SKILL AND COMBAT MODIFIERS-------------|COMMON DAMAGES------------------------- Difficulty Table |Attack Damage Easy Point Blank(Up to 1m) 10|Unarmed Strike/Punch 1d6/2 Average Close(1/4 Range) 15|Kick 1d6 Difficult Medium(1/2 Range) 20|Throw (Stun Save at -2) 1d6 Very Diff. Long(Full Range) 25|Choke 1d6 each turn Near Imp. Extreme(x2 Range) 30|Knife 1d6 Difficulty Modifiers |Brass Knuckles 1d6/2+1 Target Immobile +4|Chain 1d6+1 Fast Draw(+3 Initiative) -3|Club (char leg, etc) 1d6 Ambush +5|9mm 2d6+1 Aimed Shot: |.45 3d6 Head -6|5.65mm Rifle 5d6 Torso -2|Shotgun 4d6/4d6+2 Arm -4|Falling (Diff 20 to half) 1d10 per 5m Leg -3|Ramming/Crashing(by Weight) Large Target (Trucks) +6| less than 50Kg 1d6 per 40mph Small Target (Books) -4| 50Kg - 150Kg 1d6 per 20mph Tiny Target (Eyes, Buttons) -8| 150Kg - 300Kg 2d6 per 20mph Richocet or Trick Shot -5| 300Kg - 1500Kg 3d6 per 20mph Partial Blinded -3| Over 1500Kg 4d6 per 20mph Multiple Actions per turn: |Burning 1d6+2 per turn Two Actions -3 on both|EXPLOSIVES Area Unit Damage Three Actions -6 on all|Greanages 4m 1 grenade 6d10 Four Actions -9 on all|C-4/Plastique 5m 1 Kg 8d10 Five Actions -12 on all|Dynamite 3m 1 stick 4d10 Six Actions -15 on all|Molotovs 2m 1 liter 2d10 Firing from hip -2|Nitroglycerin 3m 1 ounce 4d10 Firing from a turret +2|Mine 2m 1 mine 4d10 Firing from a moving vehicle -4|CHEMICALS Dur Effect Aiming +1 per turn, max +3|Weak Acid Mi 1d6/2 per turn Targeting Scope +1|Strong Acid Mi 1d2 per turn Laser Sight +2|Cyanide H Reduced REF/4d10 Telescopic Sight +2 Ext, +1 Med/Long|Arsenic D Illness/3d10 Three Round Burst +3|Strychnine H Death/4d10 Full Auto +1 per 10 rounds fired|Cobra H Death/3d10 Don't have the right parts -2|Rattler H Ill/Depress/2d10 Don't have the right tools -3|Scorpian D Reduce BOD/2d10 Under Stress/Attack -3|Black Widow D Illness Drunk, Drugged or Tired -4|Belladonna Mo Depress/IncBP/3d10 Hostile Environment -4|Curare Mi Death/5d10 Secretive Action -4|Chloroform Mi Sleep/Depressant Driving at double safe speed -2|Chloral Hydrate H Sleep/Reduced REF Driving at triple safe speed -2|COMMON SPs AND SDPs-------------SP SDP Driving at quadruple safe speed -2|Walls (-5 SDP for Doors): Average Sports Car +2| Sheetrock/Plaster 5 15 Average Motorcycle +1| Stone 30 90 Average Bus/Truck -4| Brick 20 60 Average Lime/Large Car -2| Cinder Block 10 30 Average Motor Boat -1| Solid Concrete 35 105 HEALTH AND HEALING---------------------| Solid Wood 15 45 Wound Level Modifier Blood Loss| Solid Steel 25 75 Light +1 Diff none|Car Frame 10 50 Serious +2 Diff 1 per minute|Human Body 9 40 Critical +4 Diff 1 per turn|Heavy Leather 4 10 Mortal +8 Diff 1 per turn|Steel Helmet 14 75 Method Healing Rate|HIT LOCATIONS Roll Location First Aid (Base success) 0.5 per day|1 Head 2-4 Torso Med Tech (succeed by 5) 1 per day|5 Right Arm 6 Left Arm |7-8 Right Leg 9-10 Left Leg FUMBLE TABLES Weapon (ROF < 4 UR) |Parry 1-4 Jams (1d6/2 actions to clear) |1-4 No Fumble 5-7 Jams (1d6 turns to clear) |5-7 Off balance (1 action) 8-9 Hit Party/Self |8-9 Shield takes double damage 10 Drop Weapon |10 Shield breaks Weapon (ROF < 4 ST) |Pilot or Driving Skill 1-4 Jams (1 action to clear) |1-4 No Fumble 5-7 Jams (1d6/2 turns to clear) |5-7 +1 Control Loss 8-9 Hit Party/Self |8-9 +2 Control Loss 10 Drop Weapon |10 +3 Control Loss Weapon (ROF < 4 VR) |REF, MA or BOD Skill 1-4 No Fumble |1-4 No Fumble 5-7 Jams (1d6/2 actions to clear) |5-7 Sprain 1d6/3 damage 8-9 Hit Party/Self |8-9 Fall prone, 1d6/2 damage 10 Drop Weapon |10 Fall prone 1d6 damage Weapon (ROF > 3 UR) |TECH, Creation or Crafting Skill 1-4 Jams (1d6/2 turns to clear) |1-4 No Fumble 5-7 Jams (1d6+1 turns to clear) |5-7 Make it worse +5 diff 8-9 Hit Party/Self |8-9 Damged beyond repair 10 Drop Weapon |10 +15 Diff Weapon (ROF > 3 ST) |INT or Knowledge Skill 1-4 Jams (1d6/2 actions to clear) |1-4 No Fumble 5-7 Jams (1d6 turns to clear) |5-7 Obviously wrong 8-9 Hit Party/Self |8-9 Adamantly wrong 10 Drop Weapon |10 Convincing Wrong - Allies agree Weapon (ROF > 3 VR) |REP, ATTR, COOL or EMP Skills 1-4 Jams (1 action to clear) |1-4 +2 Difficulty in future attempts 5-7 Jams (1 turns to clear) |5-7 +4 Difficulty in future attempts 8-9 Hit Party/Self |8-9 Targets react violently 10 Drop Weapon |10 +15 Difficulty in future attempts Weapon Melee or ROF = NA |TERROR 1-4 No Fumble |1-3 Paralysed (loe 1 turn) 5-7 Weapon Disabled (1 action) |4-6 Run 8-9 Hit Party/Self |7-8 Suppressed (lose 1d6 humanity) 10 Drop Weapon |9 Paralysed while exposed |0 Pass out for 2d6 minutes ATTRIBUTE ADJUSTMENTS BOD BTM Damage|EMP What you are OK with doing 0............................0 -3|10 Nothing 1-2..........................0 -2|9 Lieing 3-4.........................-1 -1|8 Cheating 5-7.........................-2 0|7 Cause purposeful injury 8-9.........................-3 +1|6 Theft, Muder in Self defense 10..........................-4 +2|5 Manslughter 11-12.......................-4 +4|4 Arson 13-14.......................-5 +6|3 Murder in heat of passion 15-17.......................-6 +8|2 Torture 18-19.......................-7 +9|1 Premeditated Murder 20..........................-7 +10|0 Summoning Dark Forces/Anything 21-22.......................-7 +11| 23-24.......................-8 +12|RUN = MOVE x 3 m per turn 25-27.......................-9 +13|LEAP = RUN / 4 m 28-29......................-10 +14|IQ = 40 + 10 x INT 30.........................-10 +15| Carry = BOD x 10 Kg | Lift = Carry x 4 Kg | Hold Breath = (BOD + Endurance) turns | Throw = 5 x BOD m (Up to 1 Kg) | |