Table of Contents

Chapter 12: Weapons, Armor, Equipment, and Loot

Welcome to our equipment section. This section was compiled using the wonderful Unisystem, as well as many of our own creations, tinkerings, and rewrites over the years, to bring players and gamemasters a variety of interesting pieces of equipment to bring into play. This section conveniently organizes and coordinates the effects of the various things one might make use of for nonviolent and violent purposes, as well as some handy descriptions and suggestions for how to best make use of them.

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Weapon Notations

Some special notations are provided. None of these are mandatory, but GMs may use them to help make rulings if there's an argument afoot:

Tools of the Trade

Some applications of skills require that you have access to appropriate tools in order to perform them (for example, in order to build your own explosives a la Demolitions, you're going to need some explosive material). In such cases, lacking the necessary materials may assess a penalty depending on the complexity of the task (-2, -4, -10, or worse…) depending on how readily the character can improvise. (Trying to hack Citibank with a stick and the Computer skill… not likely. Hacking it with a rewired DS and a copy of Elite Beat Agents? Very unlikely, but possible.)

In cases where having better tools is more helpful, a bonus may be assessed based on the quality of the available materials. Likewise, in situations where a penalty is assessed, this penalty may be lowered or negated by high-quality supplies.

The following makes reference to 'standard' and 'difficult' uses of skills. In short, a 'standard' use is something that would normally assess no penalty (or grant a bonus) to a competent user with a standard set of tools - repairing a bicycle, given a proper toolset, would be a 'standard' use of Mr. Fix-It. 'Difficult' uses would be anything that involves a substantial penalty (we're going with -4 for demonstration purposes) - hard even with proper tools, and extremely difficult without; performing surgery to extract bullets would be a 'difficult' use of Doctor.

Here are some basic levels of tools, and their effects on both types of skill rolls:

None: You are missing all forms of tools related to this class, and you honestly need them. This gives you a -4 for standard uses of the skill, and -10 for difficult uses of the skill, if the GM lets you try it at all. You could theoretically assemble a bicycle without a wrench, but it would be awfully slow and painful work. If you can come up with a reasonable improvised tool (a sharp piece of flint for a knife for surgery, for example), use Improvised instead.

Improvised: You have managed to improvise a tool or tools for the purpose of this skill - how long it remains useful is up to the GM (an improvised wrench made from sticks is likely to break in short order, while a knife isn't apt to go dull just because you've used it to perform surgery.) Improvised tools provide a -2 for standard uses of the skill, and -6 for difficult uses of the skill. A merciful GM might modify the penalty based on the skill at coming up with improvised tools, but this should never provide better than Basic tools.

Single: You have one good tool - it doesn't exactly provide you the diversity you need to solve every problem, but it's much better than nothing. A Single tool provides no penalty to one standard skill roll, or -1 to all standard skill rolls, depending on GM verdict. Difficult uses of the skill are still at -6. For example, a box of bandages (would provide no penalty to Doctor rolls when used to bandage, but would otherwise be mostly unhelpful (or count as Improvised); a sterile roll of bandages would provide a -1 penalty to Doctor rolls in multiple circumstances - it could be used to bandage, to bind things in place, to help splint, etc.

Basic: You have a basic series of tools that one might expect to need for your use of this skill (bandages and something to clean a wound, for Doctor rolls; an appropriate toolkit for Mr. Fix-It; a typical home computer for Computers; and so forth.) This provides no penalty to standard skill rolls; difficult skill rolls are at between -1 and -4 in most cases, depending on the complexity of the task. A pocket-sized first aid kit would be considered a Basic tool set for Doctor skill rolls; a small toolset (screwdriver with multiple socket types) would count as a Basic tool set for Mr. Fix-It skill rolls.

Good: You have a good set of tools to work with - typically five times the amount in a basic set, with significant diversity involved. A Good set of tools provides some items necessary for difficult uses of the skill without penalty (for example, a Good first aid kit would include a set of tweezers that might come in handly for extracting bullets or shrapnel). This provides a +1 to skill rolls (before penalties) using the skill, as long as you have at least 1 point of skill. A medikit such as found in most offices or the trunks of most cars would count as a Good set of tools for Doctor.

Very Good: You have a very good set of tools at hand - in most cases, this is the size of a large backpack or trunk, although the precise size (and cost) varies based on the skill. An EMT pack would be a Very Good kit for Doctor skills. A Very Good toolset provides sufficient materials to give a +2 to skill rolls before penalties (or double the user's skill ranks, whichever is lower.)

Excellent: You have an excellent set of tools handy - this is likely to take up an entire closet if stuffed into a confined space, or can fill a small room if organized for accessibility. An ambulance's supplies would count as an Excellent tool set for Doctor rolls; an electrician's truck would count as an Excellent tool set for Mr. Fix-It rolls. An Excellent toolset provides sufficient materials to give a +3 to skill rolls before penalties (or double the user's skill ranks, whichever is lower.)

Superb: You have a superb set of tools, likely enough to fill a large room dedicated for the purpose. An emergency room or ship's medical bay would serve as a Superb toolset for Doctor rolls if properly stocked; likewise, similarly sized areas devoted to a particular skill area can be considered a Superb toolset. A Superb toolset provides sufficient materials to give a +4 to skill rolls before penalties (or double the user's skill ranks, whichever is lower.)

Complete: You have a complete set of tools handy for your chosen skill - any tool that isn't particularly rare can be found in your tool set somewhere. Need a circular saw to cut through bone? You've got it. Need to stitch together a wound? You've got that. Need to bandage a wound? You've got bandages, gauze, antiseptic, and sealant spray. A Complete toolset effectively takes up an entire small building, or may fill much of a large building. An entire hospital effectively counts as a Complete toolset for Doctor skill rolls; an aircraft hangar would count as a Complete toolset for Mr. Fixit; and so on. A Complete toolset provides sufficient materials to give a +5 to skill rolls before penalties (or double the user's skill ranks, whichever is lower.)

Rule Testing Section

Close Combat Weapons Table

Weapon Type Damage EV Cost Aval Footnotes
Punch D4 x Strength n/a n/a n/a 1
Kick D4 x (Strength + 1) n/a n/a n/a 1
Small Knife D4 x (Strength - 1) 1/1 $10 C 2
Large Knife D4 x Strength 1/1 $25 C 2
Short Sword/Huge Knife D6 x Strength 2/1 $50 C 2
Fencing Foil D6 x Strength 2/1 $75 U 2
Broadsword D8 x Strength 4/2 $150 R 2, 3
Bastard Sword D10 x Strength 4/2 $200 R 2, 3
Greatsword D12 x (Strength + 1) 8/4 $250 R 2, 4
Rapier, Edge D6 x Strength 2/1 $150 U 2, 3
Rapier, Point D8 x Strength 2/1 $150 U 2, 3
Katana D10 x Strength 2/1 $500 U 2, 3
Spear D6 x Strength 4/2 $150 R 2, 3
Spear Charge D8 x (Strength + 1) 4/2 $150 R 2, 3
Staff (Short Punch) D6 x Strength 4/2 $75 U
Staff (Swing) D8 x (Strength + 1) 4/2 $75 U 4
Small Mace D8 x Strength 2/1 $50 R
Mace D10 x Strength 4/2 $100 R 3
Large Mace D12 x (Strength + 1) 6/3 $150 R 4
Wood Axe D8 x Strength 1/1 $25 C 2, 3
Battle Axe (D8 + 1) x Strength 4/2 $100 R 2, 3
Greataxe D12 x (Strength + 1) 6/3 $200 R 2, 4
Halberd D12 x (Strength + 2) 10/5 $250 R 2, 4
Small Club/Stick D6 x (Strength - 1) 1/1 n/a C
Police Baton/Large Stick D6 x Strength 2/1 $10 C
Bat/Club/Pipe/Chair D8 x Strength 2/1 $25 C 3
Chainsaw D10 x Strength 20/10 $100 C 2, 3
Broken Bottle (D4 - 1) x Strength n/a n/a n/a 2

Footnotes:

1) Does Life Points damage, unless Endurance damage rules are used.

2) Indicates a stabbing/slashing weapon. Damage is calculated normally, and then armor protection is subtracted. Remaining penetrating damage is doubled.

3) Weapon may be used two-handed, raising the character’s effective Strength by 1 when calculating damage. For example, the Spear does D6(3) x Strength one-handed, and D6(3) x (Strength + 1) two-handed.

4) Weapon must be used two-handed. Damage modifiers have already been accounted for in the formula.

Ranged Weapon Table

For all ranged weapons statistics, ballpark figures have been used. Weapons experts should feel free to pencil in any more accurate ranges, or plug in the latest Guns and Ammo statistics, depending on the specific weapon employed. Note that bullet type modifies damage.

Weapon Range Damage Capacity EV COST Aval
Thrown Rocks 3/7/10/13/20 1 x Strength n/a 1/1 n/a C
Thrown Knifes 3/5/8/10/13 D4 x (Strength -1) n/a 1/1 $25 C
Short Bows 5/13/40/65/100 D6 x (Strength) 1 6/3 $200 C
Long/Composite Bows 10/30/50/100/200 D8 x (Strength) 1 8/4 $300 C
Crossbows 7/40/65/150/250 D10 x (Strength) 1 6/3 $250 U
Handguns 3/10/20/60/120
.22 caliber D4 x 2 8-10 1/1 $200 C
.32 caliber D6 x 2 6-9 1/1 $250 C
.38 caliber D6 x 3 6-8 1/1 $300 C
9 mm D6 x 4 10-15 1/1 $500 C
10 mm D6 x 5 10-15 1/1 $600 C
.45 caliber D8 x 4 7-10 2/1 $750 C
High-Velocity Handguns 4/15/30/90/180
.357 magnum D8 x 4 6-10 1/1 $800 C
.44 magnum D6 x 6 6-10 2/1 $900 U
Submachine Guns@ 3/15/30/100/200
9 mm D6 x 4 20-40 6/3 $700 U
Civilian Rifles* 10/50/150/600/1000
.22 LR D4 x 4 1-10 8/4 $500 C
5.56 mm D8 x 4 1-30 10/5 $600 C
.30-06 D8 x 6 1-10 8/4 $700 C
7.62 mm D8 x 5 1-30 8/4 $800 C
Shotguns (12 gauge) 8/4 $500 C
Birdshot 10/30/50/75/100 D6 x 5 1-8
Buckshot 10/30/50/100/200 D8 x 6 1-8
Slug 5/50/100/200/300 D8 x 5 1-8
Assault Rifles@ 10/50/150/600/1000
5.56 mm D8 x 4 20-30 8/4 $1200 U
7.62 mm D8 x 5 20-30 10/5 $1500 U
Sniper Rifles
7.62 mm 15/75/225/900/1000 D8 x 5 20 10/5 $1500 U
.50 caliber 15/75/250/1200/5000 D10 x 6 10 28/14 $1800 R
Machine Guns@
5.56 mm 10/100/300/1000/3000 D8 x 4 200 22/11# $1800 R
7.62 mm 10/150/300/1000/4000 D8 x 5 100 24/12# $2000 R
.50 caliber 15/200/400/2000/6000 D10 x 6 100 84/42& $4000 R

Footnotes: * Single shot or semi-automatic. @ Capable of burst and automatic fire. # EV includes bipod (1/1) and ammo (6/3). & EV includes tripod (40/20) making this exclusively a vehicle or stationary weapon.

Range: These numbers are expressed in yards (meters) and reflect point-blank, short, medium, long and extreme range. The ranges listed are the limits: anything below the limit is considered to be in that range, anything beyond it goes to the next range level. Note that bullets may continue to travel some distance after going past extreme range and may still be lethal, but the chance of hitting the designated target is basically nil.

Damage: The damage imposed by the most popular bullets for a given type of gun are given.

Capacity: The magazine capacity indicates how many bullets are contained in a fully loaded gun. There is a lot of variation out there, however. At almost any given caliber, for example, a rifle can be a single-shot bolt action or break-open action, or a semi-automatic with a 30-bullet clip. Revolvers have 5-6 shots, while semi-automatics can have as many as 15 to 17 rounds (recent laws in the U.S. restricting magazine size to 10 rounds are in effect, but are easily avoided). A range is given, from the smaller magazines and revolvers to the biggest available in the market.

Outcome Table

A result of 9 generally means the attempt was accomplished (that’s good enough in most cases). When the degree of the success needs to be measured, however, Success Levels depend on the final result (a roll including all positive and negative modifiers).

Roll Outcome Description
9-10 First Level (Adequate) The Task or Test got done. If an artistic endeavor, it is just adequate, and critics/audiences are likely to give it “ho-hum” responses. A complex and involved Task takes the maximum required time to complete. An attempted maneuver was barely accomplished, and might appear to be the result of luck rather than skill. Social skills produce minimal benefits for the character.
Combat: Attack does normal damage.
11-12 Second Level (Decent) The Task or Test was accomplished with relative ease and even some flair. Artistic results are above average, resulting in a warm reaction from many, but not most. Complex and involved Tasks take 10% less than the maximum required time. Attempted maneuvers are skillfully accomplished. Social skills manage to gain some benefits for the character (including a +1 to further attempts on the same people under similar situations).
Combat: Attack does normal damage.
13-14 Third Level (Good) The Task or Test was completed with ease. Artistic results are largely appreciated by connoisseurs and well-liked by the public (although some critics will be able to find something wrong). Complex and involved Tasks take 25% (one fourth) less time than normally required. Attempted maneuvers are done with seeming effortlessness, apparently the result of great skill. Social skills are not only successful, the character will be at +2 on future attempts on the same people (this is not cumulative with subsequent high rolls – use the highest bonus only).
Combat: This is the roll needed to hit a relatively small and specifically targeted area, or to accomplish a tricky shot or strikes.
15-16 Fourth Level (Very Good) The Task or Test was very successful. Artistic endeavors are rewarded with a great deal of appreciation from the intended audience. Complex and involved Tasks can be finished in half the time. Social skills produce a lasting impression on the people involved, resulting in a bonus of +3 on all future attempts in that skill involving the same people.
Combat: Increase the damage rolled by 1 before applying the Multiplier.
17-20 Fifth Level (Excellent) The Task or Test produced excellent results. Any artistic endeavor impresses the audience greatly, leading to a great deal of recognition and fame. Social skills have a future bonus of +4, as above. \\Combat: Increase the damage rolled by 2 before applying the Multiplier.
21-23 Sixth Level (Extraordinary) The Task or Test produced amazing results, accomplishing far more than was intended. Artists gain fame after one such roll, but all their future accomplishments will be measured against this one, which may lead to the “one-shot wonder” label. Social skills gain a future bonus of +5, as above. \\Combat: Increase the damage rolled by 3 before applying the Multiplier.
24+ Further Levels (Mind-boggling) For every +3 to the total above 23, increase the Success Level by 1, and the Social skills future bonus by 1.
Combat: Add +1 to the damage rolled for every additional Success Level.

Damage Modification Example: Luigi punches an opponent and his attack roll is a 17 (fifth level of success: +2 damage bonus). Luigi's normal punch damage is D4 x 3. Given his Success Levels, the damage is modified to (D4+2) x 3, or 9 to 18 points. Even on a bad damage roll, the attack inflicts a decent amount of damage.

GETTING SCARED

In the dark and dangerous settings of Conspiracy X, characters often experience frightful events. Indeed, in a world where aliens manipulate and abduct, or unimaginable terrors stalk the darkness, it’s pretty likely that someone will witness extreme violence and terror. In such places, even the strong of heart get scared once in a while.

FEAR TESTS

When facing a fearsome creature or otherwise experiencing fright first-hand, characters must pass a Simple Willpower Test (employ a Difficult Test only if psychological or mental problems somehow weaken the character’s resolve). If the Fear Test is failed, the victim succumbs to panic. Most of the time, the character will “freeze up” for at least a Turn. Alternatively, he may run away. Chroniclers who want to add more detail can consult the Fear Table.

FEAR MODIFIERS

Certain external circumstances make it easier for the character to feel afraid. Very gory and gruesome events add penalties of –1 to –4, depending on how graphic the violence is. Hideous creatures may bring penalties of –1 to –5. Some beings have alien or thoroughly evil auras that inspire a deep, instinctual fear in people; such creatures may bring penalties of –2 to –8 to all Fear Tests!

ESSENCE LOSS FROM FEAR

Losing one’s nerve often results in a temporary Essence loss. If Essence is reduced below zero because of a terrifying experience, the character is mentally scarred by the ordeal. Maybe seeing the same creature again will drive the character into screaming hysterics — or maybe he will be obsessed with finding and killing it and all its kind. See the rules for Essence loss later in this chapter (p. 180) for more information, or consult the Fear Table.

USING THE FEAR TABLE

The Fear Table can be used when a character fails a Fear Test. The dice roll that resulted in the fail should be used to gauge how bad the Cast Member panics in the face of fear. The Chronicler can use the Fear Table for guidance and inspiration, but he should not let dice rolls rule the game. If a result seems inappropriate at the moment or to the character, the Chronicler should devise his own outcome or result of the fear.

FEAR TABLE

Roll Result Effect

7-8 Shakes: All the character’s actions suffer a –2 penalty for one Turn. Lose one Essence point.

5-6 Flight: Victim runs away screaming for one Turn. If cornered, the victim may fight or react in a more rational way. Lose two Essence points.

4 Physical reaction: Fear causes a messy physical reaction (often involving bodily functions best left to the imagination). Not only is this embarrassing, it imposes a –2 penalty to all actions for D4(2) Turns. Lose D4(2) Essence points.

3 Paralyzed: The character cannot move for D4(2) Turns. Only intervention by another character (who may shake him, slap him, or otherwise force him to act) allow him to take any action. Lose D6(3) Essence points.

2 Faint: The shock and fear are so severe that the character collapses, unconscious. A Difficult Constitution Test is required to recover consciousness; this can be attempted every minute, or whenever somebody tries to stir the character. Lose D10 x 4(20) Endurance points and D8(4) Essence points.

1 Total Hysterics: The victim becomes a screaming, babbling, totally useless maniac for D8(4) Turns. Lose D10(5) Essence points.

0 or less It Gets Worse: Lower results are left to the Chronicler’s imagination. They may include life-threatening effects such as heart attacks or comas, or a bout of temporary insanity lasting hours, or worse . . . Chroniclers may also give the character an additional Mental Drawback suitable to the event (phobia, flashbacks, sleep disorder, etc.). No extra points are awarded from this, and the agent may have to endure months of therapy to overcome this ordeal.

RESEARCH PROJECTS AND EXTENDED TASKS

In the war against technologically advanced beings with exotic physiology, knowledge is power and scientific research is vital. Agents conduct research by attempting to achieve a number of breakthroughs or successes. Some research projects require only a single success to be fruitful, while others may require many, accumulated over an extended period of time. This is accomplished with an Extended Task. The Chronicler decides on the number of Success Levels required to make a breakthrough in the project. This can be modified depending upon the quality of the research area, the hastiness of the researcher, or additional external criteria.

As an example, trying to crack a difficult code in an alien language could require eight to ten Success Levels. The agents working on the project would make Intelligence and Science (Cryptography) Tasks; any Success Levels gained would be put toward the number needed for a breakthrough.

Multiple agents may contribute, although any additional researchers would contribute only half of the Success Levels they gain. The Chronicler should determine how long each attempt will take, or how much time should elapse between attempts, although a tricky project such as the example above could take a week for each attempt.

Extended Tasks can be used to reflect any continuous attempt to achieve something, whether a scientific discovery, the translation of an occult tome, or the extension of the agent’s Influence (see p. 185). When the necessary number of Success Levels is reached, the “breakthrough” is achieved. Chroniclers may even ask for multiple breakthroughs for various parts of a project for it to be complete.

TIME

As any other story, a roleplaying game is a narrative that occurs over a specific length of time. The Unisystem uses everyday measures of time (seconds, minutes, hours, and days), saving the more arbitrary Turn measure (one to five seconds) for combat and similar tense situations.

Additionally, a distinction must be made between Game Time and Real Time. Game Time is the “fictional time” of the story. Real Time is what the players and Chronicler spend playing the game. Game Time is as fluid as the Chronicler decides it to be. A decisive event taking only a few minutes of Game Time may require the players to spend several hours of Real Time to resolve. For example, a combat with multiple participants may take seconds in Game Time, but many minutes in Real Time because character’s lives are at stake. By the same token, a period of hours, days, or even years can be made to “flash by” in Real Time if the story demands it. “Well, after four days of rough travel, you reach the impact crater.” Most of the Unisystem rules use Game Time and are designed to take as little Real Time as possible.

IMPROVISED WEAPONS

Sometimes, a weapon is not at hand during a dangerous situation, and an improvised one (a broken bottle, a table leg, chair, etc.) must be used. Obviously, this is less effective than using a real, balanced weapon.

When using an improvised weapon, the character uses the closest weapon skill he has. Anything that involves thrusting sharp objects (broken bottles, forks, ice-picks, etc.) uses the Hand Weapon (Knife) skill (or Hand Weapon (Sword) skill, but at a –2 penalty due to the shorter reach). A longer, swung object could use the Hand Weapon (Club or Sword or similar weapon) skill. If no related Hand Weapon skill is available, use a Difficult Dexterity Test to strike or defend. Used defensively, a chair or similar large object actually acts as a shield, giving the character a +1 to +2 bonus to any roll attempting to parry. The Chronicler should assign penalties for large, heavy, and clumsy improvised weapons (–1 to –3 in most cases).

MULTIPLE ACTION OPTIONS

The multiple actions rule in the main text may result in players declaring numerous actions per Turn for their characters, as there is no downside (other than Chronicler annoyance, or storyline dictates) to doing so. For those wishing a slightly more complex approach, the following rules are suggested.

Cumulative and Universal Penalties: Each additional action declared in the Intentions step adds –2 to all actions that phase. That means if a character declares four attacks or four defenses in a Turn, each action suffers a –6 penalty (the first attack or defense has no penalty; each one after that incurs a cumulative –2). This allows characters to act as much as they want, at the expense of degrading all their actions.

Off-balance Penalties: Under this optional rule, each extra action taken in one Turn imposes a base –2 penalty to all actions in the next Turn. So, a character who takes three additional actions in one Turn suffers a –6 to all actions in the next. Again, the limit on actions is removed, but the frenzy of activity makes the character highly ineffective and vulnerable thereafter.

Interruptions: Another possibility is to have the player roll for each of the character’s attacks and defenses, but if an attack is blocked or dodged, initiative switches over to the opponent. That agent then uses his actions until a defense is used successfully, when the first attacker resumes his actions (if any remain). In a one-on-many fight, the same sequence applies.

Jack attacks three times. He has one defense action in reserve. He rolls for the first attack, hits, and does damage. Then Jack rolls for the second attack (taking into account the –2 multiple action penalty) and his opponent blocks it. The opponent may attack now, as he has interrupted Jack’s moves. The opponent throws a punch. Jack dodges it easily with his defense action. Now the action shifts back to Jack and he rolls for the third attack (taking into account a –4 multiple action penalty).

MARTIAL ARTS

Guns make a lot of noise and attract a lot of unwanted attention, so many agents have undertaken rigorous martial arts training to take out the enemies with as little gunfire as possible. Chroniclers may wish to keep the agent’s martial arts styles to basic kicks and punches, but given popular depictions of suited agents employing extreme martial arts, some players may wish to detail their agents’ styles in more depth. Purchasing the Martial Arts skill grants access to three core combat moves. The variety of martial arts styles is astounding, and no attempt is made here to categorize them. Each player should simply review the list of combat moves and decide which three make up the core studies of his style. Common moves are Punch, Kick, and Break Fall, but there is no reason why the character could not choose Head Butt, Back Kick, and Flip as core maneuvers. Each of the core combat moves is automatically learned at the same level as the Martial Arts skill.

For each level of Martial Arts skill, the character gains three points to purchase additional combat moves (and only additional combat moves). Each level of each additional combat move costs one point. Thus, a character with Martial Arts 3 would have nine points to spend. No combat move level may be higher than a character’s Martial Arts skill. The Martial Arts skill is increased as any other Special skill (see p. 184). Such an increase also raises each core combat move. A Martial Arts skill improvement also provides three points to spend on a one-forone basis for already known additional combat moves. Otherwise, additional combat moves may be improved as Regular skills. New combat moves may be learned at the cost of six points for level one (which may be drawn from points granted by new Martial Arts skill increases or from experience points).

Jonathan is an accomplished agent with Martial Arts 5. He chooses Punch, Crescent Kick, and Roll with Blow as his core combat moves. Each of these defaults to level five. He also has 15 points with which to purchase additional combat moves. He decides on Arm Lock 3, Counterpunch 4, Stabbing Hand 4, and Trip 4. Later, Jonathan accumulates seven experience points and decides to improve himself to Martial Arts 6. Punch, Crescent Kick, and Roll with the Blow automatically rise to six. He also gains three points to spend on additional combat moves. Jonathan raises Arm Lock to four and Counterpunch to six.

COMBOS

Each combat move is a separate action. More than one move may be performed in a single Turn, but multiple action penalties apply if the normal allotment of one attack and one defense action is exceeded. This rule may be avoided if the individual combat move description provides otherwise. Some penalties are negated when the martial artist has learned a specific combo, however. Combos are series of moves that are executed at one time as a single move (for example, “the old one-two — Punch-Punch, or a favorite of judo masters — Block-Grab-Judo Throw). Combos may be created from any moves that the agent has some skill in, as well as standard actions (such as block, dodge, weapon strike, etc.). The number of moves in the combo cannot exceed the character’s Martial Arts skill level.

Combos are purchased as combat moves, the cost equal to the number of moves in the Combo (i.e., the Block-Grab-Judo Throw mentioned above would cost three points). Combos are usually created through training, although they can be improvised in the heat of combat. In such a case, the number of moves in the combo can never exceed the Martial Arts skill of the combatant, and all moves are at a –1 penalty due to the unpracticed nature of the combo.

The martial artist declares the combo (“I shall attempt a Counterpunch-Punch-Kick combo.”) and rolls for each move as normal. During a combo, the moves are not penalized for multiple actions, as technically the combo is one fluid movement. If any move within the combo is blocked, dodged, or fails on the roll, the combo is broken and all of the attacker’s moves are considered used for that Turn (both attack and defense).

The defending martial artist may have a pre-designed defensive combo, starting with a defense move (for example, Block- Punch-Punch). There is no reason to have a defense action anywhere else in a combo. Successfully defending against any of the combo’s moves can switch the initiative over to the defender (see Interruptions, p. 164).

COMBAT MOVE DESCRIPTIONS

These are the kicks, punches, karate chops, and flips students can learn in any martial arts school. They take time and effort to master, but can really hurt when done correctly. Each move specifies the base damage inflicted by a successful strike.

Arm Lock: The character must have successfully parried an attack or executed a Grab move to use Arm Lock. Once successfully applied, damage may be inflicted once each Turn, without a Test or Task, until the Arm Lock is broken. Damage: Strength.

Back Kick: This move allows the character to attack targets behind him without turning around. On a failed Dexterity and Back Kick Task, the character must succeed at a second Dexterity and Martial Arts Task, or he becomes off-balance (–2 to all combat actions for the next Turn). On a roll of one, the character must pass a Dexterity and Martial Arts Task or he falls prone. Damage: D4(2) x Strength.

Break Fall: Each level of success in a Dexterity and Break Fall Task reduces the damage multiplier from falls by one level. Once the multiplier is reduced to one (or if it starts there, as in the case of Judo Throws and Trips), remaining Success Levels decrease the damage one point each. Damage: None.

Break Free: Breaking free from some kind of hold (Arm Lock, Choke, Grab, etc.) requires a Resisted Task between the attacker’s and defender’s Difficult Strength Tests. A Strength and Break Free Task may be used in place of either roll. Damage: None.

Break Neck: When a secure hold is kept on the head or neck, the attacker may attempt to break the neck by making a Resisted Strength and Break Neck Task versus the defender’s Strength (doubled). If the attacker’s roll is higher, the victim suffers damage. If the total reduces the target to –10 Life Points or lower, the victim must pass a Survival Test with a penalty equal to the attacker’s Success Levels in the Break Neck Task. Failing this Survival Test means the target’s neck has been fatally broken. Damage: (D4(2) x Strength) x 2.

Choke: Before this maneuver can be attempted, the character must succeed at a Grab. After that, the attacker’s Strength and Choke Task is resisted by the target’s Strength and Constitution Test. If the attacker’s result is higher, the target receives the damage listed. Furthermore, his breathing is restricted (see p. 176). The defender is at –2 on all actions while being choked. If the defender wins the Resisted Test, no damage is taken. Damage: Strength – 1.

Counterpunch: A quick follow-up punch to a successful parry. Each level of success in the defense Task adds +1 to the immediately following Counterpunch attack roll. Damage: D4(2) x Strength.

Crescent Kick: A powerful circular kick. This attack suffers the same unbalancing risk as the Back Kick Move. Damage: D6(3) x Strength.

Disarm: The Dexterity and Disarm Task is resisted by the target’s Dexterity and weapon skill. If the attacker wins, the weapon is dropped or tossed away. Damage: None.

Elbow: A close-in attack that does not injury the hand. Damage: D4(2) x (Strength –1).

Eye Gouge: On a successful attack with a –4 penalty, the target’s eye is struck. The victim suffers a –3 penalty to any Task or Test that requires vision for as many Turns as triple the damage suffered. Damage: D4(2) x (Strength –1).

Flip: When prone, the character may attempt a Dexterity and Flip Task to get up without using an action. If successful, the character may act normally that Turn (performing both an attack and a defense action). Failure uses a defense action, and the character remains on the ground. Damage: None.

Grab: Much more than a quick clutch or tenuous grasp, a Dexterity and Grab Task secures a limb or the torso in a solid hold. A successful Grab allows the attacker to employ one additional combat move in the same Turn without incurring a multiple action penalty for that move. A Grab may also follow a parry or dodge defense action with no multiple action penalty to either maneuver. Damage: None.

Head Butt: On a failed Dexterity and Head Butt Task, the attacker suffers the damage. Damage: D4(2) x Strength.

Jab: A light, fast punch that can be used twice in a Turn without incurring multiple action penalties. Damage: D4(2) x (Strength–1).

Judo Throw: The character must have successfully parried an attack or executed a Grab move to use Judo Throw. A successful Dexterity and Judo Throw Task knocks the target prone. Damage: D4(2).

Jump Kick: On a failed Dexterity and Jump Kick Task, the character must pass a Difficult Dexterity Test or fall prone, suffering D4(2) points of damage. Damage: D6(3) x (Strength + 2).

Kick: This attack suffers the same unbalancing risk as the Back Kick move. Damage: D4(2) x (Strength + 1).

Knee Strike: Although commonly aimed at the target’s vulnerable area (below the belt), this attack can be combined with other moves to strike other areas (grabbing the head and kneeing in the face is a classic move). It doesn’t really do a lot of damage, but if hit in the vitals, the target needs to pass a Difficult Constitution Test or be stunned and lose his next action. Damage: D4(2) x (Strength – 1).

Punch: Closed fist, extended arm. Damage: D4(2) x Strength.

Roll with Blow: This move is used whenever the character has been successfully hit in hand-to-hand or melee combat, and does not use an action. It is tested immediately after a blow lands but before damage is calculated. Each Success Level in a Dexterity and Roll with Blow Task reduces the damage multiplier of the attack by one (if the multiplier is reduced to zero, no damage is inflicted). Successive Roll with Blow moves in one Turn suffer cumulative –2 penalties. Damage: None.

Roundhouse: A big swinging fist attack. The attacker may make no other attack actions in a Turn that he uses Roundhouse. Damage: D6(3) x Strength.

Stabbing Hand: A quick strike with a pointed hand. On die roll of one, the attacker suffers D4(2) of damage. Damage: D4(2) x (Strength + 1).

Shove: This move uses a Strength and Shove Task against the target’s Strength and Dexterity Test, or Strength and Martial Arts Task. If the attacker wins, the target is pushed back one yard per Success Level and must pass a Simple Dexterity Test minus the Success Level of the Shove or fall prone. Damage: None.

Spin Kick: Other than the increased damage, this move is the same as the Kick Move and suffers the same unbalancing risks. Damage: D4(2) x (Strength + 2).

Sucker Punch: If the attacker’s Intelligence and Sucker Punch Task beats the opponent’s Simple Perception Test, the target cannot defend against the punch. Damage: D4(2) x Strength.

Trip: A successful Dexterity and Trip Task knocks the opponent prone. Damage: D6(3).

GUN FU Gun Fu is a modern close combat technique that uses a pistol as an extension of the combatant’s body. Students of Gun Fu train using pistols in much the same way that students of other martial arts use more traditional weapons such as sai, swords, and knives. Only small, one-handed ranged weapons can be used, and these moves can be used only at close range. Gun Fu students employ a blur of kicks, blocks (some using the weapons), blows (using either the weapon butt or jabs with the barrel), and gunshot attacks. Gun Fu moves can be used alone or added to combos.

Draw Pistol: Draw Pistol may be incorporated into combos as every other move and allows a fighter with a holstered pistol to draw it in preparation for a Shoot or Pistol Whip move. Damage: None.

Pistol Whip: The agent uses the butt of the pistol to deliver a sharp blow. Damage: D4(2) x (Strength + 1).

Shoot: Damage: Varies. This is the move that makes Gun Fu such a devastating technique. The combatant may fire his weapon at his opponent using this as a skill. His level in Shoot can never be higher than his Guns (Handgun) skill or his Martial Arts skill, and the target must be within close combat range. This attack can be blocked by another martial artist, by knocking the pistol out of the way before or while the shot is fired.

RANGED COMBAT

Ranged combat involves any sort of missile weapon, from a thrown stone to a machine gun to a rocket. For the most part, attack Tasks involve Dexterity and the appropriate ranged combat skill. Range, lighting, and other modifiers affect the Task.

AIMING

A character may take some time to aim his weapon. This delays his attack to the end of the Turn (giving the target a chance to fire first, move behind cover, or perform other actions), but it makes the attack more likely to hit. Aiming is a Task involving the character’s Perception and weapon skill; each Success Level adds a +1 bonus to his attempt to strike.

RANGES

Each weapon listing contains a set of five range numbers. These are expressed in yards for the most part, and correspond to point-blank, short, medium, long, and extreme range. Pointblank shots gain a bonus to hit, and increase the damage multiplier by one. Long range shots suffer a penalty, and decrease the damage multiplier by one. Extreme range shots suffer a greater penalty and decrease the damage multiplier by two. The Ranged Combat Modifiers Table has more information.

MODIFIERS

Modifiers to ranged weapon attacks are listed in the Ranged Combat Modifiers Table. If looking for modifiers takes too long, the Chronicler should feel free to dispense with them or determine them on the spot.

RANGED COMBAT MODIFIERS TABLE

Point-blank Range: +1 to attack Tasks, and add one to the damage multiplier.

Short Range: No modifier.

Medium Range: –1 to attack Tasks.

Long Range: –3 to attack Tasks, and reduce damage multiplier by one.

Extreme Range: –6 to attack Tasks, and reduce damage multiplier by two.

Poor Lighting Conditions (a dark alley, candlelight, moonlight): –1 to attack Tasks.*

Bad Lighting Conditions (moonless night): –4 to attack Tasks.*

Total Darkness: Use a D10 roll with no other modifiers; only a natural roll of nine or higher strikes the target. If a character makes a Difficult Perception Test, he can add each Success Level to the D10 roll, accounting for the use of senses other than sight to spot the target.*

Multiple Shots: –1 for each additional shot, or –2 if the weapon has heavy recoil.

Multiple Burst Fire: –3 for each burst after the first, cumulative for each additional burst.

Multiple Rock-n-roll Fire: Cumulative –4 for each additional spray after the first.

Gun Scopes: A telescopic scope adds +2 to +5 to any aiming Tasks.

DODGING RANGED FIRE

Although dodging a ranged attack is the only type of action allowed during a Turn, more than one ranged attack may be dodged. To keep things simple, use the Dodge Task for all attacks directed at the target. If more detail is desired, allow for multiple rolls. Multi-action penalties apply only if the circumstances warrant them. If the character is ducking for cover from a volley of fire coming from the same direction, no penalties should apply — the character is effectively dodging once. If the character is dancing around multiple shots (as in The Matrix) then penalties should apply. Alternatively, a single roll could be made and penalties applied to the results rather than forcing multiple rolls.

DEFENSES

In ranged combat, the target has precious few choices. He can stand his ground and fire back, hoping the attacker misses, or he can duck for cover. Ducking for cover uses a Dexterity and Dodge Task. If the result is greater than or equal to the attacker’s Task result, the target was able to hit the ground or jump behind cover in time to avoid the shot. The only problem with the tactic is that it is the only action the target can take on that Turn. For the most part, firefights are dominated by the group that fires first; the targets are pinned down and cannot fight back.

FIRING MULTIPLE SHOTS

One to five seconds is a long time for modern automatic and semiautomatic firearms. An average submachine gun has a cyclic rate (the number of bullets fired if the trigger is kept pressed) of more than 600 rounds per minute — 10 shots are fired in one second! Even a semiautomatic pistol and doubleaction revolver (which fire as fast as the trigger is pulled) can be emptied in less than five seconds. The main drawback of firing multiple shots is that most rounds miss the target. While rapidfiring, automatic weapons experience “muzzle climb” as the gun bucks and fires higher and higher up. Semiautomatics also experience aim-ruining recoil.

Semiautomatic Multiple Shots: Any weapon that fires a shot every time the trigger is pulled can fire multiple times in a Turn. Each successive shot gains a cumulative –1 penalty (i.e., the second shot is at –1 to hit, the third shot is at –2, and so on). If the gun has a heavy recoil (a .44 magnum, for example), the penalty is a cumulative –2. As with all multiple actions, all parties involved may fire or act once before successive shots are resolved.

Automatic Fire — Bursts: The most efficient way to fire an automatic weapon is to shoot short bursts of three to five shots. This allows the shooter to maintain control of his weapon. A burst fires at no penalty. Each Success Level in the Task means the attacker scores a hit, up to the total number of bullets in the burst. For example, a shooter firing a three-shot burst who scores two Success Levels hits with two bullets, each doing damage separately. Success Levels affect only the number of hits; they do not affect the damage (no damage multipliers from the Outcome Table apply). If the character racks up three Success Levels or more, all three rounds strike the target. If firing multiple bursts, each successive burst suffers a cumulative –3 penalty.

Automatic Fire — Rock ‘n Roll: A favorite in the movies, this is when the shooter keeps the trigger depressed and “hoses” the target with a stream of bullets. In reality, most of the bullets fired are going to go high as the gun’s muzzle is forced up by the constant recoil. Each collection of ten shots counts as a group; make a strike Task for each group. Each Success Level means one bullet hits in that group. Again, Success Levels affect only the number of hits and do not affect the damage (no damage multipliers from the Outcome Table apply). Each group of shots after the first suffers a cumulative –4 penalty.

Automatic Fire — Suppressive Fire: Automatic fire can be used to “sweep” an area, suppressing any targets there (i.e., making them kiss the ground and pray for deliverance) and hitting anybody stupid enough to stick their head into the “beaten zone” (the area the shots are spraying). No roll is made; the character need only state his intention to spray an area with gunfire. Assume that most automatic small arms sweep an area the size of a doorway or two. Anybody straying into the area will be struck by D4(2) shots.

SHOTGUNS

For the most part, shotguns use two types of missiles: shot (small pellets contained in a cartridge) and slugs (solid shot). Shot scatters, creating a “cone” of bullets that spreads over distance. It is thus easier to hit a target with shot than with a normal bullet. Characters using a shotgun loaded with birdshot (the smallest pellets) gain a +2 bonus to strike targets at any range; with buckshot (larger pellets), apply a +1 bonus. Slugs are treated as normal bullets. Shotgun damage is covered later in this chapter (see p. 172).

RANGED EXPLOSIVES

Ranged explosives use a Strength and Throwing (Sphere) Task (for grenades and thrown explosives) or a Dexterity and Guns Task (for rocket propelled grenades and fired explosives). They are subject to scattering (not hitting their target directly but still doing damage). More than three Success Levels place the target in contact at Ground Zero. Three Success Levels place the target at Ground Zero but not in contact. Two Success Levels produce the General Effect damage, and a single Success Level does only Maximum Range damage. If the Task or Test is failed, the grenade bounces far enough away to do no damage to the target. It may land close enough to someone else to do damage, however, at the Chronicler’s discretion. These areas of effect and explosive damages are explained later in this chapter (see p. 172).

HEAVY WEAPON SKILLS

Use Guns (Missile Launcher) for any man-portable anti-tank or anti-aircraft weapon. Artillery uses the Guns (Artillery) skill, although the skill is used mainly to position the gun – computers do most of the shooting. Vehicle weapons (cannon, bombs, and the like) also use the Guns skill. Each vehicle weapon system counts as a Type, so the crew of a tank would know the Guns (Tank) Skill, while the pilot of a fighter-bomber would know the Guns (Fighter-Bomber) skill. In general, bombs and artillery should be treated as something that just happens on the battlefield. Except for calling in an air-strike, most characters have little control over these weapons and will rarely need such skills.

CINEMATIC COMBAT RULES

Conspiracy X can be played in a cinematic fashion — as some of the agents are “superpowered” by alien technology or are powerful psychics, why not go all the way and allow actions possible only on the silver screen? Cinematic combat is meant to be fast and furious, with the protagonists able to mow down large numbers of inferior foes. The Chronicler should decide beforehand which of these rules (if any) will be used in the game and let the players know. These rules are not suitable for gritty and realistic conspiracy-heavy games.

Reduced Rolls: This rule uses rolls only for the actions of important characters. Cannon fodder adversaries use flat attack and defense Scores. To determine these numbers, take the adversary’s Dexterity and appropriate skill (weapon skill for attack or Dodge for defense) and add six to it. The adversaries also use the flat damage values for their weapons, rather than rolling them. This value is listed in parentheses next to each damage roll in the weapons tables. Instead of rolling damage or armor dice, simply apply the set number each time a hit is scored. This method reduces combat rolls by half. On the other hand, the role of luck is also halved. The method can help speed up combat a great deal, however, and is recommended when several characters are involved.

Two-Gun Shooting: In real life, shooting with a gun in each hand just makes noise and spends ammo. In cinematic games, characters can shoot handguns with both hands, with a –1 penalty for the off-hand. Recoil penalties accumulate separately for each pistol.

Shoot and Dodge: Characters who shoot while making acrobatic leaps (in the John Woo tradition) can use Acrobatics or Dodge while they fire. Both the shooting and the Acrobatics or Dodge Tasks incur a –2 penalty. The Acrobatics or Dodge result is used in a Resisted Task against any and all ranged fire attacks directed against the agent that Turn. Only ranged attack results higher than the Acrobatics or Dodge result hit.

Healing Luck: Characters with the Good Luck Quality (see p. 69) can use one of their luck bonuses when they receive an injury. Doing this reduces damage by D10(5) points or by half, whichever is greater, before any damage modifiers are applied. This simulates lucky breaks — just a flesh wound, the bullet hit the character’s lucky coin, the agent rolled with the punch, and so on.

KEEPING YOUR COOL

Few people remain controlled and calm while under fire. Most freeze or panic. Only the very brave, the very stupid, and combat veterans are likely to keep their cool and do the right thing when every instinct in their bodies is telling them to start running, NOW! Chroniclers wishing to run a heroic game are free to dispense with this factor, although its use may discourage hotheaded players from getting their Cast Members into firefights at the drop of a hat.

When being shot at, a character must pass a Simple Willpower Test to continue carrying out his original intention. A failed result means the character freezes or hesitates, and loses any chance to act in that Turn. This rule also applies to the Supporting Cast — sometimes it is a good idea to fire blindly in the general direction of one’s enemies, if only to make them “keep their heads down.”

DAMAGE

Once a character hits a target (or the enemy hits the Cast Member), damage is inflicted. Damage is measured by marking off the target’s Life Points. If Life Points are reduced to zero or below, the character is critically injured and at risk of dying. Most forms of damage in the Unisystem are determined by rolling a die; the result is then multiplied by a set number (called, for obvious reasons, the multiplier). For example, a .22 pistol does D4 x 2 points of damage. In this case determine damage by rolling a four-sided die and multiplying the damage by two (the multiplier).

Some weapons have a variable multiplier. Most hand weapons, for example, do damage based on the Strength of the wielder. A baseball bat wielded by a ten-year-old does not do as much damage as the same bat in the hands of a champion weightlifter.

Damage values for normal punches, kicks, and a number of different weapons are detailed in Chapter Three: Ops Center. Damage suffered by other forms of injury appear later in this chapter.

OH, GOD — I’VE BEEN SHOT!

When a person is injured (and they realize it — some people may be unaware of even mortal wounds for some time), his first reaction is usually shock and fear. Even if the wound is not lethal, the typical person will collapse, scream, and do a number of useless things. Only people driven by rage, drugs, or pure determination (or too stupid to know better) carry on with a fight despite their wounds. To simulate this, the Chronicler may require characters who have been injured in combat to pass a Simple Willpower Test before continuing their fight. A penalty proportional to the damage taken by the character may be applied to the Test. This penalty is left to the discretion of the Chronicler — a dramatic fight should not be slowed down because the protagonist was wounded. In such cases, the Chronicler can rule that the character is so determined (and pumped full of adrenaline) that he shrugs off any wound that does not kill him.

TARGETING BODY PARTS

These rules can be used for dramatic purposes, but they add more complexity to combat. The following chart determines the penalty to the attack and the modifier to the damage inflicted. Damage bonuses occur after armor reductions (if the target is not wearing armor in that area, all damage is modified accordingly).

Head: –4 to hit. Blunt damage is doubled; slashing/stabbing damage is tripled. Bullet damage is modified by two levels (armor-piercing bullets inflict triple damage, normal bullets inflict four times damage, etc.). Endurance Point damage (in nonlethal combat) is quadrupled.

Neck/Throat: –5 to hit. Blunt damage is doubled; slashing/stabbing damage is quadrupled. A slashing attack on this area that does enough damage to kill the victim (a failed Survival Test) results in decapitation. Bullet damage is modified by one level (armor-piercing bullets inflict double damage, and so on).

Arms/Legs: –2 to hit. Damage in excess of one-third maximum Life Points cripples the limb; extra damage is lost.

Hand/Wrist/Foot/Ankle: –4 to hit. Damage in excess of one-quarter maximum Life Points cripples the area. Extra damage is lost.

Vital Points (heart, lungs, spine, kidneys, etc.): –2 to hit. Blunt damage is doubled; slashing/stabbing damage is tripled. Bullet damage is modified by one level (see Neck/Throat bullet damage).

SPECIAL WEAPON TYPES AND DAMAGES Not all weapons are created equal. Some inflict harm differently than others.

Two-handed Weapons: Close-combat weapons used twohanded raise the effective Strength of the wielder by one. For example, a Strength 3 character wielding an axe two-handed has an effective Strength 4 for purposes of damage.

Slashing/Stabbing Weapons: Edged or pointed weapons have a better chance of inflicting damage on their victims. An edge can slice muscle tissue and even chop through bone. A point can reach deep into a target’s vital organs. To simulate this, any slashing or stabbing damage that is applied to a target (after taking into account any armor reductions) is doubled.

Normal Bullets: A normal jacketed bullet tends to corkscrew and ricochet inside the human body, shattering bone, piercing vital organs, and doing assorted forms of mayhem. Thus, normal bullet damage is doubled after penetrating armor.

Hollow-point Bullets: An expanding bullet creates a greater wound cavity and tends to spend more of its energy inside the victim’s body as the bullet flattens and mushrooms inside flesh. Armor stops these bullets more easily, however. Double any Armor and Barrier Value between the target and the bullet, but any damage that goes through is tripled.

Armor-piercing Bullets: These high-velocity, solid rounds punch through armor and obstacles, but they also tend to punch through the target in a relatively flat trajectory, doing reduced damage. Armor-piercing rounds halve any Armor or Barrier Value in their path, but the damage inflicted is not modified.

Shotguns: Slugs are treated as normal bullets, with damage doubled when hitting flesh (there are also hollow-point slugs). Shot damage does not double, and any armor worn is doubly effective against it (even heavy clothing affords some protection against the lighter birdshot used in hunting shotguns).

Explosives: Explosions inflict damage in two ways. First is the shockwave, which is nothing more than gas or air traveling at tremendous speeds. More dangerous are the fragments the shockwave throws around at bullet speed. Fragments come either from debris created by anything the shockwave encounters (bricks, earth, rocks) or from specially designed metal casings or shrapnel (the metal case of most bombs is designed to break into jagged metal fragments to inflict maximum damage; some pipe bombs are filled with nails or ball bearings for the same reason). The shockwave damage is rapidly reduced by distance; fragment damage is not.

To make matters simpler, Unisystem explosive damage is expressed as one value, which takes into consideration both fragmentation and shockwave damage. Simple concussive devices do less damage than fragmentary ones. There are three areas of effect: Ground Zero (very close to the explosion), General Effect (the area of most widespread damage after Ground Zero), and the Maximum Range (the area after which the explosion ceases to inflict significant damage). The ranges of most common explosives are listed in Chapter Three: Ops Center (p. 129). These measures are not strictly scientific and accurate, but any more detail bogs most games down needlessly; some Chroniclers may wish to simplify matters by only using the General Effect damage. Body armor is largely ineffective against concussion (Ground Zero damage). Only fully sealed armor (such as that used by ordnance disposal teams) protects with its full Armor Value at any range; normal body armor protects with half its Armor Value at Ground Zero and normal AV at other ranges. Being in direct contact with the explosive device upon detonation inflicts double the Ground Zero damage. This also applies to being hit by rockets or adhesive explosives.

Another form of explosive damage is that used in rockets and antitank weapons. These weapons use the shaped-charge effect to penetrate armor (of vehicles and other hard targets) better. Those missiles divide the Armor or Barrier Values of a target by a number depending on the effectiveness of the weapon.

POISON

Poisons are foreign substances that, when introduced into a person’s body, cause harm, injury, or death. They include manufactured chemicals and substances secreted or injected by animals or supernatural creatures. In the real world, some poisons can kill a person instantly, while others have varying degrees of lethality. As a weapon, poison is often unreliable and can be as dangerous to the wielder as to the intended victim.

Poisons all have a Delivery Method (how the poison is applied) and a Strength Rating (its lethality). The Delivery Method is either ingested (eaten), injected, or contact. Some poisons may be applied in more than one way, but their effectiveness may vary according to how they are delivered. The Strength Rating determines how much damage the poison inflicts or how difficult it is to resist its effects. The Strength Rating of a poison depends on the type of toxin. There are three basic kinds of poisons: corrosive, irritant, and narcotic (also known as nerve poisons). Each kind has its own characteristics.

Corrosive poisons include a number of acids and several common cleaning fluids. They can burn the skin directly, inflicting a number of points of damage every Turn the person is exposed (being splashed with the liquid means the victim is exposed until the corrosive is washed off with water). If ingested, they do the same damage until the poison is neutralized with an antidote or ejected by vomiting.

CORROSIVE DAMAGE TABLE

Poison Strength Rating Damage 1 1 2 D4(2) 3 D6(3) 4 D8(4) 5 D10(5) 6 D6 x 2(6)

Irritants include such poisons as arsenic. They are more slowacting and require multiple doses. Instead of direct damage, the poison slowly drains Life Points, typically one point per every two Strength Rating of the poison, for every dose ingested. For example, if the poison has a Strength 1, damage occurs after two doses. This Life Point damage can be healed only if the poison is purged from the system. When the victim’s Life Points are reduced to zero, the victim may die (a Survival Test postpones death).

Narcotic or nerve poisons include curare, chloroform, and strychnine. They directly depress the victim’s nervous system and such functions as breathing. They can induce unconsciousness, paralysis, or death. These poisons do not inflict damage directly. Instead, they use a Simple Strength Test against a Simple Constitution Test by the victim. If the poison’s Strength wins the contest, the victim suffers the poison’s specific effects. Typically they include drowsiness or unconsciousness (for weak narcotics) to heart or respiratory arrest (resulting in death by suffocation unless first aid or medical care is immediately provided). Some sample poisons are discussed below. Chroniclers can devise game mechanics for other poisons based on these.

Cobra Venom: This powerful corrosive neurotoxin has an average fatality rate. The Delivery Method is injection. Depending on the species, this venom has a Strength of three to six. Each bite injects one dose and inflicts corrosive damage based on its Strength for five Turns. For example, the bite of a relatively weak cobra (Strength 4 venom) would inflict D8(4) points of damage for five Turns. If the bite is drained, the venom does half damage. After administration, an antitoxin prevents further damage. A cobra can bite more than once in a 24-hour period, but the strength of the venom drops one level per subsequent bite, as the dosage is reduced. In the example above, the cobra’s next bite would do D6(3) points of damage. On the other hand, if the cobra bit the same person twice or more, the damage would be cumulative. Some cobras can spit venom. It is treated as a Strength 1 corrosive (one point). If the venom hits a victim’s eyes (1 in 10 chance or Chronicler’s discretion), he must pass a Difficult Constitution Test or be blinded for one hour. After that, a Simple Constitution Test with +4 bonus must be passed, or the blindness becomes permanent.

Arsenic: This irritant poison can be found in some insecticides and weed killers. In the ancient world, arsenic oxide, which is colorless and flavorless, was a favored poison, although its effects take time and people can actually develop an immunity by ingesting small doses. The Delivery Method is ingestion. A large dose of arsenic has Strength 6 and inflicts three points of damage per hour until the poison is removed (usually by inducing vomiting, although a full stomach pump in a hospital is preferred). Smaller doses have Strength 2 and inflict one point of damage per day. Symptoms of gradual poisoning (ingesting one small dose daily for five or more days) include weakness (reduce Strength by one and Endurance Points by 10), stomach problems, slight disorientation (reduce Intelligence by one), and a greenish pigmentation of the skin. Each dose adds to the daily damage (after five days of gradual poisoning, the victim would suffer from five points of damage per day). Medical attention quickly eliminates all traces of arsenic from a person’s system, however.

Curare: Curare is a nerve poison that paralyzes and may kill. The natives of the Amazon use it to bring down large game, often dropping small deer in their tracks with one arrow or blowgun hit.

Curare may be administered through poisoned darts or other injection, with each application having a Strength 4 dose. Additional darts or doses increase this Strength by one level (i.e., three hits with darts have a combined Strength 6). If the victim fails a Simple Constitution Test against the poison’s Simple Strength Test, the victim’s Dexterity is reduced by one level per Success Level of the poison’s Strength Test. If Dexterity is reduced to zero, the victim is totally paralyzed and unable to move. If the Success Levels of the poison are greater than the victim’s Constitution + 1 (three Success Levels for the average Constitution 2 person), the victim’s heart stops and he dies in 20 minutes unless medical or magical healing is applied. Even if the victim wins the Resisted Test, his Dexterity is reduced by one level per dose! The effects of curare (if the victim survives) last for (6 – Constitution) hours (minimum one hour).

Talented Healing and Poisons: Any paranormal power, such as bio-psychokinesis, that heals injuries can undo the damage inflicted by corrosive and irritant poisons. If the poison is still in the victim’s system, it must be removed or the damage or effect continues even if the previous damage was cured. Psychic powers that cause the body to expel the poison requires a Resisted Task.

DISEASE

Diseases have three major game characteristics: Vector (how the disease is transmitted), Contagion Strength (how easy it is to catch it), and Severity (how much damage it inflicts). Vectors include airborne (the virus or bacteria can survive in the air for some time, infecting anyone who breathes it), vermin (an insect, rat, or other living being transmits the disease), body contact (the victim must be in some form of casual contact: touching or sharing sleeping quarters), waste (drinking or eating things contaminated with the waste products of the diseased; this may also be caused by insects who contaminate food or drink), and bodily fluids (transmitted through intimate contact, blood transfusions, and so on).

If the character is exposed to the disease, Contagion Strength is used in a Resisted Test (Simple Contagion Strength Test versus the victim’s Simple Constitution Test) to see if he catches the disease. Prolonged exposure, unsanitary conditions, and so on may produce penalties of –1 to –6 to the Constitution Test. Weakness due to wounds or exhaustion could transform the Constitution Test to a Difficult one.

The Severity (Mild, Moderate, Serious, or Terminal) determines how much damage the disease inflicts. Severity effects include Task penalties (due to the debilitating effect of the disease), and Endurance and Life Point loss. Mild diseases inflict no permanent damage. Moderate diseases incapacitate the character and may inflict damage, especially if not treated. Serious diseases inflict damage and may have lethal effects. Terminal diseases kill. Chroniclers wishing to introduce disease in their game may want to do some research and then use the guidelines here to put them in gaming terms.

Some sample diseases are discussed below.

The Common Cold: This disease is typically airborne and has Strength 6 (very easy to catch) and relatively mild Severity (–1 to –2 to all Tasks for a day or two). Reduce Endurance by one third while the person is sick.

Ebola: Transmitted through body contact (although an airborne version might be concocted by some germ warfare lab some day), this disease has an incubation period of a few days. It has Strength 4-6, and the Severity is Terminal. When the symptoms appear, the patient suffers a –1 penalty to all Attributes; a further –1 is imposed per day (cumulative). Symptoms include fever, pain, and aches similar to the flu. In a day or two, internal bleeding begins (–6 Life Points on the first day, and an additional D10 + 6 points per day thereafter). Survival Tests suffer a –4 and only one roll is allowed.

RADIATION

Radioactive particles cause damage both by direct collision with the tissue, and by long-term genetic damage to the cells of the body. Radiation is measured in rems (or Roentgen Equivalent in Man). For ease of play, various levels of exposure are detailed on the Radiation Dosage Effect Table. Any exposed Cast Member continues to suffer the effects at that level until decontaminated and given medical attention. The table lists the consequences of exposure from one or more sources. If the character successfully resists the radiation (a Simple Constitution Test versus a Simple Strength Test of the radiation, Strength 6), the effect is reduced by one step on the chart. Jim suffers exposure to radiation when investigating a downed experimental craft with a cracked reactor shield. This exposure is 50 rems per day; over the next two days, Jim is exposed to 100 rems, and suffers damage to his Endurance if he fails his Simple Constitution test. On the third day, he gets another 50 from the core, and a nuclear explosion goes off 100 miles away from Jim’s investigation site. He is as a result exposed to 350 additional rems, making a total of 500 rems. If he fails his Constitution test he gets the full damage from 500 rems, but if he makes it, he only receives the total of 150-450 level.

SOURCES OF RADIATION

Source Rems received Nuclear power plant accident (at source) 2,000 + 2,000 per hour Nuclear power plant accident (6 mile radius) 350 per year Unshielded power plant core 500 per hour Dirty bomb (0.3 mile radius) 140 per year Fallout cloud (large nuclear explosion) 1,000 per hour Fallout cloud (two days later) 10 per hour Unshielded spaceship core 50 per day Contaminated crash site 500 per day

Shielding, such as radiation suits or walls reduces exposure by a certain amount per hour, depending upon its effectiveness. For example, the radiation suits mentioned in Chapter Three: Ops Center (p. 140) protect against exposures up to 2,000 rems per hour. In addition, it should be noted that most of the radiation from a source such as a nuclear or dirty bomb explosion comes from fallout, which can be protected against by staying inside heavy shelter (at least a foot of solid concrete or stone, or several inches of lead). Radiation suits are also useful for moving about in fallout-afflicted areas.

RECOVERING CONSTITUTION LOSS

Most Constitution loss from radiation poisoning is temporary, and can be recovered after exposure has ended with medical care and time. For each week spent under a doctor’s care, away from the radiation source, make a Simple Constitution Test (using the modified level); a success restores a single lost level. Only one level per week can be restored in this manner; exposure to radiation is nasty, and it takes time and care to fully recover. Even still, there may be long-term effects such as cancer or body mutations; these are left to the Chronicler’s discretion. Alien tech, such as nanotechnology, may allow Constitution recovery as quickly as one level per day.

RADIATION DOSAGE EFFECT TABLE Dose (rems) Effect 100-150 The character suffers a headache, nausea, vomiting or nosebleeds. Endurance is reduced by one third and, depending upon the amount of time exposed, a victim may have to spend weeks in hospital to recover. At this level, radiation exposure is completely survivable, if painful. 151-450 The character's skin begins to peel, and hemorrhaging occurs along the exposed areas. There is some hair loss, and the immune system begins to shut down. There is damage to the bone marrow. Immediately after exposure, the character loses one level of Constitution and five Life Points. Within six hours of exposure, the victim is totally incapacitated (reduce Life Points to zero), and requires blood transfusions and antibiotics to pull through (use normal healing rules). 451-1,000 Vomiting occurs, as does severe bleeding from all body openings. The character loses all his hair permanently, and the outer layers of damaged skin slough off as if severely burned. Within an hour, the victim loses one level of Constitution and is reduced to –20 Life Points (Survival Rolls, using the reduced Constitution are needed to survive). Recovery requires six months of hospital care. Recovery rolls can only be performed with medical care, and never result in more than one Life Point healed per day. 1,001-4,000 The victim suffers damage to the central nervous system. Within D10(5) minutes, the victim will collapse with an extreme fever, and the whole body begins to bleed and swell. Even if he survives, the character will never be the same again. He loses one level of Constitution permanently, and a second level that can only be recovered after six months of medical care. He is automatically reduced to –40 Life Points (survival rolls use the reduced Constitution level). 4,000+ The character is probably fatally exposed. He suffers traumatic damage to blood vessels and the brain. He is reduced to –60 Life Points automatically.

OTHER SOURCES OF DAMAGE

Close and ranged combat, poisons, and illness are not the only ways that a character can be hurt. Some other sources of damage are described briefly below.

Drowning and Suffocation: Without preparation, a human being can hold his breath for 1.5 minutes (2.5 minutes if the character has time to take a couple of deep breaths first) plus D10(5) x Constitution seconds. After that, the person passes out and dies in a couple of minutes. Strangling cuts off a character’s air supply and inflicts damage directly to the victim’s throat and windpipe. Manual strangulation causes one point of damage per two levels of Strength (rounded down). A strangling rope inflicts one point of damage per Strength level; a wire garrote causes D4(2) x (Strength – 1) slashing damage (damage is tripled).

A falling character takes D6(3) points of damage for every yard fallen, to a maximum of D6(3) x 50. Note that a few people have survived falls from great heights. The damage is usually bruises and broken bones.

Fire: Being exposed to fire inflicts D4(2) points of damage per Turn. Being engulfed in fire does D6(3) points of damage every Turn. A character who suffers more than one fifth of his Life Points in fire damage has experienced severe seconddegree burns or one third-degree burn. One who suffers more than one half of his Life Points in fire damage has second- and third-degree burns over a large area of his body; this may cause permanent or crippling injuries.

ARMOR

Heavy cloth, leather, wood, metal, ceramics, and plastic have all been used at one time or another to turn spear points or bullets, to cushion blows, and, people hoped, to render the wearer immune to harm. Few people in the modern era, with the exception of police officers and some criminals, own or wear any sort of armor. But armor can be found.

The protection of any suit has an Armor Value. Armor Values are expressed much as damage effects are, with a variable number (typically a die roll), a multiplier, and a flat value added to the roll. This represents the fact that no suit of armor offers the exact same protection over every inch of the body. When a character is struck, roll the base die times the multiplier, add the flat value, and subtract the result from the number of damage points inflicted. If the armor result is greater than or equal to the damage result, the character suffers no injury. Specific armors are discussed in Chapter Three: Ops Center (see pp. 142-144).

ARMOR TYPES AND LAYERING

Characters may wear different types of armor over different parts of the body (a helmet and a light Kevlar suit, for example). If the optional Targeting Specific Body Parts rules (see p. 172) are used, use the Armor Value that applies to that specific area. Modern armor is not meant to be layered; wearing a Kevlar vest over another Kevlar vest is extremely uncomfortable, and only possible when the lightest form of Kevlar is used. It is also not as effective as it would appear at first glance. In general, when layering armor, add the average value of the weakest armor, halved, to the Armor Value of the heavier layer, and increase Encumbrance by one step (i.e., none becomes light, light becomes medium, etc.).

One of the problems with wearing armor is that it slows a character down and makes some things (such as being quiet, or reacting quickly to danger) difficult. These problems are measured by the Encumbrance Value of armor. Encumbrance Values are explained in Chapter Three: Ops Center (see p. 115).

BARRIERS

All objects (doors, bottles, cars, tanks) have a Damage Capacity, an Armor Value, and a Barrier Value. The Damage Capacity is how many points of damage it takes either to destroy them or simply to render them useless. The Damage Capacity of an object essentially fulfills the same role that Life Points do for living beings. Armor Value is how much damage can be absorbed by the object without taking any damage. Barrier Value indicates how much protection an object affords to someone hiding behind it. In effect, the Barrier Value acts as “armor” that an attack must punch through in order to hurt whatever is behind those objects.

Note that Damage Capacity and Barrier Value are two different things. It takes more damage to totally destroy a door than to fire a bullet through it (and injure whoever is behind it), for example. For the most part, the Damage Capacity measures how much it takes to make the object stop functioning, or to blast a large hole (a yard radius opening in a wall) in it. Generally, the Chronicler should worry about the Damage Capacity of objects only when the story absolutely demands it. If people want to smash a plate glass window, they should simply do it without rolling damage. On the other hand, if a characters uses an axe to break down a door before the fire raging behind him consumes the house he is trapped in, a few rolls to see how long it takes him to escape can heighten the tension.

Edge is a cop with Strength 4, attempting to kick open a door, just like on TV. His kick damage is D4 x 5(10). He makes an attack Task (with a +5 bonus, since the door is not exactly dodging away) and gets a +2 bonus to damage (five Success Levels). Edge’s player rolls a three, raised to five because of the bonus, for a total of 25 points. The door lock has an Armor Value 6 and Damage Capacity 15, so it is broken, and the door swings open. If he had kicked a reinforced lock (AV 20, DC 30), not only would he not have broken the door, the Chronicler would have been well within his rights to have Edge take the damage he inflicted — promptly breaking every bone in his foot!

If a crazed Infused inside sees Edge through the peephole, he might decide to shoot at him through the door! The corrupted psycho fires a .44 magnum at point-blank range (only the door and some two yards of air stand between him and Edge). Total damage rolled is near maximum — 30 points. The door has a Barrier Value of 12, so 18 points go through. Edge (who was not wearing body armor) takes a total of 36 points (bullet damage doubles); he drops to the ground, unconscious but still alive. If the door had not been in the way, he would have taken a total of 60 points (30 points doubled), and he’d probably be history. Of course, if the psycho had tried to shoot through one inch of steel (Barrier Value 80), his shot would have bounced off, with a decent chance of ricocheting right back at him!

ARMOR VALUE AND DAMAGE CAPACITY OF COMMON OBJECTS Object Armor Value Damage Capacity Barrier Value Wine Glass 0 1 0 Glass Bottle 1 5 0 Window 1 3–5 1 Dresser 3 5–10 6 Desk 5 30 6 Personal Computer 4 10–20 5 Door 5 30 10–12 Door Lock 6–8 10–20 — Reinforced Door 10–15 40–60 20–30 Reinforced Lock 20–25 30–50 — Wood Wall 5 + 1 per inch 20 per inch 8 + 1 per inch Brick Wall 9 + 1 per inch 30 per inch 12 + 2 per inch Concrete Wall 18 + 2 per inch 50 per inch 20 + 5 per inch Ferroconcrete Wall 20 + 5 per inch 75 per inch 50 + 10 per inch Steel Wall 30 + 5 per inch 100 per inch 60 + 20 per inch

INJURY

Damage in the Unisystem is measured in Life Points, representing the character’s vitality and toughness. As Life Points are depleted, the ability of the character to continue moving and performing actions is impaired. If they are reduced to below zero, the victim is incapacitated and in danger of dying.

THE EFFECTS OF INJURY

During combat or other tense situations, adrenaline keeps all but the most serious wounds from affecting the character’s performance. A character reduced to fewer than five Life Points is severely hurt. It will be difficult to do anything unless the character is driven by adrenaline into pushing himself. Most actions suffer a –1 (if at five Life Points) to –5 (if at one Life Point) penalty due to pain and shock.

At zero points or below, the character is knocked down, stunned, and semiconscious. A Consciousness Test is necessary for the character to act normally (though they should move tenderly).

When injured to –10 points or worse, the character may die (see Survival Tests, p. 179).

KNOCKING PEOPLE OUT

Hitting people over the head or punching them in the face to knock them out or stun them is never as easy as it appears in the movies. Hitting people on the head is as likely to kill them as knock them out — loss of consciousness is often a sign of a severe, life-threatening injury. A punch on the jaw may knock somebody out, or may just break the person’s jaw (and, incidentally, the knuckles of the person doing the punching).

Some Chroniclers may apply “cinematic” rules to their games, however, allowing characters to engage in nonlethal brawls and attempts to capture people without harming them (or, by the same token, allowing the Chronicler’s minions to capture Cast Members without inflicting permanent damage). The following optional rule can be used for this purpose.

If the player announces his Cast Member is making a non-lethal attack, and is using a blunt instrument, any damage inflicted is applied to the Endurance Points of the victim, instead of his Life Points. This allows characters to be punched repeatedly, pass out, and be fine in a few hours. If the Chronicler wants to make a minimal concession to reality, he may rule that every four points of Endurance damage inflicted in this manner imposes one Life Point of actual injury. Thus, a character who is knocked out will still nurse some bruises and cracked ribs after the fight.

CONSCIOUSNESS AND SURVIVAL TESTS

When a character is reduced to zero or fewer Life Points, he must make a Consciousness Test to continue to act normally (otherwise, he is incapacitated). Consciousness Tests are a special form of Attribute Test, using Willpower and Constitution, at a penalty of –1 for every Life Point below zero the character currently suffers. Consciousness Tests are repeated if the character is injured, or if forced to make a Survival Test.

When a character has been reduced to –10 Life Points, he may be killed instantly. To see if this happens, the character makes a Survival Test. Survival Tests also use Willpower and Constitution, with a penalty of –1 for every 10 Life Points below zero (rounded down) the character currently suffers. The Survival Test determines only whether the character drops dead right then and there. Passing the Test does not mean the character is out of the woods. Unless medical attention is available, the character may still die in a few minutes. Every minute that passes without receiving medical help, a new Survival Test is required, at a cumulative –1 penalty. Characters with First Aid or medical skills can stabilize the victim with a successful Task. Characters without First Aid or other medical skills can try to help by bandaging any visible wounds. Whether this works under the circumstances is left entirely up to the Chronicler.

Milo is hit by a burst of submachine gunfire. After all damage is accounted for, he has –24 Life Points. He has Constitution 5 and Willpower 3, for a base Survival Test score of eight. This is reduced by –2 because he is more than 20 points below zero, to a total of six. Milo must roll a three or higher on a D10 to stay alive. He rolls a six (for a total result of 12) and survives.

To stay conscious, Milo needs to make a similar Test, but at a –24 penalty! Not surprisingly, he fails and collapses, unconscious. Every minute after that, he needs to roll his Survival Test again, first at a –3 penalty (the original –2 plus an additional –1), then at –4, and so on, until he finally dies or receives medical help.

RECUPERATION

REGAINING CONSCIOUSNESS

Characters may be knocked unconscious when their Life or Endurance Points are depleted through injury, fatigue, or disease. Generally, the character remains unconscious until the depleted pool is restored above zero through healing, rest, or regeneration. If the storyline requires it, the Chronicler may allow unconscious characters to become semiconscious or awake but unable to do anything more strenuous than speaking for brief periods of time.

RESUSCITATION

Even if the character is dying, modern medicine or psychic abilities may be used to bring the victim back from the threshold of death. Once again, common sense is the rule. A multiple gunshot victim might survive if no major brain damage was inflicted, but somebody who was decapitated or burned to a crisp in a explosion is not likely to benefit from any help in this world. A character who fails a Survival Test can be brought back to life if extensive medical help (such as that available in a modern emergency room) is made available within (Constitution x 2) minutes. If paramedics are available, this length of time may be extended by an additional minute for each Success Level the paramedic gets on a First Aid Task.

The medical team in the hospital will try to revive the patient (anybody who has watched the TV show ER knows the drill). The doctor in charge performs a Medicine Task (typical doctors in an emergency room have a Medicine 4 and Intelligence 3). Each Success Level gives the patient a +1 bonus on a new Survival Test. The advanced life-saving techniques of the hospital add an additional +3 bonus. The recently dead character must now pass a new Survival Test, at a penalty of –1 for every five points he is below zero, plus all the bonuses described above. If he passes the Test, he lives.

REGAINING LIFE POINTS

The human body can recover from an amazing amount of damage, but, movie and fiction claims to the contrary, people who are shot or stabbed cannot just get up and keep moving — not without risking death. Also, a few bandages and blood transfusions cannot restore somebody to full health immediately. The Chronicler can modify the guidelines below to make his world as Hollywood or realistic as he likes, of course. The default rules, however, assume that being injured is a significant problem. Avoiding injury is much safer than betting a character’s Life Points against the tender mercies of weaponry. Without medical care, a character risks complications such as infection and blood loss. He must pass a Survival Test every day to recover one Life Point per level of success (to a maximum of one Life Point per Constitution Level). If he fails the Test, he loses one Life Point instead!

MEDICAL HEALING

A Intelligence and First Aid Task restores one Life Point per Success Level obtained. Performing First Aid on oneself is possible, but with a –2 modifier. One Task is allowed for each wound inflicted. This requires players to keep track of how many wounds their characters suffered in addition to Life Point depletion. If the bookkeeping slows the game down, ditch it, and just allow one First Aid Task per combat. A character recovers one Life Point per Constitution level per day of rest under medical care until he reaches zero points or higher. After that point, he regains a fixed two Life Points per day.

Milo with Constitution 5 and 46 Life Points normally has been reduced to –24 after a combat, but stabilizes. He recovers five points per day in a hospital until reaching zero Life Points (this would take five days of intensive care). Then he would have to spend another 23 days in bed to recover fully. In total, this is almost a month of bed rest (and that only because he has such a high Constitution; a normal person reduced to –24 points, provided he survived at all, would spend well over a month in the hospital). If he decides to leave the hospital early, he still risks complications, ripping stitches, opening wounds (use nonmedical care healing rules).

ENDURANCE POINT LOSS

Endurance Points measure a character’s ability to resist fatigue after extended exertions. Hard work, such as actively avoiding NDD patrols for long periods of time, drains one Endurance Point every ten minutes. Very hard labor (running at top speed while encumbered) drains D4(2) Endurance Points per minute. Bursts of frenzied activity, such as close combat, drain Endurance at a higher rate, burning as much as D4(2) points in one Turn.

ENDURANCE LOSS TABLE

Hard Work 1 per 10 minutes Very Hard Work D4(2) per minutes Frenzied Activity D4(2) per Turn

Endurance “damage” may also occur due to “non-lethal” attacks (see Knocking People Out, p. 178).

Characters must have at least seven hours of sleep in a 24- hour period. Anything less and they lose one Endurance Point per hour of missed sleep. For example, if the character regularly sleeps five hours a night, he will lose two points each day — points that require some extra sleep to regain. Further, for each hour past 24 that a character stays awake, one more Endurance Point is lost. So, a character who stays awake for 36 straight hours loses 19 Endurance Points (seven for the lost night’s sleep and 12 for the hours beyond 24).

EFFECTS OF ENDURANCE LOSS

At five Endurance Points or fewer, the character feels groggy and dizzy. All actions incur a –2 penalty. If a character’s Endurance is reduced to zero or below for any reason, he is in danger of falling unconscious. A Consciousness Test is necessary to remain on his feet, at a –1 penalty for every five points below zero (round up). This Test is repeated every Turn — eventually, the character will fall unconscious.

REGAINING ENDURANCE

Characters recover one Endurance Point per Constitution level per half hour of sleep, or the same amount for every hour of rest. Endurance Points lost due to lack of sleep can only be regained by sleeping.

ESSENCE POOL LOSS

Shock, terror, and some paranormal abilities may release Essence points from Cast Members. This can cause real problems. For those who want to roleplay the mental exhaustion caused by the stress of combat, another drain on Essence may be employed. In stressful noncombat situations, such as hiding out in the woods as the Reticulan probe psibot searches for them, Pre-Heroic and Heroic characters lose D4(2) Essence points an hour, and no Essence is regained during that time. Talented characters suffer the same loss but regain their Willpower in Essence per hour, offsetting that loss. In a combat situation, two Essence points are lost per Turn for ranged combat, and three points per Turn for close combat.

EFFECTS OF ESSENCE LOSS

A character reduced to half his Essence Pool feels numb, and it may be hard to elicit any strong emotional reactions from him. Mental Tasks are performed at a –1 penalty until the Essence Pool is restored to half capacity.

At one or zero Essence, the victim falls into a deep depression. All Tasks and Tests suffer a –3 penalty, and it is difficult to concentrate or care about anything. If Essence is reduced below zero, the victim must pass a Difficult Willpower Test, applying a –1 penalty for every five Essence Points below zero (round up). If he fails, he temporarily loses one level in one mental Attribute (the Chronicler may allow the player to choose), or temporarily gains a Mental Drawback worth at least two points. These effects are usually lost when the Essence Pool returns to positive figures, although Chroniclers may decide otherwise in certain circumstances.

If Essence is reduced below –30, the character must pass a Survival Test, with a –1 penalty for every ten points below –30. Characters killed by Essence drain have no apparent cause of death. Medical science diagnose only “heart failure.”

REGAINING ESSENCE POINTS

Characters regain one Essence point for each Willpower level, every hour.

VEHICLE RULES

Vehicle combat (i.e., any combat where one or more vehicles are involved) is handled as normal combat, with a few modifications. As with all rules, use them only when necessary.

VEHICLE ATTRIBUTES

Vehicles have a number of Attributes — comparable to a character’s Attributes — that determine its capabilities. Most of the time, they are used only in combat or other action-oriented events (the ubiquitous car chase, for example). Worrying about Handling during a routine trip to work is mostly a waste of time.

Weight: The average unloaded weight in pounds.

Speed: In miles per hour, this Attribute is divided into maximum speed and average cruising speed. Halve Speed to determine yards per second.

Acceleration: This is how many miles per hour the vehicle can increase its speed per Turn. All vehicles can safely brake 30 mph per Turn. More serious braking requires a Task with a modifier of –1 per five mph of braking over the safe maximum.

Range: How many miles a vehicle may travel is a function of how many miles per gallon it gets and how much fuel it can carry. For aircraft, effective range is often half its maximum range, with half the range being the “point of no return.” At that point, the aircraft does not have enough fuel to return to base (assuming it needs to return to its point of origin, of course). Range can vary enormously from those averages, though. Aircraft in particular can burn a lot of fuel performing complex acrobatics or traveling at maximum speed.

Toughness: This is a general measure of the vehicle’s ruggedness, redundant systems, and damage control systems. It determines how long a vehicle can continue to function even after being heavily damaged. Most vehicles are relatively delicate machines; break enough parts and they’ll stop working. Others, such as high-tech tanks, can survive a great deal of punishment. This attribute is roughly equivalent to a living being’s Constitution Attribute. Toughness is rated from one to six, with extraordinary vehicles having higher values.

Handling: This is a measure of the vehicle’s maneuverability and responsiveness to the driver/pilot — within the vehicle’s capabilities, of course. A tank, no matter how good its Handling, is not going to be able to maneuver in close quarters as well as even the clumsiest motorcycle. Handling is comparable to a living being’s Dexterity. For some Driving and Piloting Tasks, Handling replaces or modifies the pilot’s Dexterity.

Damage Capacity (DC): This is a rough estimate of how much damage a vehicle can take before it is destroyed or inoperable. Obviously, damage to a critical component disables a vehicle long before its Damage Capacity is depleted. For general purposes, most civilian vehicles have DC 30 plus three for every 500 pounds of weight, rounded down. Military vehicles have a base Damage Capacity of 50 plus five for every 500 pounds of weight. So, a 2,000-pound car would have a Damage Capacity of 42 points, and a 30-ton tank would have a Damage Capacity of 650. Some large components such as turrets, wings, and the like have their own Damage Capacity, typically ranging from 20% to 100% of the DC of the main body. Generally, damage modifiers (such as slashing or stabbing damage, or modifiers for bullet type) do not apply to vehicles, which take only the basic damage rolled or generated.

If a vehicle powered by an internal combustion engine is heavily damaged or destroyed, there is a chance it may explode. Explosions are rare in real life; cars are designed not to explode. When a vehicle is reduced to 10% or less of its Damage Capacity, make a Simple Toughness Test with a +3 bonus. On a failure, the vehicle explodes. An exploding vehicle generates the following damage: Ground Zero (3 yards): D8 x 10(40), General Effect (8 yards): D8 x 8(32), Maximum Range (15 yards): D8 x 4(16).

Armor Value (AV): Almost all vehicles are somewhat harder to hurt than normal people. The metal, wood, or plastic of their hulls is strong enough to deflect some attacks, and, in the case of armored vehicles, armor plating is added for increased protection. Most cars have an Armor Value of two to 10, depending on how sturdy their hulls are. Cars can be made “bulletproof” by adding layers of Kevlar and other materials to their construction.

Accuracy: This Attribute applies only to vehicles with weapon systems and measures such things as radar, laser, and other range-finding and targeting systems. Accuracy sometimes replaces or modifies Dexterity when firing vehicle-mounted weapons. Many simple weapon systems have no specific sights or aiming mechanisms; in those cases, the character uses Dexterity and weapon skill, often with a penalty. Crew: The number of crew needed to drive the vehicle, followed by the number of passengers it can normally carry. Cargo: For some vehicles, a separate entry indicates its cargo capacity in pounds.

VEHICLES IN ACTION

Most of the time, using a vehicle involves no Tasks or Tests. The character, provided he has the appropriate Driving or Piloting skill, gets in and goes wherever he wants. During stressful moments (pursuing an enemy, realizing that the car’s brakes have been cut), Dexterity and Driving/Piloting Tasks are needed. For the most part, this should be dictated by the Chronicler as the individual situation demands, but some possibilities are discussed below.

Driving at High Speed: Speed kills, as the saying goes. Traveling at very high speeds on a lone, straight stretch of highway is no problem. Problems occur only when the character has to do something besides go in a straight line. Maneuvering at speeds over 50 mph requires a Dexterity and Driving Task (if the character’s Dexterity exceeds the Handling rating of the vehicle, use the Handling rating instead). Potential modifiers include –1 per 10 miles an hour over 50; –2 for attempting to swerve or taking a sharp curve; –1 to –3 for sudden attempts to maneuver (avoiding a deer jumping right in front of a car would incur a –3 penalty). Fast Reaction Time gives characters a +2 bonus to these maneuvers. The results of failure can range from a partial spin to rolling the car over, crashing against an obstacle, or worse, depending on the circumstances.

Chases: These work largely as normal foot chases (see p. 156). Make Resisted Dexterity and Driving/Piloting Tasks (if the character’s Dexterity exceeds the Handling rating of the vehicle, use the Handling rating instead). The first person/vehicle to start moving gains a +1 to the Task. The faster vehicle receives a +1 bonus for every five mph it is moving above the other vehicle’s speed. If going at very high speeds, both sides should also need to succeed at a Driving/Piloting Task using the high speed modifiers above, to ensure nothing happened to them during the chase. A chase should last at least a minute or two. To make things dramatic, the Chronicler can dictate that the pursuer needs to accumulate a number of Success Levels above the pursued’s Success Levels, with Tasks being rolled every minute of the chase. The Chronicler should describe the chase, and, if it is taking place on a crowded highway or city streets, should throw in a number of complications (pedestrians, other cars, highway patrolmen) to spice things up.

Collisions: When a vehicle hits something, it does damage to both the target and itself. Base damage is equal to D10 times a factor equal to the vehicle’s weight (in tons) and one-tenth the vehicle’s speed (or the differential in speeds if a vehicle hits a moving object) in miles per hour, rounding up. For example, a two-ton truck going at 50 mph inflicts D10 x 7 (two for the weight plus five for the speed) points of damage. If the vehicle is very large, such as a sailing vessel, damage uses only the speed of the vehicle, not its weight, for the multiplier. If the target is far lighter than the vehicle (car versus pedestrian), the vehicle suffers only a third of the damage rolled. If the target is somewhat smaller (truck versus car), the heavier vehicle takes half damage. If the impact is against a much heavier object (a tank or a concrete wall), the vehicle takes (D10 + 2) x (Speed/10). All collision damage is reduced by the Armor Value of the vehicle before being applied to its Damage Capacity.

Passengers inside a vehicle involved in a collision take half damage if not wearing seat belts and one-fifth damage if they are. Air bags provide an additional AV 20 against the collision damage, except for small children and small people, who may take an additional D6 x 2 points of damage from the air bag itself.

Malfunctioning Vehicles: If the vehicle is damaged somehow, has been sabotaged, or suffers some dangerous or catastrophic malfunction (loses its brakes, loses all four aircraft engines, and so on), a Dexterity and Driving/Piloting roll is needed to try to stop or bring down the vehicle before any mishaps happen. Modifiers range from –1 (one flat tire) to –6 (all engines are off-line in an aircraft). In some cases, a severe malfunction is not an issue — a malfunctioning car can be stopped fairly easily, unless it was going very fast (in which case, apply the high speed modifiers).

VEHICLE COMBAT

Most vehicle combat (with the rare exception of ramming attacks) involves ranged weapons. These attacks range from people with guns firing from the inside of a vehicle to complex weapon systems such as missiles or laser-aimed cannon.

Shooting from Vehicle: Firing from a moving platform with hand weapons has a base penalty of –3, with another –2 if the vehicle is moving faster than 30 mph.

Using Vehicle-Mounted Weapons: Unstabilized vehicle weaponry suffers penalties as above, with the additional complication that the gunner’s Dexterity and weapon skill total cannot exceed the weapon’s or vehicle’s Accuracy rating. For vehicles with stabilized weapon systems (most modern military vehicles), firing penalties are limited to –2 if the vehicle is moving over 30 mph.

Missiles: Missiles have on-board guidance systems that direct them to a target. A gunner must succeed at a Dexterity and Guns Task to fire them, but whether they strike the target depends on the roll of a D10, plus the weapons Accuracy, plus the Success Levels of any aiming Task conducted before firing. Dodging: Most military vehicles cannot dodge attacks; they are too big and too slow. Lighter vehicles such as motorcycles and car-sized targets may attempt to drive fast enough to avoid an attack. This is treated as a Resisted Task, with the target’s Dexterity and Driving/Piloting skill versus the attacker’s Dexterity and weapon skill, or Accuracy, depending on the weapon. Vehicles that employ countermeasures against missiles gain a dodge Task.

AIR COMBAT

Air combat is a highly complex set of maneuvers, where the ability to see or sense the target is as important as the ability to destroy it. To reflect air combat accurately would require so many rules as to make a game very difficult to play (unless it is a computer game, where most of the calculations are made by the machine). Described below are a few cinematic rules for fast and furious air combat.

Dogfighting: This type of combat was a lot more common in the days before guided missiles, when pilots aimed at their enemies through their gun sights. Dogfighting combat is a Resisted Task, using the Dexterity and Piloting skills of the two combatants. If one aircraft has a higher Handling rating than the other, add the difference between the two to the more maneuverable vessel. Situational Awareness adds +2 to the Task; Fast Reaction Time adds +1. The winner manages to get on the target’s “six” (six o’clock, right behind it) and can shoot it.

Playing Chicken: This occurs when two aircraft fly at each other, firing and seeing who turns away (or is destroyed) first. The two aircraft can fire at each other for one or two Turns, depending on their speeds and weapon ranges. If neither ship is destroyed, the two characters engage in a Resisted Willpower Test; Nerves of Steel bonuses apply. The loser turns away, and the winner can now engage the other with impunity for one Turn.

UNDERWATER COMBAT

In the world of Conspiracy X, unidentified submersible objects (USOs) can be encountered just as often as UFOs. For vehicular combat underwater, the rules for chases and dogfights can be used as normal, as well as standard vehiclemounted weapons. Most firearms are useless underwater, however. Explosive weaponry, due to the shock waves and pressure from the blast, doubles all effect radius ranges and doubles the damage sustained.

If characters engage in underwater combat outside of a vehicle, some modifiers must be taken into account. All combat actions are at a –2 penalty, including dodge and defense actions. An additional –1 penalty is applied to actions and Perception Tasks if the character is not wearing a mask or goggles. Melee damage is reduced due to the cushioning effect of the water, halving the effective Strength of the attacker. This cushioning effect renders thrown weapons useless.

Pressure is dangerous to characters outside of vehicles if they are too deep. For every minute an agent is 60 feet underwater or more, he must pass a Simple Constitution Test. For every additional 30 feet of depth, a –1 penalty is applied. Failing this Test imposes D6(3) points of damage.

ZERO-G COMBAT

As the alien threat increases, humans may take the fight offplanet. In space, moving is difficult. Some form of propellant, even if just pushing off from an object, is needed. The agent continues moving in any direction he launches himself until he can propel himself otherwise, or he hits something. If the agent fires a projectile weapon without being braced against an object, he spins a number of Turns equal to the multiplier of the damage. Being hit by the bullet does the same to a lesser extent (halve the multiplier). Throwing an object has a similar effect, using the Strength of the agent as the multiplier. The agent is in the International Space Station and encounters a Saurian trying to sabotage a computer. He fires a pistol that does D6 x 4(12) damage. As he isn’t braced to the side of the station, he spins backward due to the shot for four Turns. He hits and the Saurian spins away for two Turns.

SPACE VACUUM

Surviving a vacuum isn't like trying to breathe underwater. A character can't hold his breath, or his lungs will burst with the violent decompression, and water vapor quickly forms in his flesh, causing considerable bloat (unless held firmly within a spacesuit). His eyes bulge outward, and his heart is put under incredible stain due to changes in circulation.

A character can remain conscious in a vacuum for (Constitution + 1) Turns. If he is rescued within (Constitution + 1) x 30 seconds, he can be successfully resuscitated. Beyond that, nanotech is required for revival. If left to drift in space, the body rapidly loses temperature, and the brain freezes (allowing possible resurrection years or centuries later, in the Chronicler’s discretion).

If the character has open wounds while exposed to vacuum, he sustains D10(5) points of damage per Turn due to blood loss.

EXPERIENCE

Character improvement is represented in the Unisystem by experience points. Experience points are awarded to each player at the end of every gaming session. The better the game and the player’s performance were, the more points should be awarded. With these points, players can improve their Cast Members’ Attributes, skills, and other features.

AWARDING EXPERIENCE

During or at the end of each roleplaying session, the Chronicler awards each player experience points. Some guidelines as to how many experience points should be awarded for a playing session are outlined. Average awards are two to six points per session.

EXPERIENCE POINT AWARDS LIST

Being There: All Cast Members who participated in the game session receive one point.

Good Roleplaying: One point per instance.

Advancing the Storyline While Remaining in Character: One to three points. This rewards players whose roleplaying, planning, and Cast Member actions helped develop the story.

Heroic Roleplaying: One to three points. Given to players whose Cast Members remained true to themselves even when it meant they would suffer for it. The heroic type who risks his life for others, and even the coward who runs or surrenders when the wise course would be to fight, are good examples of this.

Ingenuity Award: One to three points. Given to players who used impressive and unexpected tactics and problem-solving to deal with a plot device. This, however, applies only if the devious plan or tactics were true to the Cast Member (not the player). If the village idiot suddenly starts having spurts of Machiavellian brilliance for no good reason, no award should be given.

IMPROVING CHARACTERS

Experience points work much like the character points used to create Cast Members. They can be spent to raise Attribute and skill levels, to acquire new Qualities, to reduce or eliminate Drawbacks (though not those gained through supernatural Corruption), and to increase paranormal powers. The cost of these improvements is different than the cost of acquiring them during character creation, however. After a Cast Member has been defined, it is a lot harder to advance in some areas. To determine how to improve characteristics, refer to the Character Improvement Table.

IMPROVING ATTRIBUTES

Unlike skills and powers, Attributes represent relatively fixed qualities of a Cast Member. As a result, Attributes may be improved no more than one level for humans. If the Attribute was five or less before improvement, the one-level increase costs five experience points. If the Attribute was six or greater before improvement, the one-level increase costs 10 points.

REASONS FOR IMPROVEMENT

Having enough experience points to raise a characteristic is usually not enough. There must also be an explanation as to why the Cast Member improved in that area, and usually those reasons are determined in the course of the game. If the Cast Member used a skill or Attribute repeatedly in the previous few game sessions, it would make sense for that skill or Attribute to get better. To learn a brand-new skill, the Cast Member must have spent some time working on that skill before being allowed to spend the points to acquire it. To acquire a Quality, eliminate a Drawback, or gain new psychic powers, there must have been a series of events or circumstances that make it sensible for the characteristic to arise or disappear.

SAVING EXPERIENCE POINTS

The player does not have to spend all earned experience points right away. He can elect to save them for a later date, perhaps waiting to amass enough points to raise a specific, high-cost characteristic.

CHARACTER IMPROVEMENT TABLE

Improvement Point Cost Attribute See text

Existing Skill The cost of the next level (e.g., to go from level 3 to 4 costs 4 points)

Existing Special Skill The cost of the next level + 1 (e.g., to go from level 3 to 4 costs 5 points) New Skill 6 points for level 1 New Specialty 6 points New Special Skill 8 points for level 1 Quality As per character creation Remove Drawback The original value of the Drawback New Psychic Power 11 points grants level 1 in both Strength and Art Psychic Power (Strength) 6 points per level until level 5, 10 points per level thereafter Psychic Power (Art) 5 points per level until level 5, 8 points per level thereafter Learn a New Ritual 8 points for level 1 Existing Ritual As Special Skill

DOWNTIME

Not all of a character’s time is spent hunting down aliens and NDD agents, or recovering extraterrestrial technology. Most operatives have lives and duties outside of Aegis, and most of their time is spent there. In between the life-threatening and world-shaking operations undertaken by an Aegis cell, characters may participate in a number of Downtime activities.

After a mission is completed, the Chronicler should grant the players a number of weeks of Downtime, during which their characters may engage in any of the activities described below. Two weeks of Downtime is recommended for these purposes, although the actual interval between missions may in fact be much longer. The remainder of time is assumed to be taken up carrying out non-Aegis obligations. Each activity consumes at least a week of Downtime.

Convalescence: Even the most careful and well prepared teams run into situations that exceed their ability to handle them. All wars have casualties, and it is inevitable that the Cast Members will eventually run afoul of one of the myriad aliens, assassins, or supernatural entities they combat regularly. Providing the characters are not sent home in small boxes, chances are they will have some extensive recuperating to do. Whether this convalescence takes place within the Cell or in a hospital depends on the facilities available. Providing the characters are conscious, they may undergo therapy if necessary.

Extending Influence: Characters may attempt secret arrangements and deniable alliances with shadowy figures in darkened halls and service corridors across the nation. Through pacts made and information shared, these Aegis operatives secure further power and authority. Any character may elect, during Downtime, to attempt to expand his power base and increase his Influence Quality rating. This is done by spending experience points, although the player must state that he is using his Downtime to increase his Influence in this way. Players should remember that raising the Influence Quality usually requires increasing the character’s Status, Resources, or Military Rank Qualities. Chroniclers may also allow Cast Members to extend their Influence by assigning an Extended Task (see p. 161) to increase their contacts. An Intelligence and Bureaucracy Task (or Smooth Talking, Intimidation, or other suitable skill, depending upon the circumstances) should be used. With sufficient Success Levels, a “breakthrough” should result in the agent gaining experience points that can be spent purely upon raising his Influence. Typically, four to six Success Levels would be needed to gain one to two experience points, though this may become more difficult as the agent’s Influence grows.

Instruction and Training: Many characters elect to spend Downtime training and learning new skills. The character should have access to a training facility capable of providing the desired instruction, which rationalizes any experience points spent on gaining or increasing a certain skill. This also works for combat skills (with suitable ammunition and practice ranges) and martial arts (with a dojo and qualified instructor). With a proper instructor, extra experience points can be gained through use of the Instruction skill (see p. 106). These extra points can only be used to raise the skill being taught.

Research and Development: The success of Aegis’ ongoing operations depends heavily on R&D work. Such work provides vital information regarding the aliens’ strengths and weaknesses, analysis of weaponry and craft, and development of new weapons and countermeasures. Some cells are devoted solely to research and conduct little, if any, field work themselves. Although the players’ cell will undoubtedly focus heavily on active investigation and hazardous missions, Downtime research will still play an important role in its operations. The research and development possibilities available to the cell are limited only by the players’ imaginations and the resources of the cell. Reverse-engineering and replicating alien technology, designing new weapons, analyzing extraterrestrial specimens for weaknesses to exploit, and devising new arcane rituals are all research areas routinely pursued by Aegis cells. Chroniclers will decide what information or developments are gained from such research and should be resolved as a research project (see p. 161).

Resource Accumulation: After several missions, the cell may find its resources slowly dwindling, as consumables such as ammo and medical supplies are used up and equipment taken into the field is lost or damaged. The cell may also decide at some point to expand its operations, build new facilities, and recruit more staff. It may even decide to create a child Cell and provide it with some extra resources. To accomplish all this, operatives may elect to spend their Downtime arranging to have new equipment and supplies discreetly shipped to the Cell or have new facilities built and the work orders lost. A character that spends his Downtime accumulating may spend a number of Resource Points equal to his Influence Quality rating on cell resources. The same restrictions apply to the expenditure of RP as during cell creation (see p. 114).

Sometimes an agent wants something that is beyond his Resource Point gain in one Downtime session. The cell has two alternatives. Cell members may pool Resource Points of the same Influence Quality type. Otherwise, agents may hold RP until the next session of Downtime. In this case, however, one RP is lost from each agent’s pool each week of non-Downtime unless a Willpower and Bureaucracy Task is passed.

Therapy: After years (often less) of fighting a covert war against a largely unseen menace from outer space and witnessing, even conducting, questionable experiments and arcane rituals, it is not uncommon to find Aegis operatives a trifle unhinged. Not surprisingly, instances of paranoia, aggression, and schizophrenia are common among Aegis veterans. A few weeks of Downtime spent in psychological therapy and treatment can prevent borderline individuals from becoming liabilities to their cell.

At the Chronicler’s discretion, any Mental Drawback may be reduced or eliminated through proper treatment. The therapist and subject engage in Resisted Simple Willpower Tests. If the therapist is successful, the patient may spend the necessary experience points to remove or decrease the Mental Drawback.