Weaverdice d20

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Weaverdice d20

Glossary Wiki PRT Handbook Faction Actions

Character Sheet Perks/Flaws Cauldron Vials Advanced Rules

This was inspired by both Zanorin’s Skitterdice and Wildbow’s Weaverdice

Table of Contents

Gameplay Mechanics
The Basics
Criticals and Critical Failures
Stats
Stat Modifiers
Stat Caps
Zeroed Stats
Superstats
Superbrawn
Superathletics
Superdexterity
Superwits
Superknowledge
Superguts
Superstats and stat penalties
Combat Rules
Actions
Attacks of Opportunity
Armor
Armor Piercing
Protection
Carrying Capacity
Climbing and Falling
Coup de Grâce
Cover
Critical Hits and Fumbles
Direction of Facing
Dodging and Blocking
Fall Damage
Grappling
Grenades
Containment foam grenades
Guns and Shards
Hitting someone with a car
Initiative
Interposing attacks
Jumping
Knockback and Forced Movement
Movement speed
Multi-attacking and Dual-Wielding
Prepared Actions
Progression
Shardrep
Stats and Skills
Life Perks
Range Increments
Shell
Sneaking
Status Effects
Targeted Attacks
Tripping and Knocked Down
Vehicle Rules
Wounds, Consciousness, and Death
Healing from wounds
Consciousness and Death
Tinker rules
Base cost of building and researching items
Modifiers on researching items
Skills
Skills
Power Use
Melee attacking skills
Brawl (Brawn)
Blitz (Athletics or Brawn)
Critical (Dexterity)
Finesse (Dexterity)
Martial Arts (Brawn/Dexterity)
Strongarm (Brawn)
Ranged skills
Aim (Dexterity)
Barrage (Dexterity)
Bullseye (Dexterity)
Gunfight (Dexterity)
Defensive skills
Evade (Athletics)
Guard (Brawn)
Parry (Attacking Stat)
Withstand (Guts)
Miscellaneous skills
Acrobatics (Athletics)
Awareness (Wits)
Computers (Knowledge)
Crafting (Knowledge)
Driving (Wits)
Medical (Knowledge)
Reflexes (Wits)
Sneak (Dexterity)
Street Smarts (Knowledge)
Tactics (Wits)
Thievery (Dexterity)
Willpower (Wits/Guts)
Social skills
Charm (Social)
Command (Social)
Deception (Social)
Scrutinize (Wits/Social)
Threaten (Social)
Equipment Rules
Costume Rules
Weapon Rules
Melee Weapons
Fist Weapons
Spears
Edged Weapons
Bludgeoning Weapons
Shields
Ranged Weapons
Firing Rate
Aim-using weapons - [Can use Gunfight and Bullseye]
Barrage-using weapons - [Can use Gunfight and Bullseye]
Grenades
Wound Effects
Lesser Cuts
Moderate Cuts
Critical Cuts
Lesser Bashes
Moderate Bashes
Critical Bashes
Lesser Pierces
Moderate Pierces
Critical Pierces
Lesser Burns
Moderate Burns
Critical Burns
Lesser Freeze
Moderate Freeze
Critical Freeze
Lesser Shocks
Moderate Shocks
Critical Shocks
Lesser Rends
Moderate Rends
Critical Rends

Gameplay Mechanics

The Basics

The goal of Weaverdice d20 was to add more granularity to Weaverdice’s d6 system,
while retaining the feel and flavor of the system. Actions are resolved by rolls (opposed
or unopposed). Most rolls are based on one of the seven stats (brawn, athletics,
dexterity, wits, social, knowledge, or guts), and usually can apply the bonuses of a skill
to it as well. Unless specific exceptions are given, the highest modifier that can be
applied to any roll is +10. When a character wishes to contest a roll with their own, it is
an opposed roll. When two opposed rolls tie, the ‘attacker’ wins. In situations where the
attacker is not always clear, assume it is the person who initiates the roll, or see the
specific skill for clarification. When there is no player opponent for a roll, then the roll is
compared to a difficulty class, or DC for short. When no exact number is given, assume
the DC for a roll of ‘average’ difficulty is 12.

Criticals and Critical Failures

If you roll a natural 20, and your opponent does not, then your roll may crit. As an
attack, your damage increases, as seen in the Combat Rules section. As a block or
dodge, you are permitted to attempt an attack-of-opportunity, even if using a ranged
weapon. As a skill-roll, you automatically succeed, even if your modifier means that you
would have otherwise failed. If it’s a single save against an ongoing effect, the 20
means that you do not have to roll against it on the next turn, unless the effect is
reapplied. If your roll was made at a negative modifier of -4 or lower, it cannot crit. Treat
the result like a normal roll.

If you roll a natural 20 to attack or defend and your opponent does not, you
automatically succeed the roll, even before confirming. Similarly, natural 1s always fail,
so long as your opponent does the same.

If two combatants each roll a natural 20 or 1, both are ignored, and the modifiers
determine the results as if neither had crit. No damage increase etc. occurs.

Rolling to confirm a crit consists of rolling the same skill you threatened the critical on. If
you beat the DC or opposed roll again, you confirm the critical. You need only roll to
confirm critical hits for attacking and defending. Skill checks do not require confirmation.

If you roll a natural 1, and your opponent does not, then your roll is considered a crit
fumble. You automatically fail your roll, and if the roll was an attack or defense roll in
combat, you provoke an attack of opportunity on you.
Stats

Stat Modifiers

Stats directly modify the results of rolled dice, and, except where otherwise noted, apply
to all rolls using the relevant stat.

Stat Modifier

○○○○○ -6

●○○○○ -4

●●○○○ -2

●●●○○ +0

●●●●○ +2

●●●●● +4

Stat Caps

The maximum that a stat can be, barring extenuating circumstances, is 5. The lowest a
stat can be is 0, which implies a serious physical or mental disability, beyond physical or
mental unfitness.

Zeroed Stats

Having a 0 in a stat, whether by stat-lowering wounds or by means of disability, means


that the character has to roll for even basic actions requiring that stat, against a DC12.
The character must make this roll before they are allowed to make rolls, e.g. to attack or
defend from an attack. Even after this roll, they still apply the -6 modifier for having 0 in
a stat.

Each time a stat is reduced to 0, the cape must make a pure guts check versus a DC12,
falling unconscious or dying, depending on the inflicting wound, on a failure. Every
lowering of the stat thereafter prompts another roll. If the zeroed stat was Guts, Death
Sentence is instead triggered upon a failed roll.

If you have a superstat, see the Superstats and stat penalties section for how penalised
stats affect you. Handcuffs and similar non-damaging lowered stats do not force rolls,
and do not contribute when considering forcing to roll. Track these separately.
Superstats

Superbrawn (SB), Superathletics (SA), Superdexterity (SD), Superwits (SW),


Supersocial (SS) Superknowledge (SK) and Superguts (SG) are special values some
capes have, which enhance their physical capabilities to superhuman levels. They are
ranked from 0 to 7 (higher levels exist but are typically never found on PCs), where
higher levels are better, each one providing a set of benefits.

Each superstat automatically provides 5 pips in whatever stat it’s based from. These
points cannot be moved out of these stats to others during character creation, and also
cannot be increased above 5 by moving points from other stats. Furthermore, they do
not count towards stat point caps.
Superbrawn

Superbrawn increases the damage you do with your physical attacks, as well as the
modifier of various non-attacking feats of strength. When using a weapon alongside
Superbrawn, the SB damage carries over to the weapon damage, provided that the
attack is made using brawn and not another stat. The strength bonus applies to all non-
combat brawn rolls. The bonus also applies to strongarm rolls in combat, but not to the
roll to initiate the grapple.

Superbrawn Level Bonus Melee Damage Non-attacking roll modifier

SB0 No Bonus +0

SB1 1 Lesser +1

SB2 1 Mod +1

SB3 1 Mod 1 Lesser +2

SB4 2 Mod +2

SB5 2 Mod 1 Lesser +3

SB6 3 Mod +3

SB7 3 Mod 1 Lesser +4


Superathletics

Superathletics acts as a natural 5 Athletics, and grants the user supernatural speed,
allowing them to move at speeds far exceeding the human baseline, multiplying the
distance they can travel by running. It also grants a bonus to dodging using the evade
skill.

Non-attacking bonus
Superathletics Level Movespeed Multiplier
modifier

SA0 x1 +0

SA1 x2 +1

SA2 x3 +1

SA3 x4 +2

SA4 x5 +2

SA5 x6 +3

SA6 x7 +3

SA7 x8 +4
Superdexterity

Superdexterity acts as a natural 5 Dexterity, and allows extra non-penalised attacks per
attack action with a dexterity-based weapon. When used in conjunction with a dual
wield or multi-attack, you only add a single weapon swing per attack, not a full dual
wield/multi-attack sequence. When attacking with dual-wielded weapons, the attacks
can be made with either weapon, although 1 attack must still be made with both
weapons for the initial dual wield. Superdex also provides additional bonuses to all non-
combat Dexterity rolls.

If not making these extra actions, Superdex pips count as Dexterity when calculating the
number of possible multi-attacks. Fractional attacks occur every other or every 4th
attack. For example, someone with 2.25 attacks per round would do 2/2/2/3 attacks per
round, resetting if they don’t attack during a round, if they swap weapons, or change
number of hands on a weapon. Dual-wielding counts as one-handed attacks and these
extra attacks can be given to either hand’s weapon.

Attacks per attack Attacks per attack Non-attacking bonus


Superdexterity Level
action, two-handing action, one-handing modifier

SD0 1 1 +0

SD1 1.25 1.5 +1

SD2 1.5 2 +1

SD3 1.75 2.5 +2

SD4 2 3 +2

SD5 2.25 3.5 +3

SD6 2.5 4 +3

SD7 2.75 4.5 +4


Superwits

Superwits gives bonus rerolls to initiative, allows opposed reflex rolls rolls to negate
surprise rounds, and gives bonuses to wits rolls.

In order to roll against the surprise round, you must roll your reflexes against the
opponent’s, taking into account the bonus provided by SW.

Non-attacking bonus
Superwits Level Initiative dice
modifier

SW0 1 +0

SW1 2 +1

SW2 3 +1

SW3 4 +2

SW4 5 +2

SW5 6 +3

SW6 7 +3

Superknowledge

Superknowledge grants 5 Knowledge, as well as granting further bonus skill points, and
enhancing the rate at which skills can be moved around. It allows the person in question
to have a higher skill rank, even if they don’t have the stat to support it, and increases
the rate at which the cape can move around skill points.

From SK1, you gain the ability to move your skill points around in the middle of combat,
up to your skill allowance of points in a day. For example, with SK2 you could move 4
points from one skill into another skill, in the middle of a round on their turn. The number
of points you can transfer this way is listed under Skill movement allowance, and
refreshes at the end of each encounter or each day, whichever is sooner. All times are
given in real life time.

Skill Misc.
Superknow Bonus skill Maximum
movement Knowledge
Level points skill rank
allowance bonus

SK0 0 0 2/week +0

SK1 2 1 2/day +1

SK2 4 2 4/day +1

SK3 6 3 6/day +2

SK4 8 4 8/day +2

SK5 10 5 10/day +3

SK6 12 5 12/day +3

SK7 14 5 14/day +4

Superguts

Superguts acts as a natural 5 Guts, and provides additional wound slots to the cape,
which do not suffer wound effects. Each rank of Superguts gives 1 wound slot of each
severity (lesser, moderate and critical), and gives a bonus to non-defending Guts
checks in the same way as Superbrawn does. Superguts always fills up before regular
wound slots.

Superstats and stat penalties

If an effect, would lower a stat that the character has a superstat in, their superstat is
lowered instead. If it is reduced to 0, the stat itself begins to be lowered instead. This
carries all applicable penalties, such as lowered damage, fewer attacks per turn, and a
reduced bonus to attacks. Note, however, that this does not reduce the wound slots
provided by Superguts.
Combat Rules

Actions

A character can take 1 standard action and 1 partial action per turn, 2 partial actions, or
1 full-round action. Examples of standard actions are punching someone, or firing a
gun. Examples of partial actions are moving or reloading a gun. Examples of full-turn
actions are freeing yourself from a bear trap. Talking is considered a non-action, within
reason. Teleporting characters may teleport a number times in a turn equal to their Wits
score, if another limitation isn’t specified.

Attacks of Opportunity

When a character moves out of melee range of another or uses a ranged attack whilst
in melee range of another, the other character is able to make an attack of opportunity
(AoO) against them. This is a free melee attack made against the triggering character,
rolled as normal. Attacks of Opportunity also occur upon teleporting into or out of melee
range of an enemy (1/turn max, per enemy). Throwing grenades counts as a ranged
attack, however dropping one does not.

To counter attacks of opportunity, characters are capable of shifting, that is, moving half
their move action, rounded down, taking no attacks of opportunity in the process.
Shifting cannot utilize any movement techniques other than basic movement. This
excludes climbing, jumping, and flying away, but still works with any flat ground speed
boosts from your power.

An attack of opportunity isn’t triggered when the cape moves around the target, only
when they move out of range. If an attack of opportunity forces someone back, this
does not trigger another AoO. Only one AoO may be triggered per attack action, critical
fumbles aside.

You may use superdex, dual-wielding, multi-attacking and so on to make multiple


attacks on an AoO. Only melee attacks may be AoOs, unless it is prompted in response
to your attack.

Armor

Armor comes in three varieties: light, medium, and heavy. This refers to how many
times you have taken the ‘armor’ costume quality: light has not taken it, medium has
taken it once, and heavy has taken it twice. Wearing too much armor restricts ability to
act, making it harder to defend in multiple ways. Armor restricts the number of defensive
skills and skill pips characters can use without a penalty. Using skills or pips beyond
what is allotted by your armor imposes a -4 to their roll. Armor works as follows:

No costume armor: access to 3 defensive skills at 5 pips.


Light armor: access to 2 defensive skills at 5 pips.
Med armor: access to 1 defensive skill at 5 pips, 1 at 3 pips
Heavy armor: access to 1 defensive skill at 3

As you add DR to your costume it restricts your ability to act in various ways you haven't
tuned your armor for explicitly. You may tune a single armor set to different
arrangements of skills outside of combat.

When burn wounds refer to coverage, they refer specifically to the Coverage costume
feature. When headshots refer to wearing a helmet, they refer to the Helm costume
feature.

You may only wear one costume or suit of armor at once. The damage reduction from
armor only applies once per target per round. Similarly, it always applies to the first
source of damage and if unused carries over to the next. Unless otherwise stated,
masters and minions count as separate people for the purposes of DR.
Armor Piercing

Unless noted otherwise by the weapon or effect, armor-piercing effects typically treat
the armor as one tier lower, ignoring a single lesser of DR. Any points of armor piercing
from an attack which exceed the amount of DR the armor has damages shell instead.
AP applies before any other aspect of a standard damage code. AP is treated as part of
the total damage code and is additive. It is multiplied by critical hits and reduced by skill
and power effects.

Protection

The Protection armor effect can increase the armor rating (and subsequent damage
reduction) of your armor against a specific damage type. The Protection quality does
not protect from critical wounds, unless the costume it is applied to somehow does as
well. Natural resistances operate in the same manner, but can also reduce critical
wounds.

Carrying Capacity

You can carry 4 capacity worth of weapons. Unless otherwise noted, 2-handed
weapons are 2 capacity and 1-handed weapons are 1 capacity. You can carry 3 javelins
per capacity, 5 throwing knives, and 2 grenades. The Pocket quality adds 2 capacity to
your total.

Climbing and Falling

When climbing a surface, roll acrobatics, and divide the result by 5, rounding down.
That is how many squares up the surface you can climb. You can never climb more
squares than your normal ath distance. When climbing down a surface, divide by 3
instead of 5.

When falling more than 1 square of distance, you take a lesser bash per square fallen,
with lessers stacking into moderates and 3 moderates stacking into criticals. You can
roll acrobatics to mitigate this damage. Roll acrobatics, divide the result by 2 (rounding
down), and reduce your effective fall height by that many squares. Fall damage caps
out at 2 critical bashes.

Coup de Grâce

If your opponent is entirely unable to defend or even react, for example being
unconscious or in Death Sentence, then all attacks against them are confirmed critical
hits, and you may instantly knock out, kill, or otherwise inflict upon them any condition
that you are physically capable of with no roll required. (Exercise common sense. You
don’t become superhuman just because your enemy’s unconscious). There is inherently
a chance of missing a ranged attack vs holding a knife to someone’s neck, so a target is
never considered a valid target for a Coup de Grace from a ranged attack, unless the
shooter is in melee range of the target.

Before inflicting an instant-kill or the like, you must first pierce any superguts protection
the target may have. SG does not protect from automatic critical hits, however.

Cover

To determine if an enemy is in cover, draw a line from the edge of your map cell to the
center of theirs. If this intersects any cover, they get the benefit of it. Verticality does not
provide cover. When a character is behind partial cover, such as a low wall or a vehicle,
they gain +2 to defend against all ranged attacks from enemies that have to shoot past
the cover. Full cover, such as a wall or building, breaks line of sight entirely, preventing
ranged attacks through it in normal circumstances.
Critical Hits and Fumbles

When you confirm a critical hit in combat, assuming your opponent didn’t also critically
defend against it, your damage increases. Add up the amount of damage dealt, with
lessers being 1, moderates being 2, and criticals being 6. Multiply the total by 1.5, and
convert back into wounds, keeping as close to the original ratios of lessers to moderates
to criticals, and different damage types, as possible, with the attacker breaking ties.

When you confirm critically defending against an attack, you automatically defend, and
gain the opportunity to make a melee or ranged attack of opportunity against the
attacker. This is one standard action of attacks, of the attacker’s choice. Nobody else is
able to make this attack of opportunity.

When critically fumbling an attack, you provoke an attack of opportunity against you with
the same rules as if your opponent critically defended against you. If you critically
fumble an attack your opponent critically defended against, their attack of opportunity
automatically hits.

When critically fumbling a defense, your opponent’s attack is treated as a natural 20,
rolling to confirm a crit. This does not stack if your opponent crit anyways.

Direction of Facing

To determine directionality of a character's facing, draw a line from the center of your
square to the center of the square of the target of your last action. The first square
(outside the one you are standing in) that the line intersects is the direction are you
facing into. This may be referenced by certain powers.

Directionality generally only applies outside of your turn.

Dodging and Blocking

Attacks can be either dodged, parried, or blocked. Dodging uses the Athletics stat, and
the Evade skill. Blocking uses either Brawn or Guts, alongside the Withstand skill. Parry
uses the stat of the most recently used melee attack skill.

A successful defense negates the attack, whilst a failed one causes the defender to
take the full effect of the attack. Teleporters are typically able to teleport away from an
attack, rolling Wits+Reflexes to do so.

Strikers gain a +2 bonus to touching someone. This may apply to your attacks but does
not by default, clarify with your GM beforehand.

If you are caught off-guard, such as being surprised by an attack, you are flat-footed,
and roll to dodge, parry, or block at a -4 penalty.

Rolling a natural 1 on your defense roll provokes an attack of opportunity against you.

Fall Damage

When falling more than 1 square of distance, you take a lesser bash per square fallen,
with lessers stacking into moderates and 3 moderates stacking into criticals. You can
roll acrobatics to mitigate this damage. Roll acrobatics, divide the result by 2 (rounding
down), and reduce your effective fall height by that many squares. Fall damage caps
out at 2 critical bashes.

Grappling

Grappling someone is a Strongarm (Brawn) roll, contested by either defending against


the grapple with a defense roll or rolling strongarm of your own. The grappler starts off
with two steps of control over the person being grappled.

The victim must loosen hold twice to either turn the tables (becoming the person in
control of the grapple, with two steps of control) or break the grapple and get away.
While maintaining control, the grappler has more attack options and can break the
grapple at any time.

The grappler can use some actions to reassert their control, gaining one step of control,
but cannot have more than two steps of control, barring special cases like tentacles and
other specialized physiologies.

Grappling inflicts a -3 penalty on dodging or blocking attacks per stage of control for the
grappled, and -3 regardless of control for the grappler.

Superbrawn directly assists in grappling an opponent, as described in the relevant


section of this rulebook. Ties in a grapple are won by whoever initiates the action.

“Contests” refer to rolls against the opponent, with the format Skill used (Stat used).
Grapple actions are full-round actions unless otherwise stated.

Action Rule

Contest: Strongarm (Brawn) VS Strongarm (Brawn)


Struggle
If successful, assert hold (for grappler), or loosen the grappler’s hold, and
(Either)
strike the enemy.

Contest: Strongarm (Brawn) VS Strongarm (Guts)


If successful, force a consciousness check and prohibit them from speaking
Strangle
for one round. Each successive strangle during the same grapple increases
(Grappler)
the penalty to the consciousness roll by 2. Failed attempts do not reset this
cooldown, but taking an action other than strangling does.

Contest: Strongarm (Brawn) VS Strongarm/Attacking Skill (Brawn/Dex)


Disarm If successful, enemy is disarmed, with the attacker being given the choice
(Grappler) between dropping the weapon on the ground, at no cost, or taking it, losing a
step of control in the process.

Contest: Strongarm (Brawn) VS Strongarm (Brawn)


Lift
If successful, enemy is lifted, can take action to move/carry them, enables
(Grappler)
throwing. On failure, loosens hold.

Strongarm (Brawn), No Contest


Requires enemy be lifted first. For every five points on roll, rounded down,
Throw
opponent moves 5 feet horizontally (some of this movement may be rolling,
(Grappler)
tumbling, or stagger). Lesser bash damage, plus any environmental damage,
moderate bash if they move 20’ or more. The grapple is ended.

Another Can act/take a non-movement action, including AoOs, but this forfeits own
Action hold, with the grappler losing their hold or the victim letting the grappler take
(Either) control. If this would release the enemy, or if it focuses on someone who isn’t
involved in the grapple, the opponent can take one of the above actions. This
does not include attacks on the grappler. For that, see struggle.

Powers that require physical action are treated as ‘another action’ above,
Use Power while ones that do not are used with one’s action for the turn. Assumption is
(Either) that their attention is divided between not being hit/strangled and use of the
power.

Contest: Strongarm/Acrobatics/Evade (Brawn/Ath/Dex) VS Strongarm


(Brawn)
Spend a round struggling. Loosens hold if successful, frees self if successful
Desperate
by 6 or more. On each consecutive turn this is done, may roll an added stat
Escape
alongside the prior one (Such as Brawn & Athletics both being rolled in one
(Victim)
action). Stats beyond the first always provide a minimum of +1 bonus, even if
it would otherwise penalize the roll. The skill used must correspond to one of
the stats being used. Cannot assert control by doing this, can only escape.

Grenades

Grenade attacks consist of two rolls. First, a ranged attack is made to hit the target. If
this hits, then the target suffers the full damage of the grenade. For a regular explosive
grenade, this is 2 mod burns. All others within the listed blast range also make a
defense roll in order to negate the damage entirely, versus the attacker’s attack roll.
Grenades can also be dropped directly. This counts as an automatic fail for the ranged
roll. Certain grenades list their own rules. If they do, they override this section.

Containment foam grenades

Confoam attacks also consist of a ranged attack roll in order to hit the target. If this hits,
the target acquires one “foam point”. Critical hits or critically fumbled defenses with
confoam inflict 2 foam points.
Each foam point causes the target to suffer -1 to their Dex and Ath. When the target
reaches 0 Dex, they are unable to take actions involving their hands, such as attacking.
When they reach 0 Ath, they are unable to move or defend. When they reach 0 in both
stats, they are considered completely foamed, and can take no actions, unless they
have a method with which to escape the foam.

When detonating confoam in a grapple, both the grappler and the grappled roll the
defense roll, taking 1d4 foam points on a fail. If the grappler refuses to defend, holding
the grapple, the grappled cannot defend against the attack.

Guns and Shards

When using a gun or grenades in an offensive manner not condoned by the power, and
not as a problem-solving tool, you will lose ranks of shardrep as detailed in the shardrep
section.

Hitting someone with a car

If you drive a car into someone, it does 2 mod bashes, provided you’re going at a
substantial speed.

If you’re using it as a melee weapon, it does the same damage as an attack with your
Superbrawn, with a base damage of 2m and an improvised weapon penalty of -3. If you
don’t have Superbrawn, you can’t lift the car. This comes up very often.

Initiative

Rolling for initiative consists of a d20+wits modifier+reflexes modifier. Reflexes does not
provide extra dice for initiative rolls, however Superwits does. You cannot crit initiative
rolls.
Interposing attacks

If you wish to take a blow for another person, you must roll the lower of Block
(Brawn/Guts+Withstand), and Wits+Tactics, comparing this to the attack roll. Where
there is no objectively lower option, for example 3🎲+2 against 2🎲+5, use the lower
number of dice, and the lower modifier, here 2🎲+2. You then take the damage the
other person would have suffered. Multiple people cannot interpose for the same blow.
If they try, only the person who rolls the highest is counted, with all the others
automatically failing to get there in time. You may only interpose attacks if you are
adjacent to the person being hit. You cannot interpose for an attack that would hit both
you and the target.

Jumping

Characters can jump one square up and forward with no roll. This counts as one square
of movement for the turn. If a character wishes to jump further horizontally than that,
they must roll acrobatics. For every 4 points rolled on the check, rounding down, the
character can jump one extra horizontal square, up to half of their grounded partial
action movespeed in one jump.

Knockback and Forced Movement

If an individual is knocked back or otherwise displaced on the map and cannot move the
full displacement distance (usually from running into a wall or car), they are dealt a
moderate bash effect and stop moving. If you’re knocked back into a another player’s
square, you pass through that square rather than collide with them. If you end in the
same square as someone else, you both may exist in that square.
Movement speed

Without mover powers, you typically move a number of squares per partial action equal
to your Athletics plus three. You may also shift, as seen in Attacks of Opportunity. If you
have Superathletics, this allows you to take multiple movement actions per partial
action. You may take two partial actions on a turn, if you do not take a standard action
as well.

Multi-attacking and Dual-Wielding

Many weapons can be used to multi-attack. This allows attacking a number of times
equal to half the attacker’s Dex, rounded down, with 0.5 attacks carrying over to hit an
extra time every second turn. Only Dex weapons can multi-attack, whilst being used as
Dex weapons. Multi-attacking incurs a -5 penalty to each hit. Some weapons can be
dual-wielded. This incurs a -3 to each attack for brawn weapons, but not dexterity
weapons. Weapons cannot be both dual-wielded and used to multi-attack
simultaneously.

Fists can be either a Dex or Brawn attack. They can be used to multi-attack.

When calculating damage reduction against multiple attacks, most often from armor,
subtract the damage only once per attacker per round. Most masters will group their
minions, having them collectively count as one attacker for the purposes of this
reduction.

Prepared Actions

You can delay your turn until later in the round at no penalty, other than acting later in
subsequent turns. If you wish to act in someone else’s turn, you must prepare an action.

If you wish to delay your entire turn until after someone else’s, by means of lowering
your initiative, you may do so at the cost of lowering your initiative for the entire fight.
For example, if you are first in initiative, and you wish to act after the 3rd person, then
you act after them in every turn following this.

If you have a high enough tactics skill, you can prepare an action as a full-round action
(standard action with the maneuver spec) Upon preparing an action, you must state the
conditions for your prepared action “Character X moves adjacent to me”, which will
activate the action. If this condition is not met, the action does not activate.

When rolling for a prepared action, use the lower of the rolls you’d normally use for the
action, and Wits+Tactics. Where there is no objectively lower option, for example 3🎲+2

against 2🎲+5, use the lower number of dice, and the lower modifier, here 2🎲+2.

Progression

As you play your character, you’ll develop new abilities and become stronger. The
following sections outline this process.

Shardrep

As you fight and enter conflicts with other capes, your shard unlocks more of its abilities,
represented by power perks and augments. This is abstracted by your shardrep level.
Shardrep starts at 0, and climbs as you fight other capes. Characters deliberately
avoiding a fight, stalling, or running away from a teamfight to return when other players
are defeated forfeit all shardrep for the fight in question. This decision is made at the
discretion of their GM. This forfeits all Shardrep you may have gained from the fight.
GMs also may rule that a fight is being avoided if someone is breaking the spirit of these
rules but not the letter. Certain actions, such as using guns, that are frowned upon by
your shard may cause your shardrep level to go down. If this happens, the perk or
augment associated with the level you lost is gone until you climb back up. Your
progress on your current shardrep level becomes progress on your previous shardrep
level.
You don’t carry wins from the previous level of shardrep over to the next. For example,
going from level 1 to 2 (3 wins to 5) requires 5 new wins after progressing, not 2 more
wins on top of the 3 you already had.

Level Wins Needed Reward

0 Starting Level Starting perk

1 3 Augment

2 5 Perk

3 7 Augment

4 9 Perk

5 10 Augment

6 11 Perk

7 12 Augment

8 13 Perk

9 14 Augment

10 15 Perk

11+ +10 on the previous level Augment or perk,


alternating

Tinkers work a bit differently than other capes with regards to shardrep. Perks and
augments give the tinker a free researched piece of technology. This technology
remains researched even if shardrep is lowered past that point again.

You can impose limitations on yourself to reduce the number of fights you need to win
to progress to the next level. In general, the stricter the limitation, the more fights it can
shave off. You can only take limitations up to level 10, and only one per level. Talk to
your GM about specific ones, but typical ones are repeatedly getting revenge on a
target, winning with a handicap on yourself, or winning while fulfilling a certain condition.

Fighting the same person or in the exact same 2v2 or 3v3 in a 24 hour period only
counts once for shardrep.

Stats and Skills

Characters gain new stats and skills overtime through training. Every week, if a
character has played out a scene where they utilized the skill or stat they are trying to
train, they can gain up to 1 stat point and two skill points. Characters cannot have more
than 30 stat points total, and cannot have more than 50 skill points. The table below is a
general guideline, not a strict set of rules. In general, if you use a skill or stat during a
scene, that skill or stat is eligible for training. A character must also dedicate time, either
on or offscreen, specifically to training the stat or skill in question.

Activity Relevant Stats/Skills

Fights/Spars Brawn, Dex, Ath, Guts, any mental stats


required by the cape’s power, combat
skills

Roleplaying, Interactions with other capes Wits, Social, social skills

Misc. activities requiring a specific trained Knowledge, the trained skill in question
skill

Life Perks

New life perks are obtained by completing major character milestones. A character
milestone should be a significant, long-term goal for them: drastically altering their
public appearance, establishing a new organization against all odds, or something else.
Any milestone requiring fewer than 5 sessions of effort should be rejected outright.
Milestones should generally require effort outside of strict combat as well. You obtain
one life perk per milestone completed. Instead of rolling a life perk, you can also remove
a life flaw that you already have.
Range Increments

Unless otherwise stated, the default range increment on any ranged weapon or power-
based ranged attack is 10 squares.

Shell

Most commonly seen in force fields, shields, or as health for constructs, shell is a
defensive mechanic. A character has a certain number of points of shell. When they are
hit, their shell takes damage before they do. A lesser breaks one point of shell, a
moderate breaks two points of shell, and a critical wound breaks six. Armor piercing
attacks also deal extra damage to shells. If an attack has more armor piercing than a
target has layers of armor, the attack does one extra lesser to any shells the target has
per excess point. Attacks that pierce all armor (this means attacks that specifically
always pierce all armor, not attacks that, for example, pierce one layer of armor against
a target wearing medium armor) do not damage shells, and ignore them instead.
Disregard this when attacking a construct whose entire health pool is shell.
Sneaking

Sneaking is made through Dex+Stealth rolls, versus the opponent’s Wits+Awareness


roll. If your opponent’s line-of-sight is broken only briefly, you take a -10 to all sneak
attempts. If the opponents have a reason to suspect your presence, you take -5. These
penalties do not sum.

If you are capable of invisibility, you gain a bonus of +6 to all sneak attempts, which
combines additively with the modifiers in the above paragraph. If this invisibility is near-
perfect camouflage, this bonus is only +4. If the camouflage is regular camouflage-print,
you gain only +2.

Entering stealth takes a full-turn action. Moving or taking any actions in stealth prompts
another awareness roll from your opponents.

Sneaking allows you to make attacks which consider the target flat-footed, giving them
a -4 penalty to defend against your attacks. Stealth is immediately broken upon a
successful Awareness roll by the enemy, or by making your presence obvious, for
example by attacking.

The stealthed player must be behind cover or on rooftops. On a failure to stealth, the
opponent is prepared for your attack although you don't know you've failed. This means
the opponent defends at +2 due to knowing your position and being prepared for an
attack. This doesn't apply if the opponent attacks you after your first turn.

If you ambush an opponent from out of stealth, they roll initiative at a penalty equal to
the difference between their awareness roll and the lowest stealth roll of the attackers. If
this pushes their score below zero, they cannot act on the first turn of combat. On the
second turn of combat, they act at the initiative they rolled without the penalty.

If your initiative is higher than an opponent but they are stealthed, they act first, then
you act, then you proceed to the next round as normal. This would mean that you would
get 2 turns in a row in a 1v1.
Status Effects

Bleed If the subject does not take a full round to patch themselves up, they suffer
a typeless lesser every turn, overflowing as normal once the lesser track is
filled. Applies at the end of turn.

Staggered Off balance, shoved away. Staggered individuals are penalised on their
next turn: attacks suffer a -2 penalty, and their movement is reduced by ½ if
they try to move in a direction directly towards the source of the stagger.

Knockdown Ass hits the floor. Standing or attempting a close-quarters attack and failing
provokes an attack from those nearby, movement allowance is reduced by
half in the process of getting up.
You may crawl as a full-round action. You can crawl at half speed and then
stand up. This speed can be further halved (down to 1/4 speed) to make
this movement shifting, although if the final stand is in melee range you will
still get an AoO upon completing your stand.

Confused Concussed, thoughts scattered. DC12 wits roll to identify targets, directions,
where things are respective to each other. On a failure, can still act, but
targets are chosen randomly amongst friends, enemies and bystanders,
movement in random direction. Cannot accidentally target unconscious
capes. If there’s only one target, ‘the environment’ is added as a second
viable target.

Pain Take -1 to all consciousness rolls for the next 4 turns, or until the inflicting
wound effect is healed. Duration resets if Pain is inflicted again. Does not
stack with itself.

Disabled Typically affects a limb. Must roll DC14 in the appropriate stat for all
attempts, including mundane attempts to use limb (including those that
would not have to be rolled for). Can use arms for very light (5 lbs or less)
non-attacking tasks, and can move at walking pace (½ regular speed,
rounded down).

Blind Must roll DC14 Wits for even mundane attempts to see surroundings
(including those that would not have to be rolled for). Otherwise take -4 on
all rolls reliant on sight, including attacking and defending.

Agony Roll DC12 Guts+Willpower roll each turn, or else suffer -4 to all non-
defensive rolls that turn.

Death Sentence Subject is dying. Each round, an empty wound slot fills up with a typeless
moderate wound. Once the moderate track is filled, moderate wounds start
becoming critical ones. Typically helpless and unconscious, Medical
intervention can slow or stop progression.

Targeted Attacks

Melee and ranged attacks can be targeted at -3 and -6 penalties, respectively, allowing
the attacker to choose the bodypart struck. Attacks of Opportunity cannot be targeted.
When a targeted attack is successful, the wounds and effects resulting from it are
targeted at the targeted body part.

Tripping and Knocked Down

Tripping an opponent as a standard action is an Acrobatics VS. Acrobatics roll. If you


succeed, the opponent is Knocked Down. You cannot trip as an attack of opportunity.

If Knocked Down you have many choices as to how to proceed:

You may stand which provokes an aoo from all adjacent characters. Your movement
allowance is reduced by half in the process of getting up. If you stand up and critically
defend against their attack, you are considered standing for your aoo.

You may attempt a close-quarters attack, however failing provokes an attack of


opportunity from any adjacent cape.

You may crawl as a full-round action. You can crawl at half speed and then stand up.
This speed can be further halved (down to 1/4 speed) to make this movement shifting,
although if the final stand is in melee range you will still get an AoO upon completing
your stand.
Other movement options must be cleared with your GM on a case by case basis.
Vehicle Rules

Vehicles are controlled using the driving skill as a standard action at a -4 driving roll
penalty, or at no penalty as a full-round action. Driving a large car into someone (an
opposed roll between driving and their defense skill of choice) does 2 moderate bashes
for motorcycles, 3 for convertible-sized cars or vans, 4 for trucks, and 5 for tanks or
larger vehicles. This requires you to move at least 5 squares before hitting the target.

Turning at a rate of more than 45 degrees from the current direction in a turn requires a
driving roll with a DC of 12 + 4 for every 45 degrees past the first. A full 180 would be
DC 24. Vehicles roll driving to attack at a -6 penalty, and cannot defend against attacks.

Most vehicles have a default of 15 shell worth of damage that they can take before
breaking, and move at 40 squares per turn.

Grabbing onto a moving car is a passive strongarm DC of 16. Cars automatically fail all
acrobatics checks, treated as rolling a 0.

Wounds, Consciousness, and Death

Wounds come in 3 types, Lesser, Moderate, and Critical. You get 5 wound slots, with
each wound slot having room for a lesser, moderate, and critical wound. The WD
wound effects sometimes refer to lesser wounds as minor, however they are synonyms.

Critical wounds fill three wound slots. Each of these subwounds does as much shell
damage as a moderate wound, and if any of the subwounds deal damage to a
character’s wound tracks through shell and superguts, the character suffers the full
critical wound effect.

If all of a character’s lesser wound slots fill, further lesser wounds will begin to fill the
moderate wound track, followed by criticals. However, the wound effect is not upgraded.
If a character receives more criticals in total then they have Guts, they die instantly,
regardless of whether the attacks were lethal.

Many different powers and costumes grant ways to reduce or mitigate damage. When
doing so, apply defenses in the following order:
Resistance (2 pip withstand)
Force Field Damage Reduction
Force Field Shell
Armor Damage Reduction
Armor Shell
Natural Armor Damage Reduction
Natural Armor Shell
Superguts
Wound Tracks
Non-DR armor qualities
Rolled Wounds

Wounds which make it to actual wound tracks are sorted as follows:


The untyped wound fills the appropriate track.
Armor qualities and special effects are checked.
Wounds are rolled.
Rolled wounds which no longer fit in the track are shifted to the appropriate track if there
are open slots.
Consciousness or Death are checked

Healing from wounds

Where duration is not already stated, lesser wounds will naturally heal over a night’s
rest. They may be downgraded to negligible status after a week’s time - a vicious cut
can scab over, but it may remain visible unless covered.

Moderate wounds typically take 6 days to recover from. Medical attention can vastly
reduce this time. The wound and the effect heal at the same time, unless otherwise
stated by the effect.

Critical wounds are permanent, barring extraordinary healing measures such as powers
or time alteration. Some, such as pierced arm, can be healed through a hospital stint.
Others, such as a broken spine, cannot. The actual critical wound will heal after 12
days, whilst the effect persists.

Even if it overlaps into a higher wound slot, wounds are always treated as the tier
inflicted. A dealt lesser wound will heal overnight even in the critical track, for example.

Consciousness and Death

Damage can be either lethal or non-lethal, at the will of the inflicter. When a character
has a large enough consciousness penalty that there’s a chance of failure, generally
from a large number of wounds, they begin rolling for consciousness or death
depending on the lethality of the damage. Even when a character goes lethal, death
may only result in once the moderate track is filled, or critical wounds begin to be
inflicted, and as such a filled lesser track is never lethal. Some damage is always lethal,
or non-lethal, although these are few and far between. The baton is an example of a
non-lethal weapon; wounds inflicted by it can never be lethal, save for exceptional
circumstances. If your victim has full moderate and critical tracks, you may reduce
moderate wounds you deal to lessers at a 1 to 1 ratio.

Consciousness or death is rolled every time you take a moderate or critical wound, or at
least 2 lesser wounds from one attack. Roll 1d10+Guts pips (not including superguts),
versus a DC equal to the number of wounds you’ve taken, beyond those absorbed by
armor or Superguts. Rolling a flat 10 before modifiers is an automatic success. Only roll
for death if the last wound taken was lethal. Being a DC, you need only match the
number of wounds taken in order to remain conscious.
Tinker rules

Tinkers get 30 “points” per IRL day, by default. These points can be spent on research,
building or maintenance.

The Tinker Calculator will assist in keeping track of your technology and research costs.
It is not, however, a substitute for an actual Tinker Table. Make a copy of each for your
own tinkering, and submit it to the relevant GM.

The point allowances assume you have a decent workshop, set up for your individual
tinkering, along with good access to materials. If this is not available, point allowances
can be halved or worse. Consult the relevant GMs for exact numbers. Furthermore,
some work may allow for better tinkering, represented either by more points or
increased speeds.

- Researching consists of discovering new tinkertech, learning to create new


things inside your specialty.
- The points required to research something are equal to the type of project,
multiplied by the complexity of the project. Both numbers can be drawn
from the tables below.
- Building consists of creating new technology, whether simply another of an
already known tech, or the first model of recently completed research.
- Building an item requires the base cost of the item type, so remember this
for future construction.
- Maintenance consists of upkeep on currently built tech, which makes it harder to
endlessly build more and more tinkertech without limit.

Tinkers still can’t work outside of their specialty and methodology, regardless of the
tables below.

Tinkers gain additional points per day based on how active they are, representing
increased favor from their shard and inspiration from seeing other capes in action. If
they have won a fight in the last day, their tinker point allowance is increased by 100%.
If they participated in a fight in the last day, their allowance is increased by 66%. If
they’ve fought in the last week, their allowance is increased by 33%. If a tinker hasn’t
fought at all in the last two weeks, they don’t earn any tinker points.

Building an item requires a number of points equal to the base cost of the type of item.
Remember to take into account the minimum size consideration of Mega projects and
Masterprojects.

Maintaining a piece of technology typically requires 2% of the initial build cost of the
device. Whilst initially cheap, maintenance costs will grow for every piece of tech
maintained, eventually drawing substantial time away from researching and building.

Tech can be allowed to fall into disrepair, but making it work again requires investing
points into rebuilding it equal to half of initial build cost prior to reactivation. With some
tech, such as biotech, allowing the device to fall into disrepair counts as total
destruction.

Maintaining tech used by others costs twice as much as personal tech, since other
users will not be instinctively shielding it from damage in the same way that the tinker
would.

Likewise, maintaining tech designed by another tinker costs double, and requires a
compatible specialty.

Damaged tech requires more maintenance points in order to repair it, proportionate to
the degree of damage suffered. Unless severely damaged, a costume or suit of armor
has its armor points restored as standard maintenance.
Base cost of building and researching items

Type Description Base cost

Basic item, such as a scanner or tool, which is cheap and


Trinket 10
easy to build

Addition to a larger system, such as EMP-proofing a suit of


Module 40
armor.

Medium sized, basic items, functioning on their own, like a


Equipment 80
gun or laptop-sized computer. Most things are these.

A suit of tinkertech armor, or an otherwise tinkertech


Armor 140
costume.

Motorcycles, cars and jetpacks. Especially large things such


Vehicle 180
as planes may fall under Structure.

A building, or especially large device. Includes mechs,


Structure 240
intelligent drones and reactors.

A large, complex structure, working with parts of itself, such


System 300
as an assembly line, or a supercomputer.
Modifiers on researching items

Cost
Type Description
multiplier

Downgrade Creating something strictly worse than what can already be done. ¼x

A non-improvement - something that can already be done, just


Sidegrade changed in form slightly. Adapting a knife upgrade to be used in a ½x
sword, for example.

The point at which a device begins to be an improvement, an


Update is bringing old technology to the current baseline of your
Update 1x
technology. For example, updating a drone to the latest
capabilities.

Completely expanding one’s abilities, creating something that is


better than something already done, or otherwise expands
Upgrade options. This is a slight boost to a tinker’s abilities, like adding a 5x
slight amount of damage or accuracy to a weapon, or creating a
new type of weapon, equal in most ways to other devices.

An extremely large buff to the cape’s abilities, basically making


them overcome a large previous weakness, like a tinker creating
Overhaul a power source that allows them to run their previously unreliable, 10x
high-power gun indefinitely. At this stage, all items are considered
Equipment or up.

A project that is essentially a keystone of a tinker and their


progression, being just a step below a Masterproject. Things like
Megaproject 20x
Dragon, for Richter. At this stage, all items are considered Vehicle
or up.

A project which is one of the pinnacles of a tinker’s abilities, like


Masterproject nanothorns for Defiant. At this stage, all items are considered 30x
Structure or up.
Skills

Skills

You start play with one skill at 4, two skills at 3, 3 skills at 2, and 4 skills at 1. Then, you
gain additional skill points equal to your knowledge pips.

You cannot spend more points in a skill than you have in the relevant stat. Additionally,
you cannot have more than 50 skill pips total.

You may not apply the effects of more than one skill to a single roll, nor may you benefit
from more pips of the skill than you have pips in the base stat. This applies most notably
in the case of Aim-using javelins, which uses a different stat than typically associated
with the aim skill.

Power Use

For some capes, no other skill makes sense for their power. In this case, at their GM’s
specific direction, they may take points in the ‘Power Use’ skill. This gives +1 die to all
power-related actions at level 3, and +2 dice at level 5. All other levels of the skill give
nothing by default, although may have bonuses attached if necessary.
Melee attacking skills

Brawl (Brawn)

Put aside technique, martial arts, weapons, footwork, and combat can be reduced to a
simple idea: beat the other guy into submission before he does the same to you. Brawl is
the combat skill that focuses on the beating. Emphasizing heavier weapons and the
slinging of fists, Brawl is something touched on by anyone who’s made a habit of swinging
their fists, be they a street thug or a teen who grew up trading blows with an abusive dad.
Applies only to Brawn-based weapons and when making attacks using the Brawn stat.

Cannot be used with dual-wielding or multi-attacks.

● When making a Brawn-based melee attack, roll an additional die and take the
highest die result.

●● 1-pip bonus increases to +2 dice

●●● Can immediately follow after enemies that you knock back.

●●●● Your attacks generate momentum. See momentum table below for details.

●●●●● Choose a brawl specialty.

Brawl Specialties
● Slugger - Add a square of knockback to Bashed, Walloped and Sent Flying, up to two
squares per attack action.
● Drunken Fist - Can take -1 to hit and add a moderate bash effect to damage.
● Knock Silly - +1 to hit an enemy that moved (excluding forced movement) or was
staggered last turn.
● Pugilist - Can take an aoo against any enemy that shifts away from you at a -4.
● Breakdown - Add a level of armor penetration to your attacks. If your attack would
already penetrate all enemy armor, deal an additional lesser bash effect with your attack.

Momentum
Every time you hit an opponent, you build up a stack of momentum. Every round you do not hit an
opponent with brawl, momentum decays by one stack. Each stack of momentum grants either the buff or
the penalty, chosen upon acquiring that stack. Effect is active until stack decays. Momentum is capped at
3.

Stacks Crush Rage

1 Disable enemy limb of your choice. Ignore first stagger or knockdown received.
Refreshes at the end of your turn.

2 Pain penalty increased to -2. Applies When landing a well-placed hit (roll 3 higher than
pain. This pain cannot be mitigated by opponent's defense), allows you to reroll one
the willpower skill. Does not stack from wound effect.
multiple sources.

3 Enemy suffers -1 Brawn and -1 Dex. Roll brawn vs enemy guts on hit to force an
additional conc check. Applies to attack
achieved.

Blitz (Athletics or Brawn)

Move fast, hit hard. A combat specialty focused on charging, tackling, and fast, hard-hitting
actions in a brawl, aiming to pick fights and put foes on the back foot. A skill trained by
some athletes and some law enforcement, as well as ambush attackers and dark-cowled
vigilantes.

Is restricted to melee. Must travel at least 15’ immediately before attacking to apply the
bonuses from this skill.

● When making an attack roll as part of a charge, roll one extra die and keep the
highest.

●● 1-pip bonus increases to +2 dice

●●● When a foe is struck with a Blitz attack, can carry them with the force of the
attack, up to 5 squares. Keep the same relative position at the end of the
knockback as the two capes had when the attack was made. This knockback
does not inflict damage

●●●● If the carry-through from the 2-pip bonus carries the enemy into a wall, you deal
an extra lesser bash of damage.

●●●●● Choose a Blitz specialty.

Specialties
● Dive Strike - When used with flight or jumping down from above, blitzing from
above always counts as carrying the opponent into a wall for the purpose of the 4-
pip extra damage.
● Bullrush- Charging opponents from more than 5 squares away gives you +1 to hit.

Critical (Dexterity)

With practice, the character has learned how to deliver the hurt and land blows where they’ll
do the most damage. Points in this skill can represent experience in something like Krav
Maga or experience in fighting with no holds barred. Examples might include brutal gang
members, pit fighters, parahumans with exceptionally high brawn or dexterity, or might
even be an abused child who knows they’ll never be able to beat their physically abusive
father, who is twice their size, so they’ve become accustomed to thinking about fighting with
attention to weak points and vulnerabilities.

● When making a dexterity-based melee attack, roll one extra die and keep the
highest.

●● 1-pip bonus increases to +2 dice

●●● When confirming a critical hit with the Critical skill, roll the critical confirm at a
modifier 3 higher than the initial attack.

●●●● When attacking with the Critical skill, you can threaten critical hits on a natural roll
of +19, but these do not automatically hit and do not get the +3 to confirm
themselves.

●●●●● Choose a Critical specialty.

Specialties
● Efficient Killer - Your critical hits that benefit from the 3-pip bonus automatically
confirm.
● To the Pain! - You can choose to have your critical threats automatically confirm,
and deal double wound effects instead of increased damage.
● Go for the Legs - Critical hits knock the target down.
● Bloodbath - When you threaten a critical hit on a natural 20, you can choose to
attempt a bloodbath crit. Roll to confirm twice without any bonuses from the critical
skill aside from the 3 dice. If you confirm both times, the critical hit does double
damage instead of the normal increase. If either confirmation fails, the hit is treated
as unconfirmed.

Finesse (Dexterity)

Careful handling of the right weapon can allow for a flurry of melee hits, each hit aimed at
delivering maximum damage. Knife-fighters, sword-wielders and the like will often utilize in
finesse. Applies only to weapons with the Dexterity option, only when making attacks with
Dex as the primary stat.

● Roll an additional die when rolling to attack in melee with a qualifying Dex
weapon, use highest result.

●● Once per fight, when using a one-handed weapon to strike out at a foe who is
staggered, confused, blinded, blitzed, or screaming, can make an additional
attack at cost of not being able to apply any skills to that attack. If already multi-
attacking (not dual wielding), can apply finesse bonuses to your attacks as
normal. Refreshed if foe K.O.d or at the end of the encounter.

●●● 1-pip bonus increases to +2 dice


●●●● When attacking with finesse, you can attack at +1 to hit. This bonus is lost if you
were hit in the last round.

●●●●● Choose a finesse specialty.

Finesse Specialties
● Bloodthirsty - Your strikes inflict bleed.
● Flurry - When you confirm a critical hit, you may choose to take an attack of
opportunity instead of gaining the extra damage. This can only trigger once per attack
action: further critical hits are resolved as normal.
● Assassin - Attacks made out of stealth threaten critical hits on a 19+(they do not
automatically hit unless you roll a natural 20).

Martial Arts (Brawn/Dexterity)

Various martial arts are preferred by those who like to fight bare-handed. Martial Arts is
unique in that it is not one skill, but a collection of styles that grant different effects
depending on which path you choose to take.

● When fighting unarmed in melee combat, roll one extra die and keep the highest.

●● Choose a martial art. When you threaten a critical hit on a melee attack, instead
of rolling to confirm, you may choose to apply the martial art’s benefit:
Judo: Attempt to grapple your opponent using strongarm.
Karate: Attempt to trip your opponent using acrobatics.
Boxing: Inflict your damage again as effects and stagger, not blocked by
defenses.

●●● 1-pip bonus increases to +2 dice.

●●●● May choose to may choose to apply the martial art’s benefit instead of confirming
a critical defensive when fighting unarmed and having used MA for previous
attack:
Judo: Throw the enemy to any adjacent square. They are knocked back by one
square, and the Dazed wound effect.
Karate: Smash their head into your knee, inflicting 1 moderate bash effect to the
head and the KO wound effect.
Boxing: Uppercut. You get +2 to attack that enemy on your next turn.
●●●●● Take the martial arts specialty of your chosen martial art.

Specialties
● Iron Grip (Judo) - Treated as the executioner specialty for strongarm. If you already
possess the executioner specialty, you attack grappled targets at +2.
● Flow Like Water (Karate) - Whenever you threaten an offensive (or defensive) crit, you
add +1 to your critical threat range on defenses (or offenses) for 1 round. Only
considers natural 20s to trigger, and thus cannot stack both option with each other or
themselves.
● Float Like a Butterfly (Boxing) - Whenever you land an attack, you can immediately
shift 1 square

Strongarm (Brawn)

To a character with the strongarm skill, they’ve learned to approach the playing field with a
sense of things being a tug of war and measure of raw power. If they’re standing and their
enemy is sitting on their ass, they have to be doing something right. To these ends, they
emphasize grabbing, throwing, pushing, and otherwise physically bullying their opposition.
The Strongarm skill is the province of bouncers, many athletes, wrestlers of all sorts, and
heavy laborers.

Strongarm is also the skill that represents one’s ability to use powers that move foes
around.

● When rolling to grapple, hold, push, pull, or throw people, roll an added die and
keep the highest result.

●● When initiating a grapple, roll strongarm at a +1 bonus.

●●● 1-pip bonus increases to +2 dice

When you threaten a critical hit, you can instead attempt to grapple the opponent.
●●●● If you have the 2-pip judo bonus for martial arts, you can reroll this grapple
attempt.

●●●●● Choose a strongarm specialty

Strongarm Specialties
● Executioner - Attacking the grapple victim does not forfeit stages of control.
● Kidnapper - Can move without forfeiting stages of control.
● Human Nunchuck - The single greatest specialty in the game. When a foe is
successfully grappled, can use them as a melee weapon. Attacks this way are made at a -4
penalty, +1 for every stage of control on the target, to a max of +0. Use the grappled target
as a two handed brawn-based melee weapon, dealing 2m bash. If a foe is struck, the
damage from the attack is inflicted to both the foe and the grappled target.

Ranged skills

Aim (Dexterity)

A steady hand and keen hand-eye coordination are essential for those who would pick off
their enemies with ranged attacks. Refining the ability to place the attacks where they need
to allows more reliable hits and makes the hits that are delivered more potent. Not for use
with weapons or powers that spit out a large number of shots, favored by snipers and
archers.
Only the added die and bonuses from one ranged skill can be applied at a time when
making an attack.

● When making a ranged attack while not in melee with an enemy or staggered,
gain +1 dice and keep the highest. If a partial action was spent this turn taking
aim, increase the bonus to +2 dice.

●● 1-pip bonus increases to +2 dice (+3 when an aim action is spent).

●●● Taking a standard action to concentrate allows you to add half your wits pips
(rounding down) to your next attack’s hit roll, and pierce 1 layer of armor with the
next shot.
●●●●

●●●●● Ignore penalties to hit from partial cover if you spend a partial action focusing.

Choose an aim specialty

Aim Specialties
● Brutal Aim - Your shots have a 50% chance to stagger enemies on hit. This only
applies if your attack rolls wound effects, and is not blocked by shell, armor, superguts, or
other defenses.
● Multi-Aim - You can split your shots using the aim skill among multiple targets if you
make multiple attacks. When attacking multiple targets, gain +1 to hit the next shot on each
new target for each shot before it you hit this turn. This bonus can only apply once to each
target per turn.
● Patience - You can delay your ranged attack per Tactics skill using your aim roll,
without requiring the Tactics skill.

Barrage (Dexterity)

The second of the ranged combat skills, Barrage is focused around delivering more shots in
a given span of time. At the outset, the character can make decisions about whether to
shoot less accurately or focus on honing their aim when firing a great deal. Later on, the
gap between these two options closes.

Barrage skills and specialties only work with ranged attacks/powers and attacks/powers
that are at least semiautomatic in function (can fire ½ Dex # of attacks/round), and are
always capped at the gun/power’s maximum.

Only the added die and bonuses from one ranged skill can be applied at a time when
making an attack.

● When making a ranged attack that fires multiple shots in a round, if you haven’t
moved that round, roll one extra die and keep the highest.

●● 1-pip bonus increased to 2 dice.

●●● Suppressing Fire: Missing a shot by 3 or less gives the target -1 to hit on attacks
they make next round. Does not stack.

●●●● Barrage bonus dice apply even if you have already moved this round.

●●●●● Choose a barrage specialty

Barrage Specialties
● Spray and Pray: Suppressing fire penalty to hit triggers on missing by 6 or less. Missing
by 1 or less hits instead, and deals half damage.
● Splitfire - Can shoot multiple targets with the same barrage at no penalty. Shots can
‘cleave’, hitting any two adjacent enemies (they both roll dodge against the same attack).

Bullseye (Dexterity)

Aim for center mass, breathe deep… exhale as you pull the trigger. This cape may use
ranged attacks, but they sure aren’t afraid of getting up close and personal. Used by the
military, by hitmen, by vigilantes and others who may get into close-quarters scraps
frequently.
● When making ranged attacks against targets within 5 squares, roll an extra die
and keep the highest. Ranged attacks made in melee do not provoke attacks of
opportunity when using the bullseye skill.

●● 1-pip bonus increases to +2 dice within 5 squares. When making a ranged attack
against a target within 10 squares or half your weapon’s range increment,
whichever is more, roll one extra die and keep the highest.

●●● When making a ranged attack using bullseye, can reduce damage by 1 lesser to
make the attack pierce 1 layer of armor and inflict pain for one round.

●●●● When shooting a target in melee range, can choose to reroll all wound rolls, but
must accept the second result.

●●●●● Choose a bullseye specialty.

Bullseye Specialties
● Point Blank - Choose 2 more specialties, but can only apply the bonuses from the skill
in half the stated ranges above, rounding up.
● Hot Lead - Critical hits against a target that is currently suffering from a wound effect
have +4 to confirm.
● Full Metal Jacket - Double the armor piercing from the 2-pip option.
● Mow Down - When an opponent fails consciousness against one of your shots, you get
an attack of opportunity against any target on the map.
● Kneecapping - Pain from 2-pip option lasts until the end of the fight.

Gunfight (Dexterity)

Gunfighting is the province of those who know the battlefield and their weapons well.
Having been through hazardous situations, they can maintain their cool and keep on
shooting. Police officers in the most dangerous areas, military, child soldiers, and even gun
aficionados with some experience in paintball or airsoft might show skill in gunfighting, but
even more than other ranged skills, gunfighting is a skill that is learned with experience.

● When making a ranged attack, roll one extra die and keep the highest.

●● 1-pip bonus increases to +2 dice

●●● Instead of making a ranged attack normally, a gunfight user can delay their attack
as a standard action, choose one of the conditions on the table below, and then
wait for an opening to strike. If and when that condition is fulfilled in the next
round, they can make a ‘potshot’ attack of opportunity against the target that
fulfilled it at +1 to hit. If the condition is never fulfilled, the shot is wasted.
Potshots do not trigger AoOs from shooting in melee from the target that they're
shooting

●●●● When setting up a potshot, the gunfighter can choose to have the 2-pip bonus be
+1 die instead of +1 to hit, or select 2 conditions that will trigger the potshot.

●●●●● Choose a gunfight specialty.

Gunfight Specialties
● Fan the Hammer - On hit with potshot, can ready another potshot at the cost of
standard action next turn. The same action cannot trigger a potshot twice. This additional
potshot lasts 1 full round before expiring if unused.
● Fire Blind - Once/fight, negate all penalties from cover and blindness to hit a target.

A melee attack against the gunfight user or a shot from within 2 squares of
Brawn
the gunfight user.

At the end of a foe’s partial action spent on non-shifting movement, or a shift


Athletics
that moves more than 5 squares.

Foe takes an action that utilizes a non-damaging item (ie. throwing a


Dexterity flashbang), target makes a skill roll for any non-combat skill that isn’t
acrobatics or reflexes.

Foe emerges from smoke/sight hazard or from an area such that that line of
Wits
sight was obstructed.

User and teammates have target flanked from at least two cardinal
directions (ie. user to their front, user’s ally behind, character’s ally to left).
Social
Trigger at the end of the flanking ally’s turn. Both flankers must be in melee
of the desired target.

Enemy fires as part of delayed action, tactics, or foe trips up on trap/hazard


Knowledge
character is aware of.

Guts Foe attacks the gunfighter from cover.

Defensive skills

Evade (Athletics)

Duck, leap for cover, recognize danger and move the hell out of the way. Evading is an
important thing for anyone who goes into a confrontation and doesn’t expect to be able to
deflect bullets. Favored by lightly armored capes who prioritize mobility and flexibility in
their fighting style.

● When dodging an attack, roll one extra die and keep the highest.

●● 1-pip bonus increases to +2 dice

●●● Duck and Roll: When you successfully dodge an attack, you can shift 1 square in
any direction. This does not interrupt multi-attacks.

●●●● Gain two free dodge rerolls per fight.

Gain an evade specialty.


●●●●●

Evasion Specialties
● Slip Through - You have +2 to dodge attacks of opportunity.
● Fend Off - Roll both dodge and block or parry vs. an attack, -2 to each. Has a 2 turn
cooldown.
● Somersault - If you roll over four more than needed to dodge an attack the enemy
takes a -1 to hit until the end of their next turn. Can only apply once per enemy per
round.

Guard (Brawn)

As a Guard user, your first line of defense is your trusty shield. Guard is both a passive
defense, as it closes off avenues of attack for the enemy, as well an an active one.

Active guarding grants +2 to your defense, and soaks all but 1m1l of damage. This damage
is called "passthrough damage", and damages you as normal. See the shields section for
further rulings.

More than any defense, shields are flexible and can be adapted to your needs.

Using guard requires you to have a shield equipped.

● While guarding against an attack while having a shield equipped, roll one extra die
and keep the highest.

●● 1-pip bonus increases to +2 dice.

●●● When not having moved in your last turn, can downgrade one wound effect you
take by a stage. Only downgrades the effect, not the actual wound.

●●●● Allows you to active guard. The first time you successfully active guard (First
Guard), there is no passthrough damage.
●●●●● Allows you to augment your shield. Augments can be changed in-between fights.

Shield Augments
● Shield Charge - When moving into melee from 4 or more squares away, roll your
Brawn against the enemy's to inflict a moderate bash effect.
● Foot Slam - Slam shield down on enemy's feet as a partial. Lower your next
movement action's distance by two squares. Enemy rolls DC20 Guts. If they fail,
they cannot shift on their next turn. If they fail by more than 4, they are also
staggered.
● Stand Your Ground - Can resist forced movement with a DC10 Brawn check. Roll
checks until you fail, each check halving the movement further.
● Catch Weapon - When blocking a melee attack, can try and pin the enemy's
weapon. Doing so imposes a -1 to hit on your next attack. Reroll your defense, on a
confirm, enemy's weapon is pinned.
● Push And Shove - While shifting, can push enemy along in front of yourself. Enemy
can resist being shoved. Roll your Strongarm against enemy Acrobatics. Enemies
being pushed into walls do not take damage.
● We All Lift Together - Can interpose for allies up to two squares away. When you
interpose successfully, take reduced damage. Defend against aoe attacks at +2
(only if another ally is also affected).
● Feel The Weight - Your shield cannot be disarmed, and its arm not disabled. Allows
use of shield to dual wield alongside brawn weapon at no penalty, dealing 1m bash.
Can be used with brawl, but does not benefit from anything past the 2nd pip, and
shields hits do not generate momentum. Damage is not increased by SB.

Parry (Attacking Stat)

Strike attacks out of the air, or redirect them with deft movements. A defense for those on
the offensive. Parrying uses whichever stat you use to attack in melee.

Using the parry skill requires the user to use a weapon capable of doing so. All ranged
weapons are considered incapable of parrying.

● When parrying an attack, roll one extra die and keep the highest.

●● 1-pip bonus increases to +2 dice

●●● Your defensive critical threat range is increased by 1. When you successfully
parry an attack you may shift up to three squares towards or around the enemy.
This can only be triggered once per enemy attack action and at the end of the
attack action. This does not allow you to move before taking an attack of
opportunity off of a critical defense.

●●●● You may choose to add another die to your next attack action with the weapon
you used to parry. Doing so removes 1 die from your next defense. You must use
parry to defend during that time.
●●●●● Choose a parry specialty.

Parry Specialties
● Riposte - You can choose to activate the 4-pip bonus after an opponent has rolled
their attacks but before you roll your defenses.
● Pursuit - Increase the 2-pip movement to six squares or ath speed, whichever is
less. If you are already in melee range in the first 3 squares of movement, your next
attack against them reduces their movement away from you by half.
● Tackle - Once per attack action, if you successfully parry while adjacent to the
attacker, you may shift to any square adjacent to them and then you may push them
back one square

Withstand (Guts)

Block, brace and withstand incoming attacks. Ideal for brutes and those with otherwise high
Brawn and Guts, as well as those who wear heavy armor.

Can block striker attacks, unless the brute wears minimal covering and lacks a weapon with
which to deflect strikes.

● When blocking an attack, roll one extra die and keep the highest.

●● 1-pip bonus increases to +2 dice

●●● The first time you would be knocked down or staggered by a wound effect you
may choose to instead reduce your base movement next turn by 2 squares. If
you wish to replace both the first knocked down and staggered you may reduce
your base movement by 5.

●●●● When you roll 1 less than the amount needed to block an attack, treat the
attack’s damage as though it was resisted (criticals are reduced to moderates,
moderates are reduced to lessers, lessers are halved rounding down, these all
happen simultaneously). Applies to effects as well.
●●●●●
Choose a withstand specialty.

Withstand Specialties
● Power Through - The first time you roll consciousness in a fight, roll it at +5 if you
attempted to defend against the cause of the consciousness check with withstand.
● Steel Jaw - 2-pip bonus applies when blocking by 2 or less.
● Human Tank - At the end of your turn you may choose to gain an extra 1m of DR
until the start of your next turn. This has a three turn cooldown.
Miscellaneous skills

Acrobatics (Athletics)

Hurdling, jumping, climbing, it’s a question of navigating the environment and getting from A
to B when there are too many things in the way, or when there isn’t enough footing between
the two points. At the highest level, parallels could be drawn between acrobatics and
parkour or acrobatics and gymnastics. Either way, it is skilled whole-body movement and
use of the environment.
Mentions of falls include cases where an individual is thrown.

● When navigating the environment by way of jumping, climbing, hurdling or falling,


roll an added die and take the highest.

●● 1-pip bonus increases to +2 dice

●●● Fall rolls are treated as if the fall was three squares shorter.

●●●● When you jump, add ½ of your acrobatics pips to your jump height in squares,
rounding up.

●●●●●
Choose an acrobatics specialty

Acrobatics Specialties
● Wall Runner - You can move at your ground running speed along any vertical surface,
unless it specifically lacks any handholds.
● Steady Feet - You can roll DC 12 acrobatics to resist any attempt to stagger you.
● Fall Guy - When falling, fall damage is instead treated as though you fell half the
distance.

Awareness (Wits)

To be perfunctory, Awareness is trained senses. Looking and listening and being able to
track one’s enemies and allies in the midst of a confrontation are essential. At the lowest
level, it’s the ability to see something in shadows or make out a bit of whispered
conversation. At the highest level it is the ability to notice the cues and changes in air
pressure to know that something’s wrong.

● When testing one’s perception with a Wits roll, roll an added die and take the
highest.
●● 1-pip bonus increases to +2 dice

●●● When attempting to spot a foe who attempts to enter stealth in combat, you can
roll twice and take the highest result.

●●●● The penalty for being caught flat footed in combat is halved, to -2. You
automatically detect any stealth rolls below 15 + your total pips in awareness.

●●●●● Choose an awareness specialty.

Awareness Specialties
● Tracker - You can track targets. Have them roll stealth at a +5 modifier when you
examine any location they were in in the last week. If they fail, you can tell the direction
they were going and what path they took through the area. You automatically fail this roll if
the area has a dozen or more people passing through it every day, such as an airport or
crowded street.
● Steely Eyed - Reduce the DC of all blindness effects by 3.

Computers (Knowledge)

The computers skill covers the use of technology, devices, programming, and secure use of
these things. While virtually everyone has some facility and familiarity with technology, the
skill suggests more comfort and familiarity with technology overall.. On a secondary level,
the computers skill covers the use of digital items, which might include phones, cameras,
listening devices and further tech. Hackers, programmers, IT specialists, security
specialists and more technologically minded burglars might have some basis in this skill.

○ Technologically Illiterate - Can fail at even simple uses of the skill. Always make
Knowledge checks when using an item that could fall under Computers, always fail on a 1.

● When making a roll that involves computers, programming, technology and


hardware, roll an additional die and keep the highest result. Can operate tech
and computers despite distraction or harassment without penalty or fumbling.

●● When making a roll that involves computers, programming, technology and


hardware, roll two additional die and keep the highest result.

●●● Character’s tech knowledge is sufficient to secure their tech vs. anyone with
fewer skill points than them. On the flipside, can access tech owned by those
with fewer skill points than them without a Computers roll, and access tech
owned by those with equal numbers of skill points in Computers with a contested
Computers roll (utilizing Dex and Knowledge, plus skill ranks).

●●●● Can create programs. Programs perform simple tasks, such as making hack
attempts, punishing attacks, gathering information, or performing research.
Creating a program is a craft check, using Dex and Knowledge.

●●●●● Choose a computers specialty.

Computers Specialties
● Shutdown - With access to a system, can brick it as a full round action.
● Overclock - Can rush a single job per six hours, using pre-made flash drives, programs,
and backdoors set up in advance. Instantly finishes tasks that would take less than five
minutes to complete and cuts the time of other tasks by fifty percent.
● Programmer - Can create more advanced programs, as described in the 4-pip skill.
With a week of effort, can create a complex program that can perform any reasonable task
short of an AI.

Crafting (Knowledge)

The ability to make things, in short. Crafting is a more comprehensive skill, and as such,
those who invest in crafting get two points to allocate in the skill, across paths, skill points,
and a specialty, should they choose to have one. These do not count against cap.

Paths are the things the character knows how to make. There is some overlap between
paths, and a character making something that falls into this overlap between their two paths
will get a +2 to the end roll for crafting. A character without a path can still try to make
things, but they use only Knowledge to craft instead of applying the bonuses from both
stats. A character with a path adds the bonus from the skill noted for that path (minimum
+1), which may be required for some higher-end creations. Paths also offer small bonuses
and such. A Tinker is always considered to have the ‘path’ for their tinkerings.

Skill points are the general ability to craft. Focus, the ability to conceptualize the finished
product, steady hands and the like are represented here.

Specialties are, as normal, a particular direction the crafter has taken in pursuing the skill.
Only one skill point may be allocated to a specialty unless powers or perks say otherwise.
2
Crafting can be a Job skill, with 2 points (multiplied by two as described above, and divided
between paths, skill, and specialty as desired) allocated at character creation, +1/-1
depending on the quality of the asset purchased. Very frequently a ‘trade’ style
background.
If a character wishes to make money selling their crafted goods, they can do so at the
following rates of net profit:
1 pip: $20 a week
2 pips: $50 a week
3 pips: $100 a week
4 pips: $200 a week
5 pips: $400 a week

Paths

Generalist paths cover a wide range of things, enabling simple constructions and general
repair of...
● Weapons - Simple ranged and melee weapons. Dex.
● Costumes - Cloth and armor components of costumes. Dex.
● Buildings - Simple shelter, building repair, reinforcement. Know (effective 2x Know).
● Computers - Creating things with a microchip. Know (Effective 2x Know)
● Pharmacist - Creating medicines and drugs. Know (Effective 2x Know)
● Art - Various media, painting, sculpting, music. Social.

Creation paths dwell on one particular material and dimension of the above. They can
create basic materials and create items formed of that material as well.
● Smithing - Smelt metals (from ore or melting down), metal items. Brawn.
● Carpenter - Shape and form constructions or items of wood. Wits.
● Mason - Shape stone, form constructions of stone. Brawn.
● Weave - Create cloth, craft stuff out of cloth. Dex.
● Electric - Stuff with wires, wire buildings, fabricate simple tech from scrap. Know.
● Machinist - Stuff with moving parts, fabricate such from scrap. Dex.
● Survivalist - Simple traps, meals, medicine, gathering mats from nature. Wits.

Overlap between two paths is possible, but only Generalist x Creation. When crafting an
item that falls under both of your overlapping paths, you can roll craft at a +2 bonus.

Skill Points

● When crafting, or making a knowledge roll in a field related to your crafting


specialty, roll an added die and keep the highest.

●● When crafting, or making a knowledge roll in a field related to your crafting


specialty, roll two added die and keep the highest.

●●● Can rush job (take half the time), get a 25% refund on spent resources at job’s
conclusion (with cost remaining the same), or get a bonus to the end result equal
to ranks in the skill. Doing so means taking one of the following negatives: take
twice as long, it costs 50% more, or -2 to roll.

●●●● When using the 2-pip skill bonus to get a bonus to the roll (job not rushed or
cutting corners to preserve resources), can throw in a second item for free with a
DC 4 lower or less than the DC of the main item.

●●●●● Take a crafting specialty

Specialties
● Mastercraft - If you have two crafting paths at 5 and take the mastercraft specialty
in both, you gain an additional +4 to crafting rolls in some area of overlap.
● Fast Worker - 125% craft speed. Extra % carries over for bonus time slots.
● Artisan - Pick a second path. You get crafting 4 in that path, but you take 2x as long
to build for them, knowledge rolls as normal.

Crafting System

Crafting items requires skill rolls, relevant to what tier the item is. Some items, such as
higher-tier costumes, also have power costs associated with them, which may be waived
on a success.

Quantities are assumed to be 1 per craft action, unless stated otherwise. Time is likewise
assumed to be 1 day worth of work. Critical successes do not allow the creation of higher-
tier items than would be possible normally. Costs of these items are listed in the equipment
section. Crafting an item requires half of its market price in materials.

Weapons, Items and Shields

DC12
- Hammer
- Sledgehammer
- Baton
- Molotov cocktail
- Acid grenade
DC14
- Brass knuckles (Pair)
- Buckler
- Kite shield
DC16
- Knife
- Machete
- Sword
- Spear
- Greataxe
- Halberd
- Scythe
- Throwing knife (6 crafted)
- Javelin (2 crafted)
DC18
- Greatsword
- Compound bow
- Crossbow
DC20
- Grenades (Excluding foam grenade)

Costumes (Takes 2 IRL days to make each)

DC12: Tier 1
DC16: Tier 2
DC20: Tier 3
DC24: Tier 4
DC28: Tier 5

Driving (Wits)

Drive, pilot, captain and operate vehicles. Driving is a rarely used skill, but some powers
may necessitate or encourage use of vehicles.

Piloting a vehicle untrained requires a roll. A person untrained in driving may be a child, or
never have obtained a license. Make the roll once at the start of the drive. No matter how
skilled you are, if you wish to perform a stunt or gain ground on someone, a driving roll is
always required.

Failing a Driving roll doesn’t mean you crash, so much as your driving that round is far
more unsteady and uncontrolled than desirable. A critical failure would entail a crash, or the
engine failing to turn over at lower speeds. Driving rolls must be made every round whilst
operating a vehicle outside your capabilities.

Skill Points

● When piloting a vehicle, roll 1 extra die and keep the highest. You can pilot
simple vehicles such as cars and motorcycles without a roll.

●● When piloting a vehicle, roll 2 extra dice and keep the highest

●●● You can use more complex vehicles such as trucks and jet skis without a roll.

●●●● You can pilot even advanced vehicles such as helicopters, tanks, and airplanes
without a roll.

●●●●● Take a driving specialty

Specialties
● Ramming Speed - Negate the penalty for using a vehicle to attack.
● All Terrain - You ignore penalties for taking your vehicle into rough terrain, although
you still have to obey the laws of physics (no driving through a lake or flying a boat)

Medical (Knowledge)

Treat, aid, and nurse. Medical allows you to cure and mollify serious injuries and effects,
with a successful check.

Medical actions

Except where otherwise noted, all medical actions require at least a stocked first aid kit. All
first aid is considered a full-round action, and leaves you flat-footed that round.

- DC12: Set a broken bone. You cannot set your own broken arms, as medical care
requires both hands to perform.
- DC16: Suppress Death Sentence this round. 6 successes will cure death sentence,
with critical successes counting as 2 successes for this purposes, not necessarily in
a row. Without any points in Medical, a success only reduces the damage to a
lesser.
- DC18: Suppress normal stat point loss, restoring 3 points of your choice. Excludes
long-term and permanent stat loss.

Skill Points

● Capable of attempting basic medical actions. When attempting these actions, roll
1 additional die and take the highest.

●●
When attempting medical actions, roll two additional dice and keep the highest..
Additionally, may make a DC 16 medical check as a full round action to suppress
two chosen wound effects on target. Wound effects return in 3 rounds unless this
action is repeated 3 times for those wound effects.

●●● Can move people under death sentence without killing them. +1 to all medical
rolls and medical knowledge rolls.

●●●●
In a pinch, can make medical checks without any sort of medkit, but take a -3
penalty to all checks made in this way. When suppressing wound effects, can
increase DC by 2 to suppress the wounds themselves, not just the effects. This
can only be done to up to the patient's guts worth of wounds.
●●●●●
Choose a medical specialty.
Specialties
● Triage - 3-pip bonus can negate 3 wounds instead of 2.
● Battle Medic - By spending a partial action, all bleeds and death sentences on
targets within reach are delayed by 3 rounds.

Reflexes (Wits)

Add bonus to rolls made to catch, time things, and other reactions, as well as initiative rolls
in combat. Roll to dodge with a number of effects, including teleporting, and attack with a
scarce few attacks focusing on precise timing.

Skill Points

● When rolling to test your cape’s reflexes, roll an additional die and take the
highest. This does not apply to initiative rolls.

●●
When rolling to test your cape’s reflexes, roll two additional dice and take the
highest.
●●●
When rolling initiative, add your total pips in reflexes as a modifier.

●●●● You can always act during surprise rounds. However, you automatically act at the
end of initiative. If multiple people have this bonus, roll initiative normally to break
the tie.

●●●●●
Choose a reflexes specialization

Specialties
● Twitchy - If you start the battle below an enemy combatant in initiative, you have +1
to defend against all attacks in the first round of combat against enemies higher
than you in initiative.
● Instinctual - When using reflexes for an attack roll, that attack is made at a +1
bonus.
Sneak (Dexterity)

Remain quiet and undetected whilst sneaking around, and take actions whilst stealthed
without being seen. Career burglars will invest into this skill.

Skill Points

● When rolling to remain quiet and undetected while hiding, roll one extra die and
take the highest.

●●
When rolling to remain quiet and undetected while hiding, roll two extra dice and
take the highest.

●●● When voluntarily exiting stealth or cover (not when spotted), can take a partial
action before enemies get a chance to react.

●●●●
Increase enemy flat-footed penalties to defend against your attacks by 2.
●●●●●
Choose a sneak specialization

Specialties
● Light Step - You leave no traces behind when you pass through an area, unless
you interact with it in a blatant way (shattering a display case, leaving all the doors
open)
● Camo Master - When wearing appropriately colored gear, can attempt to sneak in
areas that would normally be considered ‘plain sight’ at a -2 penalty.
Street Smarts (Knowledge)

The skill pertaining to knowledge of urban life, urban navigation, crime, criminals, gangs,
drugs, guns, street level officers, and rules/dynamics.

Skill Points

● When making rolls pertaining to urban life, urban navigation, crime, criminals,
gangs, drugs, guns, street level officers, and rules/dynamics, roll one extra die
and keep the highest.
●●
When making rolls pertaining to urban life, urban navigation, crime, criminals,
gangs, drugs, guns, street level officers, and rules/dynamics, roll two extra dice
and keep the highest.

●●● In addition to the standard knowledge gained from a check about a given [see
first point bonus for list], can assess quality and type after some limited
interaction (ie. conversation with gang member revealing personality & skill level,
taste/smell drug to estimate quality/cut). A normal check, conversely, would only
identify the ‘class’ of the thug or general type and current street name of drug.
Additionally, the character can work for one session to pick up a mid-level street
informant who can assist. This informant generally requires payment for their
services.

●●●●
Gain the ability to naturally attract underlings/allies from the streets and/or gangs.
These underlings are generally loyal, easy to please, and sympathetic to (if not
necessarily possessed of) one’s reputation slant, often taking the form of
informants for positively aligned characters and useless mooks for criminals,
approaching a few days after points are invested until a number equal to their
pips in social have shown up.

●●●●●
Choose a street smarts specialization

Specialties
● Mob Mentality - Triple the number of goons that will naturally be attracted to the
player.
● Ears to the Ground - The character can, with another session’s work on top of the
2-pip bonus, amass a network of informants. The character will naturally be
informed of all notable dealings that happen in public areas.
Tactics (Wits)

Survey the battlefield, reason enemy action, prepare actions and interpose for enemy
attacks on your allies.

Skill Points

When making rolls regarding surveying the battlefield and reasoning enemy
● action, making prepared actions, or interposing, roll an additional die and keep
the highest.
●●
When making rolls regarding surveying the battlefield and reasoning enemy
action (including rolling to anticipate enemy counterattacks), making prepared
actions, or interposing, roll two additional dice and keep the highest.

●●● The character can perform prepared actions.

●●●●
At the start of a fight, before anyone else moves, can move self up to 2 squares
in any direction.

●●●●● Choose a tactics specialty

Specialties
● Springloaded - When taking a prepared action, can choose to use any flat
modifier/dice bonuses of the associated skill, rather than tactics.
● Maneuver - May take a single partial action in the same turn as preparing an action,
and may take a single movement action to interpose an attack.
Thievery (Dexterity)

Become capable of sleight of hand, lockpicking, pickpocketing, shoplifting, breaking and


entering, looting, and other nefarious deeds. Thievery rolls are made whenever subtlety is
needed, in any task other than sneaking around.

Skill Points

● When making rolls for sleight of hand, lockpicking, pickpocketing, shoplifting,


breaking and entering, looting, and other manual actions for nefarious deeds, roll
one extra die and keep the highest.
●●
When making rolls for sleight of hand, lockpicking, pickpocketing, shoplifting,
breaking and entering, looting, and other manual actions for nefarious deeds, roll
two extra dice and keep the highest.

●●● The character can snatch and grab, collecting an unattended item as part of a
movement action. Experience and know-how provides some ability to assess and
collect higher quality goods on the fly; the character earns +5% in illicit earnings
per skill point in Thievery.

●●●● The character has a passive +4 bonus against all scrutinize and investigation
rolls targeting their actions out of combat (not necessarily what they say).

●●●●●
Choose a thievery specialty

Specialties
● Sticky Fingers - Can attempt to steal an item from a character in combat. Roll
opposed thievery vs their attack skill for any weapons, and strongarm for everything
else. This is a standard action normally, but becomes free if the target is paralyzed,
screaming, blitzed, or staggered.
● Cat Burglar - If the character is free, can passively bring in 600 dollars per week,
stealing from safe targets. The cape selects their targets so as to leave no evidence
connecting them to these crimes.
Willpower (Wits/Guts)

Keep on keeping on. Somewhere along the way, the character learned to plumb those
depths deep inside them, dredge out that last gasp of air, that last iota of energy, or push
through despite rain, sleet, heat, or chaos storms of warped space. Those techniques
they’ve picked up, where they push themselves to the limit, they can make that push just a
little bit more often. Masters include athletes, marathon runners, firefighters, workers on
fishing boats, and even those disabled who struggle to do even normal tasks.

Wits is used as the base stat when the effect is mental, and Guts when the effect is
physical. The maximum skill rank is limited only by the highest stat.

Skill Points

● When rolling against an effect that tests the character’s mental or physical
tenacity, stamina, or ability to power through pain, roll an additional die and take
the highest.
●●
When rolling against an effect that tests the character’s mental or physical
tenacity, stamina, or ability to power through pain, roll two additional dice and
take the highest.

●●● Once per fight, can ignore the penalties from pain on a consciousness roll.

●●●●
Once per fight, can delay the effects of a wound effect for up to 2 rounds. In
addition, the 2-pip bonus can now be used up to three times per fight. This is
done before any DCs from wounds are rolled. Does not work on critical wounds.

●●●●● Choose a willpower specialty

Specialties
● Second Wind - Can reroll a consciousness roll once per fight, but at a -4 penalty
from the initial roll.
● Tolerance - The character always ignores the penalty from the pain effect.
Social skills

Charm (Social)

Some people can look good in rags, or make even crabby old ladies blush. A blending of
attractiveness, being able to read emotions, and being able to sell one’s own emotions.
Charm works with both small audiences and larger ones, occasionally seeing slight overlap
with Deception. Skill used by lobbyists, romancers, CEOs, and even the like of priests.
Anyone who wants to sway hearts and make key impressions.

● When making a social roll that involves calibrating initial impressions,


attractiveness, seduction, or attempts to sell one’s emotions (including acting,
emotional appeals), roll an extra die and keep the highest result.

●● When making a social roll that involves calibrating initial impressions,


attractiveness, seduction, or attempts to sell one’s emotions (including acting,
emotional appeals), roll two extra dice and keep the highest result.

●●● When negotiating for something that is minor and/or low risk, can ‘take 14’ to treat
the dice result as a 14. When bargaining over a price with NPCs, a successful
charm roll can raise or lower the price by up to 15%.

●●●● When making a first impression (generally the first charm roll made in the first
encounter with a target), roll three extra dice and keep the highest result.

●●●●● Choose a charm specialty

Charm Specialties
● Sex Appeal - When charming characters attracted to you, roll at +1.
● Lasting Impression - If a social-based costume feature (icon, etc.) would be destroyed
by something such as Blackened, it is not destroyed up to twice per fight.

Command (Social)

You’ve got people under your command, and it’s time to get shit done. With an emphasis
on organizing a group in the midst of a battlefield, Command has some secondary benefits
as a general team and group management skill. Command benefits are primarily aimed at
those who are already subordinate and cooperative, and helps to direct them and bring out
the best in them. Secondary benefits come in recruitment and helping instill cooperation.

Favored by many leaders, particularly captains of squads and organizations. More passive
leaders who don’t face a great deal of confrontation, such as politicians, may favor
Presentation. Maximum number of minions is [Social pips].

Players cannot count as minions for this skill, exceptions authorised on a per-character
basis, but generally only to master-controlled minions.

Skill Points

● When rolling to direct or inspire your subordinates, roll an extra die and take the
highest.

●● When rolling to direct or inspire your subordinates, roll two extra dice and take
the highest.

●●● Can roll command once on the third turn of combat, and every third turn
thereafter. Any minions can choose to replace any one roll with this ‘saved’
command roll after they roll. This only works for the turn the command roll is
saved. This is a standard action.

●●●● Two-pip bonus either triggers every other turn, or is a partial action instead of a
standard. Choose which at the start of combat.

●●●●● Choose a command specialty

Command Specialties
● Direction - Minions may use the commander’s skills, if the commander does not
attack this turn.
● Discerning Recruiter - Human goons gain an extra 2 stat points by default.
● Focus Fire! - Minions gain +1 to hit, when attacking the same target as their leader.
May not apply to master minions, ask your GM.

Deception (Social)

Everyone lies, and some people make the lies a part of their identity. Careful use of body
language and word choice, being able to believe one’s own words, management of stress
levels and tailoring one’s tales to their audience are all covered by this skill. Favored not
only by liars, criminals, conmen, and various slimy ‘legitimate’ professions, but by actors
and by lawyers. Those who have been living a lie for a very long time might have a few
points in the skill.

Skill Points
● When lying, cheating, or attempting to deceive someone, roll an extra die and
take the highest.

●● The bonuses from deception also apply when crafting disguises. Make two
deception rolls, and take the highest. This roll is the roll for your disguise, and is
rolled against by an opponent’s scrutinize. Can feint, rolling against the target’s
scrutinize skill, as part of an attack. On a success, the attack roll is made at +3.
On a failure, the attack roll is made at -1. Every feint you take during a fight is
taken at a -3 penalty, stacking.

●●● When lying, cheating, disguising yourself, or attempting to deceive someone, roll
two extra dice and take the highest.

●●●● When you have time to prepare and rehearse a specific lie ahead of time, can roll
at an extra die when retelling it. Must state the specific lie prepped in a public
channel beforehand, and can only prepare one lie at a time

●●●●● Choose a deception specialty

Deception Specialties
● Immersive Storytelling - +1 to deception rolls for each successful lie told. Must be
lies about different topics, stacks up to three times, resets at the end of a scene.
● Slippery Liar - +1 to decept. rolls to deflect blame or make another look bad.
● Disguise Artist - When crafting disguises, roll at a +2 bonus.
● Forger - Skill now applies to written/typed word, forgeries. +1 to rolls involved.
● Mysterious - The character can take a single session quest to try to erase traces of
their past, files, etc, giving a permanent -1🎲 for enemy background checks.
Scrutinize (Wits/Social)

What’s with him? Look at his clothes, the way he stands. The quirk of his mouth. Why is he
so tense? There’s something going on. This is the scrutinize skill at work. Analysis of
people, what they’re saying and doing, the clues on their person and their body language.
Scrutinize is a defensive skill of sorts in the social field, key for those who would want to
spot any deception or who need to know people well to do their job. Investigators,
detectives, cops, psychologists and (good) human resources workers might have more
points in scrutinize.

Skill Points

● When rolling to analyze people, detect lies, or uncover disguises, roll one extra
die and take the highest. When attempting to discern a lie, roll scrutinize vs
deception. On a success, the character either looks sincere or insincere,
depending on whether they are lying or not. On a failure, they always look
sincere. This does not make your character automatically believe or disbelieve.

●● When making rolls to read attitudes, discern lies, uncover disguises and
concealed items or scrutinize a person, two extra dice and take the highest
result.

●●● When opponents attempt to feint you, their deception roll decays by 5 each
attempt instead of three.

●●●● At the start of a fight, you can roll scrutinize against a single chosen target. If you
beat DC 12, you can learn one of the following things about the target: a single
costume quality, their skill level with any weapon/power they have, or gain +1 to
defend against the first attack they make (does not stack).

●●●●● Choose a scrutinize specialty

Scrutinize Specialties
● Truth Detector - When rolling to discern lies, roll at a +2 bonus
● Fool Me Once - You can only be feinted once by any given target in a fight
● Glance Over - Make automatic scrutinize check at conversation start. Once during the
encounter, you can sub this roll out for any other scrutinize roll in the conversation,
replacing the rolled value with the one you rolled at the start.
Threaten (Social)

Scare, coerce or threaten others. Threaten lets you leave a negative impression on those
afraid of you.

● When rolling to scare, coerce or threaten others, roll an extra die and keep the
highest.

●●
When rolling to scare, coerce or threaten others, roll two extra dice and keep the
highest.

●●●
When rolling threaten against unpowered targets while openly demonstrating
your power or status as a cape, roll at +2.

●●●●
When K.O.ing an opponent in combat, may make a single threaten roll vs the
willpower or scrutinize skills of all other enemies in combat. On a failure, targets
are at -1 to hit the threatener on their next turn.

●●●●● Choose a threaten specialty

Threaten Specialties
● Imposing Presence - You can use the highest of your brawn or social modifiers to
threaten a target.
● Inspire Terror - Unpowered targets must reroll successful rolls against your threaten
attempts.
Equipment Rules

Costume Rules
Costumes include both clothing and armor, the pieces of a character’s outfit that are
worn on their person. Costumes are summarized as a complete outfit, including mask,
torso, gloves, leggings, boots, and cape, among other details or accessories. These
outfits will fall into tiers, based on their overall quality. Characters have two primary
options available when it comes to costuming themselves; they can spend a set amount
of money, or they can make a crafting check. The table below suggests costs for each
tier of costume:

Costume Tier Cost (In USD) Craft Result needed

One $15 12+

Two $150 16+

Three $2500 20+

Four $5000 24+

Five $10k 28+

On purchasing a costume, characters may create a paper trail, or at least create an


avenue for investigators to get details on them. The higher the tier of costume, the
more notable the trail. Characters may reduce the cost with negotiation rolls (Social).

Crafting a costume requires components equal to half the listed cost, a time slot, and
then a roll.
The DC for crafting a costume of a given tier is equal to (tier + 2) times 4. A tier 1
costume is DC 12, tier 2 is DC 16, etc. A failed roll consumes the time and resources, of
the attempted tier, and produces a costume of the highest tier that the roll is capable of.
Costumes can be repaired as a routine action by anyone with two pips in craft.

Tier One costumes are so cheap as to be virtually free. Plastic dollar-store


masks, bandannas covering face, makeshift war paint, slightly unconventional
clothing from a thrift store. Looks cheap.

Tier Two costumes are basic, effective pieces of gear all put together. They
might not look good, or they might look good while effectiveness is lacking.
Could include a hockey mask, sports equipment, or a skintight suit with
modifications.

Tier Three costumes are the point where costumes really start to pass muster.
They’re also at the point where people can really start tracing the buyer through
sellers.

Tier Four costumes are top of the line. The materials are the best available, and
the craftsmanship is of the highest quality.

Tier Five costumes are akin to Tier Four costumes, but are even better than
what standard tools and expert skills can produce, typically requiring access to
unconventional components, superhuman talents or skills, and powers.

Depending on tier, the costume may have a set number of qualities. The number of
advantageous qualities depends on the tier, with characters picking a number of
advantages off the advantage lists equal to the tier of the equipment. Each tier gives
one minor advantage, two of which stack into a major advantage. All armor is light
armor by default, increased by selecting the ‘armor’ costume quality.

All armor, regardless of tier, also provides the wearer with 3 points of shell.

Superior Armor qualities (Can take 1 per two minor qualities sacrificed):
● Combat - The armor has spikes or other augmentations that make it better in a
scrap. Melee punches and kicks are treated as though the user is wearing a
gauntlet of a chosen damage type.
● Coverage - Costume covers all skin. Provides some safety against burns, as
well as ambient environmental effects such as steam, bugs, and cold. Such
things don’t take effect unless wearer is wounded or power is directed. Specifics
are listed under the wound effects of burn wounds.
● Covert - Dark colors, padded soles, etc. Costume affords +2 to attempts to stay
concealed and silent, while hiding or active.
● Flowing - Hides the wearer’s form, often with a flowing cloak, cowl, or very loose
fabric. Attack rolls that get a 10 or less after modifiers miss the wearer,
regardless of defensive roll. Stacks partially with ‘Artful Dodge’ evasion
specialty, extending the number to a 14 or less. Does not apply to attacks that
are not targeted, area effects, and when the attacker has the ability to discern the
character’s position.
● Movement - Costume assists in scaling surfaces or swimming. Can now move
with selected mode at half base speed without needing to roll (barring especially
troublesome environments) and get a +1 to rolls for said movement mode. Can
also facilitate some flying/gliding, but only provides the +1; other benefits are at
GM discretion and depend on means of flight & mode.
● Protection - Provides an additional 1 armor (granting an extra 1l DR) against a
damage type specified before combat without increasing encumbrance. This
quality can’t be stacked.
● Supply - Costume includes container or containers that provide supply of some
sort of material needed for power (water, sand, poison gas, battery).
● Tech - Costume includes something equivalent to a breathing apparatus (for
smoke or underwater), night vision, comms, bodycams etc. Bodycams that
constantly broadcast position/stream video to another source require the tech
feature to be taken twice.

Minor Armor Qualities (1 per tier):


● Armor - Increases the tier of the armor from light to medium and from medium to
heavy. Can be taken up to twice. Each point of armor gives one lesser of
damage reduction, stacking into moderates. If an attack would be reduced to
deal no damage, it instead deals a single typeless lesser. See the armor section
for more information.
● Brace - Come in form of bracers or bands that protect joints and limbs.
Protective sheaths provide reroll or resistance roll (if there was no initial roll) vs.
‘disable limb’ effects. Resistance roll is DC12 guts.
● Emblem - Sport the colors/icon of a particular group/faction/ideology.
● Icon - Sport personal symbol, aiding in recognizability/established identity.
● Helm - Protective face/head covering provides reroll or resistance roll (if there
was no initial roll) against ‘confuse’ effects stemming from physical sources
(blows to the head, flashbangs).
● Goggles - Gain reroll or resistance roll (if there was no initial roll) vs. blinding
effects.
● Mask - Covers mouth effectively, may have filters. Provides some protection
against gas, smoke, and choking effects ambient in air. Gain reroll against such
effects.
● Mail - A degree of underlying/covering armor provide some protection against
slashes and keep cuts from cutting too far or too deep. Provides reroll or
resistance roll DC 14 flat guts (if there was no initial roll) to resist bleed effects.
● Reinforce - Provides a DC 12 guts check against costume damaging effects,
once per feature damaged. If features would break, the Reinforce quality always
breaks instead.
● Material - Costume is made of an unusual material (Wood, glass). Typically
used to encourage/boost some power use.
● Padding - Reduces fall damage. Can fall from 150% as high up before taking
moderate wounds. Falling from 10-20’ up has 50% chance of inflicting no
wounds (but may suffer bash effect, falling down or stumbling).
● Pockets - Grants space for carrying one more item/weapon readily at hand.
Normally defaults to two pockets being immediately available (Additional items
take time to rummage for). This adds one pocket each time it is taken. Can be
taken multiple times.
● Privacy - Leave behind less evidence, masks identity better. Penalizes opposed
investigation rolls by -2.
● Slick - Harder to hold. Enemies get a -1 to grapple attempts. +1 to escape
holds/bindings.
● Unique - Taking an unconventional direction in look, to be more memorable. +2
to rolls to be recognized.

Negative Armor Qualities (Grant 1 point per, only one negative armor quality can be
taken):
● Binding - While worn, defend at a -4 penalty, and changing costumes takes
twice as long.
● Bulky - While worn, penalizes athletics by 1. If armor would already penalize
Athletics, then it increases encumbrance (light → medium → heavy) by 1. If
armor is already heavy, penalize athletics by a further . Changing costumes
takes twice as long.
● Decorative/Utilitarian - Costume provides benefits but armor isn’t one of them.
Used with base material, reduces armor by one step(from medium to light, from
heavy to medium). Cannot be taken on light armor.
● Flashy - The costume makes noise and due to colors, composition, or a unique
profile, doesn’t lend itself to being quiet or stealthy. -1 to sneak attempts and
attempts to avoid making noise, while active or attempting to hide, or -2 to visual
or aural stealth only.
● Fragile - Prone to being damaged, due to materials or costume construction. On
taking [Bash, slash, pierce, burn, choose one] damage, lose an armor quality.
● Strappy - Costume provides things to hold on to or grip. While worn, -4 to
escape grapples/bindings, or evade them in the first place.

Weapon Rules
Sheathing or unsheathing a weapon is a partial action, provided said weapons are in
your pockets. If they are instead in a case/backpack or the like, this is a standard action.
Costumes have by default two pockets/holsters etc., and can be given more with the
Pockets costume feature. Weapons can be dropped as a free action and can be picked
up as a partial given that they are in an adjacent square to you

Dropping a weapon is a free action. Sheathing and unsheathing weapons may be


combined with move actions, so long as the hands are otherwise free.

Melee Weapons

One-handed melee weapons have a base damage of 1 moderate wound, and two-
handed weapons have a base damage of 2 moderate wounds. Makeshift weapons
typically roll at a -2 to hit, and deal a lesser of an appropriate damage type base when
one-handed.

A one-handed weapon can be used as a two-handed weapon, increasing it’s damage


by 1 lesser.
Fist Weapons

Weapon Cost Wt. Notes

Fists $0 0lb Lesser Bash


Brawn or Dexterity weapon
Can be dual-wielded or used to multi-attack.
Cannot be disarmed.
Can kick/heavy swing to treat as attacking two-
handed and increase damage by 1 moderate.

Brass $200 1lb Upgrades Fists to Moderate Bash


Knuckles Can be spiked or bladed to change damage type to
Pierce and Cut, respectively.
AKA Claws / +3 to oppose disarm rolls.
Gauntlets Potentially illegal to carry, if not specially permitted.
Considered fistfighting with regard to specialisation.
Can kick/heavy swing to treat as attacking two-
handed and increase damage by 1 moderate.

Spears

Weapon Cost Wt. Notes

Spear $200 5lb Moderate Pierce


(Halberds deal Cuts, Battlestaves deal Bashes)
Brawn or Dexterity weapon
Can be used to multi-attack, but cannot be dual-
wielded.
One-handed
Has a 2-square range, with no range penalty.
Can be thrown, but take -2 to hit.
After a successful defence, can shift back 1 square.

Lance $650 10l 1 Moderate Pierce


b Brawn or Dexterity weapon
Cannot be used to multi-attack or as part of a dual
wield
When used as part of a Blitz attack, pierces one
layer of armor. When used as part of a Blitz attack,
increase damage to 2 moderate pierces, whether
used with one hand or two.
Cannot be used to parry.

Edged Weapons

Weapon Cost Wt. Notes

Knife $80 ½lb Lesser Cut or Lesser Pierce


Dexterity weapon
AKA Can be dual-wielded or used to multi-attack.
Dagger Can choose to inflict bleed instead of wound effect.
Can switch targets when dual-wielding and multi-
attacking at no penalty.
Concealable when not drawn.
Can be thrown, but take -2 to hit.

Machete $50 3lb Moderate Cut


Brawn or Dexterity weapon
AKA Can be dual-wielded or used to multi-attack.
Handaxe Can choose to inflict bleed instead of wound effect.
Has +3 to hit when confirming critical hits.

Sword $200 4lb Moderate Cut or Moderate Pierce


Brawn or Dexterity weapon.
Can be dual-wielded or used to multi-attack.
Inflicts an extra moderate wound effect of any type
the sword can deal, up to once per turn.

Greatsword $400 8lb 2 Moderate Cuts


Brawn or Dexterity weapon
Two-handed.
Due to length, can hit people 1 square away, at -3.
Does not grant reach for threatening aoos.
Can cleave two adjacent opponents in one attack.
Make one attack roll for both attacks.
Cannot be used to multi-attack

Greataxe $450 14l 2 Moderate Cuts


b Brawn weapon
Cannot be used to multi-attack
Requires both hands to wield
Deals an extra moderate cut wound effect.
Can cleave up to three adjacent opponents as part
of a single attack.
Cannot be used to parry.

Halberd $600 6lb 2 Moderate Pierces or 2 Moderate Cuts


Brawn or Dexterity weapon
Cannot be used to multi-attack
Requires both hands to wield
Adds an extra square of reach to attacks, and
threatens AoOs in this increased range

Scythe $300 8lb 2 Moderate Pierces


Brawn or Dexterity weapon
Cannot be used to multi-attack
Requires both hands to wield
Critical hits with a scythe can inflict bleed and pain
automatically
Has +2 hit when confirming critical hits.
Cannot be used to parry.

Bludgeoning Weapons

Weapon Cost Wt. Notes

Hammer $100 4lb Moderate Bash


Brawn weapon
Cannot be used to multi-attack.
Requires SB1+ to dual-wield.
Pierces one layer of armor.

Sledgehammer $150 10lb 2 Moderate Bashes


Brawn weapon
AKA Cannot be used to multi-attack.
Warhammer/ Requires both hands to wield
Maul Due to length, can hit people 1 square away, at -3.
Does not grant reach for threatening aoos.
Pierces one layer of armor.
Cannot be used to parry.
Baton $50 3lb Moderate Bash
(Tasers do lesser shocks, gaining no damage from
AKA SB)
Baseball bat / Brawn or Dexterity Weapon
Cudgel / Taser Can be used to multi-attack.
Is incapable of accidentally killing, even if it would
push an opponent over their critical track. Instead
forces a roll for consciousness. Still fills wound
tracks as normal, however.
Foes take -1 to consciousness rolls prompted by
baton attacks.

Mace $350 9lb 1 Moderate Bash and 1 Moderate Cut


Brawn weapon
Cannot be used to multi-attack
Damage decreases to 1 lesser of each type when
wielded one handed
Pierces one layer of armor.

Shields

Can only use one shield at once. Can only bring one shield to a fight. Shields generally
require one hand to wield. Confirming a critical defence while active guarding means
you not take passthrough damage from said attack. If this critical defence has your First
Guard bonus, the bonus is not spent. You pick which 1m1l of the passthrough damage
code you take. When active guarding against an attack that makes multiple attacks in
one attack action (such as a multiattack or dual-wield), add up all the damage that you
successfully active guard against, and then choose the 1m1l of passthrough damage
you take from that pool.

Shield Cost Wt. Notes


Heavy Heavy shields penalize movement by three squares.
Riot Shield $1k 7lb Large plexiglass shield designed for crowd control.
Favoured by police officers.

Need to spend a partial action on your turn bracing the


shield to allow active guarding that round. Active guards at
+4 instead of +2.
Requires both hands to wield.
Can be used to attack (brawn weapon), dealing 1
moderate bash and one moderate bash effect.

Pavise $800 9lb Used less for personal defense and more as protection
against long-range harassment. Favoured by
crossbowmen.

Can be deployed as a partial action to provide full cover.


Can be un-deployed as a standard action. Does not block
movement through its square.

Medium Medium shields penalize movement by one square.

Kite Shield $300 6lb Long, angled shield providing lots of body coverage.
Favoured by foot soldiers.

When defending against an attack and failing by 3 or less,


can pick a body part. May reroll the first wound suffered on
that part. This does not apply to passthrough damage.

Heater Shield $300 5lb Triangular & durable shield, intended to complement a
strong defense. Favoured by knights.

Grants 1m DR (does not stack with other DR sources)


against frontal attacks you are facing directly (see
Directionality). This DR is applied before anything else, but
cannot apply to passthrough damage.

Light Light shields do not penalize movement.

Roundshield $100 2lb Classic shield design, as old as war itself.

Adds a lesser cut effect to one-handed weapons used


alongside this shield, once per turn.
Active guards at +3 instead of +2.

Buckler $150 1lb Lightweight and extremely flexible shield design. Favoured
by duelists and swashbucklers.

Bucklers leave one hand flexible, allowing you to switch


between the shield and an item (like a weapon) in that
hand at the start of your turn as a free action. Can only
active guard when the buckler is selected.
Active guards at +3 instead of +2.
Ranged Weapons

Characters suffer a -2 to hit per range increment, rounded down, between the attacker
and the target. If you use a gun or grenades, expect your power to start trying to punish
you, as under the Guns and Shards section.

For the purposes of range increments, Superbrawn counts as points of Brawn.

Reloading a weapon is a partial action, except where otherwise stated. Keep track of
bullet count.

Firing Rate

If a weapon is semiautomatic, it can make a number of attacks per standard action


equal to ½ Dex score. If Dex is odd (e.g. 3), then carries over between subsequent
rounds - 1 shot in first round, 2 in second, 1 in third. Multi-attacking penalties apply.

If a weapon is automatic, it fires a set number of shots per turn, with no penalty.

Aim-using weapons - [Can use Gunfight and Bullseye]

Weapon Cost Wt. Notes

Revolver $2k 4lb 2 Moderate Pierces


Semiautomatic
40’ range
One-handed
6 shot Cylinder
License required to own

Sniper Rifle $11k 35lb 4 Moderate Pierces


Single shot attacks, reloaded afterwards as a
partial action
120’ range increment
Two-handed
Pierces one layer of armor
-4 to attack if target located that round.
Licence required to own, very rare.

Rocket $3k 5lb 4 Moderate Burns


Launcher One shot, requires full-turn action to load.
20’ range increment
Two-handed
Miss causes rocket to continue to one side and hits
wall etc. in direct line of target.
Targets within 15’ of impact site (excluding target
hit) take 3 mod burns, with evade/parry/withstand
DC15 to reduce 1 stage (to 3 lesser burns).
Destroys most cover and vehicles on hit, including
tower shields.
Felony to own. Military/PRT maintains tight control.

Grenade $1k 5lb As Grenade


Launcher Shots loaded individually, as a partial action.
70’ range increment
Two-handed
Grenade takes effect on impact.
Felony to own. Military/PRT maintains tight control.

Bow $200 3lb 2 Moderate Pierces


Single shot, silent.
Two-handed
30’ range increment, +20’ per point of Brawn
Partial action to pull back string, or free action if 3+
Dex.
No license/training required to own.

Crossbow $400 7lb 2 Moderate pierce


Single shot, silent.
40’ range increment
Two-handed
5 bolts in stock
Silent
No license/training required to own.
Requires a partial action to reload.
Pierces 1 layer of armor

Javelin $20 3lb Moderate Pierce


each Can be used with Brawn as the base stat for Aim
AKA Single use (Can be recollected).
Throwing One-handed
spears Cannot be dual-wielded or used to multi-attack.
10’ range increment, +5’ per point of Brawn
Silent
Can be used in melee, but take -2 to hit.
Barrage-using weapons - [Can use Gunfight and Bullseye]

Weapon Cost Wt. Notes

Pistol $600 3lb Moderate Pierce


Semiautomatic
40’ range increment
One-handed
15 shot magazine
Concealable
License required to own

Machine Pistol $2.5k 3lb Moderate Pierce


Automatic 3/turn
30’ range increment
One-handed
12 shot magazine
Felony to own

Shotgun $1k 9lb 4 Moderate Pierce


Single-Shot
25’ range increment, -4 to hit per range increment.
Two-handed
7 shot magazine
Deals one lesser pierce if missing by <4

Assault Rifle $3k 10lb Moderate Pierce


Automatic 4/turn
70’ range increment
Two-handed
20 shot magazine
Felony to own

Machine Gun $24k 75lb Moderate Pierce


Automatic 5/turn
110’ range
Two-handed
Ammo carried in box (Reloading not required)
Vehicle mounted, otherwise requires SB1+ to carry.
Felony to own. Military/PRT maintains tight control.

Flamethrower $6k 40lb Moderate Burn


Automatic 4/turn
20’ absolute range, cannot hit further targets
Ammo carried in a tank, capacity of 15 ‘shots’ if
tank mounted in gun, capacity of 45 if on back.
Tank on back counts as a point of encumbrance.
If tank hit with any physical damage, ruptures.
Burn damage will then cause tank to explode,
dealing 3 unavoidable moderate burns to the user.
Tank targetable only if user is flanked or surprised.

Throwing Knife $10 ½lb Moderate Pierce


each ea. (Chakrams and Shurikens deal Moderate Cuts)
AKA Single use (Can be recollected)
Dart / Chakram Semi-automatic, knives drawn as part of attack.
/ Shuriken One-handed
30’ range increment, +10’ per point of Brawn
Knives can be used as melee weapons, although
does not gain weapon spec, being lower quality.
Silent and concealable
Can be used in melee, but take -2 to hit.

Grenades

When throwing a grenade at a square rather than a person, make a DC12 roll. Failing
this roll means that the grenade misses the target square by 1d4 squares, in a random
direction (roll 1d8, where 1 is directly north, 2 is north-east, 3 is east, etc.). Targets
within the range of the grenade make the relevant rolls to dodge the effect.

Grenades use Aim or Bullseye, boosted by Grenade Launchers.

Weapon Cost Wt. Notes

Molotov $12 3lb Ignites


20’ range increment, +5’ per point in Brawn
Single use improvised explosive
Hit targets suffer ‘Oh god it burns’ moderate
wound effect.
Targets within 3 squares have 50% chance to be
affected, and may roll reflexes DC 12 to negate
this chance entirely.
Felony to own, easy Craft check to create.
Supplies available from pharmacy/craft stores.

Acid, Mild $15 3lb Improvised Burn


Roll a d2 on hit, lesser burn on 1, mod burn on 2
Single use improvised grenade
20’ range, +5’ per two points in Brawn
Affects targets within 10’
Felony to own, easy Craft check to create.
Supplies available from pharmacy/craft stores.

Frag Grenade $150 1lb 2 Moderate Burn, 1 Moderate Pierce


Single use, comes in timed and launcher version
20’ range increment, +5’ per point in Brawn
Deals 2m burn 1m pierce to primary target, and all
targets within 10’. Successfully defending against
this still deals 2l burns.
Secondary targets can roll another defend against
DC12 in order to negate this damage.
Felony to own, black market only.

Flashbang $175 1lb Single use, comes in timed and launcher version
20’ range increment, +5’ per point in Brawn
Blinds targets within 15’, unless they make a DC16
reflexes roll in order to look away in time.
Blindness wears off after 1 round, if roll is failed
Felony to own, black market only.

Incendiary $400 1lb Ignites


Single use, comes in timed and launcher versions
20’ range, +5’ per point in Brawn
Targets within 1 square of the primary target’ must
defend against the attacker’s aim roll or suffer ‘Oh
god it burns’ moderate wound effect. If they pass
this aim roll, they must also pass a DC 12 reflexes
check or be affected anyway.
Targets within 4 squares have 50% chance to be
affected, beyond the aim roll, and have no
secondary DC that they need to pass.
Felony to own, black market only.

Foam Grenade $200 1lb Applies Foam to everything in range, no damage


Single use, comes in timed and launcher version
20’ range, +5’ per point in Brawn
See the Confoam section of the rulebook.
Foam can only be removed with counteragent.
Production/use tightly controlled by PRT, 1 week
shelf life

Smoke $150 1lb Creates 15’ wide cloud at point of impact,


Grenade obscuring vision. (Being/targeting within the cloud
essentially inflicts the Blinded effect)
Single use, comes in timed and launcher versions
20’ range, +5’ per point in Brawn
Felony to own, black market only.

Tear Gas $175 1lb A smoke grenade, but the smoke also inflicts
agony, 16 turn duration.Guts check at outset,
every 2 points above 12 halves duration
(14=8 turns, 16=4 turns, 18=2 turns, 20=1 turn)
Standard action to recover/wash away allow
another guts check of same type, applied to
remaining duration.
Number of turns is rounded down.
Agony imposes need for 12+ Willpower roll to take
any action.
Tear gas is flammable.
Felony to own, black market only.

Wound Effects
Lesser Cuts
Scratching someone with long fingernails, improvised weapons like pens or rakes, blunt
or low quality knives, broken weapons, cuts incurred while jumping through plate glass
window.
CUT Wounds Effects

Any Bleed Applies Bleed.

Slashed Inflicts Scar.

Gashed Counts as two minor wounds, one of these goes


away on its own after a turn.

Head Blinded Blinded by blood in eyes. Can be cleared away as


a partial action.

Torso Raked Counts as two minor wounds, one of these goes


away on its own after a turn.

Arm Hindered Pain, one arm.

Legs Hobbled Pain, one leg.


Moderate Cuts
Knife, sword, axe, claws, heavy blow with edged improvised weapon...
CUT Wounds Effects

Any Hacked If the target has suffered wounds prior to this


attack, roll a DC16 check with the attacking stat
and no skills. If successful, foe suffers an
additional typeless moderate wound.

Counts as moderate plus lesser wound, inflicts


Butchered scarring.

Subject provokes an attack of opportunity from


Slice assailant at -1 to hit. Once per turn.

Head Dice Subject provokes an attack of opportunity from


assailant at -1 to hit. Once per turn.

Torso Tear Guts reduced by 1. Does not impact maximum


wounds, does impact rolls.

Arm Lacerated Limb disabled. Disarmed.

Legs Hamstrung Disabled leg.

Critical Cuts
Annihilation beam (Scrub or Scion), nano-thorns, guillotine, falling section of building
catches body part
CUT Wounds Effects

Head Decapitation Death

Torso Bisection Counts as one critical wound. Divide the difference


between the attack roll and the defence roll by 3,
round up, and take that many typeless moderates.

Arm Dismembered Loss of arm.

Legs Dismembered Loss of leg.

Lesser Bashes
Strike with fist, improvised weapon such as table leg, weak blow with baseball bat, small
pieces of flying rubble from distant explosion, fall damage from falling 1-2 stories.
BASH Wounds Effects

Any Smashed Knocked to the ground. This lesser wound is


temporary and goes away at the end of the
target’s next turn.

Bashed Knocked 10’ away and back, staggered.

Crushed Damage becomes two temporary minor wounds,


can bypass one layer of armor with the first to
deliver the second. The target heals one of the
temporary wounds at the end of the next round
and the round following it.

Head Dazed Confused for one round. Duration extends to three


rounds if already been confused in last 24 hours.

Torso Winded Halved movement speed next turn, rounded down.


Non-physical movement (levitation and the like) is
unaffected.

Arm Disarmed Disarmed.

Legs Tripped Knocked to the ground. This less wound is


temporary and goes away at the end of the
target’s next turn.
Moderate Bashes
Large club, punches with super strength or power armor, collision from car moving at
moderate speed, fall damage from moderate height.
BASH Wounds Effects

Any Demolished Suffer both type-specific consequences for the


part (Arm would be Fracture Arm + Sent Flying).

Walloped Thrown 10’ back or to one side and knocked


down, staggered next turn. If the individual cannot
be thrown at least 5’, they instead suffer an added,
temporary moderate bash instead (no associated
effect, fades after one round).

Head Skull Crack Confused for long duration.

K.O. Target must make additional DC 12 Guts check or


have all remaining wound slots filled with lesser
wounds. Lesser wounds disappear at end of next
turn if cape remains conscious. (No added effect)

Torso Broken Rib Pain, torso.

Internally -1 to the two lowest of the following: Brawn,


Injured Athletics, or Guts. If equal, apply in that order.

Arm Fracture Arm Arm disabled. Roll DC12 Guts post-combat to see
if it’s broken.

Sent Flying Thrown to one side and knocked down, staggered


on the ensuing turn.

Legs Fracture Leg Leg disabled. Roll DC12 Guts post-combat to see
if it’s broken.

Sent Flying Thrown to one side and knocked down, staggered


on the ensuing turn

Critical Bashes
Hit by a train or car on highway, hit by Leviathan, fell off skyscraper.
BASH Wounds Effects

Head Brained Target’s head cracked open. Wits, Social & Know
set to 0, can’t act of own volition, Death Sentence
status.

Torso Caved in Chest crushed or spine broken. Athletics, Brawn,


Dex set to 0. Can think/act/communicate in limited
way, but can’t move. Death Sentence status.

Arm Pulverized Limb is pulverized and pinned/mashed to ground.


Can’t move without losing hope of recovering limb.

Legs Pulverized Limb is pulverized and pinned/mashed to ground.


Can’t move without losing hope of recovering limb.
Lesser Pierces
Screwdriver, dart, stabbed with improvised weapon, large splinters, fell/stepped on
barbed wire/nails/glass, bitten.
PIERCE Wounds Effects

Any Pricked No special effect. Lesser wound fades after one


round.

Pierced No special effect.

Stuck Attached to stabbing point. Can’t break free


without being released/attacked dropping their
weapon or passing a DC12 Brawn check.

Head Blinded Blinded. Lasts until a full round of attention is


given.

Torso Gouge Counts as a moderate wound. Adds an additional


typeless moderate wound if attack roll was 4 or
higher than the defence roll.

Arm Pinned Attached to stabbing point. Can’t break free


without being released/weapon being dropped or
passing a DC12 Brawn check. Loose objects must
be pulled free with minor action.

Legs Pinned Attached to stabbing point. Can’t break free


without being released/weapon being dropped or
passing a DC12 Brawn check. Loose objects must
be pulled free with minor action.
Moderate Pierces
Gunshots, spear strikes, sword thrusts, knife stabs.
PIERCE Wounds Effects

Any Graze No special effect. Treat as minor wound.

Missed Vitals No other effect besides that of moderate wound

Through and Take an added moderate wound (no associated


through effect)

Head Hit Head 50% chance of a ‘headshot’ that reduces Guts by


3, is otherwise an ordinary moderate wound.
Helmets (armor costume feature or partial armor:
head costume feature) will block a ‘headshot’
once, but will not protect the head thereafter.
Pierce resistance costume feature, having one’s
total health and armor exceed 5, and having the
large version of the Stand Tall perk cumulatively
reduce chance of the ‘headshot’ by 25% each.
Whether nor not a headshot is rolled, the target is
also blinded by blood in their eyes. This can be
cleared as a partial action.

Torso Hit Vitals Physical stats (Brawn, Athletics, Dex, Guts) drop
by 1.

Arm Debilitated Limb disabled, pain.

Legs Debilitated Limb disabled, pain.

Critical Pierces
Particularly well aimed bullets/melee weapon thrusts, pencil-thin annihilation lasers (ie.
the sort Legend manages).
PIERCE Wounds Effects

Head Headshot Death, cannot be saved.

Torso Heartshot Death sentence, all stats except Guts set to 0.

Arm Limb Pierced Limb disabled, pain, scars.


Legs Limb Pierced Limb disabled, pain, scars.

Lesser Burns
Passing interaction with a heat source, hit with a torch, touched with something white
hot. Also includes caustic chemicals and potentially road rash. Damage isn’t specific to
body parts. Those without the full-body coverage or benefit of cover when wounded
suffer additional consequences.
BURN Wounds Effects

Any Smouldering Deals no damage if target is covered up. Minor


wound.

Singed Deals no damage if target is covered up. Minor


wound.

Blistered Additional minor wound if not covered up.

Branded Wound scars. Additional minor wound if not


covered up.
Moderate Burns
Sustained interaction with a heat source, standing in/making contact with fire, molotov,
fireballs, explosions/grenades, hot lasers, as well as serious acids. Damage isn’t
specific to body parts. Those without the full-body coverage or benefit of cover when
wounded suffer additional consequences.
BURN Wounds Effects

Any Blackened Removes two qualities from worn gear through


costume damage.

Scalded Lesser wound if subject has the coverage costume


quality. Otherwise, apply effects of minor wound &
moderate rend.

Screaming Subject must make DC12 Guts roll to do more


than drop to the ground and extinguish self,
becoming knocked down. Suffer pain for 2 rounds.
Also extinguishes “Oh God It Burns,” taking the
Oh god it burns moderate in the process.

Fire/chemical sets in and continues burning.


Subject takes another moderate wound at end of
every turn until quenched/washed away as a full-
round action. Suffer pain while burning. Burn
resistance lowers these wounds by a stage.

Critical Burns
Behemoth effect, miniature suns, vats of sulphuric acid, and other all-consuming
fire/acid stuff.
BURN Wounds Effects

Any Cremated Critical wound, then flip coins until you get a tails.
Inflict a moderate burn effect for every coin flip.
Lesser Freeze
FREEZE Wounds Effects

Any Chilled Inflicts no wound if victim has the coverage


costume quality

Any Iced Over Roll on the moderate table for effect, but also
gives the target 2 shell.

Any Frosted Target takes -3 to their next roll involving a


physical stat

Any Nipped No special effect


Moderate Freeze
FREEZE Wounds Effects

Any Frozen Suffer an additional typeless lesser wound.

Any Freezer Burn Is lesser wound if subject has the coverage


costume quality. Otherwise, apply effects of lesser
freeze effect & lesser burn effect.

Head Brain Freeze Target can only take partial actions on their next
turn.

Torso Hypothermia Subject must make a wits roll to act on their next
turn. Does not prevent blocking and dodging.

Arm Frostbitten Arm disabled. Pain.

Legs Frostbitten Leg disabled. Pain.

Critical Freeze
FREEZE Wounds Effects

Any Whited Out Critical wound, then flip coins until you get a tails.
Inflict a moderate freeze effect for every coin flip.

Head Permafrosted Head surrounded by ice. Wits, Social & Know set
to 0, can’t act of own volition, Death Sentence
status.

Torso Encased Body entombed in ice. Ath, Brawn and Dex set to
0, can’t take any actions, Death Sentence status.
Lesser Shocks
Briefly touching live wire, flashbang, taser. Shocks are more effective against those who
were afflicted by shocks in the last or same combat round.

Many shocks refer to if a target has been ‘recently shocked’. This only applies if the
target has rolled shock wound effects in the round before this one. multi-attacks or dual-
wields that both deal shocks cannot ‘enable’ recently shocked for the second one rolled,
although an attack of opportunity later that round would still benefit from it.
SHOCK Wounds Effects

Any Disoriented -2 to Wits checks. If recently shocked, wounded is


effectively blinded and deafened for one round.

Zapped Confused for one round. Duration extends to three


rounds if recently shocked.

Thrown Knocked away and back, staggered. Knocked


down if recently shocked.

Jolted Suffer pain for next round. Two rounds if recently


shocked.
Moderate Shocks
Lightning bolt, shockwave from an explosion or bomb blast.
SHOCK Wounds Effects

Any Blitzed Can only take partial actions. Lasts for a turn. If
recently shocked by another source, lasts until you
recuperate with a full round action.

Roll d6+[guts pips]. Subtract result from 13.


Spread remaining number evenly among Brawn,
Paralyzed Athletics and Dex in -1 penalties, rolling a d3 to
allocate remaining points. Recover two points at
the end of every turn of the victim’s, as the victim
chooses. Superguts counts as points of guts for
this roll. If a stat is 0d this way it does not proc a
consciousness check.

Subject is knocked down and disarmed. If recently


shocked, you cannot retrieve any dropped items
Scattered for 1 round and roll a DC16 guts check if you do
retrieve your item to avoid taking an additional
lesser shock due to lingering charge

Nearby terrain and one piece of equipment are


damaged (roll for location). Suffer an additional
Devastated typeless lesser wound. If recently shocked, get
knocked down and suffer a random lesser physical
effect.

Critical Shocks
Behemoth lightning, tinker nukes.
SHOCK Wounds Effects

Any Disintegrated Critical wound, then flip coins until you get a tails.
Inflict a moderate shock effect for every coin flip.
Lesser Rends
Arm twisted, bitten by medium-sized animal or strong small animal, clawed, caught in
everyday machinery, in car crash (wearing seatbelt). Rends tend to be more severe
than other wounds of equivalent rank, but are harder to set up and deliver.
Rend Wounds Effects

Any Torn One costume feature removed due to damage,


easily repairable.

Twisted Subject is weakened, Brawn penalized by 1.

Ruined Wound scars.

Head Defaced Wound scars.

Torso Savaged Subject is weakened, Brawn penalized by 1.

Arm Sprained Arm Limb disabled.

Legs Sprained Leg Limb disabled.


Moderate Rends
Bitten or clawed by large creature, vehicular crash without seatbelt or with other
exacerbating factors, set upon by multiple pack animals (wolves), caught in industrial
machinery.
Rend Wounds Effects

Any Destroyed Moderate wound, and two costume features are


stripped away.

Mangled Pain.

Mutilated -2 to Brawn, Athletics, or Guts.

Head Disfigured -2 to Dex, Wits or Social.

Torso Scourged -2 to Brawn, Athletics, or Guts.

Arm Scourged Pain.

Legs Scourged Pain.

Critical Rends
Caught in inter-dimensional distortion, flesh turned into tumorous mass and then
deflated, rolled-squashed between two levitated buildings.
Rend Wounds Effects

Any Annihilated Roll 3d7 for stats, reduce each result by 2. Roll
DC12 Guts vs. death for each stat reduced to 0.
See Mutilated for healing these stats.

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