Adjusted Universal Rules

Complete set of new and modified rules by Ascent.

Though the following rules are immersed in science fiction and fantasy mechanics, the rules are universal and able to be played in any setting.

1.1: Unit Creation

Whether a character, robot, creature or vehicle, imagine your unit concept and follow these steps:

1. Race or Type - Choose a race for your character or a type for your vehicle or robot. Robotic replicants have the type of the race they are replicating after "robotic". For example, "Robotic Human". Copy the following to your record sheet from the race or type's information.

    » Subsize (Note the race's size [All PC's are size 2.] and subsize separated by a decimal.)
    » Computer Level (Robot parts and functions cannot exceed the level of the brain implant or computer core. It may have 5 functions and/or robotic parts per computer level.)
    » Special Notes (This includes special abilities and drawbacks.)
    » MOV (The number of spaces traveled per turn. Note armor penalty, if any.)
    » Languages (The languages the character or robot speaks.)

2. Alterations - Determine the number of genetic alterations, if any. Then identify any robotic components. Then note any ability and/or skill changes or modifiers. See the Alter section for costs and surgery.

3. Abilities - Roll 4D for DEX, LOG, and WIL and add 40. Some scores may be modified by size or magnitude of alterations. The GM may permit players to distribute 140 points, instead, with a min/max of 44/80, or use these set scores: 55, 60, 65 and 70 in any order. Mark each ability on your character sheet with both the full score and half score separated by a divider. (Example: 60/30.)

    » Strength (STR) (Character/Robot lift, punch, swing, resist damage and poisons, etc. Robot/Vehicle power regeneration, power efficiency, torque. Use the Size Category Table to determine the STR roll and bonus of races and vehicles. For energy output of energy weapon damage and the defense of energy shielding, see the Output attribute. The accompanying table is an average between bench pressing and dead lifting in pounds.)
    STR  10   20   30   40   50   60   70   80   90   100   110   120   130   140   150 
    Lift  25   50   75   100   125   150   175   200   225   250   275   300   325   350   375 
    » Dexterity (DEX) (Character/Robot: jump, aim, dodge, deft actions, running around corners, quick thinking, etc. Robot/Vehicle: Maneuvering, responsiveness, jinking, fine adjustments, etc. Robots with wheels, treads, or propulsion of any kind have a handling rating as with vehicles.)
    » Logic (LOG) (Character: perceive, investigate, solve, resist illusions, etc. Computers/Robots: memory access, comprehension, calculation, strategy, analysis, etc. Units with robotic intelligence have a LOG score equal to its robot brain implant's computer level times 10. Sentient robots use a natural roll.)
    » Willpower (WIL)  (Character: entice, cha­nge minds, resist influence and certain spells, etc., or it may choose to comply of its own accord. Creatures have a resistant WIL. A resistant WIL is 100, except in relation to its controller. Computer/Robot: self-reliance, modularity, tamper resistance, etc. Robots have a resistant WIL, in which it is "0" for robots performing functions for which they are programmed.)

4. Skills - Choose your skills from the Skills section and note half the listed ability. (Example: Scholar relies on ½ LOG.) You may develop the levels of any number of skills as you progress. For robots, determine the number of functions and what functions the robot may perform based upon the computer's level.

    » Primary Bonus (Select one primary skill and add 20 under P/S.)
    » Secondary Bonus (Select one secondary skill and add 10 under P/S. [May be same as Primary.])
    » Starting Level (Add 1 level to any one skill. [Skills have levels from 1 to 6.] P/S skills do not need levels.)
    » Tabulate Scores (For each skill, multiply skill level by 10, add it to half the ability score (rounded up) and add the P/S bonus, if any.)
    » Spells (Choose the skill's spells, if any, according to the skill's list and number of spells acquired per level.)

5. Development Points (DP) - Put a "0" as your starting DP. [See Character Development, p.22 in BareBones Fantasy.]

6. Roleplay Elements - Flesh out the details of your character.

    » Physical Description (Fill in name or designation, gender, hair color, eye color and handedness.)
    » Biography (Write up a back story for your character indicating where they are from and what their personal goals are.)
    » Descriptors (Sum up two descriptors, positive and negative, for your character, such as “cantankerous and jovial.”)
    » Moral Code (Indicate whether your character is somewhat, very or totally: kind or cruel, focused or unfocused, selfless or selfish, honorable or dishonorable, brave or cowardly, loyal or disloyal.
    » Status  (Define your character's position (or Caste) within society (With GM approval,) and note the wealth multiplier in parentheses, whether they are royalty (x100), nobility (x10), bourgeoisie (x2D), a servant in the royal household (x3), a servant in a noble household (x2), cupbearer (x3), a knight (x1D/2), citizen (x2), a freeman (x1), or a slave (x0).)
    » Career (Describe your character's career in as few words as possible. [Seer, Art thief, munitions sergeant, etc.])

7. Derived Stats - Fill out data based upon your abilities, skills and other scores.

    » Body points (BP) (How much damage your character can take before dying. The BP score is ½STR rounded up.)
    » Initiative (INIT) (Influences your turn order in combat. It is 1, plus 1 for LOG of 65 or more, plus 1 for DEX of 65 or more. [Range of 1 to 3.])
    » Damage Reduction (DR) (Noted by the armor type on the Armor table in the Equipment section.)
    » Attack Score (Your Warrior skill for ranged or melee (including unarmed) attack types. It is ½ DEX plus level.)
    » Attack Damage (Determined by the weapon type (including unarmed) on the Weapons table in the Equipment section. Add 1 damage for every 5 points of the Attack Score above 55 for ranged attacks and add 1 damage for every 5 points of STR above 55 for melee attacks.)
    » Output (A pool of points, derived from POW, representing the energy output for energy weapons and defenses and affected by the hourly drainage by onboard systems of robots, cyborgs, power armor and vehicles. Necessary only for robots, computers, cyborgs and vehicles. Complete drainage causes a shutdown until usable power is restored. Individual systems may be shut down to conserve energy output.
    » Threat Rank (The challenge rating to balance encounters. [See the Unit Development section for details.])
    » Wealth and Supplies (Roll 1D and multiply it times the status wealth multiplier to determine the character's wealth. (Or the GM may assign their wealth.) Choose any 6 items each worth 10 times the character's wealth or less from the New Equipment tables. Then roll 1D x wealth to determine your starting credits. Slaves and non-sentient robots do not possess money unless purchasing is part of one of their functions.)

1.2: Races and Types

The following pages contain adjustments for the races from the BareBones Fantasy RPG Rulebook. Some changes are due to the introduction of the Size mechanic. Changes provided in bold italics.

The following is the same in all settings:

Human

» Base size 2.4
» Add 10 to one starting ability.
» Human Versatility (+5 to all non-attack skill rolls.)

FANTASY RACES

Dwarf

» Base size 2.3
» Add 15 to starting STR.
...
» Move 7 spaces.

Elf

» Base size 2.4
[In the place of Natural Spellcaster:]
HIGH

    » Graceful (Subtracts 10 from STR requirement of armor).
    » Natural Spellcaster (+5 bonus to use spells).

WOOD (From Free Sample Cards)

    » Natural Training (+10 to hit with longbows and longswords.)

Half Giant

» Size 2.7: Large Medium (Around 9' tall)
» Add 10 to starting WIL.

["Slow" and "Huge" have been eliminated because the size system covers it.]
» Evil Reputation (-10 on all social interactions with smaller races.)
» Fearsome (+10 to intimidate.)
» Move 11 spaces.
» Speaks Giant and tradespeak.

Halfling

» Base size 2.3

Half Ogre

» Size 2.6: Very Tall Medium (Around 8' tall)
» Add 10 to starting STR.
» Poor Vision (-10 to ranged combat.)
» Scent Tracker (+10 to tracking by scent.)
» Savage (-10 to social interactions with civilized races.)
» Iron Stomach (Immune to ingested poisons. May eat anything organic no matter how rotten or spoiled.)
» Move 10 spaces.
» Speaks Giant and tradespeak.

Half Orc

» Size 2.4: Average Medium (Around 5'9"-6'6")
» Add 10 to starting STR.
» Melee Training (+10 to melee attacks.)
» Darkvision (12 spaces, allows normal sight in low-light, as long as a single star is present in the sky.)
» Elf Resilience (+10 to resist charm spells.)

» Savage (-10 to social interactions with civilized races.)
» Move 8 spaces
» Speaks Orcish and tradespeak

Fantasy Creature Conversions

Pixie

Insect-winged mischievous humanoids who love life and hate clumsy-footed Mooglies.
» Base Size 1.3: Average Tiny (Approx. 4½-6").
» Add 20 to LOG.
» Natural Spellcaster (He may attempt Spellcaster abilities unskilled. +5 bonus to use spells).
» Sneaky (+10 to checks involving stealth.)
» Wings (Pixie wings regrow within 48 hours of being plucked. They can't fly or cast their natural magic during that time.)
» Move 4 spaces. (16 spaces flying.)
» Speaks Pixie and tradespeak

New Fantasy Races

Darkling

Born of infernal pacts between demons and humans, darklings are no stranger to darkness and dark magics.
» Size 2.5: Tall Medium (Around 6'3"-6'6" tall).
» Add 10 to starting LOG.
» Shadow Vision (He can see invisible and out-of-phase objects, as well as spirits and demons with a successful WIL check.)
» Fire Resistance (+5 and ½ rank vs. fire resistance.)
» Infernal Strike (He may use offensive strike to do fire damage vs. a single bloodied foe or a single foe that struck you this turn.)
» Move 10 spaces
» Speaks Infernal and tradespeak.

Dragonite

Tall lizard-men of the dragon variety that breathe fire and are keenly interested in the history of realms.
» Size 2.5: Tall Medium (Around 7' tall).
» Add 10 to starting WIL.
» Dragonbreath (range 5 [burst 2], usage ½ turns, resist DEX [for half damage], effect 2D fire damage.)
» Furious Rage (roll STR to negate bloodied penalties this turn.
» Olfactory Awareness (+10 to perception checks.)
» Historian (+10 to recall some obscure legend or fact about famous places, people, or things. Identify bloodlines, trace nobility, understand symbolism, etc. Can be performed unskilled.)
» Move 11 spaces.
» Speaks Dragonspeak and tradespeak.

Nightstalker

The shadows that go 'bump' in the night. Also called wall walkers and hat men. They are the shadows at the corner of your vision, and the dark corner in a well-lit room. They often serve as minions to urban crimelords and dark wizards, though are not incapable of serving the good. They are most often seen as pitch black figures within the darkness. They rarely do direct harm, but are masters of manipulation and fear and make excellent information brokers.

» Base Size 2.4: Average (Around 5'3"-6'3")
» DEX +20.
» Incorporeal (Cannot be harmed by conventional weapons.)
» Shadowforce (Opposed STR check to hold objects in place against individual seeking to grab them.)
» Shadowplay (As long as it remains connected to a shadow, it can appear as a shadow on a low-lit surface.)
» Shadow Vision (See invisible and out-of-phase objects, as well as spirits and demons with a successful WIL check.)
» Spirit Stalk (Whispering influence the spirit of a corporeal being with a WIL check. A successful check inspires the individual to fear or course of action.)
» Brightburn (Bright light does 1D impact damage per turn for every 20 lumens.)
» Shadowstep 15 spaces.
» MOV 7 spaces. (In shadows only.)
» Speak tradespeak

Tinker Gnome

Industrious humanoids proficient in repairing and sabotaging machinery. They are a very common sight at repair facilities.
» Base size 2.1: Small Medium (Approx 2').
» Add 10 to LOG score.
» Craft +10 (Enhance one mundane craft skill: cobbler, jeweler, tailor, smithing, etc. May be improved.)
» Tinker +10 (Bonus to LOG build checks. May be improved.)
» Move 6 spaces
» Speak Tinker Gnome and tradespeak
 
 

SCIENCE FICTION RACES

Star Voyager Setting (New Races)

E'lerak
Tall green plant-like humanoids with fleshy antler-like appendages on their heads that lay down at will. Their faces are narrow and taper to the mouth and olfactory receptor. They have hair-like filaments on their arms, backs and inner thighs. Because their olfactory receptor is directly linked to their mouth by a split, they have a greater sense of taste and smell than other races.
 

Rigassi
Gecko-like
 

Thelian
Torpedo-heads
 

STAR FRONTIERS RACES

Dralasite

Amorphous shape-shifters with voice boxes and course gray outer membrane through which they conduct all five senses, discretely absorb food and excrete waste, having predominantly positive moral aspects and profound wisdom. Their base world in the Frontier is Terledrom, in the Fromeltar system.

» Size 2.3 (4½-5' in humanoid form).
» Add 10 to starting LOG.
» Colorblind.
» Detect Vitals (Chance Perception, range 1 space, duration turn, resist none, effect detect changes in heart rate, perspiration, pH, and chemical composition of a chosen character. Target must have exposed hide).
» Pseudo-mimetics (Specify form or limbs. Duration 5 min, effect grow or absorb a limb or number of limbs, including digits, totaling 1 m per 10 DEX, rounded up. Form is retained indefinitely unless released. Choose dominant limb. Does not include solidity, hair, color, voice or personality).
» Move 6 spaces in any form.
» Speaks Dral and tradespeak.

Eorna

A saurian race from Volturnus in the Zebulon System. They are much in appearance like a raptor, but omnivorous and civilized, preoccupied with genetic manipulation.

» Size 2.4 (5-5½')
»
»
»
»

Human


Humans are outnumbered by each of the other races in the Frontier. Their base world in the Frontier is Clarion, in the White Light System.

Humma

A warlike hair-covered race with pear-shaped bodies, tall ears, long feet for hopping and a long, thick prehensile tail. Their homeworld is Hum in the Fochrik system.

» Size 2.4 (5-5½')
»
»
»
»

Ifshnit

A diminutive nomad race of industrious hominid resembling small children with a thick coat of long hairs all over their bodies and cat-like eyes who are particularly adept at making money, but have little sense of greed or hording. Their homeworld is Ifshna in the Capella system.

» Size 2.2 (2-2½')
»
»
»
»

Mechan

A race of crystal-based Eorna-shaped living robots, created by the Eorna on Volturnus, in the Zebulon system. They have multiple visual sensors capable of self-replication, self-improvement and self-enlightenment. They have an administrative model and a warrior model. After a revolt against slavery on Volturnus, they now reside on Mechano, in the Mechan system.

» Size 2.4 (6-6½')
»
»
»
»

Osakar

Sathar/S'sessu

Worm-like with two thin tentacles 1 m long with three digits each and two thick tentacles 1.5 m long used for standing and lifting. They have two beady eyes on each side of their heads. Sathar are red to brown with brown spots on their foreheads, while S'sessu are purplish pink with stripes on their forehead. The location of the Sathar seat of government is unknown. The S'sessu do not know where they came from.

»
»
»
»
»

Ul-mor

Cephalopod molluscs similar in appearance to an octopus with 7 suctioned tentacles and a pronounced cranial-sternal ridge over the organ sac above their large round eyes with nictitating membrane, but adapted to land with course skin that can bioluminate, blend into scenery and electrocute. They were genetically engineered by the Eorna on Vulturnus, in the Zebulon system.

» Size 2.4 (Around 6')
» Autotomous Tentacles (Self-amputate with fear response and regrow tentacle within 1 week. Damage self 5 BP).
» Bio-luminescence (range 3 spaces, duration continuous, effect low light).
» Camouflage (+20 to hide by blending into textures).
» Bio-electric charge (range touch or 5 spaces by conductive surface, duration turn, resist DEX, effect up to 2D+3 shock/turn).
» Move 5 spaces.
» Speak Bilerak and tradespeak in contact with smooth surface.

Vrusk

An insectoid race with six fully articulated limbs, a human-like upper body, two antennae atop the head, segmented eyes, and pincer-like mandibles. They have their base of government at Ken'zah-kit in the K'aken-Kar system.

»
»
»
»
»

Yazirian

Fur-covered tailless hominids, hailing from Hentz in the Araks system, with large eyes, short proboscis and short legs. They have glide flaps connecting to their wrists, elbows, sides and ankles.

» Size 2.5 (6½-7')
»
»
»
»
 

Vehicles

Vehicle Handling

 

Propulsion

Vehicle propulsion is measured in Gees of force. This tells you how many hexes on a scale the unit can accelerate when you compare it to the hex scales in the Movement section.

Breaking and reversing

Units that use some way of reducing speed or reversing direction without changing facing have a brake rating and a reverse rating, appearing as "B/R" and the numbers appear as bonuses used in turning. If their means of braking is the same means as reversing, the two numbers will be identical.
 

Turning

 

Vehicle Maintenance

 

Onboard Computers

All computers on vehicles and robots get the following adjustments:
» WIL equals Programmer's computer skill score.
» LOG 80. Cannot perform LOG checks. (Unless full A.I. program. Use program skill checks instead.)
» Get a number of skill levels equal to 1/1,000 program cost.
» Speaks basic binary.

Ground Vehicles

Military All-Surface Climber Bike (ACB)
A.K.A. "Big wheel". 2-wheeled bike works on any terrain, including sand dunes, water surface and dense foliage. It has two mounted forward-firing 50 mm machine guns on the sides of the front wheel. Comes with computerized targeting system.

Standard 4-wheeled Car
Standard 4 double-wheeled Freight Hauler
Standard 4-wheeled Passenger Shuttle

Standard Wheeled Offroad Vehicles
Standard 4-wheeled General Purpose Vehicle (Jeep)
Standard 4-wheeled Pick-up Truck
Standard 4-wheeled High Mobility Vehicle (Humvee) - Maintaining a low center of gravity through broad wheel placement and a low roof relative to its design, giving it superior terrain-climbing capability.

Ground Vehicle Modifiers

Some improvement factors come with a maintenance increase.
Acceleration
Maximum Speed
Turning Bonus
Braking
Variable Terrain Rating
Slope Rating

 

Aerospace Vehicles

Mini-jets

Little more than an air-bubble with a ramjet engine attached, the mini-flyer is able to reach high altitude space stations from a planet’s surface, but does not have the capability to escape a planet’s gravity. Mini flyers cannot have any defenses and will only fit laser pods and mini-rockets. They can only hold a single passenger (the pilot) and have limited cargo capacity, such as for a tool kit and change of clothes. The low cost helps keep them viable, and surprisingly popular for personal transportation to and from orbital stations and high altitude launch platforms.

Military Drones

 

Personal Craft

Personal fighters are often better armed than Cloud Flyers, but can only carry up to 2 people. Personal fighters have no bombing capability or armor to speak of, but their teeth can be nasty. Able to carry small assignments of piston and pod weapons, assault rockets, or missiles, personal fighters are the vehicle of choice for the more discriminating adventurer. They cannot carry bombs. Careful, though, these aren’t meant for war. Pirates often take on such vehicles and their pilots for a split of the booty, as a private air force is invaluable to commandeering civilian ships. They also prove invaluable for defending civilian ships.

Military Fighter

You won’t find these for private sale, as they contain armor and advanced defenses for large scale skirmishes. Even black market traders know that private citizens can’t be trusted with these weapons of mass destruction. No, they want them sold to the highest bidder in the largest quantity. The military fighter is heavy duty in both fire power and defenses and are built with armor standard. Even though military fighters have limited bombing payload capacity, if any, military fighters are ten times more effective than personal fighters. These are often granted under special permission to Privateers, though common pirates tend to get a hold of them by raiding small military convoys.

Military Bombers

Often 2-4 times the size of most military fighters, military bombers carry many times more the payload of any fighter and are also armored. These are highly specialized killing machines capable of toppling large building complexes, flattening settlements, sinking sea carriers, and crippling or even destroying large space vessels when grouped with other bombers. Bombers all require a minimum of two crewmen (pilot and copilot/navigator) and are extraordinarily durable. (Bombers are technically Hull Size 2 from Knight Hawks rules.)

Passenger Craft

 

Aerospace Vehicle Statistics

Available Aerospace Vehicles
Fighter Type* Size PN Cargo Limit Cost**
Military Drone 2.4-3.1
Mini-flyer 2.8-2.9 1 400kg/4m3 >40,000Cr
Personal 3.1-3.2 1-2 8,000kg/12m3 >55,000Cr
Light Military 3.3-3.4 1-2 16,000kg/18m3 >65,000Cr
Heavy Military 3.5-3.6 2-4 22,000kg/26m3 >80,000Cr
Light Bomber 3.7-3.8 2-8 55,000kg/38m3 >105,000Cr
Heavy Bomber 3.9-4.1 2-12 100,000kg/50m3 >120,000Cr
Passenger Aircraft/Transatmo spacecraft 3.3-4.2
Passenger Starcraft 4.3-6.1
* Ordered according to size
** Costs are for empty structure only; it does not include equipment.

 

Aerospace Vehicle Weapon Emplacements

All weapons listed in the Armament Table are considered externally attached, except for bombs and starbursts, and has no bearing on space. A fighter can carry all the weapons listed on its row at the same time. Meaning that a Light Military Fighter of F7 can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault Rocket, and any one of the four beam or P.G.S. weapons. Of course this all depends upon the fighter's design and Referee's allowance. The discrepancy between the qualifying frame size of the Dual Piston and Bolt Launcher of the Armament Table and the Minimum Vehicle Size of the same weapons on the Weapons Table are due to that the Weapons Table shows what they can be attached to, but may require penalties (Referee's discretion).

Aerospace Vehicle Armament Table
Fighter Missiles Bombs Starbursts Assault Rockets Laser Pod Laser Piston Dual Piston Bolt Launcher
Mini-flyer 0 (8*)** 0 0 0 X
Military Drone
Personal 2-6** (2)** 1-2 0 X X Only on Size 3.1
Light Military 2-8 2-4 1-4 1 X X Only on size 3.3 X
Heavy Military 2-12 2-8 1-8 2 X X X X
Light Bomber 2-14 1-15 1-12 3 X X X X
Heavy Bomber 4-20 1-30 1-12 5 X X X X
* Mini-flyers can load up to 8 mini-rockets.
** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.

 

Aquatic Vehicles

 

Alter

Designer wrote:
In Progress: I have been in the process of designing unified mutation and cybernetics rules recently. Mutants and cyborgs are simply called "alters". Cybernetics is simply known as robotics, since it applies to both cyborgs and robots. By unifying the rules, you do not need to use three different systems to change out body parts. The one simple system will do.

There are no slots. The GM must approve all robotic body parts using their sensibilities. It is recommended that the GM put thought into it.

The following is a consolidation of all rules affected by alterations and notes concerning their importance and reasons. Use this only if you want to reference a complete document on alteration rules.

The Unit Creation page contains the instructions for building a new creature or robot. Follow that structure and use the following modular rules and tables to create the unit.

Whether robot or genetic alter, to replace a body part, simply choose it from the Alterations list below, pay the item cost and surgery cost, if any, and note the alteration and its special abilities on your character sheet.

Natural Alters

Natural alters are rare aberrations within their race, having special abilities that others of their race do not have. To create a natural alter, choose one or more alter special abilities to replace an equal number of the race’s normal special abilities, including the ability to speak, or MOV rate.

Altered Body Parts

The following rules apply to altered body parts:

» Surgery takes half (½) a day and rehabilitation takes one (1) week, though the player may use it after one (1) day, with 90% chance of damaging the body part on the first day, then chance of damage decreases by -10 for every day afterward.

» Only those capable of creating the altered body part are permitted to repair or alter it.

» Damage to the altered part can affect its abilities.

» Genetically altered body parts can't be modified. They are made-to-order. You must therefore buy the whole object being modified.

Alterations

Following is the list of alter packages, listed according to ability provided, with their base costs and surgery cost, if any. If no surgery is performed, then pay only the cost of the package. However, some must be chosen at character creation or acquired through GM fiat.

Agitator (Mental or Physical)
Range: 5 spaces
Usage: 1/turn
Duration: continuous
Resistance: STR
Cause objects to gain or lose heat energy and even cause molecules to lose cohesion with a critical success.

Sixth Sense (Mental or Physical)
Range: 10 spaces
Usage: 1/turn as a free action
Duration: Continuous
Resistance: None
You have something that allows you to perceive your entire surroundings in three dimensions without their being in your line of sight using one or more of your other senses, such as a hyped up sense of sound, smell, vibration or combination of senses. You are limited by the senses through which you detect the environment. For example, if you are able to detect your environment based on visual queues such as shadows and reflections, you cannot detect the presence and details of an object whose shadow and reflections you cannot see.

Shocker (Physical)
Range: 10 spaces
Usage: 1/turn
Duration: 1 turn
Resistance: STR
A shocker causes electricity to arc, overload or drain.

Barriermind (Mental)
Range: 5 space radius
Usage: 1/turn
Duration: Continuous
Resistance: none
A barriermind is a resistance check that allows you to block mental powers of any kind with a successful attempt.

Biokineticist (Mental or Physical)
Range: 3 spaces
Usage: 1/tun
Duration: Continuous
Resistance: none
A biokineticist causes the body to heal itself in very specific ways, even allowing it to regrow lost limbs as the Cleanse and Heal spells.

Arm (Extra; Physical)

Leg (Extra; Physical)

Tentacle (Extra; Physical)

Mathemind (Mental)
Range: None
Usage: 1/turn
Duration: None
Resistance: None
Matheminds are autistics (or seers) who see the world through math. They can predict future events with astounding accuracy and solve any equation. Even human intentions are not beyond their sight. Unfortunately, they are often mute and slaves to ritual, becoming disturbed when ritual is broken. For this reason, they are most often brought up as monks at a temple where ritual is paramount or kept in hospitals where they can be looked after, but some who function on a higher level are able to travel about. They might still be mute and/or mildly disturbed by the changes going on around them, but they can interact with others and either communicate normally or with sign language or other means.

Telepath (Mental)
Range: 10 m to the power of the character's rank
Usage: Unlimited
Duration: Continuous
Resistance: WIL
The telepath is able to reach out over distances in space to detect and communicate with those in need and read intentions. Female telepaths get a +10 bonus to their WIL score. Telepaths get the Telepathy spell for free as a special ability. They can also use the ability as an Offensive Strike spell.

Shapeshifter (Physical)
Range: Self
Usage: 1/hr
Duration: 10 mins/level
Resistance: None
Shapeshifters cause their bodies to Transform according to the spell, growing hair and changing form to become anything they choose. They cannot use Transform on any subject other than their self.

Beast Master (Mental)
Range: 10 m to the power of the character's rank
Usage: Unlimited
Duration: Encounter or 10 mins/rank
Resistance: WIL
Animal Whisperer can Summon and command animals.

Speaker for the Dead (Mental)
Range:
Usage:
Duration:
Resistance:
Speakers for the Dead temporarily resurrect the dead for 2 rounds per level and can only Summon ghosts. (They must choose which. They can acquire it a second time to receive the other ability.) Once resurrected and the time has expired, the dead person/creature cannot be resurrected again by anyone.

Spirit Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Spirit Walkers can astral project as a Divination spell.

Telekineticist (Mental)
Range:
Usage:
Duration:
Resistance:
Telekineticists use Hinder, Transport, Offensive Strike, Protection, Repel and Telekinesis spells. They can transport themselves or others. Untrained characters can only perform one of the spells.

Hallucinogenicist (Mental)
Range:
Usage:
Duration:
Resistance:
Hallucinogenicists use the Illusion spell and can imprint into the minds of others images of things the hullucinogenicist is seeing or has seen. Untrained characters only know how to implant images into the other person’s mind based on what the hallucinogenicist has seen.

Plant Controller (Mental)
Range:
Usage:
Duration:
Resistance:
Plant controllers use the Entangle and Offensive strike spells.

Purifier (Mental)
Range:
Usage:
Duration:
Resistance:
Can separate gasses and liquids, allowing them to start fires with a spark, cause suffocation, alter chemical compositions, purify water, etc.

Timewalker (Mental)
Range:
Usage:
Duration:
Resistance:
Timewalkers are bonded to their time of origin and can only transfer themselves and cannot affect the timeline. They are merely observers. They cannot go forward in time, as time is described as a weaving tapestry. What has not been weaved cannot be made weaved before its time. Once weaved, it cannot be sundered. They cannot affect their home era’s future by going into the past.

Storm Mason (Mental)
Range:
Usage:
Duration:
Resistance:

Bulked Out (Physical)
Range: Self
Usage: 1/day (Special)
Duration: Minute per point of natural STR (Special)
Resistance: WIL
Muscles enlarge, turning the being into a super-bulked strong thing. Increase subsize by 3, then increase MAG by 1 for STR, BP and DR. (Calculate subsize and MAG before other abilities are added.) Can only wear specially made clothing and armor while in bulked state. GM must approve whether the effect has triggered (Define triggering event) or at will usage and duration, or is permanent. Being may transform in appearance, but not body shape, if approved by GM. If not permanent, GM determines whether choosing bulked out again increases usage, duration or effect, but only one, not all.

Speedster (Physical)
Range:
Usage:
Duration:
Resistance:

Starchild (Mental)
Range:
Usage:
Duration:
Resistance:
Travels the stars.

Dream Symbiosis (Mental)
Range: Unlimited (See description)
Usage:
Duration:
Resistance:
Able, in their own dreams, to enter the mind of another in any time or place in the universe. They are able to access that person's deeply felt memories, feelings and act with their deeply ingrained responses. All other thoughts and feelings belong to the dreamer. As long as the dream symbiont is attempting to make contact with a particular individual any place in the universe, the subject may make room for the dream symbiont to enter into them if they are aware of the symbionts attempt to do so. Otherwise, dream symbiosis is completely random and the dream symbiont has no control over it.

Randomized dreams are usually within d100 AU's in space, though can be as much as d00 years out of sink or within d00 years of the end of a civilization in the past or beginning of a civilization in the future. Once a connection is made, the dream symbiont may make a connection with the subject again more easily. For this reason, uncontrolled dreams often drift back to someone they have connected with before.

If the host dies, the dream symbiont dies if still connected.

Dream Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Enters the dreamworld and can control, not only their own dreams, but the dreams of others. In these dreams, the dream walker can be anything they want and have any weapon they want. Anyone they kill in the dream dies in reality. When facing someone who takes control of their own dream, (They do not have to be a dream walker,) opposed checks must be made for control of the dream.

Infravision (Physical)
Range:
Usage:
Duration:
Resistance:

Shadow Vision (Mental or Physical)
Range:
Usage:
Duration:
Resistance:

Night Vision (Physical)
Range:
Usage:
Duration:
Resistance:

X-Ray Vision (Physical)
Range:
Usage:
Duration:
Resistance:

Gravitationist (Mental)
Range:
Usage:
Duration:
Resistance:

Photokineticist (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
A photokineticist (or Light Warden)

Sound Imitation (Physical)
Range:
Usage:
Duration:
Resistance:

Siren (Physical)
Range:
Usage:
Duration:
Resistance:
A siren (or screamer)

Phase Stepper (Mental)
Range:
Usage:
Duration:
Resistance:
Can step out of phase to become invisible and walk through walls.

Immunity (Physical)
Range:
Usage:
Duration:
Resistance:
Immune to diseases, radiation and poisonous liquids and gasses.

Densify (Physical)
Range:
Usage:
Duration:
Resistance:
Can harden their skin to become damage-resistant.

Life Leech (Mental)
Range:
Usage:
Duration:
Resistance:
Able to leach the life force from a person through emotion, the most powerful of which is through fear or seduction, though the Life Leech will likely choose the means through which they are most comfortable and capable. Coupled with empathy, this special ability can be extremely effective.

Influence (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
Through voice, pheromone, empathic projection or other means, cause someone to believe what you want them to believe as long as they can hear your voice, smell the smell, etc., causing paralysis, suffocation, intimidation, amnesia, walking past them without detection, or any other effect the user chooses. The person is able to perform the Charm spell and Aid spells.

Alters (Consolidated Genetics and Robotics Rules)

Designer wrote:
In Progress: I have been in the process of designing unified mutation and cybernetics rules for a couple of weeks. Mutants are called "alters" and cybernetics is simply known as robotics, since it applies to both cyborgs and robots. By unifying the rules, you do not need to use three different systems to change out body parts. The one simple system will do.

The following is a consolidation of all rules affected by alterations and notes concerning their importance and reasons. Use this only if you want to reference a complete document on alteration rules.

The Unit Creation page contains the instructions for building a new creature or robot. Follow that structure and use the following rules and tables to create the unit.

Definitions

»alter - a being whose alterations have provided outstanding abilities to them not present in their base species. Just having an altered body part does not make one an alter. But standing out as having advantages far beyond normal people does.
»altered/alteration - any body part that has been genetically or technologically modified or replaced.

Natural Alters

Natural alters are rare aberrations within their race, having special abilities that others of their race do not have. Alters exist within any race, but to include it at character creation, choose an alter special ability to replace one of the race’s normal special abilities, including the ability to speak, or MOV rate, for the alter special ability.

If a natural alter has a mutated body part, instead, see the Altered Body Parts rules below.

Altered Body Parts

Whether robot or genetic alter, the following rules apply to altered body pars.

Balancing Alters

There are no additional drawbacks to technologically or genetically altered body parts, such as loss of humanity or sanity, except those that can be proven in real life. Thus, only alterations that affect the face can have an impact on one's sanity.

However, you do need someone around capable of dealing with the altered body part. If there is no technician around, a damaged robotic part will remain damaged. Altered body parts may be targeted to take away your edge if the body part is known to be the source. Also, robots break down with time, and so do their body parts. Robot brains are susceptible to computer viruses. Genetically altered body parts that are different than the host's body are susceptible to rejection.

Since altered body parts do not have additional mechanical drawbacks in the rules, there is a balancing mechanic involved through price and availability. Body chop shops are illegal, and you can't just go to a hospital or clinic and request a super arm. All genetic operations must be approved by a government agency tasked with their approval.

Alchemists capable of genetically altering body parts are seen as mad men and threats to society. Alchemists providing mechanical limbs and creating golems are free to practice as they please as long as their work is viewed as benign.

All robotic parts that possess beyond normal capabilities for the race, except those affecting the senses, are illegal for civilians to own. Robotic body parts affecting the senses must be approved by a government oversight panel. A person can't just request a body part to be replaced; there must be a medical necessity for it; namely, replacing a damaged or missing body part or the part is a threat to its owner.

Alterations

Robotic and altered body parts are just another form of gadgetry, except that the object being modified is a character's fleshly body or the robotic parts attached to it.

Unless modified, robotic body parts recreate the capabilities of the original body part, matching it to your body. Additional implants monitor your body for automatic adjustments. You may apply the same modifications to robots.

There are no slots. The GM must approve all robotic body parts using their sensibilities. It is recommended that the GM put thought into it.

There is only one overarching rule regarding robotic body parts themselves: they can't be modified. Robotic body parts are made-to-order. You must buy the whole object being modified. Thankfully, robotics is modular. You buy alterations by the body part. Following are the body parts that can be replaced with their base costs and surgery cost. If no surgery is performed, then pay only the cost of the part.

 
Body Gadgetry
Item
Cost
Surgery
Cost
APPENDAGE
 Finger  
 Foot (Must have foreleg replacement)  
 Forearm (includes hand and elbow)  
 Foreleg (includes foot)  
 Hand (Must have forearm replacement)  
 Independent Retractable Claw  
 Knee (Foreleg and foot must also have replacements)  
 Pincer  
 Tentacle  
 Thigh (Knee, foreleg and foot must also have attachments)  
 Upper arm (Forearm, elbow and hand must also have replacements)  
 Wing  
ORGAN REPOSITORY (TORSO AND ABDOMEN)
 Belly (Includes digestive system)  
 Breast (Left or Right; includes respiratory organ)  
 Chest (Both breasts, rib cage and heart)  
 Circulatory Heart  
 Digestive System  
 Heart Case (Rib cage/Internal shell)  
 Lower Body (Includes hips and both legs)  
 Neck (Includes Throat)  
 Resonating Cavity (Vocal Amplifier)  
 Respiratory Organ w/Bronchial tube (left or right; and/or gills)  
 Squeeze Sac (for poison, ink, etc.) w/Transverse Tube  
 Swim Bladder (Holds air for buoyancy)  
 Vocal chords  
SENSORY REPOSITORY (HEAD)
 Ear (Left or right)  
 Eye  
 Forehead (Includes partial brain replacement)  
 Full Brain Replacement  
 Mouth  
 Olfactory Sense  
 Partial Brain Replacement  
 Parietal Patch  
 Resonating Cavity (Environmental Vibrations and Olfactory Amplifier providing 3D environmental awareness as a sixth sense)  
SYSTEMIC ALTERATIONS
 Circulatory System (Including Heart)  
 Cyber implant (Requires flesh to which to attach)  
 Exoskeleton (Replaces Skin)  
 Immune System  
 Nervous System  
 Skeleton (No pro-rating)  
 Skin (Replaces exoskeleton)  
 Spine  
GENERAL ALTERATIONS
 Ability Enhanced Robotic Part (Up to 1 magnitude above unit's original ability.)----
 Automation (total cost x 3)  
 Magnified Robotic Part  
 Subdermalize Gadget (surgery cost x 2)  
IMPLANTS
 Anti-Shock  
 Biocomp  
 Gelled Concealment Pouch (Requires flesh to which to attach)  

Enhancements

Following is a list of alter special abilities that can replace other special abilities.

Agitator (Mental or Physical)
Range: 5 spaces
Usage: 1/turn
Duration: continuous
Resistance: STR
Cause objects to gain or lose heat energy and even cause molecules to lose cohesion with a critical success.

Sixth Sense (Mental or Physical)
Range: 10 spaces
Usage: 1/turn as a free action
Duration: Continuous
Resistance: None
You have something that allows you to perceive your entire surroundings in three dimensions without their being in your line of sight using one or more of your other senses, such as a hyped up sense of sound, smell, vibration or combination of senses. You are limited by the senses through which you detect the environment. For example, if you are able to detect your environment based on visual queues such as shadows and reflections, you cannot detect the presence and details of an object whose shadow and reflections you cannot see.

Shocker (Physical)
Range: 10 spaces
Usage: 1/turn
Duration: 1 turn
Resistance: STR
A shocker causes electricity to arc, overload or drain.

Barriermind (Mental)
Range: 5 space radius
Usage: 1/turn
Duration: Continuous
Resistance: none
A barriermind is a resistance check that allows you to block mental powers of any kind with a successful attempt.

Biokineticist (Mental or Physical)
Range: 3 spaces
Usage: 1/tun
Duration: Continuous
Resistance: none
A biokineticist causes the body to heal itself in very specific ways, even allowing it to regrow lost limbs as the Cleanse and Heal spells.

Mathemind (Mental)
Range: None
Usage: 1/turn
Duration: None
Resistance: None
Matheminds are autistics (or seers) who see the world through math. They can predict future events with astounding accuracy and solve any equation. Even human intentions are not beyond their sight. Unfortunately, they are often mute and slaves to ritual, becoming disturbed when ritual is broken. For this reason, they are most often brought up as monks at a temple where ritual is paramount or kept in hospitals where they can be looked after, but some who function on a higher level are able to travel about. They might still be mute and/or mildly disturbed by the changes going on around them, but they can interact with others and either communicate normally or with sign language or other means.

Telepath (Mental)
Range:
Usage:
Duration:
Resistance:
The telepath is able to reach out over distances in space to detect and communicate with those in need and read intentions. Female telepaths get a +10 bonus to their WIL score. Telepaths get the Telepathy spell for free as a special ability. They can also use the ability as an Offensive Strike spell.

Shapeshifter (Physical)
Range:
Usage:
Duration:
Resistance:
Shapeshifters cause their bodies to Transform according to the spell, growing hair and changing form to become anything they choose. They cannot use Transform on any subject other than their self.

Animal Whisperer (Mental)
Range:
Usage:
Duration:
Resistance:
Animal Whisperer can Summon and command animals.

Speaker for the Dead (Mental)
Range:
Usage:
Duration:
Resistance:
Speakers for the Dead temporarily resurrect the dead for 2 rounds per level and can only Summon ghosts. (They must choose which. They can acquire it a second time to receive the other ability.) Once resurrected and the time has expired, the dead person/creature cannot be resurrected again by anyone.

Spirit Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Spirit Walkers can astral project as a Divination spell.

Telekineticist (Mental)
Range:
Usage:
Duration:
Resistance:
Telekineticists use Hinder, Transport, Offensive Strike, Protection, Repel and Telekinesis spells. They can transport themselves or others. Untrained characters can only perform one of the spells.

Hallucinogenicist (Mental)
Range:
Usage:
Duration:
Resistance:
Hallucinogenicists use the Illusion spell and can imprint into the minds of others images of things the hullucinogenicist is seeing or has seen. Untrained characters only know how to implant images into the other person’s mind based on what the hallucinogenicist has seen.

Plant Controller (Mental)
Range:
Usage:
Duration:
Resistance:
Plant controllers use the Entangle and Offensive strike spells.

Purifier (Mental)
Range:
Usage:
Duration:
Resistance:
Can separate gasses and liquids, allowing them to start fires with a spark, cause suffocation, alter chemical compositions, purify water, etc.

Timewalker (Mental)
Range:
Usage:
Duration:
Resistance:
Timewalkers are bonded to their time of origin and can only transfer themselves and cannot affect the timeline. They are merely observers. They cannot go forward in time, as time is described as a weaving tapestry. What has not been weaved cannot be made weaved before its time. Once weaved, it cannot be sundered. They cannot affect their home era’s future by going into the past.

Storm Mason (Mental)
Range:
Usage:
Duration:
Resistance:

Hulk (Physical)
Range:
Usage:
Duration:
Resistance:
Strong man.

Speedster (Physical)
Range:
Usage:
Duration:
Resistance:

Starchild (Mental)
Range:
Usage:
Duration:
Resistance:
Travels the stars.

Dream Symbiont (Mental)
Range: Unlimited (See description)
Usage:
Duration:
Resistance:
Able, in their own dreams, to enter the mind of another in any time or place in the universe. They are able to access that person's deeply felt memories, feelings and act with their deeply ingrained responses. All other thoughts and feelings belong to the dreamer. As long as the dream symbiont is attempting to make contact with a particular individual any place in the universe, the subject may make room for the dream symbiont to enter into them if they are aware of the symbionts attempt to do so. Otherwise, dream symbiosis is completely random and the dream symbiont has no control over it.

Randomized dreams are usually within d100 AU's in space, though can be as much as d00 years out of sink or within d00 years of the end of a civilization in the past or beginning of a civilization in the future. Once a connection is made, the dream symbiont may make a connection with the subject again more easily. For this reason, uncontrolled dreams often drift back to someone they have connected with before.

If the host dies, the dream symbiont dies if still connected.

Dream Walker
Range:
Usage:
Duration:
Resistance:
Enters the dreamworld and can control, not only their own dreams, but the dreams of others. In these dreams, the dream walker can be anything they want and have any weapon they want. Anyone they kill in the dream dies in reality. When facing someone who takes control of their own dream, (They do not have to be a dream walker,) opposed checks must be made for control of the dream.

Infravision (Physical)
Range:
Usage:
Duration:
Resistance:

Shadow Vision (Mental or Physical)
Range:
Usage:
Duration:
Resistance:

Night Vision (Physical)
Range:
Usage:
Duration:
Resistance:

X-Ray Vision (Physical)
Range:
Usage:
Duration:
Resistance:

Gravitationist (Mental)
Range:
Usage:
Duration:
Resistance:

Photokineticist (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
A photokineticist (or Light Warden)

Sound Imitation (Physical)
Range:
Usage:
Duration:
Resistance:

Siren (Physical)
Range:
Usage:
Duration:
Resistance:
A siren (or screamer)

Phase Stepper (Mental)
Range:
Usage:
Duration:
Resistance:
Can step out of phase to become invisible and walk through walls.

Immunity (Physical)
Range:
Usage:
Duration:
Resistance:
Immune to diseases, radiation and poisonous liquids and gasses.

Densify (Physical)
Range:
Usage:
Duration:
Resistance:
Can harden their skin to become damage-resistant.

Life Leech (Mental)
Range:
Usage:
Duration:
Resistance:
Able to leach the life force from a person through emotion, the most powerful of which is through fear or seduction, though the Life Leech will likely choose the means through which they are most comfortable and capable. Coupled with empathy, this special ability can be extremely effective.

Influence (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
Through voice, pheromone, empathic projection or other means, cause someone to believe what you want them to believe as long as they can hear your voice, smell the smell, etc., causing paralysis, suffocation, intimidation, amnesia, walking past them without detection, or any other effect the user chooses. The person is able to perform the Charm spell and Aid spells.

Robots

All non-A.I. computers and robots get the following adjustments:
» Display monitor.
» WIL equals Programmer's computer skill score.
» LOG 80. Cannot perform LOG checks. (Unless full A.I. program. Use program skill checks instead.)
» Get a number of skill levels equal to 1/100 computer cost.
» Speaks basic binary.

Computers and robots cannot perform supernatural powers without being imbued.

ANDROID/SYNTHOID
Synthoids and androids are robots designed to interact with and serve humans. They have no self-determination. The only difference between androids and synthoids is that synthoids have synthetic exteriors meant to superficially mimic the base race's flesh, while androids have simply plastic or metallic shells in mere approximation to the base race's features.

» Level 5 computer
» Choose race. Record physical racial bonuses as normal (STR/DEX).
» STR is Mag +1
» +20 DEX
» LOG 40 (80 related to functions)
» PER 55
» Speaks tradespeak and racial language

DRONE
Drones are flying craft about a meter long. They are usually used for combat, security and reconnaissance.

» Level 3 computer
» LOG 20 (90 related to functions)

REPLICANT
Sentient robotic replication of an existing character race. Sapient robotic replicants are subject to invasive programming. They must make a WIL check versus the invading program. If they fail, the program succeeds in its task. Replicant flesh so closely approximates human tissue, that it is virtually indistinguishable except under a microscope.

» Level 6 computer
» Choose race. Record racial stats and features as normal.
» STR is MAG 3
» +20 DEX

SENTRY
Built for security, a sentry is meant to appear imposing. It can be instructed to stand guard, to respond to intruders, or to guard an asset, such as a person.

» Racial subsize +1
» Level 3 computer
» STR 65 (MAG 3)
» DEX 50
» LOG 20 (90 related to functions)
» PER 20
» Speaks tradespeak and racial language

STANDARD
These are robots with bodies roughly reminiscent of the base species they are built for. Their purpose usually serves for assistance or security.

» Racial subsize -1
» Level 4 computer
» Dual-track or legs
» STR equals subsize x 30 (Normal)
» DEX 40 (80 manual)
» LOG 40 (80 related to functions)
» PER 30
» Speaks racial language

TOOLBOT
These strictly functional rolling toolboxes have no dexterous or anthropomorphic body shapes. They carry a variety of tools and may perform a variety of tasks as instructed. Though initially outfitted with Level 3 computers, they are often outfitted with higher level computers for higher functionality and self-determination.

» Level 3 computer
» STR equals subsize x 30 (Normal)
» DEX 30 (80 manual)
» LOG 30 (90 related to functions)

Functions

Whatever task the robot or ship is designed to do, this is its function. A function is equivalent to a skill. A function is a collection of programs and/or structural mechanics that operate together to help the robot or vehicle perform its duties.

Fully autonomous robots can be given functions equal to normal skills. All other robots can work up to the level of the function, but require a controller or pilot. Vehicle functions are all passive and must be activated by the pilot character or command station and are limited by the vehicle's type.

Skills can be programmed as functions or constructed, so that a robot or vehicle can perform all the duties of that skill within its capabilities, limited by its STR, DEX, LOG, limbs and propulsion. If the robot or vehicle has a pilot, use the success score of whichever is lower. If the robot or vehicle has a computer brain that works in tandem with its pilot, use whichever score is higher with a +20 skill lending bonus. Remotely piloted robots and vehicles act as without a computer brain, even if it has one.

Robots and vehicles cannot use functions they do not have, including deception or enforcer weapon functions. The tools (such as weapons) are not automatically included, but may be added for 200 x vehicle size credits for the tool mounting plus the tool cost. Functions requiring tools must have the proper tool or toolkit available and cannot be used by non-autonomous vehicles. Non-autonomous vehicles are limited by their shape and standard abilities.

* Non-autonomous vehicles are vehicles without the “semi-autonomous” or “autonomous” (a.k.a, “fully autonomous”) designations. Semi-autonomous and fully autonomous vehicles and robots have robotic parts. Non-autonomous vehicles do not, but may be equipped with automated parts, such as firing systems and the like.

Power Requirements

Robotic components requires power to operate. Unless they also have a central power source attached or implanted, the robotic component would rely upon bio-electric and solar power. If used for any dramatic purpose, (except firing a propelled bullet) the power would quickly be drained. In other words, treat cybernetics like robotics. You need a battery to operate greater than human potential.

If it operates at general mechanical efficiency, there is no drain. But if it performs super-human feats, it drains a number of units of energy (eu) with a trade-off of 10 to 1, round up. So, if you use up to +10 STR, you drain 1eu. If you roll up to +1D damage, you drain 1eu. Otherwise, it temporarily drains your STR directly 1 for 1. If you reach "0" temporary STR, you go unconscious

Power Batteries

Batteries and gel battery packs are gauged by the size of the unit to which they attach. You get 1eu per subsize and 10eu per size category. The cost is equal to 100 x size.

Null

.

1.3: Subsize

All player characters are created on size scale 2, because any taller and they're just not welcome, (GM may use further size rules in 3.2: NPC and Creature Creation,) but may be one of the subsizes below based on its race and random determination. Roll the unit's STR on the table below, based on its size in relation to humans (Subsize 4) and record the result. Then determine its MOV and Travel rate according to its race or GM approval.

 Subsize
 (Approx.) 
 STR 
 Roll 
 
 Bonus 
 1 Small (1’3”+)   1D   +10 
 2 Diminutive (2’6”+)   2D   +20 
 3 Short (3’9”+)   3D   +30 
 4 Average (5’+)   4D   +40 
 5 Tall (6'3"+)   5D   +50 
 6 Very Tall (7'6"+)   6D   +60 
 7 Large (8'9"+)   7D   +70 
 8 Very Large (10'+)   8D   +80 
 9 Huge (11'3"+)   9D   +90 
    Example: Holga is a size 2.3 dwarf. Jim rolls 3D, getting 20 and adds 30 for a total of 50, Adding her +20 racial STR bonus, her STR is now 70 and MOV is 6.

 

GM's Option

The GM may provide random size variance at the player's request by rolling 1D and checking the following table.

 Roll   Subsize 
 Modifier 
  1       -2 
 2-3       -1 
 4-7        0 
 8-9       +1 
 10       +2 

1.4: Skills and Functions

The stand-alone word, “level”, refers to the level of the skill in question. The associated ability score is listed in parentheses next to the name of the skill. This means to apply half the listed attribute and add the skill level times ten. (Level x 10 + ½ABI)

All characters possess fundamental training in computer use and in driving ground and hover cars and bikes unless their character concept, race or the GM restricts it.

Subskills

To offset a skill you have levels in, you may learn a single subskill from another skill. This costs 1 DP for a non-leveling subskill, or 3 DP for a subskill that levels with the skill.

Fantasy Skills

Changed Fantasy Skills

The following skills have been updated. Changes in bold italics.

Cleric (WIL)

» Pray for Truth – once per session, you may ask the GM one question for which the GM must tell you the truth, saying, “This is what YES has said...” It may also be a riddle or prophecy as long as it is the truth. A failure means he receives no message. A critical failure means the character deceives their self and the GM gives them a wrong message that the character believes. A critical success means the GM provides no ambiguity.
» Miracles - each cleric level choose one of following spells bestowed upon you by your deity: aid, cleanse, dispel, heal (double usage), protection, or repel. May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster. If primary skill, gain 1 extra miracle at ever other level after the first. At sixth level, you may permanently lose 10 STR to perform any miracle you request of your deity (including those not listed,) according to its will, subject to GM approval.

Enchanter (LOG)

» Alchemy - create magical potions providing a specified magical effect. It takes hours to days to create potions, see pg. 37. Requires alchemist kit. Only enchanters can charge objects. They use enchanted ointments to cause additional magical damage or change the nature of the weapon. (Such as charging a sword with an entangle ointment to turn it into a bladed whip.) Any weapon can be charged (arrow, bolt, sword, fist, etc.), and the effect will be unleashed on the next successful attack (in addition to the weapon’s normal damage).
» Enchantment - imbue magic items with spells or abilities. It takes days to weeks to create enchanted items. See pg. 35. Learn one enchantment spell per level or two spells per level if primary.

Leader (WIL)

» Leader - attract followers for a specific mission. At leader level 3 attract 1D/2 followers, at leader level 4 attract 1D, at leader level 5 attract 2D, and at leader level 6 attract entire armies. Double followers attracted if primary.

Scholar (LOG)

» High Scholar - each even scholar level choose a career path and gain +10 to skill checks involving that path; jewelry, trader, librarian, fortune teller, historian, heraldry, administrator, or other paths allowed by the GM. Choose a career path every scholar level if primary.

Scout

» Navigation - know which way is north, determine location on a known map, decipher maps, create maps, etc. If primary skill, roll twice and choose which result to keep.

Spellcaster (LOG)

» Low Wizardry - allows you to perform any one of the following: Create a 5-space per level globe of light; create an audible illusion; create a small obviously magical illusory visual effect; cause small objects to perform their tasks - such as mops, brooms, dishes etc.; enhance the volume and impressiveness of your voice or the voice of another within 5 spaces per level; mend small rips/tears in common items; other simple/minor wizardry tasks the GM allows. No skill check required.

Thief (DEX)

» Sleight of Hand - pick pockets, palm objects, etc. If primary skill, roll twice and choose which result to keep.
» Stealth. ...A unit gets +5 to stealth checks for every 5 subsizes down it is from those it is hiding from, and -5 for every 5 subsizes up it is. A unit gets +5 for every 5 subsizes down it is when performing perception checks to discover larger units, or -5 for every 5 subsizes up it is when performing perception checks to discover smaller units.

Warrior (STR/DEX)

» Primary Specialization - if warrior is your primary skill, choose a weapon. You get +5 to attack and to damage when using that weapon.

New Fantasy Skills

Marksman (DEX)

Accurate and smoking fast with a ranged weapon. Add skill level to damage. Cannot be used unskilled.

» Dead eye – ranged weapons such as bows, crossbows, slings, hurled knives, spears, etc. Add skill level to damage.

    » Ranged Mastery - you increase the maximum range of your long ranged weapon shots by Warrior level in spaces.
    » Precise Shot - you are so good at placing your shots, you can target weak points in the armor of your opponent, negating their DR up to half-warrior level (minimum of 1) on a successful shot.
    » Rapid Shot - you are such a rapid shot with short ranged weapons that if you successfully hit a target in the first shot, you may immediately make a second shot on the same target or an adjacent target (no more than half skill level (round up) spaces away from original target) with no penalty and does not count toward multiple-action penalties.
    » Throwing Mastery - you are so good with hand-eye coordination that you may choose instead to disarm an opponent or otherwise inflict another condition on them (knock them prone or daze them with a head shot) when throwing objects with or without damage.
    » Winging Shot - on a critical success, you can choose to wing the target instead of doing damage, thereby inflicting a Slowed condition on the target until healed.
    » Trick Shot - shoot tiny objects, such as flipped coins, ropes, cigarettes and belt buckles with behind-the-back shots. As long as you declare a focal point, you do not have to roll for success. (It is considered automatic.) Or you may shoot a predictable moving focal point (such as a flipped coin) with an action check.

» Provoke - Through some form of character development, (feigned ineptitude, superciliousness, disrespect, obfuscation, false humility, arrogance, etc.) inspire another character to become so riled that they challenge you to a duel one-on-one. (Only possible with those who are normally willing.)
» Quick Draw - If you have at least one slinger level and wearing a holster and pistol or knife, you cannot be surprised.
» Steel Resolve - Resist intimidation and distraction.

Mystic (WIL)

Use meditation and other techniques to merge and transcend mind, body and spirit.

» Controlled Fall (ignore damage from falls of a number of spaces up to one tenth his DEX score plus Monk skill level.)
» Purity (may use his WIL score or Monk score to resist poison, environmental effects, charm, mental attack, intimidation, illusion and fear.)
» Steel Body (natural DR2 x monk level. Use of armor negates all the special abilities associated with the monk skill.)
» Swiftness (add his monk level to his MOV rate.)
» Transcendence (may use ½ his WIL score as the base ability score for actions performed under another skill.)

Industrial Age Skills

Following are skills for an industrial age setting.

Boomer (LOG)

Demolitionist, bomber, wrecker, saboteur. A roll of 99 means adios amigo. Cannot be used unskilled.

» Control Devastation - Analyze and determine the weak points, funnel points, indestructible points, maximize effectiveness, blast radius and minimum safe distance, cause no casualties, how to keep something standing after an explosion, and how to demolish it completely.
» Timing - Create and activate or deactivate any type of timing mechanism made from simple parts. Choose the precise moment to detonate explosives.
» Launch - Cause rockets to launch or launch other objects into the air with well-placed or sustained explosions.
» Pyrotechnics - Produce fireworks effects and make your destruction look more dramatic. Produce bombs and fireworks that others can use.

Artificer (LOG)

Inventor, builder, engineer. Builds fantastic clockwork contraptions and strange mechanical devices. Cannot be used unskilled.

» Build/Repair/Modify Contraption - Build clockwork contraptions. (Similar to making an enchanted object.) Alter known contraption at half cost and half the time of building a contraption.
» Identify Contraption - Identify a device's primary function, make, model or find clues to its design and maker in 1D minutes if it isn't plainly obvious.
» Jury Rig - Kit bash a one shot contraption in 1D minutes from parts on hand that can mimic any minor or moderate spell effect a similar level spell user could produce.
» Technobabble - Confuse, bluff or distract a listener. Listener may perform opposed WIL check or opposed skilled Artificer skill check. Listener is transfixed for 1D rounds per level, after which the listener gives up trying to understand.

Brute (STR)

Boxer, bruiser, brawler, bouncer, "big guy". Also wrestler. Specializes in barehanded combat and heavy lifting. Cannot be used unskilled.

» Epic Smash - Perform a devastating blow that breaks down a barrier or knocks up to 5 opponents prone.
» Epic Hoist - Lift or hold back an extremely heavy object that would crush a normal person.
» Shake it Off – Postpone one condition per encounter until the end of the encounter.
» Unarmed combat - use your body as a weapon. Add skill level to damage. You may attempt any of the following actions unarmed or with brass knuckles or fist roll.

    » Block – You may choose to use your STR, DEX or skill level to physical resistance checks against unarmed attacks.
    » Immobilize – from first level on, you may make it impossible for your opponent to move with a grapple check. Only when you fail your grapple check can the opponent make an attempt to break free. No other actions may be attempted while immobilizing except to render unconscious with 3 successful checks in a row.
    » Stunning Blow – from second level on, you may choose to do just 1 point of damage to stun your opponent. Your opponent gets -20 on all actions this turn.
    » Quick Strike – from third level on, you may sacrifice all other actions this turn to strike first unarmed. (When facing off against another opponent with quick strike, INIT still applies.)
    » Shocking Blow – from fourth level on, you may cause internal damage. Takes an extra 1D/2 days to recover.
    » Fists of Fury – from fifth level on, your extra attack penalties are reduced to cumulative -10 per attack.
    » K/O – At sixth level, you may attempt to knock your opponent out with a single punch. You cannot perform any other attacks or resistance checks that round. A roll of 00 may be a killing blow.

Shark (WIL)

Politician, grifter, gambler, salesman, fence, face, representative spokesperson, negotiator.

» Charming - Able to charm the rattle off a rattlesnake. Able to cut or heal breeches with a few carefully chosen and deftly spoken words.
» Gamble - Proficient at every form of gambling and game of chance.
» Negotiation - Able to handle and grow significant finances, negotiate contracts, and haggle with the best to their own favor. Barter for hostages, special favors, better prices, etc.
» Slippery - Fast talks out of bad messes and has an exit plan and knows where the exits are.

Martial Weapons Expert (STR)

This skill represents training or experience as a mercenary, soldier, warrior, knight, etc. Use your STR score for melee (including unarmed combat) and your DEX score for ranged weapons. Cannot be used unskilled.

» Berserk – you may get a 5% chance per level to go Berserk that turn. If successful, you can only use one type of attack that turn and you receive no penalty for your next attack and only -10 for each additional attack after that.
» Intimidate – you may use your martial weapons expert skill, WIL or STR score for a persuasion attempt.
» Melee Combat – fighting blades, crushing weapons, etc. Add skill level to damage. You may attempt one of the following actions at a time with melee weapons.

    » Parry – you get DR1 for each weapon and/or shield in hand.
    » Shield Bump – from first level on, if you have a shield in hand, you may move an opponent (your size or smaller) back 1 space and knock them prone.
    » Multi-Weapon Fighting – from second level on, you get +10 to attack for each extra weapon in hand. (One weapon per hand.)
    » Feint – from third level on, you may provoke your opponent, as a free action, to perform a resistance check. If they do, then you may perform an attack action from which they cannot defend.
    » Riposte – from fourth level on, when an opponent attacks you in your frontal region, you may attempt an attack of opportunity. (The player must describe the action.) Unless the attacker has prepared a defense against riposte, the riposte succeeds with a successful skill check as a free action. If attacked from behind, instead, you may do this, but sacrifice your first action on the next turn. You may also defend against riposte with a prepared action rolled before your attack.
    » Skewer/shatter – from fifth level on, you may attempt to run an opponent of a certain size through with a single sword strike or shatter bones with a crushing weapon, depending on the following STR requirement: Large 80, Medium 60, Diminutive 40, Small 20, Tiny 10. The weapon does full damage. Armor DR does not apply.
    » Sunder/Splatter – At sixth level, you may attempt to sunder with a blade or splatter with a crushing weapon an opponent of a certain size with a single blow, according to your STR: Large 100, Medium 80, Diminutive 60, Small 40, Tiny 20. (Weapon subject to GM approval.) This is an instant kill from which the opponent cannot recover or be resurrected by a non-deity. Situational modifiers may apply.

» Quick Recovery - You may get the +5 BP recovery once before an encounter ends or after recovering 1BP from near death, instead of after the encounter.

Modern Skills

Skills List

Use the BBF rules to create Commanders (Leaders), Scholars, Enforcers (Warriors), and Search and Rescues (Scouts). Clerics, Enchanters and Spellcasters cannot be used unless you include a fantasy element. Following are new skills and adjustments to BBF skills.

Spell-using classes cannot be used unless you include a fantasy element.

Ace (DEX)

Any character can acquire a license to drive or fly any particular vehicle, (See Licensing and Certification in the Equipment List,) but a skilled pilot specializes in performing feats of extreme skill with vehicles that no unskilled operator can. Each time you take this skill, you may certify for one of the following categories: 2- or 3-wheel/fan ground and hover vehicles; 4-wheel/fan ground and hover vehicles; ground and hover transports; non-ramjet atmospheric VTOL vehicles; prop, ramjet and Size 2 to 3 transatmospheric vehicles; Size 4 or larger space vehicles.

» Defensive Maneuvers - Avoid or minimize damage from strafing fire, collisions and missiles.
» Reverse Fortunes - Opposed check allows you to turn the tables, turning the pursuer into the pursued. A failed check generates an attack of opportunity for your opponent.
» Strafe - Unload ammunition of onboard forward firing weapons to increase attack success for dogfights and strafing.
» Stunt - Able to perform fantastic feats with the vehicle that no normal pilot could pull off.

Infiltrator (DEX)

Deceive, pick pockets, pick locks, access restricted areas, hack computers, disable security.

» Deception - lie convincingly, forge documents, disguise, impersonate, etc. May require con kit.
» Security Systems - identify or disarm security, perform small mechanical repairs, access secure networks, etc. Requires tech kit.
» Sleight of Hand - pick pockets, palm objects, etc.
» Stealth - remain unseen and unheard. Gain +5 per thief level to hit and damage if attacking from stealth.

Inquisitor (LOG)

Insurance investigator, police detective, private investigator, archaeologist.

» Deduce - Make connections that most would miss due to careful training, brilliant logic and a strong gut instinct.
» Network - Has informants and connections in high places. At level 3, acquire 1D/2 connections, at level 4, acquire 1D, at level 5, acquire 2D, and at level 6 acquire connections to organizational leaders (such as world leaders) available to the character.
» Question - Interrogate suspects, interview witnesses, ply the unwitting, torture for information, etc.
» Sharp Eye - Able to find things in places most people would not look and catch details others miss, such as body language, tells and information queues regarding unspoken details.

Doctor/Specialist (LOG)

You are able to find the answers to difficult questions and make leaps of understanding where there is limited knowledge. Use your extensive knowledge to reduce effects and correct the causes of damage. Each time you take this skill, you may choose a field: astrophysics, civil, geological, mechanical, medicine, programming, psychology, or tech (computer technology). Those of levels 1 to 2 are known as "Assistants". ("Tech assistant", "medical assistant") Those of levels 3-4 are known as "administrators". ("Mechanical administrator", "Programming administrator") For levels 5 or higher, record the field as your skill in association with "Specialist" or "Doctor of". (e.g., "tech specialist" or "Doctor of astrophysics".) You may perform minor tasks from another profession in the list only as they affect the performance of your job. You may perform the following in the order listed:

» Administer - inject solutions, apply remedies, disinfect, halt progress, decontaminate, neutralize, reduce effect, stabilize. With a science or tech kit (field of study), you may delay and ease effects until obtaining proper equipment.
» Solve - use your extensive knowledge of your field of study to figure out how to deal with a condition or anomaly, or even to create. Probe, investigate problems, perform diagnostics using devices related to your field of study, take and analyze samples, record information, explore, research, gauge, give prognosis, solve problems beyond previously known science.

    » Diagnose (Roll your skill. A success means you identify the illness. If the check fails, you may attempt Scientific Method. If a critical success, the condition is resolved easily without another roll. If a critical failure, you do not know what it is and have no idea how to approach the problem to find a solution; you may then attempt an educated guess.)
    » Scientific method (When resolving an anomaly for your field of study (such as illness or deadly space mist) that a diagnoses failed to recognize, careful study is needed. A critical success means you resolve it right away with an easily applied solution that gains you accolades in your field. A critical failure means you cannot find a cure, but you may lend your skill to another character skilled in the same science category to help find a solution. You may still perform an educated guess to try to resolve the problem.)
    » Educated guess (When all else fails, guess. If a critical failure has impeded you or time is not on your side, you may seek an answer at the risk of causing untold damage to others and you reputation. A success means that you find the solution. A critical success means that you also receive accolades in your field. A simple failure can cause deaths or set you back 1D/2 days. A critical failure can have disastrous and far-reaching consequences.)

» Contain - in the event that an anomaly cannot be immediately resolved, or to control an experiment, the character taking the lead in addressing the effect may arrest the progress of an effect as it affects your field of study with authority that supersedes all other authority, and keep it isolated from affecting any further damage or influence, such as a quarantine. (This includes ship’s head doctor ordering crew, even Captains and Admirals, to their quarters.) Problems with an inexorable, set course cannot be halted, but may be cordoned off and let run their course.)
» Generate/Repair/Alter - use known science to perform corrective procedures, invasive repair, mend damage, make alterations, bypass, or simply construct. You may do this whenever dealing with a problem for which there is a known solution within your field of study. (A known solution may present itself in the Solve process.) You have abilities equal to spells relative to your field of study. You may use them as their usage allows toward your particular field of study, one situation at a time, with proper facilities, except that 1 turn equals 1 day. (Subject to GM approval and GM modifications.)

Science Fiction Skills

Skills List

Spell-using classes cannot be used unless you include a fantasy element.

Alter Prime (LOG)

A prime (psionicist) is able to enhance the alter powers they already have. They cannot acquire alter powers they do not already possess.

» Add the skill level to the alter ability's score.
»
»
»

Functions

All non-A.I. of level 4 or higher get the following minor functions standard:

» Voice control

ROBOT FUNCTIONS

VEHICLE FUNCTIONS

1.5: Spells

Spell Rule Changes

The spell's user determines how the spell looks and interacts with the environment. (e.g., fire, ice balls, eldritch force, exploding bubbles, swarm of locusts, rainbows, etc. Remember, effects such as fire will cause things like wood to catch on fire.) However, they must choose the effect of offensive strike when they take the spell. They can take offensive strike multiple times as long as the spell is different each time.

New Spell Rules

Multi-Spell Casting

You may mix any number of spell actions together in a single spell, called a multi-spell. Use the lowest success rate of the spells cast with the penalty of the last spell cast for the multi-spell. The benefit is that you roll once to get multiple effects and the higher your skill level or more time spent, the more spells you can join. But the resulting effects must be related. Each spell lent to the multi-spell still counts as an action.

You could choose to adjust when the spell concludes. You can do it quickly with time penalties, as in a single turn, or you can take a number of turns equal to the number of spells used in the multi-spell for no penalty. You may not perform any other actions while carrying out a multi-spell.

For instance, during battle, if one wants to create a vine that Entangles and produces thorn spikes that do Offensive Strike damage in the same turn, they would get an additional -20 to their success rate. Or they could take 2 turns to cast it without penalty. Though rare, if one wants to join four spells together instead, then they would get an additional -60 to their success rate if cast in the same turn, or no penalty if cast in four turns. (If cast in 3 turns instead, then take a -20 penalty. -40 if cast in 2 turns.)

Spell List

Updates have been made to some of the BareBones Fantasy spells (Changes in bold italics):

Heal

Range: Special
Effect:
Heal 2D per level to a single target or divided among a group (healing decided by caster) each day. The spell user gets -5 to success for every space away from the furthest target being healed. The healing can be broken up into multiple smaller heals. For instance, at level 3 the spell user would have 6D to use in a day. If he heals a character 2D after an encounter he can save the remaining 4D for another encounter that same day. He may opt to take a -10 to success in order to heal an automatic 5 BP per die, or -20 to heal an automatic 10 BP per die. At spellcaster level 6 the spellcaster can cast this spell on himself or a willing target to grant the ability to regenerate all lost body points at a rate of 1 BP per minute. The spell may be permanent if the spell user loses 10 points of STR permanently.

Leach Life

Range: Special
Usage: Unlimited
Duration: 1 hour
Resistance: WIL

Effect: The user drains a number of STR from their opponent(s) equal to their skill level to gain a temporary STR advantage equal to the STR drained.

Offensive Strike

Usage: Once per turn
Effect:
Causes damage equal to 1D +1D per spell level divided between opponents in a cone or area around the spell's user. Non-magical armor has no effect.

Repel

Effect: Drives back 1D+spellcaster level enemies whose ranks are equal to or less than spellcaster level, forcing them at least 5 spaces + spellcaster level away from the caster. If the rank of a repelled enemy is less than half the spellcaster level, they may be destroyed (caster’s choice). If the rank of an enemy is more than the spellcaster level, the enemy is unaffected. At time of casting the spellcaster must specify what is repelled. This can be specific creatures (kobolds, goblins, humans, etc.), specific natures (all evil creatures), all summoned creatures (those called forth by use of the Summon spell), etc. Creatures not specified are unaffected.

Shadowstep

Range: Special
Usage: Unlimited
Duration: Instant
Resistance: WIL

Effect: if concealing shadows are present, a successful use of Stealth results in a limited Transport Effect enabling the user to teleport to another shadow within 5 Spaces per level.

Telepathy

Range: Special
Usage: Unlimited
Duration: Continuous
Resistance: WIL

Effect: You may read the minds of others at first level with touch. At second level, you may read one’s mind without touch within 1 space, or communicate with touch. At third level, you may begin communicating with another without touch a number of spaces equal to your skill level. Receive skill-lending bonus acquired through telepathy.

1.6: Equipment

Tech Level

The GM determines the maximum tech level of the campaign and how available each level of tech is in the campaign. The following are the available tech levels. From 5th to 9th will tend to be a relatively brief period, but a civilization could easily be restricted to slow growth by any number of factors.

1. Stone -
2. Metal - Choose what level of metallurgy is available: gold, silver, copper, bronze iron, steel, or elemental compounds. Each can exist with out the advent of complex machinery.
3. Gunpowder - This includes the advent of napalm.
4. Gear
5. Steam
6. Electrical (Automation)
7. Nuclear
8. Robotic
9. Warp

Biotech Level

A culture may develop either ignorant or abhorrent of stone working and metallurgy, in which case their science will be completely dependent upon organisms. Genetic manipulation becomes the core of their science and has a fundamental impact upon their society, customs and religion. Following are the developmental levels of genetics:

1. Plant Grafting
2. Cross-breeding
3. Cross-pollination
4. Chemical Influence
5. Transplantation
6. Genetic manipulation
7. Cloning
8. Bioremediation
9. Terraforming

Religion or social stigma may restrict certain aspects of biotech, such as repulsion at the use of living beings or their remains, obsession with the use of living beings and/or their remains, and even restrictions against a particular variety of living beings, remains or plants.

Size Cost Adjustments

Equipment after character generation costs double for each subsize up from 4 and is halved for each subsize down from 4, and multiplied by 10 for every full size scale up and divided by 10 for every full size scale down.

Benefactor(s)

You may seek the backing of a wealthy benefactor. This will require an opposed scholar skill check. If successful, role percentile dice and multiply the result by a thousand. This will be the money provided by the Benefactor. You may need the backing of multiple benefactors.

Equipment List (Extended)

Flex Suit - A form-fitting suit with diodes storing body energy to send mild impulses to the muscles in response to muscle movement in order to increase speed. Provides +10 DEX and doubles the natural STR modifier. 210,650 Cr.

Electrolyzing Rebreather
This rebreather is compact and uses electrolysis to take breathable elements out of the environment, one's own exhalations, or a supply hose to provide breathable air. Unwanted gases are expelled through the exhaust filter. With it a person can even breathe in water or a dense atmosphere. 28,900 Cr

Liquid Jumper Vat/Shower
Liquid jumpers are universal equipment for ship's crew. They provide warmth in cool atmospheres and stay cool in the heat. What makes liquid jumpers unique is the suit's ability to heal themselves due to their unique non-Newtonian liquid polymer. In fact, to dawn the suit, one must enter a vat of the polymer in their undergarments (Optional, but recommended to conceal taboo regions,) and then walk out. To remove it, they simply shower in a special de-bonding agent designed to break down the polymer. Then it gets recycled to the vats. The polymer protects against stellar radiation, intense heat and sharp objects one might contact in standard working conditions with a standard 1 DR and DR 8 vs. fire and electrical damage. A vat holds 5,000 fluid ounces. One Liquid Jumper Vat and Shower costs 12,800,000 Cr and includes installation and priming. The Non-Newtonian Liquid Polymer costs 2,000 Cr per fluid ounce. It takes around 200 fluid ounces to cover one adult male human. The De-bonding Agent costs 20,000 Cr a liter. It takes about 20 liters of de-bonding agent to free one adult male human from the polymer. Each time the de-bonding agent is used, 1 liter of de-bonding agent and 10 fluid ounces of polymer are used up. The vat separates the agent from the polymer and filters out foreign elements.

Thrust Pack
Equips on the back and the back of the legs with impulse pads. Impulse pads are flat quantum repulsion plates that focus the combustion of a fuel mixture injected from the sides, producing a blue-colored mild thrust flame. The plates remain cool with the help of a fan in the center of the pack so that they provide no discomfort to the wearer. The impulse pads on the calves are much slimmer and do not need cooling. This results in the character being able to run at twice their normal rate. It is common equipment for beat cops, foot soldiers and criminals. 820,000 Cr.

Universal Tool
A pocket knife with many other fold-out tools, including: metal file, universal screwdriver, universal wrench, vice pliers, extendable magnet, and mini-flashlight that shines up to 25 meters. 256 Cr.

VAC Bowl
A broad-view fishbowl helmet with auto-polarization, external speaker and life-support functionality designed to seal with liquid jumpers with a special forming gel, making the jumper fully EVA-capable. It can be worn over other head gear. Costs 312,000 Cr.

VAC Boots
Light-weight hard-shell boots with gel interiors designed to fit any size foot from size 2.2 to 2.7 and seal tightly to liquid jumpers. They cost 261,000 Cr a pair.

VAC Helmet (Small)
A form-fitting helmet with polarized face plate, external speaker, and life-support functionality designed to seal with liquid jumpers with a special forming gel, making the jumper fully EVA-capable. It cannot be worn over other head gear. HUD included. Costs 286,000 Cr.

Vector Visor
A solid visor with mini-cameras and digital display worn over the eyes that provides vectoring information about the best path to travel and to quickly identify when there is no path. It does not cover the head, but may be worn with other head gear sans visors and jaw protectors. It is used by law-enforcement professionals, foot soldiers, criminals, and anyone wearing a thrust suit. Replaces Scout roll with 90% when looking for pursuit and escape routes. The GM provides information as necessary. The visor also provides HUD support. Jaw protector and head strap provided, allowing the visor to raise up and to lower into place with the touch of a button. Good for 12 hours continuous use. Recharges in 1 hr. 345,000 Cr.

Assasin A-7 by David Ogilvie
 

Kits

CSI Kit
Box of 100 disposable gloves

Forger Kit
box of 100 disposable gloves

Geo Kit
Tackle box, box of 100 disposable gloves, 50' fabric twine, leather rolled scraping set (With whiffing brush, scraping pick, metal file, pressure-activated automated chisel, chisel set, ball-peen hammer and powered mini-fan), crowbar, 12 looped piles, rock pick, depth detector, sample sniffer, electronic micro-magnifier lens with 1200x zoom.

Mech Kit
Toolbox

Med Kit
Segmented case for supplies, box of 100 disposable gloves

Mountaineering Kit
Haul bag, gear sling, climbing helmet, rock pick, belay gloves, 3 belays, 2 harnesses, 2 rescue eight descenders, 2 slings, 2 ascenders, 50' dynamic cord, 50' static cord, 20' webbing strip, 11 carabiners, 5 dogbone webbings, 1 daisy chain, 20 universal cams, 2 cam axles. Fully equipped, mountaineering equipment provide -40 to stealth.

Survival Kit

Tech Kit
Strapped cargo bag, box of 100 disposable gloves, segmented case for bits and wires, computer interface device,

Thief Kit
Card spoofer, box of 100 disposable gloves, nycron rolled lock-pick set, 4D maglock decryption interface, fog-spray, frictionless skinsuit

Simple Computers

Level 1 computers hardwired for a specific unalterable purpose. They can be used for various tasks or scrapped for parts, but their programming and infrastructure cannot be altered without eliminating their functionality.

Holograph Wrist Communicator
A Level 2 computer worn on your wrist with holographic screen and HUD compatibility. As long as a digital signal can be received, it can facilitate 2D or 3D video. It can transmit 2D video from the watch's viewpoint. 150,000 Cr.

Simple Robots

Level 1 robots hardwired for a specific unalterable purpose. They can be used for various tasks or scrapped for parts, but their programming and infrastructure cannot be altered without eliminating their functionality.

Wide Field Recorder
A spherical first level robot that hovers and records all visual and audio activity in a 360 degree radius in 3D. It takes a standard 20 SEU clip and drains 1 SEU per hour. It comes with a carry bag, instructions and takes no skill to operate. The manufacturer is not responsible for damages and consequences of use. 342,000 Cr.

Reconnaissance Drone
A small cylindrical first level robot with expandable A-wing. It has the simple function of flying a perimeter set by the user and taking 3D images in a frequency set up the user. It has no stealth. It comes with instructions and takes no robot skill to operate. The manufacturer is not responsible for damages and consequences of use. 1,520,000 Cr.

Ballistic Hand Weapons

FAF-LX (Flux) Mark II - A 60mm fire and forget weapon using guided ammunition with a satellite link. The site links to satellite imagery and data in order that the shooter may identify a specific target from overhead, though out of visual range, up to 3.5 miles away. The satellite feeds the angle needed for the shot, then the special ammunition uses an initial 3/4 mile explosive round to launch it quickly toward its target. Then it ejects the ballistic shell covering its guidance rocket, which accelerates it up to 2.5 more miles. Just before it hits its target, it ejects the rocket casing and unfolds 4 spin fins that activate and guide the ammunition to its target in the last 1/4 mile. In the hands of a computer tech, the weapon has a 4 out of 5 kill ratio. 1,031,000 Cr.

"Chaser" (Ammo) - A robotic fire and forget gyrojet round that is quite slow compared to standard ammunition. So slow, in fact, that many try to outrun it, but rarely succeed. It exchanges straight-line accuracy for guided precision by locking on to the target's bio-signature. When the shell has secured an acceptable margin of error, it shoots an exploding bullet at the target, destroying the robot shell in the process. +30 to attack. 30,000 Cr per shell.

Beam Hand Weapons

Blaster
Blaster weapons fire a jet of compressed gas that is released into the firing chamber and ionized with a laser where some of the energy dissipates as heat and has a tendency to heat up the weapon. The resulting expansion causes the triggering mechanism to fire, releasing a blast of super-heated ionized gas in a brief quantum bonded state. The energy releases in a blue, green or red blast, depending on the gas used, even in the bright light of day. It even produces a shadow of the same color. The effect produces a sudden, loud, electronic-sounding squawk as the gas escapes the weapon and air replaces it. (If fired from a concealed location, the character's location is revealed through both sight and sound.) The effect can be unnerving. The resulting burst of gas, 3-10 ft in length, produces both kinetic and fire damage. The benefit of this weapon is that it can penetrate any defense except that which protects against both kinetic and fire damage, requiring expensive specialized defenses, which is why it is a favorite of police, militias, rebels and pirates. The blaster mag comes with both gas and energy of 10 SEU, or the extended mag of 30 SEU.

Blaster Pistol - The pistol is a little bulky, so it does not clear a holster quite quick enough, (-2 quickdraw,) but it packs a punch. 1d10/1 SEU 20/10/5- Costs 350 Cr.
Blaster Rifle - 1d10/SEU 20/10/5 +½ per SEU - Costs 500,000 Cr.
Blaster Mag - Costs 50,000 Cr.
Extended Blaster Mag - Costs 100,000 Cr.

Aerospace Vehicle Weapons

Weapons Table
Weapon Min Veh Size DMG DMG Mod Range (Hx/Sz)* Dmg Table Mod Restrictions Mass Ctr Avail Cost**
Laser Piston (LP) 1 5d10 0 6 0 FF, RD, PT 80kg I, II, III 1,500Cr
Dual Piston (DP) 6 5d10 +10 6 0 FF, RD, PT 110kg I, II 2,500Cr
Bolt Launcher (BL) 4 4d10 +20 5 +10 FF, RD, PT, LTD 140kg (100kg) I 3,000 Cr (3,000 Cr/2,000ct)
Plasma Bomb (PlB) 7 4d100 +50 0 -20 PT, LTD 1,000kg I 10,000Cr
Bomb Launcher 7 -- +10 0 +5 800kg I 5,000Cr
Mini-rockets 2 5d10 +20 5 -10 FF, PT, LTD 10kg I 150Cr
Infrared Missile 4 1d100 +30 6 *** FF, PT, LTD 100kg I 1,500Cr
Radar-guided Missile 4 1d100 +80 6 -20 FF, PT, LTD 100kg I, II 2,500Cr
Hard Lock Missile 6 1d100 +70 6 -20 FF, PT, LTD 130kg I, II 5,000Cr
Starburst 4 -- 6 -- -- vol: 1m3 II 1,000Cr
** Costs include installation
*** Automatic drive damage if hit: -thrust=damage/10 (round up).

FF = Forward Firing. Strictly unidirectional, requiring the whole unit to be aimed at the target.
PT = Player's Turn. Can only be played during the turn of the player operating the weapon.
RD = Range Diffusion. Accuracy reduced by 5 x range of target.
LTD = Limited Supply. Must be marked off when used.

Bomb Launcher. A bomb launcher isn’t so much a weapon
as a delivery device. This vibration-resistant box attaches to a
cargo bay and stores any number of bombs on an anti-vibration
temperature control rack that delivers the bombs to
a box that accelerates the bomb through a hole with
minimum vibration and maximizes accuracy.

The bomb launcher is ideal for the very volatile Fusion bomb,
giving the bomb 200% of its usual carrying distance and
stability. It adusts to any cargo bay for F7 to
Knight Hawks “Hull Size” size 3.

Dual-action Piston. This works similarly to the normal laser
piston, but uses the rebound of two juxtaposed pistons and
barrels to produce twice the fire rate and require less energy.
However, these are heavier and may only be equipped to
craft of F5 or more.

Proton Bolt and Launcher. This is a new and much more
effective delivery system than the standard proton weapon.
The Bolt Launcher is a recoilless weapon that uses large
“smart” bullets designed for launching in space and other
hostile environments. These “smart” bullets are programmed
to ionize the protons of tri-carbon-incased hydrogen,
producing a solid and relatively long-lasting proton bolt.
Though recoilless, it is not free from vibration.

The Bolt Launcher can be attached to a personal fighter, but
the mounting points must be serviced at a quarter of the cost
after every use, as the vibrations could rip it from its mount
after prolonged use. If the weapon itself is not serviced
immediately after battle, it could lead to serious and even
deadly consequences in later battles because of the discharge
elements. It works against Albedo Screens and half capacity
against Inertia Screens.

Plasma Bomb. Also called a “mini-nuke”, the plasma bomb
causes a limited fission explosion with limited radioactive
effects. Though not free from dangerous levels of radiation, it
only irradiates a 1 cubic mile radius. If detonated on a planet,
the radiation may be blown up to 100 miles.

Missiles. There are several types of missiles available to
aerospace vehicles of all sizes. Destroying missiles before
they reach their targets is not easy, but can be done, so they
are provided with structural points. Missiles work in
conjunction with your ship’s targeting system. The Missile Table
is needed to help you know how fast you need to be
traveling to get out of the way of the missile.
 

Missiles Table
Weapon Type Thrust
Mini-rocket 4
Infrared Missile 5
Radar-guided Missile 5
Hard Lock Missile 6
  • Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.
  • Infrared missiles have infrared sensors that track a target’s heat trail.
  • Radar-guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).
  • Hard Lock missiles have both infrared and radar-guided capabilities along with "last known position" capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)

 

Large Weapons Chance to Hit Table
Weapon No Def RH PS ES SS MS LAP HAP ICM SB
Laser Piston (LP) 65 40 65 65 65 20 -- -15 -- --
Dual Piston (DP) 65 40 65 65 65 20 -- -15 -- --
Bolt Launcher (BL) 50 50 25 60 30 40 -5 -10 -- --
Plasma Bomb (PlB) 70 70 70 70 80 70 -- -- -- --
Mines 60 60 60 60 60 60 -15 -20 -5 -3
Torpedoes 50 50 50 50 75 50 -15 -20 -10 -7
Assault Rocket 40 40 40 40 40 40 -- -- -5 -3
Rocket Battery 30 40 30 40 40 40 -15 -20 -3 -1
Maxi-missile 50 50 50 50 70 50 -- -10 -10 -4
Seeker Missile 75 75 75 75 75 75 -- -15 -8 -12
Infrared Missile 60 60 60 65 60 40 -- -- -15 -30
Radar-guided Missile 75 75 75 50 75 75 -- -15 -8 -20
Hard Lock Missile 80 80 80 70 75 80 -- -- -8 --
Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)

 

Weapon Accessories

TARGETING SYSTEMS
Crosshair Targeting. A simple targeting system that provides a crosshair and on screen target measurement and locator. +5 to Hit. Crosshair targeting does not work with guided Missiles of any type.

Target Tracker. Provides all the abilities of the Crosshair Targeting, but provides a lock on without visual to the nearest target with a bias toward on screen targets. An inherent flaw exists in this technology in which if the pilot is chasing a target, another target that passes closer can distract the target tracker and cause you to lose your primary target. +10 to Hit.

Multi-target Tracker. Providing the abilities of the Target tracker, this system identifies all targets within a specific range and provides ranges for each target. Whichever target is within striking range gets a circle identifying it for attack. +15 to Hit.

Target Discriminator. Along with the abilities of the Multitarget Tracker, this targeting system not only chooses the best target and gives it a unique box, but is able to penetrate most forms of interference. +20 to Hit.

Targeting System Combat Modifier
Crosshair +5
Target Tracker +10
Multi-target Tracker +15
Target Discriminator +20

 

Weapon Mounts Table
Weapon Mount Size Type  #Weapons Loaded
AR Launcher Large Surface  1 Assault Rocket
Bolt Launcher Mount           Medium Any*  1 bolt launcher
Bomb Launcher  Medium   Internal   1 large or 2 medium Bombs
Dual-action Piston Mount Medium Any*  1 dual-action piston
Laser Piston Mount Small Any*  1 laser piston
Laser Pod Mount Small Any*  1 laser pod
Mini-rocket Launcher Small Any*  4 Mini-rockets
Missile Launcher Medium Any*  4 Missiles
Starburst Launcher Small Internal  1 Starburst
* Weapons not mounted on or in the body of the craft can only be surface weapons.

 

System Packages

In the list of new equipment are packages of communications, defense, and weapons programs with computer systems. These are packaged together to reduce costs and keep aerospace vehicle design simple. Any system can be used on any size aerospace unit that can fit the mass and volume, but you must pay the full price even for systems you do not use (ie., mini-flyers have no need for astrogation equipment).

System Package I. Ideal for keeping costs low, but is also low on amenities. Computer level 2. Contains: astrogation; crosshair targeting; videocom radio; computer lockout; life support; and parabattery.

System Package II. Often ideal for the standard personal fighter. Computer level 3. Contains: astrogation; target tracker; videocom radio; videocom screen (adjust cost for each screen according to Knight Hawks); computer lockout; damage control; life support; and parabattery.

System Package III. The most common military fighter control. Computer level 4. Contains: astrogation; multitarget tracker; subspace radio; videocom screen (adjust cost for each screen according to Knight Hawks); half-size camera system; skin sensors; security alarm; computer lockout; damage control; life support; and parabattery.

System Package IV. The most common military bomber configuration. Computer level 5 Contains: astrogation; target discriminator; subspace radio; videocom screen; half-size camera system; skin sensors; radar; security alarm; white noise broadcast; computer lockout; damage control; life support; and parabattery.

System Package V. Most often reserved for large military bombers and dignitary vessels. Computer level 6. Contains: astrogation; target discriminator; subspace radio; videocom screen; half-size camera system; skin sensors; radar; energy sensor; white noise broadcast; security alarm; computer lockout; damage control; life support; and parabattery.
 

Defenses

Starburst. A decoy that emits ionized plasma and radio and electrical signals that radiates bright light and heat and confuses infrared and radar-guided systems. Each time the vehicle is re-equipped with starbursts, the delivery system must be replaced. This makes starbursts a little more expensive, but also safer. These are similar to interceptor missiles in purpose, but are incapable of guided intercept and are very much smaller. You will find starburst stats on the weapons tables and the weapon mounts table below.
 

 
Weapon
 
Sub†
 
#Hnd
Dmg
(To hit)
M/R
Spaces
STR
(Size)*
 
Cost
ATYPICAL
  African Throwing Knife P/S 1 2D (+10) 1/15 35 13gp/26cr
    Old world. Exotic: African (Aboriginal). A strange-looking weapon with 2-4 concentric counter-balanced points. It is flat and edged on every side. The position of the points and counter-weighting cause the knife to spin more rapidly and with deadly precision and will almost never hit butt first even in the hands of an amateur.
  Bagakay 1/5 - (5) 3gp/6cr
    A bamboo dart measuring about six inches thrown at an enemy at close quarters. These darts were generally thrown five at a time to increase the possibility of hitting the target.
  Blade Fan gp
    Old world. Exotic: Asian.
  Boomerang gp
    Third world. Exotic: Australian (Aboriginal).
  Boomerang, Sharpened gp
    Third world. Exotic: Australian (Aboriginal).
  Caltrop/Makibishi gp
   
  Chakram gp
    Old world. Exotc: Eastern Indian. A flat metal ring with a sharpened edge.
  Dart, Throwing/Bo Shuriken P 1 1D/2 1/20 15 1gp/2cr
    Old world. A heavy iron dart used to penetrate flesh and bone. The European version has an arrow-like feathered fletching. The Japanese version has a feathered tuft at the end.
  Fan-tipped Knife gp
    Old world. Exotic: African (Aboriginal). A wide-bladed knife with a flanged tip having no pointed tip except to either side of the fan-like flange.
  Letter Opener P 1 1D/2-1 1/- 4 1gp/2cr
    Old world. Destructible: any kind of damage always breaks this weapon.
  Pick P 1 1D/2 1/- 5 1gp/2cr
    Old world.
  Sai gp
    Old world. Exotic: Asian.
  Shuriken gp
   
  Shuriken, Curl gp
    A large shuriken with 4 curved or slightly bent blades that can produce both a piercing or slicing attack.
  Shuriken, Glaive gp
    A large shuriken with 3 thick bent blades to produce a slicing effect more deadly than a Chakram.
  Shuriken, North Star gp
    A large shuriken with 4 straight thick blades that can produce a devastating piercing attack.
  Shuriken, Qotile gp
    A large shuriken with 4 curved or slightly bent blades that can produce both a piercing or slicing attack.
  Shuriken, Saber gp
    A large shuriken with 3 curved or slightly bent blades that can produce both a piercing or slicing attack. Due to the minimum of blades, it is able to pierce deeper.
  Throwing Needles gp
   
  Wind and Fire Wheel 1/- gp
    Old world. Exotic: Asian (Chinese). A flat ring with seven sharp protruding blades used only as a melee weapon. It has a padded grip between two of the blades. With one wheel in each hand, the practitioner can slash, stab, parry, or disarm an opponent.
AX
  Battleaxe SB S 1-2 2D+2 1/- 50 10gp/20cr
    Old world.
  Greataxe, Heavy Double-bladed DB S 2 4D+2 (-20) 1/- 70 60gp/120cr
    Old world. The largest and heaviest of battleaxes, the greataxe is often uniquely designed and ornately decorated.
  Handaxe SB S 1 1D+2 1/15 25 2gp/4cr
    Old world.
  Handaxe, Double-bladed DB S 1 1D+4 1/12 40 4gp/8cr
    Old world.
  Meat Cleaver SB S 1 2D+2 1/10 35 4gp/8cr
    Old world.
  Pickaxe SP P 2 2D+3 1/- 40 5gp/10cr
    Third world. Designed as a mining tool, the pickaxe can be used to embed its sharp point or to chop and chip away with its narrow horizontal blade on the other side.
BOND
  Barbed Wire gp
    New world.
  Bolas gp
   
  Bone Whip gp
    Old world.
  Cat O' Nine Tails gp
    Old world.
  Chain, Regular gp
    Old world.
  Chain, Large Mooring gp
    New world.
  Garrote gp
    Old world.
  gp
   
  Razor Wire gp
    New world.
  Rope gp
    Third world.
  Rope, Large Mooring gp
    Old world.
  Scourge gp
    Old world.
  Whip gp
    Old world.
BOW
Though their weight is inconsequential, they require a lot of strength to pull back the string.
  Composite Bow P 2 2D+3 -/95 60 45gp/80cr
    Old world. Composite of senew, wood and horn elements with recurve for flexibility and power.
  Compound bow** P 2 3D+1 -/100 55-65 20gp/40cr
    New world.
  Compound bow, High-end** P 2 3D+2 -/120 60-75 30gp/60cr
    New world.
  Crossbow, Heavy*** P 2 3D -/100 60 30gp/60cr
    Old world.
  Crossbow, Hand*** P 1 1D+3 -/40 45 12gp/24cr
    Old world.
  Crossbow, Light*** P 1-2 2D+2 -/80 50 15gp/30cr
    Old world.
  Longbow** P 2 2D+3 -/100 50 35gp/60cr
    Third world.
  Short Bow** P 2 2D+1 -/60 60 12gp/24cr
    Third world.
CRUSHING
  gp
   
  Ball and Chain gp
   
  Baton/Billy Club/Blugeon gp
   
  Baton, Side-handle/Tonfa gp
   
  Blackjack gp
   
  Bokken (Wooden Kindo Sword) gp
   
  Flail, Star/Flanged gp
   
  Flail, Triple-Star gp
   
  Flail, Twin-Star gp
   
  Flail, Two-handed gp
   
  Flail, Two-handed Star/Flanged gp
   
  Flail, Two-handed Studded gp
   
  Greatclub gp
    At around 6 ft long with spikes instead of studs, the greatclub is considerably larger and more destructive than the two-handed war club. It is often designed specially and with ornate designs.
  Iron rod . gp
  Konsaibo gp
    Old world. Exotic: Asian. A little longer than a greatclub, but smooth without studs or spikes. At around 7 ft long, it is the longest of the clubs and particularly unwieldy.
  Mace, Ball gp
   
  Mace, Flanged/Morning Star gp
   
  Meteor Hammer gp
   
  Nunchaku gp
   
  gp
   
  Quarterstaff gp
   
  Shinai (Bamboo Kindo Sword) gp
   
  Spike Ball C&P 2 3D+2 (-10) 1/10 65 gp
    A large ball with around 100 spikes on a looped chain. The wielder holds the chain loop and spins around for momentum to either smash it into someone close range or launch it toward an enemy at several yards distance.
  Iron club/Tetsubo gp
    The size of a two-handed club, this bar is practically guaranteed to cripple an unarmored opponent if not kill them instantly. It can render the toughest armor all but useless.
  Three-Section Staff gp
   
  Walking Stick gp
   
  War Club gp
    Old world. Spiked club.
  War Club, Studded gp
    Old world. Studded club.
  War Club, Two-handed gp
    Old world. Spiked club.
  War Club, Two-Handed studded gp
    Old world. Spiked club.
HAMMER
  gp
   
  gp
   
  gp
   
POLEARM
  Atlatl AC 1 dmg+3 -/+10 - 3gp
    An accessory that improves distance and damage for darts, javelins and spears.
  gp
   
  gp
   
  gp
   
  Glaive gp
   
  Glaive, Greater gp
    Similar to the glaive, the greater glaive has a longer blade and many more sharp edges and spikes. It is often custom designed and ornately decorated.
  Javelin P/S 1-2 2D 1/30 45 2gp
    Third world.
  Pike 3/- gp
   
  Sky billhook D/P/S 1-2 2D 5/- 40 25gp
    Old world.
  Sky lance P 1 4D+5 5/- 65 35gp
    Old world.
  Spear, Sarissa 3/- gp
   
  Spear C/P 1-2 2D+2 2/20 30 10gp
    Old world.
  Trident/Trishula gp
   
  Ranseur/Yari, Jumonji gp
    Old world. Exotic: Asian.
  Vel gp
    Old world. Exotic: Eastern Indian. Spade-tipped polearm for chopping and spearing.
  Yari, Omi gp
    Old world. Exotic: Asian.
  Yari, Tsuki gp
    Old world. Exotic: Asian.
  Yari, Yajiri gp
   
SLUGTHROWER
  Blow Pipe gp
   
  Blow Pipe, Long gp
   
  Gun P 1 1/40 20 30gp/60gp
    Old world. Single-shot 1' barrel with gunpowder ammunition made of unjacketed lead
  Sling** C 1 1D+3 1/40 20 40gp
    Third world.
  Sling, Dart** P 1 1/40 20 3gp/6gp
    Old world.
SWORD & DAGGER
  Basket-hilted Sword/ Back Sword P/S 1 2D+2 1/- 45 (2.3) 13gp/26cr
    Old world. Shorter and lighter than the later long sword, and a relative of the rapier, it is best used for close-in combat, but is perfectly capable of severing heads and limbs. It is commonly improperly labeled a "broad sword". The backsword is a single-bladed or partial second-bladed version
  Bastard Sword P/S 1-2 3D 1/- 55 25gp/50cr
    Old world. English hand-and-a-half sword, half way between a long sword and a two-handed long sword that functions as both.
  Blood Glaive gp
    A dagger with thick, curved blades on both ends of the hilt.
  Bowie Knife P/S 1 1D+2 1/- 5 7gp/14cr
    New World.
  Dadao S 2 6D+3 (-20) 1/- 75 50gp/100cr
    Old world. Exotic: Asian. The dadao (big knife) is an extremely wide blade toward the tip, designed to topple horses. It looks like a 4' long meat cleaver.
  Dagger/Baselard/Poniard/Rondel P/S 1 1D 1/- 5 2gp/4cr
    Old world.
  Dagger, Ceremonial/Daga P/S 1 1D 1/- 5 2gp/4cr
    Old world.
  Dagger, Parry/Main Gauche P/S 1 1D 1/- 5 2gp/4cr
    +5 to RS checks. Old world. Though appearing as a long dagger, its blade splits into 3 parts to maximize defensive capability.
  Falchion P/S 1 2D 1/- 45 22gp/44cr
    Old world.
  Folding Knife/Stiletto/Switch blade/Butterfly knife P/S 1 1D/2+2 1/- 5 2gp/3cr
    New world.
  Gladius P/S 1 2D 1/- 40 12gp/24cr
    Old world. A small Greek short sword, little larger than a long dagger, weighted slightly toward the tip for effective hacking power.
  Great Sword P/S 2 4D/2+4 (-5) 1/- 70 (2.5) 70gp/140cr
    Old world. A long, wide, heavy blade made for cleaving plate armor, carried upon the back or shoulder. There are many variations of the great sword, most like the two-handed long sword, but this variation is particularly wide and the heaviest of all swords.
  Katana/Tachi P/S 1-2 2D+3 1/- 40 15gp/30cr
    Old world. Exotic: Asian. An extremely sharp 3' sword made from a strong, light metallic compound. It is nearly as effective as a long sword, but as light and portable as a basket-hilted sword. The difference between the katana and tachi is little more than craftsmanship.
  Kopesh Sword gp
    Old world. Exotic: Middle East. A double-bladed crooked sword with hooked features ideal for both maximizing damage and for disarming.
  Kopis Sword gp
    Old world. Derived from the concept of the kopesh sword, this Roman design featured a blade that simply bends forward.
  Long Sword P/S 1 2D+3 1/- 50 15gp/30cr
    Old world.
  Machete S 1 2D 1/- 25 10gp/20cr
    Old world. Destructible: critical hit with a bladed weapon always breaks this weapon.
  Makhaira gp
    Old world. Mycenaean Scimitar. It's weighting toward the tip and its scooped blade make it a superior hacking instrument.
  Minoan Short Sword gp
    Old world. Tapering from a wide base.
  Nagamaki/Zhanmadao gp
    Old world. Exotic: Asian. Much like a katana, but with an extra long hilt that takes up half the length of the sword. It is ideally used against polearms.
  Odachi/ Nodachi/ Changdao/ Miao dao P/S 2 gp
    Old world. Exotic: Asian. A larger version of the katana that actually predates it. The equivalent of the European two-handed long sword. This was an infantry weapon used against cavalry.
  Pointed Long Sword gp
    Old world. Tapering from a wide base. Effective for slipping between plates in armor.
  Rapier, Double-edged gp
    Old world.
  Rapier, Single-edged gp
    Old world.
  Rapier, Thrusting gp
    Old world. Also called the "dueling sword", the "estoc" (thrusting) rapier is a cylindrical blade with a sharp point, having no sideways cutting power. It is the most common type of fencing weapon. Variations include the tournament foil and épée.
  Rencong/Bichawa gp
    Old world. Exotic: Far East. A dagger with a blade that swoops forward.
  Saber gp
    Old world.
  Scimitar S 1 2D 1/- 50 12gp/24cr
    Old world.
  Short sword P/S 1 1D+3 1/- 35 8gp/16cr
    Old world.
  Side Sword (Rapier) gp
  Shuanggou (Hook Sword) gp
    Old world. Exotic: Asian. Requires specialization or it simply acts as a normal sword. Among the deadliest weapons in the world, two shuanggou are meant to be used together in two-weapon combat. They can be joined together at the tips to extend their length using one hand without diminishing their damage. With the hooked feature they can sever heads and limbs easily, especially when both are used to do so at the same time in opposing directions.
    Old world.
  Small-sword (Rapier) gp
    Old world. A shorter version of the thrusting rapier used in two-weapon fencing and close-quarters combat.
  Tanto/Kodachi gp
    Old world. Exotic: Asian. A small version of the katana used in two-weapon fighting and ritual suicide.
  Two-handed Long Sword P/S 2 3D 1/- 65 40gp/80cr
    Old world.
  Wakizashi gp
    Old world. Exotic: Asian. A slightly shorter version of the katana used in two-weapon fighting and beheading.
  Xiphos gp
    Old world. Mycenaean short sword weighted slightly toward the tip. Longer than a gladius.
UNARMED
  Brass Knuckles gp
    New world.
  Fist Roll gp
    Old world.
  Battle Glove gp
   
† Subtypes - (SB) Single Bladed, (DB) Double-bladed, (AC)cessory, (TB) Thrusting or (SP) split-purpose and (A)sphyxiate / (C)rush / (D)rag / (P)ierce / (S)lash / (W)hip. See weapon notes for details.

† Damage reduced by 1D if minimum STR not met.
* -20 to hit and damage reduced by 1D if minimum STR not met. Can't be used if minimum size not met.
** 20 ammo cost 1gp/2Cr.
***Shoots 1 shot per round. No other actions can be performed that round. 20 ammo cost 1gp
‡ Unless gadgeted, is single-shot 1' barrel with gunpowder ammunition made of unjacketed lead, 10 shots/1cr

Weapons Type #Hands Damage Range STR** Cost
Ax

    Battleaxe Melee 1 2D+2 – 50 20cr
    Handaxe Melee or Ranged 1 1D+2 15 – 4cr
    Greataxe Melee 2 3D – 70 80cr
    Pickaxe Melee 2 2d+3 – 40 10cr

Blade

    Bowie Knife Melee 1 1D+2 – – 14cr
    Dagger Melee or Ranged 1 1D 10 – 4cr
    Falchion Melee 1 2D
    Folding Knife/Stiletto/Switch blade Melee or Ranged 1 1D/2+2 3cr
    Gladius Melee 1 2D – 40 24cr
    Hand-and-a-Half Sword Melee 1 or 2 2D+2 – 55 50cr
    Longsword Melee 1 2D+3 – 50 30cr
    Machete Melee 1 2D – – 20cr
    Pick/Letter Opener Melee 1 1D/2 – – 2cr
    Scimitar Melee 1 2D – 30 28cr
    Shortsword Melee 1 1D+3 – – 16cr
    Two-Handed Sword Melee 2 3D – 65 80cr
    Xiphos Melee 1 1D+2 – – 15cr

Bow

    Compound Bow* Ranged 2 2D+4 120 65 100cr
    Crossbow* Ranged 2 2D+2 80 50 60cr
    Hand crossbow* Ranged 1 1D+1 30 – 20cr
    Longbow* Ranged 2 2D+3 100 60 70cr
    Rapidfire Crossbow* Ranged 2 2D+2 80 40 120cr
    Rapidfire Hand Crossbow* Ranged 1 1D+1 30 – 80cr
    Shortbow* Ranged 2 2D+1 60 50 24cr

Crushing

    Bludgeon Melee 1 1D+2
    Club Melee 1 1D+1 – – 2cr
    Flail Melee 1 2D+2 – 50 4cr
    Mace Melee 1 1D+3 – 45 14cr
    Mace, Flanged Melee 1 2D – – 17cr
    Morningstar Melee 1 2D+2 – 50 20cr
    Nun-Chuku Melee 1
    Quarterstaff Melee 2 1D – – 8cr

Hammer

    Claw Hammer Melee 1 1D+3 – – 12cr
    Horseman's Pick Melee 1 2D+3 -- 60 16cr
    Warhammer Melee 1 2D+1 – 30 18cr
    Maul Melee 2 2D+3 – 50 20cr

Garrote Melee 2 1D+2 – – 2cr
Polearm

    Glaive Melee 2 2D+3 – 55 34cr
    Halberd Melee 2 2D+3 – 60 24cr
    Javelin Melee or Ranged 1 2D 30 45 4cr
    Man-o-war Melee 2 1D+2 – 40 12cr
    Pike Melee 2 2D+1
    Pitch Fork
    Spear Melee or Ranged 1 2D+2 20 50 20cr
    Trident Melee or Ranged 2 2D 20 50 20cr

Slugthrowers

    Gun*** Ranged 1 2D 50 – 50cr
    Slingshot* Ranged 2 1D+1 30 – 2cr
    Sling Ranged 1 1D+3 40 – 4cr

Unarmed Melee 1 1D/2 – – –

    Brass Knuckles Melee 1 +2 – – 2cr
    Fist Roll Melee 1 +1 – – 1cr

Whip Melee 1 1D+2 – – 6cr
* 20 ammo cost 2cr.
** Damage reduced by 1D if minimum STR not met.
*** Unless gadgeted, is single-shot 1' barrel with gunpowder ammunition made of unjacketed lead, 10 shots/1cr

Body Armor DR STR* Cost
Light Armor**
  Reduced Heavy Furs 0+ 15 2gp
  Fire suit, wool 1 (10 v. fire) 30 50gp
  Partial Studded Leather 1+ 20 10gp
  Partial Padded Leather 1+ (3 v. crush) 20 8gp
  Partial Ringmail 2 30 18gp
  Chainmail Shirt 2 35 20gp
  Partial Leather Plate 3 35 30gp
  Partial Bandedmail 4 40 115gp
  Partial Plate 5 40 160gp
Heavy Armor***
  Leather, Padded 3 (6 v. crush) 45 25gp
  Leather Plate 6 80 100gp
* ½ MOV & prevents casting spells or thief skills, unless minimum STR is met.
** Two suits of light armor can be worn together, but only one can be "partial". Add their STR requirements together. With the exception of fire suits, light armors provide only shoulder, forearm, shin and chest protection. Light armors having DR's with the plus sign ("+") add 1 to DR, but only one plus bonus applies at a time.
*** Heavy armor covers the whole body and is reinforced with chainmail undergarments. Heavy armors can be reduced to light armors for the purposes of social events, fulfilling local laws and the like.

Body Protection (Includes Helmet)*

    Street Clothes DR0 – 2cr
    Fine Clothes DR0 – 8cr
    Heavy Furs DR1 35 10cr
    Corset DR2 – 2cr
    Leather Armor DR2 40 30cr
    Padded Leather DR2 (DR3 v. fall) 45 45cr
    Fire Suit DR2 (DR10 v. fire) 50 300cr
    Studded Leather DR3 45 30cr
    Hunting Armor DR 3 (DR8 v. unarmed) 50 100cr
    Ring Mail DR4 60 110cr
    Chain Mail DR5 65 140cr
    Scale Mail DR6 70 250cr
    Splint Mail DR7 75 400cr
    Banded Mail DR8 80 700cr
    Breastplate DR10 Torso 65 360cr
    Plate Mail DR10 85 1000cr
    Reinforced Plate Mail DR10 (DR8 v. guns)

* Provides no defense against guns. Round shield, breastplate, banded mail and plate mail provide DR5 against guns. Does not cover face.
** DEX resistance checks, thief skills and MOV cut in half & prevents casting spells, unless minimum STR is met.
† Weapons cannot be used with both hands.

 

Accessory Protection DR STR* Cost
HEAD PROTECTION
  None gp
    Roll of 00 is a head shot. Head shots are kill shots.
     gp
   
     gp
   
     gp
   
     gp
   
     gp
   
FACE MASK
     Lamé (Fencing Helmet) gp
      gp
SHIELD
    Buckler +10 (destructible) 45 25gp
    Jousting Shield DR3 (+10 Res) (-10 to other DEX checks) 25gp
    Round, Small Metal gp
    Round, Medium Metal +20 60 10gp
    Round, Large Metal gp
    Tower, Metal gp
    Tower, Hide gp
* ½ MOV & prevents casting spells or thief skills, unless minimum STR is met.
** Two suits of light armor can be worn together, but only one can be "partial". Add their STR requirements together. With the exception of fire suits, light armors provide only shoulder, forearm, shin and chest protection. Light armors having DR's with the plus sign ("+") add 1 to DR, but only one plus bonus applies at a time.
*** Heavy armor covers the whole body and is reinforced with chainmail undergarments. Heavy armors can be reduced to light armors for the purposes of social events, fulfilling local laws and the like.

Armor DR STR** Cost
Head Protection

    Safari Helmet (Head) – 14cr
    Leather Flight Helmet (Head) – 14cr

Face Masks

    Mask Resist Cost
    Party Mask – 1cr
    Gas Mask +20 (Element) 12cr
    Oxygen Mask +40 (Element) 20cr
    Molded Leather Mask DR2 (Face) 20cr
    Molded Metal Mask DR9 (Face) 40cr
    Welding Mask DR10 (Fire, Face) 20cr

Shields*†

    Shield Phys Resist STR** Cost
    Buckler +5 30 20cr
    Large Curved Shield +15 75 200cr
    Round Shield +25 65 300cr
    Large Round Shield +30 80 500cr
Trained Animal Companion Cost
gp
gp
gp
gp

Trained Animal Companions Cost
Alligator 100cr
Young ape* 1500cr
Carrier Pigeon 3cr
Cat, Domestic 6cr
Cat, Large 1,000cr
Chimpanzee* 300cr
Crocodile 120cr
Puppy 8cr
Dog, Domestic 20cr
Dog, Guard 50cr
Dove 4cr
Hawk 60cr
Monkey, Small 20cr
Monkey, Tiny 10cr
Lizard, Giant 300cr
Parrot 12cr
Raven 15cr
* Must be raised from infancy.

Mount DR STR* Cost
   gp

Mount Capacity Animal STR/DEX Cost*
Camel 300 lbs 55/40 85cr
Cat, War 500 lbs 65/80 800cr
Donkey 250 lbs 40/45 26cr
Elephant, Domestic 900 lbs 85/35 200cr
Elephant, Large 1,200 lbs 95/40 300cr
Elephant, War 1,200 lbs 95/55 500cr
Horse, Draft 1,000 lbs 70/45 500cr
Horse, Racing 350 lbs 60/65 250cr
Horse, Riding 450 lbs 55/45 150cr
Horse, War 1,000 lbs 70/60 500cr
Mule, Pack 650 lbs 50/45 50cr
Pony, Small 200 lbs 45/45 40cr
Riding Lizard 300 lbs 55/70 600cr
* Add saddle, bag, tack & harness for 25cr.

Hireling Cost
gp
gp
gp
gp

Hirelings Cost (per day)
Alchemist, Enchanter, Magical advisor, etc. 40cr
Archer (Rank:1-3)* 4cr x Rank
Artist (novice/pro/expert) 6/30/100cr
Craftsman (novice/pro/expert) 4/20/50cr
Sailor/Captain (Rank:1/5)* 4cr/100cr
Servant (unskilled/skilled) 2cr/10cr
Footman (Rank:1-3)* 2cr x Rank
Horseman (Rank:1-3)* 8cr x Rank
Sellsword (Rank:3-5)* 10cr x Rank
* Minor NPC with a score equal to 40+10xRank.

Contraption Cost
gp
gp
gp
gp

Contraptions Cost
Airship, galleon* 350,000cr
Airship, brigantine* 65,000cr
Airship, corsair* 15,000cr
Airship, catamaran* 90,000cr
Canoe 10cr
Clock, wall (windup) 5cr
Clock, wall (steam, perpetual) 100cr
Clock, grandfather (windup) 150cr
Clock, grandfather (steam, perpetual) 300cr
Clockwork man/woman, tasker* (windup) 800cr
Clockwork man/woman, tasker* (steam) 2,000cr
Clockwork man/woman, robot* (steam, self-sustaining) 15,000cr
Dinghy 300cr
Fob watch 10cr
Ornathopter (steam airbike) 8,000cr
Raft 55cr
Railway Boxcar 12,000cr
Railway Car (cargo: 5 tons) 7,000cr
Railway Car (passengers: 22) 19,000cr
Railway Cargo Bed (cargo: 12 tons) 3,000cr
Railway locamotive 25,000cr
Railway locamotive, Steam 65,000cr
Railway tracks 56,000cr/league
Riverboat (steam) 16,000cr
Rocketship, Steam-powered 1,200,000cr
Seaship, brigantine (2 mast) 12,000cr
Seaship, catamaran* 55,000cr
Seaship, corsair* (double-sail, single mast) 12,000
Seaship, frigate* (3 mast) 32,000cr
Seaship, galleon* (3-4 mast, 5 level) 250,000cr
Seaship, steam barge 22,000cr
Tugboat, steam 10,000cr
*See the Vehicle and Robot creation rules.

General Cost
Dragon rig (Saddle, safety straps, tack & harness) 50 gp
Pole hook* 10gp
Extinquishing powder pack (10) 100gp
Flammable gel pack (20) 40gp
* Requires extinguishing powder or flammable gel pack.

General Equipment Cost
Alchemist kit 170cr
Backpack (empty) 4cr
Barrel, wooden (small/large) 2cr/10cr
Book (50 pages, blank) 1cr
Belt pouch, small/large 2cr/4cr
Blanket or bedroll 2cr
Block and tackle 10cr
Boat (river/sail) 2,000cr/8,000cr
Bottle, wine 6cr
Box, small/large 10cr/30cr
Building, wooden 20cr/ft2
Candles (10) 1cr
Cart/Wagon 60cr/250cr
Case, map or scroll 2cr
Castle 40cr/ft2
Chest, small/large 2cr/4cr
Crowbar 2cr
Flask or Vial 1cr
Flint and steel 2cr
Grappling hook 3cr
Hammer, Driving 2cr
Hangar (10) 2cr
Holy symbol (wood/silver) 3cr/25cr
Holy water (flask) 25cr
Ink (1 oz. vial) 8cr
Manacles, iron w/key 5cr
Manacles, combonation steamlock 25cr
Iron pot 2cr
Ladder, 10-foot 20cr
Lantern 5cr
Lock, iron 5cr
Lock, combonation steamlock 25cr
Mirror, hand (steel/silver) 5cr/15cr
Mirror, wall (steel/silver) 20cr/50cr
Oil (1-pint flask) 2cr
Palace 50cr/ft2
Parchment/Paper (10) 2cr
Pole, 10-foot wooden 1cr
Quill and nib 1cr
Rations (per day) 1cr
Rope (10ft)/Chain (50ft) 1cr/10cr
Sack, small/large 1cr/2cr
Saddle, Bag, Tack, & Harness 25cr
Shovel (small/full) 1cr/3cr
Spectacles (with protective case) 20cr
Spikes, iron (12) 1cr
Spyglass 100cr
Stakes, wooden (10) 2cr
Survival pack* 20cr
Thieves’ tools 30cr
Torches (12) 3cr
Water/Wineskin 3cr
Whistle 1cr
Wine (1 pint) 1cr
* contains: backpack, bedroll, candles, flint & steel, 10 days rations, rope, torches, and a waterskin.

Gadgetry

Under Construction. Discussion of costs welcome.

Though BareBones Fantasy is designed for simplicity and versatility, it is known that gamers like their variety of weapons. So a gadgetry system is provided here to allow players to make the weapons they way want.

Robotic and Altered Body Parts

Robotic and altered body parts are just another form of gadgetry, except that the object being modified is a character's fleshly body or the robotic parts attached to it.

Unless modified, robotic body parts recreate the capabilities of the original body part, matching it to your body. Additional implants monitor your body for automatic adjustments. You may apply the same modifications to robots.

There are no slots. The GM must approve all robotic body parts using his sensibilities. It is recommended that the GM put thought into it.

There is only one rule regarding robotic body parts: it can't be modified. Robotic body parts are made-to-order. You must buy the whole object being modified. Thankfully, cybernetics is modular. You buy cybernetics by the body part. Following are the body parts that can be replaced with their base costs and surgery cost. If no surgery is performed, then pay only the cost of the part.

 
Body Gadgetry
Item
Cost
Surgery
Cost
ARM
 Forearm (includes hand and elbow)  
 Hand (Must have forearm replacement)  
 Tentacle, Manipulator  
 Upper arm (Forearm, elbow and hand must also have replacements)  
LOWER BODY
 Foot (Must have foreleg replacement)  
 Foreleg (includes foot)  
 Knee (Foreleg and foot must also have replacements)  
 Lower Body (Includes hips and both legs)  
 Tentacle, Arm  
 Thigh (Knee, foreleg and foot must also have attachments)  
TORSO
 Breast (Left or Right)  
 Chest (Both breasts and heart)  
 Heart  
 Neck (Includes Throat)  
 Spine  
 Throat  
ABDOMEN
 Belly (Includes Stomach, Liver and Intestines)  
 Intestines  
 Liver  
 Stomach  
HEAD
 Ear (Left or right)  
 Eye  
 Forehead (Includes partial brain replacement)  
 Full Brain Replacement  
 Mouth  
 Nose  
 Partial Brain Replacement  
MISCELLANEOUS
 Cyber implant (Requires flesh to which to attach)  
 Gel implant (Requires flesh to which to attach)  
SPECIFIC MODIFICATIONS
 Ability Enhancement (Up to 1 magnitude above unit's original ability.)----
 Automation (total cost x 3)  
 Magnify Ability  
 Subdermalize Gadget (surgery cost x 2)  

Gadgetry Lists

The simple gadgetry list is given first, followed by the more detailed extended list for players who want more options.

Simple Gadgetry List

GadgetryCost
 
   

Armor Modifications
Density (Improve or reduce)
Ablative

Bow and Arrow Modifications
Arrow/bolt

    Head
      Armor-piercing
      Explosive
      Incendiary
      Injector
      Steel-tip
      Splintering

    Shaft

      Increased Accuracy

Bow

    Increased damage (Increases STR requirement. STR requirements greater than the character's STR require a crossbow loader.)
    Compound (Decreased STR Requirement)
    Length (Increased damage; increases the cost of arrow/bolt)

Loader

    Quickness (Improved speed)

Gun Modifications
Ammo

    Improved Damage
    Jacket
      Full Metal
      High Velocity
      Hollow-point
      Soft-point
      Tracer

    Payload

      Armor-piercing
      Buckshot
      Explosive
      Incendiary
      Injector
      Splintering
      Tank-buster

    Self-destructing (Not available for buckshot)
    Size

Firing Mechanism

    Firing Surety
    Simultaneous (for multiple barrels)

Loader

    Quickness
    Self-Loading Mag (Automatic)

Barrel

    Anti-Meterial (Reinforced muzzle)
    Calibur
    Extra (Requires additional firing mechanism or simultaneous firing mechanism)
    Re-sized (Longer or shorter; affects accuracy)
    Retractable (Requires re-sizing; rifling and extra barrels prohibited)
    Rifled Bore (Extended Range and accuracy)

Magical Modifications
Personal Lock

Standard Equipment Modifications
Booby Trapped
Collapsible
Combining
Compartment
Concealable
Dead Man's Grip
Disposable
Durability (Quality)
Electrified
Lock
Miniaturization
Personal Lock (Modern Tech)
Numerical Increase [Extended]
Retractable
Weight

Extended Gadgetry List

Simple gadgetry is identified with an asterisk (*). Use this option if you do not wish to construct every aspect of your equipment.

Armor Modifications
Density (Improve or reduce)
Ablative

Bow and Arrow Modifications
Arrow/bolt

    Head
      Armor-piercing
      Explosive
      Incendiary
      Injector
      Steel-tip
      Splintering

    Shaft

      Increased Accuracy* (Because the materials used for the accuracy of the shaft are dependent upon the strength of the bow, no list of materials is provided.

Bow

    Increased damage* (Because the compression force of the bow is dependent upon the materials used for both the bow string and limbs, no list of materials is provided. Increases STR requirement. STR requirements greater than the character's STR require a crossbow loader.)
    Compound (Decreased STR Requirement)
    Composite (Decreased STR Requirement)
    Length (Increased damage; increases the cost of arrow/bolt)

Loader

    Quickness* (Improved speed)
    Arrow Drop-Loader (Bow; does not pull string.)
    Arrow-holder (Improved speed)
    Bolt Crank-Loading (Crossbow)
    Bolt Gravity-Loading (Crossbow)
    Bolt Harmonica-Loading (Crossbow)
    Bolt Lever-Loading (Crossbow)
    Bolt Mag-Loading (Crossbow)

Gun Modifications
Ammo

    Improved Damage* (Simple option; not for use with other ammo options)
    Jacket
      Tracer
      Full Metal
      Short Brass

    Payload

      Armor-piercing
      Buckshot
      Explosive
      Girdling
      Grooved
      Incendiary
      Injector
      Machined Steel
      Splintering
      Tank-buster

    Self-destructing (Not available for buckshot)
    Size

Firing Mechanism

    Firing Surety* (Not for use with other firing mechanism options)
    Bolt-Action
    Crank-Action (Gatling/Mitrailleuse)
    Falling-Block Action
    Gas-Action
    Lever-Action
    Pump-Action
    Revolver-Action
    Simultaneous (for multiple barrels)
    Steam-Action

Loader

    Quickness* (Not for use with other loader options)
    Band-Loading
    Breech-Loading
    Cycling (Gatling)
    Extra
    Gravity-Loading
    Harmonica-Loading
    Mag-Loading
    Self-Loading Mag (Semi-Automatic)
    Self-Loading Mag (Automatic)

Barrel

    Anti-Meterial (Reinforced muzzle)
    Calibur
    Extra (Requires additional firing mechanism or simultaneous firing mechanism)
    Re-sized (Longer or shorter; affects accuracy)
    Retractable (Requires re-sizing; rifling and extra barrels prohibited)
    Rifled Bore (Extended Range and accuracy)

Magical Modifications
Personal Lock

Standard Equipment Modifications
Booby Trapped
Collapsible
Combining
Compartment
Concealable
Dead Man's Grip
Disposable
Durability (Quality)
Electrified
Lock
Miniaturization
Personal Lock (Modern Tech)
Numerical Increase [Extended]
Retractable
Weight

Merchandising

Following is an equipment modifications system based on commerce.
Common services such as engine repairs, overhauling and weapon repairs are all subject to differences in cost in similar ways to products so may use many of these same tables.

HAGGLING
Haggling is usually a contested WIL roll between yourself and the one buying or selling in order to adjust the cost. (Modifiers may apply.) The winner of the contest adds the amount of their success to the amount of the loser's failure and multiplies it as a percentage adjustment to the cost. The player character may choose to cancel the transaction and go somewhere else if they do not like the roll. You can't haggle more than once.

To simplify this, you can simply take a list of items needing to be purchased and roll against your score to determine the general cost of all items purchased. You may haggle using either your INT score or your WIL score. Sharks may use their skill score instead.

Vehicles and engines cannot be haggled below 15% off unless they are used or are acquired through the underground market.

Haggling for services may only occur with individual contract workers.

HAGGLING BY ROLE-PLAYING
Role-playing the sale may be done, in which case, you may give specific offers and perform a contested haggling roll. If you succeed, your offer is accepted. If you fail, you are not allowed to purchase the item. If it is a tie, the other proposes a counter offer that they must roll for. The GM or player may deem an offer to be too extreme for which to roll.

QUALITY (VALUE)
All things made have varying levels of quality from very poor to extremely high, and this is demonstrated through design, workmanship, and quality of materials.

When a pre-owned item is purchased, roll on the following chart to determine its quality. If the quality is already known, and is to be purchased, multiply the list price by the percentage provided and add or subtract that number from the normal listed price.

QUALITY TABLE
Roll Quality Item Level* Bonus/Penalty
00-04 High Quality 6 +20%
05-19 Very Good 5 +10%
20-29 Good 4 +5%
30-39 Average 3 0
40-69 Poor 2 -5%
70-86 Very Poor 1 -10%
85-96 Disposable 0 -20%
97-99 Worthless -- --

Experimental items move up this list with each stage, starting with Disposable.

Bonuses and penalties also apply to all rolls made with the item. Add the number to the percentage chance.

Additionally, the percentage is added to or subtracted from 100 each time the item is used or when determining structural failure.

REPAIRS
To move an item up the Quality Table list that was acquired from a junk dealer (See Junk Dealers below), a person with the appropriate repair skill can repair an item of equal or lower level by taking 1 day for each difference in level of the item minus 1 for each level of the repair skill used times the number of steps moved up in quality. You cannot move an item further up in quality than its original quality level.

The success rates vary depending on what is being repaired, but the procedure is the same for all skills. If the damaged equipment is repaired in a shop, there is no chance it will break down again based on damage before repair and is still subject to aging. (See Aging Item Quality below.) When a repair is made away from a shop ("in the field") with a personal toolkit, there is a chance that the device will break down again. This chance accumulates from day to day; a device has a 10% chance to break down in the first 20 hours, 20% in the second 20 hours, 30% in the third, and so on. When something breaks down, the referee must decide whether the damage is minor, major or total. A minor repair takes 1 d10 minutes, a major repair takes 1d10 hours and a total repair takes 1d10 x 10 hours.

AGING ITEM QUALITY
The age of an item will affect its quality. Every item moves down in quality 1 step for each PanGal year up to 3 years after its creation, and then 1 step for every .5 PanGal years. An item may be repaired, but still must follow age progression. If repaired after the first 3 PanGal years, the quality still continues to drop every .5 PanGal years.

    Example: An item repaired in its second year takes 2 steps down in quality over the next 2 years, and then a step for each half year afterward.

To randomly determine the age of a salvageable found item, use the Age Table.

AGE TABLE
Roll Age
98-00 New
93-97 .5 yrs
85-92 1 yr
78-85 1.5 yrs
70-78 2 yrs
61-69 2.5 yrs
51-60 3 yrs
41-50 3.5 yrs
32-40 4 yrs
24-31 4.5 yrs
16-23 5 yrs
11-15 5.5 yrs
01-10 6+ yrs

QUANTITY (VOLUME)
The amount of supplies you purchase can decrease expenses.

QUANTITY TABLE
Item* Qty reduced**
Staples 20 lbs. %5
Technology 20 ct. %10
Chemicals 20 gal %5
Fuels 100 gal or 100 ct %5
* Each product only. For instance, not just all fruit, but bananas only.
** Add a zero to the Qty to reduce the cost even further by the stated percent.

Under special circumstances, such as seeking to get rid of stock, a merchant may reduce his costs to be lower than the cost reductions in the table above.

AVAILABILITY
Different products are more readily available in some places than in others. The price of an item may be adjusted by the Referee based on its availability to the region, legality, rarity, or special order. This is the Referee’s discretion based on the region and item.

Region. The region can affect the product’s availability through distance and legality. A region may be a province, country, continent, planet, solar system or sector of space.

Legality. When an item can be obtained, but is illegal for public consumption, this can affect the cost substantially. If legally obtained from another source and in good demand, but illegal for general sale, known as contraband, the item may be marked up considerably and haggling is usually almost non-existent. If acquired through some question of legality, such as stolen, it is in need of being moved quickly, so the item may already be reduced in cost and may be easily haggled down further.

Rarity. Some items are exceptionally rare no matter where you buy them. These items are usually in very high demand, driving their cost up substantially. If you’re after a rare item, expect to pay a hefty sum.

Special Order. These are items that the merchant doesn’t normally sell or they are currently out of stock on. You are generally only allowed to pay the full cost of the item without haggling. If the item was on sale, you may order it at the sale price only if you pay in advance.

Direct. Sometimes you can purchase items directly from the manufacturer if you buy in the area of the manufacturer. This can afford you some significant cost reductions up to 30% off the listed price for new items.

AVAILABILITY TABLE
Circumstance General Adjustment
Imported Up to +20%
Contraband Up to +50%
Questionable Acquisition Down to -50%
Rare Up to +30%
Special Order At cost
Direct Up to -30%

UNDERGROUND
The further you are from civilization, the more expensive items and fuel are. This is because of both traveling distances and piracy. Because of this, the most expedient and least expensive purchases are going to be those found on the black market.

SMUGGLING
Smuggling is a lucrative business. With so many trying to avoid detection or the transfer of questionable or much needed materials for starving colonies, smuggling is the cogs that keep the world turning. For this reason, it is tentatively tolerated by the authorities.

Smuggling is a great way to make money and is also a great way to acquire anything you need. For the right price, a smuggler is often willing to transport any goods you ask them to.

Generally, the cost for smuggling items will be around 1/3 the end cost of the items. Use the haggling chart above to adjust the cost.

SLAVERY
Slavery is a condemned practice in many places, but antislavery laws are not generally enforced in outside or fringe territories unless the physical health of the slaves are being endangered, and when certain people of at least moderate importance are forced into slavery.

Slavery is also looked down upon because of the availability of anthropomorphic constructs. If you wish to buy a slave for whatever reason, it will cost you around 2,000 Cr. The tables in this article may also apply to slave purchases.

There are 3 types of slaves: those who are forced into slavery, those who are paying off a debt, and those who volunteer themselves to slavery in exchange for food and lodging. Those forced into slavery are considered to be under Questionable Acquisition in the Availability Table and is punishable where slavery is allowed, but regulated.

JUNK DEALERS
Salvage is a booming business, making junk dealers extremely common and a good alternative to the underground market or paying the full price for new items. However, without someone to repair or reconstruct the item, there are going to be quality issues affecting the item. Roll twice on the Quality Table. Whichever roll is higher is the unchangeable original market condition of the item. The lower roll is the current condition of the item.

1.7: Roleplay Elements

Handedness

The character's prefer hand affects the use of weapons. Choose right or left-handed or roll a die. If you roll 01-70, the character is right-handed. If you roll 71-98, the character is left-handed. If you roll 00, the character is ambidextrous. Receive -20 penalty on all checks when using the wrong hand unless ambidextrous. Unless ambidextrous, a single favored hand must be chosen no matter how many arms a character has.

New Moral Codes

Loyal or Disloyal - Loyalty isn't always about sticking one's ground in defense of the one to whom they are allied. And it isn't always about whether they will betray the objects of their allegiance. Loyalty is about how strongly they uphold their adopted ideals and work to protect their friends. If they must fail in one area, a loyal person will seek to make up for it, even from afar. Inversely, a disloyal person isn't always a traitor. Their other codes may affect how they fulfill loyalty or disloyalty. Honesty and kindness may influence them simply not to have a strong desire to fulfill the requests of those to whom they are allied, even completely disregarding everything they say. It is more a gauge of how much one serves an external cause (loyalty) or themselves (disloyalty).

Will Checks

A WIL check may be required to defy a moral code. Repeated or extreme attempts may result in a permanent change in moral code.

Statuses (Caste)

Characters can carry any number of statuses, as long as they have the required paperwork. If not chosen, the characters are assumed to be citizens of some city and country.

» Noble (Politician/Nepot) - You have paperwork demonstrating your noble lineage, marriage to a noble or assignment by a royal. Privileges: Approach to the local crown. Approach to any noble. You are eligible for invites to stay at the local royal house and to any royal's banquet.
» Royal (First Families) - You have paperwork demonstrating your royal lineage or marriage to a royal. Privileges: Approach to any crown. Eligible for invite to stay at any royal house and to any royal's banquet.
» Bourgeoisie (Businessman) - You have trade status within a guild or house. Privileges: Approach to any noble. You are eligible for invites to royal banquets.
» Royal's Servant - You are a servant within the royal house. Privileges: To purchase items in the royal's name. Approach to a noble in the royal's court.
» Noble's Servant - You are a servant within a noble's house. Privileges: To purchase items in the noble's name.
» Courtesan (Senior Staff) - You are in service to the crown. Privileges: You have approach to the crown. Only Nobles and Bourgeoisie may have approach to the crown as a courtesan.
» Cupbearer (Bodyguard) - You are the only peasant with approach to the crown. Privileges: Approach to the local crown. You are not permitted to speak to the crown unless reply is expected. You taste the royal drink and food for the crown and put your body between an attacker and the crown.
» Protector of the Realm - You are a noble and a hero of the people. Privileges: You may enter the tent of military officials. You have unsolicited approach to any local military official in a public place. You may appear in presentable partial plate mail at a royal banquet. (Quiet upper body plate mail without helmet or chain mail.)
» Citizen - You are a recognized member of the local kingdom. Privileges: To purchase goods and services and have unfettered access to the kingdom.
» Freeman (Enclaved) - You or your forefarther are a former slave or foreigner that has been given the status of a citizen, but will always be recognized as a former slave or immigrant. Privileges: Citizenship.
» Slave (Illegal Immigrant) - You are property owned by a bourgeoisie, noble, or royal. You have no rights and no status in any kingdom. If you flee slavery, you will be hunted. Privileges: None.

1.8: Unit Development

Development Points

DP Analogs

» Career - Applied the character's skills only as they work within that character's chosen career path.

» Catchphrase - Use any number of catch phrases when performing actions.

» Declared Actions - Consistently declaring specific actions. (See Declared Actions.)

» Flashbacks - When characters enter a situation, the GM may have players express a character memory regarding a similar circumstance at an earlier time. The player should write details of the flashback on their character background. At the end of the session, the GM may review character backgrounds to see if flashbacks were recorded.

» Special Effects - Spell-users may choose a particular magical special effect (lightning, fire, shadow, etc.) that their character will use from then on and consistently describe spell effects using that particular special effect in order to receive a development point.

Experience Points

(Hack and Slash Variation of DP)
To turn BareBones Fantasy into a hack and slash game, provide experience points (XP) for each encounter that may be traded for DP. Here is one way of doing that:

» Combat XP - Gain 1 XP per rank for each opponent you defeat. So if the monster or NPC is rank 3, you gain 3 XP. Divide the XP among the party, giving any remaining XP to the one who performed the killing blow.

» Challenge XP - Gain 1 XP for overcoming a non-combat skill or ability challenge, or 1 XP per level of opposing skill check for success.

» Trade XP for DP - For every 10 XP you earn, gain 1 DP.

» Disallowed DP - Survival, ability, skill and victory are taken care of in combat and skill challenges so you do not gain them as DP.

» DP Pairs - You only get DP for one of a pair from the following pairs: Discovery or Innovation, Role-playing or Personal, Notoriety or Success.
 

Spend DP

» Abilities (Addendum) - Extremely high scores are more expensive. Scores at 75 or higher cost 2DP per point and scores at 100 or higher cost 4DP per point.

Threat Rank

A character’s or encounter’s threat rank helps the GM determine its overall effectiveness in combat and is used to choose appropriate challenges for a party of PC’s. Perform the following steps to achieve the threat rank. (While more detailed than most BBF mechanics, it is more accurate than Rank as printed. Some spells and other effects that normally rely on Rank may best rely on an appropriate skill level instead.)

» Step 1: Score of Best Attack - Identify the unit’s most effective average attack (from weapon, spell or special ability) and note its attack score. Count 1 point for every 10%. (Characters round down. Encounters round up.)

» Step 2: Damage of Best Attack - Divide the maximum number of damage dice for that attack from the weapon, spell or special ability by two. (If doing damage to multiple opponents, add up the total number of attack dice.)

» Step 3: Best Attack Result - Multiply the result from step 2 by the result from step 1

» Step 4: Assist Others - Add +1 if the unit has an aid spell or leader skill.

» Step 5: Number of Attacks - Calculate the number of actions the unit gets before all its attack chances of success reach “0%” and multiply it by the current total.

» Step 6: Average Damage Nullification - Identify which way the character actively resists the most amount of damage per encounter from one of the following.

    A) Natural Defense. Add its STR, DEX, LOG and WIL scores above 50% together and divide by 4. It gets 1 point for every 20%. (It is assumed that scores below 50% will be abandoned in favor of attacks.) This number represents the value of its natural defensive actions.
    B) Spell Action Value. Half of A +½ point if spell skill is secondary, or +1 point if primary. It also gets one of the following:
      • +1 for each second level* in heal
      • +1 for each second level* in dispel
      • +1 for each second level* in hinder
      • +1 for each level in protection, another +1 if level 3 or more with protection, and another +4 if level 5 or more with protection
      • +1 for each second level* in repel
      • +1 for each level in telekinesis
      • +1 for level 4 or +2 for level 5 in teleport.

      * Levels 2, 4 or 6.

    C) Special Ability. The total average damage prevented by a special ability’s action(s) each round. (If damage dice are prevented, divide the total by 2.) This number represents the value of its special ability actions.

» Step 7: Number of Defense Chances - Calculate the number of actions the unit gets before all its defense chances of success (from step 5) reach “0%” and multiply it by step 6.

» Step 8: Damage Reduction Value - For every 2 DR, the unit gets 1 point. (Includes DR or other damage dice reductions from non-action special abilities and magical items.)

» Step 9: Damage Absorption - Add 1 for every 5 BP.

» Step 10: Final Threat Rank - Add the results of steps 5, 7, 8 and 9 and divide the total by 3. (Round down if player unit, round up if opponent.)

Example:

2.1: Actions

Lifting and Encumbrance - See STR Lift table in Unit Creation. Roll for fatigue if object is more than 1/2 lift. Roll for fatigue if carrying object 1/4 of lift. Roll for success if object is greater than 3/4 lift. Character will be fatigued when lifting 1/2 lift. The number below the target number divided by 10 is the number of turns it can be held. (Example: If a character has a target of 40% and roll 22, they can hold it for 2 rounds. That is 18÷10 round up. Otherwise, they are simply fatigued until the light encumbrance is removed.) Target will be fatigued 1D turns after putting down the object.

Declared Actions

Whenever a player character or heroic NPC performs a special attack or defense action, they may declare an action that alters the combat rules for that attack; if they state the action, describing how it is performed, the GM may permit it. If the GM chooses, a bonus may apply to the attack, damage or resistance check. Following are a list of declared actions that a player may call during an attack. Each one provides a suggested ruling that the GM may use, or the GM may provide a ruling of their own in its place, or may fulfill a requested ruling by the player. To perform declared action, a success role must be made.

Special rules may involve permitting free attacks, using up attack actions, defining it as an extra action and ruling on the space required or distance covered, among others. This list of declared actions is not hard coded, but is meant to assist GM's in making quick calls and familiarizing them with, and encouraging, special and familiar actions.

Defensive Combat Declared Actions

» Block - Use your warrior melee skill to block blows. On a critical success, you may choose to deflect the blow to an adjacent target.
» Dodge - Move one space to the right or left when rolling a DEX-based resistance check.

Offensive Combat Declared Actions

» Advance - Move the target of your attack back 2 spaces whether they defend the blow or not.
» Berserk – you may get a 5% chance per level to go Berserk that turn. If successful, you can only use one type of attack that turn and you receive no penalty for your next attack and only a cumulative -10 for each attack after the first.
» Called Shots – make an attempt to perform a head shot, remove an arm or leg, disarm your opponent, etc., at -20. Get -10 for each new attempt to do the same thing down to 10%.
» Feint - you may provoke your opponent, as a free action, to perform a resistance check. If they fail, then you may perform an attack action from which they cannot defend.
» Grapple/Submission - Attempt to grab hold of your opponent or break a hold with an unarmed combat check. The opponent becomes unable to move. If grappling your opponent from behind, you may attempt a submission hold instead, in which they are unable to attack or defend.
» Intercept - you may choose to intercept a blow to an adjacent ally using any manner of defense at your disposal.
» Joint Assault - two or more characters may perform their first attacks all at the same time at the sacrifice of all their extra actions that turn. The defending character may only defend against one attack.
» Knock Prone - You knock your enemy flat to the ground.
» Parry - you get DR1 for each weapon in hand.
» Pierce Chink - When you find a chink in your enemy’s armor, you may attack that chink. His DR is halved vs. this attack.
» Shield Bump - if you have a shield in hand, you may move an opponent (your size or smaller) back 1 space and knock them prone.
» Seize the Initiative - Gain initiative. You get to act first the next turn. You cannot perform any more actions this turn.
» Stay Alert - As long as you are not being attacked, you get a +20% to your next action.
» Stunning Strike (Before rolling the dice the player may announce that the character is attempting this special unarmed strike. If his attack hits, it does divide the damage by two and the target counts as stunned and can make normal resistance checks to remove the condition.)
» Taunt - You insult or distract one opponent within five spaces of you. He is at a -10% penalty on attack/casting rolls on their next turn.
» Threaten - You challenge an enemy within 5 spaces of you with an opposed WIL check. He must make his next attack at you.
» Weapons Locked - Use a WIL instead of STR as the base for a combat skill check to keep yours and your opponent's weapons pressed against each other to prevent your opponent from attempting an attack. Requires one level in a combat skill.

Non-Combat Declared Actions

» Balance
» Bluff
» Climb
» Hide
» Intimidate - You may use your combat skill, WIL or STR score to attempt to intimidate your opponent.
» Jump
» Perception Check - Each skill is also a unique form of perception. Choose a skill and use LOG instead of its listed ability. A thief would know who is a prime target and who isn't. A computer technician would notice if a program has been tampered with. A warrior can identify another warrior in plain clothes. A scout can notice something out of place and determine whether it indicates danger.
» Persuade - You may use your LOG or WIL score for a persuasion attempt.
» Run
» Swim
» Technobabble - Confuse, bluff or distract a listener using technobabble specific to your skill and chosen career. Listener may perform opposed WIL check or opposed skill check. Listener is transfixed for 1D rounds per level, after which the listener gives up trying to understand.
 

Techniques

A unit may acquire combat and non-combat actions specific to their skills, called techniques, that can be used as long as success and/or damage can be rolled. Techniques cost 2 DP each. A character's collective techniques for a particular subskill is a "suite". You may acquire a technique only once.

You must call the technique before the roll for success. If able, non-combat techniques may be applied to combat.

Defensive Combat Techniques

The following techniques require at least 1 level in a combat skill.

» Armor Ablation - Cause your armor or shield to take the full damage and be knocked back 1 space. Determine what area the damage was taken. You lose armor in that area or your shield is destroyed.
» Armor Deflection - As long as you are wearing armor or a shield, you get +1 DR.
» Drunken Dodge - When you successfully defend a melee attack, your opponent does 1D damage to their self.
» Luck of the Rat - Cause your opponent to reroll their attack dice and you choose which result.
» Strength of the Ox - Exchange damage done to yourself by this attack for a condition of your choice. (You cannot stack conditions.)
» Transcendent Transformation - Exchange one condition caused by this attack for another of your choice. (Limitations may apply.)
» Will of the Tiger - Get +10 to defense.

Offensive Combat Techniques

The following techniques require at least 1 level in a combat skill.

» Black Widow Affliction - Cause a persistent non-damaging condition.
» Defensive Stance - Your attack sets you up for your defense. You get a free resistance roll as your next action.
» Deflect Arrows (Warrior) - Prerequisite: Choose a skill to associate with deflect arrows. Your character trains regularly to be able to deflect incoming arrows as an action one at a time with a skill check.
» Lightning Attack - You can attack another opponent that qualifies for an attack without a multiple action penalty.
» Lotus blossom - Make attacks on multiple adjacent targets at once with only a cumulative -10 penalty for each additional target. All adjacent individuals must be attacked. You may keep from striking any individual sharing the same space as you.
» Mantis Precision - Get +10 to attack.
» Mighty Blow - You inflict extra 2d10 damage.
» Rapid Reload - You can reload a missile weapon as a free action this turn.
» Riposte (Warrior) - when you successfully defend an attack in your frontal region, you may attempt an attack of opportunity. (The player must describe the action.) Unless the attacker has prepared a defense against riposte, the riposte succeeds with a successful skill check as a free action. If attacked from behind, instead, you may do this, but sacrifice your first action on the next turn. You may also defend against riposte with a prepared action.
» Simian Rage - As long as you are engaged with your target, performing no other actions than attack, your target cannot attack anyone but you.
» Skewer/Shatter (Warrior) – you may attempt to run an opponent of a certain subsize through with a single sword strike or shatter ribs with a crushing weapon, depending on the following STR requirement: Very Large (9'+) 90, Large (8'+) 80, Very Tall (7'+) 70, Tall (6'+) 60, Average (5'+) 50, Short (4'+) 40, Very Short (3'+) 30, Small (2'+) 20, Very Small (1'+) 10. The weapon does maximum damage. (10 for each 1D. 5 for each 1D/2) Armor DR does not apply.
» Sunder/Splatter (Warrior) – you may attempt to sunder with a blade or splatter with a crushing weapon an opponent of a certain subsize with a single blow, according to your STR: Very Large (9'+) 100, Large (8'+) 90, Very Tall (7'+) 80, Tall (6'+) 70, Average (5'+) 60, Short (4'+) 50, Very Short (3'+) 40, Small (2'+) 30, Very Small (1'+) 20. (Weapon subject to GM approval.) This is an instant kill from which the opponent cannot recover or be resurrected by a non-deity. Situational modifiers may apply.
» Viper Strike Lingering Death - You inflict a wound that continues to do 1D/2 damage every hour. The target cannot recover from damage until the residual damage condition is removed.
» Wasp Infliction - Do an additional 1D Damage to a single target.
» Wind Strike - Split up the damage dice down to 1D/2 or more. (Restricted from ranged non-magical attacks)

Spell Techniques

» Combat Magic - Use a weapon to attack with a spell in a single action.
» Fast Casting - You can cast a spell this turn without a multiple action penalty.
» Fearsome Display - The effect of the spell is much more dramatic than usual. Until the beginning of your next turn, anyone attempting to make a melee attack against you must make a Willpower test -10% per spell caster level or be only able to move or defend.
» Mighty Spell - Once each turn, if a spell does damage, you may have one target of the spell of your choice take an extra 2d10.
» Skillful Casting - You increase the usage of one spell by one extra casting per day/turn/level, whichever applies. You may take this multiple times, but only once for each spell chosen.

Non-Combat Techniques

» Controlled Failure - You safely spring a device or circumstance by choice and control the result.
» Damage Control - Doubles in failure have no effect.
» Jackpot - On a critical success, you determine the result directly related to your effort. (You cannot control the responses of NPC's and external factors, only the response of an NPC to which you are applying a persuasion attempt.)
» Simulacrum - If you fail by 10%, you are still able to achieve similar, but less effective results.
 

Signature Tactics (Combos)

Signature tactics, or action combos, are predetermined sets of two or more actions and movements triggered under specific criteria that are standard for a particular character. Each character gets one signature tactic that they can tell the GM they wish to perform automatically whenever the triggering conditions are met. These tactics are performed with a +10 bonus to success where a roll is required. The GM assumes the character performs those actions under the triggering criteria with the permission of the player. This allows the GM to take shortcuts and move through battle more quickly.

To create a signature tactic, a player designs a suite of consecutive actions they can perform using a +10 bonus to success, designed to take place under specific circumstances defined by the player to act as a trigger. It is recommended that the circumstances be commonplace. The actions do not have to all take place in the same turn, but must be consecutive. No actions can be injected. They are treated as pre-planned actions.

    Example: Whenever Tamiryl, the elfin archer, moves in on a target, he shoots his bow, draws his kopesh sword as he casts an offensive strike (fire) spell on it, strikes with it and prepares to defend against that opponent. He normally receives 63% for ranged weapons, 65% for spellcasting, 59% for melee weapons and 78% for a physical resistance check. With the bonus and extra action penalties, he now receives 73% for ranged weapon in first strike, 55% for spellcasting as a second action, 29% for melee weapons strike as a third action, and 38% for a reflex check on that opponent's next attack as a prepared action, but gets no defense against any other opponent's attack. This is known as his closing attack and starts from between 5-9 spaces per GM's restriction.

A player can change their character's signature tactics at any time with notice to the GM prior to combat. The GM describes the actions of the character, allowing the player to cancel the combo to use different actions.

The application of poultices or eating are prohibited from combos. (Drinking is not a prohibited action.)

2.2: Movement

A game needs 4 things to simulate flight: vector, Gees, dimension and scale, allowing you to carry on seamless action from character combat on up to colossal spaceship combat.

USING MAPS

For characters, a "space" of any type is approx. 2 m. This may vary due to PC size, oxygen deprivation, disorientation, aquatic combat, etc. (GM decides.)

A unit must end up in the center of the furthest space the center of the chit touches that turn.

If the space's scale (See Scaling Movement on the Fly below,) is double a ship's size or less, two ships of the same size cannot be in the same space at the same time (even if just moving through,) without colliding. However, as long as the hex is more than twice a ship's size, no collision is necessary, unless the space is locked within the other ship's hull size.

When double-mapping, (See Three-dimensional Movement below,) opposing ships may be on the same space on one map, but in a different space on the other; otherwise the above rule applies when both ships are in the same space on both maps.

As long as the space's scale is double the size of a soft object (e.g., character), the soft object must roll DEX to determine if it collides with an object its size in the same space. If it succeeds, it is considered to make contact, but simply brush or squeeze by. Otherwise a collision takes place and damage may be done. (GM decides.)

Squares

Diagonal movement on a square equals 1.5 squares (3 m).

    Figure 1.
    [image]

Hexes

The 6 sides of a hex are the cardinal directions (Light gray hexes,) on the map below, representing whole facing changes of 1.0, 2.0, etc. Each corner on a hex points toward the ordinal directions, (Yellowish hexes,) indicating a 0.5 (1/2) facing change. Between those are the primary (pink), a 0.33 (1/3) facing change, secondary (blue), a 0.25 (1/4) facing change, tertiary (green), a 0.2 (1/5) facing change, and quaternary (not shown), a 0.166 (1/6) facing change. Add the values of all facing changes in the turn and round up.

    Example: The Remora, a frigate traveling at 5 hexes per turn starts out changing facing by 1.5, then moves a couple of hexes, landing in the center of a hex. Then it changes its facing by another 1.33 and moves three hexes, landing in the center of a hex. The ship has moved five hexes and changed its facing by 3 points this turn.
    Figure 2.

These also indicate spaces traveled, traveling 4 hexes when moving to a secondary hex (Through the cardinal [1], ordinal [2], primary [3], and secondary [4] hexes) as depicted by the green arrow in figure 2. The hexes in Figure 2 correspond to minutes on a clock. Multiply the minutes times 6 to get degrees.

    Example: The Remora moves 6 hexes to a quaternary point at 11 minutes to starboard from its starting position. 11 multiplied by 6 is 66°.

Three-dimensional Flight

Divide movement between two maps to track the third dimension of depth. (Knowing the shape of a larger object by a topographical map, floor plan or cross-section, also helps.) The second map can be a grid page, vertical track, ruler, or even just notations. In most cases, moving only 5 spaces may appear as 4 on one map and 3 on the other. (As an example.) Or the unit may appear stopped on one, but moving on the other.

    Figure 2.

CONTEXTUAL RELATIONSHIPS
Simulate atmospheric flight, or flight over a moon's surface or an object in space, such as the hull of a large nearby ship, by tracking the craft’s distance from a fixed surface as the ground on a map.

For ships as the “ground”, you can move below the field of the ship, but that ship should always represent a flat plain in relation to the area around (“over”) it on the vertical track.

While the larger ship may be traveling at 37,500 kph, the smaller ship may be moving at 300 kph in relation to the hull of the larger ship as if passing over a stationary surface. Though this is only possible if the larger ship is moving along a fixed path, otherwise treat the larger ship as sinking or swelling ground, depending upon the direction of its maneuver.

If the larger ship increases speed faster in one direction than the smaller ship, treat the smaller ship as moving in reverse or falling down beside a wall (the larger ship). The smaller ship must expend at least as much thrust in the direction of thrust of the larger ship in order to keep up. If the smaller ship is thrusting in the opposite direction, add the larger ship's thrust and movement to its movement. Though in a stationary position over the “ground” ship, you do not get to change the facing of your ship as if stationary while applying thrust.
 

VERTICAL TRACK
Use the hex at Point Zero (center) to determine the plane above and below which the action takes place. You do not need to use a ship to identify Point Zero if you don’t want to or don’t have one.

When you move in any direction other than vertical on the vertical track, just move the piece as if on a full map, cycling back and forth between left and right hexes as you move (as demonstrated by the arrows inside the Vertical Track), maintaining the chit’s facing. If you need to, you may demonstrate the movement on the full map and then use the result to determine where it would end up on the vertical track.

If the vessels are too far above ground level, then consider either the middle hex or the bottom hex as the “deck”, below which is dangerous to enter.

 

SCALING MOVEMENT ON THE FLY

The following rules bridge character movement seamlessly with space movement and all the shades in between. Choose the scale appropriate to the speed.

Tracking Scale

While graphic maps are useful to express the terrain, use the Scaling Map below to track scale without the distraction of inapt graphics. (However, some computer programs can track all scales with map graphics.)

Use the Scaled Movement table on the Scaling Map sheet to change scale as needed throughout your game. Move up and down the scale as speed changes. The relative hex size on the Scaling Map indicate the relationship between objects on different movement scales. It comes with the table and reminders to eliminate rules referencing.

Scaling Map

Changing Scale

Choose the scale you want, then start your next turn on that scale. Using the Scaled Movement table on the Scaling Map, choose a hex size in the Hex Size column or speed in the kph/Hex column and use that scale row for movement and note the Turn Time. The speed should fall within at least 1 hex movement for that scale or be “0”. Each turn time on the Scaled Movement table is labeled with a likely application, such as Character or Spaceship to make scale choice easy.

    Example: To travel 4,500kph, a jet or spaceship must move at 6 hexes per 3.2 minute (3 minutes 12 seconds) turn on scale 6. If traveling at 3 hexes per turn on scale 5, the aircraft will be traveling at 450kph.

 

Turrets Special Rule
Turreted weapons have a maximum movement scale that they can combat on labeled "MS". (Scale 6 or smaller.) They cannot lock onto units on a faster scale.

 

You may change scale when any vehicle or spaceship slows to 2 hexes or slower movement or increases to 5 or 10 hexes on the current scale. If the ship slows below 1 hex or speeds up above 9 hex movement on the current scale, it must change scale. You must declare that your ship is changing scale within a hex when slowing below 1 hex movement or it is considered stopped.

    Example: You are traveling at 4 hexes per turn on scale 6 (3,000 kph). You are coming in on an approach vector to land, so you slow down by 4 hexes on the current scale, but wish to continue to move on a lower scale. You are now traveling at 9 hexes of movement on scale 7, so you use +4 thrust to slow to 5 hex movement on scale 5 (750 kph). Then your turn ends.

Turns

Each scale uses 2 turns for each turn on the higher scale. For example, scale 6 plays out 2 turns for every 1 turn on scale 7, while scale 4 plays out 8 turns in that time.

When operating multiple scales of movement and combat, you must track the time and occupy it more specifically for higher scales during the shorter turns, (Such as fighter combat and turret fire,) allowing plots and specific repairs to take place on larger ships during shorter turns.

You may choose to divide actions according to a lower scale in order to make sure they are resolved more quickly, more thoroughly or more accurately on a higher scale.

The closer ships are to each other, the faster the action takes place and the more frequently damage happens and the harder it is to avoid damage. So there is no significant difference in how combat is handled between scale 7 and scale 4 (or any other scales) except as affected by reaction times per the discretion of the Referee.

When ships are closer and slower moving, they will have a faster firing solution, thus, no matter what scale, attacks and counter attacks can still occur every round.

Topography on Blank Hexes

Due to this method of mapping not being able to use graphical maps to represent topography, topography must be tracked in a different way. You can do this in a number of ways.

» Interchangeable Topographical Hex Maps - Keeping a variety of generic isolated topographical features on hand that can be used for any scale can be especially helpful. They should not be whole maps, but such a map would isolate a specific feature, such as a single mountain or chasm.

» Topographical Markers - Chits with height indicators (e.g., "2.1k") can be placed on hexes to show the height of that hex. You would not do this for every hex, but for the peaks and valleys.

» Topographical Overlays - Similar to interchangeable hex maps, using clear overlays with stock topography (Mountains, spires, chasms, valleys, etc.) marked on them can be laid over the blank hexes to help units move through the area in the quickest and most easily manageable way. Height chits, erasable markers or grease pencils can be used to indicate the height of the topography on the fly. Or you can print the hex map as an overlay to another map or image.

» Wing It - A little imagination can be used to imagine the topography, described as you fly through it can allow for the most freedom, but can lead to some discussions about the relationships of topographical features.
 

VECTORED MOVEMENT

[REDACTED FOR PUBLICATION]
 

2.3: Combat

Weapon Use

Weapon Specialization

Between adventures, choose a weapon in which you are skilled, unless Cleric. You get +5 to attack and to damage whenever using that weapon.

Multi-Weapon Fighting

You must have at least one skill level in warrior and a one-handed melee weapon in each hand. Gain +10 to your melee score and +10 to physical resistance checks for each hand with a weapon in it after the first.

One-handed Use of Two-handed Weapons

When using a two-handed weapon one-handedly, receive a -10 penalty to success and do not apply STR bonus to damage.

Two-Handed Bonus

Weapons thrown in water have a range of 1 space and do no damage. They then fall to the bottom of the water.

When using two hands with any weapon that can be used one-handedly, get +10 to success. Requires that you not be holding a shield or any other object with one of the two hands. Does not apply to more hands.

Throwing Weapons

When throwing weapons, add a number of spaces to the throwing distance equal to your STR bonus. If the target is within the weapon's natural range, you may apply your STR bonus to the damage.

THROWING HEAVY WEAPONS
Though heavy weapons do not have ranges, they can be thrown with two hands if the person is strong enough. Weapons that were not made for throwing can also be thrown, sometimes with just one hand. If you add 10 to the STR requirement, these weapons can be thrown a number of spaces equal to your STR bonus.

Improvised Clubs

Objects of any type, including weapons normally used as blades, can be used as blunt objects for providing crushing damage.

Surprise Attacks

Opponent is unable to defend if caught unaware.

Firing into crowds

Soft Cover Crowd. Shooter gets -10 to hit target. If it’s a miss, there is a 25% chance to hit other participants, friendly and hostile. if more than one randomly decide who.

Thick Cover Crowd. Shooter gets -20 to hit target. If it’s a miss, there is a 50% chance to hit other participants, friendly and hostile. if more than one randomly decide who.

Attacking

Attack Size Modifier

Smaller units get an attack bonus equal to the subsize difference with the larger opponent. Larger units get an attack penalty equal to the subsize difference with the smaller opponent. Multiply the difference x10 on the next sizes up, only. Smaller units are unable to harm or escape harm from units 2 sizes up without changes in speed.

Attacks of Opportunity

Units not moving in combat without cover provoke attacks of opportunity.

Units moving past an attack provoke attacks of opportunity.

Moving Targets

Attackers using ranged weapons are at a disadvantage when a target gets within one hex of the attacker, providing a -10 modifier for each hex of speed that the target is traveling when moving through that hex.

Turns

Unless the GM says otherwise, a turn lasts about 6 seconds.

Mounted Combat

Learning to ride a horse or dragon only takes a day's training and requires no skill level. However, you must be skilled to handle combat and special maneuvers. Your mount must have the warrior skill to perform in combat or else it will steer clear of combat or run away.

  • Mounted combat requires an offensive skill. (Warrior, spellcaster, cleric, etc.)
  • A Scout check is required when you wish to calm, befriend, command the mount, etc.
  • Hard turns require a DEX check using the creature's DEX.

Attacking from Mount

For each level in the offensive skill

  • Character Ranged Attack - negate the penalty by 5.
  • Bonus vs. Toppling - gain +10 per level to remain mounted in situations that threaten to dismount the rider.
  • Mounted Actions - the rider may choose to use the mount to defend an attack, (The character gets only one RS check per attack,) make an attack or perform special maneuvers, or the rider may use their own actions, not both. However, the rider may allow the mount to fight for itself (If it has levels in Warrior) while the rider attacks.

Attacking from a mount or moving vehicle has a negative modifier equal to the spaces per turn of movement as it passes the target and visa versa. For instance, if an attacker is moving at 17 spaces perpendicular to the target, it has a -17 modifier.

PENALTIES
Shooting while moving: -10 for every 5 spaces of movement starting with the first square.

JOUSTING
Add the movement rate of both mounts in relation to each other (How fast each one is moving toward the other,) divided by 2 and add it to the damage. This makes it easier for characters to do damage to dragons in flight.

    Example: A mundane winged dragon is moving at 30 spaces per turn, and the opponent's dragon is flying at 24 spaces per turn toward the first dragon. Together, this equals 54, divide by two, this is +27 damage.

Threat Levels

Each player in combat is assigned a threat level by the GM based on the elements below. The threat level can instigate automatic attacks by creatures and NPC's that feel threatened while causing some to run in fear.

» Subsize. For each difference in subsize between the tallest member of both parties, increase the threat level of the taller member's party by 1, and lower the threat level of the taller member's party by 1.
» Number. For each extra member one party has over the other, add 1 to that party's threat level. For each less member one party has below the other, lower that party's threat level by 1.
» Notoriety. Add 1 to a party's threat level for each point of notoriety of its members known by the other party.
» Distance. Lower the threat level by 1 for each square the two parties are away from each other.
» Ferocity. Add 2 to the threat level of the other party for each member bloodied by the other party.

If one party's threat level exceeds the other party's threat level by 10 or more, the other party must make a WIL check verses intimidation by its member with the highest WIL score.

http://dragonage.wikia.com/wiki/Threat

2.4: Damage

Getting Hurt

More Damage Types

» Decay [Originally Acid] - The dissolution of flesh or other material caused by such things as necrotic flesh, acid erosion, radiation exposure, metallic corrosion or rust, magical effects, frost damage, and similar effects. Assume one of three damage grades: 1D, 2D or 3D, and any kind of time cycles: per year, per month, per week, per day, per hour, per minute, per turn. In the cycle after exposure ends, (up to 1 day) receive half damage.
» Electrical -
» Falling - For each 10 feet above the ground, a character suffers 1D of impact damage when he hits the ground.
» Impact - All armor counts as DR0 unless resistant to impact damage.
» Shrapnel - Explosions, falling glass and fletched weapons can cause shrapnel damage. Shrapnel does ongoing ½D damage every hour in addition to any bleeding damage caused for every 10 initial damage. Unresolved shrapnel causes continual discomfort.

Conditions

» Bleeding - For every 20 damage an attack does, the character receives a bleeding condition. Unless the first action each turn is used to hold the wound with a free hand, the character takes 1D/2 damage that ignores DR. Removed if receive healing, or bandaged up after battle. Multiple Bleed conditions stack and must be addressed individually.
» Blinded - The character cannot see, is at a disadvantage in physical resistance checks, is not able to flank opponents in melee and suffers -40 when targeting foes.
» Deluded - The character perceives something that is not real (determined by the GM).
» Fatigue (Addendum) - For every 5 MOV, the character gets -1 (5 - 1 = 4) until condition is removed.

Injury Penalty to:
Bleeding Health Regeneration
Broken Bone DEX
Concussion Abilities, skills
Coughing Blood   Fatigue
Cracked Skull See concussion
Crushed Arm Halved STR
Damaged Eye Attack/Defense
Deafened Defense
Head Trauma Abilities, skills, WILL
Open Wound Nature Resistance
Wrenched Limb Attack Speed

Size Scale Damage Multipliers

Each size scale or magnitude does ten times the damage of the previous scale or magnitude. So if a character with Massive STR fights a character with a Giant's BP, multiply the Massive character's damage by 10. So if it does 3 damage, it actually does up to 30 damage in a full hit on the next size down. (Characters can control how much damage they do up to the damage roll.)

The opposite occurs in the inverse. For example, when a Medium STR character does damage to a character with Giant BP, they do only 1/10 damage to the giant's BP.

For instance, a massive spaceship is clearly going to do a whole lot of damage to a motorcycle or character equivalent to 100 times character to character damage. Vaporization is likely.

Fractions that would be rounded up to doing only 1 damage on a unit the next size up would do only half a point of damage. Half damage applies only after adding another half damage.

When damage dice exceed 4D, you may bump the damage scale up to 1D/5 on the next magnitude.

Explosions and Massive Impacts

Blast Radius

Powerful weapons, even punching damage from very strong character units, often have a blast radius.

Every bomb has a primary blast radius, in which full damage is done, a secondary blast radius in which half damage is done, and a tertiary blast radius in which quarter damage is done. The two additional radial distances is equal to the primary blast radius so that the full blast radius is 3 times the distance of the primary blast radius.

    Example: An atomic bomb (mini-nuke) would be around 1D or so of Provincial impact damage, 1D of Provincial heat damage and impose ongoing radiation damage to the tertiary blast radius for 50 years, 100 years for the secondary blast radius, and 150 years for the primary blast radius.

Any blast on the Massive scale does half damage and has a full blast radius of 1 massive space.

The blast radius and damage doubles within enclosed spaces. (No open air flow.)

Other Blast Damage

Damage from the explosion itself is impact damage.

Housing or burial causes debris to be thrown out, causing shrapnel damage. If the bomb is housed, or is buried 1 Medium space with Colossal damage, do an equal amount of extra shrapnel damage as impact damage. Multiply the minimum distance buried by 10 for each magnitude up or by 1 for each subsize up from 5.1.

Blasts that cause fire damage do fire damage equal to the impact damage.

3.1: Magic Items

Magic Item Terms

Runes: The number of slots for runes available on an object.

New Magic Items

Bow of Casting - A wondrous weapon that looks like a bow with an invisible string, but the string energizes and produces energy arrows when pulled that perform the will of the user. The user gets the following spells at the level of the user's ranged weapon skill: offensive strike, divination and entangle. The arrows can also create a 5-space globe of light. (Note: It cannot produce permanent spells or permit the user to infuse other weapons with spells.)

Barrier Shield - A wondrous shield that protects its wielder and those behind them as the wall/dome effect of the telekinesis spell equal to the warrior level of the wielder. (Note: The spell cannot be applied permanently.)

Staff of Defense - A wondrous glowing gilded wooden quarterstaff (6') that reduces down to a 2' stick when not in use or extends to 10' to be used as a pole vault. It enhances the wielder's STR and DEX with +20 bonuses. When quickly spun in front of the wielder, it provides a wall defense the same as the telekinesis spell equal to the wielder's warrior level. It breaks non-magical weapons when striking. If the staff is broken, it need only be put back together and the parts will merge.

Club of Might - A wondrous indestructible club that appears as a simple top-heavy piece of timber. It grants its wielder +10 to melee attacks and does damage as a club enchanted with offensive strike equal to the warrior level of the wielder that triggers with an attack. When striking the ground, it can cause a localized quake, fissures and even crumbling earth.

Cloak of Invisibility - A major magical cloak that causes the wearer to become completely invisible when the hood is up. If torn, it loses its power until mended. (Note: The cloak does not hide foot prints, smells or sounds.)

Wizard's Cap - A major magical conical cap that allows a spellcaster to conjure objects (living or non-living) by pulling them out of the cap. The cap opens a portal the size of its rim, as from the 6th level teleport spell, to another area from which the wielder may pull any object that may fit through the rim. The wielder needs only to imagine what they want. However, for each spellcaster level below 6th, the spellcaster has a -10 chance for success. Failure means that the spellcaster pulls out an unwanted item. (Note: It cannot produce a portal larger than its rim and cannot establish a permanent portal.)

3.2: NPC and Creature Creation

                                                              GM'S EYES ONLY!
 

Interacting with Characters

The GM has a number of practices at their disposal that they may choose to exercise when interacting with the players and their characters, usually by means of a patron deity.

Avatar

The GM may actually directly interact with the characters by means of an avatar through which the GM acts and speaks. The GM can be as open or cryptic as they like.

Inspiration

Usage: 1/Day per character rank for each chosen character.
This is the means by which a patron deity may have a dialog with any chosen character in order for the character to communicate or perform the will of the deity. Through inspiration, the GM communicates directly with the character and can provide instruction or negotiate the fulfillment of a player's request. It is recommended that the GM communicate to the party by means of the same one PC or NPC.

Miracle

Usage: 1/Day per spell user level for only one chosen character.
The GM may have a player perform a miracle at the behest of their patron deity, or the character may pray for their patron deity to assist them in performing a miracle. It is up to the GM whether the miracle is acceptable or not, or the GM may work with the player through inspiration, to determine a miracle that is acceptable within the game without making it a cake walk. Miracles are generally for the purpose of demonstrating the power and majesty of the patron deity in order to glorify them and fulfill their divine plan. Thus, the miracle has to be in line with the patron deity's primary focus and within the realm of that deity's realm of influence. (Water, destiny, creation, etc.)

Prophecy

Usage: Unlimited
Fantasy settings may provide a prophetic aspect that can enhance a feeling of there being something greater, something mystical involved. Mathematicians, Clerics, psychics and other spell users may have the ability to predict or foretell. Unfortunately, it is not usually up to the caster to determine. The character's patron deity often has other plans.

Prophecy is a toy for the GM more than the character, to add mysticism to the game. With it, you can state what the future will be for a character, a party or the setting as a result of the party's actions. The GM will then influence the events to play out as foretold. To do this, have the prophet state imagery that is representative of the events and able to be loosely interpreted. (If the prophet is a member of the party, you may pass a note with a few keywords that invoke the imagery that the prophet can then relate in their own words in the order written.) You may give a cryptic conclusion to the prediction by stating that there will be a choice that leaves the end of the module open. Or you may show that there is only one possible outcome, stated very cryptically, symbolically, even though more options appear available.

As the adventure unfolds exactly as planned, even though players made their own choices, they will actually enjoy it instead of feeling railroaded. Start out small and then begin practicing more elaborate prophecies as the game goes along. All that needs to happen is allow things to take place in the order you prescribe, disregarding an event that gets out of order. Keep trying until events occur in the order prescribed.

Size Scales

Some creatures are stronger or weaker, more nimble or clumsy, more or less intelligent and stronger willed or easily manipulated than humans. You may use the size STR roll table in the Size rules to determine differences in any of the abilities to humans, even on orders of magnitude.

Magnitudes (MAG)

Use the following magnitude table to determine the scale in relation to the character scale (Medium) presented in the Size section. Each larger magnitude of creature, robot or vehicle counts as the next MAG up, and starts over on the size table for that magnitude. Each magnitude is ten times larger, stronger, faster, more damaging and more resistant to damage than the same size on the lower magnitude. When recording the size of a creature, post its magnitude first, then its size, separated by a period. For example, a size 3.8 creature is ten times larger than a size 2.8 creature, which itself is twice as tall as a human. (Size 2.4.)

0. Miniature (Up to 1½")
1. Tiny (1½" to 1'2")
2. Medium (1'3"-12'5")
3. Giant (12.5'-124.9')
4. Massive (125'-1,249')
5. Colossal (1.25k'-12.49k')
6. Metropolitan (2.4 mi-23.6 mi)
7. Provincial (23.7 mi-236.4 mi)
8. Continental (236.5 mi- 2,365.4 mi)
9. Lunar (2,365.5 mi - 23,655.2 mi)
10. Planetary (23,655.3 mi - 236,552 mi)

After determining its magnitude and size, roll the creature's STR on the size table (See Size) and record the result. Then determine its MOV and Travel rate. You may determine that a creature is faster or slower than human equivalent, in which case, you may apply any speed you deem appropriate. The following size movement table merely provides a basis for comparison.

 Subsize Movement 
 Size   1   2   3   4   5   6   7   8   9 
 MOV   2-3   4-5   6-7   8-9   10-11   12-13   14-15   16-17   18-19 
 Travel
 (Approx.
 Leagues)
 
 2.5   5   7.5   10   12.5   15   17.5   20   22.5 
    Example: GM Clara wants to create a kobold. She determines that kobolds are about half the size of a human. So she chooses 2.2 as its size scale. Thus, Clara rolls 2D3, getting 11 and adds 20 for a total of 31. (Kobolds are not known for their strength, so should not get a STR bonus.) Determining that they are a little faster than the usual humanoid their size, because of reticulated legs, giving them quick bursts of speed, she bumps up the scale and gives the race a 6 racial MOV on the creature's stat block, but chooses 5 leagues because bursts of speed cannot be maintained, thus needing frequent stops. (It is a reptile, after all.)

Consilidated Size Rules

The following is a complation page containing all rules affected by size and notes concerning their importance and reasons. Use this only if you want to reference a complete document on size rules.

Size is very important, as creatures, spaceships and even robots, can get quite large. Characters, creatures, robots and vehicles all follow the same size charts for STR scores and BP. Use the following rules to determine variations in ability scores and derivative stats based on the relative size of the object.

Option: Size Multipliers

Before we begin with the recommended size system, let's look at the obvious option for determining size that demonstrates why the size scale system promoted further down should be preferred.

This option simply requires a multiplier. Roll up STR scores as normal, but apply a multiplier. If a person is twice as tall as a human, they have twice the strength and double the damage. If they are 10 times as tall, they have 10 times the strength and the damage is 10 times greater. You can also use decimals for more finite differences on the standard human scale. (1.0 is 5-5'11".) Twice human height is 2.0. (10-11'11".) Half human height is 0.5. (2.5-3'.) It is more elegant, but multiplication must be performed frequently. Though every weapon would be sized up or down to meet the character's needs in order to change the damage, otherwise the damage remains the same, and only the STR damage modifier would be multiplied by the size multiplier.

To calculate damage, apply the multiplier before rolling dice if the attacker is larger, or after rolling dice if the attacker is smaller.

It also gets a DEX modifier of 2 per whole multiplier regarding the difference in size. So if one creature is 5 times taller than another, it gets a -10 modifier to its attack and defend. Inversely, the opponent gets +10 to attack and defend.

    Example: If you have a size 0.3 unit up against a size 2.4 unit, the size 2.4 unit will have a STR and damage multiplier of 2.4 / 0.3 = 8 and have -16 DEX modifier. This means, if he uses a weapon causing 1D+3 damage and has a STR of 64, it will do 8D+24+16 damage if it is a hero, for a potential damage of 24-240 depending on resistance and critical hit, (assuming no critical resistance) with average damage (80) being more than enough to demolish almost any unit 1/8 its size.

    Inversely, the 0.3 unit will have a STR and damage multiplier of 1 / 8 = 0.125 and a +16 DEX modifier. This means, if he uses a weapon causing 1D+3 damage and has a STR of 64, it will do 1D+3+2 damage x 0.125 if a hero, for a potential damage of 0.375 to 3.75 (or 1-4 if a hero) depending on resistance and critical hit, (assuming no critical resistance) with average damage (1.25 or 2 if a hero) being barely enough to provide superficial wounds, but enough to do damage all the same.

The problem with this method is the amount of math required which breaks the system under its weight because it ends up eclipsing all other mechanics for time spent on it. However, the following method resolves all issues of math with an intuitive and easy-to-remember system. However, while somewhat gradual, it has an exponential growth by scale. It is broken down further into subssizes.

SUBSIZES

Subsize refers to a unit’s longest measurement, whether vertical or horizontal according to average human build. It can also be expressed by its overall circumference. In any case it is a general estimate, not exacting. If you believe the unit’s length does not accurately depict its mass and/or capabilities, you may adjust it up or down as you see fit with GM approval. Subsize is not the same as size, but is a sub-category of size.

STR has a special roll and bonus according to subsize. The subsizes given in parentheses represent the medium (size 2) size scale. The scores on this table adjust for the individual unit's variance within its species and exist in tandem with size scales. Size scales follow different rules. (See Size Scales and Magnitudes for various unit size differences.)

 Subsize
(Approx. Length/Height)
 
 STR 
 Roll 
 
 Bonus 
 
MOV
 2.1. Small (15” [1’3”]+)   1D   +10  2-3
 2.2. Diminutive (30” [2’6”]+)   2D   +20  4-5
 2.3. Short (45” [3’9”]+)   3D   +30  6-7
 2.4. Average (60” [5’]+)   4D   +40  8-9
 2.5. Tall (75” [6'3"]+)   5D   +50  10-11
 2.6. Very Tall (90” [7'6"]+)   6D   +60  12-13
 2.7. Large (105” [8'9"]+)   7D   +70  14-15
 2.8. Very Large (120” [10']+)   8D   +80  16-17
 2.9. Huge (135” [11'3"]+)   9D   +90  18-19

Note: There are no .0 subsizes. The entire previous size category represents the .0 subsize of the current size category, and is equal to every subsize of the current category and is thus one tenth of the category. For example, any size below 3.1 would represent 3.0. At the same time, 3.1 starting ability score roll starts at the point 3.0 would start in relation to 2.9. 3.0's roll would be 10D +100, which translates to 1D +10. The .0 subsize would normally be interpreted as 0D +0, but is eliminated because there is no such figure in a scale system for something that exists, as "0" is non-existence. However, it is simply handled on the previous scale as being below 1D +10 (or below 10D +100 on the lower scale).

Designer wrote:
This changes the human size STR roll from 5D +30 to 4D +40 for necessary scaling. This gives a 4.5 point (2.25 half score) improvement for average human-scale STR, starting from an additional 9 (4.5 half score) on the lower end to little to no improvement on the higher end, but I think you'll agree that this is not too much of a change. Note these differences:

5D +30 provides a range from 35 to 80 (17.5 to 40 half score) with a bell curve that is predominantly between 46 to 69 (23 to 34.5 half score), a mean area between 50 to 64 (25 to 32 half score) and an average roll of 57.5 (28.75 half score). Rolls of 35-45 and 70-80 won't usually be seen.

4D +40 provides a range from 44 to 80 (22 to 40 half score) with a bell curve that is predominantly between 51 to 73 (25.5 to 36.5 half score), a mean area between 54 to 70 (27 to 35 half score) and an average roll of 62 (31.5 half score). Rolls of 44-50 and 74-80 won't usually be seen.

I have confirmed these through many dice rolls. So 4D +40 provides a little longer curve than 5D +30, which is good for variety. This also puts to rest any thought of rerolling a die, because no matter what you roll, you will feel like you can accomplish something.

The Dwarf/Halfling range on the next size down is 33 to 60 (16.5 half score) with a typical mean of 45 to 50 (22.5 to 25 half score) and an average of 49.5 (24.75). Rolls of 33-36 and 57-60 won't usually be seen. Dwarfs get a bonus of +15 (+7.5 half score) instead of +10, which puts them down 3 points from the original rules.

Melee Score Rule Change

Both ranged and melee skill scores are based on DEX, rather than STR. STR provides a damage modifier to melee attacks as usual. The melee skill score no longer relies on STR at all.

Subsize Attack Modifiers

Units receive a penalty of -5 for attacking five subsizes down and +5 for attacking five subsizes up. For example, a Very Tall (2.6) unit gets -5 to attack a Small unit (2.1), while that Small unit gets +5 to attack the Very Tall unit, assuming the unit is within reach. The bonus/penalty does not apply to defense.

If the opponent is a full scale up or down, (from scale 2 to scale 1 or scale 3,) then the bonus/penalty increases to +/-10 per subsize on that scale. (Of course, critical successes ["00"] still cause damage if failure is all but guaranteed and critical failures ["99"] can't cause damage even if success is guaranteed otherwise.)

Size Scale or Magnitude

There are various size scales of unit. Size scales and magnitudes are the same. Units with an ability score determined on a different size scale than the character's actual size is known as "magnitude". Following are the size scales/magnitudes:

0. Miniature (Up to 1½")
1. Tiny (1½" to 1'2")
2. Medium (1'3"-11'5")
3. Giant (12.5'-124.9')
4. Massive (125'-1,249')
5. Colossal (1.25k'-12.49k')
6. Metropolitan (2.4 mi-23.6 mi)
7. Provincial (23.7 mi-236.4 mi)
8. Continental (236.5 mi- 2,365.4 mi)
9. Lunar (2,365.5 mi - 23,655.2 mi)
10. Planetary (23,655.3 mi - 236,552 mi)

Each one is a standardized step up from the previous, increasing or decreasing abilities and powers based on the character's size or equivalent. Anything below 0.1 is considered insect-sized, for which only swarming rules apply. All things derivative of STR and MOV, including BP, are calculated the same as for characters using the subsize system.

Damage

Each size scale or magnitude does ten times the damage of the previous scale or magnitude. So if a character with Massive STR fights a character with a Giant's BP, multiply the Massive character's damage by 10. So if it does 3 damage, it actually does up to 30 damage in a full hit on the next size down. (Characters can control how much damage they do up to the damage roll.)

The opposite occurs in the inverse. For example, when a Medium STR character does damage to a character with Giant BP, they do only 1/10 damage to the giant's BP.

For instance, a massive spaceship is clearly going to do a whole lot of damage to a motorcycle or character equivalent to 100 times character to character damage. Vaporization is likely.

Fractions that would be rounded up to doing only 1 damage on a unit the next size up would do only half a point of damage. Half damage applies only after adding another half damage.

When damage dice exceed 4D, you may bump the damage scale up to 1D/5 on the next magnitude.

    Example: Let's compare a dragon from p.48 of BBF to a dragon using this system. For a size 3.3 dragon, you roll 3 dice and add 30, for a range of 33-60 STR. That's 17-30 BP on the dragon's level, or 170-300 BP at character level. (Dragons are 240 BP in the BBF rulebook.) They still do 2Dx10 fire damage on the character level, as in BBF, but simply do 2D damage to another dragon or other creature on scale 3, that's 2-20 damage deducted from 17-60 BP. Instead of 10D, a bite would be 1D to another dragon. The claw is 6D (6-60) on the character scale, but could be adjudicated to 1D/2+1 (2-6) on the dragon scale. Tail Slap would be 1D/2 instead of 5D. If the dragon's stats are written out for dragon's scale, you would multiply it all by 10 (add a "0" to the end,) on the fly for the character's scale. Or you could write it all for the character scale with x10 already figured in. Now that you can do it with a creature we know, you can do it with a creature you make up, or a giant version of a smaller creature we know, or visa versa.

General Ability Magnitudes

STR is the most common ability to be adjusted as a greater power. (Supers, super cannons, etc.) Damage according to power level may be multiplied by 10 per magnitude even if the unit belongs in a smaller size scale. The use of magnitudes is strictly up to the GM's campaign.

Offensive Strike would be the typical ranged offensive super power. To have the OS of a Giant against Medium BP, multiply the damage by 10. To have the OS of a Massive character against a Medium BP character, multiply the damage by 100; against a Tiny BP, multiply the damage by 1,000.

Stealth and Perception

A unit gets +5 to stealth checks for each subsize down it is from those it is hiding from, and the unit gets +5 for each subsize down it is when performing perception checks to discover larger units. A unit gets -5 to stealth checks for each subsize up it is from those it is hiding from, and the unit gets -5 for each subsize up it is when performing perception checks to discover smaller units.

Equipment

Equipment after character generation costs double every 2 subsizes up from 4 and is halved for every 2 subsizes down from 4, and multiplied by 10 for every full size scale up and divided by 10 for every full size scale down.

Movement

To determine common movement speed for other scales, multiply the listed subsize MOV rating by the number of size scales up times 10 or divide the listed subsize MOV rating by the number of size scales down times 10.

If using anything other than ambulatory movement, multiply the MOV rate by the following numbers, based upon propulsion, to determine maximum possible maneuverable speed.

 Petroleum Engine  x10 
 Jet Engine  x100 
 Ramjet  x1k 
 Chemical Drive  x10k 
 Pulse Drive  x100k 
 Warp Drive  x1M 

Creature NPC Conversion

Creatures in BareBones Fantasy don’t have skills listed, but this does not mean they can’t have skills from training of any sort. Creatures of all kinds in BareBones Fantasy can have skills and here’s how.

The first thing we need to do on that road is consider how to randomize creature ability scores, and how to convert special abilities, thereby affecting their means to learn skills.

Creature Ability Scores

Creatures can be rolled up just like characters, rolling the character scores as normal. Some may receive penalties to their score based on certain variables. However, you do not need to do this. You may go with the ability scores of the creature as written, or with modifications, instead. This is the easiest way.

Different creatures have different types of intelligence and willpower. These can affect the creature’s ability to learn and develop skills.

LOG Score

When I roll stats for creatures, I consider what type of intelligence (LOG) it has. Creatures incapable of complex communication I dub “Animal” intelligence, while those that communicate in a limited capacity I dub “Crude”, and those with the ability to communicate fluently I dub “Superior”. When rolling creature LOG, I consider it on a scale according to brain size and give it a penalty accordingly. The brain size in relation to body size of creatures with superior intelligence tends to be on the largest end of the scale. But mind you, the type of intelligence does not affect whether the creature can think clearly or make good choices. A creature could be of crude intelligence and still have a high LOG score. Thus, a unicorn’s intelligence would be written as “LOG: 80 (Crude)”.

WIL Score

I also determine whether its WIL is affected by domestication or not. “Wild” creatures can almost never be trained, and usually has a WIL of 100 and is always an animal intelligence, such as an insect. A “domesticated” WIL indicates that the creature can be wild, but has experience with self-control and social interaction, and can be trained, such as a cat, dog or human; those with animal intelligence have a WIL of 100 to all but their trainer. However, grazing animals often raised for food and clothing I dub “domestic”; trained domestics have a very low WIL score, receiving a penalty. I subjectively base my determination and penalties solely upon my experience with similar creatures. I believe a unicorn’s willpower would be written as “WIL: 65 (Domesticated)”.

Converting Creature Templates

The special ability suite of a creature is part of its template, which can be converted to a character template, and should be converted if you intend to include skills, because a creature’s template often reflects an abstraction of untold skills. Converting the template thus becomes necessary to keep from making the creature much more powerful than it was originally intended to be.

To convert its template, you must consider whether the creature receives any ability score bonuses, attack bonuses, special attacks and defenses, magical powers and if it speaks. The MOV rate is simply copied.

Ability Score Bonuses

Note whether a creature has a particularly high or low score in one of its four ability scores. If it does, one way or the other, this likely indicates the presence of either an ability score modifier or special skill. When determining this, consider what type of creature it is and its type of LOG and WIL. (See Creature Ability Scores above.) For example, the unicorn from the BareBones Fantasy rulebook has 80 LOG. In the lore, unicorns don’t generally express a superior type of intelligence, so like horses, they are simply of crude intelligence. But because the LOG score is so high, it may be reflecting the presence of skills through such intelligent considerations as stealth, avoidance, combat prowess, problem solving and tactical analysis. Warrior, thief and scout skills could each be indicated.

Special Abilities

A creature’s special abilities may often be ported directly from the creature’s stat block, but sometimes they need to be converted. You need to consider whether the bonus or ability granted is too powerful as a racial ability in tandem with skills and needs to be scaled back. For example, the unicorn from the BareBones Fantasy rulebook has “Hoof - 75%, damage 3D”; given their 60 DEX, this may be reflecting up to a 3rd level warrior skill. The higher Gore score (85%), seems to indicate a special bonus for the use of the horn. Other factors may be considered, and are fairly subjective, but this is the principle. The teleport ability appears to set the creature at 5th level spellcaster, but given that it is the only such spell in its repertoire outside what appears to be a cleric skill, it is likely an enchantment upon the horse, and thus, since it is not overly powerful, should be ported.

Body Points

You may have noticed that creature BP does not conform to character creation rules. (½ STR.) This is because in creature creation, it is an abstraction of the creature’s ability to survive. There are invisible factors not being expressed in its special abilities that may reflect skills or other special abilities. For this reason, ignore its BP except to identify that there may be some unspoken bonus or special ability being related. Otherwise, untold skills and special abilities are the primary factor. For example, the unicorn from the BareBones Fantasy rulebook has 50 BP, whereas its STR is only 60. Thus 20 BP is unaccounted for. This may be because of the unicorn’s modest warrior skill, or because of some healing factor, which could be explained through the cleric skill.

Creature Skills

Many monsters and creatures of various types demonstrate the ability to learn skills. Goblins, bugbears, golems, orcs, gnomes and centaurs all demonstrate the warrior skill among others. So why not dragons, worgs, basilisks and dire rats?

Dragons are often depicted as intelligent in fiction, so how about making one a wizard? Animals can be trained to act as warriors, thieves and scouts. You have undoubtedly heard of a warhorse. (Warrior + horse.) Enchanted and psionic creatures could be given the spellcaster skill.

Some creatures with crude intelligence can even be trained to disarm devices, wield weapons or track fugitives. Creatures with superior intelligence can learn any skill available, as to a race.

The unicorn also has several special abilities that seem to indicate that it has the cleric skilll, which is certainly possible given that it is an enchanted beast. So instead of porting its abilities over, consider converting them to skills instead. For instance, the unicorn would appear to have at least a 2nd level healing ability, though a very potent ability to dispel evil. Given that it knows 3 cleric spells, one of which is very clearly for 3rd level, it is likely a 3rd level cleric (secondary)..

Creature Development

Creatures with crude intelligence, or who have scores below 35, earn DP at a much reduced rate. Creatures of this type earn only survival, skill and victory DP. Creatures with superior intelligence earn DP normally. Creatures with animal intelligence do not improve.

Unicorn NPC

Now that you have all the information you need for converting a creature stat block into a skilled character, let’s take a look at the unicorn’s new racial abilities and character sheet.

Unicorn (Race)

Enchanted white horses with a rainbow for a tail and a magical horn it uses for battle and for healing.
» Add 10 to starting LOG.
» Natural weapons - hoof does 3D pummel damage, and horn does 4D gore damage
» Natural cleric - starting its first level in cleric as its secondary skill with heal as its first spell. The weapon of its deity is its horn.
» +10 to attacks with its horn.
» Teleport - once per day, may blink to any space within sight.
» Cannot perform ranged attacks.
» Move 20 spaces.

Unicorn NPC Stat Block

Bukuri (Rank: 4)
Race: Unicorn (Enchanted creature)
Gender: Female
STR: 60 BP: 30
DEX: 60 INIT: 2
LOG: 80 (Crude) DR: 0 (5 with protection spell)
WIL: 65 MOV: 20 spaces (Travel 20 leagues)
Moral Code: very brave, totally honorable, very focused, totally kind, totally selfless
Skills: 4th lvl warrior (primary) 70%/--, 3rd lvl cleric (secondary) 73%.
Cleric Spells: dispel, heal, protection
Special abilities: gore (horn) +10, blessings, detect aura, transport (Once daily, sight)
Description: A horse with white body hair and mane with a rainbow for a tail. Spirited show-off.

Now that you know how to do it, give it a try. Why not try an ogre? Or kobold?

Fantasy NPC Races

Bugbear (From Free Sample Cards)

» Add 10 starting DEX.
» Sneaky (+10 to checks involving stealth.)
» Infravision (12 spaces, sight using heat signatures in the infra-red spectrum when light is not present.
» Savage (-10 to social interactions with civilized races.)
» Move 8 spaces.
» Speaks Goblin and tradespeak. By default, bugbears are illiterate.

Goblin (From Public Image)

» Add 10 to starting DEX.
» Infravision (12 spaces, sight using heat signatures in the infra-red spectrum when light is not present.)
» Savage (-10 to social interactions with civilized races.)
» Sneaky (+10 to checks involving stealth.)
» Underground Dweller (+10 to checks involving underground survival.)
» Move 6 spaces.
» Speaks Goblin and tradespeak. By default, bugbears are illiterate.

Hobgoblin (From Public Image)

» Add 10 to starting STR
» Infravision (12 spaces, sight using heat signatures in the infra-red spectrum when light is not present.
» Martial Training (-5 from minimum STR requirements for armor and weapons.)
» Savage (-10 to social interactions with civilized races.)
» Move 8 spaces.
» Speaks Goblin and tradespeak.

Toglodyle

Swamp lizard folk with elongated midsections, short legs, crowned with a single row of spines running down the back of the neck and a tendency toward negative aspects.
» Size 2.4 (Around 5-5½').
» Add 5 to starting BP.
» Subtract 5 from starting LOG.
» Darkvision (12 spaces, allows normal sight if any light present)
» Noxious Stench (Range 5 space radius, resist WIL or cleanse, effect cause nausea)
» Art of War (+5 to attack)
» Tribal Weapon (+10 to attack with Javelin)
» Move 6 spaces
» Speaks Toglodyle and tradespeak

3.3: Genres and Settings

Fantasy
- Fey
- Sorcery
- Psionics
- Dreamscape

Historical
Choose a period and a year within the period and a location, then find out what rulership, if any, held sway in the region. If you choose a geographical empire, choose a year within its reign and look up a territory map online to find out what areas lie within its realm that year, as well as the geo-political struggles of the day.
- Stone Age
- Pre-Babylonian Empires (Sumerian/Akkadian/Ur, 4th to 2nd millenniums B.C.E.)
- Dark Ages/Feudal Europe (6th to 14th Centuries A.D. European Feudal Era/Roman Catholic Imperium)
- Edwardian Era(First European Renaissance)
- Elizabethan Era (Second European Renaissance)
- Feudal China (12th to 3rd centuries B.C.E.)
- Imperial China (3rd century B.C.E. to 1911 A.D.)
   -- Qin Dynasty (221-206 B.C.E.)
   -- Han Dynasty (202 B.C.E. to 220 A.D.)
   -- Late Feudal Period (220-589 A.D.)
   -- Chinese Renaissance (589-907 A.D.)
   -- Five Dynasties and Ten Kingdoms (907-960 A.D.)
   -- Song Hegemony (960-1234 A.D.)
   -- Jin-Song Dynasty (Including mongol invasion, 1234-1271 A.D.; also see Mongolian Hegemony)
   -- Yuan Dynasty (1271-1368 A.D.; also see Mongolian Hegemony)
   -- Ming Dynasty (1368-1644 A.D.)
   -- Qing Dynasty (1655-1911 A.D.)
   -- Republic of China (1911 A.D. to present)
- Mongolian Hegemony (1206-1368 A.D.)
- Jomon Period (5th millennium B.C.E.* to 3rd century B.C.E.)
- Kofun Period (Early Imperial Japan 3rd to 7th centuries A.D.)
- Bushido Shogunates (8th to 19th centuries in Japan)
- Empire of the Sun (1868-1945 A.D. in Japan)
- Georgian Era (Pre-Industrial Europe and America)
- Nordic Confluence (From Finland [Originally part of Sweden] to the Americas in the Dark Ages, and possibly back to 5th millennium B.C.E.*; the founders of runic script.)
- Assyrian/Babylonian Empires (25th to 7th centuries B.C.E.)
- Egyptian Empire (16th to 11th centuries B.C.E.
- Macedonian Empire (7th to 2nd century)
- Hindian/Siamese
- Persian Empire
- Roman Empire
   -- Pax Romana (27 B.C.E. to 182 A.D., the attempted assassination of Commodus)
   -- Decline of the Roman Empire (182-285 A.D.)
   -- Western Roman Empire (285-476 A.D.)
- Franko-German Hegemony
   -- Frankish Empire (476-962 A.D.)
   -- The Holy Roman Empire (962 A.D. to 1493 A.D.)
- Byzantine Empire (A.K.A., the Eastern Roman Empire, 330 to 1246 A.D., succumbing to defeat by the Ottomans and annexation by the Mongolian Hegemony)
- Ottoman Empire (1299-1918 A.D., ushering in the modern age during the years of 1840 to 1863.)
- Pre-Classic Mayan Empire (3rd millennium B.C.E. to 1st century A.D.)
- Classic Mayan Empire (2nd century 10th century A.D.)
- Aztec Empire (1428-1521 A.D.)
- Colonial America
- Victorian Era (English New Industrial Age)
- Civil War (American New Industrial Age)
- Wild West (American New Industrial Age)
- Turn of the Century (American Industrial Age)
- World War I
- Roaring 20's
- The Great Depression
- World War II

* However romantic extremely ancient dates would be, due to the notoriously inaccurate assumptions of radio-carbon dating, the oldest contemporary records available for the time are chosen here as the determining element of earliest provable colonization.

Horror
- Bug Hunt
- Creature Feature
- Cthulhu
- Mega-giant Creatures
- Monster Mash-up
- Poltergeist
- Slasher
- Vampire
- Werewolf
- Weird Science/Fringe Science
- Zombie

Modern/Post-Modern
- Autopunk (Road Wars)
- Military
- Spy
- Supers
- Urban Fantasy

Science Fiction
- Cyberpunk
- Mech Defense Force
- Planetary Exploration
- Post Apocalyptic
- Space Cowboys (Galaxy Rider)
- Space Fighter Defense Force
- Space Defense Fleet
- Space Piracy/Smuggling
- Space Exploration and Patrol
- Transhuman

Steampunk
- Atomicpunk (Flash Gordon/Iron Giant)
- Clockwork Punk
- Deiselpunk (World War II)
- Vactube Punk
- Gear Wars
- Airship

Wild West

Spellslinger

In the place of guns, spellslingers walk the streets in dusters and cowboy hats ready to face off in a wizard's duel with wand or staff. When the duel begins, citizens clear the streets, close shops and watch wide-eyed from half-drawn store windows and balconies. Steam machines may come to life or holes may be blasted in store fronts. In the end, the local sheriff has a duty to uphold the law, or to at least keep civilians safe.

Science Fiction

Physics in the Far Future

What we know about the universe could fit on a single persacom. But what we know about it today is vastly more than what we knew a few hundred years ago, when mankind first ventured into the Earth's troposphere.

We once believed that the universe began with the explosion of a singularity and yet couldn't explain where the singularity came from. We now know that the space between the stars is constantly filling up with null particles. This and the continuous studies by the quantum supercompressor telescopes on our furthest exploration science vessels being unable to penetrate the static field that continues on to immesurable depths, shows us the near vast nature of the universe.

The universe is not only vast, it is as close to infinite as anything made of finite objects can get and so immeasurably ancient that tens of billions of galactic empires could have come and gone without a trace and ten billion more could exist at this very moment, but we will never come across more than a score of them before the light of all mankind fades from existence.

Time and space are so intrinsically linked to gravity that we now call it grav-space-time. (or "GST".) "String theory" is a mess hall joke on science vessels and the punchline for filthy minds. What was once called electromagnetism is now called the "constrained" form of "paragrav telemics". (or "CPT".) Don't worry, you won't be expected to use these terms.

Einstein's theory of relativity received new life through the thinking of astrophysicist and philosopher, Untamabutu, a professor from the African Federation at Cornell Geo-Stellar Sciences University almost two centuries ago. He reconciled Relativity to quantum mechanics and began new ways of thinking about both theories. From his thinking came the fundamental proofs by Ruden, Galer and Bien of the universe's occupying the same point and all points simultaneously, resulting in Trenbaum's fold theory, which in turn led to the fold drive at the Synecom Impulse, RC open conference on Rel 1286B half a century after the untimely death of Untamabutu.

Space Fighter Defense Force

Focus in on just a squadron of pilots from mission to mission or focus in on the duties of the individual pilots, navigators, gunners, engineers, tactical officers and ship captains.

3.4: Storytelling

Cutaway Scenes

A scene that cuts to some concurrent, past or future event that the player characters could not have knowledge of can be a means of introducing information that has just become or is about to become obvious. The purpose is not to introduce that information, provide forbidden information or change the narrative, but is solely to enhance the narrative and make the story more movie-like.

Perhaps it is an event one or more characters witnessed some time in the past that suddenly makes sense in the current circumstances. Or perhaps it provides answers to questions that the players would be inclined to ask, but that the characters would not likely be concerned with. Or perhaps it is simply to show that the story is epic and their tale will be told for eons. Or perhaps it is to show that the characters are merely one cog in a larger framework taking place. You can also have players play out the past scene to find out how it affects the current plot.

Memory Recall

Besides culling information from a character's bio, you may instruct any player to "recall" (imagine) a past event in their character's life. The GM can then weave related elements of that past event into the narrative in order to strengthen the character's involvement within the narrative. Details that can be drawn from such recall are personal stakes, introduction of old friends, repercussions about to be felt, failures about to be re-experienced, a chance to show that the character has learned from their mistakes, or any number of other events that can be created as a result of the character's recall.

3.5: Glossary

alter - a being whose mutagenic or cybernetic alterations have provided outstanding abilities to them not present in their base species. Just having an altered body part does not make one an alter. But standing out as having advantages far beyond normal people does.
altered/alteration - any body part that has been genetically or technologically modified or replaced.
natural - Present at unit creation.
robotic - Any moving mechanical part that can be attached to a being or robot and controlled by their programming or will.