DISADVANTAGES
M/P/Soc tells whether a disadvantage is mental, physical, or social.
X/Sup tells whether a disadvantage is exotic or supernatural. A – in this column means it is mundane.
If the cost of the disadvantage is followed by *, then you must select a self-control number; the cost given is for a self-control
number of 12.
Advantage M/P/Soc X/Sup Cost Page Advantage M/P/Soc X/Sup Cost Page
Variable 135
Absent-Mindedness M – -15 122 Enemies Soc – 136
-30 136
Acceleration Weakness P – -1 165 Epilepsy P– -2/level 136
19
Addiction M/P – Variable 122, 164, 165 Extra Sleep P– -15 136
-3 136
Alcohol Intolerance P – -1 165 Fanaticism M– -2/level 136
Variable 137
Alcoholism P – -15 or -20 122 Fat P – Variable 137
-10 20
Amnesia M – -10 or -25 123 Fearfulness M– -10 or -20 137
0 137
Appearance P – Variable 21 Flashbacks M– -5* 126
-15* 137
Attentive M – -1 163 Fragile PX -10 137
-5 164
Bad Back P – -15 or -25 123 Frightens Animals M Sup -10* 138
-1 138
Bad Grip P – -5/level 123 G-Intolerance P– -5 or -10 138
-10 138
Bad Sight P – -25 123 Gigantism P– -30 138
-5 139
Bad Smell P – -10 124 Gluttony M– -10* 165
-10 164
Bad Temper M – -10* 124 Greed M– -1 139
-1 164
Berserk M – -10* 124 Gregarious M– -10 139
-1 164
Bestial M X -10 or -15 124 Guilt Complex M– -10* 139
-1 139
Blindness P – -50 124 Gullibility M– -10/level 140
Variable 140
Bloodlust M – -10* 125 Habits or Expressions M – -5* 140
-10* 140
Bowlegged P – -1 165 Ham-Fisted P– -5 140
-5 140
Broad-Minded M – -1 163 Hard of Hearing P– -10 or -15 140
Variable 140
Bully M – -10* 125 Hemophilia P– -20 140
-10 141
Callous M – -5 125 Hidebound M– -15 141
-15* 141
Cannot Float P – -1 165 Honesty M– -5 142
-10 to -30 142
Cannot Learn M – -30 125 Horizontal PX -10 142
-15* 142
Cannot Speak P – -15 125 Horrible Hangovers P– -10 164
-5 142
Careful M – -1 163 Humble M– -1 142
-5* 142
Charitable M – -15* 125 Hunchback P– -20 143
-10 22
Chauvinistic M – -1 163 Imaginative M– -10 143
-5/level 143
Chronic Depression M – -15* 126 Impulsiveness M– -10 143
-3/level 143
Chronic Pain P – Variable 126 Incompetence M– Variable 144
-20 165
Chummy M – -5 126 Increased Consumption P – -10 144
-1 144
Clueless M – -10 126 Increased Life Support P X -10* 21
-2 or -5 144
Code of Honor M – -1 or -5 to -15 127, 163 Incurious M– -5 144
-10
Cold-Blooded P X -5 or -10 127 Indecisive M– -10
Colorblindness P – -10 127 Infectious Attack P Sup
Combat Paralysis P – -15 127 Innumerate M–
Compulsive Behavior M – -5 to -15* 128 Insomniac P–
Confused M – -10* 129 Intolerance M–
Congenial M – -1 164 Invertebrate PX
Cowardice M – -10* 129 Jealousy M–
Curious M – -5* 129 Killjoy P–
Cursed M Sup -75 129 Kleptomania M–
Deafness P – -20 129 Klutz P–
Debt Soc – -1/level 26 Lame P–
Decreased Time Rate M X -100 129 Laziness M–
Delusions M – -1 or -5 to -15 130, 164 Lecherousness M–
Dependency P X Variable 130 Lifebane M Sup
Dependents Soc – Variable 131 Light Sleeper P–
Destiny M Sup Variable 131 Likes M–
Disciplines of Faith M – -5 to -15 132 Loner M–
Dislikes M – -1 164 Low Empathy M–
Distinctive Features P – -1 165 Low Pain Threshold P –
Distractible M – -1 164 Low Self-Image M–
Disturbing Voice P – -10 132 Low TL M–
Divine Curse M Sup Variable 132 Lunacy M–
Draining P Sup Variable 132 Magic Susceptibility M Sup
Dread M Sup Variable 132 Maintenance P–
Dreamer M – -1 164 Manic-Depressive M–
Dull M – -1 164 Megalomania M–
Duty Soc – Variable 133 Minor Handicaps P–
Dwarfism P – -15 19 Miserliness M–
Dyslexia M – -10 134 Missing Digit P–
Easy to Kill P – -2/level 134 Mistaken Identity P–
Easy to Read M – -10 134 Motion Sickness P–
Electrical P X -20 134 Mundane Background M –
TRAIT LISTS 299
Advantage M/P/Soc X/Sup Cost Page Advantage M/P/Soc X/Sup Cost Page
125
Mute P – -25 165 Shadow Form P X -20 153
144
Nervous Stomach P– -1 165 Short Attention Span M – -10* 153
144
Neurological Disorder P – Variable 144 Short Lifespan P X -10/level 154
145
Neutered P– -1 145 Shyness M – -5, -10, or -20 154
145
Night Blindness P – -10 145 Skinny P– -5 18
146
Nightmares M– -5* 146 Slave Mentality M– -40 154
146
No Depth Perception P – -15 146 Sleepwalker M– -5* 154
146
No Fine Manipulators P X -30 164 Sleepy P X Variable 154
146
No Legs P X Variable 146 Slow Eater P X -10 155
146, 164
No Manipulators P X -50 22 Slow Healing P – -5/level 155
146
No Sense of Humor M – -10 147 Slow Riser P– -5 155
147
No Sense of Smell/Taste P – -5 147 Social Disease P– -5 155
148
Nocturnal P X -20 19 Social Stigma Soc – -5 to -20 155
148
Noisy P – -2/level 148 Space Sickness P – -10 156
164
Non-Iconographic M– -10 148 Split Personality M – -15* 156
148
Nosy M– -1 150 Squeamish M – -10* 156
164
Numb P – -20 150 Staid M– -1 164
150
Oblivious M– -5 150 Status Soc – -5/level 28
26
Obsession M – -1, -5, or -10* 164 Stress Atavism M X Variable* 156
151
Odious Personal Habits M – -5, -10, or -15 151 Stubbornness M– -5 157
151
On the Edge M – -15* 152 Stuttering P – -10 157
152
One Arm P – -20 153 Supernatural Features P Sup Variable 157
153
One Eye P – -15 153 Supersensitive M Sup -15 158
153
One Hand P – -15 153 Susceptible P – Variable 158
153
Overconfidence M– -5* 165 Terminally Ill P – -50, -75, or -100 158
Overweight P– -1 Timesickness P – -10 158
Pacifism M – Variable Total Klutz P – -15 141
Paranoia M– -10 Trademark M – -1 or -5 to -15 159, 164
Personality Change M – -1 Trickster M – -15* 159
Phantom Voices M – -5 to -15 Truthfulness M– -5* 159
Phobias M – Variable* Uncongenial M– -1 165
Post-Combat Shakes M – -5* Uncontrollable Appetite M Sup -15* 159
Proud M– -1 Unfit P– -5 160
Pyromania M– -5* Unhealing P X -20 or -30 160
Quadriplegic P – -80 Unique M Sup -5 160
Reprogrammable MX -10 Unluckiness M– -10 160
Reputation Soc – Variable Unnatural Features P – Variable 22
Responsive M– -1 Unusual Biochemistry P X -5 160
Restricted Diet P – -10 to -40 Very Fat P– -5 19
Restricted Vision P – -15 or -30 Very Unfit P – -15 160
Revulsion P Sup -5 to -15 Vow M – -1 or -5 to -15 160, 165
Sadism M – -15* Vulnerability P X Variable 161
Secret Soc – -5 to -30 Weak Bite PX -2 161
Secret Identity Soc – Variable Weakness P X Variable 161
Self-Destruct P X -10 Wealth Soc – Variable 25
Selfish M– -5* Weirdness Magnet M Sup -15 161
Selfless M– -5* Workaholic M– -5 162
Semi-Upright PX -5 Wounded P– -5 162
Sense of Duty M – -2 to -20 Xenophilia M – -10* 163
Sexless PX -1
MODIFIERS
The following modifiers are generally applicable to advantages and disadvantages. Many traits have their own special
modifiers as well; consult the specific trait description for details. Under Type, an attack modifier (see p. 102) is denoted by
A; a gadget limitation (see p. 116) is denoted by G. A – means it is neither.
ENHANCEMENTS Value Page Name Type Value Page
Name Type +5%/level 102 Cyclic A Variable 103
102 Damage Modifiers A Variable 104
Accurate A +20% 102 Delay A Variable 105
+40% 102 Double Blunt Trauma (dbt) A +20% 104
Affects Insubstantial – +50%/level 102 Double Knockback (dkb) A +20% 104
Variable 102 Drifting A +20% 105
Affects Substantial – +80% 102 Explosion (exp) A +50%/level 104
+20% 102 Extended Duration – Variable 105
Area Effect A +100% 103 Follow-Up A Variable 105
Variable 103 Fragmentation (frag) A +15%/die 104
Armor Divisor A +150% 103 Guided A +50% 105
Variable Hazard A Variable 104
Aura A
Based on (Different Attribute) A
Blood Agent A
Cone A
Contact Agent A
Cosmic –
300 TRAIT LISTS
Name Type Value Page Name Type Value Page
Homing A Variable 105 Bombardment A Variable 111
Incendiary (inc) A +10% 105 Breakable G Variable 117
Increased Range – +10%/level 106 Can Be Stolen G Variable 117
Jet A 106 Contact Agent A 111
Link – +0% 106 Costs Fatigue – -30% 111
Low Signature A +10% or +20% 106 Damage Limitations A Variable 111
Malediction A 106 Dissipation A Variable 112
Mobile A +10% 107 Emanation A 112
No Signature A Variable 106 Emergencies Only – -50% 112
Overhead A +40%/level 107 Extra Recoil A -20% 112
Persistent A 107 Full Power in Emergencies Only – -30% 112
Radiation (rad) A +20% 105 Inaccurate A -10%/level 112
Ranged – +30% 107 Limited Use – -20% 112
Rapid Fire A +40% 108 Melee Attack A -5%/level 112
Reduced Fatigue Cost – +25% or +100% 108 Mitigator – Variable 112
Reduced Time – +40% 108 No Blunt Trauma (nbt) A Variable 111
Respiratory Agent A Variable 108 No Knockback (nkb) A Variable 111
Selective Area A +20%/level 108 No Wounding (nw) A -20% 111
Selectivity – +20%/level 108 Nuisance Effect – -10% 112
Sense-Based A +50% 109 Onset A -50% 113
Side Effect A +20% 109 Pact – Variable 113
Surge (sur) A +10% 105 Preparation Required – Variable 114
Symptoms A Variable 109 Reduced Range – Variable 115
Underwater A Variable 109 Resistible A Variable 115
Variable A +20% 109 Sense-Based A -10%/level 115
Wall A Variable 109 Takes Extra Time – Variable 115
+20% Takes Recharge – Variable 115
LIMITATIONS +5% Temporary Disadvantage – -10%/level 115
+30% or +60% Trigger – Variable 115
Name Unconscious Only – Variable 115
Accessibility Type Value Page Uncontrollable – Variable 116
Always On – Variable 110 Unique G -20% 117
Armor Divisor – Variable 110 Unreliable – -10% or -30% 116
Blood Agent A Variable 110 Untrainable – -25% 116
A 110 Variable
-40% -40%
SKILLS
Difficulty is E for Easy, A for Average, H for Hard, or VH for Very Hard.
Defaults marked with * either do not always apply or vary in special circumstances; see the entry in the main text.
Skills marked with † require specialization.
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Accounting IQ H Bicycling DX E
IQ-6, Finance-4, 174 DX-4, Driving 180
Mathematics (Statistics)-5, (Motorcycle)-4
Merchant-5 Bioengineering/TL† IQ H Biology-5 180
Acrobatics DX H DX-6 174 Biology/TL† IQ VH IQ-6, Naturalist-6 180
Acting IQ A
IQ-5, Performance-2, 174 Blind Fighting Per VH None 180
Administration IQ A
Aerobatics DX H Public Speaking-5 Blowpipe DX H DX-6 180
Airshipman/TL IQ E
Alchemy/TL IQ VH IQ-5, Merchant-3 174 Boating/TL† DX A DX-5, IQ-5 180
Animal Handling† IQ A
Anthropology† IQ H DX-6 174 Body Control HT VH None 181
IQ-4 185 Body Language Per A Detect Lies-4, Psychology-4 181
None 174 Body Sense DX H DX-6, Acrobatics-3 181
IQ-5 175 Bolas DX A None 181
IQ-6, Paleontology 175 Bow DX A DX-5 182
(Paleoanthropology)-2, Boxing DX A None 182
Sociology-3 Brain Hacking/TL IQ H Special 182
Aquabatics DX H DX-6 174 Brainwashing/TL IQ H Special 182
Archaeology IQ H
Architecture/TL IQ A IQ-6 176 Brawling DX E None 182
Area Knowledge† IQ E
IQ-5, Engineer (Civil)-4 176 Breaking Blow IQ H None 182
IQ-4, Geography 176 Breath Control HT H None 182
(Regional)-3* Broadsword DX A Force Sword-4, 208
Armoury/TL† IQ A IQ-5, Engineer (same)-4 178 Rapier-4, Saber-4,
Artillery/TL† IQ A
Artist† IQ H IQ-5 178 Shortsword-2,
Astronomy/TL IQ H
Autohypnosis Will H IQ-6 179 Two-Handed Sword-4
Axe/Mace DX A
IQ-6 179 Camouflage IQ E IQ-4, Survival-2 183
Captivate Will H
Meditation-4 179 Carousing HT E None 191
Carpentry IQ E
Flail-4, 208 Cartography/TL IQ A HT-4 183
Two-Handed Axe/Mace-3 IQ-4 183
Battlesuit/TL DX A DX-5, Diving Suit-4, 192 IQ-5, Geography (any)-2, 183
NBC Suit-2, Vacc Suit-2 Mathematics (Surveying)-2,
Beam Weapons/TL† DX E DX-4 179 Navigation (any)-4
TRAIT LISTS 301
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Force Sword DX A Any Sword-3 208
Chemistry/TL IQ H IQ-6, Alchemy-3 183 Force Whip DX A Kusari-3, 209
Monowire Whip-3,
Climbing DX A DX-5 183 Whip-3 196
None 196
Cloak DX A DX-5, Net-4, Shield (any)-4 184 IQ-6, Criminology-4 196
IQ-6, Counterfeiting-2 196
Combat Art or Sport DX Varies Special 184 IQ-5, Fast-Talk-3,
Occultism-3 196
Computer Hacking/TL IQ VH None 184 Forced Entry DX E IQ-5, Artillery (any)-5* 197
Forensics/TL IQ H DX-5, HT-5 197
Computer IQ E IQ-4 184 Forgery/TL IQ H IQ-5 197
Fortune-Telling† IQ A IQ-5, Mathematics
Operation/TL (Statistics)-5 197
IQ-4 197
Computer IQ H None 184 IQ-4, Farming-3 197
DX-4 198
Programming/TL IQ-6* 198
IQ-6, Geography
Connoisseur† IQ A IQ-5* 185 Forward Observer/TL IQ A (Physical)-4, 198
A Prospecting-5 198
Cooking IQ A IQ-5, Housekeeping-5 185 Free Fall DX A IQ-4 198
A IQ-5* 198
Counterfeiting/TL IQ H IQ-6, Forgery-2 185 Freight Handling/TL IQ DX-4 199
DX-4
Crewman/TL IQ E IQ-4 185 Gambling IQ IQ-5
Criminology/TL IQ A IQ-5, Psychology-4 186
Crossbow DX E DX-4 186 Games† IQ E
Gardening IQ E
Cryptography/TL IQ H Mathematics 186 Garrote DX E
Geography/TL† IQ H
(Cryptology)-5 Geology/TL† IQ H
Current Affairs/TL† IQ E IQ-4, Research-4 186
Dancing DX A DX-5 187
Detect Lies Per H Per-6, Body Language-4, 187
Psychology-4
Diagnosis/TL IQ H IQ-6, First Aid-8, 187 Gesture IQ E
A
Physician-4, Veterinary-5 Group Performance† IQ E
E
Diplomacy IQ H IQ-6, Politics-6 187 Gunner/TL† DX A
Disguise/TL† IQ A
Diving Suit/TL DX A IQ-5, Makeup-3 187 Guns/TL† DX A
DX-5, Battlesuit-4, 192 Hazardous IQ
NBC Suit-4, Scuba-2, Materials/TL†
Vacc Suit-4 Heraldry IQ IQ-5, Savoir-Faire 199
(High Society)-3
Dreaming Will H Will-6 188 199
Driving/TL† DX A None 199
Dropping DX A DX-5, IQ-5 188 Herb Lore/TL IQ VH None 200
Economics IQ H HT-5 200
DX-3, Throwing-4 189 Hidden Lore† IQ A IQ-6 200
DX-4 or IQ-4 200
IQ-6, Finance-3, 189 Hiking HT A IQ-5, Sleight of Hand-3 200
IQ-4 201
Market Analysis-5, History† IQ H None 201
None 201
Merchant-6 Hobby Skill DX or IQ E DX-4 201
IQ-6, Strategy (any)-6
Electrician/TL IQ A IQ-5, Engineer 189 Holdout IQ A
A
(Electrical)-3 Housekeeping IQ E
A
Electronics IQ IQ-5, Electronics 189 Hypnotism IQ H
Operation/TL†
Repair (same)-5, Immovable Stance DX H
Engineer (Electronics)-5 Innate Attack† DX E
Electronics Repair/TL†IQ IQ-5, Electronics 190 Intelligence IQ H
Operation (same)-3, Analysis/TL
Engineer (Electronics)-3 Interrogation IQ A IQ-5, Intimidation-3, 202
Psychology-4
Engineer/TL† IQ H Special 190 202
H Will-5, Acting-3 202
Enthrallment Will A None 191 Intimidation Will A None 203
A Invisibility Art IQ VH IQ-6, Smith (Copper)-4,
Environment Suit/TL DX H DX-5* 192 Jeweler/TL IQ H 208
H Smith (Lead and Tin)-4
Erotic Art DX H DX-5, Acrobatics-5 192 Force Sword-4, 203
203
Escape DX DX-6 192 Main-Gauche-4, 203
Shortsword-3 203
Esoteric Medicine Per Per-6 192 Jitte/Sai DX A None 208
None
Exorcism Will Will-6, 193 None 203
None
Religious Ritual (any)-3, Force Sword-3, 209
Main-Gauche-3,
Ritual Magic (any)-3, Judo DX H Shortsword-3 204
Jumping DX E DX-4, Climbing-4, 204
Theology (any)-3 Karate DX H Seamanship-4 204
Kiai HT H Force Whip-3, 204
Expert Skill† IQ H None 193 Knife DX E Monowire Whip-3, 205
Explosives/TL† IQ A Two-Handed Flail-4, 205
Falconry IQ A IQ-5* 194 Whip-3 205
DX-5, Spear-3 205
Farming/TL IQ A IQ-5, Animal Handling 194 None 205
IQ-6 205
Fast-Draw† DX E (Raptors)-3 IQ-5
Fast-Talk IQ A DX-4
Filch DX A IQ-5, Biology-5, 194 None
None
Finance IQ H Gardening-3 Knot-Tying DX E None
Kusari DX H Per-10
Fire Eating DX A None 194 DX-4
First Aid/TL IQ E
IQ-5, Acting-5 195
Fishing Per E
Flail DX H DX-5, Pickpocket-4, 195
Flight HT A Sleight of Hand-4
Flying Leap IQ H
Accounting-4, 195
Economics-3, Lance DX A
A
Merchant-6 Lasso DX H
A
None 195 Law† IQ E
A
IQ-4, Esoteric Medicine, 195 Leadership IQ H
H
Physician, Veterinary-4 Leatherworking DX A
E
Per-4 195 Lifting HT
Axe/Mace-4, 208 Light Walk DX
Two-Handed Flail-3 Linguistics IQ
HT-5 195 Lip Reading Per
None 196 Liquid Projector/TL† DX
302 TRAIT LISTS
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Literature IQ H Psychology IQ H
Lockpicking/TL IQ A IQ-6 205 Public Speaking IQ A IQ-6, Sociology-4 216
Machinist/TL IQ A
Main-Gauche DX A IQ-5 206 Push DX H IQ-5, Acting-5, 216
Rapier DX A
IQ-5, Mechanic (any)-5 206 Performance-2,
Religious Ritual† IQ H
Jitte/Sai-4, Knife-4, 208 Politics-5
Research/TL IQ A
Rapier-3, Saber-3, Riding† DX A None 216
Smallsword-3 Ritual Magic† IQ VH Broadsword-4, 208
Running HT A
Makeup/TL IQ E IQ-4, Disguise-2 206 Saber DX A Main-Gauche-3,
Market Analysis IQ H
IQ-6, Economics-5, 207 Savoir-Faire† IQ E Saber-3, Smallsword-3
Scrounging Per E
Merchant-4 Scuba/TL IQ A Ritual Magic (same)-6 217
Seamanship/TL IQ E
Masonry IQ E IQ-4 207 Search Per A Theology (same)-4
Mathematics/TL† IQ H Sewing/TL DX E
Mechanic/TL† IQ A IQ-6* 207 Sex Appeal HT A IQ-5, Writing-3 217
Shadowing IQ A
IQ-5, Engineer (same)-4, 207 DX-5, Animal Handling 217
Shield† DX E
Machinist-5 Shiphandling/TL† IQ H (same)-3
Shortsword DX A
Meditation Will H Will-6, Autohypnosis-4 207 Religious Ritual (same)-6 218
Melee Weapon DX Varies Singing HT E
Mental Strength Will E Special 208 Skating HT H HT-5 218
Merchant IQ A Skiing HT H
None 209 Sleight of Hand DX H Broadsword-4, 208
Sling DX H
IQ-5, Finance-6, 209 Smallsword DX A Main-Gauche-3, Rapier-3,
Market Analysis-4 Smith/TL† IQ A Shortsword-4, Smallsword-3
Smuggling IQ A
Metallurgy/TL IQ H Chemistry-5, Jeweler-8, 209 Sociology IQ H IQ-4* 218
Smith (any)-8 Soldier/TL IQ A Per-4 218
Spacer/TL IQ E
Meteorology/TL† IQ A IQ-5 209 Spear DX A IQ-5, Diving Suit-2 219
Mimicry† IQ H Spear Thrower DX A
Mind Block Will A IQ-6* 210 IQ-4 185
Monowire Whip DX H Speed-Reading IQ A
Will-5, Meditation-5 210 Sports DX A Per-5, Criminology-5 219
Staff DX A
Force Whip-3, Kusari-3, 209 Stage Combat DX A DX-4 219
Whip-3 Stealth DX A HT-3 219
Strategy† IQ H
Mount DX A DX-5 210 IQ-5, Observation-5, 219
Streetwise IQ A
Musical Composition IQ H Musical Instrument-2, 210 Submarine/TL† DX A Stealth-4 (on foot only)
Submariner/TL IQ E
Poetry-2 (for song) Suggest Will H DX-4 220
Sumo Wrestling DX A
Musical Influence IQ VH None 210 Surgery/TL IQ VH IQ-6* 220
H
Musical Instrument† IQ H Special 211 Survival† Per A Broadsword-2, 209
A
Naturalist† IQ A IQ-6, Biology-3 211 Sway Emotions Will H Force Sword-4,
Swimming HT E
Navigation/TL† IQ Special 211 Symbol Drawing† IQ H Jitte/Sai-3, Knife-4,
Tactics IQ H
NBC Suit/TL DX DX-5, Battlesuit-2, 192 Saber-4, Smallsword-4,
Diving Suit-4, Tonfa-3
Vacc Suit-2 HT-4 220
Net DX H Cloak-5 211 HT-6 220
Observation Per A
Occultism IQ A Per-5, Shadowing-5 211 HT-6 221
Packing IQ A
IQ-5 212 Filch-5 221
IQ-5, Animal Handling 212 DX-6 221
(Equines)-5 Main-Gauche-3, 208
Paleontology/TL† IQ H Biology-4* 212 Rapier-3, Saber-3,
Panhandling IQ E
IQ-4, Fast Talk-2, 212 Shortsword-4
Public Speaking-3 IQ-5* 221
Parachuting/TL DX E DX-4 212 IQ-5 221
H
Parry Missile WeaponsDX A None 212 IQ-6, Anthropology-3, 221
Performance IQ IQ-5, Acting-2, 212 Psychology-4
Public Speaking-2 IQ-5 221
Persuade Will H None 191 IQ-4 185
Pharmacy/TL† IQ H
Philosophy† IQ H IQ-6* 213 Polearm-4, Staff-2 208
Photography/TL IQ A
IQ-6 213 DX-5, Thrown Weapon 222
IQ-5, Electronics 213 (Spear)-4
Operation (Media)-5 None 222
Physician/TL IQ H IQ-7, First Aid-11, 213 Special 222
Veterinary-5 Polearm-4, Spear-2 208
Physics/TL IQ VH IQ-6 213 Combat Art or Sport-2, 222
Physiology/TL† IQ H
IQ-6, Diagnosis-5, 213 an actual combat skill-3,
Physician-5, Surgery-5 Performance-3
Pickpocket DX H DX-6, Filch-5, 213 DX-5, IQ-5 222
Sleight of Hand-4 IQ-6, Intelligence 222
Piloting/TL† DX A IQ-6 214 Analysis-6, Tactics-6
Poetry IQ A
Poisons/TL IQ H IQ-5, Writing-5 214 IQ-5 223
IQ-6, Chemistry-5, 214 IQ-6 223
Pharmacy (any)-3, IQ-4 185
Physician-3 None 191
Polearm DX A Spear-4, Staff-4, 208 None 223
Two-Handed Axe/Mace-4 First Aid-12, Physician-5, 223
Politics IQ A IQ-5, Diplomacy-5 215 Physiology-8,
Power Blow Will H
Pressure Points IQ H None 215 Veterinary-5
Pressure Secrets IQ VH
Professional Skill DX or IQ A None 215 Per-5, Naturalist 223
Propaganda/TL IQ A
None 215 (same planet)-3
Special 215 None 192
IQ-5, Merchant-5, 216 HT-4 224
Psychology-4 Special 224
Prospecting/TL IQ A IQ-5, Geology (any)-4 216 IQ-6, Strategy (any)-6 224
TRAIT LISTS 303
Skill Attr Diff Defaults Page Skill Attr Diff Defaults Page
Teaching IQ A Two-Handed Sword DX A
Teamster† IQ A IQ-5 224 Broadsword-4, 209
IQ-5, Animal Handling 225 Force Sword-4
(same)-4, Typing DX E DX-4, any skill 228
Riding (same)-2 requiring typing-3
Thaumatology IQ VH IQ-7 (magical settings only) 225 Urban Survival Per A Per-5 228
Theology† IQ H Vacc Suit/TL DX A
IQ-6, Religious Ritual 226 DX-5, Battlesuit-2, 192
(same)-4 Diving Suit-4,
Throwing DX A DX-3, Dropping-4 226 NBC Suit-2
H
Throwing Art DX E None 226 Ventriloquism IQ H None 228
A Veterinary/TL IQ H
Thrown Weapon† DX A DX-4* 226 Animal Handling (any)-6, 228
A Weather Sense IQ A
Tonfa DX A Shortsword-3 209 Weird Science IQ VH Physician-5, Surgery-5
Whip DX A
Tracking Per Per-5, Naturalist-5 226 IQ-5 209
Wrestling DX A
Traps/TL IQ IQ-5, Lockpicking-3 226 Writing IQ A None 228
Zen Archery IQ VH
Two-Handed Axe/MaceDX Axe/Mace-3, Polearm-4, 208 Force Whip-3, 209
Two-Handed Flail-4 Kusari-3, Monowire Whip-3
Two-Handed Flail DX H Flail-3, Kusari-4, 208 None 228
Two-Handed IQ-5 228
Axe/Mace-4 None 228
TECHNIQUES
Techniques marked with * are highly cinematic and may not be appropriate for realistic games. Under Difficulty, A means
Average and H means Hard. Under Defaults, PS means any prerequisite skill.
Technique Difficulty Defaults Page Technique Difficulty Defaults Page
Judo or Wrestling 230 233
Arm Lock A 230 Motion-Picture A Photography-3
Karate-4 230 232
Back Kick H Judo-2 or Wrestling-3 230 Camera 233
230
Choke Hold H PS Neck Snap H ST-4 232
PS-4 230
Disarming H 231 No-Landing H Piloting-4 232
Brawling-2, Karate-2 231 233
Dual-Weapon H PS 231 Extraction 233
231 233
Attack* Arm Lock-3 233 Off-Hand H PS-4 233
PS-4 231 232
Elbow Strike A Bow-4 231 Weapon Training 232
232 233
Feint H Mimicry (Speech)-3 233 Retain Weapon H PS
Karate-4
Finger Lock H Rope Up A Climbing-2
Brawling-2, Karate-2
Ground Fighting H Brawling-1, Karate-1 Scaling H Climbing-3
Horse Archery H Swimming-5 Set Trap H Explosives (Demolition)-2
Impersonate A Slip Handcuffs H Escape-5
Jump Kick H Sweep H PS-3
Kicking H Whirlwind Attack* H PS-5
Knee Strike A Work by Touch H Lockpicking-5
Lifesaving H
SPELLS
Difficulty is H for Hard and VH for Very Hard. Necro. for Necromantic, and P/W for Protection and
Classes are Ench. for Enchantment or Info. for Infor- Warning. Other colleges are not abbreviated.
mation (others are written in full). If the class is followed by
a notation in brackets, that spell is resisted by the attribute Duration of I is instantaneous; P is permanent.
or skill inside the brackets. Initial Cost followed by B denotes a base cost for Area
Colleges are BC for Body Control, C/E for Communi- spells.
cation and Empathy, Ench. for Enchantment, Know. for Maintenance Cost is S if it is the same as the initial cost,
Knowledge, L/D for Light and Darkness, MC for Mind H if it is half the initial cost, or – if the spell cannot be
Control, Meta for Meta-Spells, Move. for Movement, maintained.
* means that the entry is explained more fully in the text.
Time to Initial Maintenance
Cost Cost Prerequisites
Spell Difficulty Class College Cast Duration Special Page
Ench. – Enchant, 480
Accuracy H Ench. Special – 8 five Air spells
Special 249
Analyze Magic H Info. [Special] Know. 1 hour – Special – Identify Spell 251
Apportation H 1 sec. 1 min. S Magery 1 253
Armor H Regular [Will] Move. 1 sec. 1 min. 3 H Magery 2, Shield 249
Aura H 1 sec. 1B – Detect Magic 248
Awaken H Regular P/W 1 sec. – – Lend Vitality
–
Info. Know.
Area Healing
304 TRAIT LISTS
Time to Initial Maintenance
Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page
Banish H Special [Will] Necro. 5 sec. – Special – Magery 1, 252
at least one spell
from 10 colleges
Blur H Regular L/D 2 sec. 1 min. 1 to 5 S Darkness 250
Breathe Water H Regular Air, Water 1 sec. 1 min. 4 2 Create Air, 243
Destroy Water
Clumsiness H Regular [HT] BC 1 sec. 1 min. 1 to 5 H Spasm 244
Cold H Regular Fire 1 min. 1 min. Special S Heat 247
Command H Blocking [Will] MC 1 sec. – 2 – Magery 2, 251
Forgetfulness
Continual Light H Regular L/D 1 sec. Special Special – Light 249
Counterspell H Regular [Special]Meta 5 sec. – Special – Magery 1, 250
spell being countered
Create Air H Area Air 1 sec. 5 sec.* 1B – Purify Air 243
Create Earth H Regular Earth 1 sec. P Special – Earth to Stone 246
Create Fire H Area Fire 1 sec. 1 min. 2B H Ignite Fire 246
Create Water H Regular Water 1 sec. P 2/gallon – Purify Water 253
Darkness H Area L/D 1 sec. 1 min. 2B 1 Continual Light 250
Daze H Regular [HT] MC 2 sec. 1 min. 3 2 Foolishness 250
Death Vision H Regular Necro. 3 sec. 1 sec. 2 – Magery 1 251
Deathtouch H Melee BC 1 sec. – 1 to 3 – Wither Limb 245
Deflect Energy H Blocking Fire 1 sec. – 1 – Magery 1, 246
Shape Fire
Deflect Missile H Blocking Move. 1 sec. – 1 – Apportation 251
Deflect H Ench. Ench. Special – Special – Enchant 480
Destroy Water H Area Water 1 sec. P 3B – Create Water 253
Detect Magic H Regular Know. 5 sec. – 2 – Magery 1 249
Dispel Magic H Area [Special] Meta Special P 3B – Counterspell, 250
at least 12
other spells
Earth to Air H Regular Air, Earth 2 sec. P Special – Create Air, 243
Shape Earth
Earth to Stone H Regular Earth 1 sec. P 3/cy (min. 3) – Magery 1, 245
Shape Earth
Enchant VH Ench. Ench. Special – Special – Magery 2, 480
at least one spell
from 10 other colleges
Entombment H Regular [HT] Earth 3 sec. P 10* – Magery 2, 246
five Earth spells
Explosive H Missile Fire 1 to 3 sec. Special Special – Fireball 247
Fireball
Extinguish Fire H Area Fire 1 sec. P 3B – Ignite Fire 247
Fireball H Missile Fire 1 to 3 sec. Special Special – Magery 1, 247
Create Fire,
Shape Fire
Flesh to Stone H Regular [HT] Earth 2 sec. P 10 – Earth to Stone 246
Fog H Area Water 1 sec. 1 min. 2B H Shape Water 253
Foolishness H Regular [Will] MC 1 sec. 1 min. 1 to 5 H IQ 12+ 250
Forgetfulness H Regular [Special] MC 10 sec. 1 hour 3 3 Magery 1, 250
Foolishness
Fortify H Ench. Ench. Special – Special – Enchant 480
Great Haste VH Regular Move. 3 sec. 10 sec. 5* – Magery 1, 251
IQ 12+, Haste
Great Healing VH Regular Healing 1 min. – 20 – Magery 3, 248
Major Healing
Haste H Regular Move. 2 sec. 1 min. 2* 1* – 251
Heat H Regular Fire 1 min. 1 min. Special S Create Fire, 247
Shape Fire
Hide Thoughts H Regular C/E 1 sec. 10 min. 3 1 Truthsayer 245
Hinder H Regular [HT] BC, Move. 1 sec. 1 min. 1 to 4 S Clumsiness 244
or Haste
Icy Weapon H Regular Water 3 sec. 1 min. 3 1 Create Water 253
Identify Spell H Info. Know. 1 sec. – 2 – Detect Magic 249
Ignite Fire H Regular Fire 1 sec. 1 sec. Special S– 246
Itch H Regular [HT] BC 1 sec. Special 2 –– 244
Lend Energy H Regular Healing 1 sec. – Special – Magery 1 248
or Empathy
TRAIT LISTS 305
Time to Initial Maintenance
Spell Difficulty Class College Cast Duration Cost Cost Prerequisites Page
Lend Vitality H Regular Healing 1 sec. 1 hour Special – Lend Energy 248
Light H Regular L/D 1 sec. 1 min. 1 1– 249
Lightning H Missile Air 1 to 3 sec. – Special – Magery 1, 244
six other Air spells
Lockmaster H Regular Move. 10 sec. – 3 – Magery 2, 251
[Magelock] Apportation
Magelock H Regular P/W 4 sec. 6 hours 3 2 Magery 1 253
Major Healing VH Regular Healing 1 sec. – 1 to 4 – Magery 1, 248
Minor Healing
Mass Daze H Area [HT] MC Special 1 min. 2B* 1 Daze, IQ 13+ 251
Mass Sleep H Area [HT] MC Special – 3B* – Sleep, IQ 13+ 251
Mind-Reading H Regular [Will] C/E 10 sec. 1 min. 4 2 Truthsayer 245
Minor Healing H Regular Healing 1 sec. – 1 to 3 – Lend Vitality 248
No-Smell H Regular Air 1 sec. 1 hour 2 2 Purify Air 243
Pain H Regular [HT] BC 1 sec. 1 sec. 2 – Spasm 244
Paralyze Limb H Melee [HT] BC 1 sec. 1 min. 3 – Magery 1, Pain, 244
four other BC spells
Planar Summons H Special Gate 5 min. Special Special – Magery 1, 247
at least one spell
from 10 other colleges
Plane Shift VH Special Gate 5 sec. P 20 – Planar Summons 248
Power H Ench. Ench. Special – Special – Enchant, 480
Recover Energy
Predict Weather H Info. Air 5 sec./day forecast I Special – Four Air spells 243
Puissance H Ench. Ench. Special – Special – Enchant, 481
five Earth spells
Purify Air H Area Air 1 sec. I (effect is P) 1B –– 243
Purify Water H Special Water Special – Special – Seek Water 253
Recover Energy H Special Healing 1 sec. P – – Magery 1, Lend Energy 248
Resist Cold H Regular Fire 1 sec. 1 min. 2* 1* Heat 247
Resist Fire H Regular Fire 1 sec. 1 min. 2* 1* Extinguish Fire, 247
Cold
Rooted Feet H Regular [ST] BC 1 sec. 1 min. 3 – Hinder 244
Seek Earth H Info. Earth 10 sec. – 3 –– 245
Seek Water H Info. Water 1 sec. – 2 –– 253
Seeker H Info. Know. 1 sec. – 3 – Magery 1, 249
IQ 12+, two “Seek” spells
Sense Emotion H Regular C/E 1 sec. – 2 – Sense Foes 245
Sense Foes H Info., Area C/E 1 sec. – 1 (B; min. 2) – – 245
Sense Spirit H Info.; Area Necro. 1 sec. – 1/2B – Death Vision 252
Shape Air H Regular Air 1 sec. 1 min. 1 to 10 S Create Air 243
Shape Earth H Regular Earth 1 sec. 1 min. Special H Seek Earth 245
Shape Fire H Area Fire 1 sec. 1 min. 2B H Ignite Fire 246
Shape Water H Regular Water 2 sec. 1 min. 1/20 gallons S Create Water 253
Shield H Regular P/W 1 sec. 1 min. Special H Magery 2 252
Sleep H Regular [HT] MC 3 sec. – 4 – Daze 251
Spasm H Regular [HT] BC 1 sec. I 2 – Itch 244
Staff H Ench. Ench. Special – 30 – Enchant 481
Stench H Area Air 1 sec. 5 min.* 1B – Purify Air 244
Stone to Earth H Regular Earth 1 sec. P 6/cy (min. 6) – Earth to Stone 246
or four Earth spells
Stone to Flesh H Regular Earth 5 sec. P 10 – Magery 2, 246
Flesh to Stone,
Stone to Earth
Summon Demon H Special Necro. 5 min. Special Special – Magery 1, 252
at least one spell
from 10 colleges
Summon Spirit H Info. [Will*] Necro. 5 min. 1 min. 20* 10* Magery 2, 252
Death Vision
Trace H Regular Know. 1 min. 1 hour 3 1 Seeker 249
Truthsayer H Info. [Will] C/E 1 sec. – 2 – Sense Emotion 245
Turn Zombie H Area Necro. 4 sec. 1 day 2B – Zombie 252
Walk on Air H Regular Air 1 sec. 1 min. 3 2 Shape Air 243
Wither Limb H Melee [HT] BC 1 sec. P 5 – Magery 2, 244
Paralyze Limb
Zombie H Regular Necro. 1 min. – 8* – Summon Spirit, 252
Lend Vitality
306 TRAIT LISTS
ICONIC
CHARACTERS
The eight heroes on the following
pages make up an ISWAT team (see
p. 536). They are presented as com-
plete examples of character design . . .
and a demonstration of the variety of
heroes you can build with these rules.
You can use them for inspiration
for your own characters or (with the
GM’s permission!) take one of them as
a PC. (We’ve used them in the art
throughout the book; see the index for
the page numbers.)
They range in point value from
Professor William Headley, at 200
points, up to C31R07, at 1,665. For
more details about their home time-
lines, see GURPS Infinite Worlds.
C31R07
In the 16 centuries since the death
of Alexander the Great, the Hegemony
he founded has only had one true rival
– the Chinese Kingdom of Heaven.
Their world is highly advanced, but
hardly peaceful. The empires clash
in the fractured states of the New
World (which the Hegemony calls
the Hesperides, and China names
Penglai). By mutual agreement they
leave their common Asian border
alone to grind along as it has for most
of the last 1,600 years. Sometimes,
under the rare coincidence of simulta-
neous peaceable rulers in Nanjing and
POINTS SUMMARY
Attributes/Secondary Characteristics [ 258 ]
Advantages/Perks/TL/Languages/
Cultural Familiarity [1,524]
Disadvantages/Quirks [-180 ]
Skills/Techniques [ 63 ]
Other []
ICONIC CHARACTERS 307
Alexandria, rich trade routes spring One night in the lamasery, while Weapon Pod
up between the two domains. Always, contemplating a mandala, C-31
technical innovations travel from one thought it detected yet another band 297 points/pod
to the other and back again – neither of robbers creeping across the snows
empire will allow its rival to keep any toward its sanctuary. Engaging its tac- Each of C-31’s two weapon pods
technological edge, and what the tical mode, the robot stealthily contains a chain gun and a plasma
scholars of Babylon or Londinium can ambushed the thieves a mile or so cannon. Statistics for these attacks
invent, the mandarins of Guangzhou from the temple. To C-31’s amaze- appear below. The plasma cannon is
or Edo can perfect, or vice versa. ment, its initial subduing attacks were an alternative attack (see Alternative
brushed aside. To the attackers’ Attacks, p. 61), at 1/5 cost. Buying this
Hence, only the most painstaking amazement, the robot evaded their entire combination twice allows C-31
historians can say precisely which side countermeasures . . . Very soon each to choose a different attack for each
invented combat robots, or in which party realized that the other would not pod, and to fire each pod at a different
battle they were first deployed. But for be the first to launch a killing attack. target (thanks to Enhanced Tracking
the last century or so, they have And they began to talk. and Extra Attack).
become the core of both powers’
defenses. The intruders, it transpired, were Chain Gun: Large Piercing Attack
from a different world entirely, though 15d (Accurate +6, +30%; Armor
C31R07 (“C-31”) was a fully con- they did not wish to say just where Divisor 2, +50%; Extra Recoil +3,
ventional Dexamenos-class centauroid that world lay. They needed a certain -30%; Increased Range, ¥20, +40%;
combat robot when it rolled off the incantation from a Buddhist text in Rapid Fire, RoF 15, +100%) [261].
production lines in Sarmatopolis. C-31’s temple, to defeat a vile demon
Programmed for complex, original summoned by a wizard emperor. On Plasma Cannon: Burning Attack 6d
thought and tactical initiative, it served C-31’s world, which they called (Cone, 4 yards, +90%; Cyclic, 1 sec-
well during a “live fire” exercise, put- Iskander-2, the incantation was mere ond, 5 cycles, +400%) [177] ([36] as an
ting down a rebel tribe in Assam. mysticism. Elsewhere, it was a power- alternative attack).
However, its programming was appar- ful weapon against forces of darkness.
ently a little too complex and original – C-31, more flexible than most Centauroid Robot
C-31 deserted after the battle and humans, realized that there was little
crossed the Himalayas into the neutral to lose by providing a holographic 247 points
buffer state of Tibet, where it joined a copy of the ancient text – if they were
Buddhist lamasery. truly virtuous warriors, it was right This template represents the traits
action, and if they were merely clever unique to C-31’s usual form: a four-
Through study and meditation, and powerful bandits, perhaps they legged robot with two manipulators.
C-31 attempted to eradicate the urge to would go away and leave his monks
violence from its spirit, but it could not alone. Attribute Modifiers: ST+18 (Size,
completely counter its basic program- -10%) [162]; DX+3 [60].
ming. The steel warrior did make itself A month later, after the intruders
useful to the monks, subduing bandits had returned to their Homeline, a sin- Secondary Characteristic Modifiers:
and thieves, protecting pilgrims, and gle shadowed figure appeared and SM +1.
rescuing lost or stranded travelers called to C-31 in a way no other could
from avalanches and yeti attacks. But detect. They talked long into the night Advantages: Enhanced Move 1
these actions, though meritorious, . . . and again the next night, and the (Ground Speed 16) [20]; Extra Legs
lacked challenge – C-31 was still next. On the third morning the steel (Four Legs) [5].
Hellenist enough to believe that its true warrior was gone, to seek learning and
destiny required it to exceed itself and merit in other worlds. Hexapod Robot
fulfill a greater potential.
162 points
The art of war is governed by five
constant factors, to be taken into account This template gives the traits
in one’s deliberations, when seeking to unique to C-31’s alternate form: a six-
determine the conditions obtaining in the legged robot with no fine manipula-
field. These are: The Moral Law, Heaven, tors and visual surface camouflage.
Earth, The Commander, [and] Method
and discipline. Attribute Modifiers: ST+18 (No Fine
Manipulators, -40%) [108]; DX+3
– Sun Tzu, The Art of War (No Fine Manipulators, -40%) [36].
Advantages: Chameleon 3 (Extended,
Ladar, +20%) [18]; Enhanced Move
1.5 (Ground Speed 24) [30]; Extra
Legs (Six Legs) [10].
Disadvantages: Horizontal [-10]; No
Fine Manipulators [-30].
308 ICONIC CHARACTERS
Name _C__3___1_R__0___7___(_“__C__-_3___1_”_)_________ Player ____________________ Point Total ___1_,6__6__5__
Ht _7_’_8_”______ Wt _1_.2__1__T_o_n__s Size Modifier ____+_1____ Age ______3______ Unspent Pts __________
Appearance _G_l_e_a_m__in__g__c_e_n_t_a_u_r__o_id___r_o_b_o_t___b_r_is_t__li_n_g__w__i_t_h__w__e_a_p_o_n__s__a_n_d__s_e__n_s_o_r_s_.____________
CHARACTER SHEET CURRENT Languages Spoken Written
ST 28 [ 0 ] HP 42 [28] __E_n__g_li_s_h__(_A__c_c_e__n_t_e_d_)____________________________________ [ 4 ]
DX 15 [40] WILL 16 [0] __K_o_i_n_e___G_r_e__e_k___(N__a_t_i_v_e_)_________________________________ [ 6 ]
__M__a_c_h_i_n_e___L_a_n_g_u_a__g_e__(_N__a_t_iv__e_)___________________________ [ 0 ]
__T_i_b_e_t_a_n___(_N__a_t_iv__e_)______________________________________ [ 6 ]
IQ 16 [120] PER 18 CURRENT [10 ] DR TL: _9______________________________________ [ 5 ]
HT 15 [50] Cultural Familiarities
FP NA [0] 53 _____H_e_g_e__m__o_n_y_____________________________ [ 0 ]
_____H_o__m_e__li_n_e______________________________ [ 1 ]
BASIC LIFT (ST × ST)/5 _1_5__7__ DAMAGE Thr __3__d_-_1__ Sw __5__d_+_1__ PARRY
BASIC SPEED ____8_._0_0___ [ 10 ] BASIC MOVE _____8______ [ 0 ] Reaction Modifiers
11* Appearance ___________________________________
ENCUMBRANCE MOVE DODGE* Status __-_2___f_o_r___C_l_u_e_l_e_s_s_,__m__o_s_t___o_f___t_h_e__t__im__e_
(Brawling) ________________________________________________
________________________________________________
BLOCK
—
None (0) = BL _1_5__7_ BM × 1 ___8__ Dodge __1_2__ DISADVANTAGES AND QUIRKS
Light (1) = 2 × BL _3__1_4_ BM × 0.8 ___6__ Dodge -1 __1_1__ Clueless [ -10 ]
Medium (2) = 3 × BL _4__7_1_ BM × 0.6 ___4__ Dodge -2 __1_0__ Discipline of Faith (Asceticism) [ -15 ]
Heavy (3) = 6 × BL _9__4_2_ BM × 0.4 ___3__ Dodge -3 ___9__ Electrical [-20 ]
X-Heavy (4) = 10 × BL _1_5__7_0 BM × 0.2 ___1__ Dodge -4 ___8__ Fragile (Explosive) [ -15 ]
Low Empathy [-20 ]
ADVANTAGES AND PERKS [ 42 ] Numb [-20 ]
[ 15 ] Pacifism (Cannot Harm Innocents) [ -10 ]
AI (not Reprogrammable) [247 ] Restricted Diet (Fissionables) [-30 ]
Alternate Form (Hexapod Robot; see p. 308) [ 15 ] Truthfulness (6) [ -10 ]
Centauroid Robot (see p. 308) Wealth (Dead Broke) [-25 ]
Combat Reflexes [ 212 ]
Damage Resistance 53 (Can’t Wear Armor, Always takes time to search out new sutras [ -1 ]
[ 20 ] Broad-Minded [ -1 ]
-40%; Hardened 1, +20%) Cannot Float [ -1 ]
Detect (Electromagnetic Emissions; Constantly looking for challenges [ -1 ]
Humble [ -1 ]
Signal Detection, +0%)
Doesn’t Breathe [ 20 ]
Enhanced Tracking 1 [5 ] SKILLS
Extra Attack 1 [ 25 ] Name Level Relative Level
Hooves [ 3 ] Armoury/TL9
Hyperspectral Vision [ 25 ] (Heavy Weapons) 16 IQ+0 [ 2]
Machine [ 25 ] Brawling
Obscure 5 (Radar; Area Effect 6, +300%; Computer Operation/TL9 15 DX+0 [ 1]
[ 47 ] Electronics Repair
Defensive, +50%; Extended, 16 IQ+0 [ 1]
Para-Radar, +20%) (Computers)
Expert Skill 18 IQ+2 [ 8]
Para-Radar (Extended Arc, 360°, (Military Science) 15 IQ-1 [ 2]
+125%; Penetrating, +50%; Targeting, +20%) [ 118 ] Forward Observer/TL9 15 IQ-1 [ 1]
Payload 14 (Exposed, -50%) [7 ] Innate Attack (Beam) 15 DX+0 [ 1]
Payload 5 [5 ] Innate Attack (Projectile) 15 DX+0 [ 1]
Pressure Support 2 [ 10 ] Mechanic/TL9 (Robotics) 18 IQ+2 [ 8]
Protected Para-Radar [5 ] Meditation 14 Will-2 [ 1]
Mount 15 DX+0 [ 2]
Protected Vision [5 ] Navigation/TL9 (Land) 15 IQ-1 [ 1]
Radio (Short Wave, +50%; Video, +40%) [ 19 ] Parachuting/TL9
Sealed [ 15 ] Strategy (Land) 15 DX [ 1 ]
Talons [8 ] Tactics
True Faith [ 15 ] Theology (Buddhist) 18† IQ+2 [ 11 ]
20 IQ+4 [ 20 ]
15 IQ-1 [ 2]
Weapon Pods (see p. 308) [594 ] * +1 for Combat Reflexes.
† Default from Tactics.
ICONIC CHARACTERS 309
DAI BLACKTHORN
Dai’s career started on Yrth, a
medieval fantasy world populated by
descendants of Crusades-era folk
pulled from Earth by a dimensional
rift. He remembers nothing of his
birth or early childhood; he was a
street kid. When he was about seven,
he was taken in by an old thief who
taught him to be a pickpocket and sec-
ond-story man, and Dai learned well.
But the Thieves’ Guild didn’t like the
competition, and when Dai was 15,
the Guild set fire to the old man’s
house, and picked off the fleeing occu-
pants with crossbows. Only Dai
escaped.
At the time, he thought that he had
made a terror-fueled leap from the
burning building’s roof to the next
one. Later he realized that that jump
had been impossible. Something else
had happened. In fact, the fear of
death had unlocked his psionic gift of
teleportation, though it took time
before he realized the truth and
gained control of his abilities. When
he did, he became a master thief
indeed, living in quiet comfort and
reveling in the marketplace talk of
“impossible robberies” that no lock
and no wizard could stop.
Then Dai crossed paths, and
swords, with an equally formidable
rival . . . a world-jumping criminal
using stolen technology to loot Yrth’s
treasures. Matters were complicated
further by the arrival of an ISWAT
team pursuing the world-jumper.
When the dust had settled, two of the
agents owed their lives to the little
thief . . . but he knew too much. They
couldn’t just let him go.
So they recruited him. After all, a
good teleport is hard to find. As for Dai,
he was ready for new challenges . . .
POINTS SUMMARY
Attributes/Secondary Characteristics [ 158 ]
Advantages/Perks/TL/Languages/
Cultural Familiarity [ 100 ]
Disadvantages/Quirks [ -55 ]
Skills/Techniques [ 47 ]
Other []
310 ICONIC CHARACTERS
Name _D___a_i___B__l_a_c__k__t__h_o__r__n____________ Player ____________________ Point Total ___2__5__0___
Ht _5__’6__”_____ Wt __1_1_5__l_b_s_._ Size Modifier ____0_____ Age _____3_2______ Unspent Pts __________
Appearance _V__e_r_y___a_v_e_r_a_g_e___w__it_h___a_n___h_o_n_e_s__t__f_a_c_e_________________________________________
CHARACTER SHEET CURRENT Languages Spoken Written
ST 8 [-20] HP 10 [4] __A__n_g_l_is_h___(_N_a_t__iv_e__) ______________________________________ [ 0 ]
DX 15 [100] WILL 12 [0] __E_n__g_li_s_h__(_A__c_c_e__n_t_e_d_)____________________________________ [ 4 ]
_________________________________________________________ [ ]
_________________________________________________________ [ ]
_________________________________________________________ [ ]
IQ 12 [40] PER 15 [ 15 ] DR TL: _8______________________________________ [ 0 ]
HT 12 [20] FP 10 Cultural Familiarities
CURRENT
0 _____H_o__m_e__li_n_e______________________________ [ 1 ]
[ -6 ] _____Y_r_t_h___________________________________ [ 0 ]
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 _1_3____ DAMAGE Thr __1_d_-_3___ Sw __1_d_-_2___ PARRY Reaction Modifiers
BASIC SPEED ____7______ [ 5 ] BASIC MOVE _____7______ [ 0 ]
10 Appearance ___________________________________
ENCUMBRANCE MOVE DODGE Status _________________________________________
BLOCK Reputation +__2_/_-_2___f_r__o_m___n_a_i_v_e_/_e_x__p_e_r_i_e_n_c__e_d___
None (0) = BL _1_3___ BM × 1 ___7__ Dodge __1_0__ _p_e__o_p_l_e__(_O__v_e_r_c_o__n_f_i_d_e_n_c_e__) _____________________
BM × 0.8 ___5__ Dodge -1 ___9__ — _+_2___i_n___d_a_n_g_e_r__o_u_s__s_i_t_u_a_t_i_o_n_s_,___if__S__e_n_s_e___o_f____
Light (1) = 2 × BL _2__6__ BM × 0.6 ___4__ Dodge -2 ___8__ _D__u_t_y___is__k__n_o_w__n________________________________
BM × 0.4 ___2__ Dodge -3 ___7__ ________________________________________________
Medium (2) = 3 × BL _3__9__ BM × 0.2 ___1__ Dodge -4 ___6__
Heavy (3) = 6 × BL _7__8__
X-Heavy (4) = 10 × BL _1_3__0_
ADVANTAGES AND PERKS SKILLS
Absolute Direction [ 5 ] Name Level Relative Level
Danger Sense (ESP, -10%)
Flexibility [ 14 ] Acrobatics 15* DX+0 [ 2 ]
Honest Face
Legal Enforcement Powers [ 5 ] Body Sense 16† DX+1 [ 1 ]
Perfect Balance
Warp (Psionic Teleportation, -10%; [ 1 ] Climbing 18*‡ DX+3 [ 1 ]
Range Limit: 10 yards, -50%) [ 15 ] Escape 16‡ DX+1 [ 1 ]
DISADVANTAGES AND QUIRKS [ 15 ] Fast-Draw (Knife) 15 DX+0 [ 1 ]
Duty (To ISWAT; 15 or less; Fast-Talk 12 IQ+0 [ 2 ]
Extremely Hazardous)
[ 40 ] Filch 14 DX-1 [ 1 ]
Light Sleeper
Overconfidence (12) Guns/TL8 (Pistol) 15 DX+0 [ 1 ]
Sense of Duty (To his squad)
Wealth (Poor) Holdout 12 IQ+0 [ 2 ]
Knife 17 DX+2 [ 4 ]
Lockpicking/TL8 15 IQ+3 [ 12 ]
Observation 15 Per+0 [ 2 ]
Pickpocket 15 DX+0 [ 4 ]
[-20 ] Shortsword 15 DX+0 [ 2 ]
[ -5 ] Stealth 16 DX+1 [ 4 ]
[ -5 ] Streetwise 12 IQ+0 [ 2 ]
[ -5 ] Thrown Weapon (Knife) 17 DX+2 [ 4 ]
[ -15 ] Urban Survival 14 Per-1 [ 1 ]
Dislikes deep water [ -1 ] * +1 for Perfect Balance
Loves high places [ -1 ] † +3 for Absolute Direction
No drugs or alcohol [ -1 ] ‡ +3 for Flexibility
Sensitive about his height [ -1 ]
Showoff [ -1 ]
ICONIC CHARACTERS 311
HAUT-CORNET
LOUIS D’ANTARES
When the armies of the Han war- With a few picked men, d’Antares had meant to murder, and then proved
lords conquered Europe a century tracked the Voice to a hidden fastness their cowardice by engaging him three
ago, the court of France (and the in the Gobi Desert, in the center of the on one. From their boasts as the battle
other, lesser, courts of Christendom) Han domains. They managed to infil- began, and then their dying defiance,
removed to the new worlds: Mars, trate the fortress – but inside, they were Louis learned the truth. He had been
Venus, and the Americas. King Louis discovered, and Louis was separated cast aside by the King himself; the
XXV reigns from Haut-Paris, on the from his men in a running battle. intrigues of the court, combined with
banks of the Martian Grand Canal; his the power offered by the otherworldly
cousins and relations rule the other After some time, Louis heard a Voice, had destroyed the France he
provinces across the three worlds. familiar voice call his name. He knew. To the new order, a man of
This far-flung Realm is knit together looked over a balcony to see an amaz- honor was a threat to be crushed.
by the Jansenist Order, founded by ing sight. Three of his men had just
disciples of Cornelius Jansen, the greeted . . . Louis himself? The other None of which explained the slain
Bishop of Ypres who discovered “the Louis, clad in the uniform of an double! Louis, despairing, donned the
methods of Necessary Grace” – psy- enemy guard, looked at them in obvi- double’s uniform and set out to sell his
chic healing and psychokinesis – and ous surprise but made no hostile move life dearly against the foes of France
published them posthumously in . . . yet one of the guardsmen stepped that was. It was clear that some third
1638. The Order helps guide and behind him, laughed, and ran the force was also attacking the citadel,
develop inventions, from the steam- other Louis through the back with his and Louis did no little damage in the
car to the crystalwave communicator force sword. And what the guardsmen confusion . . . but eventually, one man
to the Pascal Drive that propels space said to his dying double, as Louis against a fortress, he fell.
frigates between the three planets. It watched in amazement, turned his
also trains the royal guards – the only blood first cold with shock and then He awakened in a hospital bed,
ones permitted to wield the deadly hot with rage. under the care of doctors who called
force sword – in the disciplines of him “Louis” . . . but everything else
Necessary Grace while attempting Louis sprang over the balcony to was strange. Eventually much became
(with some occasional success) to confront the three traitors. They clear. Through fate or strange coinci-
instill in them morality and stared slack-jawed at the man they dence, Louis had had a double in the
respect for righteousness.
crossworld guardsmen called the “I-
One such occasional success, Cops.” They had sacked the cita-
Haut-Cornet Louis d’Antares of del of the Voice and then brought
Her Majesty’s Martian Guards, him back to their base, thinking
while on patrol in the Tharsis he was their comrade. Louis was
Mountains, uncovered a ring of a willing font of information
slave traders protected by a pow- about his world and the Voice . . .
erful count. As he investigated but he also knew far too much to
further, he discovered that the be allowed back to his home.
count was the tool of a hidden But it transpired that Louis
figure of vast power, known only had no desire to return to his
as the Voice of the Phantom, with world, which his rescuers called
dark plans of conquest. “Cyrano.” His King’s betrayal had
released him from his oaths.
POINTS SUMMARY Louis was no threat to the Secret
. . . he was deeply convinced that
Attributes/Secondary Characteristics [ 129 ] contact with other worlds was,
for now, the worst thing that
Advantages/Perks/TL/Languages/ could happen to what remained
of his own land. Instead, he
Cultural Familiarity [ 156 ] begged to be allowed to put his
considerable talents at the dispos-
Disadvantages/Quirks [ -83 ] al of ISWAT. Some day, wiser and
with strong allies, he may be able
Skills/Techniques [ 48 ] to free his beloved France. For
now, with a thin smile and a
Other [] steely eye, he fights crosstime evil
wherever it appears.
312 ICONIC CHARACTERS
Name _L__o__u__is____d_’_A___n__t__a_r__e__s__________ Player ____________________ Point Total ___2__5__0___
Ht _6_’________ Wt __1_4_5___l_b_s_. Size Modifier ____0_____ Age _____2_9______ Unspent Pts __________
Appearance _D__a_s_h_in__g_ly___h_a_n_d__s_o_m__e__a_n__d__v_e_r__y__w__e_l_l_-_d_r_e_s_s_e__d________________________________
CHARACTER SHEET CURRENT Languages Spoken Written
ST 10 [ 0 ] HP 12 [4] __F_r__e_n_c_h___(N__a_t__iv_e_)_______________________________________ [ 0 ]
DX 14 [80] WILL 12 [5] __E_n__g_li_s_h__(_A__c_c_e__n_t_e_d_)____________________________________ [ 4 ]
__L_a_t__in___(A__c__c_e_n_t_e__d_)_____________________________________ [ 4 ]
_________________________________________________________ [ ]
_________________________________________________________ [ ]
IQ 11 [20] PER 11 [0] DR TL: _(_5_+__4_)_________________________________ [ 5 ]
HT 12 [20] FP 12 Cultural Familiarities
CURRENT
0 _____H_o__m_e__li_n_e______________________________ [ 1 ]
[0] _____F_r__a_n_c_e___O_u_t__r_e_m__o_n_d__e_________________ [ 0 ]
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 _2__0___ DAMAGE Thr __1_d_-_2___ Sw ____1_d___ PARRY Reaction Modifiers
BASIC SPEED ____6__.5____ [ 0 ] BASIC MOVE _____6______ [ 0 ]
12* Appearance +_2__/+__4__f_r_o_m___w__o_m_e_n_/_m__e_n__(_H_a_n_d_s_o_m__e_)
ENCUMBRANCE MOVE DODGE* Status _+_2__a_t__a_l_l_t_i_m_e_s__f_o__r__C_h_a_r_is_m__a_!__,__+_1__w_h_e_n__
(Force Sword) _d_r_e_ss_e_d__u_p__(_F__as_h_i_o_n__S_e_n_s_e_)_,__+_2__f_r_o_m___c_o_n__a_r_t_i_st__s,_
None (0) = BL _2__0__ BM × 1 ___6__ Dodge __1_0__ _p_o_li_t_ic_i_a_n_s_, _e_t_c_.__(S__m_o_o_t__h__O_p_e_r_a_t_o_r_)_,__+_2_/_-_2__f_r_o_m___
BM × 0.8 ___4__ Dodge -1 ___9__ BLOCK _n_a_ïv_e_/_e_x_p_e_r_ie_n__c_e_d__p_e_o_p_le___(O__v_e_r_c_o_n_f_id_e_n_c_e_)_________
Light (1) = 2 × BL _4__0__ BM × 0.6 ___3__ Dodge -2 ___8__ ________________________________________________
BM × 0.4 ___2__ Dodge -3 ___7__ — ________________________________________________
Medium (2) = 3 × BL _6__0__ BM × 0.2 ___1__ Dodge -4 ___6__
Heavy (3) = 6 × BL _1_2__0_
X-Heavy (4) = 10 × BL _2__0_0_
ADVANTAGES AND PERKS SKILLS
Alcohol Tolerance
Appearance (Handsome) [ 1 ] Name Level Relative Level
Charisma 2 12 DX-2 [ 1 ]
Combat Reflexes [ 12 ] Acrobatics 10 Will-2 [ 1 ]
Danger Sense
Daredevil [ 10 ] Autohypnosis 14 DX+0 [ 1 ]
Fashion Sense [ 15 ] Beam Weapons/
Fit [ 15 ] 11 IQ+0 [ 2 ]
Legal Enforcement Powers [ 15 ] TL(5+4) (Pistol)
Metabolism Control 1 [5 ] Connoisseur (Fashion) 12 IQ+1 [ 4]
PK Talent 1 [5 ] Connoisseur (Wine)
Talent (Smooth Operator) 2 [ 15 ] Current Affairs 12 IQ+1 [ 2]
Telekinesis 2 (PK, -10%) [5 ]
(High Culture) 11 IQ+0 [ 1 ]
DISADVANTAGES AND QUIRKS Current Affairs (People)
Code of Honor (Gentleman’s) Dancing 13 DX-1 [ 1]
Compulsive Gambling (12)
Duty (To ISWAT; 15 or less; [ 5 ] Fast-Draw (Force Sword) 16* DX+2 [ 2 ]
Extremely Hazardous) [ 30 ] Force Sword 17 DX+3 [ 12 ]
Extra Sleep 3 [ 9 ] Gambling
Gregarious 10 IQ-1 [ 1]
Insomniac (Mild) Guns/TL(5+4) (Pistol)
Overconfidence (9) 14 DX+0 [ 1 ]
Phobia (Ailurophobia) (6)
[ -10 ] Hobby Skill 11 IQ+0 [ 1 ]
Always drinks the best wine available [ -5 ] (Martian Orchids) 15†‡ IQ+4 [ 2 ]
Considers psionics ungentlemanly
Devoutly believes in monarchy Leadership
Flashy dresser (-1 to Disguise and Shadowing,
[ -20 ] Musical Instrument 9 IQ-2 [ 1]
+1 to attempts to identify or follow him) [ -6 ] (Harpsichord) 14 DX+0 [ 2]
Wears his old Guards uniform, or a duplicate, [ -10 ] 13 DX-1 [ 1]
[ -10 ] Rapier 15† IQ+4 [ 4]
whenever it’s not obviously stupid to do so! [ -7 ] Riding (Hadrosaur) 17†§ HT+5 [ 1]
[ -10 ] Savoir-Faire (High Society) 11 Per+0 [ 2]
Sex Appeal
Survival (Desert)
Tactics 10 IQ-1 [ 2]
[ -1 ] 19 [ 3]
[ -1 ] Techniques
[ -1 ] Feint (Force Sword)
[ -1 ] * +1 from Combat Reflexes
[ -1 ] † +2 from Smooth Operator
‡ +2 from Charisma
§ +4 from Handsome
ICONIC CHARACTERS 313
PROFESSOR WILLIAM HEADLEY
Dr. William Headley was a promi- the crimes he investigated fit a pat- After V-E Day, Headley managed to
nent parapsychologist at Columbia tern, one Headley had begun to asso- obtain much of the SS library from
University. He labored to separate the ciate with a vile German cult, tied to their cult center at Wewelsburg. These
myths and lore of primitive man from the Nazi SS, who worshiped the books told him of another world, a
the rational truth being uncovered by Ancient Ones. With the occasional parallel Earth where the Ancient Ones
modern experimentation. But, in “off-duty” FBI agent, one or two stu- had reigned and departed, leaving
1933, he discovered that his beloved dents, and a few trusted professional vital clues to their nature and weak-
scientific truths pointed to beings colleagues, Headley built a team of ness. Using spells from these gri-
from primordial eras and unholy investigators who peeled back the skin moires, Headley opened a gateway to
stars, beings that existed to ravage and of the onion, exposing layer after layer this devastated Earth, and stepped
kill not just mankind but the Earth of the cult’s activities and burning through to investigate the spoor of his
itself. He dedicated himself to an them out where they could. In 1941, hated foes. Much to his surprise, he
unceasing war against these horrors, he joined the OSS, working to stop discovered a team of explorers from
these Things Man Was Not Meant To Hitler — and the Cosmic Entities his yet another Earth (one they called
Know. Slowly, he accumulated knowl- minions served — from conquering “Homeline”), attempting to determine
edge from the outer places of the the world. what had destroyed this one (which
world, from Spitsbergen to the
Belgian Congo to the mean streets they called “Taft-7”). They
of Brooklyn’s Red Hook district. were as surprised to
He obtained tomes bound in see him as he was to
mysterious leathers, and written see them, but fool-
in nonhuman scripts; in dreams ishly disregarded his
and sorceries he gradually deci- warnings about the
phered their secrets. He Ancient Ones’ cities,
mastered many of the conven- and the danger that
tional magical arts, from Tarot still remained from
divination to crystal-gazing, and their abandoned
collected artifacts of subtle and servitors. When the
terrifying nature. Things attacked that
night, most of the
His slow mastery of forbid- explorers died horri-
den lore allowed him to defeat bly — and the two
the Things’ minions here and survivors fled back
there, and incidentally to clear to their own world
up a number of other unpleas- raving in madness.
ant supernatural occurrences. Only Headley real-
He began to get a reputation for ized that their flight
solving seemingly motiveless had opened a path to
crimes with his “unique insights their own world for
into abnormal psychology.” The the Things that had
New York Police Department been trapped on this
came to rely on him for assis- hellish Earth.
tance with “the weird stuff” and He had to follow
the FBI called him in once or the explorers and
twice to help out — unofficially, warn their comrades
you understand. Every so often that unimaginable
terror would soon
POINTS SUMMARY descend upon them.
Once more, he con-
Attributes/Secondary Characteristics [ 124 ] structed a gateway to
cross the worlds,
Advantages/Perks/TL/Languages/ hoping against hope
that his warning
Cultural Familiarity [ 82 ] would be believed
and acted on before
Disadvantages/Quirks [ -90 ] “Homeline” went the
way of Taft-7.
Skills/Techniques [ 48 ]
Other [ 36 ]
314 ICONIC CHARACTERS
Name _P__r__o__f_.___W___i_l_l_ia__m____H__e__a__d_l_e__y__ Player ____________________ Point Total ___2__0__0___
Ht _5__’8__”_____ Wt __1_6_5___l_b_s_. Size Modifier ____0_____ Age _____4_3____ Unspent Pts __________
Appearance _B__e_s_p_e_c_t__a_c_l_e_d__a_n__d__a_c_a_d_e__m_i_c_-_l_o_o_k__in__g_,__w__it_h___a__m__a_g_i_c_a_l__w__a_l_k_i_n_g__s_t_i_c_k________
CHARACTER SHEET CURRENT Languages Spoken Written
ST 9 [-10] HP 9 [ ] __A__n_c_i_e_n_t___E_g_y_p__t_i_a_n__(_A__c_c_e_n__t_e_d_)________________________ [2*]
0 __A__r_a_b_i_c__(_A__c_c_e_n__t_e_d_)____________________________________ [2*]
__G_e_r__m_a__n__(_A__c_c_e_n__t_e_d_)___________________________________ [2*]
DX 10 [ 0 ] WILL 17 [ ]5 __E_n__g_li_s_h__(_N__a_t_i_v_e_)_______________________________________ [ 0 ]
__L_a_t__in___(N__a_t__iv_e_)_________________________________________ [4*]
IQ 16 [120] PER 15 [-5] DR TL: _7______________________________________ [-5]
HT 11 [10 ] FP 14 Cultural Familiarities
CURRENT 0 _____W__e_s_t_e_r__n______________________________ [ 0 ]
_____H_o__m_e__li_n_e______________________________ [ 1 ]
[9] PARRY
Reaction Modifiers
BASIC LIFT (ST × ST)/5 _1_6____ DAMAGE Thr __1_d_-_2___ Sw ___1_d_-_1__ — Appearance ___________________________________
BASIC SPEED ____5______ [ -5] BASIC MOVE _____5______ [ 0 ]
BLOCK Status _+_1__f__r_o_m___p__a_t_ie__n_t_s_,__p_a__s_t__a_n_d___p_r_e__s_e_n_t_
ENCUMBRANCE MOVE DODGE _(_H_e_a_l_e_r_)_,__-_2___f_r_o__m___t_h_o__s_e__w__h_o___r_e_a_l_iz__e__h__e___
— _is___a__W__e_i_r_d_n__e_s_s__M__a_g_n__e_t_,______________________
None (0) = BL _1_6___ BM × 1 ___5__ Dodge ___8__ _-_1__r_e__a_c_t_io__n__f_r__o_m___e_s_p__e_c_i_a_ll_y__t__o_u_c_h_y__________
_G_e_r__m__a_n_s__(_q_u_i_r_k_)_______________________________
Light (1) = 2 × BL _3__2__ BM × 0.8 ___4__ Dodge -1 ___7__ ________________________________________________
Medium (2) = 3 × BL _4__8__ BM × 0.6 ___3__ Dodge -2 ___6__
Heavy (3) = 6 × BL _9__6__ BM × 0.4 ___2__ Dodge -3 __5___ Name SKILLS Relative Level
X-Heavy (4) = 10 × BL _1_6__0_ BM × 0.2 ___1__ Dodge -4 ___4__ Level
IQ-2
ADVANTAGES AND PERKS Anthropology 14 [1 ]
IQ-2
Language Talent Biology/TL7 IQ+0 [1 ]
Legal Enforcement Powers Per-1 [2 ]
Ritual Magery 1 [ 10 ] (Earthlike, Biochemistry) 14 IQ-1 [2 ]
Signature Gear (Magic staff) [ 15 ] Will+0 [1 ]
Talent (Healer) 1 [ 15 ] Criminology/TL7 16 Will-2 [4 ]
Unfazeable [1] IQ-2 [1 ]
Wealth (Comfortable) [ 10 ] Detect Lies 14 IQ-1 [1 ]
[ 15 ] IQ-2 [0 ]
[ 10 ] Diagnosis/TL7 15† DX+2 [1 ]
[4 ]
Dreaming 17 IQ-1
IQ-2 [1 ]
Exorcism 15 IQ-2 [1 ]
Will+0 [1 ]
Expert Skill (Psionics) 14 IQ+1 [1 ]
IQ-1 [4 ]
First Aid 15†‡ IQ-1 [1 ]
IQ-1 [1 ]
Forensics/TL7 14 IQ-1 [1 ]
IQ+1 [1 ]
Guns/TL7 (Pistol) 12 IQ+1 [4 ]
IQ+0 [8 ]
Hidden Lore (Things Man Was IQ-2 [1 ]
IQ-1 [1 ]
Not Meant To Know) 15 IQ-2 [1 ]
IQ-2 [1 ]
Hypnotism 14 IQ-1 [1 ]
[1 ]
DISADVANTAGES AND QUIRKS Literature 14 IQ+0
Bad Sight (Nearsighted; Mitigator: IQ+1 [4 ]
Mental Strength 17 IQ-2 [8 ]
Eyeglasses, -60%) [1 ]
Duty (To ISWAT; 15 or less; [ -10 ] Occultism 17
Extremely Hazardous) [ -20 ] Pharmacy/TL7 (Synthetic) 15†
Fanaticism (Destroy all Things Man Was
[ -15 ] Physician/TL7 15†
Not Meant To Know; Extreme) [ -5 ]
Guilt Complex [ -15 ] Psychology 15†
Insomniac (Severe) [ -5 ]
Nightmares (12) [ -15 ] Public Speaking 15
Weirdness Magnet
[ -1 ] Research/TL7 17
Bad knee [ -1 ]
Bibliophile Ritual Magic (Hermetic) 17§
Savoir-Faire (Police) 16
Symbol Drawing (Hermetic Sigils) 14
Teaching 15
Thaumatology 14§
Theology (Satanism) 14
Writing 15
Ritual Paths 16§
17§
Path of Communication and Empathy 14§
Path of Gate
Path of Necromancy
Distrusts Germans (-1 reaction from Ritual Spells
especially touchy Germans) [ -1 ] Banish 9§ [6 ]
Planar Summons 11§ [5 ]
Makes decisions by consulting Plane Shift 11§ [ 6 ]
the tarot (Compulsion) [ -1 ] Sense Emotion 16§ [ 2 ]
Pipe smoker (0-point Addiction to Tobacco) [ -1 ] Sense Spirit 14§ [ 2 ]
Truthsayer 15§ [ 2 ]
* Cost modified for Language Talent
† +1 from Healer
‡ Default from Physician
§ +1 from Magery
ICONIC CHARACTERS 315
On the world where Iotha was born, IOTHA things, only a gray cloud that made
the forests were tall and old, and with- freedom lies, and music discordant,
in them walked the elves, her people. giants. Elves she greeted, orcs she and passion furtive. The huntsmen and
Being elves, they knew that there were hunted, dwarves she bargained with, warriors of this world had – as they felt
doorways between the worlds, and they and giants she slew. As she journeyed – moved beyond the bow to mecha-
taught her how to know those door- farther though, she found more and nisms of subtle device that, once
ways and their uses. Although she more of the worlds contained men, of understood, had their own deadly
never learned to open the doors of whom she had heard stories but had beauty. So she learned the rifle, and the
shadow and shift, she learned to spot never seen. They were as fascinating as laser sight, and the ways of the hunt in
the gateways and trackpaths left by the songs her mother sang her as a girl, the City of the Wall. She hunted the
those who did. On her 400th birthday, every one of them a Tamlin or a gray men from the other side of the
then, she packed up a good longbow of Thomas the Rhymer to her eager eyes. wall, and gained a reputation in her
yew, and a lyre, and one or two secret Although among the elves she was new world as a deadly assassin. The
things of her own, and set out upon her counted plain, the men seemed to greatest sniper from the other side of
Time of Wandering. delight in her as much as she did them, the wall marked her as his own, and
and once or twice she put off her trav- they tracked each other through the
For the first few decades, she mere- els to dally with one for the traditional cities and across the barbed wire bor-
ly found doors and roads to other year and a day. ders and into fields and frozen forests.
worlds much like her own, with their Finally, in the Black Forest, she killed
own elves and orcs and dwarves and Even among her own folk, Iotha him and took his weapon as her trophy,
had been a master archer. In the worlds for it was made on the Moon by the
of men she was matchless at butt or gray men, and weighed even less than
her bow.
target, on hunt or in bat-
tle; she gained a repu- It was much later, in a world of
tation on any world steaming jungle and glittering plains,
where she stayed for when Iotha found her destiny. For a
long. Legends, and a decade and a half she had been
religion or two, grew journeying among the human clans,
up around the tall helping them defeat the winged terrors
maid who never that preyed on their children. At first
seemed to age and Iotha stood them off in desperate
whose arrows never defenses . . . then she defeated them in
missed their mark. pitched battles . . . and finally she took
But always Iotha the battle to their fetid eyries and slew
moved on, giving the last of them with her gleaming
each world a verse in shafts.
the song she would
someday sing to her And at the festival of celebration, a
own people. woman who looked like any other clan-
In a world of con- mother drew her aside and said “That
crete, glass, and was very well done. There are others
steel, she came to who need your help now. Would you
live in a city split by like to hear more?”
a great wall. On one
side was freedom, Elf
and music, and pas-
sion. On the other 70 points
was none of these
Attribute Modifiers: ST -1 [-10]; HT
POINTS SUMMARY +1 [10].
Attributes/Secondary Characteristics [ 115 ] Secondary Characteristic Modifiers:
Per +1 [5].
Advantages/Perks/TL/Languages/
Advantages: Appearance (Attractive)
Cultural Familiarity [ 140 ] [4]; Language Talent [10]; Magery
0 [5]; Perfect Balance [15];
Disadvantages/Quirks [ -49 ] Telescopic Vision 1 [5]; Unaging
[15]; Voice [10].
Skills/Techniques [ 119 ]
Racially Learned Skills: Connoisseur
Other [] (Natural Environments) (A) IQ-1
[1].
316 ICONIC CHARACTERS
Name _I__o__t__h__a__________________________ Player ____________________ Point Total ___3__2__5___
Ht _6_’_1_”_____ Wt ___1_2_5___l_b_s.Size Modifier _____0____ Age ______4_5__3___ Unspent Pts __________
Appearance _T_a_l_l_,__s_le__n_d_e_r_,__a_n__d__a_t_t__r_a_c_t_i_v_e_,__w__it__h__a_s_h_-_b__lo_n__d_e__h_a_i_r__w__i_t_h__g_r__e_e_n___h_ig_h_l_i_g_h_t_s
CHARACTER SHEET CURRENT Languages Spoken Written
ST 9 [ 0 ] HP 9 [0] __E_l_v_i_s_h__(_N__a_t_i_v_e_)________________________________________ [ 0 ]
DX 13 [60] WILL 12 [0] __E_n__g_li_s_h__(_N__a_t_i_v_e_)_______________________________________ [4*]
__R__u_s_s_ia_n___(_N_a__t_iv_e__) ______________________________________ [4*]
_________________________________________________________ [ ]
_________________________________________________________ [ ]
IQ 12 [40] PER 14 [5] DR TL: _8______________________________________ [ 0 ]
HT 11 [0 ] FP 11 Cultural Familiarities
CURRENT
0 _____E_l_v_i_s_h_________________________________ [ 0 ]
[0] _____H_o__m_e__li_n_e______________________________ [ 1 ]
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 _1_6____ DAMAGE Thr __1_d_-_2___ Sw ___1_d_-_1__ PARRY Reaction Modifiers
BASIC SPEED ____6______ [ 0 ] BASIC MOVE _____8______ [ 10 ]
— Appearance _+_1__f_o__r__A__t__t_r_a_c_t_i_v_e___a_p_p_e_a_r__a_n_c_e__
ENCUMBRANCE MOVE DODGE Status _+_2___f_r__o_m___t_h_o__s_e__w__h_o___c_a_n___h_e_a_r___h_e_r___
BLOCK _v_o_i_c_e__(_V__o_i_c_e_)_,__+_1__f_r_o__m___e_x_p__lo_r__e_r_s___a_n_d_______
None (0) = BL _1_6___ BM × 1 ___8__ Dodge ___9__ _n_a_t_u_r__e__l_o_v_e_r__s__(_O_u_t__d_o_o_r__s_m__a_n_)________________
BM × 0.8 ___6__ Dodge -1 ___8__ — ________________________________________________
Light (1) = 2 × BL _3__2__ BM × 0.6 ___4__ Dodge -2 ___7__ ________________________________________________
BM × 0.4 ___3__ Dodge -3 ___6__ ________________________________________________
Medium (2) = 3 × BL _4__8__ BM × 0.2 ___1__ Dodge -4 ___5__
Heavy (3) = 6 × BL _9__6__
X-Heavy (4) = 10 × BL _1_6__0_
ADVANTAGES AND PERKS SKILLS
Acute Vision 3 [ 6 ] Name Level Relative Level
Detect (Extradimensional Phenomena) 21 DX+8 [ 32 ]
Elf [ 10 ] Bow 15† IQ+3 [ 4 ]
Legal Enforcement Powers 13§ DX+0 [ 1 ]
Talent (Outdoorsman) 1 [ 70 ] Camouflage 13 DX+0 [ 1 ]
Weapon Master (Bow) [ 15 ] Climbing 16 DX+3 [ 8 ]
[ 10 ] Crossbow 16 DX+3 [ 8 ]
[ 20 ] Fast-Draw (Arrow)
Guns/TL8 (Rifle)
DISADVANTAGES AND QUIRKS Hiking 13 HT+2 [ 8 ]
Meditation 12 Will+0 [ 4 ]
Duty (To ISWAT; 15 or less; [ -20 ] Musical Instrument (Lyre) 13 IQ+1 [ 8]
Extremely Hazardous) [ -10 ] Naturalist 14† IQ+2 [ 8]
Poetry 11 IQ-1 [ 1]
Jealousy Riding (Horse) 13 DX+0 [ 2]
Supernatural Feature (Hair turns dark green Running 14 HT+3 [ 12 ]
in strong sunlight) [ -5 ] Shadowing 11 IQ-1 [ 1]
Vow (Always keeps her word, once given) [ -10 ] Singing 13‡ HT+2 [ 1 ]
Stealth 15 DX+2 [ 8 ]
Dislikes hawthorn [ -1 ] Survival (Woodlands) 14† Per+0 [ 1 ]
Throwing 13 DX+0 [ 2 ]
Dislikes iron [ -1 ] Tracking 14† Per+0 [ 1 ]
Zen Archery 12 IQ+0 [ 8 ]
Intolerant of orcs and dwarves [ -1 ]
Practices faerie etiquette (Minor Code of Honor) [ -1 ]
* Cost reduced by Language Talent (see Elf template)
† Includes +1 from Outdoorsman
‡ Includes +2 from Voice (see Elf template)
§ Includes +1 from Perfect Balance (see Elf template)
ICONIC CHARACTERS 317
Manila exists in many worlds. In SORA Crooks, and was taken from behind by
some worlds, its masters speak Japan- a dart. Still conscious, she was bun-
ese; in others Russian; in others zaibatsu, the underground, or whoev- dled into a machine that looked on the
Spanish or English. But in every er else could pay her increasing fees. inside like a bus . . . and then out
Manila, the real bosses hide in the Though she was no computer whiz, again, without going anywhere. She
stark tropical shadows. They are the she also managed a surprising num- was thrown into a crude cell. It would
Triads, interlocking networks of crimi- ber of successful hacks through have held most people, but not the
nal gangs with a finger in everything “social engineering,” dumpster diving, daughter of the Esclamados, not a stu-
from traditional thuggery and kidnap- and good old- fashioned breaking and dent of Inosanto. She fled the ware-
ping to high-tech organlegging and entering. As a Triad-hunting vigilante, house . . . but found herself in another
holopiracy. she slowly earned the trust of Manila’s Manila, where everything was the
small shopkeepers and churches; as a same yet different . . . in this one,
In one Manila, the local Triads corporate agent, she gained contacts America had won the Pacific War! But
needed a powerful computer system to among the wealthy and powerful. here, too, the Triads were the bosses.
use as an illegal data haven – and a rel-
atively innocuous place to store it. One trail led to a suspiciously lucra- Sora made a place for herself in this
They chose a local circus, setting their tive warehouse operation in the strange Manila’s underworld and
comp up, seemingly, for holographic Quiapo district. Sora set up a surveil- resumed her watching. Soon she real-
set projections. Anyone who asked too lance pattern, rigorously tracking who ized that the Triads of her world and
many questions . . . well, they just dis- entered and who left – and discovered this one were cooperating, and that the
appeared into those tropical shadows. that some people entered the ware- warehouse was the gateway. Well, fine
house and did not leave for days, or . . . if that was their scheme, she’d
Two of those who disappeared were even weeks! But some of those who destroy it. And them.
the circus’ headlining acrobats, the entered and left were Triad kingpins.
husband-and-wife team who anchored A mid-level Triad was strangled
the Esclamado Family troupe. Their Clearly, though, this was the front from behind in a gambling den. Sora
bodies turned up in the city dump, din- for a very secret smuggling operation. now had a warehouse key. Soon she
ner for rats and gulls. Sora, their It was time for direct action. She knew the place better than its masters.
daughter, and a rising star of the show, broke in, slew more than a dozen
vanished as well . . . hiding in Manila’s mooks and three Very Important Sora learned that the
urban maze, avoiding every eye, living “bus” she had ridden
by petty theft and trickery. Somehow – in was a “conveyor,” a
she doesn’t speak of it – she came to shuttle between the
the attention of the legendary Guro worlds, and the only
Dan Inosanto, master of the deadly one the Triads had.
Filipino martial arts of escrima and One night she broke
kali. He recognized her potential, and a guard’s neck,
took her in as pupil and ward. He kept walked into the con-
her from the sight of the Triads, and veyor, ripped the
taught her to combine her rage, her improvised cover off
alertness, and her acrobatics into a the red Panic button,
fluid system of death and life. and hit it.
Sora could not stay under his wing Ten seconds later,
forever, though. She had to hunt down on yet another world,
and kill the Triad bosses who had she was telling her
murdered her parents. She worked story in broken
in the meantime for other gangs, English. A month
after that, she was in
POINTS SUMMARY the first wave of the I-
Cops team that visit-
Attributes/Secondary Characteristics [ 215 ] ed her original world
to take out “her”
Advantages/Perks/TL/Languages/ Triads for good.
Cultural Familiarity [ 99 ] And when the
operation was over,
Disadvantages/Quirks [ -65 ] Infinity had a choice:
either send her to
Skills/Techniques [ 86 ] Coventry or offer her
a job. And Sora was
Other [] too good to waste.
318 ICONIC CHARACTERS
Name _S__o__r__a____________________________ Player ____________________ Point Total ___3__3__5___
Ht _5__’2__”_____ Wt __1_3_0___l_b_s_. Size Modifier ____0_____ Age _____2_3______ Unspent Pts __________
Appearance _C_o__m__p_a_c_t___a_n_d__a_t__h_le__t_ic___F__il_ip__in_a_______________________________________________
CHARACTER SHEET CURRENT Languages Spoken Written
ST 12 [20] HP 12 [0] __C_h_i_n_e_s__e__(_B_r__o_k_e__n_)_____________________________________ [ 2 ]
DX 16 [120] WILL 13 [0] __E_n__g_li_s_h__(_B__r_o_k__e_n_)______________________________________ [ 2 ]
__J_a_p_a_n__e_s_e__(_A__c_c_e_n__t_e_d_)__________________________________ [ 4 ]
__T_a_g_a_l_o_g___(N__a_t_i_v_e_)_______________________________________ [ 0 ]
_________________________________________________________ [ ]
IQ 13 [60] PER 12 [-5] DR TL: _8______________________________________ [ 0 ]
HT 11 [10 ] FP 11 Cultural Familiarities
CURRENT 0
_____E_a_s_t___A__s_i_a_n___________________________ [ 0 ]
[0] PARRY _____H_o__m_e__li_n_e______________________________ [ 1 ]
BASIC LIFT (ST × ST)/5 _2__9___ DAMAGE Thr ___1d_-_1___ Sw __1_d_+_2___ 12* Reaction Modifiers
BASIC SPEED ____7______ [ 5 ] BASIC MOVE _____8______ [ 5 ] Appearance ___________________________________
(Judo or Karate) Status _-__1__f_r_o_m___t__h_o_s_e___w__h_o__n__o_t_i_c_e__h_e__r______
ENCUMBRANCE MOVE DODGE* _D__e_l_u_s_io__n_______________________________________
BLOCK ________________________________________________
None (0) = BL _2__9__ BM × 1 ___8__ Dodge __1_1__
Light (1) = 2 × BL _5__8__ BM × 0.8 ___6__ Dodge -1 __1_0__ — SKILLS
Medium (2) = 3 × BL _8__7__ BM × 0.6 ___4__ Dodge -2 ___9__ Name Level Relative Level [4 ]
Heavy (3) = 6 × BL _1_7__4_ BM × 0.4 ___3__ Dodge -3 ___8__ [2 ]
X-Heavy (4) = 10 × BL _2__9_0_ BM × 0.2 ___1__ Dodge -4 ___7__ Acrobatics 17† DX+1 [1 ]
Area Knowledge (Manila) 14 IQ+1 [2 ]
ADVANTAGES AND PERKS Broadsword 15 DX-1 [2 ]
Climbing 17† DX+1 [1 ]
Catfall [ 10 ] Computer Hacking/TL8 11 IQ-2 [1 ]
Combat Reflexes [ 15 ] Computer Programming/TL8 11 IQ-2
Fit [5] Fast-Draw (Knife) 17* DX+1 [1 ]
Legal Enforcement Powers [ 15 ] Fast-Draw [1 ]
Perfect Balance [ 15 ] 17* DX+1 [2 ]
Trained by a Master [ 30 ] (Small Thrown Weapon) 17* DX+1 [1 ]
Fast-Draw (Tonfa) 13 IQ+0 [1 ]
DISADVANTAGES AND QUIRKS Fast-Talk 15 DX-1 [1 ]
Filch 16 DX+0 [4 ]
Code of Honor (Professional) [ -5 ] Garrote 12 IQ-1 [1 ]
Delusion (“My mother is an angel in Holdout 16 DX+0 [4 ]
[ -5 ] Judo 16 DX+0 [1 ]
Heaven watching over me”) Jumping 16 DX+0 [8 ]
Duty (To ISWAT; 15 or less; [ -20 ] Karate 16 DX+0 [1 ]
Extremely Hazardous) Knife 15 IQ+2 [2 ]
Enemy (Large group: Manila Triads; [ -15 ] Lockpicking/TL8 13 IQ+0 [1 ]
[ -5 ] Makeup/TL8 16 DX+0 [1 ]
Hunter; 6 or less) [ -10 ] Main-Gauche 11 Per-1 [1 ]
Light Sleeper Observation 12 IQ-1 [1 ]
Pacifism (Cannot Harm Innocents) Performance 12 IQ-1 [1 ]
Photography/TL8 14 DX-2 [2 ]
Pickpocket 11 Per-1 [4 ]
Search 13 IQ+0 [1 ]
Shadowing 17 DX+1 [2 ]
Smallsword 15 DX-1 [2 ]
Stealth 13 IQ+0 [1 ]
Streetwise 15 DX-1 [1 ]
Throwing Art 15 DX-1 [1 ]
Tonfa 12 IQ-1
Traps/TL8 11 Per-1 [1 ]
Urban Survival [2 ]
[2 ]
Techniques [2 ]
[3 ]
Arm Lock 17 [1 ]
[3 ]
Back Kick 13 [1 ]
[4 ]
Choke Hold 15 [2 ]
[2 ]
Careful [ -1 ] Disarming (Smallsword) 18 [3 ]
Dual-Weapon Attack (Smallsword) 15
Devout Roman Catholic (reacts at +1 to Elbow Strike 15
Catholic clergy, tithes, attends church regularly) [ -1 ]
Jump Kick 14
Knee Strike 16
Dislikes wide-open spaces [ -1 ] Off-Hand Weapon Training (Smallsword) 16
Uncongenial [ -1 ]
Rope Up 17†
Scaling 15†
Sweeping Kick 15
Vow (“Never reject a challenge to single combat”) [ -1 ] * Includes +1 for Combat Reflexes.
† Includes +1 for Perfect Balance.
ICONIC CHARACTERS 319
BARON JANOS TELKOZEP
Born in Castle Telkozep, Hungary in European politics. Recognizing earlier enemies – and one of them dwelt on
another Earth, where the Countess’
1571, the year of the great victory at than most nobles that the wave of the reach could not so easily extend.
Telkozep put all his liquid wealth into
Lepanto, Janos Telkozep succeeded to future would be in banks and trading- portable assets and waited for an open-
ing. In 1989, he walked through a
the barony when his father died fight- houses, rather than acres of barley or megalithic barrow under a full moon,
and into another Earth. He flitted from
ing the Turks in 1589. At a glittering ransomed Turkish generals, the Baron timeline to timeline, through gateways
marked in an ancient codex he had
Twelfth Night feast at Castle Bathori a taught himself the new intricacies of purchased from the bankrupt National
Museum of Budapest, until he was sure
few years later, the young Baron retired ducats and marks, pounds and roubles. he had eluded the Cabal. He then set
out to attract the attention of outtimers
to the chambers of the beautiful, wid- By the 19th century, he had steadily like himself, with clever advertisements
in the papers and subtle manipulations
owed Countess Bathori. To his shock enriched himself through six or seven of key stocks. When the Infinity Patrol
knocked on his office door, he was able
(though not entirely, it must be admit- wars, three changes of dynasty, and to present them (and eventually ISWAT,
who took over once they realized what
ted, to his surprise) he discovered the two vampire panics. During the latter, they had) with an attractive offer –
employment as their star vampire (and
next morning that she had transformed he often acquired the estates of the financial expert) in exchange for
protection from the Cabal.
him into a vampire. Telkozep’s family condemned at knock-down prices, feel-
Vampire
connections kept him out of trouble ing no guilt at profiting from the deaths
150 points
when the King of Hungary eventually of vampires more foolish and rash than
Attribute Modifiers: ST+6 [60].
tried the Countess for murder and himself. Slowly, he began to accumu- Secondary Characteristic Modifiers:
imprisoned her in a distant castle with- late vampiric foes – the great Pavane HP+4 [8]; Per+3 [15].
Advantages: Alternate Forms (Bat,
out food or light, but he learned from des Vampires in Paris declared him
Wolf) [30]; Doesn’t Breathe [20];
her example. She had allowed her vam- anathema, and others tried to stalk or Dominance [20]; Immunity to
Metabolic Hazards [30]; Injury
piric appetites to corrupt her judge- betray him in their turn. Tolerance (Unliving) [20];
Insubstantiality (Costs Fatigue, 2
ment, and that, Telkozep vowed, would He studied the occult, seeking new FP, -10%) [72]; Night Vision 5 [5];
Speak With Animals (Wolves and
never be his fate. weapons against his fellows, and bats, -60%) [10]; Unaging [15];
Unkillable 2 (Achilles’ Heel: Wood,
Over the next two centuries, the learned that his ancient lover, the -50%) [50]; Vampiric Bite [30].
Disadvantages: Dependency (Coffin
Baron repeatedly “died” and took over Countess Bathori, had somehow with soil of homeland; Daily) [-60];
Divine Curse (Cannot enter
the Castle as his own heir, continuing escaped her prison through sorcerous dwelling for first time unless invit-
ed) [-10]; Draining (Human Blood;
to ally himself to kings and archbish- means. She had become a Grand Illegal) [-10]; Dread (Garlic) [-10];
Dread (Religious Symbols; 5 yards)
ops, maneuvering ever more gracefully Master of the Cabal, a secret society of [-14]; Dread (Running Water) [-20];
Supernatural Features (No Body
through the byzantine paths of monsters and magi descended from Heat*, No Reflection, Pallor*)
[-16]; Uncontrollable Appetite (12)
ancient Egypt, and she offered him (Human Blood) [-15]; Unhealing
(Partial) [-20]; Weakness (Sunlight;
sanctuary. Telkozep accepted . . . but 1d/minute) [-60].
Features: Sterile.
she had learned little from her long life.
* Except after feeding.
During the disasters of the 1940s, her
rashness nearly destroyed the vampire
brotherhood in the Cabal – and the war
she helped spark did destroy Telkozep’s
beloved Hungary. In 1956, he left
Bathori and the Cabal behind, begin-
ning 30 years of shadow warfare in
boardrooms and blasted heaths across
Europe and America.
Although his vampiric powers kept
him alive, and his fortune kept him
hidden, the Cabal (and his vengeful ex-
lover the Countess) came ever closer to
destroying him. Telkozep could see the
inevitable future; just like the
pathetic vampires of the
17th century, he was alone
POINTS SUMMARY and friendless, with every
Attributes/Secondary Characteristics [ 220 ] hand against him. A stake
in the night, or the Final
Advantages/Perks/TL/Languages/ Dawn, awaited him –
unless he could change the
Cultural Familiarity [ 369 ] game. Where once he had
Disadvantages/Quirks [-120]
Skills/Techniques [ 66 ] researched money, and
Other [] then magic, he now sought
allies. He discovered that
the Cabal had their own
320 ICONIC CHARACTERS
Name B___a_r__o__n____J_a__n_o__s____T__e_l_k__o__z__e__p_ Player ____________________ Point Total ___5__3__5___
Ht _5__’8__”_____ Wt __1_9_7__l_b_s_._ Size Modifier ____0_____ Age _____4_2__1____ Unspent Pts __________
Appearance _S_t__r_o_n_g_l_y___b_u_il_t__a__n_d__c_h__a_r_is_m__a_t__ic___. _.__.__y_e_t___s_t_r_a__n_g_e_l_y__m__e_n__a_c_in__g_____________
CHARACTER SHEET CURRENT Languages Spoken Written
ST 20 [40] HP 24 [0] __E_n__g_li_s_h______________________(_A__c_c_e_n__t_e_d_)______(_N__a_t_i_v_e_)__ [ 5 ]
DX 11 [20] WILL 16 [5] __F_r__e_n_c_h___(N__a_t__iv_e_)_______________________________________ [ 6 ]
__H_u_n__g_a_r_ia_n___(_N__a_t_i_v_e_)____________________________________ [ 0 ]
__L_a_t__in________________________(_B__r_o_k__e_n_)________(_N__a_t_i_v_e_)__ [ 4 ]
__R__u_s_s_ia_n___(_B_r__o_k_e__n_)_____________________________________ [ 2 ]
IQ 15 [100] PER 18 [0] DR TL: _8______________________________________ [ 0 ]
HT 10 [0 ] FP 10 Cultural Familiarities
CURRENT
0 _____1_8_t_h_-_C__e_n_t__u_r_y__E__u_r_o__p_e________________ [ 0 ]
[0] _____H_o__m_e__li_n_e______________________________ [ 1 ]
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 _8__0___ DAMAGE Thr _2__d_+_2__*_ Sw __5_d__-_1*__ PARRY Reaction Modifiers
BASIC SPEED ____8______ [55] BASIC MOVE _____8______ [ 0 ]
9 Appearance ___________________________________
ENCUMBRANCE MOVE DODGE Status __+_3__a_t__a_l_l _t_i_m_e_s__f_o_r___C_h_a_r_is_m__a_!___________
(Saber) +3 from those he does business with (Business
None (0) = BL _8__0__ BM × 1 ___8__ Dodge __1_1__ Acumen), -5 from those who notice his
BM × 0.8 ___6__ Dodge -1 __1_0__ BLOCK Supernatural Features, -4 from animals
Light (1) = 2 × BL _1_6__0_ BM × 0.6 ___4__ Dodge -2 ___9__ (Frightens Animals), -1 from past victims and
BM × 0.4 ___3__ Dodge -3 ___8__ — those with Empathy (Callous), -1 reaction from
Medium (2) = 3 × BL _2__4__0 BM × 0.2 ___1__ Dodge -4 ___7__ patriotic Turks and Romanians (quirk)
Heavy (3) = 6 × BL _4__8_0_
X-Heavy (4) = 10 × BL _8__0_0_
ADVANTAGES AND PERKS SKILLS
Charisma 3 [ 15 ] Name Level Relative Level
Independent Income 10 [ 10 ] Administration
Legal Enforcement Powers [ 15 ] Area Knowledge (Hungary) 17† IQ+2 [ 1]
Mind Control [ 50 ] Body Language 1]
Striking ST 5 [ 25 ] Brawling 15 IQ+0 [ 1]
Talent (Business Acumen) 3 [ 30 ] Connoisseur (Visual Arts) 2]
17 Per-1 [ 2]
12 DX+1 [
15 IQ+0 [
Temperature Control 3 (Cold, -50%; Current Affairs/TL8 16 IQ+1 [ 2]
Uncontrollable, -10%) [ 6 ] (Business)
Vampire (see below) [ 150 ] Detect Lies 17 Per-1 [ 2 ]
[ 50 ] Diplomacy
Wealth (Filthy Rich) 14 IQ-1 [ 2]
DISADVANTAGES AND QUIRKS Economics
16† IQ+1 [ 1]
Finance 16† IQ+1 [ 1]
Berserk (9) [ -15 ] Guns/TL5 (Pistol) 12 DX+1 [ 2]
Bloodlust (9) [ -15 ] History (Hungary)
Callous [ -5 ] Intimidation 15 IQ+0 [ 4 ]
Duty (To ISWAT; 15 or less; Market Analysis
20 Will+4 [ 16 ]
17† IQ+2 [ 2 ]
Extremely Hazardous) [-20 ] Merchant 13†‡ IQ-2 [ 0]
Enemy (The Cabal; Hunter; 6 or less)
Frightens Animals [-20 ] Mimicry (Animal Sounds) 14 IQ-1 [ 2]
[ -10 ] Occultism (Vampirology) 18 IQ+3 [ 12 ]
Greed (6) [ -30 ] Propaganda/TL8 17† IQ+2 [ 1 ]
Saber
12 DX+1 [ 4]
Code of Honor (Aristocratic manners) [ -1 ] Savoir-Faire (High Society) 15 IQ+0 [ 1]
Dislikes mirrors [ -1 ] Sex Appeal 11 HT+1 [ 4]
Teamster (Equines) 14 IQ-1 [ 1]
Old-fashioned language and idioms (-1 to some uses Tracking 18 Per+0 [ 2]
of Fast-Talk, Propaganda, etc; GM’s option) [ -1 ]
Patriot (Hungary; minor Fanaticism; -1 reaction
from patriotic Turks and Romanians) [ -1 ] * Includes Striking ST
Vow (“Never let vampiric appetites † Includes +3 for Business Acumen
corrupt my judgment”) [ -1 ] ‡ Default from Market Analysis
ICONIC CHARACTERS 321
All missions on Lenin-2 are hell. I XING LA lost conveyer before the cannibals got
guess that’s why they call it a “Hell to it. We’ve probably hired her for
parallel.” It’s way too hot, and there’s We run surveys all over the planet, some kind of work on every mission in
nothing but bugs and carp to eat, and trying to see if we can somehow jump- Lenin-2 for the past four years, and
if you close your eyes for two seconds, start the ecology again, just like China she’s been more places and done a bet-
some kind of savage is going to try and was trying to do before the ax fell. We ter job than plenty of folks from
smash in your skull with a rusted-out wind up trying to salvage a lot of the Homeline.
electrical transformer bar. The major Chinese records, and so we’ve kind of
powers (except the British Empire) made Soochow Island our “hell away So what I’m trying to say, I guess, is
went Communist in the late 19th cen- from hell.” They’ve got liquor, and that the team and I, we feel kind of
tury and, just like the Soviets did to electric lights, and cooked food, and bad about leaving her there in her mis-
Russia in Homeline, they wrecked the gambling, and all the comforts of erable hole to die with the rest of the
environment big time over the next home. A lot of these coastal Chinese human race on that ball of mud. I
century. Britain lost what the Chinese got genetic grafts during the last, des- mean, if it turns out that we can’t re-
called “the Summer Wars” to the perate “try anything” times; with some seed the krill, and we can’t fix the
Communist powers in the 1950s, and of them, it seems to have helped. One North Atlantic, and we can’t find any
that knocked the struts out from really sharp local – I mean sharp as a earthworms that can stay alive in the
under the global economy, too. Hong nanofiber, nothing gets past her – plague zones for more than a month.
Kong and expatriate Americans in probably has some water-rat DNA in And she’s got nothing but talent, and
Shanghai had managed to spread cap- her; her eyes are red, and her teeth drive, and pluck to spare, and it’s even
italism to China, though, so techno- aren’t quite right. But she can hold her more wasted than most of Lenin-2 is.
logical progress kept progressing – breath for half an hour, track stuff by Anyhow, we’ve sent her name and pro-
until the ecological collapse took the smell, and see in the dark. More file upstairs to – well, I’d better not say
everything down with it. The Gulf importantly, Xing La (that’s her name) who, but you know who I mean – and
Stream shut down and shifted global can drive, fly, or float anything that hopefully, they need someone who can
weather patterns. Catastrophic warm- moves. And if it doesn’t move, she can drive a motorcycle up a sheer cliff, or
ing melted the ice caps and flooded make it move. She’s a natural pilot, thread an airship through the eye of a
the coastlines; mega-storms tore too, and she doesn’t depend on radio typhoon. If not, so help me Buddha,
through the desertified continental or instruments like half the people I’ll smuggle her back to Homeline
interiors; famines killed billions of Infinity sends out here. She has like a myself.
people. While all this was going on, sixth sense for these wrecks, and with-
the Bolsheviks, the Mitteleuropan out her, we wouldn’t have found that
DKAP, and the Christian Communist
Congressional Party fought “the
Autumn Wars” over the stinking
remains of the fresh water and the
fish. The few million survivors are
grinding along at medieval tech levels,
except for the Chinese, who had
enough stuff that some survivor settle-
ments can keep the lights on and the
engines running. Until the plankton
all dies, anyhow.
POINTS SUMMARY
Attributes/Secondary Characteristics [ 101]
Advantages/Perks/TL/Languages/
Cultural Familiarity [ 106]
Disadvantages/Quirks [ -109]
Skills/Techniques [ 127]
Other []
322 ICONIC CHARACTERS
Name _X__i_n__g___L__a________________________ Player ____________________ Point Total ___2__2__5___
Ht _5__’4__”_____ Wt __1_0_0___l_b_s_. Size Modifier ____0_____ Age ______2_7_____ Unspent Pts __________
Appearance _S_k__in__n_y__E__a_s_t___A__s_ia_n___w__o_m__a_n___w__it_h___g_l_e_a_m__in__g__e_y_e_s___a_n_d___b_o_n_y___t_e_e_t__h_________
CHARACTER SHEET CURRENT Languages Spoken Written
ST 10 [ 0 ] HP 10 [0] __C_a_n__t_o_n_e__s_e__(_B__r_o_k__e_n_)__________________________________ [ 2 ]
DX 12 [40] WILL 12 [0] __E_n__g_li_s_h__(_A__c_c_e__n_t_e_d_)____________________________________ [ 4 ]
__M__a_n_d_a_r__in___(_B_r__o_k_e_n__)___________________________________ [ 2 ]
__S_h_a_n__g_h_a_i_n_e_s_e___(N__a_t_i_v_e_)_________________________________ [ 0 ]
_________________________________________________________ [ ]
IQ 12 [40] PER 12 [0] DR TL: _8______________________________________ [ 0 ]
HT 13 [30] FP 10 Cultural Familiarities
CURRENT
0 _____E_a_s_t___A__s_i_a_n___________________________ [ 0 ]
[-9 ] _____H_o__m_e__li_n_e______________________________ [ 1 ]
___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 _2__0___ DAMAGE Thr __1_d_-_2___ Sw ____1_d___ PARRY Reaction Modifiers
BASIC SPEED ____6__.2__5__ [ 0 ] BASIC MOVE _____6______ [ 0 ]
— Appearance ___________________________________
ENCUMBRANCE MOVE DODGE Status _________________________________________
BLOCK Reputation _+_2___f_r_o_m___a_n_y_o__n_e__s_h_e___d_o_e_s__w__o_r__k__
None (0) = BL _2__0__ BM × 1 ___6__ Dodge ___9__ _f_o_r___(_A__r_t_if_i_c_e_r_)_,__+_1__i_n__c_l_o_s_e__c_o__n_f_in__e_s_________
BM × 0.8 ___4__ Dodge -1 ___8__ — _(_S_a_n__it_i_z_e__d__M__e_t_a_b_o_l_i_s_m_)_,__-_2___f_o_r__C__l_ue__le_s_s_,_____
Light (1) = 2 × BL _4__0__ BM × 0.6 ___3__ Dodge -2 ___7__ _m__o_s_t___o_f__t_h_e___t_im__e_,__-_2___f_r_o__m___t_h_o_s_e__w__h_o______
BM × 0.4 ___2__ Dodge -3 ___6__ _c_a_n___h_e_a_r__h__e_r__v_o_i_c_e__(_D__is_t_u_r_b_i_n_g__V__o_i_c_e_)________
Medium (2) = 3 × BL _6__0__ BM × 0.2 ___1__ Dodge -4 ___5__
Heavy (3) = 6 × BL _1_2__0_
X-Heavy (4) = 10 × BL _2__0_0_
ADVANTAGES AND PERKS SKILLS
Absolute Direction [ 5 ] Name Level Relative Level
Breath-Holding 3 [ 6 ] Airshipman/TL7
Discriminatory Smell [ 15 ] Armoury/TL7 13 IQ+1 [ 2]
Infravision [ 10 ] (Heavy Weapons)
Legal Enforcement Powers [ 15 ] Axe/Mace 13* IQ+1 [ 1]
Pressure Support 1 [ 5 ] Breath Control
Sanitized Metabolism [ 1 ] Drive! 12 DX+0 [ 2]
Striking ST +10 (Bite Only, -60%) [ 20 ] Electrician/TL7
Talent (Artificer) 2 [ 20 ] Electronics Repair 14 HT+1 [ 8]
DISADVANTAGES AND QUIRKS /TL7 (Sensors) 16 DX+4 [ 72 ]
Clueless 13* IQ+1 [ 1]
Disturbing Voice
Duty (To ISWAT; 15 or less; 15* IQ+3 [ 4]
Extremely Hazardous) [ -10 ] Electronics Repair 14* IQ+2 [ 2]
Gluttony (15) [ -10 ] /TL7 (Sonar) 12 Per+0 [ 1]
Hard of Hearing 14 DX+2 [ 4]
Low Empathy [ -20 ] Fishing 13 DX+1 [ 2]
Shyness (Severe) [ -2 ] Gunner/TL7 (Rockets) 13* IQ+1 [ 1]
Skinny [ -10 ] Knot-Tying
Unnatural Features [ -20 ] Machinist/TL7 14* IQ+2 [ 2]
[ -10 ] Mechanic/TL7 15† IQ+3 [ 2]
(Lambent eyes and bony teeth) [ -5 ] 14† IQ+2 [ 1]
Unusual Biochemistry (Gasoline Engine) 15 Per+3 [ 8]
Wealth (Struggling) [ -2 ] Navigation/TL2 (Sea) 11 IQ-1 [ 1]
[ -5 ] Navigation/TL7 (Sea) 13 IQ+1 [ 2]
Attentive [ -10 ] Scrounging 11 IQ-1 [ 1]
Bad posture (-1 to Dancing and Sex Appeal) Scuba/TL8 13 DX+1 [ 4]
Code of Honor [ -1 ] Seamanship/TL7 11 Per-1 [ 1]
[ -1 ] Smuggling 11 Per-1 [ 1]
(“Stay bought and finish the job”) Spear Thrower 15 HT+2 [ 4]
Incompetence (Finance) [ -1 ] Survival (Island/Beach)
Likes processed food (especially fast food) [ -1 ] Survival (Swampland)
[ -1 ] Swimming
* Includes +2 from Artificer.
† Includes +3 from Absolute Direction.
ICONIC CHARACTERS 323
COMBAT LITE
This appendix summarizes the core combat rules found in the Basic Set, Book 2. GMs interested in combat with counters
or figures on a hexagonal grid, special combat situations, etc., should consult Chapters 12-13, in Book 2.
COMBAT TURN SEQUENCE
Each character’s turn normally noncombat action gives way to more Speed goes first, followed by the next-
gives him one opportunity to act per fighting. highest Basic Speed, and so on. The
second. After everyone takes his turn, GM decides the order of multiple
one second has passed. The turn sequence is the order in NPCs on the same side with the same
which active characters take their Basic Speed. If PCs are involved,
The one-second time scale breaks turns. It is set at the start of the fight precedence goes to the highest DX. If
the battle into manageable chunks. A and does not change during combat. there’s still a tie, the GM should roll at
GM can drop out of combat time The combatant with the highest Basic the start of combat to determine who
whenever dramatically appropriate, acts first.
and resume combat time when
MANEUVERS
A maneuver is an action taken dur- aiming, you must make a Will roll or You may take no active defenses at all
ing combat. Each turn, you must lose your aim. until your next turn.
choose one of the following maneu-
vers: Aim, All-Out Attack, All-Out All-Out Attack These are the two All-Out Attack
Defense, Attack, Change Posture, options for ranged combat:
Concentrate, Do Nothing, Evaluate, Attack any foe with a ready
Feint, Move, Move and Attack, Ready, weapon, making no effort to defend • Determined: Make a single attack at
or Wait. Your choice determines what against enemy attacks. If you make a +1 to hit.
you can do and your options for active melee attack, you must specify one of
defense and movement. these four options: • Suppression Fire: Take your entire
turn to spray an area with auto-
Aim • Determined: Make a single attack at matic fire. Your weapon must have
+4 to hit. RoF 5+. Ask the GM for details or
Aiming a ranged weapon (or a see Suppression Fire (p. 410).
device such as a camera) takes a full • Double: Make two attacks against
turn. Specify your weapon and your the same foe, if you have two ready All-Out Defense
target. You can’t aim at something that weapons or one weapon that does
you can’t see or detect. not have to be readied after use. The maneuver of choice when
Attacks with a second weapon held beset by foes. Specify one of the fol-
If you follow an Aim maneuver in the off hand are at the usual -4. lowing two options:
with an Attack or All-Out Attack with
the same weapon against the same tar- • Feint: Make one Feint (see below) • Increased Defense: Add +2 to one
get, you get a bonus to hit. Add the and then one attack against the active defense of your choice:
weapon’s Accuracy to your skill. If you same foe. Dodge, Parry, or Block. This bonus
Aim for more than one second, you persists until your next turn.
receive an additional bonus: +1 for • Strong: Make a single attack, at nor-
two seconds of Aim, or +2 for three or mal skill. If you hit, you get +2 to • Double Defense: Apply two different
more seconds. damage – or +1 damage per die, if active defenses against the same
that would be better. This only attack. If you fail your defense roll
While aiming, you can move a step. applies to melee attacks doing ST- against an attack, you may try a
Any Active Defense automatically based thrust or swing damage, not second, different defense against
spoils your aim and removes all accu- to weapons such as force swords. that attack. If you try a parry
mulated benefits. If injured while (armed or unarmed) with one hand
You may move up to half your and fail, a parry using the other
Move, but you can only move forward. hand does count as a “different
defense.”
324 COMBAT LITE
With Increased Dodge, you may Someone stunned or surprised must Move
move up to half your Move. Other- take this maneuver. A stunned charac-
wise, the only movement is a step. ter defends at -4. Move any number of yards up to
Choose any legal active defense, with your full Move score, but take no other
bonuses as described above. To recover from physical or mental action. Most other maneuvers allow at
stun, he may attempt a HT or an IQ least some movement on your turn;
Attack roll. A success allows recovery at the take this maneuver if all you want to
end of a turn. do is move.
Make an armed or unarmed attack
in melee combat, or to use a thrown or Evaluate During a Move, a character can
missile weapon in ranged combat. A defend themselves normally.
weapon used in an attack must be Study an adversary to gain a com-
ready. bat bonus on a subsequent attack. You Move and Attack
must specify a visible opponent close
If using a melee weapon or enough to attack or reachable with a Move as described for the Move
unarmed attack, your target must be single Move and Attack maneuver (see maneuver, but during or after your
within reach. If using a ranged below). move, make a single, poorly aimed
weapon, your target must be within attack – either unarmed or with a
the weapon’s Max range. An Evaluate maneuver gives +1 to ready weapon.
skill for an Attack, Feint, All-Out
To move more than one step dur- Attack, or Move and Attack made You attack as described for the
ing an attack, use a Move and Attack against that opponent, on your next Attack maneuver, but at a penalty. If
or All-Out Attack. turn only. You may take up to three making a ranged attack, you have a
consecutive Evaluate maneuvers penalty of -2 or the weapon’s Bulk rat-
Change Posture before you strike, giving a cumulative ing, whichever is worse. If you are
+1 per turn. making a melee attack, you have a flat
Change between the following -4 to skill, and your adjusted skill can-
postures: standing, sitting, kneeling, Feint not exceed 9.
crawling, lying prone (face down), and
lying face up. Any posture other than “Fake” a melee attack if your You can only dodge or block dur-
standing slows movement and penal- weapon is ready and your foe is with- ing this maneuver.
izes attack and defense rolls, but also in reach. This maneuver is not an
creates a smaller target for ranged attack and does not make your Ready
attacks. weapon unready.
A Ready maneuver can be used to:
Standing up from a lying position To Feint, choose a single opponent
requires two Change Posture maneu- and roll a Quick Contest of Melee • Pick up or draw any item, prepare it
vers: one to rise to crawling, kneeling, Weapon skills. Your opponent may for use, regain control of an
or sitting, and another to stand. roll against his Melee Weapon skill, unwieldy weapon after a swing, or
unarmed combat skill, Cloak or adjust the reach of a long weapon.
You can switch between kneeling Shield skill, or DX.
and standing as a step with another • Complete physical actions other
maneuver. If you fail your roll, your Feint is than fighting: opening or closing a
unsuccessful. Likewise, if you suc- door, picking a lock, etc.
Concentrate ceed, but your foe succeeds by as
much as or more than you do, your • Switch an advantage “off” or “on” if
You concentrate on one primarily Feint fails. If you make your roll, and it is not always on and does not
mental task (even it has a minor phys- your foe fails, subtract your margin require an Attack or Concentrate
ical component, like operating con- of success from the foe’s active maneuver.
trols, gesturing, or speaking). This defense if you attack him with Attack,
may be casting a magical spell, using a All-Out Attack, or Move and Attack The combatant can both step and
psi ability, making a Sense roll to spot on your next turn. If you and your foe defend while taking a Ready.
an invisible warrior, or any similar both succeed, but you succeed by
action, including most IQ-based skill more, subtract your margin of victo- Wait
rolls. This is a full-turn maneuver. ry from the foe’s defense.
Do nothing unless an event you
If you are forced to use an active A Feint lasts one second. But if specified in advance occurs before
defense, knocked down, injured, or you Feint and then make an All-Out your next turn; e.g., a foe moves into
otherwise distracted before you finish, Attack (Double), the Feint applies to range. If that happens, you may
you must make a Will-3 roll. On a fail- both attacks. transform your Wait into an Attack,
ure, you lose your concentration and Feint, All-Out Attack (you must spec-
must start over. You can move one step while ify the option before acting), or
feinting and it allows any active Ready maneuver. You interrupt the
Do Nothing defense. Allies cannot take advantage turn sequence, but it resumes after
of your successful Feint. you’ve acted.
Standing still is Doing Nothing. A
character Doing Nothing may still Specify your action and its trigger
defend normally, unless stunned. when you take the Wait maneuver.
You may Wait with a ready ranged
weapon if you have specified the zone
that you are covering.
COMBAT LITE 325
RANGED ATTACKS
A “ranged attack” is any attack Max range; 1/2D range only affects 3. Applying the target’s Size
with a weapon used at a distance, damage. Modifier (SM).
from a thrown rock to a laser rifle to a
specified spell. A few weapons have a minimum 4. Modifying for the target’s range
range, as they lob projectiles in a high and speed (done as a single modifier).
Make a ranged attack on a target arc, or have fusing or guidance limits.
only if it falls within your weapon’s 5. Modifying for circumstances
range. To find this, see the relevant Figure your adjusted chance to hit (rapid fire, movement, darkness,
weapon table or advantage or spell by: cover, etc.), including any special con-
description. Most ranged attacks list ditions determined by the GM.
Half Damage (1/2D) range and 1. Taking your base skill with your
Maximum (Max) range, in yards. Your ranged weapon. The result is your effective skill. A
target must be no farther away than roll of this number or less is a suc-
2. Adding your weapon’s Accuracy cessful attack roll (see below). It will
(Acc) if you preceded your attack with hit, unless the target succeeds with an
an Aim maneuver. active defense.
ATTACKING
You attempt to hit a foe or other your blow. If he makes this roll, he If your roll is greater than your
target by executing an Attack, All-Out evaded or stopped the attack, and is effective skill, you missed!
Attack, or Move and Attack maneuver. not hit.
You can only attack with a weapon if • If he misses his defense roll, your No matter what your effective skill,
it’s ready (see Ready, p. 325). blow struck and you roll for damage. a roll of 3 or 4 always hits, and is a crit-
ical hit. Depending on your effective
Two basic types of attacks exist: Attack Roll skill, a roll of 5 or 6 may also be a crit-
melee attacks and ranged attacks. Your ical hit. An attacker with an effective
target must be within reach to make a Your “attack roll” is a regular suc- skill of 15 gets a critical hit on a roll of
melee attack, or within range to make cess roll (see Chapter 10, Book 2). 5 or less; one with effective skill 16+
a ranged attack. Resolving either type Figure your effective skill (base skill gets a critical hit on a roll of 6 or less.
of attack takes three die rolls: plus or minus any appropriate modi-
fiers) with the weapon you are using. On an attack roll of 3, you do not
• First is your attack roll. If your roll is roll for damage – your blow automati-
successful, your attack was a good If your roll is less than or equal to cally does the maximum damage.
one. your effective skill, your attack will hit Other critical hits bypass the defense
unless your foe successfully defends roll, but roll normally for damage.
• Now your foe must make a defense (see Defending, below). If he fails to
roll to see if he can defend against defend – or if he can’t – you’ve hit him. A roll of 17 or 18 always misses.
DEFENDING
If your attack roll succeeds, you The active defense chosen depends An active defense roll of 3 or 4 is
have not (yet) actually struck your foe, on the situation – especially the always successful – even if the effec-
unless you rolled a critical hit. Your maneuver chosen last turn. Some tive defense score was only 1 or 2! A
attack is good enough to hit him – if he maneuvers restrict which active roll of 17 or 18 always fails.
fails to defend. defenses can be made. No active
defense is available if the PC is Dodging
A fighter can use three active unaware of the attack. And active
defenses to evade or ward off an defenses don’t apply to fighters who A Dodge is an active attempt to
attack: Dodge, Parry, and Block. These are unconscious, immobilized, or oth- move out of the perceived path of an
active defense scores should be calcu- erwise unable to react. attack. It is normally the only active
lated in advance and recorded on the defense you can take against firearms.
character’s sheet. Active Defense Rolls
Your Dodge active defense is Basic
If a foe makes a successful attack The defender rolls 3d against his Speed + 3, dropping all fractions,
roll, choose one active defense and active defense score. If his roll is less minus a penalty equal to your encum-
attempt a “defense roll” against it. than or equal to his effective defense, brance level (see Encumbrance and
Exception: The All-Out Defense he dodged, parried, or blocked the Move, p. 17). List Dodge on your char-
(Double Defense) maneuver lets you attack. Otherwise, his active defense acter sheet for quick reference.
attempt a second defense against a was ineffective and the attack hit. If
particular attack if your first defense this occurs, roll for damage. You may dodge any attack except
fails. one that you did not know about! You
326 COMBAT LITE
only get one Dodge roll against a given – or, if unarmed, you have an empty missile weapon and he is within reach
attack. hand. of your melee weapon, you may parry.
Success would mean that you slapped
If a single rapid-fire attack scores You can use most melee weapons his bow or gun aside, causing him to
multiple hits, a successful Dodge roll to parry. Some hefty weapons (e.g., fire wide of your body.
lets you avoid one hit, plus additional axes) are unbalanced: you cannot use
hits equal to your margin of success. A
critical success lets you dodge all hits Usually, you are still in the fight as long as
you took from that attack. you have positive HP.
Blocking them to parry if you’ve already used You can parry thrown weapons,
them to attack on your turn. (You can but at a penalty: -1 for most thrown
Blocking requires a ready shield or still parry with a weapon in your other weapons, or -2 for small ones such as
cloak. Your Block active defense is 3 + hand, if you have one.) A few long, knives, shuriken, and other weapons
half your Shield or Cloak skill, drop- well-balanced weapons (e.g., the quar- that weigh 1 lb. or less.
ping all fractions. terstaff) get a +1 or +2 bonus to parry
due to their ability to keep a foe at bay. If you successfully parry an
You can block any melee attack, unarmed attack (bite, punch, etc.)
thrown weapon, projected liquid, or Your Parry active defense with a with a weapon, you may injure your
muscle-powered missile weapon. You given weapon is 3 + half your skill with attacker. Immediately roll against
cannot block bullets or beam weapons that weapon, dropping all fractions. your skill with the weapon used to
. . . these come too fast to be stopped parry. If you succeed, your parry
this way. A parry won’t stop anything except struck the attacker’s limb squarely. He
melee attacks or thrown weapons, gets no defense roll against this! Roll
You may attempt to block only one unless you have special skills. damage normally.
attack per turn. Exception: If a foe attacks you with a
Parrying
Parry to deflect a blow using a
weapon or your bare hands. You can-
not parry unless your weapon is ready
DAMAGE AND INJURY
If your attack roll succeeds and General Damage The sudden loss of HP can have
your target fails his defense roll (if additional effects:
any), you may make a damage roll. If injured, subtract the points of
This tells you how much basic damage injury from your Hit Points. Usually, Major Wounds: Any single injury
you dealt to your target. you are still in the fight as long as you that inflicts a wound in excess of 1/2
have positive HP. The most important your HP is a major wound. For a
Your weapon (and, for muscle- effects are: major wound to the torso, you must
powered weapons, your ST), or your make a HT roll. Failure means you’re
natural or Innate Attack, determines • If you have less than 1/3 of your HP stunned or knocked out; failure by 5+
the number of dice you roll for dam- remaining, you reel from your means you pass out.
age. If your target has any Damage wounds. Halve your Move and
Resistance (DR), he subtracts this Dodge (round up). Shock: Any injury that causes a loss
from your damage roll. of HP also causes “shock.” Shock is a
• If you have zero or fewer HP left, you penalty to DX, IQ, and skills based on
If your damage roll is less than or hang onto consciousness through those attributes on your next turn
equal to your target’s effective DR, sheer willpower and adrenaline – (only). This is -1 per HP lost unless
your attack failed to penetrate – it or barely hold together, if you’re a you have 20 or more HP, in which case
bounced off or was absorbed. If your machine. You must roll vs. HT each it is -1 per (HP/10) lost, rounded
damage roll exceeds your target’s DR, turn to avoid falling unconscious. down. The shock penalty cannot
the excess is the penetrating damage. If exceed -4 no matter how much injury
your foe has no DR, the entire damage • If you go to fully negative HP (for you suffer.
roll is penetrating damage. instance, -10 if you have 10 HP),
you risk death! You must make an Stunning: If you’re stunned, you
Your foe suffers injury (lost HP) immediate HT roll to avoid dying. are -4 to active defenses, and must Do
equal to the penetrating damage for a You must make another HT roll to Nothing on your next turn. At the end
crushing attack, 1.5¥ penetrating avoid death each time you lose an of your turn, attempt a HT roll to
damage for a cutting attack, or 2¥ pen- extra multiple of your HP – that is, recover. If you fail, you’re still stunned
etrating damage for an impaling at -2¥HP, -3¥HP, and so on. If you and must Do Nothing for another
attack. Other damage types exist, and reach -5¥HP, you die automatically. turn. And so on.
have further effects.
COMBAT LITE 327
RECOVERY
The Damage rules may seem harsh, you must roll vs. HT every 12 (see Illness, p. 442). At the end of each
but don’t despair . . . you can get bet- hours; if you fail, you die. day of rest and decent food, make a
ter! HT roll. On a success, you recover 1
Natural Recovery HP. The GM may give a penalty if con-
Recovering from ditions are bad, or a bonus if condi-
Unconsciousness Rest lets you recover lost HP, tions are very good.
unless the damage is of a type that
The GM decides whether you are specifically does not heal naturally
truly unconscious or just totally inca-
pacitated by pain and injury – but
either way, you can’t do anything. If
unconscious, you recover as follows:
• If you have 1 or more HP remaining,
you awaken automatically in 15
minutes.
• At 0 HP or worse, but above -1¥HP,
make a HT roll to awaken every
hour. Once you succeed, you can
act normally. You do not have to
roll against HT every second to
remain conscious unless you
receive new injury. But since you
are below 1/3 your HP, you are at
half Move and Dodge.
• At -1¥HP or below, you are in bad
shape. You get a single HT roll to
awaken after 12 hours. If you suc-
ceed, you regain consciousness
and can act as described above.
But if you fail, you won’t regain
consciousness without medical
treatment. Until you receive help,
FATIGUE
Fatigue represents lost energy and fatigue, each FP you lose also positive FP. Your FP can never fall
reduces FP, just as injury represents causes 1 HP of injury. To do any- below this level. After this stage,
physical trauma and comes off of HP. thing besides talk or rest, you any FP cost comes off your HP
Your Fatigue Points (FP) score starts must make a Will roll; in combat, instead!
out equal to your HT, but can be roll before each maneuver other
modified. than Do Nothing. On a success, Recovering from Fatigue
you can act normally. You can use
Lost Fatigue Points FP to cast spells, etc., and if You can recover “ordinary” lost FP
drowning, you can continue to by resting quietly. Reading, talking,
The chart below summarizes the struggle, but you suffer the usual 1 and thinking are all right; walking
effects of being at low or negative FP. HP per FP lost. On a failure, you around, or anything more strenuous,
All effects are cumulative. collapse, incapacitated, and can is not. Lost FP return at the rate of 1
do nothing until you recover to FP per 10 minutes of rest. The GM
Less than 1/3 your FP left – You are positive FP. may allow you to regain one extra FP
very tired. Halve your Move, -1¥FP – You fall unconscious. While if you eat a decent meal while resting.
Dodge, and ST (round up). This unconscious, you recover lost FP Certain drugs, magic potions, etc. can
does not affect ST-based quanti- at the same rate as for normal restore missing FP, as can spells such
ties, such as HP and damage. rest. You awaken when you reach as Lend Energy and Recover Energy.
0 FP or less – You are on the verge of
collapse. If you suffer further
328 COMBAT LITE
INDEX
This index covers both books of the Alternative attacks, 61. Atmospheric pressure, 429.
Basic Set. The pages are sequentially Always on; advantages, 34, Attack maneuver, 325, 365.
numbered; Book 2 starts on p. 337. Attack roll, 369.
magic items, 482. Attacks, 326, 369; alternative, 61;
With rare exceptions, traits (advan- Ammunition, 278.
tages, disadvantages, skills, spells, and Anarchy, 509. after being grappled, 371; Deceptive
so on) are not listed in this index. Animals, 40, 87, 90, 137, 175, 187, Attack, 369; dual-weapon, 417; from
Instead, they have their own alpha- above, 402; in tactical combat, 388;
betical listings. See the Trait Lists on 210, 211, 217, 223, 225, 226, 228, innate, 51; linked effects, 381;
pp. 297-306. 395, 455-460; in combat, 461; modified, 114; runaround, 391;
individualizing, 457; draft, 459; surprise, 393; swarm, 461;
Acceleration, see Gravity. pets, 458-459; riding, 459; trained, without damage, 381.
Accents, 24. 458-459; see also Mounted Combat. Attributes, see Basic Attributes.
Acid, 428. Apes, 455. Automatic weapons, 408.
Acrobatic dodge, 375. Appearance, 21. Banestorms, 533.
Active Defense Modifiers Table, 548. Arc of vision, 389. Baron Janos Telkozep, character sheet,
Active defenses, 326, 363, 374; Area class, 176. 312-313; illustration, 290.
Area maps, 491. Basic attributes, 14; in templates, 447;
modifiers table, 548. improving, 290.
Advantages, 32; always on, 34; Area spells, 239. Basic Lift, 15; table, 17.
Area-effect attacks, 413; scatter, 414. Basic Move, 17.
cinematic, 33; exotic, 32, 34; in Arm lock, 370, 403. Basic Speed, 17.
templates, 447; magic, 34; mental, Armor divisors, 378. Basilisks, 460.
32; mundane, 32; new, 117-118; Armor, 110, 282-286; changing posture Bats, 461.
learnable, 294; list, 297; physical, 34; Battle maps, 239.
potential, 33; Schrödinger’s, 33; in armor, 395; combining and Battlesuits, 192.
secret, 33; social, 32; switchable, 34. layering, 286; flexible armor and Bears, 456.
Adventures, e23, 494; finale, 503; blunt trauma, 379; wearing, Bees, 461.
pre-packaged, 495; writing donning, and removing, 286. Bends, the, 435.
your own, 500-504. Arrows, flaming, 410. Biotech tech levels, 512.
Adversary, 493. Artifacts, anachronistic, 478; futuristic Bipods, 412.
Afflictions, 35, 416, 428. and alien, 478, magic, 240, 480-483. BL, see Basic Lift.
Age, 20. Artificial intelligences, 528. Bleeding, 68, 420.
Aging, 53, 66, 95, 153, 154, 444. Atmospheres, hazardous, 429; Block, 51, 324, 327;
Aim maneuver, 58, 324, 364. vacuum, 437. in tactical combat, 390.
Aimed fire, 372. Blocking spells, 241.
Air spells, 242. Blunt trauma, 379.
Aircraft, 466; table, 465. Boars, 458.
Alcohol, 122, 439-440. Body Control spells, 244.
Alien artifacts, 478. Body modification, 294.
Allies, 36; ally groups, 37. Bolas, 410.
All-Out Attack maneuver, 54, 324, 365, Bounty hunters, 539.
385; after being grappled, 371. Break Free, 370.
All-Out Defense maneuver, 324, 366, Breakdowns, 485.
385. Breaking a weapon, 401.
Ally groups, 37. Breathing, 49, 55, 63, 68, 108;
Alternate worlds, 64, 160; travel, 189, holding your breath, 351;
190; Centrum, 541-542, 545-546; smothering a foe, 401.
classes, 526; close parallels, 526; Build, 18.
Coventry, 540; echoes, 546; hell Bulletproof nudity, 417.
parallels, 528; myth parallels, 527;
Reich-5, 543; weird parallels, 527,
world classes, 535. See also
Crossworld Travel,
Infinite Worlds Campaign.
INDEX 329
C-31, character sheet, 307-309; 528; complexity, 472; software, 472; Darkness, 47, 60, 71, 394; spells, 249;
illustrations, 264, 549. virtual reality worlds, 520. torches, 394.
Concentrate maneuver, 325, 366.
Cabal, the, 543. Cone attacks, 413. David Pulver, 6.
Camels, 459. Conspiracies, see Illuminati. Dead worlds, 527.
Campaigns, 486-489; cinematic, 488; Contacts, 31. Dealing with players, 493.
Contagion, 443; see also Disease. Death, 296, 423; dying actions, 423;
continuing, 504; planning form, Contests, 348; quick, 348; regular, 349;
567; power level, 10, 486; shared instant death, 423.
campaigns, 504; travel between resistance Decade scale damage, 470.
campaigns, 504; see also rolls, 348. Deceptive attack, 369.
Game Worlds. Deer, 457.
Camping and survival gear, 288. Control Rating, 506; see also Defaults, 344; double, 173, 232;
Cannon fodder, 417. Legality Class.
Caster (of spells), 236. skills, 173; techniques, 229.
Catching things, 355. Conventions of play, 9. Defending, 326, 374;
Cats, 456. Copper, see Wealth.
Centrum, 541-542, 545-546. Cosmic powers, 33. in tactical combat, 390.
Century scale damage, 470. Cost of living, 265, 516. Defenses, 46; enhanced, 51;
Ceremonial magic, 237. Coventry, 540.
Change Posture maneuver, Cover, 377, 407; Cover DR Table, 559. limited, 46.
325, 364. Crippling, 59, 420-423. Dehydration, 426.
Character classes, no such thing, 259. Critical failure, spells, 236. Demolition, 415.
Character points, 10, 119, 258, 290; Critical Head Blow Table, 556. Depressants, 441.
awarding bonus points, 498. Critical Hit Table, 556. Design skills, 190.
Characters, 7; concept, 11; creation, 9, Critical hits, 381; table, 556. Dexterity, 15.
10, 258; development, 290, 499; Critical Miss Table, 556; Dice, 8, 9.
origins, 33; sheet, 13, 335-336; Digging, 350, 357.
stories, 12; types, 12. Unarmed Critical Miss Table, 557. Dimensional highways, 534.
Chi, 33, 93, 192, 214. Critical misses, 381; table, 556-557. Dirty tricks, 405.
Children, 20. Critical success, 347; on defense, 381. Disadvantages, 11, 119; buying off,
Chimpanzees, 456. Crossbows, 410.
Choke hold, 371, 404; see also Crosstime bandits, 542. 121, 291; disadvantage limit, 11;
Suffocation. Crossworld campaigns, 519-522; good, 119; exotic, 120; in templates,
Cinematic advantages, 33; campaigns, 447; list, 299; mental, 120;
488; characters, 489; combat, 417; see also Infinite Worlds Campaign. mundane, 120; new, 162; physical,
explosions, 417; knockback, 417. Crossworld travel, 514, 519-522; 120; secret, 120; social, 120;
Clerical magic, 77, 242; spells, 77. self-imposed, 121; supernatural, 120.
Climbing, 89, 349. Infinite Worlds campaign Disease, 442-444; worldwide, 528.
Cloaks, 404. background, 523-546; Dive for cover, 377, 407.
Close combat, 391. instant wealth, 514. Divine origins; 33; see also Gods.
Clothing, 265. Crouching, 368. Dmg, see Damage.
Cold, 430. Cultures, 23, 505-508. Do Nothing maneuver, 325, 364.
Collisions, 430; whiplash, 432. Customizing rules, 486. Dodge, 17, 51, 324, 327, 374;
Coma, 429; see also Unconsciousness. Dai Blackthorn, 12, 18, 22, 116, 162, and drop, 377.
Combat Lite, 324. 164, 227; character sheet, 310-311; Dogs, 457, 458.
Combat maps, 384, 492. illustrations, 32, 418. Donkeys, 459.
Combat, 9, 362-417; at different levels, Damage Resistance, 378; Double defaults, allowed for
402; cinematic, 417; maneuvers, HP and DR of Structures Table, 558; techniques, 229; not allowed
324; table of combat modifiers, 547; Cover DR Table, 559. for skills, 173.
techniques, 230; turn sequence, 324, Damage, 15, 327, 377; by animals, DR, see Damage Resistance.
362; vehicular, 467-470. 461; Damage Table, 16; damage Dragging things, 353.
Communication and Empathy rolls, 9, 378; scaling, 470; to objects, Dragon template, 261.
spells, 245. 483-485. Dropping prone, 374.
Communications and information Drugs, 122, 130, 440; Eraser, 540;
gear, 288, 471. overdose, 441; ultra-tech, 425;
Competence, 24. withdrawal, 440.
Comprehension rolls, 359. Dual-weapon attacks, 417.
Computers, 48, 51, 55, 69, 71, 76, 100, Dungeons, 501.
124, 184, 472; artificial intelligence, Dwarf template, 261.
DX, see Dexterity.
Dying actions, 423.
e23 scenario warehouse, 494.
Earth spells, 245.
330 INDEX
Echo timelines, 546. Follow-up damage, 381. Hit Location Tables, 552-555.
Economics, 514. Food, 95, 139, 159, 160, 265; Hit location, 369, 398; and Injury
Elbow strike, 404.
Elderly characters, 20; foraging, 427; starvation, 426. Tolerance, 400; random, 400.
FP, see Fatigue Points. Hit points, 16, 418-419;
see also Age, Aging. Fragmentation damage, 414.
Electricity, 432-433. Free actions, 363. HP and DR of Structures Table, 558;
Electronics, 471. Friends and foes, 31. see also Injuries.
Elemental meta-traits, 262. Fright Checks, 55, 93, 95, 121, 360; Home gravity, 17; see also Gravity.
Elephants, 460; pink, 440. Homing weapons, 412-413.
Enchantment, 480-483; spells, 245. Fright Check Table, 360-361. Horses, 459-460; equestrian gear, 289;
Encounters, 502; Gadgeteering, see Gadgets. see also Mounted Combat, Riding
Gadgets, 56-58, 473-477, 479; Animals, Weapons (Cavalry).
sample encounter table, 503. HP and DR of Structures Table, 558.
Encumbrance, 17. limitations, 116. HP, see Hit Points.
Enhanced defenses, 51. Game balance, 11. HT (Health), 15.
Enhancements, 101-102; limited, 111. Game Mastering, 486-504. I-Cops, 536-538.
Equestrian gear, 289. Game preparation, 490. Identities, 31, 39.
Equipment, 264-289; Game worlds, 505-522; Illuminati, 60, 130, 193, 200, 525;
the Cabal, 543.
modifying success rolls, 345. economics, 514. Immunity, 443.
Eraser drug, 540. Garrotes, 405. Importance in society, see Rank,
Evading, 368. Gate spells, 247. Status.
Evaluate maneuver, 325, 364. Gerbils, 113. Incompetence, 24.
Exotic advantages, 32, 34. G-Increment, 350. Index, 329-334, 570-575.
Exotic disadvantages, 120. Glossary, 563-565; arms and armor, Infection, 444.
Explosions, 414-415; cinematic, 417. Infinite ammunition, 417.
Extra effort, 356. 268; basic terms, 7; magic, 234; Infinite Worlds campaign
Facing (in combat), 385, 386. Infinite Worlds, 524; psionics, 254. background, 523-546.
Falcons, 457. GM Control Sheet, 490, 568. Infinity Development, 536.
Falling, 430-431; damage Gods, 33, 40, 59, 76, 113, 132, 143. Infinity Patrol, 536-538.
Gold, see Wealth. Infinity Unlimited, 524, 535-538.
from falling objects, 431. Gorillas, 456. Influence rolls, 359.
Fallout, 435; see also Radiation. Government types, 509-510; Influence skills, 494.
Familiars, 38. see also Laws. Information spells, 241.
Fatigue, 16; 328, 426; fatigue Grabbing and grappling, 370; and hit Initiative, 393.
location, 400. Injuries, 327, 377, 380, 418-425;
points, 16; recovering, 427. Gravity, 60, 350, 434; different gravity, accumulated wounds, 420; and
Feint maneuver, 325, 365. 350; home gravity, 17.
Felinoid template, 261. Grenades, 277, 410. active defense, 374; bleeding,
Fencing weapons, 404. Ground vehicles, 466; table, 464. 420; crippling, 420-423;
Fire, 61; burning things, 433, 434; Gryphons, 460. flesh wounds, 417;
Guided weapons, 412. large-area injury, 400; last
damage, 433; flaming arrows, 410; Hallucinations, 429, 440. wounds, 420; major wounds,
incendiary weapons, 277, 411, 433; Hallucinogens, 440. 420; mortal wounds, 423;
spells, 246; tight-beam burning Handedness, 14. shock, 419; to objects,
attacks, 399. Harpoons, 411. 483-485; to shields, 484;
Firearms, 278-281; accessories, 289, Healing, 59, 79, 80, 155, 160, see also Crippling, Healing.
411; aim, 364; automatic, 408; 162; magic, 248; Instant death, 423.
bracing, 364; firing upward and medical gear, 289; Intelligence, 15; and dirty tricks, 405.
downward, 407; malfunction, 382, medical tech levels, Intoxication, see Alcohol.
407; quality, 280; 512; psychic, 256. Introduction, 5, 342.
rapid fire, 408; shotguns, 409; Health, 15. Investigator template, 259.
suppression fire, 409; ultra-tech, Hearing, 49, 72, 89, Iotha, character sheet, 314-315,
280. 94, 138. 358. illustrations, 343.
Firing upward and downward, 407. Heart attacks, 429. IQ (Intelligence), 15.
First aid, 424. Heat, 434; see also Fire. ISWAT, 162, 536.
Flails, 405. Hell parallels, 528. Jobs, 292, 499, 516-518; finding, 518.
Flame, see Fire. Heroic Knight template, 448. Jumping, 89, 203, 352, 357.
Flaming arrows, 410. Hexes, 384. Knee strike, 404.
Flashlights, 394. High-speed movement, 394. Knockback, 378.
Flesh wounds, 417. Hiking, 351, 357, 426. Knowledge spells, 249.
Flight, 56, 354; flying combat, 398. Hirelings, 517, 518.
Fnord, you’re not cleared for that.
INDEX 331
Knowledge, NPC, 496; Mentality meta-traits, 263. NPC Record Card, 569.
player vs. character, 495. Meta-Spells, 250. NPCs, 31, 493; NPC Reactions Table,
Meta-traits, 262.
Languages, 23, 205, 506. Metric conversions, 9. 559-562; NPC Record Card, 569.
Lariats, 411. Military, 218, 221, 222, 260. Oil flasks, 411.
Lasers, 280, 399; seeker heads, 412; Mind Control spells, 250. Omens, 72.
Mind reading, see Telepathy. Online gaming, 494.
sights, 412. Mind transfer, 296. Optics and sensors, 289.
Last wounds, 420. Miniature figures, 383. Origins of characters, 33.
Law enforcement, 507; Miracle Workers Inc., 538. Overpenetration, 379, 408.
Missile spells, 240. Overrun, by multi-hex figures, 392.
police gear, 289. Missile weapon attacks, 373. Oxen, 460.
Laws, 65, 204, 506-508, 518; Modifiers (to traits), 101; list, 300. Parachronic Laboratories Inc., 538.
Molotov cocktails, 411. Parachronics, bogus scientific
punishment, 508; trials, 507. Money, see Wealth.
LC, see Legality Class. Monsters, 460-461. explanation, 530; conveyor, 529;
Legality Class, 267, 270, 507; Morphology meta-traits, 263. detector, 532; disasters, 532; minor
accidents, 531; paradoxes, 533;
legality of spells, 507. Mortal conditions, 429; wounds, 423. projector; 524, 530; see also
Lethal strike, 404. Mounted combat, 395-398. Infinite Worlds Campaign.
Lifting, 14, 15, 65, 205, 353, 357. Move (character stat), 52.
Light and Darkness spells, 249. Move and Attack maneuver, 325, 365, Parachronozoids, 544.
Limitations, 101, 110; gadgets, 116. Parallel worlds, see Alternate Worlds.
Limited defenses, 46. 385. Paralysis, 429.
Linked effects, 381. Move maneuver, 325, 364, 385. Parry, 51, 93, 324, 327, 376; unarmed,
Lions, 456. Movement and combat, 367;
Literacy, 24. 376; in tactical combat, 390.
Long actions, 383. and facing, 386; high-speed Patient status, 421.
Long tasks, 346, 499. movement, 394; movement in Patrons, 72-73.
Louis d’Antares, character sheet, tactical combat, 386. Penetrating damage, 379.
Movement points, 386, 387. Penetration modifiers, 378, 416;
322-323; illustrations, 368, 422, 505. Movement spells, 251.
Loyalty, 518-519. Mules, 459. overpenetration, 379, 408.
Luck, 83, 89, 160. Multi-hex figures, 392. Per, see Perception.
Ludography, 566. Mundane advantages, 32; Perception, 16.
Lycanthropy, see Werewolves. disadvantages, 120. Perks, 100.
Machine guns, 281. Mutations, 33. Pets, 458-459; see also Animals.
Machines, 16; Machine meta-trait, 263. Neck Snap attack, 370, 404. Physical advantages, 32;
Mage template, 260. Necromantic spells, 251.
Magery, 66. Nets, 411. disadvantages, 120.
Magic Resistance, 67. New disadvantages, 162. Physical feats, 349; extra effort, 356.
Magic, 66, 143, 144, 150, 218, 224, New inventions, 473, 475; Picking things up, 383.
see also Gadgets. Picks, 405.
225, 234-253; advantages, 34; Nexus portals, 534. Pinning (in combat), 370.
ceremonial, 237; clerical, 242; Nonhumans, 32. Planet types, 180.
colleges, 239; enchanted objects, 240, Non-player characters, see NPCs. Plants, 75, 87, 90, 142, 197, 199, 211.
480-483; racial, 453; ritual, 237, NPC Reactions Table, 559-562. Pocket multiverses, 529.
242; staffs, 240. Poison, 62, 437-439; treatment, 439.
Major wounds, 420. Police gear, 289.
Malf, see Malfunction. Pop-up attacks, 390.
Malfunction, 278, 382, 407.
Mana, 235.
Maneuvers, 324, 363, 385; table, 551.
Maps, 384, 490-491; mapping by
players, 491; mapping for adventure
design, 502.
Medical care, 424; surgery, 424.
Medical gear, 289.
Medicine tech levels, 512.
Melee Attack Modifiers Table, 547.
Melee etiquette, 417.
Melee spells, 240.
Mental advantages, 32; disadvantages,
120; powers, see Psionics.
Mental stun, 420.
332 INDEX
Postures, 367; changing posture Reich-5, 543. list, 301; maintaining, 294;
in armor, 395; table, 551. Religion, 30, 226; see also Gods. physiology modifiers, 181;
Reloading missile weapons, 373. prerequisites, 169; racially learned,
Potential advantages, 33. Repair skills, 190; 453; repair, 190; scope, 176;
Power level for campaigns, 10, 486. specialties, 169; studying, 292, 499;
Power tech levels, 512. repairing things, 484. teachers, 293; technological, 168;
Preparing for play, 490. Reputation, 27. wildcard, 175.
Prerequisites, skills, 169; spells, 235; Resisted spells, 241.
Resuscitation, 425. Slam, 371; by multi-hex figures, 392.
techniques, 229. Retreat (in active defense), 377.
Pressure, atmospheric, 429, 435; Retreating, 391. Slaves, 518.
Ritual magic, 237, 242.
the bends, 435; water, 435. Roads, 351. Sleep, 50, 65, 136, 140, 142, 154, 155;
Privilege, 30. RoF (Rate of Fire), 270, 373. drowsy, 428; missed sleep, 426.
Professor William Headley, Roleplaying, 7.
Rolling to hit, 369. SM, see Size Modifier.
character sheet, 318-319; Room maps, 492.
illustrations, 234, 486. Rounding, 9. Smartguns, 278.
Protection and Warning spells, 252. Rule of 14, 360.
Psi powers, see Psionics. Rule of 16, 349. Smell, 49, 243.
Psionics, 71, 78, 150, 254-257; Rule of 20, 173, 344.
Antipsi, 255; ESP, 255; learning, Rules, customizing, 486; Snakes, 458; cobra venom, 439;
294; new powers, 257; pside pythons, 458; rattlesnakes, 458.
effects, 255; Psychic Healing, 256; questions, 492.
Psychokinesis, 256; Telepathy, 257; Runaround attacks, 391. Social advantages, 32;
Teleportation, 257. Runes, 224. adding and improving, 291.
Psychological warfare, 359. Running, 354, 357; fatigue, 426.
Pulling things, 353. Sacrificial dodge, 375. Social background, 22.
Punishment, legal, 508. Sapience, 15, 23.
Pyramid Magazine, 494. Scopes, 412. Social disadvantages, 120.
Quick contests, 348. Sean Punch, 6.
Quick learning under pressure, 292. Seasickness, 436. Social restraints, 30.
Quick Start rules, 8. Secondary characteristics, 15;
Quirks, 162; racial, 452. Society types, 509-510.
Radiation, 80, 105, 192, 435. improving, 290; in templates, 447.
Ranged attacks, 327, 372; half damage Secret disadvantages, 120. Soldier of Fortune template, 260.
range, 378; hitting the wrong Secret identities, 31.
target, 389; modifiers table, 548; Self-control, 120. Sora, character sheet, 320-321;
opportunity fire, 390; overshooting, Senses, 35, 78; sense rolls, 358. illustrations, 10, 258, 356, 362,
390; pop-up attacks, 390; Sensors, 471. 375, 402.
shooting blind, 389. Sentience, 15.
Ranged Combat Modifiers Table, 548. Sharks, 457. Sounds, see Hearing.
Rank, 29. Shields, 287, 374; damage, 484;
Rapid fire, 373, 408. Space sickness, 434.
Rapid Strike, 54, 93, 370. in close combat, 392;
Rate of Fire, 270, 373. offensive use, 406. Spacecraft, 466; table, 465.
Rats, 461. Shiftrealms, 534.
Rattlesnakes, 458. Shock, electrical, 432-433; Spacing (in combat), 368.
Rcl, see Recoil. from injury, 419.
Reaction rolls, 8, 494-495, Shooting blind, 389. Special spells, 241.
NPC Reactions Table, 559-562. Shotguns, 409.
Reading, 134; see also Literacy. Shove, 372. Speed/Range Table, 550.
Ready maneuver, 325, 366, 382, 385. Sign language, 25.
Ready weapons, 369; readying, 382. Silencers, 412. Spells, 66; Air, 242; area, 239; backfire,
Realism, 11. Silver, see Wealth. 235; blocking, 241; Body Control,
Reality Liberation Force, 543. Size and Speed/Range Table, 550. 244; caster, 236; casting, 235-238;
Reality quakes, 534. Size Modifier, 19, 372; and reach, 402. clerical, 77; Communication
Recoil, 271. Skills, 167, 174-233; buying, 170; and Empathy, 245; Earth, 245;
Recovery, 328; see also Healing. defaults, 170; design, 190; Enchantment, 246, 480-482;
Recovery, 423-424; difficulty level, 168; familiarity, 169; Fire, 246; Gate, 247; Healing, 248;
from unconsciousness, 423. improving, 170, 292; in templates, information, 241; Knowledge, 249;
Regular spells, 239. 447; influence, 495; levels, 171; legality, 507; Light and Darkness,
249; Meta-Spells, 250; melee, 240;
Mind Control, 250; missile, 240;
Movement, 251; list, 304;
Necromantic, 251; prerequisites,
235; Protection and Warning, 252;
regular, 239; resisted, 241; special,
242; subject, 236; Water, 253;
see also Magic.
Spirits, 41, 55, 68, 76, 113, 193,
200, 212; spirit advantages, 34;
Spirit meta-trait, 263.
Spy gear, 289.
ST, see Strength.
Staffs, 240.
Starvation, 426.
Status, 28, 265, 516.
Step (in maneuvers), 368, 386.
Steve Jackson, 6.
INDEX 333
Stimulants, 440. Tech level, see Technology Levels. Vehicle Occupant Hit Location
Strangle, 370, 401, 404. Techniques, 229; combat, 230; Table, 555.
Strength, 14.
Striges, 461. improving, 292; list, 304. Vehicles, 188, 214, 223, 462-470;
Striking at weapons, 400. Technological skills, 168. aircraft, 465; breakdowns, 485;
Structural Damage Table, 558. Technology Levels, 22, 99, 511-512; combat, 467-470; control rolls, 466;
Study, 292. damage, 555; ground vehicles, 464;
Stunning, 35; mental stun, 420. and equipment, 27; and genre, 514; hit location, 400, 554; movement,
Subduing a foe, 401. and starting wealth, 27; divergent, 463; spacecraft, 465; vehicular
Subject (of spells), 236. 513; superscience, 513; table of TLs dodge, 375; watercraft, 464.
Success rolls, 342; buying success, by field, 512.
Teeth, 91. Virtual realities, 520.
347; critical failure, 348; critical Telepathy, 69-71, 91, 210, 245.
success, 347; difficulty, 345; Temperature, 9. Visibility, 394; see also Darkness.
equipment modifiers, 345; Templates, 258, 445-454; cultural, 446;
influencing rolls, 347; dramatic, 446; occupational, 446; Vision, 92, 123, 124, 144, 151, 358.
player guidance, 347; racial, 260, 450-454.
repeated attempts, 348. Terrain, 351. Voice, 132.
Success rolls, 8. Thief and spy gear, 289.
Suffocation, 428, 436. Throwing things, 355, 357. Wait maneuver, 325, 366, 385.
Sunburn, 434. Thrown weapon attacks, 373.
Supernatural advantages, 32, 33, 34; Thrusting damage, 15. Warhorses, see Horses.
disadvantages, 120. Tigers, 456.
Supers, 34. Time Tours, Ltd., 539. Warrior template, 449.
Superscience, 513. Time travel, 64, 93, 158, 189, 190.
Suppression fire, 409. Time Use Sheets, 499, 569. Water spells, 253.
Surprise attacks, 393. Time, between adventures, 498;
Swarm attacks, 461. between sessions, 497; Watercraft, 466; table, 464.
Swimming, 354, 357; fatigue, 426. during adventures, 497.
Swinging damage, 15. Timeline shifts, 544-546. Wealth, 25, 26, 264, 517; and Status,
Switchable advantages, 34. TL, see Technology Level. 26, 516; cost of living, 265, 516;
Table talk, 493. To-hit roll, 326, 369. economics, 514; gold and
Taboo traits, 261. Tools, 289. silver, 515; improving character
Takedown, 370. Torches, 394. wealth level, 291; moving money
Taste and smell, Tragic flaws, 119. between worlds, 514.
49, 358. Trait lists, 297.
Traits, meta-traits, 262; taboo traits, Weapon and armor tech levels, 512.
334 26; see also Character Creation.
Trampling, 404. Weapons, 267-281; accessories, 289,
Transformations, 294. 411; accuracy, 269; ammunition,
Transportation tech levels, 512. 278; breaking, 401, 485; bulk, 270;
Traps, 502. carrying, 287; cavalry, 397; cost,
Travel maps, 491. 270; fencing, 404; firearms, 278-281;
Trials, 507; punishment, 508. grenades, 277; heavy, 281;
Tripods, 412. incendiaries, 277; infinite cinematic
Tunnels, 94. ammunition, 417; Legality Class,
Turning radius, 394. 271; malfunction, 278, 407; melee,
TV action violence, 417. 271-275; missiles, 281; parry, 269;
Unarmed combat, 370; hurting range, 269; ranged, 275-277,
yourself, 379; parrying, 376. 278-281; rate of fire, 270; reach, 269;
Unarmed Critical Miss Table, 557. reach and Size Modifier, 388, 402;
Unconsciousness, 419, 423, 429; recoil, 271; shots, 270; smartguns,
recovery from, 329. 278; strength, 270; striking at
Undead, 50; see also Vampires, weapons, 400; thrown, 356;
Zombies. weight, 270.
United Nations, 535, 538.
Utopia, 510. Weather, 243, 351.
Vacuum, 437.
Vampires, 137, 212; see also Weirdness, 161; weird parallel worlds,
Baron Janos Telkozep. 527; weird science, 228, 479.
Vehicle Hit Location Table, 554.
Werewolves, 83, 84, 137.
Whiplash, 432.
Whips, 406.
White Star Trading, 524, 539.
Wild swings, 388.
Wildcard skills, 175.
Will, 16; Will rolls, 360.
Wolves, 458.
World-jumpers, 544.
Wounding modifier, 379.
Wounds, see Injuries.
Wrench Limb attack, 370, 404.
Xing La, character sheet, 316-317;
illustrations, 167, 188, 418, 445.
Zombies, 74, 94, 252, 380.
INDEX
Name ___________________________________ Player ____________________ Point Total __________
Ht __________ Wt __________ Size Modifier _________ Age ____________ Unspent Pts __________
Appearance _______________________________________________________________________________
CHARACTER SHEET CURRENT Languages Spoken Written
ST [ ] HP [ ] _________________________________________________________ [ ]
DX [ ] WILL _________________________________________________________ [ ]
_________________________________________________________ [ ]
[ ] _________________________________________________________ [ ]
_________________________________________________________ [ ]
IQ [ ] PER [ ] DR TL: _______________________________________ [ ]
HT [ ] FP ] Cultural Familiarities
CURRENT ___________________________________________ [ ]
___________________________________________ [ ]
[ ___________________________________________ [ ]
BASIC LIFT (ST × ST)/5 ______ DAMAGE Thr ________ Sw ________ PARRY Reaction Modifiers
BASIC SPEED __________ [ ] BASIC MOVE ___________ [ ] BLOCK
Appearance ___________________________________
ENCUMBRANCE MOVE DODGE Status _________________________________________
Reputation ____________________________________
None (0) = BL _____ BM × 1 _____ Dodge _____ ________________________________________________
BM × 0.8 _____ Dodge -1 _____ ________________________________________________
Light (1) = 2 × BL _____ BM × 0.6 _____ Dodge -2 _____ ________________________________________________
BM × 0.4 _____ Dodge -3 _____ ________________________________________________
Medium (2) = 3 × BL _____ BM × 0.2 _____ Dodge -4 _____
Heavy (3) = 6 × BL _____
X-Heavy (4) = 10 × BL _____
ADVANTAGES AND PERKS SKILLS
______________________________________________________ [
______________________________________________________ [ ] Name Level Relative Level
______________________________________________________ [
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
]
DISADVANTAGES AND QUIRKS ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ] ______________________________________________________ [ ]
______________________________________________________ [ ]
______________________________________________________ [ ______________________________________________________ [ ]
______________________________________________________ [ ]
] ______________________________________________________ [ ]
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
] ______________________________________________________ [
CHARACTER SHEET 335
HAND WEAPONS
Weapon Damage Reach Parry Notes Cost Weight
______________________
______________________________________________________________________ ______________________
______________________
______________________________________________________________________ ______________________
______________________
CHARACTER SHEET ______________________________________________________________________
______________________________________________________________________
Name _______________________ ______________________________________________________________________
RANGED WEAPONS
Weapon Damage Acc Range RoF Shots ST Bulk Rcl LC Notes Cost Weight
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
_____________________________________________________________________________________________________ ______________________
SPEED/RANGE TABLE HIT LOCATION ARMOR & POSSESSIONS
Item
For complete table, see p. 550. Location Cost Weight
______________________
Modifier Location ____________________________________________ ______________________
______________________
Speed/ Linear 0 Torso ____________________________________________ ______________________
______________________
Range Measurement -2 Arm/Leg ____________________________________________ ______________________
______________________
Modifier (range/speed) -3 Groin ____________________________________________ ______________________
______________________
0 2 yd or less -4 Hand ______________________
______________________
-1 3 yd -5 Face ____________________________________________ ______________________
______________________
-2 5 yd -7 Skull ____________________________________________ ______________________
______________________
-3 7 yd ____________________________________________ ______________________
______________________
-4 10 yd Imp or Pi attacks can ____________________________________________ ______________________
______________________
-5 15 yd target vitals at -3 or ____________________________________________ ______________________
______________________
-6 20 yd eyes at -9. ____________________________________________ ______________________
______________________
-7 30 yd ______________________
______________________
-8 50 yd You may copy this form ____________________________________________ ______________________
______________________
-9 70 yd for personal use only. ____________________________________________ ______________________
This and other ______________________
-10 100 yd ______________________
GURPS forms ____________________________________________ ______________________
______________________
-11 150 yd may also be ® ______________________
downloaded at ______________________
-12 200 yd ____________________________________________ $ Lbs.
www.sjgames.com/gurps/resources/.
____________________________________________
-13 300 yd
Copyright © 2004
-14 500 yd Steve Jackson Games Incorporated. ____________________________________________
-15 700 yd All rights reserved. ____________________________________________
CHARACTER NOTES ____________________________________________
_______________________________________________________
_______________________________________________________ ____________________________________________
_______________________________________________________
_______________________________________________________ ____________________________________________
_______________________________________________________
_______________________________________________________ ____________________________________________
_______________________________________________________
_______________________________________________________ ____________________________________________
_______________________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
POINTS SUMMARY ____________________________________________
Attributes/Secondary Characteristics ____________ [
Advantages/Perks/TL/Languages/ ] ____________________________________________
Cultural Familitarity ___________________________ [ ] ____________________________________________
Disadvantages/Quirks ___________________________ [ ]
Skills/Techniques _______________________________ [ ] ____________________________________________
Other ___________________________________________ [ ]
____________________________________________
____________________________________________
Totals:
336 CHARACTER SHEET