The default technology available in the setting is assumed to that of be our modern day - what we call the Information Age tech level in these rules. The previous tech level was the Industrial Age (covering our real world history from the mid-nineteenth century to the latter half of the twentieth century). After the Information Age comes the Fusion Age tech level with the perfection of reliable, cheap fusion energy.
In high concept games, earlier ages may come into play if you are travelling beyond the familiar worlds - by space travel, interdimensionally, or otherwise.
Equipment listed here is by default of normal quality, but some equipment is better or worse than normal.
|Broken||≤½ normal||minor penalty||≤¼|
|Good||normal||-||+50 or 2x|
|Superior||≥1½ normal||-||+100 or 3x|
|Masterwork||≥1½ normal||minor bonus||+250 or 4x|
When we talk about cash in the game, we mean two things. “Cash” is used to describe coins and notes and debit cards and the like - i.e. any ready money directly transferred between people and businesses - but it is also the name of the currency of the default game setting.
One Cash is equal to about an hour of work at a standard minimum wage: enough to buy a fast food meal, a cheap shirt, a few litres of fuel, and so on. A cheap hotel room might cost 5 cash, a decent room more like 10 to 20 cash.
You can use your own national minimum wage rates to work out the Cash cost of items not listed in this section.
This abstract currency works because it is more standardised that actual currency exchange rates - hourly rates tend to more readily equate to buying power of real goods than of other currencies - and because it isn't affected by inflation of prices over time (as long as your minimum wage laws keep up with inflation)!
You can of course substitute any name you feel is more applicable to your setting - pounds, shillings, lira, yen, etc.
Credit is the ability to spend money that is loaned to you, or to realise assets that you hold (such as share or real estate), or to arrange credit agreements, and so on. We treat it as a skill to reflect that different character manage money better or worse than each other, and thus have different levels of access to credit regardless of their actual Cash total.
Real credit and money management is complex and not particularly exciting in a role-playing game, so we use this system to simulate the real world without getting too stuck on details.
Your Credit skill level dictates the minimum amount of credit you will be given, and your skill check gives the maximum. Anything below either of those amounts may be purchased, but may impose a penalty to your skill (because you must service the debt).
Armour protective effects are determined by material and coverage, while their encumbrance is determined mainly by mass and coverage.
In the game, we model the way armour protects in one or more ways - by making you harder to hit (armour bonus), or by reducing damage against certain attack types (damage reduction).
We model how heavy armour is by applying a penalty to certain actions, and maybe even a penalty to Vitality!
Your armour bonus applies to your Defence instead of the Heroic defence bonus from your Base Combat Bonus. For example, if your armour bonus is +2, and your Base Combat Bonus is +1, then you add +2 to your Defence rolls instead of +1. When your Base Combat Bonus rises to +2, you add +2 (as the armour bonus and heroic bonus are equal) - but when your Base Combat Bonus rises to +3, you add that to your defence instead of the +2 from your armour.
Your armour bonus also applies as a bonus to your Knock-out saves when you take a Wound.
Damage reduction halves the Wound Point damage you take from particular damage types. The damage types you are protected against are either listed as “versus” (where there are only a few to list - shortened to “vs.”), or “except” (when you are protected against most damage except certain types - shortened to “ex.”). Ordinary armour usually protects vs. a few types of damage - ballistic, piercing, or whatever.
Damage reduction has no effect on energy damage, such as fire, electricity, or similar.
Damage reduction does not reduce Vitality Point damage.
|Armour name||Type||Armour bonus||Damage reduction||Armour penalty||Vitality Penalty||Cost||Tech level|
|Reinforced leather||Light||+2||vs. bludgeoning & slash||-2||-||100||Industrial|
|Chain shirt / Knife vest||Light||+1||vs. slash||-2||-||150||Middle|
|Hard leather||Medium||+2||vs. slash & pierce||-4||-1||50||Iron|
|Assault gear||Medium||+2||vs. shock & slash||-4||-1||150||Information|
|Riot gear||Medium||+2||vs. bludgeon, slash & pierce||-4||-1||150||Information|
|Chain mail||Medium||+2||vs. shock, slash & pierce||-4||-1||150||Iron|
|Halfplate||Heavy||+4||vs. slash & pierce||-8||-2||250||Iron|
|Full plate||Heavy||+4||vs. shock, slash & pierce||-4||-2||500||Middle|
|Bomb disposal suit||Heavy||+2||ex. bludgeon||-8||-4||500||Industrial|
Armour penalty: This penalty is applied to Athletics checks when swimming. If you are wearing armour you are not proficient in, your lack of training and personal conditioning with the armour means that this penalty also applies to your attack rolls and all Strength and Dexterity skill checks while wearing the armour.
“Impossible” armour cannot be used without proficiency, and causes the wearer to sink uncontrollably when swimming.
Vitality penalty: Once you have been wearing this armour type for 1 hour or more, this penalty applies to your maximum Vitality Points for each dice of vitality points you gain from heroic class levels. For example, a 1st level Warrior wearing Chain mail looses 1 VP, and a 4th level warrior wearing Chain mail looses 4 VP. The penalty is the same proportion of your total VP, no matter what level you are. (The Armour Mastery feat reduces this penalty.)
Weapons are categorised as simple (requiring very little or no training, easy to understand), martial (requiring training and practice to use properly, but commonly used by professionals), or exotic (unusual weapons that require specialist knowledge and techniques to use).
You may use a weapon that you are not proficient with, but you take a minor penalty to hit and damage. The GM may impose greater penalties if a weapon is particularly strange or otherwise outside your character's experience.
Weapons are further classed as melee or ranged. Some weapons can be used as either, such as a knife.
Different weapons deal different types of damage: for example, a club bludgeons, while a knife slashes, and a blaster shocks. Where more than one weapon damage is listed it may deal both damage types at once (e.g.: a spiked club - Bludgeon & Pierce) or you may choose the damage type by the way you use the weapon (e.g.: a knife - Pierce / Slash). Some weapons have more than one entry on the table because they are used in radically different ways - a long blaster with mounted bayonet, for example.
Lastly, weapons may have special properties that affect their use, such as a weapon being light, or grant extra functions, such a reach. Special terms are explained below.
|Knife||1d4||Pierce / Slash||-||19-20||9||Iron||Light|
|Throwing knife||1d4||Pierce / Slash||10/20/60||19-20||11||Iron||Light|
|Club||1d4||Bludgeon||-||20||Jacket||Free / Improvised||All||-|
|Spiked club||1d6||Bludgeon + Pierce||-||20||-||10||Iron||-|
|Staff||1d6||Bludgeon||-||20||-||Free / Improvised||All||Two-handed|
|Automatic bolt thrower||1d8||Pierce||50/100/300||20||-||27||Industrial||Ammunition|
|Grenade||(various)||(various)||10/20/60||-||(various)||Iron / Industrial||-|
|Martial / Professional Weapons|
Stun baton Short sword Long sword Rapier Two-handed sword Pole arm Longbow Blaster carbine Blast grenade Heavy crossbow
Exotic / Specialist Weapons Chain knife Shock sword Railgun
WIP - Balancing Weapons
Base weapon is simple, 1-handed, single damage type, critical 20, melee: 1d6, cost 5
- WIP -