- Game Master Reference Pages –

 

Combat Notes…

 

Combat and Fatigue…

 

     A person can only fight for a number of melee rounds equal to their PE attribute.  After that period, they will start to feel the effects of fatigue.  Characters can only take so much.  After that first, period the character will begin to lose Hit Points (1D6 per period after the first)!  The effects of fatigue, for each melee after the first period, are as follows:

 

-2 to Speed Attribute

-2 on Initiative rolls

-2 to Damage

-1 to Parry and Dodge

 

Magic, Combat and P.P.E. Channeling…

 

     A mage can channel up to 5 P.P.E. per level of experience in one attack per melee.  They may continue to channel this P.P.E. every attack, as long as they are not interrupted—but, they may only cast one spell in a single attack.  The exceptions are Instants (spells second nature to the caster).  Any spell costing 1 P.P.E. point per level of the caster doesn’t burn any attacks to cast, however, casting two instants wastes an action, not an attack—only three Instants can be cast in a single melee attack.  The character only gets full bonuses to combat rolls when casting only one instant within a single melee attack.    

 

Psychic Power, Combat and I.S.P. Channeling…

 

     I.S.P. points can be channeled by psychics at a rate of 10 I.S.P. channeled per level of the psychic, in one melee attack —for Super Psionic Powers/Mind Bleeder Powers.  And at a channeling rate of 3 I.S.P. per level of the psychic, in one melee attack, for Minor Psionic Powers.

 

Damaged Body Parts

 

     The penalties presented here are for use with only that specific limb, only penalties to speed and attacks per melee are cumulative.  These penalties apply when the character has had all the SDC for that limb depleted or if that body part was cut/stabbed (in any of these cases the limb is considered “damaged”).  If the limb takes 10 times as much as its SDC it has either been cut off or broken/fractured (in which case the character will need to let it recover—1D4+3 weeks).

 

Damaged Body Parts

 

Damaged Arm: -3 to PP, -2 to PS, -1 attack, -2 to strike and parry.  Cannot lift more than 10 lbs. without massive pain.

Damaged Leg: Half speed and -2 to dodge.

Damaged Head: -5% to all skills and -1 to speed.

Damaged Chest/Back: -1 to PE, -1 attack, and half speed.  Cannot lift 10 lbs. without massive pain.

Fractured Arm: -40% to PP and PS, -5 to strike or parry.  Cannot lift more than one pound without massive pain.

Fractured Leg: Half speed (if in a cast, -80% if not) and –4 to dodge.

Fractured Ribs: -2 to PE, -1 attack, and half speed.  Cannot lift more than 5 lbs.  Double the duration of recovery.

Broken Ribs: -6 to PE, half attacks, -80% from speed.  Cannot lift more than 5 lbs.  Double the duration of recovery.

Broken Arm: Half PP and PS, -8 to strike or parry.  Cannot lift anything without massive pain.

Broken Leg:  -60% to speed and -5 to dodge.

Broken Foot/Ankle: -20% to speed and -4 to dodge.

Concussion: Half attacks, combat bonuses and speed.  -30% to all skills.

 

Supernatural Strength Damage Modifiers

 

PS of 15 or less: Add one die to damage rolls.

PS of 16-20: Add two dice to damage rolls.

PS of 21-25: Add three dice to damage rolls.

PS of 26-30: Add four dice to damage rolls.

PS of 31-35: Add five dice to damage rolls.

PS of 36-40: Add six dice to damage rolls.

PS of 41-45: The normal damage; times ten.

PS of 46-50: Add one die to damage roll and times by ten.

PS of 51-60: Add two dice to damage rolls and times by ten.

PS of 61-70: Add three dice to damage rolls and times by ten.

PS of 71-80: Add four dice to damage rolls and times by ten.

PS of 81-90: Add five dice to damage rolls and times by ten.

PS of 91+: Add six dice to damage rolls and times by ten.

 

   All of the above are in addition to the normal damage bonus given that actual strength number.

 

Vehicle Notes…

 

Road and Speed Table Rules

 

Travel Speed

Distance per melee

Highway

Back-Road

Trail/Broken Road

1 to 15

1/32 mile

-

-

-

Over 15

1/16 mile

-

-

-

Over 30

1/8 mile

-

-

Roll

Over 45

1/6 mile

-

Roll

-5%

Over 60

¼ mile

Roll

Roll

-10%

Over 75

1/3 mile

Roll

-5%

-20%

Over 90

½ mile

Roll

-10%

-30%

Over 120

1 mile

-5%

-10%

-45%

Over 240

2 miles

-10%

-15%

-60%

Over 360

3 miles

-15%

-20%

-70%

Over 480

4 miles

-30%

-40%

-75%

Over 600

5 miles

-40%

-70%

-85%

At 720

6 miles

-60%

-80%

-95%

 

Vehicle Crash Rules

 

     For simplicity purposes, when two vehicles collide, head-on, the vehicle that was driving the fastest determines the damage.  The next few paragraphs will indicate the damage dealt to victims of a crash for various vehicles.

     If a character is not wearing a seat belt then they must make a roll over 75% to not take double damage.  If they made the roll, then they will only receive 2D6 damage for every 10 mph they were traveling.

     Those wearing seat belts or any type of restraints will receive only 1D6 damage for every 20 mph and if they were wearing a helmet, an absorbent suit or any type of protective garments then they will only take half the damage!

     Motorcycle crashes are even worse; with a helmet, leather clothing or other protective clothing the victim will receive 1D6 damage for every 10 mph travelling and without a helmet or protective garments—2D6 damage for every 5 mph!

     The lucky fall.  15% of the time, a victim of a crash will only receive 2D6 damage total!  This victim is lucky enough to just be in the right position, in the right time.

     The following is a list of damages done by various types of vehicles, in vehicle-to-vehicle crashes.

Motorcycles—1D6 damage per each 10 mph

Automobiles, Small Trucks and Mini-Vans—2D4 damage per each 10 mph

Full-Sized Trucks, Vans, Jeeps and Utility Vehicles—2D4+1 damage per 10 mph

½ Ton Trucks and Buses—2D4+2 damage per each 10 mph

10 or 16 Wheeler (diesels)—2D6 damage per each 10 mph

Trains and Subways—2D4x10 damage per each 10 mph

 

Various Ground-Vehicle Maneuvers

 

     The following are various techniques for vehicle-to-vehicle chases and combat.   Each have unique rules and penalties that anyone with the right pilot skill can perform.

     Some moves require a strike or dodge roll—these moves will specifically note so if they do have a roll.  All strike and dodge rolls are made without bonuses—straight unmodified dice rolls only.  The number of attacks per melee the driver has is equal to the number of attacks per melee they have in hand to hand combat.

     A note about vehicle-to-pedestrian damage and combat: When a pedestrian is the target of a vehicle attack, the target must make a roll to dodge higher (with bonuses) than the strike roll of the attacker.  The vehicle will also take damage from hitting a pedestrian or other object.  Targets less than 11 pounds will inflict 2D6 damage.  Targets 11-200 pounds will do 1/3 the damage done to it.  Targets 201-400 pounds will do half the damage done to it.  Targets 401-1000 pounds will do 3/4 the damage done to it.  Targets 1001 pounds or more is the equivalent of a crash, see crash rules.

     Speed Factor Drop: This is the number of speed factors the cars current speed will drop when the per se is executed.  Both the vehicles speed will drop unless otherwise stated.

     Attacks: This indicates the number of attacks per melee the move/technique will burn from both characters—where there is only one number, then it is a move that can be done with no pursuer or enemy.  The first number indicates the number of attacks used by the driver ahead and the second number is for the one trailing behind.  When side-to-side, the first number is the person attacking, the second is the person defending.  It is automatically assumed that all Chase Techniques burn 1 attack —unless otherwise stated.

 

Combat Techniques

 

Ram Attack-The attacking vehicle will take 1/3 the damage it inflicts, lest it has a ram-prow.  Motorcycles do 4D6 damage.  Automobiles, small trucks, and mini-vans do 6D6 damage.  Full-sized trucks, jeeps and vans do 1D4x10 damage.  ½ Ton trucks and buses do 2D4x10 damage.  Ten-wheelers, sixteen-wheelers and semi-trucks do 2D6x10 damage.  Trains and subways (which isn’t likely anyway)  do 1D4x100 damage.  Roll to strike—roll to dodge is optional.  (Attacker Penalty: -25% Defender Penalty: -40% Speed Factor Drop: 1D6—this applies to the attacker only)  Attacks: 1/2

Sideswipe-This attack does half the damage of the ram attack.  Roll to strike, dodge roll optional.  (Attacker Penalty: -25% Defender Penalty: -40% Speed Factor Drop: 1)  Attacks: 1/2

The Sudden Brake-This nifty move allows the pilot to have anyone behind him to crash into the back of his car.  Check the crash damage rules for damage.  Dodge optional.  (Pilot Penalty: -15% Pursuer Penalty: -35%)  Attacks: 1/2

The Cut-Off-Pulling in front of the defender suddenly.  Roll to strike and dodge.  If the dodge roll fails then the defender crashes into the attacker.  (Attacker Penalty: -30% Defender Penalty: -25%)  Attacks: 1/1

The Block-A dodge roll is necessary, on the part of the person being blocked.  The blocker requires a strike roll.  This move will keep the blocked person in one position.  (No penalties or bonuses for either)  Attacks: 1/1

 

“Cat and Mouse” (Chase) Techniques

 

The Sudden Turn-An unexpected turn.  (Pilot Penalty: None Pursuer Penalty: -20% Speed Factor Drop: 1D6)

Cutting Traffic-Cutting between two moving cars to escape.  (Pilot Penalty: -15% Pursuer Penalty: -35% Speed Factor Drop: 1D4)

The Bootleg Turn-Turns the vehicle in the complete opposite direction.  While in this maneuver the pilot has no chance of dodging.  (-50% to control roll.  Speed Factor Drop: All the way down to speed factor of one regardless of how fast they were going)  Attacks: 2/2

Driving in Reverse-The penalty only applies when driving faster than 25mph, otherwise roll against the characters skill percent.  (-30% to control roll.  Max Speed Factor: 4)

Avoiding Obstacles-A penalty only applies when leaving the road, otherwise no penalty.  (-40% to control roll.  Speed Factor Drop: 1D4)

Narrow Escape-This is when one believes that their vehicle will make it through a narrow opening.  Penalty only applies if they are driving faster than cruising speed, otherwise roll against their skill.  (Pilot Penalty: None.  Pursuer Penalty: -20%)

Wrong Way Driving-This is when one drives on the wrong side of the street.  Control rolls are made every melee.  (Pilot Penalty: -40% Pursuer Penalty: -50%)

Sidewalk Driving-This also includes a situation when driving up or down stairways.  (Pilot Penalty: -20% Pursuer Penalty: -40%)

Passing Maneuver Speed-Roll only when making any type of turn, swerve or lane change while exceeding cruising speed.  (-12% to control rolls)

 

Loss of Control Table

 

     Any time a player fails a control roll the GM should roll on the following table to find out exactly what happened.  If the GM chooses to do so, they may just declare what happened as a result of logical reasoning.

 

01-10 Pothole! Vehicle slams into something and rebounds.  Or, in the more likely case, the vehicle bottoms out, smashes the underside into a broken pavement or pothole.  The vehicle takes 4D6 damage and the Speed Class is reduces by 1D6.

11-25 Out of Control! The vehicle skids out of control.  Ends up off the road, in a ditch or in some other embarrassing situation.  Stick for 3D6 melee rounds, no real damage except exterior possibly.

26-44 Stall! Forced to make a sudden stop, the car stalls out.  Getting it going again takes 2D6 melee rounds.

45-76 Skid! The vehicle skid out of control and into an object.  The vehicle takes half the normal damage from this minor crash.  Speed Class is reduced by1D6.

77-90 Crash! The vehicle skid out of control and into an object.  The vehicle takes full damage and the Speed Class is reduced by 2D6!

91-97 Totaled! The vehicle crashes and is totaled.  All people in the vehicle will take full damage!

98-00 Roll and Burn!! The vehicle goes completely out of control and rolls over 1D6 times!  The vehicle will take double the normal damage and all those in the car will take full damage!  In 1D10 melee rounds the gas from the fuel tank will reach some form of ignition and explode, inflicting 1D6x10 damage to anyone still in the car at the time.  The resulting fire will torch any still trapped inside, inflicting 4D6 damage to per melee.

 

Critical Damage Table

 

     The GM should roll any time a car has been penetrated by a shot fired or when a vehicle crashes and took lots of damage.  If a specific part was the target then, that specific part was hit.

     There is always a chance that a vehicle could have taken critical damage.  It might even be appropriate for the GM to select one of the conditions below when the vehicle was hit by another car or was treated poorly (such as driving it faster than cruising speed, for too long.  Are all of you speed thrill junkies paying attention here?  Or possibly, when a vehicle is started without warming it up first, etc.)

 

01-05 Engine on Fire!  Speed class goes down by 1D6.  In 4D10 melees (GM rolls) the fire will spread to the fuel tank and explode.  If the victim can manage to pull over before this happens and put the fire out, then no further damage will be sustained.

06-08 Tire Shot Out.  –2/3 to speed.  Make one control roll at -5% for every 10 mph the vehicle was traveling.

09-14 Frame Dented.  Alignment trouble.  -1D6 speed class.

15-20 Radiator Hole.  For 2 minutes the engine will get real hot, there is a 20% chance every melee that the engine will just stop.  Lots of steam pours out from the hood.

21-25 Brake Line Hole.  Brakes don’t work anymore.

26-30 Damaged Electrical System.  Control panel inside the car is on fire and until it is put out a control roll at -30% must be made per melee.  During this time attacking is impossible.

31-35 Damaged Steering.  -50% to all control rolls.

36-50 Body Damage.  Looks bad, no big deal.

51-60 Light Knocked Out.  Could be serious at night, depending on what light was hit.

61-65 Exterior Electronics Destroyed.  Like it says.

66-70 Battery Destroyed.  Can only be started again by giving a jump or replacing the battery.

71-75 Alternator Wrecked.  Vehicle is running only on the battery, it’ll die after 6D6 minutes (battery will be drained).

76-85 Transmission Damage/Fluid Leak.  Shifting now not possible, vehicle will die after 4D6 melee rounds.  Makes ugly grind sounds.

86-90 Gas Leak.  Vehicle loses one gallon per minute, when all fuel is gone it will die.

91-95 Fragment Distraction.  Everyone inside the car was hit by flying fragments.  Victims take 2D6 damage each and driver makes a control roll at -50%.

96-00 Lucked Out!  Shaken up only.  Control roll -10%.

 

Miscellaneous Notes…

 

Determining Leap Distance

 

     For height, use the characters PS damage bonus, plus one foot.  For length, use the speed attribute and find the damage bonus, plus 5 feet.  If there is no damage bonus then they can jump 1 foot up and 5 feet far.  Gymnastics and Acrobatics add 2 feet (each).  This will be the characters maximum jump distance, when they get a running start.  Half from standing.

     Those with supernatural P.S. leap 5× as far, those with superhuman 4×, extraordinary 3× and strong characters 2×.

 

Savings Throws

 

     The following is a list of savings throws and the bonuses that can be used with them.  All of the following will have the appropriate bonuses to be used against saving versus that type of save.  Those that vary will usually be up to the GM what exactly the number is for the moment.

 

Drugs/Toxins/Chemicals: 15 or higher (PE bonuses)

Magic: Mages’ spell strength (PE bonuses)

Magic Circles: 13 (PE bonuses)

Protection Circles: 16-20 (PE bonuses)

Magic Fumes: 14 (PE bonuses)

Ritual Magic: 16 (PE bonuses)

Wards: 13 (PE bonuses)

Lethal Poison: 14 (PE bonuses)

Non-Lethal Poison: 16 (PE bonuses)

Insanity resulting from Trauma: 12 (ME bonuses)

Psychic Attack for Non-Psychics: 15 (ME bonuses)

Psychic Attack for Major or Minor Psychics: 12 (ME bonuses)

Psychic Attack for Master Psychics: 10 (ME bonuses)

Pain: 14 (ME bonuses)

Horror Factor: Varies (ME bonuses)

Possession: Attackers roll to possess (ME bonuses)

Awe Factor: Varies (none)

Disease: Varies (PE bonuses)

 

Perception Rules

 

     Use the IQ number and check the bonus under M.E.—and that will be the natural bonus to perception.  +1 at levels 3, 9 and 15.  When 2 are rolling against each other, the conversion is as follows: +1 for every 15% of the skill.

 

Perception Guidelines

Easy (4): Hearing a loud noise, find a dark colored object against a light background.

Moderate (8): Looking for something in a well-lit place or hearing a slight noise.

Challenging (14): Looking for something in poor light or to hear something over a noisy background.

Hard (17): Finding something in the dark, or hearing a snake slither over a carpet.

 

Firearm and Body Armor Notes…

 

Armor Rating…

 

   Automatic Penetration: This indicates an A.R. number that the bullet will automatically penetrate.  There’s no need to roll when the A.R. is that low.  The bullet will do ¼ to the armor and full damage to the character.

   Regular Penetration: This is the number range that must be bypassed for a bullet to penetrate.  Only the natural roll counts and penetration means ½ damage to both the armor and the wearer—use the “No Penetration” rules when the round does not penetrate.

   No Penetration: This indicates that a round under the listed P.V. simply cannot penetrate the armor.  Period.  Armor takes full damage and the wearer takes ¼ (purely impact).

   Armor Shock: This is when a bullet does not pierce armor, but does hit—victims lose 1 attack per 10 damage inflicted.

 

   Penetration and Range: Shot at point blank range means the round temporarily gets a +1 to P.V.  When beyond the gun’s range it goes down one P.V. and down 1 more P.V. for every 25% of the gun’s maximum range, beyond the maximum.

 

Penetration Value:

Automatic Penetration

Regular Penetration

No Penetration

1 (one)

A.R.: 1

A.R.: 2-7

A.R.: 8-20

2 (two)

A.R.: 1-3

A.R.: 4-9

A.R.: 10-20

3 (three)

A.R.: 1-5

A.R.: 6-11

A.R.: 12-20

4 (four)

A.R.: 1-7

A.R.: 8-13

A.R.: 14-20

5 (five)

A.R.: 1-9

A.R.: 10-15

A.R.: 16-20

6 (six)

A.R.: 1-11

A.R.: 12-17

A.R.: 18-20

7 (seven)

A.R.: 1-13

A.R.: 14-19

A.R.: 20

8 (eight)

A.R.: 1-15

A.R.: 16-20

9 (nine)

A.R.: 1-17

A.R.: 18-20

 

Bleeding, Shock and Damage…

 

   Bleeding: Every 5 damage (that actually pierces the victim), the character will take 1 Hit Point damage every minute.

   Save vs. Shock: Save vs. Shock is 3 per 5 damage (+M.E. bonus).  Success: -5% to skills, -1 to combat rolls and cannot attack for one attack per 5 damage.  Failure: Double penalties.

   Held Objects: If the victim was holding something, for every 5 damage they have a 10% chance of dropping or 1% chance or squeezing the object (double if shot in the hand/arm).

   Knockdown (Impact): For every point of damage after 10, there is a 2% chance of the victim being knocked off their feet.

   H.P.: If a character is brought down to 5% of there total HP, they will pass out (until regaining at least 20%).  If bleeding is not stopped, they will lapse into a coma and die (See the Coma & Death rules for more details).

 

Random Hit Location Table and Strike Penalties…

 

1-8% Foot (-7 to strike, ½ blood loss and -20% to speed)

9-15% Hand (-7 to strike, -45% to PP, hand strength and skill)

16-20% Head (-6 to strike, 1-50% Grazed the head.  Double blood loss; reduce speed, attacks and skills by ¼.  51-90% Perfect head shot!  Double damage, triple blood loss and shock.  91-00%  Brain Shot!! Damage direct to Hit Points, blood loss x4 (per melee) and instant coma)

21-30% Arm (-3 to strike, -40% to PP, arm strength and skill)

31-55% Chest (1-50% Lungs: ½ attacks and skills, double fatigue, -¾ to speed and will die in 2D4x10 minutes.  51-90% Heart: Damage x4 direct to Hit Points, blood loss x5 (per melee)!  91-00% Missed All Vital Organs: Will be knocked unconscious for 2D6 minutes.)

56-80% Abdomen (1-40% Missed Vital Organs: ½ skills, speed and attacks.  41-00% Hits Vital Organs: Has 1 attack, -90% to speed, -80% to skills and double blood loss and shock.)

81-95% Leg (-2 to strike, -40% to speed)

96-97% Groin/Eye (-8 to strike, double damage and triple shock)

98-00% Neck (-7 to strike, double blood loss and shock)

 

SDC is divided as follows: Head 24%, Body 50%, a Leg 7%, an Arm 4% and a hand or foot 1%.  A body part is blown off when it takes 10 times more than its assigned SDC.

 

Body Coverage (B.C.) and Armor…

 

     Body Coverage is simply how much of the armor covers the body; it goes by a point system.  And for every point, more of the body is covered and more S.D.C. is in the armor.  Body Coverage goes as follows:

  Head (2 points)

  Chest (4 points)

  Abdomen (3 points)

  Groin (3 points)

  Hands/Feet (1/2 point each)

  Legs (2 points each)

  Arms (1 point each).

     The body coverage system is used only when an attacker does not call a shot, but the strike is over the body coverage.

     S.D.C. and weight is distributed per Body Coverage point.

 

Some Common Armor Levels

Class I/IA (A.R.: 11): 5 S.D.C. and 4 oz. per B.C. point

Class II/IIA (A.R.: 14): 6 S.D.C. and 8 oz. per B.C. point

Class IIIA (A.R.: 16): 8 S.D.C. and 12 oz. per B.C. point

Class IVA (A.R.: 17): 10 S.D.C. and 16 oz. per B.C. point

Class IVB/C (A.R.: 18): 12 S.D.C. and 20 oz. per B.C. point

Class V (A.R.: 18): 15 S.D.C. and 24 oz. per B.C. point

 

Weight and Encumbrance…

 

     Characters can only carry so much on their body before they are weighed down.  The maximum weight they can carry is equal to half their carrying capacity.  For every extra 10 lbs. they will be at –2% to Climbing, Gymnastics, Acrobatics and Prowl.  They will also be –1 to speed for every extra 10 lbs.

     And this is not limited to Body Armor, it applies to all sorts of things.  Anything the character is carrying with them at the time is also factored in.

 

Energy Weapons Note…

 

   As a rule, Plasma weapons have a P.V. of 5, Laser weapons have a P.V. of 1, Ion beams weapons have a P.V. of 1 and Particle beam weapons have a P.V. of 7.