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Blue Planet Rulebook (First Edition) (Jeffrey Barber, Greg Benage, John Snead etc.) (Z-Library)

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Blue Planet Rulebook (First Edition) (Jeffrey Barber, Greg Benage, John Snead etc.) (Z-Library)

Blue Planet Rulebook (First Edition) (Jeffrey Barber, Greg Benage, John Snead etc.) (Z-Library)

B L U E P LAN E T Disguise [AWA] This skill involves the alteration of physical appearance with the intent to deceive. Disguise typically emphasizes major characteristIcs such as hair and eye color, complexion, apparent age, and dress. Acting is very useful in supporting and sustaining a disguise. Fast Talk [INI] The art of thinking and speaking quickly and improvisationally with the intent to deceive through bluff, bravado, or outright lies. In many cases, Charisma or Awareness can also be used as the controlling attribute for this skill. Forgery [AWA] The art of replicating official documents, papers, or identification, in either h~rdcopy or electronic form. Sieight-of-Hanel [DEX] This skill covers all feats of legerdemain, from picking a mark's pockets, to drawing from the bottom of the deck. Stealth [AGI] The ability to move quietly and unobtrusively. Attempts to remain unobserved or concealed may use Will as the controlling attribute, rather than Agility. SURVIVAL These skills represent survival training in wilderness environments. Fishing [DEX] The skill of catching fish or other aquatic animals with a variety of traditional equipment. Most anglers would tell you that Awareness is the most appropriate controlling attribute for this skill, and Experience could be used to test a character's knowledge of the best fishing spots, based on the region, time of day, etc. Foraging [AWA] The skill of locating and procuring food or provisions from the surrounding environment. Mountaineering [INT] All human characters receive Climbing as an ability, as described on page 252. In addition, some players may wish to have some specific training or experience with such techniques as rock-climbing or mountaineering. In play, a character with training or experience in these techniques can use that knowledge to modify the task level of a climb. The character might know how to identify the best handholds and footholds, how to select the equipment that will be most helpful for a particular climb, how best to use that equipment, and how to maintain it properly. The difficulty of the climb itself will depend upon the physical capabilities of the character and should follow the guidelines for the ability. Navigation [INT] This skill concerns the art and science of tracking the position of a vessel on or below the ocean's surface. Like Orienteering, Navigation is almost always left to computers and other navigational technology except in cases of emergency or when one is without technology. Orienteering [AWA] This skill allows a character to determine his location using terrain features and other landmarks. In an age of advanced communications networks and 006M296 Global Positioning Satellites, Orienteering is a lost art among almost all but the natives. Tracking [AWA] The ability to follow a mark or succession of marks left by something that has passed through a location or environment. A high degree of success will allow the tracker to not only follow the trail, but identify various characteristics of his quarry, including species, size, speed, time of passage, etc. VEHICLES These skills cover training in the operation and routine maintenance of vehicles. Driving [DEX] This skill includes the ability to operate a variety of modern surface-going vehicles, such as ground vehicles, hovercraft, and powered watercraft. Piloting [DEX] This skill includes the ability to operate a variety ofsophisticated modern vehicles, such as submersibles, jumpcraft, aircraft, and even orbital shuttles. Note, however, that this skill only represents a character's familiarity with the physical operation of these vehicles. All of them rely on dedicated computer-controlled systems and a Computer Operation roll can be used to determine a character's familiarity with these control systems. The length of time it will take a character to become familiar with these systems should be based on his degree of success or failure, the sophistication of the vehicle, and the character's past experience with similar vehicles and control systems. Sailing [AWA] This skill covers the operation and routine maintenance of wind-powered sailing vessels.


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B L U E P LAN E T AHRI8uns § j § Q) e e j I Jl MENTAL 1 V) PHYSICAL 1 Awareness Agility +1.C2..- Charisma -16 Appearance -~ Education .2- Constitution +11..- Experience +~ Dexterity +0 Initiative £. ~~~~%~. Endurance +15 Intellect -10 Speed +20 Will +17 Strength +.IL CHARACTER'S NAME ORIGIN SPECIES BACKGROUND EDUCATION GOAL MOTIVATION ATlTTUDE PlAYER'S CHOICE PROfESSION Human Madi CHARAClfR PROfilf SHillS Compassion Fear of failure Tragic Peter Anton Church Idaho Free Zone GEQ Mgr2hgl Undergraduate Milit. Justice Disciplined BLU~PLAN~T Cl-tARAC.~R ~glGf\J gl-£~T Z Z Z Z z Q Q 0 0 Q I· Z 6 In z 5 z 6 60 ADMINISTRA110N CULTURE MEDICINE Bureaucracy Colonial 60 First Aid Law Earth 40 Forensic Medicine Management GEO General Medicine Incorporate Genetic Engineering AGRICULTURE Military Phannocology Animal Husbandry Native Psychology Aquaculture Spacer Surgery Farming Street Veterinary Medicine JQ. Hydroponics ELECTRONICS MIUTARY WEAPONS 40 ATHLETICS Electrical Engineering Artillery Aquatics 10- 50 Electronics Operation Heavy Weapons E Archery 30 Electronics Repair Gunnery Freefall Parachuting FINE ARTS PHYSICAL SCIENCES 20. Physical Training Acting Astronomy -- Throwing Artisan Chemistry , "~~< Dance Geology 40 COMMAND Music Meteorology 20. leadership Painting Physics Logistics 20 Photography -~ Strategy Sculpture SCIENTIFIC METHOD 20 Tactics -~ Experimental Research 60 FIREARMS - ~~?:~~E Mathematics 20 COMMERCE Auto~re Economics Handguns Negotiation Longarms 40 COMMUNlCA11ONS HAND-TO-HAND COMBAT Language Brawling Oration 60 Martial Arts 20 Persuasion Military Hand-to-Hand Writing 20 HUMAN SCIENCES SURVIVAL 20 COMPUTERS Anthropology Fishing 2Q. Computer Engineering Archaeology Foraging 2Q 20 Computer Operation History Mountaineering 3.Q Computer Repair 20 Political Science Navigation 50 Hacking Thealogy Orienteering Tracking CONSTRUC11ON UFE SCIENCES ts~~)( Carpentry Biachemistry :1 VEHICLES Civil Engineering Botany Driving 40 Demolitions Environmental Engineering Piloting Genetics _mI Sailing Zoology MECHANICS Mechanical Engineering 1Q..- Mechanics Operation Mechanics Repair 006.300


GAM E M E C HAN I C S SHillS )c:=)CFFECTS ) :=====:::::)C)(::====::) '------')C)( ) (NAME Peter Anton Church) (~e Zone ) ffi) (T~;i~D ) (Muscular ) (lliJn;grad/Milit. ) (~ ) (J~stice ) (EYEB~~wn ) (C;;'~ssion ) (KAJRG~ing ) (~iplined ) (H.6JP~ytail ) =- (~~~ Failure ) (19m) (GEO Marshal ) (i1Okg ) (SMoustache ) fncumORAnCf mODlflfRS IOUCH uision ~~ ~~ PHYSICAl nunlAl BLUE PLANET PRIMARY ~ARAC.-rrR gl-£ET ( Human, Modi ) ::='======:::::::: ABIUTIES Climbing - 62nO Jumping - 62cm1124cm/6m Movement - 2m/6m112m Swim - 2m Throwing - 40m 006.301


B L U E P LAN E T PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE; COPYRIGHT BIOHAZARD GAMES fACE nECK (GRADE\~ •••111,1[111 '------J '------J 00 00 _.mIIIHmbiI10@ _.ulllIThlUb_OO _.Iml~-OO _ImIIU!1iTI1tllb_OO _1ImI1U·00 DAmAOE RAnKS ARmOR Formidable on a mission needs basis. PROFILE DETAILS Church is from a small enclave in the Idaho Free Zone. His father was killed by bandits when he was just a boy. Chruch entered the Marshal Service after serving eight years in the GEO Peacekeepers, where he achieved the rank of Major. FRIENDS AND CONTACTS Deputy Marshal, James Pierce Bartender, Markos di Julio RESOURCES FAMILY Mother, Lisa Church - lives in Idaho Free Zone, Earth RESIDENCE Apartment in North Terraces, Haven PERSOnAllnfORmAlion ( EMPLOYER ) GEO Justice Commission ::::==-:::::::::=========: FINANCES 4, OOOcs/month, 12,OOOcs in bank WEAPon PI 5 M moos ( Uplink Neural Jack )( Spyware ) ::=========::::::::: (PrOgrammed Reflexes )(Telescopic Vision ) (:::=M=yo=-L=ec=s====:::)(:========) (:::::M=U=lt=i9 =lo=n=d=s======:::)( ) (A,ccelerated Neurons )( ) (:::::N=i9 =h=t=V=i=s=io=n=====)( ) ( Myo-Skeletal Enhance. )( ) (_A_m_p_lifl_le_d_H_e_o_ri_n_9 )( ) PERsonAl6EAR CHIPS ~g. Handgun) 0 ® ® e --0 @ (11l5 2/35 3/55 4n55/90 61100 ) (::::=======::) 0 0 0 0 0 0 (:::==========) ()OOOOOO( ) ) BLUE PLANET g~CONDARYCl-tARAC~Rg~~T (Bodycomp )CWist· )(90g) (!argeting Link )( Sidearm )( 120g ) (H. Armor Vest)( Torso )(0.5k9) (Stun Glove )(Rt. Hand )( 100g ) ( ) (::::========::::)( ) ( )( )() ( )( )() ( )( )() ( )( )() 006.302


GAM E M E C HAN I C S The game mechanics for Blue Planet are meant to be simple and intuitive. To this end, Blue Planet uses percentile dice exclusively. A system using a single type of die is less cumbersome, and makes play more fluid. With percentages, the odds are easy to understand, and the effects of bonuses and penalties are instantly apparent. Finally, a percentage scale also provides a wide range of values for attributes and skills which enhances character diversity. Dice in Blue Planet are used to determine whether or not certain events occur based on statistical chance. When rolling dice to accomplish a task a player always rolls against a target number. The base value for this target number is the score of the attribute or skill most appropriate to the circumstances. Which attribute or skill should be used typically is based on the situation, but should there be any question the game moderator has the final decision. This base target number is then modified for task level difficulty as described on page 304. The resulting number is the effective target number and is the one the player actually rolls against. A roll equal to or less than the effective target number is a success. A roll greater than the effective target number is a failure. There are four different types of rolls made in Blue Planet games, each appropriate to certain circumstances. SUCCESS ROLLS These rolls are made to determine the simple success or failure of a character's actions. If the roll is made the character is successful in the attempt, if the roll fails he is unable to accomplish his intent. Marshal Church has drawn his sidearm and is aiming at a rapidly approaching hopper. Taking into account the various modifers his effective Handguns skill is a 60. The player rolls. BLAM! ... a 48. This is decidedly lower than 60, indicating a success. The Marshal shatters the oncoming vehicle's windscreen and the panicked pilot careens into the side of a nearby warehouse. DRAMATIC ROLLS These rolls are made to guage more stylistic aspects of character actions. These rolls determine their quality, speed, and competence. Most often, these rolls are made when there is a need to know how well or poorly the character performs. The following descriptions of success should be used as a guide when calling for dramatic rolls. Marginal Success Any roll made by 10 points or less is considered a marginal success. The character managed to accomplish his task, but just barely. The effort was sloppy and poorly executed, and had circumstances been only slightly different the character would most likely have failed. Moderate Success Any roll made by more than 10 points but less than 30 points is considered a moderate success. The character performed adequately, making no significant mistakes. The effort was competent and the character can be satisfied with the results. 006.303


B L U E P LAN E T lolal Succe•• Any roll made by more than 30 points is a total success. The character accomplished the task like a professional. There was no wasted effort and the results were superior. Marginal Failure Any roll missed by 10 points or less is considered a marginal failure. The player just missed success, just barely. The effort was solid, and had circumstances been only slightly different the character might have pulled it off. Moderate Failure Any roll missed by more than 10 points but less than 30 points is considered a moderate failure. The character performed poorly, making blatant mistakes. The effort was incompetent. lolal Failure Any roll missed by more than 30 points is a total failure. The character botched the task completely, performing like an amateur. The effort was hopeless and likely leaves circumstances worse off than before the attempt. Jasons needs some money and figures a job wouldn't kill him. He scrounges enough scrip for some time on a public CommCore access terminal. He is looking for laborer's jobs and attempts a search. Jason has almost no experience on CommCore and knows little about computers. The player rolls against his Computer Operation skill of 10, and gets a 41. The moderator then explains that Jason barely managed, finding only a few likely postings. His effort was clumsy and slow, and he was logged off for lack of funds before he had really gotten very far. CHALLENGE ROLLS Challenge rolls are made when a character is directly challenging a skill or attribute of another character, non-player character, device or creature. In such cases both the character and his opponent make the appropriate roll, modified as the situation dictates. Whichever roll is made by the greatest amount, or missed by the least amount, is successful. Ties are re-rolled only if they are irreconcilable with the circumstances. Jason is fleeing a thug bent on shaking him down. He ducks into a run down building and hides amongst a pile ofdiscarded plastic crates. Jason uses his Stealth skill of47 - gained from years on the street - to hide himself effectively. The thug searches using his vision of56. The game moderator asks for a challenge roll, and Jason's player rolls a 52 as the moderator rolls a 65 for the thug. Both characters miss, but Jason only misses by 5 while the thug misses by 9. Jason wins the challenge, and as the thug passes by, Jason remains unnoticed. LUCK ROLLS Often players will want to know or try something about which the game moderator has no predesignated plans or ideas. In such circumstances, where success or failure is really a matter of blind luck rather than skill or knowledge, the moderator should call for a luck roll. This requires that the game moderator and the player roll off against each other, the lower of the two die rolls being successful, with any ties going to the player. The moderator should feel free to assess a bonus or penalty to the player's roll should the circumstances merit. 006.304 Peter Church is wading though the carnage left behind in the wake of an ecoterrorist attack on a Biogene research lab. He bends over the one native attacker killed in the frey, looking for any clues that could indicate which native group the dead woman might have belonged to. The moderator is caught off guard, having forgotten to determine this telling detail before the game. Not wanting to arbitrarily decide, the moderator asks for a luck roll. The player rolls 23 and the moderator an 88. The moderator decides that the dead terrorist has a tattoo of a native crustacean on the side of her neck, indicating she belongs to a reclusive group living in the Red Sand cluster. CRillCAL RESULIS Extreme rolls, at either end of the scale, deserve special consequences. Though in reality people may less frequently succeed so well or fail so badly, within the imaginary world of an RPG, such extremes add excitement, humor and dramatic flare. Therefore, relatively frequent critical results are an important part of a dice system. Critical Succe•• Any natural, unmodified die roll equal to 10% or less of the character's base target number is a critical success. This means that the character performed the task flawlessly and that the results were exactly as desired. The character was momentarily able to go beyond his normal abilities and achieve perfection. Critical Failure Any natural, unmodified die roll equal to (900/0) + (100/0 of the character's base target number) or higher, regardless of the effective target number, is considered a critical failure. This means that the character's failure was so complete they have botched the situation. If conceivable, the worst possible case results, and the character's abject incompetence is stunning. The dynamics of any roleplaying situation are virtually impossible to predict, and so are the results of critical rolls. Game moderators are encouraged to be creative and relevant in determining the consequences of perfect success or abject failures. Be inventive but appropriate to the story, but most of all, have fun. InSH lfUflS In real life the difficulty of a given task varies depending upon the specific circumstances. To express this variation in a roleplaying environment Blue Planet uses modifiers called task levels. Task levels are bonuses and penalties that are added to or subtracted from the base target number for a given die roll, depending upon the specific situation. Each level represents a 10 ponit change in the difficulty of a given effort, and this change is positive or negative based on the circumstances.


Task levels are additive. If more than one bonus or penalty is appropriate to a situation, all the levels are totaled and then applied to the base target number. While many variables affecting the difficulty of a given task are worth only a single level change, some tasks or variables, by their very nature., are so extreme that they are worth several levels. These multi-level modifiers are also additive, and are incorporated in the effective target number in the saine way as individual level changes. Below are some sample modifiers that can serve as guidelines in the use of task levels. Game moderators should consider them as they apply task levels to different situations. +5 Level. These tasks are simple. Only the most unskilled are likely to fail. Concentration is hardly required and success is routine. +2 Level. These tasks require little skill or attention, and mistakes are seldom of consequence. The unskilled regularly succeed in these efforts and the trained seldom fail. Stand.reI Level (No Moelifier) Standard tasks are the most common and can be considered the average difficulty level. Standard efforts require a fair degree of training to be assured of a reasonable chance of success. These tasks require concentration and the unskilled are unlikely to succeed with any regularity. ·2 Levels These tasks require complete attention and professional skill levels. Such tasks are not readily accomplished and are within the reach of only the luckiest amateurs. •5 Levels These tasks are prohibitive. Only the best of the best have any hope of regularly achieving this level of performance with any consistency. Concentration must be absolute and error is unforgivable. Success in such a task is heroic. It is possible that task levels may push the effective target number for a given effort over 100 or below the 0 level, making the task trivial or impossible respectively. Even if this happens there is still a chance of failure or success. TRIVIAL TASKS Trivial tasks are so easy they do not even require a die roll to determine success; success is assumed. However in certain circumstances, where perfect failure could make a critical difference in the game, it is often advisable for the game moderator to call for a roll anyway. Perfect failures are not common, but just requiring the roll can add drama to the moment, and sometimes, unexpected excitement to the action. IMPOSSIBLE TASKS Impossible tasks demand miracles. Any roll that is not a critical success fails. Sometimes, for dramatic or circumstantial reasons, the game moderator may allow a roll even though the chances of the player's effort actually succeeding are impossibly remote. As with the failure of trivial tasks this may add unexpected and exciting elements to the game. Only the very desperate should attempt such tasks, as only the truly lucky will ever succeed. GAM E M E C HAN I C S Most task levels are assigned based on specific circumstantial variables, and are commonly used in Blue Planet's combat and vehicle mechanics. Additional task levels can also be assigned at the discretion of the game moderator. Real life is full of uncertainty and challenge, so moderators are encouraged to use task levels freely. 006.305


B L U E P LAN E T 006.306 Blue Planet presents a dangerous frontier world, and by its very nature, violence is a part of everyday life. Violence in Blue Planet is not meant to be gratuitous. Instead it is meant to create a sense of reality and urgency to life on Poseidon, keeping players excited and motivated by providing dire consequences for their actions. Combat in Blue Planet is fast paced and simple, yet realistic enough to be challenging and deadly. Acts of violence are usually traumatic, and Blue Planet's system models this carefully, giving the players a gritty, realistic experience. Survival on Poseidon is hard enough when all you face is the planet's savage ecology. Having to survive humanity's own unique brand of savagery as well makes the difficult nearly impossible. Action rounds are used by the game moderator to manage any situation in which the interplay of initiative, speed and individual actions is crucial. The game moderator may at any time require that the game proceed in action rounds. Players may also request this, but the option is always the game moderator's. Each action round represents the somewhat plastic unit of time used to order each character's simple actions. A simple action is one that requires only a single continuous movement or act. Examples of simple actions are given below. No reasonable list could be exhaustive, so use these general examples as a guide in breaking down the infinite variety of possible, complex actions into their simple parts. Some simple actions: Drawing a pistol. Diving to the floor. Standing up from a prone position. Throwing a rope. Kicking in a door. Jumping over the side ofa boat. Scoring in hydroshot. Ejecting from an aircraft. Aiming a firearm. Slapping a ~~ bleeder" on a wound. Stealing a kiss. Downing a shot. Hooking a fish. Such actions obviously vary in the amount' of time required to complete them, but in the interests of playability, it is more desirable to time complex interplay by the action than by any fixed increment. However, for those situations where measurement of time is crucial, such ~s wit~ the fuse of a grenade or in


GAM E M E C HAN I C S 006.307


B L U E P LAN E T the outcome of a swimming race, a single action round can be considered about half a second in length. When the game enters action rounds, Initiative rolls are used to determine how long it takes a character to react to a given situation and initiate a response. At the beginning of the first action round, all involved players make an Initiative roll. Players who make the roll may declare an action on,that round (see below). At the beginning of each following round, players who previously failed their Initiative rolls may try again. Each subsequent attempt is made at a one level bonus over the previous attempt. This models the character's increasing comprehension as time passes and the action about him unfolds. A player may declare an action on the first round in which he makes his Initiative roll. In any given round, players may either declare or resolve their characters' actions. All declarations should be made before any actions are resolved. A declaration is a description of the action that the character will be attempting. Players and game moderators alike are encouraged to give detailed and colorful descriptions of characters' actions, as this will add a great deal of depth and realism to the game. It will also make the task of resolving those actions that much easier. Sometimes multiple players will be eligible to declare an action in the same round. In this case, the player whose character has the lowest Initiative score should make his declaration first, followed by the player whose character has the next-lowest Initiative score, and so forth. Ties can be resolved by a challenge roll against Initiative, with the loser of the challenge declaring first. Taking action declarations in order of lowest to highest allows characters with aslight edge in Initiative to react to the declared actions of other characters. Once an action has been declared, characters must wait a number of rounds based on their Speed (see page 288) before the action is resolved. Each player begins counting rounds from the round on which he declared the action. When he has waited the 'required number of rounds, the character may resolve his action. When the·round is complete, he must declare a new action on the very next round. When two or more characters are eligible to resolve their actions on the same round, a Speed challenge roll should be made to determine the order in which the actions are resolved. The player who makes his roll by the most (or misses it by the least) should resolve his character's action first. In the case of a tie, the character with the highest Speed score should act first. This pattern of sequential rounds and peripdic actions continues until the situation requiring action rounds is completed and the game moderator returns play to its normal pace. Using Initiative and Speed like this is meant to model a real series of actions. The Initiative roll represents a character's response time ----i... how long it takes him to assess a situation, then choose and initiate an action. The rounds a character must wait between declaring and resolving an action represent the amount of time required for that character to perform the action. Framing each action with a de,laration and resolution allows characters to react to and anticipate actions that are 006.308 realistically spread across a period of time. Marshal Peter Church walks into the Gutted Fisherman, a dingy waterfront saloon, hot on the trail ofa smuggler who killed a Patrolman the previous night. Church is edgy and wired, and looks over the scene. As he walks to the bar, he IDs the suspect by the tribal tattoos on his neck. The perp looks up and Initiative rolls are made as' the game enters action rounds. Church has Initiative 60 and Speed 92. The smuggler, hopped up on "Juice, ~~ has Initiative 50 and Speed 80. Church makes his Initiative roll, while the scumbag fails. As he made the Initiative roll, Church~s player may immediately declare an action, and decides that the Marshal will draw his handgun while identifying himself. Church must wait one round before this action is resolved. On round two, the smuggler gets to make a second attempt at Initiative, this time with a one level bonus, and he succeeds. Since declarations are always taken before actions are resolved, the game moderator tells Church~s player that the punk is diving out of his chair and reaching into his jacket with his right hand. Because he must wait two rounds, the smuggler~s action will not be resolved until round four. As the punk begins to react, Church~s action is resolved. His gun clears its holster and the lawman yells, "GEO Marshal! Freeze! ~~ On round three, Church is eligible to declare a new action. Church~s player announces that the Marshal will move forward and kick the table out ofthe way. Again, Church must wait one round to resolve the action. On round four, both Church and the punk are eligible to resolve their actions, and so they make Speed challenge rolls. The punk wins. As he hits the floor in a roll, the smuggler draws a concealed pistol from his jacket. The Marshal then resolves his action, striding forward and kicking the table out ofthe way. INTERRUPTING OR CHANGING ACTIONS Once a player has declared an action, he may cancel or change it on any subsequent round. The player declares a new action but must wait his normal number of rounds' before resolving it. While there are any number of reasons a character may wish to cancel an action and declare a new one, there are also a number of factors, such as being stunned in combat, that can interrupt a character's action involuntarily (see page 319). On round five, both Church and the smuggler may declare new actions. Church has the better Initiative, so the punk~s action must be declared first. The game moderator tells Church~s player that the smuggler is swinging his handgun around toward the Marshal. The player declares that Church is calmly leveling his pistol at the punk ~s head, preparing to fire. On round six, Church is eligible to resolve his action, but the game moderator decides to cancel the smuggler~s and declare a new one. Again, declarations are always taken before any actions are resolved. The game moderator tells Church~s player that the punk has apparently decided to drop his gun, rather


GAM E M E C HAN I C S than point it at the Marshal. The weapon slips from his hand, as Church's finger tightens on the trigger. RAnOfD COmBAT TARGET SIZE The size of a target also affects a character's ability to hit. Use the following table as a guide when assigning task levels based on target size. Hitting a target at range requires use of a specific weapon skill. This skill is employed exactly like any other, and the base target number is modified using task levels corresponding to the particular variables in that combat situation. These standard modifiers are described below. RANGE Ranges for all ranged weapons are broken down into four categories: point-blank, short, medium and long. The relative difficulty of shooting at these distances is represented by task levels for each range. Task Level Modifier -5 -4 -3 -2 -1 +0 +2 +3 +4 +5 Target Size <10cm <20cm <30cm <40cm <50cm <1m <2m <3m <4m <5m It is also possible that the new circumstances may affect only some of the characters involved in the action. If this is the case, the uninvolved players should not make additional Initiative rolls, and should instead continue acting uninterrupted. SUBSEQUENT INITIATIVE ROLLS At any point during a series of action rounds, should circumstances change significantly, the game moderator can call for new Initiative rolls. These new rolls represent the character's response to additional events or new conditions. When a new Initiative roll is requested, all involved player~ must roll. Those who succeed declare actions and begin counting from that round~ and their characters may act normally in response to the new circumstances. Those who fail this new Initiative roll may try again in subsequent rounds as normal. However, during any unsuccessful intervening rounds, the character is unable to respond to the change in conditions. He may continue to act in his given rounds according to the previous circumstances, but until he makes the new Initiative, his actions are restricted to the previous conditions. HOLDING ACTIONS Instead of resolving an action, a character may choose to hold it until a subsequent round or event, and then act normally in that chosen round. The character must still declare a new action the next round, and must then wait the appropriate number of rounds before it is resolved. When a character decides to resolve a held action, he may do so at any point in the round. He may even act first, before other characters active that round. Holding an action allows characters to react to, or in anticipation of, the circumstances. Church is eligible to resolve his action, but instead decides to hold it in reserve, giving the smuggler a chance to surrender. 'The punk's pistol clatters to the floor of the saloon, and the Marshal holds his fire. Church is still holding the action in reserve, so he'll be able to react immediately if the punk tries anything. As Church continues to cover the scumbag, a second smuggler emerges from the restroom to his right. As the second smuggler looks up and sees the Marshal, the game moderator calls for new Initiative rolls. Church and the first scumbag fail, the second smuggler succeeds. Church may continue to cover the first smuggler, but he may not react to the second smuggler until he makes the new Initiative roll. The game moderator announces that the second smuggler is going for a handgun holstered at his side. Like his friend, the second smuggler must wait two rounds before this action is resolved. On round two, Church's player successfully makes the roll, and is eligible to make a new declaration in response to the second smuggler. Church's player tells the game moderator that he will turn and fire at the second smuggler. He will have to wait until round three to resolve this action. Continue this pattern for targets greater than 5m in size. If a target has a particularly narrow silhouette use the average of the length and the width of the object to determine the to hit modifier. This will compensate for the reduced chance of hitting an especially narrow target. MOVEMENT Movement of both the attacker and the target have a direct effect on the accuracy of ranged attacks. Target movement is the easiest for a shooter to accommodate. Below are several benchmark numbers that will help in assessing modifiers for target movement. 006.309


B L U E P LAN E T An attacker's own movement is harder for him to accommodate because it has such a negative, unpredictable effect on his aim. If an attacker is walking and shooting he receives a·2 level penalty, and if he is scrambling he receives a 5 level penalty. If an attacker is sprinting he may still fire his weapon but has no reasonable chance of hitting his target. Scoring a hit becomes an impossible task and a matter of simple luck. Rules for calculating the effects of attacker and target movement on weapons fired from vehicles are given in the section on vehicle combat (see page 334). AIMING Taking the time to aim will improve any character's ability to hit a target, essentially reducing the effects of range, target size, movement, etc. Every action a character spends aiming gives the character a 1 level bonus to the target number. A character may aim as long as he wishes, however, he may not gain more than a 3 level bonus. This restriction only applies to standard weapons and does not include enhancements, optics or other special sighting devices. RECOIL The recoil in a discharging firearm makes accurate rapid-fire difficult. To model this, each successive shot after the first is made at a fixed two level penalty. A character may avoid this penalty by firing only once per action. If anti-recoil equipment is installed on the firearm, the recoil penaity is reduced by one level. Because of the lack of compensating gravity, the recoil penalties in freefall are doubled. If the weapons are equipped with anti-recoil devices or designed specifically for use in freefall, then the normal penalties apply. MULIIPLE IARGEIS The accuracy and high rate of fire of modern firearms can make it practical for a skilled marksman to shoot at more than one target in a single action. If a shooter wishes to fire at more than one target, each shot is at a two level penalty, in addition to any other modifiers such as recoil or movement. The number of targets is, of course, limited by the rate of fire of the weapon. Additionally, all targets must be within an arc of a number of degrees equal to or less than the shooter's base weapon skill. AUIOMAIIC FIRE Many weapons in the world of Blue Planet are designed for automatic fire, and the unique characteristics of such weapons require special consideration in the rules. Modern automatic weapons are designed for burst fire, in which a single pull of the trigger fires a fixed number of rounds. Small arms usually fire three round bursts, but vehicle mounted 006.310 cannon and other heavy weapons can fire bursts of as many as 10 rounds. Every automatic weapon in Blue Planet has a burst fire value, which indicates how many rounds are fired in each burst and is used to track ammo supply. An automatic weapon can fire a number of bursts equal to its normal rate of fire. The muzzle velocity and cycling rate of modern firearms are so high that the recoil caused by the first rounds of a single burst do not impact the weapon quickly enough to affect the accuracy of the last of the burst's rounds. For this reason, there are no recoil penalties associated with the individual rounds in a burst. Subsequent bursts in the same action, however, are subject to the standard, 2 level recoil penalty. Additionally, because the rounds of a single burst are so closely spaced, it is assumed that they either all hit or all miss the target, and if they hit, they do so in the same location. All burst fire weapons in Blue Planet therefore have two damage codes. The first is used when the weapon is fired in single-shot mode, and the second is used when the weapon fires a burst. Many weapons in Blue Planet are also capable of full-automatic fire. In full-auto mode, the weapon will continue to fire at its full cycling rate as long as the trigger is depressed. Firing a weapon on full-auto requires the Autofire skill. In the interests of playability, rounds fired in full-auto mode are organized into individual bursts, using the above rules. That is, a single attack, hit location, and damage roll is made for each burst. The number of bursts a weapon can fire on full-auto is listed in parentheses next to the weapon's standard rate of fire. However, the standing recoil modifier is doubled to 4 levels for each burst after the first. Full-automatic fire is somewhat inaccurate and wasteful of ammunition. As a result, trained marksmen typically favor controlled bursts. Full-automatic fire is, however, useful in a "suppression" role, as the sheer volume of fire projected into an area usually encourages the enemy to keep his head down. Whenever a character is subject to suppression fire, the game moderator may choose to adjust his actions by the "under heavy fire" modifier, listed in the table of standard task level modifiers (see page 314). This action penalty is, of course, in addition to the usual chance of being wounded. HAnO-TO-HAnD comUAT As with ranged attacks, close-in fighting,barehanded or with various melee weapons, also requires the use of specific combat skills. However, the use of these skills differs in several ways from previous description of skill use. The first difference is that hand-to-hand combat is one mechanic in which challenge rolls come into their own. Any re-


sisted attack, one where the opponent is defending, is resolved with challenge rolls instead of success rolls (see page 304). This is'intended to simulate the contest inherent in personal combat, creating more realistic and tensely unpredictable encounters. The second difference is that, regardless of the forms or weapons being used, any hand-to-hand combat skill can be broken down into two dominant abilities. The first is the ability to create, or capitalize on, opportunities to attack. The second is the ability to anticipate the need for, and therefore initiate, defense. Because of this, hand-to-hand combat tactics invariably rely on continuous and changing compromise between offensive and defensive actions. To effectively model this without reducing the playability of hand-to-hand combat encounters, Blue Planet offers players control over this dynamic compromise. During hand-to-hand combat, players must allocate skill points towards both offense and defense during their action declarations. During each declaration round a character receives a number of points equal to his base hand-to-hand combat skill. These points are divided, at the discretion of the player, between offensive and defensive maneuvers. The points allocated to offense are used to make an attack, and points reserved for defense are added to the character's standing defense (see below), increasing the chances of success for any defensive maneuver. Action rounds are used normally when characters are involved in hand-to-hand combat. Initiative, declarations, and action resolutions are the same, and actions can be held until subsequent rounds. The only exception to the normal action round rule is that defensive maneuvers do not require an action. Characters may always defend against any melee attack, even if they are not eligible to resolve an action in that round. SIANDING DEFENSE Any sort of martial training provides a character with an inherent standing defense. The level of this standing defense is based on both the type of training and the character's base hand-to-hand combat skill level. Characters with Military Hand-to-Hand or traditional Martial Arts training have a standing defense equal to 500/0 of their base skill level. Characters with Brawling skill have a standing defense equal to 25% of their base Brawling skill. Standing defense is used whenever a character attempts a defensive maneuver. It can be modified by the allocation of reserved defense points or by circumstance, at the discretion of the game moderator. Characters always receive their standing defense, regardless of the number of attacks directed at them. Points allocated to a character's defensive reserve are available only until the character's next declaration. These points may be divided between multiple attacks, as will be necessary against a faster opponent or multiple attackers, but any left over are lost when the character makes his next declaration. AnACKS AND DEFENSES Skill points allocated to offense and defense are used to execute specific attacks and defenses. These maneuvers have been organized into several general categories, and are described GAM E M E C HAN I C S below. Included in each description are any special rules, the controlling attribute, and any appropriate damage rank for that maneuver. It may be helpful for each player to make an index card for each maneuver that might be used by his char- . acter, noting the details of each. These cards can serve as both a handy reference and an efficient means of declaring attacks and defenses. These combat maneuvers apply to any offensive actions initiated by both armed and unarmed combatants, as appropriate. Disarm This maneuver can be made either armed or unarmed, and is designed to separate an opponent from his weapon. There is an automatic 4 level penalty for the "called shot" to the appropriate hand. If the weapon is held in two hands, there is a further 2 level penalty to the attack. The defender should make the challenge roll against either a hand-to-hand combat skill or Dexterity. If the attacker wins the challenge roll, the defender loses his weapon. Controlling Attribute: Dexterity. Punch A punch is ideal for close combat. Though it typically causes less damage than a kick, it also requires a more limited range of movement. In addition, assuming the combatants are not in an unusual position, it is much more likely that a punch will land high on the target's body. As a result, any hit location roll of 73 or above should be rerolled. If a "called shot" to a specific location is chosen instead, this rule can be ignored. Controlling Attribute: Dexterity. Damage Rank: 0/60 1/80 2/90 3/100 Kick Though only skilled combatants are trained to use this attack effectively, it offers increased power at the cost of a greater required range of motion. Controlling Attribute: Agility. Damage Rank: 0/50 1/65 2/75 3/90 4/100 Hold Holds include any maneuver intended to incapacitate an opponent or some part of an opponent's body. Holds can also cause physical damage, just as other attack forms do. Whenever a character successfully executes a hold maneuver, roll normally for damage and specific damage effects (see page 317). In addition, add one to the damage level of the attack and apply the result as a physical action penalty to any activity involving the held location or body part. Note that this means even a damage level of zero will result in a 1 level physical action penalty. This additional physical action penalty remains in effect until the defender uses an offensive action to break the hold. Breaking a hold requires a normal challenge roll, and the physical action penalty applies to the victim's roll. Once an attacker has successfully achieved a hold on his opponent, he may take any subsequent action consistent with the situation, as normal. This means that, in subsequent rounds, he may execute further holds in an effort to "pin" the opponent by accumulating physical action penalties, or execute other attack maneuvers. 006.311


B L U E P LAN E T Controlling Attribute: Strength. Damage Rank: 0/65 1/80 2/90 3/100 Throw A throw includes. any maneuver intended to unbalance or knock down an opponent. The damage level determines both the damage inflicted and a rough estimate of the number of meters the opponent is thrown. As always, the game moderator should use common sense, the attacker's description of his intended maneuver, and situational factors to arrive at a reasonable outcome. If the attacker wins the challenge roll, the target is knocked down, though again, the game moderator should use common sense in appropriate situations. Controlling Attribute: Agility. Damage Rank: 0/65 1/85 2/95 3/100 Thru.t A thrust can be used with most any melee weapon, though with blunt weapons, it can be more properly considered a ramming attack. Precise control of a weapon is easier with a thrusting attack, and all "called shot" penalties are reduced by one level when this maneuver is chosen. Damage is based on the damage code of the weapon. Controlling Attribute: Dexterity. Swing While this maneuver is not as precise as a thrust, it is easier to get more power behind a swing. As a result the attacker receives a +10 bonus to his damage roll when this maneuver is used. Controlling Attribute: Dexterity. Feint A feint may be made either armed or unarmed. Feints are intended to create openings in an opponent's defense by using misleading actions and body position. When an attacker chooses a feint maneuver, he may allocate a portion of his melee skill points to a feint reserve as well as to offensive and defensive actions. When he declares his next action, the attacker may either allocate additional points to the feint reserve, or add "the points from the feint reserve to any offensive points allocated to an attack. A character may not, however, use points from his feint reserve to increase his offensive skill level beyond its base value. In addition, whenever feint points are used in an attack, the feint reserve is automatically reset to zero, regardless of whether all points were used. The ability to add points from the feint reserve to an offensive maneuver greatly improves an attacker's chances of winning the challenge roll and overcoming his opponent's defenses. It will add greatly to the realism and unpredictability of a handto-hand combat encounter if feints are declared and described as normal attacks. The feint can then be declared secretly, perhaps through the selection of the appropriate index card if the players find this method helpful. Controlling Attribute: Awareness. These maneuvers apply to any defensive actions designed to avoid an attack in hand-to-hand combat. 006.312 Block A block is an unarmed defender's attempt to stop or deflect an attack. Blocks against armed attacks receive a 2 level penalty. Controlling Attribute: Dexterity. Parry A parry is an armed defender's attempt to stop or deflect an attack. Parries against unarmed attacks receive a 2 task level bonus. Controlling Attribute: Dexterity. Dodge Dodging indicates that the defender is attempting to move in such a way that an attack misses him entirely. Dodging often requires more survival instinct than skill, and a defender choosing this maneuver may add from a 1 level to a 3 level bonus to his challenge roll. However, because dodging often takes a character out of position, the character's next action, whether offensive or defensive, is made at a task level penalty equal to the bonus taken on the dodge. Controlling Attribute: Agility. Church leaps from the deck ofhis patrol boat to the hijacked barge, just as two ofthe pirates come up from below. The trio rolls for Initiative and each succeeds. Since Church has the highest Initiative, the two pirates must make their declarations first. The game moderator tells Church's player that one punk is hefting a bloody length of chain, and the other a heavy, industrial plastic pipe. Well aware ofthe dozen or so liquid hydrogen canisters lashed about the deck, Church's player declares that he will grab for the fireaxe clamped to the bulkhead instead ofhis sidearm. The Marshal must wait one round to resolve his action, while the pirates must wait two. On round three, Church is eligible to declare a new action. Church's player declares that he will put halfofhis 70 skill points into defense, and half into an offensive maneuver. On round four, the punks are eligible to declare new actions. The game moderator describes them closing on Church, preparing to attack. Church decides to hold his action, letting the pirates make the first move. The Marshal will be able to defend with his trained standing defense of 35, and may also allocate any of the 35 points he has placed in his defensive reserve to defend against any incoming attacks. On round six, though Church could automatically execute his held action before either pirate acts, he continues to hold. As he figured, the punks are stupid. Instead ofseparating to come at him from two sides, the faster ofthe pair swings his pipe in an all-out attack, using all 60 ofhis Brawling skill points. The Marshal player and game moderator make challenge rolls, the punk with a skill of60, and Church with points from his standing defense and defensive reserve. Knowing the second punk isn't far behind, he decides to add only 20 points to his standing defense for a parry of 55, saving the other 15 for defense against the second attacker. Winning the challenge roll, Church catches the overaggressive swing on the sturdy shaft of his fireaxe. As the pirate moves past with the force of his attack, Church decides to use his held action and slams the spiked end of the fireaxe into the


GAM E M E C HAN I C S Body location Hit location Roll Targeting Modifier HIIlOCIIlons To determine a random hit location, roll and consult the table. To target a specific location, consult the table, and then modify the attack roll by the indicated number of task levels. Specific targets should be called before rolling for the attack. For purposes of imagery and realism, and for determination of damage effects, it is important to know exactly where a target has been hit. The following tables are used to determine random hit locations and to assess attack roll penalties for targeting specific locations. A vehicle hit location table is provided in the section on vehicle combat (see page 337). -3 levels -5 levels -5levels -5levels -4 levels -4 levels -1 levels -3 levels -3 levels -1 levels -2 levels -2 levels -3 levels -3 levels -3 levels -4 levels -4 levels -2 levels -2 levels -4 levels -4 levels 1-3 4-5 6 7 8-9 10-13 14-31 32-34 35-37 38-47 48-50 51-53 54-56 57-62 63-68 69-70 71-72 73-84 85-96 97-98 99-100 Skull/Melon Eyes Right Ear Left Ear Jaw/Mouth Throat/Nape/Blow Hole Chest/Back Right Shoulder/Dorsal Fin Left Shoulder/Dorsal Fin Abdomen/Lower Back Right Hip Left Hip Groin Right Arm/Right Fin Left Arm/Left Fin Right Hand Left Hand Right Leg/Tail Stalk Left Leg/Tail Stalk Right Foot/Right Fluke Left Foot/Left Fluke Hit location can also be used to simulate the effects of hard cover. When a character is hit by an attack, the game moderator should determine the hit locations that are protected based on the character's cover or position. If the hit location roll indicates a hit on a protected location, the attack will have to penetrate the cover to actually hit the target. Additional information on armor and damage penetration can be found on page 316. These rules should only be used for hard cover. Soft cover or concealment should me simulated by a task level penalty to the attack roll. On round ten, the pirate tries to recover from Church's feint. The game moderator allocates all of the smuggler's points to defense, and the punk begins swinging the chain in a fast defensive circle. Unfortunately, Church lashes out with a brutal side kick. The smuggler has a defense of 75 (his skill level of 60, plus his standing defense of 15). The Marshal, with 70 points allocated to attack (35 of them from his feint reserve), rolls and wins again. His kick strikes the punk in the chest and sends him to the deck. When he recovers, he is looking down the barrel ofthe Marshal's very large handgun. On round eight, Church is eligible to resolve his feint. He allocates all 35 points from his feint reserve to his next attack, lunging with the fireaxe at the pirate's head. On round nine, Church is eligible to declare a new action, and the player tells the game mode~ator that he will kick the punk in the chest. Also on round nine, the smuggler swings the chain at the Marshal. Church's player is already at a 1 level penalty due to his previous dodge, and he decides to dodge again with a one level bonus to offset the penalty. He figures that even with the subsequent penalty on his attack, the points from his feint reserve will give him an excellent chance of hitting. Church wins the challenge roll, and the pirate's swing misses. punk's stomach. Church has 35 points allocated to the attack, while the pirate has only 15 points from his standing defense. Church allows himselfa moment ofsatisfaction as his weapon bites into the punk's abdomen. As the second creep swings the chain at his head, the Marshal must make another challenge roll. The second pirate's Brawling skill is also 60, and the Marshal's remaining defensive reserve is 15, which he adds to his normal standing defense of35. Church decides to take a 1 level bonus on his dodge, to improve his odds ofwinning the challenge. With an effective dodge of 60, the Marshal player rolls, wins the challenge, and Church ducks under the chain. On round seven, both Church and the pirates are eligible to make new declarations. The first punk is severely wounded, and the game moderator decides that he'll lay on the deck for the remainder ofthe fight. Again, because Church has the better Initiative, the other punk must make his declaration first. The game moderator tells Church's player that the punk is swinging the chain over his head, and looks to be winding up for an all-out attack. The game moderator secretly allocates all ofthe smuggler's points to attack. Church's player secretly declares a feint, and tells the game moderator that he is launching a swing at the punk's head. The Marshal player allocates 35 points to the feint reserve, and the other 35 points to defense. 006.313


B L U E P LAN E T The outcome of real combat, whether firearm or melee, is always dependent on countless battlefield variables, and these not only change from encounter to encounter, but may change during the course of a single encounter. Special task levels should be assigned based on the specific variables of the situation. Some common modifiers are listed below. Additional task levels should be assigned at the discretion of the game moderator. Combat is chaotic and always uncertain, so game moderators are encouraged to use task levels freely. 006.314


GAM E M E C HAN I C S Poseidon is a dangerous frontier world where there are many ways for characters to come to harm, and the potential severity of damage ranges from the inconsequential to the lethal. In Blue Planet, all damage suffered by characters and objects is divided into five damage levels. The first damage level suffered represents some minor amount of negligible damage, while the fifth typically represents enough damage to destroy, or kill, the target. To allow for realistic variation and severity in the determination of damage levels Blue Planet uses the following rules and guidlines. DAMAGE RANKS Each weapon or attack form in the game is listed with a unique damage rank consisting of pairs of numbers separated by slashes. The first number in each pair represents the damage result, and the second number represents the highest percentile roll that will give that result. Peter Church's handgun has the following damage rank: 1/15 2/40 3/55 4/75 5/90 6/100. When a bullet from this weapon hits a target:1 the player rolls percentile dice. Any result up to 15 indicates a damage result of 1:1 any roll between 16 and 40 indicates a damage result of 2:1 and so on. In simplest terms, damage ranks represent the total range of damage a weapon can inflict and the frequency with which the various degrees within that range are inflicted. This mechanic is meant to model reality by allowing weapons to do a realistic spectrum of damage that can include the negligible to the lethal. DAMAGE ROLLS To determine the damage inflicted by a successful attack, a roll is made on the damage rank specific to the weapon or attack form. This roll indicates the ~amage result of the attack. Note also that characters can receive a damage roll modifier based on their Constitution score, so be sure to apply this modifer to all damage rolls (see page 288). Church fires his handgun at a thug and hits. The player rolls for damage:1 getting a 62. On the pistol damage rank given above:1 this roll indicates a damage result of 4 for Church's weapon. The result of a damage roll should only be thought of as an abstract representation of the severity of the attack. By itself, this result says little about how the target will be affected. For example, while it is relatively easy to incapacitate a human with a knife, it is virtually impossible to stop a hovercraft by stabbing it. The result of a damage roll must be compared to the capability of the target for sustaining damage to determine the actual effects of the attack. DAMAGE SCALE In Blue Planet, damage scale is used to model the innate durability of various classes of targets. Damage scale is a simple way of translating the result of damage rolls into damage levels. Damage levels are the relative measure of the severity of the damage a target sustains, and are used directly to determine damage effects. 006.315


B L U E P LAN E T The majority of targets in any roleplaying game are invariabley human or human sized. Humans and human sized t~rgets are damage scale one, and therefore the results of damage rolls translate directly, one-for~one, to damage levels. Only when the target of an attack is more durable, or more vulnerable than a human" will damage scale need to be used. To determine the actual damage level for attacks on such targets, divide the result of the damage roll by the target's listed damage scale, dropping all fractions. As a convenient alternative, the following table may be used instead. Damage Scale Damage Level 2 3 4 S 1 1 2 3 4 5 2 2 4 6 8 10 3 3 6 9 12 15 4 4 8 12 16 20 5 5 10 15 20 25 6 6 12 18 24 30 7 7 14 21 28 35 8 8 16 24 32 40 9 9 18 27 36 45 10 10 20 30 40 50 11 11 22 33 44 55 12 12 24 36 48 60 13 13 26 39 52 65 14 14 28 42 56 70 15 15 30 45 60 75 16 16 32 48 64 80 17 17 34 51 68 85 18 18 36 54 72 90 19 19 38 57 76 95 20 20 40 60 80 100 The left-hand column refers to the damage scale of the target, while the row of numbers to the right of each damage scale are possible results of the damage roll. To determine the damage level of an attack, locate the target's damage scale in the lefthand column, then cross-index to the highest number that is equal to or lower than the result of the damage roll. The number at the top of the column indicates the damage level. If the result of the damage roll is not at least equal to the lowest number on the appropriate row, the attack inflicts no damage. For targets with damage scale less than one, the game moderator should simply increase the damage level of any attack by one for each point ofscale below one. There is no scale zero - damage scale is either positive or negative. For example, if a damage roll with a result of 3 is made against a creature with damage scale -2, the creature would suffer a damage level 5 injury. Church fires his handgun at a hovercraft piloted by a group of smugglers. The attack hits, and the player makes a roll on the 006.316 damage rank of the weapon. The player rolls an 82, which gives a damage result of 5. The game moderator finds the hovercraft's damage scale of 3 on the table, then moves horizontally across the row ofnumbers looking for 5, the result of the damage roll. Five is not listed, so the game moderator chooses the highest number that is less than 5 - three, in this case. Following the column to the top, the game moderator finds that the hovercraft has sustained damage level 1. If the result of the damage roll had been 6, the hovercraft would have taken damage level 2. On the other hand, ifthe result of the damage roll had been less than 3, Church's attack would have failed to affect the hover entirely. ARMOR Armor in Blue Planet is represented in play by two numbers that relate to the qualities of the weapons used against it. The first number, called the armor grade, is a value between one and ten and describes the basic characteristics of the armoring material. In reality, certain weapons will not penetrate or even damage certain kinds of armor. To model this, every weapon is given a weapon grade and every armor type is given an armor grade. A weapon can only penetrate a given type of armor if its own grade matches or exceeds the grade of the armor it is being used against. If the weapon's grade is less than that of the armor, the weapon is unable to penetrate it. Some types of armor are equally effective at protecting against both cutting and impact damage, while other types are not. Armor that is not is listed with two armor grades, the first representing the armor's grade against cutting weapons like knives and spears, the second indicating the armor's grade against impact from weapons like clubs and firearms. If a type of armor is listed with only one armor grade, it can be assumed that the armor is equally effective against both kinds of damage. The second n~mber given for the different types of armor is the armor's protection value. This number is given in percentage points and is subtracted directly from the damage roll of any attack against it, potentially reducing the damage caused by the attack. In this respect, it works just like the damage resistance modifier based on a character's Constitution. A street punk shoots Peter Church in the chest with a small caliber handgun. The weapon is grade two, and Church is wearing a grade two armored vest under his uniform. Since the weapon grade matches the vest's armor grade, the slug is able to penetrate the armor. However, the armor's protection value of 8 is subtracted from the punk's damage roll. Sometimes it is possible to layer different kinds of armor and receive the benefits of both while using the strength of one to cancel the weakness of the other. For example, impact resistant armor could be layered with cut resistant armor to provide better generalized protection. If a player chooses to do this it is up to the game moderator to determine if the practical function of one of the layered types of armor interferes with the function of the other. If it doesn't, then the player's character should be allowed the protection of both armor types.


The armor grade and protection value of different types of body armor can vary from location to location on the body. Therefore it is important that these values be list~d by location in the appropriate spaces on the character sheets. At times, characters will try to benefit from some form of impromptu armoring cover, such as a vehicle door or a plastic crate. To accommodate such actions, all a game moderator needs to do is determine the armor-grade and value for the ad hoc armor and treat any attacks against it normally. EXPLOSIVES AND ARMOR In order to penetrate a barrier, an explosive charge must have a weapon grade that at least equals the armor grade of the barrier. Tamped, or directed, explosives are simply charges that are placed in such a way that the explosion is focused in a specific direction. The grade of a tamped charge is doubled, but the explosion is only considered effective in a single direction. Setting a tamped charge requires Demolitions skill, and usually takes about 10 minutes. This time period can be increased or decreased, based on a dramatic roll's level of success or failure. DArtlft6f ffffCIS In the real world, the effects of violence and injury are often traumatic or lethal. Even if a person is not killed outright, the injuries usually severely limit his abilities. In Blue Planet the results of injury are modeled by the use of Trauma Rolls and the Damage Effects Tables. -IRAUMA Trauma represents one of the most dangerous aspects of serious injuries; blood loss and physiological shock. Surviving the initial wound is often meaningless because the resulting system shock can be just as lethal. Trauma rolls are made whenever a character is injured, and are modified by the severity of the wound. The trauma roll target number for a specific injury is equal to 100 minus 1 task level for each damage level incurred in the injury. If the roll is less than or equal to this target number, the character is successful and manages to survive. The character is then subject to whatever circumstances the game moderator determines are appropriate. If the result is more than the target number, blood loss and shock prove fatal. The character dies within a number of minutes equal to their Constitution, divided by the number of damage levels they have incurred. Note that the trauma target number can be modified by a character's Constitution attribute modifier, and by genetic or cybernetic enhancements. Be sure to account for such modifiGAM E M E C HAN I C S ers when making trauma rolls. First aid is immediate medical care intended primarily to eliminate the effects of trauma. If a wounded character receives successful first aid within the time limit described above, they are stabilized and the threat of lethal trauma is eliminated. If they do not receive first aid, or if the first aid roll fails, the character suffers lethal trauma as described above. In a savage marine assault, Bataku severely mauls the leg of an Incorporate soldier, doing 5 levels of damage to the man's limb. This gives the man a base trauma roll of 50 (100 - 5 levels). The trooper has a Constitution of 71 thanks to a symbiotic implant, and so has a Constitution attribute modifier of 15. His effective trauma roll target number is therefore 65 (50 + 15). The soldier's player fails the roll with a 73. With a 5 level wound and a Constitution of 71, this means the trooper will die ofshock and blood loss in just over 14 minutes (71/5 =14.2). With the help of the onshore waves the soldier washes up on the beach five minutes later, and a corpsman rushes to his aid. Even with heavy modifiers for the severity of the injury and the harsh circumstances, the corpsman is a pro. He succeeds in his first aid roll and stabilizes the soldier. Though he is still in a bad way, the soldier will at least not die from his injury. The effects of trauma are cumulative. When a character has suffered more than one injury, the damage levels of the various injuries are totaled before determining the target number for the trauma roll. This makes multiple or consecutive injuries realistically difficult to survive. DAMAGE EFFECTS IABLES Trauma is only one threat to injured characters in Blue Planet. Other injury effects can also be lethal, and almost all injuries affect a character's abilities to one degree or another. To determine these effects, consult the Damage Effects Table. To find the appropriate damage effects for a specific injury, cross-reference the level of damage with the hit location for the injury. Each entry in the table typically contains a brief description of the damage and a listing of the relevant effects. Some of these effects may only be possible, others may be definite. A percentage chance of occurrence is given for each possible effect. Roll percentile dice for each possible effect indicated. If the roll is equal to or less than the chance value given, the effect occurs. Definite effects occur automatically. All effects that occur are imposed immediately, before the next round begins. Effects should be recorded in the appropriate space on the character sheet. The various effects found on the damage effects table are described in general terms below. The descriptions explain what each effect entails, how it is incorporated into the game, and how it affects the characters. Remember that the intent is to promote realism and excitement, so the game moderator should feel free to alter the application of effects as best suits the situation. 006.317


B L U E P LAN E T Action Penalties Injury, either through the mentally traumatic effects of pain, or the physical handicap of actual damage, can reduce a character's abilities. Mental and physical action penalties are listed for certain injuries. Mental penalties are applied to any any actions or skills governed by an injured character's mental attributes, and physical penalties are applied to any actions or skills governed by and injured characters physical attributes. Artery Severeel The injury has damaged a major artery and as a result the associated trauma roll is penalized by 2 levels. This makes prompt and skilled first aid critical. Blinelness If the damage table indicates blindness as the result of an injury, the effect is either temporary or permanent. If the blindness is temporary, it lasts at least until the end of the encounter that caused it. Subsequent recovery is a dramatic element and is left up to the game moderator to decide. If the effect is permanent, the eye or eyes are so badly damaged that they are useless, and may even be lost. Until the character receives cybernetic or cultured replacements he will remain blind. Brain Dalllage Such a result represents significantly more than the typically temporary symptoms of a concussion or minor hemorrhaging. This result means that the character's brain has been traumatically damaged by impact or the intrusion of a foreign object. Such damage typically affects both mental and physical abilities. The permanent effects possibly suffered by the character are numerous and are left to the discretion of the game moderator. Concussion This is caused by a minor to serious blow to the head and is characterized by disorientation, nausea, and drowsiness. With rest, complete recovery seldom takes more than a few days. In more extreme cases, damage to the brain may be significant enough to cause complications such as coma. Deafness As with blindness, deafness can be temporary or permanent. If the deafness is temporary it lasts at least until' the end of the encounter that caused it. Subsequent recovery is a dramatic element and is left up to the game moderator to decide. If the effect is permanent, the ear or ears are so badly damaged that they are useless. Until the character receives cybernetic or reconstructive surgery, they will remain decidedly deaf. Death Fatality caused by lethal trauma is one way for a character to die. Specific lethal effects listed as part of the damage effects table represent others. Poseidon is a dangerous world and characters will die - that's life on the frontier. Fracture Broken bones can vary from painfully inconvenient to excruciatingly incapacitating. The injured character's abilities are directly related to the severity of the break and such effects are noted in the damage table. Heart Iniury A potentially lethal injury, damage to the heart can lead to aggravated trauma and even heart failure. If a wound is serious enough to damage the heart, a character is in dire straits. 006.318 Lung Punctureel A punctured lung makes effective breathing difficult, and therefore, severely handicaps physical actions. If the injury completely penetrates the chest, breathing may be almost impossible as the character is suffering from a "sucking chest wound." Prompt first aid can mean the difference between life and death. Ribs Fractureel Cracked ribs are more painful and inconvenient than they are dangerous. They will affect abilities because of the pain, but little more than binding them can be done to help. Ribs Shattereel Ribs broken into fragments are much more dangerous. Not only might the pieces not knit properly as they heal, but the splinters may further damage muscle and underlying organs during or after the injury. Severeel Lilllb/Extrelllity Bleeding and pain are both traumatic. The character's life likely depends on quick and competent first aid. Trachea Crusheel Aside from the extreme pain, a crushed trachea makes breathing very difficult. If indicated by results on the damage table, consult the suffocation rules on page 320. Traullla Moelifer This number represents an additional task level modifier applied to trauma roll target numbers. Such additional modifiers model the sensitivity or durability of a particular hit location. Unconsciousness Little needs to be said. The character is helpless and completely subject to circumstance. Vertebrae Fractureel Pain may penalize abilities, but the real danger is in the potential of temporary paralysis. Vertebrae ShaHereei Almost certainly incapacitating, this is perhaps one of the worst injuries should the character survive the encounter. It is likely that the character will be permanently paralyzed until they receive major reconstructive surgery. Vital Organ Iniureel The effects of such injuries are specific to the organ damaged but invariably hemorrhaging is a serious threat. Subsequent complications specific to the organ are left to the game moderator. In the same underwater assault~ Bataku rams a soldier in the chest for a level 4 injury. In addition to having to survive the shock and blood loss of trauma~ the character also has to deal with the injury effects listed for the chest under damage level 4. Starting at the top of the appropriate entry~ the soldier automatically suffers shattered ribs. The player rolls a 67~ and the character also incurs a punctured lung. (Being an aquaform~ however, and submerged during the fight~ his lungs are collapsed anyway~ so the game moderator could choose not to count this penalty immediately). The player rolls a 54 for heart injury and so suffers an additional 2 level penalty on his trauma


rQll. He next rolls a 12, however, and luckily avoids heart failure and instant death. Because the character was hit in the chest and not the back, his spine remains uninjuted. In subsequent actions, the soldier should be able to act, however, he must do so at a 2 level physical action penalty (5 when he surfaces and is forced to breath) and a 1 level mental action penalty. Unfortunately, after applying the 2 level penalty to his trauma roll target number, the soldier fails the roll and dies a few minutes later as he drifts away in the current. Both the localized and the overall effects of damage are cumulative. Should damage occur in the same location more than once, add the new and the previous damage levels together.' Then consult the 'damage effects table for that location, at the new totaled damage level, and apply the appropriate effects. If damage occurs in more than one location, the location specific effects should be applied individually, and the general effects from each injury should be combined and then applied in an overall effect. SPECIAL DAMAGE EFFECTS Action Round Modifier As described above, injury affects a character's mental and physical actions by assigning certain penalties. Injury therefore also affects a character's speed during action rounds. To model this effect increase the number of rounds a character must wait between actions by 1 for level 3 damage, by 2 for level 4 damage, by 3 for level 5 damage and so forth. Note that level 1 and 2 damage does not incur an action round penalty, however, injuries are cumulative, and several minor injuries may eventually require a penalty. Movement Penalties Movement rates are affected by injury. Some effects are obvious; someone with a compound leg fracture would be lucky if he could even manage to crawl. However, general injury that does not otherwise incapacitate a character does have a direct effect on his ability to move. A character with one or two level damage is generally unaffected. A character with level three damage is unable to sprint, and a character with level four damage is unable to sprint or scramble. A character who has suffered five or more damage levels that somehow manages to stay alive and conscious may be able to crawl, but only at the discretion of the game moderator. Stunning When a character is injured there is a chance that he will be so stunned or in such pain that he is unable to take relevant action. When a character is injured, the player must immediately make a Will roll. For each level of damage taken, a one level penalty is applied to the target number. If the player makes the roll, the character may continue to act normally. If the roll is failed, the character is stunned. Any declared actions that have not been resolved are lost. What happens while the character is stunned is left to the creative discretion of the game moderator and the outcome is as variable as the possible situations. At the beginning of each subsequent action round, the player may attempt the roll again. Each subsequent attempt is made GAM E M E C HAN I C S with a cummulative one level bonus, however, this bonus may not raise the effective target number above the character's base Will score. Once the character recovers from stun, the player may immediately declare a new action. The character must then wait his effective number of rounds before this action is resolved. SPECIAL DAMAGE TYPES Most damage incurred in roleplaying games is impact-type damage in which various weapons collide with targets, using their inherent kinetic energy to inflict wounds. There are, however, several special types of damage that can occur. Rules for these specific damage types are described below. Burn Damage Injuries from heat can be horrific and deadly. The extent of a burn injury is related directly to the temperature and duration of the exposure. For playability, burn damage in Blue Planet is determined by rolling on the following damage rank and modifying the roll for the length of exposure. For every action round a character is exposed to a heat source intense enough to burn, add 10 to the burn damage roll. 1/35 2/45 3/65 4/85 5/100 Because of the nature of burns, all trauma rolls for burn injuries are made with an additional 1 level penalty. Electrical Shock Damage Most injuries from electrical shock are of two kinds; burns and cardio-respiratory arrest. Like burn damage, shock damage depends on the intensity and duration of the exposure. Similarly, for playability, shock damage is determined by two rolls. The first determines burn damage and is made on the following damage rank. For every action round the character is exposed to the electricity, add 10 to the damage roll. 1/40 2/60 3/80 4/95 5/100 The second is a Constitution roll to determine if the character suffers cardio-respiratory arrest. For every action round of exposure the character incurs a one level penalty on the roll. If he succeeds, he is automatically stunned as above, but otherwise fine. If he fails, his heart and breathing stop and he dies if not quickly resuscitated. Game moderators are encouraged to use discretion when applying the damage effects tables to burn and shock injuries. Such wounds are not likely to break bones or puncture lungs, but they will cause tissue damage and trauma. Game moderators should therefore be selective when such injuries occur. Explosives Damage Damage for explosives is determined differently than that for other weapons. Explosives are area of effect weapons, and the farther away a target is from the center of the explosion, the less likely it is to suffer damage. To model this, explosives damage is rolled as normal on the damage rank given for the specific weapon, then reduced by one damage level for every 2 meters of distance separating the target from the center of the explosion. 006.319


B L U E P LAN E T The damage explosives normally do is caused by a combination of fragments and concussive force. Poesidon is however, a waterworld, and much of the action takes place underwater. In this denser medium, the concussive force of an explosive weapon is effectively much greater. To model this increased power a modifier of 20 points is added directly to the damage roll for underwater explosions. Additionally, the effect of underwater concussive force on living targets is more dramatic. If a character suffers any damage from an underwater explosion, he must make a Constitution roll. If the character succeeds he is subject to the normal effects of damage as described above. If he fails he is automatically stunned into uncoJ1ciousness as the concussive wave hammers him senseless. This special effect occurs in addition to any damage effects indicated by the damage table. Falling DaMag. The amount of damage incurred in a fall is of course statistically greater as the height of the fall increases. For playability, falling damage in Blue Planet is determined by rolling on the following damage rank, and modifying the roll for height. For falls of up to 3 meters the roll is unmodified. For every additional three meters add 20 to the damage roll. 0/30 1/45 2/60 3/70 4/85 5/100 For damage levels that are not likely to be lethal, roll for location randomly to determine what part of the body is injured. For falls that cause enough damage to be lethal, assume the injuries are to the skull, neck or chest. Hanel-to-Hanel Damag. Hand-to-hand damage is based on the weapon or attack form being used, and damage ranks are listed with the various attack forms and melee weapons. Hand-to-hand combat is muscle powered, however, and therefore varies based on the Strength of the attacker. Characters receive damage modifiers to their hand-to-hand combat damage rolls based on their Strength. These bonuses or penalties are applied directly to all damage rolls for hand-to-hand combat, and are listed on page 288. The damage of hand-to-hand attacks by species with Strength scale greater or less than the human norm is resolved similarly, with the following additional considerations. For every point of Strength scale beyond five, first reduce the damage scale of the target by one, to a minimum of one. If each point of Strength scale beyond five has. still not been exhausted, increase the resulting damage level of the attack by one for each remaining point. Conversely, for every point of Strength scale below five, increase the damage scale of the opponent by one. Hand-to-hand melee damage can also vary based on the technique used. For Brawling or Military Hand-to-Hand attacks, the basic hand-to-hand damage ranks are used. For Martial Arts attacks, a 10 point bonus is added to all damage rolls. It is often possible for unarmed attacks to score a hit, but do no effective damage. In Blue Planet, this is modeled by the "zero" result in the damage ranks of unarmed attacks. If the 006.320 result of a damage roll is zero, it is assumed that the attack landed successfully, but did negligible damage. Polson Damag. Poisons and toxins can have a variety of effects, and how severe those effects are depend primarily on the Constitution of the poisoned character. To model the effects of poisons, toxins and venoms are given a poison strength value. This is a penalty added directly to a simple Constitution roll. If the roll succeeds, the poisoned character may feel nauseous or weak, but he remains essentially unaffected. If the roll fails, he is subject the full effects of the poison. SuRocalion anel Drowning When characters suffocate, they do not suffer damage as such. They simply pass out and eventually die as their brains shut down. A suffocating character without training in Aquatics or some related skill can resist unconsciousness for a number of seconds equal to his Endurance. At twice his Endurance the brain will starve for oxygen and the character dies. Drowning is simply suffocation due to the presence of water in the lungs, and the same rule applies. After a number of seconds equal to their Endurance, drowning characters will pass out and inhale water. Without timely first aid they die at twice their Endurance. Note that a conscious, prepared attempt to hold one's breath is different than emergency suffocation. In a controlled effort, a character can effectively hold his breath for a number of seconds equal to twice his Endurance before passing out. Subsequently, at three times his Endurance, the character will die.


DAmAGE IABlES LEVEL 1 LEVEL ,2 LEVEL 3 LEVEL 4 LEVEL 5 EC.... -c;:r -.... =-= .... ..&.... =:I -= Cut with negligible bleeding, or raised swollen Cut with excessive bleeding, or split and Cut with severe bleeding, or torn and crushed Horrendous wound, blood everywhere, dent Massive head wound, blood and tissue flung bruise. Painful to touch but no other effect. bloody welt, bone possibly showing through flesh, bone showing or puncture in skull. in all directions, bone wound. through wound. -Temporarily unable to echolocate 100%. fragments iut from wound and into brain. Temporarily unable to echolocate 45%. Temporarily unable to echolocate 100%. Permanent loss of echolocation 70%. Permanent loss of echolocation 100%. Unconscious 25%. Permanent loss of echolocation 30%. Unconscious 70%. Unconscious 100%. Concussion 50%. Unconscious 40%. Concussion 100%. Brain damaged 85%; death 80% if brain Fracture 25% if concussion. Concussion 85%. Fracture 65%. damaged. Mental actions -2 levels. Fracture 45% if concussion. Brain damaged 40% if fracture; death 55% Convulsions 50%. Brain damaged 15% if fracture; death 25% if brain damaged. Trauma -2 levels. if brain damaged. Trauma -1 level. Totally incapacitated. Trauma -1 level. Totally incapacitated• Mental actions -4 levels. Physical actions -3 levels. Cut or bruised around eyes/ear, tearing or Excessive bleeding or bruising around Severe bleeding and torn tissue around Ruined flesh around eyes/ears. Horrific bleeding, nose/ear torn away, eyes ringing, throbbing pain. eyes/ears. eyes/ears. Temporary blindness/deafness 100%. useless and oo!ing, ear running-with fluid. Temporary blindness/deafness one Temporary blindness/deafness, one Temporary blindness/deafness both Permanent bUndness/ deafness one Permanent blindness both eyes 100%. eye/ ear 60%. eye/ear 75%. eyes/one ear 100%. eye/ ear 100%. Permanent deafness one ear 100%. Temporary blindness both eyes 35% if Temporary blindness both eyes 40% if Permanent blindness/deafness one Permanent bUndness both eyes 80%. Unconscious 100%. temporary in one eye. temporary in one eye. eye/one ear 75%. Unconscious 40%. Brain damaged 75%. Permanent blindness/deafness one Permanent blindness both eyes 50% if Concussion 100%. Death 70% if brain iniured: eye/ ear 60% if temporary in both permanent in one. Fracture 60%, if concussion. Trauma -1 level. eyes/one ear. Concussion _50%. Punctured skull and brain damage 75% Totally incapacitated. Permanent blindness both eyes 30% if Skull fracture 25%. if fracture; death 50% if brain iniured. permanent in one. Trauma -1 level. Trauma -1 level. Physical actions -2 levels. Physical actions -3 levels. Totally incapacitated. Mental actions -3 levels. Mental actions -5 levels.


LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 -=11III:I: a... ...... ==a=: e::::t 11III:I: ......... a::I Sa-==....... ...... --:t c:z: ia-E5==- == Minor cut or bruise, some bleeding and Serious bleeding, nasty contusions. Torn cheek or lip, blood flowing freely. Mangled flesh between eyes and neck. Jaw wrenched from skull with horrible spray painful swelling but no other effect. Chipped tooth 50%. Chipped teeth 100%. Shredded lips hang loosely. and crunching sound. Temporarily unable to echolocate 30%. Shattered tooth 25% if chipped tooth. Shattered teeth 75%. Shattered teeth. Jaw shattered. Jaw dislocated 30%. Jaw dislocated 75%. Jaw dislocated 100%. Jaw completely removed from head Temporarily unable to echolocate 75%. Minor iaw fracture 50% if dislocated. Minor iaw fraelure 80%. 45%. Permanent loss of echolocation 30%. Temporarily unable to echolocate 1 Jaw shattered 50% if minor fracture. Permanent loss of echolocation 100%. Permanent loss of echolocation 65%. Temporarily unable to echolocate 100%. Unconscious 75%. Physical actions -1 level. Permanent loss of echolocation 90%. Concussion 75%. Mental actions -3 levels. Unconscious 40%. Totally incapacitated. Concussion 50%. Death 35%. Skin torn or cut and bleeding freely. Bruised Heavy bleeding and serious tissue damage. Major injury, gaping cut or ragged crushed Horrific wound, gushing blood, ripped muscle. Massive injury to throat, arterial spray, ruined and raw but no other effects. Trachea crushed 20%. flesh. TrCKhea crushed 70%. trachea, panicked suffocation. Suffocation 75% if trachea crushed; Trachea crushed 50%. Suffocation 75% if trachea crushed; Artery severed 100%, trauma -2 levels. incapacitated. Suffocation 75% if trachea crushed; incapacitated. Unconscious 55%. Mental actions -1 level. incapacitated. Artery severed 70%, trauma -2 levels. Totally incapacitated. Artery severed 45%, trauma -2 levels. Unconscious 40%. Unconscious 20%. All actions -4 levels. Physical actions -2 levels. Mental actions -2 levels. - Skin scratched or cut and bleeding freely. Painfully rent flesh and steady bleeding. Terrible wound, gouged tissue, heavy Frightening injury and disastrous bleeding, Catastrophic damage, arterial gush of blood, Swollen and tender but no other effects. Vertebra fractured 20%. bleeding, bones possibly visible through hole spine definitely damaged. spine and spinal cord apulpy ruin. Temporary paralysis 30% if vertebra in flesh. Vertebra fractured 100%. Permanent paralysis 100%. fractured; incapacitated. Vertebra fractured 80%. Temporary paralysis 90%; incapacitated. Unconscious 85%. Mental actions -1 level. Vertebra crushed 50% if fractured. Vertebra crushed 70%. Death 60%. Temporary paralysis 60% if vertebra Permanent paralysis 80% if vertebra Totally incapacitated. fractured; incapacitated. crushed; incapacitated. Permanent paralysis 60% if vertebra Unconscious 65%. crushed; incapacitated. Severed artery 50%, trauma -2 levels. Unconscious 30%. All actions -4 levels. Physical actions -1 level. Death 30%. Mental actions -2 levels. Death 20% if vertebra crushed.


LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 iii::: :f. EEl ..... 1:1I: a::a cr.: e..::t :II:: e..::t ==..... .-- a::a cr.: e..::t :II:: -==..... 1:::1 ..... aa- -a... ' cr.: -a::a 1:=1 .&..... Skin torn and ragged, steady but minor Bleeding freely through rent skin, muscles cut Major injury, dangerous bleeding, ravaged Horrid wound, muscle and gristle protrude Hellacious rend or tear in tissue and bone. bleeding. No other effects. or ripped. tissue. through damaged flesh. Blood and bits of flesh everywhere. Fractured collar Fractured collar Fractured collar Shattered collar . bone/shoulderblade/hip 20%; -5 levels bone/shoulderblade/hip 65%; -5 levels bone/shoulderblade/hip 100%; -5 levels bone/shoulderblade/hip 100%; joint from physical actions using wounded joint if from physical actions using wounded joint if from physical actions using wounded jpint. . incapacitated. fractured. fractured. Joint dislocated 45%; limb incapacitated. Joint dislocated 65%; limb incapacitated. Joint dislocated 20%; limb incapacitated. Joint dislocated 30%; li.mb incapacitated. Unconscious 30%. Unconscious 55%. Mental actions -1 level. Unconscious 10%. Shattered collar Totally incapacitated. Mental actions -2 levels. bone/shoulderblade/hip 40%; joint All incapacitated. actions -3 levels. Minor bleeding, serious bruising, significant Skin torn or shredded, messy muscle damage, Severe bleeding, nasty rends in flesh, tissue Horrendous bleeding, ruined flesh and Hellacious injury, blood everywhere. pain. ribs possibly exposed torn away from ribs. broken bones. Shattered ribs 100%. Fractured ribs 35%. through wound. Fractured ribs 100%. Shattered ribs 100%. Lung punctured 85%; physical actions-3 Fractured ribs 75%. Shattered ribs 65%. Lung punctured 60%; physical actions-3 additional levels if punctured. Shattered ribs 40% if fractured. Lung punctured 40% if shattered ribs; additional levels if punctured. Heart iniured 80% if hit on chest or bock Lung punctured 20% if ribs shattered; physical actions -3 additional levels if Heart iniured 45% if hit on chest or back over heart, trauma -2 levels. Death by heart physical actions -3 levels if punctured. punctured. over heart, trauma -2 levels. Death by heart failure 60% if heart injured. Heart iniured 30% if hit on chest over failure 40% if heart injured. Fractured vertebra 80% if hit on back over heart, trauma -2 levels. Fractured vertebra 50% if hit on bock over spine. Fractured vertebra 30% if hit on back over spine. Temporary paralysis 60% if vertebra spine. Temporary paralysis 35% if vertebra fractured; incapacitated. Temporary paralysis 35% if vertebra fractured; incapacitated. Shattered vertebra 45% if vertebra fractured; incapacitated Physical actions -2levels. fractured. Physical actions -1 level. Mental actions -1 level. Permanent paralysis 80% if vertebra shattered; incapacitated. Physical actions -5 levels. ' Mental actions -2 levels. Significant bleeding, nasty bruising. Skin ravaged and muscle laid open. Horrible bleeding, ruined flesh and tissue, Ruptured abdominal wall, muscle torn, blood Abdominal cavity ripped open, terrifying gout Hemorrhage 10%; trauma -1 level. Hemorrhage 35%, trauma -1 level. wound possibly open to abdominal cavity. everywhere. of blood, organs exposed and possibly Vital organ damaged 20% if hemorrhage. Hemorrhage 45%, trauma -1 level. Hemorrhage 65%, trauma -1 level. pouring from body. Vital organ damaged 35% if hemorrhage. Vital organ damaged 45% if hemorrhage. Hemorrhage 100%, trauma -1 level. Fractured vertebra 30% if hit on bock over Fractured vertebra 50% if hit on back over Vital organ damaged 70%. spine. spine. Fractured vertebra 80% if hit on bock over Temporary paralysis 35% if vertebra Temporary paralysis 35% if vertebra spine. fractured; legs incapacitated. fractured; legs incapacitated. Temporary paralysis 60% if vertebra Physical actions -1 level. Physical actions -2 levels. fractured; legs incapacitated. Mental actions -1 level. Shattered vertebra 45% if vertebra fractured. Permanent paralysis 80% if vertebra shattered; legs incapacitated. All actions -4 levels


LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 LEVEL 5 , :::I: 11IIII:I: -== -.... .............. .... ..... =- =-= ..... CI; a=E--.. ..... -!iii- --.. .== --.. =-= -=a=-= Damaged flesh and minor bleeding. Wounded tissue, serious bleeding. Horrible rending of flesh, and frightening Devastating iniury, gore everywhere, Catastrophic iniury to lower torso, horrid Physical actions -3 levels due to Fractured bones around groin 20%; bleeding. horrendous pain. bleeding. overwhelming pain. prevents walking or running 35% if fractured. Fractured bones around groin 45%; Fractured bones around groin 65%; Fractured bones around groin 85%; Physical actions -3 levels due to prevents walking or running 55% if fractured. prevents walking or running 80% if fractured. unable to walk or run if fractured. overwhelming pain. Incapacitated by overwhelming pain. Incapacitated by overwhelming pain. Incapacitated by overwhelming pain. Mental actions -2 levels due to overwhelming pain. \ Negligible bleeding, painful cut or bruise. Significant bleeding and muscle damage, Torn flesh and tissue, ragged muscle Horrendous wound to limb, muscle and bone Devastating and horrid wound, portion of Minor fracture 20%; physical actions-5 terrible pain. Minor fracture 100%; physical actions-5 crushed or shanered. limb virtually destroyed. levels to actions using wounded limb if Minor fracture 65%; physical actions-5 levels for actions using Maior fracture 100%, limb incapacitated. Maior fr'acture 100%, limb incapacitated. fractured. levels to actions using wounded limb if wounded limb. Bone exposed through flesh 80%. Bone exposed through flesh. fractured. Maior fracture 65%; limb incapacitated. Artery severed 40%, trauma -2 levels. Limb shorn or ripped from body 70%. Maior fracture 30%, limb incapacitated. Bone exposed through flesh 60% Trauma +2 levels. Artery severed 70%, trauma -2 levels. Bone exposed through flesh 30% if maior if maior fracture. Mental actions -2 levels. Trauma +3 levels. fracture. Trauma +2 levels. All actions -2 levels. Trauma +1level. Mental actions -1 level. Painful scratch or contusion. Nasty bleeding and remarkable swelling. Skin Crushed or shredded tissue, bone shanered. Mangled extremity, horrible pain and Destroyed extremity hanging by shreds of Minor fracture 20%. torn or ragged. Maior fracture 100%, extremity tremendous bleeding. tissue. Horrific pain and potentially fatal Physical actions -3 levels for actions using Minor fracture 80%. incapacitated. Extremity incapacitated 100%. bleeding. wounded extremity if fractured. Physical actions -4 levels for actions using Trauma +2 levels. Extremity torn from limb 55%, trauma-3 Extremity incapacitated 100%. wounded extremity if fractured. levels if extremity removed. Extremity torn from limb 85%, trauma-3 Trauma +1level. Trauma +2levels. levels if extremity removed. Maior fracture 45%, extremity Trauma +3 levels. incapacitated.


GAM E M E C HAN I C S fiRST AID It is very easy to get hurt on the wild frontiers of Poseidon, and good medical care is not always readily available. In such cases first aid becomes a life saving skill. First aid does not heal a character, and it does not eliminate the need for real and immediate medical attention. What it does do is arrest trauma and prevent an injury from getting worse. First aid is meant to stop bleeding and stabilize vital signs. Subsequent medical attention is needed for all but the most trivial, level 1 injuries. In Blue Planet first aid is most important in controlling trauma. Many injuries in the damage table are only lethal because of blood loss and shock. A successful first aid roll will stop bleeding and stabilize characters that have failed their trauma rolls and are suffering lethal trauma. First aid is not always simple and takes time to do correctly. Bleeding is the first priority and can usually be controlled almost immediately by applying pressure to the wound. However, effectively bandaging, splinting or otherwise stabilizing an injured character takes time. Rendering first aid that leaves an injured character stable and without the need for constant attention requires a number of minutes equal to twice the level of the wound. The task level modifiers for first aid rolls are determined by the level of injury incurred. First aid rolls are made at a one level penalty for every level of injury. Successful first aid reduces action penalties by one level, but broken bones, inca~ pacitation, unconsciousness and other factors determine a wounded character's capabilities. These capabilities are related directly to the nature ofthe injury and the game circumstances, and so are left to the game moderator to determine. Situational factors can further modify first aid attempts. The following are suggested modifiers, but game moderators should feel free to adjust task levels at their discretion. Remember that most task level modifiers are additive. In some situations first aid will allow certain injuries to be stabilized well enough that the patient may be moved or even allowed to act. Such situation-specific results of first aid are left to the discretion of the game moderator. Hasty first aid, attempted in less time than described above: - 1level Improvised first aid, done without actual first aid equipment: -1 level Aid attempted with only basic supplies: + 0levels Aid given using a standard medical kit: +2levels Aid attempted by field surgeon using field surgery supplies: +3 levels Aid given using hospital facilities and personnel: +7 levels 006.325


B L U E P LAN E T 006.326 In 2199, medical care has reached technical perfection. Patients who are stabilized, even after the most traumatic injuries, seldom die if they receive prompt medical attention. It is also rare that anyone with access to basic medical care suffers any lasting effects of their injury, even if organs or limbs need to be cultured and replaced. To completely recover from any injury, a character must receive basic medical attention. Basic medical attention is not first aid, it is real care provided by professional doctors at a properly equipped medical facility. In Blue Planet the care for and the recovery from injury is directly related to the extent of the injury. . The target number for complex medical care or surgery is modified by the extent of the injury, as with first aid rolls. Exactly which skills are appropriate depends on the injury and is left to the game moderator to decide. With even basic facilities, severe task level penalties are seldom a problem as colleagues, diagnostic programs and cybernetic tools essentially eliminate all risk by adding tremendous bonuses to the doctor's abilities. However, roleplaying games are fraught with peril and invariably characters, even injured ones, will meet with unusual circumstances. The doctor's resources and specific task level bonuses are left to the discretion of the game moderator in such dubious situations. Assuming characters have physical and financial access to basic medical care, they will eventually recover completely from any injury. If provided with state-ofthe-art care they will recover with no scarring or any other even negligible signs of injury. Should characters receive substandard, primitive care, they may not recover at all. Under primitive circumstances even a character that is promptly stabilized by first aid may not survive the injury. In such circumstances, a character that has suffered level 3 or greater damage must make a Constitution roll with a task level penalty. The penalty is equal to a number of levels equal to the incurred damage level-2. If he makes this roll he will survive. If he fails, his condition will deteriorate and he will die. Even with the best of luck, under primitive circumstances lasting signs of all but the most trivial injury will often remain - scarring, residual pains, arthritis, and so forth. Such lasting effects should be based on the damage table effects incurred, and are at the discretion of the game moderator. If, however, a character suffering from old wounds is subsequently given access to quality medical facilities, then he may un-


dergo reconstructive surgery. Such work is expensive, but can restore a character to his original abilities with cybernetics, implants or other technologies. The only injuries that can not be fully repaired, even by the most skilled physicians, are injuries to the brain. Damaged tissue itself can be replaced with cultured or synthetic material, but the infinitely complex and subtle interconnections that define an individual's specific consciousness and memories can not be replicated. Should a character suffer traumatic brain injury and survive, it is up to the game moderator how much of his original self the ~haracter retains, even if he receives the best of care. With basic professional medical care, recovery from an injury requires a period of months equal to the level of the injury. Therefore, if a character takes a level three wound, and receives basic medical attention, he will be fully recovered in three months. If he receives state-of-the-art care, throughout the duration of his recovery, he will heal completely in half that time. If a character receives substandard care, he will require a period, in months, three times as long as the level of the injury. GAM E M E C HAN I C S 006.327


8 L U E P LAN E T AnD In the science fiction and action genres chases and dogfights are often among the most dramatic and exciting action scenes. Unfortunately, most roleplaying games focus only on rules for resolving personal combat, ignoring the potential in other kinds of action. In this section are rules that give game moderators the mechanics they need to take advantage of the excitement and fun of vehicle action sequences. Blue Planet is not a wargame, however, it's a roleplaying game. As such, these rules are intentionally abstract, emphasizing the simplicity and streamlined play more in keeping with RPGs. 006.328 conCfPIS Before entering a detailed discussion of the vehicle rules it is worthwhile to define several concepts and terms that are used. These definitions are simply an introduction as detailed descriptions of the concepts and the way they are used in the rules are discussed at length in the appropriate sections. PILOT SKILL The vehicle rules assume the reader is familiar with the basic game mechanics of Blue Planet. The vehicle mechanics rely heavily on success rolls, dramatic rolls, challenge rolls, task levels, and action rounds. The rules for vehicle action sequences emphasize the role of the characters. Quite often, modifiers based on technology and situational factors will balance each other out, and the difference between success and failure will depend entirely upon the skill of the pilot and the decisions of the player. Vehicle action sequences in Blue Planet follow the standard action round format (see page 306). As such, most maneuvers in vehicle action sequences will be resolved when characters execute their actions. Depending upon the character's Speed, these actions might take several action rounds. Most vehicle maneuvers in Blue Planet require that the operator make a success or dramatic roll against their Driving or Piloting skill, as appropriate to the vehicle. PACING While action rounds are used to resolve both personal combat and vehicle action scenes, the proper pacing of a chase scene or dogfight is often the more challenging task for a game moderator. Action rounds allow game moderators to precisely coordinate the actions of characters in crucial situations. In personal combat, almost every situation is crucial, and most combats will therefore be played from start to finish in action rounds. A vehicle chase or dogfight, however, can last much longer than the average barroom brawl or firefight. Moreover, not all


or even most of this time will be so crucial as to require the kind of detail and precision for which action rounds are best suited. For example, in a chase involving two powerboats separated by several hundred meters of open ocean, there will often be very little for the characters to do except wait for the pursuing vehicle to catch the fleeing boat, or for the fleeing boat to escape. As this could \vell take minutes, or even hours, of game time, there is no reason to play through the chase, action round by action round. On the other hand, action rounds will, at times, be crucial for vehicle action sequences. This will most often be the case when the vehicles, or the characters in them, become involved in combat, but action rounds can be helpful in other vehicle interactions as well. Like most every rule in Blue Planet, action rounds are intended to provide precise guidelines when they are needed, but should be avoided in situations where they are not. Game moderators will find that learning to drop in and out of action rounds as the vehicle sequence develops, using these rules to resolve only the exciting and suspenseful moments, will keep vehicle action sequences flowing smoothly and naturally. Throughout this section, guidelines are offered that will guide game moderators in the use of action rounds. ENCOUNTER DISTANCE At the beginning of any vehicle action sequence, the game moderator should select an initial encounter distance. This decision is usually based on relevant factors such as visibility, terrain, onboard systems such as radar or sonar, and the attribute or task rolls of the characters involved. For example, the game moderator might call for an Awareness roll, and the results will be used to gauge the initial encounter distance. Once the game moderator has selected the initial encounter distance, he can readily track the distance between the vehicles as the action develops. Marshal Church has traveled to Nomad to track down several suspects charged with sunburst poaching. He has a pretty good description oftheir beat-up jumpcraft, but little else to go on. As he reaches the floating town, Church sees the suspects' jumpcraft lift into the air, and he decides to pursue. To make sure that the chase is an exciting one, the game moderator decides to set the initial encounter distance at 500 meters. Encounter distance is a really important factor, as it will go a long way toward dictating the action and pacing of the sequence. Really exciting chase scenes, for example, usually take place in an environment that emphasizes the importance of maneuvering and the pilots' skill, such as the crowded streets of a city or the treacherous twists and turns of an undersea canyon. In these scenes, the initial encounter distance will typically be quite low. POSITION The dynamics of vehicles moving in three-dimensional space are complex. This is especially true of aircraft and submersibles. Tracking such variables as facing and direction of motion can be extremely complicated. Traditional wargames typically use GAM E M E C HAN I C S a hex grid and heavy mechanics to simulate vehicle movement, but these tools are not particularly suited to the pacing and action of a roleplaying game. In Blue Planet, the type of vehicle action sequence being played, along with detailed descriptions of the action by the players and game moderator, determines the relative position of the vehicles. To help in positioning the vehicles, Blue Planet uses two basic categories of vehicle action sequences. Chase In a chase sequence, one vehicle is assumed to be pursuing the other. In general, the two vehicles will be moving in the same direction, with one vehicle behind the other. As far as the rules involved are concerned, a race can be considered a simplified chase sequence. Dogfight This kind of vehicle action sequence refers specifically to vehicle engagements in three-dimensional space, such as an engagement between two interceptor aircraft or two fighter-subs. When vehicles are moving relative to one another in three-dimensional space, their positions can change quickly and radically, even when there is significant distance between them. UEHIClE RATlnOS Every vehicle in Blue Planet has three vehicle ratings which are of special importance in resolving vehicle action sequences. They are Power, Speed, and Performance. Some additional ratings, such as Stealth and Sensor, are used mostly in vehicle combat and will be addressed later (see page 334). POWER A vehicle's Power is a simple, abstract representation of its ability to change its velocity. Obviously, Power is very important in common vehicle action sequences like chases, races, and dogfights. SPEED This rating is a simple representation of a vehicle's actual velocity, in meters per action round, at any point in a vehicle action sequence. To convert this value to kilometers per hour (kph) mulitply by 7.2. PERFORMANCE A vehicle's Performance is an abstract representation of its handling and responsiveness at different Speeds. Each vehicle in Blue Planet receives a task level bonus or penalty to all maneuvers, called the maneuver modifier, depending upon its Speed when the maneuver is executed. MiniMUM This is a vehicle's minimum operational velocity. 006.329


8 L U E P LAN E T Since even most aircraft on Poseidon are capable of vertical take-off and landing, and therefore can hover in-flight, most vehicles will have Minimum Speed o. A vehicle at its Minimum Speed gains a 5 task level bonus to all maneuvers. Low This is the velocity at which a vehicle is at its most maneuverable and resPonsive. A vehicle traveling at a Speed above its Minimum but equal to or below its Low, has a 2 task level bonus to all maneuvers. Cruise This is a representation of the vehicle's average or cruising speed. A vehicle traveling at a Speed above its Low but equal to or below its Cruise, has no modifiers to its ma- , neuvers.. High This represents the velocity at which a vehicle begins to suffer a serious loss of responsiveness. A vehicle traveling at a Speed above its Cruise but equal to or below its High, has a 2 task level penalty to all maneuvers. Maximum This is the maximum velocity that a vehicle is capable of achieving. A vehicle traveling at a Speed above its High but equal to or below its Maximum, has a 5 task level bonus to all maneuvers. The following rules explain how the basic concepts of pilot skill, encounter distance, position, and vehicle ratings interact in determining the events within a vehicle action sequence. rtlnnfUUfRS ACCELERATING AND DECELERATING Using an action, a pilot may attempt to increase or decrease the Speed of his vehicle by making a success roll against his Driving or Piloting skill, as appropriate for the vehicle. The target number for the task should be adjusted for the vehicle's maneuver modifier, based on its current Speed. If the pilot succeeds, he may increase or decrease the vehicle's Speed by any amount up to the vehicle's Power rating. Church~ who has Piloting 70~ decides he'd better punch it. The game moderator assumes that Church's vehicle has been traveling at its Cruise Speed (Speed 40) on the way to N omad~ so there is no maneuver modifier. The player makes a success roll against a target number of 70 and succeeds. Church can increase his jumpcraft's Speed from 40 to 43~ the maximum allowed by the vehicle's Power rating of3. SPEED AND DISTANCE At the beginning of each action round, the game moderator should adjust the distance between two vehicles based on their Speeds and the kind of sequence being played. 006.330 Chase Adjust the distance by the difference of the vehicles' Speeds. The position of the vehicle with the higher Speed will determine whether the distance is increased or decreased. If the pursuing vehicle has the higher Speed, the distance is decreased. If the pursued vehicle has the higher Speed, the distance is increased. Dogfight The operator of the vehicle with the higher Speed decides whether the distance will be increased or decreased by the difference of the two vehicles' Speeds. However, if both aircraft are trying to close the range, the game moderator should decrease the distance by the total of their Speeds. Adjusting the distance between the two vehicles round by round is something the game moderator will want to do only during crucial moments in the action sequence. Usually, it will be a good idea to open the sequence in action rounds, as this will allow the pilots to bring their vehicles to the Speed at which they wish to operate, given the circumstances. Once each pilot has had a chance to determine the Speed of his vehicle, the game moderator may choose to switch back out of action rounds. In a chase scene, the difference in the vehicles' Speeds will allow the game moderator to determine how long it will take for the pursuing vehicle to close the distance. This method may also be useful in a dogfight in which both aircraft are trying to close the range. Of course, as soon as either vehicle attempts to execute a maneuver, or when one of the vehicles fires on the other, the game should switch back to action rounds. Church's jumpcraft is pursuing the poacher's jumpcraft at a range of500 meters. Church's vehicle is traveling at Speed 43~ while the suspect's jumpcraft is traveling at Speed 20. Since the pursuing vehicle has the higher Speed~ the game moderator decreases the distance by the difference of the vehicles' Speeds~ from 500 meters to 477 meters. Assuming both pilots decide to remain at this Speed~ it will take about 22 rounds (11 seconds) for Church to close with the poachers' jumpcraft. The game moderator can simply "fast-forward" through these rounds~ giving the players a narrative description of the action~ though he should be ready to drop back into action rounds should the situation change. For example~ the player may decide that Church will open fire once he closes within 50 meters. ALTITUDE AND DEPTH The preceding rules give game moderators the tools they need to resolve the movement of surface vehicles. Other vehicles however, notably aircraft and submersibles, can also move up or down relative to each other. In many cases, such as the chase scene involving the two jumpcraft, it will be important for the game moderator to include the effects of altitude or depth in the resolution of a vehicle action sequence. For the sake of the following discussion, altitude and depth will be referred to jointly as 'station' in subsequent text. To keep a record of station for an aircraft or submersible, the game moderator should first ask the pilot's player to chose his station prior to initiating the vehicle action sequence. Remember that station represents a vehicle's absolute distance from


GAM E M E C HAN I C S the ground or water's surface, rather than from the other ve~ hicle. OTHER n1anEUUERS The game moderator should use this table as a guideline for determining appropriate modifiers as each individual situation dictates. Be sure to remember that all maneuvers are adjusted by the vehicle's current maneuver modifier. There are a wide range of vehicle maneuvers in Blue Planet other than accelerating, decelerating, climbing, or diving. These include turning the vehicle, swerving to avoid hazards, pedestrians, or other vehicles, forcing another vehicle to stop or crash, and numerous combat maneuvers. This section will describe some standard vehicle maneuvers, while combat maneuvers will be discussed in a subsequent section (see page 334). Maneuvering to avoid pedestrians, vehicles, or other hazards can usually be handled by treating them'as soft or sharp turns. The difficulty of the turn should be dependent upon a variety of factors, such as visibility, the size of the obstacle, its movement, surface conditions, weather and so on. As always, the game moderator is enco1,lraged to use common sense, a detailed description of the action, and task l~vel modifiers to most accurately represent any given situation. TURNS Obviously, the difficulty of a given turn, and the amount of time it takes to execute, is largely a function of the vehicle. A racing boat can turn far )more sharply and quickly than an oceangoing supertanker. As a result, the game moderator should take into account the relative capabilities of the vehicles involved when resolving these maneuvers. Further guidelines for adjudicating the effects of turns by various vehicles in a chase sequence are offered below. Modifier -Slevels Standard level -3 levels -Slevels Standard level -2 levels -4 levels -2 levels -3 levels Standard Maneuvers Reverse Soft Turn Sharp Turn 180 Degree Turn Take-off and landing Half-Roll Full-Roll Reentering/leaving Atmosphere Space Docking monfUUfR mODlfifRS Climb Subtract the change in station from any change in Speed due to acceleration. Add the change in station to any change in Speed due to deceleration. Again, the game moderator should switch to action rounds whenever the situation calls for a crucial climb or dive. When the game is not being played in action rounds, players should simply notify the game moderator of any change in station. Dive Add the change in station to any change in Speed due to acceleration. Subtract the change in station from any 'change in Speed due to deceleration. Racing over the ocean surface in pursuit of the poacher;s jumpcraft, Church:Js station (altitude) is 100 meters. As the two vehicles approach a small island:J Church sees the other jumpcraft climb above the caldera of the island:Js extinct volcano, and he figures he:Jd better do the same. The game moderator determines that Church will need to climb at least 13 meters to clear the top of the caldera. Declaring his action, Chur~h decides to climb and accelerate. Church:Js base target number is 70, but the jumpcraft is traveling at High Speed, so there is a -2 level maneuver modifier. Church:Js effective target number adjusted for this penalty is 50. The playeA makes the roll and succeeds! The jumpcraft can climb a maximum of15 meters, or 5 times its Power. Its Speed is decreased by 15 for the climb, but increased by 3 for its acceleration, so its Speed drops from 43 to 31. Obviously, vehicles which can travel up and down have a distinct advantage over surface vehicles. For example, the operator of a hovercraft cannot pursue a VTOL into the air. Likewise, the same hovercraft cannot dive beneath the surface of the ocean to chase a submersible. In general, the minimum distance between a surface vehicle and one capable of flying or submerging is equal to the station of the aircraft or submersible, as the surface vehicle could be directly below an aircraft or directly above a subm~rsible. Similarly, the minimum distance between an aircraft and a submersible will be the sum of the aircraft's altitude and the submersible's depth. When the game is being played in action rounds, climbing or diving requires a task roll against the operator's Pilori,ng skill and can be combined with acc)eleration or deceleration. A vehicle can climb or dive a number of meters up to 5 times its Power. The change in the vehicle's Speed depends upon whether the maneuver was a·climb or a dive. The game moderator should always announce the number of action rounds the operator of a vehicle has in which to react and execute a turn. If the pilot has sufficient time~ he may be able to execute two or more easier maneuvers, rather than a single difficult one. Note that a turn to avoid a hazard will often result in the vehicle lining up with yet another obstacle, especially in locations with limited maneuvering room, requiring another maneuver to return the vehicle to its original direction of travel. 006.331


B L U E P LAN E T The failure of an attempt to turn a vehicle will sometimes not result in its failing to turn entirely, unless the result was a critical failure. In many cases, the game moderator should allow the vehicle to turn as much as the roll would allow. If the operator failed a sharp turn, but would have made a soft turn, the vehicle should make the soft turn, with whatever additional consequences the game moderator decides tha(~ill entail. While not possible for most watercraft, a 180 degree turn is actually somewhat simpler for modern hovercraft, jumpcraft, and VTOLs than it is for conventional wheeled vehicles, because they can hover in place. A 180 degree turn in reverse motion is referred to as a "bootleg reverse." While vehicles capable·of hovering can easily execute a 180 degree turn at Speed 0, the maneuver requires at least Speed 5 for a ground vehicle. CRASHES Crashes can occur in either of two ways. First, a critical failure on any maneuver may result in a crash. Second, crashes can occur whenever the pilot of a -vehicle fails at a maneuver that was necessary to avoid a crash. For example, if the game moderator tells the pilot's player that he needs to execute a sharp turn to avoid ramming the cargo-hauler that has just pulled in front of his vehicle, the player's vehicle will crash if he only succeeds in making a soft turn. A critical failure on a maneuver only determines the possibility of a crash, unless the maneuver was required to avoid a crash in the first place. When a player rolls a critical failure on a maneuver, the game moderator should allow him to make a success roll against the appropriate skill to avoid the crash. This rule is designed to simulate the panicked reactions that occasionally save a pilot and his vehicle. The game moderator should remember to adjust the effective target number for any maneuver modifier. Ifthis roll is successful, the crash is avoided. However, there should still be some adverse result of the mishap: the vehicle stops or loses Speed, is trapped behind the slow-moving cargo-hauler, and so forth. As always, a detailed description of the action should suggest a number of possible results for a near-crash. Crashes are handled a little differently where aircraft in open space are involved. When a maneuver results in the possibility of a crash for an aircraft, this indicates that the aircraft has gone into an uncontrolled spin, or straight fall in the case of jumpcraft, and will crash into the surface below unless the pilot executes a maneuver to regain control and avoid the crash. The game moderator can assume that an uncontrolled aircraft will lose around 25 meters of altitude each action round. Note that this may allow a courageous pilot to make several attempts to regain control, depending upon the aircraft's current altitude. Uncontrolled vehicles always operate at a special maneuver modifier of -5 task levels. Similar rules can be applied to submersibles, except that an uncontrolled submersible can be assumed to sink at a rate of only 2 meters per action round. Church and the poachers race into Haven. The Marshal has linked-in to the traffic-control network, so there isn't much 006.332 chance of a collision as he works his way down through the congested jumpcraft lanes above the city streets. Unfortunately for the poachers, their onboard computer is down. As the poacher's jumpcraft weaves its way through the ~~jumplanes," the pilot finds a slow-moving cargo hover directly in his path. The game moderator decides that the pilot will need to execute a sharp turn to avoid a crash. He rolls against the poacher!Js Piloting skill and fails. The jumpcraft clips the front ofthe hovercraft, accompanied by the sound ofgrinding metal and splintering industrial plastic. Crash Dalllage The damage a vehicle suffers in a crash is based on the Speed of the vehicle at the time qf impact. The base damage rank for a crash is listed below. For every 5 points of Speed, reduce the vehicle's damage scale by 1. Remember to apply any armor protection value the vehicle may have to the roll. 0/15 1/30 2/50 3/70 4/90 5/100 A light-hovercraft is traveling at Speed 20 when it crashes into a reef. The player rolls on the damage rank and gets a 47. This indicates a base damage result of 2. However, the hovercraft was traveling at Speed 20, so its damage scale is reduced by four, from 3 to -2. As a result, the hovercraft suffers damage level 4 in the crash. The hit location for crash damage is obviously dependent on the circumstances of the crash. The game moderator should use common sense in determining damage location, and is encouraged to use the vehicle·random hit locations table (see page 337) as a guide. To determine the amount of- damage a passenger will suffer roll on the above damage rank, adding 5 points to the roll for everyone point of vehicle Speed at impact. If the passenger is fastened into a standard vehicle safety harness, damage rolls against them are reduced by 40. Passengers must be secured by a safety harness to gain the full benefits of a Crash Protection System (see page 243). Buckle-up for safety! CHASf Sf UfnCfS In a chase sequence, one vehicle will always be pursuing the other. The most exciting chase sequences are those that take place in a setting that emphasizes the role of maneuver and pilot skill. For this purpose, towns and cities are tough settings to beat, but Blue Planet offers a number of unique terrains suited for dramatic chase sequences; a "ship's graveyard" in a vast sargasso flat, a dark, twisting undersea trench, or the narrow faults of the canyonlands.


In a chase sequence, the most crucial ma~euvers will be accelerating and decelerating, as the pursued vehicle tries to extend the range, and the pursuing vehicle tries to close it. However, the operator of the pursued vehicle will also often be executing maneuvers intended to elude or escape the pursuer. The pursuer's most effective tactic will be to match the pursued vehicle's maneuvers and attempt closing the distance between them. When either of the vehicle operators decide to execute any such maneuvers, the game should switch to action rounds, as precise timing will be necessary. These maneuvers can usually be resolved using the guidelines for standard maneuvers as described above. In general, when a pursued vehicle executes a maneuver, the pursuing vehicle will need to match it to continue the chase. In most chase sequences, turns will be the most common maneuver of this sort as the pursued vehicle makes a sharp turn down a side street, or swerves to dodge oncoming traffic while driving the wrong way down a road. Common sense, and a few simple guidelines, should help players and game moderators resolve these maneuvers. The first step is for the player to simply describe the intended maneuver. Alternatively, if the vehicl~ operator is a non-player character, the game moderator will need to decide what sort of maneuver the operator is attempting. On the basis of this description, the game moderator will need to decide what kind of maneuver .. is required, as well as its difficulty. The game moderator should always remember to apply the appropriate maneuver modifier, based on the vehicle's current Speed. Once the difficulty of a maneuver has been assigned, the vehicle operator's player can make the appropriate task roll. If the maneuver is successful, the pursuer will have to match the maneuver to continue the chase. If the maneuver is unsuccessful, the game moderator will have to determine the result of the failure, based on its description and the circumstances. The game moderator is encouraged to use his imagination in deciding upon the results of a failed maneuver. Crashes can be fun, but so can landing the characters in even deeper trouble! Because turns of various sorts will be the most common maneuver in a chase, the game moderator should keep in mind the relative capabilities of the vehicles involved. For example, a turn that is considered soft for a motorcycle is going to be very difficult for a jumpcraft to match and the' jumpcraft will most likely overshoot the turn. Likewise, a supertanker isn't going to be able to make a turn that will challenge a small racing boat. Most chases, of course, will not involve vehicles with such radically different capabilities, and common sense will usually be sufficient to resolve these maneuvers realistically. Racing into Haven" the two jumpcraft have dropped down to an altitude of 10 meters" and the game has again shifted to action rounds. The distance between the vehicles is 50 meters. Church~s vehicle is traveling at Speed 40" while the suspects~ jumpcraft has survived the fender-bender with the hovercraft" and has accelerated to Speed 30. GAM E M E C HAN I C S The poachers are desperate to elude pursuit" and the game moderator decides that they~II try to make a sharp turn down a side street. The poacher~s jumpcraft is traveling at its Cruise Speed" so there is no maneuver modifiet; but there is a 3 level penalty for the sharp turn. The game moderator makes the task roll for the operator and fails" though the roll would have been sufficient to make a soft turn. The game moderator rules that the poachers have avoided slamming into a building" but they~re now racing along over a pedestrian sidewalk" and they~re about to crash through an awning extending from the front of the building directly ahead. If the pursuing vehicle successfully matches, or betters, a maneuver executed by the pursued vehicle, it will be able to continue the chase, as normal. For example, if Church successfully executed the sharp turn in the above example, he'd be able to continue his pursuit of the poachers. The game moderator may even let him reduce the distance by a few meters since Church made the sharp turn, while the poachers ended up over the sidewalk. If the pursuing vehicle fails to match the maneuver, the game moderator will need to determine the result of the failure, based on the situation and the level of failure. The result could range from a crash to overshooting a turn and being forced to stop and backtrack. Church sees the poachers~ vehicle swerve down a side street ahead and decides to follow. His jumpcraft is traveling at its Cruise Speed" so the task roll is made only at the 3 level penalty for the sharp turn. 'Church's target number for the roll is 40. The player rolls and gets an 861 This is a total failure" not even good enough for a soft turn. The game moderator decides that this is not bad enough for a crash (though a critical failure might have been)" and tells Church~s player that he~s missed the turn and overshot the side street. Church will have to slow down" turn completely around" and return to the side street to continue the chase. The game moderator decides that he~ll simply increase the distance between the two vehicles by the Speed of the poachers' jumpcraft each round until Church is able to resume the chase. Assuming" of course" that the poachers manage to avoid the awning. In general, a failed m~neuver during a chase can have three possible results. 1. The vehicle can wind up in a less than optimal, and potentially hazardous, position. This was the case with the poachers' jumpcraft. 2. The vehicle's progress can be delayed for a number ofrounds, during which time the other vehicle will close or extend the distance by the full value of its Speed. This was the result of Church's oyershooting the turn. The same result could occur, for example, if a vehicle gets mired in mud or seaweed. 3. The vehicle crashes. The effect of a crash on a chase sequence can be quite varied: it might just delay the vehicle, or it 006.333


B L U E P LAN E T might take it out of the action completely. .. The- game moderator should also feel free to require other maneuvers, for both player character and non-player character vehicle .operators, beyond those initiated by the pursued vehicle. Cities, especially, are very dynamic settings where blind alleys, traffic, and pedestrians represent just a few variables that might require t~e vehicle operators to execute maneuvers. And, of course, in large settlements there may be Patrol Officers who will frown upon any vehicle racing at unsafe speeds through the streets of their town. The game moderator should keep in mind that the more maneuvers the participants in a chase are forced to make, the more exciting the chase sequence will be. D06fl6HI Sf UfnCfS The complex movement of aircraft and submersibles dogfighting in three-dimensional space requires highly abstracted mechanics if it is to be resolved with any kind of attention to the sequence's pacing. For this reason, Blue Planet uses action points to simulate the advantage or disadvantage of position for vehicles involved in a dogfight. On any action, a vehicle operator involved in a dogfight may attempt to maneuver for position with another vehicle. This maneuver requires a, dramatic roll against Piloting skill. Action points will be gained or lost based on the level of success or failure, as described on page 303. The maximum number of actio'n points that can be gained or lost is equal to the task level penalty the operator is willing to accept for the maneuver. This includes any applicable penalties due to the vehicle's current maneuver modifier. In other words, the tougher the maneuver attempted by the pilot, the more they can gain or lose from it. Use the following table to determine the number of action points earned or lost based on the level of success for the maneuver roll. 006.334 As with chase sequences, the participants in a dogfight are encouraged to use detailed descriptions of their maneuvers to lend added depth and realism to the action. An "Immelmann turn" is much more interesting, and easier to visualize, than a "Level 3 Maneuver." Based on these descriptions, the game moderator may wish to indicate secondary effects of the maneuvers, beyond the change in action points. The most common secondary effects include acceleration or deceleration, climbing or diving, and turns. For example, if an aircraft attempts an Immelmann turn, the game moderator may apply a 3 level penalty to the maneuver. This means that the pilot could gain up to 3 action points if he successfully executes the turn. Secondary effects would include a steep climb and a roll (technically, a half loop and a half roll) to change the direction of flight. A vehicle operator's current action point total represents a task level bonus or penalty on combat maneuvers executed during the dogfight. These maneuvers include attacks with unguided weapons, evasive maneuvers and target acquisition maneuvers (see page 336). UfHIClf COMBII The vehicle rules in Blue Planet make it easy for a game moderator to keep track of the position of two or more vehicles relative to one another, making it much simpler to resolve vehicle combat engagements. Encounter distances dictate weapon range modifiers, and in most cases, the standard combat rules (see page 306) can be used to resolve attacks. In this section, we will discuss situations in which the vehicles themselves introduce special considerations into the combat mechanics. The following rules and modifiers apply only to attacks with unguided weapons, as guided weapons are discussed on page 336. AnACKER AND IARGEI SPEED To model the effect of a targ.~t~ relative speed on vehicle combat, simply subtract the average of the attacking and target vehicles' Speeds from the target number for any attacks with unguided weapons. Note. that this is a direct point for point modifier to the attack roll, rather than a task level penalty. Church's jumpcraft is traveling at Speed 40 and the poachers' jumpcraft is' traveling at Speed 30, so the target number for any attacks bjiunguided weapons will be reduced by 35. IARGEI SIZE The task level modifier for the size of a vehicle will depend on the directiohof attack. An attack directed ~t the top, bottom, or side of a vehicle should use the target's length to determine


the task level modifier, while an attack on the front or rear of the vehicle should use its width. In most situations, the game moderator should use the vehicle's width to determine target size. However, when the two vehicles have significantly diflerent stations, it will be appropriate to use the target vehicle's length, as one vehicle is attacking from above or below the target vehicle. AIMING Manually targeted weapons fired from a vehicle, including those linked to a Computer-Assisted Targeting System, use the standard rulesfor aiming presented in the combat mechanics. RECOIL Integral 'and mounted vehicle weapons are unaffected by recoil. Personal weapons fired from a vehicle use the standard rules for recoil presented in the combat mechanics. ENCOUNIER DlsIANCE, SENSORS, sIEALIH The sensor and stealth capabilities of modern military or paramilitary vehicles make determining the encounter distance more complex. On Poseidon, military engagements most often occur either above or below the surface of the oceans, so these rules will focus on methods for establishing an encounter distance for vehicle action sequences involving aircraft and submersibles. Radar and Stealth In general, the development ofstealth technology in 2199 has out paced that of radar technology, continuing the historical trend. In the case ofmilitary aircraft, the result is that fighters are capable, in theory, of making radar contact, acquiring a target, and launching a radar-guided air-to-air missile at ranges in excess of 200 kilometers. In practice, however, all military-class aircraft have sufficient stealth and ECM technology that engagement at these ranges is simply not effective. Note as well that radar requires.line-of-sight to function, so that terrain and other obstructions can effectively hide potential targets. Modern military aircraft have both powerful radar systems and soph~sticated stealth and electronic counter-measures capabilities that will affect the deter~nation of encounter distance. These capabilities are represented by two special vehicle ratings. Sensor - This rating represents an aircraft's onboard radar and other sensor systems. It determines how easily enemy aircraft can be detected at significant distances. Stealth - This represents an aircraft's anti-detection technologies, from faceted flight surf~ces to sophisticated electronic systems. The higher an aircraft's Stealth, the more difficult it will be to detect. An aircraft's stealth capabilities, however, are largely dependent upon its velocity and altitude. Generally speaking, the higher and faster an aircraft flies, the easier it will be to detect. As a result, an aircraft's Stealth should always be adjusted for its current maneuver modifier. For example, if the aircraft is flying at High Speed, its Stealth will be decreased by 2. In addition, fOL,every 500 meters of altitude an aircraft's Stealth will be decreased by 1. GAM E M E C HAN I C S As a good rule of thumb for determining the encounter dis~ tance for a dogfight between two aircraft, set the base range at 200 kilometers and send the game into action rounds. Both pilots should then make a success roll against Electronics Operation, each receiving a task level modifier equal to the difference between their aircraft's Sensor and the opposing aircraft's Stealth. If both pilots fail, "fast-forward" through 20 action rounds (10 seconds game time) and reduce the range by the sum of the vehicles' Speeds. Then request new Electronics Operation rolls, each at a cumulative 1 level bonus for the decreasing range. Continue these range reductions and sensor attempts until at least one of the pilots is successful. If one pilot succeeds and the other fails, the loser will have to continue attempting the skill roll every 20 action rounds until he makes radar contact, or until the successful pilot attempts a target acquisition maneuver. At that point he will be well aware of the other aircraft's presence. The range at which the first pilot successfully makes radar contact, however, is the encounter distance for the vehicle action sequence. Obviously, this assumes that the vehicles are moving toward one another. If they are not, no engagement will occur. Once the encounter distance has been established, the game may remain in action rounds or the game moderator may switch back to a narrative description of the action, as the situation merits. If both pilots wish to engage, they will likely want to close the range first, and action rounds will be useful at least until their closing rate is determined. If one or both pilots wish to disengage, they may do that as well. In any case, once the pilots have established their Speed, the game moderator can fast-forward until one or both pilots decide to begin maneuvering for position or attack. Sonar and sublllarine Warfare As with aircraft, a submersible's Sensor and Stealth will determine how easy it is for the craft to detect other vessels and how easy it is to be detected. While military onboard sonar systems are capable of detecting a submerged vessel at distances in excess of 50 kilometers, again, developments in stealth technology, especially MHD propulsion, have resulted in much lower engagement distances. Additionally, as with radar, sonar requires line-ofsight to function effectivly. Active sonar, or "pinging," is extremely effective at significant distances, but it makes any submersible'that uses it very easy to detect. Passive sonar, listening for the noise generated by water displacement or po~er,plants, is only effective as'long as there is a nearby vessel that is actually making detectable noise. By, eliminating screw noise and cavitation, MHD propulsion systems have made it much more difficult to detect submerged vessels with passive sonar. The Sensor and Stealth ratings of submersibles are similar to those .of aircraft, with a few differences based on their unique characteristics. Sensor - A sub has both Active and Passive' Sonar ratings. 006.335


B L U E P LAN E T Active Sonar is typically much higher than Passive Sonar, but whenever it is used, its value is subtracted from the submersible's Stealth for the purposes of the opposing vessel's next attempt to detect it. Stealth - A submersible's Stealth represents how difficult it is for the sonar systems of enemy vessels to detect. However, speed causes even more problems for a stealthy submersible than it does for an ~ircraft. The noise caused by water displacement alone will render a submersible's sonar useless and will also make it extremely easy to detect. A submersible's current Speed is always subtracted from both its Passive Sonar and Stealth. Most submerged warfare on Poseidon is waged between one pilot fighter-subs that are extremely stealthy yet capable of remarkable speed and maneuverability. Typically, a patrolling . fighter-sub will move very slowly, or not at all, listening for other vessels with passive sonar. When an enemy vessel is detected, the fighter-sub will creep within range, "paint" the target with active sonar, and launch high-velocity, self-guided torpedoes. If the burst of active sonar has not revealed its position, the fighter-sub will then slowly retreat, relying on its stealth to protect it from any counter-attack. If it has been identified, the sub can use its tremendous speed and maneuverability to turn and escape as quickly as possible. To determine the encounter distance for a dogfight between two submersibles, set the base range at 5000 meters, modifying this range based on the activity of the submersibles prior to the vehicle action sequence. For example, if one or both are traveling at significant speeds, the base range should be significantly higher. Both pilots should then make a success roll against Electronics Operation, each receiving a task level modifier equal to the difference between their aircraft's Sensor and the opposing sub's Stealth. If both· pilots fail, "fast-forward" through 20 action rounds (10 seconds game time) and reduce the range by the sum of the vehicles' Speeds. Then request new Electronics Operation rolls, each at a cumulative 1 level bonus for the decreasing range. Continue these range reduction~ and sensor attempts until at least one of the pilots is successful. If one pilot succeeds and the other fails, the loser will have to continue attempting the skill roll every 20 action rounds until he makes sonar contact, or until the successful pilot attempts a target acquisition maneuver. At that point he will ~e well aware of the other submarine's presence. The range at which the first pilot successfully makes sonar contact, however, is the encounter distance for the vehicle action sequence. Again, this assumes that the vehicles are moving toward one another. Commander Preston ofthe GEO Naval Command is piloting a fighter-sub on patrol near a deep-sea research base. He's been getting an intermittent contact on passive sonar at a range of 5,000 meters for several minutes. He doesn't know it yet, but the contact is an Incorporate fighter-sub, piloted by a non-player character. The game moderator decides to go t~ action rounds. 006.336 Preston has Electronics Operation 80, and the Incorporate pilot has Electronics Operation 60. Both subs have Passive Sonar 5 and Stealth 10. Neither sub is moving. Preston's target number to detect the Incorporate sub is 30, and the Incorporate pilot's target number to detect Preston is 10. Both pilots make Initiative rolls and both succeed. Both declare that they will be attempting to make contact with passive sonar, and both of them must wait 1 round for their actions to be resolved. On round two, both pilots are eligible to resolve their actions. They make Speed challenge rolls, and Preston wins. He rolls against his target number of30 and succeeds. The game moderator tells the player that he has a positive contact on an unknown submerged vessel at a range of 5,000 meters. The Incorporate pilot rolls against his target number of 10 and fails. On round three, both pilots are eligible to declare new actions. Since he has detected the Incorporate sub, Preston can begin maneuvering for position, attempt to acquire the target, or turn and run. The Incorporate pilot can only wait 20 rounds and try to detect Preston's sub again. GUIDED WEAPONS Targe' Acquisition In Blue Planet, there are a variety of powerful, computer-targeted, guided weapon systems for both vehicles and infantry. However, before a guided weapon can be fired, the targeting computer (see page 244) must "acquire" or lock-on to the targeted vehicle. When a targeting computer is locked-on to an enemy vehicle, it signals the pilot or soldier, traditionally with an audible tone. This signal is why pilots sometimes announce target acquisition by saying they've "got tone-" on the enemy. However, "getting tone" on an enemy vehicle first requires the pilot or soldier to spend an action lining up the target with the computer's sights. The attacker makes a success roll against his Gunnery skill for integral vehicle weapons, or Heavy Weapons skill for man-portable and mounted. The Sonar rating of the attacking vehicle or man-portable launcher is a task level bonus. The target vehicle's ECM is a task level penalty to the roll. The roll is also adjusted for the attacking vehicle's maneuver modifier and the attacker's action points (see page 334). Remember that the target must be within range of the weapon system for it to be acquired. On round three, Preston declares that he will attempt to acquire the enemy fighter-sub. He figures that, if nothing else, his targeting computer will identify the vessel. At that point, he'll be able to decide whether or not to attack. On round four, Preston resolves his action. Preston has Gunnery 60, while his ~hter-sub has Active Sonar 8 and the Incorporatesub has E~ 5. His target number to acquire the enemy sub is therefore 90. The player rolls and succeeds. Preston's targeting computer identifies the vessel as a GenDiver fighter-sub, locks on, and instantly plots a firing solution. Once an attacking vehicle has locked its targeting computer onto an enemy vehicle, _the pilot may declare in the very next


GAM E M E C HAN I C S a given vehicle, such as armament or cargo, the game moderator should simply roll again. Control Each damage level absorbed by a vehicle's control systems results in a cumulative 1 level penalty to maneuvers. A jumpcraftsuffers damage level 2 to the Frame location. There is no immediate effect~ but ifthe vehicle takes 3 more damage levels to this location~ it will be rendered inoperable. A jumpcraft takes damage level 1 to the Control location. Its turbofans are damaged~ and all ofthe vehicle's maneuvers must be made at a 1 level penalty~ in addition to any other modifiers. Targeting Modifier -1 -2 -4 -4 -3 -4 -4 Random Hit Location 1-40 41-50 51-60 61-65 66-90 91-95 96-100 UfHIClf HIIlOCOIIOn Location Frame Engine/Drive Control Crew Cargo Armament Cockpit Engine This location includes a hovercraft or jumpcraft's fuel cells, an aircraft's turbojets, a submersible's MHD drive, a surface ship's fusion reactor, and the engines and power systems of other vehicles. Each damage level absorbed by the Engine location results in a 20% cumulative'reduction of the vehicle's Power and Performance speeds, rounded to the nearest whole number. A jumpcraft takes damage level 3 to the Engine location. This drops the jumpcraft's Power to 1. The jumpcraft's new Performance speeds~ adjusted for the damage~ will be Minimum O~ Low 8~ Cruise 12~ High 16~ Maximum 20. Frallle Frame damage is cumulative. When the total damage levels absorbed by the vehicle's frame reach 5, the frame loses its structural integrity and the vehicle will become dramatically inoperable. Unlike damage to living organisms, the damage effects suffered by a vehicle can be largely determined by the vehicle component or system that was hit by the attack. The following is a description of damage effects, based on the hit location of the attack. YEHICLE DAMAGE AND DAMAGE EFFECTS The damage roll for the attack is always adjusted for the vehicle's armor protection, and the result is divided by the vehicle's damage scale to determine the damage level (see page 315). In some instances, the damage level inflicted will exceed the maximum of 5. In this case, any excess damage levels should be applied to the vehicle's Frame. There is no attack roll for guided weapons as there is for unguided weapons. Modern electronics and weaponry are well proven technologies, and short of a catastraphic failure the weapons will find their targets. Unless the pilot of a targetlocked vehicle successfully executes evasive maneuvers, the guided weapon will hit. When the weapon hits, the attacker should roll for hit location and damage as described below. Evasive Maneuvers There will often be enough time between a target vehicle being acquired, and the guided weapon reaching its position, that the pilot of the targeted vehicle will have a chance to shake-off the target-lock of the incoming weapon. A pilot can only attempt evasive maneuvers against one incoming weapon at a time. The vehicle's ECM represents a task level bonus to the success roll, while the Guidance of the incoming weapon represents a task level penalty. The 'distance between the two fighter-subs is 5~000 'meters. Preston's torpedoes have Speed 50. If he fires at this range~ it will take 100 rounds (50 seconds) for the torpedoes to reach the target. Preston decides that this range will give the Incorporate pilot to much time to react~ so he decides to close the . distance. This is risky~ since he has used Active Sonar and the enemy pilot will have a much better chance to detect him. Ifhe had it to do over again~ he'd have crept forward at low speed after detecting the Incorporate sub on Passive Sonar. It would have been much better not to use Active Sonar until it was more practical to launch torpedoes. Preston closes within 200 meters of the Incorporate sub and launches a torpedo. The torp has Speed 50 so this means that the torpedo will impact the target sub in 4 rounds. During his subsequent actions~ the Incorporate pilot can attempt evasive maneuvers. The fighter-sub has ECM 5~ while the torpedo has Guidance 10. Since the Incorporate pilot only has Piloting 60~ his target number for such maneuvers is 10. YEHICLE HII LOCAIION As in personal combat, the game moderator will need to determine where a successful attack against a vehicle has landed. Every vehicle in Blue Planet has seven hit locations: Frame, Engine, Control, Crew, Cargo, Armament, and Cockpit. Once a successful attack has been made, co~sult the following table to determine the hit location of the attack. The table includes the task level modifier for "called shots" to specific locations. Note that called shots are not possible with guided weapons. If the result indicates a hit location not applicable to round that he will launch as his next action. As these attacks will often be launched at significant ranges, it will be important for the game moderator to determine the number of action rounds it will take the guided weapon to impact its target. This weapon running time is determined by dividing the distance between the two vehicles ~by the Speed of the weapon, rounding up. This value.is the number of action rounds it will take for the guided weapon to, impact the target. Realize that running tiine would re~lis.tical1y vary as the targeted vehicle executed evasive maneuvers. For the sake of playability, however, this variation should be considered negligible. 006.337


B L U E P LAN E T Crew This location designates any of the vehicle's personnel compartments, crew or passenger. It does not include the cockpit or bridge. For each damage level of the attack~ there is a 20% chance that each crew member or passenger will suffer damage of the same level to a randomly determined location. Crew members and passengers do receive the benefits of any personal armor they are wearing. A jumpcraft takes damage level 2 to the Crew location. Each passenger has a 40% chance ofsuffering damage level 2 to a randomly determined hit location. Cargo Each damage level results in the destruction of 20% of any cargo the vehicle is carrying.'This damage is cumulative. HUllDArtlA6f This target number is modified by a 1 level penalty for every level of damage caused by the single attack. Ifthe roll is less than or equal to the breach target number, hull integrity is maintained. If the roll is greater than the target number the hull is breached and the exposed compartment begins to take on water. The rate at which a damaged submersible is flooded depends on the size of the breach and the degree of compartmentalization within the vehicle. For playability, the qualitative rate at which a breach is leaking is determined by rolling percentile dice, adding 10 for every level of damage the attack caused, and then consulting the following table. If the vehicle is compartmentalized with pressure bearing hatches, the game moderator should make note of which are sealed. Sealed compartments will prevent total loss of the vehicle to a hull breach, but the final consequences of the breach will depend on just which compartments are flooded. The game moderator should depend on the vehicle hit location table and common sense to identify these compartments. Breach Effect Trivial breach, leak may be temporarily ignored, Minor breach, compartment will flood in minutes. Major breach, compartment will flood in seconds. Catastrophic breach, instantaneous flooding. Roll 1-20 21-60 61-100 100+ A jumpcraft carrying 500 kilograms ofsunburst hides suffers damage level 4 to the Cargo location. Eighty percent of the cargo, or 400 kilograms, is destroyed. Arllllallllent Each damage level to this location results in a 200/0 chance that one of the vehicle's weapons will be destroyed. Cockpit This location designates the vehicle's control compartment. It does not include other crew or passenger compartments. For each damage level to the cockpit, each crew member has a 200/0 chance of suffering damage of the corresponding level (see Crew). In addition, there will be a cumulative 200/0 reduction per damage level to the vehicle's Performance, Stealth, ECM, and Sensor ratings. In addition, any accessories located in the crew compartment or cockpit may also be affected (for example, Targeting Computers, CAT Systems, Onboard Computers, etc.). A jumpcraft suffers damage level 3 to the Armament location. There is a 60% chance that a randomly determined weapon will be destroyed. Dallllage to Pressure Hulls Damage to submersibles can have the additional effect of causing pressure hull breaches that not only affect the function of the vehicle, but threaten the lives of the crew. When a craft with a pressure hull is damaged the game moderator must roll for a breach. To determine the' base target number for a hull breach, consult the following table. A jumpcraft takes damage level 2 to the Cockpit location. Each crew member has a 40% chance ofsuffering damage level 2 to a randomly determined location. In addition, the vehicle's Performance, Stealth, ECM, and Sensor ratings will all be reduced by 40%. ' 006.338


B L U E P LAN E T 000.340


I N D E X Ghoster, Greater White, Grenades, Guided Weapons, 130 131 222 245 Night Crawler, Nomad, Ocean Temperature, 138 95 152 Pacifica Archipelago Map, 86 Hand-to-Hand Combat, 310 Pacifica Archipelago, 85 Hatchlings, 132 Personal Propulsion Devices, 212 Haven Map, 88 Polypod, 139 Haven, 87 Poseidon, Map, 29 Heavy Weapons, 219 Survival Guide, 31 Hexa Boar, 133 Climate, 114 Hit Locations, 313 Poseidon Mangrove, 119, 140 Hovercraft, 236 Poseidon Scorpion, 141 Howell's Leech, 134 Post-IHMS Condition, 194 Hybrids, 228 Power Supplies, 202 Premise, 2 Prosperity Station, 106 Proteus, 108 Implant Computers, 225 Incorporate, 174 on Poseidon, 70 Jumpcraft, 238 Ranged Combat, 309 Roleplaying, 4 Rumble Bee, 142 Land Lizard, 135 Life Support, 209 Light Underwater, 151 Salinity, 152 Loggerhead, 136 Sargassum Islands, 119 Long John, 81 Schooler, 143 Luck Rolls, 304 Seaweaver, 144 Luna, 183 Senors, 205 Sensor and Technical Cyberware, 226 Serpentis System, 26 Serpentis System, Asteroid Belt, 108 Sierra Nueva Cluster, 98 Skills, 289 Mars Colony, 186 Default, 290 Medical Care, 326 Descriptions, 291 Medical Gear, 207 Skyhook, 182 Melee Weapons, 216 Sound Underwater, 151 Motorcycles, 236 Spacers, 229 Spurts, 145 Squealers, 146 Submersibles, 240 Success Rolls, 303 Sunburst, 147 Natives, 41 Survival Gear, 211 Needle Bush, 137 Nereus, 108 Newcomers, 77 Newport, 100 000.341


B L U E P LAN E T Thermal Oases, Tides, Tidal Mud Reefs, Transhumans, Trauma, 120 152 121 229 317 Undersea Habitat 2, Vehicles, Accessories, Chases and Dogfights, Combat, Damage, Descriptions, Military Accessories, VTOL Aircraft, 102 243 328 334 337 235 244 239 Water Dart, Water Hemp, Water Pressure, Watercraft, Waves, Wormhole, 000.342 148 149 150 241 152 190


BLUE PLANET C!-IARACTER DEglGN g~EET ATTRIBUTES \ II) G> L. Q) II) .1 CHARAOER'S NAME Q) 'u ""C 0 0 Q) 0 0 ORIGIN Q. MENTAL 0 al V) al PHYSICAL SPECIES BACKGROUND Awareness Agility EDUCATION Charisma Appearance GOAL Education Constitution MOTIVATION Experience Dexterity ATTITUDE Initiative Endurance PLAYER'S CHOICE Intellect Speed PROFESSION Will Strength SHillS SURVIVAL Fishing Foraging Mountaineering Navigation Orienteering Tracking Driving Piloting Sailing VEHICLES SCIENTIFIC METHOD Experimental Research Mathematics SUBTERFUGE Bribery Disguise Fast Talk Forgery Pick Pocket Stealth PHYSICAL SCIENCES Astronomy Chemistry Geology Meteorology Physics MILITARY WEAPONS Artillery Heavy Weapons Gunnery MEDICINE First Aid Forensic Medicine General Medicine Genetic Engineering Pharmacology Psychology Surgery Veterinary Medicine z o v; (/) w a.. z 0 v; (/) Z w (5 0 ii: 0::: Q.. 0 CULTURE Colonial Earth GEO Incorporate Military Native Spacer Street ELECTRONICS Electrical Engineering Electronics Operation Electronics Repair FINE ARTS Acting Artisan Dance Music Painting Photography Sculpture FIREARMS Autofire Handgu.ns Longarms HAND-TO-HAND COMBAT Brawling Martial Arts Military Hand-to-Hand HUMAN SCIENCES Anthropology Archaeology History Political Science Theology LIFE SCIENCES Biochemistry .Botany Environmental Engineering Genetics Zoology MECHANICS Mechanical Engineering Mechanics Operation Mechanics Rep~ir z (5 ii: o COMMAND Leadership Logistics Strategy Tactics COMMERCE CONSTRUCTION Carpentry Civil Engineering Demolitions COMPUTERS Computer Engineering Computer Operation Computer Repair Hacking Economics Negotiation COMMUNICATIONS Language Oration Persuasion Writing ADMINISTRATION ATHLETICS Aquatics Archery Freefall Parachuting Physical Training Throwing AGRICULTURE Animal Husbandry Aquaculture Farming Hydroponics Bureaucracy Law Management z o v; (/) a.. z o u =>o w z (5 ii: o


BLU~PLAN~T PRIMARY Cl--fARACTER g~EET mEnTAl PHYSICAl 0_0 0_0 O~O O~O --0"'0 o 0 O~O SHillS ABILITIES PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE; COPYRIGHT BIOHAZARD GAMES


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