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Published by larrylightfoot1, 2019-11-17 02:15:30

Cold_Steel_Wardens_Roleplaying_in_the_Iron_Age_of_Comics_(7154603)

Cold_Steel_Wardens_Roleplaying_in_the_Iron_Age_of_Comics_(7154603)

99Chapter 06 Powers

as the character can concentrate, they can maintain their Invisibility. In combat,
the character must make a Difficulty 6 Invisibility test and can only be Invisible
for a number of rounds equal to their Invisibility Rating.

Optional Effects:
Assassin: The character adds 2 dice to any damage dealt with a Silent Take-
down while Invisible.

Dispose of the Evidence: After a successful Silent Takedown, the character
may immediately make a Difficulty 8 Invisibility test to make their target
Invisible. This lasts until the character releases contact with their target.

Fool Sensors: The character’s Invisibility also extends to thermal or UV-sens-
ing systems.

Conceal: The character is able to make objects they pick up Invisible. Such
items must weigh under the character’s Invisibility Rating in pounds.

Drawbacks:
Invisibility only applies to Notice tests that involve sight. Opponents still
hear the character as normal.

Rain, steam, footprints, and other environmental factors can partially or to-
tally negate a character’s Invisibility.

Invisible characters are hard to keep track of in a firefight. Allies may acciden-
tally shoot their Invisible teammates without even knowing it.

Whenever an Invisible character attacks, they must make a Difficulty 8 Invis-
ibility test to maintain their Power. When they take damage, they must make
a Test of Difficulty 5 + Strain taken to maintain their Power.

Mind-Link
Cost: 10  Vital: Psyche  Range: 10 yards x Power Rating  Difficulty: None, or
5 + Target’s Psyche

Mind-Link allows characters to communicate with others telepathically. When
used for communication, establishing and maintaining a Mind-Link requires as
much effort as speaking normally, even during battle. Establishing a Mind-Link
with a willing target does not require a Test, but doing so with an opponent
or someone who would not readily accept it requires a Mind-Link test with a
Difficulty of 5 + the target’s Psyche. A target may sever a Mind-Link via an op-
posed Psyche test.

Optional Effects:
Transmission: The character is able to establish a Mind-Link with a number of
targets equal to or less than the character’s Mind-Link Rating, allowing the
targets to communicate with the character and one another telepathically.

Domination: The character may attempt to dominate and establish con-
trol over a target. In order to Dominate a target, the character must first
make a Mind-Link with the target as an Action. The character can then issue

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100 Cold Steel Wardens

commands to the target as Actions, although every command is subject to
an opposed Psyche test. The Mind-Link is severed as soon as the target suc-
ceeds on this Test.
Wire-tap: The character can make their Mind-Link untraceable, allowing
them to listen in on a target’s thoughts without the target’s knowledge. In
order to maintain this Link, the character must succeed on a Mind-Link test
of Difficulty 5 + target’s Psyche once every minute.
Out of Sight: After a Mind-Link is established, the character no longer needs
to see the target in order to maintain the Link; however, they do need to stay
within the range of the Power.
Clean Slate: After being Dominated, the target remembers none of the
events that occurred while they were under the character’s Mind-Link.
Drawbacks:
The character must be able to see a target in order to use and maintain
Mink-Link.
Mind-Link does not function on targets with an Intellect score of 1 or below
(animals) or against mindless targets (constructs, zombies, robots, and the
like).
Mind-Linking with hostile or insane targets may subject the character to
Mental Strain.

Phasing
Cost: 8  Vital: Nerve  Range: Self  Difficulty: Varies
A character with Phasing is able to become intangible, allowing them to walk
through walls and inorganic objects. As long as the character is able to concen-
trate, they can walk through any inorganic object. If they are under stress or in
combat, they must succeed on a Difficulty 7 Power test to Phase through an
object. If a character takes Strain while Phasing, they must make a Phasing test
with a Difficulty of 5 + Strain dealt or they immediately become tangible again,
even if they are still partially Phased in an object.
Optional Effects:

Carrier: The Hero may extend their Phasing ability to one other person, as
long as they maintain contact. If the Hero releases contact while the other
person is Phasing, the Carried person takes Physical Strain equal to twice
the Hero’s Phasing Rating. This also allows the character to carry up to 50
pounds of equipment while Phasing.
Organic Phasing: The character may Phase through organic material, includ-
ing people.
Combat Phasing: The character instinctively Phases while dodging in com-
bat, adding half of their Phasing Rating to their Defensive Value.

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101Chapter 06 Powers

Drawbacks:
The character cannot phase through any organic material, including other
humans. If so, the Phasing automatically ends and the Hero takes Physical
Strain equal to twice the Hero’s Phasing Power Rating.
If the character becomes tangible while within an object, they take Physical
Strain equal to twice their Phasing Rating.
The character cannot carry more than 25 pounds of equipment while Phas-
ing. Excess equipment drops off of them if they attempt to Phase.

Sense
Cost: 6  Vital: Awareness  Range: Self  Difficulty: Varies
Sense expands the character’s natural senses, granting enhanced vision or
scent, radar-like hearing, or even a psychic “sixth sense.” The details of the en-
hanced Sense are entirely up to the player’s imagination and the GM’s approval.

Characters add their Sense dice to any Notice or Investigation tests made
to detect hidden foes, dangerous situations, or well-hidden clues, as long as the
Sense applies to the situation. For example, a character with Enhanced Scent
would add their Power dice to smell the poison around a corpse’s mouth, but
wouldn’t add those dice to hear an Invisible foe sneaking up on them.
Optional Effects:

Bypass: The character gains an ability that overcomes one type of obstacle
to their Sense. For instance, if they have Enhanced Vision, they might gain
Night Vision to overcome the limitations posed by darkness.
Penetrating Sight: A character with Enhanced Vision is able to see through
normal objects via X-Ray vision or similar effect.
Extra Sense: The character gains an additional form of Sense.
Metahuman Aim: The character’s Sense adds 2 dice to any Armed Ranged or
Armed Melee tests (choose one).
Keen Eye: The character’s Sense gains +2 dice to Notice and Examination
tests.
Drawbacks:
The Hero’s Sense may be fouled due to environmental effects, such as smoke
or mist, or completely obstructed by certain materials, such as lead.
The Hero’s Sense only operates out to the Hero’s normal sensory range.

Sensitivity
Cost: 10  Vital: Awareness  Range: 5 yards x Power Rating  Difficulty: Varies
A character with Sensitivity is able to detect specific materials and auras, help-
ing them to find hidden objects and enemies. They may even be able to divine
clues from discarded objects or follow the “scent” left behind by criminals on
cases that have long gone cold. Some Heroes are even able to perform com-

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plicated Investigative tests without needing a crime lab. When a character first
purchases Sensitivity, they choose a subject: the material or aura they will be
able to detect. Players should always consult their GM when choosing their
subject to make sure it isn’t so generic that it unbalances the game or so spe-
cific that it would never apply.

A character who is Sensitive to a material might be able to detect things
like “Metal” or “Blood.” A character who is Sensitive to auras is able to detect
abnormal traits such as “Undeath,” “Mental Illness,” and “Metahumans: Power
source ___________ (choose Power source).” Note that if a character chooses
to be Sensitive to a type of metahuman, they must specify the Power source to
which they are Sensitive. See page 77 for more details on Power sources.

A character with the Sensitive Power can detect the presence of a subject
within their range without needing to make a Test, unless the subject is some-
how blocked from Sensitivity.
Optional Effects:

Extra Subject: The character gains a new subject to which they are Sensitive.
Interrogate Object: Characters who are Sensitive to material subjects can look
into an object’s recent past when they come into contact with it, allowing
them to get a reading on the object’s relevance to the area or crime scene.
For example, when Scheherazade picked up a bloody knife next to a dead
body she could Sense that when the knife was used, the wielder was full of
vengeance, and that the wielder felt satisfied when they dropped it. A Total
Success may even grant some details about an assailant’s appearance or
personality.
Mark: Characters who are Sensitive to an aura can “Mark” one person by at-
tuning themselves to that person with a touch. The character can Sense their
Mark even when they are outside of their Power’s range and can always
pinpoint their Mark’s location when they are in range. This character adds
half of their Sensitivity dice to Unarmed, Armed Melee, Notice, and Intuition
tests made against their Mark. Only one Mark can be placed per hour, and
only one Mark can be active at a time. Marks expire after 24 hours.
Drawbacks:
Sensitivity may be blocked by certain materials, such as lead, or by the Op-
tional Effect Obscure.
The character may be awe-stricken when in range of an overwhelming pres-
ence: for instance, an arcane-Sensitive character might have trouble func-
tioning in the presence of a font of mystic power or an incredibly powerful
demon. The character must succeed on a Difficulty 10 Sensitivity test or be
stunned for one minute.

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103Chapter 06 Powers

Size Change
Cost: 12  Vital: Nerve  Range: Self  Difficulty: N/A
Size Change gives a character the ability to temporarily increase or decrease
their size, becoming an inch-tall spy or a hulking titan. When taking this Power,
choose between having the ability to grow or having the ability to shrink.

A Size Change rarely requires a Power test, but the character’s Rating does
dictate how large or small the Hero can make themself. At each Rating bench-
mark, a character increasing their size adds 2 to their effective Force, Nerve,
and Pace and subtracts 2 from their effective Agility. Similarly, at each bench-
mark a shrunken character adds 2 to their effective Agility and Defense Values,
while subtracting 2 from their Pace and Force. Normally, characters’Vitals have

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104 Cold Steel Wardens

a maximum Rating of 10, but Size Change allows them to temporarily break
this cap. Vitals Ratings decreased through Size Change will only go as low as 1.

Using Size Change is an Action. A character can move only one benchmark
in size per Action, and cannot move beyond the maximum or minimum size
for their Power Rating. (See table below for Size Change benchmarks.) For ex-
ample, if starting at a normal size, a Hero with a Power Rating of 9 would have
to take only one Action to grow up to a size of 5 yards, but would take three
Actions to grow to their maximum size of 20 yards.

Rating Maximum Size Minimum Size

1 3 yards 1 yard

3 5 yards 1 foot

6 10 yards 6 inches

9 20 yards 1 inch

12 50 yards 1/8th inch

15 No upper limit Microscopic

Optional Effects:
Grow and Shrink: The character can decrease their size as easily as they in-
crease it; whether they chose the ability to grow or to shrink when taking
this Power, they now have the other ability as well.

Constant: Every time the character’s statistics are altered through Size
Change, they can choose to keep one of them at its normal Rating.

Fast Change: Allows the Hero to move multiple benchmarks in size in a
single Action by making a Size Change test with a Difficulty of 5 + 2 per
benchmark.

Drawbacks:
If a character takes damage while grown, that Physical Strain remains the
same when the character resumes their normal size. This may cause them
to pass their Physical Breaking Point, causing Injury or even killing the
character.

In small or constrained areas, growth may simply not be an option.

Shrunken characters may be attacked by normally innocuous creatures,
which now treat them as food. Even if they could not deal Physical Strain to
the full-sized character, these creatures become able to deal Physical Strain
to the shrunken character.

If a Size-Changed Hero does not deliberately resume their normal size with-
in a number of minutes equal to the Hero’s Power Rating, the Hero must
succeed on a Size Change test (Difficulty = 5 + number of minutes beyond
the Power Rating) or immediately resume normal size. This also causes the
Hero to take Physical Strain equal to their Power Rating.

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105Chapter 06 Powers

Sorcery
Cost: 25  Vital: Psyche; replicated Powers use Associated Vital  Range: Varies by
Power replicated  Difficulty: Varies by Power replicated

Description: Whether a true Sorcerer or a high-tech charlatan, a character with
Sorcery can replicate any Power they choose. However, casting the spells to do
so comes at the cost of their own life force.

When a Sorcerer attempts to use a Power, they make a Test using their
Sorcery dice, and they add the Vital associated with the Power being replicated.
For example, if the character is replicating Teleport, they make their test using
their Sorcery dice, but they add their Agility Vital instead of Psyche. Whenever
a character uses the Sorcery Power, they take 2 Strain (how it is dealt is the
player’s choice) that cannot be reduced by any means. This can result in an
Injury or Psychosis, as normal.

Optional Effects:
Altered Vital: The character chooses one Power to alter. That Power now has
another Associated Vital of their choosing.

Font of Power: The character gains a pool of 6 points of Artificial Strain to use
to fuel their Sorcery. This Optional Effect can be taken multiple times. Each
time it’s taken, add 6 more points to the pool. This pool of points recovers at
a rate of 1 point per hour.

Utility: The character takes one Optional Effect for a Power. They can use that
Optional Effect whenever they replicate that Power.

Drawbacks:
Every ßtime a Hero attempts to use Sorcery, they take 2 Strain, which they
may choose to assign to their Physical Strain or Mental Strain. This Strain
occurs regardless of the Power’s success or failure, and it can result in Injury
or Psychosis as normal.

Any Power replicated through Sorcery suffers the same drawbacks as the
base Power.

A Hero using Sorcery may only maintain one sorcerous Power at a time.

Performing Sorcery requires significant resources in terms of components or
time spent engaging in accompanying activity. If achieved through magic
or psionics, Sorcery must be accompanied by mystic runes, mysterious hand
sigils, or audible chanting. If achieved through technology, the Sorcery re-
quires tools, tiny gadgets, and the like. These components provide telltale
signs that differentiate a Sorcerer from a normal Power-user. Further, if un-
able to engage in the accompanying activity or if deprived of required com-
ponents, the Hero may not use any Sorcery-based Powers.

Given the setting, the GM is well within their rights to outright ban or severe-
ly limit Sorcery. Communicate with your GameMaster about any limitations
placed on Sorcery or changes to the Sorcery guidelines.

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106 Cold Steel Wardens

Speed
Cost: 12  Vital: Agility  Range: Self  Difficulty: N/A

Characters with the Speed Power not only are able to run at superhuman
speeds, but also have improved reaction times and reflexes. While not in com-
bat, these characters are able to run at a rate of 20 mph per Power Rating: e.g., a
character with a Speed Rating of 6 can run up to 120 mph. While fighting, such
Heroes must slow down in order to act in tandem with their allies and react to
their opponents. In combat, they add their Speed Rating to their normal Pace.

Optional Effects:
Extra Action: The character gains an extra Action while in combat, with which
the character may either move or make an extra attack. If the character
makes an extra attack, it is at a -2 dice penalty.

Lightning Reflexes: The character adds their Speed Rating to their Initiative rolls.

Dodge: The character adds half of their Speed Rating to their Defensive Value
(round down). They do not have this bonus if they are unaware of the attack.

Penetration: The character adds half of their Speed Rating to damage dealt
by thrown weapons.

Unstoppable Force: The character adds their Speed Rating to any Shove at-
tempts made during a charge. Additionally, add half the character’s Speed
Rating to any damage dealt during a charge.

Drawbacks:
A character cannot use their Speed Power while carrying heavy items or
while they are encumbered or entangled.

The Speed Power is inhibited by difficult terrain such as ice, other slick sur-
faces, or terrain covered with debris. The character must make an Awareness
test with a Difficulty set by the GM to navigate such hazards successfully.

The character’s Speed does not apply to crawling, climbing, or any forms of
movement other than walking and running.

Surge
Cost: 12  Vital: Nerve  Range: Self  Difficulty: N/A

A character with Surge has a massive reserve of adrenaline and strength they
can use to temporarily boost their Physical Vitals at the expense of taking Strain.
When this Power is purchased, choose two of the four Physical Vitals: Nerve,
Force, Agility, and Accuracy. When the character activates their Surge, their
chosen Vitals’ Ratings increase by half their Surge Power Rating and may even
surpass their normal maximum Rating of 10. Any derived stats, such as Strain
Thresholds and Breaking Points, also increase. Activating Surge is an Action,
and the Power lasts a number of rounds equal to the character’s Surge Rating.

Optional Effects:
Resolve: The character gains an additional Physical Vital to boost while Surging.

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107Chapter 06 Powers

Calm Down: The character may end their Surge prematurely to avoid taking
Strain.
Impatient: The character gains an Action while Surging, but note that this
Action may only be used to move.
Wrecking Ball: The character can make a Melee attack as a Non-Action once
per round at a -2 dice penalty.
Drawbacks:
At the end of each of a character’s turns while using Surge, they take 1 Strain
(Mental or Physical, as the player chooses).
Surge may not be ended prematurely. Each time the character activates it,
the Surge lasts the full duration.
The Strain a character takes during Surge remains even after the Surge ends;
this may result in the character’s taking an Injury.

Telekinesis
Cost: 10  Vital: Intellect  Range: 10 yards x Power Rating  Difficulty: Varies,
based on item lifted
A character with Telekinesis is able to move objects with their mind. With a
mere thought, these characters can lift a single object and move it around as
they please. Telekinesis allows a character to lift 50 times their Telekinesis Rat-
ing in pounds before they have to start making Tests to move the object. The
character can also fling objects as weapons. Attacking telekinetically counts as
an Action. Hitting a target with a telekinetically thrown object requires beating
the target’s Defensive Value with a Telekinesis test. Only inanimate objects can
be moved with Telekinesis.
Optional Effects:

Multiple Lift: The character may lift multiple objects, but each object counts
toward their weight limit.
Lift Allies: The character may use Telekinesis to move willing sentient targets.
Fine Targeting: The character can use Telekinesis for more than just lifting
and throwing: they can pull levers, open windows, and push or pull objects
(the weight of the objects affects the Test in the same way that the weight
of Telekinetically lifted objects does).
Drawbacks:
Normally, the character is only able to lift, place, and throw objects with
Telekinesis. Such objects must be inanimate unless the appropriate Optional
Effect is taken.
Maintaining Telekinesis requires concentration. Any successful attack against
the character forces them to succeed on a Telekinesis test with a Difficulty of
5 + damage dealt or immediately drop any items being manipulated.

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108 Cold Steel Wardens

Teleport
Cost: 12  Vital: Agility  Range: Self  Difficulty: Normally none; varies with target
Teleport allows characters to travel instantly between locations, disappearing
and then reappearing somewhere else. The distance a character can Teleport
is 10 times their Teleport Rating in yards. Teleport is an Action, and it requires
no Test unless the character is in a stressful situation or precise timing and ac-
curacy are key factors.
Optional Effects:

Carrier: The character may carry another single person with them while
Teleporting. The character must maintain contact with the person while
Teleporting. If the target is unwilling to Teleport, the character must make
a Teleport test with a Difficulty of 5 + target’s Agility to force the target to
move with them.
Defensive Teleporting: The character is able to use Teleport to avoid explo-
sions: add half of their Teleport Rating to their Defensive Value.
Blink: The character may Teleport once per turn as a Non-Action. This Tele-
port may occur at any point during the Hero’s turn.
Drawbacks:
The character must have line of sight to their destination when Teleporting.
If the character ever fails a Teleport test, they must immediately make a
Nerve test with a Difficulty of 1 per 10 yards of attempted travel. On a suc-
cess, the character does not move anywhere and suffers no consequences.
On a failure, the character Teleports to their destination but takes damage
from the botched Teleport, or even becomes embedded in a wall. The char-
acter immediately takes twice their Teleport Rating in Physical Strain. This
may result in an Injury, as normal.

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109Chapter 06 Powers

Toughness
Cost: 14  Vital: Nerve  Range: Self  Difficulty: None—see description
A character with Toughness is inhumanly resilient: they are able to shrug off at-
tacks that would eviscerate anyone else. Every time the character takes Physical
Strain, they make an unmodified Toughness test, resisting 1 point of Strain for
every hit. This may entirely negate the damage from an attack.
Optional Effects:

Foolhardy: If an Intimidation test is made against the character, they resist
the Mental Strain with a normal Toughness test, just as they can resist Physi-
cal Strain. Toughness does not apply to Mental Strain dealt from any source
other than Intimidation attempts.
Unbreakable: If the character is supposed to make a Nerve test to resist being
Stunned, they may make a Toughness test instead.
Laugh It Off: Whenever the character completely negates the Strain they
would have taken from an attack, they can immediately make an Intimida-
tion test against that foe.
Drawbacks:
Certain sources of damage, such as an ongoing fire or immersion in a vat of
acid, may negate Toughness entirely.

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chapter07 COMBAT

Austin Adams (order #7154603)

COMBAT—REACH OUT&PUNCH SOMEONE 111Chapter 07 Combat

Combat in the world of Cold Steel Wardens is a near- NOTATING INITIATIVE
inevitability. To clean up the streets, Heroes often
have to get their hands dirty…the only question is Most GMs use either a notepad
how stained will they allow themselves to become or dry-erase board for listing
as they crusade against injustice. Initiative while in combat. How-
ever, when many Heroes and
One thing to remember: combat in Cold Steel NPCs have close Initiatives—av-
Wardens is lethal. While Heroes are a mark above erage Agility for a person is 3,
the average human, firearms are the great equal- after all—it can become difficult
izer; even an experienced Hero can be taken out to determine who has the edge
with a single-well placed bullet. There’s a fine line in tiebreakers.
between the “bumps and bruises” of everyday One easy solution for this is to
crime fighting and life-threatening injuries that notate Initiative using a decimal
leave a Hero crumpled in an alleyway while a ma- or dash-based system. If Cheap-
fioso breaks their legs with a tire iron. Shot gets 3 hits on the 4 dice
she rolls for her Agility test, her
However, true Heroes persevere…they bind Initiative would be notated 3.4
their wounds, pop their dislocated shoulders back or 3-4. This can make for an easy
into place, and keep fighting. Crime does not rest; shorthand that keeps the game
neither can Heroes. moving.

INITIATIVE—STARTING THINGS OFF

Combat always begins with Initiative, which pro-
vides a relative order to any combat scenario.
Initiative always starts with the GameMaster de-
termining whether one group is unaware of the
other. If the Heroes are successfully staking out a
suspected mob warehouse, they obviously have
the drop on their foes. If the Heroes are being
tailed by a stealthy sniper, that sniper should get
off the first shot as combat starts. Stealth is a pri-
mary factor in making these decisions.

If the GM determines that if one group has
the advantage over the other, that group should
immediately gain an extra Action of their choice.
If neither group has such an advantage, the GM
should ask the group to roll for Initiative.

In order to determine Initiative, a character rolls
an Agility test, tallying the number of hits. Some
Masteries, like Quick, increase the number of dice
rolled for Initiative. The more hits a Hero has, the
quicker they act. In the event of a tie, the character
who rolled the most dice goes first. If this still results
in a tie, the GM may break the tie in any fair manner.

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112 Cold Steel Wardens

If they wish, a character may“delay”their Initiative, going later in the round.
This permanently shifts the character’s Initiative. If the turn ends before the
Hero acts, they lose their actions for the turn, but their Initiative is restored to
its original value.

TAKING TURNS

Combat in Cold Steel Wardens takes place in turns. Each turn represents ap-
proximately 10 seconds in real-time and serves as a unit for actions during a
chaotic brawl.

During each turn a Hero may take two Actions. Actions run the gamut of
possible movements, attacks, and Skill usages. A list of sample Actions is avail-
able below.

While some instances of activity are of a scale significant enough to qualify
as Actions, others are smaller, quick reactions or serve as part of larger motions.
These are referred to as Non-Actions. Speaking a few words to a comrade, for
instance, is a Non-Action. While for most Heroes reloading a weapon is an Ac-
tion, doing so is a Non-Action for a Hero with the Quick Draw Mastery.

SAMPLE COMBAT ACTIVITIES:

actions

Move/Sprint Move up to the Hero’s Pace.

Withdraw Move away from a foe tactically, up to half Pace.

Crawl Crawl along the ground at a Pace of 2.

Use a Skill Use a simple Skill, which may require multiple Actions.

Drive/Pilot Pilot or Drive a vehicle.

Maneuver Perform a special vehicular maneuver.

Drop Prone/Stand Up Drop to the ground or get up from the ground.

Attack Use Unarmed, Armed Melee, or Armed Ranged to attack.

Burst Fire Use an automatic weapon to fire multiple rounds.

Overwatch Cover an area with an Armed Ranged weapon.

Use a Power Use a Power to attack or perform another function.

Combat Technique Use a miscellaneous special combat technique.

Influence a Foe Intimidate, Deceive, or Persuade a foe to surrender.

Maintain a Power Continue to use a Power that requires concentration.

Draw/Sheathe Weapon Pull out a weapon or put a weapon away.

Reload Weapon Reload a weapon that requires ammunition.

non-actions

Speak Say a few words, so that they can be heard.

Look Around Survey the situation. GM may ask for Notice tests.

Manipulate an Item Flip a switch, throw a lever, or make a quick motion.

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113Chapter 07 Combat

ACTIONS

Move/Sprint: Quite simply, a Hero can use an Action to move up to their Pace.
Sometimes, however, this movement is not quite enough, and the Hero may at-
tempt to Sprint. To Sprint, a Hero may test Agility and add the number of hits to
their Pace for that Action only. However, Sprinting takes its toll on a Hero: the Hero
immediately takes Physical Strain equal to the number of hits on the Agility test.

Withdraw: Moving away from a foe while engaged in melee is a dangerous
prospect. If a Hero moves away from an armed attacker (including an opponent
with at least 3 dice in Unarmed), that Hero is subject to a Parting Shot: a free
attack from their opponent. However, a Hero may choose to Withdraw from
that foe, moving at only half the Hero’s Pace but eliminating the chance for the
foe to get a Parting Shot. A Hero attempting to retreat may use an Action to
Withdraw and then follow it up by moving away.

Crawl: Heroes sometimes need to fit into tight spaces. And, sometimes, those
Heroes just want to crawl into a corner and nurse their wounds. Regardless of
their usual Pace, a Hero may crawl along the ground at a Pace no greater than
2. Crawling Pace may not be enhanced in any manner, even through the Speed
Power.

Use a Skill: Most Skills cannot be completed in a single Action. Disarming a bomb
or using a computer takes more time than a character actually has during a
round, though a Hero may take multiple Actions to perform such a task while in
combat. Doing so requires a Skill test, as normal, though the Difficulty for those
tests may increase due to the stress of combat and the speed necessary.

Occasionally, Skills provide Heroes with varying methods of movement.
The most common of these are Stealth and Athletics. Full rules for using these
Skills for movement can be found in the Skills section (page 24 for Stealth and
page 23 for Athletics). In all cases, the GM sets the Difficulty for performing
unorthodox movements.

Drive or Pilot: When using a vehicle of any sort, a Hero must devote their Move
Action to maintaining their path. Normally, this does not require a Driving or
Piloting test, though difficult terrain, stressful circumstances, or vehicular com-
bat may require Skill tests. See the Equipment and Vehicles section (page 153)
for rules on piloting or driving a vehicle, including vehicular combat.

Maneuver: In addition to simply Driving or Piloting, a Hero in a vehicle may also
make use of several special maneuvers that are often more difficult to pull off
than“normal”driving, but also have more dramatic effects. These sorts of maneu-
vers are often left up to Player imagination and GM arbitration, but a sample list
of maneuvers can be found in the Equipment and Vehicles section, (see page 153).

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Attack: The simplest Action, an attack, can come in one of three types, which
correspond to their core Skills: Unarmed Combat (an attack using fists, feet,
knees, and the like), Armed Melee Combat (an attack using a melee weapon of
some sort), and Armed Ranged Combat (an attack using a weapon that fires at
a distance). In all cases, the Hero tests the applicable Skill (add dice for Specialty
bonus, if applicable), with a Difficulty equal to the target’s Defensive Value. See
brief summaries below or Unarmed, Armed Melee, and Armed Ranged Skills in
Chapter 3 for more detailed information. Damage is explained more fully in the
“Dealing Damage” section later in this chapter.

Unarmed Attack: Test Unarmed Combat Skill against target’s Defensive Value.
Damage = Force test + applicable bonus dice.

Armed Melee Attack: Test Armed Melee Combat Skill (add applicable Special-
ty dice) against target’s Defensive Value. Damage = Force test + weapon’s
damage dice.

Armed Ranged Attack: Test Armed Ranged Combat Skill (add applicable
Specialty dice) against target’s Defensive Value. Damage = hits on weapon’s
damage dice. Note: Ranged weapons have close, medium, and extreme
ranges. An Armed Ranged attack within close range takes no penalty, within
medium range incurs a -3 dice penalty, and within extreme range incurs a
-6 dice penalty. Weapons do not function effectively past maximum range.
A character in melee (close enough to hit with a weapon that has no range
or reach) takes a -6 dice penalty to Armed Ranged attacks. However, if that
character does hit, their weapon deals twice the normal damage dice (ex-
cepting weapons that deal fixed damage).

If the Hero succeeds, they may then roll damage to the target. If the
Hero achieves a Total Success (hitting by 5 or more), the attack counts as a
Critical Hit—see page 117 for more information regarding these devastat-
ing blows.

Autofire: Sometimes, a Hero just needs to put a lot of lead in the air. When us-
ing an automatic weapon, a Hero may let loose additional shots. To do so, the
Player must declare how many shots they are firing off up to a maximum of 5
shots. The Hero then makes an Armed Ranged test with their chosen weapon,
taking a -1 dice penalty per shot beyond the first (-1 dice for two shots, -2 dice
for three shots, and so on). Each success results in a hit, dealing damage as
normal. Autofire consumes a number of bullets equal to twice the number of
shots taken.

Overwatch: Overwatch is a defensive maneuver, in which a Hero chooses a 90
degree arc to watch with a ranged weapon or power. If a foe enters the area
under Overwatch, the Hero make immediately make a free Armed Ranged or
Power test to attack that foe. The Hero may make one such Overwatch attack
per 3 points that the Hero has in their Skill/Power rating.

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115Chapter 07 Combat

Use a Power: Nearly all Powers require an Action to trigger, which follow the
rules listed in that Power. This may require a Powers test (such as that used for
Blast) or not (such as Size Change). However, as Powers tend to“break the rules,”
the specifics regarding each Power are found in its appropriate section.
Use a Skill: Most Skills cannot be completed in a single Action, especially while
under attack. Disarming a bomb or using a computer takes more time than a
character actually has during a combat turn, though a Hero may take multiple
Actions to perform such a task. Doing so requires a Skill test, as normal, though
the Difficulty for such tests may increase due to the stress of combat and the
speed necessary.
Combat Technique: Sometimes a Hero may wish to perform a specific task in
combat that is not covered by a normal Vitals test or Skill test. Such tasks in-
clude knocking a foe down, wrestling, disarming a foe, or even making a Called
Shot. These techniques are somewhat more complex than a normal attack, and
are listed in their own section, on page 119.
Influence a Foe: Normally, Social Skills cannot be used in combat. However, In-
timidation has several uses for demoralizing foes in combat, and Persuasion
can be used to convince injured or routed foes to surrender. These Skills are
detailed in the Skills chapter, starting on page 28.

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116 Cold Steel Wardens Maintain a Power: Certain Powers, such as Elemen-
tal, Force Field, Mind-Link, and Animal Control,
GMS: MULTIPLE ATTACKERS require the Hero to maintain them throughout
their use. Doing so does not require the Hero to
When facing down a group of make a Power test, but it does require the Hero
thugs, a lone Hero has a decided to declare that they are maintaining their Power
disadvantage. and devoting their Action to doing so. However, if
a Hero has passed either their Physical or Mental
When multiple Mooks engage a Breaking Point, maintaining a Power does require
single Hero, a GM may choose to a Power test (Difficulty = 9). If the Hero fails, the
have those foes act as a single Power is immediately dismissed.
individual, so long as each Mook
takes the same action and acts on Draw or Sheathe a Weapon: Changing weapons
the same Initiative count. In such in combat is often a necessity, particularly when
cases, the group of Mooks gains dealing with closing foes or foes trying to escape.
bonus dice equal to the total num-
ber of Mooks in the group. This bo- Reload: Heroes who rely on firearms often find
nus applies to all Unarmed, Armed that ammunition is at a premium in a firefight.
Ranged, and Armed Melee attacks; Reloading a weapon takes time, during which
Notice Tests; Unarmed and Armed the wielder is not firing back at foes. Reloading a
Melee damage; and tests made to weapon puts a single round back into the firearm
Wrestle. For example, if five Mooks or, if the gun is clip-fed, exchanges the spent clip
with an Armed Ranged score of for a full one.
3d+4 jump a would-be vigilante in
an alley, the group gains +5 bonus NON-ACTIONS
dice to its attack, for a roll of 8d+4.
If multiple Mooks shoot at the Non-Actions take little to no effort and are typi-
same Hero, they gain a bonus to cally simple, instinctive movements or activities
their Armed Ranged attacks. that take less than 2 seconds to complete. Below
are the most common Non-Actions that Heroes
This method is faster than rolling might take.
individual attacks, but it only
works when attackers have identi- Speak: Heroes who work together need to com-
cal statistics. This method also as- municate, and in combat that can be difficult.
sumes that with numerous attacks A Hero can speak up to two short sentences,
it becomes increasingly likely shouting a warning to a comrade or passing on
that at least one of those attacks information about a foe’s weaknesses or tactics.
will penetrate a Hero’s Defensive To convey further information requires one or
Value. Those additional dice en- more Actions. Speech expressed in combat as a
sure that Mooks remain a threat, Non-Action does not allow a Skill roll of any sort:
even for experienced Heroes. Intimidation, Deception, and Persuasion must be
attempted as Actions, as they take additional time
If you need speed around the and emphasis.
table to maintain the game’s pace
or if the Mooks are focusing on
attacking a single Hero, have the
Mooks roll as one. If each individual
attack matters, make each attack
separately.

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117Chapter 07 Combat

Look Around: Sometimes, a Hero just needs to understand what’s going on.
While combat is too chaotic for completing a full investigation—or even for
attempting an Investigation or Examination test—the Hero may look around
briefly to pick up small details. If hidden details are present, or perhaps foes are
using Stealth to sneak around the area, the GM may allow the Hero to make a
Notice test to discern them.

Manipulate an Item: One tactic used by many Heroes is manipulating the envi-
ronment to better suit their liking. Something as simple as cutting a power line
or throwing a switch can make the difference between justice being served
and becoming just another dead mask. Manipulating a simple item counts as
a Non-Action, but this is per the GM’s judgment. Certainly disarming a bomb is
much more complex than flipping a light switch.

DEALING DAMAGE

When a Hero lands a hit by meeting or beating their target’s Defensive Value
with an attack roll, that character gets to deal damage. Damage is the most
common cause of Physical Strain, and it is charted on the target’s Physical Strain
Threshold.

How a Hero rolls for damage depends on the type of attack being made:
If the Hero is using an Unarmed attack, the Hero rolls a Force test. The target
takes Physical Strain equal to the number of hits on the Force test.
If the Hero is using an Armed Melee attack, the Hero adds their Force Rat-
ing to the number associated with the weapon they currently wield, and rolls
a number of dice equal to that total. The target takes Physical Strain equal to
the total number of hits.
If the Hero is using an Armed Ranged attack, the Hero simply rolls the
damage listed on the weapon itself. No Vital is added to this test. However,
ranged weapons—particularly firearms—are typically much more damaging
than their melee counterparts. The target takes Physical Strain equal to the
number of hits on the weapon damage roll.
If a Hero is using a Power to attack, rules for dealing damage with the
Power are typically found in that Power’s write-up. As a general rule, though,
the Hero may roll damage dice equal to their Power Rating, dealing Strain equal
to the number of hits on that roll.

CRITICAL HITS AND TOTAL SUCCESSES

If a Hero achieves a Total Success (succeeds by 5 hits or greater) on an attack,
that attack becomes a critical hit.

The Hero deals twice their normal dice in Strain, effectively doubling their
normal damage, resulting in excruciating pain for their foe. Further, if this
damage passes the target’s Physical Strain Threshold, the target automatically
gains one Injury, with no opportunity to perform a Nerve test to avoid the In-
jury. Alternatively, the GM may allow the player to assume narrative control,

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narrating some additional effect that their Hero might wish to inflict. Assuming
this narrative control means that the Hero rolls damage as normal, accepting
the additional effect instead of the maximum possible damage.

If a Hero is attacking non-lethally (see the next page for Non-Lethal at-
tacks), they cannot achieve a critical hit. If a Hero rolls high enough to inflict a
critical hit for a Non-Lethal attack, they must roll damage as normal, and they
still may not cross the target’s Physical Strain Threshold.

ADVANCED COMBAT MANEUVERS

A Hero needs to focus on more powerful moves when dealing with a rougher
opponent. These Combat Maneuvers can give a Hero the edge they need to
take down a particularly nasty foe. Each of these maneuvers can be performed
as a single Action while in combat.

Push/Shove: Whether off of a building, or out of the way of an oncoming train,
sometimes a villain needs a little shove. Shoving a foe is resolved through an
opposed Force test between the two foes. The victor in the opposed Force
test pushes the loser a number of yards equal to the number of hits above the
loser’s Force test. The victor may, if they desire, follow the loser as part of the
Push. If the distance would allow a Hero to push a foe off of a ledge, the foe may
immediately make an Agility test (Difficulty 3) to avoid falling off the ledge. In
the event of a tie, the foes are deadlocked and neither moves.

Manifesto (Force 6) wants to shove a ganger (Force 4) off of a subway platform.
Each character tests Force; Manifesto gets 4 hits, while the ganger gets 2. Manifesto
pushes the ganger 2 yards away, but decides not to follow; he can see the lights of
the subway train coming a few minutes ahead of schedule. The ganger fails his
Agility test and looks up just in time to see the train rushing into the station.

Stun: Sometimes, a Hero just needs a tactical advantage. A grazing blow to the
back of the head or a blinding slash can stun a foe, making them vulnerable
to a follow-up attack. A Hero may attempt to Stun a foe by making an Armed
Melee or Unarmed Combat test, at a -4 dice penalty, against the target’s De-
fensive Value as usual. On a success, the target may take only one Action and
suffers -2 to Defensive Value. The target remains Stunned until they succeed at
a Difficulty 3 Nerve test (which counts as an Action). A Stun attempt deals no
damage, unless the test is a Total Success, in which case the Stun deals damage
as if it were a normal hit.

Knockdown: Taking the legs out from under a foe makes him easier to appre-
hend. A Hero may attempt to knock a foe down by using any of the three Com-
bat Skills at a -2 dice penalty against the target’s Defensive Value. On a success,
the target takes half the normal damage from the attack and is knocked down.
Standing requires a using a single Action.

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119Chapter 07 Combat

Non-Lethal Attack: Pulling punches isn’t easy, especially when someone is try-
ing to slide a knife between your ribs. However, some Heroes have vowed not
to kill. Crazy, stupid, or just idealistic, this is the tactic for those Heroes. Non-
Lethal attacks can be made only via Unarmed Combat or Armed Melee, never
with Armed Ranged or with Powers. In either case, the Hero must make their
Test at a -2 dice penalty. Should the Hero succeed, they deal half damage, and
that damage cannot cross the target’s Physical Breaking Point. If the damage
would normally pass the target’s Breaking Point, the target must test Nerve,
just as if they were avoiding an Injury. On a failure, they simply are knocked
unconscious; Non-Lethal attacks cannot critically hit (see page 117).

Wrestling: Melee is messy, and sometimes it degenerates into two people roll-
ing around on the floor. In order to initiate Wrestling, a Hero tests their Force
against the target’s Agility or Force. Whichever opponent has the higher test
result has the advantage for this turn. If a Wrestler has the advantage at the end
of their opponent’s turn, they may choose to deal damage to their opponent
(as if hit by an Unarmed attack), hold the foe still (treating them as if they were
Stunned), or end the Wrestling. Opponents may not move while Wrestling,
though they may Crawl (Pace 2).

Called Shot: Called Shot is a lethal technique that can take down a foe in a single
blow. Called Shots can be performed with any Combat Skill or damaging Power
and are tested against the target’s Defensive Value. However, the Skill test suffers
a penalty based on the targeted area on the foe: Hand, Eyes or Groin [-8], Head
[-6], Arm [-4], Leg [-2]. If the attack is successful, the attacker rolls a number of ad-
ditional damage dice equal to the penalty taken to hit. Should the damage from
this attack result in an Injury (by passing the target’s Physical Breaking Point), the
GameMaster should choose an Injury that is fitting for the target location, rather
than a random injury. Called Shots may never be made part of a Non-Lethal attack.

Cheap-Shot wants to keep a ganger from getting away. She decides to make a
Called Shot with her .357 Magnum to the ganger’s leg. Cheap-Shot has an Armed
Ranged Rating of 6 and an Accuracy of 5. She takes a -2 dice penalty for shooting
at the ganger’s leg, but she still manages to hit his Defensive Value. She rolls 7d10
for damage (5 for the Medium Pistol + 2 for the Called Shot), and deals a whopping
8 damage! The ganger passes his Physical Breaking Point and ends up with a shat-
tered kneecap. That thug won’t be going anywhere…

Disarm: The best weapon an opponent can have is one that has been knocked
to the ground. Treat any attempt to Disarm a foe as a Called Shot attempt, at
a- 4 dice penalty. If the attempt succeeds, make a normal damage roll (with no
extra dice from the Called Shot), and use the result as the Difficulty of the Agility
test the target must make to avoid dropping their weapon (Difficulty = Strain
dealt). A Disarm attempt does not actually deal damage to the target.

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Cover: Avoiding damage sometimes means hiding behind cover. First, deter-
mine how much of the Hero is covered, rounding to the nearest quarter (25%,
50%, 75%, or 100%). The cover confers a penalty on attacks against the covered
Hero, in increments of -2 dice. A foe is at -2 dice to hit a Hero who is 25% cov-
ered, -4 dice against a Hero with 50% coverage, and so on. Note that missed
attacks may damage the cover, depending on the improvised shield’s composi-
tion. Light pistol fire won’t do much to a concrete column, but a rocket launcher
might blow right through a stack of wooden crates! See page 154 for rules on
damaging objects, if necessary.

Explosives: Some weapons don’t need to be very precise to deal damage. Gre-
nades, missiles, and other detonated weapons only need to catch a target in
the blast radius to deal significant damage. Rather than opposing a target’s
Defensive Value, grenade-like weapons are always fired against a flat Difficulty
of 7. On a success, the weapon lands exactly where the attacker desires. Misses
deviate by 1 yard per numerical value below 7—the GM should roll 1d10 for the
direction of the deviation. Such a weapon still blows up in a diameter based on
the explosive’s size (Small = 5 yards, Medium = 10, Large = 15). All explosives
deal a fixed amount of damage based on the type of explosive—don’t roll the
damage when using such a weapon! Any target within the blast radius may test
Agility to reduce damage from an explosive; each hit reduces the damage by 1.

Defensive Fighting: Many Heroes choose to fight defensively as a tactic for avoiding
Strain. Defensive Fighting is not an Action on its own but rather is coupled with an
Unarmed, Armed Melee, or Armed Ranged attack. A Hero using Defensive Fight-
ing may accept an agreed-upon penalty to their attack of up to 4 dice. That Hero
may then add the number of subtracted dice as a flat bonus to their Defensive
Value. This penalty and bonus lasts until the start of that Hero’s next turn.

Ongoing Damage: Some attacks—fire and powerful corrosives, primarily—con-
tinue to deal damage to the afflicted target until the target is able to remove
the source of the damage. The target takes the indicated amount of damage
each turn until they successfully pass an Agility test (Difficulty 4) to “stop, drop,
and roll,” take a dunk in a vat of water, or make some other action that removes
the source of the damage. Other Heroes may wish to aid such a Hero before
they burn to a crisp.

Entangle: Some weapons, like whips, chains, and bolas, can be used to Entangle
opponents. Entangling an adversary functions much the same as a Called Shot.
Entangle is usually made to the arms (to keep the rival from attacking) or to the
legs (to trip a foe and keep them from moving). If made to the arms, the enemy
may not use their arms until freed. If made to the legs, the foe falls prone and
may not get up, move, or Sprint (though they may crawl), until freed. Entangle
attempts do not deal Strain.

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Falling: When a character falls from a great height, 121Chapter 07 Combat
treat the landing damage as if the Hero were hit
with an explosive weapon that deals a set amount GMS: SOUTHPAWS&SWITCHBLADES
of Physical Strain. The Strain can be partially ne-
gated by an Agility test. Falling deals 1 Physical Generally speaking, whether a
Strain per yard fallen, or 1 Physical Strain per 2 Hero is left or right-handed dur-
yards if the Hero lands in something soft or is able ing a given session is irrelevant,
to slow their fall. Each hit on the Hero’s Agility test mattering only when a Hero
reduces the Strain from the fall by 1 and can re- might need to switch hands.
duce the total Strain taken to 0. Heroes should be considered to
have the same “handedness” as
Suffocation/Drowning: Whether due to a flash their players, and, as useful as
flood or a tear-gas grenade, sometimes a Hero ambidexterity may be in the real
needs to hold their breath. A Hero may hold their world, it confers no mechanical
breath for a number of rounds equal to their benefit in Cold Steel Wardens.
Nerve. After this period of time, the Hero must
test Nerve every round against a Difficulty of 2 + If a Hero is forced to use their
the number of rounds spent holding their breath, off-hand for some major task,
or must begin breathing. If underwater or sur- you may wish to assess a -2 dice
rounded with a dangerous gas, the Hero begins penalty to any associated Test.
breathing in the unwelcome matter. They take 5 However, if such penalty comes
Physical Strain per round until they manage to at the expense of incurring an
escape from the area or suffocate, becoming in- Injury, that Hero should receive
capacitated or even dying. some minor recompense in
terms of Vigilance dice.
Touch Attacks: Touch attacks are often offen-
sive measures by Heroes with certain Powers, but ROUNDING IN COLD STEEL WARDENS
there may be other reasons for wanting to merely
touch a foe. Touching a foe requires an Unarmed When in doubt, round down to
attack against the target’s Agility. Bonus dice from the nearest relevant value. If
Combat Styles and other Masteries do not apply there’s still a question of which
to this roll. Success means the Hero has touched way to go, act in the players’
their opponent, while failure means that the foe favor.
has dodged the attempt.

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chapter08STRAIN, INJURIES, &
PSYCHOSES

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123Chapter 08 Strain, Injuries, & Psychoses

STRAIN—A PAINFUL DOWNWARD SPIRAL

A Hero’s health—both Physical and Mental—is represented by their Physical
and Mental Strain Thresholds. The higher a Hero’s Strain Threshold, the more
punishment the Hero can take—the more Strain they can subtract from the
Threshold number. However, each Strain Threshold has a Breaking Point, which
marks the point at which the Strain a Hero has withstood begins to seriously
catch up with them.

One way to view Strain Thresholds is as a thermometer. At optimal “tem-
perature,”a Hero lives and works at their maximum Strain. However, as that Hero
starts taking Strain, their“temperature”starts dropping. When a Hero reaches the
“freezing point,”what was once water is now ice; what was once a glancing blow
or an unnerving sight now results in physical injury or mental trauma.

Physical Strain typically occurs when a Hero is hit by an attack, but it can
also be incurred due to exhaustion, extreme exertion, or disease. Under nor-
mal circumstances, Physical Strain vanishes after a few good nights of rest or
with some basic first aid. However, if the amount of Physical Strain taken has
dropped the Hero down to their Physical Breaking Point or below, the Hero’s
body has started to break down—a blow that would normally cause only bruis-
ing or a light sprain results instead in a broken bone or a dislocated shoulder.

When a Hero gets down to their Physical Breaking Point, they must imme-
diately test Nerve (Difficulty 4) or suffer an Injury (listed on page 127). Each time
the Hero takes Physical Strain after reaching or dropping below their Breaking
Point, they must repeat this test successfully or gain an additional Injury.

Mental Strain functions similarly to Physical Strain, though it is not caused
by damage or physical exertion. Rather, a Hero suffers Mental Strain when sub-
jected to horrifying scenes, intimidation, graphic violence, or other fear-induc-
ing experiences. Mental Strain can last for several days or even weeks, requiring
significant time away from the stress of crime-fighting and street combat. While
Physical Strain heals on its own, given enough time, Mental Strain does not.

If the amount of Mental Strain that a Hero takes drops them below their
Mental Breaking Point, the Hero’s mind has started to fracture—what might
normally be simple fear or stress instead turns into a panic attack, a blood-
thirsty rage, or simply blacking out. When a Hero reaches their Mental Breaking
Point, they must immediately test Psyche (Difficulty 4) or suffer a Temporary
Psychosis, listed on page 132. Each time the Hero takes Mental Strain after
reaching or dropping below their Breaking Point, the Hero must repeat this
test or gain an additional Temporary Psychosis. Even after the Hero recovers
from the Temporary Psychosis, they must test Psyche one last time (Difficulty
4) or gain an Indefinite Psychosis, as listed on page 134.

In all cases, the level of Injury or Psychosis taken by the Hero corresponds
directly to the amount of Strain that caused the Injury. The more Strain received,
the more severe the Injury or Psychosis. When in doubt, use the following chart
as a general guideline:

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A mount Below Breaking Point Type of Injury/Psychosis

1–2 Minor/Temporary

3–5 Moderate/Minor

6–9 Severe/Moderate

10+ Terminal/Severe

STRAINING YOURSELF

Heroes regularly push the abilities of their own bodies and minds in pursuit of
justice. This is reflected through Strain Thresholds, which represent how much
abuse a Hero can take before breaking.

Despite this possibility, however, Heroes can choose to overexert them-
selves, deliberately taking Strain to aid in completing a task. Doing so repre-
sents a Herculean effort, pushing the limits of human capability. A player may
deliberately deal their Hero 2 Strain—Mental, Physical, or one of each—to gain
an additional die on any Test. Heroes may gain as many dice as they like in this
fashion, even pushing themselves past a Breaking Point. If a Hero passes their
Mental or Physical Breaking Point, they must test for Injuries or Psychoses as
normal, having potentially harmed themself through such a mighty effort.

A fine example of heroic exertion comes from the movie Spider-Man 2
(2004). In the film, Spider-Man attempts to stop a runaway train with his web-
bing. If he were doing this in-game, he would be making Force tests to hold
back the train and keep it from crashing. While he could help ensure success by
taking on Physical Strain for additional dice on his Force Test, Spider-Man also
might fail his subsequent Nerve test after passing his Breaking Point, resulting
in losing consciousness.

RECOVERING FROM STRAIN

If a Hero has not taken an Injury or a Psychosis, recovering from Strain is relatively
easy. A Hero with Physical Strain simply requires a few days of rest or a bit of first
aid, and the Strain is eliminated. A Hero without an Injury recovers Physical Strain
at a rate of 1 point per hour, as long as the Hero does not exert themself heavily
and has access to basic items (painkillers, ice-packs, and the like).

A Hero with Mental Strain but without any Psychoses takes slightly longer
to recover. Recovery requires the Hero to be in a quiet, restful, safe area in which
they can relax. In such an area, the Hero recovers Mental Strain at a rate of 1
point per day. If the Hero is treated by a licensed psychologist or therapist at
least weekly, they may increase their recovery rate to 2 Strain points per day.

Recovering from an Injury is a lengthy and arduous process. Most Injuries
require a surgical procedure of some sort, and nearly all require physical reha-
bilitation. During recovery, combat is all but out of the question, and a strike
to the injured area could result in worsening of the condition. While the Hero
may resume Investigation and the like, they should be careful not to aggravate
the Injury!

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125Chapter 08 Strain, Injuries, & Psychoses

Similarly, recovering from a Psychosis takes AGGRAVATED INJURIES/PSYCHOSES
time and investment. A character with a severe
Psychosis may require medication, regular thera- Rather than determining Injuries
py (both in groups and one-on-one), or even in- or Psychoses beyond the first at
stitutionalization. Even still, there remains a likeli- random or through GameMaster
hood that the Hero will return to their previous choice, a GM may wish to rule that
tendencies, if subject to additional Mental Strain a Hero’s pre-existing Injury or
or significant trauma. Psychosis simply“worsens”to a
more severe type. In many cases,
Note that simply recovering Physical or Men- there are direct analogues within
tal Strain is not enough to remove an Injury or a the list of Injuries and Psychoses.
Psychosis. Rather, the Injury or Psychosis remains A greenstick fracture might break
until it is specifically treated, and it should be list- completely, becoming a complete
ed along with existing Flaws. Particularly severe fracture or even a compound
Injuries or Psychoses, in fact, prevent the Hero fracture. A set of bruised ribs
from removing Strain until the Injury or Psychosis could worsen and break, or even
has been treated. collapse a lung. Burns would grow
more severe with further expo-
CATEGORIES OFINJURIES AND PSYCHOSES sure to intense heat and fire.

Injuries and Psychoses are categorized into four Similarly, Psychoses often become
primary types: Minor, Moderate, Severe, and Ter- compounded. A Hero fighting
minal. These provide a baseline for the effects of bouts of depression may swing
Injuries or Psychoses within the Cold Steel Wardens into manic episodes or succumb to
game. In the case of Injuries, a baseline penalty is addiction. A Hero fighting chronic
also included, which applies to any action that the anxiety may become paranoid or
Hero takes involving the affected area. delusional, even descending into
schizophrenia. Even something as
Note that there are no “Terminal” Psychoses. “innocuous”as insomnia may lead
Rather, that category is replaced with“Temporary” to other disorders, depending on
Psychoses, which only affect a Hero for a short the Hero’s individual situation.
amount of time.
In all cases, the GM is well within
Temporary: Temporary Psychoses represent im- their rights to enforce the worsen-
mediate psychological reactions to fearful or ing of Injuries or Psychoses, should
uncomfortable stimuli. Temporary Psychoses the Hero continue fighting crime in
typically go away after an hour or two, provid- their convalescent state. However,
ed that the Hero does not take further Mental the GM is warned not to abuse this
Strain during that time and is well away from action, particularly if the Hero has
the provoking stimulus. Temporary Psycho- worked toward getting necessary
ses can be aggravated if received more than medical attention. It’s not fair to
once, and may become more lasting. There aggravate an Injury that has been
are no Temporary Injuries. treated successfully for three years,
or to penalize a Hero for a Tempo-
Minor: A minor Injury or Psychosis hampers a rary Psychosis that they received
Hero, but not extensively. Some Heroes may months ago with no ill aftereffects.
even try to fight their way through a minor
condition. All Minor Injuries impose a -1 die

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penalty to all physical actions using the affected area. Minor Injuries typi-
cally require between one and three weeks of recovery time. Minor Psycho-
ses can be treated effectively through counseling and common prescrip-
tion drugs.

Moderate: A moderate Injury or Psychosis hampers a Hero significantly, re-
quiring major intervention and significant time spent healing. Moderate In-
juries impose a -3 dice penalty to all physical actions involving the affected
area. Healing a Moderate Injury typically takes one month to six weeks of
time and may require outpatient surgery and/or a degree of physical ther-
apy. Moderate Psychoses take regular (at least weekly) counseling, group
therapy, and significant amounts of pharmaceuticals to remain in check.

Severe: A severe Injury or Psychosis is almost impossible to overcome for any
Hero. Severe Injuries can be life-threatening, and they require hospitaliza-
tion as soon as humanly possible. Severe Injuries nearly always require
lengthy surgical procedures, followed by extended hospital stays and a
convalescent period of up to 6 months.

Severe Injuries impose a -5 dice penalty to all physical actions (not just
those involving the affected area), and the Hero may not remove Physical
Strain until healing has begun. Further, the Hero must immediately succeed
on a Nerve test (Difficulty 5) upon receiving a Severe Injury or pass out from
pain. If the Hero goes without treating a Severe Injury for more than one
day, they must continue to successfully test Nerve (Difficulty 5) each day
or die. Taking a Severe Injury causes a Hero to lose 2 points permanently
from a Vitals Rating of the GM’s choice, based on the type of Injury. Severe
Psychoses require in-depth therapy, treatment, and medication, and nearly
always require institutionalization.

Terminal: A Terminal Injury will surely result in the death of a Hero, unless they
seek immediate medical attention. Treatment of a Terminal Injury requires
extensive surgical procedures, an extended hospital stay, numerous types
of physical therapy, a recovery time of over six months, and a good deal of
luck.

Terminal Injuries impose a -7 dice penalty to all physical actions, and the
Hero may not remove Physical Strain until healing has begun. Further,
upon receiving a Terminal Injury, the Hero must immediately make a suc-
cessful Nerve test (Difficulty 7) or die. If the Hero goes without treating a
Terminal Injury for more than one hour, they must continue to successfully
test Nerve (Difficulty 7) each hour or die. Taking a Terminal Injury causes a
Hero to lose 4 points, permanently, from a Vitals Rating of the GM’s choice,
based on the Injury. There are no Terminal Psychoses. If a Hero has a Severe
Psychosis, they’re already on the verge of being institutionalized and may
simply be worsening to the point of suicide.

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READING AN INJURY OR PSYCHOSIS

Each Injury or Psychosis is broken down into a few individual lines, as explained
below:

Name of Injury/Psychosis (Severity: Minor, Moderate, Severe, Terminal/Temporary)
A brief description of what the Injury or Psychosis does to the body or mind.
Other Effects: Any additional effects that the Injury/Psychosis may inflict on a Hero.

INJURIES

Abrasion (Minor)
Abrasion occurs when the surface of the skin is ground against a hard surface
and is scraped away.
Other Effects: Abrasion injuries are easily infected. The Difficulty to treat an abra-
sion increases by 2 unless the Hero has access to prescription antibiotics.

Bruised Ribs (Minor)
The ribs and flesh of the chest have been bruised due to impact.
Other Effects: Bruised ribs prevent a Hero from breathing heavily; a Hero with
bruised ribs cannot Run.

Contusion/Hemorrhage (Minor)
A contusion is a severe bruise, typically in an extremity, due to subcutaneous
bleeding. A hemorrhage occurs when a contusion breaks the skin, resulting in
bleeding.
Other Effects: The Hero continues to bleed, taking 1 Physical Strain per minute,
until first aid is applied via a Scientific test (Difficulty 7). This stops bleeding, but
does not remove Physical Strain.

First Degree Burn (Minor)
Description: First degree burns occur when the skin is exposed to great heat
and begins to redden and dry out. Severe sunburn can be considered a first
degree burn.
Other Effects: Burns cause intense pain; the penalty for this Injury applies to all
Tests, not just Physical ones.

Hyperextension (Minor)
A hyperextension is the act of extending a joint beyond its normal frame of
motion.
Other Effects: A hyperextension in a leg joint reduces a Hero’s Pace by 2 until
healed. In an arm or chest area, increase the penalty to Physical Skills by -1 die.

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Minor Illness (Minor)
One of a variety of minor chronic illnesses, such as
chronic allergies or mild asthma.

Other Effects: Other effects may vary, based on the
illness suffered. All illnesses tend to fatigue their
victims, so Heroes with illnesses may not overex-
ert themselves for additional dice (see page 124).

Muscle Strain (Minor)
A muscle strain is a slight tear or rip in a muscle
group.

Other Effects: N/A.

Sprain (Minor)
A sprain is an overextension or unnatural twisting
of a muscle or muscle group.

Other Effects: Ankle or knee sprains are some of the
most common injuries in contact sports. Such an
Injury reduces a Hero’s Pace by 2 until healed.

Subluxation (Minor)
Subluxation is the partial dislocation of a joint,
with minor ligament damage.

Other Effects: Subluxations often worsen into full
dislocations. If a Hero has a joint in subluxation,
they take an additional -2 dice penalty to all physi-
cal actions until the joint is “popped back in.” Do-
ing so requires a Scientific test (Difficulty 7), after
which the Hero takes only the normal penalties
for a Minor Injury.

Concussion (Moderate)
Concussions are mild forms of traumatic brain
injuries caused by intense blows to the cranium.

Other Effects: Concussions do not affect physical
abilities as much as they affect mental faculties.
The penalty for a concussion applies to mental
tasks and anything involving focus (like aiming),
rather than physical tasks. Further, concussion
victims are often sensitive to light, and can be
blinded by intense bursts of light. Repeated con-
cussions can lead to Psychoses.

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Dislocation (Moderate)
Dislocation is the full misplacement of a joint, often accompanied by significant
ligament damage.
Other Effects: If a Hero has a dislocated joint, they take an additional -2 dice pen-
alty to all physical actions until the joint is“popped back in.”Doing so requires a
Scientific test (Difficulty 9), after which the Hero takes only the normal Moder-
ate Injury penalties. Not all joints may be treated immediately in the field (the
collarbone, hip, and the like are too deep to be moved back into place).

Ligament Damage (Moderate)
Ligament damage encompasses all partial tears of ligaments and connective
tissue.
Other Effects: N/A

Moderate Illness (Moderate)
One of a variety of chronic illnesses, such as Crohn’s Disease or diabetes.
Other Effects: Other effects may vary based on the illness suffered. All illnesses
tend to fatigue their victims, so Heroes with illnesses may not“overexert”them-
selves for additional dice (see page 124). If left untreated, moderate illnesses
may worsen into more severe forms.

Open Wound/Major Hemorrhage (Moderate)
An aggravated form of a contusion or hemorrhage, this wound lies open to
the air.
Other Effects: A Hero with an open wound continues to bleed, taking 2 Physical
Strain per turn, until first aid is applied via a Scientific test (Difficulty 9). This
stops bleeding but does not remove Physical Strain.

Partial Fracture (Moderate)
Partial fractures include any non-complete fractures not created by repetitive
force.
Other Effects: Even holding items is almost impossible with a fracture. If occur-
ring in a limb, a partial fracture makes that limb unusable. If in a leg, the Hero’s
Pace is reduced to 2.

Second Degree Burn (Moderate)
Second degree burns occur when the skin is exposed to extreme heat and has
begun to blister.
Other Effects: Burns cause intense pain; the penalty for this Injury applies to all
Tests, not just Physical ones.

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Stress Fracture (Moderate)

Severity: Moderate

Description: Stress fractures are a form of bone fracture caused by repeat-

ed motion or stress at the location of the fracture.

Other Effects: Stress fractures occur most often in the legs. Such an Injury

reduces a Hero’s Pace to 2.

Broken Jaw (Severe)
A fracture is suffered in the mandible or the joint attaching it to the skull.

Other Effects: A Hero with a broken jaw may not speak or eat solid food.

Broken Ribs (Severe)
A number of ribs encasing the thoracic cavity have shattered or broken loose.

Other Effects: A Hero with broken ribs has trouble breathing deeply and cannot
run. During each round in which a Hero continues to fight or exert themself
despite broken ribs, the Hero must test Nerve (Difficulty 5). If the Hero fails,
the broken ribs puncture something within the Hero’s chest. The Hero immedi-
ately suffers either a ruptured organ or a collapsed lung (see page 132 or 131,
respectively).

Complete Fracture (Severe)
A major bone breaks completely through, possibly leaking bone marrow into
the bloodstream.

Other Effects: A Hero with a complete fracture runs the risk of major infection.
The affected area is unusable. Moreover, the Hero must receive medical aid
(clinic, hospital, or the like) within one hour or bone marrow leaks into the He-
ro’s bloodstream, causing poisoning. This may result in death.

Herniated or Slipped Disc (Severe)
One of the vertebrae has shifted out of place.

Other Effects: A Hero with a herniated or slipped disc immediately falls prone
and cannot walk, run, or move in any way except crawl. The Hero likely will need
to use a wheelchair during convalescence.

Severe Illness (Severe)
One of a variety of chronic major illnesses, such as cancer or HIV.

Other Effects: Other effects vary based on the illness suffered. All illnesses tend
to fatigue their victims, so Heroes with illnesses may not“overexert”themselves
for additional dice (see page 128). Severe illnesses can be treated, though do-
ing so takes significant effort and expenditure. Without such treatment, the
illness may be lethal.

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Third Degree Burn (Severe)
Third degree burns occur when the skin is exposed to extreme heat and has
begun to char and burn away. This extensively damages subcutaneous tissue,
requiring tissue and skin grafts.
Other Effects: Burns cause intense pain; the penalty for this Injury applies to all
Tests, not just Physical ones. The affected area becomes unusable. If the Hero
does not receive medical attention within half an hour, the Hero becomes sub-
ject to advanced infection and scarring.

Total Ligament/Tendon Tear (Severe)
Either a ligament or a tendon tears completely, restricting motion in the af-
fected area.
Other Effects: A Hero with a ligament or tendon tear cannot use the affected
limb.

Total Muscle Tear (Severe)
A major muscle group—such as the biceps, quadriceps, or calf—tears completely.
Other Effects: The affected area becomes entirely unusable.

Cerebral Hematoma (Terminal)
A blood vessel near the brain has ruptured, causing damage to the coating
surrounding the brain.
Other Effects: A Hero with a cerebral hematoma takes additional Physical Strain
as if they had an open wound (see page 129). The Hero must successfully test
Nerve (Difficulty 7) every five minutes or die.

Collapsed Lung (Terminal)
One or both lungs become punctured and are no longer able to inflate.
Other Effects: A Hero with a collapsed lung may not run, and must test Nerve
(Difficulty 7) or begin suffocating, as if they were drowning (see page 121).

Compound Fracture (Terminal)
A major bone fracture, puncturing the epidermis and exposed to the air.
Other Effects: A Hero with this Injury is subject to an open wound as well (see
page 129). The Hero must test Nerve (Difficulty 9) or pass out. The fractured
area is utterly useless and may require amputation.

Fourth Degree Burn (Terminal)
A fourth degree burn occurs when the flesh begins to char and catch fire inde-
pendent of other fuels (clothing, gasoline, etc.).
Other Effects: Burns cause intense pain; the penalty for this Injury applies to all
Tests, not just Physical ones. The affected area becomes utterly useless, and the
Hero must test Nerve (Difficulty 11) or pass out.

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Internal Bleeding/Massive Hemorrhage (Terminal)
Major bleeding occurs, due to blunt trauma, a major open wound, or a severed
limb.
Other Effects: A Hero with this Injury continues to bleed, taking 4 Physical Strain
per turn, until first aid is applied via a Scientific test (Difficulty 9). This stops the
bleeding, but it does not remove Physical Strain.

Ruptured Organ (Terminal)
A major internal organ has burst or become severely damaged.
Other Effects: A ruptured organ is likely to be accompanied by internal bleeding.

Spinal Column Tear (Terminal)
A portion of the spinal column has torn or been destroyed.
Other Effects: A Hero with a spinal column tear is totally paralyzed beneath the
point of the tear. Recovery from paralysis is not impossible, though it rarely
occurs.

PSYCHOSES

Babbling Aphasia (Temporary)
The subject begins babbling mindlessly and is unable to act.
Other Effects: A Hero subject to babbling aphasia is overwhelmed by Mental
Strain and begins babbling nonsense words and syllables. Treat babbling apha-
sia as catatonia (see below), only with continued nonsensical babbling.

Catatonia (Temporary)
The subject simply fails to comprehend what has gone on and becomes unre-
sponsive.
Other Effects: A Hero subject to catatonia simply has their mind “turned off” for
a few minutes, as they try to grasp the horror of what they have just witnessed.
The Hero stands motionless, can take no actions, and responds to no stimuli. If
attacked, the Hero takes a -4 to Defensive Value. If the Hero takes any Physical
Strain, they immediately “snap out of it” and may rejoin combat.

Fainting (Temporary)
The subject passes out for a few moments.
Other Effects: A Hero subject to fainting simply passes out. They are treated as
defenseless and can take no actions until they awaken. If the Hero takes any
Physical Strain, they immediately “snap out of it” and may rejoin combat.

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Hallucinations (Temporary)
The subject begins to see or hear things that are not there.
Other Effects: A Hero subject to hallucinations perceives stimuli that simply don’t
exist. The GM should determine what, exactly, the hallucinations contain. The
hallucinations cannot harm the Hero, but if the Hero is led to believe that allies
are, in fact, foes, the Hero may attack them!

Intense Fear (Temporary)
The subject is gripped by intense terror and attempts to flee.
Other Effects: A Hero subject to intense fear becomes terrified by the source of
the Mental Strain and attempts to put as much distance between it and them-
self as possible. Even in combat, the Hero flees, heedless of the danger. The
Hero will not come closer to the source of the Mental Strain until the intense
fear passes and, even then, will attempt to avoid it.

Intense Rage (Temporary)
The subject is seized with intense, blinding anger.
Other Effects: A Hero subject to intense rage is blinded with fury and leaps into
melee, attempting to harm anyone the Hero believes is responsible for what-
ever caused their rage. The Hero attacks heedless of their own safety and will
not relent until their foe or foes have fallen. If not in combat, the Hero lashes
out angrily at those nearby, both verbally and physically.

Manic or Depressive Episode (Temporary)
The subject descends into a manic (active, positive) or depressive (despairing,
negative) state.
Other Effects: A Hero subject to a manic episode desires to get to the bottom
of whatever stimulus provoked the loss of Mental Strain. The Hero will want to
explore and investigate it, and becomes fascinated with the subject to the ex-
clusion of all others. However, a Hero subject to a depressive episode becomes
defeatist and sullen, believing that no hope exists and all is lost.

Mental Block (Temporary)
The subject attempts to block out the source of the Mental Strain, even deny-
ing its existence.
Other Effects: A Hero subject to a mental block denies that the source of the
Mental Strain exists and does their best to convince others that it is faked, a
mistake, or some other forgery. This denial lasts until the Temporary Psychosis
passes, and can persist even afterward.

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Temporary Paralysis (Temporary)
The subject’s mind simply shuts down a body part.
Other Effects: A Hero subject to temporary paralysis has part of their body com-
pletely shut down by their mind for a time. Determine randomly: arms, legs,
hands, or feet. This body part cannot be used until the temporary psychosis
passes.

Anxiety (Minor)
The subject feels great nervousness and anxiousness in social interactions.
Other Effects: A Hero subject to anxiety continually feels nervous and out of
place in social situations or situations of high pressure. In such a situation, the
Hero suffers a -2 dice penalty on all Skill, Vitals, or Power tests.

Depression (Minor)
The subject shows little interest in life and succumbs to a deep sadness.
Other Effects: A Hero subject to depression shows little will to live, does not en-
joy normally enjoyable activities, and has little desire or motive to do anything.
Depression does not inflict any penalties to the Hero, though the GM may re-
quire a Hero with depression to make a Psyche test to act independently on
major actions.

Eating Disorder (Minor)
The subject does not eat, overeats, or purges after eating.
Other Effects: A Hero subject to an eating disorder may either refrain from
eating (anorexia), purge after eating (bulimia), or eat mass quantities of food
(binge eating). In all cases, the subject takes a -1 die penalty to all Physical
tests each week during which the Hero has gone without proper diet. If the
Hero exerts themself while malnourished, they must test Nerve (Difficulty 4)
or pass out.

Insomnia (Minor)
The subject has difficulty sleeping or attaining restful sleep.
Other Effects: A Hero subject to insomnia doesn’t sleep well, if at all. Such a Hero
must make a Psyche test (Difficulty 5) to fall asleep. Each night that the Hero
does not sleep, they are subject to sleep deprivation (see page 141).

Minor Phobia (Minor)
The subject becomes irrationally afraid of some stimulus.
Other Effects: A Hero subject to a minor phobia is continually and irrationally
afraid of some stimulus. This could be something traditional (the dark, heights,
crowds, open spaces) or something more unorthodox (cats, salt, violin music,
doctors). However, the phobia should fit the cause of the Hero’s Mental Strain

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in the first place. When presented with the phobia stimulus, a Hero will imme-
diately shrink back and attempt to leave the environs. If this is not possible, the
Hero will avoid the stimulus at all cost and suffers a -2 dice penalty to all tests
while in the vicinity.

Narcissism (Minor)
The subject believes that they are the greatest person in memory with regard
to one or more of their qualities or activities.
Other Effects: A Hero subject to narcissism unrealistically believes that they are
the greatest at something—perhaps in appearance, skill, or combat prowess.
Narcissism typically has no mechanical drawbacks, though the GM may enforce
a -4 dice penalty to any Social Skill test made when interacting with a character
who may take offense to the Hero’s arrogance.

Night Terrors (Minor)
The subject has recurring nightmares that interrupt sleep.
Other Effects: A Hero subject to night terrors often wakes up screaming dur-
ing the night. Each night, the Hero must test Psyche (Difficulty 6) or wake up
screaming. If kept without restful sleep, the Hero may be subject to sleep de-
privation (see page 141).

Obsessive Compulsive Disorder (Minor)
The subject has an obsessive tic, an activity that must be completed prior to
other actions.
Other Effects: A Hero subject to obsessive compulsive disorder (OCD) feels
strongly compelled to engage in one or more particular, often repetitive, ac-
tivities, or “tics.” Perhaps a Hero must always fire a certain number of rounds in
combat before reloading, or knock five times on a doorframe before walking
through a door. In all cases, the tic should be inconvenient and noticeable to
any observers. If the compulsion cannot be acted upon, the Hero will not will-
ingly move on and will protest any action taken to the contrary.

Addiction (Moderate)
The subject is addicted to a harmful substance or action.
Other Effects: A Hero subject to addiction is addicted to either a harmful sub-
stance (alcohol, cocaine, heroin, or another illegal drug) or an action (gambling,
sexual activity, online gaming). The Hero must indulge in their chosen activity
at least once a day, though they certainly prefer more. Addiction functions as
per the Flaw, on page 66.

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Antisocial Personality Disorder (Moderate)
The subject is unable or unwilling to socialize with others in a productive manner.
Other Effects: A Hero subject to antisocial personality disorder can accurately be
labeled a psychopath. Such a Hero takes a -2 dice penalty to all Social Skill tests
and an additional -‍2 penalty (total of -4 dice) to all Intuition tests, as the Hero
does not pick up basic social cues. The Hero resorts to violence at any opportu-
nity and thinks nothing of killing innocents who get in the way of their goals.

Delusional Paranoia (Moderate)
The character believes that others are out to get them.
Other Effects: A Hero subject to paranoia believes that others, even their most
trusted allies, are working against them. The Hero refuses to trust strangers and
may even keep files on their own allies, ensuring they will know how to take
them down should the “need” arise.

Hyper-Aggression (Moderate)
The subject becomes highly volatile and aggressive, seeking out violence at all
opportunities.
Other Effects: A Hero subject to hyper-aggression seeks to resolve all conflicts
with violence, regardless of simplicity or nature. A hyper-aggressive Hero uses
their fists (or knives, or guns) to solve any problem, and can become abusive
toward and controlling of their team members. Such a Hero has no patience for
negotiations, investigation, or the like, and may not voluntarily attempt such
Tests. Even if the Hero finds a way to do so, the Hero takes all penalties listed
with anti-social personality disorder (see above).

Impulse Control Disorder (Moderate)
The subject gives into their first, and usually most base, impulse.
Other Effects: A Hero subject to impulse control disorder has difficulty control-
ling their first, instinctual response to any situation. Such a hero blurts out
whatever is on their mind, is quick to leap into a fight, and rarely is able to think
ahead. While this provides no mechanical drawbacks, the Hero may perennially
frustrate their allies in this regard.

Manic Depression (Moderate)
The subject swings between bouts of extreme mania and deep depression.
Other Effects: A Hero subject to manic depression proceeds through semi-regu-
lar cycles of extreme excitement and zeal for life, alternating with bouts of deep
depression. These swings manifest as manic or depressive episodes, as with
the temporary psychosis of the same name (see page 133). However, during a
depressive episode, the Hero takes a -2 dice penalty to all tests.

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Moderate Phobia (Moderate)
The subject has an intense, irrational fear of an object or item.
Other Effects: See Minor Phobia (page 134), except the Hero suffers a -4 penalty
to all Tests while in the presence of their phobic stimulus.

Sexual Dysfunction (Moderate)
The subject is subject to one of a number of sexual disorders.
Other Effects: A Hero with a sexual dysfunction has one of a number of sexual
disorders, including various extreme fetishes, satyriasis or nymphomania, or
others. Going without the chosen behavior is treated as an addiction (see page
135).

Sexual content is often taboo at the game table, and is definitely not
appropriate for games involving children. A GameMaster should ensure that
everyone at the table is comfortable before putting sexual content into the
game.

Chronic Phobia (Severe)
The subject has a crippling fear of an item or stimulus.
Other Effects: See Minor Phobia (page 134), except the Hero suffers a -8 penalty
to all Tests while in the presence of their phobic stimulus or any item that even
reminds them of their stimulus.

Delusional Disorders (Severe)
The subject holds delusional perceptions about basic events and people, and
has lost their grip on reality.
Other Effects: The affected Hero’s view on reality has changed to the point of
unreality. They may believe that a celebrity secretly married them, that they are
truly the emperor of the world, or that they have fist-sized parasites living with-
in their body, just to list a few examples. These delusions are severe enough in
intensity that the Hero will act upon them as if they were real.

While delusional disorders have no mechanical effects—and, indeed, are
sometimes more dangerous for it!—the player and the GM should determine
in-game effects.

Dissociative Fugue Disorder/Amnesia (Severe)
The subject either forgets major portions of their life or replaces them with a
with false memories from a newly created identity.
Other Effects: Dissociative fugue disorder works similarly to dissociative iden-
tity disorder (see next entry), in the sense that the Hero has another identity.
However, rather than swapping between several identities, the Hero believes
that their newly self-created identity is now the only true one. Again, the player

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should work with the GM to determine the Skills and Masteries of the new
personality.

A Hero with Amnesia has significant memory gaps ranging from days to
years. Again, the player and GameMaster should work together to determine
the nature of the missing memories.

In either case, the Hero suffers a -4 dice penalty on all non-Physical Skill
tests, due to the gaps in memory.

Dissociative Identity Disorder (Severe)
The subject has at least one alternate personality.
Other Effects: A Hero subject to dissociative identity disorder has at least one
separate personality outside of their own mundane public persona and their
“secret identity.” Unlike most Heroes with a Severe Psychosis, a Hero with dis-
sociative identity disorder may find a way to continue crime-fighting.

The alternate personality uses the same Vitals, but has entirely different
Skills and Masteries. The Player should work with the GM to determine all
Memories of the alternate personality. Shifts between the personalities oc-
cur each time the Hero goes unconscious, falls asleep, or experiences any
Mental Strain.

Intermittent Explosive Disorder (Severe)
The subject flies into a rage at random times, with no apparent cause.
Other Effects: A Hero subject to intermittent explosive disorder experiences all
of the problems found in hyper-aggression and antisocial personality disorder,
with even greater danger. Whenever confronted with a basic problem, even
one that cannot be solved violently, the Hero must test Psyche (Difficulty 6) or
lash out violently at the source of the problem.

Paranoid Schizophrenia (Severe)
The subject has lost touch with reality, experiencing regular stimuli that are
not real.
Other Effects: A Hero subject to paranoid schizophrenia has lost touch with re-
ality and regularly has hallucinations, has difficulty remembering even basic
details, and cannot concentrate on lengthy tasks. The Hero’s Intellect Vital is
reduced by 3, and the Hero must make an Intellect test (Difficulty 3) to remem-
ber even basic details. While the Hero may begin a task lasting longer than one
minute, the Hero must test Psyche (Difficulty 5) or immediately stop perform-
ing that action and start doing something else. Schizophrenia can be treated,
but it has not been cured.

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Prolonged Catatonia (Severe)
The subject has gone utterly catatonic, becoming totally unresponsive to all
stimuli.
Other Effects: The mind of a Hero with prolonged catatonia has literally shut
down. Such a Hero responds to no external stimuli and must be forced to
eat, to drink, and to use the restroom. The Hero simply sits and stares off into
space. Prolonged treatment can help alleviate this condition, but only for small
amounts of time.

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GMS: TERMINAL INJURIES & Recovering from an Injury or a Psychosis takes
SEVERE PSYCHOSES a significant amount of downtime and often re-
quires advanced procedures that are simply be-
If a Hero is so beaten and blood- yond the skill of most Heroes (unless they have
ied as to achieve a Terminal the Surgeon Mastery). However, in the field, first
Injury, or so scarred by their aid can provide a way for Heroes to remove Physi-
experiences as to receive a cal Strain and resume an investigation.
Severe Psychosis, a GM is well
within their rights to enforce a Once per session, a Hero may either perform
character “retirement.”Terminal first aid or have it performed on them by another
Injuries are devastating—and Hero. First aid is performed via a Scientific test,
are meant to be so. Any normal with the Medicine Specialty. Applying it requires
human receiving one of these first aid materials and half an hour of downtime,
Injuries will be in recovery from during which the Hero has their wounds ban-
it for years; the same goes for daged, takes some painkillers, and ices down
Severe Psychoses. their bruises. If the Hero has no Injuries, they may
immediately remove an amount of Physical Strain
A player may wish to continue equal to half the result of the Scientific test. If the
playing such a character, but as Hero has an Injury, they may choose to either re-
a GM, it’s your duty to enforce gain Physical Strain, as above, or ignore any penal-
the severity and crippling nature ties from their Injury for one hour.
of these Injuries and Psychoses.
Such a Hero will surely incur fur- Removing Injuries takes significant amounts
ther Injuries and Psychoses, to of time, as determined by the category of Injury
say nothing of being a massive (see page 126). Under normal circumstances, this
liability to his fellow crime- should be done through narrative, rather than
fighters. through Tests by the Heroes. However, in dire cir-
cumstances, a Hero may wish for another Hero to
Again, negotiation is key. No perform emergency surgery. Doing so requires
player is likely happy to give up a series of Scientific (Medicine) tests, with Dif-
their Hero, but the needs of the ficulties based on the type of Injury (Minor = 9,
group—for functioning, sane Moderate = 11, Severe = 13, Terminal = 15). Each
Heroes—have to outweigh the such Test takes an hour to perform. Surgery can
desires of that singular player. only be performed by those with the Surgeon
Mastery, and the surgeon must have all necessary
Besides, there’s nothing to say tools and a clean surgical arena in which they can
that such a Hero can’t still con- operate—without either of these, the Difficulty
tribute! A much more appealing should increase significantly. If a character does
option might be to use a Termi- not have the Surgery Mastery and attempts to
nally Injured Hero as an NPC pro- perform surgery, massive penalties (-6 or greater)
viding investigative information, should apply.
leads, and other resources for
the other Heroes. In DC Comics’ Even with treatment, Injuries often take a
classic Iron Age storyline The long time to heal. Just because a Hero has had
Killing Joke, Barbara Gordon was their broken ribs set back in place doesn’t mean
crippled and paralyzed by The
Joker. However, she re-invented

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141Chapter 08 Strain, Injuries, & Psychoses

they can leap back into the fray immediately! In her identity, becoming Oracle, a
fact, should the Hero reach their Physical Breaking computer specialist and hacker
Point again, they automatically receive an Injury serving as the nerve center
to the injured area, with no Nerve test to avoid of the superhero community.
the Injury. Oracle founded the group
known as the Birds of Prey,
Unfortunately, there is no such similar rule which includes such classic Iron
for Psychoses. Psychoses cannot be treated in Age and Modern heroes as Black
the field in any capacity. The only way to remove Canary, Huntress, Katana, and
Mental Strain lies with rest, relaxation, and psy- Judomaster. Barbara Gordon
chotherapy, as listed earlier. represents the strength and
resilience of the human spirit,
However, a Hero may attempt to get a fellow continuing to wage the fight for
Hero to “snap out of” a Temporary Psychosis by justice with her mind, even after
trying to talk them down, splashing them with her body has failed her.
cold water, or simply slapping them upside the
head. Doing so counts as an Action, and the Hero
must be adjacent to their psychotic comrade to
snap them out of their madness. Upon such an at-
tempt, the psychotic Hero may immediately make
a Psyche test (Difficulty 5). On a success, the Hero
is no longer affected by the Temporary Psychosis,
but must still later test Psyche to avoid gaining
a longer-lasting Psychosis. On a Total Success,
the Hero need not make the latter Test—they’ve
shaken it off!

SLEEP DEPRIVATION AND HUNGER PANGS

Even Heroes need time to rest and recoup. When a
Hero spends night after night on the mean streets,
health can quickly break down. Each day, a Hero
needs to sleep for at least 6 hours and eat at least
2 meals. If either of these basic needs are not ful-
filled, that Hero must test Nerve [4 + 1 for each day
without fulfilling that basic need], taking Physical
Strain as listed earlier in this chapter. If a Hero
reaches their Physical Breaking Point because
of this, that Hero may be subject to further Inju-
ries from starvation or disease. The GameMaster
should use Minor, Moderate, or Severe Illness to
reflect these conditions. Starvation and sleep de-
privation fade when a Hero gets their required
food and rest for 5 consecutive days.

Austin Adams (order #7154603)

chapter09EQUIPMENT &VEHICLES

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143Chapter 09 Equipment & Vehicles

EQUIPMENT AND VEHICLES­—A HERO’S ARSENAL

Whether your Hero is a gun-toting metahuman or a master of the martial arts,
they’re going to need gear. In Cold Steel Wardens there are two methods for
purchasing equipment: paying with cash on hand, or making a Wealth and
Status test.

CASH ON HAND

Buying equipment with cash on hand is the simplest method. It doesn’t require
a Test or pooling your resources; it’s a simple exchange of money for goods.
However, it’s much more difficult to actually have the cash to buy expensive
top-of-the-line equipment. Heroes with full-time jobs bring in fifty times their
Wealth and Status Rating per month in cash. A Hero is always considered to
have this money ready to use at any time, no matter whether they keep their
money in a bank or stuffed in a mattress.

WEALTH AND STATUS

Wealth and Status tests are a little more abstract than paying with cash on
hand. Using Wealth and Status involves convincing someone to give you a loan,
dipping into your savings, or pooling resources in order to make a large pur-
chase. The Difficulty of a Wealth and Status test is determined by the price of
the item: the purchase Difficulty is 1 for every $200. If the Hero’s Wealth and
Status Rating is lower than the Difficulty, they cannot purchase the item. If their
Rating is equal to or higher than the Difficulty, they can make a Wealth and Sta-
tus test to purchase it. The player rolls a number of d10s equal to their Wealth
and Status Rating; this roll is opposed by the purchase Difficulty. If they pass
the Test, they purchase the item with no effect to their Rating. If they fail, their
Wealth and Status Rating is reduced by the number of hits by which they failed
the Test. If this would bring the Hero to a Rating of zero, it would effectively
bankrupt them, and they may choose to not purchase the item. (If the Rating
remains above zero, the Hero does not have the obtain to decline purchase.)

STARTING FUNDS

Heroes begin play with $1,000 to purchase equipment, weapons, and ammuni-
tion, or to keep as cash on hand. Heroes may purchase any item in this section
without regard to legality, as they are presumed to have begun their crime-
fighting career with this equipment. Players may not make Wealth and Status
purchases at character generation, but if a Hero takes the Assets Mastery, it
increases their starting funds to $3,000.

READING THE EQUIPMENT TABLE

Name: The name of the item.
Range: The functional range of the item. Weapons have close, medium, and

extreme ranges. A weapon attacking within the close range takes no pen-

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144 Cold Steel Wardens alty to attack, but each subsequent distance
category incurs a -3 dice penalty to the attack.
GMS: HOMEMADE AMMO For example, a light pistol has a range set of
20/40/60; characters shooting 20 yards or less
Archers and gunslingers in comics take no penalty to their attack, 40 yards or less
often use specialized homemade takes a -3 dice penalty, and 60 yards or less
ammunition to make the most out takes a -6 penalty. Take note that the damage
of their arsenal. While boxing- dealt by a shotgun decreases with each range
glove arrows might be somewhat increment. Weapons do not function effec-
outside of the realm of an Iron tively past their maximum range.
Age–style game, explosive-tipped Damage: The number of dice rolled to deal dam-
arrowheads and magnesium age. Each hit deals 1 point of Strain.
tracer rounds are certainly within Capacity: The amount of ammo that can be fired
the purview of a Hero with the before the weapon needs to be reloaded.
Weaponsmith Mastery. Cost: The cost of the item.
Weight: The weight of the item.
Creating ammunition requires a Legality: States whether the item is legal, restrict-
reloading station, a Mechanics test, ed, or illegal.
and a significant amount of time. Details: Other notes on or properties of the item.
The Difficulty for creating ammuni-
tion is at least 10 and increases SPECIAL NOTES FOR EQUIPMENT
based on the complexity of the am-
munition. Rock-salt shotgun shells Explosive Weapons: Grenades, missiles, and other
are relatively easy, while explosive weapons with an explosive radius do not need
arrows and bola rounds are signifi- a roll for calculating damage. Explosives deal a
cantly more complicated. static amount of Physical Strain to any characters
caught within the radius. The characters may at-
Creating ammunition that repli- tempt to negate some of this damage by making
cates an item that already exists, an Agility test: each hit reduces 1 point of dam-
such as a taser or a grenade, costs age. If a character is unable to make an Agility test,
2/3 the normal price of that item they take the full amount of damage.
in addition to the cost of the base
ammunition. A successful Me- Because explosive weapons affect a radius,
chanics test creates 10 rounds or the character does not need to directly hit their
arrows. Specialized ammunition target: they only need to aim at a 1-yard area and
reduces the range of the base am- pass a Difficulty 7 Armed Ranged test (range and
munition by half (rounded up). cover penalties still apply). If the character fails, for
Further, any additional effects every point by which they missed, the projectile
caused by this ammunition have deviates 1 yard in a random direction. A Total Suc-
their base effect reduced by half. cess doubles the damage dealt by the explosion.

A set of ten explosive arrows Reach: Melee weapons with Reach allow charac-
would cost the creator $120: ters to attack opponents from farther away.
two-thirds the cost of a pur- Each increment of Reach allows the weapon
chased fragmentation grenade to attack opponents an additional yard away
($100) plus the price of a set of from the Hero. “Melee +1” has a Reach of 2
arrows ($20). When fired from
a longbow, the range of the
explosive arrows is reduced by

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145Chapter 09 Equipment & Vehicles

yards; “Melee +2” has a Reach of 3 yards; and half to 10/20/30. The arrows deal
so on. A character cannot attack adjacent 2 + Force damage before explod-
opponents in the same round they attack at ing and dealing 6 damage to
Reach distances. everything in a 3-yard radius. As
Autofire: A gun can only perform the Autofire with all explosives, the explosion
action if it has the Autofire quality (see page damage can be reduced through
114). an Agility test.
Toxins: Toxins have a wide variety of negative ef-
fects on the target. Some are lethal poisons If a player wants to make special
that deal Physical Strain, while others can in- ammunition not included in
capacitate the target or cause hallucinations, this section, they should work
and a few are addictive drugs that have severe with their GM in case the cost,
repercussions after repeated use. All toxins re- effectiveness, or Difficulty of the
quire a Nerve test—if the target fails, they take Mechanics test needs alteration.
the full effect of the toxin. Success means that
the toxin has no effect, though continual ex-
posure will require additional Tests.

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146 Cold Steel Wardens

Firearm Weapons Ranges Damage Capacity Cost Legality Other

Light Pistol (Revolver) 20/40/60 5 dice 6 250 Restricted 9mm, .22 ammo

Light Pistol (Modern) 20/40/60 5 dice 15 450 Restricted 9mm, .22 ammo

Medium Pistol (Revolver) 20/40/60 6 dice 6 350 Restricted .38, .357 ammo

Medium Pistol (Modern) 20/40/60 6 dice 10 500 Restricted .38, .357 ammo

Heavy Pistol (Revolver) 20/40/60 7 dice 6 550 Restricted .44, .45 ammo

Heavy Pistol (Modern) 20/40/60 7 dice 8 700 Restricted .44, .45 ammo

Hunting Shotgun 40/80/120 8/6/4 dice 2 275 Restricted 12, 16, or 20 gauge ammo

Combat Shotgun 40/80/120 8/6/4 dice 12 550 Restricted 12, 16, or 20 gauge, Autofire

Light Hunting Rifle 100/200/300 6 dice 8 400 Restricted .22, .243 ammo

Heavy Hunting Rifle 100/200/300 7 dice 8 675 Restricted .30-06, .30-30 ammo

Military Assault Rifle 120/240/360 8 dice 25 850 Illegal 7.62mm, 5.56mm, Autofire

Sniper Rifle 150/300/450 7 dice 6 800 Illegal .30-06, .50 ammo

Machine Pistol 60/120/180 6 dice 30 600 Illegal .38, .357 ammo, Autofire

Light Submachine Gun 60/120/180 7 dice 40 750 Illegal .44, .45 ammo, Autofire

Heavy Submachine Gun 80/160/240 8 dice 150 900 Illegal 7.62mm, 5.56mm, Autofire,
Tripod needed.

Pepper Spray (Civilian) 10 6 dice 2 35 Legal Target must test Nerve (7)
or be blinded for 30 minutes.


Tear Gas (Military/Police) 10 8 dice 5 150 Illegal Target must test Nerve (7)

or be blinded for 30 minutes.

Grenade Launcher 25/50/75 as per grenade 5 1000 Illegal Affects all targets in 5 yards.



Ammunition/Accessories Ranges Capacity Cost Legality Other

Light Pistol n/a 50 15 Restricted

Medium Pistol n/a 50 20 Restricted

Heavy Pistol n/a 50 25 Restricted

Shotgun n/a 20 20 Restricted

Light Rifle n/a 50 20 Restricted

Heavy Rifle n/a 50 25 Restricted

Assault Rifle n/a 50 50 Restricted

Tracer Rounds n/a 50 *1.5 Restricted

Armor Piercing Rounds -10% 50 *5 Illegal Ignores any Armor type.

Silencer -10% 350 Illegal Eliminates noise from firing the weapon.

Laser Sight n/a 400 Restricted Adds 1 die to Armed Ranged attacks at

Medium/Extreme range.

Standard Sight +20% 200 Legal

Flash Suppressor n/a 350 Illegal Eliminatesmuzzleflashfromfiringweapon.

Arrows n/a 10 20 Legal



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147Chapter 09 Equipment & Vehicles

Melee/Primitive Weapons Ranges Damage Capacity Cost Legality Other

Chain/Whip Melee +2 2 + Force n/a 25 Legal Increased reach, +2 dice

on Disarm

Knife/Dagger/Claw Melee 3 + Force n/a Legal

Throwing Knife/Star 10/20/x30 2 + Force 5 50 Restricted

Sword Melee 4 + Force n/a 75 Legal Adds 1 Defensive Value

vs. Melee

Mace/Hammer/Axe Melee 5 + Force n/a 80 Legal

Club/Nightstick Melee 3 + Force n/a 50 Legal

Chainsaw Melee 8 dice n/a 350 Legal 2 dice penalty to Armed

Melee attacks

Improvised Weapon (Sm.) Melee 2 + Force n/a n/a Legal

Improvised Weapon (Lg.) Melee 3 + Force n/a n/a Legal

Taser (Hand Held) Melee or 10 3 dice n/a 65 Restricted Target must test Nerve

vs. damage or be stunned.

Bow/Arrows (Primitive) 20/40/60 2 + 1/2 Force n/a 150 Legal Round down on 1/2

Force.

Bow/Arrows (Compound) 25/50/75 2 + Force n/a 400 Legal

Crossbow 30/60/90 6 dice n/a 500 Restricted

Spear/Polearm Melee +1 or 10/20/30 3 + Force n/a 120 Legal Increased Reach, cannot be
thrownbeyondshortrange

Nunchuku Melee 3 + Force n/a 45 Legal Adds +2 dice to Disarm.

Boomerang 10/20/030 2 + Force n/a 20 Legal On miss, test Agility
(Difficulty = 6) to catch.


Brass Knuckles Melee 1 + Force n/a 50 Illegal Uses Unarmed, rather
than Armed Melee


Bolas/Lasso 10 Force n/a 40 Legal Can entangle.



Explosive Weapons Ranges Damage Capacity Cost Legality Other

Grenade (Fragmentary) 10/20/030 12 (Explosive) n/a 150 Illegal Affects all within 5 yards.

Grenade (Smoke) 10/20/030 n/a n/a 50 Illegal Creates smoke in 5 yard/

meter radius.

Grenade (Flashbang) 10/20/030 n/a n/a 75 Illegal TargetsmusttestNerve(4)
or be blinded for 5 rounds.


Molotov Cocktail 10/20/030 8 (Explosive) n/a 30 Illegal All targets within 5
yards/meters must test
Agility (6) or catch fire.



Dynamite 10/20/030 12 (Explosive) n/a 120 Illegal Affects all within 5 yards.

Missile Launcher/LAW 100/200/300 18 (Explosive) 1 1200 Illegal Affectsallwithin10yards.

C4/Semtex n/a 16 (Explosive) Illegal Affects all within 5 yards.

Thermite n/a 14 (Explosive) Illegal Allwithin5yards/meters

must test Agility (6) or

catch fire.

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148 Cold Steel Wardens

Armor Protects Against Cost Legality Other

Kevlar Vest Firearm, Primitive 450 Restricted Reduces damage dice by 2.

Only protects torso.

Kevlar-Lined Costume Firearm, Primitive 600 Illegal Reduces damage dice by 1.
Does not protect head.


Bomb Suit Firearm, Explosive 900 Illegal Reduces damage dice by 4.

Doubles Agility dice to
resist Explosions. Half Pace.

Riot Helmet Firearm, Primitive 150 Restricted Reduces damage dice by 4.

Only protects head.

Industrial/Armored Goggles Firearm, Primitive 100 Reduces damage dice by 4.
Only protects eyes.



Item Name Cost Legality Other

Cell Phone (Basic) 75 Legal

Cell Phone (Smartphone) 250 Legal

Computer, Desktop 500 Legal

Computer, Laptop 750 Legal

Computer, Palmtop/Tablet 450 Legal

Portable Hard Drive 120 Legal

USB Drive 15 Legal

Software, Imaging 300 Legal

Software, Database 250 Legal

Software, Hacking 500 Restricted/Illegal

First Aid Kit 30 Legal

Field Medical Kit 250 Legal

Portable Generator 600 Legal

Binoculars 100 Legal

Camera, Digital 150 Legal

Camera, Standard 75 Legal

Chemical Analyzer 4500 Restricted

Goggles, Night Vision 300 Legal

Flashlight 30 Legal

Flare 15 Legal

Flare Gun 45 Legal

Parabolic Microphone 225 Legal

Recording Device 120 Legal

Microscope, Standard 450 Legal

Thermal Imager 2200 Restricted

Boots (Combat/Work) 75 Legal

Shoes 35 Legal

Uniform (Basic) 50 Legal

Uniform (Stealth) 100 Legal Adds +1d to Stealth

Clothing (Street Clothes) 25 Legal

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