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Damage classes

1=1/2/3/4/5...
2=2/4/6/8/10...
3=3/6/9/12/15...
4=4/8/12/16/20...
5=5/10/15/20...
6=6/12/18/24/30...

Rescue
Spend a turn turn placing a tracker on so they can teleport out.

Additional materials

Cores
Harvested from the foe. Is a material foreign to reality it seams to be from where ever the foes come
from. Its used to alter gear to give it new abilities. Only dangerous foes drop [basically non-
swarm types].

When kill a foe roll a d100. If killed them but their torso survived add 50 to the result.
1-10=a core of 10. 11-89= a core of the number rolled. On a 90-100 a full core of 100. If over 100
you get one of 100 then roll for a second core.
These are added to your power core to power your upgrades.

On death foe every 100 power roll d10+d8+d6 and you loose that much power. Only if some one
retrieves your corpse.

Statistic tests—If roll the required number for the difficulty you succeed.

Difficulty Level
Level 1 requires a 4+
Level 2 is 5+
Level 3 is 7+
Level 4 is 10+
Level 5 is 14+
>if an ally helps you get +1 to result.
>if roll the highest number on the die you get +2 to the result.

Throw
Roll strength dice. Total x2 +5 is throw distance.

Light
Minimum
You can clearly see 3 spaces. 4 to 9 spaces accuracy -5. Up to 10 spaces Accuracy -8. Past that
can't see at all.
Low
See up to 3 spaces fine. Up to 5 at accuracy -2, . Up to 9 accuracy -5. Up to 15 accuracy -8
Medium
See up to 5 spaces. Up to 10 accuracy -2. Up to 15 accuracy -5. Up to 25 accuracy -8.
Moderate
See up to 8 spaces. Up to 15 accuracy -2. Up to 20 accuracy -5. Up to 30 accuracy -8.
Full.
No penalty.

Basic accuracy use d10


Player
melee—4+
Gun—5+
Alteration—6+
[called shot Accuracy -2 but choose location]

Foes
Melee—instant hit, no roll to hit needed
Range—6+

Costs 1 action to put away and take out a weapon

Level 0
Level 1 [3 missions] get a level perk
Level 2 [6 missions] get a level perk
Level 3 [9 missions] get a secondary class
Level 4 [12 missions] get a level perk
+1 [+5 missions]

Levels-
Start at level 0

Once Complete 3 missions become level 1


>Get a level perk
-Choose 1
>Arm and Leg HP +1, Torso HP +2
or
>Spirit +1, all locations +1 HP
or
>Spirit +3, torso HP +1

Become level 2 once complete 6 mission


>gain a level perk
>All locations get +1 HP
>Get +1 spirit

Become level 3 once complete 9 missions


>Gain a secondary class.
At 12 missions become level 4
>gain +1 spirit or +1 HP to 1 location
>gain a level perk

Gain +1 level for every +5 completed mission.


Gain 1 of the following.
-Spirit +1
or
-HP +1 to a single location [like 1 arm not both arms].

Upgrades
Every core can be added to your suit's power core. The core's value [percentage] is added to you power
core. For instance if the core is 53% it adds 53 power to your power core.
For every 100 power you can activate 1 upgrade on a weapon or your armor. Between missions can
switch which upgrades are active.

Pay
-50$ a mission
-20$ a saved life

Bonuses
-for each damage you do to a foe 5$
-for each HP you heal on an ally 5$
-Destroy a foe 5$

Location—d6
1=left arm
2=right arm
3=torso
4=torso
5=left leg
6=right leg

Armor Roll
#+/#+/#+, 1st spot is 1 damage, 2nd is 2 damage, 3 is 3rd...
Example
2+/4+/6+

If roll a 2-3 do 1 damage, if roll a 4-5 do 2 damage, if roll a 6+ do 3 damage. No matter how high you
roll the die can only do 3 damage.
You can do this for each die you roll. The foe looses all the HP you rolled.

Status effects

To recover from an effect takes 2 actions. Make a stat test for the effect. If get a 5+ you are cured. In
the case of effects with multiple levels this removes 3 levels.

Corruption
Each turn you will roll for one area of your choice. If roll over armor that area losses 1 HP. The die
roll is based on how many stacks you have. Each time you are hit by the effect gives 1 to the stack.
Level 1 is d6, 2 is d8, 3 is d10, 4 is d12, 5+ is d20. If on the roll you roll a 1 remove 1 level.
Corruption can only be removed via alteration or by killing the caster.

Incinerate
You are on fire. All attacks on you do +1 damage if they do any damage. When starts you get d4
stacks. At the end of each turn loose 1 stack. Can spend 1 action to remove d4 stacks.

Berserk
Always attack nearest target, even an ally.
To recover make a Will test at start of turn. Difficulty is based on level. Level 0 is 4+. Level 1 is 6+,
level 2 is 8+, and level 3 is 10+. Each time fail add +1 to next attempt.

Frost
When gain you earn d4 stacks. You get armor -1 to all locations. Each turn you loose 1 stack. Can
spend an action to remove d4 stacks.

Condemned
Affected loses 1 HP a turn to a random location. This stays in effect till the one who caused corruption
can't see you or dies.

Confusion
You act randomly on your turn. To remove you must pass a SAN test. Difficulty for level 0 = 4+, level
1=6+, level 2=8+, level 3=10+. One try at start of turn. +1 to try for each fail.
Level 0—roll a d6 for effect
1-2=nothing
3-4=attack a random target [or approach to do so]
5-6=act normal

Level 1—Roll a d8
1-2=nothing
3-6=attack a random target [or approach to do so]
7-8=act normal

Level 2—d10
1-3=nothing
4-8=attack a random target [or approach to do so]
9-10=act normal

Level 3—d12
1-4=nothing
5-10=attack a random target [or approach to do so]
11-12=act normal

Sloth
Lowers statistics. Pass Will to remove. Level 0 difficulty=4+, level 1= 6+, level 2= 8+, level 3= 10+
Level 0—Move -1, accuracy -1
Level 1—Move -2, accuracy -2, foes get +1 accuracy on you
Level 2—MV -2, Accuracy -2, foes get +1 accuracy on you, action -1
Level 3—MV -2, Accuracy -2, foes get +2 accuracy on you, action -1

Paralyses
On turn pass RES to remove. Difficulty is 4+/6+/8+/10+
When try to take an action roll a d6. If make the required number or higher you can act. Else you lose
that action. The target is based on level of parallelization.
Level 0=3+, level 1=4+, level 2=5+, level 3=6+

Control
Pass San to cure. The foe who cast this on you controls you on your turn. The difficulty to recover is
4+/6+/8+/10+. You gain +1 to the test for each time you fail. You can't use more actions then the foe
has and they can use any unused action normally.

Level 0
Cost 1 action to control the target. You can use up to 2 actions with them

Level 1
Costs 1 action to control them. You can use up to 3 action of theirs.

Level 2
You control the foe without spending actions and can use up to 3 of their actions.

Level 3
You control the foe without spending actions and can use up to 3 of their actions. In addition you can
move them once foe free.

Pacify
On your turn roll WILL or can't attack.

Poison
When effected you earn 4 stacks. While effected you gain -1 accuracy and -1 to your armor rolls. Each
turn you loose 1 stack.

Acid
Lowers the armor of your locations by 1 per stack. Min=2+, If effect last the mission. Starts at 1 stack
and each additional time your hit by acid add 1 to the stack.

Rot
While effected get Armor -1 and lose 1 HP to a random location a round. Once hit earn d6 stacks.
Each turn loose 1 stack. Can also roll Res on turn start vs difficulty of 6+ and if pass loose 1 stack
immediately.

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