Professional Documents
Culture Documents
EXPANDED
by
JAMES F KECK
BY
JAMES F KECK
Dedicated to my son Conner and his friends,
Bryen and Spencer
Section 5: Magic 36
Section 6: Psionics 54
Section 7: Gear 62
ACTION!
Section 8: Combat 88
Index 122
B EGININGS
Section 1: Basics
Before you can dive into the game, you’ve got to get acquainted with a few of the basic rules. Here,
we’ll discuss the type of Dice to be used for all action resolution, and the Master Table, which is essen-
tially the heart of the system. Once you have these basics down, you’ll be ready to move on to new, fun
and awesome worlds of game play. Let’s take a look at some of the terminology that you’ll be seeing
throughout these pages.
Traits
The characters you play in any 4C Expanded game are made up of a set of Traits, or Attributes, that de-
fine how the character can interact with the world around them. Each Trait is marked with a numerical
Rank Value that is used for determining whether your character succeeds or fails at a given task. The
higher the value, the better your character is in the given Trait. These Traits are broken down into two
categories, Primary Traits, and Secondary Traits.
The Primary Traits make up the character’s physical, and mental connections to the game world. They
define how well a character can do in a fight, or how much weight they can lift or carry, and whether
they can figure out complex puzzles, or how well they can withstand mental attacks. Each character has
seven Primary Traits, four Physical, and three Mental. These will be discussed further in the Character
Creation section. The numerical values of the Primary Traits are used to generate the totals of most of
the Secondary Traits.
Two of the Secondary Traits, Health and Fate, are made up from the totals of the character’s Primary
Traits. The character’s Health score is composed from the four Physical Traits, while the Fate score is
generated by totaling up the Mental Traits. Obviously, the Health score is the amount of damage the
character is able to withstand during a fight, while Fate is a pool of points that the player can use to ad-
just dice rolls during the game. These Traits will be discussed further in the Character Creation section.
Dice
The type of dice used in a game of 4C Expanded are called percentile dice. This is a pair of 10-sided
dice that give a number between 00 and 99 when rolled. You can use two different colored dice to let
you know which is the ones digit, and which is the tens digit. There are also sets of dice where one is
marked in tens (10, 20, 30, etc.) and the other is marked normally (0 - 9). This is my personal favorite
type of dice as there is no mistaking which is the 10s digit, and which is the ones digit.
Row Steps
A Row Step represents a shift of one or more rows up or down the Master Table in the effective Rank Value for
a single action. A Row Step can be a bonus or a penalty. For example, a +1 Row Step moves the effective Rank
Value to the next higher row (i.e. from Exceptional 20 to Significant 30) while a –2 Row Step moves the effec-
tive Rank Value two rows lower (i.e. from Exceptional 20 to Average 6).
As an alternate rule you may declare that you wish to spend Fate points to alter a roll before rolling the dice. A
minimum of 5 points will be spent for declaring the use of Fate points whether they are needed to achieve the
desired Result or not. This allows the player to use as many or as few Fate points as needed to get the desired
Result.
Before we begin rolling up your Traits and Powers, or spending any points, let’s first go into a bit more detail
about what makes up a character. As mentioned in an earlier section, a character has seven Primary Traits that
allow him, or her, to interact with the game world. These Traits are divided into four physical (Melee, Agility,
Stamina, Strength) , and three mental Traits (Intellect, Vision, and Empathy). Collectively, these are known as the
character’s MASSIVE Traits.
Primary Traits
The seven Primary Traits listed below make up the character’s physical and mental structure. Each Trait will come
into play several times during a game session.
• MELEE - This trait is used whenever your character gets into a hand- to-hand combat situation. From
bare knuckles brawling to dueling with sabers, this is the Trait to use.
• AGILITY - Agility is a measure of your character’s sense of balance, and hand-eye coordination. Use this
Trait whenever you are attempting any sort of ranged combat, or whenever your balance is tested.
• STAMINA - This Trait determines how long your character can keep going under adverse conditions.
Struggling your way through a desert, or deep-sea diving are situations where this Trait will come into
play. It is also used when you are trying to rush an opponent (see Rushing in the combat section).
• STRENGTH - Simply put, this is your character’s physical power. It determines how much weight the
character can lift/throw, and it is also the amount of damage he, or she, causes when punching or
kicking an opponent.
• INTELLECT - This is your character’s brain power, or smarts. You’ll use this Trait when trying to over-
come any mental puzzles you may encounter along the way. Trying to solve mathematical equations,
chemical formulas, and even remembering where you left your keys calls for the use of the Intellect
Trait.
• VISION - This is both the character’s ability to physically notice things, and to “sense” those things that
aren’t readily visible. Instinct, or Sixth Sense are other ways to describe this Trait.
• EGO - This Trait is a measure of a character’s mental strength, or willpower. It comes into play whenev-
er the character is subjected to mental stresses such as mind control powers or abilities, or when being
physically tortured.
• HEALTH - This is how much damage your character can sustain before being knocked unconscious.
To get your Health total, add your character’s Melee, Agility, Stamina, and Strength Traits together.
• FATE - Fate is a pool of points that your character can use to tweak dice roll results during combat, or
any other situation where you have to roll for success. To generate your starting Fate pool, add the
character’s Intellect, Vision, and Ego together. You will be using Fate points often during an adven-
ture, but you will also be receiving them for successful actions during the game as well, so this total
will fluctuate throughout an adventure session.
• FAME - This is a measure of how famous, or infamous your character is in the public eye. If you are
relatively unknown (which many super heroes tend to be in the beginning), your Fame score will
likely be 0, or maybe a few points higher. However, you might be quite famous from the get-go, and
could begin the game with a high Fame score. This score is rolled randomly on Table C.
• MEANS - This Trait shows how rich, or poor, your character is in the beginning. Means isn’t an exact
dollar amount of worth, but more or less your character’s credit rating per month. If you’re of Av-
erage (6) Means, your character is considered to be a regular working Joe, making standard hourly
wages in a factory, or other nine to five type of job. If your Means score is Exceptional (20) then your
character is independently wealthy, either through inheritance or successfully running your own
small business. This score is also randomly generated by rolling on Table C.
Option
In unarmed combat, a character normally does damage equal to their
Strength Trait Value on a successful hit. This works extremel well
in a comic-centric role playing game, but if you are playing a game
with a more cinematic flare you’ll want to keep your characters, and
sometimes their antagonists, on their feet for a while longer than a
single comic frame will display. Here we introduce Melee Damage as
an additional Secondary Trait.
At this point in the game, you can simply choose an Origin, or roll one
randomly if you have no idea of the type of character you wish to cre-
ate. Choose, or roll for, an Origin from the list below:
ROLL BODY TYPE BUILD POINTS
00-21 Skilled Human T: 80; P/S/A: 150
22-37 Changed Human T: 100; P/S/A: 100
38-51 Technologically Enhanced T: 80; P/S/A: 150
52-61 Robot T: 180; P/S/A: 150
62-77 Mutant T: 150; P/S/A: 150
78-89 Alien T: 200; P/S/A: 150
90-99 Symbiot T: 42; P/S/A: 130
CHANGED HUMAN - The character has been altered by some form of accident, or experimental application.
Raise one (1) of the character’s MASSIVE Traits by +20. Roll beginning Traits on column C.
TECHNOLOGICALLY ENHANCED - This character has acquired his or her powers through the use of technology.
All initial powers must be assigned to weapons, a suit of armor, or other gadgetry that the character uses while
fighting the bad guys. Raise Intellect by +20. Means is also increased by +20. Roll on column A for starting Traits.
ROBOT - The character is some sort of mechanical, or magical construct. Raise all MASSIVE Rank Values by +10.
Character’s Fame begins at Void (0). Robots roll on column B to generate starting Traits.
MUTANT - The character’s genetic makeup has been altered, either by accidental exposure to cosmic, or atomic
radiation, or naturally inherited at birth. Raise Stamina by +10. Means is reduced by 10 (minimum of 1). Fame
is reduced to 0. Character gains one bonus Power. All starting powers are innate. Mutants roll on column B for
beginning Traits.
ALIEN - The character has come into the world from another planet, or plane of existence. Raise all MASSIVE
Rank Values by +10. Alien characters begin with one less Power (minimum of one). Each Power can be an inborn
ability, or mechanical in nature. Aliens use column B when rolling beginning Traits.
SYMBIONT - A Symbiotic character relies on another creature for sustenance and locomotion. In return, the
Symbiotic character grants special abilities or some other benefit to its host. In most cases, the symbiotic rela-
tionship is a mutually agreed partnership, but in some cases the pairing is more like slavery.
All of a Symbiont’s Physical Primary Attributes begin at 6 points, relying on their host’s body type for protection
and locomotion Roll up a second character to represent the Symbiont’s host body. Their Mental Attributes (In-
tellect, Awareness, and Willpower) are generated by rolling on column B.
As mentioned previously, random generation leaves your character’s Traits, Powers, and other options up to
chance. You have little to no control over what you will come up with. However, if you need a quick character
for a last minute gaming session, pick up the dice and roll. This is also an excellent method that the GM can
use for coming up with a quick villain if the main bad guy isn’t enough of a challenge for the PCs.
TO PURCHASE COST
Primary Traits Rank Value
Secondary Traits Rank Value
1 Skill or Spell Level 20
1 Associate 20
1 Power or Psychic Ability 2 X Rank Value
Secondary Traits
The character’s Secondary Traits are Health, Fate, Fame, and Means. As mentioned previously, your Health
score is generated by totaling up the first four scores of your MASSIVE Traits. Likewise, your Fate points are
generated by adding up the last three scores of your MASSIVE Traits. Next, we look at Fame, and Means. Unless
you’re using the Point-Buy method, you’ll roll for both of these scores on the Rank Value Table.
FAME - First let’s roll for Fame. Roll percentile dice, and compare the result to column C. Your character’s Origin
may affect the final total score.
MEANS - Next comes the character’s Means. This time we roll on column B. Again, the final total score may be
affected by the character’s Origin. Note your scores in the appropriate location on the character sheet, and let’s
move on.
Optional
MELEE DAMAGE - As noted earlier, Melee Damage is an optional Secondary Trait for use in combat. Instead of
using the character’s full Strength Trait Value as the damage score in unarmed combat, count the number of
Row Steps on the Master Table from zero to the Strength Trait Value and multiply by 2.
Example: A character with a Strength Rank Value of 20 would do 10 points of damage when punching or kick-
ing an opponent.
If the character uses a melee weapon, he or she then adds the Melee Damage Trait to the damage value of the
weapon.
Example: The character draws a sword and hits an opponent. The sword’s damage is 10 plus the character’s
Melee Damage Trait score of 10 for a total of 20 points of damage.
Okay, so we’ll assign our character’s Primary Trait scores where we want them. We want him to be decent in a fist
fight, so let’s give him a Melee score of 30, that’s Significant. We also want him to be nimble, maybe more so than
anything else, so let’s put the 50 in Agility, a Stupendous score. His Stamina should be worthwhile, so let’s drop an
Exceptional score of 20 there. Oh, hey, Muties get a bonus of +10 to their Stamina, so let’s raise that score to 30.
Don’t want him to be a 90 pound weakling, so let’s give him a Significant Strength score of 30. He’s no Einstein, but
he’s not a crash test dummy either, so let’s give him an Above Average Intellect of 10. His Vision should also set him
above others, so let’s put that other 10 there. Okay, so he’s not a very strong willed person, but he’s just as good as
the next guy, so we’ll put the Average score of 6 down for his Ego.
Now let’s get our Secondary Traits taken care of. Adding up the MASS portion of the Primary Traits, we get a total
of 140. This is the character’s Health score. Very nice. Now we add the IVE half of the Traits for a total score of 26
- ugh - our boy doesn’t have a lot of Fate points to play with now does he? Oh well, that’ll fluctuate during game
play anyway. Our next step is the character’s Fame. Being a mutant, our character automatically begins with a Fame
score of 0. That was easy, huh? Next comes Means. Again, a Mutie gets hit with a penalty for being what he is, so
whatever we generate will already be reduced by -10. To generate our score, we roll on column B of the Rank Value
Table for a score of Inconceivable (40)! Oh, wait, we have to subtract 10 from that, so we’re knocked back down to
Significant (30). Still, it appears that our mutant has an income equivalent to that of a small corporation. Not too
shabby! This kind of conflicts with his having a Fame of 0, but perhaps he’s a Prince or something from an island
nation that nobody pays much attention to. Whatever the case, we’ve got our Primary and Secondary Traits taken
care of.
Random Skills
Unless you are building your character via the Point-Buy method, use the % ROLL No. of SKILLS
table at right to determine the number of skills your character begins with. 00-19 1
All skills may be attempted unskilled except those marked with an asterisk *. 20-49 2
50-79 3
Next, roll a single 10-sided die to determine which skill table to roll on, and
then roll d% for the specific skill. 80-99 4
Stamina Skills
ATHLETICS - This skill allows the character to
perform leaps and tumbles while traveling
through an area that would normally be very
difficult terrain. This is also known as parkour.
GAMBLING - There are almost as many forms of WILLPOWER – The character can withstand intim-
gambling in the galaxy as there are sentient species. idation and interrogation made against them.
Using the Gambling skill, a character can understand
the odds necessary to win a particular game, and even Uncategorized Skills
bend them to his or her favor. The opposing player’s
Gambling skill or Brains attribute is the target number The following skills can be coupled with one, or
for the opposed roll. more, of the previous categories. These are spe-
cialty skills that will increase the RS modifier of
INTERROGATION – The character uses mental coercion the associated skill by +1.
to force a captive into revealing information.
MARKSMAN - This can be applied to the
MEDITATION – The character can use Meditation to Archery, Guns, Thrown Objects, or Thrown
increase their mental recovery. It also doubles a magic Weapons skills.
user’s Magical Energy Level recovery rate.
WEAPONS MASTER - The character receives
PREDICT WEATHER – The character can forecast the a +1 RS when using melee weapons, on top of
weather conditions coming in the next couple of days. any other modifiers gained by other skills.
RESEARCH – This skill increases the character’s chance WEAPONS SPECIALIST - The character receives
to learn information about a subject. a +2 RS when using a weapon that he or she
has chosen as a “signature” weapon.
TRACKING – The character uses the skill to track ani-
mals or people across vast distances.
Associates
Just about everybody knows somebody. Whether
Ego Skills it be your best friend from your old village, your
ANIMAL HANDLING – The character can calm animals master that taught you all you know, or a priest
and teach them tricks or train them to do work. who has blessed your family farm, these people
are your character’s Associates. Whenever you
COMMAND - The Command skill is used when the get stuck for information, or just get into a jam
character is trying to get a group of NPCs under his or that you can’t get out of alone, your Associates
her command to carry out a set of orders. may be able to % ROLL No. of ASSOCIATES
help. To determine
HYPNOTISM – This skill allows the character to at- 00-19 1
the number of
tempt to gain mental control over another being. The 20-59 2
Associates your
character must have the attention of the target for one 60-89 3
character starts
full Turn before making the attempt to hypnotize them.
out with, roll on 90-98 4
The result of the Hypnotism roll sets the target result
the table at right. 99 5
for the being to make an Ego check to resist. If failed,
P owers
%ROLL 0-1 DEFENSIVE POWERS %ROLL 4-5 SELF ALTERATION POWERS %ROLL 8-9 TRAVEL POWERS
00-06 Absorption 00-05 Alter Ego 00-08 Astral Projection
07-13 Body Armor 06-10 Amphibious 09-17 Burrowing
14-20 Caustic Body Fluids 11-14 Astoundingly Wealthy 18-26 Dimension Jump
21-26 Chameleon 15-19 Celebrity 27-34 Environmental Shell
27-32 Combat Awareness 20-24 Dark Vision 35-44 Flight
33-39 Contaminant Resistance 25-30 Elasticity 45-53 Portal
40-45 Detection 31-35 Extra Body Parts 54-62 Super Leap
46-50 Force Field 36-40 Growth/Shrinking 63-72 Super Speed
51-56 Hardiness 41-45 Headquarters 73-81 Teleportation
57-62 Invisibility 46-51 Improved Skills 82-90 Vehicle
63-68 Mind Shield 52-55 Multiplicity 91-99 Wall Crawling
69-74 Nine Lives 56-62 Physical Metamorphosis
75-79 Nullification 63-67 Regeneration
80-84 Phasing 68-73 Shape Shift
85-89 Protected Sense 74-79 Side-Kick
90-94 Reflection 80-84 Super Sense
95-99 Resistance 85-89 Trait Boost
90-94 Trait Increase
%ROLL 2-3 OFFENSIVE POWERS
95-99 Water Native
00-09 Claws
10-19 Elemental/Energy Control %ROLL 6-7 CONTROL POWERS
20-29 Elemental/Energy Generation 00-13 Animal Command
30-39 Fast Attack 14-27 Animate
40-49 Manifest Weakness 28-41 Magic
50-59 Mind Control 42-55 Molecular Manipulation
60-69 One-of-a-Kind Weapon 56-70 Plant Control
70-79 Paralyzing Touch 71-84 Telekinesis
80-89 Rage 85-99 Telepathy
90-99 Weapon(s)
Once you’ve rolled up your allotted Powers, you’ll need to determine their Rank Values. To generate each Pow-
er’s Rank Value, roll on column D of the Rank Value table on page 7.
Power Descriptions
All of the powers are listed
Ah, now for the fun stuff, Powers! First we have to figure out how
alphabetically on the following
many Powers our hero can have to begin with, so let’s roll on the
pages with descriptions for each.
Table. Upon rolling the dice, we get a 73. That gives us a whopping
ABSORPTION - The character is 4 Powers to begin with. And, since our guy is a Mutant, he gains one
immune to damage inflicted by extra power in addition to those rolled. Awesome!
a specific elemental or energy
Now we just have to roll on the Powers Table to find out what those
type (select one, see pg. 26) up
Powers are. Rolling the dice, we come up with Elemental/Energy
to the Rank Value of this Abil-
Control, Flight (ah good, no hailing taxis to get to a crime scene!),
ity. Any damage inflicted over
Headquarters (hey, that’ll help justify his high Means Rank), Super
the Rank Value of this ability is
Sense, and Elemental/Energy Generation. Cool, this guy appears to be
suffered normally.
shaping up nicely.
The character may use the
Now let’s roll for his Power’s Rank Values. Rolling on column D we get
absorbed energy in one of two
40, 20, 10, 20, and 40. Let’s give the big numbers, Inconceivable (40),
ways:
to his Elemental/Energy Control and Generation Powers. Hey, since
• Healing - The character he has both Powers, he gets an additional +10 permanently added to
instantly recovers a num- both, giving him a Stupendous (50) in each Power, that’ll make him
ber of damage points equal one tough hombre in any fight. We’ll put an Exceptional (20) down for
to the damage absorbed, Flight, and the other 20 can go to his Headquarters. Lastly, we’ll drop
up to his or her maximum the Above Average score of 10 into his Super Sense.
total.
Our guy is looking really good now. Let’s define a few things about his
• Attack - The character, on Powers. First, his Elemental/Energy Control and Generation Powers
his next turn, may unleash will be based on fire (only because that’s what I want him to have).
the absorbed energy as Next, we have to decide what his Super Sense will be. For this charac-
an attack. Treat as an ter, I want him to have a special type of vision, maybe thermal vision,
appropriate elemental or that allows him to see the heat signatures of people, animals, or
energy control attack with objects, even through walls.
a Rank Value equal to the
Okay, our guy is looking really cool now. All that is left is to flesh him
number of damage points
out with some Skills, Associates and some gear and we can play!
absorbed.
ALTER EGO - The character possesses another form, a different persona he can willingly change into. Create a
second character to use as this character’s Alter-Ego. The second character is an average member of the origi-
nals species possessing similar abilities. Additionally, the second character cannot possess any primary trait or
special ability with a Rank Value greater than 30; any result rolled over 30 is automatically reduced to 30.
AMPHIBIOUS - The character has specially developed lungs that allow them to breath equally well in air or
in water. A character with this power cannot be drowned while submerged but will suffocate if the necessary
element for breathing is not present.
ELASTICITY - The character has the ability to elongate and contort their body or individual limbs / appendages.
The distance that they can stretch themselves is limited by the individuals Strength score. The rate is 1 meter
per point of Strength.
ELEMENTAL/ENERGY CONTROL - The character has the ability to control a single element/energy chosen from
the following lists. The character can manipulate the element or energy to his or her will. Some suggestions on
how to use this power are listed below:
ELEMENT
Air The character can manipulate winds to attack, create force fields, lift objects, etc.
Earth The character can manipulate the ground to attack, create walls of earth that act as armor, lift objects, etc.
The character can cause fireballs to leap from a fire pit to attack with, increase or decrease the temperate of a
Fire
flame, create a wall of fire like a force field, etc.
Water The character can manipulate water to attack, create walls of water that act as armor, lift objects, etc.
ENERGY
Electrical The character can manipulate electricity to attack, create force fields, lift objects, etc.
Light The character can manipulate light to attack, blind opponents, create force fields, etc.
The character can manipulate ferrous metals to attack, create walls of metal that act as armor, lift metallic
Magnetic
objects, etc.
Sound The character can manipulate sound to attack, lift objects, create force fields, etc.
Note that the above are guidelines only. The exact extent of what this power can do is up to the Game Master.
Here are a few possibilities:
• WEATHER CONTROL - A subset of elemental control, a character may choose to manipulate the weather.
This can be especially powerful since it allows a character to manipulate air, lightning, rain, and any other
aspect associated with storms/weather.
• ATTACKING - A character using Elemental Control to attack may use either the power Rank Value or the
character’s Melee Rank Value +10, whichever is greater, for melee attacks. For ranged attacks use the
power Rank Value or the character’s Agility Rank Value +10. Damage inflicted in either case is equal to the
power Rank Value.
• BODY ARMOR - The caster can use the elements to encase them in a sort of body armor having a material
strength of the element. Earth would obviously be the best choice against physical attacks, but fire, water
and air can have their uses as well. The armor gives protection to the caster equal to the material strength
of the element plus the spell’s Rank Value.
ELEMENTAL/ENERGY GENERATION - The character has the ability to spontaneously generate a single element
or type of energy chosen from the Elemental/Energy Control power list. The character can also control the cho-
sen element or energy as per the Elemental/Energy Control power but that control is at an effective Rank Value
equal to one-half the Rank Value of this power.
A character that possesses matching Elemental/Energy Control and Elemental/Energy Generation gains a per-
manent +10 Rank Value bonus to both powers.
EXTRA BODY PARTS - The character has additional body parts beyond two arms and two legs, either a com-
pletely new part (such as a tail) or extras of an existing part (four arms instead of two). The character selects a
single extra body part. Extra body parts function as follows:
• Claws - The character gains the Claws power (see p. 25). If the character already possesses the Claws pow-
er the power’s Rank Value is increased by +20.
• Extra Arms - The character gains one bonus attack each turn.
• Extra Legs - The character moves faster; increase movement by 1 sector each turn.
• Body Armor - The character gains the Body Armor power. If the character already possesses it, the power
Rank Value is increased by +20.
• Tail - The character gains one bonus attack each turn and may use the tail as if it were an extra arm.
• Wings - The character gains the Flight power with the speed determined by the Rank Value of this power.
If the character already possesses the ability, its Rank Value is increased by +20.
FAST ATTACK - A character with this power can attack a number of RANK VALUE ATTACKS/TURN
times each turn depending on the power’s Rank Value: 1-29 2
FLIGHT - The character can fly either through the use of an item or by 30-49 3
innate means. When flying the character can move a number of sec- 50+ 4
tors per turn depending on the Rank Value of the power:
FORCE FIELD - The character has the ability to generate a force field, either through mental powers or a device.
• Device: The force field acts as body armor with a Rank Value equal to the ability. If an attack deals damage
• Mental: The force field acts as armor with a Rank Value equal to the power or the character’s Willpower
+10, whichever is greater. If an attack deals damage in excess of the force field’s Rank Value or the
character’s modified Willpower, the character must roll on the Master Table using the Rank Value of
the character’s Stamina. A gray result leaves the character dazed and he or she must spend 1-10 turns
recovering (the character may take no actions during that time). On any other result the character is dazed
for one turn.
GROWTH/SHRINKING -The character can grow RANK MAX HEIGHT MINIMUM HEIGHT
larger or smaller (select one), to a maximum/min-
1-2 9 feet 4 feet
imum height as shown on the table at right:
3-5 12 feet 3 feet
When using Growth, the Rank Value of the char- 6-9 15 feet 2 feet
acter’s Strength is changed to the Rank Value of 10-19 18 feet 1 feet
this power or the character’s Strength Rank Value
20-29 21 feet 6 inches
+10 whichever is greater. Opponents attacking
the bigger character gain a +1 RS bonus on their 30-39 24 feet 3 inch
attacks. 40-49 27 feet 2 inch
50-74 30 feet 1 inch
When using Shrinking the Rank Value of the char-
75-99 60 feet 1/3 inch
acter’s Strength is unaffected. Anyone attacking
the character when using this ability suffers a -1 100-149 120 feet ¼ inch
RS penalty and the character gains a +2 RS bonus 150-999 240 feet 1/8 inch
to attacks. 1000+ 480 feet 1/16 inch
HARDINESS - The character’s species evolved on a world with extreme conditions, resulting in their race be-
ing far more resilient in similar climates. Choose one extreme climate at character creation (examples include
desert conditions, ice, radiation, etc.) The character has a resistance to the chosen condition at the Rank Value
of the ability.
HEADQUARTERS - The character possesses a secret headquarters. The headquarters size and location must be
approved by the Game Master. The exact makeup of the headquarters – weapons locker, garage, communi-
cations center, prison, etc. – must also be approved by the Game Master. The Rank Value of the headquarters
should be used as a rough guide.
MANIFEST WEAKNESS - The character can cause MIND SHIELD - The character creates a mental barrier
another being to suffer the effects of a weak- to protect his or her mind from mental attacks. The
ness as if the target had been afflicted with it character is alerted to any attempt to read his or her
from the beginning. For normal human beings, thoughts and can lock down the barrier to prevent any
the weakness can be a simple allergy, or cause further attacks on the following Turn. This provides
the target to become deathly ill when exposed the caster with a +3 RS bonus to his or her Ego checks
to the stimulus (chosen by the character when against mind affecting attacks.
the power is activated. Magical or super pow- MOLECULAR MANIPULATION - This power allows the
ered beings will suffer power loss, and possible character to rearrange the molecules of surrounding
death, as long as they are exposed to the chosen objects into another form. One could change a flower
substance. into a knife, or bullets into raindrops. The character
The character using this power must roll a full can only manipulate the molecules of a substance’s
Success result (red column) on the Master Table material value that are equal to, or less than, the pow-
in order to create the weakness. The target’s er’s Rank Value. Once changed, the object remains in
Ego Trait Rank Value is subtracted from this its new state permanently, or until the character uses
the power on it again.
NINE LIVES - The character is exceptionally lucky. At the start of each game session the character gains a pool of
Fate points (see p. 5) equal to twice the Rank Value of this power. These points must be used during that game
session to affect die rolls and cannot be saved or used for character improvement. Additionally, once each game
session the character may roll the dice without declaring the tens die until after the roll.
NULLIFICATION - The character possesses the ability to nullify – completely negate – the powers of others
within a number of sectors equal to one-tenth the Rank Value of this power (round up). If the result of the
power roll is gray, the nullification attempt fails, and the character suffers damage equal to one-half (round up)
the Rank Value of the target’s power rank value that the character attempted to nullify. If the result is white the
targeted being’s power is drained to half its rank value (round up). On a Red or Blue result the target’s power is
negated for five turns. The target regains the power at the end of the fifth Turn.
ONE-OF-A-KIND WEAPON - The character owns a unique weapon of the player’s choice which deals damage
equal to its Rank Value.
PARALYZING TOUCH - The character’s touch can render opponents unable to move. To paralyze an opponent
the character must first make a successful melee attack which deals no damage. The target must then roll on
the Master Table using its Stamina Rank Value to resist. If the result is gray the target is paralyzed – knocked
down and unconscious – for a number of rounds equal to one-tenth the Rank Value of this power (round up).
PHASING - The character ‘s body can change into an insubstantial form allowing the character to pass through
objects. The power also grants the character body armor at the Rank Value of this power while phased.
PHYSICAL METAMORPHOSIS - The character’s body can change into an unusual material, (select one from the
following list at character creation), at will. When metamorphosed the character possesses the traits of the
material and gains body armor equal to the Rank Value of this power.
PLANT CONTROL - The character can control RAGE - The character using this power slips into a sort
plants, forcing them to twist and turn, and use of berserker-type rage, causing him/her to become
them to wrestle and attack opponents, or block a veritable monster in combat. When activated, the
attacks. The character performs all of these power reduces the character’s Intellect score down to
actions, through a chosen plant, using the Rank Weak (1), but raises his/her Melee and Strength scores
Value of this power or the character’s Melee +10, by the power Rank Value. This raises the character’s
whichever is greater. The character can control a Health score for the duration of combat. This power
number of plants each turn equal to the number remains in effect until combat has ended, plus 1-10
of times he can attack in a turn (controlling counts turns afterward. Once the Rage has passed, the char-
as an attack). The character can only control acter will need to rest for 3-30 Turns.
plants within a number of sectors equal to one- REFLECTION - The character possesses the ability
tenth the Rank Value of the power (round up). to reflect the effects of another character’s power
PORTAL - This power is a limited form of Telepor- back at the originating character. To use this power
tation. The character opens a small dimensional the character must roll d% on the Master Table using
doorway from one point in space to another, the Rank Value of this power. If the result is gray the
and physically steps through it to appear on the reflection attempt fails and the character suffers the
other side. The character must be able to see the normal effects of the power. If the result is white both
destination point, or be familiar with the targeted the character and the originator of the affected power
area. “Blind Porting” can result in actual physical suffer the normal effects of the reflected power. On
damage if the character steps into thin air, and any other result the power is reflected back and the
falls several feet to the ground below. The Portal originator suffers the power’s full effect.
remains open for a number of Turns equal to the REGENERATION - The character heals quickly. Once per
power’s Rank Value, or until the character clos- turn, instead of taking another action, the character
es it. If left open, other characters may follow may recover a number of Health points equal to the
through, whether they be friend or foe. Rank Value of this power.
PROTECTED SENSE - One of the character’s senses RESISTANCE – The character gains the ability to resist
– either a normal sense (sight, hearing, etc.) or a damage from a particular attack form. This resistance
super sense – is completely immune to damage or can be against anything from energy attacks to physical
attacks of a Rank Value equal to or less than the attacks to mental attacks, and even psionics. The char-
Rank Value of this ability. Touch, though a sense, acter ignores any damage from the chosen attack form
cannot be protected. up to the power’s Rank Value.
A character with this power may read the mind TRAIT INCREASE - The character receives a permanent
of any character with a Ego Rank Value that is increase in the rank value of any two primary traits by
lower than the character’s Rank Value in this +15 each. If this “power” is rolled twice the bonus to
power or the character’s Ego +10, whichever is each primary trait chosen is increased to +20 each.
greater.
VEHICLE - The character possesses a unique and excep-
A character with this power is automatically tional vehicle. The character selects an existing vehi-
aware when someone attempts to read the cle and then increases the Durability, Handling, and
character’s mind. The character may attempt to Velocity of the vehicle by one-half this power’s Rank
block the other telepath; both characters roll Value (round up). In addition to this increase the vehi-
d% and add the Rank Value of this power or the cle possesses two special systems – weapons, unusual
character’s Ego +10, whichever is greater. abilities that mimic a power, or any other equipment
the Game Master will approve – with each system at a
TELEPORTATION - The character may teleport Rank Value equal to one-half this power’s Rank Value
a number of sectors equal to the Rank Value of (round up).
this power in a single turn. If the character can
see the destination point, or knows the area, WALL-CRAWLING - The character can move normally,
and makes a result of gray on the spell casting either through using a specialized device or innate
roll, the character arrives dazed at the destina- means, across surfaces from which most people would
tion sector and must spend the next turn recov- fall (walls and ceilings, for example). Gamemasters
ering (the character may take no actions that should inflict a row step penalty when attempting to
turn). However, if the caster is unfamiliar with – move across a slippery surface.
or cannot see – the destination sector and tele-
ports into a solid object – which can include the WATER NATIVE - The character is from a watery civili-
ground – the player must roll d% on the Master zation and may breathe underwater or on land. When
Table using the Rank Value of the character’s swimming, the character moves a number of Sectors
Stamina. A result of gray immediately bounces determined by the Rank Value of this power.
the character back to the starting sector. He or
RANK VALUE SECTORS/TURN
she takes one half of the object’s Material Value
in damage, and is dazed and must spend 1-10 01-02 1
turns recovering (taking no actions during that 03-29 2
time). A white result immediately bounces the 30+ 3
character back to the starting sector where he
or she is dazed for one turn. WEAPON(S) - The character possesses a weapon, or
weapons, with a combined total damage equal to the
TRAIT BOOST – This power gives the character a Rank Value of this power.
temporary boost to any one primary trait of the
character’s choice by giving it a +1 RS bonus for The character may possess weapons that do not ap-
every 10 points of the power Rank value. For a pear within these rules or in existing 4C System games
number of turns equal to one-tenth the newly or supplements. Such new weapons must be approved
boosted value (round up), the affected primary by the Game Master.
M AGIC
Casting a Spell
Spell Rank Values
Each spell has its own Spell Rank Value. Whenever
a new spell is learned, it has an initial Rank Value
of 10. This rank value may be increased through
the use of Fate Points at a cost of 10 times the
current spell rank. For example, to raise a spell
from rank 10 to rank 20 costs 100 Fate points.
Casting Cost
Each Self and Cosmic Energy spell has a cost in
Magical Energy. The cost is equal to the spell’s
These points must be used during the current game DETECT PSIONICS – This spell reveals the presence
session to affect die rolls and cannot be saved or used of beings or objects that have psychic abilities or
for character improvement. Additionally, once each that have been affected by psychic powers. The
game session the character may roll the dice without items and beings will glow with an aura of varied
declaring the tens die until after the roll. hues and is detectable only by the caster.
COMBAT AWARENESS – The caster gains a special DETECT SPIRIT – This spell allows the caster to
sense that alerts the character to danger seconds be- detect spiritual beings or objects that have come
fore it strikes. In all instances in which the Vision trait is from other dimensions. Good spirits emit light
used the character uses the Rank Value of this spell or colored auras while evil spirits have a darker tint.
the character’s Vision +10, whichever is greater. These auras may be seen by the caster and by
other spiritual beings.
CONTAMINANT RESISTANCE – The caster is granted a
strong resistance to toxins, diseases, and the like for ELASTICITY – The caster’s body can stretch, allow-
the duration of the spell. Any time the character must ing the character to attack someone in a different
roll to resist the effects of poison, disease, or similar sector. A character with this power can stretch a
environmental hazards the character may use the number of sectors equal to this spell’s Rank Value
Rank Value of this spell or the Rank Value of his or her divided by 10 (round up).
Stamina +10, whichever is greater.
EMPATHY – The caster can detect the feelings or
DETECT DANGER – Similar to Combat Awareness, this emotions of an individual or group and works on
spell projects a field of detection around the caster animals as well. Though it doesn’t allow him or
to the spell’s Rank range that alerts him or her to any her to read actual thoughts, the caster can discern
form of danger, including physical, magical or psychic. fear, hatred, mistrust or love. Furthermore, the
caster can also determine the object of the indi-
DETECT EVIL – The caster vidual’s or group’s emotions.
can detect the presence of
evil beings or objects to a An added benefit of this spell is that the caster
distance determined by the can project his or her own emotions to an indi-
spell’s Rank. The evil presents vidual or group. This can come in handy during
itself as a dark aura around negotiations or when trying to calm down a mob.
the being or object notice- This aspect of the spell may only be used once per
able only to the caster. casting.
DETECT FLAW – The caster ENHANCED SENSE – The caster may enhance a
can study a non-magical single sense such as hearing, touch or sight. Rolls
object and determine its fatal made to use the heightened sense use this spell’s
weaknesses. The caster may Rank Value or the character’s Vision +10, whichev-
then make a magical attack er is greater.
on the object. On a Red
Result or better, the object is A player may, with Game Master approval, have
obliterated. This can be done an entirely new sense. For example, a character
to objects having a Material may be blind but possess echolocation (“seeing”
WALL CRAWLING – The caster can move normally BESTOW WEAKNESS – The caster can cause
across surfaces from which most people would fall another being to suffer the effects of a weakness
(walls and ceilings, for example). Game Masters should as if the target had been afflicted with it from the
inflict a row step penalty when attempting to move beginning. For normal human beings, the weak-
across a slippery surface. ness can be a simple allergy, or cause the target
to become deathly ill when exposed to the stim-
WATER FREEDOM – The caster gains the ability to ulus (chosen by the character when the power is
breathe underwater or on land. When swimming, the activated. Magical beings will suffer power loss,
character moves a number of Sectors determined by and possible death, as long as they are exposed
the Rank. to the chosen substance.
Cosmic Energy Spells The character using this spell must roll a full
Success result (red column) on the Master Table
ALTER OBJECT – The caster can rearrange the physi- in order to create the weakness. The target’s Ego
cal makeup of objects within the same sector. He or Trait Rank Value is subtracted from this spell’s
she cannot change mass of the object, or the type of Rank Value, so the stronger the target’s Ego, the
material that it is constructed of, only how the original harder it is to create the Weakness.
matter is assembled. So, a large wooden crate could be
BINDING – The caster creates magical bands to
rearranged into a row boat or a sword could be turned
form and attempt to entangle a target within
into a shovel. The spell is only effective with items with
spell’s rank range. If the target has room to move
a Material Strength equal to or less than the spell’s
as the binding is forming (takes 1 Turn), he or
Rank. The effects of the spell are permanent unless it is
she may attempt to Dodge to escape them. If the
cast on the object again.
Binding is successful, the caster may choose to
ANIMAL CONTROL – The caster can communicate with engulf the target completely or simply bind their
and control animals. To successfully communicate with hands and feet.
an animal the character must roll d% on the Master
The Binding doesn’t cause any damage to the
Table using the Rank Value of this power or the charac-
target and can only be broken by magical attacks
ter’s Ego +10, whichever is greater. A result of white or
that do damage of the spell’s Rank Value or high-
greater indicates successful communication. To control
er, or if the caster is rendered unconscious.
an animal, the character must achieve a red result. The
character can control a number of animals equal to the BURROWING – The caster may tunnel beneath
spell’s Rank value. the earth, moving at a rate equal to his normal
running speed (see Movement, p. 89) through
ANIMATE – The caster can animate almost any object,
any subterranean terrain with a material rank
or number of objects, he, or she, can see, or touch, up
equal to or less than the Rank Value of this spell.
to and including biological forms (dead bodies). The
The character cannot burrow through other char-
animated object(s) is completely under the character’s
acters.
control and will carry out whatever action it is ordered
to perform. Animated objects are not affected by CHARM – The caster magically presents him or
mental attacks. They have a Health score equal to their herself in a pleasing manner causing all hostile
material strength, or half their original Health score if beings within one sector to make an Ego check
they were once living beings. with a target Result level equal to the Result of
CONJURATION – The caster may summon objects modifiers of 1 RS (+ or -) to all actions that will have a
or beings from one location to their current area. negative impact on the subject. The target can attempt
Simple objects or small harmless animals may be one Ego check per day to break the curse, or he or she
conjured without making a roll. Larger, more dan- may seek out the assistance of another spell caster
gerous objects or creatures require the caster to to attempt to remove it. The spell can be dispelled by
make a successful spell roll. Sentient beings that another caster by casting a Remove Curse spell with
are friendly to the caster must roll a Red result or a success equal to or greater than the success level of
greater on the casting roll. An unwilling sentient the Curse.
target requires a Red result or greater on the roll
and the target may make an Ego check to resist The player may request different effects besides the
the summoning. original malady mentioned above. The GM should con-
sider the suggestions and place conditions or restric-
CONTROL EMOTION – After spending one Turn tions on them at his or her discretion.
GROWTH/SHRINKING OTHERS – This spell is INVISIBILITY OTHERS – Similar to the Self Energy spell
similar to the Self Energy spell. The caster can Invisibility, the caster can cause a willing target to
cause a willing target to grow larger or smaller, to become invisible and remain so for the duration of the
a maximum / minimum height as shown on the spell. Sound, scent, heavy rain, and other methods
table below: can still give an invisible character away. The invisible
character may also attempt to turn objects invisible by
SPELL MAX MINIMUM
touching them. Roll d% on the Master Table using the
RANK HEIGHT HEIGHT
Rank Value of this spell, on a result of red or greater the
1-2 9 feet 4 feet item or touched is invisible and remains so as long as
3-5 12 feet 3 feet the character touches it.
6-9 15 feet 2 feet
MESMERISM – This spell allows the caster to hypnotize
10-19 18 feet 1 feet
creatures with less than human Intellect (3 or lower). A
20-29 21 feet 6 inches successful spell casting check gives the caster the ability
30-39 24 feet 3 inch to speak to the creature. If the creature’s Stamina Trait
40-49 27 feet 2 inch is lower than the spell’s rank value, the caster may also
50-74 30 feet 1 inch command it to perform simple tasks (get a rat to re-
75-99 60 feet 1/3 inch trieve a cell door key, or a bird to carry a message to an
ally). Only one creature may be mesmerized at a time.
100-149 120 feet ¼ inch
150-999 240 feet 1/8 inch MIND CONTROL – The caster can take over the minds of
1000+ 480 feet 1/16 inch others. A target of Mind Control must be within visual
range of the character and must possess an Ego Rank
When using Growth, the Rank Value of the char- Value less than the Rank Value of this power or the cast-
acter’s Strength is changed to the Rank Value of er’s Ego, whichever is greater.
this spell or the target’s Strength Rank Value +10
whichever is greater. Opponents attacking the big- To take control of another the character must roll d%
ger character gain a +1 RS bonus on their attacks. on the Master Table using the Rank Value of this spell
or the character’s Ego +10, whichever is greater. If the
When using Shrinking the Rank Value of the char- result is gray the mind control attempt fails. If the result
acter’s Strength is unaffected. Anyone attacking is white or greater the target is controlled until the
the character when using this power suffers a -1 character releases the targeted character or the target
RS penalty and the character gains a +2 RS bonus is ordered to do something out of the ordinary (such as
to attacks. injure a companion) at which point the target rolls d%
on the Master Table using the Rank Value of the target
HEAL OTHER – The caster can heal other beings a character’s Ego. A result of red or greater is needed to
number of points equal to the spell’s rank value. break free of the mind control.
ILLUSION – This spell allows the caster to create MIND PROBE – The caster taps into the target’s mind
illusory images of things, people and creatures and is able to discover various details such as its true
that will perform any actions that he or she di- identity, and other details about him or her. If the caster
rects them to do within the spell’s area of effect. wishes to search for any secrets or specific information
The caster must maintain his or her concentra- that the target may be trying hard to hide, the caster
tion throughout the duration of the spell or the
P sionics
ANIMAL CONTROL - The character can commu- ASTRAL PROJECTION - The character’s mind/spirit leaves
nicate with and control animals. To successfully the physical body behind and can travel practically any-
communicate with an animal the character must where. While out of the body, the character may travel
roll d% on the Master Table using the Rank Value into the ocean depths, into space, or even through
of this ability or the character’s Ego +10, whichev- solid materials, all without harm. While traveling in
er is greater. A result of white or greater indicates this manner, the character can only be attacked by
successful communication has been established. other Astral beings, or by attack forms that affect one’s
Intellect or Ego.
To control an animal, the character must achieve
a blue result. The character can control one type One of the dangers of Astral Projection is in leaving
of animal (such as birds, reptiles, mammals, sea one’s physical body unprotected. While away, the
creatures, etc.), which must be determined at the character’s body appears to be in a form of suspended
time of the character’s creation. animation, or coma. It will take damage from attacks
normally, and the character will be aware of what is
APPORTATION - RANK VALUE SECTORS WEIGHT happening. He, or she, may return to the body instan-
This power allows 1-2 1 50 lbs. taneously, and defend it, but suffers from a -2RS penal-
the psychic char- ty to all actions for one Turn until he/she is reoriented.
3-5 2 100 lbs.
acter to effective- The character can remain in Astral form indefinitely,
6-9 9 200 lbs.
ly teleport items but the body must still be maintained with food, water,
from one place to 10-19 4 400 lbs.
oxygen, and all other necessities. If the body dies while
another. The dis- 20-29 5 800 lbs.
in Astral Projection, the character becomes a non-cor-
tance and weight 30-39 6 1 ton
poreal ghost.
that an object 40-49 7 10 tons
can be apported 50-74 8 50 tons AURA READING - The psychic has the ability to read
relies upon the 75-99 10 80tons the aura of others. Auras can show the emotion of a
power’s rank. See 100-149 15 100 tons
being, like anger, love, happiness or sadness. It can
the table at right also show the likely intentions of a being as well, such
150-999 20 200 tons
for both: as the intent to harm others or willingness to give aid.
1000+ 35 400 tons
CLAIRAUDIENCE - Clairaudience allows the psychic to The character can manipulate ferrous
metals to attack, create walls of metal
hear beyond the normal levels of their species. At low Magnetic
that act as armor, lift metallic objects,
rank levels, the psychic can hear whispers from across etc.
a crowded room. At higher power ranks, the Psionicist
The character can manipulate sound to
could conceivably speak to beings from other dimen- Sound
attack, lift objects, create shields, etc.
sions. A character using clairaudience may use this
power or their Vision +10, whichever is greater, when FEAR – This power generates an aura of Fear
checking for surprise. to emanate from the psychic that will affect all
targets within its area of effect unless they roll a
CLAIRSENTIENCE - A psychic with clairsentience has successful Ego check. Failure causes the targets to
the ability to sense things not normally perceivable. want nothing more than to flee from the psioni-
Even creatures with the ability to make themselves cist as quickly as they can for the duration of the
invisible, either with a power or through technology power. The target is so scared of the psychic that
may be detected by a character using clairsentience. all actions performed within sight of him or her
Some call this ability a “sixth sense”. At higher rank are made with a -2 RS penalty.
levels some psychics have the capability to see beings
on other worlds or dimensions. The subject of Fear may make an Ego check every
3 Turns in an attempt to break free. If successful,
CLAIRVOYANCE - Clairvoyance allows the psychic to the caster will not know that the target has bro-
“see” the future. At all levels this power acts like the ken free unless he or she attacks or acts without
Combat Awareness ability, giving the psychic the ability fear.
G ear
Flail B 10 10 Crossbow P 8 15 10
Flame Thrower E 2 15/10 20
Hammer B 8 6
Grenade E* 2 * 10
Hatchet S 8 6
Heavy Machine Gun P 10 30 20
Horseman’s Pick B 15 10
Javelin P 2 8 3
Knife S 6 3
Laser Pistol E 8 10 10
Knucks B 3 3
Laser Rifle E 10 20 10
Lance P 15 10
Micro-Missile Launcher P 10 20* 30
Laser Lance E/P 20 30
Missile Launcher (Shoulder) E 20 40* 50
Mace B 8 10
Pneumatic Pistol P 4* 6 6
Machete S 8 3 Pneumatic Rifle P 6* 8 6
Morning Star B 10 10 Projectile Pistol P 6 8 6
Pole Arm S 15 10 Projectile Rifle P 8 10 6
Shillelagh B 6 1 Scatter Gun P 3 15/6/3 6
Sonic Hammer B 15/St 20 Spear P 1 10 3
Spear P 10 3 Sub-Machine Gun P 6 20 20
Spear-Staff P 10 3 Throwing Axe S 1 10 6
Staff B 6 1 Throwing Knife P/S 1 6 10
Static Whip E 10/St 20 Throwing Spikes P 1 3 3
Stun Baton B/E 6/St 20 * See Description
BASIC ADVENTURER’S PACK - This is a backpack CHALK - Chalk is a simple bit of mineral that can leave
filled with some standard gear that are commonly marks on various surfaces. It can be used to mark trails
purchased by travelers. The pack includes; 50 feet or to sketch images or diagrams for plan making.
of rope, 12 candles, flint and steel, a water skin
and a bedroll. CHEST - A chest is a box that can hold larger items
that require more protection than a pack or pouch,
BASIC REPAIR KIT - This kit includes various tools, but they are heavier and bulkier and require a mount
meters, and small spare parts to allow a character or wagon to transport. Chests are water resistant to a
to make small repairs to gadgets and weaponry. degree, but are highly susceptible to fire. Chests come
Using a Basic Repair Kit adds a +1 RS to any repair in large (up to 5 feet by 3 feet) and small sizes.
attempts.
CLIMBING GEAR - Climbing gear consists of several
BASIC SURVIVAL PACK - A basic survival pack metal spikes and clamps, and a small hammer. Used in
holds several items that can help a character conjunction with rope, climbing gear adds an addition-
endure being lost or stranded in many situations. al +1 RS to Climbing skill checks.
These items include; an Emergency Beacon, a
First Aid Kit, Glow Sticks, a Hydrator, an Igniter, a COMMUNICATOR - A simple communicator can be
weeks worth of Rations, and a Survival Blanket. used to send and receive voice, text and video messag-
es to other characters with similar devices, or to com-
BEDROLL - A bedroll can be as simple as a thick munication devices on a planet’s surface or orbiting
furred animal skin to a finely stitched mat of lin- starships.
en. A bedroll adds a bonus of +10 to a character’s
Stamina for the purpose of daily Health recovery. DATA CHIP - Data chips are storage devices that can be
inserted into data pads or computers with appropriate
BINDERS - Binders are used to secure prisoners to ports, and used to store and read information. A single
prevent them from easily escaping. Some binders data chip can contain thousands of volumes of text, or
are nothing more than hand-cuffs, while others hundreds of hours of voice or video messages.
are designed to encircle the prisoner’s body to
pin their arms or other appendages. They come DATA PAD - A data pad is a small device used to view
in various sizes and configurations to be able to information stored on data chips, and can also be con-
handle different body types. Typical binders have nected to the info-net if a comm signal is available.
a material strength value of 20. Some binders are EMERGENCY BEACON - A small device that can be
also fitted with Rank Value 20 stun diodes that clipped onto a character’s clothing, or worn like a
can be set to activate automatically if the prisoner piece of jewelry that sends out an emergency signal in
attempts to leave a specified area, or can be man- various frequencies. Emergency beacons can also be
ually activated by the captor. used as an improvised tracking device that can be used
BINOCULARS - Binoculars are used to give a to follow a target. The signal strength of an emergency
character a magnified view of an area. Searching beacon is 150 sectors.
with binoculars gives the character a+1 RS bonus ENVIROSUIT - An Envirosuit gives its wearer protection
to Vision. from environmental hazards and conditions. It contains
BLANKET - A simple patch of wool cloth or a sup- an on board air, food and water supply that can keep
POISON - Poisons come in various strengths rang- TORCH - A torch provides illumination in a 20 foot radi-
ing from mild sleep inducing effects to poisons us. Torches can be purchased in bundles, but they can
that can kill a target almost instantly. A being also be improvised with a branch and some oil soaked
subjected to poison must make a Stamina check cloth.
to avoid its effects. Some poisons are stronger TRANSLATOR - Translators are small devices that are
than others and may impose certain penalties or programmed to decipher spoken languages after being
set target Result levels to this check. For more on exposed to them for a few hours. The devices can be
Poison, see the Combat section. hand-held or worn.
POUCH - A pouch is a leather or canvas bag used UTILITY BELT - Utility belts have multiple pouches that
to carry small items such as coins, gems or jewel- can carry several small items such as tools or similarly
ry, or other similarly sized items. sized devices.
RADIATION METER - A radiation meter alerts WATER SKIN - This is a bag or sack made from a large
the character to rising levels of deadly radiation. animal bladder that can be used to carry a quantity
It will begin to chime or give a visual indication of water or other liquid. Having a water skin gives the
whenever radiation reaches threatening levels. character a +1 RS to Survival checks.
RADIATION SUIT - A radiation suit will protect the
wearer from most forms of radiation with a pro- ARMOR
tection value of 50. It offers no protection from BALLISTIC PLATE ARMOR - This armor protects the
physical damage whatsoever. wearer from most types of physical damage, including
piercing, bashing and slashing, and impact damage
RATIONS - Rations are made up of dried and from falls. It is constructed from lightweight plasteel
processed foods which are condensed into small plates which are attached to an undergarment that
cubes or squares to make them more transport- doesn’t restrict movement. Ballistic plate armor only
able. Rations aren’t the greatest tasting things in protects the wearer from 6 points of energy damage.
the galaxy, but eating them is better than starving.
Rations are sold in packs that will feed an individ- BREASTPLATE - A breastplate from a suit of Full Plate
ual for one week. Armor is sometimes worn over lighter suits of armor
ENVIROSUIT - As armor, an envirosuit protects the LEATHER ARMOR - One of the most common ar-
wearer from 30 points of radiation and physical dam- mor types for adventurers. Leather armor is light
age, but only 6 points of energy damage. Being some- and sturdy, and allows for more mobility than
what bulky, an envirosuit works best in Zero-G environ- most of the other armor types.
ments. Wearing an envirosuit as armor on a planet’s
surface gives the wearer a -1 RS penalty to all physical MESH ARMOR - Mesh armor is one of the most
actions. Some military envirosuits are fitted with shield popular styles of armor for standard adventur-
generators that provide the wearer with AV 20 protec- ing. It is extremely lightweight and very flexible.
tion from energy attacks. It is also highly concealable, and able to be worn
beneath regular street clothing. Mesh armor
FORCE BRACERS - Force bracers are similar to personal protects the wearer from slashing and piercing
force shields in that they create a small shield that will damage with an Armor Value of 10, but only an
deflect energy weapon attacks. They are worn on the AV of 6 against bashing attacks.
wrist of the character and must be put into the path
of an incoming attack to be effective. The character PERSONAL FORCE SHIELD - Personal force shields
must make a Block attempt using their Agility with the give the user protection against energy weapon
bracers to deflect the attack. Force bracers may also be attacks. They are available in several protection
used in Rushing attacks. The size of the shield is rough- levels, but are typically legally sold at a maximum
ly one meter in diameter. AV of 10 with a cost matching the AV. Military
units can have AVs of up to 50 or higher. Black
FULL FACE HELMET - A full face helmet protects only market shields have been hacked and can also be
the wearer’s head. It offers excellent protection when purchased with AVs as high as military units, but
the visor is pulled down, but give the wearer a -1 RS have the potential to short out. If a hacked unit
penalty to Vision checks unless the faceplate has a takes a Blue result hit, roll on the Master Table
HUD viewer. Some helmets with a HUD can actually using the unit’s original AV. A fail means that the
give the wearer a bonus to Vision checks and other unit has overloaded and ceases to function until
action rolls depending on what is displayed. repaired.
GREAT HELM - The great helm is a PLASTEEL SHIELD - These shields are discs or
full helmet with openings for the squares constructed of plasteel that can be car-
eyes and decorative holes on the ried on one arm, and are used to deflect physical
faceplate for ventilation. It protects attacks. They offer no protection against energy
the character’s head with an Armor attacks.
Value of 6.
PLATE MAIL - Plate Mail armor, also known as Full
HALF-HELM - The half-helm is the common headgear Plate, offers the most complete protection. The
of the foot-soldier or regular rank and file warrior. It character is encased from the neck down in rigid
gives the head protection with an Armor Value of 3. metal plates. The only drawback of Plate Mail is
REFLECTOR SHIELD - A reflector shield is a plasteel SYNTH-HIDE - Some primitive cultures still utilize skins
shield that has been coated with a special reflec- and hides taken from the various creatures of their
tive polymer that offers the bearer some protec- worlds, but many more civilized species have devel-
tion against both physical and energy attacks. oped synthetic leathers and other hides to replace the
natural ones. These synthetics are hardier and offer
RING MAIL - Ring mail armor protects the wearer greater protection than the original materials, and can
from slashing attacks quite nicely, but the Armor be designed in various styles and colors.
Rating is reduced by 1 Row Step against Bashing
and Piercing weapons. MELEE WEAPONS
SCALE MAIL - This BATTLE AXE - A battle axe is either
armor is similar to single edged with a spike or ham-
chain mail armor in that mer head opposing, or double edged
it covers the wearer and heavily weighted for more power-
from head to foot, but ful cleaving. It can be a deadly weapon,
instead of tiny links of but it is quite cumbersome.
metal chain it is made
BEAMER - Beamers were originally hand-
up of small metallic
held laser cutters used in repair work on
scale-shaped plates
starships and surface vehicles. They weren’t
and offers incredible
in service for long until they were being used
protection. However,
as a highly concealable weapon that could be used
the character suffers a
to kill an unsuspecting opponent. E.G.A.L. authori-
-1 RS penalty to Agility.
ties quickly made the tools illegal to possess without
SHIELD - A shield increases the Armor Rating of proper licensing. Beamers emit a variable length laser
a character by 1 Row Step. If the shield is the “blade” that can cut through most materials with
character’s only protection, it gives him or her an relative ease. The blades will pass through other lasers,
Armor Rating of 3. A shield can also be used when but can be blocked by personal shields.
Rushing, increasing the character’s Stamina by
CLUB - This is one of the simplest weapons to use, and
+1 RS for damage purposes. A tower shield is a
can be improvised easily by grabbing a heavy tree limb
larger, heavier shield that gives the character an
or broken table leg.
Armor Rating of 10 by itself, or a +2 RS increase to
his or her overall Armor Rating if used with armor. COLLAPSIBLE BATON - Collapsible batons are easily
A tower shield cannot be used while Rushing. concealable, and quite devastating to targets struck
with them.
SKULL CAP - A skull cap gives partial protection to
the wearer’s head. It is less restrictive than a full DAGGER - A small hand-weapon that can be easily
face helmet, giving no penalties to Vision checks. concealed, the dagger can be an extremely useful tool
for combat and more mundane tasks.
SPLINT MAIL - This armor consists of metal strips
attached vertically to a heavy canvas or cotton FLAIL - The flail is a melee weapon with one or more
under shirt. It provides great protection against spiked or studded ball heads attached to a short wood-
various types of damage, but is quite heavy and en or metal shaft by a length of chains.
noisy. Characters suffer a -1 RS penalty to Agility
when attempting to be stealthy. HAMMER - The hammer is similar to a miner’s sledge,
but heavier. Some are also fitted with a spike on the
STUDDED LEATHER ARMOR - Essentially leath- opposite face of the hammer head.
er armor with small studded or spiked rivets
JAVELIN - A javelin is a short, spear-like weapon that pressed air. The weapons are very effective in the
may be thrown up to two Sectors (100 yards). It can vacuum of space, and underwater.
also be used as a melee weapon that adds +6 to the
PNEUMATIC RIFLE - Similar to the pneumatic pis-
wielder’s Strength score for damage purposes.
tol, the rifle uses a larger compressed air system
LASER PISTOL - A laser pistol is a standard weapon in allowing for greater range shots.
the galaxy. They are deadly, and quite cheap in most PROJECTILE PISTOL - A projectile pistol uses the
instances. gases from a compressed mini-explosion within
LASER RIFLE - Laser rifles are another common weap- a bullet to launch a bit of lead or other metallic
on in the galaxy, used by everyone from militia to projectile.
Tracers and everyone in between. PROJECTILE RIFLE - A projectile rifle fires the
MICRO-MISSILE LAUNCHER - This launcher can be same type of bullets as a pistol, but at greater
worn on the wrist or fitted to several points on body distances.
armor. The basic missile load out is a high explosive SHOTGUN - This weapon is similar to the projec-
type, but several other types can be purchased. tile rifle with the exception of the type of bullets
MISSILE LAUNCHER (SHOULDER) - A missile launching fired. A shotgun fires a shell with several bits of
system that is fired from the shoulder is a light and lead or metal that scatter to cover a wide area
extremely portable weapon with the power to destroy upon leaving the end of the barrel. This shot only
many types of vehicles. The standard missile type is has a range of 3 sectors. The damage is greatest
heavy explosive, but like its micro cousin, several other within one sector of the scatter gun, and is re-
types are available. One such missile is known as the duced in effectiveness at each sector beyond the
Tank Buster. It has a reactive tip that can blow a hole first. Characters within the arc of fire may Dodge
through armor before the actual warhead goes off, to avoid damage.
reducing the Durability rating by 2 Row Steps.
SPEAR - Spears are basically long poles with
PNEUMATIC PISTOL - The pneumatic, or air pistol, fires daggers attached to the end. They can be used as
small projectiles via a high pressure burst of com- a melee weapon to stab at an opponent from a
distance, or they may be thrown.
SURFACE VEHICLES
AIR CAR - Air cars are a common sight on many
worlds. These speedy conveyances can carry
passengers across vast distances in style and com-
fort. For safety purposes, many of these vehicles
are fully automated with an artificial intelligence
system that will follow directions so long as what
is asked is legal. These systems can be hacked to
bypass the AI and gain manual control.
HAULER - Haulers are large cargo vehicles used to
BOAT (SMALL) - A small boat can either be pow- transport various goods from point to point over long
ered by a small motor, or a simpler vessel that can distances. They have a large and lengthy detachable
be rowed by one or more beings. A small boat can trailer that is capable of carrying several tons of mer-
carry three standard sized humanoids. chandise. Some haulers are wheeled, and others are
hover capable.
BOAT (SPEED) - A speed boat is typically slightly
larger than the small boat mentioned previously, HOVER BIKE - A hover bike is similar to its grounded
and is powered by a much faster motor. Speed cousin in that it is light, fast, and maneuverable in tight
boats can carry up to six standard sized human- confines. Hover bikes, however, aren’t restricted to
oids. needing a solid surface to travel upon, capable of zip-
ping along easily over land or water. Most hover bikes
BOAT (MILITARY) - Military boats are light, fast, can carry only one passenger, but some beefier models
and heavily armed and armored. Most military can bear two or three standard sized humanoids. Hov-
boats can carry up to fifty or more personnel. er bikes offer no protection to the riders unless they
are hiding behind them.
CRAWLER - A crawler is a standard exploration
vehicle used by many cultures throughout the gal- HOVER CAR - Like a ground car, hover cars are primar-
axy. The vehicles can have four, six, eight or more ily designed to comfortably carry from two to six hu-
wheels, and a large cargo area capable of carrying manoid sized passengers through most terrain types,
heavy payloads over very rough terrain. Crawlers including water.
can carry up to eight standard sized humanoids in
relative comfort. JET (MILITARY) - Military jets are atmospheric air
machines that were designed for war. Most jets carry
GROUND BIKE - Ground bikes are two-wheeled one or two passengers, with each having their own set
vehicles that are fast and easy to maneuver in of controls in case one or the other is killed or wound-
tight spaces such as forests and narrow alleyways. ed. Military jets are fitted with various weapons from
Some versions are fitted with off-road tires for lasers to missiles and bombs.
• TEAR GAS - Tear gas grenades produce a • HIGH EXPLOSIVE - High explosive is the standard
billowing cloud of noxious fumes over a two mini-missile payload. It is used in both fire-and-
sector area that subjects all unprotected forget missiles such as this classification, and in
creatures and characters within it to major ir- the aforementioned heat seeking missiles. The
ritation of the eyes and skin, and causes their fire-and-forget mini-missile relies on the charac-
mucous membranes to operate in overdrive. ter’s Agility Rank Value when firing in order to hit
Characters without gas masks caught within a target.
the cloud suffer a -3 RS penalty to all actions • NAPALM - Napalm missiles are filled with a
until they vacate the area and wash away the highly volatile mixture of fuel and gelling agents
irritant. that sticks to and burns everything it comes into
MISSILES & MINI-MISSILES - Missiles can be contact with. Targets struck by napalm take the
small enough to fire from a shouldered launcher full amount of damage on the first Turn, and an
or large enough to be launched from a vehicle additional 20 points of fire damage each Turn
mounted system. Mini-missiles are small projec- thereafter for 1-10 Turns, or until the flames are
tiles approximately six to eight inches in length extinguished.
that are fired by launchers that can be worn on • NUKE - Nuclear missiles are highly dangerous
a character’s wrist or mounted to body armor. weapons that are restricted to government agency
Mini-missiles are restricted and may only be usage only. Most heroic characters will avoid using
purchased by military and other government a nuke as the chance for collateral damage is too
agencies. The following variations of missiles and high. However, some situations may require the
mini-missiles are just a few of the types that may massive power of a nuclear missile as other weap-
be available. ons may not have the umph to handle the job.
JAVELIN OF CHAINS - This weapon looks like a SWORD OF THE DEPTHS - This magical weapon is a
standard javelin with miniature chains etched long sword forged by merfolk to be used against the
around the length of the shaft. When thrown into predators of the sea. It gives its user a +3 RS bonus to
the midst of a group of opponents, the chains Melee against all sea creatures, and does an additional
launch out from the javelin after it strikes the 5 points of damage to any opponent. The blade begins
ground. All creatures within one Sector of the glowing brightly whenever sea creatures with ill intent
javelin are attacked by the chains on the Strug- are near.
gling table. The chains have a Strength Value of 40 SWORD OF MACHESIS - Machesis was a monster
and cannot be cut by normal weaponry. Creatures hunter on the world of Migaddu. His fiercest hunts
Held by the chains fall to the ground and cannot were against the various shape-shifting creatures of
make any actions except to attempt to Slip free. the world. This silver bladed sword gives its wielder a
The chains do no damage to held creatures.
MAINTENANCE BAY - This is an area, usually found SECURITY CENTER - Simple security centers will
in a garage, where characters can work on damaged be a small room with one or two computers and
body armor or vehicles. It can be a simple garage with monitors that are connected to a few security
a decent tool chest to do basic mechanical work, or it cameras placed around the building in strategic
can be an advanced work space that has many of the locations. More advanced security centers can
tools and diagnostic devices necessary to effect repairs have multiple computers and monitors with
on various types of technological equipment. connections to city-wide security systems, or with
satellite access to be able to search for targets
MEDBAY - After a hard day of fighting the bad guys, it’s almost anywhere in the world.
nice to be able to come home and have your resident
medic patch you up. Medbays can be a simple small
room with a couch and some cabinets containing
bandages, medicines and some basic surgical equip-
ment to stitch up bullet holes, or they can be advanced
medical facilities with all of the monitors and supplies
necessary to perform major surgeries. It’s all a matter
of what the character or team can afford.
C OMBAT
A Turn represents a brief amount of time in which Fire a Weapon: Simply squeezing the trigger of
a character may perform an action. Actions include a weapon usually takes less than a second of
attacking, dodging, using a special ability or moving. real time, but accuracy requires the shooter to
Characters with average Melee or Agility Traits may take a moment to aim, so most characters will
only perform one action per turn. Characters with only be able to fire one shot per turn. There are,
ranks higher than 25 in these Traits are allowed 2 or however, a few weapons that operate in burst
more actions per Turn (see Multiple Actions). and automatic fire modes that will launch a hail
of bullets or beams toward an opponent in rapid
Order of Combat succession. Conversely, there are also weapons
1. Declaration that must be manually reloaded after each shot
and will take a full turn to do so. Each weapon’s
2. Initiative
description will have a Rate of Fire (ROF) listed to
3. Movement indicate the number of rounds, or bursts are fired
4. Resolution with each squeeze of the trigger.
5. Damage Assessment Reload Weapon: Reloading most weapons will
usually take a full turn to complete. Some may
A Turn of combat is broken down into four quick and
even take longer, and this will be noted in the
easy steps. The first is Declaration and it begins as each
weapon’s description. Special reloading devices
player describes what his or her character is up to for
are designed to speed up this process and can cut
the round. Movement, attacks, defenses, or preparing
the time to reload a weapon by up to half a turn.
for an action to be carried out on a subsequent round
are all typical actions that most characters may at- Recover Weapon: Sometimes during the chaos of
tempt. combat, a weapon is dropped. If it is the char-
The Movement phase allows characters to get into po- acter’s only weapon, it is essential to regain it in
sition for making an attack, to attempt to gain a better order to defend ones self. If the character is para-
vantage point for a ranged attack, or to retreat from noid and carries dozens of weapons on his or her
combat all together. Certain special attack forms, such person at all times, a new weapon may be drawn
as a Rush, require the character to advance toward to replace the lost one. Picking up a dropped
their target to gain the necessary momentum to inflict weapon or drawing a new one takes about a half
damage. Each character’s rate of movement will vary a turn.
from species to species.
Dive for Cover: This action is usually performed
Once each character and NPC is in place, all players during the Movement stage at the beginning
Initiative
After everyone has determined their actions, it’s Falling
time to see who goes first in the Turn. Each of the There will be occasions when the characters will slip
player characters rolls percentile dice and adds and fall from higher ground, or be plummeting to a
their character’s Vision Trait value. The GM rolls planet’s surface after bailing out of a crashing starship.
once for all of the NPCs. Actions are resolved in The character will end up taking some serious damage
the order rolled from highest to lowest. from the sudden impact with a solid surface unless
they have a means of slowing their descent, such as
Movement a parachute or jetpack. The rate at which the charac-
In most cases, much of the movement made ter is falling at the point of impact will determine the
during a game won’t be played out in character. amount of damage taken. The damage taken from a
But there will be some situations when you will fall is 20 times the object’s speed at impact.
need to know how far a character can move, The rate of speed that a character falls varies a lot de-
mostly during combat. If you like to use minia- pending on a planet’s gravity, and in how the character
tures to keep up with combat actions, these rules orients their bodies during the fall. The galactic stan-
will come in handy. dard of gravity that is based on the Terran’s home-
Movement is divided into individual areas known world of Earth sets the terminal velocity benchmark
as sectors. Maps can be drawn by the GM to speed at 10 Sectors per Turn. Unless a planet’s gravity
indicate the area that a sector covers. A Sector is is drastically different, use the galactic standard for
equal to approximately 50 square yards, or one determining damage from a fall. For those planets
story in elevation (about 10 feet). The number of that are at least one half times higher than standard,
sectors a character may move in a turn is deter- multiply its listed gravity by 10 to determine maximum
mined by the Rank Value of his or her Agility, or velocity.
Special Ability. An object won’t achieve maximum velocity as soon
Standard movement rates for each character will as it begins falling. Unless it’s fired from a cannon or
vary depending on their Origin. The player and thrown by a larger creature, it will take a few Turns
GM should work together to determine how fast to reach max speed during a fall. For every Turn an
or slow their character’s species can move. Use object falls its speed doubles until reaching maximum
the table below as a guideline for base movement velocity. So a character falling from the roof of a small
rates. All rates are listed as Sectors. Running dou- building will only take about 20 points of damage, but
bles the listed movement rate. if he or she falls from a skyscraper, the damage could
reach 200 points.
RANK VALUE SECTORS PER TURN
TURNS FALLING SPEED DAMAGE
01-02 1
1 1 20
03-29 2
2 2 40
30+ 3
3 4 80
Climbing 4 8 160
The Move table assumes a character moving 5 10 200
horizontally along the ground; if the character is
Swimming
In addition to moving across the sectors of a map
(either through walking, running, or climbing),
characters may also swim. Without the swimming
skill, a character moves only a single sector each
turn in water. A character that sinks or swims un-
der water may hold his or her breath for a num-
ber of turns equal to their Stamina Rank Value;
after that point the character must roll a Stamina
check and compare the results on the following
table:
% RESULT EFFECT
Gray Character is drowning
Character is winded; future Stamina
White
checks rolled with -1 RS penalty
Red No effect
Blue No effect
Exhaustion
A character can move for a number of turns equal
to the Rank Value of his or her Stamina before
running the risk of suffering from exhaustion. If
the character pushes them self beyond that limit,
he or she must roll a Stamina check and compare
the results on the following table:
% RESULT EFFECT
Character collapses and must rest for
Gray
3-30 turns
Character collapses and must rest for
White
2-20 turns
Red No effect
Blue No effect
Ranged Attacks
Any attack made from a distance is considered a
ranged attack. Weapons such as lasers, crossbows
and thrown weapons or objects are all considered
ranged weapons. Ranged weapons can be Bashing (B),
Slashing (S), Piercing (P) or Energy (E) weapons and
are marked with accordingly in the equipment lists.
To make a ranged attack, roll d% on the Master Table
using the character’s Agility Rank Value and check the
result on the following table:
A lower Rank Value unit may be hacked to in- A rider and mount working together can become
crease the protection level, but may burn out if a rather formidable force to reckon with. A trained
subjected to too much damage. If the damage mount can perform its attacks on demand either by
inflicted from an attack was a Blue result, roll an word of its rider or other audible cues such as whis-
tles, or through specific nudges or taps with knees or Armor, or barding, can be of any type that can be
feet as the rider uses his or her own weapons to deal purchased or crafted for a character. The armor
damage to their opponents. This sort of teamwork must be fitted onto the creature by the character
doesn’t happen overnight. Unless the character is cre- on a daily basis, as most creatures aren’t very
ated in a way that determines that he or she has had a comfortable “wearing” such things and need to
mount for a considerable amount of time, the mount be free of them for a time.
will either have to be trained by the character or the
character must purchase an already trained mount at Vehicles in Combat
considerable cost. All vehicles are defined by three Vehicle Traits;
Intelligent creatures will usually do their own thing Durability, Handling, and Velocity. These are the
in combat, allowing the rider to tag along and take a main statistics to be used in most combat situa-
swipe or two as they go. If the rider has gained the tions.
trust of the creature, it will take direction in many
Durability
situations. If it determines that there is a better course
This Trait is a measure of how much damage a ve-
of action, however, it will take it.
hicle can suffer before being destroyed. Durability
Armor for Mounts and Creature Companions also doubles as armor, reducing the damage the
Many creatures already possess a natural form of vehicle, and any characters inside, suffers from an
armor; thick hides, scales, or heavy fur, will all give a attack by this value.
creature some protection against harm. Man-made Durability is a numerical score (not Rank Value)
armor can be created or purchased for any creature that is decreased as the vehicle takes damage and
that the character wants to protect. increased when the vehicle is repaired; if reduced
Handling
This Trait measures the control of a vehicle.
When attempting to perform sharp turns or other
unusual maneuvers, use this score or the charac-
ter’s Agility score, whichever is lowest, to make
the check. The character’s skill level bonuses in
operating the particular vehicle may be added to
the Handling rate. The difficulty of the attempted
maneuver sets the target color for the roll:
When a vehicle is in combat and is hit with an attack Vehicle Damage & Repairs
that causes damage equal to or greater than the vehi- When a vehicle is damaged due to combat, or any
cle’s total Durability rank, match the color result of the other reason, repairs can be made to bring it back
attack with the following table: to its original condition so long as its Durability
is not reduced to 0. Once a vehicle’s Durability
RESULT EFFECT reaches 0 it is completely destroyed.
Gray Miss Damage can be repaired by a character that has
White Minor Hit. Durability reduced by 1 points. the Repair skill. The duration, in days, for the
Red Solid Hit. Durability reduced by 2 points. repairs to be made is equal to the mechanic’s In-
Possible System Damage. tellect Trait score modified by his/her Repair skill
Blue Critical Hit. Durability reduced by 4 points. level, divided by 10.
Possible Critical Damage.
G amemastering
First Aid Kits & Healer’s Packs In a medieval fantasy setting, if the character’s wounds
Superficial wounds such as cuts, scrapes, and are very serious (poisoning, near death, etc.), the
bruises can be mended by anyone with access Healer may employ magical means. This could include
to a First Aid Kit, or Healer’s Pack in an archaic set- using various healing potions or spells, up to and
ting. Though some serious wounds can be tempo- including prayers to their respective deities for divine
rarily patched up, such as setting a broken bone, intervention.
or using a tourniquet to stop a bleeding deep cut,
heavier damage (serious burns, lodged shrapnel, Fate Points
etc.) can only be treated by a Medic using the Characters start the game with a number of Fate points
Medicine skill. equal to the total of their last three Primary Trait Rank
For characters to be able to use a First Aid Kit or Values (Intellect, Vision, and Ego). These points may be
Healer’s Pack on themselves, they will have to be spent to affect the outcome of events in the game. The
conscious and in a position to reach the wounded players may also save up Fate points to advance their
areas upon their body. Characters do not need to characters skill levels, or their spell or psionic rank
have any levels in the Medicine, Healing or First values (see Advancement).
Aid skills to use a Kit or Pack. Characters gain Fate points for positive actions such
A successful use of a First Aid Kit or Healer’s Pack as defeating enemies or finding unique ways out of
will heal a number of points equal to the Rank tough situations, rescuing someone from a dangerous
Value of the Intellect of the character using the condition (pulling someone out of a burning building),
kit. This Rank Value is adjusted by any levels the making time for an associate, etc. The amount of Fate
character has in the First Aid, Healing or Medi- points received should be proportionate to the action
cine skills. Any result on the Master Table above and danger involved. The following guidelines should
Gray is considered a success. A result of Gray is help you determine a fair reward for their actions:
simply a Failure with no Health points gained, and
doesn’t result in any further damage. SITUATION FATE POINT REWARD
Highest offensive rank value
Medics & Priests Defeating a foe
of the foe
If a character has suffered some serious dam-
age, including severe burns, heavy cuts, or deep Saving a lost child 10 points
wounds, he/she will likely need to see a Medic Uncovering an evil
or seek out a priest or priestess in a medieval plot against a popular 30 points
setting. Most cities will have decent hospitals or leader
temples that are equipped to handle patients Rank value of strongest
with more serious damage. The doctors and Finding amazing tech
ability
nurses / priests and priestesses in residence have
Good roleplaying 5 to 20 points
been trained in the art of various healing tech-
niques, and are often capable of salvaging limbs, The giving of Fate points should be a dynamic thing.
and correcting tissue damage, things that a simple The players should receive a steady flow of points to
use of a First Aid Kit or Healer’s Pack wouldn’t be encourage spending them on action rolls and for char-
able to fix.
NPCs Cabbie
Alien Invader M A S S I V E HEALTH
M A S S I V E HEALTH 6 10 6 6 6 10 6 28
10 20 10 10 10 10 20 50 SKILLS RANK FATE
SKILLS RANK FATE Driving (3) 22
Starship Piloting (2) 40 Geo-Navigation (2) 20
Ranged Weapons (2) 40 PEL Barter (2) 20
Psionics 70 WEAPONS RANGE DAMAGE
WEAPONS RANGE DAMAGE Pepper Spray 1 3
Laser Pistol 8 10
Barkeep
M A S S I V E HEALTH
10 6 10 6 6 6 6 32
SKILLS RANK FATE
Ranged Weapons (1) 10 18
Blunt Weapons (2) 30
Barter (3) 30
WEAPONS RANGE DAMAGE
Shotgun 3 10/6/3
Beat Cop
M A S S I V E HEALTH
10 6 6 10 6 10 6 32
SKILLS RANK FATE
Ranged Weapons (2) 20 22
Driving (2)
Interrogation (1) 10
WEAPONS RANGE DAMAGE
Pistol 6 8
Dog, Feral
Bears are found in various locales throughout the
M A S S I V E HEALTH
world, and can make their homes in several cli-
mates and terrain types. They usually only attack 10 6 6 10 3 3 3 32
to defend their dens and their young, or if their ATTACKS DAMAGE FATE
food sources have become limited. Their primary Bite 6 9
attacks are with their claws. If both claws strike Claws (2) 6 ARMOR
successfully, they will attempt to hug their prey
tightly doing their Strength Rank score in damage.
If the hug is successful, the bear will also attempt Feral dogs roam freely in many areas in the wild and in
to bite the target for an additional 10 points of urban settings. They usually travel and hunt in packs in
damage.
Gorilla
M A S S I V E HEALTH
10 10 30 20 6 6 3 70
ATTACKS DAMAGE FATE
Bite 6 15
Fists 10 ARMOR
The jaguar is one of the largest big cats in the world. Considered the king of beasts, the lion is one of
It makes its home in the tropical regions of South and the largest big cats in the world. Their natural
Central America, but has been spotted as far north habitat is in the plains or savannas of Sub-Saha-
as the Southwestern states of the US. Like many big ran Africa, and in the scrub lands and forests in
cats, the jaguar stalks its prey and waits for the most India. Lions are also found in most zoos around
opportune moment to strike. It attacks with both claws the world.
in the same Turn when attempting to take down its
target. If both claws hit, it follows up on the next Turn Lions live in large groups called Prides with one
with its mighty bite. if this attack is successful, the tar- male lion acting as the leader. The pride can con-
get is considered to be under a Hold result and takes sist of up to 40 lions, both male and female, but
automatic claw and bite damage each Turn until it is most encounters happen with smaller groups (1-
dead or Slips free. 10) of hunting parties. The females of the group
are the main hunters, and tend to stalk their prey
using stealth and camouflage.
Piranha
M A S S I V E HEALTH
10 10 3 3 1 10 3 26
ATTACKS DAMAGE FATE that seeks to completely destroy its double. The
Bite 6 14 Qliphoth will use various means to achieve its
Swarm ARMOR goal, at first to demoralize the target’s character,
steadily increasing its vile acts to make the victim
out to be so lecherous and even criminal. At this
Piranha are fresh water fish primarily found in the point, if the victim doesn’t take its own life due
rivers and lakes of South America. Some members of to shame, the Qliphoth will confront him or her
the species have turned up in small groups as far north itself.
as the southern United States as well. The piranha is a
The Qliphoth uses razor-like claws to attack its
small fish with a voracious appetite.
victim doing a minimum of 10 points of damage
Alone, a single piranha is often quite docile and would with each strike. The creature also has the ability
likely flee anyone or anything coming in its direction. to cast powerful magical spells to complete its
Most piranha travel in groups, or shoals, of 4 to 40 mission. If a human being is killed by a Qliphoth,
mostly for protection, but also for feeding purposes. it is said that his or her soul is destroyed forever.
It is when piranha are in a feeding frenzy that they
become very dangerous for any creature within their Rhinoceros, Black
waters. M A S S I V E HEALTH
As soon as one piranha draws blood from a target, the 6 6 30 30 3 3 3 72
whole group begins Swarming it. If the victim fails their ATTACKS DAMAGE FATE
Stamina check, the piranha can cause from 12 to 120 Rush 30 9
points of damage per Turn. The group can strip a hu- Horn 10 ARMOR
man sized victim to the bone within a few Turns if they
Trample 20 10
aren’t quickly removed from the water.
The black rhinoceros is a large, thick-skinned
Qliphoth creature with two horns rising upward near the
M A S S I V E HEALTH tip of its nose. It makes its home in various terrain
10 20 20 50 20 30 40 100 types in middle and eastern Africa, from savannas
ATTACKS DAMAGE FATE to jungles. A rhinoceros horn is a valuable com-
modity on the black market, and the creature is
Claws 10 90 often killed just for it.
Magic MEL
140 Black rhinos are typically solitary creatures,
roaming the plains in search of the various leafy
ARMOR plants and shrubs that make up its diet. They are
10 considered to be one of the most aggressive of
the species, attacking anything that it perceives as
In Jewish Mysticism, the Qliphoth is essentially the a threat. One of its primary attacks is a Rush. The
representation of an evil opposite to pure good. Some rhino will charge an opponent with its horn to
cultures consider this to be a form of doppelganger deliver a base damage of 40 points. If the target is
or evil twin which can be of any sort of living creature knocked to the ground, it will follow up its attack
Master Table
Rank % Roll Rank
Value FA MS S OS Descriptor
5000+ 00 01-19 20-59 60-99 Omega 5
2500 00 01-24 25-64 65-99 Psi 2.5
1500 00 01-29 30-69 70-99 Chi 1.5
1000 00 03-34 35-74 75-99 Mythic
500 00-02 06-34 35-74 75-99 Wonderous Powers Rank
250 00-05 06-39 40-79 80-99 Powerful
150 00-09 10-39 40-79 80-99 Mighty
100 00-14 15-44 45-84 85-99 Transcendent
75 00-19 20-49 50-84 85-99 Colossal
50 00-24 25-54 55-89 90-99 Stupendous
40 00-29 30-59 60-89 90-99 Inconceivable
30 00-34 35-64 65-93 94-99 Significant Melee Weapons Type Damage
20 00-39 40-69 70-93 94-99 Exceptional
10 00-44 45-74 75-96 97-99 Strong
6 00-49 50-79 80-96 97-99 Average
Ranged Weapons Type ROF Range Damage
3 00-54 55-84 85-98 99 Lacking
1 00-59 60-89 90-98 99 Weak
0 00-64 65-93 94-98 99 Void
Rank FA MS S OS Rank
Value % Roll Descriptor
Notes:
Name: Profession:
M A S S I V E Health Fate Attacks Damage
Notes:
Name: Profession:
M A S S I V E Health Fate Attacks Damage
Notes:
Associates
Name: Notes:
Name: Notes:
Name: Notes:
Name: Notes:
Name: Notes:
Name: Notes:
Name: Notes:
Name: Notes:
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