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General Outfitting Land Vehicles Vehicle Upgrades

COST ($)
COST ($) PERFORMANCE COST ($)
AMPHIBIOUS +6 +COST
DIRTBIKE* +10 1 2,000
LIFESTYLE AUTO TIRE REPAIR +3 +5,000/tire
MOTORCYCLE +15 2 4,000
TRAVELERS 3 2,000/mo COMMUNICATIONS +3 +10,000
SUBCOMPACT CAR +5 3 10,000
EXTRAVAGANT 6 20,000/mo EJECT SEAT +3 +3,000
COMPACT CAR +5 4 12,500
GLIDERWINGS +12 +COST
COVER IDENTITY MIDSIZE CAR +0 5 20,000
MUSCLE CAR +20 6 50,000 HARDENED* +9 +COST
SIMPLE 3 1,000 HEAVY ARMOR (DR30)* +12 +TWICE
SPORTS CAR +25 7 100,000
COMPLEX 6 10,000 IDENTITY CHANGE +3 +HALF
LUXURY CAR +5 7 50,000
GADGET LIGHT ARMOR (DR10)* +3 +HALF
JEEP* +0 6 25,000
PLAUSIBLE MEDIUM ARMOR (DR20)* +6 +COST
3 1,000 SUV* -5 6 30,000
IMPROBABLE OFFROAD CONVERSION +6 +10,000
6 10,000 HUM-VEE* +0 7 35,000
OIL SLICK +3 +500
SUPER-SCIENCE 12 1 Million MINIVAN -5 6 30,000
PERFORMANCE BOOST +3 +HALF
BACKUP PERSONNEL FULL-SIZED VAN -10 7 35,000
REMOTE CONTROL +9 +9,000
PASSENGER VAN -15 9 38,000
BASIC BACKUP 3 2,500/mo SECURITY +3 +2,000
SMALL PICKUP +0 4 20,000
BASIC GROUP BACKUP 6 7,500/mo SELF-DESTRUCT +6 +10,000
PICKUP TRUCK -10 6 28,000
SKILLED BACKUP 6 4,000/mo SENSOR SUITE +3 +12,000
MONSTER TRUCK* -20 7 200,000
COMMANDO BACKUP 12 15,000/mo SMOKE SCREEN +3 +500
DELIVERY TRUCK -15 7 40,000
EXPERT BACKUP 12 5,000/mo SPEEDSTER +3 +HALF
SEMI TRUCK -25 9 150,000
PERSONAL GEAR SPIKESTRIP +6 +500
BUS -20 9 60,000
STEALTH TECHNOLOGY +6 +COST
BRIEFCASE FULL OF MONEY 6 1 Million * no offroad penalty. Other vehicles have a -20 penalty to their
Performance score if driving offroad. * upgrade affects Performance (page 29)
COMMON ITEMS 3 100+
EXPENSIVE ITEM 3 2,000+
AIR VEHICLES
VERY EXPENSIVE ITEM 6 100,000+
PERFORMANCE COST ($)
STANDARD EQUIPMENT PACKS HELICOPTER -5 8 250 ,000
COLD WEATHER 3 500 CARGO HELICOPTER -10 9 10 Million
DEMOLITIONS 3 500 PROPELLER PLANE +0 8 200,000
DISGUISE 3 500 CORPORATE JET +5 11 10 Million
FORENSICS 3 500 CARGO JET -15 11 20 Million
INFILTRATION 3 500
MEDIC 3 750 WATER VEHICLES
OPERATIVE 3 500 PERFORMANCE COST ($)
RESEARCHER 3 500 JET SKI +10 2 10,000
SCIENCE 3 750 SAILBOAT -10 4 20,000
SCUBA 3 500 SPEEDBOAT +0 5 30,000
SURVEILLANCE 3 750 YACHT -10 7 100,000
SURVIVALIST 3 500 PERSONAL SUBMERSIBLE -5 4 250,000
TECHNICIAN 3 500 TEAM SUBMERSIBLE -15 7 2 Million
FIREARMS Other Weapons
DAMAGE RANGE AMMO NOTES COST ($) DAMAGE RANGE AMMO COST ($)
REVOLVER 2D+3 M 6 -- 2 500 AXE 1D+3 S -- 1 50
SEMI-AUTO PISTOL 2D+2 M 10 -- 3 600 BOW OR CROSSBOW 2D+2 L 20 2 250
SUBMACHINE GUN 2D+2 M 20 Fires bursts, See page 49 6 900 BRASS KNUCKLES 1D -- -- 1 10
SEMI-AUTO RIFLE 2D+3 L 10 -- 5 800 CLUB 1D -- -- 1 10
SHOTGUN 2D+4 M 5 +5 hit/+2 dmg Close, +10/+1 Short, +10/-2 Medium 5 500 KNIFE 1D S -- 1 50
ASSAULT RIFLE 2D+3 L 30 Fires bursts, See page 49 7 2,000 NIGHTSTICK 1D+2 S -- 1 25
SNIPER RIFLE 3D VL 15 +10 hit/+1D dmg per turn spent aiming, max +30/+3D 9 3,000 NUNCHUCKS 1D+3 -- -- 1 25
FLAMETHROWER 4D S 10 Ignites flammable materials 8 400 PEPPER SPRAY Stun* S 3 1 20
ROCKET LAUNCHER 8D L 1 1-space radius. DEX resistance check for half. 10 500 SPEAR 2D+2 M -- 2 75
STAFF 1D+1 -- -- 1 30
STUN GUN Paralyze* -- 10 2 35
SWORD 2D+1 -- -- 2 150
TASER Paralyze** S 3 3 300
Firearm Upgrades WHIP 1D S -- 1 25
NOTES COST ($) * STR-20 Resistance check resists effect.
** Weakened even if succeed STR-20 resist check.
BAYONET Treats rifle as spear. +1 +50
CERAMIC POLYMER Can get through metal detectors and x-rays. +1 +COST
CONCEALED SPRING HOLSTER Ejects knife or pistol into hand. +1 +250
DEX-
EXTENDED MAGAZINE Extra 50% ammo capacity. +1 +50 Defenses BASED
HEAVIER CALIBER +2 damage. +1 +COST DR CHECKS COST ($)
IMPROVED SIGHTS Cuts range penalties in half. +1 +500 LEATHER JACKET 1 -- 1 100
LASER TARGETING SYSTEM +10 to hit at Close or Short range. +1 +500 BALLISTIC CLOTHES 2 -- 2 500
RECOGNITION GRIP Only fires for owner. +1 +500 BULLET PROOF VEST 5 -- 3 500
SILENCER/SUPPRESSOR Reduce sound and muzzle flash. +1 +250 IMPACT SUIT 8 -10 6 750
SPARE AMMO +1 full payload of ammo for weapon. +1 +50 BODY ARMOR 10 -20 9 2,500

Grenades and Explosives Heavy Weapons


DAMAGE RANGE NOTES COST ($) DAMAGE* RANGE AMMO COST ($)
FRAGMENTATION 6D S 1-space blast radius. DEX resist check = 1/2 damage. 2 50 CANNON 10D L 5 +9 7,500
FLASH-BANG Stun S LOG resistance check to avoid stun. 1 25 MACHINEGUN 3D** L 100 +6 5,000
SMOKE -- S Fills 9 spaces, dissipates based on environment. 1 25 ROCKET 8D VL 4 +12 8,000
INCENDIARY 4D/2D/1D S Turn 1: 4D, turn 2: 2D, turn 3: 1D. Ignite flammables. 2 40 MISSILE 10D E 3 +12 10,000
PLASTIC EXPLOSIVE 2D -- 10 charges. 2D per charge, -2D per space from blast 1 200 BOMB 2Dx10 -- 5 +6 7,500
MINE 6D -- Penetrating. Trigger by: remote, pressure or trip-wire. 5 250 * All damage is Penetrating.
** Machine guns can only fire bursts.
Getting hurt CONDITIONS
ACID DAZED -10 to all actions.
MILD 1D per turn of exposure* FATIGUE -20 to all actions.
MODERATE 2D per turn of exposure* IMMOBILIZED Cannot move but is aware and may
SEVERE 3D per turn of exposure* take other actions.
*plus half damage 1 turn after exposure PARALYZED Cannot move or take any actions but
DEHYDRATION may be aware.
HAZARD 1D damage per day after 3rd day. Recover PRONE On the ground, at a disadvantage in
5BP per day with ample water. DEX-based resistance checks, and
EXPOSURE (Environmental/Radiation) suffers a -20 to attacks with melee or
MILD 1D per hour and Fatigued thrown weapons.
MODERATE 1D per minute and Fatigued
SLOWED Half normal MOV rate.
SEVERE 1D per turn and Fatigued
STUNNED Only one action each turn (no multi-
FALLING actions).
HAZARD 1D per 10 feet of fall
SURPRISED Assumed to roll a 1 for initiative and
FIRE
Awarding DP MILD 1D per turn of exposure*
suffers a -10 penalty to any action
At end of session, each player earns 1DP for each: that turn.
MODERATE 2D per turn of exposure*
SURVIVOR Survived combat. UNCONSCIOUS Falls prone, is unaware of his
SEVERE 3D per turn of exposure*
ABILITY/SKILL Attempted ability or skill check. *plus 50% chance to ignite, causing +1D
surroundings, and cannot take any
ROLE-PLAYING Demonstrated descriptor(s). per turn until fire is put out. actions for the remaining duration of
INNOVATION Overcame non-combat obstacle(s). HOLDING BREATH the encounter.
DISCOVERY Learned something about setting. HAZARD 1D per turn after 10th turn (or 5th turn if WEAKENED All damage the character deals in
PERSONAL Mission involved friends, family, etc. engaged in strenuous activity) melee or unarmed combat is halved.
MISSION Completed primary objective. STARVATION OUT OF Vehicle spinning, skidding, etc. Pilot
LOYALTY Behaved ok for team and Command. HAZARD 1D per day after 3 weeks without food (less CONTROL can try to retain control by making a
if engaged in strenuous activity). Recover pilot check next turn. Effects
PLAYER AWARDED DP 5BP per day with ample food. determined by the GM

STYLE Coolest, most memorable moment.


BROTHERHOOD Faith, brotherhood, sacrifice.
Calculating Rank Getting healed
HIGHEST SKILL LEVEL RANK
Spending DP Level 2-3 +1
FIRST AID Up to 5BP of damage just received in an encounter can be
restored directly after the encounter by anyone applying simple
ABILITIES 1DP per +1 if score is below 75. Level 4-5 +2 first aid concepts.
2DP per +1 if score 75-99. Level 6 +3
4DP per +1 if score 100+.
NATURAL Operatives naturally heal 2BP per day. GMs may reduce this to
SECOND HIGHEST SKILL LEVEL 1BP if engaged in strenuous activity.
SKILLS Cost 3DP x new skill level.
FIELD MEDIC A medic can restore 1D+medic level damage with a successful
Level 3-5 +1
FOCUS When buy level of pilot or academics, skill check if he has a medical pack.
may add another focus for 3DP. Level 6 +2
SURGERY Takes 1D/2 hours to restore 2D + medic level damage. Requires
SPECIALIZE May change a specialization for 3DP. HIGHEST ABILITY SCORE medic skill check and stocked medical facility.
LANGUAGE 1DP to learn a new language. 49 +0
+2DP to upgrade a language to native- Between game missions, operatives can generally be assumed to receive the
50-99 +1 highest quality care in a Command hospital, fully healed for next mission.
level ability. 100+ +2
RANGES SIMPLE MODIFIERS
ABBR MODIFIER SPACES COMMON EXAMPLES MODIFIER
CLOSE C -- 1 Melee weapons EASY +10
SHORT S -- 2-15 Hurled knives & spears ROUTINE -5
MEDIUM M -10 16-30 Most pistols NORMAL --
LONG L -20 31-300 Most rifles CHALLENGING -5
VERY LONG VL -30 301-600 Sniper rifles HARD -10
EXTREME E -40 601-1500 Heavy artillery VERY HARD -20
OUT-OF-RANGE -- n/a 1501+ n/a IMPROBABLE -40
YEAH, RIGHT -60 BREAKING THINGS
BP DR
AUTOMATIC WEAPONS WINDOW
Vehicle chases TYPICAL 3 0
---- SINGLE --- --------- SPRAYING AREA --------- DURABLE 8 0
#BULLETS HIT TARGET 2 SPACES 3 SPACES 4 SPACES PILOT SPEED REINFORCED 16 5
SINGLE SHOT 1 +0 x1 -- -- -- MODIFIER MODIFIER
DOOR
SHORT BURST 5 +5 x2 x1 -- -- STOPPED n/a n/a
INTERIOR 25 0
LONG BURST 10 +10 x3 x2 x1 -- SLOW +20 -20
EXTERIOR 50 5
EXTENDED BURST 20 +20 x4 x3 x2 x1 CRUISE +0 +0
REINFORCED 75 10
FAST -10 +10
Note: Firing at a single target allows a DEX resistance check to avoid taking damage. Firing WALL
FULL SPEED -20 +20
at an area causes listed damage to all within that area, but targets are allowed a DEX INTERIOR 50 0
resistance check for half damage. Dont forget about Disadvantage rules! EXTERIOR 100 5
REINFORCED 200 10
PORTABLE DEVICE
DISADVANTAGE FRAGILE 5 0
Resistance check is cut in half when: RUGGED 8 5
Unarmed, but attacked with melee weapon HEAVY-DUTY 10 10
Attacked by ranged weapon (arrow/bullet/etc.) DEVICE
Outnumbered 2:1 (or more) in melee FRAGILE 12 0
Unaware of an attack/threat
RUGGED 25 5
HEAVY-DUTY 50 10
VEHICLES
Taking cover TYPICAL 100 0
HEAVY-DUTY 200 5
COMPLETE COVER operative completely
protected, cannot be targeted. Blasts from Damage which doesnt reduce an item to 0BP may
explosions may still affect the operative. reduce its functionality in some way determined by
GM. Damage which doesnt get through the DR
PARTIAL COVER operative can still be targeted, causes cosmetic damage only. Any time a vehicle
but his resistance checks are not disadvantaged takes damage its performance score is reduced by
against those ranged attacks (its much easier to 10 and its pilot must make a skill check to maintain
duck behind cover than dodge bullets). control.
Martial Maneuvers Animals
ACROBAT +5 per level to DEX checks for acrobatic actions. STR DEX BP INIT DR MOV ATTACK
ALL-AROUND SIGHT Skill check to detect things outside of field of view. BADGER-SIZED
BLIND FIGHTING No penalty when fighting hand-to-hand when blinded. PLANT EATER 10 15 5 1 0 12 45% damage 1D
BODY DENSITY Body has DR1. Take multiple times for higher DR. MEAT EATER 15 25 10 1 0 12 55% damage 1D
DEADLY ATTACK +2 damage from unarmed attacks. Multiple times stacks. DOG-SIZED
DISARM Attack causes no damage but causes foe to drop something PLANT EATER 20 35 15 1 0 15 45% damage 2D
in their hand. If critical success, both hands are affected. MEAT EATER 30 45 20 1 0 15 60% damage 2D
HARD BLOCK STR instead of DEX for resistance check (not vs. firearms).
HORSE-SIZED
HARD TARGET Not at disadvantage against ranged attacks.
PLANT EATER 40 55 30 1 0 14 45% damage 3D
HOLD Attack causes normal unarmed damage and holds foe. Foe MEAT EATER 50 65 40 1 0 15 65% damage 4D
can break hold with a martial artist skill contest.
ELEPHANT-SIZED
IMPROVED LANDING Skill check to reduce falling damage by half.
PLANT EATER 80 45 50 1 5 14 55% damage 4D
INSANELY COOL MOVES Skill check to look impressive for onlookers.
MEAT EATER 90 55 55 1 5 14 75% damage 8D
INSTANT AWARENESS +5 per level to LOG checks for surprise. +1 to INIT score.
INSTANT STAND Instantly get up, no skill check, no multi-action penalty SAMPLES STR DEX BP INIT DR MOV ATTACK
LEAP ATTACK Attack up to half level (spaces) away, end action adjacent. ALLIGATOR 80 50 40 2 6 Swim 15 Bite 65% 4D
MEDITATION Each 1hr meditation =2hrs sleep, operative is awake & alert. BEAR 115 60 80 2 2 14 Claw 75% 3D, Bite 65% 2D
MOVE-BY Sprint and attack in one action (no multi-action penalty). BISON 130 40 60 1 0 12 Gore 65% 3D
MULTIPLE ATTACKS One extra unarmed attack per turn, no multi-action penalty. DOG 20 60 10 2 0 8 Bite 75% 1D, Claw 45% 1D/2
MULTIPLE DEFENSES Extra resistance check per turn, no multi-action penalty. ELEPHANT 215 40 250 1 5 8 Charge 75% 2D, Crush 45% 6D
NERVE STRIKE Paralyze limb with attack roll. Critical success causes full GORILLA 160 50 75 1 2 5 Slam 75% 2D
body paralysis. Foe can shrug off effect with STR check on RHINOCEROS 60 40 100 1 5 8 Gore 65% 3D, Trample 65% 2D
his turn.
SHARK 40 60 60 3 0 Swim 20 Bite 80% 3D
POWER ATTACK Each 10% sacrificed in chance to hit, increase damage by +2.
SNAKE 1 60 2 1 0 3 Bite 55% 1D/2 and dazed
POWER DEFENSE Not at disadvantage against melee weapons while
unarmed. ARACHNIDS 1 70 1 2 0 2 Bite 33% and fatigued
REVERSE HOLD May reverse Hold maneuver with a simple skill check. GREAT CAT 115 70 60 3 2 15 Claw 80% 4D, Bite 70% 3D
RIPOSTE Make free unarmed attack (no multi-action penalty) against
foe if successfully make DEX-based resistance check.
ROLL WITH THE IMPACT Skill check to reduce attack damage by level from unarmed,
or by half level from melee or ranged. Move back 1 space.
STUN ATTACK Attack causes no damage but foe makes STR check. If he
fails, target stunned. If succeeds, he is dazed. Critical =
unconscious.
SURPRISE ACTION Skill check, all within 1 space make LOG checks or surprised.
SUSPENSION Cause state of suspended animation for desired duration.
SWIFTNESS Add level to MOV score.
TAKE DOWN Successful attack causes no damage but knocks foe prone.
THROW Use on Held foe. Hurl foe 1D/2 spaces, cause normal
damage.
VIVACITY Use DEX instead of STR for martial artist score.
WHIRLWIND ATTACK One attack roll damages all foes in adjacent spaces.

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