MAGIC USER
(Shamans, Sorcerers, etc.)
Magic Users are spell casters; wizards, shamen, and sorcerers,
manipulating the forces of the universe through their mental powers and
knowledge.
MELEE WEAPON.....2..............RANGED
WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............4
TINKERING...............1..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............3..............WILLPOWER...............3
BASE WOUNDS: 4 + 1 die
THIEF
(Ninjas, Spies, etc.)
Thieves are specialists in infiltration. The Thief category
covers more than just catburglars; it also includes Ninjas, Spies and
any
other profession that depends on silence and stealth.
MELEE WEAPON.....1..............RANGED
WEAPON.....3
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............2..............DODGE.........................4
ATHLETICS................2..............STEALTH.....................3
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 4 + 1 die
ENGINEER
(Techs, Netrunners, etc.)
Engineers are tinkerers and fixers. They invent new devices,
fix damaged tools and weapons, and are famous for getting just that
little
bit extra out of any engine. They are the only
Profession
that can spend an unlimited portion of their points on equipment.
MELEE WEAPON.....3..............RANGED
WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............3
TINKERING...............4..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 5 + 1 die
CLERIC
(Medics, etc.)
Clerics are healers and preservers of life. In addition to their
medical skills, Clerics may call upon their faith to accomplish
miraculous
cures. This type also includes Medics and non-magic healers.
MELEE WEAPON.....3..............RANGED
WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............2
TINKERING...............1..............DODGE.........................2
ATHLETICS................1..............STEALTH.....................2
AWARENESS.............3..............WILLPOWER...............4
BASE WOUNDS: 5 + 1 die
LOREMASTER
(Detectives, Scientists, Sages, etc.)
Loremasters are sages and seekers of knowledge. Only a
Loremaster
has the special deductive skills to be able to unravel the many puzzles
and tricks of every adventure.
All Knowledge Skills are doubled
when bought by the Loremaster.
MELEE WEAPON.....1..............RANGED
WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............3
TINKERING...............2..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............4..............WILLPOWER...............3
BASE WOUNDS: 4 + 1 die
PSIONIC
The Psionic character is the master of the mental arts, using
abilities of paranormal origins. She is often labelled a "mutant" by
those
fearful or envious of her powers.
MELEE WEAPON.....1..............RANGED
WEAPON.....1
HAND TO HAND......2..............KNOWLEDGE..............2
TINKERING...............1..............DODGE.........................3
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............4..............WILLPOWER...............3
BASE WOUNDS: 4 + 1 die
SUPERHERO
The Superhero uses the abilities of comic book crusaders to
defeat opponents. A fighter with enhanced powers, she relies on her
fists
when super skills won't do the job.
MELEE WEAPON.....2..............RANGED
WEAPON.....1
HAND TO HAND......4..............KNOWLEDGE..............1
TINKERING...............2..............DODGE.........................3
ATHLETICS................3..............STEALTH.....................1
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 6 + 1 die
ATHLETE
The Athlete character is a great athlete and outdoorsman, with
more stamina and endurance than the norm. All
Athletic
Skills are doubled when bought by the Athlete.
MELEE WEAPON.....3..............RANGED
WEAPON.....1
HAND TO HAND......3..............KNOWLEDGE..............1
TINKERING...............1..............DODGE.........................2
ATHLETICS................4..............STEALTH.....................2
AWARENESS.............1..............WILLPOWER...............2
BASE WOUNDS: 7 + 1 die
PILOT
The Pilot character can pilot, drive, fly or ride most anything
and is often a speed freak. All Mobility Skills
are
doubled when bought by the Pilot.
MELEE WEAPON.....1..............RANGED
WEAPON.....2
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............3..............DODGE.........................3
ATHLETICS................2..............STEALTH.....................4
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 5 + 1 die
DIPLOMAT
The Diplomat character knows people, and he uses that to his
advantage in any way he can. All Perception
Skills
are doubled when bought by the Diplomat.
MELEE WEAPON.....2..............RANGED
WEAPON.....1
HAND TO HAND......2..............KNOWLEDGE..............2
TINKERING...............1..............DODGE.........................3
ATHLETICS................1..............STEALTH.....................1
AWARENESS.............3..............WILLPOWER...............4
BASE WOUNDS: 5 + 1 die
PERFORMER
The Performer character is at his best on stage, whether acting,
singing or throwing knives. All Performance
Skills
are doubled when bought by the Performer.
MELEE WEAPON.....3..............RANGED
WEAPON.....4
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............1..............DODGE.........................2
ATHLETICS................3..............STEALTH.....................2
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 4 + 1 die
MULTICLASS
The Multiclass character combines the special abilities of two
other professions; like a Fighter-Thief or Cleric-Magic User. They
start
out weaker, but can use both types of professional skills without
penalty.
MELEE WEAPON.....1..............RANGED
WEAPON.....1
HAND TO HAND......1..............KNOWLEDGE..............1
TINKERING...............1..............DODGE.........................2
ATHLETICS................2..............STEALTH.....................1
AWARENESS.............2..............WILLPOWER...............1
BASE WOUNDS: 4 + 1 die
CAPS TO SKILL LEVELS
If your Profession's starting skill was 1, you may not boost it higher
than 4.
If your Profession's starting skill was 2, you may not boost it higher
than 6.
If your Profession's starting skill was 3, you may not boost it higher
than 8.
If your Profession's starting skill was 4, you may not boost it higher
than 10.
The Multi-Class uses each of his or her Professions to determine these
upward levels.
When you've reached 150 points, you may spend some to gain an extra
Profession and all options usually available to it (IF you have
its controlling attribute at 4 or more). These cost:
Fighter: 75 | Magic-User: 100 | Thief: 75 |
Engineer: 50 | Cleric: 80 | Loremaster: 50 |
Psionic: 100 | Superhero: 100 | Athlete: 35 |
Performer: 35 | Pilot: 35 | Diplomat: 35 |
When you become multi-class, you take on a new Profession name based
on the new combination:
Fighter/Magic-User: BATTLE MAGE | Fighter/Thief: NINJA |
Fighter/Engineer: COMBAT ENGINEER | Fighter/Cleric: PALADIN |
Fighter/Loremaster: BARD | Fighter/Psionic: DREAM WARRIOR |
Fighter/Superhero: BRICK | Magic-User/Thief: WARLOCK/WITCH |
Magic-User/Engineer: TECHNOMANCER | Magic-User/Cleric: SHAMAN |
Magic-User/Loremaster: SAGE | Magic-User/Psionic: FAKIR |
Magic-User/Superhero: WIZARD | Thief/Engineer: BURGLAR |
Thief/Cleric: MONK | Thief/Loremaster: SPY |
Thief/Psionic: MENTAT | Thief/Superhero: SNEAK |
Engineer/Cleric: PARAMEDIC | Engineer/Loremaster: INVENTOR |
Engineer/Psionic: MACHINE EMPATH | Engineer/Superhero: GADGETEER |
Cleric/Loremaster: PROPHET | Cleric/Psionic: ZEN MASTER |
Cleric/Superhero: ANGEL | Loremaster/Psionic: PSYCHIC DETECTIVE |
Loremaster/Superhero: GENIUS | Psionic/Superhero: ESPER |
Pilot/Fighter: FIGHTER PILOT | Pilot/Cleric: SHEPPARD |
Pilot/Thief: BIKER | Pilot/Magic-User: KINETICIST |
Pilot/Psionic: TECHNO-KNIGHT | Pilot/Superhero: ROCKETEER |
Pilot/Loremaster: COP | Pilot/Engineer: MECHANIC |
Pilot/Athlete: JOCKEY | Pilot/Scientist: NAVIGATOR |
Pilot/Diplomat: HERALD | Pilot/Performer: STUNTMAN |
Diplomat/Fighter: ENVOY | |
Diplomat/Cleric: MISSIONARY | Diplomat/Thief: CON MAN |
Diplomat/Magic-User: DIPLOMANCER | Diplomat/Psionic: DOMINATOR |
Diplomat/Superhero: CHARISMATIC | Diplomat/Loremaster: NEUTRAL |
Diplomat/Engineer: INSPECTOR | Diplomat/Athlete: TRAINER |
Diplomat/Performer: ORATOR | Performer/Fighter: BLADE |
Performer/Cleric: PREACHER | Performer/Thief: KNIFE THROWER |
Performer/Magic-User: STAGE MAGICIAN | Performer/Psionic: MEDIUM |
Performer/Superhero: ROCKERBOY/GIRL | Performer/Loremaster: SAVANT |
Performer/Engineer: MECHANIST | Performer/Athlete: ACROBAT |
Athlete/Fighter: WRESTLER | Athlete/Cleric: KI MASTER |
Athlete/Thief: BRIGAND | Athlete/Magic-User: BODYSHAPER |
Athlete/Psionic: MUTANT | Athlete/Superhero: HYPER-HUMAN |
Athlete/Loremaster: ADVENTURER | Athlete/Engineer: CONSTRUCTION WORKER |
You cannot ever have more than 2 Professions.
Damage Levels
Damage in order of their severity. (With number of Wounds caused at
best.)
VERY LIGHT (2W)
LIGHT (4W)
SERIOUS (6W)
CRITICAL (8W)
DEADLY (10W)
VERY DEADLY (12W)
EXTREMELY DEADLY (17W)
SUPER DEADLY (20W)
COSMIC (24W)
When Wounded - effects.
For every 2 Wounds, all skills -1.
1 Wound = No effect
¼ total Wounds = Reduce movement by 12 feet/turn
½ total Wounds = Can no longer run or fly
¾ total Wounds = Normal Walk reduced to 18 feet/turn, Rough
Walk reduced to 6 feet/turn. Cannot move at all in very Rough terrain.
6 or > Wounds = Unable to walk or run (although you may still be
able
to stand or lean against something).
Autofire
Autofire attacks may be made against everyone in the same Small Area.
A single roll is made against all targets.
SHORT BURST: 3 Bursts before Ammo exhausted. +1 to hit.
LONG BURST: 1 Burst before Ammo exhausted. +3 to hit.
Tasks
Tasks in order of difficulty. (Number to beat in parentheses and Bold.)
Easy Task: Can be done by anyone, without experience, under optimum conditions; changing a lightbulb in a table lamp,. 1-3 points of skill would be enough. (6)
Average Task: Something that takes some knowledge and skill to perform, or an easy task under mildly adverse conditions; fixing a leaky faucet or changing a lightbulb high up in a hard-to-reach place. Skill levels of 4-6 points would be sufficient. (8)
Hard Task: Something that takes serious training and experience, or an average task performed under tough conditions; repairing a broken down automobile, or fixing a leaky sink while water sprays all around and you don't have a proper wrench. Skill levels of 7-9 points would be sufficient. (10)
Very Hard Task: Something that requires a great deal of specialized knowledge, or a hard task under very bad conditions; ficing a computer, or repairing your car when you,re out in the middle of the desert without tools and a sandstorm has just blown up. Skill levels of 10-12 points would be sufficient. (12)
Extremely Hard Task: Something that requires the best possible skills, a lot of experience, and a lot of luck; performing a one-in-a-million drive core restart as the ship spirals into the sun. (14)
Area Effects
BEAM: Attacks a target up to 300 feet away with a 6 foot wide beam, but hits every one between attacker and target.
BLAST: 75-foot long cone affecting everyone caught in it. Each 12 feet it travels away from attacker, it gets 6 feet wider. It is 36 feet at its widest.
SMALL AREA: Extends 12 feet from center of effect (24 feet diameter).
LARGE AREA: Extends 24 feet from center of effect (50 feet diameter).
Speeds
All speeds are in mile per hour, then feet per turn if in Easy terrain.
Divide in half for Rough terrain, or by 3 for Very Rough terrain.
WALK = 2.5 mph (36 ft/turn)
RUN = 5 mph (72 ft/turn)
SPRINT = 10 mph (144 ft/turn)
SLOW GROUND = 10 mph (144 ft/turn)
VERY SLOW FLYER = 50 mph (730 ft/turn)
MEDIUM GROUND = 50 mph (730 ft/turn)
FAST GROUND = 100 mph (1440 ft/turn)
SLOW FLYER = 100 mph (1440 ft/turn)
SUPERFAST GROUND = 200 mph (3000 ft/turn)
MEDIUM FLYER = 200 mph (3000 ft/turn)
FAST FLYER = 500 mph (7300 ft/turn)
SUPERFAST FLYER = 1000 mph (15000 ft/turn)