 182
Architecture/TL IQ A IQ-5, Engineer (Civil)-4 176 Breaking Blow IQ H None 182
Area Knowledge† IQ E IQ-4, Geography 176 Breath Control HT H None 182
(Regional)-3* Broadsword DX A Force Sword-4, 208
Armoury/TL† IQ A IQ-5, Engineer (same)-4 178 Rapier-4, Saber-4,
Artillery/TL† IQ A IQ-5 178 Shortsword-2,
Artist† IQ H IQ-6 179 Two-Handed Sword-4
Astronomy/TL IQ H IQ-6 179 Camouflage IQ E IQ-4, Survival-2 183
Autohypnosis Will H Meditation-4 179 Captivate Will H None 191
Axe/Mace DX A Flail-4, 208 Carousing HT E HT-4 183
Two-Handed Axe/Mace-3 Carpentry IQ E IQ-4 183
Battlesuit/TL DX A DX-5, Diving Suit-4, 192 Cartography/TL IQ A IQ-5, Geography (any)-2, 183
NBC Suit-2, Vacc Suit-2 Mathematics (Surveying)-2,
Beam Weapons/TL† DX E DX-4 179 Navigation (any)-4
TRAIT LISTS 301
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Chemistry/TL IQ H IQ-6, Alchemy-3 183 Force Sword DX A Any Sword-3 208
Climbing DX A DX-5 183 Force Whip DX A Kusari-3, 209
Cloak DX A DX-5, Net-4, Shield (any)-4 184 Monowire Whip-3,
Combat Art or Sport DX Varies Special 184 Whip-3
Computer Hacking/TL IQ VH None 184 Forced Entry DX E None 196
Computer IQ E IQ-4 184 Forensics/TL IQ H IQ-6, Criminology-4 196
Operation/TL Forgery/TL IQ H IQ-6, Counterfeiting-2 196
Computer IQ H None 184 Fortune-Telling† IQ A IQ-5, Fast-Talk-3, 196
Programming/TL Occultism-3
Connoisseur† IQ A IQ-5* 185 Forward Observer/TL IQ A IQ-5, Artillery (any)-5* 196
Cooking IQ A IQ-5, Housekeeping-5 185 Free Fall DX A DX-5, HT-5 197
Counterfeiting/TL IQ H IQ-6, Forgery-2 185 Freight Handling/TL IQ A IQ-5 197
Crewman/TL IQ E IQ-4 185 Gambling IQ A IQ-5, Mathematics 197
Criminology/TL IQ A IQ-5, Psychology-4 186 (Statistics)-5
Crossbow DX E DX-4 186 Games† IQ E IQ-4 197
Cryptography/TL IQ H Mathematics 186 Gardening IQ E IQ-4, Farming-3 197
(Cryptology)-5 Garrote DX E DX-4 197
Current Affairs/TL† IQ E IQ-4, Research-4 186 Geography/TL† IQ H IQ-6* 198
Dancing DX A DX-5 187 Geology/TL† IQ H IQ-6, Geography 198
Detect Lies Per H Per-6, Body Language-4, 187 (Physical)-4,
Psychology-4 Prospecting-5
Diagnosis/TL IQ H IQ-6, First Aid-8, 187 Gesture IQ E IQ-4 198
Physician-4, Veterinary-5 Group Performance† IQ A IQ-5* 198
Diplomacy IQ H IQ-6, Politics-6 187 Gunner/TL† DX E DX-4 198
Disguise/TL† IQ A IQ-5, Makeup-3 187 Guns/TL† DX E DX-4 198
Diving Suit/TL DX A DX-5, Battlesuit-4, 192 Hazardous IQ A IQ-5 199
NBC Suit-4, Scuba-2, Materials/TL†
Vacc Suit-4 Heraldry IQ A IQ-5, Savoir-Faire 199
Dreaming Will H Will-6 188 (High Society)-3
Driving/TL† DX A DX-5, IQ-5 188 Herb Lore/TL IQ VH None 199
Dropping DX A DX-3, Throwing-4 189 Hidden Lore† IQ A None 199
Economics IQ H IQ-6, Finance-3, 189 Hiking HT A HT-5 200
Market Analysis-5, History† IQ H IQ-6 200
Merchant-6 Hobby Skill DX or IQ E DX-4 or IQ-4 200
Electrician/TL IQ A IQ-5, Engineer 189 Holdout IQ A IQ-5, Sleight of Hand-3 200
(Electrical)-3 Housekeeping IQ E IQ-4 200
Electronics IQ A IQ-5, Electronics 189 Hypnotism IQ H None 201
Operation/TL† Repair (same)-5, Immovable Stance DX H None 201
Engineer (Electronics)-5 Innate Attack† DX E DX-4 201
Electronics Repair/TL†IQ A IQ-5, Electronics 190 Intelligence IQ H IQ-6, Strategy (any)-6 201
Operation (same)-3, Analysis/TL
Engineer (Electronics)-3 Interrogation IQ A IQ-5, Intimidation-3, 202
Engineer/TL† IQ H Special 190 Psychology-4
Enthrallment Will H None 191 Intimidation Will A Will-5, Acting-3 202
Environment Suit/TL DX A DX-5* 192 Invisibility Art IQ VH None 202
Erotic Art DX A DX-5, Acrobatics-5 192 Jeweler/TL IQ H IQ-6, Smith (Copper)-4, 203
Escape DX H DX-6 192 Smith (Lead and Tin)-4
Esoteric Medicine Per H Per-6 192 Jitte/Sai DX A Force Sword-4, 208
Exorcism Will H Will-6, 193 Main-Gauche-4,
Religious Ritual (any)-3, Shortsword-3
Ritual Magic (any)-3, Judo DX H None 203
Theology (any)-3 Jumping DX E None 203
Expert Skill† IQ H None 193 Karate DX H None 203
Explosives/TL† IQ A IQ-5* 194 Kiai HT H None 203
Falconry IQ A IQ-5, Animal Handling 194 Knife DX E Force Sword-3, 208
(Raptors)-3 Main-Gauche-3,
Farming/TL IQ A IQ-5, Biology-5, 194 Shortsword-3
Gardening-3 Knot-Tying DX E DX-4, Climbing-4, 203
Fast-Draw† DX E None 194 Seamanshi p-4
Fast-Talk IQ A IQ-5, Acting-5 195 Kusari DX H Force Whip-3, 209
Filch DX A DX-5, Pickpocket-4, 195 Monowire Whip-3,
Sleight of Hand-4 Two-Handed Flail-4,
Finance IQ H Accounting-4, 195 Whip-3
Economics-3, Lance DX A DX-5, Spear-3 204
Merchant-6 Lasso DX A None 204
Fire Eating DX A None 195 Law† IQ H IQ-6 204
First Aid/TL IQ E IQ-4, Esoteric Medicine, 195 Leadership IQ A IQ-5 204
Physician, Veterinary-4 Leatherworking DX E DX-4 205
Fishing Per E Per-4 195 Lifting HT A None 205
Flail DX H Axe/Mace-4, 208 Light Walk DX H None 205
Two-Handed Flail-3 Linguistics IQ H None 205
Flight HT A HT-5 195 Lip Reading Per A Per-10 205
Flying Leap IQ H None 196 Liquid Projector/TL† DX E DX-4 205
302 TRAIT LISTS
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Literature IQ H IQ-6 205 Psychology IQ H IQ-6, Sociology-4 216
Lockpicking/TL IQ A IQ-5 206 Public Speaking IQ A IQ-5, Acting-5, 216
Machinist/TL IQ A IQ-5, Mechanic (any)-5 206 Performance-2,
Main-Gauche DX A Jitte/Sai-4, Knife-4, 208 Politics-5
Rapier-3, Saber-3, Push DX H None 216
Smallsword-3 Rapier DX A Broadsword-4, 208
Makeup/TL IQ E IQ-4, Disguise-2 206 Main-Gauche-3,
Market Analysis IQ H IQ-6, Economics-5, 207 Saber-3, Smallsword-3
Merchant-4 Religious Ritual† IQ H Ritual Magic (same)-6 217
Masonry IQ E IQ-4 207 Theology (same)-4
Mathematics/TL† IQ H IQ-6* 207 Research/TL IQ A IQ-5, Writing-3 217
Mechanic/TL† IQ A IQ-5, Engineer (same)-4, 207 Riding† DX A DX-5, Animal Handling 217
Machinist-5 (same)-3
Meditation Will H Will-6, Autohypnosis-4 207 Ritual Magic† IQ VH Religious Ritual (same)-6 218
Melee Weapon DX Varies Special 208 Running HT A HT-5 218
Mental Strength Will E None 209 Saber DX A Broadsword-4, 208
Merchant IQ A IQ-5, Finance-6, 209 Main-Gauche-3, Rapier-3,
Market Analysis-4 Shortsword-4, Smallsword-3
Metallurgy/TL IQ H Chemistry-5, Jeweler-8, 209 Savoir-Faire† IQ E IQ-4* 218
Smith (any)-8 Scrounging Per E Per-4 218
Meteorology/TL† IQ A IQ-5 209 Scuba/TL IQ A IQ-5, Diving Suit-2 219
Mimicry† IQ H IQ-6* 210 Seamanship/TL IQ E IQ-4 185
Mind Block Will A Will-5, Meditation-5 210 Search Per A Per-5, Criminology-5 219
Monowire Whip DX H Force Whip-3, Kusari-3, 209 Sewing/TL DX E DX-4 219
Whip-3 Sex Appeal HT A HT-3 219
Mount DX A DX-5 210 Shadowing IQ A IQ-5, Observation-5, 219
Musical Composition IQ H Musical Instrument-2, 210 Stealth-4 (on foot only)
Poetry-2 (for song) Shield† DX E DX-4 220
Musical Influence IQ VH None 210 Shiphandling/TL† IQ H IQ-6* 220
Musical Instrument† IQ H Special 211 Shortsword DX A Broadsword-2, 209
Naturalist† IQ H IQ-6, Biology-3 211 Force Sword-4,
Navigation/TL† IQ A Special 211 Jitte/Sai-3, Knife-4,
NBC Suit/TL DX A DX-5, Battlesuit-2, 192 Saber-4, Smallsword-4,
Diving Suit-4, Tonfa-3
Vacc Suit-2 Singing HT E HT-4 220
Net DX H Cloak-5 211 Skating HT H HT-6 220
Observation Per A Per-5, Shadowing-5 211 Skiing HT H HT-6 221
Occultism IQ A IQ-5 212 Sleight of Hand DX H Filch-5 221
Packing IQ A IQ-5, Animal Handling 212 Sling DX H DX-6 221
(Equines)-5 Smallsword DX A Main-Gauche-3, 208
Paleontology/TL† IQ H Biology-4* 212 Rapier-3, Saber-3,
Panhandling IQ E IQ-4, Fast Talk-2, 212 Shortsword-4
Public Speaking-3 Smith/TL† IQ A IQ-5* 221
Parachuting/TL DX E DX-4 212 Smuggling IQ A IQ-5 221
Parry Missile WeaponsDX H None 212 Sociology IQ H IQ-6, Anthropology-3, 221
Performance IQ A IQ-5, Acting-2, 212 Psychology-4
Public Speaking-2 Soldier/TL IQ A IQ-5 221
Persuade Will H None 191 Spacer/TL IQ E IQ-4 185
Pharmacy/TL† IQ H IQ-6* 213 Spear DX A Polearm-4, Staff-2 208
Philosophy† IQ H IQ-6 213 Spear Thrower DX A DX-5, Thrown Weapon 222
Photography/TL IQ A IQ-5, Electronics 213 (Spear)-4
Operation (Media)-5 Speed-Reading IQ A None 222
Physician/TL IQ H IQ-7, First Aid-11, 213 Sports DX A Special 222
Veterinary-5 Staff DX A Polearm-4, Spear-2 208
Physics/TL IQ VH IQ-6 213 Stage Combat DX A Combat Art or Sport-2, 222
Physiology/TL† IQ H IQ-6, Diagnosis-5, 213 an actual combat skill-3,
Physician-5, Surgery-5 Performance-3
Pickpocket DX H DX-6, Filch-5, 213 Stealth DX A DX-5, IQ-5 222
Sleight of Hand-4 Strategy† IQ H IQ-6, Intelligence 222
Piloting/TL† DX A IQ-6 214 Analysis-6, Tactics-6
Poetry IQ A IQ-5, Writing-5 214 Streetwise IQ A IQ-5 223
Poisons/TL IQ H IQ-6, Chemistry-5, 214 Submarine/TL† DX A IQ-6 223
Pharmacy (any)-3, Submariner/TL IQ E IQ-4 185
Physician-3 Suggest Will H None 191
Polearm DX A Spear-4, Staff-4, 208 Sumo Wrestling DX A None 223
Two-Handed Axe/Mace-4 Surgery/TL IQ VH First Aid-12, Physician-5, 223
Politics IQ A IQ-5, Diplomacy-5 215 Physiology-8,
Power Blow Will H None 215 Veterinary-5
Pressure Points IQ H None 215 Survival† Per A Per-5, Naturalist 223
Pressure Secrets IQ VH None 215 (same planet)-3
Professional Skill DX or IQ A Special 215 Sway Emotions Will H None 192
Propaganda/TL IQ A IQ-5, Merchant-5, 216 Swimming HT E HT-4 224
Psychology-4 Symbol Drawing† IQ H Special 224
Prospecting/TL IQ A IQ-5, Geology (any)-4 216 Tactics IQ H IQ-6, Strategy (any)-6 224
TRAIT LISTS 303
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Teaching IQ A IQ-5 224 Two-Handed Sword DX A Broadsword-4, 209
Teamster† IQ A IQ-5, Animal Handling 225 Force Sword-4
(same)-4, Typing DX E DX-4, any skill 228
Riding (same)-2 requiring typing-3
Thaumatology IQ VH IQ-7 (magical settings only) 225 Urban Survival Per A Per-5 228
Theology† IQ H IQ-6, Religious Ritual 226 Vacc Suit/TL DX A DX-5, Battlesuit-2, 192
(same)-4 Diving Suit-4,
Throwing DX A DX-3, Dropping-4 226 NBC Suit-2
Throwing Art DX H None 226 Ventriloquism IQ H None 228
Thrown Weapon† DX E DX-4* 226 Veterinary/TL IQ H Animal Handling (any)-6, 228
Tonfa DX A Shortsword-3 209 Physician-5, Surgery-5
Tracking Per A Per-5, Naturalist-5 226 Weather Sense IQ A IQ-5 209
Traps/TL IQ A IQ-5, Lockpicking-3 226 Weird Science IQ VH None 228
Two-Handed Axe/MaceDX A Axe/Mace-3, Polearm-4, 208 Whip DX A Force Whip-3, 209
Two-Handed Flail-4 Kusari-3, Monowire Whip-3
Two-Handed Flail DX H Flail-3, Kusari-4, 208 Wrestling DX A None 228
Two-Handed Writing IQ A IQ-5 228
Axe/Mace-4 Zen Archery IQ VH None 228
TECHNIQUES
Techniques marked with * are highly cinematic and may not be appropriate for realistic games. Under Difficulty, A means
Average and H means Hard. Under Defaults, PS means any prerequisite skill.
Technique Difficulty Defaults Page Technique Difficulty Defaults Page
Arm Lock A Judo or Wrestling 230 Motion-Picture A Photography-3 233
Back Kick H Karate-4 230 Camera
Choke Hold H Judo-2 or Wrestling-3 230 Neck Snap H ST-4 232
Disarming H PS 230 No-Landing H Piloting-4 233
Dual-Weapon H PS-4 230 Extraction
Attack* Off-Hand H PS-4 232
Elbow Strike A Brawling-2, Karate-2 230 Weapon Training
Feint H PS 231 Retain Weapon H PS 232
Finger Lock H Arm Lock-3 231 Rope Up A Climbing-2 233
Ground Fighting H PS-4 231 Scaling H Climbing-3 233
Horse Archery H Bow-4 231 Set Trap H Explosives (Demolition)-2 233
Impersonate A Mimicry (Speech)-3 233 Slip Handcuffs H Escape-5 233
Jump Kick H Karate-4 231 Sweep H PS-3 232
Kicking H Brawling-2, Karate-2 231 Whirlwind Attack* H PS-5 232
Knee Strike A Brawling-1, Karate-1 232 Work by Touch H Lockpicking-5 233
Lifesaving H Swimming-5 233
SPELLS
Difficulty is H for Hard and VH for Very Hard. Necro. for Necromantic, and P/W for Protection and
Classes are Ench. for Enchantment or Info. for Infor - Warning. Other colleges are not abbreviated.
mation (others are written in full). If the class is followed by Duration of I is instantaneous; P is permanent.
a notation in brackets, that spell is resisted by the attribute Initial Cost followed by B denotes a base cost for Area
or skill inside the brackets. spells.
Colleges are BC for Body Control, C/E for Commu ni - Maintenance Cost is S if it is the same as the initial cost,
cation and Empathy, Ench. for Enchantment, Know. for H if it is half the initial cost, or – if the spell cannot be
Knowledge, L/D for Light and Darkness, MC for Mind maintained.
Control, Meta for Meta-Spells, Move. for Movement, * means that the entry is explained more fully in the text.
Time to Initial Maintenance
Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page
Accuracy H Ench. Ench. Special – Special – Enchant, 480
five Air spells
Analyze Magic H Info. [Special] Know. 1 hour – 8 – Identify Spell 249
Apportation H Regular [Will] Move. 1 sec. 1 min. Special S Magery 1 251
Armor H Regular P/W 1 sec. 1 min. Special H Magery 2, Shield 253
Aura H Info. Know. 1 sec. – 3 – Detect Magic 249
Awaken H Area Healing 1 sec. – 1B – Lend Vitality 248
304 TRAIT LISTS
Time to Initial Maintenance
Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page
Banish H Special [Will] Necro. 5 sec. – Special – Magery 1, 252
at least one spell
from 10 colleges
Blur H Regular L/D 2 sec. 1 min. 1 to 5 S Darkness 250
Breathe Water H Regular Air, Water 1 sec. 1 min. 4 2 Create Air, 243
Destroy Water
Clumsiness H Regular [HT] BC 1 sec. 1 min. 1 to 5 H Spasm 244
Cold H Regular Fire 1 min. 1 min. Special S Heat 247
Command H Blocking [Will] MC 1 sec. – 2 – Magery 2, 251
Forgetfulness
Continual Light H Regular L/D 1 sec. Special Special – Light 249
Counterspell H Regular [Special]Meta 5 sec. – Special – Magery 1, 250
spell being countered
Create Air H Area Air 1 sec. 5 sec.* 1B – Purify Air 243
Create Earth H Regular Earth 1 sec. P Special – Earth to Stone 246
Create Fire H Area Fire 1 sec. 1 min. 2B H Ignite Fire 246
Create Water H Regular Water 1 sec. P 2/gallon – Purify Water 253
Darkness H Area L/D 1 sec. 1 min. 2B 1 Continual Light 250
Daze H Regular [HT] MC 2 sec. 1 min. 3 2 Foolishness 250
Death Vision H Regular Necro. 3 sec. 1 sec. 2 – Magery 1 251
Deathtouch H Melee BC 1 sec. – 1 to 3 – Wither Limb 245
Deflect Energy H Blocking Fire 1 sec. – 1 – Magery 1, 246
Shape Fire
Deflect Missile H Blocking Move. 1 sec. – 1 – Apportation 251
Deflect H Ench. Ench. Special – Special – Enchant 480
Destroy Water H Area Water 1 sec. P 3B – Create Water 253
Detect Magic H Regular Know. 5 sec. – 2 – Magery 1 249
Dispel Magic H Area [Special] Meta Special P 3B – Counterspell, 250
at least 12
other spells
Earth to Air H Regular Air, Earth 2 sec. P Special – Create Air, 243
Shape Earth
Earth to Stone H Regular Earth 1 sec. P 3/cy (min. 3) – Magery 1, 245
Shape Earth
Enchant VH Ench. Ench. Special – Special – Magery 2, 480
at least one spell
from 10 other colleges
Entombment H Regular [HT] Earth 3 sec. P 10* – Magery 2, 246
five Earth spells
Explosive H Missile Fire 1 to 3 sec. Special Special – Fireball 247
Fireball
Extinguish Fire H Area Fire 1 sec. P 3B – Ignite Fire 247
Fireball H Missile Fire 1 to 3 sec. Special Special – Magery 1, 247
Create Fire,
Shape Fire
Flesh to Stone H Regular [HT] Earth 2 sec. P 10 – Earth to Stone 246
Fog H Area Water 1 sec. 1 min. 2B H Shape Water 253
Foolishness H Regular [Will] MC 1 sec. 1 min. 1 to 5 H IQ 12+ 250
Forgetfulness H Regular [Special] MC 10 sec. 1 hour 3 3 Magery 1, 250
Foolishness
Fortify H Ench. Ench. Special – Special – Enchant 480
Great Haste VH Regular Move. 3 sec. 10 sec. 5* – Magery 1, 251
IQ 12+, Haste
Great Healing VH Regular Healing 1 min. – 20 – Magery 3, 248
Major Healing
Haste H Regular Move. 2 sec. 1 min. 2* 1* – 251
Heat H Regular Fire 1 min. 1 min. Special S Create Fire, 247
Shape Fire
Hide Thoughts H Regular C/E 1 sec. 10 min. 3 1 Truthsayer 245
Hinder H Regular [HT] BC, Move. 1 sec. 1 min. 1 to 4 S Clumsiness 244
or Haste
Icy Weapon H Regular Water 3 sec. 1 min. 3 1 Create Water 253
Identify Spell H Info. Know. 1 sec. – 2 – Detect Magic 249
Ignite Fire H Regular Fire 1 sec. 1 sec. Special S – 246
Itch H Regular [HT] BC 1 sec. Special 2 – – 244
Lend Energy H Regular Healing 1 sec. – Special – Magery 1 248
or Empathy
TRAIT LISTS 305
Time to Initial Maintenance
Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page
Lend Vitality H Regular Healing 1 sec. 1 hour Special – Lend Energy 248
Light H Regular L/D 1 sec. 1 min. 1 1 – 249
Lightning H Missile Air 1 to 3 sec. – Special – Magery 1, 244
six other Air spells
Lockmaster H Regular Move. 10 sec. – 3 – Magery 2, 251
[Magelock] Apportation
Magelock H Regular P/W 4 sec. 6 hours 3 2 Magery 1 253
Major Healing VH Regular Healing 1 sec. – 1 to 4 – Magery 1, 248
Minor Healing
Mass Daze H Area [HT] MC Special 1 min. 2B* 1 Daze, IQ 13+ 251
Mass Sleep H Area [HT] MC Special – 3B* – Sleep, IQ 13+ 251
Mind-Reading H Regular [Will] C/E 10 sec. 1 min. 4 2 Truthsayer 245
Minor Healing H Regular Healing 1 sec. – 1 to 3 – Lend Vitality 248
No-Smell H Regular Air 1 sec. 1 hour 2 2 Purify Air 243
Pain H Regular [HT] BC 1 sec. 1 sec. 2 – Spasm 244
Paralyze Limb H Melee [HT] BC 1 sec. 1 min. 3 – Magery 1, Pain, 244
four other BC spells
Planar Summons H Special Gate 5 min. Special Special – Magery 1, 247
at least one spell
from 10 other colleges
Plane Shift VH Special Gate 5 sec. P 20 – Planar Summons 248
Power H Ench. Ench. Special – Special – Enchant, 480
Recover Energy
Predict Weather H Info. Air 5 sec./day forecast I Special – Four Air spells 243
Puissance H Ench. Ench. Special – Special – Enchant, 481
five Earth spells
Purify Air H Area Air 1 sec. I (effect is P) 1B – – 243
Purify Water H Special Water Special – Special – Seek Water 253
Recover Energy H Special Healing 1 sec. P – – Magery 1, Lend Energy 248
Resist Cold H Regular Fire 1 sec. 1 min. 2* 1* Heat 247
Resist Fire H Regular Fire 1 sec. 1 min. 2* 1* Extinguish Fire, 247
Cold
Rooted Feet H Regular [ST] BC 1 sec. 1 min. 3 – Hinder 244
Seek Earth H Info. Earth 10 sec. – 3 – – 245
Seek Water H Info. Water 1 sec. – 2 – – 253
Seeker H Info. Know. 1 sec. – 3 – Magery 1, 249
IQ 12+, two “Seek” spells
Sense Emotion H Regular C/E 1 sec. – 2 – Sense Foes 245
Sense Foes H Info., Area C/E 1 sec. – 1 (B; min. 2) – – 245
Sense Spirit H Info.; Area Necro. 1 sec. – 1/2B – Death Vision 252
Shape Air H Regular Air 1 sec. 1 min. 1 to 10 S Create Air 243
Shape Earth H Regular Earth 1 sec. 1 min. Special H Seek Earth 245
Shape Fire H Area Fire 1 sec. 1 min. 2B H Ignite Fire 246
Shape Water H Regular Water 2 sec. 1 min. 1/20 gallons S Create Water 253
Shield H Regular P/W 1 sec. 1 min. Special H Magery 2 252
Sleep H Regular [HT] MC 3 sec. – 4 – Daze 251
Spasm H Regular [HT] BC 1 sec. I 2 – Itch 244
Staff H Ench. Ench. Special – 30 – Enchant 481
Stench H Area Air 1 sec. 5 min.* 1B – Purify Air 244
Stone to Earth H Regular Earth 1 sec. P 6/cy (min. 6) – Earth to Stone 246
or four Earth spells
Stone to Flesh H Regular Earth 5 sec. P 10 – Magery 2, 246
Flesh to Stone,
Stone to Earth
Summon Demon H Special Necro. 5 min. Special Special – Magery 1, 252
at least one spell
from 10 colleges
Summon Spirit H Info. [Will*] Necro. 5 min. 1 min. 20* 10* Magery 2, 252
Death Vision
Trace H Regular Know. 1 min. 1 hour 3 1 Seeker 249
Truthsayer H Info. [Will] C/E 1 sec. – 2 – Sense Emotion 245
Turn Zombie H Area Necro. 4 sec. 1 day 2B – Zombie 252
Walk on Air H Regular Air 1 sec. 1 min. 3 2 Shape Air 243
Wither Limb H Melee [HT] BC 1 sec. P 5 – Magery 2, 244
Paralyze Limb
Zombie H Regular Necro. 1 min. – 8* – Summon Spirit, 252
Lend Vitality
306 TRAIT LISTS
ICONIC
CHARACTERS
The eight heroes on the following
pages make up an ISWAT team (see
p. 536). They are presented as com-
plete examples of character design . . .
and a demonstration of the variety of
heroes you can build with these rules.
You can use them for inspiration
for your own characters or (with the
GM’s permission!) take one of them as
a PC. (We’ve used them in the art
throughout the book; see the index for
the page numbers.)
They range in point value from
Professor William Headley, at 200
points, up to C31R07, at 1,665. For
more details about their home time-
lines, see GURPS Infinite Worlds.
C31R07
In the 16 centuries since the death
of Alexander the Great, the Hegemony
he founded has only had one true rival
– the Chinese Kingdom of Heaven.
Their world is highly advanced, but
hardly peaceful. The empires clash
in the fractured states of the New
World (which the Hegemony calls
the Hesperides, and China names
Penglai). By mutual agreement they
leave their common Asian border
alone to grind along as it has for most
of the last 1,600 years. Sometimes,
under the rare coincidence of simulta-
neous peaceable rulers in Nanjing and
POINTS SUMMARY
258
Attributes/Secondary Characteristics [ ]
Advantages/Perks/TL/Languages/
1,524
Cultural Familiarity [ ]
-180
Disadvantages/Quirks [ ]
63
Skills/Techniques [ ]
Other [ ]
ICONIC CHARACTERS 307
Alexandria, rich trade routes spring One night in the lamasery, while Weapon Pod
up between the two domains. Always, contemplating a mandala, C-31 297 points/pod
technical innovations travel from one thought it detected yet another band
to the other and back again – neither of robbers creeping across the snows Each of C-31’s two weapon pods
empire will allow its rival to keep any toward its sanctuary. Engaging its tac- contains a chain gun and a plasma
technological edge, and what the tical mode, the robot stealthily cannon. Statistics for these attacks
scholars of Babylon or Londinium can ambushed the thieves a mile or so appear below. The plasma cannon is
invent, the mandarins of Guangzhou from the temple. To C-31’s amaze- an alternative attack (see Alternative
or Edo can perfect, or vice versa. ment, its initial subduing attacks were Attacks, p. 61), at 1/5 cost. Buying this
Hence, only the most painstaking brushed aside. To the attackers’ entire combination twice allows C-31
historians can say precisely which side amazement, the robot evaded their to choose a different attack for each
invented combat robots, or in which countermeasures . . . Very soon each pod, and to fire each pod at a different
battle they were first deployed. But for party realized that the other would not target (thanks to Enhanced Tracking
the last century or so, they have be the first to launch a killing attack. and Extra Attack).
become the core of both powers’ And they began to talk. Chain Gun: Large Piercing Attack
defenses. The intruders, it transpired, were 15d (Accurate +6, +30%; Armor
C31R07 (“C-31”) was a fully con- from a different world entirely, Divisor 2, +50%; Extra Recoil
ventional Dexamenos-class centauroid though they did not wish to say just +3, -30%; Increased Range, ¥20,
combat robot when it rolled off the where that world lay. They needed a +40%; Rapid Fire, RoF 15, +100%)
production lines in Sarmatopolis. certain incantation from a Buddhist [261].
Programmed for complex, original text in C-31’s temple, to defeat a vile Plasma Cannon: Burning Attack 6d
thought and tactical initiative, it served demon summoned by a wizard (Cone, 4 yards, +90%; Cyclic, 1 sec-
well during a “live fire” exercise, put- emperor. On C-31’s world, which they ond, 5 cycles, +400%) [177] ([36] as an
ting down a rebel tribe in Assam. called Iskander-2, the incantation was alternative attack).
However, its programming was appar- mere mysticism. Elsewhere, it was a
ently a little too complex and original – powerful weapon against forces of
C-31 deserted after the battle and darkness. C-31, more flexible than Centauroid Robot
crossed the Himalayas into the neutral most humans, realized that there was 247 points
buffer state of Tibet, where it joined a little to lose by providing a holograph- This template represents the traits
Buddhist lamasery. ic copy of the ancient text – if they unique to C-31’s usual form: a four-
Through study and meditation, were truly virtuous warriors, it was legged robot with two manipulators.
C-31 attempted to eradicate the urge to right action, and if they were merely
violence from its spirit, but it could not clever and powerful bandits, perhaps Attribute Modifiers: ST+18
completely counter its basic program- they would go away and leave his (Size, -10%) [162]; DX+3 [60].
ming. The steel warrior did make itself monks alone. Secondary Characteristic Modifiers:
useful to the monks, subduing bandits A month later, after the intruders SM +1.
and thieves, protecting pilgrims, and had returned to their Homeline, a sin- Advantages: Enhanced Move 1
rescuing lost or stranded travelers gle shadowed figure appeared and (Ground Speed 16) [20]; Extra Legs
from avalanches and yeti attacks. But called to C-31 in a way no other could (Four Legs) [5].
these actions, though meritorious, detect. They talked long into the night
lacked challenge – C-31 was still . . . and again the next night, and the
Hellenist enough to believe that its true next. On the third morning the steel Hexapod Robot
destiny required it to exceed itself and warrior was gone, to seek learning and 162 points
fulfill a greater potential. merit in other worlds. This template gives the traits
unique to C-31’s alternate form: a six-
legged robot with no fine manipula-
tors and visual surface camouflage.
The art of war is governed by five
Attribute Modifiers: ST+18 (No Fine
constant factors, to be taken into account Manipulators, -40%) [108]; DX+3
(No Fine Manipulators, -40%) [36].
in one’s deliberations, when seeking to Advantages: Chameleon 3 (Extended,
determine the conditions obtaining in the Ladar, +20%) [18]; Enhanced
Move 1.5 (Ground Speed 24) [30];
field. These are: The Moral Law, Heaven, Extra Legs (Six Legs) [10].
Earth, The Commander, [and] Method Disadvantages: Horizontal [-10]; No
Fine Manipulators [-30].
and discipline.
– Sun Tzu, The Art of War
308 ICONIC CHARACTERS
C31R07 (“C-31”)
1,665
Name ___________________________________ Player _____________ _______ Point Total __________
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
1.21 Tons
7’8”
+1
3
Appearance _________________________________ ______________________ ________________________
Gleaming centauroid robot bristling with weapons and sensors.
CHARACTER SHEET
CURRENT Languages Spoken Written
ST 28 [ ] HP 42 [ ] _________________________________________________________ [ ]
English (Accented)
4
28
0
_________________________________________________________ [ ]
Koine Greek (Native)
6
_________________________________________________________ [ ]
Machine Language (Native)
0
0
DX 15 [ ] WILL 16 [ ] _________________________________________________________ [ ]
40
6
Tibetan (Native)
9
DR TL: _______________________________________ [ ]
5
IQ 16 [ ] PER 18 [ ] 53 Cultural Familiarities
10
120
0
Hegemony
CURRENT ___________________________________________ [ ]
1
Homeline
PARRY ___________________________________________ [ ]
HT 15 [ ] FP NA [ ] 11* Reaction Modifiers
0
50
Appearance ___________________________________
(Brawling)
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ Status _________________________________________
5d+1
3d-1
157
-2 for Clueless, most of the time
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ] BLOCK ________________________________________________
8.00
10
0
8
ENCUMBRANCE MOVE DODGE* — ________________________________________________
8
12
None (0) = BL _____ BM × 1 _____ Dodge _____ DISADVANTAGES AND QUIRKS
157
11
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ Clueless [ ]
314
6
-10
-15
4
10
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ Discipline of Faith (Asceticism) [ ]
471
-20
Electrical [ ]
3
942
9
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____
-15
Fragile (Explosive) [ ]
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____
8
1
1570
Low Empathy [ ]
-20
-20
ADVANTAGES AND PERKS Numb [ ]
-10
AI (not Reprogrammable) [ ] Pacifism (Cannot Harm Innocents) [ ]
42
-30
Restricted Diet (Fissionables) [ ]
Alternate Form (Hexapod Robot; see p. 308) [ ]
15
Truthfulness (6) [ ]
-10
Centauroid Robot (see p. 308) [ ] Wealth (Dead Broke) [ ]
247
-25
Combat Reflexes [ ]
15
Always takes time to search out new sutras [ ]
-1
Damage Resistance 53 (Can’t Wear Armor, [ ]
Broad-Minded -1
212
-40%; Hardened 1, +20%) [ ] Cannot Float [ ]
-1
Detect (Electromagnetic Emissions; Constantly looking for challenges [ ]
-1
-1
Signal Detection, +0%) [ ] Humble [ ]
20
Doesn’t Breathe [ ]
20
Enhanced Tracking 1 [ ] SKILLS
5
Extra Attack 1 [ ] Name Level Relative Level
25
Hooves [ ] Armoury/TL9
3
2
Hyperspectral Vision [ ] (Heavy Weapons) 16 IQ+0 [ ]
25
1
Machine [ ] Brawling 15 DX+0 [ ]
25
1
Computer Operation/TL9 16 IQ+0 [ ]
Obscure 5 (Radar; Area Effect 6, +300%;
Electronics Repair
Defensive, +50%; Extended, (Computers) 18 IQ+2 [ ]
8
Para-Radar, +20%) [ ] Expert Skill
47
2
Para-Radar (Extended Arc, 360°, (Military Science) 15 IQ-1 [ ]
1
+125%; Penetrating, +50%; Targeting, +20%) [ ] Forward Observer/TL9 15 IQ-1 [ ]
118
1
Payload 14 (Exposed, -50%) [ ] Innate Attack (Beam) 15 DX+0 [ ]
7
1
Innate Attack (Projectile) 15 DX+0 [ ]
5
Payload 5 [ ]
8
Mechanic/TL9 (Robotics) 18 IQ+2 [ ]
10
Pressure Support 2 [ ] Meditation 14 Will-2 [ ]
1
2
Protected Para-Radar [ ] Mount 15 DX+0 [ ]
5
1
5
Protected Vision [ ] Navigation/TL9 (Land) 15 IQ-1 [ ]
1
19
Radio (Short Wave, +50%; Video, +40%) [ ] Parachuting/TL9 15 DX [ ]
11
Strategy (Land) 18† IQ+2 [ ]
Sealed [ ]
15
20
Tactics 20 IQ+4 [ ]
8
Talons [ ] Theology (Buddhist) 15 IQ-1 [ ]
2
True Faith [ ]
15
594
Weapon Pods (see p. 308) [ ] * +1 for Combat Reflexes.
† Default from Tactics.
ICONIC CHARACTERS 309
DAI BLACKTHORN
Dai’s career started on Yrth, a
medieval fantasy world populated by
descendants of Crusades-era folk
pulled from Earth by a dimensional
rift. He remembers nothing of his
birth or early childhood; he was a
street kid. When he was about seven,
he was taken in by an old thief who
taught him to be a pickpocket and sec-
ond-story man, and Dai learned well.
But the Thieves’ Guild didn’t like the
competition, and when Dai was 15,
the Guild set fire to the old man’s
house, and picked off the fleeing occu-
pants with crossbows. Only Dai
escaped.
At the time, he thought that he had
made a terror-fueled leap from the
burning building’s roof to the next
one. Later he realized that that jump
had been impossible. Something else
had happened. In fact, the fear of
death had unlocked his psionic gift of
teleportation, though it took time
before he realized the truth and
gained control of his abilities. When
he did, he became a master thief
indeed, living in quiet comfort and
reveling in the marketplace talk of
“impossible robberies” that no lock
and no wizard could stop.
Then Dai crossed paths, and
swords, with an equally formidable
rival . . . a world-jumping criminal
using stolen technology to loot Yrth’s
treasures. Matters were complicated
further by the arrival of an ISWAT
team pursuing the world-jumper.
When the dust had settled, two of the
agents owed their lives to the little
thief . . . but he knew too much. They
couldn’t just let him go.
So they recruited him. After all, a
good teleport is hard to find. As for Dai,
he was ready for new challenges . . .
POINTS SUMMARY
Attributes/Secondary Characteristics [ ]
158
Advantages/Perks/TL/Languages/
100
Cultural Familiarity [ ]
Disadvantages/Quirks [ ]
-55
47
Skills/Techniques [ ]
Other [ ]
310 ICONIC CHARACTERS
Dai Blackthorn
Name ___________________________________ Player _____________ _______ Point Total __________
250
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
5’6”
0
115 lbs.
32
Appearance _________________________________ ______________________ ________________________
Very average with an honest face
CHARACTER SHEET
CURRENT Languages Spoken Written
ST 8 [ ] HP 10 [ ] _________________________________________________________ [ ]
0
Anglish (Native)
4
-20
_________________________________________________________ [ ]
4
English (Accented)
_________________________________________________________ [ ]
0
100
DX 15 [ ] WILL 12 [ ] _________________________________________________________ [ ]
_________________________________________________________ [ ]
8
0
IQ 12 [ ] PER 15 [ ] DR TL: _______________________________________ [ ]
15
40
CURRENT Cultural Familiarities
0 ___________________________________________ [ ]
Homeline
1
HT 12 [ ] FP 10 [ ] ___________________________________________ [ ]
-6
Yrth
0
20
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ PARRY Reaction Modifiers
1d-3
13
1d-2
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ]
0
7
5
7
Appearance ___________________________________
ENCUMBRANCE MOVE DODGE 10 Status _________________________________________
7
10
13
None (0) = BL _____ BM × 1 _____ Dodge _____ Reputation ____________________________________
+2/-2 from naive/experienced
26
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK ________________________________________________
9
5
people (Overconfidence)
8
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ ________________________________________________
4
39
+2 in dangerous situations, if Sense of
7
78
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____ — ________________________________________________
2
Duty is known
6
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____ ________________________________________________
1
130
ADVANTAGES AND PERKS SKILLS
5
Absolute Direction [ ] Name Level Relative Level
Danger Sense (ESP, -10%) [ ] Acrobatics 15* DX+0 [ ]
14
2
Flexibility [ ] Body Sense 16† DX+1 [ ]
5
1
1
Honest Face [ ] Climbing 18*‡ DX+3 [ ]
1
15
Legal Enforcement Powers [ ] Escape 16‡ DX+1 [ ]
1
Perfect Balance [ ] Fast-Draw (Knife) 15 DX+0 [ ]
15
1
Warp (Psionic Teleportation, -10%; Fast-Talk 12 IQ+0 [ ]
2
Range Limit: 10 yards, -50%) [ ] Filch 14 DX-1 [ ]
40
1
1
Guns/TL8 (Pistol) 15 DX+0 [ ]
2
Holdout 12 IQ+0 [ ]
4
Knife 17 DX+2 [ ]
12
Lockpicking/TL8 15 IQ+3 [ ]
DISADVANTAGES AND QUIRKS Observation 15 Per+0 [ ]
2
Duty (To ISWAT; 15 or less; Pickpocket 15 DX+0 [ ]
4
Extremely Hazardous) [ ] Shortsword 15 DX+0 [ ]
-20
2
-5
Light Sleeper [ ] Stealth 16 DX+1 [ ]
4
Overconfidence (12) [ ] Streetwise 12 IQ+0 [ ]
-5
2
Sense of Duty (To his squad) [ ] Thrown Weapon (Knife) 17 DX+2 [ ]
-5
4
-15
Wealth (Poor) [ ] Urban Survival 14 Per-1 [ ]
1
Dislikes deep water [ ] * +1 for Perfect Balance
-1
Loves high places [ ] † +3 for Absolute Direction
-1
-1
No drugs or alcohol [ ] ‡ +3 for Flexibility
-1
Sensitive about his height [ ]
-1
Showoff [ ]
ICONIC CHARACTERS 311
HAUT-CORNET
LOUIS D’ANTARES
When the armies of the Han war- With a few picked men, d’Antares had meant to murder, and then proved
lords conquered Europe a century tracked the Voice to a hidden fastness their cowardice by engaging him three
ago, the court of France (and the in the Gobi Desert, in the center of the on one. From their boasts as the battle
other, lesser, courts of Christendom) Han domains. They managed to infil- began, and then their dying defiance,
removed to the new worlds: Mars, trate the fortress – but inside, they were Louis learned the truth. He had been
Venus, and the Americas. King Louis discovered, and Louis was separated cast aside by the King himself; the
XXV reigns from Haut-Paris, on the from his men in a running battle. intrigues of the court, combined with
banks of the Martian Grand Canal; his After some time, Louis heard a the power offered by the otherworldly
cousins and relations rule the other familiar voice call his name. He Voice, had destroyed the France he
provinces across the three worlds. looked over a balcony to see an amaz- knew. To the new order, a man of
This far-flung Realm is knit together ing sight. Three of his men had just honor was a threat to be crushed.
by the Jansenist Order, founded by greeted . . . Louis himself? The other None of which explained the slain
disciples of Cornelius Jansen, the Louis, clad in the uniform of an double! Louis, despairing, donned the
Bishop of Ypres who discovered “the enemy guard, looked at them in obvi- double’s uniform and set out to sell his
methods of Necessary Grace” – psy- ous surprise but made no hostile move life dearly against the foes of France
chic healing and psychokinesis – and . . . yet one of the guardsmen stepped that was. It was clear that some third
published them posthumously in behind him, laughed, and ran the force was also attacking the citadel,
1638. The Order helps guide and other Louis through the back with his and Louis did no little damage in the
develop inventions, from the steam- force sword. And what the guardsmen confusion . . . but eventually, one man
car to the crystalwave communicator said to his dying double, as Louis against a fortress, he fell.
to the Pascal Drive that propels space watched in amazement, turned his He awakened in a hospital bed,
frigates between the three planets. It blood first cold with shock and then under the care of doctors who called
also trains the royal guards – the only hot with rage. him “Louis” . . . but everything else was
ones permitted to wield the deadly Louis sprang over the balcony to strange. Eventually much became
force sword – in the disciplines of confront the three traitors. They clear. Through fate or strange coinci-
Necessary Grace while attempting stared slack-jawed at the man they dence, Louis had had a double in the
(with some occasional success) to crossworld guardsmen called the “I-
instill in them morality and Cops.” They had sacked the cita -
respect for righteousness. del of the Voice and then brought
One such occasional success, him back to their base, thinking
Haut-Cornet Louis d’Antares of he was their comrade. Louis was a
Her Majesty’s Martian Guards, willing font of information about
while on patrol in the Tharsis his world and the Voice . . . but he
Mountains, uncovered a ring of also knew far too much to be
slave traders protected by a pow- allowed back to his home.
erful count. As he investigated But it transpired that Louis
further, he discovered that the had no desire to return to his
count was the tool of a hidden world, which his rescuers called
figure of vast power, known only “Cyrano.” His King’s betrayal had
as the Voice of the Phantom, released him from his oaths.
with dark plans of conquest. Louis was no threat to the Secret
. . . he was deeply convinced that
contact with other worlds was,
for now, the worst thing that
could happen to what remained
POINTS SUMMARY of his own land. Instead, he
129
Attributes/Secondary Characteristics [ ] begged to be allowed to put his
Advantages/Perks/TL/Languages/ considerable talents at the dispos-
156
Cultural Familiarity [ ] al of ISWAT. Some day, wiser and
with strong allies, he may be able
Disadvantages/Quirks [ ]
-83
to free his beloved France. For
48
Skills/Techniques [ ]
now, with a thin smile and a
Other [ ] steely eye, he fights crosstime evil
wher ever it appears.
312 ICONIC CHARACTERS
Louis d’Antares
250
Name ___________________________________ Player _____________ _______ Point Total __________
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
145 lbs.
6’
0
29
Appearance _________________________________ ______________________ ________________________
Dashingly handsome and very well-dressed
CHARACTER SHEET
CURRENT Languages Spoken Written
ST 10 [ ] HP 12 [ ] _________________________________________________________ [ ]
0
French (Native)
4
0
_________________________________________________________ [ ]
4
English (Accented)
_________________________________________________________ [ ]
Latin (Accented)
4
5
80
DX 14 [ ] WILL 12 [ ] _________________________________________________________ [ ]
_________________________________________________________ [ ]
IQ 11 [ ] PER 11 [ ] DR TL: _______________________________________ [ ]
5
(5+4)
0
20
CURRENT Cultural Familiarities
0 ___________________________________________ [ ]
Homeline
1
HT 12 [ ] FP 12 [ ] ___________________________________________ [ ]
0
0
20
France Outremonde
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ PARRY Reaction Modifiers
1d
20
1d-2
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ]
0
0
6
6.5
12* Appearance ___________________________________
+2/+4 from women/men (Handsome)
ENCUMBRANCE MOVE DODGE* (Force Sword) Status _________________________________________
+2 at all times for Charisma! , +1 when
10
6
None (0) = BL _____ BM × 1 _____ Dodge _____ ________________________________________________
20
dressed up (Fashion Sense), +2 from con artists,
40
4
9
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK ________________________________________________
politicians, etc. (Smooth Operator), +2/-2 from
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ ________________________________________________
60
8
3
naïve/experienced people (Overconfidence)
7
2
120
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____ — ________________________________________________
6
200
1
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____ ________________________________________________
ADVANTAGES AND PERKS SKILLS
1
Alcohol Tolerance [ ] Name Level Relative Level
1
12
Appearance (Handsome) [ ] Acrobatics 12 DX-2 [ ]
1
Charisma 2 [ ] Autohypnosis 10 Will-2 [ ]
10
15
Combat Reflexes [ ] Beam Weapons/
1
TL(5+4) (Pistol) 14 DX+0 [ ]
15
Danger Sense [ ]
2
Connoisseur (Fashion) 11 IQ+0 [ ]
15
Daredevil [ ]
Connoisseur (Wine) 12 IQ+1 [ ]
4
Fashion Sense [ ]
5
Current Affairs
5
Fit [ ]
2
(High Culture) 12 IQ+1 [ ]
Legal Enforcement Powers [ ] Current Affairs (People) 11 IQ+0 [ ]
15
1
Metabolism Control 1 [ ] Dancing 13 DX-1 [ ]
5
1
PK Talent 1 [ ] Fast-Draw (Force Sword) 16* DX+2 [ ]
5
2
30
12
Talent (Smooth Operator) 2 [ ] Force Sword 17 DX+3 [ ]
1
9
Telekinesis 2 (PK, -10%) [ ] Gambling 10 IQ-1 [ ]
1
DISADVANTAGES AND QUIRKS Guns/TL(5+4) (Pistol) 14 DX+0 [ ]
Code of Honor (Gentleman’s) [ ] Hobby Skill
-10
1
Compulsive Gambling (12) [ ] (Martian Orchids) 11 IQ+0 [ ]
-5
2
Leadership 15†‡ IQ+4 [ ]
Duty (To ISWAT; 15 or less;
Musical Instrument
-20
Extremely Hazardous) [ ]
1
(Harpsichord) 9 IQ-2 [ ]
-6
Extra Sleep 3 [ ]
Rapier 14 DX+0 [ ]
2
-10
Gregarious [ ] Riding (Hadrosaur) 13 DX-1 [ ]
1
Insomniac (Mild) [ ] Savoir-Faire (High Society) 15† IQ+4 [ ]
-10
4
-7
Overconfidence (9) [ ] Sex Appeal 17†§ HT+5 [ ]
1
-10
Phobia (Ailurophobia) (6) [ ] Survival (Desert) 11 Per+0 [ ]
2
Tactics 10 IQ-1 [ ]
2
-1
Always drinks the best wine available [ ]
-1
Considers psionics ungentlemanly [ ] Techniques
3
Devoutly believes in monarchy [ ] Feint (Force Sword) 19 [ ]
-1
Flashy dresser (-1 to Disguise and Shadowing,
* +1 from Combat Reflexes
-1
+1 to attempts to identify or follow him) [ ]
† +2 from Smooth Operator
Wears his old Guards uniform, or a duplicate,
‡ +2 from Charisma
whenever it’s not obviously stupid to do so! [ ] § +4 from Handsome
-1
ICONIC CHARACTERS 313
PROFESSOR WILLIAM HEADLEY
Dr. William Headley was a promi- the crimes he investigated fit a pat- After V-E Day, Headley managed
nent parapsychologist at Columbia tern, one Headley had begun to asso- to obtain much of the SS library from
University. He labored to separate the ciate with a vile German cult, tied to their cult center at Wewelsburg. These
myths and lore of primitive man from the Nazi SS, who worshiped the books told him of another world, a
the rational truth being uncovered by Ancient Ones. With the occasional parallel Earth where the Ancient Ones
modern experimentation. But, in “off-duty” FBI agent, one or two stu- had reigned and departed, leaving
1933, he discovered that his beloved dents, and a few trusted professional vital clues to their nature and weak-
scientific truths pointed to beings colleagues, Headley built a team of ness. Using spells from these gri-
from primordial eras and unholy investigators who peeled back the skin moires, Headley opened a gateway to
stars, beings that existed to ravage and of the onion, exposing layer after layer this devastated Earth, and stepped
kill not just mankind but the Earth of the cult’s activities and burning through to investigate the spoor of his
itself. He dedicated himself to an them out where they could. In 1941, hated foes. Much to his surprise, he
unceasing war against these horrors, he joined the OSS, working to stop discovered a team of explorers from
these Things Man Was Not Meant To Hitler — and the Cosmic Entities his yet another Earth (one they called
Know. Slowly, he accumulated knowl- minions served — from conquering the “Homeline”), attempting to determine
edge from the outer places of the world. what had destroyed this one (which
world, from Spitsbergen to the they called “Taft-7”). They
Belgian Congo to the mean streets were as surprised to
of Brooklyn’s Red Hook district. see him as he was to
He obtained tomes bound in see them, but fool-
mysterious leathers, and written ishly disregarded his
in nonhuman scripts; in dreams warnings about the
and sorceries he gradually deci- Ancient Ones’ cities,
phered their secrets. He and the danger that
mastered many of the conven- still remained from
tional magical arts, from Tarot their abandoned
divination to crystal-gazing, and servitors. When the
collected artifacts of subtle and Things attacked that
terrifying nature. night, most of the
His slow mastery of forbid- explorers died horri-
den lore allowed him to defeat bly — and the two
the Things’ minions here and survivors fled back
there, and incidentally to clear to their own world
up a number of other unpleas- raving in madness.
ant supernatural occurrences. Only Headley real-
He began to get a reputation for ized that their flight
solving seemingly motiveless had opened a path to
crimes with his “unique insights their own world for
into abnormal psychology.” The the Things that had
New York Police Department been trapped on this
came to rely on him for assis- hellish Earth.
tance with “the weird stuff” and He had to follow
the FBI called him in once or the explorers and
twice to help out — unofficially, warn their comrades
you understand. Every so often that unimaginable
terror would soon
descend upon them.
Once more, he con-
POINTS SUMMARY structed a gateway to
124
Attributes/Secondary Characteristics [ ] cross the worlds,
hoping against hope
Advantages/Perks/TL/Languages/
that his warning
82
Cultural Familiarity [ ]
would be believed
Disadvantages/Quirks [ ] and acted on before
-90
48
Skills/Techniques [ ] “Homeline” went the
Other [ ] way of Taft-7.
36
314 ICONIC CHARACTERS
Prof. William Headley
Name ___________________________________ Player _____________ _______ Point Total __________
200
Ht __________ Wt __________ Size Modifier _________ Age __________ Unspent Pts __________
0
43
165 lbs.
5’8”
Appearance _________________________________ ______________________ ________________________
Bespectacled and academic-looking, with a magical walking stick
CHARACTER SHEET
CURRENT Languages Spoken Written
2*
Ancient Egyptian (Accented)
ST 9 [ ] HP 9 [ ] _________________________________________________________ [ ]
0
-10
_________________________________________________________ [ ]
2*
Arabic (Accented)
_________________________________________________________ [ ]
German (Accented)
2*
English (Native)
0
5
DX 10 [ ] WILL 17 [ ] _________________________________________________________ [ ]
0
_________________________________________________________ [ ]
4*
Latin (Native)
-5
7
DR TL: _______________________________________ [ ]
IQ 16 [ ] PER 15 [ ] Cultural Familiarities
-5
120
Western
CURRENT 0 ___________________________________________ [ ]
0
___________________________________________ [ ]
1
Homeline
HT 11 [ ] FP 14 [ ]
9
10
PARRY Reaction Modifiers
Appearance ___________________________________
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ —
1d-2
1d-1
16
+1 from patients, past and present
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ] Status _________________________________________
0
5
-5
5
________________________________________________
(Healer), -2 from those who realize he
ENCUMBRANCE MOVE DODGE ________________________________________________
is a Weirdness Magnet,
BLOCK
16
8
None (0) = BL _____ BM × 1 _____ Dodge _____ ________________________________________________
5
-1 reaction from especially touchy
32
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ — ________________________________________________
4
Germans (quirk)
7
48
6
3
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ ________________________________________________
5
96
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____
2
SKILLS
4
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____ Name Level Relative Level
160
1
1
Anthropology 14 IQ-2 [ ]
ADVANTAGES AND PERKS Biology/TL7
1
Language Talent [ ] (Earthlike, Biochemistry) 14 IQ-2 [ ]
10
2
Criminology/TL7 16 IQ+0 [ ]
Legal Enforcement Powers [ ]
15
2
Detect Lies 14 Per-1 [ ]
Ritual Magery 1 [ ] Diagnosis/TL7 15† IQ-1 [ ]
1
15
4
Signature Gear (Magic staff) [ ] Dreaming 17 Will+0 [ ]
1
1
Exorcism 15 Will-2 [ ]
10
Talent (Healer) 1 [ ] Expert Skill (Psionics) 14 IQ-2 [ ]
1
0
15
Unfazeable [ ] First Aid 15†‡ IQ-1 [ ]
1
Forensics/TL7 14 IQ-2 [ ]
10
Wealth (Comfortable) [ ] Guns/TL7 (Pistol) 12 DX+2 [ ]
4
Hidden Lore (Things Man Was
1
Not Meant To Know) 15 IQ-1 [ ]
Hypnotism 14 IQ-2 [ ]
1
DISADVANTAGES AND QUIRKS Literature 14 IQ-2 [ ]
1
Mental Strength 17 Will+0 [ ]
1
Bad Sight (Nearsighted; Mitigator:
Occultism 17 IQ+1 [ ]
4
-10
Eyeglasses, -60%) [ ] Pharmacy/TL7 (Synthetic) 15† IQ-1 [ ]
1
1
Physician/TL7 15† IQ-1 [ ]
Duty (To ISWAT; 15 or less;
1
Psychology 15† IQ-1 [ ]
-20
Extremely Hazardous) [ ] Public Speaking 15 IQ-1 [ ]
1
4
Fanaticism (Destroy all Things Man Was Research/TL7 17 IQ+1 [ ]
8
Ritual Magic (Hermetic) 17§ IQ+1 [ ]
-15
Not Meant To Know; Extreme) [ ]
1
Savoir-Faire (Police) 16 IQ+0 [ ]
1
-5
Guilt Complex [ ] Symbol Drawing (Hermetic Sigils) 14 IQ-2 [ ]
1
Insomniac (Severe) [ ] Teaching 15 IQ-1 [ ]
-15
1
Thaumatology 14§ IQ-2 [ ]
-5
Nightmares (12) [ ] Theology (Satanism) 14 IQ-2 [ ]
1
1
Weirdness Magnet [ ] Writing 15 IQ-1 [ ]
-15
Ritual Paths
Path of Communication and Empathy 16§ IQ+0 [ ]
4
-1
Bad knee [ ] Path of Gate 17§ IQ+1 [ ]
8
1
Bibliophile [ ] Path of Necromancy 14§ IQ-2 [ ]
-1
Distrusts Germans (-1 reaction from Ritual Spells
Banish 9§ [ ]
6
-1
especially touchy Germans) [ ]
5
Planar Summons 11§ [ ]
Makes decisions by consulting Plane Shift 11§ [ ]
6
2
-1
the tarot (Compulsion) [ ] Sense Emotion 16§ [ ]
2
Sense Spirit 14§ [ ]
-1
Pipe smoker (0-point Addiction to Tobacco) [ ] Truthsayer 15§ [ ]
2
* Cost modified for Language Talent
† +1 from Healer
‡ Default from Physician
§ +1 from Magery
ICONIC CHARACTERS 315
IOTHA
On the world where Iotha was born, giants. Elves she greeted, orcs she things, only a gray cloud that made
the forests were tall and old, and with- hunted, dwarves she bargained with, freedom lies, and music discordant,
in them walked the elves, her people. and giants she slew. As she journeyed and passion furtive. The huntsmen and
Being elves, they knew that there were farther though, she found more and warriors of this world had – as they felt
doorways between the worlds, and they more of the worlds contained men, of – moved beyond the bow to mecha-
taught her how to know those door- whom she had heard stories but had nisms of subtle device that, once under-
ways and their uses. Although she never seen. They were as fascinating as stood, had their own deadly beauty. So
never learned to open the doors of the songs her mother sang her as a girl, she learned the rifle, and the laser sight,
shadow and shift, she learned to spot every one of them a Tamlin or a and the ways of the hunt in the City of
the gateways and trackpaths left by Thomas the Rhymer to her eager eyes. the Wall. She hunted the gray men
those who did. On her 400th birthday, Although among the elves she was from the other side of the wall, and
then, she packed up a good longbow of counted plain, the men seemed to gained a reputation in her new world as
yew, and a lyre, and one or two secret delight in her as much as she did them, a deadly assassin. The greatest sniper
things of her own, and set out upon her and once or twice she put off her trav- from the other side of the wall marked
Time of Wandering. els to dally with one for the traditional her as his own, and they tracked each
For the first few decades, she mere- year and a day. other through the cities and across the
ly found doors and roads to other Even among her own folk, Iotha had barbed wire borders and into fields and
worlds much like her own, with their been a master archer. In the worlds of frozen forests. Finally, in the Black
own elves and orcs and dwarves and men she was matchless at butt or tar- Forest, she killed him and took his
get, on hunt or in battle; weapon as her trophy, for it was made
she gained a reputa- on the Moon by the gray men, and
tion on any world weighed even less than her bow.
where she stayed for It was much later, in a world of
long. Legends, and a steaming jungle and glittering plains,
religion or two, grew when Iotha found her destiny. For a
up around the tall decade and a half she had been
maid who never journeying among the human clans,
seemed to age and helping them defeat the winged terrors
whose arrows never that preyed on their children. At first
missed their mark. Iotha stood them off in desperate
But always Iotha defenses . . . then she defeated them in
moved on, giving pitched battles . . . and finally she took
each world a verse in the battle to their fetid eyries and slew
the song she would the last of them with her gleaming
someday sing to her shafts.
own people. And at the festival of celebration, a
In a world of con- woman who looked like any other clan-
crete, glass, and mother drew her aside and said “That
steel, she came to was very well done. There are others
live in a city split by a who need your help now. Would you
great wall. On one like to hear more?”
side was freedom,
and music, and pas- Elf
sion. On the other 70 points
was none of these Attribute Modifiers: ST -1 [-10]; HT
+1 [10].
Secondary Characteristic Modifiers:
Per +1 [5].
POINTS SUMMARY Advantages: Appearance (Attractive)
115
Attributes/Secondary Characteristics [ ] [4]; Language Talent [10]; Magery
Advantages/Perks/TL/Languages/ 0 [5]; Perfect Balance [15];
140
Cultural Familiarity [ ] Telescopic Vision 1 [5]; Unaging
[15]; Voice [10].
-49
Disadvantages/Quirks [ ]
Racially Learned Skills: Connoisseur
Skills/Techniques [ ]
119
(Natural Environments) (A) IQ-1
Other [ ] [1].
316 ICONIC CHARACTERS
Iotha
Name ___________________________________ Player _____________ _______ Point Total __________
325
Ht _________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
0
125 lbs.
453
6’1”
Appearance _________________________________ ______________________ ________________________
Tall, slender, and attractive, with ash-blonde hair with green highlights
CHARACTER SHEET
CURRENT Languages Spoken Written
ST 9 [ ] HP 9 [ ] _________________________________________________________ [ ]
Elvish (Native)
0
0
0
_________________________________________________________ [ ]
English (Native)
4*
_________________________________________________________ [ ]
4*
Russian (Native)
0
DX 13 [ ] WILL 12 [ ] _________________________________________________________ [ ]
60
_________________________________________________________ [ ]
IQ 12 [ ] PER 14 [ ] DR TL: _______________________________________ [ ]
0
8
5
40
CURRENT Cultural Familiarities
0 ___________________________________________ [ ]
0
Elvish
HT 11 [ ] FP 11 [ ] ___________________________________________ [ ]
0
1
Homeline
0
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ PARRY Reaction Modifiers
16
1d-2
1d-1
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ]
10
8
0
6
— Appearance ___________________________________
+1 for Attractive appearance
ENCUMBRANCE MOVE DODGE Status _________________________________________
+2 from those who can hear her
16
8
9
None (0) = BL _____ BM × 1 _____ Dodge _____ ________________________________________________
voice (Voice), +1 from explorers and
8
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK ________________________________________________
32
6
nature lovers (Outdoorsman)
7
4
48
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ ________________________________________________
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____ — ________________________________________________
6
96
3
160
5
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____ ________________________________________________
1
ADVANTAGES AND PERKS SKILLS
Acute Vision 3 [ ] Name Level Relative Level
6
32
10
Detect (Extradimensional Phenomena) [ ] Bow 21 DX+8 [ ]
4
Elf [ ] Camouflage 15† IQ+3 [ ]
70
1
15
Legal Enforcement Powers [ ] Climbing 13§ DX+0 [ ]
1
Crossbow 13 DX+0 [ ]
Talent (Outdoorsman) 1 [ ]
10
Fast-Draw (Arrow) 16 DX+3 [ ]
8
20
Weapon Master (Bow) [ ]
Guns/TL8 (Rifle) 16 DX+3 [ ]
8
8
Hiking 13 HT+2 [ ]
DISADVANTAGES AND QUIRKS
4
Meditation 12 Will+0 [ ]
8
Musical Instrument (Lyre) 13 IQ+1 [ ]
Duty (To ISWAT; 15 or less;
Naturalist 14† IQ+2 [ ]
8
-20
Extremely Hazardous) [ ] Poetry 11 IQ-1 [ ]
1
-10
Jealousy [ ] Riding (Horse) 13 DX+0 [ ]
2
Supernatural Feature (Hair turns dark green Running 14 HT+3 [ ]
12
1
in strong sunlight) [ ] Shadowing 11 IQ-1 [ ]
-5
1
Vow (Always keeps her word, once given) [ ] Singing 13‡ HT+2 [ ]
-10
8
Stealth 15 DX+2 [ ]
1
-1
Dislikes hawthorn [ ] Survival (Woodlands) 14† Per+0 [ ]
2
-1
Dislikes iron [ ] Throwing 13 DX+0 [ ]
Tracking 14† Per+0 [ ]
1
-1
Intolerant of orcs and dwarves [ ]
Zen Archery 12 IQ+0 [ ]
8
-1
Practices faerie etiquette (Minor Code of Honor) [ ]
* Cost reduced by Language Talent (see Elf template)
† Includes +1 from Outdoorsman
‡ Includes +2 from Voice (see Elf template)
§ Includes +1 from Perfect Balance (see Elf template)
ICONIC CHARACTERS 317
SORA
Manila exists in many worlds. In zaibatsu, the underground, or whoev- Crooks, and was taken from behind by
some worlds, its masters speak Japan - er else could pay her increasing fees. a dart. Still conscious, she was bun-
ese; in others Russian; in others Though she was no computer whiz, dled into a machine that looked on the
Spanish or English. But in every she also managed a surprising num- inside like a bus . . . and then out
Manila, the real bosses hide in the ber of successful hacks through again, without going anywhere. She
stark tropical shadows. They are the “social engineering,” dumpster diving, was thrown into a crude cell. It would
Triads, interlocking networks of crimi- and good old- fashioned breaking and have held most people, but not the
nal gangs with a finger in everything entering. As a Triad-hunting vigilante, daughter of the Esclamados, not a stu-
from traditional thuggery and kidnap- she slowly earned the trust of Manila’s dent of Inosanto. She fled the ware-
ping to high-tech organlegging and small shopkeepers and churches; as a house . . . but found herself in another
holopiracy. corporate agent, she gained contacts Manila, where everything was the
In one Manila, the local Triads among the wealthy and powerful. same yet different . . . in this one,
needed a powerful computer system to One trail led to a suspiciously lucra- America had won the Pacific War! But
use as an illegal data haven – and a rel- tive warehouse operation in the here, too, the Triads were the bosses.
atively innocuous place to store it. Quiapo district. Sora set up a surveil- Sora made a place for herself in this
They chose a local circus, setting their lance pattern, rigorously tracking who strange Manila’s underworld and
comp up, seemingly, for holographic entered and who left – and discovered resumed her watching. Soon she real-
set projections. Anyone who asked too that some people entered the ware- ized that the Triads of her world and
many questions . . . well, they just dis- house and did not leave for days, or this one were cooperating, and that the
appeared into those tropical shadows. even weeks! But some of those who warehouse was the gateway. Well, fine
Two of those who disappeared entered and left were Triad kingpins. . . . if that was their scheme, she’d
were the circus’ headlining acrobats, Clearly, though, this was the front destroy it. And them.
the husband-and-wife team who for a very secret smuggling operation. A mid-level Triad was strangled
anchored the Esclamado Family It was time for direct action. She from behind in a gambling den. Sora
troupe. Their bodies turned up in the broke in, slew more than a dozen now had a warehouse key. Soon she
city dump, dinner for rats and gulls. mooks and three Very Important knew the place better than its masters.
Sora, their daughter, and a rising star Sora learned that the
of the show, vanished as well . . . hid- “bus” she had ridden
ing in Manila’s urban maze, avoiding in was a “conveyor,”
every eye, living by petty theft and a shuttle between the
trickery. Somehow – she doesn’t speak worlds, and the only
of it – she came to the attention of the one the Triads had.
legendary Guro Dan Inosanto, master One night she broke
of the deadly Filipino martial arts of a guard’s neck,
escrima and kali. He recognized her walked into the con-
potential, and took her in as pupil and veyor, ripped the
ward. He kept her from the sight of the improvised cover off
Triads, and taught her to combine her the red Panic button,
rage, her alertness, and her acrobatics and hit it.
into a fluid system of death and life. Ten seconds later,
Sora could not stay under his wing on yet another world,
forever, though. She had to hunt down she was telling her
and kill the Triad bosses who had story in broken
murdered her parents. She worked English. A month
in the meantime for other gangs, after that, she was in
the first wave of the I-
Cops team that visit-
ed her original world
POINTS SUMMARY to take out “her”
215
Attributes/Secondary Characteristics [ ] Triads for good.
And when the
Advantages/Perks/TL/Languages/
operation was over,
Cultural Familiarity [ ]
99
Infinity had a choice:
Disadvantages/Quirks [ ] either send her to
-65
Skills/Techniques [ ] Coventry or offer her
86
Other [ ] a job. And Sora was
too good to waste.
318 ICONIC CHARACTERS
Sora
Name ___________________________________ Player _____________ _______ Point Total __________
335
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
23
0
5’2”
130 lbs.
Appearance _________________________________ ______________________ ________________________
Compact and athletic Filipina
CHARACTER SHEET
CURRENT Languages Spoken Written
ST 12 [ ] HP 12 [ ] _________________________________________________________ [ ]
Chinese (Broken)
2
0
20
_________________________________________________________ [ ]
2
English (Broken)
_________________________________________________________ [ ]
Japanese (Accented)
4
0
DX 16 [ ] WILL 13 [ ] _________________________________________________________ [ ]
120
0
Tagalog (Native)
_________________________________________________________ [ ]
IQ 13 [ ] PER 12 [ ] DR TL: _______________________________________ [ ]
8
0
-5
60
CURRENT Cultural Familiarities
0 ___________________________________________ [ ]
0
East Asian
HT 11 [ ] FP 11 [ ] PARRY ___________________________________________ [ ]
1
Homeline
0
10
12* Reaction Modifiers
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ (Judo or Karate) Appearance ___________________________________
1d+2
1d-1
29
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ] Status _________________________________________
8
7
5
5
-1 from those who notice her
BLOCK
Delusion
ENCUMBRANCE MOVE DODGE* ________________________________________________
— ________________________________________________
None (0) = BL _____ BM × 1 _____ Dodge _____
8
11
29
10
58
6
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ SKILLS
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ Name Level Relative Level
87
4
9
4
8
3
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____ Acrobatics 17† DX+1 [ ]
174
2
Area Knowledge (Manila) 14 IQ+1 [ ]
7
1
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____ Broadsword 15 DX-1 [ ]
290
1
2
Climbing 17† DX+1 [ ]
ADVANTAGES AND PERKS Computer Hacking/TL8 11 IQ-2 [ ]
2
Computer Programming/TL8 11 IQ-2 [ ]
1
10
Catfall [ ] Fast-Draw (Knife) 17* DX+1 [ ]
1
Fast-Draw
15
Combat Reflexes [ ]
1
(Small Thrown Weapon) 17* DX+1 [ ]
1
Fit [ ] Fast-Draw (Tonfa) 17* DX+1 [ ]
5
2
Fast-Talk 13 IQ+0 [ ]
Legal Enforcement Powers [ ] Filch 15 DX-1 [ ]
15
1
1
Garrote 16 DX+0 [ ]
Perfect Balance [ ] Holdout 12 IQ-1 [ ]
15
1
4
Judo 16 DX+0 [ ]
30
Trained by a Master [ ]
Jumping 16 DX+0 [ ]
1
4
Karate 16 DX+0 [ ]
Knife 16 DX+0 [ ]
1
DISADVANTAGES AND QUIRKS Lockpicking/TL8 15 IQ+2 [ ]
8
Makeup/TL8 13 IQ+0 [ ]
1
Main-Gauche 16 DX+0 [ ]
2
Observation 11 Per-1 [ ]
1
-5
Code of Honor (Professional) [ ] Performance 12 IQ-1 [ ]
1
1
Photography/TL8 12 IQ-1 [ ]
Delusion (“My mother is an angel in
1
Pickpocket 14 DX-2 [ ]
1
-5
Heaven watching over me”) [ ] Search 11 Per-1 [ ]
Shadowing 13 IQ+0 [ ]
2
Duty (To ISWAT; 15 or less; Smallsword 17 DX+1 [ ]
4
Stealth 15 DX-1 [ ]
1
Extremely Hazardous) [ ] Streetwise 13 IQ+0 [ ]
-20
2
Throwing Art 15 DX-1 [ ]
2
Enemy (Large group: Manila Triads;
Tonfa 15 DX-1 [ ]
1
1
-15
Hunter; 6 or less) [ ] Traps/TL8 12 IQ-1 [ ]
1
Urban Survival 11 Per-1 [ ]
Light Sleeper [ ]
-5
Techniques
-10
Pacifism (Cannot Harm Innocents) [ ] Arm Lock 17 [ ]
1
2
Back Kick 13 [ ]
2
Choke Hold 15 [ ]
2
Careful [ ] Disarming (Smallsword) 18 [ ]
-1
3
Dual-Weapon Attack (Smallsword) 15 [ ]
1
Devout Roman Catholic (reacts at +1 to Elbow Strike 15 [ ]
3
Jump Kick 14 [ ]
-1
Catholic clergy, tithes, attends church regularly) [ ] Knee Strike 16 [ ]
1
Off-Hand Weapon Training (Smallsword) 16 [ ]
4
Dislikes wide-open spaces [ ]
-1
Rope Up 17† [ ]
2
2
-1
Uncongenial [ ] Scaling 15† [ ]
Sweeping Kick 15 [ ]
3
-1
Vow (“Never reject a challenge to single combat”) [ ]
* Includes +1 for Combat Reflexes.
† Includes +1 for Perfect Balance.
ICONIC CHARACTERS 319
BARON JANOS TELKOZEP
Born in Castle Telkozep, Hungary European politics. Recognizing earlier enemies – and one of them dwelt on
in 1571, the year of the great victory at than most nobles that the wave of the another Earth, where the Countess’
Lepanto, Janos Telkozep succeeded to future would be in banks and trading- reach could not so easily extend.
the barony when his father died fight- houses, rather than acres of barley or Telkozep put all his liquid wealth into
ing the Turks in 1589. At a glittering ransomed Turkish generals, the Baron portable assets and waited for an
Twelfth Night feast at Castle Bathori a taught himself the new intricacies of opening. In 1989, he walked through a
few years later, the young Baron ducats and marks, pounds and roubles. megalithic barrow under a full moon,
retired to the chambers of the beauti- By the 19th century, he had steadily and into another Earth. He flitted from
ful, widowed Countess Bathori. To his enriched himself through six or seven timeline to timeline, through gateways
shock (though not entirely, it must be wars, three changes of dynasty, and marked in an ancient codex he had
admitted, to his surprise) he discovered two vampire panics. During the latter, purchased from the bankrupt National
the next morning that she had trans- he often acquired the estates of the Museum of Budapest, until he was sure
formed him into a vampire. Telkozep’s condemned at knock-down prices, feel- he had eluded the Cabal. He then set
family connections kept him out of ing no guilt at profiting from the deaths out to attract the attention of outtimers
trouble when the King of Hungary of vampires more foolish and rash than like himself, with clever advertisements
eventually tried the Countess for mur- himself. Slowly, he began to accumu- in the papers and subtle manipulations
der and imprisoned her in a distant late vampiric foes – the great Pavane of key stocks. When the Infinity Patrol
castle without food or light, but he des Vampires in Paris declared him knocked on his office door, he was able
learned from her example. She had anathema, and others tried to stalk or to present them (and eventually
allowed her vampiric appetites to cor- betray him in their turn. ISWAT, who took over once they real-
rupt her judgement, and that, Telkozep He studied the occult, seeking new ized what they had) with an attractive
vowed, would never be his fate. weapons against his fellows, and offer – employment as their star vam-
Over the next two centuries, the learned that his ancient lover, the pire (and financial expert) in exchange
Baron repeatedly “died” and took over Countess Bathori, had somehow for protection from the Cabal.
the Castle as his own heir, continuing escaped her prison through sorcerous
to ally himself to kings and archbish- means. She had become a Grand Vampire
ops, maneuvering ever more gracefully Master of the Cabal, a secret society of 150 points
through the byzantine paths of monsters and magi descended from Attribute Modifiers: ST+6 [60].
ancient Egypt, and she offered him Secondary Characteristic Modifiers:
sanctuary. Telkozep accepted . . . but HP+4 [8]; Per+3 [15].
she had learned little from her long life. Advantages: Alternate Forms (Bat,
During the disasters of the 1940s, her Wolf) [30]; Doesn’t Breathe [20];
rashness nearly destroyed the vampire Dominance [20]; Immunity to
brotherhood in the Cabal – and the war Metabolic Hazards [30]; Injury
she helped spark did destroy Telkozep’s Tolerance (Unliving) [20];
beloved Hungary. In 1956, he left Insubstantiality (Costs Fatigue, 2
Bathori and the Cabal behind, begin- FP, -10%) [72]; Night Vision 5 [5];
ning 30 years of shadow warfare in Speak With Animals (Wolves and
boardrooms and blasted heaths across bats, -60%) [10]; Unaging [15];
Europe and America. Unkillable 2 (Achilles’ Heel: Wood,
Although his vampiric powers kept -50%) [50]; Vampiric Bite [30].
him alive, and his fortune kept him hid- Disadvantages: Dependency (Coffin
den, the Cabal (and his vengeful ex-lover with soil of homeland; Daily) [-60];
the Countess) came ever closer to Divine Curse (Cannot enter
destroying him. Telkozep could see the dwelling for first time unless invit-
inevitable future; just like the ed) [-10]; Draining (Human Blood;
pathetic vampires of the Illegal) [-10]; Dread (Garlic) [-10];
17th century, he was alone Dread (Religious Symbols; 5 yards)
POINTS SUMMARY and friendless, with every [-14]; Dread (Running Water) [-20];
220
Attributes/Secondary Characteristics [ ] hand against him. A stake Supernatural Features (No Body
in the night, or the Final
Advantages/Perks/TL/Languages/ Heat*, No Reflection, Pallor*)
Dawn, awaited him – [-16]; Uncontrollable Appetite (12)
369
Cultural Familiarity [ ]
unless he could change the (Human Blood) [-15]; Unhealing
Disadvantages/Quirks [ ] game. Where once he had (Partial) [-20]; Weakness (Sunlight;
-120
66
Skills/Techniques [ ] researched money, and 1d/minute) [-60].
Other [ ] then magic, he now sought Features: Sterile.
allies. He discovered that
the Cabal had their own * Except after feeding.
320 ICONIC CHARACTERS
Baron Janos Telkozep
Name ___________________________________ Player _____________ _______ Point Total __________
535
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
421
5’8”
0
197 lbs.
Appearance _________________________________ ______________________ ________________________
Strongly built and charismatic . . . yet strangely menacing
CHARACTER SHEET
CURRENT Languages Spoken Written
ST 20 [ ] HP 24 [ ] _________________________________________________________ [ ]
English
(Accented)
5
(Native)
0
40
_________________________________________________________ [ ]
French (Native)
6
_________________________________________________________ [ ]
Hungarian (Native)
0
5
DX 11 [ ] WILL 16 [ ] _________________________________________________________ [ ]
20
(Native)
4
(Broken)
Latin
_________________________________________________________ [ ]
2
Russian (Broken)
IQ 15 [ ] PER 18 [ ] DR TL: _______________________________________ [ ]
8
0
0
100
CURRENT Cultural Familiarities
0 ___________________________________________ [ ]
18th-Century Europe
0
HT 10 [ ] FP 10 [ ] ___________________________________________ [ ]
0
1
Homeline
0
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ PARRY Reaction Modifiers
5d-1*
2d+2*
80
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ]
8
8
0
55
9 Appearance ___________________________________
ENCUMBRANCE MOVE DODGE (Saber) Status _________________________________________
+3 at all times for Charisma!
11
None (0) = BL _____ BM × 1 _____ Dodge _____ +3 from those he does business with (Business
80
8
10
160
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK Acumen), -5 from those who notice his
6
Supernatural Features, -4 from animals
9
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ (Frightens Animals), -1 from past victims and
4
240
8
3
480
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____ — those with Empathy (Callous), -1 reaction from
patriotic Turks and Romanians (quirk)
7
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____
800
1
ADVANTAGES AND PERKS SKILLS
15
Charisma 3 [ ] Name Level Relative Level
1
10
Independent Income 10 [ ] Administration 17† IQ+2 [ ]
1
Legal Enforcement Powers [ ] Area Knowledge (Hungary) 15 IQ+0 [ ]
15
1
Mind Control [ ] Body Language 17 Per-1 [ ]
50
2
25
Striking ST 5 [ ] Brawling 12 DX+1 [ ]
2
Talent (Business Acumen) 3 [ ] Connoisseur (Visual Arts) 15 IQ+0 [ ]
30
Temperature Control 3 (Cold, -50%; Current Affairs/TL8
2
6
Uncontrollable, -10%) [ ] (Business) 16 IQ+1 [ ]
2
Vampire (see below) [ ] Detect Lies 17 Per-1 [ ]
150
2
50
Wealth (Filthy Rich) [ ] Diplomacy 14 IQ-1 [ ]
DISADVANTAGES AND QUIRKS Economics 16† IQ+1 [ ]
1
Finance 16† IQ+1 [ ]
1
2
-15
Berserk (9) [ ] Guns/TL5 (Pistol) 12 DX+1 [ ]
4
-15
Bloodlust (9) [ ] History (Hungary) 15 IQ+0 [ ]
16
-5
Callous [ ] Intimidation 20 Will+4 [ ]
2
Duty (To ISWAT; 15 or less; Market Analysis 17† IQ+2 [ ]
0
-20
Extremely Hazardous) [ ] Merchant 13†‡ IQ-2 [ ]
2
Enemy (The Cabal; Hunter; 6 or less) [ ] Mimicry (Animal Sounds) 14 IQ-1 [ ]
-20
12
Frightens Animals [ ] Occultism (Vampirology) 18 IQ+3 [ ]
-10
1
-30
Greed (6) [ ] Propaganda/TL8 17† IQ+2 [ ]
4
Saber 12 DX+1 [ ]
1
Code of Honor (Aristocratic manners) [ ] Savoir-Faire (High Society) 15 IQ+0 [ ]
-1
4
Dislikes mirrors [ ] Sex Appeal 11 HT+1 [ ]
-1
1
Old-fashioned language and idioms (-1 to some uses Teamster (Equines) 14 IQ-1 [ ]
2
of Fast-Talk, Propaganda, etc; GM’s option) [ ] Tracking 18 Per+0 [ ]
-1
Patriot (Hungary; minor Fanaticism; -1 reaction
-1
from patriotic Turks and Romanians) [ ] * Includes Striking ST
Vow (“Never let vampiric appetites † Includes +3 for Business Acumen
-1
corrupt my judgment”) [ ] ‡ Default from Market Analysis
ICONIC CHARACTERS 321
XING LA
All missions on Lenin-2 are hell. I We run surveys all over the planet, lost conveyer before the cannibals got
guess that’s why they call it a “Hell trying to see if we can somehow jump- to it. We’ve probably hired her for
parallel.” It’s way too hot, and there’s start the ecology again, just like China some kind of work on every mission in
nothing but bugs and carp to eat, and was trying to do before the ax fell. We Lenin-2 for the past four years, and
if you close your eyes for two seconds, wind up trying to salvage a lot of the she’s been more places and done a bet-
some kind of savage is going to try and Chinese records, and so we’ve kind of ter job than plenty of folks from
smash in your skull with a rusted-out made Soochow Island our “hell away Homeline.
electrical transformer bar. The major from hell.” They’ve got liquor, and So what I’m trying to say, I guess,
powers (except the British Empire) electric lights, and cooked food, and is that the team and I, we feel kind of
went Communist in the late 19th cen- gambling, and all the comforts of bad about leaving her there in her mis-
tury and, just like the Soviets did to home. A lot of these coastal Chinese erable hole to die with the rest of the
Russia in Homeline, they wrecked the got genetic grafts during the last, des- human race on that ball of mud. I
environment big time over the next perate “try anything” times; with some mean, if it turns out that we can’t re-
century. Britain lost what the Chinese of them, it seems to have helped. One seed the krill, and we can’t fix the
called “the Summer Wars” to the really sharp local – I mean sharp as a North Atlantic, and we can’t find any
Communist powers in the 1950s, and nanofiber, nothing gets past her – earthworms that can stay alive in the
that knocked the struts out from probably has some water-rat DNA in plague zones for more than a month.
under the global economy, too. Hong her; her eyes are red, and her teeth And she’s got nothing but talent, and
Kong and expatriate Americans in aren’t quite right. But she can hold her drive, and pluck to spare, and it’s even
Shanghai had managed to spread cap- breath for half an hour, track stuff by more wasted than most of Lenin-2 is.
italism to China, though, so techno- the smell, and see in the dark. More Anyhow, we’ve sent her name and pro-
logical progress kept progressing – important, Xing La (that’s her name) file upstairs to – well, I’d better not say
until the ecological collapse took can drive, fly, or float anything that who, but you know who I mean – and
everything down with it. The Gulf moves. And if it doesn’t move, she can hopefully, they need someone who
Stream shut down and shifted global make it move. She’s a natural pilot, can drive a motorcycle up a sheer cliff,
weather patterns. Catastrophic warm- too, and she doesn’t depend on radio or thread an airship through the eye of
ing melted the ice caps and flooded or instruments like half the people a typhoon. If not, so help me Buddha,
the coastlines; mega-storms tore Infinity sends out here. She has like a I’ll smuggle her back to Homeline
through the desertified continental sixth sense for these wrecks, and with- myself.
interiors; famines killed billions of out her, we wouldn’t have found that
people. While all this was going on,
the Bolsheviks, the Mitteleuropan
DKAP, and the Christian Communist
Congressional Party fought “the
Autumn Wars” over the stinking
remains of the fresh water and the
fish. The few million survivors are
grinding along at medieval tech levels,
except for the Chinese, who had
enough stuff that some survivor settle-
ments can keep the lights on and the
engines running. Until the plankton
all dies, anyhow.
POINTS SUMMARY
Attributes/Secondary Characteristics [ ]
101
Advantages/Perks/TL/Languages/
Cultural Familiarity [ ]
106
Disadvantages/Quirks [ ]
-109
Skills/Techniques [ ]
127
Other [ ]
322 ICONIC CHARACTERS
Xing La
Name ___________________________________ Player _____________ _______ Point Total __________
225
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
27
0
100 lbs.
5’4”
Appearance _________________________________ ______________________ ________________________
Skinny East Asian woman with gleaming eyes and bony teeth
CHARACTER SHEET
CURRENT Languages Spoken Written
ST 10 [ ] HP 10 [ ] _________________________________________________________ [ ]
2
Cantonese (Broken)
0
0
_________________________________________________________ [ ]
4
English (Accented)
_________________________________________________________ [ ]
2
Mandarin (Broken)
0
40
DX 12 [ ] WILL 12 [ ] _________________________________________________________ [ ]
Shanghainese (Native)
0
_________________________________________________________ [ ]
8
IQ 12 [ ] PER 12 [ ] DR TL: _______________________________________ [ ]
0
0
40
CURRENT Cultural Familiarities
0 ___________________________________________ [ ]
0
East Asian
HT 13 [ ] FP 10 [ ] ___________________________________________ [ ]
-9
Homeline
1
30
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ PARRY Reaction Modifiers
20
1d
1d-2
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ]
6
0
6.25
0
— Appearance ___________________________________
ENCUMBRANCE MOVE DODGE Status _________________________________________
6
None (0) = BL _____ BM × 1 _____ Dodge _____ Reputation ____________________________________
9
+2 from anyone she does work
20
for (Artificer), +1 in close confines
8
40
4
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK ________________________________________________
60
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ ________________________________________________
7
(Sanitized Metabolism), -2 for Clueless,
3
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____ — ________________________________________________
120
2
most of the time, -2 from those who
6
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____ ________________________________________________
can hear her voice (Disturbing Voice)
5
1
200
ADVANTAGES AND PERKS SKILLS
Absolute Direction [ ] Name Level Relative Level
5
Breath-Holding 3 [ ] Airshipman/TL7 13 IQ+1 [ ]
6
2
Discriminatory Smell [ ] Armoury/TL7
15
Infravision [ ] (Heavy Weapons) 13* IQ+1 [ ]
10
1
Legal Enforcement Powers [ ] Axe/Mace 12 DX+0 [ ]
2
15
8
Pressure Support 1 [ ] Breath Control 14 HT+1 [ ]
5
1
Sanitized Metabolism [ ] Drive! 16 DX+4 [ ]
72
1
Striking ST +10 (Bite Only, -60%) [ ] Electrician/TL7 13* IQ+1 [ ]
20
20
Talent (Artificer) 2 [ ] Electronics Repair
/TL7 (Sensors) 15* IQ+3 [ ]
4
DISADVANTAGES AND QUIRKS Electronics Repair
Clueless [ ] /TL7 (Sonar) 14* IQ+2 [ ]
-10
2
1
-10
Disturbing Voice [ ] Fishing 12 Per+0 [ ]
4
Duty (To ISWAT; 15 or less; Gunner/TL7 (Rockets) 14 DX+2 [ ]
2
-20
Extremely Hazardous) [ ] Knot-Tying 13 DX+1 [ ]
Gluttony (15) [ ] Machinist/TL7 13* IQ+1 [ ]
1
-2
-10
Hard of Hearing [ ] Mechanic/TL7
-20
2
Low Empathy [ ] (Gasoline Engine) 14* IQ+2 [ ]
2
-10
Shyness (Severe) [ ] Navigation/TL2 (Sea) 15† IQ+3 [ ]
1
Skinny [ ] Navigation/TL7 (Sea) 14† IQ+2 [ ]
-5
Unnatural Features Scrounging 15 Per+3 [ ]
8
(Lambent eyes and bony teeth) [ ] Scuba/TL8 11 IQ-1 [ ]
-2
1
Unusual Biochemistry [ ] Seamanship/TL7 13 IQ+1 [ ]
-5
2
1
Wealth (Struggling) [ ] Smuggling 11 IQ-1 [ ]
-10
Spear Thrower 13 DX+1 [ ]
4
Attentive [ ] Survival (Island/Beach) 11 Per-1 [ ]
-1
1
1
-1
Bad posture (-1 to Dancing and Sex Appeal) [ ] Survival (Swampland) 11 Per-1 [ ]
4
Code of Honor Swimming 15 HT+2 [ ]
(“Stay bought and finish the job”) [ ]
-1
Incompetence (Finance) [ ] * Includes +2 from Artificer.
-1
-1
Likes processed food (especially fast food) [ ] † Includes +3 from Absolute Direction.
ICONIC CHARACTERS 323
COMBAT LITE
This appendix summarizes the core combat rules found in the Basic Set, Book 2. GMs interested in combat with counters
or figures on a hexagonal grid, special combat situations, etc., should consult Chapters 12-13, in Book 2.
COMBAT TURN SEQUENCE
Each character’s turn normally noncombat action gives way to more Speed goes first, followed by the next-
gives him one opportunity to act per fighting. highest Basic Speed, and so on. The
second. After everyone takes his turn, The turn sequence is the order in GM decides the order of multiple
one second has passed. which active characters take their NPCs on the same side with the same
The one-second time scale breaks turns. It is set at the start of the fight Basic Speed. If PCs are involved,
the battle into manageable chunks. A and does not change during combat. precedence goes to the highest DX. If
GM can drop out of combat time The combatant with the highest Basic there’s still a tie, the GM should roll at
whenever dramatically appropriate, the start of combat to determine who
and resume combat time when acts first.
MANEUVERS
A maneuver is an action taken dur- aiming, you must make a Will roll or You may take no active defenses at all
ing combat. Each turn, you must lose your aim. until your next turn.
choose one of the following maneu- These are the two All-Out Attack
vers: Aim, All-Out Attack, All-Out All-Out Attack options for ranged combat:
Defense, Attack, Change Posture, Attack any foe with a ready
Concentrate, Do Nothing, Evaluate, weapon, making no effort to defend • Determined: Make a single attack at
Feint, Move, Move and Attack, Ready, against enemy attacks. If you make a +1 to hit.
or Wait. Your choice determines what melee attack, you must specify one of • Suppression Fire: Take your entire
you can do and your options for active these four options: turn to spray an area with auto-
defense and movement. matic fire. Your weapon must have
• Determined: Make a single attack at RoF 5+. Ask the GM for details or
Aim +4 to hit. see Suppression Fire (p. 410).
Aiming a ranged weapon (or a • Double: Make two attacks against All-Out Defense
device such as a camera) takes a full the same foe, if you have two ready
turn. Specify your weapon and your weapons or one weapon that does The maneuver of choice when
target. You can’t aim at something not have to be readied after use. beset by foes. Specify one of the fol-
that you can’t see or detect. Attacks with a second weapon held lowing two options:
If you follow an Aim maneuver in the off hand are at the usual -4. • Increased Defense: Add +2 to one
with an Attack or All-Out Attack with • Feint: Make one Feint (see below) active defense of your choice:
the same weapon against the same tar- and then one attack against the Dodge, Parry, or Block. This bonus
get, you get a bonus to hit. Add the same foe. persists until your next turn.
weapon’s Accuracy to your skill. If you • Strong: Make a single attack, at nor- • Double Defense: Apply two different
Aim for more than one second, you mal skill. If you hit, you get +2 to active defenses against the same
receive an additional bonus: +1 for damage – or +1 damage per die, if attack. If you fail your defense roll
two seconds of Aim, or +2 for three or that would be better. This only against an attack, you may try a
more seconds. applies to melee attacks doing ST- second, different defense against
While aiming, you can move a step. based thrust or swing damage, not that attack. If you try a parry
Any Active Defense automatically to weapons such as force swords. (armed or unarmed) with one hand
spoils your aim and removes all accu- You may move up to half your and fail, a parry using the other
mulated benefits. If injured while Move, but you can only move forward. hand does count as a “different
defense.”
324 COMBAT LITE
With Increased Dodge, you may Someone stunned or surprised must Move
move up to half your Move. Other - take this maneuver. A stunned charac- Move any number of yards up to
wise, the only movement is a step. ter defends at -4. your full Move score, but take no other
Choose any legal active defense, with To recover from physical or mental action. Most other maneuvers allow at
bonuses as described above. stun, he may attempt a HT or an IQ least some movement on your turn;
roll. A success allows recovery at the take this maneuver if all you want to
Attack end of a turn. do is move.
Make an armed or unarmed attack During a Move, a character can
in melee combat, or to use a thrown or Evaluate defend themselves normally.
missile weapon in ranged combat. A Study an adversary to gain a com-
weapon used in an attack must be bat bonus on a subsequent attack. You Move and Attack
ready. must specify a visible opponent close Move as described for the Move
If using a melee weapon or enough to attack or reachable with a maneuver, but during or after your
unarmed attack, your target must be single Move and Attack maneuver (see move, make a single, poorly aimed
within reach. If using a ranged below). attack – either unarmed or with a
weapon, your target must be within An Evaluate maneuver gives +1 to ready weapon.
the weapon’s Max range. skill for an Attack, Feint, All-Out You attack as described for the
To move more than one step dur- Attack, or Move and Attack made Attack maneuver, but at a penalty. If
ing an attack, use a Move and Attack against that opponent, on your next making a ranged attack, you have a
or All-Out Attack. turn only. You may take up to three penalty of -2 or the weapon’s Bulk rat-
consecutive Evaluate maneuvers ing, whichever is worse. If you are
Change Posture before you strike, giving a cumulative making a melee attack, you have a flat
Change between the following +1 per turn. -4 to skill, and your adjusted skill can-
postures: standing, sitting, kneeling, not exceed 9.
crawling, lying prone (face down), and Feint You can only dodge or block dur-
lying face up. Any posture other than “Fake” a melee attack if your ing this maneuver.
standing slows movement and penal- weapon is ready and your foe is with-
izes attack and defense rolls, but also in reach. This maneuver is not an Ready
creates a smaller target for ranged attack and does not make your A Ready maneuver can be used to:
attacks. weapon unready.
Standing up from a lying position To Feint, choose a single oppo- • Pick up or draw any item, prepare it
requires two Change Posture maneu- nent and roll a Quick Contest of for use, regain control of an
vers: one to rise to crawling, kneeling, Melee Weapon skills. Your opponent unwieldy weapon after a swing, or
or sitting, and another to stand. may roll against his Melee Weapon adjust the reach of a long weapon.
You can switch between kneeling skill, unarmed combat skill, Cloak or • Complete physical actions other
and standing as a step with another Shield skill, or DX. than fighting: opening or closing a
maneuver. If you fail your roll, your Feint is door, picking a lock, etc.
unsuccessful. Likewise, if you suc- • Switch an advantage “off” or “on” if
Concentrate ceed, but your foe succeeds by as it is not always on and does not
You concentrate on one primarily much as or more than you do, your require an Attack or Concentrate
mental task (even it has a minor phys- Feint fails. If you make your roll, and maneuver.
ical component, like operating con- your foe fails, subtract your margin The combatant can both step and
trols, gesturing, or speaking). This of success from the foe’s active defend while taking a Ready.
may be casting a magical spell, using a defense if you attack him with Attack,
psi ability, making a Sense roll to spot All-Out Attack, or Move and Attack Wait
an invisible warrior, or any similar on your next turn. If you and your foe Do nothing unless an event you
action, including most IQ-based skill both succeed, but you succeed by specified in advance occurs before
rolls. This is a full-turn maneuver. more, subtract your margin of victo- your next turn; e.g., a foe moves into
If you are forced to use an active ry from the foe’s defense. range. If that happens, you may
defense, knocked down, injured, or A Feint lasts one second. But if transform your Wait into an Attack,
otherwise distracted before you finish, you Feint and then make an All-Out Feint, All-Out Attack (you must spec-
you must make a Will-3 roll. On a fail- Attack (Double), the Feint applies to ify the option before acting), or
ure, you lose your concentration and both attacks. Ready maneuver. You interrupt the
must start over. You can move one step while turn sequence, but it resumes after
feinting and it allows any active you’ve acted.
Do Nothing defense. Allies cannot take advantage Specify your action and its trigger
Standing still is Doing Nothing. A of your successful Feint. when you take the Wait maneuver.
character Doing Nothing may still You may Wait with a ready ranged
defend normally, unless stunned.
weapon if you have specified the zone
that you are covering.
COMBAT LITE 325
RANGED ATTACKS
A “ranged attack” is any attack Max range; 1/2D range only affects 3. Applying the target’s Size
with a weapon used at a distance, damage. Modifier (SM).
from a thrown rock to a laser rifle to a A few weapons have a minimum 4. Modifying for the target’s range
specified spell. range, as they lob projectiles in a high and speed (done as a single modifier).
Make a ranged attack on a target arc, or have fusing or guidance limits. 5. Modifying for circumstances
only if it falls within your weapon’s Figure your adjusted chance to hit (rapid fire, movement, darkness,
range. To find this, see the relevant by: cover, etc.), including any special con-
weapon table or advantage or spell ditions determined by the GM.
description. Most ranged attacks list 1. Taking your base skill with your
Half Damage (1/2D) range and ranged weapon. The result is your effective skill. A
Maximum (Max) range, in yards. Your 2. Adding your weapon’s Accuracy roll of this number or less is a suc-
target must be no farther away than (Acc) if you preceded your attack with cessful attack roll (see below). It will
an Aim maneuver. hit, unless the target succeeds with an
active defense.
ATTACKING
You attempt to hit a foe or other your blow. If he makes this roll, he If your roll is greater than your
target by executing an Attack, All-Out evaded or stopped the attack, and is effective skill, you missed!
Attack, or Move and Attack maneuver. not hit. No matter what your effective skill,
You can only attack with a weapon if • If he misses his defense roll, your a roll of 3 or 4 always hits, and is a crit-
it’s ready (see Ready, p. 325). blow struck and you roll for damage. ical hit. Depending on your effective
Two basic types of attacks exist: skill, a roll of 5 or 6 may also be a crit-
melee attacks and ranged attacks. Your Attack Roll ical hit. An attacker with an effective
target must be within reach to make a Your “attack roll” is a regular suc- skill of 15 gets a critical hit on a roll of
melee attack, or within range to make a cess roll (see Chapter 10, Book 2). 5 or less; one with effective skill 16+
ranged attack. Resolving either type of Figure your effective skill (base skill gets a critical hit on a roll of 6 or less.
attack takes three die rolls: plus or minus any appropriate modi- On an attack roll of 3, you do not
fiers) with the weapon you are using. roll for damage – your blow automati-
• First is your attack roll. If your roll is If your roll is less than or equal to cally does the maximum damage.
successful, your attack was a good your effective skill, your attack will hit Other critical hits bypass the defense
one. unless your foe successfully defends roll, but roll normally for damage.
• Now your foe must make a defense (see Defending, below). If he fails to A roll of 17 or 18 always misses.
roll to see if he can defend against
defend – or if he can’t – you’ve hit him.
DEFENDING
If your attack roll succeeds, you The active defense chosen depends An active defense roll of 3 or 4 is
have not (yet) actually struck your foe, on the situation – especially the always successful – even if the effec-
unless you rolled a critical hit. Your maneuver chosen last turn. Some tive defense score was only 1 or 2! A
attack is good enough to hit him – if he maneuvers restrict which active roll of 17 or 18 always fails.
fails to defend. defenses can be made. No active
A fighter can use three active defense is available if the PC is Dodging
defenses to evade or ward off an unaware of the attack. And active A Dodge is an active attempt to
attack: Dodge, Parry, and Block. These defenses don’t apply to fighters who move out of the perceived path of an
active defense scores should be calcu- are unconscious, immobilized, or oth- attack. It is normally the only active
lated in advance and recorded on the erwise unable to react. defense you can take against firearms.
character’s sheet. Your Dodge active defense is Basic
If a foe makes a successful attack Active Defense Rolls Speed + 3, dropping all fractions,
roll, choose one active defense and The defender rolls 3d against his minus a penalty equal to your encum-
attempt a “defense roll” against it. active defense score. If his roll is less brance level (see Encumbrance and
Exception: The All-Out Defense than or equal to his effective defense, Move, p. 17). List Dodge on your char-
(Double Defense) maneuver lets you he dodged, parried, or blocked the acter sheet for quick reference.
attempt a second defense against a attack. Otherwise, his active defense You may dodge any attack except
particular attack if your first defense was ineffective and the attack hit. If one that you did not know about! You
fails. this occurs, roll for damage.
326 COMBAT LITE
only get one Dodge roll against a given – or, if unarmed, you have an empty missile weapon and he is within reach
attack. hand. of your melee weapon, you may parry.
If a single rapid-fire attack scores You can use most melee weapons Success would mean that you slapped
multiple hits, a successful Dodge roll to parry. Some hefty weapons (e.g., his bow or gun aside, causing him to
lets you avoid one hit, plus additional axes) are unbalanced: you cannot use fire wide of your body.
hits equal to your margin of success. A
critical success lets you dodge all hits
you took from that attack.
Usually, you are still in the fight as long as
Blocking you have positive HP.
Blocking requires a ready shield or
cloak. Your Block active defense is 3 +
half your Shield or Cloak skill, drop-
ping all fractions. them to parry if you’ve already used You can parry thrown weapons,
You can block any melee attack, them to attack on your turn. (You can but at a penalty: -1 for most thrown
thrown weapon, projected liquid, or still parry with a weapon in your other weapons, or -2 for small ones such as
muscle-powered missile weapon. You hand, if you have one.) A few long, knives, shuriken, and other weapons
cannot block bullets or beam weapons well-balanced weapons (e.g., the quar- that weigh 1 lb. or less.
.. . these come too fast to be stopped terstaff) get a +1 or +2 bonus to parry If you successfully parry an
this way. due to their ability to keep a foe at bay. unarmed attack (bite, punch, etc.)
You may attempt to block only one Your Parry active defense with a with a weapon, you may injure your
attack per turn. given weapon is 3 + half your skill with attacker. Immediately roll against
that weapon, dropping all fractions. your skill with the weapon used to
Parrying A parry won’t stop anything except parry. If you succeed, your parry
Parry to deflect a blow using a melee attacks or thrown weapons, struck the attacker’s limb squarely. He
weapon or your bare hands. You can- unless you have special skills. gets no defense roll against this! Roll
not parry unless your weapon is ready Exception: If a foe attacks you with a damage normally.
DAMAGE AND INJURY
If your attack roll succeeds and General Damage The sudden loss of HP can have
your target fails his defense roll (if If injured, subtract the points of additional effects:
any), you may make a damage roll. injury from your Hit Points. Usually,
This tells you how much basic damage you are still in the fight as long as you Major Wounds: Any single injury
you dealt to your target. have positive HP. The most important that inflicts a wound in excess of 1/2
Your weapon (and, for muscle- effects are: your HP is a major wound. For a
powered weapons, your ST), or your major wound to the torso, you must
natural or Innate Attack, determines • If you have less than 1/3 of your HP make a HT roll. Failure means you’re
the number of dice you roll for dam- remaining, you reel from your stunned or knocked out; failure by 5+
age. If your target has any Damage wounds. Halve your Move and means you pass out.
Resistance (DR), he subtracts this Dodge (round up). Shock: Any injury that causes a loss
from your damage roll. • If you have zero or fewer HP left, you of HP also causes “shock.” Shock is a
If your damage roll is less than or hang onto consciousness through penalty to DX, IQ, and skills based on
equal to your target’s effective DR, sheer willpower and adrenaline – those attributes on your next turn
your attack failed to penetrate – it or barely hold together, if you’re a (only). This is -1 per HP lost unless
bounced off or was absorbed. If your machine. You must roll vs. HT you have 20 or more HP, in which
damage roll exceeds your target’s DR, each turn to avoid falling uncon- case it is -1 per (HP/10) lost, rounded
the excess is the penetrating damage. If scious. down. The shock penalty cannot
your foe has no DR, the entire damage • If you go to fully negative HP (for exceed -4 no matter how much injury
roll is penetrating damage. instance, -10 if you have 10 HP), you suffer.
Your foe suffers injury (lost HP) you risk death! You must make an Stunning: If you’re stunned, you
equal to the penetrating damage for a immediate HT roll to avoid dying. are -4 to active defenses, and must Do
crushing attack, 1.5¥ penetrating You must make another HT roll to Nothing on your next turn. At the end
damage for a cutting attack, or 2¥ pen- avoid death each time you lose an of your turn, attempt a HT roll to
etrating damage for an impaling extra multiple of your HP – that is, recover. If you fail, you’re still stunned
attack. Other damage types exist, and at -2¥HP, -3¥HP, and so on. If you and must Do Nothing for another
have further effects. reach -5¥HP, you die automatically. turn. And so on.
COMBAT LITE 327
RECOVERY
The Damage rules may seem harsh, you must roll vs. HT every 12 (see Illness, p. 442). At the end of each
but don’t despair . . . you can get bet- hours; if you fail, you die. day of rest and decent food, make a
ter! HT roll. On a success, you recover 1
Natural Recovery HP. The GM may give a penalty if con-
Recovering from Rest lets you recover lost HP, ditions are bad, or a bonus if condi-
Unconsciousness unless the damage is of a type that tions are very good.
The GM decides whether you are specifically does not heal naturally
truly unconscious or just totally inca-
pacitated by pain and injury – but
either way, you can’t do anything. If
unconscious, you recover as follows:
• If you have 1 or more HP remaining,
you awaken automatically in 15
minutes.
• At 0 HP or worse, but above -1¥HP,
make a HT roll to awaken every
hour. Once you succeed, you can
act normally. You do not have to
roll against HT every second to
remain conscious unless you
receive new injury. But since you
are below 1/3 your HP, you are at
half Move and Dodge.
• At -1¥HP or below, you are in bad
shape. You get a single HT roll to
awaken after 12 hours. If you suc-
ceed, you regain consciousness
and can act as described above.
But if you fail, you won’t regain
consciousness without medical
treatment. Until you receive help,
FATIGUE
Fatigue represents lost energy and fatigue, each FP you lose also positive FP. Your FP can never fall
reduces FP, just as injury represents causes 1 HP of injury. To do any- below this level. After this stage,
physical trauma and comes off of HP. thing besides talk or rest, you any FP cost comes off your HP
Your Fatigue Points (FP) score starts must make a Will roll; in combat, instead!
out equal to your HT, but can be roll before each maneuver other
modified. than Do Nothing. On a success, Recovering from Fatigue
you can act normally. You can use You can recover “ordinary” lost FP
Lost Fatigue Points FP to cast spells, etc., and if by resting quietly. Reading, talking,
The chart below summarizes the drowning, you can continue to and thinking are all right; walking
effects of being at low or negative FP. struggle, but you suffer the usual 1 around, or anything more strenuous,
All effects are cumulative. HP per FP lost. On a failure, you is not. Lost FP return at the rate of 1
collapse, incapacitated, and can FP per 10 minutes of rest. The GM
Less than 1/3 your FP left – You are do nothing until you recover to may allow you to regain one extra FP
very tired. Halve your Move, positive FP. if you eat a decent meal while resting.
Dodge, and ST (round up). This -1¥FP – You fall unconscious. While Certain drugs, magic potions, etc. can
does not affect ST-based quanti- unconscious, you recover lost FP restore missing FP, as can spells such
ties, such as HP and damage. at the same rate as for normal as Lend Energy and Recover Energy.
0 FP or less – You are on the verge of rest. You awaken when you reach
collapse. If you suffer further
328 COMBAT LITE
INDEX
This index covers both books of the Alternative attacks, 61. Atmospheric pressure, 429.
Basic Set. The pages are sequentially Always on; advantages, 34, Attack maneuver, 325, 365.
numbered; Book 2 starts on p. 337. magic items, 482. Attack roll, 369.
With rare exceptions, traits (advan - Ammunition, 278. Attacks, 326, 369; alternative, 61;
tages, disadvantages, skills, spells, and Anarchy, 509. after being grappled, 371; Deceptive
so on) are not listed in this index. Animals, 40, 87, 90, 137, 175, 187, Attack, 369; dual-weapon, 417; from
Instead, they have their own alpha - 210, 211, 217, 223, 225, 226, 228, above, 402; in tactical combat, 388;
betical listings. See the Trait Lists on 395, 455-460; in combat, 461; innate, 61; linked effects, 381;
pp. 297-306. individualizing, 457; draft, 459; modified, 114; runaround, 391;
pets, 458-459; riding, 459; trained, surprise, 393; swarm, 461;
Acceleration, see Gravity. 458-459; see also Mounted Combat. without damage, 381.
Accents, 24. Apes, 455. Attributes, see Basic Attributes.
Acid, 428. Appearance, 21. Automatic weapons, 408.
Acrobatic dodge, 375. Arc of vision, 389. Banestorms, 533.
Active Defense Modifiers Table, 548. Area class, 176. Baron Janos Telkozep, character sheet,
Active defenses, 326, 363, 374; Area maps, 491. 320-321; illustration, 290.
modifiers table, 548. Basic attributes, 14; in templates, 447;
Advantages, 32; always on, 34; improving, 290.
cinematic, 33; exotic, 32, 34; in Basic Lift, 15; table, 17.
templates, 447; magic, 34; mental, Basic Move, 17.
32; mundane, 32; new, 117-118; Basic Speed, 17.
learnable, 294; list, 297; physical, 34; Basilisks, 460.
potential, 33; Schrödinger’s, 33; Bats, 461.
secret, 33; social, 32; switchable, 34.
Battle maps, 239.
Adventures, e23, 494; finale, 503; Battlesuits, 192.
pre-packaged, 495; writing
your own, 500-504. Bears, 456.
Adversary, 493. Bees, 461.
Bends, the, 435.
Afflictions, 35, 416, 428.
Biotech tech levels, 512.
Age, 20.
Bipods, 412.
Aging, 53, 66, 95, 153, 154, 444.
Aim maneuver, 58, 324, 364. BL, see Basic Lift.
Bleeding, 68, 420.
Aimed fire, 372.
Block, 51, 324, 327;
Air spells, 242.
in tactical combat, 390.
Aircraft, 466; table, 465.
Alcohol, 122, 439-440. Blocking spells, 241.
Blunt trauma, 379.
Alien artifacts, 478. Area spells, 239. Boars, 458.
Allies, 36; ally groups, 37. Area-effect attacks, 413; scatter, 414. Body Control spells, 244.
All-Out Attack maneuver, 54, 324, Arm lock, 370, 403.
365, 385; after being grappled, 371. Armor divisors, 378. Body modification, 294.
All-Out Defense maneuver, 324, 366, Armor, 110, 282-286; changing posture Bolas, 410.
385. in armor, 395; combining and Bounty hunters, 539.
Ally groups, 37. layering, 286; flexible armor and Break Free, 370.
Alternate worlds, 64, 160; travel, 189, blunt trauma, 379; wearing, Breakdowns, 485.
190; Centrum, 541-542, 545-546; donning, and removing, 286. Breaking a weapon, 401.
classes, 526; close parallels, 526; Arrows, flaming, 410. Breathing, 49, 55, 63, 68, 108;
Coventry, 540; echoes, 546; hell Artifacts, anachronistic, 478; futuristic holding your breath, 351;
parallels, 528; myth parallels, 527; and alien, 478, magic, 240, 480-483. smothering a foe, 401.
Reich-5, 543; weird parallels, 527, Artificial intelligences, 528. Build, 18.
world classes, 535. See also Atmospheres, hazardous, 429; Bulletproof nudity, 417.
Crossworld Travel, vacuum, 437.
Infinite Worlds Campaign.
INDEX 329
C-31, character sheet, 307-309; 528; complexity, 472; software, 472; Darkness, 47, 60, 71, 394; spells, 249;
illustrations, 264, 549. virtual reality worlds, 520. torches, 394.
Cabal, the, 543. Concentrate maneuver, 325, 366. David Pulver, 6.
Camels, 459. Cone attacks, 413. Dead worlds, 527.
Campaigns, 486-489; cinematic, 488; Conspiracies, see Illuminati. Dealing with players, 493.
continuing, 504; planning form, Contacts, 31. Death, 296, 423; dying actions, 423;
567; power level, 10, 486; shared Contagion, 443; see also Disease. instant death, 423.
campaigns, 504; travel between Contests, 348; quick, 348; regular, 349; Decade scale damage, 470.
campaigns, 504; see also resistance Deceptive attack, 369.
Game Worlds. rolls, 348. Deer, 457.
Camping and survival gear, 288. Defaults, 344; double, 173, 232;
Cannon fodder, 417. skills, 173; techniques, 229.
Caster (of spells), 236. Defending, 326, 374;
Catching things, 355. in tactical combat, 390.
Cats, 456. Defenses, 46; enhanced, 51;
Centrum, 541-542, 545-546. limited, 46.
Century scale damage, 470. Dehydration, 426.
Ceremonial magic, 237. Demolition, 415.
Change Posture maneuver, Depressants, 441.
325, 364. Design skills, 190.
Control Rating, 506; see also
Character classes, no such thing, 259. Dexterity, 15.
Legality Class.
Character points, 10, 119, 258, 290; Conventions of play, 9. Dice, 8, 9.
awarding bonus points, 498. Copper, see Wealth. Digging, 350, 357.
Characters, 7; concept, 11; creation, 9, Dimensional highways, 534.
10, 258; development, 290, 499; Cosmic powers, 33. Dirty tricks, 405.
origins, 33; sheet, 13, 335-336; Cost of living, 265, 516. Disadvantages, 11, 119; buying off,
stories, 12; types, 12. Coventry, 540. 121, 291; disadvantage limit, 11;
Chi, 33, 93, 192, 214. Cover, 377, 407; Cover DR Table, 559. good, 119; exotic, 120; in templates,
Children, 20. Crippling, 59, 420-423. 447; list, 299; mental, 120;
Chimpanzees, 456. Critical failure, spells, 236. mundane, 120; new, 162; physical,
Choke hold, 371, 404; see also Critical Head Blow Table, 556. 120; secret, 120; social, 120;
Suffocation. Critical Hit Table, 556. self-imposed, 121; supernatural, 120.
Cinematic advantages, 33; campaigns, Critical hits, 381; table, 556. Disease, 442-444; worldwide, 528.
488; characters, 489; combat, 417; Critical Miss Table, 556; Dive for cover, 377, 407.
explosions, 417; knockback, 417. Unarmed Critical Miss Table, 557. Divine origins; 33; see also Gods.
Clerical magic, 77, 242; spells, 77. Critical misses, 381; table, 556-557. Dmg, see Damage.
Climbing, 89, 349. Critical success, 347; on defense, 381. Do Nothing maneuver, 325, 364.
Cloaks, 404. Crossbows, 410. Dodge, 17, 51, 324, 327, 374;
Close combat, 391. Crosstime bandits, 542. and drop, 377.
Clothing, 265. Crossworld campaigns, 519-522; Dogs, 457, 458.
Cold, 430. see also Infinite Worlds Campaign. Donkeys, 459.
Collisions, 430; whiplash, 432. Crossworld travel, 514, 519-522; Double defaults, allowed for
Coma, 429; see also Unconsciousness. Infinite Worlds campaign techniques, 229; not allowed
Combat Lite, 324. background, 523-546; for skills, 173.
instant wealth, 514.
Combat maps, 384, 492. DR, see Damage Resistance.
Crouching, 368.
Combat, 9, 362-417; at different levels, Dragging things, 353.
402; cinematic, 417; maneuvers, Cultures, 23, 505-508. Dragon template, 261.
324; table of combat modifiers, 547; Customizing rules, 486. Dropping prone, 374.
techniques, 230; turn sequence, 324, Dai Blackthorn, 12, 18, 22, 116, 162, Drugs, 122, 130, 440; Eraser, 540;
362; vehicular, 467-470. 164, 227; character sheet, 310-311; overdose, 441; ultra-tech, 425;
Communication and Empathy illustrations, 32, 418. withdrawal, 440.
spells, 245. Damage Resistance, 378; Dual-weapon attacks, 417.
Communications and information HP and DR of Structures Table, 558; Dungeons, 501.
gear, 288, 471. Cover DR Table, 559. Dwarf template, 261.
Competence, 24. Damage, 15, 327, 377; by animals, DX, see Dexterity.
Comprehension rolls, 359. 461; Damage Table, 16; damage
rolls, 9, 378; scaling, 470; to objects, Dying actions, 423.
Computers, 48, 51, 55, 69, 71, 76, 100, Earth spells, 245.
124, 184, 472; artificial intelligence, 483-485.
Echo timelines, 546.
330 INDEX
Economics, 514. Food, 95, 139, 159, 160, 265; Hit location, 369, 398; and Injury
Elbow strike, 404. foraging, 427; starvation, 426. Tolerance, 400; random, 400.
Elderly characters, 20; FP, see Fatigue Points. Hit points, 16, 418-419;
see also Age, Aging. Fragmentation damage, 414. HP and DR of Structures Table, 558;
Electricity, 432-433. Free actions, 363. see also Injuries.
Electronics, 471. Friends and foes, 31. Home gravity, 17; see also Gravity.
Elemental meta-traits, 262. Fright Checks, 55, 93, 95, 121, 360; Homing weapons, 412-413.
Elephants, 460; pink, 440. Fright Check Table, 360-361. Horses, 459-460; equestrian gear, 289;
Enchantment, 480-483; spells, 245. Gadgeteering, see Gadgets. see also Mounted Combat, Riding
Encounters, 502; Gadgets, 56-58, 473-477, 479; Animals, Weapons (Cavalry).
sample encounter table, 503. limitations, 116. HP and DR of Structures Table, 558.
Encumbrance, 17. Game balance, 11. HP, see Hit Points.
Enhanced defenses, 51. Game Mastering, 486-504. HT (Health), 15.
Enhancements, 101-102; limited, 111. Game preparation, 490. I-Cops, 536-538.
Equestrian gear, 289. Game worlds, 505-522; Identities, 31, 39.
Equipment, 264-289; economics, 514. Illuminati, 60, 130, 193, 200, 525;
modifying success rolls, 345. Garrotes, 405. the Cabal, 543.
Eraser drug, 540. Gate spells, 247. Immunity, 443.
Evading, 368. Gerbils, 113. Importance in society, see Rank,
Evaluate maneuver, 325, 364. G-Increment, 350. Status.
Exotic advantages, 32, 34. Glossary, 563-565; arms and armor, Incompetence, 24.
Exotic disadvantages, 120. 268; basic terms, 7; magic, 234; Index, 329-334, 570-575.
Explosions, 414-415; cinematic, 417. Infinite Worlds, 524; psionics, 254. Infection, 444.
Extra effort, 356. GM Control Sheet, 490, 568. Infinite ammunition, 417.
Facing (in combat), 385, 386. Gods, 33, 40, 59, 76, 113, 132, 143. Infinite Worlds campaign
Falcons, 457. Gold, see Wealth. background, 523-546.
Falling, 430-431; damage Gorillas, 456. Infinity Development, 536.
from falling objects, 431. Government types, 509-510; Infinity Patrol, 536-538.
Fallout, 435; see also Radiation. see also Laws. Infinity Unlimited, 524, 535-538.
Familiars, 38. Grabbing and grappling, 370; and hit Influence rolls, 359.
location, 400. Influence skills, 494.
Fatigue, 16; 328, 426; fatigue
points, 16; recovering, 427. Gravity, 60, 350, 434; different gravity, Information spells, 241.
350; home gravity, 17. Initiative, 393.
Feint maneuver, 325, 365.
Grenades, 277, 410. Injuries, 327, 377, 380, 418-425;
Felinoid template, 261.
Ground vehicles, 466; table, 464. accumulated wounds, 420; and
Fencing weapons, 404.
Fire, 61; burning things, 433, 434; Gryphons, 460. active defense, 374; bleeding,
damage, 433; flaming arrows, 410; Guided weapons, 412. 420; crippling, 420-423;
incendiary weapons, 277, 411, 433; Hallucinations, 429, 440. flesh wounds, 417;
large-area injury, 400; last
spells, 246; tight-beam burning Hallucinogens, 440. wounds, 420; major wounds,
attacks, 399. Handedness, 14.
420; mortal wounds, 423;
Firearms, 278-281; accessories, 289, Harpoons, 411. shock, 419; to objects,
411; aim, 364; automatic, 408; Healing, 59, 79, 80, 155, 483-485; to shields, 484;
bracing, 364; firing upward and 160, 162; magic, 248; see also Crippling, Healing.
downward, 407; malfunction, 382, medical gear, 289;
407; quality, 280; medical tech levels, Instant death, 423.
rapid fire, 408; shotguns, 409; 512; psychic, 256. Intelligence, 15; and dirty tricks, 405.
suppression fire, 409; ultra-tech, Health, 15. Intoxication, see Alcohol.
280. Hearing, 49, 72, 89, Introduction, 5, 342.
Firing upward and downward, 407. 94, 138. 358. Investigator template, 259.
First aid, 424. Heart attacks, 429. Iotha, character sheet, 316-317,
Flails, 405. Heat, 434; see also Fire. illustrations, 343.
Flame, see Fire. Hell parallels, 528. IQ (Intelligence), 15.
Flaming arrows, 410. Heroic Knight template, 448. ISWAT, 162, 536.
Flashlights, 394. Hexes, 384. Jobs, 292, 499, 516-518; finding, 518.
Flesh wounds, 417. High-speed movement, 394. Jumping, 89, 203, 352, 357.
Flight, 56, 354; flying combat, 398. Hiking, 351, 357, 426. Knee strike, 404.
Fnord, you’re not cleared for that. Hirelings, 517, 518. Knockback, 378.
Follow-up damage, 381. Hit Location Tables, 552-555. Knowledge spells, 249.
INDEX 331
Knowledge, NPC, 496; Mentality meta-traits, 263. NPCs, 31, 493; NPC Reactions Table,
player vs. character, 495. Meta-Spells, 250. 559-562; NPC Record Card, 569.
Languages, 23, 205, 506. Meta-traits, 262. Oil flasks, 411.
Lariats, 411. Metric conversions, 9. Omens, 72.
Lasers, 280, 399; seeker heads, 412; Military, 218, 221, 222, 260. Online gaming, 494.
sights, 412. Mind Control spells, 250. Optics and sensors, 289.
Last wounds, 420. Mind reading, see Telepathy. Origins of characters, 33.
Law enforcement, 507; Mind transfer, 296. Overpenetration, 379, 408.
police gear, 289. Miniature figures, 383. Overrun, by multi-hex figures, 392.
Laws, 65, 204, 506-508, 518; Miracle Workers Inc., 538. Oxen, 460.
punishment, 508; trials, 507. Missile spells, 240. Parachronic Laboratories Inc., 538.
LC, see Legality Class.
Missile weapon attacks, 373. Parachronics, bogus scientific
Legality Class, 267, 270, 507; Modifiers (to traits), 101; list, 300. explanation, 530; conveyor, 529;
legality of spells, 507. detector, 532; disasters, 532; minor
Molotov cocktails, 411.
Lethal strike, 404. Money, see Wealth. accidents, 531; paradoxes, 533;
Lifting, 14, 15, 65, 205, 353, 357. projector; 524, 530; see also
Monsters, 460-461.
Light and Darkness spells, 249. Infinite Worlds Campaign.
Morphology meta-traits, 263.
Limitations, 101, 110; gadgets, 116. Parachronozoids, 544.
Mortal conditions, 429; wounds, 423.
Limited defenses, 46.
Linked effects, 381.
Lions, 456.
Literacy, 24.
Long actions, 383.
Long tasks, 346, 499.
Louis d’Antares, character sheet,
312-313; illustrations, 368, 422, 505.
Loyalty, 518-519.
Luck, 83, 89, 160.
Ludography, 566.
Lycanthropy, see Werewolves.
Machine guns, 281. Mounted combat, 395-398. Parallel worlds, see Alternate Worlds.
Machines, 16; Machine meta-trait, 263. Paralysis, 429.
Move (character stat), 52.
Mage template, 260. Parry, 51, 93, 324, 327, 376; unarmed,
Move and Attack maneuver, 325, 365,
Magery, 66. 376; in tactical combat, 390.
385.
Magic Resistance, 67. Move maneuver, 325, 364, 385. Patient status, 421.
Magic, 66, 143, 144, 150, 218, 224, Movement and combat, 367; Patrons, 72-73.
225, 234-253; advantages, 34; and facing, 386; high-speed Penetrating damage, 379.
ceremonial, 237; clerical, 242; movement, 394; movement in Penetration modifiers, 378, 416;
colleges, 239; enchanted objects, 240, tactical combat, 386. overpenetration, 379, 408.
480-483; racial, 453; ritual, 237, Movement points, 386, 387. Per, see Perception.
242; staffs, 240. Perception, 16.
Movement spells, 251.
Major wounds, 420. Perks, 100.
Mules, 459.
Malf, see Malfunction. Multi-hex figures, 392. Pets, 458-459; see also Animals.
Malfunction, 278, 382, 407. Physical advantages, 32;
Mundane advantages, 32;
Mana, 235. disadvantages, 120.
disadvantages, 120.
Maneuvers, 324, 363, 385; table, 551. Physical feats, 349; extra effort, 356.
Mutations, 33.
Maps, 384, 490-491; mapping by Neck Snap attack, 370, 404. Picking things up, 383.
players, 491; mapping for adventure Picks, 405.
design, 502. Necromantic spells, 251. Pinning (in combat), 370.
Nets, 411.
Medical care, 424; surgery, 424. Planet types, 180.
New disadvantages, 162.
Medical gear, 289. Plants, 75, 87, 90, 142, 197, 199, 211.
Medicine tech levels, 512. New inventions, 473, 475; Pocket multiverses, 529.
see also Gadgets.
Melee Attack Modifiers Table, 547. Poison, 62, 437-439; treatment, 439.
Nexus portals, 534.
Melee etiquette, 417. Police gear, 289.
Nonhumans, 32.
Melee spells, 240. Non-player characters, see NPCs. Pop-up attacks, 390.
Mental advantages, 32; disadvantages, Postures, 367; changing posture
120; powers, see Psionics. NPC Reactions Table, 559-562. in armor, 395; table, 551.
NPC Record Card, 569.
Mental stun, 420. Potential advantages, 33.
332 INDEX
Power level for campaigns, 10, 486. Repair skills, 190; specialties, 169; studying, 292, 499;
Power tech levels, 512. repairing things, 484. teachers, 293; technological, 168;
Preparing for play, 490. Reputation, 27. wildcard, 175.
Prerequisites, skills, 169; spells, 235; Resisted spells, 241. Slam, 371; by multi-hex figures, 392.
techniques, 229. Resuscitation, 425. Slaves, 518.
Pressure, atmospheric, 429, 435; Retreat (in active defense), 377. Sleep, 50, 65, 136, 140, 142, 154, 155;
the bends, 435; water, 435. Retreating, 391. drowsy, 428; missed sleep, 426.
Privilege, 30. Ritual magic, 237, 242. SM, see Size Modifier.
Professor William Headley, Roads, 351. Smartguns, 278.
character sheet, 314-315; RoF (Rate of Fire), 270, 373. Smell, 49, 243.
illustrations, 234, 486. Roleplaying, 7. Snakes, 458; cobra venom, 439;
Protection and Warning spells, 252. Rolling to hit, 369. pythons, 458; rattlesnakes, 458.
Psi powers, see Psionics. Room maps, 492. Social advantages, 32;
Psionics, 71, 78, 150, 254-257; Rounding, 9. adding and improving, 291.
Antipsi, 255; ESP, 255; learning, Rule of 14, 360. Social background, 22.
294; new powers, 257; pside Rule of 16, 349. Social disadvantages, 120.
effects, 255; Psychic Healing, 256; Social restraints, 30.
Psychokinesis, 256; Telepathy, 257; Rule of 20, 173, 344. Society types, 509-510.
Teleportation, 257. Rules, customizing, 486; Soldier of Fortune template, 260.
Psychological warfare, 359. questions, 492.
Runaround attacks, 391. Sora, character sheet, 318-319;
Pulling things, 353. illustrations, 10, 258, 356, 362,
Runes, 224.
Punishment, legal, 508. 375, 402.
Running, 354, 357; fatigue, 426.
Pyramid Magazine, 494. Sounds, see Hearing.
Quick contests, 348. Sacrificial dodge, 375. Space sickness, 434.
Sapience, 15, 23.
Quick learning under pressure, 292. Spacecraft, 466; table, 465.
Scopes, 412.
Quick Start rules, 8. Spacing (in combat), 368.
Sean Punch, 6.
Quirks, 162; racial, 452. Special spells, 241.
Radiation, 80, 105, 192, 435. Seasickness, 436. Speed/Range Table, 550.
Secondary characteristics, 15;
Ranged attacks, 327, 372; half damage Spells, 66; Air, 242; area, 239; backfire,
range, 378; hitting the wrong improving, 290; in templates, 447. 235; blocking, 241; Body Control,
target, 389; modifiers table, 548; Secret disadvantages, 120. 244; caster, 236; casting, 235-238;
opportunity fire, 390; overshooting, Secret identities, 31. clerical, 77; Communication
390; pop-up attacks, 390; Self-control, 120. and Empathy, 245; Earth, 245;
shooting blind, 389. Senses, 35, 78; sense rolls, 358. Enchantment, 246, 480-482;
Ranged Combat Modifiers Table, 548. Sensors, 471. Fire, 246; Gate, 247; Healing, 248;
Rank, 29. Sentience, 15. information, 241; Knowledge, 249;
Rapid fire, 373, 408. Sharks, 457. legality, 507; Light and Darkness,
Rapid Strike, 54, 93, 370. Shields, 287, 374; damage, 484; 249; Meta-Spells, 250; melee, 240;
Rate of Fire, 270, 373. in close combat, 392; Mind Control, 250; missile, 240;
Rats, 461. offensive use, 406. Movement, 251; list, 304;
Rattlesnakes, 458. Shiftrealms, 534. Necromantic, 251; prerequisites,
235; Protection and Warning, 252;
Rcl, see Recoil. Shock, electrical, 432-433;
from injury, 419. regular, 239; resisted, 241; special,
Reaction rolls, 8, 494-495, 242; subject, 236; Water, 253;
NPC Reactions Table, 559-562. Shooting blind, 389. see also Magic.
Reading, 134; see also Literacy. Shotguns, 409. Spirits, 41, 55, 68, 76, 113, 193,
Ready maneuver, 325, 366, 382, 385. Shove, 372. 200, 212; spirit advantages, 34;
Ready weapons, 369; readying, 382. Sign language, 25. Spirit meta-trait, 263.
Realism, 11. Silencers, 412. Spy gear, 289.
Reality Liberation Force, 543. Silver, see Wealth. ST, see Strength.
Reality quakes, 534. Size and Speed/Range Table, 550. Staffs, 240.
Recoil, 271. Size Modifier, 19, 372; and reach, 402. Starvation, 426.
Recovery, 328; see also Healing. Skills, 167, 174-233; buying, 170; Status, 28, 265, 516.
defaults, 170; design, 190;
Recovery, 423-424; Step (in maneuvers), 368, 386.
from unconsciousness, 423. difficulty level, 168; familiarity, 169; Steve Jackson, 6.
improving, 170, 292; in templates,
Regular spells, 239. Stimulants, 440.
Reich-5, 543. 447; influence, 495; levels, 171;
list, 301; maintaining, 294; Strangle, 370, 401, 404.
Religion, 30, 226; see also Gods.
physiology modifiers, 181; Strength, 14.
Reloading missile weapons, 373. prerequisites, 169; racially learned, Striges, 461.
453; repair, 190; scope, 176; Striking at weapons, 400.
INDEX 333
Structural Damage Table, 558. Technological skills, 168. Vehicles, 188, 214, 223, 462-470;
Study, 292. Technology Levels, 22, 99, 267, 291, aircraft, 465; breakdowns, 485;
Stunning, 35; mental stun, 420. 511-512; and equipment, 27; and combat, 467-470; control rolls, 466;
Subduing a foe, 401. genre, 514; and starting wealth, 27; damage, 555; ground vehicles, 464;
Subject (of spells), 236. divergent, 513; superscience, 513; hit location, 400, 554; movement,
table of TLs by field, 512. 463; spacecraft, 465; vehicular
Success rolls, 342; buying success,
347; critical failure, 348; critical Teeth, 91. dodge, 375; watercraft, 464.
success, 347; difficulty, 345; Telepathy, 69-71, 91, 210, 245. Virtual realities, 520.
equipment modifiers, 345; Temperature, 9. Visibility, 394; see also Darkness.
influencing rolls, 347; Templates, 258, 445-454; cultural, 446; Vision, 92, 123, 124, 144, 151, 358.
player guidance, 347; dramatic, 446; occupational, 446; Voice, 132.
repeated attempts, 348. racial, 260, 450-454. Wait maneuver, 325, 366, 385.
Success rolls, 8. Terrain, 351. Warehouse 23 online store, 494.
Suffocation, 428, 436. Thief and spy gear, 289. Warhorses, see Horses.
Sunburn, 434. Throwing things, 355, 357. Warrior template, 449.
Supernatural advantages, 32, 33, 34; Thrown weapon attacks, 373. Water spells, 253.
disadvantages, 120. Thrusting damage, 15. Watercraft, 466; table, 464.
Supers, 34. Tigers, 456. Wealth, 25, 26, 264, 517; and Status,
Superscience, 513. Time Tours, Ltd., 539. 26, 516; cost of living, 265, 516;
Suppression fire, 409. Time travel, 64, 93, 158, 189, 190. economics, 514; gold and
Surprise attacks, 393. Time Use Sheets, 499, 569. silver, 515; improving character
Swarm attacks, 461. Time, between adventures, 498; wealth level, 291; moving money
Swimming, 354, 357; fatigue, 426. between sessions, 497; between worlds, 514.
Swinging damage, 15. during adventures, 497. Weapon and armor tech levels, 512.
Switchable advantages, 34. Timeline shifts, 544-546. Weapons, 267-281; accessories, 289,
Table talk, 493. TL, see Technology Level. 411; accuracy, 269; ammunition,
278; breaking, 401, 485; bulk, 270;
Taboo traits, 261. To-hit roll, 326, 369. carrying, 287; cavalry, 397; cost,
Takedown, 370. Tools, 289. 270; fencing, 404; firearms, 278-281;
Taste and smell, 49, 358. Torches, 394. grenades, 277; heavy, 281;
Tech level, see Technology Levels. Tragic flaws, 119. incendiaries, 277; infinite cinematic
Techniques, 229; combat, 230; Trait lists, 297. ammunition, 417; Legality Class,
improving, 292; list, 304. Traits, meta-traits, 262; taboo traits, 271; malfunction, 278, 407; melee,
26; see also Character Creation. 271-275; missiles, 281; parry, 269;
Trampling, 404. range, 269; ranged, 275-277,
Transformations, 294. 278-281; rate of fire, 270; reach, 269;
Transportation tech levels, 512. reach and Size Modifier, 388, 402;
Traps, 502. recoil, 271; shots, 270; smartguns,
278; strength, 270; striking at
Travel maps, 491.
weapons, 400; thrown, 356;
Trials, 507; punishment, 508. weight, 270.
Tripods, 412.
Weather, 243, 351.
Tunnels, 94.
Weirdness, 161; weird parallel worlds,
Turning radius, 394.
527; weird science, 228, 479.
TV action violence, 417. Werewolves, 83, 84, 137.
Unarmed combat, 370; hurting Whiplash, 432.
yourself, 379; parrying, 376.
Whips, 406.
Unarmed Critical Miss Table, 557.
White Star Trading, 524, 539.
Unconsciousness, 419, 423, 429; Wild swings, 388.
recovery from, 329.
Wildcard skills, 175.
Undead, 50; see also Vampires,
Zombies. Will, 16; Will rolls, 360.
Wolves, 458.
United Nations, 535, 538.
Utopia, 510. World-jumpers, 544.
Wounding modifier, 379.
Vacuum, 437.
Wounds, see Injuries.
Vampires, 137, 212; see also
Baron Janos Telkozep. Wrench Limb attack, 370, 404.
Vehicle Hit Location Table, 554. Xing La, character sheet, 322-323;
illustrations, 167, 188, 418, 445.
Vehicle Occupant Hit Location
Table, 555. Zombies, 74, 94, 252, 380.
334 INDEX
Name ___________________________________ Player _____________ _______ Point Total __________
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
Appearance _________________________________ ______________________ ________________________
CHARACTER SHEET
CURRENT Languages Spoken Written
ST [ ] HP [ ] _________________________________________________________ [ ]
_________________________________________________________ [ ]
_________________________________________________________ [ ]
DX [ ] WILL [ ] _________________________________________________________ [ ]
_________________________________________________________ [ ]
IQ [ ] PER [ ] DR TL: _______________________________________ [ ]
CURRENT Cultural Familiarities
___________________________________________ [ ]
HT [ ] FP [ ] ___________________________________________ [ ]
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ PARRY Reaction Modifiers
BASIC SPEED __________ [ ] BASIC MOVE __________ _ [ ]
Appearance ___________________________________
ENCUMBRANCE MOVE DODGE Status _________________________________________
None (0) = BL _____ BM × 1 _____ Dodge _____ Reputation ____________________________________
Light (1) = 2 × BL _____ BM × 0.8 _____ Dodge -1 _____ BLOCK ________________________________________________
Medium (2) = 3 × BL _____ BM × 0.6 _____ Dodge -2 _____ ________________________________________________
Heavy (3) = 6 × BL _____ BM × 0.4 _____ Dodge -3 _____ ________________________________________________
X-Heavy (4) = 10 × BL _____ BM × 0.2 _____ Dodge -4 _____ ________________________________________________
ADVANTAGES AND PERKS SKILLS
______________________________________________________ [ ] Name Level Relative Level
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
DISADVANTAGES AND QUIRKS ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
CHARACTER SHEET 335
HAND WEAPONS
Weapon Damage Reach Parry Notes Cost Weight
______________________________________________________________________ ______________________
______________________________________________________________________ ______________________
CHARACTER SHEET ______________________________________________________________________ ______________________
______________________________________________________________________ ______________________
Name _______________________
______________________________________________________________________ ______________________
RANGED WEAPONS
Weapon Damage Acc Range RoF Shots ST Bulk Rcl LC Notes Cost Weight
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
SPEED/RANGE TABLE HIT LOCATION ARMOR & POSSESSIONS
For complete table, see p. 550. Item Location Cost Weight
Modifier Location ____________________________________________ ______________________
Speed/ Linear 0 Torso ____________________________________________ ______________________
Range Measurement -2 Arm/Leg
Modifier (range/speed) -3 Groin ____________________________________________ ______________________
0 2 yd or less -4 Hand ____________________________________________ ______________________
-1 3 yd -5 Face ____________________________________________ ______________________
-2 5 yd -7 Skull ____________________________________________ ______________________
-3 7 yd ____________________________________________ ______________________
-4 10 yd Imp or Pi attacks can ____________________________________________ ______________________
-5 15 yd target vitals at -3 or
-6 20 yd eyes at -9. ____________________________________________ ______________________
-7 30 yd ____________________________________________ ______________________
-8 50 yd You may copy this form ____________________________________________ ______________________
-9 70 yd for personal use only. ____________________________________________ ______________________
This and other
-10 100 yd GURPS forms ____________________________________________ ______________________
-11 150 yd may also be ®
downloaded at ____________________________________________ ______________________
-12 200 yd gurps.sjgames.com/resources.
-13 300 yd ____________________________________________ ______________________
Copyright © 2004
-14 500 yd Steve Jackson Games Incorporated. ____________________________________________ ______________________
-15 700 yd All rights reserved. ____________________________________________ ______________________
____________________________________________ ______________________
CHARACTER NOTES
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
_______________________________________________________
____________________________________________ ______________________
____________________________________________ ______________________
POINTS SUMMARY
____________________________________________ ______________________
Attributes/Secondary Characteristics ____________ [ ]
____________________________________________ ______________________
Advantages/Perks/TL/Languages/
____________________________________________ ______________________
Cultural Familitarity ___________________________ [ ]
____________________________________________ ______________________
Disadvantages/Quirks ___________________________ [ ]
____________________________________________ ______________________
Skills/Techniques _______________________________ [ ]
Totals: $ Lbs.
Other ___________________________________________ [ ]
336 CHARACTER SHEET
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