Upload
laura-cousins
View
271
Download
5
Embed Size (px)
DESCRIPTION
StargatesLRP rules edition 6.0
Citation preview
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 2 OF 64
Contents
CONTENTS ............................................................................................ 2 VERSION HISTORY .................................................................................. 3
CHANGES FROM 5.1 TO 6.0.................................................................................... 3 GENERAL / IMPORTANT CHANGES ...................................................................... 3 CHARACTER GENERATION / DOWNTIMES ............................................................ 3 SKILLS.............................................................................................................. 3 FEATS .............................................................................................................. 4 ADVANCEMENT POINTS .................................................................................... 4 COMBAT / DAMAGE / MEDICAL ....................................................................... 5 SUMMARY CHARACTER SHEET EXPECTED CHANGES (AS OF THIS EVENT)................... 5
CHARACTER DESIGN .............................................................................. 6 OVERVIEW ............................................................................................................ 6
DESIGN CHARACTER CONCEPT ......................................................................... 6 SELECT CHARACTER BACKGROUND .................................................................... 6 AUTOMATIC SKILLS............................................................................................ 6 SELECT YOUR FREE BACKGROUND SKILL(S) .......................................................... 6 SELECT A NUMBER OF SKILLS (BACKGROUND DEPENDANT) .................................... 6 BODY STARTS AT 6 ............................................................................................ 6 MAXIMUM VITALITY STARTS AT 6 ......................................................................... 6 STARTING FEATS ................................................................................................ 6
BACKGROUNDS ..................................................................................................... 7 MILITARY SOLDIER............................................................................................. 7 MILITARY SPECIALIST ......................................................................................... 7 INTELLIGENCE OPERATIVE .................................................................................. 7 INTELLIGENCE ANALYST ..................................................................................... 7 CIVILIAN CHARACTERS ..................................................................................... 7
ALIENS & FOREIGN CHARACTERS ............................................................................. 8 PLAYER CHARACTER JAFFA ............................................................................... 8
DOWNTIMES, PRIMARY / SECONDARY CHARACTERS, DEATH & RETIREMENT ................... 8 SKILLS ................................................................................................... 9
SKILL GAME SYSTEM ............................................................................................... 9 SKILL GROUPINGS .................................................................................................. 9
BIOLOGICAL SCIENCES ................................................................................... 10 PHYSICAL SCIENCES ........................................................................................ 10 MATHEMATICS & COMPUTER SCIENCE .............................................................. 11 ENGINEERING ................................................................................................ 11 ARCHAEO-ANTHROPOLOGY ........................................................................... 12 HUMAN PSYCHOLOGY .................................................................................... 12 LINGUISTICS ................................................................................................... 13 MAXIMUM VITALITY......................................................................................... 13 MEDICAL SKILLS ............................................................................................. 13 UNARMED, MELEE & RANGED COMBAT ........................................................... 14 FIREARM SKILLS ............................................................................................... 14 SPECIALIST SKILLS ............................................................................................ 15
VETERAN SKILLS ................................................................................... 16 EARTH BASED SKILLS ........................................................................................ 16 BASIC SKILLS .................................................................................................. 19 COMBAT VETERAN SKILLS ................................................................................ 20 PILOTING VETERAN SKILLS ................................................................................ 20 GOA’ULD VETERAN SKILLS ............................................................................... 21 AETHERNAUT BASED SKILLS ............................................................................... 22 GGC BASED SKILLS ....................................................................................... 22 ALIEN CULTURAL SKILLS ................................................................................... 23 ANCIENT VETERAN SKILLS ................................................................................ 23
FEATS ................................................................................................. 24 FEATS LIST ............................................................................................................25
ADVANCEMENT POINTS ........................................................................ 32 INTRODUCTION ....................................................................................................32
WEAPON MASTERY PERKS ............................................................................... 32 DUEL WIELDING PERKS .................................................................................... 33 BODY AND VITALITY PERKS ............................................................................... 33 UNARMED COMBAT PERKS .............................................................................. 33 FEAT IMPROVEMENT PERKS ............................................................................... 34 MISC. PERKS .................................................................................................. 35 COMBAT PERKS ............................................................................................. 35
CARD PERKS.................................................................................................. 37 SKILL PERKS .................................................................................................... 37
DAMAGE & MEDICINE .......................................................................... 39 BLEEDING ...................................................................................................... 39 CASUALTY CARDS .......................................................................................... 39 HEALTH ......................................................................................................... 40 MEDICAL ABILITIES .......................................................................................... 41 MEDICAL SUPPLIES .......................................................................................... 42 DRUGS .......................................................................................................... 42 ADDICTION ................................................................................................... 45
COMBAT & WEAPONS .......................................................................... 46 INTRODUCTION ................................................................................................... 46 ARMOUR ........................................................................................................... 46 COVER .............................................................................................................. 46 RELOADING ....................................................................................................... 46 WEAPONS DAMAGE / CALLS ............................................................................... 47
TARGET ......................................................................................................... 47 DAMAGE ...................................................................................................... 47 EFFECT .......................................................................................................... 47 AREA OF EFFECT CALLS................................................................................... 48 OTHER WEAPON NOTES .................................................................................. 48 AMMO PHYS REPS .......................................................................................... 48
PISTOLS .............................................................................................................. 49 ADVANCED PISTOLS ............................................................................................ 50 SMALL ARMS ...................................................................................................... 51 MELEE, MANUAL RANGED, THROWN & UNARMED WEAPONS .................................. 53 EXPLOSIVES ........................................................................................................ 54 GRENADES ......................................................................................................... 54 SUPPORT WEAPONS ............................................................................................ 55 ALIEN TECHNOLOGY ........................................................................................... 58 WEAPONS JAMMING/BREAKING .......................................................................... 58
DOWNTIME.......................................................................................... 59 POST-EVENT ....................................................................................................... 59 DOWNTIME RETURNS ........................................................................................... 59
DEVELOPMENT ............................................................................................... 59 BACKGROUND SKILL USAGE ............................................................................ 59 RESEARCH ..................................................................................................... 59
OOC INFORMATION ........................................................................ 60 CREDITS ............................................................................................................. 60 ACKNOWLEDGEMENT .......................................................................................... 60 SAFETY ............................................................................................................... 60 HEAD HITS .......................................................................................................... 60 GAME CALLS ..................................................................................................... 60 IC / OOC ........................................................................................................ 60 IN CHARACTER (IC) DEFINITION ........................................................................... 61 OUT OF CHARACTER (OOC) DEFINITION .............................................................. 61 GOING OUT OF OOC ........................................................................................ 61 CHEATING ......................................................................................................... 61 PUBLIC LOCATIONS.............................................................................................. 62 CONSISTENCY .................................................................................................... 62 UNSAFE PLAY FOR CREW OR PLAYERS ................................................................... 62 SYSTEM REFEREES ................................................................................................ 62
GUIDE TO CARD BASED SKILLS ............................................................... 63 WHY HAVE CARD PROBLEMS? ............................................................................. 63 HOW MANY CARDS ARE APPROPRIATE? ............................................................... 63 WHICH CARDS SHOULD BE USED? ........................................................................ 63 WHEN SHOULD THE CARDS BE LAID OUT? .............................................................. 63 HOW MANY CAN WORK ON A PROBLEM? ............................................................ 63 WHO COUNTS AS WORKING ON A PROBLEM? ....................................................... 64 HOW MANY PROBLEMS CAN ONE PERSON WORK ON? ......................................... 64 WHAT IF THEY PLAY MULTIPLE CARDS? .................................................................. 64
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 3 OF 64
Version History
CHANGES FROM 5.1 TO 6.0
PLEASE NOTE THAT THE MAJOR CHANGES FROM 5.1 TO 6.0 ARE LISTED BELOW – CHANGES TO FORMATTING OR LAYOUT ARE NOT LISTED. CHANGES LISTED BELOW
MAY NOT BE COMPLETE, AND YOU SHOULD ALWAYS CHECK THE ENTIRE RULES BEFORE PLAYING.
General / Important Changes
VITALITY CAP HAS BEEN RENAMED “MAXIMUM VITALITY”
YOU NOW GAIN +1 MAXIMUM VITALITY FOR EACH OF YOUR FIRST FOUR EVENTS
(FOR EVERY NEW CHARACTER YOU START), AND THEREFORE YOU START GAINING
AP’S AFTER YOUR FIFTH EVENT
AP'S AND VITALITY ARE NOW NOT DEPENDANT (I.E. IF SOMETHING REDUCES YOUR
MAXIMUM VITALITY IN GAME - IT DOES NOT AFFECT YOU GAINING AP'S AND YOU
DON'T HAVE TO 'EARN' BACK THE VITALITY BEFORE YOU CAN CONTINUE GAINING
AP'S)
ANY CHARACTER WHO HAS GAINED AP’S DUE TO THIS RULES CHANGE MAY PICK
THEM IN THIS DOWNTIME PERIOD, IRRESPECTIVE OF WHETHER THEY SHOULD HAVE A
DOWNTIME OR NOT.
FOR ANY CHARACTERS WHO HAVE PLAYED MORE THAN FOUR EVENTS YOU WILL BE
GRANTED ANY DIFFERENCE BETWEEN YOUR NEW MAXIMUM VITALITY (IF YOU
PICKED VITALITY AS A STARTING PICK, YOU SHOULD TELL THE PLOT COORDINATOR)
AND THE VITALITY ON YOUR CHARACTER SHEET AS AP'S
FOR EXAMPLE IF YOU HAVE 17 VITALITY, AND DIDN'T PICK VITALITY AS A STARTING
SKILL, YOU WILL GO TO 10 MAXIMUM VITALITY AND GAIN 7 AP'S.
IF YOU HAD 17 VITALITY AND DID PICK (E.G. + 2 VITALITY) AS A STARTING SKILL,
YOU WILL GO TO 12 MAXIMUM VITALITY, AND GAIN 5 AP’S
THE PLOT CO-ORDINATOR WILL LET YOU KNOW HOW MANY AP’S YOU HAVE TO
SPEND AND THEY SHOULD BE PICKED BEFORE YOUR NEXT EVENT.
Character Generation / Downtimes
STARTING MILITARY CHARACTERS NOW GAIN AN EXTRA SKILL PICK FROM A
SELECTED LIST, TO MAKE UP FOR BEING FORCED TO TAKE ONLY A 2 MONTH SKILL.
ANY MILITARY CHARACTER (I.E. WHO HAS MILITARY SPECIALIST OR MILITARY
SOLDIER AS THEIR ARCHETYPE ON THEIR CHARACTER SHEET) WHICH EXISTS WHEN
THESE RULES CHANGES COME INTO EFFECT WILL BE ABLE TO SELECT ONE SKILL
FROM THE FREE LIST FOR EITHER MILITARY SOLDIER, OR MILITARY SPECIALIST
(DEPENDANT ON THEIR ARCHETYPE)
STARTING CHARACTERS NOW GAIN ONE RANDOM FEAT, AS WELL AS ONE “A
PERSONAL SENSE OF PURPOSE”, “FLESH WOUND” AND “DIE HARD” TO START
THEIR FIRST EVENT OFF WITH.
INTELLIGENCE ANALYSTS CAN NOW CHOOSE +1 VITALITY AS ONE OF THEIR
STARTING SKILLS
CHARACTER GENERATION ARCHETYPES AMENDED TO BRING THEM UP TO DATE
WITH THE CURRENT GAME.
PLAYER CHARACTER JAFFA NOW HAVE 8 BODY AS A STANDARD CHARACTER
GENERATION ITEM, AND HAVE HAD THEIR NATURAL BODYBUILDER REMOVED (THUS
OVERALL INCREASING BODY POTENTIAL)
PLAYER CHARACTER JAFFA NOW AUTOMATICALLY GAIN ALIEN LANGUAGE
(SPOKEN) ENGLISH AND THEIR NO OF SELECTABLE SKILLS HAS BEEN REDUCED BY 1
TO COMPENSATE.
JAFFA STARTING SKILL LIST SLIGHTLY EXPANDED
CLARIFIED THAT PLAYING ALIENS (I.E. NOT FROM EARTH) NEEDS EXPLICIT
APPROVAL. –AND IT’S EXPECTED THAT THE KIT FOR THESE CHARACTERS BE OF A
HIGHER STANDARD THAN STANDARD CHARACTERS.
DEFINED PRIMARY AND SECONDARY CHARACTERS – AND DEFINED “RETIRING
CHARACTERS” TO BE PERMANENT.
RULES AROUND RETIREMENT / DEATH HAVE BEEN SLIGHTLY CHANGED ON WHAT
BENEFITS YOU CAN GET (YOU CAN CHOOSE IF YOU WISH TRAINING, APS OR
FEATS)
IT IS CLARIFIED AS TO WHICH CHARACTER GETS YOUR DOWNTIME IF YOU PLAY
MULTIPLE CHARACTERS AT THE EVENT
Skills
WEAPONSMITHING HAS BEEN REMOVED AS A PRE-REQUISITE FROM VARIOUS SKILLS
AND IT’S NOW BEEN REPLACED BY “ARMOURER”
FORENSICS HAS BEEN REWORDED TO BE LESS CONFUSING.
ARMOURER ADDED AS AN OPTIONAL PRE-REQUISITE FOR ZAT’NI’KATEL & STAFF
WEAPON REPAIR
SMALL FIREARMS HAS NOW BEEN RENAMED "PISTOLS"
ADDED NEW SKILL “ADVANCED PISTOLS”, WHICH IS AUTOMATICALLY GRANTED
TO ANY CHARACTER WHO WAS GENERATED AT OR BEFORE EVENT 27. THIS IS FOR
HEAVY PISTOLS AND TASERS.
MEDIUM FIREARMS HAS BEEN RENAMED SMALL ARMS, AND HAS BEEN GRANTED
THE ABILITY TO USE SNIPER RIFLES (BUT NOT THE SNIPER SHOT FEAT)
LARGE FIREARMS HAS BEEN REMOVED FROM THE GAME – AND MERGED WITH
SUPPORT WEAPONS… ANYONE WHO HAS LARGE FIREARMS GAINS SUPPORT
WEAPONS
SUPPORT WEAPONS NOW CONTAINS ALL WEAPONS THAT WERE PREVIOUSLY IN
LARGE FIREARMS, AND ALSO CONTAINS THE ANTI-MATERIAL RIFLE (BUT DOES NOT
GIVE THE ABILITY TO USE THE SNIPER SHOT FEAT)
SNIPER (AS A CLASSIFICATION ALLOWING YOU TO USE WEAPONS HAS BEEN
REMOVED FROM THE GAME) – ANYONE WHO HAD SNIPER WILL NOW GET SMALL
ARMS (WHICH THEY WILL HAVE ALREADY) WHICH GIVES THEM THE ABILITY TO USE
SNIPER RIFLES, AND SUPPORT WEAPONS (WHICH GIVES THEM THE ABILITY TO USE
ANTI-MATERIAL RIFLES)
“SNIPER TRAINING” HAS BEEN ADDED INTO THE GAME – WHICH GIVES YOU THE
ABILITY TO USE THE SNIPER SHOT FEAT (I.E. YOU CAN USE THE RIFLE, BUT ONLY AFTER
SNIPER TRAINING WILL YOU BE ABLE TO BE AT THE PEAK OF YOUR ABILITY) –
ANYONE WITH SNIPER CURRENTLY AUTOMATICALLY GETS SNIPER TRAINING.
ANYONE CURRENTLY LEARNING LARGE FIREARMS NOW SWOPS TO LEARNING
SUPPORT WEAPONS
ANYONE WHO IS CURRENTLY LEARNING SUPPORT WEAPONS AND ALREADY HAS
LARGE FIREARMS WILL GET THOSE MONTHS OF TRAINING REFUNDED.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 4 OF 64
ANYONE CURRENTLY LEARNING SNIPER NOW SWOPS TO LEARNING SNIPER
TRAINING
ANY SKILLS WHICH HAD THESE AS PRE-REQUISITES HAVE CHANGED
ADDED CLARIFICATION ON CHOKE/DISARM REQUIRING FEATS TO EXPERT
UNARMED SKILL DESCRIPTION.
NEW SKILL - "MILITARY ENGINEERING" HAS BEEN ADDED ; IF YOU HAVE "CIVIL
ENGINEERING" YOU CAN OPT TO CHANGE FROM CIVIL ENGINEERING TO MILITARY
ENGINEERING BEFORE YOUR NEXT EVENT IF YOU WISH TO.
ADDED NEW EGYPTIAN LANGUAGES TO LINGUISTICS TO MAKE “BASIC
EGYPTIAN” NOT EQUAL TO THE FULL LANGUAGE ANY MORE.
MEDICAL RULES SLIGHTLY EXPANDED AND CHANGED (SEE FULL SECTION FOR
COMPLETENESS)
PSYCHOLOGY HAS BEEN RENAMED "HUMAN PSYCHOLOGY" AND CLARIFIED THAT
IT ONLY WORKS ON HUMAN AND JAFFA SUBJECTS.
FURTHER PSYCHOLOGY SPECIALISATIONS CAN BE BOUGHT WITH DOWNTIME.
RENAMED GEOLOGY, BASIC GEOLOGY AND REWORDED TO MATCH THE OTHER
BASIC SKILLS.
ARMOURER HAS BEEN CLARIFIED TO TAKE 10 MINUTES TO REPAIR ONE POINT OF
ARMOUR RATHER THAN 20 MINUTES (TO FIX A DIFFERENCE BETWEEN THE SKILL AND
THE ARMOUR RULES)
SOME ALIEN TECH SKILLS HAVE BEEN CLARIFIED FROM PREVIOUS VERSIONS
ADDED “STARGATE THEORY” SKILL.
ANYONE THAT CURRENTLY HAS DEMOLITIONS AND/OR DISPOSALS WILL GAIN THE
NEW EXPLOSIVE TRAINING SKILL
ANYONE WHO IS CURRENTLY LEARNING DEMOLITIONS/DISPOSALS WILL MOVE
TOWARDS LEARNING EXPLOSIVES TRAINING INSTEAD.
ADDED CYBERNETICS (BASIC) & CYBERNETICS (ADVANCED)
ADDED MILITARY ENGINEERING TO THE SKILLS BUYABLE WITH BASIC ENGINEERING
CHANGED ZAT’NI’KATEL TO REQUIRE ADVANCED PISTOLS
ADDED PILOT PHOBOS, PILOT DEIMOS, PILOT MARS
DEMOLITIONS & DISPOSALS HAS BEEN COMBINED INTO ONE SKILL “EXPLOSIVES
TRAINING”, AND AN ASSOCIATED BASIC SKILL ADDED “BASIC EXPLOSIVES
TRAINING” – EXPLOSIVES TRAINING IS NOW A “PHYSICAL SCIENCE” SKILL.
DISPOSALS CARDS (NOW EXPLOSIVES TRAINING CARDS) HAVE BEEN CHANGED
& AMENDED TO BRING THEM UP TO THE SAME NUMBER OF CARDS AS ALL OTHER
CARD SKILLS.
DOCTOR TRAINING IS NOW REDUCED BY 6 MONTHS IF YOU HAVE HUMAN
PHYSIOLOGY.
XENO ZOOLOGY NOW CLARIFIED HOW MUCH TIME IT IS REDUCED BY IF YOU HAVE
VARIOUS SKILLS.
LARCENY IS NOW A CARD SKILL.
DREAMING SPIRES NOW DIRECTLY LISTS WHICH SKILLS CAN BE LEARNT WITH IT.
Feats
CLARIFIED THE FEATS RE-USABILITY TIME PER FEAT
BULLET CATCHER NOW STATES THAT YOU CANNOT USE “JAMMY BASTARD” TO
IGNORE DAMAGE BEING REDIRECTED.
CHANGED CHOKE TO REQUIRE HAVING GRAPPLED A PERSON FOR 10 SECONDS
BEFORE BEING USED.
CLARIFIED CALLED SHOT
ZAT RESISTANCE HAS BEEN REMOVED AS A FEAT, AND IT’S EFFECT ROLLED INTO
TORTURE RESISTANCE. ANYONE WITH ZAT RESISTANCE GAINS +1 TORTURE
RESISTANCE FEATS TO COMPENSATE FOR THE LOSS.
ADDED CARD SKILLS FOR LARCENY
RENAMED DISPOSAL SKILLS TO REFER TO THE NEW EXPLOSIVE TRAINING SKILL
CLARIFIED THAT BOTCH JOB DOES NOT WORK ON ALIEN TECHNOLOGY
EMERGENCY MEASURES SLIGHTLY CHANGED WORDING TO BRING IT IN LINE WITH
THE NEW “CONSULTANT” FEAT
CLARIFIED THAT JAMMY BASTARD DOES NOT WORK IF YOU ARE RESTRAINED OR
UNCONSCIOUS.
SNIPER SHOT HAS BEEN RE-WRITTEN TO BE MORE PVE RATHER THAN MONSTER VS.
PLAYER (EXCESS WOUND CARDS REMOVED)
SNIPER SHOT HAS BEEN CLARIFIED TO BE A PLAYER ONLY SKILL, WHEREAS MONSTER
USAGE OF IT HAS TO BE CLEARED BY THE SYSTEM REFEREE'S IN ADVANCE OF THE
EVENT.
LAST DESPERATE ACT NOW IGNORES ANY WOUND CARDS.
LINGUISTIC EXPERT FEAT ADDED
“PRACTICED/EXPERT/NATURAL” FEATS HAVE BEEN SLIGHTLY REWORDED TO NOT
“REMOVE” BUT “INSTANTLY SOLVE” ONE THE PROBLEMS.
CRITICAL HIT (CAN NOW HAVE STATUS EFFECTS APPLIED TO IT, SUCH AS CRITICAL
HIT – KNOCKDOWN)
SELF-STABILISE CLARIFIED THAT IF A WOUND CARD STATES “YOU ARE
UNCONSCIOUS” YOU CANNOT USE SELF-STABILISE.
CLARIFIED SPONTANEOUS AMBIDEXTERITY AND FIREARMS WORKING TOGETHER.
CLARIFIED SPONTANEOUS AMBIDEXTERITY AND MELEE.
SURGEON FEAT HAS BEEN REMOVED AND CONSULTANT ADDED (ANY SURGEON
FEATS AUTOMATICALLY TRANSFER TO BEING A CONSULTANT FEAT) TO SYMBOLISE
THAT ANY DOCTOR CAN DO SURGERY, NOT JUST SOMEONE WHO DID HAVE THE
OLD SURGEON FEAT.
WORDING ON FIRM GRIP CLARIFIED THAT IT ONLY WORKS ON MELEE WEAPONS
ADDED NEW FEAT, STUNNING BLOW
TORTURE RESISTANCE NOW REDUCES INCAPACITATES BY 15 SECONDS – NOTE THIS
REPLACES ZAT RESISTANCE AS THEY ARE THE SAME EFFECT.
CAFFEINE HIT NOW CLARIFIES THAT THE REGENERATION RATE OF VITALITY DURING
THE NIGHT IT'S USED IS 1/HOUR RATHER THAN 1/TWO HOURS WHICH IS GAINED
WHILE NORMALLY SLEEPING.
LAST DESPERATE ACT SLIGHTLY REWORKED AND CHANGED TO “LAST HEROIC
ACT”
Advancement Points
ADDED : “HEROIC VITALITY +1” AS AN AP, WHICH CAN BE TAKEN UP TO 5 TIMES
REMOVED: "ONE SHOT, ONE KILL" - NO LONGER AVAILABLE TO BE PURCHASED.
HAS BEEN REPLACED BY “WEAPON MASTERY – SNIPER” WITH A DIFFERENT EFFECT
REMOVED “HOUSE”, “LARA CROFT” AND “BABEL” – AS NOW PART OF
EXPANDED KNOWLEDGE.
MOST ADVANCEMENT POINTS HAVE BEEN RENAMED FOR CONSISTENCY WITH THE
NEW FEATS.
THERE HAS BEEN A SIGNIFICANT NUMBER OF NEW AP’S ADDED AT VARIOUS
LEVELS.
APS HAVE BEEN SORTED INTO CATEGORIES TO BEST DEFINE THEIR SKILL TYPES.
AP’S ARE ONLY NOW AVAILABLE BASED ON WHAT ARE IN THE RULES – ANY NEW
REQUESTS WILL HAVE TO COME THROUGH THE SYSTEM REFEREE’S AND WILL BE
AVAILABLE TO BUY FOR ANYONE – THERE WON’T BE ANY “PERSON SPECIFIC” AP’S
A FEW SPECIAL ABILITIES CURRENTLY WITHIN THE SYSTEM HAVE BEEN REBALANCED
AS AP’S
CLARIFIED THAT WEAPON MASTERY SKILLS (PREVIOUS HAD LOTS OF DIFFERENT
NAMES) DO +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE RATHER THAN
“+1 DAMAGE”
MELEE WEAPON MASTERIES HAVE BEEN CLARIFIED AS TO EXACTLY WHAT TYPES OF
WEAPONS EACH EFFECTS.
CLARIFIED HALLS OF THE LEARNED / PEOPLE PERSON / SIGN ME UP DO NOT
REQUIRE THE RELEVANT BACKGROUND TO BUY.
AMMO CONSERVATION (WAS PACK RAT) NOW AFFECTS LMGS AS WELL AS
HMGS
DON’T LIE TO ME HAS BEEN REDUCED FROM 3 TO 2 AP’S BUT HAS LOST THE
ABILITY TO FALSIFY RESPONSES. POKER FACE HAS BEEN ADDED, WHICH GIVES THE
ABILITY TO FALSIFY RESPONSES 5 TIMES PER MISSION (UP FROM 3) – ANYONE WHO
HAD DON’T LIE TO ME GAINS POKER FACE AS WELL.
ADDED IN A FIRM GRIP VERSION OF THE PREVIOUSLY EXISTING UNARMED FEATS
UNARMED WEAPON MASTERIES NOW GIVE YOU +2 OF THE RELEVANT FEATS, AS
WELL AS INCREASING THE MAXIMUM TO 15.
WEAPON SPECIALISATION RENAMED TO SIGNATURE WEAPON AND IT’S AFFECT
HAS BEEN CHANGED.
HEROIC HAS BEEN RENAMED “EXTRA FEATS” AND NOW GRANTS +5 FEATS RATHER
THAN +3 FEATS.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 5 OF 64
Combat / Damage / Medical
CHANGED MELEE DAMAGE – NOW SPLIT INTO WEAPON SIZES
SMALL MELEE WEAPONS NOW DO INCREASED DAMAGE.
CHANGED STAFF WEAPON (MELEE) DAMAGE
PEOPLE UNTRAINED IN MELEE CAN USE MELEE WEAPONS, BUT AT A REDUCED
DAMAGE, AND AN INABILITY TO CRITICAL.
ADDED NEW CATEGORY FOR “ADVANCED PISTOLS”, HEAVY PISTOL AND TASER
MOVED INTO THIS CATEGORY
CHOKE NOW REQUIRES 10 SECONDS OF GRAPPLE BEFORE IT TAKES EFFECT
YOU NOW OPEN A GREEN CARD AT 0 DAMAGE (RATHER THAN BEING “BELOW
ZERO”)
YOU NOW OPEN A RED CARD AT -3 DAMAGE AS WELL AS AT -4.
YOU NOW NO LONGER OPEN GREEN CARDS AT -3 OR -4.
A NUMBER OF DRUGS HAVE BEEN ADDED
RULES FOR OVERDOSING HAVE BEEN REBALANCED AND OVERDOSE RULES ARE
NOW LISTED AGAINST EACH DRUG
THE ELUSIVE HEM-CON OVERDOSE RULE HAS FINALLY BEEN ADDED (HINT - IT
DOESN'T HAVE AN OVERDOSE CONDITION)
COVERING FIRE / SPRAY FIRE / HEAVY FIRE HAVE BEEN CHANGED AND
REWORDED
SOME CALLS REMOVED – FLAME / ROCKET / ZAT / GRENADE / FLASHBANG
THESE HAVE BEEN GIVEN DELIBERATE DAMAGE CALLS
VENOM / POISON CALLS HAVE BEEN REMOVED AND ROLLED INTO “SPECIAL”
AMMO PHYS REP RULES ADDED
SHOTGUN AMMO CLARIFIED DEPENDANT ON PHYS REP
TASER DAMAGE HAS BEEN REBALANCED
ADDED CLAYMORES AND BOOBY TRAPS
SLIGHTLY CHANGED WEAPON JAMMING INFORMATION, AND ADDED “WEAPON
BREAK” AS A REFEREE CALL FOR MELEE (JAMMING MADE NO SENSE)
HEM-CON HAS BEEN REBALANCED – NOW LISTS HOW LONG IT REQUIRES TO TAKE
EFFECT (SECOND AID) OR HOW LONG THE SURGERY TAKES (SURGERY USE) –
ALSO YOU NEED TO USE 1 HEM CON PER WOUND CARD USED, AND
IRRESPECTIVE OF THE NUMBER OF WOUND CARDS, HEM CON ONLY GIVES BACK
+1 (NOT +1 PER WOUND CARD LIKE PREVIOUS)
Summary Character Sheet Expected Changes (as of this event)
ANYONE WITH MEDIUM FIREARMS WILL GAIN SMALL ARMS (AND REMOVE MEDIUM FIREARMS)
ANYONE WITH LARGE FIREARMS WILL GAIN SUPPORT WEAPONS
ANYONE WITH SMALL FIREARMS WILL GAIN PISTOLS & ADVANCED PISTOLS (AND REMOVE SMALL FIREARMS)
ANYONE WITH SNIPER WILL GAIN SUPPORT WEAPONS & SNIPER TRAINING (AND LOSE SNIPER)
ANYONE WITH CIVIL ENGINEERING HAS A CHOICE IF THEY WISH TO KEEP CIVIL ENGINEERING OR MOVE TO MILITARY ENGINEERING
YOUR VITALITY WILL CHANGE FROM YOUR CURRENT NUMBER TO A MAXIMUM OF 10 (+MAXIMUM VITALITY TAKEN AT CHARACTER GENERATION)
YOU WILL GAIN A NUMBER OF APS BASED ON THE VITALITY YOU HAVE LOST (ON A 1 FOR 1 BASIS)
ANYONE WHO IS A “MILITARY SOLDIER” OR “MILITARY SPECIALIST “ SHOULD PICK A NEW SKILL FROM THE SECOND FREE LIST ON THE CHARACTER GENERATION PAGE
PLAYER CHARACTER JAFFA WILL LOSE “NATURAL BODYBUILDER” AS A FEAT, AND GAINED +1 BODY (NO NET CHANGE, BUT ALLOWS FOR HIGHER EVENTUAL BODY)
ANYONE WITH PSYCHOLOGY WILL HAVE ITS NAME CHANGED TO HUMAN PSYCHOLOGY
ANYONE WITH SURGEON FEATS WILL HAVE THEM CHANGED TO CONSULTANT FEATS
ANYONE WHO IS CURRENTLY LEARNING DISPOSALS AND/OR DEMOLITIONS WILL MOVE TO LEARNING EXPLOSIVES TRAINING (UNLESS THEY ALREADY HAVE THE SKILL IN WHICH CASE THE
MONTHS TRAINING ARE REFUNDED)
ANYONE WHO HAS DEMOLITIONS AND/OR DISPOSALS NOW GAINS “EXPLOSIVES TRAINING” AND GAINS 6 CARDS FOR IT.
ANYONE CURRENTLY LEARNING LARGE FIREARMS NOW SWOPS TO LEARNING SUPPORT WEAPONS
ANYONE WHO IS CURRENTLY LEARNING SUPPORT WEAPONS AND ALREADY HAS LARGE FIREARMS WILL GET THOSE MONTHS OF TRAINING REFUNDED.
ANYONE CURRENTLY LEARNING SNIPER NOW SWOPS TO LEARNING SNIPER TRAINING
ANYONE WITH LARCENY, NOW WILL BE LISTED WITH “6” CARDS FOR IT.
ANYONE WITH DON’T LIE TO ME, NOW GAINS POKER FACE AS WELL.
ANYONE WITH ZAT RESISTANCE WILL HAVE IT REMOVED (AS IT’S NO LONGER IN GAME) AND GAINS +1 TORTURE RESISTANCE FEATS
ANYONE WITH THE SEDUCTION/KIRK PERK WILL HAVE IT REMOVED (AS IT’S NO LONGER IN GAME)
ANYONE WITH “ONE SHOT ONE KILL” WILL HAVE IT REMOVED AND GAINS “WEAPON MASTERY : SNIPER”
ANYONE WITH “JUGGERNAUT” WILL HAVE IT REMOVED AND GAINS “ADVANCED FEAT MASTERY : A PERSONAL SENSE OF PURPOSE”
YOUR AP’S / SPECIAL ABILITIES WILL BE RENAMED IN LINE WITH THE NEW AP NAMING CONVENTIONS LISTED IN THE RULES.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 6 OF 64
Character Design
OVERVIEW
WELCOME TO THE SEF, THE STARGATE EXPEDITIONARY FORCE – EXPLORING THE GALAXY, SEEKING OUT NEW WORLDS AND NEW CIVILISATIONS, BOLDLY GOING…
YOUR FIRST STEP IS TO DEVELOP YOUR CHARACTER, THIS SHOULD BE DONE IN CONJUNCTION WITH THE PLOT CO-ORDINATOR OF THE SOCIETY –THEY CAN BE SEEN ON
Design Character Concept
YOUR FIRST PORT OF CALL SHOULD BE DESIGNING WHAT YOU
WANT YOUR CHARACTER TO BE OR DO, IS HE HEROIC, WHAT DID
HE DO BEFORE HE WAS RECRUITED INTO THE SEF. WHY WOULD THE
SEF WANT TO RECRUIT THIS PERSON. AT THIS STAGE IT MAY BE
USEFUL TO LIAISE WITH THE PLOT CO-ORDINATOR
([email protected]) TO DISCUSS
YOUR CONCEPT AND CHARACTER GENERATION.
Select Character Background
YOU SHOULD PICK A BACKGROUND – THIS CAN EITHER BE A
MILITARY SOLDIER, MILITARY SPECIALIST, CIVILIAN, INTELLIGENCE
OPERATIVE OR INTELLIGENCE ANALYST.
Automatic Skills
THESE SKILLS ARE ONES THAT YOUR CHARACTER HAS TO TAKE
Select your Free Background
Skill(s)
EACH OF THE FIVE ARCHETYPES GAIN EITHER ONE OR TWO SKILLS
FROM A SPECIFIC LIST,
THIS IS TO ENSURE YOUR CHARACTER HAS SKILLS RELEVANT TO
YOUR ARCHETYPE.
Select a number of skills
(Background Dependant)
YOU THEN GET TO PICK A NUMBER OF SKILLS BASED ON YOUR
ARCHETYPE, MILITARY SOLDIERS AND SPECIALISTS GET TO CHOOSE
TWO SKILLS, AND INTELLIGENCE ANALYSTS, INTELLIGENCE
OPERATIVES GET TO PICK THREE SKILLS.
BY THE END OF CHARACTER GENERATION YOU SHOULD HAVE A
TOTAL OF 6 PICKS COMPLETED IF YOU’RE MILITARY AND FIVE PICKS
IF YOU’RE ANYTHING ELSE (THIS IS TO BALANCE OUT THAT MILITARY
ARE FORCED TO TAKE THE SMALL ARMS PICK)
Body Starts at 6
THIS IS YOUR HEALTH – THIS CAN BE RAISED BY PURCHASING THE
BODYBUILDER SKILL OR EXPERT BODYBUILDER SKILL – THIS
INDICATES HOW MUCH DAMAGE YOU CAN TAKE BEFORE YOU ARE
INCAPACITATED OR KILLED.
Maximum Vitality Starts at 6
THIS IS YOUR HEROIC ABILITY TO DODGE DAMAGE, TO AVOID
SHRAPNEL AND SIMPLY NOT BE THERE WHEN A BLOW LANDS –
DEPENDING ON YOUR BACKGROUND YOU MAY BE ABLE TO
PURCHASE EXTRA VITALITY AT CHARACTER GENERATION. VITALITY
MAY ALSO BE REQUIRED TO POWER CERTAIN FEATS OR DEVICES
DURING THE GAME.
Starting feats
STARTING CHARACTERS GAIN ONE RANDOM FEAT (ASSIGNED BY
THE PLOT CO-ORDINATOR), AS WELL AS ONE “A PERSONAL
SENSE OF PURPOSE”, “FLESH WOUND” AND “DIE HARD” TO
START THEIR FIRST EVENT OFF WITH.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 7 OF 64
BACKGROUNDS
THE SEF IS A MILITARY ORGANISATION DEDICATED TO PROTECTING THE PLANET EARTH FROM ALIEN THREATS – BASED IN THE UNITED KINGDOM, IT DRAWS ITS
PERSONNEL FROM THE ARMED FORCES, SECRET SERVICE, POLICE, ACADEMIC INSTITUTIONS EVEN PEOPLE BROUGHT IN FROM PRISON AND NORMAL WALKS OF LIFE IF
THEY HAVE SKILLS AND THE DESIRE AND WILL TO PROTECT THE UK AND EARTH FROM ALIEN THREATS. THE FORCE IS BASED IN CORSHAM, ENGLAND AND USES THE
STARGATE TO TRAVEL TO OTHER WORLDS TO FIND NEW ALLIES AND TO FIGHT THE ALIEN THREATS WHICH COULD ATTACK OUR WORLD.
AS A STARTING CHARACTER YOU CAN SELECT FROM MILITARY SOLDIER, MILITARY SPECIALIST, INTELLIGENCE OPERATIVE, INTELLIGENCE ANALYST OR CIVILIAN –
EACH GIVES YOU A FLAVOUR OF WHAT YOU CAN BE.
YOUR CHARACTER SHOULD BE UNIQUE, NOT BASED ON SOMEONE FROM TELEVISION OR MOVIES – BUT YOU CAN DRAW YOUR INSPIRATION FROM THOSE SOURCES –
THE SEF RECRUITS FROM ALL REGIMENTS, ALL WALKS OF LIFE, ALL SERVICES, ALL UNIVERSITIES WITHIN THE UK – YOU JUST HAVE TO HAVE A SINGLE SPECIAL TRAIT THAT
THE SEF ORGANISATION WOULD HAVE SEEN AND HAD YOU TRANSFERRED. YOU ARE A NORMAL PERSON, MAYBE INTELLIGENT, MAYBE GOOD AT COMBAT, AND
YOU’RE ABOUT TO BE THRUST INTO A WORLD OF ALIENS – HOW WOULD YOU REACT…
THE STATS FOR PLAYER CHARACTERS ARE HEROIC, THEY ARE SIGNIFICANTLY HIGHER THAN STANDARD HUMANS AND JAFFA.
Military Soldier
YOU ARE A SOLDIER IN THE BRITISH ARMY, ROYAL AIR FORCE OR ROYAL
NAVY. YOU ARE MOST LIKELY AN NCO OR EXPERT IN COMBAT AND
WORK IN THE FIELD – YOU ARE THE BACKBONE AND WORKHORSE OF THE
SEF, HOLDING THE LINE AGAINST ALIENS WHO THREATEN EARTH.
YOUR STARTING RANK WILL BE THAT OF AN NCO OF A RANK OF PRIVATE,
LANCE CORPORAL OR CORPORAL.
AUTOMATIC SKILLS GRANTED: PISTOLS AND SMALL ARMS
SELECT FREE SKILL FROM:+2 VITALITY, MEDIC, EXPERIMENTAL
KIT, OR ANY ONE COMBAT SKILL
SELECT FREE SKILL FROM :MEDIC, BASIC UNARMED,
BODYBUILDER, BASIC COMPUTERS, BASIC ENGINEERING,
CRAFT IMPROVISED WEAPON, BASIC EXPLOSIVE TRAINING,
NAVIGATION, FISH AND GAME
NO OF EXTRA SKILLS TO SELECT: 2
Military Specialist
YOU ARE A SPECIALIST IN THE BRITISH ARMY, ROYAL AIR FORCE OR
ROYAL NAVY, YOU HAVE A PARTICULAR AREA OF EXPERTISE WHICH IS
WHY YOU HAVE BEEN ASSIGNED TO THE PROJECT. BRINGING YOUR
SPECIALIST SKILLS AND COMBAT EXPERTISE TO THE SEF YOU CAN WORK
UNDER HEAVY FIRE ON ALIEN PLANETS.
YOUR STARTING RANK WILL BE THAT OF AN NCO OF A RANK OF PRIVATE,
LANCE CORPORAL OR CORPORAL.
WITH PLOT-COORDINATORS PERMISSION YOU MAY BE AN OFFICER OF
LIEUTENANT RANK.
AUTOMATIC SKILLS GRANTED: PISTOLS AND SMALL ARMS
SELECT FREE SKILL FROM: +1 VITALITY, EXPERIMENTAL KIT,
INSIDER INFORMATION, MEDIC
SELECT FREE SKILL FROM :BASIC LANGUAGE, BASIC
COMPUTERS, BASIC MATHEMATICS, PILOT AIRCRAFT,
FORENSICS, POLITICS, BARRACK ROOM LAWYER, NAVIGATION,
BASIC ENGINEERING
NO OF EXTRA SKILLS TO SELECT: 2
Intelligence Operative
YOU WORK FOR THE SECURITY SERVICES IN THE FIELD, DOING THE DIRTY
WORK FOR THE GOVERNMENT, WORKING FOR MI5 OR MI6 OR ONE OF
THE NON-SECRET SERVICES, SUCH AS THE POLICE.
YOU WILL NORMALLY COME FROM A BACKGROUND OF BEING A FIELD
AGENT OR POLICE OFFICER / DETECTIVE.
AUTOMATIC SKILLS GRANTED: PISTOLS
SELECT FREE SKILL FROM:+2 VITALITY, EXPERIMENTAL KIT OR
ANY ONE COMBAT SKILL
NO OF EXTRA SKILLS TO SELECT: 3
Intelligence Analyst
YOU WORK FOR THE SECURITY SERVICES, NORMALLY IN AN OFFICE, YOU
ARE AN EXPERT AT ENCRYPTION AND DECRYPTION AND LANGUAGES –
YOU’RE LESS USED TO FIELD WORK, BUT HAVE A MUCH LARGER NETWORK
OF INFORMATION TO DRAW FROM.
YOU MAY HAVE WORKED FOR THE POLICE, SECRET SERVICE, GCHQ AS
A DESK OPERATIVE.
AUTOMATIC SKILLS GRANTED: PISTOLS
SELECT FREE SKILL FROM:+1 VITALITY, INSIDER INFORMATION,
CIPHERS, COMPUTING, COMMUNICATIONS OR ONE
LANGUAGE SKILL
NO OF EXTRA SKILLS TO SELECT: 3
Civilian Characters
NEITHER SERVING MILITARY OR INTELLIGENCE SERVICE, YOU ARE A
CIVILIAN, RECRUITED INTO THE SEF FOR THE UNIQUE OR EXPERT SPECIALIST
KNOWLEDGE OR EXPERIENCE IN YOUR PARTICULAR FIELD.
YOU WILL NORMALLY COME FROM AN ACADEMIC OR SCIENTIFIC
BACKGROUND BE IT LINGUISTICS, ARCHAEOLOGY, MEDICINE, OR THE
SCIENCES FOR EXAMPLE.
AUTOMATIC SKILLS GRANTED: PISTOLS
SELECT FREE SKILL FROM:+1 VITALITY, DREAMING SPIRES OR
ANY ONE NON-COMBAT SKILL
NO OF EXTRA SKILLS TO SELECT: 3
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 8 OF 64
ALIENS & FOREIGN CHARACTERS
ALL REQUESTS FOR PLAYING ALIEN (NON EARTH) CREATURES MUST HAVE PRIOR APPROVAL FROM THE PLOT CO-ORDINATOR AND SYSTEM REFEREES. ANY REQUESTS
FOR PLAYING A NON-BRITISH (FOREIGN) CHARACTER HAS TO HAVE PRIOR APPROVAL FROM THE PLOT CO-ORDINATOR, WHO MAY REJECT YOUR REQUEST IF TOO
MANY ARE IN THE SYSTEM.
THE STARGATE PROGRAMME IS PRIMARILY A HUMAN (BRITISH) ORGANISATION AND AS SUCH ALIENS AND CHARACTERS FROM OUTSIDE THE UK ARE RARE AND
THERE IS LIKELY TO BE VERY FEW (IF ANY) IN THE SYSTEM AT ANY ONE TIME.
AS PLAYING AN ALIEN IS A RARE EXCEPTION RATHER THAN A RULE – IT IS EXPECTED THAT THAT THE KIT REQUIREMENTS FOR PLAYERS PLAYING PEOPLE OUTSIDE THE
STANDARD BRITISH SEF MEMBERS ARE HIGHER.
PEOPLE CANNOT SELECT AN ALIEN CREATURE AS THEIR FIRST CHARACTER TO PLAY IN THE STARGATE UNIVERSE AND MUST PLAY A HUMAN FIRST.
Player Character Jaffa
YOU ARE A JAFFA, FORMERLY WORKING FOR A GOA'ULD WHO YOU HAVE TURNED AGAINST.
YOU ARE LIKELY TO BE UNTRUSTED AND MAY HAVE A HARD TIME PERSUADING THOSE WHO YOU WORK WITH THAT YOU'RE ACTUALLY WORKING FOR THE GOOD SIDE.
VITALITY: 4
BODY: 8
AUTOMATIC SKILLS GRANTED: STAFF WEAPON (RANGED), READ/WRITE – GOA’ULD/JAFFA, ALIEN LANGUAGE (SPOKEN) ENGLISH
NO OF SKILLS TO SELECT: 3
JAFFA CHARACTERS CAN ONLY SELECT THE FOLLOWING AS STARTING LEVEL SKILLS :
HUMAN PSYCHOLOGY ARCHAEO-ANTHROPOLOGY THROWN/RANGED WEAPONS
BASIC UNARMED EXPERT UNARMED (REQUIRES BASIC UNARMED) MELEE WEAPONS
+1VITALITY BODYBUILDER EXPERT BODYBUILDER (REQUIRES BODYBUILDER)
MEDIC ANCIENT HISTORY CRAFT IMPROVISED WEAPONS
FISH AND GAME GEOLOGY NAVIGATION
RELIGIOUS STUDIES OCCULT PHILOSOPHY
ASTRONAUT STAFF WEAPON (MELEE) ALIEN TECHNOLOGY USE ZAT'NI'KATEL
PILOT GOA'ULD FIGHTER PILOT GOA'ULD NON FIGHTER
JAFFA ALSO HAVE THE FOLLOWING SPECIAL ABILITIES:
SPECIAL: "REGENERATION" : YOUR HEALING TIMES ARE HALVED
SPECIAL: "NATURAL RESISTANCE" : AS A STARTING CHARACTER YOU START OFF WITH A FREE NATURAL RESISTANCE FEAT
DOWNTIMES, PRIMARY / SECONDARY CHARACTERS, DEATH & RETIREMENT
IN GAME YOU CAN HAVE ONE "PRIMARY" CHARACTER, AND ANY NUMBER
OF "SECONDARY" CHARACTERS.
[FOR CURRENT PLAYERS AS OF THE DATE OF THE RULES CHANGE - THE DEFAULT PRIMARY
CHARACTER IS THE EARLIEST CHARACTER THE CREATED. ALL OTHER CHARACTERS ARE SECONDARY
CHARACTERS.]
FOR EACH DOWNTIME PERIOD, YOUR DOWNTIME GOES ON THE
CHARACTER THAT YOU NAMED WHEN BOOKING THE EVENT (NOTE THE
CHARACTER YOU NAME WHEN BOOKING IS THE CHARACTER YOU MUST
INTEND TO PLAY AT THE EVENT) – AND THEY GET ALL THE PARTS OF THE
DOWNTIME : +MAXIMUM VITALITY OR + AP / TRAINING / RESEARCH ETC…
YOU CANNOT SPLIT YOUR DOWNTIME BETWEEN MULTIPLE CHARACTERS.)
IF YOUR PRIMARY CHARACTER DIES OR IS RETIRED, YOU CAN ADD A
NUMBER OF MONTHS OF DOWNTIME EQUAL TO THE AMOUNT OF EVENTS
PLAYED BY THE CHARACTER WHO DIED/RETIRED TO EITHER ONE OF YOUR
SECONDARY CHARACTERS, OR TO A NEW CHARACTER. YOUR NEW
CHARACTER, OR SECONDARY CHARACTER YOU ASSIGN THE DOWNTIMES
TO, BECOMES YOUR NEW PRIMARY CHARACTER.
RETIREMENT IS CONSIDERED PERMANENT, IF YOU RETIRE YOUR CHARACTER,
THIS CHARACTER IS CONSIDERED TO BE REMOVED FROM THE SYSTEM AND
CANNOT BE PLAYED AS A PLAYER CHARACTER AGAIN, BUT MAY BE
AVAILABLE TO THE PLOT CO-ORDINATOR (WITH AGREEMENT FROM THE
ORIGINAL PLAYER).
IF A SECONDARY CHARACTER DIES OR IS RETIRED THEN YOU DO NOT GAIN
ANY BENEFIT TO OTHER CHARACTERS (I.E. IF A SECONDARY CHARACTER
DIES OR IS RETIRED, YOU DO NOT GAIN ANY DOWNTIME BENEFITS TO A
PRIMARY OR SECONDARY CHARACTER).
ON RETIREMENT / DEATH YOUR NEW CHARACTER GAINS BENEFITS BASED
ON THE NUMBER OF DOWNTIMES YOUR PREVIOUS CHARACTER GAINED
+ 1 MONTHS TRAINING (PER DOWNTIME)
OR + 1 FEAT (PER DOWNTIME)
OR + 1 AP (PER 5 DOWNTIMES)
THERE IS A CAP OF A MAXIMUM OF 15 MONTHS DOWNTIME THAT YOU CAN
TRANSFER TO THE NEW CHARACTER.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 9 OF 64
Skills
SOME OF THE SKILLS WILL INCLUDE PERFORMING SIMPLE TESTS (WITH QUICK ANSWERS) IN THE FIELD. OTHERS MAY INVOLVE THE CHARACTER SPENDING SOME TIME
WORKING ON THE PROBLEM. SOME SKILLS WILL NEED TO BE USED IN COMBINATION TO PERFORM CERTAIN TASKS OR MEET CERTAIN CHALLENGES. FOR EXAMPLE, IT
WOULD BE NECESSARY TO HAVE NUCLEAR PHYSICS, EXPLOSIVES TRAINING AND ENGINEERING TO DEFUSE NUCLEAR WEAPONS.
SKILL GAME SYSTEM
CERTAIN SKILLS HAVE A SET OF “CARDS” WHICH CAN BE USED TO SOLVE PROBLEMS. THESE CAN BE DOWNLOADED SEPARATELY AND YOU SHOULD ENSURE THAT YOU
HAVE ONE SET OF EACH OF THE SKILLS YOU HAVE. THESE ARE:
COMMUNICATIONS
COMPUTING
ELECTRICAL ENGINEERING
MECHCANICAL ENGINEERING
EXPLOSIVES TRAINING
LARCENY
YOU ARE GIVEN A NUMBER OF CARDS AND A NUMBER (NORMALLY BETWEEN 6 AND 9, DEPENDING ON HOW EXPERIENCED YOU ARE – ALTHOUGH SOME ADVANCED
PERKS ALLOW YOU TO GET HIGHER) MAY BE CHOSEN AND TAKEN OUT WITH YOU ON A MISSION. EVEN IF YOU ARE ON BASE YOU SHOULD HAVE YOUR CHOSEN CARDS
SEPARATE FROM YOUR OTHER CARD – AS IF A PROBLEM IS BEING WORKED ON – IT IS CONSIDERED CHEATING TO SORT OUT YOUR AVAILABLE CARDS IF YOU ARE
CONSIDERING HELPING ON A PROBLEM.
THE CARDS REPRESENT THE EXPERTISE AND ACTIONS REQUIRED BY THE CHARACTER IN ORDER TO SOLVE A PARTICULAR TECHNICAL PROBLEM. WE WOULD
ENCOURAGE THE PLAYER TO ENSURE THAT THEY HAVE SUITABLE PHYS-REPS FOR THE EQUIPMENT REQUIRED, AND THAT THEY PHYSICALLY CARRY OUT THE ACTION
STATED ON THE CARD TO THE BEST OF THEIR ABILITY. THIS WILL ENHANCE THE ATMOSPHERE AND MAINTAIN THE STANDARD OF ROLEPLAY.
A REFEREE WILL HAVE SELECTED A SET OF “PROBLEM CARDS” THAT REPRESENT THE PROBLEMS WITH A PARTICULAR DEVICE. THE REFEREE WILL NORMALLY EXPLAIN
WHAT THE PROBLEM IS (IN ROLE-PLAYING TERMS) AS HE IS PLAYING EACH CARD – AND YOU SHOULD APPROPRIATELY ROLE-PLAY THE EFFECTS OF ANY CARDS WHICH
YOU ARE PLAYING.
IF YOU DO NOT HAVE A CARD THAT CAN OVERCOME THE PROBLEM THEN YOU CANNOT ACHIEVE WHAT YOU ARE TRYING TO ACHIEVE.
OTHER PEOPLE CAN ASSIST TO OVERCOME CERTAIN PROBLEMS, SHOULD YOU BE UNABLE TO DEAL WITH A SPECIFIC PROBLEM CARD. (NOTE – NO MORE THAN TWO
PEOPLE CAN WORK ON ANY ONE PARTICULAR PROBLEM, AND UNLESS YOU HAVE AMBIDEXTERITY YOU CAN ONLY WORK ON ONE PROBLEM AT A TIME)
DIFFERENT CARDS TAKE DIFFERENT AMOUNTS OF TIME IN ORDER TO ACHIEVE THEIR EFFECT.
A COPY OF THE PLAYER CARDS FOR YOU TO PRINT & LAMINATE, ETC. CAN BE FOUND ON THE WEBSITE: HTTP://WWW.STARGATELRP.CO.UK/DOWNLOADS/
SKILL GROUPINGS
SOME SKILLS ARE GROUPED INTO SECTIONS – FOR EXAMPLE, ASTROPHYSICS, MATERIAL SCIENCE AND NUCLEAR PHYSICS ARE GROUPED INTO THE “PHYSICAL
SCIENCES” GROUP – IF YOU WISH TO LEARN ONE OF THESE SKILLS, THEN THE FIRST SKILL TAKES A SET PERIOD OF TIME, ANY SUBSEQUENT SKILL IN THAT AREA HAVE A
REDUCED TRAINING COST.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 10 OF 64
Biological Sciences
12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL
GENETICS
GENETICS IS THE SCIENCE OF HEREDITY AND VARIATION IN LIVING
ORGANISMS. THE STUDY OF DNA, INHERITANCE AND THE GENETIC
BASIS OF DISEASE. THIS IS USEFUL FOR A VARIETY OF TASKS SUCH AS
LOCATING THE NATURE OF DISEASES AND ANTIDOTES, ALIEN TOXINS
AND PARASITES.
HUMAN PHYSIOLOGY
PHYSIOLOGY IS THE STUDY OF THE MECHANICAL, PHYSICAL, AND
BIOCHEMICAL FUNCTIONS OF LIVING ORGANISMS. THE STUDY OF
ANATOMY AND THE INTERACTION OF CELLS. THIS SKILL COMBINES BOTH
HUMAN AND ANIMAL PHYSIOLOGY.
THIS SKILL REDUCES THE TRAINING TIME OF DOCTOR BY 6 MONTHS
BOTANY
BOTANY IS THE STUDY OF PLANT LIFE; BOTANY COVERS A WIDE RANGE
OF SCIENTIFIC DISCIPLINES THAT STUDY PLANTS, ALGAE, AND FUNGI
INCLUDING: STRUCTURE, GROWTH, REPRODUCTION, METABOLISM,
DEVELOPMENT, DISEASES, AND CHEMICAL PROPERTIES AND
EVOLUTIONARY RELATIONSHIPS BETWEEN THE DIFFERENT GROUPS.
PATHOLOGY
PATHOLOGY IS THE STUDY AND DIAGNOSIS OF DISEASE; THIS IS DONE
THROUGH THE EXAMINATION OF ORGANS, TISSUES, BODILY FLUIDS AND
AUTOPSIES. IT ALSO ENCOMPASSES THE RELATED SCIENTIFIC STUDY OF
DISEASE PROCESSES.
Physical Sciences
12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL
ASTROPHYSICS
THIS INCORPORATES ASTRONOMY, THE CALCULATION OF STELLAR
DISTANCES AND THE EXPLOITATION OF OTHER WORLDS. IT ALSO
INCLUDES STELLAR NAVIGATION AND STELLAR MATTER.
MATERIAL SCIENCE
THE STUDY OF MATERIALS, THEIR PROPERTIES AND USES, INCLUDES
CHEMISTRY AND PHYSICS.
NUCLEAR PHYSICS
THE STUDY OF RADIOACTIVITY, THE FUNDAMENTAL PRINCIPLES OF THE
UNIVERSE, THIS INCLUDES QUANTUM PHYSICS.
EXPLOSIVES TRAINING
YOU ARE AN EXPERT AT MAKING AND DISPOSING A VARIETY OF
DEVICES AIMED AT BLOWING THINGS UP. YOU ARE ALSO CAPABLE OF
KNOWING WHERE TO PLACE THE DEVICE FOR MAXIMUM EFFECT. THIS IS
SOMETIMES USED IN CONJUNCTION WITH OTHER SKILLS TO MAKE
ELABORATE DEVICES.
THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT
YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 11 OF 64
Mathematics & Computer Science
12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL
PURE MATHEMATICS
THE STUDY OF NUMBERS, ALGEBRA, GEOMETRY, STATISTICS AND THE
FLOW OF HOW NUMBERS AFFECT THE WORLD.
ANYONE WITH PURE MATHEMATICS GAINS +1 FLASH OF INSIGHT PER
DAY, THAT CAN BE USED WHEN TRYING TO SOLVE ANY MATHEMATICAL
PROBLEM.
COMMUNICATIONS
THE STUDY OF TELECOMMUNICATIONS, MONITORING, SATELLITE
TECHNOLOGY. THE USE AND MAINTENANCE OF SUCH TECHNOLOGY
AND THE DEVELOPMENT OF NEW SIGNALLING DEVICES. THIS SKILL
COMBINES NATURALLY WITH ELECTRICAL ENGINEERING FOR
DEVELOPMENT OF NEW DEVICES
THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT
YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.
CIPHERS
CIPHERS IS THE STUDY OF CODES, CRYPTOGRAPHY, HIDDEN
MEANINGS. NORMALLY USED FOR CODE BREAKING.
YOU START OFF WITH “CIPHERS LEVEL 1” – WHICH ALLOWS YOU TO
SOLVE CIPHERS PROBLEMS, AND TO ONCE PER DAY ASK FOR A FULL
TRANSLATION OF A SPECIFIC WORD IN A CIPHER.
YOU CAN UPGRADE TO HIGHER LEVELS OF CIPHERS, WHICH GIVES YOU
MORE TRANSLATIONS PER DAY (AND MAY ALLOW YOU TO SOLVE
MUCH HARDER CIPHERS) BY SPENDING 3 MONTHS DOWNTIME PER
POINT. THERE IS NO LIMIT TO THE AMOUNT OF TIMES IT CAN BE BOUGHT.
COMPUTING
THE STUDY OF COMPUTER SYSTEMS. THIS SKILL ALLOWS YOU TO HACK
INTO OTHER OPERATING SYSTEMS AND DEVELOP NEW SYSTEMS
YOURSELF AS WELL AS COUNTERMEASURES TOWARDS HACKERS.
THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT
YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.
Engineering
12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL
MECHANICAL ENGINEERING
THIS DEALS WITH THE DESIGN, MANUFACTURE AND MAINTENANCE OF
MECHANICAL SYSTEMS. THERMODYNAMICS, KINEMATICS, ENERGY
AND WORK. DESIGN OF VEHICLES, INDUSTRIAL EQUIPMENT, ROBOTICS.
THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT
YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.
ELECTRICAL ENGINEERING
THIS DEALS WITH THE STUDY AND APPLICATIONS OF ELECTRICITY,
ELECTROMAGNETIC FORCES AND ELECTRONICS. ALSO DEALS WITH
POWER, CONTROL SYSTEMS, INTEGRATED CIRCUITS AND CIRCUIT
BOARDS.
THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT
YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.
CIVIL ENGINEERING
THIS DEALS WITH THE DESIGN, CONSTRUCTION AND MAINTENANCE OF
BUILDINGS, STRUCTURES AND THE ENVIRONMENT – INCLUDING
BRIDGES, ROADS, CANALS, DAMNS, AND AQUEDUCTS. ALSO
SURVEYING AND ENVIRONMENTAL ENGINEERING FALL INTO THIS
CATEGORY.
MILITARY ENGINEERING
THIS IS THE ENGINEER ACTIVITY UNDERTAKEN, REGARDLESS OF
COMPONENT OR SERVICE, TO SHAPE THE PHYSICAL OPERATING
ENVIRONMENT. MILITARY ENGINEERING INCORPORATES SUPPORT TO
MANOEUVRE AND TO THE FORCE AS A WHOLE, INCLUDING MILITARY
ENGINEERING FUNCTIONS SUCH AS ENGINEER SUPPORT TO FORCE
PROTECTION, COUNTER - IMPROVISED EXPLOSIVE DEVICES,
ENVIRONMENTAL PROTECTION, ENGINEER INTELLIGENCE AND
MILITARY SEARCH
A MILITARY ENGINEER CAN USE ONE FLASH OF INSIGHT PER DAY ON AN
ENGINEERING, EXPLOSIVES TRAINING, PROBLEM THAT HE IS WORKING
ON, OR ONCE PER DAY CAN SUPERVISE A REPAIR OR BUILDING
PROJECT THAT INCORPORATES ELECTRICAL OR MECHANICAL
ENGINEERING AND REDUCE THE TIME TAKEN TO PERFORM NON CARD
BASED PROBLEMS ON THAT TASK BY 50% (THIS CAN ONLY OCCUR
ONCE PER PROJECT, IRRESPECTIVE OF THE NUMBER OF MILITARY
ENGINEERS WORKING ON IT)
CHARACTER COUNTS AS IN COVER WHEN USING NON MAN PORTABLE
SUPPORT WEAPONS.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 12 OF 64
Archaeo-Anthropology
12 MONTHS FOR THE FIRST TWO SPECIALIST AREAS. 6 MONTHS FOR EVERY SUBSEQUENT SKILL
YOU HOLD A QUALIFICATION IN ARCHAEOLOGY OR ANTHROPOLOGY, YOUR UNDERSTANDING OF THE PAST AND THE DEVELOPMENT OF HUMAN SOCIETIES IS
ADVANCED AND PROFOUND. YOU HAVE THE ABILITY TO RECOGNISE THE ARTEFACTS, MYTHS AND CULTURES OF OUR ANCESTORS WHEREVER THEY MAY APPEAR.
CLASSICAL USES OF ARCHAEO-ANTHROPOLOGY ARE THE RECOGNITION OF ALIEN LANGUAGES, RECOGNISING THE CULTURAL ROOTS AND THEREFORE ETHOS OF
AN ALIEN WORLD, HISTORICAL FORENSICS.
THE ARCHAEO-ANTHROPOLOGY SKILL DOES NOT IN AND OF ITSELF GRANT THE ABILITY TO READ ANCIENT LANGUAGES, THIS IS THE PRESERVE OF LINGUISTICS, BUT
DOES CONFER THE ABILITY TO RECOGNISE THE LANGUAGE AND KEY ELEMENTS.
YOU CAN ALSO USE THIS SKILL TO ASSIMILATE INTO A NATIVE CULTURE IF IT’S ONE OF YOUR SPECIALITIES AS IF YOU WERE TRULY A NATIVE, AND YOU ARE ALSO AN
EXPERT IN THE ARTEFACTS OF THESE CULTURES.
CHARACTERS WITH ARCHAEO-ANTHROPOLOGY MUST ALSO SELECT TWO SPECIALIST CULTURES. YOU MAY SELECT ANOTHER TWO CULTURES FOR AN EXTRA SKILL
SELECTION AT CHARACTER GENERATION.
SPECIALITY AREA IDEAS :
EGYPTIAN MESO AMERICAN/ MAYAN CELTIC
GRECO/ROMAN NATIVE AMERICAN INDIAN MIDDLE EASTERN
FAR EAST INDO-ARYAN GERMANIC/EUROPEAN
YOU MAY ALSO PICK ANY OTHER REGION YOU WISH, THE ABOVE ARE JUST EXAMPLES.
ONCE PER MISSION, AFTER A PERIOD OF STUDYING A NATIVE CULTURE, YOU CAN GAIN AN INSIGHT INTO THE CULTURE AS IF YOU HAD USED A FLASH OF INSIGHT
FEAT
Human Psychology
9 MONTHS
YOU POSSESS A PROFESSIONAL QUALIFICATION IN PSYCHOLOGY. YOU HAVE SPENT TIME UNDERSTANDING AND LEARNING TO TREAT THE HUMAN MIND, ENABLING
YOU TO OFFER COUNSELLING, UNDERSTAND AND ANTICIPATE ACTIONS AND ANALYSE THE DYSFUNCTIONAL.
HUMAN PSYCHOLOGY IS ONLY EFFECTIVE ON HUMANS AND JAFFA (OF HUMAN DESCENT).
SAMPLE USES OF PSYCHOLOGY ARE TO PREVENT POST-TRAUMATIC STRESS, PREDICT THE ACTIONS OF A FRIEND OR FOE, OR PUSH PEOPLE TO THE EDGE.
AFTER ROLE-PLAYING WITH SOMEONE FOR AT LEAST FIVE MINUTES, 3 TIMES PER MISSION YOU CAN :
SEE WHETHER SOMEONE’S LAST STATEMENT WAS A LIE
SEE WHETHER SOMEONE IN THE GENERAL CONVERSATION IS CONCEALING SOMETHING
FIND OUT WHAT SOMEONE IS TRYING TO ACHIEVE (IN BROAD TERMS) THROUGH THEIR WORDS.
DETECT THEIR CURRENT EMOTIONAL STATE.
AFTER ROLE-PLAYING WITH SOMEONE FOR AT LEAST TWENTY MINUTES, ONCE PER MISSION YOU CAN :
DETECT SOMEONE’S PSYCHOLOGICAL FLAWS.
ONCE PER MISSION YOU ARE ABLE TO FALSIFY THE RESPONSE TO A PSYCHOLOGICAL CHALLENGE AS PER ABOVE.
YOU CAN PURCHASE OTHER PSYCHOLOGY AREAS AT THE COST OF 5 MONTHS DOWNTIME EACH (BUT YOU MUST HAVE SPENT TIME STUDYING AND INTERACTING
WITH THEM), IF YOU HAVE THE APPROPRIATE ALIEN CULTURE SKILL THEN THIS TIME IS REDUCED BY 3 MONTHS. EXAMPLES OF OTHER SPECIALITY AREAS ARE "GOA'ULD
PSYCHOLOGY", "ASGARD PSYCHOLOGY", "ANCIENT PSYCHOLOGY", "UNAS PSYCHOLOGY"
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 13 OF 64
Linguistics
6 MONTHS PER LANGUAGE FAMILY
THE LINGUISTICS SKILL IS THE ABILITY TO SPEAK A LANGUAGE OTHER THAN YOUR OWN. EACH LANGUAGE FAMILY YOU CHOOSE GIVES YOU ACCESS TO A RANGE
OF LANGUAGES - YOU SHOULD PICK A LANGUAGE FAMILY FROM BELOW :
GERMANIC : GERMAN, SAXON, SWEDISH, YIDDISH CELTIC : WELSH, GAELIC, MANX, OGHAM
ITALIC : LATIN, ITALIAN, SPANISH, FRENCH, ENGLISH INDO-ARYAN : PUNJAB, HINDI, BAGHELI, SANSKRIT
SLAVIC : RUSSIAN, SERBIAN, CZECH, UKRANIAN EGYPT IAN : COPTIC, EGYPTIAN ARABIC, NUBIAN
SEMITIC : ARABIC, HEBREW, SYRIAC, ARAMAIC CARIB : YABARANA, COYAIMA, BAKAIRI
TRANS-NEW GUINEA : JAVANESE, MALAY NIGER-CONGO : TEGALI, DOGON, PAPEL
JAPANESE : JAPANESE, YORON, KIKAI UTO-AZTECAN : HOPI, MAYO, NAHUATL
SINO-TIBETAN : MANDARIN, TAMANG, TIBETAN
Maximum Vitality
CANNOT BE PURCHASED DURING DOWNTIME
+1 MAXIMUM VITALITY
MAY BE TAKEN BY INTELLIGENCE ANALYSTS, CIVILIAN AND MILITARY
SPECIALISTS AT CHARACTER GENERATION ONLY.
+2 MAXIMUM VITALITY
MAY BE TAKEN BY MILITARY SOLDIERS AND INTELLIGENCE OPERATIVES
AT CHARACTER GENERATION ONLY.
Medical Skills
MEDIC
3 MONTHS
THE CHARACTER IS A TRAINED MEDIC, AND CAN PERFORM SIMPLE
TASKS IN THE FIELD SUCH AS STABILISING CASUALTIES.
PARAMEDIC
6 MONTHS REQUIRES : MEDIC
THE CHARACTER IS A TRAINED FIELD PARAMEDIC, AND CAN PERFORM
COMPLICATED TASKS IN THE FIELD, INCLUDING TACKLING EXTENSIVE
DAMAGE
DOCTOR
24 MONTHS REQUIRES : PARAMEDIC
IF YOU TAKE THE DOCTOR SKILL, YOU AUTOMATICALLY GAIN THE
BIOLOGY SKILL : HUMAN PHYSIOLOGY.
YOU ARE A TRAINED DOCTOR WITH THE FULL RANGE OF DOCTORAL
SKILLS AVAILABLE, INCLUDING SURGERY AND LABORATORY WORK
SKILLS.
YOU WILL NORMALLY SPECIALISE INTO ONE OF TWO AREAS – BEING A
CONSULTANT WHICH INVOLVES MEDICAL CARE IN MEDICAL BAYS, AND
BEING A BATTLEFIELD SURGEON WHICH INVOLVES SAVING LIVES IN THE
FIELD OF BATTLE.
TRAINING TIME IS REDUCED BY 6 MONTHS IF YOU HAVE HUMAN
PHYSIOLOGY
MEDICAL SPECIALIST AREAS
6 MONTHS REQUIRES : DOCTOR
THE FOLLOWING SKILLS IMPROVE THE RANGE OF THE DOCTOR’S SKILLS,
ALLOWING THEM TO GO ABOVE AND BEYOND ON A VARIETY OF
TECHNIQUES. WHILE THESE ARE ALL COVERED UNDER THE GENERIC
“DOCTOR” SKILL – LEARNING SPECIALITIES WILL ALLOW TO YOU DO
MORE UNDER A REFEREE’S DISCRETION WHEN SOMETHING IN YOUR
SPECIALITY AREA OCCURS : EVERY TIME YOU PICK THIS YOU GET ONE OF
THE FOLLOWING :
CARDIOTHORACIC
HAEMATOLOGY
INFECTIOUS DISEASES
ONCOLOGY
SPECIFIC ALIEN PHYSIOLOGY - ALIEN
PLASTIC SURGERY
PROCTOLOGY
NEUROSURGERY
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 14 OF 64
Unarmed, Melee & Ranged Combat
MELEE WEAPONS
5 MONTHS
YOU ARE CAPABLE OF USING MELEE WEAPONS SUCH AS SWORDS,
DAGGERS, POLE ARMS, FIXED BAYONETS. THIS DOES NOT ALLOW THE
USE OF ALIEN EXOTIC MELEE WEAPONS.
THROWN / RANGED WEAPONS
7 MONTHS
YOU ARE CAPABLE OF USING BOWS, CROSSBOWS, THROWN
DAGGERS, SHURIKEN, BLOW PIPES AND OTHER THROWN AND RANGED
WEAPONS. THIS DOES NOT ALLOW THE USE OF ALIEN EXOTIC THROWN /
RANGED WEAPONS.
YOU ARE ALSO CAPABLE OF USING HAND GRENADES
BASIC UNARMED COMBAT
3 MONTHS
YOU ARE GOOD TO BRAWLING. YOU GAIN THE FOLLOWING ABILITIES :
STRIKE (UNLIMITED):YOU CAUSE SINGLE DAMAGE.
EXPERT UNARMED COMBAT
7MONTHS REQUIRES : BASIC UNARMED
YOU ARE AN EXPERT IN FIGHTING WITHOUT WEAPONS. YOU GAIN THE
FOLLOWING ABILITIES :
TRIP (UNLIMITED) : YOU CAUSE NO DAMAGE, BUT CALL
“KNOCKDOWN”
STRIKE (UNLIMITED):YOU CAUSE SINGLE DAMAGE TO THE
TARGET.
GRAPPLE (3 TIMES PER MISSION) : YOU CAN HOLD THE
TARGET FOR 10 SECONDS
THROW (3 TIMES PER MISSION): YOU CALL SINGLE
KNOCKDOWN; THE TARGET MUST ROLE-PLAY BEING THROWN
AWAY FROM YOU AND KNOCKED DOWN.
BREAK HOLD (3 TIMES PER MISSION): YOU CALL “BREAK
HOLD” AND YOUR OPPONENT MUST RELEASE YOU FROM A
GRAPPLE, OR YOU CAN RESIST A THROW AS YOU’VE BROKEN
THEIR HOLD.
CHOKE (REQUIRES FEATS) : YOU CAN RENDER A PERSON
UNCONSCIOUS.
DISARM (REQUIRES FEATS) : YOU CAN TAKE AN OPPONENT’S
WEAPON
Firearm Skills
PISTOLS
1 MONTH
THIS SKILL IS AUTOMATICALLY GRANTED TO ALL HUMAN CHARACTERS.
YOU ARE CAPABLE OF USING A PISTOL.
ADVANCED PISTOLS
2 MONTHS REQUIRES : PISTOLS
YOU ARE CAPABLE OF USING HEAVY PISTOLS AND TASERS.
SMALL ARMS
2 MONTHS REQUIRES : PISTOLS
THIS SKILL IS AUTOMATICALLY GRANTED TO ALL MILITARY CHARACTERS.
YOU ARE CAPABLE OF USING SMALL ARMS – EXAMPLES OF THESE ARE
ASSAULT RIFLES, SHOTGUNS, SNIPER RIFLES AND SUB MACHINE GUNS.
YOU ARE ALSO CAPABLE OF USING HAND GRENADES AND UNDER-
WEAPON GRENADE LAUNCHERS.
SUPPORT WEAPONS
4 MONTHS REQUIRES : SMALL ARMS
YOU ARE CAPABLE OF USING A VARIETY OF SUPPORT WEAPONS,
ROCKET LAUNCHERS OR HEAVY STYLE MACHINE GUNS.
YOU ARE CAPABLE OF USING SUPPORT WEAPONS – EXAMPLES OF
THESE ARE THE M249 LIGHT MACHINE GUN, AUTOMATIC SHOTGUNS.
AND ANTI-MATERIAL WEAPONS.
SNIPER TRAINING
7 MONTHS REQUIRES : SMALL ARMS
YOU ARE CAPABLE OF PURCHASING AND USING THE SNIPER SHOT FEAT
AND ASSOCIATED PERKS.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 15 OF 64
Specialist Skills
DREAMING SPIRES
CANNOT BE PURCHASED DURING
DOWNTIME REQUIRES : CIVILIAN
YOU HAVE ACCESS TO THE BEST RESEARCH ESTABLISHMENTS IN THE
WORLD, AND THE LIBRARY CARD TO PROVE IT.
YOU ARE A VERY WELL-KNOWN ACADEMIC, DURING DOWNTIME YOU
TEND TO LEARN PIECES OF INFORMATION FROM THE WORLD OF
ACADEMIA, THIS CAN BE INFORMATION AROUND NEW TECHNOLOGY
DISCOVERIES OR PROCEDURES, OR CAN BE ACADEMIA RUMOURS
WHICH MAY BE HELPFUL TO YOUR CHARACTER.
YOU CAN ALSO DECIDE TO USE THIS TO HELP YOURSELF OR SOMEONE
ELSE GAIN AN NPC TEACHER FOR A STANDARD OR BASIC SKILL. THIS
NEEDS TO BE PLACED IN YOUR DOWNTIME IF YOU ARE DOING SO.
SKILLS THAT CAN BE LEARNT WITH DREAMING SPIRES : ANCIENT
HISTORY, BIO ENGINEERING, FORENSICS, MODERN HISTORY, OCCULT
STUDIES, PHILOSOPHY, POLITICS, RELIGIOUS STUDIES, VETERINARY
SCIENCE, ANY OF THE BIOLOGICAL SCIENCE, PHYSICAL SCIENCE,
MATHEMATICS & COMPUTER SCIENCE OR ENGINEERING SKILLS,
ARCHAEO-ANTHROPOLOGY, LINGUISTICS, HUMAN PSYCHOLOGY,
MEDIC, PARAMEDIC, DOCTOR, BASIC BIOLOGY, BASIC BOTANY,
BASIC CHEMISTRY, BASIC COMPUTERS, BASIC GEOLOGY, BASIC
LANGUAGE, BASIC MATHEMATICS, BASIC PHYSICS, BASIC
ENGINEERING, BASIC ZOOLOGY.
EXPERIMENTAL KIT
CANNOT BE PURCHASED DURING
DOWNTIME
REQUIRES : MILITARY SOLDIER,
MILITARY SPECIALIST OR
INTELLIGENCE OPERATIVE
YOU ARE EXPECTED TO TEST A VARIETY OF TECHNOLOGY THAT HAS
ALREADY BEEN INVENTED.
THIS LEASES A PIECE OF EQUIPMENT, DRUGS, VEHICLE, LATEST WILD
DEVICE TO YOUR CHARACTER FOR A PERIOD OF TIME. THESE
TECHNOLOGIES ARE BEING TESTED WITH POSSIBILITY OF BECOMING
"STANDARD EQUIPMENT" AND ARE IN A WIDE VARIETY OF STAGES OF
DEVELOPMENT.
THESE PIECES OF EQUIPMENT MAY HAVE FLAWS WHICH YOU HAVE TO
WORK AROUND, OR MAY HAVE SIDE EFFECTS BOTH POSITIVE AND
NEGATIVE AND YOU DON’T KNOW UNTIL YOU TEST THE ITEM WHAT IT IS
THAT IS GOING TO BE, ALTHOUGH ITEMS TEND TO BE MORE GEARED TO
EACH INDIVIDUAL CHARACTER – ESPECIALLY THE MORE EXPERIENCED
THE CHARACTER THE MORE DANGEROUS AND MORE EXCITING THE
ITEM.
THE ADVANTAGE OF THE SKILL IS THAT YOU ARE ALWAYS AT THE
CUTTING EDGE OF TECHNOLOGY AND HAVE THE OPPORTUNITY TO
PLAY WITH SOME ADVANCED, ALBEIT DANGEROUS, ITEMS.
INSIDER INFORMATION
CANNOT BE PURCHASED DURING
DOWNTIME
REQUIRES : MILITARY SPECIALIST
OR INTELLIGENCE ANALYST
YOU CAN CHOOSE TO USE YOUR INSIDER INFORMATION IN A GENERAL
MANNER DURING DOWNTIME, WHICH INVOLVES JUST GENERAL
LISTENING IN TO INFORMANTS, GOSSIP IN THE CANTEEN OR ANY OTHER
SUCH WAYS OF GETTING INFORMATION - THIS WILL GIVE YOU
INFORMATION ABOUT THE CURRENT SOCIO-POLITICAL WORKINGS,
RUMOURS, INTELLIGENCE AND OTHER SNIPPETS OF INFORMATION
WHICH MAY OR MAY NOT BE OBVIOUS AND MAY OR MAY NOT BE
RELEVANT TO THE NEXT EVENT.
YOU CAN ALSO USE THIS IN A TARGETED WAY - YOU CAN CHOOSE
RATHER THAN TO USE THIS IN A GENERAL MANNER, CHOOSE A SPECIFIC
PERSON OR ORGANISATION TO GATHER INFORMATION ON - YOU THEN
GAIN MUCH MORE SPECIFIC INFORMATION ON THE PERSON OR
ORGANISATION, BUT THE DOWNSIDE TO THIS IS THAT DEPENDING ON
HOW WELL CONNECTED THE PERSON IS, YOU MAY FIND SOMEONE
USING THIS FEAT BACK AT YOU TO SEW DISINFORMATION.
THIS SKILL WORKS DIFFERENTLY FOR EACH CHARACTER AND DEPENDS
ON THEIR BACKGROUND AS TO HOW THEY GO ABOUT GETTING THEIR
INFORMATION.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 16 OF 64
Veteran Skills
VETERAN SKILLS ARE SKILLS WHICH ARE NOT AS WIDE RANGING AS THE MAIN SKILL SET, BUT HAVE THEIR USES AND ADD FLAVOUR TO CHARACTERS, AND YOU NEVER
KNOW WHEN THESE SKILLS ARE GOING TO COME INTO PLAY. THERE ARE ALSO ALIEN TECHNOLOGY SKILLS WHICH YOU CAN PICK UP AFTER YOU’VE HAD EXPERIENCE
WITH ALIEN TECHNOLOGY IN GAME. DURING CHARACTER GENERATION YOU CAN TAKE TWO OF THESE VETERAN SKILLS INSTEAD OF ONE OF THE FULL SKILLS – BUT YOU
CAN ONLY SELECT FROM THE LIST WHICH STATES (+CHARGE)
Earth Based Skills
ASTRONAUT(+CHARGE)
6 MONTHS
YOU ARE ADEPT AT PILOTING SPACE CRAFT AND AT ZERO-G
MANOEUVRING – GIVING YOU A DISTINCT ADVANTAGE WHEN IN
SPACE, OR OTHER SUCH ENVIRONMENTS
ARMOURER(+CHARGE)
6 MONTHS
YOU ARE CAPABLE OF REPAIRING DAMAGED ARMOUR, AND
DAMAGED WEAPONS AS LONG AS YOU HAVE A TOOLKIT AND SUPPLIES
– IT TAKES 10 MINUTES TO REPAIR ONE POINT OF ARMOUR. YOU ARE
ALSO CAPABLE OF RESEARCHING NEW ARMOUR AND WEAPONS. YOU
CAN CRAFT SPECIAL AMMUNITION (WITH THE RELEVANT MACHINERY) –
SUCH AS SILVER BULLETS, OR SPECIFIC CALIBRE BULLETS AND
REWORKING AMMUNITION. THIS ALSO COVERS WEAPONS SUCH AS
BOWS AND ARROWS AS WELL AS SMITHING MELEE WEAPONS
ANCIENT HISTORY(+CHARGE)
3 MONTHS
YOU HAVE READ UP ON ANCIENT HISTORY, AND HAVE A BASIC
KNOWLEDGE OF THE MAIN EVENTS THAT OCCURRED DURING THIS TIME.
BARRACK ROOM LAWYER(+CHARGE)
3 MONTHS
YOU ARE AN EXPERT AT MILITARY LAW AND DISCIPLINE, AND OFTEN GET
CALLED IN BY SOLDIERS AND OTHER SERVICE PERSONNEL WHO NEED
REPRESENTING IN ORDER TO PROMOTE THEIR CASES.
BIO ENGINEERING(+CHARGE)
9 MONTHS REQUIRES : DOCTOR OR A BIOLOGICAL SCIENCE SKILL
YOU ARE AN EXPERT AT BIO-ENGINEERING, A SCIENCE WHICH COVERS
BOTH ENGINEERING AND BIOLOGY – INCLUDING GENETIC
ENGINEERING, MODIFICATION OF PLANTS AND TISSUE ENGINEERING.
THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 3 MONTHS IF YOU
HAVE A PHYSICAL SCIENCE SKILL.
BODYBUILDER (BASIC)(+CHARGE)
3 MONTHS
YOU HAVE SPENT A LONG TIME IN THE GYMNASIUM AND HAVE HONED
YOUR BODY. BUT THIS COMES WITH A PRICE, AND YOU HAVE TO
MAINTAIN YOUR BULK
YOU GAIN +1 TO YOUR BODY HITS, AS LONG AS YOU SPEND 1 MONTH
EVERY DOWNTIME IN THE GYM MAINTAINING THIS SKILL.
BODYBUILDER (EXPERT)(+CHARGE)
3 MONTHS REQUIRES : BODYBUILDER (BASIC)
YOU HAVE SPENT A LONG TIME IN THE GYMNASIUM TO THE EXCLUSION
OF EVERYTHING ELSE – AND HAVE HONED YOUR BODY TO THE PEAK OF
PERFECTION.
BUT PERFECTION COMES WITH A PRICE, AND YOU HAVE TO BE TOTALLY
COMMITTED TO MAINTAIN YOUR BULK
YOU GAIN +3 TO YOUR BODY HITS (THIS REPLACES, AND DOES NOT
STACK WITH BODYBUILDER BASIC), AS LONG AS YOU SPEND 2 MONTHS
EVERY DOWNTIME IN THE GYM MAINTAINING THIS SKILL. (LEARNING THIS
ALSO COUNTS AS ‘UPKEEP’ ON BODYBUILDER DURING LEARNING)
CATERING(+CHARGE)
3 MONTHS
YOU ARE AN EXPERT AT FIELD CATERING; YOU CAN COOK, FOR
PEOPLE, IN THE FIELD, USING INGREDIENTS AND THINGS.
CYBERNETICS (BASIC)
4 MONTHS
REQUIRES : DOCTOR, BIO-ENGINEERING,
MECHANICAL ENGINEERING, ELECTRICAL
ENGINEERING, COMPUTING
YOU ARE AN EXPERT AT CYBERNETIC CONTROL SYSTEMS, AND HOW
THEY INTERFACE WITH THE HUMAN BODY – YOU ARE CAPABLE OF
DEVELOPING SIMPLE CYBERWEAR THAT CAN DO SIMPLE TASKS
CYBERWEAR CREATED FOR PLAYER CHARACTERS NEED TO BE
APPROVED BY BOTH THE PLOT CO-ORDINATOR AND SYSTEM REFEREES
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 17 OF 64
CYBERNETICS (ADVANCED)
6 MONTHS REQUIRES : CYBERNETICS (BASIC), BASIC
NANOTECHNOLOGY
YOU ARE AN EXPERT AT CYBERNETIC CONTROL SYSTEMS, AND HOW
THEY INTERFACE WITH THE HUMAN BODY – YOU ARE CAPABLE OF
DEVELOPING SIMPLE CYBERWEAR THAT CAN DO COMPLEX TASKS AND
MAY EVEN PASS FOR LIFE LIKE IN CERTAIN CIRCUMSTANCES
CYBERWEAR CREATED FOR PLAYER CHARACTERS NEED TO BE
APPROVED BY BOTH THE PLOT CO-ORDINATOR AND SYSTEM REFEREES
EARTH TECHNOLOGY - CRYSTALS
3 MONTHS
REQUIRES : COMMUNICATIONS AND ELECTRICAL
ENGINEERING AND PLAYER CHARACTER TEACHER (TO
START LEARNING THE SKILL)
YOU ARE CAPABLE OF FIXING, REPAIRING, GROWING AND
UNDERSTANDING EARTH BASED CRYSTAL TECHNOLOGY AND APPLYING
THEM TO DAY TO DAY TECHNOLOGIES.
THIS GRANTS THE ELECTRICAL ENGINEERING CARD : SPARE CRYSTAL
AND CONTROLLER AND THE COMMUNICATIONS CARD – EARTH
RESONANT CRYSTAL.
FISH AND GAME(+CHARGE)
3 MONTHS
YOU ARE AN EXPERT HUNTER, YOU ARE CAPABLE OF FINDING FOOD,
WATER, SHELTER WHILE YOU’RE IN THE WILDERNESS; YOU’RE ALSO
GOOD AT CAPTURING SMALL ANIMALS AND FISHING.
FORENSICS(+CHARGE)
3 MONTHS
YOU HAVE WATCHED ENOUGH QUINCY AND CSI TO BE ABLE TO
UNDERSTAND THE BASICS OF FORENSIC SCIENCE.
YOU CAN ALSO USE FORENSICS IN CONJUNCTION WITH OTHER SKILLS
YOU HAVE TO ENABLE YOU TO INTERPRET THE INFORMATION
ACCORDING TO YOUR PARTICULAR SPECIALISM’S, I.E. PHYSICS,
GENETICS, MEDICINE, ARCHAEOLOGY ETC…
INTERROGATOR(+CHARGE)
3 MONTHS
YOU ARE KNOWLEDGEABLE IN THE AREA OF INTERROGATION - AS A
SUBSET OF PSYCHOLOGY YOUR KNOWLEDGE IS BASED IN THAT ONE
SPECIFIC AREA.
YOU CAN ONCE PER SCENE WHEN ACTIVELY INTERROGATING
SOMEONE (AND YOU ARE IN A POSITION OF POWER OVER THEM)
FORCE THEM TO ANSWER ONE QUESTION TRUTHFULLY.
LARCENY(+CHARGE)
3 MONTHS
YOU HAVE THE ABILITY TO PICK LOCKS, BYPASS SIMPLE SECURITY
MEASURES, HOTWIRE CARS, OPEN LOCKED DOORS ETC… THIS DOES
NOT CONFER THE ABILITY TO BYPASS HIGH TECH ALIEN SECURITY.
THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT
YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.
MODERN HISTORY(+CHARGE)
3 MONTHS
YOU HAVE READ UP ON MODERN (1800-PRESENT DAY) HISTORY,
AND HAVE A BASIC KNOWLEDGE OF THE MAIN EVENTS THAT
OCCURRED DURING THIS TIME.
NANOTECHNOLOGY (BASIC)
3 MONTHS REQUIRES : ELECTRICAL ENGINEERING AND
COMMUNICATIONS AND COMPUTING
YOU ARE AT THE ENTRY LEVEL OF NANOTECHNOLOGY, MORE
SPECIFICALLY THE NANOTECHNOLOGY THAT THE SEF HAS DEVELOPED
OVER THE YEARS – AS SUCH YOU CAN REDUCE THE TIME TAKEN TO USE
ANY HACKING, COMMUNICATIONS AND ELECTRICAL ENGINEERING
CARD TASKS BY 1/3RD.
BUT AS YOU’RE USING NANITES TO PERFORM THIS TASK, THERE MAY BE
TIMES WHEN THIS CAN BE USED AGAINST YOU…
NANOTECHNOLOGY (ADVANCED)
4 MONTHS REQUIRES : BASIC NANOTECHNOLOGY AND MATERIAL
SCIENCE AND NUCLEAR PHYSICS
YOU HAVE BECOME AN EXPERT AT USING NANOTECHNOLOGY
YOU ARE AN EXPERT AT NANOTECHNOLOGY, MORE SPECIFICALLY THE
NANOTECHNOLOGY THAT THE SEF HAS DEVELOPED OVER THE YEARS –
AS SUCH YOU CAN REDUCE THE TIME TAKEN TO USE ANY HACKING,
COMMUNICATIONS AND ELECTRICAL ENGINEERING CARD TASKS BY
1/2. THIS DOES NOT STACK WITH BASIC NANOTECHNOLOGY.
BUT AS YOU’RE USING NANITES TO PERFORM THIS TASK, THERE MAY BE
TIMES WHEN THIS CAN BE USED AGAINST YOU…
NAVIGATION(+CHARGE)
3 MONTHS
YOU ARE A SKILLED NAVIGATOR, ON LAND, ON SEA OR IN THE AIR.
GIVEN A COMPASS, A MAP, OR JUST THE NIGHT SKY (OR A GPS
READER) YOU CAN FIND YOUR WAY FROM POINT A TO POINT B
OCCULT STUDIES(+CHARGE)
3 MONTHS
YOU ARE KNOWLEDGEABLE IN A VARIETY OF OCCULT PRACTICES, THEIR
BELIEFS AND THEIR HISTORICAL SIGNIFICANCE.
PHILOSOPHY(+CHARGE)
3 MONTHS
YOU HAVE STUDIED THE ART OF THOUGHT, FROM THE GREEK
PHILOSOPHERS TO MODERN ETHICISTS.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 18 OF 64
POLITICS(+CHARGE)
3 MONTHS
YOU UNDERSTAND THE BASICS OF THE POLITICAL SYSTEM, AND THE
BACK OFFICE POLITICS THAT OCCUR BEHIND THE SCENES.
QUANTUM COMPUTING
6 MONTHS REQUIRES : COMPUTING (10 CARDS) AND PLAYER
CHARACTER TEACHER (TO START LEARNING THE SKILL)
YOU HAVE LEARNT HOW TO MAKE QUANTUM COMPUTER
PROGRAMMING PART OF YOUR DAY TO DAY EXISTENCE – YOU GAIN A
SECOND HAND OF COMPUTING CARDS (STARTING AT 1 CARD)
CALLED “QUANTUM COMPUTING CARDS” WHICH ARE SIGNIFICANTLY
QUICKER THAN THEIR RESPECTIVE COMPUTING CARDS, BUT WORK ON
MUCH NARROWER PROBLEM TYPES…
YOU CAN INCREASE YOUR QUANTUM COMPUTING HAND SIZE THE
SAME AS YOU CAN OTHER CARD SKILLS, BY SPENDING 1MONTH IN A
DOWNTIME (MAX 1 PER DOWNTIME) TO INCREASE HAND SIZE UP TO A
MAXIMUM OF 9.
YOU CAN USE A MAXIMUM OF YOUR QUANTUM COMPUTING HAND
SIZE / 2 ON EACH PROBLEM (ROUND UP) – SO IF YOU HAVE QUANTUM
COMPUTING (4 CARDS) YOU CAN ONLY USE 2 OF THESE ON ANY ONE
PROBLEM.
THIS SKILLS IS NOT AFFECTED BY THE MORE PROGRAMS FEAT OR THE
PRACTICED HACKER FEAT, AND THERE IS NO ASSOCIATED AP FOR THIS
SKILL.
RELIGIOUS STUDIES(+CHARGE)
3 MONTHS
YOU ARE KNOWLEDGEABLE IN THE MAJOR RELIGIONS, THEIR BELIEFS
AND THEIR PRACTICES.
SPACESHIP SYSTEMS
3 MONTHS REQUIRES : MECHANICAL ENGINEERING AND
ELECTRICAL ENGINEERING AND NUCLEAR PHYSICS
YOU ARE CAPABLE OF DESIGNING, FIXING, DEVELOPING
TECHNOLOGIES ON-BOARD EARTH DESIGNED SPACESHIPS
STAY WITH ME
3 MONTHS REQUIRES : 10 VITALITY
YOU CAN TAKE ONE OTHER CHARACTER “UNDER YOUR WING” AND
WHILE YOU ARE ACTIVELY LEADING THEM OR PROTECTING THEM, AND
YOU ARE WITHIN 50 FEET (AND LINE OF SIGHT) OF THEM, THEY GAIN +4
TO THEIR MAXIMUM VITALITY. THIS VITALITY INCREASE CANNOT TAKE
THEIR MAXIMUM VITALITY ABOVE YOUR MAXIMUM VITALITY
YOU CAN SPEND 2 MONTHS GAINING EXTRA PEOPLE ADDED TO YOUR
STAY WITH ME (THERE IS NO MAXIMUM TO THE AMOUNT OF TIMES YOU
CAN PURCHASE THIS SKILL)
SUBSPACE COMMUNICATIONS
4 MONTHS REQUIRES : COMPUTING AND COMMUNICATIONS
YOU ARE CAPABLE OF DESIGNING, FIXING, DEVELOPING AND USING
SUBSPACE COMMUNICATIONS DEVICES AS LONG AS THEY ARE OF A
TECHNOLOGY YOU ARE CONVERSANT WITH.
TAXIDERMY(+CHARGE)
3 MONTHS
YOU CAN STUFF ANIMALS, AND PEOPLE.
VETERINARY SCIENCE(+CHARGE)
9 MONTHS
YOU KNOW HOW TO TREAT ANIMALS. THIS SKILL AIDS IN ANIMAL BASED
TREATMENT AND CARE, YOU ARE CAPABLE OF HELPING AND HEALING
INJURED CREATURES, AND A LITTLE KNOWLEDGE ABOUT NATURAL
ANIMAL BEHAVIOUR.
THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 3 MONTHS IF YOU
HAVE PARAMEDIC, AND 6 MONTHS IF YOU HAVE DOCTOR.
XENO COOKERY
3 MONTHS REQUIRES : FISH & GAME
YOU ARE CAPABLE OF COOKING AN EXOTIC MEAL FROM ALIEN FLORA
AND FAUNA, THE MEAL WILL GENERALLY BE EDIBLE ALTHOUGH AS
ALWAYS SOME PEOPLE MAY NOT FIND IT EXACTLY TO THEIR TASTES
XENO ZOOLOGY
9 MONTHS REQUIRES : FISH & GAME OR VETERINARY SCIENCE
YOU KNOW THE BASICS OF WHAT MAKES ALIEN FLORA AND FAUNA
TICK, THIS SKILL ALLOWS YOU TO MAKE EDUCATED GUESSES ABOUT THE
MOTIVES AND HABITS OF NON-SENTIENT ALIEN CREATURES.
IF YOU HAVE BASIC ZOOLOGY THIS IS REDUCED BY 3 MONTHS
TRAINING AND IF YOU HAVE VETERINARY SCIENCE IT IS REDUCED BY 6
MONTHS TRAINING (ONLY ONE OF THESE CAN BE USED TO REDUCE THE
TIME)
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 19 OF 64
Basic Skills
THESE SKILLS ARE MINOR VERSIONS OF FULL SKILLS, WHICH CAN ASSIST IN THE TRAINING OF OTHER SKILLS (LISTED NEXT TO THEIR TRAINING TIME) BY 3 MONTHS . ONCE
YOU HAVE USED A BASIC SKILL TO DECREASE THE TRAINING REQUIREMENT OF A FULL SKILL, YOU CANNOT USE THAT BASIC SKILL TO DECREASE THE TRAINING TIME OF
ANY OTHER SKILL. THEY REPRESENT A BASIC GROUNDING IN THOSE AREAS.
IF SOMEONE IS TEACHING THE FULL SKILL WHICH RELATES TO A BASIC SKILL, YOU CAN CHOOSE IF YOU WISH TO LEARN THE FULL SKILL, OR THE BASIC SKILL FROM THAT
TRAINING COURSE. (NOTE MATERIAL SCIENCE WHICH RELATES TO A NUMBER OF THESE SKILLS WHEN TRAINED ONLY GOES TOWARDS LEARNING ONE OF THE BASIC
SKILLS, NOT ALL THREE)
WHEN YOU GAIN THE FULL SKILL, YOU DO NOT ADD THE 1 CARD FROM THE BASIC SKILL TO YOUR LOAD-OUT, THE FULL SKILL’S NUMBER OF CARDS REPLACES THE 1
CARD FROM THE BASIC… BUT IF THE BASIC SKILL GIVES YOU CARDS TO OTHER AREAS THEN YOU KEEP THOSE 1 CARDS TO THE OTHER AREAS.
BASIC BIOLOGY(+CHARGE)
3 MONTHS [REDUCES GENETICS, PATHOLOGY OR PHYSIOLOGY]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF BIOLOGY
BASIC BOTANY(+CHARGE)
3 MONTHS [REDUCES BOTANY]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF BOTANY
BASIC CHEMISTRY(+CHARGE)
3 MONTHS [REDUCES MATERIALS]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF CHEMISTRY
BASIC COMPUTERS(+CHARGE)
3 MONTHS [REDUCES COMPUTING OR COMMUNICATIONS]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF COMPUTER SCIENCE.
YOU GAIN THE ABILITY TO USE ONE CARD FROM COMPUTING AND
ONE CARD FROM COMMUNICATIONS WHEN PREPARING FOR A SKILL
GAME.
BASIC ENGINEERING(+CHARGE)
3 MONTHS [REDUCES MECH, ELEC, MILITARY OR CIVIL ENGINEERING]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF ENGINEERING
YOU GAIN THE ABILITY TO USE ONE CARD FROM MECHANICAL
ENGINEERING AND ONE CARD FROM ELECTRICAL ENGINEERING WHEN
PREPARING FOR A SKILL GAME.
BASIC EXPLOSIVES TRAINING(+CHARGE)
3 MONTHS [REDUCES EXPLOSIVES TRAINING]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF EXPLOSIVES &
DEMOLITIONS. YOU CAN ONLY USE C4 & CLAYMORES.
YOU GAIN THE ABILITY TO USE ONE CARD FROM EXPLOSIVES TRAINING
WHEN PREPARING FOR A SKILL GAME.
BASIC GEOLOGY(+CHARGE)
3 MONTHS [REDUCES MATERIALS OR ARCHAEO-ANTHROPOLOGY]
YOU HAVE A GOOD UNDERSTANDING OF ROCKS, MINERALS AND
LANDSCAPES.
BASIC LANGUAGE(+CHARGE)
3 MONTHS [REDUCES SPECIFIC LANGUAGE FAMILY]
YOU HAVE LEARNT TO SPEAK ONE SPECIFIC LANGUAGE FROM A
LANGUAGE FAMILY. THIS HELPS IN REDUCING THE COST OF THAT
SPECIFIC LANGUAGE FAMILY ONLY.
BASIC MATHEMATICS(+CHARGE)
3 MONTHS [REDUCES PURE MATHS OR CIPHERS]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF MATHEMATICS
YOU CAN ATTEMPT TO SOLVE A CIPHER USING THIS SKILL, BUT THE TIME
TAKEN WILL BE SIGNIFICANTLY INCREASED.
BASIC PHYSICS(+CHARGE)
3 MONTHS [REDUCES NUCLEAR PHYSICS OR MATERIALS]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF PHYSICS
BASIC ZOOLOGY(+CHARGE)
3 MONTHS [REDUCES VETERINARY SCIENCE]
YOU HAVE LEARNT THE BASIC TECHNIQUES OF ZOOLOGY
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 20 OF 64
Combat Veteran Skills
CRAFT IMPROVISED WEAPON (+CHARGE)
3 MONTHS
YOU ARE CAPABLE OF MAKING A WEAPON OUT OF EQUIPMENT YOU
HAVE TO HAND – THIS IS CAPABLE OF MAKING A TEMPORARY MELEE,
THROWN OR RANGED WEAPON.
YOU MUST HAVE ACCESS TO A SOURCE OF MATERIALS TO MAKE THE
WEAPONS AND A REFEREE WILL DECIDE ON THE DAMAGE / DURABILITY
OF THE WEAPON.
THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 2 MONTHS IF YOU
HAVE THROWN OR MELEE
USE STAFF CANNON
1 MONTH REQUIRES : SUPPORT WEAPONS AND USE STAFF
WEAPON (RANGED)
YOU ARE NOW CAPABLE OF USING A STAFF CANNON
USE STAFF WEAPON (MELEE)
1 MONTH REQUIRES : MELEE
YOU CAN USE A STAFF WEAPON AS A MELEE WEAPON
USE STAFF WEAPON (RANGED)
1 MONTH REQUIRES: SMALL ARMS
YOU CAN USE A STAFF WEAPON AS A RANGED WEAPON
USE ZAT’NI’KATEL
1 MONTH REQUIRES : ADVANCED PISTOLS
YOU CAN USE A ZAT’NI’KATEL
Piloting Veteran Skills
PILOT AIRCRAFT (+CHARGE)
6 MONTHS
YOU ARE AN ACCOMPLISHED PILOT. YOU MAY CHOOSE ONE TYPE OF
HUMAN AIRCRAFT. (EXTRA AIRCRAFT COSTS ONLY 2 MONTHS)
PILOT BOAT (+CHARGE)
6 MONTHS
YOU ARE AN ACCOMPLISHED NAVAL EXPERT. YOU MAY CHOOSE ONE
TYPE OF HUMAN BOAT. (EXTRA BOATS COST ONLY 2 MONTHS)
PILOT PHOBOS
2 MONTHS REQUIRES : PILOT AIRCRAFT, ASTRONAUT & TEACHER
YOU ARE CAPABLE OF PILOTING A PHOBOS LEVEL HUMAN SHIP
PILOT DEIMOS
2 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER
YOU ARE CAPABLE OF PILOTING A DEIMOS LEVEL HUMAN SHIP
PILOT MARS
6 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER
YOU ARE CAPABLE OF PILOTING A MARS LEVEL HUMAN SHIP
PILOT AETHERNAUT VESSEL
3 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER
YOU ARE CAPABLE OF FLYING AN AETHERNAUT VESSEL
PILOT ANCIENT VESSEL
6 MONTHS REQUIRES : ANCIENT GENE & TEACHER
YOU CAN PILOT AN ANCIENT VESSEL
PILOT GOA’ULD FIGHTER
4 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER
YOU ARE CAPABLE OF FLYING A GOA’ULD FIGHTER. REDUCES THE
TIME TO LEARN OTHER GOA’ULD SHIPS BY 2 MONTHS.
PILOT GOA’ULD NON FIGHTER
3 MONTH REQUIRES: PILOT AIRCRAFT & TEACHER
YOU ARE CAPABLE OF FLYING A GOA’ULD NON FIGHTER SHIP.
REDUCES THE TIME TO LEARN OTHER GOA’ULD SHIPS BY 2 MONTHS.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 21 OF 64
Goa’uld Veteran Skills
GOA’ULD COMMUNICATIONS
3 MONTHS REQUIRES : COMMUNICATIONS AND READ GOA’ULD
AND ELECTRICAL ENGINEERING
YOU ARE CAPABLE OF USING GOA’ULD COMMUNICATIONS DEVICES,
HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR SIGNALS.
THIS GRANTS THE COMMUNICATIONS CARD : GOA’ULD
COMMUNICATIONS DEVICE
GOA’ULD CRYSTALS
3 MONTHS REQUIRES : COMMUNICATIONS OR ELECTRICAL
ENGINEERING
YOU ARE CAPABLE OF FIXING, REPAIRING, GROWING AND
UNDERSTANDING GOA’ULD CRYSTAL TECHNOLOGY
THIS GRANTS THE ELECTRICAL ENGINEERING CARD : SPARE CRYSTAL
AND CONTROLLER
GOA’ULD FLIGHT SYSTEMS
4 MONTHS REQUIRES: READ GOA’ULD AND MECHANICAL
ENGINEERING
YOU CAN UNDERSTAND THE FLIGHT SYSTEMS OF GOA’ULD VESSELS,
AND CAN TURN THIS TO YOUR ADVANTAGE WHEN NECESSARY
IF YOU HAVE PILOT AIRCRAFT - ALSO GRANTS “PILOT GOA’ULD SHIP
(NON FIGHTER)”
GOA’ULD HAND DEVICE
3 MONTHS REQUIRES : BIO ENGINEERING AND MECHANICAL
ENGINEERING AND ELECTRICAL ENGINEERING
YOU HAVE KNOWLEDGE OF THE WORKINGS OF A GOA'ULD HAND
DEVICE, BUT UNLESS YOU HAVE "ABILITY TO USE GOA'ULD
TECHNOLOGY" TICKED ON YOUR CHARACTER SHEET, YOU CANNOT
USE THE DEVICE, ALTHOUGH YOU ARE AWARE OF HOW IT WORKS.
GOA’ULD MEDICAL SYSTEMS
9 MONTHS REQUIRES : DOCTOR AND GOA’ULD CRYSTALS AND
NAQUADAH
YOU ARE AWARE OF HOW GOA'ULD TECHNOLOGY WORKS WHEN IT
COMES TO MEDICINE INCLUDING THEORY ON HOW THE
SARCOPHAGUS AND HEALING DEVICES WORK.
GOA’ULD SHIELDS
6 MONTHS REQUIRES: NAQUADAH AND GOA’ULD CRYSTALS
AND NUCLEAR PHYSICS
YOU UNDERSTAND HOW GOA’ULD SHIELDS WORK AND A VARIETY OF
TECHNIQUES TO BYPASS THEM – GIVEN ENOUGH RESOURCES YOU
SHOULD BE ABLE TO DEVELOP YOUR OWN VERSION – BUT CURRENTLY
THE PROBLEM IS THAT IT REQUIRES NAQUADAH PROTEIN IN THE BLOOD
STREAM TO WORK.
GOA’ULD SHIP WEAPON SYSTEMS
2 MONTHS REQUIRES : ARMOURER AND GOA’ULD CRYSTALS
YOU ARE CAPABLE OF USING AND REPAIRING GOA'ULD SHIP
WEAPON SYSTEMS.
STAFF WEAPON (THEORY)
2 MONTHS REQUIRES: MECHANICAL ENGINEERING OR
ARMOURER
YOU CAN REPAIR AND FIX AND DEVELOP STAFF WEAPON
TECHNOLOGY, YOU KNOW HOW TO REMOVE AND ADD COMPONENTS
FROM THE DEVICE AND HOW TO PROPERLY AND SAFELY RECHARGE
THEM (IF YOU HAVE THE RIGHT MATERIALS)
ZAT’NI’KATEL (THEORY)
2 MONTHS REQUIRES: MECHANICAL ENGINEERING OR
ARMOURER
YOU CAN REPAIR AND FIX AND DEVELOP ZAT’NI’KATEL TECHNOLOGY,
YOU KNOW HOW TO REMOVE AND ADD COMPONENTS FROM THE
DEVICE AND HOW TO PROPERLY AND SAFELY RECHARGE THEM (IF YOU
HAVE THE RIGHT MATERIALS)
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 22 OF 64
Aethernaut Based Skills
AETHERNAUT CLONING
6 MONTHS REQUIRES : PHYSIOLOGY AND MECHANICAL
ENGINEERING
YOU KNOW THE BASICS OF AETHERNAUT CLONING AND AETHERNAUT
CLONING TECHNOLOGY, THIS CAN BE USED TO INCREASE THE
EFFICIENCY OF EARTH BASED CLONING TECHNOLOGY AND CAN BE
USED TO CLONE SMALL (<5 CM) BODY PARTS
AETHERNAUT COMMUNICATIONS
5 MONTHS REQUIRES : AETHERNAUT POWER SYSTEMS,
COMMUNICATIONS
YOU ARE CAPABLE OF USING AETHERNAUT COMMUNICATIONS
DEVICES, HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR
SIGNALS.
THIS GRANTS THE COMMUNICATIONS CARD : AETHERNAUT
COMMUNICATIONS DEVICE
AETHERNAUT CONTROL SYSTEMS
4 MONTHS REQUIRES: COMPUTING AND ELECTRICAL
ENGINEERING AND MECHANICAL ENGINEERING
YOU ARE CAPABLE OF UNDERSTANDING THE CONTROL SYSTEMS ON
BOARD AETHERNAUT SPACESHIPS AND ARE CAPABLE OF PERFORMING
IN AN ENGINEERING CAPACITY ON BOARD A SHIP.
AETHERNAUT FLIGHT SYSTEMS
4 MONTHS REQUIRES : ASTRONAUT AND ASTROPHYSICS
YOU CARE CAPABLE OF UNDERSTANDING THE FLIGHT SYSTEMS ON
BOARD AN AETHERNAUT VESSEL AND HOW TO KEEP THE VESSEL FLYING.
IF YOU ALSO HAVE A PILOTING SKILL, THIS GRANTS YOU “PILOT
AETHERNAUT VESSEL”
AETHERNAUT MEDICAL SYSTEMS
6 MONTHS REQUIRES : DOCTOR AND MATERIALS
YOU ARE CAPABLE OF INVESTIGATING AETHERNAUT MEDICAL ABILITIES
(IF YOU HAVE RAW MATERIALS) – THIS INCLUDES HEM CON AND PAIN
SUPPRESSANTS.
AETHERNAUT POWER SYSTEMS
4 MONTHS REQUIRES : MATERIALS AND NUCLEAR PHYSICS
YOU CARE CAPABLE OF UNDERSTANDING THE POWER SYSTEMS OF
AETHERNAUT TECHNOLOGY
THIS GRANTS THE ELECTRICAL ENGINEERING CARD : AETHERNAUT
GENERATOR AND THE MECHANICAL ENGINEERING CARD :
AETHERNAUT GENERATOR
AETHERNAUT WEAPON SYSTEMS
2 MONTHS REQUIRES : ARMOURER AND AETHERNAUT POWER
SYSTEMS
THIS SKILL ALLOWS YOU TO REPAIR, AND USE AETHERNAUT WEAPONS
(AS LONG AS THE AETHERNAUT WEAPONS ARE OF A SIZE THAT YOU
CAN USE) – YOU CAN ALSO DEVELOP THE TECHNOLOGIES AS
REQUIRED AS LONG AS YOU HAVE THE RAW MATERIALS.
GGC Based Skills
GGC COMMUNICATIONS
3 MONTHS REQUIRES : COMMUNICATIONS AND ELECTRICAL
ENGINEERING & TEACHER
YOU ARE CAPABLE OF USING GGC COMMUNICATIONS DEVICES,
HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR SIGNALS.
THIS GRANTS THE COMMUNICATIONS CARD : GGC TRANSCODER
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 23 OF 64
Alien Cultural Skills
ALIEN CULTURE (NAME OF SPECIES)
VARIES REQUIRES : TEACHER OR TIME SPENT WITH CULTURE
YOU HAVE SPENT TIME AMONGST PEOPLE OF AN ALIEN CULTURE AND
HAVE OBSERVED THEIR WAYS AND THEIR CUSTOMS – YOU ARE
THEREFORE MORE PROFICIENT IN DEALINGS WITH PEOPLE FROM THIS
CULTURE AND MAY, AT A REFEREE’S DISCRETION BE GIVEN MORE
INFORMATION IN DEALINGS WITH THESE SPECIFIC CULTURES AND OTHER
BENEFITS IN NEGOTIATION AND INFILTRATION.
PLEASE NOTE THAT THIS DOES NOT CONFER ANY LINGUISTIC ABILITY.
AETHERNAUT: 4 MONTHS
ANCIENT: 6 MONTHS
ASGARD: 4 MONTHS
ELESIA: 3 MONTHS
COLUU: 6 MONTHS
FREE JAFFA: 4 MONTHS (2 MONTHS IF YOU HAVE ALIEN
CULTURE JAFFA)
GGC: 3 MONTHS
HANNAN: 3 MONTHS
JAFFA: 3 MONTHS (2 MONTHS IF YOU HAVE ALIEN
CULTURE FREE JAFFA)
TAU’RI(JAFFA CHARACTERS ONLY): 2 MONTHS
KALA'AII / TAU'R'ADE : 3 MONTHS
IF YOU HAVE ANY ARCHAEO-ANTHROPOLOGY SKILL THE TIME ABOVE IS
REDUCED BY 1 MONTH.
ALIEN LANGUAGE (SPOKEN)
5 MONTHS REQUIRES : TEACHER OR SOURCE MATERIAL
YOU HAVE THE ABILITY TO SPEAK AND UNDERSTAND AN ALIEN
LANGUAGE.
YOU CAN CHOSE FROM
ANCIENT : 9 MONTHS (6 MONTHS IF YOU HAVE LATIN)
ASGARD : 6 MONTHS
GOA’ULD / JAFFA : 6 MONTHS
ALIEN LANGUAGE SKILLS ARE INCREASED IN TRAINING TIME IF YOU DO
NOT HAVE A LINGUISTICS SKILL (BY 3 MONTHS), BUT ARE REDUCED BY 3
MONTHS IF YOU HAVE THE EQUIVALENT SPOKEN/WRITTEN ALREADY.
ALIEN LANGUAGE (WRITTEN)
5 MONTHS REQUIRES : TEACHER OR SOURCE MATERIAL
YOU HAVE THE ABILITY TO READ AND WRITE AN ALIEN LANGUAGE – OR
SOLVE ANY ALIEN PUZZLES WHICH ARE IN THIS LANGUAGE.
YOU CAN CHOSE FROM
ANCIENT : 9 MONTHS (6 MONTHS IF YOU HAVE LATIN)
ASGARD : 6 MONTHS
GOA’ULD / JAFFA : 6 MONTHS
ALIEN LANGUAGE SKILLS ARE INCREASED IN TRAINING TIME IF YOU DO
NOT HAVE A LINGUISTICS SKILL (BY 3 MONTHS), BUT ARE REDUCED BY 3
MONTHS IF YOU HAVE THE EQUIVALENT SPOKEN/WRITTEN ALREADY.
Ancient Veteran Skills
ANCIENT COMPUTER PROGRAMMING
6 MONTHS REQUIRES : COMPUTING AND TEACHER [CANNOT BE
TAUGHT BY A PC]
YOU HAVE KNOWLEDGE OF ANCIENT COMPUTER PROGRAMMING
THIS GRANTS ONE OF THE FOLLOWING COMPUTING CARDS :
THE FORETELLING, THE UNDERSTANDING
DIAL HOME DEVICE
4 MONTHS REQUIRES : COMMUNICATIONS, ELECTRICAL
ENGINEERING OR COMPUTING
AS LONG AS YOU HAVE THE CORRECT EQUIPMENT, YOU ARE CAPABLE
OF FIXING, HACKING, REPAIRING DIAL HOME DEVICES; THIS MAY TAKE
A VARIABLE PERIOD OF TIME DEPENDING ON HOW EXPERIENCED YOU
ARE WITH THIS SKILL.
NAQUADAH
4 MONTHS REQUIRES: MECHANICAL ENGINEERING AND ONE
OF (NUCLEAR PHYSICS OR MATERIAL SCIENCE)
YOU UNDERSTAND NAQUADAH – HOW IT WORKS, AND HOW TO TAME
IT. THE DRAWBACK TO THIS IS THAT THE MORE YOU PLAY WITH IT THE
MORE SEEPS INTO YOUR BODY – THIS THEREFORE MEANS THAT
NAQUADAH DETECTION METHODS MAY GIVE YOU A FALSE POSITIVE.
THIS GRANTS THE MECHANICAL ENGINEERING CARD : NAQUADAH
GENERATOR
STARGATE THEORY
9 MONTHS
REQUIRES : NAQUADAH, DIAL HOME DEVICE,
SUBSPACE COMMUNICATIONS, CRYSTALS,
COMPUTING, NUCLEAR PHYSICS, MECHANICAL
ENGINEERING, ELECTRICAL ENGINEERING
YOU ARE CAPABLE OF KNOWING THE THEORY OF STARGATE TRAVEL,
BOTH THEORETICAL AND PRACTICAL KNOWLEDGE AROUND GATES
AND GATE TRAVEL. WHILE YOU CANNOT BUILD ONE FROM SCRATCH
YOU KNOW MORE ABOUT THEM THAN MOST AND CAN THEORETICALLY
PERFORM THINGS WITH A STARGATE THAT OTHERS CANNOT.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 24 OF 64
Feats
FEATS REPRESENT ADDITIONAL ABILITIES YOUR CHARACTER CAN DO; IT’S THE SORT OF THING ONLY EXPERIENCE CAN GIVE.
FOR STANDARD EVENTS NINE FEATS ARE GAINED OVER THE WEEKEND (3 AT TIME IN, AND THEN 3 ARE GAINED ON SATURDAY MORNING, AND 3
ON SUNDAY MORNING).
FOR XMAS SOCIAL EVENTS, FIVE FEATS ARE GAINED – ALL OF WHICH ARE GAINED AT TIME-IN.
ALL FEATS MUST BE CALLED OUT BY PLAYERS AND NPCS AT THEIR TIME OF USE
FEATS ARE SPLIT INTO THREE TYPES: STANDARD, UPGRADES AND ADVANCED UPGRADES.
STANDARD FEATS
STANDARD FEATS ARE NORMALLY TEMPORARY (UNLESS STATED) AND ARE REMOVED FROM YOUR CHARACTER WHEN USED, HOWEVER THE
NUMBER USED FOR SOME FEATS IS NOTED AS THE CUMULATIVE USE WILL ALLOW FOR A PERMANENT VERSION TO BE AWARDED (IF
APPLICABLE).
UPGRADE FEATS
THESE FEATS REMAIN WITH THE CHARACTER, BUT THEY HAVE SOME USAGE RESTRICTIONS (NORMALLY ONCE PER DAY UNLESS OTHERWISE
STATED).
TO OBTAIN THE UPGRADED VERSION OF THE STANDARD TEMPORARY FEAT YOU WILL HAVE HAD TO HAVE USED 5 STANDARD TEMPORARY
FEATS PLUS YOUR CURRENT LEVEL IN THE UPGRADED FEAT. THESE (AND ANY OTHER UPGRADES) OCCUR BETWEEN EVENTS DURING
DOWNTIME.
EXAMPLE:
TO OBTAIN YOUR 1ST UPGRADE FEAT OF CRACK SHOT YOU WILL HAVE TO HAVE USED 5 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [0] = 5).
TO OBTAIN A 2ND CRACK SHOT YOU WILL HAVE TO HAVE USED A FURTHER 6 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [1] = 6).
TO OBTAIN A 3RD CRACK SHOT YOU WILL HAVE TO HAVE USED A FURTHER 7 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [2] = 7), ETC.
ADVANCED UPGRADE FEATS
THESE FEATS ARE ADVANCED VERSIONS OF YOUR UPGRADE FEATS, THEY CONTINUE TO HAVE USAGE RESTRICTIONS, BUT THESE ARE
NORMALLY ONCE PER MISSION, BUT SOME OF THE FEATS BECOME PERMANENTLY ACTIVE ON YOUR CHARACTER, MEANING THAT YOU CAN
USE THEM AT ANY TIME.
TO OBTAIN THE ADVANCED UPGRADE VERSIONS YOU HAVE TO HAVE THREE UPGRADE FEATS + YOUR CURRENT LEVEL IN THE ADVANCED
UPGRADED FEAT. THESE (AND ANY OTHER UPGRADES) OCCUR BETWEEN EVENTS DURING DOWNTIME.
NOTE – SOME OF THE FEATS HAVE RESTRICTIONS THAT YOU CAN ONLY HAVE ONE OF THE ADVANCED UPGRADES – IF THIS IS THE CASE THEN
YOU DO NOT HAVE TO UPGRADE IF YOU DO NOT WISH TO – YOU SHOULD SAY WHETHER YOU WANT TO DO THIS ON YOUR DOWNTIME.
EXAMPLE:
TO OBTAIN YOUR ADVANCED UPGRADE FEAT OF DEAD SHOT YOU WILL HAVE TO HAVE GAINED 3 CRACK SHOTS (I.E. HAVE USED A TOTAL
OF 18 CRITICAL HITS) – YOU NOW TRADE IN THESE THREE CRACK SHOTS FOR ONE DEAD SHOT.
TO OBTAIN YOUR SECOND DEAD SHOT, YOU WILL HAVE TO HAVE GAINED 4 CRACK SHOTS (I.E. HAVE USED A TOTAL OF ANOTHER 26
CRITICAL HITS) – YOU NOW TRADE IN THESE FOUR CRACK SHOTS FOR YOUR SECOND DEAD SHOT.
TO OBTAIN YOUR THIRD DEAD SHOT, YOU WILL HAVE TO HAVE GAINED 5 CRACK SHOTS (I.E. HAVE USED A TOTAL OF ANOTHER 35
CRITICAL HITS)– YOU NOW TRADE IN THESE FIVE CRACK SHOTS YOUR THIRD DEAD SHOT.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 25 OF 64
FEATS LIST
FEATS ARE LISTED BELOW IN EITHER ONE, TWO, OR THREE LEVELS – THE FIRST LEVEL FEATS CAN BE TAKEN AS YOUR DAILY FEATS, THE SECOND LEVEL FEATS ARE THE
UPGRADES, AND THE THIRD LEVEL FEATS ARE THE ADVANCED UPGRADES.
A PERSONAL SENSE OF PURPOSE TEMPORARY
THE CHARACTER REGAINS ALL THEIR PERSONAL VITALITY PROVIDED THEY ARE ON
FULL BODY. THIS FEAT CANNOT INCREASE VITALITY ABOVE THE CHARACTERS
NATURAL MAXIMUM, AND CANNOT BE USED IF YOU ARE NOT ON FULL BODY.
ALL GUNS BLAZING TEMPORARY
THE CHARACTER CAN AVOID THE NEED TO RELOAD.
NOTE – THIS DOES NOT GIVE FREE AMMUNITION, AND TO USE THIS FEAT YOU MUST
HAVE THE AMMO ON YOU. THE FEAT CAN WORK IN CONJUNCTION WITH SUCH
DAMAGE CALLS AS SPRAY FIRE OR COVERING FIRE – AND DOUBLES THE AMOUNT
OF CALLS THAT YOU CAN DO WITH THAT SPECIAL DAMAGE CALL WITHOUT NEEDING
TO STOP AND RELOAD.
AT THE END OF THE COMBAT/SCENE YOUR WEAPON IS DAMAGED DUE TO
OVERHEATING AND NEEDS TO BE REPAIRED BY AN ARMOURER BEFORE IT CAN BE
USED AGAIN.
BOTCH JOB TEMPORARY REQUIRES: COMMUNICATIONS, COMPUTING, ELECTRICAL ENGINEERING OR
MECHANICAL ENGINEERING, EXPLOSIVES TRAINING
WITHIN REASON (REF’S DISCRETION) YOU CAN REPAIR ANY DEVICE (IN ONE OF
YOUR AREAS OF EXPERTISE FROM THE LIST ABOVE) BY USING SCREWDRIVERS, TAPE,
HAMMERS AND PURE LUCK. THE DEVICE WILL ONLY WORK FOR AROUND 15
MINUTES BEFORE IT BREAKS DOWN AGAIN.
THIS DOES NOT WORK ON ALIEN TECHNOLOGY, ONLY ON ONE OF THE AREAS LISTED
ABOVE.
MACGYVER ONCE / DAY
TRICKS OF THE TRADE ONCE / MISSION
BULLET CATCHER TEMPORARY YOU CAN NOMINATE AN ATTACK THAT WOULD NORMALLY HIT ANOTHER PERSON
(WITHIN 10 FEET OF YOU) TO HIT YOU INSTEAD – YOU CANNOT AVOID THIS DAMAGE
WITH VITALITY.
YOU CANNOT JAMMY BASTARD TO IGNORE THE DAMAGE.
BODYGUARD ONCE / DAY
DEFENDER ONCE / MISSION
CAFFEINE HIT TEMPORARY
THE CHARACTER MAY ‘PULL AN ALL-NIGHTER’ WHILST THE PLAYER THEMSELVES
GOES OUT OF CHARACTER TO GET SOME SHUT EYE. WHEN THE CHARACTER
RETURNS THEY MAY ASK FOR SOLUTIONS AS IF THEY HAD BEEN WORKING ON THE
PROBLEM.
PLEASE NOTE THAT ALTHOUGH THE PLAYER IS SLEEPING THE CHARACTER IS NOT,
AND THUS THE CHARACTER REGENERATES VITALITY AT THE RATE OF 1/HOUR
CAT LIKE REFLEXES TEMPORARY
YOU ARE WELL BALANCED AND YOU CAN IGNORE KNOCKDOWN AND GLOBAL
KNOCKDOWN CALLS FOR ONE COMBAT (A MAXIMUM OF FIVE MINUTES. YOU ARE
STILL AFFECTED BY UNARMED ABILITIES SUCH AS TRIP AND THROW
CONSULTANT TEMPORARY REQUIRES: DOCTOR
YOU ARE CAPABLE OF PROVIDING ADVANCED RESTORATIVE CARE IN A MEDICAL
CENTRE (I.E. NOT IN THE FIELD, IN A HYGIENIC LOCATION OR FACILITY WITH ALL
REQUISITE EQUIPMENT),.
YOU INCREASE THE PERSONS RECOVERY TIME AND HEALING TIME BY HALF. USE OF
THIS FEAT COUNTS AS CRITICAL CARE.
ONCE YOU HAVE GAINED A CONSULTANT FEAT, YOU CANNOT HAVE ANY
EMERGENCY MEASURES FEATS
EXPERT CONSULTANT PERMANENT
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 26 OF 64
CRITICAL HIT TEMPORARY
CALL "CRITICAL HIT"
(NOTE THAT STATUS EFFECTS CARRY THROUGH WITH THIS CALL, SO IF YOUR WEAPON
DOES KNOCKDOWN, THEN IT’S CRITICAL HIT – KNOCKDOWN THAT YOU CALL)
YOU DO QUAD THROUGH (4 POINTS OF DAMAGE, IGNORING VITALITY) - ONLY
CERTAIN WEAPONS CAN CRITICAL. PLEASE SEE THE WEAPONRY SECTION FOR
WHICH WEAPONS CAN CRITICAL.
"IF YOU TAKE DAMAGE FROM A CRITICAL HIT AND DO NOT USE JAMMY BASTARD
TO AVOID IT, YOU MUST OPEN A GREEN WOUND CARD – IN ADDITION TO ANY
OTHER WOUND CARDS YOU OPEN (I.E. IF A CRITICAL TAKES YOU TO 2 BODY, YOU
OPEN ONE GREEN WOUND CARD; IF A CRITICAL TAKES YOU TO -1 BODY YOU
OPEN TWO GREEN WOUND CARDS)
WHEN YOU'VE UPGRADED TO CRACK SHOT OR DEAD SHOT YOU CAN DO
CHOOSE TO DO ONE OF THE FOLLOWING WHEN USING CRACK SHOT OR DEAD
SHOT (YOU DO NOT HAVE TO CHOOSE IN ADVANCE) :
"CRITICAL HIT" - YOU DO QUAD THROUGH
"CALLED SHOT" - YOU DO SINGLE THROUGH, WHICH IF IT DOES
DAMAGE, IMMOBILISES A LIMB OR BREAKS A SPECIFIC ITEM [WHICH IS
REPAIRABLE WITH THE APPROPRIATE SKILLS AND TIME] (NOT HEAD, OR
TORSO).
NOTE YOU CANNOT USE JAMMY BASTARD TO STOP THE DAMAGE TO
AN ITEM.
"BLIND SHOT" - YOU CAN DO QUAD THROUGH, WHEN RENDERED BLIND
OR OTHERWISE CANNOT SEE YOUR TARGET (IF THE TARGET IS IN COVER
YOU WILL AUTOMATICALLY MISS)
CRACK SHOT ONCE / DAY
DEAD SHOT ONCE / MISSION
DEATH’S DOOR PERMANENT
THE CHARACTER’S TIME TAKEN TO DESCEND FROM -4 TO -5 INCREASES BY 3
MINUTES.
THIS FEAT CAN BE TAKEN MULTIPLE TIMES AND ITS EFFECTS STACK.
DIE HARD TEMPORARY
PROVIDING YOU ARE ABOVE ZERO BODY, YOU CAN USE THIS FEAT TO REGAIN ALL
OF YOUR BODY, UP TO YOUR MAXIMUM.
AS YOU MAY BE BATTERED AND BRUISED BUT THE WOUNDS ARE ONLY SUPERFICIAL
AND WHILE THERE IS A LOT OF BLOOD, IT’S MAINLY FROM SMALL CUTS. THIS FEAT
CANNOT TAKE YOU ABOVE YOUR MAXIMUM BODY, AND CANNOT BE USED ONCE
YOU HAVE REACHED ZERO BODY.
ONCE YOU HAVE USED THIS FEAT, YOU CANNOT BE AFFECTED BY ANOTHER “DIE
HARD” FEAT FOR ANOTHER HOUR.
NOTE – DIE HARD DOES NOT REMOVE THE EFFECTS OF ANY GREEN OR RED
WOUND CARDS
DRUG RESISTANCE TEMPORARY
THE CHARACTER CAN RESIST THE EFFECTS OF A DRUG THAT HAS ENTERED INTO HIS
SYSTEM FOR UP TO FIVE MINUTES. THIS MUST BE ROLE-PLAYED, AS THE EFFECTS OF THE
DRUG ARE SLOWLY CREEPING UP ON THE CHARACTER.
EMERGENCY MEASURES TEMPORARY REQUIRES: DOCTOR OR PARAMEDIC
A CHARACTER MAY PERFORM EMERGENCY SURGICAL PROCEDURES IN THE FIELD
(I.E., A BLOOD TRANSFUSION, APPENDECTOMY, SURGERY). THE WOUNDED
CHARACTER IS STABILISED, AND THE REQUIREMENT FOR CRITICAL CARE WITHIN 1
HOUR IS WAIVED.
IF SURGERY IS REQUIRED IN THE FIELD (I.E. THE TREATING OF A GREEN, OR RED
WOUND CARD), THE CHARACTER LOSES – 2 MAXIMUM VITALITY PERMANENTLY, IF
CRITICAL CARE (I.E. A DOCTOR IN A PROPERLY EQUIPPED MEDICAL BAY) IS NOT
OBTAINED WITHIN 3 HOURS.
ONCE YOU HAVE GAINED AN EMERGENCY MEASURES FEAT YOU CANNOT HAVE
ANY CONSULTANT FEATS.
BATTLEFIELD SURGEON PERMANENT
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 27 OF 64
ESCAPE ARTIST TEMPORARY REQUIRES: NOT TO HAVE BODYBUILDER OR EXPERT BODYBUILDER
YOU ARE AN EXPERT AT TWISTING AND TURNING YOUR WAY OUT OF BONDS. YOU
MAY USE THIS SKILL TO ESCAPE FROM BEING TIED UP. AT REFEREE’S DISCRETION THIS
MAY ALLOW YOU TO HELP WITH MOVEMENT IN A CONFINED SPACE. NOTE THIS
DOES NOT HELP WITH ANY UNARMED FEATS
IF YOU GAIN BODYBUILDER AFTER GETTING THIS FEAT, YOU LOSE ALL THESE FEATS, AS
YOU NO LONGER ARE AS LITHE AS YOU USED TO BE, SUBSTITUTING MUSCLE FOR
AGILITY.
ESCAPOLOGIST ONCE / DAY
HOUDINI PERMANENT
EXTRA BREAK HOLD PERMANENT
REQUIRES: EXPERT UNARMED
YOU CAN GAIN AN EXTRA BREAK HOLD TO YOUR UNARMED. THIS FEAT CAN BE
TAKEN A MAX OF 10 TIMES.
EXTRA CHOKE PERMANENT
REQUIRES: EXPERT UNARMED
AFTER HAVING SUCCESSFULLY GRAPPLED A PERSON FOR THE FULL 10 SECONDS,
YOU CAN CHOKE SOMEONE, AND RENDER THEM UNCONSCIOUS FOR 30 SECONDS
ONCE PER MISSION. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.
EXTRA DISARM PERMANENT
REQUIRES: EXPERT UNARMED
A CHARACTER IN UNARMED COMBAT MAY TAKE THE OPPONENT’S WEAPON ONCE
PER MISSION. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.
EXTRA GRAPPLE PERMANENT
REQUIRES: EXPERT UNARMED
YOU CAN GAIN AN EXTRA GRAPPLE TO YOUR UNARMED ABILITY. THIS FEAT CAN BE
TAKEN A MAX OF 10 TIMES.
EXTRA THROW PERMANENT
REQUIRES: EXPERT UNARMED
YOU CAN GAIN AN EXTRA THROW TO YOUR UNARMED ABILITY. THIS FEAT CAN BE
TAKEN A MAX OF 10 TIMES
FIRM GRIP PERMANENT
REQUIRES MELEE
A CHARACTER IN MELEE COMBAT MAY DISARM A TARGETED MELEE WEAPON OF
AN OPPONENT ONCE PER MISSION (CALL “DISARM”), THE WEAPON DROPS TO THE
FLOOR
OR CAN BE USED TO NEGATE A DISARM (CALL “FIRM GRIP”) USED AGAINST THEM
IF THEY ARE USING A MELEE WEAPON. THIS FEAT CAN BE TAKEN A MAXIMUM OF 10
TIMES.
FLASH OF INSIGHT TEMPORARY
THE PLAYER MAY REQUEST A HINT AS TO HOW TO APPROACH OR SOLVE A
PARTICULAR PROBLEM.
THIS MAY BE USED AS A FORM OF ‘SPIDER SENSE’ (REF’S DISCRETION). YOU MAY
BE ASKED TO USE THIS FEAT BY A REF IN CERTAIN SITUATIONS.
IF A GROUP OF PEOPLE (3 MINIMUM) GET TOGETHER AFTER AN HOUR OF
DISCUSSION ABOUT THEIR RELATIVE AREAS OF EXPERTISE AND THE PROBLEM AT
HAND, AND 1 OF THEM USING A FLASH OF INSIGHT THEN A DETAILED HINT AS TO
HOW TO APPROACH OR SOLVE A PARTICULAR PROBLEM WILL BE GIVEN.
FLESH WOUNDS TEMPORARY
A CHARACTER ON –2 OR HIGHER, MAY REGAIN 6 POINTS OF VITALITY (UP TO
MAXIMUM LEVEL) AND ACT AS IF ON FULL HITS. THEIR WOUNDS REMAIN
UNAFFECTED, ALTHOUGH THE FIRST AID REQUIREMENT IS WAIVED. ONCE THE
VITALITY IS GONE THE CHARACTER TAKES WOUNDS AGAIN FROM THE POINT THEY
LEFT OFF. NOTE THAT THIS DOES NOT STOP ANY DECENT TOWARDS -5 FROM
BLEEDING ETC...
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 28 OF 64
GOING BURKO TEMPORARY
IF A TEAM MATE OR CLOSE FRIEND OF THE CHARACTER GOES TO -1 OR BELOW, THE
CHARACTER IMMEDIATELY GAINS ALL COMBAT SKILLS. THEY MUST ATTACK THE
SOURCE OF THEIR ANGUISH, AND KEEP GOING UNTIL THEY DIE OR ARE BROUGHT
DOWN. ONCE THIS HAPPENS THE CHARACTER LOSES THE SKILLS THEY HAVE GAINED
THROUGH USE OF THIS FEAT.
I’M A COWARD TEMPORARY REQUIRES: CIVILIAN
PROVIDED THE CHARACTER IS RUNNING AWAY, AND IS CARRYING NOTHING
MORE OFFENSIVE THAN A HOLSTERED PISTOL, THE CHARACTER COUNTS AS
HAVING HALF COVER, EVEN IF RUNNING ACROSS OPEN GROUND.
WHEN UPGRADED, THIS ALSO THAT YOUR LACK OF KICKASS SHOWS. IF CAPTURED
BY THE ENEMY, THEY ARE LIKELY TO RATE YOU AS A LOW THREAT. HOWEVER, IF YOU
START POKING YOUR HEAD ABOVE THE PARAPET TOO MUCH, NO ONE WILL BELIEVE
YOU.
MOSTLY HARMLESS ONCE / DAY
JAMMY BASTARD TEMPORARY THIS ENABLES THE CHARACTER TO DODGE OUT OF HARM’S WAY AND TAKE LESS
DAMAGE FROM A BLOW. YOU NEGATE FOUR POINTS OF DAMAGE FROM ANY ONE
DAMAGE CALL (ONLY ONE JAMMY OR LUCKY BASTARD CAN BE USED PER
DAMAGE CALL)
YOU CANNOT USE A JAMMY BASTARD IF YOU ARE RESTRAINED OR UNCONSCIOUS
FOR USE VERSUS SNIPER SHOT, SEE SNIPER SHOT
LUCKY BASTARD ONCE / DAY
KILLING BLOW / KILLING STRIKE TEMPORARY
A CHOKED (USING THE CHOKE FEAT), UNCONSCIOUS, RESTRAINED OR
UNRESISTING CREATURE MAY BE KILLED BY A CHARACTER WITH UNARMED COMBAT,
OR BY A SINGLE SHOT TO THE BACK OF THE HEAD. THIS IS A CLOSE QUARTER SKILL,
AND REQUIRES YOU TO BE ABLE TO PHYSICALLY PLACE THE WEAPON (OR USE
UNARMED) ON THE PERSON IN ORDER FOR IT TO WORK.
NOTE THE MONSTER MUST HAVE A VISIBLE WEAK SPOT FOR THIS TO WORK.
LAST HEROIC ACT TEMPORARY
THIS FEAT ALLOWS YOU TO CARRY OUT A LAST HEROIC ACTION. THIS FEAT LASTS
FOR UP TO 5 MINUTES, OR UNTIL THE ACTION IS COMPLETED (IF SHORTER).
THE FEAT CAN ONLY BE USED FOR “HEROIC” ACTIONS. THESE SHOULD BE SELFLESS
IN NATURE SUCH AS PEOTECTING OTHERS AT THE COST OF YOUR OWN LIFE. SELFISH
ACTIONS SUCH AS CARRYING OUT REVENGE MAY NOT BENEFIT FROM THIS FEAT.
WHILST UNDER THE EFFECTS OF THIS FEAT YOU MAY IGNORE ALL DAMAGE AND ALL
RESTRAINING CALLS AND ALSO IGNORE THE EFFECTS ON ANY PREVIOUSLY OPENED
WOUND CARDS. YOU ALSO IMMEDIATELY GAIN ALL COMBAT SKILLS.
ONCE THE FEAT HAS RUN ITS DURATION YOU COLLAPSE AND MAY HAVE A MINUTE
AFTER YOUR COMPANIONS GATHER AROUND TO DO THE CINEMATIC LAST SPEECH
THEN DIES.
NO MATTER WHAT MEDICAL METHODS ARE USED OR EVEN A SARCOPHAGUS MAY
NOT BRING THE CHARACTER BACK, THEY ARE GONE.
LINGUISTIC EXPERT TEMPORARY REQUIRES: LINGUISTICS
YOU CAN STUDY A PIECE OF WRITING OUTSIDE OF YOUR OWN LANGUAGE AND
AFTER A PERIOD OF TIME KNOW ONE PIECE OF INFORMATION ABOUT IT
TONGUES ONCE / DAY
BABEL PERMANENT
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 29 OF 64
MORE * TEMPORARY
THE * ON THE FEAT NAME IS SELECTED WHEN YOU PURCHASE THE FEAT AND CAN BE
ONE OF THE FOLLOWING :
MORE/EXTRA/BOTTOMLESS DISPOSAL GEAR : REQUIRES EXPLOSIVES TRAINING
MORE/EXTRA/BOTTOMLESS ELECTRICAL TOOLS : REQUIRES ELEC ENGINEERING
MORE/EXTRA/BOTTOMLESS PROGRAMS : REQUIRES COMPUTING
MORE/EXTRA/BOTTOMLESS SIGNALS : REQUIRES COMMUNICATIONS
MORE/EXTRA/BOTTOMLESS TECHNICAL TOOLS: REQUIRES MECH ENGINEERING
MORE/EXTRA/BOTTOMLESS LOCKPICKS: REQUIRES LARCENY
YOU CAN USE ONE EXTRA CARD (AT RANDOM) FROM THE ONES YOU HAVE NOT
SELECTED TO WORK WITH ON THE PROBLEM OF THE APPROPRIATE TYPE (YOU’VE
FOUND AN EXTRA PIECE OF EQUIPMENT AT THE BOTTOM OF YOUR TOOL BAG
ETC…). YOU CAN DECLARE THIS AT ANY TIME, AND DOES NOT HAVE TO BE
DECLARED BEFORE THE PROBLEM BEGINS.
YOU CAN ONLY USE THIS FEAT ONLY ONCE PER PROBLEM BEING ATTEMPTED.
YOU CAN CHOOSE WHETHER TO UPGRADE FROM EXTRA TO BOTTOMLESS– IF
YOU DO SO – ONCE YOU GAIN BOTTOMLESS– YOU CAN GAIN ONE EXTRA
RANDOM CARD FROM EVERY PROBLEM OF THAT TYPE THAT YOU DO. IF YOU DO
THIS, YOU LOSE (AND CANNOT GAIN) ANY MORE “MORE”, “EXTRA” OR
“BOTTOMLESS” CARD GAME FEATS OF ANY TYPE.
EXTRA * ONCE / EVENT
BOTTOMLESS * PERMANENT
MUSEUM EXPERT TEMPORARY REQUIRES: ARCHAEO-ANTHROPOLOGY
YOU CAN STUDY AN ANCIENT ARTEFACT OUTSIDE OF YOUR SPECIALITY AREA AND
AFTER A PERIOD OF TIME (REF’S DISCRETION) YOU CAN IDENTIFY ONE THING ABOUT
IT.
GRAVE ROBBER ONCE / DAY
TOMB RAIDER PERMANENT
NATURAL RESISTANCE TEMPORARY
THE CHARACTER CAN RESIST THE EFFECTS OF ANY ONE TOXIN OR DISEASE. THE
DISEASE/TOXIN MUST BE NAMED WHEN IT IS FIRST ENCOUNTERED, AND THE
RESISTANCE WILL REMAIN IF THAT SAME PATHOGEN/ SUBSTANCE IS ENCOUNTERED
AGAIN. TO BE RESISTANT TO FURTHER DISEASES REQUIRES THE USE OF FURTHER
NATURAL RESISTANCE FEATS. NOTE – THAT ALTHOUGH YOU ARE RESISTANT TO THE
TOXIN OR DISEASE – YOU STILL GET SOME SYMPTOMS AND SHOULD ROLE-PLAY THE
EFFECT (EVEN IF YOU WON’T DIE OR TAKE DAMAGE FROM THE TOXIN)
NATURAL RESISTANCE DOES NOT RENDER RESISTANCE AGAINST COMMERCIALLY
PRODUCED SEDATIVES /TRANQUILISERS ETC. – THIS IS THE PURVIEW OF DRUG
RESISTANCE
WHEN USED, THIS BECOMES A PERMANENT FEAT OF NATURAL RESISTANCE (NAME
OF DISEASE) FOR REFERENCE ON YOUR CHARACTER SHEET.
NEGOTIATOR TEMPORARY A CHARACTER MAY FORCE A TARGET TO LISTEN TO THEM. THIS TARGET MUST LISTEN
AND MAKE NO OFFENSIVE MOVES AGAINST THE CHARACTER OR THEIR ALLIES. THE
TARGET DOES NOT NEED TO BE SWAYED BY THE CHARACTER, AND THE EFFECT WILL
DROP AFTER 5 MINUTES, OR IF THE CHARACTERS NEGOTIATIONS DWINDLE… OR THE
TARGET IS ATTACKED.
EXPERT NEGOTIATOR – NOW AFFECTS 5 PEOPLE. IF THE NEGOTIATOR HAS THE
HUMAN PSYCHOLOGY SKILL THEN THE TARGETS MAY BE SWAYED BY THE
NEGOTIATOR (REF’S DISCRETION)
MASS NEGOTIATION – AS EXPERT NEGOTIATOR, BUT NOW AFFECTS 10 PEOPLE.
EXPERT NEGOTIATOR ONCE / DAY
MASS NEGOTIATION ONCE / MISSION
OLD COLLEGE PROFESSOR TEMPORARY
YOU MAY ACT AS THOUGH YOU HAVE A SKILL YOU DON’T HAVE FOR THE SOLUTION
OF ONE PARTICULAR PROBLEM. THE PROBLEM MUST RELATE TO SOMETHING IT WAS
POSSIBLE FOR AN OLD PROFESSOR OF YOURS TO HAVE KNOWN (NO DHD FOR
EXAMPLE); THIS DOES NOT CONFER ANY CARDS OR SPECIAL ABILITIES.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 30 OF 64
ON YOUR FEET SOLDIER PERMANENT
REQUIRES DOCTOR OR PARAMEDIC
USING YOUR SKILL AND APPROPRIATE PHYSICAL REPRESENTATIONS, YOU CAN
CAUSE A PERSON ON -3 OR ABOVE TO BE ABLE TO RUN WITH THE ASSISTANCE OF
ANOTHER PLAYER. THIS LASTS FOR A MAXIMUM OF FIVE MINUTES PER PERSON, AND
WHILE UNDER THE EFFECTS OF THE SKILL, THE PLAYER CANNOT USE ANY FEATS AND
CANNOT USE ANY WEAPONS ABOVE SMALL ARMS DURING THIS TIME.
PRACTICED * TEMPORARY
THE * ON THE FEAT NAME IS SELECTED WHEN YOU PURCHASE THE FEAT AND CAN BE
ONE OF THE FOLLOWING
PRACTICED/EXPERT/NATURAL DISPOSER : REQUIRES EXPLOSIVES TRAINING
PRACTICED/EXPERT/NATURAL ELECTRICIAN : REQUIRES ELEC ENG.
PRACTICED/EXPERT/NATURAL HACKER : REQUIRES COMPUTING
PRACTICED/EXPERT/NATURAL SIGNALLER : REQUIRES COMMUNICATIONS
PRACTICED/EXPERT/NATURAL TECHNICIAN : REQUIRES MECH ENG.
PRACTICED/EXPERT/NATURAL THIEF: REQUIRES LARCENY
YOU CAN AUTOMATICALLY SOLVE ONE PROBLEM CARD FROM A SKILL GAME THAT
YOU ARE ATTEMPTING OF THE APPROPRIATE TYPE (WITH A TIME OF 0) – YOU MUST
STATE THAT YOU ARE USING THIS FEAT BEFORE THE PROBLEM SOLVING HAS BEGUN
AND INDICATE WHICH CARD IT IS TO BE USED ON BEFORE ANY ARE REVEALED –
AND ONLY ONE FEAT OF THIS TYPE CAN BE USED PER PROBLEM (NO MATTER HOW
MANY PEOPLE ARE HELPING WITH THE PROBLEM)
YOU CAN CHOOSE WHETHER TO UPGRADE FROM EXPERT TO NATURAL– IF YOU DO
SO – ONCE YOU GAIN THE NATURAL SKILL– YOU CAN REMOVE ONE CARD FROM
EVERY PROBLEM OF THIS TYPE THAT YOU DO. IF YOU DO THIS, YOU LOSE (AND
CANNOT GAIN) ANY MORE “PRACTICED”, “EXPERT” OR “NATURAL” CARD GAME
FEATS OF ANY TYPE.
EXPERT * ONCE / EVENT
NATURAL * PERMANENT
SELF-STABILISE PERMANENT
THE CHARACTER MAY, IF AT, -1, -2 OR -3 USE AN APPROPRIATE IMPROVISED
METHOD, STABILISE THEMSELVES TO PREVENT THE DESCENT TO –5
NOTE – IF ANY OF THE WOUND CARD(S) YOU HAVE OPENED INDICATES THAT YOU
ARE UNCONSCIOUS, YOU CANNOT USE SELF STABILISE.
YOU MUST USE A PHYS REP TOURNIQUET, OR SOMETHING TO STOP BLEEDING
SNIPER SHOT TEMPORARY
REQUIRES : SNIPER TRAINING
CALL "SNIPER SHOT"
THIS FEAT CAN ONLY BE USED WITH A WEAPON LISTED WITH “CAN USE SNIPER SHOT
FEATS” IN THE WEAPONS SECTION.
IF YOU ARE HIT BY A SNIPER SHOT AND YOU ARE ABOVE 0, YOU ARE TAKEN TO -4. IF
YOU CALL JAMMY BASTARD ON THIS CALL YOU GO TO 0.
IF YOU ARE HIT BY A SNIPER SHOT AND YOU ARE ON OR BELOW 0, YOU ARE TAKEN
TO -4. IF YOU CALL JAMMY BASTARD ON THIS CALL YOUR BODY DROPS BY 2
POINTS.
SNIPER SHOT CANNOT TAKE YOU BELOW -4.
BEFORE MAKING A CALL OF SNIPER SHOT, YOU MUST SPEND 10 SECONDS AIMING,
AND DURING THAT PERIOD YOU CANNOT PERFORM ANY DAMAGE CALLS. MAKING
A DAMAGE CALL DURING THIS PERIOD MEANS YOUR TIMER RESETS TO 10 SECONDS.
MAY ALSO ALLOW OTHER SPECIAL MOVES (SIMILAR TO CALLED SHOT) AT REFEREE'S
DISCRETION.
SNIPER SHOT CANNOT BE GIVEN TO MONSTERS WITHOUT APPROVAL PRIOR TO THE
EVENT FROM THE SYSTEM REFEREE’S.
MARKSMAN ONCE / DAY
KILL SHOT ONCE / MISSION
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 31 OF 64
SPONTANEOUS AMBIDEXTERITY TEMPORARY
FOR FIVE MINUTES YOU CAN USE TWO HANDS JUST AS WELL AS ONE – SO WHEN
PERFORMING A TASK (SUCH AS WORKING ON TWO COMPUTERS, USING TWO
CONSOLES ETC.), A CHARACTER MAY PERFORM A TASK WITH BOTH HANDS.
UNARMED ABILITIES SUCH AS STRIKE/CHOKE/THROW UNARMED COMBAT MOVES
CAN BE DONE WITH BOTH HANDS AT THE SAME TIME (FOR ONE USE OF THEIR
RELEVANT FEATS). SOME WEAPONS (SEE COMBAT SECTION) CAN BE USED
AMBIDEXTERIOUSLY. WITH UNARMED AND MELEE YOU DO THE DAMAGE FROM
EACH HAND / WEAPON SEPARATELY
IF USED WITH FIREARMS (SEE COMBAT SECTION FOR WHAT WEAPONS ALLOW
AMBIDEXTERITY) THEN THE FOLLOWING CAN OCCUR:
A FIREARM CAN BE USED INDEPENDENTLY IN EITHER HAND.
BOTH FIREARMS CAN BE FIRED AT THE SAME TARGET IN SINGLE SHOT
MODE AT THE SAME TIME. THIS CAUSES YOUR DAMAGE CALL OF THE
MOST DAMAGING FIREARM TO GO UP BY ONE (SINGLE -> DOUBLE,
DOUBLE -> TRIPLE) BUT YOU USE ONE BULLET FROM EACH GUN FOR THIS
EFFECT
IF BOTH FIREARMS USE A SPECIAL DAMAGE CALL (E.G. A THREE ROUND
BURST OR SEMI-AUTO MODE CAPABILITY) AND ARE FIRED AT THE SAME
TARGET THIS CAUSES YOUR DAMAGE CALL OF THE MOST DAMAGING
FIREARM TO GO UP BY ONE (3 DAMAGE, TO 4 DAMAGE, FOUR TO 5
DAMAGE) BUT YOU USE LISTED AMOUNT OF AMMUNITION FROM BOTH
GUNS .
PRACTICED AMBIDEXTERITY ONCE / DAY
AMBIDEXTROUS ONCE / MISSION
STUNNING BLOW TEMPORARY
REQUIRES : EXPERT UNARMED
A CHOKED (USING THE CHOKE FEAT), UNCONSCIOUS, RESTRAINED OR
UNRESISTING CREATURE MAY BE RENDERED UNCONSCIOUS FOR 5 MINUTES BY USE
OF A SLEEPER HOLD OR OTHER SUCH MOVE.
TORTURE RESISTANCE TEMPORARY THIS FEAT ALLOWS YOU TO EITHER:
IGNORE THE EFFECTS OF TORTURE OR THE EFFECT FROM THE FEAT
‘NEGOTIATOR’ (OR ITS UPGRADES) FOR ONE SCENE (FURTHER CALLS
REQUIRE MORE ‘TORTURE RESISTANCE’S’ TO BE USED)
HALVE THE EFFECTIVENESS OF A LIFE DRAIN EFFECT FOR ONE SCENE
IF YOU HAVE BEEN AFFECTED BY ALIEN MIND CONTROL, YOU MAY RESIST
AND BREAK OUT OF THE MIND CONTROL FOR 5 MINUTES.
USING A TORTURE RESISTANCE REDUCES INCAPACITATE (NOT STUN)
TIME FROM 30 SECONDS TO 15 SECONDS
GET OUT OF MY HEAD ONCE / DAY
BOND…JAMES BOND ONCE / MISSION
TRACKER TEMPORARY YOU CAN TRACK, BY ASKING THE REFEREE FOR DETAILS ABOUT LOCAL TRACKS AND
WHICH DIRECTION THEY LEAD. FOLLOWING TRACKS MUST BE DONE SLOWLY. WHEN
USING BLOOD HOUND YOU CAN FIND OUT THE NUMBER OF INDIVIDUALS THAT
HAVE GONE PAST, THE TYPE (BIPEDAL, QUADRUPED) AND APPROXIMATE SIZE, AND
THE GENERAL MOVEMENT SPEED.
BLOOD HOUND ONCE / DAY
BIG GAME HUNTER PERMANENT
WE HAVE A JOB TO DO TEMPORARY
THE CHARACTER THROUGH A ROUSING SPEECH AND/OR CALLS OF
ENCOURAGEMENT IS ABLE TO GRANT 6 VITALITY POINTS (OR THE CHARACTERS
MAXIMUM IF THEY DO NOT NEED TO RECOVER 6) TO ALL THEIR TEAM MEMBERS
(EXCLUDING THEMSELVES).
ONCE AFFECTED BY THIS FEAT (FROM ANYONE), YOU CANNOT BE AFFECTED BY
ANOTHER ‘WE HAVE A JOB TO DO’ FEAT FOR 10 MINUTES.
YOU CAN ONLY USE ONE ‘WE HAVE A JOB TO DO’ PER MISSION
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 32 OF 64
Advancement Points
INTRODUCTION
FOR YOUR FIRST FOUR EVENTS, YOUR CHARACTER GAINS +1 MAXIMUM VITALITY. AFTER THAT POINT YOU GAIN 1 ADVANCEMENT POINT
PER DOWNTIME THAT YOU ARE ELIGIBLE FOR. YOU CAN ONLY GAIN 1 AP PER DOWNTIME, IF YOU PLAY MORE THAN ONE CHARACTER –
ONLY THE CHARACTER THAT GETS THE DOWNTIME CAN GET THE AP ASSOCIATED WITH IT.
DURING DOWNTIME YOU CAN THEN TRADE IN YOUR ACCUMULATED ADVANCEMENT POINTS FOR AN EXTRA PERK FOR YOUR CHARACTER.
THESE PERKS ARE “ALWAYS ON” UNLESS STATED OTHERWISE.
EACH PERK CAN BE TAKEN ONLY ONCE (UNLESS OTHERWISE STATED)
YOU MUST CHOOSE THESE IN YOUR DOWNTIME, YOU CANNOT PICK THESE SKILLS UP "AS NEEDED" IF YOU HAVE SPARE POINTS DURING AN
EVENT
IF YOUR PERK AFFECTS DOWNTIME ACTIONS, YOU CAN USE IT ON THE DOWNTIME YOU HAVE SELECTED IT.
Weapon Mastery Perks
THE FOLLOWING APS ENHANCE YOUR ABILITIES WITH WEAPONRY – EACH ONE CAN ONLY BE TAKEN ONCE.
NAME APS PRE-REQUISITE DESCRIPTION
WM : 1 HANDED MELEE 3 MELEE +1 DAMAGE WITH SMALL AND MEDIUM MELEE WEAPONS.
WM : 2 HANDED MELEE 2 MELEE +1 DAMAGE WITH A LARGE MELEE WEAPON
WM : ASSAULT RIFLES 2 SMALL ARMS +1 NORMAL AND +1 SPECIAL DAMAGE WITH ASSAULT RIFLES
WM : AUTOMATIC SHOTGUN 3 SUPPORT WEAPONS +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH AN AUTO SHOTGUN
WM : HEAVY MACHINE GUN 3 SUPPORT WEAPONS WHEN USING THE 5 BULLET SPECIAL DAMAGE CALL, YOU NOW CALL 5
KNOCKDOWN.
WM : HEAVY PISTOLS 2 ADVANCED PISTOLS +1DAMAGE WITH A HEAVY PISTOL
WM : LIGHT MACHINE GUN 3 SUPPORT WEAPONS YOU CAN NOW USE CRITICAL HIT FEATS WITH A LIGHT MACHINE GUN
(ALTHOUGH IT USES 5 BULLETS)
WM : PISTOLS 1 PISTOLS +1 DAMAGE WITH A NORMAL PISTOL.
WM : SHOTGUN (BASIC) 2 SMALL ARMS +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH A SHOTGUN
WM : SHOTGUN (CLOSE) 3 WM : SHOTGUN (BASIC) SHOTGUNS CAN NOW USE CRITICAL HIT FEATS, AT POINT BLANK RANGE
(<10 FT)
WM : SNIPER 3 SNIPER TRAINING YOUR AIM TIME WHEN USING A SNIPER SHOT FEAT IS REDUCED BY 5
SECONDS.
WM : STAFF WEAPON (MELEE) 2 STAFF WEAPON (MELEE) +1 DAMAGE WITH A STAFF WEAPON (MELEE)
WM : STAFF WEAPON (RANGED) 3 STAFF WEAPON (RANGED) +1 DAMAGE AND ADDS KNOCKDOWN WITH A STAFF WEAPON (RANGED).
WM : SUB MACHINE GUN 2 SMALL ARMS +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH A SUB MACHINE
GUN
WM : THROWN / RANGED 2 THROWN / RANGED +1 DAMAGE WITH THROWN / MANUAL RANGED WEAPONS
WM : UNARMED 1 EXPERT UNARMED +1 DAMAGE AND +1 SPECIAL DAMAGE WITH UNARMED COMBAT
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 33 OF 64
Duel Wielding Perks
THE FOLLOWING APS ALLOW YOU TO DUEL WIELD WEAPONRY – EACH ONE CAN ONLY BE TAKEN ONCE. (*) - EACH OF THEM REQUIRE YOU TO HAVE AT
LEAST ONE PRACTICED AMBIDEXTERITY (UPGRADE) OR AMBIDEXTROUS (ADVANCED UPGRADE) FEAT
NAME APS PRE-REQUISITE DESCRIPTION
DUEL WIELDING : HEAVY
PISTOLS 1
(*) AND
WM: HEAVY PISTOLS YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING HEAVY PISTOLS
DUEL WIELDING : PISTOLS 1 (*) AND
WM: PISTOLS
YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING NORMAL PISTOLS
(PISTOLS)
DUEL WIELDING : SUB
MACHINE GUN 1
(*) AND
WM: SUB MACHINE
GUN
YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING SUB MACHINE GUNS
DUEL WIELDING : MELEE 1 (*) AND
WM: 1 HANDED MELEE YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING MELEE WEAPONS.
Body and Vitality Perks
THE FOLLOWING APS ENHANCE EITHER BODY OR VITALITY, AND MAY ONLY BE TAKEN ONCE UNLESS STATED.
NAME APS PRE-REQUISITE DESCRIPTION
HEROIC VITALITY 1
HAS AT LEAST 4
DOWNTIMES ON THAT
CHARACTER
+1 MAXIMUM VITALITY (THIS AP CAN BE BOUGHT A MAXIMUM OF FIVE
TIMES)
RECUPERATION 5 YOUR VITALITY REGENERATES TWICE AS QUICKLY AS LISTED IN THE RULES.
TOUGHNESS 1 1 YOU GAIN +1 BODY, WHICH STACKS WITH BODYBUILDER OR EXPERT
BODYBUILDER
TOUGHNESS 2 2 TOUGHNESS 1 YOU GAIN +1 BODY, WHICH STACKS WITH BODYBUILDER OR EXPERT
BODYBUILDER (CUMULATIVE WITH TOUGHNESS 1)
TOUGHNESS 3 3 TOUGHNESS 2 YOU GAIN +1 BODY, WHICH STACKS WITH BODYBUILDER OR EXPERT
BODYBUILDER (CUMULATIVE WITH TOUGHNESS 2)
Unarmed Combat Perks
THE FOLLOWING APS ENHANCE UNARMED COMBAT ABILITIES, AND MAY ONLY BE TAKEN ONCE.
NAME APS PRE-REQUISITE DESCRIPTION
UA MASTERY : BREAK
HOLD 2 EXPERT UNARMED
YOU ARE GRANTED +2 EXTRA BREAK HOLD FEATS.
YOUR BREAK HOLD ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15
UA MASTERY : CHOKE 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA CHOKE FEATS.
YOUR CHOKE ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15
UA MASTERY : DISARM 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA DISARM FEATS.
YOUR DISARM ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15
UA MASTERY : GRAPPLE 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA GRAPPLE FEATS.
YOUR GRAPPLE ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15
UA MASTERY : THROW 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA THROW FEATS.
YOUR THROW ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 34 OF 64
Feat Improvement Perks
THE FOLLOWING APS ENHANCE VARIOUS FEATS – EACH ONE CAN ONLY BE TAKEN ONCE UNLESS SPECIFIED IN THE DESCRIPTION
NAME APS PRE-REQUISITE DESCRIPTION
ADVANCED FEAT MASTERY
: [FEAT NAME] 5
ONE OF YOUR (CHOSEN FEAT) IS NOW ONCE PER MISSION.
SELECT FROM :
KILLING BLOW / KILLING STRIKE
DIE HARD
FLESH WOUNDS
A PERSONAL SENSE OF PURPOSE
WE HAVE A JOB TO DO
THIS AP MAY BE TAKEN ONCE FOR EACH OF THE LISTED FEAT
ALIEN TECHNOLOGIST 1 AT LEAST 1
“MACGYVER” FEAT
YOUR BOTCH JOB FEAT NOW WORKS ON ALIEN TECHNOLOGY (IN A SKILL AREA
YOU HAVE)
BODYGUARD MASTERY 1 :
IMPROVED 1 BULLET CATCHER
WHEN USING THE BULLET CATCHER / BODYGUARD FEAT, ALL NORMAL (NON
THROUGH) DAMAGE IS NOW SPLIT 50/50 VITALITY/BODY RATHER THAN GOING
COMPLETELY TO BODY (HALVES ROUND TO VITALITY). THROUGH DAMAGE
CONTINUES TO GO DIRECT TO BODY.
BODYGUARD MASTERY 2 :
EXPERT 1 BODYGUARD MASTERY 1
WHEN USING THE BULLET CATCHER / BODYGUARD FEAT YOU NOW TAKE ALL
NORMAL (NON THROUGH) DAMAGE TO VITALITY RATHER THAN BODY.
THROUGH DAMAGE CONTINUES TO GO THROUGH TO BODY.
BODYGUARD MASTERY 3 :
PROFESSIONAL 1 BODYGUARD MASTERY 2 YOU MAY NOW USE FEATS TO MITIGATE CRITICAL HIT AND SNIPER SHOT EFFECTS.
EXTRA FEATS 1 YOU GAIN 5 FEATS OF YOUR CHOICE (CANNOT BE USED TO TAKE JAMMY
BASTARD). THIS AP CAN BE BOUGHT ANY NUMBER OF TIMES.
FEAT MASTERY
: [FEAT NAME] 4
ONE OF YOUR (CHOSEN FEAT) IS NOW ONCE PER MISSION.
SELECT FROM :
ALL GUNS BLAZING
CAT LIKE REFLEXES
FLASH OF INSIGHT
GOING BURKO
OLD COLLEGE PROFESSOR
THIS AP MAY BE TAKEN ONCE FOR EACH OF THE LISTED FEAT
HERO 4
ONCE PER DAY, YOU CAN REUSE A FEAT THAT YOU HAVE ALREADY USED. THIS
DOES NOT GO TOWARDS GAINING UPGRADE FEATS, AND SHOULDN’T BE LISTED
AS A TEMPORARY FEAT USED.
MEDICAL EXPERTISE 4
ONCE PER EVENT, YOU CAN USE AN EMERGENCY MEASURES/BATTLEFIELD
SURGEON FEAT AND GAIN THE BENEFIT OF THE CONSULTANT/EXPERT
CONSULTANT FEAT INSTEAD (OR VICE VERSA)
SOLID GRIP 2 YOUR FIRM GRIP FEATS CAN NOW BE USED ON FIREARMS AS WELL AS MELEE
WEAPONS. (CALL “SOLID GRIP” TO RESIST)
WILL TO LIVE 3 SELF-STABILISE SELF-STABILISE IS NOW AUTOMATIC (YOU DO NOT HAVE TO BE CONSCIOUS)
AND DOESN’T REQUIRE A PHYS REP TO STABILISE YOURSELF.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 35 OF 64
Misc. Perks
THE FOLLOWING APS CAN ONLY BE TAKEN ONCE.
NAME APS PRE-REQUISITE DESCRIPTION
EXPERT TEACHER 3 ONE TEACHING COURSE THAT YOU RUN PER DOWNTIME (I.E. NOT DREAMING
SPIRES OR MONTAGE) PROVIDES DOUBLE THE BENEFIT TO THE RECIPIENTS.
MONTAGE 3
DURING ANY APPLICABLE DOWNTIME, THE CHARACTER MAY TEACH ONE
TRAINING COURSE WITHOUT USING A DOWNTIME SLOT - BUT DOES NOT GAIN
A FEAT FOR TEACHING.
TUTOR 4
YOU CAN INSTRUCT SOMEONE IN A SKILL THAT YOU HAVE – IF THAT SKILL HAS
PRE-REQUISITES THEN THE PERSON YOU ARE TEACHING MUST HAVE THOSE PRE-
REQUISITES. THEY RETAIN THIS SKILL FOR ONE MISSION ONLY (OR AN HOUR IF
REMAINING ON BASE).
THIS TAKES 30 MINUTES OF ROLEPLAYING TO COMPLETE.
IF IT IS A CARD SKILL THEN THEY GET TO PICK 3 CARDS (BUT MUST HAVE PHYS
REPS).
YOU CAN ONLY HAVE ONE PERSON TAUGHT AT A TIME, AND THEY CANNOT
USE IT TO ASSIST YOU WITH A TASK YOU ARE WORKING ON.
Combat Perks
THE FOLLOWING APS ENHANCE VARIOUS BITS OF COMBAT. EACH ONE CAN ONLY BE TAKEN ONCE.
NAME APS PRE-REQUISITE DESCRIPTION
AMMO CONSERVATION 3 SUPPORT WEAPONS
YOU ARE MORE EFFICIENT AT USING AMMO – YOU CAN MAKE TWO CALLS OF
COVERING, SPRAY OR HEAVY FIRE FOR THE COST IN AMMUNITION OF A
SINGLE CALL – IF USING A LIGHT MACHINE GUN OR HEAVY MACHINE GUN.
BAR ROOM BRAWLER 1 EXPERT UNARMED THE CHARACTER MAY NOW USE IMPROVISED LRP SAFE OBJECTS FOR BASE
DAMAGE ATTACK EQUAL TO NORMAL UNARMED DAMAGE
COMMANDO 2 SMALL ARMS YOU MAY NOW USE SPRAY FIRE AS A SPECIAL ABILITY WHEN USING AN
ASSAULT RIFLE.
DO YOU FEEL LUCKY,
PUNK 1 ADVANCED PISTOLS
THE CLIP SIZE OF HEAVY PISTOLS IS CONSIDERED TO BE 1 HIGHER FOR YOU. (IF
THE CLIP OR WEAPON IS GIVEN TO SOMEONE ELSE, THE REMAINING AMMO IS
REDUCED BY 1 BACK TO ITS CORRECT LEVEL).
FLAMETHROWER EXPERT 4
FLAME THROWERS ARE CONSIDERED HEROIC WEAPONS FOR YOU.
THEREFORE YOU ARE NOT LIMITED BY WHAT FEATS YOU CAN USE WHEN
CARRYING ONE.
GRENADIER 2 SMALL ARMS
FOR THE COST OF 1 VITALITY POINT, YOU CAN IGNORE THE EFFECTS OF YOUR
OWN GRENADES AS LONG AS YOU ARE FURTHER AWAY THAN 3 FEET FROM
THE POINT OF IMPACT
LOW CENTRE OF GRAVITY 3 EXPERT BODYBUILDER,
EXPERT UNARMED
YOU ARE IMMUNE TO THE "TRIP" OR "THROW" PART OF UNARMED COMBAT,
DUE TO YOUR EXCESSIVE SIZE AND UNARMED ABILITY. WHEN SOMEONE TRIES
TO TRIP OR THROW YOU, CALL "IMMUNE" AND YOU CAN IGNORE THOSE
CALLS.
MELEE MASTERY : FIRM
GRIP 2 MELEE
YOU ARE GRANTED +2 EXTRA FIRM GRIP FEATS.
YOUR FIRM GRIP ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15
PACK RAT 3
YOU’RE GOOD AT FINDING, STORING AND KEEPING AMMO – YOU ARE
CONSIDERED TO HAVE TWICE THE AMOUNT OF AMMO THAT YOU’RE
CARRYING.
RAMBO 3 SUPPORT WEAPONS YOU MAY NOW USE HEAVY FIRE AS A SPECIAL ABILITY WHEN USING A LIGHT
MACHINE GUN.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 36 OF 64
ROCKETEER 4
FOR THE COST OF 1 VITALITY POINT, YOU CAN IGNORE THE EFFECTS OF YOUR
OWN ROCKET DAMAGE AS LONG AS YOU ARE FURTHER AWAY THAN 5 FEET
FROM THE POINT OF IMPACT
SIGNATURE WEAPON 2 WM IN THE WEAPON
TYPE BEING SELECTED
YOU GAIN A PERSONALISED, NAMED, SIGNATURE WEAPON. THIS WILL HAVE
A LAMINATED ITEM CARD WITH THE WEAPON'S NAME ON IT. DEPENDING ON
THE WEAPON TYPE IT WILL HAVE A DIFFERENT SPECIAL EFFECT (SEE BELOW)
THIS ITEM CARD CANNOT BE TRANSFERRED TO ANOTHER PHYS REP ONCE IT IS
USED IN GAME. THIS IS AN IC ITEM, WHICH IF LOST, STOLEN OR DESTROYED
MUST BE RE-PURCHASED WITH ADDITIONAL AP.
ONLY THE WEAPON TYPES BELOW CAN BE ASSIGNED AS A SIGNATURE
WEAPON, AND DOES NOT STACK WITH WEAPON MASTERY’S DAMAGE
INCREASE. YOU CAN CHOOSE WHICH EFFECT OCCURS PER SHOT.
SPECIAL AMMO DOES NOT INCREASE YOUR SIGNATURE WEAPON'S
DAMAGE.
THE DAMAGE/ABILITIES FROM SIGNATURE WEAPONS DO NOT STACK WITH
AMBIDEXTERITY FEATS OR PERKS (UNLESS OTHERWISE NOTED)
YOU CAN ONLY HAVE ONE SIGNATURE WEAPON AT A TIME.
SHOTGUN – THE RANGE RESTRICTION FOR 3KD HAS BEEN
REMOVED WITH THIS WEAPON.
AR – YOU CAN NOW DO DOUBLE THROUGH WITH SINGLE SHOTS
WITH THIS WEAPON.
HEAVY PISTOL – YOU CAN NOW DO DOUBLE THROUGH WITH
THIS WEAPON
PISTOL – YOU CAN NOW DO TRIPLE DAMAGE WITH YOUR PISTOL.
SUB MACHINE GUN –YOU CAN NOW DO DOUBLE THROUGH
(USES 3 BULLETS) WITH THIS WEAPON.
SNIPER - YOUR AIM TIME WHEN REDUCING SNIPER SHOT FEATS IS
REDUCED TO ZERO WITH THIS WEAPON.
SMALL MELEE – YOU CAN NOW DO SINGLE THROUGH, CAN BE
USED AMBIDEXTROUSLY WITH THIS WEAPON.
MEDIUM MELEE – YOU CAN NOW DO DOUBLE THROUGH, CAN
BE USED AMBIDEXTROUSLY WITH THIS WEAPON.
LARGE MELEE - YOU CAN NOW DO TRIPLE THROUGH
KNOCKDOWN WITH THIS WEAPON.
LMG – YOU NOW ONLY USE FIVE BULLETS (INSTEAD OF TEN)
WHEN PERFORMING A SPRAY FIRE CALL WITH THIS WEAPON.
HMG – YOU NOW ONLY USE TEN BULLETS (INSTEAD OF FIFTEEN)
WHEN PERFORMING A HEAVY FIRE CALL WITH THIS WEAPON.
STAY DOWN 1 SMALL ARMS
YOU CAN CHOOSE TO CALL 0 DAMAGE KNOCKDOWN WHEN USING A
SHOTGUN, IN ADDITION TO NORMAL SHOTGUN CALLS. THIS IS ONLY USABLE
WITHIN 30 FEET.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 37 OF 64
Card Perks
THE FOLLOWING APS ENHANCE YOUR ABILITIES WITH THE SKILL CARD GAME – EACH CARD MASTERY SKILL CAN BE TAKEN MULTIPLE TIMES, BUT EACH TIME
MUST BE FOR A DIFFERENT SKILL AREA
NAME APS PRE-REQUISITE DESCRIPTION
CARD MASTERY 1 : [SKILL
NAME] 1 9 CARDS IN A SKILL AREA
THIS INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL
AREA TO 10.
CARD MASTERY 2 : [SKILL
NAME] 2
CM 1 IN THE SAME SKILL
AREA
THIS INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL
AREA TO 11.
CARD MASTERY 3 : [SKILL
NAME] 3
CM 2 IN THE SAME SKILL
AREA
INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL AREA
TO 12.
TECHNICAL MENTOR 2 AT LEAST CM 1 IN A
SKILL AREA.
YOU CAN NOW PLAY A CARD, IF ASKED, ON A PROBLEM WHICH IS ALREADY
BEING WORKED ON BY TWO PEOPLE – YOU CAN ONLY PLAY ONE CARD ON A
PROBLEM, AND ONCE A MENTOR CARD HAS BEEN PLAYED ON A PROBLEM, NO-
ONE ELSE CAN USE MENTOR ON THAT PROBLEM.
NOTE – THIS AP ONLY NEEDS TO BE BOUGHT ONCE, BUT CAN ONLY BE USED ON
PROBLEMS WHERE YOU HAVE CARD MASTERY 1 IN THAT AREA.
Skill Perks
THE FOLLOWING APS ENHANCE SKILLS IN THE GAME
NAME APS PRE-REQUISITE DESCRIPTION
ANALYSE THIS 1 HUMAN PSYCHOLOGY CAN DETECT PSYCHOLOGICAL FLAWS TWICE PER MISSION
ARMOUR SPECIALIST 2 ARMOURER
ALL ARMOUR THAT YOU'RE WEARING COUNTS AS IF IT WAS +1 PROTECTION
HIGHER, AS YOU CAN MOVE PLATES AROUND ON THE FLY TO CONTINUE
PROTECTING YOURSELF.
ARMOURER EFFICIENCY 1 ARMOURER IT NOW TAKES HALF THE REQUIRED AMOUNT OF TIME TO REPAIR EACH POINT
OF ARMOUR.
CRIMINAL INTENT 1 HUMAN PSYCHOLOGY
& FORENSICS
ONCE PER DAY, YOU CAN USE A FLASH OF INSIGHT TO GAIN AN INSIGHT INTO
THE MOTIVATIONS AND PSYCHOLOGY OF A CRIME SCENE
DEMOLITIONIST 2 EXPLOSIVES TRAINING YOU CAN INCREASE THE DAMAGE, OR RANGE OF YOUR EXPLOSIVE
CHARGES BY 100% - DOES NOT AFFECT CLAYMORES OR BOOBY TRAPS.
DON’T LIE TO ME 2 HUMAN PSYCHOLOGY ALL FIVE MINUTE PSYCHOLOGY ABILITIES CAN NOW BE USED 5 TIMES PER
MISSION.
EXPANDED KNOWLEDGE 2
YOU CAN GAIN UP TO 6 MONTHS TRAINING TO A SINGLE ACADEMIC SKILL
(ANYTHING WHICH IS LEARNABLE THROUGH DREAMING SPIRES). THIS CAN
ONLY BE USED ONCE FOR ANY SKILL.
ADDITIONALLY THIS CAN BE USED FOR MEDICAL, ARCHAEO-
ANTHROPOLOGY AND LINGUISTICS SPECIALISMS. EACH SPECIALISM COUNTS
AS A SEPARATE SKILL.
THIS CAN BE TAKEN MORE THAN ONCE, BUT MUST BE IN A DIFFERENT SKILL
EACH TIME.
EXPERT DIAGNOSTICIAN 2 DOCTOR THE TIME TAKEN TO DIAGNOSE ILLNESSES IS REDUCED TO 25% OF ANY TIME
GIVEN BY A REFEREE.
EXPERT INTERROGATOR 3 INTERROGATION YOU CAN IGNORE ONE TORTURE RESISTANCE CALL PER INTERROGATION
SESSION.
EXPERT PILOT 1 PILOT AIRCRAFT YOU CAN PILOT ANOTHER TYPE OF AIRCRAFT (THIS DOES NOT APPLY TO
SPACECRAFT)
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 38 OF 64
EXPERT SAILOR 1 PILOT BOAT YOU CAN PILOT ANOTHER TYPE OF BOAT.
HALLS OF THE LEARNED 3 YOU GAIN THE DREAMING SPIRES BACKGROUND SKILL, IRRESPECTIVE OF
YOUR BACKGROUND.
IMPROVED STAY WITH ME 1 STAY WITH ME YOU GAIN AN EXTRA PERSON FOR YOUR “STAY WITH ME” ABILITY. YOU CAN
TAKE THIS ANY NUMBER OF TIMES.
INSTANT READING 2 HUMAN PSYCHOLOGY ONCE PER DAY, YOU CAN GAIN AN INSIGHT INTO A SOCIAL SITUATION. AS IF
YOU HAD USED A FLASH OF INSIGHT.
LIFESAVER 3 PARAMEDIC
YOU HAVE WATCHED ENOUGH SURGICAL PROCEDURES TO BE ABLE TO
PERFORM SURGERY IN A MEDICAL BAY AS WELL IN A FIELD. IF YOU’RE IN A
MED BAY, YOU CAN USE YOUR EMERGENCY MEASURES FEATS TO PERFORM
SURGERY WITHOUT THE -2 PENALTY.
MICROEXPRESSIONS 1 HUMAN PSYCHOLOGY
YOUR 5 MINUTE ROLEPLAYING PSYCHOLOGICAL SKILLS CAN NOW BE DONE
THROW OBSERVATION RATHER THAN INTERACTION. YOU MUST BE CLOSE
ENOUGH TO OBSERVE THE TARGET’S MICROEXPRESSIONS. THIS CAN BE DONE
THROUGH VIDEO OR OTHER MEANS.
PAINKILLER 1
IF THE CHARACTER IS AT OR ABOVE 0 BODY, THE CHARACTER IMMEDIATELY
REGAINS 1 BODY IF THEY TAKE, OR ARE GIVEN, A PAINKILLER. NOTE :
OVERDOSE RULES APPLY.
PEOPLE PERSON 3 YOU GAIN THE INSIDER INFORMATION BACKGROUND SKILL, IRRESPECTIVE OF
YOUR BACKGROUND.
POKER FACE 1 HUMAN PSYCHOLOGY YOU CAN NOW FALSIFY RESPONSES TO PSYCHOLOGICAL CHALLENGES 5
TIMES PER MISSION.
PSYCHOANALYST 1 HUMAN PSYCHOLOGY YOUR TIME FOR DETECTING PSYCHOLOGICAL FLAWS IS REDUCED FROM 20
MINUTES TO 10 MINUTES OF ROLEPLAYING.
R&R : [SKILL NAME] 1
YOU ARE EXCELLENT AT, AND GAIN ANY ONE SKILL THAT IS NOT IN THE
RULEBOOK AND HAS NO INTIMATE EFFECT ON GAME BALANCE (SYSTEM
REFEREE’S WILL ARBITRATE THIS ON A CASE BY CASE BASIS, AND YOU SHOULD
PUT THIS REQUEST INTO THE SYSTEM REFEREE’S BEFORE YOU BUY IT)
SOME EXAMPLES OF THIS SKILL ARE : “GOLF”, “RUGBY”, “KNOWLEDGE OF
BAD TV”, “EXTREME SPORTS”, “WINDSURFING”
SIGN ME UP 3 YOU GAIN THE EXPERIMENTAL KIT BACKGROUND SKILL, IRRESPECTIVE OF
YOUR BACKGROUND.
THERAPIST 1 HUMAN PSYCHOLOGY
YOU TEND TO KNOW MORE ABOUT MENTAL CONDITIONS THAN A NORMAL
PSYCHOLOGIST – WHEN IN A COUNSELLING SESSION YOUR SESSIONS COUNT
AS DOUBLE FOR THE TREATMENT OF PSYCHOLOGICAL ILLNESSES.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 39 OF 64
Damage & Medicine
PLAYER CHARACTERS NORMALLY HAVE 6 HITS (ALTHOUGH THIS CAN BE INCREASED BY CERTAIN SKILLS, AND DECREASED BY TRAUMA AND OTHER EXOTIC ISSUES); THIS
REPRESENTS YOUR HEALTH AND ABILITY TO TAKE DAMAGE. HITS ARE NOT LOCATIONAL, BUT YOU SHOULD ROLE-PLAY ANY CALLED SHOTS OR DAMAGE TO WHICHEVER
PART OF THE BODY YOU THINK IF APPROPRIATE.
THEY ALSO START WITH 6 MAXIMUM VITALITY, THIS INCREASES WITH EXPERIENCE, AND EXTRA POINTS CAN BE TAKEN AT CHARACTER GENERATION. THIS REPRESENTS
YOUR "HEROIC ABILITY" TO NOT BE HIT, YOUR ENERGY LEVELS AND GENERAL WELL-BEING. POISONS AND TOXINS MAY ALSO AFFECT VITALITY AND MAXIMUM VITALITY,
PROGRESSIVELY WEAKENING THE CHARACTER. VITALITY CANNOT DROP BELOW 0.
ALL DAMAGE SHOULD BE ROLEPLAYED
VITALITY REFRESHES AT THE RATE OF 1 POINT PER HOUR UNDER RELAXED (NON-MISSION / NON-COMBAT) SITUATIONS - 2 POINTS PER
HOUR IF ASLEEP.
HITS REFRESH AT A RATE SHOWN IN THE TABLE BELOW.
IF YOU ARE NOT ON FULL BODY, YOU ARE BATTERED AND BRUISED AND CUT, WITH THE LOWER DOWN THE SCALE THE MORE SERIOUS THE
INJURY AND THE ROLEPLAYING YOU SHOULD DO.
IF YOU ARE TREATED BY A DOCTOR IN A PROPERLY EQUIPPED MEDICAL BAY, YOUR HITS REGENERATE TWICE AS FAST. IF YOU WERE AT
NEGATIVE HITS, AND WERE TREATED BY A DOCTOR WITH THE CONSULTANT FEAT IN A PROPERLY EQUIPPED MEDICAL BAY, YOUR HITS
REGENERATE FOUR TIMES AS FAST.
DAMAGE COMES OFF VITALITY FIRST (EACH POINT OF DAMAGE TAKES OFF ONE POINT OF VITALITY), THEN OFF ARMOUR (IF WORN), THEN
OFF BODY.
DAMAGE CALLS OF "THROUGH" GO THROUGH VITALITY AND GO STRAIGHT TO ARMOUR, THEN TO BODY.
NO MATTER WHAT DAMAGE YOU HAVE TAKEN, YOU ALWAYS STAR T AN EVENT WITH FULL BODY AND FULL VITALITY UNLESS OTHERWISE
STATED IN YOUR PRE-EVENT DOWNTIME, OR YOU HAVE A WOUND CARD WHOSE EFFECTS ARE PERSISTING.
Bleeding
ONCE YOU ARE ON -1 OR BELOW, YOU ARE CONSIDERED “BLEEDING” AND NEED TO BE STABILISED WITHIN 60 SECONDS. IF YOU ARE NOT STABILISED THEN YOU LOSE
ONE POINT OF BODY. LOSING A POINT OF BODY THROUGH BLEEDING DOES NOT CAUSE YOU TO OPEN A NEW WOUND CARD.
Casualty Cards
GREEN WOUND CARDS
GREEN WOUND CARDS ARE GIVEN TO PLAYERS AND REFEREE’S TO BE RIPPED OPEN WHEN DAMAGE TAKES YOU TO 0, –1 OR
-2 TO SHOW THE FULL EXTENT OF THE WOUNDS. THESE WILL TELL THE PARAMEDIC OR DOCTOR EXACTLY WHAT THEY NEED TO
TREAT.
IF YOU TAKE A CRITICAL HIT YOU ALSO OPEN A GREEN WOUND CARD (IN ADDITION TO ANY OTHER WOUND CARDS YOU
SHOULD OPEN DUE TO THE SEVERITY OF THE HIT)
RED WOUND CARDS RED TRAUMA CARDS ARE GIVEN TO PLAYERS AND REFEREE’S TO BE RIPPED OPEN WHEN DAMAGE TAKES YOU TO EITHER -3 OR
-4 OR -5 TO SHOW THE FULL EXTENT OF THE WOUNDS. THESE WILL TELL THE DOCTOR EXACTLY WHAT THEY NEED TO TREAT.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 40 OF 64
Health
•You are on full, or near full health (depending on your body AP / bodybuilder levels – you are fine and in the peak of health
•You regain +1 hit in one hour. 6+ •You have taken some damage, which will show up as cuts and bruises - but you're
heroic and these will work themselves out over time. You should roleplay that you've been injured, but they are not debilitating.
•You regain +1 hit in one hour. 1-5 •You are badly cut and bruised, and your body has started to get to the point where all
the cumulative cuts and bruises and injuries have started to take their toll.
•You regain +1 hit in two hours.
•You Open a GREEN Wound Card at this Level. 0 •You are very badly bruised and cut (use the wound card as a guide for where is
particularly injured). You are in a lot of pain.
•You regain +1 hit in 24 hours.
•You Open a GREEN Wound Card at this Level. -1 •You are very severely bruised, battered, beaten and cut (use the wound card as a guide
for where is particularly injured). You are in a lot of pain and are incapacitated and cannot move unless helped.
•You regain +1 hit in 1 week.
•You Open a GREEN Wound Card at this Level. -2
•You cannot move unless helped, you have been cut up very badly, and are in intense pain, even if helped to be moved unless by a trained Paramedic you are likely to be more injured and will go unconscious.
•You regain +1 hit in 1 month.
•You Open a RED Wound Card at this Level. -3
•You are unconscious, you're at the very limit of human endurance and are likely slipping into a coma.
•You cannot use Vitality to dodge damage at this level, or use Jammy Bastard's.
•You regain +1 hit in 3 months.
•You Open a RED Wound Card at this Level. -4
•You Are Dead -5
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 41 OF 64
Medical Abilities
STABILISE CASUALTY
REQUIRES : MEDIC / PARAMEDIC / DOCTOR
USING YOUR MEDICAL SKILLS, YOU CAN STOP A CASUALTY FROM DESCENDING TO THE NEXT LEVEL OF DAMAGE. HOWEVER IF
YOU LEAVE THE CASUALTY FOR LONGER THAN 30 SECONDS, THE DESCENT TO THE NEXT LEVEL WILL BEGIN AGAIN.
PREP FOR MOVEMENT
REQUIRES : PARAMEDIC / DOCTOR
USING YOUR MEDICAL SKILLS, YOU CAN PREPARE A CASUALTY FOR MOVEMENT AFTER YOU HAVE STABILISED THEM, THIS
MEANS YOU CAN LEAVE THE PATIENT AND THE DESCENT TO THE NEXT LEVEL WILL NOT BEGIN AGAIN AND THEY CAN BE MOVED
WITHOUT FURTHER INJURY.
THIS TAKES 1 MINUTE TO COMPLETE (UNLESS YOU HAVE THE “ON YOUR FEET SOLDIER” FEAT)
CRITICAL CARE
REQUIRES : DOCTOR
WITHIN A MEDICAL FACILITY (NOT IN THE FIELD) YOU CAN PERFORM SURGERY WHEN NEEDED AND YOU HAVE THE ABILITY TO
CARE FOR PEOPLE IN CRITICAL CONDITIONS, AIDING IN THEIR RECOVERY. THIS COUNTS AS ADVANCED MEDICAL CARE
TREATMENT LIMITS
MEDIC
MEDICS CAN ONLY TREAT PEOPLE WHO ARE ON -1 AND ABOVE
CAN READ GREEN WOUND CARDS TO UNDERSTAND WHAT IS WRONG BUT CANNOT TREAT THEM
PARAMEDIC
PARAMEDICS CAN TREAT ALL LEVELS OF INJURY
CAN READ ALL WOUND CARDS TO UNDERSTAND WHAT IS WRONG & CAN TREAT THEM IN THE FIELD
DOCTOR
DOCTORS CAN TREAT ALL LEVELS OF INJURY
CAN READ ALL WOUND CARDS TO UNDERSTAND WHAT IS WRONG & CAN TREAT THEM IN THE FIELD
CAN PERFORM SURGERY IN A MEDICAL CENTRE.
HEM – CON : SECOND AID
REQUIRES : PARAMEDIC / DOCTOR
YOU CAN USE HEM-CON ON A PATIENT IN THE FIELD. YOU NEED TO USE ONE HEM-CON PATCH PER WOUND CARD THAT THE
PATIENT HAS (I.E. IF THEY ARE ON -2 BUT HAVE 4 WOUND CARDS YOU NEED TO USE FOUR HEM-CON)
HEM-CON CAN ONLY BE APPLIED IN THIS WAY, IF THE PATIENT IS AT - 3 OR ABOVE. THIS TAKES 10 MINUTE S PER HEM CON
APPLIED TO TAKE EFFECT, AND AT THE END GIVES THE PATIENT BACK +1 BODY.
WHILE “BODY HITS” MAY BE HEALED BY THE USE OF HEM-CON, ANY WOUND CARD EFFECTS STILL REMAIN ON YOUR PERSON
UNTIL THEY NATURALLY HEAL AND SHOULD BE ROLEPLAYED.
THE TIME TAKEN TO APPLY HEM-CON AND ANY ASSOCIATED HEM-CON BENEFITS ARE NOT AFFECTED BY THE CONSULTANT
FEAT ABILITY TO REDUCE HEALING TIMES.
HEM – CON : SURGERY
REQUIRES : DOCTOR
YOU CAN USE HEM-CON ON A PATIENT IN A MEDICAL CENTRE (SURGERY). YOU NEED TO USE ONE HEM-CON PATCH PER
WOUND CARD THAT THE PATIENT HAS (I.E. IF THEY ARE ON -2 BUT HAVE 4 WOUND CARDS YOU NEED TO USE FOUR HEM-CON)
HEM-CON CAN ONLY BE APPLIED, IN THIS WAY, IF THE PATIENT IS AT -4 OR ABOVE.
IF THE PATIENT IS AT -1 OR -2, THE SURGERY TAKES THIS TAKES 10 MINUTES PER HEM CON APPLIED, AND AT THE END GIVES THE
PATIENT BACK +2 BODY.
IF THE PATIENT IS AT -3, THE SURGERY TAKES 30 MINUTES PER HEM CON APPLIED, AND AT THE END GIVES THE PATIENT BACK +2
BODY.
IF THE PATIENT IS AT -4, THE SURGERY TAKES 45 MINUTES PER HEM CON APPLIED; AND AT THE END GIVES THE PATIENT BACK
+1 BODY.
WHILE “BODY HITS” MAY BE HEALED BY THE USE OF HEM-CON, ANY WOUND CARD EFFECTS STILL REMAIN ON YOUR PERSON
UNTIL THEY NATURALLY HEAL AND SHOULD BE ROLEPLAYED.
THE TIME TAKEN TO APPLY HEM-CON AND ANY ASSOCIATED HEM-CON BENEFITS ARE NOT AFFECTED BY THE CONSULTANT
FEAT ABILITY TO REDUCE HEALING TIMES.
RESUSCITATION SEE RULES FOR ADRENALINE.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 42 OF 64
Medical Supplies
HEM-CON
DESCRIPTION
HEM-CON IS A MEDICAL PATCH THAT CAN BE USED BY PARAMEDICS AND DOCTORS – IT IS A COMBINED
HUMAN / AETHERNAUT TECHNOLOGICAL ITEM AND IS IN LIMITED SUPPLY, AND DUE TO ITS EXPERIMENTAL
NATURE MAY HAVE SIDE EFFECTS – ALTHOUGH NONE HAVE BEEN DISCOVERED YET.
EFFECT +1 BODY IN THE FIELD (YOU NEED TO USE 1 HEM-CON PATCH PER WOUND CARD THE PATIENT HAS)
+2 BODY IN SURGERY (YOU NEED TO USE 1 HEM-CON PATCH PER WOUND CARD THE PATIENT HAS)
DURATION SEE HEM-COM SECOND AID OR HEM-COM SURGERY ABOVE
OVERDOSE HEM-CON DOES NOT HAVE AN OVERDOSE.
Drugs
STRONG PAINKILLERS
DRUG NAME VOLTOROL, VICODIN (ETC..)
USABLE BY MEDIC / PARAMEDICS / DOCTORS
EFFECT ACTS AS A USE OF THE "FLESH WOUNDS" FEAT.
DURATION EIGHT HOURS
OVERDOSE FOR EVERY ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 BODY
ANALGESIC PAINKILLERS
DRUG NAME MORPHINE (ETC..)
USABLE BY PARAMEDICS / DOCTORS
EFFECT
THIS DRUG WHEN ADMINISTERED TO A CHARACTER ON -3 OR ABOVE, ALLOWS YOU TO ACT AS IF YOU WERE
ON ZERO BODY (YOU FEEL NO PAIN DURING THE TIME THE MORPHINE IS ACTIVE).
THIS EFFECT LASTS FOR 30 MINUTES, AND DURING THOSE THIRTY MINUTES YOU CAN ACT AS IF YOU WERE ON
ZERO BODY. AFTER READING YOUR WOUND CARD YOU SHOULD BEAR IN MIND ANY INSTRUCTIONS YOU
HAVE BEEN GIVEN AND ROLE-PLAY APPROPRIATELY EVEN THOUGH YOU ARE NOT FEELING PAIN.
AFTER 30 MINUTES YOU WILL COLLAPSE AS THE DRUG WEARS OFF.
MAY CAUSE ADDICTION
DURATION 30 MINUTES
OVERDOSE FOR EVERY ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 BODY PER 5 MINUTES FOR 30 MINUTES.
SEDATIVES
DRUG NAME BARIBUTATES, BENZODIAZEPINES (ETC...)
USABLE BY PARAMEDICS / DOCTORS
EFFECT A SINGLE DOSE OF SEDATIVES CAN BE USED TO DULL THE PATIENT'S ANXIETY RELATED TO PAINFUL OR
ANXIETY PROVOKING PROCEDURES.
DURATION 60 MINUTES
OVERDOSE IF YOU TAKE ADDITIONAL DOSE WITHIN THE DURATION, LAPSE INTO UNCONSCIOUSNESS AND REMAIN SO
FOR 60 MINUTES PER DOSE TAKEN.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 43 OF 64
GENERAL ANAESTHETIC
DRUG NAME PROPOFOL (SURGERY) / KETAMINE (FIELD)
USABLE BY PARAMEDICS / DOCTORS
EFFECT A SINGLE DOSE OF GENERAL ANAESTHETIC THAT IS INHALED OR INJECTED WILL RENDER THE SUBJECT
UNCONSCIOUS FOR A PERIOD OF TIME.
DURATION 20 MINUTES - CURRENT VITALITY
OVERDOSE FOR EVERY ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 BODY PER MINUTE FOR 20 MINUTES –
CURRENT VITALITY.
RESUSCITATION
DRUG NAME ADRENALINE
USABLE BY PARAMEDICS / DOCTORS
EFFECT
IN THE HANDS OF A TRAINED PROFESSIONAL THIS CAN BE USED TO RESTART THE HEART IF THE CHARACTER
HITS -5 (NOTE THAT ITEMS SUCH AS DISINTEGRATION EFFECTS OR OTHER MASSIVE DAMAGE ITEMS WILL
NEGATE THIS ABILITY). A PARAMEDIC OR DOCTOR MUST REACH THE CHARACTER WITHIN 30 SECONDS, AND
INJECT THEM BEFORE THE END OF THIS TIME. ONCE THIS IS COMPLETE, THEN THE CHARACTER CAN BE
STABILISED ON -4.
THE CHARACTER LOSES 1 PERMANENT VITALITY WHICH CAN BE PURCHASED BACK FOR 1 AP (AND DOES
NOT COUNT TOWARDS HEROIC VITALITY LIMIT)
DURATION INSTANT
OVERDOSE
IF YOU TAKE AN ADDITIONAL ADRENALINE DOSE DURING THE DURATION, YOU GO IMMEDIATELY TO -3
(BUT DOES NOT CAUSE BLEEDING), WITH THE "HEART ATTACK" WOUND CARD - WHICH HAS THE EFFECT
OF CAUSING YOU TO LOSE CONSCIOUSNESS AND REQUIRE SURGERY WITHIN 45 MINUTES OR DIE.
FIGHT OR FLIGHT RESPONSE
DRUG NAME ADRENALINE
USABLE BY PARAMEDICS / DOCTORS
EFFECT
USING ADRENALINE GIVES YOU A SHORT TERM BOOST TO YOUR ENERGY LEVELS, GIVING YOU BACK 10
VITALITY.
AFTER 30 MINUTES YOU WILL LOSE 10 VITALITY POINTS (BUT CANNOT GO BELOW ZERO), LOSE 2 BODY
POINTS AND COLLAPSE AND BLACK OUT AS THE DRUG WEARS OFF. YOU SUFFER FROM BEING
INCAPACITATED AND UNCONSCIOUS UNTIL REVIVED BY A MEDIC OR ABOVE. NOTE THAT LOSING THE 2
BODY POINTS DOES NOT MAKE YOU OPEN A WOUND CARD, DOES NOT CAUSE BLEEDING AND CANNOT
TAKE YOU BELOW -2.
SHOULD YOU USE ANOTHER ADRENALINE WITHIN 1 HOUR FROM THE DRUG WEARING OFF YOU WILL BE
OVERDOSED (SEE SECTION BELOW)
MAY CAUSE ADDICTION
DURATION 1 HOUR
OVERDOSE
IF YOU TAKE AN ADDITIONAL ADRENALINE DOSE DURING THE DURATION, YOU GO IMMEDIATELY TO -3
(BUT DOES NOT CAUSE BLEEDING), WITH THE "HEART ATTACK" WOUND CARD - WHICH HAS THE EFFECT
OF CAUSING YOU TO LOSE CONSCIOUSNESS AND REQUIRE SURGERY WITHIN 45 MINUTES OR DIE.
BLOOD THINNER
DRUG NAME VIAGRA
USABLE BY PARAMEDICS / DOCTORS
EFFECT INCREASED LIBIDO AND REDUCED ALTITUDE SICKNESS.
DURATION 4 HOURS
OVERDOSE MASSIVELY INCREASED LIBIDO AND... ROLEPLAYING REQUIRED.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 44 OF 64
TRUTH AGENT
DRUG NAME SODIUM PENTOTHAL
USABLE BY PARAMEDICS / DOCTORS
EFFECT
THIS DRUG TAKES 30 MINUTES TO WORK, AFTER WHICH THE PERSON WHO HAS HAD THE DRUG INJECTED WILL
BE UNABLE TO LIE FOR 5 MINUTES – UNLESS THEY HAVE :
DRUG RESISTANCE OR TORTURE RESISTANCE – THE DRUG TAKES 1 HOUR TO WORK, AND THE INABILITY TO
LIE LASTS FOR ONLY 2.5 MINUTES (THE INTERROGATOR IS LIKELY TO THINK THAT THE DRUG HAS NOT WORKED)
TWO USES OF DRUG RESISTANCE AND/OR TORTURE RESISTANCE REDUCE THE EFFECT TO ONLY MAKING
YOU DROWSY.
DURATION 60 MINUTES
OVERDOSE IF YOU TAKE ADDITIONAL DOSE WITHIN THE DURATION, LAPSE INTO UNCONSCIOUSNESS AND REMAIN SO
FOR 60 MINUTES PER DOSE TAKEN.
ANTI-OVERDOSE
DRUG NAME NALOXONE, CHARCOAL
USABLE BY PARAMEDICS / DOCTORS
EFFECT WILL REMOVE ONE OVERDOSE EFFECT FROM STRONG OR ANALGESIC PAINKILLERS
DURATION 60 MINUTES
OVERDOSE EVERY TIME YOU TAKE NALOXONE, YOUR VITALITY REDUCES BY 2, IF YOU ARE ON ZERO VITALITY DAMAGE
DOES TO BODY.
BROAD SPECTRUM
ANTIBIOTICS
DRUG NAME AMOXICILLIN
USABLE BY MEDIC / PARAMEDICS / DOCTORS
EFFECT THESE FIGHT INFECTIONS IN GENERAL, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY A REFEREE
DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE CAUSE.
DURATION 8 HOURS
OVERDOSE IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 2 VITALITY DUE TO DIARRHEA.
BROAD SPECTRUM ANTI
VENOM
DRUG NAME NO GENERIC NAME
USABLE BY PARAMEDICS / DOCTORS
EFFECT
THESE FIGHT THE PAIN CAUSED BY NATURAL VENOM, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY
A REFEREE DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE
CAUSE, BUT CAN LOWER THE INCAPACITATION TIME AND/OR AMOUNT OF DAMAGE SUSTAINED.
DURATION 8 HOURS
OVERDOSE IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR. IF YOU GO BELOW
ZERO VITALITY THEN THE DAMAGE GOES TO BODY.
BROAD SPECTRUM ANTI
POISON
DRUG NAME NO GENERIC NAME
USABLE BY PARAMEDICS / DOCTORS
EFFECT
THESE FIGHT THE EFFECTS OF POISON, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY A REFEREE
DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE CAUSE, BUT
COULD LOWER THE PAIN OR OTHER EFFECTS, BUT NOT REMOVE THEM.
DURATION 8 HOURS
OVERDOSE IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR. IF YOU GO BELOW
ZERO VITALITY THEN THE DAMAGE GOES TO BODY.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 45 OF 64
SPECIFIC ANTIBIOTIC
DRUG NAME NO GENERIC NAME
USABLE BY MEDIC / PARAMEDICS / DOCTORS [CAN ONLY BE MADE BY DOCTORS IN A FULL MEDICAL FACILITY]
EFFECT
WITH A PURE SAMPLE OF THE INFECTION OR DISEASE A DOCTOR CAN PRODUCE A SPECIFIC ANTIBIOTIC FOR
ONE DISEASE. THESE NORMALLY TREAT THE CAUSE OF THE DISEASE AND CAN CAUSE TOTAL RECOVERY – THE
AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON EACH INFECTION.
DURATION 8 HOURS
OVERDOSE IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 2 VITALITY DUE TO DIARRHEA.
SPECIFIC ANTI VENOM
DRUG NAME NO GENERIC NAME
USABLE BY PARAMEDICS / DOCTORS [CAN ONLY BE MADE BY DOCTORS IN A FULL MEDICAL FACILITY]
EFFECT
WITH A PURE SAMPLE OF THE VENOM A DOCTOR CAN PRODUCE A SPECIFIC ANTI VENOM FOR ONE
PARTICULAR VENOM. THESE NORMALLY TREAT THE CAUSE OF THE INFECTION AND CAN CAUSE TOTAL
RECOVERY – THE AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON
EACH SPECIFIC VENOM.
DURATION 8 HOURS
OVERDOSE IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR FOR THE DURATION.
IF YOU GO BELOW ZERO VITALITY THEN THE DAMAGE GOES TO BODY.
SPECIFIC ANTI POISON
DRUG NAME NO GENERIC NAME
USABLE BY PARAMEDICS / DOCTORS [CAN ONLY BE MADE BY DOCTORS IN A FULL MEDICAL FACILITY]
EFFECT
WITH A PURE SAMPLE OF THE POISON A DOCTOR CAN PRODUCE A SPECIFIC ANTI POISON FOR ONE
PARTICULAR POISON. THESE NORMALLY TREAT THE CAUSE OF THE POISON AND CAN CAUSE TOTAL
RECOVERY – THE AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON
EACH SPECIFIC POISON.
DURATION 8 HOURS
OVERDOSE IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR FOR THE DURATION.
IF YOU GO BELOW ZERO VITALITY THEN THE DAMAGE GOES TO BODY.
Addiction
CERTAIN DRUGS MAY BECOME ADDICTIVE – SYSTEM REFEREES WILL INFORM YOU SHOULD SOMETHING LIKE THIS HAPPEN.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 46 OF 64
Combat & Weapons
INTRODUCTION
CHARACTERS MUST HAVE THE APPROPRIATE PHYS REP IN ORDER TO BE ISSUED WITH A PARTICULAR WEAPON. METAL MELEE WEAPONS OR
DECOMMISSIONED WEAPONS ARE NOT ACCEPTABLE.
ALL AMMUNITION CLIPS/MAGAZINES AND MUNITIONS OF ALL TYPES MUST ALSO BE PHYSREP’D (INCLUDING ITEMS SUCH AS BOOBY TRAPS AND
GRENADES – INCLUDING THOSE FIRED FROM LAUNCHERS) – PHYS REPS FOR MAGAZINES ARE ISSUED TO THE IC ORGANISATION FOR DEPLOYMENT TO
CHARACTERS IN CHARACTER. IF YOU WERE NOT ISSUED IC WITH AMMO, YOU DO NOT HAVE THE AMMO.
ARMOUR
ARMOUR PROVIDES THE CHARACTER WITH EXTRA PROTECTION AND MUST BE PHYSREP’D
NOTE THAT ARMOUR MUST BY PHYSREP’D – THERE MUST BE SOME PHYSICAL ENCUMBRANCE IN ORDER FOR THE ARMOUR BENEFIT TO BE GAINED AND ARE
REQUIRED TO COVER 50% OF THE PROTECTED LOCATION (SEE BELOW). AN ASSAULT VEST FOR EXAMPLE WOULD NOT BE CLASSED AS BODY ARMOUR, BUT A
PLATE CARRIER (EITHER WITH PLATES OR FOAM INSERTS ETC…) WOULD BE CLASSED AS BODY ARMOUR.
ARM ARMOUR +1 ARMOUR MUST COVER 50% OF BOTH ARMS - NOTE ARMOUR VALUE IS +1 FOR BOTH ARMS, NOT EACH ARM
LEG ARMOUR +1 ARMOUR MUST COVER 50% OF BOTH LEGS - NOTE ARMOUR VALUE IS +1 FOR BOTH LEGS, NOT EACH LEG
HELMET +2ARMOUR MUST BE A HELMET WITH ENCUMBRANCE
BODY ARMOUR +4ARMOUR MUST BE A CHEST ARMOUR COVER WITH PLATES AT LEAST IN FRONT
ANY DAMAGE WHICH GOES "THROUGH" VITALITY, OR IF YOU ARE ON 0 VITALITY, IS APPLIED TO ARMOUR FIRST, AND THEN TO BODY – UNLESS IT IS A CALLED
SHOT TO A NON ARMOURED LOCATION.
FEATS WHICH INCREASE BODY (SUCH AS DIE HARD) DO NOT AFFECT ARMOUR IN ANY WAY
WHEN ARMOUR TAKES DAMAGE IT ALWAYS TAKES DAMAGE IN THE ORDER LISTED ABOVE (SO IF YOU TAKE TWO POINTS OF DAMAGE TO A FULLY ARMOURED
BODY THE ARM AND LEG ARMOUR ARE DAMAGED, IF YOU TAKE FOUR POINTS OF DAMAGE TO A FULLY ARMOURED BODY – THE ARM, LEG AND HELMET ARE
DAMAGED). ARMOUR DAMAGED IN SUCH A WAY IS RENDERED UNUSABLE AFTER TAKING DAMAGE, UNTIL REPAIRED BY SOMEONE WITH THE ARMOURER
SKILL. IT TAKES 10 MINUTES OF REPAIR TO REPAIR ONE POINT OF ARMOUR. SO BODY ARMOUR ABOVE TAKES 40 MINUTES TO REPAIR.
COVER
WHEN RUNNING THROUGH DENSE TREES OR STATIONARY BEHIND A COVERING, BUT NOT CONCEALING OBJECT I.E. TREE, DENSE UNDERGROWTH, STANDING
STONE, HALF OF SHOTS HIT.
RELOADING
IN NORMAL FIRE FIGHTS, WHERE INDIVIDUAL TARGETS ARE BEING CALLED, A CHARACTER IS ASSUMED TO BE ABLE TO RELOAD WHEN NECESSARY. YOU
MUST ROLE-PLAY CHANGING YOUR MAGAZINE. THERE ARE SOME PARTICULAR OCCASIONS WHEN A RELOAD MUST BE CALLED AS WELL AS ROLE-PLAYED
(UNLESS YOU ARE USING THE ALL GUNS BLAZING FEAT), AFTER CALLING COVERING FIRE, SPRAY FIRE, HEAVY FIRE, OR USING A WEAPON THAT HAS A
SIGNIFICANT RELOAD TIME – E.G. MISSILE OR GRENADE LAUNCHER
AFTER THE FIRE FIGHT PLEASE HAND YOUR USED MAGAZINE IN TO THE REFEREE.
ALSO NOTE THAT YOU MUST HAVE PHYS REPS OF AMMUNITION TO ACTUALLY BE USING THEM, IF YOU DO NOT HAVE A PHYS REP FOR A MAGAZINE, YOU
HAVE NO AMMO FOR THE GUN. STOCKS OF AMMO MAY BE REGULATED IN CHARACTER – AND WHILE YOU MAY HAVE AMMO CLIPS OUT OF CHARACTER,
IF YOU HAVE NOT GAINED AMMO THROUGH IN CHARACTER MEANS, YOU DO NOT HAVE AMMO.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 47 OF 64
WEAPONS DAMAGE / CALLS
DAMAGE CALLS ARE NOW OF THE FORMAT : TARGET – DAMAGE – EFFECT
THERE MUST BE 1 SECOND BETWEEN CALLS, NO DRUM ROLLING OF CALLS
Target
TARGET (NAME) I.E. “COLONEL BOB” HITS ONLY THE PERSON TARGETED, IF YOU DO NOT SPECIFY A TARGET, THEN THE CALL
MISSES.
TARGET (NAME) - GLOBAL I.E. “COLONEL BOB – GLOBAL” HITS EVERYONE IN A 10 FT. RADIUS AROUND THE TARGET
TARGET (NAME) - MASS I.E. “COLONEL BOB – MASS” HITS EVERYONE IN A 30 FT. RADIUS AROUND THE TARGET
Damage
EXAMPLES OF DAMAGE CALLS ARE LISTED UNDER EACH WEAPON BELOW TO SHOW HOW THESE CALLS CAN BE PUT INTO ACTION.
Effect
INCAPACITATE (INCAP) IF YOU ARE TAKEN TO 0 VITALITY, OR ARE ON 0 VITALITY WHEN HIT BY THIS CALL, THEN YOU ARE INCAPACITATED, CONSIDERED
UNCONSCIOUS AND CANNOT MOVE OR USE FEATS FOR 30 SECONDS.
KNOCKBACK (KB) YOU ARE KNOCKED BACK 10 FEET AND SHOULD ROLEPLAY THIS. THIS EFFECT OCCURS EVEN IF YOU TAKE NO DAMAGE FROM
THE CALL ASSOCIATED WITH IT.
KNOCKDOWN (KD)
YOU ARE KNOCKED DOWN TO THE FLOOR, THE FRONT OR BACK OF YOUR TORSO MUST TOUCH THE FLOOR. IF UNSAFE TO DO
SO, YOU MUST DROP TO YOUR KNEE FOR 10 SECONDS AND CANNOT MOVE OR INITIATE COMBAT DURING THIS TIME. THIS
EFFECT OCCURS EVEN IF YOU TAKE NO DAMAGE FROM THE CALL ASSOCIATED WITH IT.
PARALYSE THE CHARACTER IS HELD IN POSITION UNABLE TO DO ANYTHING BUT WRIGGLE IN EXTREME PAIN.
SPECIAL SEE REFEREE IF YOU ARE HIT BY THIS CALL.
STUN IF YOU ARE TAKEN TO 0 VITALITY, OR ARE ON 0 VITALITY WHEN HIT BY THIS CALL, THEN YOU ARE STUNNED, AND CANNOT MOVE
OR USE FEATS FOR 30 SECONDS. THIS CALL CANNOT DO DAMAGE TO BODY.
THROUGH IF DAMAGE IS LISTED AS “THROUGH” THEN IT IGNORES VITALITY AND GOES STRAIGHT TO ARMOUR / BODY
THE FOLLOWING ARE EXAMPLE OF SPECIAL CALLS THAT YOU MAY GET HIT WITH IN GAME
CRITICAL HIT / SNIPER SHOT SEE THE FEATS SECTION FOR FULL DESCRIPTION
DISARM YOU SHOULD DROP YOUR WEAPON TO THE FLOOR, UNLESS YOU HAVE FEATS TO STOP T THIS.
CHOKE YOU ARE RENDERED UNCONSCIOUS FOR 30 SECONDS
GRAPPLE YOU ARE RESTRAINED AND CANNOT MOVE ALTHOUGH YOU CAN STRUGGLE
CALLED SHOT A TARGETED LOCATION, OR POSSIBLY YOUR WEAPON HAS BEEN STRUCK – IT IS IMMOBILISED (AND YOU TAKE 1 DAMAGE)
THROW YOU ARE THROWN TO THE GROUND – THIS IS THE SAME AS A SINGLE KNOCKDOWN
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 48 OF 64
Area of Effect Calls
COVERING FIRE
CALL “TARGET – COVERING FIRE”, THEN “COVERING FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO)
THIS CALL DOES 1 THROUGH PER CALL (I.E. PER SECOND) AND USES 5 BULLETS PER CALL
COVERING FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND ALL ENEMIES WITHIN A 20 FEET RADIUS OF IT (ONLY ENEMIES
IN FRONT OF THE SHOOTER ARE HIT)
YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT BEHIND COVER, OR LYING FLAT ON THE GROUND.
SPRAY FIRE
CALL “TARGET – SPRAY FIRE”, THEN CALL “SPRAY FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO)
THIS CALL DOES 2 THROUGH PER CALL (I.E. PER SECOND) AND USES 10 BULLETS PER CALL
SPRAY FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND EVERYONE WITHIN A 20 FEET RADIUS OF IT (ONLY PEOPLE IN
FRONT OF THE SHOOTER ARE HIT)
YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT LYING FLAT ON THE GROUND – STANDARD COVER
RULES APPLY.
HEAVY FIRE
CALL “TARGET – HEAVY FIRE”, THEN CALL “HEAVY FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO)
THIS CALL DOES 3 THROUGH PER CALL (I.E. PER SECOND) AND USES 15 BULLETS PER CALL
HEAVY FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND EVERYONE WITHIN A 20 FEET RADIUS OF IT (ONLY PEOPLE IN
FRONT OF THE SHOOTER ARE HIT)
YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT LYING FLAT ON THE GROUND – THIS CALL IGNORES
COVER.
Other Weapon notes
HAND DEVICE – DEFLECT ALL FIREARMS AND FORCE WEAPONS HAVE NO EFFECT. THIS IS A PASSIVE EFFECT AND DOES NOT HAVE TO BE CALLED FOR
EVERY BULLET. THIS CANNOT BE ACTIVE AT THE SAME TIME AS HAND DEVICE ACTIVE SKILL
HAND DEVICE – LIFE DRAIN THE CHARACTER LOSES VITALITY AT A RATE OF 1 PER 10 SECONDS UNTIL REACHING 0 WHEREUPON THE CHARACTER WILL
COLLAPSE. IF THE EFFECT CONTINUES THE CHARACTER LOSES BODY HITS AT 1 PER 10 SECONDS UNTIL DYING AT –5.
HAND DEVICE – PUSH DOES (TARGET) – 3 - KNOCKBACK
STABILISED ONLY
SOME WEAPONS IN THE FOLLOWING TABLE ARE LISTED AS STABILISED ONLY
THIS WEAPON HAS TO BE STABILISED IN SOME IN WAY – EITHER BY A BIPOD MOUNT, PRONE, A CORPSE ETC… - IT CANNOT BE
USED WHILE MOVING.
MOUNTED ONLY
SOME WEAPONS IN THE FOLLOWING TABLE ARE LISTED AS MOUNTED ONLY
THIS WEAPON HAS TO BE USED ON A TRIPOD MOUNT – PROPERLY STABILISED – IT CANNOT BE USED WHILE MOVING. THIS IS
NORMALLY A HEAVY WEAPON, AND ARE NOT NORMALLY MAN PORTABLE.
ANY WEAPONS LISTED AS MOUNTED ONLY MUST HAVE SYSTEM REFEREE APPROVAL IF THEY ARE INTENDED TO BE MAN
PORTABLE.
Ammo Phys Reps
NORMAL AMMO THESE ARE THE STANDARD AMMO MAGS SUPPLIED BY THE SEF, AND ARE THE VALUES LISTED IN THE RULES ABOVE.
EXTENDED MAGAZINES MUST BE CLEARED BY A SYSTEM REFEREE BEFORE BEING USED, PHYS REP NEEDS TO BE SUPPLIED BY THE PLAYER
THESE INCREASE THE AMMO CAPACITY LISTED ABOVE BY 50% (ROUND DOWN)
DRUM MAGAZINES MUST BE CLEARED BY A SYSTEM REFEREE BEFORE BEING USED, PHYS REP NEEDS TO BE SUPPLIED BY THE PLAYER
THESE INCREASE THE AMMO CAPACITY LISTED ABOVE BY 100%
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 49 OF 64
PISTOLS
Semi - Automatic Pistol
DESCRIPTION THE STANDARD SIDEARM THAT IS ISSUED TO ALL SEF PERSONNEL. USED FOR SELF-DEFENCE PURPOSES AND COVERT WORK.
EXAMPLES BROWNING 9MM, COLT 45, H&K 15, WALTHER PPK
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
IT IS USEFUL AS A BACKUP WEAPON, OR AS THE
PRIMARY FIREARM FOR NON-COMBATANTS.
IT IS SMALL AND EASY TO CARRY OR CONCEAL.
HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER
ACTIVITIES.
WITH GOOD MARKSMANSHIP (OOC CRITICAL
HITS) CAN BE SURPRISINGLY EFFECTIVE AGAINST
SINGLE TARGETS.
IT CAN BE DUAL WIELDED WITH THE APPROPRIATE
FEATS AND PERKS.
LOW OVERALL DAMAGE OUTPUT
WEAK AGAINST MULTIPLE TARGETS
WEAK AGAINST LARGE OR HEAVILY ARMOURED
TARGETS
WEAK STOPPING POWER MAKES IT POOR AGAINST
HAND TO HAND OPPONENTS.
JAFFA IN RED, SINGLE
JAFFA IN GREEN, CRITICAL HIT
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
1 - 12
Revolver
DESCRIPTION REPRESENTED FROM WEAPONS SUCH AS THE 38 SPECIAL, TO VARIOUS MODELS OF COLT REVOLVER, THESE PISTOLS ARE AVAILABLE TO DRAW FROM
THE ARMOURY AND ARE POPULAR AMONG THOSE WHO PREFER THE OLD STYLE FEEL OF THESE WEAPONS
EXAMPLES M1895, SMITH & WESSON 10
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
SMALL AND EASY TO CARRY OR CONCEAL.
HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER
ACTIVITIES.
WITH GOOD MARKSMANSHIP (OOC CRITICAL
HITS) CAN BE SURPRISINGLY EFFECTIVE.
IT CAN BE DUAL WIELDED WITH THE APPROPRIATE
FEATS AND PERKS.
LOW OVERALL DAMAGE OUTPUT
WEAK AGAINST MULTIPLE TARGETS
WEAK AGAINST LARGE OR HEAVILY ARMOURED
TARGETS
FULLY LOADED, DOES NOT CARRY MANY ROUNDS
JAFFA IN RED, SINGLE
JAFFA IN GREEN, CRITICAL HIT
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
1 - 6
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 50 OF 64
ADVANCED PISTOLS
Heavy Semi - Automatic Pistol
DESCRIPTION
REPRESENTED FROM WEAPONS SUCH AS THE DESERT EAGLE ETC., THESE WEAPONS ARE BOTH POPULAR AND DISPARAGED IN EQUAL MEASURE BY
THOSE WITHIN THE SEF. WHILST THEY PACK A PUNCH THEY TEND TO HAVE A LOW AMOUNT OF AMMO FOR THEIR DAMAGE OUTPUT, WITH THEIR
ADDITIONAL WEIGHT THEY MAKE A POOR CHOICE OF BACKUP WEAPON WHEN COMPARED TO SMG'S SUCH AS THE MAC 10 OR MP5K, STILL THEY
ARE AVAILABLE FOR ISSUE.
EXAMPLES DESERT EAGLE
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
IT IS EASY TO CARRY.
HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER
ACTIVITIES.
WITH GOOD MARKSMANSHIP (OOC CRITICAL
HITS) CAN BE SURPRISINGLY EFFECTIVE.
IT CAN BE DUAL WIELDED WITH THE APPROPRIATE
FEATS AND PERKS.
WEAK AGAINST MULTIPLE TARGETS
WEAK AGAINST LARGE OR HEAVILY ARMOURED
TARGETS
FULLY LOADED, DOES NOT CARRY MANY ROUNDS
JAFFA IN RED, DOUBLE
JAFFA IN GREEN, CRITICAL HIT
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
2 - 8
Heavy Revolver
DESCRIPTION THIS INCLUDES EVERYTHING FROM YOUR 357 MAGNUM TO THE GUN THAT DIRTY HARRY CARRIES. USAGE OF THIS WEAPON TENDS TO BE MOCKED
LESS THAN THE HEAVY SEMI-AUTOMATIC PISTOLS SUCH AS THE DESERT EAGLE, IF ONLY DUE TO THE FACT THEY THE PISTOLS ARE RELIABLE ENOUGH TO BE
DROPPED AND NOT LIKELY TO BREAK.
EXAMPLES .357 MAGNUM
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
EASY TO CARRY.
HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER
ACTIVITIES.
WITH GOOD MARKSMANSHIP (OOC CRITICAL
HITS) CAN BE SURPRISINGLY EFFECTIVE.
IT CAN BE DUAL WIELDED WITH THE APPROPRIATE
FEATS AND PERKS.
WEAK AGAINST MULTIPLE TARGETS
WEAK AGAINST LARGE OR HEAVILY ARMOURED
TARGETS
FULLY LOADED, DOES NOT CARRY MANY ROUNDS
JAFFA IN RED, DOUBLE
JAFFA IN GREEN, CRITICAL HIT
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
2 - 6
Taser
DESCRIPTION ELECTRONIC WIRES FIRED AT SOMEONE IMMOBILISING THEM. VERY CLOSE RANGE WEAPON.
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
IMMOBILISES RATHER THAN KILLS
ONE SHOT
CANNOT BE USED TO TARGET A SPECIFIC BODY
PART
JAFFA IN RED, 4 STUN
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
4 STUN - 1
ONLY HAS A 15 FOOT RANGE
IF IT SUCCESSFULLY STUNS SOMEONE, CAN BE USED TWICE MORE TO
EXTEND STUN DURATION
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 51 OF 64
SMALL ARMS
Assault Rifle
DESCRIPTION
THIS CATEGORY OF WEAPONS ARE VERY POPULAR AMONG COMBAT MISSION PERSONNEL DUE TO THE TACTICAL FLEXIBILITY AND HIGH DAMAGE OF
THESE WEAPONS. THEY ARE ALSO POPULAR AMONG COMBAT PERSONNEL AS IN A PINCH, LIGHT MACHINE GUN AMMUNITION CAN BE CANNIBALISED
(A LENGTHY PROCESS) AND USED TO REFILL ASSAULT RIFLE MAGAZINES.
A COMMON MISTAKE BY ROOKIES IS FAILURE TO HAVE A SLING ATTACHED TO THEIR FIREARM. A GOOD SLING CAN HELP MITIGATE THE
ENCUMBRANCE OF AN ASSAULT RIFLE, AND AVOID HAVING TO PUT THEIR WEAPON DOWN WHILST THEY PERFORM OTHER ACTIVITIES. REMEMBER
ALWAYS HAVE A SLING FOR YOUR RIFLE.
EXAMPLES L86, M4, M16, G36, SCAR-L, MAGPUL PDR
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
GOOD DAMAGE OUTPUT
GOOD AMMUNITION SIZE FOR ITS DAMAGE OUTPUT.
GOOD FOR LAYING DOWN SUPPRESSING FIRE.
GOOD TYPE OF FIREARM FOR MOST COMBAT
TASKS.
AMMO CAN BE CANNIBALISED FROM LIGHT
MACHINE GUNS.
CARBINES AND COMPACT VARIETIES ARE GOOD
FOR CLOSE QUARTERS.
CAN QUICKLY USE UP AMMUNITION IF USED IN A
SUPPORT FIRE ROLE.
NORMALLY REQUIRES AMMUNITION WEBBING OR A
TACTICAL VEST TO CARRY SPARE AMMO
MAGAZINES.
JAFFA IN RED, DOUBLE
JAFFA IN BLUE, QUAD
JAFFA IN GREEN, CRITICAL HIT
JAFFA IN GREEN, COVERING FIRE
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
2 4
(USES 3 AMMO) 30 COVERING FIRE
Shotgun (Standard)
DESCRIPTION THERE IS A LOT OF DEBATE ABOUT THE USEFULNESS OF THE SHOTGUN, WITH MOST MISSION PERSONNEL HAVING THEIR OWN VIEW ON THE WEAPONS.
STILL, THEY HAVE PROVED THEIR WORTH IN CLOSE QUARTER COMBATS. IT IS NOT UNUSUAL TO SEE MANY OF THE MORE CLOSE COMBAT TRAINED
PERSONNEL TO HAVE SHOTGUN SLUNG OVER THEIR BACK.
EXAMPLES SAS12, MOSSBERG 500
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
EXCELLENT AGAINST ALIENS WHO WISH TO ENGAGE
IN HAND TO HAND COMBAT
EXCELLENT FOR ROOM CLEARANCE AGAINST
OPPONENTS WIELDING STAFF WEAPONS
WEAK AGAINST MULTIPLE TARGETS
VERY POOR ACCURACY FOR PINPOINT SHOOTING
FULLY LOADED, DOES NOT CARRY MANY ROUNDS
POOR COMPARED TO SMG'S AND ASSAULT RIFLES
IN MORE OPEN FIRE FIGHTS.
JAFFA IN RED, TRIPLE
JAFFA IN BLUE, TRIPLE KNOCKDOWN (IF THE JAFFA
IS WITHIN 20 FEET)
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
3 3 KD
(AUTO WITHIN 20 FEET) 2 OR 6*
*2 AMMO FOR DOUBLE BARRELLED SHOTGUN
*6 AMMO FOR PUMP ACTION SHOTGUN
Sub Machine Gun
DESCRIPTION THIS FIREARMS CATEGORY COVERS A WIDE SPECTRUM OF FIREARMS INCLUDING SUB MACHINE GUNS, COMPACT SUB MACHINE GUNS, MACHINE
PISTOLS AND PERSONAL DEFENCE WEAPONS ETC. THESE WEAPONS TEND TO BE VERY POPULAR AMONG SEF PERSONNEL DUE TO THEIR COMPACT
SIZE LIGHT WEIGHT, AND THE ABILITY TO POUR FIRE INTO ALIENS.
EXAMPLES MP5, MP5K, BERETTA 93R, AND THE P90
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
GOOD ALL ROUND WEAPON
GOOD FOR PERSONNEL WHO DON’T WANT TO
CARRY THE WEIGHT OF HEAVY MEDIUM WEAPONS
LIGHTWEIGHT.
GOOD FOR CLOSE QUARTERS COMBAT.
CAN BE USED TO GIVE SUPPORTING FIRE.
UNDERPOWERED COMPARED TO ASSAULT RIFLES
DOES NOT HAVE THE SHORT RANGE STOPPING
POWER OF A SHOTGUN.
CAN QUICKLY USE UP AMMUNITION IF USED IN A
SUPPORT FIRE ROLE.
NORMALLY REQUIRES AMMUNITION WEBBING OR A
TACTICAL VEST TO CARRY SPARE AMMO
MAGAZINES.
JAFFA IN RED, SINGLE
JAFFA IN BLUE, TRIPLE
JAFFA IN GREEN, CRITICAL HIT
JAFFA IN RED, COVERING FIRE
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
1 3
(USES 3 AMMO) 30 COVERING FIRE
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 52 OF 64
Sniper Rifle
DESCRIPTION
WITH THE USE OF A SNIPER RIFLE, A MARKSMAN CAN TAKE OUT KEY ENEMY PERSONNEL OFTEN FROM LONG RANGE.
SNIPER RIFLES ARE SPECIALISED WEAPONS USING DEDICATED PRECISION AMMUNITION. AS SUCH THE AMMUNITION IS NOT INTERCHANGEABLE WITH
ANY OTHER TYPES OF WEAPON. A SNIPER RIFLE IS BEST USED AT LONG RANGE; AGAINST MULTIPLE OPPONENTS, OR IN CLOSE COMBAT IT GAINS FEW
OF ITS BENEFITS. WHEN USED AT A DECENT RANGE AND WITH STEALTH AND SURPRISE THIS WEAPON CAN INFLICT DEVASTATING DAMAGE.
TO GAIN THE MOST BENEFIT FROM THIS CATEGORY OF WEAPON, THE SNIPER TRAINING SKILL NEEDS TO BE TAKEN TO ALLOW THE USE OF THE SNIPER
SHOT FEAT.
EXAMPLES L96
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
VERY HIGH SINGLE TARGET DAMAGE WEAPON.
CAN BE USED AT EXTREMELY LONG RANGES
POOR IN CLOSE COMBAT
POOR AGAINST LARGE GROUPS OF TARGETS
DUE TO THE LENGTH OF THESE WEAPONS THEY TEND
TO BE UNWIELDY IN CONFINED SPACES
JAFFA IN RED, QUAD
JAFFA IN BLUE, CRITICAL HIT
JAFFA IN GREEN, SNIPER SHOT
(REQUIRES EXTRA SKILL)
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
4 - 10 CAN USE SNIPER SHOT FEATS
Underslung Grenade Launcher
DESCRIPTION
THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE ATTACHED DIRECTLY TO THE BOTTOM OF THE BARREL OF WEAPONS SUCH AS ASSAULT RIFLES,
ASSAULT CARBINE AND SOME SUB-MACHINES GUNS. THEY ARE NORMALLY SINGLE SHOT, AND FIRE A SINGLE GRENADE AT A TARGET. UGL AS THEY
ARE COMMONLY REFERRED TO ARE OFTEN USED BY COMBAT PERSONNEL TO PACK A BIT OF EXTRA PUNCH, IN MEDIUM RANGE AND CLOSE COMBAT
SITUATIONS
UGL HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION)
EXAMPLES M203
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
ALLOWS LONG RANGE ACCURATE PLACEMENT OF
GRENADES.
DON’T REQUIRE YOUR MAIN WEAPON TO BE SLUNG
OR HOLSTERED WHILST YOU THROW A GRENADE
ONE SHOT
THEY INCREASE THE WEIGHT OF YOUR WEAPON
JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN
INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN
JAFFA IN GREEN, GLOBAL – SIX - STUN
INSIDE DOORWAY, GLOBAL – SIX - STUN
Single Shot Stand Alone Grenade Launcher
DESCRIPTION
THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE SINGLE SHOT, AND DO NOT NEED TO BE ATTACHED TO ANOTHER WEAPON, NOT AS COMMON
AS UGL, THEY ARE STILL SEEN AMONG SEF PERSONNEL WHO SOMETIMES HAVE ONE SLUNG OVER THEIR SHOULDER.
THESE HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION)
EXAMPLES M203
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
ALLOWS LONG RANGE ACCURATE PLACEMENT OF
GRENADES.
ONE SHOT
DON’T GET INTO MELEE WITH ONE.
JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN
INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN
JAFFA IN GREEN, GLOBAL – SIX - STUN
INSIDE DOORWAY, GLOBAL – SIX - STUN
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 53 OF 64
MELEE, MANUAL RANGED, THROWN & UNARMED WEAPONS
Small Melee Weapon
DESCRIPTION THESE MELEE WEAPONS ARE COMFORTABLE IN ONE HAND, AND ARE BELOW 24 INCHES IN LENGTH
EXAMPLES KNIFE, CLUB, SHORTSWORD
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
2 - - SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 1
DAMAGE, BUT IT CANNOT CRITICAL OR BE USED AMBIDEXTROUSLY
WITHOUT THE MELEE SKILL.
Medium Melee Weapon
DESCRIPTION THESE MELEE WEAPONS ARE NORMALLY USED IN ONE HAND BUT CAN BE USED IN TWO HANDS, AND ARE BETWEEN 24” AND 48” IN LENGTH
EXAMPLES LONGSWORD, SHORT STAFF
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
3 - - SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 1
DAMAGE, BUT IT CANNOT CRITICAL OR BE USED AMBIDEXTROUSLY
WITHOUT THE MELEE SKILL.
Large Melee Weapon
DESCRIPTION THESE MELEE WEAPONS ARE USED IN TWO HANDS, AND ARE GREATER THAN 48” IN LENGTH
EXAMPLES STAFF, CLAYMORE, GREAT SWORD
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
3 KD - - SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 2
DAMAGE, BUT IT CANNOT CRITICAL WITHOUT THE MELEE SKILL.
Unarmed Combat
DESCRIPTION MARTIAL ARTS, STREETFIGHTING ETC…
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
1 1 KD - DAMAGE IS THE “STRIKE” ABILITY
SPECIAL DAMAGE IS THE “THROW” ABILITY
Thrown (Manual)
DESCRIPTION THROWN DAGGER, SHURIKEN
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
1 - - AMMO AS PER PHYS REPS
Ranged (Manual)
DESCRIPTION BOWS & CROSSBOWS
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
2 - - AMMO AS PER PHYS REPS
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 54 OF 64
EXPLOSIVES
C4 / PE4
DESCRIPTION C4 IS AN EASILY MOULDABLE PLASTIC EXPLOSIVE WHICH IS VERY STABLE AND INSENSITIVE TO MOST PHYSICAL SHOCKS, DETONATION IS INITIATED BY A
COMBINATION OF EXTREME HEAT AND A SHOCKWAVE (AS CAUSED BY A DETONATOR)
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
2 * - -
DAMAGE IS 2 DAMAGE AND 10FT RADIUS PER 5X5CM BLOCK – EACH
BLOCK OF C4 INCREASES RADIUS AND DAMAGE.
CAN BE USED WITH “BASIC EXPLOSIVES TRAINING”
Thermite
DESCRIPTION THERMITE IS A PYROTECHNIC COMPOSITION OF A METAL POWDER AND A METAL OXIDE THAT PRODUCES AN EXOTHERMIC OXIDATION-REDUCTION
REACTION KNOWN AS A THERMITE REACTION. THIS HAS A VERY INTENSE BURN AND CAN BE USED FOR THERMITE WELDING
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
4* THROUGH - -
DAMAGE IS 4 THROUGH PER 15X2CM STICK – THIS IS NOT TARGETED TO
PEOPLE, AND IS ONLY FOR DEMOLITION PURPOSES.
BURNS DOWNWARD, DOES NOT EXPLODE
Claymores
DESCRIPTION THESE ARE SMALL BOX LIKE EXPLOSIVES, WITH THE WORDS “FRONT TOWARDS ENEMY” WRITTEN ON… THIS GIVES A PERFECT INSTRUCTION MANUAL
FOR WHICH DIRECTION TO POINT THEM IN.
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
HEAVY FIRE * 2 - -
DAMAGE IS IN A 90 DEGREE ARC IN FRONT OF THE MINE –
DETONATION CAN BE DONE REMOTELY OR BY WIRE.
THE PERSON WHO PLACED THE DEVICE MUST MAKE THE CALLS AND
CANNOT MAKE THE CALLS IN CHARACTER
CAN BE PLACED BY SOMEONE WITH “BASIC EXPLOSIVES TRAINING”
CLAYMORES REQUIRE A 3 CARD PROBLEM [OLD ORDINANCE]
[SIMPLE DEVICE] [ALL THE WIRES ARE GREY] TO DISARM (YOU CAN
ALWAYS AUTOMATICALLY DISARM YOUR OWN CLAYMORES)
Improvised Explosive Device / Booby Traps
DESCRIPTION
IEDS / BOOBY TRAPS SET BY DEMOLITIONS EXPERTS.
AN IED / BOOBY TRAP PHYSICAL REP MUST BE INSPECTED BY A REFEREE PRIOR TO IT BEING ACTIVATED. IED / BOOBY TRAPS SHOULD NOT BE
ATTACHED TO PYROTECHNICS, OR ANY ALARM DEVICES. SNAP TRAPS ARE ALLOWED. IED / BOOBY TRAPS SHOULD INDICATE TO THE INDIVIDUAL
WHO HAS SET IT OFF, THAT THE DEVICE HAS DETONATED.
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
GLOBAL 6
THROUGH KD
BOOBY TRAPS REQUIRE A 3 CARD PROBLEM TO DISARM [IMPROVISED
EXPLOSIVE] [SIMPLE DEVICE] [UNSTABLE DEVICE]
BOOBY TRAPS REQUIRE EXPLOSIVES TRAINING TO DEPLOY
GRENADES
Standard Grenades
DESCRIPTION THESE GRENADES CAUSE DAMAGE TO THE TARGET, AND EVERYTHING WITHIN A 10 FOOT RADIUS, AND ALSO KNOCKS THEM DOWN TO THE FLOOR.
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
GLOBAL 6 KD - 1
Flash Bangs
DESCRIPTION THESE GRENADES DISORIENTATES THE TARGET, AND EVERYTHING WITHIN A 10 FOOT RADIUS, FOR 30 SECONDS.
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
GLOBAL 6 STUN - 1
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 55 OF 64
SUPPORT WEAPONS
Light Machine Gun
DESCRIPTION
A LIGHT MACHINE GUN (LMG), TEND TO BE ANYTHING BUT LIGHT, AND ARE EXCELLENT WEAPONS FOR LAYING DOWNING WITHERING FIRE FOR
SUPPORTING YOUR TEAM MATES WHEN THEY RETREATING OR ADVANCING. THUS THEY ARE OFTEN CALLED SQUAD AUTOMATIC WEAPONS. LMG ARE
FED WITH AMMUNITION BELTS THAT CONTAIN 100 ROUNDS OF AMMUNITION THAT ARE THE SAME TYPE OF BULLETS USED BY ASSAULT RIFLES AND
CARBINES.
EXAMPLES M249, MG36, FN MINIMI
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
LMG ARE CAPABLE OF PROVIDING SUSTAINED
COVERING FIRE AND SPRAY FIRE CALLS.
GREAT FOR DEFENDING POSITIONS
GREAT FOR SUPPORTING FIRE FOR TEAM MATES
WHO ARE ATTACKING POSITIONS.
EXCELLENT AGAINST MULTIPLE TARGETS.
TEND TO BE CUMBERSOME AND HEAVY
SPARE AMMUNITION IS ALSO CUMBERSOME.
DUE TO THE LENGTH OF THESE WEAPONS THEY TEND
TO BE UNWIELDY IN CONFINED SPACES.
JAFFA IN RED, TRIPLE
JAFFA IN RED, COVERING FIRE
JAFFA IN RED, SPRAY FIRE
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
- 4
(USES 5 AMMO) 100
CANNOT DO SINGLE SHOTS
COVERING FIRE
SPRAY FIRE
Anti – Material Rifle
DESCRIPTION THESE LARGE WEAPONS ARE CONSIDERED THE BIG BOYS OF THE SNIPER RIFLE WORLD, FIRING LARGE CALIBRE ROUNDS THAT CAN BOTH DAMAGE
PEOPLE, VEHICLES, BUILDINGS ETC. WHEN UTILISED BY SOMEBODY WHO HAS TAKEN THE SNIPER TRAINING SKILL IT IS CAPABLE OF THE SNIPER SHOT
FEAT. THE MAIN DISADVANTAGE OF THESE WEAPONS, IS DUE TO THE RECOIL, THESE GUNS NEED TO BE STABILISED.
EXAMPLES BARRETT M82A2 AMR-2, WKW TOR
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
A POWERFUL WEAPON, GREAT FOR PICKING OFF
INDIVIDUAL OPPONENTS.
TEND TO BE CUMBERSOME AND HEAVY
NEEDS TO BE STABILISED
POOR IN CLOSE COMBAT
POOR AGAINST LARGE GROUPS OF TARGETS
DUE TO THE LENGTH OF THESE WEAPONS THEY TEND
TO BE UNWIELDY IN CONFINED SPACES.
JAFFA IN RED, FIVE KNOCKDOWN
JAFFA IN PINK, CRITICAL HIT, KNOCKDOWN
JAFFA IN CYAN, SNIPER SHOT, KNOCKDOWN
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
5 KD - 5 CAN USE SNIPER SHOT FEATS
STABILISED ONLY
Automatic Shotgun
DESCRIPTION THE BIG BOY OF SHOTGUNS, THESE WEAPONS ARE ANYTHING BUT SUBTLE. CAPABLE OF DEVASTATING CLOSE RANGE FIRE, THEY ARE EXCELLENT
CLOSE QUARTER COMBAT WEAPONS IF YOU ARE A TAKE NO PRISONERS TYPE OF PERSON. WHILST DEVASTATING THEY ARE INDISCRIMINATE AND ARE
BEST USED ON THE OFFENCE, OR DEFENCE IF NOBODY IS IN FRONT OF YOU
EXAMPLES USAS -12,AA12, PANCOR JACKHAMMER
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
EXCELLENT AGAINST ALIENS WHO WISH TO ENGAGE
IN HAND TO HAND COMBAT
EXCELLENT FOR ROOM CLEARANCE AGAINST
OPPONENTS WIELDING STAFF WEAPONS
EXCELLENT AGAINST MULTIPLE OPPONENTS
AMMO TENDS TO BE BULKY
NO COVERING FIRE OR CRITICAL HITS
AVAILABLE
JAFFA IN RED, TRIPLE
JAFFA IN PINK, TRIPLE KNOCKDOWN (IF WITHIN 20
FEET)
JAFFA IN RED, SPRAY FIRE
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
3 3 KD
(AUTO WITHIN 20 FEET) 10 SPRAY FIRE [NOTE THIS CALL ONLY USES 3 AMMO]
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 56 OF 64
Heavy Machine Gun
DESCRIPTION
HEAVY MACHINE GUNS (HMG) ARE MOUNTED SUPPORT WEAPONS THAT ARE OFTEN USED FOR PERIMETER DEFENCE FOR SEF OPERATIONS, THIS
CLASS OF WEAPONS ALSO INCLUDES GENERAL PURPOSE MACHINE GUNS. NORMALLY OPERATED WITH A TEAM OF TWO, IT IS RARE WHEN THIS
WEAPON IS USED FOR MISSIONS, DUE TO THE SIZE OF THE WEAPON, THE TIME IT TAKES TO SET UP AND THE WEIGHT OF AMMUNITION WHICH NORMALLY
COMES IN SMALL CRATES.
EXAMPLES M2HB, FN MAG, M60
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
HMG ARE CAPABLE OF PROVIDING SUSTAINED
COVERING FIRE ,SPRAY FIRE AND HEAVY
CALLS.
GREAT FOR DEFENDING POSITIONS
GREAT FOR SUPPORTING FIRE FOR TEAM MATES
WHO ARE ATTACKING POSITIONS.
EXCELLENT AGAINST MULTIPLE TARGETS.
HEAVY, THE AMMO IS HEAVY, YOU NORMALLY NEED
A TEAM OF AT LEAST TWO, TO CARRY AND DEPLOY
THEM.
SPARE AMMUNITION IS CUMBERSOME.
DUE TO THE SIZE OF THESE WEAPONS THEY TEND TO
BE UNWIELDY IN CONFINED SPACES.
JAFFA IN RED, FIVE
JAFFA IN RED, COVERING FIRE
JAFFA IN RED, SPRAY FIRE
JAFFA IN RED, HEAVY FIRE
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
- 5
(USES 5 AMMO) 100
CANNOT DO SINGLE SHOTS
MOUNTED ONLY
COVERING FIRE
SPRAY FIRE
HEAVY FIRE
Automatic Grenade Launcher
DESCRIPTION
THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE EITHER BELT OF MAGAZINE FELT, THEY ARE MOUNTED ONLY DUE TO THEIR WEIGHT AND SIZE.
CAPABLE OF PUTTING LOTS OF GRENADES INTO A FIRE FIGHT, THEY CAN BE DEVASTATING WEAPONS IN THE RIGHT HANDS. DUE TO THEIR WEIGHT, IT
WILL NORMALLY REQUIRE A TEAM OF TWO JUST TO MOVE THE AGL
AUTOMATIC GRENADE LAUNCHERS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO
SEE GRENADE SECTION)
NOTE – THE CLIP SIZE OF THIS WEAPON IS 20 ROUNDS
EXAMPLES MK19, AGS-17 AND THE HK GMG
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
EXCELLENT SUPPORT WEAPON
HEAVY, THE AMMO IS HEAVY, YOU NORMALLY NEED
A TEAM OF AT LEAST TWO, TO CARRY AND DEPLOY
THEM.
SPARE AMMUNITION IS CUMBERSOME.
DUE TO THE SIZE OF THESE WEAPONS THEY TEND TO
BE UNWIELDY IN CONFINED SPACES.
USELESS AT POINT BLANK RANGE
JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN
INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN
JAFFA IN GREEN, GLOBAL – SIX - STUN
INSIDE DOORWAY, GLOBAL – SIX - STUN
Multiple Shot Grenade Launcher
DESCRIPTION
THESE WEAPONS ARE THE GAP BETWEEN SINGLE SHOT GRENADE LAUNCHERS AND AUTOMATIC LAUNCHERS. GENERALLY STANDALONE WEAPONS,
THEY NORMALLY HAVE A LIMITED AMMUNITION CAPACITY. STILL THEY ARE MAN PORTABLE, AND CAPABLE OF PUTTING GRENADES WHEREVER YOU
WANT THEM
MULTIPLE SHOT LAUNCHERS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE
GRENADE SECTION)
NOTE – THE CLIP SIZE OF THIS WEAPON IS 6 ROUNDS
EXAMPLES MILKOR MGL AND THE XM25 CDTE
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
EXCELLENT TACTICAL WEAPON, FOR BUILDING
CLEARANCE OR SUPPORT
SPARE AMMUNITION IS CUMBERSOME.
USELESS AT POINT BLANK RANGE
JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN
INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN
JAFFA IN GREEN, GLOBAL – SIX - STUN
INSIDE DOORWAY, GLOBAL – SIX - STUN
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 57 OF 64
Flamethrower
DESCRIPTION
THESE WEAPONS HAVE NOT BEEN DEPLOYED YET BY THE SEF, NORMALLY REQUIRING BOTH A BACK MOUNTED FUEL TANK AND THE GUN. THE
FLAMETHROWER IS A POTENT WEAPON WITH GREAT PSYCHOLOGICAL IMPACT UPON UNPREPARED ENEMIES, INFLICTING A PARTICULARLY HORRIFIC
DEATH. WHEN USING A FLAMETHROWER PLEASE DO NOT USE ANY SORT OF FLAMMABLE DEVICE. THE WEAPON ITSELF IS QUITE SHORT RANGED, SO
YOU SHOULD ENDEAVOUR TO USE SOME SORT OF WATER GUN ATTACHED TO A BACK PACK IF POSSIBLE. ANYTHING HIT BY THE WATER IS AFFECTED
BY THE DAMAGE CALL.
FURTHER IC PERMISSION HAS TO BE GIVEN BEFORE YOU CAN DEPLOY THIS WEAPON.
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
EXCELLENT WEAPON FOR KILLING ANYTHING IN
YOUR WAY.
THE WEAPON IS VERY VISIBLE ON THE BATTLEFIELD
WHICH CAN CAUSE OPERATORS TO BECOME
IMMEDIATELY SINGLED OUT AS PROMINENT TARGETS
USELESS AT POINT BLANK RANGE
REDUCED FEAT USAGE WHILST CARRYING THIS
WEAPON.
IF IT BLOWS UP, IT CAN DAMAGE NOT ONLY THE
OPERATOR, BUT ANYONE NEARBY
6 INCAP
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
6 INCAP - -
IF THE PROPELLANT TANK IS RUPTURED, THE CHARACTER USING THE
WEAPON GOES IMMEDIATELY TO -4 AND IS AFFECTED BY AN
INCAPACITATE EFFECT. THIS DAMAGE CANNOT BE MITIGATED IN ANY
WAY BY FEATS. ALL CHARACTERS WITHIN 10 FEET TAKE 2 THROUGH.
THIS IS NOT A HEROIC WEAPON – AS SUCH WHILE YOU ARE CARRYING
A FLAMETHROWER, YOU CANNOT USE THE FEATS : A PERSONAL SENSE
OF PURPOSE, JAMMY/LUCKY BASTARD, DIE HARD OR WE HAVE A
JOB TO DO (OR ANY SPECIAL FEATS OR PERKS THAT DUPLICATE THESE
OR SIMILAR EFFECTS)
Rocket Launcher
DESCRIPTION THESE WEAPONS ARE SINGLE SHOT LAUNCHERS THAT ARE OFTEN DISPOSABLE, FIRING HIGH EXPLOSIVE ROCKETS. THESE WEAPONS CAUSE LARGE
AMOUNTS OF DAMAGE OVER A LARGE AREA, AND ARE OFTEN USED FOR MASS COMBAT, WHERE CIVILIAN CASUALTIES ARE NOT A CONCERN.
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
BIT DAMAGE, OVER A LARGE AREA
DISPOSABLE VERSIONS CAN EASILY BE CARRIED.
EASY TO CAUSE COLLATERAL DAMAGE
DUE TO THE AREA EFFECT SIZE HAS A VERY LARGE
MINIMUM SAFE DISTANCE
POINTLESS IN CLOSE QUARTERS
JAFFA IN RED, MASS 9 KNOCKDOWN
ANYONE IN THE BUILDING, MASS 9 KNOCKDOWN
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
MASS 9 KD - 1
Mortar
DESCRIPTION
AS OBSESSED AS THE SEF ARE WITH LOBBING GRENADES AT ALIENS, THIS WEAPON DOES NOT TEND TO GET A LOT OF USAGE. CAPABLE OF FIRING
GRENADES AT BOTH LINE OF SIGHT OR REMOTELY BY A RADIO WITH A SPOTTER WHO IS QUALIFIED IN NAVIGATION. THIS WEAPON CAN PROVIDE
FIRE SUPPORT IN LARGE SCALE OPERATIONS.
MORTARS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION)
NOTE – THIS WEAPON REQUIRES APPROVAL, LINE OF SIGHT (OR A SPOTTER WHO HAS THE NAVIGATION SKILL), AND IS MOUNTED ONLY
ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS
CAN FIRE GRENADES A LONG WAY.
MOUNTED ONLY
REQUIRES A TEAM OF TWO OR MORE.
POINTLESS IN CLOSE QUARTERS
WEAPON IS CUMBERSOME TO CARRY AND
REQUIRES TIME TO DEPLOY.
JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN
INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN
JAFFA IN GREEN, GLOBAL – SIX - STUN
INSIDE DOORWAY, GLOBAL – SIX - STUN
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 58 OF 64
ALIEN TECHNOLOGY
Staff Weapon (ranged)
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
3
GLOBAL 6 KD
(CAN BE DONE EVERY 30
SECONDS)
10
Staff Weapon (Melee)
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
3 KD - - SOMEONE UNTRAINED IN MELEE CAN USE THIS WEAPON TO DO “1”
DAMAGE ONLY AND CANNOT CRITICAL.
Staff Cannon
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
MASS 9 KD - 6
Zat’ni’katel
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
1 INCAP - 10 SHOOTING A PERSON WITH A ZAT, WHO IS INCAP’D BY A
ZAT BLAST TAKES THEM TO -5
Goa’uld Stun Grenade
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
GLOBAL 6
STUN - 1
Intar
DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES
* STUN - *
PISTOL / SMG ONLY – WHERE * IS DAMAGE AND AMMO OF THE
PISTOL / SMG
CANNOT BE USED IN REVOLVERS
CANNOT BE USED WITH COVERING FIRE (OR ANY OTHER SPECIAL
CALL) AND CANNOT CRITICAL
REQUIRES IC APPROVAL AND LIMITED SUPPLY.
WEAPONS JAMMING/BREAKING
THE RULES STATE THAT THERE SHOULD BE AT LEAST ONE SECOND BETWEEN CALLS – THIS IS FOR A VARIETY OF REASONS – NOT LEAST THAT IT TAKES THIS LONG TO
ACTUALLY MENTALLY ADD UP THE NUMBER OF HITS THAT YOU’VE TAKEN (BOTH CHARACTERS AND MONSTERS) AND IN A FIRE FIGHT, IT’S TO STOP IT TURNING INTO
“WHO CAN SHOUT NUMBERS THE FASTEST.”
WE UNDERSTAND THAT SOMETIMES IN THE HEAT OF COMBAT, THERE MAY BE A LITTLE EXCITEMENT AND ADRENALINE – BUT IN ORDER TO MAINTAIN GAME BALANCE, IF
THE REFEREE’S OR SYSTEM REFEREE’S SEE/HEAR PEOPLE DRUM PEOPLE USING CALLS WITHOUT THE ONE SECOND GAP THE RULES REQUIRE, THE REFEREE MAY CALL A
'WEAPON JAM' (OR ‘WEAPON BREAK’ IF THEY ARE USING A MELEE WEAPON) AT THE INDIVIDUAL
IF THIS CALL IS AIMED AT YOU THEN YOUR WEAPON HAS JAMMED (OR BROKEN IN CASE OF MELEE WEAPONS) – YOU CANNOT USE IT UNLESS YOU SPEND 1 MINUTE
UNJAMMING IT (OR IN THE CASE OF A MELEE WEAPON, IT NEEDS TO BE REPAIRED).
IF YOU BELIEVE THIS CALL WAS UNFAIRLY AIMED AT YOU – YOU SHOULD NOT COMPLAIN AT THE TIME, AND YOU SHOULD SPEAK TO A REFEREE OR SYSTEM REFEREE
AFTERWARD COMBAT HAS CONCLUDED.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 59 OF 64
Downtime
POST-EVENT
FOR YOUR FIRST FOUR EVENTS, YOU GAIN +1 MAXIMUM VITALITY. AFTER
THIS TIME YOU INSTEAD GAIN 1 ADVANCEMENT POINT.
ENSURE YOU HAND IN YOUR CHARACTER CARD TO THE PLOT
COORDINATOR, AT THE END OF THE EVENT, WHICH MUST HAVE CLEARLY
MARKED ON THE BACK OF IT, ANY FEATS YOU HAVE GAINED OR USED.
FOR EACH DOWNTIME PERIOD, YOUR DOWNTIME GOES ON THE
CHARACTER THAT YOU NAMED WHEN BOOKING THE EVENT (NOTE THE
CHARACTER YOU NAME WHEN BOOKING IS THE CHARACTER YOU MUST
INTEND TO PLAY AT THE EVENT) – AND THEY GET ALL THE PARTS OF THE
DOWNTIME : +MAXIMUM VITALITY OR + AP / TRAINING / RESEARCH
ETC… YOU CANNOT SPLIT YOUR DOWNTIME BETWEEN MULTIPLE
CHARACTERS.)
DOWNTIME RETURNS
AFTER AN EVENT FINISHES YOU MUST FILL IN A DOWNTIME FORM. THE DATES
FOR DOWNTIME CLOSURE AND THE DOWNTIME LINK WILL BE LISTED ON THE
FORUMS AND ON WWW.STARGATELRP.CO.UK . THIS FORM NEEDS TO BE
RETURNED TO THE PLOT CO-ORDINATOR, WHOSE EMAIL IS BOTH ON THE
FORM, AND ON THE WEBSITE.
DOWNTIME IS SPLIT INTO FOUR SECTIONS:
DEVELOPMENT
SKILL USAGE
RESEARCH
MISCELLANEOUS
YOU CAN ONLY UTILISE THE IMMEDIATE DOWNTIME AFTER THE LAST EVENT
YOU ATTENDED, YOU CANNOT "WITHHOLD" YOUR DOWNTIME UNTIL A LATER
DATE AND FILL IN MULTIPLE DOWNTIMES. YOU MUST COMPLETE THE
DOWNTIME IN THE SPECIFIED SLOT.
IF YOU HAVE GAINED A DOWNTIME THROUGH CREWING OR EVENT
ORGANISING, THEN YOU MUST ALSO COMPLETE A DOWNTIME - AND WHICH
"FEATS" YOU WISH TO TAKE AS PART OF YOUR CREWING BONUS.
Development
EACH DOWNTIME YOU GET THREE "DEVELOPMENT" SLOTS. IN THESE SLOTS
YOU CAN DO ONE OF THE FOLLOWING ITEMS:
TRAIN
YOU CAN SPEND ONE SLOT TOWARDS LEARNING A
PARTICULAR SKILL (SEE TRAINING TIMES). IF YOU
HAVE A TEACHER YOU CAN GAIN A MAXIMUM OF 1
MONTH OFF EACH SKILL'S TRAINING DURATION PER
DOWNTIME.
RANDOM ASSIGNMENT
YOU CAN SPEND ONE SLOT HAVING A DOWNTIME
ADVENTURE OFF WORLD; YOU WILL GAIN A
RANDOM FEAT OR TRAINING TOWARDS A SKILL, OR
A UNIQUE ABILITY, OR MAYBE
NOTHING….DEPENDING ON THE MISSION OR PIECES
OF INFORMATION. YOU WILL RECEIVE A FULL
DESCRIPTION OF THIS MISSION IN YOUR DOWNTIME
RETURN.
TEACH
YOU CAN SPEND ONE SLOT TEACHING SOMEONE A
SKILL. IF YOU ARE TEACHING A COMBAT SKILL YOU
GAIN A PERSONAL SENSE OF PURPOSE FEAT, ANY
OTHER SKILL GRANTS YOU A FLASH OF INSIGHT SKILL.
IMPROVE
YOU CAN SPEND ONE SLOT LEARNING MORE ABOUT
CERTAIN SKILLS (COMMUNICATIONS, AND
COMPUTING ETC.). YOU CAN DO THIS A MAXIMUM
OF ONCE PER DOWNTIME, AND GAIN +1 TO YOUR
CARD POOL FOR EACH MISSION. YOU CAN
INCREASE TO A MAXIMUM OF 9 CARDS IN YOUR
HAND AT ANY ONE TIME.
UPKEEP
YOU CAN SPEND SLOTS UP KEEPING CERTAIN SKILLS
(BODYBUILDER) - IF YOU DO NOT DO THIS AT LEAST
ONCE IN THE DOWNTIME, YOU LOSE THAT SKILL.
Background Skill Usage
EACH DOWNTIME YOU CAN CHOOSE TO USE YOUR BACKGROUND FEAT:
DREAMING SPIRES, INSIDER INFORMATION AND EXPERIMENTAL KIT IF YOU
WISH TO, AND YOU SHOULD INCLUDE INFORMATION OF HOW YOU INTEND
TO USE IT:
Research
YOU CAN SPEND YOUR DOWNTIME RESEARCHING ITEMS WHICH YOU HAVE
DISCOVERED AT PREVIOUS EVENTS. YOUR RESEARCH DIRECTLY INFLUENCES
ANY NEW TECHNOLOGIES THAT COME OUT OF THE STARGATE PROJECT.
THERE IS NO LIMIT TO THE AMOUNT OF RESEARCH YOU CAN ATTEMPT TO DO
DURING DOWNTIME - BUT YOU ONLY HAVE A SET AMOUNT OF TIME TO
COMPLETE IT IN. SO YOU CAN RESEARCH ONE ITEM IN YOUR DOWNTIME,
OR TEN ITEMS IN YOUR DOWNTIME - BUT IF YOU RESEARCH JUST ONE ITEM
YOU ARE MORE LIKELY TO GET A LOT OF USEFUL INFORMATION OUT OF IT
THAN SPLITTING YOUR TIME BETWEEN TEN ITEMS.
YOU ALWAYS RUN THE RISK OF THE EXPERIMENT GOING WRONG AND A
SIDE-EFFECT OR BAD THING HAPPENING... THESE THINGS HAPPEN IN THE
WORLD OF RESEARCH.
WHEN RESEARCHING AN ITEM - YOU NEED TO SAY WHAT IT IS THAT YOU ARE
RESEARCHING, WHAT SKILLS YOU ARE USING AND WHAT IT IS THAT YOU ARE
ATTEMPTING TO GET OUT OF IT - SO IF YOU'RE ATTEMPTING TO ANALYSE A
PIECE OF MOSS THAT WAS FOUND ON PLANET X, YOU NEED TO STATE THAT
YOU'RE ATTEMPTING TO ANALYSE "MOSS FROM PLANET X", USING
"ECOLOGY", AND "ATTEMPTING TO FIND A WAY TO TURN THE MOSS INTO A
NEW FOOD SOURCE THAT COULD FEED THE PLANET - ASSUMING WE CAN
GET RID OF ITS NASTY POISONOUS SIDE EFFECT."
SHOULD TWO PLAYERS JOIN UP TO JOINTLY WORK ON A PROJECT THEY
GAIN MORE BENEFIT THAN IF THEY RESEARCH IT THEMSELVES - BUT THEY BOTH
NEED TO STATE IN THE RESEARCH SECTION OF THE DOWNTIME THAT IT IS A
JOINT PROJECT, OTHERWISE IT'S ASSUMED TO BE SEPARATE WORKLOAD.
YOUR RESULTS WILL BE RETURNED TO YOU IN YOUR DOWNTIME RETURN.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 60 OF 64
OOC INFORMATION
CREDITS
ORIGINAL GAME CONCEPT: SYSTEM DESIGN AND RULES: © 2005, 2006
RULES - SAMANTHA GRIFFIN, TONY BOYD, MATT CHALLENOR, JOHN DAVID, MEL
DUFFY, TONY KEHOE
DESIGN – JOHN DAVID
CURRENT RULES: © 2012
RULES - JOHN DAVID, TONY KEHOE, JAMES WOOD
THANKS TO – MARK HOBSON, SCOTT CARMICHAEL, MARC WILLIAMS, MARK FORSTER,
DOMINIC TOGILL, DAVID DUNN
DESIGN – JOHN DAVID
ACKNOWLEDGEMENT
STARGATE SG-1 AND ITS CHARACTERS ARE THE PROPERTY OF STARGATE PRODUCTIONS,
SCI FI CHANNEL, SHOWTIME/VIACOM, MGM/UA, DOUBLE SECRET PRODUCTIONS,
AND GECKO PRODUCTIONS.
SAFETY
SAFETY IS OF THE UTMOST IMPORTANCE. IT IS IMPORTANT THAT REFEREES
AND PLAYERS CHECK THAT MELEE WEAPONS ARE IN A GOOD STATE OF
REPAIR AND NOT UNSAFE. SINCE EVEN A SAFE WEAPON MAY BE USED
DANGEROUSLY IT IS IMPORTANT THAT ALL BLOWS SHOULD BE PULLED (I.E.
THE FULL STRENGTH OF THE BLOW SHOULD NOT BE DELIVERED) IF A REFEREE
THINKS A WEAPON IS BEING USED IN A DANGEROUS FASHION. THE REFEREES
HAVE THE POWER TO BAN A WEAPON OR TO STOP COMBAT TO REMOVE
SOMEONE FROM PLAY.
EVERYONE TAKING PART IS RESPONSIBLE FOR THEIR OWN SAFETY AND FOR
ENSURING THAT THEY ACT IN A MANNER THAT DOES NOT ENDANGER THE
SAFETY OF OTHERS.
THIS IS A LIVE ACTION ROLE-PLAYING GAME, AND MELEE AND UNARMED
COMBAT CAN AND WILL TAKE PLACE. IF YOU ARE UNSURE OF HOW LARP
COMBAT WORKS SPEAK TO A REFEREE .
AT NO TIME MUST A PLAYER STRIKE, KICK, TRIP, CHOKE,
FORCIBLY RESTRAIN, THROW OR USE ANY MARTIAL ART
ON ANY ANOTHER PLAYER
ANYONE WHO BREAKS THIS RULE WILL BE ASKED TO LEAVE THE EVENT.
THE MAIN WEAPON PHYS REP FOR THE GAME IS THE BB GUN, OR OTHER
NON-LARP SAFE OBJECT. THESE COME IN MANY SHAPES, SIZES AND ARE
MADE FROM DIFFERENT MATERIALS (PLASTIC OR METAL). IT IS IMPORTANT
TO UNDERSTAND THAT AT NO TIME SHOULD BB’S BE BROUGHT ONTO SITE. IT
IS ALSO IMPORTANT THAT NO NON LARP SAFE WEAPON IS USED IN MELEE
COMBAT. BEFORE THE GAME STARTS, ALL WEAPONS MUST BE INSPECTED BY
A REFEREE.
MISSILE WEAPONS ARE PARTICULARLY DANGEROUS IF UNSAFE; THEREFORE IT
IS RECOMMENDED THAT YOU DO NOT USE ARROWS AND BOLTS UNLESS YOU
ARE SURE THAT THEY WERE MADE SAFELY. ARROWS SHOULD BE
CONSTRUCTED FROM BLUNTS IN SUCH A WAY THAT THE TIP WILL NOT COME
THROUGH THE FOAM HEAD DURING USE. THE ARROW HEAD SHOULD BE
LARGER THAN AN EYE SOCKET.
IF A PLAYER SUSTAINS A REAL INJURY, PLAY SHOULD CEASE IMMEDIATELY SO
THAT APPROPRIATE MEASURES MAY BE TAKEN – USE A CALL OF “MAN
DOWN”
HEAD HITS
FOR SAFETY REASONS, NO ONE SHOULD EVER AIM TO HIT SOMEONE ELSE
ON THE HEAD. IF THROUGH ILL FORTUNE SOMEONE RECEIVES AN IN-
CHARACTER HEAD HIT THEY SHOULD ROLE-PLAY IT, AFTER IT HAS BEEN
CONFIRMED THAT THE PLAYER IS UNINJURED.
GAME CALLS
TIME FREEZE
STOP WHERE YOU ARE, CLOSE YOUR EYES AND HUM QUIETLY UNTIL "TIME IN"
IS CALLED. DON'T CHAT OUT-OF-CHARACTER AND PAY NO ATTENTION TO
ANYTHING YOU HEAR DURING THIS TIME. THIS CALL IS USED TO ENABLE
REFEREES AND CREW TO SET UP EFFECTS, MOVE OBJECTS BRIEF INDIVIDUAL’S
ETC. AS FAR AS THE CHARACTERS ARE CONCERNED, THERE IS NO GAP IN
TIME.
TIME OUT
STOP ANY IN-CHARACTER ACTIONS, BUT REMEMBER WHERE YOU WERE AND
WHAT YOU WERE DOING, SO THAT YOU CAN PICK THE ACTION UP AGAIN
LATER WHEN "TIME IN" IS CALLED. THIS CALL WILL BE MADE TO STOP PLAY IN
THE CASE OF SUSPECTED GENUINE INJURY. BE AWARE THAT IMPORTANT
INSTRUCTIONS MAY BE ISSUED TO PLAYERS IN THIS TIME.
TIME IN
PICK UP THE ACTION FROM WHERE YOU STOPPED WHEN "TIME OUT" OR
"TIME FREEZE" WAS CALLED.
MAN DOWN
SOMEONE IS SERIOUSLY INJURED. THIS MUST NOT BE USED IN
CHARACTER
IC / OOC
WOUNDS RECEIVED IN-CHARACTER SHOULD BE ACKNOWLEDGED AND
REACTED TO: E.G. WRITHING IN AGONY AND/OR CRYING OUT IN PAIN.
IF A SITUATION HAS DEVELOPED WHICH HAS A STRONG ATMOSPHERE (E.G.
FEAR OF A MONSTER, TENSE ANTICIPATION OR OTHER FOCUSED ROLE-
PLAYING) DO NOT DELIBERATELY ATTEMPT TO BREAK THE MOOD.
STAY IN-CHARACTER BETWEEN ADVENTURE ENCOUNTERS UNLESS A "TIME-
OUT" HAS BEEN CALLED. THESE PERIODS OF TIME ARE EXCELLENT FOR
DEVELOPING IN-CHARACTER RELATIONSHIPS AND FINDING OUT MORE
ABOUT YOUR ENVIRONMENT AND COMPANIONS.
REMEMBER THAT SOME WOODLAND USED FOR ADVENTURING MAY HAVE
RULES REGARDING SMOKING. PLEASE BE DILIGENT AND ENSURE ANY
CIGARETTES ARE OUT TO AVOID FIRES.
PLEASE REMEMBER THAT THE PROPS USED DURING AN ADVENTURE ARE
SOMEBODY'S PROPERTY. WHILE SOME PROPS MAY BE MADE TO BE
DESTRUCTIBLE, ALWAYS CHECK WITH A REFEREE BEFORE TAKING ANY
ACTION THAT MAY CAUSE DAMAGE TO A PROP.
NEVER DROP LITTER DURING AN ADVENTURE, THIS INCLUDES
BIODEGRADABLE ITEMS SUCH AS FOOD.
AFTER AN EVENT, MAKE SURE YOU LEAVE THE LOCATION IN THE SAME, OR
BETTER, CONDITION THAN YOU FOUND IT. DO NOT LEAVE CRAP AROUND. IT
IS NOT THE JOB OF THE CREW TO CLEAN UP AFTER YOU.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 61 OF 64
IN CHARACTER (IC) DEFINITION
WHEN YOU ARE ROLEPLAYING A CHARACTER AND ACTIVELY
PARTICIPATING AS A PLAYER CHARACTER OR NONE PLAYER CHARACTER IN
AN IN CHARACTER AREA.
OUT OF CHARACTER (OOC)
DEFINITION
WHEN YOU ARE NOT ACTIVELY PARTICIPATING IN THE GAME AS A PLAYER
CHARACTER OR NONE PLAYER CHARACTER IN AN AREA OF THE GAME THAT
HAS BEEN DESIGNATED FOR IC ACTIVITIES.
ALL PLAYERS ARE ASSUMED TO BE IC AT ALL TIMES IN A IC CHARACTER
AREA.
GOING OUT OF OOC
IF AS A PLAYER YOU NEED TO GO OUT OOC FOR A MEDICAL REASON THEN
YOU NEED TO INFORM AN EVENT ORGANISER, OR MEMBER OF THE
COMMITTEE BEFORE YOU DO THIS, OR HAVE SOMEBODY PERFORM THIS FOR
YOU. YOU MUST REMOVE YOURSELF TO AN OOC OF AREA AND CANNOT
PARTICIPATE IN THE GAME UNTIL YOU ARE BOTH MEDICALLY ABLE AND HAVE
INFORMED A REFEREE THAT YOU WISH TO RE-JOIN THE GAME. YOU WILL
THEN BE ALLOWED TO RE-JOIN THE GAME BY EVENT ORGANISERS AT AN
APPROPRIATE POINT.
IF YOU NEED ASSISTANCE FROM ANOTHER PLAYER FOR MEDICAL REASONS
THAT PLAYER ALSO NEEDS TO INFORM AN EVENT ORGANISER OR MEMBER
OR THE COMMITTEE. WHEN YOU WISH TO RE-JOIN TO THE GAME YOU MUST
INFORM A REFEREE THAT YOU WISH TO RE-JOIN THE GAME. YOU WILL THEN
BE ALLOWED TO RE-JOIN THE GAME BY EVENT ORGANISERS AT AN
APPROPRIATE POINT.
IF AS A PLAYER YOU NEED TO GO OOC FOR A NONE MEDICAL REASON
THEN YOU NEED TO INFORM AN EVENT ORGANISER, WHO WILL ALLOW YOU
TO GO OOC AT AN APPROPRIATE POINT. FROM THIS POINT YOU ARE
UNABLE TO PARTICIPATE IN THE GAME AND SHOULD REMOVE YOURSELF
FROM IN GAME AREAS. YOU MAY RE-JOIN THE GAME AFTER YOU HAVE
INFORMED AN EVENT ORGANISER THAT YOU WISH TO RE-JOIN THE GAME.
YOU WILL BE THEN ALLOWED TO JOIN THE GAME BY EVENT ORGANISERS AT
AN APPROPRIATE POINT.
IF YOU ARE UNABLE TO ROLEPLAY CERTAIN ACTIVITIES BECAUSE OF MEDICAL
ISSUES YOU SHOULD INFORM THE EVENT ORGANISERS AT THE START OF THE
EVENT. FAILURE TO DO SO, MAY CAUSE YOU TO BE REMOVED FROM THE
GAME.
IF YOU DEVELOP OOC MEDICAL ISSUES DURING AN IC ACTION, YOU
SHOULD BE AWARE THAT YOUR CHARACTER MAY STILL SUFFER THE
CONSEQUENCES OF THIS ACTION, EVEN IF YOU ARE OOC, AND NOT
PHYSICALLY PRESENT. IT IS PREFERABLE THAT YOU REQUEST TO GO OOC
*BEFORE* YOU ATTEMPT A POTENTIALLY DANGEROUS IC ACTION IF YOU
FEEL THERE IS A CHANCE YOU MAY HAVE ISSUES BEFORE COMPLETING THE
ACTION
CHEATING
STEP 1 - INFORMAL WARNING
THE PLAYER(S) ARE INFORMED THAT THEY ARE INFRACTING THE RULES, AND
ARE GIVEN THE OPPORTUNITY TO GIVE ANY REASONABLE REASONS FOR
THEIR ACTIONS. IF THE REF DOES NOT BELIEVE THE EXCUSE IS REASONABLE
OR THEY ARE RECEIVING PORKY PIES FROM THE PLAYERS(S), THE REFEREE
WILL DO THE FOLLOWING.
GIVE AN INFORMAL WARNING, AND LEAVE THE MATTER
THERE.
GO STRAIGHT TO STEP 2, 3 OR 4. IF THE OFFENCE
WARRANTS IT.
APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER
TO UNDO THE CHEATING THAT HAS TAKEN PLAY.
APPLY AN IC PENALTY, DEDUCTION OF TEMPORARY
FEATS, VITALITY ETC.
THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT
THE FIRST OPPORTUNITY.
STEP 2 - FORMAL WARNING
THIS TAKES PLACE EITHER DUE TO GROSS CHEATING OR AFTER AN INFORMAL
WARNING HAS BEEN GIVEN. ONCE AGAIN THE REF INFORMS THE PLAYER
THAT AN INFRACTION IN PLAY HAS TAKEN PLACE, THE PLAYER THEN GETS
THEIR OPPORTUNITY TO GIVE ANY REASONS FOR THEIR ACTIONS. IF THE REF
DOES NOT BELIEVE THE EXCUSE IS REASONABLE OR THEY ARE RECEIVING
PORKY PIES FROM THE PLAYERS(S) THE REF WILL DO THE FOLLOWING :
GIVE THE PLAYER A FORMAL WARNING.
GO STRAIGHT TO STEP 3 OR 4, IF THE OFFENCE WARRANTS
IT.
APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER
TO UNDO THE CHEATING THAT HAS TAKEN PLAY.
APPLY AN IC PENALTY, DEDUCTION OF TEMPORARY
FEATS, VITALITY ETC.
THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT
THE FIRST OPPORTUNITY, IN ADDITION THE COMMITTEE IS NOTIFIED AFTER THE
EVENT.
STEP 3 – FINAL WARNING
IF A PLAYER HAS BEEN INVOLVED IN AN ACT OF GROSS CHEATING OR IF THIS
IS THE THIRD TIME THEY HAVE BEEN BROUGHT UP ON A RULES INFRACTION
DURING THE EVENT. ONCE AGAIN REF HAS A CHAT, IF THE PLAYER’S
REASONS FOR THEIR ACTIONS ARE NOT REASONABLE. THE REF WILL DO THE
FOLLOWING.
GIVE THE PLAYER A FINAL WARNING AND WARN THEM
THAT ANY MORE INCIDENCES WILL RESULT THEM IN HAVING
THEIR CHARACTER REMOVED FROM PLAY.
GO STRAIGHT TO STEP 4, IF THE OFFENCE WARRANTS IT.
APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER
TO UNDO THE CHEATING THAT HAS TAKEN PLAY.
APPLY AN IC PENALTY, DEDUCTION OF TEMPORARY
FEATS, VITALITY ETC.
THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT
THE FIRST OPPORTUNITY, IN ADDITION THE COMMITTEE IS NOTIFIED
IMMEDIATELY.
STEP 4 –EXCLUSION FROM PLAYING
THE PLAYER’S CHARACTER IS REMOVED QUICKLY AND QUIETLY FROM PLAY,
THE PLAYER’S FATE IS HANDED OVER TO THE COMMITTEE. THEY DON’T GET
TO PLAY AGAIN DURING THE EVENT, BUT CAN HELP CREW IF ALLOWED.
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 62 OF 64
PUBLIC LOCATIONS
ALTHOUGH MANY OF THE SITES WE USE ARE CLOSED (I.E. NOT USUALLY
OPEN TO THE PUBLIC) IF A MEMBER OF THE PUBLIC IS ENCOUNTERED DURING
A MISSION, TREAT THEM WITH COURTESY. IF THEIR PATH TAKES THEM
THROUGH AN ENCOUNTER, STOP THE ACTION WITH A "TIME OUT" TO ALLOW
THEM TO PASS. YOU WILL NOT BE PENALISED FOR DROPPING OUT OF
CHARACTER TO TALK WITH THE PUBLIC.
BE AWARE THAT THE WEAPONRY CARRIED MAY CAUSE ALARM TO THE
PUBLIC, ESPECIALLY WITH THE CURRENT TERROR ALERT. THE LOCAL POLICE
WILL HAVE BEEN INFORMED OF THE TYPE OF GAME THAT IS BEING RUN AND
MAY DROP IN. A ‘TIME OUT’ WILL BE CALLED UNTIL THEY LEAVE.
RESPECT PRIVATE BOUNDARIES. NEVER STRAY INTO AN AREA WHERE YOU
ARE NOT PERMITTED TO GO AND NEVER ENGAGE IN ANY ACTIVITY THAT IS
LIKELY TO DAMAGE THE ADVENTURE SITE (E.G. CLIMBING OVER STONE
WALLS OR DAMAGING TREES).
CONSISTENCY
PLAYERS MUST OBEY ALL RULES OF THE GAME AND ALSO RESPECT THE
AUTHORITY OF THE REFEREES, OBEYING THEIR INSTRUCTIONS PROMPTLY AND
WITHOUT ARGUMENT. THERE MAY BE MORE TO THE SITUATION THAN YOU
ARE AWARE OF.
NEVER ARGUE WITH A REFEREE OR CREW MEMBER ABOUT AN ASPECT OF THE
RULES DURING THE GAME, SAVE ANY GRIEVANCE UNTIL AFTER THE MISSION OR
TAKE IT UP WITH THE ORGANISER AWAY FROM THE ACTION.
UNSAFE PLAY FOR CREW OR PLAYERS
PLAY THAT :
COULD ACTUALLY CAUSE PHYSICAL HARM TO A PLAYER.
PULLING OUT YOUR MARTIAL ARTS MOVES ON THE CREW
FOR INSTANCE…
CONTAINS OOC REMARKS THAT ARE EITHER INSULTING
OR UPSETTING TO EITHER PLAYERS OR CREW.
CONTAINS IC REMARKS THAT ARE DELIBERATELY INTENDED
TO CAUSE OOC UPSET.
WILL GO THROUGH THE INFORMAL, FORMAL THEN EXCLUSION STAGES
ABOVE.
THERE IS NO SET PROCEDURE HERE. MOST SHOULD BE COVERED BY AN
INFORMAL WARNING. ANY FORMAL WARNING IS BEING DRAGGED
STRAIGHT TO THE COMMITTEE.
SYSTEM REFEREES
SYSTEM REFEREES ARE STILL ABLE TO MONITOR CHEATING, RULES ABUSES,
CALL WEAPON JAMS ETC. WHILE PLAYING THEIR CHARACTERS, AND WILL
STEP IN WHERE NECESSARY
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 63 OF 64
Guide to Card Based Skills
THIS GUIDE SETS OUT HOW THE RUNNING OF CARD BASED PROBLEMS IS TO
BE DONE IN ORDER TO FIT IN WITH THE RULES AS WRITTEN BY THE SYSTEM
REFS. THE INTENTION IS TO MAXIMISE THE ENJOYMENT AND FURTHER THE
STORY OF THE GAME BEING RUN. THE MOST IMPORTANT POINT IS THAT THIS
WHOLE SYSTEM IS DESIGNED AROUND YOU KNOWING AHEAD OF TIME
WHAT CARDS YOU ARE GOING TO USE. NOT MAKING IT UP ON THE SPOT
WHEN THE PLAYERS ASK.
WHY HAVE CARD PROBLEMS?
THEY ARE DESIGNED TO HELP PLAYERS WHO ARE NOT OOC AS
KNOWLEDGEABLE IN THEIR AREA AS THEIR CHARACTERS BUT ALSO ALLOW
REFS NOT TO BE BULLIED BY PLAYERS WHO KNOW MORE THAN THEM.
HOWEVER THEY WORK BEST AS PART OF THE STORY.
HOW MANY CARDS ARE
APPROPRIATE?
A SIMPLE GUIDE IS SHOWN BELOW. HUMAN BASED IS STANDARD MODERN
DAY TECHNOLOGY AVAILABLE TO MOST COMPANIES OR GOVERNMENT
DEPARTMENTS. JUST BEYOND HUMAN IS BOTH ALIEN TECHNOLOGY SUCH AS
GOA’ULD OR OTHER ALIEN CULTURES AND ALSO HUMAN TECHNOLOGY
THAT IS CUTTING EDGE SUCH AS WHAT IS AVAILABLE TO THE SEF. FAR
BEYOND HUMAN IS ANALOGOUS TO ANCIENT OR KEB BASED TECHNOLOGY
OR THAT IS SO FOREIGN TO EARTH THINKING THAT IT’S HARD TO
COMPREHEND.
REMEMBER AS WELL THAT YOU CAN COMBINE PROBLEM CARDS TYPES. SO
SOMETHING COULD HAVE 4 HACKING CARDS WITH 3 ELECTRICAL
ENGINEERING AND 2 COMMUNICATIONS CARDS TO GET TO A SINGLE END
POINT.
THIS SHOULD LEAD TO TWO STARTING CHARACTERS WORKING TOGETHER
BEING ABLE TO SOLVE MOST HUMAN AND JUST BEYOND HUMAN PROBLEMS.
WHICH GIVEN THE PCS ARE MEANT TO BE SOME OF THE BEST IN THEIR FIELDS
IS INTENTIONAL.
WHICH CARDS SHOULD BE USED?
THE EASY ANSWER IS WHICH EVER ONES MAKE SENSE AS PART OF THE STORY.
WORK OUT AHEAD OF TIME WHAT IS IT THE PLAYERS ARE TRYING TO ACHIEVE
AND WHICH PROBLEM CARDS WORK TOGETHER GIVEN THE SITUATION.
FOR EXAMPLE IF THE PLAYER IS TRYING TO OPEN A HIGH SECURITY VAULT THE
FOLLOWING CARDS WOULD HELP TELL THE STORY OF WHAT IS NEEDED TO
DO SO.
NUMERIC KEYPAD (ONCE SOLVED THIS POWERS UP THE RETINAL
SCANNER)
RETINAL SCAN NEEDED (THEREBY REVEALING THE LOCK)
COMPLICATED LOCK
ONE TUMBLER TOO MANY (THE LOCK WAS MORE COMPLICATED
THAT EXPECTED)
AS MENTIONED EARLIER THE NUMBER OF PROBLEM CARDS SETS THE
DIFFICULTY AND THE SOLUTION CARDS ARE DESIGNED WITH PROBABILITIES
OF SUCCESS IN MIND. ONE ASSUMPTION IN THIS IS THAT PROBLEMS ARE
NOT REUSED. REUSING OF PROBLEM CARDS MAY MAKE A PROBLEM
IMPOSSIBLE TO SOLVE IF DONE MORE THAN ONCE, E.G. THERE ARE ONLY
TWO CARDS CAPABLE OF DEFEATING 7 SECONDS LEFT AS AN EXPLOSIVES
PROBLEM. PUTTING IT IN TWICE WILL PROBABLY LEAD TO A FAILURE THREE IS
ALMOST CERTAIN FAILURE AS THE CARDS HAVE OTHER USES TOO.
WHEN SHOULD THE CARDS BE LAID
OUT?
BEFORE THE PROBLEM IS STARTED. THIS IS BECAUSE THE PRACTICED… FEATS
REQUIRE A PLAYER TO USE THE FEAT BEFORE STARTING THE PROBLEM. AS
SUCH PLAYERS NEED TO KNOW THE DIFFICULTY OF THE PROBLEM TO MAKE
AN INFORMED DECISION. ADDITIONALLY IF THE PROBLEM IS MADE UP OF
MULTIPLE SKILLS THEY SHOULD BE INFORMED OF THIS TOO.
HOW MANY CAN WORK ON A
PROBLEM?
EACH SKILL WITHIN A PROBLEM CAN HAVE UP TO TWO PEOPLE WORKING
ON THAT DISCIPLINE. IF A PROBLEM INVOLVES MULTIPLE DISCIPLINES THEN
EACH DISCIPLINE CAN HAVE UP TO TWO PEOPLE. SO A 3
COMMUNICATIONS 2 HACKING PROBLEM COULD HAVE UP TO 4 PEOPLE.
IF GIVEN THE NATURE OF THE PROBLEM THERE IS INSUFFICIENT SPACE FOR
PEOPLE TO PHYSICALLY GET TO THE PROBLEM THEN THIS NUMBER MAY BE
REDUCED.
NO OF
CARDS HUMAN BASED
JUST BEYOND
HUMAN
FAR BEYOND
HUMAN
1 SIMPLISTIC
2 AVERAGE SIMPLISTIC
3 HARD AVERAGE SIMPLISTIC
4 EXTREME HARD AVERAGE
5 EXTREME HARD
6 EXTREME
VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 64 OF 64
WHO COUNTS AS WORKING ON A
PROBLEM?
ANYONE WHO HAS PLAYED A SOLUTION CARD OR HAS USED A
PRACTICED… FEAT COUNTS AS WORKING ON THE PROBLEM. THE ONE
EXCEPTION TO THIS IS A PERSON USING THE TECHNICAL MENTOR PERK. THIS
PERSON IS ABLE TO SOLVE A SINGLE PROBLEM WITHOUT COUNTING AS ONE
OF THE TWO PEOPLE WORKING ON IT. THIS ONLY WORKS IF THERE ARE
ALREADY TWO PEOPLE WORKING ON A PROBLEM, IF THERE IS ONLY ONE
PERSON CURRENTLY THEN THE MENTOR BECOMES A FULL PARTICIPANT.
HOW MANY PROBLEMS CAN ONE
PERSON WORK ON?
PROVIDED THEY ARE WORKING IN SERIES A PERSON CAN WORK ON MORE
THAN ONE PROBLEM HOWEVER THEY WOULD HAVE TO SWITCH AND
CHANGE BETWEEN PROBLEMS. THE USE OF ANY OF THE …AMBIDEXTERITY
FEATS ALLOWS THEM TO WORK ON TWO PROBLEMS IN PARALLEL ONE WITH
EACH HAND.
WHAT IF THEY PLAY MULTIPLE
CARDS?
EACH SOLUTION CARD HAS A TIME ON IT. IF THEY PLAYER WISHES TO SOLVE
IT QUICKER THEN THEY MAY USE ADDITIONAL CARDS. IF THE CARDS PLAYED
HAVE THE SAME AMOUNT OF TIME THE TIME REQUIRED IS REDUCED BY 50%.
IF THE TIME ON THE ADDITIONAL CARD IS LONGER THEN IT REDUCES THE TIME
FOR THE FIRST CARD BY 25%. IF THE ADDITIONAL CARD PLAYED HAS A
SHORTED TIME THEN THIS BECOMES THE PRIMARY CARD AND IS REDUCED BY
25% AS THE FIRST CARD IS SLOWER. ANY FURTHER CARDS HAVE SIMILAR
EFFECTS BUT WORK ON THE NEW TIME AS A BASIS SUCH THAT YOU CAN
NEVER REDUCE THE TIME TO ZERO. TIME IS COUNTED FROM WHEN THE
CARD IS PLAYED. THE ONUS IN THIS SITUATION IS FOR THE PLAYERS TO DO
THE MATHEMATICS THE REF HAS ENOUGH TO DO.
E.G. A MECHANICAL ENGINEERING CARD OF “FUBAR” NEEDS TO BE
SOLVED. THE INITIAL CARD PLAYED IS “JACK OF ALL TRADES” WITH A
SOLUTION TIME OF 600 SECONDS. THE SECOND PERSON ON THE PROBLEM
PLAYS “PORTABLE GENERATOR” WITH A SOLUTION TIME OF 120 SECONDS,
SO NOW THE TIME TO SOLVE THIS HAS REDUCED FROM 600 SECONDS TO 90
SECONDS (25% OF 120 IS 30). NOW IF A TECHNICAL MENTOR THEN CAME
ALONG AND ALSO PLAYED A “GOOD LUCK” CARD WITH A SOLUTION TIME
OF 30 SECONDS THE TIME WOULD REDUCE TO 17 SECONDS (25% OF 30 IS
7 FOR 23 SECONDS. 25% OF 23 IS 6 FOR 17 SECONDS TOTAL). OF
COURSE IF THE TEAM WERE LESS THAN 20 SECONDS TO COMPLETION THERE
WOULD BE LITTLE POINT THE MENTOR HELPING