TEXT: © 2008 James M. Ward 
   
   
   
   
  Leadership�Potential�Table�
  �
  ����������������������������������������������������������Target’s�Mental�Resistance�
  �
  Character’s�
  Leadership�
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  �
   
  21 
  4 
  4 
  4 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
  20 
  4 
  4 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
   
   
  19 
  4 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
   
   
  18 
  5 
  5 
  6 
  6 
  7 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
   
   
  17 
  5 
  6 
  6 
  7 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
   
   
  16 
  6 
  6 
  7 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
   
   
  15 
  6 
  7 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
   
   
  14 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  13 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  12 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  11 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  9 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  8 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  7 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  6 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  5 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  4 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  3 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  2 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This table is used in any situation where the PC wants to assert authority over an NPC: an example would be a policeman shouting at a fleeing robber to stop. If the 
  policeman sounds commanding enough, the robber might stop, or at least hesitate momentarily. This chart allows a PC to try to get an NPC to stop what he is 
  doing and pay attention. That is what happens with the first roll. If the NPC is paying attention, the PC can roll again to try to persuade the NPC to do something. A 
  string of successful rolls can get a weak-willed NPC to do just about anything, including becoming the PC’s friend and loyal follower (though that would take several 
  days and would require fresh rolls in the case of flagrant abuse). 
   
  Poison�Intensity�Table�
  ��������������������������������������������������������������������������Poison�Intensity�
  �
  CON�
  Score�
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  �
   
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  5 
  5 
  5 
   
   
  20 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
   
   
  19 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
   
   
  18 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
   
   
  17 
  * 
  * 
  * 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
   
   
  16 
  * 
  * 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
   
   
  15 
  * 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  14 
  * 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  13 
  * 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  12 
  * 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  11 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  10 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  9 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  8 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  7 
  3 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  6 
  4 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  5 
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  4 
  5 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  3 
  5 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  2 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Where the table gives a result of “*”, the poison’s Intensity Level is too low to cause any harm.  
  Number results from 1 to 5 are the number of six-sided dice to roll. Their total is subtracted from the character’s Hit Points as damage. When a character’s Hit Point 
  total reaches 0 or less, the character dies in 60 seconds unless healed back to a positive tally AND all the Hit Point damage caused by the poison is completely 
  healed (representing that the poison itself has been neutralized). 
  A result of “D” means the character will die in 60 seconds unless the poison is neutralized, regardless of how many Hit Points it has. 
  Robots and Androids are never affected by poison. 
   
  
  © 2008 James M. Ward 
   
   
   
  Mental�Resistance�Table�
  ���������������������������������������
  ������������������������������������������������������������Defender’s�Mental�Resistance�
  �
  Attacker’s�
  Mental�
  Resistance�
   
  1 
   
  2 
   
  3 
   
  4 
   
  5 
   
  6 
   
  7 
   
  8 
   
  9 
   
  10 
   
  11 
   
  12 
   
  13 
   
  14 
   
  15 
   
  16 
   
  17 
   
  18 
   
  19 
   
  20 
   
  21 
  �
   
  21 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
   
   
  20 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
   
   
  19 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
   
   
  18 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
   
   
  17 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
   
   
  16 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  15 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  14 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  13 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  12 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  10 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  9 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  8 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  7 
  16 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  6 
  17 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  5 
  18 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  4 
  19 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  3 
  20 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  2 
  21 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
  * 
   
   
  * The mental attack fails automatically unless modifiers to the die roll drive the number below 21. 
  Example: A player character (Defender) has a Mental Resistance score of 12 and is being attacked by a mutant (Attacker) with a Mental Resistance score of 17. Using 
  the chart, we see that the mutant must roll a 17 or higher on three dice for the attack to work. 
  Robots and computers are not affected by mental attacks of any kind. Androids have special circuits to simulate intelligence, and those circuits are susceptible to the 
  effects of mental attacks. 
   
   
   
  Radiation�Resistance�Table�
  ��Radiation�Intensity�
   
   
  �
  Radiation�
  Resistance�
  Score�
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
   
   
  21 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
   
   
  20 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
   
   
  19 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
   
   
  18 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
   
   
  17 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
   
   
  16 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  15 
  - 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  14 
  - 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  13 
  - 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  12 
  - 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  11 
  - 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  10 
  - 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  9 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  8 
  2 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  7 
  3 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  6 
  4 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  5 
  5 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  4 
  6 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  3 
  7 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  2 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
   
   
  Where the table gives a result of “-”, the radiation’s Intensity Level is too low to cause any harm.  
  Number results from 1 to 7 are the number of six-sided dice to roll. Their total is subtracted from the character’s Hit Points as damage. When a character’s Hit Point 
  total reaches 0 or less, the character dies in 60 seconds unless healed back to a positive tally AND all the Hit Point damage caused by the radiation is completely 
  healed (representing that the radiation  itself has passed through the creature’s systems). 
  A result of “D” means the character will die in 60 seconds unless the radiation is neutralized, regardless of how many Hit Points it has. 
  Robots are immune to radiation under intensity level 16. 
   
   
  
  © 2008 James M. Ward 
   
   
  
  © 2006 James M. Ward 
   
   
   
  �����������DOING�THINGS�TABLE�
   
  �������������������������������������������������������������������������DIFFICULTY�LEVEL�
   
   
  ABILITY�
  SCORE�
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
   
   
  42 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
   
  41 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
   
  40 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
   
  39 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
   
  38 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
   
  37 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
   
   
  36 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
   
   
  35 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
   
   
  34 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
   
   
  33 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
   
   
  32 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
   
   
  31 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
   
   
  30 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
   
   
  29 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
   
   
  28 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
   
   
  27 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
   
  26 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
   
   
  25 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
   
   
  24 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
   
   
  23 
  A 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
   
   
  22 
  A 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
   
   
  21 
  A 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
  20 
  A 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
   
   
  19 
  A 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
  18 
  A 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
   
   
  17 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
   
   
  16 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
   
   
  15 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
   
   
  14 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
   
   
  13 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
   
   
  12 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
   
   
  11 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  10 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  9 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  8 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  7 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  6 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  5 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  4 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
  3 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
  21 
   
   
   
   
  ����������COMBAT�TABLE�
   
  ARMOR�CLASS�
   
   
  �
  WEAPON�
  CLASS 
  21 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
   
   
  21 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  m 
  m 
  m 
  m 
  m 
  m 
  m 
   
   
  20 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  m 
  m 
  m 
  m 
  m 
  m 
   
   
  19 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  m 
  m 
  m 
  m 
  m 
   
   
  18 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  m 
  m 
  m 
  m 
   
   
  17 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  m 
  m 
  m 
   
   
  16 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  m 
  m 
   
   
  15 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  m 
   
   
  14 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
   
   
  13 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
   
   
  12 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
   
   
  11 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
  10 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
   
   
  9 
  H 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
   
  8 
  H 
  H 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
   
   
  7 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
   
   
  6 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
   
   
  5 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
   
   
  4 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
   
   
  3 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  H 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
   
  
  © 2006 James M. Ward 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ARMOR�CLASSES�
  AC 21: 
  Human flesh 
  AC 20: 
  Metal shield, cured animal hide 
  AC 19: 
  Hardened leather armor 
  AC 18: 
  Hardened leather armor plus a shield; or 
  Fatigues 
  AC 17: 
  Duralloy shield 
  AC 16: 
  Hardened leather armor plus a duralloy shield 
  AC 15: 
  Force field; or 
  Weapon mounted force field 
  AC 14: 
  Force field plus a duralloy shield 
  AC 13: 
  Riot armor (plastic vest and helmet with visor) 
  AC 12: 
  Riot armor plus a duralloy shield 
  AC 11: 
  Riot armor, duralloy shield, and a force field; or 
  Radiation suit 
  AC 10: 
  Full body armor; or  
  Space suit 
  AC 9: 
  Full body armor plus a duralloy shield 
  AC 8: 
  Full body armor, duralloy shield, plus a force field 
  AC 7: 
  Sensor armor 
  AC 6: 
  Light powered armor 
  AC 5: 
  Medium powered armor 
  AC 4: 
  Heavy powered armor 
  AC 3: 
  Duralloy armor 
  AC 2: 
  Duralloy armor plus force field, or 
  Chaban armor package 
   
   
  SAMPLE�DIFFICULTY�VALUES�
   
  2 
  Picking up something (CN) 
  Seeing something far away (MR) 
  3 
  Quickly pressing buttons (D) 
  Getting something from a backpack (D) 
  4 
  Selecting something from a pile (MR) 
  Making a Robot happy (LP) 
  5 
  Making a weapon out of furniture (MR) 
  Cutting tough material (CN) 
  6 
  Putting on new armor (MR) 
  Picking out alien rabbit from real ones (MR) 
  7 
  Making a bow and arrow (MR) 
  Calming down a wild animal (LP) 
  8 
  Replacing batteries in a known device (D) 
  Shouting a warning during battle (CN) 
  9 
  Making friends with an angry 10 feet tall dog (LP) 
  Finding rocks to throw at the dog (D) 
  10 
  Feeding a hungry deadly fish safely (D) 
  Making a pit trap (MR) 
  11 
  Tricking a foolish Robot (MR) 
  Jumping a pit with lots of gear on (CN) 
  12 
  Balancing on tree limbs (D) 
  Scaring a nervous alien (LP) 
  13 
  Fighting the effects of heavy gravity (CN) 
  Finding a working ray gun in an old armory (MR) 
  14 
  Bluffing enemies into retreat (LP) 
  Playing poker with a computer – and winning! (MR) 
  15 
  Flirting successfully (MR) 
  Throwing someone in peril a rope (D) 
  16 
  Picking a lock (MR) 
  Fixing broken machines with no skill at it (MR) 
  17 
  Taming a mutant mount (LP) 
  Tricking a really smart AI (LP) 
  18 
  Dismantling bombs without blowing up (MR) 
  Testing for poison (MR) 
  19 
  Intimidating an Android (LP) 
  Finding your way home in the dark (MR) 
  20 
  Using acid without getting hurt (MR) 
  Lifting something heavy (CN) 
  21 
  Doing something acrobatic that’s really stupid (D) 
   
  (CN) Constitution Difficulties 
  (D) Dexterity Difficulties 
  (MR) Mental Resistance Difficulties 
  (LP) Leadership Potential Difficulties 
  ANIMAL�ARMOR�CLASSES�
  AC 21: 
  Human flesh 
  AC 20: 
  Thin animal hide, soft fur, feathers 
  AC 19: 
  Medium animal hide, short fur, small scales 
  AC 18: 
  Thick hide, thick fur, medium scales, feathers 
  AC 17: 
  Extremely thick hide, thick scales 
  AC 16: 
  Quills 
  AC 15: 
  Chitin 
  AC 14: 
  Bone plates 
  AC 13: 
  Hardened shell 
  ANIMAL�WEAPON�CLASSES�
  WC 21: 
  Herbivore bites, small antlers, horns, tusks and claws. 
  Hooves and feet. Use common sense when determining 
  damage – any sort of armor is likely to prevent injury. 
  WC 20: 
  Omnivore  bites, medium antlers, horns, tusks and 
  claws. 
  WC 19: 
  Carnivore  large bites, antlers, horns, tusks and claws. 
  WC 17: 
  Tails 
  WC 16: 
  Talented* herbivore bites, small antlers, horns, tusks 
  and claws.  
  WC 15: 
  Talented* omnivore bites, medium antlers, horns, tusks 
  and claws. 
  WC 14: 
  Talented*  carnivore bites, large antlers, horns, tusks 
  and claws. 
  WC 2: 
  A luck swipe – a player character can use all of his 
  remaining Luck for the session (must be at least two 
  points) to declare a lucky swipe. He then gets to use 
  WC2 when making the attack. 
   
   
  *  Talented weapon use is found on Page 77. 
   
  Improvised,�
  Modernized�
  and�
  Primitive�Weapons�
   
  This category covers ancient swords from weapons collections, 
  spears made from broom handles to recently manufactured hand-to-hand 
  combat weapons such as knives and bows. Pretty much any weapon that 
  isn’t an explosive or a firearm falls into this category. It is suggested that 
  the GM assigns ranges, weights etc and keeps track of these as there can 
  be a lot of variations of a single type of weapon. 
   
  Sword / Spear / Pole Arm (IC 1, WC 20 Dmg. Varies, Melee Weapon): 
  These weapons work by cutting or puncturing the target. They can do a 
  range of damage, from one to three dice, at the determination of the GM.  
  
  © 2006 James M. Ward 
   
   
   
   
  IC 
  WC 
  Sh 
  Med 
  Long 
  Wt 
  Power 
  RoF 
  MAG 
  Dam 
   
  Laser�Weapons�
   
   
   
   
   
   
   
   
   
   
  1 
  Forman Arms Ltd. Lt. Laser Pistol 
  3 
  11 
  1-10 
  11-20 
  21-50 
  4 lb. 
  1 x IV. 
  1 
  20 
  3d6 
  2 
  Forman Arms Ltd. Md. Laser Pistol 
  3 
  5 
  1-10 
  11-40 
  41-100 
  5 lb. 
  1 x IV. 
  1 
  20 
  5d6 
  3 
  Forman Arms Ltd. Hv. Laser Pistol 
  4 
  5 
  1-20 
  21-50 
  51-125 
  6.5 lb. 
  1 x IV. 
  1 
  20 
  6d6 
  4 
  Forman Arms Ltd. Laser Assault Rifle 
  4 
  5 
  1-50 
  51-75 
  76-250 
  10 lb. 
  1 x V. 
  1 
  50 
  9d6 
  5 
  Forman Arms Ltd. Laser Sniper Rifle 
  5 
  5 
  1-100 
  101-250 
  251-500 
  12 lb. 
  1 x V. 
  1 
  25 
  10d6 
  6 
  Tamar Arms Ltd. Silver Eagle Target Pistol 
  3 
  11 
  1-10 
  11-20 
  21-50 
  4 lb. 
  1 x IV. 
  1 
  12 
  2d6 
  7 
  Liberator Arms Laser Target Pistol 
  3 
  11 
  1-10 
  11-20 
  21-50 
  4 lb. 
  1 x IV. 
  1 
  12 
  2d6 
  8 
  Liberator Arms Lt. Laser Pistol 
  3 
  11 
  1-10 
  11-20 
  21-50 
  5 lb. 
  1 x IV. 
  1 
  20 
  3d6 
  9 
  Liberator Arms Md. Laser Pistol 
  3 
  11 
  1-10 
  11-30 
  31-75 
  5 lb. 
  1 x IV. 
  1 
  20 
  4d6 
  10 
  Liberator Arms Laser Hunting Rifle 
  4 
  5 
  1-50 
  51-75 
  76-250 
  8.5 lb. 
  1 x V. 
  1 
  20 
  7d6 
  11 
  Forman Arms Ltd. Mark IV. Laser Cannon 
  6 
  5 
  1-250 
  251-
  2000 
  2001-50 
  miles 
  60 lb. 
  1 x VII. 
  3 
  250 
  10d6 
   
  Sonic�Metal�Disruptors�
   
   
   
   
   
   
   
   
   
   
  12 
  Forman Arms Ltd. Sonic Pistol 
  4 
  11 
  1-10 
  11-25 
  26-75 
  4.5 lb. 
  2 x IV. 
  1 
  25 
  * 
  13 
  Forman Arms Ltd. Sonic Assault Rifle 
  4 
  5 
  1-30 
  31-55 
  56-150 
  11 lb. 
  2 x V. 
  1 
  50 
  * 
  14 
  Tamar Arms Ltd. Sonic Eagle Pistol 
  4 
  11 
  1-15 
  16-30 
  31-90 
  4.5 lb. 
  2 x IV. 
  1 
  25 
  * 
  15 
  Tamar Arms Ltd. Sonic Eagle Rifle 
  4 
  5 
  1-40 
  41-80 
  81-200 
  12 lb. 
  1 x V. 
  1 
  25 
  * 
  16 
  NewGen Screamer Pistol 
  4 
  11 
  1-10 
  11-25 
  26-50 
  5 lb. 
  2 x IV. 
  1 
  20 
  * 
  17 
  Forman Arms Ltd. Sonic Cannon 
  6 
  9 
  1-100 
  101-250 
  251-500 
  60 lb. 
  1 x VII. 
  1 
  100 
  ** 
   
  Protein�Disruptors�
   
   
   
   
   
   
   
   
   
   
  18 
  NewGen Bubblegun Pistol  
  3 
  11 
  1-10 
  11-35 
  36-75 
  6 lb. 
  1 x V. 
  1 
  20 
  *** 
  19 
  Forman Arms Ltd. Disruptor Pistol 
  3 
  11 
  1-10 
  11-40 
  41-100 
  4.5 lb. 
  1 x V. 
  1 
  25 
  *** 
  20 
  Forman Arms Ltd. Disruptor Assault Rifle 
  3 
  5 
  1-50 
  51-75 
  76-250 
  15 lb. 
  1 x V. 
  1 
  50 
  *** 
  21 
  Forman Arms Ltd. Disruptor Cannon 
  4 
  9 
  1-75 
  76-200 
  201-400 
  85 lb. 
  1 x VI. 
  1 
  100 
  **** 
  22 
  JAC Disruptor Assault Rifle 
  4 
  10 
  1-50 
  51-75 
  76-200 
  17 lb. 
  1 x V. 
  1 
  50 
  *** 
   
  Slug�Projectors�
   
   
   
   
   
   
   
   
   
   
  23 
  ARESTech Target Slug Pistol, 5mm 
  3 
  18 
  1-10 
  11-35 
  36-80 
  2 lb. 
  - 
  3 
  10 
  # 
  24 
  ARESTech Defender Slug Pistol, 5mm 
  3 
  18 
  1-10 
  11-40 
  41-100 
  2.5 lb. 
  - 
  3 
  15 
  # 
  25 
  ARESTech Huntsman Slug Rifle, 7mm 
  5 
  15 
  1-50 
  51-100 
  101-250 
  9 lb. 
  - 
  3 
  20 
  # 
  26 
  ARESTech Thunder Shotgun, 12mm 
  4 
  16 
  1-20 
  21-50 
  51-75 
  8 lb. 
  - 
  1 
  12 
  # 
  27 
  JAC Slug Pistol, 7mm 
  3 
  18 
  1-10 
  11-40 
  41-100 
  3.5 lb. 
  - 
  3 
  10 
  # 
  28 
  JAC Slug Assault Rifle, 7mm 
  5 
  15/19 
  1-50 
  51-100 
  101-250 
  10 lb. 
  - 
  3 / 6 
  25 / 100 
  # 
  29 
  Forman Arms Ltd. Slug Pistol, 7mm 
  3 
  18/21 
  1-10 
  11-40 
  41-100 
  2.0 lb. 
  - 
  3 / 6 
  10 
  # 
  30 
  Forman Arms Ltd. Slug Assault Rifle, 7mm 
  5 
  15/19 
  1-50 
  51-100 
  101-250 
  10 lb. 
  - 
  3 / 6 
  30 
  # 
  31 
  Victory Inc. Slug Pistol, 7mm 
  3 
  18 
  1-10 
  11-40 
  41-100 
  3 lb. 
  - 
  3 
  10 
  # 
  32 
  Victory Inc. Slug Assault Rifle, 7mm 
  5 
  15/19 
  1-50 
  51-100 
  101-250 
  10 lb. 
  - 
  3 / 6 
  30 
  # 
  33 
  Victory Inc. Slug Sniper Rifle, 7mm 
  6 
  5 
  1-75 
  76-150 
  151-300 
  15 lb. 
  - 
  1 / 3 
  10 
  # 
  34 
  Victory Inc. Slug Machine Gun, 7mm 
  7 
  12 
  1-50 
  51-100 
  101-250 
  18.5 lb. 
  - 
  6 
  100/250 
  # 
  35 
  Victory Inc. Assault Shotgun, 12.5 mm 
  4 
  16 
  1-20 
  21-50 
  51-75 
  10 lb. 
  - 
  1 
  12 
  # 
   
  Plasma�Weapons�
   
   
   
   
   
   
   
   
   
   
  36 
  Forman Arms Ltd. Plasma Pistol 
  6 
  11 
  1-20 
  21-40 
  41-60 
  5.5 lb. 
  1 x VII. 
  1 
  360 
  4d6 
  37 
  Forman Arms Ltd. Plasma Assault Rifle 
  6 
  10/12 
  1-40 
  41-75 
  76-150 
  16 lb. 
  1 x VII. 
  1 / 3 
  360 
  6d6 
  38 
  Sentinel Arms Plasma Pistol 
  7 
  11 
  1-20 
  21-40 
  41-60 
  5.2 lb. 
  1 x VII. 
  1 
  300 
  4d6 
  39 
  Sentinel Arms Plasma Assault Rifle 
  7 
  10/12 
  1-40 
  41-100 
  101-200 
  15.6 lb. 
  1 x VII. 
  1 / 3 
  300 
  6d6 
  40 
  Liberator Arms Defender Plasma Pistol 
  7 
  11 
  1-20 
  21-45 
  46-75 
  5 lb. 
  1 x VII. 
  1 
  360 
  4d6 
  41 
  NewGen PocketDragon Plasma Pistol 
  5 
  11 
  1-30 
  31-60 
  61-100 
  6 lb. 
  1 x VII. 
  1 
  120 
  10d6 
   
  Stun�Weapons�
   
   
   
   
   
   
   
   
   
   
  42 
  Tamar Arms Ltd. Stun Baton 
  3 
  20 
  Melee 
   
   
  5 lb. 
  1 x V. 
  1 
  12 
  S 
  43 
  Tamar Arms Ltd. Stun Pistol 
  3 
  18 
  1-10 
  11-20 
  21-40 
  4 lb. 
  1 x V. 
  1 
  12 
  S 
  44 
  Forman Arms Ltd. Stun Baton 
  3 
  20 
  Melee 
   
   
  5 lb. 
  1 x V. 
  1 
  10 
  S 
  45 
  Forman Arms Ltd. Energy Prod 
  3 
  20 
  Melee 
   
   
  5 lb. 
  1 x V. 
  1 
  10 
  8d6 
  46 
  Forman Arms Paralysis Dart 
  3 
  21 
  1-15 
  16-30 
  31-40 
  1 lb. 
  1 x II. 
  1 
  3 
  P 
   
  Shaver�Weapons�
   
   
   
   
   
   
   
   
   
   
  47 
  JAC Shaver Mark I Pistol 
  3 
  13 
  1-10 
  11-30 
  31-75 
  5.3 lb. 
  3 x V. 
  6 
  100 
  1d6 
  48 
  JAC Shaver Mark III Rifle 
  4 
  13 
  1-25 
  26-100 
  101-300 
  15 lb. 
  1 x VII. 
  12 
  250 
  1d6 
  49 
  JAC Shaver Mark IV Cannon 
  7 
  12/15 
  1-100 
  101-200 
  201-500 
  90 lb. 
  3 x VII. 
  9/18 
  2000 
  1d6 
   
  Grenade�Launchers�
   
   
   
   
   
   
   
   
   
   
  50 
  Forman Arms Ltd. Grenade Launcher 
  4 
  18 
  1-50 
  51-100 
  101-150 
  8.5 lb. 
  1 x IV 
  1 
  1 
  ## 
  51 
  ARESTech Auto Grenade Launcher 
  5 
  18 
  1-50 
  51-100 
  101-150 
  23.5 lb. 
  2 x V 
  1/3 
  24 
  ## 
  RoF 
  Rate of fire 
  MAG 
  Magazine or battery capacity 
  *  
  See Sonic Metal Disruptor Pistol & Rifle Table for damage 
  **  
  See Sonic Metal Disruptor Cannon Table for damage 
  ***  
  See Protein Disruptor Pistol & Rifle Table for damage 
  ****  
  See Protein Disruptor Cannon Table for damage 
  #  
  See ammunition descriptions for damage or effect 
  ##  
  See grenade descriptions for damage or effect 
  S  
  Stun 
  P  
  Paralysis 
  
  © 2006 James M. Ward 
   
   
  �
   
   
  IC�
  WC�
  Sh�
  Med�
  Long�
  Wt�
  RoF�
  MAG�
  Dam�
   
  Alien�Weapons�
   
   
   
   
   
   
   
   
   
  1 
  Bloom Goth 
  8 
  11 
  1-50 
  51-75 
  76-150 
  14 lb. 
  1 
  10 
  10d6 
  2 
  Bloom Harken 
  8 
  10 
  1-15 
  16-30 
  31-50 
  6 lb. 
  1 
  50 
  6d6 
  3 
  Bloom Tar 
  8 
  16 
  1-20 
  - 
  - 
  8 lb. 
  1 
  1 
  * 
  4 
  Coral 
  5 
  18 
  1-20 
  - 
  - 
  9 lb. 
  1 
  1 
  ** 
  5 
  Coral Ack 
  5 
  18 
  1-10 
  11-20 
  21-30 
  5 lb. 
  1 
  10 
  ** 
  6 
  Coral Tar 
  5 
  18 
  1-15 
  16-50 
  51-75 
  18 lb. 
  1 
  75 
  ** 
  7 
  Ormten Star 
  7 
  16 
  1-40 
  41-120 
  121-250 
  15 lb. 
  7 
  - 
  7d6 
  8 
  Talooge Tube 
  7 
  7 
  1-50 
  51-125 
  126-250 
  30 lb. 
  1 
  1 
  9d6 
  9 
  Tant 
  6 
  19 
  1-15 
  16-30 
  31-50 
  15 lb. 
  1 
  1 
  8d6 
  10 
  Vol 
  6 
  20 
  1-30 
  - 
  - 
  12 lb. 
  1 
  1 
  8d6 
  11 
  Zenta 
  6 
  20 
  1-15 
  16-30 
  31-50 
  16 lb. 
  1 
  1 
  * 
  * Immobilization 
  ** Radiation 
  �
  WEAPON�TABLES�
  Sonic Metal Disruptor Pistol & Rifle Table 
  �
  Percentage�of�Metal�Exposed�
  Die�Roll�
  0-10%�
  11-50%�
  51-100%�
  1 
  no damage 
  no damage 
  no damage 
  2 
  no damage 
  no damage 
  1d damage 
  3 
  no damage 
  1d damage 
  2d damage 
  4 
  no damage 
  2d damage 
  3d damage 
  5 
  2d damage 
  4d damage 
  4d damage 
  6 
  6d damage 
  6d damage 
  6d damage 
   
  Sonic Metal Disruptor Cannon Table 
  �
  Percentage�of�Metal�Exposed�
  Die�Roll�
  0-20%�
  21-50%�
  51-100%�
  1 
  no damage 
  no damage 
  no damage 
  2 
  no damage 
  no damage 
  1d damage 
  3 
  no damage 
  1d damage 
  3d damage 
  4 
  1d damage 
  3d damage 
  5d damage 
  5 
  3d damage 
  5d damage 
  7d damage 
  6 
  5d damage 
  7d damage 
  9d damage 
   
  Protein Disruptor Pistol & Rifle Table 
  �
  Percentage�of�Flesh�Exposed�
  Die�Roll�
  0-10%�
  11-50%�
  51-100%�
  1 
  no damage 
  no damage 
  no damage 
  2 
  no damage 
  no damage 
  1d damage 
  3 
  no damage 
  1d damage 
  2d damage 
  4 
  no damage 
  2d damage 
  3d damage 
  5 
  2d damage 
  4d damage 
  4d damage 
  6 
  6d damage 
  6d damage 
  6d damage 
   
   
  Protein Disruptor Cannon Table 
  �
  Percentage�of�Flesh�Exposed�
  Die�Roll�
  0-20%�
  21-50%�
  51-100%�
  1 
  no damage 
  no damage 
  no damage 
  2 
  no damage 
  no damage 
  2d damage 
  3 
  no damage 
  2d damage 
  4d damage 
  4 
  2d damage 
  4d damage 
  6d damage 
  5 
  4d damage 
  6d damage 
  8d damage 
  6 
  6d damage 
  8d damage 
  10d damage 
   
   
   
  WEAPON�CLASSES�
  WC 21: 
  Fists, daggers, and claws. Use common sense when 
  determining damage – any sort of armor is likely to prevent 
  injury. 
  WC 20: 
  Clubs, swords, polearms, and other primitive, hand-held 
  weapons. 
  WC 19: 
  Projectile weapons without targeting systems: javelins, bows, 
  home-made rifles and pistols. 
  WC 18: 
  Rifles and pistols without laser sights. 
  WC 17: 
  Sprayed, area attack weapons such as jets of defoliant or 
  poison. 
  WC 16: 
  Talented* fists, daggers, and claws. 
  WC 15: 
  Talented* swords and polearms. 
  WC 14: 
  Talented* projectile weapons without targeting systems. 
  WC 13: 
  Talented* rifles and pistols without laser sights. 
  WC 12: 
  Talented* sprayed, area attack weapons. 
  WC 11: 
  Small, personal energy weapons and pistols. 
  WC 10: 
  Energy rifles. 
  WC 9: 
  Energy cannon. 
  WC 8: 
  Light-weight, disposable missile systems using hand-held 
  launchers. 
  WC 7: 
  Medium missile systems with re-usable shoulder launchers. 
  WC 6:  
  Heavy Missiles systems with targeting computers and self –
  propelled or stationary launchers. 
  WC 5: 
  Rifles, pistols, and most other weapons with laser sights. 
  WC 4: 
  Wire-guided and infrared guided weapons that rely on the 
  user keeping the crosshairs on the target. 
  WC 3: 
  Self-guided weapons with artificial intelligence. 
  WC 2: 
  A luck shot – a player character can use all of his remaining 
  Luck for the session (must be at least two points) to declare a 
  lucky shot. He then gets to use WC 2 when making the shot. 
   
  *  Talented weapon use is something characters can acquire during the 
  game. A character becomes talented with a particular type of weapon when 
  he has killed 10 foes with it. These must be real fights against real foes-
  squirrel hunting doesn’t count (hunting 6-foot-long radioactive squirrels 
  would, however). The GM is the final arbiter on whether a fight counts. The 
  main consideration should be whether the character was in any real danger. 
  All 10 fights don’t have to be with the same weapon, just with the same type 
  of weapon. A character might use up to two or three laser pistols in the 
  course of 10 fights, but he would then become talented with any laser pistol. 
  If the weapon’s class is already better than any of the talented classes, then 
  the character gets a +2 bonus to hit with that weapon instead. 
  
  © 2006 James M. Ward 
   
   
   
   
   
   
   
   
   
   
   
  Mental�
  Resistance�
  Complexity�
  Roll�Modifier�
  2-4 
  -4 
  5-6 
  -3 
  7-8 
  -2 
  9-10 
  -1 
  11-12 
  0 
  13-15 
  +1 
  16-18 
  +2 
  19-20 
  +3 
  21 
  +4 
  Complexity�
  Item�
  1 
  Infrared Goggles, Bow and Arrows 
  2 
  Paralysis Rod, Gel Sprayer 
  3 
  Protein Disruptor, Laser Pistol 
  4 
  Slug Projector, Grav-Sled 
  5 
  Lesser Alien Systems, Paralysis Dart, Charging Outlet 
  6 
  Powered Armor, Water / Hydrogen Energy Converter 
  7 
  Alien weapons, Gravity Generators 
  8 
  Space Suits, Engineering Units, Security Robots 
  9 
  Medical Equipment, Ecology Units 
  10 
  Computers, Alien Devices, Vehicles 
  Credits 
  Layout and design by Craig J. Brain 
  Cover art by Jim Hollowy 
  Backgound image courtesy of NASA 
   
  With thanks to: 
  Brayden L. Bull, Jake Parker and Russ Westbrook 
  JMW 101 
  MSRP $ Free 
  www.metamorphosisalpha.net 
  www.mudpuppygames.com 
  
SOURCE: textdata/thevault/Metamorphosis Alpha/Metamorphosis Alpha Supplemental/Metamorphosis Alpha Universe Gamemaster's Screen.pdf