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Cepheus Modern

2D6-Based Modern
Role-Playing Game
By Mark Stout

Michael Fisher (Order #36814143)


Cepheus Modern
Cepheus Modern is a set of variant rules based on the Cepheus Light role-
playing game by Omer Golan-Joel and Josh Peters, and Stellagama Publishing.
Cepheus Light and Stellagama Publishing are the trademarks of Stellagama
Publishing. Stouthearted Games is not affiliated with Stellagama Publishing.
Some elements of Cepheus Modern have been taken from the Cepheus Engine
role-playing game by Jason "Flynn" Kemp and Samardan Press. Cepheus Engine
and Samardan Press are trademarks of Jason "Flynn" Kemp. Stouthearted Games
is not affiliated with Jason "Flynn" Kemp or Samardan Press.
This Product is derived from the Traveller System Reference Document and other
Open Gaming Content made available by the Open Gaming License and does
not contain closed content from products published by either Mongoose
Publishing or Far Future Enterprises. This Product is not affiliated with either
Mongoose Publishing or Far Future Enterprises, and it makes no claim to or
challenge to any trademarks held by either entity. The use of the Traveller System
Reference Document does not convey the endorsement of this Product by either
Mongoose Publishing or Far Future Enterprises as a product of either of their
product lines.
Written and Produced by Mark Stout / Stouthearted Games
Cover Image Pete Linforth/Pixabay.com
Interior Images Pexels.com, Publisher's Choice Quality
Stock Art © Rick Hershey/Fat Goblin
Games, Public Domain
Thanks To Jen Stout, Omer G. Joel, Jason Kemp

Michael Fisher (Order #36814143)


Table of Contents
What is Cepheus Modern?..............................................................................................1
Dice Rolling Conventions................................................................................................1
The Basic Game Mechanic...............................................................................................1
Common Target Numbers.........................................................................................2
Chapter 1: Character Generation...................................................................................2
Step 1: Characteristics.................................................................................................2
Optional Rule: Iron Man!...........................................................................................3
Optional Rule: Heroic Heroes!..................................................................................3
Universal Personal Profile and Pseudo-Hexadecimal Numbers..........................4
Characteristic DMs......................................................................................................4
Step 2: Background Skills...........................................................................................4
Step 3: Careers..............................................................................................................5
Optional Rule: Multiple Careers...............................................................................6
Optional Rule: Skill Selection....................................................................................6
Careers..........................................................................................................................7
Mishaps.......................................................................................................................11
Civilian Mishaps........................................................................................................11
Military Mishaps.......................................................................................................11
Injury Table.................................................................................................................11
Benefits - Perks...........................................................................................................12
Aging...........................................................................................................................12
Aging Crisis................................................................................................................13
Optional Rule: Skill Packages..................................................................................13
Skills..................................................................................................................................13
Skill List......................................................................................................................13
Languages...................................................................................................................15
Skill Advancement....................................................................................................15
Increasing Skills.........................................................................................................15
Optional Rule: Faster Advancement.......................................................................15
Chapter 2: Equipment...................................................................................................16
Encumbrance..............................................................................................................16
Tech Levels.................................................................................................................16
Living Expenses.........................................................................................................17
Personal Armor..........................................................................................................17
Armor Types..............................................................................................................18
Exploration and Personal Equipment....................................................................18
Equipment Notes.......................................................................................................19
Pharmaceuticals.........................................................................................................19
Drug Notes.................................................................................................................19
Weapons...........................................................................................................................20
Stat Explanations.......................................................................................................20

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Weapon Qualities......................................................................................................21
Melee Weapons..........................................................................................................22
Ranged Weapons.......................................................................................................23
Ranged Weapon Accessories...................................................................................24
Support Weapons......................................................................................................25
Grenades and Explosives.........................................................................................26
Vehicles.............................................................................................................................27
Stat Block Explanation..............................................................................................27
Gunnery Weapons.....................................................................................................28
Chapter 3: Combat.........................................................................................................29
Combat Procedure Outline......................................................................................29
Combat Rounds.........................................................................................................29
Surprise.......................................................................................................................29
Initiative......................................................................................................................30
Actions and Attacks..................................................................................................30
Melee Attacks.............................................................................................................30
Frenzy....................................................................................................................31
Ranged Combat.........................................................................................................31
Aiming........................................................................................................................32
Automatic Weapons..................................................................................................32
Thrown Weapons......................................................................................................32
Optional Rule: Dodge and Parry.............................................................................32
Grappling....................................................................................................................33
Suppressive Fire........................................................................................................33
Damage and Healing......................................................................................................34
Armor..........................................................................................................................34
Applying Damage.....................................................................................................34
Knockdown................................................................................................................34
Wounds.......................................................................................................................34
Optional Rule: Tough Guys.....................................................................................35
Optional Rule: Heroes vs. Grunts...........................................................................35
Fatigue.........................................................................................................................35
Healing and Medical Care.......................................................................................35
Vehicle Combat................................................................................................................36
Vehicle Movement.....................................................................................................36
Chases.........................................................................................................................36
Dogfighting................................................................................................................37
Foot Chases................................................................................................................37
Attacking Vehicles.....................................................................................................37
Vehicle Penetration and Damage............................................................................38
Regular Damage........................................................................................................39
Critical Hits................................................................................................................40

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Repairs........................................................................................................................40
Environmental Hazards.................................................................................................41
Disease and Poison....................................................................................................41
Extreme Temperatures..............................................................................................41
Fire...............................................................................................................................42
Falling..........................................................................................................................42
Radiation.....................................................................................................................42
Starvation and Dehydration....................................................................................42
Suffocation..................................................................................................................42
Vacuum Exposure.....................................................................................................43
Chapter 4: Animals........................................................................................................43
Animal Types.............................................................................................................43
Animals and Characteristics....................................................................................43
Step One: Choose a Terrain......................................................................................44
Step Two: Determine the Animal’s Type and Subtype.........................................45
Step Three: Note Modifiers and Skills by Subtype...............................................45
Step Four: Determine Animal Size and Characteristics.......................................46
Step Five: Determine Weapons, Armor and Base Speed.....................................48
Extended Pseudo-hexadecimal Codes for Animals.............................................50
Universal Animal Format.........................................................................................50
Example Animals......................................................................................................50
Chapter 5: Psi-Ops.........................................................................................................52
Psionic Training.........................................................................................................52
Using a Psionic Power..............................................................................................52
Awareness...................................................................................................................53
Clairvoyance...............................................................................................................53
Telekinesis..................................................................................................................53
Telepathy....................................................................................................................54
Teleportation..............................................................................................................55
Optional Rule: Skill Check Psionics........................................................................55
Optional Rule: Psion Career....................................................................................56
Chapter 6: Streets of Metal...........................................................................................57
Cybernetics.................................................................................................................57
Chapter 7: Urban Fantasy.............................................................................................59
New Characteristic: Magic.......................................................................................59
Magic...........................................................................................................................59
Using a Magic Power................................................................................................60
Optional Rule: Skill Check Magic...........................................................................60
Augmentation............................................................................................................60
Enchantment..............................................................................................................61
Senses..........................................................................................................................61
Sorcery........................................................................................................................62

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Transmogrification....................................................................................................63
Transportation............................................................................................................63
Typical Fantasy Species..................................................................................................64
Fantasy Creatures......................................................................................................64
Magic Careers............................................................................................................65
Chapter 8: Aliens............................................................................................................66
Alien Species Trait Descriptions..............................................................................66
Expanded Tech Levels..............................................................................................69
High Tech Equipment...............................................................................................70
Armor....................................................................................................................70
Personal Equipment............................................................................................72
Pharmaceuticals...................................................................................................72
Melee Weapons....................................................................................................73
Ranged Weapons.................................................................................................73
Support Weapons.................................................................................................75
Grenades and Explosives....................................................................................75
Vehicles..................................................................................................................76
Open Game License.......................................................................................................78

Michael Fisher (Order #36814143)


What is Cepheus Modern?
Cepheus Modern is a set of game rules for role-playing campaigns set in modern
times. "Modern" is general term to indicate post-World War II to the present day.
Why make Cepheus Modern? The Cepheus Engine is a 2d6-based OGL science
fiction game with a "hard reality" feel. It is set in the distant future, with faster-
than-light spaceships and star-spanning empires. The system is robust enough to
handle games set in the modern day, but needs rewrites to make it work for our
modern day Earth. So the idea of Cepheus Modern was born. While the Cepheus
Engine was the natural choice, the author decided to use Cepheus Light as the
basis for Cepheus Modern. Cepheus Light has all the feel of the Cepheus Engine,
but in a stripped-down form. Some elements of the Cepheus Engine, primarily
the animal creation chapter, were used in Cepheus Modern.
Cepheus Modern contains rules for creating characters to play in modern day
campaigns. Modern campaigns can run the gamut from military covert ops to
fortune-seeking adventurers to secret agents. Campaigns may be firmly rooted in
reality, or may add unusual elements. Chapters have rules for psychic powers,
cybernetic enhancements, magic and mythology, and advanced aliens and their
technology. Cepheus Modern is the toolkit for you to create your own modern
day campaign exactly the way you want it to be.

Dice Rolling Conventions


Cepheus Modern uses ordinary six-sided dice. When you need to roll dice, the
text will note it as a “D”. For example, "2D" means roll two dice and add the
results together.
In this game, DM means Dice Modifier – a number you add or subtract from a
dice roll. For example, “2D, DM-2” means “roll two dice, add the results
together, and then subtract 2 from the total”.

The Basic Game Mechanic


The basic mechanic of Cepheus Modern is the dice throw. Throw 2D, add the
relevant skill or characteristic DM, and if the total is equal or higher than the
target number you succeed.
For example, “throw STR 8+” means “throw 2D and add your STR modifier; if
the total is 8 or more, you succeed” The amount by which your total throw
exceeds or misses the target number is called the Effect If, using the previous
example, you roll a total of 11 on that throw, your Effect is 11 – 8 = 3; alternately,
if you throw a 4, your Effect is 4 – 8 = -4.

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A "natural" result of 2 is always a failure, regardless of skills or other DMs. A
"natural" result of 12 is always a success, even in adverse situations.
Opposed Throws: In a situation where two characters oppose each other in an
attempt, for example a spy trying to sneak past a guard, each character throws
2D plus the appropriate skill or characteristic modifier. The higher roll wins; re-
roll all ties to determine who succeeds.
Common Target Numbers
Difficulty Target Examples
Routine 4+ Driving a car fast on a dry road.
Average 6+ Rendering first aid to someone lightly wounded.
Difficult 8+ Shooting at a target at Effective range.
Very Difficult 10+ Shooting at a target beyond Effective range.
Formidable 12+ Landing a plane during a typhoon.
Note that skilled characters are competent, and able to practice their trade or
profession under normal conditions without a throw. Use throws only when the
characters are at serious risk or under pressure, such as time pressure,
opposition, or adverse conditions.
For example: A physician (Medicine-3) can give effective first aid without
requiring a throw, but will have to make a Medicine throw to treat a serious
disease.
Combat is always an adverse and stressful situation, so attack throws and other
combat-related throws are always necessary.

CHAPTER 1: CHARACTER GENERATION


Character Generation
Your character starts the game as a skilled, experienced adult. This chapter will
show you how to generate a character and take them through a career.
Step 1: Characteristics
Characteristics describe your character’s general talents and abilities. They serve
as basic skills for tasks which every human can perform, but some can perform
better or worse than others.
Throw 2D six times and assign the results in any order desired to your six
characteristics:
Strength (STR): Physical prowess and brute force.

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• Strength determines a character’s carrying capacity.
• Strength, along with Dexterity and Endurance, determine how resistant
your character is to physical injury. See the Combat chapter.
Dexterity (DEX): Agility, coordination, and speed.
• Dexterity is the attribute used for throwing knives and grenades, as well
as evading physical threats.
• Dexterity, along with Strength and Endurance, determine how resistant
your character is to physical injury. See the Combat chapter.
Endurance (END): Physical resilience, fitness, and force of will.
• Endurance determines the amount of cybernetics a character can use.
• Physical injury is first applied to Endurance before the other two
physical characteristics. See the Combat chapter.
Intelligence (INT): Reasoning, creativity, and intellectual capabilities.
• Together with EDU, Intelligence determines the character’s maximum
number of skill ranks.
Education (EDU): Formal schooling and general knowledge.
• Education 8+ allows rolling on the Advanced Education column in the
career tables.
• A character gains a number of additional languages equal to their EDU
DM.
• Together with INT, Education determines the character’s maximum
number of skill ranks.
Social (SOC): A character’s social graces and position in society.
• Social Standing provides characters with a number of free contacts equal
to their SOC DM.
Optional Rule: Iron Man!
For a true old-school experience, throw 2D six times and assign them to the
characteristics in the order given above.
Optional Rule: Heroic Heroes!
Throw 2D seven times, drop the lowest roll, and arrange the remaining six to
taste.

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Universal Personal Profile and Pseudo-Hexadecimal Numbers
You can list a character’s characteristics in shorthand, as a string of numbers in
the order given above, called a Universal Personal Profile, or UPP. To denote
numbers above 9, use a pseudo-hexadecimal system:
Characteristic Letter
10 A
11 B
12 C
13 D
14 E
15 F
So a character with STR 7, DEX 12, END 6, INT 10, EDU 8, and SOC 11 will have
a UPP of 7C6A8B.
Normal humans cannot have a characteristic higher than 15 (F).
Characteristic DMs
Each characteristic has an associated Dice Modifier (DM) based on its score,
shown here:
Characteristic Score DM
0-2 -2
3-5 -1
6-8 +0
9-11 +1
12-14 +2
15-17 +3
18-20 +4
Above 20, a creature increases their characteristic DM by +1 per three points. This
means that monstrously powerful creatures will almost automatically succeed in
throws using their powerful characteristic. This is intentional – a massive animal,
for example, would be capable of feats of strength unattainable by most humans.
Step 2: Background Skills
At the age of 18, before embarking in a career, a character has already learned
some skills. All characters know the Athletics and Driving skills at level zero.
They can select two other skills at level zero from this list: Animals, Carousing,
Computer, Gun Combat, Melee Combat, Repair, Survival.

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Level zero skills indicate skills that are known at a basic proficiency. If a character
attempts to use a skill in which they have no ranks, they suffer a DM -3 on their
roll. A level zero skill eliminates that negative DM, but doesn't grant a positive
DM to rolls.
Step 3: Careers
Characters start off at the age of 18 and grow through the character generation
process.
Unlike other Cepheus Engine/Light games, your character is not a retired
adventurer by default. Many games may assume your character is still very
much part of their career. In a game of covert ops, your character would still be
part of the military force that performs the ops. Some game concepts will allow
characters who have retired from their previous careers. That's all right too. The
major change to support both scenarios is that a benefit is earned after a term is
completed, instead of mustering out after all terms are done.
Follow these steps to generate your character’s career. Each career is comprised
of four-year terms of service. Each career table presents the various throws
needed for character generation.
Note that the total sum of a character’s skill Levels can never exceed the sum of
their INT + EDU characteristics. However, first generate the character and list all
skills, even if they exceed this limit. After character generation is complete check
to see if the total of your skill points exceeds the sum of your INT + EDU. If they
do, choose which skills to reduce to zero-level skills to reduce your skill total as
required.
1. Choose a career: Try to enter a career, using its Qualification throw. If you
succeed, begin the career. If you fail, select a different career.
2. Resolve your term of service:
2.1. Survival Throw: If you fail the roll, your character suffers a Mishap.
Roll on the Mishap table (pg. 11).
2.2. Skill Table: If this is the character's first career, gain all skills in the
Service Skills column at level zero. Roll twice on any of the four skill
tables associated with that career to gain one level of a skill.
Acquired skill levels are cumulative. The first time you receive a
skill, you receive it at level 1. You may only roll on the Advanced
Education table if your EDU is 8 or greater.
2.3. Advancement throw: Throw for Advancement. If you succeed, you
gain one rank.

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2.4. Rank skills: Some ranks have skills associated with that rank. If you
are promoted to that rank, you gain the listed skill. These are
cumulative with existing skills, so a character with Pilot-1 who
receives Pilot-1 as a rank skill now has Pilot-2.
2.5. Aging: If your character has completed their fourth term or later,
(ages 33 and up), check for aging.
2.6. Benefits: Once you have completed your term, roll for a Benefit.
Benefits are perks you have earn as you progress through your
career. Each term of service you complete allows you one roll on one
of the two Benefit Tables - Cash or Perks. Characters of Rank O5 or
O6 gain a DM +1 on the Perks table. Characters with the Carousing
skill gain a DM +1 on the Cash table. You can roll on the Cash table a
maximum of three times during character generation.
2.7. Re-enlistment: Throw for re-enlistment. If you fail, you are finished
in this career and ready to begin play. If you succeed, you may
choose to re-enlist, or you can voluntarily end your career. If you
throw a natural 12, you must remain in your career.
2.8. Additional terms of service: If you remain in your career, repeat
stages 2.1-2.7 for each additional term of service. You must end your
career after the 7th term of service or when you reach the term limit
set by your Referee.
Optional Rule: Multiple Careers
Under these basic rules, you may not switch between careers or begin a new
career once your career has ended. At the Referee's discretion, characters who
failed their re-enlistment throw, or characters leaving their career voluntarily,
may try to enter a new career. Make a Qualification throw for the new career,
DM -1 per previous career. If successful, the character has begun a new career. If
the roll failed, the character must begin play. Note that this rule tends to produce
more skilled characters than the basic rules.
Optional Rule: Skill Selection
The character generation process normally has you roll on the charts to randomly
determine what skills your character learns. At the Referee's discretion, you may
instead select the skills you want from any skill column you are eligible to roll
on. You may not select a skill if it raises the skill level higher than your current
term, and you may not select characteristic raises - those must always be rolled
for. This rule allows players to customize characters, but tends to lead to
characters that are highly skilled with fewer skills.

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Careers
Agent
You are a police officer, Qualification INT 6+
spy, or private investigator. Survival INT 6+ Advancement EDU 7+
Re-Enlistment 6+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Agent Investigation-1 1 1000 Contact
1 Special Agent 2 1000 +1 INT
2 Agent in Charge 3 2000 Weapon
3 Unit Chief 4 5000 Contact
4 Section Chief Admin-1 5 10000 +1 EDU
5 Assistant Director 6 10000 Ally
6 Director 7 20000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 DEX Admin Gun Combat Admin
2 +1 END Computer Melee Combat Computer
3 +1 INT Streetwise Investigation Jack o’ Trades
4 +1 EDU Investigation Liaison Science
5 Athletics Gun Combat Driving Medicine
6 Carousing Stealth Recon Leadership

Air Force
You serve in your Qualification INT 6+
country's air force. Survival INT 5+ Advancement EDU 8+
Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Airman Piloting-1 1 1000 Contact
1 Lieutenant Leadership-1 2 1000 +1 INT
2 Captain 3 2000 Weapon
3 Major 4 5000 Contact
4 Lt. Colonel 5 10000 +1 EDU
5 Colonel 6 10000 Ally
6 Br. General SOC +1 7 20000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 INT Carousing Computer Admin
2 +1 DEX Gun Combat Gunnery Computer
3 +1 END Gunnery Investigation Jack o’ Trades
4 +1 EDU Melee Combat Science Medicine
5 Athletics Computer Repair Leadership
6 Carousing Survival Piloting Tactics

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Army
You serve in your Qualification END 5+
country's ground-based Survival END 5+ Advancement EDU 8+
armed forces. Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Private Gun Combat-1 1 1000 Contact
1 Lieutenant Leadership-1 2 1000 +1 INT
2 Captain 3 2000 Weapon
3 Major 4 5000 Contact
4 Lt. Colonel 5 10000 Weapon
5 Colonel 6 10000 Ally
6 General SOC +1 7 20000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 STR Survival Computer Admin
2 +1 DEX Gun Combat Demolitions Computer
3 +1 END Heavy Weapons Gun Combat Jack o’ Trades
4 Athletics Melee Combat Medicine Medicine
5 Melee Combat Recon Repair Leadership
6 Carousing Driving Stealth Tactics

Business
You are in the business Qualification INT 5+
of business. Survival INT 4+ Advancement EDU 8+
Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Intern Admin-1 1 1000 Contact
1 Rookie 2 2000 +1 INT
2 Associate 3 2000 Contact
3 Supervisor Liaison-1 4 5000 Contact
4 Manager 5 10000 +1 EDU
5 Executive 6 20000 Ally
6 CEO SOC +1 7 50000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 STR Admin Leadership Computer
2 +1 DEX Liaison Admin Jack o’ Trades
3 +1 INT Driving Deception Science
4 +1 END Athletics Liaison Liaison
5 Athletics Carousing Computer Admin
6 Carousing Deception Investigation Leadership

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Engineer
You are an electronic or Qualification EDU 6+
mechanical engineer. Survival INT 4+ Advancement EDU 9+
Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Student Repair-1 1 1000 Contact
1 Intern 2 2000 +1 INT
2 Technician Liaison-1 3 5000 Contact
3 Assistant 4 10000 +1 SOC
4 Lead Tech 5 10000 +1 EDU
5 Engineer 6 20000 Ally
6 Project Lead SOC +1 7 50000 +1 EDU
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 INT Admin Computer Piloting
2 +1 DEX Computer Jack o' Trades Computer
3 +1 END Investigation Admin Jack o’ Trades
4 +1 EDU Engineering Liaison Engineering
5 Athletics Repair Repair Science
6 Carousing Driving Engineering Leadership

Navy
You serve in your Qualification INT 6+
country's navy. Survival INT 5+ Advancement EDU 8+
Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Seaman Watercraft-1 1 1000 Contact
1 Chief 2 1000 +1 INT
2 Lieutenant Leadership-1 3 2000 Weapon
3 Lt. Cmdr 4 5000 Contact
4 Commander 5 10000 +1 EDU
5 Captain 6 10000 Ally
6 Admiral SOC +1 7 20000 +1 SOC
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 INT Watercraft Computer Admin
2 +1 DEX Gun Combat Gunnery Science
3 +1 END Gunnery Watercraft Jack o’ Trades
4 +1 EDU Repair Medicine Medicine
5 Athletics Computer Repair Leadership
6 Carousing Melee Combat Piloting Tactics

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Rogue
You are a criminal, or at Qualification DEX 5+
least skip along the line Survival DEX 5+ Advancement INT 8+
of legality. Re-Enlistment 4+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Independent Streetwise-1 1 1000 Contact
1 Associate 2 1000 +1 INT
2 Soldier Gun Combat-1 3 2000 Weapon
3 Lieutenant 4 5000 Contact
4 Underboss 5 10000 Weapon
5 Right hand 6 10000 Ally
6 Boss Deception-1 7 20000 +1 EDU
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 STR Driving Recon Admin
2 +1 DEX Melee Combat Carousing Computer
3 +1 INT Gun Combat Demolitions Jack o’ Trades
4 Melee Combat Streetwise Driving Tactics
5 Athletics Stealth Repair Investigation
6 Carousing Deception Liaison Leadership

Scientist
You are a university Qualification EDU 6+
professor, physician, or Survival INT 4+ Advancement EDU 9+
research scientist. Re-Enlistment 5+
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Intern Science-1 1 1000 Contact
1 Lab Tech 2 2000 +1 INT
2 Assistant Admin-1 3 5000 Contact
3 Researcher 4 10000 +1 SOC
4 Associate 5 10000 +1 EDU
5 Fellow 6 20000 Ally
6 Project Lead Leadership-1 7 50000 +1 EDU
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 INT Admin Computer Admin
2 +1 DEX Computer Liaison Computer
3 +1 END Driving Medicine Jack o’ Trades
4 +1 EDU Medicine Science Medicine
5 Athletics Investigation Repair Science
6 Carousing Science Investigation Leadership

10

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Mishaps
When you fail a survival roll during character generation, something bad has
happened to your character. Roll on the appropriate Mishap table to find out.
Civilian Mishaps
1d6 Mishap
1 You are severely injured in an accident. Roll twice on the injury table and take the
lower result.
2 You are fired from your job or your position is eliminated. Lose your benefit roll for
this term.
3 You contract a life-threatening disease. Lose d3 points from physical characteristics
of your choice.
4 You are injured in an accident. Roll on the injury table.
5 You are the victim of a violent crime. Lose 1 point from a physical characteristic due
to injury or 1 point from Int due to emotional scarring.
6 You are betrayed by a peer, and demoted one rank.
Military Mishaps
1d6 Mishap
1 You are severely injured in an accident or in action. Roll twice on the injury table
and take the lower result.
2 Your unit was wiped out except for you and many people lay the blame on you.
Lose your benefit roll for this term.
3 You contract a life-threatening disease. Lose d3 points from physical characteristics
of your choice.
4 You are injured in an accident or in action. Roll on the injury table.
5 You are captured or taken hostage. Lose 1 point from Str, Dex, End or Int due to
physical and mental torture.
6 You disobey orders to save innocents, and are demoted one rank.
Injury Table
1d6 Injury
1 Nearly killed. Reduce one physical characteristic by 3, and reduce both other
physical characteristics by 1.
2 Maimed limb. Reduce STR or DEX by 3.
3 Severe head injury. Reduce INT or EDU by 2.
4 Scarred. Reduce SOC by 2.
5 Chronic pain. Reduce any one physical characteristic by 1.
6 Lightly injured. No permanent effect.

11

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Benefits - Perks
Characters may gain one or more of the following perks during character
generation:
• Ally: Gain an important relationship with a person who will provide you
with significant favors, and back you up even if it means risking their
life. Allies are like contacts, except they are friends, are loyal to your
character, and will go out of their way to help. That doesn't always mean
the help will be free, but it certainly won't be full price.
• Contact: Gain a useful relationship with a person or group who can
provide you with significant favors: an arms dealer can provide
otherwise unobtainable gear for a price, while a corporate exec can serve
as patron and supply highly useful information in exchange for cash or
favors. Contacts are not friends, and will not risk life and limb to help
your character. Abusing contacts and not reciprocating the positive
relationship can lead to the loss of the contact. Note that characters with
a positive SOC DM gain a number of free contacts equal to that DM.
• Weapon: Gain a single non-heavy personal weapon up to $1000 in value
including ammunition. Multiple receptions of this benefit allow either
multiple weapons or a more expensive weapon.
Aging
Characters must make aging rolls beginning at the age of 34. At the end of the 4th
term, and on the end of each subsequent term, throw 2D on the following table.
The character’s total number of terms serves as a negative DM to the throw,
although access to good medical care will grant a DM +1.
2D Effect of Aging
-6 Reduce three physical characteristics by 2, reduce one mental characteristic by 1
-5 Reduce three physical characteristics by 2.
-4 Reduce two physical characteristics by 2, reduce one physical characteristic by
1
-3 Reduce one physical characteristic by 2, reduce two physical characteristics by
1
-2 Reduce three physical characteristics by 1
-1 Reduce two physical characteristics by 1
0 Reduce one physical characteristic by 1
1+ No effect

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Aging Crisis
If any characteristic falls to 0 due to aging, the character must throw 6+ to
survive. If still alive, they will now have that characteristic at 1, and must retire.
Optional Rule: Skill Packages
To facilitate play, the Referee may allow players to choose a skill package in
addition to any skills they earned in their careers. Each character may choose one
of the skills from the chosen package. They receive the skill at Level-1 and cannot
choose a skill they already have. The table below provides examples of skill
packages. Referees are free to create more skill packages for their campaigns.
Campaign Style Skill Package
Criminal Admin-1, Deception-1, Recon-1, Stealth-1, Streetwise-1
Exploration Medicine-1, Piloting-1, Repair-1, Science-1, Survival-1, Watercraft-1
Military Gunnery-1, Heavy Weapons-1, Leadership-1, Melee Combat-1,
Tactics-1

Skills
Skills are your character’s greatest asset in Cepheus Modern. Skilled characters
are competent. A Skill at level 1 (denoted Skill-1) represents someone who is
employable; Skill-3 denotes a professional; and Skill-5 represents an expert. For
example, a newly trained paramedic has Medicine-1; an experienced physician
has Medicine-3; and a cutting-edge neurosurgeon has Medicine-5. The task
resolution system takes this into account. Professionals should automatically
succeed at routine tasks (difficulty 4+) and easily perform average tasks
(difficulty 6+), while experts will automatically succeed in routine and average
tasks and easily manage difficult (8+) ones.
Skill List
• Admin: Business administration, forgery, and dealing with bureaucracies
and the law.
• Animals: The care and training of animals, as well as general agriculture.
• Athletics: The ability to exert oneself physically. This skill is never rolled
unskilled.
• Carousing: The art of mingling in social settings to achieve your goals, and
gambling.
• Computer: Programming, working with computer hardware, and hacking.
This skill also covers the use of sensors, communications gear, and other

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electronic devices.
• Deception: Convincingly avoiding the truth and misleading other people.
• Demolitions: Using explosives to destroy things, and defuse explosives
before they blow up!
• Driving: Operating ground vehicles, including remote controlled drones.
• Engineering: Designing electronic and mechanical devices, including kit
bashing devices from parts.
• Gun Combat: Using small arms, crossbows, and bows in combat.
• Gunnery: Using vehicle-mounted weapons.
• Heavy Weapons: Using man-portable support weapons like grenade
launchers and rocket launchers.
• Investigation: This skill combines keen observation, forensics, research, and
detailed analysis.
• Jack o’ Trades: This special skill reduces the unskilled penalty by its level.
For example, a character with Jack o’ Trades at level 2 would only suffer DM-
1 to unskilled rolls. You may not gain more than 3 levels in this skill and
cannot improve it after character generation.
• Leadership: Motivating and directing others effectively.
• Liaison: The art and practice of negotiation and diplomacy in a myriad of
social situations. This skill covers diplomatic meetings, haggling in business
negotiations, or talking down a gunman who is holding hostages.
• Medicine: Training in the medical sciences, from diagnosis to surgery.
• Melee Combat: Fighting hand-to-hand, either with a weapon or unarmed.
• Piloting: Operating flying vehicles such as helicopters or airplanes.
• Science: When gaining this skill, choose Life, Physical, or Social science as
the skill you gain. Each time you gain this skill, you can increase a science
skill you have by 1 or select a new science skill at level 1. The three sciences
represent broad-based knowledge in each category.
• Stealth: Moving unseen and unheard.
• Streetwise: Familiarity with underworld society and the ways of working
with it.
• Survival: Staying alive in the wilderness. This also covers outdoor skills such

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as tracking, foraging, hunting, and fishing.
• Tactics: Tactical planning and decision making.
• Recon: Scouting for danger and spotting threats.
• Repair: The ability to maintain, and repair electronic and mechanical devices
of all sorts; also covers lock picking.
• Watercraft: Operating watercraft including submarines.
Languages
Any character knows a number of languages, in addition to their native
language, equal to their EDU modifier. There are no skill levels of a language,
either a character knows that language or they don’t. The Referee may allow a
Level-0 language skill, representing very basic understanding of that language.
Skill Advancement
Cepheus Modern characters can slowly advance in skill through experience. This
is done by spending experience points (XP). A Character will typically gain 1 XP
per adventure; or 2 XP if the character did an outstanding job, at the Referee’s
discretion. Characters can only advance skills during downtime.
Advancement is incremental. To raise a skill from level 1 to level 3, the character
must first raise the skill to level 2, than raise it again to level 3. In general, use of
XP should allow a character to increase one skill by one level per game year. The
character may learn a new language by investing 10 XP.
Increasing Skills
Spend XP to increase skills per the following table:
Desired Skill Level XP Cost
1 10
2 20
3 20
4 30
5 40
In all cases, the total sum of a character’s skill points may not exceed the sum
of their current INT + EDU characteristics.
Optional Rule: Faster Advancement
If the players and Referee desire faster character progression, grant 1 XP per
session rather than adventure, or 2 XP for an outstanding job in that session.

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CHAPTER 2: EQUIPMENT
Equipment
This section describes common tools, weapons, and other paraphernalia used by
modern adventurers. All prices are in Dollars ($). You can convert dollars to
other currencies based on the adventure, simply assume dollars are accepted, or
have the characters use electronic currency (such as credit cards) that are
accepted worldwide.
Encumbrance
To facilitate fast play, Cepheus Modern avoids the careful accounting of
equipment weight. Instead, a character may carry a number of major items equal
to their STR with no penalty. This represents a Light Load. Characters may carry
items up to three times their STR, which constitutes a Heavy Load. A heavily-
loaded character suffers DM-1 to all physical task throws and can only use a
maximum of one move action in a combat round.
An item is anything of significant size: a gun, a medkit, a length of rope. Larger
items may count as more than one item as noted in their description. Small items,
such as a compass, a needle, or a candle, do not count as items.
Tech Levels
Cepheus Modern uses “Tech Levels” to describe the variety of technological eras
that have existed on Earth. Present-day Earth is in the very early stages of TL8.
TL Notable Characteristics
0 No technology, equivalent to the Stone age.
1 Roughly on a par with Bronze or Iron age technology.
2 Renaissance technology, simple black-powder firearms
3 Mass production, heralding steam power and the beginning of industrial
revolution.
4 The transition to industrialization is complete, bringing plastics, radio, and
other such inventions.
5 Widespread electrification, telecommunications, and internal combustion
engines.
6 Development of fission power and advanced computing.
7 Can reach orbit reliably, has telecommunications satellites, household
computers are common.
8 Possible to reach other worlds in the same system, although terraforming or
full colonization is not within the culture’s capacity.

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Living Expenses
Day to day living costs include, among other things, food, lodging, and
incidentals. The following table provides costs of living. One column shows a
monthly cost of living – assuming long-term purchase of lodging and groceries.
The second shows daily living, in case of travelers and tourists paying for a motel
or hotel room and buying prepared food. Costs also include various expenses
such as taxes and transportation. Characters should live the quality of life
representative of their SOC characteristic. Characters that consistently live below
their SOC level may see their SOC reduced as a result.
Quality of Living Monthly Cost Daily Cost
Starvation (SOC 0-2) $200 $8
Subsistence (SOC 3-5) $700 $100
Ordinary (SOC 6-8) $1,000 $150
High (SOC 9-B) $5,000 $400
Elite (SOC C-F) $10,000 $1,000
Starvation living means living in the streets, in a tent, or outdoors and eating
just barely to keep the character alive. Clothes are baseline and worn out.
Healthcare, entertainment, and transportation are not included in this level. A
character living at starvation level is always Fatigued.
Subsistence living is the bare minimum for civilized life – a tiny apartment and
simple food and clothing. This includes public transit and minimal entertainment
and healthcare.
Ordinary living is how most people live on a civilized world – an apartment,
public transit or personal vehicle, reasonable food and clothing, reasonable
entertainment, and modern healthcare.
High living is the good life – a fancy apartment or house, eating outside in most
meals, an expensive personal vehicle, partying on a regular basis, fashionable
clothes, and good healthcare.
The Elite life means living like a king – a mansion or penthouse, regular feasts or
upscale restaurants, and dressing in the finest clothes.
A character with SOC 9+ who does not live at a High or Elite level will suffer
DM-1 to all SOC and rolls.
Personal Armor
Personal armor reduces the damage caused by incoming attacks. Subtract the
armor’s Protection rating from any damage caused to the character. It is not

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possible to wear more than one type of armor at a time (except a helmet).
Armor TL Protection Cost
Jack 1 2 $50
Maille 1 3 $200
Plate 2 4 $500
Environmental Protection Suit 5 3 $1,000
Tactical Helmet 5 +1 $300
Cloth 7 6 $400
Armor Types
Cloth (TL7): Modern heavy-duty ballistic-cloth armor. Cloth may be worn under
clothes.
Environmental Protection Suit (TL5): A full-body sealed suit with attached
filters and an option to attach oxygen tanks. Fully protects against and airborne
pathogens and gases (the latter requiring oxygen tanks). Reduces radiation by 20
rads.
Jack (TL1): Leather jacket or medieval leather armor.
Maille (TL1): Archaic maille armor, often called chain mail.
Plate (TL 2): Archaic plate armor.
Tactical Helmet (TL 5): Metal or ballistic fiber helmet that adds 1 to protection.
Exploration and Personal Equipment
The following items are common among adventurers and explorers.
Item TL Cost
Back Pack 1 $50
Field Rations, 5 days 1 $150
Rope, 30m 1 $100
Torch 1 $1
Handcuffs 2 $50
Tent 2 $100
Binoculars 3 $50
Compass 3 $5
Cold Weather Clothing 4 $50
Water Canteen 4 $10
Lockpicks 5 $30
Oxygen Tanks, 6-hour duration 5 $250

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Tech Toolkit 5 $200
LED Flashlight 7 $20
Disguise Kit 7 $300
Long-Range Communicator, 500km range 7 $500
Medkit 7 $100
Laptop Computer 8 $800
Smartphone 8 $500
Night Vision Goggles 8 $250
Equipment Notes
Backpack: It does not count as an item for encumbrance when worn. The items
in the backpack still count towards encumbrance.
Field Rations: 5 days of rations count as a single item for encumbrance.
Lockpicks: Picking a lock without Lockpicks invokes a DM -2 to the attempt.
Night Vision Goggles: The goggles use infrared light to let the wearer see in
darkness.
Smartphone: Battery lasts for 24 to 72 hours depending on usage. Satellite phone
capability is included, allowing calls to be made even without cell service.
Torches: 5 torches count as a single item for encumbrance.
Pharmaceuticals
Below is a brief list of pharmaceuticals and drugs that are available at various
tech levels.
Pharmaceutical TL Cost
Antibiotic/antiviral 5/7 $200
Anti-toxin 5 $500 - $2000
Sedative 5 $50
Stimulant 5 $20
Vaccine 5 $20
Anti-radiation 7 $200
Drug Notes
Antibiotic/Antiviral: This represents a variety of drugs designed to kill bacteria
or viruses that cause specific illnesses. Administering one of these over the
course of several days allows a character with at least Medicine-1 to end a
disease on a throw of Medicine 5+.

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Anti-radiation: When administered before or immediately after radiation
exposure, this drug absorbs 100 rads. Taking more than one dose a day causes 1D
permanent END damage.
Anti-toxin: This represents a wide range of substances designed to nullify
particular toxins and venom. It allows a character with at least Medicine-1 to
neutralize the toxin on a throw of Medicine 5+. Cost varies based on the rarity of
the toxin.
Sedative: Taking a dose of sedative causes Fatigue immediately unless the
character makes an END 12+ throw. A double dose will cause unconsciousness
within 12 seconds unless the character makes an END 12+ throw.
Stimulant: Taking a stimulant removes Fatigue, but causes 1 point of damage.
Using a stimulant again without an intervening 8-hour period of sleep will cause
1D damage per dose.
Vaccine: Taking a vaccine ahead of time (minimum of 1 month) grants a
character a DM +4 on the END throw to avoid contracting a specific disease.

Weapons
Stat Explanations
• Tech Level (TL): Technological level.
• Range: Effective/Maximum in meters.
• Damage: Damage caused by the weapon.
• Magazine: The amount of ammunition the weapon holds. If the magazine
requires additional time to reload, this will be noted.
• Ammo Cost: Cost per magazine.
• Cost: The weapon’s cost.

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Weapon Qualities
Weapons have qualities describing their special characteristics, as noted on their
table.
• Auto X: These weapons fire multiple rounds with every pull of the trigger,
filling the air with a hail of fire. A weapon with the Auto aspect can make
attacks in three fire modes: single, burst, and full auto, as described in the
Combat chapter.
• AV X: Anti-vehicular dice. Throw this number of dice when you hit a vehicle;
if the throw is equal or greater than the vehicle’s armor rating, the shot
penetrates and allows a damage roll.
• Blast X: This weapon has an explosive component or is otherwise effective
against targets in its blast radius. The number given is the blast radius in
meters.
• Bulky: A Bulky weapon has powerful recoil or is simply extremely heavy.
This makes it difficult to use effectively in combat by someone of a weak
physical stature. Characters with STR 8 or less suffer DM -2 when using such
weapons.
• Double Tap: A character may fire 2 rounds in one attack to gain DM +1 to
damage.
• Fire: On a successful hit, throw 6+ for the target to catch fire. A burning
target takes 2D damage per combat round for 1D rounds or until put out.
• Scattergun: Each attack fills the air with a hail of small projectiles.
Scatterguns cause 4D damage at Effective range or closer and attacks are DM
+1. Anyone within 1.5m of the main target is also attacked by the scattergun
effect. Scatterguns also gain a DM +2 to hit flying targets within Effective
range. Beyond Effective range, scatterguns only inflict 2D damage and have
no bonus DM to hit.
• Stun: These weapons are designed to deal non-lethal damage and will
incapacitate a living target instead of killing it. Damage is only deducted
from END, considering any armor. If the target’s END is reduced to 0, the
target is incapacitated and unable to perform any actions for a number of
rounds by which the damage exceeded his END. Damage received from Stun
weapons is completely healed after one hour of rest.

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Melee Weapons
The following weapons use the Melee Combat skill. Melee weapons cannot harm
vehicles except for special cases, which are left to the Referee’s discretion.
Weapon TL Cost Dmg Qualities
Axe 0 $50 2D
Cudgel 0 $20 3D
Dagger 0 $20 1D
Shield 0 $40 1D
Spear 0 $30 3D
Staff 0 $30 2D
Unarmed -- -- STR DM
Sword 1 $150 3D
Great Sword or Axe 2 $300 4D Bulky
Cutlass 3 $150 3D
Machete 3 $20 2D
Stun Gun 8 $50 2D Stun
• Axe (TL 0): A one-handed axe made from metal or stone, anything from a
stone-age tool through a medieval war axe to a modern fire axe.
• Cudgel (TL 0): A large club or mace.
• Dagger (TL 0): A straight, short knife. When wielding a dagger, a character
may use both actions in a combat round to attack.
• Shield (TL 0): A personal shield, which can bash enemies for 1D damage and
applies DM -1 to opponents trying to hit its bearer. If a shield is used with
the overwatch action in combat, the wielder is treated as having partial cover.
• Spear (TL 0): From a sharpened shaft to a metal-tipped spear, this is a basic,
yet effective, melee weapon.
• Staff (TL 0): A long wooden shaft, sometimes with metal fittings, used with
two hands.
• Sword (TL 1): One of any variety of medium-sized one-handed swords.
• Great Sword or Axe (TL 2): A large two-handed sword or axe, it counts as 2
items for encumbrance purposes.
• Cutlass (TL 3): A short, broad slashing sword with a slightly curved blade
and basket-guard hilt.
• Machete (TL 3): A simple yet sturdy broad blade used for cutting foliage and

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foes alike.
• Stun Gun (TL 8): A small device that delivers a high voltage electric shock
capable of stunning opponents.
A note on unarmed damage: Any character will inflict at least 1 point of
unarmed damage even if their STR DM is 0 or lower.
Ranged Weapons
The following weapons use the Gun Combat skill. The small arms on this table
are limited in the amount of damage they can cause to a vehicle. Unlike support
weapons, they will only cause a Critical Hit on a vehicle through a lucky roll on
the damage table, even if their AV roll exceeds the vehicle's Critical Damage
threshold.
Weapon TL Cost Range Dmg Mag Ammo Qualities
Bow 0 $200 300/600 2D - $20
Crossbow 2 $300 300/600 3D 1 $20
Revolver 4 $300 10/50 2D 6 $5
Shotgun 4 $400 20/40 4D 6 $15 Scattergun
Auto Pistol 5 $400 10/50 2D 16 $5 Double Tap
Carbine 5 $300 50/200 3D 10 $10 Double Tap
Rifle 5 $500 200/400 3D 10 $10 AV 1D, Double Tap
Submachine Gun 5 $500 30/100 2D 30 $15 Auto 3
Auto Rifle 6 $1000 200/400 3D 20 $20 AV 1D, Auto 2
Assault Rifle 7 $1200 50/200 3D 30 $20 AV 1D, Auto 2
Lt Machine Gun 7 $4000 100/300 3D 100 $100 AV 1D, Auto 3, Bulky
Body Pistol 8 $500 05/30/19 2D 6 $5 Double Tap
• Bow/Crossbow (TL 0/2): Simple ranged weapons that use a bent shaft to
propel arrows. Ammunition for a bow is a quiver of 20 arrows, while that for
a crossbow is a quiver of 20 bolts, both of which count as one encumbrance
item. A bow may fire once a round, but a crossbow requires 2 actions to
reload after firing.
• Revolver (TL 4): Simple semi-automatic pistol that uses a manually-loaded
rotating drum to feed the rounds. It takes one action to reload 3 rounds.
• Shotgun (TL 4): Longarm that fires a spread of shot capable of hitting
multiple targets at once. These particular stats represent a pump-action
weapon with an internal magazine, but semi-automatic and clip-fed versions
exist. An internal magazine shotgun can have 3 shells reloaded per action.

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• Auto Pistol (TL 5): Semi-automatic handgun fed from a clip magazine. A clip
magazine can be reloaded as one action.
• Carbine (TL 5): Short-barreled, clip-fed military longarm that often uses a
lighter round than a full-scale rifle. A commonly included item in survival
kits.
• Rifle (TL 5): Semi-automatic longarm that uses a heavy round. It's used as a
military weapon at lower TLs, and a civilian hunting weapon at all TLs. At
higher TLs, such weapons serve as dedicated sniper rifles. An internal
magazine rifle can have 3 rounds reloaded per action.
• Submachine Gun (TL 5): A clip-fed, automatic weapon that uses pistol
rounds. Rounds are often interchangeable with auto pistols.
• Auto Rifle (TL 6): A clip-fed, rifle built for automatic fire. The heavy round
has a longer range than the assault rifle, but is usually replaced by it due to
weight considerations.
• Assault Rifle (TL 7): A standard clip-fed, military longarm that uses a lighter
round than the automatic rifle. It is usually illegal for civilians to own.
• Light Machine Gun (TL 7): A standard squad-level support automatic
weapon, typically belt-fed. Considered as two items for encumbrance
purposes. Belt-fed firearms take 2 actions to reload.
• Body Pistol (TL 8): This is an especially light, concealable weapon made
from advanced polymers. A character has a DM +2 to conceal a body pistol
from searches or scanners.
Ranged Weapon Accessories
The following accessories are commonly available for ranged weapons.
• Bayonet (TL 2): A weapon identical to a dagger on its own. If you attach it to
any rifle-sized weapon, it serves as the equivalent of a spear.
• Laser Sight (TL 7): This sight increases the bonus for Aimed Shots to DM +2,
but only within Effective range. It costs $100.
• Night Vision Scope (TL 7): This scope is identical to the Optical Scope, but
has a night vision feature that allows the character to ignore negative DMs
from darkness. It costs $500.
• Optical Scope (TL 6): This scope lets a character avoid the penalty for firing
beyond effective range, as long as the character used the Aimed Shot action
before firing. Maximum range still applies. It costs $300.

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• Side Saddle (TL 5): This accessory attaches to the side of an internal
magazine shotgun and holds 6 shells. It lets a character reload 6 shells into
the shotgun as one action.
• Silencer (TL 6): A silencer may be attached to any firearm. Silencers work for
single shots, and short bursts, but never full auto attacks. Silencers provide a
DM -4 to hear the gunshot sound. It costs $250.
• Speedloader (TL 5): A speedloader allows a character to fully reload a
revolver with one action.
• Under-barrel Grenade Launcher (TL 7): This functions exactly like the
grenade launcher support weapon but has a magazine of 1 and is not Bulky.
It costs $1000.
Support Weapons
The following weapons use the Heavy Weapons skill. All heavy weapons are
considered 3 items each for encumbrance purposes. Ammunition belts,
magazines, and individual rockets are each considered one item for
encumbrance purposes.
Weapon TL Cost Range Dmg Mag Ammo Qualities
Flamethrower 6 $2000 special 3D 5 $25 Fire
GP Machine 6 $6000 200/400 3D 100 $150 Auto 4, AV 2D,
Gun Bulky
Rocket 6 $8000 50/200 5D 1 $200 AV 2D, Blast 6,
Launcher Bulky
Grenade 7 $3000 100/500 By 6 - Bulky
Launcher grenade
Under-barrel 7 $1000 50/200 By 1 -
Grenade grenade
Launcher
Disposable 7 $750 50/200 5D 1 - AV 5D
Anti-Vehicle
Rocket
• Flamethrower (TL 6): Spews a 5m-long cone of fire which is 3m wide at its
far end. All targets within this cone suffer damage and might catch fire. The
tank for the flamethrower holds enough fuel for five full attacks and counts
as two items for encumbrance.
• GP Machine Gun (TL 6): General purpose, belt-fed, medium machine gun.
Often carried on vehicles as a support weapon but is also man-portable. Belt-
fed firearms take 2 actions to reload.

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• Rocket Launcher (TL 6): Man-portable rocket launcher utilizing unguided
munitions. Rocket launchers are unsafe to use in enclosed spaces. Rocket
payloads are considered high explosive and are not particularly effective
against armored vehicles. Armor piercing rockets cost Cr500 per rocket: trade
Blast 6 for AV 5D, Blast 1. An anti-aircraft homing missile costs Cr10000 and
does not suffer a penalty when firing at fast-moving air vehicles. It takes 2
actions to reload.
• Grenade Launcher (TL 7): Grenade launchers are used to fire grenades over
long distances. Grenades for a grenade launcher are not interchangeable with
handheld grenades. An under-barrel version (described above) is also
available. It takes one action to reload one grenade.
• Disposable Anti-Vehicle Rocket (TL 7): Cheap one-use man-portable rocket.
Functions as an armor-piercing rocket as described above.
Grenades and Explosives
The following weapons use DEX 6+ for thrown explosives, the Heavy Weapons
skill for launched explosives, or the Demolitions skill for placed explosives.
Three explosives count as 1 item for encumbrance.
Explosive TL Cost Range Dmg Qualities
Dynamite 4 $40 Thrown 3D AV 2D, Blast 1D
Fragmentation 5 $50 Thrown 3D AV 2D, Blast 5
Molotov Cocktail 5 $10 Thrown 2D Blast 2, Fire
Incendiary 6 $50 Thrown 3D Blast 3, Fire
Smoke 6 $20 Thrown - Blast 10 (smoke)
Plastique 6 $100 Placed 6D AV 4D, Blast 10
HEAP 7 $100 Launcher 5D AV 5D, Blast 1.5
Flashbang 7 $50 Thrown Stun Blast 10, Stun
• Dynamite (TL 4): Explosive made of nitroglycerin, absorbents, and
stabilizers. Used for demolition but can also be thrown with a lit fuse as a
grenade.
• Fragmentation Grenade (TL 5): Anti-personnel hand grenade that explodes
into a hail of shrapnel.
• Molotov Cocktail (TL 5): Home-made incendiary bomb made from a glass
container filled with highly flammable liquid and lit with a fuse.
• Incendiary Grenade (TL 6): Military-grade thermite grenade, capable of
melting through steel.

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• Smoke Grenade (TL 6): Deploys a cloud of thick smoke upon impact. Apply
DM -2 to all attacks passing through its blast radius. The smoke stays in the
air for 1D combat rounds.
• Plastique (TL 6): This generic, multi-purpose, explosive is a favorite of
military units, terrorists, and demolition teams.
• HEAP Grenade (TL 7): This high explosive armor-piercing anti-tank grenade
uses a focused blast to penetrate armor.
• Flashbang Grenade (TL 7): This is a non-lethal stun grenade that emits a
powerful flash and deafening noise upon detonation.

Vehicles
A wide variety of vehicles exist across cultures for planetary, atmospheric, and
oceanic transportation. The following is a list of a few of the more common
conveyances.
Characters may purchase a vehicle at its base Tech Level or on any higher TL.
Higher-tech vehicles typically have greater range and endurance, at the Referee’s
discretion.
Stat Block Explanation
• Tech Level (TL): Technological level.
• Agility (Agi): The vehicle's maneuverability. It applies as a DM to throws in
vehicle combat.
• Speed (Spd): The vehicle's speed in kilometers per hour (km/h).
• Light Damage Threshold: Weapons have to throw this number or above on
their AV dice to penetrate armor and cause regular damage hits.
• Critical Damage Threshold: Weapons have to throw this number or above
on their AV dice to cause a critical damage hit. Note that small arms do not
cause critical damage even in this case.
• Weapons: These are the weapons included in the vehicle’s price by default.
• Crew/Psgrs: The first number shows the number of crew-members the
vehicle requires, and the second shows the number of passengers it may
carry.
• Cargo: The vehicle's cargo capacity in kilograms.
• Cost: The vehicle's cost.

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Spd Light Crit Crew/
Vehicle TL Cost Agi Weapon Cargo (kg)
(kph) Dam Dam Psgrs

Compact Car 5 $8K 1 130 2 4 1/3 100


Mid-size Car 5 $12K +0 150 3 6 1/3 200
Full-size Car 5 $30K 0 150 3 6 1/4 200
Van 5 $20K -1 120 6 9 1/9 1000
Pickup Truck 5 $25K -1 120 6 9 1/1 3000
Bus 5 $35K -1 150 3 6 1/30 1000
Motorboat 5 $500K -3 120 3 6 5/10 3000
Prop Plane 5 $600K 0 300 3 6 1/6 1000
Main Battle 6 $8M -2 60 25 32 Gunnery, 4/0 100
Tank 2 Support
APC 6 $3M -1 80 12 15 Support 2/9 1000
Helicopter 6 $1M +1 100 3 6 1/3 200
Submersible 6 $2B -4 40 3 6 5/10 30000
ATV, Tracked 7 $200K -1 80 12 15 1/15 1000
ATV, Wheeled 7 $150K +0 100 12 15 1/15 10000
Jet Liner 7 $50M -1 1000 6 9 2/100 20000
Fighter Jet 7 $1.5M +1 600 3 6 Gunnery 1-2 10
Gunnery Weapons
Some of the vehicles listed above possess Gunnery Weapons. These are vehicle-
mounted or fixed-position anti-armor weapons used to engage military targets.
They all use the Gunnery skill. As a rule of a thumb, gunnery weapons generally
do 10D damage vs. personnel within their effective range. They have an AV value
of 8D. The exact details of a given gunnery weapon are left to the Referee.

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CHAPTER 3: COMBAT
Personal Combat
Modern adventurers often run into trouble. In many cases they will have to fight
for a cause or goal, or for survival. The following rules allow quick resolution of
combats.
See the weapon descriptions in the previous chapter for various special rules,
such as for automatic fire or explosive weapons.
Combat Procedure Outline
1. Check for Surprise.
1.1. If one party surprises the other, they gain one free combat round
during which the surprised party cannot act.
2. Roll initiative for all combatants.
3. Start the combat round.
3.1. Combatants act in initiative order (highest first).
3.2. Each character on their turn has two actions. They may use them for
attacks, movement, and other actions. Apply damage caused by an
attack immediately.
3.3. Once the combat round is over, begin a new round, until the battle is
over.
4. If necessary triage and treat wounded.
Combat Rounds
Combat takes place in 6-second segments called combat rounds. Characters act in
descending initiative order in each combat round unless surprised.
Surprise
Characters may surprise other parties or be surprised by them. In situations
where surprise is possible, each party throws Recon 8+. If one party succeeds and
the other fails, the winner gains surprise. If both sides succeed or both fail, there
is no surprise. A party deliberately setting up an ambush gains DM +2 to surprise
rolls. Groups in vehicles, or groups of characters numbering 8 or more members,
suffer a DM -2 to surprise rolls.
Surprise grants a free combat round during which the surprising party may act,
but the surprised party may not.

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Initiative
Once fighting begins, each combatant throws 2D + their Tactics skill (if any).
Record these rolls. In each combat round, characters act from the highest
initiative score to the lowest. Note that characters without the Tactics skill do not
suffer the unskilled negative DM on this throw.
A character with Leadership may throw Leadership 8+ at the beginning of
combat; if successful, any characters in their parties may apply the throw’s Effect
as a skill bonus to initiative. Combatants may only benefit once from this effect. If
multiple characters with the Leadership skill are present, only the one with the
highest Leadership skill may roll.
Actions and Attacks
Each character has two actions in their turn. Characters may use an action as
follows:
• Attack: Make a melee or ranged attack. See detailed sections further on.
• Charge: Run to a single enemy at a range of up to 20m and make a melee
attack at DM +2. Characters on Overwatch being charged at can react and
attack the charging enemy. Characters not on Overwatch also gain a free
attack against a charging enemy, but at a DM -2 as they are less well-
prepared to receive it.
• Inspire: Throw Leadership 6+ to add a DM +2 to any single character’s next
throw.
• Miscellaneous: Reload a clip magazine weapon, open a door, pick
something up, get an item from a pack, or any other action that reasonably
fits in a 6 second round.
• Move: Move up to 9m, fall prone, or get up from a prone position.
• Overwatch: Delay your action until an enemy moves through your line of
sight or attacks you. When this happens, you may immediately act
regardless of initiative order. You may hold your Overwatch for a number of
rounds equal to your END score.
Melee Attacks
To hit in melee (hand-to-hand combat), throw Melee Combat 8+. If you are in
melee combat, you may not shoot with a longarm (such as a rifle). You may only
use it as a cudgel or as a spear (with a bayonet). You may attack with a pistol,
shotguns, or submachine guns in melee at a DM -2 to hit.

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If you use a shield with the overwatch action in combat, you are treated as
having partial cover. This gives an enemy a DM -2 to hit you in melee.

Frenzy

A character with a Melee Combat skill of 1 or higher, who either kills or disables
an enemy in melee combat, may move 1.5m and immediately attack an adjacent
enemy. Characters may do so in the same combat action a number of times equal
to their Melee Combat skill.
Ranged Combat
To hit a target in your weapon’s Effective range, throw Gun Combat or Heavy
Weapons 8+. Beyond Effective range, throw 10+ instead, out to maximum range.
Hitting an obscured target (such as behind bushes) is penalized by a DM -1.
Attacking a target behind hard cover has a penalty of DM -2. Attacking a target
behind heavy prepared cover, such as a bunker, has a penalty of DM -3.
Attacks on a prone character in ranged combat are penalized by DM -2. If the
prone character is behind, use the cover DM instead, with an additional DM -1.
If a character has a total cover DM of -4 or more, they cannot make any direct fire
ranged attacks themselves. They are completely blocked by their cover. They
may still attack, and be attacked, by indirect weapons such as grenades.
Shooting in darkness incurs a DM -2 to hit, while shooting in dim light incurs a
DM -1 to hit.
A summary of conditions that affect ranged combat are as follows.
Condition DM
Target obscured DM -1
Target behind hard cover DM -2
Target in heavy cover DM -3
Target running (double move on its DM -1
previous round)
Target behind total cover DM -4, direct fire impossible
Target prone DM -2
Target prone behind cover Cover DM and an additional DM -1
Darkness DM -2
Dim Light DM -1
Target dodging (optional rule) DM -target's Gun Combat skill

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Aiming
An aimed shot requires two consecutive actions and grants a DM +1 to hit. A
character may use their first action in a combat round to aim, then enjoy a DM +1
to hit when firing on the second action. Alternatively, it is possible to begin
aiming as the second action in one round and continue aiming through the first
action of the next round, and then make an attack with the second action of that
second round.
Automatic Weapons
Automatic weapons fire multiple rounds with every pull of the trigger, filling the
air with a hail of bullets. A weapon with the Auto aspect can make attacks in
three fire modes: single, burst, and full auto, as described below.
• Single: Attacks are made using the normal combat rules.
• Burst: Make an attack roll as normal. On a hit, add the Auto score to damage.
This uses a number of rounds equal to the Auto score.
• Full Auto: Make a number of attacks equal to the Auto score. These attacks
can be made against separate targets so long as they are all within six meters
of one another. Alternatively, you can use suppressive fire (see further on).
Full auto uses ammunition equal to three times the weapon’s Auto score. A
weapon cannot use the Full Auto quality with the Scope accessory or Aiming
action. You may only perform one Full Auto attack in a given round.
Thrown Weapons
Knives have a range of 5/10. Throw DEX 8+ to hit with a thrown knife at Effective
range, or 10+ beyond it.
Throw DEX 6+ to accurately throw a hand grenade at effective range, and 8+ to
place a grenade on target at maximum range. Hand grenades have an Effective
range of the thrower’s STR characteristic; the Maximum range is twice that. On
failure, the grenade will land 2D6+(the margin of failure) meters from its
intended target. At maximum range, thrown grenades automatically deviate 2D6
meters.
Optional Rule: Dodge and Parry
Even though they can’t dodge bullets, skilled combatants are harder to hit. A
proficient gunman can use the battlefield to avoid line-of sight. An expert
swordsman will parry melee attacks. Therefore, for a more cinematic game
where skilled heroes can take on multiple armed opponents, we propose the
following optional rule. In ranged combat, apply the target’s Gun Combat skill as

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a negative DM to all incoming ranged attacks. In melee combat, apply the target’s
Melee Combat skill as a negative DM to all incoming melee attacks. Immobile or
unaware targets do not enjoy this defensive benefit. Note that this modifier is not
cumulative with any cover modifiers; use the higher of the two modifiers when
shooting at a target in cover. The exception is a shield – a character using a
shield in melee may still add a DM -1 to be hit by enemies to the above penalty,
provided that they used one of their actions in the previous round for Overwatch
with the shield.
Grappling
A character can attempt to wrestle or grab another person instead of hitting
them. The attacker must move to melee combat range and beat their target in an
opposed Melee Combat throw. If the attacker wins, they may do any one of the
following:
• Knock their opponent prone.
• Disarm their opponent. If the attacker succeeds with an Effect of 6+ they can
take the weapon away; otherwise it ends up on the floor.
• Throw their opponent up to three meters for 1d6 +STR DM damage.
• Inflict damage equal to 2 + the Effect + STR DM.
• Escape the grapple and move away (as if with a normal movement action).
• Continue the grapple with no other effects.
• Drag their opponent up to three meters.
Throwing an opponent always ends the grapple. With any other option the
winner can choose to end or continue the grapple as they sees fit. A character in a
grapple cannot move or do anything other than make opposed Melee checks.
Each time an opposed check is made the winner can choose an option from the
above list. A character who won the grapple in the previous round enjoys a DM
+1 to the next grapple, though this is no cumulative regardless of the number of
grapples they have successively won.
Suppressive Fire
Instead of shooting a target, a character may fire an automatic weapon to deter
enemy action in a given area. Choose a 3m by 3m area within effective range.
Any combatants who move through this area, or caught in this area, suffer an
automatic attack. However, do not apply the shooter's Gun Combat skill to this
attack and apply a further DM -2 to it. Thus, such shots hit a suppressed target in
Effective range on 10+, or 12+ while in cover – combatants under suppressive fire

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better keep their head down! This continues until the weapon runs out of ammo
or until the shooter’s next round. This consumes ammunition equal to three
times the weapon's Auto rating. You may only perform one Suppressive Fire
action per round.

Damage and Healing


Each weapon has a number of damage dice which are rolled and totaled; add the
attack throw’s Effect to the damage roll. This is the damage inflicted on the
character.
Armor
Subtract the armor’s protection rating from any physical damage caused to the
character before applying the damage to the character’s physical characteristics.
Applying Damage
The first time a character takes damage, subtract it from the character’s END. If
this reduces the character’s END to 0, subtract the remaining damage from STR
or DEX (target’s choice). The damage may be distributed between the two
characteristics as desired by the target.
In any subsequent damaging attack, the target may allocate it to any of the three
physical characteristics (STR, DEX, or END), which is at 1 or more, as desired.
If either STR or DEX fall to 0, subtract any further damage from the remaining
physical characteristic.
Knockdown
If a character receives more damage, before armor is applied, in one round than
their current DEX score, they are knocked prone. This rule applies even when the
character receives no damage at all thanks to armor.
Wounds
If at least two physical characteristics remain above 0, the character has suffered
Minor Wounds. Use the reduced characteristics for any relevant purposes, such
as characteristic throws.
If one characteristic falls to 0 the character falls unconscious for 1D rounds.
Characters rendered unconscious in this manner will wake up having recovered
half their characteristics’ value (rounded down). For example, a character with
STR 9 who was so wounded would wake up with STR 4 after 1D minutes. The
character still suffers Minor Wounds upon waking.
If two characteristics are reduced to 0, the character is Seriously Wounded; they

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must throw 8+ or fall unconscious for 1D hours; otherwise, they fall unconscious
for 1D minutes instead. Upon waking, the character’s wounded characteristics
are 1. The character will require medical care to recover any further.
Characters die if all three physical characteristics reach 0.
Optional Rule: Tough Guys
Use this rule for minor wounds instead if you feel that characters are being
knocked out too quickly using the standard combat rules. If one characteristic
falls to 0 (a Light Wound), the character does not fall unconscious, but rather
suffers a DM -1 to all actions until treated. Within 1D rounds, the wounded
characteristic recovers half its value, as above, but the -DM will remain until
treatment. Serious Wounds and death still work as above.
Optional Rule: Heroes vs. Grunts
For a cinematic game where heroes cut their way through waves of grunts (also
called mooks), use the standard wound and unconsciousness rules for grunts
and the Tough Guys optional rule for heroes.
Fatigue
A character can become fatigued in numerous ways, such as staying awake for
over 24 hours, sprinting (using both actions for movement) for a number of
combat rounds greater than the character's END characteristic, going without
food for over 2 days, or even using certain medications. A Fatigued character
suffers a DM -2 to all checks until they rest. The amount of rest needed is 8 – the
character's Endurance DM, in hours. A negative END modifier means a required
rest of over 8 hours. If a character suffers fatigue while already fatigued, they
suffer a a DM -4 to all throws, and will fall unconscious at the Referee’s
discretion.
Healing and Medical Care
Minor Wounds require treatment by a character with at least Medicine-1, a Med
Kit, and 30 minutes. With either Medicine-1 or a Med Kit, rather than both,
treatment will take 1 hour. Alternatively, characters will recover from all Minor
Wounds on their own after a full day’s rest. Treatment or rest restores the
wounded character's full characteristic scores.
Serious Wounds require a medical facility and treatment by a nurse or a
physician (Medicine-2 skill or better). Recovery takes 5D days. No recovery from
Serious Wounds is possible without medical care.

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Vehicle Combat
Sometimes, characters will find themselves operating a vehicle in combat, or
facing enemy vehicles. The following rules allow the inclusion of vehicles in
personal combat, as well as vehicle chases. They are not intended to serve as war-
gaming rules for large engagements.
Vehicle Movement
In tactical (non-chase) combat, a vehicle moves on its driver's initiative. Apply
the vehicle's Agility as a DM to the driver's initiative.
In personal combat, a vehicle can move up to 21m in a single round. This is
considered cautious combat movement. This represents a vehicle advancing
slowly through terrain to engage personnel and other vehicles in so-called knife-
fighting ranges and speeds. Fast-moving vehicles will pass through the tactical
battle area in less than a round. The chase rules below are designed to handle
such high speed combats. An exception would be a one-time intervention of a
fast vehicle in tactical combat, such as an armed aircraft doing a quick strafe of
enemy positions during its pass through the area.
Chases
The tactical combat rules represent action in small, more limited areas. For
vehicles, this means short range and slow speeds. As noted above, a fast-moving
vehicle will easily pass through the entire tactical combat map in less than one
combat round. This is unsuitable for chases and dog-fighting. Use these rules
instead. They are designed to be highly descriptive in their approach to vehicle
combat. It will be up to the Referee and the players to describe how the action
unfolds as the participants maneuver, jockey for position, and attack each other.
Chase turns are an abstraction in combat and vary in length depending on
circumstances, from mere seconds in high-speed aircraft pursuits to hours in
long drawn-out submarine duels. The Referee should inform the players of how
long each chase combat turn is at the start of the chase.
There is no initiative throw in chases. Instead, at the start of each turn both
participants throw 2D + the relevant vehicle skill + the vehicle's Agility. The
pursuer wins on ties. The winner has Advantage and may attack using the
regular vehicle attack and damage rules, with the following modifiers based on
the vehicle throw's effect:

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Effect DM
0 DM -2
1 or 2 DM -1
3 or 4 DM +0
5+ DM +1
The loser of the Advantage throw cannot attack in that turn, unless their vehicle
has a turret-mounted weapon. Turret attacks made without Advantage suffer a
DM -4 to hit. Note that there is no tracking of range in a chase. This is intentional.
The attack penalty for low-Effect Advantage rolls is meant to reflect a bad angle
of attack, or sub-optimal range for an attack, among other things.
It is possible to have multiple parties engaged in a chase. Simply record the
different Advantage results in descending order. The vehicles higher on the
ladder may attack any vehicle below them. This can be used to great effect in a
dogfight, below.
Chases last five turns. At the end of the fifth turn, if the prey has not been
stopped, disabled, or destroyed, the prey escapes and the chase ends.
Dogfighting
In a dogfight, two or more highly maneuverable vehicles try to outmaneuver and
fight each other. A dogfight has no time limit, barring fuel considerations. The
dogfight ends either when one participant is disabled or destroyed, or if one
participant disengages. To disengage from a dogfight, a participant must have
Advantage and use their action that turn to throw Vehicle Skill 10+, including the
DM for the vehicle’s agility.
Foot Chases
Chases on foot use similar rules. Each turn, each side throws Athletics + DEX
DM. The pursuer wins on ties. The winner of this opposed throw may attack in
melee or ranged combat, at the Referee's discretion, while the loser cannot attack
in that turn. Foot chases end in the same way that other chases end, that is, either
when the pursuer subdues the pursuits or gives up the chase, or after five turns,
in which the pursued escapes. Referee’s should track the number of turns to
ensure that Fatigue effects are considered.
Attacking Vehicles
When attacking vehicles with personal, hand-held weapons, make a regular to-
hit throw; on a hit, consult the Vehicle Penetration and Damage rules below.
Personal weapon attacks on a non-moving vehicle enjoy a DM +1 due to target

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size. Personal weapon attacks on fast-moving vehicles suffer a DM -2. Personal
weapon attacks from a fast-moving vehicle (like a gunman firing a pistol out of
the window of a moving car) are penalized by a DM -1. This is cumulative with
attacking a moving target.
When using a vehicle-mounted weapon, throw Gunnery 8+ to hit a target in
Effective range and 10+ to hit a target beyond it and up to maximum range.
Support and gunnery weapons use stabilized mounts and do not suffer the DM
-1 for attacking from a fast-moving vehicle.
Throw Gunnery 8+ to hit a target with vehicle-mounted weapons at the Support
Weapon’s Effective range. At Maximum range, this throw becomes 10+. Gunnery
Weapons have long ranges and for typical tactical engagements or chases
covered by these rules, Gunnery weapon targets will almost always be within
Effective range.
Personal weapons and ground-fired support weapons cannot hit fast aircraft
without specialized tracking equipment, such as when using anti-air rockets, but
you can hit slower aircraft, albeit at a DM -2 to -4 (Referee's discretion.
A gunner may attempt to hit a specific location (other than Critical) on the target
vehicle. This is subject to a DM -4, but if the shot hits and penetrates, it causes a
hit to that location. Otherwise, the shot misses completely.
Vehicle Penetration and Damage
When you hit a vehicle, throw the weapon’s AV dice. If the throw is equal to or
exceeds the vehicle’s Armor Rating, the attack has penetrated the vehicle’s armor
and caused internal damage. Roll one damage throw on the vehicle damage
table. If the AV throw is equal to twice the target's Armor Rating or greater, the
attack has scored an automatic Critical Hit.
Vehicle Damage Table (2D)
2D Roll Regular Damage Critical Damage
4- Breach Knocked Out
5 Cargo Knocked Out
6 Occupants Knocked Out
7 Weapon Crew
8-9 Locomotion Crew
10 Electronics Destroyed
11 Power Plant Destroyed
12 Critical Destroyed

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The following are the damage effects on vehicles. Note that additional hits on a
disabled system will have no further effect.
Regular Damage
• Breach: If the vehicle is pressurized, its environmental seal is breached,
exposing its occupants to the environment. Patching an environmental seal
breach requires a Repair 5+ throw and 1D minutes. A breached watercraft
begins to leak, reducing its speed by one quarter and inflicting a cumulative
DM -1 to all throws related to the vehicle's steering (effectively reducing
Agility by 1). Four such breaches will cause the watercraft to take on too
much water and begin to sink. It will sink within 1D minutes; if repair
supplies are available, water breaches may be patched with a successful
Repair 6+ throw. This only applies to small watercraft; large ships such as
Destroyers and larger Submersibles will stay afloat even after such minor
breaches. Only a Knocked Out Critical Damage result will sink such large
craft.
• Cargo: 1 ton of cargo is destroyed. If no cargo remains, this becomes an
Occupants hit.
• Occupants: 1D occupants chosen randomly by the Referee are injured and
take 3D damage each. Subtract personal armor from this damage if
applicable. If the pilot suffers a hit and falls unconscious, a flying or fast-
moving vehicle will crash (roll a Critical Hit) unless another character with
the appropriate skill can grab the controls within one combat round;
alternatively, in TL 7+ vehicles, the autopilot can take over; however,
autopilots always lose Advantage chase throws. If there are less occupants
than the roiled number, distribute the hits randomly between the remaining
occupants, which means that an occupant may suffer a double hit.
• Weapon: One of the vehicle's weapons is disabled and may not fire.
• Locomotion: The vehicle's locomotion or engine is damaged.
• First hit: Halve the vehicle's speed.
• Second hit: The vehicle's locomotion is disabled, and it cannot move.
In case of aircraft, this might cause a crash; throw Piloting 6+ to land
safely, otherwise the aircraft crashes; roll on the Critical Damage
table
• Electronics: One or more of the vehicle's electronic systems is destroyed,
usually the computer systems or major sensors/radar. Flying an aircraft with
damaged electronics incurs a DM -2 penalty to all vehicle throws.

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• Power Plant: The vehicle's power plant takes a direct hit and the vehicle is
damaged.
• First hit: Power plant damaged. Halve the vehicle's speed
(cumulative with Locomotion damage).
• Second hit: Power plant destroyed. Vehicle is immobile and cannot
use electronics. In case of aircraft, this might cause a crash; throw
Piloting 8+ to land safely, otherwise roll on the Critical Damage table.
• Critical: Massive internal damage. Roll on the Critical Damage table instead.
Critical Hits
• Knocked Out: The vehicle is seriously damaged and inoperable until it
undergoes major repairs at a full-scale workshop. Each occupant must throw
END 6+ to avoid taking 3D damage. High flying aircraft crash, causing 6D
damage to all occupants. Low-flying aircraft crash, causing 3D damage to all
occupants. Subtract personal armor from this damage if applicable.
Watercraft, including large vessels, suffer a massive hull breach, and will
sink within 1D combat rounds.
• Crew: All crew and passengers suffer 4D damage each. This is reduced by
personal armor if applicable.
• Destroyed: The vehicle is destroyed, with the loss of all hands. In the case of
ground vehicles, occupants may throw DEX 8+ to bail out unscathed; failure
causes 5D damage.
Repairs
Throw Repair 8+ to jury-rig a damaged or disabled system back to functioning
with a handful of spare parts. These repairs are temporary. The system will stop
functioning again after 1D hours. Breaches are easier to repair, as noted above.
Properly repairing a disabled system costs 2D6 x 10% of the vehicle or system’s
original cost. Throw Repair 10+ to repair the system in the field using spare parts.
If this throw is unsuccessful, the damage requires a workshop to repair. Unless
the Referee decrees that the vehicle itself is damaged beyond repair, a character
with at least the Repair 1 skill will be able to replace or repair the system, at this
cost, at a properly-equipped workshop.

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Environmental Hazards
Not all threats carry weapons. Adventurers must content with the threat of
disease, radiation, and extreme environments. This section provides simple rules
for these hazards.
Disease and Poison
When a character is exposed to a disease or poison, they must make an
Endurance throw. The target is the pathogen’s Virulence number. If successful,
the character shrugs off the effect. If the throw is failed, the disease damages the
character’s END according to the listed damage. The infected character must
repeat this throw after the pathogen’s listed interval. Success means recovery and
failure causes the listed damage, again. If this damage reduces the character’s
END to zero, additional damage applies to STR or DEX (player’s choice). The
character cannot heal this damage until they recover from the illness or
poisoning. Note that most poisons do not have an interval, but rather cause their
damage immediately upon poisoning and only once.
Pathogen Virulence Damage Interval
Pneumonia 6+ 1D 1D weeks
Anthrax 9+ 1D 1D days
Biological Weapon 12+ 3D 1D hours
Arsenic 8+ 2D -
Knockout Gas 10+ Unconscious -
Extreme Temperatures
Extreme environments damage unprotected characters, as noted in the table
below.
Temperature (C) Damage Example
-100° or less 1D/round Deep space
-50° 2D/hour Mars
-25° 1D/hour Arctic
-10° to 40° None Temperate
50° 1D/hour Searing desert
100° 2D/hour Boiling point
200° 1D/round Mercury

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Fire
When attacked by fire, characters must throw DEX 8+ to avoid catching fire. A
burning character takes 2D damage per round. Make another DEX 8+ throw each
subsequent round; if successful, the character puts out the fire. If failed, the
character suffers another 2D damage. Putting out the fire by other means, such as
an extinguisher, also stops this continuous damage.
Falling
A character suffers 1D damage per 2m fallen, up to 6D at terminal velocity.
Radiation
A character exposed to radiation accumulates rads. Unless treated with anti-
radiation medication, this radiation exposure remains forever. Even after a
character has recovered from radiation sickness, accumulated radiation remains.
Additional significant exposure will cause more severe sickness as any new
exposure is added to all previous exposures before determining damage.
Irradiation Total rads Throw Damage Interval
Mild 99 or less None None None
Low 100-199 5+ 1D 1D weeks
Moderate 200-599 6+ 1D 2D days
High 600-999 7+ 2D 1D days
Severe 1000-10000 8+ 3D 1D hours
Extreme 10000 or more 12+ 6D 1 hour
Starvation and Dehydration
A character requires two liters of water and 0.5kg of food per day to stay healthy.
A character may go without water for 20 hours + twice their END score with no
ill effect. After that time has passed, the character must throw END 6+ per hour
without water or suffer 1D damage. There is a cumulative DM -1 per each check.
A character may go without food for 3 days. After that, the character must throw
END 6+ per day without food or suffer 1D damage. There is a cumulative DM -1
per each previous check.
The character can recover this damage only after drinking and eating.
Suffocation
In cases of insufficient oxygen, characters suffer 1D damage per minute. If the
character has no access to any oxygen whatsoever, such as when a character is
being strangled, this becomes 1D damage per round instead.

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Vacuum Exposure
Contrary to popular belief, vacuum does not kill immediately. A character
exposed to vacuum suffers regular suffocation damage. While exposed to space
they also suffer 3Dx10 rads of radiation per round. Additionally, beginning from
the third round of vacuum exposure, the character must throw END 10+ per
round or fall unconscious from aeroembolisms – the formation of air bubbles in
their blood stream.

CHAPTER 4: ANIMALS
Characters in the uncivilized areas quickly find out that they are not alone.
Animal encounters and other natural events are common, regardless of the
current terrain.

Animal Encounters
Animals in any ecological system interact with each other, forming food chains,
obeying instincts, defending territory, and generally living out their lives. When
people enter such an ecological system, they will encounter the animals of the
system, prompting natural reactions, such as attack or flight.
Although the precise nature of animals may change, most will conform to the
broad classifications given below. This system, however, is intended to allow
broad latitude in both animal types and attack/defense mechanisms, while
remaining essentially logical and reasonable.
Animal Types
Nearly all animals may be classified into four basic categories: herbivore,
omnivore, carnivore, and scavenger. Specific definitions for these terms are
provided in a later section of these rules, and differ from the precise scientific
definitions in current use. Within each category, a variety of animal types exist,
based on specific feeding/hunting habits; examples of this concept are grazers,
chasers, and pouncers.
Animals which are encountered may be further classified into various categories
and types, and specific attack and defense mechanisms determined. The
resulting description indicates the actions an animal will take without resorting
to such confining labels as bear or tiger.
Animals and Characteristics
Animals have a similar range of characteristics to humans, but there are several
differences:

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• Instinct: Instinct is the animal equivalent of Education. Animals apply their
Instinct DM to tasks such as sensing prey or solving problems.
• Pack: Pack is the animal equivalent of Social Standing. The higher a
creature’s Pack score, the larger the group that it is associated with, and the
more standing the creature has in that group.
Step One: Choose a Terrain
Terrain has an impact on the type of animals one might encounter. Giant aquatic
creatures are not found in forests, after all, nor are feathered flying creatures
found flying at the bottom of the ocean. The first step in the rules for creating
animals is to choose the creature’s terrain, as terrain can have a significant impact
on an animal’s statistics.
The Terrain DM Chart details modifiers for animal subtypes and sizes, In
addition, the result of 1D6 determines the basic movement for a given creature (A
for Amphibious, F for Flight, S for Swimming, and W for Walking). Some
movement codes have a number after them; these are an additional Size DM for
the animal.
Terrain Subtype Size DM 1 2 3 4 5 6
DM
Clear +3 - W W W W W+2 F –6
Plain or Prairie +4 - W W W W +2 W +4 F –6
Desert (hot or cold) +3 –3 W W W W F –4 F –6
Hills, Foothills - - W W W W +2 F –4 F –6
Mountain - - W W W F–2 F –4 F –6
Forest –4 –4 W W W W F –4 F –6
Woods –2 –1 W W W W W F –6
Jungle –4 –3 W W W W W +2 F –6
Rainforest –2 –2 W W W W +2 W +4 F –6
Rough, Broken –3 –3 W W W W +2 F –4 F –6
Swamp, Marsh –2 +4 S –6 A +2 W W F –4 F –6
Beach, Shore +3 +2 S +1 A+2 W W F –4 F –6
Riverbank +1 +1 S –4 A W W W F –6
Ocean shallows +4 +1 S +4 S +2 S S F –4 F –6
Open ocean +4 –4 S +6 S +4 S +2 S F –4 F –6
Deep ocean +4 +2 S +8 S +6 S +4 S +2 S S –2

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Step Two: Determine the Animal’s Type and Subtype
The Referee should then determine the animal’s type and subtype. If the Referee
is building up an encounter table, the animal’s type is obvious: the type necessary
to fill in this entry on the encounter table. Otherwise, the Referee must choose an
appropriate type: Carnivore, Herbivore, Omnivore or Scavenger. The Referee
might also roll on the 1D6 Animal Encounter Table Template to randomly choose
an animal type.
Once the animal type has been determined, the Referee rolls 2D6, and add in the
terrain’s Subtype DM. After that, the Referee consults the Subtype by Animal
Type table under the column of the animal’s type to determine the animal’s
subtype.
2D6 Herbivore Omnivore Carnivore Scavenger
1 or less Filter Gatherer Pouncer Carrion-Eater
2 Filter Eater Siren Reducer
3 Intermittent Gatherer Pouncer Hijacker
4 Intermittent Eater Killer Carrion-Eater
5 Intermittent Gatherer Trapper Intimidator
6 Intermittent Hunter Pouncer Reducer
7 Grazer Hunter Chaser Carrion-Eater
8 Grazer Hunter Chaser Reducer
9 Grazer Gatherer Chaser Hijacker
10 Grazer Eater Killer Intimidator
11 Grazer Hunter Chaser Reducer
12 Grazer Gatherer Siren Hijacker
13 or more Grazer Gatherer Chaser Intimidator
Step Three: Note Modifiers and Skills by Subtype
Terran creatures that exemplify these specific subtypes are noted in brackets after
the name. The Referee should make note of the characteristic modifiers and skills
that are noted after the description – the exact level of skills varies depending on
the particular creature.
• Carrion-Eater (vulture): Scavengers which wait for all other threats to
disperse before beginning. Carrion-eaters have Recon. Instinct +2.
• Chaser (wolf): Animals which kill their prey by attacking and exhausting it
after a chase. Chasers have Athletics. Dexterity +4, Instinct +2, Pack +2.
• Eater (army ant): Eaters will eat anything they encounter, including

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characters. Endurance +4. Pack +2.
• Filter (earthworm): Herbivores which pass their environment through their
bodies are termed filters. Unlike grazers, which move to food, filters move a
flow of matter through themselves and filter out the food. Endurance +4.
• Gatherer (raccoon, chimpanzee): Gatherers are herbivores that collect and
store food. Gatherers have Recon. Pack +2.
• Grazer (antelope): Grazers move from food source to food source, often in
large packs. Their primary form of defense tends to be fleeing danger.
Instinct +2, Pack +4.
• Hijacker (lion): Scavengers which steal the kills of others through brute force
or weight of numbers are hijackers. Strength +2, Pack +2.
• Hunter (baboon): Opportunistic predators that stalk easy prey. Hunters have
Survival. Instinct +2.
• Intermittent (elephant): Herbivores that do not devote their entire time to
searching for food. Intermittents have Pack +4.
• Intimidator (coyote): Scavengers which establish their claim to food by
frightening or intimidating other creatures.
• Killer (shark): Carnivores that possess a raw killing instinct, attacking in a
frenzied manner. Killers have Natural Weapons and either Strength or
Dexterity +4, Instinct +4, Pack –2.
• Pouncer (cat): Pouncers kill by stalking and ambushing their prey. Pouncers
have Recon and Athletics. Dexterity +4, Instinct +4.
• Reducer (vermin): Reducers are scavengers that act constantly on all
available food, devouring even the remains left by other scavengers. Pack +4
• Siren (venus fly-trap): Sirens create a lure to attract prey. Usually, this lure
will be specific to the species the siren preys on, but some rare lures are
universal. Pack –4.
• Trapper (spider): An animal which allows its prey to enter a trap. Generally,
any creature surprised by a trapper is caught in its trap. Pack –2.
Step Four: Determine Animal Size and Characteristics
For each creature, roll 2D6 for its Size and apply any Size DMs based on terrain
and movement. The creature’s Size determines its Weight, Strength, Dexterity
and Endurance – for example, a roll of 7 means that the creature has a mass of
100kg, a Strength score of 3D6, a Dexterity of 3D6 and an Endurance of 3D6.

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Intelligence for most animals is 0 or 1. Roll 2D6 + DMs for the animal’s Instinct
and Pack. To determine the number appearing value, consult the Number
Appearing by Pack Characteristic Score table.
All animals have at least Athletics 0, Recon 0, and Survival 0, and most will have
1D6 ranks split among these skills, Natural Weapons, and any skills listed in
their behavior.
2D6 Weight (kg) Strength Dexterity Endurance
1 or less 1 1 1D6 1
2 3 2 1D6 2
3 6 1D6 2D6 1D6
4 12 1D6 2D6 1D6
5 25 2D6 3D6 2D6
6 50 2D6 4D6 2D6
7 100 3D6 3D6 3D6
8 200 3D6 3D6 3D6
9 400 4D6 2D6 4D6
10 800 4D6 2D6 4D6
11 1,600 5D6 2D6 5D6
12 3,200 5D6 1D6 5D6
13 5,000 6D6 1D6 6D6
14 10,000 6D6 1D6 6D6
15 15,000 7D6 1D6 7D6
16 20,000 7D6 1D6 7D6
17 25,000 8D6 1D6 8D6
18 30,000 8D6 1D6 8D6
19 35,000 9D6 1D6 9D6
20+ 40,000 9D6 1D6 9D6

Pack Score Number Appearing


0 1
1–2 1D3
3–5 1D6
6–8 2D6
9–11 3D6
12–14 4D6
15+ 5D6

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Step Five: Determine Weapons, Armor and Base Speed
Roll 2D6 separately for the animal’s Weapons and Armor.
• Weapons: When generating weapons, roll 2D6 and consult the Animal
Weapons table. Add a +8 DM if the animal is a Carnivore, and a +4 if it is an
Omnivore; subtract a –6 DM if the animal is a Herbivore. Scavengers
automatically have Teeth in addition to any other weapons. If a number is
present after the Weapons type, then add that number to the number of
damage dice the creature rolls. Damage from attacks depends on the
creature’s Strength score, shown in the Damage by Strength table.
• Armor: When generating an animal’s armor, roll 2D6-7, and add the animal’s
Size result (the die roll result that determined the animal’s size, not the actual
weight of the animal.) Add a +4 DM when rolling for armor if the animal is a
Herbivore, and a +2 if it is an Scavenger; apply a –2 DM if the animal is a
Carnivore. Also, Flyers suffer a –2 DM when determining armor.
• Base Speed: An animal’s base speed is determined by generating a Speed
Multiplier, on the Animal Speed Multiplier by Subtype table, and
multiplying that by 6, which is the average speed of a human in meters. If an
Animal Speed Multiplier value falls below the value found in the Minimum
Speed column, round it up to the Minimum Speed value.
2D6 Weapons Armor
1 or less Hooves 0
2 Hooves and Horns 0
3 Horns 0
4 Hooves and Teeth 1
5 Horns and Teeth 1
6 Thrasher 2
7 Claws 2
8 Teeth 3
9 Claws and Teeth 3
10 Claws +1 4
11 Stinger 4
12 Teeth +1 5
13 Claws +1 and Teeth +1 5
14 Claws +1 and Stinger +1 6
15 Claws +2 6
16 Teeth +2 7

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17 Claws +2 and Teeth +2 7
18 Claws +2 and Stinger +2 7
19+ Teeth +3 or Projectile 7

Strength Damage
1–10 1D6
11–20 2D6
21–30 3D6
31–40 4D6
41–50 5D6
51–60 6D6
61-70 7D6
71-80 8D6
81-90 9D6
91+ 10D6

Type Spd Multiplier Min Speed


Carnivore
Chaser 1D6-2 2
Killer 1D6-3 1
Pouncer 1D6-4 1
Siren 1D6-4 0
Trapper 1D6-5 0
Herbivore
Filter 1D6-5 0
Grazer 1D6-2 2
Intermittent 1D6-4 1
Omnivore
Eater 1D6-3 1
Gatherer 1D6-3 1
Hunter 1D6-4 1
Scavenger
Carrion-eater 1D6-3 1
Hijacker 1D6-4 1
Intimidator 1D6-4 1
Reducer 1D6-4 1

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Extended Pseudo-hexadecimal Codes for Animals
This table gives you the extended codes for the higher characteristic scores that
some animals will have. The letters I and O are skipped to avoid confusing them
with the numbers 1 and 0. If you need to go higher than 33, start at 34 with AA
(35 is BB, 36 is CC, etc.).
Score Letter Score Letter
16 G 25 R
17 H 26 S
18 J 27 T
19 K 28 U
20 L 29 V
21 M 30 W
22 N 31 X
23 P 32 Y
24 Q 33 Z

Universal Animal Format


The following format is used to represent animal’s basic game statistics.
[Animal Name; optional]
[Size]kg [Subtype] ([Type]), [Terrain] [Locomotion], [Animal UPP, replacing
Education with Instinct and Social Standing with Pack], #App: [Number
Appearing]
[Animal Skill List, in alphabetical order, with skill levels listed after skill names]
[Animal weapons]; [Animal armor]; Speed: [Speed]m

Example Animals
Wolf
50kg chaser (carnivore), forest walker, 7J91C8, #App 2d6+2
Athletics-1, Melee (Natural Weapons)-1, Recon-2, Survival-1
Teeth (3d6), Hide (1), Speed (12m)

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Tiger
200kg pouncer (carnivore), forest walker, CEB1B2, #App 1d3
Athletics-1, Melee (Natural Weapons)-1, Recon-2, Survival-1
Claws (3d6), Teeth (3d6), Hide (3), Speed (6m).

Bull Shark
150kg killer (carnivore), ocean swimmer, EAC0C1, #App 1d3
Athletics-0, Melee (Natural Weapons)-2, Recon-1, Survival-1
Teeth (4d6), Hide (3), Speed (12m).

African Elephant
5000kg intermittent (herbivore), plains walker, Q2N16C, #App 4d6
Athletics-0, Melee (Natural Weapons)-0, Recon-1, Survival-2
Feet (3d6), Hide (7), Speed (3m).

Cobra
6kg hunter (carnivore), plains walker, 3831A5, #App 1d6
Athletics-0, Melee (Natural Weapons)-1, Recon-1, Survival-2
Teeth (1+venom Vir9, 3d6 damage), Hide (0), Speed (1m).

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CHAPTER 5: PSI-OPS
Psychic Powers in the Modern World
Some modern campaigns may include people with psychic powers. These
people, called psions, are potentially powerful and their use in the campaign
world is subject to the Referee’s discretion.
Psions can be part of secret government programs, ancient orders that stay secret
from the modern world, or randomly appear around the world as the result of
evolution or some inexplicable event. The inclusion of psionics will put a
significant spin on any modern campaign. Imagine Cold War spy intrigue with
mind readers and clairvoyant viewers, or modern black ops teams with
teleporting infiltrators, and you get a taste of what adding psionics to a campaign
might yield. A psion character can take any career.
Psionic Training
To create a psionic character, roll 2D to determine the character’s Psionic Strength
(PSI) characteristic. Then, the character chooses one of the following talents. They
may also attempt to gain further talents. For each additional talent, throw PSI 8+
to receive that talent with a DM -1 per talent the character already has. The
talents are:
• Awareness: Powers that allow the psion’s mind to control their body.
• Clairvoyance: These powers permit perception at a distance.
• Telekinesis: Movement of matter by the mind.
• Telepathy: The reading of minds and mental communication.
• Teleportation: Moving from one point to another instantly in open defiance
of physics.
Using a Psionic Power
To activate a talent, the psion must spend the listed number of PSI points, which
are taken directly from the PSI characteristic. If this cost brings them below zero
Psionic Strength, then any excess points are applied to their Endurance score as
damage. A character with no Psionic Strength points remaining cannot activate a
power. Using a psionic power in combat takes one action. Each power notes a PSI
level required for its activation, which is also the cost in PSI points to activate. It
also notes the power’s range. Characters regain their full PSI points after an 8-
hour rest.

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Awareness
Awareness is the psionic talent which allows greater control over one's own
body.
• Enhanced Characteristic (PSI 1+, Personal): The psion may add psionic
points to their STR, END, or DEX as desired. This costs 1 PSI point per
characteristic point added and lasts for 10 minutes.
• Suspended Animation (PSI 3, Personal): The psion may enter a meditative
state for 7 continuous days without requiring food or water or a breathable
atmosphere. The psion may terminate this power at will during this period.
• Regeneration (PSI 9 but see below for cost; Personal): The psion can
immediately heal their own STR, DEX, or END points lost due to combat
damage. This requires 2 PSI point per characteristic point healed but requires
a minimum of PSI 9 to use.
Clairvoyance
Clairvoyance allows the character to sense events at a location away from the
viewer. It usually cannot be blocked.
• Sense (PSI 1, 50m): The psion learns the rudimentary characteristics of a
nearby location when applying this ability.
• Clairvoyance/Clairaudience (PSI 5, 25km): This ability allows the psion to
view (clairvoyance) or to hear (clairaudience) at a specific displaced point up
to 500km range.
• Clairsentience (PSI 7, 5km): The psion can both hear and see from any point
within Very Distant range.
Telekinesis
Telekinesis allows the psion to manipulate objects without physically touching
them.
• Lift 1 gram (PSI 1, 50m): lift and maneuver up to a 1gm object for 1 minute
(10 combat rounds)
• Lift 1kg (PSI 2, 50m): lift and maneuver up to a 1kg object for 1D combat
rounds. Can cause 1D damage if hurled at a target.
• Lift 100kg (PSI 5, 50m): lift and maneuver up to a 100kg object for 1D combat
rounds. This will cause 3D damage if hurled at a target.
• Choke (PSI 8, 10m): Grab a single creature by its throat and suffocate them

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for 1D damage per round, for a maximum number of rounds equal to the
character's full PSI score.
• Microkinesis (PSI 10 but see below for cost, Personal): Manipulate
microscopic objects. Microkinesis may be used for subtle, but highly effective
attacks on internal organs, causing 1D damage per 2 PSI points invested.
Alternatively, this power may aid microsurgery by DM +1 per 3 PSI points
invested. Finally, the psion may assist Engineering and Repair skill throws
by DM +1 per 3 PSI points invested in microkinesis.
Telepathy
Telepathy is the talent of establishing mind-to-mind contact. It is usually subtle
but can also be used to bluntly crush the wills of those who oppose the telepath.
Note that thoughts are universal, and thus psionic communications ignores
language barriers.
• Life Detection (PSI 1, 20m): Detect the presence of other minds, their general
type (human, alien, animal, etc.), and location.
• Telempathy (PSI 2, 20m): Read and communicate basic emotions; may
influence the behavior of others, both sentient beings and aliens, subject to
Referee discretion.
• Read Surface Thoughts (PSI 3, 20m): Read active, current thoughts. A non-
Psionic target cannot notice this power being used on them, but a Telepathic
Shield (see below) blocks the attempt.
• Communicate (PSI 5, 5km): Communicate telepathically with one individual.
The target does not have to be a telepath to communicate with the psychic.
• Emotion (PSI 6, 50m): Causes one target to feel a very strong emotion (such
as fear) for 1D combat rounds.
• Suggestion (PSI 7, 5km): Plants a simple hypnotic suggestion in the target.
Note that targets will not obey suggestions which may physically harm
themselves; if the suggestion is that the character will harm a friend, they
may throw INT 6+ to resist the effect.
• Probe (PSI 9, 1m): Reads deep thoughts and long-term memories.
• Assault (PSI 10, 250m): A brute-force telepathic assault, causing 4D damage
to the target. Apply damage first to the target’s PSI, then INT, and finally
END. Characters who are reduced to 0 in all these characteristics die from
brain hemorrhage. Lost INT regenerates at a rate of one point per day.

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• Domination (PSI 12, 5km): Mind-control one target for 2D combat rounds.
The control is complete and may include harming the target's friends. Only
when the dominated target is forced to harm itself, it may throw INT 8+ to
shake off the mind control.
• Shields and Telepathic Combat: All telepaths can shield themselves, and
other individuals in a 3m radius from telepathic intrusion. Attempting to use
a telepathic power against a shielded target requires an opposed PSI throw.
The defender wins on a tie. If the intruder wins, they may use their power as
desired at the usual cost, and the defender loses one point of Psionic
Strength. If the intruder loses, they fail to penetrate the shield and expend
one point of Psionic Strength. Note that this uses both characters' current PSI
DMs: an exhausted telepath is more exposed to mental intrusion.
Teleportation
Teleportation allows instant travel between locations. The psion may only
teleport their body, clothes, and personal equipment. Characters cannot teleport
over a height differential of over a kilometer, as the difference in potential energy
heats or cools the user, and beyond one kilometer, the user's body temperature
will change to a lethal degree.
• Blink (PSI 1, Personal): Teleport 3m in any direction while carrying up to a
light encumbrance load.
• Teleport (PSI 7, Personal): Teleport up to 5000km with light encumbrance
load.
• Heavy Teleport (PSI 11, Personal): As teleport self, but allows the psion to
teleport while carrying up to a heavy encumbrance load, including carrying
another living being.
Optional Rule: Skill Check Psionics
Instead of spending PSI points to use psionic powers, PSI is treated as a normal
characteristic with its own DM. The psion must have the minimum PSI rating to
use a power, but doesn't spend PSI to use it. Instead, the psion must make a PSI
8+ throw to use a power successfully. Powers with a PSI of 5-8 have a DM -1;
those with 9-12 have a DM -2. On a failure, the power simply doesn't work. All
uses of powers, success or failure, reduce PSI by 1. PSI lost this way is recovered
with an 8 hour rest. When a power has variable effect based on points spent, use
the difference between 8 and the throw result in place of it.
This optional rule will result in psions being able to use their powers more,
which will affect the balance of the game.

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Optional Rule: Psion Career
As the Referee, if you want psions to come from secretive programs or ancient
orders, the psion career is presented here to fill that niche.
Psion
You have been trained to Qualification PSI 2+
use your psychic abilities Survival INT 5+ Advancement PSI 7+
by a secret organization. Re-Enlistment 5
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Student Admin-1 1 1000 Contact
1 Novice 2 1000 +1 INT
2 Proficient 3 2000 Weapon
3 Intermediate 4 5000 Contact
4 Adept Liaison-1 5 10000 +1 EDU
5 Advanced 6 10000 Ally
6 Expert 7 20000 +1 PSI
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 DEX Melee Combat Gun Combat Admin
2 +1 END Computer Streetwise +1 PSI
3 +1 INT Driving Investigation Jack o’ Trades
4 +1 EDU Survival Recon Science
5 Athletics Gun Combat Liaison Medicine
6 Carousing Stealth +1 PSI Leadership

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CHAPTER 6: STREETS OF METAL
Cybernetics in Modern Campaigns
Cyberpunk is a genre in modern and near-future campaigns centering around
incredible technological breakthroughs in cybernetics in a dystopian world
where corporations rule and the masses huddle in poverty. The punk in
cyberpunk comes from the characters who modify themselves with the
technology and use it to try to change the social order for the better, or at least
better for themselves. The cyberpunk campaign is heavy with post-industrial
decay, wealth disparity, the lure of glittering technology, anti-establishment
attitude, thoroughly mixed together with elements of film noir. It should be
equal parts, hope, futility, desperation, and despair.
Cybernetics
High technology enables us to upgrade the human machine. Using advanced
material science and cutting-edge knowledge of the neural system, cybernetics
augment the human body, adding capabilities beyond those given to us by
evolution. Note that a character may only install a number of implants equal to
their END characteristic. Some cybernetics count as more than one implant.
• Artificial Gill (TL 9, $7500): Allows breathing underwater.
• Augmented Joints (TL 9, $50000): This replaces the character's joints with
synthetics, granting inhuman precision. It grants a DM +2 to any task
requiring fine manipulation.
• Berserker Module (TL 9, $120000): As long as the character remains
conscious, they use their full Characteristic DMs regardless of any
characteristic damage for an hour following injury. Afterwards the character
suffers from the usual reduced DMs and is Fatigued. This augment counts as
three implants.
• Cybernetic Arms (TL 9, $20000): +4 STR and +4 DEX for arm/manipulation
tasks as well as for calculating unarmed combat damage. This counts as two
implants, as it replaces both arms.
• Cybernetic Legs (TL 9, $100000): As an action, the character may throw
Athletics 8+ to jump 9m horizontally in any direction or 3m upwards.
Cybernetic legs also reduce falling damage by 1D. This counts as two
implants as it replaces both legs. STR is considered 4 points higher for
purposes of calculating encumbrance limits. This implant also doubles the
character's movement speed to 18m per action (up to 36m per round if the

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character uses both actions for movement).
• Cybernetic Eye (TL 9, $25000): Provides telescopic vision, infra-red imaging,
and low-light vision, which eliminate darkness penalties and counts any
firearm used as having an optical scope.
• Data Safe (TL 9, $10000): This implant stows encrypted files in the
character’s skull. The data safe can only be detected by advanced sensors.
• Hacking Module (TL 9, $50000): It grants a DM +1 to the character’s
Computer skill and allows remote hacking of electronics at a distance of up
to 3m.
• Head Bomb (TL 9, $10000): A tiny remote-controlled explosive device is
positioned in the character's brain. Its detonation will kill the subject without
risking any collateral damage. These are rarely implanted voluntarily.
• Internal Blade (TL 9, $2000): The character’s unarmed attacks do 2D damage.
Blades are made with ceramic composites in order to avoid detection. Only
advanced medical sensors will reveal their presence.
• Internal Breather (TL 9, $1500): Allows breathing in areas tainted by smoke
or toxic gases.
• Internal Satcomm (TL10, $1000): As a satellite cell phone, but with a neural
interface that allows communication without audible speech. This does not
count as an implant. One of the most common implants.
• Internal Computer (TL 9, $3000): As a high-powered laptop computer, but
with a neural interface. This does not count as an implant.
• Internal Stowage Pouch (TL 9, $2000): This abdominal pouch is accessible
via an artificial sphincter. It stores items up to 0.5 kg in weight and 0.5 liters
in volume.
• Neural Booster (TL 9, $100000): This invasive augmentation to the character’s
nervous system and adrenal glands grants three actions per round rather
than the usual two. It counts as three implants.
• Neural Cyberspace Interface (TL 9, $5000): The character can mentally input
text or sound to external computers via neural command and receive visual
and audio output from external computers. The direct connection gives a
DM +1 to any throw involving an interfaced computer.
• Subdermal Armor (TL 9, $20000): It provides 6 points of armor. Subdermal
armor is detectable upon visual inspection and counts as two implants.
Subdermal armor is added to the protection rating of any worn armor.

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CHAPTER 7: URBAN FANTASY
Fantasy and Magic in Modern Campaigns
Urban fantasy is akin to the modern world, but something happened that has
awakened magic, and mythological creatures of old. Humans rub elbows with
elves, dwarves, faeries, and trolls. Both cops and criminals are as likely to throw
lightning bolts as carry firearms, and dragons soar the skies again. For an even
stranger campaign, urban fantasy can mix with cyberpunk, psionics, or alien
encounters.
New Characteristic: Magic
Urban fantasy introduces a new characteristic, Magic (MAG). Magic is a force
that some people can tap into, and use to produce astonishing effects. The
Referee decides how common the talent for magic is - does everyone have the
ability or are only certain people blessed with it?
If everyone has the capacity, then roll 2d6 to determine the character's MAG
characteristic. During character generation, when the player gains a skill, they
have the option of learning a magic talent instead, but only once every term (see
below).
If only certain people have the talent for magic, then the character must enter one
of the Mage careers, roll to determine their MAG characteristic, then proceed
through the career.
Magic
Magic is categorized into talents, based on the effects it can produce. When a
character learns a talent, they gain that talent at level zero, and can use any magic
power in that talent so long as their MAG characteristic is equal to or higher than
the power's requirement. Learning the talent again raises it to level one, and so
on just like any other skill. Talents of level one or higher add that level to the
character's MAG for the purposes of determining what powers they can use
under that talent only. The magic talents are:
• Augmentation: Powers that affect the body.
• Enchantment: Powers that beguile and confuse the mind.
• Sense: Powers that extend the mage's senses or grant new senses.
• Sorcery: Powers that conjure effects out of nothing.
• Transmogrification: Powers that transform one thing into another.

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• Transportation: Powers that move people and things.
Using a Magic Power
To use a power, the character must spend the number of MAG points listed for
the power, which are taken directly from the MAG characteristic. Each power
notes the minimum MAG characteristic required for its use, which are the points
spent to use it, as well as the power’s range. If this cost brings them below zero
MAG points, then any excess points are applied to their Endurance score as
damage. A character with no MAG points remaining cannot use a power.
Characters regain their full MAG points after an 8-hour rest. Using a magic
power in combat takes one action.
Optional Rule: Skill Check Magic
To use a power, the character must make a MAG 8+ throw to use a power
successfully. Each power notes the minimum MAG characteristic required for its
use, as well as the power’s range. Talents of level 1 or higher add to MAG for
determining which powers can be used. Powers with a MAG requirement of 5-8
have a DM -1 on the throw; those with 9-12 have a DM -2 on the throw. On a
failure, the power simply doesn't work. All uses of powers, success or failure,
reduce MAG by 1. MAG points lost this way are recovered with an 8 hour rest.
When a power has variable effect based on points spent, use the difference
between 8 and the throw result in place of it.
Augmentation
Augmentation is the magic talent that comprises powers that control the body.
• Enhanced Characteristic (MAG 1, Personal): The mage may add MAG
points to their STR, END, or DEX as desired. This costs 1 MAG point per
characteristic point added and lasts for 10 minutes.
• Health Transference (MAG 2, Touch): The mage may heal another
character's lost STR, DEX, or END points by transferring theirs to them. For
each point healed, the mage loses one point from STR, DEX, or END (their
choice).
• Suspended Animation (MAG 3, Personal): The mage may enter a meditative
state for 7 continuous days without requiring food or water or a breathable
atmosphere. The mage may terminate this power at will during this period.
• Regeneration (MAG 9 but see below for cost; Personal): The mage can
immediately heal their own STR, DEX, or END points lost due to combat
damage. This requires 2 MAG point per characteristic point healed but
requires a minimum of MAG 9 to use.

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Enchantment
Enchantment powers affect the mind, bolstering allies and beguiling foes.
• Mind Shield (MAG 1, 5m): The mage shields himself and every ally within
5m against mental influence by magic. Anyone trying to affect a shielded
character with an Enchantment power or equivalent must make an opposed
Magic throw against the mage. It lasts for 10 minutes.
• Charming Presence (MAG 2, 20m): The mage influences one target, causing
them to view them more favorably. The target will be inclined to listen to the
mage, and give them some benefit of doubt as if they were a friend, but
won't do anything that would cause them trouble. It lasts for 5 minutes.
• Emotion Surge (MAG 5, 50m): The mage overwhelms one target with a blast
of emotions. The mage can choose confusion, despair, or fear. A confused
target will choose a random action: fight, run, or do nothing. A despairing
target will not take any actions. A target overwhelmed by fear will run away
from the conflict. It lasts for 1d6 combat rounds.
• Suggestion (MAG 7, 20m): The mage plants a simple hypnotic suggestion in
the target. Targets will not obey suggestions which may physically harm
themselves. If the suggestion is that the character will harm a friend, they
may throw INT 6+ to resist the effect. The suggestion will last for 1 minute.
• Emotion Wave (MAG 9, 50m): The mage floods a group of up to 10 targets
within 10m with a wave of negative emotions. The mage can choose
confusion, despair, or fear. A confused target will choose a random action:
fight, run, or do nothing. A despairing target will not take any actions. A
target overwhelmed by fear will run away from the conflict. It lasts for 1d6
combat rounds.
• Domination (PSI 12, 50m): Mind-control one target for 2D combat rounds.
The control is complete and may include harming the target's friends. Only
when the dominated target is forced to harm itself, it may throw INT 8+ to
shake off the mind control.
Senses
Sense powers let the mage extend their senses beyond normal.
• Sense (MAG 1, 50m): The mage learns the rudimentary characteristics of a
nearby location when applying this ability.
• Life Detection (MAG 2, 20m): Detect the presence of other minds, their
general type (human, animal, etc.), and location. Lasts for 1 minute.

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• Communicate (MAG 4, 5km): Communicate mentally with one target for up
to 10 minutes.
• Clairvoyance/Clairaudience (MAG 5, 500km): This ability allows the mage
to view (clairvoyance) or to hear (clairaudience) at a specific displaced point
up to maximum range. Lasts for 10 minutes.
• Clairsentience (MAG 7, 500km): The mage can both hear and see from any
point within range. Lasts for 10 minutes.
Sorcery
Sorcery creates effects out of nothing. Sorcery powers include bolts of energy,
creating objects like walls or cages, or conjuring creatures.
• Elemental Bolt (MAG 1, 100m): The mage shoots one target with a bolt of
elemental energy, such as fire or lightning. The MAG throw replaces the Gun
Combat throw for hit determination. A hit inflicts 3d6 damage, which armor
protects against.
• Messenger (MAG 1, 100km): The mage conjures a messenger in the form of a
spirit or animal. The messenger will deliver a message up to 1000km away
and bring back a return message, within 1 minute.
• Arcane Shield (MAG 3, Personal): The mage conjures a shield of magical
energy to protect them. The shield grants 8 points of armor. It doesn't stack
with worn armor and lasts for 10 minutes.
• Cage (MAG 4, 20m): The mage conjures an iron cage around one target
within range. The cage is made of iron with no door. The cage bars can be
bent with a STR 18+ throw or cut through by a blowtorch. The cage vanishes
after 1 hour.
• Elemental Blast (MAG 6, 30m): The mage creates a blast of elemental energy,
such as fire or lightning, that can hit up to 10 targets within 10m. The MAG
throw is used for hit determination. Targets take 5d6 damage, which armor
protects against. Vehicles in the area take AV 2d6 damage.
• Protectors (MAG 7, 10m): The mage conjures up 1d6 animals, spirits, or
monsters that defend them and attack for them. The conjured creatures will
be the equivalent of a wolf in ability. The creatures remain for 10 minutes.
• Wall (MAG 9, 20m): The mage conjures a wall of elemental substance - fire,
ice, or stone. The wall is 20m long by 3m high, and may be straight, curved,
or circular. The wall remains for 1 hour.

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Transmogrification
Transmogrification powers transform one substance into another. They can
change water to ice, mold the flesh to change appearance, or even turn one
creature into another.
• Change State (MAG 1, 6m): The mage can change the state of one substance -
solid, liquid, or gas - to another state. Water can be turned to steam or ice
instantly, for example. It affects up to 1 cubic foot of material per MAG point
spent. Conditions dictate how long the change lasts - ice will melt, steam will
eventually condense. In the case of things like metal, the change will last for
only a combat round. Changing states doesn't add or remove heat; for
example, solid steel turned to liquid doesn't become hot.
• Face Swap (MAG 2, Personal): The mage can change their face and body to
become a match to anyone they can see. The magic changes appearance only;
things like DNA and retinal patterns remain unchanged. It lasts for 1 hour.
• Detoxify (MAG 5, Touch): The mage can transform the toxin inside a target
into a harmless substance, removing its effects instantly.
• Critter (MAG 6, 10m): The mage can change one target into a small animal,
size ranging from a mouse to a large dog. The target assumes the physical
characteristics of the critter, but retains all mental characteristics. The change
lasts for 1 hour.
• Shapechange (MAG 10, Touch): The mage can change themselves or one
target into any other person or animal they wish. As a person, they are an
exact match down to the DNA so long as the mage has touched the person.
As an animal, they take on characteristics similar to the critter spell, up to the
size of a grizzly bear. The spell lasts for 1 hour, during which time the target
can change back to themselves, to any other person they touch, or to any
animal as often as they want.
• Transform Matter (MAG 12, 3m): The mage can change up to 10 cubic feet of
matter to any other kind of matter. A steel wall could be changed into straw,
cheese, or cloth. The area of the matter doesn't change, only the composition.
The change lasts for 1 minute.
Transportation
Transportation powers move people and things from one location to another.
• Blink (MAG 1, Personal): Teleport 3m in any direction while carrying up to a
light encumbrance load.

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• Lift 1 gram (MAG 1, 50m): The mage can lift and maneuver an object up to 1
gram in mass for 1 minute.
• Lift 1kg (MAG 2, 50m): The mage can lift and maneuver an object up to 1kg
in mass for 1d6 combat rounds.
• Lift 100kg (MAG 5, 50m): The mage can lift and maneuver an object up to
1kg in mass for 1d6 combat rounds. This will cause 3D damage if hurled at a
target.
• Teleport (MAG 7, Personal): The mage can teleport up to 5000km with a light
encumbrance load.
• Heavy Teleport (MAG 11, Personal): As teleport self, but allows the mage to
teleport while carrying up to a heavy encumbrance load, including carrying
another living being.

Typical Fantasy Species


• Elves: Elves are a slender, lithe people who are connected to magic and
nature. They normally weigh 50-55kg, and have an average height of 1.7m.
They have Notable Dexterity and Magic (2d6+2), but Weak Endurance (2d6-
2). They have Low Light Vision - they can see twice as far as a human in
starlight, moonlight, and similar conditions of poor illumination. They retain
the ability to distinguish color and detail under these conditions.
• Dwarves: Dwarves are a short, densely-muscled species with a natural bent
towards technology. They weigh approximately 65-70kg, and stand 1.3m tall
on average. They have Notable Strength and Endurance (2d6+2), and Weak
Dexterity (2d6-2). They have Low Light Vision - they can see as far as a
human in conditions of poor illumination, and half as far in total darkness. In
total darkness, they can see only in shades of gray.
• Trolls: Trolls are a hulking species with a thick, rocky-looking hide. They
weigh around 100-110kg, with an average height of 2m. They have Notable
Strength (3d6), Notable Endurance (2d6+2), but Weak Dexterity (1d6). They
have a hide that provides one point of armor that stacks with worn armor.
Fantasy Creatures
Monsters that frequently show up in fantasy games can be built using the Animal
creation rules in Chapter 4. Skip the terrain table, and start with the mass of the
monster. Fantastic abilities like a dragon's fiery breath can be added as a
reskinned Rocket Launcher, for example. Other traits can be taken from the Alien
Species traits in Chapter 8.

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Magic Careers
Schooled Mage
You have been trained in a Qualification Auto
formal magic institution. Survival INT 4+ Advancement MAG 7+
Re-Enlistment 5
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Apprentice Talent-0 1 1000 Contact
1 Novice Mage 2 1000 +1 INT
2 Intermediate Mage 3 2000 Weapon
3 Advanced Mage 4 5000 Contact
4 Mage Adept Talent-1 5 10000 +1 EDU
5 Senior Mage 6 10000 Ally
6 Master Mage 7 20000 +1 MAG
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 DEX Talent Liaison Admin
2 +1 END Carousing Talent +1 MAG
3 +1 INT Driving Investigation Jack o’ Trades
4 +1 EDU Athletics Repair Talent
5 Athletics Animals Talent Liaison
6 Carousing Computer +1 MAG Leadership

Street Mage
You learned magic while Qualification Auto
running the mean streets. Survival INT 5+ Advancement MAG 7+
Re-Enlistment 4
Benefits
Rank Title Skill or Bonus 1D6 Cash Perks
0 Urchin Streetwise-1 1 1000 Contact
1 Runner 2 1000 +1 INT
2 Trickster 3 2000 Weapon
3 Magician Talent-1 4 5000 Contact
4 Shaman 5 10000 +1 EDU
5 Seer 6 10000 Ally
6 Wise One 7 20000 +1 MAG
Skills and Training
Personal
1D6 Service Specialist Advanced Education
Development
1 +1 STR Talent Recon Admin
2 +1 DEX Melee Combat Talent Computer
3 +1 INT Gun Combat +1 MAG Jack o’ Trades
4 Melee Combat Streetwise Driving Tactics
5 Athletics Stealth Repair Talent
6 Carousing Deception Liaison Leadership

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CHAPTER 8: ALIENS
Extraterrestrials in Modern Campaigns
Aliens can fit into a modern campaign in many ways. Alien invasion of Earth,
alien abductions that point to mysterious plots, and discovered alien technology
are just a few of the ways. This chapter will present a guide for creating aliens
and Tech Levels higher than modern day Earth, with equivalent equipment.
For rules on spacecraft, space travel and combat, planets, and systems, check out
the Cepheus Light roleplaying game by Stellegama Publishing.
Alien Species Trait Descriptions
Many alien species possess unusual species traits, which are described below.
Select the traits that best fit the concept you have for the alien species. These
traits work equally well for designing urban fantasy species.
• Amphibious: A member of this species is adapted to life underwater as well
as on land. It can breathe underwater, or hold its breath for a long period
(Endurancex10 minutes on average). Its Dexterity is halved on land.
• Anti-Psionic: Members of this species are innately anti-psionic. The
character’s Psionic Strength rating always equals zero, and they cannot be
trained in psionics. In addition, the character cannot suffer the mental effects
of psionics, including telepathy and psionic assault. A species cannot have
this alien trait if they already have the Psionic alien trait.
• Aquatic: The alien is adapted to life underwater. It can breathe underwater,
or hold its breath for a long period (Endurancex10 minutes on average). If
amphibious, its Dexterity is halved on land. If the species is not amphibious,
then it cannot operate out of water without mechanical aid or telepresence.
• Armored: The alien possess thick fur, scales, a bony exoskeleton or other
natural protection that gives it one point of natural armor.
• Atmospheric Requirements: The species requires an unusual combination of
gasses to breathe, and cannot survive in most atmospheres without artificial
aid.
• Bad First Impression: Members of this species possess an almost universally
unpleasant appearance or physical trait that invokes an instinctive reaction in
races other than their own. Most races will automatically have an Unfriendly
attitude towards these characters, although this is overcome after an
individual has interacted with the character for a few minutes, based on the
character’s personality and the circumstances of their interaction.

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• Caste: Members of this species have a genetic structure for social hierarchy.
When dealing with races that use Social Standing or Charisma, all social
attribute DMs, whether positive or negative, are halved.
• Cold-Blooded: Members of this species are sensitive to cold climates. If
exposed to extreme cold without protective equipment, the character suffers
a DM –2 to initiative. The character suffers 1D6 damage for every ten
minutes of exposure.
• Engineered: The species has been altered by some external factor to adapt to
changed circumstances or a different environment. Medical treatment of
Engineered species by a facility of a lower Technology Level than that at
which the species was created receives a negative DM equal to the difference.
• Fast Metabolism: Creatures with a fast metabolism require more food than
most species, and their life support costs are doubled. In combat, fast-
metabolism creatures gain a +2 initiative bonus. Fast-metabolism creatures
halve their Endurance for the purposes of determining fatigue.
• Feral: Feral species are uncivilized, regardless of their technological
knowledge. Feral species roll Education on 1d6 only.
• Flyer: This species can fly using wings. Characters of this species gain the
Athletics skill at Level 0 and can travel at a speed noted in their description.
Flying creatures that are aloft must spend one minor action every round on
movement or stall and fall out of the air. Winged flight is tiring and can only
be sustained for a number of hours equal to the creature’s Endurance before
requiring a like amount of rest.
• Great Leaper: Members of this species can jump great distances. As a
significant action, a member of this species may make an Athletics skill
check. If successful, it jumps four squares, plus a number of squares equal to
the Effect of the skill check. In addition, members of this species are treated
as having the Athletics skill at level 0.
• Heat Endurance: Members of this species do not suffer hourly damage from
the effects of hot weather and exposure.
• Heavy Gravity Adaptation: Members of this species evolved on a world
with a higher gravity and do not have to acclimatize to high-gravity
environments.
• Hive Mentality: Members of this species are driven by a hive mentality, and
often pursue actions that support the greater good of their current identified
family group, even at the risk of their own personal safety. Characters must

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make an Intelligence check to avoid risking their own safety when doing so
would help their family group. The difficulty of the Intelligence check varies
based on the degree of perceived benefit to the family group (this is usually
an Average task (DM +0), although circumstances can arise where the
difficulty ranges from Routine (DM +2) to Difficult (DM –2).)
• Large: The species is considerably larger than the average for sophonts.
Large creatures generally have a Strength and Endurance of 3d6 or even 4d6,
and a Dexterity of 1d6. Life support requirements for Large creatures are
doubled. Some creatures are described as Huge. Attacks against them receive
a DM +1.
• Low Gravity Adaptation: Members of this species evolved on a world with a
lower gravity and do not have to acclimatize to low-gravity environments.
• Low-Light Vision: Members of this species can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and detail under
these conditions.
• Natural Pilot: Members of this species have an innate understanding of
multi-dimensional space, and so receive a DM +2 to their Piloting and
Navigation checks.
• Natural Swimmer: Members of this species are natural swimmers and gain a
+2 DM on all skill checks related to swimming.
• Natural Weapon: The species has a natural weapon, such as claws, a strong
bite or a poisonous stinger. Such weapons are usable at Personal range and
deal +1 damage. The creature gains Natural Weapons at level 0.
• Naturally Curious: Members of this species are driven by a natural sense of
curiosity, and are easily dragged into any adventure. They have to check out
everything and always want to know what’s behind a potential mystery.
Characters must make an Intelligence check to avoid acting on their curious
impulses. The difficulty of the Intelligence check varies based on the degree
of perceived mystery (this is usually an Average task (DM +0), although
circumstances can arise where the difficulty ranges from Routine (DM +2) to
Difficult (DM –2).)
• No Fine Manipulators: The species has no fingers or other prehensile
appendages, preventing them from easily picking things up, pushing small
buttons, reaching into tight spaces, and so on.
• Notable (Characteristic): Some species are notably dexterous, intelligent,

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tough or strong. Characters from such races have a positive Dice Modifier
when rolling for that characteristic (+2 unless otherwise specified), and their
racial maximum for that characteristic is increased by the same amount.
• Psionic: All members of the species are Psionic, and may determine their
Psionic Strength and talents at the start of character generation.
• Small: Small species generally have a Strength and Endurance of only 1D6,
and a Dexterity of 3D6. The minimum size for a sophont is about half that of
a human.
• Slow Metabolism: Creatures with a slow metabolism require less food than
most species, and their life support costs are halved. In combat, slow-
metabolism creatures suffer a –2 initiative penalty.
• Uplifted: This species was originally non-sentient, but has been raised to a
higher intelligence by another species. Uplifted races generally become client
species of their patron. Two common uplifted animals are apes and dolphins:
• Uplifted apes have Notable Strength and Endurance (+2) but all
other characteristics are Weak (–2). They have the Uplifted trait.
• Uplifted dolphins have Notable Strength (+4) and Notable
Endurance (+2) but Weak Intelligence, Education and Social Standing
(–2). They have the Uplifted, Aquatic (fully aquatic, air-breathers)
and No Fine Manipulators traits.
• Water Dependent: Although members of this species are amphibious, they
can only survive out of the water for 1 hour per 2 points of Endurance (after
that, refer to the drowning rules).
• Weak (Characteristic): The opposite of Notable (Characteristic), some species
are weaker, less resilient or less well educated than others. Characters from
such races have a negative Dice Modifier when rolling for that characteristic
(–2 unless otherwise specified), and their racial maximum for that
characteristic is decreased by the same amount.
Expanded Tech Levels
The technology required to cross the stars is considerably higher than modern
Earth. This table gives a brief summary of what those higher Tech Levels might
look like.

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TL Notable Characteristics
9 Early fusion power sources. Development of gravity manipulation which
makes space travel vastly safer and faster; first steps into Jump Drive (or other
FTL) technology.
10 (A) With the advent of Jump, nearby systems are opened up.
11 (B) The first primitive (non-creative) artificial intelligences become possible in the
form of “low autonomous” interfaces, as computers begin to model synaptic
networks.
12 (C) Weather control revolutionizes terraforming and agriculture.
13 (D) Powered Armor appears on the battlefield in response to the new weapons.
“High autonomous” interfaces allow computers to become self-actuating and
self-teaching. Cloned body parts now common.
14 (E) Fusion weapons become man-portable. Memory alteration and erasure.
Genetic modification routine.
15 (F) The development of synthetic anagathics means that lifespan is now vastly
increased. Early spacecraft energy shielding.
16 (G) Plasma weapons become handheld and no longer require a backpack power
source. Global terraforming of hostile worlds. Spacecraft shielding common
on large vessels.
17 (H) Early antimatter power sources. Fully self-aware AI. Antimatter warheads.
Memory transfer to cloned body possible.
18 (J) Antimatter power plants common. Permanent memory transfer perfected.
Early disintegrator technology. Early matter transport.
High Tech Equipment
The following are expansions to the equipment lists showing items that could
possibly exist at higher Tech Levels.

Armor
Armor TL Protection Cost
Vacc Suit 9 6 $10000
Vacc Suit, Hostile Env. 10 10 $20000
Combat Environment Suit 10 9 $5000
Reflec 10 0/14 vs. lasers $3000
Combat Armor 11 11 $20000
Powered Armor 13 18 $500000
Vacc Suit, Advanced 13 6/14 vs. lasers $20000
Weave 13 8 $6000
• Combat Armor (TL11): Enclosed rigid military armor. Combat armor can

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also serve as a vacc suit with 6 hours of life-support. Counts as 2 items for
encumbrance. Reduces radiation by 50 rads.
• Combat Environment Suit (TL10): An environmentally-protected armored
soft-suit utilizing advanced ballistic polymers. Provides the wearer full
protection from tainted atmospheres. Counts as two items for encumbrance.
Reduces radiation by 40 rads.
• Powered Armor (TL13): Motorized combat armor. This powerful armor
grants DM +4 to STR and DEX, though this does not apply to wound levels.
Powered armor grants DM +4 to all melee damage done by its wearer, and is
shielded against vacuum and hostile environments, as a vacc suit, with 6
hours of life support supplies. Powered armor does not count as an item for
encumbrance when worn. Reduces radiation by 50 rads.
• Reflec (TL10): Anti-laser reflective armor. Reflec is highly effective against
lasers but is ineffective against anything else. Reflec be worn over another
suit of armor for additional anti-laser protection. It does not count towards
encumbrance.
• Vacc Suit (TL9): A standard, futuristic space suit. A Vacc suit carries life
support supplies for up to 6 hours. Counts as two items towards
encumbrance. Reduces radiation by 60 rads.
• Vacc Suit (TL13), Advanced: The final evolution of the space suit. An
advanced vacc suit does not count as an item for encumbrance, is easy
enough to use even without a Zero-G skill and provides life support for 12
hours. Offers the same environmental protection as a regular vacc suit.
• Vacc Suit, Hostile Environment (TL10): A heavy-duty vacc suit designed for
extreme conditions. Counts as three items for encumbrance. Carries life
support supplies for 6 hours. Reduces radiation by 150 rads.
• Weave (TL13): advanced bio-engineered spider-silk armor. Weave is easily
concealable and does not count as an item for encumbrance.

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Personal Equipment
Item TL Cost
Advanced Base 8 $100000
Pressure Tent 8 $5000
Artificial Gill 9 $5000
Rescue Bubble 9 $1500
Cold Weather Clothing 10 $800
Multiscanner 10 $2000
Portable Fusion Generator 10 $500000
• Advanced Base: It is a pressurized, modular building capable of housing 6
persons. It requires 12 person-hours to assemble.
• Artificial Gill: Allows unlimited underwater activity.
• Cold Weather Clothing: The TL10 version does not count as an item for
encumbrance.
• Multiscanner: Combines several sensor functions: it can detect radiation,
electromagnetic emissions, metals, and a limited set of chemicals and
biological compounds. It can also perform standard blood tests.
• Rescue Bubble: A 2m-diameter plastic bubble. Piezoelectric layers translate
the user’s movement to electricity to recharge the bubble’s battery. It contains
supplies for 2 person/hours of operation. The bubble’s skin can self-repair all
but the most serious punctures.
• Portable Fusion Generator: A generator that can provide enough power for
shelters for up to 100 people. Comes with hydrogen cracker to convert water
to hydrogen fuel.

Pharmaceuticals
Pharmaceutical TL Cost
Fast Forward 10 $200
Metabolic Accelerator 10 $500
Medicinal Metabolic Accelerator 11 $1000
Anagathic 15 $2000

• Anagathic: Prevents some deterioration from aging. For it to be effective, a


character must take one dose each month. If a character misses one month of
medication they must immediately roll on the Aging Table (see the Character
Generation chapter) using the character’s full chronological age.

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• Fast Forward: Slows metabolism by a ratio of 60 to 1 – a subjective day to the
user is actually 2 months. Note that this drug will greatly reduce life-support
consumption.
• Medicinal Metabolic Accelerator: Greatly accelerates the user’s metabolic
rate, thus facilitating healing. Medicinal Slow enables a patient to undergo a
month’s worth of healing in a single day. Medicinal Metabolic Accelerator,
when properly administered, will completely heal all serious wounds within
a single day. Only a physician (Medicine-3 or better) may administer this
drug, and this requires a medical facility. If administered improperly, the
character will die a horrible, messy death.
• Metabolic Accelerator: Provides DM +8 to initiative throws and allows the
user to take 3 actions per round rather than the usual 2. Effect begins 8
rounds after application and lasts 10 minutes (60 rounds), after which the
user suffers 2D damage and is Fatigued.

Melee Weapons
Weapon TL Cost Dmg Qualities
Vibroblade 13 $1500 4D
• Vibroblade (TL13): An intermediate-sized bladed weapon using hypersonic
micro-vibrations of the blade to create a potent cutting force.

Ranged Weapons
Weapon TL Cost Range Dmg Mag Ammo Qualities
Laser Carbine 8 $2500 100/400 4D 15 $1000 AV 1D, Double Tap,
Laser
Snub Revolver 8 $400 5/20 2D 6 $6 Zero-G
Accelerator Rifle 9 $1500 100/400 3D 20 $15 AV 1D, Auto 2, Zero-G
Laser Rifle 9 $3500 300/500 5D 30 $1500 AV 2D, Double Tap,
Laser
Advanced 10 $2000 200/400 3D 40 $30 AV 1D, Auto 3, Scope
Combat Rifle
Laser Pistol 10 $1500 50/200 3D 10 $500 Double Tap, Laser
Stunner 10 $600 10/30 3D 10 $10 Stun, Zero-G
Gauss Pistol 12 $2000 20/100 3D 30 $30 AV 1D, Auto 2
Gauss Rifle 12 $3000 300/600 4D 100 $40 AV 1D, Auto 4
Blaster 13 $5000 50/200 4D 20 $100 AV 1D, Laser
Blaster, Heavy 13 $10000 200/400 5D 50 $500 AV 2D, Auto 3, Laser
Plasma Rifle 16 $15000 150/300 6D 10 $500 AV 2D

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• Laser Carbine (TL8): Early directed-energy weapon firing a laser beam. It
requires a backpack power unit (which counts as an item). The power unit
may be charged from a local power grid.
• Snub Revolver (TL8): Low-velocity, low-recoil revolver designed for zero-g
and hard vacuum use.
• Accelerator Rifle (TL8): Also known as a "Gyrojet". Designed for use in
zero-G environment, the accelerator rifle fires self-propelled rocket rounds. It
has minimal recoil and works perfectly in hard vacuum.
• Laser Rifle (TL9): Heavier version of the laser carbine, with better armor
penetration, range, and even anti-vehicular capabilities. Requires a
rechargeable heavy backpack power unit (which counts as an item).
• Advanced Combat Rifle (TL10): "Pulse rifle" firing electrically-ignited
caseless high explosive, armor-piercing rounds. Provides a high rate of fire
and a large magazine capacity.
• Laser Pistol (TL10): Handgun-sized directed energy weapon attached to a
belt-mounted power pack (the pistol and its power pack are considered as
one Item together).
• Stunner (TL10): Firing a precise electromagnetic pulse, this non-lethal
weapon disrupts the target's neural processes, leading to stun and
potentially unconsciousness.
• Gauss Pistol and Rifle (TL12): These weapons accelerate small metal spikes
to supersonic velocities. Though the principles behind their function are well
understood since the early industrial age, it is typically beyond the
manufacturing capabilities of frontier worlds. It does appear, from time to
time, in the hands of well-equipped mercenary forces.
• Blasters (TL13): are advanced laser weapons with a compact, internal battery,
which is also removable and rechargeable.
• Plasma Rifle (TL16): The ultimate small arm, using miniaturized plasma gun
technology to propel magnetically-shaped pockets of super-hot plasma at its
targets.

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Support Weapons
Weapon TL Cost Range Dmg Mag Ammo Qualities
Light Assault Gun 8 $4000 100/300 5D 5 $30 AV 4D, Bulky
RAM Grenade 8 $4000 50/200 - 10 $800 Auto 3, Bulky
Launcher
Support Laser 8 $5000 100/400 6D 100 $2000 AV 3D, Bulky
Plasma Gun 12 $20000 200/500 10D 40 $2500 AV 5D, Bulky
Fusion Gun 14 $100000 300/600 16D - $65000 AV 6D, Bulky
• Light Assault Gun (TL8): Heavy anti-vehicle rifle firing large armor-piercing
shells.
• RAM Grenade Launcher (TL8): Advanced grenade launcher utilizing
sophisticated rocket-assisted grenades (not interchangeable with those of the
older grenade launcher). Provides better range and magazine capacity than a
standard grenade launcher.
• Support Laser (TL8): Heavy directed-energy man-portable weapon for fire
support and light anti-vehicular duties. Its back-mounted power pack counts
as two Items for encumbrance purposes.
• Plasma Gun (TL12): High-energy anti-vehicular man-portable weapon firing
magnetically-contained plasma bolts. It requires a back-mounted,
rechargeable power pack counting as two Items for encumbrance purposes.
• Fusion Gun (TL14): Advanced development of the plasma gun, firing bolts
undergoing microfusion for massive damage. utilizes a back-mounted micro-
fusion reactor and thus, for game purposes, has unlimited ammunition. The
ammo cost in this case represents purchasing such a backpack. Note that the
backpack and gun constitute 4 items in total for encumbrance.

Grenades and Explosives


Explosive TL Cost Range Dmg Aspects
EMP 8 $60 Thrown - Blast 5, Stun (machines)
• EMP Grenade (TL8): Electro-Magnetic Pulse grenade emitting a powerful
magnetic pulse capable of disrupting electronics but harmless to organic
beings. Characters with implanted cybernetics are vulnerable to EMP but
only take half stun "damage" from it.

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Vehicles

Spd Light Crit Crew/


Vehicle TL Cost Agi Weapon Cargo (kg)
(kph) Dam Dam Psgrs

Aircar 8 $150K +0 100 3 6 1/4 2000


Air/Raft 8 $275K +0 400 3 6 1/2 4000
G/Carrier 8 $1M +0 620 16 20 Support 2/12 2000
G/Barge 8 $500K -2 200 6 9 1/1 50000
G/Liner 8 $10M -1 1200 6 9 2/100 20000

Speeder 8 $890K +2 1500 3 6 1/1 4000


Destroyer 9 $120M -5 80 16 20 8 Gunnery, 18/12 40000
(watercraft) 8 Support
G/Gunship 12 $2M +1 1200 12 15 Gunnery, 2/16 1000
Support
Grav Belt 12 $100K +2 300 - - 1 personal
G/Disc 13 $110K +4 400kp 5 7 Support 1 50
h
Walker 13 $500K +2 90kph 16 20 Gunnery, 1 100
Support
• Air/Raft: This is a medium-sized open-top gravitic car. An Aircar is a smaller,
cheaper civilian gravitic car. An enclosed Air/Raft is available at the same
cost.
• G/Barge: This is a slow but powerful "grav truck" capable of carrying up to
50 tons of cargo in gravitic flight.
• G/Carrier: This is often called a Grav APC, though “Grav Transport
Helicopter” might be more appropriate.
• G/Gunship It is an advanced assault and close-support grav-craft capable of
carrying two squads of assault troops. It is effectively a high-tech attack and
air assault helicopter.
• G/Liner It is a gravitic long-range passenger craft supplanting jet liners at
late TL8.
• Speeder: This is a supersonic grav vehicle used for fast planetary transport.
• Grav Belt This is a personal, wearable means of anti-gravity mobility. Its
fusion battery can last for a week.
• G/Disc It is a single-pilot, close-support grav vehicle, essentially a

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militarized, combat-ready version of the Speeder.
• Walker This is a two-legged combat vehicle with a single pilot and heavy
armor.

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Open Game License Version 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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Contributor to identify itself or its products or the associated products contributed to the
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(g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content;
(h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
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No other terms or conditions may be applied to any Open Game Content distributed using
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3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive License with
the exact terms of this License to Use, the Open Game Content.
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8. Identification: If you distribute Open Game Content You must clearly indicate which
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The following are classified as Open Content: All material in this product except for the
"What is Cepheus Modern" text, and the text of the Open Game License.
The following are not Open Content and are © 2019 Stouthearted Games: "What Is
Cepheus Modern" text, the names Cepheus Modern and Stouthearted Games.
The text of the Open Game License © 2000 Wizards of the Coast, Inc.
9. Updating the License: Wizards or its designated Agents may publish updated versions
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License with respect to some or all of the Open Game Content due to statute, judicial

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order, or governmental regulation then You may not Use any Open Game Material so
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13. Termination: This License will terminate automatically if You fail to comply with all
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provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
High Guard System Reference Document Copyright © 2008, Mongoose Publishing.
Mercenary System Reference Document Copyright © 2008, Mongoose Publishing.
Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
Gygax and Dave Arneson.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
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Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
original material by E. Gary Gygax and Dave Arneson.
T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a
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Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press;
Author Jason "Flynn" Kemp
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Cepheus Light © 2018, Stellagama Publishing; Authors Omer Golan-Joel and Josh
Peters.
Cepheus Modern, Copyright © 2019 Stouthearted Games; Author Mark Stout.

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