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Stargate Rules 6.0

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StargatesLRP rules edition 6.0

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Page 1: Stargate Rules 6.0
Page 2: Stargate Rules 6.0

VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 2 OF 64

Contents

CONTENTS ............................................................................................ 2 VERSION HISTORY .................................................................................. 3

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

CHARACTER DESIGN .............................................................................. 6 OVERVIEW ............................................................................................................ 6

DESIGN CHARACTER CONCEPT ......................................................................... 6 SELECT CHARACTER BACKGROUND .................................................................... 6 AUTOMATIC SKILLS............................................................................................ 6 SELECT YOUR FREE BACKGROUND SKILL(S) .......................................................... 6 SELECT A NUMBER OF SKILLS (BACKGROUND DEPENDANT) .................................... 6 BODY STARTS AT 6 ............................................................................................ 6 MAXIMUM VITALITY STARTS AT 6 ......................................................................... 6 STARTING FEATS ................................................................................................ 6

BACKGROUNDS ..................................................................................................... 7 MILITARY SOLDIER............................................................................................. 7 MILITARY SPECIALIST ......................................................................................... 7 INTELLIGENCE OPERATIVE .................................................................................. 7 INTELLIGENCE ANALYST ..................................................................................... 7 CIVILIAN CHARACTERS ..................................................................................... 7

ALIENS & FOREIGN CHARACTERS ............................................................................. 8 PLAYER CHARACTER JAFFA ............................................................................... 8

DOWNTIMES, PRIMARY / SECONDARY CHARACTERS, DEATH & RETIREMENT ................... 8 SKILLS ................................................................................................... 9

SKILL GAME SYSTEM ............................................................................................... 9 SKILL GROUPINGS .................................................................................................. 9

BIOLOGICAL SCIENCES ................................................................................... 10 PHYSICAL SCIENCES ........................................................................................ 10 MATHEMATICS & COMPUTER SCIENCE .............................................................. 11 ENGINEERING ................................................................................................ 11 ARCHAEO-ANTHROPOLOGY ........................................................................... 12 HUMAN PSYCHOLOGY .................................................................................... 12 LINGUISTICS ................................................................................................... 13 MAXIMUM VITALITY......................................................................................... 13 MEDICAL SKILLS ............................................................................................. 13 UNARMED, MELEE & RANGED COMBAT ........................................................... 14 FIREARM SKILLS ............................................................................................... 14 SPECIALIST SKILLS ............................................................................................ 15

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

FEATS ................................................................................................. 24 FEATS LIST ............................................................................................................25

ADVANCEMENT POINTS ........................................................................ 32 INTRODUCTION ....................................................................................................32

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

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

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

COMBAT & WEAPONS .......................................................................... 46 INTRODUCTION ................................................................................................... 46 ARMOUR ........................................................................................................... 46 COVER .............................................................................................................. 46 RELOADING ....................................................................................................... 46 WEAPONS DAMAGE / CALLS ............................................................................... 47

TARGET ......................................................................................................... 47 DAMAGE ...................................................................................................... 47 EFFECT .......................................................................................................... 47 AREA OF EFFECT CALLS................................................................................... 48 OTHER WEAPON NOTES .................................................................................. 48 AMMO PHYS REPS .......................................................................................... 48

PISTOLS .............................................................................................................. 49 ADVANCED PISTOLS ............................................................................................ 50 SMALL ARMS ...................................................................................................... 51 MELEE, MANUAL RANGED, THROWN & UNARMED WEAPONS .................................. 53 EXPLOSIVES ........................................................................................................ 54 GRENADES ......................................................................................................... 54 SUPPORT WEAPONS ............................................................................................ 55 ALIEN TECHNOLOGY ........................................................................................... 58 WEAPONS JAMMING/BREAKING .......................................................................... 58

DOWNTIME.......................................................................................... 59 POST-EVENT ....................................................................................................... 59 DOWNTIME RETURNS ........................................................................................... 59

DEVELOPMENT ............................................................................................... 59 BACKGROUND SKILL USAGE ............................................................................ 59 RESEARCH ..................................................................................................... 59

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

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

Page 3: Stargate Rules 6.0

VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 3 OF 64

Version History

CHANGES FROM 5.1 TO 6.0

PLEASE NOTE THAT THE MAJOR CHANGES FROM 5.1 TO 6.0 ARE LISTED BELOW – CHANGES TO FORMATTING OR LAYOUT ARE NOT LISTED. CHANGES LISTED BELOW

MAY NOT BE COMPLETE, AND YOU SHOULD ALWAYS CHECK THE ENTIRE RULES BEFORE PLAYING.

General / Important Changes

VITALITY CAP HAS BEEN RENAMED “MAXIMUM VITALITY”

YOU NOW GAIN +1 MAXIMUM VITALITY FOR EACH OF YOUR FIRST FOUR EVENTS

(FOR EVERY NEW CHARACTER YOU START), AND THEREFORE YOU START GAINING

AP’S AFTER YOUR FIFTH EVENT

AP'S AND VITALITY ARE NOW NOT DEPENDANT (I.E. IF SOMETHING REDUCES YOUR

MAXIMUM VITALITY IN GAME - IT DOES NOT AFFECT YOU GAINING AP'S AND YOU

DON'T HAVE TO 'EARN' BACK THE VITALITY BEFORE YOU CAN CONTINUE GAINING

AP'S)

ANY CHARACTER WHO HAS GAINED AP’S DUE TO THIS RULES CHANGE MAY PICK

THEM IN THIS DOWNTIME PERIOD, IRRESPECTIVE OF WHETHER THEY SHOULD HAVE A

DOWNTIME OR NOT.

FOR ANY CHARACTERS WHO HAVE PLAYED MORE THAN FOUR EVENTS YOU WILL BE

GRANTED ANY DIFFERENCE BETWEEN YOUR NEW MAXIMUM VITALITY (IF YOU

PICKED VITALITY AS A STARTING PICK, YOU SHOULD TELL THE PLOT COORDINATOR)

AND THE VITALITY ON YOUR CHARACTER SHEET AS AP'S

FOR EXAMPLE IF YOU HAVE 17 VITALITY, AND DIDN'T PICK VITALITY AS A STARTING

SKILL, YOU WILL GO TO 10 MAXIMUM VITALITY AND GAIN 7 AP'S.

IF YOU HAD 17 VITALITY AND DID PICK (E.G. + 2 VITALITY) AS A STARTING SKILL,

YOU WILL GO TO 12 MAXIMUM VITALITY, AND GAIN 5 AP’S

THE PLOT CO-ORDINATOR WILL LET YOU KNOW HOW MANY AP’S YOU HAVE TO

SPEND AND THEY SHOULD BE PICKED BEFORE YOUR NEXT EVENT.

Character Generation / Downtimes

STARTING MILITARY CHARACTERS NOW GAIN AN EXTRA SKILL PICK FROM A

SELECTED LIST, TO MAKE UP FOR BEING FORCED TO TAKE ONLY A 2 MONTH SKILL.

ANY MILITARY CHARACTER (I.E. WHO HAS MILITARY SPECIALIST OR MILITARY

SOLDIER AS THEIR ARCHETYPE ON THEIR CHARACTER SHEET) WHICH EXISTS WHEN

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

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

(DEPENDANT ON THEIR ARCHETYPE)

STARTING CHARACTERS NOW GAIN ONE RANDOM FEAT, AS WELL AS ONE “A

PERSONAL SENSE OF PURPOSE”, “FLESH WOUND” AND “DIE HARD” TO START

THEIR FIRST EVENT OFF WITH.

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

STARTING SKILLS

CHARACTER GENERATION ARCHETYPES AMENDED TO BRING THEM UP TO DATE

WITH THE CURRENT GAME.

PLAYER CHARACTER JAFFA NOW HAVE 8 BODY AS A STANDARD CHARACTER

GENERATION ITEM, AND HAVE HAD THEIR NATURAL BODYBUILDER REMOVED (THUS

OVERALL INCREASING BODY POTENTIAL)

PLAYER CHARACTER JAFFA NOW AUTOMATICALLY GAIN ALIEN LANGUAGE

(SPOKEN) ENGLISH AND THEIR NO OF SELECTABLE SKILLS HAS BEEN REDUCED BY 1

TO COMPENSATE.

JAFFA STARTING SKILL LIST SLIGHTLY EXPANDED

CLARIFIED THAT PLAYING ALIENS (I.E. NOT FROM EARTH) NEEDS EXPLICIT

APPROVAL. –AND IT’S EXPECTED THAT THE KIT FOR THESE CHARACTERS BE OF A

HIGHER STANDARD THAN STANDARD CHARACTERS.

DEFINED PRIMARY AND SECONDARY CHARACTERS – AND DEFINED “RETIRING

CHARACTERS” TO BE PERMANENT.

RULES AROUND RETIREMENT / DEATH HAVE BEEN SLIGHTLY CHANGED ON WHAT

BENEFITS YOU CAN GET (YOU CAN CHOOSE IF YOU WISH TRAINING, APS OR

FEATS)

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

MULTIPLE CHARACTERS AT THE EVENT

Skills

WEAPONSMITHING HAS BEEN REMOVED AS A PRE-REQUISITE FROM VARIOUS SKILLS

AND IT’S NOW BEEN REPLACED BY “ARMOURER”

FORENSICS HAS BEEN REWORDED TO BE LESS CONFUSING.

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

WEAPON REPAIR

SMALL FIREARMS HAS NOW BEEN RENAMED "PISTOLS"

ADDED NEW SKILL “ADVANCED PISTOLS”, WHICH IS AUTOMATICALLY GRANTED

TO ANY CHARACTER WHO WAS GENERATED AT OR BEFORE EVENT 27. THIS IS FOR

HEAVY PISTOLS AND TASERS.

MEDIUM FIREARMS HAS BEEN RENAMED SMALL ARMS, AND HAS BEEN GRANTED

THE ABILITY TO USE SNIPER RIFLES (BUT NOT THE SNIPER SHOT FEAT)

LARGE FIREARMS HAS BEEN REMOVED FROM THE GAME – AND MERGED WITH

SUPPORT WEAPONS… ANYONE WHO HAS LARGE FIREARMS GAINS SUPPORT

WEAPONS

SUPPORT WEAPONS NOW CONTAINS ALL WEAPONS THAT WERE PREVIOUSLY IN

LARGE FIREARMS, AND ALSO CONTAINS THE ANTI-MATERIAL RIFLE (BUT DOES NOT

GIVE THE ABILITY TO USE THE SNIPER SHOT FEAT)

SNIPER (AS A CLASSIFICATION ALLOWING YOU TO USE WEAPONS HAS BEEN

REMOVED FROM THE GAME) – ANYONE WHO HAD SNIPER WILL NOW GET SMALL

ARMS (WHICH THEY WILL HAVE ALREADY) WHICH GIVES THEM THE ABILITY TO USE

SNIPER RIFLES, AND SUPPORT WEAPONS (WHICH GIVES THEM THE ABILITY TO USE

ANTI-MATERIAL RIFLES)

“SNIPER TRAINING” HAS BEEN ADDED INTO THE GAME – WHICH GIVES YOU THE

ABILITY TO USE THE SNIPER SHOT FEAT (I.E. YOU CAN USE THE RIFLE, BUT ONLY AFTER

SNIPER TRAINING WILL YOU BE ABLE TO BE AT THE PEAK OF YOUR ABILITY) –

ANYONE WITH SNIPER CURRENTLY AUTOMATICALLY GETS SNIPER TRAINING.

ANYONE CURRENTLY LEARNING LARGE FIREARMS NOW SWOPS TO LEARNING

SUPPORT WEAPONS

ANYONE WHO IS CURRENTLY LEARNING SUPPORT WEAPONS AND ALREADY HAS

LARGE FIREARMS WILL GET THOSE MONTHS OF TRAINING REFUNDED.

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ANYONE CURRENTLY LEARNING SNIPER NOW SWOPS TO LEARNING SNIPER

TRAINING

ANY SKILLS WHICH HAD THESE AS PRE-REQUISITES HAVE CHANGED

ADDED CLARIFICATION ON CHOKE/DISARM REQUIRING FEATS TO EXPERT

UNARMED SKILL DESCRIPTION.

NEW SKILL - "MILITARY ENGINEERING" HAS BEEN ADDED ; IF YOU HAVE "CIVIL

ENGINEERING" YOU CAN OPT TO CHANGE FROM CIVIL ENGINEERING TO MILITARY

ENGINEERING BEFORE YOUR NEXT EVENT IF YOU WISH TO.

ADDED NEW EGYPTIAN LANGUAGES TO LINGUISTICS TO MAKE “BASIC

EGYPTIAN” NOT EQUAL TO THE FULL LANGUAGE ANY MORE.

MEDICAL RULES SLIGHTLY EXPANDED AND CHANGED (SEE FULL SECTION FOR

COMPLETENESS)

PSYCHOLOGY HAS BEEN RENAMED "HUMAN PSYCHOLOGY" AND CLARIFIED THAT

IT ONLY WORKS ON HUMAN AND JAFFA SUBJECTS.

FURTHER PSYCHOLOGY SPECIALISATIONS CAN BE BOUGHT WITH DOWNTIME.

RENAMED GEOLOGY, BASIC GEOLOGY AND REWORDED TO MATCH THE OTHER

BASIC SKILLS.

ARMOURER HAS BEEN CLARIFIED TO TAKE 10 MINUTES TO REPAIR ONE POINT OF

ARMOUR RATHER THAN 20 MINUTES (TO FIX A DIFFERENCE BETWEEN THE SKILL AND

THE ARMOUR RULES)

SOME ALIEN TECH SKILLS HAVE BEEN CLARIFIED FROM PREVIOUS VERSIONS

ADDED “STARGATE THEORY” SKILL.

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

NEW EXPLOSIVE TRAINING SKILL

ANYONE WHO IS CURRENTLY LEARNING DEMOLITIONS/DISPOSALS WILL MOVE

TOWARDS LEARNING EXPLOSIVES TRAINING INSTEAD.

ADDED CYBERNETICS (BASIC) & CYBERNETICS (ADVANCED)

ADDED MILITARY ENGINEERING TO THE SKILLS BUYABLE WITH BASIC ENGINEERING

CHANGED ZAT’NI’KATEL TO REQUIRE ADVANCED PISTOLS

ADDED PILOT PHOBOS, PILOT DEIMOS, PILOT MARS

DEMOLITIONS & DISPOSALS HAS BEEN COMBINED INTO ONE SKILL “EXPLOSIVES

TRAINING”, AND AN ASSOCIATED BASIC SKILL ADDED “BASIC EXPLOSIVES

TRAINING” – EXPLOSIVES TRAINING IS NOW A “PHYSICAL SCIENCE” SKILL.

DISPOSALS CARDS (NOW EXPLOSIVES TRAINING CARDS) HAVE BEEN CHANGED

& AMENDED TO BRING THEM UP TO THE SAME NUMBER OF CARDS AS ALL OTHER

CARD SKILLS.

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

PHYSIOLOGY.

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

VARIOUS SKILLS.

LARCENY IS NOW A CARD SKILL.

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

Feats

CLARIFIED THE FEATS RE-USABILITY TIME PER FEAT

BULLET CATCHER NOW STATES THAT YOU CANNOT USE “JAMMY BASTARD” TO

IGNORE DAMAGE BEING REDIRECTED.

CHANGED CHOKE TO REQUIRE HAVING GRAPPLED A PERSON FOR 10 SECONDS

BEFORE BEING USED.

CLARIFIED CALLED SHOT

ZAT RESISTANCE HAS BEEN REMOVED AS A FEAT, AND IT’S EFFECT ROLLED INTO

TORTURE RESISTANCE. ANYONE WITH ZAT RESISTANCE GAINS +1 TORTURE

RESISTANCE FEATS TO COMPENSATE FOR THE LOSS.

ADDED CARD SKILLS FOR LARCENY

RENAMED DISPOSAL SKILLS TO REFER TO THE NEW EXPLOSIVE TRAINING SKILL

CLARIFIED THAT BOTCH JOB DOES NOT WORK ON ALIEN TECHNOLOGY

EMERGENCY MEASURES SLIGHTLY CHANGED WORDING TO BRING IT IN LINE WITH

THE NEW “CONSULTANT” FEAT

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

UNCONSCIOUS.

SNIPER SHOT HAS BEEN RE-WRITTEN TO BE MORE PVE RATHER THAN MONSTER VS.

PLAYER (EXCESS WOUND CARDS REMOVED)

SNIPER SHOT HAS BEEN CLARIFIED TO BE A PLAYER ONLY SKILL, WHEREAS MONSTER

USAGE OF IT HAS TO BE CLEARED BY THE SYSTEM REFEREE'S IN ADVANCE OF THE

EVENT.

LAST DESPERATE ACT NOW IGNORES ANY WOUND CARDS.

LINGUISTIC EXPERT FEAT ADDED

“PRACTICED/EXPERT/NATURAL” FEATS HAVE BEEN SLIGHTLY REWORDED TO NOT

“REMOVE” BUT “INSTANTLY SOLVE” ONE THE PROBLEMS.

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

HIT – KNOCKDOWN)

SELF-STABILISE CLARIFIED THAT IF A WOUND CARD STATES “YOU ARE

UNCONSCIOUS” YOU CANNOT USE SELF-STABILISE.

CLARIFIED SPONTANEOUS AMBIDEXTERITY AND FIREARMS WORKING TOGETHER.

CLARIFIED SPONTANEOUS AMBIDEXTERITY AND MELEE.

SURGEON FEAT HAS BEEN REMOVED AND CONSULTANT ADDED (ANY SURGEON

FEATS AUTOMATICALLY TRANSFER TO BEING A CONSULTANT FEAT) TO SYMBOLISE

THAT ANY DOCTOR CAN DO SURGERY, NOT JUST SOMEONE WHO DID HAVE THE

OLD SURGEON FEAT.

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

ADDED NEW FEAT, STUNNING BLOW

TORTURE RESISTANCE NOW REDUCES INCAPACITATES BY 15 SECONDS – NOTE THIS

REPLACES ZAT RESISTANCE AS THEY ARE THE SAME EFFECT.

CAFFEINE HIT NOW CLARIFIES THAT THE REGENERATION RATE OF VITALITY DURING

THE NIGHT IT'S USED IS 1/HOUR RATHER THAN 1/TWO HOURS WHICH IS GAINED

WHILE NORMALLY SLEEPING.

LAST DESPERATE ACT SLIGHTLY REWORKED AND CHANGED TO “LAST HEROIC

ACT”

Advancement Points

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

REMOVED: "ONE SHOT, ONE KILL" - NO LONGER AVAILABLE TO BE PURCHASED.

HAS BEEN REPLACED BY “WEAPON MASTERY – SNIPER” WITH A DIFFERENT EFFECT

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

EXPANDED KNOWLEDGE.

MOST ADVANCEMENT POINTS HAVE BEEN RENAMED FOR CONSISTENCY WITH THE

NEW FEATS.

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

LEVELS.

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

AP’S ARE ONLY NOW AVAILABLE BASED ON WHAT ARE IN THE RULES – ANY NEW

REQUESTS WILL HAVE TO COME THROUGH THE SYSTEM REFEREE’S AND WILL BE

AVAILABLE TO BUY FOR ANYONE – THERE WON’T BE ANY “PERSON SPECIFIC” AP’S

A FEW SPECIAL ABILITIES CURRENTLY WITHIN THE SYSTEM HAVE BEEN REBALANCED

AS AP’S

CLARIFIED THAT WEAPON MASTERY SKILLS (PREVIOUS HAD LOTS OF DIFFERENT

NAMES) DO +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE RATHER THAN

“+1 DAMAGE”

MELEE WEAPON MASTERIES HAVE BEEN CLARIFIED AS TO EXACTLY WHAT TYPES OF

WEAPONS EACH EFFECTS.

CLARIFIED HALLS OF THE LEARNED / PEOPLE PERSON / SIGN ME UP DO NOT

REQUIRE THE RELEVANT BACKGROUND TO BUY.

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

HMGS

DON’T LIE TO ME HAS BEEN REDUCED FROM 3 TO 2 AP’S BUT HAS LOST THE

ABILITY TO FALSIFY RESPONSES. POKER FACE HAS BEEN ADDED, WHICH GIVES THE

ABILITY TO FALSIFY RESPONSES 5 TIMES PER MISSION (UP FROM 3) – ANYONE WHO

HAD DON’T LIE TO ME GAINS POKER FACE AS WELL.

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

UNARMED WEAPON MASTERIES NOW GIVE YOU +2 OF THE RELEVANT FEATS, AS

WELL AS INCREASING THE MAXIMUM TO 15.

WEAPON SPECIALISATION RENAMED TO SIGNATURE WEAPON AND IT’S AFFECT

HAS BEEN CHANGED.

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

THAN +3 FEATS.

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VERSION 6.0 : AUGUST 2012 : [REVISION 36] PAGE 5 OF 64

Combat / Damage / Medical

CHANGED MELEE DAMAGE – NOW SPLIT INTO WEAPON SIZES

SMALL MELEE WEAPONS NOW DO INCREASED DAMAGE.

CHANGED STAFF WEAPON (MELEE) DAMAGE

PEOPLE UNTRAINED IN MELEE CAN USE MELEE WEAPONS, BUT AT A REDUCED

DAMAGE, AND AN INABILITY TO CRITICAL.

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

MOVED INTO THIS CATEGORY

CHOKE NOW REQUIRES 10 SECONDS OF GRAPPLE BEFORE IT TAKES EFFECT

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

ZERO”)

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

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

A NUMBER OF DRUGS HAVE BEEN ADDED

RULES FOR OVERDOSING HAVE BEEN REBALANCED AND OVERDOSE RULES ARE

NOW LISTED AGAINST EACH DRUG

THE ELUSIVE HEM-CON OVERDOSE RULE HAS FINALLY BEEN ADDED (HINT - IT

DOESN'T HAVE AN OVERDOSE CONDITION)

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

REWORDED

SOME CALLS REMOVED – FLAME / ROCKET / ZAT / GRENADE / FLASHBANG

THESE HAVE BEEN GIVEN DELIBERATE DAMAGE CALLS

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

AMMO PHYS REP RULES ADDED

SHOTGUN AMMO CLARIFIED DEPENDANT ON PHYS REP

TASER DAMAGE HAS BEEN REBALANCED

ADDED CLAYMORES AND BOOBY TRAPS

SLIGHTLY CHANGED WEAPON JAMMING INFORMATION, AND ADDED “WEAPON

BREAK” AS A REFEREE CALL FOR MELEE (JAMMING MADE NO SENSE)

HEM-CON HAS BEEN REBALANCED – NOW LISTS HOW LONG IT REQUIRES TO TAKE

EFFECT (SECOND AID) OR HOW LONG THE SURGERY TAKES (SURGERY USE) –

ALSO YOU NEED TO USE 1 HEM CON PER WOUND CARD USED, AND

IRRESPECTIVE OF THE NUMBER OF WOUND CARDS, HEM CON ONLY GIVES BACK

+1 (NOT +1 PER WOUND CARD LIKE PREVIOUS)

Summary Character Sheet Expected Changes (as of this event)

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

ANYONE WITH LARGE FIREARMS WILL GAIN SUPPORT WEAPONS

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

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

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

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

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

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

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

ANYONE WITH PSYCHOLOGY WILL HAVE ITS NAME CHANGED TO HUMAN PSYCHOLOGY

ANYONE WITH SURGEON FEATS WILL HAVE THEM CHANGED TO CONSULTANT FEATS

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

MONTHS TRAINING ARE REFUNDED)

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

ANYONE CURRENTLY LEARNING LARGE FIREARMS NOW SWOPS TO LEARNING SUPPORT WEAPONS

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

ANYONE CURRENTLY LEARNING SNIPER NOW SWOPS TO LEARNING SNIPER TRAINING

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

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

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

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

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

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

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

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Character Design

OVERVIEW

WELCOME TO THE SEF, THE STARGATE EXPEDITIONARY FORCE – EXPLORING THE GALAXY, SEEKING OUT NEW WORLDS AND NEW CIVILISATIONS, BOLDLY GOING…

YOUR FIRST STEP IS TO DEVELOP YOUR CHARACTER, THIS SHOULD BE DONE IN CONJUNCTION WITH THE PLOT CO-ORDINATOR OF THE SOCIETY –THEY CAN BE SEEN ON

[email protected]

Design Character Concept

YOUR FIRST PORT OF CALL SHOULD BE DESIGNING WHAT YOU

WANT YOUR CHARACTER TO BE OR DO, IS HE HEROIC, WHAT DID

HE DO BEFORE HE WAS RECRUITED INTO THE SEF. WHY WOULD THE

SEF WANT TO RECRUIT THIS PERSON. AT THIS STAGE IT MAY BE

USEFUL TO LIAISE WITH THE PLOT CO-ORDINATOR

([email protected]) TO DISCUSS

YOUR CONCEPT AND CHARACTER GENERATION.

Select Character Background

YOU SHOULD PICK A BACKGROUND – THIS CAN EITHER BE A

MILITARY SOLDIER, MILITARY SPECIALIST, CIVILIAN, INTELLIGENCE

OPERATIVE OR INTELLIGENCE ANALYST.

Automatic Skills

THESE SKILLS ARE ONES THAT YOUR CHARACTER HAS TO TAKE

Select your Free Background

Skill(s)

EACH OF THE FIVE ARCHETYPES GAIN EITHER ONE OR TWO SKILLS

FROM A SPECIFIC LIST,

THIS IS TO ENSURE YOUR CHARACTER HAS SKILLS RELEVANT TO

YOUR ARCHETYPE.

Select a number of skills

(Background Dependant)

YOU THEN GET TO PICK A NUMBER OF SKILLS BASED ON YOUR

ARCHETYPE, MILITARY SOLDIERS AND SPECIALISTS GET TO CHOOSE

TWO SKILLS, AND INTELLIGENCE ANALYSTS, INTELLIGENCE

OPERATIVES GET TO PICK THREE SKILLS.

BY THE END OF CHARACTER GENERATION YOU SHOULD HAVE A

TOTAL OF 6 PICKS COMPLETED IF YOU’RE MILITARY AND FIVE PICKS

IF YOU’RE ANYTHING ELSE (THIS IS TO BALANCE OUT THAT MILITARY

ARE FORCED TO TAKE THE SMALL ARMS PICK)

Body Starts at 6

THIS IS YOUR HEALTH – THIS CAN BE RAISED BY PURCHASING THE

BODYBUILDER SKILL OR EXPERT BODYBUILDER SKILL – THIS

INDICATES HOW MUCH DAMAGE YOU CAN TAKE BEFORE YOU ARE

INCAPACITATED OR KILLED.

Maximum Vitality Starts at 6

THIS IS YOUR HEROIC ABILITY TO DODGE DAMAGE, TO AVOID

SHRAPNEL AND SIMPLY NOT BE THERE WHEN A BLOW LANDS –

DEPENDING ON YOUR BACKGROUND YOU MAY BE ABLE TO

PURCHASE EXTRA VITALITY AT CHARACTER GENERATION. VITALITY

MAY ALSO BE REQUIRED TO POWER CERTAIN FEATS OR DEVICES

DURING THE GAME.

Starting feats

STARTING CHARACTERS GAIN ONE RANDOM FEAT (ASSIGNED BY

THE PLOT CO-ORDINATOR), AS WELL AS ONE “A PERSONAL

SENSE OF PURPOSE”, “FLESH WOUND” AND “DIE HARD” TO

START THEIR FIRST EVENT OFF WITH.

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BACKGROUNDS

THE SEF IS A MILITARY ORGANISATION DEDICATED TO PROTECTING THE PLANET EARTH FROM ALIEN THREATS – BASED IN THE UNITED KINGDOM, IT DRAWS ITS

PERSONNEL FROM THE ARMED FORCES, SECRET SERVICE, POLICE, ACADEMIC INSTITUTIONS EVEN PEOPLE BROUGHT IN FROM PRISON AND NORMAL WALKS OF LIFE IF

THEY HAVE SKILLS AND THE DESIRE AND WILL TO PROTECT THE UK AND EARTH FROM ALIEN THREATS. THE FORCE IS BASED IN CORSHAM, ENGLAND AND USES THE

STARGATE TO TRAVEL TO OTHER WORLDS TO FIND NEW ALLIES AND TO FIGHT THE ALIEN THREATS WHICH COULD ATTACK OUR WORLD.

AS A STARTING CHARACTER YOU CAN SELECT FROM MILITARY SOLDIER, MILITARY SPECIALIST, INTELLIGENCE OPERATIVE, INTELLIGENCE ANALYST OR CIVILIAN –

EACH GIVES YOU A FLAVOUR OF WHAT YOU CAN BE.

YOUR CHARACTER SHOULD BE UNIQUE, NOT BASED ON SOMEONE FROM TELEVISION OR MOVIES – BUT YOU CAN DRAW YOUR INSPIRATION FROM THOSE SOURCES –

THE SEF RECRUITS FROM ALL REGIMENTS, ALL WALKS OF LIFE, ALL SERVICES, ALL UNIVERSITIES WITHIN THE UK – YOU JUST HAVE TO HAVE A SINGLE SPECIAL TRAIT THAT

THE SEF ORGANISATION WOULD HAVE SEEN AND HAD YOU TRANSFERRED. YOU ARE A NORMAL PERSON, MAYBE INTELLIGENT, MAYBE GOOD AT COMBAT, AND

YOU’RE ABOUT TO BE THRUST INTO A WORLD OF ALIENS – HOW WOULD YOU REACT…

THE STATS FOR PLAYER CHARACTERS ARE HEROIC, THEY ARE SIGNIFICANTLY HIGHER THAN STANDARD HUMANS AND JAFFA.

Military Soldier

YOU ARE A SOLDIER IN THE BRITISH ARMY, ROYAL AIR FORCE OR ROYAL

NAVY. YOU ARE MOST LIKELY AN NCO OR EXPERT IN COMBAT AND

WORK IN THE FIELD – YOU ARE THE BACKBONE AND WORKHORSE OF THE

SEF, HOLDING THE LINE AGAINST ALIENS WHO THREATEN EARTH.

YOUR STARTING RANK WILL BE THAT OF AN NCO OF A RANK OF PRIVATE,

LANCE CORPORAL OR CORPORAL.

AUTOMATIC SKILLS GRANTED: PISTOLS AND SMALL ARMS

SELECT FREE SKILL FROM:+2 VITALITY, MEDIC, EXPERIMENTAL

KIT, OR ANY ONE COMBAT SKILL

SELECT FREE SKILL FROM :MEDIC, BASIC UNARMED,

BODYBUILDER, BASIC COMPUTERS, BASIC ENGINEERING,

CRAFT IMPROVISED WEAPON, BASIC EXPLOSIVE TRAINING,

NAVIGATION, FISH AND GAME

NO OF EXTRA SKILLS TO SELECT: 2

Military Specialist

YOU ARE A SPECIALIST IN THE BRITISH ARMY, ROYAL AIR FORCE OR

ROYAL NAVY, YOU HAVE A PARTICULAR AREA OF EXPERTISE WHICH IS

WHY YOU HAVE BEEN ASSIGNED TO THE PROJECT. BRINGING YOUR

SPECIALIST SKILLS AND COMBAT EXPERTISE TO THE SEF YOU CAN WORK

UNDER HEAVY FIRE ON ALIEN PLANETS.

YOUR STARTING RANK WILL BE THAT OF AN NCO OF A RANK OF PRIVATE,

LANCE CORPORAL OR CORPORAL.

WITH PLOT-COORDINATORS PERMISSION YOU MAY BE AN OFFICER OF

LIEUTENANT RANK.

AUTOMATIC SKILLS GRANTED: PISTOLS AND SMALL ARMS

SELECT FREE SKILL FROM: +1 VITALITY, EXPERIMENTAL KIT,

INSIDER INFORMATION, MEDIC

SELECT FREE SKILL FROM :BASIC LANGUAGE, BASIC

COMPUTERS, BASIC MATHEMATICS, PILOT AIRCRAFT,

FORENSICS, POLITICS, BARRACK ROOM LAWYER, NAVIGATION,

BASIC ENGINEERING

NO OF EXTRA SKILLS TO SELECT: 2

Intelligence Operative

YOU WORK FOR THE SECURITY SERVICES IN THE FIELD, DOING THE DIRTY

WORK FOR THE GOVERNMENT, WORKING FOR MI5 OR MI6 OR ONE OF

THE NON-SECRET SERVICES, SUCH AS THE POLICE.

YOU WILL NORMALLY COME FROM A BACKGROUND OF BEING A FIELD

AGENT OR POLICE OFFICER / DETECTIVE.

AUTOMATIC SKILLS GRANTED: PISTOLS

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

ANY ONE COMBAT SKILL

NO OF EXTRA SKILLS TO SELECT: 3

Intelligence Analyst

YOU WORK FOR THE SECURITY SERVICES, NORMALLY IN AN OFFICE, YOU

ARE AN EXPERT AT ENCRYPTION AND DECRYPTION AND LANGUAGES –

YOU’RE LESS USED TO FIELD WORK, BUT HAVE A MUCH LARGER NETWORK

OF INFORMATION TO DRAW FROM.

YOU MAY HAVE WORKED FOR THE POLICE, SECRET SERVICE, GCHQ AS

A DESK OPERATIVE.

AUTOMATIC SKILLS GRANTED: PISTOLS

SELECT FREE SKILL FROM:+1 VITALITY, INSIDER INFORMATION,

CIPHERS, COMPUTING, COMMUNICATIONS OR ONE

LANGUAGE SKILL

NO OF EXTRA SKILLS TO SELECT: 3

Civilian Characters

NEITHER SERVING MILITARY OR INTELLIGENCE SERVICE, YOU ARE A

CIVILIAN, RECRUITED INTO THE SEF FOR THE UNIQUE OR EXPERT SPECIALIST

KNOWLEDGE OR EXPERIENCE IN YOUR PARTICULAR FIELD.

YOU WILL NORMALLY COME FROM AN ACADEMIC OR SCIENTIFIC

BACKGROUND BE IT LINGUISTICS, ARCHAEOLOGY, MEDICINE, OR THE

SCIENCES FOR EXAMPLE.

AUTOMATIC SKILLS GRANTED: PISTOLS

SELECT FREE SKILL FROM:+1 VITALITY, DREAMING SPIRES OR

ANY ONE NON-COMBAT SKILL

NO OF EXTRA SKILLS TO SELECT: 3

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ALIENS & FOREIGN CHARACTERS

ALL REQUESTS FOR PLAYING ALIEN (NON EARTH) CREATURES MUST HAVE PRIOR APPROVAL FROM THE PLOT CO-ORDINATOR AND SYSTEM REFEREES. ANY REQUESTS

FOR PLAYING A NON-BRITISH (FOREIGN) CHARACTER HAS TO HAVE PRIOR APPROVAL FROM THE PLOT CO-ORDINATOR, WHO MAY REJECT YOUR REQUEST IF TOO

MANY ARE IN THE SYSTEM.

THE STARGATE PROGRAMME IS PRIMARILY A HUMAN (BRITISH) ORGANISATION AND AS SUCH ALIENS AND CHARACTERS FROM OUTSIDE THE UK ARE RARE AND

THERE IS LIKELY TO BE VERY FEW (IF ANY) IN THE SYSTEM AT ANY ONE TIME.

AS PLAYING AN ALIEN IS A RARE EXCEPTION RATHER THAN A RULE – IT IS EXPECTED THAT THAT THE KIT REQUIREMENTS FOR PLAYERS PLAYING PEOPLE OUTSIDE THE

STANDARD BRITISH SEF MEMBERS ARE HIGHER.

PEOPLE CANNOT SELECT AN ALIEN CREATURE AS THEIR FIRST CHARACTER TO PLAY IN THE STARGATE UNIVERSE AND MUST PLAY A HUMAN FIRST.

Player Character Jaffa

YOU ARE A JAFFA, FORMERLY WORKING FOR A GOA'ULD WHO YOU HAVE TURNED AGAINST.

YOU ARE LIKELY TO BE UNTRUSTED AND MAY HAVE A HARD TIME PERSUADING THOSE WHO YOU WORK WITH THAT YOU'RE ACTUALLY WORKING FOR THE GOOD SIDE.

VITALITY: 4

BODY: 8

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

NO OF SKILLS TO SELECT: 3

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

HUMAN PSYCHOLOGY ARCHAEO-ANTHROPOLOGY THROWN/RANGED WEAPONS

BASIC UNARMED EXPERT UNARMED (REQUIRES BASIC UNARMED) MELEE WEAPONS

+1VITALITY BODYBUILDER EXPERT BODYBUILDER (REQUIRES BODYBUILDER)

MEDIC ANCIENT HISTORY CRAFT IMPROVISED WEAPONS

FISH AND GAME GEOLOGY NAVIGATION

RELIGIOUS STUDIES OCCULT PHILOSOPHY

ASTRONAUT STAFF WEAPON (MELEE) ALIEN TECHNOLOGY USE ZAT'NI'KATEL

PILOT GOA'ULD FIGHTER PILOT GOA'ULD NON FIGHTER

JAFFA ALSO HAVE THE FOLLOWING SPECIAL ABILITIES:

SPECIAL: "REGENERATION" : YOUR HEALING TIMES ARE HALVED

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

DOWNTIMES, PRIMARY / SECONDARY CHARACTERS, DEATH & RETIREMENT

IN GAME YOU CAN HAVE ONE "PRIMARY" CHARACTER, AND ANY NUMBER

OF "SECONDARY" CHARACTERS.

[FOR CURRENT PLAYERS AS OF THE DATE OF THE RULES CHANGE - THE DEFAULT PRIMARY

CHARACTER IS THE EARLIEST CHARACTER THE CREATED. ALL OTHER CHARACTERS ARE SECONDARY

CHARACTERS.]

FOR EACH DOWNTIME PERIOD, YOUR DOWNTIME GOES ON THE

CHARACTER THAT YOU NAMED WHEN BOOKING THE EVENT (NOTE THE

CHARACTER YOU NAME WHEN BOOKING IS THE CHARACTER YOU MUST

INTEND TO PLAY AT THE EVENT) – AND THEY GET ALL THE PARTS OF THE

DOWNTIME : +MAXIMUM VITALITY OR + AP / TRAINING / RESEARCH ETC…

YOU CANNOT SPLIT YOUR DOWNTIME BETWEEN MULTIPLE CHARACTERS.)

IF YOUR PRIMARY CHARACTER DIES OR IS RETIRED, YOU CAN ADD A

NUMBER OF MONTHS OF DOWNTIME EQUAL TO THE AMOUNT OF EVENTS

PLAYED BY THE CHARACTER WHO DIED/RETIRED TO EITHER ONE OF YOUR

SECONDARY CHARACTERS, OR TO A NEW CHARACTER. YOUR NEW

CHARACTER, OR SECONDARY CHARACTER YOU ASSIGN THE DOWNTIMES

TO, BECOMES YOUR NEW PRIMARY CHARACTER.

RETIREMENT IS CONSIDERED PERMANENT, IF YOU RETIRE YOUR CHARACTER,

THIS CHARACTER IS CONSIDERED TO BE REMOVED FROM THE SYSTEM AND

CANNOT BE PLAYED AS A PLAYER CHARACTER AGAIN, BUT MAY BE

AVAILABLE TO THE PLOT CO-ORDINATOR (WITH AGREEMENT FROM THE

ORIGINAL PLAYER).

IF A SECONDARY CHARACTER DIES OR IS RETIRED THEN YOU DO NOT GAIN

ANY BENEFIT TO OTHER CHARACTERS (I.E. IF A SECONDARY CHARACTER

DIES OR IS RETIRED, YOU DO NOT GAIN ANY DOWNTIME BENEFITS TO A

PRIMARY OR SECONDARY CHARACTER).

ON RETIREMENT / DEATH YOUR NEW CHARACTER GAINS BENEFITS BASED

ON THE NUMBER OF DOWNTIMES YOUR PREVIOUS CHARACTER GAINED

+ 1 MONTHS TRAINING (PER DOWNTIME)

OR + 1 FEAT (PER DOWNTIME)

OR + 1 AP (PER 5 DOWNTIMES)

THERE IS A CAP OF A MAXIMUM OF 15 MONTHS DOWNTIME THAT YOU CAN

TRANSFER TO THE NEW CHARACTER.

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Skills

SOME OF THE SKILLS WILL INCLUDE PERFORMING SIMPLE TESTS (WITH QUICK ANSWERS) IN THE FIELD. OTHERS MAY INVOLVE THE CHARACTER SPENDING SOME TIME

WORKING ON THE PROBLEM. SOME SKILLS WILL NEED TO BE USED IN COMBINATION TO PERFORM CERTAIN TASKS OR MEET CERTAIN CHALLENGES. FOR EXAMPLE, IT

WOULD BE NECESSARY TO HAVE NUCLEAR PHYSICS, EXPLOSIVES TRAINING AND ENGINEERING TO DEFUSE NUCLEAR WEAPONS.

SKILL GAME SYSTEM

CERTAIN SKILLS HAVE A SET OF “CARDS” WHICH CAN BE USED TO SOLVE PROBLEMS. THESE CAN BE DOWNLOADED SEPARATELY AND YOU SHOULD ENSURE THAT YOU

HAVE ONE SET OF EACH OF THE SKILLS YOU HAVE. THESE ARE:

COMMUNICATIONS

COMPUTING

ELECTRICAL ENGINEERING

MECHCANICAL ENGINEERING

EXPLOSIVES TRAINING

LARCENY

YOU ARE GIVEN A NUMBER OF CARDS AND A NUMBER (NORMALLY BETWEEN 6 AND 9, DEPENDING ON HOW EXPERIENCED YOU ARE – ALTHOUGH SOME ADVANCED

PERKS ALLOW YOU TO GET HIGHER) MAY BE CHOSEN AND TAKEN OUT WITH YOU ON A MISSION. EVEN IF YOU ARE ON BASE YOU SHOULD HAVE YOUR CHOSEN CARDS

SEPARATE FROM YOUR OTHER CARD – AS IF A PROBLEM IS BEING WORKED ON – IT IS CONSIDERED CHEATING TO SORT OUT YOUR AVAILABLE CARDS IF YOU ARE

CONSIDERING HELPING ON A PROBLEM.

THE CARDS REPRESENT THE EXPERTISE AND ACTIONS REQUIRED BY THE CHARACTER IN ORDER TO SOLVE A PARTICULAR TECHNICAL PROBLEM. WE WOULD

ENCOURAGE THE PLAYER TO ENSURE THAT THEY HAVE SUITABLE PHYS-REPS FOR THE EQUIPMENT REQUIRED, AND THAT THEY PHYSICALLY CARRY OUT THE ACTION

STATED ON THE CARD TO THE BEST OF THEIR ABILITY. THIS WILL ENHANCE THE ATMOSPHERE AND MAINTAIN THE STANDARD OF ROLEPLAY.

A REFEREE WILL HAVE SELECTED A SET OF “PROBLEM CARDS” THAT REPRESENT THE PROBLEMS WITH A PARTICULAR DEVICE. THE REFEREE WILL NORMALLY EXPLAIN

WHAT THE PROBLEM IS (IN ROLE-PLAYING TERMS) AS HE IS PLAYING EACH CARD – AND YOU SHOULD APPROPRIATELY ROLE-PLAY THE EFFECTS OF ANY CARDS WHICH

YOU ARE PLAYING.

IF YOU DO NOT HAVE A CARD THAT CAN OVERCOME THE PROBLEM THEN YOU CANNOT ACHIEVE WHAT YOU ARE TRYING TO ACHIEVE.

OTHER PEOPLE CAN ASSIST TO OVERCOME CERTAIN PROBLEMS, SHOULD YOU BE UNABLE TO DEAL WITH A SPECIFIC PROBLEM CARD. (NOTE – NO MORE THAN TWO

PEOPLE CAN WORK ON ANY ONE PARTICULAR PROBLEM, AND UNLESS YOU HAVE AMBIDEXTERITY YOU CAN ONLY WORK ON ONE PROBLEM AT A TIME)

DIFFERENT CARDS TAKE DIFFERENT AMOUNTS OF TIME IN ORDER TO ACHIEVE THEIR EFFECT.

A COPY OF THE PLAYER CARDS FOR YOU TO PRINT & LAMINATE, ETC. CAN BE FOUND ON THE WEBSITE: HTTP://WWW.STARGATELRP.CO.UK/DOWNLOADS/

SKILL GROUPINGS

SOME SKILLS ARE GROUPED INTO SECTIONS – FOR EXAMPLE, ASTROPHYSICS, MATERIAL SCIENCE AND NUCLEAR PHYSICS ARE GROUPED INTO THE “PHYSICAL

SCIENCES” GROUP – IF YOU WISH TO LEARN ONE OF THESE SKILLS, THEN THE FIRST SKILL TAKES A SET PERIOD OF TIME, ANY SUBSEQUENT SKILL IN THAT AREA HAVE A

REDUCED TRAINING COST.

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Biological Sciences

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

GENETICS

GENETICS IS THE SCIENCE OF HEREDITY AND VARIATION IN LIVING

ORGANISMS. THE STUDY OF DNA, INHERITANCE AND THE GENETIC

BASIS OF DISEASE. THIS IS USEFUL FOR A VARIETY OF TASKS SUCH AS

LOCATING THE NATURE OF DISEASES AND ANTIDOTES, ALIEN TOXINS

AND PARASITES.

HUMAN PHYSIOLOGY

PHYSIOLOGY IS THE STUDY OF THE MECHANICAL, PHYSICAL, AND

BIOCHEMICAL FUNCTIONS OF LIVING ORGANISMS. THE STUDY OF

ANATOMY AND THE INTERACTION OF CELLS. THIS SKILL COMBINES BOTH

HUMAN AND ANIMAL PHYSIOLOGY.

THIS SKILL REDUCES THE TRAINING TIME OF DOCTOR BY 6 MONTHS

BOTANY

BOTANY IS THE STUDY OF PLANT LIFE; BOTANY COVERS A WIDE RANGE

OF SCIENTIFIC DISCIPLINES THAT STUDY PLANTS, ALGAE, AND FUNGI

INCLUDING: STRUCTURE, GROWTH, REPRODUCTION, METABOLISM,

DEVELOPMENT, DISEASES, AND CHEMICAL PROPERTIES AND

EVOLUTIONARY RELATIONSHIPS BETWEEN THE DIFFERENT GROUPS.

PATHOLOGY

PATHOLOGY IS THE STUDY AND DIAGNOSIS OF DISEASE; THIS IS DONE

THROUGH THE EXAMINATION OF ORGANS, TISSUES, BODILY FLUIDS AND

AUTOPSIES. IT ALSO ENCOMPASSES THE RELATED SCIENTIFIC STUDY OF

DISEASE PROCESSES.

Physical Sciences

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

ASTROPHYSICS

THIS INCORPORATES ASTRONOMY, THE CALCULATION OF STELLAR

DISTANCES AND THE EXPLOITATION OF OTHER WORLDS. IT ALSO

INCLUDES STELLAR NAVIGATION AND STELLAR MATTER.

MATERIAL SCIENCE

THE STUDY OF MATERIALS, THEIR PROPERTIES AND USES, INCLUDES

CHEMISTRY AND PHYSICS.

NUCLEAR PHYSICS

THE STUDY OF RADIOACTIVITY, THE FUNDAMENTAL PRINCIPLES OF THE

UNIVERSE, THIS INCLUDES QUANTUM PHYSICS.

EXPLOSIVES TRAINING

YOU ARE AN EXPERT AT MAKING AND DISPOSING A VARIETY OF

DEVICES AIMED AT BLOWING THINGS UP. YOU ARE ALSO CAPABLE OF

KNOWING WHERE TO PLACE THE DEVICE FOR MAXIMUM EFFECT. THIS IS

SOMETIMES USED IN CONJUNCTION WITH OTHER SKILLS TO MAKE

ELABORATE DEVICES.

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT

YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

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Mathematics & Computer Science

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

PURE MATHEMATICS

THE STUDY OF NUMBERS, ALGEBRA, GEOMETRY, STATISTICS AND THE

FLOW OF HOW NUMBERS AFFECT THE WORLD.

ANYONE WITH PURE MATHEMATICS GAINS +1 FLASH OF INSIGHT PER

DAY, THAT CAN BE USED WHEN TRYING TO SOLVE ANY MATHEMATICAL

PROBLEM.

COMMUNICATIONS

THE STUDY OF TELECOMMUNICATIONS, MONITORING, SATELLITE

TECHNOLOGY. THE USE AND MAINTENANCE OF SUCH TECHNOLOGY

AND THE DEVELOPMENT OF NEW SIGNALLING DEVICES. THIS SKILL

COMBINES NATURALLY WITH ELECTRICAL ENGINEERING FOR

DEVELOPMENT OF NEW DEVICES

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT

YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

CIPHERS

CIPHERS IS THE STUDY OF CODES, CRYPTOGRAPHY, HIDDEN

MEANINGS. NORMALLY USED FOR CODE BREAKING.

YOU START OFF WITH “CIPHERS LEVEL 1” – WHICH ALLOWS YOU TO

SOLVE CIPHERS PROBLEMS, AND TO ONCE PER DAY ASK FOR A FULL

TRANSLATION OF A SPECIFIC WORD IN A CIPHER.

YOU CAN UPGRADE TO HIGHER LEVELS OF CIPHERS, WHICH GIVES YOU

MORE TRANSLATIONS PER DAY (AND MAY ALLOW YOU TO SOLVE

MUCH HARDER CIPHERS) BY SPENDING 3 MONTHS DOWNTIME PER

POINT. THERE IS NO LIMIT TO THE AMOUNT OF TIMES IT CAN BE BOUGHT.

COMPUTING

THE STUDY OF COMPUTER SYSTEMS. THIS SKILL ALLOWS YOU TO HACK

INTO OTHER OPERATING SYSTEMS AND DEVELOP NEW SYSTEMS

YOURSELF AS WELL AS COUNTERMEASURES TOWARDS HACKERS.

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT

YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

Engineering

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

MECHANICAL ENGINEERING

THIS DEALS WITH THE DESIGN, MANUFACTURE AND MAINTENANCE OF

MECHANICAL SYSTEMS. THERMODYNAMICS, KINEMATICS, ENERGY

AND WORK. DESIGN OF VEHICLES, INDUSTRIAL EQUIPMENT, ROBOTICS.

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT

YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

ELECTRICAL ENGINEERING

THIS DEALS WITH THE STUDY AND APPLICATIONS OF ELECTRICITY,

ELECTROMAGNETIC FORCES AND ELECTRONICS. ALSO DEALS WITH

POWER, CONTROL SYSTEMS, INTEGRATED CIRCUITS AND CIRCUIT

BOARDS.

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT

YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

CIVIL ENGINEERING

THIS DEALS WITH THE DESIGN, CONSTRUCTION AND MAINTENANCE OF

BUILDINGS, STRUCTURES AND THE ENVIRONMENT – INCLUDING

BRIDGES, ROADS, CANALS, DAMNS, AND AQUEDUCTS. ALSO

SURVEYING AND ENVIRONMENTAL ENGINEERING FALL INTO THIS

CATEGORY.

MILITARY ENGINEERING

THIS IS THE ENGINEER ACTIVITY UNDERTAKEN, REGARDLESS OF

COMPONENT OR SERVICE, TO SHAPE THE PHYSICAL OPERATING

ENVIRONMENT. MILITARY ENGINEERING INCORPORATES SUPPORT TO

MANOEUVRE AND TO THE FORCE AS A WHOLE, INCLUDING MILITARY

ENGINEERING FUNCTIONS SUCH AS ENGINEER SUPPORT TO FORCE

PROTECTION, COUNTER - IMPROVISED EXPLOSIVE DEVICES,

ENVIRONMENTAL PROTECTION, ENGINEER INTELLIGENCE AND

MILITARY SEARCH

A MILITARY ENGINEER CAN USE ONE FLASH OF INSIGHT PER DAY ON AN

ENGINEERING, EXPLOSIVES TRAINING, PROBLEM THAT HE IS WORKING

ON, OR ONCE PER DAY CAN SUPERVISE A REPAIR OR BUILDING

PROJECT THAT INCORPORATES ELECTRICAL OR MECHANICAL

ENGINEERING AND REDUCE THE TIME TAKEN TO PERFORM NON CARD

BASED PROBLEMS ON THAT TASK BY 50% (THIS CAN ONLY OCCUR

ONCE PER PROJECT, IRRESPECTIVE OF THE NUMBER OF MILITARY

ENGINEERS WORKING ON IT)

CHARACTER COUNTS AS IN COVER WHEN USING NON MAN PORTABLE

SUPPORT WEAPONS.

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Archaeo-Anthropology

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

YOU HOLD A QUALIFICATION IN ARCHAEOLOGY OR ANTHROPOLOGY, YOUR UNDERSTANDING OF THE PAST AND THE DEVELOPMENT OF HUMAN SOCIETIES IS

ADVANCED AND PROFOUND. YOU HAVE THE ABILITY TO RECOGNISE THE ARTEFACTS, MYTHS AND CULTURES OF OUR ANCESTORS WHEREVER THEY MAY APPEAR.

CLASSICAL USES OF ARCHAEO-ANTHROPOLOGY ARE THE RECOGNITION OF ALIEN LANGUAGES, RECOGNISING THE CULTURAL ROOTS AND THEREFORE ETHOS OF

AN ALIEN WORLD, HISTORICAL FORENSICS.

THE ARCHAEO-ANTHROPOLOGY SKILL DOES NOT IN AND OF ITSELF GRANT THE ABILITY TO READ ANCIENT LANGUAGES, THIS IS THE PRESERVE OF LINGUISTICS, BUT

DOES CONFER THE ABILITY TO RECOGNISE THE LANGUAGE AND KEY ELEMENTS.

YOU CAN ALSO USE THIS SKILL TO ASSIMILATE INTO A NATIVE CULTURE IF IT’S ONE OF YOUR SPECIALITIES AS IF YOU WERE TRULY A NATIVE, AND YOU ARE ALSO AN

EXPERT IN THE ARTEFACTS OF THESE CULTURES.

CHARACTERS WITH ARCHAEO-ANTHROPOLOGY MUST ALSO SELECT TWO SPECIALIST CULTURES. YOU MAY SELECT ANOTHER TWO CULTURES FOR AN EXTRA SKILL

SELECTION AT CHARACTER GENERATION.

SPECIALITY AREA IDEAS :

EGYPTIAN MESO AMERICAN/ MAYAN CELTIC

GRECO/ROMAN NATIVE AMERICAN INDIAN MIDDLE EASTERN

FAR EAST INDO-ARYAN GERMANIC/EUROPEAN

YOU MAY ALSO PICK ANY OTHER REGION YOU WISH, THE ABOVE ARE JUST EXAMPLES.

ONCE PER MISSION, AFTER A PERIOD OF STUDYING A NATIVE CULTURE, YOU CAN GAIN AN INSIGHT INTO THE CULTURE AS IF YOU HAD USED A FLASH OF INSIGHT

FEAT

Human Psychology

9 MONTHS

YOU POSSESS A PROFESSIONAL QUALIFICATION IN PSYCHOLOGY. YOU HAVE SPENT TIME UNDERSTANDING AND LEARNING TO TREAT THE HUMAN MIND, ENABLING

YOU TO OFFER COUNSELLING, UNDERSTAND AND ANTICIPATE ACTIONS AND ANALYSE THE DYSFUNCTIONAL.

HUMAN PSYCHOLOGY IS ONLY EFFECTIVE ON HUMANS AND JAFFA (OF HUMAN DESCENT).

SAMPLE USES OF PSYCHOLOGY ARE TO PREVENT POST-TRAUMATIC STRESS, PREDICT THE ACTIONS OF A FRIEND OR FOE, OR PUSH PEOPLE TO THE EDGE.

AFTER ROLE-PLAYING WITH SOMEONE FOR AT LEAST FIVE MINUTES, 3 TIMES PER MISSION YOU CAN :

SEE WHETHER SOMEONE’S LAST STATEMENT WAS A LIE

SEE WHETHER SOMEONE IN THE GENERAL CONVERSATION IS CONCEALING SOMETHING

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

DETECT THEIR CURRENT EMOTIONAL STATE.

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

DETECT SOMEONE’S PSYCHOLOGICAL FLAWS.

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

YOU CAN PURCHASE OTHER PSYCHOLOGY AREAS AT THE COST OF 5 MONTHS DOWNTIME EACH (BUT YOU MUST HAVE SPENT TIME STUDYING AND INTERACTING

WITH THEM), IF YOU HAVE THE APPROPRIATE ALIEN CULTURE SKILL THEN THIS TIME IS REDUCED BY 3 MONTHS. EXAMPLES OF OTHER SPECIALITY AREAS ARE "GOA'ULD

PSYCHOLOGY", "ASGARD PSYCHOLOGY", "ANCIENT PSYCHOLOGY", "UNAS PSYCHOLOGY"

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Linguistics

6 MONTHS PER LANGUAGE FAMILY

THE LINGUISTICS SKILL IS THE ABILITY TO SPEAK A LANGUAGE OTHER THAN YOUR OWN. EACH LANGUAGE FAMILY YOU CHOOSE GIVES YOU ACCESS TO A RANGE

OF LANGUAGES - YOU SHOULD PICK A LANGUAGE FAMILY FROM BELOW :

GERMANIC : GERMAN, SAXON, SWEDISH, YIDDISH CELTIC : WELSH, GAELIC, MANX, OGHAM

ITALIC : LATIN, ITALIAN, SPANISH, FRENCH, ENGLISH INDO-ARYAN : PUNJAB, HINDI, BAGHELI, SANSKRIT

SLAVIC : RUSSIAN, SERBIAN, CZECH, UKRANIAN EGYPT IAN : COPTIC, EGYPTIAN ARABIC, NUBIAN

SEMITIC : ARABIC, HEBREW, SYRIAC, ARAMAIC CARIB : YABARANA, COYAIMA, BAKAIRI

TRANS-NEW GUINEA : JAVANESE, MALAY NIGER-CONGO : TEGALI, DOGON, PAPEL

JAPANESE : JAPANESE, YORON, KIKAI UTO-AZTECAN : HOPI, MAYO, NAHUATL

SINO-TIBETAN : MANDARIN, TAMANG, TIBETAN

Maximum Vitality

CANNOT BE PURCHASED DURING DOWNTIME

+1 MAXIMUM VITALITY

MAY BE TAKEN BY INTELLIGENCE ANALYSTS, CIVILIAN AND MILITARY

SPECIALISTS AT CHARACTER GENERATION ONLY.

+2 MAXIMUM VITALITY

MAY BE TAKEN BY MILITARY SOLDIERS AND INTELLIGENCE OPERATIVES

AT CHARACTER GENERATION ONLY.

Medical Skills

MEDIC

3 MONTHS

THE CHARACTER IS A TRAINED MEDIC, AND CAN PERFORM SIMPLE

TASKS IN THE FIELD SUCH AS STABILISING CASUALTIES.

PARAMEDIC

6 MONTHS REQUIRES : MEDIC

THE CHARACTER IS A TRAINED FIELD PARAMEDIC, AND CAN PERFORM

COMPLICATED TASKS IN THE FIELD, INCLUDING TACKLING EXTENSIVE

DAMAGE

DOCTOR

24 MONTHS REQUIRES : PARAMEDIC

IF YOU TAKE THE DOCTOR SKILL, YOU AUTOMATICALLY GAIN THE

BIOLOGY SKILL : HUMAN PHYSIOLOGY.

YOU ARE A TRAINED DOCTOR WITH THE FULL RANGE OF DOCTORAL

SKILLS AVAILABLE, INCLUDING SURGERY AND LABORATORY WORK

SKILLS.

YOU WILL NORMALLY SPECIALISE INTO ONE OF TWO AREAS – BEING A

CONSULTANT WHICH INVOLVES MEDICAL CARE IN MEDICAL BAYS, AND

BEING A BATTLEFIELD SURGEON WHICH INVOLVES SAVING LIVES IN THE

FIELD OF BATTLE.

TRAINING TIME IS REDUCED BY 6 MONTHS IF YOU HAVE HUMAN

PHYSIOLOGY

MEDICAL SPECIALIST AREAS

6 MONTHS REQUIRES : DOCTOR

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

ALLOWING THEM TO GO ABOVE AND BEYOND ON A VARIETY OF

TECHNIQUES. WHILE THESE ARE ALL COVERED UNDER THE GENERIC

“DOCTOR” SKILL – LEARNING SPECIALITIES WILL ALLOW TO YOU DO

MORE UNDER A REFEREE’S DISCRETION WHEN SOMETHING IN YOUR

SPECIALITY AREA OCCURS : EVERY TIME YOU PICK THIS YOU GET ONE OF

THE FOLLOWING :

CARDIOTHORACIC

HAEMATOLOGY

INFECTIOUS DISEASES

ONCOLOGY

SPECIFIC ALIEN PHYSIOLOGY - ALIEN

PLASTIC SURGERY

PROCTOLOGY

NEUROSURGERY

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Unarmed, Melee & Ranged Combat

MELEE WEAPONS

5 MONTHS

YOU ARE CAPABLE OF USING MELEE WEAPONS SUCH AS SWORDS,

DAGGERS, POLE ARMS, FIXED BAYONETS. THIS DOES NOT ALLOW THE

USE OF ALIEN EXOTIC MELEE WEAPONS.

THROWN / RANGED WEAPONS

7 MONTHS

YOU ARE CAPABLE OF USING BOWS, CROSSBOWS, THROWN

DAGGERS, SHURIKEN, BLOW PIPES AND OTHER THROWN AND RANGED

WEAPONS. THIS DOES NOT ALLOW THE USE OF ALIEN EXOTIC THROWN /

RANGED WEAPONS.

YOU ARE ALSO CAPABLE OF USING HAND GRENADES

BASIC UNARMED COMBAT

3 MONTHS

YOU ARE GOOD TO BRAWLING. YOU GAIN THE FOLLOWING ABILITIES :

STRIKE (UNLIMITED):YOU CAUSE SINGLE DAMAGE.

EXPERT UNARMED COMBAT

7MONTHS REQUIRES : BASIC UNARMED

YOU ARE AN EXPERT IN FIGHTING WITHOUT WEAPONS. YOU GAIN THE

FOLLOWING ABILITIES :

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

“KNOCKDOWN”

STRIKE (UNLIMITED):YOU CAUSE SINGLE DAMAGE TO THE

TARGET.

GRAPPLE (3 TIMES PER MISSION) : YOU CAN HOLD THE

TARGET FOR 10 SECONDS

THROW (3 TIMES PER MISSION): YOU CALL SINGLE

KNOCKDOWN; THE TARGET MUST ROLE-PLAY BEING THROWN

AWAY FROM YOU AND KNOCKED DOWN.

BREAK HOLD (3 TIMES PER MISSION): YOU CALL “BREAK

HOLD” AND YOUR OPPONENT MUST RELEASE YOU FROM A

GRAPPLE, OR YOU CAN RESIST A THROW AS YOU’VE BROKEN

THEIR HOLD.

CHOKE (REQUIRES FEATS) : YOU CAN RENDER A PERSON

UNCONSCIOUS.

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

WEAPON

Firearm Skills

PISTOLS

1 MONTH

THIS SKILL IS AUTOMATICALLY GRANTED TO ALL HUMAN CHARACTERS.

YOU ARE CAPABLE OF USING A PISTOL.

ADVANCED PISTOLS

2 MONTHS REQUIRES : PISTOLS

YOU ARE CAPABLE OF USING HEAVY PISTOLS AND TASERS.

SMALL ARMS

2 MONTHS REQUIRES : PISTOLS

THIS SKILL IS AUTOMATICALLY GRANTED TO ALL MILITARY CHARACTERS.

YOU ARE CAPABLE OF USING SMALL ARMS – EXAMPLES OF THESE ARE

ASSAULT RIFLES, SHOTGUNS, SNIPER RIFLES AND SUB MACHINE GUNS.

YOU ARE ALSO CAPABLE OF USING HAND GRENADES AND UNDER-

WEAPON GRENADE LAUNCHERS.

SUPPORT WEAPONS

4 MONTHS REQUIRES : SMALL ARMS

YOU ARE CAPABLE OF USING A VARIETY OF SUPPORT WEAPONS,

ROCKET LAUNCHERS OR HEAVY STYLE MACHINE GUNS.

YOU ARE CAPABLE OF USING SUPPORT WEAPONS – EXAMPLES OF

THESE ARE THE M249 LIGHT MACHINE GUN, AUTOMATIC SHOTGUNS.

AND ANTI-MATERIAL WEAPONS.

SNIPER TRAINING

7 MONTHS REQUIRES : SMALL ARMS

YOU ARE CAPABLE OF PURCHASING AND USING THE SNIPER SHOT FEAT

AND ASSOCIATED PERKS.

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Specialist Skills

DREAMING SPIRES

CANNOT BE PURCHASED DURING

DOWNTIME REQUIRES : CIVILIAN

YOU HAVE ACCESS TO THE BEST RESEARCH ESTABLISHMENTS IN THE

WORLD, AND THE LIBRARY CARD TO PROVE IT.

YOU ARE A VERY WELL-KNOWN ACADEMIC, DURING DOWNTIME YOU

TEND TO LEARN PIECES OF INFORMATION FROM THE WORLD OF

ACADEMIA, THIS CAN BE INFORMATION AROUND NEW TECHNOLOGY

DISCOVERIES OR PROCEDURES, OR CAN BE ACADEMIA RUMOURS

WHICH MAY BE HELPFUL TO YOUR CHARACTER.

YOU CAN ALSO DECIDE TO USE THIS TO HELP YOURSELF OR SOMEONE

ELSE GAIN AN NPC TEACHER FOR A STANDARD OR BASIC SKILL. THIS

NEEDS TO BE PLACED IN YOUR DOWNTIME IF YOU ARE DOING SO.

SKILLS THAT CAN BE LEARNT WITH DREAMING SPIRES : ANCIENT

HISTORY, BIO ENGINEERING, FORENSICS, MODERN HISTORY, OCCULT

STUDIES, PHILOSOPHY, POLITICS, RELIGIOUS STUDIES, VETERINARY

SCIENCE, ANY OF THE BIOLOGICAL SCIENCE, PHYSICAL SCIENCE,

MATHEMATICS & COMPUTER SCIENCE OR ENGINEERING SKILLS,

ARCHAEO-ANTHROPOLOGY, LINGUISTICS, HUMAN PSYCHOLOGY,

MEDIC, PARAMEDIC, DOCTOR, BASIC BIOLOGY, BASIC BOTANY,

BASIC CHEMISTRY, BASIC COMPUTERS, BASIC GEOLOGY, BASIC

LANGUAGE, BASIC MATHEMATICS, BASIC PHYSICS, BASIC

ENGINEERING, BASIC ZOOLOGY.

EXPERIMENTAL KIT

CANNOT BE PURCHASED DURING

DOWNTIME

REQUIRES : MILITARY SOLDIER,

MILITARY SPECIALIST OR

INTELLIGENCE OPERATIVE

YOU ARE EXPECTED TO TEST A VARIETY OF TECHNOLOGY THAT HAS

ALREADY BEEN INVENTED.

THIS LEASES A PIECE OF EQUIPMENT, DRUGS, VEHICLE, LATEST WILD

DEVICE TO YOUR CHARACTER FOR A PERIOD OF TIME. THESE

TECHNOLOGIES ARE BEING TESTED WITH POSSIBILITY OF BECOMING

"STANDARD EQUIPMENT" AND ARE IN A WIDE VARIETY OF STAGES OF

DEVELOPMENT.

THESE PIECES OF EQUIPMENT MAY HAVE FLAWS WHICH YOU HAVE TO

WORK AROUND, OR MAY HAVE SIDE EFFECTS BOTH POSITIVE AND

NEGATIVE AND YOU DON’T KNOW UNTIL YOU TEST THE ITEM WHAT IT IS

THAT IS GOING TO BE, ALTHOUGH ITEMS TEND TO BE MORE GEARED TO

EACH INDIVIDUAL CHARACTER – ESPECIALLY THE MORE EXPERIENCED

THE CHARACTER THE MORE DANGEROUS AND MORE EXCITING THE

ITEM.

THE ADVANTAGE OF THE SKILL IS THAT YOU ARE ALWAYS AT THE

CUTTING EDGE OF TECHNOLOGY AND HAVE THE OPPORTUNITY TO

PLAY WITH SOME ADVANCED, ALBEIT DANGEROUS, ITEMS.

INSIDER INFORMATION

CANNOT BE PURCHASED DURING

DOWNTIME

REQUIRES : MILITARY SPECIALIST

OR INTELLIGENCE ANALYST

YOU CAN CHOOSE TO USE YOUR INSIDER INFORMATION IN A GENERAL

MANNER DURING DOWNTIME, WHICH INVOLVES JUST GENERAL

LISTENING IN TO INFORMANTS, GOSSIP IN THE CANTEEN OR ANY OTHER

SUCH WAYS OF GETTING INFORMATION - THIS WILL GIVE YOU

INFORMATION ABOUT THE CURRENT SOCIO-POLITICAL WORKINGS,

RUMOURS, INTELLIGENCE AND OTHER SNIPPETS OF INFORMATION

WHICH MAY OR MAY NOT BE OBVIOUS AND MAY OR MAY NOT BE

RELEVANT TO THE NEXT EVENT.

YOU CAN ALSO USE THIS IN A TARGETED WAY - YOU CAN CHOOSE

RATHER THAN TO USE THIS IN A GENERAL MANNER, CHOOSE A SPECIFIC

PERSON OR ORGANISATION TO GATHER INFORMATION ON - YOU THEN

GAIN MUCH MORE SPECIFIC INFORMATION ON THE PERSON OR

ORGANISATION, BUT THE DOWNSIDE TO THIS IS THAT DEPENDING ON

HOW WELL CONNECTED THE PERSON IS, YOU MAY FIND SOMEONE

USING THIS FEAT BACK AT YOU TO SEW DISINFORMATION.

THIS SKILL WORKS DIFFERENTLY FOR EACH CHARACTER AND DEPENDS

ON THEIR BACKGROUND AS TO HOW THEY GO ABOUT GETTING THEIR

INFORMATION.

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Veteran Skills

VETERAN SKILLS ARE SKILLS WHICH ARE NOT AS WIDE RANGING AS THE MAIN SKILL SET, BUT HAVE THEIR USES AND ADD FLAVOUR TO CHARACTERS, AND YOU NEVER

KNOW WHEN THESE SKILLS ARE GOING TO COME INTO PLAY. THERE ARE ALSO ALIEN TECHNOLOGY SKILLS WHICH YOU CAN PICK UP AFTER YOU’VE HAD EXPERIENCE

WITH ALIEN TECHNOLOGY IN GAME. DURING CHARACTER GENERATION YOU CAN TAKE TWO OF THESE VETERAN SKILLS INSTEAD OF ONE OF THE FULL SKILLS – BUT YOU

CAN ONLY SELECT FROM THE LIST WHICH STATES (+CHARGE)

Earth Based Skills

ASTRONAUT(+CHARGE)

6 MONTHS

YOU ARE ADEPT AT PILOTING SPACE CRAFT AND AT ZERO-G

MANOEUVRING – GIVING YOU A DISTINCT ADVANTAGE WHEN IN

SPACE, OR OTHER SUCH ENVIRONMENTS

ARMOURER(+CHARGE)

6 MONTHS

YOU ARE CAPABLE OF REPAIRING DAMAGED ARMOUR, AND

DAMAGED WEAPONS AS LONG AS YOU HAVE A TOOLKIT AND SUPPLIES

– IT TAKES 10 MINUTES TO REPAIR ONE POINT OF ARMOUR. YOU ARE

ALSO CAPABLE OF RESEARCHING NEW ARMOUR AND WEAPONS. YOU

CAN CRAFT SPECIAL AMMUNITION (WITH THE RELEVANT MACHINERY) –

SUCH AS SILVER BULLETS, OR SPECIFIC CALIBRE BULLETS AND

REWORKING AMMUNITION. THIS ALSO COVERS WEAPONS SUCH AS

BOWS AND ARROWS AS WELL AS SMITHING MELEE WEAPONS

ANCIENT HISTORY(+CHARGE)

3 MONTHS

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

KNOWLEDGE OF THE MAIN EVENTS THAT OCCURRED DURING THIS TIME.

BARRACK ROOM LAWYER(+CHARGE)

3 MONTHS

YOU ARE AN EXPERT AT MILITARY LAW AND DISCIPLINE, AND OFTEN GET

CALLED IN BY SOLDIERS AND OTHER SERVICE PERSONNEL WHO NEED

REPRESENTING IN ORDER TO PROMOTE THEIR CASES.

BIO ENGINEERING(+CHARGE)

9 MONTHS REQUIRES : DOCTOR OR A BIOLOGICAL SCIENCE SKILL

YOU ARE AN EXPERT AT BIO-ENGINEERING, A SCIENCE WHICH COVERS

BOTH ENGINEERING AND BIOLOGY – INCLUDING GENETIC

ENGINEERING, MODIFICATION OF PLANTS AND TISSUE ENGINEERING.

THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 3 MONTHS IF YOU

HAVE A PHYSICAL SCIENCE SKILL.

BODYBUILDER (BASIC)(+CHARGE)

3 MONTHS

YOU HAVE SPENT A LONG TIME IN THE GYMNASIUM AND HAVE HONED

YOUR BODY. BUT THIS COMES WITH A PRICE, AND YOU HAVE TO

MAINTAIN YOUR BULK

YOU GAIN +1 TO YOUR BODY HITS, AS LONG AS YOU SPEND 1 MONTH

EVERY DOWNTIME IN THE GYM MAINTAINING THIS SKILL.

BODYBUILDER (EXPERT)(+CHARGE)

3 MONTHS REQUIRES : BODYBUILDER (BASIC)

YOU HAVE SPENT A LONG TIME IN THE GYMNASIUM TO THE EXCLUSION

OF EVERYTHING ELSE – AND HAVE HONED YOUR BODY TO THE PEAK OF

PERFECTION.

BUT PERFECTION COMES WITH A PRICE, AND YOU HAVE TO BE TOTALLY

COMMITTED TO MAINTAIN YOUR BULK

YOU GAIN +3 TO YOUR BODY HITS (THIS REPLACES, AND DOES NOT

STACK WITH BODYBUILDER BASIC), AS LONG AS YOU SPEND 2 MONTHS

EVERY DOWNTIME IN THE GYM MAINTAINING THIS SKILL. (LEARNING THIS

ALSO COUNTS AS ‘UPKEEP’ ON BODYBUILDER DURING LEARNING)

CATERING(+CHARGE)

3 MONTHS

YOU ARE AN EXPERT AT FIELD CATERING; YOU CAN COOK, FOR

PEOPLE, IN THE FIELD, USING INGREDIENTS AND THINGS.

CYBERNETICS (BASIC)

4 MONTHS

REQUIRES : DOCTOR, BIO-ENGINEERING,

MECHANICAL ENGINEERING, ELECTRICAL

ENGINEERING, COMPUTING

YOU ARE AN EXPERT AT CYBERNETIC CONTROL SYSTEMS, AND HOW

THEY INTERFACE WITH THE HUMAN BODY – YOU ARE CAPABLE OF

DEVELOPING SIMPLE CYBERWEAR THAT CAN DO SIMPLE TASKS

CYBERWEAR CREATED FOR PLAYER CHARACTERS NEED TO BE

APPROVED BY BOTH THE PLOT CO-ORDINATOR AND SYSTEM REFEREES

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CYBERNETICS (ADVANCED)

6 MONTHS REQUIRES : CYBERNETICS (BASIC), BASIC

NANOTECHNOLOGY

YOU ARE AN EXPERT AT CYBERNETIC CONTROL SYSTEMS, AND HOW

THEY INTERFACE WITH THE HUMAN BODY – YOU ARE CAPABLE OF

DEVELOPING SIMPLE CYBERWEAR THAT CAN DO COMPLEX TASKS AND

MAY EVEN PASS FOR LIFE LIKE IN CERTAIN CIRCUMSTANCES

CYBERWEAR CREATED FOR PLAYER CHARACTERS NEED TO BE

APPROVED BY BOTH THE PLOT CO-ORDINATOR AND SYSTEM REFEREES

EARTH TECHNOLOGY - CRYSTALS

3 MONTHS

REQUIRES : COMMUNICATIONS AND ELECTRICAL

ENGINEERING AND PLAYER CHARACTER TEACHER (TO

START LEARNING THE SKILL)

YOU ARE CAPABLE OF FIXING, REPAIRING, GROWING AND

UNDERSTANDING EARTH BASED CRYSTAL TECHNOLOGY AND APPLYING

THEM TO DAY TO DAY TECHNOLOGIES.

THIS GRANTS THE ELECTRICAL ENGINEERING CARD : SPARE CRYSTAL

AND CONTROLLER AND THE COMMUNICATIONS CARD – EARTH

RESONANT CRYSTAL.

FISH AND GAME(+CHARGE)

3 MONTHS

YOU ARE AN EXPERT HUNTER, YOU ARE CAPABLE OF FINDING FOOD,

WATER, SHELTER WHILE YOU’RE IN THE WILDERNESS; YOU’RE ALSO

GOOD AT CAPTURING SMALL ANIMALS AND FISHING.

FORENSICS(+CHARGE)

3 MONTHS

YOU HAVE WATCHED ENOUGH QUINCY AND CSI TO BE ABLE TO

UNDERSTAND THE BASICS OF FORENSIC SCIENCE.

YOU CAN ALSO USE FORENSICS IN CONJUNCTION WITH OTHER SKILLS

YOU HAVE TO ENABLE YOU TO INTERPRET THE INFORMATION

ACCORDING TO YOUR PARTICULAR SPECIALISM’S, I.E. PHYSICS,

GENETICS, MEDICINE, ARCHAEOLOGY ETC…

INTERROGATOR(+CHARGE)

3 MONTHS

YOU ARE KNOWLEDGEABLE IN THE AREA OF INTERROGATION - AS A

SUBSET OF PSYCHOLOGY YOUR KNOWLEDGE IS BASED IN THAT ONE

SPECIFIC AREA.

YOU CAN ONCE PER SCENE WHEN ACTIVELY INTERROGATING

SOMEONE (AND YOU ARE IN A POSITION OF POWER OVER THEM)

FORCE THEM TO ANSWER ONE QUESTION TRUTHFULLY.

LARCENY(+CHARGE)

3 MONTHS

YOU HAVE THE ABILITY TO PICK LOCKS, BYPASS SIMPLE SECURITY

MEASURES, HOTWIRE CARS, OPEN LOCKED DOORS ETC… THIS DOES

NOT CONFER THE ABILITY TO BYPASS HIGH TECH ALIEN SECURITY.

THIS SKILL USES THE CARD GAME RULES – YOU SHOULD ENSURE THAT

YOU HAVE A SET OF CARDS PRINTED OUT BEFORE THE EVENT.

MODERN HISTORY(+CHARGE)

3 MONTHS

YOU HAVE READ UP ON MODERN (1800-PRESENT DAY) HISTORY,

AND HAVE A BASIC KNOWLEDGE OF THE MAIN EVENTS THAT

OCCURRED DURING THIS TIME.

NANOTECHNOLOGY (BASIC)

3 MONTHS REQUIRES : ELECTRICAL ENGINEERING AND

COMMUNICATIONS AND COMPUTING

YOU ARE AT THE ENTRY LEVEL OF NANOTECHNOLOGY, MORE

SPECIFICALLY THE NANOTECHNOLOGY THAT THE SEF HAS DEVELOPED

OVER THE YEARS – AS SUCH YOU CAN REDUCE THE TIME TAKEN TO USE

ANY HACKING, COMMUNICATIONS AND ELECTRICAL ENGINEERING

CARD TASKS BY 1/3RD.

BUT AS YOU’RE USING NANITES TO PERFORM THIS TASK, THERE MAY BE

TIMES WHEN THIS CAN BE USED AGAINST YOU…

NANOTECHNOLOGY (ADVANCED)

4 MONTHS REQUIRES : BASIC NANOTECHNOLOGY AND MATERIAL

SCIENCE AND NUCLEAR PHYSICS

YOU HAVE BECOME AN EXPERT AT USING NANOTECHNOLOGY

YOU ARE AN EXPERT AT NANOTECHNOLOGY, MORE SPECIFICALLY THE

NANOTECHNOLOGY THAT THE SEF HAS DEVELOPED OVER THE YEARS –

AS SUCH YOU CAN REDUCE THE TIME TAKEN TO USE ANY HACKING,

COMMUNICATIONS AND ELECTRICAL ENGINEERING CARD TASKS BY

1/2. THIS DOES NOT STACK WITH BASIC NANOTECHNOLOGY.

BUT AS YOU’RE USING NANITES TO PERFORM THIS TASK, THERE MAY BE

TIMES WHEN THIS CAN BE USED AGAINST YOU…

NAVIGATION(+CHARGE)

3 MONTHS

YOU ARE A SKILLED NAVIGATOR, ON LAND, ON SEA OR IN THE AIR.

GIVEN A COMPASS, A MAP, OR JUST THE NIGHT SKY (OR A GPS

READER) YOU CAN FIND YOUR WAY FROM POINT A TO POINT B

OCCULT STUDIES(+CHARGE)

3 MONTHS

YOU ARE KNOWLEDGEABLE IN A VARIETY OF OCCULT PRACTICES, THEIR

BELIEFS AND THEIR HISTORICAL SIGNIFICANCE.

PHILOSOPHY(+CHARGE)

3 MONTHS

YOU HAVE STUDIED THE ART OF THOUGHT, FROM THE GREEK

PHILOSOPHERS TO MODERN ETHICISTS.

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POLITICS(+CHARGE)

3 MONTHS

YOU UNDERSTAND THE BASICS OF THE POLITICAL SYSTEM, AND THE

BACK OFFICE POLITICS THAT OCCUR BEHIND THE SCENES.

QUANTUM COMPUTING

6 MONTHS REQUIRES : COMPUTING (10 CARDS) AND PLAYER

CHARACTER TEACHER (TO START LEARNING THE SKILL)

YOU HAVE LEARNT HOW TO MAKE QUANTUM COMPUTER

PROGRAMMING PART OF YOUR DAY TO DAY EXISTENCE – YOU GAIN A

SECOND HAND OF COMPUTING CARDS (STARTING AT 1 CARD)

CALLED “QUANTUM COMPUTING CARDS” WHICH ARE SIGNIFICANTLY

QUICKER THAN THEIR RESPECTIVE COMPUTING CARDS, BUT WORK ON

MUCH NARROWER PROBLEM TYPES…

YOU CAN INCREASE YOUR QUANTUM COMPUTING HAND SIZE THE

SAME AS YOU CAN OTHER CARD SKILLS, BY SPENDING 1MONTH IN A

DOWNTIME (MAX 1 PER DOWNTIME) TO INCREASE HAND SIZE UP TO A

MAXIMUM OF 9.

YOU CAN USE A MAXIMUM OF YOUR QUANTUM COMPUTING HAND

SIZE / 2 ON EACH PROBLEM (ROUND UP) – SO IF YOU HAVE QUANTUM

COMPUTING (4 CARDS) YOU CAN ONLY USE 2 OF THESE ON ANY ONE

PROBLEM.

THIS SKILLS IS NOT AFFECTED BY THE MORE PROGRAMS FEAT OR THE

PRACTICED HACKER FEAT, AND THERE IS NO ASSOCIATED AP FOR THIS

SKILL.

RELIGIOUS STUDIES(+CHARGE)

3 MONTHS

YOU ARE KNOWLEDGEABLE IN THE MAJOR RELIGIONS, THEIR BELIEFS

AND THEIR PRACTICES.

SPACESHIP SYSTEMS

3 MONTHS REQUIRES : MECHANICAL ENGINEERING AND

ELECTRICAL ENGINEERING AND NUCLEAR PHYSICS

YOU ARE CAPABLE OF DESIGNING, FIXING, DEVELOPING

TECHNOLOGIES ON-BOARD EARTH DESIGNED SPACESHIPS

STAY WITH ME

3 MONTHS REQUIRES : 10 VITALITY

YOU CAN TAKE ONE OTHER CHARACTER “UNDER YOUR WING” AND

WHILE YOU ARE ACTIVELY LEADING THEM OR PROTECTING THEM, AND

YOU ARE WITHIN 50 FEET (AND LINE OF SIGHT) OF THEM, THEY GAIN +4

TO THEIR MAXIMUM VITALITY. THIS VITALITY INCREASE CANNOT TAKE

THEIR MAXIMUM VITALITY ABOVE YOUR MAXIMUM VITALITY

YOU CAN SPEND 2 MONTHS GAINING EXTRA PEOPLE ADDED TO YOUR

STAY WITH ME (THERE IS NO MAXIMUM TO THE AMOUNT OF TIMES YOU

CAN PURCHASE THIS SKILL)

SUBSPACE COMMUNICATIONS

4 MONTHS REQUIRES : COMPUTING AND COMMUNICATIONS

YOU ARE CAPABLE OF DESIGNING, FIXING, DEVELOPING AND USING

SUBSPACE COMMUNICATIONS DEVICES AS LONG AS THEY ARE OF A

TECHNOLOGY YOU ARE CONVERSANT WITH.

TAXIDERMY(+CHARGE)

3 MONTHS

YOU CAN STUFF ANIMALS, AND PEOPLE.

VETERINARY SCIENCE(+CHARGE)

9 MONTHS

YOU KNOW HOW TO TREAT ANIMALS. THIS SKILL AIDS IN ANIMAL BASED

TREATMENT AND CARE, YOU ARE CAPABLE OF HELPING AND HEALING

INJURED CREATURES, AND A LITTLE KNOWLEDGE ABOUT NATURAL

ANIMAL BEHAVIOUR.

THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 3 MONTHS IF YOU

HAVE PARAMEDIC, AND 6 MONTHS IF YOU HAVE DOCTOR.

XENO COOKERY

3 MONTHS REQUIRES : FISH & GAME

YOU ARE CAPABLE OF COOKING AN EXOTIC MEAL FROM ALIEN FLORA

AND FAUNA, THE MEAL WILL GENERALLY BE EDIBLE ALTHOUGH AS

ALWAYS SOME PEOPLE MAY NOT FIND IT EXACTLY TO THEIR TASTES

XENO ZOOLOGY

9 MONTHS REQUIRES : FISH & GAME OR VETERINARY SCIENCE

YOU KNOW THE BASICS OF WHAT MAKES ALIEN FLORA AND FAUNA

TICK, THIS SKILL ALLOWS YOU TO MAKE EDUCATED GUESSES ABOUT THE

MOTIVES AND HABITS OF NON-SENTIENT ALIEN CREATURES.

IF YOU HAVE BASIC ZOOLOGY THIS IS REDUCED BY 3 MONTHS

TRAINING AND IF YOU HAVE VETERINARY SCIENCE IT IS REDUCED BY 6

MONTHS TRAINING (ONLY ONE OF THESE CAN BE USED TO REDUCE THE

TIME)

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Basic Skills

THESE SKILLS ARE MINOR VERSIONS OF FULL SKILLS, WHICH CAN ASSIST IN THE TRAINING OF OTHER SKILLS (LISTED NEXT TO THEIR TRAINING TIME) BY 3 MONTHS . ONCE

YOU HAVE USED A BASIC SKILL TO DECREASE THE TRAINING REQUIREMENT OF A FULL SKILL, YOU CANNOT USE THAT BASIC SKILL TO DECREASE THE TRAINING TIME OF

ANY OTHER SKILL. THEY REPRESENT A BASIC GROUNDING IN THOSE AREAS.

IF SOMEONE IS TEACHING THE FULL SKILL WHICH RELATES TO A BASIC SKILL, YOU CAN CHOOSE IF YOU WISH TO LEARN THE FULL SKILL, OR THE BASIC SKILL FROM THAT

TRAINING COURSE. (NOTE MATERIAL SCIENCE WHICH RELATES TO A NUMBER OF THESE SKILLS WHEN TRAINED ONLY GOES TOWARDS LEARNING ONE OF THE BASIC

SKILLS, NOT ALL THREE)

WHEN YOU GAIN THE FULL SKILL, YOU DO NOT ADD THE 1 CARD FROM THE BASIC SKILL TO YOUR LOAD-OUT, THE FULL SKILL’S NUMBER OF CARDS REPLACES THE 1

CARD FROM THE BASIC… BUT IF THE BASIC SKILL GIVES YOU CARDS TO OTHER AREAS THEN YOU KEEP THOSE 1 CARDS TO THE OTHER AREAS.

BASIC BIOLOGY(+CHARGE)

3 MONTHS [REDUCES GENETICS, PATHOLOGY OR PHYSIOLOGY]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF BIOLOGY

BASIC BOTANY(+CHARGE)

3 MONTHS [REDUCES BOTANY]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF BOTANY

BASIC CHEMISTRY(+CHARGE)

3 MONTHS [REDUCES MATERIALS]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF CHEMISTRY

BASIC COMPUTERS(+CHARGE)

3 MONTHS [REDUCES COMPUTING OR COMMUNICATIONS]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF COMPUTER SCIENCE.

YOU GAIN THE ABILITY TO USE ONE CARD FROM COMPUTING AND

ONE CARD FROM COMMUNICATIONS WHEN PREPARING FOR A SKILL

GAME.

BASIC ENGINEERING(+CHARGE)

3 MONTHS [REDUCES MECH, ELEC, MILITARY OR CIVIL ENGINEERING]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF ENGINEERING

YOU GAIN THE ABILITY TO USE ONE CARD FROM MECHANICAL

ENGINEERING AND ONE CARD FROM ELECTRICAL ENGINEERING WHEN

PREPARING FOR A SKILL GAME.

BASIC EXPLOSIVES TRAINING(+CHARGE)

3 MONTHS [REDUCES EXPLOSIVES TRAINING]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF EXPLOSIVES &

DEMOLITIONS. YOU CAN ONLY USE C4 & CLAYMORES.

YOU GAIN THE ABILITY TO USE ONE CARD FROM EXPLOSIVES TRAINING

WHEN PREPARING FOR A SKILL GAME.

BASIC GEOLOGY(+CHARGE)

3 MONTHS [REDUCES MATERIALS OR ARCHAEO-ANTHROPOLOGY]

YOU HAVE A GOOD UNDERSTANDING OF ROCKS, MINERALS AND

LANDSCAPES.

BASIC LANGUAGE(+CHARGE)

3 MONTHS [REDUCES SPECIFIC LANGUAGE FAMILY]

YOU HAVE LEARNT TO SPEAK ONE SPECIFIC LANGUAGE FROM A

LANGUAGE FAMILY. THIS HELPS IN REDUCING THE COST OF THAT

SPECIFIC LANGUAGE FAMILY ONLY.

BASIC MATHEMATICS(+CHARGE)

3 MONTHS [REDUCES PURE MATHS OR CIPHERS]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF MATHEMATICS

YOU CAN ATTEMPT TO SOLVE A CIPHER USING THIS SKILL, BUT THE TIME

TAKEN WILL BE SIGNIFICANTLY INCREASED.

BASIC PHYSICS(+CHARGE)

3 MONTHS [REDUCES NUCLEAR PHYSICS OR MATERIALS]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF PHYSICS

BASIC ZOOLOGY(+CHARGE)

3 MONTHS [REDUCES VETERINARY SCIENCE]

YOU HAVE LEARNT THE BASIC TECHNIQUES OF ZOOLOGY

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Combat Veteran Skills

CRAFT IMPROVISED WEAPON (+CHARGE)

3 MONTHS

YOU ARE CAPABLE OF MAKING A WEAPON OUT OF EQUIPMENT YOU

HAVE TO HAND – THIS IS CAPABLE OF MAKING A TEMPORARY MELEE,

THROWN OR RANGED WEAPON.

YOU MUST HAVE ACCESS TO A SOURCE OF MATERIALS TO MAKE THE

WEAPONS AND A REFEREE WILL DECIDE ON THE DAMAGE / DURABILITY

OF THE WEAPON.

THE TIME TAKEN TO LEARN THIS SKILL IS REDUCED BY 2 MONTHS IF YOU

HAVE THROWN OR MELEE

USE STAFF CANNON

1 MONTH REQUIRES : SUPPORT WEAPONS AND USE STAFF

WEAPON (RANGED)

YOU ARE NOW CAPABLE OF USING A STAFF CANNON

USE STAFF WEAPON (MELEE)

1 MONTH REQUIRES : MELEE

YOU CAN USE A STAFF WEAPON AS A MELEE WEAPON

USE STAFF WEAPON (RANGED)

1 MONTH REQUIRES: SMALL ARMS

YOU CAN USE A STAFF WEAPON AS A RANGED WEAPON

USE ZAT’NI’KATEL

1 MONTH REQUIRES : ADVANCED PISTOLS

YOU CAN USE A ZAT’NI’KATEL

Piloting Veteran Skills

PILOT AIRCRAFT (+CHARGE)

6 MONTHS

YOU ARE AN ACCOMPLISHED PILOT. YOU MAY CHOOSE ONE TYPE OF

HUMAN AIRCRAFT. (EXTRA AIRCRAFT COSTS ONLY 2 MONTHS)

PILOT BOAT (+CHARGE)

6 MONTHS

YOU ARE AN ACCOMPLISHED NAVAL EXPERT. YOU MAY CHOOSE ONE

TYPE OF HUMAN BOAT. (EXTRA BOATS COST ONLY 2 MONTHS)

PILOT PHOBOS

2 MONTHS REQUIRES : PILOT AIRCRAFT, ASTRONAUT & TEACHER

YOU ARE CAPABLE OF PILOTING A PHOBOS LEVEL HUMAN SHIP

PILOT DEIMOS

2 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF PILOTING A DEIMOS LEVEL HUMAN SHIP

PILOT MARS

6 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF PILOTING A MARS LEVEL HUMAN SHIP

PILOT AETHERNAUT VESSEL

3 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF FLYING AN AETHERNAUT VESSEL

PILOT ANCIENT VESSEL

6 MONTHS REQUIRES : ANCIENT GENE & TEACHER

YOU CAN PILOT AN ANCIENT VESSEL

PILOT GOA’ULD FIGHTER

4 MONTHS REQUIRES : PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF FLYING A GOA’ULD FIGHTER. REDUCES THE

TIME TO LEARN OTHER GOA’ULD SHIPS BY 2 MONTHS.

PILOT GOA’ULD NON FIGHTER

3 MONTH REQUIRES: PILOT AIRCRAFT & TEACHER

YOU ARE CAPABLE OF FLYING A GOA’ULD NON FIGHTER SHIP.

REDUCES THE TIME TO LEARN OTHER GOA’ULD SHIPS BY 2 MONTHS.

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Goa’uld Veteran Skills

GOA’ULD COMMUNICATIONS

3 MONTHS REQUIRES : COMMUNICATIONS AND READ GOA’ULD

AND ELECTRICAL ENGINEERING

YOU ARE CAPABLE OF USING GOA’ULD COMMUNICATIONS DEVICES,

HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR SIGNALS.

THIS GRANTS THE COMMUNICATIONS CARD : GOA’ULD

COMMUNICATIONS DEVICE

GOA’ULD CRYSTALS

3 MONTHS REQUIRES : COMMUNICATIONS OR ELECTRICAL

ENGINEERING

YOU ARE CAPABLE OF FIXING, REPAIRING, GROWING AND

UNDERSTANDING GOA’ULD CRYSTAL TECHNOLOGY

THIS GRANTS THE ELECTRICAL ENGINEERING CARD : SPARE CRYSTAL

AND CONTROLLER

GOA’ULD FLIGHT SYSTEMS

4 MONTHS REQUIRES: READ GOA’ULD AND MECHANICAL

ENGINEERING

YOU CAN UNDERSTAND THE FLIGHT SYSTEMS OF GOA’ULD VESSELS,

AND CAN TURN THIS TO YOUR ADVANTAGE WHEN NECESSARY

IF YOU HAVE PILOT AIRCRAFT - ALSO GRANTS “PILOT GOA’ULD SHIP

(NON FIGHTER)”

GOA’ULD HAND DEVICE

3 MONTHS REQUIRES : BIO ENGINEERING AND MECHANICAL

ENGINEERING AND ELECTRICAL ENGINEERING

YOU HAVE KNOWLEDGE OF THE WORKINGS OF A GOA'ULD HAND

DEVICE, BUT UNLESS YOU HAVE "ABILITY TO USE GOA'ULD

TECHNOLOGY" TICKED ON YOUR CHARACTER SHEET, YOU CANNOT

USE THE DEVICE, ALTHOUGH YOU ARE AWARE OF HOW IT WORKS.

GOA’ULD MEDICAL SYSTEMS

9 MONTHS REQUIRES : DOCTOR AND GOA’ULD CRYSTALS AND

NAQUADAH

YOU ARE AWARE OF HOW GOA'ULD TECHNOLOGY WORKS WHEN IT

COMES TO MEDICINE INCLUDING THEORY ON HOW THE

SARCOPHAGUS AND HEALING DEVICES WORK.

GOA’ULD SHIELDS

6 MONTHS REQUIRES: NAQUADAH AND GOA’ULD CRYSTALS

AND NUCLEAR PHYSICS

YOU UNDERSTAND HOW GOA’ULD SHIELDS WORK AND A VARIETY OF

TECHNIQUES TO BYPASS THEM – GIVEN ENOUGH RESOURCES YOU

SHOULD BE ABLE TO DEVELOP YOUR OWN VERSION – BUT CURRENTLY

THE PROBLEM IS THAT IT REQUIRES NAQUADAH PROTEIN IN THE BLOOD

STREAM TO WORK.

GOA’ULD SHIP WEAPON SYSTEMS

2 MONTHS REQUIRES : ARMOURER AND GOA’ULD CRYSTALS

YOU ARE CAPABLE OF USING AND REPAIRING GOA'ULD SHIP

WEAPON SYSTEMS.

STAFF WEAPON (THEORY)

2 MONTHS REQUIRES: MECHANICAL ENGINEERING OR

ARMOURER

YOU CAN REPAIR AND FIX AND DEVELOP STAFF WEAPON

TECHNOLOGY, YOU KNOW HOW TO REMOVE AND ADD COMPONENTS

FROM THE DEVICE AND HOW TO PROPERLY AND SAFELY RECHARGE

THEM (IF YOU HAVE THE RIGHT MATERIALS)

ZAT’NI’KATEL (THEORY)

2 MONTHS REQUIRES: MECHANICAL ENGINEERING OR

ARMOURER

YOU CAN REPAIR AND FIX AND DEVELOP ZAT’NI’KATEL TECHNOLOGY,

YOU KNOW HOW TO REMOVE AND ADD COMPONENTS FROM THE

DEVICE AND HOW TO PROPERLY AND SAFELY RECHARGE THEM (IF YOU

HAVE THE RIGHT MATERIALS)

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Aethernaut Based Skills

AETHERNAUT CLONING

6 MONTHS REQUIRES : PHYSIOLOGY AND MECHANICAL

ENGINEERING

YOU KNOW THE BASICS OF AETHERNAUT CLONING AND AETHERNAUT

CLONING TECHNOLOGY, THIS CAN BE USED TO INCREASE THE

EFFICIENCY OF EARTH BASED CLONING TECHNOLOGY AND CAN BE

USED TO CLONE SMALL (<5 CM) BODY PARTS

AETHERNAUT COMMUNICATIONS

5 MONTHS REQUIRES : AETHERNAUT POWER SYSTEMS,

COMMUNICATIONS

YOU ARE CAPABLE OF USING AETHERNAUT COMMUNICATIONS

DEVICES, HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR

SIGNALS.

THIS GRANTS THE COMMUNICATIONS CARD : AETHERNAUT

COMMUNICATIONS DEVICE

AETHERNAUT CONTROL SYSTEMS

4 MONTHS REQUIRES: COMPUTING AND ELECTRICAL

ENGINEERING AND MECHANICAL ENGINEERING

YOU ARE CAPABLE OF UNDERSTANDING THE CONTROL SYSTEMS ON

BOARD AETHERNAUT SPACESHIPS AND ARE CAPABLE OF PERFORMING

IN AN ENGINEERING CAPACITY ON BOARD A SHIP.

AETHERNAUT FLIGHT SYSTEMS

4 MONTHS REQUIRES : ASTRONAUT AND ASTROPHYSICS

YOU CARE CAPABLE OF UNDERSTANDING THE FLIGHT SYSTEMS ON

BOARD AN AETHERNAUT VESSEL AND HOW TO KEEP THE VESSEL FLYING.

IF YOU ALSO HAVE A PILOTING SKILL, THIS GRANTS YOU “PILOT

AETHERNAUT VESSEL”

AETHERNAUT MEDICAL SYSTEMS

6 MONTHS REQUIRES : DOCTOR AND MATERIALS

YOU ARE CAPABLE OF INVESTIGATING AETHERNAUT MEDICAL ABILITIES

(IF YOU HAVE RAW MATERIALS) – THIS INCLUDES HEM CON AND PAIN

SUPPRESSANTS.

AETHERNAUT POWER SYSTEMS

4 MONTHS REQUIRES : MATERIALS AND NUCLEAR PHYSICS

YOU CARE CAPABLE OF UNDERSTANDING THE POWER SYSTEMS OF

AETHERNAUT TECHNOLOGY

THIS GRANTS THE ELECTRICAL ENGINEERING CARD : AETHERNAUT

GENERATOR AND THE MECHANICAL ENGINEERING CARD :

AETHERNAUT GENERATOR

AETHERNAUT WEAPON SYSTEMS

2 MONTHS REQUIRES : ARMOURER AND AETHERNAUT POWER

SYSTEMS

THIS SKILL ALLOWS YOU TO REPAIR, AND USE AETHERNAUT WEAPONS

(AS LONG AS THE AETHERNAUT WEAPONS ARE OF A SIZE THAT YOU

CAN USE) – YOU CAN ALSO DEVELOP THE TECHNOLOGIES AS

REQUIRED AS LONG AS YOU HAVE THE RAW MATERIALS.

GGC Based Skills

GGC COMMUNICATIONS

3 MONTHS REQUIRES : COMMUNICATIONS AND ELECTRICAL

ENGINEERING & TEACHER

YOU ARE CAPABLE OF USING GGC COMMUNICATIONS DEVICES,

HACKING INTO THEIR TRANSMISSIONS AND SPOOFING THEIR SIGNALS.

THIS GRANTS THE COMMUNICATIONS CARD : GGC TRANSCODER

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Alien Cultural Skills

ALIEN CULTURE (NAME OF SPECIES)

VARIES REQUIRES : TEACHER OR TIME SPENT WITH CULTURE

YOU HAVE SPENT TIME AMONGST PEOPLE OF AN ALIEN CULTURE AND

HAVE OBSERVED THEIR WAYS AND THEIR CUSTOMS – YOU ARE

THEREFORE MORE PROFICIENT IN DEALINGS WITH PEOPLE FROM THIS

CULTURE AND MAY, AT A REFEREE’S DISCRETION BE GIVEN MORE

INFORMATION IN DEALINGS WITH THESE SPECIFIC CULTURES AND OTHER

BENEFITS IN NEGOTIATION AND INFILTRATION.

PLEASE NOTE THAT THIS DOES NOT CONFER ANY LINGUISTIC ABILITY.

AETHERNAUT: 4 MONTHS

ANCIENT: 6 MONTHS

ASGARD: 4 MONTHS

ELESIA: 3 MONTHS

COLUU: 6 MONTHS

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

CULTURE JAFFA)

GGC: 3 MONTHS

HANNAN: 3 MONTHS

JAFFA: 3 MONTHS (2 MONTHS IF YOU HAVE ALIEN

CULTURE FREE JAFFA)

TAU’RI(JAFFA CHARACTERS ONLY): 2 MONTHS

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

IF YOU HAVE ANY ARCHAEO-ANTHROPOLOGY SKILL THE TIME ABOVE IS

REDUCED BY 1 MONTH.

ALIEN LANGUAGE (SPOKEN)

5 MONTHS REQUIRES : TEACHER OR SOURCE MATERIAL

YOU HAVE THE ABILITY TO SPEAK AND UNDERSTAND AN ALIEN

LANGUAGE.

YOU CAN CHOSE FROM

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

ASGARD : 6 MONTHS

GOA’ULD / JAFFA : 6 MONTHS

ALIEN LANGUAGE SKILLS ARE INCREASED IN TRAINING TIME IF YOU DO

NOT HAVE A LINGUISTICS SKILL (BY 3 MONTHS), BUT ARE REDUCED BY 3

MONTHS IF YOU HAVE THE EQUIVALENT SPOKEN/WRITTEN ALREADY.

ALIEN LANGUAGE (WRITTEN)

5 MONTHS REQUIRES : TEACHER OR SOURCE MATERIAL

YOU HAVE THE ABILITY TO READ AND WRITE AN ALIEN LANGUAGE – OR

SOLVE ANY ALIEN PUZZLES WHICH ARE IN THIS LANGUAGE.

YOU CAN CHOSE FROM

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

ASGARD : 6 MONTHS

GOA’ULD / JAFFA : 6 MONTHS

ALIEN LANGUAGE SKILLS ARE INCREASED IN TRAINING TIME IF YOU DO

NOT HAVE A LINGUISTICS SKILL (BY 3 MONTHS), BUT ARE REDUCED BY 3

MONTHS IF YOU HAVE THE EQUIVALENT SPOKEN/WRITTEN ALREADY.

Ancient Veteran Skills

ANCIENT COMPUTER PROGRAMMING

6 MONTHS REQUIRES : COMPUTING AND TEACHER [CANNOT BE

TAUGHT BY A PC]

YOU HAVE KNOWLEDGE OF ANCIENT COMPUTER PROGRAMMING

THIS GRANTS ONE OF THE FOLLOWING COMPUTING CARDS :

THE FORETELLING, THE UNDERSTANDING

DIAL HOME DEVICE

4 MONTHS REQUIRES : COMMUNICATIONS, ELECTRICAL

ENGINEERING OR COMPUTING

AS LONG AS YOU HAVE THE CORRECT EQUIPMENT, YOU ARE CAPABLE

OF FIXING, HACKING, REPAIRING DIAL HOME DEVICES; THIS MAY TAKE

A VARIABLE PERIOD OF TIME DEPENDING ON HOW EXPERIENCED YOU

ARE WITH THIS SKILL.

NAQUADAH

4 MONTHS REQUIRES: MECHANICAL ENGINEERING AND ONE

OF (NUCLEAR PHYSICS OR MATERIAL SCIENCE)

YOU UNDERSTAND NAQUADAH – HOW IT WORKS, AND HOW TO TAME

IT. THE DRAWBACK TO THIS IS THAT THE MORE YOU PLAY WITH IT THE

MORE SEEPS INTO YOUR BODY – THIS THEREFORE MEANS THAT

NAQUADAH DETECTION METHODS MAY GIVE YOU A FALSE POSITIVE.

THIS GRANTS THE MECHANICAL ENGINEERING CARD : NAQUADAH

GENERATOR

STARGATE THEORY

9 MONTHS

REQUIRES : NAQUADAH, DIAL HOME DEVICE,

SUBSPACE COMMUNICATIONS, CRYSTALS,

COMPUTING, NUCLEAR PHYSICS, MECHANICAL

ENGINEERING, ELECTRICAL ENGINEERING

YOU ARE CAPABLE OF KNOWING THE THEORY OF STARGATE TRAVEL,

BOTH THEORETICAL AND PRACTICAL KNOWLEDGE AROUND GATES

AND GATE TRAVEL. WHILE YOU CANNOT BUILD ONE FROM SCRATCH

YOU KNOW MORE ABOUT THEM THAN MOST AND CAN THEORETICALLY

PERFORM THINGS WITH A STARGATE THAT OTHERS CANNOT.

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Feats

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

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

ON SUNDAY MORNING).

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

ALL FEATS MUST BE CALLED OUT BY PLAYERS AND NPCS AT THEIR TIME OF USE

FEATS ARE SPLIT INTO THREE TYPES: STANDARD, UPGRADES AND ADVANCED UPGRADES.

STANDARD FEATS

STANDARD FEATS ARE NORMALLY TEMPORARY (UNLESS STATED) AND ARE REMOVED FROM YOUR CHARACTER WHEN USED, HOWEVER THE

NUMBER USED FOR SOME FEATS IS NOTED AS THE CUMULATIVE USE WILL ALLOW FOR A PERMANENT VERSION TO BE AWARDED (IF

APPLICABLE).

UPGRADE FEATS

THESE FEATS REMAIN WITH THE CHARACTER, BUT THEY HAVE SOME USAGE RESTRICTIONS (NORMALLY ONCE PER DAY UNLESS OTHERWISE

STATED).

TO OBTAIN THE UPGRADED VERSION OF THE STANDARD TEMPORARY FEAT YOU WILL HAVE HAD TO HAVE USED 5 STANDARD TEMPORARY

FEATS PLUS YOUR CURRENT LEVEL IN THE UPGRADED FEAT. THESE (AND ANY OTHER UPGRADES) OCCUR BETWEEN EVENTS DURING

DOWNTIME.

EXAMPLE:

TO OBTAIN YOUR 1ST UPGRADE FEAT OF CRACK SHOT YOU WILL HAVE TO HAVE USED 5 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [0] = 5).

TO OBTAIN A 2ND CRACK SHOT YOU WILL HAVE TO HAVE USED A FURTHER 6 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [1] = 6).

TO OBTAIN A 3RD CRACK SHOT YOU WILL HAVE TO HAVE USED A FURTHER 7 ‘CRITICAL HITS’ (5 + CURRENT LEVEL [2] = 7), ETC.

ADVANCED UPGRADE FEATS

THESE FEATS ARE ADVANCED VERSIONS OF YOUR UPGRADE FEATS, THEY CONTINUE TO HAVE USAGE RESTRICTIONS, BUT THESE ARE

NORMALLY ONCE PER MISSION, BUT SOME OF THE FEATS BECOME PERMANENTLY ACTIVE ON YOUR CHARACTER, MEANING THAT YOU CAN

USE THEM AT ANY TIME.

TO OBTAIN THE ADVANCED UPGRADE VERSIONS YOU HAVE TO HAVE THREE UPGRADE FEATS + YOUR CURRENT LEVEL IN THE ADVANCED

UPGRADED FEAT. THESE (AND ANY OTHER UPGRADES) OCCUR BETWEEN EVENTS DURING DOWNTIME.

NOTE – SOME OF THE FEATS HAVE RESTRICTIONS THAT YOU CAN ONLY HAVE ONE OF THE ADVANCED UPGRADES – IF THIS IS THE CASE THEN

YOU DO NOT HAVE TO UPGRADE IF YOU DO NOT WISH TO – YOU SHOULD SAY WHETHER YOU WANT TO DO THIS ON YOUR DOWNTIME.

EXAMPLE:

TO OBTAIN YOUR ADVANCED UPGRADE FEAT OF DEAD SHOT YOU WILL HAVE TO HAVE GAINED 3 CRACK SHOTS (I.E. HAVE USED A TOTAL

OF 18 CRITICAL HITS) – YOU NOW TRADE IN THESE THREE CRACK SHOTS FOR ONE DEAD SHOT.

TO OBTAIN YOUR SECOND DEAD SHOT, YOU WILL HAVE TO HAVE GAINED 4 CRACK SHOTS (I.E. HAVE USED A TOTAL OF ANOTHER 26

CRITICAL HITS) – YOU NOW TRADE IN THESE FOUR CRACK SHOTS FOR YOUR SECOND DEAD SHOT.

TO OBTAIN YOUR THIRD DEAD SHOT, YOU WILL HAVE TO HAVE GAINED 5 CRACK SHOTS (I.E. HAVE USED A TOTAL OF ANOTHER 35

CRITICAL HITS)– YOU NOW TRADE IN THESE FIVE CRACK SHOTS YOUR THIRD DEAD SHOT.

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FEATS LIST

FEATS ARE LISTED BELOW IN EITHER ONE, TWO, OR THREE LEVELS – THE FIRST LEVEL FEATS CAN BE TAKEN AS YOUR DAILY FEATS, THE SECOND LEVEL FEATS ARE THE

UPGRADES, AND THE THIRD LEVEL FEATS ARE THE ADVANCED UPGRADES.

A PERSONAL SENSE OF PURPOSE TEMPORARY

THE CHARACTER REGAINS ALL THEIR PERSONAL VITALITY PROVIDED THEY ARE ON

FULL BODY. THIS FEAT CANNOT INCREASE VITALITY ABOVE THE CHARACTERS

NATURAL MAXIMUM, AND CANNOT BE USED IF YOU ARE NOT ON FULL BODY.

ALL GUNS BLAZING TEMPORARY

THE CHARACTER CAN AVOID THE NEED TO RELOAD.

NOTE – THIS DOES NOT GIVE FREE AMMUNITION, AND TO USE THIS FEAT YOU MUST

HAVE THE AMMO ON YOU. THE FEAT CAN WORK IN CONJUNCTION WITH SUCH

DAMAGE CALLS AS SPRAY FIRE OR COVERING FIRE – AND DOUBLES THE AMOUNT

OF CALLS THAT YOU CAN DO WITH THAT SPECIAL DAMAGE CALL WITHOUT NEEDING

TO STOP AND RELOAD.

AT THE END OF THE COMBAT/SCENE YOUR WEAPON IS DAMAGED DUE TO

OVERHEATING AND NEEDS TO BE REPAIRED BY AN ARMOURER BEFORE IT CAN BE

USED AGAIN.

BOTCH JOB TEMPORARY REQUIRES: COMMUNICATIONS, COMPUTING, ELECTRICAL ENGINEERING OR

MECHANICAL ENGINEERING, EXPLOSIVES TRAINING

WITHIN REASON (REF’S DISCRETION) YOU CAN REPAIR ANY DEVICE (IN ONE OF

YOUR AREAS OF EXPERTISE FROM THE LIST ABOVE) BY USING SCREWDRIVERS, TAPE,

HAMMERS AND PURE LUCK. THE DEVICE WILL ONLY WORK FOR AROUND 15

MINUTES BEFORE IT BREAKS DOWN AGAIN.

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

ABOVE.

MACGYVER ONCE / DAY

TRICKS OF THE TRADE ONCE / MISSION

BULLET CATCHER TEMPORARY YOU CAN NOMINATE AN ATTACK THAT WOULD NORMALLY HIT ANOTHER PERSON

(WITHIN 10 FEET OF YOU) TO HIT YOU INSTEAD – YOU CANNOT AVOID THIS DAMAGE

WITH VITALITY.

YOU CANNOT JAMMY BASTARD TO IGNORE THE DAMAGE.

BODYGUARD ONCE / DAY

DEFENDER ONCE / MISSION

CAFFEINE HIT TEMPORARY

THE CHARACTER MAY ‘PULL AN ALL-NIGHTER’ WHILST THE PLAYER THEMSELVES

GOES OUT OF CHARACTER TO GET SOME SHUT EYE. WHEN THE CHARACTER

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

PROBLEM.

PLEASE NOTE THAT ALTHOUGH THE PLAYER IS SLEEPING THE CHARACTER IS NOT,

AND THUS THE CHARACTER REGENERATES VITALITY AT THE RATE OF 1/HOUR

CAT LIKE REFLEXES TEMPORARY

YOU ARE WELL BALANCED AND YOU CAN IGNORE KNOCKDOWN AND GLOBAL

KNOCKDOWN CALLS FOR ONE COMBAT (A MAXIMUM OF FIVE MINUTES. YOU ARE

STILL AFFECTED BY UNARMED ABILITIES SUCH AS TRIP AND THROW

CONSULTANT TEMPORARY REQUIRES: DOCTOR

YOU ARE CAPABLE OF PROVIDING ADVANCED RESTORATIVE CARE IN A MEDICAL

CENTRE (I.E. NOT IN THE FIELD, IN A HYGIENIC LOCATION OR FACILITY WITH ALL

REQUISITE EQUIPMENT),.

YOU INCREASE THE PERSONS RECOVERY TIME AND HEALING TIME BY HALF. USE OF

THIS FEAT COUNTS AS CRITICAL CARE.

ONCE YOU HAVE GAINED A CONSULTANT FEAT, YOU CANNOT HAVE ANY

EMERGENCY MEASURES FEATS

EXPERT CONSULTANT PERMANENT

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CRITICAL HIT TEMPORARY

CALL "CRITICAL HIT"

(NOTE THAT STATUS EFFECTS CARRY THROUGH WITH THIS CALL, SO IF YOUR WEAPON

DOES KNOCKDOWN, THEN IT’S CRITICAL HIT – KNOCKDOWN THAT YOU CALL)

YOU DO QUAD THROUGH (4 POINTS OF DAMAGE, IGNORING VITALITY) - ONLY

CERTAIN WEAPONS CAN CRITICAL. PLEASE SEE THE WEAPONRY SECTION FOR

WHICH WEAPONS CAN CRITICAL.

"IF YOU TAKE DAMAGE FROM A CRITICAL HIT AND DO NOT USE JAMMY BASTARD

TO AVOID IT, YOU MUST OPEN A GREEN WOUND CARD – IN ADDITION TO ANY

OTHER WOUND CARDS YOU OPEN (I.E. IF A CRITICAL TAKES YOU TO 2 BODY, YOU

OPEN ONE GREEN WOUND CARD; IF A CRITICAL TAKES YOU TO -1 BODY YOU

OPEN TWO GREEN WOUND CARDS)

WHEN YOU'VE UPGRADED TO CRACK SHOT OR DEAD SHOT YOU CAN DO

CHOOSE TO DO ONE OF THE FOLLOWING WHEN USING CRACK SHOT OR DEAD

SHOT (YOU DO NOT HAVE TO CHOOSE IN ADVANCE) :

"CRITICAL HIT" - YOU DO QUAD THROUGH

"CALLED SHOT" - YOU DO SINGLE THROUGH, WHICH IF IT DOES

DAMAGE, IMMOBILISES A LIMB OR BREAKS A SPECIFIC ITEM [WHICH IS

REPAIRABLE WITH THE APPROPRIATE SKILLS AND TIME] (NOT HEAD, OR

TORSO).

NOTE YOU CANNOT USE JAMMY BASTARD TO STOP THE DAMAGE TO

AN ITEM.

"BLIND SHOT" - YOU CAN DO QUAD THROUGH, WHEN RENDERED BLIND

OR OTHERWISE CANNOT SEE YOUR TARGET (IF THE TARGET IS IN COVER

YOU WILL AUTOMATICALLY MISS)

CRACK SHOT ONCE / DAY

DEAD SHOT ONCE / MISSION

DEATH’S DOOR PERMANENT

THE CHARACTER’S TIME TAKEN TO DESCEND FROM -4 TO -5 INCREASES BY 3

MINUTES.

THIS FEAT CAN BE TAKEN MULTIPLE TIMES AND ITS EFFECTS STACK.

DIE HARD TEMPORARY

PROVIDING YOU ARE ABOVE ZERO BODY, YOU CAN USE THIS FEAT TO REGAIN ALL

OF YOUR BODY, UP TO YOUR MAXIMUM.

AS YOU MAY BE BATTERED AND BRUISED BUT THE WOUNDS ARE ONLY SUPERFICIAL

AND WHILE THERE IS A LOT OF BLOOD, IT’S MAINLY FROM SMALL CUTS. THIS FEAT

CANNOT TAKE YOU ABOVE YOUR MAXIMUM BODY, AND CANNOT BE USED ONCE

YOU HAVE REACHED ZERO BODY.

ONCE YOU HAVE USED THIS FEAT, YOU CANNOT BE AFFECTED BY ANOTHER “DIE

HARD” FEAT FOR ANOTHER HOUR.

NOTE – DIE HARD DOES NOT REMOVE THE EFFECTS OF ANY GREEN OR RED

WOUND CARDS

DRUG RESISTANCE TEMPORARY

THE CHARACTER CAN RESIST THE EFFECTS OF A DRUG THAT HAS ENTERED INTO HIS

SYSTEM FOR UP TO FIVE MINUTES. THIS MUST BE ROLE-PLAYED, AS THE EFFECTS OF THE

DRUG ARE SLOWLY CREEPING UP ON THE CHARACTER.

EMERGENCY MEASURES TEMPORARY REQUIRES: DOCTOR OR PARAMEDIC

A CHARACTER MAY PERFORM EMERGENCY SURGICAL PROCEDURES IN THE FIELD

(I.E., A BLOOD TRANSFUSION, APPENDECTOMY, SURGERY). THE WOUNDED

CHARACTER IS STABILISED, AND THE REQUIREMENT FOR CRITICAL CARE WITHIN 1

HOUR IS WAIVED.

IF SURGERY IS REQUIRED IN THE FIELD (I.E. THE TREATING OF A GREEN, OR RED

WOUND CARD), THE CHARACTER LOSES – 2 MAXIMUM VITALITY PERMANENTLY, IF

CRITICAL CARE (I.E. A DOCTOR IN A PROPERLY EQUIPPED MEDICAL BAY) IS NOT

OBTAINED WITHIN 3 HOURS.

ONCE YOU HAVE GAINED AN EMERGENCY MEASURES FEAT YOU CANNOT HAVE

ANY CONSULTANT FEATS.

BATTLEFIELD SURGEON PERMANENT

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ESCAPE ARTIST TEMPORARY REQUIRES: NOT TO HAVE BODYBUILDER OR EXPERT BODYBUILDER

YOU ARE AN EXPERT AT TWISTING AND TURNING YOUR WAY OUT OF BONDS. YOU

MAY USE THIS SKILL TO ESCAPE FROM BEING TIED UP. AT REFEREE’S DISCRETION THIS

MAY ALLOW YOU TO HELP WITH MOVEMENT IN A CONFINED SPACE. NOTE THIS

DOES NOT HELP WITH ANY UNARMED FEATS

IF YOU GAIN BODYBUILDER AFTER GETTING THIS FEAT, YOU LOSE ALL THESE FEATS, AS

YOU NO LONGER ARE AS LITHE AS YOU USED TO BE, SUBSTITUTING MUSCLE FOR

AGILITY.

ESCAPOLOGIST ONCE / DAY

HOUDINI PERMANENT

EXTRA BREAK HOLD PERMANENT

REQUIRES: EXPERT UNARMED

YOU CAN GAIN AN EXTRA BREAK HOLD TO YOUR UNARMED. THIS FEAT CAN BE

TAKEN A MAX OF 10 TIMES.

EXTRA CHOKE PERMANENT

REQUIRES: EXPERT UNARMED

AFTER HAVING SUCCESSFULLY GRAPPLED A PERSON FOR THE FULL 10 SECONDS,

YOU CAN CHOKE SOMEONE, AND RENDER THEM UNCONSCIOUS FOR 30 SECONDS

ONCE PER MISSION. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.

EXTRA DISARM PERMANENT

REQUIRES: EXPERT UNARMED

A CHARACTER IN UNARMED COMBAT MAY TAKE THE OPPONENT’S WEAPON ONCE

PER MISSION. THIS FEAT CAN BE TAKEN A MAX OF 10 TIMES.

EXTRA GRAPPLE PERMANENT

REQUIRES: EXPERT UNARMED

YOU CAN GAIN AN EXTRA GRAPPLE TO YOUR UNARMED ABILITY. THIS FEAT CAN BE

TAKEN A MAX OF 10 TIMES.

EXTRA THROW PERMANENT

REQUIRES: EXPERT UNARMED

YOU CAN GAIN AN EXTRA THROW TO YOUR UNARMED ABILITY. THIS FEAT CAN BE

TAKEN A MAX OF 10 TIMES

FIRM GRIP PERMANENT

REQUIRES MELEE

A CHARACTER IN MELEE COMBAT MAY DISARM A TARGETED MELEE WEAPON OF

AN OPPONENT ONCE PER MISSION (CALL “DISARM”), THE WEAPON DROPS TO THE

FLOOR

OR CAN BE USED TO NEGATE A DISARM (CALL “FIRM GRIP”) USED AGAINST THEM

IF THEY ARE USING A MELEE WEAPON. THIS FEAT CAN BE TAKEN A MAXIMUM OF 10

TIMES.

FLASH OF INSIGHT TEMPORARY

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

PARTICULAR PROBLEM.

THIS MAY BE USED AS A FORM OF ‘SPIDER SENSE’ (REF’S DISCRETION). YOU MAY

BE ASKED TO USE THIS FEAT BY A REF IN CERTAIN SITUATIONS.

IF A GROUP OF PEOPLE (3 MINIMUM) GET TOGETHER AFTER AN HOUR OF

DISCUSSION ABOUT THEIR RELATIVE AREAS OF EXPERTISE AND THE PROBLEM AT

HAND, AND 1 OF THEM USING A FLASH OF INSIGHT THEN A DETAILED HINT AS TO

HOW TO APPROACH OR SOLVE A PARTICULAR PROBLEM WILL BE GIVEN.

FLESH WOUNDS TEMPORARY

A CHARACTER ON –2 OR HIGHER, MAY REGAIN 6 POINTS OF VITALITY (UP TO

MAXIMUM LEVEL) AND ACT AS IF ON FULL HITS. THEIR WOUNDS REMAIN

UNAFFECTED, ALTHOUGH THE FIRST AID REQUIREMENT IS WAIVED. ONCE THE

VITALITY IS GONE THE CHARACTER TAKES WOUNDS AGAIN FROM THE POINT THEY

LEFT OFF. NOTE THAT THIS DOES NOT STOP ANY DECENT TOWARDS -5 FROM

BLEEDING ETC...

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GOING BURKO TEMPORARY

IF A TEAM MATE OR CLOSE FRIEND OF THE CHARACTER GOES TO -1 OR BELOW, THE

CHARACTER IMMEDIATELY GAINS ALL COMBAT SKILLS. THEY MUST ATTACK THE

SOURCE OF THEIR ANGUISH, AND KEEP GOING UNTIL THEY DIE OR ARE BROUGHT

DOWN. ONCE THIS HAPPENS THE CHARACTER LOSES THE SKILLS THEY HAVE GAINED

THROUGH USE OF THIS FEAT.

I’M A COWARD TEMPORARY REQUIRES: CIVILIAN

PROVIDED THE CHARACTER IS RUNNING AWAY, AND IS CARRYING NOTHING

MORE OFFENSIVE THAN A HOLSTERED PISTOL, THE CHARACTER COUNTS AS

HAVING HALF COVER, EVEN IF RUNNING ACROSS OPEN GROUND.

WHEN UPGRADED, THIS ALSO THAT YOUR LACK OF KICKASS SHOWS. IF CAPTURED

BY THE ENEMY, THEY ARE LIKELY TO RATE YOU AS A LOW THREAT. HOWEVER, IF YOU

START POKING YOUR HEAD ABOVE THE PARAPET TOO MUCH, NO ONE WILL BELIEVE

YOU.

MOSTLY HARMLESS ONCE / DAY

JAMMY BASTARD TEMPORARY THIS ENABLES THE CHARACTER TO DODGE OUT OF HARM’S WAY AND TAKE LESS

DAMAGE FROM A BLOW. YOU NEGATE FOUR POINTS OF DAMAGE FROM ANY ONE

DAMAGE CALL (ONLY ONE JAMMY OR LUCKY BASTARD CAN BE USED PER

DAMAGE CALL)

YOU CANNOT USE A JAMMY BASTARD IF YOU ARE RESTRAINED OR UNCONSCIOUS

FOR USE VERSUS SNIPER SHOT, SEE SNIPER SHOT

LUCKY BASTARD ONCE / DAY

KILLING BLOW / KILLING STRIKE TEMPORARY

A CHOKED (USING THE CHOKE FEAT), UNCONSCIOUS, RESTRAINED OR

UNRESISTING CREATURE MAY BE KILLED BY A CHARACTER WITH UNARMED COMBAT,

OR BY A SINGLE SHOT TO THE BACK OF THE HEAD. THIS IS A CLOSE QUARTER SKILL,

AND REQUIRES YOU TO BE ABLE TO PHYSICALLY PLACE THE WEAPON (OR USE

UNARMED) ON THE PERSON IN ORDER FOR IT TO WORK.

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

LAST HEROIC ACT TEMPORARY

THIS FEAT ALLOWS YOU TO CARRY OUT A LAST HEROIC ACTION. THIS FEAT LASTS

FOR UP TO 5 MINUTES, OR UNTIL THE ACTION IS COMPLETED (IF SHORTER).

THE FEAT CAN ONLY BE USED FOR “HEROIC” ACTIONS. THESE SHOULD BE SELFLESS

IN NATURE SUCH AS PEOTECTING OTHERS AT THE COST OF YOUR OWN LIFE. SELFISH

ACTIONS SUCH AS CARRYING OUT REVENGE MAY NOT BENEFIT FROM THIS FEAT.

WHILST UNDER THE EFFECTS OF THIS FEAT YOU MAY IGNORE ALL DAMAGE AND ALL

RESTRAINING CALLS AND ALSO IGNORE THE EFFECTS ON ANY PREVIOUSLY OPENED

WOUND CARDS. YOU ALSO IMMEDIATELY GAIN ALL COMBAT SKILLS.

ONCE THE FEAT HAS RUN ITS DURATION YOU COLLAPSE AND MAY HAVE A MINUTE

AFTER YOUR COMPANIONS GATHER AROUND TO DO THE CINEMATIC LAST SPEECH

THEN DIES.

NO MATTER WHAT MEDICAL METHODS ARE USED OR EVEN A SARCOPHAGUS MAY

NOT BRING THE CHARACTER BACK, THEY ARE GONE.

LINGUISTIC EXPERT TEMPORARY REQUIRES: LINGUISTICS

YOU CAN STUDY A PIECE OF WRITING OUTSIDE OF YOUR OWN LANGUAGE AND

AFTER A PERIOD OF TIME KNOW ONE PIECE OF INFORMATION ABOUT IT

TONGUES ONCE / DAY

BABEL PERMANENT

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MORE * TEMPORARY

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

ONE OF THE FOLLOWING :

MORE/EXTRA/BOTTOMLESS DISPOSAL GEAR : REQUIRES EXPLOSIVES TRAINING

MORE/EXTRA/BOTTOMLESS ELECTRICAL TOOLS : REQUIRES ELEC ENGINEERING

MORE/EXTRA/BOTTOMLESS PROGRAMS : REQUIRES COMPUTING

MORE/EXTRA/BOTTOMLESS SIGNALS : REQUIRES COMMUNICATIONS

MORE/EXTRA/BOTTOMLESS TECHNICAL TOOLS: REQUIRES MECH ENGINEERING

MORE/EXTRA/BOTTOMLESS LOCKPICKS: REQUIRES LARCENY

YOU CAN USE ONE EXTRA CARD (AT RANDOM) FROM THE ONES YOU HAVE NOT

SELECTED TO WORK WITH ON THE PROBLEM OF THE APPROPRIATE TYPE (YOU’VE

FOUND AN EXTRA PIECE OF EQUIPMENT AT THE BOTTOM OF YOUR TOOL BAG

ETC…). YOU CAN DECLARE THIS AT ANY TIME, AND DOES NOT HAVE TO BE

DECLARED BEFORE THE PROBLEM BEGINS.

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

YOU CAN CHOOSE WHETHER TO UPGRADE FROM EXTRA TO BOTTOMLESS– IF

YOU DO SO – ONCE YOU GAIN BOTTOMLESS– YOU CAN GAIN ONE EXTRA

RANDOM CARD FROM EVERY PROBLEM OF THAT TYPE THAT YOU DO. IF YOU DO

THIS, YOU LOSE (AND CANNOT GAIN) ANY MORE “MORE”, “EXTRA” OR

“BOTTOMLESS” CARD GAME FEATS OF ANY TYPE.

EXTRA * ONCE / EVENT

BOTTOMLESS * PERMANENT

MUSEUM EXPERT TEMPORARY REQUIRES: ARCHAEO-ANTHROPOLOGY

YOU CAN STUDY AN ANCIENT ARTEFACT OUTSIDE OF YOUR SPECIALITY AREA AND

AFTER A PERIOD OF TIME (REF’S DISCRETION) YOU CAN IDENTIFY ONE THING ABOUT

IT.

GRAVE ROBBER ONCE / DAY

TOMB RAIDER PERMANENT

NATURAL RESISTANCE TEMPORARY

THE CHARACTER CAN RESIST THE EFFECTS OF ANY ONE TOXIN OR DISEASE. THE

DISEASE/TOXIN MUST BE NAMED WHEN IT IS FIRST ENCOUNTERED, AND THE

RESISTANCE WILL REMAIN IF THAT SAME PATHOGEN/ SUBSTANCE IS ENCOUNTERED

AGAIN. TO BE RESISTANT TO FURTHER DISEASES REQUIRES THE USE OF FURTHER

NATURAL RESISTANCE FEATS. NOTE – THAT ALTHOUGH YOU ARE RESISTANT TO THE

TOXIN OR DISEASE – YOU STILL GET SOME SYMPTOMS AND SHOULD ROLE-PLAY THE

EFFECT (EVEN IF YOU WON’T DIE OR TAKE DAMAGE FROM THE TOXIN)

NATURAL RESISTANCE DOES NOT RENDER RESISTANCE AGAINST COMMERCIALLY

PRODUCED SEDATIVES /TRANQUILISERS ETC. – THIS IS THE PURVIEW OF DRUG

RESISTANCE

WHEN USED, THIS BECOMES A PERMANENT FEAT OF NATURAL RESISTANCE (NAME

OF DISEASE) FOR REFERENCE ON YOUR CHARACTER SHEET.

NEGOTIATOR TEMPORARY A CHARACTER MAY FORCE A TARGET TO LISTEN TO THEM. THIS TARGET MUST LISTEN

AND MAKE NO OFFENSIVE MOVES AGAINST THE CHARACTER OR THEIR ALLIES. THE

TARGET DOES NOT NEED TO BE SWAYED BY THE CHARACTER, AND THE EFFECT WILL

DROP AFTER 5 MINUTES, OR IF THE CHARACTERS NEGOTIATIONS DWINDLE… OR THE

TARGET IS ATTACKED.

EXPERT NEGOTIATOR – NOW AFFECTS 5 PEOPLE. IF THE NEGOTIATOR HAS THE

HUMAN PSYCHOLOGY SKILL THEN THE TARGETS MAY BE SWAYED BY THE

NEGOTIATOR (REF’S DISCRETION)

MASS NEGOTIATION – AS EXPERT NEGOTIATOR, BUT NOW AFFECTS 10 PEOPLE.

EXPERT NEGOTIATOR ONCE / DAY

MASS NEGOTIATION ONCE / MISSION

OLD COLLEGE PROFESSOR TEMPORARY

YOU MAY ACT AS THOUGH YOU HAVE A SKILL YOU DON’T HAVE FOR THE SOLUTION

OF ONE PARTICULAR PROBLEM. THE PROBLEM MUST RELATE TO SOMETHING IT WAS

POSSIBLE FOR AN OLD PROFESSOR OF YOURS TO HAVE KNOWN (NO DHD FOR

EXAMPLE); THIS DOES NOT CONFER ANY CARDS OR SPECIAL ABILITIES.

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ON YOUR FEET SOLDIER PERMANENT

REQUIRES DOCTOR OR PARAMEDIC

USING YOUR SKILL AND APPROPRIATE PHYSICAL REPRESENTATIONS, YOU CAN

CAUSE A PERSON ON -3 OR ABOVE TO BE ABLE TO RUN WITH THE ASSISTANCE OF

ANOTHER PLAYER. THIS LASTS FOR A MAXIMUM OF FIVE MINUTES PER PERSON, AND

WHILE UNDER THE EFFECTS OF THE SKILL, THE PLAYER CANNOT USE ANY FEATS AND

CANNOT USE ANY WEAPONS ABOVE SMALL ARMS DURING THIS TIME.

PRACTICED * TEMPORARY

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

ONE OF THE FOLLOWING

PRACTICED/EXPERT/NATURAL DISPOSER : REQUIRES EXPLOSIVES TRAINING

PRACTICED/EXPERT/NATURAL ELECTRICIAN : REQUIRES ELEC ENG.

PRACTICED/EXPERT/NATURAL HACKER : REQUIRES COMPUTING

PRACTICED/EXPERT/NATURAL SIGNALLER : REQUIRES COMMUNICATIONS

PRACTICED/EXPERT/NATURAL TECHNICIAN : REQUIRES MECH ENG.

PRACTICED/EXPERT/NATURAL THIEF: REQUIRES LARCENY

YOU CAN AUTOMATICALLY SOLVE ONE PROBLEM CARD FROM A SKILL GAME THAT

YOU ARE ATTEMPTING OF THE APPROPRIATE TYPE (WITH A TIME OF 0) – YOU MUST

STATE THAT YOU ARE USING THIS FEAT BEFORE THE PROBLEM SOLVING HAS BEGUN

AND INDICATE WHICH CARD IT IS TO BE USED ON BEFORE ANY ARE REVEALED –

AND ONLY ONE FEAT OF THIS TYPE CAN BE USED PER PROBLEM (NO MATTER HOW

MANY PEOPLE ARE HELPING WITH THE PROBLEM)

YOU CAN CHOOSE WHETHER TO UPGRADE FROM EXPERT TO NATURAL– IF YOU DO

SO – ONCE YOU GAIN THE NATURAL SKILL– YOU CAN REMOVE ONE CARD FROM

EVERY PROBLEM OF THIS TYPE THAT YOU DO. IF YOU DO THIS, YOU LOSE (AND

CANNOT GAIN) ANY MORE “PRACTICED”, “EXPERT” OR “NATURAL” CARD GAME

FEATS OF ANY TYPE.

EXPERT * ONCE / EVENT

NATURAL * PERMANENT

SELF-STABILISE PERMANENT

THE CHARACTER MAY, IF AT, -1, -2 OR -3 USE AN APPROPRIATE IMPROVISED

METHOD, STABILISE THEMSELVES TO PREVENT THE DESCENT TO –5

NOTE – IF ANY OF THE WOUND CARD(S) YOU HAVE OPENED INDICATES THAT YOU

ARE UNCONSCIOUS, YOU CANNOT USE SELF STABILISE.

YOU MUST USE A PHYS REP TOURNIQUET, OR SOMETHING TO STOP BLEEDING

SNIPER SHOT TEMPORARY

REQUIRES : SNIPER TRAINING

CALL "SNIPER SHOT"

THIS FEAT CAN ONLY BE USED WITH A WEAPON LISTED WITH “CAN USE SNIPER SHOT

FEATS” IN THE WEAPONS SECTION.

IF YOU ARE HIT BY A SNIPER SHOT AND YOU ARE ABOVE 0, YOU ARE TAKEN TO -4. IF

YOU CALL JAMMY BASTARD ON THIS CALL YOU GO TO 0.

IF YOU ARE HIT BY A SNIPER SHOT AND YOU ARE ON OR BELOW 0, YOU ARE TAKEN

TO -4. IF YOU CALL JAMMY BASTARD ON THIS CALL YOUR BODY DROPS BY 2

POINTS.

SNIPER SHOT CANNOT TAKE YOU BELOW -4.

BEFORE MAKING A CALL OF SNIPER SHOT, YOU MUST SPEND 10 SECONDS AIMING,

AND DURING THAT PERIOD YOU CANNOT PERFORM ANY DAMAGE CALLS. MAKING

A DAMAGE CALL DURING THIS PERIOD MEANS YOUR TIMER RESETS TO 10 SECONDS.

MAY ALSO ALLOW OTHER SPECIAL MOVES (SIMILAR TO CALLED SHOT) AT REFEREE'S

DISCRETION.

SNIPER SHOT CANNOT BE GIVEN TO MONSTERS WITHOUT APPROVAL PRIOR TO THE

EVENT FROM THE SYSTEM REFEREE’S.

MARKSMAN ONCE / DAY

KILL SHOT ONCE / MISSION

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SPONTANEOUS AMBIDEXTERITY TEMPORARY

FOR FIVE MINUTES YOU CAN USE TWO HANDS JUST AS WELL AS ONE – SO WHEN

PERFORMING A TASK (SUCH AS WORKING ON TWO COMPUTERS, USING TWO

CONSOLES ETC.), A CHARACTER MAY PERFORM A TASK WITH BOTH HANDS.

UNARMED ABILITIES SUCH AS STRIKE/CHOKE/THROW UNARMED COMBAT MOVES

CAN BE DONE WITH BOTH HANDS AT THE SAME TIME (FOR ONE USE OF THEIR

RELEVANT FEATS). SOME WEAPONS (SEE COMBAT SECTION) CAN BE USED

AMBIDEXTERIOUSLY. WITH UNARMED AND MELEE YOU DO THE DAMAGE FROM

EACH HAND / WEAPON SEPARATELY

IF USED WITH FIREARMS (SEE COMBAT SECTION FOR WHAT WEAPONS ALLOW

AMBIDEXTERITY) THEN THE FOLLOWING CAN OCCUR:

A FIREARM CAN BE USED INDEPENDENTLY IN EITHER HAND.

BOTH FIREARMS CAN BE FIRED AT THE SAME TARGET IN SINGLE SHOT

MODE AT THE SAME TIME. THIS CAUSES YOUR DAMAGE CALL OF THE

MOST DAMAGING FIREARM TO GO UP BY ONE (SINGLE -> DOUBLE,

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

EFFECT

IF BOTH FIREARMS USE A SPECIAL DAMAGE CALL (E.G. A THREE ROUND

BURST OR SEMI-AUTO MODE CAPABILITY) AND ARE FIRED AT THE SAME

TARGET THIS CAUSES YOUR DAMAGE CALL OF THE MOST DAMAGING

FIREARM TO GO UP BY ONE (3 DAMAGE, TO 4 DAMAGE, FOUR TO 5

DAMAGE) BUT YOU USE LISTED AMOUNT OF AMMUNITION FROM BOTH

GUNS .

PRACTICED AMBIDEXTERITY ONCE / DAY

AMBIDEXTROUS ONCE / MISSION

STUNNING BLOW TEMPORARY

REQUIRES : EXPERT UNARMED

A CHOKED (USING THE CHOKE FEAT), UNCONSCIOUS, RESTRAINED OR

UNRESISTING CREATURE MAY BE RENDERED UNCONSCIOUS FOR 5 MINUTES BY USE

OF A SLEEPER HOLD OR OTHER SUCH MOVE.

TORTURE RESISTANCE TEMPORARY THIS FEAT ALLOWS YOU TO EITHER:

IGNORE THE EFFECTS OF TORTURE OR THE EFFECT FROM THE FEAT

‘NEGOTIATOR’ (OR ITS UPGRADES) FOR ONE SCENE (FURTHER CALLS

REQUIRE MORE ‘TORTURE RESISTANCE’S’ TO BE USED)

HALVE THE EFFECTIVENESS OF A LIFE DRAIN EFFECT FOR ONE SCENE

IF YOU HAVE BEEN AFFECTED BY ALIEN MIND CONTROL, YOU MAY RESIST

AND BREAK OUT OF THE MIND CONTROL FOR 5 MINUTES.

USING A TORTURE RESISTANCE REDUCES INCAPACITATE (NOT STUN)

TIME FROM 30 SECONDS TO 15 SECONDS

GET OUT OF MY HEAD ONCE / DAY

BOND…JAMES BOND ONCE / MISSION

TRACKER TEMPORARY YOU CAN TRACK, BY ASKING THE REFEREE FOR DETAILS ABOUT LOCAL TRACKS AND

WHICH DIRECTION THEY LEAD. FOLLOWING TRACKS MUST BE DONE SLOWLY. WHEN

USING BLOOD HOUND YOU CAN FIND OUT THE NUMBER OF INDIVIDUALS THAT

HAVE GONE PAST, THE TYPE (BIPEDAL, QUADRUPED) AND APPROXIMATE SIZE, AND

THE GENERAL MOVEMENT SPEED.

BLOOD HOUND ONCE / DAY

BIG GAME HUNTER PERMANENT

WE HAVE A JOB TO DO TEMPORARY

THE CHARACTER THROUGH A ROUSING SPEECH AND/OR CALLS OF

ENCOURAGEMENT IS ABLE TO GRANT 6 VITALITY POINTS (OR THE CHARACTERS

MAXIMUM IF THEY DO NOT NEED TO RECOVER 6) TO ALL THEIR TEAM MEMBERS

(EXCLUDING THEMSELVES).

ONCE AFFECTED BY THIS FEAT (FROM ANYONE), YOU CANNOT BE AFFECTED BY

ANOTHER ‘WE HAVE A JOB TO DO’ FEAT FOR 10 MINUTES.

YOU CAN ONLY USE ONE ‘WE HAVE A JOB TO DO’ PER MISSION

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Advancement Points

INTRODUCTION

FOR YOUR FIRST FOUR EVENTS, YOUR CHARACTER GAINS +1 MAXIMUM VITALITY. AFTER THAT POINT YOU GAIN 1 ADVANCEMENT POINT

PER DOWNTIME THAT YOU ARE ELIGIBLE FOR. YOU CAN ONLY GAIN 1 AP PER DOWNTIME, IF YOU PLAY MORE THAN ONE CHARACTER –

ONLY THE CHARACTER THAT GETS THE DOWNTIME CAN GET THE AP ASSOCIATED WITH IT.

DURING DOWNTIME YOU CAN THEN TRADE IN YOUR ACCUMULATED ADVANCEMENT POINTS FOR AN EXTRA PERK FOR YOUR CHARACTER.

THESE PERKS ARE “ALWAYS ON” UNLESS STATED OTHERWISE.

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

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

EVENT

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

Weapon Mastery Perks

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

NAME APS PRE-REQUISITE DESCRIPTION

WM : 1 HANDED MELEE 3 MELEE +1 DAMAGE WITH SMALL AND MEDIUM MELEE WEAPONS.

WM : 2 HANDED MELEE 2 MELEE +1 DAMAGE WITH A LARGE MELEE WEAPON

WM : ASSAULT RIFLES 2 SMALL ARMS +1 NORMAL AND +1 SPECIAL DAMAGE WITH ASSAULT RIFLES

WM : AUTOMATIC SHOTGUN 3 SUPPORT WEAPONS +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH AN AUTO SHOTGUN

WM : HEAVY MACHINE GUN 3 SUPPORT WEAPONS WHEN USING THE 5 BULLET SPECIAL DAMAGE CALL, YOU NOW CALL 5

KNOCKDOWN.

WM : HEAVY PISTOLS 2 ADVANCED PISTOLS +1DAMAGE WITH A HEAVY PISTOL

WM : LIGHT MACHINE GUN 3 SUPPORT WEAPONS YOU CAN NOW USE CRITICAL HIT FEATS WITH A LIGHT MACHINE GUN

(ALTHOUGH IT USES 5 BULLETS)

WM : PISTOLS 1 PISTOLS +1 DAMAGE WITH A NORMAL PISTOL.

WM : SHOTGUN (BASIC) 2 SMALL ARMS +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH A SHOTGUN

WM : SHOTGUN (CLOSE) 3 WM : SHOTGUN (BASIC) SHOTGUNS CAN NOW USE CRITICAL HIT FEATS, AT POINT BLANK RANGE

(<10 FT)

WM : SNIPER 3 SNIPER TRAINING YOUR AIM TIME WHEN USING A SNIPER SHOT FEAT IS REDUCED BY 5

SECONDS.

WM : STAFF WEAPON (MELEE) 2 STAFF WEAPON (MELEE) +1 DAMAGE WITH A STAFF WEAPON (MELEE)

WM : STAFF WEAPON (RANGED) 3 STAFF WEAPON (RANGED) +1 DAMAGE AND ADDS KNOCKDOWN WITH A STAFF WEAPON (RANGED).

WM : SUB MACHINE GUN 2 SMALL ARMS +1 NORMAL DAMAGE AND +1 SPECIAL DAMAGE WITH A SUB MACHINE

GUN

WM : THROWN / RANGED 2 THROWN / RANGED +1 DAMAGE WITH THROWN / MANUAL RANGED WEAPONS

WM : UNARMED 1 EXPERT UNARMED +1 DAMAGE AND +1 SPECIAL DAMAGE WITH UNARMED COMBAT

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Duel Wielding Perks

THE FOLLOWING APS ALLOW YOU TO DUEL WIELD WEAPONRY – EACH ONE CAN ONLY BE TAKEN ONCE. (*) - EACH OF THEM REQUIRE YOU TO HAVE AT

LEAST ONE PRACTICED AMBIDEXTERITY (UPGRADE) OR AMBIDEXTROUS (ADVANCED UPGRADE) FEAT

NAME APS PRE-REQUISITE DESCRIPTION

DUEL WIELDING : HEAVY

PISTOLS 1

(*) AND

WM: HEAVY PISTOLS YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING HEAVY PISTOLS

DUEL WIELDING : PISTOLS 1 (*) AND

WM: PISTOLS

YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING NORMAL PISTOLS

(PISTOLS)

DUEL WIELDING : SUB

MACHINE GUN 1

(*) AND

WM: SUB MACHINE

GUN

YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING SUB MACHINE GUNS

DUEL WIELDING : MELEE 1 (*) AND

WM: 1 HANDED MELEE YOU ARE PERMANENTLY AMBIDEXTROUS WHEN USING MELEE WEAPONS.

Body and Vitality Perks

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

NAME APS PRE-REQUISITE DESCRIPTION

HEROIC VITALITY 1

HAS AT LEAST 4

DOWNTIMES ON THAT

CHARACTER

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

TIMES)

RECUPERATION 5 YOUR VITALITY REGENERATES TWICE AS QUICKLY AS LISTED IN THE RULES.

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

BODYBUILDER

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

BODYBUILDER (CUMULATIVE WITH TOUGHNESS 1)

TOUGHNESS 3 3 TOUGHNESS 2 YOU GAIN +1 BODY, WHICH STACKS WITH BODYBUILDER OR EXPERT

BODYBUILDER (CUMULATIVE WITH TOUGHNESS 2)

Unarmed Combat Perks

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

NAME APS PRE-REQUISITE DESCRIPTION

UA MASTERY : BREAK

HOLD 2 EXPERT UNARMED

YOU ARE GRANTED +2 EXTRA BREAK HOLD FEATS.

YOUR BREAK HOLD ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : CHOKE 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA CHOKE FEATS.

YOUR CHOKE ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : DISARM 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA DISARM FEATS.

YOUR DISARM ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : GRAPPLE 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA GRAPPLE FEATS.

YOUR GRAPPLE ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

UA MASTERY : THROW 2 EXPERT UNARMED YOU ARE GRANTED +2 EXTRA THROW FEATS.

YOUR THROW ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

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Feat Improvement Perks

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

NAME APS PRE-REQUISITE DESCRIPTION

ADVANCED FEAT MASTERY

: [FEAT NAME] 5

ONE OF YOUR (CHOSEN FEAT) IS NOW ONCE PER MISSION.

SELECT FROM :

KILLING BLOW / KILLING STRIKE

DIE HARD

FLESH WOUNDS

A PERSONAL SENSE OF PURPOSE

WE HAVE A JOB TO DO

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

ALIEN TECHNOLOGIST 1 AT LEAST 1

“MACGYVER” FEAT

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

YOU HAVE)

BODYGUARD MASTERY 1 :

IMPROVED 1 BULLET CATCHER

WHEN USING THE BULLET CATCHER / BODYGUARD FEAT, ALL NORMAL (NON

THROUGH) DAMAGE IS NOW SPLIT 50/50 VITALITY/BODY RATHER THAN GOING

COMPLETELY TO BODY (HALVES ROUND TO VITALITY). THROUGH DAMAGE

CONTINUES TO GO DIRECT TO BODY.

BODYGUARD MASTERY 2 :

EXPERT 1 BODYGUARD MASTERY 1

WHEN USING THE BULLET CATCHER / BODYGUARD FEAT YOU NOW TAKE ALL

NORMAL (NON THROUGH) DAMAGE TO VITALITY RATHER THAN BODY.

THROUGH DAMAGE CONTINUES TO GO THROUGH TO BODY.

BODYGUARD MASTERY 3 :

PROFESSIONAL 1 BODYGUARD MASTERY 2 YOU MAY NOW USE FEATS TO MITIGATE CRITICAL HIT AND SNIPER SHOT EFFECTS.

EXTRA FEATS 1 YOU GAIN 5 FEATS OF YOUR CHOICE (CANNOT BE USED TO TAKE JAMMY

BASTARD). THIS AP CAN BE BOUGHT ANY NUMBER OF TIMES.

FEAT MASTERY

: [FEAT NAME] 4

ONE OF YOUR (CHOSEN FEAT) IS NOW ONCE PER MISSION.

SELECT FROM :

ALL GUNS BLAZING

CAT LIKE REFLEXES

FLASH OF INSIGHT

GOING BURKO

OLD COLLEGE PROFESSOR

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

HERO 4

ONCE PER DAY, YOU CAN REUSE A FEAT THAT YOU HAVE ALREADY USED. THIS

DOES NOT GO TOWARDS GAINING UPGRADE FEATS, AND SHOULDN’T BE LISTED

AS A TEMPORARY FEAT USED.

MEDICAL EXPERTISE 4

ONCE PER EVENT, YOU CAN USE AN EMERGENCY MEASURES/BATTLEFIELD

SURGEON FEAT AND GAIN THE BENEFIT OF THE CONSULTANT/EXPERT

CONSULTANT FEAT INSTEAD (OR VICE VERSA)

SOLID GRIP 2 YOUR FIRM GRIP FEATS CAN NOW BE USED ON FIREARMS AS WELL AS MELEE

WEAPONS. (CALL “SOLID GRIP” TO RESIST)

WILL TO LIVE 3 SELF-STABILISE SELF-STABILISE IS NOW AUTOMATIC (YOU DO NOT HAVE TO BE CONSCIOUS)

AND DOESN’T REQUIRE A PHYS REP TO STABILISE YOURSELF.

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Misc. Perks

THE FOLLOWING APS CAN ONLY BE TAKEN ONCE.

NAME APS PRE-REQUISITE DESCRIPTION

EXPERT TEACHER 3 ONE TEACHING COURSE THAT YOU RUN PER DOWNTIME (I.E. NOT DREAMING

SPIRES OR MONTAGE) PROVIDES DOUBLE THE BENEFIT TO THE RECIPIENTS.

MONTAGE 3

DURING ANY APPLICABLE DOWNTIME, THE CHARACTER MAY TEACH ONE

TRAINING COURSE WITHOUT USING A DOWNTIME SLOT - BUT DOES NOT GAIN

A FEAT FOR TEACHING.

TUTOR 4

YOU CAN INSTRUCT SOMEONE IN A SKILL THAT YOU HAVE – IF THAT SKILL HAS

PRE-REQUISITES THEN THE PERSON YOU ARE TEACHING MUST HAVE THOSE PRE-

REQUISITES. THEY RETAIN THIS SKILL FOR ONE MISSION ONLY (OR AN HOUR IF

REMAINING ON BASE).

THIS TAKES 30 MINUTES OF ROLEPLAYING TO COMPLETE.

IF IT IS A CARD SKILL THEN THEY GET TO PICK 3 CARDS (BUT MUST HAVE PHYS

REPS).

YOU CAN ONLY HAVE ONE PERSON TAUGHT AT A TIME, AND THEY CANNOT

USE IT TO ASSIST YOU WITH A TASK YOU ARE WORKING ON.

Combat Perks

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

NAME APS PRE-REQUISITE DESCRIPTION

AMMO CONSERVATION 3 SUPPORT WEAPONS

YOU ARE MORE EFFICIENT AT USING AMMO – YOU CAN MAKE TWO CALLS OF

COVERING, SPRAY OR HEAVY FIRE FOR THE COST IN AMMUNITION OF A

SINGLE CALL – IF USING A LIGHT MACHINE GUN OR HEAVY MACHINE GUN.

BAR ROOM BRAWLER 1 EXPERT UNARMED THE CHARACTER MAY NOW USE IMPROVISED LRP SAFE OBJECTS FOR BASE

DAMAGE ATTACK EQUAL TO NORMAL UNARMED DAMAGE

COMMANDO 2 SMALL ARMS YOU MAY NOW USE SPRAY FIRE AS A SPECIAL ABILITY WHEN USING AN

ASSAULT RIFLE.

DO YOU FEEL LUCKY,

PUNK 1 ADVANCED PISTOLS

THE CLIP SIZE OF HEAVY PISTOLS IS CONSIDERED TO BE 1 HIGHER FOR YOU. (IF

THE CLIP OR WEAPON IS GIVEN TO SOMEONE ELSE, THE REMAINING AMMO IS

REDUCED BY 1 BACK TO ITS CORRECT LEVEL).

FLAMETHROWER EXPERT 4

FLAME THROWERS ARE CONSIDERED HEROIC WEAPONS FOR YOU.

THEREFORE YOU ARE NOT LIMITED BY WHAT FEATS YOU CAN USE WHEN

CARRYING ONE.

GRENADIER 2 SMALL ARMS

FOR THE COST OF 1 VITALITY POINT, YOU CAN IGNORE THE EFFECTS OF YOUR

OWN GRENADES AS LONG AS YOU ARE FURTHER AWAY THAN 3 FEET FROM

THE POINT OF IMPACT

LOW CENTRE OF GRAVITY 3 EXPERT BODYBUILDER,

EXPERT UNARMED

YOU ARE IMMUNE TO THE "TRIP" OR "THROW" PART OF UNARMED COMBAT,

DUE TO YOUR EXCESSIVE SIZE AND UNARMED ABILITY. WHEN SOMEONE TRIES

TO TRIP OR THROW YOU, CALL "IMMUNE" AND YOU CAN IGNORE THOSE

CALLS.

MELEE MASTERY : FIRM

GRIP 2 MELEE

YOU ARE GRANTED +2 EXTRA FIRM GRIP FEATS.

YOUR FIRM GRIP ABILITY CAN NOW BE TAKEN UP TO A MAX OF 15

PACK RAT 3

YOU’RE GOOD AT FINDING, STORING AND KEEPING AMMO – YOU ARE

CONSIDERED TO HAVE TWICE THE AMOUNT OF AMMO THAT YOU’RE

CARRYING.

RAMBO 3 SUPPORT WEAPONS YOU MAY NOW USE HEAVY FIRE AS A SPECIAL ABILITY WHEN USING A LIGHT

MACHINE GUN.

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ROCKETEER 4

FOR THE COST OF 1 VITALITY POINT, YOU CAN IGNORE THE EFFECTS OF YOUR

OWN ROCKET DAMAGE AS LONG AS YOU ARE FURTHER AWAY THAN 5 FEET

FROM THE POINT OF IMPACT

SIGNATURE WEAPON 2 WM IN THE WEAPON

TYPE BEING SELECTED

YOU GAIN A PERSONALISED, NAMED, SIGNATURE WEAPON. THIS WILL HAVE

A LAMINATED ITEM CARD WITH THE WEAPON'S NAME ON IT. DEPENDING ON

THE WEAPON TYPE IT WILL HAVE A DIFFERENT SPECIAL EFFECT (SEE BELOW)

THIS ITEM CARD CANNOT BE TRANSFERRED TO ANOTHER PHYS REP ONCE IT IS

USED IN GAME. THIS IS AN IC ITEM, WHICH IF LOST, STOLEN OR DESTROYED

MUST BE RE-PURCHASED WITH ADDITIONAL AP.

ONLY THE WEAPON TYPES BELOW CAN BE ASSIGNED AS A SIGNATURE

WEAPON, AND DOES NOT STACK WITH WEAPON MASTERY’S DAMAGE

INCREASE. YOU CAN CHOOSE WHICH EFFECT OCCURS PER SHOT.

SPECIAL AMMO DOES NOT INCREASE YOUR SIGNATURE WEAPON'S

DAMAGE.

THE DAMAGE/ABILITIES FROM SIGNATURE WEAPONS DO NOT STACK WITH

AMBIDEXTERITY FEATS OR PERKS (UNLESS OTHERWISE NOTED)

YOU CAN ONLY HAVE ONE SIGNATURE WEAPON AT A TIME.

SHOTGUN – THE RANGE RESTRICTION FOR 3KD HAS BEEN

REMOVED WITH THIS WEAPON.

AR – YOU CAN NOW DO DOUBLE THROUGH WITH SINGLE SHOTS

WITH THIS WEAPON.

HEAVY PISTOL – YOU CAN NOW DO DOUBLE THROUGH WITH

THIS WEAPON

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

SUB MACHINE GUN –YOU CAN NOW DO DOUBLE THROUGH

(USES 3 BULLETS) WITH THIS WEAPON.

SNIPER - YOUR AIM TIME WHEN REDUCING SNIPER SHOT FEATS IS

REDUCED TO ZERO WITH THIS WEAPON.

SMALL MELEE – YOU CAN NOW DO SINGLE THROUGH, CAN BE

USED AMBIDEXTROUSLY WITH THIS WEAPON.

MEDIUM MELEE – YOU CAN NOW DO DOUBLE THROUGH, CAN

BE USED AMBIDEXTROUSLY WITH THIS WEAPON.

LARGE MELEE - YOU CAN NOW DO TRIPLE THROUGH

KNOCKDOWN WITH THIS WEAPON.

LMG – YOU NOW ONLY USE FIVE BULLETS (INSTEAD OF TEN)

WHEN PERFORMING A SPRAY FIRE CALL WITH THIS WEAPON.

HMG – YOU NOW ONLY USE TEN BULLETS (INSTEAD OF FIFTEEN)

WHEN PERFORMING A HEAVY FIRE CALL WITH THIS WEAPON.

STAY DOWN 1 SMALL ARMS

YOU CAN CHOOSE TO CALL 0 DAMAGE KNOCKDOWN WHEN USING A

SHOTGUN, IN ADDITION TO NORMAL SHOTGUN CALLS. THIS IS ONLY USABLE

WITHIN 30 FEET.

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Card Perks

THE FOLLOWING APS ENHANCE YOUR ABILITIES WITH THE SKILL CARD GAME – EACH CARD MASTERY SKILL CAN BE TAKEN MULTIPLE TIMES, BUT EACH TIME

MUST BE FOR A DIFFERENT SKILL AREA

NAME APS PRE-REQUISITE DESCRIPTION

CARD MASTERY 1 : [SKILL

NAME] 1 9 CARDS IN A SKILL AREA

THIS INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL

AREA TO 10.

CARD MASTERY 2 : [SKILL

NAME] 2

CM 1 IN THE SAME SKILL

AREA

THIS INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL

AREA TO 11.

CARD MASTERY 3 : [SKILL

NAME] 3

CM 2 IN THE SAME SKILL

AREA

INCREASES YOUR CURRENT AND MAXIMUM CARDS IN A PARTICULAR SKILL AREA

TO 12.

TECHNICAL MENTOR 2 AT LEAST CM 1 IN A

SKILL AREA.

YOU CAN NOW PLAY A CARD, IF ASKED, ON A PROBLEM WHICH IS ALREADY

BEING WORKED ON BY TWO PEOPLE – YOU CAN ONLY PLAY ONE CARD ON A

PROBLEM, AND ONCE A MENTOR CARD HAS BEEN PLAYED ON A PROBLEM, NO-

ONE ELSE CAN USE MENTOR ON THAT PROBLEM.

NOTE – THIS AP ONLY NEEDS TO BE BOUGHT ONCE, BUT CAN ONLY BE USED ON

PROBLEMS WHERE YOU HAVE CARD MASTERY 1 IN THAT AREA.

Skill Perks

THE FOLLOWING APS ENHANCE SKILLS IN THE GAME

NAME APS PRE-REQUISITE DESCRIPTION

ANALYSE THIS 1 HUMAN PSYCHOLOGY CAN DETECT PSYCHOLOGICAL FLAWS TWICE PER MISSION

ARMOUR SPECIALIST 2 ARMOURER

ALL ARMOUR THAT YOU'RE WEARING COUNTS AS IF IT WAS +1 PROTECTION

HIGHER, AS YOU CAN MOVE PLATES AROUND ON THE FLY TO CONTINUE

PROTECTING YOURSELF.

ARMOURER EFFICIENCY 1 ARMOURER IT NOW TAKES HALF THE REQUIRED AMOUNT OF TIME TO REPAIR EACH POINT

OF ARMOUR.

CRIMINAL INTENT 1 HUMAN PSYCHOLOGY

& FORENSICS

ONCE PER DAY, YOU CAN USE A FLASH OF INSIGHT TO GAIN AN INSIGHT INTO

THE MOTIVATIONS AND PSYCHOLOGY OF A CRIME SCENE

DEMOLITIONIST 2 EXPLOSIVES TRAINING YOU CAN INCREASE THE DAMAGE, OR RANGE OF YOUR EXPLOSIVE

CHARGES BY 100% - DOES NOT AFFECT CLAYMORES OR BOOBY TRAPS.

DON’T LIE TO ME 2 HUMAN PSYCHOLOGY ALL FIVE MINUTE PSYCHOLOGY ABILITIES CAN NOW BE USED 5 TIMES PER

MISSION.

EXPANDED KNOWLEDGE 2

YOU CAN GAIN UP TO 6 MONTHS TRAINING TO A SINGLE ACADEMIC SKILL

(ANYTHING WHICH IS LEARNABLE THROUGH DREAMING SPIRES). THIS CAN

ONLY BE USED ONCE FOR ANY SKILL.

ADDITIONALLY THIS CAN BE USED FOR MEDICAL, ARCHAEO-

ANTHROPOLOGY AND LINGUISTICS SPECIALISMS. EACH SPECIALISM COUNTS

AS A SEPARATE SKILL.

THIS CAN BE TAKEN MORE THAN ONCE, BUT MUST BE IN A DIFFERENT SKILL

EACH TIME.

EXPERT DIAGNOSTICIAN 2 DOCTOR THE TIME TAKEN TO DIAGNOSE ILLNESSES IS REDUCED TO 25% OF ANY TIME

GIVEN BY A REFEREE.

EXPERT INTERROGATOR 3 INTERROGATION YOU CAN IGNORE ONE TORTURE RESISTANCE CALL PER INTERROGATION

SESSION.

EXPERT PILOT 1 PILOT AIRCRAFT YOU CAN PILOT ANOTHER TYPE OF AIRCRAFT (THIS DOES NOT APPLY TO

SPACECRAFT)

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EXPERT SAILOR 1 PILOT BOAT YOU CAN PILOT ANOTHER TYPE OF BOAT.

HALLS OF THE LEARNED 3 YOU GAIN THE DREAMING SPIRES BACKGROUND SKILL, IRRESPECTIVE OF

YOUR BACKGROUND.

IMPROVED STAY WITH ME 1 STAY WITH ME YOU GAIN AN EXTRA PERSON FOR YOUR “STAY WITH ME” ABILITY. YOU CAN

TAKE THIS ANY NUMBER OF TIMES.

INSTANT READING 2 HUMAN PSYCHOLOGY ONCE PER DAY, YOU CAN GAIN AN INSIGHT INTO A SOCIAL SITUATION. AS IF

YOU HAD USED A FLASH OF INSIGHT.

LIFESAVER 3 PARAMEDIC

YOU HAVE WATCHED ENOUGH SURGICAL PROCEDURES TO BE ABLE TO

PERFORM SURGERY IN A MEDICAL BAY AS WELL IN A FIELD. IF YOU’RE IN A

MED BAY, YOU CAN USE YOUR EMERGENCY MEASURES FEATS TO PERFORM

SURGERY WITHOUT THE -2 PENALTY.

MICROEXPRESSIONS 1 HUMAN PSYCHOLOGY

YOUR 5 MINUTE ROLEPLAYING PSYCHOLOGICAL SKILLS CAN NOW BE DONE

THROW OBSERVATION RATHER THAN INTERACTION. YOU MUST BE CLOSE

ENOUGH TO OBSERVE THE TARGET’S MICROEXPRESSIONS. THIS CAN BE DONE

THROUGH VIDEO OR OTHER MEANS.

PAINKILLER 1

IF THE CHARACTER IS AT OR ABOVE 0 BODY, THE CHARACTER IMMEDIATELY

REGAINS 1 BODY IF THEY TAKE, OR ARE GIVEN, A PAINKILLER. NOTE :

OVERDOSE RULES APPLY.

PEOPLE PERSON 3 YOU GAIN THE INSIDER INFORMATION BACKGROUND SKILL, IRRESPECTIVE OF

YOUR BACKGROUND.

POKER FACE 1 HUMAN PSYCHOLOGY YOU CAN NOW FALSIFY RESPONSES TO PSYCHOLOGICAL CHALLENGES 5

TIMES PER MISSION.

PSYCHOANALYST 1 HUMAN PSYCHOLOGY YOUR TIME FOR DETECTING PSYCHOLOGICAL FLAWS IS REDUCED FROM 20

MINUTES TO 10 MINUTES OF ROLEPLAYING.

R&R : [SKILL NAME] 1

YOU ARE EXCELLENT AT, AND GAIN ANY ONE SKILL THAT IS NOT IN THE

RULEBOOK AND HAS NO INTIMATE EFFECT ON GAME BALANCE (SYSTEM

REFEREE’S WILL ARBITRATE THIS ON A CASE BY CASE BASIS, AND YOU SHOULD

PUT THIS REQUEST INTO THE SYSTEM REFEREE’S BEFORE YOU BUY IT)

SOME EXAMPLES OF THIS SKILL ARE : “GOLF”, “RUGBY”, “KNOWLEDGE OF

BAD TV”, “EXTREME SPORTS”, “WINDSURFING”

SIGN ME UP 3 YOU GAIN THE EXPERIMENTAL KIT BACKGROUND SKILL, IRRESPECTIVE OF

YOUR BACKGROUND.

THERAPIST 1 HUMAN PSYCHOLOGY

YOU TEND TO KNOW MORE ABOUT MENTAL CONDITIONS THAN A NORMAL

PSYCHOLOGIST – WHEN IN A COUNSELLING SESSION YOUR SESSIONS COUNT

AS DOUBLE FOR THE TREATMENT OF PSYCHOLOGICAL ILLNESSES.

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Damage & Medicine

PLAYER CHARACTERS NORMALLY HAVE 6 HITS (ALTHOUGH THIS CAN BE INCREASED BY CERTAIN SKILLS, AND DECREASED BY TRAUMA AND OTHER EXOTIC ISSUES); THIS

REPRESENTS YOUR HEALTH AND ABILITY TO TAKE DAMAGE. HITS ARE NOT LOCATIONAL, BUT YOU SHOULD ROLE-PLAY ANY CALLED SHOTS OR DAMAGE TO WHICHEVER

PART OF THE BODY YOU THINK IF APPROPRIATE.

THEY ALSO START WITH 6 MAXIMUM VITALITY, THIS INCREASES WITH EXPERIENCE, AND EXTRA POINTS CAN BE TAKEN AT CHARACTER GENERATION. THIS REPRESENTS

YOUR "HEROIC ABILITY" TO NOT BE HIT, YOUR ENERGY LEVELS AND GENERAL WELL-BEING. POISONS AND TOXINS MAY ALSO AFFECT VITALITY AND MAXIMUM VITALITY,

PROGRESSIVELY WEAKENING THE CHARACTER. VITALITY CANNOT DROP BELOW 0.

ALL DAMAGE SHOULD BE ROLEPLAYED

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

HOUR IF ASLEEP.

HITS REFRESH AT A RATE SHOWN IN THE TABLE BELOW.

IF YOU ARE NOT ON FULL BODY, YOU ARE BATTERED AND BRUISED AND CUT, WITH THE LOWER DOWN THE SCALE THE MORE SERIOUS THE

INJURY AND THE ROLEPLAYING YOU SHOULD DO.

IF YOU ARE TREATED BY A DOCTOR IN A PROPERLY EQUIPPED MEDICAL BAY, YOUR HITS REGENERATE TWICE AS FAST. IF YOU WERE AT

NEGATIVE HITS, AND WERE TREATED BY A DOCTOR WITH THE CONSULTANT FEAT IN A PROPERLY EQUIPPED MEDICAL BAY, YOUR HITS

REGENERATE FOUR TIMES AS FAST.

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

OFF BODY.

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

NO MATTER WHAT DAMAGE YOU HAVE TAKEN, YOU ALWAYS STAR T AN EVENT WITH FULL BODY AND FULL VITALITY UNLESS OTHERWISE

STATED IN YOUR PRE-EVENT DOWNTIME, OR YOU HAVE A WOUND CARD WHOSE EFFECTS ARE PERSISTING.

Bleeding

ONCE YOU ARE ON -1 OR BELOW, YOU ARE CONSIDERED “BLEEDING” AND NEED TO BE STABILISED WITHIN 60 SECONDS. IF YOU ARE NOT STABILISED THEN YOU LOSE

ONE POINT OF BODY. LOSING A POINT OF BODY THROUGH BLEEDING DOES NOT CAUSE YOU TO OPEN A NEW WOUND CARD.

Casualty Cards

GREEN WOUND CARDS

GREEN WOUND CARDS ARE GIVEN TO PLAYERS AND REFEREE’S TO BE RIPPED OPEN WHEN DAMAGE TAKES YOU TO 0, –1 OR

-2 TO SHOW THE FULL EXTENT OF THE WOUNDS. THESE WILL TELL THE PARAMEDIC OR DOCTOR EXACTLY WHAT THEY NEED TO

TREAT.

IF YOU TAKE A CRITICAL HIT YOU ALSO OPEN A GREEN WOUND CARD (IN ADDITION TO ANY OTHER WOUND CARDS YOU

SHOULD OPEN DUE TO THE SEVERITY OF THE HIT)

RED WOUND CARDS RED TRAUMA CARDS ARE GIVEN TO PLAYERS AND REFEREE’S TO BE RIPPED OPEN WHEN DAMAGE TAKES YOU TO EITHER -3 OR

-4 OR -5 TO SHOW THE FULL EXTENT OF THE WOUNDS. THESE WILL TELL THE DOCTOR EXACTLY WHAT THEY NEED TO TREAT.

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Health

•You are on full, or near full health (depending on your body AP / bodybuilder levels – you are fine and in the peak of health

•You regain +1 hit in one hour. 6+ •You have taken some damage, which will show up as cuts and bruises - but you're

heroic and these will work themselves out over time. You should roleplay that you've been injured, but they are not debilitating.

•You regain +1 hit in one hour. 1-5 •You are badly cut and bruised, and your body has started to get to the point where all

the cumulative cuts and bruises and injuries have started to take their toll.

•You regain +1 hit in two hours.

•You Open a GREEN Wound Card at this Level. 0 •You are very badly bruised and cut (use the wound card as a guide for where is

particularly injured). You are in a lot of pain.

•You regain +1 hit in 24 hours.

•You Open a GREEN Wound Card at this Level. -1 •You are very severely bruised, battered, beaten and cut (use the wound card as a guide

for where is particularly injured). You are in a lot of pain and are incapacitated and cannot move unless helped.

•You regain +1 hit in 1 week.

•You Open a GREEN Wound Card at this Level. -2

•You cannot move unless helped, you have been cut up very badly, and are in intense pain, even if helped to be moved unless by a trained Paramedic you are likely to be more injured and will go unconscious.

•You regain +1 hit in 1 month.

•You Open a RED Wound Card at this Level. -3

•You are unconscious, you're at the very limit of human endurance and are likely slipping into a coma.

•You cannot use Vitality to dodge damage at this level, or use Jammy Bastard's.

•You regain +1 hit in 3 months.

•You Open a RED Wound Card at this Level. -4

•You Are Dead -5

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Medical Abilities

STABILISE CASUALTY

REQUIRES : MEDIC / PARAMEDIC / DOCTOR

USING YOUR MEDICAL SKILLS, YOU CAN STOP A CASUALTY FROM DESCENDING TO THE NEXT LEVEL OF DAMAGE. HOWEVER IF

YOU LEAVE THE CASUALTY FOR LONGER THAN 30 SECONDS, THE DESCENT TO THE NEXT LEVEL WILL BEGIN AGAIN.

PREP FOR MOVEMENT

REQUIRES : PARAMEDIC / DOCTOR

USING YOUR MEDICAL SKILLS, YOU CAN PREPARE A CASUALTY FOR MOVEMENT AFTER YOU HAVE STABILISED THEM, THIS

MEANS YOU CAN LEAVE THE PATIENT AND THE DESCENT TO THE NEXT LEVEL WILL NOT BEGIN AGAIN AND THEY CAN BE MOVED

WITHOUT FURTHER INJURY.

THIS TAKES 1 MINUTE TO COMPLETE (UNLESS YOU HAVE THE “ON YOUR FEET SOLDIER” FEAT)

CRITICAL CARE

REQUIRES : DOCTOR

WITHIN A MEDICAL FACILITY (NOT IN THE FIELD) YOU CAN PERFORM SURGERY WHEN NEEDED AND YOU HAVE THE ABILITY TO

CARE FOR PEOPLE IN CRITICAL CONDITIONS, AIDING IN THEIR RECOVERY. THIS COUNTS AS ADVANCED MEDICAL CARE

TREATMENT LIMITS

MEDIC

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

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

PARAMEDIC

PARAMEDICS CAN TREAT ALL LEVELS OF INJURY

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

DOCTOR

DOCTORS CAN TREAT ALL LEVELS OF INJURY

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

CAN PERFORM SURGERY IN A MEDICAL CENTRE.

HEM – CON : SECOND AID

REQUIRES : PARAMEDIC / DOCTOR

YOU CAN USE HEM-CON ON A PATIENT IN THE FIELD. YOU NEED TO USE ONE HEM-CON PATCH PER WOUND CARD THAT THE

PATIENT HAS (I.E. IF THEY ARE ON -2 BUT HAVE 4 WOUND CARDS YOU NEED TO USE FOUR HEM-CON)

HEM-CON CAN ONLY BE APPLIED IN THIS WAY, IF THE PATIENT IS AT - 3 OR ABOVE. THIS TAKES 10 MINUTE S PER HEM CON

APPLIED TO TAKE EFFECT, AND AT THE END GIVES THE PATIENT BACK +1 BODY.

WHILE “BODY HITS” MAY BE HEALED BY THE USE OF HEM-CON, ANY WOUND CARD EFFECTS STILL REMAIN ON YOUR PERSON

UNTIL THEY NATURALLY HEAL AND SHOULD BE ROLEPLAYED.

THE TIME TAKEN TO APPLY HEM-CON AND ANY ASSOCIATED HEM-CON BENEFITS ARE NOT AFFECTED BY THE CONSULTANT

FEAT ABILITY TO REDUCE HEALING TIMES.

HEM – CON : SURGERY

REQUIRES : DOCTOR

YOU CAN USE HEM-CON ON A PATIENT IN A MEDICAL CENTRE (SURGERY). YOU NEED TO USE ONE HEM-CON PATCH PER

WOUND CARD THAT THE PATIENT HAS (I.E. IF THEY ARE ON -2 BUT HAVE 4 WOUND CARDS YOU NEED TO USE FOUR HEM-CON)

HEM-CON CAN ONLY BE APPLIED, IN THIS WAY, IF THE PATIENT IS AT -4 OR ABOVE.

IF THE PATIENT IS AT -1 OR -2, THE SURGERY TAKES THIS TAKES 10 MINUTES PER HEM CON APPLIED, AND AT THE END GIVES THE

PATIENT BACK +2 BODY.

IF THE PATIENT IS AT -3, THE SURGERY TAKES 30 MINUTES PER HEM CON APPLIED, AND AT THE END GIVES THE PATIENT BACK +2

BODY.

IF THE PATIENT IS AT -4, THE SURGERY TAKES 45 MINUTES PER HEM CON APPLIED; AND AT THE END GIVES THE PATIENT BACK

+1 BODY.

WHILE “BODY HITS” MAY BE HEALED BY THE USE OF HEM-CON, ANY WOUND CARD EFFECTS STILL REMAIN ON YOUR PERSON

UNTIL THEY NATURALLY HEAL AND SHOULD BE ROLEPLAYED.

THE TIME TAKEN TO APPLY HEM-CON AND ANY ASSOCIATED HEM-CON BENEFITS ARE NOT AFFECTED BY THE CONSULTANT

FEAT ABILITY TO REDUCE HEALING TIMES.

RESUSCITATION SEE RULES FOR ADRENALINE.

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Medical Supplies

HEM-CON

DESCRIPTION

HEM-CON IS A MEDICAL PATCH THAT CAN BE USED BY PARAMEDICS AND DOCTORS – IT IS A COMBINED

HUMAN / AETHERNAUT TECHNOLOGICAL ITEM AND IS IN LIMITED SUPPLY, AND DUE TO ITS EXPERIMENTAL

NATURE MAY HAVE SIDE EFFECTS – ALTHOUGH NONE HAVE BEEN DISCOVERED YET.

EFFECT +1 BODY IN THE FIELD (YOU NEED TO USE 1 HEM-CON PATCH PER WOUND CARD THE PATIENT HAS)

+2 BODY IN SURGERY (YOU NEED TO USE 1 HEM-CON PATCH PER WOUND CARD THE PATIENT HAS)

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

OVERDOSE HEM-CON DOES NOT HAVE AN OVERDOSE.

Drugs

STRONG PAINKILLERS

DRUG NAME VOLTOROL, VICODIN (ETC..)

USABLE BY MEDIC / PARAMEDICS / DOCTORS

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

DURATION EIGHT HOURS

OVERDOSE FOR EVERY ADDITIONAL DOSE WITHIN THE DURATION, LOSE 1 BODY

ANALGESIC PAINKILLERS

DRUG NAME MORPHINE (ETC..)

USABLE BY PARAMEDICS / DOCTORS

EFFECT

THIS DRUG WHEN ADMINISTERED TO A CHARACTER ON -3 OR ABOVE, ALLOWS YOU TO ACT AS IF YOU WERE

ON ZERO BODY (YOU FEEL NO PAIN DURING THE TIME THE MORPHINE IS ACTIVE).

THIS EFFECT LASTS FOR 30 MINUTES, AND DURING THOSE THIRTY MINUTES YOU CAN ACT AS IF YOU WERE ON

ZERO BODY. AFTER READING YOUR WOUND CARD YOU SHOULD BEAR IN MIND ANY INSTRUCTIONS YOU

HAVE BEEN GIVEN AND ROLE-PLAY APPROPRIATELY EVEN THOUGH YOU ARE NOT FEELING PAIN.

AFTER 30 MINUTES YOU WILL COLLAPSE AS THE DRUG WEARS OFF.

MAY CAUSE ADDICTION

DURATION 30 MINUTES

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

SEDATIVES

DRUG NAME BARIBUTATES, BENZODIAZEPINES (ETC...)

USABLE BY PARAMEDICS / DOCTORS

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

ANXIETY PROVOKING PROCEDURES.

DURATION 60 MINUTES

OVERDOSE IF YOU TAKE ADDITIONAL DOSE WITHIN THE DURATION, LAPSE INTO UNCONSCIOUSNESS AND REMAIN SO

FOR 60 MINUTES PER DOSE TAKEN.

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GENERAL ANAESTHETIC

DRUG NAME PROPOFOL (SURGERY) / KETAMINE (FIELD)

USABLE BY PARAMEDICS / DOCTORS

EFFECT A SINGLE DOSE OF GENERAL ANAESTHETIC THAT IS INHALED OR INJECTED WILL RENDER THE SUBJECT

UNCONSCIOUS FOR A PERIOD OF TIME.

DURATION 20 MINUTES - CURRENT VITALITY

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

CURRENT VITALITY.

RESUSCITATION

DRUG NAME ADRENALINE

USABLE BY PARAMEDICS / DOCTORS

EFFECT

IN THE HANDS OF A TRAINED PROFESSIONAL THIS CAN BE USED TO RESTART THE HEART IF THE CHARACTER

HITS -5 (NOTE THAT ITEMS SUCH AS DISINTEGRATION EFFECTS OR OTHER MASSIVE DAMAGE ITEMS WILL

NEGATE THIS ABILITY). A PARAMEDIC OR DOCTOR MUST REACH THE CHARACTER WITHIN 30 SECONDS, AND

INJECT THEM BEFORE THE END OF THIS TIME. ONCE THIS IS COMPLETE, THEN THE CHARACTER CAN BE

STABILISED ON -4.

THE CHARACTER LOSES 1 PERMANENT VITALITY WHICH CAN BE PURCHASED BACK FOR 1 AP (AND DOES

NOT COUNT TOWARDS HEROIC VITALITY LIMIT)

DURATION INSTANT

OVERDOSE

IF YOU TAKE AN ADDITIONAL ADRENALINE DOSE DURING THE DURATION, YOU GO IMMEDIATELY TO -3

(BUT DOES NOT CAUSE BLEEDING), WITH THE "HEART ATTACK" WOUND CARD - WHICH HAS THE EFFECT

OF CAUSING YOU TO LOSE CONSCIOUSNESS AND REQUIRE SURGERY WITHIN 45 MINUTES OR DIE.

FIGHT OR FLIGHT RESPONSE

DRUG NAME ADRENALINE

USABLE BY PARAMEDICS / DOCTORS

EFFECT

USING ADRENALINE GIVES YOU A SHORT TERM BOOST TO YOUR ENERGY LEVELS, GIVING YOU BACK 10

VITALITY.

AFTER 30 MINUTES YOU WILL LOSE 10 VITALITY POINTS (BUT CANNOT GO BELOW ZERO), LOSE 2 BODY

POINTS AND COLLAPSE AND BLACK OUT AS THE DRUG WEARS OFF. YOU SUFFER FROM BEING

INCAPACITATED AND UNCONSCIOUS UNTIL REVIVED BY A MEDIC OR ABOVE. NOTE THAT LOSING THE 2

BODY POINTS DOES NOT MAKE YOU OPEN A WOUND CARD, DOES NOT CAUSE BLEEDING AND CANNOT

TAKE YOU BELOW -2.

SHOULD YOU USE ANOTHER ADRENALINE WITHIN 1 HOUR FROM THE DRUG WEARING OFF YOU WILL BE

OVERDOSED (SEE SECTION BELOW)

MAY CAUSE ADDICTION

DURATION 1 HOUR

OVERDOSE

IF YOU TAKE AN ADDITIONAL ADRENALINE DOSE DURING THE DURATION, YOU GO IMMEDIATELY TO -3

(BUT DOES NOT CAUSE BLEEDING), WITH THE "HEART ATTACK" WOUND CARD - WHICH HAS THE EFFECT

OF CAUSING YOU TO LOSE CONSCIOUSNESS AND REQUIRE SURGERY WITHIN 45 MINUTES OR DIE.

BLOOD THINNER

DRUG NAME VIAGRA

USABLE BY PARAMEDICS / DOCTORS

EFFECT INCREASED LIBIDO AND REDUCED ALTITUDE SICKNESS.

DURATION 4 HOURS

OVERDOSE MASSIVELY INCREASED LIBIDO AND... ROLEPLAYING REQUIRED.

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TRUTH AGENT

DRUG NAME SODIUM PENTOTHAL

USABLE BY PARAMEDICS / DOCTORS

EFFECT

THIS DRUG TAKES 30 MINUTES TO WORK, AFTER WHICH THE PERSON WHO HAS HAD THE DRUG INJECTED WILL

BE UNABLE TO LIE FOR 5 MINUTES – UNLESS THEY HAVE :

DRUG RESISTANCE OR TORTURE RESISTANCE – THE DRUG TAKES 1 HOUR TO WORK, AND THE INABILITY TO

LIE LASTS FOR ONLY 2.5 MINUTES (THE INTERROGATOR IS LIKELY TO THINK THAT THE DRUG HAS NOT WORKED)

TWO USES OF DRUG RESISTANCE AND/OR TORTURE RESISTANCE REDUCE THE EFFECT TO ONLY MAKING

YOU DROWSY.

DURATION 60 MINUTES

OVERDOSE IF YOU TAKE ADDITIONAL DOSE WITHIN THE DURATION, LAPSE INTO UNCONSCIOUSNESS AND REMAIN SO

FOR 60 MINUTES PER DOSE TAKEN.

ANTI-OVERDOSE

DRUG NAME NALOXONE, CHARCOAL

USABLE BY PARAMEDICS / DOCTORS

EFFECT WILL REMOVE ONE OVERDOSE EFFECT FROM STRONG OR ANALGESIC PAINKILLERS

DURATION 60 MINUTES

OVERDOSE EVERY TIME YOU TAKE NALOXONE, YOUR VITALITY REDUCES BY 2, IF YOU ARE ON ZERO VITALITY DAMAGE

DOES TO BODY.

BROAD SPECTRUM

ANTIBIOTICS

DRUG NAME AMOXICILLIN

USABLE BY MEDIC / PARAMEDICS / DOCTORS

EFFECT THESE FIGHT INFECTIONS IN GENERAL, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY A REFEREE

DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE CAUSE.

DURATION 8 HOURS

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

BROAD SPECTRUM ANTI

VENOM

DRUG NAME NO GENERIC NAME

USABLE BY PARAMEDICS / DOCTORS

EFFECT

THESE FIGHT THE PAIN CAUSED BY NATURAL VENOM, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY

A REFEREE DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE

CAUSE, BUT CAN LOWER THE INCAPACITATION TIME AND/OR AMOUNT OF DAMAGE SUSTAINED.

DURATION 8 HOURS

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

ZERO VITALITY THEN THE DAMAGE GOES TO BODY.

BROAD SPECTRUM ANTI

POISON

DRUG NAME NO GENERIC NAME

USABLE BY PARAMEDICS / DOCTORS

EFFECT

THESE FIGHT THE EFFECTS OF POISON, AND WILL HAVE A RANGE OF EFFECTS AS EXPLAINED BY A REFEREE

DEPENDING ON WHAT IS BEING TREATED. NORMALLY ONLY TREAT THE SYMPTOMS NOT THE CAUSE, BUT

COULD LOWER THE PAIN OR OTHER EFFECTS, BUT NOT REMOVE THEM.

DURATION 8 HOURS

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

ZERO VITALITY THEN THE DAMAGE GOES TO BODY.

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SPECIFIC ANTIBIOTIC

DRUG NAME NO GENERIC NAME

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

EFFECT

WITH A PURE SAMPLE OF THE INFECTION OR DISEASE A DOCTOR CAN PRODUCE A SPECIFIC ANTIBIOTIC FOR

ONE DISEASE. THESE NORMALLY TREAT THE CAUSE OF THE DISEASE AND CAN CAUSE TOTAL RECOVERY – THE

AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON EACH INFECTION.

DURATION 8 HOURS

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

SPECIFIC ANTI VENOM

DRUG NAME NO GENERIC NAME

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

EFFECT

WITH A PURE SAMPLE OF THE VENOM A DOCTOR CAN PRODUCE A SPECIFIC ANTI VENOM FOR ONE

PARTICULAR VENOM. THESE NORMALLY TREAT THE CAUSE OF THE INFECTION AND CAN CAUSE TOTAL

RECOVERY – THE AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON

EACH SPECIFIC VENOM.

DURATION 8 HOURS

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

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

SPECIFIC ANTI POISON

DRUG NAME NO GENERIC NAME

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

EFFECT

WITH A PURE SAMPLE OF THE POISON A DOCTOR CAN PRODUCE A SPECIFIC ANTI POISON FOR ONE

PARTICULAR POISON. THESE NORMALLY TREAT THE CAUSE OF THE POISON AND CAN CAUSE TOTAL

RECOVERY – THE AMOUNT OF TIME TO PRODUCE WILL BE TOLD TO YOU BY A REFEREE AS IT DEPENDS ON

EACH SPECIFIC POISON.

DURATION 8 HOURS

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

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

Addiction

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

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Combat & Weapons

INTRODUCTION

CHARACTERS MUST HAVE THE APPROPRIATE PHYS REP IN ORDER TO BE ISSUED WITH A PARTICULAR WEAPON. METAL MELEE WEAPONS OR

DECOMMISSIONED WEAPONS ARE NOT ACCEPTABLE.

ALL AMMUNITION CLIPS/MAGAZINES AND MUNITIONS OF ALL TYPES MUST ALSO BE PHYSREP’D (INCLUDING ITEMS SUCH AS BOOBY TRAPS AND

GRENADES – INCLUDING THOSE FIRED FROM LAUNCHERS) – PHYS REPS FOR MAGAZINES ARE ISSUED TO THE IC ORGANISATION FOR DEPLOYMENT TO

CHARACTERS IN CHARACTER. IF YOU WERE NOT ISSUED IC WITH AMMO, YOU DO NOT HAVE THE AMMO.

ARMOUR

ARMOUR PROVIDES THE CHARACTER WITH EXTRA PROTECTION AND MUST BE PHYSREP’D

NOTE THAT ARMOUR MUST BY PHYSREP’D – THERE MUST BE SOME PHYSICAL ENCUMBRANCE IN ORDER FOR THE ARMOUR BENEFIT TO BE GAINED AND ARE

REQUIRED TO COVER 50% OF THE PROTECTED LOCATION (SEE BELOW). AN ASSAULT VEST FOR EXAMPLE WOULD NOT BE CLASSED AS BODY ARMOUR, BUT A

PLATE CARRIER (EITHER WITH PLATES OR FOAM INSERTS ETC…) WOULD BE CLASSED AS BODY ARMOUR.

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

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

HELMET +2ARMOUR MUST BE A HELMET WITH ENCUMBRANCE

BODY ARMOUR +4ARMOUR MUST BE A CHEST ARMOUR COVER WITH PLATES AT LEAST IN FRONT

ANY DAMAGE WHICH GOES "THROUGH" VITALITY, OR IF YOU ARE ON 0 VITALITY, IS APPLIED TO ARMOUR FIRST, AND THEN TO BODY – UNLESS IT IS A CALLED

SHOT TO A NON ARMOURED LOCATION.

FEATS WHICH INCREASE BODY (SUCH AS DIE HARD) DO NOT AFFECT ARMOUR IN ANY WAY

WHEN ARMOUR TAKES DAMAGE IT ALWAYS TAKES DAMAGE IN THE ORDER LISTED ABOVE (SO IF YOU TAKE TWO POINTS OF DAMAGE TO A FULLY ARMOURED

BODY THE ARM AND LEG ARMOUR ARE DAMAGED, IF YOU TAKE FOUR POINTS OF DAMAGE TO A FULLY ARMOURED BODY – THE ARM, LEG AND HELMET ARE

DAMAGED). ARMOUR DAMAGED IN SUCH A WAY IS RENDERED UNUSABLE AFTER TAKING DAMAGE, UNTIL REPAIRED BY SOMEONE WITH THE ARMOURER

SKILL. IT TAKES 10 MINUTES OF REPAIR TO REPAIR ONE POINT OF ARMOUR. SO BODY ARMOUR ABOVE TAKES 40 MINUTES TO REPAIR.

COVER

WHEN RUNNING THROUGH DENSE TREES OR STATIONARY BEHIND A COVERING, BUT NOT CONCEALING OBJECT I.E. TREE, DENSE UNDERGROWTH, STANDING

STONE, HALF OF SHOTS HIT.

RELOADING

IN NORMAL FIRE FIGHTS, WHERE INDIVIDUAL TARGETS ARE BEING CALLED, A CHARACTER IS ASSUMED TO BE ABLE TO RELOAD WHEN NECESSARY. YOU

MUST ROLE-PLAY CHANGING YOUR MAGAZINE. THERE ARE SOME PARTICULAR OCCASIONS WHEN A RELOAD MUST BE CALLED AS WELL AS ROLE-PLAYED

(UNLESS YOU ARE USING THE ALL GUNS BLAZING FEAT), AFTER CALLING COVERING FIRE, SPRAY FIRE, HEAVY FIRE, OR USING A WEAPON THAT HAS A

SIGNIFICANT RELOAD TIME – E.G. MISSILE OR GRENADE LAUNCHER

AFTER THE FIRE FIGHT PLEASE HAND YOUR USED MAGAZINE IN TO THE REFEREE.

ALSO NOTE THAT YOU MUST HAVE PHYS REPS OF AMMUNITION TO ACTUALLY BE USING THEM, IF YOU DO NOT HAVE A PHYS REP FOR A MAGAZINE, YOU

HAVE NO AMMO FOR THE GUN. STOCKS OF AMMO MAY BE REGULATED IN CHARACTER – AND WHILE YOU MAY HAVE AMMO CLIPS OUT OF CHARACTER,

IF YOU HAVE NOT GAINED AMMO THROUGH IN CHARACTER MEANS, YOU DO NOT HAVE AMMO.

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WEAPONS DAMAGE / CALLS

DAMAGE CALLS ARE NOW OF THE FORMAT : TARGET – DAMAGE – EFFECT

THERE MUST BE 1 SECOND BETWEEN CALLS, NO DRUM ROLLING OF CALLS

Target

TARGET (NAME) I.E. “COLONEL BOB” HITS ONLY THE PERSON TARGETED, IF YOU DO NOT SPECIFY A TARGET, THEN THE CALL

MISSES.

TARGET (NAME) - GLOBAL I.E. “COLONEL BOB – GLOBAL” HITS EVERYONE IN A 10 FT. RADIUS AROUND THE TARGET

TARGET (NAME) - MASS I.E. “COLONEL BOB – MASS” HITS EVERYONE IN A 30 FT. RADIUS AROUND THE TARGET

Damage

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

Effect

INCAPACITATE (INCAP) IF YOU ARE TAKEN TO 0 VITALITY, OR ARE ON 0 VITALITY WHEN HIT BY THIS CALL, THEN YOU ARE INCAPACITATED, CONSIDERED

UNCONSCIOUS AND CANNOT MOVE OR USE FEATS FOR 30 SECONDS.

KNOCKBACK (KB) YOU ARE KNOCKED BACK 10 FEET AND SHOULD ROLEPLAY THIS. THIS EFFECT OCCURS EVEN IF YOU TAKE NO DAMAGE FROM

THE CALL ASSOCIATED WITH IT.

KNOCKDOWN (KD)

YOU ARE KNOCKED DOWN TO THE FLOOR, THE FRONT OR BACK OF YOUR TORSO MUST TOUCH THE FLOOR. IF UNSAFE TO DO

SO, YOU MUST DROP TO YOUR KNEE FOR 10 SECONDS AND CANNOT MOVE OR INITIATE COMBAT DURING THIS TIME. THIS

EFFECT OCCURS EVEN IF YOU TAKE NO DAMAGE FROM THE CALL ASSOCIATED WITH IT.

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

SPECIAL SEE REFEREE IF YOU ARE HIT BY THIS CALL.

STUN IF YOU ARE TAKEN TO 0 VITALITY, OR ARE ON 0 VITALITY WHEN HIT BY THIS CALL, THEN YOU ARE STUNNED, AND CANNOT MOVE

OR USE FEATS FOR 30 SECONDS. THIS CALL CANNOT DO DAMAGE TO BODY.

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

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

CRITICAL HIT / SNIPER SHOT SEE THE FEATS SECTION FOR FULL DESCRIPTION

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

CHOKE YOU ARE RENDERED UNCONSCIOUS FOR 30 SECONDS

GRAPPLE YOU ARE RESTRAINED AND CANNOT MOVE ALTHOUGH YOU CAN STRUGGLE

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

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

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Area of Effect Calls

COVERING FIRE

CALL “TARGET – COVERING FIRE”, THEN “COVERING FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO)

THIS CALL DOES 1 THROUGH PER CALL (I.E. PER SECOND) AND USES 5 BULLETS PER CALL

COVERING FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND ALL ENEMIES WITHIN A 20 FEET RADIUS OF IT (ONLY ENEMIES

IN FRONT OF THE SHOOTER ARE HIT)

YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT BEHIND COVER, OR LYING FLAT ON THE GROUND.

SPRAY FIRE

CALL “TARGET – SPRAY FIRE”, THEN CALL “SPRAY FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO)

THIS CALL DOES 2 THROUGH PER CALL (I.E. PER SECOND) AND USES 10 BULLETS PER CALL

SPRAY FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND EVERYONE WITHIN A 20 FEET RADIUS OF IT (ONLY PEOPLE IN

FRONT OF THE SHOOTER ARE HIT)

YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT LYING FLAT ON THE GROUND – STANDARD COVER

RULES APPLY.

HEAVY FIRE

CALL “TARGET – HEAVY FIRE”, THEN CALL “HEAVY FIRE” AS MANY TIMES AS DESIRED (AS LONG AS YOU HAVE AMMO)

THIS CALL DOES 3 THROUGH PER CALL (I.E. PER SECOND) AND USES 15 BULLETS PER CALL

HEAVY FIRE WILL HIT THE TARGET (OR AREA TARGETED), AND EVERYONE WITHIN A 20 FEET RADIUS OF IT (ONLY PEOPLE IN

FRONT OF THE SHOOTER ARE HIT)

YOU TAKE THE DAMAGE FOR EACH INDIVIDUAL CALL WHERE YOU ARE NOT LYING FLAT ON THE GROUND – THIS CALL IGNORES

COVER.

Other Weapon notes

HAND DEVICE – DEFLECT ALL FIREARMS AND FORCE WEAPONS HAVE NO EFFECT. THIS IS A PASSIVE EFFECT AND DOES NOT HAVE TO BE CALLED FOR

EVERY BULLET. THIS CANNOT BE ACTIVE AT THE SAME TIME AS HAND DEVICE ACTIVE SKILL

HAND DEVICE – LIFE DRAIN THE CHARACTER LOSES VITALITY AT A RATE OF 1 PER 10 SECONDS UNTIL REACHING 0 WHEREUPON THE CHARACTER WILL

COLLAPSE. IF THE EFFECT CONTINUES THE CHARACTER LOSES BODY HITS AT 1 PER 10 SECONDS UNTIL DYING AT –5.

HAND DEVICE – PUSH DOES (TARGET) – 3 - KNOCKBACK

STABILISED ONLY

SOME WEAPONS IN THE FOLLOWING TABLE ARE LISTED AS STABILISED ONLY

THIS WEAPON HAS TO BE STABILISED IN SOME IN WAY – EITHER BY A BIPOD MOUNT, PRONE, A CORPSE ETC… - IT CANNOT BE

USED WHILE MOVING.

MOUNTED ONLY

SOME WEAPONS IN THE FOLLOWING TABLE ARE LISTED AS MOUNTED ONLY

THIS WEAPON HAS TO BE USED ON A TRIPOD MOUNT – PROPERLY STABILISED – IT CANNOT BE USED WHILE MOVING. THIS IS

NORMALLY A HEAVY WEAPON, AND ARE NOT NORMALLY MAN PORTABLE.

ANY WEAPONS LISTED AS MOUNTED ONLY MUST HAVE SYSTEM REFEREE APPROVAL IF THEY ARE INTENDED TO BE MAN

PORTABLE.

Ammo Phys Reps

NORMAL AMMO THESE ARE THE STANDARD AMMO MAGS SUPPLIED BY THE SEF, AND ARE THE VALUES LISTED IN THE RULES ABOVE.

EXTENDED MAGAZINES MUST BE CLEARED BY A SYSTEM REFEREE BEFORE BEING USED, PHYS REP NEEDS TO BE SUPPLIED BY THE PLAYER

THESE INCREASE THE AMMO CAPACITY LISTED ABOVE BY 50% (ROUND DOWN)

DRUM MAGAZINES MUST BE CLEARED BY A SYSTEM REFEREE BEFORE BEING USED, PHYS REP NEEDS TO BE SUPPLIED BY THE PLAYER

THESE INCREASE THE AMMO CAPACITY LISTED ABOVE BY 100%

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PISTOLS

Semi - Automatic Pistol

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

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

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

IT IS USEFUL AS A BACKUP WEAPON, OR AS THE

PRIMARY FIREARM FOR NON-COMBATANTS.

IT IS SMALL AND EASY TO CARRY OR CONCEAL.

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER

ACTIVITIES.

WITH GOOD MARKSMANSHIP (OOC CRITICAL

HITS) CAN BE SURPRISINGLY EFFECTIVE AGAINST

SINGLE TARGETS.

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE

FEATS AND PERKS.

LOW OVERALL DAMAGE OUTPUT

WEAK AGAINST MULTIPLE TARGETS

WEAK AGAINST LARGE OR HEAVILY ARMOURED

TARGETS

WEAK STOPPING POWER MAKES IT POOR AGAINST

HAND TO HAND OPPONENTS.

JAFFA IN RED, SINGLE

JAFFA IN GREEN, CRITICAL HIT

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

1 - 12

Revolver

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

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

EXAMPLES M1895, SMITH & WESSON 10

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

SMALL AND EASY TO CARRY OR CONCEAL.

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER

ACTIVITIES.

WITH GOOD MARKSMANSHIP (OOC CRITICAL

HITS) CAN BE SURPRISINGLY EFFECTIVE.

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE

FEATS AND PERKS.

LOW OVERALL DAMAGE OUTPUT

WEAK AGAINST MULTIPLE TARGETS

WEAK AGAINST LARGE OR HEAVILY ARMOURED

TARGETS

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

JAFFA IN RED, SINGLE

JAFFA IN GREEN, CRITICAL HIT

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

1 - 6

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ADVANCED PISTOLS

Heavy Semi - Automatic Pistol

DESCRIPTION

REPRESENTED FROM WEAPONS SUCH AS THE DESERT EAGLE ETC., THESE WEAPONS ARE BOTH POPULAR AND DISPARAGED IN EQUAL MEASURE BY

THOSE WITHIN THE SEF. WHILST THEY PACK A PUNCH THEY TEND TO HAVE A LOW AMOUNT OF AMMO FOR THEIR DAMAGE OUTPUT, WITH THEIR

ADDITIONAL WEIGHT THEY MAKE A POOR CHOICE OF BACKUP WEAPON WHEN COMPARED TO SMG'S SUCH AS THE MAC 10 OR MP5K, STILL THEY

ARE AVAILABLE FOR ISSUE.

EXAMPLES DESERT EAGLE

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

IT IS EASY TO CARRY.

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER

ACTIVITIES.

WITH GOOD MARKSMANSHIP (OOC CRITICAL

HITS) CAN BE SURPRISINGLY EFFECTIVE.

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE

FEATS AND PERKS.

WEAK AGAINST MULTIPLE TARGETS

WEAK AGAINST LARGE OR HEAVILY ARMOURED

TARGETS

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

JAFFA IN RED, DOUBLE

JAFFA IN GREEN, CRITICAL HIT

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

2 - 8

Heavy Revolver

DESCRIPTION THIS INCLUDES EVERYTHING FROM YOUR 357 MAGNUM TO THE GUN THAT DIRTY HARRY CARRIES. USAGE OF THIS WEAPON TENDS TO BE MOCKED

LESS THAN THE HEAVY SEMI-AUTOMATIC PISTOLS SUCH AS THE DESERT EAGLE, IF ONLY DUE TO THE FACT THEY THE PISTOLS ARE RELIABLE ENOUGH TO BE

DROPPED AND NOT LIKELY TO BREAK.

EXAMPLES .357 MAGNUM

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

EASY TO CARRY.

HOLSTERED ALLOWS BOTH HANDS FREE FOR OTHER

ACTIVITIES.

WITH GOOD MARKSMANSHIP (OOC CRITICAL

HITS) CAN BE SURPRISINGLY EFFECTIVE.

IT CAN BE DUAL WIELDED WITH THE APPROPRIATE

FEATS AND PERKS.

WEAK AGAINST MULTIPLE TARGETS

WEAK AGAINST LARGE OR HEAVILY ARMOURED

TARGETS

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

JAFFA IN RED, DOUBLE

JAFFA IN GREEN, CRITICAL HIT

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

2 - 6

Taser

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

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

IMMOBILISES RATHER THAN KILLS

ONE SHOT

CANNOT BE USED TO TARGET A SPECIFIC BODY

PART

JAFFA IN RED, 4 STUN

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

4 STUN - 1

ONLY HAS A 15 FOOT RANGE

IF IT SUCCESSFULLY STUNS SOMEONE, CAN BE USED TWICE MORE TO

EXTEND STUN DURATION

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SMALL ARMS

Assault Rifle

DESCRIPTION

THIS CATEGORY OF WEAPONS ARE VERY POPULAR AMONG COMBAT MISSION PERSONNEL DUE TO THE TACTICAL FLEXIBILITY AND HIGH DAMAGE OF

THESE WEAPONS. THEY ARE ALSO POPULAR AMONG COMBAT PERSONNEL AS IN A PINCH, LIGHT MACHINE GUN AMMUNITION CAN BE CANNIBALISED

(A LENGTHY PROCESS) AND USED TO REFILL ASSAULT RIFLE MAGAZINES.

A COMMON MISTAKE BY ROOKIES IS FAILURE TO HAVE A SLING ATTACHED TO THEIR FIREARM. A GOOD SLING CAN HELP MITIGATE THE

ENCUMBRANCE OF AN ASSAULT RIFLE, AND AVOID HAVING TO PUT THEIR WEAPON DOWN WHILST THEY PERFORM OTHER ACTIVITIES. REMEMBER

ALWAYS HAVE A SLING FOR YOUR RIFLE.

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

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

GOOD DAMAGE OUTPUT

GOOD AMMUNITION SIZE FOR ITS DAMAGE OUTPUT.

GOOD FOR LAYING DOWN SUPPRESSING FIRE.

GOOD TYPE OF FIREARM FOR MOST COMBAT

TASKS.

AMMO CAN BE CANNIBALISED FROM LIGHT

MACHINE GUNS.

CARBINES AND COMPACT VARIETIES ARE GOOD

FOR CLOSE QUARTERS.

CAN QUICKLY USE UP AMMUNITION IF USED IN A

SUPPORT FIRE ROLE.

NORMALLY REQUIRES AMMUNITION WEBBING OR A

TACTICAL VEST TO CARRY SPARE AMMO

MAGAZINES.

JAFFA IN RED, DOUBLE

JAFFA IN BLUE, QUAD

JAFFA IN GREEN, CRITICAL HIT

JAFFA IN GREEN, COVERING FIRE

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

2 4

(USES 3 AMMO) 30 COVERING FIRE

Shotgun (Standard)

DESCRIPTION THERE IS A LOT OF DEBATE ABOUT THE USEFULNESS OF THE SHOTGUN, WITH MOST MISSION PERSONNEL HAVING THEIR OWN VIEW ON THE WEAPONS.

STILL, THEY HAVE PROVED THEIR WORTH IN CLOSE QUARTER COMBATS. IT IS NOT UNUSUAL TO SEE MANY OF THE MORE CLOSE COMBAT TRAINED

PERSONNEL TO HAVE SHOTGUN SLUNG OVER THEIR BACK.

EXAMPLES SAS12, MOSSBERG 500

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

EXCELLENT AGAINST ALIENS WHO WISH TO ENGAGE

IN HAND TO HAND COMBAT

EXCELLENT FOR ROOM CLEARANCE AGAINST

OPPONENTS WIELDING STAFF WEAPONS

WEAK AGAINST MULTIPLE TARGETS

VERY POOR ACCURACY FOR PINPOINT SHOOTING

FULLY LOADED, DOES NOT CARRY MANY ROUNDS

POOR COMPARED TO SMG'S AND ASSAULT RIFLES

IN MORE OPEN FIRE FIGHTS.

JAFFA IN RED, TRIPLE

JAFFA IN BLUE, TRIPLE KNOCKDOWN (IF THE JAFFA

IS WITHIN 20 FEET)

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

3 3 KD

(AUTO WITHIN 20 FEET) 2 OR 6*

*2 AMMO FOR DOUBLE BARRELLED SHOTGUN

*6 AMMO FOR PUMP ACTION SHOTGUN

Sub Machine Gun

DESCRIPTION THIS FIREARMS CATEGORY COVERS A WIDE SPECTRUM OF FIREARMS INCLUDING SUB MACHINE GUNS, COMPACT SUB MACHINE GUNS, MACHINE

PISTOLS AND PERSONAL DEFENCE WEAPONS ETC. THESE WEAPONS TEND TO BE VERY POPULAR AMONG SEF PERSONNEL DUE TO THEIR COMPACT

SIZE LIGHT WEIGHT, AND THE ABILITY TO POUR FIRE INTO ALIENS.

EXAMPLES MP5, MP5K, BERETTA 93R, AND THE P90

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

GOOD ALL ROUND WEAPON

GOOD FOR PERSONNEL WHO DON’T WANT TO

CARRY THE WEIGHT OF HEAVY MEDIUM WEAPONS

LIGHTWEIGHT.

GOOD FOR CLOSE QUARTERS COMBAT.

CAN BE USED TO GIVE SUPPORTING FIRE.

UNDERPOWERED COMPARED TO ASSAULT RIFLES

DOES NOT HAVE THE SHORT RANGE STOPPING

POWER OF A SHOTGUN.

CAN QUICKLY USE UP AMMUNITION IF USED IN A

SUPPORT FIRE ROLE.

NORMALLY REQUIRES AMMUNITION WEBBING OR A

TACTICAL VEST TO CARRY SPARE AMMO

MAGAZINES.

JAFFA IN RED, SINGLE

JAFFA IN BLUE, TRIPLE

JAFFA IN GREEN, CRITICAL HIT

JAFFA IN RED, COVERING FIRE

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

1 3

(USES 3 AMMO) 30 COVERING FIRE

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Sniper Rifle

DESCRIPTION

WITH THE USE OF A SNIPER RIFLE, A MARKSMAN CAN TAKE OUT KEY ENEMY PERSONNEL OFTEN FROM LONG RANGE.

SNIPER RIFLES ARE SPECIALISED WEAPONS USING DEDICATED PRECISION AMMUNITION. AS SUCH THE AMMUNITION IS NOT INTERCHANGEABLE WITH

ANY OTHER TYPES OF WEAPON. A SNIPER RIFLE IS BEST USED AT LONG RANGE; AGAINST MULTIPLE OPPONENTS, OR IN CLOSE COMBAT IT GAINS FEW

OF ITS BENEFITS. WHEN USED AT A DECENT RANGE AND WITH STEALTH AND SURPRISE THIS WEAPON CAN INFLICT DEVASTATING DAMAGE.

TO GAIN THE MOST BENEFIT FROM THIS CATEGORY OF WEAPON, THE SNIPER TRAINING SKILL NEEDS TO BE TAKEN TO ALLOW THE USE OF THE SNIPER

SHOT FEAT.

EXAMPLES L96

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

VERY HIGH SINGLE TARGET DAMAGE WEAPON.

CAN BE USED AT EXTREMELY LONG RANGES

POOR IN CLOSE COMBAT

POOR AGAINST LARGE GROUPS OF TARGETS

DUE TO THE LENGTH OF THESE WEAPONS THEY TEND

TO BE UNWIELDY IN CONFINED SPACES

JAFFA IN RED, QUAD

JAFFA IN BLUE, CRITICAL HIT

JAFFA IN GREEN, SNIPER SHOT

(REQUIRES EXTRA SKILL)

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

4 - 10 CAN USE SNIPER SHOT FEATS

Underslung Grenade Launcher

DESCRIPTION

THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE ATTACHED DIRECTLY TO THE BOTTOM OF THE BARREL OF WEAPONS SUCH AS ASSAULT RIFLES,

ASSAULT CARBINE AND SOME SUB-MACHINES GUNS. THEY ARE NORMALLY SINGLE SHOT, AND FIRE A SINGLE GRENADE AT A TARGET. UGL AS THEY

ARE COMMONLY REFERRED TO ARE OFTEN USED BY COMBAT PERSONNEL TO PACK A BIT OF EXTRA PUNCH, IN MEDIUM RANGE AND CLOSE COMBAT

SITUATIONS

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

EXAMPLES M203

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

ALLOWS LONG RANGE ACCURATE PLACEMENT OF

GRENADES.

DON’T REQUIRE YOUR MAIN WEAPON TO BE SLUNG

OR HOLSTERED WHILST YOU THROW A GRENADE

ONE SHOT

THEY INCREASE THE WEIGHT OF YOUR WEAPON

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY, GLOBAL – SIX - STUN

Single Shot Stand Alone Grenade Launcher

DESCRIPTION

THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE SINGLE SHOT, AND DO NOT NEED TO BE ATTACHED TO ANOTHER WEAPON, NOT AS COMMON

AS UGL, THEY ARE STILL SEEN AMONG SEF PERSONNEL WHO SOMETIMES HAVE ONE SLUNG OVER THEIR SHOULDER.

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

EXAMPLES M203

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

ALLOWS LONG RANGE ACCURATE PLACEMENT OF

GRENADES.

ONE SHOT

DON’T GET INTO MELEE WITH ONE.

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY, GLOBAL – SIX - STUN

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MELEE, MANUAL RANGED, THROWN & UNARMED WEAPONS

Small Melee Weapon

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

EXAMPLES KNIFE, CLUB, SHORTSWORD

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

2 - - SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 1

DAMAGE, BUT IT CANNOT CRITICAL OR BE USED AMBIDEXTROUSLY

WITHOUT THE MELEE SKILL.

Medium Melee Weapon

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

EXAMPLES LONGSWORD, SHORT STAFF

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

3 - - SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 1

DAMAGE, BUT IT CANNOT CRITICAL OR BE USED AMBIDEXTROUSLY

WITHOUT THE MELEE SKILL.

Large Melee Weapon

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

EXAMPLES STAFF, CLAYMORE, GREAT SWORD

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

3 KD - - SOMEONE UNTRAINED IN MELEE, CAN USE THIS WEAPON TO DO 2

DAMAGE, BUT IT CANNOT CRITICAL WITHOUT THE MELEE SKILL.

Unarmed Combat

DESCRIPTION MARTIAL ARTS, STREETFIGHTING ETC…

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

1 1 KD - DAMAGE IS THE “STRIKE” ABILITY

SPECIAL DAMAGE IS THE “THROW” ABILITY

Thrown (Manual)

DESCRIPTION THROWN DAGGER, SHURIKEN

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

1 - - AMMO AS PER PHYS REPS

Ranged (Manual)

DESCRIPTION BOWS & CROSSBOWS

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

2 - - AMMO AS PER PHYS REPS

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EXPLOSIVES

C4 / PE4

DESCRIPTION C4 IS AN EASILY MOULDABLE PLASTIC EXPLOSIVE WHICH IS VERY STABLE AND INSENSITIVE TO MOST PHYSICAL SHOCKS, DETONATION IS INITIATED BY A

COMBINATION OF EXTREME HEAT AND A SHOCKWAVE (AS CAUSED BY A DETONATOR)

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

2 * - -

DAMAGE IS 2 DAMAGE AND 10FT RADIUS PER 5X5CM BLOCK – EACH

BLOCK OF C4 INCREASES RADIUS AND DAMAGE.

CAN BE USED WITH “BASIC EXPLOSIVES TRAINING”

Thermite

DESCRIPTION THERMITE IS A PYROTECHNIC COMPOSITION OF A METAL POWDER AND A METAL OXIDE THAT PRODUCES AN EXOTHERMIC OXIDATION-REDUCTION

REACTION KNOWN AS A THERMITE REACTION. THIS HAS A VERY INTENSE BURN AND CAN BE USED FOR THERMITE WELDING

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

4* THROUGH - -

DAMAGE IS 4 THROUGH PER 15X2CM STICK – THIS IS NOT TARGETED TO

PEOPLE, AND IS ONLY FOR DEMOLITION PURPOSES.

BURNS DOWNWARD, DOES NOT EXPLODE

Claymores

DESCRIPTION THESE ARE SMALL BOX LIKE EXPLOSIVES, WITH THE WORDS “FRONT TOWARDS ENEMY” WRITTEN ON… THIS GIVES A PERFECT INSTRUCTION MANUAL

FOR WHICH DIRECTION TO POINT THEM IN.

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

HEAVY FIRE * 2 - -

DAMAGE IS IN A 90 DEGREE ARC IN FRONT OF THE MINE –

DETONATION CAN BE DONE REMOTELY OR BY WIRE.

THE PERSON WHO PLACED THE DEVICE MUST MAKE THE CALLS AND

CANNOT MAKE THE CALLS IN CHARACTER

CAN BE PLACED BY SOMEONE WITH “BASIC EXPLOSIVES TRAINING”

CLAYMORES REQUIRE A 3 CARD PROBLEM [OLD ORDINANCE]

[SIMPLE DEVICE] [ALL THE WIRES ARE GREY] TO DISARM (YOU CAN

ALWAYS AUTOMATICALLY DISARM YOUR OWN CLAYMORES)

Improvised Explosive Device / Booby Traps

DESCRIPTION

IEDS / BOOBY TRAPS SET BY DEMOLITIONS EXPERTS.

AN IED / BOOBY TRAP PHYSICAL REP MUST BE INSPECTED BY A REFEREE PRIOR TO IT BEING ACTIVATED. IED / BOOBY TRAPS SHOULD NOT BE

ATTACHED TO PYROTECHNICS, OR ANY ALARM DEVICES. SNAP TRAPS ARE ALLOWED. IED / BOOBY TRAPS SHOULD INDICATE TO THE INDIVIDUAL

WHO HAS SET IT OFF, THAT THE DEVICE HAS DETONATED.

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

GLOBAL 6

THROUGH KD

BOOBY TRAPS REQUIRE A 3 CARD PROBLEM TO DISARM [IMPROVISED

EXPLOSIVE] [SIMPLE DEVICE] [UNSTABLE DEVICE]

BOOBY TRAPS REQUIRE EXPLOSIVES TRAINING TO DEPLOY

GRENADES

Standard Grenades

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

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

GLOBAL 6 KD - 1

Flash Bangs

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

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

GLOBAL 6 STUN - 1

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SUPPORT WEAPONS

Light Machine Gun

DESCRIPTION

A LIGHT MACHINE GUN (LMG), TEND TO BE ANYTHING BUT LIGHT, AND ARE EXCELLENT WEAPONS FOR LAYING DOWNING WITHERING FIRE FOR

SUPPORTING YOUR TEAM MATES WHEN THEY RETREATING OR ADVANCING. THUS THEY ARE OFTEN CALLED SQUAD AUTOMATIC WEAPONS. LMG ARE

FED WITH AMMUNITION BELTS THAT CONTAIN 100 ROUNDS OF AMMUNITION THAT ARE THE SAME TYPE OF BULLETS USED BY ASSAULT RIFLES AND

CARBINES.

EXAMPLES M249, MG36, FN MINIMI

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

LMG ARE CAPABLE OF PROVIDING SUSTAINED

COVERING FIRE AND SPRAY FIRE CALLS.

GREAT FOR DEFENDING POSITIONS

GREAT FOR SUPPORTING FIRE FOR TEAM MATES

WHO ARE ATTACKING POSITIONS.

EXCELLENT AGAINST MULTIPLE TARGETS.

TEND TO BE CUMBERSOME AND HEAVY

SPARE AMMUNITION IS ALSO CUMBERSOME.

DUE TO THE LENGTH OF THESE WEAPONS THEY TEND

TO BE UNWIELDY IN CONFINED SPACES.

JAFFA IN RED, TRIPLE

JAFFA IN RED, COVERING FIRE

JAFFA IN RED, SPRAY FIRE

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

- 4

(USES 5 AMMO) 100

CANNOT DO SINGLE SHOTS

COVERING FIRE

SPRAY FIRE

Anti – Material Rifle

DESCRIPTION THESE LARGE WEAPONS ARE CONSIDERED THE BIG BOYS OF THE SNIPER RIFLE WORLD, FIRING LARGE CALIBRE ROUNDS THAT CAN BOTH DAMAGE

PEOPLE, VEHICLES, BUILDINGS ETC. WHEN UTILISED BY SOMEBODY WHO HAS TAKEN THE SNIPER TRAINING SKILL IT IS CAPABLE OF THE SNIPER SHOT

FEAT. THE MAIN DISADVANTAGE OF THESE WEAPONS, IS DUE TO THE RECOIL, THESE GUNS NEED TO BE STABILISED.

EXAMPLES BARRETT M82A2 AMR-2, WKW TOR

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

A POWERFUL WEAPON, GREAT FOR PICKING OFF

INDIVIDUAL OPPONENTS.

TEND TO BE CUMBERSOME AND HEAVY

NEEDS TO BE STABILISED

POOR IN CLOSE COMBAT

POOR AGAINST LARGE GROUPS OF TARGETS

DUE TO THE LENGTH OF THESE WEAPONS THEY TEND

TO BE UNWIELDY IN CONFINED SPACES.

JAFFA IN RED, FIVE KNOCKDOWN

JAFFA IN PINK, CRITICAL HIT, KNOCKDOWN

JAFFA IN CYAN, SNIPER SHOT, KNOCKDOWN

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

5 KD - 5 CAN USE SNIPER SHOT FEATS

STABILISED ONLY

Automatic Shotgun

DESCRIPTION THE BIG BOY OF SHOTGUNS, THESE WEAPONS ARE ANYTHING BUT SUBTLE. CAPABLE OF DEVASTATING CLOSE RANGE FIRE, THEY ARE EXCELLENT

CLOSE QUARTER COMBAT WEAPONS IF YOU ARE A TAKE NO PRISONERS TYPE OF PERSON. WHILST DEVASTATING THEY ARE INDISCRIMINATE AND ARE

BEST USED ON THE OFFENCE, OR DEFENCE IF NOBODY IS IN FRONT OF YOU

EXAMPLES USAS -12,AA12, PANCOR JACKHAMMER

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

EXCELLENT AGAINST ALIENS WHO WISH TO ENGAGE

IN HAND TO HAND COMBAT

EXCELLENT FOR ROOM CLEARANCE AGAINST

OPPONENTS WIELDING STAFF WEAPONS

EXCELLENT AGAINST MULTIPLE OPPONENTS

AMMO TENDS TO BE BULKY

NO COVERING FIRE OR CRITICAL HITS

AVAILABLE

JAFFA IN RED, TRIPLE

JAFFA IN PINK, TRIPLE KNOCKDOWN (IF WITHIN 20

FEET)

JAFFA IN RED, SPRAY FIRE

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

3 3 KD

(AUTO WITHIN 20 FEET) 10 SPRAY FIRE [NOTE THIS CALL ONLY USES 3 AMMO]

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Heavy Machine Gun

DESCRIPTION

HEAVY MACHINE GUNS (HMG) ARE MOUNTED SUPPORT WEAPONS THAT ARE OFTEN USED FOR PERIMETER DEFENCE FOR SEF OPERATIONS, THIS

CLASS OF WEAPONS ALSO INCLUDES GENERAL PURPOSE MACHINE GUNS. NORMALLY OPERATED WITH A TEAM OF TWO, IT IS RARE WHEN THIS

WEAPON IS USED FOR MISSIONS, DUE TO THE SIZE OF THE WEAPON, THE TIME IT TAKES TO SET UP AND THE WEIGHT OF AMMUNITION WHICH NORMALLY

COMES IN SMALL CRATES.

EXAMPLES M2HB, FN MAG, M60

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

HMG ARE CAPABLE OF PROVIDING SUSTAINED

COVERING FIRE ,SPRAY FIRE AND HEAVY

CALLS.

GREAT FOR DEFENDING POSITIONS

GREAT FOR SUPPORTING FIRE FOR TEAM MATES

WHO ARE ATTACKING POSITIONS.

EXCELLENT AGAINST MULTIPLE TARGETS.

HEAVY, THE AMMO IS HEAVY, YOU NORMALLY NEED

A TEAM OF AT LEAST TWO, TO CARRY AND DEPLOY

THEM.

SPARE AMMUNITION IS CUMBERSOME.

DUE TO THE SIZE OF THESE WEAPONS THEY TEND TO

BE UNWIELDY IN CONFINED SPACES.

JAFFA IN RED, FIVE

JAFFA IN RED, COVERING FIRE

JAFFA IN RED, SPRAY FIRE

JAFFA IN RED, HEAVY FIRE

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

- 5

(USES 5 AMMO) 100

CANNOT DO SINGLE SHOTS

MOUNTED ONLY

COVERING FIRE

SPRAY FIRE

HEAVY FIRE

Automatic Grenade Launcher

DESCRIPTION

THESE WEAPONS ARE GRENADE LAUNCHERS THAT ARE EITHER BELT OF MAGAZINE FELT, THEY ARE MOUNTED ONLY DUE TO THEIR WEIGHT AND SIZE.

CAPABLE OF PUTTING LOTS OF GRENADES INTO A FIRE FIGHT, THEY CAN BE DEVASTATING WEAPONS IN THE RIGHT HANDS. DUE TO THEIR WEIGHT, IT

WILL NORMALLY REQUIRE A TEAM OF TWO JUST TO MOVE THE AGL

AUTOMATIC GRENADE LAUNCHERS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO

SEE GRENADE SECTION)

NOTE – THE CLIP SIZE OF THIS WEAPON IS 20 ROUNDS

EXAMPLES MK19, AGS-17 AND THE HK GMG

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

EXCELLENT SUPPORT WEAPON

HEAVY, THE AMMO IS HEAVY, YOU NORMALLY NEED

A TEAM OF AT LEAST TWO, TO CARRY AND DEPLOY

THEM.

SPARE AMMUNITION IS CUMBERSOME.

DUE TO THE SIZE OF THESE WEAPONS THEY TEND TO

BE UNWIELDY IN CONFINED SPACES.

USELESS AT POINT BLANK RANGE

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY, GLOBAL – SIX - STUN

Multiple Shot Grenade Launcher

DESCRIPTION

THESE WEAPONS ARE THE GAP BETWEEN SINGLE SHOT GRENADE LAUNCHERS AND AUTOMATIC LAUNCHERS. GENERALLY STANDALONE WEAPONS,

THEY NORMALLY HAVE A LIMITED AMMUNITION CAPACITY. STILL THEY ARE MAN PORTABLE, AND CAPABLE OF PUTTING GRENADES WHEREVER YOU

WANT THEM

MULTIPLE SHOT LAUNCHERS HAVE A CHOICE OF TWO TYPES OF GRENADES, FLASH BANGS AND STANDARD ISSUE EXPLOSIVE ONES (FOR INFO SEE

GRENADE SECTION)

NOTE – THE CLIP SIZE OF THIS WEAPON IS 6 ROUNDS

EXAMPLES MILKOR MGL AND THE XM25 CDTE

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

EXCELLENT TACTICAL WEAPON, FOR BUILDING

CLEARANCE OR SUPPORT

SPARE AMMUNITION IS CUMBERSOME.

USELESS AT POINT BLANK RANGE

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY, GLOBAL – SIX - STUN

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Flamethrower

DESCRIPTION

THESE WEAPONS HAVE NOT BEEN DEPLOYED YET BY THE SEF, NORMALLY REQUIRING BOTH A BACK MOUNTED FUEL TANK AND THE GUN. THE

FLAMETHROWER IS A POTENT WEAPON WITH GREAT PSYCHOLOGICAL IMPACT UPON UNPREPARED ENEMIES, INFLICTING A PARTICULARLY HORRIFIC

DEATH. WHEN USING A FLAMETHROWER PLEASE DO NOT USE ANY SORT OF FLAMMABLE DEVICE. THE WEAPON ITSELF IS QUITE SHORT RANGED, SO

YOU SHOULD ENDEAVOUR TO USE SOME SORT OF WATER GUN ATTACHED TO A BACK PACK IF POSSIBLE. ANYTHING HIT BY THE WATER IS AFFECTED

BY THE DAMAGE CALL.

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

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

EXCELLENT WEAPON FOR KILLING ANYTHING IN

YOUR WAY.

THE WEAPON IS VERY VISIBLE ON THE BATTLEFIELD

WHICH CAN CAUSE OPERATORS TO BECOME

IMMEDIATELY SINGLED OUT AS PROMINENT TARGETS

USELESS AT POINT BLANK RANGE

REDUCED FEAT USAGE WHILST CARRYING THIS

WEAPON.

IF IT BLOWS UP, IT CAN DAMAGE NOT ONLY THE

OPERATOR, BUT ANYONE NEARBY

6 INCAP

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

6 INCAP - -

IF THE PROPELLANT TANK IS RUPTURED, THE CHARACTER USING THE

WEAPON GOES IMMEDIATELY TO -4 AND IS AFFECTED BY AN

INCAPACITATE EFFECT. THIS DAMAGE CANNOT BE MITIGATED IN ANY

WAY BY FEATS. ALL CHARACTERS WITHIN 10 FEET TAKE 2 THROUGH.

THIS IS NOT A HEROIC WEAPON – AS SUCH WHILE YOU ARE CARRYING

A FLAMETHROWER, YOU CANNOT USE THE FEATS : A PERSONAL SENSE

OF PURPOSE, JAMMY/LUCKY BASTARD, DIE HARD OR WE HAVE A

JOB TO DO (OR ANY SPECIAL FEATS OR PERKS THAT DUPLICATE THESE

OR SIMILAR EFFECTS)

Rocket Launcher

DESCRIPTION THESE WEAPONS ARE SINGLE SHOT LAUNCHERS THAT ARE OFTEN DISPOSABLE, FIRING HIGH EXPLOSIVE ROCKETS. THESE WEAPONS CAUSE LARGE

AMOUNTS OF DAMAGE OVER A LARGE AREA, AND ARE OFTEN USED FOR MASS COMBAT, WHERE CIVILIAN CASUALTIES ARE NOT A CONCERN.

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

BIT DAMAGE, OVER A LARGE AREA

DISPOSABLE VERSIONS CAN EASILY BE CARRIED.

EASY TO CAUSE COLLATERAL DAMAGE

DUE TO THE AREA EFFECT SIZE HAS A VERY LARGE

MINIMUM SAFE DISTANCE

POINTLESS IN CLOSE QUARTERS

JAFFA IN RED, MASS 9 KNOCKDOWN

ANYONE IN THE BUILDING, MASS 9 KNOCKDOWN

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

MASS 9 KD - 1

Mortar

DESCRIPTION

AS OBSESSED AS THE SEF ARE WITH LOBBING GRENADES AT ALIENS, THIS WEAPON DOES NOT TEND TO GET A LOT OF USAGE. CAPABLE OF FIRING

GRENADES AT BOTH LINE OF SIGHT OR REMOTELY BY A RADIO WITH A SPOTTER WHO IS QUALIFIED IN NAVIGATION. THIS WEAPON CAN PROVIDE

FIRE SUPPORT IN LARGE SCALE OPERATIONS.

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

NOTE – THIS WEAPON REQUIRES APPROVAL, LINE OF SIGHT (OR A SPOTTER WHO HAS THE NAVIGATION SKILL), AND IS MOUNTED ONLY

ADVANTAGES DISADVANTAGES EXAMPLE DAMAGE CALLS

CAN FIRE GRENADES A LONG WAY.

MOUNTED ONLY

REQUIRES A TEAM OF TWO OR MORE.

POINTLESS IN CLOSE QUARTERS

WEAPON IS CUMBERSOME TO CARRY AND

REQUIRES TIME TO DEPLOY.

JAFFA IN RED, GLOBAL – SIX - KNOCKDOWN

INSIDE DOORWAY, GLOBAL – SIX - KNOCKDOWN

JAFFA IN GREEN, GLOBAL – SIX - STUN

INSIDE DOORWAY, GLOBAL – SIX - STUN

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ALIEN TECHNOLOGY

Staff Weapon (ranged)

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

3

GLOBAL 6 KD

(CAN BE DONE EVERY 30

SECONDS)

10

Staff Weapon (Melee)

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

3 KD - - SOMEONE UNTRAINED IN MELEE CAN USE THIS WEAPON TO DO “1”

DAMAGE ONLY AND CANNOT CRITICAL.

Staff Cannon

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

MASS 9 KD - 6

Zat’ni’katel

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

1 INCAP - 10 SHOOTING A PERSON WITH A ZAT, WHO IS INCAP’D BY A

ZAT BLAST TAKES THEM TO -5

Goa’uld Stun Grenade

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

GLOBAL 6

STUN - 1

Intar

DAMAGE SPECIAL DAMAGE AMMO CRITICAL? AMBIDEX? SPECIAL ABILITIES / NOTES

* STUN - *

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

PISTOL / SMG

CANNOT BE USED IN REVOLVERS

CANNOT BE USED WITH COVERING FIRE (OR ANY OTHER SPECIAL

CALL) AND CANNOT CRITICAL

REQUIRES IC APPROVAL AND LIMITED SUPPLY.

WEAPONS JAMMING/BREAKING

THE RULES STATE THAT THERE SHOULD BE AT LEAST ONE SECOND BETWEEN CALLS – THIS IS FOR A VARIETY OF REASONS – NOT LEAST THAT IT TAKES THIS LONG TO

ACTUALLY MENTALLY ADD UP THE NUMBER OF HITS THAT YOU’VE TAKEN (BOTH CHARACTERS AND MONSTERS) AND IN A FIRE FIGHT, IT’S TO STOP IT TURNING INTO

“WHO CAN SHOUT NUMBERS THE FASTEST.”

WE UNDERSTAND THAT SOMETIMES IN THE HEAT OF COMBAT, THERE MAY BE A LITTLE EXCITEMENT AND ADRENALINE – BUT IN ORDER TO MAINTAIN GAME BALANCE, IF

THE REFEREE’S OR SYSTEM REFEREE’S SEE/HEAR PEOPLE DRUM PEOPLE USING CALLS WITHOUT THE ONE SECOND GAP THE RULES REQUIRE, THE REFEREE MAY CALL A

'WEAPON JAM' (OR ‘WEAPON BREAK’ IF THEY ARE USING A MELEE WEAPON) AT THE INDIVIDUAL

IF THIS CALL IS AIMED AT YOU THEN YOUR WEAPON HAS JAMMED (OR BROKEN IN CASE OF MELEE WEAPONS) – YOU CANNOT USE IT UNLESS YOU SPEND 1 MINUTE

UNJAMMING IT (OR IN THE CASE OF A MELEE WEAPON, IT NEEDS TO BE REPAIRED).

IF YOU BELIEVE THIS CALL WAS UNFAIRLY AIMED AT YOU – YOU SHOULD NOT COMPLAIN AT THE TIME, AND YOU SHOULD SPEAK TO A REFEREE OR SYSTEM REFEREE

AFTERWARD COMBAT HAS CONCLUDED.

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Downtime

POST-EVENT

FOR YOUR FIRST FOUR EVENTS, YOU GAIN +1 MAXIMUM VITALITY. AFTER

THIS TIME YOU INSTEAD GAIN 1 ADVANCEMENT POINT.

ENSURE YOU HAND IN YOUR CHARACTER CARD TO THE PLOT

COORDINATOR, AT THE END OF THE EVENT, WHICH MUST HAVE CLEARLY

MARKED ON THE BACK OF IT, ANY FEATS YOU HAVE GAINED OR USED.

FOR EACH DOWNTIME PERIOD, YOUR DOWNTIME GOES ON THE

CHARACTER THAT YOU NAMED WHEN BOOKING THE EVENT (NOTE THE

CHARACTER YOU NAME WHEN BOOKING IS THE CHARACTER YOU MUST

INTEND TO PLAY AT THE EVENT) – AND THEY GET ALL THE PARTS OF THE

DOWNTIME : +MAXIMUM VITALITY OR + AP / TRAINING / RESEARCH

ETC… YOU CANNOT SPLIT YOUR DOWNTIME BETWEEN MULTIPLE

CHARACTERS.)

DOWNTIME RETURNS

AFTER AN EVENT FINISHES YOU MUST FILL IN A DOWNTIME FORM. THE DATES

FOR DOWNTIME CLOSURE AND THE DOWNTIME LINK WILL BE LISTED ON THE

FORUMS AND ON WWW.STARGATELRP.CO.UK . THIS FORM NEEDS TO BE

RETURNED TO THE PLOT CO-ORDINATOR, WHOSE EMAIL IS BOTH ON THE

FORM, AND ON THE WEBSITE.

DOWNTIME IS SPLIT INTO FOUR SECTIONS:

DEVELOPMENT

SKILL USAGE

RESEARCH

MISCELLANEOUS

YOU CAN ONLY UTILISE THE IMMEDIATE DOWNTIME AFTER THE LAST EVENT

YOU ATTENDED, YOU CANNOT "WITHHOLD" YOUR DOWNTIME UNTIL A LATER

DATE AND FILL IN MULTIPLE DOWNTIMES. YOU MUST COMPLETE THE

DOWNTIME IN THE SPECIFIED SLOT.

IF YOU HAVE GAINED A DOWNTIME THROUGH CREWING OR EVENT

ORGANISING, THEN YOU MUST ALSO COMPLETE A DOWNTIME - AND WHICH

"FEATS" YOU WISH TO TAKE AS PART OF YOUR CREWING BONUS.

Development

EACH DOWNTIME YOU GET THREE "DEVELOPMENT" SLOTS. IN THESE SLOTS

YOU CAN DO ONE OF THE FOLLOWING ITEMS:

TRAIN

YOU CAN SPEND ONE SLOT TOWARDS LEARNING A

PARTICULAR SKILL (SEE TRAINING TIMES). IF YOU

HAVE A TEACHER YOU CAN GAIN A MAXIMUM OF 1

MONTH OFF EACH SKILL'S TRAINING DURATION PER

DOWNTIME.

RANDOM ASSIGNMENT

YOU CAN SPEND ONE SLOT HAVING A DOWNTIME

ADVENTURE OFF WORLD; YOU WILL GAIN A

RANDOM FEAT OR TRAINING TOWARDS A SKILL, OR

A UNIQUE ABILITY, OR MAYBE

NOTHING….DEPENDING ON THE MISSION OR PIECES

OF INFORMATION. YOU WILL RECEIVE A FULL

DESCRIPTION OF THIS MISSION IN YOUR DOWNTIME

RETURN.

TEACH

YOU CAN SPEND ONE SLOT TEACHING SOMEONE A

SKILL. IF YOU ARE TEACHING A COMBAT SKILL YOU

GAIN A PERSONAL SENSE OF PURPOSE FEAT, ANY

OTHER SKILL GRANTS YOU A FLASH OF INSIGHT SKILL.

IMPROVE

YOU CAN SPEND ONE SLOT LEARNING MORE ABOUT

CERTAIN SKILLS (COMMUNICATIONS, AND

COMPUTING ETC.). YOU CAN DO THIS A MAXIMUM

OF ONCE PER DOWNTIME, AND GAIN +1 TO YOUR

CARD POOL FOR EACH MISSION. YOU CAN

INCREASE TO A MAXIMUM OF 9 CARDS IN YOUR

HAND AT ANY ONE TIME.

UPKEEP

YOU CAN SPEND SLOTS UP KEEPING CERTAIN SKILLS

(BODYBUILDER) - IF YOU DO NOT DO THIS AT LEAST

ONCE IN THE DOWNTIME, YOU LOSE THAT SKILL.

Background Skill Usage

EACH DOWNTIME YOU CAN CHOOSE TO USE YOUR BACKGROUND FEAT:

DREAMING SPIRES, INSIDER INFORMATION AND EXPERIMENTAL KIT IF YOU

WISH TO, AND YOU SHOULD INCLUDE INFORMATION OF HOW YOU INTEND

TO USE IT:

Research

YOU CAN SPEND YOUR DOWNTIME RESEARCHING ITEMS WHICH YOU HAVE

DISCOVERED AT PREVIOUS EVENTS. YOUR RESEARCH DIRECTLY INFLUENCES

ANY NEW TECHNOLOGIES THAT COME OUT OF THE STARGATE PROJECT.

THERE IS NO LIMIT TO THE AMOUNT OF RESEARCH YOU CAN ATTEMPT TO DO

DURING DOWNTIME - BUT YOU ONLY HAVE A SET AMOUNT OF TIME TO

COMPLETE IT IN. SO YOU CAN RESEARCH ONE ITEM IN YOUR DOWNTIME,

OR TEN ITEMS IN YOUR DOWNTIME - BUT IF YOU RESEARCH JUST ONE ITEM

YOU ARE MORE LIKELY TO GET A LOT OF USEFUL INFORMATION OUT OF IT

THAN SPLITTING YOUR TIME BETWEEN TEN ITEMS.

YOU ALWAYS RUN THE RISK OF THE EXPERIMENT GOING WRONG AND A

SIDE-EFFECT OR BAD THING HAPPENING... THESE THINGS HAPPEN IN THE

WORLD OF RESEARCH.

WHEN RESEARCHING AN ITEM - YOU NEED TO SAY WHAT IT IS THAT YOU ARE

RESEARCHING, WHAT SKILLS YOU ARE USING AND WHAT IT IS THAT YOU ARE

ATTEMPTING TO GET OUT OF IT - SO IF YOU'RE ATTEMPTING TO ANALYSE A

PIECE OF MOSS THAT WAS FOUND ON PLANET X, YOU NEED TO STATE THAT

YOU'RE ATTEMPTING TO ANALYSE "MOSS FROM PLANET X", USING

"ECOLOGY", AND "ATTEMPTING TO FIND A WAY TO TURN THE MOSS INTO A

NEW FOOD SOURCE THAT COULD FEED THE PLANET - ASSUMING WE CAN

GET RID OF ITS NASTY POISONOUS SIDE EFFECT."

SHOULD TWO PLAYERS JOIN UP TO JOINTLY WORK ON A PROJECT THEY

GAIN MORE BENEFIT THAN IF THEY RESEARCH IT THEMSELVES - BUT THEY BOTH

NEED TO STATE IN THE RESEARCH SECTION OF THE DOWNTIME THAT IT IS A

JOINT PROJECT, OTHERWISE IT'S ASSUMED TO BE SEPARATE WORKLOAD.

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

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OOC INFORMATION

CREDITS

ORIGINAL GAME CONCEPT: SYSTEM DESIGN AND RULES: © 2005, 2006

RULES - SAMANTHA GRIFFIN, TONY BOYD, MATT CHALLENOR, JOHN DAVID, MEL

DUFFY, TONY KEHOE

DESIGN – JOHN DAVID

CURRENT RULES: © 2012

RULES - JOHN DAVID, TONY KEHOE, JAMES WOOD

THANKS TO – MARK HOBSON, SCOTT CARMICHAEL, MARC WILLIAMS, MARK FORSTER,

DOMINIC TOGILL, DAVID DUNN

DESIGN – JOHN DAVID

ACKNOWLEDGEMENT

STARGATE SG-1 AND ITS CHARACTERS ARE THE PROPERTY OF STARGATE PRODUCTIONS,

SCI FI CHANNEL, SHOWTIME/VIACOM, MGM/UA, DOUBLE SECRET PRODUCTIONS,

AND GECKO PRODUCTIONS.

SAFETY

SAFETY IS OF THE UTMOST IMPORTANCE. IT IS IMPORTANT THAT REFEREES

AND PLAYERS CHECK THAT MELEE WEAPONS ARE IN A GOOD STATE OF

REPAIR AND NOT UNSAFE. SINCE EVEN A SAFE WEAPON MAY BE USED

DANGEROUSLY IT IS IMPORTANT THAT ALL BLOWS SHOULD BE PULLED (I.E.

THE FULL STRENGTH OF THE BLOW SHOULD NOT BE DELIVERED) IF A REFEREE

THINKS A WEAPON IS BEING USED IN A DANGEROUS FASHION. THE REFEREES

HAVE THE POWER TO BAN A WEAPON OR TO STOP COMBAT TO REMOVE

SOMEONE FROM PLAY.

EVERYONE TAKING PART IS RESPONSIBLE FOR THEIR OWN SAFETY AND FOR

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

SAFETY OF OTHERS.

THIS IS A LIVE ACTION ROLE-PLAYING GAME, AND MELEE AND UNARMED

COMBAT CAN AND WILL TAKE PLACE. IF YOU ARE UNSURE OF HOW LARP

COMBAT WORKS SPEAK TO A REFEREE .

AT NO TIME MUST A PLAYER STRIKE, KICK, TRIP, CHOKE,

FORCIBLY RESTRAIN, THROW OR USE ANY MARTIAL ART

ON ANY ANOTHER PLAYER

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

THE MAIN WEAPON PHYS REP FOR THE GAME IS THE BB GUN, OR OTHER

NON-LARP SAFE OBJECT. THESE COME IN MANY SHAPES, SIZES AND ARE

MADE FROM DIFFERENT MATERIALS (PLASTIC OR METAL). IT IS IMPORTANT

TO UNDERSTAND THAT AT NO TIME SHOULD BB’S BE BROUGHT ONTO SITE. IT

IS ALSO IMPORTANT THAT NO NON LARP SAFE WEAPON IS USED IN MELEE

COMBAT. BEFORE THE GAME STARTS, ALL WEAPONS MUST BE INSPECTED BY

A REFEREE.

MISSILE WEAPONS ARE PARTICULARLY DANGEROUS IF UNSAFE; THEREFORE IT

IS RECOMMENDED THAT YOU DO NOT USE ARROWS AND BOLTS UNLESS YOU

ARE SURE THAT THEY WERE MADE SAFELY. ARROWS SHOULD BE

CONSTRUCTED FROM BLUNTS IN SUCH A WAY THAT THE TIP WILL NOT COME

THROUGH THE FOAM HEAD DURING USE. THE ARROW HEAD SHOULD BE

LARGER THAN AN EYE SOCKET.

IF A PLAYER SUSTAINS A REAL INJURY, PLAY SHOULD CEASE IMMEDIATELY SO

THAT APPROPRIATE MEASURES MAY BE TAKEN – USE A CALL OF “MAN

DOWN”

HEAD HITS

FOR SAFETY REASONS, NO ONE SHOULD EVER AIM TO HIT SOMEONE ELSE

ON THE HEAD. IF THROUGH ILL FORTUNE SOMEONE RECEIVES AN IN-

CHARACTER HEAD HIT THEY SHOULD ROLE-PLAY IT, AFTER IT HAS BEEN

CONFIRMED THAT THE PLAYER IS UNINJURED.

GAME CALLS

TIME FREEZE

STOP WHERE YOU ARE, CLOSE YOUR EYES AND HUM QUIETLY UNTIL "TIME IN"

IS CALLED. DON'T CHAT OUT-OF-CHARACTER AND PAY NO ATTENTION TO

ANYTHING YOU HEAR DURING THIS TIME. THIS CALL IS USED TO ENABLE

REFEREES AND CREW TO SET UP EFFECTS, MOVE OBJECTS BRIEF INDIVIDUAL’S

ETC. AS FAR AS THE CHARACTERS ARE CONCERNED, THERE IS NO GAP IN

TIME.

TIME OUT

STOP ANY IN-CHARACTER ACTIONS, BUT REMEMBER WHERE YOU WERE AND

WHAT YOU WERE DOING, SO THAT YOU CAN PICK THE ACTION UP AGAIN

LATER WHEN "TIME IN" IS CALLED. THIS CALL WILL BE MADE TO STOP PLAY IN

THE CASE OF SUSPECTED GENUINE INJURY. BE AWARE THAT IMPORTANT

INSTRUCTIONS MAY BE ISSUED TO PLAYERS IN THIS TIME.

TIME IN

PICK UP THE ACTION FROM WHERE YOU STOPPED WHEN "TIME OUT" OR

"TIME FREEZE" WAS CALLED.

MAN DOWN

SOMEONE IS SERIOUSLY INJURED. THIS MUST NOT BE USED IN

CHARACTER

IC / OOC

WOUNDS RECEIVED IN-CHARACTER SHOULD BE ACKNOWLEDGED AND

REACTED TO: E.G. WRITHING IN AGONY AND/OR CRYING OUT IN PAIN.

IF A SITUATION HAS DEVELOPED WHICH HAS A STRONG ATMOSPHERE (E.G.

FEAR OF A MONSTER, TENSE ANTICIPATION OR OTHER FOCUSED ROLE-

PLAYING) DO NOT DELIBERATELY ATTEMPT TO BREAK THE MOOD.

STAY IN-CHARACTER BETWEEN ADVENTURE ENCOUNTERS UNLESS A "TIME-

OUT" HAS BEEN CALLED. THESE PERIODS OF TIME ARE EXCELLENT FOR

DEVELOPING IN-CHARACTER RELATIONSHIPS AND FINDING OUT MORE

ABOUT YOUR ENVIRONMENT AND COMPANIONS.

REMEMBER THAT SOME WOODLAND USED FOR ADVENTURING MAY HAVE

RULES REGARDING SMOKING. PLEASE BE DILIGENT AND ENSURE ANY

CIGARETTES ARE OUT TO AVOID FIRES.

PLEASE REMEMBER THAT THE PROPS USED DURING AN ADVENTURE ARE

SOMEBODY'S PROPERTY. WHILE SOME PROPS MAY BE MADE TO BE

DESTRUCTIBLE, ALWAYS CHECK WITH A REFEREE BEFORE TAKING ANY

ACTION THAT MAY CAUSE DAMAGE TO A PROP.

NEVER DROP LITTER DURING AN ADVENTURE, THIS INCLUDES

BIODEGRADABLE ITEMS SUCH AS FOOD.

AFTER AN EVENT, MAKE SURE YOU LEAVE THE LOCATION IN THE SAME, OR

BETTER, CONDITION THAN YOU FOUND IT. DO NOT LEAVE CRAP AROUND. IT

IS NOT THE JOB OF THE CREW TO CLEAN UP AFTER YOU.

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IN CHARACTER (IC) DEFINITION

WHEN YOU ARE ROLEPLAYING A CHARACTER AND ACTIVELY

PARTICIPATING AS A PLAYER CHARACTER OR NONE PLAYER CHARACTER IN

AN IN CHARACTER AREA.

OUT OF CHARACTER (OOC)

DEFINITION

WHEN YOU ARE NOT ACTIVELY PARTICIPATING IN THE GAME AS A PLAYER

CHARACTER OR NONE PLAYER CHARACTER IN AN AREA OF THE GAME THAT

HAS BEEN DESIGNATED FOR IC ACTIVITIES.

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

AREA.

GOING OUT OF OOC

IF AS A PLAYER YOU NEED TO GO OUT OOC FOR A MEDICAL REASON THEN

YOU NEED TO INFORM AN EVENT ORGANISER, OR MEMBER OF THE

COMMITTEE BEFORE YOU DO THIS, OR HAVE SOMEBODY PERFORM THIS FOR

YOU. YOU MUST REMOVE YOURSELF TO AN OOC OF AREA AND CANNOT

PARTICIPATE IN THE GAME UNTIL YOU ARE BOTH MEDICALLY ABLE AND HAVE

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

THEN BE ALLOWED TO RE-JOIN THE GAME BY EVENT ORGANISERS AT AN

APPROPRIATE POINT.

IF YOU NEED ASSISTANCE FROM ANOTHER PLAYER FOR MEDICAL REASONS

THAT PLAYER ALSO NEEDS TO INFORM AN EVENT ORGANISER OR MEMBER

OR THE COMMITTEE. WHEN YOU WISH TO RE-JOIN TO THE GAME YOU MUST

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

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

APPROPRIATE POINT.

IF AS A PLAYER YOU NEED TO GO OOC FOR A NONE MEDICAL REASON

THEN YOU NEED TO INFORM AN EVENT ORGANISER, WHO WILL ALLOW YOU

TO GO OOC AT AN APPROPRIATE POINT. FROM THIS POINT YOU ARE

UNABLE TO PARTICIPATE IN THE GAME AND SHOULD REMOVE YOURSELF

FROM IN GAME AREAS. YOU MAY RE-JOIN THE GAME AFTER YOU HAVE

INFORMED AN EVENT ORGANISER THAT YOU WISH TO RE-JOIN THE GAME.

YOU WILL BE THEN ALLOWED TO JOIN THE GAME BY EVENT ORGANISERS AT

AN APPROPRIATE POINT.

IF YOU ARE UNABLE TO ROLEPLAY CERTAIN ACTIVITIES BECAUSE OF MEDICAL

ISSUES YOU SHOULD INFORM THE EVENT ORGANISERS AT THE START OF THE

EVENT. FAILURE TO DO SO, MAY CAUSE YOU TO BE REMOVED FROM THE

GAME.

IF YOU DEVELOP OOC MEDICAL ISSUES DURING AN IC ACTION, YOU

SHOULD BE AWARE THAT YOUR CHARACTER MAY STILL SUFFER THE

CONSEQUENCES OF THIS ACTION, EVEN IF YOU ARE OOC, AND NOT

PHYSICALLY PRESENT. IT IS PREFERABLE THAT YOU REQUEST TO GO OOC

*BEFORE* YOU ATTEMPT A POTENTIALLY DANGEROUS IC ACTION IF YOU

FEEL THERE IS A CHANCE YOU MAY HAVE ISSUES BEFORE COMPLETING THE

ACTION

CHEATING

STEP 1 - INFORMAL WARNING

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

ARE GIVEN THE OPPORTUNITY TO GIVE ANY REASONABLE REASONS FOR

THEIR ACTIONS. IF THE REF DOES NOT BELIEVE THE EXCUSE IS REASONABLE

OR THEY ARE RECEIVING PORKY PIES FROM THE PLAYERS(S), THE REFEREE

WILL DO THE FOLLOWING.

GIVE AN INFORMAL WARNING, AND LEAVE THE MATTER

THERE.

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

WARRANTS IT.

APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER

TO UNDO THE CHEATING THAT HAS TAKEN PLAY.

APPLY AN IC PENALTY, DEDUCTION OF TEMPORARY

FEATS, VITALITY ETC.

THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT

THE FIRST OPPORTUNITY.

STEP 2 - FORMAL WARNING

THIS TAKES PLACE EITHER DUE TO GROSS CHEATING OR AFTER AN INFORMAL

WARNING HAS BEEN GIVEN. ONCE AGAIN THE REF INFORMS THE PLAYER

THAT AN INFRACTION IN PLAY HAS TAKEN PLACE, THE PLAYER THEN GETS

THEIR OPPORTUNITY TO GIVE ANY REASONS FOR THEIR ACTIONS. IF THE REF

DOES NOT BELIEVE THE EXCUSE IS REASONABLE OR THEY ARE RECEIVING

PORKY PIES FROM THE PLAYERS(S) THE REF WILL DO THE FOLLOWING :

GIVE THE PLAYER A FORMAL WARNING.

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

IT.

APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER

TO UNDO THE CHEATING THAT HAS TAKEN PLAY.

APPLY AN IC PENALTY, DEDUCTION OF TEMPORARY

FEATS, VITALITY ETC.

THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT

THE FIRST OPPORTUNITY, IN ADDITION THE COMMITTEE IS NOTIFIED AFTER THE

EVENT.

STEP 3 – FINAL WARNING

IF A PLAYER HAS BEEN INVOLVED IN AN ACT OF GROSS CHEATING OR IF THIS

IS THE THIRD TIME THEY HAVE BEEN BROUGHT UP ON A RULES INFRACTION

DURING THE EVENT. ONCE AGAIN REF HAS A CHAT, IF THE PLAYER’S

REASONS FOR THEIR ACTIONS ARE NOT REASONABLE. THE REF WILL DO THE

FOLLOWING.

GIVE THE PLAYER A FINAL WARNING AND WARN THEM

THAT ANY MORE INCIDENCES WILL RESULT THEM IN HAVING

THEIR CHARACTER REMOVED FROM PLAY.

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

APPLY ANY NECESSARY ADJUSTMENTS TO THE CHARACTER

TO UNDO THE CHEATING THAT HAS TAKEN PLAY.

APPLY AN IC PENALTY, DEDUCTION OF TEMPORARY

FEATS, VITALITY ETC.

THE REF SHOULD THEN INFORM THE OTHER REFS AND EVENT ORGANIZERS AT

THE FIRST OPPORTUNITY, IN ADDITION THE COMMITTEE IS NOTIFIED

IMMEDIATELY.

STEP 4 –EXCLUSION FROM PLAYING

THE PLAYER’S CHARACTER IS REMOVED QUICKLY AND QUIETLY FROM PLAY,

THE PLAYER’S FATE IS HANDED OVER TO THE COMMITTEE. THEY DON’T GET

TO PLAY AGAIN DURING THE EVENT, BUT CAN HELP CREW IF ALLOWED.

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PUBLIC LOCATIONS

ALTHOUGH MANY OF THE SITES WE USE ARE CLOSED (I.E. NOT USUALLY

OPEN TO THE PUBLIC) IF A MEMBER OF THE PUBLIC IS ENCOUNTERED DURING

A MISSION, TREAT THEM WITH COURTESY. IF THEIR PATH TAKES THEM

THROUGH AN ENCOUNTER, STOP THE ACTION WITH A "TIME OUT" TO ALLOW

THEM TO PASS. YOU WILL NOT BE PENALISED FOR DROPPING OUT OF

CHARACTER TO TALK WITH THE PUBLIC.

BE AWARE THAT THE WEAPONRY CARRIED MAY CAUSE ALARM TO THE

PUBLIC, ESPECIALLY WITH THE CURRENT TERROR ALERT. THE LOCAL POLICE

WILL HAVE BEEN INFORMED OF THE TYPE OF GAME THAT IS BEING RUN AND

MAY DROP IN. A ‘TIME OUT’ WILL BE CALLED UNTIL THEY LEAVE.

RESPECT PRIVATE BOUNDARIES. NEVER STRAY INTO AN AREA WHERE YOU

ARE NOT PERMITTED TO GO AND NEVER ENGAGE IN ANY ACTIVITY THAT IS

LIKELY TO DAMAGE THE ADVENTURE SITE (E.G. CLIMBING OVER STONE

WALLS OR DAMAGING TREES).

CONSISTENCY

PLAYERS MUST OBEY ALL RULES OF THE GAME AND ALSO RESPECT THE

AUTHORITY OF THE REFEREES, OBEYING THEIR INSTRUCTIONS PROMPTLY AND

WITHOUT ARGUMENT. THERE MAY BE MORE TO THE SITUATION THAN YOU

ARE AWARE OF.

NEVER ARGUE WITH A REFEREE OR CREW MEMBER ABOUT AN ASPECT OF THE

RULES DURING THE GAME, SAVE ANY GRIEVANCE UNTIL AFTER THE MISSION OR

TAKE IT UP WITH THE ORGANISER AWAY FROM THE ACTION.

UNSAFE PLAY FOR CREW OR PLAYERS

PLAY THAT :

COULD ACTUALLY CAUSE PHYSICAL HARM TO A PLAYER.

PULLING OUT YOUR MARTIAL ARTS MOVES ON THE CREW

FOR INSTANCE…

CONTAINS OOC REMARKS THAT ARE EITHER INSULTING

OR UPSETTING TO EITHER PLAYERS OR CREW.

CONTAINS IC REMARKS THAT ARE DELIBERATELY INTENDED

TO CAUSE OOC UPSET.

WILL GO THROUGH THE INFORMAL, FORMAL THEN EXCLUSION STAGES

ABOVE.

THERE IS NO SET PROCEDURE HERE. MOST SHOULD BE COVERED BY AN

INFORMAL WARNING. ANY FORMAL WARNING IS BEING DRAGGED

STRAIGHT TO THE COMMITTEE.

SYSTEM REFEREES

SYSTEM REFEREES ARE STILL ABLE TO MONITOR CHEATING, RULES ABUSES,

CALL WEAPON JAMS ETC. WHILE PLAYING THEIR CHARACTERS, AND WILL

STEP IN WHERE NECESSARY

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Guide to Card Based Skills

THIS GUIDE SETS OUT HOW THE RUNNING OF CARD BASED PROBLEMS IS TO

BE DONE IN ORDER TO FIT IN WITH THE RULES AS WRITTEN BY THE SYSTEM

REFS. THE INTENTION IS TO MAXIMISE THE ENJOYMENT AND FURTHER THE

STORY OF THE GAME BEING RUN. THE MOST IMPORTANT POINT IS THAT THIS

WHOLE SYSTEM IS DESIGNED AROUND YOU KNOWING AHEAD OF TIME

WHAT CARDS YOU ARE GOING TO USE. NOT MAKING IT UP ON THE SPOT

WHEN THE PLAYERS ASK.

WHY HAVE CARD PROBLEMS?

THEY ARE DESIGNED TO HELP PLAYERS WHO ARE NOT OOC AS

KNOWLEDGEABLE IN THEIR AREA AS THEIR CHARACTERS BUT ALSO ALLOW

REFS NOT TO BE BULLIED BY PLAYERS WHO KNOW MORE THAN THEM.

HOWEVER THEY WORK BEST AS PART OF THE STORY.

HOW MANY CARDS ARE

APPROPRIATE?

A SIMPLE GUIDE IS SHOWN BELOW. HUMAN BASED IS STANDARD MODERN

DAY TECHNOLOGY AVAILABLE TO MOST COMPANIES OR GOVERNMENT

DEPARTMENTS. JUST BEYOND HUMAN IS BOTH ALIEN TECHNOLOGY SUCH AS

GOA’ULD OR OTHER ALIEN CULTURES AND ALSO HUMAN TECHNOLOGY

THAT IS CUTTING EDGE SUCH AS WHAT IS AVAILABLE TO THE SEF. FAR

BEYOND HUMAN IS ANALOGOUS TO ANCIENT OR KEB BASED TECHNOLOGY

OR THAT IS SO FOREIGN TO EARTH THINKING THAT IT’S HARD TO

COMPREHEND.

REMEMBER AS WELL THAT YOU CAN COMBINE PROBLEM CARDS TYPES. SO

SOMETHING COULD HAVE 4 HACKING CARDS WITH 3 ELECTRICAL

ENGINEERING AND 2 COMMUNICATIONS CARDS TO GET TO A SINGLE END

POINT.

THIS SHOULD LEAD TO TWO STARTING CHARACTERS WORKING TOGETHER

BEING ABLE TO SOLVE MOST HUMAN AND JUST BEYOND HUMAN PROBLEMS.

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

IS INTENTIONAL.

WHICH CARDS SHOULD BE USED?

THE EASY ANSWER IS WHICH EVER ONES MAKE SENSE AS PART OF THE STORY.

WORK OUT AHEAD OF TIME WHAT IS IT THE PLAYERS ARE TRYING TO ACHIEVE

AND WHICH PROBLEM CARDS WORK TOGETHER GIVEN THE SITUATION.

FOR EXAMPLE IF THE PLAYER IS TRYING TO OPEN A HIGH SECURITY VAULT THE

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

DO SO.

NUMERIC KEYPAD (ONCE SOLVED THIS POWERS UP THE RETINAL

SCANNER)

RETINAL SCAN NEEDED (THEREBY REVEALING THE LOCK)

COMPLICATED LOCK

ONE TUMBLER TOO MANY (THE LOCK WAS MORE COMPLICATED

THAT EXPECTED)

AS MENTIONED EARLIER THE NUMBER OF PROBLEM CARDS SETS THE

DIFFICULTY AND THE SOLUTION CARDS ARE DESIGNED WITH PROBABILITIES

OF SUCCESS IN MIND. ONE ASSUMPTION IN THIS IS THAT PROBLEMS ARE

NOT REUSED. REUSING OF PROBLEM CARDS MAY MAKE A PROBLEM

IMPOSSIBLE TO SOLVE IF DONE MORE THAN ONCE, E.G. THERE ARE ONLY

TWO CARDS CAPABLE OF DEFEATING 7 SECONDS LEFT AS AN EXPLOSIVES

PROBLEM. PUTTING IT IN TWICE WILL PROBABLY LEAD TO A FAILURE THREE IS

ALMOST CERTAIN FAILURE AS THE CARDS HAVE OTHER USES TOO.

WHEN SHOULD THE CARDS BE LAID

OUT?

BEFORE THE PROBLEM IS STARTED. THIS IS BECAUSE THE PRACTICED… FEATS

REQUIRE A PLAYER TO USE THE FEAT BEFORE STARTING THE PROBLEM. AS

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

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

MULTIPLE SKILLS THEY SHOULD BE INFORMED OF THIS TOO.

HOW MANY CAN WORK ON A

PROBLEM?

EACH SKILL WITHIN A PROBLEM CAN HAVE UP TO TWO PEOPLE WORKING

ON THAT DISCIPLINE. IF A PROBLEM INVOLVES MULTIPLE DISCIPLINES THEN

EACH DISCIPLINE CAN HAVE UP TO TWO PEOPLE. SO A 3

COMMUNICATIONS 2 HACKING PROBLEM COULD HAVE UP TO 4 PEOPLE.

IF GIVEN THE NATURE OF THE PROBLEM THERE IS INSUFFICIENT SPACE FOR

PEOPLE TO PHYSICALLY GET TO THE PROBLEM THEN THIS NUMBER MAY BE

REDUCED.

NO OF

CARDS HUMAN BASED

JUST BEYOND

HUMAN

FAR BEYOND

HUMAN

1 SIMPLISTIC

2 AVERAGE SIMPLISTIC

3 HARD AVERAGE SIMPLISTIC

4 EXTREME HARD AVERAGE

5 EXTREME HARD

6 EXTREME

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WHO COUNTS AS WORKING ON A

PROBLEM?

ANYONE WHO HAS PLAYED A SOLUTION CARD OR HAS USED A

PRACTICED… FEAT COUNTS AS WORKING ON THE PROBLEM. THE ONE

EXCEPTION TO THIS IS A PERSON USING THE TECHNICAL MENTOR PERK. THIS

PERSON IS ABLE TO SOLVE A SINGLE PROBLEM WITHOUT COUNTING AS ONE

OF THE TWO PEOPLE WORKING ON IT. THIS ONLY WORKS IF THERE ARE

ALREADY TWO PEOPLE WORKING ON A PROBLEM, IF THERE IS ONLY ONE

PERSON CURRENTLY THEN THE MENTOR BECOMES A FULL PARTICIPANT.

HOW MANY PROBLEMS CAN ONE

PERSON WORK ON?

PROVIDED THEY ARE WORKING IN SERIES A PERSON CAN WORK ON MORE

THAN ONE PROBLEM HOWEVER THEY WOULD HAVE TO SWITCH AND

CHANGE BETWEEN PROBLEMS. THE USE OF ANY OF THE …AMBIDEXTERITY

FEATS ALLOWS THEM TO WORK ON TWO PROBLEMS IN PARALLEL ONE WITH

EACH HAND.

WHAT IF THEY PLAY MULTIPLE

CARDS?

EACH SOLUTION CARD HAS A TIME ON IT. IF THEY PLAYER WISHES TO SOLVE

IT QUICKER THEN THEY MAY USE ADDITIONAL CARDS. IF THE CARDS PLAYED

HAVE THE SAME AMOUNT OF TIME THE TIME REQUIRED IS REDUCED BY 50%.

IF THE TIME ON THE ADDITIONAL CARD IS LONGER THEN IT REDUCES THE TIME

FOR THE FIRST CARD BY 25%. IF THE ADDITIONAL CARD PLAYED HAS A

SHORTED TIME THEN THIS BECOMES THE PRIMARY CARD AND IS REDUCED BY

25% AS THE FIRST CARD IS SLOWER. ANY FURTHER CARDS HAVE SIMILAR

EFFECTS BUT WORK ON THE NEW TIME AS A BASIS SUCH THAT YOU CAN

NEVER REDUCE THE TIME TO ZERO. TIME IS COUNTED FROM WHEN THE

CARD IS PLAYED. THE ONUS IN THIS SITUATION IS FOR THE PLAYERS TO DO

THE MATHEMATICS THE REF HAS ENOUGH TO DO.

E.G. A MECHANICAL ENGINEERING CARD OF “FUBAR” NEEDS TO BE

SOLVED. THE INITIAL CARD PLAYED IS “JACK OF ALL TRADES” WITH A

SOLUTION TIME OF 600 SECONDS. THE SECOND PERSON ON THE PROBLEM

PLAYS “PORTABLE GENERATOR” WITH A SOLUTION TIME OF 120 SECONDS,

SO NOW THE TIME TO SOLVE THIS HAS REDUCED FROM 600 SECONDS TO 90

SECONDS (25% OF 120 IS 30). NOW IF A TECHNICAL MENTOR THEN CAME

ALONG AND ALSO PLAYED A “GOOD LUCK” CARD WITH A SOLUTION TIME

OF 30 SECONDS THE TIME WOULD REDUCE TO 17 SECONDS (25% OF 30 IS

7 FOR 23 SECONDS. 25% OF 23 IS 6 FOR 17 SECONDS TOTAL). OF

COURSE IF THE TEAM WERE LESS THAN 20 SECONDS TO COMPLETION THERE

WOULD BE LITTLE POINT THE MENTOR HELPING