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Contents CONTENTS ............................................................................................ 2 VERSION HISTORY .................................................................................. 3 CHANGES FROM 5.1 TO 6.0....................................................................................3 GENERAL / IMPORTANT CHANGES...................................................................... 3 CHARACTER GENERATION / DOWNTIMES ............................................................ 3 SKILLS.............................................................................................................. 3 FEATS .............................................................................................................. 4 ADVANCEMENT POINTS .................................................................................... 4 COMBAT / DAMAGE / MEDICAL ....................................................................... 5 SUMMARY CHARACTER SHEET EXPECTED CHANGES (AS OF THIS EVENT)................... 5

CHARACTER DESIGN .............................................................................. 6 OVERVIEW ............................................................................................................6 DESIGN CHARACTER CONCEPT ......................................................................... 6 SELECT CHARACTER BACKGROUND .................................................................... 6 AUTOMATIC SKILLS............................................................................................ 6 SELECT YOUR FREE BACKGROUND SKILL(S) .......................................................... 6 SELECT A NUMBER OF SKILLS (BACKGROUND DEPENDANT) .................................... 6 BODY STARTS AT 6 ............................................................................................ 6 M AXIMUM VITALITY STARTS AT 6 ......................................................................... 6 STARTING FEATS ................................................................................................ 6 BACKGROUNDS .....................................................................................................7 MILITARY SOLDIER............................................................................................. 7 MILITARY SPECIALIST ......................................................................................... 7 INTELLIGENCE OPERATIVE .................................................................................. 7 INTELLIGENCE ANALYST ..................................................................................... 7 CIVILIAN CHARACTERS ..................................................................................... 7 ALIENS & FOREIGN CHARACTERS.............................................................................8 PLAYER CHARACTER JAFFA ............................................................................... 8 DOWNTIMES, PRIMARY / SECONDARY CHARACTERS, DEATH & RETIREMENT ...................8

SKILLS ................................................................................................... 9 SKILL GAME SYSTEM ...............................................................................................9 SKILL GROUPINGS ..................................................................................................9 BIOLOGICAL SCIENCES ................................................................................... 10 PHYSICAL SCIENCES........................................................................................ 10 M ATHEMATICS & COMPUTER SCIENCE.............................................................. 11 ENGINEERING ................................................................................................ 11 ARCHAEO-ANTHROPOLOGY ........................................................................... 12 HUMAN PSYCHOLOGY .................................................................................... 12 LINGUISTICS ................................................................................................... 13 M AXIMUM VITALITY......................................................................................... 13 MEDICAL SKILLS ............................................................................................. 13 UNARMED, MELEE & RANGED COMBAT ........................................................... 14 FIREARM SKILLS............................................................................................... 14 SPECIALIST SKILLS ............................................................................................ 15

CARD PERKS.................................................................................................. 37 SKILL PERKS .................................................................................................... 37

DAMAGE & MEDICINE .......................................................................... 39 BLEEDING ...................................................................................................... 39 CASUALTY CARDS .......................................................................................... 39 HEALTH ......................................................................................................... 40 MEDICAL ABILITIES .......................................................................................... 41 MEDICAL SUPPLIES.......................................................................................... 42 DRUGS .......................................................................................................... 42 ADDICTION ................................................................................................... 45

COMBAT & WEAPONS .......................................................................... 46 INTRODUCTION ................................................................................................... 46 ARMOUR ........................................................................................................... 46 COVER .............................................................................................................. 46 RELOADING ....................................................................................................... 46 WEAPONS DAMAGE / CALLS ............................................................................... 47 TARGET ......................................................................................................... 47 DAMAGE ...................................................................................................... 47 EFFECT .......................................................................................................... 47 AREA OF EFFECT CALLS................................................................................... 48 OTHER WEAPON NOTES .................................................................................. 48 AMMO PHYS REPS .......................................................................................... 48 PISTOLS .............................................................................................................. 49 ADVANCED PISTOLS ............................................................................................ 50 SMALL ARMS ...................................................................................................... 51 MELEE, MANUAL RANGED, THROWN & UNARMED WEAPONS .................................. 53 EXPLOSIVES ........................................................................................................ 54 GRENADES ......................................................................................................... 54 SUPPORT WEAPONS ............................................................................................ 55 ALIEN TECHNOLOGY ........................................................................................... 58 WEAPONS JAMMING/BREAKING .......................................................................... 58

DOWNTIME.......................................................................................... 59 POST-EVENT ....................................................................................................... 59 DOWNTIME RETURNS ........................................................................................... 59 DEVELOPMENT ............................................................................................... 59 BACKGROUND SKILL USAGE ............................................................................ 59 RESEARCH ..................................................................................................... 59

OOC INFORMATION ........................................................................ 60

EARTH BASED SKILLS ........................................................................................ 16 BASIC SKILLS .................................................................................................. 19 COMBAT VETERAN SKILLS ................................................................................ 20 PILOTING VETERAN SKILLS ................................................................................ 20 GOA’ULD VETERAN SKILLS ............................................................................... 21 AETHERNAUT BASED SKILLS ............................................................................... 22 GGC BASED SKILLS ....................................................................................... 22 ALIEN CULTURAL SKILLS ................................................................................... 23 ANCIENT VETERAN SKILLS ................................................................................ 23

CREDITS ............................................................................................................. 60 ACKNOWLEDGEMENT .......................................................................................... 60 SAFETY ............................................................................................................... 60 HEAD HITS .......................................................................................................... 60 GAME CALLS ..................................................................................................... 60 IC / OOC ........................................................................................................ 60 IN CHARACTER (IC) DEFINITION ........................................................................... 61 OUT OF CHARACTER (OOC) DEFINITION .............................................................. 61 GOING OUT OF OOC ........................................................................................ 61 CHEATING ......................................................................................................... 61 PUBLIC LOCATIONS.............................................................................................. 62 CONSISTENCY .................................................................................................... 62 UNSAFE PLAY FOR CREW OR PLAYERS ................................................................... 62 SYSTEM REFEREES ................................................................................................ 62

FEATS ................................................................................................. 24

GUIDE TO CARD BASED SKILLS ............................................................... 63

FEATS LIST............................................................................................................25

WHY HAVE CARD PROBLEMS? ............................................................................. 63 HOW MANY CARDS ARE APPROPRIATE? ............................................................... 63 WHICH CARDS SHOULD BE USED? ........................................................................ 63 WHEN SHOULD THE CARDS BE LAID OUT? .............................................................. 63 HOW MANY CAN WORK ON A PROBLEM?............................................................ 63 WHO COUNTS AS WORKING ON A PROBLEM? ....................................................... 64 HOW MANY PROBLEMS CAN ONE PERSON WORK ON? ......................................... 64 WHAT IF THEY PLAY MULTIPLE CARDS? .................................................................. 64

VETERAN SKILLS ................................................................................... 16

ADVANCEMENT POINTS ........................................................................ 32 INTRODUCTION ....................................................................................................32 WEAPON MASTERY PERKS ............................................................................... 32 DUEL WIELDING PERKS .................................................................................... 33 BODY AND VITALITY PERKS............................................................................... 33 UNARMED COMBAT PERKS .............................................................................. 33 FEAT IMPROVEMENT PERKS............................................................................... 34 MISC. PERKS.................................................................................................. 35 COMBAT PERKS ............................................................................................. 35

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Version History CHANGES FROM 5.1 TO 6.0 PLEASE NOTE THAT THE MAJOR CHANGES FROM 5.1 TO 6.0 ARE LISTED BELOW – CHANGES TO FORMATTING OR LAYOUT ARE NOT LISTED. CHANGES LISTED BELOW MAY NOT BE COMPLETE, AND YOU SHOULD ALWAYS CHECK THE ENTIRE RULES BEFORE PLAYING.

General / Important Changes 

VITALITY CAP HAS BEEN RENAMED “MAXIMUM VITALITY”

YOU NOW GAIN +1 MAXIMUM VITALITY FOR EACH OF YOUR FIRST FOUR EVENTS (FOR EVERY NEW CHARACTER YOU START), AND THEREFORE YOU START GAINING AP’S AFTER YOUR FIFTH EVENT

AP'S AND VITALITY ARE NOW NOT DEPENDANT (I.E. IF SOMETHING REDUCES YOUR MAXIMUM VITALITY IN GAME - IT DOES NOT AFFECT YOU GAINING AP'S AND YOU DON'T HAVE TO 'EARN' BACK THE VITALITY BEFORE YOU CAN CONTINUE GAINING AP'S)

ANY CHARACTER WHO HAS GAINED AP’S DUE TO THIS RULES CHANGE MAY PICK THEM IN THIS DOWNTIME PERIOD, IRRESPECTIVE OF WHETHER THEY SHOULD HAVE A DOWNTIME OR NOT.

FOR ANY CHARACTERS WHO HAVE PLAYED MORE THAN FOUR EVENTS YOU WILL BE GRANTED ANY DIFFERENCE BETWEEN YOUR NEW MAXIMUM VITALITY (IF YOU PICKED VITALITY AS A STARTING PICK, YOU SHOULD TELL THE PLOT COORDINATOR) AND THE VITALITY ON YOUR CHARACTER SHEET AS AP'S FOR EXAMPLE IF YOU HAVE 17 VITALITY, AND DIDN'T PICK VITALITY AS A STARTING SKILL, YOU WILL GO TO 10 MAXIMUM VITALITY AND GAIN 7 AP'S. IF YOU HAD 17 VITALITY AND DID PICK (E.G. + 2 VITALITY) AS A STARTING SKILL, YOU WILL GO TO 12 MAXIMUM VITALITY, AND GAIN 5 AP’S THE PLOT CO-ORDINATOR WILL LET YOU KNOW HOW MANY AP’S YOU HAVE TO SPEND AND THEY SHOULD BE PICKED BEFORE YOUR NEXT EVENT.

Character Generation / Downtimes 

STARTING MILITARY CHARACTERS NOW GAIN AN EXTRA SKILL PICK FROM A SELECTED LIST, TO MAKE UP FOR BEING FORCED TO TAKE ONLY A 2 MONTH SKILL.

ANY MILITARY CHARACTER (I.E. WHO HAS MILITARY SPECIALIST OR MILITARY SOLDIER AS THEIR ARCHETYPE ON THEIR CHARACTER SHEET) WHICH EXISTS WHEN

PLAYER CHARACTER JAFFA NOW AUTOMATICALLY GAIN ALIEN LANGUAGE (SPOKEN) ENGLISH AND THEIR NO OF SELECTABLE SKILLS HAS BEEN REDUCED BY 1 TO COMPENSATE.

JAFFA STARTING SKILL LIST SLIGHTLY EXPANDED

THESE RULES CHANGES COME INTO EFFECT WILL BE ABLE TO SELECT ONE SKILL

CLARIFIED THAT PLAYING ALIENS (I.E. NOT FROM EARTH) NEEDS EXPLICIT APPROVAL. –AND IT’S EXPECTED THAT THE KIT FOR THESE CHARACTERS BE OF A HIGHER STANDARD THAN STANDARD CHARACTERS.

DEFINED PRIMARY AND SECONDARY CHARACTERS – AND DEFINED “RETIRING CHARACTERS” TO BE PERMANENT.

RULES AROUND RETIREMENT / DEATH HAVE BEEN SLIGHTLY CHANGED ON WHAT BENEFITS YOU CAN GET (YOU CAN CHOOSE IF YOU WISH TRAINING, APS OR FEATS)

IT IS CLARIFIED AS TO WHICH CHARACTER GETS YOUR DOWNTIME IF YOU PLAY

FROM THE FREE LIST FOR EITHER MILITARY SOLDIER, OR MILITARY SPECIALIST

(DEPENDANT ON THEIR ARCHETYPE) 

STARTING CHARACTERS NOW GAIN ONE RANDOM FEAT, AS WELL AS ONE “A PERSONAL SENSE OF PURPOSE”, “FLESH WOUND” AND “DIE HARD” TO START THEIR FIRST EVENT OFF WITH.

INTELLIGENCE ANALYSTS CAN NOW CHOOSE +1 VITALITY AS ONE OF THEIR STARTING SKILLS

CHARACTER GENERATION ARCHETYPES AMENDED TO BRING THEM UP TO DATE WITH THE CURRENT GAME.

PLAYER CHARACTER JAFFA NOW HAVE 8 BODY AS A STANDARD CHARACTER GENERATION ITEM, AND HAVE HAD THEIR NATURAL BODYBUILDER REMOVED (THUS OVERALL INCREASING BODY POTENTIAL)

MULTIPLE CHARACTERS AT THE EVENT

Skills 

WEAPONSMITHING HAS BEEN REMOVED AS A PRE-REQUISITE FROM VARIOUS SKILLS AND IT’S NOW BEEN REPLACED BY “ARMOURER”

FORENSICS HAS BEEN REWORDED TO BE LESS CONFUSING.

ARMOURER ADDED AS AN OPTIONAL PRE-REQUISITE FOR ZAT’NI’KATEL & STAFF WEAPON REPAIR

SMALL FIREARMS HAS NOW BEEN RENAMED "PISTOLS"

ADDED NEW SKILL “ADVANCED PISTOLS”, WHICH IS AUTOMATICALLY GRANTED TO ANY CHARACTER WHO WAS GENERATED AT OR BEFORE EVENT 27. THIS IS FOR HEAVY PISTOLS AND TASERS.

MEDIUM FIREARMS HAS BEEN RENAMED SMALL ARMS, AND HAS BEEN GRANTED THE ABILITY TO USE SNIPER RIFLES (BUT NOT THE SNIPER SHOT FEAT)

LARGE FIREARMS HAS BEEN REMOVED FROM THE GAME – AND MERGED WITH SUPPORT WEAPONS… ANYONE WHO HAS LARGE FIREARMS GAINS SUPPORT WEAPONS

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SUPPORT WEAPONS NOW CONTAINS ALL WEAPONS THAT WERE PREVIOUSLY IN LARGE FIREARMS, AND ALSO CONTAINS THE ANTI-MATERIAL RIFLE (BUT DOES NOT GIVE THE ABILITY TO USE THE SNIPER SHOT FEAT)

SNIPER (AS A CLASSIFICATION ALLOWING YOU TO USE WEAPONS HAS BEEN REMOVED FROM THE GAME) – ANYONE WHO HAD SNIPER WILL NOW GET SMALL ARMS (WHICH THEY WILL HAVE ALREADY ) WHICH GIVES THEM THE ABILITY TO USE SNIPER RIFLES, AND SUPPORT WEAPONS (WHICH GIVES THEM THE ABILITY TO USE ANTI-MATERIAL RIFLES)

“SNIPER TRAINING” HAS BEEN ADDED INTO THE GAME – WHICH GIVES YOU THE ABILITY TO USE THE SNIPER SHOT FEAT (I.E. YOU CAN USE THE RIFLE, BUT ONLY AFTER SNIPER TRAINING WILL YOU BE ABLE TO BE AT THE PEAK OF YOUR ABILITY ) – ANYONE WITH SNIPER CURRENTLY AUTOMATICALLY GETS SNIPER TRAINING.

ANYONE CURRENTLY LEARNING LARGE FIREARMS NOW SWOPS TO LEARNING SUPPORT WEAPONS

ANYONE WHO IS CURRENTLY LEARNING SUPPORT WEAPONS AND ALREADY HAS LARGE FIREARMS WILL GET THOSE MONTHS OF TRAINING REFUNDED.

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ANYONE CURRENTLY LEARNING SNIPER NOW SWOPS TO LEARNING SNIPER TRAINING

ADDED “STARGATE THEORY ” SKILL.

ANYONE THAT CURRENTLY HAS DEMOLITIONS AND/OR DISPOSALS WILL GAIN THE

ANY SKILLS WHICH HAD THESE AS PRE-REQUISITES HAVE CHANGED

ADDED CLARIFICATION ON CHOKE/DISARM REQUIRING FEATS TO EXPERT UNARMED SKILL DESCRIPTION.

NEW SKILL - "MILITARY ENGINEERING" HAS BEEN ADDED ; IF YOU HAVE "CIVIL ENGINEERING" YOU CAN OPT TO CHANGE FROM CIVIL ENGINEERING TO MILITARY ENGINEERING BEFORE YOUR NEXT EVENT IF YOU WISH TO.

ADDED CYBERNETICS (BASIC) & CYBERNETICS (ADVANCED)

ADDED MILITARY ENGINEERING TO THE SKILLS BUYABLE WITH BASIC ENGINEERING

CHANGED ZAT’NI’KATEL TO REQUIRE ADVANCED PISTOLS

ADDED PILOT PHOBOS, PILOT DEIMOS, PILOT MARS

DEMOLITIONS & DISPOSALS HAS BEEN COMBINED INTO ONE SKILL “EXPLOSIVES TRAINING”, AND AN ASSOCIATED BASIC SKILL ADDED “BASIC EXPLOSIVES TRAINING” – EXPLOSIVES TRAINING IS NOW A “PHYSICAL SCIENCE” SKILL.

DISPOSALS CARDS (NOW EXPLOSIVES TRAINING CARDS) HAVE BEEN CHANGED & AMENDED TO BRING THEM UP TO THE SAME NUMBER OF CARDS AS ALL OTHER CARD SKILLS.

NEW EXPLOSIVE TRAINING SKILL ANYONE WHO IS CURRENTLY LEARNING DEMOLITIONS/DISPOSALS WILL MOVE TOWARDS LEARNING EXPLOSIVES TRAINING INSTEAD.

ADDED NEW EGYPTIAN LANGUAGES TO LINGUISTICS TO MAKE “BASIC EGYPTIAN” NOT EQUAL TO THE FULL LANGUAGE ANY MORE.

MEDICAL RULES SLIGHTLY EXPANDED AND CHANGED (SEE FULL SECTION FOR COMPLETENESS)

PSYCHOLOGY HAS BEEN RENAMED "HUMAN PSYCHOLOGY " AND CLARIFIED THAT IT ONLY WORKS ON HUMAN AND JAFFA SUBJECTS.

FURTHER PSYCHOLOGY SPECIALISATIONS CAN BE BOUGHT WITH DOWNTIME.

RENAMED GEOLOGY, BASIC GEOLOGY AND REWORDED TO MATCH THE OTHER BASIC SKILLS.

DOCTOR TRAINING IS NOW REDUCED BY 6 MONTHS IF YOU HAVE HUMAN PHYSIOLOGY.

ARMOURER HAS BEEN CLARIFIED TO TAKE 10 MINUTES TO REPAIR ONE POINT OF ARMOUR RATHER THAN 20 MINUTES (TO FIX A DIFFERENCE BETWEEN THE SKILL AND THE ARMOUR RULES)

XENO ZOOLOGY NOW CLARIFIED HOW MUCH TIME IT IS REDUCED BY IF YOU HAVE VARIOUS SKILLS.

SOME ALIEN TECH SKILLS HAVE BEEN CLARIFIED FROM PREVIOUS VERSIONS

LARCENY IS NOW A CARD SKILL.

DREAMING SPIRES NOW DIRECTLY LISTS WHICH SKILLS CAN BE LEARNT WITH IT.

Feats 

CLARIFIED THE FEATS RE-USABILITY TIME PER FEAT

BULLET CATCHER NOW STATES THAT YOU CANNOT USE “JAMMY BASTARD” TO IGNORE DAMAGE BEING REDIRECTED.

“PRACTICED/EXPERT/NATURAL” FEATS HAVE BEEN SLIGHTLY REWORDED TO NOT “REMOVE” BUT “INSTANTLY SOLVE” ONE THE PROBLEMS.

CHANGED CHOKE TO REQUIRE HAVING GRAPPLED A PERSON FOR 10 SECONDS BEFORE BEING USED.

CRITICAL HIT (CAN NOW HAVE STATUS EFFECTS APPLIED TO IT, SUCH AS CRITICAL HIT – KNOCKDOWN)

CLARIFIED CALLED SHOT

SELF-STABILISE CLARIFIED THAT IF A WOUND CARD STATES “YOU ARE UNCONSCIOUS” YOU CANNOT USE SELF-STABILISE.

ZAT RESISTANCE HAS BEEN REMOVED AS A FEAT, AND IT’S EFFECT ROLLED INTO TORTURE RESISTANCE. ANYONE WITH ZAT RESISTANCE GAINS +1 TORTURE RESISTANCE FEATS TO COMPENSATE FOR THE LOSS.

CLARIFIED SPONTANEOUS AMBIDEXTERITY AND FIREARMS WORKING TOGETHER.

CLARIFIED SPONTANEOUS AMBIDEXTERITY AND MELEE.

SURGEON FEAT HAS BEEN REMOVED AND CONSULTANT ADDED (ANY SURGEON FEATS AUTOMATICALLY TRANSFER TO BEING A CONSULTANT FEAT) TO SYMBOLISE THAT ANY DOCTOR CAN DO SURGERY , NOT JUST SOMEONE WHO DID HAVE THE OLD SURGEON FEAT.

WORDING ON FIRM GRIP CLARIFIED THAT IT ONLY WORKS ON MELEE WEAPONS

ADDED NEW FEAT, STUNNING BLOW

ADDED CARD SKILLS FOR LARCENY

RENAMED DISPOSAL SKILLS TO REFER TO THE NEW EXPLOSIVE TRAINING SKILL

CLARIFIED THAT BOTCH JOB DOES NOT WORK ON ALIEN TECHNOLOGY

EMERGENCY MEASURES SLIGHTLY CHANGED WORDING TO BRING IT IN LINE WITH THE NEW “CONSULTANT” FEAT

CLARIFIED THAT JAMMY BASTARD DOES NOT WORK IF YOU ARE RESTRAINED OR UNCONSCIOUS.

TORTURE RESISTANCE NOW REDUCES INCAPACITATES BY 15 SECONDS – NOTE THIS REPLACES ZAT RESISTANCE AS THEY ARE THE SAME EFFECT.

SNIPER SHOT HAS BEEN RE-WRITTEN TO BE MORE PVE RATHER THAN MONSTER VS. PLAYER (EXCESS WOUND CARDS REMOVED)

SNIPER SHOT HAS BEEN CLARIFIED TO BE A PLAYER ONLY SKILL, WHEREAS MONSTER USAGE OF IT HAS TO BE CLEARED BY THE SYSTEM REFEREE'S IN ADVANCE OF THE EVENT.

CAFFEINE HIT NOW CLARIFIES THAT THE REGENERATION RATE OF VITALITY DURING THE NIGHT IT'S USED IS 1/HOUR RATHER THAN 1/TWO HOURS WHICH IS GAINED WHILE NORMALLY SLEEPING.

LAST DESPERATE ACT SLIGHTLY REWORKED AND CHANGED TO “LAST HEROIC ACT”

LAST DESPERATE ACT NOW IGNORES ANY WOUND CARDS.

LINGUISTIC EXPERT FEAT ADDED

Advancement Points 

ADDED : “HEROIC VITALITY +1” AS AN AP, WHICH CAN BE TAKEN UP TO 5 TIMES

REMOVED: "ONE SHOT, ONE KILL" - NO LONGER AVAILABLE TO BE PURCHASED. HAS BEEN REPLACED BY “WEAPON MASTERY – SNIPER” WITH A DIFFERENT EFFECT

MELEE WEAPON MASTERIES HAVE BEEN CLARIFIED AS TO EXACTLY WHAT TYPES OF WEAPONS EACH EFFECTS.

REMOVED “HOUSE”, “LARA CROFT” AND “BABEL” – AS NOW PART OF EXPANDED KNOWLEDGE.

CLARIFIED HALLS OF THE LEARNED / PEOPLE PERSON / SIGN ME UP DO NOT REQUIRE THE RELEVANT BACKGROUND TO BUY.

MOST ADVANCEMENT POINTS HAVE BEEN RENAMED FOR CONSISTENCY WITH THE NEW FEATS.

AMMO CONSERVATION (WAS PACK RAT) NOW AFFECTS LMGS AS WELL AS HMGS

THERE HAS BEEN A SIGNIFICANT NUMBER OF NEW AP’S ADDED AT VARIOUS LEVELS.

APS HAVE BEEN SORTED INTO CATEGORIES TO BEST DEFINE THEIR SKILL TYPES.

DON’T LIE TO M E HAS BEEN REDUCED FROM 3 TO 2 AP’S BUT HAS LOST THE ABILITY TO FALSIFY RESPONSES. POKER FACE HAS BEEN ADDED, WHICH GIVES THE ABILITY TO FALSIFY RESPONSES 5 TIMES PER MISSION (UP FROM 3) – ANYONE WHO HAD DON’T LIE TO ME GAINS POKER FACE AS WELL.

AP’S ARE ONLY NOW AVAILABLE BASED ON WHAT ARE IN THE RULES – ANY NEW REQUESTS WILL HAVE TO COME THROUGH THE SYSTEM REFEREE’S AND WILL BE AVAILABLE TO BUY FOR ANYONE – THERE WON’T BE ANY “PERSON SPECIFIC” AP’S

ADDED IN A FIRM GRIP VERSION OF THE PREVIOUSLY EXISTING UNARMED FEATS

UNARMED WEAPON MASTERIES NOW GIVE YOU +2 OF THE RELEVANT FEATS, AS WELL AS INCREASING THE MAXIMUM TO 15.

A FEW SPECIAL ABILITIES CURRENTLY WITHIN THE SYSTEM HAVE BEEN REBALANCED AS AP’S

WEAPON SPECIALISATION RENAMED TO SIGNATURE WEAPON AND IT’S AFFECT HAS BEEN CHANGED.

CLARIFIED THAT WEAPON MASTERY SKILLS (PREVIOUS HAD LOTS OF DIFFERENT NAMES) DO +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE RATHER THAN “+1 DAMAGE”

HEROIC HAS BEEN RENAMED “EXTRA FEATS” AND NOW GRANTS +5 FEATS RATHER THAN +3 FEATS.

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Combat / Damage / Medical 

CHANGED MELEE DAMAGE – NOW SPLIT INTO WEAPON SIZES

SMALL MELEE WEAPONS NOW DO INCREASED DAMAGE.

CHANGED STAFF WEAPON (MELEE) DAMAGE

PEOPLE UNTRAINED IN MELEE CAN USE MELEE WEAPONS, BUT AT A REDUCED DAMAGE, AND AN INABILITY TO CRITICAL.

VENOM / POISON CALLS HAVE BEEN REMOVED AND ROLLED INTO “SPECIAL”

ADDED NEW CATEGORY FOR “ADVANCED PISTOLS”, HEAVY PISTOL AND TASER

AMMO PHYS REP RULES ADDED

MOVED INTO THIS CATEGORY

SHOTGUN AMMO CLARIFIED DEPENDANT ON PHYS REP

CHOKE NOW REQUIRES 10 SECONDS OF GRAPPLE BEFORE IT TAKES EFFECT

TASER DAMAGE HAS BEEN REBALANCED

YOU NOW OPEN A GREEN CARD AT 0 DAMAGE (RATHER THAN BEING “BELOW ZERO”)

ADDED CLAYMORES AND BOOBY TRAPS

SLIGHTLY CHANGED WEAPON JAMMING INFORMATION, AND ADDED “WEAPON BREAK” AS A REFEREE CALL FOR MELEE (JAMMING MADE NO SENSE)

HEM-CON HAS BEEN REBALANCED – NOW LISTS HOW LONG IT REQUIRES TO TAKE EFFECT (SECOND AID) OR HOW LONG THE SURGERY TAKES (SURGERY USE) – ALSO YOU NEED TO USE 1 HEM CON PER WOUND CARD USED, AND IRRESPECTIVE OF THE NUMBER OF WOUND CARDS, HEM CON ONLY GIVES BACK +1 (NOT +1 PER WOUND CARD LIKE PREVIOUS)

YOU NOW OPEN A RED CARD AT -3 DAMAGE AS WELL AS AT -4.

YOU NOW NO LONGER OPEN GREEN CARDS AT -3 OR -4.

A NUMBER OF DRUGS HAVE BEEN ADDED

RULES FOR OVERDOSING HAVE BEEN REBALANCED AND OVERDOSE RULES ARE NOW LISTED AGAINST EACH DRUG

THE ELUSIVE HEM-CON OVERDOSE RULE HAS FINALLY BEEN ADDED (HINT - IT DOESN'T HAVE AN OVERDOSE CONDITION)

COVERING FIRE / SPRAY FIRE / HEAVY FIRE HAVE BEEN CHANGED AND REWORDED

SOME CALLS REMOVED – FLAME / ROCKET / ZAT / GRENADE / FLASHBANG THESE HAVE BEEN GIVEN DELIBERATE DAMAGE CALLS

Summary Character Sheet Expected Changes (as of this event) 

ANYONE WITH MEDIUM FIREARMS WILL GAIN SMALL ARMS (AND REMOVE MEDIUM FIREARMS)

ANYONE WITH LARGE FIREARMS WILL GAIN SUPPORT WEAPONS

ANYONE WITH SMALL FIREARMS WILL GAIN PISTOLS & ADVANCED PISTOLS (AND REMOVE SMALL FIREARMS)

ANYONE WITH SNIPER WILL GAIN SUPPORT WEAPONS & SNIPER TRAINING (AND LOSE SNIPER)

ANYONE WITH CIVIL ENGINEERING HAS A CHOICE IF THEY WISH TO KEEP CIVIL ENGINEERING OR MOVE TO MILITARY ENGINEERING

YOUR VITALITY WILL CHANGE FROM YOUR CURRENT NUMBER TO A MAXIMUM OF 10 (+MAXIMUM VITALITY TAKEN AT CHARACTER GENERATION)

YOU WILL GAIN A NUMBER OF APS BASED ON THE VITALITY YOU HAVE LOST (ON A 1 FOR 1 BASIS)

ANYONE WHO IS A “MILITARY SOLDIER” OR “MILITARY SPECIALIST “ SHOULD PICK A NEW SKILL FROM THE SECOND FREE LIST ON THE CHARACTER GENERATION PAGE

PLAYER CHARACTER JAFFA WILL LOSE “NATURAL BODYBUILDER” AS A FEAT, AND GAINED +1 BODY (NO NET CHANGE, BUT ALLOWS FOR HIGHER EVENTUAL BODY )

ANYONE WITH PSYCHOLOGY WILL HAVE ITS NAME CHANGED TO HUMAN PSYCHOLOGY

ANYONE WITH SURGEON FEATS WILL HAVE THEM CHANGED TO CONSULTANT FEATS

ANYONE WHO IS CURRENTLY LEARNING DISPOSALS AND/OR DEMOLITIONS WILL MOVE TO LEARNING EXPLOSIVES TRAINING (UNLESS THEY ALREADY HAVE THE SKILL IN WHICH CASE THE MONTHS TRAINING ARE REFUNDED)

ANYONE WHO HAS DEMOLITIONS AND/OR DISPOSALS NOW GAINS “EXPLOSIVES TRAINING” AND GAINS 6 CARDS FOR IT.

ANYONE CURRENTLY LEARNING LARGE FIREARMS NOW SWOPS TO LEARNING SUPPORT WEAPONS

ANYONE WHO IS CURRENTLY LEARNING SUPPORT WEAPONS AND ALREADY HAS LARGE FIREARMS WILL GET THOSE MONTHS OF TRAINING REFUNDED.

ANYONE CURRENTLY LEARNING SNIPER NOW SWOPS TO LEARNING SNIPER TRAINING

ANYONE WITH LARCENY , NOW WILL BE LISTED WITH “6” CARDS FOR IT.

ANYONE WITH DON’T LIE TO ME, NOW GAINS POKER FACE AS WELL.

ANYONE WITH ZAT RESISTANCE WILL HAVE IT REMOVED (AS IT’S NO LONGER IN GAME) AND GAINS +1 TORTURE RESISTANCE FEATS

ANYONE WITH THE SEDUCTION/KIRK PERK WILL HAVE IT REMOVED (AS IT’S NO LONGER IN GAME)

ANYONE WITH “ONE SHOT ONE KILL” WILL HAVE IT REMOVED AND GAINS “WEAPON MASTERY : SNIPER”

ANYONE WITH “JUGGERNAUT” WILL HAVE IT REMOVED AND GAINS “ADVANCED FEAT MASTERY : A PERSONAL SENSE OF PURPOSE”

YOUR AP’S / SPECIAL ABILITIES WILL BE RENAMED IN LINE WITH THE NEW AP NAMING CONVENTIONS LISTED IN THE RULES.

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Character Design OVERVIEW WELCOME TO THE SEF, THE STARGATE EXPEDITIONARY FORCE – EXPLORING THE GALAXY , SEEKING OUT NEW WORLDS AND NEW CIVILISATIONS, BOLDLY GOING… YOUR FIRST STEP IS TO DEVELOP YOUR CHARACTER, THIS SHOULD BE DONE IN CONJUNCTION WITH THE PLOT CO-ORDINATOR OF THE SOCIETY –THEY CAN BE SEEN ON PLOTCOORDINATOR_SGLRP@HOTMAIL.CO.UK

Design Character Concept YOUR FIRST PORT OF CALL SHOULD BE DESIGNING WHAT YOU WANT YOUR CHARACTER TO BE OR DO, IS HE HEROIC, WHAT DID HE DO BEFORE HE WAS RECRUITED INTO THE SEF. WHY WOULD THE SEF WANT TO RECRUIT THIS PERSON. AT THIS STAGE IT MAY BE USEFUL TO LIAISE WITH THE PLOT CO-ORDINATOR (PLOTCOORDINATOR_SGLRP@HOTMAIL.CO.UK) TO DISCUSS YOUR CONCEPT AND CHARACTER GENERATION.

Select Character Background YOU SHOULD PICK A BACKGROUND – THIS CAN EITHER BE A MILITARY SOLDIER, MILITARY SPECIALIST, CIVILIAN, INTELLIGENCE OPERATIVE OR INTELLIGENCE ANALYST.

Automatic Skills

Select a number of skills (Background Dependant) YOU THEN GET TO PICK A NUMBER OF SKILLS BASED ON YOUR ARCHETYPE, MILITARY SOLDIERS AND SPECIALISTS GET TO CHOOSE TWO SKILLS, AND INTELLIGENCE ANALYSTS, INTELLIGENCE OPERATIVES GET TO PICK THREE SKILLS. BY THE END OF CHARACTER GENERATION YOU SHOULD HAVE A TOTAL OF 6 PICKS COMPLETED IF YOU’RE MILITARY AND FIVE PICKS IF YOU’RE ANYTHING ELSE (THIS IS TO BALANCE OUT THAT MILITARY ARE FORCED TO TAKE THE SMALL ARMS PICK)

Body Starts at 6 THIS IS YOUR HEALTH – THIS CAN BE RAISED BY PURCHASING THE BODYBUILDER SKILL OR EXPERT BODYBUILDER SKILL – THIS INDICATES HOW MUCH DAMAGE YOU CAN TAKE BEFORE YOU ARE INCAPACITATED OR KILLED.

THESE SKILLS ARE ONES THAT YOUR CHARACTER HAS TO TAKE

Maximum Vitality Starts at 6 Select your Free Background Skill(s)

THIS IS YOUR HEROIC ABILITY TO DODGE DAMAGE, TO AVOID SHRAPNEL AND SIMPLY NOT BE THERE WHEN A BLOW LANDS – DEPENDING ON YOUR BACKGROUND YOU MAY BE ABLE TO PURCHASE EXTRA VITALITY AT CHARACTER GENERATION. VITALITY

EACH OF THE FIVE ARCHETYPES GAIN EITHER ONE OR TWO SKILLS FROM A SPECIFIC LIST, THIS IS TO ENSURE YOUR CHARACTER HAS SKILLS RELEVANT TO YOUR ARCHETYPE.

MAY ALSO BE REQUIRED TO POWER CERTAIN FEATS OR DEVICES DURING THE GAME.

Starting feats STARTING CHARACTERS GAIN ONE RANDOM FEAT (ASSIGNED BY THE PLOT CO-ORDINATOR), AS WELL AS ONE “A PERSONAL SENSE OF PURPOSE”, “FLESH WOUND” AND “DIE HARD” TO START THEIR FIRST EVENT OFF WITH.

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BACKGROUNDS THE SEF IS A MILITARY ORGANISATION DEDICATED TO PROTECTING THE PLANET EARTH FROM ALIEN THREATS – BASED IN THE UNITED KINGDOM, IT DRAWS ITS PERSONNEL FROM THE ARMED FORCES, SECRET SERVICE, POLICE, ACADEMIC INSTITUTIONS EVEN PEOPLE BROUGHT IN FROM PRISON AND NORMAL WALKS OF LIFE IF THEY HAVE SKILLS AND THE DESIRE AND WILL TO PROTECT THE UK AND EARTH FROM ALIEN THREATS. THE FORCE IS BASED IN CORSHAM, ENGLAND AND USES THE STARGATE TO TRAVEL TO OTHER WORLDS TO FIND NEW ALLIES AND TO FIGHT THE ALIEN THREATS WHICH COULD ATTACK OUR WORLD. AS A STARTING CHARACTER YOU CAN SELECT FROM MILITARY SOLDIER, MILITARY SPECIALIST, INTELLIGENCE OPERATIVE, INTELLIGENCE ANALYST OR CIVILIAN – EACH GIVES YOU A FLAVOUR OF WHAT YOU CAN BE. YOUR CHARACTER SHOULD BE UNIQUE, NOT BASED ON SOMEONE FROM TELEVISION OR MOVIES – BUT YOU CAN DRAW YOUR INSPIRATION FROM THOSE SOURCES – THE SEF RECRUITS FROM ALL REGIMENTS, ALL WALKS OF LIFE, ALL SERVICES, ALL UNIVERSITIES WITHIN THE UK – YOU JUST HAVE TO HAVE A SINGLE SPECIAL TRAIT THAT THE SEF ORGANISATION WOULD HAVE SEEN AND HAD YOU TRANSFERRED. YOU ARE A NORMAL PERSON, MAYBE INTELLIGENT, MAYBE GOOD AT COMBAT, AND YOU’RE ABOUT TO BE THRUST INTO A WORLD OF ALIENS – HOW WOULD YOU REACT… THE STATS FOR PLAYER CHARACTERS ARE HEROIC, THEY ARE SIGNIFICANTLY HIGHER THAN STANDARD HUMANS AND JAFFA.

Military Soldier YOU ARE A SOLDIER IN THE BRITISH ARMY, ROYAL AIR FORCE OR ROYAL NAVY. YOU ARE MOST LIKELY AN NCO OR EXPERT IN COMBAT AND WORK IN THE FIELD – YOU ARE THE BACKBONE AND WORKHORSE OF THE SEF, HOLDING THE LINE AGAINST ALIENS WHO THREATEN EARTH. YOUR STARTING RANK WILL BE THAT OF AN NCO OF A RANK OF PRIVATE, LANCE CORPORAL OR CORPORAL. 

AUTOMATIC SKILLS GRANTED: PISTOLS AND SMALL ARMS

SELECT FREE SKILL FROM:+2 VITALITY, MEDIC, EXPERIMENTAL KIT, OR ANY ONE COMBAT SKILL

SELECT FREE SKILL FROM :MEDIC, BASIC UNARMED, BODYBUILDER, BASIC COMPUTERS, BASIC ENGINEERING, CRAFT IMPROVISED WEAPON, BASIC EXPLOSIVE TRAINING, NAVIGATION, FISH AND GAME

Intelligence Operative YOU WORK FOR THE SECURITY SERVICES IN THE FIELD, DOING THE DIRTY WORK FOR THE GOVERNMENT, WORKING FOR MI5 OR MI6 OR ONE OF THE NON-SECRET SERVICES, SUCH AS THE POLICE. YOU WILL NORMALLY COME FROM A BACKGROUND OF BEING A FIELD AGENT OR POLICE OFFICER / DETECTIVE. 

AUTOMATIC SKILLS GRANTED: PISTOLS

SELECT FREE SKILL FROM:+2 VITALITY, EXPERIMENTAL KIT OR ANY ONE COMBAT SKILL

NO OF EXTRA SKILLS TO SELECT: 3

Intelligence Analyst

NO OF EXTRA SKILLS TO SELECT: 2

Military Specialist YOU ARE A SPECIALIST IN THE BRITISH ARMY, ROYAL AIR FORCE OR ROYAL NAVY, YOU HAVE A PARTICULAR AREA OF EXPERTISE WHICH IS WHY YOU HAVE BEEN ASSIGNED TO THE PROJECT. BRINGING YOUR SPECIALIST SKILLS AND COMBAT EXPERTISE TO THE SEF YOU CAN WORK UNDER HEAVY FIRE ON ALIEN PLANETS. YOUR STARTING RANK WILL BE THAT OF AN NCO OF A RANK OF PRIVATE, LANCE CORPORAL OR CORPORAL. WITH PLOT-COORDINATORS PERMISSION YOU MAY BE AN OFFICER OF LIEUTENANT RANK. 

AUTOMATIC SKILLS GRANTED: PISTOLS AND SMALL ARMS

SELECT FREE SKILL FROM: +1 VITALITY, EXPERIMENTAL KIT, INSIDER INFORMATION, MEDIC

SELECT FREE SKILL FROM :BASIC LANGUAGE, BASIC COMPUTERS, BASIC MATHEMATICS, PILOT AIRCRAFT, FORENSICS, POLITICS, BARRACK ROOM LAWYER, NAVIGATION, BASIC ENGINEERING

NO OF EXTRA SKILLS TO SELECT: 2

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YOU WORK FOR THE SECURITY SERVICES, NORMALLY IN AN OFFICE, YOU ARE AN EXPERT AT ENCRYPTION AND DECRYPTION AND LANGUAGES – YOU’RE LESS USED TO FIELD WORK, BUT HAVE A MUCH LARGER NETWORK OF INFORMATION TO DRAW FROM. YOU MAY HAVE WORKED FOR THE POLICE, SECRET SERVICE, GCHQ AS A DESK OPERATIVE. 

AUTOMATIC SKILLS GRANTED: PISTOLS

SELECT FREE SKILL FROM:+1 VITALITY, INSIDER INFORMATION, CIPHERS, COMPUTING, COMMUNICATIONS OR ONE LANGUAGE SKILL

NO OF EXTRA SKILLS TO SELECT: 3

Civilian Characters NEITHER SERVING MILITARY OR INTELLIGENCE SERVICE, YOU ARE A CIVILIAN, RECRUITED INTO THE SEF FOR THE UNIQUE OR EXPERT SPECIALIST KNOWLEDGE OR EXPERIENCE IN YOUR PARTICULAR FIELD. YOU WILL NORMALLY COME FROM AN ACADEMIC OR SCIENTIFIC BACKGROUND BE IT LINGUISTICS, ARCHAEOLOGY, MEDICINE, OR THE SCIENCES FOR EXAMPLE. 

AUTOMATIC SKILLS GRANTED: PISTOLS

SELECT FREE SKILL FROM:+1 VITALITY, DREAMING SPIRES OR ANY ONE NON-COMBAT SKILL

NO OF EXTRA SKILLS TO SELECT: 3 PAGE 7 OF 64


ALIENS & FOREIGN CHARACTERS ALL REQUESTS FOR PLAYING ALIEN (NON EARTH) CREATURES MUST HAVE PRIOR APPROVAL FROM THE PLOT CO-ORDINATOR AND SYSTEM REFEREES. ANY REQUESTS FOR PLAYING A NON-BRITISH (FOREIGN) CHARACTER HAS TO HAVE PRIOR APPROVAL FROM THE PLOT CO-ORDINATOR, WHO MAY REJECT YOUR REQUEST IF TOO MANY ARE IN THE SYSTEM. THE STARGATE PROGRAMME IS PRIMARILY A HUMAN (BRITISH) ORGANISATION AND AS SUCH ALIENS AND CHARACTERS FROM OUTSIDE THE UK ARE RARE AND THERE IS LIKELY TO BE VERY FEW (IF ANY) IN THE SYSTEM AT ANY ONE TIME. AS PLAYING AN ALIEN IS A RARE EXCEPTION RATHER THAN A RULE – IT IS EXPECTED THAT THAT THE KIT REQUIREMENTS FOR PLAYERS PLAYING PEOPLE OUTSIDE THE STANDARD BRITISH SEF MEMBERS ARE HIGHER. PEOPLE CANNOT SELECT AN ALIEN CREATURE AS THEIR FIRST CHARACTER TO PLAY IN THE STARGATE UNIVERSE AND MUST PLAY A HUMAN FIRST.

Player Character Jaffa YOU ARE A JAFFA, FORMERLY WORKING FOR A GOA'ULD WHO YOU HAVE TURNED AGAINST. YOU ARE LIKELY TO BE UNTRUSTED AND MAY HAVE A HARD TIME PERSUADING THOSE WHO YOU WORK WITH THAT YOU'RE ACTUALLY WORKING FOR THE GOOD SIDE. VITALITY:

4

BODY:

8

AUTOMATIC SKILLS GRANTED:

STAFF WEAPON (RANGED), READ/WRITE – GOA’ULD/JAFFA, ALIEN LANGUAGE (SPOKEN) ENGLISH

NO OF SKILLS TO SELECT:

3

JAFFA CHARACTERS CAN ONLY SELECT THE FOLLOWING AS STARTING LEVEL SKILLS : HUMAN PSYCHOLOGY

ARCHAEO-ANTHROPOLOGY

THROWN/RANGED WEAPONS

BASIC UNARMED

EXPERT UNARMED (REQUIRES BASIC UNARMED)

MELEE WEAPONS

+1VITALITY

BODYBUILDER

EXPERT BODYBUILDER (REQUIRES BODYBUILDER)

MEDIC

ANCIENT HISTORY

CRAFT IMPROVISED WEAPONS

FISH AND GAME

GEOLOGY

NAVIGATION

RELIGIOUS STUDIES

OCCULT

PHILOSOPHY

ASTRONAUT

STAFF WEAPON (MELEE)

ALIEN TECHNOLOGY USE ZAT'NI'KATEL

PILOT GOA'ULD FIGHTER

PILOT GOA'ULD NON FIGHTER

JAFFA ALSO HAVE THE FOLLOWING SPECIAL ABILITIES: 

SPECIAL: "REGENERATION" : YOUR HEALING TIMES ARE HALVED

SPECIAL: "NATURAL RESISTANCE" : AS A STARTING CHARACTER YOU START OFF WITH A FREE NATURAL RESISTANCE FEAT

DOWNTIMES, PRIMARY / SECONDARY CHARACTERS, DEATH & RETIREMENT IN GAME YOU CAN HAVE ONE "PRIMARY " CHARACTER, AND ANY NUMBER OF "SECONDARY" CHARACTERS. [FOR CURRENT PLAYERS AS OF THE DATE OF THE RULES CHANGE - THE DEFAULT PRIMARY CHARACTER IS THE EARLIEST CHARACTER THE CREATED. ALL OTHER CHARACTERS ARE SECONDARY CHARACTERS.]

FOR EACH DOWNTIME PERIOD, YOUR DOWNTIME GOES ON THE CHARACTER THAT YOU NAMED WHEN BOOKING THE EVENT (NOTE THE CHARACTER YOU NAME WHEN BOOKING IS THE CHARACTER YOU MUST INTEND TO PLAY AT THE EVENT) – AND THEY GET ALL THE PARTS OF THE DOWNTIME : +MAXIMUM VITALITY OR +

AP / TRAINING / RESEARCH ETC…

RETIREMENT IS CONSIDERED PERMANENT, IF YOU RETIRE YOUR CHARACTER, THIS CHARACTER IS CONSIDERED TO BE REMOVED FROM THE SYSTEM AND CANNOT BE PLAYED AS A PLAYER CHARACTER AGAIN, BUT MAY BE AVAILABLE TO THE PLOT CO-ORDINATOR (WITH AGREEMENT FROM THE ORIGINAL PLAYER).

IF A SECONDARY CHARACTER DIES OR IS RETIRED THEN YOU DO NOT GAIN ANY BENEFIT TO OTHER CHARACTERS (I .E. IF A SECONDARY CHARACTER DIES OR IS RETIRED, YOU DO NOT GAIN ANY DOWNTIME BENEFITS TO A PRIMARY OR SECONDARY CHARACTER).

YOU CANNOT SPLIT YOUR DOWNTIME BETWEEN MULTIPLE CHARACTERS.)

ON RETIREMENT / DEATH YOUR NEW CHARACTER GAINS BENEFITS BASED IF YOUR PRIMARY CHARACTER DIES OR IS RETIRED, YOU CAN ADD A

ON THE NUMBER OF DOWNTIMES YOUR PREVIOUS CHARACTER GAINED

NUMBER OF MONTHS OF DOWNTIME EQUAL TO THE AMOUNT OF EVENTS PLAYED BY THE CHARACTER WHO DIED/RETIRED TO EITHER ONE OF YOUR SECONDARY CHARACTERS, OR TO A NEW CHARACTER. YOUR NEW CHARACTER, OR SECONDARY CHARACTER YOU ASSIGN THE DOWNTIMES TO, BECOMES YOUR NEW PRIMARY CHARACTER.

OR OR

+ + +

1 MONTHS TRAINING (PER DOWNTIME) 1 FEAT (PER DOWNTIME) 1 AP (PER 5 DOWNTIMES)

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Skills SOME OF THE SKILLS WILL INCLUDE PERFORMING SIMPLE TESTS (WITH QUICK ANSWERS) IN THE FIELD. OTHERS MAY INVOLVE THE CHARACTER SPENDING SOME TIME WORKING ON THE PROBLEM. SOME SKILLS WILL NEED TO BE USED IN COMBINATION TO PERFORM CERTAIN TASKS OR MEET CERTAIN CHALLENGES. FOR EXAMPLE, IT WOULD BE NECESSARY TO HAVE NUCLEAR PHYSICS, EXPLOSIVES TRAINING AND ENGINEERING TO DEFUSE NUCLEAR WEAPONS.

SKILL GAME SYSTEM CERTAIN SKILLS HAVE A SET OF “CARDS” WHICH CAN BE USED TO SOLVE PROBLEMS. THESE CAN BE DOWNLOADED SEPARATELY AND YOU SHOULD ENSURE THAT YOU HAVE ONE SET OF EACH OF THE SKILLS YOU HAVE. THESE ARE: 

COMMUNICATIONS

COMPUTING

ELECTRICAL ENGINEERING

MECHCANICAL ENGINEERING

EXPLOSIVES TRAINING

LARCENY

YOU ARE GIVEN A NUMBER OF CARDS AND A NUMBER (NORMALLY BETWEEN 6 AND 9, DEPENDING ON HOW EXPERIENCED YOU ARE – ALTHOUGH SOME ADVANCED PERKS ALLOW YOU TO GET HIGHER) MAY BE CHOSEN AND TAKEN OUT WITH YOU ON A MISSION. EVEN IF YOU ARE ON BASE YOU SHOULD HAVE YOUR CHOSEN CARDS SEPARATE FROM YOUR OTHER CARD – AS IF A PROBLEM IS BEING WORKED ON – IT IS CONSIDERED CHEATING TO SORT OUT YOUR AVAILABLE CARDS IF YOU ARE CONSIDERING HELPING ON A PROBLEM. THE CARDS REPRESENT THE EXPERTISE AND ACTIONS REQUIRED BY THE CHARACTER IN ORDER TO SOLVE A PARTICULAR TECHNICAL PROBLEM. WE WOULD ENCOURAGE THE PLAYER TO ENSURE THAT THEY HAVE SUITABLE PHYS-REPS FOR THE EQUIPMENT REQUIRED, AND THAT THEY PHYSICALLY CARRY OUT THE ACTION STATED ON THE CARD TO THE BEST OF THEIR ABILITY . THIS WILL ENHANCE THE ATMOSPHERE AND MAINTAIN THE STANDARD OF ROLEPLAY . A REFEREE WILL HAVE SELECTED A SET OF “PROBLEM CARDS” THAT REPRESENT THE PROBLEMS WITH A PARTICULAR DEVICE. THE REFEREE WILL NORMALLY EXPLAIN WHAT THE PROBLEM IS (IN ROLE-PLAYING TERMS) AS HE IS PLAYING EACH CARD – AND YOU SHOULD APPROPRIATELY ROLE-PLAY THE EFFECTS OF ANY CARDS WHICH YOU ARE PLAYING. IF YOU DO NOT HAVE A CARD THAT CAN OVERCOME THE PROBLEM THEN YOU CANNOT ACHIEVE WHAT YOU ARE TRYING TO ACHIEVE. OTHER PEOPLE CAN ASSIST TO OVERCOME CERTAIN PROBLEMS, SHOULD YOU BE UNABLE TO DEAL WITH A SPECIFIC PROBLEM CARD. (NOTE – NO MORE THAN TWO PEOPLE CAN WORK ON ANY ONE PARTICULAR PROBLEM, AND UNLESS YOU HAVE AMBIDEXTERITY YOU CAN ONLY WORK ON ONE PROBLEM AT A TIME) DIFFERENT CARDS TAKE DIFFERENT AMOUNTS OF TIME IN ORDER TO ACHIEVE THEIR EFFECT. A COPY OF THE PLAYER CARDS FOR YOU TO PRINT & LAMINATE, ETC. CAN BE FOUND ON THE WEBSITE: HTTP://WWW.STARGATELRP.CO.UK/DOWNLOADS/

SKILL GROUPINGS SOME SKILLS ARE GROUPED INTO SECTIONS – FOR EXAMPLE, ASTROPHYSICS, MATERIAL SCIENCE AND NUCLEAR PHYSICS ARE GROUPED INTO THE “PHYSICAL SCIENCES” GROUP – IF YOU WISH TO LEARN ONE OF THESE SKILLS, THEN THE FIRST SKILL TAKES A SET PERIOD OF TIME, ANY SUBSEQUENT SKILL IN THAT AREA HAVE A REDUCED TRAINING COST.

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Biological Sciences 12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL

GENETICS

BOTANY

GENETICS IS THE SCIENCE OF HEREDITY AND VARIATION IN LIVING ORGANISMS. THE STUDY OF DNA, INHERITANCE AND THE GENETIC BASIS OF DISEASE. THIS IS USEFUL FOR A VARIETY OF TASKS SUCH AS LOCATING THE NATURE OF DISEASES AND ANTIDOTES, ALIEN TOXINS AND PARASITES.

BOTANY IS THE STUDY OF PLANT LIFE; BOTANY COVERS A WIDE RANGE OF SCIENTIFIC DISCIPLINES THAT STUDY PLANTS, ALGAE, AND FUNGI INCLUDING: STRUCTURE, GROWTH, REPRODUCTION, METABOLISM, DEVELOPMENT, DISEASES, AND CHEMICAL PROPERTIES AND EVOLUTIONARY RELATIONSHIPS BETWEEN THE DIFFERENT GROUPS.

HUMAN PHYSIOLOGY

PATHOLOGY

PHYSIOLOGY IS THE STUDY OF THE MECHANICAL, PHYSICAL, AND BIOCHEMICAL FUNCTIONS OF LIVING ORGANISMS. THE STUDY OF ANATOMY AND THE INTERACTION OF CELLS. THIS SKILL COMBINES BOTH HUMAN AND ANIMAL PHYSIOLOGY.

PATHOLOGY IS THE STUDY AND DIAGNOSIS OF DISEASE; THIS IS DONE THROUGH THE EXAMINATION OF ORGANS, TISSUES, BODILY FLUIDS AND AUTOPSIES. IT ALSO ENCOMPASSES THE RELATED SCIENTIFIC STUDY OF DISEASE PROCESSES.

THIS SKILL REDUCES THE TRAINING TIME OF DOCTOR BY 6 MONTHS

Physical Sciences 12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL

ASTROPHYSICS

EXPLOSIVES TRAINING

THIS INCORPORATES ASTRONOMY , THE CALCULATION OF STELLAR DISTANCES AND THE EXPLOITATION OF OTHER WORLDS. IT ALSO INCLUDES STELLAR NAVIGATION AND STELLAR MATTER.

YOU ARE AN EXPERT AT MAKING AND DISPOSING A VARIETY OF DEVICES AIMED AT BLOWING THINGS UP. YOU ARE ALSO CAPABLE OF KNOWING WHERE TO PLACE THE DEVICE FOR MAXIMUM EFFECT. THIS IS SOMETIMES USED IN CONJUNCTION WITH OTHER SKILLS TO MAKE ELABORATE DEVICES.

MATERIAL SCIENCE

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

THE STUDY OF MATERIALS, THEIR PROPERTIES AND USES, INCLUDES CHEMISTRY AND PHYSICS.

NUCLEAR PHYSICS THE STUDY OF RADIOACTIVITY , THE FUNDAMENTAL PRINCIPLES OF THE UNIVERSE, THIS INCLUDES QUANTUM PHYSICS.

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Mathematics & Computer Science 12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL

PURE MATHEMATICS

CIPHERS

THE STUDY OF NUMBERS, ALGEBRA, GEOMETRY , STATISTICS AND THE FLOW OF HOW NUMBERS AFFECT THE WORLD.

CIPHERS IS THE STUDY OF CODES, CRYPTOGRAPHY , HIDDEN MEANINGS. NORMALLY USED FOR CODE BREAKING.

ANYONE WITH PURE MATHEMATICS GAINS +1 FLASH OF INSIGHT PER DAY , THAT CAN BE USED WHEN TRYING TO SOLVE ANY MATHEMATICAL PROBLEM.

YOU START OFF WITH “CIPHERS LEVEL 1” – WHICH ALLOWS YOU TO SOLVE CIPHERS PROBLEMS, AND TO ONCE PER DAY ASK FOR A FULL TRANSLATION OF A SPECIFIC WORD IN A CIPHER.

COMMUNICATIONS THE STUDY OF TELECOMMUNICATIONS, MONITORING, SATELLITE TECHNOLOGY . THE USE AND MAINTENANCE OF SUCH TECHNOLOGY AND THE DEVELOPMENT OF NEW SIGNALLING DEVICES. THIS SKILL COMBINES NATURALLY WITH ELECTRICAL ENGINEERING FOR DEVELOPMENT OF NEW DEVICES

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

YOU CAN UPGRADE TO HIGHER LEVELS OF CIPHERS, WHICH GIVES YOU MORE TRANSLATIONS PER DAY (AND MAY ALLOW YOU TO SOLVE MUCH HARDER CIPHERS) BY SPENDING 3 MONTHS DOWNTIME PER POINT. THERE IS NO LIMIT TO THE AMOUNT OF TIMES IT CAN BE BOUGHT.

COMPUTING THE STUDY OF COMPUTER SYSTEMS. THIS SKILL ALLOWS YOU TO HACK INTO OTHER OPERATING SYSTEMS AND DEVELOP NEW SYSTEMS YOURSELF AS WELL AS COUNTERMEASURES TOWARDS HACKERS.

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

Engineering 12 MONTHS FOR THE FIRST SKILL IN THIS AREA. 6 MONTHS FOR EVERY SUBSEQUENT SKILL

MECHANICAL ENGINEERING

MILITARY ENGINEERING

THIS DEALS WITH THE DESIGN, MANUFACTURE AND MAINTENANCE OF MECHANICAL SYSTEMS. THERMODYNAMICS, KINEMATICS, ENERGY AND WORK. DESIGN OF VEHICLES, INDUSTRIAL EQUIPMENT, ROBOTICS.

THIS IS THE ENGINEER ACTIVITY UNDERTAKEN, REGARDLESS OF

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

ELECTRICAL ENGINEERING THIS DEALS WITH THE STUDY AND APPLICATIONS OF ELECTRICITY, ELECTROMAGNETIC FORCES AND ELECTRONICS. ALSO DEALS WITH POWER, CONTROL SYSTEMS, INTEGRATED CIRCUITS AND CIRCUIT BOARDS. THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

COMPONENT OR SERVICE, TO SHAPE THE PHYSICAL OPERATING ENVIRONMENT. MILITARY ENGINEERING INCORPORATES SUPPORT TO MANOEUVRE AND TO THE FORCE AS A WHOLE, INCLUDING MILITARY ENGINEERING FUNCTIONS SUCH AS ENGINEER SUPPORT TO FORCE

PROTECTION, COUNTER - IMPROVISED EXPLOSIVE DEVICES, ENVIRONMENTAL PROTECTION, ENGINEER INTELLIGENCE AND MILITARY SEARCH A MILITARY ENGINEER CAN USE ONE FLASH OF INSIGHT PER DAY ON AN ENGINEERING, EXPLOSIVES TRAINING, PROBLEM THAT HE IS WORKING ON, OR ONCE PER DAY CAN SUPERVISE A REPAIR OR BUILDING PROJECT THAT INCORPORATES ELECTRICAL OR MECHANICAL ENGINEERING AND REDUCE THE TIME TAKEN TO PERFORM NON CARD BASED PROBLEMS ON THAT TASK BY 50% (THIS CAN ONLY OCCUR ONCE PER PROJECT, IRRESPECTIVE OF THE NUMBER OF MILITARY ENGINEERS WORKING ON IT)

CHARACTER COUNTS AS IN COVER WHEN USING NON MAN PORTABLE SUPPORT WEAPONS.

CIVIL ENGINEERING THIS DEALS WITH THE DESIGN, CONSTRUCTION AND MAINTENANCE OF BUILDINGS, STRUCTURES AND THE ENVIRONMENT – INCLUDING BRIDGES, ROADS, CANALS, DAMNS, AND AQUEDUCTS. ALSO SURVEYING AND ENVIRONMENTAL ENGINEERING FALL INTO THIS CATEGORY .

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Archaeo-Anthropology 12 MONTHS FOR THE FIRST TWO SPECIALIST AREAS. 6 MONTHS FOR EVERY SUBSEQUENT SKILL

YOU HOLD A QUALIFICATION IN ARCHAEOLOGY OR ANTHROPOLOGY , YOUR UNDERSTANDING OF THE PAST AND THE DEVELOPMENT OF HUMAN SOCIETIES IS ADVANCED AND PROFOUND. YOU HAVE THE ABILITY TO RECOGNISE THE ARTEFACTS, MYTHS AND CULTURES OF OUR ANCESTORS WHEREVER THEY MAY APPEAR. CLASSICAL USES OF ARCHAEO-ANTHROPOLOGY ARE THE RECOGNITION OF ALIEN LANGUAGES, RECOGNISING THE CULTURAL ROOTS AND THEREFORE ETHOS OF AN ALIEN WORLD, HISTORICAL FORENSICS. THE ARCHAEO-ANTHROPOLOGY SKILL DOES NOT IN AND OF ITSELF GRANT THE ABILITY TO READ ANCIENT LANGUAGES, THIS IS THE PRESERVE OF LINGUISTICS, BUT DOES CONFER THE ABILITY TO RECOGNISE THE LANGUAGE AND KEY ELEMENTS. YOU CAN ALSO USE THIS SKILL TO ASSIMILATE INTO A NATIVE CULTURE IF IT’S ONE OF YOUR SPECIALITIES AS IF YOU WERE TRULY A NATIVE, AND YOU ARE ALSO AN EXPERT IN THE ARTEFACTS OF THESE CULTURES. CHARACTERS WITH ARCHAEO-ANTHROPOLOGY MUST ALSO SELECT TWO SPECIALIST CULTURES. YOU MAY SELECT ANOTHER TWO CULTURES FOR AN EXTRA SKILL SELECTION AT CHARACTER GENERATION.

SPECIALITY AREA IDEAS : EGYPTIAN GRECO/ROMAN FAR EAST

MESO AMERICAN/ MAYAN NATIVE AMERICAN INDIAN INDO-ARYAN

CELTIC MIDDLE EASTERN GERMANIC/EUROPEAN

YOU MAY ALSO PICK ANY OTHER REGION YOU WISH, THE ABOVE ARE JUST EXAMPLES. ONCE PER MISSION, AFTER A PERIOD OF STUDYING A NATIVE CULTURE, YOU CAN GAIN AN INSIGHT INTO THE CULTURE AS IF YOU HAD USED A FLASH OF INSIGHT FEAT

Human Psychology 9 MONTHS

YOU POSSESS A PROFESSIONAL QUALIFICATION IN PSYCHOLOGY . YOU HAVE SPENT TIME UNDERSTANDING AND LEARNING TO TREAT THE HUMAN MIND, ENABLING YOU TO OFFER COUNSELLING, UNDERSTAND AND ANTICIPATE ACTIONS AND ANALYSE THE DYSFUNCTIONAL. HUMAN PSYCHOLOGY IS ONLY EFFECTIVE ON HUMANS AND JAFFA (OF HUMAN DESCENT). SAMPLE USES OF PSYCHOLOGY ARE TO PREVENT POST-TRAUMATIC STRESS, PREDICT THE ACTIONS OF A FRIEND OR FOE, OR PUSH PEOPLE TO THE EDGE. AFTER ROLE-PLAYING WITH SOMEONE FOR AT LEAST FIVE MINUTES, 3 TIMES PER MISSION YOU CAN : 

SEE WHETHER SOMEONE’S LAST STATEMENT WAS A LIE

SEE WHETHER SOMEONE IN THE GENERAL CONVERSATION IS CONCEALING SOMETHING

FIND OUT WHAT SOMEONE IS TRYING TO ACHIEVE (IN BROAD TERMS) THROUGH THEIR WORDS.

DETECT THEIR CURRENT EMOTIONAL STATE.

AFTER ROLE-PLAYING WITH SOMEONE FOR AT LEAST TWENTY MINUTES, ONCE PER MISSION YOU CAN : 

DETECT SOMEONE’S PSYCHOLOGICAL FLAWS.

ONCE PER MISSION YOU ARE ABLE TO FALSIFY THE RESPONSE TO A PSYCHOLOGICAL CHALLENGE AS PER ABOVE.

YOU CAN PURCHASE OTHER PSYCHOLOGY AREAS AT THE COST OF 5 MONTHS DOWNTIME EACH (BUT YOU MUST HAVE SPENT TIME STUDYING AND INTERACTING WITH THEM), IF YOU HAVE THE APPROPRIATE ALIEN CULTURE SKILL THEN THIS TIME IS REDUCED BY 3 MONTHS. EXAMPLES OF OTHER SPECIALITY AREAS ARE "GOA'ULD PSYCHOLOGY", "ASGARD PSYCHOLOGY ", "ANCIENT PSYCHOLOGY", "UNAS PSYCHOLOGY"

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Linguistics 6 MONTHS PER LANGUAGE FAMILY THE LINGUISTICS SKILL IS THE ABILITY TO SPEAK A LANGUAGE OTHER THAN YOUR OWN. EACH LANGUAGE FAMILY YOU CHOOSE GIVES YOU ACCESS TO A RANGE OF LANGUAGES - YOU SHOULD PICK A LANGUAGE FAMILY FROM BELOW : GERMANIC : GERMAN, SAXON, SWEDISH, YIDDISH ITALIC : LATIN, ITALIAN, SPANISH, FRENCH, ENGLISH SLAVIC : RUSSIAN, SERBIAN, CZECH, UKRANIAN SEMITIC : ARABIC, HEBREW, SYRIAC, ARAMAIC TRANS-NEW GUINEA : JAVANESE, MALAY JAPANESE : JAPANESE, YORON, KIKAI SINO-TIBETAN : MANDARIN, TAMANG, TIBETAN

CELTIC : WELSH, GAELIC, MANX, OGHAM INDO-ARYAN : PUNJAB, HINDI , BAGHELI, SANSKRIT EGYPT IAN : COPTIC, EGYPTIAN ARABIC, NUBIAN CARIB : YABARANA, COYAIMA, BAKAIRI NIGER-CONGO : TEGALI, DOGON, PAPEL UTO-AZTECAN : HOPI, MAYO, NAHUATL

Maximum Vitality CANNOT BE PURCHASED DURING DOWNTIME

+1 MAXIMUM VITALITY

+2 MAXIMUM VITALITY

MAY BE TAKEN BY INTELLIGENCE ANALYSTS, CIVILIAN AND MILITARY SPECIALISTS AT CHARACTER GENERATION ONLY .

MAY BE TAKEN BY MILITARY SOLDIERS AND INTELLIGENCE OPERATIVES AT CHARACTER GENERATION ONLY .

Medical Skills MEDIC

MEDICAL SPECIALIST AREAS

3 MONTHS

6 MONTHS

THE CHARACTER IS A TRAINED MEDIC, AND CAN PERFORM SIMPLE TASKS IN THE FIELD SUCH AS STABILISING CASUALTIES.

THE FOLLOWING SKILLS IMPROVE THE RANGE OF THE DOCTOR’S SKILLS,

PARAMEDIC 6 MONTHS

REQUIRES : MEDIC

THE CHARACTER IS A TRAINED FIELD PARAMEDIC, AND CAN PERFORM COMPLICATED TASKS IN THE FIELD, INCLUDING TACKLING EXTENSIVE DAMAGE

DOCTOR 24 MONTHS

REQUIRES : DOCTOR

ALLOWING THEM TO GO ABOVE AND BEYOND ON A VARIETY OF TECHNIQUES. WHILE THESE ARE ALL COVERED UNDER THE GENERIC

“DOCTOR” SKILL – LEARNING SPECIALITIES WILL ALLOW TO YOU DO MORE UNDER A REFEREE’S DISCRETION WHEN SOMETHING IN YOUR SPECIALITY AREA OCCURS : EVERY TIME YOU PICK THIS YOU GET ONE OF THE FOLLOWING :        

CARDIOTHORACIC HAEMATOLOGY INFECTIOUS DISEASES ONCOLOGY SPECIFIC ALIEN PHYSIOLOGY - ALIEN PLASTIC SURGERY PROCTOLOGY NEUROSURGERY

REQUIRES : PARAMEDIC

IF YOU TAKE THE DOCTOR SKILL, YOU AUTOMATICALLY GAIN THE BIOLOGY SKILL : HUMAN PHYSIOLOGY. YOU ARE A TRAINED DOCTOR WITH THE FULL RANGE OF DOCTORAL SKILLS AVAILABLE, INCLUDING SURGERY AND LABORATORY WORK SKILLS. YOU WILL NORMALLY SPECIALISE INTO ONE OF TWO AREAS – BEING A CONSULTANT WHICH INVOLVES MEDICAL CARE IN MEDICAL BAYS, AND BEING A BATTLEFIELD SURGEON WHICH INVOLVES SAVING LIVES IN THE FIELD OF BATTLE.

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Unarmed, Melee & Ranged Combat MELEE WEAPONS

EXPERT UNARMED COMBAT

5 MONTHS

7MONTHS

YOU ARE CAPABLE OF USING MELEE WEAPONS SUCH AS SWORDS, DAGGERS, POLE ARMS, FIXED BAYONETS. THIS DOES NOT ALLOW THE USE OF ALIEN EXOTIC MELEE WEAPONS.

YOU ARE AN EXPERT IN FIGHTING WITHOUT WEAPONS. YOU GAIN THE FOLLOWING ABILITIES :

THROWN / RANGED WEAPONS 7 MONTHS YOU ARE CAPABLE OF USING BOWS, CROSSBOWS, THROWN DAGGERS, SHURIKEN, BLOW PIPES AND OTHER THROWN AND RANGED WEAPONS. THIS DOES NOT ALLOW THE USE OF ALIEN EXOTIC THROWN / RANGED WEAPONS. YOU ARE ALSO CAPABLE OF USING HAND GRENADES

TRIP (UNLIMITED) : YOU CAUSE NO DAMAGE, BUT CALL “KNOCKDOWN”

STRIKE (UNLIMITED):YOU CAUSE SINGLE DAMAGE TO THE TARGET.

GRAPPLE (3 TIMES PER MISSION) : YOU CAN HOLD THE TARGET FOR 10 SECONDS

THROW (3 TIMES PER MISSION): YOU CALL SINGLE KNOCKDOWN; THE TARGET MUST ROLE-PLAY BEING THROWN AWAY FROM YOU AND KNOCKED DOWN.

BREAK HOLD (3 TIMES PER MISSION): YOU CALL “BREAK HOLD” AND YOUR OPPONENT MUST RELEASE YOU FROM A GRAPPLE, OR YOU CAN RESIST A THROW AS YOU’VE BROKEN THEIR HOLD.

CHOKE (REQUIRES FEATS) : YOU CAN RENDER A PERSON UNCONSCIOUS.

DISARM (REQUIRES FEATS) : YOU CAN TAKE AN OPPONENT’S

BASIC UNARMED COMBAT 3 MONTHS YOU ARE GOOD TO BRAWLING. YOU GAIN THE FOLLOWING ABILITIES : 

STRIKE (UNLIMITED):YOU CAUSE SINGLE DAMAGE.

REQUIRES : BASIC UNARMED

WEAPON

Firearm Skills PISTOLS

SUPPORT WEAPONS

1 MONTH

4 MONTHS

THIS SKILL IS AUTOMATICALLY GRANTED TO ALL HUMAN CHARACTERS. YOU ARE CAPABLE OF USING A PISTOL.

YOU ARE CAPABLE OF USING A VARIETY OF SUPPORT WEAPONS, ROCKET LAUNCHERS OR HEAVY STYLE MACHINE GUNS.

ADVANCED PISTOLS

YOU ARE CAPABLE OF USING SUPPORT WEAPONS – EXAMPLES OF THESE ARE THE M249 LIGHT MACHINE GUN, AUTOMATIC SHOTGUNS. AND ANTI -MATERIAL WEAPONS.

2 MONTHS

REQUIRES : PISTOLS

YOU ARE CAPABLE OF USING HEAVY PISTOLS AND TASERS.

SNIPER TRAINING 7 MONTHS

REQUIRES : SMALL ARMS

YOU ARE CAPABLE OF PURCHASING AND USING THE SNIPER SHOT FEAT AND ASSOCIATED PERKS.

SMALL ARMS 2 MONTHS

REQUIRES : SMALL ARMS

REQUIRES : PISTOLS

THIS SKILL IS AUTOMATICALLY GRANTED TO ALL MILITARY CHARACTERS. YOU ARE CAPABLE OF USING SMALL ARMS – EXAMPLES OF THESE ARE ASSAULT RIFLES, SHOTGUNS, SNIPER RIFLES AND SUB MACHINE GUNS. YOU ARE ALSO CAPABLE OF USING HAND GRENADES AND UNDERWEAPON GRENADE LAUNCHERS.

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Specialist Skills DREAMING SPIRES CANNOT BE PURCHASED DURING DOWNTIME

EXPERIMENTAL KIT REQUIRES : CIVILIAN

YOU HAVE ACCESS TO THE BEST RESEARCH ESTABLISHMENTS IN THE WORLD, AND THE LIBRARY CARD TO PROVE IT. YOU ARE A VERY WELL-KNOWN ACADEMIC, DURING DOWNTIME YOU TEND TO LEARN PIECES OF INFORMATION FROM THE WORLD OF ACADEMIA, THIS CAN BE INFORMATION AROUND NEW TECHNOLOGY DISCOVERIES OR PROCEDURES, OR CAN BE ACADEMIA RUMOURS WHICH MAY BE HELPFUL TO YOUR CHARACTER.

YOU CAN ALSO DECIDE TO USE THIS TO HELP YOURSELF OR SOMEONE ELSE GAIN AN NPC TEACHER FOR A STANDARD OR BASIC SKILL. THIS NEEDS TO BE PLACED IN YOUR DOWNTIME IF YOU ARE DOING SO. SKILLS THAT CAN BE LEARNT WITH DREAMING SPIRES : ANCIENT HISTORY, BIO ENGINEERING, FORENSICS, MODERN HISTORY, OCCULT STUDIES, PHILOSOPHY, POLITICS, RELIGIOUS STUDIES, VETERINARY SCIENCE, ANY OF THE BIOLOGICAL SCIENCE, PHYSICAL SCIENCE, MATHEMATICS & COMPUTER SCIENCE OR ENGINEERING SKILLS, ARCHAEO-ANTHROPOLOGY , LINGUISTICS, HUMAN PSYCHOLOGY , MEDIC, PARAMEDIC, DOCTOR, BASIC BIOLOGY, BASIC BOTANY , BASIC CHEMISTRY, BASIC COMPUTERS, BASIC GEOLOGY , BASIC LANGUAGE, BASIC MATHEMATICS, BASIC PHYSICS, BASIC ENGINEERING, BASIC ZOOLOGY .

CANNOT BE PURCHASED DURING DOWNTIME

REQUIRES : MILITARY SOLDIER, MILITARY SPECIALIST OR INTELLIGENCE OPERATIVE

YOU ARE EXPECTED TO TEST A VARIETY OF TECHNOLOGY THAT HAS ALREADY BEEN INVENTED.

THIS LEASES A PIECE OF EQUIPMENT, DRUGS, VEHICLE, LATEST WILD DEVICE TO YOUR CHARACTER FOR A PERIOD OF TIME. THESE TECHNOLOGIES ARE BEING TESTED WITH POSSIBILITY OF BECOMING

"STANDARD EQUIPMENT" AND ARE IN A WIDE VARIETY OF STAGES OF DEVELOPMENT. THESE PIECES OF EQUIPMENT MAY HAVE FLAWS WHICH YOU HAVE TO WORK AROUND, OR MAY HAVE SIDE EFFECTS BOTH POSITIVE AND NEGATIVE AND YOU DON’T KNOW UNTIL YOU TEST THE ITEM WHAT IT IS THAT IS GOING TO BE, ALTHOUGH ITEMS TEND TO BE MORE GEARED TO EACH INDIVIDUAL CHARACTER – ESPECIALLY THE MORE EXPERIENCED THE CHARACTER THE MORE DANGEROUS AND MORE EXCITING THE ITEM.

THE ADVANTAGE OF THE SKILL IS THAT YOU ARE ALWAYS AT THE CUTTING EDGE OF TECHNOLOGY AND HAVE THE OPPORTUNITY TO PLAY WITH SOME ADVANCED, ALBEIT DANGEROUS, ITEMS.

INSIDER INFORMATION CANNOT BE PURCHASED DURING DOWNTIME

REQUIRES : MILITARY SPECIALIST OR I NTELLIGENCE ANALYST

YOU CAN CHOOSE TO USE YOUR INSIDER INFORMATION IN A GENERAL MANNER DURING DOWNTIME, WHICH INVOLVES JUST GENERAL LISTENING IN TO INFORMANTS, GOSSIP IN THE CANTEEN OR ANY OTHER SUCH WAYS OF GETTING INFORMATION - THIS WILL GIVE YOU INFORMATION ABOUT THE CURRENT SOCIO-POLITICAL WORKINGS, RUMOURS, INTELLIGENCE AND OTHER SNIPPETS OF INFORMATION WHICH MAY OR MAY NOT BE OBVIOUS AND MAY OR MAY NOT BE RELEVANT TO THE NEXT EVENT.

YOU CAN ALSO USE THIS IN A TARGETED WAY - YOU CAN CHOOSE RATHER THAN TO USE THIS IN A GENERAL MANNER, CHOOSE A SPECIFIC PERSON OR ORGANISATION TO GATHER INFORMATION ON - YOU THEN GAIN MUCH MORE SPECIFIC INFORMATION ON THE PERSON OR ORGANISATION, BUT THE DOWNSIDE TO THIS IS THAT DEPENDING ON HOW WELL CONNECTED THE PERSON IS, YOU MAY FIND SOMEONE USING THIS FEAT BACK AT YOU TO SEW DISINFORMATION.

THIS SKILL WORKS DIFFERENTLY FOR EACH CHARACTER AND DEPENDS ON THEIR BACKGROUND AS TO HOW THEY GO ABOUT GETTING THEIR INFORMATION.

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Veteran Skills VETERAN SKILLS ARE SKILLS WHICH ARE NOT AS WIDE RANGING AS THE MAIN SKILL SET, BUT HAVE THEIR USES AND ADD FLAVOUR TO CHARACTERS, AND YOU NEVER KNOW WHEN THESE SKILLS ARE GOING TO COME INTO PLAY . THERE ARE ALSO ALIEN TECHNOLOGY SKILLS WHICH YOU CAN PICK UP AFTER YOU’VE HAD EXPERIENCE WITH ALIEN TECHNOLOGY IN GAME. DURING CHARACTER GENERATION YOU CAN TAKE TWO OF THESE VETERAN SKILLS INSTEAD OF ONE OF THE FULL SKILLS – BUT YOU CAN ONLY SELECT FROM THE LIST WHICH STATES (+CHARGE)

Earth Based Skills ASTRONAUT(+CHARGE)

BODYBUILDER (BASIC)(+CHARGE)

6 MONTHS

3 MONTHS

YOU ARE ADEPT AT PILOTING SPACE CRAFT AND AT ZERO-G MANOEUVRING – GIVING YOU A DISTINCT ADVANTAGE WHEN IN SPACE, OR OTHER SUCH ENVIRONMENTS

YOU HAVE SPENT A LONG TIME IN THE GYMNASIUM AND HAVE HONED YOUR BODY . BUT THIS COMES WITH A PRICE, AND YOU HAVE TO MAINTAIN YOUR BULK

YOU GAIN +1 TO YOUR BODY HITS, AS LONG AS YOU SPEND 1 MONTH EVERY DOWNTIME IN THE GYM MAINTAINING THIS SKILL.

ARMOURER(+CHARGE) 6 MONTHS

BODYBUILDER (EXPERT)(+CHARGE)

YOU ARE CAPABLE OF REPAIRING DAMAGED ARMOUR, AND DAMAGED WEAPONS AS LONG AS YOU HAVE A TOOLKIT AND SUPPLIES

– IT TAKES 10 MINUTES TO REPAIR ONE POINT OF ARMOUR. YOU ARE ALSO CAPABLE OF RESEARCHING NEW ARMOUR AND WEAPONS. YOU CAN CRAFT SPECIAL AMMUNITION (WITH THE RELEVANT MACHINERY ) – SUCH AS SILVER BULLETS, OR SPECIFIC CALIBRE BULLETS AND REWORKING AMMUNITION. THIS ALSO COVERS WEAPONS SUCH AS BOWS AND ARROWS AS WELL AS SMITHING MELEE WEAPONS

ANCIENT HISTORY(+CHARGE)

3 MONTHS

REQUIRES : BODYBUILDER (BASIC)

YOU HAVE SPENT A LONG TIME IN THE GYMNASIUM TO THE EXCLUSION OF EVERYTHING ELSE – AND HAVE HONED YOUR BODY TO THE PEAK OF PERFECTION. BUT PERFECTION COMES WITH A PRICE, AND YOU HAVE TO BE TOTALLY COMMITTED TO MAINTAIN YOUR BULK

YOU GAIN +3 TO YOUR BODY HITS (THIS REPLACES, AND DOES NOT STACK WITH BODYBUILDER BASIC), AS LONG AS YOU SPEND 2 MONTHS EVERY DOWNTIME IN THE GYM MAINTAINING THIS SKILL. (LEARNING THIS ALSO COUNTS AS ‘UPKEEP’ ON BODYBUILDER DURING LEARNING)

3 MONTHS YOU HAVE READ UP ON ANCIENT HISTORY , AND HAVE A BASIC

KNOWLEDGE OF THE MAIN EVENTS THAT OCCURRED DURING THIS TIME.

CATERING(+CHARGE) 3 MONTHS

BARRACK ROOM LAWYER(+CHARGE)

YOU ARE AN EXPERT AT FIELD CATERING; YOU CAN COOK, FOR PEOPLE, IN THE FIELD, USING INGREDIENTS AND THINGS.

3 MONTHS YOU ARE AN EXPERT AT MILITARY LAW AND DISCIPLINE, AND OFTEN GET CALLED IN BY SOLDIERS AND OTHER SERVICE PERSONNEL WHO NEED

CYBERNETICS (BASIC)

REPRESENTING IN ORDER TO PROMOTE THEIR CASES.

4 MONTHS

BIO ENGINEERING(+CHARGE) 9 MONTHS

REQUIRES : DOCTOR OR A BIOLOGICAL SCIENCE SKILL

REQUIRES : DOCTOR, BIO-ENGINEERING, MECHANICAL ENGINEERING, ELECTRICAL ENGINEERING, COMPUTING

YOU ARE AN EXPERT AT CYBERNETIC CONTROL SYSTEMS, AND HOW THEY INTERFACE WITH THE HUMAN BODY – YOU ARE CAPABLE OF DEVELOPING SIMPLE CYBERWEAR THAT CAN DO SIMPLE TASKS

YOU ARE AN EXPERT AT BIO-ENGINEERING, A SCIENCE WHICH COVERS BOTH ENGINEERING AND BIOLOGY – INCLUDING GENETIC ENGINEERING, MODIFICATION OF PLANTS AND TISSUE ENGINEERING.

CYBERWEAR CREATED FOR PLAYER CHARACTERS NEED TO BE APPROVED BY BOTH THE PLOT CO-ORDINATOR AND SYSTEM REFEREES

THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 3 MONTHS IF YOU HAVE A PHYSICAL SCIENCE SKILL.

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CYBERNETICS (ADVANCED) 6 MONTHS

REQUIRES : CYBERNETICS (BASIC), BASIC NANOTECHNOLOGY

YOU ARE AN EXPERT AT CYBERNETIC CONTROL SYSTEMS, AND HOW THEY INTERFACE WITH THE HUMAN BODY – YOU ARE CAPABLE OF DEVELOPING SIMPLE CYBERWEAR THAT CAN DO COMPLEX TASKS AND

MODERN HISTORY(+CHARGE) 3 MONTHS YOU HAVE READ UP ON MODERN (1800-PRESENT DAY ) HISTORY, AND HAVE A BASIC KNOWLEDGE OF THE MAIN EVENTS THAT OCCURRED DURING THIS TIME.

MAY EVEN PASS FOR LIFE LIKE IN CERTAIN CIRCUMSTANCES

CYBERWEAR CREATED FOR PLAYER CHARACTERS NEED TO BE APPROVED BY BOTH THE PLOT CO-ORDINATOR AND SYSTEM REFEREES

NANOTECHNOLOGY (BASIC) 3 MONTHS

EARTH TECHNOLOGY - CRYSTALS 3 MONTHS

REQUIRES : COMMUNICATIONS AND ELECTRICAL ENGINEERING AND PLAYER CHARACTER TEACHER (TO START LEARNING THE SKILL)

YOU ARE CAPABLE OF FIXING, REPAIRING, GROWING AND UNDERSTANDING EARTH BASED CRYSTAL TECHNOLOGY AND APPLYING THEM TO DAY TO DAY TECHNOLOGIES. THIS GRANTS THE ELECTRICAL ENGINEERING CARD : SPARE CRYSTAL AND CONTROLLER AND THE COMMUNICATIONS CARD – EARTH RESONANT CRYSTAL.

YOU ARE AT THE ENTRY LEVEL OF NANOTECHNOLOGY , MORE SPECIFICALLY THE NANOTECHNOLOGY THAT THE SEF HAS DEVELOPED OVER THE YEARS – AS SUCH YOU CAN REDUCE THE TIME TAKEN TO USE ANY HACKING, COMMUNICATIONS AND ELECTRICAL ENGINEERING CARD TASKS BY 1/3RD. BUT AS YOU’RE USING NANITES TO PERFORM THIS TASK, THERE MAY BE TIMES WHEN THIS CAN BE USED AGAINST YOU…

NANOTECHNOLOGY (ADVANCED) 4 MONTHS

FISH AND GAME(+CHARGE) 3 MONTHS YOU ARE AN EXPERT HUNTER, YOU ARE CAPABLE OF FINDING FOOD, WATER, SHELTER WHILE YOU’RE IN THE WILDERNESS; YOU’RE ALSO GOOD AT CAPTURING SMALL ANIMALS AND FISHING.

FORENSICS(+CHARGE)

REQUIRES : ELECTRICAL ENGINEERING AND COMMUNICATIONS AND COMPUTING

REQUIRES : BASIC NANOTECHNOLOGY AND MATERIAL SCIENCE AND NUCLEAR PHYSICS

YOU HAVE BECOME AN EXPERT AT USING NANOTECHNOLOGY YOU ARE AN EXPERT AT NANOTECHNOLOGY , MORE SPECIFICALLY THE NANOTECHNOLOGY THAT THE SEF HAS DEVELOPED OVER THE YEARS – AS SUCH YOU CAN REDUCE THE TIME TAKEN TO USE ANY HACKING, COMMUNICATIONS AND ELECTRICAL ENGINEERING CARD TASKS BY 1/2. THIS DOES NOT STACK WITH BASIC NANOTECHNOLOGY . BUT AS YOU’RE USING NANITES TO PERFORM THIS TASK, THERE MAY BE TIMES WHEN THIS CAN BE USED AGAINST YOU…

3 MONTHS YOU HAVE WATCHED ENOUGH QUINCY AND CSI TO BE ABLE TO UNDERSTAND THE BASICS OF FORENSIC SCIENCE. YOU CAN ALSO USE FORENSICS IN CONJUNCTION WITH OTHER SKILLS

NAVIGATION(+CHARGE) 3 MONTHS

GENETICS, MEDICINE, ARCHAEOLOGY ETC…

YOU ARE A SKILLED NAVIGATOR, ON LAND, ON SEA OR IN THE AIR. GIVEN A COMPASS, A MAP, OR JUST THE NIGHT SKY (OR A GPS READER) YOU CAN FIND YOUR WAY FROM POINT A TO POINT B

INTERROGATOR(+CHARGE)

OCCULT STUDIES(+CHARGE)

3 MONTHS

3 MONTHS

YOU ARE KNOWLEDGEABLE IN THE AREA OF INTERROGATION - AS A

YOU ARE KNOWLEDGEABLE IN A VARIETY OF OCCULT PRACTICES, THEIR BELIEFS AND THEIR HISTORICAL SIGNIFICANCE.

YOU HAVE TO ENABLE YOU TO INTERPRET THE INFORMATION ACCORDING TO YOUR PARTICULAR SPECIALISM’S, I .E. PHYSICS,

SUBSET OF PSYCHOLOGY YOUR KNOWLEDGE IS BASED IN THAT ONE SPECIFIC AREA.

YOU CAN ONCE PER SCENE WHEN ACTIVELY INTERROGATING SOMEONE (AND YOU ARE IN A POSITION OF POWER OVER THEM) FORCE THEM TO ANSWER ONE QUESTION TRUTHFULLY .

PHILOSOPHY(+CHARGE)

LARCENY(+CHARGE)

YOU HAVE STUDIED THE ART OF THOUGHT, FROM THE GREEK PHILOSOPHERS TO MODERN ETHICISTS.

3 MONTHS

3 MONTHS YOU HAVE THE ABILITY TO PICK LOCKS, BYPASS SIMPLE SECURITY MEASURES, HOTWIRE CARS, OPEN LOCKED DOORS ETC… THIS DOES NOT CONFER THE ABILITY TO BYPASS HIGH TECH ALIEN SECURITY. THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT. VERSION 6.0 : AUGUST 2012 : [REVISION 36]

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POLITICS(+CHARGE)

SUBSPACE COMMUNICATIONS

3 MONTHS

4 MONTHS

YOU UNDERSTAND THE BASICS OF THE POLITICAL SYSTEM, AND THE BACK OFFICE POLITICS THAT OCCUR BEHIND THE SCENES.

YOU ARE CAPABLE OF DESIGNING, FIXING, DEVELOPING AND USING

REQUIRES : COMPUTING AND COMMUNICATIONS

SUBSPACE COMMUNICATIONS DEVICES AS LONG AS THEY ARE OF A TECHNOLOGY YOU ARE CONVERSANT WITH.

QUANTUM COMPUTING 6 MONTHS

REQUIRES : COMPUTING (10 CARDS) AND PLAYER CHARACTER TEACHER (TO START LEARNING THE SKILL)

TAXIDERMY(+CHARGE) 3 MONTHS

YOU HAVE LEARNT HOW TO MAKE QUANTUM COMPUTER PROGRAMMING PART OF YOUR DAY TO DAY EXISTENCE – YOU GAIN A SECOND HAND OF COMPUTING CARDS (STARTING AT 1 CARD) CALLED “QUANTUM COMPUTING CARDS” WHICH ARE SIGNIFICANTLY QUICKER THAN THEIR RESPECTIVE COMPUTING CARDS, BUT WORK ON MUCH NARROWER PROBLEM TYPES…

YOU CAN STUFF ANIMALS, AND PEOPLE.

YOU CAN INCREASE YOUR QUANTUM COMPUTING HAND SIZE THE SAME AS YOU CAN OTHER CARD SKILLS, BY SPENDING 1MONTH IN A DOWNTIME (MAX 1 PER DOWNTIME) TO INCREASE HAND SIZE UP TO A MAXIMUM OF 9.

9 MONTHS

YOU CAN USE A MAXIMUM OF YOUR QUANTUM COMPUTING HAND SIZE / 2 ON EACH PROBLEM (ROUND UP) – SO IF YOU HAVE QUANTUM COMPUTING (4 CARDS) YOU CAN ONLY USE 2 OF THESE ON ANY ONE PROBLEM. THIS SKILLS IS NOT AFFECTED BY THE MORE PROGRAMS FEAT OR THE PRACTICED HACKER FEAT, AND THERE IS NO ASSOCIATED AP FOR THIS SKILL.

RELIGIOUS STUDIES(+CHARGE)

VETERINARY SCIENCE(+CHARGE)

YOU KNOW HOW TO TREAT ANIMALS. THIS SKILL AIDS IN ANIMAL BASED TREATMENT AND CARE, YOU ARE CAPABLE OF HELPING AND HEALING INJURED CREATURES, AND A LITTLE KNOWLEDGE ABOUT NATURAL ANIMAL BEHAVIOUR. THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 3 MONTHS IF YOU HAVE PARAMEDIC, AND 6 MONTHS IF YOU HAVE DOCTOR.

XENO COOKERY 3 MONTHS

REQUIRES : FISH & GAME

YOU ARE CAPABLE OF COOKING AN EXOTIC MEAL FROM ALIEN FLORA AND FAUNA, THE MEAL WILL GENERALLY BE EDIBLE ALTHOUGH AS

3 MONTHS YOU ARE KNOWLEDGEABLE IN THE MAJOR RELIGIONS, THEIR BELIEFS AND THEIR PRACTICES.

ALWAYS SOME PEOPLE MAY NOT FIND IT EXACTLY TO THEIR TASTES

XENO ZOOLOGY SPACESHIP SYSTEMS 3 MONTHS

REQUIRES : MECHANICAL ENGINEERING AND ELECTRICAL ENGINEERING AND NUCLEAR PHYSICS

YOU ARE CAPABLE OF DESIGNING, FIXING, DEVELOPING TECHNOLOGIES ON-BOARD EARTH DESIGNED SPACESHIPS

STAY WITH ME 3 MONTHS

9 MONTHS

REQUIRES : FISH & GAME OR VETERINARY SCIENCE

YOU KNOW THE BASICS OF WHAT MAKES ALIEN FLORA AND FAUNA TICK, THIS SKILL ALLOWS YOU TO MAKE EDUCATED GUESSES ABOUT THE MOTIVES AND HABITS OF NON-SENTIENT ALIEN CREATURES. IF YOU HAVE BASIC ZOOLOGY THIS IS REDUCED BY 3 MONTHS TRAINING AND IF YOU HAVE VETERINARY SCIENCE IT IS REDUCED BY 6 MONTHS TRAINING (ONLY ONE OF THESE CAN BE USED TO REDUCE THE TIME)

REQUIRES : 10 VITALITY

YOU CAN TAKE ONE OTHER CHARACTER “UNDER YOUR WING” AND WHILE YOU ARE ACTIVELY LEADING THEM OR PROTECTING THEM, AND YOU ARE WITHIN 50 FEET (AND LINE OF SIGHT) OF THEM, THEY GAIN +4 TO THEIR MAXIMUM VITALITY. THIS VITALITY INCREASE CANNOT TAKE THEIR MAXIMUM VITALITY ABOVE YOUR MAXIMUM VITALITY YOU CAN SPEND 2 MONTHS GAINING EXTRA PEOPLE ADDED TO YOUR STAY WITH ME (THERE IS NO MAXIMUM TO THE AMOUNT OF TIMES YOU CAN PURCHASE THIS SKILL)

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Basic Skills THESE SKILLS ARE MINOR VERSIONS OF FULL SKILLS, WHICH CAN ASSIST IN THE TRAINING OF OTHER SKILLS (LISTED NEXT TO THEIR TRAINING TIME) BY 3 MONTHS . ONCE YOU HAVE USED A BASIC SKILL TO DECREASE THE TRAINING REQUIREMENT OF A FULL SKILL, YOU CANNOT USE THAT BASIC SKILL TO DECREASE THE TRAINING TIME OF ANY OTHER SKILL. THEY REPRESENT A BASIC GROUNDING IN THOSE AREAS. IF SOMEONE IS TEACHING THE FULL SKILL WHICH RELATES TO A BASIC SKILL, YOU CAN CHOOSE IF YOU WISH TO LEARN THE FULL SKILL, OR THE BASIC SKILL FROM THAT TRAINING COURSE. (NOTE MATERIAL SCIENCE WHICH RELATES TO A NUMBER OF THESE SKILLS WHEN TRAINED ONLY GOES TOWARDS LEARNING ONE OF THE BASIC SKILLS, NOT ALL THREE) WHEN YOU GAIN THE FULL SKILL, YOU DO NOT ADD THE 1 CARD FROM THE BASIC SKILL TO YOUR LOAD-OUT, THE FULL SKILL’S NUMBER OF CARDS REPLACES THE 1 CARD FROM THE BASIC… BUT IF THE BASIC SKILL GIVES YOU CARDS TO OTHER AREAS THEN YOU KEEP THOSE 1 CARDS TO THE OTHER AREAS.

BASIC BIOLOGY(+CHARGE)

BASIC EXPLOSIVES TRAINING(+CHARGE)

3 MONTHS [REDUCES GENETICS, PATHOLOGY OR PHYSIOLOGY]

3 MONTHS [REDUCES EXPLOSIVES TRAINING]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF BIOLOGY

YOU HAVE LEARNT THE BASIC TECHNIQUES OF EXPLOSIVES & DEMOLITIONS. YOU CAN ONLY USE C4 & CLAYMORES.

BASIC BOTANY(+CHARGE)

YOU GAIN THE ABILITY TO USE ONE CARD FROM EXPLOSIVES TRAINING WHEN PREPARING FOR A SKILL GAME.

3 MONTHS [REDUCES BOTANY] YOU HAVE LEARNT THE BASIC TECHNIQUES OF BOTANY

BASIC GEOLOGY(+CHARGE) 3 MONTHS [REDUCES MATERIALS OR ARCHAEO-ANTHROPOLOGY]

BASIC CHEMISTRY(+CHARGE)

YOU HAVE A GOOD UNDERSTANDING OF ROCKS, MINERALS AND LANDSCAPES.

3 MONTHS [REDUCES MATERIALS] YOU HAVE LEARNT THE BASIC TECHNIQUES OF CHEMISTRY

BASIC LANGUAGE(+CHARGE) 3 MONTHS [REDUCES SPECIFIC LANGUAGE FAMILY]

BASIC COMPUTERS(+CHARGE) 3 MONTHS [REDUCES COMPUTING OR COMMUNICATIONS]

YOU HAVE LEARNT TO SPEAK ONE SPECIFIC LANGUAGE FROM A LANGUAGE FAMILY . THIS HELPS IN REDUCING THE COST OF THAT SPECIFIC LANGUAGE FAMILY ONLY.

YOU HAVE LEARNT THE BASIC TECHNIQUES OF COMPUTER SCIENCE. YOU GAIN THE ABILITY TO USE ONE CARD FROM COMPUTING AND ONE CARD FROM COMMUNICATIONS WHEN PREPARING FOR A SKILL GAME.

BASIC ENGINEERING(+CHARGE) 3 MONTHS [REDUCES MECH, ELEC, MILITARY OR CIVIL ENGINEERING]

BASIC MATHEMATICS(+CHARGE) 3 MONTHS [REDUCES PURE MATHS OR CIPHERS] YOU HAVE LEARNT THE BASIC TECHNIQUES OF MATHEMATICS YOU CAN ATTEMPT TO SOLVE A CIPHER USING THIS SKILL, BUT THE TIME TAKEN WILL BE SIGNIFICANTLY INCREASED.

YOU HAVE LEARNT THE BASIC TECHNIQUES OF ENGINEERING YOU GAIN THE ABILITY TO USE ONE CARD FROM MECHANICAL ENGINEERING AND ONE CARD FROM ELECTRICAL ENGINEERING WHEN PREPARING FOR A SKILL GAME.

BASIC PHYSICS(+CHARGE) 3 MONTHS [REDUCES NUCLEAR PHYSICS OR MATERIALS] YOU HAVE LEARNT THE BASIC TECHNIQUES OF PHYSICS

BASIC ZOOLOGY(+CHARGE) 3 MONTHS [REDUCES VETERINARY SCIENCE] YOU HAVE LEARNT THE BASIC TECHNIQUES OF ZOOLOGY

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Combat Veteran Skills CRAFT IMPROVISED WEAPON (+CHARGE)

USE STAFF WEAPON (MELEE)

3 MONTHS

1 MONTH

YOU ARE CAPABLE OF MAKING A WEAPON OUT OF EQUIPMENT YOU HAVE TO HAND – THIS IS CAPABLE OF MAKING A TEMPORARY MELEE, THROWN OR RANGED WEAPON.

YOU CAN USE A STAFF WEAPON AS A MELEE WEAPON

YOU MUST HAVE ACCESS TO A SOURCE OF MATERIALS TO MAKE THE WEAPONS AND A REFEREE WILL DECIDE ON THE DAMAGE / DURABILITY OF THE WEAPON.

USE STAFF WEAPON (RANGED) 1 MONTH

REQUIRES : MELEE

REQUIRES: SMALL ARMS

THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 2 MONTHS IF YOU HAVE THROWN OR MELEE

YOU CAN USE A STAFF WEAPON AS A RANGED WEAPON

USE STAFF CANNON

USE ZAT’NI’KATEL

1 MONTH

REQUIRES : SUPPORT WEAPONS AND USE STAFF WEAPON (RANGED)

1 MONTH

REQUIRES : ADVANCED PISTOLS

YOU CAN USE A ZAT’NI’KATEL YOU ARE NOW CAPABLE OF USING A STAFF CANNON

Piloting Veteran Skills PILOT AIRCRAFT (+CHARGE)

PILOT MARS

6 MONTHS

6 MONTHS

YOU ARE AN ACCOMPLISHED PILOT. YOU MAY CHOOSE ONE TYPE OF HUMAN AIRCRAFT. (EXTRA AIRCRAFT COSTS ONLY 2 MONTHS)

YOU ARE CAPABLE OF PILOTING A MARS LEVEL HUMAN SHIP

PILOT BOAT (+CHARGE) 6 MONTHS YOU ARE AN ACCOMPLISHED NAVAL EXPERT. YOU MAY CHOOSE ONE TYPE OF HUMAN BOAT. (EXTRA BOATS COST ONLY 2 MONTHS)

REQUIRES : PILOT AIRCRAFT, ASTRONAUT & TEACHER

YOU ARE CAPABLE OF PILOTING A PHOBOS LEVEL HUMAN SHIP

3 MONTHS

REQUIRES : PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF FLYING AN AETHERNAUT VESSEL

6 MONTHS

REQUIRES : ANCIENT GENE & TEACHER

YOU CAN PILOT AN ANCIENT VESSEL

PILOT GOA’ULD FIGHTER

PILOT DEIMOS 2 MONTHS

PILOT AETHERNAUT VESSEL

PILOT ANCIENT VESSEL

PILOT PHOBOS 2 MONTHS

REQUIRES : PILOT AIRCRAFT & TEACHER

REQUIRES : PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF PILOTING A DEIMOS LEVEL HUMAN SHIP

4 MONTHS

REQUIRES : PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF FLYING A GOA’ULD FIGHTER. REDUCES THE TIME TO LEARN OTHER GOA’ULD SHIPS BY 2 MONTHS.

PILOT GOA’ULD NON FIGHTER 3 MONTH

REQUIRES: PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF FLYING A GOA’ULD NON FIGHTER SHIP. REDUCES THE TIME TO LEARN OTHER GOA’ULD SHIPS BY 2 MONTHS.

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Goa’uld Veteran Skills GOA’ULD COMMUNICATIONS 3 MONTHS

REQUIRES : COMMUNICATIONS AND READ GOA’ULD AND ELECTRICAL ENGINEERING

YOU ARE CAPABLE OF USING GOA’ULD COMMUNICATIONS DEVICES, HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR SIGNALS. THIS GRANTS THE COMMUNICATIONS CARD : GOA’ULD COMMUNICATIONS DEVICE

GOA’ULD MEDICAL SYSTEMS 9 MONTHS

REQUIRES : DOCTOR AND GOA’ULD CRYSTALS AND NAQUADAH

YOU ARE AWARE OF HOW GOA'ULD TECHNOLOGY WORKS WHEN IT COMES TO MEDICINE INCLUDING THEORY ON HOW THE SARCOPHAGUS AND HEALING DEVICES WORK.

GOA’ULD SHIELDS GOA’ULD CRYSTALS 3 MONTHS

REQUIRES : COMMUNICATIONS OR ELECTRICAL ENGINEERING

YOU ARE CAPABLE OF FIXING, REPAIRING, GROWING AND UNDERSTANDING GOA’ULD CRYSTAL TECHNOLOGY THIS GRANTS THE ELECTRICAL ENGINEERING CARD : SPARE CRYSTAL AND CONTROLLER

6 MONTHS

REQUIRES: NAQUADAH AND GOA’ULD CRYSTALS AND NUCLEAR PHYSICS

YOU UNDERSTAND HOW GOA’ULD SHIELDS WORK AND A VARIETY OF TECHNIQUES TO BYPASS THEM – GIVEN ENOUGH RESOURCES YOU SHOULD BE ABLE TO DEVELOP YOUR OWN VERSION – BUT CURRENTLY THE PROBLEM IS THAT IT REQUIRES NAQUADAH PROTEIN IN THE BLOOD STREAM TO WORK.

GOA’ULD SHIP WEAPON SYSTEMS GOA’ULD FLIGHT SYSTEMS 4 MONTHS

REQUIRES: READ GOA’ULD AND MECHANICAL ENGINEERING

2 MONTHS

REQUIRES : ARMOURER AND GOA’ULD CRYSTALS

YOU ARE CAPABLE OF USING AND REPAIRING GOA'ULD SHIP WEAPON SYSTEMS.

YOU CAN UNDERSTAND THE FLIGHT SYSTEMS OF GOA’ULD VESSELS, AND CAN TURN THIS TO YOUR ADVANTAGE WHEN NECESSARY

IF YOU HAVE PILOT AIRCRAFT - ALSO GRANTS “PILOT GOA’ULD SHIP (NON FIGHTER)”

STAFF WEAPON (THEORY) 2 MONTHS

GOA’ULD HAND DEVICE 3 MONTHS

REQUIRES : BIO ENGINEERING AND MECHANICAL ENGINEERING AND ELECTRICAL ENGINEERING

YOU HAVE KNOWLEDGE OF THE WORKINGS OF A GOA'ULD HAND DEVICE, BUT UNLESS YOU HAVE "ABILITY TO USE GOA'ULD TECHNOLOGY " TICKED ON YOUR CHARACTER SHEET, YOU CANNOT USE THE DEVICE, ALTHOUGH YOU ARE AWARE OF HOW IT WORKS.

REQUIRES: MECHANICAL ENGINEERING OR ARMOURER

YOU CAN REPAIR AND FIX AND DEVELOP STAFF WEAPON TECHNOLOGY , YOU KNOW HOW TO REMOVE AND ADD COMPONENTS FROM THE DEVICE AND HOW TO PROPERLY AND SAFELY RECHARGE THEM (IF YOU HAVE THE RIGHT MATERIALS)

ZAT’NI’KATEL (THEORY) 2 MONTHS

REQUIRES: MECHANICAL ENGINEERING OR ARMOURER

YOU CAN REPAIR AND FIX AND DEVELOP ZAT’NI’KATEL TECHNOLOGY , YOU KNOW HOW TO REMOVE AND ADD COMPONENTS FROM THE DEVICE AND HOW TO PROPERLY AND SAFELY RECHARGE THEM (IF YOU HAVE THE RIGHT MATERIALS)

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Aethernaut Based Skills AETHERNAUT CLONING 6 MONTHS

REQUIRES : PHYSIOLOGY AND MECHANICAL ENGINEERING

YOU KNOW THE BASICS OF AETHERNAUT CLONING AND AETHERNAUT CLONING TECHNOLOGY , THIS CAN BE USED TO INCREASE THE EFFICIENCY OF EARTH BASED CLONING TECHNOLOGY AND CAN BE USED TO CLONE SMALL (<5 CM) BODY PARTS

AETHERNAUT COMMUNICATIONS 5 MONTHS

REQUIRES : AETHERNAUT POWER SYSTEMS, COMMUNICATIONS

YOU ARE CAPABLE OF USING AETHERNAUT COMMUNICATIONS DEVICES, HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR SIGNALS. THIS GRANTS THE COMMUNICATIONS CARD : AETHERNAUT COMMUNICATIONS DEVICE

AETHERNAUT FLIGHT SYSTEMS 4 MONTHS

YOU CARE CAPABLE OF UNDERSTANDING THE FLIGHT SYSTEMS ON BOARD AN AETHERNAUT VESSEL AND HOW TO KEEP THE VESSEL FLYING. IF YOU ALSO HAVE A PILOTING SKILL, THIS GRANTS YOU “PILOT AETHERNAUT VESSEL”

AETHERNAUT MEDICAL SYSTEMS 6 MONTHS

4 MONTHS

REQUIRES: COMPUTING AND ELECTRICAL ENGINEERING AND MECHANICAL ENGINEERING

YOU ARE CAPABLE OF UNDERSTANDING THE CONTROL SYSTEMS ON BOARD AETHERNAUT SPACESHIPS AND ARE CAPABLE OF PERFORMING IN AN ENGINEERING CAPACITY ON BOARD A SHIP.

REQUIRES : DOCTOR AND MATERIALS

YOU ARE CAPABLE OF INVESTIGATING AETHERNAUT MEDICAL ABILITIES (IF YOU HAVE RAW MATERIALS) – THIS INCLUDES HEM CON AND PAIN SUPPRESSANTS.

AETHERNAUT POWER SYSTEMS 4 MONTHS

AETHERNAUT CONTROL SYSTEMS

REQUIRES : ASTRONAUT AND ASTROPHYSICS

REQUIRES : MATERIALS AND NUCLEAR PHYSICS

YOU CARE CAPABLE OF UNDERSTANDING THE POWER SYSTEMS OF AETHERNAUT TECHNOLOGY THIS GRANTS THE ELECTRICAL ENGINEERING CARD : AETHERNAUT GENERATOR AND THE MECHANICAL ENGINEERING CARD : AETHERNAUT GENERATOR

AETHERNAUT WEAPON SYSTEMS 2 MONTHS

REQUIRES : ARMOURER AND AETHERNAUT POWER SYSTEMS

THIS SKILL ALLOWS YOU TO REPAIR, AND USE AETHERNAUT WEAPONS (AS LONG AS THE AETHERNAUT WEAPONS ARE OF A SIZE THAT YOU CAN USE) – YOU CAN ALSO DEVELOP THE TECHNOLOGIES AS REQUIRED AS LONG AS YOU HAVE THE RAW MATERIALS.

GGC Based Skills GGC COMMUNICATIONS 3 MONTHS

REQUIRES : COMMUNICATIONS AND ELECTRICAL ENGINEERING & TEACHER

YOU ARE CAPABLE OF USING GGC COMMUNICATIONS DEVICES, HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR SIGNALS.

THIS GRANTS THE COMMUNICATIONS CARD : GGC TRANSCODER

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Alien Cultural Skills ALIEN CULTURE (NAME OF SPECIES)

ALIEN LANGUAGE (SPOKEN)

VARIES

5 MONTHS

REQUIRES : TEACHER OR TIME SPENT WITH CULTURE

YOU HAVE SPENT TIME AMONGST PEOPLE OF AN ALIEN CULTURE AND HAVE OBSERVED THEIR WAYS AND THEIR CUSTOMS – YOU ARE THEREFORE MORE PROFICIENT IN DEALINGS WITH PEOPLE FROM THIS CULTURE AND MAY , AT A REFEREE’S DISCRETION BE GIVEN MORE INFORMATION IN DEALINGS WITH THESE SPECIFIC CULTURES AND OTHER BENEFITS IN NEGOTIATION AND INFILTRATION.

PLEASE NOTE THAT THIS DOES NOT CONFER ANY LINGUISTIC ABILITY.

REQUIRES : TEACHER OR SOURCE MATERIAL

YOU HAVE THE ABILITY TO SPEAK AND UNDERSTAND AN ALIEN LANGUAGE. YOU CAN CHOSE FROM 

ANCIENT : 9 MONTHS (6 MONTHS IF YOU HAVE LATIN)

ASGARD : 6 MONTHS

GOA’ULD / JAFFA : 6 MONTHS

ALIEN LANGUAGE SKILLS ARE INCREASED IN TRAINING TIME IF YOU DO NOT HAVE A LINGUISTICS SKILL (BY 3 MONTHS), BUT ARE REDUCED BY 3 MONTHS IF YOU HAVE THE EQUIVALENT SPOKEN/WRITTEN ALREADY .

AETHERNAUT: 4 MONTHS

ANCIENT: 6 MONTHS

ASGARD: 4 MONTHS

ELESIA: 3 MONTHS

COLUU: 6 MONTHS

FREE JAFFA: 4 MONTHS (2 MONTHS IF YOU HAVE ALIEN CULTURE JAFFA)

5 MONTHS

GGC: 3 MONTHS

HANNAN: 3 MONTHS

YOU HAVE THE ABILITY TO READ AND WRITE AN ALIEN LANGUAGE – OR SOLVE ANY ALIEN PUZZLES WHICH ARE IN THIS LANGUAGE.

JAFFA: 3 MONTHS (2 MONTHS IF YOU HAVE ALIEN CULTURE FREE JAFFA)

ANCIENT : 9 MONTHS (6 MONTHS IF YOU HAVE LATIN)

TAU’RI(JAFFA CHARACTERS ONLY ): 2 MONTHS

ASGARD : 6 MONTHS

KALA'AII / TAU'R'ADE : 3 MONTHS

GOA’ULD / JAFFA : 6 MONTHS

IF YOU HAVE ANY ARCHAEO-ANTHROPOLOGY SKILL THE TIME ABOVE IS REDUCED BY 1 MONTH.

ALIEN LANGUAGE (WRITTEN) REQUIRES : TEACHER OR SOURCE MATERIAL

YOU CAN CHOSE FROM

ALIEN LANGUAGE SKILLS ARE INCREASED IN TRAINING TIME IF YOU DO NOT HAVE A LINGUISTICS SKILL (BY 3 MONTHS), BUT ARE REDUCED BY 3 MONTHS IF YOU HAVE THE EQUIVALENT SPOKEN/WRITTEN ALREADY .

Ancient Veteran Skills ANCIENT COMPUTER PROGRAMMING 6 MONTHS

REQUIRES : COMPUTING AND TEACHER [CANNOT BE TAUGHT BY A PC]

YOU HAVE KNOWLEDGE OF ANCIENT COMPUTER PROGRAMMING THIS GRANTS ONE OF THE FOLLOWING COMPUTING CARDS : THE FORETELLING, THE UNDERSTANDING

NAQUADAH 4 MONTHS

REQUIRES: MECHANICAL ENGINEERING AND ONE OF (NUCLEAR PHYSICS OR MATERIAL SCIENCE)

YOU UNDERSTAND NAQUADAH – HOW IT WORKS, AND HOW TO TAME IT. THE DRAWBACK TO THIS IS THAT THE MORE YOU PLAY WITH IT THE MORE SEEPS INTO YOUR BODY – THIS THEREFORE MEANS THAT NAQUADAH DETECTION METHODS MAY GIVE YOU A FALSE POSITIVE. THIS GRANTS THE MECHANICAL ENGINEERING CARD : NAQUADAH GENERATOR

DIAL HOME DEVICE 4 MONTHS

REQUIRES : COMMUNICATIONS, ELECTRICAL ENGINEERING OR COMPUTING

AS LONG AS YOU HAVE THE CORRECT EQUIPMENT, YOU ARE CAPABLE OF FIXING, HACKING, REPAIRING DIAL HOME DEVICES; THIS MAY TAKE A VARIABLE PERIOD OF TIME DEPENDING ON HOW EXPERIENCED YOU ARE WITH THIS SKILL.

STARGATE THEORY 9 MONTHS

REQUIRES : NAQUADAH, DIAL HOME DEVICE, SUBSPACE COMMUNICATIONS, CRYSTALS, COMPUTING, NUCLEAR PHYSICS, MECHANICAL ENGINEERING, ELECTRICAL ENGINEERING

YOU ARE CAPABLE OF KNOWING THE THEORY OF STARGATE TRAVEL, BOTH THEORETICAL AND PRACTICAL KNOWLEDGE AROUND GATES AND GATE TRAVEL. WHILE YOU CANNOT BUILD ONE FROM SCRATCH YOU KNOW MORE ABOUT THEM THAN MOST AND CAN THEORETICALLY PERFORM THINGS WITH A STARGATE THAT OTHERS CANNOT .

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Feats FEATS REPRESENT ADDITIONAL ABILITIES YOUR CHARACTER CAN DO; IT’S THE SORT OF THING ONLY EXPERIENCE CAN GIVE. 

FOR STANDARD EVENTS NINE FEATS ARE GAINED OVER THE WEEKEND (3 AT TIME IN, AND THEN 3 ARE GAINED ON SATURDAY MORNING, AND 3 ON SUNDAY MORNING).

FOR XMAS SOCIAL EVENTS, FIVE FEATS ARE GAINED – ALL OF WHICH ARE GAINED AT TIME-IN.

ALL FEATS MUST BE CALLED OUT BY PLAYERS AND NPCS AT THEIR TIME OF USE FEATS ARE SPLIT INTO THREE TYPES: STANDARD, UPGRADES AND ADVANCED UPGRADES. STANDARD FEATS STANDARD FEATS ARE NORMALLY TEMPORARY (UNLESS STATED) AND ARE REMOVED FROM YOUR CHARACTER WHEN USED, HOWEVER THE NUMBER USED FOR SOME FEATS IS NOTED AS THE CUMULATIVE USE WILL ALLOW FOR A PERMANENT VERSION TO BE AWARDED (IF APPLICABLE). UPGRADE FEATS THESE FEATS REMAIN WITH THE CHARACTER, BUT THEY HAVE SOME USAGE RESTRICTIONS (NORMALLY ONCE PER DAY UNLESS OTHERWISE STATED). TO OBTAIN THE UPGRADED VERSION OF THE STANDARD TEMPORARY FEAT YOU WILL HAVE HAD TO HAVE USED 5 STANDARD TEMPORARY FEATS PLUS YOUR CURRENT LEVEL IN THE UPGRADED FEAT. THESE (AND ANY OTHER UPGRADES) OCCUR BETWEEN EVENTS DURING DOWNTIME. EXAMPLE: TO OBTAIN YOUR 1ST UPGRADE FEAT OF CRACK SHOT YOU WILL HAVE TO HAVE USED 5 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [0] = 5). TO OBTAIN A 2ND CRACK SHOT YOU WILL HAVE TO HAVE USED A FURTHER 6 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [1] = 6). TO OBTAIN A 3RD CRACK SHOT YOU WILL HAVE TO HAVE USED A FURTHER 7 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [2] = 7), ETC. ADVANCED UPGRADE FEATS THESE FEATS ARE ADVANCED VERSIONS OF YOUR UPGRADE FEATS, THEY CONTINUE TO HAVE USAGE RESTRICTIONS, BUT THESE ARE NORMALLY ONCE PER MISSION, BUT SOME OF THE FEATS BECOME PERMANENTLY ACTIVE ON YOUR CHARACTER, MEANING THAT YOU CAN USE THEM AT ANY TIME. TO OBTAIN THE ADVANCED UPGRADE VERSIONS YOU HAVE TO HAVE THREE UPGRADE FEATS + YOUR CURRENT LEVEL IN THE ADVANCED UPGRADED FEAT. THESE (AND ANY OTHER UPGRADES) OCCUR BETWEEN EVENTS DURING DOWNTIME. NOTE – SOME OF THE FEATS HAVE RESTRICTIONS THAT YOU CAN ONLY HAVE ONE OF THE ADVANCED UPGRADES – IF THIS IS THE CASE THEN YOU DO NOT HAVE TO UPGRADE IF YOU DO NOT WISH TO – YOU SHOULD SAY WHETHER YOU WANT TO DO THIS ON YOUR DOWNTIME. EXAMPLE: TO OBTAIN YOUR ADVANCED UPGRADE FEAT OF DEAD SHOT YOU WILL HAVE TO HAVE GAINED 3 CRACK SHOTS (I.E. HAVE USED A TOTAL OF 18 CRITICAL HITS) – YOU NOW TRADE IN THESE THREE CRACK SHOTS FOR ONE DEAD SHOT. TO OBTAIN YOUR SECOND DEAD SHOT, YOU WILL HAVE TO HAVE GAINED 4 CRACK SHOTS (I.E. HAVE USED A TOTAL OF ANOTHER 26 CRITICAL HITS) – YOU NOW TRADE IN THESE FOUR CRACK SHOTS FOR YOUR SECOND DEAD SHOT. TO OBTAIN YOUR THIRD DEAD SHOT, YOU WILL HAVE TO HAVE GAINED 5 CRACK SHOTS (I.E. HAVE USED A TOTAL OF ANOTHER 35 CRITICAL HITS)– YOU NOW TRADE IN THESE FIVE CRACK SHOTS YOUR THIRD DEAD SHOT.

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FEATS LIST FEATS ARE LISTED BELOW IN EITHER ONE, TWO, OR THREE LEVELS – THE FIRST LEVEL FEATS CAN BE TAKEN AS YOUR DAILY FEATS, THE SECOND LEVEL FEATS ARE THE UPGRADES, AND THE THIRD LEVEL FEATS ARE THE ADVANCED UPGRADES.

A PERSONAL SENSE OF PURPOSE

TEMPORARY

THE CHARACTER REGAINS ALL THEIR PERSONAL VITALITY PROVIDED THEY ARE ON FULL BODY . THIS FEAT CANNOT INCREASE VITALITY ABOVE THE CHARACTERS NATURAL MAXIMUM, AND CANNOT BE USED IF YOU ARE NOT ON FULL BODY .

THE CHARACTER CAN AVOID THE NEED TO RELOAD. NOTE – THIS DOES NOT GIVE FREE AMMUNITION, AND TO USE THIS FEAT YOU MUST HAVE THE AMMO ON YOU. THE FEAT CAN WORK IN CONJUNCTION WITH SUCH DAMAGE CALLS AS SPRAY FIRE OR COVERING FIRE – AND DOUBLES THE AMOUNT ALL GUNS BLAZING

TEMPORARY

OF CALLS THAT YOU CAN DO WITH THAT SPECIAL DAMAGE CALL WITHOUT NEEDING TO STOP AND RELOAD.

AT THE END OF THE COMBAT/SCENE YOUR WEAPON IS DAMAGED DUE TO OVERHEATING AND NEEDS TO BE REPAIRED BY AN ARMOURER BEFORE IT CAN BE USED AGAIN.

BOTCH JOB

MACGYVER

TRICKS OF THE TRADE

BULLET CATCHER BODYGUARD DEFENDER

TEMPORARY

REQUIRES: COMMUNICATIONS, COMPUTING, ELECTRICAL ENGINEERING OR MECHANICAL ENGINEERING, EXPLOSIVES TRAINING

ONCE / DAY

WITHIN REASON (REF’S DISCRETION) YOU CAN REPAIR ANY DEVICE (IN ONE OF YOUR AREAS OF EXPERTISE FROM THE LIST ABOVE) BY USING SCREWDRIVERS, TAPE, HAMMERS AND PURE LUCK. THE DEVICE WILL ONLY WORK FOR AROUND 15 MINUTES BEFORE IT BREAKS DOWN AGAIN.

ONCE / MISSION

TEMPORARY ONCE / DAY ONCE / MISSION

THIS DOES NOT WORK ON ALIEN TECHNOLOGY , ONLY ON ONE OF THE AREAS LISTED ABOVE.

YOU CAN NOMINATE AN ATTACK THAT WOULD NORMALLY HIT ANOTHER PERSON (WITHIN 10 FEET OF YOU) TO HIT YOU INSTEAD – YOU CANNOT AVOID THIS DAMAGE WITH VITALITY. YOU CANNOT JAMMY BASTARD TO IGNORE THE DAMAGE.

THE CHARACTER MAY ‘PULL AN ALL-NIGHTER’ WHILST THE PLAYER THEMSELVES GOES OUT OF CHARACTER TO GET SOME SHUT EYE. WHEN THE CHARACTER CAFFEINE HIT

TEMPORARY

RETURNS THEY MAY ASK FOR SOLUTIONS AS IF THEY HAD BEEN WORKING ON THE PROBLEM.

PLEASE NOTE THAT ALTHOUGH THE PLAYER IS SLEEPING THE CHARACTER IS NOT, AND THUS THE CHARACTER REGENERATES VITALITY AT THE RATE OF 1/HOUR

CAT LIKE REFLEXES

TEMPORARY

CONSULTANT

TEMPORARY

EXPERT CONSULTANT

PERMANENT

YOU ARE WELL BALANCED AND YOU CAN IGNORE KNOCKDOWN AND GLOBAL KNOCKDOWN CALLS FOR ONE COMBAT (A MAXIMUM OF FIVE MINUTES. YOU ARE STILL AFFECTED BY UNARMED ABILITIES SUCH AS TRIP AND THROW

REQUIRES: DOCTOR YOU ARE CAPABLE OF PROVIDING ADVANCED RESTORATIVE CARE IN A MEDICAL CENTRE (I.E. NOT IN THE FIELD, IN A HYGIENIC LOCATION OR FACILITY WITH ALL REQUISITE EQUIPMENT),. YOU INCREASE THE PERSONS RECOVERY TIME AND HEALING TIME BY HALF. USE OF THIS FEAT COUNTS AS CRITICAL CARE.

ONCE YOU HAVE GAINED A CONSULTANT FEAT, YOU CANNOT HAVE ANY EMERGENCY MEASURES FEATS

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CALL "CRITICAL HIT" CRITICAL HIT

TEMPORARY

(NOTE THAT STATUS EFFECTS CARRY THROUGH WITH THIS CALL, SO IF YOUR WEAPON DOES KNOCKDOWN, THEN IT’S CRITICAL HIT – KNOCKDOWN THAT YOU CALL) YOU DO QUAD THROUGH (4 POINTS OF DAMAGE, IGNORING VITALITY ) - ONLY CERTAIN WEAPONS CAN CRITICAL. PLEASE SEE THE WEAPONRY SECTION FOR WHICH WEAPONS CAN CRITICAL.

CRACK SHOT

ONCE / DAY

"IF YOU TAKE DAMAGE FROM A CRITICAL HIT AND DO NOT USE JAMMY BASTARD TO AVOID IT, YOU MUST OPEN A GREEN WOUND CARD – IN ADDITION TO ANY OTHER WOUND CARDS YOU OPEN (I .E. IF A CRITICAL TAKES YOU TO 2 BODY , YOU OPEN ONE GREEN WOUND CARD; IF A CRITICAL TAKES YOU TO -1 BODY YOU OPEN TWO GREEN WOUND CARDS) WHEN YOU'VE UPGRADED TO CRACK SHOT OR DEAD SHOT YOU CAN DO CHOOSE TO DO ONE OF THE FOLLOWING WHEN USING CRACK SHOT OR DEAD SHOT (YOU DO NOT HAVE TO CHOOSE IN ADVANCE) :

DEAD SHOT

"CRITICAL HIT" - YOU DO QUAD THROUGH

"CALLED SHOT" - YOU DO SINGLE THROUGH, WHICH IF IT DOES DAMAGE, IMMOBILISES A LIMB OR BREAKS A SPECIFIC ITEM [WHICH IS REPAIRABLE WITH THE APPROPRIATE SKILLS AND TIME] (NOT HEAD, OR TORSO).

ONCE / MISSION

NOTE YOU CANNOT USE JAMMY BASTARD TO STOP THE DAMAGE TO AN ITEM. 

DEATH’S DOOR

PERMANENT

"BLIND SHOT" - YOU CAN DO QUAD THROUGH, WHEN RENDERED BLIND OR OTHERWISE CANNOT SEE YOUR TARGET (IF THE TARGET IS IN COVER YOU WILL AUTOMATICALLY MISS)

THE CHARACTER’S TIME TAKEN TO DESCEND FROM -4 TO -5 INCREASES BY 3 MINUTES. THIS FEAT CAN BE TAKEN MULTIPLE TIMES AND ITS EFFECTS STACK.

PROVIDING YOU ARE ABOVE ZERO BODY , YOU CAN USE THIS FEAT TO REGAIN ALL OF YOUR BODY , UP TO YOUR MAXIMUM.

DIE HARD

TEMPORARY

AS YOU MAY BE BATTERED AND BRUISED BUT THE WOUNDS ARE ONLY SUPERFICIAL AND WHILE THERE IS A LOT OF BLOOD, IT’S MAINLY FROM SMALL CUTS. THIS FEAT CANNOT TAKE YOU ABOVE YOUR MAXIMUM BODY , AND CANNOT BE USED ONCE YOU HAVE REACHED ZERO BODY . ONCE YOU HAVE USED THIS FEAT, YOU CANNOT BE AFFECTED BY ANOTHER “DIE HARD” FEAT FOR ANOTHER HOUR. NOTE – DIE HARD DOES NOT REMOVE THE EFFECTS OF ANY GREEN OR RED WOUND CARDS

DRUG RESISTANCE

TEMPORARY

EMERGENCY MEASURES

TEMPORARY

BATTLEFIELD SURGEON

PERMANENT

THE CHARACTER CAN RESIST THE EFFECTS OF A DRUG THAT HAS ENTERED INTO HIS SYSTEM FOR UP TO FIVE MINUTES. THIS MUST BE ROLE-PLAYED, AS THE EFFECTS OF THE DRUG ARE SLOWLY CREEPING UP ON THE CHARACTER.

REQUIRES: DOCTOR OR PARAMEDIC A CHARACTER MAY PERFORM EMERGENCY SURGICAL PROCEDURES IN THE FIELD (I.E., A BLOOD TRANSFUSION, APPENDECTOMY , SURGERY ). THE WOUNDED CHARACTER IS STABILISED, AND THE REQUIREMENT FOR CRITICAL CARE WITHIN 1 HOUR IS WAIVED. IF SURGERY IS REQUIRED IN THE FIELD (I.E. THE TREATING OF A GREEN, OR RED WOUND CARD), THE CHARACTER LOSES – 2 MAXIMUM VITALITY PERMANENTLY , IF CRITICAL CARE (I .E. A DOCTOR IN A PROPERLY EQUIPPED MEDICAL BAY ) IS NOT OBTAINED WITHIN 3 HOURS. ONCE YOU HAVE GAINED AN EMERGENCY MEASURES FEAT YOU CANNOT HAVE ANY CONSULTANT FEATS.

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ESCAPE ARTIST

ESCAPOLOGIST

HOUDINI

TEMPORARY

ONCE / DAY

PERMANENT

REQUIRES: NOT TO HAVE BODYBUILDER OR EXPERT BODYBUILDER YOU ARE AN EXPERT AT TWISTING AND TURNING YOUR WAY OUT OF BONDS. YOU MAY USE THIS SKILL TO ESCAPE FROM BEING TIED UP. AT REFEREE’S DISCRETION THIS MAY ALLOW YOU TO HELP WITH MOVEMENT IN A CONFINED SPACE. NOTE THIS DOES NOT HELP WITH ANY UNARMED FEATS IF YOU GAIN BODYBUILDER AFTER GETTING THIS FEAT, YOU LOSE ALL THESE FEATS, AS YOU NO LONGER ARE AS LITHE AS YOU USED TO BE, SUBSTITUTING MUSCLE FOR AGILITY.

REQUIRES: EXPERT UNARMED EXTRA BREAK HOLD

PERMANENT

YOU CAN GAIN AN EXTRA BREAK HOLD TO YOUR UNARMED. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.

REQUIRES: EXPERT UNARMED EXTRA CHOKE

PERMANENT

EXTRA DISARM

PERMANENT

EXTRA GRAPPLE

PERMANENT

AFTER HAVING SUCCESSFULLY GRAPPLED A PERSON FOR THE FULL 10 SECONDS, YOU CAN CHOKE SOMEONE, AND RENDER THEM UNCONSCIOUS FOR 30 SECONDS ONCE PER MISSION. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.

REQUIRES: EXPERT UNARMED A CHARACTER IN UNARMED COMBAT MAY TAKE THE OPPONENT’S WEAPON ONCE PER MISSION. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.

REQUIRES: EXPERT UNARMED YOU CAN GAIN AN EXTRA GRAPPLE TO YOUR UNARMED ABILITY. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.

REQUIRES: EXPERT UNARMED EXTRA THROW

PERMANENT

YOU CAN GAIN AN EXTRA THROW TO YOUR UNARMED ABILITY. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES

REQUIRES MELEE A CHARACTER IN MELEE COMBAT MAY DISARM A TARGETED MELEE WEAPON OF AN OPPONENT ONCE PER MISSION (CALL “DISARM”), THE WEAPON DROPS TO THE FIRM GRIP

PERMANENT

FLOOR

OR CAN BE USED TO NEGATE A DISARM (CALL “FIRM GRIP”) USED AGAINST THEM IF THEY ARE USING A MELEE WEAPON. THIS FEAT CAN BE TAKEN A MAXIMUM OF 10 TIMES.

THE PLAYER MAY REQUEST A HINT AS TO HOW TO APPROACH OR SOLVE A PARTICULAR PROBLEM.

FLASH OF INSIGHT

TEMPORARY

THIS MAY BE USED AS A FORM OF ‘SPIDER SENSE’ (REF’S DISCRETION). YOU MAY BE ASKED TO USE THIS FEAT BY A REF IN CERTAIN SITUATIONS. IF A GROUP OF PEOPLE (3 MINIMUM) GET TOGETHER AFTER AN HOUR OF DISCUSSION ABOUT THEIR RELATIVE AREAS OF EXPERTISE AND THE PROBLEM AT HAND, AND 1 OF THEM USING A FLASH OF INSIGHT THEN A DETAILED HINT AS TO HOW TO APPROACH OR SOLVE A PARTICULAR PROBLEM WILL BE GIVEN.

FLESH WOUNDS

TEMPORARY

A CHARACTER ON –2 OR HIGHER, MAY REGAIN 6 POINTS OF VITALITY (UP TO MAXIMUM LEVEL) AND ACT AS IF ON FULL HITS. THEIR WOUNDS REMAIN UNAFFECTED, ALTHOUGH THE FIRST AID REQUIREMENT IS WAIVED. ONCE THE VITALITY IS GONE THE CHARACTER TAKES WOUNDS AGAIN FROM THE POINT THEY LEFT OFF. NOTE THAT THIS DOES NOT STOP ANY DECENT TOWARDS -5 FROM BLEEDING ETC...

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GOING BURKO

TEMPORARY

I’M A COWARD

TEMPORARY

MOSTLY HARMLESS

JAMMY BASTARD LUCKY BASTARD

IF A TEAM MATE OR CLOSE FRIEND OF THE CHARACTER GOES TO -1 OR BELOW, THE CHARACTER IMMEDIATELY GAINS ALL COMBAT SKILLS. THEY MUST ATTACK THE SOURCE OF THEIR ANGUISH, AND KEEP GOING UNTIL THEY DIE OR ARE BROUGHT DOWN. ONCE THIS HAPPENS THE CHARACTER LOSES THE SKILLS THEY HAVE GAINED THROUGH USE OF THIS FEAT.

REQUIRES: CIVILIAN PROVIDED THE CHARACTER IS RUNNING AWAY , AND IS CARRYING NOTHING MORE OFFENSIVE THAN A HOLSTERED PISTOL, THE CHARACTER COUNTS AS HAVING HALF COVER, EVEN IF RUNNING ACROSS OPEN GROUND.

ONCE / DAY

WHEN UPGRADED, THIS ALSO THAT YOUR LACK OF KICKASS SHOWS. IF CAPTURED BY THE ENEMY , THEY ARE LIKELY TO RATE YOU AS A LOW THREAT. HOWEVER, IF YOU START POKING YOUR HEAD ABOVE THE PARAPET TOO MUCH, NO ONE WILL BELIEVE YOU.

TEMPORARY

THIS ENABLES THE CHARACTER TO DODGE OUT OF HARM’S WAY AND TAKE LESS DAMAGE FROM A BLOW. YOU NEGATE FOUR POINTS OF DAMAGE FROM ANY ONE DAMAGE CALL (ONLY ONE JAMMY OR LUCKY BASTARD CAN BE USED PER DAMAGE CALL)

ONCE / DAY

YOU CANNOT USE A JAMMY BASTARD IF YOU ARE RESTRAINED OR UNCONSCIOUS FOR USE VERSUS SNIPER SHOT, SEE SNIPER SHOT

A CHOKED (USING THE CHOKE FEAT), UNCONSCIOUS, RESTRAINED OR KILLING BLOW / KILLING STRIKE

TEMPORARY

UNRESISTING CREATURE MAY BE KILLED BY A CHARACTER WITH UNARMED COMBAT, OR BY A SINGLE SHOT TO THE BACK OF THE HEAD. THIS IS A CLOSE QUARTER SKILL, AND REQUIRES YOU TO BE ABLE TO PHYSICALLY PLACE THE WEAPON (OR USE UNARMED) ON THE PERSON IN ORDER FOR IT TO WORK.

NOTE THE MONSTER MUST HAVE A VISIBLE WEAK SPOT FOR THIS TO WORK.

THIS FEAT ALLOWS YOU TO CARRY OUT A LAST HEROIC ACTION. THIS FEAT LASTS FOR UP TO 5 MINUTES, OR UNTIL THE ACTION IS COMPLETED (IF SHORTER). THE FEAT CAN ONLY BE USED FOR “HEROIC” ACTIONS. THESE SHOULD BE SELFLESS IN NATURE SUCH AS PEOTECTING OTHERS AT THE COST OF YOUR OWN LIFE. SELFISH ACTIONS SUCH AS CARRYING OUT REVENGE MAY NOT BENEFIT FROM THIS FEAT. WHILST UNDER THE EFFECTS OF THIS FEAT YOU MAY IGNORE ALL DAMAGE AND ALL LAST HEROIC ACT

TEMPORARY

RESTRAINING CALLS AND ALSO IGNORE THE EFFECTS ON ANY PREVIOUSLY OPENED WOUND CARDS.

YOU ALSO IMMEDIATELY GAIN ALL COMBAT SKILLS.

ONCE THE FEAT HAS RUN ITS DURATION YOU COLLAPSE AND MAY HAVE A MINUTE AFTER YOUR COMPANIONS GATHER AROUND TO DO THE CINEMATIC LAST SPEECH THEN DIES.

NO MATTER WHAT MEDICAL METHODS ARE USED OR EVEN A SARCOPHAGUS MAY NOT BRING THE CHARACTER BACK, THEY ARE GONE.

LINGUISTIC EXPERT TONGUES BABEL

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TEMPORARY ONCE / DAY PERMANENT

REQUIRES: LINGUISTICS YOU CAN STUDY A PIECE OF WRITING OUTSIDE OF YOUR OWN LANGUAGE AND AFTER A PERIOD OF TIME KNOW ONE PIECE OF INFORMATION ABOUT IT

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THE * ON THE FEAT NAME IS SELECTED WHEN YOU PURCHASE THE FEAT AND CAN BE ONE OF THE FOLLOWING : MORE *

TEMPORARY

MORE/EXTRA/BOTTOMLESS DISPOSAL GEAR : REQUIRES EXPLOSIVES TRAINING MORE/EXTRA/BOTTOMLESS ELECTRICAL TOOLS : REQUIRES ELEC ENGINEERING MORE/EXTRA/BOTTOMLESS PROGRAMS : REQUIRES COMPUTING MORE/EXTRA/BOTTOMLESS SIGNALS : REQUIRES COMMUNICATIONS MORE/EXTRA/BOTTOMLESS TECHNICAL TOOLS: REQUIRES MECH ENGINEERING

EXTRA *

ONCE / EVENT

MORE/EXTRA/BOTTOMLESS LOCKPICKS: REQUIRES LARCENY

YOU CAN USE ONE EXTRA CARD (AT RANDOM) FROM THE ONES YOU HAVE NOT SELECTED TO WORK WITH ON THE PROBLEM OF THE APPROPRIATE TYPE (YOU’VE FOUND AN EXTRA PIECE OF EQUIPMENT AT THE BOTTOM OF YOUR TOOL BAG ETC…). YOU CAN DECLARE THIS AT ANY TIME, AND DOES NOT HAVE TO BE DECLARED BEFORE THE PROBLEM BEGINS.

YOU CAN ONLY USE THIS FEAT ONLY ONCE PER PROBLEM BEING ATTEMPTED. BOTTOMLESS *

MUSEUM EXPERT GRAVE ROBBER TOMB RAIDER

NATURAL RESISTANCE

PERMANENT

TEMPORARY ONCE / DAY PERMANENT

TEMPORARY

YOU CAN CHOOSE WHETHER TO UPGRADE FROM EXTRA TO BOTTOMLESS– IF YOU DO SO – ONCE YOU GAIN BOTTOMLESS– YOU CAN GAIN ONE EXTRA RANDOM CARD FROM EVERY PROBLEM OF THAT TYPE THAT YOU DO. I F YOU DO THIS, YOU LOSE (AND CANNOT GAIN) ANY MORE “MORE”, “EXTRA” OR “BOTTOMLESS” CARD GAME FEATS OF ANY TYPE.

REQUIRES: ARCHAEO-ANTHROPOLOGY YOU CAN STUDY AN ANCIENT ARTEFACT OUTSIDE OF YOUR SPECIALITY AREA AND AFTER A PERIOD OF TIME (REF’S DISCRETION) YOU CAN IDENTIFY ONE THING ABOUT IT.

THE CHARACTER CAN RESIST THE EFFECTS OF ANY ONE TOXIN OR DISEASE. THE DISEASE/TOXIN MUST BE NAMED WHEN IT IS FIRST ENCOUNTERED, AND THE RESISTANCE WILL REMAIN IF THAT SAME PATHOGEN/ SUBSTANCE IS ENCOUNTERED AGAIN. TO BE RESISTANT TO FURTHER DISEASES REQUIRES THE USE OF FURTHER NATURAL RESISTANCE FEATS. NOTE – THAT ALTHOUGH YOU ARE RESISTANT TO THE TOXIN OR DISEASE – YOU STILL GET SOME SYMPTOMS AND SHOULD ROLE-PLAY THE EFFECT (EVEN IF YOU WON’T DIE OR TAKE DAMAGE FROM THE TOXIN) NATURAL RESISTANCE DOES NOT RENDER RESISTANCE AGAINST COMMERCIALLY PRODUCED SEDATIVES /TRANQUILISERS ETC. – THIS IS THE PURVIEW OF DRUG RESISTANCE WHEN USED, THIS BECOMES A PERMANENT FEAT OF NATURAL RESISTANCE (NAME OF DISEASE) FOR REFERENCE ON YOUR CHARACTER SHEET.

NEGOTIATOR

EXPERT NEGOTIATOR

MASS NEGOTIATION

OLD COLLEGE PROFESSOR

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

TEMPORARY

ONCE / DAY

ONCE / MISSION

TEMPORARY

A CHARACTER MAY FORCE A TARGET TO LISTEN TO THEM. THIS TARGET MUST LISTEN AND MAKE NO OFFENSIVE MOVES AGAINST THE CHARACTER OR THEIR ALLIES. THE TARGET DOES NOT NEED TO BE SWAYED BY THE CHARACTER, AND THE EFFECT WILL DROP AFTER 5 MINUTES, OR IF THE CHARACTERS NEGOTIATIONS DWINDLE… OR THE TARGET IS ATTACKED. EXPERT NEGOTIATOR – NOW AFFECTS 5 PEOPLE. IF THE NEGOTIATOR HAS THE HUMAN PSYCHOLOGY SKILL THEN THE TARGETS MAY BE SWAYED BY THE NEGOTIATOR (REF’S DISCRETION) MASS NEGOTIATION – AS EXPERT NEGOTIATOR, BUT NOW AFFECTS 10 PEOPLE.

YOU MAY ACT AS THOUGH YOU HAVE A SKILL YOU DON’T HAVE FOR THE SOLUTION OF ONE PARTICULAR PROBLEM. THE PROBLEM MUST RELATE TO SOMETHING IT WAS POSSIBLE FOR AN OLD PROFESSOR OF YOURS TO HAVE KNOWN (NO DHD FOR EXAMPLE); THIS DOES NOT CONFER ANY CARDS OR SPECIAL ABILITIES.

PAGE 29 OF 64


REQUIRES DOCTOR OR PARAMEDIC ON YOUR FEET SOLDIER

PERMANENT

USING YOUR SKILL AND APPROPRIATE PHYSICAL REPRESENTATIONS, YOU CAN CAUSE A PERSON ON -3 OR ABOVE TO BE ABLE TO RUN WITH THE ASSISTANCE OF ANOTHER PLAYER. THIS LASTS FOR A MAXIMUM OF FIVE MINUTES PER PERSON, AND WHILE UNDER THE EFFECTS OF THE SKILL, THE PLAYER CANNOT USE ANY FEATS AND CANNOT USE ANY WEAPONS ABOVE SMALL ARMS DURING THIS TIME.

THE * ON THE FEAT NAME IS SELECTED WHEN YOU PURCHASE THE FEAT AND CAN BE ONE OF THE FOLLOWING

PRACTICED *

TEMPORARY

PRACTICED/EXPERT/NATURAL DISPOSER : REQUIRES EXPLOSIVES TRAINING PRACTICED/EXPERT/NATURAL ELECTRICIAN : REQUIRES ELEC ENG. PRACTICED/EXPERT/NATURAL HACKER : REQUIRES COMPUTING PRACTICED/EXPERT/NATURAL SIGNALLER : REQUIRES COMMUNICATIONS PRACTICED/EXPERT/NATURAL TECHNICIAN : REQUIRES MECH ENG.

EXPERT *

ONCE / EVENT

PRACTICED/EXPERT/NATURAL THIEF: REQUIRES LARCENY

YOU CAN AUTOMATICALLY SOLVE ONE PROBLEM CARD FROM A SKILL GAME THAT YOU ARE ATTEMPTING OF THE APPROPRIATE TYPE (WITH A TIME OF 0) – YOU MUST STATE THAT YOU ARE USING THIS FEAT BEFORE THE PROBLEM SOLVING HAS BEGUN AND INDICATE WHICH CARD IT IS TO BE USED ON BEFORE ANY ARE REVEALED – AND ONLY ONE FEAT OF THIS TYPE CAN BE USED PER PROBLEM (NO MATTER HOW MANY PEOPLE ARE HELPING WITH THE PROBLEM)

NATURAL *

PERMANENT

YOU CAN CHOOSE WHETHER TO UPGRADE FROM EXPERT TO NATURAL– IF YOU DO SO – ONCE YOU GAIN THE NATURAL SKILL– YOU CAN REMOVE ONE CARD FROM EVERY PROBLEM OF THIS TYPE THAT YOU DO. IF YOU DO THIS, YOU LOSE (AND CANNOT GAIN) ANY MORE “PRACTICED”, “EXPERT” OR “NATURAL” CARD GAME FEATS OF ANY TYPE.

THE CHARACTER MAY , IF AT, -1, -2 OR -3 USE AN APPROPRIATE IMPROVISED METHOD, STABILISE THEMSELVES TO PREVENT THE DESCENT TO –5 SELF-STABILISE

PERMANENT

NOTE – IF ANY OF THE WOUND CARD(S) YOU HAVE OPENED INDICATES THAT YOU ARE UNCONSCIOUS, YOU CANNOT USE SELF STABILISE. YOU MUST USE A PHYS REP TOURNIQUET, OR SOMETHING TO STOP BLEEDING

REQUIRES : SNIPER TRAINING SNIPER SHOT

TEMPORARY

CALL "SNIPER SHOT" THIS FEAT CAN ONLY BE USED WITH A WEAPON LISTED WITH “CAN USE SNIPER SHOT FEATS” IN THE WEAPONS SECTION. IF YOU ARE HIT BY A SNIPER SHOT AND YOU ARE ABOVE 0, YOU ARE TAKEN TO -4. IF YOU CALL JAMMY BASTARD ON THIS CALL YOU GO TO 0.

MARKSMAN

ONCE / DAY

IF YOU ARE HIT BY A SNIPER SHOT AND YOU ARE ON OR BELOW 0, YOU ARE TAKEN TO -4. I F YOU CALL JAMMY BASTARD ON THIS CALL YOUR BODY DROPS BY 2 POINTS. SNIPER SHOT CANNOT TAKE YOU BELOW -4. BEFORE MAKING A CALL OF SNIPER SHOT, YOU MUST SPEND 10 SECONDS AIMING, AND DURING THAT PERIOD YOU CANNOT PERFORM ANY DAMAGE CALLS. MAKING A DAMAGE CALL DURING THIS PERIOD MEANS YOUR TIMER RESETS TO 10 SECONDS.

KILL SHOT

ONCE / MISSION

MAY ALSO ALLOW OTHER SPECIAL MOVES (SIMILAR TO CALLED SHOT) AT REFEREE'S DISCRETION. SNIPER SHOT CANNOT BE GIVEN TO MONSTERS WITHOUT APPROVAL PRIOR TO THE EVENT FROM THE SYSTEM REFEREE’S.

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 30 OF 64


SPONTANEOUS AMBIDEXTERITY

TEMPORARY

FOR FIVE MINUTES YOU CAN USE TWO HANDS JUST AS WELL AS ONE – SO WHEN PERFORMING A TASK (SUCH AS WORKING ON TWO COMPUTERS, USING TWO CONSOLES ETC.), A CHARACTER MAY PERFORM A TASK WITH BOTH HANDS. UNARMED ABILITIES SUCH AS STRIKE/CHOKE/THROW UNARMED COMBAT MOVES CAN BE DONE WITH BOTH HANDS AT THE SAME TIME (FOR ONE USE OF THEIR RELEVANT FEATS). SOME WEAPONS (SEE COMBAT SECTION) CAN BE USED AMBIDEXTERIOUSLY . WITH UNARMED AND MELEE YOU DO THE DAMAGE FROM EACH HAND / WEAPON SEPARATELY

PRACTICED AMBIDEXTERITY

ONCE / DAY

IF USED WITH FIREARMS (SEE COMBAT SECTION FOR WHAT WEAPONS ALLOW AMBIDEXTERITY ) THEN THE FOLLOWING CAN OCCUR: 

A FIREARM CAN BE USED INDEPENDENTLY IN EITHER HAND.

BOTH FIREARMS CAN BE FIRED AT THE SAME TARGET IN SINGLE SHOT MODE AT THE SAME TIME. THIS CAUSES YOUR DAMAGE CALL OF THE MOST DAMAGING FIREARM TO GO UP BY ONE

(SINGLE -> DOUBLE,

DOUBLE -> TRIPLE) BUT YOU USE ONE BULLET FROM EACH GUN FOR THIS EFFECT

AMBIDEXTROUS

ONCE / MISSION

IF BOTH FIREARMS USE A SPECIAL DAMAGE CALL (E.G. A THREE ROUND BURST OR SEMI -AUTO MODE CAPABILITY ) AND ARE FIRED AT THE SAME TARGET THIS CAUSES YOUR DAMAGE CALL OF THE MOST DAMAGING FIREARM TO GO UP BY ONE (3 DAMAGE, TO 4 DAMAGE, FOUR TO 5 DAMAGE) BUT YOU USE LISTED AMOUNT OF AMMUNITION FROM BOTH GUNS .

REQUIRES : EXPERT UNARMED STUNNING BLOW

TEMPORARY

A CHOKED (USING THE CHOKE FEAT), UNCONSCIOUS, RESTRAINED OR UNRESISTING CREATURE MAY BE RENDERED UNCONSCIOUS FOR 5 MINUTES BY USE OF A SLEEPER HOLD OR OTHER SUCH MOVE.

TORTURE RESISTANCE

TEMPORARY

THIS FEAT ALLOWS YOU TO EITHER:

GET OUT OF MY HEAD

BOND…JAMES BOND

TRACKER

BIG GAME HUNTER

WE HAVE A JOB TO DO

IGNORE THE EFFECTS OF TORTURE OR THE EFFECT FROM THE FEAT ‘NEGOTIATOR’ (OR ITS UPGRADES) FOR ONE SCENE (FURTHER CALLS REQUIRE MORE ‘TORTURE RESISTANCE’S’ TO BE USED)

HALVE THE EFFECTIVENESS OF A LIFE DRAIN EFFECT FOR ONE SCENE

IF YOU HAVE BEEN AFFECTED BY ALIEN MIND CONTROL, YOU MAY RESIST AND BREAK OUT OF THE MIND CONTROL FOR 5 MINUTES.

USING A TORTURE RESISTANCE REDUCES INCAPACITATE (NOT STUN) TIME FROM 30 SECONDS TO 15 SECONDS

ONCE / DAY

ONCE / MISSION

TEMPORARY

BLOOD HOUND

ONCE / DAY PERMANENT

TEMPORARY

YOU CAN TRACK, BY ASKING THE REFEREE FOR DETAILS ABOUT LOCAL TRACKS AND WHICH DIRECTION THEY LEAD. FOLLOWING TRACKS MUST BE DONE SLOWLY . WHEN USING BLOOD HOUND YOU CAN FIND OUT THE NUMBER OF INDIVIDUALS THAT HAVE GONE PAST, THE TYPE (BIPEDAL, QUADRUPED) AND APPROXIMATE SIZE, AND THE GENERAL MOVEMENT SPEED.

THE CHARACTER THROUGH A ROUSING SPEECH AND/OR CALLS OF ENCOURAGEMENT IS ABLE TO GRANT 6 VITALITY POINTS (OR THE CHARACTERS MAXIMUM IF THEY DO NOT NEED TO RECOVER 6) TO ALL THEIR TEAM MEMBERS (EXCLUDING THEMSELVES). ONCE AFFECTED BY THIS FEAT (FROM ANYONE), YOU CANNOT BE AFFECTED BY ANOTHER ‘WE HAVE A JOB TO DO’ FEAT FOR 10 MINUTES. YOU CAN ONLY USE ONE ‘WE HAVE A JOB TO DO’ PER MISSION

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 31 OF 64


Advancement Points INTRODUCTION 

FOR YOUR FIRST FOUR EVENTS, YOUR CHARACTER GAINS +1 MAXIMUM VITALITY. AFTER THAT POINT YOU GAIN 1 ADVANCEMENT POINT PER DOWNTIME THAT YOU ARE ELIGIBLE FOR. YOU CAN ONLY GAIN 1 AP PER DOWNTIME, IF YOU PLAY MORE THAN ONE CHARACTER – ONLY THE CHARACTER THAT GETS THE DOWNTIME CAN GET THE AP ASSOCIATED WITH IT.

DURING DOWNTIME YOU CAN THEN TRADE IN YOUR ACCUMULATED ADVANCEMENT POINTS FOR AN EXTRA PERK FOR YOUR CHARACTER. THESE PERKS ARE “ALWAYS ON” UNLESS STATED OTHERWISE.

EACH PERK CAN BE TAKEN ONLY ONCE (UNLESS OTHERWISE STATED)

YOU MUST CHOOSE THESE IN YOUR DOWNTIME, YOU CANNOT PICK THESE SKILLS UP "AS NEEDED" IF YOU HAVE SPARE POINTS DURING AN EVENT

IF YOUR PERK AFFECTS DOWNTIME ACTIONS, YOU CAN USE IT ON THE DOWNTIME YOU HAVE SELECTED IT.

Weapon Mastery Perks THE FOLLOWING APS ENHANCE YOUR ABILITIES WITH WEAPONRY – EACH ONE CAN ONLY BE TAKEN ONCE.

NAME

APS PRE-REQUISITE

DESCRIPTION

WM : 1 HANDED MELEE

3

MELEE

+1 DAMAGE WITH SMALL AND MEDIUM MELEE WEAPONS.

WM : 2 HANDED MELEE

2

MELEE

+1 DAMAGE WITH A LARGE MELEE WEAPON

WM : ASSAULT RIFLES

2

SMALL ARMS

+1 NORMAL AND +1 SPECIAL DAMAGE WITH ASSAULT RIFLES

WM : AUTOMATIC SHOTGUN

3

SUPPORT WEAPONS

+1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH AN AUTO SHOTGUN

WM : HEAVY MACHINE GUN

3

SUPPORT WEAPONS

WHEN USING THE 5 BULLET SPECIAL DAMAGE CALL, YOU NOW CALL 5 KNOCKDOWN.

WM : HEAVY PISTOLS

2

ADVANCED PISTOLS

+1DAMAGE WITH A HEAVY PISTOL

WM : LIGHT MACHINE GUN

3

SUPPORT WEAPONS

YOU CAN NOW USE CRITICAL HIT FEATS WITH A LIGHT MACHINE GUN (ALTHOUGH IT USES 5 BULLETS)

WM : PISTOLS

1

PISTOLS

+1 DAMAGE WITH A NORMAL PISTOL.

WM : SHOTGUN (BASIC)

2

SMALL ARMS

+1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH A SHOTGUN

WM : SHOTGUN (CLOSE)

3

WM : SHOTGUN (BASIC)

SHOTGUNS CAN NOW USE CRITICAL HIT FEATS, AT POINT BLANK RANGE (<10 FT)

WM : SNIPER

3

SNIPER TRAINING

YOUR AIM TIME WHEN USING A SNIPER SHOT FEAT IS REDUCED BY 5 SECONDS.

WM : STAFF WEAPON (MELEE)

2

STAFF WEAPON (MELEE)

+1 DAMAGE WITH A STAFF WEAPON (MELEE)

WM : STAFF WEAPON (RANGED)

3

STAFF WEAPON (RANGED)

+1 DAMAGE AND ADDS KNOCKDOWN WITH A STAFF WEAPON (RANGED).

WM : SUB MACHINE GUN

2

SMALL ARMS

+1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH A SUB MACHINE GUN

WM : THROWN / RANGED

2

THROWN / RANGED

+1 DAMAGE WITH THROWN / MANUAL RANGED WEAPONS

WM : UNARMED

1

EXPERT UNARMED

+1 DAMAGE AND +1 SPECIAL DAMAGE WITH UNARMED COMBAT

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 32 OF 64


Duel Wielding Perks THE FOLLOWING APS ALLOW YOU TO DUEL WIELD WEAPONRY – EACH ONE CAN ONLY BE TAKEN ONCE. (*) - EACH OF THEM REQUIRE YOU TO HAVE AT LEAST ONE PRACTICED AMBIDEXTERITY (UPGRADE) OR AMBIDEXTROUS (ADVANCED UPGRADE) FEAT

NAME

APS

PRE-REQUISITE

DESCRIPTION

DUEL WIELDING : HEAVY PISTOLS

1

(*) AND WM: HEAVY PISTOLS

YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING HEAVY PISTOLS

DUEL WIELDING : PISTOLS

1

(*) AND WM: PISTOLS

YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING NORMAL PISTOLS (PISTOLS)

DUEL WIELDING : SUB MACHINE GUN

1

(*) AND WM: SUB MACHINE GUN

YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING SUB MACHINE GUNS

DUEL WIELDING : MELEE

1

(*) AND WM: 1 HANDED MELEE

YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING MELEE WEAPONS.

Body and Vitality Perks THE FOLLOWING APS ENHANCE EITHER BODY OR VITALITY , AND MAY ONLY BE TAKEN ONCE UNLESS STATED.

NAME

APS

PRE-REQUISITE HAS AT LEAST 4

HEROIC VITALITY

1

DOWNTIMES ON THAT CHARACTER

DESCRIPTION +1 MAXIMUM VITALITY (THIS AP CAN BE BOUGHT A MAXIMUM OF FIVE TIMES)

RECUPERATION

5

YOUR VITALITY REGENERATES TWICE AS QUICKLY AS LISTED IN THE RULES.

TOUGHNESS 1

1

YOU GAIN +1 BODY, WHICH STACKS WITH BODYBUILDER OR EXPERT BODYBUILDER

TOUGHNESS 2

2

TOUGHNESS 1

YOU GAIN +1 BODY, WHICH STACKS WITH BODYBUILDER OR EXPERT BODYBUILDER (CUMULATIVE WITH TOUGHNESS 1)

TOUGHNESS 3

3

TOUGHNESS 2

YOU GAIN +1 BODY, WHICH STACKS WITH BODYBUILDER OR EXPERT BODYBUILDER (CUMULATIVE WITH TOUGHNESS 2)

Unarmed Combat Perks THE FOLLOWING APS ENHANCE UNARMED COMBAT ABILITIES, AND MAY ONLY BE TAKEN ONCE.

NAME

APS

PRE-REQUISITE

DESCRIPTION

UA MASTERY : BREAK HOLD

2

EXPERT UNARMED

YOU ARE GRANTED +2 EXTRA BREAK HOLD FEATS. YOUR BREAK HOLD ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : CHOKE

2

EXPERT UNARMED

YOU ARE GRANTED +2 EXTRA CHOKE FEATS. YOUR CHOKE ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : DISARM

2

EXPERT UNARMED

YOU ARE GRANTED +2 EXTRA DISARM FEATS. YOUR DISARM ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : GRAPPLE

2

EXPERT UNARMED

YOU ARE GRANTED +2 EXTRA GRAPPLE FEATS. YOUR GRAPPLE ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : THROW

2

EXPERT UNARMED

YOU ARE GRANTED +2 EXTRA THROW FEATS. YOUR THROW ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 33 OF 64


Feat Improvement Perks THE FOLLOWING APS ENHANCE VARIOUS FEATS – EACH ONE CAN ONLY BE TAKEN ONCE UNLESS SPECIFIED IN THE DESCRIPTION

NAME

APS

PRE-REQUISITE

DESCRIPTION ONE OF YOUR (CHOSEN FEAT) IS NOW ONCE PER MISSION. SELECT FROM :

ADVANCED FEAT MASTERY : [FEAT NAME]

KILLING BLOW / KILLING STRIKE DIE HARD FLESH WOUNDS A PERSONAL SENSE OF PURPOSE WE HAVE A JOB TO DO

5

THIS AP MAY BE TAKEN ONCE FOR EACH OF THE LISTED FEAT ALIEN TECHNOLOGIST

1

AT LEAST 1 “MACGYVER” FEAT

YOUR BOTCH JOB FEAT NOW WORKS ON ALIEN TECHNOLOGY (IN A SKILL AREA YOU HAVE)

BODYGUARD MASTERY 1 : IMPROVED

1

BULLET CATCHER

WHEN USING THE BULLET CATCHER / BODYGUARD FEAT, ALL NORMAL (NON THROUGH) DAMAGE IS NOW SPLIT 50/50 VITALITY/BODY RATHER THAN GOING COMPLETELY TO BODY (HALVES ROUND TO VITALITY ). THROUGH DAMAGE CONTINUES TO GO DIRECT TO BODY .

BODYGUARD MASTERY 2 : EXPERT

1

BODYGUARD MASTERY 1

WHEN USING THE BULLET CATCHER / BODYGUARD FEAT YOU NOW TAKE ALL NORMAL (NON THROUGH) DAMAGE TO VITALITY RATHER THAN BODY . THROUGH DAMAGE CONTINUES TO GO THROUGH TO BODY .

BODYGUARD MASTERY 3 : PROFESSIONAL

1

BODYGUARD MASTERY 2

YOU MAY NOW USE FEATS TO MITIGATE CRITICAL HIT AND SNIPER SHOT EFFECTS.

EXTRA FEATS

1

YOU GAIN 5 FEATS OF YOUR CHOICE (CANNOT BE USED TO TAKE JAMMY BASTARD). THIS AP CAN BE BOUGHT ANY NUMBER OF TIMES. ONE OF YOUR (CHOSEN FEAT) IS NOW ONCE PER MISSION. SELECT FROM :

FEAT MASTERY : [FEAT NAME]

ALL GUNS BLAZING CAT LIKE REFLEXES FLASH OF INSIGHT GOING BURKO OLD COLLEGE PROFESSOR

4

THIS AP MAY BE TAKEN ONCE FOR EACH OF THE LISTED FEAT

HERO

4

ONCE PER DAY , YOU CAN REUSE A FEAT THAT YOU HAVE ALREADY USED. THIS DOES NOT GO TOWARDS GAINING UPGRADE FEATS, AND SHOULDN’T BE LISTED AS A TEMPORARY FEAT USED.

MEDICAL EXPERTISE

4

ONCE PER EVENT, YOU CAN USE AN EMERGENCY MEASURES/BATTLEFIELD SURGEON FEAT AND GAIN THE BENEFIT OF THE CONSULTANT/EXPERT CONSULTANT FEAT INSTEAD (OR VICE VERSA)

SOLID GRIP

2

YOUR FIRM GRIP FEATS CAN NOW BE USED ON FIREARMS AS WELL AS MELEE WEAPONS. (CALL “SOLID GRIP” TO RESIST)

WILL TO LIVE

3

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

SELF-STABILISE

SELF-STABILISE IS NOW AUTOMATIC (YOU DO NOT HAVE TO BE CONSCIOUS) AND DOESN’T REQUIRE A PHYS REP TO STABILISE YOURSELF.

PAGE 34 OF 64


Misc. Perks THE FOLLOWING APS CAN ONLY BE TAKEN ONCE.

NAME

APS

PRE-REQUISITE

DESCRIPTION

EXPERT TEACHER

3

ONE TEACHING COURSE THAT YOU RUN PER DOWNTIME (I.E. NOT DREAMING SPIRES OR MONTAGE) PROVIDES DOUBLE THE BENEFIT TO THE RECIPIENTS.

MONTAGE

3

DURING ANY APPLICABLE DOWNTIME, THE CHARACTER MAY TEACH ONE TRAINING COURSE WITHOUT USING A DOWNTIME SLOT - BUT DOES NOT GAIN A FEAT FOR TEACHING. YOU CAN INSTRUCT SOMEONE IN A SKILL THAT YOU HAVE – IF THAT SKILL HAS

PRE-REQUISITES THEN THE PERSON YOU ARE TEACHING MUST HAVE THOSE PREREQUISITES. THEY RETAIN THIS SKILL FOR ONE MISSION ONLY (OR AN HOUR IF REMAINING ON BASE).

TUTOR

THIS TAKES 30 MINUTES OF ROLEPLAYING TO COMPLETE.

4

IF IT IS A CARD SKILL THEN THEY GET TO PICK 3 CARDS (BUT MUST HAVE PHYS REPS). YOU CAN ONLY HAVE ONE PERSON TAUGHT AT A TIME, AND THEY CANNOT USE IT TO ASSIST YOU WITH A TASK YOU ARE WORKING ON.

Combat Perks THE FOLLOWING APS ENHANCE VARIOUS BITS OF COMBAT. EACH ONE CAN ONLY BE TAKEN ONCE.

NAME

APS

PRE-REQUISITE

DESCRIPTION

AMMO CONSERVATION

3

SUPPORT WEAPONS

YOU ARE MORE EFFICIENT AT USING AMMO – YOU CAN MAKE TWO CALLS OF COVERING, SPRAY OR HEAVY FIRE FOR THE COST IN AMMUNITION OF A SINGLE CALL – IF USING A LIGHT MACHINE GUN OR HEAVY MACHINE GUN.

BAR ROOM BRAWLER

1

EXPERT UNARMED

COMMANDO

2

SMALL ARMS

YOU MAY NOW USE SPRAY FIRE AS A SPECIAL ABILITY WHEN USING AN ASSAULT RIFLE.

DO YOU FEEL LUCKY, PUNK

1

ADVANCED PISTOLS

THE CLIP SIZE OF HEAVY PISTOLS IS CONSIDERED TO BE 1 HIGHER FOR YOU. (IF THE CLIP OR WEAPON IS GIVEN TO SOMEONE ELSE, THE REMAINING AMMO IS REDUCED BY 1 BACK TO ITS CORRECT LEVEL).

FLAMETHROWER EXPERT

4

GRENADIER

2

THE CHARACTER MAY NOW USE IMPROVISED LRP SAFE OBJECTS FOR BASE DAMAGE ATTACK EQUAL TO NORMAL UNARMED DAMAGE

FLAME THROWERS ARE CONSIDERED HEROIC WEAPONS FOR YOU. THEREFORE YOU ARE NOT LIMITED BY WHAT FEATS YOU CAN USE WHEN CARRYING ONE. SMALL ARMS

FOR THE COST OF 1 VITALITY POINT, YOU CAN IGNORE THE EFFECTS OF YOUR OWN GRENADES AS LONG AS YOU ARE FURTHER AWAY THAN 3 FEET FROM THE POINT OF IMPACT

LOW CENTRE OF GRAVITY

3

EXPERT BODYBUILDER, EXPERT UNARMED

YOU ARE IMMUNE TO THE "TRIP" OR "THROW" PART OF UNARMED COMBAT, DUE TO YOUR EXCESSIVE SIZE AND UNARMED ABILITY. WHEN SOMEONE TRIES TO TRIP OR THROW YOU, CALL "IMMUNE" AND YOU CAN IGNORE THOSE CALLS.

MELEE MASTERY : FIRM GRIP

2

MELEE

YOU ARE GRANTED +2 EXTRA FIRM GRIP FEATS. YOUR FIRM GRIP ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

PACK RAT

3

RAMBO

3

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

YOU’RE GOOD AT FINDING, STORING AND KEEPING AMMO – YOU ARE CONSIDERED TO HAVE TWICE THE AMOUNT OF AMMO THAT YOU’RE CARRYING. SUPPORT WEAPONS

YOU MAY NOW USE HEAVY FIRE AS A SPECIAL ABILITY WHEN USING A LIGHT MACHINE GUN. PAGE 35 OF 64


ROCKETEER

FOR THE COST OF 1 VITALITY POINT, YOU CAN IGNORE THE EFFECTS OF YOUR OWN ROCKET DAMAGE AS LONG AS YOU ARE FURTHER AWAY THAN 5 FEET

4

FROM THE POINT OF IMPACT

YOU GAIN A PERSONALISED, NAMED, SIGNATURE WEAPON. THIS WILL HAVE A LAMINATED ITEM CARD WITH THE WEAPON'S NAME ON IT. DEPENDING ON THE WEAPON TYPE IT WILL HAVE A DIFFERENT SPECIAL EFFECT (SEE BELOW) THIS ITEM CARD CANNOT BE TRANSFERRED TO ANOTHER PHYS REP ONCE IT IS USED IN GAME. THIS IS AN IC ITEM, WHICH IF LOST, STOLEN OR DESTROYED MUST BE RE-PURCHASED WITH ADDITIONAL AP. ONLY THE WEAPON TYPES BELOW CAN BE ASSIGNED AS A SIGNATURE WEAPON, AND DOES NOT STACK WITH WEAPON MASTERY’S DAMAGE INCREASE. YOU CAN CHOOSE WHICH EFFECT OCCURS PER SHOT. SPECIAL AMMO DOES NOT INCREASE YOUR SIGNATURE WEAPON'S DAMAGE. THE DAMAGE/ABILITIES FROM SIGNATURE WEAPONS DO NOT STACK WITH AMBIDEXTERITY FEATS OR PERKS (UNLESS OTHERWISE NOTED) YOU CAN ONLY HAVE ONE SIGNATURE WEAPON AT A TIME.

SIGNATURE WEAPON

2

WM IN THE WEAPON TYPE BEING SELECTED

SHOTGUN – THE RANGE RESTRICTION FOR 3KD HAS BEEN REMOVED WITH THIS WEAPON.

AR – YOU CAN NOW DO DOUBLE THROUGH WITH SINGLE SHOTS WITH THIS WEAPON.

HEAVY PISTOL – YOU CAN NOW DO DOUBLE THROUGH WITH THIS WEAPON

STAY DOWN

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

1

SMALL ARMS

PISTOL – YOU CAN NOW DO TRIPLE DAMAGE WITH YOUR PISTOL.

SUB MACHINE GUN –YOU CAN NOW DO DOUBLE THROUGH (USES 3 BULLETS) WITH THIS WEAPON.

SNIPER - YOUR AIM TIME WHEN REDUCING SNIPER SHOT FEATS IS REDUCED TO ZERO WITH THIS WEAPON.

SMALL MELEE – YOU CAN NOW DO SINGLE THROUGH, CAN BE USED AMBIDEXTROUSLY WITH THIS WEAPON.

MEDIUM MELEE – YOU CAN NOW DO DOUBLE THROUGH, CAN BE USED AMBIDEXTROUSLY WITH THIS WEAPON.

LARGE MELEE - YOU CAN NOW DO TRIPLE THROUGH KNOCKDOWN WITH THIS WEAPON.

LMG – YOU NOW ONLY USE FIVE BULLETS (INSTEAD OF TEN) WHEN PERFORMING A SPRAY FIRE CALL WITH THIS WEAPON.

HMG – YOU NOW ONLY USE TEN BULLETS (INSTEAD OF FIFTEEN) WHEN PERFORMING A HEAVY FIRE CALL WITH THIS WEAPON.

YOU CAN CHOOSE TO CALL 0 DAMAGE KNOCKDOWN WHEN USING A SHOTGUN, IN ADDITION TO NORMAL SHOTGUN CALLS. THIS IS ONLY USABLE WITHIN 30 FEET.

PAGE 36 OF 64


Card Perks THE FOLLOWING APS ENHANCE YOUR ABILITIES WITH THE SKILL CARD GAME – EACH CARD MASTERY SKILL CAN BE TAKEN MULTIPLE TIMES, BUT EACH TIME MUST BE FOR A DIFFERENT SKILL AREA

NAME

APS

CARD MASTERY 1 : [SKILL NAME]

1

CARD MASTERY 2 : [SKILL NAME]

2

CARD MASTERY 3 : [SKILL NAME]

3

TECHNICAL MENTOR

2

PRE-REQUISITE

DESCRIPTION

9 CARDS IN A SKILL AREA

THIS INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL AREA TO 10.

CM 1 IN THE SAME SKILL AREA

THIS INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL AREA TO 11.

CM 2 IN THE SAME SKILL

INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL AREA

AREA

TO 12.

AT LEAST CM 1 IN A SKILL AREA.

YOU CAN NOW PLAY A CARD, IF ASKED, ON A PROBLEM WHICH IS ALREADY BEING WORKED ON BY TWO PEOPLE – YOU CAN ONLY PLAY ONE CARD ON A PROBLEM, AND ONCE A M ENTOR CARD HAS BEEN PLAYED ON A PROBLEM, NOONE ELSE CAN USE MENTOR ON THAT PROBLEM. NOTE – THIS AP ONLY NEEDS TO BE BOUGHT ONCE, BUT CAN ONLY BE USED ON PROBLEMS WHERE YOU HAVE CARD MASTERY 1 IN THAT AREA.

Skill Perks THE FOLLOWING APS ENHANCE SKILLS IN THE GAME

NAME

APS

PRE-REQUISITE

DESCRIPTION

ANALYSE THIS

1

HUMAN PSYCHOLOGY

CAN DETECT PSYCHOLOGICAL FLAWS TWICE PER MISSION

ARMOUR SPECIALIST

2

ARMOURER

ALL ARMOUR THAT YOU'RE WEARING COUNTS AS IF IT WAS +1 PROTECTION HIGHER, AS YOU CAN MOVE PLATES AROUND ON THE FLY TO CONTINUE PROTECTING YOURSELF.

ARMOURER EFFICIENCY

1

ARMOURER

IT NOW TAKES HALF THE REQUIRED AMOUNT OF TIME TO REPAIR EACH POINT OF ARMOUR.

CRIMINAL INTENT

1

HUMAN PSYCHOLOGY & FORENSICS

DEMOLITIONIST

2

EXPLOSIVES TRAINING

YOU CAN INCREASE THE DAMAGE, OR RANGE OF YOUR EXPLOSIVE CHARGES BY 100% - DOES NOT AFFECT CLAYMORES OR BOOBY TRAPS.

DON’T LIE TO ME

2

HUMAN PSYCHOLOGY

ALL FIVE MINUTE PSYCHOLOGY ABILITIES CAN NOW BE USED 5 TIMES PER MISSION.

ONCE PER DAY , YOU CAN USE A FLASH OF INSIGHT TO GAIN AN INSIGHT INTO THE MOTIVATIONS AND PSYCHOLOGY OF A CRIME SCENE

YOU CAN GAIN UP TO 6 MONTHS TRAINING TO A SINGLE ACADEMIC SKILL (ANYTHING WHICH IS LEARNABLE THROUGH DREAMING SPIRES). THIS CAN ONLY BE USED ONCE FOR ANY SKILL. EXPANDED KNOWLEDGE

ADDITIONALLY THIS CAN BE USED FOR MEDICAL, ARCHAEOANTHROPOLOGY AND LINGUISTICS SPECIALISMS. EACH SPECIALISM COUNTS AS A SEPARATE SKILL.

2

THIS CAN BE TAKEN MORE THAN ONCE, BUT MUST BE IN A DIFFERENT SKILL EACH TIME. EXPERT DIAGNOSTICIAN

2

DOCTOR

THE TIME TAKEN TO DIAGNOSE ILLNESSES IS REDUCED TO 25% OF ANY TIME GIVEN BY A REFEREE.

EXPERT INTERROGATOR

3

INTERROGATION

YOU CAN IGNORE ONE TORTURE RESISTANCE CALL PER INTERROGATION SESSION.

EXPERT PILOT

1

PILOT AIRCRAFT

YOU CAN PILOT ANOTHER TYPE OF AIRCRAFT (THIS DOES NOT APPLY TO SPACECRAFT )

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EXPERT SAILOR

1

PILOT BOAT

YOU CAN PILOT ANOTHER TYPE OF BOAT.

HALLS OF THE LEARNED

3

IMPROVED STAY WITH ME

1

STAY WITH ME

YOU GAIN AN EXTRA PERSON FOR YOUR “STAY WITH ME” ABILITY . YOU CAN TAKE THIS ANY NUMBER OF TIMES.

INSTANT READING

2

HUMAN PSYCHOLOGY

ONCE PER DAY , YOU CAN GAIN AN INSIGHT INTO A SOCIAL SITUATION. AS IF YOU HAD USED A FLASH OF INSIGHT.

LIFESAVER

3

PARAMEDIC

YOU HAVE WATCHED ENOUGH SURGICAL PROCEDURES TO BE ABLE TO PERFORM SURGERY IN A MEDICAL BAY AS WELL IN A FIELD. I F YOU’RE IN A MED BAY , YOU CAN USE YOUR EMERGENCY MEASURES FEATS TO PERFORM SURGERY WITHOUT THE -2 PENALTY .

HUMAN PSYCHOLOGY

YOUR 5 MINUTE ROLEPLAYING PSYCHOLOGICAL SKILLS CAN NOW BE DONE THROW OBSERVATION RATHER THAN INTERACTION. YOU MUST BE CLOSE ENOUGH TO OBSERVE THE TARGET’S MICROEXPRESSIONS. THIS CAN BE DONE THROUGH VIDEO OR OTHER MEANS.

YOU GAIN THE DREAMING SPIRES BACKGROUND SKILL, IRRESPECTIVE OF YOUR BACKGROUND.

MICROEXPRESSIONS

1

PAINKILLER

1

IF THE CHARACTER IS AT OR ABOVE 0 BODY, THE CHARACTER IMMEDIATELY REGAINS 1 BODY IF THEY TAKE, OR ARE GIVEN, A PAINKILLER. NOTE : OVERDOSE RULES APPLY .

PEOPLE PERSON

3

YOU GAIN THE INSIDER INFORMATION BACKGROUND SKILL, IRRESPECTIVE OF YOUR BACKGROUND.

POKER FACE

1

HUMAN PSYCHOLOGY

YOU CAN NOW FALSIFY RESPONSES TO PSYCHOLOGICAL CHALLENGES 5 TIMES PER MISSION.

PSYCHOANALYST

1

HUMAN PSYCHOLOGY

YOUR TIME FOR DETECTING PSYCHOLOGICAL FLAWS IS REDUCED FROM 20 MINUTES TO 10 MINUTES OF ROLEPLAYING.

R&R : [SKILL NAME]

YOU ARE EXCELLENT AT, AND GAIN ANY ONE SKILL THAT IS NOT IN THE RULEBOOK AND HAS NO INTIMATE EFFECT ON GAME BALANCE (SYSTEM REFEREE’S WILL ARBITRATE THIS ON A CASE BY CASE BASIS, AND YOU SHOULD PUT THIS REQUEST INTO THE SYSTEM REFEREE’S BEFORE YOU BUY IT)

1

SOME EXAMPLES OF THIS SKILL ARE : “GOLF”, “RUGBY ”, “KNOWLEDGE OF BAD TV”, “EXTREME SPORTS”, “WINDSURFING”

SIGN ME UP

3

THERAPIST

1

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YOU GAIN THE EXPERIMENTAL KIT BACKGROUND SKILL, IRRESPECTIVE OF YOUR BACKGROUND.

HUMAN PSYCHOLOGY

YOU TEND TO KNOW MORE ABOUT MENTAL CONDITIONS THAN A NORMAL PSYCHOLOGIST – WHEN IN A COUNSELLING SESSION YOUR SESSIONS COUNT AS DOUBLE FOR THE TREATMENT OF PSYCHOLOGICAL ILLNESSES.

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Damage & Medicine PLAYER CHARACTERS NORMALLY HAVE 6 HITS (ALTHOUGH THIS CAN BE INCREASED BY CERTAIN SKILLS, AND DECREASED BY TRAUMA AND OTHER EXOTIC ISSUES); THIS REPRESENTS YOUR HEALTH AND ABILITY TO TAKE DAMAGE. HITS ARE NOT LOCATIONAL, BUT YOU SHOULD ROLE-PLAY ANY CALLED SHOTS OR DAMAGE TO WHICHEVER PART OF THE BODY YOU THINK IF APPROPRIATE. THEY ALSO START WITH 6 MAXIMUM VITALITY , THIS INCREASES WITH EXPERIENCE, AND EXTRA POINTS CAN BE TAKEN AT CHARACTER GENERATION. THIS REPRESENTS YOUR "HEROIC ABILITY" TO NOT BE HIT, YOUR ENERGY LEVELS AND GENERAL WELL-BEING. POISONS AND TOXINS MAY ALSO AFFECT VITALITY AND MAXIMUM VITALITY, PROGRESSIVELY WEAKENING THE CHARACTER. VITALITY CANNOT DROP BELOW 0.

ALL DAMAGE SHOULD BE ROLEPLAYED 

VITALITY REFRESHES AT THE RATE OF 1 POINT PER HOUR UNDER RELAXED (NON-MISSION / NON-COMBAT) SITUATIONS - 2 POINTS PER HOUR IF ASLEEP.

HITS REFRESH AT A RATE SHOWN IN THE TABLE BELOW.

IF YOU ARE NOT ON FULL BODY, YOU ARE BATTERED AND BRUISED AND CUT, WITH THE LOWER DOWN THE SCALE THE MORE SERIOUS THE INJURY AND THE ROLEPLAYING YOU SHOULD DO.

IF YOU ARE TREATED BY A DOCTOR IN A PROPERLY EQUIPPED MEDICAL BAY, YOUR HITS REGENERATE TWICE AS FAST. IF YOU WERE AT NEGATIVE HITS, AND WERE TREATED BY A DOCTOR WITH THE CONSULTANT FEAT IN A PROPERLY EQUIPPED MEDICAL BAY, YOUR HITS REGENERATE FOUR TIMES AS FAST.

DAMAGE COMES OFF VITALITY FIRST (EACH POINT OF DAMAGE TAKES OFF ONE POINT OF VITALITY), THEN OFF ARMOUR (IF WORN), THEN OFF BODY.

DAMAGE CALLS OF "THROUGH" GO THROUGH VITALITY AND GO STRAIGHT TO ARMOUR, THEN TO BODY.

NO MATTER WHAT DAMAGE YOU HAVE TAKEN, YOU ALWAYS STAR T AN EVENT WITH FULL BODY AND FULL VITALITY UNLESS OTHERWISE STATED IN YOUR PRE-EVENT DOWNTIME, OR YOU HAVE A WOUND CARD WHOSE EFFECTS ARE PERSISTING.

Bleeding ONCE YOU ARE ON -1 OR BELOW, YOU ARE CONSIDERED “BLEEDING” AND NEED TO BE STABILISED WITHIN 60 SECONDS. IF YOU ARE NOT STABILISED THEN YOU LOSE ONE POINT OF BODY . LOSING A POINT OF BODY THROUGH BLEEDING DOES NOT CAUSE YOU TO OPEN A NEW WOUND CARD.

Casualty Cards

GREEN WOUND CARDS

GREEN WOUND CARDS ARE GIVEN TO PLAYERS AND REFEREE’S TO BE RIPPED OPEN WHEN DAMAGE TAKES YOU TO 0, –1 OR -2 TO SHOW THE FULL EXTENT OF THE WOUNDS. THESE WILL TELL THE PARAMEDIC OR DOCTOR EXACTLY WHAT THEY NEED TO TREAT. IF YOU TAKE A CRITICAL HIT YOU ALSO OPEN A GREEN WOUND CARD (IN ADDITION TO ANY OTHER WOUND CARDS YOU SHOULD OPEN DUE TO THE SEVERITY OF THE HIT)

RED WOUND CARDS

RED TRAUMA CARDS ARE GIVEN TO PLAYERS AND REFEREE’S TO BE RIPPED OPEN WHEN DAMAGE TAKES YOU TO EITHER -3 OR -4 OR -5 TO SHOW THE FULL EXTENT OF THE WOUNDS. THESE WILL TELL THE DOCTOR EXACTLY WHAT THEY NEED TO TREAT.

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Health

6+

•You are on full, or near full health (depending on your body AP / bodybuilder levels – you are fine and in the peak of health •You regain +1 hit in one hour.

1-5

•You have taken some damage, which will show up as cuts and bruises - but you're heroic and these will work themselves out over time. You should roleplay that you've been injured, but they are not debilitating. •You regain +1 hit in one hour.

0

•You are badly cut and bruised, and your body has started to get to the point where all the cumulative cuts and bruises and injuries have started to take their toll. •You regain +1 hit in two hours. •You Open a GREEN Wound Card at this Level.

-1

•You are very badly bruised and cut (use the wound card as a guide for where is particularly injured). You are in a lot of pain. •You regain +1 hit in 24 hours. •You Open a GREEN Wound Card at this Level.

-2

•You are very severely bruised, battered, beaten and cut (use the wound card as a guide for where is particularly injured). You are in a lot of pain and are incapacitated and cannot move unless helped. •You regain +1 hit in 1 week. •You Open a GREEN Wound Card at this Level.

-3

•You cannot move unless helped, you have been cut up very badly, and are in intense pain, even if helped to be moved unless by a trained Paramedic you are likely to be more injured and will go unconscious. •You regain +1 hit in 1 month. •You Open a RED Wound Card at this Level.

-4

•You are unconscious, you're at the very limit of human endurance and are likely slipping into a coma. •You cannot use Vitality to dodge damage at this level, or use Jammy Bastard's. •You regain +1 hit in 3 months. •You Open a RED Wound Card at this Level.

-5

•You Are Dead

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Medical Abilities REQUIRES : MEDIC / PARAMEDIC / DOCTOR STABILISE CASUALTY

USING YOUR MEDICAL SKILLS, YOU CAN STOP A CASUALTY FROM DESCENDING TO THE NEXT LEVEL OF DAMAGE. HOWEVER IF YOU LEAVE THE CASUALTY FOR LONGER THAN 30 SECONDS, THE DESCENT TO THE NEXT LEVEL WILL BEGIN AGAIN. REQUIRES : PARAMEDIC / DOCTOR USING YOUR MEDICAL SKILLS, YOU CAN PREPARE A CASUALTY FOR MOVEMENT AFTER YOU HAVE STABILISED THEM, THIS

PREP FOR MOVEMENT

MEANS YOU CAN LEAVE THE PATIENT AND THE DESCENT TO THE NEXT LEVEL WILL NOT BEGIN AGAIN AND THEY CAN BE MOVED WITHOUT FURTHER INJURY .

THIS TAKES 1 MINUTE TO COMPLETE (UNLESS YOU HAVE THE “ON YOUR FEET SOLDIER” FEAT) REQUIRES : DOCTOR CRITICAL CARE

WITHIN A MEDICAL FACILITY (NOT IN THE FIELD) YOU CAN PERFORM SURGERY WHEN NEEDED AND YOU HAVE THE ABILITY TO CARE FOR PEOPLE IN CRITICAL CONDITIONS, AIDING IN THEIR RECOVERY. THIS COUNTS AS ADVANCED MEDICAL CARE MEDIC 

MEDICS CAN ONLY TREAT PEOPLE WHO ARE ON -1 AND ABOVE

CAN READ GREEN WOUND CARDS TO UNDERSTAND WHAT IS WRONG BUT CANNOT TREAT THEM

PARAMEDIC TREATMENT LIMITS

PARAMEDICS CAN TREAT ALL LEVELS OF INJURY

CAN READ ALL WOUND CARDS TO UNDERSTAND WHAT IS WRONG & CAN TREAT THEM IN THE FIELD

DOCTOR 

DOCTORS CAN TREAT ALL LEVELS OF INJURY

CAN READ ALL WOUND CARDS TO UNDERSTAND WHAT IS WRONG & CAN TREAT THEM IN THE FIELD

CAN PERFORM SURGERY IN A MEDICAL CENTRE.

REQUIRES : PARAMEDIC / DOCTOR YOU CAN USE HEM-CON ON A PATIENT IN THE FIELD. YOU NEED TO USE ONE HEM-CON PATCH PER WOUND CARD THAT THE PATIENT HAS (I .E. IF THEY ARE ON -2 BUT HAVE 4 WOUND CARDS YOU NEED TO USE FOUR HEM-CON) HEM – CON : SECOND AID

HEM-CON CAN ONLY BE APPLIED IN THIS WAY , IF THE PATIENT IS AT - 3 OR ABOVE. THIS TAKES 10 MINUTE S PER HEM CON APPLIED TO TAKE EFFECT, AND AT THE END GIVES THE PATIENT BACK +1 BODY . WHILE “BODY HITS” MAY BE HEALED BY THE USE OF HEM-CON, ANY WOUND CARD EFFECTS STILL REMAIN ON YOUR PERSON UNTIL THEY NATURALLY HEAL AND SHOULD BE ROLEPLAYED. THE TIME TAKEN TO APPLY HEM-CON AND ANY ASSOCIATED HEM-CON BENEFITS ARE NOT AFFECTED BY THE CONSULTANT FEAT ABILITY TO REDUCE HEALING TIMES. REQUIRES : DOCTOR YOU CAN USE HEM-CON ON A PATIENT IN A MEDICAL CENTRE (SURGERY ). YOU NEED TO USE ONE HEM-CON PATCH PER WOUND CARD THAT THE PATIENT HAS (I.E. IF THEY ARE ON -2 BUT HAVE 4 WOUND CARDS YOU NEED TO USE FOUR HEM-CON) HEM-CON CAN ONLY BE APPLIED, IN THIS WAY , IF THE PATIENT IS AT -4 OR ABOVE. IF THE PATIENT IS AT -1 OR -2, THE SURGERY TAKES THIS TAKES 10 MINUTES PER HEM CON APPLIED, AND AT THE END GIVES THE PATIENT BACK +2 BODY .

HEM – CON : SURGERY

IF THE PATIENT IS AT -3, THE SURGERY TAKES 30 MINUTES PER HEM CON APPLIED, AND AT THE END GIVES THE PATIENT BACK +2 BODY . IF THE PATIENT IS AT -4, THE SURGERY TAKES 45 MINUTES PER HEM CON APPLIED; AND AT THE END GIVES THE PATIENT BACK +1 BODY. WHILE “BODY HITS” MAY BE HEALED BY THE USE OF HEM-CON, ANY WOUND CARD EFFECTS STILL REMAIN ON YOUR PERSON UNTIL THEY NATURALLY HEAL AND SHOULD BE ROLEPLAYED. THE TIME TAKEN TO APPLY HEM-CON AND ANY ASSOCIATED HEM-CON BENEFITS ARE NOT AFFECTED BY THE CONSULTANT FEAT ABILITY TO REDUCE HEALING TIMES.

RESUSCITATION

SEE RULES FOR ADRENALINE.

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Medical Supplies

DESCRIPTION

HEM-CON

EFFECT

HEM-CON IS A MEDICAL PATCH THAT CAN BE USED BY PARAMEDICS AND DOCTORS – IT IS A COMBINED HUMAN / AETHERNAUT TECHNOLOGICAL ITEM AND IS IN LIMITED SUPPLY , AND DUE TO ITS EXPERIMENTAL NATURE MAY HAVE SIDE EFFECTS – ALTHOUGH NONE HAVE BEEN DISCOVERED YET. +1 BODY IN THE FIELD (YOU NEED TO USE 1 HEM-CON PATCH PER WOUND CARD THE PATIENT HAS) +2 BODY IN SURGERY (YOU NEED TO USE 1 HEM-CON PATCH PER WOUND CARD THE PATIENT HAS)

DURATION

SEE HEM-COM SECOND AID OR HEM-COM SURGERY ABOVE

OVERDOSE

HEM-CON DOES NOT HAVE AN OVERDOSE.

DRUG NAME

VOLTOROL, VICODIN (ETC..)

USABLE BY

MEDIC / PARAMEDICS / DOCTORS

EFFECT

ACTS AS A USE OF THE "FLESH WOUNDS" FEAT.

DURATION

EIGHT HOURS

OVERDOSE

FOR EVERY ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 BODY

DRUG NAME

MORPHINE (ETC..)

USABLE BY

PARAMEDICS / DOCTORS

Drugs

STRONG PAINKILLERS

THIS DRUG WHEN ADMINISTERED TO A CHARACTER ON -3 OR ABOVE, ALLOWS YOU TO ACT AS IF YOU WERE ON ZERO BODY (YOU FEEL NO PAIN DURING THE TIME THE MORPHINE IS ACTIVE). ANALGESIC PAINKILLERS

EFFECT

THIS EFFECT LASTS FOR 30 MINUTES, AND DURING THOSE THIRTY MINUTES YOU CAN ACT AS IF YOU WERE ON ZERO BODY . AFTER READING YOUR WOUND CARD YOU SHOULD BEAR IN MIND ANY INSTRUCTIONS YOU HAVE BEEN GIVEN AND ROLE-PLAY APPROPRIATELY EVEN THOUGH YOU ARE NOT FEELING PAIN. AFTER 30 MINUTES YOU WILL COLLAPSE AS THE DRUG WEARS OFF. MAY CAUSE ADDICTION

SEDATIVES

DURATION

30 MINUTES

OVERDOSE

FOR EVERY ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 BODY PER 5 MINUTES FOR 30 MINUTES.

DRUG NAME

BARIBUTATES, BENZODIAZEPINES (ETC...)

USABLE BY

PARAMEDICS / DOCTORS

EFFECT

A SINGLE DOSE OF SEDATIVES CAN BE USED TO DULL THE PATIENT'S ANXIETY RELATED TO PAINFUL OR ANXIETY PROVOKING PROCEDURES.

DURATION

60 MINUTES

OVERDOSE

IF YOU TAKE ADDITIONAL DOSE WITHIN THE DURATION, LAPSE INTO UNCONSCIOUSNESS AND REMAIN SO FOR 60 MINUTES PER DOSE TAKEN.

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GENERAL ANAESTHETIC

DRUG NAME

PROPOFOL (SURGERY ) / KETAMINE (FIELD)

USABLE BY

PARAMEDICS / DOCTORS

EFFECT

A SINGLE DOSE OF GENERAL ANAESTHETIC THAT IS INHALED OR INJECTED WILL RENDER THE SUBJECT UNCONSCIOUS FOR A PERIOD OF TIME.

DURATION

20 MINUTES - CURRENT VITALITY

OVERDOSE

FOR EVERY ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 BODY PER MINUTE FOR 20 MINUTES – CURRENT VITALITY .

DRUG NAME

ADRENALINE

USABLE BY

PARAMEDICS / DOCTORS

EFFECT RESUSCITATION

IN THE HANDS OF A TRAINED PROFESSIONAL THIS CAN BE USED TO RESTART THE HEART IF THE CHARACTER HITS -5 (NOTE THAT ITEMS SUCH AS DISINTEGRATION EFFECTS OR OTHER MASSIVE DAMAGE ITEMS WILL NEGATE THIS ABILITY ). A PARAMEDIC OR DOCTOR MUST REACH THE CHARACTER WITHIN 30 SECONDS, AND INJECT THEM BEFORE THE END OF THIS TIME. ONCE THIS IS COMPLETE, THEN THE CHARACTER CAN BE STABILISED ON -4. THE CHARACTER LOSES 1 PERMANENT VITALITY WHICH CAN BE PURCHASED BACK FOR 1 AP (AND DOES NOT COUNT TOWARDS HEROIC VITALITY LIMIT)

DURATION

INSTANT

OVERDOSE

IF YOU TAKE AN ADDITIONAL ADRENALINE DOSE DURING THE DURATION, YOU GO IMMEDIATELY TO -3 (BUT DOES NOT CAUSE BLEEDING), WITH THE "HEART ATTACK" WOUND CARD - WHICH HAS THE EFFECT OF CAUSING YOU TO LOSE CONSCIOUSNESS AND REQUIRE SURGERY WITHIN 45 MINUTES OR DIE.

DRUG NAME

ADRENALINE

USABLE BY

PARAMEDICS / DOCTORS USING ADRENALINE GIVES YOU A SHORT TERM BOOST TO YOUR ENERGY LEVELS, GIVING YOU BACK 10 VITALITY.

FIGHT OR FLIGHT RESPONSE

EFFECT

AFTER 30 MINUTES YOU WILL LOSE 10 VITALITY POINTS (BUT CANNOT GO BELOW ZERO), LOSE 2 BODY POINTS AND COLLAPSE AND BLACK OUT AS THE DRUG WEARS OFF. YOU SUFFER FROM BEING INCAPACITATED AND UNCONSCIOUS UNTIL REVIVED BY A MEDIC OR ABOVE. NOTE THAT LOSING THE 2 BODY POINTS DOES NOT MAKE YOU OPEN A WOUND CARD, DOES NOT CAUSE BLEEDING AND CANNOT TAKE YOU BELOW -2. SHOULD YOU USE ANOTHER ADRENALINE WITHIN 1 HOUR FROM THE DRUG WEARING OFF YOU WILL BE OVERDOSED (SEE SECTION BELOW) MAY CAUSE ADDICTION

BLOOD THINNER

DURATION

1 HOUR

OVERDOSE

IF YOU TAKE AN ADDITIONAL ADRENALINE DOSE DURING THE DURATION, YOU GO IMMEDIATELY TO -3 (BUT DOES NOT CAUSE BLEEDING), WITH THE "HEART ATTACK" WOUND CARD - WHICH HAS THE EFFECT OF CAUSING YOU TO LOSE CONSCIOUSNESS AND REQUIRE SURGERY WITHIN 45 MINUTES OR DIE.

DRUG NAME

VIAGRA

USABLE BY

PARAMEDICS / DOCTORS

EFFECT

INCREASED LIBIDO AND REDUCED ALTITUDE SICKNESS.

DURATION

4 HOURS

OVERDOSE

MASSIVELY INCREASED LIBIDO AND... ROLEPLAYING REQUIRED.

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DRUG NAME

SODIUM PENTOTHAL

USABLE BY

PARAMEDICS / DOCTORS THIS DRUG TAKES 30 MINUTES TO WORK, AFTER WHICH THE PERSON WHO HAS HAD THE DRUG INJECTED WILL BE UNABLE TO LIE FOR 5 MINUTES – UNLESS THEY HAVE :

TRUTH AGENT

EFFECT

DRUG RESISTANCE OR TORTURE RESISTANCE – THE DRUG TAKES 1 HOUR TO WORK, AND THE INABILITY TO LIE LASTS FOR ONLY 2.5 MINUTES (THE INTERROGATOR IS LIKELY TO THINK THAT THE DRUG HAS NOT WORKED) TWO USES OF DRUG RESISTANCE AND/OR TORTURE RESISTANCE REDUCE THE EFFECT TO ONLY MAKING YOU DROWSY .

DURATION OVERDOSE

ANTI-OVERDOSE

BROAD SPECTRUM ANTIBIOTICS

BROAD SPECTRUM ANTI VENOM

BROAD SPECTRUM ANTI POISON

60 MINUTES IF YOU TAKE ADDITIONAL DOSE WITHIN THE DURATION, LAPSE INTO UNCONSCIOUSNESS AND REMAIN SO FOR 60 MINUTES PER DOSE TAKEN.

DRUG NAME

NALOXONE, CHARCOAL

USABLE BY

PARAMEDICS / DOCTORS

EFFECT

WILL REMOVE ONE OVERDOSE EFFECT FROM STRONG OR ANALGESIC PAINKILLERS

DURATION

60 MINUTES

OVERDOSE

EVERY TIME YOU TAKE NALOXONE, YOUR VITALITY REDUCES BY 2, IF YOU ARE ON ZERO VITALITY DAMAGE DOES TO BODY .

DRUG NAME

AMOXICILLIN

USABLE BY

MEDIC / PARAMEDICS / DOCTORS

EFFECT

THESE FIGHT INFECTIONS IN GENERAL, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY A REFEREE DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE CAUSE.

DURATION

8 HOURS

OVERDOSE

IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 2 VITALITY DUE TO DIARRHEA.

DRUG NAME

NO GENERIC NAME

USABLE BY

PARAMEDICS / DOCTORS

EFFECT

THESE FIGHT THE PAIN CAUSED BY NATURAL VENOM, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY A REFEREE DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE CAUSE, BUT CAN LOWER THE INCAPACITATION TIME AND/OR AMOUNT OF DAMAGE SUSTAINED.

DURATION

8 HOURS

OVERDOSE

IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR. I F YOU GO BELOW ZERO VITALITY THEN THE DAMAGE GOES TO BODY .

DRUG NAME

NO GENERIC NAME

USABLE BY

PARAMEDICS / DOCTORS

EFFECT

THESE FIGHT THE EFFECTS OF POISON, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY A REFEREE DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE CAUSE, BUT COULD LOWER THE PAIN OR OTHER EFFECTS, BUT NOT REMOVE THEM.

DURATION

8 HOURS

OVERDOSE

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IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR. I F YOU GO BELOW ZERO VITALITY THEN THE DAMAGE GOES TO BODY .

PAGE 44 OF 64


SPECIFIC ANTIBIOTIC

SPECIFIC ANTI VENOM

DRUG NAME

NO GENERIC NAME

USABLE BY

MEDIC / PARAMEDICS / DOCTORS [CAN ONLY BE MADE BY DOCTORS IN A FULL MEDICAL FACILITY]

EFFECT

WITH A PURE SAMPLE OF THE INFECTION OR DISEASE A DOCTOR CAN PRODUCE A SPECIFIC ANTIBIOTIC FOR ONE DISEASE. THESE NORMALLY TREAT THE CAUSE OF THE DISEASE AND CAN CAUSE TOTAL RECOVERY – THE AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON EACH INFECTION.

DURATION

8 HOURS

OVERDOSE

IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 2 VITALITY DUE TO DIARRHEA.

DRUG NAME

NO GENERIC NAME

USABLE BY

PARAMEDICS / DOCTORS [CAN ONLY BE MADE BY DOCTORS IN A FULL MEDICAL FACILITY]

EFFECT

WITH A PURE SAMPLE OF THE VENOM A DOCTOR CAN PRODUCE A SPECIFIC ANTI VENOM FOR ONE PARTICULAR VENOM. THESE NORMALLY TREAT THE CAUSE OF THE INFECTION AND CAN CAUSE TOTAL RECOVERY – THE AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON EACH SPECIFIC VENOM.

DURATION

8 HOURS

OVERDOSE

SPECIFIC ANTI POISON

IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR FOR THE DURATION.

IF YOU GO BELOW ZERO VITALITY THEN THE DAMAGE GOES TO BODY.

DRUG NAME

NO GENERIC NAME

USABLE BY

PARAMEDICS / DOCTORS [CAN ONLY BE MADE BY DOCTORS IN A FULL MEDICAL FACILITY]

EFFECT

WITH A PURE SAMPLE OF THE POISON A DOCTOR CAN PRODUCE A SPECIFIC ANTI POISON FOR ONE PARTICULAR POISON. THESE NORMALLY TREAT THE CAUSE OF THE POISON AND CAN CAUSE TOTAL RECOVERY – THE AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON EACH SPECIFIC POISON.

DURATION

8 HOURS

OVERDOSE

IF YOU TAKE AN ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 VITALITY PER HOUR FOR THE DURATION.

IF YOU GO BELOW ZERO VITALITY THEN THE DAMAGE GOES TO BODY .

Addiction CERTAIN DRUGS MAY BECOME ADDICTIVE – SYSTEM REFEREES WILL INFORM YOU SHOULD SOMETHING LIKE THIS HAPPEN.

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Combat & Weapons INTRODUCTION 

CHARACTERS MUST HAVE THE APPROPRIATE PHYS REP IN ORDER TO BE ISSUED WITH A PARTICULAR WEAPON. METAL MELEE WEAPONS OR DECOMMISSIONED WEAPONS ARE NOT ACCEPTABLE.

ALL AMMUNITION CLIPS/MAGAZINES AND MUNITIONS OF ALL TYPES MUST ALSO BE PHYSREP’D (INCLUDING ITEMS SUCH AS BOOBY TRAPS AND GRENADES – INCLUDING THOSE FIRED FROM LAUNCHERS) – PHYS REPS FOR MAGAZINES ARE ISSUED TO THE IC ORGANISATION FOR DEPLOYMENT TO CHARACTERS IN CHARACTER. I F YOU WERE NOT ISSUED IC WITH AMMO, YOU DO NOT HAVE THE AMMO.

ARMOUR ARMOUR PROVIDES THE CHARACTER WITH EXTRA PROTECTION AND MUST BE PHYSREP’D NOTE THAT ARMOUR MUST BY PHYSREP’D – THERE MUST BE SOME PHYSICAL ENCUMBRANCE IN ORDER FOR THE ARMOUR BENEFIT TO BE GAINED AND ARE REQUIRED TO COVER 50% OF THE PROTECTED LOCATION (SEE BELOW). AN ASSAULT VEST FOR EXAMPLE WOULD NOT BE CLASSED AS BODY ARMOUR, BUT A PLATE CARRIER (EITHER WITH PLATES OR FOAM INSERTS ETC…) WOULD BE CLASSED AS BODY ARMOUR. ARM ARMOUR

+1 ARMOUR

MUST COVER 50% OF BOTH ARMS - NOTE ARMOUR VALUE IS +1 FOR BOTH ARMS, NOT EACH ARM

LEG ARMOUR

+1 ARMOUR

MUST COVER 50% OF BOTH LEGS - NOTE ARMOUR VALUE IS +1 FOR BOTH LEGS, NOT EACH LEG

HELMET

+2ARMOUR

MUST BE A HELMET WITH ENCUMBRANCE

BODY ARMOUR

+4ARMOUR

MUST BE A CHEST ARMOUR COVER WITH PLATES AT LEAST IN FRONT

ANY DAMAGE WHICH GOES "THROUGH" VITALITY , OR IF YOU ARE ON 0 VITALITY , IS APPLIED TO ARMOUR FIRST, AND THEN TO BODY – UNLESS IT IS A CALLED SHOT TO A NON ARMOURED LOCATION. FEATS WHICH INCREASE BODY (SUCH AS DIE HARD) DO NOT AFFECT ARMOUR IN ANY WAY WHEN ARMOUR TAKES DAMAGE IT ALWAYS TAKES DAMAGE IN THE ORDER LISTED ABOVE (SO IF YOU TAKE TWO POINTS OF DAMAGE TO A FULLY ARMOURED BODY THE ARM AND LEG ARMOUR ARE DAMAGED, IF YOU TAKE FOUR POINTS OF DAMAGE TO A FULLY ARMOURED BODY – THE ARM, LEG AND HELMET ARE DAMAGED). ARMOUR DAMAGED IN SUCH A WAY IS RENDERED UNUSABLE AFTER TAKING DAMAGE, UNTIL REPAIRED BY SOMEONE WITH THE ARMOURER SKILL. IT TAKES 10 MINUTES OF REPAIR TO REPAIR ONE POINT OF ARMOUR. SO BODY ARMOUR ABOVE TAKES 40 MINUTES TO REPAIR.

COVER WHEN RUNNING THROUGH DENSE TREES OR STATIONARY BEHIND A COVERING, BUT NOT CONCEALING OBJECT I.E. TREE, DENSE UNDERGROWTH, STANDING STONE, HALF OF SHOTS HIT.

RELOADING IN NORMAL FIRE FIGHTS, WHERE INDIVIDUAL TARGETS ARE BEING CALLED, A CHARACTER IS ASSUMED TO BE ABLE TO RELOAD WHEN NECESSARY . YOU MUST ROLE-PLAY CHANGING YOUR MAGAZINE. THERE ARE SOME PARTICULAR OCCASIONS WHEN A RELOAD MUST BE CALLED AS WELL AS ROLE-PLAYED (UNLESS YOU ARE USING THE ALL GUNS BLAZING FEAT ), AFTER CALLING COVERING FIRE, SPRAY FIRE, HEAVY FIRE, OR USING A WEAPON THAT HAS A SIGNIFICANT RELOAD TIME – E.G. MISSILE OR GRENADE LAUNCHER AFTER THE FIRE FIGHT PLEASE HAND YOUR USED MAGAZINE IN TO THE REFEREE. ALSO NOTE THAT YOU MUST HAVE PHYS REPS OF AMMUNITION TO ACTUALLY BE USING THEM, IF YOU DO NOT HAVE A PHYS REP FOR A MAGAZINE, YOU HAVE NO AMMO FOR THE GUN. STOCKS OF AMMO MAY BE REGULATED IN CHARACTER – AND WHILE YOU MAY HAVE AMMO CLIPS OUT OF CHARACTER, IF YOU HAVE NOT GAINED AMMO THROUGH IN CHARACTER MEANS, YOU DO NOT HAVE AMMO.

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WEAPONS DAMAGE / CALLS DAMAGE CALLS ARE NOW OF THE FORMAT : TARGET – DAMAGE – EFFECT THERE MUST BE 1 SECOND BETWEEN CALLS, NO DRUM ROLLING OF CALLS

Target TARGET (NAME)

I.E. “COLONEL BOB”

HITS ONLY THE PERSON TARGETED, IF YOU DO NOT SPECIFY A TARGET, THEN THE CALL MISSES.

TARGET (NAME) - GLOBAL

I.E. “COLONEL BOB – GLOBAL”

HITS EVERYONE IN A 10 FT. RADIUS AROUND THE TARGET

TARGET (NAME) - MASS

I.E. “COLONEL BOB – MASS”

HITS EVERYONE IN A 30 FT. RADIUS AROUND THE TARGET

Damage EXAMPLES OF DAMAGE CALLS ARE LISTED UNDER EACH WEAPON BELOW TO SHOW HOW THESE CALLS CAN BE PUT INTO ACTION.

Effect

INCAPACITATE (INCAP)

IF YOU ARE TAKEN TO 0 VITALITY , OR ARE ON 0 VITALITY WHEN HIT BY THIS CALL, THEN YOU ARE INCAPACITATED, CONSIDERED UNCONSCIOUS AND CANNOT MOVE OR USE FEATS FOR 30 SECONDS.

KNOCKBACK (KB)

YOU ARE KNOCKED BACK 10 FEET AND SHOULD ROLEPLAY THIS. THIS EFFECT OCCURS EVEN IF YOU TAKE NO DAMAGE FROM THE CALL ASSOCIATED WITH IT.

KNOCKDOWN (KD)

YOU ARE KNOCKED DOWN TO THE FLOOR, THE FRONT OR BACK OF YOUR TORSO MUST TOUCH THE FLOOR. IF UNSAFE TO DO SO, YOU MUST DROP TO YOUR KNEE FOR 10 SECONDS AND CANNOT MOVE OR INITIATE COMBAT DURING THIS TIME. THIS EFFECT OCCURS EVEN IF YOU TAKE NO DAMAGE FROM THE CALL ASSOCIATED WITH IT.

PARALYSE

THE CHARACTER IS HELD IN POSITION UNABLE TO DO ANYTHING BUT WRIGGLE IN EXTREME PAIN.

SPECIAL

SEE REFEREE IF YOU ARE HIT BY THIS CALL.

STUN

IF YOU ARE TAKEN TO 0 VITALITY , OR ARE ON 0 VITALITY WHEN HIT BY THIS CALL, THEN YOU ARE STUNNED, AND CANNOT MOVE OR USE FEATS FOR 30 SECONDS. THIS CALL CANNOT DO DAMAGE TO BODY .

THROUGH

IF DAMAGE IS LISTED AS “THROUGH” THEN IT IGNORES VITALITY AND GOES STRAIGHT TO ARMOUR / BODY

THE FOLLOWING ARE EXAMPLE OF SPECIAL CALLS THAT YOU MAY GET HIT WITH IN GAME

CRITICAL HIT / SNIPER SHOT

SEE THE FEATS SECTION FOR FULL DESCRIPTION

DISARM

YOU SHOULD DROP YOUR WEAPON TO THE FLOOR, UNLESS YOU HAVE FEATS TO STOP T THIS.

CHOKE

YOU ARE RENDERED UNCONSCIOUS FOR 30 SECONDS

GRAPPLE

YOU ARE RESTRAINED AND CANNOT MOVE ALTHOUGH YOU CAN STRUGGLE

CALLED SHOT

A TARGETED LOCATION, OR POSSIBLY YOUR WEAPON HAS BEEN STRUCK – IT IS IMMOBILISED (AND YOU TAKE 1 DAMAGE)

THROW

YOU ARE THROWN TO THE GROUND – THIS IS THE SAME AS A SINGLE KNOCKDOWN

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Area of Effect Calls CALL “TARGET – COVERING FIRE”, THEN “COVERING FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO) THIS CALL DOES 1 THROUGH PER CALL (I.E. PER SECOND) AND USES 5 BULLETS PER CALL COVERING FIRE

COVERING FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND ALL ENEMIES WITHIN A 20 FEET RADIUS OF IT (ONLY ENEMIES IN FRONT OF THE SHOOTER ARE HIT) YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT BEHIND COVER, OR LYING FLAT ON THE GROUND. CALL “TARGET – SPRAY FIRE”, THEN CALL “SPRAY FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO) THIS CALL DOES 2 THROUGH PER CALL (I.E. PER SECOND) AND USES 10 BULLETS PER CALL

SPRAY FIRE

SPRAY FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND EVERYONE WITHIN A 20 FEET RADIUS OF IT (ONLY PEOPLE IN FRONT OF THE SHOOTER ARE HIT) YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT LYING FLAT ON THE GROUND – STANDARD COVER RULES APPLY . CALL “TARGET – HEAVY FIRE”, THEN CALL “HEAVY FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO) THIS CALL DOES 3 THROUGH PER CALL (I.E. PER SECOND) AND USES 15 BULLETS PER CALL

HEAVY FIRE

HEAVY FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND EVERYONE WITHIN A 20 FEET RADIUS OF IT (ONLY PEOPLE IN FRONT OF THE SHOOTER ARE HIT) YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT LYING FLAT ON THE GROUND – THIS CALL IGNORES COVER.

Other Weapon notes

HAND DEVICE – DEFLECT

ALL FIREARMS AND FORCE WEAPONS HAVE NO EFFECT. THIS IS A PASSIVE EFFECT AND DOES NOT HAVE TO BE CALLED FOR EVERY BULLET. THIS CANNOT BE ACTIVE AT THE SAME TIME AS HAND DEVICE ACTIVE SKILL

HAND DEVICE – LIFE DRAIN

THE CHARACTER LOSES VITALITY AT A RATE OF 1 PER 10 SECONDS UNTIL REACHING 0 WHEREUPON THE CHARACTER WILL COLLAPSE. I F THE EFFECT CONTINUES THE CHARACTER LOSES BODY HITS AT 1 PER 10 SECONDS UNTIL DYING AT –5.

HAND DEVICE – PUSH

DOES (TARGET) – 3 - KNOCKBACK SOME WEAPONS IN THE FOLLOWING TABLE ARE LISTED AS STABILISED ONLY

STABILISED ONLY

THIS WEAPON HAS TO BE STABILISED IN SOME IN WAY – EITHER BY A BIPOD MOUNT, PRONE, A CORPSE ETC… - IT CANNOT BE USED WHILE MOVING. SOME WEAPONS IN THE FOLLOWING TABLE ARE LISTED AS MOUNTED ONLY

MOUNTED ONLY

THIS WEAPON HAS TO BE USED ON A TRIPOD MOUNT – PROPERLY STABILISED – IT CANNOT BE USED WHILE MOVING. THIS IS NORMALLY A HEAVY WEAPON, AND ARE NOT NORMALLY MAN PORTABLE . ANY WEAPONS LISTED AS MOUNTED ONLY MUST HAVE SYSTEM REFEREE APPROVAL IF THEY ARE INTENDED TO BE MAN PORTABLE.

Ammo Phys Reps NORMAL AMMO

EXTENDED MAGAZINES

DRUM MAGAZINES

THESE ARE THE STANDARD AMMO MAGS SUPPLIED BY THE SEF, AND ARE THE VALUES LISTED IN THE RULES ABOVE. MUST BE CLEARED BY A SYSTEM REFEREE BEFORE BEING USED, PHYS REP NEEDS TO BE SUPPLIED BY THE PLAYER THESE INCREASE THE AMMO CAPACITY LISTED ABOVE BY 50% (ROUND DOWN) MUST BE CLEARED BY A SYSTEM REFEREE BEFORE BEING USED, PHYS REP NEEDS TO BE SUPPLIED BY THE PLAYER THESE INCREASE THE AMMO CAPACITY LISTED ABOVE BY 100%

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PISTOLS Semi - Automatic Pistol DESCRIPTION

THE STANDARD SIDEARM THAT IS ISSUED TO ALL SEF PERSONNEL. USED FOR SELF-DEFENCE PURPOSES AND COVERT WORK.

EXAMPLES

BROWNING 9MM, COLT 45, H&K 15, WALTHER PPK

ADVANTAGES

DISADVANTAGES

EXAMPLE DAMAGE CALLS

IT IS USEFUL AS A BACKUP WEAPON, OR AS THE PRIMARY FIREARM FOR NON-COMBATANTS.

IT IS SMALL AND EASY TO CARRY OR CONCEAL.

LOW OVERALL DAMAGE OUTPUT

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER ACTIVITIES.

WEAK AGAINST MULTIPLE TARGETS

WEAK AGAINST LARGE OR HEAVILY ARMOURED

TARGETS

WITH GOOD MARKSMANSHIP (OOC CRITICAL HITS) CAN BE SURPRISINGLY EFFECTIVE AGAINST SINGLE TARGETS.

JAFFA IN RED, SINGLE

JAFFA IN GREEN, CRITICAL HIT

WEAK STOPPING POWER MAKES IT POOR AGAINST HAND TO HAND OPPONENTS.

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE FEATS AND PERKS.

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

1

-

12

SPECIAL ABILITIES / NOTES

Revolver REPRESENTED FROM WEAPONS SUCH AS THE 38 SPECIAL, TO VARIOUS MODELS OF COLT REVOLVER, THESE PISTOLS ARE AVAILABLE TO DRAW FROM

DESCRIPTION

THE ARMOURY AND ARE POPULAR AMONG THOSE WHO PREFER THE OLD STYLE FEEL OF THESE WEAPONS

EXAMPLES

M1895, SMITH & WESSON 10

ADVANTAGES

DISADVANTAGES

EXAMPLE DAMAGE CALLS

SMALL AND EASY TO CARRY OR CONCEAL.

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER ACTIVITIES.

LOW OVERALL DAMAGE OUTPUT

WEAK AGAINST MULTIPLE TARGETS

WITH GOOD MARKSMANSHIP (OOC CRITICAL HITS) CAN BE SURPRISINGLY EFFECTIVE.

WEAK AGAINST LARGE OR HEAVILY ARMOURED

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE FEATS AND PERKS.

 

TARGETS

JAFFA IN RED, SINGLE

JAFFA IN GREEN, CRITICAL HIT

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

1

-

6

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SPECIAL ABILITIES / NOTES

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ADVANCED PISTOLS Heavy Semi - Automatic Pistol DESCRIPTION

REPRESENTED FROM WEAPONS SUCH AS THE DESERT EAGLE ETC., THESE WEAPONS ARE BOTH POPULAR AND DISPARAGED IN EQUAL MEASURE BY THOSE WITHIN THE SEF. WHILST THEY PACK A PUNCH THEY TEND TO HAVE A LOW AMOUNT OF AMMO FOR THEIR DAMAGE OUTPUT, WITH THEIR ADDITIONAL WEIGHT THEY MAKE A POOR CHOICE OF BACKUP WEAPON WHEN COMPARED TO SMG'S SUCH AS THE MAC 10 OR M P5K, STILL THEY ARE AVAILABLE FOR ISSUE.

EXAMPLES

DESERT EAGLE

ADVANTAGES

DISADVANTAGES

IT IS EASY TO CARRY .

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER ACTIVITIES.

WITH GOOD MARKSMANSHIP (OOC CRITICAL HITS) CAN BE SURPRISINGLY EFFECTIVE.

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE FEATS AND PERKS.

EXAMPLE DAMAGE CALLS

WEAK AGAINST MULTIPLE TARGETS

WEAK AGAINST LARGE OR HEAVILY ARMOURED

JAFFA IN RED, DOUBLE

TARGETS

JAFFA IN GREEN, CRITICAL HIT

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

2

-

8

SPECIAL ABILITIES / NOTES

Heavy Revolver DESCRIPTION

THIS INCLUDES EVERYTHING FROM YOUR 357 MAGNUM TO THE GUN THAT DIRTY HARRY CARRIES. USAGE OF THIS WEAPON TENDS TO BE MOCKED LESS THAN THE HEAVY SEMI-AUTOMATIC PISTOLS SUCH AS THE DESERT EAGLE, IF ONLY DUE TO THE FACT THEY THE PISTOLS ARE RELIABLE ENOUGH TO BE DROPPED AND NOT LIKELY TO BREAK.

EXAMPLES

.357 MAGNUM

ADVANTAGES

DISADVANTAGES

EASY TO CARRY .

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER ACTIVITIES.

 

WITH GOOD MARKSMANSHIP (OOC CRITICAL HITS) CAN BE SURPRISINGLY EFFECTIVE.

WEAK AGAINST MULTIPLE TARGETS

WEAK AGAINST LARGE OR HEAVILY ARMOURED

JAFFA IN RED, DOUBLE

TARGETS

JAFFA IN GREEN, CRITICAL HIT

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE FEATS AND PERKS.

EXAMPLE DAMAGE CALLS

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

2

-

6

SPECIAL ABILITIES / NOTES

Taser DESCRIPTION

ELECTRONIC WIRES FIRED AT SOMEONE IMMOBILISING THEM. VERY CLOSE RANGE WEAPON.

ADVANTAGES 

DISADVANTAGES

IMMOBILISES RATHER THAN KILLS

EXAMPLE DAMAGE CALLS

ONE SHOT

CANNOT BE USED TO TARGET A SPECIFIC BODY

JAFFA IN RED, 4 STUN

PART

DAMAGE

SPECIAL DAMAGE

AMMO

4 STUN

-

1

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES ONLY HAS A 15 FOOT RANGE IF IT SUCCESSFULLY STUNS SOMEONE, CAN BE USED TWICE MORE TO EXTEND STUN DURATION

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SMALL ARMS Assault Rifle THIS CATEGORY OF WEAPONS ARE VERY POPULAR AMONG COMBAT MISSION PERSONNEL DUE TO THE TACTICAL FLEXIBILITY AND HIGH DAMAGE OF THESE WEAPONS. THEY ARE ALSO POPULAR AMONG COMBAT PERSONNEL AS IN A PINCH, LIGHT MACHINE GUN AMMUNITION CAN BE CANNIBALISED (A LENGTHY PROCESS) AND USED TO REFILL ASSAULT RIFLE MAGAZINES.

DESCRIPTION

A COMMON MISTAKE BY ROOKIES IS FAILURE TO HAVE A SLING ATTACHED TO THEIR FIREARM. A GOOD SLING CAN HELP MITIGATE THE ENCUMBRANCE OF AN ASSAULT RIFLE, AND AVOID HAVING TO PUT THEIR WEAPON DOWN WHILST THEY PERFORM OTHER ACTIVITIES. REMEMBER ALWAYS HAVE A SLING FOR YOUR RIFLE.

EXAMPLES

L86, M4, M16, G36, SCAR-L, MAGPUL PDR

ADVANTAGES

DISADVANTAGES

GOOD DAMAGE OUTPUT

GOOD AMMUNITION SIZE FOR ITS DAMAGE OUTPUT.

GOOD FOR LAYING DOWN SUPPRESSING FIRE.

GOOD TYPE OF FIREARM FOR MOST COMBAT TASKS.

AMMO CAN BE CANNIBALISED FROM LIGHT MACHINE GUNS.

CARBINES AND COMPACT VARIETIES ARE GOOD FOR CLOSE QUARTERS.

 

EXAMPLE DAMAGE CALLS

CAN QUICKLY USE UP AMMUNITION IF USED IN A SUPPORT FIRE ROLE. NORMALLY REQUIRES AMMUNITION WEBBING OR A TACTICAL VEST TO CARRY SPARE AMMO MAGAZINES.

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

2

4 (USES 3 AMMO)

30

JAFFA IN RED, DOUBLE

JAFFA IN BLUE, QUAD

JAFFA IN GREEN, CRITICAL HIT

JAFFA IN GREEN, COVERING FIRE

AMBIDEX?

SPECIAL ABILITIES / NOTES COVERING FIRE

Shotgun (Standard) DESCRIPTION

THERE IS A LOT OF DEBATE ABOUT THE USEFULNESS OF THE SHOTGUN, WITH MOST MISSION PERSONNEL HAVING THEIR OWN VIEW ON THE WEAPONS. STILL, THEY HAVE PROVED THEIR WORTH IN CLOSE QUARTER COMBATS. I T IS NOT UNUSUAL TO SEE MANY OF THE MORE CLOSE COMBAT TRAINED PERSONNEL TO HAVE SHOTGUN SLUNG OVER THEIR BACK.

EXAMPLES

SAS12, MOSSBERG 500

ADVANTAGES 

DISADVANTAGES

EXCELLENT AGAINST ALIENS WHO WISH TO ENGAGE IN HAND TO HAND COMBAT

EXCELLENT FOR ROOM CLEARANCE AGAINST OPPONENTS WIELDING STAFF WEAPONS

EXAMPLE DAMAGE CALLS

WEAK AGAINST MULTIPLE TARGETS

VERY POOR ACCURACY FOR PINPOINT SHOOTING

JAFFA IN RED, TRIPLE

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

POOR COMPARED TO SMG'S AND ASSAULT RIFLES IN MORE OPEN FIRE FIGHTS.

JAFFA IN BLUE, TRIPLE KNOCKDOWN (IF THE JAFFA IS WITHIN 20 FEET)

DAMAGE

SPECIAL DAMAGE

AMMO

3

3 KD (AUTO WITHIN 20 FEET)

2 OR 6*

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES *2 AMMO FOR DOUBLE BARRELLED SHOTGUN *6 AMMO FOR PUMP ACTION SHOTGUN

Sub Machine Gun DESCRIPTION

THIS FIREARMS CATEGORY COVERS A WIDE SPECTRUM OF FIREARMS INCLUDING SUB MACHINE GUNS, COMPACT SUB MACHINE GUNS, MACHINE PISTOLS AND PERSONAL DEFENCE WEAPONS ETC. THESE WEAPONS TEND TO BE VERY POPULAR AMONG SEF PERSONNEL DUE TO THEIR COMPACT SIZE LIGHT WEIGHT, AND THE ABILITY TO POUR FIRE INTO ALIENS.

EXAMPLES

MP5, MP5K, BERETTA 93R,

ADVANTAGES

AND THE P90

DISADVANTAGES

GOOD ALL ROUND WEAPON

GOOD FOR PERSONNEL WHO DON’T WANT TO CARRY THE WEIGHT OF HEAVY MEDIUM WEAPONS

LIGHTWEIGHT.

GOOD FOR CLOSE QUARTERS COMBAT.

CAN BE USED TO GIVE SUPPORTING FIRE.

EXAMPLE DAMAGE CALLS

UNDERPOWERED COMPARED TO ASSAULT RIFLES

DOES NOT HAVE THE SHORT RANGE STOPPING POWER OF A SHOTGUN.

 

JAFFA IN RED, SINGLE

CAN QUICKLY USE UP AMMUNITION IF USED IN A SUPPORT FIRE ROLE.

JAFFA IN BLUE, TRIPLE

JAFFA IN GREEN, CRITICAL HIT

NORMALLY REQUIRES AMMUNITION WEBBING OR A

JAFFA IN RED, COVERING FIRE

TACTICAL VEST TO CARRY SPARE AMMO MAGAZINES.

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

1

3 (USES 3 AMMO)

30

COVERING FIRE

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Sniper Rifle WITH THE USE OF A SNIPER RIFLE, A MARKSMAN CAN TAKE OUT KEY ENEMY PERSONNEL OFTEN FROM LONG RANGE. SNIPER RIFLES ARE SPECIALISED WEAPONS USING DEDICATED PRECISION AMMUNITION. AS SUCH THE AMMUNITION IS NOT INTERCHANGEABLE WITH ANY OTHER TYPES OF WEAPON. A SNIPER RIFLE IS BEST USED AT LONG RANGE; AGAINST MULTIPLE OPPONENTS, OR IN CLOSE COMBAT IT GAINS FEW OF ITS BENEFITS. WHEN USED AT A DECENT RANGE AND WITH STEALTH AND SURPRISE THIS WEAPON CAN INFLICT DEVASTATING DAMAGE.

DESCRIPTION

TO GAIN THE MOST BENEFIT FROM THIS CATEGORY OF WEAPON, SHOT FEAT.

EXAMPLES

THE SNIPER TRAINING SKILL NEEDS TO BE TAKEN TO ALLOW THE USE OF THE SNIPER

L96

ADVANTAGES

DISADVANTAGES

EXAMPLE DAMAGE CALLS

POOR IN CLOSE COMBAT

JAFFA IN RED, QUAD

VERY HIGH SINGLE TARGET DAMAGE WEAPON.

POOR AGAINST LARGE GROUPS OF TARGETS

JAFFA IN BLUE, CRITICAL HIT

CAN BE USED AT EXTREMELY LONG RANGES

DUE TO THE LENGTH OF THESE WEAPONS THEY TEND

JAFFA IN GREEN, SNIPER SHOT (REQUIRES EXTRA SKILL)

TO BE UNWIELDY IN CONFINED SPACES

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

4

-

10

AMBIDEX?

SPECIAL ABILITIES / NOTES CAN USE SNIPER SHOT FEATS

Underslung Grenade Launcher DESCRIPTION

THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE ATTACHED DIRECTLY TO THE BOTTOM OF THE BARREL OF WEAPONS SUCH AS ASSAULT RIFLES, ASSAULT CARBINE AND SOME SUB-MACHINES GUNS. THEY ARE NORMALLY SINGLE SHOT, AND FIRE A SINGLE GRENADE AT A TARGET. UGL AS THEY ARE COMMONLY REFERRED TO ARE OFTEN USED BY COMBAT PERSONNEL TO PACK A BIT OF EXTRA PUNCH, IN MEDIUM RANGE AND CLOSE COMBAT SITUATIONS

UGL HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION)

EXAMPLES

M203

ADVANTAGES  

DISADVANTAGES

EXAMPLE DAMAGE CALLS

ALLOWS LONG RANGE ACCURATE PLACEMENT OF GRENADES.

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

ONE SHOT

INSIDE DOORWAY , GLOBAL – SIX - KNOCKDOWN

DON’T REQUIRE YOUR MAIN WEAPON TO BE SLUNG

THEY INCREASE THE WEIGHT OF YOUR WEAPON

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY , GLOBAL – SIX - STUN

OR HOLSTERED WHILST YOU THROW A GRENADE

Single Shot Stand Alone Grenade Launcher DESCRIPTION

THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE SINGLE SHOT, AND DO NOT NEED TO BE ATTACHED TO ANOTHER WEAPON, NOT AS COMMON AS UGL, THEY ARE STILL SEEN AMONG SEF PERSONNEL WHO SOMETIMES HAVE ONE SLUNG OVER THEIR SHOULDER. THESE HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION)

EXAMPLES

M203

ADVANTAGES 

ALLOWS LONG RANGE ACCURATE PLACEMENT OF GRENADES.

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DISADVANTAGES

EXAMPLE DAMAGE CALLS 

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

ONE SHOT

INSIDE DOORWAY , GLOBAL – SIX - KNOCKDOWN

DON’T GET INTO MELEE WITH ONE.

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY , GLOBAL – SIX - STUN

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MELEE, MANUAL RANGED, THROWN & UNARMED WEAPONS Small Melee Weapon DESCRIPTION

THESE MELEE WEAPONS ARE COMFORTABLE IN ONE HAND, AND ARE BELOW 24 INCHES IN LENGTH

EXAMPLES

KNIFE, CLUB, SHORTSWORD

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

2

-

-

DAMAGE, BUT IT CANNOT CRITICAL OR BE USED AMBIDEXTROUSLY

SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 1 WITHOUT THE MELEE SKILL.

Medium Melee Weapon DESCRIPTION

THESE MELEE WEAPONS ARE NORMALLY USED IN ONE HAND BUT CAN BE USED IN TWO HANDS, AND ARE BETWEEN 24” AND 48” IN LENGTH

EXAMPLES

LONGSWORD, SHORT STAFF

DAMAGE 3

SPECIAL DAMAGE -

AMMO

CRITICAL?

-

AMBIDEX?

SPECIAL ABILITIES / NOTES

SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 1 DAMAGE, BUT IT CANNOT CRITICAL OR BE USED AMBIDEXTROUSLY WITHOUT THE MELEE SKILL.

Large Melee Weapon DESCRIPTION

THESE MELEE WEAPONS ARE USED IN TWO HANDS, AND ARE GREATER THAN 48” IN LENGTH

EXAMPLES

STAFF, CLAYMORE, GREAT SWORD

DAMAGE 3 KD

SPECIAL DAMAGE -

AMMO

CRITICAL?

-

AMBIDEX?

SPECIAL ABILITIES / NOTES SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 2 DAMAGE, BUT IT CANNOT CRITICAL WITHOUT THE MELEE SKILL.

Unarmed Combat DESCRIPTION

MARTIAL ARTS, STREETFIGHTING ETC…

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

1

1 KD

-

SPECIAL ABILITIES / NOTES DAMAGE IS THE “STRIKE” ABILITY SPECIAL DAMAGE IS THE “THROW” ABILITY

Thrown (Manual) DESCRIPTION

THROWN DAGGER, SHURIKEN

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

1

-

-

AMMO AS PER PHYS REPS

AMBIDEX?

SPECIAL ABILITIES / NOTES

Ranged (Manual) DESCRIPTION

BOWS & CROSSBOWS

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

2

-

-

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AMMO AS PER PHYS REPS

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EXPLOSIVES C4 / PE4 C4 IS AN EASILY MOULDABLE PLASTIC EXPLOSIVE WHICH IS VERY STABLE AND INSENSITIVE TO MOST PHYSICAL SHOCKS, DETONATION IS INITIATED BY A COMBINATION OF EXTREME HEAT AND A SHOCKWAVE (AS CAUSED BY A DETONATOR)

DESCRIPTION DAMAGE

SPECIAL DAMAGE

AMMO

2*

-

-

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES DAMAGE IS 2 DAMAGE AND 10FT RADIUS PER 5X5CM BLOCK – EACH BLOCK OF C4 INCREASES RADIUS AND DAMAGE. CAN BE USED WITH “BASIC EXPLOSIVES TRAINING”

Thermite THERMITE IS A PYROTECHNIC COMPOSITION OF A METAL POWDER AND A METAL OXIDE THAT PRODUCES AN EXOTHERMIC OXIDATION-REDUCTION REACTION KNOWN AS A THERMITE REACTION. THIS HAS A VERY INTENSE BURN AND CAN BE USED FOR THERMITE WELDING

DESCRIPTION DAMAGE 4* THROUGH

SPECIAL DAMAGE -

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES DAMAGE IS 4 THROUGH PER 15X2CM STICK – THIS IS NOT TARGETED TO PEOPLE, AND IS ONLY FOR DEMOLITION PURPOSES.

-

BURNS DOWNWARD, DOES NOT EXPLODE

Claymores THESE ARE SMALL BOX LIKE EXPLOSIVES, WITH THE WORDS “FRONT TOWARDS ENEMY” WRITTEN ON… THIS GIVES A PERFECT INSTRUCTION MANUAL FOR WHICH DIRECTION TO POINT THEM IN.

DESCRIPTION DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES DAMAGE IS IN A 90 DEGREE ARC IN FRONT OF THE MINE – DETONATION CAN BE DONE REMOTELY OR BY WIRE. THE PERSON WHO PLACED THE DEVICE MUST MAKE THE CALLS AND

HEAVY FIRE * 2

-

CANNOT MAKE THE CALLS IN CHARACTER

-

CAN BE PLACED BY SOMEONE WITH “BASIC EXPLOSIVES TRAINING” CLAYMORES REQUIRE A 3 CARD PROBLEM [OLD ORDINANCE] [SIMPLE DEVICE] [ALL THE WIRES ARE GREY] TO DISARM (YOU CAN ALWAYS AUTOMATICALLY DISARM YOUR OWN CLAYMORES)

Improvised Explosive Device / Booby Traps IEDS / BOOBY TRAPS SET BY DEMOLITIONS EXPERTS. AN IED / BOOBY TRAP PHYSICAL REP MUST BE INSPECTED BY A REFEREE PRIOR TO IT BEING ACTIVATED. IED / BOOBY TRAPS SHOULD NOT BE ATTACHED TO PYROTECHNICS, OR ANY ALARM DEVICES. SNAP TRAPS ARE ALLOWED. IED / BOOBY TRAPS SHOULD INDICATE TO THE INDIVIDUAL WHO HAS SET IT OFF, THAT THE DEVICE HAS DETONATED.

DESCRIPTION

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES BOOBY TRAPS REQUIRE A 3 CARD PROBLEM TO DISARM [IMPROVISED EXPLOSIVE] [SIMPLE DEVICE] [UNSTABLE DEVICE]

GLOBAL 6 THROUGH KD

BOOBY TRAPS REQUIRE EXPLOSIVES TRAINING TO DEPLOY

GRENADES Standard Grenades DESCRIPTION

THESE GRENADES CAUSE DAMAGE TO THE TARGET, AND EVERYTHING WITHIN A 10 FOOT RADIUS, AND ALSO KNOCKS THEM DOWN TO THE FLOOR.

DAMAGE

SPECIAL DAMAGE

AMMO

GLOBAL 6 KD

-

1

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

Flash Bangs DESCRIPTION

THESE GRENADES DISORIENTATES THE TARGET, AND EVERYTHING WITHIN A 10 FOOT RADIUS, FOR 30 SECONDS.

DAMAGE

SPECIAL DAMAGE

AMMO

GLOBAL 6 STUN

-

1

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

PAGE 54 OF 64


SUPPORT WEAPONS Light Machine Gun DESCRIPTION

A LIGHT MACHINE GUN (LMG), TEND TO BE ANYTHING BUT LIGHT, AND ARE EXCELLENT WEAPONS FOR LAYING DOWNING WITHERING FIRE FOR SUPPORTING YOUR TEAM MATES WHEN THEY RETREATING OR ADVANCING. THUS THEY ARE OFTEN CALLED SQUAD AUTOMATIC WEAPONS. LMG ARE FED WITH AMMUNITION BELTS THAT CONTAIN 100 ROUNDS OF AMMUNITION THAT ARE THE SAME TYPE OF BULLETS USED BY ASSAULT RIFLES AND CARBINES.

EXAMPLES

M249, MG36,

FN MINIMI

ADVANTAGES

DISADVANTAGES

EXAMPLE DAMAGE CALLS

LMG ARE CAPABLE OF PROVIDING SUSTAINED COVERING FIRE AND SPRAY FIRE CALLS.

TEND TO BE CUMBERSOME AND HEAVY

GREAT FOR DEFENDING POSITIONS

SPARE AMMUNITION IS ALSO CUMBERSOME.

GREAT FOR SUPPORTING FIRE FOR TEAM MATES WHO ARE ATTACKING POSITIONS.

DUE TO THE LENGTH OF THESE WEAPONS THEY TEND TO BE UNWIELDY IN CONFINED SPACES.

EXCELLENT AGAINST MULTIPLE TARGETS.

DAMAGE

SPECIAL DAMAGE

AMMO

-

4 (USES 5 AMMO)

100

CRITICAL?

JAFFA IN RED, TRIPLE

JAFFA IN RED, COVERING FIRE

JAFFA IN RED, SPRAY FIRE

AMBIDEX?

SPECIAL ABILITIES / NOTES CANNOT DO SINGLE SHOTS COVERING FIRE SPRAY FIRE

Anti – Material Rifle DESCRIPTION

THESE LARGE WEAPONS ARE CONSIDERED THE BIG BOYS OF THE SNIPER RIFLE WORLD, FIRING LARGE CALIBRE ROUNDS THAT CAN BOTH DAMAGE PEOPLE, VEHICLES, BUILDINGS ETC. WHEN UTILISED BY SOMEBODY WHO HAS TAKEN THE SNIPER TRAINING SKILL IT IS CAPABLE OF THE SNIPER SHOT FEAT. THE MAIN DISADVANTAGE OF THESE WEAPONS, IS DUE TO THE RECOIL, THESE GUNS NEED TO BE STABILISED.

EXAMPLES

BARRETT M82A2 AMR-2, WKW TOR

ADVANTAGES

DISADVANTAGES

A POWERFUL WEAPON, GREAT FOR PICKING OFF INDIVIDUAL OPPONENTS.

EXAMPLE DAMAGE CALLS

TEND TO BE CUMBERSOME AND HEAVY

NEEDS TO BE STABILISED

POOR IN CLOSE COMBAT

POOR AGAINST LARGE GROUPS OF TARGETS

DUE TO THE LENGTH OF THESE WEAPONS THEY TEND TO BE UNWIELDY IN CONFINED SPACES.

DAMAGE

SPECIAL DAMAGE

AMMO

CRITICAL?

5 KD

-

5

JAFFA IN RED, FIVE KNOCKDOWN

JAFFA IN PINK, CRITICAL HIT, KNOCKDOWN

JAFFA IN CYAN, SNIPER SHOT, KNOCKDOWN

AMBIDEX?

SPECIAL ABILITIES / NOTES CAN USE SNIPER SHOT FEATS STABILISED ONLY

Automatic Shotgun DESCRIPTION

THE BIG BOY OF SHOTGUNS, THESE WEAPONS ARE ANYTHING BUT SUBTLE. CAPABLE OF DEVASTATING CLOSE RANGE FIRE, THEY ARE EXCELLENT CLOSE QUARTER COMBAT WEAPONS IF YOU ARE A TAKE NO PRISONERS TYPE OF PERSON. WHILST DEVASTATING THEY ARE INDISCRIMINATE AND ARE BEST USED ON THE OFFENCE, OR DEFENCE IF NOBODY IS IN FRONT OF YOU

EXAMPLES

USAS -12,AA12, PANCOR JACKHAMMER

ADVANTAGES  

DISADVANTAGES

EXCELLENT AGAINST ALIENS WHO WISH TO ENGAGE IN HAND TO HAND COMBAT

AMMO TENDS TO BE BULKY

EXCELLENT FOR ROOM CLEARANCE AGAINST

NO COVERING FIRE OR CRITICAL HITS

OPPONENTS WIELDING STAFF WEAPONS

EXAMPLE DAMAGE CALLS

AVAILABLE

EXCELLENT AGAINST MULTIPLE OPPONENTS

DAMAGE 3

SPECIAL DAMAGE 3 KD (AUTO WITHIN 20 FEET)

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

AMMO 10

CRITICAL?

AMBIDEX?

JAFFA IN RED, TRIPLE

JAFFA IN PINK, TRIPLE KNOCKDOWN (IF WITHIN 20 FEET)

JAFFA IN RED, SPRAY FIRE

SPECIAL ABILITIES / NOTES SPRAY FIRE [NOTE THIS CALL ONLY USES 3 AMMO]

PAGE 55 OF 64


Heavy Machine Gun DESCRIPTION

HEAVY MACHINE GUNS (HMG) ARE MOUNTED SUPPORT WEAPONS THAT ARE OFTEN USED FOR PERIMETER DEFENCE FOR SEF OPERATIONS, THIS CLASS OF WEAPONS ALSO INCLUDES GENERAL PURPOSE MACHINE GUNS. NORMALLY OPERATED WITH A TEAM OF TWO, IT IS RARE WHEN THIS WEAPON IS USED FOR MISSIONS, DUE TO THE SIZE OF THE WEAPON, THE TIME IT TAKES TO SET UP AND THE WEIGHT OF AMMUNITION WHICH NORMALLY COMES IN SMALL CRATES.

EXAMPLES

M2HB, FN MAG, M60

ADVANTAGES 

DISADVANTAGES

HMG ARE CAPABLE OF PROVIDING SUSTAINED COVERING FIRE ,SPRAY FIRE AND HEAVY CALLS.

GREAT FOR DEFENDING POSITIONS

GREAT FOR SUPPORTING FIRE FOR TEAM MATES WHO ARE ATTACKING POSITIONS.

EXCELLENT AGAINST MULTIPLE TARGETS.

DAMAGE

SPECIAL DAMAGE

EXAMPLE DAMAGE CALLS

HEAVY , THE AMMO IS HEAVY, YOU NORMALLY NEED A TEAM OF AT LEAST TWO, TO CARRY AND DEPLOY THEM.

JAFFA IN RED, FIVE

JAFFA IN RED, COVERING FIRE

SPARE AMMUNITION IS CUMBERSOME.

JAFFA IN RED, SPRAY FIRE

DUE TO THE SIZE OF THESE WEAPONS THEY TEND TO BE UNWIELDY IN CONFINED SPACES.

JAFFA IN RED, HEAVY FIRE

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES CANNOT DO SINGLE SHOTS

-

5 (USES 5 AMMO)

MOUNTED ONLY 100

COVERING FIRE SPRAY FIRE HEAVY FIRE

Automatic Grenade Launcher

DESCRIPTION

THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE EITHER BELT OF MAGAZINE FELT, THEY ARE MOUNTED ONLY DUE TO THEIR WEIGHT AND SIZE. CAPABLE OF PUTTING LOTS OF GRENADES INTO A FIRE FIGHT, THEY CAN BE DEVASTATING WEAPONS IN THE RIGHT HANDS. DUE TO THEIR WEIGHT, IT WILL NORMALLY REQUIRE A TEAM OF TWO JUST TO MOVE THE AGL AUTOMATIC GRENADE LAUNCHERS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION) NOTE – THE CLIP SIZE OF THIS WEAPON IS 20 ROUNDS

EXAMPLES

MK19, AGS-17 AND THE HK GMG

ADVANTAGES

DISADVANTAGES 

EXCELLENT SUPPORT WEAPON

HEAVY , THE AMMO IS HEAVY, YOU NORMALLY NEED A TEAM OF AT LEAST TWO, TO CARRY AND DEPLOY THEM.

SPARE AMMUNITION IS CUMBERSOME.

DUE TO THE SIZE OF THESE WEAPONS THEY TEND TO BE UNWIELDY IN CONFINED SPACES.

USELESS AT POINT BLANK RANGE

EXAMPLE DAMAGE CALLS 

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

INSIDE DOORWAY , GLOBAL – SIX - KNOCKDOWN

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY , GLOBAL – SIX - STUN

Multiple Shot Grenade Launcher THESE WEAPONS ARE THE GAP BETWEEN SINGLE SHOT GRENADE LAUNCHERS AND AUTOMATIC LAUNCHERS. GENERALLY STANDALONE WEAPONS, THEY NORMALLY HAVE A LIMITED AMMUNITION CAPACITY . STILL THEY ARE MAN PORTABLE, AND CAPABLE OF PUTTING GRENADES WHEREVER YOU

DESCRIPTION

WANT THEM

MULTIPLE SHOT LAUNCHERS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION) NOTE – THE CLIP SIZE OF THIS WEAPON IS 6 ROUNDS

EXAMPLES

MILKOR MGL AND THE XM25 CDTE

ADVANTAGES

DISADVANTAGES

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

EXCELLENT TACTICAL WEAPON, FOR BUILDING

SPARE AMMUNITION IS CUMBERSOME.

INSIDE DOORWAY , GLOBAL – SIX - KNOCKDOWN

CLEARANCE OR SUPPORT

USELESS AT POINT BLANK RANGE

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY , GLOBAL – SIX - STUN

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

EXAMPLE DAMAGE CALLS

PAGE 56 OF 64


Flamethrower THESE WEAPONS HAVE NOT BEEN DEPLOYED YET BY THE SEF, NORMALLY REQUIRING BOTH A BACK MOUNTED FUEL TANK AND THE GUN. THE FLAMETHROWER IS A POTENT WEAPON WITH GREAT PSYCHOLOGICAL IMPACT UPON UNPREPARED ENEMIES, INFLICTING A PARTICULARLY HORRIFIC DEATH. WHEN USING A FLAMETHROWER PLEASE DO NOT USE ANY SORT OF FLAMMABLE DEVICE. THE WEAPON ITSELF IS QUITE SHORT RANGED, SO YOU SHOULD ENDEAVOUR TO USE SOME SORT OF WATER GUN ATTACHED TO A BACK PACK IF POSSIBLE. ANYTHING HIT BY THE WATER IS AFFECTED BY THE DAMAGE CALL.

DESCRIPTION

FURTHER IC PERMISSION HAS TO BE GIVEN BEFORE YOU CAN DEPLOY THIS WEAPON.

ADVANTAGES

DISADVANTAGES 

EXAMPLE DAMAGE CALLS

THE WEAPON IS VERY VISIBLE ON THE BATTLEFIELD WHICH CAN CAUSE OPERATORS TO BECOME IMMEDIATELY SINGLED OUT AS PROMINENT TARGETS

EXCELLENT WEAPON FOR KILLING ANYTHING IN YOUR WAY .

DAMAGE

SPECIAL DAMAGE

USELESS AT POINT BLANK RANGE

REDUCED FEAT USAGE WHILST CARRYING THIS WEAPON.

IF IT BLOWS UP, IT CAN DAMAGE NOT ONLY THE OPERATOR, BUT ANYONE NEARBY

AMMO

CRITICAL?

AMBIDEX?

6 INCAP

SPECIAL ABILITIES / NOTES IF THE PROPELLANT TANK IS RUPTURED, THE CHARACTER USING THE WEAPON GOES IMMEDIATELY TO -4 AND IS AFFECTED BY AN INCAPACITATE EFFECT. THIS DAMAGE CANNOT BE MITIGATED IN ANY WAY BY FEATS. ALL CHARACTERS WITHIN 10 FEET TAKE 2 THROUGH.

6 INCAP

-

-

THIS IS NOT A HEROIC WEAPON – AS SUCH WHILE YOU ARE CARRYING A PERSONAL SENSE OF PURPOSE, JAMMY /LUCKY BASTARD, DIE HARD OR WE HAVE A JOB TO DO (OR ANY SPECIAL FEATS OR PERKS THAT DUPLICATE THESE OR SIMILAR EFFECTS)

A FLAMETHROWER, YOU CANNOT USE THE FEATS :

Rocket Launcher THESE WEAPONS ARE SINGLE SHOT LAUNCHERS THAT ARE OFTEN DISPOSABLE, FIRING HIGH EXPLOSIVE ROCKETS. THESE WEAPONS CAUSE LARGE AMOUNTS OF DAMAGE OVER A LARGE AREA, AND ARE OFTEN USED FOR MASS COMBAT, WHERE CIVILIAN CASUALTIES ARE NOT A CONCERN.

DESCRIPTION ADVANTAGES

DISADVANTAGES

BIT DAMAGE, OVER A LARGE AREA

DISPOSABLE VERSIONS CAN EASILY BE CARRIED.

EXAMPLE DAMAGE CALLS

EASY TO CAUSE COLLATERAL DAMAGE

DUE TO THE AREA EFFECT SIZE HAS A VERY LARGE

JAFFA IN RED, MASS 9 KNOCKDOWN

MINIMUM SAFE DISTANCE

ANYONE IN THE BUILDING, M ASS 9 KNOCKDOWN

DAMAGE

SPECIAL DAMAGE

AMMO

MASS 9 KD

-

1

POINTLESS IN CLOSE QUARTERS

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

Mortar DESCRIPTION

AS OBSESSED AS THE SEF ARE WITH LOBBING GRENADES AT ALIENS, THIS WEAPON DOES NOT TEND TO GET A LOT OF USAGE. CAPABLE OF FIRING GRENADES AT BOTH LINE OF SIGHT OR REMOTELY BY A RADIO WITH A SPOTTER WHO IS QUALIFIED IN NAVIGATION. THIS WEAPON CAN PROVIDE FIRE SUPPORT IN LARGE SCALE OPERATIONS. MORTARS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE GRENADE SECTION) NOTE – THIS WEAPON REQUIRES APPROVAL, LINE OF SIGHT (OR A SPOTTER WHO HAS THE NAVIGATION SKILL), AND IS MOUNTED ONLY

ADVANTAGES

CAN FIRE GRENADES A LONG WAY .

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

DISADVANTAGES 

MOUNTED ONLY

REQUIRES A TEAM OF TWO OR MORE.

POINTLESS IN CLOSE QUARTERS

WEAPON IS CUMBERSOME TO CARRY AND REQUIRES TIME TO DEPLOY .

EXAMPLE DAMAGE CALLS 

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

INSIDE DOORWAY , GLOBAL – SIX - KNOCKDOWN

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY , GLOBAL – SIX - STUN

PAGE 57 OF 64


ALIEN TECHNOLOGY Staff Weapon (ranged) DAMAGE

SPECIAL DAMAGE

3

(CAN BE DONE EVERY 30 SECONDS)

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

GLOBAL 6 KD 10

Staff Weapon (Melee) DAMAGE

SPECIAL DAMAGE

AMMO

3 KD

-

-

DAMAGE

SPECIAL DAMAGE

AMMO

MASS 9 KD

-

6

DAMAGE

SPECIAL DAMAGE

AMMO

1 INCAP

-

10

SOMEONE UNTRAINED IN MELEE CAN USE THIS WEAPON TO DO “1” DAMAGE ONLY AND CANNOT CRITICAL.

Staff Cannon CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

Zat’ni’katel SHOOTING A PERSON WITH A ZAT, WHO IS INCAP’D BY A ZAT BLAST TAKES THEM TO -5

Goa’uld Stun Grenade DAMAGE

SPECIAL DAMAGE

AMMO

GLOBAL 6 STUN

-

1

SPECIAL DAMAGE

AMMO

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

CRITICAL?

AMBIDEX?

SPECIAL ABILITIES / NOTES

Intar DAMAGE

PISTOL / SMG ONLY – WHERE * IS DAMAGE AND AMMO OF THE PISTOL / SMG * STUN

-

*

CANNOT BE USED IN REVOLVERS CANNOT BE USED WITH COVERING FIRE (OR ANY OTHER SPECIAL CALL) AND CANNOT CRITICAL REQUIRES IC APPROVAL AND LIMITED SUPPLY.

WEAPONS JAMMING/BREAKING THE RULES STATE THAT THERE SHOULD BE AT LEAST ONE SECOND BETWEEN CALLS – THIS IS FOR A VARIETY OF REASONS – NOT LEAST THAT IT TAKES THIS LONG TO ACTUALLY MENTALLY ADD UP THE NUMBER OF HITS THAT YOU’VE TAKEN (BOTH CHARACTERS AND MONSTERS) AND IN A FIRE FIGHT, IT’S TO STOP IT TURNING INTO “WHO CAN SHOUT NUMBERS THE FASTEST.” WE UNDERSTAND THAT SOMETIMES IN THE HEAT OF COMBAT, THERE MAY BE A LITTLE EXCITEMENT AND ADRENALINE – BUT IN ORDER TO MAINTAIN GAME BALANCE, IF THE REFEREE’S OR SYSTEM REFEREE’S SEE/HEAR PEOPLE DRUM PEOPLE USING CALLS WITHOUT THE ONE SECOND GAP THE RULES REQUIRE, THE REFEREE MAY CALL A 'WEAPON JAM' (OR ‘WEAPON BREAK’ IF THEY ARE USING A MELEE WEAPON) AT THE INDIVIDUAL IF THIS CALL IS AIMED AT YOU THEN YOUR WEAPON HAS JAMMED (OR BROKEN IN CASE OF MELEE WEAPONS) – YOU CANNOT USE IT UNLESS YOU SPEND 1 MINUTE UNJAMMING IT (OR IN THE CASE OF A MELEE WEAPON, IT NEEDS TO BE REPAIRED). IF YOU BELIEVE THIS CALL WAS UNFAIRLY AIMED AT YOU – YOU SHOULD NOT COMPLAIN AT THE TIME, AND YOU SHOULD SPEAK TO A REFEREE OR SYSTEM REFEREE AFTERWARD COMBAT HAS CONCLUDED. VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 58 OF 64


Downtime DESCRIPTION OF THIS MISSION IN YOUR DOWNTIME

POST-EVENT

RETURN.

FOR YOUR FIRST FOUR EVENTS, YOU GAIN +1 MAXIMUM VITALITY. AFTER THIS TIME YOU INSTEAD GAIN 1 ADVANCEMENT POINT. ENSURE YOU HAND IN YOUR CHARACTER CARD TO THE PLOT COORDINATOR, AT THE END OF THE EVENT, WHICH MUST HAVE CLEARLY MARKED ON THE BACK OF IT, ANY FEATS YOU HAVE GAINED OR USED. FOR EACH DOWNTIME PERIOD, YOUR DOWNTIME GOES ON THE CHARACTER THAT YOU NAMED WHEN BOOKING THE EVENT (NOTE THE

TEACH YOU CAN SPEND ONE SLOT TEACHING SOMEONE A SKILL. I F YOU ARE TEACHING A COMBAT SKILL YOU GAIN A PERSONAL SENSE OF PURPOSE FEAT, ANY OTHER SKILL GRANTS YOU A FLASH OF INSIGHT SKILL. IMPROVE YOU CAN SPEND ONE SLOT LEARNING MORE ABOUT CERTAIN SKILLS (COMMUNICATIONS, AND COMPUTING ETC.). YOU CAN DO THIS A MAXIMUM OF ONCE PER DOWNTIME, AND GAIN +1 TO YOUR CARD POOL FOR EACH MISSION. YOU CAN INCREASE TO A MAXIMUM OF 9 CARDS IN YOUR HAND AT ANY ONE TIME.

CHARACTER YOU NAME WHEN BOOKING IS THE CHARACTER YOU MUST INTEND TO PLAY AT THE EVENT) – AND THEY GET ALL THE PARTS OF THE DOWNTIME : +MAXIMUM VITALITY OR +

AP / TRAINING / RESEARCH

ETC… YOU CANNOT SPLIT YOUR DOWNTIME BETWEEN MULTIPLE CHARACTERS.)

UPKEEP

DOWNTIME RETURNS

YOU CAN SPEND SLOTS UP KEEPING CERTAIN SKILLS (BODYBUILDER) - IF YOU DO NOT DO THIS AT LEAST ONCE IN THE DOWNTIME, YOU LOSE THAT SKILL.

AFTER AN EVENT FINISHES YOU MUST FILL IN A DOWNTIME FORM. THE DATES FOR DOWNTIME CLOSURE AND THE DOWNTIME LINK WILL BE LISTED ON THE FORUMS AND ON WWW.STARGATELRP.CO.UK . THIS FORM NEEDS TO BE RETURNED TO THE PLOT CO-ORDINATOR, WHOSE EMAIL IS BOTH ON THE FORM, AND ON THE WEBSITE.

DOWNTIME IS SPLIT INTO FOUR SECTIONS: 

DEVELOPMENT

SKILL USAGE

RESEARCH

MISCELLANEOUS

YOU CAN ONLY UTILISE THE IMMEDIATE DOWNTIME AFTER THE LAST EVENT YOU ATTENDED, YOU CANNOT "WITHHOLD" YOUR DOWNTIME UNTIL A LATER DATE AND FILL IN MULTIPLE DOWNTIMES. YOU MUST COMPLETE THE DOWNTIME IN THE SPECIFIED SLOT. IF YOU HAVE GAINED A DOWNTIME THROUGH CREWING OR EVENT ORGANISING, THEN YOU MUST ALSO COMPLETE A DOWNTIME - AND WHICH "FEATS" YOU WISH TO TAKE AS PART OF YOUR CREWING BONUS.

Development EACH DOWNTIME YOU GET THREE "DEVELOPMENT" SLOTS. IN THESE SLOTS YOU CAN DO ONE OF THE FOLLOWING ITEMS: TRAIN YOU CAN SPEND ONE SLOT TOWARDS LEARNING A PARTICULAR SKILL (SEE TRAINING TIMES). I F YOU HAVE A TEACHER YOU CAN GAIN A MAXIMUM OF 1 MONTH OFF EACH SKILL'S TRAINING DURATION PER DOWNTIME. RANDOM ASSIGNMENT YOU CAN SPEND ONE SLOT HAVING A DOWNTIME ADVENTURE OFF WORLD; YOU WILL GAIN A RANDOM FEAT OR TRAINING TOWARDS A SKILL, OR A UNIQUE ABILITY , OR MAYBE NOTHING….DEPENDING ON THE MISSION OR PIECES OF INFORMATION. YOU WILL RECEIVE A FULL

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

Background Skill Usage EACH DOWNTIME YOU CAN CHOOSE TO USE YOUR BACKGROUND FEAT: DREAMING SPIRES, I NSIDER INFORMATION AND EXPERIMENTAL KIT IF YOU WISH TO, AND YOU SHOULD INCLUDE INFORMATION OF HOW YOU INTEND TO USE IT:

Research YOU CAN SPEND YOUR DOWNTIME RESEARCHING ITEMS WHICH YOU HAVE DISCOVERED AT PREVIOUS EVENTS. YOUR RESEARCH DIRECTLY INFLUENCES ANY NEW TECHNOLOGIES THAT COME OUT OF THE STARGATE PROJECT. THERE IS NO LIMIT TO THE AMOUNT OF RESEARCH YOU CAN ATTEMPT TO DO DURING DOWNTIME - BUT YOU ONLY HAVE A SET AMOUNT OF TIME TO COMPLETE IT IN. SO YOU CAN RESEARCH ONE ITEM IN YOUR DOWNTIME, OR TEN ITEMS IN YOUR DOWNTIME - BUT IF YOU RESEARCH JUST ONE ITEM YOU ARE MORE LIKELY TO GET A LOT OF USEFUL INFORMATION OUT OF IT THAN SPLITTING YOUR TIME BETWEEN TEN ITEMS.

YOU ALWAYS RUN THE RISK OF THE EXPERIMENT GOING WRONG AND A SIDE-EFFECT OR BAD THING HAPPENING... THESE THINGS HAPPEN IN THE WORLD OF RESEARCH. WHEN RESEARCHING AN ITEM - YOU NEED TO SAY WHAT IT IS THAT YOU ARE RESEARCHING, WHAT SKILLS YOU ARE USING AND WHAT IT IS THAT YOU ARE ATTEMPTING TO GET OUT OF IT - SO IF YOU'RE ATTEMPTING TO ANALYSE A PIECE OF MOSS THAT WAS FOUND ON PLANET X, YOU NEED TO STATE THAT YOU'RE ATTEMPTING TO ANALYSE "MOSS FROM PLANET X", USING "ECOLOGY", AND "ATTEMPTING TO FIND A WAY TO TURN THE MOSS INTO A NEW FOOD SOURCE THAT COULD FEED THE PLANET - ASSUMING WE CAN GET RID OF ITS NASTY POISONOUS SIDE EFFECT." SHOULD TWO PLAYERS JOIN UP TO JOINTLY WORK ON A PROJECT THEY GAIN MORE BENEFIT THAN IF THEY RESEARCH IT THEMSELVES - BUT THEY BOTH NEED TO STATE IN THE RESEARCH SECTION OF THE DOWNTIME THAT IT IS A JOINT PROJECT, OTHERWISE IT'S ASSUMED TO BE SEPARATE WORKLOAD.

YOUR RESULTS WILL BE RETURNED TO YOU IN YOUR DOWNTIME RETURN.

PAGE 59 OF 64


OOC INFORMATION CREDITS ORIGINAL GAME CONCEPT: SYSTEM DESIGN AND RULES: © 2005, 2006 RULES - SAMANTHA GRIFFIN, TONY BOYD, MATT CHALLENOR, JOHN DAVID, MEL DUFFY , TONY KEHOE DESIGN – JOHN DAVID

HEAD HITS FOR SAFETY REASONS, NO ONE SHOULD EVER AIM TO HIT SOMEONE ELSE ON THE HEAD. I F THROUGH ILL FORTUNE SOMEONE RECEIVES AN INCHARACTER HEAD HIT THEY SHOULD ROLE-PLAY IT, AFTER IT HAS BEEN CONFIRMED THAT THE PLAYER IS UNINJURED.

CURRENT RULES: © 2012 RULES - JOHN DAVID, TONY KEHOE, JAMES WOOD THANKS TO – MARK HOBSON, SCOTT CARMICHAEL, MARC WILLIAMS, MARK FORSTER, DOMINIC TOGILL, DAVID DUNN DESIGN – JOHN DAVID

ACKNOWLEDGEMENT STARGATE SG-1 AND ITS CHARACTERS ARE THE PROPERTY OF STARGATE PRODUCTIONS, SCI FI CHANNEL, SHOWTIME/VIACOM, MGM/UA, DOUBLE SECRET PRODUCTIONS, AND GECKO PRODUCTIONS.

SAFETY SAFETY IS OF THE UTMOST IMPORTANCE. IT IS IMPORTANT THAT REFEREES AND PLAYERS CHECK THAT MELEE WEAPONS ARE IN A GOOD STATE OF REPAIR AND NOT UNSAFE. SINCE EVEN A SAFE WEAPON MAY BE USED DANGEROUSLY IT IS IMPORTANT THAT ALL BLOWS SHOULD BE PULLED (I .E. THE FULL STRENGTH OF THE BLOW SHOULD NOT BE DELIVERED) I F A REFEREE THINKS A WEAPON IS BEING USED IN A DANGEROUS FASHION. THE REFEREES HAVE THE POWER TO BAN A WEAPON OR TO STOP COMBAT TO REMOVE SOMEONE FROM PLAY .

EVERYONE TAKING PART IS RESPONSIBLE FOR THEIR OWN SAFETY AND FOR

GAME CALLS TIME FREEZE STOP WHERE YOU ARE, CLOSE YOUR EYES AND HUM QUIETLY UNTIL "TIME IN" IS CALLED. DON'T CHAT OUT-OF-CHARACTER AND PAY NO ATTENTION TO ANYTHING YOU HEAR DURING THIS TIME. THIS CALL IS USED TO ENABLE REFEREES AND CREW TO SET UP EFFECTS, MOVE OBJECTS BRIEF INDIVIDUAL’S ETC. AS FAR AS THE CHARACTERS ARE CONCERNED, THERE IS NO GAP IN TIME.

TIME OUT STOP ANY IN-CHARACTER ACTIONS, BUT REMEMBER WHERE YOU WERE AND WHAT YOU WERE DOING, SO THAT YOU CAN PICK THE ACTION UP AGAIN LATER WHEN "TIME I N" IS CALLED. THIS CALL WILL BE MADE TO STOP PLAY IN THE CASE OF SUSPECTED GENUINE INJURY . BE AWARE THAT IMPORTANT INSTRUCTIONS MAY BE ISSUED TO PLAYERS IN THIS TIME.

TIME IN PICK UP THE ACTION FROM WHERE YOU STOPPED WHEN "TIME OUT" OR "TIME FREEZE" WAS CALLED.

MAN DOWN SOMEONE IS SERIOUSLY INJURED. THIS MUST NOT BE USED IN CHARACTER

SAFETY OF OTHERS.

IC / OOC

THIS IS A LIVE ACTION ROLE-PLAYING GAME, AND MELEE AND UNARMED COMBAT CAN AND WILL TAKE PLACE. IF YOU ARE UNSURE OF HOW LARP COMBAT WORKS SPEAK TO A REFEREE .

WOUNDS RECEIVED IN-CHARACTER SHOULD BE ACKNOWLEDGED AND REACTED TO: E.G. WRITHING IN AGONY AND/OR CRYING OUT IN PAIN.

ENSURING THAT THEY ACT IN A MANNER THAT DOES NOT ENDANGER THE

AT NO TIME MUST A PLAYER STRIKE, KICK, TRIP, CHOKE, FORCIBLY RESTRAIN, THROW OR USE ANY MARTIAL ART ON ANY ANOTHER PLAYER

IF A SITUATION HAS DEVELOPED WHICH HAS A STRONG ATMOSPHERE (E.G. FEAR OF A MONSTER, TENSE ANTICIPATION OR OTHER FOCUSED ROLEPLAYING) DO NOT DELIBERATELY ATTEMPT TO BREAK THE MOOD.

ANYONE WHO BREAKS THIS RULE WILL BE ASKED TO LEAVE THE EVENT.

STAY IN-CHARACTER BETWEEN ADVENTURE ENCOUNTERS UNLESS A "TIMEOUT" HAS BEEN CALLED. THESE PERIODS OF TIME ARE EXCELLENT FOR DEVELOPING IN-CHARACTER RELATIONSHIPS AND FINDING OUT MORE ABOUT YOUR ENVIRONMENT AND COMPANIONS.

THE MAIN WEAPON PHYS REP FOR THE GAME IS THE BB GUN, OR OTHER NON-LARP SAFE OBJECT. THESE COME IN MANY SHAPES, SIZES AND ARE MADE FROM DIFFERENT MATERIALS (PLASTIC OR METAL). I T IS IMPORTANT TO UNDERSTAND THAT AT NO TIME SHOULD BB’S BE BROUGHT ONTO SITE. IT IS ALSO IMPORTANT THAT NO NON LARP SAFE WEAPON IS USED IN MELEE COMBAT. BEFORE THE GAME STARTS, ALL WEAPONS MUST BE INSPECTED BY A REFEREE. MISSILE WEAPONS ARE PARTICULARLY DANGEROUS IF UNSAFE; THEREFORE IT IS RECOMMENDED THAT YOU DO NOT USE ARROWS AND BOLTS UNLESS YOU ARE SURE THAT THEY WERE MADE SAFELY . ARROWS SHOULD BE CONSTRUCTED FROM BLUNTS IN SUCH A WAY THAT THE TIP WILL NOT COME THROUGH THE FOAM HEAD DURING USE. THE ARROW HEAD SHOULD BE LARGER THAN AN EYE SOCKET.

IF A PLAYER SUSTAINS A REAL INJURY , PLAY SHOULD CEASE IMMEDIATELY SO THAT APPROPRIATE MEASURES MAY BE TAKEN – USE A CALL OF “MAN DOWN” VERSION 6.0 : AUGUST 2012 : [REVISION 36]

REMEMBER THAT SOME WOODLAND USED FOR ADVENTURING MAY HAVE RULES REGARDING SMOKING. PLEASE BE DILIGENT AND ENSURE ANY CIGARETTES ARE OUT TO AVOID FIRES. PLEASE REMEMBER THAT THE PROPS USED DURING AN ADVENTURE ARE SOMEBODY 'S PROPERTY. WHILE SOME PROPS MAY BE MADE TO BE DESTRUCTIBLE, ALWAYS CHECK WITH A REFEREE BEFORE TAKING ANY ACTION THAT MAY CAUSE DAMAGE TO A PROP. NEVER DROP LITTER DURING AN ADVENTURE, THIS INCLUDES BIODEGRADABLE ITEMS SUCH AS FOOD. AFTER AN EVENT, MAKE SURE YOU LEAVE THE LOCATION IN THE SAME, OR BETTER, CONDITION THAN YOU FOUND IT. DO NOT LEAVE CRAP AROUND. IT IS NOT THE JOB OF THE CREW TO CLEAN UP AFTER YOU.

PAGE 60 OF 64


IN CHARACTER (IC) DEFINITION

CHEATING

WHEN YOU ARE ROLEPLAYING A CHARACTER AND ACTIVELY

STEP 1 - INFORMAL WARNING

PARTICIPATING AS A PLAYER CHARACTER OR NONE PLAYER CHARACTER IN

THE PLAYER(S) ARE INFORMED THAT THEY ARE INFRACTING THE RULES, AND

AN IN CHARACTER AREA.

ARE GIVEN THE OPPORTUNITY TO GIVE ANY REASONABLE REASONS FOR THEIR ACTIONS. I F THE REF DOES NOT BELIEVE THE EXCUSE IS REASONABLE

OUT OF CHARACTER (OOC) DEFINITION WHEN YOU ARE NOT ACTIVELY PARTICIPATING IN THE GAME AS A PLAYER CHARACTER OR NONE PLAYER CHARACTER IN AN AREA OF THE GAME THAT HAS BEEN DESIGNATED FOR IC ACTIVITIES.

ALL PLAYERS ARE ASSUMED TO BE IC AT ALL TIMES IN A IC CHARACTER AREA.

GOING OUT OF OOC IF AS A PLAYER YOU NEED TO GO OUT OOC FOR A MEDICAL REASON THEN YOU NEED TO INFORM AN EVENT ORGANISER, OR MEMBER OF THE COMMITTEE BEFORE YOU DO THIS, OR HAVE SOMEBODY PERFORM THIS FOR YOU. YOU MUST REMOVE YOURSELF TO AN OOC OF AREA AND CANNOT PARTICIPATE IN THE GAME UNTIL YOU ARE BOTH MEDICALLY ABLE AND HAVE INFORMED A REFEREE THAT YOU WISH TO RE-JOIN THE GAME. YOU WILL THEN BE ALLOWED TO RE-JOIN THE GAME BY EVENT ORGANISERS AT AN APPROPRIATE POINT.

OR THEY ARE RECEIVING PORKY PIES FROM THE PLAYERS(S), THE REFEREE WILL DO THE FOLLOWING.

GIVE AN INFORMAL WARNING, AND LEAVE THE MATTER THERE.

GO STRAIGHT TO STEP 2, 3 OR 4. IF THE OFFENCE WARRANTS IT.

APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER TO UNDO THE CHEATING THAT HAS TAKEN PLAY .

APPLY AN IC PENALTY , DEDUCTION OF TEMPORARY FEATS, VITALITY ETC.

THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT THE FIRST OPPORTUNITY.

STEP 2 - FORMAL WARNING THIS TAKES PLACE EITHER DUE TO GROSS CHEATING OR AFTER AN INFORMAL WARNING HAS BEEN GIVEN. ONCE AGAIN THE REF INFORMS THE PLAYER THAT AN INFRACTION IN PLAY HAS TAKEN PLACE, THE PLAYER THEN GETS THEIR OPPORTUNITY TO GIVE ANY REASONS FOR THEIR ACTIONS. I F THE REF DOES NOT BELIEVE THE EXCUSE IS REASONABLE OR THEY ARE RECEIVING PORKY PIES FROM THE PLAYERS(S) THE REF WILL DO THE FOLLOWING :

IF YOU NEED ASSISTANCE FROM ANOTHER PLAYER FOR MEDICAL REASONS THAT PLAYER ALSO NEEDS TO INFORM AN EVENT ORGANISER OR MEMBER OR THE COMMITTEE. WHEN YOU WISH TO RE-JOIN TO THE GAME YOU MUST

GIVE THE PLAYER A FORMAL WARNING.

INFORM A REFEREE THAT YOU WISH TO RE-JOIN THE GAME. YOU WILL THEN

GO STRAIGHT TO STEP 3 OR 4, IF THE OFFENCE WARRANTS IT.

APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER TO UNDO THE CHEATING THAT HAS TAKEN PLAY .

APPLY AN IC PENALTY , DEDUCTION OF TEMPORARY FEATS, VITALITY ETC.

BE ALLOWED TO RE-JOIN THE GAME BY EVENT ORGANISERS AT AN APPROPRIATE POINT.

IF AS A PLAYER YOU NEED TO GO OOC FOR A NONE MEDICAL REASON THEN YOU NEED TO INFORM AN EVENT ORGANISER, WHO WILL ALLOW YOU TO GO OOC AT AN APPROPRIATE POINT. FROM THIS POINT YOU ARE UNABLE TO PARTICIPATE IN THE GAME AND SHOULD REMOVE YOURSELF FROM IN GAME AREAS. YOU MAY RE-JOIN THE GAME AFTER YOU HAVE INFORMED AN EVENT ORGANISER THAT YOU WISH TO RE-JOIN THE GAME. YOU WILL BE THEN ALLOWED TO JOIN THE GAME BY EVENT ORGANISERS AT AN APPROPRIATE POINT .

IF YOU ARE UNABLE TO ROLEPLAY CERTAIN ACTIVITIES BECAUSE OF MEDICAL ISSUES YOU SHOULD INFORM THE EVENT ORGANISERS AT THE START OF THE EVENT. FAILURE TO DO SO, MAY CAUSE YOU TO BE REMOVED FROM THE GAME.

IF YOU DEVELOP OOC MEDICAL ISSUES DURING AN IC ACTION, YOU SHOULD BE AWARE THAT YOUR CHARACTER MAY STILL SUFFER THE CONSEQUENCES OF THIS ACTION, EVEN IF YOU ARE OOC, AND NOT PHYSICALLY PRESENT. IT IS PREFERABLE THAT YOU REQUEST TO GO OOC

THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT THE FIRST OPPORTUNITY, IN ADDITION THE COMMITTEE IS NOTIFIED AFTER THE EVENT.

STEP 3 – FINAL WARNING IF A PLAYER HAS BEEN INVOLVED IN AN ACT OF GROSS CHEATING OR IF THIS IS THE THIRD TIME THEY HAVE BEEN BROUGHT UP ON A RULES INFRACTION DURING THE EVENT. ONCE AGAIN REF HAS A CHAT, IF THE PLAYER’S REASONS FOR THEIR ACTIONS ARE NOT REASONABLE. THE REF WILL DO THE FOLLOWING.

GIVE THE PLAYER A FINAL WARNING AND WARN THEM THAT ANY MORE INCIDENCES WILL RESULT THEM IN HAVING THEIR CHARACTER REMOVED FROM PLAY .

*BEFORE* YOU ATTEMPT A POTENTIALLY DANGEROUS IC ACTION IF YOU FEEL THERE IS A CHANCE YOU MAY HAVE ISSUES BEFORE COMPLETING THE

GO STRAIGHT TO STEP 4, IF THE OFFENCE WARRANTS IT.

ACTION

APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER TO UNDO THE CHEATING THAT HAS TAKEN PLAY .

APPLY AN IC PENALTY , DEDUCTION OF TEMPORARY FEATS, VITALITY ETC.

THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT THE FIRST OPPORTUNITY, IN ADDITION THE COMMITTEE IS NOTIFIED IMMEDIATELY .

STEP 4 –EXCLUSION FROM PLAYING THE PLAYER’S CHARACTER IS REMOVED QUICKLY AND QUIETLY FROM PLAY , THE PLAYER’S FATE IS HANDED OVER TO THE COMMITTEE. THEY DON’T GET TO PLAY AGAIN DURING THE EVENT, BUT CAN HELP CREW IF ALLOWED.

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 61 OF 64


PUBLIC LOCATIONS

UNSAFE PLAY FOR CREW OR PLAYERS

ALTHOUGH MANY OF THE SITES WE USE ARE CLOSED (I.E. NOT USUALLY OPEN TO THE PUBLIC) IF A MEMBER OF THE PUBLIC IS ENCOUNTERED DURING A MISSION, TREAT THEM WITH COURTESY . IF THEIR PATH TAKES THEM THROUGH AN ENCOUNTER, STOP THE ACTION WITH A "TIME OUT" TO ALLOW THEM TO PASS. YOU WILL NOT BE PENALISED FOR DROPPING OUT OF CHARACTER TO TALK WITH THE PUBLIC.

PLAY THAT :

BE AWARE THAT THE WEAPONRY CARRIED MAY CAUSE ALARM TO THE PUBLIC, ESPECIALLY WITH THE CURRENT TERROR ALERT . THE LOCAL POLICE WILL HAVE BEEN INFORMED OF THE TYPE OF GAME THAT IS BEING RUN AND MAY DROP IN. A ‘TIME OUT’ WILL BE CALLED UNTIL THEY LEAVE.

RESPECT PRIVATE BOUNDARIES. NEVER STRAY INTO AN AREA WHERE YOU ARE NOT PERMITTED TO GO AND NEVER ENGAGE IN ANY ACTIVITY THAT IS

COULD ACTUALLY CAUSE PHYSICAL HARM TO A PLAYER.

PULLING OUT YOUR MARTIAL ARTS MOVES ON THE CREW FOR INSTANCE… 

CONTAINS OOC REMARKS THAT ARE EITHER INSULTING OR UPSETTING TO EITHER PLAYERS OR CREW.

CONTAINS IC REMARKS THAT ARE DELIBERATELY INTENDED TO CAUSE OOC UPSET.

WILL GO THROUGH THE INFORMAL, FORMAL THEN EXCLUSION STAGES ABOVE.

LIKELY TO DAMAGE THE ADVENTURE SITE (E.G. CLIMBING OVER STONE WALLS OR DAMAGING TREES).

THERE IS NO SET PROCEDURE HERE. MOST SHOULD BE COVERED BY AN INFORMAL WARNING. ANY FORMAL WARNING IS BEING DRAGGED STRAIGHT TO THE COMMITTEE.

CONSISTENCY PLAYERS MUST OBEY ALL RULES OF THE GAME AND ALSO RESPECT THE AUTHORITY OF THE REFEREES, OBEYING THEIR INSTRUCTIONS PROMPTLY AND WITHOUT ARGUMENT . THERE MAY BE MORE TO THE SITUATION THAN YOU ARE AWARE OF.

SYSTEM REFEREES SYSTEM REFEREES ARE STILL ABLE TO MONITOR CHEATING, RULES ABUSES, CALL WEAPON JAMS ETC. WHILE PLAYING THEIR CHARACTERS, AND WILL STEP IN WHERE NECESSARY

NEVER ARGUE WITH A REFEREE OR CREW MEMBER ABOUT AN ASPECT OF THE RULES DURING THE GAME, SAVE ANY GRIEVANCE UNTIL AFTER THE MISSION OR TAKE IT UP WITH THE ORGANISER AWAY FROM THE ACTION.

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 62 OF 64


Guide to Card Based Skills THIS GUIDE SETS OUT HOW THE RUNNING OF CARD BASED PROBLEMS IS TO BE DONE IN ORDER TO FIT IN WITH THE RULES AS WRITTEN BY THE SYSTEM REFS. THE INTENTION IS TO MAXIMISE THE ENJOYMENT AND FURTHER THE STORY OF THE GAME BEING RUN. THE MOST IMPORTANT POINT IS THAT THIS WHOLE SYSTEM IS DESIGNED AROUND YOU KNOWING AHEAD OF TIME WHAT CARDS YOU ARE GOING TO USE. WHEN THE PLAYERS ASK.

NOT MAKING IT UP ON THE SPOT

THE EASY ANSWER IS WHICH EVER ONES MAKE SENSE AS PART OF THE STORY. WORK OUT AHEAD OF TIME WHAT IS IT THE PLAYERS ARE TRYING TO ACHIEVE AND WHICH PROBLEM CARDS WORK TOGETHER GIVEN THE SITUATION. FOR EXAMPLE IF THE PLAYER IS TRYING TO OPEN A HIGH SECURITY VAULT THE

WHY HAVE CARD PROBLEMS?

FOLLOWING CARDS WOULD HELP TELL THE STORY OF WHAT IS NEEDED TO DO SO.

THEY ARE DESIGNED TO HELP PLAYERS WHO ARE NOT OOC AS KNOWLEDGEABLE IN THEIR AREA AS THEIR CHARACTERS BUT ALSO ALLOW REFS NOT TO BE BULLIED BY PLAYERS WHO KNOW MORE THAN THEM.

HOWEVER THEY WORK BEST AS PART OF THE STORY .

HOW MANY CARDS ARE APPROPRIATE?

NUMERIC KEYPAD (ONCE SOLVED THIS POWERS UP THE RETINAL SCANNER)

RETINAL SCAN NEEDED (THEREBY REVEALING THE LOCK)

COMPLICATED LOCK

ONE TUMBLER TOO MANY (THE LOCK WAS MORE COMPLICATED THAT EXPECTED)

AS MENTIONED EARLIER THE NUMBER OF PROBLEM CARDS SETS THE DIFFICULTY AND THE SOLUTION CARDS ARE DESIGNED WITH PROBABILITIES OF SUCCESS IN MIND.

A SIMPLE GUIDE IS SHOWN BELOW. HUMAN BASED IS STANDARD MODERN DAY TECHNOLOGY AVAILABLE TO MOST COMPANIES OR GOVERNMENT DEPARTMENTS. JUST BEYOND HUMAN IS BOTH

ALIEN TECHNOLOGY SUCH AS GOA’ULD OR OTHER ALIEN CULTURES AND ALSO HUMAN TECHNOLOGY THAT IS CUTTING EDGE SUCH AS WHAT IS AVAILABLE TO THE SEF. FAR BEYOND HUMAN IS ANALOGOUS TO ANCIENT OR KEB BASED TECHNOLOGY OR THAT IS SO FOREIGN TO EARTH THINKING THAT IT’S HARD TO COMPREHEND.

WHEN SHOULD THE CARDS BE LAID OUT?

HUMAN BASED

1

SIMPLISTIC

2

AVERAGE

SIMPLISTIC

3

HARD

AVERAGE

SIMPLISTIC

SUCH PLAYERS NEED TO KNOW THE DIFFICULTY OF THE PROBLEM TO MAKE

4

EXTREME

HARD

AVERAGE

MULTIPLE SKILLS THEY SHOULD BE INFORMED OF THIS TOO.

EXTREME

HARD

6

FAR BEYOND HUMAN

ONE ASSUMPTION IN THIS IS THAT PROBLEMS ARE REUSING OF PROBLEM CARDS MAY MAKE A PROBLEM IMPOSSIBLE TO SOLVE IF DONE MORE THAN ONCE, E.G. THERE ARE ONLY TWO CARDS CAPABLE OF DEFEATING 7 SECONDS LEFT AS AN EXPLOSIVES PROBLEM. PUTTING IT IN TWICE WILL PROBABLY LEAD TO A FAILURE THREE IS ALMOST CERTAIN FAILURE AS THE CARDS HAVE OTHER USES TOO. NOT REUSED.

NO OF CARDS

5

JUST BEYOND HUMAN

WHICH CARDS SHOULD BE USED?

BEFORE THE PROBLEM IS STARTED. THIS IS BECAUSE THE PRACTICED… FEATS REQUIRE A PLAYER TO USE THE FEAT BEFORE STARTING THE PROBLEM. AS

EXTREME

REMEMBER AS WELL THAT YOU CAN COMBINE PROBLEM CARDS TYPES. SO SOMETHING COULD HAVE 4 HACKING CARDS WITH 3 ELECTRICAL ENGINEERING AND 2 COMMUNICATIONS CARDS TO GET TO A SINGLE END POINT. THIS SHOULD LEAD TO TWO STARTING CHARACTERS WORKING TOGETHER BEING ABLE TO SOLVE MOST HUMAN AND JUST BEYOND HUMAN PROBLEMS.

WHICH GIVEN THE PCS ARE MEANT TO BE SOME OF THE BEST IN THEIR FIELDS IS INTENTIONAL.

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

AN INFORMED DECISION. ADDITIONALLY IF THE PROBLEM IS MADE UP OF

HOW MANY CAN WORK ON A PROBLEM? EACH SKILL WITHIN A PROBLEM CAN HAVE UP TO TWO PEOPLE WORKING ON THAT DISCIPLINE. IF A PROBLEM INVOLVES MULTIPLE DISCIPLINES THEN EACH DISCIPLINE CAN HAVE UP TO TWO PEOPLE. SO A 3 COMMUNICATIONS 2 HACKING PROBLEM COULD HAVE UP TO 4 PEOPLE. IF GIVEN THE NATURE OF THE PROBLEM THERE IS INSUFFICIENT SPACE FOR PEOPLE TO PHYSICALLY GET TO THE PROBLEM THEN THIS NUMBER MAY BE REDUCED.

PAGE 63 OF 64


WHO COUNTS AS WORKING ON A PROBLEM? ANYONE WHO HAS PLAYED A SOLUTION CARD OR HAS USED A PRACTICED… FEAT COUNTS AS WORKING ON THE PROBLEM. THE ONE EXCEPTION TO THIS IS A PERSON USING THE TECHNICAL MENTOR PERK. THIS PERSON IS ABLE TO SOLVE A SINGLE PROBLEM WITHOUT COUNTING AS ONE OF THE TWO PEOPLE WORKING ON IT. THIS ONLY WORKS IF THERE ARE ALREADY TWO PEOPLE WORKING ON A PROBLEM, IF THERE IS ONLY ONE PERSON CURRENTLY THEN THE MENTOR BECOMES A FULL PARTICIPANT.

HOW MANY PROBLEMS CAN ONE PERSON WORK ON? PROVIDED THEY ARE WORKING IN SERIES A PERSON CAN WORK ON MORE THAN ONE PROBLEM HOWEVER THEY WOULD HAVE TO SWITCH AND CHANGE BETWEEN PROBLEMS. THE USE OF ANY OF THE …AMBIDEXTERITY FEATS ALLOWS THEM TO WORK ON TWO PROBLEMS IN PARALLEL ONE WITH EACH HAND.

WHAT IF THEY PLAY MULTIPLE CARDS? EACH SOLUTION CARD HAS A TIME ON IT. IF THEY PLAYER WISHES TO SOLVE IT QUICKER THEN THEY MAY USE ADDITIONAL CARDS. I F THE CARDS PLAYED HAVE THE SAME AMOUNT OF TIME THE TIME REQUIRED IS REDUCED BY 50%. IF THE TIME ON THE ADDITIONAL CARD IS LONGER THEN IT REDUCES THE TIME FOR THE FIRST CARD BY 25%. I F THE ADDITIONAL CARD PLAYED HAS A SHORTED TIME THEN THIS BECOMES THE PRIMARY CARD AND IS REDUCED BY

25% AS THE FIRST CARD IS SLOWER. ANY FURTHER CARDS HAVE SIMILAR EFFECTS BUT WORK ON THE NEW TIME AS A BASIS SUCH THAT YOU CAN NEVER REDUCE THE TIME TO ZERO. TIME IS COUNTED FROM WHEN THE CARD IS PLAYED.

THE ONUS IN THIS SITUATION IS FOR THE PLAYERS TO DO

THE MATHEMATICS THE REF HAS ENOUGH TO DO.

E.G. A MECHANICAL ENGINEERING CARD OF “FUBAR” NEEDS TO BE SOLVED. THE INITIAL CARD PLAYED IS “JACK OF ALL TRADES” WITH A SOLUTION TIME OF 600 SECONDS. THE SECOND PERSON ON THE PROBLEM PLAYS “PORTABLE GENERATOR” WITH A SOLUTION TIME OF 120 SECONDS, SO NOW THE TIME TO SOLVE THIS HAS REDUCED FROM 600 SECONDS TO 90 SECONDS (25% OF 120 IS 30). NOW IF A TECHNICAL MENTOR THEN CAME ALONG AND ALSO PLAYED A “GOOD LUCK” CARD WITH A SOLUTION TIME OF 30 SECONDS THE TIME WOULD REDUCE TO 17 SECONDS (25% OF 30 IS 7 FOR 23 SECONDS. 25% OF 23 IS 6 FOR 17 SECONDS TOTAL). OF COURSE IF THE TEAM WERE LESS THAN 20 SECONDS TO COMPLETION THERE WOULD BE LITTLE POINT THE MENTOR HELPING

VERSION 6.0 : AUGUST 2012 : [REVISION 36]

PAGE 64 OF 64


Stargate Rules 6.0  

StargatesLRP rules edition 6.0

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