Technology Guidelines
Technology relies on science to provide equipment and practices based upon laws which govern all events and actions. These laws are fixed, repeatable and knowable.
Production practices enable goods to be mass-produced at high quality, creating an atmosphere were many luxuries and items can be made available to all. Generally, the more prevalent science is, the greater and faster the advances in technology are likely to be - although this is not necessarily true in all cases.
Technology is the primary answer to mystic powers governed by non-physical ability (faith, magic, etc.).
Knowledge & Technology
Knowledge is simply information. Knowledge is best learned and developed by codifying and organizing it into academic bodies of related information. The most effective organization of knowledge is through formal scientific methods to create integrated fields of study. Less efficient organization is accomplished through informal bodies of lore. Both produce the 'science' for their practitioners. Science, and consequent technology can develop along multiple different paths in any given setting. Generally, newer advances are built upon old and the science progresses. The dissemination, availability, and use of the information and technology produced are critical to this building process. Knowledge and technology are commonly lost or has their growth retarded because of material needs, protections, disuse, need, replacement, and ideological purging. Integrating knowledge with experience provides a level of comprehension for characters. In order to cover current event, possessors of bodies of knowledge must spend time to update them.
- Scientific Fields: Scientific bodies of knowledge following a formalized accumulation of theory, experiment, and continued verification. It implies some level understanding of all the 'how' and 'why' aspects of the associated information with places, events, terms, phenomenon, organization, personages and items, both present and past. This level of understanding allows theoretical research.
- Informal Lores: An informal body of knowledge has no strict laws governing its application, but contains a collection of loosely associated information of both current and past references. It includes places, events, terms, phenomenon, organization, personages and items. It does not imply deep understanding or comprehension of the mechanics, simply factual citation and speculation.
Frame of Reference/Comprehension
Within any setting or locale, any varying degree of cultural exposure to any given subject may be found.
In one society, the knowledge or technology may be prevalent, in another it may be totally absent. While an individual is part of a society, their frame of reference is very specific to an individual's circumstances
(wealth, remoteness, social customs, import/export limitations, education, etc.).
Attempting to make use of science or technology outside a character’s frame of reference should always incur at least a -1 CS penalty for non-profiency to the related skill.
Ultimately it is for the GM to decide just what the penalty is. On a large scale the difference in technological levels between the character’s frame of reference and the precise piece of technology may function as a guideline,
but this is not always accurate. Example: A character skilled in Shoot who is used to using crossbows may be able to pick up and shoot a revolver with little difficulty even though the technology levels are rather disparate. That same character might not know how to load the gun and would be dumbfounded if presented with a jammed weapon.
After comprehending its use, users must be physically capable of operating the item. Specific requirements will be noted with items.
Additional crew or technology (machines, robotics, remote controls, etc.) to operate as needed may be possible to offset lack of capability.
Learning
The process of discovering, assimilating, integrating, and recalling information
is a complex activity that uses approaches of both academic (written and discussion) and
practical (experimentation) nature. It is reliant on the learner's comprehension, and unless only direct experimentation is involved, also
relies on propers forms of communication to pass knowledge and experience on. Generally, learning a individual pieces of information or experience (academic courses and
educational frameworks are much greater in scope) falls into
one of a few broad categories. Trivial learning represents a few days or hours;
Short represents at least a week and is multiple days for sure; Long pursuits are measured in weeks - at least a month;
Extensive learning cycles are measured in months, starting at 2.
Communication
Communication the expression and transmission of knowledge - it is the only way knowledge is passed on through learning.
Communication typicaly has two forms: Expressed and recorded.
Expressed Communication
> Typically expressed communication is by a language or its equivalent.
This may be basic gestures and sounds, smells, etc. It implies understanding, not merely conditioned response. It requires the physical capability to express correctly,
though phsyiological limits may only allow rudimentary communication of basic feelings and ideas.
Recorded Communication
> Recorded communication uses lasting or permanent materials to symbolize or denote the language it applies to.
It can range from basic thoughts to something more fully expressed than language.
- Modern languages are still in use and practiced by a significant portion of the population. Dialects may account for as much at a -4 CS penalty.
- Dead/ancient languages are languages rarely spoken any more or spoken only by an elite few.
The is a lack of knowledge unlike modern languages, usually because teachers are not available, lack of source material, and translations
are poor or without relevant cultural context. Also, the structure of dead languages may be totally alien.
Practices of Science
The power of technology lies in science, which manifests through the development of structured
learning to form the core engineering practices, and the
equipment it produces.
Artistry: Items which are worked to include elements beyond practicality are considered art.
Objects created solely for the purpose of expression, or to please the viewer can also be considered art. Many objects may have an artistic flair, increasing their value or adding at least to the desirability (and price) of it.
Items of art intended to sell for a significantly more than their normal counterpart always require a check for the outcome.
Art is a very subjective term.
Engineering
Engineering is the application of science. Engineering practices are the information and methods by which something is proven or done, be it making a device or breeding a prize bull. Each practice utilizes abilities to effect change; these abilities are divided into three levels of sophistication:
maintenance, creation, and innovation.
Some engineering may require a great deal of extended time (possibly even life times) and activity, along with funds, to complete successfully.
This is usually best practiced by a professional.
Physical Considerations
> Every object has a baseline around its design to achieve its form and function. When creating new versions, copies, or derrivatives some basic
material considerations must be taken into account. Physical considerations can vary greatly, depending on the availability, milieu and culture.
There is no specific mechanics for this, it is up to the GM to note any differences and apply adjustments.
- Size - Shape & Coverage
- Thickness - Density, weight, & ENC
- Material - Composition
Fabrication
Fabrication is the act of manufacturing items; applying engineering practices to materials.
The fabrication of items assumes normal physical considerations are followed for known items, at least average quality materials are used, full
time cycles as an extended activity, and tools and references needed to perform the task. Without minimum requirements, the GM may impose penalties or rule the item cannot be made.
Items which grant adjustments and go beyond simple utility can be made as refined activity.
Each particular aspect can be rated in terms of the refinement to make it.
This is usually best practiced by a professional.
Time: All items have an activity cycle denoting the time to complete the fabrication process under normal conditions.
Unless noted, no check is necessary to make familiar normal items; treat the outcome
as an automatic simple result.
Where unclear or in abnormal situations, the GM should choose an appropriate activity cycle, considering familiarity, complexity, and the materials.
Refined aspects multiply the time by a factor equal to the CS adjustment.
Craft
> Crafting is the act of creating physical objects from an existing design or instruction. Just about any object can be crafted. The mechanics of crafting are universal; its the time, necessary materials, and ability that will vary. This is generally a craft ability, but other abilities may be applicable (e.g. cooking). The GM may rule that the crafter requires additional abilities due to the nature or design of the project.
Repair
> Repair is the activity of working a finished item that has been damaged, to its undamaged capability. The difficulty of repair is dependent upon the amount of damage and the intricacies of the item in question as well as the availability of tools and materials.
Minor: Minor repairs are largely cosmetic (leaving evidence) and cannot be performed on useless (zero resilience) objects. This involves bending parts back into place, hammering out dents, and replacing simple pieces.
Minor repairs can be performed on almost any physical object with the repair ability. Specific minor repairs can be performed with the associated crafting ability.
For each level of item degredation, a -1 RS is imposed on repair skill checks. Successful attempts will restore half (50%) the item’s normal resilience; however, any attempt imposes a level degradation.
Major: Major repairs involve a rebuild or reassembling of an object. This requires an appropraite crafting skill, and
can repair items rendred useless. With only minor difficulty and material allowing, a major repair will leave no trace.
Major repairs ignore any degradation levels, removing one if successful.
Equipment
Technological items are produced from the practices and processes of science - distilled and transformed into workable products.
These are broken into various groups (such as armor
and weapons) of products that share common characteristics either in their mechanics or use.
Equipment may do such things as enhance or replicate skills, powers, provide offensive or defensive capability, change the environment, or provide transportation.
Equipment which is not simply manually manipulated must be interfaced with.
Interfacing
> Interfacing involves manipulating a set of codified and known parameters to acheive an outcome.
The more complex are usually structured into some communication or operator protocol, sometimes known as a "language".
Equipment which works by "interfacing" are machines, computers, robots, and other similar devices or objects.
Such devices will note what types of interfaces are available to them:
- Physical internal logic; silicon, biological, etc. circuits or similar constructs
- Simple or connected devices; keyboard/touch, monitor/display, etc.
- Remote or complex devices; radio, elctro-magnetic, etc. by any manner of simple or complex device
- Voice, scent, brain; sophisticated chemical/biological or remote sensory operation
Quality - Adjusting Equipment Functions
All equipment is made for a specific function and many have specific
capability requirements. Equipment can be created or modified to adjust many aspects of its use.
This always requires a professional.
- Heft: Adjusts the minimum aptitude and/or attribute values for using the item.
- Speed: Adjusts the initiative value or cycle times for using the item.
- Ease: Adjusts the chance or quality (CS or RS modifier) when using the item.
- Damage: Adjusts the damage done by the item.
- [Aspect]: Adjusts something very specific to the function of the item.
Common Properties of Equipment
Unless noted, equipment statistics assume human sized users. Most items can be adapted for users of different sizes and physiology. Where appropriate, use the form scale
or size factor as a multiplier for values.
Encumbrance
> All equipment has an encumbrance rating based on the weight, shape, safety, and stability of the item.
Resilience
> The maximum points of damage an item can take before it is considered useless.
Unless noted, it ceases to function in its intended capacity in any way. Before becoming useless, items can be repaired.
Each repair imparts 1 level of degradation, imposing a -1 RS for each level on any further repair attempts.
Sized & Fit
> An object can be sized to a new owner or built for an owner but is not necessarily fit. Size difference from an items intended size adds to the fit value by each point, making vestments more encumbering.
Sizing requires the same general form and shape - radically different species typiclaly cannot wear items meant for others. The maximum size variance for wearing vestments is 3 points.
Fit is the tailored cut once an item is sized properly. Fit items conform to the wearer's shape and keep movement unfettered, making vestments less encumbering.
Normally tailoring an items to the right size and fit takes a professional. Custom tailored items are generally fabricated from scratch and do not fit anyone else.
Some items have a fit value (FV) which is used to asses ENC and can be leveraged as a means of working with the item to reduce its ENC.
A tailored fit reduces the FV of an item by half the crafters skill level or (to a maximum of 1/2 the item normal FV - round up).
- Easy Size: Indicates an item can be resized easily to a new user using appropriate materials and the repair skill - this does not degrade the item.
- Easy Fit: Indicates an item can be fit easily to a user using appropriate materials and the repair skill - this does not degrade the item. The maximum fit acheivable this way is equal to
the repair skill/4, to a maximum of 1/2 the items formal FV.
Power Sources
> Power sources provide power for devices replace manual function; typically
without which the dependent technology ceases to function. Fuel for power can be direct or stored as a charge in a battery.
Compatibility between power sources is dependent upon milieu and the GM.
Where appropriate, power sources will be measured using the universal label of Energy Units
(EU). Devices will list their power drain rate as X amt. / [time unit].
- Batteries: Cells that store a finite (max.) amount of power and some may be recharged.
- Generators: Machines that generate power at a given rate (X energy / time) so long as they are in operation. They may be used to run other items and functions directly or to store power in a battery.
Armor
Armor is a defensive barrier which covers a target to protect it, it comes in
infinite forms and varieties. Many things can coincidentally function as armor, but are not designed for it; usually the term applies to things designed for that purpose. Armor is normally passive - it requires to conscious action
to use, it simply works. Armor has the the normal properties of preventative value (PV)/blocking and resilience (PR)/total. Damage in excess of the PV rating is done to the target protected by the armor.
Natural armor permanently covers the creature it protects - such as scales, fur, hide, etc. It has only a PV rating, has no resilience and never needs repair.
Normal rules assume a uniform covering of a target for armor. Exceptions to this are either form fitting and mobile coverings of the hands and digits to allow for holding and manipulating objects, and
a clear field of sensory input (hands and head, basically). Specific hit locations are irrelevant.
Half Coats of Armor
Armor is often expensive to buy and maintain. As an option, GM's may offer "half coat" versions of all types of armor. Standard modifications to the normal version of the armor are:
50% of the price, resilience is halved, fit values are half (round up & always add +1), but any attempt to use a
combat strike is considered against an unarmored opponent.
Vestments
> Worn vestments are passive and cover the body. Vestments have Fit Value (FV) - how easy the armor can be fit; as leveraged by the armor use ability.
Materials can be draped over a target to provide armoring, but if it is does not fit the wearer, they made hinder the them. Normal armor statistics assume a
full 'suit' a near full covering with the PV & PR values an average over the target's entire body.
Computers
Computers
Cybernetics
Cybernetics is the merging of the electronic and/or mechanical form with a biological form. Almost exclusively this deals with the implantation of devices in a living being or the replacement of biological parts with electrical and/or mechanical ones.
This ranges from simple limb prosthetics and devices like artificial hip or ankle implants to
devices that restore function and/or regulate and monitor systems such as a pacemaker. Eventually, organic subjects are being wired for faster reflexes, removable storage drives, enhanced senses,
and the like - represented universally as augmentics.
Cybernetics also manifests in the reverse by way of biological circuitry in machines, usually in response to requisite environmental conditions and related energy use or production.
Explosives
Explosives are devices that detonate, causing damage over an area. Explosives are consumed when used.
Typically the controlled use of explosives is governed by the demolition ability.
Unless otherwise stated, some form of evasion may be attempted to reduce the effect.
Most explosives are omni-directional, though
more sophisticated ones (usually called shape charges) can be channeled into a single direction. Explosions may also be accompanied by
a flash, illuminating the area and possibly impacting the seses of those exposed or watching.
- Primary Area: This is the radius within which the explosion has full effect.
- Secondary Area: This is the secondary radius (typically twice the primary) of the explosion for half effect.
Typically targets in this area gain a +4 on resistance checks.
| Name | Damage | Blast | Area |
| Fragmentation Grenade | 30 base | Omni | 3m |
Light Sources
Light sources emit or consume light. Unless noted, light degrades linearly from the source to its maximum distance.
Light can either be shed in an omni-directional (equally in all directions) manner, or projected in a directional (focused along a path) fashion.
- Level: The light strength at the source. This value corresponds to a degree on the illumination scale. Positive values increase the degree by an amount listed up to the light level of the source, while negative values decrease it in the same fashion.
- Distance: Within this range the light source changes illumination at the strength listed under its luminosity. The light source will change illumination levels at up to twice this range but at half the luminosity.
- Duration: The amount of time during which the light source will continue to function, often dependent on its power source.
Illumination Scale
| Level | Adjustment | Description |
| Dark | -8 CS | There is, functionally, no visible light by which to see. At most there is only ambient light such as clouded night skies in the wilderness or the deepest caverns. |
| Dim | -4 CS | The light level is low enough that a human has trouble distinguishing fine details and features, though basic shapes and movement can be discerned. Dim light is associated with starlight or candlelight. |
| Gloomy | -2 CS | Gloom is a general darkening such that fine features begin to blur or become soft shadows, taking longer to make out details. Gloom is associated with a setting sun. Gloom can be acclimated to given time. |
| Full | | A human's vision is not impaired sufficiently to cause a problem. Full light is easily associated with the spot of a flashlight, the flame of a torch, the clear light of the full moon, and the light of the sun. |
| Radiant | -2 CS | The light level is slightly above the acceptable level for human eyes, cuasing minor pain and squinting. Radiant light is the equivalent of looking almost directly into unobstructed noon-day sun. Radiant light can be acclimated to given time. |
| Glaring | -4 CS | The light level is so high that it makes it difficult for a human to make out details, forcing them to squint. Glare is associated with looking directly at a bright light such as a flashlight and with the reflection of sunlight from water or snow. |
| Blinding | -8 CS | For a human this light level is intolerable, causing blindness upon exposure. Looking directly at a very bright light source such as a spotlight or sun may be considered blinding. |
Locks
Locks are devices intended to keep an object shut against unwanted intrusion. Each is built with a
'key' (an object, code, or other designed trigger) that opens it without difficulty. Without the proper knowledge
or tools, it may not be possible to forcibly pick open a lock.
Locks can be fashioned in varying qualities for their type, making it more difficult or easier to pick.
Biometric
> Locks usually opened only by the scan of a matching biological organism. Examples include scans of fingerprints, palms, irises, retina, and DNA.
Electrical
> Locks usually opened by magnetic device or keypad combination.
Mechanical
> Locks usually opened by aligning tumblers through physical movement or combination. They are usually the least technologically advanced locks.
Machines
Machines are devices that perform an action for or assist with a biological counterpart.
Typically they are mechanical or electrical in nature, but may also be biological, nuclear, or of any other sort.
They may be automated with a power source or manually worked, but always convert the energy into accomplishing
a function. A machine may perform almost any function, including the replication of skills and powers.
They can be fitted with all manner of input devices, sensors, and attachments to accomplish nearly any
function - represented universally as augmentics.
Medicine
Medicine is simply the use of natural and created agents, methods, and techniques which aid in the
care and treatment of wounds and disease.
This covers a vast array of natural and artifical substances, which will vary by setting and availability.
Munitions
A munition is the item a ranged weapon projects in order to achieve an effect, most commonly
moving the source of damage to the target, out of the direct hands of the attacker.
The effect is tied to the munition, hence many types of munitions are typically available for a single weapon. The munition may be capable of being used as a weapon itself, but typically is designed for maximum effect as a munition launched from a ranged weapon.
Munitions are listed with a base damage that may be modified by the effect or weapon projecting them.
Unless noted, the following rules apply: different caliber or versions of the same munition type do not function in similar weapons;
munition of the same caliber can be used in any type of weapon which uses it.
- Range Multiplier: Some munition can affect the normal range of the weapon projecting it.
Psychology
Psychology is a broad topic which deals with behavioral aspects. Many things can adopt, acquire, mimic, or
reflect a broad spectrum of psychological manifestations - both organic and inorganic sources. Inappropriate, flawed, or seriously
derranged behavior is often the result of some form of mental disease.
Psychological issues are addressed through preventative or curative means via medicine, mystic powers, as well as different types of developed psycho-analytic disciplines.
Issues which arise organically are Mild (no penalty to resist) in nature, although can be
Moderate (-2 CS resistance), or Severe (-4 CS resistance). Anything with greater penalties
is the result of powerful (usually external) agents and requires very specific agents to address their effects.
Addiction
> An [influence] effect wherein the
victim has an overwhelming dependence (physical or mental) on the subject. The subject provides a
sense of immediate satisfaction and safety without which the victim does not feel comfortable.
Victims seek out fulfillment, with increasing risk and/or harm to themselves or others in order to satisfy their urges.
Unfulfilled, victims must make a WPR check; the longer the time since it was last fulfilled, the greater the penalty.
Severe or weaker addiction can be broken through treatment, isolation and/or denial. The lasting effects and the accompanying urges vary by the addiction.
Charm
> An [awe] effect wherein the victim is thoroughly spell-bound by the subject which
automatically persuades the victim of reasonable requests and suggestions by the source of the effect.
The victim can be persuaded to unreasonable actions which resisted with a RSN check.
Compulsion
> An [influence] effect wherein the wherein a particular feeling of satisfaction or safety is gained in acting on the compulsion.
There are numerous behavioral traits reflecting specific compulsions, such as liar, short fuse, cowardice, and blood lust.
Compulsions are resisted with a WPR check. There is no build up of feelings or side effects if the compulsion is held in check or not fulfilled. Victims will not go out of the way to fulfill a compulsion, only acting on them when an opportunity presents itself through the normal course of events.
Severe or weaker compulsions can be overcome with treatment and effort over time. Once overcome, there are no residual urges or behavior.
Confusion:
The victim's perceived situation no longer consistently defines their response. This can be caused by a low sanity attribute or effects. Once the victim has entered into a state of of confusion (resistance and duration determined by effect), their behavior becomes erratic. It often swings from paranoia, to puzzlement, to outright violence.
Basic Confusion Effect Summary
Random Effect | Sanity Equiv. | Effect Label | Impact Description |
| 1-10 | 2 | Blank | SAN check to understand current events & friend from foe under stress; no attribute bonsues to skills can be applied |
| 11-20 | 0 | Distracted | Seems lucid but responses are slowed (all actions +1 cycle/AM) and -2 initiative penalty |
| 21-35 | -2 | Erratic | Although skill levels can be used, they are penalized with full non-proficiency penalties |
| 36-55 | -4 | Overwhelmed | Absolute fear - shout & run as fast as possible using nearest exit |
| 56-70 | -X | Unstable | SAN check or attack nearest target; living preferred |
| 71-85 | | Languid | No offensive actions; can only evade to move clear |
| 86-100 | | Catatonic | Unmoving; overcome by dread |
Disorientation (Mental Disease)
> Mental disease take the form of disorientation; An overall mental weakness which compromises rational thought and and logical ability. Each point of disorientation is treated as permanent -
it cannot be restored until the cause or affect is directly addressed and alleviated.
Other than "general disorientation" (which is cured with rest and time), it often requires specific alleviatory measures to effect a cure.
Effects occurs when a victim's total disorientation level exceed their current SAN attribute, they suffer a level of Confusion. For each factor of their SAN (min. 1) exceeded, effects are cumulative.
All effects go away once alleviated.
> Survival Challenge <
Dread
> An [fright] effect wherein the victim is consumed by the threat of the subject.
So deep is the feeling, the victim must make a WPR check or become paralyzed.
If successful the victim cannot face their fear and must cower, covering themselves,
under the effects of fear from the subject. They may block or parry normally, or try to roll away and try to evade at -4 CS.
Enraptured
> An [awe] effect wherein the victim practically venerates the subject.
They are totally devoted and will proactively look for ways to please the source.
The victim is automatically persuaded of all requests and suggestions by the source of the effect.
Those which violate the victim’s ethical code may be resisted with a RSN check, success only indicating they have rationalized not fulfilling that specific request.
Fascination
> An [awe] effect wherein the victim is enamored of the subject.
Any reasonable request or suggestion as part of normal interaction is treated as a
persuasion attempt on the victim.
Failure only indicates a polite refusal.
Fear
> A [fright] effect wherein the victim is afraid fo the subject.
The victim must make a WPR check or flee from the source of fear. Victims may defend themselves as needed, but will continue moving away.
If successful, they are completely unaffected.
Facing Fear: If the victim of a failed check has no place to flee to, they must face the
source of fear. In doing so, all actions will suffer a -4 CS penalty.
Panic
> An [fright] effect wherein the victim has their normal perspective
of threat or challenge overwhelmed and must resist with a WPR check or flee - dropping all items and moving as fast as possible.
The victim will suffer from asphyxiation if they must
face their fear, ending when unconsciousness is achieved.
If successful the character must still flee under the effects of fear from the subject.
Phobia
> A compulsion towards uncontrolled fear (resisted by WPR) of an object, organism, activity, or condition (see behavioral trait 'phobia').
Phobias are generally developed through traumatic experiences and/or societal reinforcement. The urges of the phobia will drive the victim to move quickly out of the presence or reach of immediate harm from the subject of their phobia. Protections and defenses will be used involuntarily.
Revulsion
> An [horror] effect wherein the victim feels an overwhelming sense of loathing and disgust towards a subject.
The victim must make a SAN check or immediately turn away or disengage, interrupting
any action which may be targeting the source of revulsion; defensive actions gain a +4 on such interruption checks.
Shock
> An [horror] effect wherein the
mind of the victim is broken by the subject and must make a SAN check. Failure indicates interruption of the current action.
Each action thereafter, within the duration of the effect, requires a SAN check to complete or it is interrupted.
Terror
> An [horror] effect wherein the
mind of the victim is shattered and the rational thought process; any current action is automatically interrupted.
The victim may continue to attempt actions, each requiring a SAN check or it is interrupted as well. Any action targeting or focused on the subject receives a -4 penalty.
Robots
Robots are self operated machines, a virtual agent imbued with logic to accomplish a specific mission
which conveys a sense of intent or agency of its own. They share many of the same properties as machines.
They can be modified as machines, fitted with all manner of input devices, sensors, and attachments to accomplish nearly any
function - represented universally as augmentics.
Screens
Screens are fields of energy which disperse and negate damage and effects.
They are typically designed to address a specific damage form and/or type of energy. Screens must have a power source of some kind.
Shield
Shields are active; purposefully interposed to block attacks and absorb damage.
Shields use the rules of cover. They can be passively hidden behind (forgoing any actions) against a source of damage coming straight at them as "facing cover"; the cover level indicates how much damage is done to the shield as opposed to the target. Or, they can be used as "blocking cover" where the cover level is a CS bonus to maneuver the shield into the way of a specific attack. Cover levels are reduced or increased relative to the size of target covered based on its fit - which is its median size. A fit of 10 means it works for size 6-15 (10 +/- 5). Adjust 1 level for each size total equal to the fit value away from the median; levels below 1 can only be used for blocking. Shield Bash uses AM equal to their cover level, gain the block bonus in attack though half of all damage done is fatigue.
If a shield ever takes more damage than its PV, it is instantly rendered useless.
Traps
Any feature or planted device that is intended to be triggered against an intruder is considered a trap. These range from simple pits, alarms and alerts, to land mines and capture cages. Passive traps are triggered by the victim, end employ triggers such as trip wires, pressure plates or electronic sensors. Active traps are triggered by an observer using a toggle-type switch.
- Find: A modifier to detect the trap using the Security: ID+Evade skill, due to its level of concealment.
- Disarm: If the trap is more than a physical feature (e.g. a pit), it may be disarmed using the Security: ID+Disarm skill. It may be attempted once the trap has been found. Complexity may impose an adjustment.
- Trigger: This describes how the trap effects are triggered.
- Effect: The effects of the trap, should it be triggered.
Tools are equipment that aid in or allow the performance of a function.
Tools required for a task will be noted, bear in mind some tasks (surgery, picking a lock, crafting, etc.) require specific tools, without which they cannot be performed.
More advanced or better quality tools may provide bonuses, though most pre-industrial technologies are limited to +4 in extreme cases.
Where appropriate, tools are accompanied by materials which get used. All sets assume these are on hand, in quantities appropriate to the storage of the set.
Tool Set Types
| Set | Description and Use |
| Shop |
Appropriate space to the tasks and a full set of devices and implements. A shop is a costly affair, it must constantly be re-supplied. Most shops are not portable.
|
| Kit |
A full set of devices and tools. In most cases this means a encumbering container, portable but requiring significant effort to carry around and it must be replenished.
|
| Brace |
A singular or few tools or or devices are required to perform the task. Unless noted, this set is portable, and can be carried upon the person with minimal encumbrance.
|
Transports
Mounts
> A mount is a creature which has been trained to be ridden as transport and/or supply carrying. Mounts require the ride skill in order to do anything beyond sitting astride it – which any creature with the right physiology may do.
Without any ride skill, riders may find themselves sore and impaired at the end of a long journey.
Vehicles
> A vehicle is any form of powered transport. Power may come from the driver (as in a bicycle), but in most cases refers to an engine which consumes some sort of fuel and
provides the energy to move the vehicle. The driver controls the vehicle, directing its course, speed, and maneuvering through some interface.
Vehicles come in many forms: personal (1-2 occupant), sedan (3-5 occupants), utility (5-8), and transport (9+).
In all cases, occupant space may be converted or sacrificed for storage space. If a vehicle travels by directing another creature
or force and has no power of its own, it is a drawn platform.
Common Mechanics for Vehicles
- Speed: The speed of a vehicle is listed with two values. The first is the cruise speed the second is the top speed.
- Acceleration: This is the maximum rate of acceleration for the vehicle.
- Deceleration: This is the rate at which the vehicle can safely decelerate.
- Handling: This is a reflection of the difficulty to operate the vehicle. This value is a CS modifier to any vehicle skill checks.
- Crew: The number of crew, if any, required to pilot the vehicle.
- Range: The maximum range the vehicle can obtain when fully fuelled.
- Load: Listed as a split value, the load of the vehicle first denotes the amount of weight the vehicle can carry listed by mass assuming one G. The second value is the volume allowed.
- Ability: This is what vehicle ability is required for the use of the vehicle.
Scaling Vehicles
The statistics provided for vehicles reflect those designed for human sized users unless specifically stated otherwise. Vehicles can be adjusted for species of different sizes using Size Factor (see Game Mechanics). Speed, Velocity Fraction, Acceleration, Deceleration, Range, and Load are modified as dictated by the Size Factor. All other statistics remain the same.
Types of Vehicles
- Use: The predominant use of a vehicle has a bearing on availability and expense. The two most basic uses are commercial and military.
- Commercial: Commercial vehicles normally do not have armor and will not have mounted weaponry. They are normally designed for economy and style.
- Military: Military vehicles usually have armor and/or mounted weaponry. They are usually designed for exceptional handling and efficiency.
- Terrain: Vehicles can be described by the terrain types in which they predominantly function. It is possible that some craft are naturally suited for more than one terrain. There may also be some crossover where a vehicle can travel in another terrain, but it operates at penalties. There may also be variations or limitation within each terrain.
- Atmosphere: Any vehicle that moves through the air. This includes planes, helicopters, gliders, and parachutes.
- Land Submersible: Vehicles designed for drilling and travel through the ground are considered land submersibles.
- Land Surface: Ground based vehicles that are designed to travel on the surface. They may operate primarily on smooth or rough surfaces depending upon whether they are designed for off-road use or not. Examples include cars, motorcycles, and dune buggies.
- Marine Submersible: Vehicles designed to travel underwater and are outfitted to withstand extreme pressure. The chief example is the submarine.
- Marine Surface: Vehicles designed for use on the surface of the water. Examples include boats and hovercraft.
- Track: These vehicles are affixed to a track. Examples include trains and mine carts.
- Vacuum: These vehicles are designed to operate in space or other environments of extremely low pressure. Examples include the space shuttle.
Drawn Vehicles: Platforms attached to a creature of some kind which pulls, pushes or moves the platform in some way.
To control it requires the animal handling or
ride ability, depending on if driver controls animals from a distance or sits astride a mount.
Simply towing a load in a transport platform requires little ability. Terrain navigation, care, maneuvering,
etc. all require an appropriate ability.
Weapons
Weapons are used in combat to cause damage to opponents.
Weapons can be adjusted for species of different sizes by multiplying Damage
and Reach by the Form Scale.
Natural: Nearly all creatures have a part of their body which can be used as a melee or ranged weapon.
It is widely varied by species in effect and form - claw, bite, breath, spittle, grapple, quills, punch, kick, etc.
Natural weaponry is automatically familiar to its possessor for non-proficiency purposes.
Melee: Any weapon that is used in hand-to-hand fighting. One portion of the weapon is held by the wielder while another portion is used to strike the target.
Ranged: Any weapon that launches munitions or is launched itself at a distance. Each ranged weapon has an effective range in which they are capable of operating.
Properties of Weapons
> Weapons have properties other than damage, such as combat strike effects, capability requirements, etc.
- Armored Reduction: Intended to operate against unarmored; natural armor/leathers reduce all damage by half & solid armors take no damage and negate all damage.
- Damage: Denoted as X - the damage the dealt for each result degree of the attack.
- Range: The range distances; For short range in the case of a single value.
- Reach: Denoted as X, where X is the reach value for the weapon.
- Fend Mods: "Hard Fend": Fend attacks from = -2 RS / "Fend Flaw": Using to fend = -2 RS
Weapon Groups
All weapon use is governed by the basic combat abilities (
Evade, Fend, Grapple, Melee, Propel, Shoot).
Weaponry is grouped together here in their ability groups to show where familiarity may be achieved swifter, or leveraged by the familiarity trait -
if the GM or circumstances allow.
The general properties of weapons shows the strengths and weaknesses of the groups and should be used as a guideline in assessing weapons not listed. Often times
these assume some basic material composition specific to the setting - GM's may wish to alter values based on variations.
Weapon Groupings
| Skill Path | Desc. & Use Notes |
| Axe | Hafted weapon with a heavy short- bladed head - tomahawk, hatchet, ono, battle-axe, maul, fasces, francisca. [Melee] General Properties: slower, less reach, good knock back |
| Beam weapons – large | Weapon that discharges directed energy. Large beam weapons are designed to be used with two hands. [Shoot] General Properties: ranged, variety of damage sources, difficult to defend, massive damage |
| Beam weapons – small | Weapon that discharged directed energy. Small beam weapons are designed to be used with with a single hand. [Shoot] General Properties: ranged, variety of damage sources, difficult to defend |
| Blowgun | A long tube that projects a dart through the power of the breath. These weapons are usually for hunting small game. [Propel] General Properties: short ranged, little damage, easy |
| Bow | A missile weapon that shoots arrows driven by its elastic limbs. The weapon is held, powered, and aimed through the use of a minimum of two limbs. Different construction methods provide the bow with different size and power characteristics. Examples: Daikyu, hankyu, English longbow, recurve, composite bow, compound bow. [Propel] General Properties: ranged, not easy, good range, fast to reload, armor piercing available |
| Crossbow | This weapon is a bow, mounted horizontally onto a stock. The release is initiated through a trigger or lever. The bow is cocked by muscle power or with the help of a windlass or lever. [Shoot] General Properties: ranged, easy, good range, slow to reload, armor piercing (better than upright bows) |
| Firearm - large | Projectile device that is powered through the rapid burning of a propellant. Large firearms are designed to be employed with two hands. Examples: match-lock, flint-lock, wheel-lock, lever-action, pump-action, semi-automatic, automatic, grenade launcher. [Shoot] General Properties: long ranged, variety of munitions, armor piercing available, stored rounds, burst available |
| Firearm - small | Projectile device that is powered through the rapid burning of a propellant. Small firearms are designed to be employed with a single hand. Examples: match-lock, flint-lock, wheel-lock, revolver, derringer, semi-automatic pistol, machine pistol. [Shoot] General Properties: ranged, variety of munitions, armor piercing available, stored rounds, burst available |
| Flail | Flexible weapons with focused striking areas - Sap, nunchaku, flail, kusari-gama, slungshot, rope-dart, three-section staff. [Melee] General Properties: slower, good knock back, difficult to fend with or against, high aptitude |
| Improvised | Cups, bottles, chair leg, refuse, etc. [Melee] General Properties: little damage, easy |
| Knife | Small bladed weapons generally smaller than the users forearm - Utility knife, rondel, tanto, kerambit, punal, bowie. [Melee] General Properties: fast, no knock back, easy |
| Mace | Hafted weapon with a non-directional weighted head or end. Head may be round, oval, or flanged. [Melee] General Properties: average speed, some knock back, easy |
| Natural Weapons | Whatever weaponry nature has seen fit to evolve with a species. [Melee] General Properties: easy |
| Pick | Hafted weapon with a lateral spike head to focus impact - warhammer, horseman’s pick, pickaxe. [Melee] General Properties: |
| Polearm | Long pole weapons with a head designed primarily for slashing or hammering motions. Polearms have many combinations of heads with different functions, but this acts as a catchall category for weapons the height of the user or taller. Examples: halberd, naginata, glaive, pollaxe, fouchard, bec de corbin (raven’s beak). [Melee] General Properties: good reach, easy (with 2 hands); specialized |
| Shield | A weapon whose primary use was the defense of the user by being placed between the user and harm. Shields come in a variety of forms and and come in a variety of additional effects and properties such as improved blocking (based on protected target size) spikes, rims, surface bashes, and attached blades . These are typically disposable instruments. Examples: aspis, scuta, heater, kite, buckler, targe, riot shield. [Melee] General Properties: average speed, good knock back, little real damage. |
| Sling | A flexible device designed to hurl stones or bullets shaped for range and power. [Propel] General Properties: ranged, high aptitude, ready ammunition |
| Spear | Pole weapons with a head or area designed primarily for thrusting - sharpened stick, pike, lance, pike, pilum, hasta, military fork, boar spear. [Melee] General Properties: faster, good reach, can have armor piercing |
| Spear-thrower | Spear-thrower or any other manner of single lever mechanism used to increase range and accuracy. Examples include some harpoons and atlatl. [Propel] General Properties: ranged |
| Stave | Pole weapon with no focused striking area, typical use uses all parts of the weapon - jo, bo, silambam, sibat, quarterstaff. [Melee] General Properties: slightly faster, good reach, some knock back |
| Sword | Bladed weapons longer than the users forearm - Dao, jian, hand-and-a-half, rapier, gladius, yataghan, wakizashi. [Melee] General Properties: faster, no knock back, good reach, high aptitude |
| Thrown - Haft Impact | A catch-all category for small thrown objects used in combat, these objects are typically the length or less of the users forearm. Examples: shaken, rock, tomahawk/axe, rabbit stick, boomerang, grenade. [Propel] General Properties: short ranged, damage adjustment applies, slow |
| Thrown - Point Impact | Launched with muscle power alone; javelin, knife, spear. [Propel] General Properties: short ranged |
| Whip | Flexible weapons evenly weighted throughout the striking area - Chain, lasso, nine-section whip, cat o’ nine-tails, bullwhip. [Melee] General Properties: slightly faster, great reach, never knock back, little damage, high aptitude |
The Value of Goods
Goods will have a value relative to their complexity, usefulness, artistry, and availability.
Assessing Value: The appraising ability allows for the assessment the relative value of goods. A character
may be treated as having a level of appraising for objects directly related their other abilities. This relies on a
knowledge of specific currency and experience in the trade of the tools or materials connected with the ability.
This level of appraising is equal to half their level in the other ability. A character with the Ride
(horse) ability would be able to assess the value of a horse or mule in dealings with merchants.
Availability
Item Availability - General Values
| Degree | Min. Cost | Acquisition Time1 | Stock Chance2 |
| Unique | x20 (varies) | 3-6 Months | -X |
| Rare | x10 | 1-3 Months | -2 |
| Scarce | x5 | 1-2 Weeks | 2 |
| Uncommon | x2 | 4-5 Days | 6 |
| Common | Normal | 2 Days or less | 10 |
| Pervasive | Normal or less | Same day or immediate | Auto |
1: The time is modified by the means of transport systems and communication. This assumes item is already made. |
| 2: Add a suppliers relevant skill level if appropriate, reflecting their ability procure an item. |
The availability of items will impact their cost. The availability guidelines are meant
to be used as a base line, local factors (rarity, social upheavel, distance to market and transport means, local economics,
race or group relations, etc.) may alter availability of items.