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Sci Fi Dice

Fantasy Dice Addon


Credits
Everything: Claus Brnich
except Avatar Art: greglith and DM7 Shutterstock.com

RadicalApproach.co.uk
The creative commons license lets you re-
mix, tweak, and build upon the text in this
book non-commercially, but your new
works must also acknowledge Claus Br-
nich as the original creator, contain a refer-
ence to www.RadicalApproach.co.uk as
the source of the work and be licensed un-
der identical terms. For commercial
products you are welcome to reference the
rules to write your own setting material or
adventures as long as you do not reproduce the material in this book, or get in
touch and we can work something out that suits you. I am always eager to hear
from anyone with ideas. Writing and roleplaying are creative arts and we can all be-
nefit from sharing and supporting each other.

Fonts: InvisibleKiller, LED BOARD REVERSED, Boston Traffic, Imperator

This work is a collection with the text and character sheets for Sci-
Fi Dice by Claus Brnich licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 3.0 Unported License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-
sa/3.0/deed.en_GB (or send a letter to Creative Commons, 171 Second Street, Suite 300, San Fran-
cisco, California 94105, USA), while all graphics and art are 2013 Claus Brnich or DM7 and
greglith/Shutterstock.com (avatar images) with all rights reserved and cannot be shared under
the creative commons license.

Thanks to the kickstarters for funding the stretch goal that forced me to write this.
As always thanks to my wife for being supportive, helpful and lovely.

I also want to bring your attention to the excellent Eclipse Phase. An Origins and
Ennie award winning roleplaying game of transhuman conspiracy and horror released
under the same type of creative commons license as this book. The setting was a big
inspiration for me when writing these rules.
Official Website: http://www.eclipsephase.com

Product Code: RASDPDF02


Table of Contents
Sci Fi Dice........................4 Damage..........................64
Inflicted Damage......................64
Character
Damage Consequences............66
Creation.........................5 Armour........................................67
Overview......................................5 Burns...........................................68
Ego.................................................5 Suffocation.................................68
Avatar..........................................12 Falling.........................................69
Customisation...........................19 Damage and Stress...................69
Gear.............................................20 Biological Healing....................69
Experience..................................21 Synthetics Repair......................70
Metacortex..................................23 Post Trauma...............................71
Adapted Morphology..............25
Backup Locations......................27
Vehicles.......................72
Skills...........................28 Gaming In Space...........75
Specialities.................................28 Fire...............................................75
Skill Descriptions.....................29 Gravity........................................75
Alien Worlds.............................76
SF Rules.......................34
Basics...........................................34
Weaponry.....................78
Senses..........................................35 Melee Weapons.........................78
Attributes...................................35 Kinetic Weapons.......................79
Fatigue........................................35 Energy Weapons.......................81
Sanity..........................................36 Firearm Accessories..................83
Fear..............................................41 Micro Launchers.......................84
Social Conflict...........................42 Armour........................................86

Wealth and Rep...........43 Upgrades......................88


Wealth.........................................43 Genetic Upgrades.....................88
Reputation..................................47 Implants......................................90

Combat..........................55 Character Sheets......91


Firearms......................................55 Example......................................91
Weapon Effects.........................60 Colour Version..........................93
Explosions..................................61 Print Friendly Version.............95
Sci-Fi Dice

Sci Fi Dice
This book is not a stand alone game sys- own, but I would suggest that it may be
tem, but intended as an add-on to allow better to spend the time on creating new
you to use the Fantasy Dice system to treatments, implants and futuristic tech-
play in a science fiction setting. It could nology instead. These things make the
also be used to set you game in a mod- characters able to survive challenges,
ern setting, or if you want to mix but it also makes them dependent on
fantasy and science fiction. technology. Especially as many of their
skills focus on the use of technology.
As an add-on this book presents mech-
anics that you would need for a science Another important shift is a brand new
fiction game, but does not present a full way of creating characters based on
set of the rules. I would recommend get- splitting the process into creating an ego
ting a copy of either Fantasy Dice or the and an avatar and each has its own
second edition of Crimson Exodus to character sheet. Depending on your set-
use with this game engine add-on. ting a character may be able to swap or
However, you could also use it with upgrade bodies and so change her
Turbo Dice. avatar, but the ego stays the same. The
full process of creating your character is
Although the Fantasy Dice rules are presented in this book. As part of this
very versatile every genre has its own the attributes have been simplified to
requirements. In a science fiction game just Mind and Body, not least because it
the focus shifts from the heroic and lar- is often impossible to identify just a
ger than life characters of a fantasy set- single attribute to base a skill on, but
ting to cool ways to use science and also because personal attributes are less
technology to make yourself smarter, important than skill and technology.
stronger and faster. Thus there are no Strength, reflex and senses are still rep-
paths presented in this book. Instead resented, but handled differently.
gadgets, implants, drugs, genetic tweak-
ing, computers and AI assistants boost A new interesting stat and system to go
the characters and make them more with it is Sanity. This is great for games
than human. If you wish to keep the with an element of horror, but even
paths from the Fantasy Dice system when that is not the focus having mech-
there is of course nothing wrong with anics for mental breakdowns adds a
that, and as always you can create your new element of danger.

4
Character creation

Character
Creation
This chapter outlines the process of cre- 010 Languages
ating a character, but the details will de- 011 Wealth
pend on the setting and specifics of the 100 Reputation
game you want to play. The goal of this IV. Experience
chapter is to provide the framework for V. Metacortex
you to slot your game into. VI. Adapted Morphology
VII. Backups
Overview
Character creation can be divided into Ego
three stages as shown below. The ego is
The ego is who you are, or rather the
who you are and the jigsaw of your
skills, memories and personality that
memories, experiences and personality.
make up your identity. This jigsaw is a
The avatar is your physical incarnation
fragile collection of experiences and
in the world in which your ego exists.
memories that create your self identity.
The last step is the customisation stage.
As you gain experience you add new
I. Ego
skills and memories to your ego and
001 Background
your personality changes. Often you
010 Faction
will become more competent, but you
011 Personality
also suffer stress and mental traumas
100 Sanity
which accumulate with the years. Those
II. Avatar
exposed to danger and shocking hor-
001 Identity
rors may quickly develop strange
010 Attributes
quirks, and as the strain grows serious
011 Reflex
disorders or even a complete break-
100 Senses
down.
101 Strength
110 Movement Speed
111 Fatigue and Fuel
III. Customisation
001 Skills

5
Character creation
The foundation of your ego in most Background Skill
games will be a selected background A single skill at D8 which everyone
and faction that gives you your with this background start with.
strongest skills and determines what Starting Sanity
avatars you may start with. However, A healthy ego has a sanity of around
there is no reason why a character can't ninety percent. Determine starting san-
be created without a background or fac- ity based on how difficult it is to cope
tion as long as you still fill in the in- with the chosen background.
formation from those steps.
Sheltered: 95%
Background Normal: 90%
The first step to creating your character Rough: 80%
is to choose a background. Where were Hard: 70%
you born or created, and who are your Painful: 60%
parents or creator? Where and how Tormenting: 50%
were you raised and educated, and how Wealth
have you spent your life up until this Starting wealth should normally be
point? Keep in mind that your back- poor, well off or wealthy. You may give an
ground is where you came from, not especially privileged background a
who you are now. starting wealth of rich, but will typically
be rare and paired with a suitable back-
ground skill such as Bureaucracy.
reputation
Usually a single reputation stat based
If your game provides backgrounds on your background as Advocate or two
then simply pick one. The following as Known. This reputation will typically
framework is used to create a back- be linked to family, nationality or race.
ground. Create backgrounds that fit the Advantage
setting and are interesting to play. Back-
An optional category for any special ad-
grounds need not be balanced, but be
vantages for this background.
mindful that you give every back-
ground something that makes it desir- Disadvantage
able to play. Also, create backgrounds An optional category for any special
that make sense to your game. disadvantages for this background.

Description Avatar
A short description of the background. The avatars available with this back-
ground.

6
Character creation
Sample Backgrounds life has been structured and directed to-
wards the needs of the corporation. You
A few backgrounds to inspire back-
have always been taken care of, but
grounds for your own Sci-Fi Dice game.
never free and unlike most of your
Cryonaut peers you are not content to live out
You are from a small exclusive group of someone else's vision of your life.
people who had themselves cryogenic- D8 Skill: Academics, Bureaucracy,
ally frozen in the distant past. With the Dominate or Smooth Talking
onset of nanotech it became possible to Starting Sanity: 90
revive these cryonauts and those who Wealth: wealthy
were frozen with their bodies were re- corporate-rep: Advocate
stored to their humanity, while those Avatar: Basic Human, Digital Entity or
who only preserved their brains were Transhuman
uploaded. There were never many cryo-
nauts and only a few survived to be re- Faction
vived, and most of them were of the up-
The faction is the primary group to
loaded kind. Then there were the top
which the character belongs. The
secret military projects...
chosen faction will typically determine
D8 Skill: Academics (history, any)
profession, where home is, allegiances,
Starting Sanity: 70
friends and contacts. It is also possible
Wealth: poor
to be a dissident member of a faction,
any rep: Advocate
living among them, but opposing some
Disadvantage: May not start with more
(or all) of their core values and perhaps
than D6 in Engineering, Software or
agitating for change.
Tech skill.
Avatar: Basic Human or Digital Entity
(human upload)
Space Colonist
You were born on a colonised world or
space habitat.
Description
D8 Skill: Engineering, Exploration or
A short description of the faction.
Science
Starting Sanity: 85 Faction Skill
Wealth: well off A single D8 skill which everyone with
spacer-rep: Advocate this faction has. If same as your back-
Avatar: Basic Human or Transhuman ground skill then the skill is increased
to D10.
Corporate Drone
Your were raised in a corporate arco- reputation
logy, dome or space habitat and your As a baseline your faction will give you

7
Character creation
three reputation stats rated as Known. ANARCHIST
However, you may increase one to Ad- You don't like being told what to do
vocate by dropping the third or take a and favour either individualism or vol-
negative reputation as Flagged. Alternat- untary organisation with opt-in parti-
ively, you could give the faction two cipation.
Flagged reputations and one as Top Dog D8 Skill: Any skill
and one as Known. This reputation will criminal-rep: Advocate
typically be linked to your profession, corporate-rep: Flagged
factional allegiances, contacts, friends any rep: Known
and other social networks. If you get the Avatar: As appropriate to your setting,
same rep as for your background your e.g. Basic Human, Digital Entity or
faction rep takes priority, but you may Transhuman
choose a new background rep. CRIMINAL
Advantage You are part of the criminal under-
An optional category for any special ad- world. Perhaps a member of some gang
vantages for this faction. or more sophisticated organisation, or
maybe you prefer going solo.
Disadvantage
D8 Skill: Sleight of Hand or Dominate
An optional category for any special
criminal-rep: Advocate or Top Dog (see
disadvantages for this faction.
advantage)
Avatar Advantage: You may start with crimin-
An optional category if only certain al-rep as Top Dog, but you then have to
avatars are available to members of the start with one reputation as flagged and
faction. If an avatar is immutable, such one as blacklisted (-2). Otherwise you
as race in a contemporary or fantasy have criminal rep as Advocate, but a
game, then the avatar chosen must be clean record.
available for both the background and Disadvantage: May have a criminal re-
the faction. If it is possible to change cord.
your avatar then you may start with Avatar: As appropriate to your setting,
any avatar available from both your e.g. Basic Human, Digital Entity or
background and faction. Transhuman
EXTROPIAN
Sample Factions You strive to transcend restrictions by
Somewhat simplified examples of fac- modifying the environment, adapting
tions are provided here. In your own yourself and become smarter. Whether
game you will want to make the fac- you lean towards some sort of social or-
tions specific to your game, while the der or anarchistic free markets you
examples here are generic templates know that only by technological pro-
like anarchist or scientist faction. gress and self improvement can we

8
Character creation
achieve a better future. acter consistently, and guides the GM
D8 Skill: Smooth Talking or Tech when awarding you experience points
science rep: Advocate for roleplaying.
corporate rep: Advocate
military rep: Flagged Make sure you discuss your choices
any rep: known with your GM so that they can be incor-
Avatar: Any available porated into the game. Sometimes the
GM may have suggestions for your
Scientist
character, or you may have themes that
You peer into the mysteries of the uni-
you wish the GM to keep in mind and
verse and lift the veil of ignorance, per-
involve your character in as much as
haps some day something will stare
possible.
back.
D8 Skill: Science
Your personality will change over time.
science-rep: Advocate
Characteristics change as a result of
any rep: Known
powerful experiences, especially after a
Avatar: As appropriate to your setting,
horrifying experience. Ideology when
e.g. Basic Human, Digital Entity or
you have a compelling reason for why
Transhuman
your character has changed his beliefs.
Soldier Sometimes you may simply have be-
You are part of the army, airforce, navy, come disillusioned with an idea. Goals
space force or some other military fac- can be changed when they are achieved
tion. or failed, or for similar reason to ideo-
D8 Skill: Firefight, Melee or Pilot logy.
military rep: Advocate
criminal rep: Flagged
any rep: Advocate
Avatar: As appropriate to your setting,
e.g. Basic Human, Digital Entity or
Transhuman

Personality
Your personality depends on a mixture
of your choices as a player and the
events and horrors you have experi-
enced. The purpose of your personality
is to define what your character be-
lieves and how he or she thinks and be-
haves. It helps you roleplay your char-

9
Character creation
Characteristic view, current belief or way of thinking.
By picking the main characteristic that You may be open or outspoken about
defines your character you are telling your ideologies, or secretive and shy. It
the GM and other players how you may be a political ideology, a religious
wish to portray you character. It should belief or your personal philosophy.
influence how your roleplay your char-
acter and what anyone who has known Such as Capitalistic Anarchist or Social-
you for a long time think of you and istic Anarchist, or more interesting
thus treat you. When the GM is award- twists such as Open-Source Feminist or
ing experience for roleplaying he will Extropian Environmentalist.
often look at your characteristic and
compare that with how you played Instead of being driven by an ideology
your character. your character can be motivated by op-
position to an ideology. Any or all of
Aggressive your three ideologies can be an anti
Arrogant ideology, such as anti-capitalist, anti-re-
Confident ligion, anti-unity and so on.
Compassionate
Curious Use your ideology to guide you when
Cynical your character has to make decisions
Depressed and for roleplaying your character. De-
Disciplined pending on your personality you may
Dutiful try to hide your true beliefs.
Fearful
Impulsive Ideology is primarily a roleplaying aid,
Introspective but optionally, once per session, if an
Honourable action is motivated by, or in support of,
Nervous one of your selected ideologies then you
Optimistic may take a bonus die or re-roll one bad
Paranoid roll. This has to be roleplayed and
Pessimistic should only be used when ideology
Proud really drives your character to succeed.
Rebellious
Loyal The list below is just meant as an inspir-
Shy ation and you may create your own
Social ideologies that fit your setting.
Ideology
You may pick up to three ideologies for Anarchism
your ego which define your world Bioconservatism
Capitalism

10
Character creation
Communism choose a goal that will work with the
Conservatism game, and the GM may suggest goals to
Environmentalism the players that fit in with the planned
Extropy mission.
Fascism
Feminism Everyone can have the same goal, but
Hedonism how they may approach it and what
Individualism constitutes a success for each character
Liberalism will often depend on that character's
Libertarianism other personality traits such as ideolo-
Nationalism gies and characteristics.
Open-Source
Preservationism Identifying a goal is meant to help you
Progressivism focus your effort and be pro-active in
Religion (Buddhism, Christianity, the game, and when you achieve a goal
Hinduism, Islamism, Judaism, you will earn experience points. You
Mormonism, Sikhism, etc.) may even earn experience points for a
Socialism failed goal if you made a brave attempt
Theocracy and learned something. More ambitious
Unity goals will earn you more experience
points, and just working towards an in-
Goal teresting goal that fits with your charac-
Your goal is what is currently motivat- ter's personality can earn you experi-
ing your character and a good goal ence points.
should drive you into action.
Goals can range from liberating the op-
Your goal may be fairly simple, or it pressed, defending the rights of others
may be a long term and complex mis- and fighting discrimination to getting
sion, but regardless you should have an revenge, arresting a local trouble maker
immediate agenda for your character. If or rescuing someone or retrieving
your goal is long term then simply something.
identify what the first step you will
work towards is, and then once you The GM may have suggestions for
achieve or fail that select the next step goals, but given the great scope of pos-
and so on. If you have a simpler goal sible scenarios you may be playing no
and you succeed or fail then you should list of goal is suggested here. Instead a
come up with a new one. few common drives are listed below.
Rather than a particular goal this is a
It is important to work with the GM to theme that drives your character. You
don't have to choose a drive and it may

11
Character creation
change over time, but it can help to A lower sanity may make it easier to
guide and focus your choices of goals. adapt in some settings, but as your san-
By identifying a drive you may find it ity is stressed you suffer from tempor-
easier to understand why your charac- ary mental breakdowns and from 50
ter is working towards their current points downward you suffer serious
goal. mental disorders that may never be
completely cured even if your sanity re-
Altruism covers. If you gain such disorders they
Discovery must be roleplayed as a serious condi-
Fame tion, but may also result in poor will-
Freedom power, blackouts, fainting, memory loss
Glory and bad judgement when it matters
Immortality most and you are under pressure.
Justice
Love Treatment is often possible, but requires
Loyalty access to facilities and someone skilled
Nostalgia in such treatments and invariably any
Philanthropy treatment will mean blunting or remov-
Power ing troublesome memories. This leaves
Revenge gaps and cracks in your ego which re-
Search duces your sanity and makes you more
Truth vulnerable to future problems. Serious
Religion mental problems may necessitate re-
Wealth moving or rewriting large chunks of
memories, and this can leave you for-
Sanity
getting people, places and entire peri-
Sanity can be any value from com- ods of your life and carry an experience
pletely raving mad at zero to about 95% cost as your edge is lost at least for a
sane. Starting sanity will be defined by while.
your background.

Avatar
The embodiment of your ego, whether a
physical body or emulation of a mind
on which your ego runs. Avatars will
typically be chosen from those available
in background and faction, but in some
science fiction settings you may need to
actually purchase your avatar with
either wealth or reputation.

12
Character creation
Identity
Consider that while your ego is your
true identity the avatar you inhabit will
In many settings your ego and avatar be what identifies you to others. Thus in
are inseparable and you will have the a setting where you may swap avatars
same avatar as long as your character you may also choose to take on a new
survives. The avatar is your race or identity. Of course, you can always
breed of man based on your genetic have multiple fake identities for an
heritage. For example elves, orcs and avatar.
dwarves in a fantasy game. Identity And Avatar Swapping
Note that in a setting where people can
However, in some settings your ego swap avatars it can be quite difficult to
may be transferred from one avatar to know someone's true identity. Behavi-
another. For example, in a science fic- oural analysis may sometimes be able to
tion setting where you can upload your reveal a true identity and a captured
mind into a computer or robot, or your avatar can be interrogated or its
ego can be transferred to a new body. In memories retrieved, but for the most
such a setting it may also be possible to part identity will rely on identity ac-
back up a version of your ego to be re- counts that requires knowledge of pass-
stored in a new avatar if you die. In a words and code words.
fantasy or horror game you may also be
transferred into another host or possess Sometimes this anonymity can be bene-
another body, and again your ego and ficial and some may go to great lengths
its stats will remain the same while you to disguise the true identity of their ego,
take on the stats of the new avatar. like destroying the avatar to leave no
evidence.
Your current avatar always determines
your attributes, but you only have The difficulty of proving who you are
physical attributes if you actually have can also cause a lot of problems as your
a physical aspect in the real or a virtual reputation and many of your contacts
world. will be tied to whatever identity you as-
sume and transferring these to a new
The avatar also consists of memory ca- identity is not always easy or even pos-
pacity, speed, senses, strength and any sible. Identity theft may also be very
number of bonuses or penalties to skills common, so you need a lot of evidence
and special abilities. to gain trust.

13
Character creation
Attributes avatar is a non-physical entity, such as
an emulation in a computer, it does not
In Sci-Fi Dice the ten attributes of
have a Body attribute. Of course it is
Fantasy Dice have been simplified into
possible to gain a temporary Body at-
just Body and Mind. So Agility and
tribute when controlling robotic arms
Dexterity are now merged into Body,
and remote operated vehicles.
while Cunning and Wisdom are
merged into Mind.
All skills rely on either Mind or Body,
although Pilot relies on the Body attrib-
The Strength attribute still exists as a
ute of the vehicle or battle suit being pi-
stat, but is handled slightly differently
loted.
as explained later. Sight is now handled
by the Senses stat which covers Mind
everything from hearing to x-ray vision. Ability to think and remember. Speed,
efficiency and capacity for processing
There isn't really any need for a Spirit information and other mental tasks.
and Demon attribute in a Sci-Fi setting
and as explained below Reflex is de-
termined from the Body and Mind at-
tributes.

Part of the motivation for reducing it to


two attributes was to make things faster
and simpler but it was also done be-
cause the vast majority of skills would
belong to either Cunning or Wisdom,
and most Sci-Fi mind based skills could Body
easily belong to either, or both, depend- Ability to move and manipulate your
ing on the situation or specific task. avatar in the world real or virtual. Fin-
esse, agility, precision and dexterity.
You can of course still continue to use
the attributes from Fantasy Dice if you
prefer and assign skills to them, or you
might simply decide which attribute
applies for a skill roll on a case-by-case
basis.

Most avatars will have both the Mind


and Body attribute, but while an avatar
must have a Mind to host the ego, if the

14
Character creation
Reflex Note that unlike what you might be
used to from other roleplaying games
Reflex determines initiative and reac-
you never need to roll to detect some-
tion speed. This can be resolved like in
thing, although as mentioned an active
Fantasy Dice, but it is suggested that
effort may be required on your part for
the average of the Body and Mind at-
hidden things to be revealed, so do
tribute be used. Always round down,
make a point of investigating when you
but add + 1 to the result if a fraction was
suspect something.
discarded. So Mind 2 and Body 2,
would give you a reflex roll of 2D8, In the case of sneaking around and hid-
while Mind 3 and Body 2 would give ing the difficulty assigned will depend
you a roll of 2D8+1. on both the circumstances and how
many opponents there are and how
good their senses are.

Strength
Raw power and lift capacity, strength
will influence damage inflicted with
Melee attacks and determine how far
you can throw. It is even used to gauge
resilience and tolerance of an avatar, al-
though in this respect the type of avatar
is just as important. Below is each cat-
egory with the modifier to damage rat-
Senses
ing for melee attacks.
Your various senses determine how you
notice things. The baseline is a normal Weak: DR -1
human sense such as vision, smell, Normal: DR +0
hearing, touch and taste. Some things Strong: DR +1
will be detectable as long as you have Herculean: DR +2
the right sense, some will require an Juggernaut: DR +3
active search or investigation with the
required sense, and some things can
only be detected with enhanced senses.

Each category is about twice as strong


as the previous. Someone one category
stronger will have a big advantage in

15
Character creation
any contest of strength (about +2D On the right side speeds are listed in
worth), and if more than one category kilometres per hour. Conveniently these
will be pretty much guaranteed to win. roughly map to the movement rate on
the left. So if you can walk 4 meters a
Movement Speed round you are moving 5 km/h, and if
you can sprint 16 m/r that is roughly 20
The round speedometer on the avatar
km/h. However, the purpose of this side
sheet allows you to record your various
is to record your maximum velocity. If
movement speed rates for your main
you have an avatar which can fly or a
mobility method and the white field at
synthetic avatar with alternative
the bottom can be used to list the type
propulsion systems then this speed can
of system such as hopper, ionic, walker,
be very different from the usual speed
winged and so on.
that lets you move and act in a round.

On the left side you can record your


The propulsion system used for your
movement rate in combat as meters per
maximum velocity might be different
round by drawing an arrow from the
from your regular mobility system re-
centre to the relevant number. So for a
corded on the left, but make sure both
normal human the number would be 4
are named in the white field at the bot-
and so you would draw an arrow to
tom. For example you may use a walker
that number. If you have a speed in-
mobility system with a movement rate
between the numbers you can draw the
of 4, but have an ionic system that can
arrow in-between too.
move you 40 km/h in an atmosphere.
Remember that travelling at high
speeds makes manoeuvring and target-
ing more difficult or even impossible.

The Athletics or Pilot skill can be used


as appropriate in a chase, race or to
make better time.

If you have several mobility systems


You can usually run twice this distance you may wish and be able to fit them all
(-1D penalty in combat) and sprint into the speedometer by using different
twice again that distance (no other ac- colours, but additional and especially
tion allowed) unless specifically stated secondary systems are best recorded
that the avatar is unable to do so. If you among your avatar enhancements with
wish you may indicate your run speed speeds in brackets.
with a dashed line and your sprint
speed with a dotted line. Movement rate is usually treated fairly

16
Character creation
abstractly and you will rarely need to How fast an avatar is fatigued or
track it exactly, but different movement spends fuel depends on its specifica-
rates may allow your greater or lesser tions and will often also depend on the
freedoms in a conflict scene. speed, use and even type of fuel.

As a baseline, and for when precise


measurements might be needed, human
avatars are typically able to walk/jog
about four meters in a round at their
initiative without taking any penalty.

For other more unusual avatars two


Avatar Stats
speeds are typically provided. The nor-
mal movement rate and top speed equal The following are the suggested stats
to a full sprint. Synthetic avatars are you may wish to include for the avatars
capable of moving at top speed and still in your game.
perform actions as it takes them no ef- Description
fort to maintain the speed apart from A short description of the avatar.
burning fuel (something which most
avatars will quickly do at full speed). Implants
However, the speed of movement will This optional category is for typical en-
usually impose a penalty on any actions hancements associated with the avatar.
as they must compensate for the move- Damage Class
ment. The exact penalty will depend on The damage class the avatar belongs to
the speed and how much manoeuvring will nearly always be I.
they must do to avoid colliding and any
Attributes
other complications.
The average Mind and Body attribute
for this avatar.
Fatigue and Fuel
Strength
Some avatars may require fuel for some
Rating of weak, normal, strong, her-
of their propulsion systems to travel at
culean or juggernaut.
high velocity, and biological avatars
gain fatigue from running or sprinting. Senses
Both are tracked the same way using Typically vision, hearing, smell, touch
the fuel indicator that runs left to right and taste, but may also include more
from full to empty. Biological organisms exotic senses such as infrared, ultra-
are fresh on full and then winded, ex- sound, 360-degree vision, x-ray and
hausted, drained and finally collapsed radar.
when empty is reached.

17
Character creation
Advantages Implants: None
An optional category with any special Damage Class I
advantages for the avatar. Typically Attributes: Mind 2, Body 2
such things as natural armour and res- Strength: normal
istances, natural weapons, unusual re- Senses: Sight, Hearing, Smell (poor),
flexes, additional limbs and so on. Touch, Taste
Disadvantages Disadvantage: None, but genetic de-
An optional category with any special fects common.
limitations or prejudices against the Customisation Points: 4
avatar. Value: Well Off / Known

Customisation Points Digital Avatar

Every player gets one to four custom- Not really an avatar in the strictest
isation points and it is suggested that sense as you have no physical body. In-
this is associated with the avatar. Give stead your mind runs on a computer or
less powerful avatars more points to distributed network. You might be able
make them more appealing to play and to move freely across the nodes of the
help balance the choice a bit. Internet or you may be bound to a spe-
cific set of devices needed to run your
Value ego. Typically you have perfect
Optional category if there is a wealth or memory recall and are able to think
reputation requirement to choose this much faster than basic humans. How-
avatar, or to buy or hire it if you can ever, the limits of the interfaces to the
swap bodies during the game. real world often take the edge of this
advantage. You have whatever senses
Example Avatars are available to the network on which
Avatars can range from robots and an- you are located.
droids, to humans, aliens and stranger Attributes: Mind 3 (may be lower or
things still. Avatars can be seen as the higher depending on the hardware on
races of your Sci-Fi Dice game, but in a which you run)
world where ego's can be transferred Advantage: You think faster and you
between avatars anything that can run may relocate quickly if there is suffi-
an ego becomes a potential avatar. cient bandwidth and other suitable
Vehicles, spaceships and even space hardware on which to run your ego.
habitats. You can also potentially access a wide
range of sensors in diverse locations
Basic Humans and monitor multiple feeds, and you
You are the original! A creature of may even be able to remote control
nature with random flaws and perfec- small drones, vehicles and robots.
tions. Disadvantage: You have no body and

18
Character creation
you may also struggle with being recog- encoder
nised as a living entity in some societ- Damage Class I
ies. Attributes: The Mind and Body attrib-
Customisation Points: 4 ute will depend on the Uplift, but the
Value: - Body attribute will typically be 3.
Strength: typically strong, but as per
Transhuman
uplifted animal
You are more than human. Genetically
Senses: as per uplifted animal
enhanced and perfected through tech-
Advantage: +1D to Athletics, will also
nology and medicine to be the best you
have additional abilities and traits
can be. Transhumans live longer,
based on the uplifted animal
healthier lives than basics and are often
Customisation Points: 3
both smarter and more attractive.
Value: Wealthy / Advocate
Implants: Neural interface, medical
nanobots (greatly accelerates healing, Synthetic
stop bleeding and fights of most forms Synthetics are effectively android
of disease and viruses with a high suc- avatars. They may be the bodies de-
cess rate) signed for AIs or uploaded humans, ali-
Damage Class I ens and uplifts. They are typically de-
Attributes: Mind 2, Body 2 signed to be look like humans, but may
Strength: normal be designed to look like anything as ap-
Senses: Sight, Hearing, Smell, Touch, propriate to their function and purpose.
Taste Implants: Neural interface
Advantage: +1D to any two skills of the Damage Class I
player's choice. Attributes: Mind 2, Body 2
Customisation Points: 3 Strength: strong
Value: Wealthy / Advocate Senses: Sight, Hearing, Touch (poor)
Advantage: +1D any skill, ARI-2
Uplift
Disadvantage : Just like digital avatars,
Uplifts are animals that have been ge-
synthetics are often not considered liv-
netically altered to enhance their intelli-
ing and given fewer, if any, rights.
gence, and often given the ability to talk
Customisation Points: 3
through genetic changes or implants.
Value: Well Off / Known
Chimpanzees, gorillas and orangutans
are prime candidates, but dogs, cats,
dolphins, octopi, whales and any anim- Customisation
al of some size and intelligence can po- There are two parts to customisation,
tentially be uplifted. The end result will skills and customisation points.
vary greatly, but the following template
might be used as a starting point.
Implants: Neural interface and voice

19
Character creation
Skills language. In a setting where multiple
languages are normal a secondary lan-
You will already have two skills at D8
guage may also be given for free. Addi-
(or one at D10) from your background
tional languages must be learned just
and faction.
like skills.

You may select up to four skills at D8


Customisation Points
with two specialities each. However,
you can split any number of those into Your customisation points can be used
two D6 skills with one specialities. So on skills, reputation and wealth.
you can for example take 1 skill at D8
and 6 skills at D6, or 2 skills at D8 and 4 One customisation point can buy you a
skills at D6 or 3 skills at D8 and 2 skills D8 skill or upgrade a D8 skill to D10.
at D6. With the GM's approval you may spend
a point to upgrade a D10 skill to D12,
and if allowed even a D12 skill to D14.

You can buy a rep at Advocate for 1, Top


Dog for 2 or Famous for 4 (if you already
have this reputation from your faction
or background you can change that rep
The skills based on the Body attribute:
score to a different rep faction).
Athletics, Firefight, Melee, Pilot, Sleight of
Hand and Stealth.
You can increase your wealth to wealthy
for 1, rich for 2 and very rich for 4.
The skills based on Mind:
Academics, Bureaucracy, Dominate, En-
You may also spend one or two custom-
gineering, Exploring, Medicine, Psycho-
isation points on one or two additional
logy, Science, Smooth Talking, Software,
ideologies if you are so inclined and the
Tech
GM approves it.
The Pilot skill is based on the Body at-
tribute of the vehicle or avatar being pi- Gear
loted. If none is specified it can usually What gear you can afford depends on
be assumed to be two unless the GM your wealth. Every character has a
thinks it has poor (1) or great (3) man- wealth stat which reflects their afflu-
oeuvrability. ence and so what sort of gear they can
afford, where they can afford to live,
Languages avatars they can buy, how they can af-
Every character starts with one native ford to travel and so on.

20
Character creation
another, but tracked separately.

Sometimes gaining reputation with one


group will earn you negative reputation
with another. Also consider that any
Wealth factions, corporations, nations, groups
or even individuals you associate with
Your wealth stat may reflect the credits can affect your rep score, and their ac-
in your bank account(s), income, assets tions can affect your reputation if your
and credit score, or it may represent the association is close enough. Choose
gold in your purse and land and valu- your public relations with care.
ables. The important thing is that it de-
termines what you can afford. Note that if you have several identities
then each identity may have its own
Reputation reputation and getting them mixed up
Reputation is your ability to pull in fa- will at best cause some confusion, but
vours and have people trust and want can also lead to trouble or a hit to your
to help you. It may simply represent reputation.
how well you are liked and respected,
or it may be part of a formal reputation Experience
economy.
After every game session the game
master will usually award experience to
all the players involved so they can ad-
vance their skills, learn new fields and
languages and potentially restore sanity
or gain reputation.

In a post-scarcity setting reputation Experience Cost


may be used to trade goods and favours Experience point costs are listed below.
and contributing and helping gains you Note that each skill level must be
rep, while causing problems, being anti- learned before the next level can be
social or exploiting others loses you rep. learned.

Reputation is usually specific to social


Learn Experience Cost
network. Social networks may be
speciality 8
defined by groups, nationalities, cul-
D6 6
tures, politics, corporations, organisa-
D8 8
tions and so on. Your rep in one social
D10 10
network may affect your reputation in

21
Character creation
D12 12 ence point to any player in a session
D14* 14 who made a special effort to organise
D16* 16 the group or take initiative to move the
+1 Attribute 20 action forward, or who came up with
* optional good ideas or made an extra effort to
gain greater insight and understanding
Earning Experience of events, characters, places, story and
setting.
Everyone who participate in a normal
game session earns two experience
Players will typically earn between two
points just by actively participating and
and eight experience points in a ses-
contributing to make it an enjoyable ex-
sions, but may earn more at the conclu-
perience.
sion of a major campaign or long run-
ning plot. This should give you a nice
A player who makes significant pro-
pace of progress, but if you wish to ad-
gress towards their goal through plan-
vance the player character's faster, for
ning or active effort, or who roleplays
example if you do not play often, you
according to their characteristic(s) earn
can do this simply by doubling the ex-
up to two additional experience point.
perience points earned in each category
or by offering more experience points
Two bonus experience points are awar-
each session just for participating. If
ded to all players who try to overcome
you play often and want to slow the
a significant challenge that puts them at
pace then remove the experience point
risk or really tests their determination.
for participating and be strict on award-
As the characters get more skilled and
ing bonus experience.
capable they will have to seek out
tougher challenges to continue earning
Multiple Egos and Avatars
the bonus experience point.
When a character earns experience it is
Two to four bonus experience points tied to their current avatar. If that
are awarded to all participating players avatar is lost then all that experience is
at the conclusion or climax of a plot or also lost, as well as any gains from
campaign. To quality the adventure or spending that experience such as up-
mission must have have spanned two grading skills or adaptability.
or more sessions, or at the very least
have been concluded in an unusually If a character has only a single avatar
long or especially intense session of with no backup then this is not an issue,
play. as losing the avatar means final death,
and if the ego can be retrieved then so
Finally you may award a bonus experi- will the experience.

22
Character creation
It is only an issue with backups or in- The metacortex is not an entity in itself,
habiting several avatars in different loc- but rather the extended ego of the host
ations. In this case each instance must mind. The host mind is often referred to
track its own experience until they can as the inner ego in this context. If the
be merged. Note that merging two act- link is severed or the inner ego is killed
ive instances of an ego causes a lot of the metacortex typically ceases to func-
stress, which is why backups are usu- tion, but not always. Sometimes an old
ally left inactive for a smooth update and well developed metacortex contin-
often just an overwrite to the newer ver- ues on as a ghost of its former self. Most
sion of the ego. Stress can always be are just an echo of intelligence and may
avoided with an overwrite, but then the respond to questions or even defend it-
experience and skills, etc. of the over- self, but has no ambition or agenda and
written ego is all lost. exists in a sort of standby mode. How-
ever, there are plenty of stories of such
If the game is episodic in nature where metacortex ghosts who take on an exist-
the characters have a chance to backup ence of their own after contact with the
between missions then the GM might inner ego is lost. In fiction these are of-
restrict spending experience points to ten portrayed as vengeful ghosts who
between missions so that different ego track down and murder those it be-
versions need not be tracked. If differ- lieves responsible for the death of its in-
ent ego's need to be tracked it can be ner ego. Although most dismiss this as
fun to have an ego sheet for the backup fantasy, there is some evidence that a
version, or even an ego sheet for vari- metacortex could develop sufficiently to
ous backups in different locations. be considered an entity in itself.

Metacortex
The metacortex can be considered an
extension of the self that can act inde-
pendently from the ego which gives rise
to its existence. The metacortex is an in-
dependent agent created by the connec-
tions of the neural interface with the
brain, but it also extends as a partial di-
gital entity that exists as a sort of dis- Function and Purpose
tributed intelligence across all devices
The metacortex is an intentional and in-
linked to the interface and sometimes
dependent extension of the self which is
extending tendrils of itself deep into the
intrinsically linked to the brain of the
networks of the Internet.
inner ego, but exists mostly in the neur-

23
Character creation
al interface and connected devices and Skill Implants
networks.
Even the most basic metacortex can fil-
ter emails and perform basic software
It works as an assistant and will alert
tasks on its own. However, to do more
the character to news and may conduct
complex things such as deeper research,
research, send messages, filter spam
hacking or any other complicated action
and perform all sorts of roles. Many
the character must pay attention to ap-
also develop distinct personalities and
ply his or her skills to the task.
some people develop a bizarre inner
dialogue with their own metacortex and
However, it is possible for the metacor-
go as far as to give it a name.
tex to learn an independent skill, allow-
ing it to perform complicated actions on
While it is convenient to think of the
the character's behalf with no interven-
metacortex as a simple assistant which
tion from the inner ego. This is achieved
can be used to perform tasks and track
by installing a metacortex skill implant.
email while you are occupied, remem-
ber that it is by definition an extension Metacortex Mind Skills
of the self with a complex personality. Mind based skills allow the metacortex
Even so the metacortex is far easier to to perform a skill action without the
modify than the inner ego and it is pos- character paying attention or spending
sible to install a skill implant on the an action. This allows the metacortex to
neural interface which gives the meta- do research, hack, control devices, give
cortex its own independent skill. This is legal advise or anything else using skills
a very invasive procedure and leaves such as Science, Software, Tech and
the character disoriented as explained Bureacracy.
below.
Only one skill can be installed on the
Metacortex Loss metacortex, but it can be used just as if
it was the character's skill.
If the metacortex is disrupted or des-
troyed it is extremely disorienting. It
A basic D6 skill with one speciality has
immediately gives the character a -3D
a cost of wealthy / advocate, while a
penalty to all actions, which drops by
professional skill of D8 with two speci-
one each round, but stays at -1D for up
alities costs rich / top dog. It is up to the
to several days as the character adjusts
GM if D10 and higher metacortex skills
or the metacortex is repaired, restored
are possible, but if so they likely require
or replaced. This same penalty also ap-
expensive upgrades and are only avail-
plies if changing or adding skill im-
able to the elite of society.
plants.
Note that social skills like Smooth Talk-

24
Character creation
ing are usually used when the metacor- Furthermore those who have a high
tex is negotiating and acting on the sanity find it much tougher to adapt
character's behalf online, but at the than those who are losing their grip on
GM's discretion can also provide a +1D reality, as a lower sanity makes the ego
bonus to the character as the metacortex less prone to cling to its old form.
whispers advise, but only if its speci-
ality applies. Such synergy bonuses can Note that being uploaded as a digital
also be allowed when appropriate for entity is prone to the same stress and
other skills. initial shock as a new avatar body.

A language can also be installed instead


of a skill, but this is only useful if trans-
lation devices are not already available. Morphology
Morphology is the term used to group
Note that the character's Mind attribute
similar avatars together. If you are ad-
is still used for the skill roll.
apted to any avatar in the morphology
Metacortex Body Skills group you will find it easier to adapt to
The metacortex cannot normally take other avatars in the same group.
control of the host body (although there
may be exceptions), but instead of a Switching to a different morphology
Mind skill a Body skill such as Firefight, makes it hard to adjust due to drastic
Melee, Pilot or even Athletics may still differences such as different body struc-
be installed. This allows the metacortex tures and limbs, or alternative substrate
to guide the host through physical ac- such as switching from a biologically
tion and so provides a +1D bonus when based avatar to a synthetic one.
the speciality applies.
When switching to any avatar which
Adapted Morphology you are not adapted there is always
some shock and stress, but when
Optionally, if swapping avatar is pos- switching to an avatar in a different
sible then there may be consequences morphology the effects are much more
for doing so. Once such consequence severe.
can be the mental stress and difficulty
of adapting to an avatar with a very dif- The ego is remarkably adaptable and it
ferent morphology. Such as a man mov- is possible to adapt to new avatars.
ing to an octopus avatar with more
limbs, or moving from a biological There are near endless varieties of mor-
brain to a computer simulated one. phologies and it is often a call for the
GM which morphology an avatar be-

25
Character creation
longs to, but some examples: Hu- of hours equal to half your sanity so
manoid, Avian, Cetacean, Synthetic, Di- for example 30 hours if you have a san-
gital Entity, Spaceship or Space Habitat. ity of 60.

For any other avatar the penalty starts


at -2D and lasts for a number of hours
equal to your sanity. After this it is re-
duced to a -1D penalty that lasts for a
number of days equal to your sanity -
Initial Shock unless you spend experience points to
adapt as explained below under Adapt-
The initial shock from moving to a new
ing.
avatar - resleeving - always imposes a
temporary penalty.
Regardless, the dur-
ation of the shock is
For an avatar you
doubled if there are
have adapted to
complications during the
this penalty is -1D
resleeving, or it is rushed or
and only lasts until
done without the usual psychoso-
you've had a chance to
matic procedures which typic-
rest for an hour or so.
ally involve drugs to
help calm and
stabilise the
mind and a
person or
AI with psy-
chology
training to
ease the
ego into its
new
avatar.

If you have not adapted to Stress


the particular avatar the As part of your
effect depends on the initial shock you
avatar's morphology. If it is similar to a also take stress which reduces your san-
morphology you have already adapted ity. Resleeving into an avatar you are
to you take a -1D penalty for a number adapted to you take no stress unless

26
Character creation
there are complications. If the avatar is avatar once you've been in that avatar
in the same morphology as an avatar for at least a number of hours equal to
you are adapted to you take 1 point of your sanity and the initial shock has
stress, but for any other avatar you take worn off.
1D6 stress.
Backup Locations
If there was a complication during the
resleeving, or it was rushed or it did not You may also be able to backup your
follow proper procedures then you take ego to be retrieved if your avatar and
an additional 1D8 stress or as appro- current ego is destroyed. This ensures
priate to the circumstances. that you have a safe restore point, but
any experience gained in the meantime
From Backup and not backed up is lost as is any new
If your ego was retrieved from your skills, experiences, memories and
dead body you take an additional 1D4 knowledge the avatar has gained in the
stress if you died peacefully and 1D8 if meantime. Stress is also lost of course,
you died suddenly or suffered. This is but being restored from backup is
assuming your ego can be retrieved stressful in itself (see Adapted Morpho-
with existing technology and the brain logy). Thus, although having backups
is sufficiently intact. provides some insurance it does not re-
Backup from Archive move tension from risk. Also, be aware
If you are retrieved from an archive you that depending on the legal system
suffer 1D4 stress if there is a lack of con- used backups may be responsible for
tinuity or a big memory gap from the the actions of their ego when revived.
point at which you were archived. Add Frequent backups are always recom-
another 1D4 stress if you do not know mended when possible.
what happened to your previous ego
incarnation or you realise that you are a If backing up your ego is possible in
fork (i.e. a copy). your Sci-Fi Dice setting it is a good idea
to keep a separate character sheet for
Adapting each backup. A backup is usually also a
service and so will likely cost money or
Everyone is usually adapted to their rep to maintain, or it may be provided
starting avatar, but permanently adapt- as a job benefit or social service.
ing to additional avatars is done by
spending experience points equal to
half your sanity divided by ten (round
down).

You can normally only adapt to an

27
Skills

Skills
Each skill covers a wide range of activit- submarine, spaceship, tank, truck, VTOL,
ies and can be used to cover knowledge walker)
directly related to the skill as well as so-
cial networking with contacts, old ac- Mind
quaintances, teachers and such related
Academics (arts, astronomy, culture per
to the skill. culture, geography per planet, history,
philosophy, theology)
All the skills on the character sheet and Bureaucracy (business, administration,
the usual specialities are described here. finance, law, management, politics)
New skills and specialities can be added Dominate (command, cross-examine,
if needed. intimidate, taunt, threaten, torture)
Engineering (aeronautics, boats,
Specialities computer hardware, communication,
The specialities for each skill is listed demolition, energy shields, engines, habitats,
implants, mining, nanomachines, nano-
here.
blueprints, power systems, powered armour,
robotics, sensors, shipwrigh, spacecraft,
Body vehicles)
Athletics (acrobatics, climb, cycle, hang- Exploration (asteroid belt, artificial
glide, jump, parachute, ride, row, run, ski, habitats, Mercury, Venus, Earth-Cities, Earth-
swim, throwing, zero-g) Wilderness, Mars, Jupiter, Saturn, Uranus,
Neptune)
Firefight (crossbows, flamethrowers,
grenade launchers, handguns, long guns, Medicine (general, first aid, forensics,
machine guns, launchers, sniper rifles) gene therapy, pharmacology, pathology,
psychiatry, surgery, veterinary)
Melee (axes, clubs, daggers, flails, pole
Psychology (brainwash, character, detect
arms, shields, swords, unarmed, whips)
lies, emotional state, motivation,
Sleight of Hand (pick locks, pick pocket, psychosurgery)
safe-cracking, shoplift, tricks)
Science (archaeology, astrobiology,
Stealth (blend-in, hide, sneak, shadow) astrophysics, astrosociology, biochemistry,
biology, botany, cryptography, ecology,
Vehicle Body engineering, forensics, genetics, geology,
linguistics, mathematics, memetics,
Pilot (aircraft [fighter], aircraft [glider], nanotechnology, neuroscience, physics,
aircraft [large], anti-aircraft gun, anti-tank sociology, thinking software, xeno-
gun, battlesuit, car, flying, helicopter, archeology, xenoliguistics, zoology)
hovercraft, motorcycle, ship, speedboat,

28
Skills
Smooth Talking (bargain, bluff, bribe, limbs to pick mechanical locks, shoplift
calm, fast talk, impersonate, ingratiate, and other tricks.
persuade, seduce, trick)
Software (app-coding, hacking, malware, Stealth
misdirection, nanofabrication, search, The ability to go undetected.
security, thinking software, trace,
simulspace) Mind Skills
Tech (explosives, gadgets, nano-fabrication, Roll dice equal to the Mind attribute.
medical systems, power systems, sensors,
security, weapons)
Academics
Academical knowledge.
Skill Descriptions
Bureaucracy
Skill descriptions.
Knowledge in bureaucratic fields. Can
allow managing and running anything
Body SkillS
from a business or merchant spaceship
Roll a number of dice equal to the Body to a nation or corp. Especially useful in
attribute. Only possible with a body knowledge about the law and various
whether virtual or real. political systems and famous politicians
and major players. Can also be used to
Athletics seek out political contacts, legal help
Ability to manoeuvre your avatar. Pos- and business associates.
sible actions will depend on the type of
avatar. Dominate
Project superiority to gain advantage
Firefight over others. Can be used to control an-
Handling yourself in a firefight. Using other person or dominate a crowd, and
all types of guns for offensive actions, is also used to interrogate someone for
but also defensive actions such as taking information.
cover, pinning your opponent down
with shots and avoiding getting hit. Engineering
Engineering deals with designing new
Melee stuff, modifying and repairing things,
Handling yourself in close combat with and diagnose glitches, but can also be
a weapon or unarmed, both to attack used to understand the purpose of unfa-
and to parry, dodge and block Melee at- miliar devices and machinery and how
tacks. they are made and function.

Sleight of Hand Exploring


Fine and stealthy use of hands or other Knowledge of how to navigate and sur-

29
Skills
vive in various environments such as on posed to a new and unusual control sys-
a specific planet, asteroid belt or in hu- tem a training session or time to practice
man built artificial habitats. Includes might be required to avoid stiff penal-
general orbital knowledge, and know- ties.
ledge about their moons as well as
dangers such as radiation, heat and at- This skill applies whether technically a
mosphere. Earth is divided into surviv- vehicle or an avatar. Piloting a remote is
ing and navigating in the cities and in same, but there is usually a penalty as
the wilderness. explained in the vehcile chapter under
remote controlled vehicles.
When exploring new and unknown en-
vironments a penalty will apply based Tracking and firing upon targets with a
on how exotic it is, and how much re- vehicle weapon system or turret is also
search the character has been able to do controlled using the Pilot skill, but non-
on that environment beforehand. targeting or automated weapon systems
can be triggered with a simple Tech
Medicine (weapons) roll, or no skill or roll may be
Understanding and practising medicine needed at all if it cannot fail. Automatic
on biological beings. targeting is very good, but so is elec-
tronic warfare making manual control
Pilot more reliable and sometimes the only
Pilot relies on the Body attribute of the option.
vehicle or battle suit being piloted.
Psychology
AIs are often used to control vehicles, Forming an idea of the motivation and
but occasionally a person wants to dir- character of a person, or group of
ectly take control. There may not be an people, from behaviour, body language,
AI or the ego might be inhabiting the what is said and voice. The difficulty
vehicle. Also, while an AI pilot is very depends on how many clues are
good it cannot compete with the flexibil- provided, how well the character knows
ity and intuition of a fully fledged ego the type, how long she has observed
such as a digital entity or AGI (artificial and how well the person hides her true
general intelligence). intentions.

The pilot skill covers all sorts of vehicles Uplifts, artificial general intelligences
from cars, boats, gliders and aircraft to (AGI) and humans have difficulty un-
spacecraft. If connected to a mind inter- derstanding each other. Uplifts and hu-
face the difference is mostly in how the mans have a -1D penalty when analys-
vehicle handles itself and most control ing each other, and a -2D penalty to un-
systems are fairly similar. Still, if ex- derstand AGIs, and AGIs have a -2D

30
Skills
penalty understanding anyone who is Smooth Talking
not themselves an AGI. This applies to Sweet talking or tricking people. Also
all psychology rolls including brain- covers public speaking to appeal to a
washing and other psychological ma- crowd.
nipulation. As always to make Psycho-
logy roll there must be a profile, inter- Software
view or opportunity to observe the sub- Working with code, scripts, apps, virtu-
ject's behaviour. al interfaces and all manner of software.

There could be even steeper penalties Software trace includes recovering de-
for strange beings, and any attempt at leted data. Hacking is all about circum-
Psychology would likely be futile when venting security, spoofing, slicing
dealing with mysterious aliens or super through firewalls undetected, breaking
intelligences. encryption, etc. Security is all about en-
cryption, firewalling, monitoring and
Brainwashing requires a degree of con- keeping data and devices safe from
trol or influence over the target and hackers and viruses. Virtual worlds are
time. It can make a person believe some- very robust self contained universes,
thing specific, and typically makes the and speciality is about knowing their
person subservient to a cause or person. weaknesses, back doors and how to ma-
nipulate them. Search can be used to
Science mine vast amounts of data to learn
Researching and understanding things. something or draw a conclusion, or find
This is a powerful knowledge skill, but something specific in a vast sea of data
also useful for conducting experiments or anywhere on the mesh.
in your field and building sound theor-
ies. Understanding of course also allows Tech
manipulation. The general ability to use devices, gad-
gets, computers, machines and all sorts
Only the science of known specialities is of technology without in-depth know-
known and can be attempted, although ledge about how it actually works. It is
for generic or common knowledge in both a use and knowledge skill.
other fields a roll can be made with the Someone skilled in Tech knows how
GM's permission. There may also be things plug together, user settings, how
some overlap between fields. to navigate menus, how to power things
on/off, etc. It does not allow repairs or
The die rating of Science reflects sci- modifications, but it does allow those
entific training, intuition and ability, skilled to plug existing tech together to
while the specialities reflect knowledge create new systems or boost power and
in a particular field. performance by adjusting settings.

31
Skills
Language
A language always costs 16
experience points to learn
and no effort is made to dif-
ferentiate between language
skills, but the GM may al-
low gradually learning a
language by gradually
spending experience points
(simply write the experience
spent with the language and
roleplay accordingly)

All characters start with one


language skill unless other-
wise is specified. English or
Chinese are among the safer
bets, but Spanish or Por-
tuguese is also likely to be
spoken widely. Real-time
translaters are probably
everywhere so language is
rarely a problem, but there
may always be special situ-
ations when there is no ac-
cess to translators, and
speaking a language can
sometimes help add a per-
sonal touch.

Characters are assumed to


be able to read/write unless
specifically stated that they
cannot, in which case it has
to be learned separately for
16 experience points.

32
Skills
Skills and Social Contacts Pilot for finding a pilot for hire or know-
ledge of where to get a good deal on a
Nearly everyone has a social network
Mars buggy.
consisting of friends, parents, teachers,
colleagues, partners, lovers, acquaint-
The Bureaucracy skill is particularly
ances and other people you might know
useful as it allows networking with law
in person, online or indirectly. Although
enforcement, politicians, administrators,
players and GM are welcome to work
judges and other such people.
together to create named contacts before
play, and during play they will make
The Smooth Talking or Dominate skill
new links to employers, colleagues,
may be used to extract information that
merchants and people who might both
can lead to a contact of course.
help and hinder the players.
Use your imagination, but don't be
For the most part though social net-
afraid as GM to make it difficult when
working is kept abstract and handled
pushing plausibility. Melee might be
through the rep system. You might need
used to find a famous martial artist or
to roleplay conversations and dealings
Firefight to find renowned mercenary,
with people as you seek out favours, but
or Sleight of Hand or Stealth to tap into
you don't need to keep track of your so-
the black market or network to an assas-
cial network. However, when trying to
sin.
obtain information or services that is
hard to come by, reputation might not
Familiarity with the community and its
be enough and the GM might require a
culture will have a big impact, and trav-
skill roll to pull in a favour. In these
elling from Earth to a deep space habitat
cases simply use the skill most appro-
expecting to network to call in some fa-
priate to the situation.
vours is unlikely to work. In such cases
Smooth Talking and Dominate are more
For a professor the Academic skill might
likely to be of use as help is tracked
be most appropriate. For a scientist or
down the hard way although other
engineer the Science or Engineering
skills may still help the player with how
skill. Medicine for finding a doctor or
things are done.

33
SF Rules

SF Rules
Sci-Fi Dice uses the Fantasy Dice game counted and the degree of success or
engine as presented in Fantasy Dice and failure depends on by how much the
Crimson Exodus, or you can also use die beats or fails to beat the target
the basic Turbo Dice rules. This chapter number.
presents special considerations and
rules for a roleplaying game set in a fu- Another, equally fast, and potentially
ture or modern day environment. You more fun way to resolve the degree of
will still need Fantasy Dice or Turbo success is by the number of dice that fail
Dice to actually play the game. or succeed. As always only a single die
needs to match or beat the difficulty to
There are some changes made, such as succeed, but the degree of success is
how Senses now replace the Sight determined by the number of dice that
attribute, but as always you can of match or beat the difficulty.
course choose to stick with the Fantasy
Dice way of handling things if you Dice Degree
prefer. 1 Marginal
2-3 Normal
Basics 4+ Exceptional
Like in Fantasy Dice most rolls are skill
rolls, and you should only roll when it In the case of failure the degree of
really matters and you are willing to failure depends entirely on the number
accept the consequences of failure. of dice rolled. This means that if you
roll a large pool of dice and none
Rolls, scaling, difficulties and all the rest succeed the failure will be worse.
is explained in Fantasy Dice and so is
not repeated here, but a new optional In an opposed roll a matched result is a
way to determine the degree of success draw - both sides have a marginal
or failure is described below. success and a marginal failure at the
same time. However, if one side has a
Results higher result then when determining
the degree of success a matched result
In Fantasy Dice only the highest die is counts in the winners favour.

34
SF Rules
If a draw is not possible due to the detectable to those with enhanced
nature of the conflict both sides must senses. Something may just be so
consult their next highest die and this vanishingly small or well hidden that
continues until one side has a higher anyone without the right enhanced
result, or runs out of dice which is an sense cannot detect it. Enhanced vision
automatic loss. Such a result is always can help someone see frequencies and
marginal. colours otherwise invisible. Enhanced
hearing can allow listening to whispers
Senses or distant conversations, while
Noticing things is an important and enhanced smell can be useful to detect
basic ability. Every avatar has a range of poisons or to track people by their
senses which can be used to determine scent.
what is noticed whether seen, Note that some enhanced senses, such
smelled, heard or felt. as x-ray vision to see through walls
requires active use by the character and
Anything obvious and detectable by so a search using them must be
one or more of a character's senses can declared.
be assumed noticed. If something is
hidden or hard to notice, then an active
declaration to search, investigate or
Attributes
otherwise examine the area or object is In Sci-Fi Dice the attributes are
required. If such an action is declared simplified to only Mind and Body. As
by the player anything hidden is in Fantasy Dice the attribute determines
revealed as long as the character has the the number of dice rolled for a skill and
right senses. so all skills are grouped into Body and
Mind skills. The average attribute as
A roll is typically not required, but if a always is two and when you need to
skill might be needed to detect that make an attribute roll then roll a
something is amiss, then a difficulty number of D8 equal to the attribute
might be assigned for the relevant skill score. Use Body for all physical
to determine if the character can detect attribute rolls and Mind for all the rest.
the oddity, detail or hidden element.
For example, the Tech skill to notice Fatigue
that something is wired wrong or Fatigue is tracked just like in Fantasy
bugged with a listening device, a Pilot Dice, note that it may also be gained
skill to detect sabotage of a car, aircraft from mental stress, although the
or spacecraft and so on. symptoms will likely be slightly
different. Synthetic avatars such as
Occasionally something may only be androids and robots usually do not

35
SF Rules
suffer from fatigue, but may potentially or when taking a new avatar. Any self
run out of energy under extreme aware and intelligent being suffers
circumstances, typically if they are stress, although synthetics are often
unable to recharge for long periods, use more resistant to the effects of fear.
high powered systems repeatedly, are Stress can also be induced with psycho-
exposed to energy draining effects or logical torment, drugs and so on. Mer-
their energy supply is damaged. ging different forks of your ego, modi-
fying the ego with new software based
Sanity skills, greatly boosted cognition and
otherwise manipulating the ego can
Sanity is a new and important stat in also cause significant stress.
Sci-Fi Dice. The higher your Sanity per-
centage, the more sane you are. A Stress is subtracted from Sanity and can
somewhat simplified way to look at it, cause immediate mental breakdown
but it serves well as an explanation of and long term mental disorders when
what your Sanity score means. How- the sanity gets as low as 50.
ever, even a normal, well adjusted adult
will only have a Sanity of about 90%, Mental Breakdown
and it is practically impossible to go
above 95%. Mental breakdown happens when
stress overwhelms you. An immediate
Even AIs will never be completely sane condition that lasts until you've had a
due to flaws in programming, hardware good chance to rest and collect yourself.
or just faulty logic and mental weak- A good night's sleep or a bit of food or
nesses. It may be difficult to judge the comfort from friends in a safe place is
Sanity of super intelligent artilects, usually enough, and they rarely last for
posthmans and aliens, but it is unlikely more than a couple of scenes. Drugs
that they also do not have their unique and other mind modifiers may also
flaws. Keep in mind that the more snap you out of it, but these typically
something claims to be completely sane, cause anywhere from 1 to 6 points of
the more likely it is to be utterly mad. additional stress and so should not be
abused and may themselves lead to
Sanity is lost from stress and restored minor symptoms.
through rest and treatment. If your san-
ity ever reaches zero you are completely You exhibit minor symptoms if you suf-
raving mad. fer 3-6 points of stress in one go, and a
major symptoms if you suffer 7 or more
Stress points of stress at once. You can suffer
several symptoms of mental breakdown
Stress can be generated by fear, injury in a single scene.

36
SF Rules
Sometimes you may want to determine see anything.
symptoms randomly by rolling two 2-3 Faint: You collapse losing con-
dice six and adding the result together sciousness.
to get a result from the symptoms listed 4 Frenzy: You go completely crazy and
below, but you can also choose those attack anything or anyone nearby in a
that fit the situation or come up with mindless frenzy.
your own. 5 Hallucinations: You see things which
are not there and perceive things in
Minor Symptoms
twisted and often terrifying distortions
1-2 Anxiety: Distress and uneasiness
of reality, unable to distinguish between
causes sweating, breathing difficulty
what is real and what is hallucinations.
and may lead to headache.
6 Loss of Will: You follow a lead and
3-4 Dizziness: You feel confused and
react, but are unable to take initiative or
light headed giving you a -1D penalty
make a decision having lost all inde-
to all actions.
pendent thought and spontaneity.
5 Indecisiveness: You feel insecure and
7-8 Panic: Overwhelmed with fear you
hesitate to make any choice. You always
behave irrationally, fleeing blindly
react last and get the lowest initiative.
without regard to safety, screaming,
6 Irritability: You feel angry and an-
closing your eyes or otherwise acting
noyed and you are abrupt, rude and ag-
hysterically.
gressive in your manner and speech
9 Paralysis: You are completely unable
making social interaction difficult and
to move or speak, frozen as if para-
potentially causing you to explode
lysed.
when things do not go your way.
10 Seizure: You collapse with violent
7-8 Logorrhea: You feel an uncontrol-
spasms and unable to control yourself.
lable compulsion to talk incessantly and
11 Vertigo: The world seems to spin
loudly, and most of it is incoherent and
around you making it difficult to keep
repetitious.
your balance or move. You are forced to
9 Mute: You find yourself unable to
stay still or crawl and any attempted ac-
speak.
tion will suffer a severe penalty.
10 Nausea: You feel sick and may
12 Vomiting: You start vomiting uncon-
vomit, you gain one fatigue.
trollably and once you can't vomit any
11 Numbness: You feel numb and cold
more you retch and dry heave in pain-
making anything that requires precision
ful spasms.
difficult.
12 Tremors: You shake uncontrollably
giving any physical task a -1D penalty Madness
and making standing still impossible. Madness takes root when your sanity
Major Symptoms drops too low and cannot be cured until
1 Blackout: You lose vision, unable to the sanity is restored, and even then

37
SF Rules
madness is not automatically cured. should get noticeably worse, so 40, 30
Once you have suffered it can never and 20 and 10. It is primarily up to the
truly go completely away and may re- player to roleplay this descent into
surface in the future if sanity drops or madness, but the game master can
you are put under a lot of stress. suggest, and sometimes impose, new
negative consequences as madness gets
However, the effects of madness are not worse.
necessarily a constant problem. They
may remain dormant or under control Once your sanity reaches 10 you are on
for periods, but sooner or later they al- the brink of total insanity and your
ways overwhelm you and even while madness will manifest itself violently
dormant they may be suddenly and un- and dramatically. If you ever reach zero
expectedly triggered. you may never recover, and trying to
climb back out of such a complete loss
Suffering from madness is serious and of ego coherence will take years of
should be roleplayed as such. Apart dedication by experts or extremely
from direct problems that arise from expensive and experimental treatments
dealing with insanity, many are also that may come with their own side
prejudiced and will take a negative bias effects and consequences.
shift when dealing with you.
Insomnia
Depression, irritability and memory
The severity of your madness depends
problems and frequently falls asleep
on how low your sanity drops. It starts
during the day. Any task that requires
when your sanity reaches 50 and
concentration becomes more difficult
usually you will choose an appropriate
and over time learning becomes harder.
condition from those listed below or
come up with one of your own as
Reduced social skill proficiency on
agreed between the player and game
bad days.
master.
Tedious and concentration based
tasks take a penalty.
The madness is primarily roleplayed,
Forgets things
but the game master can use conditions
Doesn't pay attention
to prompt the player for certain
Every time you want to spend exper-
reactions and impose penalties, fatigue,
ience points you must succeed at a
fear and other game effects based on the
Sanity roll. If you fail the XP cost of
severity of the condition and
everything is increased by one when
circumstances. The condition grows
Sanity is above 20 and two other-
gradually worse as Sanity drops. Every
wise. This lasts until you spend the
ten points of sanity below fifty is a
XP and then you must roll again.
major milestone where the condition

38
SF Rules
Neurosis You develop a compulsion which
You are filled with feelings of anxiety you can only resist when the urge
and obsessional thoughts that lead to presents itself by succeeding at a
compulsive and repetitive acts. As your Sanity roll.
neurosis gets worse so does your de-
Manic Depression
pression, anger and irritability and you
Your mood swings between periods of
are easily confused. Your inability to
depression and a few days of mania
control your impulses gets worse and
with elevated mood filled with optim-
you develop either pyromania, klepto-
isms and decreased need for sleep. Each
mania, a gambling addiction or another
period of depression or mania lasts
severe compulsive disorder. Your
from a few weeks to many months de-
thoughts become increasingly dark and
pending on how far the madness has
disturbing and your growing insecur-
progressed and whether treatment is
ity, low self esteem, cynicism, aggress-
available.
iveness and so on lead to difficulties in
social situations.
During depression you feel sadness,
anxiety, guilt, anger, isolation and
When placed under stress in social
hopelessness and generally a lack of ap-
situations you must make a Sanity
petite and motivation. As your manic
roll or your dark thoughts cause you
depression gets worse you also develop
to behave with low self esteem, cyn-
fatigue, shyness and apathy, as well as
icism or aggression sabotaging any
pain and irritability. Eventually it may
social interaction. The exact beha-
get so bad that you start to imagine
viour and consequence will depend
things and have self harming or even
on your remaining Sanity.
suicidal thoughts.
You develop compulsive and repetit-
ive habits which you must perform
During a period of mania you only
at inconvenient times and if you ig-
need to sleep for a few hours and you
nore them you get uneasy, irritable
have a lot of enthusiasm and optimism
or angry resulting in possible penal-
no matter how bad things are. You tend
ties.
to talk fast and your attention span is
On bad days your depression in-
generally low and you are easily dis-
creases the difficulty of everything
tracted. As you sink deeper into mad-
you do by one or increases the time
ness you stop paying attention to
everything takes.
danger and engage in risky behaviour
If faced with difficult choices or un-
and you may engage in reckless and
usual behaviour or situations be-
even violent activities without any
comes confused and may be unable
thought about the consequences. As
to act, react very slowly or have any
you descend deep into madness you
difficulty increased.

39
SF Rules
lose touch with reality and get pos- on a severe and immediate reaction.
sessed by delusional and often grandi- You feel a need to avoid anything that
ose ideas, and rage when things get in might remind you of the traumatic
your way. event and trigger symptoms, almost
like a phobia. You often get a bad
Paranoia
physical reaction such as a pounding
You are filled with fear and suspicion of
heart, rapid breathing, nausea and
everyone around you. You struggle to
sweating causing stammering or
trust others and unable to use Smooth
hesitation and a -1D penalty as long as
Talking for anything other than bluffing
the trigger remains.
and tricking others. As you descend
deeper into madness you are unable to
As you get worse you have increasingly
even trust your closest friends and
disturbing nightmares that prevent you
family and you believe everyone is out
from getting proper rest and may leave
to get you. Eventually if you sink deep
you fatigued and you start having
enough into madness you may isolate
sudden flashbacks where you are
yourself or try to harm those who you
distracted by memories and eventually
think are out to get you.
even start acting as if your traumatic
Phobia event is happening all over again. This
You develop a persistent and strong can lead to dangerous, unpredictable
fear of a certain situations or things. and aggressive behaviour. Over time
When exposed to your phobias you feel you also grow emotionally numb and
anxious and if you are taken by surprise lose interest in life. You become more
or unable to get away you may suffer and more irritable, have sudden
from panic attacks. As you sink deeper outbreaks of often violent anger, can't
into madness you develop more severe concentrate and are easily startled and
reactions and new phobias. When faced always nervous. This may prompt
with a phobia treat it according to the frequent fear rolls (i.e. a Sanity roll), but
rules for fear. rather than flee, faint or panic the
Post Traumatic Stress Disorder sufferer lashes out violently and may go
Usually the result of extremely completely berserk if the roll is badly
traumatic experiences with a constant failed.
sense of danger and fear that never Schizophrenia
completely goes away. While the Emotional blunting and intellectual
symptoms come and go they grow deterioration periodically reduces the
worse as you descend into madness. Mind attribute by one. As you descend
While you may suffer at any time deeper into madness this lasts longer
certain triggers such as a particular and you start to struggle to speak
noise, image, words or smell may bring coherently or to even make sense, and

40
SF Rules
eventually you start to suffer from The safest way to reduce stress is long
delusions and hallucinations which term rest. If you are willing and able to
distort how you see reality. retire to peaceful and harmonious sur-
roundings you regain 1 point of Sanity
Recovering Sanity every month. This means, however,
that every point you recover also re-
Sanity can be recovered in a number of
duces your maximum by one point
ways, but never easily. However, it can
you will never be quite who you were.
never recover to above 95% and every
time you recover Sanity the maximum
When you are desperate you can also
is permanently and forever reduced by
spend experience points to restore San-
one percent. This applies to each treat-
ity at a rate of 5 points of Sanity re-
ment, period of rest or any other event
stored for every experience point spent.
that recovers one or more Sanity points.
So if you get treated and recover 4 San-
Note that restoring Sanity will not auto-
ity points your maximum will now be
matically cure madness, but will over
94%. If you then achieve your goal and
time lessen the effect and make it more
recover another 2 then your maximum
manageable to live with. Completely
Sanity will be 93%. Write Sanity on the
curing madness can potentially be
character sheet as: current / maximum.
done, but will require long term treat-
ment. It may also result in loss of
One way to restore sanity is through
memories as treatment often involves
treatments aimed at reducing stress and
editing out troublesome memories.
healing the ego. The good ones are typ-
ically very expensive and aren't always
Finally, any stress can be avoided
available. Furthermore they aren't al-
entirely if the experiences of an ego fork
ways successful and can even make
is not re-integrated or an uploaded
things worse. It also leaves you vulner-
backup is restored from before the
able to manipulation, interrogation or
stress was gained, but then the
even brainwashing.
experience and knowledge is also lost.

A successful mission where you achieve


goals that align with your ideology can Fear
also restore sanity, but note that cata- When faced with horrors and extreme
strophic failure can also cause stress. danger or exposed to torture,
Typically 1D4 to 1D12 Sanity is restored intimidation and discover things that
depending on if the achievement was a undermine everything you believe it is
minor win or a decisive and life chan- natural to feel fear.
ging victory.
Under most circumstances a character is

41
SF Rules
able to deal with it, but will exhibit Social Conflict
signs of fear such as a racing hear,
trembling and clammy hands. Synthetic Social conflicts can take the form of de-
avatars and digital entities typically bates, interrogation, bribes, seduction or
show no signs of fear, and this helps any other social interaction where one
them cope with fear, but it does not character is trying to dominate, trick,
make them immune. persuade or take advantage of another
character. A social conflict can also be
Sudden Danger about asserting status, leadership or
otherwise making an impression.
When faced with immediate danger or
extreme pain you must make a 1D100 The social conflict rules in Fantasy Dice
Sanity roll. In extreme circumstances can be used more or less like they are
when faced with outrageous horrors or written. Note that in Sci-Fi Dice Domin-
intense torture there may be a penalty ate covers interrogate and public speak-
to the Sanity for this roll. Typically this ing is done using either Smooth talking
will be -10 to -30, but it could poten- or Dominate depending on the circum-
tially be even greater when faced with stances.
unimaginable terror.
When an attribute is called upon to res-
If you roll under your Sanity you stay ist a social conflict then the Mind attrib-
in control, but you must still retreat, at- ute is always used.
tack or otherwise deal with the source
of the fear and if you do not or are un- It is also suggested that other skills can
able to you suffer stress from 1D4 - 1 to be used to complement social skills and
1D12 - 1 depending on the intensity and give them a bonus (or penalty if know-
horror of the situation. ledge is lacking), such as Firefight to
speak knowledgeably about guns when
If you roll over you sanity you fail to dealing with an arms dealer or Bureau-
stay in control and panic. You immedi- cracy to deal with a bureaucrat such as
ately gain 1D6 to 1D12 stress depending a judge or police officer.
on the experience and so suffer any-
thing from a minor to a major mental Psychology is useful outside a social
breakdown. As explained in the section conflict, but can also be used in a social
on Sanity. conflict. It can optionally be used to de-
fend against any appropriate social at-
Synthetics get a +10 bonus to their San- tempt, or may simply give a bonus.
ity for this roll, but a roll of 100 regard-
less of Sanity always results in a panic.

42
Wealth and Rep

Wealth and Rep


Everyone has a wealth class as well as a
reputation class for each social network Wealth Class Credits
they interact with. In Debt Owe credits*
Broke 1 - 10
The wealth class indicates the amount Poor 10 - 100
of credit you dispose, whether credit Well Off 100 - 1000
chips in your pocket, access to a bank Wealthy 1000 10 000
account or credit rating. Rich 10 000 100 000
Very Rich 100 000 1 000 000
In contrast your reputation class indic- Millionaire 1 000 000 1 billion
ates your status and renown, and so Billionaire 1 billion 10 billion
how big favours you can pull in with a Super Rich 10 100 billion
specific network such as the scientific Hyper Rich 100 billion+
community, business networks, hacker * Someone in debt can be assigned a negat-
circles or any other social network that ive wealth class depending on how much
may exist. debt they have.

Wealth You do not need to track your credits as


gear and services are listed as belonging
What you can afford is determined by to a wealth class. This greatly simplifies
your wealth class which represents record keeping as you can afford any-
credits at your disposal as shown in the thing in your wealth class or below
table below, but this may include cred- without worrying about the exact price.
its invested, owed or credited due to ex-
pected earnings or corporate status, so Note that the wealth scale increases dra-
all of it is not necessarily immediately matically and so it gets harder and
accessible. harder to amass enough credits to climb
another wealth class. So while it is relat-
The credits listed for each wealth class ively easy to go from poor to well off, it
are just meant to indicate roughly the takes a lot more for a wealthy character
bracket for each class and not absolute to get rich, and so on.
numbers. Credits are abstracted in fa-
vour of wealth class as a stat, and costs Most characters will start as poor, well
are listed as wealth class required. off or wealthy.

43
Wealth and Rep
Income expense. So if you are wealthy and you
pay a regular fee with a cost of wealthy
Your wealth class is your spending
you cannot afford anything else for that
power after living expenses and in-
wealth class (see cost and affordability).
comes are taken into account.

The period of a regular service is usu-


It is assumed that you earn an income
ally not important as it will be a per-
from investments whether personal or
manent drain on your wealth from peri-
managed by banks and likely also
od-to-period. Often services are as-
collect a salary or revenue of some sort.
sumes to be renewed each month, but if
The income depends entirely on your
more convenient services can be as-
character's background, faction, social
sumed to have a duration equal to each
standing and wealth. You may work for
mission scenario see accounting period
a hypercorp, or earn royalties on such
below.
things as the sale of software, nanofab-
rication blueprints or a share of the
profit from manufactured goods or raw Cost and Affordability
materials. You can afford anything which is equal
to or less than your wealth class, but
Income and living expenses are usually you can only acquire one item or ser-
handled off-screen and it is not neces- vice at your wealth class and up to five
sary to worry too much about it, but it items one wealth class below that each
can help to flesh out your character and accounting period. The accounting period
add detail which might come into play can be one month or each mission scen-
if you give it some thought and make a ario whichever makes more sense and
note of it on your character sheet. makes keeping track easier. Monthly
makes most sense if you track time
If for any reason a character is com- carefully, while for each scenario makes
pletely cut off from their income they more sense if your game is run as a
must strikeout their wealth class with a series of episodes with off-screen time
line through the centre, such as assumed between sessions.
wealthy. When this happens wealth
drops permanently each time you reach How much you can afford in an ac-
your spending capacity as explained counting period is your spending power.
under cost and affordability. So if you are wealthy you can afford 1
item or service with a cost of wealthy
Regular Fees and 5 with a cost of well off. However, if
you do not spend anything at your
Some services, such as insurances, cost
wealth class you can afford up to 10
a regular fee. This is no different from
items with a cost up to well off.
one-off costs, except that it is a regular

44
Wealth and Rep
If your wealth is two or more above the affordability are meant as guidelines
cost there is rarely a need to worry and do not need to be tracked in detail
about how much you can afford. as long as they are followed in spirit.

If you go above what you can afford in Maintaining Wealth


any class in a given accounting period
Each accounting period you or an as-
your wealth class will immediately and
sistant, must use the Bureaucracy skill
permanently drop by one as you are
to see how you manage your finances.
draining your account faster than your
income can sustain and depending on
The difficulty depends on your wealth
the source of your income may mean
starting at easy for well off and increas-
that you had to sell off stocks or sell
ing one difficulty for each wealth class
some or all of your royalty rights to a
above that. If successful your finances
hypercorp.
are healthy and your spending power
refreshes as normal, but on a failure
Thus if you are wealthy and buy a
your finances are hurting and your
product in the wealthy wealth class
spending power is halved for the next
when you are already maintaining a
accounting period due to bad invest-
service affordable only to the wealthy
ments, overspending or other market
your wealth would immediately drop
factors.
to well off and the next accounting peri-
od you would not be able to renew your
You can of course employ an account-
service.
ant or AI for managing your wealth, but
only once you are at least wealthy and
You can also purchase a service or item
the service costs one below your current
one class above your wealth, but you
wealth each accounting period.
are overreaching and this will cause
your wealth class to immediately and
permanently drop one class. So continu- Wealth Class Difficulty
ing from the example above if your Poor/Broke -
wealth class was well off, but you Well Off easy
needed to maintain a service in the Wealthy tricky
wealthy class you could do so for a Rich hard
single accounting period, but your Very Rich extreme
wealth class would immediately drop Millionaire insane
to poor. Billionaire+ Beyond one man

Tracking Spending Pooling Wealth


The numbers suggested under cost and It takes ten people of a wealth class to

45
Wealth and Rep
pool their resources to afford something counting period and then achieving an
of a higher class. exceptional accounting roll success with
the difficulty for the new wealth class.
Earned Wealth You can of course hire an accountant,
but their success is not assured and they
When you earn wealth from a job, sale
will take payment of your current
or stolen goods your wealth will typic-
wealth class regardless if it succeeds or
ally rise to that wealth class, but some-
fails.
times your wealth class may end up
lower for example if you need to pay
Loan
taxes or launder illegal earnings.
You can get a temporary wealth class
To establish an income for your newly by borrowing credits usually through
earned wealth you typically will need your reputation. You can establish an
to invest it for an accounting period be- income on the borrowed credits same as
fore you can start spending it, and to re- for earned wealth as long as you can in-
flect this your wealth class permanently vest it for an accounting period. When
drops if you acquire anything at your you pay back the loan your wealth class
newly earned wealth class in the first drops back to what it was before as you
accounting period. pay off the borrowed credits and in-
terest accumulated. It is usually best to
When earned wealth is divided it is re- track wealth from a loan separately
duced one wealth class for up to every from your own wealth.
ten people it is divided between. So rich
earnings can make one person rich, but Bargaining
anything from 2 to 10 people wealthy.
It is possible to try and talk down the
price or find a cheaper deal or maybe
Gaining wealth equal or below your
stolen goods sold at a discount. This is
own wealth class helps to maintain
usually done through roleplaying a so-
your wealth, but does not increase it. It
cial conflict using Smooth Talking or
does, however, reset your spending for
online using Software although profi-
that accounting period up to the earned
ciency in a skill related to what is being
wealth so that you can acquire more
bought may help reduce the difficulty.
gear or services without taking a hit to
your wealth.
The GM sets the difficulty depending
on the item and circumstances. Only a
You might wish to invest or save wealth
single attempt at bargaining can be
to increase your wealth. This requires
made for an item in any given account-
not spending anything more costly than
ing period. If another player tries the
two below your wealth class for the ac-

46
Wealth and Rep
difficulty will usually be higher because You have a separate reputation class for
of the previous attempt. each network and this reputation is tied
to an identity. If a character has mul-
Reputation tiple identities reputation must be
maintained for each one depending on
Reputation classes work just like wealth the identity assumed.
and in the table below the equivalent
wealth class for a given reputation class Time
is shown, although wealth may be
meaningless in new-economy societies. Using reputation is rarely instantan-
The favour is provided simply to make eous. How long you must work your
it easy to keep track of the favour level way through your network and how
you can pull off. When reputation costs deep you need to dig, as well as by
are listed only a favour level or reputa- what method you exploit your reputa-
tion class may be provided, or they can tion, depends on the favour required.
be specified together using brackets,
such as Known (2). This is useful to As a simple reference it takes a few
keep track of what favours are above minutes for an Unknown (1) class of fa-
and below your reputation class. vour, an hour or less for a Known (2)
class favour, a few hours for an Advoc-
ate (3) favour, a day for a Top Dog (4)
Reputation Wealth Favour
favour, a few days for a Famous (5) fa-
Blacklisted In-Debt #
vour, a week for a Celebrity (6) favour,
Flagged Broke 0
a few weeks for a Mega Celebrity (7) fa-
Unknown Poor 1
vour and then months. However, the
Known Well Off 2
exact time-frame must always be de-
Advocate Wealthy 3
cided based on what sort of favour is
Top Dog Rich 4
being attempted and how it is ap-
Famous Very Rich 5
Celebrity Millionaire 6
proached.
Super Celebrity Billionaire 7
Mega Celebrity* Super Rich 8 Exploiting Reputation
Godlike* Hyper Rich 9 Exploiting reputation is usually role-
* These are reputation levels beyond what played, although a Dominate or Smooth
mortal men can hope to ever achieve. Talking roll may often be appropriate,
# Blacklisted characters have a negative or a Software roll if soliciting help on-
reputation which is inverse of the usual line or through a virtual reality. Under
classes, so you can be Blacklisted (-1) or normal circumstances you do not need
Blacklisted (-9). Both are bad as you are have any particular skill or make any
cut-off, but -1 is redeemable whereas -9 rolls to pull in your reputation favours.
would likely get you killed on sight.

47
Wealth and Rep
However, sometimes it is not obvious ous skill when seeking hackers or secur-
who to talk to in your social network, or ity services and a Pilot skill may help if
what to say where. Whether to find in- using rep to get access to a private
teresting gossip, get expert advise and hangar or learn about arrivals and de-
track down someone with required partures to a space habitat. If network-
knowledge, access, contacts or skills. ing to find a particular weapon dealer
Same goes for knowing how to get what then Firefight might be useful and so
you need or how to spread your own on. Be creative, but keep skill use plaus-
rumours and memes. Especially when ible and make sure the most suitable
you want to keep things quiet and not skill is used. If players suggest a skill
raise any flags. mainly because it is their strongest skill
and there are other more appropriate
To do this you can use your skills to skills that could be used then simply in-
network through your web of personal sist on rolling the most appropriate
and impersonal connections to find skill.
who and what you need whether
through direct communications, using You will need to decide what social net-
the mesh, monitoring profiles, forums works exist for your game, but it is best
and VR hubs or by any other means to have a few broad networks perhaps
such as mining databases, news five to ten or so.
archives and blogs.
Favours
Which skill you use will depend on the
All sorts of favours are possible, but a
network you are trying to exploit. Your
few typical ones are listed below to help
Academics skill is obviously useful for
guide you. Note that Blacklisted and
networking in universities and other
Flagged people effectively have negative
academic institutions, Medicine for hos-
and zero reputation respectively and
pitals and the medical community and
can never acquire anything on reputa-
Science for mining the scientific com-
tion. If you have no standing with a net-
munity. Bureaucracy is very handy for
work you will usually be treated as if
political and law enforcement contacts
you have a reputation of Unknown after
and well as corporate networking and
a quick background check, as long as
connections into institutions and gov-
nothing negative pings back from the
ernmental organisations.
search.
However, pretty much any skill can be
useful in networking, although the Rep Services
player must be able to explain how the A quick hand with some-
Unknown (1)
skill helps to network in each particular thing for a few minutes.
case. For example, Software is an obvi-

48
Wealth and Rep
Simple hour service, basic Private: Unlisted hypercorp
Known (2)
legal assistance, loan*: poor facility, who's a cop, crime
Day's job, beatings, short Advocate (3) syndicate members, intern-
shuttle ride, simple psycho- al hypercorp news, who is
logical or medical help, up- sleeping with whom.
Advocate (3)
loading, major legal assist- Semi-Secret: Black market
ance or favours, loan*: well Top Dog (4) connections, secret hang-
off outs
Medium term service, mov- Secret: Exotic black market
ing a body, homicide, get- connections, secret corp fa-
away shuttle, industrial cility, hideout, secret hyper-
Famous (5)
sabotage, large volume corp projects, undercover
Top Dog (4) shipping, medium shuttle cops, who's cheating on
ride, serious psychological whom.
or medical help, new Top Secret: Black-budget
avatar, get out of jail, loan*: labs, illegal hypercorp pro-
Celebrity (6)
wealthy jects, scandalous data,
Long term service, dismem- blackmail material.
bering a body, multiple Information on high profile
homicide, major embezzle- people and their personal
Famous (5) M. Celebrity (7)
ment, relocate to an aster- involvement in top secret
oid, long space-shuttle ride, operations.
loan*: rich
High profile assassination, Burning Rep
Celebrity (6)
mass murder, terrorism.
M. Celebrity (7) Very serious stuff. It is much easier and faster to lose rep
* You can usually get a credit loan at the lower than gain it. Rep can be lost by your ac-
end of the credit range equal to one wealth class tion or sometimes inaction, but mostly
below your reputation class. Failing to pay back a you lose rep when you burn it.
loan as agreed can result in serious reputation
burn. Whenever you pull in a favour in your
reputation class or below it your rep is
Rep Information not affected as long as you do not
Common: where to eat, overdo it.
Unknown (1)
who's in charge
Public: Gray market con- However, if you pull in favours above
nections, bad neighbor- your reputation class you will take a hit
hood, obscure public data- and this is referred to as burning repu-
Known (2)
base info, local crime syn-
tation. Just as for wealth you can pull in
dicate, public hypercorp
a favour from a rep class one higher
news
than your current reputation class, but
your reputation then drops one class.

49
Wealth and Rep
Excessive favours also burn reputation, favour from helping you and so in es-
but what is excessive depends on the sence you are asking for a free favour.
type of favours being requested com- Sometimes you can get around this by
pared to your reputation. paying them credits or exchanging in-
formation or promises of a free favour
Favours three or more classes below in return, but if not your reputation
your reputation can be requested as of- takes a hit and if the favour is equal to
ten as you like as long as they are not your rep you drop a class as your
excessively exploitive. Thus if you're closest contacts rate you down.
Top Dog (4) you can request as many
Unknown (1) type favours as you like, Freebies
as long as those favours do not hurt or
Using your reputation to get stuff is
ruin those you request the favour from.
usually ok in economies that rely only
on reputation and so do not use credits.
Favours two classes below your reputa-
However, if you wish to buy something
tion can be requested twice a day with
with reputation when they would nor-
no risk of you taking a hit, favours one
mally be expecting credits you must
class below yours can be requested once
burn your reputation and drop a repu-
a day and favours from your reputation
tation class unless you are at least two
class can be requested about once a
reputation classes higher than the fa-
week.
vour requested, and even then your rep
will take a small hit which will eventu-
Secret Favours
ally cause rep burn if you overdo it.
Keeping something quiet so that others
on your reputation network cannot find Discounts
out is difficult. You can always just take
You can use your rep to get a discount
a chance that it will not reach them, but
for goods and services if you have
the greater the magnitude of the favour
enough rep on the relevant social net-
and the higher their reputation the
work. A discount usually means that
more likely it is they will find out. If
the wealth class is reduced by one class.
they have a higher reputation class than
you and you are asking for anything
If you have a rep class one or more
they might have an interest in they will
above the corresponding wealth class
likely hear about it.
you can simply pull a favour to get a
discount. However, if your rep is equal
In order to keep it quiet you need to
to the wealth class you want a discount
keep it to a minimum of contacts and
on you will still need to make a roll as
you need to make sure they don't talk
described under bargaining for wealth,
about it. This means they cannot gain

50
Wealth and Rep
but you can pull a favour to reduce the not trying to gain (or lose) reputation
difficulty by one difficulty. members of factions aware of your ac-
tions will always rate you and so you
Paying Extra always risk gaining or earning reputa-
tion just by interacting with people.
In any economy where credits are used
Anything you do which is flagged fa-
you can pay extra to prevent burning
vourably with some members of a net-
reputation. You can do this when you
work will count towards you gaining
need to pull in a favour one class above
reputation.
your class or you request excessive fa-
vours. To pay extra you must have a
The lower your starting reputation, the
wealth class one above the value of the
easier it is to gain rep with the excep-
item or service, although if you have a
tion of those who are Blacklisted. To in-
wealth equal to the value you can
crease a reputation class you must per-
choose to drop your wealth one class in-
form deeds in a reputation class higher
stead.
than your current class, and for the
higher classes a single deed is not
Illegal Favours enough in most cases. Likewise it is rare
On a criminal social network illegal fa- to rise more than a single reputation
vours are the norm, but on most other class in a short period, but if your deeds
networks the reputation class of the fa- are extraordinary the GM might raise
vour will increase one or more classes if your rep two classes to reflect your met-
the favour is against local laws, and es- eoric rise in fame.
pecially if against local moral and ideo-
logical values. The most obvious way to gain reputa-
tion is to perform favours as described
Gaining Rep earlier, but you only gain reputation
from responding to favours presented
Reputation can be gained through
to you, and only if you fulfil the favour
trade, but mostly it is gained through
to the satisfaction of the person needing
your actions and behaviour. This can be
the favour. Seeking out people and of-
purchased with experience points if the
fering them your goods, services or in-
GM agrees, but usually it is roleplayed.
formation does not count as a favour,
but it may still gain you rep as shown in
If you do favours for members of a rep
the table on the next page.
faction you will likely gain reputation
depending on your results possibly
Gaining reputation from simply selling
also with other factions. Gaining rep
stuff only happens if you repeatedly sell
with one faction can lose you rep with
things not available anywhere else or of
another and vice-versa. Even if you are
exceptional quality, novelty or at in-

51
Wealth and Rep
credible discounts. However, in new Start a new hot fashion
economy cultures it is bad form not to trend, major business or sci-
lend stuff when you are able to people entific contribution, corpor-
ate acquisition, stop or
of good standing and so you can actu-
Famous stage a major act of terror-
ally lose rep for hoarding and not shar-
ism or lead a major assault
ing. to victory against all odds,
invent something revolu-
The things listed in the table are just tionary and game changing
suggestions and the GM should make Directly avert a major dis-
his own decisions on what sort of repu- aster or save thousands in a
tation you might gain from your ac- public event, start or put
tions. Celebrity down a revolution, make
contact with aliens or do
something truly exceptional
Reputation Effort to Gain Rep that has a huge impact.
Blacklisted * Remove an existential
You must prove yourself, threat for all of your spe-
typically doing several fa- cies, win a major war, pub-
Flagged Super Celebrity
vours or showing commit- licly save millions or
ment over time. change everyone's lives
Make a notable contribu- with your actions.
Unknown tion or job no one else Save billions or change the
wants to do. Mega Celebrity world forever with your ac-
Minor business or scientific tions.
Known contributions or public vic- Take transhumanity into
tory. the posthuman era, destroy
Serious business or scientif- a superior alien species
Godlike
ic contributions, designing bent on the destruction of
something interesting, cre- your species, become un-
Advocate disputed ruler of all.
ating a meme, star of the
news or victory after seri- *Being Blacklisted means you are shun by
ous risk. everyone on the network as you've either
Impressive business or sci- abused favours or you are generally con-
entific contribution, design sidered a bad person by the network. Black-
a new tool everyone wants,
Top Dog listed character's have a negative rating
succeed at a big and diffi-
which must first be reduced to zero before a
cult project or victory
against the odds. character can again start gaining rep fa-
vours. This negative rep goes from -1 to -9
just as for normal rep and the lower the
negative score is the harder it will be to im-
prove your reputation again.

52
Wealth and Rep
Losing Rep you lose rep. If you have low reputation
you can drop a class simply by being in-
Besides burning reputation, standing
volved in a messy dispute or pissing off
can be lost by failing to help members
the wrong person. If you're an Advoc-
of your network when they approach
ate you will likely have to ruin an im-
you for information, gear or services
portant event, endanger someone the
within your means to provide. Such re-
network cares about or be the focus of
quests will often be completely unre-
bad news. If you're Top Dog you have
lated to your current mission or activ-
to do something major to drop a rep
ity, but making sacrifices to help is part
class, such as screw up a major mission,
of being on a reputation network and if
get someone killed or associate with
you do a good job you might even gain
hated rivals or enemies of the network.
reputation.
Any higher rep than that and you'll
have to do something pretty spectacu-
How much of a risk you run of losing
larly bad, get someone important killed
rep depends on the reputation of the
or actually betray your faction to a rival
person asking the favour compared to
or enemy.
your own. If you have a higher rep
score you are unlikely to lose rep unless
Stagnation
you repeatedly and always refuse to
help, or if you do not help when it If you do not interact with your net-
would cost you nothing to do so. If you work for a prolonged period you might
are of the same rep, however, you are lose one or more reputation classes as
more at risk and especially if you have a contacts are lost, circumstances change
lower reputation in which case you bet- and trust in you drops as members of
ter have a really convincing excuse. the network do not see you contributing
or interacting with the network.
How you refuse a favour is almost as
important as the reputation of the per- Stagnation rarely happens in less than a
son asking for the favour. If you have a year, but if there are major events or
reasonable and verifiable excuse for dramatic changes taking place that af-
why you can't help or trade you are less fect the network's members and you are
likely to take a reputation hit. absent then you're reputation will likely
drop much faster potentially in weeks
You may also take a reputation hit if or months if you are unreachable, or
you lose professional credibility, make even days in the case of extreme dis-
big public blunders, double-cross asters.
friends and so on. The severity of your
discretion measured against your repu- If your reputation drops from stagna-
tation class is the main deciding factor if tion you have a grace period upon your

53
Wealth and Rep
return to revive your old reputation Off The Radar
status. To do so you must not push fa-
Note that anything that happens in
vours beyond your new reduced repu-
secret without anyone able to ping their
tation and refrain from burning or oth-
networks with negative or positive
erwise losing reputation. Any addition-
feedback will not affect your reputation.
al loss of reputation will make the re-
Stealing, cheating, assassinations and so
duction permanent. You must provide
on only hit your rep if you get caught or
favours or do something notable
you are suspected, and of course with
enough for your previous reputation
the criminal networks these things may
class and if you succeed then your old
actually earn you rep.
status will be restored to you as if you
had never left.

54
Combat

Combat
Combat works as in Fantasy Dice, but burst or full automatic.
this chapter deals with the special con-
Single Shot
siderations of combat in a modern or
Can only be fired once for a single
science fiction setting.
action in a round.
Semi-Automatic
Firearms
Semi-automatic weapons are capable of
Most firearms are easy to fire and to re- quick, repeated fire. They may be fired
flect this it is allowed to fire the same multiple times in a round and each shot
semi-automatic, burst or full automatic is handled as a separate attack.
weapon in both the primary and sec-
Burst
ondary action. This makes firearms
Bursts are released with each trigger
deadly, but note that it is possible to
pull that consumes 4 shots of
take evasive action from such a hail of
ammunition. It may be fired multiple
fire as described under firearm defence.
times in a round and each burst is
handled as a separate attack.
Recoil
Beam weapons and advanced futuristic For each attack you can sweep across
projectile weapons have no or the target and receive a +1D bonus, or
negligible recoil. However, for less concentrate fire and receive +1 to the
sophisticated projectiles and heavy damage rating.
guns a -1D penalty accumulates for
Full Automatic
every shot after the first until a whole
Full automatics release a hail of bullets
round is spent not firing that weapon.
with a single trigger pull that consumes
In the case of burst fire the penalty is
6 + 1D6 shots. It may be fired multiple
-2D and for fully automatics the penalty
times in a round, each is handled as a
is -3D. If the weapon is properly
separate attack.
mounted or secured the recoil can be
eliminated.
For each attack you can sweep across
the target for a +2D bonus, or
Rate of Fire concentrate fire and receive +2 to the
Weapons are capable of one or more damage rating.
modes of fire: single shot, semi-automatic,

55
Combat
Multiple Targets ing, the second -1 DR, the third -2 DR
and so on.
Attacking multiple targets with a single
action is possible if the targets are
Remember that by engaging several op-
grouped together. Only a single attack
ponents in an attack you risk getting
roll with a penalty is made, but each
multiple counter attacks. Always re-
target must defend separately.
solve the result against all targets first
and then resolve counter attacks in or-
Attack Targets Penalty der of target initiatives (roll if neces-
Burst 2 -1D sary). Each counter attack must be de-
Full Automatic 2 - fended against separately and takes an
Full Automatic 3 -1D action.
Full Automatic 4 -2D
Continuous Beam 2 - Counter Attacks
Continuous Beam 3 -1D
Continuous Beam 4 -2D Counter attacks from defending against
ranged firearm attacks with a firearm is
Melee weapons can also attack multiple allowed (even though it is a ranged
targets grouped together and close attack). This follows the usual counter
enough. How many opponents can be attack rules with a normal counter
targeted depends on the situation and attack using your secondary action on
the weapon used, but some suggestions defending with normal success and a
are given below. +1D bonus on exceptional success.

Attack Targets Penalty Range


Dagger 2 -3D Some suggested ranges are provided
Sword / Axe 2 -2D for weapons, but as always do not
Club / Mace * 2 -2D worry about tracking exact distances,
Longsword / Greataxe 2 -1D but use the ranges to roughly estimate if
Longsword / Greataxe 3 -2D a penalty applies.
2 handed club / mace * 2 -1D
2 handed club / mace * 3 -2D To reflect the much greater ranges of
Halberd 2/3 -1D firearms four range intervals are
Halberd 4 -2D suggested:
Whip 2 -1D
Whip 3 -2D Short: No penalty
* Crush weapons take similar penalties, Medium: -1D
but in addition have their damage rat- Long: -2D
ing reduced by one after each target. So Extreme: -3D
the first target takes the full damage rat-

56
Combat
Note that in a lower gravity weapons doubled, and in vacuum it should be
firing projectiles will travel further, but tripled and the GM may allow targeting
this does not make hitting a target things at almost any range - with the
significantly easier and so should only appropriate penalties.
affect the extreme range. A simple
method is to simply divide the extreme Ammunition and Reloading
range by the gravity so that when
Reloading typically takes a full round,
gravity is below 1g it will get longer,
but can vary depending on the weapon
and when above 1g it will get shorter. If
and situation. Players should keep track
the extreme range gets shorter than
of their ammunition, but if running out
long or medium range it becomes
is not a real risk then there is no need to
extreme range. Obviously, if there is no
keep an exact count. Thus the GM
gravity the projectile will never stop
should tell the players when they need
until it hits something or all the energy
to track ammunition and when it is not
is drained from atmospheric drag.
important.

In vacuum there is no drag so you may


choose to extend all ranges slightly, but
Suppressive Fire
neither is there any guidance for many A character firing a weapon in full-auto
forms of smart ammo which means that mode may choose to lay down
many homing or guided projectiles are suppressive fire over an area rather
reduced to simple dumb projectiles. than targeting anyone specifically, with
the intent of making everyone in the
Under water (and in similar liquids) the suppressed area keep their heads down.
range is severely limited and unless the This takes all actions, uses up 20 shots,
projectile has been designed for such and lasts until the characters next
use ranges are reduced for nearly all initiative. The suppressed area extends
projectiles. out in a cone, with the widest diameter
of the cone being up to 20 meters
Under water projectile ranges: across. Any character who is not behind
cover or who does not immediately
Short: contact move behind cover on their action is at
Medium: 1 m risk of getting hit by the suppressive
Long: 2 m fire. If they move out of cover inside the
Extreme: 3 m suppressed area, the character laying
down suppressive fire gets 1D4 free
Beam weapons are almost useless if attacks against them.
fired under water and badly affected by
many gases. However, in a thin Attacking Things
atmosphere the extreme range may be

57
Combat
There will doubtlessly be times when Doors and furniture are often construc-
you will want to hack down a door, ted from polymers, wood and alumina.
shoot out a lock, break a window or in- Such structures are usually quite dur-
cinerate a large cocoon. It is rarely ne- able, but can be damaged with a de-
cessary to roll when attacking inanim- termined attack.
ate objects. As long as you will reason-
ably be able to damage or destroy Note that using the right tool for the job
whatever you are attacking the action makes a big difference. An axe can
can simply be narrated and resolved in break down a wooden door quite fast,
a reasonable timeframe. while an assault rifle will only riddle it
with holes.
If there is some difficulty involved such
as blasting something at a distance or Multiple Weapons
hacking through a bridge before your
It is possible to wield a weapon in each
pursuers can cross the GM should as-
hand or tentacle whether a dagger or
sign a difficulty to succeed. Ammuni-
a sword.
tion is of course expended as usual, and
melee weapons may be blunted, broken
You need an action for each weapon
or otherwise damaged if used against
you want to attack with and unless you
hard objects or structures.
are ambidextrous you will take a -1D
penalty to your off-hand(s) attack(s).
Note that most habitats, spaceships and
colony domes are made from advanced
Alternatively, you can attack with sev-
composites, alloys, concrete, hardened
eral weapons in a single action against
polymers and metallic foam that are
the same target. You must roll each at-
resistant to damage. Usually specialised
tack separately, but all your attacks take
cutting tools, extreme force or very high
a -1D penalty for every attack beyond
powered weapons are needed to punch
the first. So if attacking with two dag-
a hole through walls, floors and ceilings
gers you take -1D to both attacks. Fur-
especially outer walls and airlocks.
thermore the target defends against all
your attacks with one action. The main
Internal walls, windows and insulation
benefit of such an attack is that inflict-
on a space habitat is usually more low-
ing damage of the same severity twice
density. While solid enough to with-
will increase the final severity by one.
stand a human fist a determined attack
by a strong synth or pretty much any
If you try to attack two or more targets
weapon will quickly be able to punch
with the same action you take -2D for
holes through it. High security sections
every target beyond the first - to all
may of course have reinforced walls
your attacks. So if armed with two pis-
and armoured glass.

58
Combat
tols and you fire at two enemies at the ranged attack, but you can also spend
same time you roll separately for each both actions to take evasive action
attack and subtract -2D from each one. against all incoming fire. This imposes a
Each defender can defend as usual. -1D penalty to the roll and you can do
nothing else except move a short
Touching Someone distance, but anyone targeting you
Simply touching someone does not must beat the resulting dodge roll.
require a roll under normal
circumstances, but if trying to touch You cannot block incoming fire and
someone who is actively evading you parries are -2D and requires a shield
then make it a Melee attack as normal. that can stop the projectile or beam
fired.
Common reason for such attacks would
be to apply drug patches or contact Hunker Down
poisons both which which might be
If you simply want to duck behind
made more difficult if the target is
cover and avoid getting hit then you
covered with clothing and armour with
can hunker down behind something,
only a few bare patches of skin.
around a corner or anywhere where
Another reason is to shock someone
there is no line of sight. Doing so
with implants.
prevents you from attacking or seeing
what is going on, unless you have
Indirect fire
senses or tech which allows you to see
It is possible to target an enemy you through the cover.
can't see by using a spotter whether
another person communicating to you If you have not yet acted you can
or remote sensor system. Such indirect hunker down at your initiative by
fire typically takes a -2D penalty, but moving behind cover if within reach.
adjust according to the situation. Note that being hunkered down can
mean hiding behind a wall, ducking
However, seeker missiles may be able behind a car, jumping through a
to home in on a pre-programmed target window or any number of other
or by using a target indicator such as a scenarios and the situation will
laser to point out the target. Such determine whether you are standing,
attacks are usually Tech skill rolls and kneeling, hunched or prone.
the difficulty will depend entirely on
the tech, target and situation. Any attack against a hunkered down
opponent requires moving until line of
Firearm Defence sight can be established or firing
Like in Fantasy Dice you can dodge any through the cover. The person

59
Combat
hunkered down can of course hold their Cone Weapons
action to attack anyone who pursues, or
Cone weapons have a fire effect that
may attempt to move away to always
expands out into a cone and so can
keep behind cover. The latter is best
affect multiple targets standing close
handled using a contested Athletics roll.
together and the damage rating is also
affected by the range.
If maps are used to track positions then
it should be fairly straight forward to
The table below shows the suggested
judge how far and where someone
maximum number of targets and
would need to move to see someone
increase or reduction in damage rating
hiding behind cover. If the combat
or cone weapons at different ranges.
situation is more abstract then this is
ultimately a decision by the GM.
Range Max Targets DR
If the person behind cover is actually Short 1 +2
hiding and someone is searching then Medium 2 -
that is an opposed Stealth challenge Long 3 -1
with penalties and bonuses depending Extreme 3 -2
on how easy it is to hide and senses
used for the search. Beam Weapons
Beam weapons that fire in a continuous
If targeting someone hidden behind stream of energy make it possible to
cover the difficulty will range from easy sweep across or home-in on a target.
to insane depending on if you can be Thus, for every attack beyond the first
seen with the attacker's senses and how against the same target in the same or
well the attacker knows your position. following round a continuous beam
Even if the attacker hits the must first weapon gets a +1D bonus to the attack
penetrate the cover which acts as as you can adjust the beam more
armour. If you can see through the precisely. The bonus carries over from
cover and have defensive actions you round-to-round, but can never go above
may even react and defend against the +2D, and if you stop shooting at the
attack. target, or switch or react to a different
target, then the bonus is reset.
Weapon Effects
Some weapons need a bit of special Shock
handling and so the rules below are Some weapons try to incapacitate
suggested. through the use of electric shock. Shock
weapons only work on class I targets
unless stated otherwise.

60
Combat
Armour does offer some protection strong shock, but for 3D6 rounds (6D6
Each rating of armour worn reduces the for the small or vulnerable) and causes
duration of any incapacitation from the DRI-3 burn damage at the point of
shock by one round, but does not help contact. Synthetic avatars which are not
against being stunned unless shielded have a 50% chance of
specifically designed to insulate against overloading - effectively knocked out.
shock (typically combat armours).
Explosions
Synthetic avatars are disrupted by an
electric shock too, unless they have Explosives have a blast area that
been specifically shielded. If shielded expands outwards in a sphere from the
shock durations are halved unless the centre, although shaped charges may
shielding is specifically designed to direct the blast in only one direction.
make the synthetic avatar immune to
shock. Although synthetics are An explosion causes crush damage
designed to not short-circuit or burn from the sheer force of the explosion
our on contact with an electric current, and burn damage from the heat and
shock insulation is typically seen as an flames. Any character close enough to
unnecessary expense at production and the explosion to take damage is either
is expensive to add to an existing hurled back or knocked over depending
avatar. on its strength, and will be bruised or
dented. The damage can be described as
Minor Shock both crush and burn as appropriate.
A discouraging shock meant to per-
suade the target to desist or surrender. Normally the damage rating is reduced
The shock is painful and immediately by one for every three meters from the
stuns for that and the following round. explosion's centre, but grenades, mines,
Strong Shock rockets, dynamite and other explosives
The most commonly used shock attack may specify a greater or smaller radius
meant to disable without hurting. The per damage rating.
painful current causes 1D6 rounds (2D6
if small or vulnerable) of incapacitation An explosion has an armour
followed by the same duration of being penetration rating of PR3 unless
stunned due to the lingering effect and otherwise is specified and the location
pain. is determined as normal if relevant.

Severe Shock
Most explosions will scatter deadly
Used only by the ruthless or to control
shrapnel in a wide range. Whether
synthetics the most severe shock attacks
splintered wood, metal or whatever else
cause lasting damage. It works like a
contained the explosives and was

61
Combat
nearby. Anyone less than twelve meters timer, but they can also be detonated
away must roll 2D6. If they roll above using a remote signal or after having
their distance from the centre, they are travelled a pre-programmed distance.
pierced by a piece of shrapnel causing a
piercing wound with the full damage If a timer is set at the start of a round
rating of the explosion at the centre. then it will detonate in the same round
Armour does reduce the wound that it is set if less than 3 seconds. Give
severity, but because of the force of the the detonation an initiative based on the
explosion the shrapnel has PR2. timer set of roughly D6+6 if one second
or less, D6+3 up to two seconds and D6
A shrapnel bomb built to generate a lot up to three seconds. This adds uncer-
of shrapnel increases the risk of being tainty to when exactly it will explode
hit so add an additional die to the roll and puts tension on if people will reach
for a 3D6 roll. their initiative and jump to cover before
it detonates.
Grenades and Launchers
However, often a grenade is thrown at
The Athletics skill is typically used to
someone's initiative and unless they are
throw grenades and similar explosives,
set to less than a second they will det-
while the Firefight skill is used to fire
onate on the following round with an
launchers and the Tech skill used to
initiative of D6+6 for two seconds and
employ shaped charges, dynamite and
D6+3 for three seconds and so on.
other rigged explosives.
In the case of an impact based grenade
An attack with explosives places the
its initiative may be rolled based on cir-
centre of the explosion. While the
cumstances or perhaps 1D12 to keep it
attacker only makes a single attack roll,
really random.
anyone within the blast radius who is
aware of the attack can react as usual.
Note that in all cases where the initiat-
As long as the attacker gets at least one
ive is higher than the current initiative
success the blast centre is placed as
the grenade detonates before anyone
desired, otherwise it overshoots, falls
can act, but does not mean that it blew
short or goes off target as appropriate
up as it was thrown.
or randomly determined.

Throwing Back Grenades


Detonation Mechanisms
It is possible that a character may be
Grenades can have any number of det-
able to reach a grenade before it deton-
onation mechanisms. The simplest is
ates and throw it back (or away in a safe
detonation on impact or based on a
direction). The character must be within

62
Combat
movement range of the grenades loca- If the character fails the test, however,
tion, and must succeed at a tricky or they may find themselves at ground
hard Athletics or Sleight of Hand to zero when it detonates see detonation
catch a rolling or sliding grenade. If mechanisms above.
they succeed, they may throw the gren-
ade off in a direction of their choice us-
ing Athletics, but with a -2D penalty.

63
Damage

Damage
This chapter covers damage inflicted on Inflicted Damage
both biological and synthetic avatars, as
well as objects such as vehicles or even A successful attack inflicts damage
space stations. It is largely the same according to the damage rating of the
system used in Fantasy Dice, but weapon or attack used and the
explained in some detail here due to the adjectives used by both the attacker and
introduction of damage classes and the defender. Armour worn reduces
handling of damage to synthetics and that damage. The same damage
vehicles. Also note that in this version severities are used for everything, but
of the rules the severity is increased targets are separated into different
when an additional wound is inflicted classes depending on their size and
of the same severity in the same toughness.
location.
Damage Classes
Combat is kept fast by only applying Damage is divided into three classes.
the immediate impact of any damage All targets fall into one of the three
inflicted without worrying about the classes, and every weapon and attack is
gritty details. rated according to its class.

The intention is that the full extent of Class I: Soft Targets such as humans,
the damage only needs to be assessed animals and most synthetics and hu-
once the smoke settles and adrenaline man sized robots, as well as fragile
wears, and even then it can often be vehicles such as a glider.
ignored and is mostly relevant for the
players or important NPCs. Class II: Hard Targets such as cars,
boats, planes and large or hardened
This also adds uncertainty and synthetics and robots, as well as very
suspense as blood loss and other long large and though biological creatures.
term consequences can still cripple or
kill a victorious combatant if not treated Class III: Large structures such as
properly, or disabling damage to a ships, spacecraft, space stations, habit-
system may turn out to be easily ats, colony installations and buildings.
repairable.

64
Damage
Larger objects than class III are usually severity of 3 (DRII-3) will cripple any
best divided into class III components, unarmoured class II target.
and sometimes class III targets have
vulnerable class II components. Against lower class target the damage
severity inflicted is the maximum sever-
Damage Severity ity of 5. Any damage reduction such as
cover or armour is halved (round
Weapons and attacks are assigned a
down), and the damage severity of the
damage severity from 1 to 5, from least
attack must first be reduced to the same
to most severe.
class as the target before the severity is
reduced. Thus a class II attack with a
The severity is repeated for each class
severity of 1 (DRII-1) will inflict a
and the table below shows how the
deadly severity 5 attack against a class I
damage severity is described, and the
target. If the target takes cover for -2 DR
effect on the target.
and has AR2 for an additional -2 DR the
damage reduction is halved to -2 DR,
Damage Description Effect and so reduces the attack to class I
1 stunned stun severity 4.
2 wounded -1D + stun
3 crippled -2D + stun Against targets of a higher class the at-
4 incapacitated incapacitated tack inflicts no damage, but if the dam-
5 dead dead age severity is increased beyond 5 the
attack will scale up to the next class, but
For machines and synthetics being starting from severity 1. Any armour or
stunned can be described as being dis- damage reduction by the target is how-
rupted, while wounded is better de- ever doubled. So a class II attack of
scribed as damaged and dead as des- severity 5 (DRII-5) against a class III tar-
troyed. The effect remains the same. get does no damage. However, if the
damage rating is increased by +1 DR it
Damage Rating will do class III, severity 1 damage.
The damage class and severity combine
into the weapons damage rating (DR). Only the most severe damage needs to
For example a class I mark 3 weapon is be recorded. Being repeatedly damaged
DRI-3. with lesser damage only causes stun,
but if hit a second time with the recor-
Inflicted Damage ded damage severity the severity is in-
creased one step.
The inflicted damage harms anything in
the same damage class according to its It is possible to target a weak spot on a
severity. Thus a class II attack with a higher class target, if such can be identi-

65
Damage
fied, and cause damage to that compon- avoid tripping and falling. The
ent as if it has a lower damage class. difficulty starts at tricky for running and
The component must have some sort of hard for sprinting, but may be higher as
weakness and the attack must be tar- suits the circumstances.
geted. For example a camera lens may be
targeted on a heavy robot or the tires on Any vehicle or avatar that is hovering,
a car. rolling or flying must make a Pilot
check to stay in control and may crash
Damage Consequences on a failure depending on the situation
and severity of the failure. The
The immediate effect of the inflicted difficulty might start at easy for damage
damage is fast to resolve and requires severity 1 and increase by one for each
no additional rolls or table lookup. additional severity, but may also
Damage does not stack so only the most depend on the attack and other
severe damage inflicted matters, except circumstances such as moving at high
that every time you are damaged it speed or engaged in tricky manoeuvres.
stuns you and if you are hit again in the
same location with the same severity -1D or -2D Penalty
the inflicted damage is increased by one
severity. The -1D or -2D damage penalty is
applied immediately and stacks with
A target in a higher class than the inflic- the stun penalty while that lasts. This
ted damage suffers no harm or con- reflects pain, system failures and
sequences. reduced functionality due to the
damage.
Stun
The penalty is permanent until the
Stun is the result of shock or massive
damage can be fixed or the wound
pain, and loss of control and system
heals, but emergency repairs or first aid
disruption in synthetics and vehicles.
treatment with the right equipment can
immediately reduce the penalty by one.
Being stunned imposes an immediate
-1D penalty that lasts until the end of Incapacitation
the following round. Stunned
characters may defend and attack as Incapacitation takes you out of the ac-
normal, but with the -1D penalty. tion. This indicates severe and serious
damage and can easily result in a dead
A walking avatar or vehicle is limited to or destroyed avatar. In fact it is as-
a walking pace for that duration and if sumed that any NPC who does not re-
running or sprinting when stunned ceive prompt treatment is dead or des-
must pass at an Athletics skill check to troyed.

66
Damage
The avatar will remain incapacitated or -2D penalty to all Body based rolls as
and unable to act in any capacity until it well as reducing speed and accelera-
receives treatment, but with emergency tion. Very sophisticated armours may
repairs or first aid treatment with the achieve their ratings partially through
right equipment the avatar can be re- some sort of shielding or energizing of
vived. A revived avatar suffers -2D to the material, but these armours con-
any action and is extremely vulnerable sume large amounts of energy and so
to further damage. Any further damage can rarely be powered for long and may
in the same damage class will return the be unstable or have particular vulnerab-
avatar to the incapacitated state. ilities.

Dead The class of an armour is usually the


same as the target, so a class I target
Depending on circumstances a dead or
will wear ARI-1 to ARI-5 armour. Wear-
destroyed target is either unconscious
ing armour of a higher class upgrades
and dying from massive damage or
the target to that class, but the armour is
completely annihilated, decapitated or
then considered a vehicle and must be
otherwise terminated on the spot. Re-
piloted using the Pilot skill. For ex-
gardless the character is unable to up-
ample a mech, battlesuit, power armour
load or act, but the difference might
or armoured exoskeleton.
matter if someone is attempting some
form of emergency treatment.
Armour Penetration
It is up to the situation and GM if emer- Weapon armour penetration (AP) only
gency treatment is feasible, but even affects armour of the same scale (it com-
when it is the result is very unlikely to pletely penetrates any armour below its
save the avatar. Unless there is immedi- scale). So PRI-1 would reduce ARI-3 to
ate access to extremely sophisticated ARI-2, but would not affect ARII-1 at
medical treatment the best that can be all.
hoped for is time enough to extract in-
formation, upload the avatar or say Armour Degradation
goodbye.
If armour is repeatedly hit with damage
equal or greater than the armour rating
Armour the armour may have its rating reduced
Armour is qualified by class and ar- by one permanently or temporarily
mour rating just like weapons. depending on the armour and attack.
This is left up to the GM, but a simple
Heavier armours typically impose man- rule is to have this happen after three
oeuvring penalties which impose a -1D such hits in a single scene, assuming the

67
Damage
armour can be repaired or maintained into the burnt skin, so treat as if slash
between scenes. trauma for the sake of blood loss. There
is also a high risk of infection.
Burns
If bad internal trauma is indicated it
Any tissue damage caused by heat,
means the burn will leave a permanent
flame, radiation, boiling water,
scar. If crippling internal trauma is
electricity, friction or corrosive
indicated the burn has gone deep
chemicals like acids and alkalis is
enough to cause permanent damage
considered a burn. As burns get more
and will leave serious scarring and
severe they destroy deeper layers of
potentially some minor disability. With
skin and tissue. The greater the
deadly internal trauma the burn is
temperature, voltage or corrosiveness
normally not survivable without
the deeper it goes. A burn attack must
treatment.
be assigned a wound severity and the
trauma inflicted is handled as for any
Armour can protect against flames, hot
other type of wound. If the burn is
objects and acids. However, if exposed
inflicted by a focused attack the location
for any duration the armour will
is determined as usual. Otherwise the
become hot and may even start
location must be decided by the
burning. A simple system is to reduce
situation.
the AR each round it is exposed to an
ongoing attack. Most armour is useless
Treat burn trauma like any other
against electricity.
wound with the same impairment, stun,
incapacitation and healing times.
Flames and acids may continue doing
damage after the attack if the acid is not
Burns cause blood loss, shock and
washed off or if clothes catch fire. This
hypothermia. The Trauma book
must be explained by the attack or
handles burns by grouping them into
determined by the GM and will
1st, 2nd, 3rd and 4th degree burns, with
continue to increase the severity of the
symptoms and risks for each degree. It
burn.
also has special trauma tables for grim
and mortal electricity burns.
Suffocation
If the Trauma book is not used, then A suffocating character will be
resolve the post trauma for a burn like unconscious in about half a minute,
any other wound, by checking for brain damaged in around four minutes
bleeding and internal trauma. Burns and suffer massive brain damage and
cause severe blood loss as fluids leak death soon after in about seven
minutes. If the airway is only partially

68
Damage
blocked the times will be much longer. Meters Locations Damage
However, if the character is strangled, 2-4 1 1
the arteries may also be constricted and 5-8 2 2
she could be unconscious in as little as 9 - 12 3 3
ten seconds, suffering massive brain 13 - 16 4 4
damage and death in a couple of 17+ 4 5
minutes.
An Athletics skill roll may allow
Falling reducing the damage by one by landing
better. Assign an appropriate difficulty
Falling causes crush damage with a
for the situation.
severity dependant on the distance of
the fall, while the damage class is
always the same as the victim falling.
Damage and Stress
Falls of less than two meters do not
normally cause any trauma. Whenever you take serious damage you
may gain stress. You gain 1 stress for a
The severity should be adjusted for the DRI-3, 2 for DRI-4 and 3 for DRI-5,
surface where the character lands. although synthetics or anyone using
Landing on jagged rocks may stims or blocking pain take one less.
dramatically increase the severity while
landing on soft sand will reduce it. This is just the immediate stress for the
damage. If you suffer traumatic post
Armour does not offer much protection trauma effects it may cause further
against fall trauma. Treat fall trauma as stress, but the amount will depend
PR2. entirely on the horror of the situation as
explained under Fear in the Gameplay
When relevant the location is chapter.
determined by rolling 1D8. An
additional location takes trauma of one
Biological Healing
lesser wound severity for every few
meters fallen, as shown in the table Regardless if the Trauma book is used
below, up to a maximum of four or not healing is handled the same way,
locations. Each location is chosen although Trauma does introduce
randomly and if the same as a previous additional complications to deal with.
location it is ignored. Thus luck may
limit the number of wounds. Natural Healing
It is rare that healing is not treated and
greatly speeded up, but without

69
Damage
treatment damage takes a long time to The difficulty may be significantly
heal. Each mark rating as listed below reduced by medical equipment and
takes a number of weeks to heal before healing tanks and other sophisticated
it is reduced to the next lower rating devices may come with its own skilled
and so on until fully healed. AI requiring no healing skill to use.
Treating someone dead from a
Severity 1: 2 weeks severity 5 wound may not be possible,
Severity 2: 3 weeks and is a call for the GM depending on
Severity 3: 4 weeks the circumstances and technology used.

Normally damage severity 4 and 5 will First aid can immediately reduce
not heal naturally and lead to death if impairment and return an incapacitated
not treated, but if survivable add an ex- character to action as described earlier
tra week for each. under Damage Consequences, but will not
help with the healing of the wound.
Each wound heals separately from each
other, but also at the same time. So if a Even basic medical treatment will
character has two severity 1 wounds reduce the healing time by up to a
they would both heal in two weeks. week, and more sophisticated medical
This is reflected in only the most severe technology can reduce this to days or
wound being recorded. hours.

A week of healing is normally seven Synthetics Repair


days, but may be more or less
depending on conditions and treatment, Synthetic avatars do not heal and so
and an infected wound does not start to must be repaired using the Tech skill,
heal until the infection is cured. and potentially Engineering to replace
parts unless blueprints are available.
Treatment and Recovery The difficulty of repairing a synthetic is
very similar to treating a wound and
The difficulty for treating a wound with the technology used will have a big
basic medical equipment starts at easy impact on the final difficulty. Note that
and increases by one for each rating: in the case of severity 4 damage the
computer brain centre may be damaged
Severity 1: easy causing stress and memory loss to the
Severity 2: tricky ego, while for severity 5 damage it may
Severity 3: hard have been destroyed.
Severity 4: severe
Severity 5: extreme Emergency repairs can immediately
reduce impairment and return an

70
Damage
incapacitated synthetic to action just of realism in the form of a highly de-
like first aid can. This is a temporary fix tailed system for determining and de-
and proper repairs should be completed scribing body trauma after or during
as soon as possible to fix vulnerabilities combat. It deals with infections, shock,
and guard against unexpected system broken bones, damage to internal or-
failures down the line. gans, brain damage, nerve trauma and
much more.
How long repairs take will depend on
the equipment used, but the severity The trauma book will only be useful for
rating can be used as a starting point: wounded biological creatures. Synthet-
ics being a futuristic technology that
1: minutes does not yet exist will require imagina-
2: couple of hour tion and a bit of improvisation if you
3: several hours wish to describe the damage in any de-
4: days tail. Loss of cooling fluids can lead to
5: weeks or longer overheating, just like blood loss can
lead to shock. Damage to components,
miniature motors, signal pathways and
Post Trauma the central energy sources may cause
degraded performance and functional
The details of the damage inflicted is
failure. Loss of sensors and damage to
not considered in this book, but the
processing units may impair cognitive
Trauma book can be used to add a layer
abilities, and so on.

71
Vehicles

Vehicles
The combat rules as described can be Chases
used for combat with vehicles and
If moving at high speed it does not
spaceships. Both attacking or defending
make sense to track a conflict round-by-
while in a vehicle is covered by the Pilot
round. Instead handle it as a chase with
skill, and so if trying to evade incoming
Pilot roll challenges to avoid obstacles
fire it is an opposed roll using the Pilot
and race, shake or follow another
skill.
vehicle. Consider terrain and weather,
but also the road conditions and other
Consider that in the future most
traffic.
vehicles are likely to run on automatic
or be piloted by an AI. Robots may also
A chase is often against the clock to
be considered vehicles if they carry pas-
reach a destination before a specific
sengers and the line between synthetic
time or another party. In such a race the
avatars and vehicles may be quite
pilot must decide what risks to take, es-
blurred.
pecially in an urban environment, and
the GM should introduce Pilot skill
Vehicle Stats
challenges with appropriate difficulties
Vehicles and robots can be assigned the and interesting consequences for fail-
same stats as any avatar. The most im- ure.
portant stat is the Body stat as this de-
termines how manoeuvrable it is and is To make a chase more exciting make a
used for any Pilot rolls using that series of rolls for critical situations
vehicle. Additional bonus or penalty along the route, but if you want to
dice may also apply based on how easy move the action to the next scene
the vehicle is to handle and other cir- simply make a single roll and narrate
cumstances. from that.

If the vehicle is AI controlled it will also Ranged attacks from a fast moving
have a Mind attribute and it may also vehicle will also often suffer severe pen-
make sense to describe its sensors as alties making it hard to hit targets.
senses and give it a strength in the case
of robots. Speed and fuel/power are Crashes
also relevant stats. A vehicle can be damaged just like any
avatar, although most larger vehicles

72
Vehicles
are damage class II, and even smaller The tables below are just suggestions
vehicles have some armour rating. for various speeds and can be used to
estimate the damage caused based on
It will be rare for a vehicle to explode, the vehicles size and speed. The tables
but receiving damage can easily knock are useful for quick lookup, but as can
it off course or send it swerving po- been seen the damage increases by one
tentially off the road or into a wall or step above 10 km/h and then every 20
another object. When appropriate to the km/h beyond that. Simply start from the
situation and damaged inflicted make a size of the vehicle with damage
Pilot roll to avoid crashing. Let the roll between I-1 for a tiny vehicle to I-5 for
and situation determine if the vehicle something like a truck and adjust for
crashes and the consequences. A mar- the speed and any other relevant cir-
ginal failure for example may simply cumstances.
cause the vehicle to slide sideways and
stop or swerve off the road but not ne- Crawl: Speed up to 10 km/h
cessarily crash. More serious failures
Vehicle Size Damage
may mean hitting something or
Tiny I-1
someone, or even for the vehicle to flip
Small (humanoid) I-2
over and go into a spin which could
Medium (small vehicle) I-3
cause serious damage to both the
Large (car) I-4
vehicle and the occupants. When it does
Huge (truck) I-5
crash into something the damage de-
pends on speed as outlined below un-
der collision damage. Slow: Speed 11 30 km/h
Vehicle Size Damage
Collision Damage
Tiny I-2
The following are guidelines on how to Small (humanoid) I-3
handle vehicles colliding. Medium (small vehicle) I-4
Large (car) I-5
If the collision is with a pedestrian or Huge (truck) II-1
object which is much lighter than the
vehicle then the damage inflicted to the
Moderate: Speed 31 50 km/h
vehicle will usually be superficial, but a
Pilot roll might be required to keep it Vehicle Size Damage
under control. Tiny I-3
Small (humanoid) I-4
When a vehicle collides the damage Medium (small vehicle) I-5
class of both the vehicle and the object it Large (car) II-1
crashes into, as well as velocity, determ- Huge (truck) II-2
ine the damage caused.

73
Vehicles
Fast: Speed 51 70 km/h provides and speed and movement of
the vehicle. If the attack must penetrate
Vehicle Size Damage
the chassis of the vehicle or a window
Tiny I-4
then that works as an armour rating
Small (humanoid) I-5
(AR) to reduce the damage.
Medium (small vehicle) II-1
Large (car) II-2
Remote Controlled Vehicles
Huge (truck) II-3
If a vehicle is controlled by remote con-
High Velocity: Speed 71-90 km/h trol there is typically some delay and
sensor input is sent to the controller and
Vehicle Size Damage a command is sent back. This delay
Tiny I-5 might be negligible for short distances
Small (humanoid) II-1 and sophisticated interface technolo-
Medium (small vehicle) II-2 gies, but can be extreme if remote con-
Large (car) II-3
trolling a spaceship.
Huge (truck) II-4

For the person controlling the vehicle


In a head-on collision add the velocity remotely to be able to do so the vehicle
together for both vehicles, but one needs to have sensors to allow the oper-
vehicle may take more or less damage ator to see where the vehicle is going.
depending on the difference in mass This is likely to be commonplace in a
between the vehicles. sci-fi setting, but the type of sensors will
Passenger Damage be very important to determine how
Any passengers may take damage dur- well they work in poor weather or at
ing a collision. Use the vehicle damage night, and how aware the operator is of
as the starting point, but adjust down the surroundings.
according to how much the passenger is
protected. It is suggested you do this The Pilot roll for most remote con-
randomly to reflect the uncertain nature trolled vehicles should receive a -1D
of collisions. For example you can re- penalty, unless the link is very fast and
duce the damage to a passenger by high quality sensors feed directly to the
1D6+1 if wearing a seatbelt, but only operator using VR technology.
1D4 if not wearing one.
The controller signal can of course be
Targeting Passengers
jammed or hacked, and simply driving
It is of course possible to target the
underground may disrupt control. The
driver or passenger of a vehicle if they
difficulty of jamming or hacking a con-
are visible to the attacker. Such attacks
trol signal will depend entirely on the
must be targeted and should receive a
technology used.
penalty for the cover the vehicle

74
Gaming In Space

Gaming In Space
This chapter mentions a few considera- Gravity
tions for any game set in space, whether
on a space habitat, spaceship or alien Once people are used to living in a cer-
world. tain gravity or even a zero-g environ-
ment moving around becomes second
nature and no special skill or roll is
Fire needed. However, when going from
A fire can be a great threat in space and low to high gravity, or vice-versa, it
pose a urgent and dramatic threat. Any- takes some time to adapt during which
thing that comes into contact with ex- the GM may require Athletics rolls to
treme heat or flames can potentially move around effectively. If the differ-
catch fire. Whether it does will depend ence in gravity is severe or the trans-
on the flammability of the material and ition is very sudden a -1D penalty
how hot the source is or fiercely the might apply for a while to all physical
flames burn. This is best left as a de- and social skills. Social skills because
cision for the GM based on what is such characters will appear like clumsy
plausible. and awkward teenagers as they mis-
judge how to coordinate their new en-
In a vacuum there is no risk of fire as vironment. How long it takes to adapt
there is no oxygen and venting the air is up to the GM, but will generally be
supply into space is a very effective faster if the characters have experienced
way to extinguish a fire, but may mean the transition before.
a dramatic reduction in how long the
life support can keep the crew and pas- Note that biological avatars will need to
sengers alive. either have been engineered or receive
treatment for long term zero-g stays to
In the low gravity of a space habitat fire avoid deteriorating health.
tends to expand in a sphere surrounded
by a halo of smoke, but it also spreads Zero-G
very slowly as oxygen is pushed away
Any environment which has no or min-
from the fire by the gases expanded by
imal gravity is considered zero-g, such
the heat. Simply shutting off air circula-
as a space habitat, spaceship, asteroids
tion may be enough for such a fire to
and very small moons.
die down.

75
Gaming In Space
In zero-g everything is weightless and gained. In addition to this, for every 0.2
so will float until some force such as a g over 1 that a character is not ac-
push, atmospheric conditions or a mi- climated to increase minimum and con-
cro gravity force causes it to move. stant fatigue by one. So from 1.2g to
However, objects still have inertia de- 1.4g a you would be constantly winded,
pending on their mass which means 1.4g to 1.6g constantly exhausted (-1D)
that the greater the mass the more force and so on. Movement rates are also lim-
is required to give it acceleration and so ited as for normal fatigue rules i.e. no
cause it to move. sprinting when exhausted and not even
running when drained.
Once something is moving in zero-g it
will continue forever in that direction Alien Worlds
until another force counters the effect. A
force can be rockets, a push, collision Most planets and moons are not
and so on. friendly to life, and the void of space
even less so.
Remember that many things behave
very differently in zero-g. For example Temperatures are often extreme, ran-
it is not possible to cry in space as the ging from the burning hot inner worlds
tears can't flow and so moisture simply of Venus and Mercury to the frigid
accumulates on the eye. Liquids, such moons of the gas giants and asteroids in
as water or blood, scatter into clouds of the belt. Space suits can insulate against
drops that go everywhere. Drink must cold and to some degree protect against
be sucked from sealed containers. heat, but a suit malfunction or sabotage
can quickly leave you dead.
If performing complicated manoeuvres
in zero-g a badly failed roll may mean The gas giants have violent weather
crashing into an obstacle and spinning and crushing pressures the deeper into
out of control. the atmosphere you go, and Jupiter
bathes its moons in deadly radiation.
High Gravity Radiation from the sun is also a prob-
lem in space and requires careful
While there is no high gravity worlds in shielding of spacecrafts and habitats.
the solar system, apart from the gas gi-
ants, there could be exoplanets with Most of the moons, with the notable ex-
such gravity or it could be the result of ception of the moon Titan, do not have
a rapidly accelerating spaceship. an atmosphere, while the atmosphere
on all the planets, Titan included, are
Moving around in high gravity takes a toxic to unmodified terrestrial life. Acci-
lot of effort and so fatigue is quickly dentally breathing such atmospheres

76
Gaming In Space
can have a wide range of consequences, once it reaches class III only every day.
but is best modelled by immediate fa- Thus vehicles and larger structures can
tigue which increases every 1D6 rounds resist serious damage for longer.
until the character collapses dying.
Holding your breath will buy time, but Vacuum
the character will still asphyxiate.
If exposed to the vacuum of space an
experiences spacer will know to exhale,
Note that the atmosphere on Venus is
close their eyes and curl up. This makes
not only toxic, but also corrosive. This
it possible to survive as much as a
causes burns and damages equipment
minute in vacuum with no negative
and even vehicles. Start with superficial
consequences. Anyone else will likely
burn damage and then increase one rat-
damage their lungs and may temporar-
ing every round to reflect that while the
ily or permanently lose their eyesight.
corrosive effect does not go deep it af-
fects the whole body. Armour and
Regardless the cause of death for vacu-
clothing has little effect if not environ`-
um exposure is asphyxiation. Halve the
mentally sealed, but heavy clothing
normal times. If the victim did not ex-
may delay the effect.
hale or take a protective pose then re-
covering will take much longer and
Unless shielded vehicles and gear starts
may require medical care to avoid
with a burn damage I-1 after 1 minute,
death.
and increases one rating every minute
thereafter. It will also increase the dam-
Without insulated protective wear ex-
age class so that after 5 minutes it will
posure to vacuum also causes hypother-
be II-1, but once it reaches class II it
mia from extreme cold.
only increases in rating every hour, and

77
Weaponry

Weaponry
This chapter provides some stats and blade that goes limp and flexible when
suggestions for you to base your Sci-Fi deactivated and can be rolled up and
Dice weapon arsenal upon. Consider concealed.
that many weapons of the future will be Cost: well off / known
likely be linked to neural or implanted
Monofilament Whip
optical targeting software which helps
An extremely dangerous weapon, but
outline hostile targets and potentially
also very difficult to master and poten-
dangerous weapons using image recog-
tially dangerous to the wielder. Attacks
nition and other clever sensors. Such
are -2D and on an exceptional failure (or
software will also be able to predict
fumble) the full severity of the attack is
movement and trajectories providing
inflicted on the wielder in a random loc-
bonuses to any attack.
ation.

Melee Weapons The whip is not truly a single molecule


A few potential weapons of the future in width, but close enough to be able to
for close combat. slice through flesh and other soft targets
with hardly any resistance. The material
Baton
is produced on an atomic scale making
The clubs of the future, batons can re-
it extremely strong, but although it can
tract and be extended with a flick of the
potentially slice through even metal
wrist, push of a button or signal
there is always a risk it will break when
through implants.
used against hard targets (including tar-
Cost: well off / known gets wearing armour with rating two or
Bottle more). If such a target is hit then it
A commonly improvised weapon. It breaks if any of the dice rolled ended
can be wielded with the Melee skill, but up as 1 or 2, and the damage inflicted is
without a speciality, or thrown using reduced to DRI-3.
Athletics. It has a range of about 3 / 6 / Cost: wealthy / advocate
12 / 24 meters, but adjust for strength. Retractable Claws
Cost: well off / known Implants that allows the wearer to ex-
Machete tend razor sharp claws either at the flick
Sharp cutting polymer machete with of the wrist or through a neural link.
Cost: well off / known

78
Weaponry
Shock Baton Firearms
The severity of the shock can be set for
most shock batons. This can be minor Pistols
shock, strong shock or severe shock. Pistols are easy to carry and quick to
Cost: well off / known draw, and easy to hide. Heavy pistols
Shock Gloves are larger with a smaller ammunition
Shock gloves produce a minor shock clip, but have better range and more
when activated when a target is penetration and stopping power.
punched or grabbed. Cost: well off / known
Cost: well off / known Submachine Guns
Vibroblade Larger than pistols they typically use
Vibroblades can be swords, knives, the same ammunition and have a wide
spears or axes where the blade vibrates selection of fire rates with larger clips.
at a high frequency. Cost: wealthy / advocate
Cost: well off / known Automatic Rifles
Melee Weapons DR PR Rifles use their own ammunition and
Baton DRI-3 - and must be held in both hands due to
Bottle DRI-2 - their size. They have much better range
Machete DRI-3 - when braced on some form of support.
Monofilament Whip DRI-5 2 Cost: wealthy / advocate
Retractable Claws DRI-3 -
Sniper Rifle
Shock Baton * -
Shock Gloves * - Sniper rifles are designed for use at
Vibroblade DRI-4 long distance and have great penetra-
Unarmed DRI-2 - tion and stopping power. However, if
used without being braced and sighted
* see description through the scope they receive a -1D
penalty and have much shorter range at
which they are likely to hit anything.
Kinetic Weapons
Cost: wealthy / advocate
This section deals with weapons that
Machine Gun
fire bullets and other projectiles. Each
A heavy support weapon that must be
weapon is listed with its rate of fire
mounted to achieve its potential. If not
modes as follows.
properly mounted the range at which it
will likely hit anything is dramatically
SS: Single Shot
reduced and it takes a -1D penalty on
SA: Semi-Automatic
top of that that is assuming the user is
BF: Burst Fire
strong enough to hold it while firing.
FA: Fully-Automatic

79
Weaponry
Cost: wealthy / advocate Machine Gun DRI-5 2 50
Modes SA, BF, FA Range 10/30/50/70*
RailGun
Mounted Range 40/200/1000/2000
Railguns uses an electromagnetic pro-
Railgun DRII-2 3 15
jectile to fire projectiles on conductive
Modes SA, BF Range 10/45/75/105
rails at extreme velocities. Railguns
Braced Range 20/150/750/1500
have exceptional range and penetration
and actually creates a shock and heat * Firing without brace (and scope for
wave upon impact that can disintegrate sniper rifle) -1D
and sometimes incinerate the target.
Only conductive railgun ammunition Ammunition
designed to withstand the extreme ac- This sections explores a few variations
celeration can be used, and the weapon of ammunition. For simplicity it can be
must be used in two hands. It also re- assumed that ammunition is specific to
quires a battery to power the rifle. A ba- a type of weapon.
sic battery holds enough power for two
clips, but more advanced batteries The suggested costs assume ammuni-
might be able to fire hundreds of shots tion is legal and freely available. In hab-
before having to be changed or re- itats and societies where supply is re-
charged. stricted the cost may be higher.

With molecular manufacturing tech- Standard


niques it may be possible to produce Standard ammunition with the ratings
railgun pistols and machine guns. as listed in the kinetic guns table.
Cost: poor / unknown
Cost: rich / top dog
Armour Piercing
Designed to penetrate armour: PR+1
Kinetic Guns DR PR Ammo
Cost: well off / known
Light Pistol DRI-3 - 16
Modes SA, BF Range 10/20/40/60 Low Calibre Clip
Heavy Pistol DRI-4 1 8 Light calibre bullets reduce recoil by
Modes SA, BF Range 10/40/60/80 one penalty die and doubles the pos-
Submachine Gun DRI-4 - 20 sible clip size for twice the ammo capa-
Modes SA, BF, FA Range 10/30/50/70 city, but the damage rating is reduced
Automatic Rifle DRI-5 2 30 by one.
Modes SA, BF, FA Range 10/30/50/70 Cost: well off / known
Braced Range 20/100/500/900
Hollow-Point
Sniper Rifle DRI-5 3 12
Modes SA Range 10/30/50/70* Hollow-point bullets are designed to
Scope Range 180/400/1100/2300 deform and widen once they penetrate
a target, thus inflicting more damage. -1

80
Weaponry
PR, but +1 DR them to home in on a target even in va-
Cost: well off / known cuum and thin atmospheres. They are
also much more able to steer and so get
Plastic Bullets
a +2D attack bonus. These bullets are
Plastic bullets are designed to cause larger, however, and so the ammunition
minimal damage for crowd control. -3 the weapon can hold is halved.
PR and -2 DR.
Cost: wealthy/ advocate
Cost: well off / known
Extended Magazine
Correcting Bullets
Most ammunition types come in exten-
These projectiles can correct for wind ded versions with double the number of
and other atmospheric conditions and projectiles, but it makes the weapon
so reduce all range penalties by one. bulkier and so imposes a -1D penalty
Cost: well off / known unless the weapon is braced or moun-
Guided Bullets ted, and makes it hard to conceal.
Guided bullets can steer through an at- Cost: increase wealth class by one
mosphere to stay on course to their tar-
get, but in vacuum or a thin atmosphere Energy Weapons
are no different than standard ammuni-
Energy weapons uses a power source to
tion. In an atmosphere they receive a
+1D bonus to the attack when fired, but fire a electromagnetic beams of various
types to discourage, disable, blind or
how this is achieved depends on the
method used. kill the target.

Homing: Neural interface or Energy weapons are generally less ef-


fective against armour than kinetic
smartlink system is used to
home in on a locked target. weapons. They often have a negative
PR rating which is then added to the ar-
Laser: A laser is used to pin-
point the target. mour rating of anyone wearing armour.
Motion: Forward directed
sensors home in on any move- However, they do not require ammuni-
tion, have good range and may have a
ment.
broad field of fire. They do require a
power source, and this is usually in the
Cost: wealthy/ advocate
form of a standard or nuclear battery.
Rocket Propelled Bullets The listed number of shots is for a
Rocket propelled bullets work like standard battery, while a nuclear bat-
guided bullets, but have rockets to help tery can fire ten times this or more.
them steer. This allows them to travel Most energy weapons will be designed
for twice the normal range and allows for recharging, but with an option to ex-

81
Weaponry
change the battery with a backup for blind for 12 + 1D12 rounds and then
continued use in the field. partially blind (-1D) unless sight can be
Cost (standard): poor / unknown restored through medical technology.
On an exceptional success the target does
Cost (Nuclear): wealthy / advocate
not recover sight without treatment.
Laser Beam
Lasers focus light to burn the target and Dazzler rifles can typically be set to
come as both pistols and rifles. Lasers wide fire to blind multiple opponents
have double range in vacuum, but half grouped together. Anyone within
or less range in difficult weather condi- roughly a 30 degree arc is affected, but
tions involving mist, rain or even heavy this reduces the range to one tenth.
smoke or dust.
Dazzlers can be countered by closing
The actual beam is invisible to the hu- your eyes, but that of course leaves you
man eye, but may be seen with en- blind. Glasses or lenses can also be
hanced vision. worn that reduce the effect by one suc-
Cost: well off / known cess degree, or two degrees if the wear-
er is willing to accept a -1D penalty for
Dazzlers
the reduced vision through such heavy
These lasers are designed to blind and
filtering.
disorient the target temporarily or per-
manently. Most dazzlers are designed Cost: well off / known
to blind temporarily, but some also Microwave
have settings that blind permanently Microwave weapons are designed to
(may be illegal). heat the water in the skin to cause pain,
but can also be used to destroy electrical
The dazzlers come as both handgunds equipment that is not sufficiently shiel-
and rifles, with the main difference be- ded. Thus they may be effective against
ing their range. All dazzlers have a both biological and synthetic avatars.
wide spread which means an attack
only needs to hit the target to blind, al- The pain inflicted is -1D on a marginal
though on a marginal success the target success, -2D on normal success and -3D
is only partly blinded and so takes -1D on exceptional success. The pain contin-
for 1 + 1D12 rounds. On normal success ues as long as the beam is firing and
temporary blindness lasts 1 + 1D12 then an additional 1D6 rounds.
rounds, while on exceptional success it
lasts 12 + 1D12 rounds. It can be set to wide fire affecting every-
one grouped together in roughly a 30
If set to permanently blind then on a degree arc, but this reduces range to
normal success the target is completely one tenth.

82
Weaponry
Cost: wealthy / advocate fire in 2D6 rounds of frantic effort.
These times can be reduced if receiving
Plasma Rifle
help from others.
Plasma rifles have the greatest stopping
power of any beam weapon and is even Cost: rich / top dog
more deadly than most kinetic Stun Gun
weapons. It achieves this by heating
Stun guns zap the target with a power-
plasma to tens of thousands of degrees
ful electronic current shocking the tar-
and then firing a ball of plasma through
get with a severe shock.
a tunnel of vacuum created by a power-
ful laser. Cost: wealthy / advocate

The plasma weapon is very susceptible Beam Weapon DR PR Ammo


to atmospheric conditions and range is Laser Pistol DRI-3 -1 50
only a third in mist, rain, heavy smoke Modes SA Range 10/20/40/100
or dust, but has double range in vacu- Laser Rifle DRI-4 -1 100
um. Modes SA Range 20/100/200/300
Dazzler Pistol Blindeness 50
The plasma ball shines very brightly Modes SS Range 10/20/40/100
making it very visible. This radiation of Dazzler Rifle Blindeness 100
energy means that it quickly loses its Modes SS Range 20/100/300/600
punch at a distance and for each range Microwave Pistol Pain 50
interval beyond short range reduce the Modes SS Range 5/10/20/40
damage severity and its armour penet- Microwave Rifle Pain 100
ration rating by one. Modes SS Range 10/20/40/80
Plasma Rifle DRII-2 3 10
On an attack with exceptional success a Modes SS Range 10/20/40/100
flammable target also catches fire in an Stun Gun severe shock 200
oxygen atmosphere. Being on fire gives Modes SA Range 10/20/40/60
the victim +2 stress and causes the
wound severity to increase by one
every 1+1D6 rounds after the attack,
Firearm Accessories
and biological avatars are stunned for A few useful weapon accessories for
the duration due to the pain and horror. firearms.
Extinguishing the plasma fire is quite
Gyromount
hard and requires fire extinguishing
A stabilising harness to allow using the
equipment, vacuum, water or a fire
gun as if braced or mounted while car-
blanket and two rounds of effort.
ried. Wearing a gyromounted weapon
Without these a concentrated effort may
gives the carrier a dodge penalty of -1D
strip off burning clothes and put out the
for rifles and rail guns, and -2D for ma-

83
Weaponry
chine guns. It also limits movement exist, and in especially brutal societies
speed to a run for rifles and rail guns, the weapon might even self destruct po-
and walk for machine gun. tentially killing the offender.
Cost: wealthy / advocate Cost: well off / known
Scope Silencer
A wide range of scopes are possible. Sophisticated silencer can make most
Most will be able to zoom in on distant guns silent, but generally halve the
targets and see detail. This may at the range of each interval.
GMs discretion double the range inter- Cost: wealthy / advocate
vals if the weapon is braced and there is
Flash Suppressor
time to aim.
Reduces muzzle flash, but cannot elim-
Scopes can also be used to transmit the inate it completely. Does nothing to re-
weapon's field-of-view to the user's duce the glaring ball of plasma fired by
neural interface, smartlink or goggles. plasma guns.
This not only allows seeing around Cost: wealthy / advocate
corners or above cover, but also makes Neural Interface
it possible to see infrared at night and if Most weapons have some form of
the weapon has a gamma ray emitter it smartlink that interfaces with the
may even see through walls using x-ray wielder's goggles, contacts or neural im-
and other unusual wavelengths. plants to outline targets, identify
Cost: well off / known threats, estimate distance and move-
Laser Sight ment speeds and other targeting data.
A laser sight paints the target with a red This makes it much easier to hit and so
dot making it easier to hit and so gives gives a +1D bonus to attacks with such
a +1D bonus to the attack. However, it weapons when linked (this stacks with
also makes it a lot easier for enemies to bonuses for guided bullets). It also al-
know when they are being targeted. In- lows recording everything for later ana-
visible lasers in the infrared or ultravi- lysis or to transmit real time to remote
olet spectrum can be used along with observes.
enhanced vision or optics to allow the Cost: wealthy / advocate
user to see the laser.
Cost: well off / known Micro Launchers
Biometric weapon lock Micro-missile launchers come in a
The gun is cued to the biometric profile range of sizes, but all fire self-propelled
of the authorised avatar and will refuse guided missiles. The guidance system is
to fire if anyone else attempts to use it. typically a neural interface or other
Many versions of varying sophistication smartlink system, but can also be based

84
Weaponry
on laser guidance or homing in on Missile Range*
movement or other pre-programmed Armband Range 70/180/600/2000
criteria detectable by the missiles Pistol Range 150/300/1000/3000
senses. Rifle Range 300/1000/3000/10000
Armband Launcher * Missiles can usually not target any-
The smallest launcher holds only 3 tiny thing closer than about five meters.
micro-missiles, and can only fire a
single missile per round. Grenades
Cost: wealthy / advocate Grenades are typically thrown using
Handgun Launcher the Athletics skill.
The handheld launcher carries larger
missiles than the armband, but holds Grenade Thrown Range*
only 4 micro-missiles and can only fire Mini 4 / 8 / 16 / 32
a single missile per round. Standard 3 / 6 / 12 / 24
Cost: wealthy / advocate * Adjust for strength.

Rifle Launcher
Micro Missiles and Grenades
The rifle is a two handed weapon, but
can fire missiles in semi-automatic The following is a few different types of
mode and holds 8 micro-missiles. grenades and micro missiles. The tiny
micro-missiles of an armband have
Cost: wealthy / advocate
their damage and penetration rating re-
Underbarrel Launcher duced by two (never below zero), while
The underbarrel launcher is identical to handgun launchers and mini grenades
the rifle launcher, but designed to be have DR and PR reduced by one.
mounted on another rifle for a second- Concussion
ary fire mode. Concussion grenades and missiles cre-
Cost: wealthy / advocate ate a blast wave that slams into anyone
caught in its radius. In addition to the
Launcher Mode Ammo physical damage it can cause an Athlet-
Armband SS 3 ics roll must be made to avoid being
Pistol SS 4 knocked down. The difficulty is equal
Rifle SA 8 to twice the damage inflicted before any
Underbarrel SA 8 armour is taken into consideration.
Cost: wealthy / advocate
The range depends on the launcher as
shown here. EMP
EMP missiles and grenades disrupt

85
Weaponry
electronics in a radius of 20 meters for Sanity roll they are incapacitated for
armband missiles, 50 meters for hand- 1D6 rounds with disorientation and
gun missiles and mini grenades and 100 possibly vomiting, after which they re-
meters for rifles and standard grenades. main stunned for the remainder of the
Shielded electronics are usually protec- scene.
ted from any negative effects, but if
close to the centre of the explosion the Additionally, anyone in the radius who
GM may still require a roll to see if the do not have anti-glare protective eye
shielding holds up. wear suffers a lingering -1D penalty for
Cost: wealthy / advocate 3+1D12 rounds.
Cost: wealthy / advocate
Frag
Frag grenades and micro-missiles are Plasma
anti-personnel weapons that disperse Plasma explosions do not create a shock
small projectiles or fragments when it wave, but the super hot plasma ejected
detonates. Treat as splinter explosions by the detonation burns everything in
and so roll twice for being hit by any the radius with extreme heat and may
fragments as per the explosion rules. set things on fire same as for a plasma
Cost: wealthy / advocate rifle.
Cost: rich / top dog
Smoke and Gas
Smoke and gas grenades and mi-
cro-missiles cover a large area with vis- Type DR PR
ion impairing gas or disabling or lethal Concussion DRI-4 3
gas. The actual area covered will de- EMP - -
pend on the size of missile/grenade Frag DRI-5 1
used as well as weather and other at- Smoke and Gas - -
mospheric conditions. Flash Bang - -
Cost: well off / known
Plasma DRII-1 3

Flash Bang
Flash-bang missiles and grenades aim
Armour
to stun anyone caught in the 10 meter This section presents a few ideas for the
blast radius (5 meters for handgun sort of armour you might use in your
launchers and mini grenades, or 2 Sci-Fi Dice game.
meters for armband launchers). Anyone Lightweight Shield - ArI-2
in this radius is stunned and must make
a Sanity roll. If they fail, they must im- A transparent shield that allows visibil-
mediately leave the area of effect. If ity even when the shield is raised to
they fail by more than 30+ above their protect the head, torso and arms. The
shield can be covered as a directional

86
Weaponry
armour, but this usually means that no Cost: well off / known
action is possible beyond the shield. Al- Body Armour - ARI-2
ternatively it can be used to parry in-
Body armour completely protects the
coming attacks as per normal melee
entire body without affecting move-
rules.
ment, and can be hidden under cloth-
Cost: well off / known
ing.
Ballistic Helmet - ArI-2 Cost: wealthy / advocate
Protects only the head, but has excellent Heavy Body Armour - ARI-3
visibility and can be fitted with all sorts
Protects all locations, but is too bulky to
of tactical systems and antenna for in-
be hidden under clothing and imposes
creased broadcasting ranges.
a -1D penalty to most physical actions.
Cost: well off / known
Typically also insulated against shock
Kevlar Vest - ArI-1 attacks.
Provides basic protection for the torso Cost: wealthy / advocate
without any movement impairment, Exoskeleton - ArII-2
and can be discreetly worn underneath
A fully enclosed, powered exoskeleton
clothing.
that provides exceptional protection to
Cost: well off / known
all locations, including shock insulation
Tactical Vest - ArI-2 and is sealed against hostile environ-
Protects only the torso, but provides ments and extreme temperatures. The
good protection of this large vital area suit also enhances the wearers strength
without any movement impairment. It to that of herculean. It increased move-
is usually too bulky to be worn under ment to 6 m/r (12 m/r jog or 24 m/r
clothing, but can be fitted with pockets sprint) and can sprint tirelessly at 30
and straps to allow carrying grenades, km/h and jump twice as far as normal.
water, protective masks and all sorts of
gadgets within easy reach. The exoskeleton is big and bulky and
Cost: well off / known may impose a penalty to actions in a
Reinforced Vest - ArI-3 confined environment, and small-scale
fine grained actions such as picking a
Reinforced vests use plates to provide
lock, picking up a hair and so on will
extra protection, but are heavier and so
suffer heavy penalties.
wearers will suffer from fatigue sooner
Cost: rich / top dog
than those wearing lighter armour.

87
Upgrades

Upgrades
This chapter suggest some possible up- sible to update an existing avatar, but
grades and implants for your Sci-Fi this is a far more involved procedure.
Dice games, but what is possible will The details are left to the GM based on
depend entirely on your setting. your setting.

Upgrades can be genetic modifications, This section simply suggest some of the
drugs, implants, grafts, cybernetics or things you might be able to upgrade
anything which improves an avatar. and how that might work in Sci-Fi Dice.
Upgrades is to Sci-Fi Dice what paths
are to Fantasy Dice. It is the way the Enchanced Senses
player characters gain an advantage
All five senses can of course be im-
and improve their chances of survival
proved upon. Eyesight that can see in a
in face of frequent adventure and hos-
much wider light spectrum, ears that
tile challenges. However, unlike paths
can hear a greater range of frequencies,
upgrades are not exclusive to the player
superior sense of smell and so on. Such
characters and special VIPs. This means
modifications in a sense make those so
that the players may face NPCs which
enhanced more aware.
have the same or better upgrades, but
the players should have better means of
However, it is also possible to add en-
recovering from disaster than in
tirely new senses. Echolocation, inner
Fantasy Dice. Whether through medical
compass and the ability to see through
therapies, backups of their ego or emer-
walls to some extent using x-ray vision
gency support.
(the last may require an x-ray emitter to
make full use of). Such new senses open
Genetic Upgrades up entirely new possibilities, such as
Genes can be edited, deleted, added making it possible to shoot people
and modified to create a range of biolo- through walls or navigate with relative
gical avatars, not least animals uplifted ease in pitch black darkness. Try to ex-
to human level consciousness. With suf- plore how new abilities can be used and
ficient technology and the use of viruses how they may affect society and the set-
or other nanotech it may also be pos- ting if they are widely available.

88
Upgrades
Animal Splicing Gecko Pads
The ability to crawl on walls and ceil-
Taking traits from animals and giving
ings as long as moving carefully and al-
them to humans is much easier than
ways having at least three limbs touch-
trying to create a whole new trait. Con-
ing. As longs as not wearing gloves and
sider all the various traits and abilities
shoes this gives a +3D bonus to climb-
of animals and how they might be use-
ing.
ful to a humanoid. Some suggestions.
Hibernation
Carapace Armour ARI-2
The ability to sleep for extended peri-
Natural armour with flexible chitin
ods with very little metabolic activity
plates such as worn by crocodiles and
and so survive without food and water,
some insects. The result is a strong, yet
as well as minimal oxygen, for long
flexible armour, but obviously it does
periods of time is an excellent survival
impact appearance.
traits for space travellers.
Chameleon Skin
Gorilla Strength
The ability for the skin the mimic the
Musculature that is naturally strong.
patterns and colours of its surroundings
to blend in. Such an ability may be Poison Glands
triggered by fear as well as controlled An upgrade that goes well with fangs
consciously. More sophisticated up- or claws is the ability to produce pois-
grades might even make it possible to ons that can be injected with a bite or
create any pattern or image the charac- scratch.
ter can think of for the ultimate body Nightvision
decoration. The ability to see in low light condi-
Fangs tions.
Fangs for a deadly DRI-2 bite (pierce). Monkey Feet
Claws Feet that can grab and hold is extremely
Claws, potentially retractable, DRI-2 useful in zero-g and so gives a +1D bo-
slash. nus to many such Athletics rolls and
also makes it possible to hold up to four
Electric Charge
tools while free floating.
The ability to carry an electric charge to
give off a minor shock at will just like an Monkey Tail
electric eel. Repeatedly using this ability A useful extra tail that can hold objects
will likely be very fatiguing. and gives a +1D bonus to climbing and
balance rolls when not covered by
Gills
clothing.
Allows breathing under water.

89
Upgrades
Implants of what the character wants to achieve
and why, and so is able to act inde-
Implants can range from cyber wear to pendently to retrieve data, send mes-
biological grafts, artificial organs and sages, control devices and much more.
nano engineered structures in the body. See the character creation section on the
Metacortex for more.
Implants are not explored here as they
will depend on your setting and there Artificial Limb
are a lot of very good resources for that
in various sci-fi settings, but the neural Whether medical replacements, practic-
interface is mentioned because of the al tools or fashion statements artificial
importance of the metacortex and a few limbs can be made strong (ARI-1) while
other examples provided. still looking like a real limb. It can also
be wielded like a club (DRI-3 crush).
Neural Interface
Nerve System Booster
A computer-brain interface which al-
lows direct exchange of information A rewired nervous system gives a +1D
between a biological brain and digital bonus to reflex due to faster reaction
devices and computers. This means that speeds. It may be possible to combine
anyone with a neural interface is con- this with drugs which also boosts reflex
stantly linked to all their enabled for even greater bonuses, but this will
devices, weapons and always online on likely cause fatigue and may have other
any available networks. side effects.

This has given rise to the metacortex as Nano Immune System


an extension of awareness and self. An An implant which produces medical
extended ego which is able to act in par- nanobots may not only make the host
allel and perfect symbiosis with the in- nearly immune to disease and viruses,
ner ego of the brain to create a higher but could also greatly accelerate heal-
awareness of the digital world. ing.
Metacortex
Any character with a neural interface is Skeleton Replacement
able through their metacortex to access Replacing or coating the skeleton with
networks and all linked devices, includ- something more durable and fracture
ing smartlinked weapons. As a part of resistant may make the character effect-
the ego the metacortex is always aware ively immune to fracture complications.

90
Character Sheets
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