3d12 GURPS Copyright (c) 1995 by Leif Magnar Kj|nn|y This is a set of rules expansions, alterations, and reformattings which transform GURPS into something slightly different. Most of these changes are in the field of character generation. The biggest change is that the system goes from using 6-sided dice to using 12-siders instead -- all skill and stat rolls are now made on 3d12, with the human attributes ranging from 1 to 40 or so and averaging at 19 rather than 10. Generally, the whole system becomes smoother this way. Also, in the reformating, the new system is recalibrated for the SI system of units. Probability table for 3d12 (1728 possible outcomes) Value (n/1728) % chance 3 (1) 0.06% 4 (3) 0.23% 5 (6) 0.58% 6 (10) 1.16% 7 (15) 2.03% 8 (21) 3.24% 9 (28) 4.86% 10 (36) 6.94% 11 (45) 9.55% 12 (55) 12.73% 13 (66) 16.55% 14 (78) 21.06% 15 (88) 26.16% 16 (96) 31.71% 17 (102) 37.62% 18 (106) 43.75% 19 (108) 50.00% 20 (108) 56.25% 21 (106) 62.38% 22 (102) 68.29% 23 (96) 73.84% 24 (88) 78.94% 25 (78) 83.45% 26 (66) 87.27% 27 (55) 90.45% 28 (45) 93.06% 29 (36) 95.14% 30 (28) 96.76% 31 (21) 97.97% 32 (15) 98.84% 33 (10) 99.42% 34 (6) 99.77% 35 (3) 99.94% 36 (1) 100.00% Success Rolls: Same as before, except for the obvious change to 3d12. Also, a Critical Success now requires that you roll below (Skill - 20), max 11, or in any case on a 7 or below. Critical Failure requires that you roll over (Skill + 20), or in any case on a 32 or above (except if your skill is 32 or above, in which case it's only a Critical Failure if you roll over your skill -- but *all* natural 35s and 36es are CF). Stats Another major change is in the area of stats. There are rather more of them now, since each of the old ones are split up into two or more stats. All average to 19, and over 90% of humans will have all stats between 10 and 30 (and of the rest, 9 out of 10 will fall outside the range because they're physically or mentally disabled and thus go below 10 in one or more stats). It is recommended that no PC have more than one stat beyond this range (and in a realistic low-power campaign, probably none at all). Stats are bought with character points -- NOTE: 1 old character point = 2 new character points. Stat costs: Some stats have a flat or linear cost (which differs from stat to stat), others have a nonlinear cost which is the same for all nonlinear stats (this is found in the table below). Nonlinear Stat Costs: Level Cost (-10 per level below 10) 10 -60 11 -50 12 -40 13 -30 14 -25 15 -20 16 -15 17 -10 18 -5 19 0 20 5 21 10 22 15 23 20 24 25 25 30 26 40 27 50 28 60 29 70 30 85 31 100 32 115 33 130 34 150 35 170 (+20 per level over 35) Strength -- this is raw muscle power and the ability to apply it to its best effect. Buy it according to the Nonlinear Stat Costs table. Stamina -- this is endurance; ability to keep up physical exertions. It costs a flat 3 points per level. Health -- this is your general state-of-health. Buy it according to the Nonlinear Stat Costs table. Hit Points -- simple damage tolerance capacity. Costs a flat 5 points per level. Should never be reduced below 10. (Manual) Dexterity -- fine-coordination ability. Buy according to the Nonlinear Stat Costs table. Agility -- whole-body coordination ability and reaction speed. Buy according to the Nonlinear Stat Costs table. Intelligence -- Reasoning ability and memory. Buy according to the Nonlinear Stat Costs table. Perception -- Acuity of perception. Can be further modified by advantages or disadvantages to individual senses (Vision, Hearing, Smell/Taste, Tactile). Costs 5 points per level. Individual senses cost 2 points per level for each of the four listed above. Will -- Willpower, self-discipline. Costs 4 points per level. Derived stats and values Speed: (Strength + Agility +2)/8. This is basic running speed in meters per second. Dodge is no longer based on Move; it is instead a skill of its own. Move: Speed rounded down, and penalized for encumbrance. Actual movement. Base Damage: This depends on Strength, as per the table below. Strength Thrust Damage Swing Damage <8 0 0 8 1d12-11 1d12-11 9 1d12-10 1d12-10 10 1d12-9 1d12-9 11 1d12-8 1d12-8 12 1d12-7 1d12-7 13 1d12-7 1d12-6 14 1d12-6 1d12-5 15 1d12-6 1d12-4 16 1d12-5 1d12-3 17 1d12-5 1d12-2 18 1d12-4 1d12-1 19 1d12-4 1d12 20 1d12-3 1d12+1 21 1d12-3 1d12+2 22 1d12-2 1d12+3 23 1d12-2 1d12+4 24 1d12-1 1d12+5 25 1d12-1 2d12-2 26 1d12 2d12-1 27 1d12 2d12 28 1d12+1 2d12+1 29 1d12+1 2d12+2 30 1d12+2 2d12+3 31 1d12+2 2d12+4 32 1d12+3 2d12+5 33 1d12+3 3d12-2 34 1d12+4 3d12-1 35 1d12+4 3d12 36 1d12+5 3d12+1 37 1d12+5 3d12+2 38 2d12-2 3d12+3 39 2d12-2 3d12+4 40 2d12 3d12+5 ...and so on, the progression should be obvious. ADVANTAGES This lists all advantages or "meta-advantages"; for the most part, the only things that are here are the changes to the old rules (mostly new point costs and effects). This is basically something I slapped together for my own reference. 3D Spatial Sense 20 points Includes Absolute Direction. Also adds +4 to Astrogation and +2 to any spaceship or starship piloting skills. Absolute Direction 10 points Gives a +6 bonus to effective Navigator skill. Absolute Timing 10 points Acceleration Tolerance 2 points/level (max 15) Adds to Health only for the purpose of avoiding the effects of high-g acceleration. Acute Hearing 2 points/level This adds directly to Senses stat when used for hearing only. Acute Taste and Smell 2 points/level This adds directly to Senses stat when used for taste/smell only. For Bunnies, cost is 5 pts/level (but it also adds to some skills). Acute Vision 2 points/level This adds directly to Senses stat when used for vision only. Alcohol Tolerance 10 pts. Alertness 5 pts/level. This is the Senses stat minus 19. For Bunnies, the cost is 8 pts/level, but it also adds to some skills. Ally Varies Base cost for ally is 10% of ally's point value. Special Abilities add +10 to +20 (or more) to base cost. Modify for frequency of appearance. Ally Group Varies Cost for a small group: 20 pts. Medium group: 40 pts. Large group: 60 pts. For extra-competent allies, add 20 pts. Finally, modify by frequency of appearance. Alternate Identity 10/30 pts. Ambidexterity 20 points Amphibious 40 points Animal Empathy 2 points/level This adds directly to Animal skill base, and is also applied as a modifier to Reaction Rolls contra animals (only half of this modifier with wild animals). For Bunnies, the cost is 6 pts/level, but it adds to more skills. Appearance Variable This adds to all skills using Interpersonal skill base, provided that the character's appearance would matter at all (it does not, for instance, work over email). Important: It does not add to Interpersonal skill base; figure the skill level out and then apply the modifier if it matters. Level Effect Cost Horrifying -10 -50 Hideous -8 -40 Hideous+ -6 -30 Ugly -4 -20 Ugly+ -3 -15 Unattractive -2 -10 Unattractive+ -1 -5 Average None 0 Average+ +1 5 Attractive +2 10 Attractive+ +3/+6 20 Handsome +4/+8 30 Handsome+ +4/+10 40 Very Handsome +4/+12 50 Artistic Talent 1 point/level This adds to Artistic skill base. Autotrance 10 pts. Bardic Immunity 20 pts. Being of Pure Thought 500 pts. Bioelectric Shock 20 pts. Blessed 20/40 pts. Blood Healing 50 pts. For Vampires. Blubber 25 pts. Gives +8 to HT rolls vs. cold. Body of Earth 80 pts (72 pts if always on) Body of Fire 10 pts/level (6 pts/level if always on) Each level gives 1 DR vs. flame attacks; 3 levels give 2 pts of close-combat damage; 10 levels give 1d12 heat damage in the hex. Body of Ice 50 pts (20 pts if always on) Body of Gas 100 pts (-60 pts if always on) Body of Metal 9 pts/level Body of Stone 8 pts/level (6 pts/level if always on) Body of Water 80 pts (-40 pts if always on) Brachiator 10 pts. Breath-Holding 4 pts/level. Each level doubles how long you can hold your breath. Broadcast 10 pts/level Cast Iron Stomach 15 pts. Catfall 20 pts Chameleon 10 pts/level Channeler 20 pts Charisma 5 points/level This adds directly to Interpersonal skill base. Chronolocation 30 pts. Claim to Hospitality 2 to 20 pts. 2 pts gives you the equivalent of a friend's place to stay in a different city; 4 pts. gives you a few relatives or friends to stay with in a few places; 10 pts. represents a medium-sized group; 20 pts. is a vast alliance (such as all merchants, organized in a guild, all offering each other hospitality). Assume a 50%-chance that the host is actually available. This goes both ways, too. Claws 30/80/110 pts. 30 pts. gives small claws that are +4 to damage; 80 pts changes damage from thrust-4/crush to thrust/impale and swing/cut; 110 gives both. Bought once for either all non-walking limbs or all walking limbs; bought twice for all limbs that can attack. Clerical Investment 10+ points This varies from religion to religion and also depends on rank within the religion. See also Power Investiture. Clinging 60 pts Collected 10 pts. Combat Reflexes 10 points/level This can now be bought in levels. It will add to skill base of Combat skills. Common Sense 20 points Compartmentalized Mind 100/level. Composed 10 pts. Bunnies only; gives a +4 bonus to certain Fright Checks. Contacts Variable Listed below are some sample contacts with their base costs. Contacts can be of various types, which must be defined (criminal/street, police, business, government, etc.) and specified. Base costs can be further modified by Frequency and Reliability. Type of contact Eff. Skill Cost Poor 12 2.5 "Connected" 15 5 "Expert" 18 7.5 "Guru" 21 10 Reliability: *3 for complete, *2 for good, *1 for normal, *0.5 for unreliable. Constriction 30/40/50 pts. Cool 30 pts. +9 pts: Can switch on/off. Crosstime Snatcher 160 pts base. Cost modified by these: Weight limits: 2.5 kg (normal), 1.5 kg (-10), 1 kg (-20), 0.5 kg (-30), 0.25 kg (-40), 0.1 kg (-50). Extra time: 1 min (-10), 5 min (-20), 30 min (-30). Limited categories: -10 to -40, depending. Stunning: -20. Uncontrollable (failures bring weird things) -40. Cultural Adaptability 50 pts. Damage Resistance 6 pts/level Dampen 30 pts. Cost becomes -30 if involuntary. Danger Sense 30 points This is really just a low-level latent Clairvoyance ability. Dark Vision 50 pts +10 pts for color vision. Deafen 10 pts. Decreased Life Support 20 pts Destiny -30 to 30 pts. Varying levels of both good and bad destiny exist. Detox System 30 pts. Diplomatic Immunity 40 pts. Divine Favor Varies Base cost is 40 or 50 pts (depending on deity's power); modifiers to the Reaction Roll are cost 5 pts for each +1 (max +/- 10); adjust for frequency of appearance (that is, whether the deity's indial is busy or not). Discriminatory Smell 30 pts or more. +15 to cost if you can sense emotions by smell; -variable amounts if you're particularly sensitive to offensive smells. Doesn't Breathe 40 pts (still requires oxygen/whatever, but can take it in through skin, so strangling is impossible). Doesn't Eat or Drink 40 pts Doesn't Sleep 20 pts Double-Jointed 10 points Special bonus of +6 to the following skills: Climbing, Escape, Mechanic. Drug Factory Varies Costs 40 pts. for one drug, +20 for each extra. Produces one dose per four hours, can hold HT/4 doses at one time. Early Maturation 20/level Each level halves maturity age. Cumulative with modifiers for Extended or Short Lifespan. Eat Food 10 pts. For Vampires only. Vampires with this advantage still have no need, use, or desire for eating food, but they can more easily pass for human. Eidetic Memory 5 points/level (max 10) Ignore old version of this advantage. The new version of this advantage will simply have the following three effects: First of all, add the level of the advantage directly to IQ when rolling to see if you remember things. Secondly, if you have at least 5 levels, you can "memorize" texts to perfection by reading through them (as well as having perfect recall of any conversiation or song or whatever you decide to pay the necessary attention to, and so on). If you have the max 10 levels, you can memorize not only texts, but also pictures etc. by just glancing at them (this includes looking at a page of text and then "reading" it from your memory of what it looked like). Perfect reproduction of remembered pictures will require that you have the necessary skill as an artist. Thirdly, this advantage adds to some Skill Bases; it is of course noted in the Skill Bases chapter where this applies. Eidetic Sense of Smell 20 pts. Bunnies only. Elastic Skin 40 pts. Empathy 30 points This is actually a low-powered latent psi power (Telepathy). It allows rolls vs. psi skill base (not IQ) to get a general "feeling" for people, as in the old rules. Also, it will add to Interpersonal skill base. Enhanced Move 20 pts/level Each level doubles Move (but not Dodge). Enhanced Time Sense 90 pts. Extended Lifespan 10 pts/level Extra Encumbrance 10 pts. Multiply encumbrance limits by 2.5. Extra Fatigue 3 pts/level Extra Hit Points 5 pts/level Extra Limbs Varies "Default" is 2 walking limbs that can kick, plus two manipulating limbs. An extra arm is 20 pts; 10 if short or no-attack; 5 if both. Extra ST costs 30% of normal for one arm, 50% for only one pair. Extra DX costs 60% of normal for one arm, 80% for only one pair. Extra Flexibility costs 10 for one limb, or 20 for all; +30 for a constriction attack. Extra Reach costs 10 pts for each meter. "Arm that can kick"="Manipulating Leg": +10 pts. 3 or 4 legs: 10 pts. 5 or 6 legs: 20 pts. 7 or more legs: 30 pts. "Cannot Kick" (global effect): -10 points. Strikers: Useless for walking and manipulating. Base cost 10 pts each, can buy extra reach, ST, DX, flexibility, etc. Clumsy strikers are 1 pt cheaper per -1 to hit. Spear: Does thrust+2 Impale damage, limited to one direction (normally front). Faith Healing 60 pts. Fashion Sense 10 pts. Fearlessness 2 pts/level. Field Sense 10 pts/level 1 level gives 1 m range; each extra level doubles this. Filter Lungs 10 pts. Flash 30 pts. Flexibility 30 pts. Includes Double-Jointed. Flight Varies 40 for gliding; 50 for gliding w/thermal climbs; 60 for winged flight; 70 for very small wings; 80 for wingless (psionic, magic, jet, whatever) flight; -9 if cannot hover (not for gliders, who can't hover anyway). Fugue 100 pts. Full Coordination 100/level Each level allows one extra eligible limb/whatever to attack per round. Gadgeteer 50 pts. "Cinematic" gadgeteer: +50 pts. Gizmos: +10 pts each (max 3 per adventure). Ghost 200/260 pts. Gills 0 or 20 pts 0 pts if character can only breathe water. Guardian Spirit Variable. Hard to Kill 5 pts/level. Adds to HT rolls to avoid death and unconsciousness. Harmony with the Tao 40 points Requires Trained by a Master. Healing Varies 30 for same-race only (like humans); 40 for similar races (like all simians); 50 for all races. Hermaphromorph High Pain Threshold 20 points Gives a +6 to resist pain or physical torture, and eliminates stun and pain effects if you get hurt in combat. High Technology 40/100/200 pts. Anyone 4 or more TLs over normal is ridiculously powerful, so this advantage only has three levels. It assumes, of course, that the character has reasonable access to the higher technology. Hyperactive Metabolism 60 pts. Includes 2 levels Increased Speed and -40 Increased Life Support. Hyper-Reflexes 30 pts. Costs 2 fatigue per second; gives +2 to all combat-related skills and to all defenses. Can also be used at half-strength. Hyper-Strength 60 pts. May increase ST by 50% at a cost of 2 fatigue per second. Can also be used at half-strength (25% ST increase). Ice Clinging 20 pts. Illuminated 120 pts. Illusion 40 pts. Immortality 280 pts. Immunity to Disease 2 points/level (max 10) This advantage is no longer absolute, but instead it adds directly to Health only for the purpose of resisting diseases (including viral or fungal infections, but not larger parasites). Immunity to Poison 30 pts. Imperturbable 20 pts. Improved G-Tolerance 10/20/30/40/50 points Increments are the same as before: .3/.5/1/5/10 gravities. Increased Speed 50 pts/level. This adds 1 m/s per level to Basic Speed. Increased Strength 100 pts/level. Only 60 pts/level if no fine manipulators. Increased Mana Threshold 10 pts/level. For campaign with Unlimited Mana. Each level increases Threshold by 20% of whatever is normal for the campaign. Independently Focusable Eyes 30 pts/level. Each level allows one additional focus point; can't have more focus points than eyes. Infravision 30 pts. Initiate Varies Level 1: 10 pts. Level 2: 30 pts. Level 3: 80 pts. Level 4: 140 pts. Level 5: 200 pts. Level 6: 260 pts. Level 7: 360 pts. Level 8: 500 pts. Level 9: 700 pts. Level 10: 900 pts. Inoffensive to Animals 5 pts. For Vampires. Animals do not react differently to Vampires with this advantage than they would to a completely normal human. Insubstantial Varies. Base cost is 160 pts; only 80 pts if constant; 240 pts if can affect substantial; 160 pts for both. Intuition 30 points Intuitive Mathematician 50 pts. Invisibility Varies. Works vs. one "type" of vision (normal light, radar, sonar, etc). Base cost is 80 pts, for constant invisibility. +8 pts to turn on/off. +16 pts for each additional vision type. Invulnerability Varies Cost depends on how common attacks your invulnerability extends to. The exact categories will depend on the campaign. All physical damage: 600 pts. Common (bullets, etc): 300 pts. Occasional: 200 pts. Rare: 150 pts. Very Rare: 100 pts. Iron Hand (Cinematic) 20/30 points Gives one/both hands +2 DR and gives +4 to Breaking Blow. Penalties: -8 to effective skill when fine manipulation is required, and punches can't be pulled unless a CO-4 roll is made. (This can also be bought at "half-strength" costing 10/15 points, with all bonuses and penalties halved). Language Talent 2 points/level This now adds to Linguistic skill base. Legal Enforcement Powers 10/20/30 points Legal Immunity 10 pts/level (max 4) Each level lets character get away with progressively worse offenses. Lensman 200 pts. Light Hangover 5 pts. Lightning Calculator 10 points Literacy Varies This depends on the campaign background. If illiteracy is the norm, this is a 20-point advantage. If literacy is the norm, illiteracy is a 20-point disadvantage. There is also "partial literacy", which allows you to read simple texts only -- this is the default in some settings (in which case literacy is a 10-point advantage and illiteracy a 10-point disadvantage); or if literacy is the norm, it is a 10-point disadvantage (vice versa if illiteracy is the norm). Longevity 1 point per level (max 20) This now adds directly to Health only for the purpose of resisting the effects of old age. Luck 30/60 points This works as before, except that 30-point luck is applicable once per game day, and 60-point twice per game day. Lycanthropic Dominance 70 pts. Obviously only for contagious lycanthropes. Magery 10/20/30/45/60/80/100 This adds its level minus one to Magical skill base. (The 10- point version is "level zero" Magery, which allows one to cast spells that don't have Magery as a prerequisite, if the GM allows this). Note that each further level of Magery is equal to a "half-level" of Magery under the old rules, so a spell requiring Magery under the old rules will need 30-point Magery now, a spell requiring Magery II will need 60-point Magery now, and a spell requiring Magery III will now need 100-point Magery. The GM can allow further levels of Magery above the 100-point version; this will cost 25 points per level. Limitations that affect cost: One-college or Solitary Magery is 2/3 of normal cost, Aspected Magery (Sun, Star, or Moon) is 1/2 of normal cost. It is possible to buy "mixed levels" of Magery (some normal, some limited), in which case the limited levels add to the normal ones in those cases where they apply. Magic Resistance 2 points/level This advantage can be combined with Magery. It will, however, subtract its level directly from your Magical skill base. It will also subtract its level directly from the effective skill of anyone casting spells targeted at you (but not if a spell causes a physical effect over an area that happens to include you, nor against Missile spells, magical weapons, or indirect magical spying etc). It cannot be combined with Magic Susceptibility. Mathematical Ability 20 points This adds to some skill bases. Mechanical Telepathy 120 pts. Merchant Rank 20 pts/level. (For Aztec campaigns). Metabolism Control 10 pts/level. Microscopic Vision 8 pts/level. Military Rank 10 points/level Mimicry 30 pts. Mindlink 2 pts/level. Each level adds +2 to skill and +1 to Power. Mindshare Varies Cost depends on exact type, extent, and limitations of the mindshare medium. Type: Hive Mind (40 pts) Racial Memory (80 pts) Global Consciousness (120 pts) Medium: "Normal" telepathy (-10 pts) Non-instantaneous (-10 pts) Non-telepathic (-20 pts) (i.e. radio or laser) Jammable non-telepathic (-10 extra pts) Range: Touch (-30 pts) ~1 km (0 pts) ~100 km (20 pts) ~1000 km (40 pts) Planetary (60 pts) Interplanetary (80) Interstellar (100) Universal (120) Drones: Mindless (-20 pts) Self-maintaining (10 pts) Self-defending (30 pts) Sentient (50 pts) # of drones: (log N -1) * 20 pts, where N is number of drones. Mode Training 20 pts. Morph 80 pts. Musical Ability 1 point/level This adds to Musical skill base. Mystical Symbol 10 pts/level. Mythos Awareness 10 or 30 points Nictating Membrane 10/level Each level gives eyes PD2,DR1 (max PD12), and +3 to rolls vs. eye damage. Night Vision 20 points No Hangover 10 pts. Non-Reciprocal Damage 60 pts. For creatures with multiple forms; damage does not carry over between forms. Oxygen Storage 56 pts. Lasts for up to an hour. Panimmunity 10 pts. Passive Defense 25 pts/level, max 12. Patron Varies Basically, double the old costs. Secret Patron lowers base cost 10 pts. Penetrating Call 10 pts. Perfect Balance 30 pts. Peripheral Vision 30 points Active Defenses against attacks from the rear are at only -4. Pheromone Control 50 pts. Anyone breathing in the 'contaminated' air will perceive the character as two levels more attractive, and must roll vs. Will-6 or suffer from Lecherousness for the duration. Pious 10 pts. Polarized Eyes 10 pts. Power Investiture 10 pts/level. Pressure Support 10/20/30/40 pts. The levels are: 5/20/100/whatever atmospheres. Psionic Resistance 2 pts/level. This version is for Bunnies. Racial Memory (Ancestral) 80 pts Radar Sense 100 pts + 2 pts per m range Enhancements: +40 pts for "penetrating" radar; +20 if you can see colours with it. Radio Hearing 20 pts. Free if only hearing. Radio Speech 50 pts. Includes Radio Hearing. Free if only speech. Rapid Healing 1 point/level Adds direcly to Health only for the purposes of recovering hit points or healing crippling injuries. Rapid Mana Recovery 10 pts/level. For campaigns with Unlimited Mana. Each level increases Mana Recovery by 20% of whatever is normal. Reciprocal Rest 30 pts. For creatures with multiple forms; non-active forms are considered to be resting. Recovery 20 pts. Reduced Sleep 20 pts. Regeneration 50/100/200 pts. Levels are 2 hp per day/five minutes/second. Regrowth 40/80 pts. Levels are small appendages/organs (like fingers or eyes), and large appendages/organs (like arms or intestines). Reproductive Control 5 pts. Reputation Varies This will add to Reaction rolls and to Effective Skill in a few cases. It can be purchased in levels; each level has a base cost of 5 points, up to a maximum of 8 levels. However, the cost can be decreased by applying the following limitations: If it only affects a large group of people (on the order of 5% to 50% of the ones you're likely to meet), halve the cost. If it only affects a small group of people (on the order of 1% or so), divide cost by 3. If it only works half the time, halve cost. If it only works rarely (13 or less on 3d12, about 1/6 chance), divide cost by 3. Negative Reputation is also possible (this would be a disadvantage), and one character can certainly have several Reputations (in which case modifiers will be cumulative up to + or - 8). Resurrection 300 pts. Modifiers to cost: -30 to -90 if it can be suppressed (stake through the heart, etc) but will happen when the suppressing circumstance is removed. -30 to -90 if (some) damage carries over. -15 to -75 if certain things can kill permanently. -60 if it happens as reincarnation in a somewhat different form. Retrogression 80 pts. Safer Mana Excess 20 pts/level. For campaigns with Unlimited Mana. Sanitized Metabolism 10 pts. Secret Communications Varies Base cost is 40 pts. +16 if "invisible"; -20 if only vague messages. Security Clearance 5 or 10 pts/level Cost depends on importance of organization. See Ethical Markings 30 pts. Obviously useless outside of a Riverworld campaign. See Invisible 50 pts Works vs. one "invisibility" category. Sense of Perception 200 pts. Sensitive 10 pts. Sensitive Touch 20 pts. Shapeshifting 30 pts. Cost may vary depending on limitations etc. Sharpshooter 90 points This is the equivalent of Weapon Master for handguns, and is only available in cinematic games. Silence 5 pts/level. Single-Minded 10 pts. Skin types Various Some examples: Spiny fur (PD2/DR2; 1d12-4 Imp in close combat) 70 pts. Carapace (PD4/DR4) 116 pts. Fur or Scales (DR2) 8 pts. Heavy Fur/Thick Hide/Thick Fur (PD2/DR2) 58 pts. Armor Plates (PD4/DR6) 124 pts Chameleon Skin (same as 2 levels of Chameleon) 40 pts. Smoke 30 pts. Sonar Vision 50 pts Free if otherwise blind. Speak with Animals 30 pts. Speak with Fish 20 pts. Spectrum Vision 80 pts. Spirit Ally Varies Minor Manifestation: 30 pts. Moderate Manifestation: 50 pts. Major Manifestation: 70 pts. Modify by Frequency of Appearance. Spirit Form 200 pts. Spiritual Advisor 20 pts. Modify by Frequency of Appearance. Spirit Warrior Varies Depends on abilities granted, and also drawbacks and limitations. Status 10 points/level Stretching 30/level. Each level doubles reach. Style Familiarity (Martial Arts) Varies General knowledge of one martial art other than those one knows costs 2 points per style; or all known styles for 40 points (including all secret styles will cost 50 points total). Subsonic Hearing 10 pts. Free if only hearing. Subsonic Speech 50 pts. Includes subsonic hearing; free if only speech. Super Climbing 6 pts/level. Each level adds 1 m/s to Move when climbing. Super Flight 40 pts/level. Each level doubles Move when flying. Super Jump 20 pts/level. Each level doubles jumping distance. Super Running 40 pts/level. Each level doubles Move when running. Super Swimming 20 pts/level. Each level doubles Move when swimming. Surge 30 pts. Teeth 10/20 pts. 10 pts gives you cutting damage based on ST (like an animal); 20 pts. will give Impaling damage instead. Telescopic Vision 12 pts/level. Temperature Tolerance 0.5 pt/level Normal temperature tolerance is a 25 K interval (centered where you like for a nonhuman race); each level of this advantage increases the interval by 1 K in one direction. Tempered Sex Drive 0 or 10 pts. Costs 10 pts. only if it can be turned off. Temporal Inertia 30 pts. Time-Jumper 200 pts base. Cost is adjusted as follows: Carry nothing -10. Carry up to IQ kg: 0. Carry up to 2*IQ kg: +20. Carry up to 3*IQ kg: +40. Carry up to 5*IQ kg: +60. Carry up to 10*IQ kg: +100. Drift: -30. Limited Range: -20. Stunning: -20. Uncontrollable: -20. No Concentration: +30. Minimum cost is 120 pts. Toughness 10/20/35/50 points This is now available in 4 levels -- max DR 4 for a human. Note that this is replaced by DR advantage for metahumans (who must pay Unusual Background if they're in the same campaign with normals, anyway). Trained by a Master (Cinematic) 80 points This is a specific Unusual Background advantage which is required if you want to buy any cinematic Martial Arts advantages, skills, or maneuvers. Tunnel 80 + 20 per m/s of speed Ultrasonic Hearing 20 pts. Ultrasonic Speech 50 pts. Includes Ultrasonic Hearing. Unaffected by Loud Noises 20 pts. For Bunnies only; this is simply the absence of their normal racial Brontophobia. Unaging 30 pts. Unfazeable 30 points Unusual Background Varies This will be campaign-specific, anyway. Vacuum Adaptation 54 pts. Vacuum Support 120 pts. Vampire Disciplines Varies Animalism, Auspex, Dominate, Obfuscate, Presence, and Protean cost 4 pts/level up to 5. Celerity, Fortitude, and Potence cost 8/16/32/48/96 pts for the first 5 levels. Vampire Generation Varies Generation Cost 13th 0 12th 10 11th 30 10th 50 9th 70 8th 120 7th 150 6th 200 5th 250 4th 320 3rd 400 Venom 30 pts/level. Modifiers: +20 for skin contact effect; +10 for ranged squirt; +30 for spray cloud; +50 for stinger; -10 for spines (hit only in close combat); -20 for sweat/blood (defensive only). Versatile 10 pts. Visualization 20 pts. Voice 5 points/level (max 6) This adds to some Skill Bases, as well as to Reaction Rolls and to effective skill with Singing. Walk on Liquid 40 pts. Warm 30 pts. +9 pts for controllable. Wealth Variable Costs for the various levels now become: Dead Broke: -50 Poor: -30 Struggling: -20 Average: 0 Comfortable: 20 Wealthy: 40 Very Wealthy: 60 Filthy Rich: 100 Multimillionaire: +50 per level. Weapon Mastery (cinematic) 40/90 points This doesn't require Trained by a Master (it's actually almost a different form of that advantage). You're excessively trained in the use of archaic weapons (either one specific weapon for 40 points, or all known to your culture for 90 points). Add 1/5 (round down) of your weapon skill to the damage you do with it, and improve your defaults to Base-2 for Easy skills, Base-4 for Average skills, and Base-6 for Hard skills. Were Form 20 pts each. Many special limitations might apply. World-Jumper 200 pts base. Cost is adjusted as follows: Cannot Escort: -20. Cannot Follow: -40. Drift: -30. Limited Range: -20. Stunning: -20. Uncontrollable: -20. New Worlds: +100. No Concentration: +30. Reduced Fatigue: +40. Tracking: +40. Minimum cost is 120 pts. World Sight 20 pts. Zeroed 20 pts. Zero-G adaptation 50 pts. DISADVANTAGES Absent-Mindedness -30 points Numerical penalties are doubled. Acceleration Weakness -10 points You're at -6 on Health to resist the effects of powerful acceleration. Cannot be combined with Acceleration Tolerance. Addiction Variable Costs and penalties are doubled. Age -6 points/level Each level of this disadvantage represents one year (or, for nonhumans, one aging increment) of age past the point where aging effects begin in the culture/tech level you live. If anti-agathics are generally available, this advantage disappears. Albinism -20 points This is the same as before, except of course the numerical effects are doubled: Direct ordinary sunlight will cause 1 point of damage per 15 minutes of exposure; extraordinarily strong sunlight will cause 1 point of damage per 7.5 minutes of exposure; and Vision rolls/ranged attacks will be at -4 in direct sunlight. Alcohol Intolerance -2 pts. Alcoholism -30 or -40 points Hangover penalty is -6. Make two yearly stat-loss rolls vs. Health+4. Amnesia -20/-50 pts. Anaerobic -60 pts. Aquatic -80 pts. Astral Entity -50 pts. Attentive -2 pts. Bad Back -30/-50 points Bad Grip -10/-20 pts. Gives -4/-8 to manual-dexterity tasks that require a good grip. Bad Sight -20/-50 points This is also unchanged except that the numerical penalties are doubled. It also precludes Acute Vision, but may be combined with "negative" Acute Vision. Bad Temper -20 points Berserk -30 points Health rolls to avoid unconsciousness or death are at +8. Bestial -20/-30 pts. For lycanthropes; the cost depends on how loathsome. Blindness -100 points No changes, except for scale: -12 to all combat skills, +2 to most Reaction Rolls (at least in modern civilization; this may differ based on culture). Blood Bonded -80 pts. For Vampires. Bloodlust -20 points Bowlegged -2 pts. Broad-Minded -2 pts. Bully -20 points Reaction Rolls penalized by -4. Callous -12 pts. Careful -2 pts. Charitable -30 pts. Chauvinistic -2 pts. Chronic Depression -30 pts; -5/level (max 5). Chummy -10 pts. Code of Honor -10 to -30 points Cold-Blooded -10/-20 pts. Color Blindness -20 points -2 to Effective Skill for all Driving, Piloting, Chemistry, Merchant, or Tracking skills. For Bunnies, the cost is only -10. Combat Paralysis -10 points/level This can also be bought in levels, and will subtract from Combat skill base. Compulsive Behavior -10 to -30 points Some examples: Compulsive Lying -30 pts Trademark -2/-10/-20/-30 pts Compulsive Carousing -10 pts. Extravagance -20 pts. Compulsive Vowing -10 pts. Compulsive Trickster (Bunnies) -15 pts. Congenial -2 pts. Cowardice -20 points Penalties doubled. Curiosity -10/-20/-30 pts. Curious/Very Curious/Insatiably Curious. Cursed -150 pts. Cyber-Rejection -20/-50 pts. Deafness -40 points Precludes any Acute Hearing/Hard of Hearing. Effective Skill when speaking a language gets a -6, but you get +6 to Effective Skill with Gesture, Sign Language, or Lip Reading. Delicate Metabolism -40 pts. Delusions -2/-10/-20/-30 points Reaction penalties are doubled. Dependency -10/-20/-40. Cost depends on scarcity of substance. Modify by frequency of demand: Constantly *5; Hourly *4; Daily *3; Weekly *2; Monthly *1; Yearly *0.5. Dependents Varies Point limits and costs are doubled. Disciplines of Faith Varies Examples: Asceticism -30 pts. Iconism -20 pts. Monasticism -20 pts. Mysticism -20 pts. Ritualism -10 pts. Devout Layman (most religions) -10 pts. Disembodied Brain -200 pts. Distractible -2 pts. The Draining -20 pts. For Vampires. Duties Varies Point costs are now of course doubled, and the "appearance" chances are the same as for Dependents. Dwarfism -30 points Double the numerical effects. Dying Race -20 pts. Dyslexia -10 points This comes in addition to Illiteracy (buy that as well). It prevents you from ever becoming Literate. This disadvantage does of course not exist in a world with no writing. Edgy -10 pts. Enemies Varies Point limits and costs are doubled. Unknown Enemies are worth 10 points more. Epilepsy -60 points The fatigue caused by a fit is 1d12. Eunuch -10 points Reaction rolls normally penalized by -2. Extremely Hazardous Duty -40 points Fanaticism -30 points Fat -20/-40 points Double numerical effects. Flashbacks -10/-20/-40 pts. Cost depends on severity and frequency of attacks. Fragile -40 pts. Crushing attacks do double damage. Free Sick -20 pts. Gigantism -20 points Double Reaction Roll modifiers. G-Intolerance -20/-40 points Increments are .1/.05 gravities. Glory Hound -30. Gluttony -10 points Greed -30 points Penalties/bonuses are doubled. Gregarious -20 pts. Gullibility -20 points Penalties are doubled. Hallucinations Varies Cost depends on severity, duration, and frequency. Light hallucinations cost -10, moderate ones are -20, severe ones are -30. Duration: Base cost is 1d12 sec., 1d12 minutes is double cost, 1d12 hours is triple cost. Recovery is *possible*, not certain, after this time. Frequency of appearance: Each day, roll 3d12. Appearing at =<12 is normal cost, =<16 is double cost, =<24 is triple cost. Chemically treatable hallucinations are half-cost, and halve appearance number while medication is available -- each day without medication increases appearance numbers by 1, until reaching normal number. Hard of Hearing -20 points This includes 8 levels of negative Acute Hearing, but also applies this -8 to Effective Skill in all spoken languages and in Singing. Hemophilia -60 points Same effect as before; Health is limited to 19. Hidebound -10 pts. Hive Mentality -40 pts. Psychological; nothing to do with Mindshare advantage. Hollow Bones -30 pts. Crushing damage is at *1.5, but mass is half normal. Honesty -20 points Penalties and bonuses are doubled. Horizontal Posture -20 pts. Horrible Hangovers -2 pts. Humble -2 pts. Hunchback -20 pts. Imaginative -2 pts. Impulsiveness -20 points Incompetence -2 pts/skill. Only applicable to "significant" skills. Inconvenient Size -20/-30 pts. Increased Life Support -20/level. Incurious -10 pts. Infectious Attack -10 pts. For lycanthropes. Humans wounded may turn into lycanthropes. The Innsmouth Look -40 points Innumerate -2/-10/-20 pts. Intolerance -10/-20 points Penalties are doubled. Invertebrate -40 pts. Involuntary Duty -10 pts. Jealousy -20 points Penalties are doubled. Jinxed -40/-80/-120 pts. Cost depends on severity. Kleptomania -30 points Will penalties can go up to -6 points. Lame -30/-50/-70 points Same as before, except for the obvious doubling of all penalties. Laziness -20 points Lecherousness -30 points Penalties are doubled. Loner -10 pts. Lover's Distraction -30 pts. Low Empathy -30 pts. -5 penalty on all Interpersonal skills and on reaction rolls. Low Pain Threshold -20 points Resist physical torture at -8. Magic Susceptibility -3 pts/level. Manic-Depressive -40 pts. Megalomania -20 points Penalties and bonuses are doubled. Also requires Fanatic. Migraine -10 to -40 points Varying degrees of severity. Miserliness -20 points Penalties are doubled. Missing Finger -4 pts. Missing Thumb -10 pts. Moonbaby -60 pts. Mute -50 points +6 on any Gesture or Sign Language; this is not cumulative with the +6 for Deafness if you have both. Night Blindness -20 pts. For Bunnies only. No Depth Perception -20 pts. No Fine Manipulators -60 pts. No Manipulators -100 pts. Non-Iconographic -20 pts. No Sense of Humor -20 points Reaction rolls penalized by -4. No Sense of Smell/Taste -20 points For Bunnies, the cost is -30, since they rely more on this sense. Nosy -2 pts. Quirk-level Curiosity. Obdurate -20 pts. Industrial-strength Incuriosity. Oblivious -5 pts. Obnoxious Drunk -2 pts. Obsession -10 to -30 points Odious Personal Habits -5 points/level (max 6) This will subtract from Interpersonal skill base and from Reaction rolls. One Arm -40 points As before, doubled penalties. One Eye -30 points Penalties are doubled. Reaction penalties do of course not apply if you have a cosmetic glass eye. One Hand -30 points Penalties are doubled. This is the same as One Fine Manipulator. Overconfidence -20 points Bonuses and penalties are doubled. Overweight -10 points Modifiers are doubled. Pacifism -30 or -60 points Paranoia -20 points Penalties are doubled. Parasite -30/-60 pts. Personality Change When Drunk -2 pts. Phobias Variable Costs and penalties are doubled. Planetbound -10/level. Level depends on time you can spend off-planet, as follows: 2 years, 1 year, 3 months, 1 month. Modify by frequency of HT loss after time runs out: 2/day: *2, 2/week: *1, 1/week: *0.5 Poverty Variable See the Wealth advantage. Presentient -40 pts. Primitive -10 points/level Probationary Personality -10 pts. For Uplift. Proud -2 pts. Pyromania -10 points Quadriplegic -100 pts. Reclusive -20 pts. Reduced Move -10 pts/level. Each level reduces Move by 1 m/s; cannot be reduced below 1 m/s. Reputation Variable See the Reputation advantage. Responsive -2 pts. Rotshreck -20 pts. For Vampires only. Sadism -30 points Reaction rolls penalized by -6. Note: This is "bad" or pathological sadism, not "between-consenting-adults" S&M. Scalped -10 pts. Secret Varies Consequence of revelation Cost Serious Embarrassment -10 Utter Rejection -20 Imprisonment or Exile -40 Possible Death -60 Self-Centered -20 pts. Self Destruct -40 pts. Selfish -10 pts. Selfless -20 pts. Semi-Upright -10 pts. Sense of Duty -10/-20/-30/-40 points Penalties/bonuses are doubled. Sessile -100 pts. Short Attention Span -20 pts. Short Lifespan -50 pts/level. Shyness -10/-20/-30 points Penalties are doubled. Skinny -10 points Penalties are doubled; Health is limited to 27. Slave Mentality -80 pts. Sleepwalker -10 pts. Sleepy -20/level. Max 4 levels; each level increases fraction of time spent asleep like this: 1 level -- 50%; 2 levels -- 65%; 3 levels -- 80%; 4 levels -- 95%. Sleepy When Drunk -2 pts. Slow Eater -20 pts. Slow Metabolism -20 pts/level. Social Disease -10 pts. If the disease is fatal, buy as Terminally Ill instead. Social Stigma -10/-20/-30 points The various categories are the same as in the old rules; reaction penalties are of course doubled. Solipsist -20 pts. Speech Impediment -20 points Replaces Stuttering. Can be any sort of speech impediment, as long as it's severe enough (a slight lisp, for instance, will not be a problem for most people). Reaction rolls are penalized by -4 in most situations. Split Personality -20/-30 points Penalties are doubled -- Reaction Rolls at -6. Staid -2 pts. Quirk-level Incuriosity. Sterile -5 pts. Stress Atavism -24/-32/-40. Cost depends on severity. Halve cost if attacks are uncommon; quarter if rare. Stubbornness -10 points Reaction rolls at -2. Subjugated -40 pts. Supersensitive -2 pts/level. Susceptibility to Poison -10 pts. Telepathic Addiction -20/-40. Terminally Ill -200 Reduce value by 10 for each month left until incapacitation. Timesickness Varies. Cost depends on severity and frequency. Severity: Nuisance -5, Mild -10, Severe -20, Very Severe or Nightmare -30, Critical -40. Frequency: Rare *0.5, Frequent *1, Very Frequent *1.5, Acute *2. Tourette's Syndrome -30 to -70. Cost depends on severity. Trademark Varies Costs go from -2 (quirk level) to -30 (major impediment). Truthfulness -10 points Penalties are doubled. Uncongenial -2 pts. Unhealing -40 pts. For Vampires, Robots, and other nonliving things. Unique -10 pts. Obviously only for crosstime campaigns. Unluckiness -20 points Unusual Biochemistry -30 pts. Voices Varies Depends on severity and frequency of appearance. Annoying voices are -10, disturbing voices are -20, diabolical voices are -30. Appearance is the same as Hallucinations. Vow -2 to -30 points Penalties are doubled. VR Addiction -50 pts. Vulnerability -5/-10/-20/-30 pts per level. Cost depends on how common the source is; level is # of dice of damage. At half cost, damage is fatigue instead. Weak Immune System -60 pts. Weakness -10/-20/-40 per level. At level 1, damage is per half-hour; at level 2, per 5 min.; at level 3, per min. Very Common *3, Common *2, Average *1, Rare *0.5. Weirdness Magnet -30 pts. Xenophilia -10/-30 pts. Weak/Strong. Applicable in campaigns with many races. Xenophobia -30 pts. Applicable in campaigns with many races. Yin/Yang Imbalance -10/-20 pts. Youth -4 to -12 points -4 points per year underage. "Adult" Reaction Rolls are penalized by -4. SKILLS There are now several different types of "skill bases", which are mostly figured from stats. As noted below, many skill bases can be further increased on their own -- some of these increases are recognizable as previously-available advantages. Skill bases can also be lowered as noted; this is a typical "ineptness" disadvantage. Skills are now classified as to which skill base they use, and are bought up from this skill base according to difficulty level instead of just being bought up from the basic stats. The old difficulty levels are the same, but there is now no difference in cost between "physical" and "mental" skills. Note that many skills use more than one skill base; in these cases, the skill base for that skill will be written as an average (sometimes a weighted average) of two or more skill bases -- round nearest. Skill Costs Table Skill level Easy Average Hard Very Hard Base-8 -- -- -- 1 Base-7 -- -- -- 1.5 Base-6 -- -- 1 2 Base-5 -- -- 1.5 3 Base-4 -- 1 2 4 Base-3 -- 1.5 3 6 Base-2 1 2 4 8 Base-1 1.5 3 6 12 Base 2 4 8 16 Base+1 3 6 12 24 Base+2 4 8 16 32 Base+3 6 12 20 40 Base+4 8 16 24 48 Base+5 12 20 28 56 Base+6 16 24 32 64 Base+7 20 28 36 72 Base+8 24 32 40 80 Base+9 28 36 44 88 Base+10 32 40 48 96 + per level 4 4 4 8 Maneuvers Cost Table Level Average Hard Default 0 0 Default+1 0.5 1 Default+2 1 2 Default+3 1.5 3 Default+4 2 4 Default+5 3 6 Default+6 4 8 Default+7 6 10 Default+8 8 12 + 2 points per level above this Martial arts maneuvers aren't listed here, since there are no changes to them -- they default from the same skills and other maneuvers as before, the only change is that all modifiers, limit constants, etc. are of course doubled for scale. However, see under Acrobatics for a list of Acrobatics maneuvers. SKILL BASES Aiming (AI): This serves as skill base for all ranged weapons skills. Skill Base: (Vision + Dexterity + Agility)/3. Can be increased or decreased at a flat rate of 10 points per level, max +/- 5 levels. Animal (AN): Used for skills which require interaction with nonsentient beings. Skill Base: (Intelligence + Will)/2. Can be increased at a flat rate of 2 points per level; this is Animal Empathy advantage. Artistic (AR): Used for "image" art skills. Skill Base: (Vision + Dexterity + Will)/3. Can be increased or decreased at a flat rate of 1 point per level; this is Artistic Talent advantage. Athletic (AT): Used for all skills which involve macroscopic body movements but are not "combat" skills. Skill Base: (Dexterity + Agility)/2. Can be increased at a flat 10 points per level; this is Athletic Talent advantage. Combat (CO): Used for all skills involving actual melee combat (this will also include some "sport" martial arts skills). The difference between this and Athletic is that the use of Athletic skills rarely involves an opponent doing his best to kill or disable you. Skill Base: (Dexterity + Agility)/2. Can be increased or decreased at a flat rate of 10 points per level (max 5 levels); this is Combat Reflexes or Combat Paralysis. Crafts (CR): Used for all skills which involve doing fine work with one's hands or otherwise hand/eye coordination. Skill Base: (Dexterity + Intelligence)/2. Can be increased at at flat rate of 5 points per level. Interpersonal (IN): Used for skills which involve interacting with other persons (sentient beings, usually of one's own or a similar species). Skill Base: (Intelligence + Will)/2. Skill Base is also increased by Voice and Charisma advantages. Knowledge (KN): Used as base for pure knowledge skills. Skill Base: Intelligence + Eidetic Memory (if any). Linguistic (LI): Used as base for all language and language- related skills. Skill Base: Intelligence + Language Talent (if any). Half (round up) of Eidetic Memory also applies. Magical (MA): Used as base for magical skills. Skill Base: (Intelligence + Will)/2 + Magery (if any). This skill base is also affected by Magic Resistance and Magic Susceptibility, and somewhat by Eidetic Memory (+1 to Skill Base for 5-9 levels of E.M., or +2 for 10 levels). Musical (MU): Used as base for musical skills. Skill Base: (Dexterity + Will)/2 + Musical Talent (if any). Mystical (MY): Used as a base for 'mystical' skills -- that is, anything 'supernatural' that doesn't really fit magic or psi (mostly, but not exclusively, cinematic martial-arts abilities). Skill Base: (19 + Will)/2. Skill base can be increased without increasing Will; this costs 5 points per level (which is somewhat cheaper than increasing Will, since you need two levels of Will to increase skill base by one). Psionic (PS): Used as base for psi skills. Skill Base: (Intelligence + Will)/2 + Psionic Talent (if any). Bonuses for Eidetic Memory just like for Magical skill base. Science (SC): Used as base for "hard science" skills which require a lot of mathematics. Skill Base: Intelligence + half of Eidetic Memory (if any) (+6 if Mathematical Ability). SKILL LIST This lists all specified skills along with their skill base(s). For skills using more than one base, just average them (rounding nearest). Some few skills are still based on single stats. Defaults from other skills are the same as before (except that numerical penalties are of course doubled); defaults to stats are now replaced with defaults to skill bases (same as the ones the skills are based on). The difficulty levels are also the same as they were. Prerequisites are listed after "PR:". Skills listed as pre- requisites with no level specified must always be known at level 24 or above. Skills with a (v) at the end of their name are actually several skills; in these cases, defaulting to (other)-x means they default to other versions of the "same" skill, -x. Skill Name Defaults SB / Diff Accounting SB-20, Merchant-10, Math-10 PR: Literacy SC / H Acrobatics SB-12 AT / H Acting SB-10, Bard-10, Performance-4 IN / A Administration SB-12, Merchant-6 IN, KN / A Agronomy SB-10 KN / A Airshipman SB-12 AT, CR / H Alchemy None SC(*) / VH Animal Handling SB-12 AN / H Anthropology SB-12 IN, KN / H Appreciate Beauty Relevant Art or Craft skill; SB-10, SavoirFaire-10 KN / VH Archaeology SB-12 KN / H Architecture SB-10 SC / A Area Knowledge SB-8 KN / E Armoury SB-10, Wpn-12, Blacksmith-6 CR / A Artificial Intelligence SC / VH Artist SB-12 AR / H Astrogation Navigation-10, Astronomy-8, Math-8 SC / A Astronomy SB-12 SC / H Augury Theology-8, Occultism-6 MY / VH Autohypnosis None MY / H Axe/Mace SB-10 CO / A Axe Throwing SB-8 AI, CO / E Ball Game (v) SB-10 AT / A Bard SB-10, Performance-4 IN, KN / A Bardic Lore (v) SB-12 KN / H Bartender Carousing-6 IN, KN / A Battlesuit SB-10, Vacc Suit-6 AT, CR / A Beam Weapons (v) SB-8, (other)-8 AI / E Beverage Making CR, KN / E Bicycling SB-8, Motorcycle AT, CR / E Biochemistry Chemistry-10; PR:Chemistry 24+ KN, SC / VH Blackjack SB-8 CO / E Black Powder Weapons(v) SB-8, (other)-various 2*AI, CR / E Blacksmith SB-10, Jeweler-8 CR / A Blind-Fighting None MY / VH Blinding Touch PR:Pressure Points 30 MY / VH Blowpipe SB-12 AI / H Board Games (v) SB-8, Strategy(Gaming)-8 KN / E Boating SB-10, Powerboat-6 AT, CR / A Body Control PR:Breath Control, Meditation MY / VH Body Language Psychology-6, Detect Lies-6 KN, Vision / H Body Sense SB-12, Acrobatics-6 AT / H Boinger SB-8, Thrown Weapon-2 CO, AI / A Bolas None AI, CO / A Botany SB-12, Agronomy-10 KN / H Bow SB-12 AI / H Boxing None CO / A Brawling None CO / E Breaking Blow None MY / H Breath Control None MY / VH Broadsword SB-10, Shortsword-4, Force Sword-6 CO / A Buckler SB-8, Shield-4 CO / E Bun Fu (rabbits) None CO / H Calligraphy Artist-4, SB-10; PR:Literacy AR / A Camouflage SB-8, Survival-4 CR, KN / E Captivate (rabbits) IN / H Carousing SB-4 IN, Stamina / A Carpentry SB-8 CR / E Cartography SB-10, Navigation-10 KN, SC / A Change Control None MY / H Chemistry SB-12 KN, SC / H Ch'i Treatment SB-12 MY / H Climbing SB-10 AT / A Cloak SB-10, Buckler-8, Shield-8 CO / A Computer Hacking Comp.Prog-8. SC / VH Computer Operation SB-8; Comp.Prog. KN / E Computer Programming Comp.Hack. SC / H Conspiracy Theory History-8, Occultism-8 KN / H Cooking SB-8 CR / E Courtesan SavoirFaire-10 IN, KN / A Criminology SB-8 KN / A Crossbow SB-8 AI / E Cryptography SB-12, Math-10 SC / H Cyberaxe Instrument-8 MU / H Cyberdeck Operation SB-16, Comp.Op-12 KN, MY / VH Cyphering SB-4 SC / E Dancing SB-10 AT / A Darts SB-8, Thrown Wpn-4, Throwing AI / E Demolition SB-10, Engineer-6 CR, KN / A Demonology SB-12, Occultism-8 KN / H Detect Lies SB-12, Psych.-8 IN / H Dexitroboping PR:Metabolic Hyperextension HT, MY / H Diagnosis SB-12, First Aid-16, Vet-10, Physician-8 CR, KN / H Diplomacy SB-12 IN / H Disguise SB-10 CR / A Dislocating PR:Escape 30 MY, CO / H Distilling SB-8 CR / A Dodge SB CO / VH Dreamlands Lore Dream Travel-10 KN / H Driving (v) SB-10 CR / A Drunken Fighting None MY, CO / H Dyeing SB-8 CR / A Ecology SB-12, Naturalist-6 KN / H Economics SB-12, Merchant-12 SC / H Electronics (v) (other)-8, same Photonics-8; PR:Mathematics,Physics SC / H Electronics Op. (v) SB-10, Electronics-6 CR, KN / A Emmfozing SB-12. PR: Palainian. AT, IN / H Engineer (v) Mechanic-12; PR: Varies SC / H Enigmas SB-12 KN / H Equestrian Acrobatics Acrobatics-6, Riding-6. PR:Riding. AT / H Erotic Art Acrobatics-10;PR:Sex Appeal 26 AT, IN / H Escape SB-12 AT / H Exoskeleton SB-12, Battlesuit-4 AT, CR / A Falconry SB-10 AN / A Fast-Draw (v) None CO, CR / E Fast-Talk SB-10, Acting-10 IN / A Featherworking SB-10 AR, CR / A Fencing SB-10 CO / A Fiber Crafts (rabbits) SB-12 CR / H Fire-Siphon SB-10 CO / A First Aid SB-10, Vet-10, Physiology-10, Physician CR, KN / E Fishing SB-8 CR / E Flail SB-12 CO / H Flight SB-8 AT / A Flower Arranging SB-8 AR / E Flying Fists PR:Karate 40.(Power Blow, Mental Strength, and Meditation) 32 MY / VH Flying Leap PR:Power Blow, Jumping MY / H Force Shield SB-8 CO / E Force Sword SB-10, other sword-6 CO / A Forensic Medicine Physician-8; PR:Physician CR, KN / H Forensics Criminology-8 KN / H Forgery SB-14, Artist-10 CR / H Forward Observer SB-10 KN / A Free Fall SB-10 AT / A Freight Handling SB-10 CR, KN / A Gambling SB-10, Mathematics-10 IN, SC / A Gardening SB-8 AR, CR / E Garrote SB-10 CO / E Genetics Biochem.-10, Physiology-10 KN / VH Geology SB-12, Prospecting-8 KN / H Gesture SB-8, Sign Language LI / E Glassblowing SB-12 CR / A Gunner (v) SB-10, (other)-8 AI / A Guns (v) SB-8, (other)-8 AI / E Hand of Death PR:Breaking Blow 40, Pressure Secrets 40, Power Blow 40 MY / VH Hedgewise (rabbits) SB-10 IN / A Heraldry SB-10, SavoirFaire-6 KN / A Herbary PR:Botany KN / H (VH for bunnies) Hiking None AT, HT / A History SB-12, Archaeology-12 KN / H Holdout SB-10, Sleight of Hand-6 CR / A Horse-Archery 2 pts. per pen. removed special Hydrology SB-16,(Meteorology or Planetology)-8 SC / A Hyperborean Baton None CO / H Hyperspace Physics PR:Mathematics 30,Physics 30, Nuclear Physics 30 SC / VH Hypnotic Hands PR: Hypnotism 30 MY / H Hypnotism None IN / H Illumination SB-10, Artist-4 AR / A Illusion Art SB-12, Artist-6 AR / H Immovable Stance None MY, CO / H Inertialess Agility None AT / H Integrating Calc. Op None SC / A Intelligence Analysis SB-12 KN / H Interrogation SB-10 IN / A Intimidation SB-10, Acting-6 IN / A Invisibility Art PR: Hypnotism 32, Stealth 32 AT, MY / VH Jeweler SB-12, Blacksmith-8 CR / H Jitte/Sai SB-10, Shortsword-6 CO / A Judo None CO / H Juggling Sleight of Hand-6 CR / E Jumping None AT / E Karate None CO / H Katana SB-10, Broadsword-4 CO / A Keneenk None MY / H Kiai None CO, MY / H Kite Flying SB-8 CR / E Knife SB-8, Main-Gauche CO / E Knife Throwing SB-8 AI, CO / E Kosho SB-6, Acrobatics-6 AT / A Kusari SB-10, Flail-4 CO / H Lance SB-12, Spear-6; PR:Riding CO / A Language Varies LI / A (mostly) Lasso None AI, CO / A Law SB-12 KN / H Leadership SB-10 IN / A Leatherworking SB-9 CR / E Light Walk PR:Acrobatics 30, Stealth 30 MY / H Linguistics None KN, LI / VH Lip Reading SB-20 LI, Vision / A Literature SB-12 KN / H Lockpicking SB-10 CR / A Low-G Flight SB-12, Piloting(Hang Glider)-10 AT / A Lucid Dreaming SB-8 MY / E Magic Breath SB-4 CO / E Magic Jet SB-8 CO / E Main-Gauche SB-10 CO / A Masonry SB-6 CR / E Mathematics SB-12 SC / H Mechanic SB-10, Engineer-8, various CR / A Meditation SB-10 MY / VH Mental Strength None MY / H Merchant SB-10 IN, KN / A Metallurgy Blacksmith-16, Jeweler-16, Armoury-16, Chemistry-10 KN, SC / H Meteorology SB-10 KN, SC / A Mimic Non-Rabbit SB-12 MU / H Mind Block SB-8 MY / A Mortician SB-10 CR, KN / A Motorcycle SB-10, Bicycling-10 AT, CR / E Muscle Reading PR:Physiology,Psychology, Trained by a Master KN, CR / VH Musical Instrument (v) Similar Instrument-6 MU / H Mythos Lore Occultism-25 KN / VH Naturalist SB-12 KN / H Navigation Astronomy-10, Seamanship-10 SC / H NBC Warfare SB-10 KN / A Needlecraft SB-8 CR / A Nei Tan None MY / VH Net None CO / H Netmaking SB-12 CR / E No-Landing Extraction SB-12 KN / A Nuclear Physics None; PR:Physics 30, Math 30 SC / VH Occultism SB-12 KN / A Off-Hand Wpn Training 2 pts per pen. removed Special Orienteering SB-10 KN / A Packing SB-12, Animal Handling-12; PR:Animal Handling. AN, CR / H Parachuting SB-10 AT / E Paraphysics PR:Physics, Biochemistry SC / VH Parry Missile Weapons None CO / H Performance SB-10, Acting-4, Bard-4 IN, KN / A Persuade (rabbits) None IN / A Pharmacy SB-14, Alchemy-6 KN / H Philosophy SB-12, (other philosophy or theology)-4 to -8 KN / H Photography SB-10 AR / A Photonics (v) (other)-8, same Electronics-8. PR:Mathematics, Physics SC / H Physician SB-14, First Aid-22, Vet-10 CR, KN / H Physics SB-12 SC / H Physiology SB-14, any medical-10 KN / VH Pickpocket SB-12, Sleight of Hand-8 CR / H Picture-Writing (v) (other)-6 CR / H Piloting (v) SB-12, (other)-various CR / A (mostly) Piloting (Manned Kite) SB-12, Kite Flying-10, Piloting(Hang Glider)-1 CR, AT / A Planetology (v) SB-10, Geology-8, Meteorology-8, (other)-6 KN, SC / A Poetry SB-10, Language-10 LI / A Poisons SB-12, Chem.-10, Physician-6 KN / H Polearm SB-10 CO / A Politics SB-10, Diplomacy-10 IN / A Pottery SB-10 CR / A Power Blow None MY / H Powerboat SB-10, Boating-6 CR / A Precognitive Parry PR:(Danger Sense or ESP 3), Precognition 30, Weapon 40 MY, PS / H Pressure Points Yin-Yang Healing-8 KN, MY / H Pressure Secrets PR:Pressure Points 36 KN, MY / VH Probability Physics PR:Mathematics 30, Physics 30, Nuclear Physics 30 SC / VH Prospecting SB-10, Geology-8 CR, KN / A Psionic Skills (v) None; PR: Psi power(v) PS / H (mostly) Psychology SB-12 IN, KN / H Punning Bard-6. PR:Language 26 IN / A Push None CO, MY / H Read Wathan None KN / VH Research SB-10, Writing-6 KN / A Riding SB-10, SB-6 AN, AT / A Ritual Magic (v) (other)-various MY / VH Running None AT / H Sacrifice Ritual PR:Theology KN / H Savoir-Faire (v) SB-8 IN / E Science! PR: Research 26, 4 pts in each of 2 sciences. May not exceed (second-highest sci. skill)-4 SC / VH Scrounging SB-8 KN, Vision / E Scuba SB-10, Swimming-10 AT, KN / A Sculpting SB-10 AR / A Seamanship SB-8 AT, CR / E Sensie Interface Cyberdeck Op-6 AR, MY / H Sex Appeal SB-6 IN / A Shadowing SB-6, Stealth-8 AT / A Shapeshifting None MY / H Shield SB-8, Buckler-4 CO / E Shipbuilding SB-12 CR, KN / H Short Staff SB-10, Staff-4 CO / H Shortsword SB-10, Broadsword-4, Forcesword-6 CO / A Shuriken SB-12, Throwing-4 AI, CO / H Sign Language (v) None LI / A Singing SB-8 MU / E Skating SB-12 AT / H Skiing SB-12 AT / H Sleight of Hand None CR / H Sling SB-12 AI / H Sonar Imaging PR:Sonar Vision(Active) Hearing, MY / A Spear SB-10, Staff-4 CO / A Spear Thrower SB-8, Spear Throwing-8 AI, CO / A Spear Throwing SB-8, Spear Thrower-8 AI, CO / E Speed-Load (v) None CR / E Speed-Reading None LI / A Spells (v) None MA / (H/VH) Spell Throwing (v) SB-6, (other)-4, Throwing. AI / E Spin Operations SB-10 AT / A Sports (various) SB-10, various AT / A Staff SB-10, Spear-4 CO / H Stealth SB-10 AT / A Strategy (v) SB-12, Tactics-12, (other)-8 KN / H Streetwise SB-10 IN / A Suggest (rabbits) None IN / H Sumo Wrestling None AT, CO / A Surgery First Aid-24, Pysiology-16, Physician-10, Vet-10; PR: Physician CR, KN / VH Survival (v) SB-10, Naturalist-6, (other)-6 CR, KN / A Sway Emotions (rabbits) None IN / A Swimming SB-9 AT / E Tactics SB-12, Strategy-12 KN / H Tanning SB-8 CR / A Tattooing SB-10, Artist-8 AR, CR / A Tea Ceremony SB-12, Meditation-4 IN, AR / H Teaching SB-10 IN / A Teamster Animal Handling-8, Riding-4; PR:Animal Handling AN, CR / A Telegraphy None LI, CR / E Temporal Electronics Temp.Op.-12, Electronics-10. PR: Temp.Phys. SC / H Temporal Operation Temp.Electronics-4 KN / A Temporal Physics Temp.Electronics-12, Physics-8. PR: Physics(TL9) SC / VH Thanatology Diagnosis-10, Psychology-10, Sociology-10, Mortician-6 KN / H Thaumatology SB-12 SC, SP / VH Theology SB-12 KN / H Throwing None AI, AT / H Throwing Art PR:Throwing 32 AI, MY / H Thrown Weapon (v) SB-8 AI, CO / E Tonfa SB-12, Shortsword-6 CO / H Tournament Law (v) SB-12, (other)-6 KN / E Tracking SB-10, Naturalist-10 CR, KN / A Traps SB-10, Lockpicking-6 CR / A Two-Handed Axe/Mace SB-10 CO / A Two-Handed Sword SB-10, Forcesword-6 CO / A Underwater Demolition Demolition-4; PR: Scuba and Engineering or Demolition CR, KN / A Vacc Suit SB-12; PR:Free Fall CR, KN / A Ventriloquism None MY / H Veterinary Animal Handling-10, Any Medical-10 AN, CR / H Vever Drawing Ritual Magic(Voodoo)-8 MY / H Video Production None KN, AR / A Walker Operation SB-12 AT, VE / E Weaving SB-8 CR / E Whip None CO / A Woodworking SB-10, Carpentry-6 CR / A Wrestling SB-10 CO / A Writing SB-10, Language-10 LI / A Xenobiology (v) None. KN / A Xenology SB-12 KN / H Yin-Yang Healing SB-12 KN / H Zen Archery PR:Bow 40 MY / VH Zoology SB-12, Animal skill-12 AN, KN / H Notes (*): May be replaced with MA, if alchemy is actually a magical ability. Special skill notes Acrobatics: An Acrobatic Dodge may still be attempted even though there is now a Dodge skill; a successful Acrobatic Dodge will increase this defense by 2 for one round. Beam Weapons, Black Powder Weapons, Guns, Gunner: The Intelligence bonus no longer applies (because the skill base now takes Vision into account). Combat/Weapon Art/Sport: For every unarmed or armed melee skill, there is a possible Art or Sport skill associated with it. This has the same difficulty and base, but is not intended for direct use in real combat -- defaults go both ways at "only" -6. Diplomacy: For each full 10 levels of Diplomacy skill, add 1 to all Reaction Rolls. In fact, this type of generalized bonus may be appropriate with several other skills as well (Merchant when buying or selling, for example, or Tactics when it comes to initiative rolls) that are mentioned in the basic rules. Languages: You get your native language for free at Linguistics skill base level, and can increase your skill in this language only for 1 point per level. A -8 penalty applies to all foreign languages. Off-Hand Weapon Training: Can be bought separately for each weapon skill you have. Eliminates all or part of the off-hand penalty -- cost is 2 points for each penalty point removed (normal off-hand penalty is -8, so you can spend up to 16 points on this for each weapon skill). There are some other similar "skills" (see the list). Tactics: You get a +1 bonus to Initiative rolls per 10 full levels of skill. New Skill: Dodge (CO/Very Hard) Defaults to CO This represents training in how to dodge attacks. It is Very Hard, and one-half of the skill is used as the active defense of Dodge. In many settings, no formal training will be available for Dodge, but it does default to Combat skill base. Note: It should not be possible to dodge bullets & the like when you're out in the field of fire in realistic games; however, it is permissible to attempt a Dodge to dive behind nearest cover before you get hit, and you can also jump around to make yourself harder to hit -- in addition to the hit penalties the attacker gets for your running speed, he must subtract one- fifth (round down) of your Dodge skill from his effective weapon skill if you do an "all-out defense" -- for ranged weapons only, of course. Arrows can be dodged at half-normal Dodge; thrown weapons can be dodged normally. EQUIPMENT The only changes to equipment rules are caused by the change in scale -- the Hit Points and Damage Resistance of everything is doubled, and PD is similarly increased. Also, of course, all weapons now do damage in d12es instead of d6es, and all constant damage modifiers are doubled (for instance, a pistol that did 2d6-1 before does 2d12-2 now). Finally, the SS and Acc numbers of ranged weapons are all doubled (because they must be on the same scale as skills; also, double any other numbers which are to be used on the same scale as skills or stats, such as Scan ratings of radars and so on and so forth). Smooth things out if you feel like it. COMBAT All modifiers are doubled (and all gradual modifiers are "smoothed out", with twice as many steps per interval). In general, use the old rules as they are, with only the following particular changes and additions. Combat rounds & timing It is an oversimplification to let a given action take the same amount of time every time it is performed. Especially in the heat of combat. Therefore, here is a revised system for combat timing. An old "combat turn" corresponds to an action. This goes for everything except movement; that is still expressed in meters per second regardless of how long your actions are. The exact length of an action may now vary somewhat, being influenced by several factors both deterministic and random. The smallest unit of time in combat is 0.1 second. Anything happening in the same 0.1 second is counted as being simultaneous. Every time you finish one action, it becomes your turn to state your next action. In order to find out how long that action will take, you roll 2d12, add 10 + encumbrance level + impairment and fatigue penalties, and subtract your speed modifier for that particular action -- more on how to calculate that below. Divide the result by 10 to find how many seconds your action will take. For "realistic" gaming, set an arbitrary limit of 1 second per action -- if the result is below 1.0 second, simply increase it to 1.0 second. For more cinematic play, this limit may be waived or reduced. The actions are the same as before -- attack, all-out attack, all-out defense, concentrate, aim, ready, and so on. Martial arts maneuvers are special cases of attack or all-out attack maneuvers. Defenses become active at the beginning of your action. If you select an attack (or feint) option in melee combat, the attack is performed in the middle of the action (round towards the beginning if your action is not an even number of tenths long). If you select an all-out attack option with two attacks, or some sort of combination martial arts maneuver such as the notorious Spin Kick, the second attack comes at the very end of your action. Combination maneuvers such as Spin Kick may not be combined with other attacks or feints in the same action. In the case of the Concentrate and Ready options, you're done when your action ends. In the case of the Wait option, you may wait for however long you like (you still roll to see how long your action would be, but at any time after half that time has passed, you may interrupt whatever is going on and start your next action). In the case of firearms and missile combat, pulling a trigger or loosing an arrow takes 0.1 second, so you fire only 0.1 second into your action; the rest of the action is spent recovering from the shot. In the case of semi- automatic firearms with RoF > 1, the RoF represents how many shots you can fire per action -- the first one goes off after 0.1 second, and the rest follow at as equal intervals as possible given the resolution of the time axis (round towards the beginning of the action if necessary). Recoil subtracts from all consecutive shots beginning with #2; it is cumulative per action in the case of semi-automatic fire, so that if you just keep firing, all shots in your second action will be penalized by twice Recoil, and so on. This penalty won't go away until you spend an action doing a Ready maneuver. In the case of fully-automatic firearms, the RoF is measured in shots per second; pressing the trigger in the first place still takes 0.1 second, and then the shots will go off at the necessary rate. Roll once at the beginning of each 4-shot group (20-shot groups in the case of very high RoF weapons), then apply the effects of the shots only as they hit. Fully- automatic fire gives a cumulative recoil penalty per 4-shot group fired; this also requires a Ready maneuver to get rid of. How to calculate your speed modifier: It starts out at 0. Add one for each 3 full points of Agility above 19, and one for each full 5 points of Senses above 19. For all maneuvers using some skill directly (mainly attacks, aiming, and concentration) also add one for each 4 full points of skill (in the case of martial-arts maneuvers, use the level in that maneuver) above 19. For Ready maneuvers, add one for each 2 points of Fast-Draw or Speedload skill (of that particular type). For all-out defense, just double the speed modifier you get for Agility and Senses. Note: If any of your relevant stats or skills are below 19, they will subtract from your speed modifier, and it is entirely possible to end up on the negative side. Finally, in all cases, add your Combat Reflexes bonus, if any, to your speed base. Grazing hits Any time an attack roll just barely succeeds, or any time an attack roll succeeds with some margin but a defense roll just barely succeeds, a grazing hit has occured. Grazing hits do minimum possible damage for that attack (any attack with a Cutting or Impaling weapon will still do at least 1 point). Damage types There are now two types of damage -- lethal and non-lethal. Each weapon is classified as doing damage type I through V, where type I is 100% lethal, type II is 75% lethal and 25% non-lethal, type III is 50% each, type IV is 25% lethal and 75% non-lethal, and type V is 100% non-lethal. When the rolled damage is not exactly divisible by 2 or 4 depending on the exact type, round off in favor of non-lethal damage. DR is rated as either soft or hard, in most cases some combination of the two (notation is DR x/y, where x is the hard DR and Y is the soft DR). DR from the Toughness or Damage Resistance advantages is assumed to be hard; soft DR can be bought at half cost (but Toughness can still confer no more than 4 DR total!). General classifications of damage types: Bullets, fire, lasers, most other energy weapons, and impaling or cutting metal or stone weapons, are Type I. Metal bludgeons, and non-metal impale or cut weapons, are Type II. Wooden bludgeons and shock waves are Type III. Most natural attacks that aren't horns, teeth, claws, etc are Type IV. Heavily padded bludgeons, sonic stun rays, etc, are Type V. When applying DR, it works as follows: First of all, hard DR will stop up to its rating in either sort of damage, lethal damage first. If any lethal damage remains, soft DR will convert up to its rating to non-lethal damage, which will dent the armor somewhat but won't necessarily penetrate it. If any lethal damage remains after this, it will penetrate the armor and inflict a wound on the victim. If no lethal damage penetrates, and there is still some soft DR left, whatever is left of the soft DR can stop non-lethal damage. If, for instance, 4 points of lethal damage hits 8 points of soft DR, nothing at all will get through -- first, all the damage is converted to non-lethal, then it is stopped. If there were 5 points of lethal damage instead, there would only be 3 soft DR left after converting, so only 3 points could be completely stopped, thus letting 2 points of non-lethal damage through. Any damage that gets through all DR is counted as damage taken. Armor is counted as penetrated if any lethal cutting, impaling, or bullet damage gets through, or if lethal crushing damage equal to or greater than its total DR gets through. Penetrated armor loses any sealed integrity and so forth; it should be repaired, or it will probably fall apart with continued use. Effects of damage The wounding modifiers for cutting and impaling weapons, and for bullet sizes and types, still apply, but only to the lethal damage taken. Damage multipliers for hit locations only apply to lethal damage. Stunning: Works as before, except you get one chance per action to snap out of it, not one per second. Shock: When injured (whether lethally or not), you immediately suffer a penalty due to the sudden shock of pain, equal to the amount of damage taken in that injury. This penalty does not disappear instantly, but is halved (round down) at the end of every action beginning at the end of your next action. If you suffer new injuries before the penalty is entirely gone, just add the new injury to the old penalty to arrive at your current penalty. If you have High Pain Threshold, ignore this entirely. Impairment: When a hit location is severely injured, or just very bruised, you get a penalty when trying to perform any action which requires the use of that hit location. The penalties are calculated as follows. For lethal damage, you get a -1 if you've taken any lethal damage at all, a -2 if you've taken more than 1/3 of the damage required to cripple a limb if it's a limb (or 1/3 of your hit points if it's a torso or head wound), and a -3 if you've taken more than 2/3. If you've taken crippling damage to a limb, you can't use it at all. For non-lethal damage, you get a -1 if you've taken more than half the damage required to "cripple" a limb (or 1/2 your hit points in the case of a more central hit), and a -2 if you've taken full "crippling" damage (or equal to all your hit points). No limb can take more than crippling lethal damage (which is the lowest number exceeding hp/2 for arms and legs, and the lowest number exceeding hp/3 for hands and feet); nor can any limb take more than that same amount in non-lethal damage, any excess damage is lost. No central hit location can take more than hp in non-lethal damage (there's one hit location in the brain, one in the rest of the head, and four in the torso counting the vitals; each of these can take up to hp in non-lethal damage, and impairment is counted for each hit location and is cumulative). Impairment to the brain or head affects all actions; impairment to the torso affects all physical actions; impairment to arms, legs, hands or feet only affects actions you need that particular extremity for (no effect from impairment to your left arm if you're going to fire a pistol with your right hand, for instance). Bleeding, blood loss: This now proceeds per hit location wounded. Any hit location that has a wound eligible for bleeding must roll vs. HT each minute or cause a point of blood loss -- three points, if a critical failure. On three consecutive successes, or one critical success, the bleeding from that particular wound stops. If the wound is large (any cutting wound of 6 or more points, or any bullet or impaling wound of 8 or more points), you must roll once per twenty seconds. Large wounds will not stop bleeding on their own; first aid (at least binding the wound with a rag) is required to staunch the bleeding. Any wound that has bled may begin bleeding again if the patient is careless or exposed to rough treatment -- for small wounds, any strenuous activity might set it off, for a large wound, even moving the patient is dangerous (and should only be done with constant care). This risk remains until the wound is either completely healed over, or until it is sewn up by a medic. Blood loss is counted as a separate injury for the purpose of healing; after losing hp blood points, you lose consciousness; after losing 2*hp blood points, you die. However, blood loss is not cumulative with other damage. With TL5+ medical treatment, blood transfusions become possible, which may save many a life. Slow internal bleeding: Some wounds may cause slow internal blood loss -- one roll per hour or so -- that requires surgery to fix. The surgery will inflict an additional injury of 1d12 (minus the amount the surgeon's skill roll is made by) hp, which might in some cases kill you. The only wounds eligible are those that do lethal damage to the body or head -- roll one die for impaling attacks, two for cutting, and three for crushing, and if the result of the roll is equal or less than the lethal damage in that injury, it's a bleeder. (If the roll is exactly equal, you only bleed once per 6 hours). If you should be lucky enough to survive with an internal bleeder until the wound has healed over on its own, the bleeding stops. Also, the bleeding will stop if you roll five consecutive successes to resist blood loss, but you will still risk new bleeding as if it was a large open wound. Stay in bed for a couple of months, is our advice. Recovering from wounds: You don't get any hp back from first aid. First aid only helps you avoid bleeding to death, as well as providing some on-the-spot care for fractures and so on. The only way to get back hp is to wait; it helps to wait in a hospital where they take good care of you. Every day, roll vs. HT (modified as fits the situation) for one wound (taking turns going down the list of wounds you have), and heal one point of damage from today's wound if you're successful. For non-lethal damage, roll once per 6 hours in addition to recovery from lethal damage. Blood loss is also rolled for separately; one blood recovery roll per day is allowed. REFORMATTED TABLES Throwing Distance Divide the weight of the object to be thrown by your Strength, then look up the result on the table. Read the Distance Modifier from the table, and multiply this by your Strength. This is how many meters you can throw the object. Ratio Distance Modifier Ratio Distance Modifier 0.02 1.68 0.48 0.29 0.03 1.42 0.60 0.24 0.05 1.21 0.72 0.19 0.07 0.89 0.96 0.14 0.10 0.74 1.20 0.12 0.12 0.58 1.44 0.10 0.18 0.47 1.91 0.07 0.24 0.37 2.39 0.05 0.36 0.32 4.78+ 0.02 Throwing Damage Object Mass Damage <0.7 kg Thrust (-4 per die) 0.7 kg to 1.3 kg Thrust (-3 per die) 1.3 kg to 1.9 kg Thrust (-2 per die) 1.9 kg to 2.5 kg Thrust (-1 per die) 2.3 kg to (0.9*ST) kg Thrust (0.9*ST) kg to (1.3*ST) kg Thrust (+1 per die) (1.3*ST) kg to (2.2*ST) kg Thrust (+2 per die) (2.2*ST) kg to (3.4*ST) kg Thrust (+1 per die) (3.4*ST) kg to (6.0*ST) kg Thrust (6.0*ST) kg to (9.4*ST) kg Thrust (-1 per die) Over (9.4*ST) kg Thrust (-2 per die) Range/Size/Speed Table Add together the range to the target (in m or km) with the tangential velocity of the target (in m/s or km/s, just drop the s^-1) relative to the attacker, and look it up on the Distance column (the km/h column is mostly for comparison/ quick reference), and add the result (most often a negative number) to effective skill. Look up the size of the target and subtract that modifier (bigger things are easier to hit). Modifier Distance Speed in km/h +30 2.5 mm +29 3.5 mm +28 5.0 mm +27 6.5 mm +26 8.0 mm +25 1.0 cm +24 1.25 cm +23 1.5 cm +22 1.8 cm +21 2.1 cm +20 2.5 cm +19 3.0 cm +18 3.6 cm +17 4.2 cm +16 5.0 cm +15 6.2 cm +14 7.5 cm +13 11 cm +12 15 cm +11 22 cm +10 30 cm +9 37 cm +8 45 cm +7 52 cm +6 60 cm +5 75 cm +4 1.0 m +3 1.25 m +2 1.5 m +1 1.75 m 0 2.0 m 7.2 km/h -1 2.5 m 9.0 km/h -2 3.0 m 10.8 km/h -3 3.75 m 13.5 km/h -4 4.5 m 16.2 km/h -5 5.75 m 20.7 km/h -6 7.0 m 25.2 km/h -7 8.5 m 30.6 km/h -8 10.0 m 36 km/h -9 12.5 m 45 km/h -10 15.0 m 54 km/h -11 17.5 m 63 km/h -12 20.0 m 72 km/h -13 25.0 m 90 km/h -14 30.0 m 108 km/h -15 37.5 m 122 km/h -16 45.0 m 162 km/h -17 57.5 m 207 km/h -18 70.0 m 252 km/h -19 85.0 m 306 km/h -20 100 m 360 km/h -21 125 m 450 km/h -22 150 m 540 km/h -23 175 m 630 km/h -24 200 m 750 km/h -25 250 m 900 km/h -26 300 m 1080 km/h -27 375 m ~Mach 1 -28 450 m -29 575 m -30 700 m ~Mach 2 -31 850 m -32 1.0 km ~Mach 3 -33 1.25 km -34 1.5 km ~Mach 4 -35 1.75 km ~Mach 5 -36 2.0 km -37 2.5 km ~Mach 6 -38 3.0 km ~Mach 8 -39 3.75 km ~Mach 10 -40 4.5 km ~Mach 13 -41 5.75 km ~Mach 16 -42 7.0 km ~Mach 20 -43 8.5 km ~Mach 24 -44 10 km ~Mach 29 (Typical LEO speed) -45 13 km -46 16 km -47 20 km -48 24 km -49 28 km -50 32 km Beyond -50, every 4 range increments is a doubling in range -- that is, range is multiplied by (fourth root of 2) for each further minus.