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Acknowledgment

The author would like to thank the de Medici family: Wendy “Octavia” Gale, Elyssa “Tertia” Gilmar, Douglas “Sep-
timus” Bellew, Phil “?” Greenberg, Kris “V” Greenberg, and Daniel “GM” Rossi for play testing and just being awe-
some.
Special thanks to Russell Impagliazzo, for design and mathematical help. Without them this would be a different
and worse game.

This work is licensed under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/3.0/us/ or send a letter to Creative Commons, 171 Second Street,
Suite 300, San Francisco, California, 94105, USA.
The illustrations in this work are licensed under the Creative Commons Attribution-Noncommercial-NoDerivs 3.0
United States License, visible at
http://creativecommons.org/licenses/by-nc-nd/3.0/us/
Various fictional characters that are mentioned in passing in this work may be the trademarks of their respective
owners; if they are they are being used without permission, and the publication of their names is not authorized by,
associated with or sponsored by their respective trademark owners. This game has no permission from, connection
with, or endorsement by any of the trademark holders of such characters as Captain Kirk or Mal Reynolds that might
be mentioned as examples. DO NOT READ OR PLAY THIS GAME UNDER ANY MISAPPREHENSION THAT THE MENTION
OF CERTAIN FAMOUS TRADEMARKS MAKES THIS AN OFFICIAL PRODUCT SPONSORED BY ANY OF THE TRADEMARK
HOLDERS.
You won’t find any stats, descriptions, or images of any of the aforementioned trademarked characters; their
names are used purely nominally as points of reference.
Zap! is (c) Joshua Macy 2011. Zap! and SFX! are trademarks of Joshua Macy.
This document is version 1.04, last revised March 5, 2013.
Introduction

Zap! is a role playing game where the players take This sort of conflict of expected tone should be re-
the part of science fiction adventurers. It is meant solved before play begins. It should be the goal of
to give the players and GM the tools for playing and everybody at the table to play up and play into what-
producing results that feel like science fiction without ever approach the players want to take.
bogging them down in unnecessary detail, and with- Zap! includes everything you need to create ad-
out making them sacrifice concept to conform to the venturers and explore strange new worlds: rules
rules. Zap! is based on the SFX! game system, as used for character generation, campaign scope, super-
in Kapow! and Argh!, though knowledge of either is science and alien powers and character templates,
not necessary to play; players familiar with other SFX! vehicles, bases, adjudicating actions and resolving
games will find Zap! quiet easy to pick up, though combat, commerce, designing a setting, science fic-
there are minor differences to fit the genre. tion campaigns, sample alien creatures, organiza-
The Primary Rule of Zap! is that actions have to tions and non-player characters, and some adven-
make sense in a science fiction kind of way and the ture seeds and character sheets. Also included is
players will continually be asked to describe their ac- some analysis of the probabilities for players who
tions in terms that fit the conventions of the genre. In worry about that kind of thing.
Zap! it isn’t enough to say “I attack with my Telekine- Zap! uses a straightforward mechanic to resolve
sis, that’s 2d6”; Zap! asks you to describe how you’re most actions: you roll some dice (two, unless you’re
using your power, almost as if you were narrating the doing something unusual) and take the best. If you
action in a science fiction story: “I use my Telekinesis are pitting one Power against another you compare
to try to shove the alien marauder out the airlock,” or that to the best roll of the opposing Power; if unop-
“Since the robot seems too heavy for my Telekinesis posed then against a Difficulty based on the scale of
to lift, I use it to throw the release lever on a nearby what you’re attempting. For instance, Ace Astra tries
cargo crane, dropping a load of plas-steel girders on to jury-rig a microwave satellite relay dish she found at
him.” When in doubt, ask yourself “Does this sound like the crash site into a maser using her Science! power
something from a science fiction story?” The Primary and fire it at the amorphous blob creature that con-
Rule applies to the plausibility of actions, particularly sumed the crew of the crashed ship; the blob uses its
the results of actions involving science fictional pow- Amorphous Form to resist. Ace rolls a 7 and the Blob
ers and how they interact that are far outside of the rolls a 3...and the Blob takes a burst of microwave radi-
realm of ordinary physics or common sense; it is not ation straight to its nucleus. Note that in the example
intended to force a particular outcome or story, or to Ace isn’t required to make a separate roll to jury-rig
substitute collaborating on SF fan-fiction for role play- the microwave dish into a maser first, or figure out how
ing. to use a maser, that’s assumed to be part of the de-
Zap! is simple enough for novices to play, though scription of her Science! attack on the blob; if there’s
perhaps not simple enough for Game Masters with no some doubt that she really could aim the maser, per-
prior experience in role-playing games. It’s assumed haps because the dish is too big to swing around eas-
that the players know what SF adventures are about ily, she’d just describe a different method such as lur-
and what sort of game they want to play. It’s par- ing the blob into the dish before activating it, and the
ticularly important for the players and the GM to be die roll would be the same. Nor should there be any
on the same page about genre conventions such as rolls or back-and-forth over whether a microwave dish
whether adventurers are frequently killed by the dan- really could be changed into a maser safely, or at all
gers they face or generally triumph, and to what ex- without proper tools and extensive work; it sounds like
tent the player characters actions can change the the kind of thing that people get away with in science
world. If one player wants a game where the strug- fiction adventures, and by the Primary Rule that’s suf-
gle to keep the megacorporations from hunting them ficient. Later Ace has to try to pull her best friend Unit-
down and destroying the cyberpunk rebellion is a los- X3Z7, dangling above the matter annihilation cham-
ing battle, and another wants to play the laser-sword ber, to safety; the GM decides that’s a Difficulty 3 task,
wielding bad-ass who topples stellar empires and re- against which she decides to roll her Athletic Prowess.
stores the republic before breakfast, it’s unlikely that Most of the rest of the rules consists of deciding
they can both be satisfied with the same campaign. which dice of what size to roll for various actions, and
i
what the results of success are, plus some handling
for some of the more common unusual situations that
heroes find themselves in, such as attempting to in-
timidate foes into giving up without striking a blow, or
interfering with their powers.
This book consists of three sections: Creating a
Character, Playing Zap!, and Game Mastering. The
first two sections contain all the rules of the game,
on how to create and how to play characters using
Zap!, while the final part contains advice on running
SF campaigns applicable to most systems.
The Primary Rule

“Does this sound like something from science fiction?” the GM won’t override the players unless she knows
The Primary Rule of Zap! is that actions have to something they don’t that makes the action impos-
make sense in an SF kind of way. It will be referred sible (such as the characters are actually fighting a
to a lot in the following rules, because it’s a depar- hologram).
ture from the way many RPGs handle mechanics and
dice rolling. In Zap! you don’t even roll the dice if the
action is obviously something a character with that
Power or Shtick can do. Where in most RPGs you
wouldn’t bother rolling to see if you could walk across
a room or sit in a chair, Zap! extends that notion so
that you won’t bother rolling to see if your helmsman
can plot an efficient course out of orbit, or your scien-
tist can successfully research a device that will track
the rampaging energy being; protagonists in SF ad-
ventures aren’t confronted with situations where bad
luck or failure to perform up to their usual standards (a
bad die-roll) prevents them from continuing the ad-
venture...though whether they will survive is open to
question.
Contrariwise, where other RPGs might just leave it
up to the dice to decide whether an Esper’s Mind
Control can work against a robot (rolling damage vs.
its mental resistance) or decide it based on whether
the character had paid extra for the Mind Control
when it was created to have it work against robots,
Zap! will ask the players the consider the plausibility of
the action before they commit to it and roll the dice,
and the decision may turn on details of the descrip-
tion of the robot such as whether it has an artificially
intelligent positronic brain or simply carrying out the
instructions of its programming. If given the particu-
lar robot’s description it can’t plausibly be controlled
by the Esper, the Esper’s psychic power can’t work no
matter how powerful it is.
This means that the player will often be able to con-
trol whether an action can be taken according to the
Primary Rule by the way they describe how they’re
employing their Power. In fact, that’s the point of the
Primary Rule: to require the players to narrate their
actions in a more interesting way than just announc-
ing “I use my Flame Blast, that’s a d6, d6 attack” by
making the details of the narration matter. This also
helps novice role-players, who naturally tend to do
this. To further this goal, and speed things along, fi-
nal decisions as to the plausibility are placed in the
hands of the player. The GM can suggest reasons that
the action as described might not be all that plausi-
ble or should take into account facts about the situa-
tion such as the alien hovering fifty feet in the air, but
iii
Contents

Contents 1

I Creating A Character 5

1 Steps To Creating A Character for Zap! 7


Before You Begin: Scope and Tone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Adventure Scope and Personal Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Tone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Quick-and-dirty player character creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Outline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Schrödinger’s Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

2 Concept 12

3 Filling In The Templates 14


The Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Aliens in Zap! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Describing Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Mechanics for Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Advantages And Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Advantages: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Disadvantages: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Mishaps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Restrictions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

4 Spending your Boosts 23


Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

5 Complications 27
Note On Complications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

6 Fleshing out Your Character 28


Drive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Back-story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Appearance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

7 Example Characters 29
Ace Astra, Starship Captain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Solitaire Jones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Parsifal Farmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Dr. Markov . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Adam Procyon, Clone Warrior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Grr’onk, Trog Co-pilot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Spotty, uplifted dog Engineer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Tok, Menton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Null Pointer, Hacker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
1
C ONTENTS

8 Alien templates 32

II Playing Zap! 34

9 Quick Summary 35
Tropes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

10 Defining Abilities 37
Disagreements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Power Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Regular Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Movement Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Shticks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Active vs. Automatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40

11 Using Abilities 42
Uncontested Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Contested Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Countering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Combining Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Disabling Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Splitting Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Duration Of Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50

12 Tropes 51
Aid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Careful Aim And Pulling Your Punch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Failure Is Not An Option! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Second Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Sheer Determination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Shoulder Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Supreme Effort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Take a Bullet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
This Ends Now! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Wild Shot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

13 Rounds And Turns 54

14 Special Situations 55
Mobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Hit Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Crossing Scopes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Inventing Features of the Environment, How Much is Too Much? . . . . . . . . . . . . . . . . . . . . . . . . . . 56

15 Range 57
Movement And Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Senses And Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

16 Investigation 59
A Note On Investigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

17 Negotiations 61

18 The Environment 63
Environment Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
More Stuff To Break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Perils and Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
2
Contents

19 Equipment 67
Equipment Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Maintenance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Equipment Mishaps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Reparing and Building Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Cybernetic Enhancemetns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Example Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

20 Ships 70
Ship Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Ship Advantages and Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Ship Restrictions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Ship Complications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Ship-to-Ship Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Ship Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

21 Trekking 76
Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Translating Distance to Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Cutting to the Chase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Typical Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

22 Research 78

23 Experience 79
The Pace Of Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

24 Wealth 80
What Money is Called . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Wealth and Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Wealth and Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Post-Scarcity Economies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81

25 Commerce 82
Wealth and Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Shipping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83

III Game Mastering 85

26 Campaign design 86
Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Episodic Or Epic? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

27 Designing an Adventure 89
What you need to design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Adventure Arcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Interleaving arcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Failure is always an option. Success is always an option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
The End of The World is not the end of the world . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

28 Plot Templates 91
Altered Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Back in Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Creature Feature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
First Contact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Great Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Marooned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Mayday . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Mirror World . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Negative Space Wedgie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
3
C ONTENTS

War Zone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

A How To Be A Good Player 97

B Tables 99

C Equipment 111

Index 119

4
Part I

Creating A Character

5
C ONTENTS

6
Chapter 1

Steps To Creating A Character for Zap!

Before you begin the GM or entire group decides cer- if the PCs survive an adventure, or somewhere in be-
tain aspects of the campaign, such as Scope, basic tween?
setting, Tone, and campaign goals before character
creation. For example, the campaign could be light-
Adventure Scope and Personal Scope
hearted and set in a Space Cadet Academy, with
most characters being Academy students, a serious Scope describes how large an area the characters’
relatively hard SF campaign about the crew of a inter- typical adventures take place in and how powerful
stellar scout ship seeking out new worlds and new civ- they are individually. The Adventure Scope refers to
ilizations, a grim post-apocalyptic setting where the the size of the area they typically travel within and is
characters are survivors of a devastating biological usually tied to their available means of transportation;
war, or even a “space opera” western-in-space. This the Personal Scope refers to how much ability the in-
campaign information affects character creation in dividual characters have to affect the outcomes of
informal ways, such as deciding that a hard bitten things within the area of the adventure. The two are
space bounty hunter or a member of a semi-mystical related, but not identical. For instance, it is common
order of Star Knights is an appropriate character con- in science fiction to have adventures take the heroes
cept. There are also two mechanical ways the cam- from star system to star system, while the heroes them-
paign’s design affects player character creation. First, selves are little more than average Joes and Janes
the Scope of the campaign will determine the per- who might find themselves mugged in a back-alley of
sonal power level of the characters, at least at the some starport if they’re not careful; on the flip side,
beginning. Secondly, the GM will decide on or cre- you have stories like some Roger Zelazny novels such
ate templates for standard creature types available as Lord of Light where the characters are literally god-
as player characters. For example, templates for par- like in power but the entire action of the story is con-
ticular alien races means aliens PCs and NPCs will be fined to one world. While campaigns may eventu-
relatively common, and specifies what exactly is true ally transcend the original Scopes, you should pick a
of those aliens in the game. Personal Scope at the start that will be satisfactory
to play for quite some time. Most of the time in sci-
Before You Begin: Scope and Tone ence fiction, characters who “level up” and signifi-
cantly change their Personal Scope either do so at
Before you actually start creating characters, you the start, and that’s what kicks off their adventures,
need to make some decisions about the kind of sci- or gain great power at the end and use it to resolve
ence fiction game you want to play. The GM and things...it’s relatively unusual to have a sequels at the
the players should collectively decide on the Scope new level of power remain as interesting. Groups
for the adventures, and the Tone that the game will that want to try different power levels as a change
take. Is the group going to be a rag-tag bunch of sur- of pace might consider creating new characters in
vivors of an apocalypse trying to hang on one more the same setting but at the desired Scope, and re-
day, the crew of a starship trying to eke a living on the turning to the lower-powered characters when they
frontier or carry out missions assigned by Star Com- feel like more down-to-Earth adventures, rather than
mand, guardians of an entire galaxy fighting a war ramping up the original characters with newly discov-
against extra-galactic invaders, or something else? ered powers, symbiotic alien tech, and the like. On
Will the players be average Joes with some special- the other hand, Adventure Scopes regularly increase
ized training and gear, elite commandos with state- over the course of science fiction stories, as the char-
of-the-art equipment, futuristic supermen and women acters find themselves visiting far-flung places and in-
with psionic or technological powers that grant them teracting with larger and larger areas of the setting.
godlike abilities? Is death and dying something that Note that many famous SF characters, even ones who
rarely happens to PCs, and can usually be “fixed” with regularly win fights, would only count as Scope 1 Nor-
appropriate technology, or will it be a minor triumph mals. If you can imagine the character actually need-
7
1. S TEPS TO C REATING A C HARACTER FOR Z AP !

ing to surrender or flee when confronted with a fire- events anywhere in this area, and reliable trans-
team of four soldiers with rifles leveled, that character portation that allows you to respond quickly to
is probably Scope 1. Note also that characters may these events. Examples: Warehouse 13.
be in command of ships or organizations well above
their own in Scope. The same shoulder-rolling starship 8. Global You adventure throughout the world. You
Captain that finds it wise to surrender to a fire team of have ways of learning about major events any-
four soldiers may command a vessel that could fight where in the world, and reliable transportation
an entire army, or even planet, on equal terms. that allows you to respond quickly to these events.
Examples: Thunderbirds, U.F.O.

Adventure Scopes 9. Interplanetary Your operations frequently go be-


yond this world. You have ways of learning about
1. Normal Does not go on adventures unless major events on other worlds and transportation
pressed. that allows you to reach other worlds within the
2. Agent You are part of a large group that provides star system in a reasonable amount of time. Ex-
support, missions, and transportation. While you amples: Firefly, Flash Gordon.
rarely make a crucial difference individually, your 10. Near Interstellar You travel throughout the local
group works for larger aims. Organizations can stellar system, and frequently to nearby stars. You
themselves vary in Scope and power-level, but have ways of learning about major events on
most of their operatives will still be at the agent other worlds and transportation that allows you
power-level, whether they are the local police de- to reach other worlds in a reasonable amount of
partment or a world-conquering conspiracy. The time. Examples: Star Trek: Deep Space 9, Starship
differences will be in the number of agents, the Troopers
equipment provided to the agents, and the num-
ber and level of higher-powered officers and spe- 11. Star Cluster You adventure over many worlds.
cialists that work alongside them. You may represent a federation or other group
of many planets. You have ways of learning
3. Street-level You do not have reliable intel or trans- about major events throughout your jurisdiction
portation, so you need to plan ahead to be in the and transportation sufficient to reach them effec-
right place to influence events. Thus, your missions tively. Examples: Star Trek, StarWars, Stainless Steel
are usually chosen to suit your talents and cen- Rat.
tered on individuals, rather than responding to
crises. Examples: Damnation Alley, Escape from 12. Galactic Arm Your adventures extend into most
New York. of the known worlds. Examples: Lensmen, Perry
Rhodan, Doctor Who
4. Neighborhood You adventure mainly in a city
district or equivalent area, such as a small to 13. Galaxy Your adventures extend across the entire
medium-sized town. You have ways of learning Galaxy.
about major events in your district, and reliable
14. Galactic Cluster Your adventures extend across a
transportation that allows you to respond quickly
cluster of Galaxies.
to these events. Examples: Eureka.
15. Cosmic There is no bound to the scope of your
5. City You adventure mainly in a major metropolis. operations. Examples: Star Maker
You have ways of learning about major events in
your city, and reliable transportation that allows
you to respond quickly to these events. Examples: Personal Scopes
Sliders (the city changes from episode to episode, 1. Normal A normal, if trained person. Can emerge
but they never move far from the location of the victorious from a brawl...sometimes.
vortex).
2. Agent An elite combatant. Can take on 10 civil-
6. Regional You adventure mainly in a geographi- ians in a barroom brawl, several squad-cars of po-
cal area, such as a group of US States (e.g., New lice, or a fire team of 4 soldiers.
England), a large US State (e.g., California) or a
moderate-sized country (e.g., the Netherlands). 3. Street-level Augmented. Can take on 50 civilians,
You have ways of learning about major events or a squad of 8-12 soldiers.
in your region, and reliable transportation that al-
4. Neighborhood Inhuman. Can take on 100 civil-
lows you to respond quickly to these events. Ex-
ians, or a platoon of around 25 soldiers.
amples: Men in Black.
5. City Super-powered. Can take on an infantry
7. National You adventure throughout a large coun- company of 200 soldiers.
try (e.g., USA) or continent (e.g., Europe or Aus-
tralia). You have ways of learning about major 6. Regional Can take on a battalion of 1000 soldiers.
8
Quick-and-dirty player character creation

7. National Can take on a division of 10,000 soldiers. One useful way to approach this is to describe your
game as similar to a source that all the players are fa-
8. Global Can take on an army of 100,000 soldiers. miliar with, e.g., is it more like Firefly, Robert Heinlein
novels, Warhammer 40K, or StarWars? That doesn’t
9. Interplanetary Can take on an army group of
have to mean it’s set in those settings, but it does
1,000,000 soldiers.
set the expectations for things like levels of violence,
10. Near Interstellar Can take on an entire theater of humor, plausibility of physical stunts, just how cosmic
war, 10,000,000 soldiers. or contrived are technological devices and super-
science abilities, and so forth.
11. Far Interstellar Can take on a planet.

12. Star Cluster Can take on a solar system. We can rebuild him...
Zap! has no hard-and-fast rules for characters meet-
13. Galactic Arm Can take on a stellar cluster.
ing accidental deaths in combat. This shouldn’t stop
14. Galaxy Can take on an entire interstellar civiliza- you from making the game as deadly as you and
tion. the players want it to be. Given sufficient science fic-
tional hand-waving, characters can be repaired by
15. Cosmic Can take on an entire galaxy. advanced medical tech or restored from backup, be
revived as cyborgs or AI simulations in android bod-
ies, be replaced by a clone or parallel universe twin.
Tone
Player characters should really only die permanently
Tone is probably the single most important decision when the players want them to, but that doesn’t
about your campaign. Tone is about the way the mean they don’t have a lot at stake. Lethality among
game feels, the mood and the atmosphere of the minor characters is a matter of tone. Out can be nar-
adventures. You can and should vary the tone some- rated as dead for minions or bystanders, or you can
what from session to session, and within a session, but have even Overkilled NPCs make it out alive.
there will be a prevailing mood to the game. SF ad- The tone of the campaign might mean that you do
venture ranges from Flash Gordon to Firefly to Alien, brutal things to player characters. But even in games
from Lost in Space through Star Trek to the rebooted that are maximally edgy and morbid, players should
Battlestar: Galactica. This tone will actually influence have long-term control over their characters paths.
game play. The lighter the tone, the less plausible jus- You should never force a player to run a character
tifications for SF abilities have to be, and the freakier that is warped beyond recognition from their original
coincidences can be. concept. If they are not done having fun with the
Modern SF can also touch on sensitive subjects: sex, character, find a plot device to allow them to revert
violence, and religion. There’s no right or wrong an- back. Sometimes a PC will need to be retired and run
swer, but a clash of expectations can lead to incoher- as an NPC, letting the player start afresh.
ence between the tone the GM is trying to set and
what actually happens, or players being out of sync Quick-and-dirty player character creation
with the others. It can even lead to players finding the
game unpleasant, disturbing, or disgusting (or in the Here’s the shortest way to make up an Zap! charac-
other direction, too silly, angsty or sentimental to stom- ter.
ach). Make sure everybody playing is on basically the
same page, and give notice in advance if there will 1. Think of what kind of character you’d want to play
be possibly disturbing elements. Disagreements over that fits the tone and setting.
the tone of the campaign can wreck it; when one
player is aiming for goofy Saturday-morning cartoon 2. Pick the closest match to that character in the Ex-
style with a post-apocalyptic barbarian armed with ample Characters.
a laser sword in a world of savagery, super-science
3. Keep all the numerical values of that sample
and sorcery, and another wants to play an ordinary
character. For each descriptive phrase on the
crew member aboard a space-going refinery trying
sample character sheet, replace it with a phrase
eke out a living, something’s got to give. Even if the
of the same general category that describes the
players are nominally on the same page with the style
character you have in mind.
of character, the Primary Rule of having to make sure
that your actions sound like a science fiction story
places emphasis on having at least rough agreement Outline
as to what kind of story people have in mind. If one
player is trying to stick to real-world science as much If no sample character is a close match, or you want
as possible while another takes his cue from the most to have complete control over character generation,
over-the-top Japanese anime the result won’t tend to you can follow these steps instead. This is an overview,
feel like either. with details in subsequent sections. Steps:
9
1. S TEPS TO C REATING A C HARACTER FOR Z AP !

1. Decide on a Concept. Pick a concept for your there is no fixed list of possibilities. They have
character. Captain of a scout ship? Xenobiolo- numerical ratings that tell how effective they
gist studying alien creatures? Alien creature? In- are when used, but it’s up to you to determine
terstellar bounty hunter? This is the most impor- what they are, and how and when they can
tant step, and one where you might want to con- be used. Restrictions are completely binding on
sult the other players and the GM, so players are your character, so they are not given numerical
matching in tone and consistent with the setting. ratings. E.g., No matter how powerful a Mara is,
ultrasonics render it helpless, period.
2. Fill in a Template. Templates in Zap! reflect the 3. Spend your Boosts. You then have a certain num-
character’s role in the game, as well as their ber of “Boosts” to spend on your character, usu-
abilities. So your concept should pretty much ally 3. These increase your character’s abilities.
determine which template to use: crew (few Each Boost can be spent for one of the following:
amazing combat powers, but extraordinarily
skillful and brave), bad-ass (trained combat- a) Add one to one of the four Attributes: Tough-
ant), scientist (invents new SF devices and has ness, Stamina, Will, and Actions.
knowledge of the setting’s scientific principles), b) Increase one power by 1 level or give it a
unique (one-of-a-kind esper or alien), or any of a small Advantage. 2 Boosts give it a big Ad-
number of templates that the GM has designed vantage.
for standard SF creatures in her setting.
c) Increase two Shticks by 1 level each, or one
Shtick by 2 levels.
For example, PCs might be Captain Ace As-
tra (crew); Ace’s best friend and ship’s science d) Add one new Power. The starting level is
officer Tok (scientist); Solitaire Jones, a space given in your template.
smuggler and Ace’s boyfriend (bad-ass); Spotty, e) Add two new Shticks at the starting level in
a genetically “uplifted” dog and ship’s engineer- your template, or one Shtick at one higher
ing officer (unique); and Tira, a shape-changing level.
alien (based on an alien template the GM has f) Get a Major Asset (companion, base, vehi-
created for this campaign). Once you’ve found cle, organization, or wealth). You can then
the right Template for your concept, fill in the spend additional Boosts to improve these.
blanks in the Template with descriptions of your
character’s particular abilities (and weaknesses). g) Get three Minor Assets (perks, contacts, fa-
There are three kinds of things needing de- vors, rank, equipment).
scriptions at this point: Powers, Restrictions, and 4. Adjust Abilities (Powers and Shticks). You can ad-
Shticks. Each template has some slots for Powers just your Abilities further by reducing the effective-
and Shticks, and some have places for Restric- ness of certain aspects of the Ability in order to
tions. Powers are abilities that can be used in or increase its Level or take some Advantages on it.
out of combat, Shticks are strictly non-combat Every Small Disadvantage you put on the Ability
abilities, and Restrictions are biological or tech- gives you one Boost to spend on Advantages for
nological limitations on your character. The that Power or to raise its Level; every Big Disadvan-
Template might have some of these pre-defined, tage gives you two Boosts. Similarly, for each Level
or give broad categories they should fall into. you lower the Ability you get an additional Boost
Others will be completely up to you to decide. to spend on that Power. You can’t trade Boosts
Unless they are pre-defined by the Template, you from one Ability to spend on another. Modifying
need to to define what they are and how they an Ability this way doesn’t affect how many total
work. Boosts you have, so doesn’t change how much
XP you need for a new Boost.
For example, the Crew template has a “de-
fensive power”, but you can define this as a 5. Pick Complications. All protagonists have life is-
psychological ploy to “Keep ’em Talking” until sues that complicate their attempts to achieve
help arrives, “Don’t Attract Attention” where their goals. If you’re employed by the Space Pa-
alien creatures ignore your presence, Luck, Ath- trol and they send you on missions, or if you suffer
leticism, Danger sense, Invisibility, Force Shield, or from fatigue if you spend more than two hours un-
whatever ability of that general type best suits der normal Earth gravity because you were raised
your character concept. On the other hand, an in space, that’s a Complication. Choose Compli-
Alien: Mara template might gives all Mara the cations that will provide conflict for your charac-
same Shapeshift and Empathy powers. These do ter, or make the conflicts that much more inter-
not need to be defined, the template already esting. Most characters pick one major and two
specifies what they do. minor complications; characters using the Crew
template have the option of picking 4 minor com-
Powers and Shticks descriptions are free-form; plications instead.
10
Schrödinger’s Character Creation

6. Flesh out your character. Now add colorful details


that make your character more lifelike. There are
a few mechanical decisions to be made here,
but mostly this is you thinking through what your
character’s life is really like. For example, is your
character affiliated with any organization or al-
liance of similar characters, e.g., Star Fleet or the
Space Patrol? If so, what is their role in the orga-
nization? Give your character some back-story,
and think about her day-to-day life. What causes
her to brave dangers and the unknown, rather
than holding down a safe unadventurous job?
(Assuming such jobs exist in the campaign set-
ting; in a post-apocalyptic world every day might
be a struggle for survival no matter who you are.)
Write down the basic motivation as a Drive. Think
about your character’s appearance. How does
your character appear to others? What image
do they project? Write down a short description.
If you are artistic, you could even draw a picture
of your character, or find a suitable image on the
Internet.

Schrödinger’s Character Creation


You can actually start play with nothing but a char-
acter concept, and defer describing abilities and as-
signing numbers to them until specific abilities are
needed. Pick one of the Templates or one if the sam-
ple characters, so that you know what the numbers
for various abilities will start at. Then, each time you
want to do something that calls for a roll and that
isn’t covered by one of the Abilities you’ve already as-
signed, assign an ability on the spot that covers it, writ-
ing over one of the abilities of the Template or sample
character. If you’re using a Template, don’t forget you
can also assign the starting Boosts as you go if you
want a number to be higher or more abilities than just
the starting ones.

11
Chapter 2

Concept

While there are no fixed rules for picking a character many other genres such as high fantasy or super-
concept, there are a few issues to think about when heroics. About equal time will usually be spent in
considering a possible character. A good way to gen- investigation (including scientific research and fid-
erate a character concept is to modify a fictional dling with equipment), negotiation and interact-
character you enjoy. But not every character that’s ing with NPCs, and combat. Try to make sure that
fun to see or read about is fun to play. Some issues to your character has a role to play in all of these.
think about are:
In SF you are often up against the totally unknown.
• Does the character fit the tone of the game? Investigation and research is a large part of the
Playing a pure comic relief character is a very game, uncovering what you are dealing with,
serious game, or a melodramatic character in a whether it’s a being or a natural phenomenon,
light-hearted game, can grow old quickly. whether you must fight it, bypass it, or even incor-
porate it into your plans in order to achieve your
• Does the character have a distinctive personal- goals and how you might do that. Zap! is very flex-
ity? Would the other players be able to tell the dif- ible, and you don’t have to be a scientist, detec-
ference between you playing this character and tive, or telepath to help in investigations. Maybe
you playing other characters? you know a lot of people. Maybe you have good
transportation or unusual senses. Maybe you just
• Does the character play well with others? Usually, intimidate people into divulging the key informa-
you’ll be playing as part of a team. Depending tion.
on the tone of the setting, characters often have
Not every being you encounter will be a foe,
dark secrets, personality flaws, and secret agen-
nor will every foe be defeat-able. Negotiation is
das that conflict with other characters. Some-
about identifying and agreeing on common in-
times they’re just not very nice, to each other or
terests with beings that are suspicious of you. This
to the rest of the world. But you can be a nasty
is particularly important when dealing with rep-
person and still a team player. On the Firefly, char-
resentatives of larger groups, such as alien races
acters like Jane or Book are often shown in con-
or organizations. Brute force might escalate until
flict with the rest of the gang. But they still func-
the whole organization is up against your group.
tion as valuable members of the group. As long
Again, you don’t have to be a trained diplomat
as tension creates interplay between the PCs, it
to contribute to negotiations. Maybe you are po-
is good. It is only when it blocks interaction that
litically connected yourself, or maybe you can of-
it’s a problem. On the other hand, goody-goody
fer your unique services as a bargaining chip.
characters that everyone likes might actually be
bad for interesting team play. Will your charac- Finally, combat is about kicking enemy butt.
ter have interesting, distinctive relationships with Zap!’s flexibility means that you can contribute to
the other PCs, having both friends and rivals on your group’s combat success in a host of ways,
the team? A team player character contributes not just as Mobile Infantry or with psychic powers.
to group goals, but doesn’t overwhelm everyone Your mundane character’s attitude might make
else’s contribution. Think about typical scenes more of a difference than the bad-ass’s big guns.
featuring your character. Where would others If you can think of ways to combine your abilities
fit in? If your character is always alone in these with others’, you can supplement their combat
scenes, always the star, or always on the sidelines, power. This can be as simple as distracting a foe
you might want to revise the character. while they attack. You can also help by assisting
teammates to recover from attacks.
• How does the character contribute to different
kinds of group activities? Science Fiction will tend • How well can you portray this character? Some-
to have a different balance of activities than times a character that you love to watch isn’t a
12
character that you want to play. If it’s important
that your character is alien, can you give it alien
beliefs and desires, at least from time to time so
that it’s more than just a human with a bumpy
forehead? Can you be as nasty as your PC, or
are you a softy at heart? Do you really want to
brood all the time, or do you burst if you can’t
crack wise?

13
Chapter 3

Filling In The Templates

The Templates
Scientist You are trained in the science of the
All Templates start with 3 Boosts to spend, plus any setting, including the principles of super science
Bonus Boosts. Bonus Boosts don’t count towards the that go beyond what is currently known. While
character’s starting Boosts when it comes to calculat- there is little you absolutely cannot do in extend-
ing XP necessary to earn a new Boost. ing and applying the known science of the set-
ting, you are at your strongest when you combine
your scientific abilities with specific knowledge of
Crew Crew have no super-science or psy- the problems you are attempting to solve.
chic abilities or specialized combat training, just Attributes: Toughness: 2, Stamina: 2, Will: 3, Ac-
courage, skill, and subtlety. They are often the tions: 2
main focus of SF settings, sitting in the command Science! power: Choose one of three possibili-
chair, exploring new worlds, and generally run- ties:
ning the show.
• Science! power @ 5 (d6, d4), (AA) Ultra-
Attributes: Toughness: 2, Stamina: 2, Will: 2, Ac- flexible, (A) Power-up to 7 (d8, d6) with 3 re-
tions: 2 search successes (self or others);
Defense Power: One “defense” power @ 6. Ac-
tive or automatic (choose one). Examples: Keep • Science! power @ 6 (d6, d6), (A) Flexible, (A)
‘em Talking, Force Shield, Great Reflexes. Power-up to 7 (d8, d6), and Ultra-flexible with
Combat Skill: One power @ 4 3 research scenes.
Shticks: 6 Shticks @ 5 • Science! power @ 7 (d8, d6), (A) Power-up to
New Powers begin @ 4 New Shticks begin @ 5 Ultra-flexible with 3 research scenes.
For all choices, you get the Power-up by announc-
ing that you are researching a device for a spe-
Bad-ass The Bad-ass might have innate super cific circumstances.
science or psychic abilities, a signature piece of Gadget defense: A scientific gadget defense
equipment like powered armor, or just specialized power @ 4. (A) Flexible. Choose whether Active
training and weapons that can threaten even or Automatic.
powerful alien menaces. Shticks: Choose 2 Shticks @ 4, plus Scientific Re-
search @ 5.
Attributes: Toughness: 3, Stamina: 2, Will: 2, Ac- Restriction: Pick a Restriction that is tied in with
tions: 2 your brand of Science! Do you need DNA samples
Powers: Three powers @ 5. Typically, an of- to analyze? Are you a roboticist, with not even
fensive skill or weapon, a defensive skill or de- rudimentary knowledge of biology? Must you do
vice, and some other power such as a movement all your research in your own lab with its special-
power. ized equipment? You should design your restric-
Shticks: 4 Shticks @ 4 tion so that it gives your approach to Science a
Bonus Boost: You have one extra Boost to unique flavor, and makes it seem less like a magi-
spend. This does not add to your base number cal power where anything is possible.
of Boosts (for experience purposes). New Powers begin @ 5 New Shticks begin @ 4
New powers begin @ 5 New Shticks begin @ 4

14
Describing Abilities

Unique You are one of a rare kind of being, pos- Alien Template
sibly alien or robotic. Perhaps you are the only Attributes: Tough: 2 Will: 2 Stamina: 2 Actions: 2
one. Perhaps you are a version of a standard Powers: 3 Powers @ 6 (d6, d6) If suitable, you can
creature, but somehow made unique by a freak add Advantages and Disadvantages to each
event, such as an alien raised by humans and with power. Each small advantage decreases the level
a thoroughly human outlook on life despite look- 1, big by 2, small Disadvantages increase it 1, big
ing vastly different or having bizarre powers, or a Disadvantages increase by 2.
robot who unlike others of its kind has become Shticks: 2 Shticks @ 3 (d4) or 4 (d4, d4) if they fit
sentient or has been freed from the Three Laws of the stereotype
Robotics (if those are a feature of the setting). New Powers: Start at 6 if they fit the stereotype,
4 otherwise. For example, Mind Meld be an op-
tional Space-Elf power. It won’t be part of the
Attributes: Toughness: 2, Stamina: 2, Will: 2, Ac- starting template, but if the player adds it, it starts
tions: 2 at 6 rather than 4.
Powers: 2 powers @ 6 (d6,d6). New Shticks: Start at 4 if they fit the stereotype,
Shticks: 2 Shticks @ 3 (d4, d2). 3 otherwise
Bonus Boosts: Add three bonus Boosts. These do Restrictions: Any number of restrictions. Pool
not add to base Boosts for the purpose of experi- similar or minor restrictions together.
ence. Power Boosts: For each restriction, add one
Restriction: Pick any restriction. power @ 6 to the template, increase one attribute
New Powers begin @ 6 New Shticks begin @ 3 1, or increase one power by 1.

Describing Abilities
Aliens in Zap!
Once you’ve picked a Template, you fill out the Tem-
There are several different approaches you could plate with specific Abilities (Powers and Shticks) ac-
take to playing an alien character in Zap! You could cording to your concept. You give each ability slot
make your alien race a Shtick or a Power, use the in the template a name, and a brief description. Al-
Unique Template, or use an entirely new Template though they don’t change the mechanics of using
specific to that alien race in the setting. Which ap- the abilities this free-form description really determines
proach you use depends on how much your charac- what the ability is. Throughout the game you’ll be
ter concept focuses on being a representative mem- able to use the ability precisely when the game sit-
ber of that alien race vs. it being background flavor uation matches the description. While some abilities
while other aspects of your character such as chosen might seem more limited than others, the challenge
profession take center stage. Two players might both is to provide creative justifications for the ability being
be members of the same alien race and take dif- useful. So, for example, if your power is Strength it can-
ferent approaches to designing their characters de- not be used directly at a distance. This doesn’t need
pending on what they want to emphasize. One might to be spelled out or compensated for; it’s implicit in
choose to be the ship’s security officer, choosing the the notion of physical strength. But that doesn’t mean
Bad-ass Template and making his membership in his that you can never use the power in a ranged attack,
proud warrior race, the Klangons, just one of his four just that you need to use it indirectly. You can say you
Shticks; the other might make his alien status central to are using your Strength to pick up a large object and
his character concept by using the Klangon Template hurl it at your foe, or to cause the building they are
devised by the GM and relegating his status as cap- in to collapse by knocking away a support beam, or
tain of the ship’s marines to one of that Template’s to intimidate them by a display of violence. In any of
slots for Shticks. these ways you use your Strength you resolve your de-
Here’s an alien character template. Other exam- gree of success using the same mechanics and the
ples of templates for typical SF creatures are found same dice. Your free-form descriptions tell you when
in Section 8. Before using an SF creature template and how you can use your abilities. Then the mechan-
ask your GM if that creature is allowed as a PC and ics indicate whether you succeed and by how much.
whether the GM has altered the template for her
setting. The GM may also have created new SF Powers vs. Shticks
creature templates for the setting, so ask about other
possibilities. (The rules for creating new templates Abilities come in two forms: Powers and Shticks. Any-
are in the section on Standard SF templates, in Part III.) thing that can be used to attack and defend in com-
bat is a Power, even if it may have other uses. Any-
thing that can’t typically be used to hurt somebody
or defend yourself against being hurt is a Shtick. The
15
3. F ILLING I N T HE T EMPLATES

same sort of Ability might be a Power for one charac- you cannot use it for than what you can, such as for
ter and a Shtick for another, depending on how the something like Psionics, then the Ultra-Flexible Advan-
player sees themselves using the Ability in the game. tage applies.
While the name Powers suggests superhuman abili- In addition there are two mechanical variations
ties, in Zap! Powers are a generic term for any kind of on Powers that are neither Advantages or Disadvan-
Ability that can be used to attack or defend against tages: Movement Powers and Automatic Powers.
attacks. So training with a gun is a Power, as is the Abil-
ity to lie convincingly, since it can be used to prevent Movement powers
an enemy from attacking you. On the other hand,
maybe your Ability to empathically “discern lies” is Movement Powers primarily let you move around.
a Shtick, rather than a Power, since it would almost They may also be used to attack or defend when that
never be used to attack or defend in combat. Even makes sense, e.g., using fly to ram into a foe, or su-
something like Computer Programming, which would per speed to dodge bullets. Movement Powers do
normally be a Shtick that takes minutes or hours to not take an Action to use if they are used for move-
use effectively could be a Power if you envision it be- ment; if you use them for anything else they take an
ing fast and effective enough to, say, seize control of Action and only get to roll one die (the larger die). Like
robots as they’re attacking you and have them fight any other power, you cannot use it more than once a
on your side instead. Note that sometimes the Primary round, so you cannot use a Movement power both
Rule would imply that a Shtick could be used to de- to move and attack or defend. Without a Movement
fend yourself. E.g. if a creature had a Power to cre- power you can still move in combat, but it will take an
ate illusions that it uses to lure people into danger, an Action to move any significant distance, and you’ll be
Ability to “Empathically Discern Lies” would be a plau- at a disadvantage if you’re trying to move while any-
sible defense, even if it had been characterized as a thing else is interfering with it, such as infected mutants
Shtick. grabbing at your ankles or the heaving of the ship’s
Powers can also be used outside of combat. For deck making it difficult to walk.
example, you could have “Keen Sense of Smell” as a
Power or a Shtick. Either way, you could use the Ability Automatic powers
to sniff out drugs in a locker or track someone through
Automatic powers are used in response to a certain
the woods, but you can only use it directly to give you
kind of action. They can be used multiple times in
a defense against an invisible attacker if it is a Power.
a round, and do not require an Action to use. On
the other hand, they cannot normally be used at
Customizing Abilities will, unless you can force the trigger condition to be
met. What those conditions are and what the Power
You can customize your abilities with Advantages And does (whether it’s an attack, a defense, or move-
Disadvantages, however the main thing that makes ment) should be clear from the description. An Au-
your abilities unique is the free-form description, and tomatic Power must be either for Attack or Defense,
you don’t need to spell out the consequences in not both, and to have an attack be automatic is an
terms of any mechanics. If your Power is Flame Blast, Advantage. For instance, Armor could be an au-
then it goes without saying that this power doesn’t tomatic Defense that would be used whenever you
work in water or in a vacuum, and it might be dan- were physically attacked. Flame Body could be auto-
gerous to use in a zeppelin. On the other hand, it also matic Attack that would be used whenever you were
goes without saying that you can also use the Power grabbed. Automatic Defenses defend against every
to light up a dark room or to provide warmth if the appropriate incoming attack, automatic Offenses at-
party is caught in a blizzard. tack everyone who meets the proper conditions. If
If you described your Power as Psychic Flames in- using a Power triggers an Automatic Power, the Au-
stead of physical flames, and specify that it cre- tomatic Power Combines with the first Power, giving
ates an illusion in enemies minds that convinces them it a +1. For example, if you use your Super-Strength
they’re burning, then although it will usually work just to grab someone, your Flame Body automatic attack
like a Flame Blast, there’s no reason it shouldn’t work would always combine with it. You roll the dice for
under water. You likely won’t be able to light things Super-Strength, but add 1 to the result for the Flame
on fire with it, or light up a room, but physical armor Body. If you use Super-Strength to throw something at
would probably provide no defense. All of these ad- someone, Flame Body wouldn’t apply, so you would
vantages and disadvantages are implicit in the de- get no bonus. Automatic Defenses cannot be hin-
scription, and do not need to be “bought.” dered or disabled unless they have the Can Be Hin-
If a Power has an especially wide range of appli- dered Disadvantage.
cations, particularly if you can use it not only as an
attack and defense, but also to move things around,
What Counts as a Power?
manipulate them, influence their actions and so forth
you should take the FlexibleAdvantage on the Power. There are often several possible ways to divide your
If the Power is so versatile that it’s easier to list what abilities up into powers. If you can psionically cause
16
Mechanics for Abilities

people to sleep, find you persuasive, or become con- according to the Primary Rule, e.g. you can Com-
fused, do you want these to be three separate powers bine your “Keen Sense of Smell” Shtick with your “Cat-
or one power called Telempathy? If you have a suit of like Reflexes” Power to give yourself a better chance
Powered Armor that increases your strength, provides against an invisible attacker.
you protection and life support, and has mini-missiles Under unusual circumstances the Primary Rule may
one the shoulders and a blaster built into the chest, dictate that a Shtick actually be used directly to at-
you could have one Power “Powered Armor” or five tack or defend; usually this is the result of the tar-
separate Powers your armor gives you. The difference get having a Restriction or Complication that makes
is that with the first option you could use at most one of this possible. If a creature has the Restriction “Ultra-
your armor’s powers each round, but with the second sensitive hearing, can be hurt by high pitched noises”
you could potentially use your armor in five different then a Shtick such as Opera Singer could be used as
ways each round (if you have enough Actions). an attack by describing how you sing an E above high
You do not need to purchase Powers that are for C.
“color” rather than for combat advantage. Your char-
acter can turn televisions or lights on and off with a Mechanics for Abilities
glance without a special power. Only buy it as a
Power instead of a Shtick if you plan to be able to Each power has a numerical rating, which determines
use it to harm or defend against a foe, possibly by dis- two dice to roll when using your Ability. Sometimes
tracting them (e.g. “Keep ’Em Talking” is a perfectly there is also a fixed number to add in to one or both
viable automatic defense, though the Primary Rule dice. When you use your Ability, you roll both kinds
would imply it could only be used against things that of dice, and add in the modifier if any. You take the
understand your language). If the Power you have in higher of the two as your result. If the Ability is oppos-
mind isn’t actually directly useful in combat, it is prob- ing another character’s Ability, they do the same, and
ably better to treat it as color and not list it as a power. the bigger value is the one who succeeds; the differ-
For example, a werewolf can change into a wolf, but ence determines how big the success was. If some-
what makes that useful is that the wolf form has claws one succeeds on an attack against you, you are usu-
and fangs, a superior sense of smell, and regenerates. ally Hindered. That means that you only roll the larger
On the other hand, you cannot go through life as die when you use a power, until you or someone else
a wolf, because it’s hard to turn doorknobs. So you takes an action to free you from the hindering effect.
don’t have to list “Shift into wolf form” as a power; in- The table describes what dice correspond to what
stead, “Only usable in wolf form” would be minor Dis- power levels.
advantages on some of your powers, such as “Claws You only roll an uncontested Ability if it is not abso-
and Fangs”. lutely clear that you could use the Ability for that pur-
It is assumed that given enough time and resources, pose, or if you have reason to care whether it takes
without distractions or opposition, a Scientist can do several tries or extra time and effort to succeed; if you
pretty much anything the setting’s science will allow. have all the time in the world, just assume that you
If you are not a scientist, you know one you can bribe, would get the maximum that you could roll on the
beguile, seduce, or intimidate. So you can accom- dice and go from there.
plish all kinds of stuff in downtime without needing Roll the two dice listed and take the higher result. In
a separate power listed on your sheet. If the set- Zap! you never add the dice together.
ting’s technology allows you to regrow somebody’s
full body as long as you save the head, you don’t
PL Dice PL Dice
have to list that as a Power, you just have to justify how
you manage to get access to the appropriate facili- 2 1 point 13 d8+5, d12
ties to repair your injured companions. Just make sure 3 single d4 14 d8+5, d8+5
your descriptions of your downtime activities are con- 4 d4, d4 15 d10+5, d8+5
sistent with your character concept. Your downtime 5 d6, d4 16 d10+5, d10+5
activities will also be fodder for GM plots, so abuse of 6 d6, d6 17 d12+5, d10+5
this rule will often backfire on you. 7 d8, d6 18 d12+5, d12+5
8 d8, d8 19 d8+10, d12+5
9 d10, d8 20 d8+10, d8+10
What Counts as a Shtick? 10 d10, d10 21 d10+10, d8+10
Anything that cannot plausibly be used on its own for 11 d12, d10 22 d10+10, d10+10
attacking or defending is a Shtick. Many Shticks are 12 d12, d12 23 d12+10, d10+10
used to do research and gather information, to oper-
ate and repair equipment, to influence other charac- Note that the Power Levels follow an easy to re-
ters in social situations, or to enhance Powers in com- member pattern up to 12. At even levels you use two
bat. dice of the same size, and that size matches the level
Note that Shticks can be used in Combination with (Power Level 4 is d4, d4; Power Level 6 is d6, d6; Power
Powers to attack or defend, as long as it makes sense Level 8 is d8, d8...). Odd levels have one die of the
17
3. F ILLING I N T HE T EMPLATES

next higher level and one of the next lower (Power turning into a wait while the Scientist character hangs
Level 5 is a d6 and a d4, Power Level 7 is a d8 and a around in the ship’s lab until the device is ready.
d6, Power Level 9 is a d10 and a d8...). It gets a tiny bit When you perform three successful scenes in which
trickier once you get past d12: past d12 the dice go you are doing research (scenes where the focus is re-
d8+5, d10+5, d12+5, d8+10, d10+10, and so on. How- search and you score a success with your Research
ever, since at any given Scope the Powers and Shticks Shtick if necessary), your device is ready, and you
begin at around PL 4-6, it will be quite a while before announce what it does. It should be one very spe-
that becomes an issue. cific effect, such as “Shrink giant insects” or “paralyze
methane-breathing creatures.” While you should be
researching during this time, that doesn’t mean you
Research can’t participate in scenes. You can put down your
The Scientist’s Science! Power is slightly special, in that tools and zap the creature attacking you in the lab, or
it starts off as a slightly weaker power and can be up- go out to the scene of the crime and collect scientific
graded during the course of an adventure by doing samples.
Research into the nature of whatever the PCs are fac- If you decide a roll ought to be required other PCs
ing in order to tailor the power specifically to what’s can assist you by using their investigative abilities to
currently necessary. There are three variations: perform relevant research. The difficulty is set to be
the base power level of the intended target.
• Starting with an Ultra-Flexible power that can do
most anything but is at low level and can Power
Up through Research to a higher level; Advantages And Disadvantages

• Starting with a high level Power that has one spe- Advantages are aspects that make a Ability more
cific use and can Power Up to Ultra-Flexible; useful, and Disadvantages are things that makes it less
useful. For instance if a Ability is exceptionally Flexible
• Starting with medium power and flexibility that so that almost anything can be justified according to
can Power Up to full power and Ultra-Flexible. the Primary Rule, that’s an Advantage; if a Ability has
a more limited use than normal, for instance it can
In all three variations, the procedure for doing Re- only be used to defend against cold-based attacks,
search remains the same: you must, over the course that’s a Disadvantage. There are both Big and Small
of the adventure, engage in three separate scenes Advantages and Disadvantages (labeled AA and A,
that revolve around your character and your allies or DD and D), and their effects on a Ability are cumu-
doing the necessary Research into the device or sci- lative. A Small Advantage on a Ability costs one Boost,
entific principle you’re trying to create, using your a Big Advantage costs 2, a Small Disadvantage gives
Research Shtick. In most cases the Research Shtick you an extra Boost to spend on that Ability, and a Big
should work without a roll. If a roll is required because Disadvantage gives you two extra Boosts on that Abil-
the player is unsure whether their type of science re- ity (you may not take a Disadvantage on a Ability in
ally can accomplish what they’re aiming to do (say order to get Boosts to spend on some other Ability or
a neuroscientist whose powers operate on brains is Attribute).
trying to research a device to deactivate a robot),
the GM should assign a difficulty based on the power
level of the target; if the roll fails, the Scientist can’t Advantages:
try again in that scene, and will have to come up with
some other approach to moving the research forward Advantages represent some quality of the Ability that
or a different sort of device. makes it more useful. You should only give the Ability
For instance, you might have a scene where you an advantage if it represents a significant increase in
and possibly your allies are using the ship’s com- the Ability. Many little side effects that might be ad-
puter records to identify the creature attacking the vantageous under some circumstances are already
colonists; a scene where you go to the mine where covered by the description. For instance, if you have
the colonists were attacked to recover alien tissues a Sleep Gas Ability it isn’t necessary to take Exotic
that the device requires; and a scene where you use even though it’s implied that something like a Shield
the ship’s lab and that tissue to create a device ca- or Tough Hide wouldn’t be useful as a defense. Other
pable of paralyzing the creature. The exact nature of fairly common Abilities like Life Support or Immunity to
the scenes should be determined during play, through Poison would clearly stop the Ability altogether, while
the players and GM deciding what’s plausible given still others would depend on how they were described
what’s been going on so far, rather than a cookie- as being used (e.g., using Reflexes to jump out of the
cutter approach: computer library, tissue, lab. It’s way, or Control Wind to blow it away) and so would
justifying what your character is doing as an occa- get to roll for defense. Exotic would be required for
sion to employ the Research Shtick; the requirement something like Psionic Assault, or Time stop, since it’s
that there be three such scenes and that the scenes quite difficult to reason through whether it’s at all plau-
be different is just to prevent every adventure from sible for Reflexes or Magic Shield to interfere. Note
18
Advantages:

that this depends largely on how you choose to define Power completely. You may have only one Exotic
the Ability: if you define it so that Psionic Assault would Power, unless all your Exotic Powers are negated
have to roll against so simple a thing as dodging with by the same circumstances.
Reflexes or Acrobatics, or be completely negated by
Armor or Rocky Hide, then you wouldn’t need to jus- Flexible (A) The Ability can justify a wide range of ef-
tify it with the Exotic Advantage. (AA) indicates a Big fects (e.g., electromagnetic powers). Whether a
Advantage; (A) a Small Advantage. Ability should be counted as Flexible or not is up to
the player; generally a Power that’s mostly used
Area Effect (AA) The Ability affects all targets (friend for attacking or defending, with occasional use
or foe) in an area at full power, without needing for extra things that directly follow from its nature
to split it. Number affected is still limited by the (such as a lightning bolt short-circuiting electron-
Power Level. ics) doesn’t need the Flexible Advantage even if
it can take many forms, such as a lightning bolt,
Area Effect, lesser (A) The Ability affects one chosen a ball of lightning, grabbing someone to shock
target at full power, and some additional nearby them, and so on; a Ability that’s intended to
targets (friend or foe) at reduced power (one be used to do many things beside simple attack
die each). Number affected is still limited by the and defense, such as picking up objects, holding
Power Level. things, fencing them off, gathering or concealing
information, and the like should be given the Flex-
Bare Handed (A) The Ability doesn’t require any
ible Advantage.
equipment as part of its narration; it gets both
dice regardless. Larger Scope (AA) The Ability operates one Scope
higher than normal; this doesn’t change the
Control (AA) a Knock Out with this Power will allow
Power Level, even when used versus targets at
you to control the actions of the target until the
the normal Scope, it merely changes the interpre-
Knock Out is broken, at the cost of 1 Action per
tation of the Ability in terms of things like weight,
Round. Merely Hindering the target with a Control
speed, area, range, etc.
Power will let you force the target to take a single
Action in the target’s Turn; this will use one of the Ultra-Flexible (AA) The Ability can justify almost any
target’s Actions and one of the target’s Abilities (if effect (e.g., Sorcery); you must still choose some
required) before the target regains control; if the things that are beyond its capabilities. Ultra-
target is Hindered by some previous attack, he or Flexible is like Flexible, but with even more appli-
she will not break free of the Hindrance first un- cations. Where a Flexible Power might be one
less that’s the command, instead the Action com- that can pick up or push things in addition to
manded will be taken while still Hindered. attack and defense, or can create an illusion in
addition to attack and defense, an Ultra-Flexible
Delayed (A) the effect of the Ability doesn’t occur
Power is one that could do all those and more.
until either a specified event or a certain amount
A typical Ultra-Flexible Power is one where it is
of time has elapsed. You could use this Advan-
harder to think of things that it shouldn’t be per-
tage to create a bomb, or set a trip-wire, or use a
mitted to do rather than things that it should.
Power with the Control Advantage to give some-
body a post-hypnotic suggestion (though in the Persistent (AA) The Ability will remain in effect as long
latter case you would need the Subtle Advan- as you spend your entire turn maintaining it, and
tage as well or the target would know about it). no external force interferes.
Exotic (AA) An Exotic attack can’t be defended Power-up (A) The power level can be increased, un-
against by ordinary Abilities, so targets use the der some circumstances, or at a cost or risk. Pick
Default Skill instead. E.g., A mystic curse or psy- a Large Disadvantage, and a way of spending
chic bolt can’t be usually be stopped by armor two Boosts on the Ability (e.g., +2 power level, one
or a force-field. Exotic attacks must define a Large Advantage, 2 Small Advantages, or +1 level
fairly broad class of circumstances that automat- and a Small Advantage) The Ability can be used
ically negate them (e.g., any magical defense, at the higher level if the character takes the Dis-
any unusual metabolism, Abilities being based on advantage for that use. If the Disadvantage af-
technology, being a non-magical creature, etc). fects future uses of the Ability, e..g, Burnout, it af-
In addition, Defenses which are Flexible or Ultra- fects the entire Ability, not just the power-up. It
Flexible should get their normal roll unless there’s must be a Disadvantage that makes sense for a
clearly no way they could help. Things like poi- single use.
son gas or blinding flashes of light are not Exotic,
in and of themselves, because ordinary Powers or Subtle (A) It’s not obvious that the Ability is being
even Shticks (such as having Life Support built into used, unless you have a Ability that grants you ap-
your suit, or Lightning Reflexes to close your eyes) propriate senses. Telepathy or Mind Control are
could justify a defense roll if they don’t negate the typical Abilities that benefit from this Advantage,
19
3. F ILLING I N T HE T EMPLATES

but it could apply to something more prosaic, like Equipment Required (D) The Ability cannot operate
an invisible Sleep gas. without equipment, e.g. Wormhole Navigation,
assuming you need a computer to do the calcu-
lations.
Disadvantages:
Automatic Can be Disabled (D) automatic defenses
Disadvantages represent some Disadvantage that normally are only reduced to a single die when
makes the Ability less useful than the Primary Rule Disabled (how do you render somebody’s rocky
would otherwise allow. It is not intended that you skin completely ineffective?), but this Power can
place Disadvantages on Abilities merely to represent be interfered with as if it were a Regular Power in-
the Disadvantages that such a Ability would nat- stead; e.g., if Captain Patriot took his Shield as a
urally have given the Primary Rule. For instance, automatic Defense (so he can use it to defend
even though fire requires oxygen and can only without having to spend an Action), ordinarily at-
burn flammable materials, you wouldn’t take Circum- tackers couldn’t totally Disable it at all. Since that
stanced Limited to represent it not working without doesn’t make complete sense (if they physically
oxygen, or not harming things that aren’t flammable take it away, how would he still defend with it?)
unless the intent was to make it even more vulnerable he takes as automatic Can be Disabled meaning
to those circumstances than you would assume such when somebody can Disable it as if it were a Reg-
as requiring high concentrations of oxygen as from a ular Power. automatics that Can Be Disabled still
tank of compressed oxygen, or only capable of dam- roll both dice to resist.
aging things at all if they are as easily combustible as,
say, paper. Erratic (D) The Ability does nothing when you roll a
(DD) indicates a Big Disadvantage; (D) is a Small Dis- Mishap.
advantage.
Fragile (D) The Ability is hard to repair once disabled;
Absorption (D) The Ability must be used as a defense when an attempt is made to disable it, a Hinder
each time before it can be used for any other pur- counts as Out, and Out means that the Ability
poses; in other words you must use it to absorb an can’t be repaired without spending hours outside
incoming attack in order to “Power it up.” of combat, possibly at a base or lab with special
tools.
Automatic Can Be Hindered (DD) automatic de-
fenses are normally not affected by Hindering or Ultra-Fragile (DD) The Ability is so hard to repair once
Disabling, but this Power is. Reduce it to one die disabled that when an attempt is made to dis-
when you are Hindered. able it, a Hinder counts as the Ability being un-
able to be repaired without spending hours out-
Burn Out (DD) If you roll doubles the Ability works this
side of combat, and Out means the Ability can’t
time but burns out and can’t be used again;
be repaired except by going on an adventure to
restoring the Ability can only be done by applica-
restore it, or spending 1 XP.
tion of some suitable other Ability or being out of
combat for three Turns (e.g., by using Gadgeteer- Limited (D) The Ability can only be used when certain
ing to fix Powered Armor, or by returning to your conditions are met, which should occur about
base to repair it). If the Ability is reduced to a sin- half the time or when you can’t control the cir-
gle die for some reason, such as being Hindered, cumstances. E.g., a Ability that only works when
roll that single die for the result, then roll the sec- you have both hands free, or a automatic De-
ond die to see if it burns out. fense that only works against impact attacks (be-
ing punched, hit with flying buildings, and so on,
Combination Difficult (D) Cannot be combined with
but not lasers, fire, and the like).
your own Abilities.
Very Limited (DD) The Ability can only be used when
Combination Impossible (DD) Cannot be combined
certain rare conditions are met, which should oc-
with any other Abilities.
cur during the occasional adventure and not un-
Delayed (D) The Ability goes off one turn after the Ac- der your control. E.g., Ability only works under wa-
tion is spent. ter in a campaign set on dry land, Ability only
works during a full moon, or a automatic Defense
Disabling Only (DD) The Power can only be used to that only works against cold-based attacks.
Disable other Powers (e.g., a Power that drained
mutant powers). Shots (D) The Ability has a fixed amount of “shots”
that gets expended; number of uses can be up
Easily Disabled (D) The Ability is easy to disable; when to 8. The hero must take active steps, such as re-
targeted, it defends itself with only one die. Cap- turning to base, in order to replenish it.
tain Patriot’s shield is easier to take away or inter-
fere with than the Living Flame’s Fire Blasts, so he Side Effects (D or DD) Instead of doing nothing when
takes it as Easily Disabled. you roll a Mishap, something bad happens, such
20
Disadvantages:

as hitting an ally, or yourself. The GM decides the Ability does (e.g. what tricks you are carrying in your
exact effect when the roll occurs. The small ver- utility belt) between adventures, or if you return to
sion does something strange, but probably not your base.
dangerous. Ultra-Flexible Abilities, on the other hand, represent
those that have uses too numerous to list out in ad-
Single-Action Defense (D) when used as an active vance, or that can be reconfigured “on the fly” by the
defense only defends against a single attack, hero. With a utility belt using the Ultra-Flexible advan-
rather than throughout the round as normal. tage, you are allowed to just “discover” that you’ve
Single Use (DD) The Ability can only be used once packed away a can of aerosol shark-repellant for just
per combat. Replenishes automatically between this occasion, or (in a more serious vein) that you have
combats (at least three consecutive Turns while the chemicals needed to whip something like that
not using any Actions). up on a moment’s notice. With Ultra-Flexible Abilities
you should be scrupulous in defining in advance cat-
Slow (D) The Ability takes 2 Actions to use. egories of things that the Ability cannot do. Generally
the Ultra-Flexible Ability should have either one small
Ultra-Slow (DD) The Ability takes 3 Actions to use. restriction per PL above 6 (such as can’t affect tar-
gets with a completely inhuman metabolism) or half
Unpredictable (DD) The effect of the Ability is up to
that many large restrictions (such as can’t affect inan-
the GM, not the player (though it still must be ben-
imate objects, or targets with no mind). More power-
eficial).
ful Ultra-Flexible Abilities thus are more restricted, but
A Note On Flexibility they’re much more dangerous because they can be
Unlike some of the other Advantages, Flexible and tailored to the immediate situation.
Ultra-Flexible advantages aren’t very sharply defined. Flexibility should not be used just to have a bunch
Even having a Power that represented a variety of of different attacks to tailor them to bypass the tar-
equivalent attacks that differ in such minor things as get’s defenses; if you wish to have a Power that is par-
whether they’re melee or ranged or the exact flavor ticularly hard to defend against, take the Exotic ad-
of damage, such as being armed with a sword and vantage instead, or in addition. Flexibility is meant to
a bow, or having a suit that has wrist-blasters, laser give you more options in how you describe using your
eye-beams, and a chest cannon doesn’t really make Power and the tasks it can apply to, not just a straight
the Power much more Flexible as long as conceptu- mechanical advantage in knocking foes out.
ally the powers do the same sorts of things, such as In any event, Flexibility has no bearing on whether a
damage targets. Power goes against Toughness, Stamina, or Will: that
It’s when the Ability can be either be altered on the is determined by the Primary Rule description of how
fly or has a number of completely distinct uses so that the Power is being used. A Laser Gun might be an at-
it can take advantage of the Primary Rule to do a tack against Toughness if fired directly against a foe,
wide variety of different things that it becomes an is- against Stamina if it were used to rupture a nearby
sue. For instance, since a sword and a gun would in coolant line to release a choking cloud of gas, or
general both be straightforward attacks (kinetic en- even against Will if you were snapping off shots trying
ergy, even) there’s no need to apply the Flexible Ad- to force the foes to keep under cover.
vantage to a Power that represents having both. On Whether to represent several different things that
the other hand, if your Power is a gun that can switch you can do as a single Power with the Flexible Ad-
between firing a laser and lifting things via gravita- vantage or take several different Powers is a matter
tional force or generating illusions of scary monsters, of style. Since you can only use a Power once per
that probably should be given the Flexible Advantage Round, if you envision using it two different ways in
to make up for being able to use the Power in an es- the same Round, or it seems implausible to you that
pecially wide set of circumstances. Similarly if your using say, your powered armor’s chest beam should
Ability is a utility belt that contains a bunch of differ- preclude you using its life-support at the same time,
ent things such as handcuffs, lock-picks, listening de- you should take the powers separately.
vices, a cutting torch, and a flash-bang grenade, that
would be represented by the Flexible Advantage. New Advantages and Disadvantages
Generally with the Flexible Advantage you should
be able to define what it does in advance, and The list of Advantages and Disadvantages is not ex-
should limit yourself to no more than the Ability Level in haustive, and you can consult with the GM and other
different aspects at once, so the aforementioned Util- players about new ones you’d like to add. Before you
ity Belt with five tricks would require PL 5. That doesn’t do, though, you should consider whether it can be
preclude using the Primary Rule to come up with new handled by one of the existing ones, some of which
clever uses for, say, handcuffs, but it should preclude are quite broad, or by a Complication, or just by ap-
suddenly discovering a new device that’s just what plying the Primary Rule given how you imagine the
you need for the situation in there. If it makes sense, Power working. Zap! discourages min-maxing (tweak-
you are free to change the list of what your Flexible ing characters to get the maximum effectiveness for
21
3. F ILLING I N T HE T EMPLATES

the minimum drawbacks), so before you add a new Addiction: You need a certain unusual substance or
Advantage or Disadvantage you should really con- activity to survive, or are compelled to seek it. If
sider whether it’s necessary to capture the concept you are deprived of this substance, you can be
of the Power and not just an excuse to be able afford distracted by its presence. This counts as being
an extra Power or Advantage or to make the Power hindered until you obtain it or it is removed from
useful out of all proportion to its Power Level. One your presence.
quick test is if you wouldn’t mind if the enemies start
employing the same Advantage or Disadvantage on Alter Ego: Under some circumstances, your body is
their Powers, it’s probably okay. taken over by a personality that doesn’t take your
wishes into account. For example, a human host
of an alien symbiont might generally be the dom-
Mishaps inant personality but sometimes find the alien in
control.
Some Disadvantages such as Erratic or Side-Effects
Aversion: You find a common substance unpleasant
only trigger when the hero rolls a “Mishap” on an at-
to be around, e.g., a desert-world alien that hates
tempt to use the power. Mishaps never occur outside
water. You will avoid it if at all possible, and if sud-
the context of these Disadvantages, so most of the
denly presented with it, will cringe away. This usu-
time you don’t have to consider it. Mishaps don’t oc-
ally takes one Action. You cannot usually be af-
cur if the use of the power doesn’t require a roll, unless
fected multiple times.
the hero has the Frequent Mishaps Disadvantage.
If the power has such a Disadvantage then if a roll Block: There is a common activity that you cannot
on the power comes up doubles, there is a chance of do. For example, a cyborg might be unable to
a Mishap. Roll a d12 to “confirm” whether there’s a swim.
Mishap: if you roll less than or equal to the die-size of
the highest die, then a Mishap has occurred and the Compulsion: Under some circumstance, you must do
Disadvantage takes effect. E.g. a PL 7 (d6, d4) power something whether you wish to or not. You lose
has Burn-Out as a Disadvantage: the player rolls 3, control of your actions until this is finished. For ex-
3 which means there’s a chance of a Mishap. She ample, a shapeshifting alien might be required to
rolls a d12, and if she gets a 6 or less the power burns spend one hour out of 24 in a liquid state, unable
out. Disadvantages that have a chance of Mishap to take any actions.
will occur 1/12 of the time (powers rolling bigger dice
Ritual: You need to undertake a daily ritual to keep
have less chance of doubles, but more chance that
your powers or stay healthy. If you don’t get the
doubles are confirmed as a Mishap).
chance to perform the ritual, your powers are
If a Power that can have a Mishap has been re- hindered or disabled until you can do it. For
duced to a single die, such as when you are Hindered, instance, certain kinds of robots might need to
instead of checking for doubles roll a d12. On a roll of recharge daily.
12 a Mishap occurs.
Susceptibility: A certain substance hurts you. You are
hindered while in its presence, and it may even-
Alternate Method If players find it simpler they can
tually be fatal. Example: a methane-breathing
roll a separate d12 Mishap die whenever they roll a
alien might find oxygen poisonous.
power with such a Disadvantage, and the Mishap oc-
curs on a roll of 12, regardless of what the other dice Taboo: You are not permitted to do something that
show. The odds of Mishap are the same, but it requires most people do. If you do it, major portions of
rolling more dice since you roll the Mishap die every your power will be blocked until the situation is
time and not just when doubles come up. remedied. E.g. A robot might be programmed
to obey the Three Laws of Robotics, and malfunc-
tion or become catatonic if it ever accidentally
Restrictions harmed a human

Scientists and Uniques need to choose a Restriction. Vulnerability: A certain substance or kind of attack
A fixed set of Restrictions will be part of the templates hurts you disproportionately. E.g. an alien with
for most alien creatures. Restrictions should be severe really sensitive hearing that is more easily hurt by
enough that they could be used to definite strategic sonic attacks. Your defenses against this kind of
advantage by a foe that knows about you, while not attack count as hindered, even the automatic
crippling your character for play. Below are several ones, so you only roll one die for each defense.
kinds of restriction for inspiration; this is not meant as
a complete list, but suggests how severe restrictions
ought to be. You can group minor restrictions to-
gether, especially of the same kind, to make a more
serious restriction.
22
Chapter 4

Spending your Boosts

You have a certain number of Boosts to spend on your Toughness


character, usually 3. As you gain experience, you will
Toughness is how physically durable you are. The
be able to purchase more Boosts. The number of XP
higher your Toughness, the more likely you are to
you need to get an additional Boost is equal to your
avoid becoming Out (of the fight) due to most types
current number of Boosts.
of attack.
Each Boost can be spent for one of the following:

• Add one to one of the four attributes: Toughness, Will


Stamina, Will, and Actions.
Will is how mentally prepared and determined you
• Increase one power by 1 level or give it a small are. The higher your Will, the harder you are to Control
Advantage. 2 Boosts give it a big Advantage. or put Out with a mental attack. You also get a bigger
bonus when making a Supreme Effort.
• Increase two Shticks by 1 level each, or one Shtick
by 2 levels.
Stamina
• Add one new power. The starting level is given in Stamina is your endurance. It represents your ability to
your template. push beyond your normal limits, as well as your resis-
• Add two new Shticks at the starting level in your tance to certain unusual forms of attack such as en-
template, or one Shtick at one higher level. ergy drains, being strangled or drowned. The higher
your Stamina, the harder you are to put Out with at-
• Get a companion, base, or vehicle. You can then tacks that weaken you, such as Energy Drain or Poison
spend additional Boosts to improve these. Gas. You can also exert yourself more often by using
Supreme Effort more frequently and are less likely to
• Get three Assets. Assets are things like Favors, be tired by invoking Failure is Not an Option!
Contacts

• You may increase an Ability by giving that Abil- Actions


ity Disadvantages; a Small Disadvantage lets you Actions is the number of distinct actions you can take
increase it by 1 or give it a Small Advantage; a during a Round. Using an Active Power counts as an
Big Disadvantage lets you: increase it by 2; add Action even if you don’t end up rolling the dice, as
2 Small Advantages; increase by 1 and add one does manipulating objects such as opening a door,
Small Advantage; add a Big Advantage. pressing a big red destruct button, or calling some-
body on a cell phone. For instance, if you use your
Attributes Ice Mastery Power to create a slide to catch a falling
child you don’t need to roll for success, but it does still
Boosts can be spent on increasing your Attributes. take one of your Actions for the Round.
Attributes in Zap! are characteristics that everybody Think of an Action as a single panel in a comic book,
has. Three of the Attributes are primarily defensive, or a single shot in a movie.
representing how much characters can resist various One thing to keep in mind is that you can only use
types of Powers: Toughness, Will, and Stamina. The most Powers once per Round, and each use takes
remaining Attribute, Actions, is how many different an Action; only Automatic Powers can be used mul-
things you can do in a Round. An ordinary person tiple times in a Round and don’t cost an Action to
has a score of 1 in each, but player characters start use. When creating your character you usually want
with at least 2 in each. Having 3 in an attribute would to balance your number of Powers with your Actions.
make you one of the world’s toughest humans in that If you have many Powers but few Actions, you won’t
respect, and a 5 or more is definitely superhuman. use most of your Powers in any one Round, although
23
4. S PENDING YOUR B OOSTS

it gives you a wide variety of Powers to pick from. If in what it’s doing and gets no Actions. XP that you
you have many Actions but few regular Powers, many earn can be spent on improving the Avatar instead
of your Actions will be spent assisting teammates to in the same way that you would improve your own
recover or performing tasks that don’t require Pow- character. The Avatar will interact with objects and
ers, such as closing doors, kicking away dropped other Avatars in cyberspace just as characters do in
weapons, and so on. the game-world, though the way that cyberspace
looks and behaves according to the Primary Rule may
vary considerably from the way the meatspace world
Assets works; the GM and the players should take extra care
to discuss how it ought to work to avoid clashing as-
Boosts can also be spent on Assets. Assets are
sumptions and styles.
things owned by your character, such as Compan-
ions, Avatars, Vehicles, or Bases. Assets can belong to
a group rather than individual. If you are the crew of Vehicles
a starship, the ship can belong to all of you. If a group
shares an Asset, they can divide up the costs arbitrar- Some characters have special Vehicles that allow
ily. Each can contribute a share of XP, including the them to get to where the action is. Vehicles need
XP needed for the first Boost needed to purchase the not be at the same Scope as the characters. Ones
Asset. at the same Scope take the characters from place
to place within an adventure or can be used in com-
bat scenes. Spaceships will generally be on a com-
Companions pletely different Scope from the characters, and have
Many characters in science fiction have assistants, their own Chapter on designing and using them (see
servants, pets, or trusted companions. Any type of Ships). Vehicles can carry teammates and cargo as
creature can be a Companion, from a flying, acid- well as you. You don’t need a Vehicle as an Asset to
spitting mini-dragon to a mindless android awaiting have a driver’s license and car. Only purchase a Ve-
your instructions, to a trusted friend. hicle if it has special abilities of its own, or you actually
One Boost gets you a Companion with all Attributes use it in a fight. A land-speeder is just a hovercraft that
1, three powers at 5, and two Shticks at 4. Expe- takes you to the dives in the starport. That wouldn’t
rience points spent on Companions don’t increase count as a Vehicle. But Serenity, the ship in Firefly, is al-
your hero’s Boosts (and hence, do not increase the most a character in its own right, and would certainly
XP Cost to buy future Boosts for you), but do increase be bought as a Vehicle.
Boosts a costs for the Companion. It costs 1 XP to give Vehicle
your Companion 1 Boost. From then on, it costs XP Toughness 2
equal to the total number of Boosts your Companion Movement 4 (D) Power-up +2 if traveling out-of-
already has to give it an additional Boost. So a sec- combat
ond XP gives it a second Boost, then 2 more XP are Defense 4 automatic defense
required to give it a third. If you want to give your Cost: 1 Boost.
Companions extra Boosts to start, you can trade one You can describe your Vehicle as fitting any number
of your Boosts for 3 XP and spend that on your Com- of passengers, but the larger it is, the more restricted
panion or other Assets. it will be in going off-road, landing, or docking as ap-
Not every friend or ally needs to be a Companion. propriate. You can give your Vehicle Boosts as you
What distinguishes a Companion from a friend is that would a Companion. The first Boost costs 1 XP, then
a Companion will obey you almost unquestioningly, the second 2, and so on. This does not count towards
and are willing to place themselves in danger for you. increasing your own Boosts. If you trade one of your
initial Boosts for 3 XP, you can thus use this to improve
your starting Vehicle by two Boosts.
Avatars
Vehicles start with only Toughness as an Attribute,
Certain kinds of Science Fiction stories, notably Cy- but you can purchase Will and Actions. A Vehicle with
berpunk, have much of the activity take place in cy- 0 Actions can still use its Movement power to move,
berspace or a virtual reality. If this is a once-in-a-while since that costs 0 Actions. To use any other power,
activity in the game, it can be handled as an ordinary or to use the Vehicles Movement to attack or defend,
Power (e.g. Hacking, Cybersystems) but if it’s going to you would need to use one of your own Actions. If you
be the basis of a lot of the action, the characters can buy your Vehicle at least one Action, it can perform
have Avatars, which are complete characters in their independent actions. If it has zero Will, your charac-
own right that exist only in the VR/cyberspace setting. ter must have trained or programmed it explicitly for
One Boost gets you an Avatar that’s a complete char- these actions. If it has a Will of at least 1, it has some
acter, using whatever Template you choose; it need kind of intelligence, and can react to circumstances
not be the same Template as the real-world version of without explicit input from you.
the character. When you are using your Avatar in cy- You can also use a Boost to buy a spaceship, start-
berspace, your “meatspace” character is absorbed ing with one of the base Ship Templates (equivalent
24
Assets

to 10 Wealth Points); some campaigns may be based creasing the Power up by one level of Scope. A
around the players all being crew on a much more City-Scope base could thus have a scanner that
powerful Ship, in which case the GM should just de- could monitor an entire Region, or a teleporter
sign the ship using whatever budget seems sensible capable of Interplanetary jumps.
and the players need not spend any Boosts to have it
as an Asset.
Minor Assets
Bases Some characters have special equipment, or perks,
Characters often require a base of operations, where like security clearance or law-enforcement authority,
they can store their equipment and mementos of their some have contacts in the underworld or with the po-
past adventures, keep their labs and scientific equip- lice, some are owed a big favor by somebody with
ment, and recharge their robotic bodies. One Boost unusual resources or power, and some are well-known
gets you an area or structure of any description, suit- enough to influence people’s reactions to them for
able for occupation. It could be a building in an office good or ill. These aren’t exactly Abilities, but they are
park, a secret asteroid base, a research compound capabilities that are similar in some ways. Minor As-
on a private island, or perhaps a huge warehouse in sets come in several flavors: Equipment, Perks, Con-
the middle of nowhere. The structure will have Tough- tacts, Favors, Wealth and Rank. At creation a charac-
ness 4 and other Attributes 0. It will have two Shticks ter can spend one Boost on three Minor Assets appro-
at 4 usable by anyone inside, such as Research Li- priate to their Personal Scope. That is, if the Personal
brary or First-Aid Kit. XP can be spent to improve a Scope is Scope 5 (City), then their contact has City-
base, just like for Companions and Vehicles. You can wide information/power/authority such as the Chief
give a base Attributes, Powers and Shticks. Powers of Police or Mayor, anchor of the local news, owner
and Shticks are only usable inside the base, or at the of a local company, while a National-Scope Contact
perimeter, as appropriate. If you don’t give it any Ac- might be the President, CEO of a nation-wide corpo-
tions, someone inside needs to use an Action to trig- ration, star of a nationally broadcast television pro-
ger any non-Automatic Power. If you give it Actions gram, or a Supreme Court Justice.
but no Will, the powers are programmable, following Minor Assets can be adjusted up or down from the
simple commands, and do not require someone else base Scope two-for-one. So a City Contact could be
to spend Actions. If you give it a positive Will, there is traded for two Neighborhood contacts, or four Street-
some computer or other intelligence that controls the level contacts; in the other direction two City Con-
base’s powers, and can act independently. tacts could be traded for one Regional Contact, and
four could be traded for one National Contact.
Base Advantages When rolling for the effect of a Minor Asset, that is
where it’s not obvious from the nature of the Minor As-
These Advantages apply only to Powers that belong set and the Primary Rule whether it would apply or be
to the base, and apply to a specific Power of the effective, roll the Asset’s PL vs. a Difficulty commensu-
base; you can’t, for instance, take the Advantage rate with the Scope. (See Difficulty for Other Tasks 11.)
Remote-Controlled as an advantage on the entire Minor Assets begin at PL 4 unless otherwise stated.
base and have it apply to all the Powers in the base When spending XP, you can choose to purchase
“for free.” A base’s Powers may also have Advan- new Minor Assets, and XP spent on Minor Assets
tages from the regular list, where appropriate. doesn’t increase your hero’s Boosts. One point of XP
Remote-Controlled (A) Remote-Controlled Powers (not one Boost) purchases 1 Minor Asset at the current
can be activated by a hero from outside the Scope; increasing the Minor Asset’s PL by 1 costs 1 XP
base, as long as he’s still within the Scope; the for the first increase, 2 for the second, 3 for the third,
Power would still take effect within the base and so on.
(though for some things, like looking up records
on a computer, that’s not really a Disadvantage).
Equipment
Long-Ranged (AA) Long-Ranged Powers can be op-
erated from within the base but targeted at things Characters can begin with equipment appropriate to
outside of the base, as long as they’re still in- their Abilities for free; the die-size of the Equipment is
Scope. Powers would also need the Remote- equal to the lower die of the appropriate Power or
Controlled advantage to be operated from out- Shtick, so this would be helpful in narrating what they
side of the base to target something outside of can do, but wouldn’t actually increase the roll. E.g.
the base, e.g., a Teleporter that a hero could use if the character has a power Photon Sword at PL 5,
to travel to the base. then a d4 Photon Sword would be free (since PL 5 rolls
a d6 and a d4); if the PL had been 6, then the Photon
Larger Scope (AA) Larger Scope Powers can operate Sword would start at 6. Spending 1 XP increases the
at a Scope above that of the base; this advan- die-size by one, 2 XP to increase it again, and so on;
tage can be taken multiple times, each time in- thus for one Boost (3 XP), that could become a d8
25
4. S PENDING YOUR B OOSTS

Photon Sword. See Equipmentfor a full discussion of Wealth


Equipment.
If the campaign is using the optional Wealth rules,
characters can start with Wealth as a Minor Asset.
Perks Wealth starts at 4, and can be increased like any Mi-
A Perk is a special dispensation or benefit that comes nor Asset (1 XP for the first increase, 2 for the second,
from the role the character plays in the community etc.) but unlike most Minor Assets is likely to increase
or with an organization. For instance, a character or decrease during play, and not just as a result of
might be deputized by the local police force, allow- spending XP. If Wealth decreases during play, charac-
ing him to make legally sanctioned arrests, but requir- ters don’t get any XP they spent back. See Wealth for
ing him to follow the same rules as to probable cause a full discussion of how Wealth is used.
and evidence that the police follow. Another char- If you’re not using the Wealth rules, or even if you
acter might have security clearance with the Federal are, characters can be wealthy as part of their back-
Government, or even a far-flung stellar empire. The ground or as a Shtick, but that doesn’t translate di-
effects and restrictions for having a Perk are worked rectly into buying and selling things; instead it’s han-
out through the Primary Rule, though the GM might dled narratively as part of the Primary Rule. I.e. a
call for a roll of the Perk against the Difficulty if there’s character might justify trying to bribe her way to see
some doubt as to whether the requested use is truly the Emperor with her Wealthy Shtick, but shouldn’t just
sanctioned by the Perk. buy everybody on her ship d10 Powered Armor by ap-
pealing to her Shtick instead of spending XP for it un-
der the Equipment rules.
Contacts
A Contact is somebody with access to information or Rank
authority who can prove useful to the character. A
contact might be a snitch in the local underworld, a A character may have a rank within a particular or-
pal in the Star Knight records department, the head of ganization; rank acts much like a Contact, but it’s the
Interstellar Security Service, and so on, depending on character’s own authority that’s being exercised. The
the Scope. Contacts will cooperate with the charac- rank should be commensurate with the character’s
ter in areas that are within their competency and au- Adventure Scope, rather than Personal Scope. You
thority, but won’t risk their lives or their careers to help. can be a general without being able to fight like an
Contacts might also call upon the character to recip- army. Roll the PL in Rank vs. the Difficulty set by the
rocate. The effects and restrictions for having a Con- GM to determine whether your rank grants you suffi-
tact are worked out through the Primary Rule, though cient authority. If you roll a Mishap while pulling rank,
the GM might call for a roll of the Contact’s PL vs. the there should be repercussions, though the order may
Difficulty if there’s some doubt as to whether the con- still be carried out if the roll was a success.
tact really has the information or authority needed.
You don’t need a separate roll to see if the Contact
will help; the roll of the Contact’s PL vs. the Difficulty
covers that: failure could indicate the Contact won’t
help or can’t help, depending on the Primary Rule.
A Contact that would readily risk life and career to
help the character should be taken as if it were a
Companion, even if the contact would almost never
accompany the character on an adventure.

Favors
A Favor is something big that somebody owes the
character–big enough that they might actually risk
their life or career to help. Favors need not be owed
to the character by Contacts or friends: the local
gang lord might owe the hero a debt of honor for sav-
ing the gang lord’s daughter’s life, for instance. Fa-
vors can only be called in once, and then are gone.
You don’t usually need to roll to see if the person who
owes you the favor will cooperate, but the GM might
roll as with Contacts above if there’s some doubt
whether the favor being asked for is actually within
the debtor’s power to grant; if there’s some reason
that the person isn’t actually in the position to grant
the favor, the favor isn’t used up.
26
Chapter 5

Complications

Every good character has things that complicate life plications that everyone in your group will have, such
and add drama. It might be that in the eyes of the as Hates Evil or Takes Risks.
law, you are a dangerous criminal, or maybe your un-
cle wants you to stay home and be a moisture farmer
instead of joining Star Academy. Perhaps you are
poor, and have to struggle to earn enough credits
to keep your rust-bucket starship flying. You should
choose Complications to highlight themes you want
to be dealing with in the game. Complications are
invitations to the GM to focus on a particular aspect
of your character or kind of adventure you’d like to
have. Every Zap! character has roughly the same
number and severity of Complications. You are per-
fectly free to change your character’s Complications
between adventures; if you want to stop focusing on
your money problems for a while you can tell the GM
that and substitute a new Complication...perhaps you
become the target of a local crime lord, who wants
to recruit you as a smuggler. Removing poverty as Note On Complications
a Complication doesn’t necessarily mean that you’re
wealthy now, only that trying to earn enough credits Try to avoid thinking of Complications as part of a
for day-to-day ship’s expenses and repairs shouldn’t price you have to pay to the GM in order to play
crop up frequently in adventures. a cool alien creature or kick-ass cyborg warrior; that
can lead to picking a Complication that will annoy
Most characters take one Big Complication and
you when it crops up...but you’re not playing the
two Small Complications. Crew have the option
game in order to be annoyed, and it’s not the GM’s
of having 4 Small Complications instead, since their
job to keep you from having too much fun. Ideally
problems may be less of a character hook. A Big
you should be looking forward to your Complications
Complication is something that will crop up almost all
coming up in an adventure, because it throws the
the time, and will form one of the main themes of the
spotlight on your hero and gives you a chance to ei-
character. Not every adventure will incorporate it, but
ther have some drama or be clever and engage in
it will come as no great surprise if one does. A Small
lateral thinking. Kryptonite wasn’t introduced into Su-
Complication is one that only has an occasional im-
perman’s mythos in order to make it more fair, it was
pact, though it might be a big deal when it does, or if
created to make it more interesting. Having to res-
it crops up frequently it does so in a minor way. Com-
cue somebody from an area strewn with Kryptonite
plications can be chosen to be Big or Small depend-
presented a challenge that couldn’t be solved by a
ing on your preference. As a Small Complication, be-
straight application of his awesome powers. When
ing Wanted by the Law might mean that you can’t
you choose Complications you should be thinking in
go to the police to ask for information or assistance,
terms of what sort of problems would you like to be
and you leave your neatly-wrapped foes for them to
presented with during play and whether those will ac-
find, bugging out before they can arrest you too. As
tually be fun for you to deal with. Don’t over-think it,
a Big Complication, the police might actually try to
though; remember, in Zap! when you get tired of a
arrest you in the middle of a battle, or even aid your
Complication you can simply set it aside and replace
foe thinking that he must be one of the good guys
it with a new one. Ultimately the goal of Complica-
because he’s fighting you!
tions is to help the GM drive the game in directions
Since Complications are a way to focus the atten-
that you find interesting.
tion on your character, you don’t want to take Com-
27
Chapter 6

Fleshing out Your Character

Drive appearance could reflect your true nature (a bad-ass


who looks every bit a bad-ass), it could be adopted
Drive is a description of your character’s primary mo- deliberately to hide your true nature (a bad-ass who
tivation, what makes her go off and explore strange looks like Casper Milquetoast because being under-
new worlds and seek out new civilizations. It could estimated is useful), or it could be an ironic contrast
be curiosity, duty, vengeance, the desire for personal to or statement about your true nature (the big scary-
power, protecting the innocent, or the quest for per- looking alien who’s poetic and sensitive).
sonal enlightenment. Your Drive will help you role-play In addition, a picture or description can help you
your character, and help the GM come up with ad- resolve issues when it comes to applying the Primary
ventures that are interesting to you. Rule. There will often come times when you need
to know whether your hero wears a closed helmet,
say, or gloves, or has any accessible gadgets hang-
Back-story ing from her belt; in these situations a picture can be
worth a thousand words. Working out such details in
What happened before your character decided to advance, incidental to designing your hero’s appear-
adventure? Did you attend an Academy that trained ance, can speed play and free you from worrying
you? Were you kidnapped from your home-world? about whether you’re being fair.
Did you stow away on a starship, seeking adventure or If you are more of a visual person, you might even
just an escape from the slums where you were born? want to draw or use a computer sketch program to
Or is it just a job to you, not an adventure at all? create an image of your character.
Who are your family and friends? What do you do
for a living? Describe the character’s back story in as
much or as little detail as you like. This is your oppor-
tunity to flesh out who your character is and what she
can do other than fight. You can add details about
the character’s civilian life, profession and hobbies,
friends and family, skills and training, notable past ad-
ventures, and whatever else you think is relevant.
Your back story need not be completely deter-
mined at the start of play. Serial fiction is full of rev-
elations of previously unmentioned background de-
tails, from members of your family having been killed
decades before by this episode’s villain, to the big
bad actually being your father and your love inter-
est your sister. Players should feel free to Retcon their
character’s pasts, though they should probably clear
it with the GM before they do the kind that actually
contradicts prior versions of the story, just in case the
GM had built it into the campaign in a way that would
be hard to fix.

Appearance
Think about what image your character projects. How
will others see her or him? Usually, your appearance is
related to your true nature in one of three ways. Your
28
Chapter 7

Example Characters

Ace Astra, Starship Captain New Powers begin @ 5 New Shticks begin @ 4
Vehicle: The Peregrine
Template: Crew Hull: 4, Toughness: 2, Power: 2, Crew: 0
Drive: Explore the Galaxy! Powers
Toughness: 2, Stamina: 2, Will: 3, Actions: 2 Movement 5 (D) Power-up to 7 w/chance of Burn-
Powers Out
Great Reflexes 6 automatic defense. Deflector Shields 4 automatic defense
Academy Training 4 Trained at hand-to-hand com- Gun Turrets 4
bat and with pistols. Shticks
Starship Command 5 Cargo Bay A 5
Shticks Cargo Bay B 5
Starship Command 5 Power Plant 5
Charm Your Pants Off 5 Sensor Dish 5
Inspire 5 Ace can rally the troops or change the Restriction: Cranky. Each session roll a random sys-
course of a civilization with her oration tem that has the Erratic Disadvantage for that session
Bluff 5 Complications: Mortgaged; Jones has to keep
Tactics 5 working to pay off the ship, or it’ll be repossessed.
History 5
Complications
Major: Loyal commander. If Space Fleet orders it,
Parsifal Farmer
Ace does her duty, however personally distasteful. Template: Bad-ass
Minor: Can’t resist the opposite sex, and vice-versa. Toughness: 3, Stamina: 2, Will: 3, Actions: 2
Minor: Takes responsibility for her 435 crew seriously. Powers
New Powers begin @ 4 New Shticks begin @ 5 Photon Blade 5
Pilot 5
Solitaire Jones Star Knight Intuition 5
Star Knight Danger Sense 5 automatic defense
Template: Bad-ass Shticks
Drive: Get rich Dirt Farmer 4
Toughness: 3, Stamina: 2, Will: 3, Actions: 2 Mechanic 4
Powers Star Knight Traditions 4
Gunslinger 5 - shoots first Star Knight Psi 4 (D) Slow (requires 2 actions), (A)
Alertness 5 automatic defense Flexible: telekinetically move small objects, telepathic
Hotshot Pilot 6 communication, detect psi powers, mind shield
Shticks Equipment
Maintenance 4 Photon Blade d8
Knows a guy 4 - knows people everywhere Complications
Charming Rogue 4 Major: Easily swayed by a pretty face
Smuggler 4 Minor: Orphan
Complications Minor: Sister issues
Major: Wanted by the law: Jones has outstanding New Powers begin @ 5 New Shticks begin @ 4
arrest warrants on most of the central planets.
Minor: Bad at fast talk: If Jones attempts to talk his
way out of a situation, he usually makes it worse.
Minor: Never tell me the odds: Jones is a lousy gam-
bler.
29
7. E XAMPLE C HARACTERS

Dr. Markov Grr’onk, Trog Co-pilot

Template: Scientist Template: Unique


Toughness: 2, Stamina: 2, Will: 3, Actions: 2 Toughness: 4, Stamina: 2, Will: 3, Actions: 2
Powers
Powers
Big 6 Half again as big as a human, and strong to
Science! 7 (A) Power-up to Ultra-Flexible with 3 Re-
boot
search scenes
Hairy 6 automatic defense thick hair is hard to pen-
Force-Shield Belt 4 automatic defense (A) Flexible etrate, and even if something does it’s hard to tell
Shticks where the vital spots are in there
Scientific Research 5 Pilot 4 Can operate most of the ships systems, but
Boundless Enthusiasm 4 can carry otherwise sensible starship piloting isn’t typical of Trogs
people along with his crazy schemes Shticks
Complications Starship Maintenance 3 can fix systems that go
Major: His curiosity will get him killed one day. wrong, sort of
Wilderness Survival 4 Trogs are at home in the jungles
Minor: Absent-minded
and forests
Minor: Can let his scientific enthusiasm cloud his Complications
better judgment when it comes to building devices
Major: human-sized gear doesn’t fit
on the behalf of would-be conquerors
Minor: Can’t speak Galactic, though he under-
stands it; his voice box and lips aren’t shaped cor-
rectly.
Adam Procyon, Clone Warrior Minor: Fastidious. Doesn’t like to do anything that
will make him have to clean all that hair.
Template: Bad-ass New Powers begin @ 6 (or 4 if they don’t fit the
Toughness: 3, Stamina: 2, Will: 2, Actions: 2 stereo-type) New Shticks begin @ 4 (or 3 if they don’t
Powers fit)
Instinctive Combat Training 5 All forms of combat
are literally programmed into his brain. Spotty, uplifted dog Engineer
Genetically Enhanced 5 automatic defense His
genes have been modified to make him quick and Template: Crew
very tough. Drive: Keep the damn ship working
Power Pilot 5 From jet-packs to star-ships, if he can Toughness: 2, Stamina: 2, Will: 2, Actions: 2
operate the controls, he can fly it. Powers
Shticks Dog Gone 6 automatic defense. He’s small, fast,
Demolitions 4 The art of destroying big things with and never where you expect him.
little bombs. Telekinesis 4 His uplift includes telekinetic ability, but
Security Systems 4 From computer surveillance to it’s not very strong
mechanical locks, he can bypass them. Ruff’n’Tumble 4 knows how to fight with his teeth,
and can take a kicking
Interrogation 4 Getting what you want by being
Shticks
reaaaallly scary.
Starship Engineering 5
Mechanic 4 A good soldier can maintain his equip-
Dogged Determination 5 once he grabs hold of a
ment, and tank, and airplane...
problem he never lets go
Complications Nose for Trouble 5
Major: Adam was decanted without a personality Scrounger 5 he can find parts almost anywhere,
overlay. He has no memories of a childhood, and sometime even legally
no learned skills or knowledge. All he has learned is Streetwise 5
what he learned from the archeology team that dis- Party Animal 5
covered him. His personal skills are lacking, and he Complications
knows nothing of the universe. Major: He’s a dog; until he speaks most people
Minor: Adam’s programmed skills include an incli- don’t even know he’s been uplifted, and he still some-
nation to follow orders from anyone seen as an au- times has trouble getting strangers to take him seri-
thority. He sometimes has trouble thinking for himself. ously.
Minor: Adam was built by a tyrant who tried to take Minor: Doesn’t understand human society very well.
over the galaxy, and gave it a good shot. Anyone Minor: No manipulatory appendages, so he has to
who ever saw one of his “brothers” out of their uniform use his weak telekinesis for anything humans do with
will recognize him as a Clone Warrior. their hands
New Powers begin @ 5 New Shticks begin @ 4 New Powers begin @ 4 New Shticks begin @ 5
30
Null Pointer, Hacker

Tok, Menton Ninja Teleport 5 can vanish in a puff of “smoke” and


re-appear elsewhere.
Template: Menton Shticks
Drive: Understand the universe Cyberspace Streetwise 4 Knows the ins and outs of
Toughness: 2, Stamina: 2, Will: 2, Actions: 2 cyberspace, and the seamy underside and subcul-
Powers ture
Logic 6 Mentons are relentlessly logical and capa- Tracking 4 Can follow other avatars through cy-
ble of lightning calculations of trajectories and prob- berspace
abilities that serves them instead of formal combat Patch 4 Can heal damage to avatars, including
training. himself, by patching in new code
Science! 6 specializes in physics and astronomy Cool 4 the avatar is cool and sexy, with all the dark
Alien Metabolism 6 automatic defense. Stronger, and brooding charisma and calm self-confidence
faster, and more resilient than humans. See Menton that Null doesn’t have in meatspace.
template for details.
Shticks
Scientific Research 4 specialty: physics
Polymath 4 (AA) Ultra-flexible. Knows a little bit of
everything about everything except the soft-sciences
Hyper-chess 4
Painting 3
Complications
Major: Doesn’t understand human society or emo-
tions, though he finds them fascinating.
Minor: Secretly addicted to 20th century soap op-
eras
Minor: Semi-friendly rivalry with ship’s psychologist
Restriction: Doesn’t do the “soft” sciences, such as
psychology or medicine.
New Powers begin @ 6 if they fit the stereotype, 4
otherwise New Shticks begin @ 4 if they fit, 3 otherwise

Null Pointer, Hacker


Template: Scientist
Drive: Riches
Toughness: 2, Stamina: 2, Will: 3, Actions: 2
Powers
Hacking! 5 (A) Power-up to Ultra-Flexible with 3 Re-
search scenes
Nebbish 4 automatic defense not worth noticing
Shticks
Computer Research 5
Geek culture 4 knows everything there is to know
about anime, video games, comic books
Complications
Major: Easily duped by a pretty face.
Minor: Poor social skills.
Minor: For someone who professes to be driven by
money, he’s generous at inconvenient times
Null’s Avatar
Null’s Avatar in cyberspace; a cyber-ninja. In cy-
berspace, security systems will appear as creatures
that he can fight with his powers.
Template: Bad-ass
Toughness: 3, Stamina: 2, Will: 2, Actions: 2
Powers
Vorpal Blades 5 Viruses that appear in cyberspace
as ninja swords, capable of fighting on their own.
Ninja Stealth 5 automatic defense
31
Chapter 8

Alien templates

Here are some aliens suitable for PCs reminiscent of


various SF tales. Most campaigns would replace these Menton Template
or at least add new ones to flesh out the setting. Aliens Mentons are relentlessly logical beings who’ve
should be designed to be able to work along side of purged their society of useless emotion, except
humans (possibly using high technology) or whatever for once every seven years when they binge on it.
the baseline sophont of the setting is, e.g. no aliens Mentons are better than humans in practically ev-
that can only survive in an atmosphere that would be ery measurable way, yet somehow always seem
poisonous to all the other player characters unless be- to find themselves in subordinate positions to hu-
ing trapped in an environment suit is part of the chal- mans, who have the emotional drive to get things
lenge of playing that alien. done.
Attributes: Tough: 2 Will: 2 Stamina: 2 Actions: 2
Powers:
Klangon Template Logic: 6 Mentons are relentlessly logical and ca-
Klangons are a race of boney-foreheaded
pable of lightning calculations of trajectories and
aliens with a proud warrior culture, a love of
probabilities that serves them instead of formal
opera, and taste for prune juice.
combat training.
Attributes: Tough: 4 Will: 2 Stamina: 2 Actions: 2
Science!: 6 Mentons are universally trained as
Powers:
scientists, and have a Science! specialty just as if
Great Strength: 6 (d6, d6)
they were using the Scientist template.
Hardiness: 6 (d6, d6) automatic defense
Alien Metabolism: 6 automatic defense. Men-
Combat Training: 6 Klangons are trained almost
tons are stronger, faster, and more resilient than
from birth in armed and unarmed combat
humans, and many things that would poison hu-
Shticks: 2 Shticks @ 3 (d4) or 4 (d4, d4) if they fit
man won’t work on Mentons. In addition they
the stereotype
have a rarely-noticed nictating membrane that
New Powers: The following will start at 6 if
can protect their eyes from excessively bright
chosen: Armored Exoskeleton (some Klangons
lights that would be enough to blind humans per-
elect to be permanently welded into their battle-
manently.
gear), Berserk (Klangons can go berserk, becom-
Shticks: 2 Shticks @ 3 (d4) or 4 (d4, d4) if they fit
ing nigh unstoppable: treat as an automatic heal-
the stereotype
ing power that will Unhinder or work to revive the
New Powers: The following will start at 6 if cho-
Klangon if Out, after the battle the Klangon is Out
sen: Nerve Punch (study of humanoid nervous sys-
even if uninjured). Other powers unique to that
tems lets them select targets that will disable with-
particular Klangon may be taken at 4.
out injury), Mind Mold (Mentons can impose their
New Shticks: Start at 4 if they fit the stereotype,
own memories on others with flesh-to-flesh con-
3 otherwise
tact)
Restrictions: Psi Weakness: Klangons never de-
New Shticks: Start at 4 if they fit the stereotype,
fend against Psi attacks with better than their De-
3 otherwise
fault Skill; Today Is A Good Day To Die: Klangon
Restrictions: none
culture forbids surrender or retreat, and any Klan-
Power Boosts: none
gon known to have done so (even under direct
orders) will be stripped of all rank and honors and
socially ostracized until he or she can make good
by dying spectacularly.
Power Boosts: Because Toughness was in-
creased by 2, the Klangon template needed 2 re-
strictions.

32
Deltan Template Diplomatron
Deltans are shape-shifting telempaths. They Diplomatrons are protocol bots, used as transla-
have a reputation for being somewhat flighty and tors and diplomatic aides.
emotional, but they often serve as ship’s psychol- Attributes: Tough: 2 Will: 2 Stamina: 2 Actions: 2
ogists. Powers:
Attributes: Tough: 2 Will: 3 Stamina: 2 Actions: 2 Diplomacy: 6 Diplomatrons are adept at nego-
Powers: tiating with things, even while they’re attempting
Shapeshift: 6 Deltans can assume any form to harm them.
they’ve seen before, of roughly the same mass; if Fault Tolerance: 6 Diplomatrons can still func-
that form has special non-technological, non-psi tion even when severely damaged (missing
powers such as claws, stings, or acid breath, they parts, gaping holes, having to carry their heads
will have those powers while in that form. around).
Telempathy: 6 Deltans can sense and project Shticks:
emotions. Languages 5
Regeneration: 6 automatic defense. (A) Flexi- Politics 5
ble. Deltans are hard to hurt for very long. New Powers: The following will start at 6 if cho-
Shticks: 2 Shticks @ 3 (d4) or 4 (d4, d4) if they fit sen: Psychological/Social defenses such as “Let’s
the stereotype talk this over.”
New Powers: The following will start at 6 if cho- New Shticks: Start at 4 if they fit the stereotype,
sen: Mind Bond (Can form a permanent tele- 3 otherwise: Typical Shticks are any knowledge or
pathic bond with one other, allowing two way cultural Shticks except things like intimidation or in-
communication of more than just emotions) terrogation.
New Shticks: Start at 4 if they fit the stereotype, Restrictions: Pacifist (personal only, doesn’t try
3 otherwise. Typical Shticks: Psychology, Protocol, to dissuade others from violence).
Diplomacy, any Cultural or Art, Disguise, Acting Power Boosts: Diplomatrons have one boost, to
Restrictions: Deltans must spend 1 hour out of raise Languages and Politics Shticks by 1.
every 24 in a quiescent chrysalis form.
Power Boosts: Deltans have one power boost,
to account for the Flexible Advantage on their re-
Servo-Unit
generation.
Servo-units are trashcan-shaped robots that are
adept at interfacing with, controlling and repair-
ing the software of other machines and robots.
Attributes: Tough: 2 Will: 3 Stamina: 2 Actions: 2
Powers:
Warbot Template Interface: 6 (AA) Control. Servo-Units can con-
Warbots are robots equipped and pro- trol computers, machinery, and other robots, pro-
grammed for combat. vided they can physically interface with them.
Attributes: Tough: 4 Will: 3 Stamina: 2 Actions: 2 Not Worth Noticing: 6 Servo-Units are small and
Powers: unassuming, and are so common in any civilized
Armored Body: 6 Warbots are heavily armored, high-tech facility that they generally are unno-
and as robots do not need to breath or eat, and ticed as they go about their business, even during
are immune to things like poison and disease. a firefight.
Incinerator Beam: 6 Warbots typically have one Regeneration: 6 automatic defense. (A) Flexi-
heavy-duty attack. ble. Deltans are hard to hurt for very long.
Shticks: 2 Shticks @ 3 (d4) or 4 (d4, d4) if they fit Shticks:
the stereotype Repair 6 (DD) need to be able to control some-
New Powers: The following will start at 6 if cho- thing else if repair requires physical manipulation
sen: Jump Jet, Ship’s Gunner, Force Field, Riot Gas Navigation 4
New Shticks: Start at 4 if they fit the stereotype, New Powers: The following will start at 6 if cho-
3 otherwise. Typical Shticks are Calculation, Tac- sen: Ships Systems such as Gunner or Pilot
tics, Computer Interface, Military History, Politics, New Shticks: Start at 4 if they fit the stereotype, 3
Use Military Equipment, Repair otherwise. Typical Shticks: any sort of engineering
Restrictions: Warbots have a manual off switch or mechanical knowledge.
as a fail-safe. Restrictions: No manipulative limbs; can under-
Power Boosts: Warbots have one power boost, stand but not speak common languages.
to up their Toughness by 1 Power Boosts: Deltans have one power boost,
to account for the Flexible Advantage on their re-
generation.

33
Part II

Playing Zap!

34
Chapter 9

Quick Summary

Here’s a quick summary of the mechanical options in • Failure is Not an Option! Can opt to become Hin-
Zap! Any option you take must be justified by describ- dered to change a non-combat roll to highest
ing what you’re doing according to the Primary Rule. possible (if this would require a larger adjustment
Further details on each are supplied in the following than your Stamina, become Tired).
chapters, but this is the essence of the game.
• Splitting Powers Split roll into single die at two dif-
• Attack Spend an Action. Roll 2 dice, take higher. ferent targets, -1 die size for each doubling of
number of targets after that. (4 targets is -1, 8 is
• Use Ability spend an Action. Roll vs. GM-assigned -2, etc.)
Difficulty to succeed.
• Careful Aim Take half the largest die instead of
• Defend Defend with an Automatic or spend an rolling; no Collateral Damage. Not while Hin-
Action to defend with a regular Power. If At- dered.
tacker’s roll beats yours, you are Hindered; if it
beats it by more than your Attribute, you are Out
– Pull Your Punch No Overkill
(vs. Toughness)/Tired (vs. Stamina)/Influenced
(vs. Will).
• Supreme Effort Add Will to die roll. May try
• Counter Spend Action to roll Ability against Ability Supreme Effort after roll is made if you spend an
to prevent it succeeding; Countered character extra Action. Become Tired; Stamina drops by 1.
can choose not to contest the roll but abort in-
stead (reuse the action and Ability for something • Sheer Determination Spend 1 Will to become
else), or can spend an extra Action to use a dif- completely Unhindered.
ferent Ability to contest the Counter roll.
• Chase Spend an Action to change range; may
• Combine Each participant spends one Action per be Countered by a Move vs. Move/Search vs.
Ability they are contributing. Roll dice based on Hide contest. Ranges are Combat Range, Pursuit
which Ability’s Advantages you want to use, +1 Range, Lost Contact.
per Ability involved (Max bonus = number of play-
• Aid Spend an Action to completely Unhinder an
ers, no more than +1 from any one character).
ally.

Tropes • Revive/Finish Off Spend all your Actions in a


Round to bring an ally back from Out, or to pre-
Tropes are variations on the basic rules that provide a vent an enemy from recovering from Out.
better fit for specific things typical of the genre.
• Intimidate spend an Action to Attack vs.
• Wild Shot Swap 2 matched dice for 1 die next Best Power and Will to cow foe, (Hinder =
size higher (or drop low die for +1 on high if mis- hesitates/considers cooperating, Out = surren-
matched). ders/flees); each die reduced by a die-size if vs.
multiple foes at once.
• Disable Power vs. Ability to temporarily disable
the target Ability; Hinder means it’s unusable until • Jury Rig cobble together a new Ability by com-
the owner spends an Action; Out is unusable until bining Abilities (choose one as base, +1 PL for
the owner spends a Turn fixing it; Overkill needs each other contributing power), the contributed
out-of-combat repair. Automatic Defenses are Abilities are Burned Out for the rest of the Scene;
immune, unless the attacking Power has the Dis- if that’s not appropriate the contributor becomes
abling Only Advantage. Tired instead.
35
9. Q UICK S UMMARY

• This Ends Now! Both sides agree to resolve entire


confrontation in straight up roll; higher side wins
decisively, losers are captured or otherwise out of
the picture.
• Boldly Go volunteer to be “gaffed with the plot
hook” to move the adventure along; gain 1 XP.

36
Chapter 10

Defining Abilities

In Zap!, most of what a character can do is repre- or Shtick is sufficiently SF-plausible in Zap! should be
sented by Abilities; Abilities are divided into Powers left up to the players instead of delegated to the GM.
and Shticks. Powers are Abilities potentially useful in Players continuously asking whether a particular ac-
combat, Shticks are all other Abilities. For instance tion is permissible will slow things down and interrupt
if a character is extremely strong, the character has the flow. As long as all the players bear in mind that
the Power “Super Strength.” Strength at ordinary lev- they should be limiting themselves to the kind of ac-
els, even for a gifted athlete, isn’t recorded and only tions that they would like to read about or see in a
rarely has any effect on the mechanics of the game. movie, and avoid the sorts of things that would make
Characters are assumed to be relatively normal in ev- them roll their eyes or snicker if they were the audi-
ery aspect that isn’t specifically identified as being so ence, minor disagreements over plausibility should be
exceptionally good as to amount to a Power or Shtick, overlooked to keep the action flowing. Remember
or so bad as to be a Complication. You are com- as well that there’s often more than one way to ac-
pletely free to choose what your Powers and Shticks complish something with an Ability; reaching into a
are, their names, and descriptions of how they work. swimming pool and lifting the water out with your Su-
How many you get and how they interact with other per Strength is silly, but stomping the ground so hard
Abilities are governed by the game mechanics. the swimming pool cracks and the water drains out
The most important aspect of Abilities is concep- makes perfect genre sense.
tual: what does it do? Two Abilities might be mechan- The corollary to the Primary Rule is that in Zap! the
ically identical, but if one is Super Strength, and the description is the ability. If something sounds like a
other is a Laser Beam, how they are used and what SF story, it should be valid, even if there are no spe-
they can accomplish are different. In Zap!, it is never cific game mechanics permitting it. The mechanics,
sufficient to simply invoke the Ability and roll the dice and in particular what dice you throw, are there as an
for the mechanical effect. The Primary Rule of “Does aid to figuring out what happens when one Power or
this sound like an SF story?” must be obeyed. If the Shtick is pitted against another, or against the circum-
goal is to free a civilian trapped beneath a car, the stances, but the determining factor should be what
player could use Super Strength to lift the car off, or the description of the Ability implies it ought to be
a Laser Beam to cut the civilian free, but if the player able to do. How do you know if the Flame Blast can
can’t come up with a plausible way for the Ability to overcome the Ice Shield thrown up as a defense? You
accomplish the task (for instance trying to free some- roll the dice. How do you know if the Flame Blast can
body trapped beneath a car with an Ability that can set a bunch of papers on fire? It just can, because
only be used to engulf an area in flames, or that cre- that’s what makes sense. Actions that are squarely
ates intangible illusions) then the action isn’t permit- within the concept of the Ability don’t require justifi-
ted. cation or rolls. Actions that are clearly outside of the
Note that it only needs to be plausible in terms of scope of the Ability shouldn’t be attempted, no mat-
SF stories; it’s not recommended that you really try to ter how high a Power Level you have. Can an Ice
justify the physics in real-world terms. Worrying about Shield protect you against Telepathic Assault? Seems
whether, even given Super Strength, the character unlikely, so don’t roll for it. Again, if it seems border-
can actually find enough leverage and the car has line whether it should be allowed or not, go with the
sufficient structural integrity to be lifted from particu- player’s interpretation. That puts a lot of power in the
lar hand-holds is not something that any but the most hands of the player, but remember: with great power
hard-core SF stories do. On the other hand, you don’t comes great responsibility!
want to have the game degenerate into farce when
the character uses Super Strength to just reach in and
lift the water out of a swimming pool, at least without
somebody freezing it first.
The decision of whether a particular use of a Power
37
10. D EFINING A BILITIES

Ability Examples anything that makes sense according to the Primary


Rule would be allowed, you could also use something
Here are some examples: like Super Strength to resist by grabbing on to a nearby
Example 1: You’ve given your hero a Power called object or even digging your fingers into the ground;
Clone, which allows him to make duplicates of him- again that would take an Action and be your one use
self. When you try to use this Power in combat to cre- of that Power in the Round.
ate a squad of yourself and all tackle the foe, you roll
the dice based on the Power Level of your Power and
compare that to the foe’s defenses, just as if you had
used a Power such as Fire Blast. Bear in mind that ac- Disagreements
cording to the Primary Rule you might require further
justification or explanation depending on the circum- Disagreements or uncertainty over whether the use of
stance: if the enemy is flying hundreds of feet up, just an Ability follows from the description should be re-
tackling him outright is implausible; you would have to solved in favor of the player; the GM should feel free
further justify the action by doing something like com- to point out considerations that the player might have
bining it with Jump-jets, or being thrown by a com- overlooked, such as the enemy being hundreds of
panion with Super Strength and then Cloning yourself feet in the air, and encourage the player to consider
in mid-air once you’d hit the enemy. whether the use of the Ability is in keeping with the
If you want to use your Clone Power to create a du- Primary Rule and to modify or abandon it if it’s not.
plicate who will go converse with the guards to dis-
It’s also legitimate for the GM to reveal information
tract them while the other you sneaks into the ware-
that the player might not have known that has bear-
house, you don’t need to roll anything; the description
ing on the proposed use of the Ability, or even render
of the Power clearly implies that you ought to be able
it moot. For instance: Ace Astra attempts to use her
to do that, and that’s all it takes.
Freeze Ray-gun to form an ice slide to catch a tod-
Example 2: Your hero has the Power Weather Con-
dler plummeting towards her doom. Ordinarily that
trol, and is trying to prevent the enemy space ma-
would be a perfectly valid use of the Power, but if
rine from kidnapping the Ambassador. Since space
the GM knows that it’s actually a hologram of a child
marine’s powered armor has so far been too tough
rather than a real child, when the player announces
for your direct attacks using Weather Control to cre-
“I use my Freeze Ray-gun to create a slide and catch
ate lightning, you decide to try to conceal the Am-
her” before the player continues with describing what
bassador’s location by whipping up a fog bank. As-
she’ll do once she’s caught the child, the GM should
suming the space marine has no Power granting him
inform her that the child passes right through the slide
senses that would let him penetrate the fog, he’ll have
without stopping or slowing. It’s possible that in some
to beat your roll on Weather Control with his Default
of these cases the GM should rule that the Ability just
Skill in order to locate the Ambassador. The effect will
doesn’t work as proposed without revealing exactly
last until the space marine uses an appropriate Power
why, if there is something going on that the character
to blow the fog away, or it disperses naturally.
can’t be aware of, but the GM should make every ef-
If you had chosen to try to blind the space ma- fort to at least describe to the players what does hap-
rine directly with your fog, you would roll against the pen or appears to happen instead rather than flatly
space marine’s appropriate defense (again the De- declaring “That didn’t work.”
fault Skill unless he had an appropriate heightened
sense), and if successful would result in him being Hin-
dered; it would last until he spent an Action to do
something that would clear it or move himself out from Power Level
under. In this case, if you had rolled well enough to
score an Out, the Out result would be interpreted as
the space marine stumbling around blindly, unable to All Powers and Shticks are rated as to their Power
take effective action. Level. Power Level determines the number of dice
rolled when pitting that Ability against another Abil-
Example 3: The enemy is attempting to use his
ity or to try and perform some task while under stress,
Telekinesis to lift your character into the air. Your
as well as how much the Ability can do in real-world
character’s Automatic Defense is Invulnerability; while
terms: how fast, how heavy, how big? Each level in
that would protect you from a telekinetic blow, there
Power Level substantially increases the effect, ranging
doesn’t seem to be any logical reason that would pre-
from a 50% increase per level at Street Scope to 64
vent it from lifting you, so you wouldn’t get to use it
times as much per level at Cosmic Scope.
to defend. If your Movement Power were, say, Flight,
then it is conceivable that you could attempt to resist Power Levels are assigned dice equivalent and
the Telekinesis by Flying in the opposite direction, but when rolling for the effect of an Ability, you roll the
you would have to spend an Action to use it (unlike two dice listed and take the higher result. In Zap! you
the Automatic Defense); also, since it’s a Movement never add the dice together.
Power it would only defend with a single die. Because
38
Shticks

PL Dice PL Dice turn; if you don’t have a Movement Power, you are
2 single d2 10 d10, d10 presumed to be using your Default Skill when moving
3 single d4 11 d12, d10 around during your turn, and that will take an Action.
4 d4, d4 12 d12, d12 Your Movement Power can open or close Range
5 d6, d4 13 d8+5, d12 with a foe by one Range category per Round (Com-
6 d6, d6 14 d12, d8+5 bat Range » Pursuit Range » Lost Contact). The ap-
7 d8, d6 15 d8+5, d8+5 proximate distance a range increment represents will
8 d8, d8 16 d8+5, d10+5 vary by Scope. Combats will either begin at Com-
9 d8, d10 17 d10+5, d10+5 bat Range, or at Pursuit Range if the characters first
catch sight of the enemies (or vice-verse) at a dis-
tance. Range doesn’t change unless the combat-
Note that the Power Levels follow an easy-to- ants are deliberately trying to manipulate the range
remember pattern: at even levels you use two dice to their advantage.
of the same size, and that size matches the level; odd You cannot use a Movement Power to change
levels have one die of the next higher level and one of Range categories and to attack or defend in the
the next lower. Power Levels beyond 12 are not com- same Round.
mon, generally only appearing when characters of
different Scopes face one another.
Shticks
Regular Powers Shticks are Abilities that can only be used for things
other than attack and defense, for instance to heal
Regular Powers can be used to attack or defend, as an ally, or search an area. They can be used during
well as whatever else the description of the Power im- combat, as long as they aren’t used as an attack or
plies; just because Powers can be used in combat to defense. For example, it’s perfectly legitimate to use
attack or defend doesn’t mean they can’t be used your Thievery Shtick to attempt to pick a lock while
for other purposes. On the other hand Shticks cannot a fight rages around you; it’s not allowed to use your
be used to attack or defend: if it seems plausible that Thievery Shtick to defend yourself from somebody try-
you could use an ability to hinder or harm somebody, ing to shoot you by hiding in shadows or blocking with
or to protect yourself, you should make it a Power. your lock-picks–if you want to be able to do that sort
If you use a Power to defend during a Round it will of thing buy it as a Power instead.
defend against all the subsequent attacks during the Shticks start at the level indicated in your Template
Round as long as there’s a reasonable Primary Rule (e.g. 4 for Bad-Asses, 5 for Crew). Shticks may take
explanation of how it applies. E.g., once you’ve de- more than one Round to use where that would be
cided to use your Powered Armor to defend yourself logical, e.g. combing a library for clues is likely to take
that Round versus an attack with toxic gas by sealing longer than a fraction of one Round. If you start to
up the vents and going to internal oxygen, you will use a Shtick for something that will take several Rounds
continue to be able to defend against new attacks and decide you would rather do something else, you
that same Round with your Powered Armor even if it can stop at any time, though you won’t regain any
requires a different Primary Rule explanation of how already spent Actions. Whether you can resume your
the armor ought to apply. Even defending with a partially completed task later or your effort so far will
Power that requires more activity than that, say using be lost will depend on what would be logical given
Acrobatics to jump around and dodge, would apply what you were doing. A partially-built device will likely
to all the attacks during the Round for which Acrobat- wait, a partially-delivered speech to rally the troops,
ics makes sense as a defense. not so much.
Shticks are what Zap! has instead of such things
Movement Powers as skills or talents that are common in other systems.
If you are an extraordinarily good detective, engi-
Movement Powers primarily let you move around, neer, or archaeologist, good enough that you would
whether getting to the scene of the adventure, chas- regularly rely on that ability in your adventures, that
ing a bad-guy or in combat. They may also be used would be a Shtick; if being a detective or engineer
to attack or defend, where that makes sense accord- was merely a day job that might crop up once in a
ing to the Primary Rule (e.g., using fly to ram into a foe, while depending on the situation, that would just be
or super speed to dodge bullets), and may be com- part of your Background. Having it as part of your
bined with other Powers. Background doesn’t mean you are mediocre at it–
Movement Powers take an Action if you want to you might still be world-class, but it does mean that
change Range categories or use them for attack or the adventures you have don’t typically call on your
defense; when used to attack or defend, Movement skills in that regard. If a roll is required to employ a skill
Powers use only one of their dice. Movement with a implied by your Background, roll the Default Skill (a sin-
Movement Power within a Range category doesn’t gle d4); if you have nothing in your Background that
take an Action, it’s just part of the narration of your might be applicable you roll a single d2.
39
10. D EFINING A BILITIES

Of course, Shticks also represent genuine superhu- Active vs. Automatic


man abilities such as X-Ray vision, Telempathy, a por-
tal to an alternate dimension, and so on. Abilities that All Powers are either Active or Automatic, depend-
you don’t intend to use all the time should generally ing on when and whether they require an Action to
be in this category unless it’s important that they be use. Shticks are neither; whether a Shtick requires you
useful to attack or defend. to spend an Action depends on what you’re doing
Shticks that can be used for movement are pre- with it. E.g. picking a lock would require an Action,
sumed not to be usable in combat. E.g., you could while recognizing whether an alien is of a known type
have an ordinary helicopter, or even an extraordinary based on your Xenobiology Shtick would not.
satellite-based teleporter, as a Shtick to get you from
mission to mission provided it was slow or cumbersome Active Powers
enough that you couldn’t use it to flit around while
fighting. If you wanted to be able to fight while using Any Power that requires an Action to use is Active. Ac-
it, you would take it as Movement Power or a Vehicle tive Powers never trigger unless you spend an Action
instead. to activate them. Each Active Power may only be
To use a Shtick that gives you some kind of connec- used once per Round, no matter how many Actions
tion or “in” with an authority roll your Shtick against you have, though you may use as many different Ac-
the Scope of the intended connection as the Power tive Powers as you have Actions. Once you spend
Level, e.g. a Famous Actor or Business leader trying an Action on an Active Power in order to defend, it
to impress the mayor of a City would roll against PL will continue to defend you until the beginning of your
5 (since Cities are Scope 5+), so would roll the Shtick next turn (when you would have to spend another Ac-
against d6, d4. tion to renew it), even against new attacks.
The amount you beat the difficulty by is your degree
of success: Automatic Powers

0. Your connection has a neutral attitude towards Automatic Powers are used automatically whenever
you certain conditions are met, and don’t cost an Ac-
tion to use. What those conditions are and what the
1. Co-operative attitude, Power does are determined when you take the Power.
An Automatic Power may be used either for attack
2. Friendly attitude, or defense, not both. For instance, Armor might be
3. Warm attitude, an Automatic Defense that would be used whenever
you were physically attacked. Flaming Body could be
4. Servile attitude, where they are desperate to Automatic Attack that would be used whenever you
please you. were grabbed. Automatic Defenses defend against
every appropriate incoming attack, Automatic At-
For Shticks that give information use the following in- tacks attack everyone, friend or foe, who meets the
terpretation: proper conditions. Powers that don’t directly attack
or defend may be chosen as Automatic, and will ac-
tivate whenever is appropriate; a common example
0. Single yes/no question will be answered,
might be an Automatic sense, which would be active
1. One-word answer, whenever something perceptible was within range.
Automatic Powers can combine with other Powers
2. Short sentence, quantity, or direction, if the conditions for triggering the Automatic Power
occur at the same time as another Power. That is,
3. Diagram or paragraph description,
if you had Flaming Body as an Automatic Attack,
4. Sketch or series of questions, and Super Strength, and you grabbed somebody with
your Super Strength and squeezed them, the condi-
5. Clear image or a conversation with the GM. tions for the Flaming Body would apply and you could
choose to attack by Combining your Super Strength
This also holds for powers, but Shticks are more likely and Flaming Body. However, whenever you Combine
to be used to gain information. Shticks can be com- an Automatic Power with another, the base power
bined with powers using the combining powers rule, is the weaker of the two powers. E.g. if your Super
but not to attack or defend. In combat, Shticks take Strength was PL 10 and your Flaming Body was PL 6,
an Action to use. Out of combat they take a variable the Combination would be an attack at PL6+1, not
amount of time, as is appropriate to the situation. A PL10+1. You would have to spend an Action for your
medical knowledge Shtick might take only a glance Super Strength, but not for your Automatic Flaming
to identify that a corpse has a missing liver, or days of Body.
study to investigate the medicinal uses of a rare com- Automatic Movement moves you whenever the
pound found in an alien laboratory. proper condition occurs, e.g., a enemy might have
40
Active vs. Automatic

an Automatic Teleport that emergency teleports him to concentrate to use them, e.g. Infra-Vision or a re-
back to his lair when he is Out; Automatic Movement flexive Danger Sense vs. X-Ray vision that you have
Powers can take effect even if you’ve already moved to deliberately turn on. A sense that’s defined as an
that round, or even if you’re Out as in the example, Automatic Defense could still be used as part of a
but they can never be used to attack or defend, nor Primary Rule justification for attacking something that
activated except by meeting the proper conditions. would otherwise be invisible, but you’d still need some
other Power to make the attack.
Senses as Powers or Shticks
Senses should generally be bought as a Powers, unless
there’s a good reason they can’t be used to defend
you by alerting you to danger or let you attack some-
thing that you couldn’t otherwise sense. E.g. a Mind
Meld where you have to touch the target and con-
centrate deeply could be a Shtick. Whether senses
are Automatic or not depends on whether you have

41
Chapter 11

Using Abilities

The Primary Rule die-rolls are needed to see if the character can use
them just slow things down and break the flow. In SF
The Primary Rule of Zap! is that actions have to make adventures there’s always an object of the right size
sense in a SF kind of way. In order to justify using an around to pick up and chuck if that’s what the char-
Ability, you have to describe using the Ability in a way acter wants to do. Similarly as long as the fight is tak-
that makes sense...at least according to the genre ing place in an area where there are such things as
conventions. Decisions as to whether that particu- fire hydrants or high-voltage lines, then they are as-
lar use of a Ability ought to be allowed rest with the sumed to be within reach and ready to be deployed
player, though the GM or other players are permitted with the appropriate Abilities. The players are entitled
to point out if they think the player is pushing it; the GM to make up such features of the environment as seem
is also encouraged to point out circumstances that plausible as they go about describing their actions.
the player ought to take into account when deciding
how to use the Ability (such as the enemy currently
hovering 300 feet in the air, or holding a hostage in
The Primary Rule And The Default Skill
front of him), and it’s ultimately up to the GM to de- If you need to make a roll and you don’t have an ap-
cide on and describe the effect of using the Ability on propriate Ability according to the Primary Rule, you
the environment or the foes, as long as he does so in a roll your Default Skill instead. This happens most often
way that doesn’t countermand the player’s descrip- when your Defenses aren’t applicable. In Zap! you
tion of the attempt. never resist an attack with your bare Attribute, you
The player should stop short of describing the reac- always have some chance of mitigating the attack
tion, although saying what she’s trying to do is fine: somehow. The Default Skill also represents using a skill
“I pick up a chair and hurl it at the alien” or “I try implied by your Background that isn’t one of your Pow-
to lasso the flying alien and pull it out of the air” are ers, as well as using one of your Minor Powers. When
good, while “I pick up a chair and hurl it at the fly- using your Default Skill this way, roll PL 3 (a single d4)
ing alien, knocking him out of the air and pinning him if there’s any way of justifying it by your Background,
beneath it” isn’t as good. When describing your at- and PL2 (a single d2) if you can’t. Normal people will
tempts you should leave room for either the dice or roll PL 3 (d4) in the areas that they’re trained in, and a
circumstances unknown to you to intervene. PL 2 (d2) for anything else.
Another example: if the player wishes to hit the en-
emy using his Super Strength, even though the enemy Uncontested Abilities
is 300 feet in the air, he can announce that he grabs
a nearby lamp-post and hurls it at the enemy. The When trying to perform an uncontested feat roll the
GM can remind the player that they are currently in Ability and then compare the roll to the Difficulty set
the desert, so maybe it should be a rock, and the by the GM.
GM can rule that the lamppost/rock passes through When you roll for the result of an uncontested Ability,
the enemy harmlessly (because unbeknown to the the result is always interpreted relative to the Scope
player at the moment, it’s just a hologram), but the of the character; even if two characters have Super
GM shouldn’t override the player to say there are no Strength at PL 6, if one is Neighborhood Scope and
lampposts, rocks, or anything else suitable to throw or the other is Global Scope the latter is able to lift much
that the throw falls short without giving the player a greater weights.
chance to roll to see if the Super Strength Power suc-
ceeds in overcoming the enemy’s defense.
When To Roll Uncontested Abilities
The goal of the system it to make everything simple,
fast, and exciting; negotiation every round between Remember, if it’s obvious that the Ability ought to suc-
the players and the GM as to what’s permissible and ceed by the Primary Rule, rolling isn’t necessary. Much
what objects are in the environment and whether any of the time Zap! assumes that feats such as picking up
42
Contested Abilities

crates, flying your fighter, or jumping from your hover- to do it without any special effort if you roll well. If you
tank onto the enemy hover-tank are incidental to the don’t, you can change the roll to a success by pay-
action. Picking up a nearby car and hurling it at ing a penalty (See Failure is Not an Option!) Remem-
the enemy with your Super Strength isn’t two actions, ber, though, that if it’s not important you shouldn’t be
one of attempting to pick up the car and another rolling.
of hitting the enemy with it; it’s a single attack that
happens to be narrated as using a convenient piece Difficulty for Other Tasks
of scenery in accordance with the Primary Rule of
sounding like an SF story. Chances are that the player When in doubt about the Difficulty for a task, and it’s
taking the action invented the car being there for that not something that the character clearly ought to be
purpose; it would make no mechanical difference if it able to do just through invoking the Primary Rule, use
had been a dumpster, mailbox, or just the character’s the following table a rule of thumb:
fists, so there is no reason to interrupt and say “Wait,
can your character lift a car? Roll for it.” The only rea- Task Could be Done By Difficulty
son to make an uncontested check is when there is
both a reason to care about the outcome, and gen- Normal 2
uine doubt about whether the character is up to the Expert Normal/Agent 3
task. For instance, if the enemy hurls a car and the
character wants to try to catch it so that the passen- Bad-ass/Crew 4
gers aren’t injured it would be reasonable to check, Squad of Agents 6
and roll if it would be past the limit of what the Ability
Party of Adventurers 8
is normally capable of, such as using a PL 6 Ability at
Neighborhood Scope to catch a medium-sized car. Party using Research 10
Jury-rigged gadget 12
Difficulty
This assumes that the task is not something that’s
The Difficulty for exerting your Abilities to accomplish routine for the kind of person listed, but rather it’s to-
specific effects appropriate to the Ability (such as us- ward the outer edge of their abilities. For instance,
ing Super Strength to lift an object) is based off of the a normal would have a PL 2 (d2), in her profession,
Power Levels for the Scope. The maximum die roll rep- an expert normal would have PL 3 (d4) and an agent
resents the maximum the Ability is capable of without perhaps PL 4 (d4, d4), so the difficulties are set so they
Supreme Effort, Wild Shot, or combining with another may well fail. Tasks that should be easier than that for
Ability. them ought not to require a roll in the first place.
Chart 11.1 on the next page summarizes Difficulty 6
for each Scope (that is, what it would take a roll of 6 to
do) to give you a quick idea, but you should see Ap- Contested Abilities
pendix for a list of the effects for each Power Level and
When rolling a Ability contested by another Ability,
the real-world equivalents in weight and speed. Not
such as an attack vs. a defense, both Abilities roll and
every Ability or every use of a Ability will directly trans-
the higher number wins. The amount the higher num-
late into weight or speed, and many characters will
ber exceeds the lower is the Damage. Zero Damage
have at least some Abilities above the base but the
is still a success for Player Characters, but a failure for
charts give you a general feel for the order of magni-
NPCs.
tude that Abilities of a given level might represent.

E.g., Difficulty 6 at Regional Scope is equivalent in Ties


weight to a medium car (2 metric tons), so a char- Ties go to the player, or if two NPCs are making op-
acter at that Scope with Ability like Super Strength or posed rolls, to the attacker. Your attacks merely have
Telekinesis would roll her Ability against Difficulty 6 to to match the enemy’s defense to have some effect,
lift the car. Obviously, if the character’s Ability was PL though you still need to beat their Attribute to score
8 (d8, d8) this would be easier to do than if they were an Out. The enemies need to beat your defenses be-
using a PL 6 (d6, d6) Ability. fore you’re affected. At higher Power Levels ties are
Say your character at the Neighborhood Scope relatively rare, but at low levels this edge is what sep-
wants to lift a medium car, weight 2 tons: that’s a 9 arates characters from mooks.
referring to the chart in the Appendix. If you have En-
hanced Strength PL 6 that will require hitting Difficulty
Defending
9 on his d6, d6. You would need use some combina-
tion of Wild Shot, Supreme Effort, and possibly Com- When you attack other characters, the defenders get
bining Powers or getting help from another charac- to announce what they are doing to Defend them-
ter to achieve that. Supposing, though, that your selves, which can include spending Actions on Ac-
Strength was at PL 10 (d10, d10), you would be able tive Powers to aid in their defense. The defenders
43
11. U SING A BILITIES

Difficulty 6
Scope Weight example Speed +1
3: Street 250kg motorcycle 32 kph car on a x1
city road
4: Neighborhood 500kg Grand 64 kph racehorse x4/3
Piano
5: City 1 ton small car 128 kph cheetah x32/6
6: Region 2 tons medium 250 kph fast train x2
car
7: Country 16 tons empty bus 1000 kph jet airplane x4
8: Global 125 tons blue whale, 2000 kph Concorde x4
river
gunboat
9: Interplanetary 8 kilotons Godzilla 16000 kph speed of x8
dawn
10: Interstellar 512 kt largest ship 1million kph to the x16
Moon in 3
hours
11: Galactic 32 mt Big Dam 3c 2.6 minutes x32
to the Sun
12: Cosmic 2000 mt 1/2 tsp 200c 200 x light x64
neutron star speed
material

Figure 11.1: Difficulty 6 by Scope

need to remember how many Actions they use and while but only as a result of the plot (as when the char-
which Active Powers they employ, so that when their acters don’t arrive in time to disarm a bomb), or as
Turns come around they don’t re-use them. Remem- an additional action taken against an Out foe. For a
ber, you can only use an Active Power once per turn, particularly grim tone along the lines of a movie such
and it costs an Action to use any Active Power to de- as Alien, you could actually make Out equal to dead
fend yourself. If the defender’s Turn was earlier in the as long as you were prepared to keep creating new
Round, she can only use Active Powers to defend her- characters.
self if she has both Actions and unused Powers remain- When you use a Power, there’s a chance that you’ll
ing. cause Collateral Damage. At the GM’s discretion and
according to the Primary Rule the lower die roll may
Damage be applied as damage to nearby people and ob-
jects.
Most of the time, opposed rolls take place when one
character is trying to damage another. If the attack Collateral Damage
is a success, subtract the defense roll from the attack
roll: the result is the Damage. You then compare the SF battles are famous for the amount of destruction
Damage to the defender’s appropriate score. For they wreak on the surroundings. At the GM’s discre-
most attacks, that will be their Toughness; if you have tion attacks made can be checked to see if they
an appropriate Advantage it might be compared cause Collateral Damage. If you hit a foe with your
to Will or Stamina instead. The possible results are fist, you probably won’t cause Collateral Damage un-
the opponent are Hindered, Tired, Out, Controlled, or less you knock him flying into something; if you hit a
Overkill. foe with a bus, at the very least the bus should suffer
Damage is Collateral Damage and it’s pretty likely you hit various
Attribute people and nearby objects unless your target dwarfs
<= Attr > Attr > Attr + 3
the bus in size.
Toughness Out Overkill
GM’s shouldn’t slow the game down with checks
Stamina Hindered Tired Out
for Collateral Damage after every single attack; save
Will Influenced Out
it for when it would make a difference, such as when
Zap! has no specific mechanical provisions for the enemy is holding a hostage, or the battle is tak-
death; depending on the tone you’re going for you ing place on top of something important that could
can include death of PCs and NPCs as a potential re- explode or collapse. Trivial damage, such as hot-dog
sult of Overkill, or as one of the results of applying the stands getting knocked over, awnings being busted
Primary Rule, or something that happens once in a or car alarms going off, can simply be narrated as a
44
Damage

result of the Primary Rule. Save actual checks for Col- fied under the Primary Rule and the result was high
lateral Damage for times when somebody will care. enough to Hinder you, you should be Hindered.
Use the result of the lower die from the roll as an at-
tack against whatever near-by targets seem appro- Becoming Unhindered
priate according to the Primary Rule; those targets
then roll their appropriate defense or the Default Skill In order to become Unhindered, you should describe
if they have none. If you’re rolling only one die, such what you’re doing according to the Primary Rule in
as when you are Hindered or taking a Wild Shot, if order to get free of the Hindered effect (this could
the GM calls for checking Collateral Damage at that just be shaking your head to clear the grogginess if
point roll the second die and use the result even if it’s the conditions was as generic as just being “stunned”,
higher than the original roll. melting your way out of webs, teleporting from be-
The GM should assign Toughness to objects based neath the rubble, and so on); it is this that costs an
on how reasonable it is for a character at that Scope Action. Players should be more generous than usual
to break the object; a rule-of-thumb is Toughness in interpreting what is an appropriate description for
equal to the Scope that the object would usually ap- freeing yourself from being Hindered. Basically, be-
pear. So a hot-dog stand would be Street Level (3), ing Hindered costs you an Action, it’s not intended
a car would be Neighborhood level (4), and so on. to cost you the rest of your Turn after you become
An Out result from a Power at or lower than the ob- Unhindered or debilitate the character for the rest of
ject’s Scope will break the object and render it un- the fight; the presumption should be that somehow
usable until repaired; it requires Out from a Power at or other you can free yourself as long as you have
least one Scope higher in order to destroy the object, Actions remaining. Using a Ability in your description
three higher if the the object is a building or collection of how you free yourself from being Hindered doesn’t
of buildings. count as its single use for the Round. No matter how
many Hindered tokens you have stacked on you, you
You can avoid the possibility of Collateral Damage
can always clear them all by sacrificing your Turn (all
by taking Careful Aim.
your Actions) for the Round, or by sacrificing one point
of Will (see Sheer Determination).
Hindered Some Examples Of Ways To Describe Being Hin-
dered
When you are Hindered all your Abilities except Au-
tomatic Powers are reduced to a single (better) die. • Knocked down, or thrown backwards a dis-
Hindered conditions accumulate if you keep getting tance
attacked successfully, and while your abilities aren’t
further reduced it requires a separate Action to clear • Buried in Rubble
each instance of Hindered. Automatic Powers aren’t
• Covered in some sticky or slippery substance
affected by being Hindered unless they have the Can
Be Hindered Disadvantage. • Eyes stinging and watering from smoke or
E.g., You’re Hindered: your PL 8 Ability would roll a chemicals
single d8 instead of d8,d8, but your PL 7 Automatic
Defense is unchanged, still rolling d8,d6. If you’re Hin- • Gasping and choking from water or smoke
dered again on the same turn your Powers aren’t re- • Dazed by a hard hit
duced further, but now you will need to spend two
Actions to “clear” the status. It might be helpful to • Distracted by danger to a bystander
give the player a token, such as a poker-chip, each
time the character is Hindered to help keep track. • Partially blinded by a bright flash
Being Hindered represents some specific thing that • Muscles cramping from electrical shock
happened to the character as a result of the suc-
cessful attack that was insufficient to put the char- • Shivering from cold
acter Out. It could be becoming trapped beneath
the thrown bus, having your hands webbed together, Helping The Hindered
being groggy from sleep gas, or just generically
“stunned” by the force of the attack if no more spe- You can use your Actions to help a hindered ally.
cific thing suggests itself. The GM will generally de- If you spend a single Action you remove all of the
scribe what it is that’s Hindering you, following from Ally’s accumulated Hindered conditions, provided
how the attack was described; go with it. If it’s re- that you have a Primary Rule explanation of how ex-
ally impossible that your character be Hindered in the actly you’re helping (e.g., burning them out of the
way described (the GM forgot that your character webbing, lifting the concrete off of them, or slapping
doesn’t need to breath, so gasping from smoke won’t their face and shouting “Pull yourself together!”). This
do) then suggest something that does seem plausible makes no real difference if your Ally is only Hindered
to you. One way or another if the attack was justi- once (you spend the Action instead of them doing it),
45
11. U SING A BILITIES

but is substantially better if they have a lot of accumu- Some Examples Of Ways To Describe Being Out
lated Hindered conditions such as when the enemies
have attacked them over and over; as an ally you • Knocked clear into the next block, or even
can clear off all the pesky agents with a single Action, County
while the character herself would have to either do • Buried under rubble, or underground
it one by one, by sacrificing a Turn, or through Sheer
Determination. • Trapped in a force bubble
• Unconscious

Out • Turned to stone

Damage in excess of the defender’s Toughness puts • Fast asleep


the defender Out. (For attacks vs. Stamina see Tired, • Lost in the maze of your own mind
vs. Will see Influenced.) Merely tying the Attribute
does nothing extra, even against NPCs. Out does not • Struggling in a web
have to literally mean unconscious, merely incapable
of further combat until aided by another or given suf- • Battling phantoms
ficient time to recover or work free. A character who • Writhing in agony
is tangled and helpless in a web, fast asleep from gas,
buried in cement, or locked in a force-bubble counts • Bleeding heavily
as Out for game purposes; if you are aiming for a grit-
tier tone, Out can a heavy wound that incapacitates Exactly how you are Out and what others would
the character until somebody (perhaps the character have to do to revive you from being Out will depend
herself) provides medical aid. An Out character is out on the description of the attack that put you Out and
of the fight until any of: the Primary Rule. For your part, there is nothing you
can do to hurry the process of reviving, but it is as-
sumed that after three of your Turns even if nobody
1. Another character spends a full Round (all Ac- has aided you as long as the battle hasn’t ended you
tions) reviving the character or otherwise revers- will have found a way out of it, through sheer force
ing the effect of the Out in accordance with the of will if nothing else. It’s not at all unusual to be
Primary Rule Out, perhaps more than once, during the course of
a battle. Getting Out does not mean that you lose,
unless you are the last character standing, and per-
2. Another character spends an Action using a haps not even then depending on whether the en-
Shtick that by the Primary Rule is intended for situ- emy has the time and foresight to put you Down for
ations such as this (e.g., Doctor, Medi-Kit) the Count or flee; if the enemy is otherwise occupied
setting bombs, hijacking the airwaves to deliver his de-
3. Three of your Turns have elapsed (during which mands or chasing off the police then you will be back
you can either be presumed to be unconscious, in action in three Turns. SF battles are full of reversals
or conscious but too busy tending to your wounds and comebacks from near-certain defeat.
to even take time to communicate with your al- Regardless of the Primary Rule justification, Out must
lies). be reversible; you are not allowed to define powers
such that Out with the power is permanent. Even if the
Out character is magically turned to stone, the result
Example: Your ally was put Out by being teleported must be temporary. (Optionally in a gritty campaign,
out of the battle. To bring him back before three you may agree that Overkill can make Out perma-
turns are up you would have to not only spend a full nent, barring some extraordinary plot event.)
Round, but come up with an explanation of how you
were using your Powers such using as your Movement
Optional Rule: Injury
Power (Super Speed, Teleport) to retrieve him. If you
had a Shtick that was specifically designed for bring- Depending on the Tone for the campaign, serious, or
ing him back into the fight, such as Teleport Ally Shtick at least long-lasting injury may be more or less com-
of your own, then you could do it with a single Action; mon. In some settings, wounds never last past an
note that it has to be a Shtick, rather than a regular episode, in others, characters may find themselves
Power. (This serves as a bonus for taking such special- having to deal with long-term effects of injury or even
ized Shticks.) lose an eye or a hand...perhaps to replace it at a later
Out characters may be further Restrained or put date with a cyborg implant.
Down for the Count, in which case they will not come Upon returning from Out, whether you were helped
back into action until those conditions have been or not, there is a chance that you suffered a more seri-
eliminated, even if one or more of the above are met. ous injury. If the Primary Rule reason you were out was
46
Damage

such that it could have wounded you, rather than just wrapping a steel I-beam around the character, co-
entangled you or put you to sleep, roll the unskilled cooning him in webbing from head to toe, or simply
Default PL 2 (d2). On a roll of a 1, you are Tired, and winding up a hay-maker and knocking the living day-
gain a new Complication to reflect the ongoing injury. lights out of him. Characters that are Down for the
For instance, you might decide that your left hand is Count are out of action until the end of combat, no
useless and in a sling. You may decide for yourself matter how many Rounds that takes, unless they are
whether the Complication is Major or Minor, depend- revived.
ing on how it was acquired. Like normal Complica- As with Restraining, you can’t put a character Down
tions you may substitute a new Complication for this For The Count that you couldn’t Hinder in the first
one when you choose to, say by replacing the hand place: if the Power you’re trying to use to put the
with a prosthetic. To remove the Complication com- Out character Down For The Count is incapable of
pletely you must spend a Boost. at least Hindering the character (e.g. the maximum
Equipment such as Armor and certain Powers allow your Power can roll is 10 and the minimum their Auto-
you to mitigate the chance of injury; you may sub- matic Defense can roll is 11), then you need to use a
stitute the Armor roll for your untrained Default if you Power with a higher Power Level or Combine Powers
were wearing armor that could have mitigated the with other characters.
damage. For instance if you were Out from a shot by In a gritty campaign, Down For the Count may
a Blaster, then wearing Trooper armor would let you mean dead.
roll a d6 instead of a d2, and only if you rolled a 1 on Down for the Count is reversible, assuming the char-
the d6 would you suffer injury. On the other hand if acter is not dead (and in some campaigns, even if
you were Out from a Psionic attack, the same Trooper the character is dead); bringing a character back
armor wouldn’t be any use. If you have a Power or from Down For the Count requires the same effort (all
Shtick that’s directly on point, such as Regeneration, Actions) as putting a character Down For the Count,
then you may substitute the Power’s larger die instead. as well as a Primary Rule justification, which might be
harder to come by than normal.
Restraining
Out Is Not Defeated
You can automatically Counter an Out character re-
Note that being Out is not the same thing as being
covering from being Out by Restraining him. Restrain-
defeated. The battle isn’t over until you are Down For
ing requires spending an Action with an appropriate
The Count or the enemy has gotten away or other-
Primary Rule justification, such as tying the Out char-
wise accomplished his goal. Being Out is a normal
acter up, burying him under some rubble, etc.
part of battles in SF adventures, which thrive on dra-
A character that’s being Restrained can’t return to
matic reversals and come-from-behind victories, and
the battle without outside help: another character will
Zap! tries to allow for this. During a typical battle, sev-
have to Hinder or put the character who’s Restraining
eral characters on either side may get Out and come
him Out.
back before the final resolution.
As long as you are continue to spend an Action
every Round to Restrain the character, nobody can
bring him back from Out status, nor does the three Tired
Turn limit apply. If you stop Restraining him, whether Damage in excess of the target’s Stamina make the
voluntarily, or because somebody has put you Out or target Tired, as do Tropes like Supreme Effort and Fail-
Hindered you, he is still Out until one of the conditions ure Is Not An Option!, and suffering an Injury (see Op-
for reviving him is met. The three Turn count runs con- tional Rule: Injury). Like Hindered, while you are Tired
currently with being Restrained, so if three of his Turns you only roll one die for your Abilities. Unlike Hindered,
or more have passed while he was Restrained, he is being Tired doesn’t accumulate: you are either Tired
no longer Out and may act. or you are not. Tiredness does not stack with being
Whether minions and bystanders, individually or Hindered, though you don’t get your full dice back
taken together as a Mob, are capable of restraining a until both conditions are cleared. You cease to be
character who’s been Out depends on the character Tired when:
and the Primary Rule justification they’re using.
1. In combat: you spend three Rounds resting (not
actively using any Abilities). Out of Combat: you
Down For The Count spend a scene recovering (not doing anything
You can choose to spend an entire turn, all of your except explicitly resting up)
Actions and no Movement allowed, putting an Out 2. You or another character spend an Action using
character Down For the Count. If you are attacked a Shtick that by the Primary Rule is intended for sit-
during the turn, even if the attack fails, you do not uations such as this (e.g., Healing, or Leadership)
make progress putting him Down for the Count and
have to try again. You still need a Primary Rule jus- 3. You trigger your Overdrive. E.g., if your Drive is to
tification for him being Down for the Count, such as protect the innocent, then when an innocent is
47
11. U SING A BILITIES

threatened, you can trigger Overdrive to recover If the character being Countered wishes, he can
from being Tired concede the contest and re-use his Power and Ac-
tion to do something completely different instead;
the Counterer will still have spent the Action and the
Influenced Power. E.g. you try to Counter the beast’s attack
When you beat a target’s Will, the Target is temporar- on your friend by distracting him with your Acrobat-
ily Influenced; that doesn’t literally mean the target is ics, leaping and dancing about; the beast concedes
obeying your orders (though it might if you’re using a the contest, but turns and uses his Action and his Bite
Power withe the Control Advantage) but it means the power to try to chomp you instead; you’ve still spent
target is temporarily bent to your will. If you were fir- your Action and used your Power, so you’ll need to
ing your weapon at them trying to get them to take defend with something else.
cover, they take cover. If you were trying to Intimidate The character being Countered also has the option
them into running, they run. If you were trying to fast of trying to bring a different power to bear to over-
talk your way past the guards, they let you through. come your Countering; this will cost him another Ac-
They can still rally later, under much the same circum- tion and use another Power in addition to whatever
stances as somebody recovering from being Out from he was using for the attempt itself. Most of the time
an attack on Toughness, e.g. Aid from an Ally with an this will be because he was using his Default Skill in
appropriate Ability, or after 3 turns. the attempt, rather than a Power. E.g. the Mad Ge-
nius was going to push the button, which would be
an ordinary task with his Default Skill since he has no
Overkill particular “Button Pushing” Power. If you attempt to
Counter him using your Klangon Strength, you’ll al-
When you do more than 3 points over a foe’s Tough-
most certainly succeed; to prevent that he employs
ness, that’s Overkill. The exact result of Overkill will de-
his Mind Control Helmet to try to divert your strength.
pend on the tone of the campaign. Whether it occurs
This costs him an extra Action and uses his Power, but
or not is entirely the GM’s option, and it might result in
the Opposed Task is now between his Mind Control
the foe being out for the remainder of combat, a seri-
Helmet and your Klangon Strength, which he at least
ous injury, or even death. Whether Overkill can ever
has a chance of winning. If he wins, he proceeds; if
result in death is something that should be agreed
he loses, he’s out both Abilities and Actions.
upon by the group before the rule is ever invoked to
An ally may attempt to oppose the counter for you.
inflict it. Nothing can kill the fun of a campaign faster
The classic example is “covering fire”: Ace Astra wants
than when a player suddenly finds that manslaugh-
to run across the deck to get to the emergency shut-
ter is possible, and she has committed it. You should
off button on the docking bay force-field; the en-
always make sure the players know if Overkill can re-
emy Troopers announce they are Countering by lay-
sult in death, and that they can and should be using
ing down heavy suppressive fire with their Blaster Ri-
Careful Aim or Pulled Punches if they want to be sure
fles vs. her (Default) running ability; her ally Ford the
of avoiding it.
bounty-hunter opposes the Countering by firing his
Blaster Rifle as covering fire. The Trooper’s Counter roll
Countering is now vs. Ford’s Blaster Rifle ability.
Note that even if you use an attack power like
When a character announces an Action they plan Wrestling to Counter an Action and succeed, the
to do, other characters may decide to Counter the Countered character isn’t Hindered or damaged in
Action. For example, if the Mad Genius is about to any way. Your Wrestling hold lasted long enough that
press the self-destruct button for the base, your char- they couldn’t press the red button this turn, but does
acter may want to tackle him before he can do so. Or not continue to disrupt their activities.
you may want to stop an alien beast from biting your
friend by attracting its attention to yourself. Combining Actions
When a character announces an Action that you
wish to Counter, you can spend one of your Actions You may Combine Actions to attack or defend, move,
and specify a Power, Shtick or the Default Skill to use to or accomplish other tasks given appropriate descrip-
try to prevent them from taking that Action. Whatever tions according to the Primary Rule. A Combined Ac-
they’re attempting to do must now beat you in an Op- tion might be a super-strong character throwing an-
posed Task first. (Naturally you have to have Actions other character who attacks with his fists or blades
remaining and be using a Power that you haven’t al- (“Fastball Special”) or two martial artist coordinating
ready used this Round.) Combined Abilities and other their attacks (“You go high, I’ll go low”) or one char-
rules apply to this Opposed Task as normal. If he wins, acter grabbing a enemy to hold him long enough for
he goes ahead with his Action as planned and this another to hit. A squad of riflemen might combine
contest doesn’t count as his one use of that Power for all their shots into a single attack. When Combining
the turn; if he loses then he’s out the Power and the Abilities the combo becomes a single attack, and the
Action and his attempt failed. Combined Power Level is equal to the Power Level
48
Splitting Abilities

of one of the Combined Abilities of the attacker’s


choice, plus 1 Point for each character Combining,
to a maximum plus equal to the number of players
in the fight. Thus, each player at the table involved
in the fight can contribute, if they choose, but you
can never get a bigger plus than that. enemies face
the same limit: the number of players, not the num-
ber of enemies. (Limiting the maximum to the num-
ber of players actually involved in the fight means that
characters aren’t penalized for having a big group of
players who are off doing something else while the
enemies ambush them.)
The Advantages of the Combined Action will be
those of the Ability that’s chosen as the base for the
Action; you cannot mix and match the Advantages
of the different Abilities. Disadvantages are applied
separately. Using a Ability as part of Combining Abili-
ties costs an Action, even if it’s an Automatic Power.

Combining Your Own Abilities


Characters may also combine two of their own Abili-
ties, for a +1 as per the standard rule, as long as they
have a reasonable Primary Rule justification, such as single die (as happens to Abilities when Hindered), un-
using flight to swoop down a enemy while swinging less they have the Can be Disabled Disadvantage or
an Electric Mace to add the speed of the dive to the are targeted with Power that has the Disabling Only
impact of the mace. Each Ability contributing takes Advantage in which case they behave as with any
one Action. You can’t combine more than two of your other Ability. In addition, Players should take particu-
own Abilities, or Combine more than two of your own lar care that the Primary Rule justification for Disabling
Abilities and somebody else’s Abilities. a Automatic Defense makes good genre sense. E.g. if
somebody is made of stone, it ought to be pretty hard
to justify reducing that Power or taking it away, even
Disabling Abilities temporarily.
Besides attacking to Out, you can attack to Disable
one of the opponent’s Abilities. The attacker rolls nor- Splitting Abilities
mally, following the Primary Rule, and the defender
rolls the Ability instead of whatever defense would nor- The opposite of Combining Abilities is Splitting Abilities:
mally be applicable (so it’s easier to Disable weaker you can choose to attack multiple targets at once by
Abilities). A Hinder result means the Ability is Disabled dividing up your Power into two dice, one at each
and cannot be used again until an Action is spent target, or attempt two tasks at once by dividing up
restoring it; an Out result means the Ability is Disabled your Shtick. You can’t Split Abilities that have been re-
and can’t be used again until conditions similar to re- duced to one die, such as when Hindered or Tired. As
covering from being Out are met: usual, you need to follow the Primary Rule by having a
plausible explanation for what you’re doing, whether
1. The character or another spends a full turn repair- it’s firing one gun with either hand at different targets,
ing or restoring the Ability using another Ability in or kicking one guy while punching another. Even if
accordance with the Primary Rule your explanation of how you’re splitting your power in-
volves multiple shots, it still only counts as one Action.
2. The character spends an Action using a Shtick Similarly, you need a good explanation of how you’re
that by the Primary Rule is intended specifically for using your Shtick in multiple ways at once, such as try-
situations such as this (e.g., Engineering, Regener- ing to use your Thief Shtick to remain hidden in shad-
ation) ows while picking the lock: one die would go towards
the hiding in shadows, the other towards picking the
3. The character voluntarily leaves combat for 3 full lock.
Rounds to repair or restore the Ability
Optional Rule: Impromptu Area Effect
Disabling Automatic Defenses
If you want to allow crazier stunts, such as stomping
When Automatic Defenses are Disabled, they don’t the ground so hard it bowls over an entire squad, or
completely go away: instead they are reduced to a running around at super speed punching a dozen
49
11. U SING A BILITIES

guys in the face, you can use the Impromptu Area


Effect Rule to break up the dice to cover even more
targets. Attacking two targets uses one die each. Af-
ter that each time you lower the die-size by one, you
double the number of targets that die effects (e.g.,
d8, d8 becomes 1d8 on each, then 1d6 on 2 targets
and 1d6 on another 2, then 1d4 on 4 targets and an-
other 1d4 on a different 4 targets, etc.). You can never
split a Power below d4, and you can never “double
up” by having the two groups overlap by a single tar-
get; if that means that you cover less than the maxi-
mum (say there are 4 in one group and only 3 left over
for the second group), them’s the breaks.
Generally, Impromptu Area Effect is intended for
when somebody is spreading their Power around,
Generally, it makes more sense to treat opponents
such as setting your Maser on wide-angle to try to
as a Mob if they would be no threat to the charac-
shoot an entire crowd, or when the gigantic lizard
ter except en mass, or there are too many to make
sweeps its tail through the entire party. If you’re do-
it worth even counting how many individuals are Hin-
ing something like shooting a hole in a nearby coolant
dered or Out.
pipe with your blaster to try to engulf a mass of Empire
Troopers, or tossing a tapestry down on a group of A Note on Tactics
guards charging up the stairs at you, it’s quicker and If you are fighting a group of identical foes, such as
easier for the GM to treat that as creating a Peril or agents, and you don’t really care which one you
Obstacle instead. (See Perils and Obstacles.) put Out, it is always advantageous to at least split
You can use the following table as a “cheat-sheet.” your Power into two attacks. E.g., if you have a d10,
d10 attack, make it d10 against each of two foes.
Table 11.1: Splitting Abilities If the resulting roll is too low to affect the agents
on both dice, rolling both against a single agent
# Targets per die 1 2 4 8 wouldn’t have helped; if one of the dice is high
Die-size -0 -1 -2 -3 enough and the other isn’t, you still put an agent
Out just as if you’d rolled against a single agent; if
both of the dice roll high enough, you manage to
get two agents.
And the rest... Contrariwise, if you are fighting a single foe, or
you have reason to care exactly which foe you’re
When you’re using Impromptu Area Effect, after putting down (such as the one who is closest to
you’ve split the dice to cover as many specific targets the launch button in the underground missile silo),
as you wish, you may choose to target everybody left it’s better to use both dice against that single foe,
over in the area with a single d4. Roll 1d4 for all of and even better if you can Combine Actions to use
them, not each individual. larger dice. Wild Shot (merging two dice into a sin-
gle larger die) is a toss-up: it’s more random, so your
Quick Roll average roll will be lower, but the maximum roll will
be higher. If you think the average is good enough
When rolling for a bunch of identical Abilities, such to prevail you should stick to rolling two dice; if you
as when NPCs are defending against an Area Effect think that you’ll only win if you roll close to the max
Power, or Power that’s been split among them with Im- then you should Wild Shot.
promptu Area Effect, instead of rolling for each indi-
vidual roll the defensive Power and treat the high die
as applying to half the group, and the low die as ap- Duration Of Abilities
plying to the other half.
The duration of the effects of various Abilities should
generally be determined by the Primary Rule. If you
Speeding Combat Vs. Minions make a patch of ice with one of your Abilities, it will
Against a bunch of identical foes, you can treat them last until somebody else uses a Power to get rid of it, or
as a Mob. To treat them as a Mob just redefine them it melts naturally. If you make a wall of stone, it will last
as a single entity, increasing their Power Levels appro- until indefinitely, or until it’s destroyed. On the other
priately. See Mobs 14. hand, many Power effects should be presumed to last
E.g., The Indescribable Bulk throws a truck at 16 only until they’re overcome; if you Hinder a foe by try-
agents of H.E.L.L. As a Mob, you roll once for the ing to encase him in ice, the icy coating only lasts until
Bulk at d12, d12 and then once for the entire mob he spends an Action to free himself.
of Agents at, say PL 8 (d8, d8).
50
Chapter 12

Tropes

Tropes are special rules that help provide a better fit hits them (doing half the die-size), but can’t reason-
for things that are typical of the genre. Tropes are al- ably aim so as to hit only the henchmen and not the
most always invoked by the players, or the GM on be- people they’re standing among; a character with a
half of the NPCs, so they can be used as much or as lit- Rain of Fire Power that has the Area Effect advantage
tle as the players see fit; they are not situational modi- is similarly unable to avoid Collateral Damage simply
fiers, so you don’t need to be constantly checking the by choosing to use Careful Aim.
list to see if a particular Trope applies, nor is there any If you wish, you may also declare that you’re Pulling
chance that you played it “wrong” if you later realize Your Punch and then you won’t cause Overkill even if
that there was a Trope that you might have used but the result would normally be sufficient to Overkill; you
didn’t. cannot Pull your Punch unless you are taking Care-
ful Aim. Again, Pulling Your Punch may require extra
justification, particularly if you’re using an Area Effect
Aid attack.
Careful Aim and Pulling Punches cannot be com-
Spend an Action to completely Unhinder an ally, no bined with Wild Shot, since the nature of Wild Shot
matter how many Hindered conditions are stacked. is giving it everything you’ve got instead of taking a
You should still describe how you’re aiding the ally ac- safer more controlled shot.
cording to the Primary Rule.

Failure Is Not An Option!


Careful Aim And Pulling Your Punch
If you are trying an Uncontested action and you roll
There are times when the character may want to be poorly, you can adjust the roll into the maximum roll by
more cautious about using attacks, either to be surer spending another Action and invoking Failure Is Not
that you hit, or to avoid doing Collateral Damage or An Option! You should accompany this with some ex-
Overkill. If you take Careful Aim then instead of rolling planation of how you managed to pull it off. If you
the dice you take half the die size of the larger die. were in combat, you become Hindered; this repre-
E.g., on d6, d6 you take 3, on d10, d8 you take 5. You sents some extra time or effort you needed to put in
won’t have the chance of rolling really well, but you to change the failure to a success. If the adjustment
won’t roll really poorly either. You cannot use this op- is more than your Stamina, you’re Tired in addition.
tion while you are Hindered. If you’re out of Actions, you may still invoke Failure Is
If you use Careful Aim, then you can choose not Not An Option but you automatically become tired,
to do any Collateral Damage if you wish. An excep- no matter how small the adjustment was.
tion is when you are attacking a bunch of targets at E.g., you are attempting to lift a car off the train
once, either via a Power with the Area Effect advan- tracks before the oncoming train barrels into it, at Dif-
tage or by Splitting the Dice; in that case, whether you ficulty 6 for your Scope; if you roll less than a 6, you
can avoid Collateral Damage through Careful Aim can choose to still lift the car if you wish, but you nar-
depends on the Primary Rule justification you’re using rate that it almost slipped out of your grip (the bad
to explain how you manage to hit all the targets. For roll), and you had to lunge for it, as a result you’re Hin-
instance, a character using Super Speed could say dered.
that he’s just running up to each target and punching For extended tasks outside of combat where it
them individually in the nose, so avoiding Collateral doesn’t make much sense that you are temporarily
Damage makes perfect sense; a character using Su- Hindered, you may adjust still the roll to the maximum,
per Strength who’s justifying Splitting the Dice among but if the adjustment is more than your Stamina you
a number of henchmen who are standing within a become Tired; this represents working really hard at
crowd of bystanders by picking up a bus and throwing the task, such as might be represented in a movie or
it at them can take Careful Aim to make sure that he comic book by a montage: exhaustive searches at
51
12. T ROPES

the library, late nights at the lab, pounding the streets Academy Training Power between attacking and de-
talking to contacts, and so on, until you succeeded. fending. Can be combined with automatic defense
You may never do this with Contested rolls; instead in the usual way (treat as +1 to the smaller power).
you would use Supreme Effort. (see 12)
Failure Is Not An Option may be combined with
other ways of getting bonuses to the roll, such as Supreme Effort
Combining Abilities and Supreme Effort, with suitable
Primary Rule explanation. If the Power isn’t sufficiently strong, but is close, you
may attempt a Supreme Effort to accomplish the task
anyway. You add your Will Attribute to the roll. E.g., d6,
Intimidation d6 Power plus Will 3 rolls 5, 2, which is a 5, then + 3 for
the Supreme Effort = 8 total. If the roll is Uncontested
One staple of SF stories is the characters are often you may combine this with Failure is Not an Option
able to Intimidate others through a display of their (becoming Hindered as well, to change your roll to
Abilities, particularly much weaker foes such as nor- the highest possible).
mal people or low-level thugs. Attempts to Intimidate
When you make a Supreme Effort, your Stamina
are treated as attacks vs. Will, but instead of being a
goes down by one temporarily (until the end of the
contested roll against the Power that would normally
adventure or you use Overdrive), and you become
be used to defend against such an attack, the con-
Tired. Once you become Tired, you may not attempt
test is vs. the defender’s strongest Power. This is the
further Supreme Effort until you recover from being
“You call that a knife? Now this is a knife!” principle.
Tired.
Attempts to Intimidate don’t literally require an attack
You may apply Supreme Effort after you see what
on the defender, merely a demonstration of what the
the die roll is by spending an additional Action. This
Power is capable of, such as against a nearby inani-
simulates the comic book trope of realizing that you’re
mate object. Creative use of the Primary Rule can jus-
about to fail and redoubling your effort, even when
tify using Powers such as movement or defenses in In-
that effort is something like firing eye-beams. If in-
timidation, e.g. by using flight or telekinesis to dangle
stead you choose to apply Supreme Effort before the
somebody high above the ground, or to demonstrate
role it doesn’t take an extra Action, but might well be
that the target’s best weapons bounce harmlessly off
wasted (if the roll is so bad that Supreme Effort can’t
your powered armor.
possibly help, or so good that it was not needed).

Second Wind
Take a Bullet
If you are Tired, you can expend 1 point of Stamina
to recover from being Tired. You can only recover When attempting to Counter an attack, the you can
Stamina by spending a scene resting, at one point per elect to “Take a Bullet”: you take the brunt of the
scene. A rest scene really should involve a restful ac- Power against your Default Skill, but the action is au-
tivity, like spending a night in a good bed, or bathing tomatically Countered; the opponent doesn’t get to
in a hot spring, not just taking a brief pause in running abort or attempt to use a different power to avoid be-
from the wolves to pant by the side of the road. In fic- ing Countered. Normals will sometimes do this to take
tion, these are the scenes where the protagonists let an attack meant for another.
their hair, and their guards, down.

This Ends Now!


Sheer Determination
Sometimes battles drag on forever, with neither side
As a last resort, you can always free yourself from be- gaining a clear advantage. To address this, either the
ing Hindered without spending any Actions by using players or the GM may suggest at any point that the
Sheer Determination: regardless of how many times remainder of the battle be resolved via This Ends Now!
Hindered has been stacked on you by previous at- If you agree to resolve it via This Ends Now! Both sides
tacks, or what Abilities you have, you can clear them describe a single assault, which can use any of the
all by expending 1 point of Will. This does not take an rules for Combination, Wild Swing, Supreme Effort, and
Action, but once you reach 0 Will you can take one Jury Rig and the highest roll wins the battle decisively.
more Action and then are Out. Will can only be re- The losers are at the mercy of the winners, regardless
covered at the end of an adventure. of how the interplay of the Abilities would normally
be worked out according to the Primary Rule. (E.g.,
Shoulder Roll even if your Automatic Defense would usually make
you immune to the particular Power the enemies are
You can split your Power into one die on the attack, employing, if you choose to use This Ends Now!, if you
and one die on the defense. E.g. You shoulder roll lose, you lose and are Out/captured with the rest.)
and come up firing your laser, letting you split your Ties, as always, go to the players.
52
Wild Shot

Wild Shot
Any time you use a Power, you can take a “Wild Shot”:
you merge the two dice into a single higher die. The
result is generally a slightly more erratic roll, but one
with a chance of scoring larger hit (maximum value
increases). Wild Shot does not in itself require a spe-
cial Primary Rule justification, it just represents trying a
harder, riskier shot.
Two identical dice merge into a single die one size
larger: d8, d8 becomes a single d10; d10, d10 be-
comes d12, etc.
If dice don’t match, roll just the larger die and add
1 to the result. E.g., Power Level 7 is d8, d6. Using Wild
Shot you change that to d8+1.

Wild Shot And Combining Actions


Wild Shot may be done with Combined Actions as
well. Just apply the Combining Actions rule normally,
and then merge the dice of the base Ability.
Example: A squad of 4 goons, each with a PL 4 (d4,
d4) attack can Combine their Powers into a single (d4,
d4)+4 attack; they have the option of Wild Shot as
well, transforming the attack into a d6+4 attack.
Example: A single character combines her own PL 8
Flight and PL 10 Electric Mace attack and takes a Wild
Shot. That’s +1 PL to one of the Abilities for the Combi-
nation, likely the Mace since it’s higher. That makes it
(d10, d10)+1. Wild Shot would merge the d10, d10 into
a single d12, then +1 for Combining. Had her Mace
been PL 11, and Wild Shot would merge the d12, d10
into a single d12+1 and +1 for the Combination would
have her rolling d12+2.

53
Chapter 13

Rounds And Turns

The players and the NPCs take Turns, going around multiple Actions to attack the same foe, you can treat
the table, alternating between the GM and each them as a sequence of separate attacks or as a Com-
player. Once around the table is called a Round. bined Action, depending on how you describe them.
Your character’s Actions attribute determines the
maximum number of Actions you can take in a Round, Not Your Turn
and all Abilities except defenses may only be used
once per Round. This may not be strictly realistic when As long as you have Actions left:
one character is an android capable of sorting an en-
• If it’s somebody else’s Turn, you can defend your-
tire library of data chips in a matter of minutes and
self or others, Combine your Abilities with others to
another is merely human in command of the ship,
help them, or attempt to Counter an Action.
but science fiction stories don’t feature 5 minutes of
scenes with the android in the engineering section for • In between Turns you can take any Action that
every 10 seconds of the captain on the bridge. doesn’t involve attacking.
The GM begins each Round by describing the lo-
cale as it currently stands, and particularly any con- Cutting in Line
ditions that have changed as a result of previous
Rounds, such as radioactive goo spreading across the If you have some reason you want to take your Turn
floor from the storage tank that was just ruptured, bus- in the order before one of other players goes that
loads of orphans now careening out of control, count- Round, you can just ask them to take your turn first.
down timers on doomsday devices advancing, and Your position at the table isn’t meant to be destiny;
so on. Play should then alternate between a player it’s just an easy way to keep track of who hasn’t had
taking a Turn and then the GM taking the Turn of one a chance yet. If you want to cut before an NPC, you
or more NPCs, until every PC and NPC has taken a can spend an extra Action to move your Turn up.
Turn. The GM should try to space out the Turns of the
NPCs so they go in between each player’s Turn, in- Interrupting
stead of all the NPCs at once.
You can only Interrupt somebody else’s Turn once
they’ve announced it if you are trying to Counter
On Your Turn them, otherwise you should wait until their Turn is re-
On your Turn, you can do as many different things as solved.
your Actions, as long as you don’t use any Ability more Don’t spend too much time thinking about the best
than once. Sequences of Actions have to make sense order to carry out Actions or take Turns–the object is
as happening rapidly according to the Primary Rule; to keep the action flowing, cutting back and forth be-
you shouldn’t try to reprogram a computer, wrestle an tween the characters and the enemies as in a movie,
alligator, and seduce the enemy all at the same time, rather than to gain any kind of tactical advantage.
even if each of those makes sense individually and
you have enough Actions to cover it.
If your Turn comes around and you don’t want to
do anything yet, you can postpone your Turn for later;
play then moves on to the next player. You may
take your Turn later, but you may not interrupt another
character’s Turn except to try to Counter them.
You may invite other Players to join you in Combined
Actions (or they may suggest it); if they join you, you
are considered to be taking your Turns simultaneously
and they do not get a separate Turn later. If you use
54
Chapter 14

Special Situations

The variety of Abilities and situations that science fic- Intimidation; the presumption is that the coordination
tion characters confront, and all the ways they can or tight packing that allows the mob to be treated as
combine, is vast. Most of the time, dealing with this in a single entity for purposes of overwhelming the char-
Zap! is straightforward: you apply the Primary Rule to acters render it vulnerable to disruption or scattering
see what sounds sensible in an SF story and then either without special effort on the part of the characters so
it simply happens (if it’s unopposed and well within the long as the basics of the Primary Rule are followed.
Ability’s capabilities), you roll and compare to a Diffi- Mobs are treated the same as single characters
culty (if it’s unopposed but possibly beyond the limits when it comes to rules like Wild Shot, Supreme Effort,
of the Ability), or you roll against the opposing Ability. and the like, whether the mob is fighting a single char-
Nevertheless, some special situations crop up fre- acter or another mob. Mobs may Combine Actions
quently enough that it’s worth treating them slightly with characters, provided they are operating at the
differently, both for greater fidelity to the genre and same Scope. That is, a single minion shouldn’t be
more consistency when they crop up. They are largely able to combine with the enemy leader to give him
elaborations on the basic procedure, rather than re- a bonus, but a mob of minions large enough to be a
placements for it, and the GM should feel free to ig- threat to the character should.
nore them in any situations where they would make
less sense than the basic procedure.
Hit Locations
Mobs Most of the time the exact location a blow or shot hits
can be determined according to the Primary Rule, or
SF characters frequently confront mobs, even armies, just by picking a likely location. Sometimes you might
of lesser foes. While the ordinary rules for combin- want a way to resolve where it lands in an impartial
ing Abilities (when it comes to the mob attacking) fashion: perhaps the attack does something addi-
and splitting Abilities (when the characters attack the tional if it hits unarmored skin, or perhaps you just find it
mob) are sufficient for small groups, it can become easier if you don’t have to make it up on the fly. Chart
tedious if the mob is very large or is interacting with 15.1 can be used to pick a location without any ad-
multiple characters at once. In these situations, it’s ditional roll. Just use the least-significant digit of the
convenient to handle the mob as a single entity, or lower of the two dice rolled. The smaller the die, the
perhaps one entity per character. Simply stat the larger the area the number represents: on a d4, a 3
mob out as if it were a enemy, with Abilities and At- would be anywhere on the arm or hand; on a d6 a 3
tributes representing the combined values of the in- would be on the forearm or hand.
dividual members; there is no need to calculate this If the player wants to call a shot to a particular lo-
according to the rules for Combining Abilities, just do cation, the least significant digit of the lower die (in-
it directly based on the Scope. E.g., a mob of or- cluding any bonuses) has to meet or beat the num-
dinary citizens sufficient to take on a Neighborhood- ber on the hit location chart. Whether that hit Hinders
level character can just be given a Main Power (guns or puts the target Out still depends on the Damage
and improvised weapons) at Level 6 (d6, d6), a Au- when compared to the defender’s roll.
tomatic Defense (multiple bodies) at Level 8 (d8, d8),
Toughness 3, Will, Stamina and Actions 2, and then
fight as a single entity. Out can represent the mob Crossing Scopes
being dispersed, rather than each individual being in-
capacitated (though it could represent that, too, de- Adventurers sometimes face opponents of different
pending on the Primary Rule). When fighting a mob Scopes from their own, whether it’s lower-level alien
as a single entity, there is no need for characters to critters or menaces from a higher Scope. Since within
split their Abilities or use Area Effect Abilities to cover a Scope Power levels always have the same range
the entire mob, whether making an ordinary attack or from PL 2 to PL 12 (roughly), when encountering some-
55
14. S PECIAL S ITUATIONS

will be treated as PL 13 (d8+5, d12) while at your


Scope.
Facing a foe 3 Scope Levels higher who has a PL 4
Power: Regional 4 = City 5 = Neighborhood 6 = Street
8. The first two downward jumps add only 1, since the
PL is less than 6, then the last adds 2. His Power at your
Scope is PL 8.
If you look at the Power Level charts in the Appendix
you’ll see this is a reasonably good approximation of
looking up what a Power at a given Scope ought to
be able to do and then cross-indexing to what the
equivalent is on the Scope chart for the appropriate
lower or higher Scope.

Inventing Features of the Environment, How


Much is Too Much?
Zap! leaves the players a good deal of room to just
make up features of the environment as needed to
employ their Abilities. If they’re in a docking bay and
they want to hurl a barrel at an oncoming trooper,
they can assume there’s a barrel because that seems
plausible. Nothing is really gained by forcing them to
stop and ask the GM whether there is a barrel, and
if not is there something similar enough that it would
work within reach? On the other hand, it would be
very dull if the players could just declare “I pick up the
secret documents we’re supposed to be searching for
from where they were left in the open on the desk.”
Similarly, if the characters are in a starport bar, the
players can just assume that there are bartenders and
patrons such as a loud drunk, a prosperous-looking
Figure 14.1: Hit Location businessman (unless perhaps it was a very seedy bar),
a tough-looking stevedore, and so on... but what
about the President of the Federation, who just hap-
pens to be there? Where to draw the line?
thing from another Scope you have to translate its The rule of thumb is that players should refrain from
Scope to your own. You should almost always trans- inventing anything that would demand further expla-
late them into your Scope, so you don’t have to do nation. If you were watching an SF show and there
the math on all the players’ Abilities. To do that: were barrels in the docking bay, it would never oc-
• For each Scope Level the opponent is higher, add cur to you to wonder why they were there, but if the
1 to its Power Level for PLs less than 6, add 2 to its heroes stumbled across the secret plans just lying on
PL for PLs greater than or equal to 6. a receptionist’s desk it would raise all kinds of ques-
tions. Players should try to never just make something
• For each Scope Level the opponent is lower, sub- up that makes the other players stop and wonder how
tract 2 from its Power Level for PLs greater than or or why it’s there.
equal to 6, subtract 1 from its Power Level for PLs Even if something were perfectly plausible, the play-
less than 6. ers shouldn’t invent it on their own if it would raise
questions about why nobody noticed it before. You
Examples: don’t want to have your narration cause all the other
Facing a foe 2 Scope Levels lower (such as Street players to have to completely revise their mental im-
Scope when you are City) who has a PL 7 Power : age of the scene. A bar-fight may be a perfectly nor-
Street Level 7 = Neighborhood Level 5 = City Level 4. mal occurence, at least in the kind of bar PC’s fre-
The first jump in Scope subtracts 2, the second only 1, quent... but a player ought not declare that her char-
since at that point it’s already at less than 6. His Power acter is using the distraction caused by the heretofore
will be treated as PL 4 when facing you. unmentioned bar-fight going on to pick somebody’s
Facing a foe 3 Scope Levels higher (such as Re- pocket since that would raise the question of why no-
gional Level when you are Street) who has a PL 7 body noticed it until now. Better to instigate a fight,
Power: Regional 7 = City 9 = Neighborhood 11 = Street and then use it as a distraction.
13. Each downward jump add 2 levels. His PL 7 Power
56
Chapter 15

Range

Range and positioning in Zap! are highly abstract,


and are scaled according to the Personal Scope of
the Campaign. Rather than giving a range as a con-
crete number such as 300 meters, and then calcu-
lating that based on a movement rate of 100 meters
per Round it will take three Rounds to cover the dis-
tance, in Zap! you would say that since the Scope
is e.g., Neighborhood, the enemy being on the next
street over puts him at Pursuit Range, and it will take
one round using your Movement Power to reduce that
to Combat Range. Almost all combat takes place at
Combat Range for the Scope, except perhaps at the
beginning when the sides are just catching sight of
each other, or if one side is trying to elude the other.
Range divides into Combat Range, Pursuit Range,
and Lost Contact with the distances depending on
the Scope. Combat Ranges for each Scope are listed
below; Pursuit Range is one Scope level higher, and
Lost Contact is two Scope levels higher. So a charac-
ter operating at City Scope would treat everything in
a single block of buildings as within Combat Range,
up to a couple blocks away in any direction as be-
ing Pursuit Range, anything farther away would be
Lost Contact. Note that Pursuit Range doesn’t lit-
erally mean they are directly visible at all times, or
that you have noticed them, merely that the Scope
of your senses and movement Abilities are sufficient
that you can attempt to locate them; depending on slashes a cable holding a cargo net to make it fall
the Primary Rule that may mean you are criss-crossing on him. In any case, by the Primary Rule if you can’t
the area at Super Speed rather than searching for come up with a plausible justification given the cir-
them with X-Ray vision, but in any case they must win cumstances, you should refrain from using the power
one more Contested Movement roll before they’ve until it is justified.
eluded you completely. Each Round you can try to reduce or increase the
At Combat Range all Abilities work normally; at Pur- Range by one category; if the other side tries to pre-
suit Range, the you can only roll a Contest of either vent that from happening (by fleeing or pursuing)
movement vs. movement or sensory Abilities versus make a Contested roll of Movement and sensory Abil-
hiding or evasion; if you’ve Lost Contact, you can’t ities vs. Movement and stealth Abilities, depending on
even try to locate the target any more—you have no whether the quarry is trying to outdistance pursuit or
idea which direction they’ve gone or how far. What hide; this takes an Action.
constitutes Combat Range does not depend on the Ranges are symmetric: no character can attack
Power in question: claws and laser-beam eyes have another from a range too great for the target to
the exact same Combat Range for a given Scope, counter-attack. It may be that the description of cer-
they simply require different descriptions of how the tain Abilities implies a limitation on the range of that
power is used to justify them, with claws more likely Power, e.g., a Sword implies that you generally have
to require extra justification by including a description to be within arm’s length of the target. Even so, if
of how the character runs and leaps on the foe, or the character chooses to throw the sword, or move
57
15. R ANGE

to close with the foe and smack him one, the range ing? Or spin so fast with your arms outstretched that
to the foe is no different from any other Power. you helicopter into the air? Or do you need to find or
The Combat Range also determines the Difficulty of build a ramp at super-speed and launch yourself off
spotting a target with a sensory power, e.g. some- it? In real-world physics there is no speed that makes
thing that would require special senses to spot would any of those except the last possible, but in comic-
ordinarily be Difficulty 6 , but for a Neighborhood book physics any could be an explanation if that’s
Scope character to spot it several blocks away would how you say your Power works, pretty much regard-
be +2 Scope levels, therefor Difficulty 8. (see Difficulty less of the exact level of the Power and where it falls
for Other Tasks11.) on the speed chart.
Once in a while the situation might make it hard
Combat Range by Scope to justify using the Power: if the enemy is standing at
the other side of a lava-filled crevasse and the char-
1. Normal Normal large room, such as dining room
acter’s Movement power is roller-skating the player
or conference room
might feel it’s implausible that the character could
2. Agent Floor of a building, or a large room such jump the crevasse to touch the enemy with her stun
as a club or warehouse glove; according to the Primary Rule she should sim-
ply do something else, or combine her attack with
3. Street Large building such as an office or ware- another character who can supply the needed justi-
house Street and storefronts on either side fication by carrying her over to attack with his Rocket
Pack power. In general, though, given the flexibility
4. Neighborhood Block of buildings
of Abilities and the leeway given to the players to in-
5. City Several blocks of buildings vent plausible details of the environment such as vines
to swing on, news copters to hitch a temporary ride
6. Region Neighborhood of a city, e.g. SoHo or Chi- from, rubble that’s formed a convenient ramp to jump
natown a motorcycle from, and so on, players should rarely
find themselves at a loss for justifying closing any dis-
7. Country Region/several states
tance within Combat Range even if the Power’s de-
8. World Country scription requires they actually touch their opponent.

9. Solar System World


Senses And Range
10. Star Cluster Solar System
Difficulty for spotting something with your senses is rel-
11. Galaxy Star cluster ative to how hard it would be to spot, adjusted by dis-
tance according to the area that the particular Com-
Add 1 to Scope for Pursuit Range and 2 for Lost Con-
bat Range covers. By the Primary Rule, though, you
tact.
should only have to roll if what you’re trying to spot
might easily be missed, such as when it’s concealed
Movement And Range or you’re distracted. If it’s actively trying to hide, that
would be an Opposed check vs. whatever Ability it
Most Adventurers, except at the very lowest Personal was using to conceal itself.
Scopes, are capable of traveling much faster than E.g., Something that an ordinary human could spot
would ever be necessary to get about in combat would be Difficulty 4, something only perceptible to
or reach any place within Combat Range within a super-senses or equivalent instruments would be diffi-
relatively short amount of time. You can use the culty 6, and so on. (See Difficulty for Other Tasks 11).
Power Level chart to figure out how fast your char- If an ordinary human could spot it when within the
acter can go, but most of the time the character is same large room (Scope 2), then spotting it from the
going to be more constrained by the need to justify next block over (Scope 5) would be +3 to the diffi-
the movement by the Primary Rule than the actual culty, or Difficulty 7. On the other hand, spotting it from
speed. Characters in Zap! are presumed to be within within the area covered by small room would be -1 to
reach of each others’ Abilities as long as they’re at the difficulty, for a Difficulty of 3.
Combat Range or less, as long as they describe what The amount that you make the roll by can be used
they’re doing adequately. Movement is only separate to indicate how much information your senses reveal.
action when you’re attempting to change the Range Succeeding by 0 means you can perceive what’s cur-
or overcome an Obstacle, otherwise it takes place as rently happening, which is usually sufficient, but many
part of the description of the other actions the char- unusual senses that Adventurers might possess could
acter is taking. plausibly be able to reconstruct past events or per-
For instance, if your Movement Power is Super ceive minute or subtle details. See Investigation Re-
Speed, and the enemy is flying, how do you get up sults.
to him if that’s what you want to do? Can you run
so fast that you can run straight up a near-by build-
58
Chapter 16

Investigation

Frequently in Science Fiction, the characters will be The result is approximately how much information
facing the unknown. It could be as prosaic as trying the GM should divulge. For instance if the detective is
to solve a crime, or as exotic as trying to determine trying to deduce what the criminal’s target is as they
why the laws of physics themselves seem to be break- are attacking a museum exhibition, that’s something
ing down, but Investigation will form a large part of that an ordinary person could do (Difficulty 4), so the
most SF adventures, and the players will want to play detective rolls her appropriate Ability vs. Difficulty 4.
out obtaining new information. Most of the time in Suppose she gets a 6; she beat it by 2 and the GM
Zap!, the information is there for the asking, while the should provide about one sentence worth of informa-
interpretation is left up to the players. If they search tion: “The most likely target is the special exhibition of
a body, or a database, or perform a scientific experi- gold insects on the second floor.” If she had beat it
ment, they will find everything that the GM thinks is a by 5, then the result would be a picture; not necessar-
relevant clue, and perhaps some red herrings besides. ily a literal picture, but the information equivalent to
In other cases, the players will want their characters looking at a photo of what they intend to steal, which
to perform investigations and detective work in order means that she could ask questions if she wanted
to outsmart or get the jump on the enemies, for in- such as what kind of display case it’s in, whether there
stance to figure out their enemy’s likely next move or are guards around and so forth and the GM should try
sniff out the security precautions he’s placed in his lair, to answer if it would be evident from looking at such
in which case the character should roll the appropri- a photo.
ate Ability (usually a Shtick) or the Default Skill if using When the GM is conveying the results of the Investi-
something from the character’s Background against gation roll, it’s best if at all possible to give the actual
the Difficulty of the task (see Difficulty for Other Tasks clues that the detective spotted that lead to the con-
11), and comparing the result to the following table: clusion couched in terms that make sense according
The number of you beat the Difficulty by determines to exactly what Ability or skill the detective is employ-
the amount of information obtained: ing rather than the bare bones of the information. If
a mystic character is using her Psychic Sensitivity to try
Success Answer to identify a suspect, then the description should be in
terms of psychic impressions, and perhaps lean more
0 yes/no
heavily towards the feelings and psychology of the
1 one-word answer target; a character using Detective should be given
2 short sentence, quantity, or direction more concrete physical description along the lines of
3 diagram or paragraph description “From the angle of the blow it would have to be some-
4 sketch or series of questions body taller than the victim, and quite strong, either a
5 clear image or a conversation with the GM man or strong woman; the attacker was left-handed,
Table 16.1: Information Gained and some from some thread that were caught on one
of the victim’s buttons was wearing a very expensive
cashmere jacket.” The goal, as always with Zap!, is
You can Combine Actions for Abilities that give in- to make the descriptions flow satisfyingly from the Pri-
formation, with yourself and others, and that usually is mary Rule being applied to the specific Ability used.
an excellent strategy since each additional success
more than doubles the amount of information you A Note On Investigation
get. (One roll at +1 is better than two characters mak-
ing rolls.) Don’t overuse Investigation; in particular don’t turn it
Note that how much information you get is deter- into the skill system that Zap! doesn’t have. Nothing
mined by the roll, but which information you get is de- of value is added to the game by substituting Investi-
termined by how you narrate your actions and phrase gation rolls for the Spot and Notice checks that some
questions to the GM. other games have. If it’s something that the charac-
59
16. I NVESTIGATION

ter should notice or know because of their Abilities or


Background, the GM should just divulge the informa-
tion. Characters in SF don’t usually miss clues, even
really obscure ones, and the flow of the game isn’t
helped by the players having to play twenty questions
to see if they notice something relevant. SF characters
in particular often have abilities far beyond those of
mortal men, and even senses that nobody has or can
accurately describe. Just go ahead and tell them
all the information they can glean, using whatever
senses and abilities they have, and let them get on
with the far more interesting part of interpreting and
using that information. Reserve Investigation for when
it’s an activity that will be interesting enough to de-
vote play time to, preferably when the players insti-
gate it, for instance by announcing they’re going to
use their ship’s computer to try to analyze the signal
from the surface of the planet and identify the culture
that likely produced it.
It can take some work for GMs used to other sys-
tems to shake the habit of asking the players to roll to
see if anybody knows a certain piece of information
or notices the impending ambush, but it will make for
a faster-paced game and help the characters really
shine. A good rule of thumb is never use an Inves-
tigation roll for something that the character would
passively notice or could see at a glance, and if the
player announces the character is going to perform
a specific activity to try to gather information such
as visit the dives around the starport to shake down
punks for information, or research at the university li-
brary, consider whether the Primary Rule implies they
should just be given the information they’re seeking
(if it is indeed a plausible way to turn it up) without re-
quiring a roll. Reserve rolling for situations where it’s un-
clear whether and how much information they should
turn up.

60
Chapter 17

Negotiations

Negotiations are a catch-all for all inter-personal in- Attitude


teraction that is not overtly hostile. Usually, you want
something from someone else, and are trying to con- 1. Hatred (-3) Harming you is one of their most im-
vince them to give it to you, whether you want a pos- portant goals. They will harm you if at all possible,
session, information, or simply for them not to help your although they may hesitate if it is likely to cause
enemies. their deaths or loss of another long-term goal. Ha-
Negotiations are broken down into three types of tred occasionally has beneficial aspects, such as
sub-goals: when your sworn enemies prevent another from
killing you so as to savor your death themselves.
• Charm/Appease: you are trying to make
them like you more or hate you less. 2. Hostility (-2): They would like to harm you, but it is
not a major goal. They won’t make plans to harm
• Convince: you are trying to make them you at great expense or danger, but will harm you
believe a matter of fact (which could be if there is a good opportunity.
known to be true, a lie, a conjecture, or a
wild speculation). 3. Unfriendliness (-1) They would enjoy seeing you
harmed, but it is not an active goal of theirs.
• Entice/Caution: you are trying to make a
certain course of action more appealing 4. Neutrality (0) They do not care whether you are
or more frightening. harmed or helped, if it doesn’t affect them in
When using a Shtick in negotiations, set the difficulty some other way.
level to be the Scope of the person or group you are 5. Friendliness (1) They wish you well, and will help
negotiating with (for a person that’s usually the size you if it has little cost or danger.
of the area they command, e.g. the Mayor of a City
would be 5, since City is Scope 5). 6. Warmth (2) Your well-being is important to them,
The GM will determine the most likely attitude at but not enough that they would take great risks
the start of the Scene based on your common his- or expenses on your behalf.
tory, alignment of interests, characters, and the role-
7. Devotion (3) You are central to their existence,
played interaction. You can make a roll to Charm or
and they would take great risks and bear great
Appease. Success improves their attitude by one level
expenses for you, although it is not completely
just during the scene; success by more than their Will
without limits. Devotion can sometimes backfire,
makes the attitude one level higher permanently, or
in that their obsession with you may become a
at least until you do something further that alters it for
nuisance or danger. They may become jealous
the worse; if you succeed by 3 more than their Will,
of other allies, or sycophantic to the point of not
their attitude becomes two levels higher. If you fail by
giving you honest answers.
more than 3, their attitude becomes one level worse.
You may not attempt to Charm/Appease them more
than once per Scene, nor have different characters
try one after another, although you may all Combine
your abilities; once you’ve determined their basic at-
titude towards you for the scene and done your best
to modify it, play out the rest of the scene and any
attempts to Convince or Entice/Caution them based
on the resulting attitude.
The numbers for each attitude are modifiers to
your rolls to Convince or Entice/Caution them, once
you’ve determined their attitude.
61
17. N EGOTIATIONS

The GM will rate their receptiveness to an idea, What an Ally will give you
based on their nature and the role-played encounter.
Using an Ability to Convince them or Entice/Caution It is generally cheap for a party to give you informa-
them can increase this one level with a success, or tion they have, so any favorable attitude might give
two levels if you succeed by more than their Will; fail- you information. Secondly, the other group may give
ure by more than 3 makes this one level worse. you assistance. This will often be in the form of as-
signing an underling to help you, or a temporary Abil-
Convince Entice/Caution ity. They could also take charge of some aspect of
a group plan, such as keeping the Imperial Troopers
1 Denial Repugnance
busy while you corner the General. Finally, if they are
2 Disbelief Reluctance really committed to helping you, they could devote
3 Skepticism Disinterest their entire resources to your joint endeavor. Usually,
they would take charge of the major aspects and
4 Neutrality Neutrality risks, and delegate some smaller role to you.
5 Openness Interest
6 Belief Eagerness
7 Conviction Zealousness

62
Chapter 18

The Environment

In science fiction stories the environment provides mentioned it or it’s somehow in keeping with the en-
things for Adventurers to break or use as weapons emy’s persona.
against each other, and things that are dangerous
to the characters. Other aspects of the environment
merely provide fodder for using the Primary Rule and
plot and characterization for the adventures.

Environment Description

The GM should take care to describe the environment


in sufficient detail to provide the players with a good
sense of the ways that they can employ the Primary
Rule when taking their actions. It’s not necessary to
be obsessively detailed, and a battle mat and minia-
tures are almost certainly overkill (though if you want
to and have the action figures lying around, go for it),
but a bit of extra time fleshing out the scene slightly is
well worth it. Don’t just say “When you blast through
the door, you see a hi-tech lab and a bunch of tech-
nicians.” If you can, add some salient details: Along
the right side of the room are a bunch of bubbling
tanks with shadowy figures suspended in them; a myr-
iad of tubes criss-cross the ceiling and descend into
the tanks. In the middle of the room a group of about
seven scientists in lab coats and goggles are working
at some tables with Bunsen burners, various chemical Buildings
glassware, and microscopes. Along the left side of
the room is a bank of computers and monitors, and Buildings are similar to Bases, but will usually lack any
three agents in armored jump-suits, with bandoleers Abilities except a Automatic Defense and Toughness,
and sidearms are working on them. At the rear of the which will start at PL 6 and the Scope Level respec-
room, on a raised platform that takes up the entire tively, but can be higher for special-purpose or hard-
back of the room, there is some sort of metallic ta- ened buildings such as prisons or armories. As with
ble with restraints and three huge ominous ray devices Vehicles, merely getting an Out on a Building with
pointing at it. Light is coming from standard panels in a Power on the same Scope as the building doesn’t
the ceiling, like the rest of the base, and there is an- destroy it...it breaches the building’s security and per-
other closed Blast Door at the far end past the plat- haps a wall. To be able to destroy a building in a sin-
form. gle blast requires scoring an Out with a Power 3 levels
Players are free to assume that there are features higher in Scope. E.g., it takes a Power on the Cos-
that aren’t explicitly mentioned, as long as they make mic scale to potentially destroy the whole world in a
sense given what they’re told is there, but they should shot, or Power on a National scale such as a fighter
exercise some restraint when it comes to unusual, too jet to destroy an entire sky-scraper. You can destroy a
convenient, or bizarre features. A mad scientist’s bi- building with lesser Power, if you keep applying it, such
ology lab certainly has glassware, might have rats or as a tank destroying a large sky scraper, but it’s up to
even monkeys in cages, but almost certainly doesn’t the Primary Rule to determine how long it takes or if it
have a pool full of hippopotamuses unless the GM has can be done at all...after all a single M1 Abrams tank
63
18. T HE E NVIRONMENT

can’t expect to destroy an entire city by itself in any couldn’t destroy the building to be able to smash the
reasonable amount of time. vault in a single blow.

Building Levels
Perils and Obstacles
Buildings all start with an Automatic Defense of PL 6
(d6, d6) and a Toughness equal to their level. The world is full of dangerous things that can injure or
inconvenience the unwary character: rivers of bub-
1. Normal: Apartment. bling lava, perilous crumbling cliffs, tanks containing
sharks with frickin’ laser beams on their foreheads,
2. Agent: Single family home. and other perils too numerous to mention. Perils are
treated as Automatic Attack Powers. Obstacles are
3. Street: Row of houses/warehouse.
treated as Automatic Powers that attempt to Counter
4. Neighborhood: Several blocks of homes/large certain actions, most often movement or senses. A
sky-scraper. patch of oil that attempted to Counter any move-
ment across it would be a Obstacle; a patch of oil
5. City: Entire city. that was on fire would be a Peril, and perhaps an Ob-
stacle to sight.
6. Region: Region/Several states.
The GM should assign a Power Level based on a
7. Nation: A country. combination of how difficult to avoid or how deadly
or effective it is. A rivulet of lava only 2 feet across will
8. Global: The whole world. probably have a lower Power Level than a cloud of
9. Interplanetary: A solar system. sleep gas that completely fills the room. A patch of
loose gravel that made running difficult would have a
10. Galactic: An entire Galaxy. lower Power Level than an oil slick, even if it covered a
much larger area. When the characters interact with
11. Cosmic: The Universe. the Peril, such as when a room is filled with sleep gas
or if dumped in among the sharks, treat is as an attack
More Stuff To Break against their defense. The Peril should act against the
character once per Round, generally on the charac-
The world is full of stuff for adventurers to break. Most ter’s Turn to make it easier to track.
of the time this can be handled by simple application When characters interact with a Obstacle, the Ob-
of the Primary Rule, particularly when the character is stacle should attempt to Counter their actions when-
setting out to break it. If a Street Level character wants ever they narrate something that would interact with
to smash through an ordinary interior door using his it, such as riding their motorcycle across the oil slick;
Abilities, the door should smash. Sometimes, though, treat it as a normal attempt to Counter, where they
it’s questionable whether the character has sufficient have the usual options of aborting to save their Power
power, such as when a Street Level character wants and Action, rolling against it to see if they succeed
to smash through a bank vault door. Power Level 6 is anyway, or spending an Action to use some other
enough to lift a motorcycle, but to break open a bank Power to counter it (such as shooting a nearby sand-
vault? bag to spill sand across the oil slick before trying to
As mentioned in the Collateral Damage rules, ran- ride over it).
dom objects generally have Toughness equal to the Perils are often non-lethal. Non-lethal Perils can
minimum Scope at which a number of them tend to still potentially put characters Out, either by actually
appear, and the Default Skill (PL 4) for resisting attacks. knocking them out, or by removing them from com-
Hot Dog stands and fire hydrants are Street Level (3), bat for three Turns. E.g., if a dam bursts and inun-
News stands and cars are Neighborhood Level (4), dates the character, scoring an Out against the ap-
and so on. Attacks at the same or lesser Scope will propriate defense could represent the character be-
break the object on an Out result, but not destroy it; ing washed away down river and needing three Turns
and destroy it on Overkill. Attacks from a higher Scope to return rather than being unconscious. If something
character will destroy an object with an Out, though can’t reasonably put a character Out, only inconve-
it takes three levels higher to destroy a building or sim- nience them or block their actions, treat it as a Obsta-
ilarly huge object (or collection of objects, such as a cle instead. Slippery floors, or clouds of obscuring gas
city block or office park). are almost always Obstacles, not Perils.
Particularly tough objects, such as bank vaults, Some things might be treated as both: a river of
should be given the benefit of the three levels rule as lava might be a Obstacle if you attempt to cross it,
if they were buildings, and possibly an actual Auto- and a Peril if you fail and fall in. Use the Primary Rule to
matic Defense; realistically a bank vault would prob- decide which, given the circumstances. Such things
ably survive the complete destruction of the bank, so should typically have different Power Levels as a Peril
it would be somewhat implausible for a enemy who or a Obstacle: being extremely deadly does not auto-
64
Perils and Obstacles

matically make something nearly impossible to avoid member that combining attacks with Automatic Pow-
or overcome, and vice versa. ers such as Perils always use the lesser Power as the
Perils and Obstacles should never use Wild Shot, base, and add to that. E.g. Martial Arts PL 8 and Sleep
or exert Supreme Effort, but simultaneous perils might Gas PL 6 would combine to a PL 6+1 attack not a PL
Combine Actions, and clever characters might try to 8+1...but since the Sleep Gas is the base, if it had any
combine their Power with them. If the ceiling of the advantages like vs. Stamina those would apply to the
secret lair is caving in at the same time that the char- combined attack, just as the martial artist intended.
acter is trying to leap to safety over the bubbling lava, Perils and Obstacles might behave as if they had
treat it as a Combined Obstacle acting to Counter his certain Advantages and Disadvantages, such as be-
leap. This works out slightly to the character’s favor, ing Area Affect, or Exotic, or Single Use, just as if they
but speeds things along. were a normal Power.
Note that since Perils count as Automatic Attacks If the character tries to eliminate the Peril or Obsta-
there’s no limit to how many times they can attack cle, say by freezing the lava in place, treat that as an
in a Round as long as the conditions that trigger the attack to Disable the Power. It’s possible that a Peril
attack are met. The Peril will only attack a given or a Obstacle is so dangerous or permanent it can’t
character on its “own initiative” once per Round, but be eliminated, for instance a sea of lava in a Neigh-
other characters can try to incorporate the Peril into borhood campaign; in that case don’t even assign
a Combined Attack as many times as they like, pro- it a number, just say it’s beyond the character’s abili-
vided they can justify it by the Primary Rule. For in- ties. The GM should assign a Toughness based on how
stance, you might combine Martial Arts with the room easy it is to eliminate the Peril or Obstacle.
filled with sleep gas by saying you were punching the Like all Abilities, Perils and Obstacles follow the Pri-
foe in the gut to force him to breathe some in. Re- mary Rule. It doesn’t matter that the river of lava is de-
65
18. T HE E NVIRONMENT

fined as a Obstacle, if the character has flight she can criminate between the character’s friends and foes,
just fly over it without having to roll her Flight Move- so an ally on the wrong side of the blast doors is just
ment Power versus the lava’s attempt to Counter. If as stuck as the Troopers, and in just as much trouble
she decides to dive in it to see if there’s something when the chamber is voided into space.
at the bottom and her only defense is Acrobatics,
then the lava doesn’t need to roll–she’s going to get
burned.

Creating an Obstacle or Peril


Characters can create Obstacles or Perils with their
Abilities. Generally, treat these as if they have the
same Power Level as the Ability used to create it. If
a character uses his PL 6 Ice Ray to create an ice slick
on the floor, that becomes a PL 6 Obstacle to any-
body trying to cross it. The character won’t have to
continue to spend Actions in subsequent Rounds; in-
stead the Obstacle should last a reasonable amount
of time, generally until the end of the scene unless
somebody Disables it to eliminate it.

Out by a Peril
One important difference between a Peril and a en-
emy is that when it comes to being Out, in most cam-
paigns enemies will let up rather than attempt to fin-
ish the job if for no other reason than they have big-
ger fish to fry than beating on a helpless character.
Perils, particularly when they’re environmental fac-
tors like high radiation or poison gas, will continue as
long as the character remains exposed, putting the
character Down for the Count on the second Round.
This can present a problem if you want a low-lethality
campaign; if so the GM should give the character’s
companions ample opportunity to rescue the char-
acter before any permanent harm is done, if nec-
essary helping along by narrating the Out in such a
way that rescue is still plausible (e.g., falling victim to
the fumes on a small outcropping surrounded by the
lava rather than plunging right into it). If they fail to
do so, and there’s no plausible way for the charac-
ter to jump back in after the usual three Turns then
the character is missing, presumed dead. The player
should decide whether to leave the character in that
state for a while, playing a different character in the
meantime, or have the character return almost im-
mediately. In any case, in order to return, the player
needs to come up with an explanation for the char-
acter’s miraculous escape.
Note that it is perfectly acceptable to use a Shtick
to create a Peril or Obstacle; this is one way you can
promote a non-combat Ability to be useful in combat.
Thus, a character with a Computer Systems Shtick
couldn’t use it to attack a group of Empire Troop-
ers directly, but could use the Shtick to override the
blast doors separating them, thus creating an Obsta-
cle they would have to surmount, or even open the
hangar bay doors, creating a Peril that threatens to
sweep them out into the void of space. The disadvan-
tage, of course, is that Obstacles and Perils don’t dis-
66
Chapter 19

Equipment

In most Science Fiction, equipment plays a big part by one die size instead of one Power Level. E.g. a
in the story, whether it’s the smuggler’s trusty blaster Pistol d6 with the Shots Disadvantage becomes d8;
or the science officer’s tricorder. In Zap! you should a Grenade d8 with the Area Effect Advantage be-
assume that Powers and Shticks that you use require comes d6, etc.
equipment. and the equipment you’re using should
be part of your narration of what you’re doing. You Typical Equipment Dice
are reduced to one die (as if you were Hindered) in
that Ability if you don’t have appropriate equipment Equipment Die Cost*
(e.g. guns or knives for a Power like Soldier, medical Small/Minor d4 2
kit for a Shtick such as Doctor). Abilities that have Medium d6 3
taken the Advantage Bare-handed aren’t subject to Large/Major d8 4
this; a typical such Power might be Martial Arts. Abili- Rare/Expensive d10 5
ties that have the Disadvantage Equipment Required Legendary d12 6
don’t even get a single die; they just can’t be used. * if used. SeeWealth.
Most of the time, players can assume they have
whatever equipment they need to hand...or just pick
up some improvised equipment. Somebody with a Variations in Equipment
Power Elite Commando caught without a rifle while You should assume that there is wide variation in ca-
in a hotel dirt-side on R&R when some terrorists attack pabilities of the items listed, even if its not reflected in a
can narrate grabbing a handy mop and breaking off mechanical difference between the items. These dif-
the head to use as a staff until she can knock one ferences should become fodder for the Primary Rule
out and take his gun. The point is to encourage such in play. For example, mechanically all primitive ar-
narration for flavor, not to enforce bookkeeping of ev- mor is just a d4 vs. muscle-powered weapons, but
erything the character is carrying at every moment. that doesn’t mean that in play you should treat plate
There should, however, be times when in all fairness armor and a leather jacket as being identical; you
it is unreasonable to assume that there is adequate are strongly encouraged to decide on the fly that,
equipment handy, and the player should endure the say, according to the Primary Rule and the tone of
handicap until some can be procured. the campaign swimming underwater in plate is forbid-
den, but a dagger has no chance of even Hindering
Equipment Dice somebody clad in plate except under special circum-
stances such as in combination with an attack that
Specific pieces of Equipment in Zap! are rated in immobilizes the wearer.
terms of a single die; characters using the equipment The GM and players are strongly encouraged to in-
can use that die in place of one of their own if it would vent details about the equipment in keeping with the
improve the dice rolled. For instance, a pistol might setting, even if the details have no game-mechanical
be rated at d6. An untrained person who would or- effect, since they can provide fodder for the Primary
dinary roll a d2 for his attack would instead roll a d6. Rule. For instance in the modern day there are many
A trained police officer with a Power Police Training makes and models of cars, with varying features such
4 would roll a d6, d4 instead of d4, d4. If he had as numbers of doors, convertible roofs, automatic or
PL 5 he’d roll d6, d6 instead of d6, d4. On the other manual transmission, differences in trunk size, side of
hand, an Elite Commando PL 8 would still roll d8, d8; the car the gas-cap is on, and so on. Any of these
the pistol wouldn’t improve on that, though it would things might plausibly come up in the course of play
justify using both dice instead of being reduced to as justifying or forbidding certain actions based on the
one for being unequipped. Equipment can be given Primary Rule, even though in game terms anything
the same Advantages and Disadvantages that Abil- from a Toyota Camry to a VW Beetle or a Ford F150
ities can, raising and lowering the Equipment Rating pickup truck might be described simply as Ground
67
19. E QUIPMENT

die; beating the equipment’s roll means it can be re-


paired. The number it rolled is the number of Rounds it
will take to make operational in combat, or Scenes
out-of-combat. This biases repair times in favor of
quick repairs in combat, but that matches most of the
genre fiction. Failure in combat means that it needs
to be repaired out of combat; failure out-of-combat
means it needs to be replaced, at least in part.
Building new equipment works essentially the same
way, but must be done out-of-combat unless using
a Scientist’s Science! skill. New equipment costs
roughly the same as buying the equipment, unless it
seems plausible that 90% of the cost of the equipment
is labor (as might be the case with primitive labor-
intensive items such as mail armor). See Wealth for
more about Wealth and costs. The advantage to
building it yourself is that you can get equipment to
your exact specifications, or in places that it might not
otherwise be available on local markets.

Cybernetic Enhancemetns
Car d6. In a SF setting, equipment is likely to be just Generally speaking cybernetic enhancements, or cy-
as varied and interesting, and the GM players should berwear, shouldn’t be purchased as Equipment in
try to bear that in mind, inventing details where nec- Zap! Rather, since once installed it becomes an in-
essary. nate part of the character it would be purchased with
personal Boosts. Only in a setting where cybernetic
Maintenance enhancements were frequently swapped in and out
during the course of an adventure according to the
Equipment in most SF settings needs routine mainte- needs of the moment would it make sense to write it
nance. Once per session, the players should spend up as equipment and let players purchase it for their
a Scene describing how they’re performing mainte- characters with wealth.
nance on some single piece of equipment, either all In such a setting, assume that nearly anything that
together on something big such as a ship’s compo- could be purchased as Equipment can be installed
nent or each character on her own equipment; this as an enhancement, but would Cost would +1 for the
stands in for all the maintenance that they need to do Advantage Cyberwear, and possibly another +1 if it
on all their equipment to keep it in good repair. If they has the Advantage Concealable as well.
skip this scene, all their equipment acquires the Erratic
Disadvantage (fails to operate on a Mishap) until the
scene is performed. Example Equipment
Not all of this equipment will be available in every set-
Equipment Mishaps ting, and the GM is encouraged to change the ba-
sic parameters to better match the setting. Perhaps
A roll of doubles when using Equipment is a chance of
all Laser guns must have the Burnout Disadvantage to
a Mishap, or a 1 if you’re only rolling 1 die. If there’s a
represent the limited lifespan of the tubes that gener-
chance of a Mishap, roll a d12 and get higher than
ate the laser. Even if the equipment exists in the set-
the Equipment Die size to prevent the Mishap. Re-
ting, there’s no guarantee that the PCs will be able
member you only have to check for Mishaps if you
to purchase it: a Portal Gun might be a top secret
have a Disadvantage that requires it, such as the Er-
weapon, only available as a prototype in a sinister
ratic Disadvantage from not maintaining the equip-
laboratory.
ment. (If you find it simpler you can just roll a d12 when
you have to check for Mishaps and a 1 is a Mishap; it’s
AutoDoc d8 Can perform emergency medical pro-
just a matter of whether you prefer to have to roll an
cedures and treat many conditions. (A) Flexible
extra d12 every time or only once in a while.)
(D) Bulky (D)Slow

Reparing and Building Equipment Chatty Cathy Drone d6 Sows confusion on commu-
nications channels by spoofing conversations,
In order to repair broken equipment make an op- records and plays back live traffic with learning
posed roll of a suitable ability vs. the equipment’s algorithms to make it harder to sort out real from
68
Example Equipment

fake traffic.Laser Pistol d4. Typical futuristic energy Projectile Pistol d6 The standard “six-gun.” (D) 6 shots
weapon. (AA) Area Effect
Portal Gun d8 Creates “portals” that you can step or
Force Shield d6 Creates a disc of force in front of fire through; requires line of sight to both sides of
the user, proof against most physical and energy the portal. AA: Exotic (stopped by forcefields)
weapons. Rations d4 Simple rations, lasts nearly forever, chemi-
cally self-heating, wrapper can be used as a wa-
Fragmentation Grenade d6 Typical WWII “pineap-
ter filter.
ple” grenade. (AA) Area Effect. (DD) 3 Shots
Robomule d8 Simple programmable sawhorse-style
Gravity Grenade d8 Pulls everything in a sphere robot for carrying equipment & supplies; sure-
around the grenade into an untidy pile at the footed, relatively slow, not comfortable to ride on.
center and holds it there until the power runs out;
doesn’t directly damage objects or people un- Sonic Grenade d8 A grenade that produces an ultra-
less they’re fragile, but can render them helplessly high pitched sound that stuns creatures with audi-
trapped. (A) Lesser Area Effect (DD) 3 Shots tory systems roughly like those of Earth creatures.
(A) Lesser Area Effect (DD) 3 Shots (D) Limited: re-
Hacker Deck d8 Computer with neural jacks that quires atmosphere, only vs. creatures with rela-
lets the user mentally control an avatar in cy- tively human auditory systems
berspace; within the virtual representation of the
network the avatar can retrieve data, break into Stasis Field d8 Stops time to preserve a cache
secure systems and even take them over. (AA) of goods, equipment, even people indefinitely
Control (D) Fragile (D) Side Effects (can physically against all conditions, even nuclear explosion.
damage the user) Device is the size of a backpack, projects a field
up to 3 meters in diameter. AA: Area Effect, A: De-
InstaWeb d6 Quad-rotor comm drones provide pri- layed (can activate via timer), DD: Single Use, D:
vate encrypted network in deployed area. (AA) Can’t be deactivated except by external stasis-
Area Effect. disruptor device

Lockpicks d6 Set of tools for opening locks and Stun Pistol d6 Non-lethally disrupts creatures’ neural
defeating security systems, depending on tech systems.
level these may be mostly dealing with elec- Tetracorder d6 Scans environment at range; units
tronics/computers/forcefields instead of physical may be further specialized to certain tasks, e.g.
locks. medicine. (A) Flexible
MindSaver d10 Implant emergency uploads patient’s Vacc-Suit d4 Protects vs. outer-space conditions.
memory to secure backup for implanting in a
clone, wipes out current body’s memory. (DD)
Very Slow

NanoGoo d10 Given a template, and a mind saved


by Mind Saver, can reconstruct a person from a
saved copy. Often used for deep-space scout-
ing so the crew can be saved and reconstituted
when the ship reaches its destination, rather than
having to endure and be supplied for years. (DD)
Very Slow

Needler d6. Shoots high-speed ceramic flechettes


that can deliver toxins, paralytics, truth-serum, or
just damage tissue. Favored shipboard, where to
the hull and machinery can’t be risked. A: Flexi-
ble, D: Stopped by armor

Plaskin d6 Artificial skin can provide temporary repairs


of cuts and burns; can be used to reduce chance
of permanent injury on recovering from Out, or
to substitute a longer term Complication such as
“requires reconstructive surgery” for a short term
one like “unable to use arm due to wound”.

Programmable Clothes d4 Can morph into any


ordinary-appearing clothing. (A) Subtle
69
Chapter 20

Ships

Ships in Zap! are treated as characters in their own and FTL drive (if the setting distinguishes between FTL
right, but they have slightly different Attributes: Tough- and STL drives), Shticks such as Engineering and Ships
ness, Hull Capacity, Power, and Crew. Library, and more.
Ships are also rated by Scale which describes how Warship
large and effective they are compared to other ships;
Scale is not an Attribute. Attributes: Toughness: 2, Hull: 5, Power: 2, Crew: 2
Toughness works exactly as it does for characters. Powers: Three powers @ 5. Typically, an offen-
Hull Capacity is the number of slots the ship has to sive weapon, a defensive device, and a movement
fit Powers; a Power takes up 1 Hull Space, a Shtick power.
takes 1/2 a Hull Space. You can’t have fractional Hull Shticks: 4 Shticks @ 4.
Capacity values, but you can have unused space. New Powers begin @ 5 New Shticks begin @ 4
Hull Capacity values are fixed when the ship is con- Cost: 2 Boosts/20 Wealth Points
structed; you can upgrade everything else about a Merchant Ship
ship, but if you want a bigger hull you need a new
ship. Attributes: Toughness: 1, Hull: 5, Power: 2, Crew: 1
Power is how much power the ship has for running Defense Power: One Defense power @ 4. Active or
systems, primarily for purposes of pushing more power automatic (choose one). Examples: Maneuverability,
into them using such Tropes as “Divert Power to...” Force Shield.
Power functions more or less as a combination of Will Movement Power @ 4
and Stamina. Shticks: 6 Shticks @ 5 E.g. Cargo Bay, Sick Bay, Life
Crew is how many Actions the ship can take in a Pods
Round, not counting actions performed by the PCs. New Powers begin @ 4 New Shticks begin @ 5
Crew 0 means that any Ability you want to use in a Cost: 1 Boost/10 Wealth Points
Turn must have a PC assigned to it. Research Ship
How fast ships travel between planets and stars is
at a different Scope from individual characters, and is Attributes: Toughness: 2, Hull: 3, Power: 2, Crew: 2
determined by the Campaign Scope for the setting. Science! power: Choose one of three possibilities:
That is, if the campaign is Scope 10 Near Interstellar, • Science! power @ 3 (d6, d4), (AA) Ultra-flexible,
then all ships in the campaign are presumed to be (A) Power-up to 5 (d6, d4) with 3 research suc-
Scope 10 unless otherwise noted. cesses (self or others);
Typical Powers for Ships include: Weapons, Shields,
FTL Drive, Impulse Engines. • Science! power @ 4 (d6, d6), (A) Flexible, (A)
Typical Shticks include Sensors, Life Support, Sick Power-up to 6 (d6, d6), and Ultra-flexible with 3 re-
Bay, Cargo Bay(s), Labs, Engineering, Hydroponics, search scenes.
Vehicle Bay, Shuttle Bay, Life Pods, Cold Sleep Cham-
bers, Recreation Deck, Brig, Ship’s Stores, Ship’s Li- • Science! power @ 5 (d8, d6), (A) Power-up to
brary. Ultra-flexible with 3 research scenes.
Any Power that would be typical in the setting but For all choices, it gets the Power-up by researching a
that your ship is not equipped with is assumed to be device for a specific circumstances for 3 Scenes.
present, but at minimal Power Level (Default Skill), un- Defense: A scientific gadget defense power @ 4. (A)
less that would be silly (a Brig on a one-man fighter). Flexible. Choose whether Active or Automatic.
Shticks: Choose 2 Shticks @ 4, plus Science Labs @ 5.
Ship Templates Restriction: Pick a Restriction that is tied in with its
brand of Science!
These are minimal ships of their type; larger ships will New Powers begin @ 5 New Shticks begin @ 4
have more Hull space for more Powers like Sensors Cost: 1 Boost/10 Wealth Points
70
Ship Advantages and Disadvantages

Custom Ship sense. In addition there are certain Advantages and


Disadvantages apply only to a ship’s Abilities.

Attributes: Toughness: 1, Hull: 2, Power: 1, Crew: 0 Ship Advantages


9 Boosts to spend on Attrs, Powers and Shticks
Small Advantages are labeled (A), Big Advantages
Restriction: Pick any restriction for one extra Boost. E.g.
(AA)
can’t land on a planet, no hard-points for weapons.
Choose New Powers begin @ 5 New Shticks begin @ 4 Ablative (A) Power is reduced by 1 PL each time
or New Powers begin @ 4 and New Shticks begin @ 5 a successful hit is scored, but Damage
Cost: 1 Boost/10 Wealth Points is stepped down one level (Overkill be-
Ships are treated like characters in their own right comes Out, Out becomes Hindered, Hin-
when it comes to increasing their Boosts: the first addi- dered becomes no effect).
tional Boost on a Ship cost 1 XP. Each Boost after that Automated (A) Doesn’t require Crew to operate.
costs as many XP as the Ship has in Boosts (2, then
3, then 4, and so on). If you are using the optional Backup System (A) If Out, a replacement system 2 PL
Wealth rules, WP may be substituted for XP. lower can be brought online for one Ac-
tion next Round
Ship Advantages and Disadvantages Hardened (AA) Treat Out as Hindered; Overkill as Out

You can place Advantages and Disadvantages from Long-Range (A) for this ship Combat Range has an
the list for characters on Ship’s systems, if it makes extra section: Long Range. At long Range
71
20. S HIPS

you can fire this Power with 2 dice while Hangar Queen Systems are constantly breaking; ev-
the enemy can only reply with 1 (un- ery session roll a d12, on a 1 a random system is
less they also have Long Range Powers). Hindered. If a Mishap comes up on the Repair
Movement between sections occurs as roll, the system is Broken and needs replacement
normal (that is, it requires an Action to parts.
change range).
No Hardpoints Incapable of mounting weapons that
Extreme-Long-Range (AA) same as Long Range, but occupy Hull space.
with an additional Combat Range sec-
tion where you can fire with 2 dice and
they need either Long or Extreme Range
Ship Complications
weapons to return fire (Long returns fire Just as with characters, every ship should have Com-
with 1 die, Extreme with 2). plications; ships can have one Major or two Minor
Micro (AA) Requires no Hull space. Complications. Again as with characters, you may
freely change your ships Complications between ad-
Mini (A) Requires half as much Hull space, i.e. two ventures to keep things fresh. Some possible Compli-
Mini systems in one Hull space. cations are:
Self-Repairing (A) Outside of combat, the system re- Absentee Owner the ship is actually owned by some-
stores itself by one level per Scene (Overkill body else, and you are using it only so long as
becomes Out, Out becomes Hindered, you are carrying out their wishes. This could be an
etc.) informal arrangement where you are merely on
call if they need it, or the ship could be on active
Ship Disadvantages service in some organization and you are merely
employees carrying out orders
Small Disadvantages are labeled (D), Big Disadvan-
tages (DD) Famous the ship is widely known and recognized; this
Long Range Only (D) for this ship Combat Range has can make it hard to be inconspicuous. This might
an extra section: Long Range. This weapon can be a case of mistaken identity
only fire at Long Range. Haunted it may be a glitch in the systems, or an ac-
Short-Range (D) for this ship Combat Range has an tual haunt, but strange things sometimes hap-
extra section: Short Range; this weapon is re- pen aboard: lights on where they shouldn’t be,
duced to one die if longer than Short Range, and hatches undogged when they should be, cold
can’t fire at all at Pursuit Range. spots that the ship’s internal sensors don’t regis-
ter...
Short-Range Forbidden (D) for this ship Combat
Range has an extra section: Short Range; this Mortgage you don’t own the ship outright, and have
weapon cannot fire at Short Range. to keep coming up with money to make pay-
ments on it. This should be played as a motivation
to keep earning money, or occasional plot point,
Ship Restrictions not as a particular amount of WP you need to fork
over every session.
Ships can have Restrictions, similar to those that char-
acters have, that greatly limit their capabilities. This list Temperamental nothing is actually wrong with the
isn’t exhaustive, but suggests how severe a penalty a ships systems, but every once in a while one will
Restriction ought to be. A Restriction on a Ship grants require more than one try to activate at inconve-
the ship one more Boost to spend. Ship Restrictions nient moment.
cannot be bought off with Boosts at a later date.
Unlucky Reputation somehow things always seem to
Cannot Land Too large or fragile to land on a planet, go wrong for the owners of the ship, or so the story
it will require shuttle craft or the equivalent to goes. Sometimes it can be hard to find crew, or
transport crew and cargo. shippers might hesitate to employ it.
Cranky Systems are chronically erratic; every session Wanted somebody believes they have a claim to
roll a random system, which is treated as having ownership, and they want it back. Their claim
the Erratic Disadvantage for the duration of the might even be valid...
session
Exotic All repairs or upgrades require an extra 1 WP Ship-to-Ship Combat
be spent because parts are hard to come by due
to the ship being obsolete, alien, of foreign man- Ship-to-ship takes place the same way that combat
ufacture, etc. In addition, Exotic ships are more between characters does, except that Damage is as-
likely to be recognized and remembered. signed randomly against the ship’s Abilities instead of
72
Ship-to-Ship Combat

taken against the ship as a whole. Each ship’s sys- Repairs


tem (Power or Shtick) should be assigned a number.
Repairing systems decreases their damage by one
Each time an attacker scores a success, figure out the
step. You need to Repair a system more than once
degree of success as normal and then roll a die to
to bring it back up multiple steps.
see which system was hit. Systems that are Hindered
Hindered systems can be Repaired by characters
are still operational, but at one die; systems that are
with the appropriate Abilities by spending an entire
Out are broken, but repairable, and systems that are
Round and making an opposed roll against the PL of
Overkilled are destroyed.
the system (more powerful systems are trickier to re-
Damage Steps pair). If they beat the system’s roll, the system is back
Operational (Undamaged) up immediately; if they fail, the shortfall is the number
Hindered of Rounds before the system will be back online. E.g.
Broken (Out) Spotty tries to repair the ship’s Engines with his Engi-
Destroyed (Overkill) neering 5 vs. the ship’s engines of 6. He rolls d6, d4
and gets a 2, the engines roll d6, d6 and get a 5: it
When rolling for damage location in ship-to-ship
will be 3 Rounds before they’re back online. Rolling
combat Automatic defensive abilities have no special
a Mishap causes system to “attack” technician doing
resistance to being Hindered or Out: if the die-roll for
the repairs.
damage location indicates they are hit, they take the
If the characters don’t like the result they can
damage.
spend another Round to re-roll, but if the result is
When systems are destroyed, do not reduce the size worse they’ve experienced a set-back and it will in-
of the die you’re using to determine the system hit; if deed take longer than they originally thought. They
an already destroyed system is hit again, reduce the can keep trying rolls as many Rounds as they wish,
Crew by 1, if the Crew is reduced to zero, then the ship but Rounds spent this way don’t count towards the
is Out unless there are PCs left on it. If there are PCs Rounds until the System is repaired. During this time
on the ship, and the Crew is at 0, then each time the the Hindered system continues to remain available at
Crew is would be reduced by 1, a PC is Out; the PC a single die. If they wished to take the system offline
should be chosen randomly from the ones working on completely, that will reduce the amount of time it will
the system, or if none were then from the remaining take to repair it by 3 Rounds (to a minimum 1 Round).
PCs. Broken systems can be Repaired, using the same
If an already destroyed system is hit by an an procedure as Hindered systems, but require parts.
Overkill, the ship is destroyed regardless of remaining Ships with an actual Ships Stores Ability or the equiva-
Crew. A ship is also destroyed if all of its systems are de- lent may roll vs. the PL of the system that needs parts:
stroyed. Anything less, and the crew of the ship or PCs success means the needed parts are available; failure
can still attempt to get its systems—or at least some of means resorting to one of the other options. Parts not
them—working again. available from the stores can be obtained by can-
nibalizing other ship’s systems, or by adventuring for
This means that while ships larger hulls, more sys-
them.
tems, and more Crew are in general harder to render
Destroyed systems cannot be repaired in combat.
helpless, a lucky shot can destroy one, and that bat-
Out of combat, they can be Repaired with a success-
tles don’t drag out until the final system of the ship is
ful roll at the cost of 1 XP; a failure means they are
broken.
thoroughly destroyed and must be repurchased.
If you are using the optional Wealth rules, you
can obtain replacement parts by spending 1 Wealth
Point. This happens immediately, even during com-
Attempts to Disable bat, to reduce book-keeping; it’s assumed the parts
are scrounged from non-critical parts that will need
You can attempt to Disable a specific system, as per replacing. If you don’t have the WP, you may make
the usual rules, but you must roll twice: first against the repair, but you cannot make any future repairs
the ship’s normal defenses, and only if you beat them except by cannibalizing until you’ve spent a WP on
proceed to roll against the Power Level of the system restocking parts; presumably if you’re running a ship
you are targeting. You may not attempt to Disable while that poor, you’ve been putting off resupplying
any system that isn’t represented by an Ability. E.g. if and scrounging everything that was scroungeable for
the target ship doesn’t have Sensors as one of its Pow- already just for routine maintenance. Destroyed sys-
ers or Shticks, it’s assumed that they are too spread tems may be repaired on a successful roll by spending
out, small, or redundant to make a legitimate identi- 1 WP instead of 1 XP.
fiable target. Automatic Defenses do have the usual
resistance to being reduced if they are specifically tar-
Cannibalizing
geted: the damage level can never be more than
Hindered unless the attacker is using a Power with the Any ship’s system that’s an actual Ability can be can-
Disabling Only Advantage. nibalized: cannibalizing systems increases the dam-
73
20. S HIPS

age they’ve taken by one step. Destroyed systems which the Power drops by one. If the Power reaches
can be cannibalized, but it requires a roll equivalent zero, the ship’s systems operate at one die, much as
to the Repair roll (roll vs. PL to see how many Rounds when a character is Tired.
before you can recover useful parts). If a character
rolls a Mishap while cannibalizing a Destroyed system, The Engines Can’t Take It!
she suffers an attack as it explodes or short-circuits: roll
the systems PL vs. the appropriate defense. You can A character with an Engineering Ability or the equiv-
cannibalize from the same system more than once, alent can use the equivalent of the Supreme Effort
increasing its damage by one step each time, but Trope to add her Will to a roll involving the engines or
once you’ve cannibalized a Destroyed system it can- power plant, after which the system becomes Broken.
not be Repaired even out of combat, and must be
purchased anew. Silent Running
By powering down all systems, including life support,
Life Support Failing... the ship becomes invisible or thought of as derelict
If a ship ever loses Life Support, either because of to any scans at longer than Short Range (any other
damage to the system or because it was powered ship that wasn’t already at Short Range per the Short
down (as in Silent Running), the crew will start to suffer. Range Disadvantages would have to spend Actions
Each Round in combat or Scene outside of com- to close to Short Range before they could detect the
bat, make a Hindered (one die) Life Support roll vs. ruse). Each Round you spend in Silent Running re-
the Crew Attribute, or the Crew become Tired: all quires a Life Support roll.
ship’s systems they control operate at one die. If they
become Tired twice, they become Out. Another 3 Option: Faster Ship Combat
times after that they are Out and they start dying.
Use the Hindered Life Support roll even if the system is Standard ship-to-ship combat in Zap! takes approx-
destroyed: better, more powerful Life Support systems imately as long as a normal combat between the
take longer to degrade. characters as individuals and a similar number of foes,
Each time a Tired result comes up, PCs can elect to with systems being eliminated one-by-one and the
sacrifice one point of Stamina instead. At 0 Stamina characters having time to repair them...although a
they are Out. If the ship has no Crew Attribute (the lucky shot or clever tactics can end it faster; this is by
PCs are the only crew), treat it as a Tired result any design, since the elimination of the character’s ship
time a 1 comes up on the Life Support roll. generally defeats the entire party at once.
If you prefer to speed up ship-to-ship combat, one
way is to have each hit on a specific system knock it
PC Actions
down one level. Thus, a Hindered system that takes
When PCs are aboard a ship they may either spend another hit would become Broken, even if the dam-
their Actions using their own Abilities, such as when age didn’t exceed the ship’s Toughness.
they are running around trying to repair things on the You can speed it up even more by treating the ship
ship, provide medical assistance to the crew, or do as a single character, and having entire ship become
research in the lab to cobble together a weapon to Hindered or Broken as a single unit. This offers a lot
stop the alien attackers, or they may serve as crew less leeway for individual characters to make a differ-
manning one of the ship’s abilities. Each PC that takes ence, or for manuevering and reversals of fortune, but
over supervising the functions of one of the ship’s Abil- is much more practical when more than a couple of
ities in effect gives the ship an extra Action during ships are involved.
that Round, at the expense of that PC’s own Actions. You can decide which way you will handle combat
When PCs are using the ship’s Abilities, they treat it as on a case-by-case basis, or even distinguish between
Equipment, using the better of the Ability’s best die ships so that capital class ships take damage to indi-
and their own best die or the Ability’s dice. E.g. if the vidual systems while lesser ships are treated as a unit.
ship’s guns are PL 6 (d6, d6), a PC who had Gunner You could even have only the PC’s ship use the de-
8 (d8, d8) would roll a d8, d6 (her great gunning im- tailed approach, while all enemy ships are treated as
proves the chances, but she’s still limited by how good single units.
the guns are); a PC who had Gunner 4 (d4, d4) would
roll a d6, d6 (having a PC in charge never makes the
it worse). Ship Scale
The Scale for a ship describes how large and effec-
Ship Tropes tive that ship is compared to other ships regardless of
Adventure Scope. A ship could range from a single-
Divert Power to the...
person craft to a colony ship with millions of inhabi-
Equivalent to the Supreme Effort Trope for characters, tants regardless of whether the Adventure Scope is 10
you can add the ship’s Power rating to a roll, after (Near Interstellar) or 14 (Galactic Cluster). The Scale
74
Ship Scale

of the Ship is the number of digits in the crew comple- Settings with Multiple Adventure Scopes
ment. A ship at Scale 1 has crew in the single digits;
If the campaign setting actually has multiple Adven-
a ship at Scale 3 has hundreds of crew, and so on. If
ture Scopes, say with some cultures at Scope 10 (Near
you’re using the optional Wealth rules, that’s also the
Interstellar) and others at Scope 14 (Galactic Cluster),
Scale of ship’s Wealth. The Crew attribute indicates
Ship Scale is subordinate to the Adventure Scope;
how many crew the ship has given the Scale.
that is, a Ship Scale 3 ship belonging to a Galactic
E.g. a smuggler’s ship with a handful of crew would Cluster civilization is presumably much more powerful
have Ship Scale 1. If the ship’s Crew Attribute were 2, than a Ship Scale 6 craft belonging to the Near Inter-
that would indicate 2 crew members; a deep-space stellar culture. In situations with mixed Scopes like this,
exploration vessel with 435 crew would be Crew 4 at if it becomes necessary to compare the ships in com-
Scale 3. A battle carrier with 1,000 crew members bat or with one trying to evade the other, first convert
could be Crew 10 at Scale 3 or Crew 1 at Scale 4, de- the ships from Adventure Scope to Adventure Scope
pending on what’s more convenient for the setting: is using the Crossing Scopes rules, then if necessary from
it one of the largest ships in its class, or the smallest? Ship Scale to Ship Scale.
A ship the size of a moon with around 300,000 crew E.g. if the Star-cruiser from the previous example
would be Crew 3 at Scale 6, and so on. came from a Scope 14 civilization and the Peregrine
from a Scope 12, the Star-cruiser would first be con-
Ship Scale ~Crew per point verted from Guns 5, Shields 4, and Drive 3 to Guns
1 1 8, Shields 6, Drive 5, and then to Guns 12, Shields 10,
2 10 Drive 5. On the other hand, if the Star-cruiser were
3 100 from a Scope 10 civilization, the Star-cruiser would first
4 1,000 be reduced to Guns 3, Shields 2, Drive 1 by translating
5 10,000 two Scopes upward, and the shifted to Guns 7, Shields
6 100,000 6, Drive 1 to put it on the same Ship Scale as the Pere-
7 1,000,000 grine.
8 10,000,000
9 100,000,000
10 1,000,000,000
11 10,000,000,000
12 100,000,000,000

Ship Scale and Effectiveness

When ships of different Scales are in combat, their


non-Movement Abilities are scaled; Movement Abili-
ties and Attributes remain fixed since it’s typical in Sci-
ence Fiction for small ships to be able to outrun larger
ones, and to be able to survive one or more hits even
from a bigger ship’s weapons. For every Scale you
move a ship, raise or lower the score on its Abilities by
2 depending on whether the ship is being shifted to a
Scale where it’s relatively more or less powerful. Abili-
ties never go below 1. Usually you would shift the side
that has the fewest different types of ships, to minimize
the work; otherwise, leave the PC’s ship(s) and shift
their enemies, so the players can just look at what’s
listed on the character sheet.
E.g. the Peregrine runs across an Empire Star-cruiser,
a Scale 3 ship with hundreds of crew and huge guns.
At its normal Scale the Star-cruiser has Guns 5, Shields
4, and Drive 3. At Scale 1 its Guns count as 9, the
Shields count as 8, and the Drive remains at 3. None
of the Attributes change.
If you were doing it the other way around, shifting
the Peregrine to Scale 3, the Peregrine’s Movement 5,
Deflector Shields 4 and Gun Turrets 4 become Move-
ment 5, Deflector Shields 1, and Gun Turrets 1.
75
Chapter 21

Trekking

Science Fiction stories often have a good deal of fairly


routine travel: not every space voyage is punctuated
by pirate attack, receiving a distress call, or encoun-
tering a mysterious alien entity. But if play skips over
the days, weeks, or even months of routine to get to
the “good stuff” space can end up feeling very small,
with treks halfway across the galaxy feeling like a trip
down to the corner store. To combat this and give tex-
ture to the routine ship-board activities that make up
a large part of genre, Zap! uses a “just the highlights”
system called Trekking, which rates travel distances in
terms of Scenes needed to complete the travel.
Based on the Adventure Scope and technology
of the setting, the GM should determine how much
subjective time (how many Scenes) should pass to
trek between the closest points for long-distance equipment (see Maintenance), training, performing
highlights-only travel. Longer distances should then Research, or role-playing a conversation or interac-
be made proportional to that. For example, at a tion between several of the PCs or the PCs and NPCs.
Near Interstellar Scope, the GM could decide that dis- It can also be some incident or encounter that the
tances between planets in a single solar system us- GM presents: if the ship actually does encounter
ing “impulse power” should take a few days, while some pirates or a distress call, that counts as a Scene
the closest stars would be weeks away using “warp towards completion of the journey. Scenes needn’t all
drive”, and the frontier a couple of months. Based take place shipboard; feel free to include stops along
on this, she decides that travel between planets takes the way to refuel, trade, explore, or for some R&R, as
between one and three Scenes; between close stars appropriate for the setting and the PC’s goals. Some
6 to 12, and the frontier would be 21+ Scenes away. of these may turn into adventures in their own right,
Note the deliberate discontinuity, so that embarking while others might just be short interludes and an op-
on an interstellar journey feels like a significantly more portunity to insert some local color.
time-consuming enterprise than hopping around in-
Scenes can be as short or as long as you care to
system; also note that the number of scenes needn’t
make them, but the point of playing out the Scenes is
be strictly proportional...if a trip that takes a day re-
to give the players some interesting memories of what
quires one Scene, a trip that takes a week doesn’t
happened during their trek from Point A to Point B, not
necessarily require seven Scenes. A GM who wanted
merely to force them to do a slow count to ten before
the players to be able to flit from system to system
the action can resume. This is a good opportunity to
more casually could reduce the numbers, say to 1,
work in some of the Complications of the various char-
3 and 6 Scenes respectively, or even skip Trekking en-
acters or the ship itself, or to give some spotlight time
tirely and hand-wave everything as “3 months later,
to characters that haven’t been front-and-center of
you arrive.”
the action recently.

Scenes
Translating Distance to Scenes
A Scene during Trekking is exactly like a scene in a
book or a movie: a single situation or incident, usu- If the GM has worked out exact travel distances be-
ally in a single location. This can be a description tween various locales and speeds for various forms
by one of the players some activity their character is of transportation, that can be translated directly into
performing during the trip, such as maintaining their Scenes by assigning a unit of time for a One-Scene
76
Typical Scenes

trip. E.g. if you say travel takes one Scene per day, Typical Scenes
then a ship capable of traveling 1 light-year per day
would take 12 Scenes to complete a 12 light-year trip, The GM and players can pick from any of these, or
while a ship that can travel 6 light-years per day would make up their own. If the players want an encounter,
take only 2 Scenes for the same trip. Fractional Scenes they should feel free to “pick it up on scanners” or “re-
should be dropped. If the setting uses more abstract ceive a distress signal” even if the GM isn’t inflicting it
distance, like “Jumps” of a fixed duration, you can on them.
peg the Scenes to Jumps, say 2 Scenes per jump. • Maintenance
Even though the way you work out the number of
Scenes supposes a certain number of scenes per unit • Training
of time, that doesn’t imply that Scenes ought to take
• Malfunction
that long, or be spaced out evenly. E.g. if you’re trans-
lating one week’s travel = one Scene, the individual • Research
Scenes don’t have to occur one per week like clock-
work; if it makes sense, you should immediately fol- • Personal Issues
low one Scene with another, such as a Scene where
the PCs decide to land on a planet to trade followed – Disagreement between crew-members
immediately by another Scene where they hunt for – Family emergency
bargains in the bazaar, and another where they get – Romance
drunk in a local bar. If that’s all the Scenes that are
required to complete the journey they were on, that – Dereliction of duty
just means that you should make the remaining weeks – Application for promotion
pass without incident once they get underway again.
The GM could also use a sliding scale, typically to • Complication Crops Up
make longer distance travel less tedious, such as by • Recreation
making Trekking take one Scene per day up to 7
Scenes, then an additional two Scene per week up • Refuel/Resupply
to one month (another 8 Scenes), and three Scenes
per month’s travel thereafter. This would have the • Trading
advantage of making a contemplated 6 month jour- • Paperwork
ney still seem like it would take a significant amount
of time as measured in Scenes without forcing the • Non-hostile Contact
players to figure out 180 Scenes to fill up the time; on
the other hand, depending on the setting you might • Encounter
want a six month journey that crosses the entirety of
– Hostile ship
known space to be a daunting prospect that will take
months of playing...or at least prod the players into – Distress call
thinking about getting a faster ship. – Anomaly
– Hazard of travel
– Outbreak
Cutting to the Chase – Crime
– Alien Contact
Don’t slow down the action or insist on playing out the
Scenes just to prolong the process of travel. If the play-
ers are chasing some fleeing bad-guys, by all means
skip ahead, even if it would normally amount to a
bunch more Scenes. Keep a sense of pacing, and
don’t fritter away any sense of urgency the players
have built up. If they want to cut to the chase, oblige
them. If they don’t want to play out the process of
traveling at all, and would rather just start each ad-
venture orbiting a new planet, then drop the Trekking
rules all together...though you should probably still try
to include some time in each session for “down time”
activities. Even action-adventure SF TV shows usually
include some scenes of normal activity each episode
as a change of pace or to allow for character de-
velopment; non-stop action can be as tedious as no
action at all.
77
Chapter 22

Research

Science and engineering form core elements of Sci- 6. Serendipity! You’ve accidentally discovered
ence Fiction stories, so it’s not surprising that many something else entirely. GM grants you a Major
protagonists are scientists or engineers and are con- Asset of her design.
stantly doing research or tinkering with devices. In
Zap! characters with the Scientist Template can do “Interesting” in this context means that it has some ef-
Research Scenes to revise and expand their Sci- fect on the game besides just the description of col-
ence! Power to the needs of the adventure, but that’s ored lights and things blowing up, although that effect
just one way that research into new technology, de- need not have mechanics attached.
vices, and scientific knowledge can come into play. A new Minor Asset costs 1 XP; Major Assets that be-
Characters may also perform Research to gain new long to the players jointly cost 3 XP; Major Assets that
Assets and improve upon their existing ones. belong to a particular character cost as many XP as
Once each session, characters may perform a Re- that character has Boosts. Improving Assets costs as
search scene using any appropriate Ability (the Sci- many XP as the Asset has in Boosts. A Minor Asset is
entist’s Scientific Research Shtick, or any science or generally something like a piece of equipment: the
engineering Shtick that characters using other Tem- PL is the die-size. A Major Asset is generally something
plates may have). The characters choose an Asset that’s treated almost as a character, like a Vehicle,
(see4) that they want to improve upon with research Base, or Companion, with its own Attributes and Abil-
and tinkering, or a new Asset they want to create. The ities. The GM should determine what the Attributes
Difficulty for the Research is the PL of the Asset. Scor- and Abilities of a new Major Asset are, following the
ing a success grants 1 XP for improving that Asset, or description by the players of what they’re trying to Re-
towards its purchase for a new one; if the 1 XP from search.
success isn’t enough to buy the improvement or new When playing out a Research Scene, players are
Asset immediately, “bank” it as belonging to that par- strongly encouraged to describe what they’re doing
ticular Asset. When making a Research roll, always in some detail, even if it’s just techno-babble, and try
check for a Mishap even if the Power doesn’t have a their to fit the science and technology into the setting
Disadvantage that would call for a check. If a Mishap and tone, whether that’s “I’m adjusting the baryon fil-
occurs, the GM should invent something interesting ters on the warp core to reverse the polarity of the
that went wrong, such as: tachyon flow, which if it works should let us create a
short-term temporal rift so we can travel back in time”
1. Shower of sparks, some piece of equipment is bro- or “I’m duct-taping a grenade launcher and a flame-
ken. thrower to my pulse rifle.” Players can combine their
Abilities, and should add to the description: “I’ll be
2. Small explosion; treat as a single attack on the re- monitoring the efficiency of the baryon filters using my
searcher(s) at the PL of the Asset. Radar Vision prosthesis, to warn if the filters are be-
3. Line of Research is set back, if any XP was accu- coming unstable.”
mulated on this Research lose 1 XP. If the campaign is using Wealth, you can substitute
WP for any expenditure of research XP; you can even
4. Experiment sets off an adventure. Perhaps the re- use Research to generate WP by inventing new pro-
searcher is split into a good version and a bad cesses or gizmos that you can sell or patent. The dif-
version, or it attracts a mischievous or hostile en- ficulty of getting a Wealth Point via Research is your
tity through a spacio-temporal rift, or the ship is current Wealth PL, with the usual results for Research
hurtled back in time or to a different quadrant of Mishaps.
the galaxy.
5. Sudden insight. You can abandon this Research
and put any XP already banked into a new line of
Research, aiming at a new Asset.
78
Chapter 23

Experience

As you play the game you earn Experience (XP). Gen- Major Assets are treated as if they were characters:
erally adventurers earn one XP per session, plus one if you keep track of their Boosts, and increasing their
they were put Out at least once during the session, Boosts costs as many XP as that Asset currently has in
plus one more if the entire group was defeated. (De- Boosts, or 1 if it starts with 0. E.g., a Companion starts
feat is an excellent teacher!) The GM may choose to with 0 Boosts so it costs 1 XP to give that Compan-
award more, up to two or three, for significant accom- ion a Boost. After that it’s a 1 Boost Companion, and
plishments, such as finally completing a story arc that will cost 1 XP to improve again to 2 Boost Companion,
has been taking place over a number of sessions. then 2 XP to get a 3rd Boost and so on.
You can also spend XP directly on Minor Assets, such
Characters may earn an extra XP for “Going Boldly”, as Favors, Perks, Reputation, or Contacts. One new
volunteering to place their character at the mercy of Minor Asset costs 1 XP, as does adding 1 level to an
the GM in order to move the plot along or get re- existing Minor Asset.
integrated in the main action if they’ve somehow be-
come separated.
The Pace Of Advancement
Each character starts with 3 Boosts, plus some Tem-
plates have Bonus Boosts. Every additional Boost after It may seem that characters will advance very slowly
the start costs as much XP as the number of Boosts given this system; it can be several sessions before a
your character has so far. Remember Assets like Com- starting character can increase the level of her main
panions, Bases, and Vehicles do not count towards Power or get a new Power. This is generally in keep-
the character’s number of Boosts, nor do Bonus Boosts ing with the nature of the genre. SF stories don’t usu-
for the Templates that have them. E.g., a starting Bad- ally focus on the characters acquiring more and more
Ass character has 3 Boosts plus 1 Bonus Boost, so it personal power, “leveling up” and getting new gear;
takes 3 XP to get an additional Boost. Once the char- when adventurers do get new powers it’s a big event,
acter spends the XP on a personal improvement the and usually comes as a result of something significant
character has 4 Boosts and so the next Boost would happening during the course of an adventure or the
cost 4 XP. start of a new adventure, such as being captured and
experimented on by a mad scientist or alien race. In-
With one Boost you can: stead of altering the core of the character, as a result
of their adventures they widen their circle of contacts,
• Increase a Power by 1 Level
aid people who may then owe them favors, develop
• Increase two Shticks by 1 Level each a reputation, make improvements to their base of op-
erations and all the other things that Zap! designates
• Add one Small Advantage, or change a Small as “Assets.”
Advantage to a Big Advantage
• Remove one Small Disadvantage, or change a
Big Disadvantage to a Small Disadvantage
• Add 1 to one of your Attributes
• Take a new Power at the Level indicated in your
Template (e.g. 5 for Bad-Ass, 4 for Crew)
• Take two new Shticks at the Level indicated in
your Template (e.g. 5 for Crew, 4 for Bad-Ass)
• Get a Major Asset such as a Companion, Vehi-
cle, or Base.
79
Chapter 24

Wealth

Wealth is an optional system in Zap! Many Science a character with Wealth 3 can have one, but if she
Fiction settings make the character’s wealth irrele- loses it that might adversely affect her wealth; if she
vant, or just part of the background: the charac- has Wealth 4, then replacing it or buying an extra for a
ters are doing what they do to make money, but friend is no problem; a character with Wealth 1 won’t
how much money is never really described nor do be able to afford one, and will have to try to get one
their actions seem particularly constrained by what in the course of adventuring.
things cost. Even if the setting doesn’t suppose a
post-scarcity economy, if you’re on active duty and
bankrolled by Star Fleet, how much it took to build
What Money is Called
your ship or to keep it running and in repair need never
Characters in the setting may be dealing in credits,
come up. On the other hand, a space-navy cam-
quatloos, double-dollars, cubits, and it may vary from
paign might well have the captain of a ship assigned
place to place in the setting; all that Zap! tracks is the
a budget that she needs to keep within, or have her
number of digits of wealth you have.
personal wealth matter in terms her share of prizes
awarded for the capture of enemy vessels.
Wealth and Adventure
Wealth Levels The GM should adjust your current Wealth level ac-
Level Amount cording to your fortunes while adventuring, using the
1 1 orders of magnitude as a guide. Generally it’s as-
2 10 sumed that the character is making ends meet and
the character’s income and expenses are in balance
3 100
at the current Wealth level, including normal rewards
4 1,000
for adventures (bounties collected, pay for services,
5 10,000
and so on). If the character wants to increase Wealth
6 100,000
through adventuring, the player should tell the GM
7 1,000,000
she’s looking for riskier, higher paying missions. If an
8 10,000,000 employer offers the character substantially more than
9 100,000,000 the usual, such as 30,000 for a mission when the char-
10 1,000,000,000 acter’s Wealth Level is 2, after the mission the Wealth
11 10,000,000,000 Level becomes 5....assuming the character survives
12 100,000,000,000 and the employer pays up. Once at Wealth Level 5,
missions and expenses will be assumed to be roughly
Each level of Wealth represents an order of magni-
on that scale. On the other hand, if your Wealth Level
tude of Wealth that’s available to your character; it
is 7 and you have to abandon ship and find your-
doesn’t represent a specific amount of money, rather
self stranded on a semi-settled planet in nothing more
it’s assumed that anything that cost less than that or-
than your enviro-suit, your Wealth Level may be re-
der of magnitude (1,000’s when your Wealth is mea-
duced to 2 or even 1.
sured in 10,000’s) is basically free as long as you don’t
try to stock up on a dozen at a time. Things that are
on the same order of magnitude (1,000’s when your Wealth and Experience
Wealth is in the 1,000’s) are significant investments
for you, and if you lose or expend them during play Another way to increase your Wealth is simply to pay
there’s a chance that your Wealth level is reduced. XP for it. Wealth is treated as a Minor Asset: pay 1
Wealth is not given a concrete name: that is up to XP to begin at Level 4, 2 more XP to get to Level 5,
your setting. E.g. If the GM decides that a Laser Pistol etc. A starting character can thus start at Wealth 5 by
costs somewhere in the hundreds in the setting, then spending 1 Boost. If you lose your Wealth as a result of
80
Post-Scarcity Economies

an adventure, you don’t get XP back. If your Wealth is some things such as star ships, space colonies, habit-
increased as a result of adventuring, you don’t have able planets, that the citizens can’t have as many as
to pay for that, but if you want to increase it further, they want just for the taking. Nevertheless, in terms of
you have to pay the XP to the next Level cost just as if day-to-day needs, the citizens may live in such abun-
you’d bought it up that far to begin with. dance that there’s no need to track their resources or
expenses even on the abstract level of orders of mag-
Level XP to next Level Total
nitude.
4 2 1 Mechanically, nothing could be easier than play-
5 3 3 ing in a post-scarcity economy: don’t track wealth,
6 4 6 let the characters have or create whatever gear they
7 5 10 want by means of replicators or whatever the setting
8 6 15 uses, though there should still be some limit according
9 7 21 to the tech of the setting as to what even the finest
10 8 28 equipment is capable of.
11 9 35 The tricky bit is making sure that character’s motiva-
12 10 44 tions and actions still make sense, and adventures can
still happen. If you’re not paying close attention, it
E.g. to go from 7 to 8 Wealth costs 5 XP, regardless of
can be easy to let some of the assumptions and con-
whether you got to 7 Wealth by adventuring, earning
cerns of normal economies sneak in through the back
it through commerce, or spending XP.
door. You can’t just assume that there are mines, fac-
tories, hospitals, warehouses, unless they’re fully auto-
Post-Scarcity Economies mated. If people don’t engage in commerce, what
do they do all day? Is there such a thing as robbery?
Some SF posits a setting with a “post-scarcity econ- Gambling? What would the stakes be? If there are still
omy”, that is one in which energy and matter are so jobs that require humans, what induces them to take
abundant and so efficiently processed that all mate- the jobs?
rial wealth is free for all practical purposes. Except
in the more outre or possibly within virtual environ-
ments, this is almost never literally true...there will be
81
Chapter 25

Commerce

Commerce is a large part of certain Science Fiction ship, it’s likely to make them late on payments; in any
stories, and nearly ignored in others, so like Wealth it’s case it may make the ship low on spare parts or hav-
an optional system. Commerce can be used inde- ing gone without proper maintenance. The abstract
pendently of the Wealth system; just treat WP as being measure of Wealth in Zap! assumes that at any given
XP in a setting that has Commerce without Wealth. level expenses and income are roughly in balance
Using Commerce system, Wealth has its own expe- and are tied up in maintaining that balance: Wealth
rience points called Wealth Points (WP). In order to in- Points are earnings towards increasing that Wealth,
crease your Wealth, you accumulate WP through ad- but generally shouldn’t be thought of as idle piles of
venture or Commerce. It takes 10 WP to increase your money. If the players start using them for other things,
Wealth by one Level, regardless of your current level. it should be used as fodder for in-game happenings
and complications.
Wealth and Scope
Individuals should generally use the Wealth Levels Shipping
chart, regardless of their Personal Scope. Ships use
Wealth at the Ship Scale of the ship, where each level One standard way for characters in SF settings to earn
increase in Scope increases the amount of wealth by wealth is by hiring out delivering goods and passen-
a factor of 10. Thus, Wealth 4 for a Scope 3 ship is gers. Usually this involves having a ship, but some-
on the order of 100,000 instead of 1,000. This affects times the characters are themselves passengers and
the cost of repairs, as well as the profits to be made if are carrying or babysitting a smaller item or escorting
you’re using the Commerce system (e.g., cargo for a a person. Even in a campaign without Commerce,
Scope 3 ship earns wealth on a scale 100 times larger many adventures will fit this rough structure; the Ship-
than cargo for a Scope 1 ship). ping rules don’t replace actually playing out such ad-
If the players want to convert Wealth Points back ventures, rather they give the characters who wish to
and forth from the ship’s Scope to their own, con- engage in commerce a simple, low risk, way to en-
vert it using the implied amount just as if they had gage in some shipping “in the background” and re-
earned (or spent) wealth on an adventure. That is, ceive some WP rewards.
if the Ship Scope is 3 and it has Wealth 4, each WP it’s Players just announce they want to take on some
earning is approximately 100,000. If the players at Per- cargo, and make a roll of the relevant Movement
sonal Scope 1 decide to use one of those WP them- Ability compared to difficulty equal to the Movement
selves that would immediately bump their own Wealth PL + 3. The result is how many travel Scenes later they’ll
to 6 (the level where their wealth is measured in the arrive at their destination and drop off the cargo for
100,000’s); if their Wealth was already 6, it would just 1 WP. Shipping doesn’t require setting a destination
go into their personal pool of WP; if their Wealth was and actually getting there; the presumption is that
higher than 6, it wouldn’t have any effect. If the play- characters are only taking on side-jobs carrying stuff
ers in the example wanted to spend their own Wealth to places they intend to go anyway. Naturally, you
Points to repair or improve the ship, they would like- should pay attention to the Primary Rule to avoid
wise need either to be Wealth 6 so that their WP were making this ridiculous: if the characters need to do
on the order of 100,000, or higher than 6 in which case two travel Scenes to make the delivery and two travel
giving the ship one of their WP would raise its Wealth Scenes later they’re back in the same bar wait until
score. they actually travel somewhere else before awarding
Note, however, that unless they own the ship free the WP.
and clear, there should probably be repercussions The WP for shipping is on the same Scope as the
from them taking the Wealth the ship has for their own Movement Ability that was used; transporting stuff with
use; if they are employees of the ship’s owners, it’s em- a ship will usually yield WP on a higher scale than the
bezzlement; if they are paying off a mortgage on the character walking under her own power.
82
Trade

Trade that cargo again if they didn’t like the offer.


What this boils down to is that really valuable (high
Trade consists of characters purchasing goods with PL) cargoes are easy to find buyers for, but poor lo-
their own wealth, for resale later, hopefully at a profit. cations (low WL) won’t be able to offer very much
Trade is riskier than simply agreeing to transport cargo wealth for them. Wealthy locations will tend to pur-
for a fee, but can yield much greater rewards. chase cargo at a much higher price, but because
Players who wish to purchase goods for later resale they’re wealthy it will be harder to sell them cheap
describe what Ability they are using via the Primary (low PL) goods.
Rule to acquire or transport the cargo; for a ship, the
Ability will generally be something like Cargo Bays,
Example
Passenger Cabins, Smuggler’s Hidey-hole, Cryostasis
Chambers, or the like. Players can Combine other Star Trader Falk wants to see if he can pick up some
Abilities such as Merchant or Streetwise Shticks to im- cargo on Ytter. He has a trade-ship with Cargo Bays
prove the roll, though they need to narrate how that’s 7. He’d like to get something he can sell quickly, so he
plausible (Streetwise, for instance, suggests they’re doesn’t want to try for too expensive a cargo, both
engaged in transporting something shady). As with because it might not be available and it might be too
Shipping, the WP for Trade will be on the same Scope hard to unload at a good price in this relatively poor
as the Ability that’s used to justify engaging in Trade. section of the frontier, so he announces he wants to
Once a particular Ability is used for Trade, it’s treated pick up a cargo of PL 4 Ytterian otterlusk furs, using his
as Hindered for that purpose if you wish to use it again Cargo Bay and aiding it with his Merchant Shtick. (He
before selling the goods; once it’s been used twice, just made up otterlusks and the value of their fur, as
it’s no longer available. Essentially, each time you take part of the Primary Rule.) He rolls a d8, d6 and gets a
on some cargo, that Cargo Bay (or whatever is being 3 +1 for Merchant, totaling 4. The otterlusk furs roll a
used) is roughly half-full; subsequent cargoes will have d4, d4 and get a 4 and a 4, so he can pick them up
to fit in the remaining space, and once it’s approxi- at price 4. That’s higher than ideal, since he’ll need
mately full, you have to get rid of some cargo before the purchaser to roll higher than 4 to make a profit, so
you can take on more. he passes.
The players then decide how valuable a cargo they He spends the next 3 Scenes making repairs on the
want to acquire, by choosing the PL of the cargo. ship’s sensors, getting in a poker match in a saloon,
They roll their chosen Ability, plus any help from Com- and training with his crew, and decides to try one
bining, vs. the PL of the cargo; if they beat the cargo’s more deal before giving up and leaving the planet
PL, then some is available for sale. The asking price with empty holds. He tries for a cargo of exotic
is the lower of the cargo’s two die rolls: i.e. if the hardwood PL 5 this time, using the same powers and
cargo is rolling d6 and d4, and the d6 comes up 3 shticks, and rolls a 2, +1 for 3. Fortunately the hard-
and the d4 comes up 4, the asking price is 3. If the wood cargo rolls a 2 and a 1, so he gets it for a bar-
players find that acceptable, they’ve taken on the gain price.
cargo, and they record the cargo and the price they After traveling to nearby Klopor for reasons having
paid. Whether the succeed, fail, or they don’t like the to do with the adventure they’re on, he tries to un-
asking price, the presumption is that they’ve explored load the cargo. The GM rules that Klopor is a Wealth
their options and there are no better deals to be had; 4 planet. He rolls the cargo’s PL of 5, and gets a 5, +1
they must either travel elsewhere or spend 3 Scenes for Merchant, for a total of 6. The Kloporians will def-
on unrelated matters before they can try again. initely want that cargo (since they can’t possibly roll
The characters must always sell cargoes some higher than that), but how much will they offer? The
place other than where they picked them up. When GM rolls a 2 for the Kloporians. That would be only 1
they want to sell, they roll the cargo’s Power Level vs. WP profit (selling price of 2 - purchase price back on
the roll of the Wealth Level of the locale set by the GM. Ytter of 1), so Falk refuses the deal. Having purchased
If they beat that Wealth roll, then they find a buyer for it for 1, he’s sure he can do better.
that cargo, and the Wealth roll is the best offer they’ve Since he still has room in the Cargo Bay, he decides
gotten. If that is acceptable to them, they unload the to try to take on another cargo. He announces he’s
cargo, and the profit (or loss) is WP equal to the dif- trying to get some Kloporian machine parts at PL 6.
ference between that sale price and their previously Since the ship’s Cargo Bay power is Hindered by be-
recorded purchase price. If they don’t have WP to ing partially full of hardwood, it will only roll a single
cover the loss and still want the trade, for instance be- d6, plus +1 for Falk’s Merchant Shtick. He gets Xark,
cause they’ve been trying to unload it forever without the ship’s engineer, to Combine his Engineering Power
success and they really need the space back, their with the roll, since Engineers understand machines.
Wealth Level is knocked down by 1. Again, the pre- They roll a 4 +1 +1, for a total of 6. The machine parts
sumption is that’s the best deal they have for selling cargo will definitely be available, but for how much?
any of their cargo in that location, and they will have The GM rolls a 6 and a 2... just barely available, but
to travel elsewhere or spend 3 Scenes on unrelated at a decent price. Falk takes on the cargo, and now
matters before attempting to sell another cargo, or the Cargo Bays are full; if he wants to do more Trad-
83
25. C OMMERCE

ing he’ll have to use a different ship’s Power or unload


one of the cargo’s first.
Next stop on the adventure is the wealthy planet
Hopalong (Wealth 8). It’ll be harder for their PL 5 cargo
to beat that, so another player’s character, Vira, of-
fers to aid using her Streetwise Shtick for another +1,
saying the importation of hardwoods faces a high tar-
iff so they try the black market. Falk rolls a 5 for the
cargo, +1 for Merchant, +1 for Vira’s Streetwise, total-
ing 7. The GM rolls a d8, d8, and gets a 6 for the Hopa-
long buyers. Falk takes the deal, and makes a profit of
5 WP, halfway to the next Wealth Level! The WP are at
the ship’s Scope, since it’s the ship’s Cargo Bay power
that was being used.
He wants to unload the Machine Parts, too, so they
spend another 3 Scenes on Hopalong, but using the
Machine Parts cargo PL 6 only rolls a 1 +1 +1 (using his
Merchant and Xark’s Engineering to help again) for a
3; Hopalong rolls a 6, and the wealthy residents turn
up their noses at the cargo. Falk and co. will have to
try again somewhere else...

84
Part III

Game Mastering

85
Chapter 26

Campaign design

Unless you are running a one-shot, you need to think of impossibilities and often to disguise the ones it has
a little bit about the overall structure of the campaign by at least cloaking it in not-yet-absolutely-disproved
you want to run. Many things can be filled in as you go speculative science. Sometimes that the whole point
along, but some decisions have to be made before of the story: what would it be like if everything we
you begin. knew for a fact was still the same, but easy and cheap
teleportation was possible?
Setting To make the SF in Zap! “harder” you want to rein
in a bit on what’s regarded as plausible according to
SF can cover a mind-boggling array of settings. Here the Primary Rule. This has to be a joint effort by all
are some of the common ones: the players and the GM if you want to run a Hard SF
setting. You want to aim for verisimilitude, not strict sci-
• Near-future Earth entific accuracy, but quickly fix any spots that the any
of the players notice strain that verisimilitude. Strive
• Alternate Earth to make the explanations of the abilities and gad-
• Far Past Earth gets consistent with each other and over time, and
obey the principle “There Ain’t No Such Thing As A
• Post-Apocalyptic Earth Free Lunch” so there are drawbacks and limitations to
every power. Make liberal use of Disadvantages such
• Far Future Earth as Shots, Erratic, Limited, and Side Effects. Be partic-
• Virtual Reality ularly generous interpreting abilities that are used to
understand science and engineering when they are
• Solar System applied to new phenomena and alien technology, to
emphasize the universality of science and the ability
• Local Stellar Neighborhood of intelligent creatures to understand the basic princi-
• Star Cluster ples of the universe.

• Galaxy
Reversing the Polarity
• Universe
What if you don’t want the SF to feel harder, but in-
• Multiverse stead want to make your game wilder, wackier, and
more like Science Fantasy? Simple: you just reverse
all the above advice. Try to break verisimilitude by
Hard vs Soft SF
emphasizing things we know aren’t true, like air in
“Hard” SF is science fiction that makes a conscious ef- space, space being filled with “ether”, perhaps even
fort to make the science and technology in the story fire being caused by “phlogiston”; if players notice
stick to what we know, or at least surmise, and tries to any inconsistency or contradiction, don’t correct it,
be modest in its extrapolations. The resulting “hard- elaborate on it and invent some esoteric explana-
ness” of the SF falls on a continuum: the less extrap- tion for it (which may become a feature of the set-
olation and the more established the science, the ting); make the rules that govern the setting arbi-
“harder”. . . the farther out and more speculative, the trary and vary from place to place or character to
“softer”, until at the far end of the spectrum you get character; make the technology and science de-
“science fantasy”, which is essentially magic in tech- liver free lunches to all, with equipment that inexpli-
nological drag. Allowance is often made for implau- cably has no apparent trade off between power and
sible science needed to make the story work, such as weight and never needs maintenance, medicine that
faster-than-light travel or time travel, but even there has no side-effects, generators that create unlimited
“harder” SF deliberately tries to reduce the number clean energy cheaply, perpetual motion machines,
86
Episodic Or Epic?

new elements with mysterious properties such as anti- race, escape from the cataclysm, carry off the rob-
gravity; make the science and technology unfamiliar, bery) accomplished even if their ultimate motivation
even it it’s just renaming things to seem exotic such as for going on adventures hasn’t been resolved. Em-
calling radio waves “etheric vibrations” or telescopes phasis on episodes can mesh well with players’ often
“panopticons”. hectic schedules, particularly if the episodes are short,
one or two sessions each, since a particular char-
Standard SF templates acter’s absence from the current adventure doesn’t
tend to need much explanation or leave a huge hole
One way you can shape the setting for your game in the plot. This makes episodic games ideal back-
is to decide which kind of SF creatures are com- ups for when you don’t have a quorum of your regular
mon enough to warrant a template for player char- players, for when you have a guest player or two, or
acters. As mentioned earlier, usually the templates just a “pick up” game.
are geared for playable creature types, those that On the other hand, if players prefer an epic style
can at least interact with humans and have recog- campaign, where there is a single over-arching plot
nizable goals and concerns. However, even crea- or antagonist and everything builds to a big climax
tures normally alien beyond comprehension, such as dealing with that, it’s certainly possible. One thing to
hyper-intelligent shades of blue, can have that aspect watch out for, besides the usual issues of players feel-
deemphasized to allow them as player characters. ing “rail-roaded” and unable to affect the plot except
Start with this bare bones template, filling in the in minor details, is making sure that the epic won’t be
power descriptions: short-circuited by the players defeating the Big Bad or
Attributes: Toughness: 2, Stamina: 2, Will: 2, Actions: 2 otherwise resolving the driving issue of the campaign
Powers prematurely.
3 powers @ 6 (d6,d6). If suitable, you can add Advan- Unless you’re cheating, if it’s possible for the play-
tages and Disadvantages to each power. Each minor ers to defeat the Big Bad or solve the problem without
advantage decreases the level 1, major by 2, minor using a “Plot Device”, then it’s possible that can hap-
Disadvantages increase it 1, major Disadvantages in- pen any time they encounter him or work on a solu-
crease by 2. tion, including the first time in what was intended to
Shticks be the prelude. If you want an epic campaign with-
2 Shticks @ 3 (d4, d2), or 4 (d4,d4) if they meet the out cheating in favor of whatever is driving the plot
stereotype. you should make sure that the players can’t come to
New Power Levels start @ 6, if they fit the stereotype, 4 grips with the main enemy or issue until the climax, for
otherwise. You can give players a list of optional pow- instance by arranging that it can only be finally re-
ers that many but not all of these creatures have. For solved with a Plot Device, that the resolution require
example, Teleportation might be an optional power visiting various sites, or that the plot can roll merrily
for an Esper in the campaign. It won’t be part of the along even without the main driver to guide it.
starting template, but if the player adds it, it starts at 6 Examples:
rather than 4. A power that isn’t normally part of the
Esper stereotype, such as a cybernetic limb, would • The villain can reconstitute himself given time un-
start at 4. less the virus has been uploaded into the Master
New Shtick Levels start @ 4 if they fit the stereotypes, 3 System.
otherwise.
Restrictions: Any number of restrictions. Pool similar or • The expanding singularity that will engulf the
minor restrictions together. galaxy can only be halted by detonating a de-
Power boosts: For each restriction, add one power @ 6 vice from within it, which the heroes have to em-
to the template, increase one attribute 1, or increase bark on an epic quest to deliver.
one power by 1.
• Driving back the invaders will require diplomatic
The Campaign missions to all of the rival factions to get them on
board, and they may have demands in return for
Episodic Or Epic? cooperation that will in turn lead to adventures.

Each session can be a self-contained adventure, • The enemy has set something in motion that his
or the whole campaign can be a single mega- capture won’t stop (“You may have defeated
adventure, or something in between. me, but the Sun Eater shall continue on a straight
In an episodic style of campaign, each adventure path through the inhabited galaxy regardless!
has a clear beginning, middle and end. There may Bwa ha ha ha!”).
be ongoing plot threads and themes from episode to
episode, but the major focus of the episode comes to • There is a lieutenant or secondary bad guy wait-
a definite conclusion, with the PC’s immediate goal ing in the wings to step in when the original insti-
(explore the planet, establish contact with the alien gator is dealt with.
87
26. CAMPAIGN DESIGN

• The clever plan by which the heroes halted the ini-


tial problem has generated side-effects that need
to be dealt with before the campaign is truly over.

Or, you could just deal with the anticlimax, allow the
players to have their triumph, and move on to the next
arc. Many, perhaps even most, players would prefer
to have an unexpectedly short and successful “epic”
than be railroaded to a predetermined conclusion;
just because they’d love to blow up the Death Star
doesn’t necessarily mean that they’ll love it if you ar-
bitrarily thwart their every attempt to prevent its con-
struction along the way in order to get to that final
scene.
It is also possible to combine the episodic and epic:
have an epic campaign in the big picture, leavened
with one or two-session adventures that relate tan-
gentially or not at all to the over-arching plot. This
is the “Buffy the Vampire Slayer” model of story arcs:
over the course of a “season” of twelve or even more
sessions there is a major enemy working towards a fi-
nal Earth-shattering scheme, but aside from a bit of
foreshadowing in each episode the big scheme pro-
ceeds in fits and starts while most of the adventures
deal with largely unrelated schemes by different bad
guys. In fiction, the heroes may be completely un-
aware of the presence of the chief bad guy of the
arc until it’s time for the climax, with only the audience
seeing how step-by-step he gets closer to his goal; in
an RPG that doesn’t work as well, unless the players
are unusually open to having “cut scenes” of out-of-
character knowledge just for flavor. A better model is
for the heroes to be slowly acquiring the clues needed
to figure out the plot or pieces of the Plot Device to
defeat the main threat.

88
Chapter 27

Designing an Adventure

What you need to design meeting with your arch-rival, the head of the Argus
Conglomerate, and the chief scientist of your worm-
An adventure is a problem that confronts the PCs. hole project has reported they are ready for a small-
The problem might be specific, concrete, and de- scale test.”
mand that something be done immediately (there is Once the PC’s have a goal, either invented,
an alien loose on the ship, and if it’s not captured handed to them, or forced on them by circumstances
or killed it will eat everybody’s heads), or it might be the Investigation stage begins. In this stage they use
vague and long-range (the PCs need more informa- their skills and resources to try to learn more about the
tion about what the factions are in Gamma Quadrant parameters of the problem or resources that might
before they can make any decision about alliances), help them reach their goal. In SF, investigation will
but if the PCs have no problems to solve, there’s noth- often involve Research, either as part of the scenes
ing to game and you might as well advance the ac- needed for a Scientist building a gadget to address
tion until there is a problem that needs their atten- the problem, or to advance the PC’s other goals.
tion. It is usually better not to plan out a detailed se- Finally, there is the Confrontation stage, where it all
quence of scenes to be played out in linear fashion, comes together and their immediate plans are re-
but instead to invent a set of elements (aliens, peo- solved one way or the other. This doesn’t necessarily
ple to talk to, clues, events, special objects, secrets) mean they reach their ultimate goal: in some cam-
that might be inserted when needed. The rest of the paigns it may be impossible to reach that goal by de-
section are guidelines with suggestions about which sign such as when the campaign is about the five-
elements to design. Feel free to use or ignore these as year mission to explore strange new worlds, or a rag-
you feel fit. tag fleet of ships fleeing disaster and seeking the lost
home of humanity. Nevertheless, the intermediate
goals, whether they are episodes or campaign arcs,
Adventure Arcs
need to get resolved so the players have some sense
Adventures are usually problems that need to be of forward momentum. Things might not always work
solved. Most adventures will go through three stages: out as the PC’s wanted. Depending on how things
Exposition, Investigation, and Confrontation. In the Ex- play out they might be resolved with a set-back or dis-
position stage the PC’s learn of a problem, and hope- aster, a partial victory that leads to further goals and
fully decide to do something with that information, adventures, or even a complete triumph for the good
even if they don’t know exactly what yet. This is when guys. Part of the point of Zap! is let the players and
the basic premise of the adventure is laid out. In a GM be surprised by exactly how things turn out. If the
television episode, this is typically the stuff that hap- GM knows in advance both what the climactic scene
pens before the opening credits, where we learn our is going to look like and how it turns out, it’s too tightly
intrepid crew is on their way to Canopis IV carrying plotted; it’s important to leave plenty of freedom for
medical supplies to stop an outbreak of the Denebian the players actions to matter to the outcome.
Plague. In a campaign that is designed more around
the PC’s goals rather than a series of specific adven- Interleaving arcs
tures, the exposition stage might consist of nothing
more than a brief list of things the PC’s activities have This sequence of exposition, investigation, and con-
turned up that sound like they might be of use towards frontation, which we’ll call an arc, can be a single
those goals, or problems that have cropped up that session or multiple sessions. Not every event needs to
might interfere with them, allowing the players to de- be related to the current arc. In addition, you can
cide which they want to pursue first or if they care at have multiple arcs in play in a single session. One way
all. “Production is down at your robotic mining facil- to do this is to weave the arcs together, with some of
ity in Delta Sector, but the foreman can’t explain why; the exposition of the next arc happening during the
meanwhile the ambassador from the Outer Planets is investigation of the previous arc. You can also link
89
27. D ESIGNING AN A DVENTURE

The End of The World is not the end of the


world
Allowing for the possibility of failure does not mean the
stakes cannot be high. What is a complete disaster
from the player character’s point of view can be an
invigorating change of pace for the campaign. In a
science fiction game even death is often reversible,
either literally or with the possibility of returning as a
clone, VR personality, or alternate universe version. If
the explorers succeed at opening the Precursor site
and reactivating the Cyborgmen, the next few arcs
can be the players gathering information and com-
pleting a weapon capable of deactivating the Cy-
borgmen, pursued by them and their ever-growing
army of creatures they’ve cyborged. Even if the
whole world is converted to Cyborgmen colony, this
opens up new drama as the players become part of a
resistance movement, fighting the new order. Failure
some or all of the arcs together into a “seasonal arc”, should have consequences, but the aftermath of fail-
with a whole adventure serving the same purpose of ure should be a new adventure, not just instant oblit-
one scene in the master arc for the season. For ex- eration.
ample, suppose the master arc is about an expedi-
tion of unscrupulous explorers planning to excavate
a Precusor site. The first adventure could be the PC’s
crossing paths with the explorers who are attempting
to steal data from a PC or ally of the PC’s that they
need to located the site. Thus, the whole adventure
serves as the exposition segment of the master arc,
with the purpose that the PC’s learn of the explorers
and their theft of data, but not the purpose of the in-
tended theft.

Failure is always an option. Success is


always an option
Whenever you plan for an encounter, never assume
that the players will succeed or that they will fail. For
example, don’t plan an adventure with the assump-
tion that the explorers will steal the data from the
players, because they might succeed at stopping the
theft. On the other hand, don’t make the adventure
contingent on the players capturing a thief, because
they may not succeed at capturing her, or they may
decide to kill her, or make a deal with her. Better is to
say, “The explorers will attempt to steal the data from
the players” and make a plan for further encounters
whether or not the theft succeeds. If you really need
the data stolen, it is better to have it be stolen before
the adventure even begins. It is unfair, but at least
you’re not trying to fool your players into thinking it was
their fault.

90
Chapter 28

Plot Templates

While there’s a variety of creatures, local color, and or NPCs, e.g., the altered history on Buffy where
fantastic features in science fiction, many of the basic Willow had become a vampire and turned many
plots are in standardized patterns. The following sam- of the Scooby gang. In any case, give XP to the
ple plots are meant to provide some structure that you player, not the character.
can incorporate your creative ideas onto, not as a
substitute for your creativity. Introductory scenes: Skip ahead beyond the
Each standard plot outlines some possibilities for In- change. Start with “slice of life” scenes un-
troduction scenes, sub-goals that both the players der the new regime. How are the PCs adapting,
and enemies will pursue in Investigation, and how final how are they altered? The PCs then meet and
Confrontations might play out depending on whether get reacquainted (or perhaps meet for the first
the player or their foes seem to have the upper hand time.) Finally, they start getting clues that it might
during the investigation phase, some Twists that can be possible to reverse the change. (This may
be added to the standard plots to make them less require them to realize there’s been a change.)
predictable or more meaningful to the players and Sub-goals and confrontation scenes: Once the PCs
the Aftermath, suggesting what happens after the decide to reverse the change (if they do), the
Confrontation, especially if the player characters lose. rest of the arc consists of the PCs first figuring out
what is necessary to reverse the change, which
Altered Reality may involve investigating what caused it in the
first place. The PCs may need to compile the
Basic premise: The status quo has been dramatically equipment for a device or experiment to revert to
changed. Maybe a time traveler has stopped the original status quo, while the enemy is trying to
Julius Caesar’s assassination, and the Roman Em- stop them. The confrontation scene happens just
pire continues to the current day. before or after they complete the set-up.

Special: An altered reality arc can be a mini- Player-advantage confrontation: The players have
campaign within the campaign. It is best to have figured out what they need to do to restore real-
some time to think and prepare before starting. If ity and have completed the necessary prepara-
a world-changing event happens unexpectedly tions; all that remains is to go through the process,
in a session, it is good to end the session then and and their foes have a limited window of opportu-
let both players and GM think through the conse- nity to stop them.
quences. The campaign and PCs may require a Enemy-advantage confrontation: The players are still
total redesign. New standard creature templates missing a crucial component or piece of informa-
may be called for, either to replace existing ones tion needed to ensure success, but they’re out of
(e.g., robots may have a very different template time and the foes are in a position to attempt to
in a world without technology) or to reflect new stop them for good. The PCs may have to go
possibilities (e..g, every normal human may have ahead with the flawed uncertain process or risk
gained a distinct superpower). The scope of the being unable to ever restore reality, or perhaps
campaign may change in the new reality, usu- will only be able to do so at greatly increased cost
ally increasing. For example, the PCs may be- to themselves.
come godlike beings, or have one-time access
to a powerful creature. One possibility is to issue Twists: The status quo the players are familiar with is
new guidelines and allow total redesign of player actually the result of a previous reality alteration.
characters for the arc. Players may choose to What if Rome only fell in the first place because
play a new character or almost unrecognizable of intervention by a time traveler? Ought the PCs
version of their existing character. Existing villains oppose or aid in attempts to restore the prior re-
may become the PCs and the existing PCs villains ality? How much do they know about what it
91
28. P LOT T EMPLATES

was like before, and what duty do they owe the decide they like it better and not return. Relativis-
people in the current reality who might find them- tic time dilation and cryogenics are also common
selves worse off or cease to exist if the time-line is one-way tickets to the future in SF.
restored?
Aftermath: If the PCs succeed, the change is re- Creature Feature
versed. The world returns to the status quo ante.
Perhaps it is retroactive; the change never hap- Basic premise: A creature is rampaging. While the
pened as far as most are concerned. Or perhaps creature could be a mindless hulk or a super-
the memory of the change leads to permanent intelligent alien, it has a overwhelming need that
changes in the status quo, shifting of alliances, or drives it to repetitive violence. The creature will
creation of laws and enforcement organizations strike again and again until it is stopped, presum-
to prevent such changes in the future (e.g. Time ably by the PCs.
Police). If the PCs fail, they or other characters
can try again, with a different approach. Introductory scenes: Viewing carnage from the crea-
ture’s rampage; hearing about same on the
news; helping a victim escape; being called in
Back in Time as experts by authorities.
Basic premise: The PCs travel back in time, voluntarily PC sub-goals: Identify creature. Interview experts on
or not, and have to find a way to return to their creatures of that type. Discover their weaknesses
own time. If voluntary, they may have a mission to and drives. Rescue hostages and potential vic-
perform first. tims. Recruit allies equipped to handle these
Introductory scenes: The PCs uncover the means to creatures. Track creature to lair.
travel back in time, a reason to do so, or are just
Enemy SUB - GOALS: Rampage. As the creature esca-
thrust willy-nilly back by some phenomenon, alien
lates the violence, it forces the PCs to confront
artifact, or device gone awry.
it before they are ready, or be responsible for its
PC sub-goals: Uncover the means to return to their destruction continuing. Capture hostages. Feed
own time; accomplish their mission if they must do and grow stronger.
that first; reverse whatever disruption to the time-
line they may have caused upon arrival. Player-advantage confrontation: The players know
about this creature, what urges cause it to ram-
Enemy sub-goals: If this was a plot by enemies, pre- page, what it wants, and what its vulnerabilities
vent the PCs from accomplishing their mission or are. They free the hostages, then use their knowl-
returning; otherwise they may encounter new en- edge to lure the creature into a trap.
emies in the past who are trying to capture or
stop them for reasons of their own, perhaps not Enemy-advantage confrontation: At its strongest, the
even knowing they are time travelers. creature strikes in a way the PCs cannot ig-
nore, perhaps threatening their families, friends,
Player-advantage confrontation: The PCs have ac- or homes. The PCs fight the creature, but are dis-
complished their mission or gathered the infor- tracted by the need to help the innocent victims
mation/built the equipment necessary to return. being threatened.
Now they need the right conditions or the right
time to activate it. Aftermath: If the PCs win, the creature is usually de-
stroyed or neutralized, and the next session will
Enemy-advantage confrontation: The PCs have
start a new, unrelated arc. If the PCs lose, the
failed in their primary mission, but to stay to
creature may get stronger and attack again, so
accomplish it is to risk being trapped or having
the next session would be a continuation, per-
the secret of time travel fall into the wrong hands.
haps with more twists, as potential allies are re-
Aftermath: If the PCs succeed, they are back when cruited to help and enemies try to take advan-
they came from and the time line is as intended tage of the chaos caused by the creature.
(including any changes they went back to ac-
complish); if they failed then either they’re back Twists: Scooby-doo: “Creature” is a ruse, to cover
but the time-line is not as they wished, or even a more mundane scheme. Creature is sympa-
worse than when they set out, or they remain thetic, e.g, the Hulk. Creature has a sympa-
trapped in the past. thetic alter ego, e.g., the Lizard from Spider-man.
Creature targets unsympathetic victims, e.g., is
Twists: The PCs travel forward in time; there they may driven by justified vengeance. Creature targets
find out information about the future that makes PCs, or those connected to PCs. Creature gains
it imperative they return to their original time and strength from successful feedings. Creature is so-
prevent that future from happening, or they may phisticated, and lures victims with psychological
92
traps rather than brute strength. Creature hypno- in advance, even though none of this informa-
tizes or transmutes victims into monstrous accom- tion will be apparent to the PCs for a long time,
plices. if ever. Alternatively, a first contact campaign
can deal with a new contact each week, allow-
ing the players to continue to meet new and dif-
First Contact ferent alien cultures and solve a variety of prob-
lems as they seek out new life and new civiliza-
Basic premise: Initial contact with an alien, or an en- tions, in which case the GM merely has to make
tire alien culture. This could be the first such con- up enough for the next episode.
tact ever, or part of the PC’s job as xeno-contact
specialists; if the the latter, there should be some Introductory scenes: Receiving an alien signal, get-
complication or difficulty that makes it an adven- ting called in to investigate mysterious phenom-
ture rather than a day at the office. ena which turn out to be caused by aliens, find-
ing evidence of ancient aliens that gives a clue
Special: First contact can for the basis for an entire into establishing or re-establishing contact.
campaign, either as one overarching set of ad-
ventures dealing with coming into contact with PC sub-goals: Discover more about the aliens, deter-
the aliens, figuring out how to communicate with mine whether they are hostile, establish relations,
them, overcoming misunderstandings or physi- prevent the PC’s enemies from taking advantage
cal difficulties in sharing space, finding common of the aliens.
ground and establishing ongoing relations. In this
kind of campaign, the GM should probably work Enemy sub-goals: if the aliens are hostile discover
out a lot of details about the aliens and their goals more about the PCs and their weaknesses, if the
93
28. P LOT T EMPLATES

aliens are friendly the PC’s enemies might be try- Aftermath: The players can enjoy their prize and no-
ing to exploit them or recruit them as allies against toriety, if it was a sporting event, and it can be
the PCs. a stepping-stone to further such events. If the
“race” was for higher stakes, such as recovery
Player-advantage confrontation: The players know and mastery of some unique alien technology,
what the aliens are and how to communicate further adventures can revolve around the PCs
with them, or what their weaknesses are if they’re using that technology and others trying to wrest
hostile. it from them. If the PCs lose, they can plot their
Enemy-advantage confrontation: Hostile aliens know come-back, if it was a sporting event, or deal with
about the PCs and what their weaknesses are; the repercussions of their enemies having what-
friendly aliens have been duped into regarding ever it is they were racing for.
the PCs as hostile.
Twists: What appears to be a sporting event turns out
Aftermath: If the PCs win hostile aliens have been de- to have a deeper significance, which only begins
stroyed, neutralized or made friends with, or the to be revealed to the PCs when their opponents
PC’s enemies’ machinations have been exposed are going to greater lengths to win than the prize
for what they are. If the PCs lose the aliens have would warrant. The race is to stay ahead of some
gained the upper hand, and perhaps invaded; cataclysmic event or invading alien horde.
the PC’s enemies have made an alliance with the
aliens and the PCs will have to face them as a
combined force in the future.
Marooned

Twists: The PCs are the aliens, isolated from their own Basic premise: The PCs are stranded somewhere,
culture and allies. The aliens are actually a hoax. cut off from civilization and without their normal
Apparently friendly aliens are actually hostile, or means of transportation. They need to somehow
vice-versa. get new means of transportation, get to some-
where where they can re-establish contact, or
even in extreme scenarios find some way to settle
Great Race in and build an new life in the new locale. Ma-
rooned can form the basis of an entire campaign
Basic premise: The characters become involved in a
if the PCs are marooned on a backwater planet
race, often against multiple other competitors.
or hiding from powerful enemies, or in a new di-
Sometimes this is purely a sporting proposition, at
mension or time. E.T., Lost, Sliders and Quantum
other times there is something larger at stake, pos-
Leap all follow this format.
sibly up to and including the fate of the universe.
Special: A great race scenario can be a good way to Special: because the PCs may spend a lot of time in
visit a lot of different locales in the setting, without the new location, it probably needs more detail
spending a lot of time in each, so the GM should than a typical planet-side stop. In addition, the
probably have enough interesting places and in- GM should probably consider and perhaps con-
cidents work out in advance so that the PCs can sult with the players whether they’re actually in-
visit more than one a session without having to terested in the scenario; if the players’ chief en-
stop or wing it. joyment is hopping from place to place encoun-
tering new settings every session, wrecking their
Introductory scenes: A race is announced, with a ship and sticking them on a primitive backwater
prize sufficient to tempt the PCs, or they come may feel like a punishment instead of an adven-
across some information that means they need to ture. The GM should be prepared to wrap things
outrun a bunch of competitors. up quickly, and get the PCs back to doing what
they’re interested in.
PC sub-goals: Gain an advantage in the race by dis-
covering information leading to shortcuts, improv- Introductory scenes: A disaster strikes, and the PCs
ing their vehicle, avoiding obstacles and hostile are forced into the new locale and possibly
forces. Unscrupulous PCs may try to sabotage the stripped of the vehicle and much of the standard
competitors or throw obstacles in their way. gear.
Enemy sub-goals: Same as the PCs.
PC sub-goals: Discover information about where they
Player-advantage confrontation: The players are in a are and what resources they have to escape or
superior position as it comes to the end of the restore contact. Survive, establish relationships
race and need to hold on to their lead. with locals who might be able to help.

Enemy-advantage confrontation: The enemies are in Enemy sub-goals: There may not be actual enemies;
a superior position and the players must come up if there are and they’re responsible for the PCs be-
with some way to overtake them. ing marooned, they may be trying to find the PCs
94
to finish the job. The PCs might also make enemies recover from losses, or to track down and pursue
among the locals. the enemies who have accomplished their ob-
jective.
Player-advantage confrontation: The PCs have sur-
vived, figured out where they are and how to get Special: A MacGuffin that either caused or was the
away, and have a shot at doing so. target of whatever caused the distress signal can
be a springboard for further adventures.
Enemy-advantage confrontation: If there are ene-
mies responsible for the PCs predicament, they Twists: It’s a trap, or the distress signal is extremely
have located the PCs and are poised to deliver a old, and when the PCs arrive the situation is not
set-back, such as capturing them or ruining their what they expected. This could be everybody is
current rescue plan. dead but there’s some horrible monster (Alien),
but it could also be the descendants of the sur-
Aftermath: The PCs succeed in getting rescued or vivors have settled the locale and aren’t in direct
back to their usual haunts; if there were ene- need of rescue...or they are, but it’s logistically dif-
mies responsible, they can decide to take action ficult because of their numbers or the fact that
against them, otherwise they might just return to they’ve regressed to savagery and don’t under-
their normal adventures. If they lost their ship, they stand what’s at stake (e.g. their colony ship is
might have to work to get a new one. If the en- heading for the sun).
emies succeeded the PCs may need to escape
from captivity or come up with another plan, or
resign themselves to their new home. Mirror World
Twists: The location where the PCs are Marooned is Basic premise: The PCs are projected into an alter-
not what they thought it was (e.g. actually a re- nate universe where things are backwards; usu-
sort area, and they were close to rescue all along, ally the morality of the organizations and people
or they are unwitting contestants in a game of are reversed, though there may be additional re-
some sort). versals such as the sex or personalities of some or
all of the characters (e.g. a cold, logical being
Mayday might have a hot-tempered and excitable “mir-
ror twin”).
Basic premise: The PCs receive a distress signal, and
Introductory scenes: The accident or experiment
have to deal with it.
where the PCs enter the mirror world; first meet-
Introductory scenes: They receive the distress signal, ing the mirror world counterparts and figuring out
and decide what to do about it. that’s what they are.

PC sub-goals: Gain information about the sender PC sub-goals: Learn enough to be able to pass for
and the situation, establish contact with any sur- mirror world inhabitants while they figure out how
vivors, rescue the survivors, avoid whatever it was to get home; figure out how to get home.
that caused the situation in the first place.
Enemy sub-goals: Learn that the PCs aren’t the peo-
Enemy sub-goals: If there’s an actual enemy, com- ple they’re pretending to be, learn where they
plete the piracy, kidnap, robbery or invasion came from and how, figure out how to exploit
that prompted the distress signal, get information that.
about the PCs, their plans and resources.
Player-advantage confrontation: The PCs learn
Player-advantage confrontation: The players have enough to return to their own world, and accom-
enough information that they can attempt the plish their goals if any in the mirror world.
rescue or to defeat the enemy.
Enemy-advantage confrontation: The PCs are ex-
Enemy-advantage confrontation: The enemy are posed and the enemies are prepared to capture
about to finish their work and get away, e.g. them or exploit the fact they’re not their counter-
they’ve located the executive they sabotaged parts, or the enemies are ready to enter the PCs
the ship so they could board and kidnap. They world.
have identified the PCs and where they are well
enough to plan an ambush. Aftermath: If the PCs succeed, they get back home.
One or more of the PCs may be accompanied
Aftermath: If successful, the PCs could have the grati- or replaced by a mirror world double. If the PCs
tude of those they’ve rescued, leading to offers of failed, they are either stuck in the mirror world and
work; they might have salvaged some valuable need to try again or make do, or they may be
gear or even an adventure-triggering MacGuffin. back in their own world but have to hunt down
If not, the PCs may need to repair their ship and and deal with mirror world enemies who’ve also
95
28. P LOT T EMPLATES

come over; these may be duplicates of the PCs, War Zone


or their allies, or important NPCs in the PCs’ world.
Basic premise: Open hostilities have broken out be-
Twists: It’s the mirror universe twins who come visiting tween two or more factions in the setting. The PCs
the PC’s universe. are caught in the middle. They may be recruited
as allies by one or more sides, or just seek to mini-
mize the collateral damage.
Negative Space Wedgie Introductory scenes: PCs hear word of tension be-
tween the factions. The PCs encounter a bat-
Basic premise: The PCs encounter a strange anomaly tlefield, either during or after the fight. The sides
(in the parlance of TV Tropes, a “Negative Space either court the PCs or warn them against siding
Wedgie”, from a scene in the parody Star Drek) against them.
that creates a crisis they must deal with. Often
the anomaly does something completely bizarre PC sub-goals: The PCs may decide to root for one
and magical, even in settings which otherwise side to win, they may decide to try to end the
adhere to relatively plausible science. PCs might conflict, or they might just try to keep it out of the
encounter future selves, age incredibly quickly, or way of innocents. In any case, the PCs will inves-
be de-aged, be transported to a far quadrant of tigate the causes of the conflict, try to determine
the galaxy, etc. what each side wants and what they will settle for,
and try to talk neutral factions into co-operating
Introductory scenes: The PCs detect the anomaly; with the PCs goals.
they may decide to investigate, or be suddenly
Enemy sub-goals: If the PCs take sides, the other fac-
subjected to it.
tion will try to neutralize or eliminate them. If they
stay neutral, the two sides may try to recruit them
PC sub-goals: Determine the exact nature of the or scare them away. Both sides will try to weaken
anomaly, or at least how to avoid or reverse its ef- their adversaries, gain special weapons, and re-
fects. Discover a way to use the anomaly to ad- cruit powerful allies.
dress some other problem they have been hav-
ing. Simply deal with or survive the more extreme Player-advantage confrontation: Having assembled
effects. an alliance against the aggressor, the PCs lure
them into a battle in a remote location. Alterna-
Enemy sub-goals: Anomalies don’t usually involve tively, the PCs manage to address both sides con-
overt enemies. If they do, they are the backdrop cerns and stop the final battle before it begins.
against which the enemy is confronted: e.g. the
Enemy-advantage confrontation: The PCs have
PCs and an enemy warship both get sucked into
joined the losing side. A vast alliance is assem-
an anomaly and shot across the galaxy: in order
bled against them and their weakened faction.
to return to their own sector they must come to
They make a desperate last stand, outnumbered.
an accommodation of some sort.
Or their attempts to bring peace have back-fired,
and the two factions unite against the PCs.
Player-advantage confrontation: The PCs learn
enough to ameliorate or reverse the anomaly Aftermath: The losing faction may be weakened or
and safely escape. Otherwise escape might eliminated. The winners may be strengthened or
occur without them being able to reverse the they may also be weakened. Third party factions
effects. may try to take advantage of a power vacuum.
Twists: PCs have mixed loyalties, with some rooting for
Aftermath: If the PCs are successful there usually
one side and others the other. A third party is re-
aren’t any long term consequences, though if the
sponsible for stirring up tension between the war-
anomaly is stable and they understand it, they
ring factions, and will use the war as a distraction
might find a use for it in the future; if they weren’t
covering its own plans.
successful in dealing with the anomaly they might
have to live with or seek a cure for whatever ef-
fects the anomaly visited upon them.

Special: Negative Space Wedgies might kick off a


campaign, for instance leading to a marooned
scenario, or granting the PCs strange powers that
sets up the campaign.

Twists: Almost anything goes.


96
Appendix A

How To Be A Good Player

Give your character a personality It needn’t be any- ture and now, Dr. Venn went back to his labs and
thing elaborate, and you don’t have to put on an worked on his experiments,” “Korista has been op-
accent, change your speech patterns, or even erating solo, mining the asteroids of the local sys-
speak in the first person (though all those can add tem,” or even just “My engineer has been tuning
something), but it’s more fun for everybody at the drives.”
the table when the characters are memorable,
and people can derive a lot of satisfaction out of Make the character a self-starter and give her a clear
recognizing when a character is doing something Drive. Everything is easier for the GM if the char-
that typifies the character’s established personal- acter can be counted on to have certain but-
ity (“Oh, that’s sooo Merath!”) and even more tons that can be pushed. On the flip side, don’t
when they manage to predict and take advan- give the character Drives that are incompatible
tage of that (“I knew Merath would go along with with the plot or tone of the game, at least without
that plan, because she gets to dress up as the consulting the GM and other players first, unless
princess and boss everybody around”). you’re quite prepared to play out how the char-
acter’s goals are frustrated. If the campaign is
Don’t make your character a jerk unless you’re ab- about providing emergency medical assistance
solutely sure of your ability to entertain the other to the varied sophonts of the local star cluster,
players and GM with the character’s jerkiness. it’s perfectly fine if your character’s Background
It’s OK to be the character that everybody loves is exiled ruler of a distant Star Kingdom, but if
to hate, but it’s not cool for anybody to actu- your Drive is to get restored to the throne it can
ally hate it when you play that character. When amount to an attempted hijacking of the cam-
you’re gaming with friends they’ll probably put up paign if you dig in your heels and ignore the plight
with your character making everything less fun for of the local cluster residents while trying to turn
everybody but you, at least for a while, but that’s every adventure into a quest to return to your
no excuse. Even if you are sure that it’s entertain- realm.
ing and not too disruptive, it would be wise to limit
the jerk aspect to specific situations (the charac- Don’t be a afraid to retire a character. If you’re
ter goes on a bender after successful adventures) a design-in-play player who can’t really set out
and not just be all-around unpleasant. to make a character with a given personality
or approach, some of the above advice might
Make your character a team-player unless you’re seem hard to carry out. You might not have set
playing solo. Loners aren’t necessarily jerks, but in out to create a jerk or a loner, but as play pro-
Zap! your character is going to be part of a team, gressed you found that’s what the character has
even if it’s not a formal team, and it screws up become. If that happens, and you can’t see a
the game if the character keeps going off away way to nudge the character you’ve envisioned
from everybody else and makes the GM split at- into something the other players can enjoy play-
tention between what the loner is doing and then ing with, it’s time to let that character go. The
what the rest of the party is doing. Every team loner can go off and be alone, and you can cre-
needs a Han Solo, but the thing is even though he ate a new character and try again. And even if
might have groused, or even quit, when it came you’re not design-in-play, and had the character
time to act he was there and pulling his weight. all figured out with a ten-page back-story before
If your character needs some alone time to be you sat down at the first session, if you’re at all into
true to the character, see if your GM is amenable thinking about the inner life of the character there
to doing that between play sessions. That might may come a point where events in the game
be brief play-by-email, or it might just be a cou- mean that what the character would do is leave
ple of sentences at the start of the session “In the the group. Characters quitting and eventually re-
six months between the end of the last adven- turning (or not) is a staple of the science fiction
97
A. H OW TO B E A G OOD P LAYER

genre. So let the character leave, and maybe doing anything more than saying “I attack” ev-
you’ll pick it up again if in-game events bring ery time somebody points out it’s your turn, you’re
the character’s goals or location and the party’s not contributing as much to the entertainment
back in sync. Sometimes this will require some out- as you could be. If you feel like your character
of-game finagling with the GM and other play- is ending up with too much “spotlight” time, you
ers (too many plots are written that make the can often share the spotlight with other charac-
party a sealed group with a common origin or the ters by engaging them in-character–particularly if
only ones in the world who can accomplish the you know something about their Complications.
overarching campaign goal), but it beats making If you’re feeling starved for attention to your char-
yourself and everybody else miserable with your acter’s doings, make sure that you offer the GM
square peg in the round hole character. good character and plot “hooks” through your
Complications...and remember that in Zap! you
Stick to genre and tone Science fiction can cover a can change your Complications if you wish.
vast variety of themes and settings, so it’s nec-
essary for any specific campaign to make cer- Discuss your preferences with the other players If your
tain assumptions as to what the game is “about”, preferences aren’t being met, discuss that with
and what sort of things it’s appropriate to do and the other players. Be open about what you want,
what things aren’t, and what characters fit the they’re there to entertain you as much as you’re
setting and what don’t. Don’t push the bound- there to entertain them, but don’t try to unilat-
aries, at least until you’re used to playing in that erally change things more to your liking. If you
setting and with that group. Yeah, fine, a enemy want more combat you can tell the other play-
who’s just pretending to be a hero until he can ers that, or you can have your character grouse
betray the team might be a cool idea, but save it about inaction and lust for battle, but don’t just
for when you’re sure you can carry it off without have him attack when they’re trying to negotiate
wrecking what everybody else is hoping to get to force their hand. If you can’t come to an ac-
out of the game. Similarly for a hero who would commodation, you can’t play their way or come
just as soon execute the hostages himself to pre- up with a character that you’ll have a good time
vent them from turning into undead when it’s es- playing and they can’t enjoy your preferred style,
tablished that in this campaign heroes almost al- then find a game that will satisfy you, don’t sub-
ways manage to save the victims before they are vert theirs.
irrevocably harmed. It can be amusing for every-
one if your hero sometimes grumbles about tak- Ultimately, most of this advice boils down to a princi-
ing a harder stance...but if you just start decapi- ple of courtesy. Keep in mind that everybody at the
tating the hostages over the protests of the other table shares the responsibility of making the game fun
players, you’ve crossed the line. and entertaining for everybody involved. Be willing
to make sacrifices as far as what would be your ideal
Play the system appropriately Zap! is designed to pro- ultimate solo gaming experience in order to keep ev-
mote a certain style of play, which gives a large erybody involved and having a good time. Be flexible
amount of freedom to the players to help de- in what and how you play, and don’t play if you’re not
fine game-world reality; this can be difficult to get having fun.
used to at first if you’re accustomed to just an-
nouncing your bonuses and rolling the dice, or
searching for the tiniest ambiguity to turn into a
tactical advantage. Contribute to the game in
the spirit that everybody else is playing, even if it’s
not your preferred style. If you have a real prob-
lem with the style that everybody else is enjoying
you can bring it up for discussion, but maybe you
should be playing a different game.

Don’t hog the spotlight, but don’t shun it either. The


only real limitation in the game is not how power-
ful or effective the characters are, but how much
time they get to strut their stuff and be the center
of attention. That’s the real currency of the game:
how much time do you get to show your charac-
ter doing her stuff. If you suck up all the available
time, that’s bad, but it’s also bad if your sole con-
tribution to the group’s enjoyment is getting your
turn out of the way as expediently as possible,
whether out of shyness or boredom. If you’re not
98
Appendix B

Tables

Personal Scopes Adventure Scopes

1. Normal A normal, if trained person. Can emerge 1. Normal an office, apartment, or dwelling
victorious from a brawl...sometimes.

2. Agent An elite combatant. Can take on 10 civil- 2. Agent a large building, mall
ians in a barroom brawl, several squad-cars of po-
lice, or a fire team of 4 soldiers.
3. Street-level several blocks in a neighborhood
3. Street-level Augmented. Can take on 50 civilians,
or a squad of 8-12 soldiers.
4. Neighborhood a section of a city
4. Neighborhood Inhuman. Can take on 100 civil-
ians, or a platoon of around 25 soldiers.
5. City a single city on a Planet or an orbital habitat
5. City Super-powered. Can take on an infantry
company of 200 soldiers.
6. Regional a sub-national/continental of a planet

6. Regional Can take on a battalion of 1000 soldiers.


7. National a nation or contint of a planet
7. National Can take on a division of 10,000 soldiers.

8. Global Can take on an army of 100,000 soldiers. 8. Global A Planet

9. Interplanetary Can take on an army group of 9. Interplanetary Several Planets


1,000,000 soldiers.

10. Near Interstellar Can take on an entire theater of 10. Near Interstellar Several near-by star systems
war, 10,000,000 soldiers.

11. Far Interstellar Can take on a planet. 11. Star Cluster

12. Star Cluster Can take on a solar system.


12. Galactic Arm

13. Galactic Arm Can take on a stellar cluster.


13. Galaxy
14. Galaxy Can take on an entire interstellar civiliza-
tion.
14. Galactic Cluster
15. Cosmic Can take on an entire galaxy.

15. Cosmic
99
B. TABLES

Combat Range by Scope


1. Normal Normal large room, such as dining
room or conference room
2. Agent Floor of a building, or a large room
such as a club or warehouse
3. Street Large building such as an office or
warehouse Street and storefronts on either
side
4. Neighborhood Block of buildings
5. City Several blocks of buildings
6. Region Neighborhood of a city, e.g. SoHo or
Chinatown
7. Country Region/several states
8. World Country
9. Solar System World
10. Star Cluster Solar System
11. Galaxy Star cluster
Add 1 to Scope for Pursuit Range and 2 for Lost
Contact. E.g. A Biblical Scope character would
regard a section of a city such as the Foreign
Quarter or the Acropolis as being within Com-
bat Range, with the entire City as being Pur-
suit Range. A Mythic being would regard an
entire country as being within Combat Range,
something at the far end of the world as Pursuit
Range, and anything beyond that as Lost Con-
tact.

100
Tropes Task Could be Done By Difficulty
Aid: Spend an Action to completely Unhinder an ally, Normal 2
no matter how many Hindered conditions are
stacked. Man-at-Arms 3
Hero/Adventurer 4
Boldly Go: volunteer to be smacked with the plot-
hammer by GM, get 1 extra XP for the session. Squad of Men-at-Arms 6

Careful Aim: take ½ the larger die size instead of Party of Adventurers 8
rolling (e.g. d6, d4 = 3); no Collateral Damage Party using Research 10
Pull Punch: No Overkill, must use Careful Aim All For One and One for All! 12

Collateral Damage: GM may use lower die as dam- Table B.1: Difficulty
age against nearby objects and characters
Level Attitude
Battle Cry: once per session, shout battle cry and get
highest roll possible. 1 Hatred (-3)
2 Hostility (-2)
Disable: Power v power to render it useless. Hinder 3 Unfriendliness (-1)
requires 1 Action to repair; Out requires 3 turns 4 Neutrality (0)
5 Friendliness (1)
Failure is Not an Option: change failed uncontested
roll to success; become Hindered (in combat) or 6 Warmth (2)
Tired (out of combat). 7 Devotion (3)
Table B.3: Attitude
Intimidation: roll power v. best power (instead of de-
fense) to cow opponents.
Level Convice/Entice
Jury Rig: build new power out of contributed powers, 1 Denial/Repugnance
which burn out or are Tired 2 Disbelief/Reluctance
Second Wind: Recover from Tired at the cost of 1 3 Skepticism/Disinterest
Stamina 4 Neutrality/Neutrality
5 Openness/Interest
Sheer Determination: Clear all Hindered at the cost of 6 Belief/Eagerness
1 Will 7 Conviction/Zealousness
Shoulder Roll: use one die each for offense/defense GM picks starting level, adjusted by Attitude; success
Supreme Effort: add Will to roll, become Tired or failure on a Shtick trying to Convince/Entice can
(tired works like Hindered, but lasts until rest) adjust up or down by one (two if success or failure by
over 3)
Split Attack: use one die against each against 2 tar-
gets Table B.4: Convince/Entice

Take A Bullet: automatically counter, but only defend


with Default
This Ends Now! both sides describe a single assault,
and the highest roll wins the battle decisively.
Wild Shot: combine dice into 1 die 1 size higher.

Success Answer
0 yes/no
1 one-word answer
2 short sentence, quantity, or direction
3 diagram or paragraph description
4 sketch or series of questions
5 clear image or a conversation

Table B.2: Information Gained

101
Scope 3 Street
Power Level Weight Example Speed Example
1 44 kg child 6 kph Walking (brisk)
2 (Normal) 63 kg Woman 8 kph Swimming (record)
3 88 kg Man 11 kph Jogging
4 (Default) 125 kg Hotdog cart 16 kph Bicycle (typical)
5 177 kg Lion 23 kph Marathon (record)
6 250 kg Motorcycle 32 kph Sprinting, Bicycle (fast)
7 354 kg Max bench-press 45 kph Sprinting (record), suburban speed limit
8 500 kg Grand piano 64 kph Racehorse
9 700 kg Cow 91 kph Car (major rd), Cheetah
10 1 ton Small car 128 kph Local train
11 1.4 t sports car 181 kph Autobahn
12 2t Medium car 256 kph Bullet train
+1 +50% +50%
Scope 4 Neighborhood
Power Level Weight Example Speed Example
1 50 kg Small woman 6 kph Walking (brisk)
2 (Normal) 80 kg Man 10 kph Jogging
3 125 kg Hotdog cart 16 kph Bicycle (typical)
4 (Default) 200 kg Motorcycle 25 kph Marathon (record)
5 320 kg Max bench-press 40 kph Sprinting (record), suburban speed limit
6 500 kg Grand piano 64 kph Racehorse
7 800 kg Cow 100 kph Car (major rd)
8 1 ton Small car 160 kph Autobahn
9 2t Medium car 200 kph Bullet train
10 3t Small elephant 300 kph Sports-car, tornado
11 5t Elephant 500 kph Fastest train
12 8t Pickup truck 800 kph Passenger Jet
+1 +60% +60%
Scope 5 City
Power Level Weight Example Speed Example
1 55 kg Med woman 7 kph Walking (fast)
2 (Normal) 100 kg Lg Man 12 kph Running
3 175 kg Hotdog cart 22 kph Marathon
4 (Default) 320 kg Max bench-press 40 kph Sprinting (record), suburban speed limit
5 560 kg Fattest human 70 kph Racehorse
6 1 ton Small car 125 kph Cheetah
7 2t Medium car 223 kph Bullet train
8 3t Small elephant 300 kph Sports-car, tornado
9 5t Lg car 500 kph Fastest train
Jumbo, Hubble
10 10 t Telescope 1000 kph Speed of sound
Airbus 310, Big
11 18 t Ben 1800 kph Concorde
Empty Semi
12 32 t trailer 3200 kph SR-71 Blackbird, speeding bullet
+1 +75% +75%
Scope 6 Regional
Power Level Weight Example Speed Example
1 64 kg Med woman 8 kph world record swim
2 (Normal) 125 kg Lg Man 16 kph Bicycle (typical)
3 250 kg Hotdog cart 32 kph Sprinting (record), suburban speed limit
4 (Default) 500 kg Max bench-press 64 kph Racehorse
5 1 ton Fattest human 125 kph Cheetah
6 2t Small car 250 kph Bullet train
7 4t Medium car 1000 kph Jet airline
8 8t Small elephant 2000 kph Concorde
9 16 t Lg car 4000 kph SR-71 Blackbird, speeding bullet
Jumbo, Hubble
10 32 t Telescope 8000 kph Rocket
Airbus 310, Big
11 64 t Ben 16000 kph ICBM reentry
Empty Semi
12 125 t trailer 32000 kph Shuttle re-entry, satellite (LEO)
+1 x2 x2
Scope 7 National
Power Level Weight Example Speed Example
1 90 kg Man 6 kph Walking
2 (Normal) 250 kg Motorcycle 16 kph Bicycle (typical)
3 700 kg Cow 64 kph Racehorse
4 (Default) 2 kg Med car 125 kph Cheetah
5 6 tons Lg car 354 kph Sports car, tornado
6 16 t Empty bus 1000 kph Jet airplane
7 45 t Semi Trailer (full) 3000 kph Concorde
River gunboat,
8 125 t Blue whale 8000 kph Around Earth in 5 hours
9 360 t Boeing 747 22k kph Around Earth in 2 hours
10 1000 t WWII destroyer 64k kph Escape velocity
Space Shuttle,
12-story office
11 3000 t building (5) 181k kph Moon in 1.3 hours
Largest tree,
12 8000 t Godzilla 512k kph Solar probe, around Earth in 5 minutes
+1 x4 x3
Scope 8 Global
Power Level Weight Example Speed Example
1 125 kg Hotdog cart 16 kph Bicycle (typical)
2 (Normal) 500 kg Fattest human 64 kph Racehorse
3 2 tons Med car 250 kph Fast Train
4 (Default) 8t Pickup truck 1000 kph Jet airline
5 32 t Loaded bus 4000 kph SR-71 Blackbird, speeding bullet
Blue whale, river
6 125 t gunboat 16000 kph ICBM reentry
7 512 t Largest aircraft 64k kph Escape velocity
8 2000 t Space Shuttle 256k kph Around Earth in 10 minutes
Largest tree,
9 8000 t Godzilla 1 million kph Around Earth in 2 minutes, Solar wind
Around Earth in 30 seconds, 2 times
10 32000 t Titanic 4 million kph escape velocity from the Sun
Empire State Around Earth in 9 seconds, Earth to
11 125000 t building 16 million kph Moon in 1.4 hours
Largest ship,
World Trade Around Earth in 2 seconds, Earth to
12 500000 t Center 65 million kph Moon in 21 minutes
+1 x8 x3
Scope 9 Interplanetary
Power Level Weight Example Speed Example
1 250 kg Motorcycle 32 kph Sprinting (record), suburban speed limit
2 (Normal) 2 kg Med car 244 kph Fast Train
3 16 tons Empty bus 2000 kph Concorde
4 (Base) 125 t Blue whale, gunboat 16000 kph ICBM reentry
5 1000 t WWII destroyer 125k kph SR-71 Blackbird, speeding bullet
6 8 kt Godzilla 1 million kph Around Earth in 2 minutes, Solar wind
Starship
Enterprise, USS
Missouri, trans- Around Earth in 15 seconds, Earth to
7 64 kt oceanic cable 8 mkph Moon in 3 minutes
World Trade Around Earth in 2 seconds, to Moon in
8 500 kt Center 64 mkph 21 seconds
Earth to Moon in 3 seconds, to Mars in 6
9 4 mt Md dam 512 mkph to 46 minutes
Earth to Mars in 6 minutes, to Jupiter in 9
10 32 mt Largest dam 4c to 13 minutes, to Sun in 2 minutes
Great Wall of Earth to Sun in 17 seconds, to Pluto in 8
11 250 mt China 32 c minutes
Sun to Pluto in 3 minutes, Proxima
12 2 billion t Small mountain 256 c Centauri in 6 days
+1 x8 x8
Scope 10 Near Interstellar
Power Level Weight Example Speed Example
Around Earth in 2 seconds, to Moon in 21
1 500 kg Fattest human 64 million kph seconds
Earth to Mars in 24 minutes, to Jupiter in 36 to
2 (Normal) 8 tons Pickup truck 1c 52 minutes, to Sun in 8 minutes
3 125 tons Gunboat, blue whale 8c Earth to Sun in 1 minute, to Pluto in 32 minutes
Earth to Mars in 12 minutes, to Jupiter in 18 to
4 (Base) 2 kt Space Shuttle 64 c 26 minutes, to Sun in 4 minutes
5 32 kt Titanic 512 c 6 months to nearest solar twin HIP 56948
6 512 kt Largest ship 4096 c 22 days to solar twin
7 8 million t Great Pyramid 32 kc 2 days to solar twin
125
8 million t 16 Great Pyramids 256 kc cross the milky way in 5 months
9 2 billion t Small mountain 2 million c sR-71 Blackbird, speeding bullet
10 32 billion t Solar ejection 16 mc 1.5 months to Andromeda Galaxy
500
11 billion t Lg Mountain 128 mc
12 8 billion kt 12 km asteroid 1024 mc
+1 x16 x8
Scope 11 Star Cluster
Power Level Weight Example Speed Example
1 1 ton Small car 60 kph
2 (Normal) 32 tons Loaded bus 1c 4 years to Proxima Centauri
3 1000000 kg WWII destroyer 12 c 4 months to Proxima Centauri
4 (Base) 3E+007 kg Titanic 192 c 1 year to nearest solar twin HIP 56948
Golden Gate
5 1E+009 kg Bridge 3072 c 22 days to solar twin
6 3E+010 kg Big Dam 49152 c 1 day to solar twin
tsp neutron star
material, 400 m
7 1E+012 kg asteroid 1 million c cross the milky way in 1.2 months
8 3E+013 kg volcanic eruption 12 million c 1.5 months to Andromeda Galaxy
3 days to Andromeda Galaxy, 1 year to nearest
9 1E+015 kg 1 km asteroid 192 million c recent supernova
10 3E+016 kg 10 km asteroid 3072 million c Cross the Sloan Wall of galaxies in 1 year
50 km radius
11 1E+018 kg asteroid 49152 million c
100-200 km
12 4E+019 kg asteroid 786432 million c
+1 x32 x12
Appendix C

Equipment

The rule-of-thumb for equipment costs is that the cost mean that in play you should treat plate armor and
is 2 for d4, +1 per die-size, +1 per any Advantage with- a leather jacket as being identical; you are strongly
out a balancing Disadvantage. Scope is relative to encouraged to decide on the fly that, say, accord-
the Personal Scope for the campaign. E.g. at City ing to the Primary Rule and the tone of the campaign
Scope, Hardcase Armor is d6 vs. City Scope weapons, swimming underwater in plate is forbidden, but a dag-
and would be scaled up or down vs. lower or higher ger has no chance of even Hindering somebody clad
Scopes. Similarly weapons, comm gear and the like in plate except under special circumstances such as
all operate on a commensurate scale: a Vibro Knife in combination with an attack that immobilizes the
at City Scope might well be able to slice through an wearer.
ordinary automobile, while at Street scope it’s a dan-
ger to pedestrians but not vehicles.

Costs
Costs are listed in WP, that is they are orders of magni-
tude: something that has a Cost of 2 has a price in the
tens of monetary units (credits, double-dollars, quat-
loos, what-have-you); a cost of 3 would be in the hun-
dreds, and 4 would be in the thousands. Items that
might Cost 1 aren’t listed; they are free for practical
purposes under most circumstances. Exact prices of
items are assumed to vary according to quality and
local circumstances; some might not even be avail-
able in a setting.
Die Size d4 d6 d8 d10 d12
Base Cost 2 3 4 5 6
If you need to know the exact price of an item
(for instance, you’re not using the optional Wealth
rules), then roll a 1d6+1d4 (adding them together) for
the first digit, and 1d10 for each successive digit un-
til you’ve either accounted for them all or reached a
point where you’re willing to round. The result is the
cost on the local market. E.g. a Cost 4 Chamelion Suit
rolls a 3 on a d6 plus a 2 on a d4, for a total of 5 in the
1,000’s place, then a 6, 2, and 3 for a total of 5,623
credits.

Variations in Equipment
You should assume that there is wide variation in the
items listed, even if its not reflected in a mechani-
cal difference between the items. These differences
should become fodder for the Primary Rule in play.
For example, mechanically all primitive armor is just
a d4 vs. muscle-powered weapons, but that doesn’t
111
C. E QUIPMENT

Name Die Cost Description


Ballistic Cloth 4 2 Protects vs. kinetic impact/puncture. A: can pass for ordinary clothing
Bubblegum Suit 8 5 Tight-fitting suit, becomes hard-suit when powered on. A: can pass for
ordinary clothing until deployed
Buzzkill 6 3 Light, flexible anti-energy armor. A: can pass for ordinary clothing until
hood/gauntlets deploy, D: only protects vs. energy (EMP, stun, electric,
laser, etc),
Chamelion Suit 6 3 Active cammo blends in with the background in the visible & UV spectrum
(still stands out in infra-red)
Field Armor 8 5 Military-grade hard suit. A: provides the wearer +1 Toughness
Force Shield 6 3 Force-field in the shape of a shield, usually from an emitter on the forearm.
May be used to attack or defend.
Ghost Suit 6 4 Active cammo with heat-sinks to hide IR signature, radar-absorbent,
noise-cancelling surface. A: Flexible
Hardcase 6 3 Non-powered hard suit. A: provides the wearer +1 Toughness
Rebreather 4 2 Allows user to breathe in hostile environments. Depending on the tech
there might be a limited duration or it might operate indefinitely (or
indefinitely if there’s free oxygen present, limited otherwise).
Riot Gear 6 2 Bulkier armor meant to protect vs. improvised weapons and small arms D:
Bulky
Riot Shield 6 2 Hi-tech shield. Can be used to attack or defend. D: Single-action Defense
Peril-sensitive Specs 4 2 Alerts the wearer to impending peril; earlier models that turned
completely black were discontinued after all the customers were run over
at zebra crossings.
Powered Armor 10 5 Vanilla version, with enough servos to handle the extra weight but no
hardpoints. Fancier versions with built-in armament and extra systems
would be bought as Vehicles or Companions.
Primitive Armor 4 2 Any form of low-tech armor, from leather to plate; use the Primary Rule to
differentiate effectiveness against various primitive weapons. D: only
protects v. muscle-powered weapons
Stasis Suit 12 4 Creates a statis-field around the wearer at the instant of an attack, almost
completely impervious to damage. DD: User completely immobilized
while under attack, loses 1 Action per attack
Still Suit 4 2 Protects vs. desert environments, recycles moisture
Vac-Suit 4 2 Protects vs. outer-space (vacuum, cold).
Vac-Armor 6 3 protects vs. outer-space A: Flexible (includes extreme conditions, e.g.
high rad, methane atmosphere, micrometeorites)
Note: Armor provides an automatic defense to the wearer, and reduces the chance of serious injury on recovering
from Out from 1 in 2 to 1 in die-size. Serious injury adds a Complication to the injured until healed through medical
tech. Shields are not automatic.
Table C.1: Armor/Protective Gear

112
Name Die* Cost Description
Clothing 4 2 Ordinary civvies or uniform
Designer Clothing 8 3 Recognizably fashionable or high-ranked
Fancy Dress 6 2 Impressive clothing that commands respect
Programmable Clothes 4 2 Can morph into any ordinary-appearing clothing. A: Subtle
Slightly Psychic ID 6 3 Can morph into any ordinary-appearing ID papers. A: Subtle
* applies to social Abilities, not combat
Table C.2: Clothing

Name Die Cost Description


Basic Comm 4 2 Cell phone or similar, requires infrastructure
Earbud 4 3 Concealed, private encrypted comm. A: Subtle.
FTL Radio 4 2+n AA: Larger Scope, n is number of levels that Scope would have to be
increased to reach interstellar distances
Satellite Radio 6 3 A: Requires ship in orbit or satellite, but not planet-girdling infrastructure
InstaWeb 6 5 Quad-rotor comm drones provide private encrypted network in deployed
area. AA: Area Effect
GhostWeb 6 6 As InstaWeb, but stealthed, and using point-to-point lasers to prevent
detection or interruption of communications. AA: Area Effect, A: Subtle
Chatty Cathy 6 4 Drone sows confusion on communications channels by spoofing
conversations, records and plays back live traffic with learning algorithms
to make it harder to sort out real from fake traffic. A: Area Effect, +1 Cost
for A: Enhanced (can attack encrypted traffic by cracking encryption
and spoofing entire packets where that’s not possible).
Screaming Mimi 10 5 Jams communications on all frequencies, including point-to-point via
aerosol chaff. AA: Area Effect, DD: Disabling Only.
Telepathy Helm 6 3 Allows communication via Telepathy; may be actual telepathy, or
mind-mind interface mediated by computers and ordinary EM signals

Table C.3: Communication

Name Die Cost Description


Data Goggles 4 3 Wearable computer. A: Subtle
Data Pad 4 2 Ubiquitous interface to the larger computer network and personal
workstation
Encyclopedia Galactica 8 3 Data covers everything that is public knowledge. DD: Data retrieval only,
A: Flexible
Giant Electronic Brain 12 6 Extremely powerful computer, the largest of its kind for the Scope
Hacker Deck 8 4 AA: Control, D: Fragile, D: Side Effects (can physically damage the user)
Hitcher’s Guide 6 2 Data covers much that is public knowledge, with an emphasis on material
practical for the traveler. A: Large friendly letters on the cover, DD: Data
retrieval only
Modder 6 4 Grants a single Shtick at PL 6, can be customized between adventures or
by spending a Scene implanting a new chip. A: Customizable
Universal Translator 4 2 Translates from any language to the language the user speaks; takes no
more than a few phrases before it can begin working with a previously
unknown alien language. Powered by Plotonium.

Table C.4: Computer

113
C. E QUIPMENT

Name Die Cost Description


Autodoc 8 3 Can perform emergency medical procedures and treat many conditions.
A: Flexible, D: Bulky, D: Slow
Bodybag 4 2 Stabilize patient zipped into it, as long as they aren’t brain-dead.
Fuggedaboutit 6 2 Drug that erases up to 24 hours of a patient’s memory (depending on
dose). Usually used to treat Post-Traumatic Stress, has more sinister
applications. D: Shots
Laser Scalpel 6 3 Can perform surgery in the field, with the scalpel allowing microscopic
incisions, cauterizing blood-vessels , and laser range-finding to produce a
scan of the interior areas.
Med-kit 4 2 Basic medical gear.
MindSaver 10 4 Implant emergency uploads patient’s memory to secure backup for
implanting in a clone, wipes out current body’s memory. DD: Very Slow
NanoGoo 10 4 Given a template, and a mind saved by MindSaver, can reconstruct a
person from a saved copy. Often used for deep-space scouting so the
crew can be saved and reconstituted when the ship reaches its
destination, rather than having to endure and be supplied for years. DD:
Very Slow
Plaskin 6 3 Artificial skin can provide temporary repairs of cuts and burns; can be
used to reduce chance of permanent injury on recovering from Out, or to
substitute a longer term Complication such as “requires reconstructive
surgery” for a short term one like “unable to use arm due to wound”.
Quicktime 6 2 Alters user’s perception of time enormously, so that long star voyages
seem to take place in less subjective time, D: Actions have the Erratic
Disadvantage for 1d4 days after stop taking it.
Tranquilizer 6 2 Sooths the patient, removing pain, fear, and stress; higher doses may
knock the patient out completely. D: Shots
Truth Serum 6 2 Compels the patient to tell the truth (as the patient understands it) for a
limited duration; legitimate uses are generally psychiatric. D: Shots

Table C.5: Medical

Name Die Cost Description


Food Pills 4 2 A meal in a pill. Do not exceed the recommended dosage.
Rations 4 2 Simple rations, lasts nearly forever, chemically self-heating, wrapper can
be used as a water filter.
Pan-Galactic Gargle Blaster 6 2 Like having your brains smashed out by a slice of lemon, wrapped
’round a large gold brick. D: Side-Effects
Soylent Green 6 1 Simple, cheap, nutritious. DD: Soylent Green is People

Table C.6: Food/Drink

114
Name Die Cost Description
Bugs 4 2 Can transmit sounds to remote listeners; SF versions may be able to
travel and place themselves in advantagious positions, or transmit
images as well
IR Goggles 4 2 User can see into the Infra-Red spectrum: heat sources such as living
creatures usually stand out clearly.
Night Vision Goggles 6 2 Enhances available light, allowing the user to see almost as well as
daylight D: Sudden bright light can blind the user (treat as attack by the
device to blind the wearer)
Tetracorder 6 4 Scans environment at range; units may be further specialized to certain
tasks, e.g. medicine. A: Flexible
UV Goggles 4 2 User can see into the Ultra-Violet spectrum; passive UV grants limited
night vision, active UV can light up an area like a searchlight without
creatures not sensitive to UV being aware of the illumination, but
pinpointing the user if they are.

Table C.7: Sensors

Name Die Cost Description


Cloak 4 2 Memory-plastic inserts can be energized to form pup-tent; insulated vs. heat & cold,
solar cell surface can recharge small electronics.
Cooler 4 2 Chest or locker cools interior to preserve perishables.
Gravsled 6 3 Sled for hauling pallets of goods around; may come with impellers or require a tractor
Robomule 8 4 Simple programmable sawhorse-style robot for carrying equipment & supplies;
surefooted, relatively slow, not comfortable to ride on.
Shelter 6 2 Memory-plastic shelter for up to 4 people, collapses to back-pack size, can be sealed
and pressurized on planets with poison or no atmosphere, and serve as a makeshift
lifepod. Solar cell surface can recharge electronics, and allow it to recycle air and
water for up to six months. Without sunlight, limited to one week on internal batteries,
or longer with external power source.
Stasis Field 8 4 Stops time to preserve a cache of goods, equipment, even people indefinitely
against all conditions, even nuclear explosion. Device is the size of a backpack,
projects a field up to 3 meters in diameter. AA: Area Effect, A: Delayed (can activate
via timer), DD: Single Use, D: Can’t be deactivated except by external stasis-disruptor
device
Stasis Pod 6 3 Chest or locker applies a stasis field to the contents, to preserve them perfectly.
Tent 4 2 Shelter for up to six people; collapses to fanny-pack size.

Table C.8: Storage/Carrying/Shelter

115
C. E QUIPMENT

Name Die Cost Description


Bio Kit 4 2 Small pack of items used for analyzing biological samples, producing
antidotes to poisons, etc.; larger jobs would require a base or ship
Chemistry Kit 4 2 Small pack of items used for mixing and analyzing chemicals; larger jobs
would require a base or ship
Disguise Kit 4 2 Prosthesis and makeup for disguises. Depending on tech may allow
precise reconstruction of a specific person’s appearance, or just
generally alter an appearance to avoid recognition. Assumed to
contain whatever counter-measures might be necessary to thwart
routine scans at that tech level (i.e. could pass airport security, but not
necessarily super-secret spy HQ.)
Electronics Kit 4 2 Small pack of items used for repairing or building electronic gear; larger
jobs would require a base or ship.
Lockpicks 6 3 Set of tools for opening locks and defeating security systems,
depending on tech level these may be mostly dealing with
electronics/computers/forcefields instead of physical locks.
Mechanics Kit 4 2 Small pack of items used in repairing mechanical gear such as vehicles;
larger jobs would require a base or ship.
Multitool 6 3 Reconfigurable tool useful for many engineering tasks. A: Flexible, D:
Limited to applying small amounts of force (e.g. not suitable as a
pry-bar or jack).
Omni-wrench 6 4 Larger cousin of the Multitool, can be used for heavier tasks A: Flexible
Sonic Spanner 6 6 Tool that can use sound waves to remotely manipulate objects on a
very fine level. A: Flexible, AA: Exotic
Stasis Disruptor 4 2 Tool for deactivating statis fields; without this tool, stasis fields last
indefinitely, stopping time for everything within them
Tractor Beam 6 5 Generates a field that can lift or pull large objects A: Larger Scope.
Larger, more expensive generators can manipulate entire ships

Table C.9: Tools

116
Table C.10: Weapons

Blaster 6 3 Generic SF energy weapon, for when you don’t want to worry about
the difference between lasers, plasma, electric arcs, etc. Typically runs
indefinitely on whatever charges it.
Bubble Gun 4 2 Encases target in a flexible bubble that is difficult to get out of without
special chemicals.
Chiller 4 4 Staff made of a super-heat-sink drains the target of heat until it’s frozen
solid. AA: Exotic (defense is force field or being proof against
near-absolute zero temperatures)
Dark Bomb 6 4 Emits a cloud of inert nanoscale particles, disrupting EM radiation
above Infra-Red AA: Area Effect, D: Shots
Death Ray 6 3 Kills living things without harming inanimate objects.
Devolver 6 5 Forces target backwards along its ancestraly evolutionary path, with
somewhat unpredictable results. AA: Exotic
Disruptor 8 4 Disrupts living tissue, causing massive damage on a cellular level.
EMP Grenade 6 2 Disrupts non-hardened electronics (most military gear is hardened) A:
Lesser Area Effect, DD: One Shot
Electric Rifle 6 4 Shoots a powerful bolt of electricity over an ionized path to a target.
AA: Exotic, stopped by shielded armor D: Shots
Frag Grenade 6 2 A: Lesser Area Effect, DD: One Shot
Flamer 6 3 Shoots a fan of flame. A: Limited Area Effect, D: Shots
Goo Gun 6 3 Shoots immobilizing goo that can restrain targets; the glop can only be
removed with special chemicals, but it is programmed to move away
from eyes and breathing outlets so as not to accidentally blind or
smother targets. AA: Area Effect, D: Shots, D: Slow, takes an extra Round
for it to actually engulf the target after it hits.
Gravity Grenade 6 5 Attracts targets to the location of the grenade. AA: Area Effect, AA:
Exotic (defense is anti-grav or fast movement), DD: One Shot
Gravity Gun 6 5 Crushes targets by establishing an area of high gravitational pull within
the target. AA: Exotic (defense is anti-grav)
Heat Ray 6 3 Heats targets, melting metal and setting flammable substances alight.
Hunter-Seeker 8 4 Tiny remote-guided assassination weapon. AA: Exotic (defense is any
armor), DD: One Shot
Karatand 6 3 Rigiplast glove allows delivery of maximum force in hand-to-hand
combat without risking injury to your hands, particularly when fighting
armored foes.
Laser 8 3 Fires a beam of coherent light, capable of burning holes in or cutting
through objects. Reflected by shiny surfaces, dispersed by particulate
matter in the air, such as heavy smoke. D: Burn Out
Lawmaker 8 5 Keyed to owner’s DNA, fires a variety of rounds: Standard, Heat Seeker,
Ricochet, Incendiary, Armour Piercing, High-Explosive. A: Flexible
Monomolecular Filament 8 4 Single-molecule thick strand of material in the form of a whip or garrote,
can slice through most solid materials with ease. AA: Exotic, DD:
Side-Effects, careless can easily hurt the wielder.
Neural Whip 4 1 Stuns targets in melee range. D: SideEffects, can hit allies
Needler 6 3 Shoots high-speed ceramic flechettes that can deliver toxins, paralytics,
truth-serum, or just damage tissue. Favored shipboard, where to the hull
and machinery can’t be risked. A: Flexible, D: Stopped by armor
Table C.10: Weapons

117
C. E QUIPMENT

Name Die Cost Description


Nuclear Grenade 12 5 AA: Area Effect, A: Increased Scope, DD: delivery range is less than
blast radius, even with grenade launcher, DD: One Shot
Orbital Lance 12 6 High Energy lance from orbit; requires a spotter on the surface to select
targets, who uses a carbine to target: the spotter fires the gun and it
uses a combination of laser-range finding, optical sensors and GPS to
transmit data to the Orbital Lance, which will fire in the next round. A:
Lesser Area Effect, D: Slow
Paralyser 8 4 Paralyses targets with nervous systems. A: Lesser Area Effect, D: Shots
Pain Ray 8 5 Renders targets with nervous systems helpless due to pain. AA: Exotic
(defense is shielded armor or not being sensitive to pain), D: Shots
Phase Pistol 8 5 Forces target out of phase with the space-time continuum, with varying
effects (stun, kill, cut, disintegrate) A: Flexible
Photon Blade 8 3 Blade is a fixed-length beam of light, that can cut through most
anything but is stopped by other Photon Blades or force-fields. It is also
capable of deflecting Blaster fire. Favored Weapon of the Star Knights.
D: Exotic
Plasma Gun 10 6 Fires a stream of super-heated plasma that can cut through most
anything. D: Side Effects, collateral damage against targets near the
gun when it fires.
Portal Gun 8 6 Creates portals that you can step through. Fire once to create the
entrance, again to create the exit. AA: Exotic (stopped by forcefields)
Railgun 8 4 Fires electromagnetically accelerated pellets at high velocity.
Rocket Gun 6 2 Fires rockets that can be directed against targets not in Line Of Sight
(e.g. around corners). D: Shots
Seizure Grenade 8 6 Creates a hologram pattern than induces seizures in the viewer,
including any sufficiently hi-def remote viewing. AA: Exotic (only works
on one particular lifeform, such as humans), AA: Area Effect, DD: One
Shot
Stunner 6 2 Non-lethal damage to most life-forms. D: Shots
Stun Baton 6 2 Non-lethal melee damage to most life-forms. D: Limited to unarmored
targets
Steam Gun 6 2 Slug-thrower powered by steam; easy to maintain in primitive
conditions: pour water in the chamber, heat the gun in a fire, and it will
charge for 8 shots. Can fire any slugs that fit in barrel (typically lead or
smooth stones). D: Shots
Stun Grenade 6 3 Non-lethal damage to living targets. AA: Area Effect, DD: One Shot
Thundergun 8 5 Stuns targets and knocks them down with high-pressure shockwave
(only works in atmospheres around Earth pressures), can kill and destroy
property at close range. A: Lesser Area Effect
Wasps 8 5 Swarm of semi-autonomous micro-drones that employ energy beams
and flechettes to attack targets directed by the user or to defend the
user against incoming fire. A: Lesser Area Effect
Zap Gun 6 2 Blast of eponymous energy, comes in three settings: Stun (non-lethal,
living), Kill (lethal, living), Destroy (lethal, any). A: Flexible, D: Shots
Table C.10: Weapons

118
Index

Abilities Global, 8, 9
Advantages, 18
Combining Actions, 48 Hindered, 38, 44, 45
Disadvantages, 20 Becoming Unhindered, 45
When to roll uncontested, 42 Can Be Hindered Disadvantage, 20
Ability Descriptions, 15 Control Advantage, 19
Action, 40 Disabling Abilities, 49
Actions, 23 Down for the Count, 47
Active Powers, 23 Fragile Disadvantage, 20
Automatic Powers, 23 Helping the Hindered, 45
Active Power Restraining, 47
Actions, 23 Sheer Determination, 52
Active Powers, 40 Tired, 47
Advantages, 18 Ultra-Fragile Disadvantage, 20
Flexible, 16
Information Gained, 59, 101
Ultra-Flexible, 16
Interplanetary, 8, 9
Advantages and Disadvantages, 18
Interstellar, 9
Agent, 8
Intimidation, 52
Attack
Automatic Powers and, 16 Mishaps, 22
Attributes, 23 Movement, 16
Ordinary People, 23
Automatic, 16 National, 8, 9
Actions and, 16 Near Interstellar, 8, 9
Automatic Powers, 40 Neighborhood, 8
Combinations and, 16 Normal, 8

Background, 42, 59, 60, 97 Power Categories, 40


Power Level, 17, 39
City, 8 Difficulty, 43
Combinations Power Up
Automatic Powers and, 16 Research and, 18
Combining Actions, 48 Powers, 37
Complications Active, 40
Note On, 27 Automatic, 40
Cosmic, 8, 9 Categories, 40
Disagreements, 38
Defense Examples, 38
Automatic Powers and, 16 Power Levels, 38
Difficulty, 43 Primary Rule, iii
Uncontested Abilities, 42 Combining Abilities, 48
Disadvantages, 20 Disagreements, 38
Example, 17 Powers, 37
Disagreements, 38 Uncontested Abilities, 42

Flexible, 16 Regional, 8
Research, 18
Galactic Arm, 8, 9 When to roll, 18
Galactic Cluster, 8 Rounds
Galaxy, 8, 9 Actions and, 23
119
I NDEX

Science Power, 18
Ultra-Flexible, 18
Science Research Shtick, 18
Scopes, 8
Second Wind, 52
Shoulder Roll, 52
Shticks, 39
Actions and, 40
Combining, 40
Information and, 40
Interpreting Success, 40
Out of combat, 40
Powers, 40
Research, 18
Skills, 39
Stamina, 23
Star Cluster, 8, 9
Street-level, 8
Supreme Effort, 43, 52
Tired, 47

Tone, 9
Toughness, 23

Ultra-Flexible, 16
Uncontested Abilities, 42

Will, 23

120

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