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Melee Weapons

Dam

Max Rng

Cap

Rld

Hands

Burst

-Primitive (Muscle/Melee)

Ranged Weapons

Dam

Max Rng

Cap

Rld

Hands

Burst

-Firearms (Nimbleness/Shoot)

Axe, Medium

M+8L

Melee

Assault Rifle

10L

Distant

30

Axe, Heavy

M+10L

Melee

Blunderbuss

10L

Short

Bayonet (attached)

M+6L

Melee

Handgun, Light

6L

Short

10/6**

Bludgeon, Blunt, Medium

M+4N

Melee

Handgun, Medium

8L

Short

12/6**

Bludgeon, Blunt, Heavy

M+8N

Melee

Handgun, Heavy

10L

Short

10/6**

Bludgeon, Vicious, Medium

M+4L

Melee

Handgun, Black Powder

10L

Short

Bludgeon, Vicious, Heavy

M+8L

Melee

Machine Gun, Light

10L

Distant

100

Chain, Heavy

M+4L

Melee

Machine Gun, Medium

12L

Distant

100

Flail, Medium

M+6L

Melee

Musket, Black Powder

12L

Long

Flail, Heavy

M+8L

Melee

Nail Gun

4L

Short

100

Pistol Whip

M+1N

Melee

Rifle, Light

6L

Long

10

Rifle Butt

M+4N

Melee

Rifle, Medium

10L

Distant

Rock

M+2L

Melee

Rifle, Heavy

12L

Distant

20/5**

Shield Bash

M+2N

Melee

Shotgun, Double Barrel

12L

Short

Spear, Long

M+8L

Melee

Shotgun, Pump

12L

Short

Sword, Heavy

M+10L

Melee

Submachine Gun

8L

Short

30

-Primitive (Nimbleness/Melee)

-Heavy (Understanding/Shoot)

Axe, Light

M+6L

Short

Ballista

24L

Long

Bludgeon, Blunt, Light

M+2N

Melee

Flame Thrower

12L/4L

Short

Bludgeon, Vicious, Light

M+2L

Melee

Grenade Launcher, Light

grenade

Long

Entangle

Melee

Grenade Launcher, Heavy

grenade

Distant

30

Chain, Light

M+2L

Melee

Machine Gun, Heavy

24L

Distant

100

Flail, Light

M+4L

Melee

Rocket/Torpedo Launcher

75L

Distant

Hook

M+2L

Melee

Knife

M+2L

Short

Trebuchet
60L
Long
1
10
2
Weapon Tables Key
DAM: Damage; some special Damage types are explained in later sections
Max Rng: Maximum Range
Cap: Ammunition Capacity (or rounds of operation before recharge/refuel if powered
Rld: Reload Time (Actions)
Hands: How many hands you need to wield the weapon
Burst: If the weapon is Burst/Buckshot fire capable
M: Muscle
N: Non-Lethal Damage
L: Lethal Damage
*Initial/Continuing Fire Damage
**Semi-Auto/Revolver
***Semi-Auto/Bolt-Action

Bullwhip

Net

Entangle

Melee

Spear, Short

M+6L

Short

Sword, Light

M+4L

Melee

Sword, Medium

M+8L

Melee

Staff

M+6N

Melee

Chainsaw, Gasoline

M+10L

Melee

20

Drill, Portable

M+4L

Melee

20

Hedge Trimmer, Gasoline


-Unarmed (Muscle or
Nimbleness/Brawl)
Brass Knuckles

M+4L

Melee

20

M+1L

Melee

Claws/Fangs/Horns/Spurs

M+2L

Melee

Normal Bite

M+0L

Melee

Punch/Kick/Headbutt

M+0N

Melee

-Powered (Muscle/Melee)

Primitive Ranged Weapons


Primitive Missiles
(Nimbleness/Shoot)
Blowpipe

Dam

Max Rng

Cap

Rld

Hands

Burst

toxin

Short

Bow, Short

8L

Short

Bow, Long

10L

Long

Crossbow, Wrist

2L

Short

Crossbow, Pistol

4L

Short

Crossbow, Light

8L

Long

Crossbow, Heavy

10L

Long

Sling
-Thrown Weapons
(Nimbleness/Athletics)
Axe, Light

4L

Short

M+6L

Short

Bolas

entangle

Short

Boomerang

M+4N

Short

Boomerang, Edged

M+4L

Short

20L

Short/-

Grenade, Smoke

smoke

Short

Knife

M+2L

Short

Lasso

entangle

Short

Rock

M+2L

Short

Spear, Short

M+6L

Long

Grenade/Mine/C4, Fragmentation

Successes

Difficulty

Difficult

Extreme

Arduous

Tremendous

5+

Heroic

Stunt
Bootleg Turn

Difficulty
Difficult (1)

Immelmann Loop

Difficult (1)

Jump, Short

Difficult (1)

Jump, Long

Extreme (2)

Result
Land vehicle comes to an immediate stop
facing in the opposite direction.
Air vehicle performs a half loop turn to
immediately fly in the opposite direction.
Land vehicle makes a short jump of a
couple car lengths.
Land vehicle makes a short jump over
half a dozen car lengths.

Current Health
Health
Roll
1-2
3-5
6

Healing
(L) TOU per week
(N) TOU per day
> Health
(L) TOU per day
(N) TOU per hour
Once daily roll Understanding/Healing
to restore 1 Health per Success.

Examples
Pulling a Bootlegger turn during a chase.
Shooting Someone in a firefight.
Leaping safely over a several-yard wide chasm.
Jumping a motorcycle over a half-dozen car lengths.
Hitting a target at Long Range.
Running up a wall and then back-flipping up and over an opponent.
Pulling a Bootlegger turn under the flatbed of a moving semi.
Shooting a pistol from someones hand.
Running along a narrow beam while being shot at.
Driving an automobile on two wheels between two fast moving semis.
Severing a sturdy rope at Short distance with a single gunshot.
Reaching the ground safely by bouncing from wall-to-wall in a narrow
space between buildings.
Jumping an automobile into a barrel roll over the top of a moving vehicle
while firing.
Ricocheting a bullet off a wall to strike an opponent behind Complete
Cover.
Leaping off a moving semi trailer to land on the seat of a motorcycle
racing past at high speed.

Artifact Condition
Damaged, but repairable
Battered/Used but otherwise fine
Immaculate

Toxin
Alcohol
Smoke Inhalation
Snake Venom
Teargas

Toxicity/Unit
2/drink
2/Round
3/bite
4/Round

Stunt
Jump
High Jump
Leap
Long Leap

Type
Non-Lethal
Lethal
Lethal
Non-Lethal

Collision
Ram!
Sideswipe!
Head On!

Lvl
Fire
Torch
Campfire
Bonfire

Initial/Continuing Damage
4L/2L Damage
8L/3L Damage
12L/4L Damage

Fall Damage
Surface
10L per level
Earth
20L per level
Concrete or asphalt
30L per level
Jagged rubble or spikes
Roll Nimbleness/Athletics reducing
damage by -2 per Success

Difficulty
Difficult (1)
Extreme (2)
Difficult (1)
Extreme (2)

Result
The mount leaps an obstacle as high as a man.
The mount leaps an obstacle up to 3 yards tall.
The mount leaps a car length.
The mount leaps up to three car lengths.

Damage
(Muscle + Speed diff) x 5
(Muscle + Speed diff) x 2
(Muscle + Speed) x 10

Muscle

Nimbleness

Toughness

Speed

Top MPH

Motorbike

Heavy Truck

Motorbike

Scooter

80 MPH

Family Car

Family Car

Family Car

Family Car

120 MPH

Muscle Car

Sport Car

SUV

Muscle Car

160 MPH

Van

Sport Bike

Light Truck

Super Bike

200 MPH

Heavy Truck

Motocross Bike

Heavy Truck

Formula 1 Car

240 MPH

Skill
Athletics
Boat
Brawl
Criminal
Drive
Heal
Intimidate
Lore
Muscle
Notice
Persuade
Pilot
Ride
Scavenge
Shoot
Sleight
Stealth
Survive
Tech
Zoofinity

Usual Attribute
Nimbleness, Muscle, Toughness
Nimbleness, Understanding, Toughness
Nimbleness, Muscle
Nimbleness, Understanding
Nimbleness
Understanding
Appeal, Muscle, Understanding
Understanding
Nimbleness, Muscle
Senses, Understanding
Appeal, Understanding
Nimbleness, Understanding
Nimbleness
Understanding, Senses
Nimbleness, Understanding
Nimbleness
Nimbleness, Understanding
Understanding, Senses
Understanding, Nimbleness
Appeal, Understanding, Tenacity

Earning Fortune
Action
New Game Session
Cool Dialogue
Cool Stunts/Descriptions
Dedicated Play
Good Characterization
Good Problem Solving/Creative Thinking
Good Team Play
Heroism

Award
5
1
1
1
1
1
1
1

Lvl

Muscle

Understanding

Tenacity

Appeal

Nimbleness

Toughness

Senses

Weak

Dim

Spineless

Unappealing

Clumsy

Frail

Dull

Average

Average

Average

Average

Average

Average

Average

Athletic

Bright

Confident

Personable

Agile

Fit

Alert

Strong

Gifted

Driven

Charismatic

Adroit

Vigorous

Watchful

Powerful

Genius

Indomitable

Enthralling

Acrobatic

Tireless

Vigilant

Improvement
Gaining a new Skill
Raising a Skill
Raising an Attribute

Muscle
1
2
3
4
5

Skill
Level
1
2
3
4
5

Experience Cost
4
New Level x 2
New Level x 6

Lift
a coyote
a large dog
a slim adult
a muscular thug
a heavy cruiser motorcycle

Fortune Costs
Effect
Extra Success
Reroll Bad Things Happen
Plot Twist
Plot Twist
Reduce Opponents Success
Reduce Injury
Perform Dual Action

Difficulty
Difficult
Extreme
Arduous
Tremendous
Heroic

Cost
1
3
2
5
2
1
2

Description
Novice
Competent
Professional
Veteran
Master
Surroundings
In a quiet bar
In a bustling bar or market
In a raucous celebration
In the middle of a skirmish
In the middle of a battle

Tenacity

Viewing Range

Telekinetic Lift

1
2
3
4
5

1 mile
10 miles
100 miles
1,000 miles
10,000 miles

Key, coin, pebble


Handgun, heavy book
Human child
Adult human or self
Heavy motorcycle

1
2
3
4
5

Empathic Projection
Range
Touch
Close
Short
Long
Distant

Tenacity

Psychometry Time

1
2
3
4
5

1 Month
1 year
10 years
100 years
1000 years

Tenacity

Telepathy
Range
Touch
Close
Short
Long
Distant

Very thin, e.g. spoon


Thin, e.g. light rifle barrel
Moderate, e.g. 1 metal rebar
Thick, e.g. 6 armor plate
Anything you can grip

Psychic
Healing Limit
5 Health
10 Health
15 Health
20 Health
25 Health

Pyrokinetic
Burst/Continuing
1L/1L
2L/1L
3L/1L
4L/2L
5L/2L

Translocation
Range
Long
Distant
1 Mile
10 Miles
100 Miles

Metal Bending Thickness

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