Equipment List
Most communicable diseases will Broad-Spectrum Antibiotics may be
resolve in 1d6+2 days from when you administered orally or by injection.
begin taking these antibiotics.
However, if you stop taking them Each dose of Broad Spectrum
before that duration is up, your Antibiotics does 1d4 Drain damage to
disease will come back and you will no you. Overdoses deal +1d4 Drain
longer receive any bonus against it damage per surplus dose—up to a
from Broad-Spectrum Antibiotics. maximum of 5d4 Drain damage per
time an overdose is administered.
Dali
60 credits per tab, no prescription Any character that receives an
available, (Restricted) additional dose of Dali while still under
the effects of the first one adds +1d4
A dissociative hallucinogen, Dali’s hours to the duration but must make a
principal effect is to “free you from the Challenging Willpower Saving Throw
machine, man”—at least according to (TN 9) or dissociate completely for the
the dealers on the street. As a rest of the duration. Further doses
secondary effect, however, it makes force additional Saving Throws,
the brain extremely skilled at adding a cumulative +2 TN to each
processing the visual metaphor that one.
comes when Full Diving a system.
Hackers often seek it out for exactly Dali is administered by chewable tab.
this reason.
Dali is not addictive.
A single dose of Dali gives you a -1 TN
bonus on all rolls while Full-Dive
hacking a system for 1d4 hours.
Doz-All
80 credits per pill without prescription pharmacies designed to incentivize
prescriptions, and consequently Doz-
20 per pill with prescription (up to 15 All is recommended by doctors as a
per month) treatment for everything from severe
insomnia to restless leg syndrome.
This habit-forming prescription
sedative is widely advertised as a cure A standard one pill dose of Doz-All
to life’s little stresses, and it is abused triggers an Average (TN 7) Health
everywhere from penthouses to Saving Throw fifteen minutes later,
projects. Prometheus, which which the dosed person may choose
manufactures the drug, has a system to fail. If they fail, they slip into a deep
of kickbacks to doctors’ offices and sleep for the next six hours, unable to
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Equipment List
wake until an antidote has been Doz-All may be administered orally or
administered or that time has passed. by injection.
A double dose of Doz-All upgrades the Insomniacs may not choose to fail
Health Saving Throw to Challenging rolls to resist Doz-All, and must
(TN 9). It also deals 1d4 Drain damage, attempt to dose themselves heavily
cuts the onset time of the drug by half, enough that they fail the roll naturally.
and adds an hour onto the time the
person spends asleep and insensate. Any time a character takes Doz-All
more than once in a week, they must
Further doses of Doz-All add +2 to the make an Average (TN 9) Willpower
TN, +1d4 to the damage, reduce the Saving Throw or gain the Addiction:
onset time by 2 minutes, and add 1 Doz-All Complication. This
hour to the duration, up to a maximum Complication does not give you a free
of TN 17, 5d4 Drain damage, Talent or overwrite any other
immediate onset, and an 11 hour Complications that you might have.
duration.
Legal Weed
20 credits per joint, no prescription thinking or quick, coordinated action.
needed Additional doses exaggerate these
effects, stacking the penalty by +1 TN
Actually a series of patented, gene- per additional dose in a 6 hour period,
hacked versions of the crop, Legal to a maximum of +3 TN.
Weed refers to any corporate-owned
marijuana variant that is sold for Legal Weed is usually administered
recreational use. orally, either by smoking or ingestion.
All other forms of Thanks to a series of genes borrowed
marijuana—including the sort that from the poppy plant, Legal Weed has
grows wild, and any strain that hasn’t been modified to be addictive. Any
been gene-edited and branded—are time a character takes Legal Weed
considered Illegal Weed. Possession more than three times in a week, they
of Illegal Weed is a significant criminal must make an Average (TN 7)
offense, and can result in several Willpower Saving Throw or gain the
years of prison time, which is often Addiction: Legal Weed Complication.
commuted to an appearance on This Complication does not give you a
Sunday Night Gladiatorum. free Talent or overwrite any other
Complications that you might have.
A standard dose of Legal Weed causes Only Legal Weed satisfies this
feelings of relaxation, impairment, and addiction. Illegal Weed has not been
enhanced sensory experiences. It also gene-hacked to satisfy this particular
causes you to suffer a +1 TN penalty chemical dependency.
on all rolls that involve detailed
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Equipment List
Nev4rSleep
20 credits per pill, no prescription the duration to 22 hours, and the
needed penalty to +2 TN. However, any dose
beyond the second in the same 24
A commercially available stimulant hours provides no bonus and
bearing certain molecular similarities immediately forces an Average (TN 7)
to cocaine, Nev4rSleep is available in Health Saving Throw, or else the
twelve common flavors (including Acai person taking the dose has a heart
Berry Blast) and a range of more niche attack on the spot, dropping
seasonal flavors such as Halloween immediately to 0 Hit Points and
Chocolate and Rum-n’-Eggnog. requiring medical attention.
A single one pill dose of Nev4rSleep Nev4rSleep may be administered
(which is advertised as not producing orally or by injection.
“that itchy, spiders-behind-the-eyes
feeling” of its competitors) induces an Any time a character takes Nev4rSleep
eleven-hour blast of extreme more than twice in a day, they must
wakefulness, during which the person make an Average (TN 7) Willpower
who took the dose receives a -4 TN Saving Throw or gain the Addiction:
bonus on all attempts to resist falling Nev4rSleep Complication. This
asleep. At the same time, however, Complication does not give you a free
they suffer a +1 TN penalty on all rolls Talent or overwrite any other
involving some amount of Complications that you might have.
concentration or rational thought.
Against all reason, the name of this
A second dose may be taken on top of drug is pronounced “nev four sleep”.
the first, stacking the bonus to -8 TN,
Stoic
250 credits per injector, no and gain +5 Damage Resistance to all
prescription available (Restricted) Hit Locations for the next 1d4 Rounds.
It also forces them to make a
Developed originally as a way of Ridiculous Health Saving Throw (TN
stalling death in critically wounded 19) or black out for the next 1d4
soldiers until medivac could arrive, Rounds.
Stoic is a slurry of single-use, short-
term nanites that enacts rapid wound Any character that receives a second
repair while temporarily disabling most dose of Stoic within 4 hours of getting
feelings of pain. the first one takes half their maximum
Hit Points in damage instead of
A single dose of Stoic causes the user receiving any benefits.
to heal 3x their Heal Rate immediately
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Equipment List
Stoic is administered by injection only. extreme nausea for the rest of the day,
taking a +2 TN penalty on all rolls until
Any time a character takes Stoic, they this effect wears off. Additional doses
must make an Tough (TN 12) of Stoic stack this penalty and add +6
Willpower Saving Throw or suffer hours to the duration of the effect.
Wash
120 credits per injector, no Additional doses stack these bonuses
prescription available (Restricted) up to 3 times. However they only add
+1 Round to the duration of the effect,
A combat stimulant—named both for and—for each dose that is delivered on
the way it “washes” the world red by top of the first—the user permanently
rupturing blood vessels in its user’s loses 2 maximum Hit Points.
eyes and for the washed out look on
the veterans that come back addicted Wash is administered by injection
to it—Wash can give a powerful only.
advantage in a fight to anyone who
doesn’t mind risking some permanent Any time a character takes Wash more
drawbacks. than twice in a day, they must make an
Tough (TN 12) Willpower Saving
A single dose of Wash provides +3 Throw or gain the Addiction: Wash
Initiative, +3 Melee Damage Bonus, Complication. This Complication does
and +3 Damage Resistance to all Hit not give you a free Talent or overwrite
Locations for the next 2d8+1 Rounds. any other Complications that you
might have.
Self-Improvement Hypnotics
Offered by Prometheus clinics in all Each Self-Improvement Hypnotic is
major cities, these machine-induced geared towards a particular Skill.
hypnosis sessions are designed to Using that Hypnotic will raise your
teach important trade skills at an Dice Type with that Skill permanently.
equally important cost. If the Dice Type of a Hypnotic is lower
than your Dice Type with that Skill (for
Bootleg versions of the programs that example, you have Athletics at 2d8
the clinics use can sometimes be and take an Athletics d6 Hypnotic), the
found on the black market. While the Hypnotic has no effect.
bootlegs frequently have other issues,
they do not include hidden hypnotic In order to prevent resale, all
triggers the way the Prometheus Hypnotics degrade after a single use.
programs do—or at least they don’t
include them as often. Additionally, each time you use a
Hypnotic, roll 1d6. On a 4+, you
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Equipment List
acquire a Side Effect. If you get the
same Side Effect twice, it grows
stronger.
Costs • 1d10 costs: 1,400 credits
• 1d6 costs: 300 credits
• 1d8 costs: 700 credits
Side Effects
Roll 1d10 6. You freeze up when combat begins.
1. You suffer a permanent +1 TN You must use the first Action of your
penalty to taking action against first Turn in combat doing nothing.
Prometheus. 7. You become the loyal defender of a
2. You crave X-Brand Cola constantly. fast food chain. Once per session,
3. You suffer a permanent +1 TN when the property of that chain is
penalty to all Saving Throws to threatened, you must spend a Scene
resist getting angry. point or rush to its defense.
4. You become mildly obsessed with a 8. Blood is now fascinating to you. The
first time in each combat that you
movie that came out recently or that damage a person, your Turn
is about to come out soon. The
immediately ends.
movie is obviously not good.
9. You have a specific pop song
5. You have fallen in love with a movie
playing in the background of your
star, politician, or internet
thoughts. Always.
personality. Although you probably 10. The idea of getting another Self-
haven’t ever met them in person, you Improvement Hypnotic fills you with
will suffer a +3 TN penalty on all
indescribable nausea. You cannot
rolls to resist obeying them if they
do it.
ever try to give you direct orders.
Programs
Programs are custom-coded AIs Without specific Cybertech upgrades,
designed by hackers to assist them on hackers can only carry a number of
dangerous Full-Dives into hostile Programs equal to their Intelligence on
systems. a dive. However, hackers can have
more Programs on their person. They
The following Programs can be carried simply choose which ones they want
into Full-Dives by hackers with to take with them when they dive.
Neuraltech.
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Equipment List
For more information about how Full-
Dive Hacking works, see Full-Dive
Hacking [p. 259].
Offensive
Offensive Programs are geared immediate attack with Bloodhound.
towards disabling your opponents, This attack does not cost an Action.
exploiting resources in-system, and in
general flying through Level after Level Broadsword
like a bat out of hell.
A solid, straight-forward attack
Allies Program.
It helps to have allies along for the Damage: 2d8
raid. This provides a little distraction, Program HP (18)
supports your attacks, and absorbs Cost: 4,000 credits
damage all in one fell swoop. Special: You receive a -1 TN bonus on
rolls to hit with this Program.
Program HP (15)
Cost: 2,000 credits Burglar
Special: While this Program is active,
you receive a -1 TN bonus to hit Rendered as a man in a black-and-
targets, you deal +1 damage and, when white striped shirt carrying a rucksack,
you are hit, this Program takes the Burglar is an invaluable tool for diving
damage in your place. deep into hostile systems.
Bloodhound Program HP (10)
Cost: 2,000 credits
A tenacious Program, the Bloodhound Special: Evokes automatically when
is happy just to sit and guard a you arrive in the 1st Level, causing you
system, but when it’s given an enemy’s to make an Opposition Roll using
scent, it won’t stop until it’s either Computer Operations + INT vs the
recalled or it rips its prey to digital system’s Computer Operations + INT.
shreds. If you succeed by a margin of 5 points
or more, no waves activate and the
Damage: 3d8 system doesn’t begin hunting you until
Program HP (15) you descend a Level. As long as
Cost: 6,000 credits Burglar is out, you get a -1 TN bonus
Special: When you evoke Bloodhound, on rolls to extract data, influence
make an Opposition Roll using systems, and descend Levels.
Computer Operations + INT vs your
target’s Computer Operations + INT. If
you succeed, you may make an
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Equipment List
Clairvoyance Foil
A blind woman in an old Greek A fencer in armor, Foil specializes in
costume, Clairvoyance rattles off slipping past the guards of other
security measures the moment you programs and landing quick, low-
intrude in a new system. damage hits.
Program HP (10) Damage: 2d6
Cost: 4,000 credits Program HP (15)
Special: Evokes automatically when Cost: 3,000 credits
you arrive in the 1st Level, causing you Special: You receive a -2 TN bonus to
to make an Opposition Roll using all attempts to hit with this Program.
Computer Operations + INT vs the
system’s Computer Operations + INT. Howitzer
If you succeed, the GM tells you the
system’s statline, whether there’s a An artillery piece with a team of
sys admin, and what Programs are faceless technicians, this heavy hitter
defending the system. You cannot is powerful, but slow to reload.
deactivate Clairvoyance until you leave
the system. Damage: 3d10 damage
Program HP (20)
Cost: 5,000 credits
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Equipment List
Special: After attacking with Howitzer, may only target the system itself, but it
you may not use it again until you have acts on automatic, dealing its damage
changed Levels twice. at the beginning of each new Round,
with no Action spend or roll required.
Ninja
Shackles
While these Programs are usually
represented as shinobi with black A figure in a straight-jacket, covered in
clothes and veils obscuring their chains, Shackles is used to
faces, some engineers code them to temporarily disable certain security
look like their favorite cartoon measures while you work.
characters, adding an extra layer of
surprise when one pops out in combat. Program HP (15)
Cost: 4,000 credits
Damage: 2d12+2 Special: When you evoke this Program,
Program HP (35) pick another Program or a sys admin
Cost: 8,000 credits on your Level and make an Opposition
Special: When you evoke Ninja, make Roll using Computer Operations + INT
an Opposition Roll using Computer vs your target’s Computer Operations
Operations + INT vs your target’s + INT. You receive a -2 TN bonus on
Computer Operations + INT. You this roll. If you succeed, your target is
receive a -2 TN bonus on this roll. If bound, and may only spend their
you succeed, you may make an Actions repeating that Opposition Roll
immediate attack with Ninja. This to try and break free. If they succeed,
attack does not cost an Action. Shackles is destroyed. If you destroy
Additionally, while Ninja is deployed, it them before then, you may store
takes damage in your place. Shackles again.
OutbreakVirus Skeleton Key
The equivalent of a tactical napalm Usually represented as a man dressed
strike, this is less of a Program and in contrasting black and white suit and
more of a payload designed to crash carrying an enormous, ornate silver
systems. key, this Program smoothes your path
by limiting the system’s ability to keep
Damage: 2d12+6 at the end of each you out of places.
Round until it crashes the system or is
destroyed. Program HP (10)
Program HP (30) Cost: 3,000 credits
Cost: 7,000 credits Special: While this Program is active,
Special: This may only be evoked on you receive a -2 TN bonus on all rolls
the last Level of a system, and once it to extract data, influence systems, and
is evoked it cannot be stored again. It descend levels.
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Equipment List
Defensive
Defensive Programs are geared Armor Programs may not protect the
towards protecting you from harm, same target.
giving you strategic bonuses, and in
general making your trip through a Blocker
hostile system as safe as it can be.
A massive linebacker carrying a shield,
Adrenaline Boost Blocker exists to insulate you from
harm.
A syringe with a goofy-looking smiley
face, this Program can temporarily Program HP (15)
bolster your defenses, making you Cost: 5,000 credits
almost impervious to harm. Special: While this Program is active,
you receive a -2 TN bonus on rolls to
Damage to user on evocation: 2d6 defend yourself. This only applies
Program HP (10) when you are the target of an attack,
Cost: 5,000 credits not when one of your Programs is. If
Special: When you evoke this Program, you successfully defend against an
for the rest of this Round and the next attack while using Blocker, your
2 Rounds, you receive a -4 TN bonus attacker is moved up one Level or—if
on all Opposition Rolls to defend you are currently at Level 1—they are
yourself. This bonus remains even if kicked out of the system.
Adrenaline Boost is destroyed
prematurely. You may not store Decoy
Adrenaline Boost until 5 Rounds after
you have evoked it. A Program with no default look, Decoy
rapidly takes on the form of whatever
Armor you want it to impersonate.
A floating suit of steel plates, this Program HP (10)
Program welds itself onto a target, Cost: 3,000 credits
making it harder for the system to Special: If you evoke this Program
destroy them. manually, make an Opposition Roll
using Computer Operations + INT vs
Protection: +7 points your target’s Computer Operations +
Program HP (18) INT. You receive a -2 TN bonus on this
Cost: 3,000 credits roll. If you succeed, tell the GM what
Special: When you evoke this Program, you want your Decoy to look like, and it
choose either yourself or a Program looks like exactly that to your target.
you currently have evoked. That target On the other hand, if you are defending
gains +7 Protection until this Program a system and an intruder uses
is stored or destroyed. Two different Clairvoyance, you may evoke Decoy
reflexively to give the intruder a +2 TN
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Equipment List
penalty on their Clairvoyance roll. If Fortress
the intruder’s Clairvoyance roll fails,
the GM gives them a list of false info A small castle with eyes and a mouth,
about the system. Fortress settles around you, protecting
you from harm.
Houdini
Program HP (20)
A man in a top hat with a wand that Cost: 7,000
looks suspiciously like truncheon, this Special: While active, if you would take
Program exists to keep you from damage, Fortress takes that damage
getting snared. instead.
Program HP (15) Riposte
Cost: 7,000 credits
Special: Evokes reflexively whenever Similar in design to Foil, Riposte
you are successfully bound with stands at attention, waiting for you to
Shackles. When Houdini Evokes, you parry an attack.
may immediately make another
Opposition Roll to resist Shackles at a Program HP (15)
-3 TN bonus. If you succeed, you break Cost: 7,000 credits
free. Special: If you beat your opponent’s
roll by 5 points or more when
defending yourself, you may
immediately make a free attack on
them (even though it isn’t your turn)
and deal 2d6 damage if you hit.
Utility
Utility Programs are wild-cards, giving Program HP 10
you strategic options outside the Cost: 7,000
scope of traditional attack and Special: Once per Round, on your Turn,
defense. Depending on the while active, Clone can take a single
circumstances, utility Programs are Action on its own. This Action does
either worthless, or an ace in the hole. not suffer from any Multiple Action
Penalties you may have incurred, and
Clone it can be used to do anything that you
could spend an Action to do: attacking
A duplicate of you, but for the fake for 1d6 damage, evoking or storing a
mustache, Clones have some of the Program, using an active Program,
most advanced AIs of any Program extracting data, influencing systems,
you can find, and they are almost as or ascending or descending Levels.
good as you at hacking. Any rolls made by Clone use your
Computer Operations Skill, but reduce
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Equipment List
the die type by one step (i.e. d10s are not open automatically either. They
d8s, d8s are d6s, and d6s are d4s). may begin attacking its Hit Points,
opening it if they can reduce its Hit
Emergency Back-Up Points below zero.
A floating glass case with “in case of You may also use this Program to lock
fire” written on it, this Program access to a Level. Systems commonly
provides you with options when a use it to hide their own valuables.
situation is getting desperate.
Task Manager
Program HP (10)
Cost: 8,000 Styled as a pop-up window from the
Special: You may evoke this Program days of pre-AR computers, this
reflexively without spending an Action. Program allows you to store and evoke
When this Program is evoked, choose Programs faster than normal.
one of the following benefits: you get a
-3 TN bonus to hit with an attack, you Program HP (10)
gain +5 Protection against a single Cost: 5,000 credits
attack, or this Program takes all the Special: While this Program is active,
damage from an attack that was about you can evoke or store 2 Programs
to hit you. When you store this with a single Action.
Program, it takes 3 damage.
Trap
Hidden Safe
A snare hidden inside another
A reinforced steel safe with googly Program, Trap punishes enemies for
eyes and a front door that opens like a targeting your vulnerable Programs.
mouth, this Program is used to protect
sensitive data from being pilfered. Damage: 3d6+2
Program HP (20)
Program HP (50) Cost: 5,000
Cost: 10,000 Special: When you evoke Trap, pick a
Special: When you evoke this Program, Program that you currently have
pick something in the current Level evoked. Any time an enemy attacks or
that you want to keep hidden and otherwise interacts with that Program,
make a roll using Computer they suffer the Trap’s damage unless
Operations + Int + 4. This sets the TN they can make an Opposition Roll
for anyone else to interact with the using their Computer Operations + INT
object. If they can beat the TN with a vs your Computer Operations + INT +
Computer Operations + INT roll, the 2. Enemies may not target your Trap
Hidden Safe is destroyed and its with attacks until they have either
contents are exposed. If they fail by 2 succeed on one of those rolls or spent
points or fewer, the safe is not an Action and made a an Opposition
automatically destroyed, but it does Roll using their Computer Operations +
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Equipment List
INT vs your Computer Operations + Program HP (10)
INT + 2 to pinpoint the Trap Program’s Cost: 4,000 credits
code. Special: When you evoke Vault, it adds
another Level to the system, which
Note: Systems may also deploy Traps. appears just under your current Level.
Any Trap deployed by a system is This can be used to slow down
invisible to intruders unless they can intruders, or to put some breathing
make an Opposition Roll using space between you and an enemy
Computer Operations + INT vs the hacker who’s in the depths of the
system’s Computer Operations + INT + system. When Vault is evoked, it is
2. destroyed, but the Level it creates
remains until the end of the Scene, at
Vault which point it collapses.
This nondescript cube widens
explosively into its own Level, slowing
your progress through a system.
Other Equipment
A person can’t live on weapons and Bugs (Listening or Tracking)
armor alone. These miscellaneous
other items are all either practical or Individually tagged electronic tracking
common in the world of Dark Times. devices, these are easily monitored
through an app on your Beetle.
Bali Electronics Core Portable Power
Station Cost: 50 credits
Despite its poorly contained, Chang Engineering Nexus Series 8V
radioactive core, these devices are Computer Centralized Station
popular in tenements for their ability to
output cheap power. Installed in your home, this gray box
syncs up to your utilities, security
Cost: 300 credits system, kitchen, and anything else you
can program, allowing you to give
Binoculars commands to your household
appliances while you are away.
Perfect for birdwatching and
espionage. Cost: 400 credits
Cost: 20 credits
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Equipment List
Chang Engineering Traveler Series Cost: 100 credits
7V Portable Computer
Electronic Repair Kit (Small)
With more processing power than a
Beetle, this wrist-mounted projector A nice compact kit needed for
beams a holographic interface into the electrical work. Provides a -1 TN
air in front of you, allowing you to run bonus on any Skill Test these tools
specialized programs and perform might reasonably apply to.
more memory-intensive computing
tasks than a Beetle can handle. Cost: 85 credits
Cost: 400 credits. Electronic Repair Kit (Large)
Chang Engineering’s VT41 Probe What the other electronic kit doesn’t
cover, this one specializes in.
A floating probe the size of a football Unfortunately, it also fills a backpack.
that can be maneuvered through the Provides -3 TN bonus to any Skill Test
air at 15 mph, to a range of up to 100 these tools might reasonably apply to.
miles away. These link easily to a
Beetle, and can be controlled remotely Cost: 400 credits
with ease.
Evidence Collection Kit
Cost: 5,000 credits
A budget model, this nevertheless
Cutting Torch provides everything needed to bag,
label, and transport evidence away
Torch, tank, hoses, and kit included. If from a crime scene. Forensic
used with Improvised Weapons, it laboratory not included. Provides a -3
inflicts 2d6+5 damage. TN bonus to Police Sciences Skill
Tests.
Cost: 300 credits
Cost: 200 credits
Diversified Applications Beetle
Gas Mask
Better than the antique cell phones
that people used to use, this device Protects completely against
sits on the ear and, when activated, breathable toxins. This does not
extends an arm that projects an protect against toxins that can go
augmented reality display directly into through the skin.
the user’s eye, allowing them to
perform all the functions of a Cost: 100 credits
computer or a phone just by swiping at
the air in front of them. It also includes
a highly popular flashlight app.
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Equipment List
Glow Sticks Cost: 20 credits
Shake, snap, and light. These are high- Medical Kit: Field Surgeon’s
intensity, twelve-hour duration sticks.
This kit provides you with enough
Cost: 2 credits apiece equipment to perform field surgery.
Physician Skill Tests made with the kit
Handcuffs or Zip Ties are at a -2 TN bonus.
Restrains a target’s hands and/or Cost: 500 credits
secures them to an object. A person
can attempt to slip the ties by taking Mountaineering Equipment
1d4 damage, AP all, and making a
Strength Saving Throw (TN 13) or they This package contains all the
can try a Reflexes Saving Throw (TN necessary tools to scale a mountain or
13) to slip the cuffs. The Escape Skill highrise. -3 TN bonus on Athletics Skill
can be used in place of either Saving Tests to climb or descend.
Throw.
Cost: 400 credits
Cost: 20 credits for 1 set of Handcuffs
or 10 Zip Ties Parachute
Hypodermic Syringe A fabric device with cords and harness
that, when deployed, allows the user to
Used to apply various chemicals safely float down from a great height.
through the skin.
Cost: 3000 credits
Cost: 15 credits
Scuba Gear
Lock Picks
This comes complete with a wet suit,
A set of picks and a torsion wrench for flippers, goggles, weight belt, and
when you need to get in the quiet way. breathing gear.
-2 TN bonus on Lock Picking Skill
Tests. Cost: 700 credits
Cost: 50 credits Tool Box (Small)
Medical Kit: Basic Contains everything from an
adjustable wrench to an electric drill in
This kit provides all the basics to a convenient, compact package.
patch someone up. First Aid Skill Provides a -1 TN bonus on any Skill
Tests made with the kit are at a -1 TN
bonus.
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Equipment List
Test these tools might reasonably Cost: 700 credits
apply to.
Universal Detonator
Cost: 70 credits
Run by an app on your Beetle, this
Tool Box (Large) device has a 1 mile effective range. It
can be programmed to interface with
When the smaller tool box doesn’t any explosive you have physical
cover it, the large tool box does and access to, and it can be told to
then some. While not a box you can detonate different charges either
lug around, it’s still technically individually or all at once.
portable thanks to the rollers it’s been
mounted on. Provides a -3 TN bonus Cost: 50 credits
on any Skill Test these tools might
reasonably apply to.
214
Services
Services
The following services are available in
most cities in the world of Dark Times.
Digital Entertainment
These are some of the most popular Cost: 90 credits
mainstream VR games in the
Fractured States. Each is part of a Heroes of Arcana
long-running series.
Fantasy roleplaying in a brightly-
Detective’s Desk colored, upbeat world.
Take on virtual cases as a detective. Cost: 70 credits
You can even pick between different
types of detective careers, like Razor Arena
homicide or vice. Surprisingly
technical. Has been sued several times by
Sunday Night Gladiatorum for
Cost: 60 credits providing an experience that rips off
their own.
Erotica Island
Cost: 80 credits
Exactly as sleezy as it sounds.
Clothing
Broadly speaking, these are the three Street Wear
categories of clothing that most Cost: 80 credit
people wear.
Ratty Jumpsuit Corporate Wear
Cost: 25 credits Cost: 400 credit
Food
Despite advances in technology,
people still need this to survive.
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Services
Squeeze-a-Meal Cost: 4 credits per meal
Technically edible, and quite A Decent Meal With Real Ingredients
economical in bulk.
Cost: 38 credits
Cost: 1 credit per 2-pack of tubes. 5
credits per box of 25 tubes. A Good Meal With The Best
Ingredients
Fast Food
Cost: 50–500 credits. Depending on
Grease, grease, and more grease with where you dine.
some flavoring thrown in. Zero
nutritional value.
Drinks
Also still important to survival. Soda
Dirty Water Cost: 1 credit per 12oz bottle
Free, from a faucet near you. Beer
Cost: 0 credits Cost: 2 credits per 12oz
Clean Water Liquor
Cost: 2 credits per 12oz bottle
Cost: 2–180 credits depending on
rarity
Hired Help
Even in the future, people rely on Special: In addition to paying a base
people. salary, you must also pay weapon and
ammunition expenses for anything
Bodyguard specific you want your bodyguard to
carry. If stats are needed, see Angry
Cost: 500 credits a month (runs when Low-Life [p. 274] in the Adversaries
guns come out), 1,000 credits a month chapter.
(holds their own in a firefight), 1,500
credits a month (would take a bullet Prostitute
for you).
Cost: 25 credits (tenement freelancer
or corporate-chain brothel worker),
216
Services
150 credits (minor red-light-district Storage Facility
celebrity), 500 credits and up (famous)
Cost: 100 credits a month (storing
Secretary minor personal effects), 200 credits a
month (storing a vehicle), 300 credits
Cost: 500 credits a month (part time), a month (storing several vehicles).
1,000 credits a month (full time)
Special: +100 credits per month for
Security security.
Cost: 100 credits a month (remote Taxi
monitoring), 500 credits a month
(armed guard in off hours at a small Cost: 7 credits
place), 1,000 credits a month (full time
guards at a small place), 6,000 credits Special: Significant upcharge for
a month (team of four armed men 24-7 travelling to or through dangerous
for a moderate-sized place) parts of town. Rolls to drive, if needed,
are made with 2d8+3.
Special: If stats are needed, see Angry
Low-Life [p. 274] in the Adversaries Valet
chapter.
Cost: 500 credits a month (part time),
1000 credits a month (full time)
Transportation
Cost varies on usage and models. Mid-Sized Car Variant: Octane
Motorcycle Motors: The Reaper
Cost: 2,000 credits
Compact Car A straight up muscle car. Top speed is
Cost: 10,000 credits 300 mph.
Mid-Sized Car
Cost: 20,000 credits Cost: 40,000 credits
Mid-Sized Car Variant: Octane
Motors: The Admiral
Luxury at it finest—for a factory car.
Top Speed is 200 mph.
Cost: 80,000 credits
217
Services
Van Hovercar Variant: Octane Motors:
The Pegasus
Cost: 15,000 credits
Confident hovercar that holds four
Hoverbike comfortably. Top speed is 150 mph.
Cost: 60,000 credits
Cost: 6,000 credits
Hover Van
Hoverbike Variant: Octane Motors:
The Valkyrie Cost: 100,000 credits
Sporty and fast hoverbike. Top speed Helicopter
175 mph.
Cost: 10,000 credits Cost: 80,000 credits
Hovercar
Cost: 50,000 credits
Housing
While you can get by without this, you Penthouse
generally don’t want to.
Cost: 1000+ credits a month
Coffin
Condemned House
Cost: 50 credits a month
Cost: 20,000 credits per 100 month
Rat Den Apartment rental
Cost: 20 credits and up per month, Moderate House
depending on condition and how many
people are already there. Cost: 60,000 credits per 300 month
rental
Moderate Apartment
Upscale House
Cost: 200 credits a month
Cost: 100,000 credits per 600 month
Upscale Apartment rental
Cost: 400 credits a month
218
Services
Small Warehouse Large Warehouse
Cost: 40,000 credits per 400 month Cost: 120,000 credits per 2,000 month
rental rental
Moderate Warehouse Estate
Cost: 80,000 credits per 800 month Cost: 1,000,000 credits
rental
Consultation With A Charismatic
Medical Care Quack
A need as old as civilization. Cost: 450 credits (insurance not
accepted)
Help From a Neighbor
Life-Saving Surgery
Cost: You owe them one
Cost: 4,000 credits (1,500 credits with
Visit to a Local Med Student insurance, 15 credits with CEO-grade
insurance)
Cost: 50 credits or a home-cooked
meal Necessary Medication to Treat a
Chronic Condition For A Month
Consultation With A Doctor
Cost: 6,000 credits (1,000 credits with
Cost: 350 credits (30 credits with insurance, high-interest medical loans
insurance) available)
Information Professional Research
It might want to be free, but most Cost: 50 credits, takes three days to
companies are inclined to charge. complete
Untrustworthy Snitch Textbook On The Subject
Cost: 5 credits, but you’re pretty sure Cost: 200 credits, with a 50 credit per
Backalley Jimmy doesn’t know what month ‘continued ownership’ charge,
he’s talking about and ownership automatically revoked
219
Services
upon publication of a new edition of
the book.
Internet
All internet plans include network At-Home Internet (Upgrade Deluxe
access for your Beetle. Plan)
Public Net Usage Cost: 55 credits per month, connection
is still throttled but no longer makes
Cost: 5 credits per half hour in a VR dial-tone screaming noise when you
cafe log in
At-Home Internet (Basic Plan) At-Home Internet (Corporate Basic)
Cost: 30 credits per month, slow, laggy Cost: 105 credits per month,
reasonable speed, convenient
connection
220
Sample Characters
Sample Characters
If you don’t want to go through the These characters do not have their
process of creating your own starting credits or equipment listed.
character just yet, you can use one of Instead, if you play one of them, the
the following characters instead. GM will give you some equipment and
money as appropriate for the scenario
you are playing.
Crusher
Derived Attributes
Hit Points: 119/119, Energy Points:
33/33, Heal Rate: 8, Move: 15 yds,
Dam Bonus: +2d10, Scene Points: 4/4,
Exp:_______, Limit Points: 0/10
Languages: English 3, Street 3,
Japanese 3, Russian 3
Fine Looks
You get -2 TN on all social Skill rolls
where the other party can see you.
Meat Monkey
+15 maximum Hit Points.
Jennifer Moses Skilled Brawler
Archetype: Brick Once per Scene, you may reroll a failed
Corporate DNA Strand: Prometheus attempt to hit a target with an unarmed
Medical (Gen 2) attack or melee weapon. You must
take the results of your second roll,
Attributes even if it is worse.
Strength: 5 (9), Health: 4, Reflexes: 3,
Willpower: 2, Charisma: 2, Intelligence: Sharp Senses
3 You can look at an area and
automatically figure out where the
good strategic locations would be for
snipers, traps, etc. Furthermore, you
can evaluate a combat situation just
by listening to the gunfire, and you can
accurately guess the guns involved.
221
Sample Characters
On top of that, you gain +3 to your time you make an unarmed attack. If
Initiative. the attack hits, you deal +1d8 damage.
Lucky Bastard Super Leap
Increase your maximum Scene Points Once per turn, you may spend 1
by +1. Energy Point to leap 17 yards
horizontally and 7 yards vertically.
Money Sink
Prometheus has choked out your Backstory
family’s finances and aims to keep Jennifer grew up in the rough part of
them broke. Your starting credits and Steele City, known as the Rails. Both of
your income are both reduced by half her parents died when she was ten
(round down). years old and she was put into a string
of foster homes which turned out to be
Skills one bad place after another.
Athletics 2d10, Brawling 3d10,
Computer 1d8, Corporation Knowledge It didn’t take long before she decided
1d8, Disguise 1d8, Dodge 1d6, Drive to strike out on her own, and her early
1d8, Electronics 2d8, Fast Talk 1d8, childhood was filled with turmoil.
First Aid 1d6, General Knowledge 1d6, Jennifer fell into working with a gang
Improvised Weapons 1d10, and they decided to try and rip off a
Interrogation 1d6, Intimidation 2d8 Prometheus medical clinic. The heist
Mechanic 2d8, Observation 2d8, went bad and she was captured by
Security 1d6, Seduction 1d8, Stealth Prometheus Medical security.
2d8, Streetwise 2d8, Throwing 1d6
Realizing she was living off the grid
Super Strength with no family to miss her, they
scheduled her for experimentation and
You receive +12 maximum Hit Points indoctrination. The results were
and +4 Strength. You may spend 1 successful and the lab techs were
Energy Point at any time to deal +8 happy, but they didn’t realize just how
Melee Bonus Damage or to lift and much she prized her freedom.
throw up to 10,000 lbs.
During her orientation into their black
Armor ops team, she pummeled her
You receive +8 Protection to all Hit instructor and fled. Not having any
Locations. family or allies and filled with a lot of
anger from the torture she experienced
Unarmed Superiority (Frame at Prometheus Medical, she sought
Advantage) out like-minded people in the hopes of
You may spend 1 Energy Point at the hitting back.
start of combat to gain +4 Initiative.
This is when she came across the ELA
Unarmed Superiority (Fierce Attack) (Enhanced Liberation Army): a group
You may spend 1 Energy Point any of Enhanced that were willing to
222
Sample Characters
commit terrorist acts against the LECs scrambled to respond to the attack.
and corporations. Since then, Jennifer has kept her
scope much lower, committing a string
The ELA exploited her and tried to use of small-scale robberies and acts of
her to attack an executive’s family. vandalism as her way of lashing out
When she broke into the executive’s against the establishment.
house, along with his guests she saw
the executive’s terrified wife and She still dislikes what the corporations
10-year-old daughter. The group she have been doing to people, and she
was with began to get really rough has befriended some of the local
with the woman and Jennifer knew mutant population—guaranteeing her a
this was wrong. place to lie low as long as she doesn’t
mind the smell and radiation in the
She beat up her companions and fled tunnels. Recently she has also
the scene, just missing the private befriended Lich and they see each
security force that had been other as kindred spirits.
Lich
Derrick Jones Corporate DNA Strand: Chimera
Archetype: Skulker Pharmaceuticals (Gen 2)
Attributes
Strength: 2, Health: 3, Reflexes: 4,
Willpower: 3, Charisma: 3, Intelligence:
3
Derived Attributes
Hit Points: 34/34, Energy Points: 32/
32, Heal Rate: 6, Move: 20 yds, Dam
Bonus: -, Scene Points: 3/3,
Exp:_______, Limit Points: 0/10
Languages: English 4, Street 4,
Chinese 4, Spanish 4
Blindside
You deal +4 damage and get a -2 TN
bonus to hit during your free turn when
ambushing.
Safe House/Cache
Once per session, you can work with
the GM to establish a safehouse
223
Sample Characters
nearby, including stocking it with any Superhuman Ability that creates light.
reasonable supplies or amenities. You To do this, they must make a Power
must pay for any gear you add to the Use + Willpower vs your Power Use:
safe house. Darkness + Willpower. On a success,
the darkness in that particular area
Improved Defense dissipates wherever their light touches
Attempts to hit you suffer a +2 TN it.
penalty. You may want to remind the
GM of this when combat breaks out. Vibratory (P)
Spend an Action and 3 Energy Points
Sharp Senses to make a ranged attack against a
You can look at an area and target within 13 yards, using Power
automatically figure out where the Use: Vibratory + Reflexes. If you hit,
good strategic locations would be for deal 2d12+4 damage, APHalf.
snipers, traps, etc. Furthermore, you
can evaluate a combat situation just You may also use Vibratory as part of
by listening to the gunfire, and you can an unarmed or melee attack, or instead
accurately guess the guns involved. of an unarmed or melee attack. If you
On top of that, you gain +3 to your are using Vibratory instead of an
Initiative. unarmed on melee attack, use Power
Use: Vibratory + Reflexes to hit your
Vendetta target and deal damage as appropriate
Whenever you have a chance to hurt for whichever level of the ability you
Chimera Pharmaceuticals, you must are using. If you are using Vibratory
make a Challenging Willpower Saving with an unarmed or melee attack,
Throw (TN 9) to keep your focus. ignore the damage for Vibratory.
Instead, your unarmed or melee attack
Skills gains AP Half.
Athletics 2d8, Computer 2d6,
Demolitions 1d6, Dodge 2d8, Vibratory Defense
Electronics 2d6, Fast Talk 2d8, General Spend 1 Energy Point and an Action to
Knowledge 2d6, Lockpicking 1d6, activate this power. It lasts for the rest
Observation 1d10, Persuasion 2d8, of the Scene. While this power is
Police Science 2d8, Power Use: active, all physical and sonic attacks
Darkness 2d10, Power Use: Vibratory only deal half damage to you
2d8, Power Use: Drain Energy 2d8, (calculated before applying
Security 2d10, Stealth 2d10, Protection). While this power is active,
Streetwise 2d10, Tech: Weapons 2d8 you must pay an additional 1 Energy
Point each time you are attacked.
Darkness (P)
Spend an Action and 3 Energy Points Vibratory Phasing
to fill a 20 yard radius that is within Spend 4 Energy Points and an Action
your line of sight with unnatural and for the rest of the Scene you can
darkness. Other characters may try to walk through solid objects, but not
dispel the darkness with any objects that have been designed to
224
Sample Characters
vibrate at the right frequencies or that Derrick took up to working with a local
have a powerful electrical current gang. Over the years he had a string of
constantly running through them. violent encounters, but he stayed with
them out of necessity. After all,
Drain Energy Points (P) without their money and protection,
Spend 3 Energy Points and an Action there would be no one to look after
and touch your target. If this ability Lily.
hits, make an Opposition Roll using
your Power Use: Drain Energy Points When he was fourteen, Derrick
vs your target’s Willpower Saving discovered his powers and realized
Throw. On a success, drain 2d6 Energy that one or both of his parents must
Points from your target and restore have passed them on to him. However,
your own Energy Points by the same while he was testing them out on a job
amount. from his gang, he crossed paths with
Chimera Pharmaceuticals and they
Weaponmaster (Rapid Movement) captured him.
Spend 2 Energy Points and for the rest
of the Scene you gain +10 Movement. For two weeks he was tested and
This does not stack with itself. tortured in the name of research. He
was about to be dissected when an
Backstory Enhanced broke through the wall of
Derrick grew up with his sister Lily in the operating theater and pulled him
Duffy, the rough part of town. One day, off the table. Her name was Crusher.
his parents went out to try and earn
money but never came back. His Since then Derrick and Crusher have
parents worked for Chimera become good friends. They look out
Pharmaceuticals, and Derrick knew for each other, and Derrick is more
they kept secrets about their work. aware than ever that he needs
that—especially since Lily has started
developing the ability to fly.
225
Sample Characters
Widowmaker
Furious Assault
On your turn in combat, once per
Round, you may make an attack
without spending an Action. This
attack must be with your body, with a
melee weapon, or with a thrown
weapon. It is not subject to Multiple
Action Penalties.
Hard to Hit
Once per Scene, before dice have been
rolled, you may simply declare that an
attack missed you. Furthermore, any
ranged attack against you suffers a +2
TN penalty.
Johnny Yun Contacts/Snitch
Archetype: Martial Artist You have made it a point to collect
Corporate DNA Strand: United contacts, snitches, and a network of
Constable Services (Gen 2, -2 TN on other people that can be made use of.
Observation rolls) Generally these people want
something in return for their services,
Attributes but you can call on them without a
Strength: 4, Health: 3, Reflexes: 5, cost once per game session.
Willpower: 3, Charisma: 2, Intelligence:
3 Bad Ass
You gain +5 to your maximum Hit
Derived Attributes Points and a -3 TN bonus with
Hit Points: 55/55, Energy Points: 32/ Brawling or with any Melee combat
32, Heal Rate: 6, Move: 14 yds, Dam Skill of your choice.
Bonus: +1d6, Scene Points: 3/3,
Exp:_______, Limit Points: 17/20 Addiction: Blue Lotus
Any time your temptation shows itself,
you need to make a Willpower Saving
Throw in order to resist indulging. The
GM decides the TN of this Saving
Throw based on the severity of the
temptation.
Languages: English 4, Street 4, Skills
Chinese 4 Athletics 2d10, Brawling 3d10+3,
Computer 1d8, Corporation Knowledge
226
Sample Characters
1d8, Demolitions 1d8, Dodge 2d8, Backstory
Drive 1d8, Fast Talk 1d6, General Johnny grew up in a middle-income
Knowledge 1d8, Lockpicking 2d8, family and had a mostly uneventful
Observation 2d8+2, Pistols 2d10, childhood, although he did excel in
Poisons 1d8, Police Science 2d8, physical sports. His father worked for
Security 2d10, Stealth 2d10, United Constable Services as a prison
Streetwise 2d8, Throwing 2d8 warden. Although Johnny did not know
this, his father was involved in a
Unarmed Superiority (Fierce Attack) program that used inmates for
Spend 2 Energy Points and make an nanoserum tests.
unarmed attack. If you hit, deal +2d8
damage. One day, on his way back from football
practice, Johnny was involved in a car
Unarmed Superiority (Evasive Style) crash, which paralyzed him. Johnny
All attacks suffer a +2 TN penalty to hit became depressed and suicidal, and
you, including bullets and energy his father become equally determined
blasts. to see his son healthy and happy
again. He got in deep with medical
Unarmed Superiority (Frame bills to help Johnny. Then a company
Advantage) rep came by the house with an offer
Spend 1 Energy Point and for the rest that seemed too good to be true.
of the Scene you have +4 Initiative.
Although the small print involved
Weaponmaster (Strike Vitals: Pistols) signing away a lot of his basic rights,
Each time you hit with an attack with a Johnny was enrolled in a program that
Pistol, you may spend 1 Energy Point claimed it could fix him. To his
to deal +2d6 damage. amazement, not only did it work, but it
made him feel stronger than he had
Weaponmaster (Hardened) ever been before.
You receive +8 Protection to all Hit
Locations. It wasn’t long before he was healthy
and doing well. Then the company
Knuckle Spurs came to collect. They wanted to use
You deal +1d4+1 damage, AP 3, with him as a discreet asset, so they
unarmed attacks. relocated him away from his family
and enrolled him in an intensive
Enhanced Sensory Suite training program.
You get a -1 TN bonus on all
Observation rolls. Johnny only made it part way through
his training. The idea of killing for UCS’
Selective Neural Deadening profit margin did not sit right with him,
You receive a -2 TN bonus on all and so he left one night. In retaliation,
attempts to resist being stunned. You his instructor ordered the death of
also receive a -2 TN bonus on Death Johnny’s father.
Saves.
227
Sample Characters
This got Johnny’s attention. He broke To make enough money to afford a
back into the training facility and killed new set of Genetic IDs, he offered his
his instructor, leaving the body as a services to the Triad. Since then, he
message on the ground. has served as a contract killer for
them, although he finds the work
Knowing his family was in trouble, troubling. He hopes one day to be able
Johnny relocated his mother to the to live a life out from under the thumb
part of Steele City known as Parkside. of corporations and gangs.
Migraine
Derived Attributes
Hit Points: 34/34, Energy Points: 44/
44, Heal Rate: 6, Move: 6 yds, Dam
Bonus: -, Scene Points: 3/3,
Exp:_______, Limit Points: 0/10
Languages: English 3, Street 3,
Spanish 4, Russian 2
Ahead of the Game
You start the game with a hideout in
the nice part of town (work with the
GM to determine the specifics of your
hideout) and an extra 1000 credits in
income at the start of each adventure.
Oscar Fuentes Mental Defense
Archetype: Mentalist You gain +5 Damage Resistance vs
Corporate DNA Strand: Tachyon mental attacks to all Hit Locations and
Energy Solutions (Gen 2) you get a -4 TN bonus on all Saving
Throws to resist attempts to influence
your mind.
Fine Looks
You get -2 TN on all social Skill rolls
where the other party can see you.
Attributes Secure Job
Strength: 2, Health: 3, Reflexes: 3, You receive 500 credits at the start of
Willpower: 5, Charisma: 3, Intelligence: each adventure.
3
228
Sample Characters
Slow Runner while you are in there, but you can
Your Movement is decreased by -3 learn a lot about a person in the
yards. process.
Skills While telepathically interacting with
Computer 2d8, Corporation Knowledge someone’s mind, you can speak to
2d8, Cryptography 1d8, Dodge 2d8, them mentally and they can speak
Drive 1d8, Fast Talk 1d10, General back.
Knowledge 2d10, Interrogation 2d8,
Law 2d8, Leadership 2d8, Observation If a person knows you are poking
2d8, Persuasion 1d10, Police Science around in their mind and wishes to
1d8, Power Use: Telepathy 3d10, resist it, they can force you to repeat
Power Use: Emotion 2d10, Seduction your Opposition Roll for every new bit
1d10, Stealth 1d6, Streetwise 1d6 of information you wish to access.
Failure does not kick you out of their
Telepathy (P) head, but it does prevent you from
Spend 5 Energy Points and an Action looking for that particular fact or bit of
to use your telepathy on up to 5 information again this Scene.
targets within 67 yards.
Telepathic Attack (P)
When you use this power, you may Spend 2 Energy Points and an Action,
skim a person’s surface thoughts by pick a target within 17 yards, and
making a successful Opposition Roll make an Opposition Roll using Power
using Power Use: Telepathy vs. your Use: Telepathic Attack vs. your
target’s Willpower Saving Throw. On a target’s Willpower Saving Throw. If
failure, they are alerted to someone’s you succeed, deal 1d8 damage.
mind brushing their own, but don’t Damage dealt by this power is dealt to
necessarily know that it was you that the Head Hit Location and ignores all
did it. Protection.
Optionally, you may choose to deep Telepathic Defense
dive someone’s mind. To do this, You gain 5 Damage Resistance
spend 9 Energy Points instead of 5 against all mental attacks.
and make an Opposition Roll using
Power Use: Telepathy at a +3 TN Teleportation (P)
penalty vs. your target’s Willpower Spend 3 Energy Points and an Action
Saving Throw. On a failure, they feel to teleport yourself to a spot within
your mind slam against theirs, and 333 yards. If your destination is not in
they know exactly who you are and Line of Sight, you must make a Skill
what you were trying to look for. Test using Power Use: Teleportation +
However, if you succeed, you can get Intelligence to use this power safely.
much more than surface thoughts,
rummaging through someone’s deeper Emotion Control (P)
memories, feelings, and beliefs. You Spend 7 Energy Points and an Action
may not attempt to change anything to make an Opposition Roll using
229
Sample Characters
Power Use: Emotion Control + When he was nine years old, though,
Charisma vs their Willpower Saving he started to get headaches and then
Throw. If you succeed, until the end of noticed he was able to hear other
the Scene, once per Round, on your people’s thoughts. Cautious of what
turn, you can affect their emotions others would think, he kept it a secret.
subtly or savagely by spending an
Action. Then one day a corporate rep came to
him and said that his parents had
If you affect their emotions subtly, you disappeared. Instantly, Oscar sensed
can cause them to feel warmly the man was lying and, for the first
towards you, giving you a -1 TN bonus time, Oscar deliberately read another
on rolls to manipulate them. human’s mind. The man had been sent
to tell Oscar that they were missing
If you affect their emotions savagely, and, while Oscar didn’t know why, he
pick either joy/despair or fear. believed the man wasn’t telling the
truth.
If you pick joy/despair, they must
make a Willpower Saving Throw Oscar pried deeper into the rep’s mind,
against your Power Use: Emotion looking for more information, and in
Control + Charisma at the start of their doing so he discovered rumors that
next turn or else waste their first the man had heard—rumors that his
Action laughing or crying. parents had been involved in
unsanctioned experiments on
If you pick fear, they must make a someone who had not been vetted for
Willpower Saving Throw against your Tachyon’s laboratory process. The rep
Power Use: Emotion Control + believed that if this was true, Oscar’s
Charisma at the start of their next turn parents would have been disappeared
or else immediately move their full by a corporate asset called Tanker,
Movement away from whatever person who was used to remove people who
or object you are making them afraid meddled in unauthorized retrovirals.
of.
Scared and angry, Oscar nevertheless
You may use this ability in other, more managed to deceive the rep by playing
creative ways with the GM’s the part of an emotionally devastated
permission. child. It helped that he was only half
acting. Eventually, satisfied that Oscar
Backstory knew nothing, the rep arranged for him
Oscar grew up in privilege. His father to be sent first to a Tachyon
and mother worked in security for orphanage, and then to a series of
Tachyon Energy Solutions. He knew foster homes. The homes were
they were Enhanced and Tachyon unpleasant, and the experience
knew it also. Surrounded by other isolated him, so it wasn’t until his
corporate families, Oscar felt he had it teenage years that he made his first
all. friend: a fellow Enhanced named
Johnny Yun. Yun fascinated him and
230
Sample Characters
the two hit it off. To this day they are they began keeping him away from the
still good friends. corporate offices.
When Oscar was old enough to be paid For Oscar, this is something he cannot
for working, he went to work for abide. His entire reason for signing on
Tachyon Energy Solutions as a with Tachyon was to research his
security specialist. After acing his parents’ murder and, when he finds the
interview by picking all the right responsible party, to make them pay
answers out of his interviewer’s mind, for what they’d done.
he took a risk and revealed his powers.
The gamble paid off, netting him a As a result, it’s only a matter of time
fatter paycheck and better benefits, before Oscar takes drastic action and
but instead of giving him what he walks into the central office to see
wanted—improved security access—it what he can skim from passing
made his higher-ups more careful, and minds—standing orders or not.
Ion
Lena Petrovka Attributes
Archetype: Blaster Strength: 3, Health: 3, Reflexes: 4,
Corporate DNA Strand: Xander Willpower: 3, Charisma: 3, Intelligence:
Chemicals (Gen 2) 3,
Derived Attributes
Hit Points: 42/42, Energy Points: 47/
47, Heal Rate: 6, Move: 11 yds, Dam
Bonus: +1d3, Scene Points: 3/3,
Exp:_______, Limit Points: 8/20
Languages: English 4, Street 4,
Russian 4
Extra Battery
You get +10 max Energy Points.
Move and Blast
You do not suffer penalties for moving
and attacking with a ranged
Superhuman Ability.
Alternate ID
Once per game session you can
produce an ID that is relevant to the
situation at hand.
231
Sample Characters
Warrior’s Sense mob in order to seek allies and shelter
Gain +3 Initiative. from Xander Chemicals, who owned
his patent.
Enemy
The Hazmat Killers are after you. It is While living in Little Odessa, Lena met
the GM’s discretion where and when a young lady named Vanya Platov.
they strike. Vanya was the daughter to another
Enhanced who worked for the mob,
Skills and soon the two girls were thick as
Brawling 1d8, Computer 1d8, thieves. They even went to the same
Corporation Knowledge 2d8, Fast Talk school, where they were at the top of
1d8, First Aid 1d8, General Knowledge their class.
1d10, Interrogation 2d8, Intimidation
2d8, Observation 1d10, Persuasion One day when Lena was seventeen,
2d8, Physician 1d8, Power Use: Energy her father didn’t come home. He and
Blast 3d10, Power Use: Flight 3d8, Vanya’s father had been off on an
Science: Nano 1d10, Security 2d8, assignment by the mob. It seemed that
Seduction 1d8, Stealth 1d10, they had crossed paths with an
Streetwise 1d10 Enhanced named Rust who worked
with the Hazmat Killers, a gang that
Energy Blast (P) sometimes freelances for Xander
You can spend 3 Energy Points and an Chemicals.
Action to make a ranged attack using
Power Use: Energy Blast + Reflexes Lena and Vanya both swore that those
against a target within 15 yards. If you responsible would pay. They spent the
hit, deal 2d12 damage, AP 2. next two years studying the Hazmat
Killers and their connections. They
Your target must also be within Line of went after many of their members and
Sight for you to attack them with this even squared off against Rust, but he
power. got away.
Flight (P) The two even attempted to find the
Spend 2 Energy Points and an Action executive who had ordered their
and, until the end of the Scene, you parents’ hit, but they came up empty-
can fly at a speed of 250 miles per handed. While they don’t hold Rust
hour. accountable, they do believe he knows
crucial information, and they intend to
Epidermal Keratinization (P) interrogate him if they can.
You gain +8 Protection to all Hit
Locations. In the meantime, the Russian mob has
been overlooking Lena and Vanya’s
Backstory indiscretions in tangling with Xander
Lena grew up in Little Odessa, a part of Chemicals, and they’ve even offered
Steele City. Her father was an escaped Lena a job working for them. She now
Enhanced who worked for the Russian serves as their loyal troubleshooter,
232
Sample Characters
using a small part of her pay to look
after her mother, and a larger part to
prepare for going after Rust.
XL
Languages: English 3, Street 4,
Spanish 3, Chinese 2
Scanner Invisible
Scanners and security cameras
dismiss you as a sensors glitch or a
stray animal. You can still trigger
things like laser tripwires, however,
and you can still be spotted by
sentries.
Mutant Network
You have a strong connection to a
community of other mutants or mutant
sympathizers. These people are allies
you can call upon Charisma+2 times
per game session.
Anton Scientific Mind
Archetype: Mutant Your science-related rolls all have their
Corporate DNA Strand: United TN reduced by -2.
Constable Services (Gen 2, -2 TN on
Observation rolls) Bad Ass
You gain +5 to your maximum Hit
Attributes Points and a -3 TN bonus with
Strength: 4(7), Health: 3(6), Reflexes: Brawling or with any Melee combat
3, Willpower: 3, Charisma: 3, Skill of your choice.
Intelligence: 3
Social Pariah
You suffer a +2 TN penalty when using
any social Skill on non-Mutants.
Derived Attributes Skills
Hit Points: 115/115, Energy Pts: 38/38, Brawling 2d10, Blades 3d10,
Heal Rate: 12, Move: 13 yds, Dam Chemistry 2d10, Computer 2d8,
Bonus: +1d12, Scene Points: 3/3, Electronics 2d8, First Aid 2d8, General
Exp:_______, Limit Points: 0/0 Knowledge 1d10, Improvised Weapon
2d10, Intimidation 2d8, Jury Rig 2d8,
233
Sample Characters
Lockpicking 1d8, Mechanic 2d8, instantly switch places with a target
Observation 1d10, Physician 1d8, within HLT x 2 yards.
Police Science 1d8, Science: Biology
1d10, Security 2d8, Stealth 1d8, You can also use this ability as a
Streetwise 1d8, Throwing 1d6 Reaction when you successfully avoid
an attack. It costs an Action from your
Large Skeleton next turn (or another Action, if you just
You gain +10 maximum Hit Points and Dodged), but if you successfully swap
deal +1d3 damage with unarmed places with a target, they get targeted
attacks. However, you may not turn by the attack you just avoided.
this ability off, and you must be at
least 7 feet tall (Gorilla Sized on the Deformation
Size Chart). Your skin is brightly colored, marking
you as a mutant. You suffer a +2 TN
Bio-Sense penalty when negotiating with people
Spend 2 Energy Points and an Action. who have been taught to discriminate
For the rest of the Scene, you can against that—which is to say, most of
sense living beings, even through solid society.
barriers like walls, at a distance of INT
x 10 yards. Removing your Deformation (Minor)
forces you to take 2 Limit Points.
You can sense living beings within
range, and you can even tell by the Photodependency
dead spots in their bodies where they You require sunlight in order to
have Cybertech or nanocolonies survive. Each day, you must bask for
installed. Furthermore, Mutants and 1d3 hours. If you do not, you suffer
characters with Hereditary Powers 1d8 Drain damage when the sun goes
have a slightly different ‘glow’ to them, down. Your condition is partly
so you can use your Bio-Sense to tell psychosomatic, and sun lamps do not
at a glance who has Superhuman help. If you take both this and Light
Abilities. Sensitive, you gain an additional +4
Metahuman Points.
Levitate
Spend 3 Energy Points and an Action Backstory
and for the rest of the Scene you may Anton grew up the son of two mutants
move at half your normal Movement who were leaders in their community.
through the air, drifting slowly towards The family was well liked, and he was
your destination. a happy child. Though he was much
bigger than other kids and even some
Increased Attribute (Major) adults, Anton was very scholarly.
You have +3 Strength and +3 Health.
His father didn’t want him to only rely
Displacement (Major) off his strength and size, so he pushed
Spend 6 Energy Points and an Action education. Anton’s mother was the
to either teleport to your destination or teacher of the community and Anton
234
Sample Characters
was her lead student, excelling believe they were taking her to a
especially in the sciences. hospital.
With his condition, though, he had to Anton couldn’t let that stand and he
regularly go to the surface to get approached the gang. A fight ensued.
sun—or at least find a part of the He was outnumbered but he had his
sewer that was allowing sun inside. He strength on his side, and after a few
longed to go out and be with people seconds he also had an ally. A young
but knew they’d see him as a monster. woman who seemed much stronger
than Anton jumped into the fray,
One day he journeyed out in the attacking the gang members. Those
evening to enjoy the park. All alone he who were still standing fled.
was basking in the sounds and the
breeze, but that peace was soon The woman introduced herself has
interrupted. Coming through the park Crusher, and the two of them quickly
was a small gang of thugs looking for became friends. Since then, they have
trouble. They were dragging an done everything they can to protect
unconscious woman, and Anton didn’t the innocents of Steele City.
235
Combat
Combat
When the twelve-armed mutant lunges To keep combat from being a
out of the darkness at you or the confusing mess in which everyone
squad of Peacekeepers kicks in your tries to act at the same time,
door, it’s time for combat. characters take turns to describe what
they are doing in combat, and the
Combat is like regular gameplay. You order of these turns is determined by
ask questions, shout commands, and their Initiative.
use Superhuman Abilities—but you do
it while trying not to be murdered.
Scenes
A Scene is any period of time the GM will announce when an old Scene
players spend in the same location or ends and a new Scene begins.
working on the same problem.
Exploring an abandoned warehouse Typically, a combat will take place in a
might be one Scene. A car chase down single Scene.
the interstate might be another. The
Turns And Rounds
A combat Turn lasts two seconds in- If a player wants to do something that
game. Out of game, a player may takes a little longer (such as skimming
spend a few minutes deciding what an article, implanting a piece of
they want to do. Cybertech, or barricading a door), they
will need to spend multiple combat
Most things that a person could turns.
normally do in the middle of a fight
(such as firing a gun, swinging a lead Once everyone in combat has taken a
pipe, kicking in a door) naturally fit into turn, the Round ends and a new Round
that two-second time. begins.
Initiative
Initiative determines the order that for major NPCs, Lieutenants, and
characters take their turns in a Round. Masterminds. For minor rabble and
A player character’s Initiative is 1d8 Thugs, roll 1d6 and add their Reflexes.
plus their Reflexes. The same is true
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Combat
Once everyone has rolled their order accordingly) at the end of the
Initiatives, combatants take their turns Round.
in order from the highest Initiative to
the lowest. When the last combatant NOTE: Because it takes several
has taken their turn, everyone rolls minutes out of game to cover a few
Initiative again and a new combat seconds of what happens in combat,
Round starts. when things are tense but no one is
shooting or throwing energy blasts yet,
Certain General Talents, Archetype don’t worry about Initiative and
Talents, Superhuman Abilities, and combat turns. It’s only when violence
other factors can increase a breaks out that the PCs’ adrenaline
character’s Initiative. If a character’s kicks in, time slows down, and
Initiative changes in combat, reroll everyone needs to start acting in
their Initiative (and change the turn Initiative order.
Ambushes
If one side is completely unaware of rolled and the first Round of combat
the other when combat starts, it’s an begins.
ambush. Everyone on the ambushing
side gets to take a Turn in whatever Characters that cannot be ambushed
order they’d like, then Initiative is may act during an ambush regardless
of which side they’re on.
Actions
Characters (both PCs and Adversaries) At the start of their turn, a character
can freely perform 1 Action per turn in declares how many Actions they are
combat. An Action is anything you going to take. Each Action beyond the
might be able to do quickly in a tense first causes them to suffer a +3 TN
situation. Examples include running, Multiple Actions Penalty on all Skill
swinging a sword, kicking in a door, Tests and Opposition Rolls they make
setting an explosive, unjamming a until the start of their next turn. This
rifle, reloading, standing up, or typing penalty is listed under Combat
in a password. Modifiers [p. 252].
Characters are not limited to only This means that if you take two
taking 1 Action per turn. They can take Actions, both of those Actions are at a
up to a total of 4, but each extra Action +3 TN penalty. If you take a full four
comes at a cost. Actions, everything you do with those
four Actions is at a +9 TN penalty.
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Combat
Movement
Outside of combat, characters may but it can cause penalties on Skill
move freely. Tests and Opposition Rolls, depending
on how far they move.
In combat, on their turn, characters
may move up to their total Movement See Combat Modifiers [p. 252] for more
in yards. This does not cost an Action, information.
Attacking And Damage
When you decide to take a shot, throw Which Skill and Attribute you roll
a punch, or otherwise try to put the depends on what kind of attack you’re
hurt on an opponent, spend an Action making.
and roll your relevant Skill + Attribute
to see if you hit your target.
Unarmed and Melee Attacks the attacker succeeds, they deal their
weapon’s damage plus their Damage
Both sides make an Opposition Roll Bonus.
using Brawling, Blades, Club, or
Improvised Weapons + REF or STR. If
Ranged Attacks
The attacker makes a Skill Test using TN of 5 + the defender’s REF. If the
Pistols, Rifle, Primitive Ranged attacker succeeds, they deal their
Weapons, or Heavy Weapons against a weapon’s damage.
Throwing Weapon Attacks
Thrown weapon attacks are treated as applies to bricks, soda cans, or
ranged attacks, with two exceptions. whatever else the PCs decide to
They use the Throwing Skill, and every chuck. It does not apply to
thrown weapon adds your Melee grenades—unless the grenade is a dud
Damage Bonus to its damage. This and you’re just bouncing it off people.
Two-Weapon Attacks throwing attack as normal, factoring in
any other penalties you would
If you have a weapon in each hand, normally incur (such as penalties for
you can choose to attack with both of distance, lighting, extra Actions, and
them at the same time. To do this,
make an unarmed, melee, ranged, or
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Combat
the penalty for using your off-hand). weapon is unarmed or Melee, add your
Then add the Two-Weapon Attack Damage Bonus. If both weapons are
penalty (+4 TN) on top of that. If you unarmed or Melee, add your Damage
still manage to hit, both of your
weapons deal their damage. If either Bonus twice.
Weapons And Hands
To use a weapon, first you have to be On the flipside, you can also use more
able to hold it. hands than a weapon requires. For
every extra hand you use, you gain a -2
All weapons list the number of hands TN bonus on rolls to resist being
that it takes to wield them effectively. disarmed—and if you are using a
ranged weapon you decrease its
You must always use at least one hand Recoil by one point per extra hand.
to attack with a weapon, but if a
weapon requires more than one hand The exception to these rules is
and you use less than that number of unarmed attacks, which only ever need
hands, you suffer a +2 TN penalty to one hand (or limb) and cannot be
hit with that weapon for every hand disarmed—except in a very literal
short you are. Basically, if a weapon sense.
requires two hands and you only use
one, you’re at a +2 TN penalty to hit
with it.
Dodge Attempts
When someone targets you with a Fortunately, as long as you are aware
Hand-to-Hand or Melee attack and you of the incoming attack, you can take
are not bodily restrained or completely that drastic action by making a Dodge
caught off-guard, you automatically Attempt.
get to participate in the Opposition Roll
to avoid being hit. If you would like to fling yourself out of
the way of a spray of bullets, venom
When someone targets you with a droplets, iron needles, or other
Ranged attack, however, you do not projectiles, when your attacker rolls to
automatically get to defend yourself. If hit you you may spend an Action from
your Reflexes are high, you stand a your next turn to try and avoid the
better chance of not being hit, but shot. This can incur a Multiple Actions
unless you take drastic action, whether Penalty, but this particular penalty
or not you end up peppered with applies to your entire next turn, from
bullets depends purely on the turn start to turn end, instead of lasting
attacker’s accuracy.
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Combat
from the moment you dodge until the projectiles go whipping past you as
start of your next turn. they miss cinematically.
Multiple Action Penalties from Actions You may make up to three Dodge
you took during your most recent turn Attempts in a Round.
can interfere with your Dodge
Attempts, so you may want to be When Dodging, you can easily burn
careful with taking four Actions in a through your entire next turn’s worth
turn, as it will mean a +9 TN penalty on of Actions, so sometimes it may be
your Dodge Attempt. better to take a few hits, steady
yourself, and fire back than to blindly
When you declare a Dodge Attempt, try to dodge every attack that comes
you get to roll your Dodge Skill (not your way.
your Dodge Skill + Reflexes, just your
Dodge Skill) against a TN of 0. Take Dodge does not count as a combat
the number you beat that TN by and Skill for Talents, Complications,
apply it as a penalty to your attacker’s Superhuman Abilities, and other
attempt to hit you. If the attacker’s roll effects that reference combat Skills.
can’t beat the new, tougher TN, their
Grappling
There are more ways to neutralize an unarmed attacks against your
opponent than just striking them with opponent. You do not need to roll to hit
a Superhuman Ability, weapon, or a with these attacks and they
closed fist. Grappling lets a character automatically target the Torso Hit
try and lock down an enemy—pinning Location.
them, stripping away their weapons, or
simply banging their head repeatedly While you have The Advantage, you
against the curb. can also try to rip an item out of your
opponent’s hands or force them into a
To start a grapple, make an Opposition pin. To do either of these things, spend
Roll using your Brawling + STR against an Action and make the same
your opponent’s choice of either their Opposition Roll you used to start the
Brawling + STR or their Reflexes grapple. If you succeed, the item goes
Saving Throw. If you succeed, you flying or you pin your opponent.
grab them, start a grapple, and gain
The Advantage. If your opponent is pinned, you can
handcuff or duct-tape-wrap them by
While in a grapple, you either have The spending another Action. Or you can
Advantage or your opponent does. keep hitting them—whichever suits
your style.
If you have The Advantage, on your
turn you can spend Actions to make
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Combat
To get out of a grapple, you need to and you were not pinned, you take The
get The Advantage. A grappler with the Advantage from your opponent. If you
Advantage can end the grapple and fail, there’s no change, but you can
stand up by spending an Action on keep trying as long as you have
their turn. Actions to spend.
To take The Advantage, you need to While in a grapple, regardless of
wait until your turn, spend an Action, whether you have The Advantage, you
and make the same Opposition Roll can use Superhuman Abilities. If you
that was used to start the grapple. If are pinned, you can only use
you succeed and you were pinned, you Superhuman Abilities that do not
break out of your pin but you don’t require you to move your hands.
gain The Advantage. If you succeed
Grabbing People Through Force Fields
If a character has a force field around hole in the energy barrier and grab
them, that force field makes it harder them.
to lay a hand on them—but not
impossible. Note that this free attack does not
actually deal any damage to your
You can initiate grapple attempts as target, nor does it apply effects such
normal on characters that have a force as Ignition or Corrosion. It is purely
field, but before you make your used for smashing a temporary hole in
Opposition Roll roll to grab them, you the force field so that you can reach in
must make a free attack on your target and grab the other person.
using any weapon or Superhuman
Ability that you currently have access Of course, you can take damage from
to. If this attack hits, roll to determine this attack if you do something
its damage, and if that damage is reckless like slapping a grenade into
higher than the Protection or Damage the side of the force field in order to
Resistance being given to your foe by break through. If your free attack has
their force field, you’re able to bash a an Area of Effect on it, you will most
likely be caught in the blast.
Combat Criticals
Sometimes you won’t just succeed. When you make a Skill Test or
You’ll succeed in a way that turns your Opposition Roll to hit a target,
opponent into a fine red mist. succeed, and two or more of your dice
come up the same number, that’s a
And sometimes you won’t just fail. Combat Critical Success.
You’ll pull the pin and drop the
grenade at your feet.
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Combat
In combat, a Critical Success on an attack, maybe you leave yourself open
attack roll deals double damage. and your target gets a free counter-
attack on you. Whatever happens, it
On the other hand, when you roll a Skill should be interesting and relevant to
Test or Opposition Roll to hit a target the roll.
and all your dice come up 1’s, roll
again. If the second roll would While reading this section, you might
succeed, you’re safe—although you have noticed that a character with only
still fail at whatever you were trying to one die in a Skill cannot score a
do. If your second roll fails, however, Critical Success. They are, however, at
you get a Combat Critical Failure and much greater risk of a Critical Failure.
your life is now in the GM’s hands. This is because they may understand
the Skill quite well in theory, but they
The GM should not kill your character don’t have quite enough practice to
outright (since this isn’t fun), but they know when something they do with it
do get to throw you a serious is going to blow up in their face.
curveball.
They may want to hang onto their
If you were making a Ranged attack, Scene Points when using the Skill, just
maybe your gun jams or maybe you hit in case.
an ally. If you were making a Melee
Shots Per Turn
Each ranged weapon has a ROF (Rate plasma blasts) it can discharge a
of Fire) listed in its equipment entry. single combat Round.
Each ROF is written either as one
number (1), two numbers (1/2), or For example, if you are using a
three numbers (1/2/3). The first Submachine Gun (1/3/10), you may
number is how many bullets it fires as fire a single shot four times, three
a single shot, the second number is short bursts, any combination of
how many it fires as a short burst, and single shots and short bursts, or one
the third is how many it fires as a long long burst.
burst.
Some weapons, like pistols, can only
Each type of attack—whether it’s a fire single shots but have a ROF that
single shot, short burst, or long—uses looks like this: 1 (4). This means that
an Action. the weapon can only fire a single bullet
at a time, but it can fire four times in a
A weapon’s ROF also determines the Round.
total number of bullets (or needles, or
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Combat
Auto Fire
When you use a short burst or a long You can’t turn the last bullet into
burst, your attack is treated differently bonus damage, however. That’s the
than if it were a single shot. bullet that deals the regular damage
for the attack.
No matter which kind of burst is being
used, you roll to hit and deal damage You cannot Auto Fire more bullets
as normal, but for every point you get than a weapon has loaded, and you
over the TN, you can turn one of the cannot use Auto Fire and Call Your
bullets in your burst into +2 Shot on the same attack. Auto Fire
damage—and as long as you roll high attacks do not use the Hit Locations
enough over the TN, you can turn table when they deal damage. Instead,
almost all of the burst’s bullets into they deal their damage to the target’s
bonus damage. Torso (or torso-equivalent for non-
human creatures).
Recoil
Some Ranged weapons have Recoil. not careful this can quickly turn a hail
Recoil imposes a penalty both on the of bullets into a disorganized mess as
shot you are currently taking and on your gun tries to kick out of your
every subsequent shot you take in the hands.
same Round. This means that if you
fire a Recoil +1 shot twice, your first Weapons with Autofire usually have
attack is at a +1 TN Recoil penalty and three different numbers listed for their
your second attack is at a +2 TN Recoil Recoil. The first number is the Recoil
penalty. for a single shot, the second is the
Recoil for a short burst, and the third is
Penalties from Recoil stack on top of the Recoil for a long burst.
Multiple Action Penalties, so if you’re
Damage Multipliers
If you are already doubling your If another effect would double your
damage and an effect causes you to damage, you quadruple it. Etcetera.
double it again, you don’t double it
twice. You triple it.
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Combat
Called Shots, Hit Locations, Effects, And Shock
If a character takes damage to certain 254]), but a shot to a particularly
areas of the body, they may suffer sensitive area can seriously hinder the
penalties or need to make additional enemy if it hits.
rolls to avoid negative effects.
That said, the Brain, Eye, Heart, Throat,
Whenever a character is hit with an and Groin/Kidney are all optional Hit
attack, roll 1d100 on the Hit Chart to Locations because of how lethal they
see where the attack landed. If you can make gameplay. They may be
need to, use two d10s to do this; one included in your game or not, at the
for the tens place and one of the ones GM’s discretion.
place—if you don’t have a hundred-
sided-die lying around. Also, some creatures may not have
certain Hit Locations, or may have new
When targeting an enemy, you may Hit Locations (wings, pustules,
also try to hit a specific area on their antennae, etc). New Hit Locations will
body. Doing this incurs a penalty on be detailed as part of their stat block.
the attack (see Calling Your Shots [p.
Head
If the victim takes 20% of their they roll a Tough Health Saving Throw.
maximum HP in one hit to the head, On a failure, they go unconscious.
Torso
If the victim takes 50% of their Throw. If they fail, they go
maximum HP in one hit to the torso, unconscious.
they roll a Challenging Health Saving
Arms/Legs/Hands/Feet
If the victim takes 25% of their disabled until treated with a
maximum HP in one hit to a limb, they Superhuman Ability or with a
roll a Challenging Health Saving Challenging First Aid or Average
Throw. On a failure, that limb is Physician Skill Test.
Brain
Any hit to the brain deals double needs to roll a Tough Health Saving
damage. Furthermore, the victim Throw. If they fail, they pass out.
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Combat
Eye eye is lost for good (or until replaced
with a prosthetic or repaired with a
In addition to treating this as a hit to Superhuman Ability.)
the head, the victim rolls a Tough
Health Saving Throw. If they fail, the
Heart
A shot to the heart forces an Aid, or a Tough Physician roll, they
immediate Tough Health Saving Throw begin bleeding 1d6 HP at the start of
to avoid dying instantly. If the victim their Turn, once each Round, ignoring
survives, the damage against them is Protection and Damage Resistance,
doubled and, until treated with a and they must roll again to avoid death
Superhuman Ability, an Extreme First each time this happens.
Throat
This can be a messy section to hit. and Damage Resistance) until treated
The victim immediately rolls a Tough with a Superhuman Ability, a Tough
Health Saving Throw. Failure means First Aid, or a Challenging Physician
death. If they survive, the victim takes roll. Unlike a heart shot, they do not
double damage and begins bleeding need to roll to avoid death again every
1d4 HP each turn (ignoring Protection Round.
Groin & Kidney
These areas are considered one of the TN penalty on every roll until the end
most painful areas to be hit on the of their next turn. If the Initiative
body. Damage is increased by 50% penalty reduces them to zero or below,
and any hit here requires a Tough they may not take any Actions on their
Health Saving Throw to endure, or else next turn.
the victim suffers -5 Initiative and a +3
Explosions
Grenades, some Superhuman Abilities, Throw. On a success, they take half
and certain environmental hazards damage from the explosion (round
offer ways to spread out hurt over an down). On a failure, they take the full
area. Any character that is caught in damage. Other effects, such as being
the Area of Effect of an explosion must knocked down or set on fire, happen
make a Tough (TN 12) Reflexes Saving regardless of the Saving Throw.
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Combat
Knockdown
When a character beats their To get up, a character must sacrifice a
opponent’s roll by 4 or more on an full turn. Alternately, they can spend
unarmed or Melee attack, the attacker an Action and roll a Challenging (TN 9)
can make an Opposition Roll using Athletics Skill Test. The +3 TN penalty
their Strength Saving Throw vs their from being knocked down does not
opponent’s Strength or Reflexes apply to this roll, but if they fail the roll
Saving Throw. If the attacker their Action is wasted.
succeeds, their opponent is knocked
down. The GM is free to increase the TN on a
knockdown attack or have it push the
While knocked down, characters are at character back instead if that would be
a +3 TN penalty to all physical Skills, more appropriate for the situation.
including further attempts to defend
themselves, until they get back up.
Healing
There are various ways to get a Similarly, a character can be healed
character patched up, including first once per wound with a Superhuman
aid, items, and Superhuman Abilities. Ability.
A character may be healed once per A character that tries to game the
wound with either Physician or First system by stabbing themselves for 1
Aid, but not with both. HP and then healing themselves
forfeits any HP they would have
recovered.
Naturally day, so long as they rested for at least
7 hours the previous day.
Characters that simply wait get their
Heal Rate in HP at the start of each
First Aid
If someone is healed with First Aid, equipment. The GM may assign
they recover 1d3+1 HP plus their Heal bonuses on the roll for access to good
Rate immediately. First Aid may be equipment, support, or a safe and
applied in combat and with very basic sterile working environment.
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Combat
Physician
If someone is healed with Physician, assign penalties for a lack of good
they recover 2d4+1 HP plus their Heal equipment, support, or a safe and
Rate immediately. Physician may not sterile working environment.
be used in combat, and the GM may
Damage and Death Saves
When a character is reduced to If they are ever dropped to negative
negative HP, but not negative double double their HP or below, they die
their HP, they are in critical condition. outright.
They immediately roll a Health Saving
Throw at TN 10. If they fail, they die. If While at negative HP, characters may
not, they cling to survival and still move, take actions in combat, and
consciousness for a little while longer. talk normally, but they are quite aware
of how badly they’ve been injured, and
If they take any further damage while how close they are to death.
at negative HP, they need to roll again
to avoid death.
Protection, Armor Piercing, and Damage
Resistance
Some targets are heavily reinforced, so AP 1 would ignore Protection 1 or it
protected by Superhuman Abilities, or would treat Protection 2 as Protection
just extremely determined not to die. 1, etc. AP Half ignores half of a
These targets have Damage target’s Protection (round up), and AP
Resistance. When a person with All ignores all of it. In some rare cases,
Damage Resistance takes damage, it might be better to have AP 4 than AP
they subtract their Damage Resistance Half, so an attacker can always choose
from the damage being dealt. This can to treat their AP Half as AP 4 if they
reduce incoming damage to zero. wish.
Other targets have abilities or armor Different kinds of Damage Resistance
that provide them with Protection. and Protection can stack—although if
Protection works the same way as you do something ridiculous like trying
Damage Resistance, but it can be to struggle into three Kevlar Vests at
temporarily reduced or ignored by the same time, the GM has explicit
attacks that do AP (Armor Piercing) permission to tell you to knock it off,
damage. An AP attack ignores an apply heavy penalties, or simply have
equal number of points of Protection, the bad guys aim for your head.
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Combat
Ignition
Some attacks don’t just cut, scald, extinguish it. Damage from Ignite
contuse, pierce, or evaporate the bypasses Protection, but can be
target. They set them on fire. When an stopped by Damage Resistance.
attack Ignites someone, the victim is Ignition can be applied multiple times
engulfed in flames and takes burning to the same target, but all of the fires
damage at the start of every new on a target can be put out with the
Round. This lasts until the fire burns same Action.
out or someone spends an Action to
Corrosion
Some attacks douse a character in an Of course, being dipped in acid is also
acid, strong base, or other material bad for your weapons and armor, so
that can dissolve or dismantle them. any time a piece of equipment that
provides Protection takes damage
When an attack inflicts Corrosion, for from Corrosion, that piece of
the next 1d3 Rounds the Hit Location equipment’s Protection value is
that was struck by that attack suffers reduced by 1. This penalty can stack,
another 1d8 damage, AP half, at the and lasts until the piece of equipment
start of its owner’s turn. Multiple Hit is repaired.
Locations can be corroded at the same
time, so a target can be suffering from If a weapon is ever struck by an attack
Corrosion on their Arms, Legs, and that inflicts Corrosion, attacks with
Torso if you’ve hit each of those that weapon suffer an immediate +1
locations with an acid attack. TN penalty. This penalty can be
stacked by multiple corrosive attacks,
Hitting the same Hit Location over and and can only be removed by repairing
over again with Corrosion adds +1d3 the weapon. This penalty does not
Rounds each time to the duration of apply to unarmed attacks.
the effect, but this does not change the
damage that the Corrosion is doing. As Ongoing Corrosion can be cured
a result, multiple acid blasts to (usually) by flushing the area with a lot
someone’s Torso will result in a lot of of water, or by applying a chemical
Rounds of Corrosion damage, but still that neutralizes the corrosive agent.
only 1d8, AP half, per Round.
Drain
Drain attacks are much less obvious not immediately apparent. Sometimes
than Ignition and Corrosion attacks. this means sapping someone’s
They damage a target in a way that is bioelectricity. Sometimes in means
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