TEXT:  
  MARP: 
  Modern Adventure Role Playing 
   
   This is a fan created role playing supplement 
  for High Adventure Role Playing (HARP) by Iron 
  Crown Enterprise. This supplement takes HARP 
  from fantasy to modern era. The material here 
  has taken much impression from numerous role 
  playing games and systems, especially from other 
  ICE games and official supplements such as Black 
  Ops, Pulp Adventures and Spacemaster. 
   If you have any feedback about this supplement 
  you can send me email, but lets begin.  
   
   
   
  PROFESSIONS 
   
  Professions are not the careers or actual jobs the 
  character has, instead they describe the 
  progression and lifestyle of the character. There 
  are no magic related professions in MARP and all 
  magic related has been removed but as HARP is 
  as flexible as it can be taking magic back to 
  game is not a challenge. Back to business, here 
  are seven professions of MARP.  
   
  ARTIST 
   Artists are people of creativity. They are rock-
  stars, painters, novelists and performers to name 
  but a few. They are the most skilled in artistic 
  skills and public speaking; they have no panic in 
  front of any audience. Artists can be anything 
  between deceptive con artists and cunning 
  politicians. The one thing that matters is to have 
  influence in.  
   
  FAVORED CATEGORIES: 
   
  Artistic: 6 
  General: 3 
   
  Combat: 2 
  Physical: 2 
   
  Influence: 5 
  Subterfuge: 2 
   
  KEY STATS:  Reasoning, Insight, & Presence. 
  PROFESSIONAL ABILITIES:  All Artists gain the 
  special Artist Focus: Beginning at first level, and 
  then every fifth level (5th, 10th, etc), Artists gain 
  a +10 to any one Artistic or Influence skill of 
  their choice. No skill may have greater than a 
  +30 bonus from this ability. All Artists also have 
  the Enhanced Senses and Artistic Talents. 
   
  CRIMINAL 
   A Criminal is a master of subterfuge and 
  deception. Skilled in the arts of larceny, the 
  Criminal makes relieving a multi-millionaire of his 
  safe a simple task. Found in every corner of the 
  world, Criminals are drawn to areas of commerce, 
  but are quick to join in tasks and jobs to show 
  what they really are. Criminals are everything 
  between burglars and hackers. 
   
  FAVORED CATEGORIES: 
   
  Athletic: 3 
  Influence: 2 
   
  Combat: 2 
  General: 3 
   
  Subterfuge: 8 
  Physical: 2 
   
  KEY STATS:  Insight, Strength, & Agility. 
  PROFESSIONAL ABILITIES:  All Criminals gain the 
  special Criminal Focus: Beginning at first level, and 
  then every fifth level (5th, 10th, etc), Criminals 
  gain a +10 to any one Subterfuge skill of their 
  choice. No skill may have greater than a +30 
  bonus from this ability. In addition Criminals gain 
  the Subtle Talent.  
   
  EVERYMAN 
   Often regarded as a jack-of-all-trades, the 
  Everyman is one of the most versatile characters 
  of all. Everyman is generally skilled in completing 
  tasks that no other dares a damn to complete, as 
  tasks of everyday life. Everything to an Everyman 
  is considered a challenge. Everyman can be 
  anything between by passers and a spy.  
   
  FAVORED CATEGORIES: 
   
  Athletic: 3 
  General: 4 
   
  Combat: 3 
  Physical: 3 
   
  Subterfuge: 2 
  Outdoor: 3 
   
  Technical: 2 
   
  KEY STATS:  Insight, Strength, & Agility. 
  PROFESSIONAL ABILITIES:  Everyman gain a 
  special Everyman Focus: Beginning at first level, 
  and then every third level thereafter (3rd, 6th, 
  etc), Everyman gain a +5 bonus to any one skill 
  from their Favoured Categories.  No skill may 
  have greater than a +25 bonus from this ability. 
   
  OUTDOORSMAN 
   At home in the wilderness, the Outdoorsman is 
  a friend of nature. Many Outdoorsmen accept the 
  role of wardens, guarding those who live in or 
  travel through the hinterlands. Outdoorsmen have 
  the skills necessary to survive indefinitely in the 
  wild, and – in their element – can even move 
  undetected. Although the nature is where they 
  normally live, the urban surroundings are not 
  unheard of to them. Outdoorsmen are anything 
  from game wardens to special force commanders.  
   
  FAVORED CATEGORIES: 
  Athletic: 2 
  Subterfuge: 3 
  Combat: 4 
  Physical: 2 
    
  General: 3 
  Outdoor: 6 
   
  KEY STATS:  Insight, Strength, & Agility. 
  PROFESSIONAL ABILITIES:  All Outdoorsmen gains 
  the Outdoorsman talent and the special 
  
   
  Outdoorsman Focus: Beginning at first level, and 
  then every fifth level thereafter (5th, 10th, etc), 
  Outdoorsman gain a +10 bonus to any one 
  Outdoor skill of their choice. No skill may have 
  greater than a +30 bonus from this ability. 
   
  ACADEMIC 
   Academics are people who seek the truth of 
  the universe, that’s what the science is all about. 
  Academics are the creators of new world and 
  technology, they seek to help mankind, or destroy 
  it. Academics can be anything from teachers to 
  doctors or scientists.  
   
  FAVORED CATEGORIES: 
   
  General: 4 
  Science: 8 
   
  Influence: 3 
  Physical: 3 
   
  Technical: 2 
   
  KEY STATS:  Reasoning & Insight. 
  PROFESSIONAL ABILITIES:  All Academics gain 
  the special Academic Focus: Beginning at first 
  level, and then every seventh level (7th, 14th, 
  etc), Academic gain a +10 to any one Science 
  skill of their choice. No skill may have greater 
  than a +30 bonus from this ability. All Academics 
  also have the Educated, Scholar and Physick 
  Talents. 
   
  SOLDIER 
   The Soldier is a modern fighter. He is 
  specialized in using developing combat skills. 
  Soldier can be force recon, hitman, bodyguard, a 
  normal cop, you name it. They can be found 
  anywhere between underground activity and 
  narrow way of law, and they judge themselves, 
  what’s justice and what’s not. 
   
  FAVORED CATEGORIES: 
   
  Athletic: 2 
  General: 2 
   
  Combat: 8 
  Physical: 6 
   
  Outdoor: 2 
   
  KEY STATS:  Strength, Agility,  
   
  Constitution & Quickness. 
  PROFESSIONAL ABILITIES:  All Soldiers gain the 
  Snapshot and Lightning Reflexes Talents. In 
  addition they gain the special Soldier Focus: 
  Beginning at first level and then every fifth level 
  thereafter (5th, 10th, etc), Soldier gain a +10 
  bonus to any Weapon Skill or Combat Style of 
  their choice. No skill can have more than a +30 
  bonus from this ability.  
   
  TECHNICIAN 
   Technicians are repairmen, engineers and city 
  builders. There seems to be nothing that 
  Technician couldn’t repair or invent; they simple 
  are the master of machinery and current 
  technology. Technicians can be anything from blue 
  collar workers to inventors or machinists. 
   
  FAVORED CATEGORIES: 
   
  Athletic: 3 
  General: 3 
   
  Combat: 2 
  Physical: 4 
   
  Technical: 6 
  Science: 2 
   
  KEY STATS:  Reasoning, Insight, & Agility. 
  PROFESSIONAL ABILITIES:  All Technicians gain 
  the special Technician Focus: Beginning at first 
  level, and then every fifth level (5th, 10th, etc), 
  Technician gain a +10 to any one Technical skill 
  of their choice. No skill may have greater than a 
  +30 bonus from this ability. All Technicians also 
  have the Gearhead Talent. 
   
   
   
  RACE AND CULTURES 
   
  RACE: Modern Man 
  The most common race in MARP is human, called 
  modern man. His average lifespan is around 80 
  years, although some individuals have exceeded 
  the age of 100 years.  
   Modern man is very flexible and thus may 
  divide 8 points to his stats to be his racial stat 
  bonuses, no stat may have greater than +3 and 
  lesser than +0. Modern man also has racial 
  Endurance bonus of +30 and a +15 racial bonus in 
  Resistance (stamina) and Resistance (will) skills. 
   Modern men also have following special 
  abilities: 
  • Profession Adaptability 
  • Bonus Skill Ranks 
  • Skill Specialization 
   
  RACE: Android 
  Androids are humanoid robots and can be used as 
  race in sci-fi games. Although androids doesn’t 
  have mind like humans does and they have 
  artificial intelligent they are not stupid. In the 
  manner of fact most of the humans are more 
  stupid than any android. Androids have average 
  operational lifespan of 200 years but it can vary 
  according to android’s purpose. 
   Androids have no racial stat bonuses and the 
  one of the most important aspect why androids 
  differ from humans is that they have no Self-
  Discipline stat. All androids have SD stat score of 
  0 but they won’t suffer penalties due to low stat 
  and if SD bonus is required in some maneuvers or 
  skills it’s always +0. At beginning all androids 
  must create their stats using the option #2 or #3. 
  Because androids doesn’t have to set any of their 
  points to SD stat all other stat will be slightly 
  
   
  greater than average humans have. All androids 
  have +30 racial bonus in Resistance (stamina) skill. 
  Androids also have following special abilities: 
  • Profession Adaptability 
  • Android Body: All androids are built from 
  durable material and they will have natural 
  armor and very high endurance bonuses. 
  According to construction section rules 
  normal android body is CAV 5 and thus 
  they will have natural armor DB of +50 and 
  endurance skill bonus of +150. In addition all 
  androids have ranks in their endurance skill 
  according to their body mass: 1 rank per 
  each portion of 50kg. 
  Despite of CAV body attack against 
  androids will be resolved normally as for 
  any other living being instead of 
  construction and all other special rules for 
  CAV armors are ignored. 
  • Artificial Intelligent: All androids have 
  artificial intelligent and handling computers 
  are for them the same as breathing air for 
  humans. Thus all androids have +15 bonus to 
  any computer related skill maneuvers. 
   
  Here are listed few special rules for android 
  character: 
  • Androids will always pass Will resistance 
  that deals with mental manipulation because 
  of their high lie perception ability and lack 
  of mind. Still androids can be cheated as 
  any other living being. Mental spells won’t 
  affect on androids. 
  • Androids are built for specific reason and 
  all data about it is written in their 
  databases. Instead of selecting culture all 
  androids may divide 20 ranks to any skills 
  that would encompass their needs. The 
  maximum is 3 ranks per skill. Androids also 
  have two starting languages. 
  • Androids may not develop any spell, chi or 
  supernatural skills. Also they are restricted 
  not to purchase any mental or chi talents. 
  • Androids may not develop endurance skill. 
  They will have fixed number of ranks in the 
  skill according to their mass and that can’t 
  be altered after they are built.  
  • Androids have nano-bots that will repair any 
  and all damages on androids automatically 
  at the same rate as other living beings will 
  heal naturally. Androids may not be healed 
  by spells but they can be repaired using 
  any proper engineering or technology skill. 
  • Android’s AI is portable; it can be sifted 
  from his body to another android body that 
  has no AI. In new body, however android 
  doesn’t have any experience, ranks and 
  talents he had in his former body. Android 
  may still train himself in new body and earn 
  experience points and levels. If android sifts 
  back to his former body he will have all his 
  experience, ranks and talent back he 
  achieved using the body. 
   
  Otherwise androids are the same as any other 
  race. They may purchase ranks, talents, increase 
  stats and any other options. Talents and stat 
  increases are called “inner upgrades”.  
   
  CULTURES 
   In modern world there are very few cultures, 
  but there are many starting backgrounds. 
  Character must select is he from Industrial or 
  Third World countries, is he from Urban or Rural 
  society and what is character’s basic education 
  level, is he High, Medium or Low educated?   
   
   
   
   
   
   
   
   
   
   
  SKILLS 
  Industrial Urban: High 
  Industrial Urban: Medium 
  Industrial Urban: Low 
  Third World Urban: High 
  Third World Urban: Medium 
  Third World Urban: Low 
  Third World Rural: Medium 
  Third World Rural: Low 
  Animal Handling 
   
   
   
   
   
   
  1 
  2 
  Appraisal 
  2  
   
  1 
   
   
   
  Climbing 
   
  1 
  1 
   
  1 
  1 
  1 
  1 
  Crafts † 
   
  1 
  1 
  1 
  2 3 3 3 
  Endurance 
  1 
  2 2 1 
  2 2 2 1 
  Healing 
  2 1 
  1 
  2 1 
  1 
  1 
  1 
  Horticulture 
   
   
   
   
   
   
  2 2 
  Jumping 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  Linguistics † 
  3 2 1 
  2 1 
  1 
   
  Mundane Lore † 
  3 2 2 2 2 1 
  1 
  Mundane Lore † 
  2 2  
  2 1 
   
   
  Navigation 
   
   
   
   
   
   
  1 
  1 
  Perception 
  1 
  2 2 2 2 2 1 
  1 
  Riding † 
   
   
   
   
   
  1 
  1 
  1 
  Stalking & Hiding 1 
  1 
  2 1 
  2 2 1 
  1 
  Streetwise 
   
   
  3  
  1 
  2  
  Swimming 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  Tracking 
   
   
   
   
   
   
  2 3 
  Trading 
  2 1 
   
  2  
   
   
  Vehicle † 
  1 
  1 
  1 
  1 
  1 
   
   
  Weapon Skill † 
   
  2 2 1 
  2 2 1 
  1 
   
  († A skill that may be learned multiple times for a different 
  specialization each time it is learned) 
   
  
   
  SKILLS 
   
  When campaign changes from fantasy to modern 
  there must be made few changes in skills and 
  categories as well. 
  Science and Technology categories are added 
  when Concentration and Mystical Art categories 
  are removed. Also new skills are added and 
  presented here along with all skills that fit in 
  modern era campaigns.  
   
  Artistic 
   
  Acting 
  Pr/In 
  All-or-Nothing 
   
  Dancing 
  Ag/Pr All-or-Nothing 
   
  Mimicry 
  Pr/SD All-or-Nothing 
   
  Play Instrument † 
  Pr/Ag All-or-Nothing 
   
  Singing 
  Pr/In 
  All-or-Nothing 
   
  Storytelling 
  Pr/In 
  All-or-Nothing 
  Athletics 
   
  Acrobatics/Tumbling Ag/SD All-or-Nothing 
   
  Climbing 
  Ag/St All-or-Nothing 
   
  Contortions 
  Ag/SD All-or-Nothing 
   
  Flying/Gliding 
  Ag/SD All-or-Nothing 
  Combat 
   
  Brawling 
  St/Ag Combat 
   
  Combat Styles † 
  **/** 
  Varies 
   
  Martial Art Strikes 
  St/Ag Combat 
   
  Martial Art Styles † SD/** Combat 
   
  Martial Art Sweeps St/Ag Combat 
   
  Weapon Skill † 
  St/Ag Combat 
  General 
   
  Appraisal 
  Re/In All-or-Nothing 
   
  Crafts † 
  Re/Ag All-or-Nothing 
   
  Computer Using 
  In/Re All-or-Nothing 
   
  Healing 
  Re/In All-or-Nothing 
   
  Linguistics † 
  Re/In Special 
   
  Mundane Lore †  
  Re/Re Varies 
   
  Perception 
  In/SD Percentage 
   
  Profession † 
  In/Re Special 
   
  Resistance: Stamina Co/Co Special 
   
  Resistance: Will 
  SD/SD Special 
   
  Signalling 
  Re/In All-or-Nothing 
   
  Vehicles † 
  Ag/Ag All-or-Nothing 
  Influence 
   
  Duping 
  Pr/In 
  RR 
   
  Public Speaking 
  Pr/In 
  All-or-Nothing 
   
  Trading 
  Pr/In 
  Percentage 
  Outdoor 
   
  Animal Handling † 
  Pr/In 
  All-or-Nothing 
   
  Beast Mastery 
  In/Pr 
  All-or-Nothing 
   
  Foraging/survival † 
  In/Re All-or-Nothing 
   
  Horticulture 
  Re/In All-or-Nothing 
   
  Navigation 
  Re/In All-or-Nothing 
   
  Riding † 
  Ag/SD All-or-Nothing 
   
  Sailing 
  Ag/Re All-or-Nothing 
   
  Tracking 
  SD/In All-or-Nothing 
  Physical 
   
  Armor 
  St/Ag Special 
   
  Endurance 
  Co/SD Special 
   
  Jumping 
  St/Ag All-or-Nothing 
   
  Swimming 
  St/Ag All-or-Nothing 
  Science 
   
  Academic Lore † 
  Re/Re Varies 
   
  Medical † 
  Re/In All-or-Nothing 
   
  Research 
  In/Re All-or-Nothing 
   
  Scientific † 
  In/Re All-or-Nothing 
  Subterfuge 
   
  Ambush 
  SD/Ag All-or-Nothing 
   
  Demolitions 
  In/SD All-or-Nothing 
   
  Dirty Fighting 
  Ag/In All-or-Nothing 
   
  Disguise 
  Pr/SD All-or-Nothing 
   
  Electronic Warfare 
  In/Re All-or-Nothing 
   
  Forgery 
  In/Ag All-or-Nothing 
   
  Hacking 
  In/Re All-or-Nothing 
   
  Locks & Traps 
  In/Ag All-or-Nothing 
   
  Pick Pockets 
  Ag/Qu All-or-Nothing 
   
  Stalking & Hiding 
  SD/Ag All-or-Nothing 
   
  Poisoning 
  In/SD All-or-Nothing 
   
  Sniping 
  SD/Ag All-or-Nothing 
   
  Streetwise 
  Pr/In 
  All-or-Nothing 
   
  Trickery 
  Pr/SD RR 
  Technical 
   
  Engineering † 
  In/Re All-or-Nothing 
   
  Mechanics 
  Re/In All-or-Nothing 
   
  Technology † 
  Re/Ag All-or-Nothing 
   
  COMBAT: Weapon Skill 
  These skills encompass proficiency in using 
  weapons to defend oneself and to defeating 
  others. Character must select one main 
  weapon from category when developing it. All 
  other weapons in the category have a -10 OB 
  penalty. Special talent may be purchased to 
  ignore the penalty for an additional weapon. 
  See HARP rulebook for more information. 
   
  1-Handed Edged: 
  1-Handed Concussion: 
   
  Axes 
   
  Chain Plus 
   
  Long Blades  
   
  Clubs 
   
  Short Blades 
  Missile: 
   
  Thrusting Blades   
  Bows 
   
  Pole Arms: 
   
  Crossbows 
   
  Pole Arms 
   
  Slings 
   
  Thrown: 
  Firearms: 
   
  Pole Arms Thrown 
  Gunner 
   
  Thrown Blades 
   
  Hv. Machine Guns 
   
  Thrown Projectiles 
  Hv. Troop Weapon 
  2-Handed: 
   
  Lt. Machine Guns 
   
  Great Blades 
    
  Muzzle Loaders 
   
  Great Chain 
    
  Rifles 
   
  Long Spikes 
    
  Small Arms 
   
  Staves 
    
  Support Weapons 
   
  
   
  COMBAT: Combat Styles 
  Combat Styles are special combat abilities 
  and actions to for advanced combatists. 
  Combat Pilot: Vehicle’s main operative may 
  use this combat to boost combat abilities. 
  Each combat round character may use this 
  skill in bonus column and received bonus 
  (ignore negative scores) may be divide 
  between vehicle’s DB and OB. When bonus is 
  set in OB it will apply to all attacks. This 
  combat style must be learned separately for 
  each type of vehicle. [In/Ag] 
  Gun-Fu: Character is not restricted in using 
  firearms in melee combat and receives only a 
  -50 OB penalty (instead of -100) and he will 
  receive the point blank bonus normally. 
  Character using this style may use his firearm 
  OB to parry other’s attacks when in melee 
  range with them. Opponents may not use 
  “disturb ranged weapon attacks in melee” 
  maneuvers against gun-fu stylists. [Ag/In] 
   
  GENERAL: Crafts 
  Craft skills are used to create and/or repair 
  items. The only limit in this skill is imagination 
  and need for equipment. 
  Rope Master: The Rope Mastery skill 
  encompasses knot recognition, knot-tying, 
  braiding, and splicing ropes, or throwing a 
  rope or other flexible line (throwing a lasso). 
  This skill may also be used for performing 
  maneuvers not covered by other skills 
  (acrobatics/tumbling, climbing, etc.) when 
  suspended from a rope or similar flexible line. 
   
  GENERAL: Healing 
  In addition to normal rules for healing skill in 
  HARP rules this skill can be used to stabilize 
  deadly wounds made by firearm attacks.  
   
  GENERAL: Computer Using 
  Ranks in this skill describe proficiency in using 
  computer soft- and hardware. This skill can 
  also be used to find some information via 
  computer and may be used to receive a 
  bonus to hacking maneuvers by rolling this 
  skill on bonus column. The bonus or penalty is 
  added to next hacking maneuver. 
   
  GENERAL: Mundane Lore 
  From basic knowledge to good-to-know 
  information. Mundane Lore skills are Jack-of-
  all-trade’s favourites. 
  Current Events: Recent happenings in the 
  news, sports, politics, entertainment, and 
  foreign affairs. 
  Popular Culture: Popular music and 
  personalities, genre films and books, urban 
  legends, comics, science fiction, and gaming, 
  among others. 
  Streetwise: Street and urban culture, local 
  underworld personalities and events. 
  Tactics: Techniques and strategies for 
  disposing and manoeuvring forces in combat. 
  Fauna Lore: Animals, insects and such. 
  Flora Lore: Plants and herbs. 
  Lock Lore: Locks from padlocks to safes. 
  Health Care: One must know how to keep 
  oneself in good health, fit and shape. 
  Heraldry: Anything from crest symbols and 
  seals to military markings.  
  Law Enforcement: Local laws and police force 
  knowledge. 
   
  GENERAL: Profession 
  This skill is used to perform real profession 
  requirements, everything that’s left out of 
  other skills; paper works, serving other people, 
  knowing how-to-manage situations involving 
  customers etc. This skill also encompasses 
  success in career. Each career related Training 
  Package will have this skill. 
   
  GENERAL: Vehicles 
  This skill is for handling vehicles and 
  maneuvering stuns and such. 
  AFVs: Armoured Fighting Vehicles, tanks for 
  short. Taking proper Training Package allows 
  you develop this skill freely; otherwise you 
  must have GMs permission.   
  Airplanes: Airplanes from jumbo jets to 
  personal planes. To develop this skill freely 
  player must have GMs permission. Taking 
  proper Training Package allows you develop 
  this skill freely; otherwise you must have GMs 
  permission. 
  Bikes: Motorcycles, bikes, this skill covers each 
  two or three wheeled vehicle. 
  Cars: From cars to trucks and tractors. 
  Choppers: From personnel choppers to army-
  grade choppers. Taking proper Training 
  Package allows you develop this skill freely; 
  otherwise you must have GMs permission. 
   
  SCIENCE: Academic Lore 
  Depth in information and knowledge is 
  reached when Academic lore comes around. 
  These skills are used to research and develop 
  societies and cultures. 
  Art: Fine arts and graphic arts, including art 
  history and artistic techniques. Antiques, 
  modern art, photography, and performance art 
  forms such as music and dance, among others. 
  Business: Business procedures, investment 
  strategies, and corporate structures. 
  
   
  Bureaucratic procedures and how to navigate 
  them.  
  Civics: Law, legislation, litigation, and legal 
  rights and obligations. Political and 
  governmental institutions and processes. 
  History: Events, personalities, and cultures of 
  the past. Archaeology and antiquities.  
  Theology and Philosophy: Liberal arts, ethics, 
  philosophical concepts, and the study of 
  religious faith, forensics, practice, and 
  experience. 
   
  SCIENCE: Medical 
  Doctors have promised to do all they can to 
  help and aid their patients. These skills come 
  in handy when filling the promise. 
  Diagnosis: Character can use diagnosis to 
  discover diseases and poisons from his 
  patient. Diagnosis includes autopsy knowledge. 
  Taking proper Training Package allows you 
  develop this skill freely; otherwise you must 
  have GMs permission. 
  Pharmaceuticals: This skill describes knowledge 
  in pharmaceutical and drug area. Using this 
  skill character can boost effect of any 
  medical drug. Taking proper Training Package 
  allows you develop this skill freely; otherwise 
  you must have GMs permission. 
  Surgery: This skill encompasses every medical 
  operations, surgery and autopsy operations. 
  This skill can save people from certain death! 
  Taking proper Training Package allows you 
  develop this skill freely; otherwise you must 
  have GMs permission. 
   
  SCIENCE: Research 
  Using Research skill character can use the 
  knowledge he knows and create new scientific 
  theories, fill or reinvent old ones or even 
  receive new scientific breakthroughs.   
   
  SCIENCE: Scientific 
  The meaning of science is to reveal truth and 
  help mankind. Scientifics include everything 
  that academic lore doesn’t include. Scientific 
  is more experiment and practise directed 
  science.   
  Behavioural Sciences: Psychology, sociology, 
  and criminology. 
  Earth Sciences: Biology, botany, geology, and 
  palaeontology.  
  Life Science: Medical Science, and genetics. 
  Physical Sciences: Astronomy, chemistry, 
  mathematics, physics, and engineering.  
  Technology: Current developments in cutting-
  edge devices, as well as the background 
  necessary to identify various technological 
  devices. 
  SUBTERFUGE: Demolitions 
  This skill can be used to master explosives. To 
  either disarm or arm them. The better 
  succeed in this skill encompasses quicker time 
  and/or more powerful demolition. 
   
  SUBTERFUGE: Electronic Warfare 
  Modern war is nothing without electronic 
  warfare, spying communications, hacking 
  others’ systems and proofing own systems. 
  Electronic warfare maneuvers usually require 
  computer of some kind. 
   
  SUBTERFUGE: Forgery 
  This skill can be used to forgery items such 
  as money and sculptures for example. The 
  better succeed in the skill, the harder time 
  noticing fake ness. 
   
  SUBTERFUGE: Hacking 
  Breaking security systems, breaking in banks 
  without being there, stealing classified 
  information without initial danger, welcome to 
  hacking. Hacking skill encompasses proficiency 
  in breaking into other computer and ability to 
  do really nasty things bare handed.  
   
  TECHNICAL: Engineering 
  Designing and improving. Character must 
  select main proficiency from category when 
  developing it. Other than main proficiency will 
  have a special penalty of -10 when used. 
  Chemical: Synthetic materials and alloys. 
  Cybernetics: Robotic parts and cybernetics. 
  Electronics: Electronic systems. 
  Environmental: Environments and outdoor. 
  Mechanical: Mechanical equipment and moving 
  parts. 
  Power System: Power plants and generators. 
  Security: Everything against criminal activity. 
  Weapon: Creating and designing weapons. 
  Urban: From civil engineering to city design. 
   
  TECHNICAL: Mechanics 
  Basic knowledge in mechanics. This skill also 
  encompasses gimmickry skill, ability to create 
  totally new, using only vinyl tape and 
  imagination.   
   
  TECHNICAL: Technical 
  Repairing and maintaining machines and 
  equipment. Character must select main 
  proficiency from category when developing it. 
  Other than main proficiency will have a 
  special penalty of -10 when used.  
  Cybernetics: Robotic parts and cybernetics. 
  Electronics: Electronic systems. 
  
   
  Mechanical: Mechanical equipment and moving 
  parts. 
  Power System: Power plants and generators. 
  Weapon: Repairing and maintaining weapons. 
  Urban: From sewage pipes to building new 
  buildings and roadways.  
   
   
   
  TALENTS AND  
  STARTING OPTIONS 
   
  Talents give special boost to characters. Talents 
  are special abilities and gifts. Below is a list of 
  talent that will fit in modern era campaign. Few 
  new talents are presented and described here. 
    Cost 
  Talent 
   
  10 
  Accelerated Healing 
   
  20 
  Additional Profession 
   
  20 
  Ambidexterity 
   
  15 
  Animal Affinity 
   
  10 
  Artistic 
   
  25 
  Assassin Ability 
   
  15 
  Athletic 
   
  15 
  Blazing Speed 
   
  10 
  Cautious 
   
  20 
  Chi Defence 
   
  20 
  Combat Awareness 
   
  30 
  Combat Pilot 
   
  15 
  Computer Wizard 
   
  15 
  Deceptive 
   
  25 
  Dense Musculature 
   
  15 
  Educated 
   
  10 
  Endurance 
   
  30 
  Enhanced Scent 
   
  10 
  Enhanced Senses 
   
  10 
  Extremely Nimble 
   
  15  Financial Wizard 
   
  20 
  Far Shot 
   
  20 
  Gearhead 
   
  30 
  Great Arm 
   
  40 
  Greater Resistance (Stamina) 
   
  40 
  Greater Resistance (Will) 
   
  15 
  Guide 
   
  40 
  Hammerhands 
   
  30 
  Instinctive Defence 
   
  20 
  Intuition 
   
  20 
  Lesser Resistance (Stamina) 
   
  20 
  Lesser Resistance (Will) 
   
  10 
  Lightning Reflexes 
   
  20 
  Martial Artist 
   
  15 
  Master Craftsman 
   
  10 
  Meticulous 
   
  30 
  Missile Deflection 
   
  5 
  Multiple Weapon Proficiency 
   
  15 
  Neutral Odor 
   
  25 
  Night Vision 
   
  20 
  Outdoorsman 
   
  10 
  Physick 
   
  20 
  Quickdraw 
   
  20 
  Quiet Stride 
   
  15 
  Reduce Sleep Requirement 
   
  10 
  Scholar 
   
  10 
  Shield Training 
   
  10 
  Skill Specialization 
   
  10 
  Snapshot 
   
  10 
  Speed Loader 
   
  20 
  Subtle 
   
  25 
  Sureshot 
   
  25 
  Swashbuckler 
   
  15 
  Toughness 
   
  10 
  Vehicle Expert 
   
  25 
  Wall Runner 
   
  ANIMAL AFFINITY [15] 
  The character has unique abilities in handling 
  all sorts of animals. Character receives a 
  special +15 bonus to any animal related skills 
  and maneuvers. 
   
  ASSASSIN ABILITY [25] 
  The character receives a bonus of +10 to 
  Ambush, Sniping and Poisoning skills. 
  Character is now able to use the Sniping skill 
  from the range of four Range Increments 
  instead of two. 
   
  CAUTIOUS [10] 
  Character has learned to be extra-careful 
  when handling devices such as bombs and 
  locks. This doesn’t mean he is slow in 
  disabling devices, instead by removing the 
  fear of inaccuracy he receives a bonus of +10 
  to Demolition and Locks & Traps skill. 
   
  CHI DEFENCE [20] 
  The character has great inner chi power that 
  helps him to realize everything around him 
  subconsciously when he is in combat situation. 
  He receives a special bonus to his DB. Using 
  the same progression rate as normal skills, 
  the character gains a bonus equivalent to 1 
  rank for each of his level. This ability can only 
  be used against close combat attacks and 
  only when he is performing martial arts, that 
  means he can’t use any weapons, unless they 
  belong to his martial art kata style. In 
  addition he can’t have encumbrance penalties 
  or wear any armor that has greater than +20 
  base DB bonus.  
   
  COMBAT PILOT [30] 
  Character using vehicle dodge combat action 
  will receive DB bonus of +1 per each 
  
   
  allocated +2 bonus from his vehicle skill, 
  instead of normal rules. 
   
  COMPUTER WIZARD [15] 
  The character has specialized in using 
  computers and knows everything of their ins 
  and outs. Although the character is described 
  as a nerd in majority he is much more. He 
  receives a +10 bonus to Computer using, 
  Electronic Warfare and Hacking skills. 
  Character knows programming languages as 
  his own mother tongue. 
   
  DECEPTIVE [15] 
  Because of your unique presence you receive 
  a special bonus of +15 to your Duping and 
  Disguise skills.  
   
  EDUCATED [15] 
  Character has high-education and quick brain 
  working. Character receives a special bonus of 
  +10 to his Academic Lore, Scientific and 
  Research skills.  
   
  ENDURANCE [10] 
  Character has unnatural stamina. Character 
  may double his constitution bonus when 
  determining how long he will be able to run, 
  thus character becomes exhausted slower. In 
  addition character receives a special +10 
  bonus to his Swimming skill. 
   
  FAR SHOT [20] 
  The character has eyes of hawk and can 
  make more precise shots further than normal 
  rages. All range increments are increased by 
  20’ for firearms. 
   
  FINANCIAL WIZARD [15] 
  You have sixth sense of finance. You can 
  sense the best option where to posit your 
  money when you’re making business. You 
  receive a special bonus of +15 to Appraisal 
  and Trading skills. 
   
  GEARHEAD [20] 
  Character has unique ability in handling and 
  repairing machines and equipment. He 
  receives a special +10 bonus to Mechanics 
  and Technology skills and time requirement 
  for repair is halved. 
   
  GUIDE [15] 
  The character has a unique geographical 
  direction sense that he can’t be lost while in 
  outdoor. He receives a +15 bonus to 
  Navigation and Foraging/Survival skills. 
   
  MARTIAL ARTIST [20] 
  Character is able to do Medium Martial Art 
  attacks instead of Smalls. Character may also 
  perform multiply strikes when using Martial 
  Art attacks; by taking a modifier of -20 to all 
  attacks he may attack twice and by taking a 
  modification of -10 he may attack different 
  enemy. These modifications are reduced by 5 
  for every 5 levels of the character.  
   
  METICULOUS [10] 
  Character has mastered the art of making 
  fake items, the forgery. There is no such a 
  thing the character couldn’t fake. He receives 
  a +15 bonus to Forgery skill. 
   
  QUICKDRAW [20] 
  Character can draw any small item such as 
  pistol or a knife as a free action and suffers 
  no initiative penalty from drawing items. 
  Character may draw up to two items per 
  round, one item per hand. 
   
  SNAPSHOT [10] 
  The character has improved ability to make 
  quick firearm attacks. When the character 
  doesn’t use aiming or aimed burst combat 
  actions he only receives a -10 OB instead of 
  the -20, but he still suffers the other 
  penalties. 
   
  VEHICLE EXPERT [10] 
  Character is an expert in handling all sorts of 
  vehicles he has developed. He received a 
  special bonus of +10 to all Vehicle skills. 
   
  WALL RUNNER [25] 
  Character using Wall Hiking combat action 
  may use up to 5x BMR if he runs wall 
  horizontally and up to 4x BMR if he runs wall 
  vertically. This talent is only available in 
  cinematic games. 
   
  SPECIAL STARTING OPTIONS 
  During character creation only, the player may 
  also spend the character’s Development Points on 
  the acquisition of certain special starting options 
  listed and described below: 
    Cost 
  Option 
   
  5 
  Bonus Item I 
   
  10 
  Fluent 
   
  5 
  Home 
   
  10 
  Vehicle 
   
  15 
  Wealth (minor) 
   
  30 
  Wealth (major) 
   
  50 
  Wealth (greater) 
   
  
   
  BONUS ITEM I [5] 
  The character has an item with a quality 
  bonus of +5. This bonus applies to any skill or 
  actions suited to the operation of the item. 
  Bonus items’ base cost may not be very high, 
  and therefore the bonus item may not be a 
  car for example. 
   
  FLUENT [10] 
  The character is fluent with many languages 
  and may divide extra 10 ranks to any 
  linguistics skills. 
   
  HOME [5] 
  At beginning of the game the character has a 
  home. This can be anything from mortgage 
  home or very-own palace according to 
  character’s starting wealth. GMs permission 
  should be required to determine the home. 
   
  VEHICLE [10] 
  At the beginning character has a vehicle of 
  chosen type. Player should be able to choose 
  any type of vehicle but some vehicles 
  (airplane, luxury sport car or a tank!) may 
  require GMs permission. 
   
  WEALTH (MINOR) [15] 
  The character has achieved little bit extra 
  wealth and he may have some source where 
  he could get some more. When determining 
  the starting wealth he receives an additional 
  20 ranks to his highest profession ranks. 
   
  WEALTH (MAJOR) [30] 
  The character is rich. He’s incomings are 
  above average wealth level. When determining 
  the starting wealth he receives an additional 
  100 ranks to his highest profession ranks.  
   
  WEALTH (GREATER) [50] 
  The character is a millionaire. When 
  determining the starting wealth he receives an 
  additional 500 ranks to his highest profession 
  ranks. The starting wealth is only the money 
  he has left to his pocket’s bottom as cash!  
   
  STARTING WEALTH 
  To determine the starting money each character 
  may select any (and only) one profession skill or 
  other appropriate skill (for example Streetwise for 
  underworld member, but other than profession 
  skills require GMs approval) that he will use. Each 
  character will begin with 500$ per ranks in the 
  chosen skill plus d100$.  
   
   
   
  COMBAT RULES 
   
  MARP combat rules concentrates in ranged 
  attacks and attacks against vehicles and 
  constructions. MARP also has eight new critical 
  tables. Each critical table is created in Hack & 
  Slash style. New critical tables are listed below: 
  Firearms 
  Firearms against Large 
  Firearms against Huge 
  Demolitions 
  Vehicle/Crash 
  Energy Weapons 
  Energy Weapons against Large 
  Energy Weapons against Huge 
   
  Combat rules for energy weapons are one and 
  the same with firearms although rules only 
  mention firearms. 
   
  FIREARM ATTACKS 
  Making a firearm attack is resolved as any 
  other attack actions in HARP. Attack roll is rolled 
  adding attacker’s OB and subtracting targets DB. 
  If the final attack score is more than zero the 
  attack is a successful hit and damage is applied 
  from firearm critical table according to the result. 
  All normal firearm attacks presume that the 
  attack is single shot attack but many other forms 
  of firearm attacks may be performed and they 
  are presented in combat actions. 
  Special note: Unless character will use aiming 
  combat actions his firearm attacks will always 
  have the -20 penalty of not aiming. Also all 
  range penalties are doubled if the firearm attack 
  is considered not aimed. 
   
  GRENADE ATTACKS 
  To make a grenade attack character must roll 
  normal attack roll using grenade thrown skill or 
  his agility bonus twice and applying range 
  penalties. Look the result from percentage column 
  of maneuver table. 
  At the same time GM should roll d100 and see 
  what direction and how far does the grenade land 
  of the target. Tens will tell the direction (see 
  HARP rulebook p.73) and ones will tell how many 
  feet grenade missed. This distance will be altered 
  by the grenade attack roll. Per each 10 points of 
  success above the result 100, grenade lands 1’ 
  closer to target. Per each 10 points of failure 
  below the result 100, grenade lands 10’ further 
  from the target. After grenade is armed it will 
  explode in the third round, thus character has one 
  round time to scout area and one round time to 
  throw it. If target is moving then subtract any DB 
  from attack roll he would get from moving. 
  
   
   Rocket launcher and other similar attacks will 
  be resolved in the same way but attacking 
  character must use more appropriate skill. 
  Damage: After determining grenade’s position, 
  grenade damage is rolled as normal attack roll 
  but the only OB bonus or penalty is the distance 
  between grenade and target (see Blast Radius 
  below). Armors and hard covers will only give DB 
  against grenade attacks. If the final attack score 
  is more than zero a hit has occurred and damage 
  is applied from Demolition Critical table normally. 
  Special note: Against Large or Huge opponents 
  demolition attacks does the same damage as for 
  medium sized because it’s presumed that large 
  and huge creatures have more size where 
  shrapnel may hit in. Thus use normal demolition 
  critical table against Large and Huge opponents. 
   
  Blast Radius: 
  Range Tiny 
  Small Medium Large Huge 
   0’ 
  +80 
  +100 
  +150 
  +200 +300 
   5’ 
  +60 
  +80 
  +130 
  +180 
  +280 
   10’ 
  +40 
  +60 
  +110 
  +160 
  +260 
   15’ 
  +20 
  +40 
  +90 
  +140 
  +240 
   20’ +0 
  +20 
  +70 
  +120 
  +220 
   25’ -20 
  +0 
  +50 
  +100 
  +200 
   
  Per each 5’ above 25’: -10 
   
  WEAPONS VS ARMORS 
  In each era when new weapons are invented 
  new armors are also invented to protect from the 
  weapon and thus in each era armors and 
  weapons should be equally advanced. But what if 
  a high technology weapon is used against 
  primitive leather armor or vice verse? 
  In MARP each weapon and armor has a new 
  statistic. When dealing with weapons it’s called 
  Piercing Value (PV) and in armors it’s Armor 
  Value (AV). Both values depend on what 
  technology was used to create them. In HARP 
  each weapon and armor is considered to have 
  value of 1. Here are few examples of both, PVs 
  and AVs: 
   
  PV 
  Era/Weapon 
  1 
  Medieval weapons/Unarmed fighting 
  2 
  Muskets/High quality medieval weapon 
  3 
  Modern firearms 
  4 
  Energy Weapons/Futuristic weapons 
   
  AV Era/Armor 
  1 
  Medieval armors/Unarmored 
  2 
  Modern armors 
  3 
  Kinetic armors/Cyberpunk armors 
  4 
  Combat armors/Futuristic armors 
   
   
   
   
   
   
   
   
   
  To use PV and AV rules you must compare 
  both values on each other:  
  • If PV is greater than AV the critical score 
  will be increased by 5 per each PV point 
  above AV.  
  • If AV is greater than PV the critical score 
  will be reduced by 5 per each PV point 
  above AV.  
  • If PV and AV are equal no changes are 
  made. 
   
  Special note: By critical score I mean the 
  number range given under the letter of the 
  critical. For example N critical score is 61-65. 
  Always start modifying critical from the low end 
  of the range (in the example this is 61). 
   
  RANGE INCREMENTS 
  Range increment rules for firearms differ slightly 
  from HARP rules and it was changed because 
  original rules were difficult to use with firearms. 
  Below is the new RI scale for range penalties, 
  otherwise RI rules are the same as in HARP. 
   
   
  (PB)  +10 (point blank, half the RI: 0) 
  (RI: 0) +0  (close range, half the RI: 1) 
  (RI: 1) -10  (first whole RI) 
  (RI: 2) -20  
  (RI: 3) -30  
  (RI: 4) -40  
  (RI: 5) -50  
  (RI: 6) -60  
  (RI: 7) -70 
  (RI: 8) -80 
  (RI: 9) -90 
  (RI: 10) -100 
   
  COVER DEFENCE BONUSES 
  Characters using cover bonuses may attack 
  without any special penalties and may use any 
  appropriate combat actions. Shooting behind full 
  covers usually include moving, stepping out from 
  cover to fire and back to cover. Below is cover 
  defence bonuses that can also be found in HARP: 
    
  Half “Soft” Cover.........+20 
  Full “Soft” Cover ..........+40 
  Half “Hard” Cover........+50 
  Full “Hard” Cover .........+100 
   
  EQUIPMENT: Weapons 
  Below is list of modern firearms, demolitions 
  and futuristic energy weapons. Each weapon has 
  following statistics: DMG Size = Damage Size; 
  ROF = Rate of Fire, how much ammo may be 
  fired in attack. Weapons marked with * may only 
  be fired once per round; PV = Piercing Value; RI 
  = Range Increment; F# = Fumble range. 
    
  
   
  Weapon 
  DMG Size ROF PV  RI 
  F# 
  Assault Rifle 
  Medium 
  15 3 
  100’ 4 
  Sniping Rifle 
  Large 
  2 3 
  120’ 4 
  Heavy Rifle 
  Huge 
  1* 3 
  120’ 4 
  Heavy Pistol 
  Medium 
  2 3 
  40’ 3 
  Medium Pistol 
  Small 
  2 3 
  40’ 3 
  Light Pistol 
  Tiny 
  2 3 
  40’ 3 
  Submachine Guns 
  Small 
  10 3 
  80’ 4 
  Lt. Machine Gun 
  Medium 
  15 3 
  150’ 5 
  Hv. Machine Gun 
  Large 
  15 3 
  150’ 5 
  Shotgun 
  special 
  1* 3 
  50’ 4 
  Hand Grenade 
  Small 
  - 2 
  10’ 
  5 
  66mm HEAT 
  Medium 
  1* 10 
  200’ 4 
  140mm RAW HE 
  Medium 
  1* 4 
  25’ 5 
  Energy Pistol 
  Small 
  2 4 
  50’ 4 
  Energy Assault 
  Medium 
  15 4 
  110’ 5 
  Energy Sniping 
  Large 
  1* 4 
  130’ 5  
   
  EQUIPMENT: Special rounds and Accessories 
  Characters may select to use special rounds 
  instead of normal firearm rounds. Also he may 
  use weapon accessories to improve his attack 
  abilities. Few special rounds and weapon 
  accessories are described below: 
   
  Armor Piercing: These rounds will act like 
  normal bullets but has better piercing 
  capabilities. Using these rounds attacker may 
  reduce opponent’s armor value (AV) by one (to 
  minimum of 1). 
   
  Shotgun Shots: These are “normal” shotgun 
  ammunition or at least the most common. Using 
  these rounds will give a +20 OB bonus when 
  they are shot up to RI: 1 range. Beyond the RI: 
  1 all range penalties are doubled per each RI 
  beyond the RI: 1. 
  Also damage size of the attack will depend on 
  how close the attacker is from his target: 
  PB  – Huge 
  RI: 0  – Large 
  RI: 1  – Medium 
  RI: 2  – Small  
  Beyond RI: 2 the damage size is Tiny. 
  Shotgun shots have very low piercing 
  capabilities and thus any armor DB may be 
  doubled when calculating defence bonus against 
  shotgun shots. 
   
  Slugs: Attacker may use slug rounds instead of 
  normal shotgun shots. Slug rounds don’t receive 
  a +20 OB bonus from up to RI: 1 range but 
  armors don’t double their DB against slugs. Also 
  Damage size is fixed to large size and it won’t 
  change according to range. 
   
  Laser-sight Unit: Laser-sight unit is used to 
  shoot a red laser dot to the target to improve 
  the aim. This accessory will give a +5 OB bonus 
  but is only usable in darkened conditions.  
   
  Silencer: Silencer will lower the sound volume of 
  firearm attack. This accessory is not usable with 
  revolvers or other similar weapons. Using this 
  accessory give a -10 OB as the silencer slows 
  the bullet slightly. 
   
  EQUIPMENT: Armors 
  Below is list of modern and futuristic armors. 
  Each weapon has following statistics: DB = Base 
  Defence Bonus; MaxMP = Maximum Maneuver 
  Penalty (if armor is unfitted double this penalty); 
  MinMP = Minimum Penalty (if armor is unfitted 
  double this penalty); AV = Armor Value; IV = 
  Increment Value. 
   
  Armor 
  DB 
  MaxMP MinMP AV IV 
  Kevlar Lt. 
  20 
  10 
  0 
  2 
  5 
  Kevlar Md. 
  30 
  25 
  0 
  2 
  5 
  Kevlar Hv. 
  50 
  60 
  10 
  2 
  5 
  Kinetic Lt. 
  40 
  20 
  0 
  3 
  5 
  Kinetic Md. 50 
  40 
  5 
  3 
  5 
  Kinetic Hv. 
  60 
  60 
  10 
  3 
  5 
  Futur. Lt. 
  50 
  40 
  10 
  4 
  5 
  Futur. Md. 
  70 
  80 
  15 
  4 
  5 
  Futur. Hv. 
  90 
  100 
  20 
  4 
  5 
   
  Armor Piece DB 
  MaxMP MinMP AV IV 
  Shirt 
  10 
  10 
  0 
  2 
  2 
  Jacket 
  15 
  15 
  3 
  2 
  2 
  Suit 
  10 
  15 
  3 
  2 
  2 
  Kin. Jacket 
  20 
  25 
  5 
  3 
  2 
  Light piece 
  2 
  2 
  0 
  2 
  .5 
  Med. piece 3 
  4 
  .5 
  2 
  .5 
  Heavy piece 4 
  6 
  1 
  2 
  .5 
   
  If character wishes layering armors he may do 
  so, thus the DB and maneuver penalties will 
  increase. DB of armors is simple added together. 
  For maneuver penalties all armors become 
  unfitted armors and penalties will be added 
  together before armor skill is used to reduce 
  moving maneuver penalty. 
   
  FUMBLES: The fact of cruel world 
  There fumbles are designed for firearms and 
  energy weapons only. Any other fumbles should 
  be handled using HARP rulebook. 
   
   
  Result 
   
  01-25 You drop your weapon while firing it! 
  And guess what, you didn’t hit. 
  26-50 Your weapon jams. Try using another 
  weapon or fix it!  
  51-75 You drop your clip or ammunition 
  from your weapon and even lost it! 
  Searching will take a while because 
  you’re also stunned for 3 round. 
  76-00 You have just shot one of your own 
  limbs! Way to go, roll d100 for the 
  result. 
  
   
  VEHICLES AND 
  CONSTRUCTIONS 
   
  Constructions are vehicles and buildings. Each 
  construction has hit points equal to their material 
  type bonus and their endurance ability. Note that 
  constructions are not living beings (except 
  androids), but their hit points are calculated as 
  for any other living being. Material type bonus is 
  from what material or technology was used to 
  create them, this bonus represents racial 
  endurance bonus for living beings. Also each 
  construction has endurance ability (skill) that 
  works the same way as for living beings except 
  that each construction will have fixed amount of 
  ranks in the ability (skill) and that can’t be altered 
  after construction is built. All other constructions 
  except Androids have no stats or stat bonuses 
  but if stats are required it’s always presumed that 
  the bonus is +0. 
   
  Type Bonus: Material type bonus for 
  constructions is determined from Construction’s 
  Armor Value (CAV) which represents the AV of 
  normal armors but it has one small difference 
  explained later. To determine material type bonus 
  simply multiply CAV by 30. Here are few 
  examples of CAVs: 
   
  CAV 
  Era/Construction 
  1 
  Wooden Cart 
  2 
  Bike 
  3 
  Small Wooden Hut 
  4 
  Motorcycle 
  5 
  Android Body 
  6 
  Car/Truck/Van 
  7 
  Combat Android Body 
  8 
  Power Armor/Mecha 
  9 
  Modern Building 
  10 
  Tank 
  11 
  Bunker 
  12 
  Assault Spacecraft 
   
  Mass: Each construction has ranks in their 
  endurance ability according to their mass. Per 
  each portion of 50kg, construction has 1 rank in 
  endurance ability. Endurance ability’s total bonus is 
  calculated the same way as normal endurance 
  skill. 
   
  Example one: A car that weights 2000kg and 
  has CAV of 6 will have Type bonus of 180 (CAV 
  6 x 30 = 180) and 40 ranks in endurance ability 
  (2000kg / 50kg = 40). Car’s total hits are his 
  total endurance skill bonus of 270 (90 rank bonus 
  + 180 Type bonus + 0 stats = 270). 
   
  Example two: A tank that weights 40’000kg 
  and has CAV of 10 will have Type bonus of 300 
  (CAV 10 x 30 = 300) and 800 ranks in 
  endurance (40’000kg / 50kg = 800!!). Tank’s 
  total hits would be 1150. (850 rank bonus + 300 
  Type bonus + 0 stats = 1150). 
   
  Construction Armor Bonuses: 
  In addition to great amount of hit points each 
  construction will also have great armor defensive 
  bonus due to their core. 
  Each construction has armor bonus determined 
  according to their Construction Armor Value. 
  Simply just double construction’s CAV and you 
  have ranks in their armor ability. Calculate armor 
  ability’s total bonus normally and the total bonus 
  will be construction’s armor DB. 
  For example the tank above would have armor 
  DB of 70 (CAV 10 x 2 = 20 ranks = +70 bonus) 
  and car’s armor DB would have been 54. 
   
  Construction Barriers: 
  These barriers are futuristic and only available 
  in sci-fi game. Construction Barriers are force 
  fields that will add an additional protective layer 
  on constructions that gives extra DB. Barriers 
  must be purchased and their cost will vary 
  according to their effectiveness and size of the 
  construction.  
   
  Construction Size:  
  All constructions have size like any other living 
  being and in combat situations remember to use 
  proper attack table if size would normally alter it. 
   
  CONSTRUCTIONS IN COMBAT: 
  Attacks against constructions:  
  To resolve any attack against vehicles or 
  construction use normal attack tables to 
  determine the damage but if a critical hit is 
  delivered, instead of normal critical tables always 
  use the vehicles critical table. Against buildings 
  and other similar constructions only damage 
  presented in criticals are delivered. Hit locations 
  are also determined differently according to 
  vehicles critical table. 
   
  Construction Armor Values (CAV):  
  CAVs will be compared to weapon’s piercing 
  value (PV) and will modify the critical delivered 
  normally as explained in firearm combat section 
  above. In addition per each point CAV is greater 
  than PV an attack receives a -20 OB penalty. For 
  example if PV 3 weapon is used to attack CAV 
  10 construction the critical score will be reduced 
  by 35 in addition that there will be -140 OB 
  penalty. 
  Special note: GM may rule that if CAV is equal 
  or greater than PV by 5 (at least -100 OB) the 
  attack will be completely ineffective against the 
  construction. 
   
   
   
  
   
  Attacking personnel inside constructions:  
  Attacker may select to attack personnel inside 
  construction and thus instead of damaging 
  construction itself attack is rolled against 
  personnel. It’s presumed that missed or otherwise 
  ineffective attacks against personnel will damage 
  construction only slightly but no real damage is 
  delivered. Personnel inside constructions will 
  receive cover bonus and all other dodge and 
  movement bonuses that vehicle received at the 
  round attack was performed. 
   
  Damaging crew members:  
  When successful attack against construction 
  occurred gamemaster should determine if there is 
  a possibility that crew members could be injured 
  due to attack. If there is a chance crew members 
  will have the equal severity of appropriate critical. 
  Explosive critical, for example which delivered 
  result that vehicle is destroyed would deliver 
  demolition critical to all it’s crew members if the 
  construction was a car but if the construction 
  would be a tank crew member could survive 
  unharmed.   
   
   
   
  COMBAT ACTIONS 
   
  Combat actions add the missing spice to any 
  combat. All combat actions presented in HARP 
  are allowed in MARP and below is new combat 
  actions designed specially for firearm and vehicle 
  combats. Due to speed of modern ranged 
  weapons sudden dodge combat action may not be 
  used against them, instead there is new take 
  cover! combat action but it can’t be used in 
  vehicle combat.  
   
  If cinematic game is played rank requirements 
  for scaled combat action should be halved. Thus 
  10 ranks would allow advanced combat action, 20 
  ranks expert and 30 legendary combat actions. 
  Few combat actions will mention game characters; 
  these are extras in cinematic game, weak or not 
  important characters in the play. 
   
  * These combat actions are firearm attack actions 
  and may be performed with any other combat 
  actions that are not other firearm attack action. 
   
  † These combat actions are only available in 
  cinematic games. 
   
  ‡ These combat actions are re only available in 
  cinematic games and may be used anytime with 
  any other combat actions. 
   
  ¥ These combat actions are for vehicle combat 
  and are only usable when character is operating 
  any vehicle. 
  BASIC: Aiming 
  This combat action is available for any 
  firearm and it will double weapon’s ROF value 
  and cancel out the -20 OB penalty of not 
  aiming. Also range penalties are not doubled 
  when this combat action is used. 
   
  BASIC: Burst Fire * 
  This combat action is only usable with weapon 
  that has rapid fire capabilities. To perform a 
  burst fire attack, the attacker must have at 
  least five rounds in the weapon. Attacker 
  must choose how many rounds he will shoot 
  in his burst up to weapon’s ROF value; only 
  one attack roll is made. 
  This combat action will increase weapon’s 
  damage size by one and attacker may add 
  amount of rounds he fires in his burst to 
  critical score. For example if character fires 
  10 rounds burst he may add 10 to his critical 
  score. The drawback of burst fire is that the 
  accuracy of the attack will suffer due to 
  recoil.  
  Recoil Penalty: Recoil penalty is equal to 10 
  plus rounds in the burst. Attacker may use his 
  strength bonus to reduce the recoil penalty to 
  minimum of zero.  
  Range Penalty: Because of recoil, burst fire 
  attacks will become very hard to hit to target 
  if they are far away. Thus if range is beyond 
  RI: 3, range penalties are doubled per each RI 
  beyond the RI: 3.  
  This combat action is part of firearm attack 
  and may be performed with any other 
  appropriate combat actions. 
   
  BASIC: Cinematic Disarming † 
  Character performing this combat action will 
  replace his normal attack (but he may still 
  parry) to disarming action. Character must roll 
  on Resistance table using his Agility bonus 
  plus ranks in his attack skill. The opponent 
  must then resist the disarming attack using 
  his whole attacking skill bonus. If opponent 
  succeeds nothing happens but if he fails he 
  has lost his weapon to disarming character’s 
  hand. Character who has achieved opponent’s 
  weapon may either throw it away in any 
  direction he chooses or use it in following 
  rounds. This combat action is only usable 
  against game characters.  
   
  BASIC: Cinematic Disengage † 
  Character using this combat action receives a 
  -50 OB penalty but he may perform either a 
  tumbling or acrobatic maneuver such as 
  somersault or back flip and attack the same 
  time. No roll is required for acrobatic/tumbling 
  
   
  maneuver but the attack roll must be made. If 
  character fumbles he fumbles normally and 
  nothing happens but if the final result is any 
  other than fumble he has moved his BMR 
  distance to any direction except toward 
  opponent. At the following round initiative 
  must be rolled and if character performing 
  this combat action wins he may use full move 
  and be disengaged from combat or he may 
  perform any other maneuver that he would 
  not be able to do in close combat. If 
  character won’t win the initiative he is still 
  engaged in combat. 
   
  BASIC: Cinematic Parry † 
  Character may use this combat action only 
  against game characters. Per each portion of 
  10 ranks in his attack skill character may 
  parry against one game character (16 ranks 
  would allow him to parry against 3 
  opponents). Character must divide his parrying 
  OB between each opponent he will parry. 
  Character receives no special penalties or 
  conditions when using this combat action and 
  may attack normally using the remaining OB. 
  This combat is part of an attack action and 
  may be used with any other combat action. 
   
  BASIC: Cinematic Reflexes ‡ 
  Character may use this combat action anytime 
  although he would be using other combat 
  actions. Using this combat action character 
  may choose either to have +50 DB against 
  one attack or +25 DB against all attacks in 
  that round. This combat action is only usable 
  against game characters. 
   
  BASIC: Combat Piloting ¥ 
  This combat action is available when character 
  is operating in any vehicle. Character may roll 
  on bonus column and use bonus equal to his 
  ranks in vehicle skill. Negative result may be 
  ignored and positive result may be divided 
  between vehicle’s DB and OB. When bonus is 
  set in OB this bonus will apply to all attacks. 
  Note that there is a combat style with the 
  same name. This combat action may be used 
  by anyone but is less successful when 
  compared to the combat style. This combat 
  action is part of an attack and character may 
  attack while using this combat action. 
   
  BASIC: Defensive Drive ¥ 
  This combat action is available when character 
  is operating in any vehicle. No attacks are 
  allowed in the round this combat action was 
  used. The benefit of this combat action is 
  that vehicle’s DB will be increased by 20 plus 
  any DB bonus received from combat pilot 
  maneuver may be doubled.  
   
  BASIC: Evasion 
  A character may increase his Defence Bonus 
  against one attack by moving rapidly. 
  Character receives a +25 DB bonus if the 
  attacker is using firearm and is at close range 
  or +50 DB bonus if he’s further than that. If 
  the attacking opponent is using melee weapon 
  or primitive ranged weapon such as bow the 
  bonus is always +50 DB. Character using this 
  combat action may perform his firearm attack 
  normally without extra penalties but 
  remember that using this combat action he 
  may not use aiming combat action. This 
  combat action may only be used against 
  firearm attacks if attacker is further than 
  point blank range. 
   
  BASIC: Full-Burst * 
  This combat action is similar to burst fire 
  combat action but it focuses in shooting as 
  much as weapon’s magazine lasts. This 
  combat action is only usable with weapon 
  that has rapid fire capabilities. This is 
  especially used with machine guns and other 
  heavy weapons. 
  Character using this combat action must have 
  at least five rounds left and he may not 
  move at all, character may select to lay down 
  on ground and suspend his firearm recoil or if 
  character has firm firearm support equipment 
  such as tripod he may use it to perform this 
  combat action. This combat action will take 
  the whole round and characters using this 
  combat action receive no Quickness DB. 
  Attacker must choose how many rounds he 
  will shoot in his burst up to weapon’s ROF 
  value; only one attack roll is made. The 
  benefit of this combat action compared to 
  burst fire is that recoil penalties and range 
  penalties due to recoil may be ignored. In 
  addition as with burst fire, damage size is 
  increased by one and amount of rounds shoot 
  in the burst may be added to critical score. 
  Because this combat action requires staying 
  still, evasion combat action may not be 
  performed when using this combat action. This 
  combat action is part of firearm attack and 
  may be performed with any other appropriate 
  combat actions. 
   
  BASIC: Multiple Tapping * 
  This combat action can only be used with 
  weapon that has capabilities in firing more 
  than one time per combat round. Using this 
  combat action gives a +5 OB bonus per each 
  
   
  ammo beyond the first, used in performing 
  firearm attack. This combat action is part of 
  firearm attack and may be performed with 
  any other appropriate combat actions. 
   
  BASIC: Peripheral Vision ‡ 
  Character using this combat action may 
  negate any and all position bonuses that his 
  opponents would get against him. For example 
  if foe is attacking from rear he would not 
  receive the +20 bonus of attacking rear when 
  the character is using this combat action. This 
  combat action is only usable against game 
  characters but may be used anytime and with 
  any other combat actions. This combat action 
  won’t negate surprise bonuses. 
   
  BASIC: Suppression Fire * 
  Using random spread bursts to cover an area 
  may confuse your enemy and force them 
  behind covers. This Combat Action requires a 
  lot of ammunition, minimum of 5 and must be 
  located at specific range (up to RI: 1). All 
  targets in the area must roll Will resistance, 
  RR (100) or be forced to use take cover! 
  Combat action. If a target passes the Will 
  resistance he may elect to use take cover! 
  Combat Action or act normally. If he acts 
  normally he will be in danger of getting hit. 
  Resolve the attack against him normally with 
  a special OB modification of -50 plus rounds 
  used to perform this Combat Action, weapons 
  damage size is also reduced by one. Those 
  who used take cover! combat action are not 
  attacked. To successfully use a Suppression 
  Fire, make a d100 roll. If the result falls 
  within the fumble range of the wielding 
  weapon a fumble has occurred and no 
  benefits are gained using this combat action. 
  If the result falls within the open-ended high 
  range, another roll is made. The total of both 
  rolls is treaded as an attack against random 
  target in the area with no OB, lucky bastard! 
  This combat action is part of firearm attack 
  and may be performed with any other 
  appropriate combat actions. 
   
  BASIC: Take Cover! 
  This combat action is only usable at anytime, 
  but only when character is near some sort of 
  cover (usually within 10’). If the character has 
  not taken his action for the round, he may 
  change that action from what has been 
  declared to this action. If he has already 
  taken his action for the round, he may still 
  elect to perform this combat action. However 
  in doing so, he has lost his next round and is 
  not able to do anything. The character 
  performing take cover! makes a sudden 
  drawback to cover and receive a half of the 
  cover’s DB plus he makes a maneuver roll on 
  bonus column using either 2x Agility or 
  Acrobatics/Tumbling skill. Ignore the negative 
  result and add the positive on DB received 
  from cover. The total Take Cover DB may not 
  exceed normal cover’s DB. If no real cover is 
  nearby character performing, this combat 
  action may be used to throw oneself to 
  ground and receive a fixed +10 DB. 
   
  BASIC: Three-round Burst * 
  This combat action can only be used with 
  weapon that has 3-burst capabilities. This 
  combat action is the simplest and cleanest 
  among other firearm attack combat actions. It 
  only requires that weapon has at least 3 
  bullets left and it gives a special +20 OB 
  bonus and no other special condition 
  modifiers. This combat action is part of 
  firearm attack and may be performed with 
  any other appropriate combat actions. 
   
  BASIC: Vehicle Charge ¥ 
  This combat action is available when character 
  is operating in any vehicle and is willing to 
  set the whole crew’s life on edge! This 
  combat action is may be the simplest but also 
  the most dangerous maneuver ever. Simply 
  said the main idea is to crash to other 
  vehicle. The level of danger can be 
  determined due to how this combat action is 
  performed, there are many possibilities and 
  here are presented only few of them: Head-
  on collision (the most dangerous one), flank 
  collision and rear collision. To perform a 
  successful vehicle charge the attacker must 
  roll his vehicle skill maneuver on Resistance 
  column, if the maneuver is a fumble nothing 
  happens but attacker is very badly 
  embarrassed or if it’s possible the attacker 
  will take the whole honour to take damage 
  because he crashed his vehicle. If the target 
  is willing to dodge the charge attempt he 
  may do so and must roll his vehicle skill and 
  beat attacker’s result from RR column. The 
  difficulty to resist the charge will vary 
  according to charge type: Head-on collision 
  (+0), Flank collision (+20), rear collision (+40). 
  If the resistance is a failure a crash has 
  occurred and a single d100 attack roll is 
  made for both vehicles but then both attacks 
  will be resolved separately. Crash OB bonus 
  will be determined from speed and mass of 
  vehicles. The vehicle that has greater mass 
  will have the benefit of mass against the 
  other vehicle as lesser vehicle’s mass will be 
  
   
  subtracted from greater vehicle’s mass and 
  the difference is divided by 100 and applied 
  only against lesser vehicle. The second aspect 
  is speed (in kph) and it will be always applied 
  against both opponents: If the charge is head-
  on collision both vehicles’ speeds are added 
  together and divided by 2, and applied to OB. 
  In flank collision use only attacker’s speed 
  divided by 2, and applies it to OB. In rear 
  collision target’s speed is subtracted from 
  attacker’s speed and is divided by 2, and 
  applied to OB. The only DB against crash 
  attack is from vehicle’s armor and the size 
  difference between both vehicles: Bigger 
  vehicle will receive a +25 DB per each 
  difference in size categories. Use the 
  vehicles/crash attack table and vehicle’s size 
  to determine the damage. If it’s possible that 
  crew member could be injured due to crash 
  they will receive Crush critical of equal size 
  delivered to vehicle. Attacker of this combat 
  action may not attack at the same round. 
  This is, by the way, the resolution method of 
  any vehicle crash accident.   
   
  ADVANCED: Double Tap * 
  This combat action may be performed with 
  any firearm that may fire more than one time 
  per combat round and has at least two 
  bullets left. Character using this combat 
  action will tap his firearm’s trigger two times 
  very quickly and thus performs inaccuracy but 
  deadly shots. This combat action gives a -20 
  OB penalty due to enormus recoil but will 
  increase weapon’s damage size by one. A 
  character using this combat action will receive 
  an additional -10 OB penalty for every 
  consecutive round beyond the first that this 
  combat action is used until he will have one 
  combat round break in using this combat 
  action. This combat action is part of firearm 
  attack and may be performed with any other 
  appropriate combat actions. 
   
  ADVANCED: Game Over † 
  Character performing successful and critical 
  hit while using this combat action may add his 
  ranks in attack skill to critical score. This 
  combat action may be used with any attack 
  skill but work only against game characters.  
   
  ADVANCED: Vehicle Dodge ¥ 
  This combat action is available when character 
  is operating in any vehicle and vehicle must 
  be able to move. Character is able to 
  increase vehicle’s DB against any one directed 
  attack. Character may allocate his vehicle skill 
  bonus to increase DB but all attack will 
  receive penalty. Per each +5 character will 
  allocate to defence vehicle’s DB will increase 
  by 1 but the penalty to all attacks is 
  increased by 5. A talent may be purchased to 
  improve the use of this combat action. This 
  combat action is part of attack and character 
  may also attack while using this combat 
  action  
   
  ADVANCED: Wall Hiking † 
  Character using this combat action may 
  maneuver to run 3x BMR (only) on wall for 
  half round. This combat action gives a -50 to 
  all other action in that round and may only 
  be performed if solid vertical surface is within 
  character’s BMR in feet and he must be able 
  to run that distance on horizontal surface. For 
  example if character has BMR of 12, the wall 
  must be within 12’. The character must roll on 
  percentage column using either 2x Agility or 
  Acrobatics/ Tumbling skill. All opponents 
  attacking the character performing this 
  combat action must roll combat awareness 
  and beat the result from percentage column 
  or they are not able to attack the character 
  that round. This combat action is only usable 
  against game characters. The distance 
  character run on wall is equal to half of his 
  BMR. For each BMR multiplier above 3 this 
  distance is increased by character’s half BMR. 
  Note that rank requirements of using this 
  combat action are in acrobatics/tumbling skill 
  not in attack skill. 
   
  EXPERT: Ricocheting Attack * 
  Character may use this combat action with 
  any weapon but may only shoot single shot. 
  Using this combat action character can hit in 
  opponents behind cover if he has beneficial 
  surface to ricocheting his bullet. This combat 
  action gives a -30 OB Penalty and reduce 
  weapon’s damage size by one but the 
  character may ricochet his bullet to any 
  direction 45 degree from any solid surface. 
  This combat action is very useful against 
  character behind covers and is part of firearm 
  attack and may be performed with any other 
  appropriate combat actions. 
   
  EXPERT: Tumble and Attack * 
  Character may make tumbling maneuver and 
  perform a firearm attack simutaneously. This 
  combat action gives a -30 OB penalty but a 
  +10 bonus to initiative. Character may also 
  roll acrobatics/tumbling skill or 2x Agility on 
  bonus column and add the result to his DB 
  (negative result may be ignored) against all 
  attacks. This combat action is part of firearm 
  
   
  attack and may be performed with any other 
  appropriate combat actions. 
   
  EXPERT: Western Disarming * 
  This combat action is famous in the world of 
  westerns and is usable with any firearm. A 
  character performing this combat action 
  receives a -20 OB penalty and if he this in 
  foe’s weapon arm, he disarms foe. This 
  combat action is part of firearm attack and 
  may be performed with any other appropriate 
  combat actions. 
   
  LEGENDARY: Gunslingering † 
  This combat action may only used with small 
  arms that are capable of firing more than 
  one time per combat round. Using this combat 
  action gives a -30 OB penalty and only single 
  shots (not burst fire) attacks may be 
  performed. This combat action doubles 
  weapon’s ROF and character may shoot any 
  target within RI: 1 range at any direction, up 
  to weapons ROF value and he must divide his 
  remaining OB (and ammo) among the targets 
  before performing the attack. Each attack 
  rolls are made separately. This combat action 
  may be performed with any other appropriate 
  combat actions. 
   
  LEGENDARY: Spinning Fire † 
  This combat action may only used with 
  firearms that are capable of rapid fire. Using 
  this combat character receives a -50 OB 
  penalty, weapons damage size will be reduced 
  by one and character must use rapid fire 
  mode. Character may use this attack against 
  any target within close range up to half ROF 
  (two bullets per target). Only one attack roll 
  is made against all targets but each attack 
  will be resolved separately. This combat 
  action may be performed with any other 
  appropriate combat actions. 
   
   
   
  TRAINING PACKAGES 
   
  Training Packages are careers and lifestyles that 
  character may choose to have. At the beginning 
  character may take up to three Training Packages 
  and thereafter one per every level. Character 
  must use his development points to achieve 
  training packages and he will receive a 25% 
  discount of the total cost of skill ranks acquired 
  from training package. Some training packages 
  have prerequisites that must be met before it can 
  be achieved. Below is list of training packages: 
   
   
  Apprentice Technician 
   
   
  Journeyman Technician 
   
  Athlete 
   
  Bounty Hunter 
   
  Burglar 
   
  Capitalist 
   
  Con Artist 
   
  Convict 
   
   
  Launderer 
   
  Corporate Security 
   
   
  Bodyguard 
   
  Fence 
   
  Fire Fighter 
   
  Freelancer 
   
  Hacker 
   
  Journalist 
   
  Labourer 
   
  Pickpocket 
   
  Pilot 
   
  Primary Education 
   
   
  Master’s Degree 
   
   
   
  Doctorate Degree 
   
   
  Computer Scientist 
   
   
   
  Computer Engineer 
   
   
   
  Computer Programmer 
   
   
  Law Degree 
   
   
   
  Lawyer 
   
   
  Medical Degree 
   
   
   
  Medical Resident 
   
   
   
  Medical Specialist 
   
   
   
  Surgeon 
   
   
   
   
  Surgical Specialist 
   
   
  Police Officer 
   
   
   
  Agent 
   
   
   
  Police Detective 
   
   
   
  S.W.A.T 
   
   
   
  Undercover Agent 
   
  Martial Artist 
   
   
  Street Fighter 
   
   
  Martial Art Specialist 
   
  Marine 
   
   
  AFV Crewer 
   
   
  Combat Medic 
   
   
  Military Officer 
   
   
  Military Pilot 
   
   
  Special Force Operative 
   
  Performer 
   
  Politician 
   
  Street Thug 
   
   
  Hitman 
   
   
   Cleaner 
   
  Terrorist 
   
  Repo-Man 
   
  Taxi Driver 
   
   
   
   
  
   
  AFV CREWER 
   AFV Crewer is a militant who has specialized in 
  handling armored fighting vehicles, tanks for 
  short. Although tank-men are not needed in 
  handling small groups of terrorist for instance, 
  they are everything in war zones. 
  Prerequisite: TP: Marine. 
   Skills 
  Ranks 
   
  Combat Style (combat pilot)............... 3  
   
  Vehicle (AFVs).........................................  4  
   
  Weapon Skill (gunner) ........................... 3  
   
  AGENT 
  This career encompasses secret service, FBI, and 
  similar agencies that use mostly investigate 
  agent instead of undercover or combat 
  operations. Agent training devotes a direct 
  working style, meaning they operate and 
  interact with citizen on an “honest” level.  
  Prerequisite: TP: Police Officer. 
   Skills 
  Ranks 
   
  Duping......................................................... 3 
   
  Mundane Lore (select one).................. 2  
   
  Perception.................................................  4  
   
  Weapon Skill (small arms).................... 2  
   
  Profession (agent)..................................  4 
   
  APPRENTICE TECHNICIAN 
  Apprentice Technician is a repairman who is 
  specialized in one area of technology. He is 
  usually skilled to do any repair request and can 
  earn a live-hood, but is restricted in own 
  creativity and creating.  
   Skills 
  Ranks 
   
  Mechanics.................................................. 3  
   
  Technology (select one).......................  4  
   
  Profession (technician)........................... 3  
   
  ATHLETE 
  Athlete is skilled in physically and the sport is 
  the one area he’s good at. Although an Athlete 
  is not a job, it’s a career that can encounter 
  high and low lights in any time. 
   Skills 
  Ranks 
   
  Acrobatics/Tumbling............................... 3  
   
  Climbing...................................................... 3  
   
  Jumping ...................................................... 3  
   
  Swimming................................................... 3  
   
  BODYGUARD 
  Bodyguard is a job of indirect danger. The job 
  of a bodyguard is to protect the target in any 
  cost, whether this means to eliminate the threat 
  or sacrifice own life for the target, the 
  payment is good thou.  
  Prerequisite: TP: Corporate Security. 
   Skills 
  Ranks 
   
  Armor.......................................................... 3  
   
  Perception................................................. 3 
    Mundane Lore (tactics)......................... 4 
   
  Weapon (small arms)............................. 5  
   
  BOUNTY HUNTER 
  Bounty Hunters are people who want earn their 
  livings catching up bad guys, but they are not 
  cops in any mean. They are just unofficial but 
  helpful law enforcements who only seek their 
  own benefits.   
   Skills 
  Ranks 
   
  Perception................................................. 3  
   
  Duping ........................................................ 2  
   
  Mundane Lore (streetwise) ................. 3  
   
  Weapon Skill (select one).................... 2  
   
  Profession (law enforcement)............. 2  
   
  BURGLAR 
  Also called the second story man, the Burglar 
  makes his living stealing from others houses. 
  They are no better than pickpockets but earn a 
  lot better. 
   Skills 
  Ranks 
   
  Brawling..................................................... 2  
   
  Locks & Traps.......................................... 4  
   
  Mundane Lore (lock lore) .................... 3  
   
  Mundane Lore (streetwise) ................. 3  
   
  CAPITALIST 
  Modern merchants, shop clergies, business 
  people and dealers. The only thing they seek 
  for is to buy low and sell high. Although this 
  sounds easy it’s harder than any non-capitalists 
  could image.  
   Skills 
  Ranks 
   
  Appraisal.................................................... 4  
   
  Duping ........................................................ 2  
   
  Trading....................................................... 5  
   
  Profession (capitalist)............................ 4  
   
  CLEANER 
  This is an individual who “cleans up” botched 
  operations by eliminating all traces of the 
  operation, including, sometimes, the agents 
  themselves. Cleaner are also used on insanely 
  risk operations, not because they are suicidal, 
  but because they will do “anything” to complete 
  an operation. 
  
   
  Prerequisite: TP: Hitman 
   Skills 
  Ranks 
   
  Armor.......................................................... 3  
   
  Perception.................................................. 2 
   
  Endurance................................................... 3  
   
  Streetwise.................................................. 2  
   
  Weapon Skill (select one) ...................  4 
   
  Weapon Skill (select one) ...................  4  
   
  CON ARTIST 
  Some rude people call them con men, but to be 
  honest, what they do is an art of larceny; this 
  is why they are Con Artists. They cheat people 
  to earn money and their best weapon is 
  awareness in streets. 
   Skills 
  Ranks 
   
  Duping......................................................... 6 
    Forgery........................................................ 3 
   
  Mundane Lore (streetwise).................. 3  
   
  Mundane Lore (current events).......... 3  
   
  COMBAT MEDIC 
  Medic! When someone hurts in the middle of a 
  combat, the Combat Medic is the only one who 
  can save people. Combat Medic is a militant 
  who’s specialized in medical area.  
  Prerequisite: TP: Marine. 
   Skill 
  Ranks 
   
  Healing........................................................ 5  
   
  Medical (diagnosis) ................................. 2  
   
  Medical (pharmaceuticals).................... 3  
   
  CONVICT 
  Convict is nothing more than a low level citizen 
  who doesn’t care about the law a damn. The 
  only thing he has in his mind is to fill his wallet. 
    
  Skills 
  Ranks 
   
  Duping......................................................... 2  
   
  Streetwise.................................................. 2  
   
  Disguise ...................................................... 2  
   
  CORPORATE SECURITY 
  Corporations are nothing without good security, 
  surveillance cameras and people wearing 
  ballistic vests and pistols with them. The people 
  here are the Corporate Security. They require 
  nothing more than a skills in handling weapons.   
   Skills 
  Ranks 
   
  Armor.......................................................... 3  
   
  Perception.................................................. 3  
   
  Mundane Lore (law enforcement)..... 3  
   
  Weapon (small arms)............................. 3  
   
  COMPUTER ENGINEER 
  Computer Engineer is a people who are the 
  creators of new computer hardware technology. 
  They are also skilled in repairing computer as 
  any other electronic devices. 
  Prerequisite: TP: Computer Scientist. 
   Skills 
  Ranks 
   
  Engineering (electronics: computer) .. 5  
   
  Technology (electronics: computer)... 3  
   
  Scientific (technology)........................... 4  
   
  Profession (engineer)............................. 3  
   
  COMPUTER SCIENTIST 
  Computer science is much more than numbers 
  and code, computer science is what the 
  computer is all about for human. Computer 
  Scientist is a person who knows what the 
  computer is and will be for mankind. 
  Prerequisite: TP: Primary Education. 
   Skills 
  Ranks 
   
  Computer Using....................................... 3  
   
  Technology (electronics: computer)... 3  
   
  Engineering (electronics: computer) .. 3  
   
  Scientific (technology)........................... 3  
   
  COMPUTER PROGRAMMER 
  Computer Programmers are creators of new 
  software for computers to serve the mankind. 
  They are also capable in repairing and 
  maintaining computers. 
  Prerequisite: TP: Computer Scientist. 
   Skills 
  Ranks  
   
  Computer Using....................................... 5  
   
  Technology (electronics: computer)... 3 
    Profession (programmer)...................... 2 
   
  DOCTORATE DEGREE 
  The one who knows a very lot about a subject 
  and has proven it. Although Ph. D doesn’t mean 
  much for layman, it does for mankind. 
  Prerequisite: TP: Master’s Degree. 
   Skills 
  Ranks 
   
  Mundane Lore (select one)................. 4  
   
  Academic Lore or Scientific  
   
  (select one)....................................... 5  
   
  Academic Lore or Scientific  
   
  (select one)....................................... 3  
   
  FENCE 
  Fence is a criminal who deals in stolen goods. 
  For instance he buys goods from burglar’s gig 
  for his own benefit.   
  
   
   Skills 
  Ranks 
   
  Duping......................................................... 3  
   
  Appraisal.................................................... 2  
   
  Streetwise.................................................. 3  
   
  Trading.......................................................  4  
   
  FIRE-FIGHTER 
  Neither a superhero nor the coward. The fire-
  fighters are a normal people who save innocent 
  people, houses and such from furious fires. They 
  are much for the mankind although not every 
  house or people can be saved. 
   Skills 
  Ranks 
   
  Endurance................................................... 2  
   
  Mundane Lore (health care)................ 2  
   
  Perception.................................................  4  
   
  Profession (fire-fighter)........................  4  
   
  FREELANCER 
  Private investigator, the Freelancer is a 
  detective of the private venue. Often, they 
  were once police officers, but fed up with the 
  job of restrictions and started to handle cases 
  of private citizens. 
   Skills 
  Ranks 
   
  Duping......................................................... 2  
   
  Mundane Lore (streetwise).................  4  
   
  Mundane Lore (law enforcement)..... 3  
   
  Profession (freelancer) .......................... 3  
   
  HACKER 
  Hackers are cowboys of the modern age. They 
  break in worlds’ biggest security systems, but 
  they usually don’t do that for money, they do it 
  because of information or just for curiosity.  
   Skills 
  Ranks 
   
  Electronic Warfare.................................. 3  
   
  Computer Using....................................... 5  
   
  Hacking....................................................... 5 
   
  Technology (electronics: computer) ... 2  
   
  HITMAN 
  Hitman is a standard assassin of modern age. 
  They come from many walks of lives; others do 
  their job for government as the others does it 
  for individuals or for corporate. They go and 
  will return back as a mark of succeeded 
  mission.   
  Prerequisite: TP: Street Thug. 
   Skills 
  Ranks 
   
  Ambush....................................................... 2  
   
  Sniping .......................................................  4  
   
  Poisoning...................................................  4  
   
  Stalking & Hiding ................................... 2  
   
  Weapon Skill (select one).................... 3  
   
  JOURNALIST 
  Journalist covers everything from the media 
  personalities to the hard hitting vide investigate 
  reporter to the fluffy anchor-person. Some of 
  them want to let the citizens what’s going on 
  relieving truths, but others just want to earn 
  money with rumors. 
   Skills 
  Ranks 
   
  Duping ........................................................ 2  
   
  Mundane Lore (current events)......... 5  
   
  Profession (journalist)........................... 5  
   
  JOURNEYMAN TECHNICIAN 
  Journeyman Technician is the second stage of 
  technician career. At this point the work has 
  given much more free time and owns creativity 
  of machinery is possible. And again, the 
  payment is also better. 
  Prerequisite: TP: Apprentice Technician. 
   Skills 
  Ranks 
   
  Engineering (select one)....................... 4  
   
  Mechanics.................................................. 3  
   
  Technology (select one)........................ 2  
   
  Profession (technician) .......................... 3  
   
  LABORER 
  Labourer is a crafter who does the work that 
  could be completed without training. They 
  simple are normal grunt workers. 
   Skills 
  Ranks 
   
  Endurance.................................................. 2  
   
  Crafts (select one)................................. 3  
   
  Crafts (select one)................................. 3  
   
  LAUNDERER 
  Launderer is a financer of the underworld. They 
  take stolen or dirty funds and filter them 
  through multiple means until it is untraceable as 
  anything but legitimate funds. 
  Prerequisite: TP: Convict. 
   Skills 
  Ranks 
   
  Duping ........................................................ 4  
   
  Mundane Lore (streetwise) ................. 2  
   
  Trading....................................................... 2  
   
  Streetwise................................................. 2  
   
  LAW DEGREE 
  A person with a Law Degree is the most 
  advanced in front of law itself. This degree 
  
   
  doesn’t only guarantee good knowledge of law, 
  but also a chance to get a lawyer career. 
  Prerequisite: TP: Primary Education. 
   Skills 
  Ranks 
   
  Public Speaking.......................................  4  
   
  Academic Lore (civics)..........................  4  
   
  LAWYER 
  After law degree, the Lawyer is ready to 
  protect its client’s interests. Their client can be 
  an individual person or even a corporate.   
  Prerequisite: TP: Law Degree. 
   Skills 
  Ranks 
   
  Public Speaking........................................ 3  
   
  Academic Lore (civics)........................... 3  
   
  Profession (lawyer)................................  4  
   
  MARINE 
  The Marine is a basic militant unit member 
  after the normal basic army training. This 
  Training Package is a must for any other 
  advanced militant Training Packages. 
   Skills 
  Ranks 
   
  Endurance................................................... 3  
   
  Weapon Skill (rifles)............................... 3  
   
  Weapon Skill (light machine guns).... 2  
   
  Weapon Skill (support weapons) ....... 2  
   
  MARTIAL ARTIST 
  Martial Artist is a developer of self-discipline 
  and martial arts. They dislike using melee 
  weapons unless they belong to their fighting 
  style. Martial Artists are the people who can 
  beat tens of opponents bare handed. 
   Skills 
  Ranks 
   
  Acrobatics/Tumbling............................... 2  
   
  Martial Art Striking................................ 3  
   
  Martial Art Sweeps................................ 3  
   
  Endurance................................................... 2  
   
  MARTIAL ART SPECIALIST 
  When the martial artist is strong enough he 
  may continue his martial art training to depths 
  and learn something laymen never thought 
  about, the absolute peace-of-mind and new 
  fighting styles. 
  Prerequisite: TP: Martial Artist. 
   Skills 
  Ranks 
   
  Acrobatics/Tumbling............................... 2  
   
  Martial Art Striking................................ 3  
   
  Martial Art Sweeps................................ 3  
   
  Martial Art Style (select one)............ 5  
   
  Martial Art Style (select one)............ 3  
   
  Endurance.................................................. 2  
   
  MASTER’S DEGREE 
  The one who knows a lot about a subject and 
  has proven it. Master’s Degree is next small 
  step for a man from Primary Education, but a 
  giant leap for the mankind, although no one 
  really sees it.  
  Prerequisite: TP: Primary Education. 
   Skills 
  Ranks 
   
  Mundane Lore (select one)................. 4  
   
  Academic Lore or Scientific  
   
  (select one)....................................... 3  
   
  Academic Lore or Scientific  
   
  (select one)....................................... 2  
   
  MEDICAL DEGREE 
  Medical Degree allows a person to act and 
  perform minor medical attempts, but is still 
  considered as a rookie level. But this is a good 
  start and a must for medical career. There are 
  no real doctor without this training package. 
  Prerequisite: TP: Primary Education. 
   Skills 
  Ranks 
   
  Healing....................................................... 4  
   
  Medical (diagnosis)................................. 3 
   
  Medical (pharmaceuticals).................... 3  
   
  MEDICAL RESIDENT 
  Medical Resident is working in the hospital. He 
  handles all the jobs a student can’, but a 
  medical specialists won’t. 
  Prerequisite: TP: Medical Degree. 
   Skills 
  Ranks 
   
  Healing....................................................... 3 
   
  Medical (diagnosis)................................. 2  
   
  Medical (pharmaceuticals).................... 2  
   
  Profession (medical)............................... 3  
   
  MEDICAL SPECIALIST 
  The Medical Specialist has studied one form of 
  medicine until he has satisfied his mentors. 
  Medical Specialists are good guys in the 
  hospital or on the field.  
  Prerequisite: TP: Medical Degree. 
   Skills 
  Ranks 
   
  Medical (diagnosis)................................. 3  
   
  Medical (pharmaceuticals).................... 4  
   
  Scientific (life science).......................... 2  
   
  Profession (medical)............................... 3  
   
  
   
  MILITARY OFFICER 
  Military Officer has gone through the officer 
  training school and is at least the 2nd lieutenant 
  in army. Although his work is not as action-like 
  as normal mariners’ is, his work is not dull. This 
  Training Package can be considered as a career. 
  Prerequisite: TP: Marine. 
   Skills 
  Ranks 
   
  Mundane Lore (heraldry)...................... 5  
   
  Mundane Lore (tactics)......................... 5  
   
  Weapon Skill (small arms).................... 2  
   
  Profession (militant)................................ 3  
   
  MILITARY PILOT 
  Military Pilot is a militant unit member that has 
  specialized in piloting aircrafts. This Training 
  Package gives good start point for starting a 
  career as a public pilot.  
  Prerequisite: TP: Marine. 
   Skills 
  Ranks 
   
  Combat Style (combat pilot)............... 2  
   
  Vehicle (airplanes)................................... 5  
   
  Vehicle (chopper)..................................... 2  
   
  Weapon Skill (gunner) ........................... 3  
   
  PERFORMER 
  Performer can be anything in the area of art. 
  They can be musicians, actors, singers, to name 
  but a few. The career of a Performer depends 
  greatly on the fans, and thus the most 
  important thing to do for a performer is to 
  satisfy the fans! 
   Skills 
  Ranks 
   
  Select one Artistic skill......................... 5  
   
  Select one Artistic skill......................... 3  
   
  Select one Artistic skill......................... 2  
   
  Profession (artist).................................... 2  
   
  PICKPOCKET 
  Pickpockets are low level citizens who try to 
  earn their living by stealing. This is the only 
  area of larceny that is not supported by the 
  underworld itself.  
   Skills 
  Ranks 
   
  Mundane Lore (streetwise).................. 2  
   
  Pick Pockets ............................................. 5  
   
  Trickery....................................................... 3  
   
  PILOT 
  Pilot is a normal public airplane pilot of a 
  corporation or an individualist who makes living 
  by making trip flights for those who is 
  interested and willing to pay. 
   Skills 
  Ranks 
   
  Flying/Gliding............................................ 3  
   
  Vehicle (airplanes or choppers).......... 5  
   
  Profession (pilot)..................................... 4  
   
  POLICE DETECTIVE 
  Police Detective is a step above the police 
  officer. They investigate crimes under the police 
  restrictions, in hopes of finding the perpetrator. 
  Those who seeks freer detective career chooses 
  freelancer career. 
  Prerequisite: TP: Police Officer. 
   Skills 
  Ranks 
   
  Perception................................................. 4  
   
  Mundane Lore (law enforcement)..... 3  
   
  Weapon Skill (small arms)................... 2  
   
  Profession (law enforcement)............. 3  
   
  POLICE OFFICER 
  The Police officer patrols the streets and skies 
  watching for crime. Although the legends tells 
  about fat donits eating Police Officers, that is 
  not usually true because they are physically 
  trained, although few exceptions has occur. 
  Prerequisite: TP: Primary Education. 
   Skills 
  Ranks 
   
  Mundane Lore (law enforcement)..... 4  
   
  Weapon Skill (small arms)................... 3  
   
  Profession (law enforcement)............. 3  
   
  POLITICIAN 
  In the local or national area, politicians operate 
  in bureaucracies of governments. Socially adept 
  and personable, they try to influence the 
  government to their, and hopefully their 
  constitutes, viewpoint. 
   Skills 
  Ranks 
   
  Acting......................................................... 2  
   
  Duping ........................................................ 3  
   
  Public Speaking....................................... 4  
   
  Profession (administration) .................. 3 
   
  PRIMARY EDUCATION 
  Primary Education is the requirement for many 
  good earning careers. Taking the Primary 
  Education means graduation from high school. 
   Skills 
   Ranks 
   
  Academic Lore or Scientific  
   
  (select one)....................................... 2  
   
  Scientific (select one)............................ 2 
  
   
   
  Mundane Lore (select one).................. 2  
   
  REPO-MAN 
  The Repo-Man is specialized in stealing vehicles. 
  Although this seems very easy it’s rather 
  dangerous job as the people normally do not 
  give up their vehicles easily.  
   Skills 
  Ranks 
   
  Mundane Lore (streetwise).................. 2  
   
  Streetwise.................................................. 2  
   
  Vehicle (cars)...........................................  4  
   
  Vehicle (bikes).........................................  4  
   
  SPECIAL FORCE OPERATIVE 
  Furious warrior and a silent command. Special 
  Force Operatives are special military units to 
  take out any unique mission. They are highly 
  trained and requirements are unbelievable for 
  laymen. 
   
  Prerequisite: TP: Marine. 
   Skills 
  Ranks 
   
  Armor.......................................................... 2  
   
  Endurance................................................... 2  
   
  Mundane Lore (tactics)......................... 2 
   
  Climbing...................................................... 2  
   
  Swimming................................................... 2  
   
  Stalking & Hiding.................................... 2  
   
  Weapon Skill (rifles)..............................  4 
   
  Weapon Skill (select one) .................... 3 
   
  STREET FIGHTER 
  Neither a street bum nor a sportsman, the 
  Street Fighter makes his living by fighting in 
  illegal clubs. Only the most skilled will earn 
  some money because only one is the winner.  
  Prerequisite: TP: Martial Artist. 
   Skills 
  Ranks 
   
  Brawling.....................................................  4  
   
  Martial Art Striking................................ 3  
   
  Endurance................................................... 3  
   
  STREET THUG 
  Street Thug is a common bad guy in the 
  streets. He has specialized in using brute force 
  to get what he needs. 
   Skills 
  Ranks 
   
  Armor.......................................................... 2  
   
  Endurance................................................... 3  
   
  Sniping ........................................................ 2  
   
  Weapon Skill (select one) .................... 3  
   
  Weapon Skill (select one) .................... 2  
   
  SURGEON 
  The Surgeon is a doctor who has specialized in 
  using intrusive methods of healing, including 
  cutting, sewing, removing and transplanting. This 
  is the career where people can be saved. 
  Prerequisite: TP: Medical Degree. 
   Skills 
  Ranks 
   
  Scientific (life science).......................... 2  
   
  Medical (diagnosis)................................. 4  
   
  Medical (surgery).................................... 5  
   
  Profession (medical)............................... 4 
   
  SURGICAL SPECIALIST 
  The Surgical Specialist is a surgeon who has 
  specialized in a specific area of surgery.  
  Prerequisite: TP: Surgeon. 
   Skills 
  Ranks 
   
  Scientific (life science).......................... 5  
   
  Medical (surgery).................................... 5  
   
  Medical (diagnosis)................................. 2  
   
  Profession (medical)............................... 3 
   
  S.W.A.T 
  The S.W.A.T is special police forces to take 
  down special cases and crimes. All members of 
  S.W.A.T are very highly trained, but still they 
  are no match for Force Recons. 
  Prerequisite: TP: Police Officer. 
   Skills 
  Ranks 
   
  Armor.......................................................... 2  
   
  Endurance.................................................. 2  
   
  Mundane Lore (tactics)......................... 3  
   
  Weapon Skill (small arms)................... 4  
   
  Weapon Skill (rifles) .............................. 4  
   
  TAXI DRIVER 
  Taxi Drives is an easy career for anyone, the 
  only requirement for this job is a driving license 
  and a car. 
   Skills 
  Ranks 
   
  Mundane Lore (streetwise) ................. 4  
   
  Vehicle (cars)............................................ 5  
   
  Profession (taxi driver)......................... 3  
   
  TERRORIST 
  Terrorists use coercion promotes a belief system 
  or a set of goals. This translates into the use 
  of violence, or the threat of violence, to 
  advance their cause, but not always. The 
  destruction of property combined with 
  vandalism, usually found with animal rights 
  
   
  activists, is another form of terrorism on the 
  rise. 
   Skills 
  Ranks 
   
  Duping......................................................... 3 
   
  Mundane Lore (tactics)......................... 2  
   
  Craft (select one).................................... 3 
   
  Weapon Skill (select one) .................... 2  
   
  UNDERCOVER AGENT 
  Undercover Agents have a very dangerous job; 
  they must cover their identity with either 
  someone else’ or a fictitious one without ever 
  forgetting that they are a law enforcement 
  officer. There is only one rule when going 
  under: never ever blow your cover! 
  Prerequisite: TP: Police Officer. 
   Skills 
  Ranks 
   
  Acting.......................................................... 2  
   
  Duping......................................................... 2 
   
  Perception.................................................  4 
   
  Mundane Lore (select one).................. 2 
   
  Weapon Skill (small arms).................... 2  
   
  Profession (agent)................................... 3 
   
   
   
  HOUSE RULES 
   
  Here are presented few house rules that are 
  usable in both HARP and MARP: 
   
  COMBAT ACTIONS: Sudden Dodge 
  If Sudden Dodge combat action was used 
  although the character already had performed 
  his action in the round, in the following round 
  character may use Dodge combat action and 
  is not restricted to only use Sudden Dodge 
  combat action. 
   
  CRITICAL TABLES: Random Critical 
  To create little bit more randomize critical 
  results add attack roll’s ones to the critical 
  score. For example if the attack roll is 56 
  attacker may add 6 to his critical score. 
  Always start modifying critical from the low 
  end of the range. For example if H (33-37) 
  critical is being modified start modifying the 
  critical from 33. In the example the final 
  critical result would have been I (33+6 = 39) 
  instead of H. If this house rules is being used 
  any critical modifiers should be added 
  together and the final modifier should apply 
  normally using these rules. 
   
  CRITICAL TABLES: Simple critical modifiers 
  For simplicity in addition to rule above after 
  you have added all critical score modifiers 
  together take only full portions of five. Each 
  of these portions will either increase (positive 
  modifier) or reduce (negative modifier) critical 
  by one. For example if the final critical score 
  modifier is 12 and you have achieved an A 
  critical the critical is modified to C (two full 
  portion of five in 12). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Firearms 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  2 
  4 
  7 
  11 
  15A 
  A 
  (01-05) 
  Foe manages to perform unbelievable dodge that avoids 
  the major damage. +1 hits. 
  06-10 
  2 
  4 
  8 
  13 
  18B 
  11-15 
  2 
  5 
  9 
  15A 
  21C 
  B 
  (06-09) 
  That was dull shot. Take either style or skill or both to 
  your next shot. +2 hits. 
  16-20 
  3 
  5 
  10 
  17B 
  24D 
  21-25 
  3 
  6 
  11A 
  19C 
  27E 
  C 
  (10-14) 
  Aiming and pulling the trigger should be combined, 
  remember that. +4 hits. 
  26-30 
  3 
  6 
  12B 
  21D 
  31F 
  31-35 
  4 
  7A 
  13C 
  24E 
  35G 
  D 
  (15-18) 
  Foe makes strange voices when he’s hit. +6 hits and 
  bleeding 1 hit/rd. 
  36-40 
  4 
  7B 
  15D 
  27F 
  39H 
  41-45 
  4A 
  8C 
  17E 
  30G 
  43I 
  E 
  (19-23) 
  Cool shot, still you could do better. +8 hits, bleeding 1 
  hit/rd and -5.  
  46-50 
  5B 
  9D 
  19F 
  33H 
  48J 
  51-55 
  5C 
  10E 
  21G 
  36I 
  53K 
  F 
  (24-28) 
  Foe looks pale for a while, it was a close call. +10 hits, 
  bleeding 2 hits/rd and -5. 
  56-60 
  6D 
  11F 
  23H 
  40J 
  58L 
  61-65 
  6E 
  12G 
  25I 
  44K 
  63M 
  G 
  (29-32) 
  That’s a quite scratch you made. +12 hits, stunned 1 
  round, bleeding 2 hits/rd and -10. 
  66-70 
  7F 
  13H 
  28J 
  48L 
  69N 
  71-75 
  7G 
  14I 
  31K 
  52M 
  75O 
  H 
  (33-37) 
  Bring it on! Now that’s skills. +14 hits, stunned 2 rounds, 
  bleeding 3 hits/rd and -10. 
  76-80 
  8H 
  16J 
  34L 
  56N 
  81P 
  81-85 
  8I 
  18K 
  37M 
  61O 
  87Q 
  I 
  (38-42) 
  Bullet goes deep and foe bleeds a lot. +16 hits, bleeding 4 
  hits/rd and -15. 
  86-90 
  9J 
  20L 
  40N 
  66P 
  94R 
  91-95 
  10K 
  22M 
  43O 
  71Q 
  101S 
  J 
  (43-46) 
  That shot hurts more than it looks. +18 hits, stunned 1 
  round, bleeding 4 hit/rd and -20. 
  96-100 
  11L 
  24N 
  47P 
  76R 
  108T
  101-105 
  12M 
  26O 
  51Q 
  81S 
  115U
  K 
  (47-51) 
  Awesome! Do you still got aces in your sleeve? 
  +20 hits, stunned 2 rounds, bleeding 5 hits/rd an -20. 
  106-110 
  13N 
  28P 
  55R 
  87T 
  123V
  111-115 
  14O 
  31Q 
  59S 
  93U 
  131V
  L 
  (52-55) 
  Right shot on right spot, you almost got him. +22 hits, 
  stunned 3 rounds, bleeding 5 hits/rd and -25. 
  116-120 
  15P 
  34R 
  63T 
  99V 
  139W
  121-125 
  16Q 
  37S 
  67U 
  105V 147W
  M 
  (56-60) 
  Nice and smooth body piercing ammo you got there. +24 
  hits, stunned 3 rounds, bleeding 6 hits/rd and -30. 
  126-130 
  18R 
  40T 
  72V 111W 156X
  131-135 
  20S 
  43U 
  77V 118W 165X
  N 
  (61-65) 
  Foe seems to understand the essence of shooting people. 
  +26 hits, stunned 3 rounds, bleeding 7 hits/rd and -35. 
  136-140 
  22T 
  46V 
  82W 125X 174Y
  141-145 
  24U 
  49V 
  87W 132X 183Y
  O 
  (66-69) 
  Stylish! You have performed an art of firearms. 
  +28 hits, stunned 4 rounds, bleeding 7 hits/rd and -40. 
  146-150 
  26V 
  53W 
  92X 
  139Y 193Z
   
  Hit Locations 
  P 
  (70-74) 
  Always look on the bright side of life; this is only a very 
  bad and fatal flesh wound. +30 hits, stunned 5 rounds, 
  bleeding 8 hits/rd and -40. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  Foe tries to avoid your bullet by dancing until he 
  understands that it takes two to tango. +32 hits, stunned 5 
  rounds, bleeding 9 hits/rd and -45. 
  R 
  (79-83) 
  “Don’t speak, just die” sentence fits on foe. +34 hits, 
  stunned 6 rounds, bleeding 10 hits/rd and -50. 
  S 
  (84-88) 
  Don’t worry, this is only a role playing game. +36 hits, 
  stunned 6 rounds, bleeding 10 hits/rd and -55. 
  T 
  (89-92) 
  Shot pierces foe and he yells aloud, medic! +38 hits, 
  stunned 7 rounds, bleeding 11 hits/rd and -60. 
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Foot/Calf 
  Knee 
  Thigh 
  Groin 
  Abdomen/Lower Back 
  Chest/Upper Back 
  Neck 
  Face/Skull 
  Shoulder/Upper Arm 
  Forearm/Hand/Elbow 
  -10†; -1 stun 
  -15†; -1 stun 
  -5; 2h/rd 
  -20; 3h/rd 
  -10; 1 stun 
  normal 
  3h/rd; 1 stun 
  3 stun 
  -15‡; -1 stun 
  -10‡; -1 stun 
  U 
  (93-97) 
  Very nice shot to vital organs! +40 hits, stunned 8 
  rounds, bleeding 12 hits/rd and -65. 
  V 
  (98-102) 
  Great, now you have a master degree in human anatomy. 
  Foe dies in 6 inactive rounds. 
  W 
  (103-106)
  Shot pierces foe and leaves bloody mess behind. Foe can 
  see his vital organs coming out for 4 rounds until he dies. 
  X 
  (107-111)
  Shot forces foe to turn around and wander in that 
  direction for 2 inactive rounds until he dies. 
  Y 
  (112-115)
  That shot was a jackpot! Foe dies instantly and falls to 
  the ground making few flips on the way. 
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to weapon side, even is to off-hand side. 
   
  3) If foe is two or more sizes larger than character, 
  then subtract 10 from the total of the two dice 
  (minimum result of 2). 
   
  † = to maneuvers requiring movement. 
  ‡ = to maneuvers involving the arms/hands. 
   
  Z 
  (116-120)
  Foe knew it was his fate to die in this place when the shot 
  hit him. Foe dies in instantly and collapses to the ground. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Firearms against Large 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  2 
  4 
  7 
  11 
  15A 
  A 
  (01-05) 
  Philosopher gives you a review about your attack: Doh! 
  +1 hits. 
  06-10 
  2 
  4 
  8 
  13 
  18B 
  11-15 
  2 
  5 
  9 
  15A 
  21C 
  B 
  (06-09) 
  Your shot lacks in aiming, no offence but it’s wonder that 
  it even hit. +3 hits. 
  16-20 
  3 
  5 
  10 
  17B 
  24D 
  21-25 
  3 
  6 
  11A 
  19C 
  27E 
  C 
  (10-14) 
  It's rather useless trying to hurt the foe with ricochets. 
  Why not giving a next try? +6 hits. 
  26-30 
  3 
  6 
  12B 
  21D 
  30F 
  31-35 
  4 
  7A 
  13C 
  23E 
  34G 
  D 
  (15-18) 
  Your bullets just didn’t make its way to the right place. 
  +9 hits. 
  36-40 
  4 
  7B 
  14D 
  26F 
  38H 
  41-45 
  4A 
  8C 
  16E 
  29G 
  42I 
  E 
  (19-23) 
  Foe takes a small scratch from your bullet and wonders 
  what a bullseye hit would do. +12 hits, bleeding 1 hit/rd. 
  46-50 
  5B 
  9D 
  18F 
  32H 
  46J 
  51-55 
  5C 
  10E 
  20G 
  35I 
  51K 
  F 
  (24-28) 
  Foe can hear a small crack sound that comes from his 
  bones. +15 hits, stunned 1 round and -5. 
  56-60 
  6D 
  11F 
  22H 
  38J 
  56L 
  61-65 
  6E 
  12G 
  24I 
  42K 
  61M 
  G 
  (29-32) 
  Its foe’s lucky day. Big foes are easier to hit, you know.  
  +18 hits, stunned 1 round, bleeding 1 hit/rd. 
  66-70 
  7F 
  13H 
  26J 
  46L 
  66N 
  71-75 
  7G 
  14I 
  29K 
  50M 
  72O 
  H 
  (33-37) 
  You just showed what you’re made of. +21 hits, stunned 
  1 round, bleeding 1 hits/rd and -5. 
  76-80 
  8H 
  15J 
  32L 
  54N 
  78P 
  81-85 
  8I 
  17K 
  35M 
  58O 
  84Q 
  I 
  (38-42) 
  You have just made foe really angry now. +24 hits, 
  stunned 1 round, bleeding 2 hits/rd and -5. 
  86-90 
  9J 
  19L 
  38N 
  63P 
  90R 
  91-95 
  10K 
  21M 
  41O 
  68Q 
  97S 
  J 
  (43-46) 
  For a while foe thinks if he’s already dead. +27 hits, 
  stunned 1 round, bleeding 2 hits/rd and -10. 
  96-100 
  11L 
  23N 
  44P 
  73R 
  104T
  101-105 
  12M 
  25O 
  48Q 
  78S 
  111U
  K 
  (47-51) 
  Foe already understands your attempts in defeating him. 
  +30 hits, stunned 3 rounds, bleeding 1 hits/rd and -10. 
  106-110 
  13N 
  27P 
  52R 
  83T 
  118V
  111-115 
  14O 
  29Q 
  56S 
  89U 
  126V
  L 
  (52-55) 
  Another “almost got him” hit makes foe show fear. +33 
  hits, stunned 2 rounds, bleeding 2 hits/rd and -15. 
  116-120 
  15P 
  32R 
  60T 
  95V 
  134W
  121-125 
  16Q 
  35S 
  64U 
  101V 142W
  M 
  (56-60) 
  You can read it from foe’s eyes: It’s painful. +36 hits, 
  stunned 3 rounds, bleeding 2 hits/rd and -15. 
  126-130 
  17R 
  38T 
  68V 107W 150X
  131-135 
  19S 
  41U 
  73V 113W 159X
  N 
  (61-65) 
  Yet it's amazing how big foe has this thick skin. +39 hits, 
  stunned 3 rounds, bleeding 2 hits/rd and -20. 
  136-140 
  21T 
  44V 
  78W 120X 168Y
  141-145 
  23U 
  47V 
  83W 127X 177Y
  O 
  (66-69) 
  Hey! It’s big foot in pain. +41 hits, stunned 4 rounds, 
  bleeding 3 hits/rd and -20. 
  146-150 
  25V 
  50W 
  88X 
  134Y 186Z
   
  Hit Locations 
  P 
  (70-74) 
  That comes around, goes around. Foe really should try 
  getting off from this dead circle of his. +43 hits, stunned 
  5 rounds, bleeding 3 hits/rd and -25. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  Foe tastes his own blood, wonder how delicious that is. 
  +46 hits, stunned 6 rounds, bleeding 3 hits/rd and -25. 
  R 
  (79-83) 
  It’s only a matter of time when foe gives up. +49 hits, 
  stunned 6 rounds, bleeding 3 hits/rd and -30. 
  S 
  (84-88) 
  Foe has now new, smooth and round hole. Seventeen 
  more to go and he has complete set of them. +51 hits, 
  stunned 7 rounds, bleeding 4 hits/rd and -30. 
  T 
  (89-92) 
  Today’s menu: Tons of blood and random meet chunks. 
  +53 hits, stunned 7 rounds, bleeding 5 hits/rd and -35. 
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Foot/Calf 
  Knee 
  Thigh 
  Groin 
  Abdomen/Lower Back 
  Chest/Upper Back 
  Neck 
  Face/Skull 
  Shoulder/Upper Arm 
  Forearm/Hand/Elbow 
  -10†; -1 stun 
  -15†; -1 stun 
  -5; 2h/rd 
  -20; 3h/rd 
  -10; 1 stun 
  normal 
  3h/rd; 1 stun 
  3 stun 
  -15‡; -1 stun 
  -10‡; -1 stun 
  U 
  (93-97) 
  Shot forces foe to turn 360 degrees and he’s badly 
  disoriented and bleeding if not dead. +55 hits, stunned 8 
  rounds, bleeding 6 hits/rd and -40. 
  V 
  (98-102) 
  Shot makes foe stumble and fall hitting his head to 
  something hard. Too bad he will die in 10 rounds. 
  W 
  (103-106)
  The physicist might be terrified how your foe flies trough 
  the air, you and your mate cheer. Foe will die in 8 
  inactive rounds, sad. 
  X 
  (107-111)
  Foe takes a hit and falls to the ground like a rock. He 
  can’t believe that he dies in 5 inactive rounds. 
  Y 
  (112-115)
  Shot doesn’t hurt foe but he feel sleepy and will be 
  searching for his eternal rest place 2 rounds, amen.  
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to weapon side, even is to off-hand side. 
   
  3) If foe is two or more sizes larger than character, 
  then subtract 10 from the total of the two dice 
  (minimum result of 2). 
   
  † = to maneuvers requiring movement. 
  ‡ = to maneuvers involving the arms/hands. 
   
  Z 
  (116-120)
  You made foe look like a heap of bones and flesh, 
  excellent! Foe dies instantly. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Firearms against Huge 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  2 
  4 
  7 
  11 
  15A 
  A 
  (01-05) 
   
  The bullet does nothing but tickles foe. +1 hits. 
  06-10 
  2 
  4 
  8 
  13 
  18B 
  11-15 
  2 
  5 
  9 
  15A 
  21C 
  B 
  (06-09) 
  Skilful shot turns out to be not ineffective but a very 
  weak one. +4 hits. 
  16-20 
  3 
  5 
  10 
  17B 
  24D 
  21-25 
  3 
  6 
  11A 
  19C 
  27E 
  C 
  (10-14) 
  After seeing the weak effect of your bullet you 
  remembered that the size matters. +8 hits. 
  26-30 
  3 
  6 
  12B 
  21D 
  30F 
  31-35 
  4 
  7A 
  13C 
  23E 
  33G 
  D 
  (15-18) 
  You’re just annoying the foe like an insect. Try showing 
  what you got. +12 hits. 
  36-40 
  4 
  7B 
  14D 
  25F 
  37H 
  41-45 
  4A 
  8C 
  15E 
  28G 
  41I 
  E 
  (19-23) 
  Is foe’s size stressing you too much? You can’t seem to 
  concentrate on shooting. +16 hits. 
  46-50 
  5B 
  8D 
  17F 
  31H 
  45J 
  51-55 
  5C 
  9E 
  19G 
  34I 
  49K 
  F 
  (24-28) 
  Your aiming didn’t suck; foe’s body was just too tough 
  for your shot. +20 hits. 
  56-60 
  6D 
  10F 
  21H 
  37J 
  54L 
  61-65 
  6E 
  11G 
  23I 
  40K 
  59M 
  G 
  (29-32) 
  Good shooting but bad aiming, take more time on next 
  one. +23 hits. 
  66-70 
  7F 
  12H 
  25J 
  44L 
  64N 
  71-75 
  7G 
  13I 
  27K 
  48M 
  69O 
  H 
  (33-37) 
  Foe wonders what ammo you’re using until he realizes 
  that it’s the skill not the ammo. +26 hits and -5. 
  76-80 
  8H 
  14J 
  30L 
  52N 
  75P 
  81-85 
  8I 
  15K 
  33M 
  56O 
  81Q 
  I 
  (38-42) 
  You’re giving more than just a headache to foe. It’s pain 
  this time. +29 hits, bleeding 1 hit/rd, and -5. 
  86-90 
  9J 
  17L 
  36N 
  60P 
  87R 
  91-95 
  9K 
  19M 
  39O 
  65Q 
  93S 
  J 
  (43-46) 
  Great hit! Foe should start being more defensive for now 
  on. +32 hits, bleeding 1 hits/rd and -10. 
  96-100 
  10L 
  21N 
  42P 
  70R 
  100T
  101-105 
  11M 
  23O 
  45Q 
  75S 
  107U
  K 
  (47-51) 
  Your shot makes foe take you seriously, no more games! 
  +35 hits, stunned 1 round, bleeding 1 hit/rd and -10. 
  106-110 
  12N 
  25P 
  49R 
  80T 
  114V
  111-115 
  13O 
  27Q 
  53S 
  85U 
  121V
  L 
  (52-55) 
  Foe takes a hit and curses your accuracy loud! +38 hits, 
  stunned 1 round, bleeding 1 hits/rd and -15. 
  116-120 
  14P 
  29R 
  57T 
  91V 
  129W
  121-125 
  15Q 
  32S 
  61U 
  97V 
  137W
  M 
  (56-60) 
  While bleeding foe swears to revenge on that! +41 hits, 
  stunned 1 rounds, bleeding 2 hits/rd and -15. 
  126-130 
  16R 
  35T 
  65V 103W 145X
  131-135 
  17S 
  38U 
  69V 109W 153X
  N 
  (61-65) 
  Foe wonders what kind of super-training you have had. 
  +44 hits, stunned 2 rounds, bleeding 2 hits/rd and -15. 
  136-140 
  19T 
  41V 
  74W 115X 162Y
  141-145 
  21U 
  44V 
  79W 122X 171Y
  O 
  (66-69) 
  Amazing hit! Not much more is needed anymore. +47 
  hits, stunned 2 rounds, bleeding 2 hits/rd and -20. 
  146-150 
  23V 
  47W 
  84X 
  129Y 180Z
   
  Hit Locations 
  P 
  (70-74) 
  Magnificent aiming and timing forces foe to realize the 
  real threat he’s facing. +49 hits, stunned 3 rounds, 
  bleeding 3 hits/rd and -20. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  You missed the vital spot for few inches but the effect is 
  still terrible in foe’s eyes. +52 hits, stunned 3 rounds, 
  bleeding 3 hits/rd and -25. 
  R 
  (79-83) 
  Lesson one: Size doesn’t matter, foe will remember that. 
  +54 hits, stunned 4 rounds, bleeding 3 hits/rd and -30. 
  S 
  (84-88) 
  Foe’s big body seems to contain something. It’s really 
  messy when it flows out. +57 hits, stunned 4 rounds, 
  bleeding 4 hits/rd and -30. 
  T 
  (89-92) 
  Foe is now marked like a cow. +59 hits, stunned 5 
  rounds, bleeding 4 hits/rd and -35. 
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Foot/Calf 
  Knee 
  Thigh 
  Groin 
  Abdomen/Lower Back 
  Chest/Upper Back 
  Neck 
  Face/Skull 
  Shoulder/Upper Arm 
  Forearm/Hand/Elbow 
  -10†; -1 stun 
  -15†; -1 stun 
  -5; 2h/rd 
  -20; 3h/rd 
  -10; 1 stun 
  normal 
  3h/rd; 1 stun 
  3 stun 
  -15‡; -1 stun 
  -10‡; -1 stun 
  U 
  (93-97) 
  Your shot makes foe feel very mortal again. +60 hits, 
  stunned 6 rounds, bleeding 5 hits/rd and -35. 
  V 
  (98-102) 
  Foe might not have ever had the agony he has now. He 
  will suffer until the very end that comes in 12 rounds. 
  W 
  (103-106)
  Hail the firearm manufacturers! Foe falls to ground and 
  dies in 9 inactive rounds. 
  X 
  (107-111)
  The shot pierced foe very badly and he’s crying for 6 
  inactive rounds until he dies. 
  Y 
  (112-115)
  You thought that this was only possible in movies. Your 
  shot start the countdown of foe’s death. 3 rounds left. 
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to weapon side, even is to off-hand side. 
   
  3) If foe is two or more sizes larger than character, 
  then subtract 10 from the total of the two dice 
  (minimum result of 2). 
   
  † = to maneuvers requiring movement. 
  ‡ = to maneuvers involving the arms/hands. 
   
  Z 
  (116-120)
  Monstrous kill, literally. Foe dies instantly when the 
  bullet hits him hard and sends him falling to the ground. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Demolitions 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  3 
  6 
  11 
  18 
  25A 
  A 
  (01-05) 
  A dud? No, but not very effective blast either. Foe must 
  have body of steel or something. +1 hits. 
  06-10 
  3 
  7 
  13 
  21 
  29B 
  11-15 
  4 
  8 
  15 
  24A 
  33C 
  B 
  (06-09) 
  Ka-Boom! Lady luck was on foes side this time because 
  no major damage occurred. +2 hits. 
  16-20 
  4 
  9 
  17 
  27B 
  37D 
  21-25 
  5 
  10 
  19A 
  30C 
  41E 
  C 
  (10-14) 
  Foe cries in pain until he realizes that it was only a flesh 
  wound. +3 hits. 
  26-30 
  5 
  11 
  21B 
  33D 
  46F 
  31-35 
  6 
  12A 
  23C 
  37E 
  51G 
  D 
  (15-18) 
  In masochistic urge foe shots “hurt me more!” +6 hits 
  and bleeding 1 hit/rd and -5. 
  36-40 
  6 
  13B 
  26D 
  41F 
  56H 
  41-45 
  7A 
  15C 
  29E 
  45G 
  61I 
  E 
  (19-23) 
  It might take more than this to take foe down. +9 hits, 
  stunned 1 round, bleeding 1 hit/rd and -5.  
  46-50 
  8B 
  17D 
  32F 
  49H 
  67J 
  51-55 
  9C 
  19E 
  35G 
  53I 
  73K 
  F 
  (24-28) 
  The blast manages to make foe disoriented for a moment. 
  +12 hits, stunned 3 rounds and -5. 
  56-60 
  10D 
  21F 
  38H 
  58J 
  79L 
  61-65 
  11E 
  23G 
  41I 
  63K 
  85M 
  G 
  (29-32) 
  Foe should not take his luck for granted. +15 hits, 
  stunned 2 round, bleeding 1 hits/rd and -10. 
  66-70 
  12F 
  25H 
  45J 
  68L 
  92N 
  71-75 
  13G 
  27I 
  49K 
  73M 
  99O 
  H 
  (33-37) 
  Shrapnel almost hit to vital spot on foe. +18 hits, stunned 
  2 rounds, bleeding 2 hits/rd and -10. 
  76-80 
  14H 
  30J 
  53L 
  78N 
  106P 
  81-85 
  15I 
  33K 
  57M 
  84O 
  113Q
  I 
  (38-42) 
  Very sharp shrapnel hits on foe and he bleeds a lot. 
  +21 hits, bleeding 5 hits/rd and -15. 
  86-90 
  17J 
  36L 
  61N 
  90P 
  121R
  91-95 
  19K 
  39M 
  65O 
  96Q 
  129S 
  J 
  (43-46) 
  How unfortunate! Foe should start looking at horoscopes.
  +24 hits, stunned 2 round, bleeding 2 hit/rd and -20. 
  96-100 
  21L 
  42N 
  70P 
  102R 137T
  101-105 
  23M 
  45O 
  75Q 
  108S 145U
  K 
  (47-51) 
  The shrapnel will leave a big scar on foe +27 hits, 
  stunned 3 rounds, bleeding 2 hits/rd and -25. 
  106-110 
  25N 
  48P 
  80R 
  115T 154V
  111-115 
  27O 
  52Q 
  85S 
  122U 163V
  L 
  (52-55) 
  Shrapnel rain manages to have few hits on foe. 
  +30 hits, stunned 3 rounds, bleeding 3 hits/rd and -30. 
  116-120 
  29P 
  56R 
  90T 
  129V 172W
  121-125 
  31Q 
  60S 
  95U 
  136V 181W
  M 
  (56-60) 
  Foe is like a puppet when the blast rages on him. +33 
  hits, stunned 4 rounds, bleeding 3 hits/rd and -35. 
  126-130 
  34R 
  64T 
  100V 143W 191X
  131-135 
  37S 
  68U 
  106V 151W 201X
  N 
  (61-65) 
  Foe is lucky to be alive from the blast, but he’s in pain. 
  +36 hits, stunned 5 rounds, bleeding 3 hits/rd and -40. 
  136-140 
  40T 
  72V 112W 159X 211Y
  141-145 
  43U 
  76V 118W 167X 221Y
  O 
  (66-69) 
  Unstoppable pain overwhelms foe’s body. +39 hits, 
  stunned 5 rounds, bleeding 4 hits/rd and -45. 
  146-150 
  46V 
  81W 124X 175Y 232Z
   
  Hit Locations 
  P 
  (70-74) 
  Shrapnel makes poor foe’s life harder but he’s still alive 
  unless he’s not able to staunch his wounds. +42 hits, 
  stunned 6 rounds, bleeding 4 hits/rd and -50. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  Fire in the hole! Foe was too slow to understand the 
  sentence, and he pays for that. +45 hits, stunned 7 
  rounds, bleeding 5 hits/rd and -50. 
  R 
  (79-83) 
  Foe curses shrapnel as plenty of them hits him. +48 hits, 
  stunned 8 rounds, bleeding 5 hits/rd and -55. 
  S 
  (84-88) 
  It will take more than few pain killers for foe to stop the 
  pain he’s having. +50 hits, stunned 9 rounds, bleeding 6 
  hits/rd and -60. 
  T 
  (89-92) 
  Shrapnel almost sliced and diced foe! +52 hits, stunned 
  10 rounds, bleeding 6 hits/rd and -65. 
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Foot/Calf 
  Knee 
  Thigh 
  Groin 
  Abdomen/Lower Back 
  Chest/Upper Back 
  Neck 
  Face/Skull 
  Shoulder/Upper Arm 
  Forearm/Hand/Elbow 
  -10†; -1 stun 
  -15†; -1 stun 
  -5; 2h/rd 
  -20; 3h/rd 
  -10; 1 stun 
  normal 
  3h/rd; 1 stun 
  3 stun 
  -15‡; -1 stun 
  -10‡; -1 stun 
  U 
  (93-97) 
  Shrapnel pierces vital organ. Blood is everywhere! +55 
  hits, stunned 10 rounds, bleeding 7 hits/rd and -70. 
  V 
  (98-102) 
  The blast burned foe’s skin and shrapnel pierced his 
  body. Foe’s in pain for 6 inactive rounds before he dies. 
  W 
  (103-106)
  This was too much for the foe as he flies and hits to the 
  ground, he realizes that he has only 4 inactive rounds left 
  before he dies. 
  X 
  (107-111)
  The blast throws the foe several feet in random direction. 
  Medic must hurry to catch him because he has only 2 
  inactive rounds before he dies. 
  Y 
  (112-115)
  The blast tears foe to five equal pieces and each piece 
  will land to separate direction. Foe died instantly 
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to weapon side, even is to off-hand side. 
   
  3) If foe is two or more sizes larger than character, 
  then subtract 10 from the total of the two dice 
  (minimum result of 2). 
   
  † = to maneuvers requiring movement. 
  ‡ = to maneuvers involving the arms/hands. 
   
  Z 
  (116-120)
  The blast rumbles the whole ground and nothing but dust 
  can be found in the area. Poor foe, he died instantly. 
  
   
   
   
  Vehicles/Crash 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  3 
  6 
  11 
  18 
  25A 
  A 
  (01-05) 
  Clang! And no real damage can be found although one 
  would search it with microscope. +1 hits. 
  06-10 
  4 
  8 
  14 
  22 
  30B 
  11-15 
  5 
  10 
  17 
  26A 
  35C 
  B 
  (06-09) 
  Strike punches off from vehicle’s tough core. Small 
  scratch is left behind. +2 hits. 
  16-20 
  6 
  12 
  20 
  30B 
  40D 
  21-25 
  7 
  14 
  23A 
  34C 
  45E 
  C 
  (10-14) 
  Unlucky attack does only long scratch on vehicle’s hull 
  instead of blowing the whole engine. +3 hits. 
  26-30 
  8 
  16 
  26B 
  38D 
  51F 
  31-35 
  9 
  18A 
  29C 
  43E 
  57G 
  D 
  (15-18) 
  It seems that the strike hit on invulnerable spot on 
  vehicle’s core. +4 hits. 
  36-40 
  10 
  20B 
  33D 
  48F 
  63H 
  41-45 
  11A 
  23C 
  37E 
  53G 
  69I 
  E 
  (19-23) 
  Light damage takes power slightly down. Movement is 
  reduced by 10%. +5 hits. 
  46-50 
  13B 
  26D 
  41F 
  58H 
  76J 
  51-55 
  15C 
  29E 
  45G 
  63I 
  83K 
  F 
  (24-28) 
  Successful hit makes vehicle little bit troublesome to 
  handle. +6 hits and -5. 
  56-60 
  17D 
  32F 
  49H 
  69J 
  90L 
  61-65 
  19E 
  35G 
  53I 
  75K 
  97M 
  G 
  (29-32) 
  Vehicle will now make strange noises when it turn to any 
  direction. +7 hits and -10. 
  66-70 
  21F 
  38H 
  58J 
  81L 
  105N
  71-75 
  23G 
  41I 
  63K 
  87M 
  113O
  H 
  (33-37) 
  Vehicle’s engine shuts down for very short, but critical 
  moment. +8 hits, stunned 1 round and -5. 
  76-80 
  25H 
  45J 
  68L 
  93N 
  121P 
  81-85 
  27I 
  49K 
  73M 
  100O 129Q
  I 
  (38-42) 
  Vehicle’s power is reduced noderately due to strike. 
  Movement is reduced by 25%. +9 hits. 
  86-90 
  30J 
  53L 
  78N 
  107P 138R
  91-95 
  33K 
  57M 
  83O 
  114Q 147S 
  J 
  (43-46) 
  Smoke can be seen coming out slightly from engine. +10 
  hits, bleeding 1 hit/rd and -10. 
  96-100 
  37L 
  61N 
  89P 
  121R 156T
  101-105 
  40M 
  65O 
  95Q 
  128S 165U
  K 
  (47-51) 
  Serious handling problems occurred due to successful 
  attack. +11 hits and -20. 
  106-110 
  43N 
  69P 
  101R 136T 175V
  111-115 
  46O 
  74Q 
  107S 144U 185V
  L 
  (52-55) 
  Vehicle’s control is lost temporary and permanently it 
  feels somehow stiff. +12 hits, stunned 1 round and -15. 
  116-120 
  49P 
  79R 
  113T 152V 195W
  121-125 
  52Q 
  84S 
  119U 160V 205W
  M 
  (56-60) 
  Very good hit drops vehicle’s power to half. Movement 
  is reduced by 50%. +13 hits. 
  126-130 
  56R 
  89T 
  126V 168W 216X
  131-135 
  60S 
  94U 
  133V 177W 227X
  N 
  (61-65) 
  Vehicle’s engine seems to turn red and it’s making 
  strange voices. +14 hits, bleeding 2 hits/rd and -20. 
  136-140 
  64T 
  99V 140W 186X 238Y
  141-145 
  68U 
  104V 147W 195X 249Y
  O 
  (66-69) 
  Attack makes vehicle lost totally its control system for a 
  moment. +15 hits, stunned 3 rounds and -20. 
  146-150 
  72V 110W 154X 202Y 261Z
   
  Hit Locations 
  P 
  (70-74) 
  Attacks makes vehicle hard to handle and it seems that 
  something strange can be smelled coming from engine. 
  +16 hits, bleeding 3 hits/rd and -25. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  Powerful and accuracy hit made vehicle slow as snail. 
  Movement is reduced by 75%. +17 hits. 
  R 
  (79-83) 
  Vehicle is badly damaged and it’s a miricle is still moves. 
  +18 hits, stunned 1 round, bleeding 3 hits/rd and -30. 
  S 
  (84-88) 
  Strange voice can be heard from engine and vehicle stops 
  functioning. Vehicle is destroyed and crew curses. 
  T 
  (89-92) 
  As a result of the attack vehicle’s engine bursts a light 
  smoke screen and becomes good for nothing. Vehicle is 
  destroyed.  
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Movement Unit/Mid
  Movement Unit/End
  Hull/Control 
  Armament 
  Hull/Engine 
  Hull/Core 
  Power System 
  Display/Radar 
  Hull/Mid 
  Hull/Low 
  -15 Maneuvering  
  -20 Maneuvering  
  -10 Maneuvering 
  -20 OB ‡ 
  1 h/rd; -10% BMR 
  normal 
  5h/rd 
  -20 Awareness † 
  2 stun 
  1 h/rd; 1 stun 
  U 
  (93-97) 
  The attack was successful as the vehicle’s engine was 
  damaged beyond repairs. Vehicle is destroyed. 
  V 
  (98-102) 
  Vehicle set on fire and crashed. Crew has 30 rounds to 
  escape before they will be barbequed to death. 
  W 
  (103-106)
  Driver lost vehicle’s control and it crashed. If crew 
  members survived they will notice that vehicle is 
  destroyed, burning and will explode in 20 rounds. 
  X 
  (107-111)
  Vehicle flipped and crashed upside down. Lucky crew 
  members will 10 rounds to escape before the great fire 
  work event. Abandon ship! 
  Y 
  (112-115)
  Vehicle instantly bursts on fire and crushes on nearby 
  large object killing everyone inside. Vehicle is destroyed.
   
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to driver side, even is to other side. 
   
  † = In addition to normal maneuver penalties to 
  maneuvers involving vision inside the vehicle. 
   
  ‡ = In addition to normal maneuver penalties to any 
  attacks using the weapon. 
   
  Z 
  (116-120)
  Blast! Vehicle is flying and making few flips until it will 
  crash on ground upside down. Everybody is dead inside 
  and vehicle is completely destroyed. 
   
   
   
  
   
   
   
  Energy Weapons 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  3 
  5 
  9 
  13 
  18A 
  A 
  (01-05) 
  Doesn’t that beat all? Your beam was somehow reflected 
  and no major damage occurred. +1 hits. 
  06-10 
  3 
  5 
  10 
  15 
  21B 
  11-15 
  3 
  6 
  11 
  17A 
  24C 
  B 
  (06-09) 
  The beam was almost worth of a bruise. Next one, 
  please! +2 hits. 
  16-20 
  4 
  6 
  12 
  19B 
  27D 
  21-25 
  4 
  7 
  13A 
  21C 
  30E 
  C 
  (10-14) 
  Snap out of it! Giving a shot with that gun takes more 
  than luck. Maybe you will learn someday. +4 hits. 
  26-30 
  4 
  7 
  14B 
  23D 
  34F 
  31-35 
  5 
  8A 
  15C 
  26E 
  38G 
  D 
  (15-18) 
  Is it your twisted luck or was foe just too defensive? 
  Anyway the result was only a flesh wound. +6 hits. 
  36-40 
  5 
  8B 
  17D 
  29F 
  42H 
  41-45 
  5A 
  9C 
  19E 
  32G 
  46I 
  E 
  (19-23) 
  There you go, beam struck on foe and he’s bleeding now. 
  +8 hits, bleeding 1 hit/rd.  
  46-50 
  6B 
  10D 
  21F 
  35H 
  51J 
  51-55 
  6C 
  11E 
  23G 
  38I 
  56K 
  F 
  (24-28) 
  Not bad at all, who would like to have foe die without 
  suffering? +10 hits, bleeding 1 hits/rd and -5. 
  56-60 
  7D 
  12F 
  25H 
  42J 
  61L 
  61-65 
  7E 
  13G 
  27I 
  46K 
  66M 
  G 
  (29-32) 
  Foe was slow to understand that beams can be painful. 
  +11 hits, stunned 1 round, bleeding 1 hits/rd and -10. 
  66-70 
  8F 
  14H 
  30J 
  50L 
  72N 
  71-75 
  8G 
  15I 
  33K 
  54M 
  78O 
  H 
  (33-37) 
  Beam hits on foe, now who’s laughing? Not the foe. +12 
  hits, stunned 2 rounds, bleeding 2 hits/rd and -10. 
  76-80 
  9H 
  17J 
  36L 
  58N 
  84P 
  81-85 
  9I 
  19K 
  39M 
  63O 
  90Q 
  I 
  (38-42) 
  Your accuracy and beam’s energy formed a great 
  teamwork. +14 hits, bleeding 3 hits/rd and -15. 
  86-90 
  10J 
  21L 
  42N 
  68P 
  97R 
  91-95 
  11K 
  23M 
  45O 
  73Q 
  104S 
  J 
  (43-46) 
  Pure energy burned nice and big scar on foe. +16 hits, 
  stunned 1 round, bleeding 3 hit/rd and -20. 
  96-100 
  12L 
  25N 
  49P 
  78R 
  111T
  101-105 
  13M 
  27O 
  53Q 
  83S 
  118U
  K 
  (47-51) 
  Foe’s showing unpleasant feelings as the beam strikes. 
  +17 hits, stunned 2 rounds, bleeding 4 hits/rd an -20. 
  106-110 
  14N 
  29P 
  57R 
  89T 
  126V
  111-115 
  15O 
  32Q 
  61S 
  95U 
  134V
  L 
  (52-55) 
  Beam does simple and clean hole for foe to wonder. +19 
  hits, stunned 3 rounds, bleeding 4 hits/rd and -25. 
  116-120 
  16P 
  35R 
  65T 
  101V 142W
  121-125 
  17Q 
  38S 
  69U 
  107V 150W
  M 
  (56-60) 
  Nasty habit you have there, torturing instead of killing. 
  +21 hits, stunned 3 rounds, bleeding 5 hits/rd and -30. 
  126-130 
  19R 
  41T 
  74V 113W 159X
  131-135 
  21S 
  44U 
  79V 120W 168X
  N 
  (61-65) 
  Foe is now completely prepared for visiting a doctor. +23 
  hits, stunned 4 rounds, bleeding 5 hits/rd and -35. 
  136-140 
  23T 
  47V 
  84W 127X 177Y
  141-145 
  25U 
  50V 
  89W 134X 186Y
  O 
  (66-69) 
  Beam makes its way nearby vital organs. +25 hits, 
  stunned 4 rounds, bleeding 6 hits/rd and -40. 
  146-150 
  27V 
  54W 
  94X 
  141Y 196Z
   
  Hit Locations 
  P 
  (70-74) 
  Beam cuts a deep wound. Foe is not only suffering the 
  bleeding but also the nasty muscle wound. +27 hits, 
  stunned 5 rounds, bleeding 6 hits/rd and -45. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  Foe turns to pale as he feels the fury of pure energy. +29 
  hits, stunned 5 rounds, bleeding 7 hits/rd and -50. 
  R 
  (79-83) 
  You seemed to be merciful, you could have taken foe out 
  by concentrating little more but you only wounded him. 
  +31 hits, stunned 6 rounds, bleeding 7 hits/rd and -55. 
  S 
  (84-88) 
  Beam sweeps all the way through foe. +33 hits, stunned 6 
  rounds, bleeding 8 hits/rd and -60. 
  T 
  (89-92) 
  Furious beam goes one way in and another out. Blood is 
  everywhere and cleaner is needed. +34 hits, stunned 7 
  rounds, bleeding 9 hits/rd and -65. 
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Foot/Calf 
  Knee 
  Thigh 
  Groin 
  Abdomen/Lower Back 
  Chest/Upper Back 
  Neck 
  Face/Skull 
  Shoulder/Upper Arm 
  Forearm/Hand/Elbow 
  -10†; -1 stun 
  -15†; -1 stun 
  -5; 2h/rd 
  -20; 3h/rd 
  -10; 1 stun 
  normal 
  3h/rd; 1 stun 
  3 stun 
  -15‡; -1 stun 
  -10‡; -1 stun 
  U 
  (93-97) 
  Enormous and round hole was formed on foe’s body due 
  to beam. It’s a wonder if foe is still alive. +35 hits, 
  stunned 8 rounds, bleeding 10 hits/rd and -70. 
  V 
  (98-102) 
  Foe thought that you had nothing to kill him but it seems 
  he was wrong because he dies 5 inactive rounds. 
  W 
  (103-106)
  Burn, baby burn! Foe is the flaming star of barbeque 
  party for 4 inactive rounds until he dies. 
  X 
  (107-111)
  The beam struck deep and hard! Foe is ceases 
  immediately and after 2 inactive rounds he will fall to the 
  ground and die. 
  Y 
  (112-115)
  The beam tears foe to two equal pieces from waist area, 
  anyone got vinyl tape? Foe dies instantly. 
   
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to weapon side, even is to off-hand side. 
   
  3) If foe is two or more sizes larger than character, 
  then subtract 10 from the total of the two dice 
  (minimum result of 2). 
   
  † = to maneuvers requiring movement. 
  ‡ = to maneuvers involving the arms/hands. 
   
  Z 
  (116-120)
  Toasted! Foe gets steamed by your shot. Only ash and 
  bones can be found. Foe died instantly. 
   
   
   
  
   
   
   
  Energy Weapons against Large 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  3 
  5 
  9 
  13 
  18A 
  A 
  (01-05) 
  Your beam hits on foe but all suddenly all energy from it 
  disappears! Is the theory of energy true after all? +1 hits. 
  06-10 
  3 
  5 
  10 
  15 
  21B 
  11-15 
  3 
  6 
  11 
  17A 
  24C 
  B 
  (06-09) 
  Foe is amused of your ineffective beam attack. You have 
  just made foe feel alive again. +3 hits. 
  16-20 
  4 
  6 
  12 
  19B 
  27D 
  21-25 
  4 
  7 
  13A 
  21C 
  30E 
  C 
  (10-14) 
  Beam formed a heat wave that damaged foe slightly as it 
  scratched him. +6 hits. 
  26-30 
  4 
  7 
  14B 
  23D 
  33F 
  31-35 
  5 
  8A 
  15C 
  25E 
  37G 
  D 
  (15-18) 
  Foe was fast enough to calculate beam attack’s potential 
  damage and performed a lifesaving dodge. +9 hits. 
  36-40 
  5 
  8B 
  16D 
  28F 
  41H 
  41-45 
  5A 
  9C 
  18E 
  31G 
  45I 
  E 
  (19-23) 
  The beam lost most of its potential on its way. Foe is 
  relieved because it could have killed him. +12 hits. 
  46-50 
  6B 
  10D 
  20F 
  34H 
  49J 
  51-55 
  6C 
  11E 
  22G 
  37I 
  54K 
  F 
  (24-28) 
  Beam has just enough power to make foe stumble for a 
  while. +15 hits, stunned 1 round. 
  56-60 
  7D 
  12F 
  24H 
  40J 
  59L 
  61-65 
  7E 
  13G 
  26I 
  44K 
  64M 
  G 
  (29-32) 
  The beam was able to burn foe’s hide and make foe 
  bleed. +18 hits, stunned 1 round, bleeding 1 hit/rd. 
  66-70 
  8F 
  14H 
  28J 
  48L 
  69N 
  71-75 
  8G 
  15I 
  31K 
  52M 
  75O 
  H 
  (33-37) 
  Low energy, but skilful aiming formed a good shot.  +21 
  hits, stunned 1 round, bleeding 1 hits/rd and -5. 
  76-80 
  9H 
  16J 
  34L 
  56N 
  81P 
  81-85 
  9I 
  18K 
  37M 
  60O 
  87Q 
  I 
  (38-42) 
  Piece of cake! Foe is not able to dodge these shots. +24 
  hits, stunned 1 round, bleeding 1 hits/rd and -10. 
  86-90 
  10J 
  20L 
  40N 
  65P 
  93R 
  91-95 
  11K 
  22M 
  43O 
  70Q 
  100S 
  J 
  (43-46) 
  At this rate foe will be hanging in barbeque stick. +27 
  hits, stunned 2 round, bleeding 1 hits/rd and -10. 
  96-100 
  12L 
  24N 
  46P 
  75R 
  107T
  101-105 
  13M 
  26O 
  50Q 
  80S 
  114U
  K 
  (47-51) 
  Piercing heat energy makes foe’s muscle ache. +30 hits, 
  stunned 2 rounds, bleeding 1 hits/rd and -15. 
  106-110 
  14N 
  28P 
  54R 
  85T 
  121V
  111-115 
  15O 
  30Q 
  58S 
  91U 
  129V
  L 
  (52-55) 
  Foe is screaming as beam is heating his blood! +31 hits, 
  stunned 2 rounds, bleeding 2 hits/rd and -20. 
  116-120 
  16P 
  33R 
  62T 
  97V 
  137W
  121-125 
  17Q 
  36S 
  66U 
  103V 145W
  M 
  (56-60) 
  Foe’s vitals organs almost got toasted! +34 hits, stunned 
  3 rounds, bleeding 2 hits/rd and -20. 
  126-130 
  18R 
  39T 
  70V 109W 153X
  131-135 
  20S 
  42U 
  75V 115W 162X
  N 
  (61-65) 
  Beam’s heat burst through foe’s hide and leaves a mark. 
  +37 hits, stunned 3 rounds, bleeding 2 hits/rd and -25. 
  136-140 
  22T 
  45V 
  80W 122X 171Y
  141-145 
  24U 
  48V 
  85W 129X 180Y
  O 
  (66-69) 
  Beam seems to ignore the fact how big the foe is. +39 
  hits, stunned 4 rounds, bleeding 3 hits/rd and -25. 
  146-150 
  26V 
  51W 
  90X 
  136Y 189Z
   
  Hit Locations 
  P 
  (70-74) 
  High energy adds the spice on amazing aiming. Foe is 
  having a really bad day. +41 hits, stunned 5 rounds, 
  bleeding 3 hits/rd and -30. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  After the beam hit, the foe is cursing why the technology 
  has been developed this far. It’s devouring the aspect and 
  meaning of size. +43 hits, stunned 6 rounds, bleeding 3 
  hits/rd and -35. 
  R 
  (79-83) 
  Perfect mix of energy and aiming makes foe feel dizzy. 
  +46 hits, stunned 7 rounds, bleeding 3 hits/rd and -35. 
  S 
  (84-88) 
  Pure energy pierces foe and he’s not feeling well at all. 
  +47 hits, stunned 7 rounds, bleeding 4 hits/rd and -40. 
  T 
  (89-92) 
  The beam bursts through foe with astonishing effect. 
  +49 hits, stunned 7 rounds, bleeding 5 hits/rd and -40. 
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Foot/Calf 
  Knee 
  Thigh 
  Groin 
  Abdomen/Lower Back 
  Chest/Upper Back 
  Neck 
  Face/Skull 
  Shoulder/Upper Arm 
  Forearm/Hand/Elbow 
  -10†; -1 stun 
  -15†; -1 stun 
  -5; 2h/rd 
  -20; 3h/rd 
  -10; 1 stun 
  normal 
  3h/rd; 1 stun 
  3 stun 
  -15‡; -1 stun 
  -10‡; -1 stun 
  U 
  (93-97) 
  Beam’s energy makes foe fell like an ant as he stumbles 
  backward due to strike. +50 hits, stunned 8 rounds, 
  bleeding 5 hits/rd and -45. 
  V 
  (98-102) 
  Beam stuns foe and he will fall to the ground like Babel’s 
  tower. Foe will have 10 rounds left before dead as good 
  for nothing. 
  W 
  (103-106)
  Beam’s energy knocks foe to his knees and all way to the 
  ground level. Foe will die after 7 painful rounds. 
  X 
  (107-111)
  Beam forces its way through vital organs and foe is 
  having difficult inactive 4 rounds before he dies. 
  Y 
  (112-115)
  Beam bursts foe on fire and he will be running and 
  screaming around for 2 rounds until he dies. 
   
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to weapon side, even is to off-hand side. 
   
  3) If foe is two or more sizes larger than character, 
  then subtract 10 from the total of the two dice 
  (minimum result of 2). 
   
  † = to maneuvers requiring movement. 
  ‡ = to maneuvers involving the arms/hands. 
   
  Z 
  (116-120)
  From dust to dust, amen. Big bones in ash can are found 
  where foes were standing. Foe died instantly. 
  
   
   
   
  Energy Weapons against Huge 
   
   
  Result 
  T 
  S 
  M 
  L 
  H 
  01-05 
  3 
  5 
  9 
  13 
  18A 
  A 
  (01-05) 
  Ridiculous attack! Foe is laughing at your beam and 
  prepares to take more of those. +1 hits. 
  06-10 
  3 
  5 
  10 
  15 
  21B 
  11-15 
  3 
  6 
  11 
  17A 
  24C 
  B 
  (06-09) 
  Light heat beam scratches foe and smokes away. It takes 
  more effective beams to take huge foes down. +4 hits. 
  16-20 
  4 
  6 
  12 
  19B 
  27D 
  21-25 
  4 
  7 
  13A 
  21C 
  30E 
  C 
  (10-14) 
  Unskilled performance is compensated due to high beam 
  power. +8 hits. 
  26-30 
  4 
  7 
  14B 
  23D 
  33F 
  31-35 
  5 
  8A 
  15C 
  25E 
  36G 
  D 
  (15-18) 
  The beam only bruises and tickles foe for a very short 
  while. +12 hits. 
  36-40 
  5 
  8B 
  16D 
  27F 
  40H 
  41-45 
  5A 
  9C 
  17E 
  30G 
  44I 
  E 
  (19-23) 
  Foe absorbed beam’s heat and was damaged only due to 
  attacker’s accuracy.  +16 hits. 
  46-50 
  6B 
  9D 
  19F 
  33H 
  48J 
  51-55 
  6C 
  10E 
  21G 
  36I 
  52K 
  F 
  (24-28) 
  Foe’s big body prevented the major damage but he 
  received the leftovers. +20 hits. 
  56-60 
  7D 
  11F 
  23H 
  39J 
  57L 
  61-65 
  7E 
  12G 
  25I 
  42K 
  62M 
  G 
  (29-32) 
  Beam leaves a smoking, small heat mark on foe’s body. 
  +23 hits. 
  66-70 
  8F 
  13H 
  27J 
  46L 
  67N 
  71-75 
  8G 
  14I 
  29K 
  50M 
  72O 
  H 
  (33-37) 
  Beam gives foe a headache and pain in his bottom but 
  nothing serious. +26 hits. 
  76-80 
  9H 
  15J 
  32L 
  54N 
  78P 
  81-85 
  9I 
  16K 
  35M 
  58O 
  84Q 
  I 
  (38-42) 
  Beam manages to make not only damage, but also stuns 
  the foe. +29 hits, stunned 1 round. 
  86-90 
  10J 
  18L 
  38N 
  62P 
  90R 
  91-95 
  10K 
  20M 
  41O 
  67Q 
  96S 
  J 
  (43-46) 
  Beam slightly pierced foe’s body and made foe bleed. 
  +32 hits, bleeding 1 hits/rd and -5. 
  96-100 
  11L 
  22N 
  44P 
  72R 
  103T
  101-105 
  12M 
  24O 
  47Q 
  77S 
  110U
  K 
  (47-51) 
  Foe is shaking off the heat the beam caused. +34 hits, 
  stunned 1 round, bleeding 1 hit/rd and -10. 
  106-110 
  13N 
  26P 
  51R 
  82T 
  117V
  111-115 
  14O 
  28Q 
  55S 
  87U 
  124V
  L 
  (52-55) 
  Physics and technology should never be underestimated. 
  +37 hits, stunned 1 round, bleeding 1 hits/rd and -15. 
  116-120 
  15P 
  30R 
  59T 
  93V 
  132W
  121-125 
  16Q 
  33S 
  63U 
  99V 
  140W
  M 
  (56-60) 
  Shot makes foe realize the fact of his mortality. +40 hits, 
  stunned 2 rounds, bleeding 1 hits/rd and -15. 
  126-130 
  17R 
  36T 
  67V 105W 148X
  131-135 
  18S 
  39U 
  71V 111W 156X
  N 
  (61-65) 
  Beam teaches foe never to overestimate oneself. +42 hits, 
  stunned 2 rounds, bleeding 2 hits/rd and -20. 
  136-140 
  20T 
  42V 
  76W 117X 165Y
  141-145 
  22U 
  45V 
  81W 124X 174Y
  O 
  (66-69) 
  Beam’s energy is way too much for foe to resist. +45 
  hits, stunned 2 rounds, bleeding 2 hits/rd and -25. 
  146-150 
  24V 
  48W 
  86X 
  131Y 183Z
   
  Hit Locations 
  P 
  (70-74) 
  Foe understands that no matter how big he is, against 
  beams like these he’s always vulnerable. +46 hits, 
  stunned 3 rounds, bleeding 3 hits/rd and -25. 
  Result 
  Location 
  Critical Adjust. 
  Q 
  (75-78) 
  Despite of low energy it was aimed to foe’s weak point 
  and he’s having painful moments. +49 hits, stunned 3 
  rounds, bleeding 3 hits/rd and -30. 
  R 
  (79-83) 
  It’s not wonder why foe’s crying, it’s really painful. +50 
  hits, stunned 4 rounds, bleeding 3 hits/rd and -35. 
  S 
  (84-88) 
  If foe would have acted little bit less defensive it would 
  have cost his life. +53 hits, stunned 4 rounds, bleeding 4 
  hits/rd and -35. 
  T 
  (89-92) 
  Beam sends foe stumbling and the heat makes his bones 
  create cracking sounds. +54 hits, stunned 5 rounds, 
  bleeding 4 hits/rd and -40. 
  2 
  3 
  4-5 
  6 
  7-9 
  10-13 
  14 
  15 
  16-18 
  19-20 
  Foot/Calf 
  Knee 
  Thigh 
  Groin 
  Abdomen/Lower Back 
  Chest/Upper Back 
  Neck 
  Face/Skull 
  Shoulder/Upper Arm 
  Forearm/Hand/Elbow 
  -10†; -1 stun 
  -15†; -1 stun 
  -5; 2h/rd 
  -20; 3h/rd 
  -10; 1 stun 
  normal 
  3h/rd; 1 stun 
  3 stun 
  -15‡; -1 stun 
  -10‡; -1 stun 
  U 
  (93-97) 
  The agony is tearing foe mentally and physically apart. 
  +55 hits, stunned 6 rounds, bleeding 5 hits/rd and -40. 
  V 
  (98-102) 
  You’re expecting new encounter with the foe? – In 
  another life. Foe dies in 12 rounds. 
  W 
  (103-106)
  Beam’s heat makes the opening on foe’s hide and the 
  leftover energy spears foe’s vital organs! Foe dies in 8 
  inactive rounds. 
  X 
  (107-111)
  Despite of foe’s size the beam takes him in pieces and he 
  will die after 5 long and painful rounds.  
  Y 
  (112-115)
  Beam sets foe’s blood on fire and he will be burning 
  from inside for 3 rounds until he dies.  
   
  1) Add the numbers on both dice of the initial attack 
  roll together to determine Hit Location. 
   
  2) If the original percentile roll was odd, then strike 
  was to weapon side, even is to off-hand side. 
   
  3) If foe is two or more sizes larger than character, 
  then subtract 10 from the total of the two dice 
  (minimum result of 2). 
   
  † = to maneuvers requiring movement. 
  ‡ = to maneuvers involving the arms/hands. 
   
  Z 
  (116-120)
  Beam hits on foe and nothing seems to happen until an 
  explosion inside foe occurs. Foe dies instantly. 
   
  
  Character 
   
  Character Name: __________________________  
  Player: __________________ 
  Race: _____________     Culture: _____________  
  Experience:  _____________ 
  Gender: ___________     Age: ________________  
  Total Level: ______________ 
  Height:  ___________     Weight:  _____________  
  Professions and Levels: 
  Eye Colour: ________     Hair Colour: _________  
  _________________________ 
  Social Standing:  ___________________________ 
  _________________________ 
  __________________________________________ 
  _________________________ 
   Stats 
  Score 
  Basic Race Spec. Total 
  DPs 
   (St) 
  Strength 
  ____ ___ ___ ___ ___ 
  ___ 
   (Co) Constitution ____ ___ ___ ___ ___ 
  ___ 
   (Ag) Agility 
  ____ ___ ___ ___ ___ 
  ___ 
   (Qu) Quickness 
  ____ ___ ___ ___ ___ 
  ___ 
   (SD) Self-Discipline ____ ___ ___ ___ ___ 
  ___ 
   (Re)  Reasoning 
  ____ ___ ___ ___ ___ 
  ___ 
   (In) 
  Insight 
  ____ ___ ___ ___ ___ 
  ___ 
   (Pr) 
  Presence 
  ____ ___ ___ ___ ___ 
  ___ 
   
  Total DPs:  ___ 
   
  Miscellaneous 
  Base Movement Rate: 
  ________ 
   
  Initiative (Qu+In+misc): 
  ___+___+___ = ___ 
   
  Fate Points: 
  ________ 
   
  Hits & Power Points: 
  ____/ ____ 
  Defence Bonus 
  Armor Piece   
   DB MaxMP (UF) MinMP (UF)  CP 
    IV Notes 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
  ______________ ___ ____ (___) ____ (___) ___ ___ _______________________ 
    
  ___ ____ (___) ____ (___) ___ ___  
  Total DB:  ________ 
   
  Profession Abilities 
  And Talents 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
  _______________________ 
   
  Encumbrance 
  Non (0-30 Ibs + St):   ________ 
  Light (31-60 Ibs + St):   ______ -10 
  Medium (61-90 Ibs + St): ____ -20 
  Heavy (91+ Ibs + St):   ______ -30 
   
  Contacts 
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
  _________________________________________ 
   
  Skill List 
  ARTISTIC  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Acting 
  Pr/In   ____  ____  ____  ____  ____ 
  Dancing 
  Ag/Pr  ____  ____  ____  ____  ____ 
  Mimicry 
  Pr/SD   ____  ____  ____  ____  ____ 
  Play Instrument _____ Pr/Ag   ____  ____  ____  ____  ____ 
      __________________ Pr/Ag   ____  ____  ____  ____  ____ 
  Singing 
  Pr/In   ____  ____  ____  ____  ____ 
  Storytelling 
  Pr/In   ____  ____  ____  ____  ____ 
  ATHLETIC  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Acrobatics/Tumbling 
  Ag/SD   ____  ____  ____  ____  ____ 
  Climbing 
  Ag/St   ____  ____  ____  ____  ____ 
  Contortions 
  Ag/SD   ____  ____  ____  ____  ____ 
  Flying/Gliding 
  Ag/SD   ____  ____  ____  ____  ____ 
  COMBAT  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Brawling 
  St/Ag   ____  ____  ____  ____  ____ 
  Combat Style ________ __/__   ____  ____  ____  ____  ____ 
      __________________ __/__   ____  ____  ____  ____  ____ 
      __________________ __/__   ____  ____  ____  ____  ____ 
      __________________ __/__   ____  ____  ____  ____  ____ 
  Martial Arts Striking 
  St/Ag   ____  ____  ____  ____  ____ 
  Martial Arts Style ____ SD/__   ____  ____  ____  ____  ____ 
      __________________ SD/__   ____  ____  ____  ____  ____ 
      __________________ SD/__   ____  ____  ____  ____  ____ 
      __________________ SD/__   ____  ____  ____  ____  ____ 
      __________________ SD/__   ____  ____  ____  ____  ____ 
  Martial Arts Sweeps 
  St/Ag   ____  ____  ____  ____  ____ 
  Weapon Skill ________ St/Ag   ____  ____  ____  ____  ____ 
      __________________ St/Ag   ____  ____  ____  ____  ____ 
      __________________ St/Ag   ____  ____  ____  ____  ____ 
      __________________ St/Ag   ____  ____  ____  ____  ____ 
      __________________ St/Ag   ____  ____  ____  ____  ____ 
   GENERAL  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Appraisal ___________ Re/In   ____  ____  ____  ____  ____ 
  Crafts ______________ Re/Ag   ____  ____  ____  ____  ____ 
      __________________ Re/Ag   ____  ____  ____  ____  ____ 
      __________________ Re/Ag   ____  ____  ____  ____  ____ 
  Computer Using 
  In/Re   ____  ____  ____  ____  ____ 
  Healing 
  Re/In   ____  ____  ____  ____  ____ 
  Linguistics __________ Re/In   ____  ____  ____  ____  ____ 
      __________________ Re/In   ____  ____  ____  ____  ____ 
      __________________ Re/In   ____  ____  ____  ____  ____ 
      __________________ Re/In   ____  ____  ____  ____  ____ 
      __________________ Re/In   ____  ____  ____  ____  ____ 
  Mundane Lore _______ Re/Re   ____  ____  ____  ____  ____ 
      __________________ Re/Re   ____  ____  ____  ____  ____ 
      __________________ Re/Re   ____  ____  ____  ____  ____ 
  Perception 
  In/SD   ____  ____  ____  ____  ____ 
  Profession _________ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
  Resistance:  Stamina 
  Co/Co   ____  ____  ____  ____  ____ 
  Resistance:  Will 
  SD/SD   ____  ____  ____  ____  ____ 
  Signalling 
  Re/In   ____  ____  ____  ____  ____ 
  Vehicles ____________ Ag/Ag   ____  ____  ____  ____  ____ 
      __________________ Ag/Ag   ____  ____  ____  ____  ____ 
      __________________ Ag/Ag   ____  ____  ____  ____  ____ 
  INFLUENCE  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Duping 
  Pr/In   ____  ____  ____  ____  ____ 
  Public Speaking 
  Pr/In   ____  ____  ____  ____  ____ 
  Trading 
  Pr/In   ____  ____  ____  ____  ____ 
  OUTDOOR  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Animal Handling _____ Pr/In   ____  ____  ____  ____  ____ 
      __________________ Pr/In   ____  ____  ____  ____  ____ 
  Beastmastery 
  In/Pr   ____  ____  ____  ____  ____ 
  Foraging/Survival ____ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
  Horticulture 
  Re/In   ____  ____  ____  ____  ____ 
  Navigation 
  Re/In   ____  ____  ____  ____  ____ 
  Riding ______________ Ag/SD   ____  ____  ____  ____  ____ 
      __________________ Ag/SD   ____  ____  ____  ____  ____ 
  Sailing 
  Ag/Re   ____  ____  ____  ____  ____ 
  Tracking 
  SD/In   ____  ____  ____  ____  ____ 
  PHYSICAL  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Armor 
  St/Ag   ____  ____  ____  ____  ____ 
  Endurance 
  Co/SD   ____  ____  ____  ____  ____ 
  Jumping 
  St/Ag   ____  ____  ____  ____  ____ 
  Swimming 
  St/Ag   ____  ____  ____  ____  ____ 
  SCIENCE  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Academic Lore _______ Re/Re   ____  ____  ____  ____  ____ 
      __________________ Re/Re   ____  ____  ____  ____  ____ 
      __________________ Re/Re   ____  ____  ____  ____  ____ 
  Medical _____________ Re/In   ____  ____  ____  ____  ____ 
      __________________ Re/In   ____  ____  ____  ____  ____ 
      __________________ Re/In   ____  ____  ____  ____  ____ 
  Research 
  In/Re   ____  ____  ____  ____  ____ 
  Scientific ____________ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
  SUBTERFUGE  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Ambush 
  SD/Ag   ____  ____  ____  ____  ____ 
  Demolitions 
  In/SD   ____  ____  ____  ____  ____ 
  Dirty Fighting 
  Ag/In   ____  ____  ____  ____  ____ 
  Disguise 
  Pr/SD   ____  ____  ____  ____  ____ 
  Electronic Warfare 
  In/Re   ____  ____  ____  ____  ____ 
  Forgery 
  In/Ag   ____  ____  ____  ____  ____ 
  Hacking 
  In/Re   ____  ____  ____  ____  ____ 
  Locks & Traps 
  In/Ag   ____  ____  ____  ____  ____ 
  Pick Pockets 
  Ag/Qu   ____  ____  ____  ____  ____ 
  Stalking & Hiding 
  SD/Ag   ____  ____  ____  ____  ____ 
  Poisoning 
  In/SD   ____  ____  ____  ____  ____ 
  Sniping 
  SD/Ag   ____  ____  ____  ____  ____ 
  Streetwise 
  Pr/In   ____  ____  ____  ____  ____ 
  Trickery 
  Pr/SD   ____  ____  ____  ____  ____ 
  TECHNICAL  � 
  STATS   
  RANK# RANK   STAT  SPEC. TOTAL 
  Engineering _________ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
      __________________ In/Re   ____  ____  ____  ____  ____ 
  Mechanics 
  Re/In   ____  ____  ____  ____  ____ 
  Technology _________ Re/Ag   ____  ____  ____  ____  ____ 
      __________________ Re/Ag   ____  ____  ____  ____  ____ 
      __________________ Re/Ag   ____  ____  ____  ____  ____ 
      __________________ Re/Ag   ____  ____  ____  ____  ____ 
   
   
  
  Equipment 
  Item 
  Weight 
  Location 
   
   Weapon 
  Fumble 
    DMG  DMG 
  ____________________ ____ __________ 
  Weapon  
     Group 
   Range 
     Size 
   Type 
  Weight 
  Notes 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
  _______________ _______ _____ 
  _____ _____ 
  _____ 
  ___________________ 
  ____________________ ____ __________ 
   
   
   
   Total Weight:  _____ 
  ____________________ ____ __________ 
   
  ____________________ ____ __________ 
  General Notes: 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________  
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
  ____________________ ____ __________ 
  ________________________________________________________________________ 
   
  Total Weight:  ____  
   
  Money 
   
   
  Character Story & Background 
  Bank: 
  __________________________ 
  _________________________________________________________________________________________ 
  Bank: 
  __________________________ 
  ________________________________________________________________________ 
  Cash: 
  __________________________ 
  ________________________________________________________________________ 
  Cash: 
  __________________________ 
  ________________________________________________________________________ 
   
   
   
  ________________________________________________________________________ 
  Other Property 
   
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
  _____________________________________ 
  ________________________________________________________________________ 
   
   
  
SOURCE: textdata/thevault/Harp/HARP SF/HARP Modern.pdf