Category | Notes |
---|---|
Aliens | referencing "Other Options", only those options that fall within the available source books are allowed |
Bionics | may use cybernetics from Ninjas & Superspies |
Experiment | house rule* applies |
Hardware | may use gizmos from Ninjas & Superspies, or substitute a Gizmoteer OCC |
Magic: Enchanted Weapon or Object | house rule* applies |
Magic: Mystic Study | may choose any of the Psychic Character Classes from Mystic China instead choosing a PCC from Mystic China will allow the character to begin at 3rd level |
Mutants | house rule* applies |
Mutant Animals | if "adopted by a mentor" may use Hand to Hand: Ninjitsu from Ninjas & Superspies, also house rule* applies |
Special Training: Ancient Master |
|
Special Training: Hunter/Vigilante | can use gizmos from Ninjas & Superspies as indicated, also house rule* applies |
Special Training: The Secret Operative | can use gizmos from Ninjas & Superspies or choose one of the Espionage Agent OCCs from Ninjas & Superspies and use equipment from either book |
Special Training: The Stage Magician | can use gizmos from Ninjas & Superspies as indicated, also house rule* applies |
Special Training: The Super Sleuth | can use gizmos from Ninjas & Superspies as indicated, also house rule* applies |
*house rule | characters subject to this rule may trade one skill program or eight secondary skills to add a non-exclusive martial art form from Ninjas & Superspies or Mystic China (an exclusive form requires GM permission), no academic bonuses apply. |
random | book indicates a dice roll on a table decides |
optional | book indicates to pick or roll on a table |
choice | book indicates the player picks from a list for the character |
3. The Military (or Police) Skill Program is limited to the Military, Military Specialist and Trade School (specialized training) educational levels. |
becomes |
3. The Military Skill Program is limited to the Military, Military Specialist and Trade School (specialized training) educational levels. |
PS | Carry | Swim | |
normal | x20 pounds | x3 yards per melee | |
Extraordinary | x100 pounds | x15 yards per melee | |
Superhuman | x200 pounds | x30 yards per melee | |
Supernatural | x300 pounds | x45 yards per melee |
Escape Moves | Roll with Punch/Fall/Impact |
---|---|
Defensive Moves | Dodge, Parry, Automatic Parry |
Hand Attacks | Strike (Punch) |
Foot Attacks | Snap Kick (1d4) |
Special Attacks | Body Block/Tackle, Crush/Squeeze, Pin/Incapacitate |
Modifiers to Attacks | Pull Punch, Knockout/Stun, Critical Strike |
Simultaneous Attacks | Attacking without Defense |
Escape Moves | Roll With Punch/Fall/Impact |
---|---|
Defensive Moves | Dodge, Parry, Automatic Parry |
Hand Attacks | Strike (Punch, 1d4), Knife Hand (1d6) |
Foot Attacks | Kick Attack (1D6 Damage), Tripping/Leg Hooks |
Special Attacks | Body Block/Tackle, Choke |
Modifiers to Attacks | Pull Punch, Knockout/Stun, Critical Strike, Critical Strike From Rear, Death Blow |
Escape Moves | Roll With Punch/Fall/Impact |
---|---|
Defensive Moves | Dodge, Parry, Automatic Parry |
Hand Attacks | Strike (Punch), Knife Hand, Fingertip Attack (1 pt damage) |
Foot Attacks | Snap Kick (1D4 Damage), Tripping/Leg Hooks |
Special Attacks | Body Block/Tackle, Choke |
Holds/Locks | Arm Hold, Body Hold, Neck Hold |
Modifiers to Attacks | Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear, Death Blow |
Escape Moves | Roll With Punch/Fall/Impact |
---|---|
Defensive Moves | Dodge, Parry, Automatic Parry |
Hand Attacks | Strike (Punch, 1d4), Knife Hand (1d6), Power Punch (1d10) |
Basic Foot Attacks | Kick Attack (1d6), Snap Kick (1d4) |
Special Attacks | Death Blow, Leap Attack, Body Block/Tackle |
Modifiers to Attacks | Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear |
type | Combat Move |
---|---|
Escape Moves | Roll with Punch/Fall/Impact |
Defensive Moves | Dodge, Parry, Automatic Parry |
Hand Attacks | Strike (Punch) |
Foot Attacks | none |
Special Attacks | Body Block/Tackle |
Modifiers to Attacks | Pull Punch, Knockout/Stun, Critical Strike |
Hand to Hand Skill | Adds to Move Set |
---|---|
Basic Hand to Hand | nothing |
Expert Hand to Hand | Knife Hand (1d6) |
Assassin Hand to Hand | Knife Hand, Fingertip Attack (1 pt damage) |
Martial Arts Hand to Hand | Knife Hand (1d6), Power Punch (1d10) |
Hand to Hand Skill | Adds to Move Set |
---|---|
Basic Hand to Hand | Snap Attack (1d4) |
Expert Hand to Hand | Kick Attack (1D6 Damage), Tripping/Leg Hooks |
Assassin Hand to Hand | Snap Kick (1D4 Damage), Tripping/Leg Hooks |
Martial Arts Hand to Hand | Kick Attack (1d6), Snap Kick (1d4) |
Hand to Hand Skill | Adds to Move Set |
---|---|
Basic Hand to Hand | Crush/Squeeze, Pin/Incapacitate |
Expert Hand to Hand | Choke |
Assassin Hand to Hand | Choke |
Martial Arts Hand to Hand | Death Blow, Leap Attack |
Hand to Hand Skill | Adds to Move Set |
---|---|
Basic Hand to Hand | nothing |
Expert Hand to Hand | Critical Strike From Rear, Death Blow |
Assassin Hand to Hand | Critical Strike From Rear, Death Blow |
Martial Arts Hand to Hand | Critical Strike From Rear |
type | Combat Move |
---|---|
Defensive Moves | Dodge, Parry |
Hand Attacks | Strike (Punch) |
Foot Attacks | none |
Modifiers to Attacks | Pull Punch |
Missile type | SDC | primary damage |
---|---|---|
Mini-missile | 1 | 2D6 |
Mini-missile | 2 | 3D4 |
Short Range | 5 | 3D6 |
Medium Range | 10 | 4D6 |
Long Range | 20 | 5D4 |
Long Range | 25 | 5D6 |
Payload | Damage |
---|---|
High Explosive, light | 5D6 times SDC |
High Explosive, medium | 6D4 times SDC |
High Explosive, heavy | 6D6 times SDC |
Fragmentation, light | 5D6 times SDC |
Armor Piercing, medium | 6D6 times SDC |
Plasma/Napalm (medium) | 6D4 times SDC |
Multi-Warhead | 6D6 times SDC |
Proton Torpedo (heavy) | 7D6 times SDC |
Nuclear (medium) | 1D4 times 10 times SDC |
Nuclear (heavy) | 2D4 times 10 times SDC |
Nuclear (multi-warhead) | 3D4 times 10 times SDC |
P.S. | Power | Punch damage |
---|---|---|
15 or less | Supernatural |
|
15 or less | Superhuman |
|
16 to 20 | Supernatural |
|
16 to 20 | Superhuman |
|
21 to 25 | Supernatural |
|
21 to 25 | Superhuman |
|
26 to 30 | Supernatural |
|
26 to 30 | Superhuman |
|
31 to 35 | Supernatural |
|
31 to 35 | Superhuman |
|
36 to 40 | Supernatural |
|
36 to 40 | Superhuman |
|
41 to 50 | Supernatural |
|
41 to 50 | Superhuman |
|
51 to 70 | Supernatural |
|
51 to 70 | Superhuman |
|
Extended Attribute Bonus Chart | 11 | 12 | 13 | 14 | 15 |
---|---|---|---|---|---|
IQ add to all skills | -- | -- | -- | -- | 1% |
MA trust/intimidate1 | 30% | 30% | 30% | 30% | 30% |
PE save vs coma/death1 | -- | -- | 1% | 2% | 3% |
PB charm/impress | -- | -- | -- | 10% | 20% |
Cartridge | Damage |
---|---|
.22 caliber | 2D4 damage |
.30 caliber | 3D4 damage |
.32 A.C.P. caliber | 2D6 damage |
.32 Long | 3D6 damage |
.38 caliber | 3D6 damage |
.38 Power caliber | 4D6 damage |
.45 A.C.P. | 4D6 damage |
.41 Magnum | 5D6 damage |
.44 Magnum | 6D6 damage |
.357 Magnum | 4D6 damage |
9mm & 7.65mm (pistol) | 3D6 damage |
10mm (pistol) | 4D6 damage |
.50 caliber (pistol) | 5D6 damage |
5.56mm (rifle) | 5D6 damage |
7.5mm (rifle) | 5D6 damage |
7.62mm (rifle) | 4D6 damage |
.30 caliber (rifle) | 4D6 damage |
.50 caliber (rifle) | 6D6 damage |