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  • Cash and Credit
    • Credit skill multiplies cash purchasing power - legit items only
  • Weapons
    • Small, medium, large categories
    • Ranged add DEX to hit & damage
      • Full auto = cone or line, x2 damage, REF 1/2 (DC 15+BAB); or targeted +2 to hit + 2x dmg, REF negates
    • Melee add STR to hit & damage (or Finesse, add DEX)
    • Attack rate = max attacks per round
      • Extra attacks at -5
  • Armour
    • Reduces WP damage, bonus to Knock-out save
  • Kit

Tech Levels

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.

  • Industrial Age
    • dominated by mechanical innovations: automation in manufacturing & agriculture, steam and oil power; increased city dwelling (and decline of rural life); mass transport such as trains: reliable mechanised small arms (revolving pistols, self-loading firearms)
  • Information Age
    • widely available computing and telecoms; internet & world wide web; automation of data-handling; electronic gadgetry encroaching into previously mechanical technologies (smart weapons, engine management computers in cars, etc)
  • Fusion Age
    • FIXME placeholder

In high concept games, earlier ages may come into play if you are travelling beyond the familiar worlds - by space travel, interdimensionally, or otherwise.

  • Stone Age
  • Bronze and Iron Age
  • Middle Ages
  • Age of Reason

Quality levels

Equipment listed here is by default of normal quality, but some equipment is better or worse than normal.

  • Ruined - the equipment is useless and does not function, but may be repaired. It has 0 WP. It is worth 1/10 normal cost or less.
  • Broken - the equipment is seriously damaged and functions poorly (a minor penalty to all tasks using the equipment). It grants no bonus (if would normally do so). It has ½ of normal WP or less. It is worth ¼ normal cost or less.
  • Poor - the equipment is of poor workmanship, or is somewhat damaged. It has ¾ of normal WP or less. It is worth ½ normal cost.
  • Normal
  • Good - the equipment is well-made and pleasing. It is worth an additional 50 cash, or double normal cost, whichever is higher.
  • Superior - the equipment is well-made and robust. It has 1½ of normal WP or more, and is worth an additional 100 cash, or triple normal cost, whichever is higher.
  • Masterwork - as well as the qualities of Superior equipment, Masterwork equipment grants a minor bonus to one action associated with the equipment (such as attack, defence, critical hit range, armour check penalty, associated skill checks, and so on). It is worth an extra 250 cash, or four times the normal cost, whichever is higher.
Broken≤½ normalminor penalty≤¼
Poor≤¾ normal-≤½
Goodnormal-+50 or 2x
Superior≥1½ normal-+100 or 3x
Masterwork≥1½ normalminor bonus+250 or 4x

Cash and Credit


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).

  • Credit skill x 10 = minimum credit available
    • Take a Minor penalty to all Credit checks
    • Minor penalty is removed once your Cash increases by the same number as your Credit skill
  • Credit skill check
    • Average = Current Cash level x 10
    • Hard = Cash x 50
    • Heroic = Cash x 100
    • Epic = Cash x 1000
      • Take a Minor penalty to all Credit checks if target Credit is in the band of your success
      • Take an Extreme penalty if the target Credit is in the band above
      • A Minor penalty is removed once your Cash increases by the same number as your Credit skill

FIXME placeholder


Armour protective effects are determined by material and coverage, while their encumbrance is determined mainly by mass and coverage.

  • Soft, flexible armour (like an uncover ballistic vest, or motorcycle leathers) is usually light, but offers minimal protection.
  • Hard, flexible armour (like chain mail, or an anti-stab vest) is usually medium, but protects better.
  • Hard, rigid armour (like riot gear, or historical plate armour) is usually heavy, but offers the best protection.

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!

Armour bonus

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

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 table

Armour nameTypeArmour bonusDamage reductionArmour penaltyVitality PenaltyCostTech level
Padded armourLight+1--2-10All
Light leatherLight+2--2-25All
Undercover vestLight+2---50Industrial
Reinforced leatherLight+2vs. bludgeoning & slash-2-100Industrial
Chain shirt / Knife vestLight+1vs. slash-2-150Middle
BrigandineMedium+2vs. slash-4-150Iron
Hard leatherMedium+2vs. slash & pierce-4-150Iron
Assault gearMedium+2vs. shock & slash-4-1150Information
Riot gearMedium+2vs. bludgeon, slash & pierce-4-1150Information
Chain mailMedium+2vs. shock, slash & pierce-4-1150Iron
HalfplateHeavy+4vs. slash & pierce-8-2250Iron
Full plateHeavy+4vs. shock, slash & pierce-4-2500Middle
Bomb disposal suitHeavy+2ex. bludgeon-8-4500Industrial
Exo suitHeavy+4allimpossible-42000Fusion

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.

WeaponDamageTypeRangeCriticalConcealCostTech levelSpecial
Simple weapons
Knife1d4Pierce / Slash-19-20Pocket9IronLight
Throwing knife1d4Pierce / Slash10/20/6019-20Pocket11IronLight
Club1d4Bludgeon-20JacketFree / ImprovisedAll-
Heavy mace1d8Bludgeon-20-5AllTwo-handed
Spiked club1d6Bludgeon + Pierce-20-10Iron-
Staff1d6Bludgeon-20-Free / ImprovisedAllTwo-handed
Bolt thrower1d8Pierce50/100/30020Jacket14Industrial-
Automatic bolt thrower1d8Pierce50/100/30020-27IndustrialAmmunition
Blaster pistol2d6Shock50/100/30019-20Jacket35IndustrialAmmunition
Long blaster3d6Shock100/200/60019-20-36Industrial-
Grenade(various)(various)10/20/60-Pocket(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

FIXME WIP - Balancing Weapons FIXME

Base weapon is simple, 1-handed, single damage type, critical 20, melee: 1d6, cost 5

  • Adding basic qualities increases cost by 2 per quality
    • light, alternate damage type, increase 1 die step, thrown range
    • Reducing qualities negates an increase, or reduces cost by similar amount (two-handed weapons, reduced damage die, ranged only, etc)
    • Martial / Professional weapons (i.e. requiring training to use properly) count as having a reduced quality, Exotic / Specialist weapons count as two reduced qualities
    • Apply all these modifiers before applying cost modifiers for special (see below)
  • Adding special qualities increase cost by 100%
    • Longer than thrown range, extra damage type (i.e. deal BOTH), increase critical, special ability (trip, reach, disarm, etc)


m_equipment.txt · Last modified: 2017/01/13 16:48 by altair