The System 1st Edition

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    THE SYSTEMA Role Playing System for Any Setting or Time Period

    by Richard J. LeBlanc, Jr.

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    by Richard J. LeBlanc, Jr.

    1986, 2011 by New Big Dragon. All rights reserved.

    Any reproduction of th is document for sale, or any inclus ionof this document in whole or in part in any other document

    is strictly forbidden without written consent of the publisher.

    This book is dedicated to those brave new geeks who

    embraced RPGs in their earliest days, and gave the moral

    majority something to worry about.

    All a rtwork used in this rulebook is comes from a variet y of

    sources, all of which are in the public domain.

    Please address any questions concerning this publication to:

    [email protected]

    TABLE OF CONTENTS

    Blank Character Record Sheet ................................................. 2Introduction ............................................................................... 3

    Characters ................................................................................. 4

    Using Basic Abilities .................................................................. 7

    Skills .......................................................................................... 8

    Powers ...................................................................................... 10

    Special Devices ........................................................................ 18

    Class I Weapons ....................................................................... 19

    Magic and Spells ..................................................................... 20

    Basic Rules .............................................................................. 23

    Special Device Worksheet ...................................................... 27

    Spell Worksheet ........................................... ........................... 28

    THE SYSTEMA Role Playing System for Any Setting or Time Period

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    2 The System

    The System Character Record Sheet

    ATTRIBUTES

    STR :

    INT :

    WIS :

    MEN :

    MAG :

    DEX :

    PRE :

    AGI :

    CHA :

    AWA :

    ABILITIES

    Con. Class :

    STA :

    APPs :

    MOV :

    AVO :

    ATTACK RATINGS

    HTH Mod. :

    PAR :

    PDR :

    MAR :

    MDR :

    PLAYER NAME:

    CHARACTER NAME:

    TRAITS

    MENTALITY:

    ORIGIN

    MONEY:

    EXPERIENCE:

    ABILITY PTS.:

    SKILLS

    WEAPONS

    POWERS

    SPECIAL DEVICES

    SPELLS

    CHARACTER ILLUSTRATION

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    The System 3

    WHAT IS ROLE-PLAYING?

    The System is a role playing game.

    This is a type of game in which the playerassumes the role of a character in sometype of fantasy setting. In the context ofthe game, the player makes decisionsas though he was that character as thecharacter encounters certain situation.Role-playing does not use a set gameboard. However, maps and playing piec-es can be used and the game is differ-ent every time. Unlike most games, theobject is not to win because there is notrue way to win. The object is to have funwhile being creative.

    In role-playing there is a Game Master

    (or GM). The GM is in Charge of directingthe game and sometimes he creates ad-ventures. He will describe to the playerswhat their characters see and he controlsmost aspects of the game. The players inturn act through the use of their charac-ters to what the GM does. The charac-ters are the roles that the players createby use of these rules. The players shouldplay their characters as if what the GMhas set up is really happening.

    WHY THE SYSTEM?

    The System is a role-playing game

    which eliminates the need for a lot of dif-ferent games. There are so many roleplay-ing games today that if a person wantsto play in more than one type of setting,he has to learn a lot of different rules. Byusing The System, players can createcharacters for any time period or settingfrom medieval to science fiction future toa superhero world. Because there is oneset of rules governing all these settings,it eliminates the need of learning severaldifferent games. All the rules needed are

    in this one book. However, supplementsmay be bought but are not needed to playby The System.

    WHAT YOU NEED

    The physical requirements of playingby The System are minimal. The playersneed basically six things: 1) the rules,2 ) paper, 3 ) a pencil, 4) dice, 5) graphpaper , and 6) a place to play. The rules

    are needed as a reference if a questioncomes up during play. The rules are alsoneeded to know how to play. The paperis used for keeping track of characters

    and for personal notes and reference.The pencil is used for many different oc-

    casions of recording things. Unlike someroleplaying games, The System requiresonly 6-sided dice. Finally there are twokinds of graph paper helpful in playing byThe System rules, square and hexago-nal. The square graph paper is used dur-

    ing combat to keep track of things whilethe hexagonal graph paper (graph papermade by a grid of hexagons) is usedfor mapping and keeping track of play-ers. The hex paper is used in mappingand keeping track of players because itis easier to use in this way than squaregraph paper. Each hexagon on the paper

    is referred to as a hex. It is useful in de-termining distance and range.

    ROLLING THE DICE

    As mentioned before, 6-sided dice arethe only kind used in The System. Whenit comes time to roll the dice, the situa-tion will be given. The situation will dictatehow many dice are to be rolled (it is help-ful to have a lot of dice). The term d6is used to indicate a roll of the dice. Thenumber of dice to be rolled will precede.For example: If a situation called for a rollof 3d6, the correct player would roll three

    dice. The dice are read as normal dicewould be, by counting the number of pips

    on the top.

    THE RULES

    The System rules have been placedin an order that most benefits first-timerole-players. Following are CharacteGeneration (which deals with how tocreate a System character) and the Basic Rules which tell basically how to playthe game. It is recommended that thesesections be read thoroughly. By doingso, greater comprehension of the ruleswill be gained. If something at first is notunderstood, read on and the questions

    should be answered.

    TERMS

    There are several terms in this gamewhich may need explaining. A Setting isthe type of world in which the characterslive and play. A setting may range from aworld of swords and sorcery to a worldof a aliens and rayguns. An adventure isa series of encounters (meeting up withsome kind of interesting situation) linkedto form an interesting and logical plot

    Finally, a campaign is a series of adventureslinked by the continuations of characters

    INTRODUCTION

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    4 The System

    CHARACTERS

    TYPES OF CHARACTERS

    PLAYER CHARACTERSPlayer Characters (PCs) are the per-

    sonalities taken on by the players. Just likean actor gets into character, so should arole-player. The player should remember,his decisions and actions during gamingshould not be based on his own person-ality, but on the personality of his charac-ter. Just because a player wouldnt try tograb a vine and swing across a treacher-ous chasm, doesnt mean the characterhes playing wouldnt.

    NON-PLAYER CHARACTERS

    Non-Player Characters (NPCs) are thepersonalities run by the GM that are usedto flesh out the story. NPCs range fromcrazed villains and hired henchmen tolocal shopkeepers or know-it-alls thathave some sort of information the charac-ters might not have found on their own. Amore appropriate term for NPCs might beGameMaster Characters, but the RPG in-

    dustry standard is NPC. (If it aint broke,dont fix it.)

    CHARACTER CREATION

    Before actually adventuring, the playermust create the persona he wishes toplay. Creating a player character (PC, thepersonal which the player acts as) is along process but is necessary for play-ing the game. Creating the PC consistsof four parts. These are (1) Basic Abilities,(2) Attack Ratings, (3) Character traits,and (4) Special Abilities.

    BASIC ABILITIESEvery character has a number of basic

    abilities. The abilities are Strength, Intel-ligence, Wisdom,. Mental Ability, Magical

    Ability, Dexterity, Precision, Agility, Con-stitution Class, Stamina, Ability PowerPoints, Charisma, Awareness, and Luck.These are measured by a number from 4to 24, four being the minimum rating forhumans and 24 being the human height ofperfection. Fourteen, therefore, is the av-erage human ability. It is possible to havea rating greater than 24 but the character,then, is not a normal human. Constitu-tion Class, Stamina, and Ability PowerPoints do not fall into the 4 to 24 ranking.

    The ability scores are determined by ran-dom number generation. Dice for short.

    There are alternate methods for adjustingbasic ability scores given at the end of thecharacter section. However, the standardmethod for determining the basic abilitiesis by rolling 4d6.

    Strength: This is basically the powerof the muscles. This ability affects notonly the weight that one may lift but isalso affects how well one attacks physi-cally. It also affects the damage donein bare-handed attacks. The number ofpounds that a person may lift is Strength(STR) multiplied by 7.5.

    Intelligence: Similar to IQ, Intel-

    ligence (INT) represents the ability tocomprehend, reason, and think crea-tively. Also, it represents the capacity toretain knowledge and the literacy of thecharacter.

    Wisdom:Different from INT, Wisdom(WIS) relates the characters ability to useknowledge, good judgement, and intui-

    tiveness.Mental Ability:Simply, Mental Abilitiy

    (MEN) is the characters mind force andpower. In a world with straight-out mentalpowers, it is used in attack and defense.However, in a world with little or no special

    mental abilities, it represents will power.Magical Ability: Magical Ability

    (MAG) is used only in settings with magicabilities. It represents the ability to callforth and utilize magical forces.

    Dexterity: Dexterity (DEX) does notencompass any factors but those of theskill and ease of using the hands andhand-eye coordination in close range.Dexterity affects, for example, lock pick-

    ing, but not throwing.Precision: Similar to DEX, Precision

    (PRE) affects hand-eye coordination on aranged basis. It is also the quality of ac-

    curacy of the character.Agility:Separate from DEX and PRE,

    Agility (AGI) covers the areas of nimble-ness, balance, and reflex. Agility affectsmost aspects of moving.

    Charisma: Charisma (CHA) encom-passes the aspects of influence, looks,quality of leadership, and public recogni-tion.

    Awareness:Awareness (AWA) is sim-ply the ability one has to know the situa-tion of his immediate surroundings.

    Luck:Luck can influence the outcomeof events and possibly prevent some

    Luck is discussed in more detail in theBasic Rules section.

    CALCULATED ABILITIESConstitution Class: Constitution

    Class (Con. Class) represents the statusof the characters health, physique, andthe make-up of his body. Con. Class isdifferent from most other Basic Abilitiesin that in normal humans it ranges from

    one to ten instead of four to twenty-fourThis is found by rolling 4d6, adding theresults, and consulting Table C1: Constitution Class.

    Stamina: Stamina (STA) representsenduring vigor and the ability to takedamage. STA equals Con. Class multi-plied by five. When a character loses alSTA, he dies.

    Ability Power Points:Ability PowePoints (APPs) represent the amount ofpower the character may spend in per-forming certain actions before he must resor until he passes out due to physical ormental exhaustion. The characters APPsequal his Con. Class multiplied by ten.

    Movement:This is the greatest dis-

    tance that a character may move in a sin-gle game turn. It is measured in hexesEach hex equals approximately five feetMovement also affects the number oactions that a character may perform inone turn. To find the Movement rating oa character add his AGI, STR, and ConClass and divide this total by 2.4.

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    The System 5

    Avoidance: Avoidance (AVO) is themeasure of how well one avoids. Thismay be by dodging arrows or evadingtraps but it is basically the use of some

    of the basic abilities. To find the AVO rat-ing of a character, add his STR, AGI, and

    AWA. Divide this total by three and roundoff this number to the nearest one. This isthe AVO rating.

    ATTACK RATINGSIn the course of the game, a character

    will be called upon to take part in battle.Therefore, the player has to have someindication of how well the character willperform in battle. By using ratings ofbasic abilities, the player can figure thecharacters values in attack and defenseabilities. Under the Attack Ratings sec-tion on the PC record sheet, there are fivesubheadings. They are as follows: HTH

    modifier (hand-to-hand modifier), Physi-

    cal Attack Rating (PAR), Physical De-fense Rating (PDR), Mental Attack Rat-ing (MAR), and Mental Defense Rating(MDR). When calculating attack ratings,round final numbers off to the nearestone. After determining the ratings recordthem on the PC record sheet.

    HTH Modifier (HTH): The HTH(hand-to-hand) modifier is an attack rat-ing adjustment used only when physicallyfighting an opponent in a hex adjacent tothat in which the character is. To find theHTH modifier of a character, consult Ta-ble C2: HTH Modifier.

    Physical Attack Rating (PAR):PAR is how well one attacks physically. To

    find PAR, use the formula ((2xPRE)+STR)divided by 6.

    Physical Defense Rating (PDR):PDR is how well one physically defendshimself. To find the preliminary numberfor PDR, use the formula (AGI+AWA) di-vided by four. Then reference the numberagainst the Defense Rating Table belowto determine the actual PDR.

    Mental Attack Rating (MAR):MAR is how well one attacks mentally.To find MAR, use the formula (Mental

    Ability+PRE) divided by 4.Mental Defense Rating (MDR):

    MDR is natural mental defense. To find thepreliminary number for MDR use the for-

    mula ((2xMental Ability)+Con. Class Mod-ifier (see Table C3: Constitution ClassModifier) divided by six. Then referencethe number against Table C4: DefenseRatings to determine the actual PDR.

    TABLE C1: CONSTITUTION CLASS

    Roll Result 4 5 6-7 8-9 10-13 14-17 18-19 20-21 22-23 24

    Con. Class 1 2 3 4 5 6 7 8 9 10

    For every three points the base exceeds 24, add one point to the Constitution Class.

    TABLE C2: HTH MODIFIER

    Dexterity 4 5-8 9-12 13-15 16-19 20-23 24 +1*

    HTH Modifier -3 -2 -1 0 +1 +2 +3 +1*

    For every point greater than 24, add an additional point.

    TABLE C3: CONSTITUTION CLASS MODIFIER

    Con. Class 1 2 3 4 5 6 7 8 9 10

    Modifier 4 5 8 10 13 14 17 19 21 24

    For every point that the Con. Class exceeds 10, add three points to the modifier.

    TABLE C4: DEFENSE RATINGS

    Preliminary # is: 0 1 2 3 4 5 6 7 8 9

    Defense Rating is: 14 13 12 11 10 9 8 7 6 5

    Preliminary # is: 10 11 12 13 14 15 16 17 18 19

    Defense Rating is: 4 3 2 1 0 -1 -2 -3 -4 -5

    Preliminary # is: 20 21 22 23 24 25 26 27 28 +1

    Defense Rating is: -6 -7 -8 -9 -10 -11 -12 -13 -14 -1

    For every point above 28, subtract 1 from negative 14.

    TABLE C5: HTH DAMAGE MODIFIER

    Strength: 4 5-8 9-12 13-15 16-19 20-23 24

    Damage Modifier: -3 -2 -1 0 +1 +2 +3

    For every 3 points greater than 24, add +1 to the Damage Modifier.

    CHARACTER RATINGS TABLES

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    6 The System

    CHARACTER TRAITSAn important factor of the character

    is the traits the character possesses asfor as weight, height, hair color, eye color,and sex. Unlike the basic abilities, char-acter traits are chosen by the player withapproval from the GM. The first of theseis sex. That means male or female, unless

    the character is neither. If sex doesnt ap-ply, place ND in the space provided onthe character record sheet. ND standsfor no distinction. Weight level is the nexton the list. Weight level is a number indi-cating the average weight of the character.Divide the characters actual weight (cho-sen by the player with GMs consent) by

    ten and round off. This is the weight levelof the character. For example, a charac-ter weighing 179 pounds would have aweight level of 18. Record the charactersactual weight and weight level. With ap-proval from the GM, record height, age,

    hair color, and eye color. Other very im-portant factors of the characters traitsare the way he acts and his background:mentality and origin.

    Mentality: Mentality is the charac-ters mode or way of thought. This shouldby developed the player to describe theway his character thinks and/or acts.Does the character help old ladies acrossthe street but despise bums because of

    an old grudge against his father? If theplayer believes in law or supports an-archy, this should by noted. Mentalityshould describe not only how the charac-

    ter acts but why he acts the way he does.Mentality may be linked in some way tothe characters origin.

    Origin: Every character has an origin.As mentality, the origin is created by theplayer. The setting of the game will havean influence on the characters origin.The origin is a brief history detailing whythe character does what he does. Theorigin is the reason behind the character.The origin may influence the charactersmentality.

    Money, Experience, Ability Points:Money, experience, and ability points

    fit into the last category of the charac-ter record sheet, Statistics. These giveinformation on the constantly changingaspects of the character. The GM shoulddecide how many ability points and howmuch money the beginning charactershould have. Money is just what it saysand ability points are used to receivespecial abilities. Experience and abilitypoints go almost hand in hand. Experi-ence keeps a record of the total experi-

    ence of the character and it never drops.

    Experience does increase ability points.This is discussed in detail later. Playersgain experience for acting in accord-ance with their setting, purpose, andaccomplishments. The ability points onthe record sheet is the amount of abilitypoints on reserve, those left to purchasespecial abilities. As a character gains ex-perience (which is measured in points),he adds the same amount to his experi-ence total as he does to his ability pointsbut as the ability points are used, they aresubtracted from the ability points total. Inmost cases, new powers from any sourceother than technological may not normallybe purchased. Existing powers, skill, and

    magic may, however, be improved. Thecost of raising a power or skill would bethe cost of the new total minus the costof the power currently in possession.Unlike experience, ability points may belost. They could be drained by powerfulbeings, spent on improvement, or lostbecause a player did not act in accord-ance with game situations.

    SPECIAL ABILITIESOnce the player has determined his

    characters basic abilities, attack rat-ings, and traits, it comes time to acquirespecial abilities. Special abilities is theheading for three subcategories: Pow-ers, Skills, and Magic. The most diversi-fied of these subcategories is Powers.

    The player must have a reason behind a

    power but a skill may be learned by anynormal human. Magic, however, is notautomatic like a power but it does havethe great possibilities of a power. On theother hand, it is learned and practiced asa skill would be.

    Ability Points: To acquire powers,skills, or magic, the character expendsability points. It it simplest to say abilitypoints buy special abilities. Most begin-ning characters should begin with about50 ability points to purchase special abili-ties. Depending upon the setting, the GMmay boost or reduce beginning ability

    points. Each of the three types of abili-

    ties has its own definition and purchasing

    process. Therefore, they are dealt withseparately. A special ability may be pur-chased if, and only if, there is the possibil-ity of the ability being present in the set-ting and there are enough ability points topurchase the ability.

    EXPANDEDCHARACTER RULES

    RAISING BASIC ABILITIES

    Sometimes, players wont be satisfiedwith their basic ability scores. If this isthe case, the GM may allow the playersto raise their characters ability scores byexpending ability points. For STR, INTWIS, Mental Ability, Magical Ability, DEXPRE, AGI, and CHA, each 5 ability pointsyields a point to one of the basic abilitiesLuck can only be raised by experienceThe only way to raise STA and APPs is to

    raise Con. Class. It costs 50 ability pointsto raise Con. Class by one level. It costs8 ability points per basic ability point to

    raise movement and 5 ability points toraise AVO by one point. Attack and De-fense ratings can also be adjusted. Icosts 15 ability points per rating point toraise an attack rating and 15 ability pointsper rating point to lower a defense rating

    Also, it costs 5 ability point per point toraise the HTH modifier of a character.

    CHARACTER CLASSIFICATION

    Due to the flexibility of The System

    there are no set classes as in mostrole-playing games. By assessing a characters origin, mentality, and abilities, aplayer may choose a class title that fits hischaracter and use this name to classifythe character. The player does not have toclassify the character, but if he choosesto do so, it should be one that can easilybe evaluated by a GM or fellow player.

    LIMITATIONS & DISADVANTAGES

    Limitations and disadvantages arespecial options which allow a player toincrease a power or ability points. A limi-

    tation applies to a certain power and itbasically gives that power same conditionunder which it works. By doing so, thepowers power increases or its cost is de-creased. Disadvantages are things whichaffect a character directly. To balance adisadvantage, the character receives bo-nus ability points. The player should con-fer with the GM as to if and how he canuse disadvantages and/or limitationsThe GM may say no altogether.

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    The System 7

    THE ODDS TABLE An important facet in many parts ofthis game is the odds table. Basically, theodds table takes into account the prob-ability of something happening and putsthis chance into the roll of the dice. Touse the odds table, there must be two op-posing forces. The side which is to makethe roll is first and the opposing force issecond. In other words, the roller is thenumber on the left and the opposing forceis the number on the right. Example: Acharacter has a 30 and the opposing forcehas a 60 (in whatever), the odds are 1-2.

    Once the odds in a particular situationhave been determined, a roll is made on4d6 to determine success or failure. Thisis done by cross referencing the odds withthe total of the roll. S indicates success,F indicates failure, 2X means doubleeffect, and 3X means triple effect.

    USING BASIC ABILITIESA characters basic abil ities have

    more purpose than just determining hisratings. Some very complex situationscan be divided into simpler parts thatare easily solved.

    ABILITY CHECK

    The most basic aspect of using thebasic ability is the ability check. Anability check is a roll on 4d6 which mustbe equal to or less than the basic abili-tys rank. Once a basic ability has beenchosen to use on an ability check, theGM must place any position modifiers.That is, bad conditions make it harderto succeed. For example, if someone wastrying to solve a riddle, it would be muchharder to do it in a crowd of people than

    in complete solitude.

    ABILITY CHECK ON ODDS TABLE

    The other way of making an abilitycheck, and a more realistic one, is theodds table. First, choose the basic abilitywhich is put to use and assign the taskperformed a complexity number. Com-pare the basic ability to the complexitynumber and decide the odds. Find the re-sult by rolling 4d6 and cross-referencing

    the result of the roll with the odds of the

    attempt. Most of the basic abilities can be

    used in the above manner.

    USING STRENGTH

    STR is the only basic ability whichrequires APPs to use. As stated in theCharacters section, the weight that acharacter can lift is the number of poundsequal to his STR times 7.5. For using STR,

    the APPC is somewhat complex. If thecharacter uses 1/2 of his STR or less, the

    APPC is one point. If the character usesabove 1/2 and up to 3/4 of his STR, the

    APPC is 2. If the character uses above 3/4and up to all of his STR, the APPC is 3.STR can also be used to cause damage.The above APPC costs are applied to theuse of STR in causing damage also. Bare-handed damage of STR if determined byrolling 1d6 and adding the STR HTH dam-age modifier (see Ttable C5: HTH Dam-age Modifier.)

    Before using STR, the player must tellthe GM the amount of STR being used. Ifthe player does not tell the amount of STR

    being used, the GM should assume he isusing all of it.

    LUCK

    Luck is one of the most versatile abili-ties but also one of the most precious.Luck can do everything from increasinghit probability to deciding if a trap gets acharacter or not. Luck cannot be boughtby ability points. The only way to raise luck

    is by experience. For every five experiencepoints, one luck point is gained but everytime you test your luck, it costs you.

    Some traps may call for an awarenesscheck followed by an agility check forsuccess. However, luck may be choseninstead. The player then makes a Luckcheck. Each time a luck check is made,it decreases Luck by one point, never tosee that point again.

    Another use of luck is to increase hitprobability by increasing the chance byone point for each luck point spent. Thismay also be done for defense. It makessense. If a character put all he effort intohitting one opponent, his chance serious-

    ly decreases the next time around.Check with the GM on when luck can

    be used.

    USING BASIC ABILITIES & THE ODDS TABLE

    S=Success 2X=Abilities doubled at no extra cost

    F=Failure 3X=Abiliti es tripled at no extra cost

    THE ODDS TABLE

    ODDS

    1-4 or 4-1 orROLL worse 1-3 1-2 2-3 1-1 3-2 2-1 3-1 better

    4 F F F F F F F F F

    5 F F F F F F F F S

    6-7 F F F F F F F S S 8-9 F F F F F F S S S

    10-12 F F F F F S S S S

    13-15 F F F F S S S S S

    16-18 F F F S S S S S S

    19-20 F F S S S S S S 2X

    21-22 F S S S S S S 2X 2X

    23 S S S S S S 2X 2X 3X

    24 S S S S S 2X 2X 3X 3X

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    8 The System

    SKILLS

    Skills, unlike powers, have only onesource. That source is from personal skill.

    Skills work on a system of rank points(RPs). By expending ability points, thecharacter can purchase skills by buyingRPs of the skill. Each skill may also havea number of subskills. By purchasing theentire skill, the character gets a better

    deal than if he had bought all the sub-skills separately. Subskills can be boughtby themselves. The cost of a skill is listednext to the name of the skill but if thecharacter wants to buy only certain sub-skills, the cost of doing so is listed by thesubskill. If a character buys one subskill,he does not get the other subskills of the

    same skill category.

    THE ODDS TABLE An important facet in many parts

    of this game is the odds table. Basi-cally, the odds table takes into accountthe probability of something happeningand puts this chance into the roll of thedice. To use the odds table, there must

    be two opposing forces. The side whichis to make the roll is first and the oppos-ing force is second. In other words, theroller is the number on the left and the op-

    posing force is the number on the right.Example: A character has a 30 and theopposing force has a 60 (in whatever), theodds are 1-2. Once the odds in a particu-lar situation have been determined, a rollis made on 4d6 to determine success orfailure. This is done by cross referencingthe odds with the total of the roll. S indi-cates success, F indicates failure, 2Xmeans double effect, and 3X means tri-ple effect.

    SKILLS AND THEODDS TABLE

    Most of the skills work on the oddstable. The skill descriptions will indicatewhen the odds table is to be used andwhat the opposing rank will be to thecharacters rank (total rank points in thatskill). The price for the skill in ability points(APs) is given at the right of the title of theskill. If there is no opposing force indi-cated than there no roll required on theodds table.

    LIST OF SKILLS

    ACROBATICS

    10 APs per RP;

    each subskill costs 2 APs per RP

    Balancing:

    This is the ability to cross long areas bywalking on narrow surfaces. This abilityuses the odds table with surface deter-mining the opposition.

    AREA OPPOSING RANK

    stable edge 14

    wire 28

    shaking edge 20

    slimed/oiled area 24shaking & slimed/oiled 28

    Pole Vaulting:

    This is the ability to use any leveragedevice (springboard, see-saw, pole, etc.)to project ones seIf. There must be a 30foot running start and if using a pole, itmust be 4 feet longer than the user. Theheight to which jumping is possible is 5feet plus one half foot per RP.

    Jumping:

    This is self-explanatory. The lengthpossible from a standing broad jump is 3

    feet plus 1 foot per RP but no greater than10 feet. The length possible for a runningbroad jump (Which requires a 20 foot run-ning start) is 7 feet plus 1 foot per RP but

    no greater than 24 feet.

    Gymnastics:

    This skill gives an attack advantagein HTH combat by using tumbles, rolls,handstands, etc. The advantage is +1 toPAR for every 5 RPs.

    Diving:

    Diving is the ability to fall and move tolessen damage by maneuvering the body.

    Falling damage is reduced by 1 point perRP. No damage results when landing onthe feet.

    Evasion:

    This is the ability to dodge, etc. to in-crease the chance of being missed. Theadvantage of this is -1 to PDR for every5 RPs.

    Climbing:

    Climbing is self-explanatory. It uses

    the odds table with the opposing value othe surface being climbed.

    SURFACE OPPOSING RANK

    ledges & footholds 12

    small cracks 16

    smooth surface 20

    slimed/oiled 30

    rope 10

    ANIMAL SKILLS

    5 APs per RP;

    each subskill is 3 APs per RP

    Training:Training is the ability to train animals torespond to commands. The odds table isused with the following oppositions.

    ANIMAL OPPOSING RANK

    small domestic 9

    large domestic 14

    small wild 19

    large wild 24

    mature +4

    elderly +10

    The animals are assumed to be youngOtherwise, add the age modifiers to theopposition. The trainer chooses, also, *aspecialization area. That is, he choosesa certain kind of animal and his RPs aredoubled, at no extra cost, when dealingwith this kind of animal. The time it takesto train an animal is 2-12 (2d6) days.

    Riding:

    This is the ability to mount and guidethe movements of an animal. The rankof the opposition is found by adding theanimals STR and INT and dividing thisnumber by two. Success only has to bedetermined once per specific animal. Ithe animal is trained, the opposition is

    lowered by the RPs of the trainer. If thetrainer and the rider are the same personthe player does not need to roll, successis automatic.

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    INFLUENCE

    5 APs per RP; only one skill

    Persuasion:

    This is the ability of a character to talkother characters or another character intoseeing his way. The odds table is used

    for this skill with the awareness of thecharacter being the opposition. However,

    instead of using RPs directly as the actingforce, the acting force is the RPs of thecharacter plus his charisma with the totaldivided by two((RPs+CHA)/2). Thereare certain modifiers to the opposition:

    OPPOSING MODIFIERCHARACTER IS TO AWA

    raptured by user -14

    friend -5

    neutral 0

    questioning +5

    hostile +14

    strongly opposed to idea +19

    arch-foe +24

    MODIFIERSITUATION IS TO AWA

    obviously best -10

    reasonable 0

    risky +5

    extremely risky +14

    sure death +24

    MARTIAL ARTS

    15 APs per RP (Subskilis may not

    be purchased separately.)

    Melee:Melee combat is essential in martialarts training. Characters get a +1 PARbonus for every 3 Martial Arts RPs. Inbare-handed attack, the character gets

    +1 PAR for every 4 RPs and +1 damagefor every 2 RPs.

    Diving:

    Martial ar ts diving is treated the sameas acrobatic diving. However, if thecharacter has martial arts and acrobatictraining, the damage reduction is not

    cumulative. The greater of the two rank-ings is used.

    M-B-L:

    M-B-L stands for move-block-de-flect. By moving with an attack, block-ing it, or deflecting it, damage is reduced.

    The actual damage taken is total damageminus one-half of the martial arts RPs.

    Defensive Throwing:

    This is a valuable skill, but it is risky. Itis used in defense similar to a block butwhen using defensive throwing, no M-B-L

    move can be made. Defensive throwing

    can be used in HTH only. To use defensivethrowing (a defensive move), the playermust sacrifice an action. The STRs of thetwo opposing characters are comparedand the defender rolls on the odds table.If failure occurs in one of the first two col-umns in the 4 or 5 row, the defendertakes double damage. Failure indicatesnormal damage. Success indicates theattacker has be knocked back. 2X meansthe knockback is doubled while 3X triplesthe knockback. The distance the attackeris knocked back is one hex per three RPsof the defender.

    TECHNICIAN

    Operating:

    10 APs per RP

    2 APs per RP. Operating includes start-ing a machine and using it for what it wasmeant to do. The odds table is used and

    the complexity number of the machineis the opposing force. If failure occurs

    in one of the first two columns in the 4or 5 row, the machine is damaged andcannot be until it is repaired. Failure indi-cates inability to use the object and a 1in 6 chance of the object backfiring. Suc-cess indicates ability to correctly operatethe item. 2X and 3X are treated as if therewere just a standard S result. The timeit takes to figure out the object is theitems complexity minus the charactersRPs. The minimum time is one turn.

    Repairing:3 APs per RP

    This is the ability to repair machinery.

    Just because someone can repair some-thing does not mean he can operate it.For example, just because a computertechnician can repair a computer doesnot mean he knows how to program acomputer. To repair a machine, the oddstable is used with the machines complex-ity as the opposing force. If failure occursin one of the first two columns in the 4 or5 row, the machine is destroyed. Failureresults in the inability to repair the item

    while success simply means successfulrepair. A result of 2X means the next timethe technician deals with a similar item,he gets his rank points doubled for useon a similar item. 3X results in a triple of

    his rank points the next time he deals witha similar item. To repair an object, thetechnician must have a tool kit equal to orgreater than the complexity number of theobject (see Game Mastering-Equipment).The time it takes to repair the item is its

    complexity number doubled minus the

    RPs of the technician. The minimum timefor repair is two turns. This skill may alsobe used to deactivate an item. Time andprocedure are the same. This includesthe use of tools. Failure in deactivating re-sults in nothing happening while successresults in deactivation without destruc-tion. If failure occurs in one of the first twocolumns in the 4 or 5 row, the machineworks twice as it did before deactivationwas attempted. 2X or 3X results in per-manent deactivation of the object.

    Identifying:

    3 APs per RP

    Identifying an object consists of be-ing able to tell what the object does.The complexity number is the opposingnumber on the odds table. If failure oc-curs in one of the first two columns in the4 or 5 row, the character identifying issure that the object does the opposite ofwhat it actually does do. Failure signifiesthe character is unsure of the purposewhile success indicates the identifier

    knows what the object does. 2X meansthe identifier gets his operating RPs dou-bled when trying to operate the item (ifhe has operating) and 3X means the op-erating RPs are tripled. The time it takes

    to identify the object is the complexitynumber minus the rank points of the item.The minimum time it takes to identify theitem is one turn.

    Building:

    4 APs per RP

    Building an object is a long and com-plicated process. The basis is Building

    RPs versus complexity number. For a fulldescription see Special Devices.

    Designing:

    5 APs per RP

    With the use of this skill, charactersmay invent technical objects of their owndesign. The character must, however,have the Building Technician skill or havesomeone with the build skill to have theobject built. The use of this skill is ex-plained in the Special Devices section.

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    Before purchasing a power, the playermust decide on the source of the power.

    The source of the power determines theability point cost (APC) of the power. Theuse of a power puts physical drain on thecharacter and the force usable is the char-acters APPs With the listing of the individ-ual powers is the Ability Power Point Cost

    (APPC) of using the power. The APPC issubtracted from the APPs of the charac-ter and the points are lost temporarily untilthe character either recovers on his ownor is supplemented by another character.

    Powers are also subdivided into attackpowers (APO) and non-attack powers(NAP). The type of power (TOP) is listed

    in the power description.Attack powers use attack and defense

    ratings to determine success and failure.The attack powers have an attack powercategory (APC) to tell which set of ratings(physical or mental) to use in the attackprocess. -HTH behind a physical APCindicates the HTH modifier is to be used

    when attacking with such a power. Unlikeattack powers, NAPs are either automat-ic (auto) or use a success rating (SR) asindications in the non-attack power cat-egory (NAPC).

    A success rating is the number or less

    that must be rolled on 4d6 to succeed atusing a power. There are, however, varia-tions in SR due to circumstances.

    POWER SOURCESThe GM has a say so in the source of

    the abilities because he is.in charge of thesetting of the game. He may, therefore,limit the capacity of the power and/or thesource of the power.

    Mutation: A power derived from achange in genetic structure is considered

    a mutation. All costs apply as normal but

    no substitutions for APPs may be made.In other words, there can be no specialobjects which supplement the charac-ters APP. The source of a mutation mightbe a weird DNA combination at birth orexposure to radiation. Depending on thesetting, the character should discusswith the GM the source of the mutation.There is no limit to the capacity of a mu-tant power. For each power from a muta-tion, there is a 50% chance (1-3 on 1d6)that the power has, in some way altered

    the character. When such an alterationoccurs, the GM and player should work

    up some physical manifestation of thepower. Examples are scales, altered skincolor, and loss of hair.

    Aliens: Aliens powers are thosepowers which are inborn due to ancestry(this category does not include Homo-

    sapiens). There are three subcategoriesof aliens: extra-terrestrial, extradimen-sional, and lost civilization. Althoughsome may look humanoid, there is alwayssome physical difference from humans,whether it is green skin or yellow eyes. Aswith mutant powers, there is no APP sup-plement or substitute. An extra-terrestrial

    comes from another planet, an extradi-mensional comes from another dimen-sion, and one from a lost civilization ofearth might be from some long lost raceof humans. The legendary Atlanteans area perfect example.

    Altered Humans: The powers thatfall into this category are those that be-

    long to people who were once normalhumans and acquired the powers fromsome means other than radiation or tech-nology. The origin of an alteration powermay be the injection of chemicals, cos-mic, or-other strange forces. Powers in

    this category may have the APPs supple-ment as per the power APP supplement.Because there are no disadvantages tothis source, the ability point cost of thepower is doubled.

    Magic: This is dealt within its ownsection, Magic and spells.

    Technology: A technological powerhas a technology level. The technologylevel is equal to the ability point cost of

    the power. When detailing settings, theGM decides on the technology level ofthe setting. The technology level (or TL)of the power may not exceed the TL of the

    setting. There are basically two sourcesof technological powers. These are bion-ics and devices. The ability cost is normalbut there are drawbacks. In the case ofbionics, the machines are implanted in oron the characters body and cannot beremoved except by major surgery. If thepart is hit in battle (chance of this is deter-mined by the GM) there is a 2 in 6 chanceof the bionic part releasing a discharge.On a 1-3 on 1d6, the discharge is minor

    and causes 1d6 damage to the characterOn a 4-6 the damage is severe and causes 2d6 damage. If a part takes 10 or morepoints of damage (cumulative) and is nottotally destroyed, a major discharge and2d6 damage occurs and the part cannotbe repaired. The APPs for the bionic partmay come from the character, or a powepack (see below). A device on the otherhand is separate from the charactersbody and the device requires a powepack. A device may be taken away fromthe user and used by another character

    When purchasing a device, it is neces-sary to give it stamina to allow it to takedamage. The STA cost for a device is 5ability points per STA point. Unless com-pletely destroyed, devices and bionics

    may be repaired by a technician. A deviceis considered destroyed when its STA isreduced to 0 or below. If the STA nevegoes under 1, the device may be repairedPower packs are battery-like devicesthat may power technological powersThe cost of a power pack is 5 credits foreach APP in the power pack. Thereforea power pack with 100 APP would cos500 credits. However, unlike a characters

    APPs, power pack APPs may not be re-

    covered. Once used, they are gone.

    POWERS

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    Weapons:Some weapons are tech-nological. To classify as such the powermust have its own source of power (viaa power pack, for example). Swords and

    bows, on the other hand, require no pow-er other than that of the wielder. Unlikepowers and devices, this class of weap-ons (Class I Weapons) costs money, notability points. Class I weapons are dealtwith after magic.

    MONEY FOR POWERS

    Some powers may be bought by cred-

    its easily by spending credits equal to theability point cost (APC) multiplied by five.The ability of doing as such is listed by anasterisk(*) appearing by the powers title.However, availability and limit to abilitypoints may be limited by the GM.

    LIST OF POWERSFollowing is a list of powers. Each pow-

    er is first identified by name and is thenfollowed by statistics and a descriptionof the power. The statistics are the typeof power, followed by the category of thetype of power, then the ability point cost

    of the power and the ability power pointcost of using the power. The cost of thepower is the amount of ability points thatmust be spent in order to have that pow-

    er. The APPC or the ability power pointcost is the effort needed to use a certainpower. This is the amount that must besubtracted from a characters APPs whenusing the power. If he does not have asufficient amount of ability power points,then he cannot use the power. There are

    several things in the power descriptions

    that may not be understood until readingthe BASIC RULES section.

    ABSORPTION

    This power is the ability to absorb ortake in others powers, skills, etc. fromeither other characters, animals, or theenvironment. For the absorption to occur,the character must touch the object fromwhich he wishes to absorb. The player

    must first decide the class of absorption:mimic, trade, or remove. In mimicking,the character duplicates what is beingabsorbed while the original keeps whatis being absorbed. Trade, on the otherhand, actually trades the characters abil-ity for the subjects. Finally, remove actu-ally takes away the characteristic. Beloware the characteristics that may be ab-sorbed and the class of absorption forthe characteristic. In addition to the listed

    ability point cost, there is a + 10 cost formimic, +5 for trade, and +15 for remove.The cost of the power does not take intoaccount the class of absorption. Thereare 5 types of absorption.

    I. Power Absorption

    TOP: APO APC: Phys-HTH

    Cost: Special APPC: Special

    In power absorption, the character ab-sorbs some power from another charac-ter. With the use of this power the char-acter may have in possession only oneother power at a time unless he buysPower Absorption a second or moretimes. Power absorption has a rating toitself. For every 3 points of the power,the character receives one rating point.

    A character cannot absorb an ability withan ability point cost higher than his rat-ing points. The power must be equal toor less than the rating points. Power ab-sorption may mimic or remove only. Theability point cost for a one turn duration is5 ability points for 3 points of the power..

    For each additional turn the power maybe retained, there is an additional cost of5 ability points per extra turn of retention.

    The APPC of the power is paid at normalrates for the absorbed power. The APPCfor absorbing is 1/10 the ability point costof the power absorbed, rounding off.

    II. Damage Absorption

    TOP: NAP NAPC: auto

    Cost: 3/point APPC: 1/5 pts.

    Damage absorption actually allowsthe character to absorb damage causedby attacks. At the time of purchase, thecharacter decides whether the absorp-

    tion will work against physical or mental

    damage. The character may buy both butthey must be purchased separately. Theability point cost for damage absorptionis 3 points for each point of damage ableto be absorbed. All damage other thanthat absorbed is applied as normally.The APPC of the power is 1 APP for each5 points of damage absorbed, round-ing up. The character does not have touse the powers full potential, though hemay. Because the power does not fit asa mimic, trade, or remove, there is no ad-ditional cost.

    III. Basic Ability Absorption

    TOP: APO APC: Phys-HTH

    Cost: see below APPC: see below

    Upon the absorption of a basic ability,the character replaces his characteristic

    with the one absorbed. Ratings are ad-justed as needed. The ability point costis 5 points for every point of Charac-

    teristic the character is able to absorb.Basic Ability Absorption may be mimicor trade. In the case of trade, the per-son from whom the characteristic wasabsorbed receives the absorbing char-acters normal rating. For every 3 pointsthe character absorbs, there is an APPCof one. The APPC is paid for every turnthe characteristic is retained. However,for the duration to increase requires 5ability points per turn of duration.

    IV. Memory Absorption

    TOP: APO APC: Phys-HTH

    Cost: 5/pt. APPC: 1/3 pts.The character is able to receive his

    opponents memory. For every point of

    the power, the character receives theothers memory for 1 turn. The APPC is 3points for every point of the power used.This power can be only mimic. From thememory, the character can detect man-nerisms, beliefs, etc. displayed withinthe past.

    V. Appearance Absorption

    TOP: APO APC: Phys-HTH

    Cost: 50 APPC: 5/turn

    This power is simply the ability to lookexactly like the object touched. This in-cludes clothing and equipment. This isappearance only. Characteristics, pow-ers, etc. are not absorbed. The abilitypoint cost is 50 and the APPC is 5 per turnthe disguise is retained. Once stopped,the character must make another suc-

    cessful attack roll to absorb the appear-ance again.

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    ACID

    TOP: APO APC: Phys

    Cost: 15/die APPC: 1/die

    A spray of acid may be shot by thecharacter. Against metal, the character

    gets a +2 attack bonus. The cost is 15ability points for every die of damage andthe APPC is one for every die of damage

    put into the attack.

    ANIMAL CONTROL

    TOP: NAP NAPC: SR

    Cost: 3/pt. APPC: 2+1/turn

    When controlling animals, once asuccessful SR roll is made, the charac-ter may control an animal with an INTequal to or less than the charactersmental ability. At the time of purchase,the character must decide the type ofanimal he wishes to control (like cats,birds, or maybe horses). Once control isestablished, it maybe maintained as long

    as the character pays the APPC. Oncecontrol is let down, another SR must bemade to reestablish control. This poweruses a SR and for every hex the animal

    is away from the character there is a -1penalty to the SR. The ability point costis 3 for each SR point. The APPC is 2to attempt and 1 per turn, after the first,control is kept.

    ARMOR

    TOP: NAP NAPC: auto

    Cost: 3/pt. APPC: none

    Damage from physical attacks is re-duced by armor. Armor could come from

    thick skin, a specialized suit, or plain oldmetal armor. Armor reduces ability by 1/10of the total points. Therefore, a characterwith 50 points of armor has his agility re-duced by 5. The character and GM mustwork out the source of the armor and theeffects on appearance. For every point ofarmor, damage from physical attacks byone point. The cost of this power is 3 abil-ity points per point of armor.

    BODY MATTER CHANGE

    TOP: NAP NAPC: auto

    Cost: 25/die APPC: see below

    By this power, the characters body canchange to a specific substance and take

    on the properties of the substance whilekeeping his own shape. In HTH combat,damage is increased by one die for every

    die of the power if the substance is ap-plicable (like electricity, fire, and stonebut not substances like water and gases).If the substance is sol id or liquid, dam-age taken from others is decreased by2 points for every die of the power. The

    APPC for the power is 5 pert, die to turnon and 2 points per die for every turn thechange is maintained.

    CLING AND CLIMB (SPIDERWALK)

    TOP: NAP NAPC: SR

    Cost: 2/pt. APPC: none

    By the use of this ability, the character

    is able to stick to and move across walls,ceilings, etc. as if they were ground. TheSR roll is made only when performing in-tricate moves or on slick surfaces. The

    character is able to apply leverage wherethere normally would not be leverage.This power treats the force of gravity asif it were perpendicular to the surface thecharacter is upon.

    DENSITY CONTROL

    TOP: NAP NAPC: auto Cost:

    10/pt. APPC: 1/5 pts.

    By controlling his density, a charac-ter can increase or decrease his mass.For each point used, the character canadjust his weight level up or down. Thecharacter must decide upon purchasewhether the increase will be up or down.For every 6 points of density greater thanhis STR, the character receives a bonusof one die in HTH damage. However, ifhis density points are greater than hisSTA his AGI is reduced by four, PAR isreduced by one, and PDR is increasedby one. The character gets physical dam-

    age taken reduced by one for every point

    of density above the characters weightlevel. The character may -lower hisweight level to 0 giving him a 0 weight ef-fect. That is, the character weighs noth-ing. If the characters density is less thanhis STA, AGI is increased by 4, PAR isincreased by only, and PDR is decreasedby one. The cost is 10 per density pointand the APPC is 1 point for every 5 den-sity points used, per turn.

    ELEMENTAL GENERATION

    TOP: NAP APC: auto

    Cost: 10/die APPC: 2/die

    With this power, a character can createeither fire, air, earth, or water. When pur-

    chasing the power, the character choos-es one of these four types. The area of theproduced substance is one hex per die

    Upon the creation, dice are rolled for thesubstance (equalling the number of dicein the power). The damage done by thesubstance equals the amounts of pointsin the substance. Where applicable, theweight of the substance is 10 multipliedby the points of the substance.

    ELEMENTAL CONTROL

    TOP: see below APC: see below

    Cost: 4/pt. APPC: see below

    With this power, a character can controeither fire, air, earth, or water. When pur-chasing this power, the character chooses

    which of the four he wishes to have. Thecharacter purchases points. These are thepoints of substance he is able to controlThis number also doubles as the SR for

    this power. Upon successful SR roll, thecharacter can manipulate the substanceFor every hex in distance from the sub-stance, there is -1 to the SR. The manipu-lated points of the substance may causedamage equal to their points or take damage. If the substance takes more damagethan it has points, it is destroyed. If beingused as a shield, it takes all the damage itcan before the character takes damage

    The ability point cost is 4 per point. TheAPPC is 1 for every 3 points used in theinitial try and 1 per 6 points for each turn itis maintained. By mixing areas of controlthe character could control weather, etc.

    ENERGY BLAST

    TOP: APO APC: Phys

    Cost: 10/die APPC: 1/die

    By use of this power, the character canattack with some form of energy. It mayby electricity, sound, light, etc. Damage is

    by dice. The cost of this ability is 10 per

    die and the APPC is one point for eachdie used.

    ENERGY MANIPULATION

    TOP: NAP NAPC: SR

    Cost: 3/pt. APPC: see below

    With this power, the character canmanipulate one form of energy. He canincrease or decrease the force of theenergy. It can also be used as a defense

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    against the same substance as that being

    manipulated. This power can be used inconjunction with energy blast. For exam-ple, the energy blast can have no targetand be in existence until it does damageequal to its damage points. It can be usedas a shield until it takes maximum damage(points equalling its own). The SR doublesas the damage points of the energy thatthe character can control. The charactercan increase the damage points up to butnot exceeding his own SR. For every 10damage points of the energy, it may takeup one hex. The damage points can bedecreased to zero. The cost of the poweris 3 ability points for each SR point andthe APPC is one for each 3 points of the

    substance controlled per turn of control.The source of energy might be a match(for flame control), and electrical line (forelectrical control), etc. The range of con-trol is one hex per SR point.

    EXTRA LIMBS

    TOP: NAP NAPC: auto

    Cost: 15/limb APPC: none

    The character gains a prehensile limbcapable of whatever motions and actionsof that kind of limb of the same size. Itcould be a tail, extra are, etc. The STRof the limit is the same as the STR of thecharacter. There are no extra attack bo-nuses. The cost is 15 ability points foreach extra limb.

    EXTRAORDINARY SENSES

    TOP: NAP NAPC: autoCost: 5/hex APPC: none

    With this power, the character can de-tect exactly everything in the hex/rangeradius of the character. If, for example,there is a ring concealed in a hollowstone, the character can pick this up. Thispower negates the advantages of an at-

    tacker from behind if the attacker is in therange of the power. The character mayalso detect invisibility. The cost is 5 abilitypoints per hex in range.

    EMPATHYTOP: APO APC: Mental

    Cost: 10/pt. APPC: 2/pt.+1/turn

    With the use of empathy, the charactermay feel the emotions of another charac-ter. It is a simple mental attack doing nodamage. For each point purchased, it hasa range of one hex and a duration of oneturn. Therefore, a person with six pointsmay empathize with a character up to 6hexes away for up to 6 turns. The durationmay be shortened just by the character

    saying so. The cost is 10 per point and the

    APPC is 2 per point used per turn.

    EMOTION-CONTROL

    TOP: APO APC: Mental

    Cost: 15/pt. APPC: 3 /pt.+1/turn

    Characters with this power make

    others act according to the emotion in-

    stalled in the victim. Upon purchase, thecharacter decides which emotion he willbe able to install. For each point of thepower, there is one hex range and oneturn duration. The cost is 15 per pointand the APPC is three per point on theoriginal turn of installation and one perpoint every turn afterward.

    ENVIRONMENTAL INDEPENDENCE

    TOP: NAP NAPC: auto

    Cost: 3/turn APPC: 1/turn

    With this power the character can sur-vive in any environment or atmosphere

    with no need of normal life-sustainingfunctions. The duration is in turns andthe cost is three ability points per turnfor maximum duration. The APPC is one

    APP per turn.

    FLIGHT

    TOP: NAP NAPC: auto

    Cost: 5/hex APPC: 1/3 hexes

    Flight is a movement ability and thecharacter can fly during one action (SeeBasic Rules section) the number hexespurchased. This is not considered an ac-

    tion, however. Also, if any flying is doneduring the action, the 15 points of move-ment cannot be used, except for theaction option (explained in detail in theCombat section).

    FORCE FIELD

    TOP: NAP NAPC: auto

    Cost: 15/pt. APPC: 1/turn

    By the use of a force field, a characterlowers his MDR or PDR by the points ofthe power. The character decides upon

    purchase whether he will buy for MDR or

    PDR or both. The points purchased arethen, when activated, subtracted fromthe proper defense ratings in a combatsituation. The ability point cost is fifteenper point and the APPC is one per pointper turn.

    GLIDING

    TOP: NAP NAPC: auto

    Cost: see below APPC: 1/10 hexes

    Gliding is pretty much what it says. Fora character to be able to use gliding, hemust be at least one hex (2.5 feet) abovethe ground. This power is purchased inhexes. In one action (see Basic Rules sec-tion), for every hex above the ground, thecharacter can glide the number of hexespurchased. For example, if a character has7 hexes of gliding and is 3 hexes aboveground level, he may glide up to 21 hexes.Gliding is substituted for regular move-

    ment on the turn. The ability point cost ofgliding is 3 per hex and the APPC is 1 forevery 10 hexes glided, rounding up.

    GRAVITY CONTROL

    TOP: NAP NAPC: SR

    Cost: 15/pt. APPC: 1/pt./turn

    With this power, the character can alterthe amount of gravitational pull on an ob-

    ject. The SR doubles as the effectivenessof the power. The points are the factormultiplied by the weight of the object af-fected. That is, the SR is multiplied by theweight of the object being affected is themaximum weight of the object. The maxi-mum weight multiplied by negative one re-sults in the minimum weight of the object.If the weight is negative then the object,in essence, falls upwards. If the STR ofan affected object is not sufficient to lift,what he weighs then the object (personor whatever) will fall to the ground help-

    less. For every 50 pounds that the weightexceeds lifting ability, there is 1d6 dam-age to the object. The range of this poweris one hex per SR point. The cost of thispower is 15 points for each SR point. The

    APPC is one for each point used per turn.

    GROWTH

    TOP: NAP NAPC: auto

    Cost: see below APPC: see below

    By using this power, the character canincrease size at will. Growth works on asystem of levels. The level represents themaximum factors of the character. In otherwords, to determine the tallest one cangrow, the characters height is multipliedby the level. The only exception is level

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    one whose factor is not 1 but 1.5. In ad-

    dition to height, the weight, movementratings, and STR of the character are mul-tiplied by the level factor. This is to repre-sent the increased scale of the character.For each level of growth, PAR and PDRare increased by the number of the level.The cost of this power is somewhat odd.The level squared times ten is the cost ofto buy up to that level. The formula for thecost is cost=level2x10. For example, a lev-el of 3 would cost 90 points (32x10). The

    APPC is 5 per level to grow but none tostay enlarged or to reduce.

    ILLUSION

    TOP: APO APC: Mental

    Cost: 20/die APPC: see below

    With this power, upon a successfulmental attack, the character can makeanother being believe in something that isnot really happening. Because the men-

    tal image is so real, the mind controls thebody as if the situation was real. Therefore,if a character believes he is on fire, he willtake damage. If the illusion is such thatan actual occurrence of the illusion wouldcause damage, than the believing char-acter will take damage (mind over matterkind of stuff). The number of dice in theillusion determines the illusions STA. Theillusion may be attacked by the believingcharacter only. Once the character hasdestroyed the illusion (does enough dam-age to lower the STA of the illusion below0) the illusion is dispelled. One-half of the

    dice of the illusion are used in determin-ing damage. For example, an illusion of atank by the character Mindshadow is an

    8d6 illusion. Upon a successful mentalattack, he rolls a total of 31 on the eightdice. The STA of the illusion is 31. Thedamage caused to the believing person bythe tank is 4d6. When an illusion attacksits believer, the MAR of the character thatcreated the illusion is used against the

    PDR of the character it is attacking. An

    illusion can be discontinued just by theattackers will to do so. An illusion cannotby used on unconscious characters. Anillusion does not create matter, just beliefin it. Therefore, a platform could be illu-sioned but any character believing he isstanding on the platform would actuallybe standing on the ground. The cost ofillusion is 20 per die and the APPC is 2per die to create the illusion but no addi-tion to continue or diminish. The illusionlasts until it is destroyed or disbelieved.The APPC for an illusion is a numberequal to the STA for the illusion created.If a character wishes to limit amount ofSTA placed into the illusion, he must state

    so before the STA roll is made. Otherwise,the illusion drains the full APPC equal tothe STA, with a maximum STA and APPCequal to the full amount of the characters

    APPC reservoir.

    IMAGE

    TOP: NAP NAPC: SR

    Cost: 5/pt. APPC: 1/3 hexes

    An image is similar to an illusion in thatit simulates the appearance (smell, taste,sight, sound, etc.) of something. Unlikean illusion, however, it is not an attack ona character but is simply the creation ofan image present to all those who view inthe direction of the image. An image is aninanimate creation of one thing. The sizeof the image can be up to the number ofhexes equal to the SR of the character.

    An image is dispelled by an object simplytouching it or moving through it while themoving object continues, unaffected. An

    image, like illusion, does not create mat-ter, it simulates it. The cost is 5 per SRpoint and the APPC is one per 3 hexesof image, rounded up. If the characterwishes to have an animate image, thecost is double of the regular image whilethe APPC remains the same.

    IMPACT BEAM

    TOP: APO APC: Phys

    Cost: 15/die APPC: 3 /die

    The impact beam is an attack utilizingwaves of vibratory force. It is treated as a

    physical attack and damage is rolled onthe dice of the attack. The attack affectsall objects in the target hex. Therefore

    each die of damage is applied to every-thing that will take physical damage. Thisincludes any devices or weapons the vic-tim may be carrying. The ability point cosis 15 per die and the APPC is 3 per dieused.

    INFRA-RED VISION

    TOP: NAP NAPC: auto

    Cost: 5/hex APPC: 1/10 turns

    Infra-red vision allows the characteto see in the dark by use of the infa-redspectrum, by seeing heat wave varia-tions. A source of heat like a lantern, wil

    form shadows like darkness in light. Inother words, lightness in dark. This power allows the character to see objects nonormally visible. It does not work well in li

    areas. The cost of this power is 5 per hexin range. The APPC for this power is 1 pe10 turns, rounding off.

    INVISIBILITY

    TOP: NAP NAPC: SR

    Cost: 5/pt. APPC: 2/turn

    With this power, the character cannot be detected by normal vision but the

    character can by detected by sonar, infra-red, etc. Position could be given awayby clumsily bumping into objects, or us-ing visible attacks. The invisible charactecan be detected by any other charactemaking a successful awareness roll othe use of a special detection power. Theawareness minus the SR of the invisiblecharacter is the roll that must be made oless on 4d6. The cost is 5 per SR pointand the APPC is 2 per turn.

    LEAPING

    TOP: NAP NAPC: auto

    Cost: 4/hex APPC: 1/5 hexesBy use of this power, the characte

    can jump great distances. He can usethis power to jump vertically or horizon-

    tally the distance in hexes. The cost is 4per hex and the APPC is one per 5 hexes

    jumped. This is the number of hexes thecharacter can jump during one action(see Basic Rules section) . The charactergets the action and substitutes the leap-ing for normal movement.

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    MENTAL ARMOR

    TOP: NAP NAPC: auto

    Cost: 5/pt. APPC: none

    Damage from mental attacks is re-

    duced by the use of this power. Thedamage is reduced by the points of thepower just like normal armor does forphysical attacks. Unlike physical armor,there doesnt have to be any outwardsign of the armor. The points of mentalarmor are the points of mental damagethat may be ignored per turn. This appliesto illusion, mental blast, etc. There is no

    APPC.

    MENTAL BLAST

    TOP: APO APC: Mental

    Cost: 20/die APPC: 2/die

    A mental blast is a mental attack on anopponent that causes straight out dam-age to the opponent. On each roll of 6on the damage dice, the victim loses 4points of Mental Ability, 1 point of MAR,and adds one to his MDR for the next 1-6 (1d6) turns. If Mental Ability is loweredto 0 or below, treat it as 0 and the MAR

    loss and MDR gain stop. The cost of thispower is 20 per die and the APPC is 2 perdie put into the attack. Range is one hexper die.

    MIND CONTROL

    TOP: APO APC: MentalCost: 25/turn APPC: 5/turn

    This is the ability to control anothercharacters actions. To make contact, theattacker must make a successful mentalattack and the attacked person must bein sight. Once the attack is successfulthe controlled character will obey simpleorders but if ordered to do somethinghe normally would not do (like commit

    suicide) he gets to make a mental ability

    check. The control lasts until a * mentalability check succeeds or the turns of thepower run out. If other characters try totalk the control led character out of the

    control, each action spent gains an ad-ditional mental ability check. The cost is25 per turn of control with an APPC of 5per turn.

    NIGHT VISION

    TOP: NAP NAPC: auto

    Cost: 5/hex APPC: none

    With night vision, a character can seeas if the darkness was light. In dim lightthe range is halved and in full light, theeffects of night vision are obsolete. Thecost is 5 per hex in range and there is no

    APPC. Invisibility cannot be detected bynight vision.

    POLYMORPH

    TOP: NAP NAPC: auto

    Cost: 50/form APPC: 3+1/turn

    Polymorph allows a character tochange shape but not abilities, size (un-less the character has size-changingabilities), weight, etc. Upon purchase, the

    character must choose which categoryhe is purchasing: disguise, creatures, orinanimate objects. For disguise, the char-acter can appear exactly the same as any

    creature of about the same height andbuild. For creatures, the character shoulddecide upon the type of creatures he canlook like (dogs, cats, dragons, bears,etc.), but at his size. Finally, if he changesto look like inanimate objects he can ap-pear as that of objects of a size similarto his own. The cost is 50 for one of thethree forms and the APPC is 3 to changeplus one per turn to maintain and none tochange back to normal.

    PSYCHIC SELF-CONTROL

    TOP: NAP NAPC: auto

    Cost: 15/pt. APPC: see below

    With the use of psychic self-control,the character can control his bodily and

    mental actions through the use of will-power. He can withstand pain, concen-trate intensely, hold out longer, etc. The

    points of will power are used in a very ver-satile manner. When being applied (withGMs consent), the points may tempo-rarily be added to a basic ability (exceptCon. Class, STA, and APPs), increase theeffect of an ability, etc. For every point ofthis power that a character has, the pow-er may be used that long in turns. Beforebeing able to use it again, he must notuse it the number of turns he has used itbefore resting. Example: For three turnsa character uses his psychic self-control.He must wait three turns before he may

    use it again. Psychic self-control may be

    used on only one application at a time.The cost of this power is 15 per point.If the GM wishes, he can put an APPCon certain applications and decides the

    APPC of the application.

    PYROTECHNICS

    TOP: APO APC: Phys

    Cost: 15/die APPC: 2/die

    This power can range from a blindingflash against one character to a densecloud of smoke covering several hexes.Upon a successful physical attack, aflash blinds a character for the number of

    turns determined by the total on the rollof the dice of the power. In the case ofsmoke, for each die the smoke can con-sume one hex and lasts a number of turnsequal to the total on the roll of the dice ofthe power. The smoke is thick enough to

    be treated as darkness and remains sta-tionary. In the case of smoke, the physicalattack is made on the hex. The range isone hex per die and the APPC is one perdie. The ability point cost of pyrotechnicsis 15 per die.

    RADAR

    TOP: NAP NAPC: auto

    Cost: 5/hex APPC: 1/turn

    With the use of radar, the charactercan see detailed outlines of his surround-ings within a certain range of hexes. Thispower eliminates the advantages of anattack from the rear. The cost is 5 pointsper hex in range and the APPC is onepoint per turn.

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    RADIATION BLAST

    TOP: APO APC: Phys

    Cost: 40/die APPC: 4 per die

    This power is the emission of conic nu-clear particles in an intense beam. Radia-tion attacks which do a certain amountof damage may cause side effects in ad-dition to normal physical damage. If thetotal points of damage are from 21 pointsto 49 points, a roll should be made onTable RE1: Minor Radiation Side Effectsto determine the effect. If the damageranges from 50 to 99 points, a roll shouldbe made on Table RE2: Severe RadiationSide Effects. Finally, if damage exceeds

    99 points, a roll should be made on Ta-ble RE3: Major Radiation Side Effects.

    All rolls are made on 1d6.The cost of radiation blast is 40 points

    for every die and the APPC is 4 points perdie. These costs are so high because ofthe threat of the radiation.

    RADIATION RESISTANCE

    TOP: NAP NAPC: auto

    Cost: 50/level APPC: see below

    By use of radiation resistance, dam-age from radiation is halved. If bought

    twice, damage is one-fourth normal andif purchased three times, damage is one-eighth normal, and so on. The cost is 50

    ability point per halving. The APPC is 2points for every half.

    REGENERATION

    TOP: NAP NAPC: auto

    Cost: see below APPC: 1

    Regeneration is used in conjunctionwith Con. Class. With the use of regen-eration, a character recovers STA and

    APPs every turn instead of every 10 turns(see Healing in the basic Rules section).The cost of the ability is 10 times the Con.Class of the character. The APPC is onepoint per turn.

    REPULSION/ATTRACTION

    TOP: NAP NAPC: auto

    Cost: 5/pt. APPC: 1/2 pts.

    By the use of this power, the charac-ter can attract objects to himself or awayfrom himself. The points of the power goto distance and weight. The character de-cides how many points will go to distanceand how many points will go to weight.

    For example, a character with 24 points o

    this power could move 20 weight levels 200 pounds ) a distance of 4 hexes duringone action. A weight level repulsion/at-traction equal to the points of the powewould simply hold the object in its placeThe cost is 5 per point and the APPC is 1per 2 points used.

    RESISTANCE

    TOP: NAP NAPC: auto

    Cost: 2/pt. APPC: 1/6 pts.

    Resistance simply reduces damagefrom specific attacks. Upon purchasethe character decides what his resistancewill be effective against heat, cold, radia-tion, etc. and any damage from such anattack is reduced by the points of the re-sistance. The cost is 2 ability points pepoint of the power and the APPC is 1 pe6 points used, rounding up.

    SELF-WEAPONRYTOP: NAP NAPC: auto

    Cost: 15/pt. APPC: 1/use

    This is a power which enables the character to gain bonus damage and hit prob-ability from some form of fangs, claws

    and other HTH attacks originating froma bodily source. For every point of thepower, the character gets +1 to his HTHmodifier when using the certain ability

    Also, STR damage in HTH is increased by1 point for every point of the power. The

    APPC is one per use.

    SHRINKING

    TOP: NAP NAPC: auto

    Cost: see below APPC: see below

    At will, a character with this power can

    reduce in size. Shrinking, like growthworks on a system of levels. The levelswork the same as growth but weightheight, and STR are divided by the levelsnot multiplied. For each level, PAR andPDR are decreased by the number of thelevel. The cost of the power is the leve

    squared times ten and the APPC is 5 pelevel to shrink but to maintain or return tonormal size.

    RADIATION EFFECTS TABLES

    TABLE RE1: Minor Radiation Side Effects

    ROLL EFFECT FREQUENCY AND DURATION

    1 sickness/nausea 1 week

    2 severe headaches 2X day for 1 year

    3 dizzy spells 3X day for 2 years

    4 cancer loses 1 Con. Class /month if left untreated;

    fatality results when Con. Class reaches 0

    5 blindness 1 year (1 in 6 chance permanent)

    6 deafness 1 year (1 in 6 chance permanent)

    TABLE RE2: Severe Radiation Side Effects

    ROLL EFFECT FREQUENCY AND DURATION

    1 brain damage permanent (loses 2d6 INT)

    2 deafness permanent3 blindness permanent

    4 severe cancer fatal in one to three months,

    regardless of Con. Class

    5 mutation permanent (GM decides mutation)

    6 paralyzation permanent (1 area of body)

    TABLE RE3: Major Radiation Side Effects

    ROLL EFFECT FREQUENCY AND DURATION

    1-4 death permanent

    5-6 mutation permanent (GM decides mutation)

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    SPEED INCREASE

    TOP: NAP NAPC: auto

    Cost: 5/pt. APPC: none

    Speed increase raises themovement rating of the character. For

    every point purchased, the movementrating is increased by one. The character,therefore, gets to take more actions (see

    Basic Rules section). The cost is 5 perpoint but there is no APPC.

    STRETCHING

    TOP: NAP NAPC: auto

    Cost: 5/hex APPC: 1/5 hexes

    With the use of this power, the charac-ter can stretch portions of his body. Thisallows a HTH attack on a character not inan adjacent hex. The length that a stretchcan be made is in hexes. If the charac-ter wishes to span an area, the area thatcan be spanned is the hexes of the powerplus on hex (for the body of the charac-

    ter). The cost is 5 ability points per hexand the APPC is one per 5 hex stretch,rounding off.

    SUPER-HEARING

    TOP: NAP NAPC: auto

    Cost: 5/hex APPC: none

    With the use of this power, the char-acter can detect extremely high and lowfrequency sounds within the range of the

    power. The character can even hear radiowaves, etc. The cost is 5 per hex rangeand there is no APPC.

    TELEKINESIS

    TOP: NAP NAPC: auto

    Cost: 10/pt. APPC: 1/pt.

    This power allows the character tomove objects with the use of his mind. Itworks on a system of points. The weightthat he can move is such that it treats thepoints of the power as if they were STR.Telekinesis works similar to repulsion/ at-traction. The points for the power are di-vided between weight and distance. Thispower could also be used as an attack.The range would be 1 hex per point and

    the telekinetic fist would be treated as ifit were a fist with STR equal to its points.

    The MAR is used against the PDR of the

    victim. Used as a defense, a telekineticwall could be set up and physical dam-age would be reduced by the points ofthe wall. The cost is 10 per point and the

    APPC is 1 per point per turn.

    TELEPATHY

    TOP: APO APC: MentalCost: 10/hex APPC: 1/hex/turn

    By the use of telepathy, a charactermay communicate with other minds insending or reading. When reading a mind,the character must make a mental attackto establish contact but the subject mustbe in range. The power is purchased forthe range in hexes. Sending thoughts re-quires no mental attack, just range. Thecost is 10 per hex in range and the APPCis one per hex per turn.

    TELEPORTATION

    TOP: NAP NAPC: autoCost: 15/hex APPC: 1/hex

    A character can instantaneously trans-fer his body from one place to another bythe use of teleportation. The charactermust see or be familiar with spot to which

    he is going to teleport. At the end of eachteleport, the character must make anawareness check (see Basic Rules sec-tion) with his AWA at its normal numberminus the number of hexes he has tel-eported. If he fails, he is dazed for theduration of the turn and he loses his ac-tions and any built up movement left over(see Basic Rules Section). If the characterteleports into a solid object, he dies. Thecost is 15 per hex and the APPC is oneper hex transversed. Teleportation is con-sidered movement and is exchanged ap-propriately during the action sequence.

    TOXIN

    TOP: APO APC: Phys

    Cost: 15/pt. APPC: 1/pt.

    This power uses some form of toxicsubstance to create ill effects in oppo-nents. Upon a successful hit, the oppo-

    nent has some side-effect. The actualeffect should be discussed with the GM.

    Where applicable, range equals one hex

    per point, damage equals one point perpoint, and duration equals one turn perpoint. The cost is 15 per point and the

    APPC is 1 per point.

    TRANSMUTATION

    TOP: APO APC: Phys

    Cost: 15/pt. APPC: 1/pt.A character with transmutation has

    the ability to change one substance intoanother. The points of the power tellthe maximum weight level that can bechanged. However, the entire object mustbe equal to or less than the maximumweight level of the power. The points ofthe power must be divided among weightand duration. For example, a characterwith 10 points could change an object ofweight level 3 for 7 turns. If a living thingis transformed into an non-living objectand is broken, - the pieces remain trans-

    formed until they are placed together inthe correct position, whereas the subjectcomes back to life. The cost is 15 perpoint and the APPC is one per point used.The range is one hex per die.

    WATER ABILITIES

    TOP: NAP NAPC: auto

    Cost: 10/pt. APPC: 1/10 turns

    The main gain of this power is the abil-ity to breath under water and the charac-ter moves as easily in water as humans

    do on ground. The water character maysubstitute the points of this power for his

    AGI while submerged (making any otherchanged as necessary). While under wa-ter, the Con. Class of the character is in-creased by one and the character can seeby use of the green end of the spectrum.Waters effect on the character duringcombat are ignored with this power. Thecost is 10 ability points per point of the

    power and the APPC is one per minute.

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    Eventually, a player will wish for hischaracter to have some technological

    item that is not readily available. In thiscase, a special device must be built.

    OUTLINING THE DEVICEThe character begins by creating a gen-

    eral outline of the device. Then, under thesupervision of the GM, use the Special

    Device Worksheet (found on page 27)to assign points to the abilities the spe-cial device will have. If the special deviceis going to have special powers, decidewhich powers, how great their effect, andthe ability point cost of the powers.

    SIZE OF THE DEVICEOnce the abilities and powers have

    been outlined for the device, total the var-ious costs of the abilities, attributes andpowers to determine the items Prelimi-nary Ability Cost. Compare this numberagainst Table SD1: Special Device SizeChart to determine the Standard SizeLevel of the special device.

    If the preferred size is smaller than thestandard size, the size cost modifier isequal to the Guass formula for the differ-ence between the standard size level andthe preferred size levelthat is [n x (n+1)]

    divided by two, where n is the differ-ence between the standard and preferredsize levels.

    Multiply the Preliminary Ability Cost bythe Size Modifier to determine the Finaly

    Ability Cost of the Special Device. Thisnumber is then divided by ten to deter-mine the complexity number of the spe-cial device. Finally, multiply the complex-ity number by 250 to find the monetarycost of the special device.

    Device Outline Example:Dr. O. Zone (a superhero character)

    wants to design and build a jetpack andgives it the following attributes:

    STR: 24 (able to lift 240 pounds in weight)

    STA: 16 (able to take damage)

    APPs: 40 (power to operate)

    6 Hex Flight: 30

    PRELIMINARY ABILITY COST: 110

    Standard Size Level: 5

    Preferred Size Level: 3

    Size Cost Modifer: x3

    FINAL ABILITY COST: 330

    Complexity number: 33

    Cost: 8,250 credits

    DESIGN ANDCONSTRUCTION

    Design and construction of a specialdevice are two separate actions but the

    special devices complexity number isused in both.

    DESIGN PHASE

    The time it takes to design plans for aspecial device is a number of days equalto the items complexity number.

    Once the plans have been completed,

    a design attempt is made. First, the de-signer compares his Design Skill RPs to

    the complexity number of the device todetermine his odds at success. Using theOdds Table, he then rolls to determinesuccess or failure in the design attempt.

    If the designer fails during the designattempt, no build attempt may be madeand he must wait a number of days equalto the complexity number of the specialdevice before making another attempt.

    Once the designer succeeds in a design attempt, the design attempt need

    never be made again, even if ensuingbuild attempts fail.

    Design Example:In the above example of the jetpack, its

    complexity number is 33. Dr. O. Zone hasa Design skill of 12. Comparing values, iis found that the Dr. O. Zones design at-tempt odds are approximately 1 to 3. TheDr. must roll a 21 or better on 4d6 to suc-ceed in designing the special device.

    BUILD (CONSTRUCTION) PHASE

    The time it takes to build a specia

    device is a number of days equal to theitems complexity number. All monetarycosts for a special device must be outlaidat the beginning of this time period.

    At the end of the build phase, the buildattempt is made by the builder, using hisBuild Skill RPs vs. the complexity numbeof the item to determine his odds of suc-cess. The rolls on the Odds Table to de-termine the success or failure of the build

    attempt.If a build attempt fails, the total mon-

    etary cost of the object is lost, regardlessof a successful design attempt.

    Construction Example:Dr. O. Zone has a Build skill rank of 18

    Comparing this to the complexity numbeof 33, his chances of building the itemsuccessfully are approximately 1 to 2 . Hemust roll a 19 or higher on 4d6 to succeedin the build attempt. If he were to fail inthe build attempt, he would be out 8,250credits, but he would still have the correcplans, and could attempt the build againgiven he had the money to spend on theattempt.

    SPECIAL DEVICES

    TABLE SD1: SPECIAL DEVICE SIZE CHARTABI. PT. APPROX. SIZE SIZE WEIGHT INCOST DESCRIPTION LEVEL POUNDS

    0-5 size of insect 1 less than 1

    6-20 pocket-sized 2 less than 5, greater than 1

    21-50 easily portable 3 less than 10, greater than 5

    51-100 man-sized 4 less than 50, greater than 10

    101-250 pantry-s ized 5 less than 500, greater than 50

    251-500 room-sized 6 less than 5000, greater than 500

    501-1,000 size of house 7 less than 50,000, greater than 5000

    1,001+ warehouse-sized 8 greater than 50,000

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    CLASS I WEAPONS

    A different aspect of combat is the useof weapons. Normally, one may consider

    a gun or cannon to be a weapon. How-ever, in The System, these are consideredspecial devices. Class I Weapons refersto any of a variety of non-poweredweapons that rely solely on the humanbody for their use. This includes swords,

    spears, clubs, daggers, throwing stars,slings, and bows and arrows.

    To use a weapon efficiently, a charactermust be trained in its use. Therefore, it isa good idea to get a weapon skill (whichmust be purchased with ability points)before purchasing a weapon. Personsusing a weapon with which they have no

    training has his PAR reduced by the levelof the weapon (see below) when using theweapon.

    WEAPONS SKILLSBecause weapons fall into levels, skill

    in such an area also works on a levelsystem. The penalty on PAR by using aweapon is the level of the weapon minusthe characters level of weapon skill. A

    negative result indicates an attack bonuswhen using such a weapon.

    When training, the character must

    choose the type of expertise he has.There are three categories of expertise:individual weapon, weapon group, and allweapons. A character skilled in the use ofan individual weapon chooses one weap-on with which he is an expert. If trained

    in a weapon group, the character is anexpert with a type of weapon (swords or

    pole-arms, for example.)The cost of individual weapon training

    is 5 ability points per level. The cost ofweapons group is 25 points per level. Thecost of all weapons is 100 ability pointsper level.

    BUYING WEAPONSUpon the purchase of the weapon, the

    character must decide what the weaponwill be. Weapons fall into two categories:ranged and HTH. Ranged weapons dodamage up to a certain range whereasHTH weapons do damage to only thosein adjacent hexes. Ranged weapons usePAR while H