TEXT: General Difficulty Chart
  Difficulty 
  CL
  Prime TN
  Non-Prime TN
  Easy
  -6
  6
  12
  Average
  0
  12
  18
  Difficult
  +2
  14
  20
  Size/Pop/Credit
  Staggering
  +6
  18
  24
  Rating
  Multiplier
  Hopeless
  +12
  24
  30
  0
  0.001
  Impossible
  +18
  30
  36
  1
  0.002
  2
  0.004
  Situational Difficulties
  3
  0.008
  Situation
  Example
  Modifier
  4
  0.016
  Poor environmental condition
  Poor lighting or Heavy Rain
  +1 CL
  5
  0.031
  Horrible environmental condition
  No available light or torrential downpour
  +3 CL
  6
  0.063
  Sporadic cover
  Light woods or moderately furnished room
  +1 CL
  7
  0.125
  Heavy cover
  Lots of hard cover (e.g. rocks, walls, heavy forest)
  +3 CL
  8
  0.25
  Flanking
  Two or more people attacking one target
  -2 CL
  9
  0.5
  Advantageous positioning
  Attacker has higher ground
  -2 CL
  10
  1
  Disadvantageous positioning
  Defender has entrenched position
  +3 CL
  11
  2
  12
  4
  Range Modifiers
  13
  8
  Band
  Approx. Distance
  Close
  Short 
  Medium
  Long
  Extreme
  LoS
  14
  16
  Close
  ~0 – 60 meters
  +1 to hit
  15
  32
  Short
  ~61 to 120 meters
  +2 CL
  +1 to hit
  +1 to hit
  +1 to hit
  +1 to hit
  +1 to hit
  16
  64
  Medium
  ~121 – 180 meters
  +4 CL
  +2 CL
  +1 to hit
  +1 to hit
  +1 to hit
  +1 to hit
  17
  128
  Long
  ~181 – 240 meters
  +6 CL
  +4 CL
  +2 CL
  +1 to hit
  +1 to hit
  +1 to hit
  18
  256
  Extreme
  ~241 – 300 meters
  +8 CL
  +6 CL
  +4 CL
  +2 CL
  +1 to hit
  +1 to hit
  19
  512
  Line of Sight
  ~301+ meters
  +10 CL
  +8 CL
  +6 CL
  +4 CL
  +2 CL
  +1 to hit
  20
  1,024
  21
  2,048
  Scaling
  22
  4,096
  Scale
  Multiplier
  Scale Example
  Base Range Increment
  23
  8,192
  Personal
  ×1
  City Block Travel
  60 meter increment
  24
  16,384
  Vehicular
  ×9
  Planetary-surface
  540 meter increment
  25
  32,768
  Suborbital
  ×81
  Near-Orbit Travel
  4860 meter increment
  26
  65,536
  Subluminal
  ×6561
  Intra-Solar System Travel
  393,660 meter increment
  27
  131,072
  Superluminal
  ×43,046,721
  Light-speed Travel
  2.58 × 109 meter increment
  28
  262,144
  Optional Rules
  Optional Rule
  Digest
  Ref.
  Challenge Base of 12? Isn’t that just a +6 bonus?
  Mechanic Options
  pg.3
  Where are the opposed rolls?
  Opposed Rolls
  pg. 3
  I make this look good.
  Exceptional Success
  pg. XX
  Chase Rules? Move within Range Increments? I just want to know how far I can move
  Tactical Movement
  pg. 9
  Don’t worry, the bullet passed right through.
  Cinematic Rules
  pg. 10
  Leaving… 20 for me… at my best I couldn't handle that many.
  Mook Rules
  pg. 10
  It’s all in the Reflexes
  Initiative Options
  pg. 10
  Taste my paired blasters of DOOM!
  Dual Wielding
  pg. 12
  Shoot the hostage!
  Disarm Options
  pg. 13
  Flight or flight?
  Psychological Options
  pg. 15
  Just how did you get that beautiful scar, anyways?
  Lasting Injuries
  pg. 16
  I am not an animal!
  Mutation Options
  pg. 18
  How did you do that, Tetsuo?
  Open Psionics
  pg. 19
  I’m not big on waiting…
  Drain Options
  pg. 20
  I'll be back
  Consequence free cyber
  pg. 21
  Subsystem Pools
  Subsystem Options
  pg. 25
  Where is the earth-shattering kaboom?
  Catastrophic Failures
  pg. 29
  But I love counting!
  Ammunition Counting
  pg. 29
  I like the feel of money in my hand…
  Credit Counting
  pg. 32
  Ley lines
  Planetary Psi Score
  pg. 34
  
  Process
  Step 1
  Concept
  Step 2
  Determine Class
  Step 3
  Function
  Fashioning Trappings Cheat Sheet
  Step 4
  Special Effects/Flaws
  Step 5
  Point Tally and Distribution
  Step 1: Concept
  Step 4: Special Effects/Flaws
  In this stage, the designer decides what kind of object
  Special Effects and Flaws are special rules that can't be
  or power they are creating. This can be as simple as a
  modeled with the Function mechanics. This list is not 
  specific item like "flashlight" or a complex description.
  exhaustive, but merely serves as an example for groups to
  The Concept Step has no mechanical aspects, and 
  create their own rules-bending options for their items/powers.
  simply acts as a guide.
  Effect
  Type
  BP
  Multi? *
  Ref.
  Step 2: Class
  Ammo 
  SFX
  6
  pg 26-27
  A item/power's Class determines the Skill Bundle
  Area Effect 
  SFX
  3
  Yes
  pg 26-27
  required to use the item/power.
  Armor Crushing 
  SFX
  9
  pg 26-27
  Class
  BP Effect
  Armor Piercing 
  SFX
  3
  pg 26-27
  Single Class
  0
  Action with listed Skill Bundle (pg XX)
  Ban 
  Flaw
  -12 to -24
  pg 26-27
  Supplemental Class
  3
  Choice of Skill Bundle to use (pg XX)
  Bulky 
  Flaw
  -3
  pg 26-27
  Divergent Class
  -3
  Requires 2 actions to use (pg XX)
  Combust 
  SFX
  3
  Yes
  pg 26-27
  Automatic
  6
  Functions always apply (pg XX)
  Concealable 
  SFX
  3
  pg 26-27
  Step 3: Function
  Continual 
  SFX
  3
  pg 26-27
  Functions are the crux of the system. An item/power's 
  Daze 
  SFX
  3
  Yes
  pg 26-27
  Function will determine what effects the item/power has
  Disposable 
  Flaw
  -3
  pg 26-27
  mechanically.
  Distributed Weight 
  SFX
  3
  pg 26-27
  Function
  BP
  Ref
  Divergent Class 
  Flaw
  -6
  pg 26-27
  “Automatic” Class
  6
  pg 23-25
  Environmental 
  SFX
  3
  pg 26-27
  +1 to Armor
  3 or 9
  pg 23-25
  Expanded Spectrum 
  SFX
  3
  Yes
  pg 26-27
  +1 to Attribute
  18
  pg 23-25
  Fast 
  SFX
  3
  pg 26-27
  -1 to Attribute
  -18
  pg 23-25
  Fragile 
  Flaw
  -3
  pg 26-27
  +1 to Durability
  1
  pg 23-25
  Hold 
  SFX
  9
  pg 26-27
  +1 to Interference
  -2
  pg 23-25
  Low Light Vision 
  SFX
  3
  pg 26-27
  +1 to Skill Bundle
  6
  pg 23-25
  Obvious 
  Flaw
  -3
  pg 26-27
  -1 to Skill Bundle
  -6
  pg 23-25
  Pacifist 
  Flaw
  -9
  pg 26-27
  +1 to Specialty
  1
  pg 23-25
  Persistent 
  SFX
  3
  Yes
  pg 26-27
  -1 to Specialty
  -1
  pg 23-25
  Prosthesis 
  SFX
  3
  Yes
  pg 26-27
  +1 to Tech or Psi Scores
  9
  pg 23-25
  Rapid Fire 
  SFX
  3
  Yes
  pg 26-27
  -1 to Tech or Psi Scores
  -9
  pg 23-25
  Reinforced 
  SFX
  3
  pg 26-27
  Bonus Skill Bundle
  30
  pg 23-25
  Slave 
  Flaw
  -3
  pg 26-27
  Cargo/Quarters
  Size +2 per 1 BP
  pg 23-25
  Slow 
  Flaw
  -3
  Yes
  pg 26-27
  Deal 1 Critical Box
  18
  pg 23-25
  Stun 
  SFX
  3
  Yes
  pg 26-27
  Deal 1 Damage Box
  3
  pg 23-25
  Supplemental Class 
  SFX
  3
  pg 26-27
  Move ½
  1
  pg 23-25
  Taxing 
  Flaw
  -3
  pg 26-27
  Move 1
  4
  pg 23-25
  Telecommunication 
  SFX
  3 or 6
  pg 26-27
  Move 2
  6
  pg 23-25
  Telekinesis 
  SFX
  9
  pg 26-27
  Move 3
  8
  pg 23-25
  Teleport 
  SFX
  9
  pg 26-27
  Move 4
  10
  pg 23-25
  Temperamental 
  Flaw
  -3
  pg 26-27
  Scale: Personal
  0
  pg 23-25
  Terrain Ban 
  Flaw
  -6
  pg 26-27
  Scale: Vehicle
  6
  pg 23-25
  Time Dilation 
  SFX
  12
  pg 26-27
  Scale: Suborbital
  12
  pg 23-25
  Touch 
  Flaw
  -3
  pg 26-27
  Scale: Subluminal
  18
  pg 23-25
  Vicious 
  SFX
  3
  Yes
  pg 26-27
  Scale: Superluminal
  24
  pg 23-25
  Volatile 
  Flaw
  -9
  pg 26-27
  Range Class Restriction
  -2
  pg 23-25
  * Multi Effects can be purchased multiple times for increased effects
  Range Increase
  1 per Range Class
  pg 23-25
  Step 5: Point Tally and Distribution
  Special Effect
  3
  pg 23-25
  The Building Points accumulated are distributed amongst
  Special Flaw
  -3
  pg 23-25
  either Reliability, Size, Tech, and Value for items or Potency,
  Subsystem
  Size +2 per 1 BP
  pg 23-25
  Drain, and Experience Points for powers.
  
SOURCE: textdata/thevault/StarSiege Event Horizon (siege)/StarSiege Event Horizon Reference Fashion.pdf