Enforcers RPG - 2nd Print

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interior art

CHRISTINE
.,
MANSFIELD~ 1

.
CODE NAME:
REAL NAME;
EXPERIENCE: TCP'S ( ACP'S ( )
(--)
WEIGHT ( /CP; ) W* (WT /50 up) •.••.
STRENGTH (--/CP;-) S* (STR x • 10) •• •. • = ( - - )
CONSTITUTION (--/CP:-) C* (CON x • 13) ••••• = ( )
AGILITY/DEXTERITY ( /CP: ) A* (AOX x .07) + • 3 = ( - )

INTELLIGENCE ( -- /CP:- ) I* (INT x .03) + • B = (- )


COMELINESS ( /CP: )
MEDIA RATING ( /CP: )
HIT POINTS (W* + S*-+C* +A* + I* - 7) x 250 =
ENERGY (STR +CON + AOX + INT + 10) • ••• ••• ••
LIMB STRENGTH FACTOR: (C* x 2 x W*) ....... ••
DANGER SENSE (INT) .. ••.•. .••••••••••.••.••••
DETECTIVE SCORE (INT x .8) •.•.•.••....••..••
TO HIT BONUS [(ADX - 3)/5 + (INT - 3)/5] ..••
DAMAGE BONUS [(ADX - 9) x. 3 + (STR - 9) x. 3]
KNOCKBACK FACTOR (HP/20) +WT ••••••• ••..• ••
HEALING RATE (CON x W*) .. . •.••.•.••••.•.••••
MAGIC SAVE (CON/3)+ (INT/3)+ (TCP/4)+ (DB/5)
CARRYING CAPACITY (STR/10)3 x W* x 25: (_ __ _ _ __
HAND TO HAND DAM# (See table in the book) ••.
MOVEMENT SPEEDS: RUN [(ADX x 2) + STR] ••••••

POWER/SKILL/WEAKNESS BCTH ABCTH DAM# DAM+ EC/U CPS


HAND TO HAND COMBAT
- - - -- - - -(
(
_(_)( __
)( )( )( )(
) ( _ ) (_
)(--)(--)(--)(--)(-)
)( )
)(_)(_)

( - - ) ( - - ) ( - - ) ( - - ) ' ( - - ) (- )
- - -- - - - - (- -)(- -) ( - - ) ( - - ) ( - - ) ( - )
J
( - ) ( - - ) (_ )(_ )(_)(_)
- - - - -----( - - ) ( - - ) ( - - ) ( - - ) ( -- ) ( - )
- - - - - -- - ( - - ) ( - - ) ( -- ) ( - - ) (- -)(-)
(-)(--)(-)(_)(_)(_)
- - - - - - - - (- -) ( - - ) ( - - ) ( - - ) ( - - ) ( - )
- - - --------( )(
- -)(--)(- -)(- -)(- - )
- - -- - - - -( - - ) ( - - ) ( - - ) ( - - ) ( - - ) ( - )
- - - - - ----(- -)(- -)(--)(--)(- -)(--)
- - - - - - - - ( - - ) ( - - ) (- - ) ( - - ) ( -
. -)(-)
( __
)( )(_)(_)(_)(_)
GROUP AFFILIATION:
---------------
- -- - - - - - (
- -------(
( __
) ( - - ) (- -) ( - - ) ( - - ) ( - )
)( ) ( _ ) ( _ ) (_
)(--)(--)(--)(--)(-)
)(_ )
0CCU PATIO N: - - - - - - - -- - - - - - - - - -
OTHER ALIASES:
LEGAL STATUS: ----------- ------
PLACE OF BIRTH_:_ _ _ _ __ _ _ _D_A-TE_:___
/ _ _/_ _
- - -- -- -- - - -------- ------
--------(
(

(
__
)(

__ __
)(
)(
)( )( )( )(
)(_)(_)(_)(_)
)(_)( )(_)(_)
) MARITAL STATUS:
-----------------
KNOWN FAMILY:-------- - - - - - - - - -
EDUCATION:
--------( ) ( -- )(- -)(- -)(- -) ( - ) BASE OF OPE-R-AT_l_O-NS- :- - - -- - - - - - - - - - -
- - -- -- -- -- HEl GHT:
- - - -- --- WEIGHT:
( )( )( )( )( )( )
--------, ) ( - - ) ,- -)(- -) ( - - ) ( - )
EYES: HAIR: ---------
( )(
- -)(--)(--)(--)(--) SK ILLS: -------- -
--------(--)(--)(--)(--)(--)(-)
(-)(--)(-)(_)(_)(_)
-------------------
- ---------- - - -- -- -- (--)
ANIMAL WEAPONRY
ARMOR ( )
COMBAT BONUS ( )
DEFENSE BONUS ( ) HISTORY:
EXTRA DAMAGE POINTS ( ) -------------------
INCREASED STATISTICS ( )
INVULNERABILTY ( )
WILLPOWER ( )
TOTAL CREATION POINTS . .•. ... ......•..... . •• ..........• (-)
EN f ORCERSTM

by

Gary Bernard
Charles Mann
Larry Troth
Artist
Christine Mansfield

21st Century Games


Newbury Park, CA
Art: Christine Mansfield
Editor: Dr. Jay Christensen
Production Coordination, Layout and Printing of Cover and Text:
Sandy's Printing Services, Glendale, CA
Text Design and Typography:
Gary Taylor (Main body set in 12/14 ITC Kabel Book)

This book is dedicated to:


Will (exploit it to the limit) Lee
Jeff (if it's bizarre, try it) Segal
Rob (the EVIL one) Livernois
Thank you for all of the rules arguments, outrageous characters,
loophole exploitation, and friendship that made these rules and
this book possible.

ENFORCERSrM
Published By: !1st CENTURY GAMES
587-F N. Ventu Park Road, #806
Newbury Park, Ca. 91320
by special arrangement with the authors.

First Edition I August 1987

10 9 8 7 6 5 4 3 2 1 90 89 88 87

Copyright ©1987 by Gary Bernard, Charles M.ann, and Larry Troth.

All rights reserved. No part of this publication may be reproduced,


stored in a retrieval system, or transmitted, in any form or by any
means, electronic, mechanical, photocopying, recording, or
otherwise, without the prior written permission of the publisher,
21st Century Games. For more information, contact 21st Century
Games at the address given above.

Printed in the United States of America

ENFORCERSrM is a trademark of 21st Century Games, all rights reserved.


ISBN No. 0-944942-00·8
MISSED-INFORMATION
At the time of this writing it is November of 1987 and we have reached our first major mile-
stone, our second print run. We are using this opportunity to correct some mistakes that occurred
when the book was originally printed. As it was not feasible to correct all of these errors in the text,
some of these corrections are given below.

p. 30
Telekinesis: The maximum number of individual items that may be picked up and manipulated is
also limited to 1 item per point of intelligence. This means that if multiple items are to be picked up,
their total weight cannot exceed your CC, and the number of items cannot exceed your INT.

p. 81
Recovery of Energy Points: Energy points will regenerate at the following rates: 1 point every 2
minutes while sleeping (30/hour), 1 point every 10 minutes when awake but inactive (reading a
book, sitting in the park, ...) (6/hour), or 1 point every 20 minutes for 'normal' activities (walking
down the street, driving in the country, eating dinner, playing chess, ...) (3/hour). YOU WILL NOT
RECOVER ANY ENERGY IF YOU ARE EXPENDING ANY! Example: You are non-detectible sitting on a
park bench waiting for a suspect, you will get no energy back during the period of t ime that the
non-detection is up.

p. 81
Spending Energy Points, When &How: Energy points are spent when the power is init iated. If
the power is rated at 'X' points per hour, you will spend all of 'X' points at the beginning of the
hour. If the power is turned off before the fu ll duration, you DO NOT get any 'excess' energy back!
Once a duration power is initiated, you are considered to be spending power for the entire dura-
tion of the power. If you turn the power off, the energy is spent, but you are not longer considered
to be 'spending' energy. Magic spells must also be paid for in full when cast, but you are not consid-
ered to be spending energy UNLESS the spell requires 'maintenance' energy to be spent.

p. 81
It is normal and proper for a 'regular' person who becomes fatigued to also pass-out/fall down.

The following changes do not refer to any specific page, but are generally used throughout the
book:
All references to END are actually references to CON or Constitution.
Combat bonus receives a bonus of 8% for each creation point spent.
Defense bonus is changed to - 7% per creation point spent.
TABLE OF CONTENTS
I. CONCEPTS BEHIND ENFORCERS ••••••••••••••••••••••••••••••••••••• ••••••••••••••• 9
11. CREA.TING A CH.ARACTE.R •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 9
A. Character Concept and Background •••••••••••••••••••••••••••••••••••••••••• 10
B. Creation Points and their Uses ................................................. 11
c. Basic Statistics and their Effects •••••••••••••••••••••••••••••••••••••••••••••• 11
D. Optional Statistics, Super Powers, and their Effects ••••••••••••••••••••• 12
E. Super Power Descriptions ••••••••••••••••••••••••••••••••••••••••••••• r·········· 16
F. WeaknessDescriptions ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 32
G. Calculated Statistics and their Effects ••••••••••••••••••••••••••••••••••••••• 36
H. Occupations and Skills •••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 43
Ill. RULES OF WAR •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 49
A. Round Count Structure •••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 49
II. Initiative •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 50
C. Offensive Actions •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 50
IJ. 1'~e11sive~ctio11s •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 50
E. Exchanging Actions, Reserved Actions, and Surprise •••••••••••••••••••• 51
~. ''.,.o-llit''ll"lls ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 51
G. Damage Determination •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 57
H. Multi-Attack Rules ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 58
I. Special Attack Rules •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 58
J. Knock Back Rules •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 61
I<. ~atigueRules •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 62
L. Critical Hit Rules ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 62
~. ~u111t:>lcRules •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 64
1'#. Su,,,riseRules ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 66
O. !njury and Handicap Combat Penalties •••••••••••••••••••••••••••••••••••••• 66
IV. CH.ARACTER ADVANCEMENT AND IMPROVEMENT •••••••••••••••••••••••••••• 67
v. OTHER NECESSARY RULES ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 69
A. Gravity and Velocity •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 69
B. Structural Rating Points •••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 69
C. Damage Values for Common Weapons •••••••••••••••••••••••••••••••••••••••• 70
D. .,.he Media and You •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 73
E. Magic Spell Descriptions •••••••••••••••••••••••••••••••••••••••••••••••••••••••• 76
F. Animals and their Statistics •••••••••••••••••••••••••••••••••••••••••••••••••••• 79
G. Special Bad Guy Player Character Rules •••••••••••••••••••••••••••••••••••••• 79
H. Trials and Tribulations ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• BO
I. Explosives and Explosions •••••••••••••••••••••••••••••••••••••••••••••••••••••• 81
VI. OTHER RAMBLINGS OF THE CREATORS •••••••••••••••••••••••••••••••••••••••••• 82
A. Basic Creation Point Assignment Guidelines •••••••••••••••••••••••••••••••• 82
B. A Few Hints about Game Mastering ENFORCERS •••••••••••••••••••••••••• 83
c. The World of 2046 •••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• 89
D. Computers and E1'1FORCERS ••••••••••••••••••••••••••••••••••••••••••••••••••••• 91
"'1'1'E~l>l>C ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• ~~
~

•,.!
: :-1
~ 'L

;<
....
: fI
I. CONCEPTS BEHIND ENFORCERS
Enforcers is a fantasy role-playing system designed to be used in a superpowered campaign set
in the future. Characters created by this system have powers and abilities that set them apart from
normal people; exactly how far apart is determined by the Game Master (GM) when he sets the
rules for his own campaign, and by the player who chooses the mix of powers, attributes and
personality he wants to bring to life in the character (subject to the GM's approval).
Characters in Enforcers are dynamic: they gain additional powers and skills, as well as increase
their attributes, as they gain experience. The system rules are flexible and open ended to allow
the GM and the players complete freedom in deciding how powerful a campaign they wish to
have.
We designed Enforcers with the intent of avoiding the pitfalls most of the super hero systems
that have gone before us suffer from. The following is a short list of some of these:
1. Randomly generated, underpowered player characters that never get any better.
2. Complicated character creation schemes that are time-consuming and require a Ph.D. in
math to understand.
3. Ability scores represented by words like Fantastic, Amazing, Incredible, Humongous (or is
it Hughmongoose?)
4. Systems that force you to run someone else's creation.
5. Combat that moves too slowly and is too complex.
Well, I think that's enough propaganda for one sitting, don't you? On with the show!

II. CREATING A CHARACTER


In order to get started you w ill need paper, pencil or pen, polyhedral dice (6, 10, 20, and 100-
sided), the rules book, and a calculator. While all of the calculations involved in this system are
simple, there are quite a few of them involved with initial character setup. You can use this system
without a calculator, but it will slow down the action quite a bit if you do.
Throughout this book we will be using "d" notation to indicate how many dice and what type
are to be rolled. The number before the "d" indicates how many dice, and the number after the
"d" indicates what type of dice. For example, the notation 4d6 instructs the player to roll four six-
sided dice. The notation dOO will be used to indicate 100-sided or percentile dice.
9
10

II.A Character Concept and Background


Before you start to create a character you should think for awhile about what kind of character you
want. Below is a list of points to consider:
1. Se>y Age, and Weight: All three of these items can play important roles in certain situations.
For example, a young character may still be attending school; it's very hard to fight crime
while taking an algebra test.
2. Race: Unfortunately, the world we live in is not perfect, and neither is the campaign world
(otherwise, why do they need heroes?). Race can work either for or against you, depending
where you are and who you're with. Extraterrestrial races, in particular, may be viewed with
suspicion. In general, the less human you look, the more prejudice you will encounter.
3. Occupation and Skills: Does the character have a secret identity that works for a living?
What job skills does he have? What skills does the character have that aren't work related?
Such skills can sometimes make a difference in critical situations. A construction worker
might be able to find a weak point in a wall, while a computer security specialist might
be able to trick a computer into revealing vital information. The list of possibilities is endless.
All attempts to use such skills are subject to the GM's rulings. Characters facing a one-
of-a-kind computer system are not likely to make much progress trying to extract information
from it. They can't possibly know all of the security precautions its builder designed into
it.
4. Superpowers: What makes this character stand out from the crowd? What can he do that
others cannot?
Don't try to come up with a fully-detailed character at this point. All you really want is
a general direction to go when you finally start spending creation points.
5. How Were the Superpowers Acquired? Nuclear accident, chemical spill, lightning strike,
magic item or potion, ancestry, and extreme natural forces are just a few of the ways
superpowers can be acquired.
You should attempt to come up with a short explanation of how the character's powers
were obtained. If you have trouble coming up with a scenario that could have given your
character its powers, ask others for ideas. Often, the other players in the game or the GM
may be able to help you.
6. Personality: What is the character like as a person? Is he good, evil, or something in between?
Does he believe in the law, or is it merely an obstacle to be overcome? Does the character
have any bizarre or unusual personality traits? If so, why?
7. Objectives: What does the character wish to accomplish? What is his ultimate goal?
8. Motivation: Why does the character want to achieve these goals? What makes him tick?
Motivation can run the gambit from concern for public safety to revenge. People often
do the right things for the wrong reasons and vice-versa, and this can sometimes be the
determining factor in how a character will react in certain situations.
While each of the previous points could be answered with a lengthy essay, that is not our
intent. We feel that you should devote some thought to each of the points we've given and have
a battle plan ready so you will know generally what you want before you even sit down to create
your character. In our experience, well thought-out characters tend to be easier for both the player
and the GM to handle and more fun to play.
11

11.B Creation Points and their Uses


Creation Points (CPs) are the basic building blocks in Enforcers. You spend them to turn a normal
person into a super being.
The amount of the initial grant given to all newly-created characters is determined by the GM
for his campaign. Fifteen creation points is a good amount to use if you want a low-powered
campaign that grows slowly; twenty-five creation points will result in a more moderate rate of
growth; and thirty-five CPs will result in a high-powered campaign that grows quickly right from
the start.
Creation Points can be used to buy .the. following things for your player character:
1. Increases to the character's basic statistics: All of these and their effects will be discussed
in section 11.C and 11.E.
2. Super powers: A complete list with creation point costs and full descriptions is in section
11.D
3. Unused CPs can be held in the available creation point pool. Points in this pool affect your
chances to hit and be hit in combat. A complete description is given at the end of section
II. G.
Now you have a general idea of what you want; in the following sections you will find all of
the rules you need to create and play a character under Enforcers.

11.C Basic Statistics and their Effects


All of the basic statistics (except Media Rating) have a few points in common. Their values all range
from 4-18 for "normal" people, but the scales for super beings are open-ended. Joe Average has
11 s across the board. All of the values for these statistics for Player Characters (PCs) are generated
by rolling four six-sided dice (4d6) and adding the highest three together (with the exception
that, if four ones are rolled on the dice, the score should be re-rolled). The players then have the
option of spending their creation points to increase one or more of these values (except media
rating) for their PC.
All of the basic statistics are detailed below: a short set of initials first, followed by the name
of the statistic and a complete description.
STR Strength. This value is an indirect measure of the character's ability to lift weights and
inflict damage on opponents in combat. It directly affects carrying capacity, Hand-to-Hand damage
(HTH damage), hit points, ground movement rate, energy, and damage bonus. Strength can be
purchased at the rate of 5 STR points for every creation point.
CON Constitution. CON is a measure of the body's ability to stand up to punishment, abuse,
and disease. The effectiveness of the body's immune system is also a part of this value. Directly
affected are hit points, healing rate, energy, and ground movement rate. Like strength, Constitution
can be purchased at the rate of 5 CON points for every <:reation point.
ADX Agility/Dexterity. This score is a combined measure of physical agility and manual dex-
terity. It directly affects initiative rolls (determining who will strike first in combat and how often),
accuracy bonus, damage bonus, energy, ground movement rate, and hit points. Agility/Dexterity
can be purchased at a rate of 5 ADX for every creation point.
INT Intelligence. This score is equal to a person's combined IQ, accumulated knowledge, and
common sense. It is also used to defend against certain mental attacks. This score directly affects
detective score, danger sense, energy, accuracy bonus, and, to a small degree, hit points. Intelligence
can be increased at the rate of 5 INT points for every creation point.
12

MR Media Rating. This score tells how the members of the local news media feel about the
person in question. A positive media rating means that the press will more than likely treat the
person favorably, while a negative media rating indicates someone the press hates. Heroes usually
have positive media ratings while villains usually have negative scores. This score starts at 0 and
cannot be increased by spending creation pointsi it can only be increased by playing the character.
The complete rules governing the use of this score are in section V.D.
CM Comeliness. The Comeliness score is not referred to anywhere else in these rules. It is a
direct measure of a person's physical appearance and beauty (or lack of it). This score has such
vital uses as picking up desirable members of the opposite sex in bars. It can be increased by
spending 1 CP to get 8 points of CM. Let it be known that anyone with a CM in excess of 18 will
have people staring at him constantly as he walks down the street. Other than this, I leave the
rules governing this score and its possible uses to your GM's discretion.
The following statistics do not fall neatly under any category, so I have decided to discuss
them here. They are weight, available creation points (ACP), and total creation points (TCP).
WT Weight. This score is exactly what it claims to be-the character's weight in pounds. This
score can be arrived in one of two ways: either roll Sd6, add them together, and then multiply
by 1Oi or through an agreement between the player and the GM on what a reasonable starting
weight for the character should be (keeping in mind that the average adult human weighs 190
pounds). Weight directly affects hit points, carrying capacity, and HTH damage. Higher weights
can be advantageous in some of the calculationsi however, the GM should go to great lengths to'
avoid the "overweight super hero syndrome." Creation points cannot be spent to increase or
decrease a character's weight, but if a character really wants a higher weight a fair price might be
3 points of ADX for every 50 lbs. increase. Characters who wish to lose weight should be allowed
to do so without penalty.
ACP Available Creation Points. These are creation points the character currently has on hand
that he has not spent to buy new super powers or increase his basic statistics. ACPs have a direct
effect on combat by giving the character with the highest total a 4% bonus to hit for each point
he has more than his opponent. His opponent likewise suffers a 4% penalty to hit for every point
he has less than the character. Please note that ACPs also have a beneficial effect on your magic
saving throw. It is usually a good idea to keep at least a few creation points on hand in this pool
at all times.
TCP Total Creation Points. This score is used only for determining the amount of a character's
experience, how much experience he needs in order to gain his next creation point, and his magic
saving throw. The complete rules for this will be discussed in section IV. Even though this score
is not used during normal role playing, the GM should be sure that it is accurate since it does affect
the gaining of additional creation points.

11.D Optional Statistics, Superpowers, and their Effects


Before we continue, it is necessary to tell you a little about the Enforcers combat system so that
you can make intelligent decisions about offensive super powers and how strong you want them
to be. The following rules apply to hand-to-hand combat and to all super powers that do damage
to hit or energy points.
The amount of damage that a character may do with a single attack is determined by his damage
number (DAM#). This number can be anything from 1 to infinity. The amount of damage done by
an attack is calculated by multiplying the damage number by a number we call the R-factor:
13

DAMAGE = DAM# x R-factor

The R-factor is determined by rolling 2d6 and adding them together. If a character with ice
projection DAM# of 30 is determined to have hit his opponent, he should roll 2d6 and multiply
the total times his DAM#. For example, if one die shows 5 and the other shows 3, the character
will do 240 points of damage (30 x 8 = 240). However, if he rolls a total of 3 on the 2d6, then
he will only do 90 points worth of damage (30 x 3 = 90).
A character can have a DAM# of up to 10 with no additional cost in creation points over the
normal cost of the power. A higher DAM# can be purchased at the cost of 1 additional CP for
every 10 points over 10 (round al I fractions up). For example, if you want to purchase a DAM# of
46, it will cost you 4 additional creation points over the cost of the power. A DAM# of 100 will
cost you 9 additional creation points!

.. IC C (DAM# - 10)
Add 1t1ona P ost =
10

The energy cost to use an attack is calculated by using the following formula :

EC (DAM# x 3 x BCTH)
-
u 1000

In the preceding formula EC/U is energy cost per use, and BCTH is base chance to hit. All frac-
tional results should be rounded up to the next whole number. As an example, a character with a
DAM# of 30 and a BCTH of 120% will have to spend 11 energy points every time he attacks with
that power:

EC (30 x 3 x 120)
u 1000
10800
=
1000
= 10.8 rounded up to 11

It should be noted that any additional creation point cost for a high BCTH will be in addition
to the cost for a high DAM#. In other words, every power is as expensive as you make it.
At the time a power is initially purchased, the BCTH is fixed permanently and can never be
altered unless the power is completely re-taken a second time. The DAM# can be increased by
spending 1 CP for every 3 point increase. At the time you do this your power cost to use the
power will also have to be recalculated.
Hand-to-hand damage also uses the DAM# system for determining damage. An HTH damage
chart can be found in section 11.E.
One clarification that I think needs to be made here is that power cost per use is calculated
based on the base chance to hit before any modifications are made to it-ACPs vs. ACPs, combat
bonus, etc.
The following table lists the base to hit ranges and their effect on the Creation Point cost of
the ability being defined.
14

Table 1 Base 3 To Hit vs


Creation Point Cost
Modifiers

Creation Point
3 range modifier

01- 15 -1
16- 25 - .5
26- 75 0
76- 95 + .5
96-120 +1
121-150 +2
151-200 +3
201-25CXmaximum) +4

Note that a base greater than 250 is not allowed.


Special powers: The following powers either do not have an adjustable base or have a special
base and cost to modify that base:
1. Gravity Projection, Transmutation, Magnetism, Paralysis, Mental Domination, and Telekenisis
have a base chance to hit of 50%. You may add 10% to your base for each additional creation
point spent up to a maximum of 250%.
2. Emotion Projection and Death have a base chance to hit of 35%. You may add 10% to your
base for each creation point spent up to a maximum of 250%.
3. Hand-To-Hand has two forms:
a. Base to hit is 50%. You may add 10% to your base for each additional creation point
spent, up to a maximum of 250%. Damage done is based on carraying capacity (see
table 5), with energy cost per use calculated using the formula given for standard offensive
powers.
b. The player determines base to hit, damage and energy cost as a standard offensive power.
The player will have to pay any creation point cost for a high DAM# or BCTH; see the
previous rules regarding standard offensive powers for more information. Any effects
resulting from the use of Hand-to-Hand are as per the rules descriptions (i.e. only the
damage and chance to hit are affected by this decision.)

At the time a character is created, the player must decide what powers the character will have,
what chance the character has of hitting an opponent with those powers, and what damage will
result from a successful hit. All of this information should be written down at the time the character
is created, since this information is basically fixed. Please note that the percentage chance to hit
you have chosen will be referred to in the rest of this text as your "Base Chance To Hit," or BCTH.
Now that the basics of the combat system have been explained, we are ready to begin spending
creation points.
15

Table 2 Super Powers

Power CPs Power CPs

Adaptation 4 Increased Statistic 1


Android 11-152•3 Invisibility 6
Animal/PlantControl x, Invulnerability 1
Animal Powers x1,2 Laser Powers 5
Animal Weaponry 1 Life Support 3
Armor 1 Lightning Bolt 5
Astral Awareness 3 Lycanthropic Immunity 8
Astral Travel 7 Magic 152
Cellular Regeneration 7-83 Magnetism 7
Chemical Weaponry 5 Mental Domination 9
Combat Bonus 1 Mental Shield 5
x1,2 x1
Cybernetics Mutation
Darkness Control 5 Non-Detection 7
Death 7 Paralysis 8
Defense Bonus 1 Pet x1,2

Dematerialization 6 Poison x1

Dimension Door 8 Psionic Attack 6


Disruption 5 Resurrection 7
Electricity Control 8 Robot 11 2
Emotion Projection 6 Shape Change 2-102•3
Energy Bolt 5 Shrinking Powers 5
Energy Drain 6 Solid Energy Creations 7
Energy Ground 7 Sound Projection 6
Energy Vampire 8-93 Speed Increase 2
Entanglement 6 Spider Climb 4
Extra Damage 1 Stretching Powers 5
Flame Projection 5 Super Reflexes 1
Flight 6 Telekenisis 7
Force Projection 6 Telepathy 5
Gills 2 Teleportation 9
Gravity Projection 8 Transmutation 8
Growth Powers 5 Ultra-Vision 6
Holographic Projection 6 Vibratory Attack 6
Ice Projection 8 Weakness Discovery 7
Immolation 7 Willpower 1
Improved Senses 4 Wings 4

Key:
1 Depending on what the player decides to do with this power, the GM should decide how much
it costs on a case-by-case basis.
2 Special rules apply to the use of this power. Please consult the rules governing this power for a

complete description of the creation point cost and any limitations that may go along with this
power.
3 1ndicates a range of possible costs for this power.
16

11.E Super Power Descriptions


The remainder of this section is devoted to giving complete rule descriptions for all superpowers
that appear in this rule book. All of the descriptions will appear in the same order they are listed
in Table 2, and each listing will give the creation point cost for the power (CP =), the energy cost
to use the power (EC =; CMBT means that the cost is controlled by the rules governing standard
offensive powers given earlier in this section), and the type of action required to use the power
(AC = o for offensive, d for defensive, n/a for no action required to use, or x for not usable in
combat situations).
If a player wishes to design his own power or modify one of the powers in this section, he
should be allowed to do so, provided that what he asks for is reasonable and that he is w illing to
pay the creation point cost set by the GM to obtain it.
> Adaptation. This is the ability to resist hostile environmental forces, such as gravity, vacuum, heat, cold,
light, electricity, and poisonous gases. Characters with this power are able to exist indefinitely in space or
in alien environments that would ordinarily prove fatal.
Adaptation also provides protection against various forms of superpower attack. The exact amount of
this protection can be found on the passive defense table in section 111.F.
~ CP = .f EC = !l per attack defended asainst, 0 for hostile environments. AC = nl a
> Android. Characters with this power are self-aware artificial constructs that are designed to look like
normal humans. A complete list of bonuses received for taking this power is given below:
20 points added to STR score.
20 points added to ADX score.
8 points added to CON score.
120 points of Invulnerability.
Speed Increase, Running.
17

The cost for the items just given is 11 Creation Points. The character also has the option of having a
computer-enhanced brain rather than a straight biological one. The cost for computer enhancement is 4
CP and the benefits are listed below:
20 points added to INT score.
30 points of Willpower.
Androids and robots have sophisticated internal repair mechanisms that operate in much the same
way hit points are recovered by humans. After each combat, roll 1dOO. If this roll is lower than the character's
CON score, all of the damage is reparable by his internal systems and he will heal normally. If the roll is
higher than the character's CON score, then roll another dOO: the figure rolled is the percentage of the
damage that the character cannot repair internally. This damage will not heal until it is repaired by a qualified
repairman (some internal systems may not function properly, GM's option). The fees charged for such
repairs are up to the GM and players to negotiate.
> CP = 11- 15 EC= 0 AC= n/a.
> Animal/Plant Control. You may summon and control one non-intelligent animal for each point of intel-
ligence the character has; please note that summoned creatures may take some time to arrive. The types
of animals that the character can control are specified at the time the power is taken. Control of the target
animals is automatic unless they are already controlled by someone else; in this case, each person attempt-
ing to control a given animal rolls 1d00 and adds it to their intelligence; the highest total wins.
Plant control works in much the same way except that the target plants are usually rooted to the spot.
Controlled plants will become animated and able to move their limbs to perform whatever task the
controlling player wants.
Controlled animals and plants will wait until they have received instructions to act. The controlling
player must stay within 100 yds. of the controlled creatures, or control will be lost.
As a side effect of the control a temporary mental link is established with the subject creatures,
enabling the controlling character to "see through the eyes" of his controlled creatures. To do this the
character must be completely relaxed and concentrating on this-and please note that this only applies
to creatures with eyes! The character is allowed to give new instructions to his controlled creatures in this
condition.
Some possible creatures and CP costs are: trees 5, dogs 4, wolves 5, cats 3, lions 6, all animals 8, all
plants 7, all animals and plants 12.
> CP = <> EC 1 per creature controlled per round. AC o
= =
> Animal Powers. Animal Powers can only be taken once when the character is first created. All powers
taken by this method cost ~ of their normal creation point cost. Only those powers on the lists below
are eligible for consideration, and only the ones that apply to the animal type being used. Weaknesses
must be taken that add up to the amount of creation points paid for this power. No additional powers
can be purchased with the creation points gained from the mandatory weaknesses; these weakness are
part of the cost of buying the powers. There is no upper limit on the amount of powers that may be
taken.
Nonhuman appearance should be considered a weakness only if it will result in some form of
discrimination or difficulty for the character. It should be noted that, whether it is a weakness or not, the
more things that are purchased with this power, the more nonhuman the character will appear-claws,
fur, scales, eyes, fangs, wings, feathers, etc. The weaknesses that are taken to purchase this power can
never be removed from the character by paying creation points.
This is an optional power that the GM may elect to bar from the campaign, or to reserve strictly to
NPCs. The GM has the ultimate responsibility to make sure that this power is not abused, and these
authors recommend that you use caution. If a player tries to do something unreasonable with this power,
the GM should not hesitate to stop it.
The following are lists of powers available under the various animal types:
Nonhuman Mammal Avian Insect Reptile Arachnid Amphibian/Fish
+ STR + ADX + STR + STR + STR + STR
+ CON + INT + CON + CON + ADX +CON
+ ADX + CM Armor Armor Spider Climb Gills
Improved Senses Wings Wings Animal Weaponry Entanglem~~t Armor
Lycanthropic Immunity Animal Weaponry Chemical Weaponry Defense Bonus lnvulnerab11tty Poison
Animal Weaponry Ultra-vision Animal Weaponry Poison Poison Sound Projection

CP = <> EC = see the requirements of the Individual powers.


AC = see Individual power requirements.
18

> Animal Weaponry. For every creation point you spend, you add 5% to your BCTH and 5 pts. to the
amount of damage you do with hand-to-hand attacks only. This power means that the character has claws,
talons, fangs or some other form of animal weaponry that makes hand-to-hand combat more effective.
Martial arts skill could also be included under this power if the GM permits.
> CP = 1 EC = 0 AC == nla
> Armor. You get 75 points of biological or man-made armor for every creation point you spend. Hit
point damage you take will come off these armor points until they are all gone; then damage will accumulate
on hit points as usual. When damaged, biological armor heals at the same rate as the character's hit points;
man-made armor must be repaired (cost per GM). Biological armor will not count as part of your weight
for purposes of hit point calculation, but it will affect a character's weight for agility modifications and
all other reasons. Every point of biological armor weighs 2 pounds. Man-made armor will offer the
character a small amount of additional protection against certain attack forms; see the passive defense
table in section 111.F for more information.
> CP == 1 EC == 0 AC == n/ a

> Astral Awareness. This power allows the character to tune into cosmic forces and ask questions d irectly
from the GM concerning the scenario. All questions are answered with one of three answers: yes, no, or
maybe (usually reserved for improperly phrased questions).
Use of this power is not completely without hazards: there is a 5% chance for each question asked
that the character will pass into a trance for 1d20 hours from which no force in the known universe can
awaken him. No further questions are allowed during this game session, but while in the trance, the
character may have a dream which may yield additional clues.
The energy cost for this power is also unique. The cost for the first question in a game session is 1
energy point. For the second question the cost doubles, and so on up the scale. By the sixth question
in the game session the cost is up to 32 energy points! Characters that fatigue themselves asking questions
will automatically pass into the trance previously mentioned, from which no further answers can be
received.
> CP =3 EC = see above. AC =x
> Astral Travel. The character with this power has the ability to separate his soul from his body. This
enables the character to travel almost anywhere in the cosmos. While the astral body is absent, the
character's physical body remains in a coma and is completely defenseless. If the astral body is prevented
from returning, the body will die in 24 hours.
Characters' astral bodies cannot be hit by non-astral characters in combat except by the following
mental attacks: Emotion Projection, Mental Domination, and Psionic Attack. Only a magical force field or
a specially constructed magical or technological device can stop an astral character from entering or
leaving an area. Two astral characters may touch each other antl conduct all forms of combat normally
between themselves. Astral characters may use only the mental attacks listed above plus Telekinesis on
non-astral characters.
Astral characters are normally invisible, but can become visible to non-astral characters if they desire.
Astral characters can communicate via telepathy with a range of 50 ft. The astral body is capable of
moving at the speed of light. Any character whose astral body is knocked unconscious returns immediately
to his physical body and must rest for 2d6 hours. Characters who take enough damage in astral form to
kill their physical bodies have a 40% chance of actually dying; if this does not happen, they must rest
for 24 hours.
Characters with this power can take others with them. These passengers cannot communicate with
non-astral characters and cannot appear visible to them. They are subject to all the other rules that govern
astral travel.
·> CP =7 EC = !l5 + !lO for each passenger taken AC =x
> Cellular Regeneration. This power allows you to regain the number of lost hit points you would normally
get in a day, in one offensive action! The hit points are regained immediately when the power is used.
If all types of damage can be regenerated, the creation point cost is 8. If the player chooses a
common type of damage that he cannot regenerate, the creation point cost is 7. The GM may lower the
cost of this power to 6 creation points if the type of damage that cannot be regenerated is extremely
common.
> CP = 7-8 EC= 10 AC = o

> Chemical Weaponry. This is a standard of tensive power that allows the character to shoot toxic chemicals
at his opponents to do hit point damage. The range of this power is the character's STR score in feet.
> CP =5 EC = CMBT AC =o
19

> Combat Bonus. You get to add 4% to your BCTH for all of your powers and hand-to-hand for every
creation point you spend on this power.
>
CP = 1 EC = 0 AC = n/a
> Cybernetics. The stuff of which cyborgs and robots are made. This power allows you to replace parts
of the character's body with artificially constructed substitutes that are better than the original. Please
see the table below for a full explanation of the parts available and their effects:

Item Cost Each Effects


Arm 2 add 10 points to STR
40 points of Invulnerability
add 2 points to CON
Legs 7 per pair (Must be purchased as a pair)
Add 20 points to ADX
40 points of Invulnerability
Speed Increase: Running
Add 4 points to CON
Ear 2 Can understand normal human speech up to
150 yards away
Eye 5 Ultravision
Enhanced Brain 4 Add 30 points to Willpower
add 20 points to INT
Characters with cybernetic parts have sophisticated internal repair mechanisms built into them that will
be able to repair most minor damage that the parts might suffer. If, in combat, a critical hit should be
scored on one of these replacement parts, the damage suffered will not heal until it is repaired by a
qualified repairman (some systems may not function properly, GM's option). The fees charged for such
repairs are up to the GM and players to negotiate.
A critical head hit will affect both eyes and ears. It should be noted that, in order to damage an
enhanced brain, it is necessary. to first kill the character (i.e. completely crush the skull).
Cybernetic parts are designed to look and feel just like the normal parts they are replacing and are
indistinguishable from the original under normal conditions.
=
> CP <> EC = 0 AC = nla
> Darkness Control. Characters with this power can create an area of darkness 2 feet in diameter for
every point of intelligence the character has. All light sources in the area of effect will be negated. All
characters who are in the area of effect are blinded, except the creator and characters with Ultravision.
Only one area of darkness can be controlled at a time by a single character. When the darkness is lifted
characters blinded by the original attack will lose their first action if a bright light source is present. The
maximum range of this power is INT times 15 feet.
> CP =4 EC = 5 points when created and per round that the area is maintained AC =o
> Death. Characters with this power have the ability to kill simply by touching an opponent. This power
comes with a standard base chance to hit of 35% which may be increased using the special combat
rules given previously in this section. A creature who has been successfully hit by this attack must make
2 percentile saving throws against its constitution score. If both saves are successful there is no effect
from the attack. When only one of the saves is successful the victim of the attack loses all of his remaining
hit points and is unconscious. Should both saves be blown, the victim is dead! Such victims may be
revived through ressurection or some other similar effect.
> CP = 1 EC = ~O (only if touch hits!) AC = o
> Defense Bonus. For every creation point you spend your opponent gets - 10% to his BCTH. The maximum
Defense Bonus you may buy is 200%.
>
CP = 1 EC = 0 AC = n/a
> Dematerializatlon. This power allows a character to enter a ghostlike state and make his form insub-
stantial. While in this state, the character moves at normal ground movement speed and can walk right
through solid objects as if they did not exist. Characters with this power can materialize parts of their
bodies so that they can touch (and attack) the physical world without actually being in it-they are on
a separate plane of existence, slightly out of phase. All defensive benefits from this power are canceled
if the attacker also has this power.
> CP = 6 EC = 10/hour used AC = d
~o

> Dimension Door. Using this power the character can open inter dimensional portals to other planes
of existence. These portals can be used by anyone who walks (or is thrown) through them.
These portals last until the end of the round in which they were created, unless the player announces
his intention to maintain the portal. In that case the energy cost is immediately deducted from the
character's available energy and the character will lose his first offensive action in the next round to
maintain the doorway.
The base chance of the door opening where it is supposed to is the character's INT score plus 1%
for every point of energy past the 10th the character spends to open the doorway; a minimum of 10
energy must be spent for the power to operate. If a character is attempting to go somewhere he has
already been, the base chance for success increases to INT times 4% plus any energy additions. If a portal
should open up in the wrong place, the exact spot it opens is up to the GM. The only restriction I would
p lace on this is that it should not cause instant death to the characters involved.
If the locale is drastically wrong the characters should have a good chance of jumping back through
the portal under most circumstances; however, it may not always be obvious until later that a mistake
has been made. When characters are lost in this manner they have a base chance of 1 ~1 of opening a
portal back home. No amount of power expenditure can increase this chance. They will make it home
eventually, but it could take a while.
>- CP = 8 EC = 10 (see above) AC = d
> Disruption. This is a standard offensive power that allows a character to fire a beam that disrupts the
bonding force that holds molecules together. Any object that is completely destroyed by this attack will
vanish, leaving no trace behind; to completely destroy a living creature with this power you must give it
a total of (HITS + ENERGY + HEALING RATE + 1) in damage. The range of this power is ten times the
character's CON score in feet.
>- CP = 5 EC = CMBT AC = o
> Electricity Control. This is a standard offensive power that allows the character to shoot bolts of
lightning for hit point damage. In addition, however, this power also gives the character the ability to
control electronic devices.
To control an electronic device it is necessary for the character to score a successful melee hit on
the device (this does no damage). After a hit has been scored on the device, the character must make
two successful percentile saving throws, one versus CON and the other versus INT. If one of these saving
throws fails, the attempt fails. Intelligent devices (self-aware computers, android, robots, ect.) cannot be
controlled by this power.
If the attempt to control is successful, the character can order the device to give false readings, shut
down, etc. The range of this power is fifteen times the character's INT score in feet.
>- CP = 8 EC = CMBT AC = o
> Emotion Projection. Characters with this power can generate uncontrollable fits of emotions and/or
feelings in their opponents. The character can choose what feeling or emotion he can generate when the
power is used.
Victims of this attack are allowed a percentile saving throw vs. their INT score. If this save is made,
there is no effect from the attack, but the intended target will be aware of it. The range of this attack is
the character's INT score in feet. If the saving throw is blown, the character will be overcome by an attack
of emotion and must act accordingly. If the player does not do this the GM should take control of the
character.
This power is subject to the special combat rules given previously in this section. It has a normal
BCTH of 35% unless the BCTH is increased by the spending of additional creation points. The energy cost
for this power is 12 points per shot. This power can only be used against one character per offensive
action, and cannot be used as a multiple attack.
>- CP = 6 EC = 12 AC = o
> Energy Bolt. This is a standard offensive power that allows a character to fire bolts of energy at his
opponents that do hit point damage. The range of this power is the character's STR score times 5 in feet.
>-
CP = 5 EC = CMBT AC = o
> Energy Drain. This is a standard offensive power in all respects except that it does damage to an
opponent's energy score instead of hit points. Characters who are completely drained of energy by this
attack will be subject to the fatigue rules.
>-
CP = 6 EC = CMBT AC = o
> Energy Ground. This power gives you the ability to "shunt' 'energy to ground using your body as the
conductor. This power will only work on " pure" energy forms-e.g. electricity, lightning, non-magical
force fields, power blast, and heat based sources. This power may not be used offensively: You may not
21

walk up to an existing force field and short it out! But if you just happen to be standing some place and
a force field is turned on where you are, well . .. . Energy ground does provide an automatic defense.
You will take 5% of the energy drained as damage (i.e., hit points). Example: You get blasted by POWER
BLAST for 200 points; you take 10 hit points and ground the rest. This power will not work asainst magic,
light/laser, cold, or other non-energy attacks. (Please note that a "magical" lightning bolt is still a lightnins
bolt and is, therefore, subject to grounding! It is up to the GM to settle disputes regarding which magic
spells are "energy" and which aren't {remember that a magical force-field is not}).
> CP =7 EC = see above AC = n/a
> Energy Vampire. This ability is more than just an offensive power: it is the ability to absorb life energy
from others in order to restore your own! It also includes the ability to transform into a bat (flight speed
= RNS).
When you use the energy drain attack, all energy drained from your opponent (the energy so drained
comes from your opponent's energy score) is returned to your own energy score (up to your maximum
energy). There are a number of additional advantages to being an Energy Vampire:
1. You will take only~ damage from non-metalic and/or non-magical physical attacks
2. You have no reflection in mirrors (useful if a hidden camera is watching a hall via a mirror!)
3. You may charm members of the opposite sex by looking into their eyes (they get a magic saving
throw vs. being charmed).
The 1/2 damage I 2X damage 'physical' attacks only affect physical impact attacks. An Energy Vam-
pire will take normal damage from such attacks as chemical or laser.
Now for the not-so-good news:
1. Changing into bat form takes a defensive action
2. You will take normal damage from magic/mental attack forms
3. You will take double damage from metal based attacks
4. You may not have Lycanthropic Immunity.
> CP = 9 for ranged, 8 for HTH EC = CMBT AC =o
> Entanglement. With this power a character has the ability to shoot either an area-of-effect web, or a
single strand that has the capability to completely entangle an opponent. The creation point cost for this
power is usually 8 points, although it can be changed if the player and the GM agree.
The area effect version of this power has a base to hit of 50% unless the character pays additional
creation points to increase it. This version of the power also entitles the targets to a saving throw vs. ADX
on percentiles, and, in future actions, to a saving throw vs. STR - 50 on percentiles to break loose. The
area affected is a STR x STR square, with a range of ~x.
A single strand has a base to hit of 10% and a saving throw of ADX - 50 to avoid being completely
entangled. (If the character attacked makes his saving throw, then he is partially entangled and will lose
his next offensive action.) Once a character is held fast by the strand, he can be freed only if another
character does 100hp of damage to him: treat the entangling strand as a character with 10 ACP's and
flame defense for purposes of hitting. Of course, any attack aimed at the strand that misses will hit the
person bound by the strand. The range of this power is the character's ADX score in feet.
> CP =6 EC= 10/shot AC= o
> Extra Damage. For every creation point you spend, your character adds 5 points of damage to the
effects of all of his offensive powers that cause hit point or energy damage. Please note that this does
not increase the energy cost necessary to use these powers. > CP = 1 EC = o AC = nla
> Flame Projection. This is a standard offensive power that allows a character to fire tongues of flame at
his enemies for hit point damage. The effect is much like that of a flame thrower. The range of this power
is the character's combined STR and CON scores in feet. > CP = s EC = CMBT AC = o
> Flight. Characters with this power can fly through the air at fantastic speeds with no visible means of
support. Controlled take-offs and landings require a defensive action to execute. Attacks can be carried
out using the character's flying speed to increase the damage; however, such attacks will also receive
appropriate minuses to hit. There is no action cost for simply using this power for movement.
Characters with this power can use it to keep them rooted to a spot and thereby avoid the effects
of knock back in combat. There is no action cost; however, an energy point must be paid for that round.
A character's top speed in an atmosphere is equal to his STR score multiplied by his CON score in
miles per hour, with an upper limit of Mach 6 (4,446 miles per hour). In space the character's top speed
in an atmosphere is multiplied again by his ADX score to give his top speed in MPH for that environment.
> CP =6 EC = 1/round AC = see above
»- Force Projection. This is a standard offensive power that allows a character to do hit point damage to
his enemies by firing waves of force at them. The main feature of this power is that it can be used to
form invisible walls to trap opponents and to form shields to defend you.
Force walls must be given a power allotment when they are created; this includes personal force
fields. This allotment cannot exceed 50% of the character's total energy score, and this allotment must
be deducted from the character's energy score as soon as the wall is created. The wall can absorb
damage up to 10 times the amount of energy spent creating it. After this total is exceeded, the wall will
be eliminated. It takes only a roll of 95 or less on a d100 to hit a force wall (not a personal force screen).
For a personal force screen to take damage, the attacker must roll a successful attack sequence against
the character with all of the proper defensive modifiers added in. (This attack adds some negative to hit
modifiers of its own; please see the combat section.)
When a personal force screen is taken down the character must wait at least until the third count
after the screen is taken down before re-establishing it (or until the next time he can legally take an action,
whichever comes later); this is to give the rest of the world a sporting chance! Personal force screens
cannot be reinforced until they are completely taken down. You may not have more than one personal
force screen around you at any given time.
To shoot down an incoming attack as an active defense will cost you as much energy to shoot down
the attack as it cost the attacker in energy points to make it.
> CP = 6 EC = CMBT; see above AC = ol d; see above
> Giiis. A character who takes this power is completely amphibious; he can breathe in water as easily
as air. No other effects are gained from this power.
> CP = !l EC = 0 AC = n!a
> Gravity Projection. This is an offensive power that allows the character to manipulate the force of
gravity, making it stronger or weaker as the character desires.
The attacker has the option of assigning any DNA# he wants to the attack up to half of his STR score.
The energy cost of the attack is equal to the DNA# of the attack. This attack is covered by the special
combat rules; therefore, it has a fixed BCTH of 50% unless additional creation points are spent to improve
this number. If the attack is determined to have hit, the DNA# of the attack is subtracted from the target's
HTH DNA#.
If 0 or a negative number results from the determination, the victim is pinned to the ground and
completely unable to move or act. He will also take hit point damage every time the attacker has an
offensive action as if he was hit by an attack equal in DNA# to the amount that his own HTH DNA#
was exceeded.
If the result of the DNA# subtraction is still positive, the target is not pinned but his HTH effectiveness
is reduced by the DNA# of the attack. His carrying capacity is also reduced to the highest value of the
new HTH DNA# category he finds himself in.
This attack can also be used to make a character fall upward until he hits a solid object, or until the
attack's range limit is exceeded. When this is attempted, look up the victim's weight on the HTH DNA#
table and subtract the DNA# obtained from the offensive value of the attack. The result is the actual
strength of the attack and the victim will take damage accordingly if a solid object is impacted before
the range limit is reached.
When the range limit is reached, the victim will be held in an area of null G where he will be unable
to control his movement or orientation until the attack is turned off. (A trapped character can be rescued
by another character with flight powers or wings.) At this point, normal gravity takes over and he falls
messily to the ground, unless the attacker decides to be nice and let him down slowly (although he rarely
does).
A character can have multiple gravitational fields in operation at the same time, and the effects are
cumulative if more than one is used on the same character. If the attacker wishes to maintain his fields
into the next round, he will lose his first offensive action of that round and have to pay the energy·costs
for that round at that time. The range limit for this power is the character's STR score multiplied by his
CON score in feet.
Gravity Projection may also be used against solid objects such as, e.g., semi-truck and trailer com-
binations. When used in this manner, a successful to-hit means that the entire object is subject to the
effects of the attack. However, any contents of the object will not be affected by the increased gracvity
as long as the object of the attack remains intact. Should the object collapse from the increased gravity,
any contents will take damage from the collapse.
This power may also be used to establish a defensive gravity field (cost of 1 defensive action and
5 energy points per round) that will help defend against enemy attacks and nullify any knock back results
from such attacks.
> CP = 8 EC = see above AC = ol d see above
> Growth Power. Characters with this power have the ability to spontaneously increase their size and
body mass. This has the following effects for every foot of growth:
1. + 5% to hit points, armor, and invulnerability.
2. + 10% to carrying rnpacity and weight.
3. + 1 to all of the character's D,AM#s (energy costs are not changed).
4. + 5% to opponent's BCTH, making him easier to hit.
Using this power will enable a character to obtain a maximum height of 100 ft. At this height the
character will be almost impossible for opponents to miss in combat. He may also encounter Godzilla's
law, which states that it is impossible for a creature of gigantic size to move about freely in an urban area
without causing mass destruction. The GM should remember to enforce this rule whenever appropriate,
unless the character is being extremely careful.
Characters can grow to any height up to the maximum. Growing costs an offensive action, and shrinking
back to normal costs a defensive action.
>- CP =5 EC = 1 point per every~ feet of growth at the time growth takes place.
AC =
see above.
> Holographic Projection. This power allows a character to project seemingly solid, three-dimensional
illusions, complete with sound and movement. This attack works by directly affecting the minds of the
intended viewers. The intended victim or victims must make a saving throw on percentiles against their
INT score. If the save is successful, they will see the illusion for what it really is. If the save is b lown, then
the construction will seem solid and believable; the victims will even be able to touch it and it will seem
solid!
It is possible to have the holographic illusion perform attacks against the victim exactly as the real
article would with the following exceptions:
1. The illusion will act on the controlling character's action.
2. The illusionary attacks are only half as effective in terms of D,AM# as the real thing, but cost the
controlling character the same amount of power as the real attack.
Victims of illusionary attacks will also get additional saving throws against the illusion. Once an illusion
has been disbelieved by a character, that character will not fall for any more illusions generated by the
same character in that battle. Characters may gain bonuses to their saving throws if the illusion is unbe-
lievable, or if they have some form of improved senses that will help them to spot such a trick. Characters
with Ultravision are completely immune to these illusions and, like characters who make their saving throw,
give others a 25% bonus on their saving throws.
While controlling an illusion a character can take no other actions. He must stay within sight of his
creation and no farther than 50 ft. away. Unintended targets (people passing on the street) do not see
the illusion and may give the victims an accidental clue by their actions that the illusion isn't real (10%
chance per round if such people are in the area). Once a saving throw has been made by a character,
the illusion is harmless to that character and can inflict no further damage on him. Illusions are not limited
to animate objects; rooms and outdoor scenes can also be changed.
>- CP = 6 EC = 1 points per victim per round, plus whatever is necessary to execute any
attacks by the illusion.
AC = o to form, then whatever is necessary for the illusion to act as desired.
> Ice Projection. This is a standard offensive power that allows a character to do hit point damage to
his opponents by shooting a freezing beam at them.
As a side effect, this power will also form a b lock of ice that surrounds the target hindering its
effectiveness in battle until it is removed. This hindrance is computed in terms of a D,AM# using the
following formula:
E b
ncum ranee
D,AM#
= (R-factor x Ice D,AM#)
20

The Encumbrance D,AM# is a direct subtraction from the targets HTH D,AM#. If the result of this
subtraction is zero or negative, the target is helplessly encased in a block of ice. If the result is positive,
the target can still move and act, but his new HTH D,AM# is equal to the result of the subtraction.
Victims of such an attack that are still capable of movement may attack the ice that encases them.
Five hit points of damage will destroy 1 D,AM# worth of ice.
Characters with this power can also use it to create large ice masses in whatever shape the characters
desire. Such ice masses require a defensive action and 1 energy point for every D,AM# of ice created.
Each D,AM# of ice occupies a space of 1 cu. ft. Ice is an undefending target and can be hit on any roll
of 95 or less. If it is not maintained, ice will melt at the rate of 1 D,AM# per round.
A character with Ice Projection may also project a protective coating of ice around himself, referred
to as ice armor. Ice armor does not provide any additional defense bonuses; however, it does absorb
damage. The ice armor must be removed before any damage can af feet the character. Ice armor may be
created at a rate of 25 points of armor for each energy point spent, up to a maximum of 500 points of
armor at any time; armor may be re-generated as it is destroyed, but you may never have more than 500
points worth. Ice armor requires a defensive action to create.
> Cl' = 8 EC = CMBT, see above AC = o, d for Ice masses
> Immolation. This is a standard offensive power that worl<s exactly like Flame Projection, except that
the character can immolate himself, thus giving him a passive defense against many attack forms. This
ability also enables the character to fly through the air at a rate equal to three times his ground movement
rate. > Cl' =7 EC = CMBT AC = o, d to immolate
> Improved Senses. By spending 4 Creation Points, a character can acquire any two of the improved
sensory capabilities below (or the same one twice; they are additive):
+ 1 to detective score multiplier 500 x telescopic vision (objects appear 500 times closer)
+ 1 to danger sense multiplier heightened smell (scent tracking, roll detective score)
infrared vision (can see heat sources) heightened hearing
sonar, radar, or night vision (can see in the ultraviolet spectrum)
This is by no means an exhaustive list: if the GM and player reach agreement on another form of
improved senses, the new sensory ability is allowed. Heightened sensory capabilities usually take a
defensive action to use, but this is up to the GM since unusual situations can arise.
> Cl'= 4 EC = 0 AC = d, GM's discretion.
> Increased Statistics. For every creation point spent you can choose to receive 5 points added to any
one of the following scores: STR, CON, ADX, or INT. Cl' => 1 EC = 0 AC = n!a.
> Invisibility. A defensive action is required to turn invisib le. In this state, characters are transparent to
normal and infrared light. Only characters with Ultravision see them automatically; all other characters must
roll less than their Detective Score on percentiles in order to notice the invisible person. Invisible characters
will still be detectable to characters that have heightened smell, radar, sonar, etc., if they think to look
for invisible characters. Invisible characters receive a bonus of + 10% to their BCTH and -50% on their
opponent's BCTH. These effects are nullified only by fighting a character with Ultravision or a form of
heightened senses, as previously detailed.
The 50% defensive bonus only applies to attacks that require the attacker to ·see· the defender.
Mental powers, powers that affect an area, or 'random' attacks (attacks such as fumbles) are not affected
by the invisibility defense.
> Cl' = 6 EC = 5 points per round. AC = d
> Invulnerability. For every creation point spent, a character will receive 40 points of Invulnerability.
These points are essentially free damage that must be taken off before the character can actually be hurt.
Please note that these points must be taken off before armor (if present) can be damaged.
Invulnerability is completely regenerated at the start of every round. This means, effectively, that a
character with this power will start every round with a fresh suit of armor that must be pierced again by
his opponents.
Invulnerability has a minor effect as a passive defense against some powers and will make a character
completely immune to the following ones until it is taken down: Paralysis, Death, Transmutation, and
Emotion Projection.
> Cl' = 1 EC = 0 AC = n/a
> Laser Power. This is a standard offensive power that allows a character to shoot a beam of laser light
at his opponents that does hit point damage.
> Cl' = 5 EC = CMBT AC = o
> Life Support. Characters with this power have a device incorporated into their costume that provides
them with everything they need to live for an unlimited period of time in a hostile environment. This
power acts as a passive defense as indicated on the passive defense table.
There is a 5% chance that an enemy attack will damage this device, making it non-operational. It is
also possible to launch a special attack against this device, success indicating a 1% chance per DAM#
of the attack that the device is knocked out.
>Cl' = 3 EC = 0 AC = n/a
> Lightning Bolt. This is a standard offensive power that allows a character to fire bolts of lightning at
his enemies that do hit point damage.
> Cl' = 5 EC = CMBT AC = o
>- Lycanthropic Immunity. Characters with this power are able to change shape from a normal human
into a form that is part animal and part human. This animal form is completely immune to HTH and
projectile damage unless the damage is inflicted by a magic or silver weapon. Lycanthropes take normal
damage from all other forms of attack.
Lead bullets may embed themselves in the character, but will cause no damage unless they are not
removed by the character before returning to human form.
Lycanthropes sometimes do bizarre things (such as leap from the roofs of tall buildings) because
they know they will take no damage from the fall. The only problem occurs when an attack they are
immune to reduces them below zero hit points. In this case, it takes the body a few moments to repair
itsself to the point where it can function. The character will regenerate his healing rate in superficial damage
every time he gets an offensive action. The character cannot act until he reaches the point where he is
above zero hit points.
There is also the problem of "knock back" damage. A lycanthrope can still be sent flying by an attack
that does only superficial damage if the total damage exceeds his KBF. Please see section 111.J for more
information on knock back.
Example: A lycanthrope with 500 hit points desperately leaps off a tall building and will take 700
points of superficial damage on the landing. If he has a normal healing rate of 50 hit points per day then
he will lose his next 5 offensive actions while his body puts itself back together; he must have a total
above zero.
Lycanthropes must assume their animal form on the nights of the full moon, and may sometimes
change involuntarily during times of high stress (percentile save against INT score during high stress periods
to avoid change). These characters may also show a tendency toward slightly animalistic behavior in their
animal forms-e.g. a marked p reference for raw meat, etc.
The animal the character becomes must be a mammalian or avian predator of some type- wolf is
by far the most common but by no means the only one. If the player and GM agree, other types of
creatures can be used, but the creation point cost should be higher.
Please note that Lycanthropes MAY NOT be Energy Vampires!
>-- CP = 8 EC = 0 AC = d to change forms.
i6

> Ma9ic. This is more than just another super power: it is a method for creating a special type of character
that uses spells instead of super powers. These characters do not obey the normal rules in sev'eral important
ways:
1. They can't use their initial creation point grant for anything except heightened statistics (except
with GM permission).
2. These characters have the following maximum initial scores in their basic statistics: STR = 25, CON
= 50, ADX = 40, INT = unlimited.
All magic using characters start with 6 spells they can cast. These are picked from the super power
list and the special magic spell section later in this book (see section V.E). The following super powers
are unavailable for selection as spells:

Animal/Plant Control Animal Powers


Animal Weaponry Armor
Cybernetic Replacement Combat Bonus
Extra Damage Increased Statistic
Invulnerability Magic
Mutation Pet
Poison Super Reflexes
Willpower

When a magic-using character gains additional creation points through experience, he may use them
to buy new spells or increased statistics (see special rules below). Each new spell costs 3 creation points
to add to the character's spell list. Characters who use this option will still receive a training bonus, but
it must be applied to basic statistics.
Special rules for increased statistics for Magic Users include: Strength MAY not be purchased; Intel-
ligence may be purchased at a rate of 5 INT per CP; Constitution may be purchased at a rate of 5 CON
per 2 CP's; and Agility/Dexterity may be purchased at a rate of 5 ADX per 2 CP's.
The energy cost for using super powers as spells is equal to the creation point cost given on the
super power table. There is no need to roll a hit against an observable target; howev'er, you must be able
to see the target in order to successfully attack it.
Spell casting will use either an offensive action or an active defense, depending on whether the
spell is oftensive or defensive.
When using non-offensive spells, you may cast up to 10 energy points worth of spells per action.
The duration for spells not expressly limited to a single person (example: Weakness Detection) is 15
minutes game time (60 rounds). You may, if the GM allows, cast non-offensive spells on other players to
grant them temporary use of abilities they don't normally have. This will cost you 5 times the normal
energy cost for the spell. The spell duration will be normal: Please note that the same defensive spell
may not be cast on a recipient multiple times- Le. you may not use heightened defense twice!
When using offensive spells that do hit point damage, the spell will do 1 DAM# for ev'ery ACP your
character has on each attack. You may spend up to S times the energy cost of the spell to cast it; this
will multiply the DAM# of the attack accordingly so that, if you spent 5 times the normal power, you
would get a DAM# equal to 5 times your available creation points for the attack. Using an offensive
power that has a passive defensive component entitles you to the defense for 60 rounds or until you
turn it off. You may not mix different offensive spells in a single action.
Offensive spells that do not use a DAM# are limited to one target and one attack per action.
Please see section V.E for information on additional spells available to you and on special magic
saving throws.
~ CP = 15 EC = see above. AC= per spell used.

> Ma9netism. This is one of the offensive powers covered under the special combat rules given earlier
in this section. Your BCTH is fixed at 50% unless you spend additional creation points to raise it. The
reasons for this restriction will become obvious as you read further.
The DAM# you select controls the amount of damage done by the attack when it is directed against
another character or object, and it also controls the amount of metallic material you can manipulate with
this power. To pick up metallic material takes an offensive action. Look up your DAM# on the carrying
capacity table in section 11.G. The higher figure listed for carrying capacity with that DAM# is the maximum
amount of magnetic material you can manipulate using this power. To pick up the material costs the
amount of energy equal to one attack. No "to hit" roll is necessary if the target material is standing still
and unresisting. Multiple objects can be picked up at once, provided that their total weight does not
exceed the character's maximum amount of material.
27

Once some magnetic material is picked up, it is possible to use this material like a long-range melee
weapon. The target of the attack will not only take damage from the magnetism, but also from the metallic
material embedded in it (according to how many DNA#s worth of material have been picked up). This
extra damage does not affect the power cost of the attack or the BCTH, and it costs nothing to manipulate
the metallic material once it has been picked up. The maximum range of this power is equal to the
character's STR score multiplied by 2 in feet.
This power also has a passive defense that can be activated by spending 5 energy points and 1
defensive action.
:>- CP =1 EC = CMBT AC = old; see above.
> Mental Domination. Characters wit.h this power can force their will onto the minds of others. This
power is covered by the special combat rules given earlier in this section. It has a standard BCTH of 50%
which may be increased by spending creation points. Furthermore, this power cannot be used as a
multiple attack.
When a successful hit is scored by this power, the victim must make a saving throw on percentiles
against his INT score. If this save is made, there is no effect from the attack. However, if the save is blown,
the mind of the victim falls under the influence of the attacker. He will do nothing until he is instructed
by the attacker. Such instruction requires the expenditure of a defensive action. If the instructions are
contrary to the nature of the character, or phrased in such a way that they would be unpalatable, the
victim is entitled to another saving throw. If this throw is made, the victim will lose his next offensive
action due to disorientation but otherwise be unaffected- Le. the domination is broken at this point. If
the instructions are not contrary to the nature of the character, he is not entitled to another saving throw.
If the second saving throw (if applicable) is blown, the character must follow the instructions of the
attacker to the letter, even if it means attacking friends. Suggestions of suicide will always cause the
character to save; however, a suggestion for the same character to throw himself on a nuclear hand grenade
to save lives would probably be obeyed. Characters who receive no instructions will simply stand around
until they are freed from the influence of the power. A friendly character may spend offensive actions
trying to snap a friend out of it. If this happens, the character is entitled to another saving throw. The
range of this power is the character's INT score in feet. This power w ill work on all self-aware machines
as well as on organic creatures.
:>- CP =9 EC = 15 AC = o, d to Instruct victims.

> Mental Shield. This is.a defensive power designed to protect your "mental privacy." This spell will
prevent any form of mental investigation. Characters with mental powers, abilities, or devices will know
that there is intelligent life, but will be unable to read anything (unless allowed to). Any attempt to affect
the mind of a character with this power will be meet with a 50% bonus to the character's saving throw
against the attack (it does not matter what the source of the attack is); as with the protection versus mind
reading, the saving throw may be waived if the character so chooses. Please note that this power may
be taken only once!
:>- CP =5 EC = 1/defense AC = nla
> Mutation. This is an undefined super power provided so that the GM and the players can create their
own powers. We do not pretend that the list of powers covers every single thing that a player might
come up with. In this situation, the player should sit down with the GM and define the rules and cost
of the power. If the GM feels the new power is not appropriate or that it would in some way unbalance
the game, he should not hesitate to say no.
:>- CP = <>, per GM. EC = per GM. AC = per GM.
> Hon-Detection. This is a special form of invisibility. Characters using this power can't be detected by
audio, visual or electronic means. All but the strongest of magical means will also fail. Danger sense and
detective score will not discover someone using non-detection. This form of invisibility shuts off after
the user takes any hostile action.
:>- CP =1 EC = 1/ hour AC =d to activate.

> Paralysis. Characters with this power can shoot a beam at their opponents that will require them to
make a percentile saving throw against their CON score or be unable to move. This power is .ineffective
against characters with invulnerability or man-made armor until the impediment is removed. If the victims
CON saving throw is successful then there is no effect from the attack. This power has a BCTH of 50%
unless you spend additional creation points to increase it.
:>- CP =8 EC = 1 per shot AC =o
> Pet. Pets are constructed by channeling the character's creation points into normal creatures to give
them special powers. The owning character may also spend ACPs to buy the pet additional powers in
the future. Pets are always considered to have 4 ACP for attack and defense purposes. All of the experience
they earn goes to their owner.
Pets are able to understand human speech, but whether they are actually able to talk depends on
the player and the GM. Pets should have their own character sheet that lists their hit points, powers,
abilities, etc. As super pets tend to be the best of their species, assume the the animal will start with
STR, CON, ADX, and INT equal to 18. See section V.F for more information on basic animal types.
>- CP = <> EC = 0 AC = nla
> Polson. This power has many possible forms whose details can be agreed upon by the player and
the GM. We are going to discuss two of the many possibilities in an attempt to give the GM some guidelines
in setting up this power.
The character can shoot a stream of poisonous liquid at his enemies that has a range of s~R feet It
has a DAM# and is treated like a standard offensive power except that the character gets only c~; shots
per day. We would give the power just described a creation point cost of 3.
In the second example, the character secretes poison through claws or fangs into wounds done by
HTH. The victim of this poison must make a saving throw against their CON score on percentiles or fall
unconscious. The character is limited to c~; doses per day. We would give this power a creation point
cost of 7 with an energy cost of 7 per dose.
The limit of c~; doses per day is recommended for this power no matter what form it may take. The
reason is that this power is of a more natural origin than the others; it must be manufactured inside the
body, which has only a limited storage capacity.
)lo- CP =<> EC = CMBT AC = o
> Psionlc Attack. This is a standard offensive power with a mental twist. No physical defenses except
Force Field will stop this power, or even affect its BCTH. The only defense the target has is his INT score;
this is a direct subtraction from the power's BCTH. This attack cannot penetrate or harm a Force Field.
The range of this power is the character's INT score multiplied by 5 in feet.
)lo- CP = 5 EC = CMBT AC = o

> Resu«ectlon The ability to raise the dead-within limits. The person to be raised cannot have been
dead more than 2 days or this power cannot work-the body will live, but with no soul. The target
creature must make a successful percentile save against double its CON score for this power to work.
This power takes only an offensive action to work. The target creature will be weak and take 1d4 days
to regain his strength. The character with this power will recover his spent energy points at the normal
rate.
)lo- CP = 7 EC = 50 AC = o

> Robot. Characters with this power are self-aware, mechanical, artificial constructs that do not appear
at all human. A complete list of bonuses received for taking this power is given below:
20 points added to STR score
20 points added to ADX score
25 points added to CON score
140 points of Invulnerability
Androids and robots have sophisticated internal repair mechanisms that operate in much the same
way hit points are recovered by humans. After each combat, roll 1d00. If this roll is lower than the
character's CON score, then all of the damage is reparable by his internal systems, and he will heal normally.
If the roll is higher than the character's CON score, then roll another dOO; this is the percentage of the
damage that the character cannot repair internally. This damage will not heal until it is repaired by a
qualified repairman; some internal systems may not function properly, at the GM's option. The fees
charged for such repairs are up to the GM and players to negotiate.
>- CP = 11 EC = 0 AC = n!a.
> Shape Change. Here is another power that can mean different things to different people- hence the
variable creation point cost. Some of the possible versions of this particular power are described below.
The players and the GM should feel free to invent their own versions using those provided as guidelines:
1. The character is just a normal person with the ability to transform into a super powered being.
He has no super powers in his normal human state. The creation point cost for this would be 2
points, plus whatever special abilities the super powered form has. It costs no energy for the
character to become his super powered alter ego, but it will require a defensive action. Characters
with Lycanthropic Immunity do not have to buy this; it is included in the cost of the other power.
2. The character has the ability to transform himself to look just like anyone he has ever seen. This is
a very handy if you don't want to be recognized. The only way to detect such a character
impersonating someone is through a slip in behavior, fingerprints, Ultravision, scent (for animal
characters who are into that sort of thing), or other extraordinary means. The creation point cost
for this form of Shape Change is 8 points. The energy cost is 1 point per minute that the character
holds a form other t han his normal one. A defensive action is required to work the transformation.
3. In this version, the character has the ability to transform into a specific animal. While in this form
he will, of course, acquire any special body parts the animal might have (wings, claws, fangs, etc.)
and be able to make use of them. The character is also able to use his other super powers in that
form. The creation point cost for this version of the power depends on how useful the animal
form is and how many other abilities the character picks up while in that form. The range is be
about 1 to 3 creation points. Eight energy points and a defensive action are required to work the
transformation. It costs nothing to stay in animal form.
4. The character is a true metamorph; he has no true form. He can assume the shape of anyone or
anything he desires as long as it isn't more than 4 times as large as a man. Such a character will
have his hit points calculated as if he were a human; they will not change when his weight increases.
As above, he will acquire all of the special body parts the animal might have. If the GM allows,
the character might even be able to take the form of a mythological monster if the mood strikes
him. The creation point cost for this version of Shape Change is 10 points. Ten energy points will
be required for each transformation, along with a defensive action. Because the character has no
real form, he does not have to pay any energy to maintain any assumed shape.
> Cl'= <>"' see above. EC= see above. AC= d

> Shrinking Power. Characters with this power have the ability to truly get small. For every foot of height
lost the character loses 10% of his total hit points, 15% of his carrying capacity (remember to look up
new HTH DAM#), and his opponents suffer a penalty of - 20 to their BCTH. Microscopic characters lose
80% of their hit points, and 95% of their carrying capacity. Only other microscopic characters can hit
them in combat.
> CP = 5 EC = 2 points per foot lost, 20 points for microscopic. AC = d

> Solid Energy Creations. This is the ability to create something out of nothing, but only temporarily. It
works like a standard offensive power that does hit point damage. The character materializes projectiles
in midair that streak toward his opponent.
The character can also do things like make walls, cages, etc. These temporary objects last only as
long as the character pays power to maintain them. The cost to maintain them is the character's first
offensive action of the new round and the energy cost of one attack. This will maintain all of t he temporary
objects the character has in existence. Non-maintained objects will cease to exist at the end of the round
in which they were last maintained (or created, if they were never maintained). These creations take 10
points of damage for every DAM# that goes into their construction before they are destroyed. The
character can combine up to 5 attacks to create an object. Object creation also requires a defensive
action.
These creations can be animate and move around if the character takes time to give them verbal
orders (1 defensive action). Objects so instructed will continue to follow their last orders until destroyed
or re-programmed.
> CP = 1 EC = CMBT, see above AC = old, see above.
> Sound Projection. This is a standard offensive power that allows the character to generate intense
sound waves that do hit point damage. Characters with this power also have the ability to imitate sounds
or voices they have heard before; only a voice print can tell the difference.
> Cl' = 6 EC = CMBT AC = o

> Speed Increase. A character who takes this power may double his normal movement rates. If taken a
second time, movement rate is trip led; taken the third time, quadruples the movement rates, and so on.
> Cl'= 3 EC = 0 AC= nla
30

> Spider Climb. Spider Climb allows the character to fire a strand at a stationary, undefended target to
use a a grapple line. This line has a chance "to hit" of 85%. This character also has a natural ability to
tight-rope walk. In both instances, the character need only roll a save vs. agility to keep his footing or his
grip in adverse conditions; note that the severity of the conditions may cause modifications to the saving
throw. This power has a creation point cost of 4.
This power also gives the character the ability to climb surfaces that are completely sheer or without
hand holds. Saving throw is as mentioned above for adverse conditions.
)>- CP =4 EC =0 AC = n/a
> Stretching Powe1S. This power allows a character to stretch and distort his body as if it were made
out of rubber. The character can stretch his body up to 7 times its normal length and width. HTH becomes
a ranged attack (range is ~R in feet) for characters who have this power. It is even possible for the character
to distort his hand to become a weapon and increase HTH damage; the character must specify he is
doing this, and the type of weapon used.
It is also possible for characters with this power to "wrap up" opponents. This requires a successful
special attack with HTH. If the attack succeeds, then it becomes a simple test of strength. Both characters
roll 1d00 and add it to their STR score each time the victim gets an offensive action. If the victim wins,
he breaks free of the hold. If he loses he suffers damage equal to 3 successful HTH hits from the character
holding him (on the other character's offensive action). Note that the attacking character can elect to tone
down or not do this damage at all.
A passive defense is also a part of this power. The defense does not need to be activated and is
always on.
This description only scratches the surface of the things possible with this power. The other possi-
bilities we will leave for the players and the GM to discover.
)>- CP =5 EC =0 AC = nla
> Super Rd/exes. For every creation point spent, the character gets an addition of 10 to his initiative roll.
)>- CP =1 EC =0 AC = nla
> Telekinesis. This is one of the offensive powers covered under the special combat rules given earlier
in this section. Your BCTH is fixed at 50% unless you spend additional creation points to raise it. The
reasons for this restriction will become obvious as you read further.
The DAM# you select controls the amount of damage done by the attack when it is directed against
another character or object, and it also controls the amount of material you can manipulate with this
power. To pick up objects takes an offensive action. Look up your DAM# on the carrying capacity table
in section 11.E. The higher figure listed for carrying capacity with that DAM# is the maximum amount of
weight you can manipulate using this power. To pick up objects costs the amount of energy equal to
one attack. No "to hit" roll is necessary if the target material is standing still and unresisting. Multiple
objects can be picked up at once provided that their total weight does not exceed the character's
maximum amount of material.
Once some objects have been picked up, it is possible to use them like a long-range melee weapon.
The target of the attack will not only take damage from the Telekinesis, but also from the objects thrown
by it. This extra damage does not affect the power cost of the attack or the BCTH, and it costs nothing
to manipulate the objects once they have been picked up. The maximum range of this power is equal
to the character's INT score multiplied by 4 in feet.
)>- CP = 1 EC = CMBT AC = ol d; sec above.

> Telepathy. Characters with this power are able to broadcast their own thoughts and read the minds of
others. The range of this power is the character's INT score x 5 feet.
If the character attempts to read the mind of an unwilling subject who is aware of the attempt, the
subject receives a percentile saving throw against his INT score. If this save is successful, then the victim
of the attack may feed the attacker any false information he wants.
This power may also be used to hold conversations at the speed of thought in the midst of battle.
This requires no action expenditure, but does require 5 energy points. All characters taking part in a
conversation must be in range of the power.
A character with this power cannot have his mind read by another person with this power unless
he permits it. He will automatically and instantly be aware of the attempt.
)>- CP = 5 EC = 5 per action attempted
AC = o for mind reading against an unwilling target.
> Tclcportatlon. Characters with this power can instantly travel from one place to another. You may spend
one energy point and travel a distance in feet equal to your normal movement rate. Every additional
energy point spent will allow you to travel 10 times farther. You can use this power to travel clear across
the galaxy if you spend enough energy points.
31

/-1-r;~
c(_____·--·--···· ..-:-.......···-·-·. ·--.. -

...... ,.", .••••::.·:••.·::.·.~ '.' :··::~:'.:~..:::·


. ;:',•v};;:::;.~;>:.•;·~'~.·;:r,:~::;~:'.;!~~t~'.!~~!~;51:~~~~\i;'f"•
........... ......

..... .........
"· " •·
....-... ...
; . •, ...

•• • ' ·''! O. · ... • •• :. . ... . . •

... . . ·..... .. . ..
,,.,~· .~ ..~ ·: ; ... .. ··..·
.. . .·~. ·....... ~·-"'·

........ ....
· ; -- ··~ · · ·' •'.

This power can also be used to create a portal between two places. To do this the character must
spend 3 times the normal energy cost it would take to travel from one place to the other. While the
portal exists, friend and foe alike may use it. It will cease to exist at the end of the round in which it is
created unless it is maintained. Maintaining a portal will cost the character his first offensive action in the
next round, plus the same amount of energy it costs to create the portal. These portals normally cover
an area 10 ft. x 10 ft. For every additional energy point spent the area of the portal can be doubled. It
should also be noted that travel is possible using both sides of the portal.
A force field across the line of travel will prevent this power from operating. Other types of barriers
may be able to stop this power as well; see your GM for details.
>- CP =8 EC= see above. AC= d
> Transmutation. A character with this ability has the Midas touch, although not necessarily with gold.
This power allows the character to fire a beam at his opponents that has the power to transform any
substance into another substance, to be specified when the power is taken.
The victim must roll a saving throw against his CON score. If the save is successful, there is no effect
from the attack. Should the victim fail to make his saving throw, he will be transformed into a statue made
of the specified substance. He will remain in this condition for 3 rounds, at the end of which he will
change back to his normal self. Should an accident occur to the statue during this 3 round period, the
victim will remain a statue until any and all missing pieces have been restored.
This power is covered under the special combat rules given earlier in this section and has a preset
BCTH of 50%. This may be improved by spending additional creation points as outlined previously. This
power cannot be used as a multiple attack. Inanimate objects get no saving throw against this attack. The
range of this attack is the character's CON score in feet.
>- CP = 8 EC= 15 AC= o
> Ultravislon. This is the ability to see things as they really are, not as they appear. Invisible objects can
be plainly seen. False images can be seen through to reveal an object's true location. Normal illusions
w ill not fool the character. Characters using non-detection cannot be seen with ultravision. This power
also allows a character to see as well at night as in the day.
>- CP = 6 EC = 0 AC n/a. =
> Vibratory Attack. This is a standard offensive power that allows a character to fire a beam that will
cause the molecules in his opponent's bodies to vibrate destructively, causing hit point damage. Characters
with this ability can pass through solid objects at half of their normal movement rate by causing their
own bodies' molecules to vibrate and pass between those of solid objects; however, this ability is
effectively stopped by the presence of a Force Field.
This power also provides a limited passive defense that is useful against some attacks (energy cost
of 2 per round, defensive action to activate); please see the passive defense table for more information.
The range of this power is the character's STR score in feet.
>- CP =6 EC = CMBT AC = o, d to activate passive defense.
> Weakness Discovery. A character with this power is able to discover all of his enemy's weaknesses in
battle (assuming the character has the proper powers available to do so). The character with this power
must be within 5 feet of his opponent for this power to operate. To activate it requires an offensive action
and 15 energy points. There is no saving throw.
Once this power has been used successfully, the character will know all of his opponent's weaknesses,
if any. He will also be able to add his INT score to all of his attack bases. The character should keep a
record of all characters he has used this power on as, these bonuses apply forever against that character.
>- CP = 1 EC = 15 AC =o
> Willpower. Willpower is an optional ability score that starts at 0 when a character is created and can
only be increased by the spending of creation points. The cost is 1 creation point for every 10 points of
Willpower.
This score comes into play when a character blows a saving throw; he is then allowed a second save
against his Willpower score. If the character blows the second save, please be kind and send flowers. If
this second save is made, the character must pay the amount of energy that he rolled on the percentile
dice. If a character is low on power he can always elect to forego the second saving throw and take his
chances. >-
CP = 1 EC = amount of die roll. AC = n!a.
> Wings. Characters with this power have an actual set of wings that they can use to fly. Characters with
wings can fly at 5 times their ground movement rate per round.
>- CP =4 EC =0 AC = n!a.
11.F Weakness Descriptions
Now that all of the super powers have been described and defined it is time to talk about
weaknesses. Weaknesses can be a good way of getting additional creation points to make a starting
character a little more powerful. However, care should be exercised by the player because it is
very easy to design a character that is unplayable if the wrong combination of weaknesses is used.
The following table lists all of the weaknesses defined in this system. As w ith superpowers,
you may create your own weakness provided that the GM finds it reasonable. The GM may elect
not to let a character have certain weaknesses; remember that his word is final.

Table 3 Weaknesses

Weakness CPs Weakness CPs

Allergy xi Impaired Senses 1-53


Berserker 7 Irrational Fear 1-53
Dependent xi Mute 2-53
Excessive Violence 6 No Saving Throw 2- 53
Extra Damage 2-53 Prejudice 3
Hunted x1.2 Reduced Statistic 1
Impaired Power 1-53 Terrible Secret x1.2
Key:
1
Depending on what the player decides to do with this weakness, the GM should
decide how much it costs on a case-by-case basis.
2
Special rules apply to the use of this weakness. Please consult the rules governing
this weakness for a complete description of the creation point cost and any
limitations that may go along with this weakness.
3
1ndicates a range of possible costs for this weakness.
33

The following are general rules concerning all weaknesses:


1. They may be removed from the character by paying double the number of creation points
your character received for taking the weakness, unless the rules or the GM specifically say
otherwise-e.g., Animal Powers.
2. The amount of creation points received for all weaknesses must be listed on the character
sheet if the weakness is removable. If this information is not listed the character's weakness
should be considered permanently non-removable.
3. Weaknesses not listed here may be used if the GM and player both agree. The GM has the
last word.
4. A maximum of 3 weaknesses should be allowed on any one character. More weaknesses
than this will usually result in an unplayable character.
5. The GM and the player should be careful that no character winds up with such a combination
of weaknesses that it will be unplay~ble.
The rest of this section is devoted to giving complete rules descriptions for all of the weaknesses
that appear in this rule book. All of the descriptions appear in the same order that they are listed
in Table 3 and include the creation points gained by the player as a result of selecting that weakness.
w AJ/er!JY Characters with this weakness lose all super powers in the presence of a certain substance or
physical phenomenon. The allergy may or may not require direct physical contact to be effective. Some
examples of this weakness and their creation point costs are listed below:
Water soaking 4 Kryptonite 1
Fire 5 Loud music 4
A certain type of plant pollen 3 Electric shock 5
Radioactive material 2
The effects of the allergy will be felt until either the trigger has been removed, or for one full
round, whichever is longer.
==: CP = <>

w Berserker This weakness is similar to Excessive Violence; characters with this weakness go into a berserker
rage: they will not stop fighting until the rage has spent itself. When the combat starts, the GM should
roll 1d20 and keep the result secret. This is the number of offensive actions the character must take before
he can stop fighting. After the fight starts, if the character finishes his opponent, he will seek out an enemy
if one is available. If not, he will attack the closest person until he has spent the required number of
offensive actions. The person attacked could be a friend, a bystander, or a victim. His friends can try to
reason with him; if this happens, he is entitled to a saving throw against his INT score to stop fighting.
Should the fight last as long or longer than the 1d20 roll, there is no danger of the character continuing
the fight. If the character uses more than twice the number of offensive actions on the die roll, he loses
all energy and is exhausted. The creation point value for this weakness is 7 points.
== CP = 1
w Dependent. People with this weakness have someone whom they constantly have to bail out of haz-
ardous situations. While the dependent is not involved in every adventure, he or she should be in trouble
at least 60% of the time. The dependent should have his own character sheet on file with the GM. Creation
point values for this weakness are dependent upon the ability of the dependent to take care of itself.
James Bond would be worth no points while "dear, sweet Aunt Mary," who is confined to a wheelchair
but loves to stick her nose in other people's business, would be worth 8 points.
If the dependent should die because of a situation the character could have prevented, roll percentiles
and consult the following table:
01-25 Character is so grieved by the death he retires; character is permanently removed from play.
26-50 Character has psychological problems as a result of the death. He will go through a complete
personality change and may commit irrational acts; the GM may take control of the character to
enforce this. It will take the character 1d6 game years to recover his sanity.
51-70 Character drops out of society for 1d4 game years.
71-85 Character retires from play for 1 game year.
86'-00 Character copes with the death very well; there are no ill effects after a normal grieving period
of 2 game weeks, but he will ·seek revenge if such a thing is possible.
34

If the dependent can somehow be restored to life, these effects can be prevented or lessened at
GM's option.
==CP = <>
w Excessive Violence. Characters with this weakness like to make sure that their enemies are taken out of
the combat-a// the way out. They will not pull punches against any opponent and are always out for
the kill. If a character with this weakness knocks out an opponent, he must make a saving throw on
percentiles against his INT score or finish his opponent off. The character's friends can modify this roll
by threatening him with the consequences of his actions or physically intervening; the GM must determine
how effective their actions are. This weakness is worth 6 creation points and might put the character
behind bars for a very long time if he isn't careful. ==
CP = 6
w Extra Damage. This weakness causes characters to take double hit point damage from one specific
type of attack. The creation point value should be based on how common the attack form is in the GM's
campaign. The more common the attack form, the more the weakness should be worth.
== CP = ~-5
w Hunted. Having this weakness means that you are being actively hunted by a person or group. The
reason for being hunted should be determined by the player and the GM. The creation point value for
this weakness is dependent on how powerful the hunters are and on the frequency of their occurrence-
that is, how often they show up. Players should be careful that they do not give the character more of
this weakness than it can handle. This weakness may prove fatal if the player is not on guard at all times.
Characters cannot get rid of the weakness by getting rid of the hunters. If the original hunters are eliminated,
more will show up to take their place. The GM should not allow this weakness to be taken unless he
plans to enforce it!
To determine the number of creation points gained for a hunted weakness, we suggest that you use
the following formula:

Cp = HCP x %
s 3.5

where CPs are the creation points gained from this weakness (remember that it costs twice this amount
to get rid of the weakness!), HCP is the creation point value of the hunter or hunters, and % is the
percentage chance per adventure that the hunters will show up.
For the GM to be able to run his adventures the way he wants, we suggest that an absolute maximum
of 75% be placed on hunter appearance. Many GMs may feel that this figure is too high; if you are one
of them, please feel free to set a lower percentage.
The creation point values for the hunters can apply to an organization or a single individual. The GM
should make a secret percentile roll to see if the hunters will show up before each game session in which
the character is involved. If this roll determines that the hunters will be involved, the GM should randomly
decide within the parameters given above how strong a party it is and how the hunters will impact the
rest of the scenario. It is very distressing to a character to learn that the people hunting him have joined
forces with the people he is hunting.
In order to make life fair for both the other players and the GM, as the character gains additional
creation points, so do his hunters. This will prevent the chase from going completely in the favor of the
player as he gains experience.
== CP = <>
w Impaired Power. Characters with this weakness have an offensive superpower that sometimes goes on
the fritz. The value of this weakness depends on how often this happens; in no case can the value of
the weakness be equal to or greater than the value of the power affected. The following table gives the
number of CPs gained versus the frequency of malfunction:

CP Malfunction %
1 5%
2 10%
3 15%
4 25%
5 40%

If the power affected is used in a multiple attack, the percentage given above should be doubled
and applied to the entire attack routine. The malfunction percentage is rolled before the attack routine is
started.
== CP = 1-5
35

w Impaired Senses. Characters with this weakness have some kind of deficit in their normal sensory
perception. Some of the possible defects and their creation point values are given below:
Blindness 5 Deaf 5
Color Blind 1 Must Wear Glasses 3
1/2 Normal Danger Sense 4 Poor Hearing 2
1/2 Normal Detective% 3

More than one of the defects previously listed may be chosen if the character desires.
Blind characters will always be penalized as if their opponent is invisible; see the Invisibility power
description for a complete list of effects. Deaf characters have no awareness of sounds and will not
respond to verbal warnings or any other sound. A character who "must wear glasses" is considered blind
without his corrective lenses; "poor hearing" means that the character understands speech only if he has
a hearing aid, or if the person talking is yelling.
== Cl'= 1-5

w l"atlonal Fear. A character affected with this weakness is occasionally subject to panic attacks that are
brought on by everyday situations. Here are some of the possible things the character could be afraid
of and their creation point value:
Cats 3 Dogs 3
Heights 3 Water 2
Elevators 2 Cars 4
Flying 2 Darkness 5

When the required element to start an attack is present, the character must make a percentile saving
throw against his INT score. If the save is successful, he has overcome his fear-for the moment. He will
be fine unless something goes wrong or he is forced into close contact with the stimulus. If this happens,
another saving throw will be necessary. Willpower is ineffective against phobias.
In the event that the required INT save fails, the character will be completely helpless until either he
or the factor that set off the attack is removed.
== Cl'= R-5
w Mute. Characters with this weakness are unable to produce any vocalization. They must communicate
by writing or other means. The GM must be alert to enforce this weakness during the game session.
== Cl'= R

w Ho Saving Throw. Having this weakness means that your character will get no saving throw against a
type of attack where one would normally be given. A complete list of all the available possibilities and
their creation point value is given below:
Death 5 Emotion Projection 3
Entanglement 3 Holographic Projection 2
Paralysis 4 Poison 3
Mental Domination 5 Telepathy 2
Transmutati9n 4
36

Willpower will not help against a power covered under this weakness.
== CP = ~-5

w Prejudice. All of the motives of a character with this weakness are suspect for some reason. Any media
coverage this character gets is negative until the weakness is removed. NPCs will greet the character with
hostility. PCs will be able to form their own opinions, but they will hear nothing but negative things
about the character. This weakness in times of extreme paranoia could even engender a lynch mob if the
character keeps too high a profile. =: CP = 3

w Reduced Statistic. You receive 1 Creation Point for every 5 points that you subtract from STR, CON,
ADX, or INT. The value of the statistic should be noted on the character sheet before the subtraction,
because it will take twice as many creation points to buy these lost stat points back. Training bonus cannot
be applied to any statistic that has been reduced by this weakness.
== CP = 1
w Te"lble Secret. The character has something in either his past or present that, if discovered, may destroy
him. The details of this secret must be worked out between the GM and the player. The exact effects of
the knowledge becoming public should also be worked out in advance. As the exact details of what
this weakness would cost depend largely on the campaign circumstances, I will leave this one totally up
to the GM.
== CP = <>

11.G Calculated Statistics and their Effects


Now that you have spent all of your character's creation points, it's time to show you how to finish
the character sheet. We are going to show you the calculated statistics; we call them this because
they are all derived in one way or another from the basic statistics we discussed earlier.
All of the calculated statistics are detailed below with a short set of initials followed by the
name of the statistic. After the name is a complete description of what it is and how to calculate
it.
HP ::} Hit Points. This is a direct measure of the amount of physical damage your character can
take before he falls over dead or unconscious. If your hit points ever reach zero, you are out cold
for 1d12 hours.
Before we can calculate hit points, we must calculate some other factors that go into the formula
first. These five numbers are called factors and have some minor applications elsewhere in the
system as well. Their names and initials are listed below:

W* Weight Factor S* Strength Factor


C* Constitution Factor A* Agility/Dexterity Factor
I* Intelligence Factor

The mystic and arcane formulas for calculating each of these numbers are provided below:

W* = WT I 50 (rounded up to the next whole number)


S* = (STR x .1)
C* = (CON x .13)
A* = (ADX x .07) + .3
I* = (INT x .03) + .8

For those of you who hate messing with mystic and arcane formulas, Table 4 has these values
already calculated up to 93.
..·'- -.
..· -.": ·

.:..:.:~: :..·

. ; ~·
Ji~
: .

. .-: ~ -.....";··":"··~~. ·e~.-~~,...;.·.•··,.· •.....;"•. ....• ..:-.,..~.,:.:~ ~.... ::"~-.......


:....,.-.~ ..
--...~·

····.· .': .·

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. :: .
.-: \ .·... .....
. •·..c·: _;···.

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:
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• >
38

Table 4 Factors for Statistics

Stat Factor For: Stat Factor For:


Value STR CON ADX INT Value STR CON ADX INT

4 .40 .52 .58 .92 49 4.90 6.37 3.73 2.27


5 .so .65 .65 .95 50 5.00 6.50 3.80 2.30
6 .60 .78 .72 .98 51 5.10 6.63 3.87 2.33
7 .70 .91 .79 1.01 52 5.20 6.76 3.94 2.36
8 .80 1.04 .86 1.04 53 5.30 6.89 4.01 2.39
9 .90 1.17 .93 1.07 54 5.40 7.02 4.08 2.42
10 1.00 1.30 1.00 1.10 55 5.50 7.15 4.15 2.45
11 1.10 1.43 1.07 1.13 56 5.60 7.28 4.22 2.48
12 1.20 1.56 1.14 1.16 57 5.70 7.41 4.29 2.51
13 1.30 1.69 1.21 1.19 58 5.80 7.54 4.36 2.54
14 1.40 1.82 1.28 1.22 59 5.90 7.67 4.43 2.57
15 1.50 1.95 1.35 1.25 60 6.00 7.80 4.50 2.60
16 1.60 2.08 1.42 1.28 61 6.10 7.93 4.57 2.63
17 1.70 2.21 1.49 1.31 62 6.20 8.06 4.64 2.66
18 1.80 2.34 1.56 1.34 63 6.30 8.19 4.71 2.69
19 1.90 2.47 1.63 1.37 64 6.40 8.32 4.78 2.72
20 2.00 2.60 1.70 1.40 65 6.50 8.45 4.85 2.75
21 2.10 2.73 1.77 1.43 66 6.60 8.58 4.92 2.78
22 2.20 2.86 1.84 1.46 67 6.70 8.71 4.99 2.81
23 2.30 2.99 1.91 1.49 68 6.80 8.84 5.06 2.84
24 2.40 3.12 1.98 1.52 69 6.90 8.97 5.13 2.87
25 2.50 3.25 2.05 1.55 70 7.00 9.10 5.20 2.90
26 2.60 3.38 2.12 1.58 71 7.10 9.23 5.27 2.93
27 2.70 3.51 2.19 1.61 72 7.20 9.36 5.34 2.96
28 2.80 3.64 2.26 1.64 73 7.30 9.49 5.41 2.99
29 2.90 3.77 2.33 1.67 74 7.40 9.62 5.48 3.02
30 3.00 3.90 2.40 1.70 75 7.50 9.75 5.55 3.05
31 3.10 4.03 2.47 1.73 76 7.60 9.88 5.62 3.08
32 3.20 4.16 2.54 1.76 77 7.70 10.01 5.69 3.11
33 3.30 4.29 2.61 1.79 78 7.80 10.14 5.76 3.14
34 3.40 4.42 2.68 1.82 79 7.90 10.27 5.83 3.17
35 3.50 4.55 2.75 1.85 80 8.00 10.40 5.90 3.20
36 3.60 4.68 2.82 1.88 81 8.10 10.53 5.97 3.23
37 3.70 4.81 2.89 1.91 82 8.20 10.66 6.04 3.26
38 3.80 4.94 2.96 1.94 83 8.30 10.79 6.11 3.29
39 3.90 5.07 3.03 1.97 84 8.40 10.92 6.18 3.32
40 4.00 5.20 3.10 2.00 85 8.50 11.05 6.25 3.35
41 4.10 5.33 3.17 2.03 86 8.60 11.18 6.32 3.38
42 4.20 5.46 3.24 2.06 87 8.70 11 .31 6.39 3.41
43 4.30 5.59 3.31 2.09 88 8.80 11.44 6.46 3.44
44 4.40 5.72 3.38 2.12 89 8.90 11.57 6.53 3.47
45 4.50 5.85 3.45 2.15 90 9.00 11.70 6.60 3.50
46 4.60 5.98 3.52 2.18 91 9.10 11.83 6.67 3.53
47 4.70 6.11 3.59 2.21 92 9.20 11.96 6.74 3.56
48 4.80 6.24 3.66 2.24 93 9.30 12.09 6.81 3.59
39

You may notice that Table 4 starts with a minimum score of 4 in all statistics. The reason for
this is that 4 is the lowest a score can legally be in this system. Any attempt to drop a score below
4 using weakness is not allowed.
We are sure that you will be happy to know we only have one more formula to talk about
before we move on to another calculated statistic. Yes, believe it or not, we are actually ready to
calculate hit points now. The formula to do this is given below:

HIT POINTS = (S* + C* + A* + I* + W* - 7) x 250

If you ·ever get a result of less than 100 using this formula, round the figure up to 100-bearing
in mind that this applies to humans and similar creatures only, please, since other creatures have
different minimums that will be given later in these rules.
ENG =? Energy Points. This statistic controls the amount of energy available to your body to
run, jump, use your superpowers, and take excess damage. If your hit points are all gone you are
knocked out; if your energy is all gone you are fatigued. (There's more on this in section 111.K.) Your
character's energy score is calculated by using the following formula:

ENG = STR + CON + ADX + INT + 10


One last important fact about energy: If your energy and your hit points drop to zero in a fight,
you are deceased.
CC=? Carrying Capacity. This figure is the amount of weight your character can lift for a sustained
period of time. To calculate this value, use this formula:

CC = (STR/10)3 x W* x 25

The value given by this formula is in pounds. It may be possible for your character to lift more
than this weight for a short period of time, but this is up to the GM.

HTH =? Hand to Hand This figure is the amount of damage your character will do in hand-to-
hand combat. Table 5 presents the melee damage table; look up your character's carrying capacity
and this will give you the character's melee DAM#. Please note that a longer version of this table
will be found in the Appendix.
The formula we used to calculate the values on the melee damage table is given below:

CC DAM#X = (DAM#X x 100) + (CC DAM#X - 1) + (DAM#X3 x LOG{DAM#X} x 0.7)


In the preceding formula, DAM#X - 1 is the last DAM# for which you have calculated an
upper carrying capacity limit; DAM#X is the DAM# for which you are currently trying to calculate
the value; and CC DAM#X - 1 is the upper carrying capacity limit for the last DAM# you have
calculated. If you ever have to use this formula, the character responsible should be nominated for
divinity school.
RNS =? Running Speed. This is the maximum distance in feet that your character is able to cover
in 1 round (15 seconds). It is calculated by using the following formula:

RNS = ({ADX x 2} + STR) x 6


40

Table 5 DAM# versus Carrying Capacity

DAM# Minimum CC Maximum CC DAM# Minimum CC Maximum CC

1 1 100 54 2,464,857 2,661,208


2 101 301 55 2,661,209 2,869,394
3 302 610 56 2,869,395 3,089,900
4 611 1,036 57 3,089,901 3,323,223
5 1,037 1,597 58 3,323,224 3,569,869
6 1,598 2,314 59 3,569,870 3,830,356
7 2,315 3,216 60 3,830,357 4,105,212
8 3,217 4,339 61 4,105,213 4,394,977
9 4,340 5,725 62 4,394,978 4,700,200
10 5,726 7,425 63 4,700,201 5,021,443
11 7,426 9,495 64 5,021,444 5,359,278
12 9,496 12,000 65 5,359,279 5,714,287
13 12,001 15,013 66 5,714,288 6,087,065
14 15,014 18,614 67 6,087,066 6,478,216
15 18,615 22,892 68 6,478,217 6,888,355
16 22,893 27,944 69 6,888,356 7,318,109
17 27,945 33,875 70 7,318,110 7,768,1 17
18 33,876 40,799 71 7,768,118 8,239,027
19 40,800 48,838 72 8,239,028 8,731,498
20 48,839 58,123 73 8,731,499 9,246,202
21 58,124 68,794 74 9,246,203 9,783,822
22 68,795 80,999 75 9,783,823 10,345,051
23 81,000 94,896 76 10,345,052 10,930,593
24 94,897 110,652 77 10,930,594 11,541,164
25 110,653 128,441 78 11,541,165 12,177,492
26 128,442 148,449 79 12,177,493 12,840,314
27 148,450 170,870 80 12,840,315 13,530,381
28 170,871 195,907 81 13,530,382 14,248,454
29 195,908 223,773 82 14,248,455 14,995,305
30 223,774 254,690 83 14,995,306 15,771,717
31 254,691 288,890 84 15,771,718 16,578,486
32 288,891 326,614 85 16,578,487 17,416,419
33 326,615 368,113 86 17,416,420 18,286,333
34 368,114 413,648 87 18,286,334 19,189,058
35 413,649 463,489 88 19,189,059 20,125,435
36 463,490 517,916 89 20,125,436 21,096,316
37 517,917 577,219 90 21,096,317 22,102,565
38 577,220 641,699 91 22,102,566 23,145,058
39 641,700 711,665 92 23,145,059 24,224,682
40 711,666 787,437 93 24,224,683 25,342,336
41 787,438 869,345 94 25,342,337 26,498,929
42 869,346 957,729 95 26,498,930 27,695,384
43 957,730 1,052,939 96 27,695,385 28,932,634
44 1,052,940 1,155,336 97 28,932,635 30,211,625
45 1,155,337 1,265,290 98 30,211,626 31,533,313
46 1,265,291 1,383,182 99 31,533,314 32,898,666
47 1,383,183 1,509,403 100 32,898,667 34,308,666
48 1,509,404 1,644,355 101 34,308,667 35,764,304
49 1,644,356 1,788,449 102 35,764,305 37,266,583
50 1,788,450 1,942,108 103 37,266,584 38,816,520
51 1,942,109 2,105,765 104 38,816,521 40,415,141
52 2,105,766 2,279,863 105 40,415,142 42,063,486
53 2,279,864 2,464,856 106 42,063,487 43,762,606
41

Table 6 Bonuses from Statistics

Stat DAM To-Hit Stat DAM To-Hit Stat DAM To-Hit


Value Bonus Bonus Value Bonus Bonus Value Bonus Bonus

4 0 0 40 9 7 76 20 14
5 0 0 41 9 7 77 20 14
6 0 0 42 9 7 78 20 15
7 0 0 43 10 8 79 21 15
8 0 1 44 10 8 80 21 15
9 0 1 45 10 8 81 21 15
10 0 1 46 11 8 82 21 15
11 0 1 47 11 8 83 22 16
12 0 1 48 11 9 84 22 16
13 1 2 49 12 9 85 22 16
14 1 2 50 12 9 86 23 16
15 1 2 51 12 9 87 23 16
16 2 2 52 12 9 88 23 17
17 2 2 53 13 10 89 24 17
18 2 3 54 13 10 90 24 17
19 3 3 55 13 10 91 24 17
20 3 3 56 14 10 92 24 17
21 3 3 57 14 10 93 25 18
22 3 3 58 14 11 94 25 18
23 4 4 59 15 11 95 25 18
24 4 4 60 15 11 96 26 18
25 4 4 61 15 11 97 26 18
26 5 4 62 15 11 98 26 19
27 5 4 63 16 12 99 27 19
28 5 5 64 16 12 100 27 19
29 6 5 65 16 12 101 27 19
30 6 5 66 17 12 102 27 19
31 6 5 67 17 12 103 28 20
32 6 5 68 17 13 104 28 20
33 7 6 69 18 13 105 28 20
34 7 6 70 18 13 106 29 20
35 7 6 71 18 13 107 29 20
36 8 6 72 18 13 108 29 21
37 8 6 73 19 14 109 30 21
38 8 7 74 19 14
39 9 7 75 19 14
42

THB and DB ::? To-Hit Bonus & Damage Bonus. We are lumping these two numbers together
because they are very closely related. Three of the major statistics-STR, ADX, and INT-have a
bearing on these numbers: ADX and INT govern THB, while STR and ADX control DB.
To-Hit Bonus (THB) is a direct addition to your character's BCTH for all of his powers and melee
combat. Damage Bonus (DB) is a direct addition to all of the damage your character does in combat.
Consult Table 6 and note the values given in the proper bonus columns next to the statistic values
for STR, ADX, and INT:
Add the ADX and INT values from the table to obtain the To-Hit Bonus. To obtain the Damage
Bonus, add the values for STR and ADX. Please be careful to get your bonus number from the
proper column of the table.
THB = ADXbonus + INTbonus
DB = ADX bonus + STR bonus
Should you have a character with a score higher than 95, you can use the formulas given below
to calculate the table values:
T H.t I
o- 1 co umn b onus = (Statistic - 3)
5
Damage column bonus = (Statistic - 9) x 0.3
Please remember to round down all fractional results.
DET ::? Detective Score. This number indicates how observant the character is. A percentile die
is rolled against this number; if the result is lower than the number, the character has discovered
some evidence, recognized someone, etc. This die roll may be modified by the GM if he thinks
that the situation merits it. Of course, if there is nothing to discover, a successful roll will tell you
this fact and nothing more.
Your detective score may be calculated by using the following formula:
DET = INT x 0.8
If you have Improved or Impaired Senses that affect this score, remember to multiply the result
of the above calculation by your multiplier.
DAN ::? Danger Sense. This score is a measure of how wary the character is and how well his
sixth sense works at detecting trouble before he walks into it. Whenever a character is walking into
an ambush or other dangerous situation, a percentile die is to be rolled against this score. If the
result is lower than the score, the character knows that something is wrong. If he then successfully
rolls his detective score, he will know exactly what is wrong.
This number is normally equal to your character's INT score, but it will be affected by Improved
or Impaired Senses; remember to multiply the score by any multiplier you may have.
HLR ::? Healing Rate. This is the rate at which your character's body heals hit point damage. It
is calculated by using the following formula:
HLR =CON x W*
W* is the Weight Factor you calculated to get your character's hit points. This score is the
number of hit points that will be recovered per day of rest.
KNB ::? Knock Back Factor. KNB is the number of hit points that must be done to your character
before he can be knocked back by a damage-doing attack, and is calculated as follows:
HP
KBF =WT+ 2Q
Please see the knock-back rules in section 111.J for more information.
43

11.H Occupations and Skills


Most characters with super powers aren't just thrill-seeking adventurers who drift from one fight
or crisis to another: most of them have regular work which they do for a living, and those who
don't probably had some work experience in their past. The Job Skills Table is a list of most of
the useful job skills that might come into play in an Enforcers scenario. The player and the GM
should reach an agreement on just what skills any given character may have.

Job Skills Table


Acrobatics/Gymnastics Electronic Design Mystic Lore
Acting Electronic Surveillance Pilot
A. I. Specialist Extortion Robotics Design/Repair
Animal Training Field Engineer Salesmanship
Anti-Terrorist Genetics Research Smuggler
Arcane Weapons Information Extraction Space Pilot
Automated Systems Installation Security Street Wise
Archaeology Journalism Terrorist
Communications Law Thief
Computer Programmer Leadership Tracking
Computer Security lobbying Trucking
Construction Medical Vessel Navigation
Criminology Military Strategist Wilderness Survival
Demolitions Modern Weapons Xeno-Biology
44

A character should have five different skills (at most) when he is first created, and this number
should be granted by the GM only for a character that will not meet its true design intent without
them. The GM can charge creation points for skills when a character is created if he feels the request
is excessive; three is a more normal number of skills for a character to possess. In any case, a
character may acquire more skills after he is created by either foregoing his training bonus for 5
consecutive creation point gains or by spending 2 creation points and training for 6 game months.
The maximum number of skills a character can have is 6. Once a skill is learned, it cannot be
forgotten so that another can take its place.
The rest of this section is devoted to complete descriptions of all of the skills previously listed.
The list is not exhaustive, and entirely new skills can be created if the player and GM agree on the
descriptions. Please remember that the following descriptions assume that the character is working
in optimal conditions on the type of equipment that he is most familiar with. Adverse conditions
or unfamiliar equipment may affect your character's chance of success. In addition, please remember
that characters with these skills are better then most other people with similar skills, but they are
not always the best in their field, and no amount of skill will allow you to slow down the passage
of time-e.g., breaking into complex computer security systems takes many weeks, and creating
new life with genetic engineering takes years!

*: Acrobatics/Gymnastics This skill allows a character to execute olympic quality feats of acrobatics in
combat and other situations simply by rolling less than 90 on 1d00; normally, the character would have
to make a saving throw versus ~ of his ADX score.
*: Acting Characters with this skill are good at impersonating other people. They can also lie very con-
vincingly and mislead others. Opponents get only half of their normal detective score to spot these
characters in action.
* A. I. Specialist Artificial intelligence is used in everything from domestic service robots to the planetary
defense system. This skill allows the character who has it to modify the programming of self-aware machines
so that they will b~have according to the character's wishes. The character has an 80% chance of success
when attempting to make such changes to an unresisting mechanism.
The GM should take into account all of the security measures the machine has installed and the
character's INT score if it is a very difficult job. Also, please remember that the machine must be restrained
for the character to operate on it-they almost never go quietly.
Another use of this power is to predict the likely actions of a self-aware machine; add the character's
INT score to his normal detective score. Characters who do not have this ability cannot even attempt any
of the actions mentioned in this description.
*: Animal Training Characters with this skill are able to train animals to perform simple tasks. The training
takes from 1-6 weeks, depending on the complexity of the trick (amount of time up to the GM) and
has an 80% chance of success (checked after the necessary time period has elapsed). If the training fails,
the trainer may start the process again with a 60% chance of success. If this second try fails, this animal
is untrainable and may not be taught any further tricks. Characters without this ability don't have the
necessary patience to train animals.
* Anti-terrorist These people are very much in demand as security consultants to governments and
corporations worldwide. They are familiar with the current "tricks of the trade" that terrorists use to
accomplish their objectives. They are also familiar with most of the major terrorist organizations and can
usually make a pretty good guess who was responsible for what attack.
Characters with this ability have an 80% chance of detecting terrorist activity being carried out in an
area they are responsible for before the situation becomes critical. In the aftermath of a terrorist attack
they have a 70% chance of determining who did it, based on the evidence at the scene. If additional
evidence should surface, this chance will increase. Characters who don't have this skill receive only their
detective percentage.
* Arcane Weapons This ability allows the character possessing it to use any sort of old-fashioned melee
weapon without incurring a penalty for being unfamiliar with its use. (The penalty is normally - 20% from
the character's BCTH.)
45

* Automated Systems Characters with this ability are familiar with the complex software and control
systems necessary to do such things as spacecraft navigation, environmental control, and nuclear power
plant operations. This is by no means an exhaustive list, as this ability could also apply to a number of
other applications.
The character has an 80% chance of being able to repair any kind of automated system malfunction
in 1-1 O hours, assuming the necessary parts and tools are available. If the system under repair is "self-
aware," it will also be necessary to have an A. I. Specialist on hand. Characters without the necessary
skill cannot work on this type of machine successfully.
*: Archaeolo9Y Characters with this skill are experts on ancient civilizations and their artifacts and ruins.
They have an 80% chance of identifying any ancient object's purpose and the culture that created it.
They also have a 60% chance of reading any ancient earth writings or pictographs that may be discovered.
Characters without this ability can make only rough guesses about an item's uses.
7k Communications Communications experts are familiar with most modern forms of voice, video and
data transmission and data encryption techniques. They can design and repair systems and are familiar
w ith transmission jamming techniques too.
Characters with this ability have a 70% chance to break most standard data encryption techniques,
assuming no special security safeguards and access to a home computer. They also have a 75% chance
of tracing a phone call, assuming the call lasts at least 1 minute. Given the proper tools and replacement
parts, repair of a broken system is automatic.
Transmission jamming is risky and, in most cases, highly illegal. There is a 40% chance of success;
failure indicates that other transmissions are being interfered with as well and that the FCC is on the way.
Locating the source of a jamming signal is automatic with the proper equipment.
Characters without this skill cannot perform any of the listed functions.
1:.- Computer Programmer This skill allows the character to write, debug, and interpret computer programs
written in most standard languages. Interpreting a program is automatic; writing and debugging have a
60% chance of success. Failure indicates that the program needs more work.
Characters with this skill also have a 40% chance to hack their way into unfamiliar computer systems
and gain information or whatever else the system might have to offer. The percentage given above is for
a system with normal security precautions; this figure also assumes that the system allows remote access.
If remote access to the system is not possible, the character may find it necessary to break into the
installation in order to compromise the system. The consequences of failure are entirely up to the GM as
they may vary w idely, depending on the system.
Characters who don't have computer skills cannot attempt to write programs or infiltrate computer
systems.
* Computer Security Characters with this skill design, install and maintain operating and security systems
for major computer installations. As a result of this ability, they have a 70% chance of infiltrating security
on another computer system. Design and installation of a new security system is automatic.
These characters can also attempt to design new security software to make it harder for people to
break into the system. This design process will take 1-10 game weeks. After the time has elapsed, roll
1d00 and subtract the result from 35. If the number you obtain is zero or negative, the attempt was a
failure. If the number is positive, the figure obtained is subtracted from other people's attempts to break
into the system.
Characters w ithout computer skills can't write programs, operating systems, or break into computer
systems.
* Construction Characters with this skill are familiar with modern construction techniques. Because of
this familiarity they have the ability to locate secret doors, compartments, structural weak points and
other anomalies in buildings with a 70% chance of success. Other characters get only their detective
percentage.
* Crimlnolo9Y Criminologists have unlimited access to most local, state, and federal law enforcement
computer systems. Other characters can occasionally gain such access, but it takes a lot of trust from the
agencies involved to allow a character access to their system.
With this system access the character can scan the files on any criminal he wishes and discover the
character's strengths, weaknesses, and past criminal history.
Criminologists are very familiar with the criminal mind. As a result of this, they are often able to
predict a criminal's next course of action (80%) and the general area and type of base the ·criminal is
using (70%). They also have a 90% chance of determining what criminals are responsible for a given
crime, assuming that the character is familiar with the criminal and his habits. Characters without this ability
have only their detective percentage to fall back on.
46

* Demolitions This skill allows a character to make the best use of explosives or other destructive forces
to destroy buildings, dams, bridges, or whatever else he decides to blow up. Characters with this skill
have an 80% chance of finding the necessary weak points in any structure to destroy it with a minimum
amount of destructive force and cause the destroyed structure to fall in any direction or manner desired.
They also know how to use and handle explosives safely. Characters who don't have this skill are not
familiar with explosives and can't find the necessary weak points in the structure.
* Electronic Design Characters with this skill can design and build electronic devices to perform any
reasonable function. The design and building of such a device can take a great deal of time and effort
if it is meant to last for more than a brief period of use.
The character can, if he desires, throw together a device in a few hours that has a 60% chance of
working each time it is used. A failure indicates that the device is nothing more than a mass of fused
circuits.
The GM needs to exercise a certain amount of control over the characters with this skill. Players
should not be allowed to have their characters design and build devices which would normally cost
creation points to purchase-unless, of course, the character is willing to spend those creation points.
One-shot devices in emergency situations should be allowed, provided that they are reasonable.
Characters who do not have this skill may not construct electronic devices.
* Electronic Surveillance This skill allows the character to design, build, and use all manner of electronic
listening and monitoring devices to eavesdrop on others. If the character with this skill plants the bug,
there is an 80% chance of success. If he builds the bug and someone else has to use it, there is a 60%
chance of success. Bugs can be designed and built in 1d6 hours. Characters with Electronic Design can
also build bugs, but it takes them a lot longer (1d4 days). Characters without either of these skills may
not build bugs.
* Extortion Who said all of our skills had to be legal? Extortion is the ability to find out something that
someone has to hide and to extract money from them to keep one from revealing the information. If the
secret is terrible enough and it is properly handled, there is an 80% chance of success against an NPC,
assuming no interference from outside sources. The GM's ruling on whether or not a particular attempt is
successful is final. Characters who don't have this skill have to spend a very long time searching to find
anything worthy of extortion.
* Field Engineer Characters with this skill are qualified repair personnel on certain types of electronic or
mechanical equipment. Exactly what brand and type must be decided by the player and the GM. If
proper replacement parts are available, characters w ith this skill have an 85% chance of fixing any
malfunction within 1d10 hours. They can also install new devices and modify the functions of existing
devices with the same chance of success. The chance of success is lessened if an unfamiliar device, make
or model is encountered. Characters without this skill are not qualified to do such work.
* Genetics Research This skill allows the character who has it to analyze the genetic structure of any
organism and determine its properties. It can be used to clone or alter existing organisms and create
completely new ones.
This sort of research is very time-consuming and takes very rare and expensive scientific equipment
to conduct. The government also has oversight committees that have the power to jail people who
conduct illegal or unethical research. Characters with this skill must use great caution when using it.
* Information Extraction This skill is another of the illegal arts and sciences. Put simply, this is the ability
to get someone to talk about whatever you want to hear about at great length and in great detail using
whatever means necessary. The base chance of success on an NPC is 85%, assuming that the character
actually knows something. Getting PCs to talk about anything against their will usually requires d rugs and
has only a 55% chance of success. Characters without this skill are free to try it, but they will probably
end up killing their subject before they learn what they want to know.
* Installation Security Characters with this skill design security precautions and procedures for all types
of commercial and government installations. As a result of this activity, they are also very good at infiltrating
such security areas. They have a 75% chance of detecting any alarm or surveillance device and disarming
it before they are discovered by it. This same percentage applies to attempts to sneak past devices that
cannot safely be disarrned. Characters who do not have this skill receive only their detective percentage
to find such devices, and are not capable of disarming them without making a mess.

* Journalism Reporters and their ilk tend to stick together. As a result of this camaraderie, characters with
this skill receive a + 20 modifier on their press reaction roll (see section V.D for more information). They
also have contacts in the media and the ability to write and plant false news stories about whatever
47

subject they choose. I leave the rest of these rules strictly up to the GM's discretion because circumstances
can play a large role in the perception of a planted news story.
* Law This skill allows characters to act as their own defense counsel during times of legal stress. It also
gives a bonus of 15% on all rolls for any legal proceeding that the character might be involved in-
potentially even more if the GM feels the player did a very good job. Characters who work with law
enforcement agencies are very nasty when they have this skill because they can often find unique legal
twists that they might be able to exploit to further their own investigations. Please see section V.H, "Trials
and Tribulations," for more information.
* Leadership Charracters with this ability inspire confidence and trust in people during crisis situations.
If a character with this ability gives an order during a combat situation to non-player characters who are
either fighting on his side or innocent bystanders it is 85% likely to be obeyed. Any blatantly stupid or
unreasonable requests will be ignored and will probably get a hostile reaction. Characters who do not
possess this ability can still try to give orders, but a reaction roll will have to determine whether or not
they are obeyed.
* Lobbying This skill allows characters free access to their elected representatives to ask for funds or
whatever form of assistance the government might be able to reasonably provide. Any request must meet
the following criteria to have a chance of being granted:
1. The request must be reasonable.
2. The branch of government must be able to accomplish the request with the resources it has
available.
3. The request must have a valid reason behind it that will justify the expenditure of funds or whatever
resources to the all powerful electorate.
It also helps if the proposal would be politically popular, create jobs, save money, or have other
beneficial side effects. It is the GM's utimate responsibility to weigh all proposals and their benefits-
after all, he is the government.
* Medical Characters who have this ability and the proper equipment can multiply the healing rate of
other characters by 1d6 for one day. The extensiveness of the injuries will often dictate what constitutes
proper equipment. It may even be possible to save severed limbs or bring characters back from the brink
of death. The effects, if any, of all extraordinary measures will be decided by the GM.
* Military Strategist Characters with this ability are very good at assessing their side's chances in a battle
against known opponents. They are 60% likely to find the best way to attack their adversaries, excluding
exploiting unknown weaknesses. The GM is ursed to remember that this ability works on knowledse that
the character has; any sudden discovery of a secret weapon or new adversary might unbalance the entire
attack. Characters without this ability will just have to do the best they can without the extra help.
* Modern Weapons This ability allows the character to use any kind of modern hand-held weapon without
incurring a penalty for being unfamiliar with its use; the penalty is normally - 20% from the character's
BCTH.
* Mystic Lore Characters with this skill are familiar with ancient myths, legends, and arcane knowledge
that may be of use in certain adventures. This knowledge may often fill in the holes left in the player
character's understanding of strange events unfolding around him. This, of course, assumes that there is
some sort of mystic connection to these events; if there is not, this skill will not provide any answers.
Characters who do not have this skill will have to spend a very long time doing research to gain the same
answers.
* Pilot Pilots can fly planes that operate within the atmosphere only. If this skill is combined with Space
Pilot, the character possessing it is also qualified to operate a space plane. Characters who do not have
this skill cannot fly a plane by themselves.
* Robotics Design/Repair Characters with this skill are considered certified repair technicians for all current
types of robots and androids. They can also design and repair cybernetic body parts. As this is a very
elite group of people, they are often able to name their own price for such work if it involves unique
and unusual devices. Characters w ithout this skill are not qualified to work on such equipment.
* Salesmanship Would you buy a used car from this man? If the person in question has this skill, then
the answer is most likely yes. Salesman have a 75% chance of making a sale to a qualified customer who
is looking to buy a product similar to the one the skilled salesperson is selling. He even has a 30% chance
of making a sale to someone who really didn't think he wanted the product before he walked into the
shop. These percentages assume that the customer is at least somewhat willing to be persuaded.
48

* Smuggler Possession of this skill means that the character is very adept at hiding things from customs
officials or anyone else who wants to look. These people can transport goods and people across state,
national, and even planetary jurisdictions with an 85% chance of success. They know the right palms to
grease and have the contacts to buy and sell just about any kind of goods-legal or illegal. A smuggler's
underworld contacts might also be useful for other things as well, at the GM's discretion. Characters who
do not have this skill must make a percentile save vs. their INT score minus the highest INT score among

* the searchers.
Space Pilot Characters with this skill are qualified space navigators and pilots. They can use a ship's
instrumentation to get them an'fvV'here they want to go, provided they know where that isi there is only
a 30% chance of arriving at the desired destination when navigating in unfamiliar space without up-to-
date star charts for the region. If a space pilot is lost, he will always be able to find his way back to a
familiar region of space unless his navigation computer is broken. There is only a 70% chance of returning
in case of equipment failure. It is up to the GM to determine what happens to vessels lost in space.
* Street Wise This skill means that the character is very familiar with the unnoticed day-to-day activity of
the small time underworld. He makes it a point to keep tabs on the minor league locals; they are often
very good sources of goods, information, and services. Characters with this skill have a 70% chance of
getting what they want from their contacts (assuming they're looking for something that the contacts
could reasonably provide); however, it will usually cost the character some credits and the GM sets the
price-negotiating is half the fun.
There are two prime motivations for small-time operators to cooperate with super-powered characters:
trust and fear. If the motivation is trust, the information will be much more accurate and detailed. However,
a super character may have to do favors for his contacts once in a while in addition to paying them
money; such favors might include looking the other way, bailing them out, saving them from a hit, etc.
If fear is the primary motivation, the information comes cheaper, is less detailed, and sometimes just
plain wrons; the GM's decision determines how often this happens, its extent, and' the severity of the
consequences when it happens. Hoods are very reluctant to send people who can do them bodily harm
away empty-handed; if they don't know any information they may invent some on the spot.
Characters without this skill can rely only on their detective score and good luck to uncover clues.
* Terrorist Characters with this skill are very good at comins up with new and inventive ways of killing
large numbers of people, creating massive destruction, causing mass confusion, and proving their political
or religious points. By doing this they think the world will buckle under and yield to their demands. This
almost never happens, and such characters have a very short life expectancy if they ever fall into the
hands of their ideological foes-e.g. the government or someone who is not impressed by murderous
fanatics. Terrorists have a 90% chance of performing any act that is in character for a terrorist in the
presence of routine security. If super-beings are present, they will get normal detective and danger sense
rolls along with any special allowances for heightened senses they may have. Anti-terrorists also have
additional bonuses which enable them to foil terrorists. Please see section V.I for more information abnout

* terrorists and explosives.


Thief Thieves have a 75% chance of accomplishing any activity related to stealing. These activities
include but are not necessarily limited to:
Car Theft
Lock Picking
Wall Climbing
Pickpocketing
Bypassing Alarms
Spotting and Bypassing Surveillance Equipment
Fencing Stolen Merchandise
Pursuit
Evasion
Breaking and Entering
The 75% chance figure given assumes that the thief has all of the necessary equipment; that the
security is no better than average; that the opposition has no extraordinary capabilities; and that conditions
are not otherwise unfavorable. The GM is the final judge when it comes to setting the percentage for
accomplishing any thievish function.
If the percentage check is failed, the thief must make a percentile saving throw against his INT score.
If this save is successful, the result of the failure will be only a minor setback. If this save is blown, the
results could be catasthropic, at the GM's discretion.
Characters who do not have this skill should not attempt feats of thievish daring, as they have no
natural chance to accomplish such things.
49

* Tracking Characters with this skill can track animals and humans in a wilderness setting with a 80%
chance of success. This chance may be raised or lowered by the GM due to environmental factors, time
since the quarry passed by ( - 20% per hour), precautions taken by the quarry, or heightened sensory
capabilities possessed by the character. In an urban setting the chance of success is decreased by 50%
unless occasional visual contact is maintained.
The use of this skill should be restricted to characters who are either part animal or are oriented
toward nature in some other way.
* Trucking This skill allows a character to drive any kind of commercial vehicle or heavy construction
equipment. Characters who do not have this skill must roll against their detective percentage to operate
such equipment. Because they are in motion while still trying to figure out the vehicle, the odds of a
mishap are quite high.
'k Vessel Navigation Characters with this skill are competent in the use of modern navigation devices and
ship controls for piloting a vessel on open water. Characters who do not have this skill are not qualified
to do so.
* Wilderness Survival This skill allows a character to survive in the wilderness with little or no equipment
for an unlimited period of time. Such characters are also able to provide food and water for up to 1d10
others. Make a die roll each day; if the number rolled is less than the number of people present, someone
goes hungry. In very bad or unfamiliar situations, the GM may make the character roll percentiles to
determine if he has succeeded in finding food and water; the chances of success in this case are decided
by the GM.
Characters who do not have this skill survive in the wilderness only by luck, at the GM's discretion.
Characters who have Animal Powers automatically possess this skill.
*: Xeno-Biolog/st Xeno-Biologists are experts in extraterrestrial forms of life. They have an 80% chance
of determining what sort of environment produced a given life form. Conversely, they also have an 80%
chance of predicting what forms of life could be produced by any given extraterrestrial environment.
When confronted with an unfriendly alien of unknown type, a xeno-biologist has a 30% chance of deducing
any weaknesses the alien might have. Characters who do not possess this skill cannot perform any of the
functions previously given.

Ill. RULES OF WAR


In this section of the book we will give you a detailed explanation of how combat works in this
role-playing system. Before you proceed further, please look at the Combat Initiative Chart provided
in the Appendix of this book. The authors grant you permission to copy the Initiative Chart in order
to help you run combats during game sessions. We recommend that you place a copy of this chart
inside a clear plastic page protector and use grease pencils to write on it; when the round is over,
all that you need do is w ipe the chart off with a paper towel or piece of cloth and it will be
ready for the next round.

Ill.A Round Count Structure


Combat is divided up into rounds; each round lasts 15 seconds of game time. Please look at the
Initiative Chart: it is divided into 75 counts, organized into 5 rows 15 columns wide. This chart
determines when characters are allowed to act. In game time, each count represents 0.2 seconds.
50

111.B Initiative
A character's initiative is calculated by rolling 1d10 and adding this number to the character's ADX
score. If the character has the super power Heightened Reflexes, this needs to be added in as
well.
Once a character's initiative has been determined, the number equal to the character's initiative
should be located and marked on the Initiative Chart with the character's initials.

111.C Offensive Actions


When combat begins, the GM will start in row 1, column 1 of the Initiative Chart and begin counting
columns to the right. When the end of row one is reached, the GM will start counting in row 2,
column 1 and continue to the right. This procedure continues until row 5, column 15 is reached.
At this point the round is over, initiatives are re-rolled, between-round saving throws are checked
(if any), and the next round begins.
Characters receive offensive actions in the column where their initiative score is plotted, in the
row their initiative score is plotted, and in all rows higher. For example, a character with an initiative
score of 35 receives an offensive action in column 11 of rows 1, 2, and 3. He does not receive an
offensive action in rows 4 and 5 because these rows are below the point where his initiative score
is marked.
Characters with initiative scores greater than 75 should have their initiative scores marked at the
bottom of the chart in the 75 + area. They will receive an offensive action in column 1 of every
row. If two characters are d ue to receive offensive actions at the same time, the one w ith the
higher initiative score will react first. If the initiative scores are the same, the character with the
higher ADX score wil l go first. When both of these scores are equal, a die should be rolled to
determine who will go first.
All actions taken by a single character must be separated by at least three unused counts! This
is necessary in order to allow others a chance to be effective and to prevent characters with high
ADX scores from running away with the show. It is also possible to save an action that you have a
chance to use in order to use it at a later time, but please note that all such saved actions must be
used before row 5, column 15. Any such actions not used by this time are lost. No character
may use more than one offensive and one defensive action during row 1!
Offensive actions are used for all forms of attack and for other types of actions where they are
required. If offensive actions are needed for a non-offensive power, the rules description for that
power describes their use. Offensive actions can also be used to do anything that a defensive
action can be used for, but this is a bit of a waste unless the situation is critical.
Offensive actions cannot be used or traded until the point in the round where the character
is entitled to use them. Once an offensive action is earned, it need not be used immediately but
can be saved until a later point in the round; see section 111.E for more information. All offensive
actions not used by the end of the round in which they are earned are lost. Unconscious characters
do not earn offensive actions.

111.D Defensive Actions


Every character is entitled to at least 2 defensive actions. Characters earn additional defensive
actions when their initiative scores reach 85 or higher. The character earns one defensive action for
every 1O points his initiative score exceeds 75. These defensive actions can be used at any time
during the round, provided that the following conditions are met:
1. Three counts must have elapsed between the last offensive or defensive action the character
has taken and the one he is ab out to take.
51

2. If less than three counts will elapse between the current action and an upcoming offensive
action to which the character will be entitled, the upcoming offensive action will be delayed
until 3 counts have elapsed.
Defensive actions are used to activate defenses, use movement between offensive actions, flee
combat, etc. They will preempt normal offensive actions which occur on the same count. If two
characters wish to take defensive actions at the same time, refer to the rules in the offensive action
section to determine who will go first. They can be traded for offensive actions as detailed in
section 111.E.

111.E Exchanging Actions, Reserved Actions, and Surprise


It is possible to exchange offensive actions for defensive actions and vice-versa. If you trade an
offensive action, you will receive 2 defensive actions for it. On the other hand, it takes three
defensive actions to purchase one offensive action. Offensive actions purchased by using defensive
actions are considered earned as soon as the trade is maqe. They can be used subject to the same
spacing restrictions given in the defensive action section.
"Reserved actions" are offensive actions that are not used on the same count in which they
are earned but saved until later in the round. Reserved actions preempt all other actions, whether
offensive or defensive. If two characters attempt to use reserved actions at the same time, refer to
the offensive action rules to determine who will go first. Reserved actions are also subject to the
spacing restrictions given in the defensive action rules.
When the GM determines that it is likely that one side in a combat is caught off guard, it is
necessary for every character on that side to roll less than their Danger Sense on percentiles. If this
roll succeeds, there is no effect on that character. Should the character not make his roll, the
following effects will be suffered:
1. The character's offensive actions in rows 1 and 2 are lost.
2. Two of the character's defensive actions are lost.
3. The character's defensive action may not be used until row 3 of the initiative chart is reached.
It is possible for a character to lose all of his offensive actions in the round because of these
rules. If this happens, it is the character's tough luck for walking into an ambush. Please note that
surprise can only apply to the first round of a combat; after that it is assumed that everyone has
snapped out of their state of shock and can act normally.

111.F "To-Hit" Rolls


Now that we have told you when you can attack, we will explain how to attack. In order to make
this section of rules easier to understand, we are about to break one of the unwritten laws of the
game industry. Yes-you guessed it!-we are about to reprint a section of rules given earlier in
this book. We feel that it will make this whole section much easier to understand if we print these
rules in context, as well as in the superpower section where they are badly needed for character
design. The reprinted material will be followed by a lot of other material we guarantee you havn't
seen before. Even if you have read and understood the section on offensive superpowers before,
we urge you to do it again so that you can see how the total combat rules picture all fits together.
When a character is created ar:'ld an offensive superpower is selected, the player must determine:
the Base Chance To Hit or BCTH; the amount of damage the power can inflict on opponents or
DAM#; and the amount of energy it takes to use the power (otherwise known as the Energy Cost
per Use or EC/U). Table 1 (repeated here) lists the base-to-hit ranges and their effect on the Creation
Point cost of the ability being defined.
--

, ..
.· ... :··;. : ~ . . ,. ,
.··· ..
...;;•• .· =: .. ..... .. :;•.•:• .......... ..
-· ·.. .
.:.
••.• ',!.· . :- ·· ••
53

Table 1 Base 3 To Hit vs


Creation Point Cost
Modifiers

Creation Point
3 range modifier

01- 15 -1
16- 25 - .5
26- 75 0
76- 95 + .5
96-120 +1
121-150 +2
151-200 +3
201-250(maximum) +4

Note that a BCTH greater than 250% is not allowed.


Special powers: The following powers either do not have an adjustable BCTH or have a special
BCTH and cost to modify it:
1. Gravity Projection, Transmutation, Magnetism, Paralysis, Mental Domination, and Telekinesis
have a base chance to hit of 50%. You may add 10% to your base for each additional
creation point spent up to a maximum of 250%.
2. Emotion Projection and Death have a base chance to hit of 35%. You may add 10% to your
base for each creation point spent up to a maximum of 250%.
3. Hand-To-Hand has 2 forms:
a. Base to hit is 50%. You may add 10% to your base for each additional creation point
spent up to a maximum of 250%. Damage done is based on carrying capacity (see
Table 5, an extended version of which appears in the Appendix), with energy cost per
use calculated using the formula for standard offensive powers.
b. The player determines base to hit, damage, and energy cost as a standard offensive
power. The player then has to pay any creation point cost for a high DAM# or BCTH;
see the previous rules regarding standard offensive powers for more information. Any
effects resulting from the use of HTH .are as described in the rules descriptions-Le.
only the damage and BCTH are affected by this decision.
The energy cost for using the special powers previously noted is given in the individual power
descriptions. For all other powers use the following formula to calculate it:

EC (DAM# x 3 x BCTH)
=
u 1000

All fractional results from the formula given above should be rounded up to the next whole
number. Energy cost per use is calculated based on the character's BCTH before any adjustments
are made to it. The energy cost for an attack must be paid at the time the attack is launched by
subtracting the cost from the attacker's current energy score. If an attacker does not have enough
energy to launch an attack and wishes to do so anyway, the fatigue rules given in section 111.K apply
and should be consulted whenever a character drops to zero energy points.
54

Once the BCTH, EC/U, and DAM# have been determined, all of this information must be
recorded on the character sheet. The BCTH is fixed once the power is created and can be changed
only by completely re-buying the power. The DAM# can be increased by spending additional
creation points after the character is created; see section IV. for more information. Also, please
remember that if the DAM# for an existing power is increased, the EC/U will have to be
recalculated using the formula given earlier in these rules.
Your BCTH (Base Chance To Hit) is based on characters of equal level who have no defenses
against the attack mode in use. It is, therefore, obvious that defenses, special abilities, and characters'
relative levels must be accounted for before melee can take place. The following modifiers affect
your chances to hit:
1. Accuracy Bonuses from character statistics (ADX, INT).
2. Accuracy Bonuses from powers (Animal Weaponry, Combat Bonus, Magic Spells, Weakness
Discovery, or other sources).
3. Attacker's ACP versus defender's ACP: For each ACP difference multiply by 3; if the attacker
has more ACPs, the attacker adds the value to his BCTH; if the defender has more ACPs,
the value is subtracted from the attacker's BCTH.
The figure generated by steps 1 through 3-called the adjusted base chance to hit, or simply
ABCTH-needs to be adjusted for the target's defensive abilities. Table 7 and Table 8 are active
and passive defense tables listing the attack modes in columns and the defense modes in rows.
The number given at the junction of the appropriate column and row in each table is the adjustment
to the attacker's chance to hit.

Combat Matrix Explanation


Table 7 explains the abbreviations used in the passive and active defense charts to represent the
various powers, and Table 8 is the Passive Defense Table matrix. To be effective, a passive defense
must have been activated prior to the attack it is trying to defend against. Characters cannot bring
up their defenses after an attack has been launched. It will usually take a defensive action to activate
a passive defense; please see the individual power descriptions for more information.

Table 9 Enforcers Active Defense Table

CHM * 4 * * 3 2 * *
DIS * * * * * * 2 2 4 * 4
ENB 4 * * * * * * 3 2 2 3 2 *
FLM * 3 * * 3 * 3 4
FRC * 2 * 3 * * 3 * * 2 3 * 2 * *
GRA * 3 * * 4 * *
HTH 2
ICE * 3 * * 3 * * * * * * *
LAZ 2 2 2 * 2 2 2
L&E 2 * * * * * 2 3
MAG 2 * * 4 * * 3 * 2
MND 2 3 2 2 2 * 3
TLK 3 3 * * 2 * *
TRM * 2 *
55

Table 7 Abbreviations for Combat Matrix Titles

Abbreviation Meaning Abbreviation Meaning

ADT Adaptation IVL Invulnerability


AND Android LAZ Laser Powers
ARM Man-Made Armor LIF Life Support
CHM Chemical Weaponry L&E Lightning Bolt & Electricity Control
DEM Dematerialization MAG Magnetism
DIS Disruption MEN Mental Shield
DTH Death MND Mental Domination
END Energy Drain PAR Paralysis
EMP Emotion Projection PSI Psionic Attack
ENB Energy Bolt & Energy Vampire ROB Robot
Ranged Attacks STE Stretching Powers
FLM Flame Protection & Immolation S&V Sound Projection & Vibratory
FRC Force Projection Attack
GRA Gravity Projection TKD Telekinesis (direct)
HTH Hand-To-Hand TKP Telekinesis (projectile)
ICE Ice Projection TLK Telekinesis (all forms)
INT Intelligence TRM Transmutation
IMM Immolation VIB Vibratory Attack

Table 8 Enforcers Passive Defense Table

~ ~~ ._.,.
~ ~ ~~ ~ ~ # ~ ~<- ca:-"" # ~ "~ "" " -19
~ ~ ~
ADT -50 -10 -20 -20 -10 -50 -15 -50 -20 -50 -50 -40 -40 -10 -50
AND OS OS -10 10 -05 -15 OS -05 -OS 05 -10 -1S - OS
ARM -OS OS -OS -10 -15 OS 10 - OS OS OS - OS - 05
DEM -60 -so -60 -50 -50 -60 -50 -so -60 -60 - so -so - so -so -60 -so
FRC -20 -OS -1S - 1S - OS - 20 - so - OS - 2S - 20 - OS - OS - OS -OS -so - 10

IMM -1S -10 -2S -OS


INT ** **
IVL - 10 -10 -OS -10 - 1S -02 - 10 -10 -10 -OS -10 -10 - 10 -10 -10 -10 - 02 -05
LIF -20 10 -10 -OS -20 -1S -OS 10 - OS -10 -10 05 10 -10 -1S -OS
MAG -15 -OS -05 -1S -10 -25 -2S -05 - 1S - 2S -20 -so -1S - 05 -OS
ROB 05 -10 -30 20 -10 -2S -OS 10 -10 10 20 -20 - OS -2S -10
STE - 25 - 10 -15 -40 -10 -50 -10
S&V -20 - 1S -20 -20 -25 -20 -so - 10
MEN ++ ++ -so
**This symbol indicates that you should refer to the attack descripti<?n to determine the exact nature of the effect caused by the defense.
56

The active defense table (Table 9) shows what attack modes are capable of shooting down
other attack modes. An asterisk signifies that one mode is capable of shooting down the other at
normal base for the defender to hit the attacker. A number means that the character's normal base
should be divided by that number to hit the incoming attack. A blank space ind icates that the
offense in the row is not capable of stopping the offensive power in the column.
Active defenses work in a very different manner than passive defenses: In this instance you are
using one damage-causing attack to counter another damage-causing attack. When the attacker
states that he is launching an attack, the defender must immediately state that he is using an active
defense and the power he is using to defend against the attack. At this point the GM should verify
the following items:
1. The defender has a defensive action he can use to counter the attack.
2. The defender is not violating the rules in section 111.D controlling when a defensive action
can be used.
3. The attack used as a defense can actually shoot down the incoming attack.
If all of the previous apply, the attempt should be allowed . The attacker then makes his "to-
hit" roll. If the roll is successful, the defender is allowed his attempt to counter the incoming attack:
he receives one "to-hit" roll, and if the roll is successful, the attack is negated. If the roll fails, the
attack is resolved normally. Even if the attacker misses the defender on his "to-hit" roll the defender's
defensive action is considered spent.
The following are special adjustments that may occur during the course of combat if certain
special circumstances are met:
Evasion. Evasion is used by characters who are putting all of their energy and attention into
avoiding attacks from their opponents. It costs an offensive action to begin evasion; when this
action is spent, the defender deducts 1/2 of his current energy score from the attacker's "to hit"
roll. A character using evasion cannot take any additional offensive or defensive actions. If any
other actions are taken, all benefits of evasion are lost.
Invisibility and Non-Detection. If an invisib le or non-detectable character is attacking a target
that has not noticed him in his present location or condition, the attacker receives a bonus of 10%
to his BCTH. When an attacker is trying to swing at an invisible or non-detectable target, he receives
a - 50% adjustment to his BCTH. This adjustment does not apply if the invisible character has been
spotted by Ultravision, Improved Senses, or a successful Detective score roll.
Non-Resisting Targets. Brick walls, trees, and knocked-out characters are all examples of non-
resisting targets. The target must be either held in place or incapable of movement in order to be
considered non-resisting. Such targets are missed only on a "to-hit" roll of 96-00. If the target has
some form of defense (e.g., a door protected by a force field, etc.), this must be taken into account.

Speed. If either the attacker or defender are moving, there is a penalty of - 3% to the attacker's
BCTH for every 20 mph of speed involved (20 mph is equal to 440 ft/round). If both attacker and
defender are moving, the two speeds should be added together to determine the penalty.
Weapons. The use of a melee weapon will generally increase the attacker's chances of hitting
his target and will usually add additional damage to the attack-the exception to this is characters
with Animal Weaponry; no bonuses from this power should be counted if a melee weapon is
used.
Standard weapon types are detailed in section V.1. Special melee weapons can be designed
by the GM or players, if approved by the GM.
Items that aren't normally thought of as hand-held weapons can be looked up in the hand-to-
hand damage table in section 11.E. Treat the item's weight as its carrying capacity to determine the
57

DAM.# for the item. The item's to hit bonus is the same as its DAM.#. As with all melee weapons,
these numbers should be added to the character's normal hand-to-hand BCTH and DAM.#.
Other Penalties/Bonuses. Other penalties or bonuses may be involved in certain situations where
the GM feels they are appropriate. The GM's word regarding this matter (as in all other cases!) is
final.
Restrictions on Offense and Defense. The maximum BCTH that may be acquired for any given
power is 250%; please remember that the BCTH value is considered before other power or ability
modifications. There is no actual limit to the ABCTH-there are practical limits, but who's counting!
Hit Determination. After the Adjusted Base Chance To-Hit has been calculated by making all of
the necessary adjustments to the attacker's BCTH, you are ready to resolve the attack. Have the
attacker roll percentiles. If the resulting number is less than his ABCTH and is not 96 - 00, he has
hit. A roll of 01-05 will always hit, even if the ABCTH is a negative number. Likewise, a roll of
96-00 will always miss, even if the ABCTH is in excess of 100.
Critical hits and fumbles are considered optional in the combat system. The rules covering
them are explained in their rules section later in this section.
If your attack has hit, you will need to determine how much damage it has done. The next
section contains the rules for damage calculation.

111.G Damage Determination


The base amount of damage that a character may do with a single attack is determined by his
damage number (DAM.#). This number is set by the player at the time the character is created and
can be anything from 1 to infinity. The amount of base damage done by an attack is calculated by
multiplying the damage number by the R-factor:
Base Damage = DAM.# x R-factor
The R-factor is determined by rolling 2d6 and adding the two dice together. As an example,
if a character a DAM.# of 30 hits his opponent he rolls 2d6. If he rolls a total of 7 on both dice,
he does 210 points of damage-30 x 7 = 210-and if he rolls a total of 10 on the 2d6 he does
300 points of damage to his target-30 x 10 = 300.
The DAM.# for hand-to-hand damage is determined by looking up the character's carrying
capacity on the damage chart in section 11.G. This DAM.# can also be increased by using a melee
weapon as detailed under "Weapons" in section V.C.
In addition to the base damage, the victim also takes additional damage from each successful
damage-causing attack. This additional damage comes from the following sources:
1. The attacker's damage bonus (calculated from STR and ADX scores).
2. Certain superpowers the attacker may have (e.g., Animal Weaponry and Extra Damage).
3. The attacker's speed (in the case of a ramming attack).
4. Melee weapon (hand-to-hand attacks only).
An Extra Damage weakness that applies to the form of attack that was used will multiply the
amount of damage the target receives from certain types of attack. Because of this provision, a
player should determine what additional damage the character might have and add it to the base
damage before multiplying the damage.
When the additional determined damage is added to the base damage and the result is
multiplied by any applicable extra damage weakness, you have arrived at the total damage the
character will receive from the attack. If this sounds a little complex, remember that the amount of
additional damage will not change from one attack to the next for any given character if he uses
the same power.
58

111.H Multi-Attack Rules


A character may elect to take a multi-attack during any offensive action that was not directly
preceded by movement. It is legal to move right after the completion of a multi-attack. A multi-
attack is actually an entire series of attacks launched in rapid fire but requiring only one to-hit roll
with a special modification. The number of attacks in the rout ine and the die roll modification are
given in Table 10.

Table 1O Multi-attack
To-Hit Modifiers

# of to-hit roll
attacks modification

2 - 10%
3 -25%
4 -40%
5 -55%

The energy expenditure necessary for such an attack is equal to the energy cost for the power
multiplied by the number of attacks in the series. A separate R-factor should be generated for each
attack in the series. All of the R-factors are added together and the total multiplied by the DNA#
to determine the base damage. The amount of additional damage should be determined, multiplied
by the number of attacks in the series, and added to the base damage to yield the total damage.
It is not legal to use a multi-attack with the following superpowers:

Entanglement Emotion Projection


Mental Domination Transmutation
Energy Drain

If the GM wishes to change the rules about excluding certain powers, he may do so, but we
urge extreme caution.

Ill.I Special Attack Rules


Special attacks are different from normal attacks because they are targeted at a specific portion of
the character's body or at some object on the character's person. Two successful "to-hit" rolls are
necessary for any special attack to hit the target. If either of these rolls miss, the attack misses the
target completely.
An attack aimed at an object carried by the target will do damage only to the object. It is up
to the GM to determine how many hit points the object has and what the exact effects of the
attack will be.
Please note that it is not possible for a character to do a 'Special' attack as part of, or as a 'Multi'
attack!
59

A special attack can be aimed at ripping a weapon (or other object being held) out of an
opponent's hands. If the attack hits and the damage done by the hit exceeds the defender's
DAM#, the weapon (or object) in question is destroyed and/or dropped (depending on the
object's construction).
You may use a special attack to the head of an opponent in an attempt to knock him out
(referred to as a K.O .). Special attacks to the head are resolved by calculating what percentage of
the character's total hit points was done by the attack. This number is then multiplied by the
number of times the head has been hit. Then, add the previous percentage chance of a knockout
to this number to yield the new knockout percentage. The formula is shown below:

K.O. = ({%of hits done} x {#of head hits}) + previous%

As an example, if 6% of the character's hits were done on the first special attack, then:

6% K.O. = (6% x 1) ·+ 0%

Assuming that 7% of the character's hits were done on the second special attack to the head,
then:
20% K.O . = (7% x 2) + 6%

When the knockout percentage is determined, the victim of the special attack must exceed the
knockout percentage on 1d100 to remain conscious. Please note that incidental damage from other
attacks does not affect the K.O. percentage!
To resolve attacks on arms, legs and other appendages, take the victim's Constitution hit point
modifier and multiply by 2 times his Weight factor as shown below. This yields a number cal led
the Limb Strength Factor.
LSF = C* x 2 x W*

Take the total hit points of damage done by the attack and divide it by the LSF. This gives a number
called the Limb Damage Rating (LDR):

LDR =Damage
LSF

The victim must exceed the LDR by rolling 1d10 or the limb is useless. If another special attack
is made to the same limb, the new LDR will add to the old LDR.
It is also possible to use a special attack to cause your opponent to lose his balance and fall.
If the attack hits, the victim will take full damage and must make a percentile save vs. his ADX score
or fall. Prone characters receive a penalty of -50% on all ranged attacks and - 75% on hand-to-
hand attacks until they spend an offensive action to stand up.
A critical hit on a special attack occurs when one of the required "to-hit" rolls is less than the
attacker's critical percentage (see section 111.L) and the other rol l is below the attacker's ABCTH. In
this case the critical hit location is assumed to be the area that was targeted by the attack. Roll
I

the severity and enforce the results of the critical in addition to the normal attack results. If the first
"to-hit" roll is a critical and the second one misses, treat it as a normal special attack. If a critical
hit is scored on a hand-held object, the object should be considered destroyed.
Any special attack not detailed in this section is not legal unless the GM decides to allow it.
In that case, the rules are up to him.
61

111.J Knock Back Rules


Every character has a statistic called a Knock Back Factor. The KBF is calculated by divid ing hit
points by 20 and adding this number to the character's weight:

HP
KBF =WT+
20

The KBF is the number of hit points of damage that the character can take in a single attack
without being knocked back. When knock back occurs, calculating the distance traveled is very
simple: it is equal to the amount of damage done to the character over and above the KBF:

Knock Back Distance (in ft) = Total Damage - KBF

Additional damage due to knock back is taken if and when a solid object is hit. The amount
of additional damage taken is equal to the knock back distance minus the distance traveled before
the solid object was hit:

Additional Damage = Knock Back Distance - Distance Traveled Before Impact

The solid object that was hit by the character takes the same amount of damage that the
character takes. If the object can't take that much damage, the object is destroyed. The object's
hit points should then be subtracted from the character's remaining damage to determine how
much farther the character will travel:

Additional Distance = Remaining Damage - Object's Hit Points

If another object is hit, the previous calculations are repeated to determine the amount of
damage taken on the second impact, and so on until the character runs out of excess damage and
distance. When a character comes to rest, he must spend 1 offensive action to stand back up if
he needs to do so. A non-standing character receives a penalty of - 50% to hit an opponent with
a ranged attack and - 75% to hit with a hand-to-hand attack (assuming the opponent is within
range).
Characters with flight and gravity control can use these powers to remain rooted to the spot;
both powers take a defensive action to activate. With flight the flight speed in m.p.h. should be
added to the KBF. Flight does not impact the character's movement rate when used in this manner.
Gravity control will multiply the KBF by the multiplier the character decides to use. While it will
not affect the character's carrying capacity, it definitely has an impact on movement rate: the
character's movement rate should be divided by twice the amount of the multiplier used.
Lycanthropes can be hurt only by certain things and will not normally receive any additional
damage in a knock back situation unless they fly into something that can hurt them (a silver wall?).
This system does not take into account incidentals such as damage from electrical equipment short
circuiting, a flask of unstable material exploding, etc; all of this is up to the GM's discretion.
I don't expect GMs to know the exact hit points that every wall or object in a given setting
will take; that would be ridiculous. A general estimate or an off-the-cuff number will suffice. Players
are advised not to argue with the GM on these numbers unless they are volunteering to run the
next session!
Another point that I forgot to mention earlier is that a target will begin to move backward after
his target's KBF is exceeded. This has the obvious implication that additional melee attacks after
the one that exceeded the KBF will be lost. Ranged attacks, however, are capable of following a
target and will continue to hit when the KBF is exceeded. As a point of reference I count melee
conducted by a character with stretching powers to be a ranged attack and capable of staying
with the knock back victim.

111.K Fatigue Rules


When a character has exhausted all of its power points it is considered fatigued. A fatigued character
suffers the fol lowing penalties:
1. All of the character's ability scores are halved for saving throw purposes.
2. Effective carrying capacity is halved.
3. The DAM# for melee damage is halved.
4. All power costs are multiplied by 15 and subtracted from hit points.
Any character with no power or hit points is considered a fatal ity.

111.L Critical Hit Rules


Critical hits are combat blows that land with such force and ferocity that they do much more than
the normal amount of damage. It may be that the target character dropped his defenses for a short
time and a blow snuck into an especially vulnerable part of the body.
In the combat system any "to-hit" roll in the range from 01-05 is an automatic hit regardless
of how bad the attacker's ABCTH is. A roll of 01 will always be a critical hit.
The percentage chance an attacker has of scoring a critical hit on his opponent is:
.. ABCTH
Cnt1ca101
10 =
10
If the result of this calculation is greater than 10%, the result will be reduced to 10%, the
maximum legal percentage. Any "to-hit" roll that is less than or equal to your critical percentage
will be a critical hit. These rules w ill generally ensure that the higher your ABCTH is, the better your
chance to critical hit will be.
To determine the exact nature of the critical hit, it is necessary to determine where the attack
landed based on where it came from. To do this, please roll 2d6 and consult the proper column
in Table 11.
The effects of the critical hit are based on an additional 1d6 die roll for severity and the location
of the hit from Table 11. Find your severity roll in Table 12, 13 or 14, then look up the hit location
to determine the results of the critical hit.

Table 11 Critical Hit Location Table


Head 2 2,3 2,3 6
Neck 3 4 4 4
Upper body 7 5 7 7
Wing1 4 8 10 8
Arm 5 6,7 6 5,9
Lower body 6,8 9 5,8 2,12
Groin 11,12 12 12
Leg 9,10 10,11 9,11 3,11
1
A wing hit should be treated as an upper body hit if the target character
does not have wings.
63

Table 1i Light Severity Critical Hit Results

Severity 1, !, & 3:
Location Effect

Head 3x normal damage, target loses next action


Neck 2x normal damage, target loses next action
Upper Body 2x normal damage, 20% chance knocked down
Wing 2x normal damage, 20% chance wings disabled
Arm 2x normal damage, 15% arm disabled
Lower Body 2x normal damage
Groin 3x normal damage, 25% chance stunned rest of round
Leg 2x normal damage, 35% chance knocked down

Table 13 Medium Severity Critical Hit Results

Severity 4 and 5:
Location Effect

Head 4 x normal damage, 25% chance stunned rest of round,


otherwise lose next 2 actions
Neck 4 x normal damage, 15% paralyzed otherwise lose next
action
Upper Body 3 x normal damage, 40% chance knocked down
Wing 3 x normal damage, 65% wing disabled
Arm 3 x normal damage, 35% arm disabled (target loses 2 offen-
sive actions if arm disabled)
Lower Body 3 x normal damage, lose next offensive action, 30% knocked
down
Groin 5 x normal damage, 85% chance stunned for rest of round
Leg 3 x normal damage, 70% chance knocked down

Table 14 Extreme Severity Critical Hit Results

Severity 6
(please send flowers)
Location Effect

Head 7 x normal damage, victim is knocked out, 20% dead


Neck 6 x normal damage, 20% dead, 50% paralyzed, target is
stunned for rest of round
Upper Body 5 x damage 20% paralyzed, 5% dead, victim is knocked
down and will lose next 2 offensive actions
Wing 4 x normal damage, wings disabled, lose next 3 offensive
actions
Arm 4 x normal damage, arm is broken, stunned for rest of round
Lower Body 4 x normal damage, knocked down, stunned for rest of
round
Groin 8x normal damage, victim is helpless for 1d20 rounds
Leg 5 x normal damage, leg is broken, victim is knocked down
and loses next 3 offensive actions
64

111.M Fumble Rules


Yes, even Bruce Lee screws up once in a while. Your character's chance to fumble is determined
by the following formula (round all fractions down):

ABCTH
Fumble Factor = 89 + 10
If your character exceeds his fumble factor on a "to-hit" roll during combat, he has fumbled.
A "to-hit" roll of 00 is always a fumble regardless of the character's fumble factor. Any "to-hit"
roll of 96 or higher is always a miss, whether it is a fumble or not!
When a character has fumbled, roll 1d10 and consult the proper table for the type of attack
that was attempted.

Table 15 Hand-To-Hand Fumble Table

1010 Result

1 Slip, roll Agil. or less on d% or fall.


2 Strained arm, - 40% to hit for rest of round
3 Sprained ankle, movement rate halved for rest of combat.
4 Opponent's block hurt your arm. You receive a modifier of - 30% to your
ABCTH for the rest of this combat.
5 Fall, roll endurance or less on d% or lose next 2 offensive actions. Oppo-
nent gets + 20% to his ABCTH against you on his next offensive action.
6 Sprained wrist, maximum of 3 HTH attacks per offensive action.
7 You hit something other than the intended target. GM's option what was
hit and to what effect.
8 Distracted. Save vs Intelligence or lose next offensive action.
9 You dropped your guard severely. Opponent gets + 40% to his ABCTH
against you for his next 3 offensive actions.
10 Fell, broke limb, roll a d6:
1-3-arm: -60% to hit, only allowed 2 attacks per round.
4- 6-leg: move at~ speed, - 35 to initiative, - 30% on base chance to
hit.
65

Table 16 Ranged Attack Fumble Table

1D10 Result

1 Distracted, save vs. Intelligence on d% or lose next


offensive action.
2 Wild shot Roll d8 for direction and "to-hit" rolls against
any other target in the area.
3 Lost control, attack hit target but did only ~ damage and
cost 4 times the normal amount of energy.
4 Slip, roll agility or less on d% or fall.
S Accidentally missed and hit friend. GM's discretion who
was hit. If no friends around, then you hit a bystander-
or yourself!
6 Attack hits background wall and bounces in random
direction. GM determines effect.
7 Critically hit background target (or wall).
8 Critically hit ceiling; exact effect at GM's discretion.
9 Critically hit floor; exact effect at GM's discretion.
10 Attack bounces back off of background object or target
and hits you!

Table 17 Missile Weapon Fumble Table

1D10 Result

1 Missile defective: breaks when thrown or fired .


2-3 Missile arc to high. Hits ceiling for normal damage and
may hit a random target on the ground.
4-5 Distracted, save vs. Intelligence on d% or drop missile
on self, or cut self with sharp objects.
6 Missile does a critical hit to a background target.
7-8 Bow breaks, gun jams. Receive -50% modifier on all
"to-hit" rolls for rest of round.
9 Missile hits bystander; if there are no bystanders, then
missile hits friend.
10 You shot yourself in the foot. Move at half speed and
take appropriate damage.
66

111.N Surprise Rules


Surprises can occur when one side in a combat is trying to ambush the other. When this happens,
have every character on the side that could be surprised roll their danger sense; if a character rolls
lower than his score, he is not surprised. If a character does not make his danger sense roll, he is
considered surprised. Surprised characters are subject to the following penalties:
1. The character's first two offensive actions are lost.
2. The character loses two of his defensive actions.
3. The character may not use his defensive action before row 3 on the initiative chart has been
reached.
It is possible for both sides to attempt to surprise each other; when this happens, all of the
characters on both sides should be checked for surprise. Surprise can occur only at the start of
melee; once the battle has been joined, you have lost any hope of surprise.

111.0 Injury and Handicap Combat Penalties


This section covers the effects of handicaps and injuries characters receive during combat. We will
start at the head and work our way down:
Head. Blows that land on a character's head have a chance of knocking the character out. Please
see the special attack rules in section Ill.I for a complete description of how this works. Once a
character is knocked out, he will receive an END saving throw at the end of every combat round
to see if he wakes up. Other characters may spend offensive actions in an attempt to wake up
knocked out characters; if this happens the character is granted an immediate END saving throw.
When a saving throw is successful, the character loses his next offensive action due to disorientation.
When a knocked out character is awakened, his knockout percentage will remain at its former level
but the number of blows the character had previously received to the head will be ignored.
Eyes. A character who is blinded receiv~s the same penalties as he would if he were attacking
an invisible target. He must roll his Detective Percentage on percentiles to find the target. If he
finds the target, he can attack with a penalty of - 50% to his BCTH. This penalty does not apply
if the character has radar or some other sense that can fill in for his lost sight. If a character is
blinded in only one eye, he will receive -10% to his BCTH.
Arms. If a character has one arm disabled, he cannot hold any objects in that hand. The affected
character can take a maximum of three multiple attacks per offensive action. If both of a character's
arms are disabled, he cannot use any attack forms except mental powers. Mental powers are also
exempt from the multiple attack limit if an arm is disabled.
Wings. It makes no difference if one or both wings are disabled: both are needed for a character
to fly. If even one wing is disabled, the character is grounded.
Legs. If one leg is disabled, the character's running speed is only 33% of normal. The character
can still stand but he receives a penalty of - 10% to his BCTH. With both legs disabled the character
cannot walk or stand. He will receive a modifier of - 50% to all ranged attacks and - 75% on all
hand-to-hand attacks.
67

IV. CHARACTER ADVANCEMENT AND


IMPROVEMENT
This section of the rules deals with the way that additional creation points are earned after a
character is initially created. After every game session the GM will make an experience point award,
or tell the players why one is not merited. The amount of this award is determined by using the
following formula:
Experience Point Award = Enemy CPs x 70
Enemy CPs are the number of creation points that the defeated opponents are worth.
This amount can be divided among the PCs equally, or each character may be given an individual
award based on what he did. If the GM feels that the amount of the award is either excessive or
is too little he can adjust it at will. All GM decisions about experience are final and not open to
debate.
No experience should be awarded if the player characters do not defeat their opponents. The
definition of "defeat" for this system is either killing, capturing, or forcing their opponents to retreat
before they can accomplish their objectives. Tracking down opponents after the fact is also good
for experience, provided that they are either killed or captured; please remember that killing
opponents can cause certain minor legal problems, such as a murder charge.
The number of experience points necessary for a character to gain an additional creation point
is determined by the following formula:
Experience to Next CP = Current CPS x 140
Current CPs is the number of creation points the character currently has. To save you time and
trouble we have calculated the experience point values necessary to earn creation points and
listed them in Table 18. In this table, CPS is the number of creation points the character currently
has; NEXT CP is the amount of experience the character needs in addition to any previously earned
experience to gain a creation point; and TOTAL is the minimum amount of experience that must
be earned over the character's life to gain that number of creation points.
For example: a character with 35 creation points has a total of at least 83,300 experience points
earned during previous game sessions. By looking at the requirements to gain his 36th creation
point, one can see that this character will need an additional 4,900 experience points for a total
of 88,200 experience points.
When starting a new character, give him credit for the total experience listed next to the amount
of his initial creation point grant.
Please note that a longer version of this table is in Appendix A.
In addition to every creation point earned, a training bonus of + 1 to any one of the character's
basic statistics is also gained, or this bonus can be used to increase any one of the character's
offensive power DAM#s if the power has one. One training bonus is earned for every creation
point that is earned through experience.
It is possible for a character to gain more than one creation point from a scenario. The character
68

is entitled to gain all of the creation points his new total experience entitles him to, along with all
training bonuses that go with them.
Experience progression for non-player characters is handled in a different way from the method
for player characters. All non-player characters should receive a minimum of one creation point for
every scenario they are involved in. Because they will get less playing time than the player characters,
the GM needs to make sure that his NPCs can still compete with the player characters. The GM
should feel free to grant NPCs any experience he feels it is necessary for them to have prior to the
start of any scenario. After all, he is the one running the show.

Table 18 Creation Points versus Experience Points

CPs To next CP Total Exp. CPs To next CP T~tal Exp. CPs To next CP Total Exp.

1 140 0 4S 6,300 138,600 89 12,460 S48,240


2 280 140 46 6,440 144,900 90 12,600 560,700
3 420 420 47 6,580 151,340 91 12,740 S73,300
4 560 840 48 6,720 157,920 92 12,880 S86,040
s 700 1,400 49 6,860 164,640 93 13,020 598,920
6 840 2,100 50 7,000 171,500 94 13,160 611,940
7 980 2,940 51 7,140 178,500 95 13,300 625,100
8 1,120 3,920 52 7,280 185,640 96 13,440 638,400
9 1,260 5,040 53 7,420 192,920 97 13,580 651,840
10 1,400 6,300 54 7,S60 200,340 98 13,720 665,420
11 1,S40 7,700 SS 7,700 207,900 99 13,860 679,140
12 1,680 9,240 S6 7,840 215,600 100 14,000 693,000
13 1,820 10,920 S7 7,980 223,440 101 14,140 707,000
14 1,960 12,740 S8 8,120 231,420 102 14,280 721,140
1S 2,100 14,700 59 8,260 239,540 103 14,420 735,420
16 2,240 16,800 60 8,400 247,800 104 14,560 749,840
17 2,380 19,040 61 8,540 256,200 105 14,700 764,000
18 2,520 21,420 62 8,680 264,740 106 14,840 779,100
19 2,660 23,940 63 8,820 273,420 107 14,980 793,940
20 2,800 26,600 64 8,960 282,240 108 1S,120 808,920
21 2,940 29,400 6S 9,100 291,200 109 1S,260 824,040
22 3,080 32,340 66 9,240 300,300 110 1S,400 839,300
23 3,220 35,420 67 9,380 309,540 111 15,540 854,700
24 3,360 38,640 68 9,520 318,920 112 15,680 870,240
25 3,500 42,000 69 9,660 328,440 113 15,820 88S,920
26 3,640 45,SOO 70 9,800 338,100 114 15,960 901,740
27 3,780 49,140 71 9,940 347,900 11S 16,100 917,700
28 3,920 52,920 72 10,080 357,840 116 16,240 933,800
29 4,060 S6,840 73 10,220 367,920 117 16,380 950,040
30 4,200 60,900 74 10,360 378,140 118 16,520 966,420
31 4,340 65,100 75 10,500 388,500 119 16,660 982,940
32 4,480 69,440 76 10,640 399,000 120 16,800 999,600
33 4,620 73,920 77 10,780 409,640 121 16,940 1,016,400
34 4,760 78,540 78 10,920 420,420 122 17,080 1,033,340
3S 4,900 83,300 79 11,060 431,340 123 17,220 1,0S0,420
36 5,040 88,200 80 11,200 442,400 124 17,360 1,067,640
37 5,180 93,240 81 11,340 453,600 125 17,500 1,085,000
38 S,320 98,420 82 11,480 464,940 126 17,640 1,102,SOO
39 S,460 103,740 83 11,620 476,420 127 17,780 1,120,140
40 S,600 109,200 84 11,760 488,040 128 17,920 1,137,920
41 5,740 114,800 85 11,900 499,800 129 18,060 1,155,840
42 5,880 120,540 86 12,040 511,700 130 18,200 1,173,900
43 6,020 126,420 87 12,180 523,740 131 18,340 1,192,100
44 6,160 132,440 88 12,320 53S,920 132 18,480 1,210,440
69

V. OTHER NECESSARY RULES


This section contains all those critical rules needed for running a game session that do not fall
neatly under one of the other sections. Without any further delay, let's get down to business.

V.A Gravity and Velocity


Additional damage can be done to a target because of the speed the attacker used in ramming.
The amount of this damage is 2 hit points per m.p.h.
For falling damage, the one point per foot rule that we use for knock back is in effect. A character
can jump laterally a distance of~ his strength score in feet with no agility saving throw necessary,
and can roll an agility saving throw to jump up to his full strength score in feet (assuming a running
start). Dependi~ on the circumstances, this roll may have additional negative modifiers. A character
can leap up to 2 times his strength score vertically. An agility saving throw under these conditions
is totally up to the GM. As a general rule I would say that a character can never jump down farther
then he can jump up. Jumping down any distance greater than 30 ft. will be considered a fall
unless an agility saving throw is made at -1 for every foot greater than 30 (or - 1 for every foot
greater than the amount the character can jump up if this number is less than 30). If the agility save
is blown, the character will not land standing and the falling rules will apply.
The following limitation should be placed on velocity damage: Maximum velocity damage
from a thrown object= 1O times the weight of the object; this limitation only applies in an
atmosphere.

V.B Structural Rating Points


Here at last are the values for structural rating points for some common and some uncommon
materials. The values given in Table 19 are the amount of damage it takes to destroy a chunk of
that substance that measures 1' x 1' x .1" thick.
70

Table 19 Structural Ratings for Materials

Substance Rating

Water 1 Bronze 130


Steel 200 Pig Iron (or wrought iron) 155
Aluminum 175 Tungsten Steel 175
Gold 80 Brick 110
Lead 70 Earth 30
Silver 90 Glass 100
Titanium 300 Ice 30
Concrete 125 Quartz 120
Steel reinforced concrete 170 Soft Wood 50
Diamond 150 Adamantium 500
Granite 140 Bulletproof Glass 160
Marble 145 Structural Plastic 130
Hard wood 40 Structural Ceramic 250

v.c Damage Values for Common Weapons


There are three main kinds of weapons the GM needs to be concerned with: melee, projectile,
and beam weapons. Each of these is individually considered in its own section below.
The figures in brackets,"[ ],"in the weapons tables (Table 20-22) are the number of rounds of
ammunition or energy charges used by an auto-fire shot.
Projectile Weapons These weapons all use some kind of force to launch some kind of projectile
at the target. A list of common projectile weapons is provided in Tables 20 and 21. If the GM
wants to invent new and better weapons for his campaign he should feel free to do so.

Table 20 Pistols
("Rnds. "is the number of rounds that can be fired before the gun must be reloaded.)

Weapon Rnds. BCTH DAM# Description

Colt .45 6 50% #6 Old style police handgun


Plastic .38 6 35% #4 Terrorist weapon, small, will not trigger metal detectors
or show up on X-ray scans.
Dawson DS-90 18 65% #7 This small pistol is easily concealed and an automatic
(auto fire) [3] 95% #12 weapon to boot. It is often used by federal field agents
as it is easy to conceal.
Markov 9mm. 6 55% #7 Eastern block standard issue handgun.
.44 Magnum 12 60% #11 Great weapon for stopping vehicles and people with
(auto fire) [3] 90% #20 superpowers. A favorite among criminals and law
enforcement alike.
Tacer 320 6 130% #19 This gun has acquired the sinister nickname "assassin's
special" among law enforcement. It is produced in a
small factory in Israel and is illegal to own in most of
the rest of the world. It uses special ammunition that
explodes in the target. It is designed for extreme accu-
racy and stopping power. It produces almost no sound
when fired.
71

Table 21 Shotguns, Rifles and Sub-machine guns


(T represents the type of weapon: S for shotgun R for rifle, M for sub-machine gun.)

Weapon T Rnds. BCTH DAM# Description

AK-72 R 40 95% #10 Standard issue rifle for Soviet forces, a favorite
(auto fire) [3] 140% #22 with terrorists.
Al-9 R 25 70% #7 Ordinary hunting rifle.
Al- 19 R 35 100% #10 Standard SWAT anti-terrorist weapon.
(auto fire) [3) 160% #19
HK G15 M 50 110% #9 U.S. Army special forces weapon. It comes
(auto fire) [SJ 160% #26 equipped with laser targeting and inertia recoil
(full auto) (10) 200% #52 suppression-a very nasty weapon.
Dawson S- 12 s 9 130% #10 Very popular weapon with SWAT teams nation
wide.
Dawson M4 s 5 95% #8 Commercially available version of the Dawson
S- 12.

Projectile weapons cannot be used in multi-attacks, and must be in single shot mode to be
used for a special attack. When using auto-fire mode against a single target, you need only one
"to-hit" roll using the BCTH for the weapon given in the previous tables for auto-fire mode.
Sub-machine guns can be used to spray a group of people. When used in this manner, use
the BCTH given for single shot mode - 35% for each round to see if it hits a target. After this is
determined, the GM will need to make a random determination what targets within the group were
hit. If one of the targets selected has some kind of special defense not shared by the rest of the
group, then, the initial "to-hit" roll must be good enough to overcome that defense or the round
will miss the target.
Weapons that use ammunition clips can be reloaded in one offensive action. Guns that do not
use clips (Colt .45, Plastic .38, and all "AL" weapons) require one defensive action for every two
rounds of ammunition the gun holds.
Beam Weapons These weapons all shoot some form of beam or ray which does physical damage
to the target. These weapons include but are not limited to lasers, energy pistols, and stun guns.
All types of these weapons are highly illegal in the United States without special permits. Unfor-
tunately, this is not the case in the rest of the world . There are more than a few of these weapons
around, mostly without proper documentation.
Laser and energy weapons follow the same rules outlined for projectile weapons with the
following exceptions:
1. They can be reloaded in one offensive action by attaching a fresh clip.
2. Laser weapons are capable of firing and hitting the target through glass windows C- 20%
to BCTH, the glass is not harmed by the attack).
3. When used in auto-fire mode, all shots must go at one target.
4. Laser attacks will bounce off of highly polished reflective surfaces. If the surface is not
completely clean, the attacks wi ll do damage to the surface.
5. If a laser or energy weapon is destroyed by any kind of electrical, flame, or energy attack,
there is a 20% chance of the power pack exploding. If the pack explodes all objects in a
30' radius will receive #4 for each charge remaining in the clip. Packs that are not loaded
in guns are completely safe and will not explode under any conditions.
Table 22 Beam Weapons
(T represents the type of weapon:
L for laser, E for enerBYt N for stun,
P for pistol, R for rifle.)

Weapon T Rnds. BCTH DAM# Description

BL-007 LP 12 70% #8 The latest thing in home protection-it completely


confounds the manufacturers that more of them are
owned by criminals than home owners.
Death Kiss 1 LP 15 60% #8 Illegally developed and manufactured by a powerful
(auto-fire) [5] 80% #38 criminal organization based in New York, these guns
are an integral part of most modern mob hits. They are
not commercially available (except direct from the
manufacturer for a price).
NE-Magnum EP 12 70% #15 This weapon is custom-made by Night Enterprises for
(auto-fire) [3] 80% #50 the CIA. Most field agents carry these on dangerous
foreign assignments. A few years ago 3 cases of these
were stolen from a GSA loading dock and have never
been found; what they were doing there in the first
place is another unsolved mystery.
Pulsar-3 NP 5 40% stun This is a prototype weapon in the early stages of devel-
opment. A few of these weapons are in the possession
of law enforcement agencies for testing, but police
aren't placing much faith in them so far.
Dawson L7 LR 28 95% #12 A very popular weapon with U.S. Army special forces-
(auto-fire) [4] 190% #45 and the other NATO governments as well.
Laztech 2 LR 15 95% #10 This weapon is the favorite of trophy hunters and
poachers who don't like large holes damaging the pelt
of their prey.
PB1 ER 30 75% #14 Soviet special forces weapon. These weapons have
(auto-fire) [3] 150% #40 occasionally found their way into the possession of
terrorists worldwide.
EX-2 ER 40 90% #13 This is an experimental weapon currently being devel-
(auto-fire) [4] 200% #50 oped by the U.S. Army. Several prototypes are in exis-
tence, but the weapon is rumored to have problems
with overloading and exploding power packs-#8
per charge still in pack to all items within 30 feet of
the explosion.

Melee Weapons A melee weapon can be anything from a car to a club. These are hand-held
objects that are used in one of two ways:
1. Held in the hand to strike an opponent, or
2. Thrown at an opponent as a hand-held missile.
Striking weapons do damage based on their weight. Please see the carrying capacity table in
section 11.G. Find the object's weight on this table, and the DAM# given is the amount of damage
done by the object. Objects with sharp edges used as slashing weapons will do triple this amount.
All striking weapons receive a to-hit bonus equal to the DAM# of the object. To be used as a
striking weapon, an object cannot weigh more than half of the attacker's carrying capacity.
73

The damage done by a thrown weapon is calculated the same way it is for a striking weapon
with the addition of velocity damage. However, an object cannot weigh more than 33% of the
character's carrying capacity to be effectively thrown. The maximum range of a thrown object is:
Maximum Range in Ft. = (CC x .33) - Object Weight + 10
The attacker receives a range modifier to his BCTH based on the following calculation:

.fi Target Distance


Range BCTH M o d 1 1er = x 200
Maximum Range

In the calculation above, Target Distance is the distance to the target in feet. The range modifier
is subtracted from the attacker's BCTH (in addition to any defenses) to determine his ABCTH.
The amount of velocity damage the target receives from a successful hit (in addition to the
attacker's normal hand-to-hand damage and damage from the object's weight) is:

Velocity Damage = ({ CC x .33} - Object Weight) x 2

To determine the object's actual speed, omit the "x 2" from the calculation given above.
Please remember to disregard any bonuses the attacker would normally receive for Natural Weap-
onry, as these apply only when the attacker uses his bare hands in an attack.

V.D The Media and You


In today's modern world of telecommunications, live international transmissions, and news as it
happens from around the world, the press has an enormous amount of power to shape public
opinions by its reporting of the news. In a perfect world the press would be completely unbiased
and simply report the facts without any subjective interpretations. Unfortunately, the media are run
by human beings who are not always perfect. Whether the problem is a personal bias on the part
of the reporter or an overzealous investigative reporter who interprets the facts the way he would
like them to be, the end result can be a public reputation permanently destroyed.
This is where a character's Media Rating score comes in. The score is a measure of how the
press perceives the character and, consequently, how the public views him as well.
The character's roll on the media reaction table can be influenced by many factors; a list of
these is given below:
- 2% for each innocent bystander hurt.
- 4% for each innocent bystander killed.
- 10% if the last table check for this character resulted in a MR loss.
- 15% for the death of a local celebrity.
- 20% for excessive force.
- 30% for the death of a national politician.
- 35% for documented torture or brutality.
- 55% for the death of a well-known national celebrity.
+ 3% for each criminal killed.
+ 5% for each bystander saved from death or serious injury.
+ 5% for each criminal captured.
+ 7% for saving a local celebrity.
+ 9% for saving a police officer or fireman.
+ 20% for saving a national pol itician.
+ 40% for saving a well-known national celebrity.
74

The GM may make any other adjustments to the die roll based on performance that he feels
are warranted. Please remember that excessive force and brutality should be taken into consideration
only if word of the deeds reaches the press, and that if this happens the police will launch an
investigation.
The character's current MR score will also affect the percentile check. Given below are the
implications of all the numeric values of the MR score:
100 and above The character is a media superstar. People with this kind of name recognition
may end up running for high political office. The character will receive an advertising offer every
time his MR score increases. This character will receive a modifier of + 20% on any media or reaction
check.
70 to 99 This character is a household word in his local area and is pretty well known nationally.
When his MR score increases, he is 50% likely to receive an advertising offer. He will also receive
a modifier of + 15% on all media and reaction checks.
45 to 69 Characters in this range are very well known in their own home town, and have probably
had a small amount of national exposure. They have a 25% chance of receiving an advertising offer
if their MR score increases. They will also receive a bonus of + 10% on all media and reaction
checks.
ti to 44 This is the media rating of someone just breaking into the hero business. He has enough
local exposure to be recognized by the police, but not enough to be well known by the populace
or the criminal element. The character will receive a 5% bonus on all reaction checks.
10 to R4 Characters with a score in this range have not had much media coverage at all. They
are only a little more well known than the average man on the street. Police will not recognize this
character and will probably treat him little better than a costumed freak who might be more than
a little off his rocker. This score range will also cover people who are well known in local clubs
or church groups.
9 to - 9 Everybody from the new born baby down the block to the kid on the corner who is
always making trouble falls in this category. If you fall in this range and are caught wearing a costume,
people wonder what is wrong with you and the cops will ignore you! If you get into trouble or
make headlines, you won't be this anonymous any more!
- 10 to - R4 Minor hoods and petty criminals have media ratings in this range. The police pick
them up whenever an opportunity presents itself. They will receive a 5% penalty on all reaction
checks.
- ti to - 44 Police know this person well and will pick him up whenever he is spotted; he is
most likely wanted for something. The local citizens know of him as well due to past press coverage.
He will receive a 10% penalty on all reaction checks. He has a 25% chance of receiving a henchman
if his MR score decreases.
- 45 to - 69 This character is well known in his own locale, and has had some national coverage
of his crimes as well. At this level the FBI will be aware of the character's existence, but it will not
take any direct interest unless circumstances warrant. He will receive a 15% penalty on all reaction
checks. This character is 60% likely to gain a henchman if his MR score decreases.
- 70 to - 99 The FBI wants to apprehend this character very badly, as they consider him a
national menace. His crimes have received a lot of attention in the national media. As a result of
this, he will receive a 25% penalty on all reaction checks, and gain a henchman every time his MR
decreases.
-100 and under Congratulations, you've made the top 10-on the FBl's most wanted list, that
is. Even Interpol knows about you. Everyone everywhere knows and hates you almost universally.
You receive a 35% penalty on all reaction checks. You also gain an evil superpowered ally.
75

After each adventure, Media Rating points are gained and lost by rolling percentile dice for
each character and consulting the Media Reaction Table.

Media Reaction Table

Percentile Result
Roll
0 and under The character is accused of some kind of wrongdoing in
connection with the adventure. GM's discretion if the for-
mal investigation will end in charges being filed. Lose 4 MR
points.
01-10 The character is raked over the coals by the press. The story
responsible may be biased against the character even if
there is no supporting evidence. Lose 3 MR points.
11-25 The media found fault with praGtically everything the char-
acter did. Lose 2 MR points.
26-50 Critics outnumber supporters in the media. Lose 1 MR point.
51-75 Performance was judged unspectacular, but acceptable.
Gain 1 MR point.
76-90 A hardy pat on the back for a job well done. Gain 2 MR
points.
91-99 The character performed like a true champion of the people
and defender of the American way. Gain 3 MR points.
100 and over News stories about the incident receive national attention.
The character gains 4 MR points and receives an advertising
offer.

Advertising is a major source of income for most well-established super heroes. It frees them
from money worries by providing a steady source of income and allows them to devote most of
their time to fighting crime. If an advertising offer is made, then roll percentiles and plug the number
into the following formula:
Ad Money = MR x ( 1000 x 10)
This money is paid out in one lump sum for the right to show the character in the national and
local media endorsing the advertiser's product. Every time an ad campaign is accepted there is a
2% chance that some scandal will develop during the course of the year about the product that
will damage the character's MR ( - 20 points to MR). The GM should keep the results of this die
roll a secret and spring the surprise on the character when the time is ripe.
Henchmen are received by evil characters with negative MR scores. These henchmen are normal
thugs Call ability scores are 15, weight 190 lbs.) that may come with or without weapons, at the
GM's discretion.
In place of a henchman, the character may elect to receive 6 creation points that he can spend
on his existing henchmen. Please remember that these points must be spent on henchmen and
not on the character. A henchman can have a maximum number of creation points invested in him
equal to ~ the number of creation points the character has. If a henchman receives more creation
points than this, he will wait for an opportune moment to backstab his boss and take over the
entire operation.
Please note that it does not cost creation points to get thugs the conventional weaponry
outlined in section V.C; however, the character must buy, steal, or otherwise acquire these weapons
for his henchmen. If the character wishes to use one of these weapons himselt he must pay creation
points for them. Temporary, one-time use of a weapon is allowed, but the GM has the power to
force the character to buy the weapon if it is used more than that.
76

V.E Magic Spell Descriptions


This section contains the complete rules for all spells that are presently defined that do not
correspond to any of the superpowers. Following these descriptions are the rules governing magic
saving throws.
Each description follows the following format: Spell Name, actions to cast, duration, energy
cost, range and description.
0 Banishment: 10 offensive, pcrmanent, 50 pts., 500ft. This spell allows the magician to send creatures
that are not native to his plane or dimension back to their own home plane. It is recommended that the
subject of this spell be either willing or subdued, as the magic establishes a temporary link between the
caster and the subject. The subject will be aware of the magic user's exact location and intentions. Every
5 points of damage done to the caster will have a 1% chance of disrupting the spell. If the spell is
disrupted before completion, the caster will have wasted the energy necessary to cast the spell and
must make a percentile save vs. his CON score or fall unconscious for 3 rounds. The caster can do nothing
else while casting this spell. He may not have any defensive magic in place, as this would interfere with
the banishment spell. Moving out of range will not help the subject once the link has been established.
The subject gets no saving throw when the spell is completed.
0 Cancel Magic: 1 offensive, 1 count, 1 pts., 50ft. Casting this spell will negate any magic in an area
of up to 30 x 30 feet, unless the original caster can make a magic saving throw. Please note that the
original mage need not be present, or even know about the cancel spell, to make this saving throw.
0 Change Other: 1offensive, 100 rounds, 15 pts., 10ft. The caster may transform any person into any
creature he desires. While in this state, the subject will have the locomotion and hit-points of the creature,
while retaining his own intelligence. He will not be able to use any of his own superpowers or those of
the creature he has been transformed into. Unwilling subjects get a magic saving throw to resist the spell's
effects.
0 Dttathmate: g offensive, 1-6 rounds or pcrmanent, 45 pts., 30ft. The victim of this spell must make
a saving throw against his CON score and a magic saving throw. If both these saves are made, the victim
loses an offensive action, but there is no other effect. If one or both saving throws are blown, the victim
is instantly teleported through a dimensional gate where he will face his most hated and feared enemy
in mortal combat-actually it is a magical construct with his personality and attributes. The GM should
roll 1d6 to determine how long the battle may last. If the victim defeats his enemy, he will immediately
reappear back in the real world. If there is no victor before the spell runs out, the victim will also reappear.
Should his enemy win, the victim's body will reappear. Please note that all damage taken and all energy
used by the victim count when he reappears. He should also get full experience for the battle if he wins.
0 Detect Lie: 1 defensive, 5 minutes, 5 pts., HIA This spell lets the magic user know if the person he is
talking to is lying. While it will not directly reveal the truth, it is still very handy to have when questioning
a suspect.
0 Fite Wall: 1 defensive, 5 rounds, 35 pts., 30ft. By using this spell the mage can create a wall of flames
covering an area up to four times his available creation points in square feet. This wall will not ignite or
damage any flammable substances near it when it is created, but it will inflict a DAM.# of 100 on any
living thing that tries to pass through it, reduced to a DAM.# of SO if a magic saving throw is made.
Adaptation is the only power that will protect someone against this damage. This spell may not be cast
in such a way that it will pass through a living creature; if this is attempted, the spell will fail, and the
energy will be wasted.
0 Imprison: 1 offensive, until teleased, 50 pts., hand-to-hand hit The victim of this spell is imprisoned
in an extra-dimensional space if he fails his magic saving throw. The victim cannot be released unless the
caster or another magic user casts a Release spell on the spot where the victim is imprisoned. Please
note that no subjective time will pass for the victim while he is imprisoned. He will probably not realize
what has happened if released. Spcclal Hote: No power is spent when this spell is used unless a
successful HTH hit is made.
0 Lock: 1 defensive, until unlocked, 15 pts., touch This spell will magically lock any door or opening
smaller than 50 square feet. This is accomplished by creating a small magical force field over the door
or opening that can absorb an infinite amount of damage. This field exists only inside the door or opening;
if someone decides to tunnel through the wall next to the door, he will have no difficulty. This spell may
be canceled by a mage casting an Unlock spell on the door or opening.
77

c_~
1-<
___________ _

0 Magic Beacon: 1defensive, 3 days, go pts., touch By using this spell the mage can create a magic
link between himself and any inanimate object. This link will tell the mage how far away and in what
direction the item is located. This spell is automatically canceled if the item is moved to another plane
or dimension. It is suspended if the item is protected by a magical force field.
0 Magic Link: 1 offensive, 6 hours, ti pts., 5 mites This spell creates a temporary mental link between
the caster and a willing subject. The caster can see and hear everything the subject sees and hears. It
also establishes a two way telepathic link between the subject and the caster. If the subject and caster
move more than 5 miles apart the spell is canceled.
0 Magic Weapon: 1 offensive, 15 minutes, go pts., touch The magic user can make any weapon magical
for a short period of time. All magic weapons receive a bonus of + 20% to its BCTH and + #5 to its
DAM#. If a gun is made magical then every shot it fires will receive these bonuses. Magical guns can
hurt lycanthropes without using special ammunition.
0 Mind Block: 1 offensive, 8 hours, 40 pts., seH When using this spell the caster is immune to all forms
of scrying and mental attack. The attacker will instantly know that the subject's mind is protected when
he does his first attack. This spell cuts off the user from sending or receiving any kind of telepathic message;
it also prevents the mage from using any kind of mental attack.
0 Object Reading: 1 offensive, g minutes, 15 pts., touch This spell allows the mage to read impressions
from inanimate objects. These impressions include the identities of previous owners of the item, who
created the item, any crimes of violence the owner committed using the item, and times when the item
was present while strong violent emotions were in evidence. The two minutes given above for duration
are real time; the GM should start relating the items history starting with the most recent events and
working backward in time. When the two minutes are up the GM should stop and make the magic user
cast the spell again if he wants any more information.
O Release: 1 offensive, permanent, 50pts., gOft. By using this spell the magic-user can free people
trapped by an imprison spell. The caster must be within 20 feet of the spot where the person is imprisoned
when the spell is cast in order for it to be effective.
78

O Scry: 10 rounds, 3 hours, 100pts., 1 light year The magic user is able to follow the words and
actions of any unprotected person he has met for up to three hours. This spell will also show all the
people he is with and their actions. Scrying will not work on anyone who has any of the following spells
or powers active: Non-Detection, Mind Block, or Mental Shield . If any of the people in the presence of
the intended target are protected, the spell will fail to note them or their actions. Scrying through any
kind of force field will make the quality of the images received very poor and fuzzy. The exact effects
of this poor quality are up to the GM.
0 Shield: 1 defensive, 5 rounds, 30pts., self This spell allows the mage to give himself some defenses
in emergency situations. When the spell is cast, the magic user gives his enemies a penalty of - 40% to
their BCTH and subtracts #10 from the damage done by any attack that does manage to hit.
0 Special Effects: 1 offensive, 1 round, 10pts., 100ft. The magic user can order up to 3 simulated
explosions of #15 intensity that will go off in front of, to the side, or behind any character or object he
chooses. Besides the obvious use as a dramatic entrance, this spell may startle opponents and cause
them to instinctively use defensive actions to dive away from the explosions. Each victim of an explosion
after the first gets a save vs. INT to stop him from taking evasive action. If this spell is thrown multiple
times in one combat, all the victims after the first will get a saving throw. All of the explosions must take
place within 10 counts of the action where the spell was cast. The mage does not have to decide the
exact location of the explosion until he triggers it. Please remember that these explosions do no actual
damage to anything.

0 Speed: 1 offensive, 15 rounds, 10pts. self I 30pts. others, touch This spell allows the mage to
double his normal ADX score for purposes of combat initiative determination. It also doubles all of the
character's movement rates while it is in effect. The spell can be cast on other characters, but the power
cost to do this increases to 30 points for each additional character whose speed is increased. Please
remember that it takes 1 offensive action to increase the speed of each character.
0 Unlock: 1 defensive, permanent, 5pts., touch This spell cancels any Lock spell thrown by the mage
w ho casts it automatically. It will also cancel a Lock spell thrown by any other mage unless the subject
spell makes a magic saving throw.

Magic Saving Throws Because there is magic in the world, those of us who might fall victim to
magic's less favorab le effects need some w ay to determine whether the magic used against us
was successful. From this need arose t he Magic Saving Throw. What follows is the necessary
information and arcane formulas to determine your Magic Saving Throw.
The minimum saving t hrow is 15%. If your save calculation reports a lower number, use 15. All
objects, alive or not, animate or not, intelligent or not, have this minimum saving throw. The maximum
possible saving throw is 95! Please note that both the low of 15, and high of 95 become effective
at the time you ROLL YO UR SAVE; it is possible to have an adjusted save better than 95 (but not
less than 15!).
. ( CON
Raw Save% = integer of - - + INT + TCP + DB
S )
3 3 4
where: CON =Constitution stat
INT =Intelligence stat
TCP = Total Creation Points the character has
DB = Defense Bonus % the character has (if any)

After calculating your Raw Save %, app ly the 15%/95% rule (i.e. adjust your Raw save to be
in the range 15 to 95 if necessary.) Now add any ACP t hat you may have; this may result in a
number greater than 95, but that is okay at this point. This is your Magic Saving Throw and should
be noted on your character sheet If magic is used against you and you must roll your Magic Saving
Throw, the attacking Magic User will sub tract any ACPs he has from the value of your saving throw .
If your saving t hrow% is outside t he 1~95 range, adjust it accordingly and roll. Please note that
Magic Saving Throws are ranged from 1 to 100 (i.e. 1 to 00 on dOO), that 1-15 always saves, and
that 96-00 alw ays blows!
79

V.F Animals and their Statistics


This section will provide you with the necessary background material to incorporate animals into
your game scenarios without a lot of guesswork. Listed below are the primary statistics values for
some of the common animals in the wild areas, urban areas, and zoos of North America. All of
the values given assume a normal animal with average intelligence for its species. Genetically
engineered animals may have different values, at the GM's option.
All of the listed animals are assumed to have the average statistic value of 11 for STR, ADX,
amd CON. Use the value of 5 for animal intelligence in saving throw calculations. All normal animals
have an energy score of 65. Natural Weaponry has already been figured into the values given for
To-Hit and Damage Bonuses; other special items will be detailed on the second line of each listing,
if needed.

Animal Statistic Table

Hit HTH To- Hit Damage Move.


Animal Weight Points DAM# Bonus Bonus Rate

Alligator1 175 1,062 #4 10% +20 40


Baboon 60 362 #3 7% +7 65
Black Bear 350 1,813 #5 15% +15 55
Cat 15 25 #1 n/a n/a 60
Cheetah 125 688 #3 10% +10 1502
Cougar 150 813 #4 15% +15 75
Coyote 30 175 #2 10% +10 60
Dog 75 so #3 10% +15 70
Eagle 25 188 #1 15% +25 1203
Elephant 10,000 10,000 #19 5% +45 70
Falcon 18 152 #1 10% +20 1204
Fox 10 113 #1 n/a n/a 40
Gorilla 800 4,063 #8 25% +25 65
Grizzly Bear 600 3,063 #7 30% +40 75
Horse 1,200 2,000 #9 10% +s 110
Jaguar 300 1,563 #5 20% +25 80
lion 400 2,063 #6 25% +35 80
Rhinoceros 8,000 8,000 #18 n/a +60 75
Tiger 500 2,563 #6 30% +40 75
Wolf 75 200 #3 15% +20 70
; 50 Points of biological armor.
2
Movement rate given is for sprints; normal is 60
3
Movement rate given is for flight; add velocity damage for dives.
4
Movement rate given is for flight; add velocity damage for dives.

V .G Special Bad Guy Player Character Rules


The rules of this system are designed primarily for characters who are good or neutral in outlook.
Evil player characters are possible and permissible if some special rules are in place to handle
them:
1. Characters of evil alignment are prohibited from taking the following weaknesses: Dependent,
Excessive Violence, Prejudice, Terrible Secret.
2. Evil characters with negative MR scores should be instead considered as having a positive
MR when interacting with other evils and with very shady or easily intimidated neutrals. If
80

an evil character should acquire a positive MR score (woe be unto us), treat it as a negative
score when dealing with other evil characters. Ironically, neutral characters will probably
react in a positive manner.
3. Good PCs should not be used to track down evil PCs, as this can lead to some very sticky
plot complication s-particularly when one of a p layer's characters is out to assassinate
another one of his characters for capturing a friend and bringing him to justice. For some
strange reason, players don't like it when their characters end up killing each other off.
We recommend that the evil characters operate in an area well away from the good
characters so that they can't stumble into each other.
4. The GM should bear in mind that evil characters will never fully trust each other. Back stabs
and doublecrosses are quite common; most alliances will be of a temporary nature at best
The GM should always subtly try to create dissension among the ranks.

V.H Trials and Tribulations


If you are reading this section, we must assume that the GM has examined the facts and determined
that there is enough evidence for a trial. There are several elements that go into making a trial; we
will examine each in turn.
The MR score of the accused is of great importance in the trial, as it determines not only what
the jury knows about him but how hard the district attorney's office will work to get a conviction.
The accused's MR score is the first term in the equation to determine the trial modifier.
The second term in the trial modifier equation is the skill level of the DA assigned to the case.
The district a.ttorney's office will assign a DA to the case whose skill rating is equal to the absolute
value of the accused's MR score. "Absolute value" is a term from mathematics which means that
a negative number is to be treated as positive and that a positive number will remain positive. The
reason for this is that the district attorney will want a conviction on a well-known criminal very
badly, and he certainly doesn't want to appear soft on a former public servant who has fallen
from grace. He will do his best to get a conviction in both cases. For lesser known people he
doesn't want to waste the time of his best prosecutors. The prosecutor's skill rating is to be
subtracted from the accused's MR score.
The third term is the skill level of the defense attorney. This is entirely dependent on how much
money the accused can afford to pay for representation. Defense attorneys can have skill ranges
from 10 to 300. The cost for the defense is:
cost = 100 credits x skill x duration of trial in months
The duration of the trial is 1d6 months, and the determining roll is taken at the beginning of
the trial: the accused has no idea how long the trial will be until it begins.
If the defense attorney knows that he may not be paid, he will perform accordingly.
The last item to consider in this equation is the evidence modifier, which is to be added to
the previous numbers. This figure can range anywhere from 100 for a trumped up charge with little
evidence to -100 for a damning case. The value of this number is up to the GM.
Finally, a word on jury tampering and evidence theft: These practices can be attempted by
friends of the accused on the outside if they wish. The incident should actually be run as a scenario
by the GM so he can determine whether it succeeds or not. If it fails, the people responsible will
probably receive their own trial. The GM should use common sense when running this scenario:
if critical evidence is destroyed, the judge may be forced to free the accused and dismiss the
charges; however, if the accused's friends are caught in the act it will influence the jury against
him.
81

Now that we have discussed all of the factors in the trial modifier equation, it's time to show
it to you:
Trial Mod= ACCMR - Prosecutor's Skill+ DefenseAttorney'sskill +Evidence

Once the trial modifier has been determined, use the following equation to find the result:

Trial Result = Trial Modifier + 1dOO

Look up the trial result on the table below to determine its meaning:

10 and below Guilty! Judge pronounces maximum sentence.


11-35 Guilty! Judge pronounces sentence at GM's discretion.
36- 50 Guilty! Judge pronounces light sentence.
51-60 Guilty! Sentence suspended or probation. 1
61-70 Mistrial, hung jury; 70% chance of new trial.
71 - 80 Case thrown out on technical ground~ - 10 to MR.
81-90 Case thrown out for lack of evidence.
91 and over Innocent of all counts. Charges dismissed.
1
Treat this as a light sentence if the crime is not appropriate for probation or suspended
sentence.
2
Treat this as innocent on all counts if there is credible evidence.

If a mistrial occurs and a new trial does not occur, the charges should be considered dismissed,
unless new evidence comes to light in the future.

V.I Explosives and Explosions


Explosives may be safely handled by characters who have the necessary background and skills.
The character must possess either the Demolitions or Terrorist skill to handle explosives; even then,
a terrorist has a 5% chance of being blown up by his own bomb (demolitions people don't seem
to have this problem).
Now that you've set the bomb, let's blow it up! Explosions with a force of #5 or less have a
damage radius of about 1 foot. Larger explosions have a damage radius equal to ~ their DN./1.#.
For instance, a #60 explosion will damage all people and objects up to 30 ft. from the center.
If the explosion cannot expand to its full damage radius in one or more directions, it isn't happy
and does more damage over a larger area in the directions it can go. For every 90° of arc that is
blocked, increase the effective DAM# and damage radius by 25%. The explosion must have at
least 90° of arc blocked for there to be any effect from confinement.
For example, a #20 grenade is tossed on the ground next to a tree that blocks 15° of arc. There
is no additional damage for confinement. However, if the same grenade is tossed in a 5' x 5'
closet, all of its arc is blocked. Everything in the closet will suffer #40 from the explosion.
82

VI. OTHER RAMBLINGS OF THE CREATORS


This is that infamous section of the book where we get to discuss subjects other than rules. Please
remember that all of the material in this section is provided for the convenience of the GM and
players. It consists of some helpful guidelines for the GM, background material on our unique
campaign setting, and other useful information that we felt you couldn't live without. (What?
Computers in fantasy roleplaying? Preposterous!) If the GM chooses to do things differently it is
his prerogative to do so. So sit back, relax, and enjoy our section of not necessarily the rules.

VI.A Basic Creation Point Assignment Guidelines


This is probably the most subjective subject we will discuss in the entire book. As I sit here at my
computer typing this, I am certain that there will be at least three fights over the material in this
section before you see it-one with Larry, one with Charlie, and one general free-for-all with
everyone else. As you read this section thinking, "He's crazy, that's not the right value," please
have sympathy for this poor, persecuted author.
To begin with, all standard offensive powers have a creation point cost of no less than 5. A
"standard offensive power" is any power that follows the rules in section 11.D for BCTH, DAM#,
and energy cost per use. I recommend that all offensive powers that do hit point damage be made
to conform to these rules.
If the power can be used as a passive defense, then the creation point cost should be increased
by 1 point.
If the power has other unique capabilities, then the cost should be increased accordingly.
Some sample values are given here; the GM of course is free to change these and to determine
the adjustment values to be applied to others:
Electronic Device Control (Electricity Control) 2
Slow Flight (Immolation) 1
Ice Armor (Ice Projection) 1
Grab and Throw Metal Objects (Magnetisim) 1
In the case of a non-standard offensive power (one that either does something other than hit
point damage, or that does not conform to the rules in section 11.D), the GM should compare the
strength of the proposed power to those already provided in the system and set the creation
point cost accordingly.
New powers which have saving throws based on INT should cost 2 or 3 creation points more
than powers that have ADX, CON, or STR saving throws. The reason for this is that characters will
usually have a lower INT score than CON, ADX, or STR.
As a general rule of thumb, I strongly discourage powers that have fractional saving throws,
such as save vs.~ CON, etc. If the GM decides he wants to allow such a power in spite of our
cautions, the price should be as follows: double for~ saving throw, and triple for ~ saving throw.
Saving throws less than ~ should never be allowed.
83

These cost factors can be greatly reduced by barring the power from making multi-attacks,
limiting the power to being used only a limited number of times per day, and giving the power
an outrageous ener~ cost when it is used. As an example, let's look at a gaze that forces the target
to make a save vs 2 INT or flee in terror. It is usable 3 times per day and costs 20 energy points
per shot. I would rate this power at a creation point cost of 4. The main reason for this is that the
target is not helpless, just driven off. This power is also usable only a few times per day at an
outrageous energy cost.
Attacks that go after energy points instead of hit points should be made almost as expensive
as a take out attack. The rules for fatigued characters in this system greatly hinder the character's
survival if all his energy is gone. The GM may wish to review these rules before approving any new
powers that affect energy points.
Non-offensive and informational powers are very tricky to give advice on, as this advice may
be modified by the particular circumstances of an individual GM's campaign. My advice is to
consult Table 2 and compare the proposed power to the ones that are already defined.
If you as GM are confronted by a player who is asking for a power that will unbalance the
campaign, you have the right and obligation to say no! You may wish to negotiate with the player
to bring his demands back down within reason. A good negotiation technique is to name a creation
point cost so high that the player can't afford to pay it, then come back to the player with a
counteroffer that is a lot more reasonable. If the player really wants the power he will usually
compromise and accept your offer; otherwise, he can always elect to run a weak character with
one nasty power. It has been my experience that such characters tend not to Iive long and are of
only minor consequence.

Vl.B A Few Hints About Game Mastering Enforcers


Enforcers is a roleplaying game where actions speak louder than artificial alignment systems created
by the authors. The player knows his own character much better than we do, and we will not
attempt to legislate what he can and can't do. This means that the GM must be flexible and ready
for anything. Champions of law and order may get angry and take the law into their own hands
or a notorious criminal may have an attack of conscience and help one of his victims; characters
may even become fed up with their current life styles and decide to change sides. Anything is
possible.
Any change in behavior should be reflected in the character's MR score, but only if it becomes
public knowledge. In certain situations it may be possible to blackmail one or more characters to
keep certain indiscretions from becoming public knowledge.
Throughout the following paragraphs you will see references to good, neutral, and evil player
characters. These references should not be confused with an alignment system in the usual sense;
they are merely an attempt on our part to quantify very broad categories of behavior to facilitate
a simple discussion of character interactions during game sessions.
In general, good player characters and evil player characters should be kept separated as much
as possible. I would recommend having the two groups active in different cities, since this will
minimize the amount of contact between them. Our experience has been that, if good and evil
player characters are brought into direct contact, they will make life miserable for each other and
no one will have any fun. Occasional one-shot adventures are fine, but the GM should deny any
requests for a revenge scenario afterward.
Neutral player characters are usually able to interact with both good and evil player characters,
depending on individual personalities. It usually pays for good and evil characters to have a few
neutral friends because the neutrals can provide valuable information about what the people on
the other side of the fence are doing and thinking-for the right price or favor, of course.
84

Scenarios that appeal to good characters may have little or no appeal for neutrals and evils.
Or neutrals/evils may want to tackle the scenario, but from a completely different angle. As an
example, a good character learning about a planned bank robbery will probably want to capture
the criminals and return all of the loot to the bank. A neutral character confronted with the same
set of circumstances may agree to help the good character capture the criminals, but he will
probably try to keep some portion of the loot for himself as a "finder's fee." At this point, the
good character may have to ask himself how much the friendship is worth to him. His options are,
first, to turn his friend in (not conducive to future friendship); second, talk him into giving back
the money (not bloodly likely!); third, force him to give the money back (a definite strain on
friendship); or fourth, look the other way and pretend nothing happened. This fourth option turns
out to be the usual course of action, and maybe the cause of a severe case of guilt for our hero.
The previous example is just one of the ways in which the characters' personalities can help
make the scenario. Rivalries and "professional differences of opinion" between player characters
should not be discouraged by the GM so long as the disagreements don't turn into blood feuds.
This is one of the elements which makes this game unique.
For those of you who may have had trouble understanding character creation and combat, we
have provided flow outlines below which give a step-by-step explanation of both processes. All
of the necessary formulas are included, along with table references.
Character Creation
A. Come up with a name, description, and some basic background information for the character.
If you take the time to do this now it will make your life a lot easier during the rest of the
creation process.
B. Roll 4d6 and keep the best 3 values for each of the following statistics: STR, CON, ADX,
INT, MR, and CM.
C. Determine the character's weight, either by rollling Sd6 and multiply by 10 or by agreement
between the player and GM.
D. Spend creation point allocation:
1. Standard offensive powers. Please remember the following formulas when creating the
power:

Damage = DAM# x R-factor

Add .1t1ona
. I CPC (DAM# - 10)
ost =
10
EC/U = (DAM# x 3 x BCTH)
1000

See Table 1 for modifiers to the creation point cost of the power based on BCTH.
2. Gravity Projection, Transmutation Magnetisim, Paralysis, Mental Domination, and Telek-
inesis have a BCTH of 50%, which may be increased by 10% per additional creation
point spent up to a maximum BCTH of 250%.
3. Emotion Projection and Death have a BCTH of 35%, which may be increased by 10%
per additional creation point spent up to a maximum BCTH of 250%.
4. Hand-to-Hand may be taken in its normal form (BCTH = 50% + 10% per creation point
spent up to 250% maximum, with the DAM# based on carrying capacity), or you can
take it as a standard offensive power (BCTH and DAM# determined as in item 1 above:
creation point cost applies only to BCTH or DAM#, if they merit an additional point
cost).
85

5. Increased Statistics. For every creation point spent you may choose to add 5 points to
one of the following scores: STR, CON, ADX, or INT.
6. Other defined powers. The effects of each of these are detailed in the rule book in the
section of individual descriptions. Be sure to record all of the following items that apply:
BCTH modification for other powers; defense bonus, EC/U; chance of success; range;
damage modification for other powers; duration of effect; number of times per day the
power can be used; and the amount of Armor, Invulnerability, or Willpower.
7. Player and GM defined powers. Write a complete description of the power and all of
its effects on the character sheet after all of the details and the cost have been worked
out between the player and the GM. The following items should be kept in mind by
the player and GM when negotiating the effects and cost of the power: BCTH? DAM#?
EC/U? range? Type of damage? Does the power give the player using it a defense?
Are any of the standard defenses good against it? What is the exact description of the
power? How many times per day can it be used? Are there any hidden problems with
the power that might make it too strong for the campaign? Will it combine with other
powers the character might have to unbalance the campaign?
8. Additional weaknesses may be defined and given to a character to give the character
more creation points to spend. Write a complete description of the weakness and its
effects on the character sheet, along with the number of creation points the character
receives for taking it. Also indicate whether or not the weakness can be removed. The
following items should be kept in mind by the player and the GM when negotiating
the creation point value of a weakness: Is it really a weakness or just an inconvenience?
How easy is it for the GM to exploit? How dangerous is it? Is the character doomed to
eventual death because of it?
E. Calculate W*, S*, C*, A*, and I* by using the following formulas:

WT
W* = (round up to next whole number)
50
S* = (STR x .1)
C* =(CON x .13)
A*= (ADX x .07) + .3
I* = (INT x .03) + .8

S*, C*, A*, and I* can also be obtained by consulting Table 4.


F. Calculate hit points by using the following formula:

Hit Points = (S* + C* + A* + I* + W* - 7) x 250

G. Calculate the character's enersr score by using this formula:

Energy = STR + CON + ADX + INT + 10

H. Carrying capacity is calculated by using this formula:

CC=(STR/10)3 x W* x 25
86

I. Hand-To-Hand DAM#. This is the normal method of calculating the Hand-To-Hand DAM#.
If you treated it like a standard offensive power while spending creation points please
disregard this step. Otherwise, please see table 5.
J. Running speed is calculated using this formula:
RNS = ( {ADX x 2} + STR) x 6

K. To-Hit and damage bonus. The to-hit bonus is governed by ADX and INT; damage bonus
is controlled by STR and ADX. Look up the proper statistics in Table 6. Add the bonus for
both of the controlling statistics together to calculate the total bonus for to-hit and damage.
L. Detective Score. This number is calculated by using the formula given below:

DET = INT x 0.8

M. Danger Sense. Usually equal to the character's INT score. Check for impaired or heightened
senses.
N. Healing Rate is calculated by using the formula below:

HLR = CON x W*

0 . Knock-Back factor is calculated by adding the character's weight to his hit points after they
have been divided by 20:
KBF = WT + (HP/20)

P. Determine the character's job skills from the job skills table. See section 11.F for more
information.
You are now ready to begin play with your new character.

Game Mastering Combat: Setup


A. When combat is first initiated, determine if surprise is a factor. If the GM feels that surprise
may be a factor, all of the characters on the affected side must make a percentile roll against
their danger sense. If this roll fails, the character is surprised; if the roll is successful the
character is not surprised (see section 111.N for more information).
B. Determine the initiative for all characters involved in the combat by rolling 1d10 and adding
the result to each character's ADX score. Remember to also add in the character's Heightened
Reflexes if he has any. Once the initiative score for a character has been determined it
should be marked on the initiative chart with the character's initials. Also note on the chart
the loss of actions for all surprised characters. After you have finished the set-up, go to
letter A of the combat outline below.
Game Mastering Combat: Combat!
A. Go to row 1, column 1 of the Combat Initiative Chart and begin counting columns to the
right until a character who is entitled to take an action wishes to do so.
B. When one or more characters wish to take an action, verify that they are allowed to take
one on that count (remember the "three counts between actions" rule) and ask them what
type of action. If it is an offensive action find out the nature of the attack and the intended
target-the target may wish to take a defensive or reserved offensive action. After you have
determined all of the actions that are going to take place on this count go to letter C.
C. Determine the sequence in which the actions will be taken. To do this, rank the actions by
type, and then rank them by the initiative scores of the characters within each rank. The
order in which the various types of actions will be taken is given below:
87

1. Reserved Offensive
2. Defensive
3. Offensive
Remember that a reserved offensive action is merely an offensive action that was not taken
at the first avai lable opportunity. Offensive actions purchased by trading in 3 defensive
actions are always considered as normal offensive actions and must be taken as soon as
they are purchased.
D. Allow the character who currently has the highest priority (as determined in section C) to
take his action; consult E below for offensive actions letter F for defensive actions.
E. The taking of an offensive action usually means that an attack of some kind is being made
on another character; there are exceptions to that statement, but the purpose of this section
is overview, not splitting hairs ... or foxes, badgers, or any other kind of animal. The GM
should keep the following general rules in mind at all times:
1. A character can move and attack, or attack and move, but can never move, attack, and
move again.
2. Characters who have moved during the current offensive action prior to launching an
attack may not make a multi-attack.
Now, determine the effectiveness of the attack by consulting 1 below for all non-magical
attacks and 2 for all magic spell attacks:
1. First, you must determine if the attack has hit the target. To do this, determine the
attacker's BCTH and make the following adjustments:
Add: Accuracy bonus for character's statistics
Accuracy bonus from powers (animal weaponry, combat bonus, etc.)
3% for every ACP the attacker has more than the defender
Subtract: Any passive defenses the character has activated (flame powers, force
projection, etc.); see table #8 for more information.
Any defensive modifications the character has (heightened defense, etc.)
3% for every ACP the defender has more than the attacker.
Modifications for special circumstances (evasion, invisibility, etc).
Modifications for multi- or special attacks.
After all of these factors have been accounted for, rol l 1d00. A roll of 01-05 will always
hit, and a roll of 96-00 will always miss the target. If the player rolls less than the
character's final ABCTH (as determined above) and less than 96, the character has hit
the target.
If the target is using an active defense to try and shoot the incoming attack, now is
when he wil l make his to-hit roll against the attack. Follow the procedures given above
as if the target were trying to hit the attacker with his active defense, then consult Table
9 to determine what number the target's ABCTH will have to be divided by to give his
final ABCTH against the incoming attack. Roll 1dOO as above. If the active defense hits
the incoming attack, the attack is neutralized before it hits the target. If it misses, the
target will take full damage from the attack.
To determine damage from a normal hit with a power that does energy or hit point
damage, roll 2d6 and multiply this by the attacker's DAM# for the power that was used,
then add all bonuses for statistics and other superpowers the character might have
(animal weaponry, extra damage, etc.). If the attack was a multi-attack, multiply the result
by the appropriate number (2-5). See section Ill for information on special attacks,
critical hits, fumbles, and other fun subjects.
88

For attacks that do other forms of damage, the opponent will need to make the
appropriate saving throw given in the power description. If the target rolls less than this
number on 1d00, there are no ill effects from the attack. If the defender rolls higher than
this number, he suffers all of the nice, debilitating effects from whatever power or
powers are operating; see the individual power descriptions for more information.
2. Magical attacks are unique in the sense that they do not need to make a to-hit roll to
affect the target. When a spell is thrown, see the spell/power description for the exact
nature of the effect.
For spells that do hit point damage, multiply the magic-user'sACPs by2d6 and add
any damage bonuses for statistics and/or powers to determine the amount of damage
from the attack.
Spells that do other forms of damage will require the target to make the saving
throw(s) specified in the spell/power description to avoid any ill effects from the
attack. If this saving throw is blown, the spell will have full effect.
For all forms of attacks, please remember to subtract any energy expended from the attacker's
energy score, whether the attack hits or not. In some cases it may also be necessary to
subtract energy from the target's energy score. Remember to record any damage done to
the target character so that you can tell when he is incapacitated or unconscious. Now go
to letter F in this procedure.
F. If another character is entitled to take an action on this count, go back to letter D. In the
event that all characters who wish to act on this count have done so, continue counting
columns to the right from the place you left off. If you reach the end of the row, drop
down one row and begin counting again from column 1. When one or more characters
decide to act, go to letter C. In the event you reach the end of the chart before a character
acts, it is time to recalculate initiative and begin a new round (go to letter A in the "set-
up" procedure).
Combat will end when one or both sides fall over or decide to call it off. There may
be times when you as GM will decide to use the initiative chart when combat is not taking
place. As an example:
"The clock is ticking. It is now count 75. You have until count 30 to deactivate the time
bomb or evacuate the area before you and the 10 city blocks around you are laid waste!"
Use common sense when allowing characters to use their job skills in a situation where
time is short. It is not normally possible to diagnose and repair a major problem in a
complicated computer system in under three minutes even if the character does have
superpowers and an incredible intelligence. The GM will have to use his good judgment in
all such situations.
We could probably write another book on the finer points of how to GM this system-and
maybe we will some day!- but I think we have covered most of the necessary basics. If you have
questions or comments regarding these rules, please feel free to write us care of 21st Century
Games at the address given on the back of the title page. Mark all letters ':ATTN: Authors"; please
include a self-addressed, stamped envelope if you want a reply. We will try to answer all letters
as quickly as possible, but we obviously can make no guarantees on how long a reply will take.
Allow us about two weeks to get your reply into the mail.
89

Vl.C The World of 2046


Enforcers takes place on our planet in the not-too-distant future. The world still has some of the
same problems that plague it today, along with a few others for good measure. First, let's start
with a discussion of events that have led to the "current" world picture.
1991-A vaccine is developed against the AIDS virus. Three billion people worldwide have
been exposed to the virus and are expected to eventually develop full-blown AIDS. Many drugs
have been discovered that prolong and improve the quality of life for the victims, but a cure is
still years away.
1995-Work begins on the much-delayed United States permanent space station; it is sched-
uled for completion in 1998. A hard-line regime comes to power in the Soviet Union. East-West
relations sour, and much saber rattling is heard from both sides. An alien race known as the Entcir
has picked up some of earth's old radio and television transmissions. This civilization is just beginning
to break out into space in a big way and has ambitions of conquest.
1996-The first Entcir scouts arrive in earth orbit. They perceive the tense situation between
the two superpowers and decide that the Earth is ripe for invasion. After a seven-month survey,
they return home and report. Two new species of squirrel are discovered in the United States; this
baffles scientists because they are found in inhabited areas where their presence should have been
noted. But by far the most annoying aspect of these new animals is that one species likes to live
off human garbage. The second variety is promptly dubbed "stink squirrels" for their ability to
discharge a foul-smelling chemical when they feel threatened.
1997-Following several adventures in A frica and Central America, the leadership of the Soviet
Union becomes convinced that it could win a conventional war. It starts preparing for the invasion
of Western Europe. The Entcir view these developments with interest and prepare to invade at the
same time the Soviets do. To further this end, they establish a base on Mars as a jumping-off point.
Three more new species of common North American and European wildlife are discovered this
year. Some biologists begin to become concerned and begin quietly to research the situation. In
September, the Soviets pour over the border from Eastern Europe into West Germany. At the same
time the Entcir pour out of the skies over major defense installations. World War Ill is promptly
canceled as both sides turn their attention to the new, outside threat. The Entcir prove to be
powerful adversaries, but their equipment proves to have some basic design flaws such as the
inability to navigate in a Terran thunderstorm. This and other similar problems will eventually prove
to be their undoing.
1998-The Entcir war ends in June with the invaders beaten and retreating to their home
world. Fifteen million people are dead, and most major cities are damaged. The reconstruction
begins. More geneticaly mutated plants and animals are discovered. The EPA begins a five-year,
multibillion dollar project to study North America's enviornment and the new mutations that are
occurring. The project is headed by Dr. Robert Michaelson, who is generally considered to be the
most prominent expert on human and animal genetics in the United States.
1999-The first signs of human mutation appear in children who live near battle sites of the
Entcir war. Most of the effects are minor, but some few have manifested abilities that defy logic.
Negotiations on the World Peace and Defense Pact are completed. This treaty permanently fixes
the borders of all signatory nations and pledges that an attack on the territory of one will be
considered an attack on all. All of the major Western and Soviet bloc nations sign the treaty, but
the Soviets veto any attempt by a third world or minor client state to sign.
90

2002-The existence of parallel dimensions is proven by a group of researchers working at the


Lawrence-Livermore Defense Laboratories. They find that they can create a small hole in the fabric
of interdimensional space by using high energy electro-magnetic fields that vibrate at various
frequencies. This allows the leakage of energy from one parallel plane to another. It may also have
the potential of suspending the physical laws of one universe and imposing those of another over
a small area for a short t ime. Much more research is needed before this effect can be truly
understood. More human mutations appear. Several of these mutated beings have the ability to
control awesome destructive energies. Government concern mounts.
2003-Dr. Michaelson's group conclude their research and report the findings, which are
promptly classified top secret. The report states that the continuous accumulation of mutagens in
the environment over the last 150 years has accelerated the rate of genetic change in all plant and
animal species, including man. The report goes on to say that the rate of change will increase
exponentially into the foreseeable future. It is likely that the human race will eventually evolve itself
out of existence. Only high-level officials are told of the report. They try to formulate a policy to
deal with the situation. The following decisions are made:
1. Since telling the general public about the situation would cause mass panic and hysteria,
it is best to say nothing.
2. A worldwide environmental cleanup must be launched at once to minimize the damage.
3. As mutants will become an ever-increasing percentage of the population, it is decided to
protect their rights to live in peace-provided they don't oppose the will of the government
or commit serious crimes.
4. Normal police are not equipped with enough firepower to handle some of these super-
powered beings. It is decided that local police should be encouraged to recruit some of
these people to "help police themselves."
5. The government intelligence services must give priority to recruit some of these individuals
to counter the threat of enemy agents and to facilitate the gathering of more and better
information on enemy activities.
The years from 2004 to 2056 are exciting for many different reasons. Colonization of the inner
solar system begins in earnest with permanent bases established on Mars, Venus, Titan, and the
Moon. Great advances are made in medicine and genetic research. Contact is made with several
peaceful alien races and trading relationships are established.
Lycanthropes are discovered to be more than just a myth: an entire community of "werewolves"
is discovered living in Northern California. Other varieties are discovered living in various parts of
the world. They claim to be an achient culture that goes back thousands of years, but they are a
very reclusive society and don't like humans delving into their past. Some think this is because
they used to hunt people for food and sport. Humans greet news of their existence with the usual
reaction of fear and prejudice. Tensions between humans and lycanthropes remain high until
Lonewolf, a popular Los Angeles hero, takes control of their ruling pack. He organizes his people
and leads a civil rights crusade reminiciant of the 1960s, successfully pressuring Washington into
recognizing lycanthropic civil rights. By the time of the game eight years since the completion of
the crusade, and relations between lycanthropes and humans are fairly good.
Politicians and law enforcement must tread a fine line these days. They must preserve law and
order, but they know they can't afford to give the appearance of persecuting superpowered beings.
In cases where a super being with a good reputation is suspected of a crime but there are no
witnesses or weak evidence, the authorities often overlook the incident-especially if the victim
is someone the authorities consider a threat. However, people who regularly make nuisances of
themselves or who abuse the public trust too often are dealt with harshly and given the full penalty
the law allows.
91

Super beings who do not work for government or law enforcement are well advised to keep
a low profile: the law can be quite nasty with suspected troublemakers, and it often pays to have
one or more friends who work for the law: they can often get friends released and sometimes can
get charges drooped.
Our final topic of discussion is people who exist solely to cause others mayhem and misery.
These people can range all the way from third world terrorists to psychopathic maniacs (the rate of
mental illness among super beings appears to be much higher than that of normal people. The Bad
Guys usually have some grandiose vision of the world that they try to force the rest of the world to
accept on pain of death. The more lethal ones are generally considered fair game for anyone who
can take them out, few questions asked.
In summary, we have a society that is beginning to fray a little at the edges but trying nevertheless
to cope as well as it can with a rapidly changing world. Police and politicians struggle to enforce
law and order without pushing so hard that they cause an alliance of super beings against them.
And there is always the constant threat that the Entcir will return.
This is the world of Enforcers, where you can get away w ith anything ... if you have the right
connections and don't get caught.

Vl.D Computers and Enforcers


Here is a listing for a character sheet calculation program; it should work w ith any Lotus-compatible
spreadsheet program. This listing is an in-house utility we developed to help us playtest the system,
and it is provided strictly for the convenience of our customers. Because of this, we cannot warrant
that this listing will perform properly on every spreadsheet program for every home computer,
and we accept no liability if it fails to perform, trashes files, sings, tap dances, or does any other
nasty thing on your system. There Is no wa«anty, expressed or Implied, on this listing-be
careful!
Now that we have you all paranoid, let me say that this program was written on an Atari 1040ST
for use with VIP Professional Spreadsheet. (Atari is a registered trademark of Atari Corporation and
VIP Professional is a registered trademark of VIP Technologies Corp.)
F1 : ' * * * BLANK * **
A2: " Str
B2 : 0C2 : " S*
D2 : +D2•0 .1
I 2: " HITS
J2: C,0> C+D2+D3+D4+DS+D9-7 >•2S0
A3: CT > " Con
B3: 0
C3: "C*
D3 : +B3• 0. 13
F3 : ' Initiative
G3 : +B4+G7010
A4: CT > "Adx
B4 : 0
C4 : " A*
04 : +B4•0.07+0.3
I 4: " Eng
J4: C,0 } +B2+83+B4+8S+10
AS: CT> " Int
BS: 0
CS: " I *
DS: +BS•0 . 03+0.8
FS: ' Magic Save
GS: @IF CG7014<1S,1S+G7,@IF CG7014>9S,9S+G7,G7014+G7 >>
HS: ' %
I 6 : " CC
J6: C,0) C+B2/1 0) "3 • D9•2S
K6: ' Pounds
A7: 1
Willpower
C7 0
07 1
7.
F7 "ACP:
G7 : +G7004-G7006
AB : <T> "Mr
88: 0
18 : "Rns
JS : <,0> @IFCG7008,C84+B4+B2 >*6*{G7008),{84+B4+82 )*6>
KB: "/15 sec.
A9 : CT> "Wt
B9: 0
C9: " W*
09 : @INT C+B9/50+0.9999 )
F9: 'Healing
G9: +B3*D9
J9 : {,0) 240•J8/5280
K9: 'MPH
110 : "KBF
J10: @INTC+J2/20+89)
A12: 'Detective Score :
012: @INTCB5•0.8>•B7004+D 7004
E12: 1 7.
H12: ' Air Flight Speed
J12: C,0) @IFCC+82•83*G7000)> 4446,4446,+82•B3•G700 0)
K12: 'MPH
A1 3 : 1 Danger Sense :
D13: +B5*B7005+D7005
E13: 1 7.
H14: 'Space Flight Speed
J14 : { ,~) +B2•83•B4•G7000
K14: 'MPH
A15: 'To Hit Bonus <TH B>:
D15: @INTCC85-3)/5)+@1NT CC84-3)/5)
A16: 'Damage Bonus <DB> :
016: @INTCC82-9)•0.3)+@1N TCC84-9)•0.3)
H16: 'Invul nerability
J16: {,0) 0
K16: ' Points
A18: CT> 'Animal Weaponry
D18 : 0
E18 : 1 7./ DAM +
H18: 'Defe nse Bonus
J18: {,0) 0
K18 : 7.1

A19 : <T> 'Combat Bonus


019: 0
E19 : 1 7.
A20 : CT> 'Extra Damage
020: 0
E20 : 'D AM +
H20: 1 Armor
J20: { ,0) 0
K20 : ' Points
A22 : <T> \=
B22: \ =
C22 : \ =
022 : \ =
E22: \ =
F22: \ =
G22 : \ =
H22: \ =
122 : \ =
J22 : \ =
K22: \ =
A24 : {T) I

F24 : "B CTH


H24: "ABC TH
124: " DAM #
J24: <G> " DAM +
K24 : " COST/ATT
A25: 'Basic Hand-to-Hand combat
F25: 50
H25: +F25+$D$15+$D$19+$D$ 18
125: @VLOOKUPCJ6,$CC2DAM #,2)
J25: CG> +$D$16+$D$20+$D$18
93

K25: @INTCI25*3*F25/1000+0.9999>
A26: 'Basic Super Power attack
F26: 50
H26: +F26+$0$15+$0$19
I 26: 1 0
J26: CG> +$0$16+$0$20
K26: @INTCI26*3*F26/1000+0.9999>
A5000: 'p
B5000: 'E>r int
05000: '{goto}a6005-lppooagrpublic-gprsecret-gpg-<goto}a1-
A5002: 'n
B5002: 'new character
D5002:'<goto}a6000-/wgrm/ref1-/reb2.b9-/rej16.j20-/red18.d20-/rea27.k55-/
reg7000.g7002-
D5003: '/rea7002-7reb 7004.b7005-/red7004.d7005-/reg7006.g70 12-
D5004: '{goto}a6001-/x 1Characters Name ?-f1-/cf1-a7002-
D5005: '{goto}a6002-/xnStrength ?-b2-/xnConstitution ?-b3-
D5006: '/xnA9ility/Dexterity ?-b4-/xnintelligence ?-b5-
D5007: '/xnW1llpower ?-c7-
D5008: '/xn Weight ?-b9-/xnAnimal Weaponry ?-d18-
D5009: '/xnCo m5at Bonus ?-d19-/xnExtra Damage ?-d20-
D5010: '/xnlnvulnerability ?-j16-/xnDefense Bonus ?-j18-
D5011: '/xnArmo r ?-j20-/xnDetective Multiplier ?-b7004-
D5012: '/xi#not#b7004-{goto}b7004-{edit}1-<goto}a6002-
D5013: '/xnDetective +-a700 4-/x nDanger Sense Multif)lier ?-b7005-
D5014: '/xi#not#b7005-<goto}b7005-{edit}1-{goto}a6002-
D5015: '/xnDanger Sense + ?-d7005-<goto}a6003-/xnDo you have FLIGHT?-g7000-
D5016: '{goto}a6002-/xnExperience Points ?-g7002-
D5017: '/xnCreation Points Used ?-g7006-/xnSpeed Increase factor ?-97008-
05018: '/xnSuper Reflexes bonus ?-97010-
05019: '{goto} a6004-/wgra{calc}-{goto}a1-
A5021: ' e
B5021: 'exp. grant
05021: '/wgralgoto}a6002-/xnExperience Points Gained ?-c7079-<goto}a600 4-
D5022: '/c97002-c7083-/cg7004-c7078-<9oto}c7078-{edit}{calc}-{goto}a6004-
D5023 : '/cc7080-97002- <goto}g7002-{ed1t}{calc}-{9oto}a60 04-
D5024: '/cg7004-c7081-{goto}c7081-{edit}{calc}-{goto}a6004-
D5025: '/cc7082-a7007-{goto}a7007-{edit}{calc}-A
6000: ' Initializing the sheet. Please wait . . .
A6001: 'Please enter the reguested CHARA CTER data.
A6002: 'P lease enter the reguested NUMERIC data.
A6003: 'Please enter: 1 for yes, 0 for no.
A6004: 'Calcu lating the character sheet. Please wait . . .
A6005: 'Pr inting tne character sheet . Please wait ...
A7000: ' Secret or hidde n values:
F7000: 'Flight ?
G7000: 0
H7000: 'Ye s=1, No=0
A7002: '*** BLANK ***
F7002: 'Experie nce
G7002: 0
H7002: 'Points
A7004: 'Det x
B7004: 1
C7004: 'Det +
07004: 0
F7004: 'TCP:
G7004: @VLOOKUPC$G$7002,$EXP,3>
H7004: 'Total Creation Points
A7 0 0 5 : ' Dan x
B7005: 1
C7 0 0 5 : ' Dan +
D7005: 0
F7006: 'CPU:
G7006: 0
H7006: 'Creation Points Used
A7007: 0
B7007: 'New CP's from experience
E7008: 'Speed Increase factor
G7008: 0
E7010 : 'Super Reflexes bonus
G7010: 0
E7014: 'Raw Magic Save
G7014: @INTCCB3/3}+CB5/3}+CG7004/4}+(J18/5}}
A7020: 'Range definitions
94

A7021 : \-
B7021: \-
C7021 : \-
A7023: 1
Name
C7023: "Range
F7023: 'Usea for :
A7024: I CC2DAM#

C7024: I F7123 - - > H7325


F7024: ' Table of Damage numbers versus carrying capacities > HTH DAM#
A7025: 'public
C7025 : 'A 1 --> KSS
F7025 : ' Basic character sheet to print > expand DOWNWARD as necessary
A7026 : I EXP

C7026: 'E7123 -- > H7325


F7026 : 'Experience progression table > calculate TCP and ACP
A7027 : 1
range
C7027 : 'A7020 --> F7075
F7027 : 'Listing all of the range tables & macro descriptions
A7028: ' secret
C7028 : 'A7000 -- > K7019
F7028: 'Secret and/or hidden values for the character
A7029: I MACR OS
C7029 : 'A5000 -- > E5999
F7029: ' Macro Definitions
A7030 : 'T itles
C7030 : 'A6000 -- > A6012
F7030: 'Titles for macros to use
A7031: 'Work
C7031 : 'A7076 --> H7100
F7031 : 'Work cells for various calculations
A7032: '<a lt-p >
C7032 : 'D5000
F7032: 'Macro to print a character sheet
A7033: '<alt -n >
C7033 : ' D5002
F7033: 'Macro to create a new character (will destroy prior
character data!!!)
A7034 : '<alt - e>
C7034 : 'D5021
F7034: 'Macro to update Experience points & Total Creation Points
after adventures
A7076 : 'Work Areas
A7077: \=
87077: \=
C7078 : 0
D7078: 'old TCP before new experience
C7079: 0
D7079 : 'New experience points awarded
C7080: +$C$7079+$C$7083
D7080: 'New Total Experience
C7081 : 0
D7081: ' New Total Creation Points after award
C7082: +$C$7081 -$C$7078
D7082 : ' CP's gained calculation
C7083: 0
D7083: ' Original Experience before award
E7120: 'EXP
G7120: ' CC2DAM#
E7121 : ' CP's - EXP
F7121: ' CC vs DAM # Table
E7122: ' Exp pts
F7122: 'Min CC
G7122: 'Max CC
H7122: ' Dam #/CP ' s
E7123: 0
F7123 : 0
G7123: 0
H7123 : 0
E7124 : 0
F7124: +G7123+1
G7124: +G7123+H7124*100+@IN TC H7124"3*®LOGCH712 4> *0.7>
H7124 1
E7125 140*H7124+E7124
F7125 +G7124+1
95

G7125: +G7124+H7 125 •100+@INTC H712S A3•@LOG CH7125 ) •0 . 7 >


H7125 : 2
E7126 : 140•H712S+E7125
F7126 : +G7125+1
G7126: +G712S+H7126•100+@ I NTC H7126 A3•@LOGCH7126 >•0 . 7 >
H7126 : 3
E7127 : 140 •H7126+E7126
F7127 : +G7126+1
G7127: +G7126+H7127•100 +@INT CH7127 A3•@LOGCH7127 ) • 0 .7 >
H7127: 4
E7128: 140•H7 127+E7127
F7128: +G7127+1
G7128: +G7127+H7128•100+@1NT CH7128A3•@LOG CH7128 ) •0.7 )
H7128 : 5
E7129 : 14 0•H 7128 +E 7128
F712 9 : +G7128+1
G7129: +G7128+H7129•100+@INT CH7129 A3•@LOG CH7129 >•0 . 7)
H7129: 6
E713 0 : 140 • H7129+E7129
F7 1 3 0 : +G7129+1
G7 1 30: +G 7 129+H7130 • 10 0+@INT CH 7 1 3 0A 3•@LOG CH713 0) • 0 .7 )
H7130: 7
E7131: 140•H7130+E7130
F7131: +G7130+1
G7131: +G713 0 +H7131•100+@INT CH7131 A3•@LOG CH7131 ) •0.7 )
H7131 : 8

APPENDIX A
Presented here for your use and amusement, we have collected the more commonly used tables
from the midst of the rules. Please use them in good health!

Table 1 Base 3 To Hit vs Table 3 Weaknesses


Creation Point Cost
Modifiers Weakness CPs Weakness CPs

Allergy Impaired Senses 1- 53


Creation Point Berserker 7 Irrational Fear 1-53
3 range modifier 1
Dependent Mute 2- 53
Excessive Violence 6 No Saving Throw 2-53
01- 15 - 1 Extra Damage 2-53 Prejudice 3
16- 25 - .5 Hunted 1,2
Reduced Statistic 1
1,2
26- 75 0 Impaired Power 1-53 Terrible Secret
76- 95 + .5
96-120 +1 Key:
121- 150 +2 ' Depending on what the player decides to do with this weakness, the GM should
151- 200 +3 decide how much it costs on a case-by-case basis.
~Special rules apply to the use of this weakness. Please consult the rules governing
201 - 250(maximum) +4 this weakness for a complete description of the creation point cost and any
limitations that may go along with this weakness.
3
1ndicates a range of possible costs for this weakness.
96

Table i Super Powers

Power CPs Power CPs

Adaptation 4 Increased Statistic 1


Android 11-152,3 Invisibility 6
Animal/PlantControl Invulnerability 1
1,2
Animal Powers Laser Powers 5
Animal Weaponry 1 Life Support 3
Armor 1 Lightning Bolt 5
Astral Awareness 3 Lycanthropic Immunity 8
Astral Travel 7 Magic 152
Cellular Regeneration 7-83 Magnetism 7
Chemical Weaponry 5 Mental Domination 9
Combat Bonus 1 Mental Shield 5
1,2
Cybernetics Mutation
Darkness Control 5 Non-Detection 7
Death 7 Paralysis 8
Defense Bonus 1 1,2
Pet
Dematerialization 6 Poison
Dimension Door 8 Psionic Attack 6
Disruption 5 Resurrection 7
Electricity Control 8 Robot 112
Emotion Projection 6 Shape Change 2-102•3
Energy Bolt 5 Shrinking Powers 5
Energy Drain 6 Solid Energy Creations 7
Energy Ground 7 Sound Projection 6
Energy Vampire 8-93 Speed Increase 2
Entanglement 6 Spider Climb 4
Extra Damage 1 Stretching Powers 5
Flame Projection 5 Super Reflexes 1
Flight 6 Telekenisis 7
Force Projection 6 Telepathy 5
Gills 2 Teleportation 9
Gravity Projection 8 Transmutation 8
Growth Powers s Ultra-Vision 6
Holographic Projection 6 Vibratory Attack 6
Ice Projection 8 Weakness Discovery 7
Immolation 7 Willpower 1
Improved Senses 4 Wings 4

Key:
1
Depending on what the player decides to do with this power, the GM should decide how much
it costs on a case-by-case basis.
2
Special rules apply to the use of this power. Please consult the rules governing this power for a
complete description of the creation point cost and any limitations that may go along with this
power.
3
1ndicates a range of possible costs for this power.
97

Table 4 Factors for Statistics

Stat Factor For: Stat Factor For:


Value STR COM ADX INT Value STR COM ADX INT

4 .40 .52 .58 .92 49 4.90 6.37 3.73 2.27


5 .50 .65 .65 .95 50 5.00 6.50 3.80 2.30
6 .60 .78 .72 .98 51 5.10 6.63 3.87 2.33
7 .70 .91 .79 1.01 52 5.20 6.76 3.94 2.36
8 .80 1.04 .86 1.04 53 5.30 6.89 4.01 2.39
9 .90 1.17 .93 1.07 54 5.40 7.02 4.08 2.42
10 1.00 1.30 1.00 1.10 55 5.50 7.15 4.15 2.45
11 1.10 1.43 1.07 1.13 56 5.60 7.28 4.22 2.48
12 1.20 1.56 1.14 1.16 57 5.70 7.41 4.29 2.51
13 1.30 1.69 1.21 1.19 58 5.80 7.54 4.36 2.54
14 1.40 1.82 1.28 1.22 59 5.90 7.67 4.43 2.57
15 1.50 1.95 1.35 1.25 60 6.00 7.80 4.50 2.60
16 1.60 2.08 1.42 1.28 61 6.10 7.93 4.57 2.63
17 1.70 2.21 1.49 1.31 62 6.20 8.06 4.64 2.66
18 1.80 2.34 1.56 1.34 63 6.30 8.19 4.71 2.69
19 1.90 2.47 1.63 1.37 64 6.40 8.32 4.78 2.72
20 2.00 2.60 1.70 1.40 65 6.50 8.45 4.85 2.75
21 2.10 2.73 1.77 1.43 66 6.60 8.58 4.92 2.78
22 2.20 2.86 1.84 1.46 67 6.70 8.71 4.99 2.81
23 2.30 2.99 1.91 1.49 68 6.80 8.84 5.06 2.84
24 2.40 3.12 1.98 1.52 69 6.90 8.97 5.13 2.87
25 2.50 3.25 2.05 1.55 70 7.00 9.10 5.20 2.90
26 2.60 3.38 2.12 1.58 71 7.10 9.23 5.27 2.93
27 2.70 3.51 2.19 1.61 72 7.20 9.36 5.34 2.96
28 2.80 3.64 2.26 1.64 73 7.30 9.49 5.41 2.99
29 2.90 3.77 2.33 1.67 74 7.40 9.62 5.48 3.02
30 3.00 3.90 2.40 1.70 75 7.50 9.75 5.55 3.05
31 3.10 4.03 2.47 1.73 76 7.60 9.88 5.62 3.08
32 3.20 4.16 2.54 1.76 77 7.70 10.01 5.69 3.11
33 3.30 4.29 2.61 1.79 78 7.80 10.14 5.76 3.14
34 3.40 4.42 2.68 1.82 79 7.90 10.27 5.83 3.17
35 3.50 4.55 2.75 1.85 80 8.00 10.40 5.90 3.20
36 3.60 4.68 2.82 1.88 81 8.10 10.53 5.97 3.23
37 3.70 4.81 2.89 1.91 82 8.20 10.66 6.04 3.26
38 3.80 4.94 2.96 1.94 83 8.30 10.79 6.11 3.29
39 3.90 5.07 3.03 1.97 84 8.40 10.92 6.1 8 3.32
40 4.00 5.20 3.1 0 2.00 85 8.50 11 .05 6.25 3.35
41 4.10 5.33 3.1 7 2.03 86 8.60 11.18 6.32 3.38
42 4.20 5.46 3.24 2.06 87 8.70 11.31 6.39 3.41
43 4.30 5.59 3.31 2.09 88 8.80 11.44 6.46 3.44
44 4.40 5.72 3.38 2.12 89 8.90 11.57 6.53 3.47
45 4.50 5.85 3.45 2.15 90 9.00 11.70 6.60 3.50
46 4.60 5.98 3.52 2.18 91 9.10 11.83 6.67 3.53
47 4.70 6.11 3.59 2.21 92 9.20 11.96 6.74 3.56
48 4.80 6.24 3.66 2.24 93 9.30 12.09 6.81 3.59
98

Table 5 DAM# versus Carrying Capacity

DAM# Minimum CC Maximum CC DAM# Minimum CC Maximum CC

1 1 100 54 2,464,857 2,661,208


2 101 301 55 2,661,209 2,869,394
3 302 610 56 2,869,395 3,089,900
4 611 1,036 57 3,089,901 3,323,223
5 1,037 1,597 58 3,323,224 3,569,869
6 1,598 2,314 59 3,569,870 3,830,356
7 2,315 3,216 60 3,830,357 4,105,212
8 3,217 4,339 61 4,105,213 4,394,977
9 4,340 5,725 62 4,394,978 4,700,200
10 5,726 7,425 63 4,700,201 5,021,443
11 7,426 9,495 64 5,021,444 5,359,278
12 9,496 12,000 65 5,359,279 5,714,287
13 12,001 15,013 66 5,714,288 6,087,065
14 15,014 18,614 67 6,087,066 6,478,216
15 18,615 22,892 68 6,478,217 6,888,355
16 22,893 27,944 69 6,888,356 7,318,109
17 27,945 33,875 70 7,318,110 7,768,117
18 33,876 40,799 71 7,768,118 8,239,027
19 40,800 48,838 72 8,239,028 8,731,498
20 48,839 58,123 73 8,731,499 9,246,202
21 58,124 68,794 74 9,246,203 9,783,822
22 68,795 80,999 75 9,783,823 10,345,051
23 81,000 94,896 76 10,345,052 10,930,593
24 94,897 110,652 77 10,930,594 11,541,164
25 110,653 128,441 78 11,541,165 12,177,492
26 128,442 148,449 79 12,177,493 12,840,314
27 148,450 170,870 80 12,840,315 13,530,381
28 170,871 195,?07 81 13,530,382 14,248,454
29 195,908 223,773 82 14,248,455 14,995,305
30 223,774 254,690 83 14,995,306 15,771,717
31 254,691 288,890 84 15,771,718 16,578,486
32 288,891 326,614 85 16,578,487 17,416,419
33 326,615 368,113 86 17,416,420 18,286,333
34 368,114 413,648 87 18,286,334 19,189,058
35 413,649 463,489 88 19,189,059 20,125,435
36 463,490 517,916 89 20,125,436 21,096,316
37 517,917 577,219 90 21 ,096,31 7 22,102,565
38 577,220 641,699 91 22,102,566 23,145,058
39 641,700 711,665 92 23,145,059 24,224,682
40 711,666 787,437 93 24,224,683 25,342,336
41 787,438 869,345 94 25,342,337 26,498,929
42 869,346 957,729 95 26,498,930 27,695,384
43 957,730 1,052,939 96 27,695,385 28,932,634
44 1,052,940 1,155,336 97 28,932,635 30,211,625
45 1,155,337 1,265,290 98 30,211,626 31,533,313
46 1,265,291 1,383,182 99 31,533,314 32,898,666
47 1;383,183 . 1,509,403 100 32,898,667 34,308,666
48 1,509,404 1,644,355 101 34,308,667 35,764,304
49 1,644,356 1,788,449 102 35,764,305 37,266,583
50 1,788,450 1,942,108 103 37,266,584 38,816,520
51 1,942,109 2,105,765 104 38,816,521 40,415,141
52 2,105,766 2,279,863 105 40,415,142 42,063,486
53 2,279,864 2,464,856 106 42,063,487 43,762,606
99

Table 5 DAM# versus Carrying Capacity (Continued)

DAM# Minimum CC Maximum CC DAM# Minimum CC Maximum CC

107 43,762,607 45,513,563 160 238,456,637 244,792,288


108 45,513,564 47,317,432 161 244,792,289 251,255,181
109 47,317,433 49,175,300 162 251,255,182 257,847,051
110 49,175,301 51,088,265 163 257,847,052 264,569,648
111 51,088,266 53,057,437 164 264,569,649 271,424,734
112 53,057,438 55,083,939 165 271,424,735 278,414,084
113 55,083,940 57,168,905 166 278,414,085 285,539,486
114 57,168,906 59,313,481 167 285,539,487 292,802,739
115 59,313,482 61,518,825 168 292,802,740 300,205,657
116 61,518,826 63,786,107 169 300,205,658 307,750,065
117 63,786,108 66,116,510 170 307,750,066 315,437,801
118 66,116,511 68,511,227 171 315,437,802 323,270,717
119 68,511,228 70,971,465 172 323,270,718 331,250,676
120 70,971,466 73,498,442 173 331,250,677 339,379,554
121 73,498,443 76,093,388 174 339,379,555 347,659,241
122 76,093,389 78,757,546 175 347,659,242 356,091,638
123 78,757,547 81,492,170 176 356,091,639 364,678,660
124 81,492,171 84,298,527 177 364,678,661 373,422,234
125 84,298,528 87,177,896 178 373,422,235 382,324,301
126 87,177,897 90,131,567 179 382,324,302 391,386,814
127 90,131,568 93,160,844 180 391,386,815 400,611,738
128 93,160,845 96,267,041 181 400,611,739 410,001,052
129 96,267,042 99,451,486 182 410,001,053 419,556,747
130 99,451,487 102,715,519 183 419,556,748 429,280,828
131 102, 715,520 106,060,491 184 429,280,829 439,175,312
132 106,060,492 109,487,767 185 439, 175,313 449,242,228
133 109,487,768 112,998, 723 186 449,242,229 459,483,620
134 112,998,724 116,594,747 187 459,483,621 469,901,543
135 116,594, 748 120,277,240 188 469,901,544 480,498,066
136 120,277,241 124,047,616 189 480,498,067 491,275,270
137 124,047,617 127,907,299 190 491,275,271 502,235,249
138 127,907,300 131,857,728 191 502,235,250 513,380, 111
139 131,857,729 135,900,352 192 513,380,112 524,711,976
140 135,900,353 140,036,634 193 524,711,977 536,232,977
141 140,036,635 144,268,049 194 536,232,978 547,945,260
142 144,268,050 148,596,083 195 547,945,261 559,850,984
143 148,596,084 153,022,237 196 559,850,985 571,952,321
144 153,022,238 157,548,022 197 571,952,322 584,251,456
145 157,548,023 162,174,962 198 584,251,457 596,750,586
146 162,174,963 166,904,594 199 596,750,587 609,451,923
147 166,904,595 171,738,467 200 609,451,924 622,357,690
148 171,738,468 176,678,142 201 622,357,691 635,470,125
149 176,678,143 181,725,194 202 635,470,126 648,791,477
150 181,725,195 186,881,209 203 648,791,478 662,324,009
151 186,881,210 192,147,786 204 662,324,010 676,069,997
152 192,147,787 197,526,537 205 676,069,998 690,031,730
153 197,526,538 203,019,085 206 690,031 ,731 704,211,511
154 203,019,086 208,627,067 207 704,211,512 718,611,654
155 208,627,068 214,352, 132 208 718,611,655 733,234,487
156 214,352, 133 220,195,941 209 733,234,488 748,082,352
157 220,195,942 226,160,168 210 748,082,353 763,157,603
158 226, 160,169 232,246,500 211 763,157,604 778,462,607
159 232,246,501 238,456,636 212 778,462,608 793,999,745
100

Table 5 DAM# versus Carrying Capacity (Continued)

DAM# Minimum CC Maximum CC DAM# Minimum CC Maximum CC

213 793,999,746 809,771,410 266 2,016,951,014 2,048,924,864


214 809,771,411 825,780,009 267 2,048,924,865 2,081,282,191
215 825,780,010 842,027,962 268 2,081,282, 192 2, 114,026,122
216 . 842,027,963 858,517,702 269 2, 114,026,123 2,147,159,797
217 858,517,703 875,251,675 270 2,147,159,798 2,180,686,370
218 875,251,676 892,232,341 271 2, 180,686,371 2,214,609,008
219 892,232,342 909,462,172 272 2,214,609,009 2,248,930,893
220 909,462,173 926,943,653 273 2,248,930,894 2,283,655,219
221 926,943,654 944,679,284 274 2,283,655,220 2,318,785,195
222 944,679,285 962,671,576 275 2,318,785,196 2,354,324,042
223 962,671,577 980,923,054 276 2,354,324,043 2,390,274,996
224 980,923,055 999,436,257 277 2,390,274,997 2,426,641,306
225 999,436,258 1,018,213,737 278 2,426,641,307 2,463,426,235
226 1,018,213,738 1,037,258,058 279 2,463,426,236 2,500,633,059
227 1,037,258,059 1,056,571,799 280 2,500,633,060 2,538,265,068
228 1,056,571,800 1,076,157,550 281 2,538,265,069 2,576,325,565
229 1,076,157,551 1,096,017,916 282 2,576,325,566 2,614,817,867
230 1,096,017,917 1,116,155,515 283 2,614,817,868 2,653,745,305
231 1,116,155,516 1,136,572,978 284 2,653,745,306 2,693,111,223
232 1,136,572,979 1,157,272,950 285 2,693,111,224 2,732,918,980
233 1,157,272,951 1,178,258,087 286 2,732,918,981 2,773,171 ,947
234 1,178,258,088 1,199,531,061 287 2,773,171,948 2,813,873,509
235 1,199,531,062 1,221,094,556 288 2,813,873,510 2,855,027,066
236 1,221,094,557 1,242,951,269 289 2,855,027,067 2,896,636,030
237 1,242,951,270 1,265,103,912 290 2,896,636,031 2,938,703,827
238 1,265,103,913 1,287,555,208 291 2,938,703,828 2,981,233,897
239 1,287,555,209 1,310,307,894 292 2,981,233,898 3,024,229,694
240 1,310,307,895 1,333,364,722 293 3,024,229,695 3,067,694,686
241 1,333,364,723 1,356,728,455 294 3,067,694,687 3,111,632,353
242 1,356,728,456 1,380,401,871 295 3,111,632,354 3,156,046,190
243 1,380,401,872 1,404,387,760 296 3,156,046,191 3,200,939,706
244 1,404,387,761 1,428,688,927 297 3,200,939,707 3,246,316,423
245 1,428,688,928 1,453,308,189 298 3,246,316,424 3,292,179,877
246 1,453,308,190 1,478,248,377 299 3,292, 179,878 3,338,533,618
247 1,478,248,378 1,503,512,335 300 3,338,533,619 3,385,381,209
248 1,503,512,336 1,529,102,921 301 3,385,381,210 3,432,726,228
249 1,529,102,922 1,555,023,006 302 3,432,726,229 3,480,572,265
250 1,555,023,007 1,581,275,474 303 3,480,572,266 3,528,922,925
251 1,581,275,475 1,607,863,224 304 3,528,922,926 3,577,781,826
252 1,607,863,225 1,634,789,166 305 3,577,781,827 3,627,152,601
253 1,634,789,167 1,662,056,225 306 3,627, 152,602 3,677,038,896
254 1,662,056,226 1,689,667,339 307 3,677,038,897 3,727,444,370
255 1,689,667,340 1,717,625,460 308 3,727,444,371 3,778,372,697
256 1,717,625,461 1,745,933,553 309 3,778,372,698 3,829,827,564
257 1,745,933,554 1,774,594,596 310 3,829,827,565 3,881,812,673
258 1,774,594,597 1,803,611,581 311 3,881,812,674 3,934,331,738
259 1,803,611,582 1,832,987,514 312 3,934,331,739 3,987,388,489
260 1,832,987,515 1,862,725,414 313 3,987,388,490 4,040,986,667
261 1,862,725,415 1,892,828,312 314 4,040,986,668 4,095,130,030
262 1,892,828,313 1,923,299,255 315 4,095, 130,031 4,149,822,347
263 1,923,299,256 1,954,141,302 316 4,149,822,348 4,205,067,403
264 1,954,141,303 1,985,357,526 317 4,205,067,404 4,260,868,995
265 1,985,357,527 2,016,951,013 318 4,260,868,996 4,317,230,935
101

Table 6 Bonuses from Statistics

Stat DAM To-Hit Stat DAM To-Hit Stat DAM To-Hit


Value Bonus Bonus Value Bonus Bonus Value Bonus Bonus

4 0 0 40 9 7 76 20 14
5 0 0 41 9 7 77 20 14
6 0 0 42 9 7 78 20 15
7 0 0 43 10 8 79 21 15
8 0 1 44 10 8 80 21 15
9 0 1 45 10 8 81 21 15
10 0 1 46 11 8 82 21 15
11 0 1 47 11 8 83 22 16
12 0 1 48 11 9 84 22 16
13 1 2 49 12 9 85 22 16
14 1 2 50 12 9 86 23 16
15 1 2 51 12 9 87 23 16
16 2 2 52 12 9 88 23 17
17 2 2 53 13 10 89 24 17
18 2 3 54 13 10 90 24 17
19 3 3 55 13 10 91 24 17
20 3 3 56 14 10 92 24 17
21 3 3 57 14 10 93 25 18
22 3 3 58 14 11 94 25 18
23 4 4 59 15 11 95 25 18
24 4 4 60 15 11 96 26 18
25 4 4 61 15 11 97 26 18
26 5 4 62 15 11 98 26 19
27 5 4 63 16 12 99 27 19
28 5 5 64 16 12 100 27 19
29 6 5 65 16 12 101 27 19
30 6 5 66 17 12 102 27 19
31 6 5 67 17 12 103 28 20
32 6 5 68 17 13 104 28 20
33 7 6 69 18 13 105 28 20
34 7 6 70 18 13 106 29 20
35 7 6 71 18 13 107 29 20
36 8 6 72 18 13 108 29 21
37 8 6 73 19 14 109 30 21
38 8 7 74 19 14
39 9 7 75 19 14
10i

Table 7 Abbreviations for Combat Matrix Titles

Abbreviation Meaning

ADT Adaptation
AND Android
ARM Man-Made Armor
CHM Chemical Weaponry
DEM Dematerialization
DIS Disruption
DTH Death
END Energy Drain
EMP Emotion Projection
ENB Energy Bolt & Energy Vampire Ranged Attacks
FLM Flame Protection & Immolation
FRC Force Projection
GRA Gravity Projection
HTH Hand-To-Hand
ICE Ice Projection
INT Intelligence
IMM Immolation
IVL Invulnerability
LAZ Laser Powers
LIF Life Support
L&E Lightning Bolt & Electricity Control
MAG Magnetism
MEN Mental Shield
MND Mental Domination
PAR Paralysis
PSI Psionic Attack
ROB Robot
STE Stretching Powers
S&V Sound Projection & Vibratory Attack
TKD Telekinesis (direct)
TKP Telekinesis (projectile)
TLK Telekinesis (all forms)
TRM Transmutation
VIB Vibratory Attack
*This symbol indicates that you should refer to the attack description to determine the exact
nature of the effect caused by the defense.

Table 1O Multi-attack
To-Hit Modifiers

#of to-hit roll


attacks modification

2 -10%
3 -25%
4 -40%
5 -55%
103

Table 8 Enforcers Passive Defense Table

~ ~~ (#.~
cl' <:)~ ~~
<:) ~ ~ # ~.;/' ~<- cl:',. ~~ ~ '¥~ '¥,, ~ ~ ~ ~
~
"
ADT - so - 10 - 20 - 20 - 10 -so -1S -so -20 -40 -40 - 10 - so
-so -so
AND OS OS - 10 10 -OS -1S OS -OS - OS OS - 10 - 1S - OS
ARM -OS OS -OS -10 - 1S OS 10 - OS OS OS -OS -os ·
DEM -60 - so -60 -so -so -60 -so - so - 60 - 60 - 50 - 50 - 50 - so -60 -so
FRC -20 -OS -1S -15 -OS -20 -so - OS - 2S - 20 - OS -OS -OS -OS -so -10

IMM -1S - 10 -2S -05


INT ** **
IVL -10 -10 -OS -10 - 1S - 02 - 10 - 10 - 10 -OS -10 -10 -10 -10 - 10 - 10 - 02 - OS
LIF -20 10 -10 - OS - 20 - 1S -OS 10 -OS -10 -10 OS 10 -1 0 - 1S - OS
MAG -1S -OS -OS -1S - 10 - 2S - 2S - OS - 1S -2S -20 -so - 15 -OS -OS
ROB OS - 10 -30 20 - 10 - 2S - OS 10 -10 10 20 -20 - 05 - 2S - 10
STE -2S - 10 - 1S -40 -10 -so - 10
S&V -20 - 15 - 20 - 20 - 2S - 20 -so -10
MEN ++ ++ -50

•*This symbol indicates that you should refer to the attack description to determine the exact nature of the effect caused by the defense.

Table 9 Enforcers Active Defense Table

cl' <:)~ ~ ~I' ~.;/' ~<- a


.,.. ~~ ,& '¥~ ,,.~ ~~ (#.~ ~ ~ ~~ ~
\;
"
CHM * 4 * * 3 2 * *
DIS * * * * * * 2 2 4 * 4
ENB 4 * * * * * * 3 2 2 3 2 *
FLM * 3 * * 3 * 3 4
FRC * 2 * 3 * * 3 * * 2 3 * 2 * *
GRA * 3 * * 4 * *
HTH 2
ICE * 3 * * 3 * * * * * * *
LAZ 2 2 2 * 2 2 2
L&E 2 * * * * * 2 3
MAG 2 * * 4 * * 3 * 2
MND 2 3 2 2 2 * 3
TLK 3 3 * * 2 * *
TRM * 2 *
104

Table 11 Critical Hit Location Table


Front Back Side Above

head 2 2,3 2,3 6


neck 3 4 4 4
upper body 7 5 7 7
wing1 4 8 10 8
arm 5 6,7 6 5,9
lower body 6,8 9 5,8 2,12
groin 11,12 12 12
leg 9,10 10,11 9, 11 3, 11
1
A wing hit should be treated as an upper body hit if the target character
does not have wings.

Table 12 Light Severity Critical Hit Results

Severity 1, 2, & 3:
Location Effect

Head 3 x normal damage, target loses next action


Neck 2 x normal damage, target loses next action
Upper Body 2 x normal damage, 20% chance knocked down
Wing 2 x normal damage, 20% chance wings disabled
Arm 2x normal damage, 15% arm disabled
Lower Body 2 x normal damage
Groin 3 x normal damage, 25% chance stunned rest of round
Leg 2 x normal damage, 35% chance knocked down

Table 13 Medium Severity Critical Hit Results

Severity 4 and 5:
Location Effect

Head 4 x normal damage, 25% chance stunned rest of round,


otherwise lose next 2 actions
Neck 4 x normal damage, 15% paralyzed otherwise lose next
action
Upper Body 3 x normal damage, 40% chance knocked down
Wing 3 x normal damage, 65% wing disabled
Arm 3 x normal damage, 35% arm disabled (target loses 2 often-
sive actions if arm disabled)
Lower Body 3 x normal damage, lose next offensive action, 30% knocked
down
Groin 5 x normal damage, 85% chance stunned for rest of round
Leg 3 x normal damage, 70% chance knocked down
105

Table 14 Extreme Severity Critical Hit Results

Severity 6
(please send flowers)
Location Effect

Head 7 x normal damage, victim is knocked out, 20% dead


Neck 6 x normal damage, 20% dead, 50% paralyzed, target ls
stunned for rest of round
Upper Body 5 x damage 20% paralyzed, 5% dead, victim is knocked
down and will lose next 2 offensive actions
Wing 4 x normal damage, wings disabled, lose next 3 offensive
actions
Arm 4 x normal damage, arm is broken, stunned for rest of round
Lower Body 4 x normal damage, knocked down, stunned for rest of
round
Groin 8 x normal damage, victim is helpless for 1d20 rounds
Leg 5 x normal damage, leg is broken, victim is knocked down
and loses next 3 offensive actions

Table 15 Hand-To-Hand Fumble Table

1D10 Result

1 Slip, roll Agil. or less on d% or fall.


2 Strained arm, - 40% to hit for rest of round
3 Sprained ankle, movement rate halved for rest of combat.
4 Opponent's block hurt your arm. You receive a modifier of - 30% to your
ABCTH for the rest of this combat.
5 Fall, roll endurance or less on d% or lose next 2 offensive actions. Oppo-
nent gets + 20% to his ABCTH against you on his next offensive action.
6 Sprained wrist, maximum of 3 HTH attacks per offensive action.
7 You hit something other than the intended target. GM's option what was
hit and to what effect.
8 Distracted. Save vs Intelligence or lose next offensive action.
9 You dropped your guard severely. Opponent gets + 40% to his ABCTH
against you for his next 3 offensive actions.
10 Fell, broke limb, roll a d6:
1- 3-arm: -60% to hit, only allowed 2 attacks per round.
4 - 6- leg: move at ~ speed, - 35 to initiative, - 30% on base chance to
hit.
106

Table 16 Ranged Attack Fumble Table

1010 Result

Distracted, save vs. Intelligence on d% or lose next


offensive action.
2 Wild shot. Roll dB for direction and "to-hit" rolls against
any other target in the area.
3 Lost control, attack hit target but did only ~ damage and
cost 4 times the normal amount of energy.
4 Slip, roll agility or less on d% or fall.
5 Accidentally missed and hit friend. GM's discretion who
was hit. If no friends around, then you hit a bystander-
or yourself!
6 Attack hits background wall and bounces in random
direction. GM determines effect.
7 Critically hit background target (or wall).
8 Critically hit ceiling; exact effect at GM's discretion.
9 Critically hit floor; exact effect at GM's discretion.
10 Attack bounces back off of background object or target
and hits you!

Table 17 Missile Weapon Fumble Table

1010 Result

1 Missile defective: breaks when thrown or fired.


2-3 Missile arc to high. Hits ceiling for normal damage and
may hit a random target on the ground.
4-5 Distracted, save vs. Intelligence on d% or drop missile
on self, or cut self with sharp objects.
6 Missile does a critical hit to a background target.
7-8 Bow breaks, gun jams. Receive - 50% modifier on all
"to-hit" rolls for rest of round.
9 Missile hits bystander; if there are no bystanders, then
missile hits friend.
10 You shot yourself in the foot. Move at half speed and
take appropriate damage.
107

Table 18 Creation Points versus Experience Points

CPs To next CP Total Exp. CPs To next CP Total Exp. CPs To next CP Total Exp.

1 140 0 55 7,700 207,900 109 15,260 824,040


2 280 140 56 7,840 215,600 110 15,400 839,300
3 420 420 57 7,980 223,440 111 15,540 854,700
4 560 840 58 8,120 231,420 112 15,680 870,240
5 700 1,400 59 8,260 239,540 113 15,820 885,920
6 840 2,100 60 8,400 247,800 114 15,960 901,740
7 980 2,940 61 8,540 256,200 115 16,100 917,700
8 1,120 3,920 62 8,680 264,740 116 16,240 933,800
9 1,260 5,040 63 8,820 273,420 117 16,380 950,040
10 1,400 6,300 64 8,960 282,240 118 16,520 966,420
11 1,540 7,700 65 9,100 291,200 119 16,660 982,940
12 1,680 9,240 66 9,240 300,300 120 16,800 999,600
13 1,820 10,920 67 9,380 309,540 121 16,940 1,016,400
14 1,960 12,740 68 9,520 318,920 122 17,080 1,033,340
15 2,100 14,700 69 9,660 328,440 123 17,220 1,050,420
16 2,240 16,800 70 9,800 338,100 124 17,360 1,067,640
17 2,380 19,040 71 9,940 347,900 125 17,500 1,085,000
18 2,520 21,420 72 10,080 357,840 126 17,640 1,102,500
19 2,660 23,940 73 10,220 367,920 127 17,780 1,120,140
20 2,800 26,600 74 10,360 378,140 128 17,920 1,137,920
21 2,940 29,400 75 10,500 388,500 129 18,060 1,155,840
22 3,080 32,340 76 10,640 399,000 130 18,200 1,173,900
23 3,220 35,420 77 10,780 409,640 131 18,340 1,192,100
24 3,360 38,640 78 10,920 420,420 132 18,480 1,210,440
25 3,500 42,000 79 11,060 431,340 133 18,620 1,228,920
26 3,640 45,500 80 11,200 442,400 134 18,760 1,247,540
27 3,780 49,140 81 11,340 453,600 135 18,900 1,266,300
28 3,920 52,920 82 11,480 464,940 136 19,040 1,285,200
29 4,060 56,840 83 11,620 476,420 137 19,180 1,304,240
30 4,200 60,900 84 11,760 488,040 138 19,320 1,323,420
31 4,340 65,100 85 11,900 499,800 139 19,460 1,342,740
32 4,480 69,440 86 12,040 511,700 140 19,600 1,362,200
33 4,620 73,920 87 12,180 523,740 141 19,740 1,381,800
34 4,760 78,540 88 12,320 535,920 142 19,880 1,401,540
35 4,900 83,300 89 12,460 548,240 143 20,020 1,421,420
36 5,040 88,200 90 12,600 560,700 144 20,160 1,441,440
37 5,180 93,240 91 12,740 573,300 145 20,300 1,461,600
38 5,320 98,420 92 12,880 586,040 146 20,440 1,481,900
39 5,460 103,740 93 13,020 598,920 147 20,580 1,502,340
40 5,600 109,200 94 13,160 611,940 148 20,720 1,522,920
41 5,740 114,800 95 13,300 625,100 149 20,860 1,543,640
42 5,880 120,540 96 13,440 638,400 150 21,000 1,564,500
43 6,020 126,420 97 13,580 651,840 151 21,140 1,585,500
44 6,160 132,440 98 13,720 665,420 152 21,280 1,606,640
45 6,300 138,600 99 13,860 679,140 153 21,420 1,627,920
46 6,440 144,900 100 14,000 693,000 154 21,560 1,649,340
47 6,580 151,340 101 14,140 707,000 155 21,700 1,670,900
48 6,720 157,920 102 14,280 721,140 156 21,840 1,692,600
49 6,860 164,640 103 14,420 735,420 157 21,980 1,714,440
50 7,000 171,500 104 14,560 749,840 158 22,120 1,736,420
51 7,140 178,500 105 14,700 764,000 159 22,260 1,758,540
52 7,280 185,640 106 14,840 779,100 160 22,400 1,780,800
53 7,420 192,920 107 14,980 793,940 161 22,540 1,803,200
54 7,560 200,340 108 15,120 808,920 162 22,680 1,825,740
108

Table 18 (Continued)

CPs To next CP Total Exp. CPs To next CP Total Exp. CPs To next CP Total Exp.

163 22,820 1,848,420 196 27,440 2,675,400 229 32,060 3,654,840


164 22,960 1,871,240 197 27,580 2,702,840 230 32,200 3,686,900
165 23,100 1,894,200 198 27,720 2,730,420 231 32,340 3,719,100
166 23,240 1,917,300 199 27,860 2,758,140 232 32,480 3,751,440
167 23,380 1,940,540 200 28,000 2,786,000 233 32,620 3,783,920
168 23,520 1,963,920 201 28,140 2,814,000 234 32,760 3,816,540
169 23,660 1,987,440 202 28,280 2,842,140 235 32,900 3,849,300
170 23,800 2,011,100 203 28,420 2,870,420 236 33,040 3,882,200
171 23,940 2,034,900 204 28,560 2,898,840 237 33,180 3,915,240
172 24,080 2,058,840 205 28,700 2,927,400 238 33,320 3,948,420
173 24,220 2,082,920 206 28,840 2,956,100 239 33,460 3,981,740
174 24,360 2,107,140 207 28,980 2,984,940 240 33,600 4,015,200
175 24,500 2,131,500 208 29,120 3,013,920 241 33,740 4,048,800
176 24,640 2,156,000 209 29,260 3,043,040 242 33,880 4,082,540
177 24,780 2,180,640 210 29,400 3,072,300 243 34,020 4,116,420
178 24,920 2,205,420 211 29,540 3,101,700 244 34,160 4,150,440
179 25,060 2,230,340 212 29,680 3,131,240 245 34,300 4,184,600
180 25,200 2,255,400 213 29,820 3,160,920 246 34,440 4,218,900
181 25,340 2,280,600 214 29,960 3,190,740 247 34,580 4,253,340
182 25,480 2,305,940 215 30,100 3,220,700 248 34,720 4,287,920
183 25,620 2,331,420 216 30,240 3,250,800 249 34,860 4,322,640
184 25,760 2,357,040 217 30,380 3,281,040 250 35,000 4,357,500
185 25,900 2,382,800 218 30,520 3,311,420 251 35,140 4,392,500
186 26,040 2,408,700 219 30,660 3,341,940 252 35,280 4,427,640
187 26,180 2,434,740 220 30,800 3,372,600 253 35,420 4,462,920
188 26,320 2,460,920 221 30,940 3,403,400 254 35,560 4,498,340
189 26,460 2,487,240 222 31,080 3,434,340 255 35,700 4,533,900
190 26,600 2,513,700 223 31,220 3,465,420 256 35,840 4,569,600
191 26,740 2,540,300 224 31,360 3,496,640 257 35,980 4,605,440
192 26,880 2,567,,040 225 31,500 3,528,000 258 36,120 4,641,420
193 27,020 2,593,920 226 31,640 3,559,500 259 36,260 4,677,540
194 27,160 2,620,940 227 31,780 3,591,140 260 36,400 4,713,800
195 27,300 2,648,100 228 31,920 3,622,920 261 36,540 4,750,200

Table 19 Structural Ratings for Materials

Substance Rating Substance Rating

Water 1 Bronze 130


Steel 200 Pig Iron (or wrought iron) 155
Aluminum 175 Tungsten Steel 175
Gold 80 Brick 110
Lead 70 Earth 30
Silver 90 Glass 100
Titanium 300 Ice 30
Concrete 125 Quartz 120
Steel reinforced concrete 170 Soft Wood 50
Diamond 150 Adamantium 500
Granite 140 Bulletproof Glass 160
Marble 145 Structural Plastic 130
Hard wood 40 Structural Ceramic 250
109

Table 20 Pistols
("Rnds." is the number of rounds that can be fired before the gun must be
reloaded.)

Weapon Rnds. BCTH DAM# Description

Colt .45 6 50% #6 Old style police handgun


Plastic .38 6 35% #4 Terrorist weapon, small, will not trigger metal detectors
or show up on X-ray scans.
Dawson DS-90 18 65% #7 This small pistol is easily concealed and an automatic
(auto fire) [3] 95% #12 weapon to boot. It is often used by federal field agents
as it is easy to conceal.
Markov 9mm. 6 55% #7 Eastern block standard issue handgun.
.44 Magnum 12 60% #11 Great weapon for stopping vehicles and people with
(auto fire) [3) 90% #20 superpowers. A favorite among criminals and law
enforcement alike.
Tacer 320 6 130% #1 This gun has acquired the sinister nickname "assassin's
special" among law enforcement. It is produced in a
small factory in Israel and is illegal to own in most of
the rest of the world. It uses special ammunition that
explodes in the target. It is designed for extreme accu-
racy and stopping power. It produces almost no sound
when fired.

Table 21 Shotguns, Rifles and Sub-machine guns


(T represents the type of weapon: 5 for shotgun R for rifle, M for sub-machine
gun.)

Weapon T Rnds. BCTH DAM# Description

AK- 72 R 40 95% #10 Standard issue rifle for Soviet forces, a favorite
(auto fire) with terrorists.
AL-9 R 25 70% #7 Ordinary hunting rifle.
AL-19 R 35 100% #10 Standard SWAT anti-terrorist weapon.
(auto fire) [3] 160% #19
HK G15 M 50 110% #9 U.S. Army special forces weapon. It comes
(auto fire) [5] 160% #26 equipped with laser targeting and inertia recoil
(full auto) [10] 200% #52 suppression-a very nasty weapon.
Dawson S-12 s 9 130% #10 Very popular weapon with SWAT teams nation
wide.
Dawson M4 s 5 95% #8 Commercially available version of the Dawson
S-1 2.
110

Table 22 Beam Weapons


(T represents the type of weapon:
L for laser, E for ener~ N for stun,
P for pistol, R for rifle.)

Weapon T Rnds. BCTH DAM# Description

BL-007 LP 12 70% #8 The latest thing in home protection-it completely


confounds the manufacturers that more of them are
owned by criminals than home owners.
Death Kiss 1 LP 15 60% #8 Illegally developed and manufactured by a powerful
(auto-fire) (5] 80% #38 criminal organization based in New York, these guns
are an integral part of most modern mob hits. They are
not commercially available (except direct from the
manufacturer for a price).
NE-Magnum EP 12 70% #15 This weapon is custom-made by Night Enterprises for
(auto-fire) 03) 80% #50 the CIA. Most field agents carry these on dangerous
foreign assignments. A few years ago 3 cases of these
were stolen from a GSA loading dock and have never
been found; what they were doing there in the first
place is another unsolved mystery.
Pulsar-3 NP 5 40% stun This is a prototype weapon in the early stages of devel-
opment. A few of these weapons are in the possession
of law enforcement agencies for testing, but police
aren't placing much faith in them so far.
Dawson L7 LR 28 95% #12 A very popular weapon w ith U.S. Army special forces-
(auto-fire) [4] 190% #45 and the other NATO governments as well.
Laztech 2 LR 15 95% #10 This weapon is the favorite of trophy hunters and
poachers who don't like large holes damaging the pelt
of their prey.
PB1 ER 30 75% #14 Soviet special forces weapon. These weapons have
(auto-fire) (3) 150% #40 occasionally found their way into the possession of
terrorists worldwide.
EX-2 ER 40 90% #13 This is an experimental weapon currently being devel-
(auto-fire) (4) 200% #50 oped by the U.S. Army. Several prototypes are in exis-
tence, but the weapon is rumored to have problems
with overloading and exploding power packs-#8
per charge still in pack to all items within 30 feet of
the explosion.
COMBAT INITIATIVE CHART

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
1S 14 13 12 11 10 09 08 07 06 OS 04 03 02 01

30 29 28 27 26 2S 24 23 22 21 20 19 18 17 16

4S 44 43 42 41 40 39 38 37 36 3S 34 33 32 31

60 S9 S8 S7 S6 SS 54 S3 S2 S1 so 49 48 47 46

7S 74 73 72 71 70 69 68 67 66 6S 64 63 62 61

15 and greater ads In Column 1 of each row

Yes, you have the authors' permission to photocopy or cut out only this chart from the book.
112

Location of Tables in Appendix A:

Pg. Pg. Pg.


Table 1 . .. ... .. .. . ... . ........95 Table 9 ............ 103 Table 17 ....... . 106
Table 2 ............ .. .........96 Table 10 ....... .. .. 102 Table 18 .. 107, 108
Table 3 .................... .. .95 Table 11 ........... 104 Table 19 ........ 108
Table 4 ................ .. .. .. .97 Table 12 ..... .. ... . 104 Table 20 .. .. .... 109
Table 5 .... ........ 98, 99, 100 Table 13 ...... .... . 104 Table 21 ...... .. 109
Table 6 .. .... .... ...... ..... 101 Table 14 .. .. .. ..... 105 Table 22 .. .. .... 110
Table 7 ..................... 102 Table 15 .. .... .. .. . 105
Table 8 ............ .. .. .. ... 103 Table 16 ........... 106

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CODE NAME :
RE AL NAME: - -----------------
EXPERIENCE: ------------------ TCP'S ( ACP ' S )
WEIGHT ( /CP: ) W* (WT /50 up) . •••• ( )
STRENGTH (--/CP:-) S* (STR x . 10) . . .. • = (- )
CONSTITUTION (_ _ ICP: ) C* (CON x . 13) • • ..• = { )
AGILITY/DEXTERITY ( /CP: ) A* {AOX x . 07) + . 3 = ( - - )
INTELLIGENCE (- -/CP: ) I* {INT x .03) + . 8 = ( - )
COMELINESS (- -/CP:- )
MEDIA RATING (- -/CP: )
HIT POINTS (W* + S*+"'C* +A*+ I* -7) x 250 =
ENERGY (STR + CON + AOX + INT + 10) ••••••• ••
LIMB STRENGTH FACTOR: (C* x 2 x W*) .• . • •. • .•
DANGER SENSE (I NT) .• •• • ••. •• • ••• • •• • • •••••••
DETECTIVE SCORE {INT x . 8) •••••.•• ••••••••••
TO HIT BONUS [(AOX - 3)/5 +(INT - 3)/5) . .•.
DAMAGE BONUS [(AOX - 9) x. 3 + {STR - 9) x.3) =
KNOCKBACK FACTOR {HP/20) +WT • • • ••••••••••• =
HEALING RATE (CON x W*) •..•. . • . • . .•..•..•... =
MAGIC SAVE (CON/3)+ (INT/3)+ (TCP/4)+ (OB/5) =
CARRYING CAPACITY {STR/10)' x W* x 25: {_ _ _ _ _ __
HANO TO HANO DAM# (See t able in the book) .. .
MOVEMENT SPEEDS: RUN ({AOX x 2) + STR) . ... • .

POWER/SKILL/WEAKNESS BCTH ABCTH DAM# DAM+ EC/U CPS


HANO TO HANO COMBAT ( )( )( )( )( )( )
- ( - ) { - - ) ( - - ) { -- ){- ){- )
- -- - - - - -(
--------(
( ){ __
){- -) (_ ){_
)(_){_){_){_)
){_ ){_ )

) { - - ) ( -- ){- -)(- -)(- )


{ )(- -)(- -)(- )(_ )(_)
- - - - - ---( )(--)(--)(--)(--)(-)
( )(- -)(- -)(- )(_)(_)
- - - - - - - -(
- - -- -- --(
( __
)(- -)(- -)(- -)(-
){ )(_ )(_ )(_
)(- -)(- -)(- -)(-
-)(-)
)(_)
-){-)
( )(--)(--)(-)(--)(-)
- - -- -- ---( )(
-- )( )(
-- -- -- --
)( )( )
- - -- - - - - ( )(--)(--)(--)(- . -) ( - )
(--)(--)(--)(--)(--)(-)
GROUP AFFILIATION: - - - - - - - -- - - - -- -
OCCUPATION:
- - -- - - -- ( - - ) ( - - ) ( - - ) ( - - ) ( - - ) ( - ) ----------------~
OTHER ALIASES:
--------(--)(--)(--)(--)(--)(-)
{-)(--)(--)(-)(_)(_) ----------------
LEGAL STATUS: - - - - - - - - - - - - - - - -
PLACE OF BIRTH: DATE: I I
- - - - -- - ----
( )(
- -){--)(--)(--)(--) -------- ------
- - -- - - -- ( - - ) ( - - ) ( - - ) ( - - ) ( - - ) ( - ) MARITAL STATUS: - - - - - - - - - - - - - - - -
KNOWN FAMILY:
( ){--)(--)(-)(_)(_) ----------------
EOU CA TI 0N:
- - - - -- - -(-
( )(__
)(- -)(_ )(_
)(_
)(_)(_)
)(_ )(_ )(_)
- ---------- --- --- -
BASE OF OPERATIONS: - - - - - -- - - - - - - -
HEIGHT: WEIGHT:
- - - - - -- - ( ) ( - - ) ( - - ) (- -)(- -)(-) ------~ -------~

( )(
- -)(--){--)(- - )(- - ) EYES: HAIR: - - - - -- - - -
- - - - - -- -( )(- - ) ( - - ) (- -)(--)(-) SKILLS: - - - - - - - - - - - - - -- - - - -
( )(- -)(- ) (_ )(_)(_)
-A-Nl-M-AL-W-EA_P_O-N R_Y___ -- - - - - - - (-)
ARMOR ( )
COMBAT BONUS ( )
DEFENSE BONUS ( ) HISTORY: - - -- - -- - -- -- -- -- - -
EXTRA DAMAGE POINTS (- )
INCREASED STATISTICS ( )
INVULNERABILTY ( )
WILLPOWER ( )
TOTAL CREATION POINTS . ..... ..... .......... .. ... .. . .. · .(_)
ENFORCERS™, the easiest, fastest, most
flexible super-pow er role-playin g game.
•Creation point character generation in minutes.
• Fast and easy combat system.
•A complete magic system.
•Create your own super-powers .
• All alignments of characters allowed.
•LOTUS® compatible spread sheet program for online
character sheets
• Step-by-step procedures provided for new players.

Welcome to L.A.
The year is 2046, and the world has changed. The pace of
evolution has been accelerated a thousandfold by a
combination of man's pollution and fallout from alien weapons.
Humans are evolving and changing into new and different
forms with incredible powers and abilities.
Federal, state and local governments are having a difficult time
coping with the crisis and have resorted to letting the super-
beings police themselves. This has created a world where
good battles evil, where superpowered mercenaries line their
own pockets while helping to stave off a greater evil, and
where maniacal geniuses hatch plots to force society to
conform to their own warped views. This is the world of

Stock No. TFC-1000


ISBN No. 0-944942-00-8 ENFORCERSTM is a trademark of 21 ST CENTURY GAMES, all rights reserved .

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