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CoreIntro

StrikeForce 2136
Credits Contents
Conflict System Design: Lee Kamberos Polymancer Studios Inc. Game and Hobby, Lee Kamberos Lee Kamberos, Mark Oda, Dan Stanley Section 0 - Introduction A story about the Blooded Vampires StrikeForce and a Short riff on the game and the system. Section 1 part 1 - The StrikeForce Detailed information on the StrikeForce and its role in the game Section 2 - The Sum of the Parts The creation of a conflict system character. Section 3 - Tech Guild Releases Details the delivered technology, almost magical in its powers and game effects. Section 1 part 2 - The World of 2136 Detailed information on the StrikeForce setting, the place the characters have it and the some of opposition they could face. Section 4 - The Conflict System Detailed information on Role Playing games and the Conflict System. Section 5 - The Powers of the Mind Details the Psionic powers in the games, both from a role playing and use of powers for Effect. Section 6 - Conflict Combat Details Conflict System Combat: Fire, Melee, Explosive, Direct Psi, and Vehicle Section 1 part 3: Supplemental Info Detailed Chronology and information on the major System entities in 2136. Section 7- The Creation of Conflict Details how the Game Master creates a basic conflict to challenge and draw his players in the world of 2136. Quick Ref Contains the index and a basic Character Sheet. Mention of any company or product in these pages is not a challenge to the trademark or copyright or copyright holder or the trademark or copyright itself. This book contain Mature Content, including descriptions of violence and strong language. Reader Discretion is advised.

Layout Design:

Setting Creation:

Setting Contributors:

Lee Kamberos, Mark Oda, Chris Haraf, Dan Stanley, Tom Jeung, Eli Lee Kamberos, Polymancer Studios Inc, Sara Garland Polymancer Studios Inc. Game and Hobby Lee Kamberos

Editor:

PrePress and Graphic Design:

Artists:

Lee Kamberos, Eric Lofgren, Joa Kim Forsling, Nicole Cardiff Eric Lofgren

Cover Art: Stock Art (Used With Permission)

Richard Spake (SciFi 1), The Forge Studios (Artpack and Equipment 2), LPJ Design ( Mecha and Robots), Shamans (Mech n Suits), Steel Rat from Rpg Map Objects Christopher Haraf, Tom Jeung, Eli, Joe S., Danny Lui, Dan Stanley, Troy Ashley, John Barnes, Paul Narcisian, Ian Devine and Mark Oda who played almost as many hours of Strike as I did. Writings of Terry Brooks, Stephan R Donaldson. RPGs include Dungeons and Dragons 1e & 2e, Twilight 2000, Price of Freedom, CarWars, Rolemaster MERP, James Bond 007 Role Playing, The Burning Wheel and Empires, CthulhuTech, Heavy Gear, Dark Heresy, and all the players and GMs I have adventured with over the years 1992-2007 RolePlayersINK, LLC. All Rights Reserved. Reproduction without written permission of the publisher is expressly forbidden, except in accordance with the Creative Commons License, reviews, Blank record sheets, which may be reproduced for personal use only. All Characters names and setting places and text herein are copyrighted by RolePlayersINK, LLC.

Play Testers:

Inspirations

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Creative Commons License

Licensed under a Creative Commons AttributionNonCommercial 3.0 Unported License.

Vampires on A Mission
The fires were dying down; Major Silver Gisel Defanti surveyed the work her StrikeForce had done. Two smoldering towers and the collapsed shell of a building between them, thats all that remained of the BioTech research center. The solution had been more devastating than they had planned, a lot more people had died. That would bother some Gisel thought; thank god thats not us. Us referred to her StrikeForce Blooded Vampires. They were known more for their less than honorable tactics, not for their near perfect record of completed missions. It was a simple mission; enter an EZone, find the BioTech research center and make sure no one was doing research when they left. Destroying the entire center, well that was kind of a Grey area. It had started off so simple. Vren, just because I added a Psi Cloak to your Jets chameleon system does not mean you have to buzz every emplacement and drone in the EZone! Gerard chuckled while bracing himself after another sudden maneuver by the pilot. Being the Vampires PsiTech had only increased his happy disposition. He had been doing this for a long time. A child protege of the Psi Guild, Gerard had always been a happy, laughing child. Using his powerful Quaker and Stalker school abilities always made him happy and being with the Vampires gave him tons of opportunities to use them. We have to find the damn place and this supply shuttle is the best way! At least thats whats Gisels Source said. Vren Dispel was the groups Special Tactics Officer; a dedicated warrior. Vren was a no nonsense warrior who's knowledge of all types of combat was matched by his ability to pick the right weapon or tool for whatever job was in front of him. His strong set of secondary skills simply allowed him to be a better warrior. In Vrens mind thats what mattered. Source, thats a strong word for a Defense zone leg she beat the shit out of in the bathroom commented Michael, the groups highly technical and reliable FieldTech: Nanonic. A strong student with a visionary mind, Michael was noticed by many StrikeForces from the moment he entered the academy. Though he had thought of joining the Tech Guild, Michael had loved the problems and creative thinking the StrikeForce life presented, so the choice had been easy. Michaels comments had 3 of the 4 Blooded Vampires laughing. The thought of the small CSPY Gisel Defanti kicking the crap out of a large defense zone forces sergeant in the bathroom, the larger man bleeding all over the place, pleading for her to stop. Gisel had never shared the fact she was the daughter of a Corp Executive for Rolls Ferrari Power with the group, it was not their concern. She had never let her delicate stature or Access Granted

history limit her. She was a powerful martial artist, decent at

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fire combat and an electronics expert. She had learned early that the only one who cared about her happiness, which usually included killing and the occasional torrid affair, was her so Gisel missed no opportunity to find that which made her happy. Gisel laughed the loudest, remembering the look on his face as she had killed that Sergeant in the bathroom; he had not even been a good lay. Vren however was not laughing. How could she not mark him before that bastard died. Vren had started the Vampires trademark of marking a dying opponent by ripping out a chunk of their neck. Marking struck fear in to the hearts of their enemies, kept others guessing about what the Vampires would do next. The fact the others did not always mark enemies; he wondered if they were as ready as he was to do what it took to win. This train of thought quickly was derailed when the shuttle he was trailing made a very quick maneuver over a small ridge. Vren was forced to adjust to his quarry; moving so they would not lose them or be detected. Weaving back and forth through the automated defense emplacements, positioned all over the EZone to destroy intruders just like them. The shuttle was far more graceful than its stubby wings and barrel body made it appear. Ooh shit! Vren yelled as he made another quick maneuver to avoid another zone emplacement. This emplacement was larger than the previous ones, it's multiple missiles, square angular design, and the glowing grid of its sensor system gave it the appearance of a magical ballista, stand-

ing ready to defend its king. 5 seconds after jet passed, 2 SS-4A missiles were launched into the sky, screaming towards the passing Jet. The opponents in this deadly dance were each powered by Gravelectric engines, a technological marvel which uses a negative gravity wave pushing against the earths gravity well to create thrust. This complex technology gives a vehicle thrust in any vector and allows super and hypersonic speeds. Vren's Jet, The Deceiver could make Mach 3.5 before it started to destroy itself. The 2 missiles trying to destroy him were moving at closer to Mach 12. Vren's Artificial Intelligence (AI) Master, was linked into the deceivers control systems and teh AI immediately reported out loud to the vehicle occupants Vren I have launched decoys, chaff, and flares. Missiles are on a 72 and 85% track to hit. Vehicle repair systems ready. Thanks for the update Master. Vren spoke to Master as if he was just another human in the Jet, perhaps with slightly more respect and warmth than when he spoke to his teammates. A second later he cried out Everybody hold on! Vren took evasive action plunging his jet towards the ground, Nape Of The Earth might be enough to lose these things thought Vren. The cabin was silent as Vren flew to an altitude of 50 meters, the ground rushing past on either side of the Jet. Vren immediately dodged right, flying between two cratered, brush covered hills. One missile, fooled by the launched decoys, exploded well above the Jet. The other was unable to maneuver fast enough and slammed into the left hill top, it's velocity and small explosive charge adding a new crater to the top of the hill. Shit Vren, watch it! We need to get there in one piece! Gisel sounded pissed at being thrown about in the Jet. Its not over, here comes a drone, Michael can you jam its controlling signal? I sure as hell can try. Give me a sec. The PsiTech and the CSPY both prepared to help out, Gisel on the vehicles rear mounted weapons and Gerard with a Quaker Psi Pattern if the drone got close enough. Master called to the FieldTech, concern in its voice Michael any time, we are almost in its detection range. Master, I could not jam the Controllers connection, but I was able to change the sensor data getting to the drones pilot. I regret to inform you all we died on that hilltop. Mr. Drone should be flying right past us. Just as Michael said a smaller quicker jet flew over them. A single wing with no room for a human pilot, it was the Drone. Loaded with at least 8 missiles and 2 wicked looking guns, it screamed over the deceiver and kept going. Michael looked smug, as if the drone was taking orders from the tech. Gisel and Master started looking for the shuttle with the millimeter wave radar; everyone else watched the drone fly past The shuttle is landing at that building to the west, about 10 klicks away. Master commented tp the Humans. We should wait till the
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drone is gone and then hike in Gisel responded Right, I will find a place to land. Vren spun the jet towards the research center, the object of their mission. The landing was without incident and after walking 3 KM to the research center, the group found themselves looking at the buildings entrance. Two large metal towers each with 5 levels and a few windows on each one, topped with impressive automated emplacements. These towers stood on either side of a rectangular 3 story building made of glass and concrete. The barrel shaped supply shuttle was on a small landing platform on top of the central building; security personnel were unloading supplies. Gisel and the Vampires used their optics to zoom in on the roof and its busy occupants. The group of men quickly finished unloading the crates and boxes; 2 of the group then entered the shuttle. Moments later the shuttles Gravelectric engines were started, the loud humming filling the area. The engine noise faded just quickly, as the shuttle left the docking area and flew off to its next destination. Did you see the door on the docking area, seemed pretty weak? Michael scan it please. The tech was quiet for a few minutes and replied to Gisel Yeah its as good a place as any to get in. Its pretty central to the rest of the building. Security seems weak all over, not even any Psi Defenses, this should be easy. Gerard felt the charge of using his Psi Powers, laughing as he opened an astral portal, Well then shall we get there a little faster this time? The four stepped into the portal and entered the astral plane. The world around them immediately changed. The rocks now had a shimmer to them that had not been there before; the research center had become something different; it looked like a mountain and a steel foundry had conceived a child. This was the effect the astral planes distortions had when viewing the material plane. The Astral plane twisted appearances and no one knew why, it just did. What was once a state of the art research building looked like a clump of metal and rock structures twisted on each other. The buildings glass windows looked like crystal rock formations with metal surrounding them. Doors and other entrances looked like caves, some with strange metal covers, others open. The whole structure was glowing with power. Michael half spoke, half gasped out loud as they moved through a world filled with a thick moisture less fog That is just so cool when the world changes, I love astral walking. The group moved up the side of the twisted metal and rock mountain that was the research center. The whole journey to the docking platform had taken less than 2 minutes, due to the distortions of the Astral Plane. Gerard made a short hand motion, his eyes and hands glowing with channeled Calon energy, opening another portal leaving the astral plane.

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The Blooded Vampires stepped out onto the roof, ready to fight. Scans are clear. The Tech commented on the closed communications net his Artificial Intelligence, Puzzler, had setup between the members of the StrikeForce. The closed network linked individual ROM chips in each members helmet, creating a high encryption connection the group could share data and communications with; it was an extremely valuable tool for the team. I got nothing either, looks clear. Vren commented a few seconds after Michael. Gisel stood up saying over the com net Okay the plan is simple Myself, Vren, and Michael go to Lab 3801 in this building, find the generator, and set it to blow. Gerard you go to the Command Center and shut them down so we can do our business. Any questions? The other three shook their heads no. Gerard's helmet faceplate brightened with that unearthly glow of Calon energy, while a thick mist like fog from nowhere started to surround him. In a few seconds the mist had enclosed around him; the PsiTech disappeared completely. I am off to the command center, as soon as Gisel opens the door. Gerard made the others smile as he broke the serious mood. He always sounded so very relaxed and happy when he was using his powers. The CSPY moved up, quickly working a code bypass at the doors security panel. Just under 30 seconds later the door made a quiet whooshing sound, its ionic bonding seals disengaged. Okay in we go. Remember we have 5 minutes after any alarms, and then the EZone defense forces will be all over this place. So don't set off any alarms! Gisel's always got very intense when she was starting the fun part of a mission. She could already imagine the feel of the guards dying in her arms as she killed them. Like we would set off an alarm quipped Michael as the 4 of them moved into the stairwell. Chief, I swear I saw movement in sector 3! It's gone now, but I am telling you I saw someone! Security operations chief Devlin Bestex turned to look at his sensor tech as she reported. The thought I trust Mary more than anyone else in this command, came to his mind unasked for, but he could not deny it as a smile brightened his face. Fine Mary, based on the warnings we have gotten from headquarters sound an alert, I would rather be careful than dead. Security Chief Bestex saw the astral portal appear out of the corner of his eye, his sensor tech did not. Gerard had used stealth, supplemented by a Cloak Self psi pattern, to get to the locked door of the command center. Gerard had entered the astral plane, and saw a goddess glowing in a pure white light, thanks to the astral planes visual distortions, moving to set off the alarms. Gerard moved faster. The PsiTech stepped out of the portal, blasting Mary and Devlin with a Quaker Pattern redesigned for effect; the Crush pattern Access Granted

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flung Mary away from her console, while Devlin was spun around and now faced Gerard. The attack had stunned them for a few seconds. The rest of the Command staff in the room drew weapons and fired at the PsiTech. Multiple ChemProject and Plasma shots were fired at the PsiTech, but only one did any real damage. The Psi had dodged around a console desk, the cover blocking many of the shots. The shot which did hit managed to penetrate his reactive and physical armor, a glancing ChemProject shot to his right arm causing no critical damage. Stunned by the Psi's opening attack Devlin Bestex could do nothing, as the Psi's eyes start to glow again. Gerard yelled out gleefully Hey folks, have a light on me! The Psi expanded the pattern on his Inferno effect to hit and knockout three of the five who had just shot at him. They erupted in flames, armor and flesh melting in the fire; one of the poor bastards even had his head catch fire. Thats gotta hurt thought Gerard as they all fell to the floor. The 2 remaining Security officers ran for the door, looking to escape the Psi. Gerard's attention was divided between them and Bestex; he lost track of the sensor tech in the confusion. Mary Cestra knew her duty, lunging forward and using both hands to slap the alarm button. Gerards reaction was to immediately. Attack her with a Battering Ram pattern screaming SHIT! You bitch! Gisel will never let me live that down! Mary dodged with all her skill, trying to avoid the attack. She failed. Disturbing screeching and cracking sounds, from her reactive armor exploded out to meet the attack and the physical armor stressing under the attacks force filled the room for a second. These sounds stopped; replaced by a loud crunch, the final sound of armor failing to protect its wearer. Mary's dodge had turned her back to the attack. The force shoved her forwards, her face smashed into the back of a desk console. Mary fell back, looked up at Devlin one last time; nose bleeding, eyes glazing over, her neck snapped by the force of the attack. Mary Cestra slumped to the floor not breathing. The room was quiet, except for the soft whooshes of an armor mounted dose Pac injecting Mary with drugs, trying in vain to save a dead woman. SIT DOWN OR DIE! Yelled Gerard using his helmets voice amplifier to be heard over the alarm klaxon's, which had started their concerned wails. The 2 remaining Security officers stopped where they were and sat down. Devlin, shaking with rage, made a choice. He drew his Luger Arms Type 3 ChemProject and blasted at the Psi. The Type 3 ChemProject Weapon was powerful enough to rip through modern combat armor, and could be fired with only one hand. The Type 3 fired clusters of hyper velocity bullets which hit a 1 cm diameter point in space. Magnetic fields held the bullets together for a majority of their flight, but only

a skilled shooter could make sure the clusters hit with maximum effectiveness; The gun was almost silent, only a soft thumpt was heard as each cluster left the gun. Devlin was a skilled shooter and all 40 bullets headed directly for Gerard's head. Gerard dodged over the nearest console desk, leaping through the air in a desperate attempt to avoid the shots. Gerards dodge also failed. The first shot hit him in the back, but his stronger armor held up better that than the now dead sensor officers. The attack penetrated his armor, Gerard felt the wound in his left shoulder, his drug Pac firing off drugs to heal him. Gerard felt the drugs working on his arm and shoulder. The second cluster was blunted by the desk, blasting through it in a shower of sparks and shrapnel, failing to penetrate the psis armor. No malfunction alarms good, thought Gerard as a voice crackled to life inside his helmet. May the God of the Moa Sen have his way with you, Gerard. We have 5 minutes. We are at the Lab. Get to the front door ASAP. Gisel sounded disgusted and certainly not happy. Confirmed, I have some clean up will be with you shortly, out. Gerard was now deadly serious; there was no laughter in his voice. The other 2 Security Officers had used the short combat between Gerard and Bestex to get the hell out of the room; Gerard knew he did not have much time. Using his helmet optics Gerard located the Security chief. He looked right through both the console in front of him and the one Bestex had crouched behind. You liked that woman so much, see her die again and again, my friend the PsiTech thought darkly as he pulled out a black gem and crushed it in his hand. It was a Psi Pattern he gotten from a fellow Psi, a Spinner had put the modified pattern into the plastic gems for him. The new pattern allowed Gerard to insert a specific nightmare into the Waking Terror. This allowed its terror filled effect, an awake person would live a nightmare for a short time, that much more personal and effective. Gerard was going to hit Devlin Bestex with the worst Waking Terror he could think of on short notice. Gerard focused on creating the pattern while suppressing the Calon energy glow coming from his eyes and hands. Devlin Bestox was full of fury and making ready to attack again. He did not see the Calon energy attack coming, but he fought it. Gerard could not see Bestex fighting to resist the pattern, but he knew when he had won. Devlin Bestex screamed, a strangled painful cry, Mary! NOOOOOOOOOOO! Bestex fell to his knees weeping, screaming, and mewling as he saw Mary Cestra die over and over again in a gruesome, paralyzing instant replay. Gerard stood up, pleased with himself, and he moved towards the door. He prepared another astral portal, certain that the 2 security officers who had escaped would be back soon. Rushed and fluster from his
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failure to stop the alarms, Gerard did not check out the security center. His focus was on getting away as quickly as possible. I came in astrally, should not be a problem to leave that way he was thinking as he created the Astral walk pattern. Gerard created the Psi pattern using his mind, eyes and hands glowing with channeled Calon energy. The pattern disappeared from his minds eye, as if absorbed by the very air in the room. Oh No lightning generators was all Gerard had time to think. Multiple Calon charged laser weapons fired from the walls catching him by surprise. The Calon lightning generators absorbed any Calon energy within a set range and converted it into power for its laser weapons. The emplacement then attacked any targets in range. Quite deadly to PsiTechs and their companions, five laser beams erupted from the walls around of Gerard. The attacks lanced into him in, his armor unable to fully protect him from the deadly lasers. The laser blasts made sizzling sounds, his armors metal plate melting and cauterizing his wounds they made. Gerard screamed, his left arm shattered, staggered a few steps forward falling face first to the ground. Gisel was pleased for about a second. Everything had been going so well, they had just made it to the target lab when all hell broke loose. The three of them had decided to bluff their way to the lab, and had not run in to anyone but scientists and janitors. They had crossed 4 corridor intersections leading to different parts of the centers main building or the towers. Traffic had been light and with Vren walking in front, his ExoSkeleton armor taking up 1/3 of the hallway, Gisel had morphed her Glove Suit armor to look like building security; no one said anything to them. Most of the staff looked away from the massive armor system Vren was wearing. The shoulder mounted missile pack and the Barrett Arms Type 4 plasma cannon mounted to his right arm tended to make non combat folk nervous. He looked like a man ready to kill, and his attitude did nothing to change that impression. At the entrance to sector 3, right after the 5th and final intersection they hit their first complication. The door to sector 3 was a locked high security door, opening the door was going to be a challenge. To break in, Gisel was going to have to bypass the card reader controlled 2 locks, and multiple alarms. Doing it without someone seeing her and becoming suspicious. Vren stood in the way of anyone directly observing her actions from the intersection making like a wall, doing an excellent job. Michael and his AI Puzzler did several complete scans of the walls, locks, and security systems. His information helped to tweak both the accuracy and speed of Gisels work. One more alarm guys and we are through. The door locks made a quiet click, just as Vren grunted over the com net

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Company coming this way. The two scientists crossed the intersection; Vren growled at them. Both jumped and moved as far away from Vren as the corridor would allow. They quickly passed Vren, looking away from him and those with him, purposely seeing nothing. Gisel activated her Glove Suit armor chameleon virus, immediately disappearing from view; her armor blending perfectly with the walls. Over the com net she ordered Everyone in. The lab is the third one on the left. Use your stealth systems; we want to avoid setting off the alarms. Vren and Michael activated their chameleon systems so they also blended in with their surroundings. The door swung wide open for a few seconds and then softly closed; a camera recorded Michaels image for a brief second as he adjusted his Chameleon Chip, the only record anyone entered sector 3. Gisel and her companions had gone maybe half way to their target when the alarms began blaring. The whole building was filled with a loud and mechanical voice saying, Intruder alert ALL Security LOCK DOWN MODE is now active! Son of a Moa Sen Whore, who did that? Vren asked over the com net. Gisel replied That fucking Gerard, I bet he messed up again. He will never live this down. Gisel contacted Gerard over the com net in a very unpleasant voice told him May the God of the Moa Sen have his way with you Gerard. We have 5 minutes. We are at the Lab. Get to the front door ASAP. Gisel did not even listen to Gerard's reply; he would be there or be left behind as far as she was concerned. Turning back to her companions Gisel told Vren lets get the lab door open! No need to be subtle now! Vren nodded slightly, aiming at the door at the end of the corridor. A second later 2 25mm missiles rocketed from his Exoskeletons left shoulder. They impacted the upper and lower locks on the large security door. The resulting explosions were small, but devastating. Both locks hissed and screeched, the sound of the locks being destroyed. The door shuddered and fell partially open. Easy. Good door. Shitty locks. Lets get this done. As Vren strode into the room; looking like a lion who wanted a reason to shoot again. The lab was a large room with a huge metal and glass tube hanging from the ceiling, encircling the room. It was centered above a blackened and cratered metal and glass platform. Obviously the damage caused by whatever forces the Tube above it had exposed the platform to. The whole room smelled of ozone and burnt metal. Attached to the wrecked platform was a large scared and pitted metal screen with 3 control panels behind it. On the wall next to the door was another set of desk consoles, and several tables covered in terminal pads. Standing by the platform were two Techs working on one of the larger consoles. Seeing the large Exoskeleton clad man come
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through the smoking doorway they knew what to do. Both stood up, hands out in front of them. What are you doing here? You have no business being in here! The Tech at the console spoke with authority; her lab coat covering a modest suit of light armor sporting a badge displaying the name Jennings. Spunky, I like that! thought a smiling Gisel as she and Michael moved into the room. We do have business here, and you will not like the end result. So you can argue with the big guy in the ExoSkeleton or try to convince me to take you with me? Its your call I dont care. Laughing Gisel moved closer to the techs. Standing in front of the woman, Gisel was obviously waiting for a response. Michael moved past Gisel going right to the metal screen and its control panels. He muttered to the CSPY as he passed her. You hit on anything that moves, really you have no preferences. Its amazing. Gisel laughed, as much at her comrades comments, as the stunned look on the womans face. Sweetie I dont have all day, either you make me care about taking you with me or you can stay here and see what our little science experiment does. Your call Miss Jennings, but time is running out. Vren moved to the door to watch for security, human or Droids, talking to Michael over the com net as he moved How long, I do not want to fight the whole security force. We still have to fly outta this EZone. Puzzler I am tired of your smart ass comments. I say 250% is fine so we kill a few. Huh oh sorry Vren, about a minute thirty or less, Puzzler and I just have to decide on the last part of the programing now. Vren could hear Michael and Puzzler arguing about how many people would be killed at what power setting Michael 250% is way too high, 110% should more than wreck the base. Puzzler I will bet ya we only get 25% casualties at 250%, in fact if I am wrong I will buy that optics integration package you have been bugging me for. Excellent Michael, I look forward to your losing. Vren chuckled at the exchange, hearing the laugh Michael commented to the STO We are not taking any baggage for Gisel, if you want my opinion. Before Vren could respond the woman tech overcame her initial shock saying loudly I think I will take my chances here, undoing whatever it is you are doing. Thanks for the offer but you are just not my type. Macho enough yes, man enough no. Vren was laughing loudly now as the CSPY gasped at the Tech. Michael and Puzzler finished loading the control program they had created to make the forces generator blow up and wreck the base. It would build to 250% on all forces and then reverse the gravity/energy vortex which would blast the base quite nicely. They had 3 minutes to get out or be caught in the blast. That should do the trick, no more than 25% dead I am sure Michael thought as the CSPYs Type 3 Laser fired twice in quick succession. Gisel gloated over

the two screaming techs she had just shot. Well sweetie its been fun, I hope you and your buddy can find a way to hobble over to the controls and stop us. Those leg wounds look pretty bad. Both Techs had bee surprised be the attack, they had no chance. Laying there with shattered bones in their legs, bleeding both were falling into shock; they were no threat. Gisle enjoyed the surprised 'I cannot believe you shot me' look on their faces as they passed out. Cold Gisel, funny, but cold Vren laughed. Fuck off, lets get going. Gisel was not known for her witty comebacks. Vren's shoulder mounted launcher finished reloading from his Exo's chest mounted ammo pod. As he walked into the corridor all his weapons tracking along with his helmet movements. It was obvious anyone in his way was going to get blasted. Gisel had morphed into a security outfit again, hoping to delay any enemies long enough for the Vampires to get the first shot. The three moved quickly down the corridor to the safety of the exit. Gerard shook the cobwebs out of his head and took stock of his situation. His broken arm was healing thanks to his drug Pac injecting Methalyine C as he fell. He figured he had lost 10 seconds or so from when the laser had shattered his left arm. The other 2 laser hits had luckily hit nothing vital, that damage was mostly healed by the Haldern 12, a dermal regeneration drug. Scanning the walls with his helmet optics, the Calon lightning generators were obvious, defending the way to the door. Gerard grimaced realizing he needed to get out using only technology. No Psi Powers, his strongest skill, when he had no idea what was on the other side of the rooms high security door. His optics failed to penetrate it no matter what he tried. Gerard grunted into the com net, How long do we have? Michael replied 2 minutes 30 seconds; better get moving. We are almost out, only 2 more intersections. Gerard activated his chameleon chip, his armor now appeared the same as the control room. Approaching the doors complicated card reader, Gerard was talking to himself. Activating his security bypass system, he commented to the air Gisel could get through that in a minute, but not me. Time for backup plan 1. A bright blast of electromagnetic and gravity forces leapt from his right forearm. The blast smashed the card reader, circuitries the in the reader flaring. A few seconds later the locks clicked open. Gerard pushed the door open and waited for movement. He saw none, moved up the corridor as stealthily as he could. The sight of something 5 meters up the corridor froze Gerard in his tracks. Two Security officers were hiding in a doorway. Gerard had to play a deadly game of hide and seek; where both sides could see through walls. Crap ran through Gerard's head as he flattened against the left side of the corridor. Root 0 Access

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Realizing the 2 security officers had not seen him, Gerard took a second, scanning the walls around him for more lightning field generators. He felt a great wave of relief when he saw there were none. Gerard decided to take these both sec officers out at once, then he could head for the exit. Forming a pattern for the power euphoria in his mind, Gerard planned to take out both targets at once. The pattern would make them happy and distracted for a few minutes, allowing Gerard to escape. Internalizing the Calon energy he was channeling kept Gerards eyes and hands from glowing, he was able to surprise his targets. The concentration required to internalize the attacks channeled energy and the strong Psi Defenses of his targets, weakened the pattern as it hit them. Both resisted the attack; turning and looking right at him intuitively knowing where the attack had come from. They fired their Type 2 plasma weapons at Gerard a devastating response at close range. Gerard dodged wildly up the corridor, throwing off the attackers aim. Gerard also took less damage from both shots because of his dodge. The first plasma hit did more damage to his left arm, which while painful did not change the fact it was already out of commission. The drugs continued to heal the arm, but it would be out for at least another minute. The second shot blasted his left, penetrating the armor and giving him some ugly burns. Gerard got lucky as the hit missed any critical areas. Damn it! Gerard swore at a flashing malfunction indicator on a ROM chip. The one which connected him to the com net the Vampires were using. The com net started to switch on and off randomly, his link to the rest of the Vampires now extremely unreliable. Whoosh went his drug PAC; more drugs injecting into him; confirming how pretty beat up he was. To speed up the healing Gerard activated a Mend Skin pattern Etched into his Blooded Vampires badge. The Calon energy flowed over his leg burns. The healing from both took effect enabling Gerard to concentrate enough to attack. Creating a Crush Pattern, Gerard hit one of his opponents in the head. The target of the attack moved when the glow from Gerard's hands and faceplate was obvious. The attempt to avoid the Calon attack was not enough; the Sec Officers helmet collapsed on the right side, the face plate shattered revealing a womans face spurting blood and brains from cracks in her skull and nose. The body pitched forward in a contorted position, obviously dead, drug PACs firing anyway. The other Sec Officer fired his Type 2 plasma again as Gerard dove and rolled away from the shot. The dodge forced a miss, Gerard knew he was lucky and doing its again would be hard. Gerard got to his knees and hit the remaining Sec Officer with an Inferno pattern. The targets chest armor erupting in flame. Gerard smiled as his targets armor and skin ignited. The Sec Of-

ficer started screaming, the corridor filled with the smell of burning flesh. Gerard was sure something he had hit something vital, and did not wait to see the final result. Standing he paused to Cloak himself with some astral mist and started running as fast as he could for the exit. I hope I don't see any more of those guys Gerard wished to himself, running as fast as his Cloak Self pattern would let him. Gisel dove wildly as the rounded container Droid blasted the spot where she had turned the corner. Timmonds sublevels kill you! Mike you said it was clear! They had only killed 4 Security officers up to this point. All four of them were easy kills, Vren and Gisel had taken turns shooting first. Now a Droid, an intimidating weapons system, with a large armored barrel torso and a smaller turreted dome on top. They were stopped cold just meters from the door by its weapons. The Droid was heavily armed with multiple 25 mm missile launching ports in its torso, also mounting 2 ball turret plasma weapons on its sides. The Droid had defeated every scan and optics suite the Vampires had, indicating it had one powerful electronics suite. Michael rechecked his scanner for the fourth time; it still showed nothing in front of the door. Crap. We got one kick-ass Droid here. I cannot see it with my scanner. No problem I am sure my ExoSkelton Targeting System can still hit it. Vren stepped out into the corridor to fire at the Droid; the Droid reacted so fast Vren had no chance. Two 25mm missiles blasted into Vren's chest, his ExoSkeleton exploded with reactive electric armor, metal, plastic shards, and black fragments from its impact shield. Vrens armor held off most of the attack. Vren grimaced from the small chest wounds that had gotten through, but no criticals or malfunctions impaired his return shot. Fighting through the pain Vren targeted his linked missile and plasma weapons on the Droids center torso and fired. The ExoSkeletons tracking system claimed to have a lock, but the shots did less damage than normal, indicating the Targeting System had been fooled by the Droids ECM. The plasma shot did manage to blow a huge chunk of the Droids armor off. The missiles attack had barely scratched the target. The Droid shifted to a better position, now blocking the entire corridor. The silent machine seemed just fine. Damn it the Droids ECM is too strong, Michael you have to do something now! Vren was yelling into the com net spinning to the other side of the hallway. Puzzler and I are working on it! Give me a few seconds. Michael sounded a stressed, this was one tough Droid. His first 3 scans had failed to even see the Droid. Together, Puzzler and he had come up with a way to use the ECM field against the Droid. The Droid was hit by a laser shot from Gisel which did more damage to the Droids armor, another attack Access Granted

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that was obviously less effective than normal. Michael fix this now, we cannot beat this thing without... The next few words cutoff by a huge explosion. The Droid had fired missiles at both her and Vren. Gisel dodged part of the explosion; she grunted as shrapnel and flames hit her back. The wounds looked serious and her drug Pac activated its sounds were drowned out by the Droids attack on Vren. Vren cursed as the missiles fired at him hit his right arm and shoulder; his Exos Chameleon system started to flash malfunction. Michael here is my best active program to tweak your attempt to modify the ECM, I hope it is enough. Puzzler, a very intelligent and educated AI by any standard, sounded sorry he could not do better. Michael did not reply, focused on writing the program to turn the ECM against the Droid. Michael activated the scanner program which began sending a mixture of electromagnetic, gravity, weak and strong nuclear forces into the ECM field. These forces merged with the Droids ECM changing the nature of the field a few seconds later the ECM became a targeting beacon for Vren and Gisel. Both the STO and the CSPY saw their Targs light uup with the nes data, courtesy of Puzzler. The Droid, as if sensing the change in its ECM field, unleashed another barrage of missiles and plasma shots at its targets. Both Vren and Gisel dodged these barrages, the Droid was firing faster than before. We need to find an opening or we will never be able to use this targeting data, damn it! The Droid next barrage caught Gisel in the leg, drugs whooshed and healing spins were set off to mend her knee. Fuck! Vren shoot that Droid! Vren did not reply, dodging into a doorway to avoid another plasma attack aimed at his head. The corridor was filled with a heated mist of dust and littered with debris from the large chunks of wall that had been blown free. Michael was working on a second scanner program to block the Droids sensors, with little success. The distinct sound of the Droids armor being crushed filled the corridor. Shhh Ger..Wanncs... SHOOT NOW! Filling their helmets, a voice from their com net. Vren and Gisel stopped and fired, the Droid was distracted searching for the source of the attack on is rear. Vren, aided by Michaels new targeting data, blasted through the Droid, ripping armor and internal structure out of the Droid. One of Vrens 25 mm missiles blew the right arm mounts off from the inside, the Droids right plasma weapon falling to the ground. Gisel leaped up and threw both her custom titanium Sais. The dull but deadly weapons ripped through a new gash between the sensor dome and the center torso. Sparks flew, the Sai's attack causing at least one malfunction to a critical system. The Droid shuddered and fell to the floor; clicking and whirring noises echoing as its internal systems tried in vain to fix the problem. The Droid

stopped moving a few seconds later. Gisel quickly limped towards the doors, grabbing her Sai's out of the fallen Droid as she went. Lets get the hell out of here. Michael yelled running past his teammates. All the Vampires ran for the doors. Gerard appeared suddenly ending his Psi Cloak, yelling through his helmet speakers Security behind me, Vren do something! The STO stopped, throwing 2 grenades down the corridor. Two loud explosions shook the corridor. Vren smiled as he heard the sound of at least one wounded man come from down the corridor. 15 seconds folks! Find some cover. Michael had moved behind a large rock outcropping, Gisel right behind him. Vren and Gerard had moved beyond the outcropping to a small gully in the side of the hill. They had all just taken cover, when the air became electrified. A loud hum built for a few seconds, turning into the screaming of super heated air. The smell of rock, metal and other elements being burned off in a matter of seconds became pungent. The buildings making up the research center exploded an instant later. Violent, quick, and destructive the whole front of the main building blew out, with shredded bodies in the rubble. The main buildings roof collapsed next; as flames exploded out each level of the towers. Glass and combat concrete exploded out for hundreds of meters. Then as quickly the event started it was over. The buildings were a shattered, smoldering, and rubble filled wreck. The Blooded Vampires stood up and surveyed their work. We should get moving, no reason to hang out here. The job is done and then some. Vren growled. Gisel looked past his shoulder at the Tech scanning the smoldering ruins of the research center. Michael, any life signs? The tech sounded grim as he said, A few, but all are obviously wounded. I am afraid we may have over achieved on the mission requirements. In the background, as Michael spoke, they could all hear Puzzler saying something about 98% casualties and how he wanted the advanced version of the sensor package. Shut Up Puzzler you won, but stop gloating. Gisel smiled as Vren commented to the team Well, regardless of how many dead, we need to get outta here before the EZone forces arrive. I wish there was time to mark just one, but there isnt. Vren sounded more than disappointed, almost angry. Gisel cut off the pouting STO. Gerard, can you get us to the Jet please? Her tone was friendly as she asked the PsiTech, Gerard having made up for his earlier messup with his timely appearance against the Droid Happily my friends, lets get out of here. The four entered the astral plane and minutes later streaked away in the Deceiver before the Ezone defense forces could stop them, another job well done.

Captain we found several people alive. That includes the security chief. Whats his condition can he tells us who did this? He was subjected to some sort of trauma sir, possibly Psi-related. He keeps muttering something about getting Gerard the Psi. He needs specialized attention sir. The medic knew she was out of her depth. Hmm thats a shame, good man. Send him to the Military Hospital in Fort Velat to see if they can help him. The commander looked on as his forces picked through the rubble looking for survivors and information. The Ministers of Defense and Economic Development were going to have long nights tonight. He was also sure he would be reporting to a new overall EZone commander in the morning. Damn StrikeForces, he just got this commander trained.

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What is RolePlaying What is Role Playing?


Role Playing is a way of crafting a story and having fun. One player, called the Game Master, creates the starting plot and opposition for the other players. The other players create characters, who are fictional people defined on a sheet with values and information about that characters abilities. The character players and the Game Master create a story using their characters values and abilities to grow and change the story. That is the game. The fun part is when character players give that sheet of values and notes a soul and purpose like a real person has. The Game Master uses the setting and game rules to create challenging situations which the Players react to and take action. This interplay between the Game Master and the Character players continues, moving the situation and story forward until it is resolved. Dice are used to determine results conflicts between players actions and the opposition. Players roll dice, in StrikeForce: 2136 10 sided dice are used (d10). To play StrikeForce each player needs 2 10 sided dice, a piece of paper and a pencil or pen and, of course this, book. StrikeForce Setting and Conflict StrikeForce is a Role Playing game that thrives on conflict. Every aspect of the game; from Character design and growth, player decisions in game become a part of the larger conflicts your character experiences as the group creates stories. In StrikeForce:2136 the consequence of successful and failed actions can have repercussions beyond the current story. The results of actions in-game will directly affect the growth, development, and the way a player actually plays the game. One major reason for this is because in the Conflict System players never know what they need for success or failure, only that they have are rolling the dice to determines an actions effects on the story. How players have their Characters react to the world is conflict at its most base level. Your character against the world; affected by the choices, both Successful and Failed, is what makes StrikeForce a different kind of Sci-Fi. Why a New system? When I designed this game, from the world and the mechanics, the idea was to create a fairly realistic system give the players a world where great stories, the kind you talk about months or years after you played them, could be made. I also wanted a game system that drew the players into their characters, while they were playing and growing those characters. I was not looking to recreate the systems that I knew. I wanted to create something different, something fun in its own unique way. I did not want to create a system with any limitations on the GM or the Players. A system where Players used every resource they can to succeed and the GM every resource to stop them. I wanted a game system where players can take any character and create the character they want; not be forced to play a certain kind of character. The reality is I wanted something different and I think I have done just that. The central idea of the conflict system is that there is not only one skill needed to do something. Using a group of skills can create a better chance for a person to solve a problem and complete a task. Its at this point that I asked Probability to take a seat in the back and rest. I dont see life as having a 35% chance for me to do something. Sure its one way to determine success, it is just not the way I wanted to do it. I wanted a system where a player is rewarded for building a character with some depth. So my system has no top end, it has no consistent probability curve and it allows the players to do anything they want, as long as they can create the best combination of skills and other tools to succeed. So what the does all this mean? It means that I have done my best to create something different. It means as a Player you will not know what you need to succeed. It means your character can be anything you want it to be. It means this game is different, it allows you to create a fun, in-depth experience telling great stories. Thats been my experience with every group I have ever played with, even at cons. So I hope you get as much fun out of it as we have. What You Need to Play This game requires the players to have paper and pencil to write down their characters and the equipment they carry. Each play also needs dice used to create a percentile range of 1-100. This can be done with 2 10 sided or an actual 100 sided die. This is noted in the rules as a 1d100. How you use 2 10 sided dice to create a percentile is to roll 2 different colored dice and designate 1 the tens dice and 1 the ones dice. So a roll of 3 on the tens dice and a 5 on the ones indicates a 35% has been rolled. Players roll dice in game to determine if their characters succeed at any action they attempt to use skills or attributes to do.

The Conflict System

The Conflict system is based on the idea that players can group skills together to create the highest total they can. This mechanic when combined with a Characters Passions gives the players a detailed view of their character. A character truly has to invest in science or electronics to be good at it. Min - Maxing is always an option, but in the Conflict system a focus on multiple related skills actually rewards you more in game. Creating a SkillSet A SkillSet consists of multiple skills, technology, and any other tools that are relevant to the task. When a SkillSet is created the player also declares the effect they are going for. Rolling for Effectiveness The roll of the dice, a 1d100, is subtracted from the total SkillSet built by the player. This is called the Effectiveness or the EF. Every SkillSet roll is an opposed roll, Every task has target EFs that must be beaten to succeed. The play-

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What is RolePlaying
ers EF is compared to the opposed EF. Should you succeed the Effect you declared occurs. Other Effects Characters can use their skills to increase values on their equipment, their attributes or anything the can thing of. After an EF is successful the success range is used to determine limits such as durations, ranges, and other limits on the effects. Characters also have access to Luck and Story points which allow them to effect in game results in direct ways. Technology in Game The technology in StrikeForce is almost magical in nature. The use of basic Universal forces allows for the creation of wondrous and dangerous effects in game. Technology like ExoSkeleton, DNA based Glove Suit armors, Plasma Weapons, AI partners and many other cool types of technology that just add to your characters style and to the stories you will create. Combat Resolution Combat in the conflict system is based on building a SkillSet that makes your weapons more effective. Damage tracks a limited fatigue spiral, using drugs and spi powers to heal instantly. Combat is as tactical and effect driven as the players can make it. So take her out for a spin and see what kind of stories, and characters, you and your other players can create.

Character Depth In StrikeForce: 2136 From the moment you start playing StrikeForce: 2136 you will be making choices about your character. Are they tall? Fat? Young? Naive? Older? Jaded? Are they striving to become a combat master or an electronics genius. Do they have a hulking armor system or a set of simple armor coupled with a great dodge skill? Every time you play StrikeForce choices will be made forcing you to know your character better and better so you can answer the question: What kind of character do you have? What are your characters passions? The conflict system uses these passions to give players a way to understand the stake in the world around them. Players should use these passions to develop how they play their character. the more often a player role plays his PCs passions that PC earns bonus growth (experience) to enhance the growing story and increase their character investment in the story. Choices come from conflict, as does growth. That is what this game is about. Its unfortunate that the results of any of any choice are never 100 percent what you expect. are security Droids as well, especially on the ground floor Mark: Okay where is the closest elevator shaft? Lee: (Checking his map and noting where Mark said Max was when the alarms went off) There is an elevator actually around the corner, It will take you an active move to get there, but since the alarms went off all of them are locked down on the ground floor. Mark: Perfect. When I get there what do I need to do to open the door? Lee: Hmm, a Prowess SkillSet (he notes to himself that an EF of 100 is needed to open the ionicly bonded doors, mark does not know the target.) Mark (rolls 2d10 percentile) Before I roll, I am spending 1 luck point. I need to make this roll now, running out of time for Max. I have a 92 Prowess so I can add 1 Skill to my Prowess, I add Science:Physics, for a total SkillSet of 152. Hmm, I rolled a 42, for an EF 110, but my luck point roll (rolls 2d10 percentile again; rolling a 23) adds 23 more making it a 133. Do I open the door? Lee: Yep, but just barely wide enough! I am going to use a complication (removes a counter from his pool of 3). Because its so narrow, your ExoSkeleton Armor just clears the doors. You can take 1d10 penetrations as your armor scrapes through or lose a phase getting through. Mark: I hate that, but I only have so much time, I take the pens. Lee: (rolls 1d10) take 7 Penetrations and once through the doors you see there is a 50 meter drop in front of you. It is pitch black and obviously obscured by security systems. Mark: Perception SkillSet to see where the eleva-

How this Game Flows


The Game Master (GM) sets the stage by describing the world and creating tension through the opposition the characters react to. The Players assume the role of their characters taking action against that opposition. Below is an example of a Player and GM playing StrikeForce:2136. Mark is playing a character, whose profession is an STO, named Max McPherson Lee is the Game Master: Lee : Okay Mark, Max is in the building. It is three oclock Am and you just set off alarms in a City Level One Corporate HQ. Police are on the way and Max is all alone. Make a Perception:intuitions roll. Mark: (rolls 2d10 percentile) Cool a 5, Okay I made it by 120 Lee: Max figures he has less than a minute before the building is crawling with cops, and since you made it by more than a 100 he is pretty sure SWAT teams are on the way as well Mark: Oh great cops and SWAT, I am probably dead, but I need to get out of here with the data. Is there any way out of the building that is not on the Security grid?? Lee: ( Rolls dice to determine how much of the building is on the grid; the roll is an 80) Not really, there are some low security doors in the maintenance section but that is 10 floors down. Mark: 10 floors. So that is what, 30 meters or so? Lee: Actually it is more like 50 meters and also there

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What is RolePlaying
tor is. I use Perception:Long Range, Detail Search and Engineering: Building Layouts Plus My ExoSkeleton Sensor Array TEF of 75 to boost my total skill chance, OK? Lee: Sure, that Skill combination works for this roll. Mark: (rolls 2d10 percentile) My SkillSet is a 180 and I rolled a 20 so my EF is a 160. Lee: The EF of your SkillSet is better than the security interference in the shaft, so you see the elevator is locked down directly below you Mark: Okay, Max activates his Exos Energy Absorbing Boots and jumps down, The boots let me fall 50 meters max without taking damage! Lee: ( Checks the rules on the Energy Absorbing boots) Okay roll a Prowess or a Melee Combat:acrobatics. You have to beat a 50 EF with Prowess or a 90 EF if you choose to use acrobatics. Max will not land on his feet if you miss the roll and will take falling damage. Mark: Okay, I will spend 1 Luck point and roll Prowess to make sure I do land on Maxs feet (rolls 2d10 percentile) a 10 I made it by 82 and add I rolled a10 for my luck I made it by 92. Thats better than 50 so I am good, right? Lee: Yes, Max lands on his feet. You hear a loud banging from all over and the alarms go silent Mark: Guess the cops are here. I consult the map I stole from UNIWeb Root 3, where is one of these low security doors from where I am? Lee: (checks the map)There is one just outside the elevator shaft Mark: Cool. Is there a trap door into the elevator?? Lee: Yes (checks his notes) and it has no lock Mark: Okay, Max drops into the elevator and I want to open the doors. Same roll as before?? Lee: Actually this is harder because you have to open two sets of doors at once (a 140 EF target This time) Mark: Okay, I spend 1 more luck point (Checking his sheet, Mark sees he only has 11 luck points left) and I open the doors (rolls 2d10 percentile and gets a 4 and for the luck roll a 45), Cool. Made it by 183 with my luck Lee: The doors slide open, you beat it by 40+ EF Mark: Okay, Perception roll; any cops in the area? (Mark rolls) Okay Max has an EF of 124 with his ExoSkeleton Sensor Array Lee: I call another complication, the police Cop Stealth do a nullify attack against your ESA. There TEF is more than double your ESAs TEF, so it fails until you reset it. The sensor array goes black with interference and shuts down. Mark Hmm, I want to reset my Sensor array. Its a passive action right? I am using my Electronics Skill and a luck point to make sure it comes up. Marks EF is a 162 after subtracting the roll, greater that the 75 TEF of the ESA , it starts up. Mark: I tweak my ESA, same SkillSet as the reset, adds 75 more to the ESA, its TEF is now a 150. and then roll a SkillSet EF of 234 Lee: Okay, Your ESa does not fail this time and with atht EF you see 4 cops and at least 3 Droids. They are all at the front door. When you move I need a stealth roll from you. The cops and Droids do have Line of Sight. Mark: Okay. (rolls) Yes, a 1 (mark doubles his EF because of Extraordinary Success), skill EF is 144 plus my Chameleon Skin gives me another 150 EF from the tech bonus, for a total EF of 294 Lee: (Lee rolls for the cops and the Internal defense zone droids) Nobody seems to notice you Mark: Okay I am trying to move from the elevator to the security door as stealthily as Max can Lee: Give me another stealth roll Mark: (Rolls a 20) Okay, with my tech and my skill it is a 203 Lee: (rolls for the cops and the Internal Defense zone. He rolls badly, none of the cops see Max cross the floor) okay you make it to the door, it has an old style bolt lock Mark: I attempt to bypass it using Electronics: Bypassing and Security Systems:lockpicking to bypass security and pick the lock Lee: Okay, those skills work, but I need two rolls as they are separate systems Mark: (rolls an EF 35 on the alarm and an EF 92 on the lock) Well, that first one does not seem too good Lee: Okay, the alarms go off as you pick the lock and the door swings open. You figure you failed to disconnect the door from security, Roll reaction Mark: (rolls 2d10 percentile) Okay, my reaction is a 120 with my 82 roll. Lee: Okay you beat the cops in reaction. You move first, the Droids appear to be slightly slower Mark: Excellent, I run through the door and out of the building right? Lee: You leap into the alley and are now looking down the barrel of a 75mm Plasma Cannon, from the SWAT vehicle covering the alley. You see the sergeant manning the gun. He seems quite annoyed at being woken up at 3:00 AM. What do you do? As you can see the player (Mark) and the GM (Lee) just told a story together. When there is moment of conflict between what the Character \ Player wants to accomplish or needs to know, dice are rolled. The rolls determine if the character succeeds or fails. Will Max get out of this? Will he be caught or killed by the SWAT team.... Only the player can determine the next step... Surrender, death or some third option using a piece of tech he was saving for this one moment...

Look what I found on the Web!


So you found this book on the web? Awesome its out there for free for you to try. RPI worked hard to make this book; we want to make more books for this game and others. So please, assuming you liked this product, buy the PDFs or the print books. Thanks for your interest in our products.

General Memo
Subject:

Date: 2101/28/02
Main Body:

50 Years of Progress, Congrats

Well, it has been 50 years since the founding of the Planning Groups, by the third edict of the United Nations Economic Security Council. 50 years since the first proofs were run against the Viand System Equations, and they were proven right. 50 years of taking a war torn world and setting it on a path towards greatness. 50 years of building the greatest human society ever conceived, The Phoenix Society. While I know that I dont have to remind anyone here of what our purpose is, I think it is prudent to think not only of the goal, but of the effects these goals will have on the future of our race. The Phoenix society is the idea of creating a society that can resist and rise above the change that nature forces upon us every day. What does this mean? It is simple, nothing that assaults or attempts to destroy human society will succeed. The Phoenix Society will find a way to rise above the threat, regardless of the nature of that threat. From asteroid impacts, avian flu, Corporate excess, StrikeForces turning against the UN, a true world war, or invasion from the stars; humanity will survive. Not only will we as a race survive, but so will we overcome and triumph over these threats. How will the Phoenix Society do this? What we do here every day forces humanity to rethink each persons truth, to think of a better way to live or overcome the opposition that stands in their way. In short, we force humanity to never accept failure. Yes, the effect of this goal we have is to transform humanity into a race of thinkers who can take action, any action, to overcome any threat. The Viand System Equations give us invaluable guidance in what is needed to keep this System in balance, guiding humanity to its future. It is you who take those figures and create the situations that balance the society around us. Yes, your actions create the moments that make the rest of humanity think and grow, becoming more than they were. This work is critical for the next steps of our noble race. It is with the deepest gratitude I write this. I understand the difficulties of your jobs. The various genus of Homo Sapien, Sapien-genus II, Centurian, Diaxtron, Superior, and the Half breed races are inter meshed in the many sectors of Society. You combat all manner of threats to the System; the greedy CEO, the StrikeForces and their tendency to blow up the very targets you want to test, the Sea Lords and the other guilds with their differing opinions of humanitys future. All these things you work to analyze, understand and create opposition to keep all of humanity moving in the direction of the Phoenix Society. I can only say without a doubt you have the hardest and most rewarding jobs on the planet. So I warmly say Thank You to the entire staff of the UN Planning Groups. The many people who make up the staff, research, and sub groups of the UNPG are those who we as a race are most indebted to. You and your work makes humanitys future a brighter one, a better one, a stronger one. It is a job made more difficult because the world at large has no idea of all the work you do for them, thankless yet necessary you work for the betterment of humanity and I can only say again the most humble of Thank Yous. So please continue your work and efforts on behalf of humanity, but know that those of us who are in charge do appreciate and value everything you do as a group and as individuals.

Thank You for Your Time Telthar Viand, Executive VP of Strategy, AvCorp/ESA

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The goal of the System Viand has created is Simple. Pit the Positive and Negative aspects of humanity against each other, every second of every day. This Conflict will create a Humanity that can survive any failure or challenge; In short it will allow us to survive. Aurtur Flenders Speaking to the 3 rd ESC Gathering in 2050.

These equations are the death of human freedom. Viand and the Tech Guild have betrayed us and everyone who died fighting the Paulsons. I have invited you few CEOs who see this System for the travesty it is. Lets us work together to find a way to strengthen humanity without destroying what makes our people better. Admiral Chestvosk Natzim Sea Lords 1 st Gathering

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Data Root/0
The Pasts Nightmare The StrikeForce The System Creation of the Planning Groups Technology Basics 14 17 17 18 19

The Pasts Nightmare


VINCENT says there is better than a 65% chance that the sneak attack will destroy Israel and scatter the pathetic Palestinian resistance to the winds, 2 birds with 1 salvo of nuclear weapons. Lasiter laughed gleefully in the dim light of the florescent base lighting. Are you sure you can get the Syrian High Command to betray the pathetic Palestinians? Remus was concerned, Lasiter tended to paint a very rosy picture of any operation he proposed. Yes, they want their ports and cities intact so they can expand Syrian influence in the region. These humans are even stupider than we thought. Remus give me the go ahead and I promise the destruction will be amazing, another glorious step in the destruction of humanity. Remus smiled in the dim light, a wicked hatred filled smile. Do it! Take them out, now I want to see the plan for driving these Syrians against our friends the Taliban. The holographic scene paused at this point, the Paulson Unit Lasiter staring at the class with its almost human face. We see here the planning cycles of Paulson Units. Not analytical as a Vanders AI, but emotional, prideful, full of hate. The instructor paused, letting this class of new academy recruits see the Paulson Units. This was the first step, make his students see the enemy that had almost destroyed the human race. Now to show his students what the damned machines did to humanities future. The hologram started again as the instructor spoke, other scenes of Paulson Units and their effects on humanity spooling through mid air. A grainy security video from the early 21st century showing a Russian General ordering his staff to activate the satellites EMP programs. His face slowly changed becoming more angular, with lifeless eyes glowing a soft red, making it apparent this was no

human being. The Paulson Unit moved in a blur, killing everyone in the facility; its contempt for its victims beaming hate from its angular face. Other scenes flashed by; Paulson Units killing civilians in Africa, a horrific combat vid of a headless Paulson wiping out a StrikeTeam, another of thousands of humans cheering a Paulson as it raises a flag over Saudi Arabia. The Instructor looked at the horrified faces of his students. These scenes are the tip of the iceberg. The Russian Darkness, caused by the Paulson Units, shows how terrible these androids were. You see Remus here giving the order, then killing everyone in the control center so the Darkness could not be stopped! His gaze and voice had the students mesmerized, hanging on each word. These things had no remorse for us or anything else, they existed to destroy us. Silence, not a student moved. Now back to the topic at hand, the Paulsons used the Syrian army to attack the Israeli and Palestinian armies, can anyone tell me what the result of this plan was? How did it effect stability in the North Western Arabian Peninsula? The instructor waited for one of them to get it, to make the connection, and then a hand rose. It failed sir, the Intelligence service of Israel discovered the plot. They went to the Palestinians and convinced them to spread their troops thin with the Israeli troops. The woman speaking was obviously a Tech. As her voice faltered, the instructor nodded in an encouraging way. The attack was devastating to civilian populations in both Israel and the territories, but the armies and the counter strike capability of Israel survived. Their counter attack on Syria and Iran was devastating. The next week the combined Israeli and Palestinian armies occupied the country of Lebanon. A very nice job of repeating what you read, but can you tell me how that one action began what would

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Access Granted

create the world we live in today? The instructor stood glaring at his students. He considered them all pawns in training for the UN. The instructor thought to himself; They have no understanding that those machines created it all. Every single action the Paulsons took turned humanity into the tool of its own destruction. Every action in the Secret War created this world where Corporations and Nations are at each others throats. Today StrikeForces defend corporate goals, credits, power, and technology. The StrikeTeams of the Secret War were united for humanities sake, they fought to destroy a vile menace of our own creation; no cost was too high for humanity in the Secret War. Think about it, the Paulsons released low yield nuclear weapons in the northern part of the peninsula. The Israeli response was the destroy both Syria and Iran with higher yield weapons. Radiation and fear gripped the entire region; Paulson units roamed freely, energy supplies for the world were further interrupted. Peering at the group, the instructor was on the edge of shouting, Then Lasiter took the Arabian peninsula. The consortium went in and took it back, leading to the first major success of the Strike Team model. That single victory lead to the creation of.. AvCorp! a single voice from the back interrupted. Yes, AvCorp. The Corporation which leads the Cartin Consortium to victory in 2034, and dominates the UN today. This single series of events is more respon-

sible for the society of 2136 than any other. The class was focused on the hologram now. It moved forward showing the series of events the instructor had just lectured them on. So before we concentrate on the Paulson attack on the Arabian Peninsula, lets talk about the treaty of Jerusalem signed in 2008. How could 2 sides who had fought for so long, on so many different issues make peace in the course of a few months? Was it the prospect of conquest? Or the was it something else? The class was engaged now, asking and contributing to the discussion. These students got it. The world today was a reflection of the insane minds of the Paulson Units and the choices of humanity during and after the Secret War. What humanity did from here was the responsibility of every single human on the planet. The UN and its planning groups wanted a new unstoppable and growing humanity, yet the question needed to be asked; was theirs the best plan? Perhaps these STOs, CSPYs, Techs, and PsiTechs could figure out a better way and create real change. A small part of the instructor saw a small glimmer of what he might have called hope.

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Military Advancement Command Unit Analysis WITHOUT Remorse Overview A prime example of a Combat focused StrikeForce, Without Remorse is well known for their ability to focus on the bottom line. The group has killed everything from Paulson Units to children with a calm efficiency few StrikeForces can match. Encom Vanders Labs has gained immeasurable advantage from the skills of this StrikeForce and their willingness to do what it takes to get their employers desired results, and their bonuses, delivered. Operations of Note: Exposure of the Lasiter Group as a Paulson Sympathizer front, EV Labs - DNA Fusion war: Delivered declaration and Exposed several DNA Fusion Espionage attempts during conflict, Stopped Krosensky Virus test in City of Chicago Sub Level Combat Analysis With 2 STOs, a CSPY, a PSI, and a Tech Without Remorse can attack any situation with the strategy of their choice. Whether their goal is information or annihilation, Without Remorse can and will do anything to achieve their goals. They have the very best in equipment, custom tech and weapons are a main stay, and know how to use them with great skill. In the event they do get blind sided their willingness to work together a makes them one of the hardest StrikeForces to intercept or attack. Skill Analysis Equipment Analysis Without Remorse boasts one of the most complimentary skill sets out there. Their missions are a collection of soft intercepts STO -- Garet Jax a Tech Level 7 ExoSkeleton. and Hard kills where police have had to intervene for the sake of Wearing Armor Ra ting : 13 the buildings in the area. They can pick a lock, kill a scientist, or Primary Systems: Arrays, Exo T argeting System, ExoPla ting, Steal th Sysblow 12 drones out of the sky as they attack a FACOM. As long ExoSensor tem, Exo Chameleon System, Ammo System, Buil t In AI, Enhanced as they are united in their goals there is nothing this StrikeForce Reaction Armor Focus: cannot accomplish. Personnel Analysis Systems focus on fast movement and massive fire power delivery

StrikeForce: 2136

STO -- Garet Jex

Weapons
1 arm mounted Plasma type IV , 1 Arm Mounted Laser type IV (linked) Shoulder mounted 25mm Missile launcher.

Son of a research scientist in the republic of Texas, This man (his real has been lost) was destined for the corporate sector when his father was killed by a StrikeForce. Changing his name to Garet Jax (after a fictional weapons master in a pre conflict book) Jax became just that. Driven by his desire to be better than any other opponent Jax spends hours training and testing his equipment for the best combinations to enhance his already in human abilities. Jax is good in his helo, but it is obviously not his passion.

STO

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 10

-- Rick gOERING

Primary Systems:
ExoSensor Arrays, Exo T argeting System, ExoPla ting, Steal th System, Exo Chameleon System, Ammo System, Gra velectric eNGINES, pROWESS eNHANCEMENT

Armor Focus:
Systems focus on fIRE aCCURACY AND SKILL BOOSTS

STO -- Rick Goering

Weapons
arm mounted Plasma gun type iv Shoulder mounted type v ChemProject.

A dedicated Jet Pilot, Goering is focused on winning as many air victories as he can. His skill has shown he will win many. On the ground he is a strong support fighter, easily adding to the skills and fire power of Garret jax and the rest of the Team.

CSPY -- jOHN CLARK


Armor Ra ting : 9

Wearing Tech Level 6 Glove Suit Armor Complex DNA

Primary Systems:
DNA Drug pac, Dna Morphing, DNa Chalmeleon, Bio Electric Armor, Adv anced Dermal Pla ting. Optics VI, cUSTOM T arg,

CSPY -- John Clark

A Corp Sector child of 2 middle executives, clack turned his back on the corporate world and became one of the most efficient CSPYs the system has produced to date. His ability to kill with his hands or weapon of choice are matched by his skill sets and ability to maximize his equipment, he brings much to the StrikeForce and death to anyone in their way.

Armor Focus:
Systems focus on sTEAL TH AND COMBA T EFFECTIVENESS

Weapons
JDA Weapon Type 4 Plasma Custom iMPROVED Kronus Steel Ka t ana AND tHROWING sT ARS

FieldTECh:Bio -- Micheal Vasni AND pSI -- vLADIMERE cHEN


Wearing Tech Level 8 Frame Armor Armor Ra ting : 10

TEC -- Fredrick

Primary Systems: tech


Digit al Optics IV , ECM TEF 265, Reactive armor +40 chips, Scanner Interface, Armor mounted scanner TEF 850, Regulon St ar Pla tes, Chameleon Chip V1

A Tech who has learned that creative use of range can save his life and his team. Fredrick is a master at using his scanner to his teams advantage and his enemies disadvantage. As a tech Fredrick is exemplary and creates many of the teams custom devices.

Primary Systems: psi


Digit al Optics IV , ECM TEF 265, Reactive armor +40 chips, , Regulon St ar Pla tes, Chameleon Chip V1, iMPROVED OPTICS fil ters, 8 eprom CHIPS.

PSI -- Vladimere Chen

Armor Focus:
Systems focus on WEAR SURVIV ABILITY AND DETECTING T ARGETS

A quaker/stalker with pinches of other schools, Chen is determined to protect the PsiGuild and show humanity that PSIs are the salvation of humanity. His quaker powers are lethal and his command of the Stalker school makes him all but invisible.

Weapons: TECH
Blackton Weapon Type 2 Plasma

Weapons: pSI
cOL T Weapon Type 3 lASER

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The Conflict, the Secret War, and the other choices mankind has made, led to the UN and the System. The System is the hand and heart of the UN and its Planning Groups. The UN Planning Groups are mandated to create a society that can rise like a phoenix from any threat or disaster. The UN dreams of a humanity that can use its strength in technology, society, and productivity to overcome any and all obstacles. The creation of the UN planning groups was the way to create Flenders dream. Without the Paulson actions creating a world where the previous societies had been destroyed; none of this of this would have been possible. Seeing his chance Aurtur Flenders did all he could to bring humanity to a different, better place. He fought for the creation of the UN to make sure it happened. The recreation of the United Nations in 2050, was the moment that the Nations and the Corps were bound to the UN and AvCorp. The GPPI system gives Nations the cash investment they require to maintain their cities and take care of their civilian populations. The Nations are given money in proportion to their contribution to planetary Gross Production. Poorer countries have no choice but to woo new business to their economic zones, usually taking actions which show how weak the competition is. The StrikeForce is the critical part of this back and forth economic system. The use of small combat teams to disrupt, steal, or otherwise damage the reputation of an enemy is crucial to moving up a Nation in the GPPI. Corporations see the StrikeForce as the best way to stop a rival, steal secrets, or kidnap personnel they need. The UN sees the StrikeForces ability to be creative in its solutions as the best way to stimulate and grow the new society (called the Phoenix Society by many in the Planning Groups). This drives humanity up the technology tree while using the Nations and the Corps to further fund and empower the Phoenix Society. The UN wins both ways. Combined, these factors have created a human society that has discovered more science and created a level of social stability rivaling any other society in human history. The society of 2136 is one where violence is an accepted part of every day life. It is the norm that armored troops walk amongst them carrying plasma cannons, mini missiles, and melee weapons. StrikeForces are perceived as harbingers of death, and heros of many. The disparity between classes continues to grow since 2034. The Planning Groups use it as a constant source of tension for the growth of the System. The lot of the lower classes and poorer nations is hard, yet they are still a part of the System and have options. Even the poorest person can find work if they want it and the poorest nation has the chance to improve its status with the right mission or its newest FACOM. Only those who abandon the System, must fight their way through the world. Those who choose to fight must overcome even greater obstacles designed to bring them back to the system. Welcome to humanities future. You are next step in humanities journey. The question is will you accept the System for what it is and what it wants to achieve? Or will you fight it?

From this past comes the future

The characters should create a StrikeForce. It is their path to glory. Your characters will create a team that will carry out the plans of the powers that be in 2136. They may work for the System or decide to fight it when the line is crossed one time too many. The name of your StrikeForce and its symbol will help the players make their mark in the world of 2136. The players will be tested by the system in every aspect of their lives, from your friendships, your judgement, and your abilities to handle what the System exposes you to. The future you are creating is for the greater good of humanity, any other motives could cost you fame, rank and even your future. It is not personal, it is the purpose of the System to force humanity to higher levels of achievement, and it is quite good at it. So keep adjusting and accepting that the Systems plans are for the betterment of humanity.

The StrikeForce The In Game Role

The Characters Role in 2136

The characters place in the world of 2136 is determined by the players choices. Many forces will try to influence or entice characters into certain actions. The Corporate sector is trying to control the System, they use the StrikeForces as their pawns, willing or not. How players choose to deal with the choices they must make when the System challenges their characters beliefs influences how hard the characters future will be. The Characters might be dedicated to furthering the systems goals, shaping the characters reality by taking actions to make right what the System has wronged. Players may also have their Characters choose to fight the System punishing System assets as they appear. Players may even reach a point where you turn on your friends for a principle. Your characters will be in the middle of a struggle between different views. Conspiracies abound; some small, some world changing. What you do when the System attempts to control or evade you determines character options and ability to influence the story. Some Characters thrive on being a pawn, some rebel, some just die because they are simply not good enough. The players in game choices for their characters contribute to deep and compelling characters and adventures in StrikeForce. What your character is and what the System will let them become may well be two different visions; and that may be enough for the System to make an example of you. Play the game and find out.

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The first meeting of the UN Economic Security Council (ESC) was a shocking one for 9 of the CEOs present. Aurtur Flenders used this closed meeting to explain why fighting the Paulson Units 20 years ago in the Secret War was so critical. Flenders took all threats to humanities future seriously. Flenders refused to accept any negative outcomes and the 9 CEOs agreed. They devised a plan

The System The Creation of The System

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to encourage humanity to grow both as a society and technologically. The initial plan was created and voted on in a marathon 2 week session of ESC meetings. The final document called for the creation of an ESC controlled planning group. This group would devise a way for humanity to develop so that within 150 years humanity could defeat or at least coexist with any threat inside or outside the solar system. The plan was handed off to the newly appointed ESC Commissioner of Planning, the CEO of AvCorp Aurtur Flenders and President of the ESC.

Creation of the Planning Groups


Flenders took the reigns of the Planning Groups and pulled in the best Scientists, Technologists, Military Trainers and Strategists from the Tech Guild, various Corps and the Sea Lords. He gave them a bold directive; take the world as it is today and find a way to force humanity to a pinnacle of social and technological development. For 6 months the AI , men, and women worked on various ideas and ways to enforce them. A Tech Guild Master named Haris Viand conceived of a Series of Equations, later called the System Equations, that if kept in balance a society itself would pressure everyone to succeed. The pressures would drive individuals, Corporations, Guilds, and Nations to a level of competition and innovation never seen before. The equations also limited the risk that one power always would overcome the others and destroy the very System itself. The UN and its departments could use their military, legal, and social power to keep the equations balanced; making certain that no one factor could unbalance or corrupt the goals of the System. Flenders loved the plan. Once the final AI models succeeded and details of how the Planning Groups recommendations were to be acted on by the UN; many sweeping reforms were passed by the ESC. The Sea Lords removed themselves from the UN and The Planning Groups when the design was announced. They refused to cooperate with the UN. Seeing the System as the worse kind of tyrant the Sea Lords vowed to destroy it. This fight between the Sea Lords and the ESC/Planning Groups continues to this day.

from these sub groups the Main Planning Group recommends actions to the UN ESC. This process drives decisions which determine the course of humanity every day. One day the UNPG may restrict a technology, and the next release one with worse implications for a different sector of the plan. The Planning Groups determine and take whatever actions are needed to encourage the growth of the Phoenix Society. The Planning groups only mandate is to drive growth in every possible way. Not even AvCorp is immune to the will of the planning groups. The Sea Lords have tried to stay above and avoid the influence of the Planning groups, yet the Sea Lords and their actions are always in the calculations of the System. The actions of the Planning Groups are still a point of great issue between AvCorp, the UN and the Sea Lords. The System subtly controls humanity, driven to create a society so innovative and powerful its like has never been seen before. Their methods will set them against each other or drive enemies to friendship, whatever the Planning groups decide. Though they have immense sway and influence over the future, no one really understands, except for the UN, what the planning groups do or the amount of power they have. The System Equations are constantly being adjusted by the UN to maximize the growth of the society around them. The System is monitored and adjustments recommended every day.

GPPI and the System

United Nations Planning Group Structure 18

The Main Planning Group, consisting of 12 scientist and Corporate Executives, was made permanent after the founding in 2050. 4 Sub groups were then created to help filter and further monitor the direction of the System. These initial 4 sub groups were; the Combat Sector Sub Group, the Corp Sector Sub group, the Civilian Sub Group, and the Guild Sub Group. In 2057 another 4 permanent Sub groups were added; The Species Sub Group, The Psi Sub Group, The Religious Sub Group, and the Technology Sub Group. Each of these Sub groups have spawned as many as 50 of their own research groups at any one time. All sub groups consist of 12 members who do all research and work. These groups explore a particular question or issue within the System. Based on recommendations

The funding for the UN and, by extension the system, is obtained from the Global Planetary Production Index (GPPI). This index lists every Corporate, Guild, and National entity in the system. Illegal entities such as smugglers, the black market and pirates are also tracked by the GPPI even though they receive no benefits from the GPPI system. GPPI works by comparing each entities contribution to the Gross Planetary Product. The GPP of all entities from the last year is placed on the index, and rebates then are paid back to Nations for social services, based on their contribution. Corporations get no direct return from the Index, but most work out deals to make using the Factory Complexes (FACOMs) and Distribution Centers (DISCENs) in the various nations EZones advantageous to them. The greater the Corps position in the GPPI the more influence they tend to have with the ESC and the Planning Groups. Guilds also get rebates based on their contribution to the expansion of the global economy. It is important to note that the GPPI is a false economy of outrageous scale. The entire Index is designed to fill in the funding gaps when the global economy begins to falter. Should there be a drop in global production output, the System responds with increased Index payments to Nations and Guilds. This allows the Nations and Guilds to build up stronger infrastructures and offers to the Corps, expanding production. This means that even economic downturns can be managed and even stopped, assuming social controls can be activated in time.

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This is why the System promotes corporate and national unity. The close link to resources and production means both sides must work together to expand or both will falter. The GPPI has had many scandals in its time as Corps and Nations have tried to exploit the index. The

creating out of the box solutions; furthers the goals of the System. This sectors repeated success has reinforced the UN belief in the goals and methods of the Planning groups and the System Equations Guild Sector The Major Guilds always try to act in the best interests of humanity. Their methods are sometimes violent, but always unrelenting, are a by-product of the society around them. Smaller guilds, such as the Black Markets and even the Air and Sea Pirates have less noble goals . All the Guilds are actually a lever used by the Planning groups to further System goals and responses. Many in the UNPG fear what would happen should these guilds realize they are merely being used by the very System they claim to fight.

Created to control the release of technology, with minimizing harmful effects on the System its primary goal. The sub group measures and controls the technology growth and designs of both the Combat and Corporate sectors. The decisions of this sub group has caused wars and put corps out of business in the past.

Technology Sub Group

Created in response to the creation of the Psi Guild , this sector is solely devoted to controlling the effects of PsiTechs on the System. Many in the UN and other sectors question whether this group is well enough informed about the true workings of the guild. Civilian Sector Originally created with a focus on the Nations of the world, the groups focus was shifted to civilian and society development after 2 years. The group looks at the civilians who constitute 90% of the Systems participants. This groups goal is to create an atmosphere and social conditions to best support the System and its goals. Planning Groups that manage the Index are aware of these attempts. They are allowed because they are an alternate ways of stimulating the economy. The Planning Groups feel that the wealth of a few individuals who abuse the System is a minor cost when compared to any increase in production and technology research. System Sectors UN Planning groups have divided the worlds populations into Sectors of behavior. There are Main Sectors and Sub Sectors, based on the Planning groups perception of the groups behaviors. The main Sectors are: Corporate Sector This sector focuses on the Corporation, Nations and the UN. System actions stimulate productivity and organizations into specific actions. The planning groups are looking to limit actions that limit or damage the productivity and leadership of the system. Combat Sector This sector is responsible for many of the innovations humanity has created over the years. The sectors focus on

Psi Sub Group

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The existence of religious factions including the Moa Sen, Taliban, and even the modern Catholic churches cause resistance to the goals of the System. This sub groups creation was driven by the Planning Groups need to minimize outside influences on the System. The groups ultimate goal is the creation of a religion that Supports The System, whether by changing the existing ones or supplanting them.

Religious Sub Group

The effects of Human Genus II subjects and genetically engineered Diaxtron and Centurion races drove the creation of this Sub Group. The System needs to see where these races, and their peculiar abilities fit in humanities future. This Sub group focuses on the racial social effects and how best to use them to expand the System.

Species Sub Group

Technology Basics Its Like Magic - Technology in 2136

Human technology had been growing in leaps and bounds when the Conflict started. Discoveries like controlled H3 Fusion, the stable Vanders AI program, Paulson Units

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pushing the boundaries of robotics, and the discovery of the hydrogen based explosive additive Rigia-19x all helped to start a new era of scientific innovation. The Secret War and the Russian Darkness stopped this age of innovation. By 2011 the Tech Guild and the Cartin Consortium once again made huge gains in all areas of science. Every major scientific field had huge breakthroughs in the next 16 years. The impacts in Energy Production, Pharmaceuticals, DNA based vaccines, Nanonic and Silicate based technologies, and basic manufacturing, were world changing, especially for the Corporations in the Consortium. Discoveries such as these helped win the Secret War against the Paulson Units. The UN and most of humanity has learned that being human is a wonderful thing. The Secret War has driven humanity to view technology that takes away a persons basic humanity as an evil thing. So creating a network where humans could transfer their consciousness to other bodies, human or robot, is an alien and horrifying idea. This also applies to Humanoid Droid, or bodies for human or cybernetic companions. The Lesson of the Paulson units and the Secret War is that tools of technology should never take away from your appearance, people should look like humans. This is a critical rule for all of humanity in 2136, so much so that the tech guild and UN are constantly on the lookout for people trying to advance such science. Anyone caught doing or investing in this type of research will be hunted down and killed; their research checked for any useful tech or data and then destroyed.

Lessons of the Secret War

very foundations. The ability to turn ideas into practical science and devices in a short time became reality. The pace of scientific creation accelerated; the creation of Gravelectric Engines created cheap unlimited power for everything. Humanity now had a power source requiring almost no resource inputs. Gravelectric power was cheaper, easier to maintain, and had zero waste or emissions issues. Fusion power generation was rapidly abandoned. The realm of science has entered the realm of magic declared Tech Guild Master Densi Garn. Over the next 15 years huge changes occurred. Nanonics became practical for industrial and military use. Bionics and DNA research became common place and understood. As humanity expanded their knowledge of the forces and how to manipulate them, the effects became more defined and predictable. Technology was now like magic, ideas only dreamed of 20 years ago can now be created in days. Humanity has entered their next age of science, the Age of Natures Force. The Information Society - Natures Forces All technology in 2136 is based on using one or more of natures forces as defined by the Unified Forces Model. The 5 Forces used by Technology in 2136 are : Electromagnetic, Gravitational, Weak Nuclear, Strong Nuclear, Chemical , Physical. Each force has specific attributes and effects that are discussed in detail in the technology section of these rules. Natures Forces are the basis of a science that allows the creation with almost no limits; at a whim. The only limit to what technology can do is the creativity of humanity. Hard and Bio Tech Devices All devices in 2136 are built on one of three Technology Design Standards. Hard Tech devices, made with advanced Electronics using either Diamond based Very Small Integrated Circuits (VSIC) or the Nanonic Tech standard are used inside and outside of a characters armor. Bio Tech Devices are DNA strands that add natural abilities to a living DNA chain. Bio Tech gives abilities and powers to, Glove Suits or a Bio Bloc inside a person. VSIC (Hard Tech) The most basic of the new interfaces. Very Small Integrated Circuits (VSIC) holds close to 45 Trillion circuits on a single chip, this is an upgrade to the Silicate IC standard which has 4.5 trillion and was retired in 2127. Technologies built on this spec have a minimum Enc. of .5 and can be as large as 100 Enc. Nanonic (Hard Tech) The Nanonic Interface is an extension on VSIC technology. The circuit pathways require an extremely low power charge to function. This allows Nanonic technology to be extremely minute in size; from micron to sub micron sizes. The size and power requirements of the standard allows for armor to use more chips, increasing armor functionality, than VSIC. The trade off is they are not serviceable in

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Civilians and Nations gained little from this scientific bounty. When the Secret War ended in 2034 the pace of science slowed once again. Infighting between the Tech Guild and Corporations put up walls between scientists and their colleagues around the world. In 2050 this all changed with the return of the UN. The Tech Guild became the sole guardian of all the technology and science of the Human race. Their policies, and strong backing from the UN, gave them the ability to negotiate with the Corporations and restart the age of collaboration. The pace of invention was back on track. In 2075 Master Tech Thergod Anste unified all major sciences with the Unified Forces Theory. Providing a map to use the forces linking the universe together. The ability to apply certain combinations of Forces, in a specific way caused specific effects in the real world. The Unified Forces Theory does not prove the existence of theoretical strings that could create multiple dimensions. Instead it proves the existence of bonds between sub atomic particles and the strings. Use of the various forces allows manipulation of those bonds; thus changing the particles effect on the real world. This discovery broke human science loose from its

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the field. Only a qualified tech with the right tools can work, or even see, Nanonic circuits. Technologies Built on this spec have minimum Enc. of .0001 and can grow as large as 2 Enc. DNA (Bio Tech) The final standard is DNA/RNA based chemical coding. This biotech process uses Synthesized DNA to add genetic abilities to a DNA Strand. DNA Enhancements, like hard tech, can improve an armors abilities; they can also be added directly to a person. There are 5 types of DNA gene enhancements used today. The fewer abilities a Genetic Enhancement has the simpler the process to add it to a genetic structure. A simple Enhancement will add only one ability to a glove suit or a person. To lower mutations in the population, the UN released the Bio Bloc. DNA Enhancements that can normally be added to a human can be added to a DNA based Bio Bloc, inside a person. The Enhancement is then available to the Human as if it was a part of their DNA. The UN has recently released several DNA Enhancements that can be applied directly to Normal Human DNA, but these are limited as mutation is such a high risk. Another DNA based option are Enzyme based enhancements, these are a cheaper and powerful short-term solution. Once injected user gains a specific ability until the Enzyme breaks down.

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Medical Technology

From Drugs that can heal bullet wounds in a few seconds or rebuild a destroyed nervous system in a matter of minutes, medical technology has benefitted from the Force sciences. Most major disease has been either cured or eliminated, except for those that have been remade by science for their masters. Bionic limbs, brain surgery, organ replacement, whether grown or artificial, and cloning of humans are all common and accessible to those who need them. Medical science has seen its age of miracles begin.

Root 5 Access

Data Root/0
Meet and Greet 24 Analysis of StrikeForce Professions 26 Character Design 27 More than the Sum of their Parts 27 The Four Steps of Character Creation 28 Character Creation Step 1: What Nature Gave You 28 Roll Attributes 32 Character Creation Step 2: What You Do 34 Choose Skills 41 Character Creation Step 3: What Society Made You 49 Using Character Points 49 Character Creation Step 4: What You Have 56 Secondary Attributes 56 Countries of 2136 58 Purchase Equipment 61 Quartermaster Packages 62 Example Character 65 The Character Sheet 66 The Equipment Sheet 67 Advancement 68 Refigure Stats Cheat Page 69

Meet and Greet

raduation from the Military Advancement Commands Training Academy was always a big deal. Men and woman from all walks of life and ages had made the move into the prestigious Combat Sector. The UN and its planning groups had divided human activities into sectors of impact; the Combat Sector was where StrikeForces and all other combat oriented activities were grouped. The academy provided a 16 week course giving these students the most basic set of skills a StrikeForce member would need. Making your way in the Phoenix Society took skill and a bit of luck. Students took classes to become Special Tactics Officers and Corporate Spys learning combat, FeildTechs learned all about Hard or Biological tech, while PsiTechs learned how to use their minds as a weapon. The current graduating class, from STO's to PsiTechs, were out celebrating in the various ways available to them.

with little droplets of the bigger mans spit, Jenis just sighed looking up at the larger man. The larger bully leaned down as he closed his faceplate, putting it right up against the FeildTechs. The yelled sneer was amplified by the Troopers helmet voice system. "Get out, NOW!". Jenis jumped in his chair, almost falling on the floor. The two troopers laughed, hooted and pointed at him, Jenis resigned to himself to leave the bar with whatever dignity he still had. Cath Sevalis was having a bad day. She had graduated only on the whim of an instructor who had told her she would never amount to anything as a PsiTech. "A Homo Superior with your emotional control and lacking concentration skills is decidedly at a huge disadvantage. You should consider doing some time in a PsiGuild council house before you try to join a StrikeForce." That fucker! I will show him who needs time in council house. Cath saw the two Legs beating up on a poorly equipped FeildTech. The poor dupe had only a type one weapon and some middle of the range Light Armor; way out classed he appeared to be making ready to leave. Cath watched the larger bully continue to taunt the tech. Impulsively she decided to help make the techs exit easier. Cath focused on an Esper Pattern, trying to insert a thought in both the Legs minds; making them think they had to pee. Cath tried to focus; her skills and concentration were not quite up to the task of hitting both targets at once. Her attacking Calon pattern was unfocused and both targets easily disrupted the pattern. A second later both troopers had stopped talking and looked right at her, knowing intuitively that the attack had come from her. The glow fading from her hands and eyes simply confirmation; both the Legs drew their Type 3 plasma weapons blasting at Cath. Barely fast enough for change, the PsiTech dove backwards, throwing her table top side up blocking the shots. The plasma shots destroyed the metal table, then the whole bar exploded into fights. One second the bar was quiet, the next everyone was attacking someone, throwing punches or shooting, just win a fight. Jenis saw his chance to escape when the two Legs focused on the PsiTech. Why she had attacked the Legs, there was no reason he could see, Jenis saw a chance to perhaps make a friend. Deciding not let this chance to return a favor pass, Jeris activated his armor mounted AvCorp Mount Seven scanner, which had cost him a pretty penny. Jenis started creating a program to create ghost images in the optics of the Legs armor. Dodging again, Cath ended up behind the bar avoiding the next blasts from the legs. She was not so lucky this time, both Legs fired second shots hitting her. The hits did some critical damage; pain ravaged through Caths back and left arm. Drugs whooshed; Cath

****

24

Hey techie wire-head, you thinks youz are good enough to go after us in an EZone? The two defense zone troopers were obviously drunk, repair marks and patches on their Frame Armor showed both had recently been given a shit kicking by someone. Defense zone troopers rarely got any respect from StrikeForce members, who referred to them as targets with legs (legs for short). Some in the bar were watching the Legs were take the opportunity to beat up on a newly graduated tech, a weak revenge at best. We are talking to you wirehead! Look at us, or are you too scared? Jenis, the unfortunate target of the legs, winced knowing this was going nowhere he wanted to go. A loner, thin and not in great shape, he was not a dynamic guy. His short time as a FACOM repair guy and the months working for the tech guild as a janitor, had shown he had no skill with people. Even though those jobs had lead to his becoming a FieldTech: Bio, he had never had any real friends. Some days he wondered if he even had the capacity to make a real friend. Whatever the case, it was now appearing that being a loner was a liability in this bar. Looking up at the two Defense Zone troopers Jenis added a hard edge to his voice, not nearly as hard as he had hoped. I dont want any trouble. I just want to finish my beer in peace. His words only encouraged the 2 legs to continue their sport. Ahh the little ones wants to finishes his beer! Well we should help! The bigger of the two laughed loudly and burped. Flipping up his helmet visor he grabbed the FeildTechs beer and drank it all with a loud gulp. Slamming the mug on the table he slurred out the words There you beer is all gones, you should go too. His faceplate was now covered

****

Access Granted

was stunned, the pain overwhelming her for a few seconds. The two troopers advanced on the now helpless PsiTech, ready for the kill. Jenis finished the program, sending his modified data stream into the air. The optics of the two Legs were fooled by Jeniss program, showing a much larger mass moving at them from behind. Both Legs dove right; "God damn it" one of the Legs screamed, "There's an Exo behind us!" Jenis smiled, quickly crouched down moving away from the two legs. Cath regained her composure, seeing the two legs on the floor, looking around for someone who was not her. She stalked away, moving towards the front door. As she moved she saw the scope of the larger bar fight, which had become a straight up fight between those whose supported the System versus those who fought the System and what it stood for with every breath. Pirates, smugglers, Shanty Town folk and many others were facing off against StrikeForce members, academy graduates, and EZone forces. Bodies and punches were flying everywhere, Cath moved around the major battles trying to get out, when from the right she heard someone say "Hey, Psi thanks for trying." Cath was surprised to see the Tech she had tried to help crouching behind a booth table ripped from its floor mounts. "Yeah sure, its not like I did anything. Just made myself a target. I really wanted to show those Legs not to mess with the Academy." Cath's body language showed she was disappointed. Jenis, still determined to try and make a friend, "Jenis Ferlatch, FieldTech:Bio at your service" His voice sounding confident. "Haha, Cath Sevalis, and unless you can help me concentrate enough to make those legs attack someone else we should probably part ways, FieldTech extrodinare." Jeniss face changed, his head tilted to the left, a mannerism he did when confronted with a new problem. "Concentration huh, maybe I can help, can I scan you?" Cath looked at this goofy kid and for some reason she could not identify replied Sure go ahead. Jenis manipulated his scanner for about a minute; scanning the Caths brain, looking at chemical levels and her Calon nodes. Using his training and skills to create a scanner program which would trigger a slow increase in dopamine and other chemicals in Caths brain. The chemical combo should allow Cath to focus and hopefully create a stronger pattern than before. "I am ready to try if you want Cath." Cath, ever suspicious of technology, was unsure. Something about the skinny Techs demeanor seemed to make her trust him. She also wanted to plaster those Legs; making sure they regretted getting up that morning. "You are sure this won't hurt right? I am not into taking any more pain." "It should make you feel more relaxed so you can focus, thats all it will do." Jenis was excited to be working with this woman and his voice sounded

confident. Cath nodded and Jenis activated the program. 20 seconds later Caths breathing slowed and her body tension relaxed. Cath felt great, a natural high overcame her, she felt so relaxed that she actually sighed and smiled, even while surrounded by all the chaos in the bar. "Thats all I can do Cath, do you worst!" Jenis was smiling as Cath turned away from him, focused on the two Legs. Both had stood up, looking around the bar for the Tech or the Psi who had gotten away. Caths hands and helmet faceplate began to glow with Calon energy; her body language relaxed and focused as she flung the Psi effect pattern against the two Legs. The Troopers were continuing to search the crowds, when they paused in their searching for a few seconds, suddenly spinning about yelling "Take that BITCH!" Both of them opened fire on an ExoSkeleton Clad STO, who was happily bashing in the face of an Air Pirate. The troopers four surprise shots hit the ExoSkeleton in the back doing some serious damage. The huge ExoSkeleton clad STO spun to face the troopers along with 3 other members of his StrikeForce. The STO and his StrikeForce had ceased to be a happy, fun group enjoying a bar fight, now a group of combat ready killers. "Holy Shit Ted, what the hell did we do?" The 2 Defense Zone troopers panicked; running for the back exit as fast as they could. The StrikeForce had other ideas, opening fire on the fleeing Legs. Plasma and Projectile fire ripped into both Troopers, their chests and heads exploding into chunks of blood, bone, and flesh. The two bodies continued moving, contorting into impossible positions as they smashed into a table and chairs untouched by the fighting. Fighting stopped, as suddenly as it had started, the sheer increase in violence grabbing everyones attention. The various fighting factions took a step back, while a couple of Legs ran to the two dying men, seeing what could be done for them. No one noticed a Tech and Psi quickly exit the bar, but one of the waitresses cowering in the front door alcove did overheard the excited words of the Tech as they passed her. "We could call it the Mind Blowers, thats a good StrikeForce name." Cath shook her head "Yeah we could try it for a while Jenis, see where it goes."

25

Root 5 Access

Corp Sector Analysis of StrikeForce Professions


Since the creation of StrikeTeams to fight the Paulson Units in the Secret War, warfare was forever changed. These StrikeTeams later evolved into todays StrikeForces. The first evolution of the StrikeForce consisted only of fighting professionals, versed in advanced fighting techniques. In 2108 the assault on Timmonds Fuel HQ by AvCorp showed the need for expanding the professions in the StrikeForce. Soon after new professions including the Corporate Spy, FeildTechs and PsiTechs began expanding the skills and versatility of the StrikeForce. This analysis is to clarify what the systems expects of the professions that make up the StrikeForce in 2136; and how those in the profession actually live up to them.

The Special Tactics Officer ( STO)

Since conflict over 100 years ago, these combat specialists are experts in the use of force and combat technology. The STO is expected by the UN and the System to lead and create out of the box solutions. Each STO is assigned a vehicle used to aid the assault of EZones and other high value targets. Prowess and Endurance are key Attributes for this Profession. STOs have access to specialized equipment like ExoSkeletons, Vehicle upgrades, Advanced weapon design, and skills such as martial arts.

The Corporate Spy

Where the STO is the pinnacle of single person force, the Corporate Spy can occupy either the niche of a subterfuge expert or a combat master. Whether acting as a prime assassin or a data thief the Corporate Spy can fulfill many rolls needed by the StrikeForce. Intelligence and Prowess are the main attributes for this Profession Corporate Spies have access to Glove suits and their DNA systems to allow them to change their appearance and other espionage or combat related tasks.

The FieldTech

This Profession is subdivided into the FieldTech:NANO and FieldTech: BIO. NANO tech work more with hard tech while BIO work with DNA and organic technology, though there is crossover. Techs use their skills to manipulate Natures Force Science and build new and exciting Tech. The FieldTech uses skills and scanner technology to effect and boost the effectiveness of the StrikeForce. Intelligence and Endurance are the primary attributes for this Profession. Access to powerful scanners and other technologies faster than other professions, gives the FieldTech strong tools to perform their roles.

The PsiTech

The Psis powerful use of Calon energy to effect the world was the driving reason for their inclusion in the StrikeForce. Calon patterns increase the StrikeForces options on missions in any locale. PsiTechs have a flexibility other professions dont, because they dont have to rely on technologies to accomplish their goals. Psi Concentration and Intelligence are the main attributes for this Profession. What technology they use tends to be implants and BioTech related. The System, including the UN and the Corporations, have set expectations for their StrikeForces. The reality is much different; successful StrikeForces diverge from these after a short time. Good StrikeForce create diverse and complimentary SkillSets to combat the opposition the system creates. The System demands that everyone find new and innovative ways to overcome the opposition that seems to effect every person in 2136. It is our analysis that while a beginning StrikeForce may follow the template for a time; the successful members of each profession exceeds those becoming a master of multiple skill families and how to use them in creative and new ways.

26

Corporate WarFare Section


Jensen Dega Arms

Access Granted

Character Creation Character Design More than the Sum of their Parts Passions and Attitude

You are about to create a character for the conflict system. These characters are a collection of values and descriptions; when taken as a whole a sketch of a person is described. The player takes these parts creates the character. The player makes this character more than the sum of its parts and values. This section will show you how to create the parts and values.; As we go advice on how to bring the character alive will be discussed; but in the end it is up to the player to make a conflict character and be drawn into the world of StrikeForce: 2136.

A characters passions define the things that character will defend. The game effects have bee discussed in a previous section, what was not explained was the way that passions and attitude can be combined to create an overall picture of the character and how to role play it. Using things like their Profession, Social status, and the characters attitude you can develop that character sheet into a 3 dimensional person who has a value system you can role play.

Parts of a Character

Professions

Each Character is created using 8 steps. Choosing race helps you generate Attributes, Then Character Points, Passions, Profession, and Skills create the parts used to create your character.

Each character must choose a profession. While a profession has a main function, and the profession gives you bonuses for skills related to those functions, you can choose to create any type of character you want. Your profession is your job, not necessarily your life.

Examples of Character Creation

At the end of the character generation section, on page 64, there is a detailed example of creating a character. Read through the 4 steps, as presented here. Read the example to further understand the steps. Then create your characters. Species There are 7 main Human species in StrikeForce: 2136. Each race whether a genetically engineered one or a naturally occurring one has its own specialties and limitations. Attributes Characters in StrikeForce: 2136 are a collection of attributes and skills. There are 2 types of attributes; main and secondary. Main Attributes These are randomly rolled and modified by your choice of race. Intelligence Prowess Endurance Emotion Base Skill Psi Concentration (PsiCon) Secondary Attributes The 5 Secondary attributes are calculated from the Main Attributes. Some can be increased by skills as well. Psi Actions Psi Intuition Encumbrance Reaction Actions

Skills

The true strength of a character comes from their skills. Skills represent the knowledge of a character in the conflict system. There are 2 types of Skills: Main Skills and SubSkills. Main Skills are considered general knowledge on a topic. SubSkills are related to the main skill, considered specific knowledge on a sub topic of the main skill. All skills are purchased using Commendations. Skill Ranks Ranks indicate how much knowledge a character has in a skill. The more ranks, the more knowledge the characters has on those topics. Totaled Rank values are called the Skill Total.

Equipment

Characters start out with money to equip themselves for the world of 2136. There is never enough money or technology to get what you want, get used to being poor.

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Character Points

Each character uses Character points to add details and flesh out special abilities you might want them to have. They are also used to cheat the system iff you fail to get the profession you want.

Step 1: What Nature Gave You The Four Steps of Character Creation
StrikeForce uses a partial random generation system, to simulate the fact that not everything is in your control. Random generation can make a player feel limited in the type of character a player wants to create. This is not the goal here. You want to create a character you will enjoy playing. To do this Players create 3 basic characters. Each character makes a Species roll and a set of attributes (based on character species). The hope is that you can see a character based the 3 created sets that you want to role play. The remaining steps are done using a point buy system giving you control over the character you create.

Character Creation Step 1: What Nature Gave You


No one knows what they will be when they are born. Part of life is working with the attributes and handicaps that nature provides. In Character Generation determine your characters Species, which is limited by each species population. A characters species influences primary attributes and which the tech guild can use to genetic tailoring to influence the characters primary attributes. So on to the first step of your character generation Determine Species

Step 1: What Nature Gave You.

Determine Characters Species


The Human Genus of 2136 is broken into 7 Species (many still use the terms Race and Species interchangeably) Species is rolled by the player, a 2d10 percentile generate a number between 1- 100. The player can choose any race that has a Required roll equal to or less than the value listed for that Species. Example So if Chris rolls a 35% he can choose any of these races: Sapien, Half Centurian, Half Diaxtron, Centurian, or Diaxtron. Chris rolls a 65 for his next race which means this character can only be a Sapien. His last roll is a 19 meaning he can be any race, except Homo Superior which requires a 15 or less.

Things like you race and your basic attributes, are beyond your control. They are generated at random, based on the race you pick.

Step 2: What You Do.

Picking a profession determines the skills you are taught. Use starting comms to buy them. Free Skills can buy anything.

Step 3: What Society Made You.

The parts of your history from your families social status, and points about your past.

Step 4: What You Have.

Pick equipment from the academies quartermaster or buy your own. Both the Centurian and Diaxtron races are Sapien genome where specific traits have been made dominate with primitive Gene splicing techniques of the time. These DNA manipulations were limited in how specific they could be targeted, so numerous traits beyond what the creators intended to effect were made dominate. This is the reason for the Centurians lack of body hair and the Diaxtrons seemingly endless rage. That the two genome have managed to survive and prosper, when starting with such small populations is a testament to nature and its drive to sustain life where ever it may take root, regardless of form and origin.

Conflict Genetics

contributions these races can make if left to their own design. Major population growth has occurred in all parent races, as well as the half-breed stock. As of today the census stands at 15,567,890 Centurians worldwide and 18,345,678 Diaxtrons. This phenomenal growth is swamped by the growth of the half races. The Halfbreed growth was at a rate almost 25% above the birth of normal humans. This brings their totals to 75,045,678 for half Diaxtrons and 76,564,879 for Half Centurians. There are proportionately 545,678,673 Genus II humans alive today, though only genetic scans can detect the differences. This growth of all races, from the genetically created to the evolutionary growth of the human stock is an exciting but dangerous trend. The panel suggests that such human traits such as jealousy and simple lack of education could cause a rise in the number of hate crimes we see. It is also the opinion of the panel that now is the time for the UN to consider opening up the next phase of the System to the public. Thank you for your Time. MH, PSM Sean Roberts,

28

Dr.. Pamela Crostin Master Tech, MD, MNS

Human Genus Population 2127

The impact of all races will be far reaching; as the report suggested. The disappointment of the UN decision to not allow registration of all non stock human races has shown the wisdom of that decision. Such Centurian and Diaxtron humans as Max McPherson, Dale Carneg, and Stephanie Harns have shown the

Step 1: What Nature Gave You

The dominate Human type today, and will continue to dominate for the foreseeable future. While the genetic races have some initial advantages, studies have shown the Pure Blood human stock is as capable as any in the long run. Known physical differences None. Sapiens are the standard to which all other types of human are held. Effects on Current System Planning Plans must be made today to assure that as the other races grow in proportion, normal humans are not threatened or made to feel inferior. Stronger education for Sapien youth and enhanced training may be required. Failure to do so could cause a rise in species based crime, escalating into Genus based wars. Such a situation could place the entire System in jeopardy.

Sapien

Sapien

Intelligence: 1d100 Prowess: 1d100 +4 Endurance: 6d10 added Emotion: 7 Passion Roll Target: 12 -1d10 Avg. Life Span: 90 Years Roll required to choose: None

Sapien, Genus II

Intelligence: 1d100 +10 Prowess:: 1d100 +5 Endurance: 6d10 added +15 Emotion: 6 Passion Roll Target: 13 -1d10 Avg. Life Span: 105 Years Roll required to choose: 20%

The dominate Human type has begun a natural evolution. While the changes in this new human stock have been detected in a small percentage of the population; they are certainly increasing. The increased strength and intelligence make for a human much more adaptable to the needs of the System as it evolves. Known physical differences: None. Sapiens, Genus II are physical the same as standard Sapiens. Only IQ scans can differentiate between G II and standard stock. Effects on Current System Planning The appearance of this evolutionary change was not planned for by the System. Current models show this races population increasing and could only improve the quality of the core society as the plan moves forward. Further monitoring and study is required to make certain that no unforeseen effects will happen to the System

Sapien, Genus II

29

Step 1: What Nature Gave You

Diaxtron
A species designed by Hinrech Muler of Bonn University in West Germany, although the inception date was lost during the conflict. This species was designed for military missions. Rapidly adopted by the Germans, by 2005, fully 200,000 of the population was this species. This ex plains the giant increase in German military in the early 2000s with an increased reserve. The combat effectiveness of the Homo Diaxtron is not well documented, except in operation Battle Axe which is said to be successful primarily due to the German Diaxtrons. Known physical differences: Average height is 6 for males and 511 for females, with a proportional increase in physical abilities. Diaxtron also have the unique ability of using their smallest finger as another opposable thumb. They are known to have a violent temper. Effects on Current System Planning This race has proven its ability to succeed in Space Exploration as well as Military applications. As with the other designed Species, the Diaxtron have a previously unknown trait. Females seem to be able to bear children well into their 50s, allowing this genus to breed at a much higher rate than was first known to the Guild. This could cause stress on the System as current plans dont allow for this rate of growth.

Diaxtron

Intelligence: 1d100 Prowess: 1d100 +5 Endurance: 7d10 added +15 Emotion: 8 Passion Roll Target: 10 - 1d10 Avg. Life Span: 70 Years Roll required to choose: 40% Can only lower EM a max of 1 point per growth session

Centurian

Intelligence: 1d100 +20 Prowess: 1d100 +3 Endurance: 5d10 added Emotion: 7 Passion Roll Target: 14 - 1d10 Avg. Life Span: 85 Years Roll required to choose: 40%

A Species designed by Encom Labs, United States military area of Iowa in 2001. They were put into standard production in 2005 for the space program and Military Intel. This human design possesses a superior intellect. Records indicate the lowest IQ Score from the 1200 or so that Encom produced was 156. It is currently estimated 5,000,000 of this species and half-breeds exist on the planet. Known physical differences: Average height is only 56 for males and 52 for females, with a proportionate lowering in physical attributes. They also tend to have a lack of body hair.

Centurian

30

Effects on Current System Planning This races intelligence and good nature is today a benefit to System Planning. A new development has arisen. Having no genetic disposition for birth defects from genetically similar or identical DNA, interbreeding between close family members has no negative effects. This could cause a spike in population beyond current System planning. Centurian culture has been kept ignorant of this distinct trait. However, it is only a matter of time before it becomes aware.

Step 1: What Nature Gave You

As standard human stock and Centurian stock intermingled these half breeds were born. This blending has created a race similar to a Sapien, Genus II with all the advantages of the Centurian stock Known physical differences: A tendency to lack body hair. Quick development of IQ and Higher Brain function attributes. Effects on Current System Planning The Initial system plans did not account for the introduction of Half Stock species. Even with this oversight the effect of the half Centurian looks to expand the potential of the System. The basic increase in skills and population willing to participate in the Military Phase of the System is in the end of great benefit. Population growth is standard for Half Centurians. We do not see population as an issue

Half Centurian

Half Centurian

Intelligence: 1d100 +5 Prowess: 1d100 +4 Endurance: 5d10 added +10 Emotion: 6 Passion Roll Target: 12 -1d10 Avg. Life Span: 85 Years Roll required to choose: 50%

Half Diaxtron

Intelligence: 1d100 +5 Prowess: 1d100 +4 Endurance: 6d10 added +8 Emotion: 7 Passion Roll Target: 11-1d10 Avg. Life Span: 85 Years Roll required to choose: 50%

The blending of human and Diaxtron stock is rare, but very fruitful. The half Diaxtron is a Diaxtron with many human traits. They lack the temper of a full Diaxtron. Known physical differences: Half Diaxtron also have the unique ability of using their smallest finger as another opposable thumb. They are known to have a temper, though not as violent as Full Diaxtrons Effects on Current System Planning The effect on this Half stock race is great, even if it is not planned for. The system will benefit greatly from the Half Diaxtrons. The basic increase in population willing to participate in the combat sector is a positive growth factor. The population growth of the Half Diaxtron is normal. We do not see population growth as an issue.

Half Diaxtron

Superiors result from direct coupling of Diaxtron and Centurian. This causes the Superior to be rare, but the population is on the rise. Issues from the combination of these two species handicap the young Superior. They are emotionally unstable and violent. They have a difficult time working within the System or its obvious benefits. Their emotional instability can cause panic, requiring additional training to keep control in stressful situations. Superiors that overcome these issues are a great addition to the System. Known physical differences: Average height is 62 for males and 6 for females, with an increase in physical abilities. Superiors are especially agile and strong, but their intelligence helps curb the violent tendencies of the Diaxtron side. Effects on Current System Planning This race has great potential to take the System to new heights. While Superiors require greater emotional training than most, they can learn to control their passions and overcome their emotional instabilities. The species has the ability to expand the System in ways not yet planned for.

Superior

Superior

Intelligence: 1d100+15 Prowess: 1d100+10 Endurance: 7d10 added+8 Emotion: 11 Passion Roll Target: 9 - 1d10 Avg. Life Span: 120 Years Roll required to choose: 15% Double normal Commendations to lower Emotion

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Step 1: What Nature Gave You Roll Attributes Main Attributes Intelligence (INT):

Races have 4 main attributes in StrikeForce: 2136. Each race has modifiers on the rolled values. These Attributes are used to calculate the Secondary attributes, and have a direct effect on game play and character growth. The 4 main attributes are Intelligence, Prowess, Endurance, and Emotion.

A 1d100 percentage roll. This attribute is used to determine the characters ability to remember, decipher, or use intelligence in some other manner do a task. To roll against, roll 1d100. The maximum multiplier a SubSkill can have is equal to the Characters (Intelligence/10) + 2. A persons IQ is double their intelligence.

Roll 3 Sets and pick one

Minimum Stat is 40
Race Human Human GII Diaxtron Half Diaxtron Centurian Superior Half Centurian

Players should roll 3 attribute sets based on race. The dice codes mean the following: 1d100 either get a 100 sides die (yes they do make them) or 2 10 sided dice and roll them as percentages; ie 1 die is the tens and other the ones. the range is 1-100 (00 is 100). 7d10 added means roll a d10 7 times and add the numbers together. Fate Intervenes When rolling a character it is possible to not get the character you wanted. Your species is wrong, one of your attributes too low. You have the option to re-roll the attribute or Species. Each re-roll forces a roll on the drawback chart. The player gets to pick whether to take the re-roll, but the drawback stays. So a player wants to re-roll set #2 INT score of a 35, the player gets an 80. The player rolls a 3 on the drawback chart, adding 3 to their EM, and lowering their costs to get combat skills. Roll 1 2 3 4 5 6 7 Drawback Slight Physical Deformity Lower Pr by 10. Character can be no taller than 163 cm. Raised in a FACOM. -10 Character Points. Character must be low income and take passion Specific Corp Health.

Maximum Intelligence 110 110 130 115 110 115

120

A measure of a persons dexterity, strength, and coordination. This is a 1d100 percentile roll plus any bonus. Characters roll against this attribute to do feats of strength or agility, such as smashing though a door or jumping from rooftop to rooftop. Each race has a maximum Prowess. To go over 105 PR or more the characters must roll for extreme prowess. No one can start over 105 without rolling.

Prowess (PR):

Minimum Stat is 35

Bullied as a Child. +3 to final EM and All Character Combat skills start at -10 not 0. Parents were shut ins. Lose 10 Character points and your max Social Class is Mid Income.

Fall Through the cracks in the System. Character receives no Genetic tailoring. Terrible at school -50 on the academy roll. Corporation Separated your family for work purposes. Must take Passions Destroy Specific Corporation and Find My Family in addition to any others. System actions Destroyed your family. Must take passions Distrust of System and Avenge Families Deaths, in addition to any others

Extreme Prowess: Characters who exceed 100 prowess gain abilities beyond normal humans: PR of 110+ gives you +5 Enc. and can block Melee Combat hits (10% chance with protected hands.) PR of 120 gives you +10 to Enc. Block at a 20% and use two-handed weapons with one hand. When characters wish to achieve a PR in excess of 100 they must roll under the % chance listed below to achieve it. The rolls must be made at 105 and 115. Diaxtrons and Superiors need not roll. Race Human Diaxtron Half Diaxtron Centurian Superior Half Centurian Max Prowess Roll 120 20% 120 120 105 115 100% 25% 0%

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8 9 10

Dysfunctional Family life. +2 final EM and must take Distrust Family Motives as one of your passions.

Victim of a StrikeForce assault when a child. Must take passion Destruction of a Specific StrikeForce (You Name), in addition to any others.

120

100%

20%

Step 1: What Nature Gave You Endurance (END): Other Primary Attributes

As determined by your species this d10 roll establishes a characters constitution and the amount of damage they can take. This attribute is modifiable. This roll can be used to deter mine when a character will become fa tigued or exhausted. A successful roll would be on a 1d100 percentile and be equal to or below the END value. A missed roll would mean the character might pass out or even die. The endurance maximum determined by their race.

Minimum Stat is 20
Race Centurian Sapiens

Base Skill: The characters innate ability to do anything. When a character makes a skill roll, they add their skill to the base skill to get their success chance. Base skill is figured using this formula: ((INT+PR+END)/5+(30-EM) You can buy Base Skill with commendations as you do character growth, but 20 pts is the most you can add using commendations. As you grow your main Attributes base skill is refigured. Starting Age 30 29 28 27 Min. Story Pts 3 3 3 Character Points 50

Max END 115 120 130

Base Skill 34 45 50 55

Sapiens, Genus II Diaxtrons Half Centurians Half Diaxtrons Superiors

140 120 150 135

40

45

Emotion (EM):

60 65 67 73 75 77

26 24 22 20 19 18 17 21 23 25

40 35

45

40 35

Determines how well a person lasts under emotional circumstances, i.e.: Combat, torture, love, lust, etc. This is a 1d10 roll and is modifiable. To roll against emotion, you must roll 1d10 equal to or ABOVE the Em of the character. The lowest possible emotion is 3.

70

2 1 1

30

35

30 30 25 25

Minimum Stat is 3 maximum is 15 Passion Roll Target:

Each race has a Passion target. This Target rates how well a particular race can control their feelings when the System attacks their passions, or most basic beliefs. The players must roll under the listed passion target when a passion check occurs. The higher the Passion target the better they are at controlling themselves in these Life changing situations, the lower the number the less control they have. Passion targets are NOT Emotion, they are the strength of the character beliefs.

81+

80

1 1

20

Starting Age: Shows the starting age of the character. This can increase as you add Story points. Characters who start older start with more free skills and passions showing they have been around the block. Minimum Story Points: The minimum number of Story Points a character must take. Characters can take more, provided they have the Character points purchase them. Each Story point adds commendations for skill purchase and gives your character a passion. Character Points These are points used to further define the character. They represent how long a character has had to develop. The older the characters starting age the more character points they have to work with. Character Points allow a character to raise Attributes, pick a social class that sets their starting resources; they can even allow the player to cheat and possibly get into a profession they do not qualify for.

Passion Targets have a minimum of 0. Genetic Tailoring

Each new character gets 5 tailoring Points to manipulate their Main Attributes. Increasing INT, PR, or END costs 1 Tailoring point to increase the attribute by 2. Int and Prowess Stats can be switched for 3 Tailoring Points. Emotion can be lowered at a cost of 3 Tailoring points to lower it by 1. Passion Target can be raised by 1 at a cost of 2 Tailoring Points.

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Step 2: What You Do


PsiCon: Rates the characters Psi Concentration. This power gauges the characters ability to tap into their Calon nodes and use the Power of Psi. To figure this attribute, use the below formula: Base Skill - 20 While PsiCon must be above a 40 to create e Calon patterns, anyone with a 1 or higher can attempt to be a Psi. When the character becomes a Psi Tech immediately add 50 to their Psi Con permanently because of guild training. The maximum non-PSI tech PsiCon is Intelligence +25. The maximum for a PsiTech is Intelligence*2. As your Base skill changes this Stat increases as well. sure characters can spend Character points to Cheat The System. Cheating the System Characters may want to make sure they get the profession they want, regardless of the stat requirements. They can use up to 5 Character points to Bend the system to increase their chances. Each Character Point gives you a + 5% to the characters entry chance to a profession. Those who want to cheat the system must spend their points before they roll the dice. Should the roll fail, the character must immediately take the passion Distrust of The System at a -2 from starting Passion Targets (if they already have it lower the passion target by 2). Successful characters must add the story point Cheated The System to their characters backgrounds.

Character Creation Step 2: What You Do


Your character has primary attributes, you know their species of human. These values and your vision of the character should point to a profession. This critical decision effects your characters place in the world, what weapons, skills and other defining characteristics. You may have to cheat the system to get into the profession you want or you may fit the requirements easily. Whatever you choose this decision will drive the characters future in 2136 forever. So on to the next step of your character generation Choose Profession

Starting Skills

Each Profession lists the Main Skills taught to the character in the academy. Ranks are spent on the SubSkills associated with those Main Skills. So a profession that lists Perception (6) get 6 ranks to spend on any perception SubSkill.

Ranks are transferred to SubSkills at a 1 to 1 ratio.

Choose Profession
There are 5 main Professions used by StrikeForces in 2136. All are useful in different way to overcoming the different types of conflict you will experience while playing StrikeForce: 2136. The next pages have detailed information about each profession, including data on a current StrikeForce member in 2136.

Elective ranks These ranks can be spent on any Main Skills the character learned at the academy or characters can buy new Main Skills not on their professions skills list.

Characters may purchase Main Skills not learned at the academy for 4 ranks. UN Equipment Packages

Character Professions - General Data

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The five professions a character can choose from: Special Tactics Officer (Professional Warrior), Corporate Spy (Fighting/ Espionage tasked), FieldTech:Nano (Hard Technology Builder/Expert) or FieldTech:Bio (Bio Technology Builder/Expert), and PsiTechs (Psionic abilities make this class hard to specify. Could be a warrior could be a builder). Your players vision of their character should point them at a type of character. This vision will change as you play, but its a good idea to have an idea of how your character started and what they believe; it helps as you develop your character.

These are the starting armor and equipment packages available to the profession when they leave the Academy. Players pick the appropriate packages for their character. STOs also get a starter vehicle of their choice, while Techs get a Type 1 scanner.

Family Money

Each character gets money from their family, the amount depends on your characters social class. This can be used now in the Tech section, or to buy upgraded scanners for techs. You can also save it for later.

Citations to Graduate

Profession Entry Chance

The System is looking for the best and to get into the academy the characters are subject to tests and reviews. Each profession lists a formula based on attributes. This is the percent chance a character has to enter that profession. Roll 1d100 under the chance or fail to get into the profession. If you have a low chance or just want to be

Each profession receives a certain number of Citations to get out of the academy. In addition Characters will get bonus Citations from their various teachers. This also indicates how well the Character did at the academy. Citations are used to purchase equipment from the quarter master at graduation. Family money may be converted to Citations at a rate of 1 Citation (Cite) for 2000 Credits.

Step 2: What You Do Changing Professions The Game Experience

The UN does not usually allow personnel to change professions in mid career. They feel this is a waste of time and resource. Should it be allowed the character will NOT receive any skill or commendation bonuses attributed to that profession until a new rank has been acquired. Ranks also transfer at 1 to 1, so high level characters could go a very long time before getting the benefits of their new profession. If you dont like it I am sure the UN will let you go back to your old one with a minimum of fuss.

StrikeForce and the Conflict system have always provided my self and its players with a fun and detailed role playing experience. I hope the game will give every player that same sort of detailed and fun experience. Below is a character note written by a player tat very much details the experience that he had while playing StrikeForce.

Strik e Nov Force: 2 . 1 I wa 20, 2127 26 s worl young d o hold doesnt nce, bu t all u at them let child that wa s and sed t ren roam a long rips pora o kn ti a t o w work ions, the w so lo ay that its bord me ago. n e T y they . Using, all striv g ago. T precious rs. It gra his h m e b c this an to re anipula for pow e Count time tha s a corr t r a t e i i c we e r ng, h th . Iv s, th up ing u s, we tion aro eir own twisting e seen h e Corwe fi und ow t ever goal are u g migh ht again given a s, surro of powe yone so hey u c r t corr t even pr st it. If y hoice. W nding us . With a hat upt ospe ll ou a a e eit sy prob r d her nd cons of adju ably stem. If , but all just to umit yo st to you caus you die, ll e u i c who and not but at le hoose t ever be survive t or o , i a striv knows o on a wh st youl fight ag s a pawn you l die ing f im o ainst r ca of a r o and f adju r power es noth some c for y it youl l in o . Oh w sting o . You Myself, g abou rporate ur own e l l , t e ther I e rea well see see, Im m stuc anythin xecutive k g n lly is w b o som hat tom t sure if etween but his ethin fi I wa orro Max g lef nt to ghting w br McP t in d hers wort on, A h fig gs. Wel ie yet. h l ge 1 ting s 8, for. ee if

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Step 2: What You Do Viktor Renslaen

Special Tactics Officer (STO)

A large and imposing man with a poker face, Viktor is all about combat. He is passionate about defending his home country of the Monarchy of Finland, his family and making certain that the tech guild does not limit his home land. Victor is also very suspicious of the UN and its motives. His ExoSkeleton has 2 arm mounted weapons, 1 Type 3 laser and 1 custom Type 4 plasma. A shoulder mounted Type 5 Gattling gun makes sure Viktors point is made. His helmet is swept back with a transparent skull for a face plate. On his back is a custom broad sword made of red Kronus steel. His cybernetic companion looks like a small metallic scorpion, specially designed to pick apart security systems. Viktor is a driven, violent man with a code of honor that only he understands, and thats just fine.
Profession Entry Chance (Prowess + END - EM) - 10 Starting Skills STO Skills: Defense 6 Ranks Perception 5 Ranks Language 5 Ranks Computers 4 Ranks Stealth 5 Rank Con 3 rank Demolitions 2 Rank Piloting 4 Rank Fire Combat 4 Rank Elective Ranks 12 ranks to increase the above skills Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill Each story point gives the Character 5 ranks in any language SubSkill of the players choice, even the same SubSkill.

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The Special Tactics Officer The warrior of the future. The Profession uses combat skills and Jets, Helos, Scouts, and Boats to achieve their objectives. Most Special Tactics Officers will specialize in a certain vehicle while others will pilot a variety of vehicles. Whatever vehicle they choose, the vehicle is their symbol of pride and nobility. The profession tends to be honorable for the most part and they fight as much for the chance to fight as to further the goals of their employer. All Special Tactics Officers are a part of the UN Military Advancement Command (MAC). Military Advancement Command governs their ranks and access to new levels of technology even if they work for a corporation or National Government. All Special Tactics Officers are experts in the use of weaponry and combat skills.

Academy Citations at Graduation: 40 Equipment packages Available: Armor (Any Type) Weapons (Any Package) Vehicle (Any Type)

Step 2: What You Do

Corporate Spy (CSPY)

Josephine is a smart and very pretty woman who uses her looks as another ability. She has an average build but is in excellent shape and exceptional intelligence. She is passionate about protecting DNA Fusion, her employer for the last 10 years. While she is very good at her job, She prefers to avoid violence, as it is something the Catholic Faith frowns on, but is lethal when she has to be. Known as an excellent marks woman and a DNA programmer of top skill, Josephine can program he Glove suit to look like anything. Her ability to use her DNA morphing abilities in unique ways (Shown here morphing into light armor) has made her exceptionally effective. She is dedicated to always getting the job done and done right.

Josephine Derni

Profession Entry Chance (Intelligence + END - EM) - 35

Corporate Spy (CSPY) Students who make up the elite of the Special Tactics Officer academy classes are given the option of joining this highly specialized and combat oriented class. They are under the jurisdiction of the Military Advancement Command and International Justice Council jointly. The corporate spy utilizes very specialized equipment, often making them more effective than a Special Tactics Officer. The Corporate Spy has no vehicle, preferring the DNA cocoon of their glove suit as their fortress. They use many exotic weapons and attack styles. The Corporate Spy should not a considered a sub class of Special Tactics Officer, but a unique profession with their own traditions and requirements to join. Upon entering the profession, a Nanonic retinal ring is placed in one eye, a form of documentation showing rank and other information about the Corporate Spy. The ring cannot be seen except when using a Nanonic field generator (500 EF). Using this tool can kill the patient by ripping their eye out of its socket, so its better to be sure its a Corporate Spy before you start.

Starting Skills CSPY Skills: Defense 6 Ranks Perception 6 Ranks Language 5 Ranks Computers 6 Ranks Stealth 5 Rank Con 2 rank Advanced Traps 2 Rank Security Systems 4 Rank Melee Combat 4 Ranks Elective Ranks 10 ranks to increase the above skills. Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill Each story point gives the Character 5 ranks in any language SubSkill of the players choice, even the same SubSkill.

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Academy Citations at Graduation: 38 Equipment packages Available: Armor (Any Type) Weapons (Any Type)

Step 2: What You Do

FieldTech: Nanonic (Nano)

A smaller man with very intelligent , Kind eyes whose face has a matching expression. An orphan raised by the Tech Guild, Raxnell loves puzzles, learning about everything, and protects innocents instinctively. He is dedicated to truth and his Artificial Intelligence companion, Decoder is an invaluable ally in his work. His armor is Hybrid, meaning is slightly less impressive than an ExoSkeleton in size but is lacking in the advanced systems. The scanner on his arm takes up most of his armors forearm. Raxnell is a pack rat, he carries all sorts of stuff (you just never know when you might need it) in his armors special singularity pockets which can hold large amounts of equipment at no penalty to him. He carries a Type 2 ChemProject weapon, but rarely uses it.

Raxnell Adners

Profession Entry Chance (Intelligence + Base Skill - EM) - 20

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FieldTech: Nano Originally the Tech Guild refused to allow its members to leave the labs of the Tech Towers. The feeling was it would draw the Guild into the Corporate war of the 2040s. This ended after the AvCorp Timmonds corporate war of 2104. The UN Planning groups saw a need to expand the capabilities of the StrikeForce with a great diversity of skills and mind sets. so in 2108 the first class of FieldTech; Nano and Bio entered the combat sector, becoming a compelling tool for the new StrikeForce. The Tech Guild and the System, saw this new class as a source of change and a revitalizing force in the development of new technology. A NanoTech may choose to retire to the Tech Guild when they are ready. MAC and the Tech Guild review ranks for Techs.

Starting Skills FieldTech:Nano Skills: Defense 4 Ranks Perception 5 Ranks Language 6 Ranks Computers 6 Ranks Stealth 3 Rank Electronics 3 rank Science 6 Rank Security Systems 3 Rank Fire or Melee Combat 2 Rank Elective Ranks 12 ranks to increase the above skills Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill Each story point gives the Character 5 ranks in any language SubSkill of the players choice, even the same SubSkill.

Academy Citations at Graduation: 36 Equipment packages Available: Armor (Light or Frame) Weapons (Type 1 or 2) Scanners (Any Type)

Step 2: What You Do

FieldTech: Bio (BIO)

An impressive looking woman, in shape with a smart eyes and a confident attitude. Freia is a dedicated subject of the New British Empire, but she has a burning hatred for the Afghanistani Empire, who killed her older brother 10 years ago on a mission. She is a wiz with DNA programming and even Nanonic work as well, but her passion id medical studies and advanced medicines. Her brothers death changed her life and she works tirelessly to heal the sick and innocent. She wears a state of the art glove suit, Rumors surround her and the armor modifications she has created to aid her in her medical work. Her scanner is also top of the line, but she prefers hand held models. Freia avoids combat, but when forced to fight she uses her medical knowledge to aid in her attacks.

Freia Hoovstang

Profession Entry Chance (Intelligence + Base Skill - EM) - 30

FieldTech: Bio Soon after the UN opened up areas like Nano Technology and basic DNA programing in 2130, the viable medical research areas of DNA and RNA encoding also reopened. Previously banned due to fears of a new race of Paulsons being created, the discipline exploded with new discoveries. The release of the first UN approved DNA/RNA BioBloc (which allowed humans to use genetic mods with minimal side effects) in 2132 enabled the BioTech professionals to gain power in the Tech Guild. With the creation of the FieldTech: Bio profession the BioTech professional finally had a way to enhance and save the lives of a StrikeForce, and has become invaluable. The nature of BioTech makes the profession one of the quickest growing and changing in 2136. BioTech field personnel make tremendous discoveries on a regular basis. The UNPG is very interested in the future of this profession. MAC and the medical branch of the Tech Guild review ranks for all FieldTech: Bio.

Starting Skills FieldTech: Bio Skills: Defense 4 Ranks Perception 6 Ranks Language 6 Ranks Computers 6 Ranks Stealth 3 Rank Field Surgery 5 Ranks Science 6 Ranks Advanced Medicine 4 Ranks Fire or Melee Combat 2 Rank Elective Ranks 8 ranks to increase the above skills Starting Language Skill Ranks 1 language ranks for every 10 pts of Base Skill Each story point gives the Character 5 ranks in any language SubSkill of the players choice, even the same SubSkill. .

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Academy Citations at Graduation: 40 Equipment packages Available: Armor (Any Type) Weapons (Type 1 or 2) Scanners (Any Type)

Step 2: What You Do

PsiTech (PSI)

A Dedicated PsiTech who is not afraid of breaking a few eggs to get the job done. Delia comes from an Upper Upper Argentinian social family who was horrified when they realized she was a PSI. Though they tried to keep her from pursuing it, Including an internship with AvCorp, She went to the PSI Guild anyway. The Family paid her starting costs and have washed their hands of her. Delia is shy always trying to obscure her face with her hair when not wearing her helmet. She wears light armor, maxed out in both systems and illegal add-ons, it can take serious damage. Delia is an Accomplished Esper, Spinner, and Stalker. She is well know for the time she made a CEO leap from a level 1 Office to die when he smashed into City Level 8.

Delia Crumbrige

Profession Entry Chance (PsiCon+ Intelligence - EM) - 40

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PsiTech Founded in 2121 and is under the direct control of MAC, with Psi Guild advisory personnel. The PsiTech uses the science of Calon based Psionic powers in the game. PsiTechs are a guild of mystery with basic information on their powers readily available and acknowledged, Detail on the guild is much harder to come by. Most of the public and the UN is unaware of many more powerful Psi Abilities and Psi Schools. A PsiTech is wanted because of the excellent ability to both spy and perform combat duties without being detected by normal technology. They are unusually touchy about using high level AIs though this attitude does not seem to limit them when using DNA/RNA science to boost their formidable powers of the mind.

Starting Skills PsiTech Skills: Defense 4 Ranks Perception 6 Ranks Language 6 Ranks Computers 4 Ranks Stealth 3 Rank Primary Psi Skill 8 Ranks Science 3 Ranks Secondary Psi School 4 Ranks Fire or Melee Combat 2 Rank Elective Ranks 8 ranks to increase the above skills Starting Language Skill Ranks 1 language ranks for every 10 pts of Base Skill Each story point gives the Character 5 ranks in any language SubSkill of the players choice, even the same SubSkill.

Academy Citations at Graduation: 32 Equipment packages Available: Armor (Any Type) Weapons (Type I)

Step 2: What You Do Choose Skills


This is a critical part of your Conflict character. Skills give you a window into how a character behaves and approaches things. A Character with all combat skills is going to approach a malfunctioning AI differently than a character with extensive technical skills, just because of what they know. In order to pick skills you need to under stand how they work. ber of secondary skills that can be used in a SkillSet. To create a SkillSet the character must roll against the base skill. This is the character figuring out how to use the secondary skills with the primary skill. The character rolls a 1d100 equal to or under their Base Skill to use the secondary skills. If they fail the roll only the primary skill can be used for the task. The player can try to come up with a second set of Secondary Skills, again with the roll against base skill. They can only try twice 2 failures and they just dont get it enough to combine skills. Tech TEFs The most basic function of tech is to aid the user with more knowledge and abilities. The TEF of any tech is added directly to any skill related to its functions. So a VidChip would add to any Computer related SubSkill. Optics would add to Perception rolls or perhaps science skills to analyze info from its various force. Tech is as flexible as you can find a way to use it. However Plasma weapons, for example, really are only good for killing folks (dont get crazy people.) SkillSet total Add the Skill Ranks of the Primary, any Secondary Skills and their related Technology TEFs. This is the total of the SkillSet. Main Skills represent the general knowledge of the skill. SubSkills represent detailed knowledge related to the Main skill. Main Skills Start it has a Value of 0. Main Skills must be purchased before you can add ranks to the related SubSkills. The Main Skills value is figured by adding up all its SubSkills and dividing by 5. 0 is the lowest Rank a Main Skill can have. SubSkills can be increased by 1 rank for 25 commendations. SubSkill Costs double at 60, again at 70, and again every 10 Ranks. SubSkills have to be used before Main Skill values can be used.

Skill Use In StrikeForce

Skills use in StrikeForce is about choices. Every situation is open to using skills and what skills you use effects what happens. The player tells the GM what skills your character will use to over come the situation and what effect you are attempting. Whether opening a locked door, finding data on a secure web, or telling if a person is lying to you, players determine what skills you want to use to do it. What this means; there are advantages to spreading your characters skill growth around. Min maxing will work, but you limit your characters flexibility. A character with multiple skill families more options to blend their skills and create a better chance for success. SkillSets The goal of a SkillSet is to build a number so high you cannot fail. The player adds together any relevant skills, Tech TEFs, Group EF Bonuses, and any other bonus. The characters base skill is then added creating your SkillSet. The GM must approve all skills, tech and mods in a SkillSet as well as any effects you are going for. Skill Depth This attribute shows how adept the character is at taking different skills and creating a skill set. Skill Depth is a calculated Secondary attribute. It also increases as the character grows. Skill depth can be increased by getting all the skills in a skill family. To complete a Skill Family each Main Skill in the family must have at least a rank 1. Each completed Skill Family the character has increases their Skill Depth by 1. Each point in skill depth allows the character to add 1 additional skill to a SkillSet.

Skill Values

Declare SkillSet Effects

SkillSet Creation

Player declares the effect of the SkillSet. The Effect can include elements from any skill in the SkillSet. A successful roll means this is what occurs in game.

Primary Skill The player chooses a primary skill for the task at hand. This is the most relevant Main Skill or SubSkill for the task at hand. This skill total can be increase by the addition of Secondary Skills and Tech TEFs. The effect linked to this skill happens if the roll is successful. Secondary Skills After the primary, the character can pick other related skills, subject to GM approval, that increases the skillset Total. The characters Skill Depth limits the num-

Innate Abilities

Some SubSkills or Attributes allow a character access to innate abilities, ambidexterity is an Innate ability of Prowess for example. Players who achieve a certain level of Skill Ranks or Attribute values can gain access to these innate abilities.

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Step 2: What You Do Combat Skills Main Skill: Piloting


Driving Hover Allows the user to drive Gravelectric powered Hover tanks in combat Vehicle Targeting Allows the user to attack with using modern forces and VCI tracking Bomb Targeting Allows the user to using gravity and guided bombs at Mach or sub Mach speeds

Ability to pilot personal combat vehicles. The Skill includes the ability to perform combat maneuvering and attack run calculations.

SubSkills:

Piloting Jets Allows the user to fly Gravelectric Jets in combat Piloting Helo Allows the user to fly Gravelectric helos in combat Piloting Boats Allows the user to pilot Gravelectric boats in combat Driving Wheeled Allows the user to drive Gravelectric powered Wheeled tanks in combat Driving Tracked Allows the user to drive Gravelectric powered Tracked tanks in combat Driving Skidded Allows the user to drive Gravelectric powered Skidded tanks in combat

Main Skill: Fire Combat SubSkills:

Ability to use Advanced weapons of different Types to attack targets at a distance.

Fire Combat Type I Allows the character to use basic level Pistols and Grenade launchers. Fire Combat Type II Allows the character to use sniper and Sub Support weapons Type firearms. Fire Combat Type III Allows the character to use Support Type firearms.

As characters buy skills and create SkillSets the question of how much they really know may come up. This simple chart should give players an idea of the actual knowledge they are adding to a SkillSet. A player adding a 25 Electronics skill to an 80 Security Systems skill adds student level knowledge of electronics to an Innovators ability in breaking security. While the values are not effected, A player might use this for some role play value using story points or other ideas. <10 Hobbyist You have read some stuff and get what its about. how to do it no so much 11- 30 Student Wow there is a lot to learn about this stuff 31- 40 Trained You read the book and can talk about it, but using it more than 2 ways seems a bit crazy 41 -50 Competent You can do it better than most. You can every work around some of the rules of the subject, but the real high level crazy stuff is just to hard. 51- 80 Innovator You can break it fix it, change it whatever if its a practical use you can figure out how to do it 81- 90 Theorist You want to it to do what? Sure we can do that hand me that big wrench and give me 5 minutes 91 -100 Genius Oh I did that 5 minutes ago just because I wanted to see what would happen. By the way if we do it this way it turns blue and the math works ohh and if I do this... 101+ Groker I did that and then I did it better. Just take it, you would not understand it if I did explain it.

Skill Ranks versus Knowledge

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Step 2: What You Do


Fire Combat Type IV Allows the character to use Rapid Fire Support Weapons (RFSW). Fire Combat Type V Allows the character to use small caliber Man Portable Cannons (EFTC) Heavy Weapons Allows the user to Large Caliber cannons, Portable Missiles and Heavy Weapons. Tactics Small Arms Allows the user to evaluate the combat situations increasing their combat SkillSets Merges flexibility and body strength, allowing user to combine acrobatic flips with Melee attacks.

Melee Combat Skill Special Notes:

All Players must start at Hand To Hand Military. To advance to the next SubSkill you must have a 10 rank. This applies to all Melee Combat SubSkills When a character achieves a Skill Total of 80 in any Martial Arts skill they must fight a master to determine if they can continue training. Innate ability Quickness Allows an

Main Skill: Primitive Traps SubSkills:

Ability to use primitive materials to create lethal traps

Fire Combat Skill Special Notes:


SubSkill Purchase Minimums To purchase the next rank SubSkill you must have the previous SubSkill equal to the Type. So to buy Fire Combat II at 1 rank you must have Fire Combat I at a 1. To get Type III you must have a multiplier of 2 in Type II. Profession Costs All Professions pay x2 cost for Fire Combat III and above, except STO and C-SPY who pay normal Fire Combat IV and V Access To get Fire Combat IV, all Non STO professions must roll a 1d10, CSPY may try twice and must roll a 1-8, all other Professions must roll a 1-5 to be accepted into classes. Must spend commendations first, if roll missed skill is no learned. Fire Combat V is only available to STO and C-SPY classes. Must have FC IV at a 10 and pay 10,000 crds for training and permits.

Primitive Triggers How to use ropes, wood and vines to set off traps. Also allows for a chance to defuse same type of traps. These traps do lower damage due top their materials. Maiming Create a trap using primitive materials that maims the target, but does not kill. criticals cannot kill target. Killing Creation of primitive traps the kill their target. Allows any primitive trap to do criticals.

Main Skill: Defense

Ability to pick and use defensive stances in combat. Can be used actively or passively. SubSkills: Passive/Active: Ranks in passive are doubled for active dodges. SubSkill used is determined by the action type.

Main Skill: Melee Combat SubSkills:

Ability to Use characters hands, feet and their body as a lethal weapon.

Defense Skill Special Notes:

Hand To Hand, Military Basic skills for killing with ones limbs and hands. Hand to Hand, Advanced Advanced skills includes killing silently and pain points. Martial Arts Lethal combination of several Eastern Martial arts. Based on the Center of the Blow and silent killing. Martial Arts, Assassin Advanced form of martial arts based on killing in one blow or torture blows that lead to death. Acrobatics

You only purchase ranks in passive. Active is the passive ranks doubled. Characters who take Quickness add 15 ranks to passive.

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Step 2: What You Do

Technical Skills Main Skill: Security Systems

Ability to search or create in the UNIWeb or a closed access system specific data. Access Protocols Skills used to bypass computer program specific security Encryption Skills used to code or decode encrypted messages Hardware Skill to trace, rewire and deactivate security systems hardware. Software/Hardware Interface Ability to create programs that affect a computer systems ability to use external hardware like sensors or Droids. Binary VSIC AI coding Binary code skills that allow you to increase a VSIC device TEF or create a VSIC AI Nanonic AI Coding Holographic skills to improve a Nanonic devices TEF or create a Nanonic AI AI DNA coding Chemical Programming skills to improve a DNA devices TEF or create a DNA AI

Ability to Bypass, fool, deactivate and reprogram Security Systems, limited uses with Terminal and other Hard Tech.

SubSkills:

Lock Pick Ability to pick mechanical locks and hardware based security systems. Bypassing Use of coding to bypass existing code sets on electronic sensors and keypads Soft Code/Programming Ability to hack existing security codes and programs. Makes them function for you. Hardwire Skill to trace, rewire and deactivate security systems hardware.

Main Skill: Electronics

Skills to work with hard tech design, dismantling, or diagnostics of VSIC and Nanonic circuits SubSkills: VSIC Board Circuitry Ability to build, fix and sabotage VSIC based technology Nanonic Board Circuitry Ability to build, fix and sabotage Nanonic based technology. Requires a Nanonic Field generator to work on Nanonic Circuits. Bypass Design Ability to create bypass some functions on a board without hindering other functions Electrical Circuits Skill to design hardware for an electrical device, works for VSIC and Nanonic.

Main Skill: Vehicle Repair SubSkills:

Ability to repair or upgrade vehicle components, weapons, and devices . Electronics Troubleshooting Skills used to repair VCI controls and weapons systems Suspension repair Used to repair tank secondary hull /body issues Helo /Jet Grav Unit Repair Repair of Helo/jet anti grav units part of body systems Fusion Power Plant Repair Ability to repair the Power plant of any vehicles

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Low Power Source Design Ability to fix and sabotage power sources used in power cells and Nanonics.

Main Skill: Gun Smithing SubSkills:

Main Skill: Computers

Ability to repair or upgrade Fire Combat Weapon Types I-V Barrels and Bores Ability to check, sabotage, and verify health of large and small caliber weapons

Ability to use, program and control elements of the UNIWeb. Works with VidChips, Terminals and Programming Chips.

SubSkills:

Data Search

Step 2: What You Do


Un-Jamming/General repair Ability to repair weapon level I through V fire combat Sighting Sighting a gun to pinpoint accuracy. Can add to EF of shots from a Sighted weapon for a limited number of shots. For every Success add + ACC for 1 shot. For each 5 successes add ACC bonus or +10 Critical chance. ouflage attempts

Main Skill: Interrogation SubSkills:

Skills to persuade, brainwash, or beat information out of a person or AI, See interrogation rules in section 3.

Main Skill: Demolitions

Ability to setup and detonate C8, Rigia-19x and other Advanced explosives.

AI Corruption Ability to use TEF combat to corrupt or destroy an AI directly, without viruses, requires connection to the AI. Also can be used to resist such attempts. Torture Ability to break target to reveal all they know. Uses Physical pain and humiliation. Also can be used to resist such attempts. Seduction Ability to use sex and emotions to bring the target to the skill users Point of view. Works like CON: Persuasions Brainwashing Use Skills to erase memories, thoughts and make target believe a certain reality over an extended time. Requires a minimum EF of 200 to succeed. Electronic Influencing Uses electronics to brainwash the target. Takes less time and only requires a 125 EF after electronics are used successfully.

SubSkills:

Tamping How to set materials to maximise explosive damage to an immobile target, such as a door. PinPoint Set explosives to do maximum damage to a moving target moving through a specific area. Implosion Use of explosives in an enclosed area to make it collapse Fusing/Design ability to design explosives and fusing system to detonate explosives. Works with modern and ancient materials.

Main Skill: Advanced Traps SubSkills:

Ability to modern materials and parts to create lethal traps

Interrogation Special Notes:

Advanced Triggers How to use electronics, computers and other high end tech to set off traps. Also allows for a chance to defuse same type of traps AI Controlled Create a trap using an AI to control the level of damage and casualties

These skills are all Social Combat skills. Any action taken with these must use social combat and are resolved using it.

Main Skill: Perception SubSkills:

Skills to Detect, use your memory or intuitions to perceive the world around you. Select Recall Ability to recall a detail of a past event or object from memory Intuitions Ability to use inference and instinct to guess information about, or detect, an object or person. Must have basic knowledge of target. Detailed Search Ability to search a specific area for a specific thing, person or to see details of an object. Long Range Ability to use senses at a long range (50+ meters) to detect an object or person

Covert Skills Main Skill: Stealth SubSkills:

Skills to move silently with some speed, camouflage or simply hide from prying eyes.

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Camouflage Ability to hide another object (Not Self) from sight Stalking Ability to hide self while moving or standing still Terrain Use Ability to use terrain to increase your stalk or cam-

Step 2: What You Do Research Skills Main Skill: Bioengineering SubSkills:


equipment. User can get advanced detail with Tech. Material Analysis Ability to analyze material composition, strength and any other qualities without equipment. User can get detail with Tech. Power Grid Layout Ability to determine how a building power system works and can shut it down without equipment. User can get detail with Tech. Building Layouts Ability to guess how a building is laid out without equipment. User can accurately determine where a corridor will start and end with the building.

Skills to do genetic research of all types. Detailed knowledge of biology and DNA.

Genetic Research Ability to use the Research techniques and equipment of DNA based genetic research. DNA/RNA Splicing Ability to create new Simple and Basic DNA enhancements Protein Sheaths Ability to create New Enhanced or Complex DNA enhancements Virus Design Ability to create Overlapping strand enhancements AI Design Ability to create the base chemical OS for the shell of a DNA AI Enzymatic Engineering Ability to create enzymes for temporary human enhancement.

Main Skill: Mechanical SubSkills:

Skills to design and rebuild mechanical items or systems..

Engine Design Ability to design engines for all uses, included redesigning existing ones for increased Power out put. Engine Repair Ability to repair damaged Gravelectric engines or power systems. Metallurgy Ability to analyze metal for weakness and composition. Lock Design/Repair Ability to design mechanical locks, break into mechanical locks, and repair broken ones.

Main Skill: Science SubSkills:

Skills to do basic Scientific process and analysis, based on modern scientific method.

Scientific Analysis Ability to apply the scientific method to problems Chemistry Knowledge of the Chemical and Strong Nuclear Forces Physics Knowledge of the Physical, Weak Nuclear forces, Electromagnetic and gravitational forces.

Medical Skills Main Skill: Field Surgery SubSkills:

Skills to do medical procedures and apply Genetic applications in the field or at a hospital

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Biology Knowledge of the Chemical, Electromagnetic and Physical..

Basic Surgery Ability to heal patients anywhere with END wounds and critical wounds. Basic DNA application Ability to apply Simple and Basic DNA enhancements to humans Basic Enzyme application Ability to create Enzyme enhancements with 600 factors or less Basic Nanonics use

Main Skill: Engineering SubSkills:

Skills to do analysis of buildings, building materials and power grids.

Structure Analysis Ability to analyze structure strength (SP) without

Step 2: What You Do


Ability to create Nanonic implant with 800 factors or less. Basic Bionics Implants Ability to create Bionic implant with 800 factors or less. way with a character or NPC. While these skills can be used against other players characters, should you succeed the target character automatically gets the Passion: Death of a specific person (the conning character) at an 8. The passion conflicts are anytime you con them again or if you cross them at all.

Main Skill: Advanced Medicine

Skills to do advanced medical procedures, heal Incapacitation criticals and apply Genetic applications in the field or at a hospital

SubSkills:

SubSkills:

Lying Ability to lie convincingly. Target needs a 100 EF perception roll to see through the lie. Stories Ability to tell stories, with some aspect of truth. Target needs a 75 EF perception to see through the story. Stories cannot make a person do something, but it can make them believe something Persuasions Ability to make someone believe something and take action for that belief.

Advanced Surgery Ability to heal patients anywhere with Incapacitation wounds and critical wounds, No brain work Brain Surgery Ability to heal Brain Damage and apply implants. Advanced DNA application Ability to apply Enhanced or Complex DNA enhancements to humans Advanced Enzyme application Ability to create Enzyme enhancements with 601 or greater factors or less Advanced Nanonics use Ability to create Nanonic implant with 801 or greater factors or less. Advanced Bionic Implants Ability to create Bionic implant with 801 or greater factors or less.

Con Special Notes:

These skills are all Social Combat skills. Any action taken with these must use social combat and are resolved using it.

Main Skill: Languages SubSkills:

Skills to speak the 11 main languages of 2136. MAC techno is the most common language

Social Skills Main Skill: Street Savvy

Anglo Used on the North Ameracan Continent. Approx. 20% of the world can speak this. Russian Used in Monarchy of Finland and the areas west of there, including frozen waste settlements. Approx. 15% of the world can speak this. Techno (Tech Guild language) Used in Tech Guild Towers and sites. Approx. 8% of the world can speak this. Euro Used on the Northern European Continent. Approx. 12% of the world can speak this. Asian Forms Used in China, Tibet, Co-Prosperity Sphere, Southeast Asia, parts of Afghan empire. Approx. 30% of the world can speak this. Tibetan Used only in Tibet, a source of national pride.. Approx. 4% of the world can speak this.

Skills based on the darker elements of society in 2136. The character has a good idea how things work in the underworld regardless of the location.

SubSkills:

Police Procedures Knowledge of how the police operate and enforce codes of law. Works on local as well as IJC troops. Criminal Organizations Knowledge of all major crime organizations and how all organized crime syndicates tend to work. Gang Procedures Knowledge of gang rites, how status is attained, and maintained in a gang. Strong knowledge of larger gangs and their leaders.

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Main Skill: Con

Ability to use stories, lying and persuasion to get your

Step 2: What You Do


Afghan Used in the Afganistani empire, most of the middle east, and the AvCorp Industrial Zone. Approx. 12% of the population speaks this. Corp Speak Used ion most major corporation at the Higher level for security and business reasons. Approx. 20% of the world can speak this. MAC Techno Used Throughout MAC and the IJC. Approx. 45% of the world can speak this. Kazkan Used by the Kazkans this is a strange and difficult language to learn.. Approx. 0% of the world can speak this. Costs Triple @ 20 Ranks Sea Lords Speak Used by the sea lords on ships, bases and high level meetings. When not in the Sea Lords Realm they speak Anglo or Russian. Approx. 10% of the world can speak this. Costs Double @ 30 Ranks.

SubSkills:
Cellular Focus Allows creation of WEAVER Calon Patterns

Main Skill: Psionics - SPINNER

The SPINNER patterns allow you to attach other schools abilities to Physical objects, thus allowing other PSI and NON Psi characters to use those powers through the object.

SubSkills:

Astral Focus Allows creation of SPINNER Calon Patterns

Main Skill: Psionics - PRESERVER

The PRESERVER patterns allow you to capture or directly effect a beings essence or soul.. This power requires a tremendous amount of discipline to master. Further information is listed in section 5.

SubSkills:

Main Skill: Psionics - ESPER

Soul Focus Allows creation of PRESERVER Calon Patterns

The ESPER patterns allow you to affect the thoughts and feelings of targets by changing their brains wave and chemical patterns.

SubSkills:

Empathic Focus Allows creation of ESPER Calon Patterns

Main Skill: Psionics - STALKER

The STALKER patterns allow you to affect the perception of beings around you by changing their brains wave and chemical patterns. STALKERS can also access the Astral Plane

Innate abilities

SubSkills:

Astral Focus Allows creation of STALKER Calon Patterns

As soon as a character achieves the required Skill rank or Attribute, pays any Coms costs and skill rolls they can gain the innate ability. Quickness

Main Skill: Psionics - QUAKER

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The QUAKER patterns allow you to affect the Physical objects around you by creating large scale kinetic and heat based forces.

SubSkills:

This allows the character to take 2 active actions in one phase. Melee attacks made by the character can be repeated, use first attacks EF, do not re-roll the attack. 5 is still the maximum active actions in one turn, so it is possible to run out of active actions in 3 phases. Ambidexterity

SubSkill Martial Arts or Hand To hand Adv Req. ranks: 45 Roll: None Coms Cost: 230

Force Focus Allows creation of QUAKER Calon Patterns

Main Skill: Psionics - WEAVER

The WEAVER patterns allow you to effect the cellular level of beings and objects around you by changing their molecular structure.

Character can use both hands to do an action in the same phase. Each hand requires its own action. Must roll 3 PR EF of 35 or more doing an Ambidexterity action.

Attribute: Prowess Req. Attrib: 70 Roll: 3 PR: EF 35+ Coms: 350

Step 3: What Society Made You Character Creation Step 3: What Society Made You
Once you have picked a profession and skills, you must create a past for your character. In 2136 the societies of humanity are varied; From the Ultra Wealthy to the destitute, and all are dominated by the plans of the UN and the System. No matter who you are or what influence you have; things happened that changed your character. Elements like their Social Status, Story points and Passions help you, the player, create a backstory and conflicts that will become challenges and plots as you play the game. The more detail a character has the more fun the plots and adventures you will have in the game. So on to the next step of your character generation Spending Character points Story Sectors: Combat, Guild, Disenfranchised Character Point Cost: 0 Family Money: +2000 ECD Typical Passions: Corporate: Distrust of the System Religion: Pick one based on home Morals: Friendship Middle income You had a hard working family, not all good not all bad, certainly not rich. Dad or mom or both were gone frequently doing work at some FACOM You got an education; both at school and in the sublevels You saw your path to your grave filled with long days of hard labor. Then you got a chance to go to the academy. Sure you worked you ass off for the chance, now you are going show those bastards who you are and make your family proud.
Character Point Cost: 3 Family Money: +4000 ECD Typical Passions:

Using Character Points


A players Base Skill determines the number of Character Points they get. These points are used to select aspects of the character that build a background and shape a vision of what the character looks like. Aspects like the Social class the character comes from, The number of passions they gain from that class, adding the ambidexterity special to be more effective with combat or dexterity Skills. Even using your connections to get the profession you want your character to have. Such are the decisions one must make in 2136. Character Points MUST BE SPENT IN ORDER, so players need to plan on 2 things as they spend them: What they want their character to be and what they need to do with character points to do that.

Combat, City, Tech

Story Sectors:

Corporate: Specific Nation (Health/Destruction) Military: Protection of Civilians History: History of Self

Character Points Step 1: Social Class

The first step to use your Character Points is social class determines the how much credit the characters family is able to gather for your character to use as they become a StrikeForce member. The additional passions represents that as a person ranks higher up in the social classes, the more opinions they have been taught. STO professions get more as they MUST build/buy a vehicle as well as other equipment

Upper Middle income A parent was always there, hell your dad may have even worked in the city at a small business. You stayed out of the sublevels for the most part, but still saw some violence from a gang or a StrikeForce. You completed school for the most part and had opportunities to maybe even move up into the next social class; but you got into the academy and while you parents are happy they still do all they can for you.
Character Point Cost: 7 Family Money: +6,000 ECD

Combat, City, Disenfranchised

Story Sectors:

Family Social Status

These descriptions are to give you fell of how a character from one of these classes might feel. Your characters experience will be in the same vein, but it will be different, cause its your character. Low income You grew up in a shanty town, sublevel, maybe even a FACOM. Wherever you may be from, you are used to seeing this world from its underbelly. The System has finally done something for you and given you a chance to make your mark. While you may believe in the system now, you have an agenda or two from the long hard years that got you here. The question is how long before you start despising the System again.

Typical Passions: Corporate: Specific Corp (Health/Destruction) Military: Combat Master Moral: Duty Lower Upper income Your parents went to some of the good parties, and until you were 9 they seemed like the greatest parties ever. Your education was taken care of and you were insulated from much of the violence at the lower levels of the city. You may have hit SubLevel 1 just to see it and maybe thats where you went wrong in your parents eyes. They will give you the cash you need all the while asking if you are sure you dont want a nice management position. You just want to show all the deadbeats out there how good you are and make sure your family name is as famous as it deserves to be.

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Step 3: What Society Made You


Story Sectors: Corp, City, Disenfranchised Character Point Cost: 10 Family Money: +10,000 ECD Typical Passions:

Corporate: Specific Corp Health Military: Combat Master Moral: Family

posed to growing up. You must purchase the minimum Story points listed in the Base Skill chart and they may be purchased multiple times. 5 Character points for a Story Point from an attached or open sectors. 15 Character points to take a story point from a non-attached sector. The Civilian and Family Sectors are open to all Social Classes. Story Point Skill Ranks Each Story Point Taken adds Skill Ranks to be used to boost the skills of the character. These are in () at the end of the Story Point. A Story Point with a (1d10+7) adds up to 17 ranks to the elective Skills ranks associated with your profession. City Sector Victim of class prejudice (1d10+6) Overprotective Parents (1d10+5) Menial job (pick job) (1d10+8) Shanty Town raised (1d10+7) Class Superiority (1d10+8) Corp Sector Intern at Corp of choice (1d10+8) Childhood accident (1d10+5) Isolated as a child (1d10+5) Violent Episode (1d10+6) Sense of Entitlement (1d10+10) Combat Sector Run ins with police (1d10+8) Neglectful Parents (1d10+6) Orphan (1d10+10) Family Expectation (failed or oppressive) (1d10+8) Childhood combat training (1d10+10) Guild Sector Orphan Raised by Guild (1d10+10) Sense of Duty to someone/thing (Specify why) (1d10+7) UN Base Staff (Specify location) (1d10+8) Shanty Town Defense forces (1d10+6) Family Disowned you (Give reason) (1d10+7) Family Sector (Open) Violent Episode in SubLevel (1d10+6) Lost as a child ( Determine time and reason) (1d10+6) Accelerated Learning Classes (1d10+7) Parents died raised by other family (specify)(1d10+7) Strained Relationship (state why) (1d10+8) Tech Sector Advanced Tech Training (1d10+10) Neighborhood Instructor (1d10+7) Childhood accident (Specify location/damage)(1d10+6) Intern at Tech Guild (1d10+8) FACOM Support Staff (1d10+7)

Middle Upper income

One of the favored you did not even realize how good you had it till you were a teenager. Your education had groomed you for a corporate portion, hell your dad always said you could have been a VP. Now your parents want you gone before anyone finds out you went to the academy to join a StrikeForce. They pay your way because to not do would look bad, but they make it clear this is a bad choice. You just want something different that makes you feel alive and shows the world how much better you are than the rest.
Story Sectors: Corp, Tech, Guild Character Point Cost: 12 Family Money: +12,000 ECD Typical Passions:

Politics: UN Politics (Pick Issue) Religion: Pick one based on home Military: Military Discipline

Your life has been like a dream compared to the rest of worlds lives. You know your better then all of them and the Corp Sector is the last place to show it. Why be a CEO when you can kill them for big money. Your education and life all lead to this moment when you stand up and tell the rest of your peers, no one else really matters, what it means to be alive.
Story Sectors: Corp, Guild, Tech Character Point Cost: 15 Family Money: +20,000 ECD Typical Passions: Morals: Truth Corporate: Specific Corp Destruction Military: Protection of Civilians

Upper Upper income

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Character Points Step 2: Story Points

Each income class has specific social sectors associated with it. These Story Points are the foundation of your characters back story. Pick story points that fit the history of the character you are building. The game is designed to allow you to create a backstory at any point during play, even on the fly as you play. Buying a Story Point Your Characters social class give you access to certain Story Points; think of it as what the character was ex-

Step 3: What Society Made You


Civilian Sector (Open) Desire to improve self (1d10+6) FACOM/DISCENS worker (state which, where)(1d10+7) Defense Zone Leg (Specify Country) (1d10+10) Saw someone close to you die (Specify who) (1d10+5) SubLevel Job (Specify job and level& what city)(1d10+7) Disenfranchised Sector Menial Job (SubLevel/Shanty Town)(1d10+6) Shanty Town Staff/Gov (specify where) (1d10+6) Ran with sublevel gang (Specify Gang, level,city(1d10+8) Foster System Child (Specify Nation) (1d10+5) Run ins with Police/Jailed (List Location) (1d10+10) Tracking Passions in Game Each passion starts with the same target value as the character. As the game continues the passion targets for each passion can change based on the characters actions. Each passion should be recorded on the character sheet with its own Passion target. Activating a Passion The Character can roll a single d10 against that particular Passions Target Value. If the roll is below the Passion Target they are able to accept the situation and no penalties or bonuses occur. Equal to or over the Passion Target and the character/player will have to defend the passion. Successfully defending a passion validates their faith in the system. Failure means the system is not the place they thought it was and their attitude towards it will change. Players may also choose to skip the roll and say they simply cannot accept that the system would allow such an event, choosing to defend it. Either way characters can gain bonus commendations for defending a passion, and even more if they make a choice and dont let fate decide.

Character Points Step 3: Ambidexterity

This ability means the character is equally good with both hands. The Character may use each hand for an attack in a phase. Each attack costs an active action. Mechanical weapons can still only fire their limit in a phase. This means a gun can only for once, twice if designed to do so, per phase. Combining with Quickness A character with quickness and Ambidexterity can attack twice with each hand in 1 phase; this would cost 4 active actions. Starting With Ambidexterity To start with Ambidexterity players spend character points a chance. Each character point spent gets the a 5% chance. A player can spend a max of 5 character points (25% chance) for ambidexterity. Diaxtron characters get an automatic 5% bonus. The player rolls 2d10 percentile under the chance.

Choose Passions Passions

Passion are the core values that drive your character. The more Passions a character has the more they care about in the world and are willing to take action to defend these passion. As situations occur in game the characters are forced to choose; take actions to defend their beliefs, or do nothing; blame the System for the allowing such an event. In this section pick the Passions that fit the character in your mind. Think about how you will play passions and what type of personality that makes the character. These passions, plus the story points you chose can help you explain the characters relationship or views as situation develop in game.

Starting passions

Each character gets 1 passion, plus an additional one for each story point they choose. So a character with 1 story point would have 2 passions, and character with 4 story points would have 5 passions.

The Benefit of Passions As you play situations may arise that you feel would be something your character would defend. You can simply tell your GM you want to add a passion related to the situation. The GM may want specific wording or such, but as long as it is not too broad you should be able yto add it. Passions not listed could also be created, with GM approval of course. Passions should be used to grow both the character and the stories you are telling. The number of passions a character has also shows their level of interest in the world, which has an effect on how lucky they are.

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Step 3: What Society Made You


Attitude Characters are constantly role playing plans to stay in the good graces of the system. This is represented by the characters attitude. There are 5 Attitudes which fall into two categories: Adjusting or Fighting. If you are adjusting, the character is constantly doing things to correct the System so it matches his passions and worlds view. When a character fails at one of these attempts their attitude changes and moves towards fighting. The System is black and white; if you are not with us you are against us, so even those indifferent to the System are penalized, but not too severely. The last two; against and fighting are penalized greatly by the system, yet rewarded by those fighting the system for their acts against it. Each character is constantly battling to make the world match their world view. The characters attitude determines what type of actions gain Bonus Commendations (experience) a character gets while playing. The mechanics of Attitude are defined in the Character advancement part of this section.

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Step 3: What Society Made You

Corporate
Distrust of the System: Character is suspicious of everything the system is doing. Passion Conflicts: Discoveries of the system abuses in any form will drive this character to fight the system. Specific Corporation Health: Dedicated to the health of a certain Corporation. Player must note link (Employer, father works there whatever). Passion Conflicts: Discoveries of system actions against that Corp, unethical or inhuman acts by that Corp, acts of that Corp un-rewarded by the system. Specific Corporation Destruction: Dedicated to destroying a Corp. Player must say why (Killed my father..). Passion Conflicts: Discovery of the System protecting or helping that Corp. Acts of the Corp rewarded. Specific Guild Health: Dedicated to the health of a certain Guild. Player must note link (Employer, father works there whatever). Passion Conflicts: Discoveries of system actions against that Corp or unethical or inhuman acts by that Guild, Acts of that Guild un-rewarded. Specific Guild Destruction: Dedicated to destroying a Guild. Player must say why (Killed my father..). Passion Conflicts: Discovery of the System protecting or helping that Guild. Acts of the Guild rewarded. Specific Nation Health: Dedicated to the health of a certain Nation. Player must note link (Employer, father works there whatever). Passion Conflicts: Discoveries of system actions against that Nation or unethical or inhuman acts by that Nation, Acts of that Nation are un-rewarded Specific Nation Destruction: Dedicated to destroying a nation. Player must say why (Killed my father..). Passion Conflicts: Discovery of the System protecting or helping that Nation. Acts of the Nation are rewarded.

UN Politics (Specific Issue(s)): Player picks a Specific UN Issue ( work with GM for an appropriate one for the campaign). Passion Conflicts: Discovery of the System trying to take advantage of the issue. System attempting to make the issue irrelevant or attempting to destroy those in favor of it. Civilian Politics - Player picks a Specific Issue from either a nation, EZone or city life ( work with GM for an appropriate one for the campaign). Passion Conflicts: Discovery of the System trying to take advantage of the issue, System attempting to make the issue irrelevant or attempting to destroy those in favor of it. Data Systems Health: Player wants data on the UNIWeb to be pure and uninfluenced by any group. Passion Conflicts: Use of the UNIWeb for personal gain. Attempted destruction of data on the UNIWeb or Misuse by the System. Environmentalism: Player wants earth to be a garden of Eden. Focused on stopping any part of the System from harming the earth. Passion Conflicts: Anyone harming the environment in any way with the systems blessing. Tech Guild or Corp Research (Against certain type of research): Player is against the Tech guild doing a type of Research (Work with GM to find a relevant issue). Passion Conflicts: Tech Guild or Corp doing the research, finding out the research is done, Discovery of secret labs that the tech guild knows about.

Politics

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Step 3: What Society Made You

History of Specific Nation - Character is about keeping the record clean on the history of this Nation (Pick a nation that fits the campaign, work with the GM). Passion Conflicts: False history of any type, Attempts to smear the Nation with its history. Nation denying its history. History of Specific Corp - Character is about keeping the record clean on the history of this Corp (Pick a Corp that fits the campaign, work with the GM). Passion Conflicts: False history of any type, Attempts to smear the Corp with its history. Corp denying its history. History of Specific Guild - Character is about keeping the record clean on the history of this Guild (Pick a Guild that fits the campaign, work with the GM). Passion Conflicts: False history of any type, Attempts to smear the Guild with its history. Guild denying its history. History of the UN - Character is about keeping the record clean on the history of the UN. Passion Conflicts: False history of any type. System attempts to smear the UN with its history, UN denying its history. History of Notable Person - Character is about keeping the record clean on the history of this Notable person (GM must assign name and history). Passion Conflicts: False history of any type. Attempts to smear the person with history. Person denying their history. History of Self - Character is about keeping the record clean on the history of their life (works especially good if the character does not know all their past). Passion Conflicts: False history of any type, New unknown history that conflicts with what is known. Attempts to smear character with history, System or entity from the System lied to about their history. History of Current StrikeForce Unit - Character is about keeping the record clean on the history of their Current StrikeForce. Passion Conflicts: False history of any type, New unknown history that conflicts with what is known. Attempts to smear character with history, System or entity from the System lied to about their history.

History

Friendship - Holds a personal friendship dear to them, If not of another character, GM must approve friend. Passion Conflicts: System forces friends apart, Lies told about the friend. Action against the friend (regardless of the friends current attitude) Duty - Holds Duty as the highest achievable goal. All actions are a form of duty. Passion Conflicts: Orders that conflict with duty (abandon your post), orders that get innocents killed, actions that simply ignore others. Truth - Holds Truth as the highest achievable goal. Truth must always be told. Passion Conflicts: Lies from the System or workers of the System, hiding truth, using truth to harm someone or something. Justice - Holds justice as the highest achievable goal. Justice must always be done to both the guilty and the innocent. Passion Conflicts: System using Justice to enforce policy, illegal acts to influence a court proceeding, using justice to get gain. Family - Holds taking care of and good relations with their family as the highest achievable goal. Family must always come first. Passion Conflicts: Lies from the System or workers of the System that hurt the family, the System coming between the character and family, the System hurting or embarrassing the family.

Morals

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Step 3: What Society Made You

Religious belief: Catholic: Dedicated to the European Pope and the Old church teachings. Passion Conflicts: Anything in the system trying to limit the power, influence, or teachings of the church. Attacks against clergy or Church related forces. Religious Belief: Pan Catholic: Dedicated to the Central American Pope and the Pan Catholic teachings. Passion Conflicts: Anything in the system trying to limit the power, influence, or teachings of the church. Attacks against clergy or Church related forces, edicts from the Old catholic church the System backs. Religious Belief: Moa Sen: Dedicated to the Moa Sen teachings, this is fanatical in its depth and should be played that way. Passion Conflicts: Anything in the system trying to limit the power, influence, or teachings of the church. Attacks against clergy or Church related forces. Religious Belief: Taliban - Dedicated to Extreme Fundamentalist Islamic teachings. Passion Conflicts: Anything in the system trying to limit the power, influence, or teachings of The Taliban Philosophy. Attacks against Afghanistani Empire or its converts. Religious Belief: Unified Judislam - Dedicated to the teachings of Judaism and Islam., The religion show a way to link both philosophies as a common belief. Passion Conflicts: Anything in the system trying to limit the power, influence, or teachings of the church. Attacks against Gods Empire or any Judislam citizen around the world. Religious Belief: Buddhism - Dedicated to the idea that the way of the Buddha is the way to peace and contentment. Passion Conflicts: Anything in the system trying to achieve goals through Violent action. Attacks against those who believe the way to peace is through selfless acts. System acts that discourage peace Religious Belief: Hinduism - Dedicated to the Pantheon of Gods that bless the Hindu religion. Passion Conflicts: Anything in the system trying to decrease the power, influence, or teachings of Hinduism. Attacks against those whom the clergy or Church consider corrupting forces. Any perceived move by the churches to control a Part of the system Religious Belief: Atheism - Dedicated to the idea that man is in charge of his own destiny and no higher power has influence. Passion Conflicts: Anything in the system trying to increase the power, influence, or teachings of a church. Attacks against those whom the clergy or Church consider corrupting forces. Any perceived move by the churches to control a Part of the system Religious Belief: Science (technology) - Dedicated to the idea that technology and the sciences that create it are the way to a better human life. Passion Conflicts: Anything in the system trying to limit the power, influence, or teachings of the Tech Guild, Nano/Bio Techs, or the AI nation. Attacks against tech based System entities the System backs or launches.

Religion

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Step 4: What You Have Military

Military Discipline - A strong Disciplined Military is what this person wants and Demands. Passion Conflicts: Those who ignore orders from superiors, taking orders from someone who is beneath them, people taking advantage of the situation to be lazy or disorderly. Combat Master- Focused on being the best at Vehicle, Fire and Melee combat they can be. Passion Conflicts: Being stopped from being the best by the System or favoritism towards other with the same goal. Protection of Civilians - Civilians are the reason the Military exists, they must be protected. Passion Conflicts: Any act that has caused harm to innocent civilians, Dedicated torture of less than innocent civilians. Civilians who do not respect the military and its role. Individual Person Health - Dedicated to the health of a certain Person. Player must note link (Employer, father, teacher). Passion Conflicts: Discoveries of system actions against that person or their family. Individual Person Death - Dedicated to destroying a specific person (NPC or Player). Player must say why (Killed my father..). Passion Conflicts: Discovery of the System protecting or helping that person. Evil Acts of the person are rewarded. intuition, their starting PsiCon must be above 35. If it is Character Creation Step 4: not, the character doesnt have Intuition. What You Have A Characters intuition chance is PsiCon/2. If the answer Calculate Main and SubSkills, Secondary Atis a 3, 5, 7, 13, 15, 17, or 21,The characters Psi Intuition is tributes. Define characters height, weight, coloring and increased by adding the characters PsiCon to the value. any other details you want. Players can also detail out the This attribute is NOT refigured ever. Psi Intuitions does characters story points now or it can be done in game, its not augment or supplement the Perception sub skill Intuup to the players and the GM. Then hit the Quartermasitions in any way. ters; buy armor packages or got the tech section and start buying ala-carte. Reaction So on to the next step of your character generation CalAll characters are limited in how much they can do in culate Secondary Attributes one 6-second, phase. This is determined by a players reaction. A players reaction is calculated as follows: Reaction: ((Prowess/2) + Highest Melee SubSkill Rank/2 + Secondary Attributes These attributes are based on the characters main at- Passive Defense Ranks/2 tributes and skills. Some change as the characters skills and Main attributes grow, so be she to refigure them as the character grows. Round down unless other wise noted. Character has Hand to Hand Advanced SubSkill Reaction: ((Prowess/2) + (1.5 * Highest Melee SubSkill Ranks)/2 + Passive Defense Ranks/2 Character has Martial Arts SubSkill Reaction: ((Prowess/2) + (Highest Melee SubSkill Ranks + Passive Defebse Ranks/2 All reaction values are rounded DOWN A character with a prowess of 62 a Melee Combat SubSkill Martial Arts (40) and a dodge of 15; the character would have a reaction of 59. Using the formula above for a character with martial arts (62/2)+(40)+(15/2)=31+40+7= 78. The maximum human reaction is 150 unless technology is used.

Skill Depth:

If the characters INT is <= 50 you get a 1. An Int > 50 gets you a starting value of 2. This is used to determine how many Secondary skills you can add to a SkillSet.

Psi Actions Per Day:

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PsiCon/5 is the number of Psi Patterns (abilities) a Psi can use per 24 hours. This is refigured should a characters PsiCon change.

Psi Power:

PsiCon* 2 + highest Psi Focus ranks. So an 80 Psicon with a 25 Esper Focus would be a 185 Psi Power. This is refigured should a characters PsiCon change.

Character Actions

Psi Intuition:

A character in StrikeForce does not have to be a PsiTech to get flashes of intuition. To be eligible for flashes of

Each character is capable of so many actions in a 30 second turn. Each turn has five; 6 second phases. Characters can take 1 active action per phase, no limit on passive actions. To figure out how many actions theyre capable of, use the following formula:

Step 4: What You Have


Actions = Reaction / 10 Special Note for Rounding Actions: Actions are only rounded up if the decimal is 8 or above, and rounded down otherwise. So a person with a 3.8 action would have 4 actions in a phase and a persona with a 3.7 action would have 3 actions in a phase. The maximum number of human Active actions is 5, even with drugs or genetic bonuses. It is possible for a human to end up with more than 5 actions. Extra actions, must be used as Passive actions 15 actions is the maximum. Those extra actions not used in that Phase are lost. See the Phased turn in section 3 for more info. who start at tech level 1. On the next page are Quartermaster recommendations for what to buy a starting character. Good Luck. Determine Characters Height and Weight It is assumed your characters are in reasonable shape or they would not be able to do the work they do. The table below is a guide to figure out your characters weight and height in metric. Simply add the characters Prowess + Endurance. This is the characters BMI, the top column. Pick a height and cross reference to get the characters weight.
As a reference 6 foot person (183 cm) with a BMI of 126 has a weight of 88 Kg.

Encumbrance (ENC):

BMI Height (cm.) 148 (5) 151 153

114 120

126

132

138

146

150+

This is a measure of how much a character can carry. All items have an Encumbrance rating which shows how heavy and bulky an item is. PR determines a players Max. Encumbrance. See chart below. Should they exceed 115 (using technology or other means), increase Max Enc by 10 for 2 Prowess Points. Maximum Enc regardless of PR is 100. Characters with a 29 or less PR must be re rolled. Characters maximum ENC is refigured as PR changes. Prowess 30-64 65-84 105 115 85-104 Encumbrance 40 60 65 70 50

41 43 45 47

43 45 50 53 57 47

45 50 58 61 47

47 50 53 57 61

50 53 59 55

52 63 67 75 71 59

54 64 68 76 85 81 72

166 169 171 173

163

159

156

49 50 53 55 57 61

54

60 63 74 77 81 67

64 68 72 75

65 70 73 77

68 78 75

65

177

59 63 65 68 70 76 78 72

Exceeding Encumbrance Characters may exceed their maximum encumbrance by a no more than 10. However, for every 2 points over maximum, lower the number of actions by one. The lowest amount of Actions is 0 (none). Character Movement Rates Each character moves differently, based on their PR and their total number of actions. Active movement = PR in meters Passive movement rate = PR/10 in meters All values round up at .8.
A character with a 50 Prowess has 2 movement options actively move 50 meters a phase or move 5 meters for each passive action.

183 (6) 185

180

84 88 94 106 114 111 99

79

82 89 93 101 98 87

86 95 100 109 114 119 105 91

82

84 93 88

80

90 99 95

102 107 112 122 132 117

98

104 109 114 124 134 129 119

86 96 91

190 193 195

188

100 105 110

103 107 115

124

126

140

Calculate Luck and Story points

Starting character get 1 luck point for each passion they have. The Character also gets 1 Story Point for every 2 Passions.

Starting Tech Level

All character start out at Tech Level 0 except FieldTechs

Character Appearance After a height and weight are determined you can pick anything you want (or that the GM will allow) for how your character looks. This includes the following secondary attributes: Hair Color - Hair color of any pigment can be made, it can even be made permanent. Eye Color - Just like hair color Dominant Hand (this assumes ambidexterity was not taken) - Pick left or right Sex - Male or Female the 2 original models Skin Tone - Light or dark skinned your choice. Pick a Home Nation - Read the next 2 pages and see

57

Step 4: What You Have


which one seems like an interesting place that will allow you to create interesting stories and plots, that center on your character. This will help you figure pout possible passions and languages, as you build your character. Choosing a Name While this can be done at any time this is a good place to talk about it. Naming in 2136 usually follows one of three main traditions. Regional which follows the traditions of the region the character is from. To do this either come up with one your self (with GM approval) or lookup names in that region. An Example of this is the Free Merican children drop their family name when they leave home until they start their own family, then the combine the two previous names into a new family name. The second is the UN tradition which is to have a middle name with an abbreviation of your nation. So John Smith becomes John Co Smith, if john smith was from the Co Prosperity Sphere. The last is aligned with the corporations where a persons last name is joined with a Corporation name. So John Smith becomes John Encom-Smith. This has lost some popularity in recent years.

Countries of 2136 North Ameracan Continent

Western Ameracan Confederation (WAC) One of the largest national structures in the world today. The WAC is one of the largest providers of GPP in the world today. The WAC has serious issues with AvCorp and the ESC. Languages Spoken: Anglo, Corp Speak, MAC Techno Free Mericans A smaller country of dedicated and down to earth people whose motto is dont tread On Me. Languages Spoken: Anglo, MAC Techno, Sea Lords Speak Republic of Texas Texas is a small country with a huge amount of heart. The history of Texas is legendary from its fighting of the Mexican empire in the ancient 1800s to the expansion of it borders in the Bastin Raids against the WAC in 2101, Texas takes no insult from anyone. Languages Spoken: Anglo, Corp Speak, MAC Techno Moa Sen Collective States A National structure based on a religion certain in their fanatical devotion. They tend to alienate themselves with an air of superiority. Languages Spoken: Anglo, Corp Speak, MAC Techno, Afghan Marquee De Quebec As the Countries of Canada and the United States dissolved, the independent state of Quebec survived and flourished. Languages Spoken: Anglo, Corp Speak, MAC Techno United Free Kingdom The people of the UFK are well known for their amazing ability to find and mine minerals in the most inaccessible of places. Languages Spoken: Anglo, Corp Speak, MAC Techno, Sea Lords Speak Greenlands Realm An older Nation State whose root go back almost 2 centuries. Today they are seen as a people fo Honor and fairness, if not wealth. Languages Spoken: Anglo, Corp Speak, MAC Techno, Sea Lords Speak

Creating a Character Back Story

As you create your character a vision of what your character is about begins to take shape. Their appearance, their attitudes towards the world and the people in it. The story points give a sense of history and as you play the character will develop in new ways as well. Story points are used in game to create a deeper history (a backstory) as you play. The Details As you play story points in game the backstory of your character grows, giving you, your group and the GM room to play off the new and old story points. Some Ideas for story points include: Family Friends Previous Employers Previous Encounters of Note Previous Enemies Play story points to add to the character, gaining bonuses in game as well. Expanding your characters backstory using story points, means your characters backstory can expand again and again while you play.

58

Central Ameracan Peninsula


The Empire of the Aztecs The focus of the Aztecs, since the nation was created by Timmonds Fuel, is to create a society of unstoppable warriors that the UN will use to model future human armies against. Languages Spoken: Corp Speak, MAC Techno, Euro Central Ameracina Republic A Thriving culture of old Central Ameracan values, these people are known as the Smile of Humanity. They

Step 4: What You Have


have a functioning Democracy, where the welfare of their people is the primary concern of the government. Languages Spoken: Anglo, Corp Speak, MAC Techno

United People of Brazil The country of Brazil has become the leading example of Man living in symbiosis with nature. From their sprawling Tree Arcologies to their Jungle farms, they are a respected people. Languages Spoken: Anglo, Corp Speak, MAC Techno Argentinean Empire Called the Strong man of South Ameraca this country is out to get as much land, corporate influence and power as they can. The Argentine people consider themselves an elite and powerful example that the rest of the world should take note of. Languages Spoken: Anglo, Corp Speak, Euro Republic of Venezuela -- Another of the beneficiaries of the Secret war Venezuela is renown for its military training facilities. Established in 2007 by Berett and Wagner Androsyne the Trenchant Memorial Training camp has been the training ground for earths military. Languages Spoken: Anglo, MAC Techno, Techno Peruvian Military Protectorate -- A strong and wellorganized Military Dictatorship which has consistently pushed the conventional line on military theory. Languages Spoken: Anglo, Corp Speak, MAC Techno

South Ameracan Continent

Monarchy of Finland -- The Monarchy of Finland is respected for its technology and StrikeForces. It is also detested by many for their short sighted and uncaring methods, results are what matter. Languages Spoken: Russian, Corp Speak, MAC Techno, Techno Afganistani Empire -- Spanning both Europe and Asia, the strict Taliban islamic government is an alliance between the Imams, who control the people, and the Warlords, who control the industry. They threaten everything with their methods and military might. Languages Spoken: Afgahn, Corp Speak,

Africa

Lybiad Empire -- A direct enemy of the Afghanistani Empire, this is another sect of Islam. The Lybiad are determined to be a leader, both militarily and economically, and work with the UN as the Islamic Leader of the world. Languages Spoken: Afgan, Corp Speak, MAC Techno Moroccan Imperial States Morocco is a colorful and productive society that tries very hard to earn its money. The Moroccans are very strong from a defensive posture, however they are not as well known for their offensive actions. Languages Spoken: Afgan, Euro, Corp Speak, MAC Techno Empire of the Righteous An unlikely fusion of Judaism and moderate islam, the Empire is dedicated to purity of worship and the protection of the innocent. Languages Spoken: Afgan, Euro, Anglo, Corp Speak, MAC Techno

Europe

New British Empire -- Not since the Legends of Rome and Charlemange has Europe been so united and together as a people. The empire is a major power in both science and Military skill. Languages Spoken: Anglo, Corp Speak, MAC Techno, Euro

59

Step 4: What You Have


Empire of the Congo The Congo sent out the call for the True People of Africa to come Home. The Warriors of the Congo are known as fierce warriors who often take trophies of their mortal enemies simply to show their resolve. Languages Spoken: Afgan, Asian Forms, Corp Speak, MAC Techno Malli The people of Malli are dedicated to establishing the most modern and independent state they can. They despise the imperial states and have a close working relationship with the Empire of the Congo. Languages Spoken: Afgan, Corp Speak, MAC Techno, Euro South African Confederation The South Africans are rich with their history and prouder of their future, they try very hard to attract people to their rich and well-defended E-Zones. The StrikeForces are determined to be considered the best and are violent enough to earn that rep, if not the most graceful. Languages Spoken: Afgan, Corp Speak, MAC Techno rect influence on the UN with its control of major shipping, and drive to protect the earth from the Corps and the UN. Languages Spoken: Sea Lords Speak, Corp Speak, Techno, MAC Techno Japanese/Australian Co-Prosperity Sphere As Japan rose from the ashes of the EMP blasts and Drove into the secret war. The surviving industries became a primary electronics supplier to the corporations and Nations fighting the war. The Japanese saw a need to expand their access to natural resources. They approached the Country of Australia in 2009 and entered a loose economic union, with the Australians in charge of defense and the Japanese in charge of the economic policies. The sphere does not care about how its moves are perceived by the rest of the world results are the only thing that counts. Languages Spoken: Anglo, Euro, Asian Forms, Corp Speak, MAC Techno, Techno Thailand Free Zone As the Sphere grew in power many of the other Asian powers turned to the thriving economy of Thailand to support the floundering economies of Indonesia. Thailand focused on the labor and minerals that they could provide to the Corporations and Nations of the world. The gambit worked and they have been a thorn in the Sphere side ever since. Languages Spoken: Anglo, Euro, Asian Forms, Corp Speak, MAC Techno, Techno Tibetan Theocracy The Theocracy is known as a hot bed for vice and corruption, Many corporations run dangerous operations here as it is fairly cheap to bribe an official of the committee to look the other way. The true worshipers of the Lama are unaware of their countries less than pure status and work tirelessly to help the needy and less fortunate. Languages Spoken: Tibetian, Asian Forms, Corp Speak, MAC Techno, Techno China The China of today is rapidly growing their ability to become self-sufficient and independent of the GPPI scheme. They are very distrustful of the rest of the world. The UN has tried numerous overtures to try to make them see the benefits of remaining in the GPPI framework, however china insists on attempting to create independent corporations and use armies that are more traditional. Languages Spoken: Asian Forms, Corp Speak, MAC Techno, Techno

Middle East

AvCorp Industrial Zone This huge area controlled by Avcorp has a small population of warrior nomads, called the Hanti, driven by tradition to defend AvCorp. Their are fierce and respected. Languages Spoken: Afgan, Corp Speak, Techno

Asia
Frozen Wastes After the blasting of Asian Forms troops by the Russian Nuclear Forces, a wide stretch of land was laid to waste. The destruction was complete and in that area devastating. Sea Lords and Guild Scientists estimate another 100 years is required before even the most rudimentary exploitation of this area is allowable. No One Comes From Here No One lives Here. Kazkan Warlords The most unusual adaptation of humanity in the past 1000 years, these warlords are a throw back to the time of the of primitive warrior humans. Their existence was discovered by the Sea Lords in 2018 as the secret war entered its second phase. They were seen actually hunting a Paulson unit. The three of them were able to defeat and easily destroy the unit. The three Kazkan warriors used only crystal swords that seemed to destroy the Paulson unit with its own power. Characters cannot come from here. (Unless of course they were a human Stranded and raised as an outsider...) Languages Spoken: Asian Forms, Kazkan Sea Lords Abode As the worlds caretakers the Sea Lords have a very di-

60

Step 4: What You Have Top Tier Corps


AvCorp Top Corp in the world their hands are in everything. They will do whatever it takes to stay on top and support the System. Al Corps Speak Corp Speak. Wagnaer Androsyne Technologies A Massive Electronics Firm that is diversifying into other industries. They Work Closely with the UN on many projects. Supron Alloy Corp The Top armor creation Firm in the world. They are as close to self-sufficient as a Corp can be. Styer Hann Personal Weapons Maker of High quality weapons Styer is well respected world wide. Encom Vanders Labs A Medical/BioTech corp that is one of the major drivers of UN policy. Matrix Armor A strong competitor of Supron Alloy if not the most careful or respectful. Barrett/Luger Arms Maker of low to mid quality weapons they are driven to succeed because they are so close to failing. Rolls/Ferrari Power Top Power and engineering firm in the world, they try to stay out of the Corporate fights. Zypher Air Cargo Control of the air is Zyphers since the secret war. They tend to have poor relations with the Sea Lords. Jensen Dega Arms A weapons Firm based in brazil, they are no branching out to computers and electronics. They are in the game for one reason take AvCorps place. Krosensky Electronics Corrupt Finland Corp. if they are involved it illegal. Tyrex Industries. Primary creator of Psi Defenses for all sectors. ers to start with all custom equipment, but takes much longer to get to playing the game.

The Citation System

The Quartermaster of MAC academy provides standard starting equipment packages for those leaving the academy. Each Profession accumulates Citations during training, which are used to purchase these packages. These packages include basic armor, weapons/drugs, and systems. Anyone can buy a package as long as they have enough Citations (Cites is school short hand). After you have picked and paid for your package go to Section 3 and add the specs of you equipment to your character sheet. STOs also choose one of 4 standard Vehicles instead of creating one. These vehicles values are computed for you, just add them to your sheet.

Using Citations to Buy Equipment

Each profession receives a certain number of Citations when they graduate from the academy. In addition Characters will get bonus Citations from their various teachers and Family money can be converted to Citations at a rate of 1 Citation (Cite) for 2000 Credits. Profession STO CSPY Citations 40 36 32 38

FeildTech: NANO FieldTech: BIO PsiTech

40

Student Quality Roll 2d10 the total are the bonus cites your character receives. The below chart shows their standing in the academy and is used to further expand the characters backstory. Standing should be noted as a Story Point. Roll 6-12 2-5 Standing Troublemaker, Always causing issues Did your work, nobody knew you Exceptional ability and skills Put forth strong effort, not Exceptional Section Leader, Well Respected

16-18 20 19

13-15

Class leader, MAC has their eye on you

61

Purchase Equipment
All that remains is to purchase Armor, Weapons, General equipment, and class specific equipment. Players have 2 methods they can use to purchase starting Equipment. The first is the Citations system, which is the recommended way for first time players and those who want to get playing. The second is the Cash Out option and allows play-

Total Cites

The characters total Cites are computed by adding the Graduation Cites (based on their profession) plus the roll for student standing.

The Cash Out Option

Players can choose to convert their Total Cites into

Step 4: What You Have


cash. Players then buy equipment from the Quarter Master, instead of the Academy packages. Each Cite is worth 15,000 Credits and you must cash out ALL of them. All character equipment must be purchased from Section 3, following all listed rules for designing and such. Characters start at Tech Level 0. All purchases are at a 10% discount. This method takes a lot longer to do, extending Character creation time. Designing custom starting vehicles and armor load outs are the best reasons to do this. Players and the GM should decide if this extra detail is worth the extra time it will take.

Quartermaster Packages
Armor Webed - 33 Armor Built Ins Protective Coating Scan Shielding Pressurized Armor Dose Pack Helmet Matrix Vista Euro Knight Helm Helmet Built Ins Base Digital Optics Helmet Tracker Targ Helmet Chips VidChip (VSIC)

Armor Simple Strand JDA Black Skin Armor Built Ins Scan Shielding Pressurized Armor Dose Pack + Tech Pouch Helmet Hayward Base - GS Helmet Built Ins Base Digital Optics + Tech Pouch Helmet Tracker Targ + Tech Pouch Helmet Chips VidChip (Nanonic)

Armor Type III - Glove Suit

Armor Type 1 - Light

Cost: 39 Cites Armor Type IV - Glove Suit

Cost: 22 Cites
Armor Molded Fabric Skeleton w/ Plate DNA ENhanced Kronus VSIC EPROM Interfaces Armor Built Ins Scan Shielding Pressurized Armor Dose Pack Helmet Matrix Vista Euro Knight Helm Helmet Built Ins Base Digital Optics Helmet Tracker Targ Helmet Chips VidChip (VSIC)

Armor Simple Strand JDA Black Skin Armor Built Ins Scan Shielding Pressurized Armor Dose Pack II + Tech Pouch Helmet Hayward Ninja - GS Helmet Built Ins Digital Optics II + Tech Pouch Helmet Tracker Targ + Tech Pouch Helmet Chips VidChip (Nanonic)

Armor Type II - Frame

Cost: 41 Cites

62

Cost: 37 Cites

Step 4: What You Have Equipment Package I Equipment Package IV

Weapons Type 1 Styer- Hann Plasma Pistol 3 Clips 4/ shots each 1 Handed Sword or Hammer 2 Frag Grenades Drugs - In Dose pack Haldern 6(3) Haldern 12(2) Methelyn C(2) OrganFix (2) Trineostain(1)

Cost: 7 Cites

Weapons Type 2 Barret-Luger Plasma 2 Clips 10/ shots each Combat Knife 2 Improved Frag Grenades Drugs - In Dose pack Flash (1) Haldern 6(4) Haldern 12(2) Methelyn C(1) OrganFix (1) Trineostain(1)

Weapons Type 1 Colt Plasma Smash 3 Clips 10/ shots each Combat Knife 2 Frag Grenades Drugs - In Dose pack Haldern 6(3) Haldern 12(2) Methelyn C(2) Trineostain(1)

Equipment Package III

Cost: 14 Cites

Cost: 11 Cites

Weapons Type 2 Barret-Luger Plasma 2 Clips 10/ shots each Combat Knife 2 Improved Frag Grenades Drugs - In Dose pack Haldern 6(3) Haldern 12(2) Methelyn C(1) OrganFix (2) Trineostain(1)

Equipment Package II

Cost: 10 Cites

Tasit Starter Base Scanner Suite Chips Electromagnetic I Gravitational I Strong Nuclear Forces I Weak Nuclear Forces I Physical I

Scanner Type I

Basern HandHeld II Base Scanner Suite Chips Electromagnetic I Gravitational I Weak Nuclear Forces I Physical I Biorythm Med Suite

Scanner Type I

Costs: 20 Cites

Costs: 4 Cites

Vulcron Scanner Base Scanner Suite Chips Electromagnetic I Gravitational I Strong Nuclear Forces I Weak Nuclear Forces I Costs:4 Cites

Scanner Type I

Basern Handheld I Base Scanner Suite Chips Electromagnetic I Gravitational I Weak Nuclear Forces I Chemical I

Scanner Type II

63

Costs: 7 cites

Step 4: What You Have Vehicle Note:

These are base vehicles, no weapons systems or ammo are installed. Until they are Characters can fly as transports with no combat rights or access to Combat insurance or Victory bonuses or salvage. Cost is listed for reference. STOs pay nothing they pick their vehicle. ONLY STOs may pick a vehicle

A basic jet, perfect for starters, no weapons of course Jet (Speed, Combat, Flight: Horizontal) Plate Armor (Plate) Bi - Gravelectric (Proven)(GE 6/1) Early Detection System Controls (VSIC) TEF 22 Stats DR (0) MP (6) SP (530)(+150 SP to engines) Crew: 2 Max Weight (50,000 kg) Current Weight (37,500) PUO (10000) PUTO (9250) RM (3) DV(49) Max Speed - Mach 1 Max Alt: Green 6 Max DR: 2

Starter Vehicle - Crusader Jet

A basic boat, perfect for starters, no weapons of course Boat (Maneuver, Combat, Cargo Holds, Hydrofoil) Plate Armor (Plate) Base Gravelectric (Proven)(GE 6/1) Early Detection System Controls (Nanonic) TEF 22 Stats DR (1) MP (7) SP (510)(+150 SP to engines) Crew: 2 Max Weight (80,000 kg) Current Weight (17,950) PUO (10000) PUTO (10,000) RM (3) DV(51) Max Speed - 60 kmph Max Alt: x

Starter Veh. - Hammerhead Boat

Value --- 76,000


A basic helo, perfect for starters, no weapons of course Helo (Maneuver, Combat, Flight: Mixed) Plate Armor (Plate) Base Gravelectric (High Quality)(GE 7/1) Early Detection System Controls (Nanonic) TEF 27 Stats DR (-6) MP (27) SP (280)(+100 SP to engines) Crew: 2 Max Weight (25,000 kg) Current Weight (16,250) PUO (9850) PUTO (9750) RM (3) DV(44) Max Speed - 640 kmph Max Alt: Green 6 Max DR: 2

Value --- 79625

Starter Vehicle - Striker Helo

Value --- 63,375


A basic tank, perfect for starters, no weapons of course Tank (Resilient, Combat, Ground Prop: Tracked) Plate Armor (Plate) Maron Gravelectric (Proven)(GE 4/1) Early Detection System Controls (Nanonic) TEF 22 Stats DR (2) MP (8) SP (660)(+150 SP to engines, +100 Body) Crew: 2 Max Weight (102,000 kg) Current Weight (14,900) PUO (12000) PUTO (10,250) RM (3) DV(52) Max Speed - 50 kmph Max Alt: x Max DR: 2

Starter Vehicle - Hammer tank

64

Value --- 79,625

Example Character
So Chris had three races chosen earlier; a Half Diaxtron, a Sapien, and a Sapien GII.

Step 1

He rolled main Stats for each as well as figured out the secondary attributes. The characters came out like so: Half Diaxtron; INT 55, PR 85, END 30, EM 6 Sapien; INT 52, PR 75 , END 22, EM 8 Sapien GII; INT 65, PR 40, END 32, EM 5 Chris likes the Stats on the Half Diaxtron and chooses that as his character. He chooses not to let fate intervene and keeps all rolls the same.

Step 2

= 48 additional skill ranks to add. Skill Totals in () Dodge 6 Ranks +4 Extra +10 (20) Perception 6 Ranks +2 Extra +5 (13) Language 5 Ranks +2 (7) Computers 6 Ranks + 14 (20) Stealth 5 Rank +4 Extra +6 (15) Con 2 rank + 1 (3) Advanced Traps 2 Rank (2) Security Systems 4 Rank +5 (9) Melee Combat HtH Basic 4 Ranks + 2 Extra +5 (11) Chris decides to spend his last three points on a chance at ambidexterity. This gives him a 15% chance and actually makes it with a 12. His character can use either hand for an action.

Next is genetic tailoring, The half diaxtron character gets 5 Genetic tailoring points. Chris spends all 5 on INT, for a 65 INT.

Step 3
Step 4

Step 7

Chris chooses the passions of his character. 4 starting passions from his story points, Chris takes the following passions: Protection of civilians Combat Master Destroy Corps who hurt Civilians Protection of Friend: Bob Lasker (The man who trained him as a child)

Chris now must figure out the characters starting Base Skill, He divides INT, PR, and END by 5 for a 65+85+30= 180/5 = 36+ 24 = a 60 base skill. The Base Skill chart give Chris the following information: Age: 25, Min Story Points 2, and Character points 35. We also get that his PsiCon is a 50.

Step 8

Chris must decide what profession the character will take. Chris likes the CSPY, but his Entry Chance is only (55 + 30 - 6) -35 = 44 % Chris really wants to be a CSPY and decides to cheat the system. he spends 4 Character pts to increase his chance to get in by 20%, giving him a 64%. He rolls a 38 and gets in to the CSPY program, adding a Cheated the System Story Point to his character. Chris gets the following skills that CSPY start with to his sheet. He also gets 10 extra ranks to spend as he wishes: Dodge 6 Ranks +4 Extra Perception 6 Ranks +2 Extra Language 5 Ranks Computers 6 Ranks Stealth 5 Rank +4 Extra Con 2 rank Advanced Traps 2 Rank Security Systems 4 Rank Melee Combat HthBasic 4 Ranks + 2 Extra His base skills are done.

Step 5

Secondary Skills: Chris must know figure his secondary skill values Skill Depth = 2 His Psi Actions Per day = 33/5 or a 6 Psi Intuitions is 33/2 = 16 Psi Power = 100 65 Reaction is 57 with the Dodge/2 (10) and Melee combat/2 (5) skills added in. (85/2+10+5) Number of actions: 5 Reaction/10 (round up on a .8 or higher) Encumbrance is 60 PsiCon: 50 Luck: 3 (2 per passion) Story Points (2 per Passion) Starting Tech Level: 0 Now Chris can create some details about his character: First Chris creates a back story based in part on the story points he chose. Determine Height and weight Chris decides his character is about 58 or 177 cm. His characters BMI is 165 so his weight is 81 KG. Eye and Hair color Chris decides his character has black hair and Green eyes. Reading about the various countries and their languages he choose the Thailand Free Region as his home, his character is male and dark skinned. Name He decides to follow the UN naming tradition and creates a name of Venrick Thi Duran.

Chris now spends his remaining 31 Character Points to develop his characters nurture information. 7 Character points (CP) for his character to be upper middle class. This social class gives him the Story point sectors of Combat, City, and Disenfranchised. He can also use Family and Civilian as they are open to all. It also give the character +5,000 credits from his family. Next he Spends 20 CP on 4 story points. These cost 5 each as they come from Sectors related to his Social class. Combat Sector : Childhood combat training (Chris rolls a 5 adding 15 ranks to his skills) City Sector: Victim of Class prejudice (rolls a 2 adds 8 ranks to his skills) Civilian Sector (Open): Saw someone close to him die (rolls an 8 adds 13 ranks to his skills) Disenfranchised Sector: Ran with Sublevel Gang (rolls a 4 adds 12ranks to his skills) Chris has spent 27 character points between the social class plus 7 from his social class means he has 3 CP left. The Story points give the character 4 passions. Chris has 15+8 +13+12

Step 6

Step 9

Next buy the completed character equipment in the next section. Chris character graduates with 38 cites as CSPY He now rolls for his characters School Standing, and gets a 7 on 2d10 added. Venrick was not so hot at the academy; Did his work, nobody knew you he has a total of 45 cites and 5,000 credits. He decides to buy the glove suit set which costs him 41 cites. he has 4 cites left over for weapons, and decides to convert his cash to cites (2,000 per 1, so for 6000 he gets 3.) This gives him 7 cites enough foe the Type 2 Weapons package from the quartermaster. chris goes to section 3 and writes up his equipment stats, adding them to his character sheet. Chris is now ready to start playing StrikeForce 2136

Root 5 Access

Character Sheet Specifications: The Character Sheet


The included character sheet can also be downloaded from our site as well. This sheet is used to record the Attributes, Story points passions, equipment and any other information you will use during play. Lets explain how the sheet is laid out.

This page has all attributes, Passions, Story Points and Skill Info. From your Name to your Encumbrance this side helps track details that are used in RolePlay.
F ike : ce ( or ) Weight: __

The Information Page

Prim

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________ ________ ________ ________ ________ ________ ________ ill/Sub T__ on ____ ______ __________ __________ ______ ( ______ __ ______ Bypass Programs __ in Sk ______ __ __ __ s: ea a it __ __ __ W __ __ d IV M ______ ____ ____ Type ______ ______ ______ ______ ____ ________ ______ _ ______ ______ __ Cre Family ode ) nce ______ ________ ________ ________ ________ __ SoftC ( s:( eapon______ Info ______ __________ __________ _______ ________ __________ __________ __________ W V Scie Analysis e ______ :_ e __ __ ir __ __ yp __ __ Debt: mmendation ons:( __ W T __ __ __ __ ______ eapon ______ ______ ______ __ ______ ______ ______ ______ ______ s ________ ______ ______ ______ ______ tific Hard s ti o en a n C __ __ ci __ W __ d __ __ __ l __ S __ io n __ __ __ on __ __ ______ ______ _ ____ ______ ______ ______ lit ______ ______ ______ ______ ______ __ vy__ ______ __ eap ______ Tota mme W __ istry ______ __ __ __ __ __ __ Demo __ ______Hea__ ____T ics ______ ble Co act Chem ______ ________ ________ ________ ________ ________ ________ ________ ________ __ __ _ g s __ __ __ __ in __ Availa __ rm __ p __ __ __ __ __ __ __ ____ ____ __ s illy ll A Tam a ______mbat________ Ranks ______ ________ ________ ________ ________ ________ ________ ________ ________ __ Physic l Fam l ______ ______Sm ____ __ ______ __________ ____ nt __ ____ ______ __ __ Co ______si ____ Socia c ubSkil lee ______ ______ __________ __________ __________ __ Pinpoi ______ e__ a __ ____ ________ ________ ________ ______ ______ Biology ring Skill/S y nd, B ________ ______ ________M sion ______ ________ ________ ________ ________ ________ ________ ________ ________ __ to Ha ____ __ ______ __________ Main vv ______ __ Implo __ nd dv____ ginee nalysis ______ a __ __ a __ __ A __ n __ __ __ , H S __ __ __ E __ __ d __ __ _ __ t __ n ______ ______ ______ __ __ ______ ______ ______ ______ ______ ______ ______ ______ ______ Ha __ ng ral A to si __ Stree rocedures u u __ d __ __ __ __ __ __ __ F __ ct __ n __ __ __ __ ____ ____ ______ rts ______ __ ______ ___ ____ __ __ __ __ Ha __ Stru ns P alysis s n ______ ________ ________ ________ ________ ________ ________ ________ ______ ____ lA Police Organizatio ial An ____ Desig ssin __________ _________ ____ Trap Ba ____ t ____ ____ a__ ____ ______ ______ __ Martia rts__ Mater Ass al ______ Layou __ c nced ______ ______ ________ ________ ________ ________ ________ ____ lA Grid Crimin cedures ______ _________ Adva Triggers ______ kgroun ______ ______ ______ ______ ______ ______ ______ Martia s Power g Layouts d __ Pro __ __ __ d __ ce __ g __ __ __ __ __ n __ n ic __ S __ a in __ __ __ ______ ______ tor G ______ ______ ______ ______ ______ ______ ______ obat Adva cr S Build d l y A le a _ __ __ __ __ ol ic __ __ t __ ______ ______ ______ ______ ______ ______ ______ ______ an ontr se r h C n c Con I __ e __ fe A __ __ __ i __ __ e s __ M ke ____ ____ __ D ______ctive __ ______ ______ ign onic ____ ______ ________ ________ iv A e Des ______ ______ ________ ____ F Lying cuitry Electr rd Cir ss e/ ____ __ ps __ Engin ____ ______ ______ Pa ______ ______ ra__ ______ air 213 orc T__ ____ s ______ ____ __ e Boa __ C ____ cuitry Perm __ e Rep ______ ______ __ __ itiv Storie ____ e: m VSIC __ s __ __________ s rd__ir issio 6 Engin ______ ri ______ ____ ______ ________ ________ Pri gger__ Boa y asion n ic __ T __ rg __ su __ G e __ u __ on __ __ __ __ er iv __ ll iv n __ s __ P __it en To ____ ______ ______ Pri__ Na __ mit cu Meta es ______ ________ ________ ________ epair ir g R C n a P __ n __ l __ u ig h __ ______ ______ ca otoc __ Des________ ________ ______ Weap Desig e __ ____ ing ____ Lang opy Electri __ __ ______ ________ ring Lock __ Sourc Maim________ ________ ____ on ______ ____ ower________ ________ ________ ______ ginee __ TEF______ Weapo Damage Anglo ng____ ______g Low P ____ ______K__ ioEn earch ______ ______ n y __ __________ ________ ________ ________ illi__ B ig __ n es lo __ __ n __ es o __ D D __ __ n ______ ______ amage ______ ______ ______ ic R ______ Russia ______ ________ ________ ________ ______ _ Tech______ Bypass __ __ Genet licing __ r __ ______ __ ted __ ____ __ ______ ________ ________ ________ ________ ________ te__ o __ ______ ela pu ______ __ NA Sp ____ ____ ________ R ____ m__ ____ Ammo ________ ____ __ Techn _ __ ____ ________ ace __ __________ Co__ __ DNA/R eaths __ __ ______ ________ ________ ________ ________ ________ ________ ______ ________ ____ __ ____ __ terf ______ ____ are ______ ____ In ____ ______ ______ __ ______ ______ Bonus re ______ ______ __ rdw ______ ______ ______ ________ ______ Euro __ a a tein Sh __ _ __ w H __ ro __ __ __ __ P rd __ __ __ __ ____ ______ re/Ha____ __ __ __ __ __ __ __ ____ ____ n __ e ____ __ ____ __ ____ g __ __________ __________ Desig ______ ________ ________ ________ ________ ________ ________ __ Total D _________ in Chines __ ____ __ oftwa______ __ S__ __ __ Cod ____ __ __ Virus __ __ ______ ______ amage ____ inary__ n ______ ________ ________ __ ____ ____ ______ ________ ________ ________ ________ ______ ________ a ____ ign ____ ____ ____ Tibetia __ SIC/B______in ____ g __ V__ __ R nks ______ neer. __ AI Des ______ __ ____ amily Cod ________ __________ __________ __e __ F__ TEF ic Engi l ____ __________ __________ ________ ________ __________ ________ ic ______a__ il __ rt at on S __ Sk __ m n __ v Afgan p __ b __ ______ __ ecial E ______ __ ______ ______ N ______ ____ Co ______ gy Enzy kill/Su ____ ing ________ __________ ________ ______ ____C ffects/ Speak od hnolo __ __ ain S ________ __________ ________ ________ __________ __________ ________ __ ______ A __ _ ____ __ Corp __ M__ Abilitie d Tec DN __ ____ __ __ __ ____ __ ______ ______ ______ g __ ______ ________ __________ __ ______ ______ s echno Relate lth __ ____ ________ ________ ______ ggin ______ __ __ __ __a Mac T __ ______ ______ Ste ______ Debu ______ ___________ ______ ________ ge__ ________ __________ __________ ________ ________ ________ ____ a __ __ n on fl __ a ti __ ou __ ______ ______ ____ ______ ______ ______ C ______ ______ Weap ______ ______ k _ am Kazk ____ ncryp ea __ ls E __ F __ __ Sp __ __ co __ E __ __ __ __ s __ o __ T ______ ______ n Dam ______ ____ k ______ ______ ro g ______ ________ ______ ord ____ ilto P in ______ lS sS y lk __ __ es e __ a g W __ Sea L __ __ t __ cc __ __ St __ __ a lo eapon ______ ge __ __ PuA __ ______ ______ ________ ________ ________ ______ h 1 hno rpoa Use D ____ ______ in ____ ____ __ __ Searc ______ __ d Tec __ _____ ______ g Terra ______ amage Dat se: ___it on__________ __________ in Prim ______ ________ ________ ______ h_ Relate Ranks ati__ ______ ___ milly l _____ ____ ______ __ arynSSm __ __ __ __ SkillS Interrog on al Fa ______ il Ammo ________ es kill d Bor ______ ________ ________ ________ ________ ______ _____ Gu et 2 orrupti ______ ____________ _ Medic kill/SubSk __ B n __ __ __ a __ o _ P __ ir __ s _ n __ S a __ u ______ __rr us __ __ el __ rpos __ __ ______ __ __ AI C _ eneral Rep Main Sec. S Ba ery ______ ________ ________ ________ ______ ____________ __ Prim e: _______ orture ____ Surg __ kU ______ ______ __ Total D _________ lnjam/G ar T ____ n SkillS _____ il Field ______ ______ ________ ______ amage io P _____ ghting _____ y Skill et 3 rgery ly ______ ______ Ranks __ _____ Famil Seduct air u asic Su Application __ Si S g p r B ic __ e p e __ in t n l c o __ o R il __ se: _ Skill ______ le S washP sho Psio DNA ubSk Specia lication __ Brain rim __ Vehic ics Trouble ec. Skill fluence ________ Basic Skill/S sper e App _____ l Effect SkillS __ nic In ary Skil __ n Main Enzym Use s/Abili -E et 4 Electro ____ Sec. S _____ Electro on Repair __________ Basic _n Purp ics nics s _____ l ties ptio Se si kill e ose: _ Psio _ Nanon plants _ c rc en u _ c e S et oc S sp si F e P k a /j u ca S B _____ ill _____ Prim . ll hic Skill lker Helo ic Im e ec n _ it ta _ _ R _ in io a _ n _ t _ Empat S B ts _ r _ ic u _ __ Weap y Skil ___ _____ n _____ ed Sec. la_ Selec rav asic sP B G M ic _ _ _ l n er F o d _ _ _ E s w n _ e _ _____ Skil T n __ nc Psio n Po Sec. Skg S tu Weapo Damage s eit In cioSk rch __ Adva Surgery _______ l Fusio l Sec. S ____ olo ily l Focu n aker ___h Astra _n kill ail Seaill nced _D ____ - Qu ______ Damage _et d Tec __ Sec. S _____ TEF ___ Adva ____ ___ ___ y nics ____ ____ ge _____ Relate Sec __ kill ___ nology __ Surger Psio us g ran_ . S __ _ S A in e on _ k m __ _ L c _ ra h __ il r _ . mo B ______ _ B Sec S Skilld Tec ________ ______l__ _ Foc ave DNA ___ _ __ __ _ e d _ __ p. te k ce _ p Force W il _ _ n __ _ la ______ onus __ ____ e eA ____ ______ R_ Adva __e ______ _____ _______ l ___ nics nzym __ _ __ ____S __ __ ____ __ c __ __ ___ __ . __ Psio Focus Sec. S____ nced E Weics __ Sk Total D _________ __ ill Adva kill __________ _____ Sec. Sk ___ Modifi amage lar ____ Bion apon U ____ inner d _ p se A _ ce s __ Cellu cc il _ _ S n e __ s _____ilitie l __ r ic Taarg __ rity _________ s_ on __ EF Adva te _ n ic T x _ __ _ b n T _ e _ N __ _ _ E A io _______ __ F y __ Ps nced Specia us ate Ambid ______ Sec. Skil ____ Sec. 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3 21 Age: (

This page tracks your Characters Background Info, Story points, and Skillset tracking

The Tracking Page

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Access Granted

Character Sheet Specifications: The Equipment Sheet


The included character sheet can also be downloaded from our site as well. This sheet is used to record the Attributes, Story Points passions, equipment and any other information you will use during play. Lets explain how the sheet is laid out.

This page tracks your Characters weapons, other equipment, and for techs Details of their scanners.

The Equipment Page

This page lists armor, the systems, and weapons your vehicle uses.

The Vehicle Tracking Page

le Profi ___ Drug ______ _ _ ____ ses: ___ s Do ose ____ x _ a /D _ _ e M ___ _ Typ rn 6 __ _ _ e _ : Hald rn 12 ____ _ Enc : e _ ____ _ Repair Hald _ h s Flas Miric ____ _ Function Mod ___ e _ ____ __ Parry c Spin m Tri ____ _ _ on Ac _ iu ____ __ ____ _ Clac n Fix Weap fense _ _ _ a s _ e __ _ __ od ___ _ Org tyne _ Psi D rs M _ S TEF ____ __ fend n Tine ______ ____ _ e o s D _ iC _ _ Ps es der s ____ _ n u _ n ____ ______ ____ _ _ fe o _ B __ _ De EF _ F s E e _ T s _ u ____ ______ ____ _ T on ____ B M _ _ r C _ _ _ e _ E _ _ _ __ __ Oth TEF ____ __ Other EF ____ ______ ____ _ _ _ T Type ____ ______ ____ Other _ A nse ____ ______ DN _ Defe _ Hard _____ s ____ ______ _ Optic vice ______ _ e _ D _ _ ___ __ tealth _ _ e _ _ _ _ yp S _ T ___ ___ e s _ A n TEF: trands: ____ ____ Targ DN _ Defe S Hard _______ s ____ ce Other Slots/ Optic Devi ______ _ alth ____ Enc: ____ ____ ___ Ste ir: a _ : _ p rg F _ e : a _ E R T T ds _ on Stran ________ ther Functi O Slots/

me:_ ____ ____ ____ Vehic ____ le Sta ____ ts D ____ _ _ ____ or T ____ ef _ _ r_ ense R ____ PU ____ ____ ____l Armo_ m r _ _ _ at A O _ _ _ in ____ _ _ _ ____ ica____ g Base ___ __ ____ _ _ ____ _ _ _ys _ C _ _ h _ _ _ _ ri C _ _ _ P _ tical C ost __ ____ ____ ____ ____ ____ __ Electr _ M _ r _ h _ __ _ o a _ a _ _ _ n _ n _ _______ ____ ce euver rm onic ____ A_ _ _ _ V _ P _ _ _ e C _ oi v _ _ _ I _ ti nts Max Stats Defense _ __ __ ___ _ Reac ers________ __ _ Sp _ _ s _ ee _ __ d Total _ ____ __ Arm rb o _ M n s _ T _ o b a _ ti E x _ _ A c Vehic F __ _ Altitu or:__ ____ Range le de l Prote rmor ____ Tra Detec ____ Trait : Je Ttota ____ tion V Hel ____ ____ 1 its ma A ____ alue .__ e s __ Plas o Scout yp ____ ._ T1 ___ ECM Boat ___ ______2._ _______ ____ e_____ Armor s /E A n 2 _ _ _ N fe _ C _ _ ._ _ _ _ ____ MN _ _ ___ tive D _ De___ Wea Total 3 c____ ____ _______ ____ Hard _______ 3.__ tics______ Rea_ p TEF ____ ___._ _ _ _ ___ p ____ _ _ ce ers ____ ____ on 1 _ 4.___ _______ _______ _______ rb ECM Devi ______ 4._ O __ ___te bso_ __ ____ __ _ ____ _ _ _ ction_______ _ lth______A Range _te a_ __ ____ _S _ .__ Pro ___ ____ _______ _______ _ _ Type _________ ____ l_ _ ____ _ r ____ ____5 _ ta D E _ ____ 5_ o _ ._ o C _ e _ _ _ _ _ T _ _ M s _ m _ _ _ _ _ _ _ r _ ign: ___ ____ __ __ N Ra __ _ ___ 6 rg _._ er A ______ _ ___ nge _ ____ ___L 6 s_ Ta_ _ TEF: trands: ____ Acc __ a ._ ___ _______ _______ ____ _ __ Chem __ __ ____ e __ ___ S Wea r ______rm __ __ ._ Pro ___ __ or _______ __ 7 _____ _______ _______ ______ th _7 .___ O Slots/ __ A__ PWR _ __v_ ___ ___ Plasm ject ____ pon 1 __ ____ __ ___ ti e_____ _ 8 8.__ _______ ______ _._ ____ a __ ac __ ______ ______ ___ e_ _ _ _ R_ _ _ ____ ____ Enc: _ _ R _ _ _ _ _ rs__ OF ____ ____ ____ Laser _ e_ Type __ bso_ __ ___ 9._ ____ Desig ir: ____ on ___rb ti_ _ P ________ _ _______ ______ _ n: Repa n 10 ___________________A tec_ __ _Pro Tonna _ ____ Missile __ owe ____ Acc o .__ _ ts ___o __ tal _ Chem g ____ __ r _ _la _ P _ __ _ e_ Sta_ Functi Projec 11._ _______ _______ T ___ r_ _ __ Rng e t: __ Other ___nds: Traits_ ___n th_ PWR ___ ____ ____ t O _ P _ la _ a _ _ _ sma 1._ ____ tr ___ : ____ _ 12._ e_ S_ Amm c_ / n _ ts _ _ ____ _____yp ra _ _ _ lo _ o R b _ e _ S OF ____ Laser ____ Encum 2.___ ______ _ __ T ______ __ 13._ ___ Type_ _ __ N_ ____ ____ se _____T tal __ od A ____ n_ o T fe _ 3 : _ _ 14._ _ _ _ o _ e D ._ _ _ M _ _ n _ _ D _ _ _ n _ _ _ is _ __ _ _ _____ ag ___ sile rd __ Salvos ir M 4._ ______ ______ ______ a_ ___ ___ H_ ___ti pa_ s _______ _____ e_ c_ _ _ R_ Rng e _ _ Other vice ____________ Op __ ____ _cials5 _______ _______ _______ ___ DeV Salvo __ _ alt _ __ pe .___ ____ C ___ ___ Amm __ _I: Wt. te__h __ ____ ________ _ __ ____ __S o _T Enc: 6.__ _______ _______ _______ ____ ____ S e ____ C rait o yp s : _ _ _ T _ T : _ t _ s ir _ _ y _ rg __ _ _ Ta pe___ : __ EF T._ 7.__ ______ ______ ______ 1 Repa n ____ A nse trands ______ ___ EF Bo _ts_ __ _ _ _ S_ r_ /_ o DN Salvos __________ _e _ Defe _ th lo_ 8.__ _______ _______ _______ nus _ O_ 2._ S_ ____ Hard _______ Functi ____ s _ _ _ ____ _ :__ _______ ce Optic Salvo ____ _______ _______ ____ c _____ 3.__En_ Devi ______ __ _ _ h _ _ _ Wt. _ _ e _ lt _ _ _ _ _ _ a _ _ _ _ _ _ _ yp :_ _ _ _ __ ____ T ____ ir_ 4.__ ep ___ Cost ____ ___ Ste Devic ____ _______ ______ _ __fense __ R__a __ Wea Type ____ ____ e H d DNA ___D : ____ __ e n rg _ F _ 5 p o : a _ _ E o ti ._ e s _ T _ c s n T d _ a _ _ _ _ _ r E n ____ A n ____ _ _ 1 _ ard D____ F Bon u_ ____ Stran ________ ther 6.__ ___F _ DN _e _ Defe ____ _______ _ __H __ ____ ptics us c __ ____ NA O _ _ _ _ Hard _______ Slots/ _ s TEF Devi _ TO ype alth Type _________ e ce _ __ ______ 7.__ _______ _______ ______T Optic ____ Ste _yp Devi ______ ____ Design: __ se _ __ _ _ ____ Enc: ______ Slots/ _ _efe D alth n 8.__ _______ _______ _ Acc ____ __ NA___ fe : _ C : e D _ _ ir ____ n rg S h F _ _ _ _ _ a D s W : a ____ ___ Ste _ tr e _ _ e _ _ E p T mPro _ eap ____ ____ ds _ __ __ Re ard __ ds _ Enc T an/ H_ __ _ ____ ce Stran _____O ___Optics __ p_ticsOther PWR _ _ _ on _ Plasm ject _____ on 1 TEF: trands: _________ Targ _ _ _ ____ __ Slots Devi Functi S _ a ____ _____ _ ___ Stealt _ ____ _ Stealth Repair ROF Other ___ Slots/ Type _________ ____ Laser __ ____ _ h __ Enc: _ e ____ Design: __ _ _ F : _ yp _ T : c u : T _ ir a n n rg T rg ction Repa E onnag Acc Missile TEF trands: ___ ____ Ta D e Chem e s vi A n : e c N ir fe e H ts/S Pro D ___ De __ er Other on ti ____ R th d c Repa n a lo r n P n O O rd S g a _ W u _ th Plasm ject H F DNA R er o tics _______ c: ____ ce a Ame OpT Functi n____ Devi ______ ROF Type E E_ yp mo F L h _ T a _ lt _ ser a _ _ _ : _ te e Type air ___ D ___ s p A n e ____ ___ S S N e fe D R T Type _ lo D e o e Missile ts vi nnag _ D ______ A nse Targ /Strands Function O fense ___ ce Hard _____ S Hard _______ TEF: trands: _________En alvO DN op Rng e _ Defe ce ____ _____ stics _ S c ther ptics Other ____ Hard _______ A evi 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Root 5 Access

Advancement Advancement Character Growth


Using Commendations After the GM has awarded commendations, two things occur. The first is the player uses these commendations to improve and grow the character. The second is the Rank charts are checked to see if the character ranks and Tech Level have changed. There are two spots to record commendations on the character sheet. The first is total commendation. All the commendations your character has ever received since its creation. These are used to determine the characters rank and tech level. The second is current commendations, which should hold only any commendations you have not used to improve your attributes or skills.

As characters complete missions, SubContracts and interact with the world of 2136, they will grow and learn as any individual does. They will get better at some skills, learn new skills and change as individuals. Each time you sit down and play your character that character, gains experience. This process is tracked in StrikeForce: 2136 using a process called Commendations. Commendations allow you to track your characters growth as an individual. It also helps note their place within MAC and the System based upon their rank and the access they have to advanced technology. The ranking system works as a rewards system for those that support or believe in the System. It makes life easier for those who are with the System. Those that are fighting it can still advance and even become great leaders of the System, but they have to work harder, do more to get past the barriers the System has put in place. Either way, a character can do and achieve much whatever their attitude. For some it is a question of how your character can sleep at night. Others might say it is a matter of perception, and still others would say simply it is their job. Whatever the characters drive, for or against the system, the ranking system give you a very strong idea as to what you have to do to get through the system. Characters will be employed with a Guild, Corp, Nation or even with a UN entity like MAC. From this employer, the characters will get Missions. This is the primary way a StrikeForce member gets credits and advancement. There are other ways as well.

Character Growth

The method used to grow a character is to spend commendations to improve skills, attributes or buy additional skills, when creating a character. Each change to a character costs a fixed number of commendations. The following list defines the costs. Commendations Growth Cost 200 commendations Raise Intelligence by 2 100 commendations 10 commendations 200 commendations 100 commendations 100 commendations 25 commendations 50 Commendations Raise Prowess by 1 Lower emotion by 1

Raise endurance by 1

Raise base skill by 1 (80 max) Buy 1 main skill at level 0 Buy 1 SubSkill rank Buy 1 point of PsiCon

Commendations

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As characters interact with the world the GM has created, they gain experience or commendations. Commendations are converted into new skills and other forms of character growth. After each playing session, commendations are awarded by the GM, based on what the characters have done. The experience is given based on actions and results. Making 10 successful skill rolls is a great sign your character is growing and commendations will flow. However needlessly torturing a character is a negative way of learning, leading to shortcuts and poor skills, and is penalized. The game rewards those who can over come obstacles using their mind and the characters skills. But those who simply shoot first and ask questions later are not really penalized. The list below detail for what actions Commendations are given. There are three lists: General, Adjusting Bonus and Fighting Bonus. The General is used for all characters regardless of their attitude. Those who are adjusting or fighting can gain additional commendations by doing things on the bonus commendations lists. Characters who are indifferent to the System can take actions on either bonus chart for additional Comms, but that can lead to complications in their life, as these bonuses tend to exclude each other.

Notes If a character should raise his base skill using commendations, the maximum he may raise it is 20 above normal. If he should raise intelligence or prowess, refigure education factor and raise base skill. The max Base Skill with education factor is 60, the max with added points is 80. A formal list of all the refigured attributes follows on the next page.

Self Teaching

Characters may use their base skill to skills on the job. This works for any MAIN skill they are not trained in. To self teach the character must make 3 successful rolls against their base skill. The three rolls must be made in different situations, no picking the same lock to the shower 3 times. The first roll is at 1/4 the characters base skill. After the first success the character rolls the second time at 1/2 their base skill. The third roll uses the normal Base skill. Should the character succeed at all three rolls, they get the MAIN skill at level 0. This does NOT apply to PSIONIC based skills. These skills must be taught and cost commendations to learn and improve.

Advancement Refigure Stats Cheat Page


This page lists all character values that are adjusted when a skill or attribute changes. cess chance. Base skill is figured by averaging your INT,PR, and END. Then subtract EM * 10 from the average. The formula is ((INT+PR+END)/5)+(30 -EM) You can buy Base Skill with commendations as you do character growth, but 20 pts is the most you can add using commendations. Psi Con: Rates the characters Psi Concentration. This power gauges the characters ability to tap into their Calon nodes and use the Power of Psi. To figure this attribute, use the below formula: Base Skill - 20 The maximum non-PSI tech PsiCon is Intelligence+25. The maximum for a PsiTech is PsiCon*2. PsiCon is refigured when base skill changes.

Primary Attributes

Intelligence, Prowess, Endurance When raising the Primary attributes of a character racial maximums will limit their growth. Race Human Maximum Intelligence 110 110 130 115 110 115

Human GII Diaxtron Half Diaxtron Centurian Superior Half Centurian

120

Secondary Attributes

Psi Actions Per Day: PsiCon/5 is the number of Psi Patterns (abilities) a Psi can use per 24 hours. This is refigured should a characters PsiCon change. Roll 20% 25% 0% PsiPower PsiCon* 2 + highest Psi Focus ranks. So an 80 Psicon with a 25 Esper Focus would be a 185 Psi Power. This is refigured should a characters PsiCon change. Reaction All characters are limited in how much they can do in one 6 second, phase. This is determined by a players reaction. A players reaction is calculated as follows: Reaction: ((Prowess/2) + Highest Melee SubSkill Rank/2 + Passive Defense Ranks/2 Character has Hand to Hand Advanced SubSkill Reaction: ((Prowess/2) + (1.5 * Highest Melee SubSkill Ranks)/2 + Passive Defense Ranks/2 Character has Martial Arts SubSkill Reaction: ((Prowess/2) + (Highest Melee SubSkill Ranks + Passive Defense Ranks/2 All reaction values are rounded DOWN A character with a prowess of 62 a Melee Combat SubSkill Martial Arts (40) and a defense of 15; would have a reaction of 59. Using the formula above for a character with martial arts (62/2)+(40)+(15/2)=31+40+7= 78. The maximum human reaction is 150 unless technology is used. Character Actions Each character is capable of so many actions in a 30 second turn. Each turn has five; 6 second phases. Actions = Reaction / 10 Special Note for Rounding Actions: Actions are only rounded up if the decimal is 8 or above, and rounded down otherwise. So a person with a 3.8 action would have 4 actions in a phase and a persona with a

Race Human

Max Prowess 120 120 120 105 115

Diaxtron

Half Diaxtron Half Centurian Superior Centurian

100%

120 Max END 115 120 130

100%

20%

Race Centurian Sapiens Sapiens, Genus II Diaxtrons Half Centurians Half Diaxtrons Superiors

140 120 150 135

Emotion The minimum Emotion any character can have is 3. Skill Depth: For Each Skill Family that has Every Main Skill at a minimum of 1 rank, raise your Skill Depth by 1. Base Skill: Gauges the characters innate ability to do anything. All skills build on this. When a character makes a skill roll, they add their skill to the base skill to get their suc-

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Advancement
3.7 action would have 3 actions in a phase. Character Movement Rates Each character moves differently, based on their PR and their total number of actions. Active movement = PR Passive Movement = PR/10 All values round up at .8. Encumbrance: When a Characters PR changes the amount of Encumbrance changes. The table below shows the values. Prowess 30-64 85-104 105 115 65-84 Encumbrance 40 60 65 70 50 phase. Melee attacks made by the character can be repeated, use first attacks EF, do not re-roll the attack. 5 is still the maximum active actions in one turn, so it is possible to run out of active actions in 3 phases. Ambidexterity

Character can use both hands to do an action in the same phase. Each hand requires its own action. Must roll 3 PR EF of 35 or more doing an Ambidexterity action.

Attribute: Prowess Req. Attrib: 70 Roll: 3 PR: EF 35+ Comms: 350

Luck Points Character gets 1 Luck point per 1000 Commendations and for every 2 Passions Story Points Characters get 1 Story point per 2 passions. Literacy Effects on Skill Growth Characters who choose to learn more languages will gain skill growth. The below chart shows the bonus commendations that are awarded when a character exceeds 25 ranks in 3 or more languages. The Bonus Comms go to various skill families as the character becomes more literate. These Commendations must be spent on those families and are awarded each time the character does growth until any one SubSkill hits a maximum of 40 Skill total. These Comms do add to rank, MAC rewards language investment seeing it as making the well rounded personnel the System requires. Number Of Languages 3 4 6 5 Skill Family Technical Social Bonus Ranks +300 +200 +150 +125

Your characters rank is a gauge of how powerful they are in the calculations of the Planning Groups and the System. All ranks are determined by Military Advancement Command, not by individual Corporations or countries. Your rank is determined by your total commendations. Rank In Game All members of MAC may work for other entities like corps and nations. Orders from MAC officers not employed by the same entity are voluntary. Only MAC issued orders can force a StrikeForce Member to follow orders of a higher ranked official from a different entity. StrikeForce members of the same rank use total comms to determines the ranking officer. Any failure to follow MAC orders usually results in a Courts Marshal. A persons Rank is used to determine a persons fame and reputation. The Rank number * 10 can be used as a positive modifier for Social combat attacks and also for the chance that someone will recognise the character, assuming they have not changed their appearance. Tech Level and Debt Restrictions MAC extends a line of credit to all ranks. This is how much money MAC is willing to loan you at any time. The Mastrin Underwriters alliance determines such limits and appeals are allowed. All technology is classified by a UN Tech Guild rating system called Tech Level. A persons rank determines what tech they have access to. A Player may use any technology classified at their level or lower.

Rank

Research, Medical Covert, Combat Psi

Attitude and rank

70

7+

+100

IInnate abilities

As soon as a character achieves the required Skill rank or Attribute, pays any Comms costs and skill rolls they can gain the innate ability. Quickness

SubSkill Martial Arts or Hand To hand Adv Req. ranks: 45 Roll: None Comms Cost: 230

This allows the character to take 2 active actions in one

Players rank increases as they gain commendations. There are 2 columns for commendations required to achieve a rank. The easier column, requiring fewer Commendations to achieve a ranks is for Believers and Supporters of the System. The System rewards those who contribute and grow the system with their actions, bringing humanity one small step closer to the Phoenix Society. People who cannot pick a side or turn against the System are penalized for denying humanity its future. The Planning groups are always trying to bring a lost believer back to the fold. Those on the Fighting path will have to do more and find other ways to get bonus commendations; take subcontracts, contribute more on a mission, or even take Free Lance jobs if they want to get to the next

Advancement
rank as fast as someone who believes and works with the system; that is how the UN wants it everyones actions are a small step to the Phoenix Society. At Rank 4 characters receive Special Tech Level awards; discussed in the GM Section. Attitude Changes and Demotion Should a Character switch attitudes during a session they must check commendations at the end . Should they no longer have the commendations to maintain their current rank they are demoted. They are stripped of that rank and Tech Level; and must discard any tech above their legal Tech Level immediately. No keeping anything as the IJC and MAC are checking them in person, when they are stripped of rank. Special Tactics Officer/Corporate Spies Commendations Adjusting 201- 400 801- 1,600 0- 200 Commendations Fighting 0-350 Rank 1 Title Special Tactics 2nd Lieutenant 1st Lieutenant Commander Tech Level 0 2 3 5 7 1 Debt 0

401- 800

3,201- 6,400 12,801-20,000 6,401-12,800

1,601- 3,200

40,001-60,000 60,001+

30,001-40,000

20,001-30,000

24,001 - 34,000

16,151 - 24,000

8001 - 16,150

3951 - 8000

2201 - 3950

1251 - 2200

701 - 1250

351 - 700

2 4 6 8 7 5 3

Lt. Commander Captain, Whitestar Captain, Blackstar Major, Silver Major, Gold Lt.. Colonel

Personal Weapon Design 4 6 8

20k 40k 60k 80k 70k 50k 30k

10k

42,001 - 64,000 64,001+

34,001 - 42,000

10 12 11

General (Advisor)

Colonel (Retired)

10

100k 110k

90k

PsiTech Rank Commendations Adjusting 0- 200 201- 600 601- 950 951- 1,800 Commendations Fighting 301 - 650 0 - 300 Rank 1 Rank Envoy Tech Level 0 2 3 5 7 1 Debt 0

1,801- 4,200

12,801-22,500

8,001-12,800

4,201- 8,000

60,001+

45,001-60,000

35,001-45,000

22,501-35,000

40,001 - 48,000 48,001 - 62,000 62,001+

25,001 - 40,000

15,001 - 25,000

10,001 - 15,000

4,501 - 10,000

2,001 - 4,500

1,001 - 2,000

651 - 1,000

2 4 6 8 7 5 3

Searcher Student, Touch Student, Scent Adept Student, Sight Student

Biotech Investiture 4 6 8

Student, Sound Major Adept PsiTech, Mind Eye PSI Councilor PsiTech

10k 20k 30k 40k 35k 25k 15k

5k

71

10 12 11

10

Advancement

FieldTech: Nano/ FieldTech: Bio Commendations Adjusting 0- 200 201- 400 801- 1,600 401- 800 Commendations Fighting 401 - 650 0 - 400 Rank 1 Rank Base Tech Tech Level 1 Debt 0

28,001- 42,000 42,001-70,000 70,001+

20,001-28,000

10,801-20,000

6,201-10,800

3,201- 6,200

1,601- 3,200

1,850 - 3,600 7251 - 12,000 3,601 - 7250

1,001 - 1,850

651 - 1000

2 4 6 8 7 5 3

Junior tech, Earth Class Skilled Tech, Fire Class Base Doctor Intern Junior Tech, Fire Class

Base Tech, Earth Class

2 Tech Skill Investiture 4 6 8 7 5 3

5k 7k

10k 20k 30k 50k 15k

24,001 - 30,000 30,001 - 45,000 45,001 - 75,000 75,001

12,001 - 24,000

10 12 11

Specialist, Water Class (advisor) Guild Tech, Star Class (advisor)

Specialist, Wind class

Doctor (DNT/DBT)

Senior Doctor

10

200k

160k

120k

80k

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Rumors To Be Investigated By IJC Compiled by Miranda Delgari 2136/03/06


Quartet Corp has used several low level StrikeForces to attack sublevel Gangs after arming them. Seems like they are tying up loose ends. The latest Krosensky Electronics debacle occurred in Rome. A StrikeForce using ammo enhanced with metal eating Nanonic lost control and a level 5 build was almost completely destroyed. Multitrack Mining Inc has locked down its UFK FACOM Research facility. Located in EZone UFK23e9 the FACOM has 4 levels of research labs all dedicated to MultiTrack, what are they hiding. Fighting between the MoaSen and Western Ameracan Confederation has escalated in the last three months. Economic targets have been hit much harder as of late. Any further escalation must be diffused. Brazil and Jensen Dega Arms have begun negotiations on taking new leases on their corporate HQ. Several attacks against the negotiations, origin is unknown. Afghanistani Empire attacks against moderate Imams, Catholic, Pan Catholic, and MoaSen religious and secular leaders. Rumors of a religious war are rampant.

Corp Sector

Civilian Sector

Combat Sector

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The Lost Ones StrikeForce has been found in the Free Merican Shanty Town of North Merica. They were slaughtered, 2 STO, a FieldTech:Nano, and a CSPY. 2 more down and out StrikeForces have fallen off the radar, believed to have gone pirate. Five in 4 months, what does this mean? Matrix Armor StrikeForces have been attacked several times. The goal appears to be getting access to Corporate released technologies.

Disenfranchised Sector

Shanty Towns have created a loose alliance to support each other with technology, raw materials and military hardware. Sub Level 4 gang related violence has increased by 20% in the last 6 months. Attacks on Combat Sector personnel has increased by 12%. Weapons quality of the gangs has also improved. Blast residue from the Sublevel 3 bombing of the sector 2 subsector 4 pylon, showed the explosive was enhance with a small amount of Rigia-19x. The Festering Wounds are a prime suspect in the bombing.

Illegal Tech Use


Reports of combat active cybernetic companions in several sublevels must be investigated

Psi Guild has enhanced security on all their Psi Tower spaces. Rumors are they are testing new Psi Powers. Use of Popper grenades has been found in the Thailand Free Region. The grenades seem to have increased power in the shards that remain in the targets wounds and explode later. Need to find and stop who is making them.

Root 5 Access

Data Root/0 Constructing Personnel Armor 76 Upgrading Armor 76 Armor Protection in Game 79 Glove Suit Design 85 Armor Upgrades 88 Built in Systems 88 Chips and Other Removable Systems 92 DNA Strands 93 Armor Repair 98 Armor Helmets 99 Hard Armor Helmets 100 Glove Suit Helmets 101 Helmet Upgrades 102 Helmet Chips 103 Advanced Armor Design 106 Hybrid Armor MK II Design 106 Hybrid Armor Upgrades 107 ExoSkeleton Technologies 108 Exoskeleton Upgrades 109 Combat Salvage 115 Fire Combat Weapons 116 Stock Weapons 119 Weapon Clips and Ammo 121 Fire Combat Upgrades 124 Explosives 124 MAC Combat Explosives 125 Explosive Upgrades 126 Melee Weapons 126 Melee Weapon Upgrades 127 Natures Forces Scanners 129 Scanner Upgrades 132 Medical Technology 135 Character Addiction 138 Organ/Limb Replacement 138 Human Augmentation 139 Devices 139 Artificial Intelligence 143 General Equipment 147 Equipment Power Sources 148 Constructing Vehicles 151 Vehicle Design Types 151 Vehicle Design Steps 152 Vehicle Repair 157 Vehicle System Upgrades 158 Vehicle Weaponry 161 Other Vehicle Weapons 163 Vehicle Weapon Upgrades 165 Taking Risks 169

Armor Technology Constructing Personnel Armor


The world of 2136 is a violent, rigidly structured society. In the course of play, the characters will be attacked. The better the armor and equipment a character has, the more options the player has in combat. Armor in 2136 varies from light armor, the simplest form to use and upgrade, to large motorized Exoskeletons. All have systems and protect the wearer, the power and scale of the systems is effected by the armor. Armor has built in circuitry that allows chips and systems to change the abilities of the armor. To make your armor immune to Calon energy add the right chip. To increase the protection add some circuits and some chips. Technology Combat and your Armor As characters choose and build their armor each type has Built in and chip upgrades. These upgrades increase the abilities of the Characters armor. Want your armor to be able to blend with a wall, buy a chameleon chip. Want to be able to see anyone using a chameleon in your area; buy a built in optics system for your helmet. Each upgrade, whether built in or a chip, DNA strand or enzyme adds abilities and functions to the Characters arsenal of options. When two pieces of technology come into conflict, it is called Tech Combat. Tech Combat TEF and Forces Tech Combat occurs when one player uses technology to over come another characters tech. For tech combat to occur both sides must have technology whose functions are opposed. Optics want to see everything, Chameleon Chips want to hide. Trackers want to hit the target, ECM wants to force a miss. Whatever the Technology conflict Tech Combat can resolve it. Technology bonuses affect a players Skill EF. Tech can do nothing without a user who has related skills. To do Tech Combat Compare the attacking techs Technology Effectiveness (TEF) to the defending players tech TEF. When two pieces of Tech are compared it is even possible for Complete technical failure to occur. Some Devices also list forces they use to cause their effects. The more forces a piece of tech has the more information, or detailed abilities, it is possible for a player to get from their tech. When designing your armor it is enough to understand that the higher the TEF and the more forces a device has, the better it is for your character.

Buying Starting Equipment

Sequence Personnel Armor and other specific equipment is built in the following sequence: 1. Choose your armor type Light, Frame or Glove Suit. 2. Upgrade the armor with built-in additions 3. Install chip based technologies. Remember to stay within your tech level range. 4. Buy helmet for your armor type 5. Buy Helmet Built-in in systems. Optics and Targs are very important. 6. Choose chip base technologies for your helmet. 7. QuarterMaster Stores 8. Purchase additional Personnel Weapons, general equipment, or build vehicles and scanners

Characters can choose to move from one armor type to another or a better armor within the same type. In the Case of Light and Frame Armor all systems move to the new suit, except chips that are not the same tech type as the armor slots. Glove Suits upgrade in place. If you buy a new base Glove suit all the DNA upgrades have to be bought again. ExoSkeletons and Hybrid armor can be modified, but some systems are locked in and cannot be changed.

Upgrading Armor Buying new Armor

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Other Technology While all technology is based on VSIC, Nanonic, or DNA chips or strands it does not have to be part of armor. There are Bio Blocs that can be put in a body and add powers to a person. These include scanners to aid in information gathering, Artificial Intelligences can be created to work with the characters and many other technologies that can aid the characters as they move through the StrikeForce universe. Remember, if you dont buy that one piece of equipment, when you need it you may be SOL.

Buying Systems

All armor and helmets have enhanced functions built-in to the armor. These functions can be activated by adding chips and removable systems. Newer functions can be added with Built in systems. This next section explains the types of tech and systems you can buy, it also explains how to read the Stats blocks for this new tech. Technology types VSIC (Hard Tech) Game Advantages: Cheapest type of chip, larger

Armor Technology
size makes it easier to fix, Chips can be extracted at the push of a button. Built in systems can be removed and replaced while in combat. Nanonic (Hard Tech) Game Advantages: You can put more of them in your Armor meaning more abilities and hence better armor, great on leaping encumbrance values low. DNA Strands (Bio Tech) Game Advantages: DNA Tech tends to have more abilities than hard tech, easier to fix, no Encumbrance penalties, flexible use of armor abilities. Can be mixed with Hard Tech. There are 4 Strand Types from simple to Overlapping. The more complex strands have more abilities.. Upgrade Types Built in Systems More costly than other systems these systems have to be installed as they add new functionality to the armor. They tend to have a higher ENC and may even require separate power. Chips and Removable Systems Designed to activate an armor function, these chips and systems may be easy to replace, but are not much cheaper than built in systems. They do have a lower ENC and usually do not require separate power. DNA Strands These are created DNA that gives armor, Bio Blocs and even human DNA specific abilities. Usually hard to upgrade, they use no power and rarely add any ENC to armor. They are expensive to buy and the user must pay extra to have the DNA added.

Stan has decided to buy a Suit of Light armor to start. He wants to spend no more than 120,000 on his armor and decides light armor is what his FieldTech:Bio needs. He looks at the various offerings and chooses Festan -1A for 51,500 credits. It has 8 VSIC interfaces, a 380 protection, a max TEF of 50, a 5 Enc, 4 pockets, and 3 sheaths. Stan looks at the built in devices at tech level 0 and can afford several of them. He purchases the following: Armor Dose pack 1 (Enc 2, RM 1) Protective Coating (+25 Protect) Scan Shielding (TEF 3, Enc 2) Armor insulation (10 coats) (Enc: +5, RM: Add a sheath (Enc: .5, Rm:1). There are no Level 0 chips, so nothing to buy yet. The total cost of the armor is 85,400 with the following Stats: Protect:405, RM:8, Enc: 14.5, 4 pockets and 4 sheaths and a max TEF of 50. Not bad he has 34,600 left to buy a helmet, plus whatever he wants to budget for built in and chip systems for the helmet.

Example 1

Armor Design Examples

Example 2

Gloria Plans to buy a Glove Suit for her CSPY. She budgets 280,000 for the suit itself. Looking at the options decides on the 40,000 credit Simple DNA Enhanced Dermal. The Stats for this Simple Suit are: Protect: 600, DNA Strands Max: 10 Enc:2, Pockets: 3 Sheathes :2 TEF max: 30. She buys 2 DNA Tech Pouches so she can mount some VSIC built in tech on her glove suits. Each pouch costs 15,000 Credits and has a 40,000 credit insertion cost (with a 5% failure chance for each pouch, she makes both rolls) for a total cost of 110,000. Each Tech Pouch uses 1 Simple Strand in her glove suit, leaving 8 left. She also gets: Armor Dose pack 1 (Enc 2, RM 1) In a pouch Protective Coating (+25 Protect) Scan Shielding (TEF 3, Enc 2) in a pouch. There are no level 0 DNA enhancements so that is all Gloria wants right now; anything else would require another tech pouch. he total cost of the armor is 172,940. Her armor Stats are Protect:625, DNA Strand: 8 left, Enc: 6, Pockets: 3 Sheaths: 2 max TEF 150. She chooses to hold on to her money as the cost of future DNA additions will be high. She moves on to buy a Helmet with built in and chip tech).

Tech Stats

Tech Level and Description Shows the tech level the player requires to legally use the tech and describes what the tech does for the armor and user. Stat Block Shows the values that the tech adds to the armor. This with the description gives you a way to see how it is intended to effect the game. Example: Level 1 Kinetic Absorbers Adds 100 points of protection to Physical Armor. The material absorbs the energy done by kinetic impact weapons to characters. TEF: 0 Cost: VSIC: 30,000 Forces: Phys/WNF/ SNF ENC: 5 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits requires tech pouch.

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Since the first 2 Strike Teams survived a Paulson attack in Supron Alloy armor, Strike Teams have been tweaking their armor for maximum use and protection. The creation of the UN and the Tech Guild have done wonders for armor production and design. In fact because of advancements like armor absorbers, reactive armor, and ExoSkeletons, the face of modern warfare has changed forever

Armor Creation

mined to increase their 35% market share in non-Exo Armor and overtake Supron.

The Armor Manufacturers

Encom/Vanders Labs Encom labs created the Centurian race for the old US government and was another key player in the Secret wars. Vanders Electronics joined with Encom at the end of the War, seeing they could not compete with other Corps such as WAT. With their unique electronics and Biotech focus EV Labs created the first prototype Glove Suit and has a strong lead in Glove Suit Technology.

Supron Alloy The oldest modern armor manufacturer , Supron alloy has been making armor since the Secret war. Originally a space materials firm, Supron created its name sake flexible armor material in 2010 and was a major force in the Corporate Wars, after the Secret War, as well. Supron has stayed in business by creating new markets, for example frame armor and ExoSkeleton system enhancements, before others can react. Matrix armor in particular has no love for Supron and they have fought wars in the past.

BioTech Corp A National Corporation of the MoaSen Collective States, BioTech is a determined competitor and some time enemy of EV Labs. BioTech is well known for their incredibly fast development stream for Glove suit enhancements (some wonder what their testing protocols are). BioTech is very aggressive against all competitors, national and corporate. UN Armor Restrictions and Ratings The UN Planning Groups have taken great care to categorize armor for the various users in 2136. From Corporate CEOs to PsiTechs Armor is in use, and its users demand the best. The five categories consist of: Light armor, Frame Armor, Glove Suits, Hybrid armor, and ExoSkeletons. Each has its own strengths and weaknesses, but all make survival of its wearer possible against the advanced weapons of 2136.

Reich Armor A German Company in the New British Empire, Reich Armor is particularly aggressive in the creation of new products. They tend to innovate on others designs, while keeping prices very competitive. Their quality is always good and they have well prepared StrikeForces.

Matrix Armor
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Matrix was Supron alloys only real competition in the last few years of the Secret war. Matrix was created by Timmonds Fuel , Luger Arms, and Wagner Androsyne to give these Corps leverage against Supron. Within 5 years of its founding Matrix paid back their investor corps original investments and went independent. In 2057 Matrix released the first ExoSkeleton with hard wired functions, changing the perception of armor forever. In 2058 Supron released their first set of ExoSkeleton bolt on systems, opening up ExoSkeletons to other systems producers, much to Matrixs displeasure. While Matrix is doing well they are deter-

Light Armor A flexible fabric jump suit that can deflect attacks with a solid protection, light armors advantages are in its weight and lower repair costs. Upgrades are same as frame armor, but Light armor will have fewer interfaces when compared to more expensive frame armor and glove suits. Any profession can use this armor type

Frame Armor A hard shell of light armor fabrics mounted to specially designed frames. The design allows for more protection, but weighs considerably more than Light armor. Some

Access Granted

of these systems even allow for the use of DNA strands too. While any profession can use this, many shy way due to the high weight and cost. Glove Suits A Specialty armor used by Corporate executives, C-Spies, and PsiTechs Glove Suits are literally a Living Skin of DNA armor that covers the person wearing it. Capable of using both Bio and Hard tech this armor is very flexible, but expensive to upgrade. Hybrid Armor A system created to up the protection of Frame armor by a huge amount. The process binds additional materials to the frame giving additional protection, but it adds no systems.

Stacking Armor Light, Frame, and Glove Suit armor are not designed to be worn with any other type. Combining is possible only with different types (Light Armor with Frame for example), but ENC is cumulative. The armor helmet can control systems in only 1 set of armor. Armor underneath another set can not use active defenses like reactive armor.

Using Armor Systems to Role Play


Armor in 2136 is not just another piece of equipment. The many Systems and abilities it gives a character are a gateway to role playing. A player has the ability to use these systems to overcome the conflicts in game, perhaps without combat, or if combat does occur it gives the players the ability to create combat situations that are more than just I shoot the bad guy. Instead a player might stealth and use his Optics systems to find the perfect location to ambush or other wise role play the situation. Players are encouraged, and the GM should reward, good use of a players armor technology to enhance the story and game. Pick your systems and upgrades well and with an eye on what your characters skills can do with the armor systems you buy...
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ExoSkeletons Created by Matrix armor, these armor systems bolt on to light or frame armors. The ExoSkeleton adds to the protection of the user, and it drastically expands the armor systems and abilities available to the user. From shoulder mounted missiles to Sensors that mimic scanners, there is nothing you do an Exo cannot improve.

Armor

Protection in Game

Armor in StrikeForce protects against 3 types of attacks: Impact attacks, Plasma type attacks, and Energy Attacks.

Impact Armor

Protects against the transfer of energy from a moving object to the armor wearer. Such attacks include bullets, thrown weapons, melee wepons, falling damage, or explosive projectile and concussion damage and force attacks using Physical, Chemical, and Gravity Forces. Protects against high heat energy damage. Such as plasma weapons attacks, Flambue glue, Axeon and other excessive heat sources such as force attacks using Electromagnetic and WNF forces. The armor protects against concentrated attacks, but has little value in a high heat area, like standing in a blast furnace. Protects against high energy attacks that use differing light and radiation wavelengths to damage the target. This include attacks from laser weapons, high energy and radiation sources, and force attacks using SNF or Electromagnetic forces. It is especially difficult to protect against such attacks, this armor will usually be the lowest. Each type of armor has a protection value which is subtracted from any attack of that type. Armor Lowers both the damage taken and the Severity of the criticals you may take.

Plasma Armor

Laser Armor

Root 2 Access

General Chip/DNA Tech


As of the 2127 UN Technology Adoption Conference the Silicate Integrated Circuit (IC) hardware spec was officially retired in favor of the three new Hardware interfaces. The technology of 2136 is based on the Unified Field Law of 2075 (discovered by Thergod Anste of the Tech Guild). This Law has finally defined the true linking of all of natures forces, invalidating theories from the late 20th century. Mankinds science can use the force of science to directly affect the environment around him. Science today seems to be almost magic like defying the science of our forefathers in the 20th century. We have surpassed those who created our world.

and humanity, the UN/Tech Guild Medical Branch has devised the BIO Bloc system. Any Enhancement, object or human, can be added to this DNA based Bio Bloc. The Enhancement is then available to the Human as if it was in their DNA. The UN has recently released several DNA Enhancements for direct application to Normal Human DNA, these are limited as mutation is such a high risk. Enzymes Another DNA based enhancement is the Enzyme. These are cheaper, adding powerful short-term abilities allowing a specific ability increase; for a limited amount of time. DNA AI intelligences have the ability to reside in normal armor and activate armor functions using an RGN- 12 artificial nerve link. This linkage connects the electrical system of the armor to the DNA system and allows the AI to work the systems. Medical Technology Pharma to Cloning Medical technology has enhanced the healing potential available to humanity. Amazing pharmaceuticals like Haldern and Flash, drugs which heal dermal damage and nervous center damage in minutes compare to bionic limbs and grown replacement organs to heal. There is nothing medical science cannot repair on a human body, assuming they get to help in time. Death has even been beaten, many members of the Combat and Corporate sectors have clones available. Activated after a death the resurrected suffer from a loss in abilities, but they are alive. Scanners and Psi Implants Scanners are a powerful device used to gather information both for medical as well as other situations. These devices can be tailored to use many different suites of natures Forces. A scanner in the right hands can influence the world around the user as well as gather tremendous amounts of information. An extension of the scanner technology are Psi Implants, which are designed with the tech guild and help increase the power and abilities of PsiTechs around the world. AI and Cybernetic companions In 2108 AI Laws lifted the prohibition of AI programs with personality traits working with humans. This has lead to the development of AI Partners who contribute to StrikeForce and Corporation of all types. Cybernetic Companions, mechanical animal cyborgs no larger than 1.2 meters high, are also now a big contributor to the Combat, Corp and even civilian sectors. Medical and Technical knowledge is growing at exponential rates, as the System equations predicted. The Tech Guild has maintained the integrity of the discoveries for the Human race, and supporting the UN and IJC in its enforcement of the Technology Laws enacted by the UN.

HardTech
VSIC VSIC The most basic of the new interfaces. Called Very Small Integrated Circuits (VSIC uses molecular level IC). This technology holds 45 trillion or more molecular silicate hybrid material circuits on a single wafer; Silicate IC standard had only 4.5 trillion. Technologies built on this spec have a minimum Enc. of .5 and can be as large as 100 Enc. Nanonic The newest hard tech adopted is the Nanonic Interface. An extension of the VSIC standard; its much smaller engraving process has an extremely low power draw. Created on a nanometer or smaller scale; VSIC designs can be shrunk to Nanonic size or new nanoTech designs can be created. Nanonic designed tech size and power requirements allows greater functionality as more chips can be mounted to do other, complimentary, functions. A down side to Nanonic circuits is that they are not very serviceable in the field when compared to VSIC Standard. Only a qualified tech with the right tools can work on Nanonic circuits. Technologies Built on this spec have minimum Enc. of .0001 and can grow as large as 2 Enc.

BioTech
DNA DNA/RNA based chemical coding is the new frontier of technology. This biotech process uses Synthesized DNA to activate or add new genetic abilities. It is also used to create chemical based Artificial intelligence. DNA Enhancements can improve a person or their equipments abilities. 5 types of DNA gene enhancements are used today. The fewer abilities a Genetic Enhancement has the simpler the DNA used to add the abilities. The process to add a genetic structure to a target is also based on the complexity of the added DNA. A simple Enhancement will add only one ability to a glove suit or a person. An Overlapping Strand enhancement may add eight. Human DNA is also modifiable, but the chance for mutation is greater and the mutation types more dangerous. In order for a human to retain their basic human form

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Access Granted

Armor Technology Light Armor Design


Light armor is the old standby that has been used and refined since the Conflict. This armor is light, flexible, and very capable. The styles vary from a one piece suit to multiple layers of complimentary pieces. Light Armor is highly customized and flexible. The advantage of the lower price and less hassle in configuring your armor its limitations include and its low Malfunction Threshold. Interfaces Number of spaces the Suit comes with in order to expand with chips. Uses chips made for the Interface Type.

Refigure as armor is upgraded Protection Base Protect of Light Armor Encumbrance (Enc.) Base ENC. + Helmet ENC Repair Modifier Total Protection/10 Malfunction Threshold Physical Protection/100 -2 (min of 1).

Device Stats

Components

Type Usually the name of the armor as well. The material is the basis for what the armor can defend against in combat. Protect The value shows the ability of the base suit to absorb or block damage form any physical attack. Interface type Technology Base of the Interfaces. This determines the type and cost of the chips the armor uses to expand its capabilities ENC Weight and bulk of armor Pockets and Sheaths Each Pocket holds 10 encumbrance at no penalty to the wearer. Sheaths are Organic release cloth (RNA based) that senses users need and releases equipment at no penalty or action cost.

Body Armor Type Pressure Suit Plastic, Ablative 2A Plastic, Plated Adv. Meshing-20 Meshing-30 Webed-33 Webed-12 Plastic Adv.

Protect 25 27 31 3

Interface Type VSIC Nanonic Nanonic VSIC VSIC VSIC VSIC VSIC

Enc. 2.5 2.5 5 5 2

Pockets Sheath 0 1 1 1 1 1

Inter 4 5 7 1

Cost 24750 2500

28

34 38 37

30

Feshtron-4NN Reflecta-3BN Rastran-1S Rastan-2S Reflecta-1BN

Feshtron-2NN

Feshtan-3a

Feshtan-1a

Nanonic Nanonic VSIC VSIC

2.5 5 5 5

2 2 3

2 3 3 3

2 2 3

8 6 8 5

90000 28500 85500 112500 63500 75000 51500 37500

26500

74250

40 39 41

42

Nanonic

4 4 5

10 11 8

44 46 48 50 45

Nanonic Nanonic VSIC VSIC

4 2 1 2 3

4 4 6 5 5

4 5

11 8

130500

4 5

81

12 8

Supron Alloy-A

Supron Alloy-B

Nanonic

4 5

12 8

250500 105300 90000

181500

12

307000

Armor Technology Frame Armor Design


Frame armor is a Component style armor. Each piece fits together to create a full suit of armor. The armor requires a Skin of armor over the frame and an Interface system as well. Once designed the systems are put together. Characters can add interfaces after the armor is built. You cannot combine Light and Frame armors. Number of Slots Number of installed interfaces on armor Encumbrance Adds to weight and bulk of the frame armor set. Repair Modifier Adds armor repair costs by increasing repair modifier.

Components - Frame

Frame Style Usually the name of the armor as well. The material is the basis for what the armor can defend against in combat. Base Protect The value shows the ability of the base suit to absorb or block damage form any physical attack. Encumbrance Weight and bulk of armor DNA Enhancement Armor can have this number of Simple or Basic Glove Suit Enhancements added. Pockets In 2106 Mathematical Singularity where harnessed to hold equipment and increase the equipment carry capacity of the StrikeForce. Each area of a Pocket holds 10, encumbrance, at no penalty to the wearer. Sheaths Organic release cloth (RNA based) that senses users need and releases equipment at no penalty or action cost.

Refigure as armor changes Protection Base Protect of Frame Armor= Frame Protect * Material Protect Modifier Encumbrance (Enc.) (Base ENC. + Interface ENC) * Material Enc Modifier Repair Modifier Total Protection/100 + Interface Repair Modifier (round Up) Malfunction Threshold Physical Protection/100 +5 (min of 1). DNA Enhancements Number of SIMPLE or BASIC DNA strands that can be added to the armor Max TEF Maximum TEF of any device on the armor. Any Device which exceeds this number still is used at the armor maximum.

Device Stats

Components - Materials
Type Description of the material

Protect Multiplier Rating of how the Material enhances armor protection Encumbrance Multiplier Shows the additional added by the material to the weight and bulk of the armor

82

Special Ability In an effort to drive market share the various materials manufacturers have added special functions to the armor materials. Make note as to what functions the special does for your material

Interface Circuitry - Frame

Type Shows the type of Chip the interfaces take. VSIC or Nanonic are the two choices as DNA does not go into chip Interfaces

Armor Technology

Tech Spot Light: Singularity Pockets


While H3 Fusion had given humanity a dependable type of power creation it required great amounts of resource and there was waste generated by the end to end process. Research into other forms of potential power generation continued. In 2106 a Mathematical Singularity was created in a controlled lab setting, by tech guild and WAT scientists. While attempting to modulate the magnetic and gravity fields of a singularity to capture energy from it, a Field tech dropped his wrench into the singularity. Without thinking he reached in and grabbed it, and the Pocket was discovered. The field created around the singularity had isolated it from the rest of time space so items were not destroyed, but suspended in time. Creation of Pockets with the unique property to isolate it from the rest of the plane was quickly investigated and UN approval of a stable Pocket soon followed. These Pockets hold great amounts of encumbrance and increase the carry capacity of anyone in 2136.

Base Armor Frame Type of Frame Solid Metal Skeleton Base Protection 30 40 45 50 55 35 Pockets Sheaths 4 2 3 4 3 Enc. 4.5 DNA Strands 1 1 1 Cost 35,000 50,000 65,000 72,000 75,000 47,500

Mesh with Bonded Plastic Skeleton Mesh with Bonded Plastic Frames

Sectioned Metal Skeleton w/ Plates

4 3

Mesh with Organic Impact Skeleton Mesh Bonded Kronus Steel Frame Molded Fabric Skeleton Mesh with Bonded Metal Skeleton

4.0 3.4 3.0 2.8 2.5 3.2 3.8

4.2

2 3

Molded Fabric Frame Bonded Plastic RNA Hardened Frame

Molded Fabric Skeleton with Plates

48 62 63 70 72 75 65

45

2 3 3

2 2 2 2 2 3 3

4 2 3 3 3

2 3 3 3

60,000

Molded Fabric Frame w/ Metal Plates

2.4 2.0 2.3 2.1 2.2

Kronus Steel/RNA Frame Metal Plates Frame Armor Materials Type Synthetic Titanium Protect bonus +40 +48 +52

RNA Hardened Frame Absorbic Plates

4 4 4

120,000 160,000 136,000

100,500

90,000

88,000

85,000

Enc +6 +5

Special ability VSIC Circuits can be embedded in armor DNA Additions only Cost to insert All pockets hold 12 Enc., not 10 Adds 5 penetrations

Cost 27,500

Blended Sythn Kronus DNA Improved Plastic DNA Bonded titanium

+5.5 +3

Costs to repair at 100 credits per points

30,000 42,000 64,000 80,000 105,000 92,000 75,000 50,000 38,000

Kronus Titanium Blend

+60 +65 +75 80

DNA enhanced Kronus DNA Absorbic Skin

DNA Impact Skin simple

+4.5 +5 +5

+4

83

DNA Impact Skin Enhanced

DNA AI Skin

+100

+90

+85

Impact Weapon 2 Successes from 1 attack. DNA AI controls all Armor devices passively All hits

Adds 2 to TEF of all armor Devices

+2.5 +4

As simple but at a 3 Successes from 2 attacks

Armor Technology

Frame Armor Interfaces Type VSIC EPROM Interface VSIC EPRAM Interface VSIC RWDBC Interface Armor Interfaces 5 6 5 Repair Modifier 10 12 20 30 35 5 5 15 15 Enc. 2.0 1.8 .5 .5 .2 .1 2.5 Cost 48,000 62,000 85,000 78,000 56,000 35,000

Nanonic Static Matrix Interface Nanonic Variable Matrix Nanonic Bio-Charged Interface

12 20 25 10 12 8 15

VSIC/Nanonic Matrix Chip Interfaces VSIC/Nanonic Ionic Matrix interface

Nanonic Digital Bio-Charged Interface

VSIC/Nanonic Charged Matrix Interface

1.6 1.5 1.5

90,000 100,000 150,000 95,000

10

Combat Shields
While not a common sight, many StrikeForce members have started to use high Tech shields as a quick an easy way to boost their armor; though creating a shield that can take a plasma or Fireball ammo attack is certainly not cheap. Seeing this as a niche, but profitable, market many Corps have created High Tech shields that have been received warmly by the Combat Sector. Tech Level 1 Beryllium Bracers A basic parry/blocking device that has been on the market for years. You can get these anywhere. TEF: 5 Cost: 5,000 Forces: Physical Protect: 20 ENC: 1 Max Apps: n/a Tech Type: VSIC Requires: N/A SP: n/a Tech Level 4 Styer Hann Combat Bracer A light weight bracer with advanced VSIC programing allowing a better protection for a fairly low price. Usually made of a light weight good SP metal TEF: 25 Cost: 150,000 Forces: Physical Protect: 50 ENC: 2 Max Apps: n/a Tech Type: VSIC Requires: N/A SP: n/a Special: +2 successes to Defense SkillSet Matrix Armor Simple Shield A smaller basic combat shield designed to take a help for a bit before failure. These Shields are cheap and easy to find, called throw aways by gang members who use them all the time. TEF: 10 Cost: 25,000 Forces: n/a Protect: 125 ENC: 6.5 Max Apps: n/a Tech Type: VSIC Requires: n/a SP: n/a Special: none

Tech Level 5 Supron Alloy Ionic Tower Shield A huge combat shield designed to take a huge amount of punishment before failure. These tower Shields are ionicly bonded to ones armor when in use, requires a power cell. The Shields are very distinctive and used to show off stratus for some STO types. TEF: 20 Cost: 500,000 Forces: Physical Protect: 500 ENC: 15 Max Apps: n/a Tech Type: VSIC Requires: Power Pack SP: n/a Special: ionicly bonded to user cannot be dropped Matrix Armor Flexi Shield Matrix armor major product in this market, the flexi shield is meant to last for many combats. While its Blended Titanium materials are a bit lacking in protection the design and construction are the best around. TEF: 35 Cost: 750,000 Forces: Physical Protect: 532 ENC: 3 Max Apps: n/a Tech Type: VSIC Requires: n/a SP: n/a Special: Penetration raise Bcc by +5 not 10. Tech Level 8 EV Labs Glove Suit Shield Strand A basic strand designed to have 2 modes, a bracer and a buckler. The bracer adds to ones agility when defending, with a lower protection. The Buckler has a much higher protection, (it changes its material to Kronus Steel), but agility remains normal. TEF: 20 Cost: 500,000 Forces: Physical Protect: Bracer: 150 Buckler: 450 ENC: 1 Max Apps: 1 Tech Type: DNA Requires: n/a SP: n/a RM :1 Strand Type: Basic Strand Size: 1 Human Mod: None Special: Passive action to switch modes.

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Armor Technology Glove Suit Design


This armor is a thick skin that literally is like a second skin on the wearer. it has a great ability to expand its capabilities, making a powerful combat and technology system. The Glove suits protection and its lower Malfunction Threshold of Physical Protection/100 + 2 (min of 1) are a limit. Luckily both can be improved with systems upgrades.

Components - Glove Suit

Glove Suit Style Usually the name of the armor as well. The material is the basis for what DNA strand the armor can be updated with. Base Protect The value shows the ability of the base suit to absorb or block damage form any physical attack. Max DNA Chain Length A glove suits DNA chain can only have so many strands. Adding 50 of one type limits your ability to add other abilities. When a chain has added it maximum number of strands out that Glove suit cannot be expanded any more. Encumbrance Weight and bulk of armor Pockets In 2106 Mathematical Singularity where harnessed to hold equipment and increase the equipment carrying capacity of the StrikeForce. Each area of a Pocket holds 10 encumbrance at no penalty to the wearer. Sheaths Organic release cloth (RNA based) that senses users need and releases equipment at no penalty or action cost. Max TEF The maximum TEF any DNA strand additions can achieve

Glove Suits A History Created in late 2128 by the Free Merican Company Medicon, the glove suit technology was originally a synthetic skin for burn patients. By 2131 dermal regenerators like Haldern had killed the market. Desperate to save their company, they searched for other applications and the Glove suit was born. The Glove suit is a living DNA chain inside a thick flexible dermal layer (skin). The Glove suit is designed to increase its abilities by upgrading the DNA chain. There are five types of DNA strands: Simple, Basic, Enhanced, Complex, and Overlapping (Humans have complex DNA). The more complex the new ability, the more complex the DNA strand injected into the Glove suit. Medicon developed the five types to allow a greater flexibility in price points and better licensing deals with companies like EV Labs to develop new and greater abilities. Medicon did not create any chip interfaces for the original Glove suits. They felt that all needed abilities could be added using DNA add-ons. EV Labs created the RG-12 Advanced interface in 2132, originally for DNA Artificial Intelligence partners to control normal light and frame armor types. With this new enhancement, Glove suits can use VSIC and Nanonic chips designed for normal armor. As the glove suits DNA type is improved the types of enhancements that can be added improves. However, the ability of the enhancements to defeat technology is limited by the Strand type. The better the strand, the higher TEF the enhancements can achieve. The UN made immediate moves to restrict the use of Glove suits and only C-Spies, BioTech, and PsiTechs are allowed to purchase and have Glove Suit enhancements installed in Glove Suits.

Refigure as armor changes Protection Base Protect of Glove Suit Encumbrance (Enc.) Base ENC. + Helmet ENC Repair Modifier Total Protection/100 Malfunction Threshold Physical Protection/100 +5 (min of 1).

Device Stats

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Armor Technology

Base Glove Suits Glove Suit Type Simple DNA Base Dermal Simple DNA Enhanced Dermal Simple DNA JDA Black Skin Protect 60 50 45 Max Strands 5 10 8 5 7 Enc. Pockets Sheath 2 2 2 3 1 2 3 2 Cost 40,000 28,000 30,000 32,000 32,000 25,000 27,000

Simple DNA Advanced Material

40 60 42 65

Simple DNA Reich Suit Advanced Simple DNA Supron GS Alloy Simple DNA Matrix Enclosure 1

2.5 1.5 3 4

.5

9 8

4 2 2

4 4 2 3

Glove Suit Strand Upgrades Glove Suit Upgrade Matrix Basic Matrix Enhanced Max Strands 15 60 70 35 30 Protect Bonus 10 20 30 12 13 15 15 5 Tech level 2 4 6 3 5 3 DNA Insertion Type 2 Type 4 Type 2 Type 4 Type 4 Type 2 Type 3 Type 2 Type 3 Type 3 Type 3 Type 1 Cost 150,000 90,000

Matrix Complex

Matrix Overlapping Supron Complex Reich Enhanced

120

250,000 245,000 325,000 275,000 165,000 140,000

350,000

225,000

Reich Overlapping JDA Overlapping JDA Complex

Reich Complex

140 130 40 60 75

65

18 22 18 13

4 6 5 7

EV Labs Complex

EV Labs Enhanced

500,000 240,000

86

The armor systems of 2136 are flexible platforms capable of giving their wearers immense power and abilities. These armor systems can protect from a stream of super heated plasma, while adding the ability to climb walls, track multiple targets, hide amongst the shadows, and many other marvels. The upgrade path of any armor is limited only by the wearers Rank, tech level and their cash flow, which is how the Planning groups and the System equations want it. Unless an add on says it cannot be used with another type or specific device; IT CAN BE. Upgrade Types All Upgrades are either Hard tech (VISC or Nanonic Spec) or are Bio tech (DNA Strand based). There are 3 types of upgrades: Built-in, Chips, and DNA Strands. Built in systems are physically added to light and frame armor. Chips, either VSIC or Nanonic, activate functionality within light and frame armors. Glove Suits can add strands, some multiple times. Built- in Hard Tech may be added to a Glove suit using Technology pouches and DNA based chip interfaces allow the use of Nanonic and VSIC chips. Armor Types: An Analysis Physical Armor is always the best type of protection, but it is heavy, bulky and can be too restrictive in its requirements. Reactive electric Armor has helped close the gap, but even with these advancements overall protection still lags behind. After careful research and interviews with STOs in the field it has come to our attention that the System requires increased protection to compensate for the new plasma and burst laser type weapons. We have devised a system of damage absorption materials. These materials may prevent a majority of damage from actually hitting and severely damaging the target from shock. The materials are lightweight and very advanced in their ability to disperse and absorb damage that gets through Physical armor. The absorbers even expand into smaller armor penetrations and can affect Plasma and laser ammo, providing full protection from all types of damage including Criticals. The wearer is allowed to increased their overall protection without sacrificing weight and bulk. This will be an important growth for both the Combat and Corp sectors. Tech Guild Armor Study group 12

Armor Upgrades

Glove Suit

Accessories and Expansions Once a characters Glove Suit is chosen, the next step is to upgrade and improve as much as possible. The characters Tech Level, cash, and the current location can play a role in availability. The accessories listed below are in order of tech level. To upgrade a Glove suit, you must add DNA enhancement levels in order. So a Glove Suit with a simple DNA Strand must be upgraded to a basic strand, then an enhanced, then a complex, and finally and Overlapping Strand. Should an application fail on a Glove Suit, it must be reapplied. Most vendors only charge 20% of normal cost for a second try, the third is at full price again.

DNA Strands and DNA chain Types

Upgrading your Suits DNA Chains Each glove suit type has a limiter as to how many different abilities it can have. This limiter is the DNA Chain length of the Glove suit. Each chain can have so many strands attached. The more complex the DNA base strand, the more strands it can have. Each added ability lists the number of strands it takes up. When a chain has added it maximum number of strands out that Glove suit cannot be expanded any more. No more abilities may be added.
87

Light and Frame Armor

Accessories and Expansions Once a Characters armor is in place, the next step is to upgrade and improve the armor. Built-in accessories and chips increase the armors abilities and protection. While the characters Tech Level, which is rank based, is the primary limiter, cash and the current location can play a role in availability. The accessories listed below are in order of type and tech level.

Root 2 Access

Armor Technology: Upgrades Armor Upgrades Built in Systems Level 1

Armor Dose Pack I A Mechanical Drug injector system, shaped like a flat pack, which holds 8 doses of drugs. The doses are manually loaded and injected manually by use of a mechanical switch. Takes 1 active action to load and 1 passive action to inject dose. The pack may be on any part of the users body, but switches must be accessible to use. TEF: 3 Cost: VSIC: 900 Forces: none ENC: 2 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: N/A Protective Coating for Personnel Armor Adds 8 to any Armors protection value. Glove Suits can use without tech pouch. TEF: 3 Cost: VSIC: 20,000 Forces: none Protect: 8 ENC: 0 RM: 0 Tech Type: VSIC Max Apps: 1 Requires: N/A Hypo Spray This small gun shaped device holds 4 separate doses of drugs. Takes 1 active action per dose to load and 1 passive action to inject the dose. The gun has four separate triggers to select which dose is injected. TEF: 3 Cost: VSIC: 50 Forces: none ENC: .5 RM: 0 Tech Type: VSIC Requires: PowerPac Scan Shielding These sheets of ultra thin film increase the armors resistance to optic and scanner detection. TEF: 5 Cost: VSIC: 2,000 Forces: Elect ENC: 2 RM: 0 Max Apps: 3 Tech Type: VSIC Requires: N/A Armor Insulation This ultra thin coating grounds and protects the wearer from a 100 Power Unit Charge per application. TEF: 0 Cost: VSIC: 900 Forces: none ENC: .15 RM: 1 Max Apps: 100 Tech Type: VSIC Requires: N/A Pressurized Armor Protects wearer from G-forces equivalent to 21 gravities. Has air for 3 hours then must reset to clean CO2, 1 minute to clean 1 hour of air. The Essential requirement for all pilots, but handy for anyone in a squeeze. Pressurization is lost when armor takes a specific malfunction to pressurization, not before. TEF:10 Cost: VSIC: 500 Forces: Phys ENC: 2 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: N/A

Level 0

Kinetic Absorbers Adds 5 points of protection to Physical Armor. The material absorbs the energy from kinetic impact weapons to characters. TEF: 5 Cost: VSIC: 30,000 Forces: Phys/WNF/SNF Protect: 5 ENC: 5 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits requires tech pouch. Ionic bonding boots Allows player to lock on to any surface with 500 KG of pressure. Maximum 1,000 Kg weight TEF: 7 Cost: VSIC: 25,000 Forces: SNF/WNF ENC: 1 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A Armor Dose Pack II Similar to the Armor Dose Pack I, this pack has two distinct differences. First it holds 10 drug doses. Second, the Pack is linked into the armor electrical system. The slots do NOT report what is in each slot so activation still Costs the user, not AI, a Passive action to inject (Must remember what slot is the flash, where is that list) TEF: 3 Cost: VSIC: 1500 Forces: none ENC: 1.5 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits requires tech pouch Spidron Integrity Bond This is a chemically treated web strand from a common thread that is as strong as steel and as flexible as cloth. When added to armor it allows the armor to be less likely to malfunction. Increases malfunction threshold by 2 per application. Glove Suits cannot use. TEF: 3 Cost: VSIC: 25,000 Forces: none ENC: 0 RM: 1 Max Apps: 1 App per Rank Tech Type: VSIC Requires: N/A Kronus Steel Plating This is a thin sheet of flexible Kronus steel that is added to armor to increase its protection. Increases protection of armor by 5. Can be used with any armor additions. TEF: 0 Cost: VSIC: 15,000 Forces: none Protect: 5 ENC: 1.5 RM: 2 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits requires Tech Pouch Reactive Electric Armor An electronic lattice that sends an Electromagnetic blast at any impact/projectile attack. The base unit adds 6 protection. Reactive armor does not effect Plasma or Laser attacks. The effectiveness of the blast can be increased with additional targeting chips, maximum of 9 chips. Armor insulation increased by 2000 PU when added TEF: 8 Cost: VSIC: 900 Forces: Grav/Elect/WNF Protect: 6 ENC: 1 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: Glove Suit requires tech pouch

88

Add a Pocket This process adds an additional pocket onto a players armor. No more than 5 can be added on any one armor. TEF: 3 Cost: VSIC: 3,500 Forces: none ENC: 2 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: N/A Add a sheath Increases, by 1, the number of sheaths on a characters armor. TEF: 0 Cost: VSIC: 2,000 Forces: none ENC: .5 RM: 1 Max Apps: 10 Tech Type: VSIC Requires: N/A

Armor Technology: Upgrades Manufacturer Spotlight


uses satellites to track the images magnetic footprint. The scale of the search determines the cost. For each 100 KM it Costs: 5000 credits. Continents cost a flat rate of 100,000 credits and a planet search is 1,000,000 crds. Searches take 1-6 hours for a 100-km search, Continent searches take 1-6 days and a planet search takes 2- 20 weeks. TEF: 7 Cost: VSIC: 250,000 Forces: WNF/ Elect ENC: 2 RM: 4 Max Apps: n/a Tech Type: VSIC Requires: N/A Solid Rocket Boosters Mounted on Armor these rockets propel the wearer at 110 KM/h (30 m/sec). User uses PR to control the flight. PR roll must be by a minimum of thirty. Roll once every phase and on landing. Should user fail PR roll; roll 2d10 percentile on the Vehicle crash table for effect. Has 2 phases of fuel. TEF: 25 Cost: VSIC: 150,000 Forces: none ENC: 7.5 RM: 2 Max Apps: 1 Tech Type: VSIC Requires: N/A Additional Armor chip interfaces These additional chip interfaces may be used only for chips other than reactive armor chips. A max of 10 more chip interfaces may be added. May be added to armor with base Nanonic or VSIC slots, chips are not interchangeable. Interfaces may not be transferred to a new suit of armor. TEF: 1 Cost: VSIC: 5,000 Nano: 8,000 Forces: none ENC: .5 RM: 1 Max Apps: 10 Tech Type: VSIC/ Nano Requires: N/A

Wagner Androsyne Technologies (WAT) One of the largest electronics firms in the world, holder of an ESC seat for over 25 years, WAT makes built in armor systems for all types of armors. WAT is well known for their penchant of skirting the laws and rules of the UN to create a slightly better product. They have a strong reputation for all their built in systems, especially VSIC ones. WAT has a storied history being one of the corps who worked inside the Cartin Consortium. One of their greatest accomplishments was the stopping of a corporate war between AvCorp and the Free Merican Confederation, where WAT is headquartered. The Free Mericans had refused to grant AvCorp any discounts in their EZones. AvCorp was about to blast one or two FACOMs to smithereens with 2 StrikeForces, to demonstrate who was the boss. WAT discovered the plan and negotiated a truce between the two. WAT got concessions from both sides, on example of the shrewd business sense of WAT CEOs.

Level 3

Level 2

Ionic Bonding Gloves Like the boots, these gloves will allow the user to grip any surface. The gloves can be used to hold weapons so they can not be dropped. User can parry with these gloves and, when used in conjunction with the boots they allow the user to suspend up to 200 kg from their hands, if no boots 100 kg. This is not changeable. TEF: 7 Cost: VSIC: 30,000 Forces: SNF/ WNF ENC: 1 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: N/A Plasma Absorption Harness An addition to Kinetic Absorbers that breaks up plasma streams, adding the ability to protect against plasma and 5 to the absorbers protection. Total absorption is now 10 for impact and plasma attacks. TEF: 0 Cost: VSIC: 40,000 Forces: WNF/ Elect Protect: 5 ENC: 1.5 RM: 2 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits requires tech pouch. Magnetic Resonance Image Tracker Allows a character to take a magnetic image of a person or object. The recorded image (passive action) can be used by AvCorps satellite system to track the target. The system

Personal ECM panels 1 3 Panels that emit a constant wave of electronic and Physical interference, that obstruct an attackers ability to target the wearer. The panels TEF effects attackers to hit; even if no targeting devices are used. The interference is visible to the eye making it hard to get a clear shot. The panels have three Slots for ECM chips. ECM chips are allowed to boost a panel system based on the chips TEF Bonus. TEF: 8 Cost: VSIC: 480,000 Forces: Grav/Elect/Phys ENC: 3 RM: 3 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits require tech pouch Advanced Kinetic Absorbers - This device is added on to the Kinetic Absorbers to make them more efficient. This device absorbs damage as it hits adds an additional to 10 protection. Total absorption bonus to protect is 20. Does not affect Plasma. Adds on to existing Absorbers; uses those tech pouches for Glove Suits. TEF: 0 Cost: VSIC: 75,000 Forces: none Protect: 18 ENC: 1 RM: 3 Max Apps: n/a Tech Type: VSIC Requires: Kinetic Absorbers Anti - Scan Coating When applied to armor interferes with any optics or other scan devices. TEF: 12 Cost: VSIC: 40,000 Forces: Phys ENC: .5 per app RM: 1 Max Apps: 1 Tech Type: VSIC Requires: N/A

89

Armor Technology: Upgrades


Security Panel Bypass System This System uses a narrow energy blast directed at a security panel to cause a tech nullification and open. The user can use Security Systems: Bypass SkillSet to increase the TEF of the Chips attack. Every success increases the Chips TEF by 1. Can be used 4 times, and then must recharge. Must be fully discharged before recharge starts. Takes 4 hours to recharge. Has a 1m range. TEF: 8 Cost: VSIC: 135,000 Forces: Elect/Grav/WNF ENC: 2.5 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits requires tech pouch Advanced Reactive Targeting A new system for targeting attacks at the wearer. This system is more accurate also uses the power of the base more effectively. The system adds 3 to the reactive armor base and adds Gravity force; allowing reactive to now affect Plasma attacks. Burst Lasers are not affected. Adds on to existing reactive armor base, uses those tech pouches for Glove Suits. TEF: 7 Cost: VSIC: 85,000 Forces: Grav/Elect Protect: 3 ENC: 2 RM: 3 Max Apps: n/a Tech Type: VSIC Requires: N/A Armor Dose Pack III An advanced version of the Dose pack II. This version has a chip (Armor or helmet slot) to keep track of drugs in each slot, detects it when inserted, and if the dose has any impurities (Poisons). This version works with voice or AI commands and Cost: a free action to use as long as the chip is functional. Should chip fail, pack works as the II version. TEF: 0 Cost: VSIC: 2500 nanonic: 8000 Forces: none ENC: 1.5 RM: 3 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits require a Tech Pouch. Also requires a Chip Slot. Personal ECM panels 2 5 Panels that emit a constant wave of electronic and Physical interference, that obstruct an attackers ability to target the wearer. The panels TEF effects attackers to hit; even if no targeting devices are used. The interference is visible to the eye making it hard to get a clear shot. The panels have five slots for ECM chips. ECM chips are allowed to boost a panel system based on the chips TEF Bonus. TEF: 11 Cost: VSIC: 615,000 Forces: Grav/Elect/Chem/Phys ENC: 5 RM: 5 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits require a Tech Pouch Armor Electronic Jamming System A system that uses TEF from other Built-in systems (not Chips) to jam targeting or optics systems. The System grows in effectiveness as more Armor TEF is diverted to it. Any built in system with a TEF can be diverted. Add all TEFs to the Jamming systems TEF. The diverted systems are off line while the Jamming system is using the system for jamming. Passive action to re-configure the TEF usage. TEF: 10 Max TEF: 50 Cost: VSIC: 500,000 Forces: Grav/Elect/WNF/SNF ENC: 3 RM: 4 Max Apps: n/a Tech Type: VSIC Requires: Glove Suit tech pouch Static Field Discharger Using Electromagnetic and Sound (SUHF), this device causes a fear response in 1-5 targets in a 10m range. The effects are that the targets must roll against EM every round they are in the field. Should they fail they remain panicked until the field is removed. TEF: 9 Cost: VSIC: 120,000 Forces: Elect/ Phys ENC: 3 RM: 2 Max Apps: n/a Tech Type: VSIC Requires: Glove Suit requires a tech pouch Regulon Star Plates This circuitry is installed in Kronus Steel plates. Using refractive crystals to affect the Physical, Gravity and Electromagnetic Fields of Reactive armor adding 10 to protection. The crystals may be added 7 times. Each application adds weight to the Armor. This boost from the Regulon Start plates allows reactive protection to be counted as protection for Lasers. TEF: 8 Cost: VSIC: 95,000 Forces: Grav/Elect/Phys Protect: 3 ENC: .5 RM: 3 Max Apps: 7 Tech Type: VSIC Requires: Kronus Steel Plates. Glove Suit requires a Tech Pouch

Level 4

90

Adv, Plasma Absorption Harness An addition to Advanced Kinetic Absorbers that breaks up plasma streams and allows the Advanced Kinetic Absorbers to absorb an additional 8 damage. Total Absorption is 28 pts. Adds on to existing Absorbers and uses those tech pouches for Glove Suits TEF: 0 Cost: VSIC: 40,000 Forces: SNF/WNF/Phys Protect: 8 ENC: 2 RM: 6 Max Apps: n/a Tech Type: VSIC Requires: N/A

Supron FlexiCoat An ionicly bonded Super dense Coating of thin metal that increases the Malfunction threshold of armor by 1. TEF: 7 Cost: VSIC: 50,000 Forces: WNF/Phys ENC: 0 RM: 1 Max Apps: 30 Tech Type: VSIC Requires: N/A

Armor Technology: Upgrades


Targeted Reactive Discharge I This armor system allows the user to target a burst of reactive armor at 1 target within 5m. Burst has equivalent Power Units of 10 x users reactive protection. Cost: 1 action to use. TEF: 7 Cost: VSIC: 165,000 Forces: Elect/Phys ENC: 2 RM: 1 Max Apps: n/a Tech Type: VSIC Requires: Glove Suits requires tech pouch Supron Strand Infusion A process that infuses a stranded Supron alloy. This process can only be used on Non-plate type armor (Light armor). It adds 5 to the armor per application, a maximum of 4 times. Each addition adds 3 Enc. Not usable on glove suits TEF: 5 Cost: VSIC: 133,500 Forces: WNF/SNF/Chem/Phys Protect: 5 ENC: 3 RM: 5 Max Apps: 4 Tech Type: VSIC Requires: N/A Personal ECM panels 3 8 Panels that emit a constant wave of electronic and Physical interference, that obstruct an attackers ability to target the wearer. The panels TEF effects attackers to hit; even if no targeting devices are used. The interference is visible to the eye making it hard to get a clear shot. The panels have 8 slots for ECM chips. ECM chips are allowed to boost a panel system based on the chips TEF Bonus. Glove Suits requires tech pouch. TEF: 12 Cost: VSIC: 850,000 Forces: All ENC: 8 RM: 8 Max Apps: n/a Tech Type: VSIC Requires: N/A Karlyle Micro-Lacing Additional modification for light and Frame armor, no glove suits. The lacing adds 2 to the base protection each time it is added. May be added 4 times. TEF: 5 Cost: VSIC: 65,000 Forces: none Protect: 2 ENC: .5 per app RM: 5 Max Apps: 4 Tech Type: VSIC Requires: N/A Advanced Karlyle Plating An addition to Regulon Star Plates that increase all reactive armor protection and adds large flexible plates of Karlyle Lacing II to light and Frame armor. No glove suits. The Plates are too large and not stable enough for an Exo skeleton to lock onto. Also, the plates cannot survive the Hybrid armor fusing process. They must be removed before Exo or hybrid upgrades can take place. The plates add 10 Enc and increases RM by 5. The total protection (All Armor; Impact, Plasma, Laser) of the armor adds 72. TEF: 10 Cost: VSIC: 258,000 Forces: SNF/WNF/Phys Protect: 72 ENC: 10 RM: 5 Max Apps: n/a Tech Type: VSIC Requires: N/A

Level 6

Molecular Absorption Layer Similar to the ExoSkeleton Molecular absorbing Shocks. However, this is a Nanonic layer of material that absorbs even laser photon impacts that penetrate a persons armor. The Layer adds 20 points to armor protection through its absorbers. Can be used with any other Non DNA absorber system. TEF: 25 Cost: VSIC: 15,000 Forces: All (No Calon) Protect: 20 ENC: 3 RM: 4 Max Apps: n/a Tech Type: VSIC Requires: Tech pouch for Glove Suits. Particle X Absorber Enhancement Adding the Particle X to any absorber system adds 16 to the Absorption system. If multiple systems are in use, effect is NOT cumulative adding it to three absorbers still only gives +16 absorption. Does not require tech pouch for Glove Suits. TEF: 0 Cost: VSIC: 522,000 Forces: SNF/WNF Protect: 16 ENC: 2 RM: 10 Max Apps: n/a Tech Type: VSIC Requires: N/A Impact Shield A specially designed material that absorbs Impact and redistributes it to minimize effect. The Shield has 500 Structure Points that any Kinetic/impact/ concussion hit must penetrate first. Damage hits wearer as soon as 500 points of damage are taken by shield. The armor must be fixed to bring Impact shield back to effective levels. Available for Glove Suits 250 points of damage max. TEF: 2 Cost: VSIC: 650,000 Forces: Chem./Phys ENC: 10 RM: 10 Max Apps: n/a Tech Type: VSIC Requires: tech pouch required

Level 5

Level 8

91

Armor Technology: Upgrades


TEF: 12 Cost: VSIC: 40,000 Nanonic: 60,000 Forces: Elect/WNF/SNF Tech Type: VSIC/Nanonic Reactive Armor, Type 2 chips As reactive armor, but chips that are more efficient. Each chip adds 5 to armors protection rather than 10 as original chips. You can intermix chip types but only nine chips maximum. TEF: 5 Cost: VSIC: 7500 Nanonic: 11,250 Forces: Grav/Elect/WNF Protect: 5 per chip Tech Type: VSIC/Nanonic Max Chips:10 Requires: Reactive Armor base (Built In)

Tech SpotLight: McGovernTrask Configurable Circuits


First developed in the Corporate Wars era by DNA Fusion, these circuits are the heart of modern armor. Simply insert a Chip into the circuit and it will reconfigure itself to perform that function. The flexibility this gives both the armor and the user is unparalleled in the history of warfare. While there are limitations to these functions, a booming chip based modifications market has developed. Even so more and more systems are adapted for these remarkable Semi Organic circuits.

Level 3

Chips and Other Removable Systems Level 1

Temp Chip 3 Allows a pressurized suit of armor to become resistant to temperatures from -1000 degrees to 2000 degrees Celsius. No Effect on Plasma Attacks. TEF: 15 Cost: VSIC: 100,000 Nanonic: 150,000 Forces: Chem./Phys Tech Type: VSIC/Nanonic

Level 4

Chameleon Chip I Allows armor to blend in with surroundings. Aids the Stealth skill. TEF: 8 Cost: VSIC: 20,000 Nanonic: 30,000 Forces: Elect/WNF/SNF Max Apps: n/a Tech Type: VSIC/ Nanonic Requires: N/A Static ECM Chip Each chip aids against any tracking system. The Chip blocks Electromagnetic and Gravity forces only. Maximum of 5 Chips in Armor. TEF: 5 Tech Type: VSIC/Nanonic Cost: VISC: 95,000 per chip Nanonic: 142,500 Max Apps: n/a Forces: Elect/ Grav Temp chip I Allows a pressurized suit of armor to become resistant to temperatures from -100 degrees to 500 degrees Celsius. No effect on plasma attacks. TEF:8 Cost: VSIC: 10,000 Nanonic: 20,000 Forces: Chem./Phys Tech Type: VSIC/Nanonic Reactive Armor Type 1Armor Chips A set of chips that more efficiently generates the electromagnetic field used to stop attacks. Each chip adds +2 to the users protection, a maximum of 10 chips. Works also with Advanced targeting base. No Mixing different power chips. Reactive will fail to function. TEF: 3 Cost: VSIC: 5,000 Nanonic: 7500 Forces: Grav/Elect/WNF Protect: 2 per chip Tech Type: VSIC/Nanonic Max Chips:10 Requires: Reactive Armor base (Built In)

Temp Chip 4 Allows a pressurized suit of armor to become resistant to temperatures from 2000 degrees to 3000 degrees Celsius. Ne effect on plasma attacks. TEF: 20 Cost: VSIC: 225,000 Nanonic: 337,500 Forces: Chem./Phys Tech Type: VSIC/Nanonic Wave Static ECM Chip Each chip aids against any tracking system. The Chip is designed to block Electromagnetic, Gravity, Chemical, and Physical forces. 8 Chips maximum in armor. TEF: 10 Cost: VSIC: 580,000 Nanonic: 870,000 Forces: Elect/Grav/Chem/Phys Tech Type: VSIC/Nanonic Calon Disrupter Field A base field of Calon energy that is continuously switching polarity. This continuous switch makes it harder for attacking PsiTechs adding additional interference. The field adds to the PsiCon of user before a parry is rolled. Non- PsiTechs may exceed a 100 PsiCon with this; the field is always up and has a 5m range. TEF: 20 Cost: VSIC: 120,000 Nanonic: 180,000 Forces: Calon Tech Type: VSIC/Nanonic Chameleon Chip, Type 3 As normal chameleon, simply more effective. TEF: 18 Cost: VSIC: 60,000 Nanonic: 90,000 Forces: Elect/WNF/SNF Tech Type: VSIC/Nanonic Reactive Armor Type 3 Chips Adds 10 to armor instead of 10. Max addition to armor is now 100 plus the base unit. Ten chips max. Mixing is allowed. TEF: 10 Cost: VSIC: 10,000 Nanonic: 15,000 Forces: Grav/ Elect/WNF Protect: 15 per chip Tech Type: VSIC/Nanonic Max Chips:10 Requires: Reactive Armor base (Built In)

92

Level 2

Temp Chip 2 Allows a pressurized suit of armor to become resistant to temperatures from -500 degrees to 1000 degrees Celsius. No effect on Plasma Attacks. TEF: 10 Cost: VSIC: 50,000 Nanonic: 75,000 Forces: Chem./Phys Tech Type: VSIC/Nanonic Chameleon Chip, Type 2 As its level one counter part, allows user to blend in with any type of area.

Level 5

Temp chip 5 Allows a pressurized suit of armor to become resistant to temperatures from -3000 degrees

Armor Technology: Upgrades


to 4000 degrees Celsius. No effect on plasma attacks. TEF: 12 Cost: VSIC: 350,000 Nanonic: 525,000 Forces: Chem/Phys/WNF Tech Type: VSIC/Nanonic Nuclear Static ECM Chip Each chip aids against any tracking system. The Chip blocks all forces, excluding Calon. 5 Chips maximum in Armor. TEF: 13 Cost: VSIC: 740,000 Nanonic: 1,110,000 Forces: All (No Calon) Tech Type: VSIC/Nanonic Chameleon Chip, IV As the others, very effective technology. TEF: 23 Cost: VSIC: 80,000 Nanonic: 110,000 Forces: Elect/WNF/SNF Tech Type: VSIC/Nanonic Reactive Armor Type 4 Chips A new set of chips that more efficiently generates the electromagnetic field used to stop attacks. Each chip adds 15 to the users protection, a maximum of 10 chips. Works also with plasma enhanced base. Mixing different power chips is allowed. TEF: 12 Cost: VSIC: 135,000 Nanonic: 202,500 Forces: Grav/Elect/WNF Protect: 15 per chip Tech Type: VSIC/Nanonic Max Chips:10 Requires: Reactive Armor base (Built In) Calon Disrupter Field II Chip A more focused low power field similar to the level I field. The level II adds TEF to the users PsiCon for defense only at all times. The defensive field can be switched to a new modulation of Calon energy frequencies; this adds TEF + 10 to their PsiCon and is a passive action lasts whole phase. Can switch the modulation the field 2 times every turn; due to the power required. TEF: 25 Cost: VSIC: 135,000 Nanonic: 202,500 Forces: Calon Tech Type: VSIC/Nanonic +1 Reaction Chip An armor chip that uses the armor to boost how fast a person can react. The boost is only for a microsecond and adds one to a person reaction roll. No more than 10 chips in 1 suit of armor. Requires no action to use, and counts towards total reaction for number of actions. TEF:5 Cost: VSIC: 150,000 Nanonic: 225,500 Forces: Phys Tech Type: VSIC/Nanonic 225,500 Forces: Grav/Elect/WNF Protect: 20 per chip Tech Type: VSIC/Nanonic Max Chips:10 Requires: Reactive Armor base (Built In) Chameleon Chip V As others with all forces. TEF: 25 Cost: VSIC: 120,000 Nanonic: 180,000 Forces: all (No Calon) Tech Type: VSIC/Nanonic +2 Reaction Chip An armor chip that uses the armor to boost how fast a person can react. The boost is only for a microsecond and adds 2 to a person reaction roll. No more than 10 chips in 1 suit of armor. Requires no action to use and counts towards total reaction for number of actions. TEF: 5 Cost: VSIC: 200,000 Nanonic: 300,000 Forces: Phys Tech Type: VSIC/Nanonic

Level 7

Chameleon Chip VI The pinnacle of armor chip stealth is even protects against calon scans. TEF: 32 Cost: VSIC: 200,000 Nanonic: 300,000 Forces: All Tech Type: VSIC/Nanonic Reactive Armor Type 6 Armor Chips A new set of chips that more efficiently generates the electromagnetic field used to stop attacks. Each chip adds +25 to the users protection, a maximum of 10 chips. Works also with plasma enhanced base. Mixing different power chips is allowed. TEF: 15 Cost: VSIC: 150,000 Nanonic: 225,500 Forces: Grav/Elect/WNF Protect: 25 per chip Tech Type: VSIC/Nanonic Max Chips:10 Requires: Reactive Armor base (Built In)

Level 8

Level 6

Calon Pulse Field Chip A chip using the armor electrical system to generate a pulse field which interferes with Calon Energy. The field must be focused on one target, range 200m. The field disrupts the Calon energy as the Psi Generates it and 100 from the attack. This chip range can be boosted by ROM and PROM chips. However, it can only be used 5 times in an hour period. Each use lasts 10 minutes. TEF: 25 Cost: VSIC: 360,000 Nanonic: 540,000 Forces: Calon/Elect Tech Type: VSIC/Nanonic Reactive Armor Type 6 Armor Chips A new set of chips that more efficiently generates the electromagnetic field used to stop attacks. Each chip adds 25 to the users protection, a maximum of 10 chips. Works also with plasma enhanced base. Mixing different power chips is allowed. TEF: 15 Cost: VSIC: 325,000 Nanonic: 450,000 Forces: Grav/Elect/WNF Protect: 25 per chip Tech Type: VSIC/Nanonic Max Chips:10 Requires: Reactive Armor base (Built In)

Temp Chip 6 Allows a pressurized suit of armor to become resistant to temperatures from -4000 degrees to 5000 degrees Celsius minimum temp. Can be programed to 1/2 EF of plasma attacks, Electronics Program must raise Chip TEF to 60 for bonus. TEF: 12 Cost: VSIC: 500,000 Nanonic: 750,000 Forces: Chem/Phys/WNF/SNF Tech Type: VSIC/Nanonic Reactive Armor Type 5 Armor Chips A new set of chips that more efficiently generates the electromagnetic field used to stop attacks. Each chip adds +20 to the users protection, a maximum of 10 chips. Works also with plasma enhanced base. Mixing different power chips is allowed. TEF: 15 Cost: VSIC: 150,000 Nanonic:

93

DNA Strands Level 0


DNA Technology Pouch A pocket of DNA Skin that is designed to surround a piece of VSIC or Na-

Armor Technology: Upgrades


nonic Built in Technology and in a 10 minutes period the puch takes on all the function of the tech. The Hard tech is useless garbage now. This allows the device to work with the Glove suit. This does not change the functions or TEFs; but RNA strand Enhancer may not be used to increase or change the Technology pouches. TEF: 5 (Until tech is absorbed) Cost: Strand: 15,000 Insertion: 40,000 (5% failure chance) RM: 1 Max Apps: 10 Forces: none Strand Type: Simple Strand Size: 1 Human Mod: None Mod: None Glove Suit RNA Strand Enhancer DNA Strands can be improved to work more effectively against Technology by enhancing their effectiveness. This RNA injection modifies any Strand with a TEF, so it is more effective in combat. Each application adds 1 TEF to Glove Suit TEF max, a specific DNA Strand, or adds 1 Force to that the strand. It adds no other bonuses. Adding a Force costs 24,000 per strand. If Calon Force is added cost is 60,000 per strand. TEF: 5 Cost: Strand: 8,000 * new TEF Insertion: 40,000 (5% failure chance) RM :1 Max Apps: n/a Forces: none Strand Type: Simple Strand Size: 1 Human Mod: None DNA Chameleon Virus This will allow the wearer to adjust the coloring of the Glove Suit to become highly detailed camouflage. The wearer will still cast shadows. TEF: 8 Cost: Strand: 90,000 Insertion: 40,000 (5% failure chance) RM :2 Max Apps: n/a Forces: WNF/ Chem/Phys Strand Type: Basic Strand Size: 2 Human Mod: BioBloc Glove Suit Bio Electric Armor A Bioelectric field that works like reactive armor, but is a DNA strand; not VSIC or Nanonic technology. Reactive armor uses a different combination of Electromagnetic Forces and CANNOT work with Bio Electric Armor (Their forces cancel each other out). The base DNA Strand adds 50 to the armors base protection. This field affects both Plasma and ChemProject weaponry. Burst Lasers are not affected. The base adds 500 PU insulation. TEF:5 Cost: Strand: 120,000 Insertion: 40,000 (5% failure chance) RM :2 Max Apps: n/a Forces: Grav/ WNF/SNF/Elect Protect: 50 Strand Type: Simple Strand Size: 1 Human Mod: None

Level 1

Dermal Absorption Layer Simple Strand This dermal enhancement allows a thick inner membrane to separate the user from any damage that might penetrate the user. Similar to Kinetic absorbers the Strand has the ability to absorb damage that penetrates the armors outer skin. Additional strand upgrades, when added, increase the absorption and the complexity and size of the strand. Impact Absorb 3 Plasma Absorb 0 Laser Absorb 0 Strand Complexity 1/Simple

The numbers listed above are the totals for each strand, and are not cumulative. These strands can be used with Kinetic Absorbers with a Plasma Harness, or a Molecular Harness NOT both. TEF: 5 Cost: Strand: 20,000 Insertion: 40,000 (5% failure chance) RM: 1 Max Apps: 1 Forces: Phys Strand Type: Simple Strand Size: 1 Human Mod: None

Level 2

DNA Weapon Skin A tailored DNA sequence that turns into a hardened Melee Combat weapon. The DNA lives in the Glove Suit until activated. The DNA can become one specific weapon, determined when purchased. This base weapon has no additional abilities. Weapon lasts for 5 minutes then must recharge (eat) for 2 minutes until it can reform. The weapon has the base Stats of a Steel weapon. Multiple weapons can be kept in the Suit at one time. TEF: 10 Cost: Strand: 135,000 Insertion: 40,000 (5% failure chance) RM :1 Max Apps: n/a Forces: none Strand Type: Simple Strand Size: 1 Human Mod: None

Level 3

DNA Dermal Layer Enhancement This enhancement increases the ability of the skin suit to take damage. The dermal layer thickens and is made more flexible. The change adds 10 to the protection of the suit. Adds 500 PU insulation. This strand also increases the Malfunction level of the armor by 2. TEF: 6 Cost: Strand: 75,000 Insertion: 40,000 (5% failure chance) RM :2 Max Apps: n/a Forces: Phys Protect: 10 Strand Type: Simple Strand Size: 1 Human Mod: None

94

RG-12 DNA interfaces These are additional nerve endings designed to work as VSIC or Nanonic Chip Slots. Each slot can adapt to whatever form of chip is interfaced to these strands. They behave as normal slots. Each Strand has 4 slot connections for either VSIC or Nanonic. Each slot can hold 1 VSIC or 2 Nanonic chips. Glove Suit can have its RM/10 in available slots, 16 minimum. These slots do not support reactive armor chips. TEF: 3 Cost: Strand: 15,000 Insertion: 40,000 (5% failure chance) RM :1 Max Apps: n/a Forces: none Strand Type: Simple Strand Size: 1 Human

Armor Technology: Upgrades Manufacturer Spotlight


Dermal Absorption Layer Basic Strand This dermal enhancement allows a thick inner membrane to separate the user from any damage that might penetrate the user. The second layer of this strand adds protection from Plasma and Laser weapons. It also increase the size and complexity of the Strand. Impact Absorption 8 Plasma Laser Strand / AbsorpAbComplextion sorption ity 8 3 2/Basic

Encom Vanders Labs (EV Labs) The Creators of the Homo Centurian Race this company sprang from the Military programs of the Old United States. Encom was the only lab to hold on to a copy of the entire Human Genome, when the Russian Darkness destroyed most of the data. With this data compiled from the Old United States, Encom had a huge jump on its competitors. In 2029 the Paulson units manipulated a large force of MoaSen to attack the labs in the newly formed WAC. As the attack began a large force of Strike Teams from Vanders Electronics defended Encoms lab for almost 28 hours. Encom immediately moved to join Vanders and combine their resources in the Secret War. Vanders accepted, while not really knowing what to do with the labs. Vanders Teams were to have the lowest causality rate because of the advanced meds that Encom Provided to Vanders Teams. When the UN was on the verge of being reinstated, EV Labs offered a copy of the Human Genome to any joining company or Country. AvCorp paid a large lump sum to Encom/Vanders Labs for this. The large infusion of cash and resources allowed EV Labs to move into the market of new medicine, DNA research, and BioTech. The DNA and BioTech research was not very lucrative until 2127, when the UN began to relax restrictions. The UN and the System opened the BioTech areas in 2128 and EV registered 350 new technologies, many were process oriented research that EV had done since 2050; which saved humanity almost 30 years of ramp up time in BioTech. Due to this AvCorp and the UN infused a Bonus of 3 trillion credits into EV which helped them expand and meet the new demand for their biotech products. Encom Labs has been known as a house of the devil, and many leaders in the MoaSen states would go out of their way to attack them. EV Labs has created hundreds of useful drugs to help eradicate such diseases as; AIDS/HIV, Ebola, Diabetes, and how to spawn new muscle from fat cells. Though rumors abound EV has steadfastly denied that they are looking to create another race like the Homo Centurian; however they have many high security areas were anything could done. EV has stated that their only desire is to continue to improve the quality of human life, not to create it.

The numbers listed above are the totals for the upgraded strand, and are not cumulative. These strands can be used with Kinetic Absorbers with a Plasma Harness, or a Molecular Harness NOT both. TEF: 0 Cost: Strand: 60,000 to upgrade Simple Insertion: 40,000 (5% failure chance) RM :2 Max Apps: n/a Forces: WNF/Phys Strand Type: Basic Strand Size: 2 Human Mod: None DNA AI Link Allows DNA AI Intelligence inside a Glove Suit to control the functions of a glove suit; all use by the AI is considered a passive action. The AI can adjust TEF of DNA Strands down if it wishes and costs a passive action for each strand lowered. TEF: 15 Cost: Strand: 60,000 Insertion: 40,000 (5% failure chance) RM :2 Max Apps: n/a Forces: Chem Strand Type: Basic Strand Size: 2 Human Mod: None Light Bending Invisibility This will make the suit and wearer transparent. It can mask up to three items, expandable with the RNA enhancer strand, on the suit, not including pockets and sheaths, which are masked automatically. The suit absorbs light, so unless the person is in a Dark area or has chameleon abilities the TEF is halved. The wearer will not cast shadows. In technology combat if the TEF difference is -30 or greater, the user has disappeared off all scanners and the attacker gets no skill roll. The TEF of the LBI is the only TEF considered for this disappearance ability TEF: 6 Cost: Strand: 100,000 Insertion: 40,000 (5% failure chance) RM :2 Max Apps: n/a Forces: WNF/ Chem/Phys Strand Type: Simple Strand Size: 1 Human Mod: None DNA Morphing This will let the wearer take on the appearance of something roughly the same size and shape as the wearer. If he is curled into a ball, he could look like a rock, or he could even make himself look like another person. To use this ability to look like someone specific would take at least a few rounds of study and a scanner, or the AI can generate a random appearance for the situation. Takes passive action to activate. TEF: 7 Cost: Strand: 60,000 Insertion: 40,000 (5% failure chance) RM :2 Max Apps: n/a Forces: WNF/ Elect/Phys/Chem Strand Type: Basic Strand Size: 2 Human Mod: BioBloc

95

Armor Technology: Upgrades


Doppelganger By increasing the size (and encumbrance) of the suit, this mod allows part of the glove suit to detach from the back and do simple movements on its own. The doppelganger can also use the DNA Chameleon devices, but can only move within 20 meters of the Glove suit. It can do only basic movements, and no skills rolls can be made. While a doppelganger is deployed, the Glove Suit is unable to use any DNA Abilities greater than Simple Strands in the suit. Since it is just a shell of DNA material, any shots incurred tend to pass right through it. Damage is done only if the suit malfunctions. Then both parts of the glove suit will suffer the malfunction. The doppelganger has no offensive capabilities. Doppelgangers cast a shadow. Works 2/day for 5 minutes max (10 turns). TEF:8 Cost: Strand: 500,000 Insertion: 50,000 (2% failure chance) RM :3 Max Apps: n/a Forces: Grav/ WNF/Phys Strand Type: Complex Strand Size: 3 Human Mod: None es: Grav/WNF/SNF/Elect Strand Type: Simple Strand Size: 1 Human Mod: None DNA Drug Injector This DNA Enhancement allows the user to inject up to 20 doses into the holding area this creates. The Doses remain in stasis until activated by either the AI or a Voice command; The injector will then use the requested drug on the wearer. It is a free action to use this device TEF: 3 Cost: Strand: 10,000 Insertion: 40,000 (5% failure chance) ENC: 3 RM :1 Max Apps: n/a Forces: none Strand Type: Basic Strand Size: 2 Human Mod: BioBloc Glove Suit Retinal Optics An enhanced DNA strand that allows a glove suit user to use optics without a helmet. The optics are placed in a technology pouch and then linked to a set of Retinal Optics. The optics work as normal and can use 10 chip upgrades as normal. Detection of the Retinal Optics is difficult and they have a TEF to conceal the optics. TEF: Detection: 12 Optics Bonus: 5 Cost: Strand: 250,000 Insertion: 40,000 (5% failure chance) ENC: .5 RM :1 Max Apps: n/a Forces: Elect/Phys Strand Type: None Strand Size: 0 Human Mod: None Requires: Tech Pouch and Helmet Optics. Works with VSIC chips only

Level 4

Bioelectric Armor DNA Strand Upgrade An addition to Bio Electric Armor that adds 7 new DNA strands to the Base Bio electric armor. This adds 10 to (5 from each strand) the armor protection. Requires the Bio Electric Armor strand. This may be added 6 times, 2 times per rank upgrade. Each strand adds 20 PU insulation (100 total). TEF: 0 Cost: Strand: 60,000 Insertion: 40,000 (5% failure chance) RM :4 Max Apps: 6 Forces: Grav/WNF/ Elect Protect: 10 per app Strand Type: Enhanced Strand Size: 2 Human Mod: None Glove Suit Prowess Enhancement A DNA strand that adds the following abilities while wearing the Glove Suit: 1) Adds 5 to the wearers PR (No Max) for 1 minute three times a day. 2) Adds 5 skill levels to the dodge skill (Unlimited uses). 3) Increases users reaction by 5 (May exceed Human Max). TEF: 6 Cost: Strand: 160,000 Insertion: 40,000 (5% failure chance) RM :3 Max Apps: n/a Forces: Phys Strand Type: Basic Strand Size: 2 Human Mod: None

Level 5

Bioelectric Absorption Field A BioElectric Field that boosts the ability of the Dermal Absorption Layer by adding 2 to its absorption ability. The stronger the field, the larger the boost to the Absorption Layer; the field may be upgraded 10 times for a maximum of +20 to the absorption layer. TEF: 7 Cost: Strand: 250,000 Insertion: 50,000 (2% failure chance) ENC: .5 RM :3 Max Apps: 10 Forces: All (No Calon) Protect: 2 per app Strand Type: Complex Strand Size: 3 Human Mod: None Requires: n/a Advanced Chameleon Virus This Upgrade to the Chameleon Virus allows the wearer to exactly match the environment that he is in. The upgrade takes the TEF of the Chameleon Virus and allows the glove suit to look like the area the suit is in. Can create up to 100 specific images at once (10 images used for 1 scene (1 scene is one ability of the virus; 10 scenes max)). If he is looked at from the side, he will not be seen any different. The wearer will still cast shadows. TEF: 12 Cost: Strand: 250,000 Insertion: 50,000 (2% failure chance) ENC: 0 RM : 4 Max Apps: 1 Forces: All (No Calon) Strand Type: Overlapping Strand Size: 4 Human Mod: None Requires: n/a

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Glove Suit Manipulation Strand A DNA strand that allows the manipulation of the Glove suits appearance at all levels. The Suit can be changed to look like any type of Frame or Light Armor. User can even specify what insignias and damage appears to be done to the armor. The Strand can maintain this shift for 30 minutes every 24 hours; minutes can be broken up. When used with other stealth enhancements add TEFs together. Mass is added to the glove suit with this enhancement to allow the changes. TEF: 9 Cost: Strand: 120,000 Insertion: 40,000 (5% failure chance) ENC: 5 RM :1 Max Apps: n/a Forc-

Armor Technology: Upgrades


chip will activate these functions only if certain predefined circumstances occur (Active action in the case of an analysis strand). TEF: 7 Cost: Strand: 300,000 Insertion: 50,000 (2% failure chance) ENC: 0 RM : 3 Max Apps: 1 Forces: Chem/WNF Strand Type: Complex Strand Size: 3 Human Mod: None Requires: n/a Calon Disrupter Field Strand A more focused low power field than the Chips Generate. The DNA Strand adds TEF to the users PsiCon, for defense only, at all times. The defensive field can be switched to a new modulation of Calon energy frequencies; this adds an additional 25 to their PsiCon and is 1 passive action, last for whole phase. The user can modulate the field 3 times per turn. Wearer of a Glove suit can detect any use of Calon energy with in 200m regardless of the target. TEF: 25/50 Cost: Strand: 90,000 Insertion: 40,000 (5% failure chance) ENC: 0 RM : 2 Max Apps: 1 Forces: Calon Strand Type: Basic Strand Size: 2 Human Mod: BioBloc Requires: n/a +1 Reaction Strand An armor strand that allows a Glove Suit to boost how fast a person can react. The boost is only for a microsecond and adds one to a characters reaction roll. 10 strands max. Requires no action to use, and counts towards total reaction for number of actions. TEF: 50 Cost: Strand: 150,000 Insertion: 50,000 (2% failure chance) ENC: 0 RM : 3 Max Apps: 1 Forces: Phys Strand Type: Complex Strand Size: 3 Human Mod: BioBloc Requires: n/a

Tyrex Incorporated A home grown Republic of Texas company dedicated to electronics of all types. Tyrex has the reputation of a much larger company, because of their determination to do what they think is right. They make Chips and even some built in helmet systems as well, all with very high quality. Tyrex has recently added a division dedicated to Psi Defense for all, Combat and Civilian alike. The CEO has spoken recently about the grave potential threat that Active Psis are to normal humans. The CEO has labored continuously in the last 5 years to find a way to allow the Psi to grow, while protecting normal humans in any way he can. Their StrikeForces are truly a reflection of the company, doing what right regardless of the cost. One example is the attack on the city of Chicago by a Corporate executive, formerly of BioTech. An illegal StrikeForce called the Nazgul (after the Tolkien characters) attempted to blow the city into slag. The Immortals blasted 5 of the 9 in a running gun battle on Level 1, the remaining 4 were captured by police or killed by others. The Immortals were not even supposed to be in Chicago, but they went when they found evidence of the plot.

Manufacturer SpotLight

Level 6

Advanced Glove Suit coexistence DNA This device allows two completely independent Glove Suit DNA Strands to occupy the same Glove suit. Both strands of DNA can be used by a single AI Intelligence. So it is like having two Glove Suits in one. After the link is purchased, the DNA strand must be planted; pick the type of strand from the list of glove suits at the beginning of the section. Then apply enhancements and Abilities as normal to both sides. You must buy double if you want both to have the same function. Control of the strands can be split; An AI can run one set while the user runs the other set; or the AI can run all the functions (Considered passive actions for the AI). C-Spys may get a DNA Analysis program (See Analysis Chips) to control certain functions, however the

Weapon Skin DNA Strand Upgrade (DSU) Allows the user to upgrade a DNA Melee Combat weapon. The upgrade can do two things. The first is to increase the statistics of the weapon to a better metal than steel. The minimum is steel, and each metal above steel is considered a strand. So to go to titanium statistics it would be considered to have added four strands (no weight modifiers apply). The other is to add design options from personal weapon design. Each ability is considered a separate strand. So two abilities would be two strands. The DNA design can only be done once, so pick wisely or buy the weapon again. Add to base weapon as described in personal weapon design. TEF: as weapon Cost: Strand: 250,000 Insertion: 50,000 (2% failure chance) ENC: 0.5 (regardless of weapon RM : 6 Max Apps: n/a Forces: Phy/SNF Strand Type: Overlapping Strand Size: 4 (+1 per material and design upgrades) Human Mod: None Requires: n/a Glove Suit Adv Dermal Enhancement An Enhanced DNA strand that stays dormant until activated. When activated, the glove suits Enc increases by 10. All TEFs drop by 25 while the Enhancement is active. The Physical Armor (DO NOT include: Reactive/Bio-electric Based or absorbers) is increased by *2. The Enhance-

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Armor Technology: Upgrades


ment can be used to defend against all the attacks in 1 phase, 4 times in a 24-hour period. TEF: 8 Cost: Strand: 531,000 Insertion: 40,000 (5% failure chance) ENC: 0 RM : 3 Max Apps: 1 Forces: SNF/WNF/ Chem/Phys Strand Type: Basic Strand Size: 2 Human Mod: None Requires: n/a Advanced Doppelganger An upgrade to the Doppelganger Strand, this upgrade allows an AI to go with and control the doppelganger. Both suits have full control of all DNA enhancements. Only in the main suit has Chip interfaces and the AI can use any applicable Skill to control the doppelganger. Can be used an unlimited number of times for 20 minutes max, must recharge 1 hour. TEF: 8 Cost: Strand: 650,000 Insertion: 40,000 (5% failure chance) ENC: 0 RM : 2 Max Apps: 1 Forces: SNF/Chem/Phys Strand Type: Basic Strand Size: 2 Human Mod: None Requires: n/a Doppelganger DNA Replication Virus This virus allows the Doppelganger to replicate all DNA strand abilities at a TEF of 3. The virus replicates all DNA strands, and if the virus is not correctly tailored to the suit the entire suit could be destroyed. The replicated strands in the Doppelganger can be upgraded with RNA Strand Enhancement. The Doppelganger cannot have a higher TEF than the Prime suit and cannot exceed 50 TEF maximum. Should the glove suit be upgraded with a new strand a new Virus must be tailored again and the complete cost. Including RNA upgrades, must be paid again if you want the two suits to match. TEF: 12 Cost: Strand: 800,000 Insertion: 50,000 (2% failure chance) ENC: 0 RM : 3 Max Apps: 1 Forces: Chem./Phys Strand Type: Complex Strand Size: 3 Human Mod: None Requires: n/a Dermal Absorption Layer Complex Strand This dermal enhancement allows a thick inner membrane to separate the user from any damage that might penetrate the user. The final upgrade brings the Strand to a complex DNA and increase the absorption to 500 for all weapon types. Impact Absorption 15 Plasma Laser Absorp- Absorption tion 15 15 Strand / Complexity 3/Complex

Armor repair costs increase as penetrations and malfunctions increase. To repair Penetrations use the below formula. Each Penetration costs a minimum of 5 credits to fix. The more complex the armor the greater the Repair Modifier (RM) (5 * Armor Penetrations)* Armor RM

Armor Repair Penetrations

Repairing Complications
Hard Tech Complications To fix hard tech armor systems with complications players must pay a cost equal to (10,000 * #Complications) * Armor RM) Bio Tech Complications These systems are repaired using gene viruses and other medical treatments. While less costly to fix there is a chance fix will fail and have to be done again. Glove Suit repair costs are (5000 * # of Complications +1) *Armor RM) There is a 15% chance the repair fails and has to be run again, at full cost. Time to Repair Armor takes time to fix The more damage the more time it takes. Penetration Repair Time (Armor Penetrations * 15 minutes) Hard Tech Repair 30 minutes per Complication BioTech 10 Minutes per Complication

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The numbers listed above are the totals for the complex strand, upgrades are not cumulative. These strands can be used with Kinetic Absorbers with a Plasma Harness, or a Molecular Harness NOT both. TEF: 0 Cost: Strand: 94,000 Insertion: 50,000 (2% failure chance) ENC: 0 RM : 3 Max Apps: 1 Forces: SNF/WNF/Phys Strand Type: Complex Strand Size: 3 Human Mod: None Requires: n/a

Helmet Technology Armor Helmets


The nerve center of modern armor, helmets are an essential component. Whether controlling armor or built in helmet functions helmets allow the wearer to access these powerful systems. The more you spend on a helmet the more flexibility and growth you get with the many systems available today. and repair businesses. The growth is steady and their equipment on par with all their competitors.

UN Armor Restrictions and Ratings

The Manufacturers

Supron Alloy The oldest modern armor manufacturer , Supron alloy has been making armor since the Secret war. Originally a space materials firm, Supron created its name sake flexible armor in 2010 and was a major force in the Corporate Wars as well. Supron has stayed in business by creating new products, such as frame armor and ExoSkeleton system enhancements, before others can react. Matrix armor in particular has no love for Supron and they have fought wars in the past. Reich Armor A German Company in the New British Empire, Reich Armor is particularly aggressive in the creation of new products. They tend to innovate on others designs, while keeping prices very competitive. Their quality is always good and they have excellent StrikeForces. Matrix Armor Matrix was Supron alloys only real competition in the last few years of the Secret war. Created by Timmonds Fuel , Luger Arms, and Wagner Androsyne to give these Corps leverage against Supron. Within 5 years Matrix paid back the original investments to all the Original corps and went independent. In 2057 Matrix released the first ExoSkeleton with hard wired functions. In 2058 Supron released their first set of ExoSkeleton bolt on systems, much to matrixs displeasure. While they are doing well they only have a 35% market share in non Exo Armor. Matrix is determined to overtake Supron Alloy. AvCorp AvCorp moved into the Helmet sector soon after the creation of Matrix armor. Seeing the growth of armor functionality, AvCorp guessed that helmets would become the control center. They were right. AvCorp uses its helmet business to support and grow its electronics

The UN Planning Groups has limited helmet ratings to 2 types: Hard and Glove armor helmets. The abilities and control functions of helmets is the real difference between the helmets. The looks are also critical to many a StrikeForce member trying to project an image. Custom looks with similar functions is normal for any type of helmet. Hard Armor Helmets Designed to match the armor it is mated with, hard armor helmets can deflect attacks with protection that matches it armor. Multiple redundant Nanonic links connect hard armor helmets to their armor. These linkages allow control of both helmet and armor Chips and built in systems. System and Chip upgrades can improve many of the core helmet and armor functions. The outward appearance of the helmet is usually customized with paint and moldings. Any profession can use these helmets. Glove Armor Helmets A DNA skin with a hard dermal shell, glove armor helmets merge with a glove suit. Unlike Hard armor helmets which are a separate system, glove armor helmets really do become a part of the armor. These helmets have RG -12 nerve clusters, connections that can connect either a VSIC or Nanonic chip. Glove armor helmets and their systems truly expand the armor. Any hard tech systems mounted in a Tech pouch, anywhere on the glove suit, can be used by the helmet or armor. A glove suit and its helmet are a wonder of design and function.

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Supron Alloy Protector Helmet Circa 2015

Helmet Technology Hard Armor Helmets Components


Device Stats Encumbrance (Enc.) Add to armors total for total ENC Interface Type The technology underlying the interface slots. Repair Modifier Add to armors total for total of the armor

Images The number of independent images the skin of the helmet can display. Helpful for multiple programing or to make the helmet project another design. Voices Number of voices the helmet can be programed to speak as. Must have a sample of the voice to be duped. Type The name of the helmet. Repair Mod The value shows how much the helmet adds to overall complexity of the armor, hence increasing cost of repair Interface Type Technology Base of the Interfaces. This determines the type and cost of the chips the armor uses to expand its capabilities. Inter Number of Armor Interfaces the Suit comes with in order to expand with chips. Uses chips based on the Interface Type. Encumbrance Weight and bulk of helmet

Custom Matrix Vista Kazkan Skull Helmet

Type Hayward IL

Images 0 2 4 10 4 3 1

Voices 1

Enc. 1.5 1.5 1 1.5 1

Inter Type VSIC

Interfaces 2 4 5 5 2

Repair Mod 2 3 2 3

Cost 2,000 3,000 5,000 7,000 3,500

Matrix Vistel -Q Handarn Vii

Matrix Vistel IIQ Hayward WF Reich Armor Helm 1 Hayward Base Handarn FV

2 3 3

VSIC

VSIC VSIC

VSIC

4 6 9 2 3

.8 .5 .5

Matrix Full View Helm 1

20 10 12 9

NANO NANO VISC VISC VSIC VISC

NANO

10 16 6 8 12

10 12 5 5

10

6,000 15,000

100

Hayward Ninja

1.8 1.7 1.7

25,000 14,000 18,500

Matrix Vista Euro Knight Handarn XIII LF Helmet WAT Full View 12

Matrix Vista Kazkan Skull

Reich Hayward Skin Helmet WAT Partial View Attack WAT defender Skin Metal

12 20 24 26 25 22 15

4 5

4 6 8

2.0 2.4 2.5 2.7 2.3

1.8

10 14 16 20 18 15 12

6 12 8

28,000 35,000 27,000

NANO NANO NANO

JDA Partial Skin

10

NANO NANO

14 15

12

32,000 38,000 35,000

14 15

2.6

NANO

20

40,000 45,000

Helmet Technology Glove Suit Helmets Components


Device Stats Encumbrance (Enc.) Add to armors total for total ENC Interface Type The technology underlying the interface slots. Strands The number of RG-12 strand interfaces in the helmet. Each one can hold chips either 1 VSIC or 4 Nanonic. A helmet with a listing of 4 strands can use 4 VSIC or 16 Nanonic chips. Repair Modifier Add to armors total for total of the armor

Images The number of independent images the skin of the helmet can display. Helpful for multiple programing or to make the helmet project another design. Voices Number of voices the helmet can be programed to speak as. Must have a sample of the voice to be duped. Type The name of the helmet. Repair Mod The value shows how much the helmet adds to overall complexity of the armor, hence increasing cost of repair Interface Type Technology Base of the Interfaces. This determines the type and cost of the chips the armor uses to expand its capabilities Inter Number of Armor Interfaces the Suit comes with in order to expand with chips. Uses chips based on the Interface Type. Encumbrance Weight and bulk of helmet

Reich Armor Helm 1G (customized antlers)

Type Hayward IL -DNA

Images 1

Voices 2

Enc. .5

Inter Type RG-12

Strands 1

Repair Mod 5 5 5

Cost 3,500

Matrix Vistel - QGS

Hayward WF GSx

Handarn Vii - R/D

Matrix Vistel IIQ GSA

Hayward Base - GS

Matrix Full View Helm 1GS

Reich Armor Helm 1G

Handarn FV - DG

4 5

2 2 3

.5 .5

RG-12 RG-12

1 1

4 4 9 6

.8 .8 .8 1 1

RG-12 RG-12 RG-12 RG-12

2 2 4 2 3 3 3

16 16 4 2 7 7 3

6,000 8,000 6,500

4,500

20 10 12 12 20 28 32 25 15 9

10

Hayward Ninja - GS

12 14 15 12

Matrix Vista Kazkan Skull - RG Matrix Vista Euro Knight - RG Handarn XIII GS Helmet WAT Full View 12-G Reich Hayward Skin Helmet II WAT Partial View Attack - ADNA

14 14 16 18

1.5 2 2 3 5

1.5

RG-12 RG-12 RG-12 RG-12 RG-12 RG-12

30,000 27,000 31,000 32,500

28,000

18,000

9,000

4 4 5 3

8 10 12 15 8

30,000 34,000 42,000 50,000 38,000

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2.5 3 5

RG-12

RG-12

WAT defender Skin DNA JDA Partial Skin - AGS

30

20

20

RG-12

RG-12 RG-12

4 5

20

20

44,000

Helmet Technology Helmet Upgrades Helmet Built In Systems Level 0


n/a Tech Type: VSIC Range: 100m Requires: n/a Upgrade: Digital Optics V

Helmet Light A Super Halogen LED that lights a scalable area. Can light from 1 meter to 20 meters. 180 degree arc. No sight penalties for user; however, +50 to target user in the dark. TEF: 1 Cost: VSIC: 200 Forces: none ENC: 1 RM: 1 Max Apps: n/a Tech Type: VSIC Range: 20m Requires: PowerPac Upgrade: none Base Digital Optics A basic scanning system that uses Physical Force wavelengths to see in dim or dark conditions. Good for finding Stalkers. TEF: 6 Cost: VSIC: 3,000 Forces: Phys ENC: 1 RM: 1 Max Apps: 1 Tech Type: VSIC Range: 30m Requires: n/a Upgrade: Digital Optics II Helmet Tracker Targ A basic system for targeting opponents in FIRE COMBAT only. Does not work in Melee combat. Works on One target per phase. TEF: 7 Cost: VSIC: 2,000 Forces: Phys/Elect ENC: 1 RM: 1 Max Apps: 1 Tech Type: VSIC Range: 150m Requires: n/a Upgrade: n/a Digital Optics II As Base Digital Optics, allows user to scan an item/area in any conditions. User can center on a target (Passive action) to get 2 extra successes. TEF: 12 Cost: VSIC: 50,000 Forces: All (No Calon) ENC: 2 RM: 1 Max Apps: 1 Tech Type: VSIC Range: 50m Requires: n/a Upgrade: Digital Optics III

Level 5

Digital Optics V As other optics but 20 TEF at all times for any scan. TEF: 20 Cost: VSIC: 120,000 Forces: All (No Calon) ENC: 1 RM: 2 Max Apps: n/a Tech Type: VSIC Range: 150m Requires: n/a Upgrade: Digital Optics VI

Level 6

Alternate Wavelength Optics An addition to existing optics system. The new systems add additional wavelengths on all the forces; adding to the existing optics system. TEF: +7 Cost: VSIC: 225,000 Forces: All (No Calon) ENC: 1 RM: 3 Max Apps: n/a Tech Type: VSIC Range: 100m max (no ROM Chip Bonuses) Requires: Optics System Upgrade: none Manufacturer Spotlight Perigrine Technology Peregrine Technology is a smaller company that specializes in built-in electronics. Whether for armor, vehicles, or cities Perigrine makes it and makes it well. Perigrine is also well known for its willingness to take on other corps militarily, to increase its market share. Perigrine actually attacked and took over control of a FACOM manufacturing plant from Simmons Circuits, in the African Country of Mali. Perigrine then renegotiated the lease with the host country and effectively kicked Simmons out of the EZone. Simmons responded by sending 2 StrikeForces to attack and destroy Perigrines main research facility in The Empire of The Aztecs. Perigrine had the two Strike Forces intercepted and beaten back long before they crossed the Ocean. Simmons was beaten in a matter of 12 hours, losing one of their best production facilities. Almost all of Perigrine actions, military and economic are done with this type of precision planning. Perigrine has a great reputation for quality products and better than average customer service.

Level 1

Level 2

Additional helmet chip interfaces Any chip may be placed into the helmet (as long as they are for a helmet). Max of 10 more may be added. TEF: 3 Cost: VSIC: 25,000 Nanonic: 80,000 Forces: none ENC: 1 RM: 1 Max Apps: n/a Tech Type: VSIC Range: 0m Requires: Light or Frame Armor Helmets Upgrade: N/A Special: New interfaces cannot be moved.

Level 3

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Digital Optics III As other optics, TEF bonus is automatic on the front 180 degrees of the helmet. User must center (Passive Action) to get the bonus in back. TEF: Front: 12 Back: 5 Cost: VSIC: 75,000 Forces: All (No Calon) ENC: 1 RM: 1 Max Apps: n/a Tech Type: VSIC Range: 75m Requires: n/a Upgrade: Digital Optics IV

Level 4

Digital Optics IV These optics add to perception with no action costs. TEF: 18 Cost: VSIC: 100,000 Forces: All (No Calon) ENC: 1 RM: 1 Max Apps:

Digital Optics VI As other optics but TEF works at all times for any scan no action cost. Base range is 100m, plus ROM chips. TEF: 25 Cost: VSIC: 200,000 Forces: All (No Calon) ENC: 1 RM: 3 Max Apps: n/a Tech Type: VSIC Range: 200m Requires: n/a Upgrade: none

Helmet Technology Helmet Chips


VidChip An important chip for any armor in 2136. This chip allows you access to the UNIWeb from any device it is installed in. The VidChip is the most common access technology to the 220 billion channels network that makes up the UNIWeb. Allowing detailed info searches and UNIWeb communications between players. TEF: 10 Cost: VSIC: 2,000 Nanonic: 3,000 Forces: none Tech Type: VSIC/Nanonic Requires: n/a Max: 1 Targeting Chip Adds to any targeting system in the helmet. TEF: 3 Cost: VSIC: 25,000 Nanonic: 37,500 Forces: none Tech Type: VSIC/Nanonic Max: 4 Requires: n/a Translator Chip Allows user to understand any earth language spoken and reply with a helmets voice. Translation will be 90% correct when dealing with obscure languages. TEF: 10 Cost: VSIC: 8,500 Nanonic: 12,500 Forces: none Tech Type: VSIC/Nanonic Max: 1 Requires: n/a Security Decoder Chip I This helmet chip aids a person in deactivating, locating, and by passing security systems. TEF: 4 Cost: VSIC: 5,000 Nanonic: 7,500 Forces: Elect Tech Type: VSIC/Nanonic Max: 1 Requires: n/a es: Elect Tech Type: VSIC/Nanonic Max: 1 Requires: n/a Targ Chip I The Targ integrates with the armor Optics. The Targ adds the combined TEF to an attackers SkillSet. Can Track 2 targets. TEF: 7 Cost: VSIC: 84,000 Nanonic: 126,000 Forces: as Optics Tech Type: VSIC/ Nanonic Max Apps: n/a Requires: Mounted Optics

Level 0

Level 3

Level 1

Polygraph Chip Allows a person to detect an attempted lie. Must be activated (Passive action) before lie is spoken. TEF: 7 Cost: VSIC: 30,000 Nanonic: 45,000 Forces: Phys/Chem Tech Type: VSIC/Nanonic Max: n/a Requires: n/a Special: Chip halves minimum success needed to detect a lie. Must state when activated. Bio Med Chip Adds to any medical skill roll. TEF: 10 Cost: VSIC: 35,000 Nanonic: 52,500 Forces: none Tech Type: VSIC/Nanonic Max: 1 Requires: n/a Threat Analysis Chip, Type 1 Allows user to scan any target within 10 meters (not ROM chip extendable) and determine what, if any, electronics or weaponry that are on the scan target. The Chip knows only about levels 1-3 and can give basic system type. Weapons can give caliber or type and materials of the weapon. If the system scans a device higher than level three it will notify the user of an unknown Technology type. This also happens for personalized electron ics of any level. TEF: 6 Cost: VSIC: 40,000 Nanonic: 60,000 Forces: Elect/Phys/SNF Tech Type: VSIC/Nanonic Max: 1 Requires: Mounted Optics Special: The target may make a perception roll, and if made by 2 succeses or more they know they have been scanned, but not by whom Helmet Programming Chip This chip allows the character to program Chips in their armor or helmet for active tweaks. Programs can also be made to run on the UNIWeb or even between different devices, with same tech base (VSIC to VSIC). Active tweaking use requires characters to make a programming roll using binary, Nanonic, or DNA programming. TEF: 10 Cost: VSIC:15,000 Nanonic: 22,500 Forces: Elect/Phys Tech Type: VSIC/Nanonic Max: 1 Requires: n/a PROM Chip The next level above the ROM chip. These chips do the following: 1) Allow user to add 200 meters in range to any optics system in Helmet (Max of 1 KM). 2) Allows user to use 3 multiple voices of the helmet at the same time. 3) Allows user to scramble one personal communication on the VidChip, if the other person also has a ROM or PROM. 4) Adds two targets to any tracking system. 5) Allows user to make 10 images on their helmet vi-

Level 2

ROM Chip These are powerful chips that allow you to add abilities to your helmet. ROM chips do the following: 1) Allow user to add 100 meters in range to any optics system in Helmet (Max of 1 KM). 2) Allows user to use multiple voices of the helmet at the same time, in any combination. 3) Allows user to scramble one personal communication on the VidChip, if the other person also has a ROM chip. 4) Adds one target to any tracking grid. 5) Allows user to make multiple images on their helmet visor. 6) Allows user to record 30 minutes of visuals. 7) Adds 5 to AI maximum ranks. These abilities increase by the number of ROM chips in the Helmet. Each ROM chip adds the same abilities again. Three ROM chips would increase optics range by 300 meters, enable the use of three separate voices from your helmet, scram ble three communications, add three targets to any tracking system, or you could display three images; say to look like someone else, and record 1.5 hours of visuals. TEF: +1 to Programing Chips Max TEF: +5 Cost: VSIC: 25,000 Nanonic: 37,500 Forces: none Tech Type: VSIC/Nanonic Max: n/a Requires: n/a Security Decoder Chip II This helmet chip aids a person in deactivating, locating and by passing security systems. TEF: 8 Cost: VSIC: 10,000 Nanonic: 15,000 Forc-

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Helmet Technology
sor. 6) Allows user to record 60 minutes of visuals. 7) Adds 10 to AI maximum ranks. These abilities increase by the number of PROM chips in the Helmet. Each PROM chip adds the same abilities again. Three PROM chips you would extend the range of Optics by 650 meters, able to use three voices of your helmet, scram ble three communications, add six targets to any tracking system, could make thirty images, and record 3 hours of visuals. TEF: +2 to programing Chips Max TEF; 15 Cost: VSIC: 35,000 Nanonic: 52,500 Forces: none Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Virus Analysis Chip An Analysis chip designed to send a virus back to anyone in communication with the user. The Virus has a TEF of 140. A user can pick 10 pts from the below list to determine what Virus does: Effect -10 TEF from all Armor Systems -25 from all Attack Systems Auto Fail of any system 50% for 1d10 -4 phases TEF 18 attack to destroy 1 chip 1/day Ghosting on all Visual Devices (Force does not matter) - 25 TEF Cost 5 3 7 the Program has. It also can give the searcher composition and elements of target if it wins Technology Combat. TEF: +10 to optics Cost: 75,000 Forces: none Tech Type: Program Max Apps: n/a Requires: Mounted Optics Security decoder chip III This helmet chip aids a person in deactivating, locating and by passing security systems. TEF: 16 Cost: VSIC: 20,000 Nanonic: 30,000 Forces: Elect Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Advanced Targ Chip I An advanced Targeting system that adds to Fire Combat attacks. The Targ adds to TEF of any Targ. Adds 4 targets to other trackers. TEF: + 25 to Targ Cost: VSIC: 525,000 Nanonic: 727,500 Forces: Grav/Elect/Phys Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Mounted Targ HontiWen Uni-Target Optics Targ Chip An improved Chip version of the optics tracker, this allows armor optics to track one target per phase. TEF: Optics TEF + 5 Cost: VSIC: 15,000 Nanonic: 22,500 Forces: Elect Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Mounted Optics

10 3 5 2

Power surges cause all electrical systems to go off for 1d10 phases. All armor systems send beacons every 3 seconds to whole UNIWeb

Level 4

104

If the target system has an AI Intelligence or the target Character makes a Computers:Debugging roll greater than 200, technology combat occurs. AIs can use Perception: detail search and Computers: Software/Hardware interface, and/or Computers: Debugging, Computers: Encryption to fight the virus. Humans can use any combination of Tech family skills Should the target lose the fight the virus takes effect and must be cleaned by a professional (GMs call on cost). The virus chip can make one virus a day and deliver it 5 times. The chip must then redesign its design software for 12 hours to make a new untraceable signature. TEF: 12 Cost: VSIC: 175,000 Nanonic: 262,500 Forces: none Tech Type: VSIC/Nanonic Max Apps: n/a Requires: VidChip UNIWeb Intercept Chip I Allows user to attempt to intercept and listen to any UNIWeb conversation regardless of encryption. Technology combat determines success, if successful the targets DO NOT know the interceptor has succeeded. TEF: 8 Cost: VSIC: 135,000 Nanonic: 202,500 Forces: Elect/Phys Tech Type: VSIC/Nanonic Max Apps: n/a Requires: VidChip Visual Scanner Analysis Program I This program adds TEF to any Perception: Detailed search roll

Threat Analysis, Type 2 As the type 1 threat analysis but can tell levels 1-4. TEF: 12 Cost: VSIC: 50,000 Nanonic: 75,000 Forces: Elect/Grav/WNF/SNF Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Special: target must make their perception roll by 5 or more successes to detect scan. Masking Field Chip, Type 1 This chip will mask any device, includes custom devices, or weapon of level 3 or less from any Threat analysis of any type. ROM Chip Programing Chip Bonuses do increase TEF. TEF: 8 Cost: VSIC: 100,000 Nanonic: 150,000 Forces: Elect/Grav/WNF Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a UNIWeb Intercept Chip II Allows user to attempt to intercept and listen to any UNIWeb conversation regardless of encryption. Technology combat determines success. If successful the targets DO NOT know the interceptor has succeeded. TEF: 8 Cost: VSIC: 175,000 Nanonic: 262,000 Forces: Elect/Phys Tech Type: VSIC/Nanonic Max Apps: n/a Requires: VidChip Security Decoder Chip IV This chip aids a person in deactivating, locating and by-passing security systems. TEF: 24 Cost: VSIC: 50,000 Nanonic: 75,000 Forces: Elect/Phys Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Optics Targ Chip I A basic Targeting system that

Helmet Technology
adds to Fire Combat attacks. The Targ has a TEF: equal to the Digital Optics TEF. TEF bonus applies at all times. Can Track 2 targets. TEF: Digital Optics TEF Cost: VSIC: 325,000 Nanonic: 487,000 Forces: As Optics Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Mounted Optics Back Feed Chip A helmet chip designed to take an incoming COM signal and use signal feedback to damage or destroy the sending VidChip. To use create a SkillSet based on Electronics. Every 2 successes of the attack, 1 chip slot is destroyed. The more chip slots destroyed the greater the chance the wearers helmet is destroyed by explosion. Chance = (# of slots destroyed *10). Attack EF Explosion chance and damage = explosion chance * 5. All Criticals are to head of wearer. TEF: 16 Cost: VSIC: 135,000 Nanonic: 202,,500 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Mounted Optics Level 5 Optics Targ Chip II A Targeting system that uses armor Optics. Can Track TEF/10 targets. TEF: Digital Optics TEF +5 Cost: VSIC: 650,000 Nanonic: 975,000 Forces: As Optics Tech Type: VSIC/ Nanonic Max Apps: n/a Requires: Mounted Optics Threat Analysis III Chip Has data on Levels 1-5 equipment and target must make perception roll by 100 or more. TEF: 16 Cost: VSIC: 135,000 Nanonic: 202,,500 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Mounted Optics Masking Field Chip II Will mask any Tech level 4 or lower equipment from a threat analysis Scan. ROM Chip Bonuses will increase TEF. TEF: 14 Cost: VSIC: 150,000 Nanonic: 225,000 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Optics Filter Chip A chip which uses filter programs to increase scan details with optics. TEF: +5 Cost: VSIC: 150,000 Nanonic: 225,000 Forces: As Optics Tech Type: VSIC/Nanonic Max Apps: 6 Requires: Mounted Optics Level 6 Masking Field Chip III Will mask any Tech level 6, includes custom devices, or lower equipment from a threat analysis Scan. ROM Chip Bonuses will increase TEF. TEF: 20 Cost: VSIC: 150,000 Nanonic: 225,000 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Threat Analysis IV Chip Has data on Levels 1-7 equipment and target must make perception roll by 150 or more. TEF: 20 Cost: VSIC: 200,000 Nanonic: 300,000 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Mounted Optics Visual Scanner Analysis Program II This program adds to any Perception roll with optics. Gives the searcher composition and elements of target. TEF: +16 to Optics Cost: 150,000 Forces: All (No Calon) Tech Type: Program Max Apps: n/a Requires: Mounted Optics Security Decoder Chip V-- This helmet chip aids a person in deactivating, locating and bypassing security systems. TEF: 30 Cost: VSIC: 75,000 Nanonic: 112,500 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Advanced Optics Targ Chip I An Advanced Targeting system that adds to Fire Combat attacks. Adds 4 targets to any other tracker. Works with all Digital Optics. TEF: Digital Optics TEF + 10 Cost: VSIC: 850,000 Nanonic: 1,275,000 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: n/a Level 7 Advanced Optics Targ Chip II Advanced Targeting system that adds to all attacks. Adds 6 targets to any other tracker. Works with all Digital Optics. TEF: Digital Optics TEF +15 Cost: VSIC: 2,000,000 Nanonic: 3,000,000 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Mounted Optics AI Digital Input Program AI unit will gain all pertinent information on the object, provided the perception roll is successful. Uses one Helmet slot if armor mounted. TEF: 25 Cost: 135,000 Forces: All (No Calon) Tech Type: Program Max Apps: n/a Requires: Mounted Optics EPROM Chip These are the most powerful chips that allow you to add abilities to your helmet. ROM chips do the following: 1) Allow user to add 400 meters in range to any optics system in Helmet (Max of 15 KM). 2) Allows user to use all multiple voices of the helmet. 3) Allows user to scramble one personal communication on the VidChip if the other person also has a EPROM chip. 4) Adds one target to any tracking grid and +1 TEF to any optics. 5) Allows user to make 3 images per chip on their helmet visor. 6) Allows user to record 2 hours of visuals. 7) Adds 20 to AI maximum ranks. These abilities increase by the number of EPROM chips in the Helmet. TEF: +3 all Programing Chips Max TEF: 25 Cost: VSIC:125,000 Nanonic:87,500 Forces: none Tech Type: Program Max Apps: n/a Requires: Mounted Optics

105

Helmet Technology Advanced Armor Design


In 2136 those who excel can find additional armor build options, assuming they can afford it.

Step 2 Pick EXO Systems

Hybrid Armor MK II Design

Pick the EXO Systems that you wish to add to the base frame material. With the following limitations: No System may have more than 5 Mech points and must have at least 1 mech point to be used. Systems that have multiple adds, boosting their bonus may be used; each add counts as a hybrid system. Total mech points added are added to the RM and effects the final weight of the Hybrid armor.

Step 3 Hybridization Process

Since the conflict ended the StrikeForces continual demand for improved armor materials has been staggering. ExoSkeletons high cost, but capable systems drove the design of Hybrid armor. The MK I used a combination of lightweight materials to improve the base Frame Armors protections. The Combat sector pushed back looking for armor with at least some of the functionality of an EXO, if not the flexibility. The UN, Supron and Matrix armor corps has created the MK II version, which mounts locked in EXO systems and a limited protection boost making Hybrid armor MK II an even better value. Hybrid Armor is Tech Level 3.

Hybrid Armor Design

The added Protection and EXO systems are fused in layers, one at a time. Hybrid armor takes time to generate enough power to use the systems they have. Power requirements are listed in Mech power. A Hybrid armor with 5 mech power can active 5 Mech points a phase or save the power and activate a 10 mech point system in 2 phases When the armor has enough power built up systems can be activated. Activated systems run for 1 minute (2 turns) before they shut down. Building mech power takes time, the EXO systems start drawing as they are activated. Example Hybrid armor with 3 systems; 1 with 5 mech Points, 2 with 3 mech points and a Mech Power of 3. On the first phase of combat the PC activates the 5 point Chameleon System, which will take 2 phases to power up. On the third phase the PC can activate either of the 3 Point EXO systems that phase.

Upgrading Hybrid Armor EXO Systems

Step 1 Pick Fusing Method

Hybrid Armor, and the added EXO systems, are bonded onto existing frame armor. The process adds additional kinetic batteries to hold power for the new Systems. Pick a Fusing method to determine how many EXO systems can be added with that method. The Protection is a system, but separate from the EXO Systems total; it is a free add. Fusing Method Maximum EXO Systems 4 4 5 5 3

Cannot be done. While external applications and systems specific to Hybrid armor can be added after the armor is completed, no new EXO systems may be added. To change Hybrid armor it must be rebuilt from scratch. The IJC, MAC, and Corps are always looking for those who might be tweaking or other wise be manipulating the designs of existing Hybrid Armors.

Mech Power 4 4 3 5 2 5

Protect Bonus +50 +80 +75

Enc. Mod MP*1.25 MP*1.0 MP*.8 MP1.0 MP*1.5

Cost Multiplier *1.25 *1.5 *2 *3 *5

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Blaron Compound Fusing Kronus infusion Fusing Supron Sub Atomic bonds E-R Theoretical Bonds Tyna Hydrogen Bonding Theories Matrix Black Infusion

Ionic Level Fusing

+120 +130 +110

Maron Pulsed SNF Bonds

Adv. Calon Infusion Bonds

4 5

4 7

+200 +150

+140

MP*.30 MP*.25

MP*.55

MP*.75

*4 *5.5 *6 *8

Helmet Technology

Refigure as each Layer is Fused. Failed Fusing means 1 System is lost. Protection Base Protect of Hybrid Armor= Frame Protect + Fusing Protection bonus + EXO System Bonuses Encumbrance (Enc.) Base Frame ENC + ( Mech Points * Fusing Enc Modifier) Repair Modifier Frame Armor RM + EXO Systems Mech points added. Malfunction Threshold Physical Protection/100 +3 (min of 1). EXO Systems Effects Work as listed adding abilities, changing armor values like Protection or ENC. Cost Frame Armor Base Cost (No systems) + EXO System Costs * Hybrid Fusing Multi Example

Hybrid Armor Stats

Hybrid Armor Gravelectric Reforging A reforging process that realigns the placement of electronics and infuses Gravelectric created graviton particles into the Hybrid metal. This process lowers the weight of the hybrid by 25. The graviton have a TEF of 18, but can be influenced by tech combat to lower the ENC benefits temporarily. The re engineering of the electronics systems also lowers the Repair Mod of the armor by 20. TEF: 18 ENC: 5 Cost: 136500 Credits. Forces: Grav. RM: 3 Hybrid Armor Neutron Coating A much thinner coat of the material used in the Exoskeleton version. This adds 10% of the Hybrid armor starting protection (Frame Armor + Hybrid protection) up to a maximum of 35 protect. TEF: 6 Cost: 375,000 Credits. Enc.: 7 Forces: Chem./Phys/WNF RM: 2

Hybrid Armor Upgrades Level 5

Frank, an STO, has Frame armor with a 175 Protect and a 6.7 ENC. Upgrading to Hybrid Frank chooses to use E_R Theoretical Bonding, with 5 EXO Systems, For his 5 Systems he chooses are : ExoSkeleton Chameleon Skin (MP 5) Rolls Ferrari Gravelectric Exo Jets (MP 3) 2 x 25 mm Guided Rockets (MP 2) EVLabs Neural Muscular Enhan x 2 (MP 4) Hybrid Protection Bonus (Free System) The final hybrid armor looks like so: Protection (175 + 110 = 285) ENC ((14 x .8) =11.2 + 6.7 = 17.9) RM ((20 + 14) = 34) Malfunction Threshold = (28+3=31) Mech Power: 4 EXO Systems ExoSkeleton Chameleon Skin Rolls Ferrari Gravelectric Exo Jets EVLabs Neural Muscular Enhance x 2 2 x 25 mm Guided Rockets Hybrid Protection Bonus (+150) Cost = 330k(Frame) + 292 K (EXO) = 622 *4 = 2.488 million credits

107

Helmet Technology ExoSkeleton Technologies


The three basic advantages of an ExoSkeleton are the additional encumbrance they add, the additional protection and the extra abilities that can be added to the Exo itself. The ExoSkeletons weigh nothing while functional, as they are powered and compensate for there own weight. Should the ExoSkeleton become damaged or lose power (you must recharge with 8000 PU. Takes approximately 5 minutes per 1600 PU, which is a 4 hour charge. 8000 PU charge gives the Exo a full 24 hours of use). An ExoSkeleton has an Enc. Equal to its Mech Pts *2. Device Stats The technology underlying the interface slots. Mech Points ExoSkeleton systems require Mech points. When an ExoSkeleton is out of Mech points no new systems may be added. Encumbrance (Enc.) Add to characters total ENC rating. Weight is the actual weight of the Exo. This is here for reference during game play. The ExoSkeletons motors keep the weight from encumbering the wearer, but they are still quite heavy. Cost 25,000 45,000 70,000 100,000 140,000 190,000 165,000 120,000 85,000 55,000 35,000

Wearers Prowess 60 80 70

Mech Points 12 14 15 15 13

Protect 90

Enc 20 15 17

Weight/ Size 200/norm 250/norm 300/norm 350/norm 380/large 375/large 325/norm 275/norm 225/norm 175/norm

100 140 160 180 170 150 120

85

90 95

20 12 15 17 17 17

ExoSkeleton Repair Modifier and Malfunctions Repair Modifier = (Protection/100 + Mech points in use + (.5* RM of Base armor)

100 110 115 112

16 17 17

16

20

Malfunction Conditions taken to Exo Armor should effect Exo Systems before they affect Armor systems. An Exo ESA should be assigned a condition before the Armor Optics are assigned one.

120

118

20

19

18

200 240 220

190

15 15

400/large

390/large

220,000

ExoSkeleton Interfaces

Exos also have 5 interface slots, these are NOT armor interfaces, They are for EXO specific chips. The user may upgrade the number of interfaces on an ExoSkeleton to a maximum of 15. However, they may never be used for any form of reactive armor. ExoSkeleton Expansion To Expand an ExoSkeleton you use Mech Points. Most additions built into the ExoSkeleton take up Mech. Pts. When the owner gains the next Tech level, the maximum Mech points available increases by 5. At TL 7 Believers and Supporters of the System get 10 mech points per level. When all Mech points are used no more additions can be made. There is a Maximum of 10 power drawing systems regardless of remaining Mech points. ExoSkeletons make noise, they are powered by motors that compensate for the weight of the Exo. Unless the user purchases Stealth mode for the Exo they cannot use ANY chameleon devices.

108

Advanced Armor: Upgrades Exoskeleton Upgrades


Neural Muscular Reaction Enhancement A more basic form of the DNA Prowess enhancement from EV Labs. This system uses the Neural muscular tissue to detect a persons reaction type moves and boosts the speed of these movement. The tissue is less bulky because it is only moving the Exo itself. Mech Pts: 2 Forces: Phys/Chem. Max Apps: +2 Mech pts per +5 reaction additional Tech Type: VSIC TEF:15 Costs: 6,000 per app. ExoSkeleton Chameleon Skin The Chameleon skin is a detailed Nanonic skin capable of 16,000,000,000 different images on the surface of the skin to hide the exoskeleton from detection. The system also can create sounds and tactile impressions along with the images. The System Does protect against Calon the TEF of the system determines how effective against Calon it is. The system can be increased by 1 by applying additional layers of the skin to the Exoskeleton. Maximum TEF: 20 Calon TEF: TEF- 15 TEF Upgrade Costs: 50,000 per TEF Pt. TEF: 10 Tech Type: VSIC Mech Pts: 5 Costs: 150,000. Rolls Ferrari Gravelectric Exo Jets These Small Gravelectric engines mount on the back of the Exo and allow the user to fly at 30 m per phase for up to an hour. Maximum altitude is 200 m, gaining altitude, 10 meters up or down and lowering altitude count as 1 minute towards the hour. Use Piloting skills or PR to control flight. Max Apps:1 Tech Type: VSIC TEF: 10 Mech Pts: 3 PUTO: 2500/hr Requires: power cell Costs: 100,000 Crd Energy Absorption Boots These boots have a series of Nanonic Shock and Energy dissipaters. They allow the user to fall up to 50 m without taking damage. User must make a PR roll by 10 for every 10 m they fall or an acrobatics roll by 30 EF for every 25 meters they fall (50 m fall means 60 EF to land on their feet). Max Apps: 1 Tech Type: VSIC TEF: 12 Mech Pts: 3 Forces: Phys Costs: 15,000 Crd Exoskeleton Base Security System A chip based system that locks down an Exoskeleton and all systems until appropriate code word is spoken. Max Apps: 1 Tech Type: VSIC TEF: 15 Mech Pts: 0, 1 EXO Chip Slot Forces: Phys Costs: 5,000 Crd

All Mech points are for initial application, additional Applications (Apps) DO NOT increase Mech points.

So a Chameleon skin with 35 full Apps still uses 5 Mech points.

Level 3

Supron Alloy Exoskeleton Layer A super thin layer of Supron Alloy B fused like frame armor to the Exo Skeleton that adds 6 pts of protection. Max Apps: 5 Tech Type: VSIC Forces: Physical/ WNF Protect: 6 Costs 10,000 per application. Max Apps: 5 Mech points: 1 Special: Does not count towards 10 System Max. Build in Fire Arm Firearm or Melee weapons of any Type (excluding Level 5) may be directly attached to the ExoSkeleton. The weapons ACC is increased by 50 and adds +10 to reaction for that weapon only. Weapons can be retracted when not in use. Mech Points Used: Weapon Type/2 (Round Up). Max Apps: 6 Tech Type: VSIC Costs: 15,000 Crd per weapon. Special: Does not count towards 10 System Max. Enhanced Ionic Bonding Skin This system maximizes the abilities of the Gloves, Boots, Knees, Elbows and Back to Ionicly bond to any surface. The System adds 1000 kg to max weight per application; has a Max weight of 6000 kg. The user can turn on any of the above locations with a Passive action. Mech Pts: 3 Max Apps: 6 Tech Type: VSIC Forces: Phys/WNF TEF: 18 Costs: 5,000 Crd per Apps Stealth Mode System Exoskeletons are powered by hundreds of small Nanonic motors which make 20 45 decibels of noise when being used normally. This is due to their moving the heavy ExoSkeleton, the noise doubles or triples when moving fast or in combat. The stealth mode system uses Noise cancellation and Abatement technologies to lower the Decibels to 5-8 when running or in combat. This allows the Exo to work with any type of Chameleon system or chip. Mech Pts: 1 Tech Type: VSIC TEF: 10 Forces: All Costs: 35,000 Exoskeleton Plating Enhancement A denser synthetic Supron alloy coating (superior to its earlier cousin) that adds density to the Metallic body of the ExoSkeleton. The added density makes it much harder to penetrate and highly resistant to heat making it effective against all types of weapons including Burst Lasers, Plasma and ChemProject. Enhancement adds 10 to armor per application. Max Apps: 4 Tech Type: VSIC TEF: 0 Mech Points: 0 Forces: None Protect: 10 Cost: 100,000 per application Special: Does not count towards 10 System Max.

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10 mm Unguided Rockets Requires Skill Fire Combat: Heavy Weapons. These explosive rockets do damage as grenades fired from a launcher. They have a accuracy /power of 15/35 and come in pods of 5,10,15. If the attack roll is missed by less than 50 EF target is hit by total attack. Attacker may fire one or all rockets at a single target, one attack roll is made regard-

Level 4

Advanced Armor: Upgrades


less. Damage is done as an Indirect Fire weapon. No limit on tracking system. Has a range of 500 m. Each rocket weighs .7 Enc. when not in pod. Max Apps: NA Tech Type: VSIC TEF: 0 Mech Pts: 5 rocket pod (3), 10 Rocket Pod (5), 15 Rocket Pod (10) Forces: none TEF: 0 Costs: Pod: (# of Rockets * 7000) Rockets: 1000 each. Exoskeleton Electronic Sensor Array The ESA is an advanced digital optics system with the flexibility to do limited targeted scans less powerful than a scanner. This upgrade adds the main ESA hardware and software. The ESA is very detailed and collects tremendous amounts of information, which can be analyzed. The ESA replaces any Helmet Optics; Built-in or Chip based. Upgrades increase Current TEF and System overall maximum TEF. Max TEF: 25 Tech Type: VSIC TEF: 10 Mech Pts: 5 Forces: All (No Calon) Costs: 20,000 TEF Upgrade Costs: 20,000 Crd per 1 TEF pt. Range: TEF - 5 meters ExoSkeleton Targeting System I (EST I) An Additional set of trackers and a new targeting program are added to the ExoSkeleton Sensor Array (ESA). The TEF of the EST I is (.5* ESA TEF) for attacks. Targets 4 separate targets. Attacking with Multiple Weapons requires Weapons Links. Targeting Program Special: EST adds 1 additional success per attack success. Range: TEF - 5 meters Max Apps: 1 Tech Type: VSIC TEF: ESA TEF - 8 Mech Pts: 2 Forces: As ESA Costs: 60,000 Crd Weapons Mount Allows the mounting of ONE weapon, permanently, on one shoulder of the ExoSkeleton; 1 per shoulder. It adds 20 to reaction, but user can only fire one weapon at a time. AI may use weapon, but only if specific release has been given, per AI rules. Max Apps: 1 Tech Type: VSIC TEF: 0 Mech Pts: equals Weapon Type or 2 which ever is greater Forces: None Costs: 25,000 Crd Special: Does not count towards 10 System Max. AI Exo Defense System I Allows the AI chip to control any of the following system to help make the ExoSkeleton harder to hit and destroy. The AI has complete control over these systems: ExoSkeleton Jamming System Acts as ECM, cannot be used with other ECM systems TEF = TEF of ESA + 5 (round up) ExoSkeleton Calon Wavelength Barrier Throws High Wavelength energy around Exo Disrupts Calon Patterns PsiCon Boost = TEF of ESA The AI or Human User can activate one or other system. Considered an Active action to switch between. These bonuses will make the ExoSkeleton a harder target to kill, perhaps enough to save the Exo and characters life. Max Apps: 1 Tech Type: VSIC TEF: As Above Mech Pts: 5 Forces: None Cost: 175,000 Crd Manufacturer SpotLight Matrix Armor As Supron Alloy Corp was pushing out expensive and high quality Armor there was a huge demand for lower quality equipment. Matrix filled this niche from 2008 until the turn of the century. They were and are interested in only the amount of profit they can generate. They have influenced wars since the 2010s. They have sent bad armor to forces in the middle of battle, changed the terms of contracts at the critical moments whatever they can do to increase profits. There is a saying that the only solution to Matrixs matrix was dollar signs. In 2074, Matrix released the first series of ExoSkeleton armor. This was Matrix big move into the high quality armor. Unfortunately, the costs of designing the systems to mount on the Exos cost more than Matrix could support. In 2089, Matrix was forced to sell the rights to subsystem design for exoskeletons. While they did this, Supron Alloy finished up a huge marketing campaign that setup Supron Alloy armor as the Light armor of choice. This move infuriated Matrix as they lost 25% of their light armor revenues in 6 months. They were forced to expand their business into several new markets including electronics and improved mineral detection. The attitude of Matrix is that Supron Alloy is forcing them to fail. Their ability to control their destiny is being slowly taken away. With the release of Frame Armor Matrix has at least a chance to recover some of their lost reputation. Matrix has also denied rumors it is looking to capture a major target from Supron. Matrix has declared war on three corporations in the last 10 years, some how they always seem to infiltrate the company long before they attack and catch them defenseless. This is one of the only reasons that Matrix is viable, the profits from the wars keeping them flush. The Matrix board believes that with Frame armor sales remaining solid there is plenty of time to sell a lot of high profit ExoSkeleton systems. Until then Matrix has no plans to stop their build up of forces or developing new and devastating corporate release systems to aid their forces in whatever goal Matrix has.

110

Advanced Armor: Upgrades


Ammo Storage System Allows the storage of 50 Enc. Of Ammo in the Chest of the ExoSkeleton. The System direct loads any designated weapons system. Multiple ammo types can be kept, 4 different types max. Non automatic Systems take 1 round to reload. Automatic systems load continuously. Should the ammo storage malfunction 4 times the unit is designed to release all remaining ammo so it will not explode. Max Apps: 1 Tech Type: VSIC TEF: 3 Mech Pts: 1 Forces: None Costs: 65,000 Crd Retinal Security Chip II System locks down Exoskeleton until appropriate Retinal scan is made. Must uninstall Security Chip and reinstall (25,000 Crd to do), if 3 failed attempts are made. Max Apps: 1 Tech Type: VSIC TEF: 10 Mech Pts: 1 Exo Chip Slot Forces: None Costs: 50,000 Crd Molecular Absorption Lining A series of Nanonic linings protects at the particle level. This allows the lining to remain cohesive under any kind of attack, even Lasers. The lining will stop up to 5 wounds every phase. The Lining is integrated into the Exoskeleton and linked to its power; no other absorbers can be used with the lining. Max Apps: 1 Tech Type: VSIC TEF: 10 Mech Pts: 5 Forces: All ( No Calon) Costs: 330,000 Crd EVLabs Neural Muscular Enhancement A complex Bio- Nanonic system that adds artificial muscle tissue and Nanonic systems to the exoskeleton frame. This will allow the user to boost their strength (Passive action to activate), not their reaction, by 10. The system takes 5 Mech points and can be increased to a maximum of +50 to prowess. Max Apps: 5 Tech Type: VSIC TEF: 5 Mech Pts: 5 Forces: Phys/Chem Costs: 30,000 Crd per 10 prowess pts. ExoSkeleton Chameleon Skin Upgrade I The upgrade increases the TEF of the Chameleon Skin by 25 TEF. The System does protect against Calon, TEF is limited. The system TEF can be increased by 5 by applying additional layers of the skin to the Exoskeleton. This upgrades the processors in the skin making it more effective. Upgrades increase current TEF and System overall maximum TEF. Max TEF: 32 Tech Type: VSIC TEF: +2 Mech Pts: 0 Forces: All (Limited Calon) Calon TEF: TEF 10 Costs: 15, 000 to upgrade base Skin; TEF Upgrade Costs: 40,000 per TEF Pt. ExoSkeleton Power Box A separate power system that can power up to 15 Mech Points Independent of the exoskeletons maximum. With this box, it is possible to exceed the maximum Mech. Points by 15. The Power box charges when the Exo does; requires 3000 PU of its own. No partial charges takes 10 minutes to charge and is out of power when the Exo is. Each Mech. Point above the EXOs maximum adds 2 Enc. To the wearer. If power box is drained, Exo is too Max Apps: 1 Tech Type: VSIC TEF: 50 Mech Pts: 3 Forces: None: Costs: 300,000 ExoSkeleton Tachyon Shield Using advanced Tachyon field technology; Light waves and their Photons are disrupted in a small area around the Exoskeleton. This acts like light bending invisibility for an exoskeleton and can be used while the Exo is moving. The system requires 15 Mech. Points and uses 800 PUTO for 2 minutes of use. Acts a nullification attack to any optics; if successful user has disappeared off all scanners. The total TEF of the Tachyon Shield and the Chameleon Skin is the only TEF considered for this disappearance ability. Max Apps: 1 Tech Type: Nanonic TEF: 14 Mech Pts: 15 PUTO: 800 for 2 minutes of operation Requires: Power Cell (Nanonic) Forces: ElectroMag/ WNF Costs: 500,000 Additional EXO chip interfaces These additional chip interfaces may be used only for EXO chips. A max of 10 more chip interfaces may be added. The interfaces may not be transferred to a new suit of armor. (Once they are put in, that where they stay until destroyed). Max Apps: 1 Tech Type: VSIC TEF: 3 Mech Pts: 0 Forces: None Costs: 75,000 Credits.

Level 5

25 mm Guided Rockets Required Skill Fire Combat: Heavy Weapons . These rockets have a power of 450 and 0 accuracy (-/450). A powerful addition to the ExoSkeletons offensive capabilities the rockets use the ExoSkeleton Tracking System for accuracy. So the TEF of the EST gets added twice: once for the rocket Accuracy and once for the EST itself. The Rocket moves at 200 m/s, has a max range of 1000 m. The rockets are fully guided, capable of a 90 degree turn. The rockets are designed to self destruct should they be jammed or miss the target. Treat this as a grenade explosion. The launcher comes in 1 shot, 2 shot, and 3 shot versions. These rockets do damage as an explosive. The rockets fire one at a time unless linked (see Weapons link) Link is not lost unless launcher is destroyed. Must be shoulder mounted with a Weapons Mount. Max Apps: 1 Tech Type: VSIC TEF: 0 Mech Pts: (Number of Launcher Shots* 2) ENC (Rockets): 1.5 Forces: None Costs Launcher: 30,000 Costs Rockets: 3,000 per shot. Range: 1000 meters ExoSkeleton Reaction Chip +10 The ExoSkeleton senses impending movement by the user, using this system. As they tense muscle groups and nerves, these chips fire boosting the Exo and moving the character faster than normal for 1 second. Each Chip uses a Nanonic PowerPac 4 or less.

111

Advanced Armor: Upgrades


Max Apps: 5 Tech Type: VSIC\Nanonic TEF: 5 Mech Pts: 1 Exo Slots per chip Requires: Nanonic PowerPac 4 Forces: None Costs 30,000 Weapon Type 5 Upgrade A highly effective upgrade to traditional ChemProject weapons, this allows an extremely high ROF to be directed at a single target. The design of these weapons requires a Weapon Type 4. The Type 5 process upgrades the base level 4 to a Weapon Level 5. This means additional barrels and magnetic boosting to in crease velocity of the projectiles to well over 7,500 meters per second. The shots are powerful it is almost impossible not to be effective with one of these weapons, assuming it hits. ExoSkeleton Targeting System II (EST II) An Enhanced set of trackers and a new targeting program are added to the ExoSkeleton Sensor Array (ESA). Replaces EST I Targeting Program Special: Adds 2 additional successes per attack success. Targets 6 separate targets. Attacking with Multiple Weapons requires Weapons Links. Max Apps:1 Tech Type: VSIC TEF: ESA TEF - 5 Mech Pts: 3 Range: ESA Range - 5 Requires: ESA Forces: As ESA Costs 250,000

Magnetic Repulsion Field A multi purpose armor field that can be used in one of two ways, it can be used to lower a shooters accuracy or add to ACC/EF EF Mech Weapon Style ROF Cost a defenders armor total. It can only be Bns Bns Pts used on exoskeletons and requires huge Reciprocating Cannon 200/400 +250 8 40 75,000 amounts of power; hence other systems must be shut down to increase its power. Pocket gun 250/350 +300 10 50 85,000 The more systems shut down the more Gattling gun 300/450 +350 12 60 100,000 powerful it becomes. However, it costs: 10,000 to link another system to the MRF To determine ACC/PWR add the additions (power the system adds is equal to by its Mech points) listed above to the Type 4 Final Accuracy and to the base MRF system. YOU MUST LINK ALL A Power. SYSTEMS MECH PTS. There is no player action cost to This is the Final power for the Weapon Type 5. The EF engage the system but it does take 1 phase to power up. Bonus is added to any shot that hits a target, in addition to When powered up the systems strength is determined any ammo EF Bonuses. like so: These weapons must be Shoulder mounted, Built in weapon costs are included with the Level 5 Mech pts and Setting one is used then lower any shooters SkillSet cost. They must also have a Multifeeder interface and be within 50 m by 20 for each Mech point used in the sysfed by an ExoSkeleton Ammo Storage System. ROF is tem. listed to show how much ammo is fired each time. These Setting two adds 2 to all defenders protection with in 5 guns can fire once per Phase and take a phase to reload, so m for each Mech point used. Mech pts must be allocated before the attack and systems they cannot be fired in 2 consecutive phases. they came from are considered shutdown and do not Cost = Cost of Type 4 + Type 5 upgrade Cost. function until reactivated, which takes 1 phase. MRP bonuses fall when a dedicated system malfunctions. Exoskeleton Electronic Sensor Array Upgrade Improves the Sensors and Software for the ESA. The TEF: 12 Tech Type: VSIC Mech Pts: 5 ESA functions as normal, but TEF increases and max TEF Cost: 500,000 Special: Systems bonus increases as more Mech pts are added. The system does get its 5 Mech pts is raised by the new systems. added into the modifiers. RM: 8 Max TEF: 45 TEF Tech Type: VSIC TEF: +3 to ESA Mech Pts: 0 Forces: All (No Calon) Range: TEF - 3 meters Costs: 10,000 to upgrade ESA TEF Upgrade Costs: 30,000 Crd per TEF pt. Neutron Coating A synthetic metal created in 2110 by Reich Armor Inc to enhance exoskeleton design. This metal proved so dense that only small amounts can be used or else the weight becomes incredible (it weighs approximately 300 kg for a solid 10 cm2 cube hence its name). It can be added to exoskele tons in thin coatings adding protection but lowering the players Enc. Bonus. One coating may be added at each level at a Each coating adds your base protection (Base Armor + Exo Base protection/10+(30*# of coats)) (do not include Non Physical, reactive and absorbers) armor again, but lowers Enc. Bonus by 5. Max Apps: 1 Tech Type: VSIC TEF: 6 Mech Pts: 5 Forces: Chem/Phys/WNF Costs 200,000. Special: Does not count towards 10 System Max.

112

Advanced Armor: Upgrades


AI Defense System II Allows the AI chip to control any of the following system to help make the ExoSkeleton harder to hit and destroy. The AI has complete control over these systems: ExoSkeleton Jamming System Acts as ECM, cannot be used with other ECM systems TEF = TEF of ESA + 10 (round up) ExoSkeleton Calon Wavelength Barrier Throws High Wavelength energy around Exo Disrupts Calon Patterns PsiCon Boost = TEF of ESA + 5 The AI can activate one or other system considered a Passive action to switch between. Human action cost is Passive action. These bonuses will make the ExoSkeleton a harder target to kill, perhaps enough to save the Exo and characters life. Max Apps: 1 Tech Type: VSIC TEF: As Above Mech Pts: 5 Forces: None Costs: 375,000 Weapons Links Allows any mounted ExoSkeleton weapon to be fired simultaneously with a Hand held or Built in weapon. Create 1 SkillSet for both weapons, use the highest ACC and SubSkill (Fire Combat IV is lower than Fire Combat V) in the SkillSet. Max of two weapons per link. Links may not be linked. It is a passive action to re-configure links to fire different weapons. Max Apps: 8 Tech Type: VSIC TEF: 5 Mech Pts: 2 each link Forces: None Costs: 80,000. ExoSkeleton Chameleon Skin Upgrade II The upgrade increases the TEF of the Chameleon Skin by 25 TEF. The System does protect against Calon, TEF is limited. The system TEF can be increased by 5 by applying additional layers of the skin to the Exoskeleton. This upgrades the processors in the skin making it more effective. Max Apps: 42 Tech Type: VSIC TEF: +2 Mech Pts: 0 Forces: All (Limited Calon) Calon TEF: TEF - 15 Costs: 25,000 to upgrade base Skin with Upgrade I; TEF Upgrade Costs: 50,000 Crd per TEF pt

Level 6

Exoskeleton Electronic Sensor Array Enhanced Improves the Sensors and Software for the ESA. The ESA functions as normal, but TEF increases by 15 and max TEF is raised by the new systems. Max TEF: 50 TEF Tech Type: VSIC TEF: +4 Mech Pts: 0 Forces: All (No Calon) Costs: 10,000 to enhance an upgraded ESA ; 30,000 Crd per TEF pt.

Exoskeleton Neural Shunt Similar to the Scanner shunt, but much more powerful, this device allows the user to control ALL devices on the exoskeleton by thought. This device adds 70 to the users reaction (max 170 and refigure characters number of actions) and adds between 1-4 bonus actions. The shunt clarifies electronic systems data transfers and increases the rate by more than half; adds 5 to ALL TEF ratings for Electronic systems. Mechanical Systems add 3 to their TEF. Doubles reaction chip bonuses. Any ExoSkeleton device that requires a passive actions to use or activate are now Free Actions. The User must undergo Brain Work to implant the neural shunt. Should the brain work roll be successful, then roll against the players INT. Every 30 EF the INT roll is made by add 1 Bonus Action. If the roll is by more than 90, the player gains the maximum 4 additional Bonus actions total (May exceed 15 actions). The surgery costs normal prices and 500,000 for the neural shunt. Max Apps: 1 Tech Type: VSIC TEF: 10 Mech Pts: 2 Forces: None Costs: 500,000 Requires: 1 week recovery AI Defense System Saver Program Allows the AI in the ExoSkeleton to take control and actually move the ExoSkeleton out of harms way. The ExoSkeleton may return fire if fired upon, however the shots will be wild (1/2 Tracking system TEF) and only if the CONFIRMED Firing opponent can be seen, else the attack will not happen. The goal is to get the User and The Exo out

113

Advanced Armor: Upgrades


of danger and then the AI Must Shut down the Exo and send help requests. Max Apps: 1 Tech Type: VSIC TEF: 15 Mech Pts: 10 Forces: None Costs: 1.3 million ExoSkeleton Reaction Chip +20 This allows the ExoSkeleton to sense impending movement by the user As they tense muscle groups and nerves, these chips fire Boosting the Exo to move the character faster than normal for 1 second. Each Chip is capable of boosting the speed of the Exo (and wearer) three times at +20 per chip. Each Chip uses a Nanonic PowerPac 4 or less. Max Apps: 5 Tech Type: VSIC\Nanonic TEF: 5 Mech Pts: 1 Exo Slots per chip Requires: Nanonic PowerPac 4 Forces: None Costs 150,000 ExoSkeleton Chameleon Skin Upgrade III The upgrade increases the TEF of the Chameleon Skin and does protect against Calon with a limited TEF. The system TEF can be increased by applying additional layers of the skin to the Exoskeleton. This upgrades the processors in the skin making it more effective. Max TEF: 52 Tech Type: VSIC TEF: +2 Mech Pts: 0 Forces: All (Limited Calon) Calon TEF: TEF - 25 Costs: 35,000 to upgrade base Skin with Upgrade II TEF Upgrade Costs: 75,000 Crd per TEF pt.

Level 8

ExoSkeleton Chameleon Skin Upgrade IV The upgrade increases the TEF of the Chameleon Skin and does protect against Calon with a limited TEF. The system TEF can be increased by applying additional layers of the skin to the Exoskeleton. This upgrades the image library enabling more realistic, with many more textures to use. Max TEF: 75 Tech Type: VSIC TEF: +2 Mech Pts: 0 Forces: All (Full Calon) Calon TEF: Skin TEF Costs: 70,000 to upgrade base Skin with Upgrades IV TEF Upgrade Costs: 125,000 Crd per TEF pt. Exoskeleton Electronic Sensor Array Ultimate Improves the Sensors and Software for the ESA. The ESA functions as normal, but TEF increases by 30 and max TEF is raised by the new systems. Additional Sensors and power supplies also added. Max TEF: 75 Tech Type: VSIC TEF: +5 Mech Pts:5 Forces: All (Half Calon) Costs: 75,000 to upgrade a Boosted ESA TEF Upgrade Costs: 125,000 Crd per TEF pt.

Level 10

Level 7

114

ExoSkeleton Targeting System III (EST III) An Analysis program for tracking and targeting are added to the ExoSkeleton Sensor Array (ESA). T Replaces EST II. Targets 8 separate targets. Attacking with multiple weapons requires Weapons Links. Targeting Program Special: Adds 3 additional successes per attack success. Targets 6 separate targets. Max Apps: 1 Tech Type: VSIC TEF: ESA TEF - 3 Mech Pts: 4 Requires: ESA Range: ESA TEF Forces: As ESA Costs: 600,000 ExoSkeleton Chameleon Skin Upgrade IV The upgrade increases the TEF of the Chameleon Skin and does protect against Calon with a limited TEF. The system TEF can be increased by applying additional layers of the skin to the Exoskeleton. This upgrades the projection crystals in the skin making it more effective. Max TEF: 65 Tech Type: VSIC TEF: +2 Mech Pts: 0 Forces: All (Limited Calon) Calon TEF: (Skin TEF - 15) Costs: 50,000 to upgrade base Skin with Upgrade II TEF Upgrade Costs: 75,000 Crd per TEF pt. Exoskeleton Electronic Sensor Array Boost Improves the Sensors and Software for the ESA. The ESA functions as normal, but TEF increases by 25 and max TEF is raised by the new systems. Max Apps: 60 TEF Tech Type: VSIC TEF: +5 Mech Pts: 0 Forces: All (No Calon) Costs: 50,000 to Boost an Enhanced ESA TEF Upgrade Costs: 60,000 Crd per TEF pt.

ExoSkeleton Gauss Field Enhancement: using multiple forces this system lightens ChemProject ammo and adds 125 to the weapons damage. Plasma Weapons are increased by 100 however can only fire to short range. Needs 10 Mech points to power. Also adds 50 to guns ACC. Must Be applied to each weapon separately. Costs: (Weapon Type * 15000) + 250,000 Max Apps: 1 Tech Type: VSIC TEF: 13 Mech Pts: 1 Forces: WNF/Gravity/Elect

Advanced Armor: Upgrades

Equipment General TL 1 -5 Weapons Stock

Tech Guild *.1 *.05

Black market *.05 *.1 *.35 *.4 *.5

Legal *.1

Illegal *.25 *.5 *.5 *.5 *2 *3 *.75

General TL 6 -10 *.2 Complete Armor Exotic Tech Banned Tech *.3 *.5 *1 *1

*.1

Weapons Custom *.25

*.15 *.2 *.25 *.4 *.5 *1 -----

Historical Value Low Historical value High

----

*.75

*1.25 *1.25 *2

*.5 *1.5

Vehicle Combat Salvage Vehicle combat only requires the pilot to defeat their opposition, not destroy them. Vehicle combat can be a quick way for a StrikeForce to gain big cash, while building a reputation for vehicle combat. Damage is usually expensive and vehicles can only take a few hits before they need to bug out, an out matched vehicle can quickly become a flaming wreck, so Combat Insurance is a must have. Equipment Destroyed Ezone emplacements EZone Droids EZone Vehicle 20,000 Build Pts 10k Damaged 30,000 Build Pts Victory Bonus 25k 30K 40K 50K 55K 60K 65K 70K 80K 100k 100K 50,000

15,000 + cost 25,000 + cost bns bns 40,000 100,000 175,000 200,000 325,000 750,000 1.25 Mil 100,000 * rating 125,000 65,000 125,000 200,000 250,000 500,000 1.0 mil 2.0 mil 250,000 * Rating 90,000

Combat Salvage
Whether in personnel or vehicle combat the dead dont need their stuff. Characters who take others equipment can find that it is protected by Technology Branding, viruses, or psi spins to prevent one for claiming salvage. Personal Equipment Salvage Players have multiple options when selling generic equipment back to the black market, the Tech Guild, national Military, or Corps. Basically the characters are selling back to either a Legal or Illegal organization. Each has risks and impacts on the system, impacts that could effect a characters attitude should they become aware of what their actions caused. That said there is no direct attitude effect for selling guns or tech to an illegal organization.

Custom vehicle (50k)

Custom vehicle (250k)

Custom vehicle (500k) Custom vehicle (1 mil) Custom vehicle (2 mil) Custom vehicle (3 mil)

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Zone Control Fort

Pirate Vehicle

Custom vehicle (4+ Mil)

Fire Combat Weapons


The combat weapons industry has been crucial to humanities survival since the Conflict ended. Corporations such as Barrett, Styer Hann, Luger and Colt have driven the technology for years. Newer Corporations like JDA and Blackton have found new ways to improve and expand the market. The UN Planning Groups are always watching this industry and its contributions to the growing library of new science and discoveries. The System is dependant on these corps and the drive they bring.

Blackton Blackton is a midrange price company, who creates powerful guns. Blackton believes in selling weapons with a high power, at the expense of accuracy, for midrange prices. Colt and Blackton are fierce competitors. Tech Level vs Weapon Types There is NO link between Weapon Type and Tech Level restrictions. Weapon Type is simply a way of categorizing the skills required to use the weapons. All Fire Combat weapons are Tech Level 0. You simply need the appropriate skill to use them.

The Major Corporations

Luger/Barrett Barrett industries helps the Cartin Consortium win the Secret War. However they Corp failed to keep up with it competition, even changing its name to Barrett Arms, and was eventually bought by Luger Arms Corp. Luger hopes to use the brand name of Barrett Arms to sell its less effective, yet reliable weapons. Colt Focused on ChemProject weapons colt has a strong following among users of the type. Colt make plasma and laser weapons, but they seriously lack in their designs when compared to their ChemProject weapons. Styer Hann Styer Hann is another company whos contributions to the Secret War could never be quantified. Their weapons can be described with one word; ELITE. Styer weapons are pricey, but only JDA can equal or surpass Styer in quality and customer loyalty. JDA A newer company, started only in 2109 JDA has managed to capture 25% of the market in a very short time. A major reason for their rise to such stature is their HQ in the jungles of brazil. Considered one of the best designed and protected HQs in the world. This plus their dual line of low cost and high cost weapons put JDA weapons in many StrikeForce Hands.

Weapon Classifications by Type

In the early 2070s the Combat Sector Sub Group found that many weapons manufacturers were flooding the market with guns that were part pistol, part machine gun. StrikeForce members found themselves buying guns that looked great on the demo floor, but they really could not use when they were in the field. Some were issues with the weapons themselves, most were an STO getting a weapon that was just beyond them. The fact that technology made it possible to make a one handed weapon with a cyclic rate of 800 rounds per minute, with no barrel changes or recoil issues, made telling a pistol from a Rapid Fire Support Weapon more difficult every year. The sub group determined a formula which used range, ROF, Accuracy, and overall complexity of a weapon to determine the TYPE of weapon it was. Weapon Types are universal in 2136, easily separating a smaller pistol type weapon from sub machine guns and more powerful weapons. The consumer now knows what they are getting when they buy a 1 or 2 handed weapon.

116

Access Granted

Report by Tasker delnao and Triska Uberkroft Planning Group 3, Combat Sector. Major System supporter: Barrett Luger Arms

Analysis requested 2135 by UN ESC

The weapons of 2136 are based on the idea that massive damage is the best kind. The design of the System focuses on creation of weapons so effective they can take on any enemy. While research into Disc projectiles and Long range beam weapons continues, three predominate hand weapon types have evolved since the end of the Conflict. These weapon types are: ChemProject, Plasma, and Burst Laser. Each type has advantages and disadvantages which are discussed below. All hand held weapon designs have 4 styles; from pistols (Type 1) to Rapid Fire Support Weapons (Type 4). The higher the weapon type, the damage increases at a geometric rate.. ChemProject Weapons The history of ChemProject Weapons is long and glorious. These weapons have been a primary tool for man to kill, maim, destroy, and otherwise dominate their enemies throughout the world. By the year 2104 the latest, and some say final, versions of the ChemProject weapon came into being. Created by a Joint JDA and WAT technology project the newest type of repeating rifle is capable of firing at a Cyclic rate of 2400 Micro Meter (mM) Projectiles per minute from Types 3 and 4. This is further enhanced by the fact that even a minimally skilled person can place 20 of those rounds in the center of a 1cm target. The effect of so many projectiles hitting a single small area causes a huge breakdown in the cellular structure of any target regardless of composition. This type of weapon is effective only when the dispersion of the projectiles is held to .25 mm or less, which allows for a much greater breakdown in the materials cohesion. Conversely if the shot has a dispersion of greater than 1 cm the impacts are lessened to almost no effect. These weapons, especially at Type 3 and higher, are deadly due to the low cost and special abilities ammo may have.. The Type 3 and above systems use a magnetic envelope to keep the bullets clustered when they first leave the barrel. Though this envelope dissipates quickly, the longer it stays, it can allow the higher Type weapons to maintain a shot rate of 40 projectiles a second (1 action = 2 shots). Though Type 3 weapons have a negative to fire a second time, due to the weaker magnetic field and a smaller frame footprint, they still do very effective damage. The pinnacle of this type of weapon is the Level 5 which can have a cyclic rate of up to 6000 projectiles per minute in the same 1 cm diameter making them effective even against Vehicles. Plasma Weaponry While the release of plasma was delayed until 2132, due to the Kiltanni / AvCorp plasma war, when finally released these weapons have had a huge impact on the Combat sector and the System. Plasma weapons work on the principal of sending super heated plasma streams to a target at high velocities. The plasma is stored in a solid state in the

Weapons of 2136

magazine, loaded and lazed into an active state (super heated) and projected out at the highest velocity the frame can support. The propulsion is caused by a combination of the laser and igniting the compressed gases trapped in the firing chamber. The Plasma is contained by a Magnetic field generated by the ammo energy cap on the shot. These weapons do spectacular damage, but are capable of a fire rate of only 1. Levels 3 and 4 can boost the limited ROF abilities with an enhanced fusing chamber, 2 shots can be lazed within milliseconds of each other and each fired at separate targets. These weapons are also silent (EF 75+ to hear) Burst Lasers Burst Lasers are an old technology that has been revived with the release of plasma weapons. While plasma attacks can be stopped with redesigned reactive armor and new materials that are resistant to heat, lasers are very hard to stop. Only reflective surfaces and dense materials can stop them, and reactive armor has no effect. This gives laser a big punch when used correctly. Several companies have taken the risk and invested in the older laser technology. The burst laser is based on technology developed during the Conflict and the Secret War. The burst laser has a generator that uses Cyanide/Argon chemicals to generate a laser beam. The light stream is then collected, focused and boosted by a synthetic crystal assembly. When the Magnetic field around the Crystal assembly is fluxed, a focused release of energy occurs. The resulting beam is a short but concentrated burst of laser energy. The laser generator has a maximum cyclic output of 200 kilowatt beams per/second. The Focus assembly collects this discharged energy, most assemblies can collect up to 600 kilowatts of energy before the controller chip de-energizes the assembly using a bleed off circuit. This discharge occurs every 30 seconds. The faster the collector assembly charges, the sooner a more powerful beam can be discharged. The size of the generator excludes weapon Type 1 and shotguns as a viable style for burst lasers. Depending on the design; Weapon Levels 3 and 4 can fire lower power beams more than once in a round.

117

Future of Weapons Development There are many different weapons companies working on improvements for all the standards. The focus for future ammo is effective penetration of armor. Improved armor piercing ammo for Chem Project Nanonic ammo, Higher strength magnetic shielding for plasma and a longer charge for laser generators are some of the things the sector is improving on. These developments show great promise for setting the System far ahead of its targeted ammo effectiveness goals. In addition, Long range burst laser and disc projectiles hold great promise for the next step in weapons development. In a note of concern from the planning committee to the UN ESC, we must state the following: Corporations with views like those of Jensen Dega Arms (JDA) need to be watched. Their known distaste for the current goals of the UN and the changes they would make to the System could severely impact the long range goals of the design if they are not carefully monitored and controlled.

Root 2 Access

Character Weapons Weapon Type 1 Weapon Type 5


Massive Fire Support Weapons An expansion of Weapon Type 4, this ChemProject style weapon is an ExoSkeleton mounted gattling or pocket style ChemProject weapon. Insane rates of fire, with multiple cluster fields create a weapon with devastating impact and punch. This weapon type is even capable of damaging vehicles.

Pistols These weapons trace their beginnings to start of modern gun powder warfare. In 2136 pistols are usually very accurate weapons using either ChemProject or Plasma Ammo. Type 1 weapons have a smaller magnetic field generator, used to keep the shots clustered. The smaller generator does limit the range as well as the power of type 1 weapons, but the can still do a great job if they have to.

Weapon Type 2

Sub Machine Guns and Shot guns An Upgraded magnetic field and increased projectile velocity mark this weapon type. Weapon Type 2 are larger than Type 1 weapons and pack a bigger punch. Type 2 is also the first classification that has Burst Laser weapons.

Weapon Type 3 Automatic Weapons

Type 3 weapons are marked by a Coupling Field almost twice as strong as Type 2 weapons. ChemProject, with tweaked ammo, increased ROF to allows 2 shots to be fired in a 5 second span. Plasma lasers and laser generators increase the potency of their shots as well. The improvements make Type 3 a completely different class of weapon. Type 3 weapons are the minimum weapon to penetrate heavier armor.

Weapon Type 4

Rapid Fire Support Weapons Type 4 weapons increase in size allows for a more stable second shot from ChemProject and Plasma weapons. Burst lasers hit their best levels of damage and show the power of this Type of weapon. Restricted in access this Weapon Type is the pinnacle of standard Combat Sector Weapons.

118

Character Weapons Stock Weapons


While weapons manufacturers make most of their profit making prototype weapons, stock weapons were needed for starting StrikeForce members to equip themselves with. In 2103 the UN ESC mandated that all weapons manufacturers had to create multiple stock models. 33 years later these weapons are all over the planet, in the hands of Gangs, Pirates, Security Forces, and anyone else who needs a gun, but does not have the money for a custom weapon. Weapon Stats Rate of Fire (ROF) ChemProject bullets or laser pulses fired per shot Caliber -- Bullet size/Type of shot Accuracy/Damage (ACC/DAM)-- guns accuracy and damage it does. Weapon Type -- Fire combat level needed to use weapon Encumbrance (ENC.) -- Shows bulk and weight of weapon Hands (HND) -- Number of hands needed to fire weapon without penalties Needs -- Show extras that weapon needs to operate Range (RNG)-- Maximum range of weapon Shots/DSR Number of internal Shots or the Max Discharge Rate of a Laser Cost-- cost in Earth Credits

Magnetic Cluster Fields The most recent advance for both Plasma and ChemProject Weapons was the Magnetic Cluster field. Originally designed for Plasma type ammo, this magnetic fields generated by the lasing process and keeps the plasma ammo tightly compacted when it leaves the weapons barrel. The use of a magnetic Cluster Field was first tried by a joint JDA/WAT task force to improve ChemProject Weapons. Each ChemProject round has a small amount of a magnetic alloy inside it. The field is strengthened by an electrical blast as the rounds leave the barrel. This field allows the rounds to hit the intended target in an area as small as 1 cm, devastating the target.

Tech Spot Light:

Weapon Type 1 Blackton Plasma SemiAuto Colt Plasma Smash Styer-Hann Plasma Pistol Luger-1345

Cal SM/E 10 mM Proton Sabot 10mM Grenade Hy/C

ACC/ DAM 30/410 140/140 30/480 60/180 10 /-60/490

ROF 1 5 1 5 1 1

Enc. 5.1 5.5 5.5 4 1.5 5

HND 1 1 1 1 +1 1

Needs A A A A A *

Range 40m 105m 125m 85m 255m 200m

Shots NA NA NA NA 3 NA

Cost 43,700 40,250 9,155 18,350 20,378 500

Colt 10mm Sabot Auto Pistol 2CM Grenade Launcher

Notes: *Weapon has two Laser Barrels, counts as two separate shots at one target EC = Enhanced Fusing Chamber allows multiple shots with one trigger pull. ChemProject and Burst Laser Weapon types 1&2 and all Plasma cost one action to fire once. Type3 and 4 plasma can have an Enhanced Fusing Chamber. Then it fires as a ChemProject Type 3 and Type 4; 2 shots for one pull of the trigger. 2 cm Grenade launchers can be mounted under a Weapon or used standalone. Multi Handed weapons and Tri and Bi pod Any weapon with a hands requirement greater than two requires either a bi-pod or tri-pod. If the number of hands is 3 a bi-pod costing, 5% of the weapons cost is required. If the number of hands is 4 +, then a tri-pod costing 10% of weapons cost is required. Both pod types must be placed on a stable and reasonably flat surface to fire the weapon normally. If a weapon with more than 2 hands is fired with out a tri or bi-pod half the Accuracy and minus 500 from the Power of the weapon.

119

Character Weapons

Weapon Type 2 Styer Hann Plasma I/X 12 JDA Laser Snipe Luger 40PL2 Plasma Sniper Styer-Hann Snipe II Plasma Luger .40 D Sub Gun

Cal SM/E LASER H/A Rigia

ACC/ DAM 60/490 190/340 140/380 100/330 1

ROF

Enc. 7.5 5.5 7.5 6.5 5.5 7 5 8 3 10 2

HND 1 1 2 2 2 2 1 1 1 1 1

Needs A B B C A C A A B

Range 40m 970m 425m 315m 250m 445m 90m 40m 420m 45m 1035m

Shots DSR NA 400 NA NA NA NA NA 10 NA 14 400

Cost 94,600 61,110 119,360 114,843 31,668 54,063 72,500 94,905 1,895 60,400 2,050

1-2 1 1 12 12 1* 2 10 2 1-2

.40 mM 100/250 3 mM Deut J-2ES Sa J-4 LASER 80/360 130/390 20/490 60/210 90/350

Carbine Needler 3

Blackton Laser Sub Blackton 15 Plasma Shot Gun Blakton Combat Shotgun-18

JDA Auto Shot Gun

Styer Mod-17 Combat K-10ES 60/210 Shotgun

Weapon Type 3 Styer-Hann M-250 BerretMAG-66 JDA Needler Assault (1 double capacity needle Mag Incl) Carbine Over Assault JDA Heater Assault Blackton Plasma Heater Colt Laser Plume 1256 Blackton Laser Rifle

Cal 7.62mM 7.62mM 10mM Needles

ACC/ DAM 170/520 90/440 90/590

ROF Enc. HND 20 15 6.3 11 1 2 1 1 2 1 1

Needs C C B A C C C B

Range 475m 445m 490m 500m 250m 250m

Shots DSR NA NA

Cost 409,100 104,275

20 20 1ec 1ec 1-2 1-2

12 9.5 7 11.5

NA NA NA NA

122,800 360,210 1,400,000 269,010 190,334 526,467

.357 mM 180/490 Boosted Hy/C Positron LASER LASER 50/520 70/500

140/400 180/400

10.5

4.05

1495m 1175m

400 400

Weapon Type 4

Cal 10mM 5mM P/P Hy/I

120

Styer-Hann MK-82 RFSW 6mM Carbine FAW-56 JDA ChemDeath 1

ACC/ DAM 170/680 150/570 50/650 80/590 120/560

ROF Enc. HND Needs Range 20 20 2.8 5.8 6 6.4 12 9.4 4.6 2 1 2 1 2 2 C B C C B 730m 770m 650m 325m 280m 1845m 1625m

Shots Cost DSR NA 778,000 NA NA NA NA 600 918,000

Styer-Hann Mk 1 Plasma Support Luger Plasma IV JDA Laser Blaster 1

20 1EC 1EC 1-3 1-3

1,051,800 1,096,650 1,581,750 2,148,000 1,425,750

Carbine Burst Cannon

LASER 200/460 LASER 190/450

600

Character Weapons Weapon Clips and Ammo Weapon Clips


Added Enc. per Clip .2 .2 .2 .2 .2 .2 .5 .5 Cost Multi Per Clip *3.5 *4 *5 *3.25 *3 *3

Plasma Gaseous Ammo Deuterium (Deut) Helium (He) Hydrogen (Hy) Proton (Proton) Positron (Posi) Electron (Elect) Sodium Matrix/Electron (S/E) Tritium/Proton (T/P)

After you purchase the weapon, the next step is to buy Clips and Ammo for it. Weapons list a Need which describes the type of magazine the weapons uses. The codes are defined as follows: Then buy the specific type Clip Type Needof Magazine Magazines Code ed may be reloaded once empA Jet Clip tied. However, the cost to Multi clip reload is the same as a new B magazine. To figure cost C Multi feeder of a magazine for ChemP* Mounted on Type 2+ roject or Plasma take the base cost of the magazine and multiply it by the cost of the ammo. Internal wells take 1 active action per 4 shots to load. Mag Type
Jet Clip Type 1

*4.25 *3.5 *4 *5

Potassium Matrix/Proton (P/P) Spin Coupled Neutrinos (SCN) Hydrogen/ammonia (Hy/A) Hydrogen/Chloride (Hy/C) Nitrogen/Chloride (N/C)

.2 1 1

.5

*4.75 *5.5 *5.25 *5.8 *6

Enc.
.1 .05 .15 .2 .3 .2 .3 .3 .4 .5 .6 .6

Plasma Laser
2 4 5 6 8 10 15 8 10 15 20 25 N/A N/A 10 sec 20 sec 25 sec 30 sec 35 sec 40 sec 45 sec 50 sec 60 sec 60 sec

CP Cost
10 20 10 30 60 30 60 30 60 70 80 100 30 45 45 150 200 250 325 350 375 400 550 700

Hydrogen/Cyanide (Hy/Cy) Oxygen/Iodine-232 (O/I) Riga-10z

1.25 2 2 3 Added Enc 0 1

Multi Clip Types 3/4

Multi Clip Types 2-4

Multi Clip Types 2/3

Jet Clip Types 3/4

Jet Clip Types 2-4

Jet Clip Types 1-4

Hydrogen/Iodine-232 (Hy/I) Laser Magazine Charged Standard Change, any magazine ChemProject Enhancement 7.9 mM 10 mM 9.2 mM 7.62 mM

*6.5 *10 Cost multi 2.5

Enc Cost per Per mag Clip 2 *3 2 3 *2.5 *4 *3

Multi Feeder Type 2 Multi Feeder Types 3

Multi Feeder Types 3/4 Multi Feeder Type 4

Multi Feeder Types 3/4

7.62 mM Sniper rnds* 5.45 mM 6 mM Needles 3 mM Needles .45 mM .40 mM

4 3 3 1

*2.5 *1.5 *2 *3 *2

2 3

A note about Laser Magazines These magazines come fully charged and must be recycled after full discharge. The recharge process takes 48 - 72 hours using special equipment; cannot be done in the field.

.375 mM boosted 10 mM Needles

2 4 3 5 1 3

*2 *4 *2 *3 *3

121

5 mM

Weapon Ammo

Sabot 10 mM

Ammo costs are determined by multiplying the clip cost by the ammo multiplier. Clip Type determines how many shots ( or time for lasers) is available for that price. Enc of the Ammo + the clip Enc is the total Clip Enc.

J-2 explosive Shell Sabot J-4 Shell

K-10 explosive Shell Sabot Boosted K-10

2 4 3

*2.5 *2 *3

*2

Character Weapons
Example Cost Mod Per Mag *3 *2.5 *3.5 *4

So a Jet Clip Type 1 with 7.9 mm ammo would cost 60 ECD, have an ENC of and have 10 shots. A Type 2 Multi Feeder of Tritium/Proton (T/P) ammo Plasma would have 8 shots, Enc of .8, and a cost of 1400 ECD.

Plasma Gaseous Ammo Magnetic Field Enhancement Deuterium (Deut) Helium (He) Hydrogen (Hy) Electron (Elect) Proton (Proton)

EF modifier +23 +21

Ammo Upgrades

+22 +23 +20 +19 +16 +16 +17 +17 +18 +21 +21

Specialty Ammunition To improve the effectiveness of an attack, improve the ammo that you use. From Enhanced magnetic, Armor piercing or other specialty ammos any weapon can be made better with the right technology.

Positron (Posi)

Level 0

Potassium Matrix/Proton (P/P) Tritium/Proton (T/E) Spin Coupled Neutrinos (SCN) Hydrogen/Chloride (Hy/C)

Sodium Matrix/Electron (SM/E)

*4.75 *4.3 *3.5 *6 *8 *7 *5

*4.5

Enhanced Magnetic Ammo Enhanced magnetic ammo increases the power of a shots magnetic cluster field, keeping a ChemProject or Plasma shot much more densely packed for much more effective attacks against a target. Only ChemProject and Plasma ammo can be modified this way; which increase weapon Damage and its success range for criticals. This bonus is added after the attack roll is made, making a close shot or critical much more lethal. To determine the increase in the attacks EF, which effects the damage and critical severity use the below:

Hydrogen/ammonia (Hy/A)

*3.2

Hydrogen/Cyanide (Hy/Cy) Nitrogen/Chloride (N/C) Oxygen/Iodine-232 (O/I) Riga-10z

Hydrogen/Iodine-232 (Hy/I)

*9.5 *16 *9

*8.5

+16 +15

+12

+15

EF Bonus = Ammos EF BNS X Weapon Type.


ChemProject Enhancement 7.9 mm 10 mm 9.2 mm 7.62 mm Cost Mod per mag *3 *2 *3 EF Modifier +24 +22 +21 +23 +25

7.62 mm Sniper rnds* 5.45 mm 6 mm Needles 3 mm Needles .45 mm diameter .375 boosted 5 mm

*12 *4 *2

*2

+22

.40 mm diameter

*30 *4 *3 *3

*10

+20 +19 +18 +17

So a Type 2 Helium Plasma weapon with Magnetic Field Enhancement ammo would add 176 (88*2) to its EF to any attack with that ammo. This means its damage could increase by 176 and its Critical Severity would be boosted by 17. To figure cost multiply the cost per magazine by the cost mod per magazine listed for the enhanced ammo below. This is the cost of enhanced ammo for that weapon. Enhanced ChemProject Ammo Materials One of the advantages of a ChemProject design is the ability to tweak and design specialty ammo. Any STO or CSPY with Personal Weapons Design can create ammo with enhanced materials. Ammo made out of advanced materials increases the range, accuracy, and power of the weapon. Weapon range is increased by the type of material used. Carbon Steel adds 50 m, each material above carbon steel the range is increased by 50m. Weapons accuracy is increased by the materials ac-

122

10 mm Needles Sabot 10 mm

J-2 explosive Shell Sabot J-4 Shell

*4 *3 *3

*2

+22 +19 +15

+19

K-10 explosive Shell Sabot Boosted K-10

*4 *4

+60 +80 +75

+65

Character Weapons
curacy mod. It is added directly to the Weapons accuracy. Weapon DAM is increased by (DAM mod * ROF)/10= DAM Bonus Material Carbon Steel Carbonized Beryllium Titanium
ACC Mod DAM Mod Range Bns Cost Mod Availability

Level 4

+5 +10 +16 +20 +25 +15 +25 +30 +50 +15

+70 +65 +70 +75 +80 +85 +90 +95 +100 +250

+50m +100m +200m +250m +300m +350m +400m +450m +500m +150m

*2 *1.25 *4 *3 *1.5 *2 *5 *8 *60 *3

90% 85%` 80% 75% 70% 60% 50% 45% 02% 80%

Blended Titanium Ceramic NanoLatice

Reinforced Ceramic Edge Quad Heated Ceramic Core Kronus Steel

ChemProject Armor Piercing Ammo: These are armor-piercing versions of any NORMAL ChemProject Ammo, Not enhanced. This ammo is coated in Supron Ally - XV a super Dense Super light coating that is chemically inert. Ammo when coated with this alloy will not even shatter. The ammo is designed with a small charge inside that shatters the bullets after impact to keep damage high. Increases attacks breach by 1( Small to normal, normal to massive) and penetrations by +5.. These bullets nullify all known types of armor, absorbers, and Electromagnetic Fields. Attacks against vehicles with this ammo increases BCC by 5%. TEF: 7 Cost: VSIC: Magazine Cost * 25 Forces: Phys/WNF ENC: +3 to magazine RM: 0 Max Apps: n/a Tech Type: VSIC Requires: ChemProject Ammo

Level 5

Improved Kronus Steel Iridium

So a ChemProject weapon with a rate of fire of 10, using carbonized Beryllium adds 65 to DAM. The down side of enhanced material ammo is the extreme cost and lack of availability of the materials. The cost multiplier increases the cost of the magazine, so the Carbonized beryllium ammo would increase the cost per magazine by *1.25. Roll 1d100 one time for availability. Each material has a listed availability chance, if the roll is below the listed availability chance the material can be used. So a roll of 52% would allow the use of Quad Heated Ceramic Core or below.

Tracer Ammo: Ammo is treated with low level emitting Photons. These photons can be detected by any TEF 5 or better tracking system. The tracer ammo adds 25 to SkillSet of the attacker. Works only on ChemProject Weapons, both vehicle and personnel. TEF: 25 Cost: VSIC: Magazine Cost * 15 Forces: WNF/SNF ENC: 3 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: ChemProject Ammo ChemProject Armor Piercing Ammo: These are armor-piercing versions of any NORMAL ChemProject Ammo, not enhanced. As a level 4 round with a bigger charge and denser coating. Level 5 increases attacks breach by 1( Small to normal, normal to massive), adds +1 Combat Influence, and +10 penetrations. These bullets nullify all known armor materials and reactive. Attacks against vehicles with this ammo increases BCC by 5%. higher TEF: 9 Cost: VSIC: Magazine Cost *30 Forces: Phys/WNF ENC: + 3 to magazine RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A

Backfire Ammo: This is specialty ammo designed to short out electronics in target armor. The ammo carries a small electric charge that when it impacts a target shocks the armor. Each bullet is charged with energy to cause malfunctions. These shots simply have to hit the target to have a chance to cause malfunctions. The final attack determines how the malfunction threshold of the target is lowered. Every 1 success decreases the Malfunction Threshold by 1. Insulated armor lowers the successes of the BackFire ammo by 1 for every 100 PU of insulation. TEF: 12 Cost: VSIC: 10,000 per magazine Forces: Elect/Phys ENC: +1 to mag RM: 1 Max Apps: n/a Tech Type: VSIC Requires: ChemProject Ammo

Level 3

Level 6

ChemProject Armor Piercing Ammo These are armor-piercing versions of any NORMAL ChemProject Ammo, and are not enhanced. As a level 5 round with a bigger charge and denser coating. Level 6 increases attacks breach by 1( Small to normal, normal to massive), adds +2 Combat Influence, and +20 penetrations. These bullets nullify all known types of armor materials and Electromagnetic Fields. Attacks against vehicles with this ammo increases BCC by 15%. TEF: 12 Cost: VSIC: Magazine Cost *25 Forces: Phys/WNF ENC: +3 to magazine RM: 0 Max Apps: n/a Tech Type: VSIC Requires: ChemProject Ammo

123

Character Weapons Level 8


-15% availability roll. So 1 Kilo of C-16 would cost 1575 with an availability of 74% and have an ENC of .1 (1*.1)

Fire Ball Ammo ChemProject Ammo hollow Points filled with an Air Fuel explosive. The ammo hits as a small explosive, boosting Breach by +1 and targets must roll EM. Combat Influence works as normal. Must use a full load of Fireball ammo for ammo to work. It effects only the target hit by a FULL load, no splitting the attack. TEF: 5 Cost: VSIC: 135,000 per magazine Forces: Chem./Phys ENC: +1 to magazine RM: Max Apps: n/a Tech Type: VSIC Requires: ChemProject Ammo

Explosive Materials

Fire Combat Upgrades Level 0

Terenax C -16 Terenax Corp was destroyed in 2065 during a Corporate War with Barrett Arms. Barrett won, but the formula for Terenax was claimed by their partner Jevin Chemistry. Jevin later sold the formula to a number of companies and cashed out, making Terenax C-16 the most powerful and widely used explosive in 2136. Wt Mod: .1 ACC:79 DAM:1009 Avail: 94 Cost:*4.5 C-8 Improved The last major release by the NATO countries, before he russian darkness. C-8 has held its own for over a century because of its low cost and strong destructive profile. Wt Mod: 1.6 ACC:59 DAM:438 Avail: 82 Cost:*2.5 Axeon Gel Created originally by a long dead Brazilian Corp to clear rainforest for farming, Axeon Gel can burn anything and is cost effective at doing it. Wt Mod: 1 ACC:47 DAM:96 Avail: 94 Cost:*3.5 Spec: Starts Fires on anything for 1d10 phases. 10,000 Celsius temp. Axeon Gel White Phosphor MAC requested this upgrade to Axeon Gel to make it more useful in combat, meaning more deadly. Styer Hann and BioTech labs were happy to help. Wt Mod: 1.5 ACC:53 DAM:201 Avail: 84 Cost:*3 Spec: Starts Fires on anything for 1d10 phases. 15,000 Celsius temp. Explosive Charges Each kilo of explosive can be sub divided into 4 pts. So a Kilo of C-8 Improved has 4 pts with a 438 DAM. Each point requires a detonator.

Weapon Harness Allows a person to lower the number of hands required to hold the weapon. Can lower no. Of hands by one or two (minimum of one hand). TEF: 3 Cost: VSIC: 10% of weapon cost per hand Forces: Grav/Phys ENC: + 1 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A

Level 1

Improved Gun Accuracy Active Sighting system that adds 10 * Weapon type to the ACC of any personnel Gun. TEF: 7 Cost: VSIC: 75,000 Forces: Grav/ WNF ENC: +1 to weapon RM: 0 Max Apps: n/a Tech Type: VSIC Requires: Fire Combat Weapon, no indirect fire

Explosives
Explosives are controlled by the UN IJC and MAC as the destructive potential of 10,000 Strikeforces all blowing tghings up could lead to too many destabilizing situations. The UN currently restricts the amount of explosives to a charcters rank in kilos. This dose not apply to prefabricated explosives such as grenades, juts the raw explosive materials.

Base Cost of Explosive materials

The source of the explosive sets the base cost to get an explosive, which is then modified by the type of explosive material being purchased. Social Combat and role play can of course effect these base costs. Source Employer Nation Guild Base Cost -100 450 500 650 Avail. Mod -20% -45% -35% +5% UN Reported Y Y Y Y

Explosive Kits and Detonators

124

Corporate

Any explosive requires a detonator. Demolitions kit has materials that make a Demolitions roll more effective; Kits are not required to use c16, detonator not required. Smoke grenades subtract 100 from any non-technology enhanced perception. Demolitions Kit: Standard kit with materials to shape and contour Plastique for demolitions work. The kit adds 50 EF to any demolitions roll. Has 5 uses then must buy again. TEF: 3 Cost: VSIC: 500 Forces: none ENC: 1 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A Detonator, Remote: A Voice activated charge. Connected to the UNIWeb the user programs in a special

Blackmarket Int. Smugglers

375 ( or a Favor)

250 (or a favor)

-20% -25%

N N

So if your employers was a corporation, the base cost of explosive materials is (450* material cost mod) with a

Character Weapons
voice code, tuned to their voice print. The Charge takes an active action to set the voice code and a Demolitions roll to set. The range of the Detonator is unlimited (UNIWeb access is required), no security encoding provided on communications. TEF: 5 Cost: VSIC: 500 Forces: none ENC: .5 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: Demolitions Detonator, Timed: A Time activated charge. Connected to the UNIWeb the user programs in the time code of the region they wish to use. The Charge takes an active action to set the time code and a Demolitions roll to set. TEF: 5 Cost: VSIC: a weapon Forces: Chem/WNF/ SNF ENC: As weapon RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A Detonator, Motion A movement activated charge. The charge senses movement in a range of 1 -5 meters, set by the user. The greater the range the quicker the charge tends to explode. A range of 1 would have an explode chance of 10% per action, a 5 meter range would have a 50% chance. The Charge takes an active action to set the range and a Demolitions roll to set. TEF: 5 Cost: VSIC: 500 Forces: none ENC: .5 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: Demolitions Detonator, Sound: A sound activated charge. The charge is set to a decibel range between 10 -50 decibels. Chance the detonator goes off is like Motion above. The Charge takes an active action to set the voice code and a Demolitions roll to set. TEF: 5 Cost: VSIC: 500 Forces: none ENC: .5 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: Demolitions Detonator, Impact: A Force activated charge. The user sets a number of Force Units to detonate between 100 -500. A door closing (Non Hydraulic) has a force of 100, a weapon discharge has a force of 250, another explosion has a force of 500. If there is no set trigger, use percentages as above with motion and sound. The Charge takes an active action to set the voice code and a Demolitions roll to set. TEF: 5 Cost: VSIC: 500 Forces: none ENC: .5 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: Demolitions

Accuracy/Damage (ACC/DAM)-- Explosives accuracy and damage it does. Encumbrance (ENC.) -- Shows bulk and weight Special -- notes any special abilities of the device. Range (RNG)-- Primary radius of the device. Availability (Avail)- percent change the character can find the device for purchase. Cost-- cost in Earth Credits

Combat Explosive Stats

A powerful infantry weapon for over 200 years, the grenades of 2136 range from simple to advanced delay with specialized shrapnel patterns.

MAC Combat Explosives Grenades

Delay Fusing

Some grenades have a delay of a set number of active actions. The delay must be declared before the attack; once that number of actions has past the grenade explodes. TEF shows how hard it is to overcome the fuse. Fragmentation (Frag) Grenade A basic, not too powerful, grenade that goes off as soon as you throw it, dont drop it. ACC:40 DAM:525 Avail:89 Cost:450 RNG: 3m ENC.: 2.5 TEF: 0 Delay: 0 actions Improved Fragmentation Grenade A powerful infantry weapon for over 200 years, the grenades of 2136 range from simple to advanced delay with specialized shrapnel patterns. ACC:140 DAM:1400 Avail:86 Cost:1707 RNG: 2 m ENC.: ..8 TEF: 5 Delay: 3 actions Micro Shard Grenade An improved fragmentation pattern, this boosts the range and damage of a Frag grenade. ACC:70 DAM:1600 Avail:89 Cost:2048 RNG:3m ENC.: .8 TEF: 10 Delay: 3 actions max Concussion Grenade A basic, not too powerful, design to knock an opponent down when it hits. ACC:130 DAM:640 Avail:71 Cost:895 RNG: 2 m ENC.: .4 TEF: 5 Delay: 1 actions Special: Any target hits is considered knocked prone. Axeon Grenade Designed to create fires when thrown and confuse and distract the enemy. Anything burns ACC:110 DAM:610 Avail:90 Cost:1167 RNG: 3m ENC.: .7 TEF: 25 Delay: 5 actions Axeon Phosphor Grenade A redesign of the Axeon grenade to take advantage of the Axeon Phosphor material. ACC:130 DAM: 830 Avail: 81 Cost: 1025 RNG: 3 m ENC.: .8 TEF: 25 Delay: 5 actions

125

Character Weapons Explosive Upgrades Personnel Combat use of Rigia - 19x


Requires: N/A 25 mm Missile Stick -- A 25 mm single shot launcher that can be reloaded. The 25 mm missiles have a DAM of 1000. The missiles ACC is determined by the users targeting system, must be a TEF 5 or better. Attacks hit as an explosive, but because of the shaped charge the attack DOES get combat influence. Reloads cost 3000 per missiles. Take 2 actions to reload and 1 action to fire. TEF: 3 Cost: VSIC: 75,000 Forces: As Targ ENC: 3.5 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: Fire Combat Type 1 or Heavy Weapons

A powerful additive to any munition. Which adds both destructive power and range to the explosion. Rigia - 19x boosts an explosive so its attack is multiplied by several times, depending on the successes of the attack. The amount of Rigia added is called its charge force and limits the damage a Rigia Enhanced weapon can do. Adding Rigia to personnel explosives is Illegal, dangerous and an obvious upgrade, usually resulting in massive damage or death of all involved. The Black market will of course do the work of mixing the additive; a delicate and dangerous operation (generally (225 x CF) EF, Demolitions as primary skill is required, but GMs discretion rules). See the combat section for its effects in combat. Use of Rigia - 19x explosives in a city is expressly forbidden and usually punishable by loss of rank, tech and cash. Rigia - 19x used as a plasma Ammo is inert and cannot be mixed to create CF weapons. Cost = 50000 x CF rating being added.

Level 6

Level 3

Cracker Jack Grenade -- A grenade that distributes 4 bomblets in a circle around the grenades impact area. The grenade does damage as a normal improved flack grenade. The location of the bomblets is at the points of the compass, distance determined by rolling 1d10 -5. Attack Successes 2 4 5 3 Distance from Grenade target 4m 2m 3m

Flambue Glue Minor: A sticky Highly Flammable glue that will not dilute or be removed except by burning it off. The all the glue burns for 6 seconds (1 full phase). Reactive armor has no effect on the glue, however it will ignite the glue. Each dose does 250 pts of damage, and burns at 4000 degrees Celsius. The damage is cumulative, so 3 doses would do 750 points of damage. Can be placed in axeon grenades, however they lose 50 damage per dose added; can hold up to 3 doses. Each success is 1 dose hitting the target. TEF: 7 Cost: VSIC: 15,000 Forces: Chem ENC: 1 per dose RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A

Level 10

+1m

The bomblets have a power of 500 and are designed to confuse more than hurt. All EM rolls are at a 4 when a bomblet goes off. Bomblets may be fused with a detonator, just add cost of detonator to Cracker Jack grenade. TEF: 3 Cost: VSIC: 2500 Forces: none ENC: 3 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A

Flambue Glue Major: A sticky Highly Flammable glue that will not dilute or be removed except by burning it off. All the glue burns for 5 seconds (1 full phase). Glue is immune to Reactive armor, however it will ignite the glue. Each dose does 500 pts of damage, and burns at 6500 degrees Celsius. The damage is cumulative, so 3 doses would do 1500 points of damage. Can be placed in axeon grenades, however they lose 50 PWR per dose added and can hold up to three doses. Each success is a dose that has hit the target. TEF: 15 Cost: VSIC: 30,000 per dose Forces: Chem ENC: 1 per dose RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A

Level 4

126

Scanner Pulse Homing Grenade An improved flack grenade with a specialized VSIC seeker head. The seeker is designed to detect active scanner pulses and guides the grenade to the active scanner. The Grenade must be fired from a grenade launcher and the shot must be within a 90 degree arc of where the scanner is. The Seeker head adds its TEF to the attacks EF. A successful nullify attack can shut down the seeker head, if so treat as a normal grenade attack. If no nullify the TEF of the grenade is added to the success range of the attack. TEF: 10 Cost: VSIC: 2500 Forces: Elect/WNF/SNF ENC: 3 RM: 0 Max Apps: n/a Tech Type: VSIC

Created, again by System design, as Low power, minimally effective weapons, to drive creative custom design. These basic Stainless Steel weapons get the job done, but custom weapons are much more effective. Weapon Stats Accuracy/Damage (ACC/DAM)-- Weapons accuracy and damage it does. Encumbrance (ENC.) -- Shows bulk and weight Hands (HND) -- Number of hands needed to fire weapon without penalties Needs -- Show extras that weapon needs to operate Range (RNG)-- Maximum range of weapon Shots Number of internal Shots Cost-- cost in Earth Credits

Melee Weapons Stock Weapons

Character Weapons
3000 kg and works for 1 hour then spear is normal. TEF: 3 Cost: VSIC: Hnds Enc. Shot Cost 345,000 Spears: 15,000 each Forces: Elect/ 2 5.5 1 200 WNF/SNF ENC: Gun: 2 7.0 1 300 3 Spears: 2 RM: 0 Max Apps: n/a Tech Type: 1 3.0 65 VSIC Requires: Power 2 2.0 50 Pac, one use regardless of 1 2.0 150 size.0 2 1 4.0 0.5 0.1 1.0 1 300 50 10 12 15 2 50

Name Comp. Bow Comp. Crossbow War hammer Quarterstaff

ACC/ DAM 14/19 10/30 15/20 11/30 30/5 0/1 0/1 4/8 16/10 16/25

RNG Needs 200 Melee 300 Arrow None Bolt

Sword,1 handed Combat knife Blow Dart Blow Tube

Melee

Sword,2 handed

Melee

None

Melee 25 ---

None

Melee

None Dart

None

Arrow, Quality Bolt, Normal

Arrow, Normal

Tube Bow Bow

0 1 1 1 1

5/5 0/1

+15

Bolt, Quality 5/5 +30 Bow All Stock Weapons have 14 Structure Points.

--

Bow

0.4 0.5 0.5

0.5

5 5

5 5

20

Melee Weapon Upgrades


The table below lists 3 upgrades available on the open market for Melee weapons. Custom weapon design is a powerful and System controlled privilege, which is further defined in Section 8. These upgrades have a tech level of 0 Final Design Additions (No limit) Stun Blast - Electric Stun Blast - Sonic Vibrating Blade*

Effect - 3 Em roll/ 25 End damage/ Electrical Insulation 501 + PU stun No effect. TEF 50 +5 for 10,000 Credits

Enc. +1 +1.5 +2.5

Cost Cost * 4 Cost * 8 Cost * 2

- 6 Em roll/ 20 End Points damage/Sound Insulation stun No effect TEF:25 +5 for 15,000 Credits. -150 ACC/+450 PWR

Level 4

Fandal Spike Combat System: A specially designed melee combat system that retracts into the wearers armor until needed. Takes one action to activate. The spikes break off during combat and lower the cost to get combat Influence Points to 150 EF. The max is still 5. The system can be used in 5 combats, then it must be replaced. TEF: 6 Cost: VSIC: 105,000 Forces: Phys ENC: 4.5 RM: 0 Max Apps: n/a Tech Type: VSIC Requires: N/A

127

Level 6

Ionic bonding Spear Gun: A cruel Fire Combat I weapon with an ACC/DAM of 100/25. It will bond with organs on any critical hit; this destroys the organ. Head Criticals are instantly fatal. Limbs are rendered useless should a critical do any damage, the limb is considered destroyed. Target is in extreme agony. All EM rolls at 4, must make one when hit. Bonding is rated at

UN Tech Guild Technology Restrictions and Guidelines Subject: Current Status Technology Review Groups Restrictions: Tech Guild Council and UN Planning Group members only
Report Follows: The United Nations Economic Security councils third edict gave the Tech Guild both Legal Status as an independent guild and the legal responsibility to catalogue and record the technology of the human race. With the creation of the UN Planning groups another responsibility was give to the Guild, to restrict technology availability to the Combat and Civilian sectors, to help keep the System equations in balance. It is the status and effectiveness of this responsibility that this report is about. To restrict technology as the system equations require the Tech Guild created the Tech Level ratings. All technology is rated based on ability and cost. The more powerful and less expensive an Item is the higher the tech level will be, thus limiting the number of Combat and Corporate sector users. This rating system has been in place since 2065 and has done a most effective job of controlling the effects of new technology as it is released. The Tech Guild reviews all technology in their Technology review groups on a constant basis. Any new technology must be reviewed a minimum of 30 days before any planned release. The Tech Guild will review the technology and rate it accordingly. Technology that seems to unbalance the System equations is submitted to a joint Tech Guild/Planning groups review. This review can and has stopped the release of technology for a time, some is still restricted to this day due to its unbalancing nature. Since the early 2100s the planning groups and Corporate sectors have petitioned for several exception ratings for technology. While the Tech Guild has to this date created several of these exceptions, it has been only with the most detailed review, political disputes, and power sharing agreements with the Planning Groups. The new release categories still have tech level ratings, however the exception releases tend to ignore them: Restricted Release: This technology is restricted no one in any sector may have access to it or use it without UN ESC or Planning group authorization. Users of such technology are usually agents of the UN or using such Technology illegally. Tech level restrictions are ignored. Corporate Release: A specific corporation has the release of the Tech Guild and the UN to use the technology. Only agents and employees of the Corporation in question may use such tech. Anyone caught using the tech will be investigated by police and UN forces to make certain of their legal status to use such tech. Tech level restrictions are ignored. Guild Release: Guild employees may use specific technology from a Corporation or other entity by the authority of the UN. Such release is rarely given to any of the more illegal guilds. Tech level restrictions are ignored. General Release: This Technology is available to all sectors based on Tech Level restriction by rank or corporate level. The Tech Guild has seen an increase in Corporate and Guild release that have seemingly undermined the general release strategy. It is our fear that further categories of exceptions would even further dilute the technology pool available to the Corporate and Combat sectors. Such Dilution would seem to unbalance the System equations and put the goals of the Phoenix society in jeopardy of delay or even failure. It is our hope that a more detailed review for this effect is started immediately to mitigate any such effects. Secti Nast Tech Guild Master MNT, MBT,MHE

128

Access Granted

Scanner Technology Natures Forces Scanners Scanner Design

Nano and Medical Techs need to interact with the forces of nature to aid and perform their duties and work with their StrikeForce. To interact with natures forces, Techs have access to a specialty device called a scanner. Only Techs may purchase, use scanner bases, and suites. Scanner suites work only with scanner bases. They will not work in Armor or Glove Suits There are three ways to mount a scanner. It can be mounted on a Hand Held Base, mounted in a characters armor (Non Glove suit only), or BioMount where the Scanner is built in to the body of the user. A Scanner Base ( Interface type is owners choice) Sensor suites Connection between the Scanner and the human using the sensors.

Hand held Scanners

Bio Mounted Scanners


A DNA BioBloc in Human Host A Bio Mountable Scanner Base Scanner Suites (DNA type) Connection between the Scanner and the human using the sensors. The Bio Bloc used for the DNA Base determines the number of DNA suites, or other DNA abilities, the scanner can have. So a scanner mounted on a simple DNA BioBloc can have 4 suites, a scanner on a complex Bloc 10 suites, or other DNA additions.

Armor Mounted Scanners


A base that can be mounted on armor (Interface type is determined by the armor interface type, if armor has both VSIC and Nanonic scanner can be either, not both, choose one) Sensor Suites Connection between the Scanner and the human using the sensors.

This theory explains mechanics of elemental interactions in the universe. All matter is a form of energy in a state. When energies interact states change. The melting of an Ice cube to the exploding of a sun into a black hole, both are examples of energy changing states. All Natural elements have a vibration, which effects other elements and their states. These vibrations are categorized into 5 Forces: Physical Forces, Strong Nuclear Forces, Weak Nuclear Forces, Electromagnetic Forces, and Gravity forces. Each force is made up of hundreds of elemental vibrations which cause specific state effects on any exposed matter. The effects are can be categorized; allowing them to be used directly. Simply this means that the chemical interaction of acid on metal can be duplicated, without actually applying acid. An energy field with the elemental vibrations of the acid would cause the weakening of the metal as well as etching patterns. Likewise if an ice cube is in a freezer and a energy field with the vibrations of hot air surround it, it would melt. The vibrations from the energy field are localized around the object and cause the effects as if it was 30 degrees Celsius. The vibrations in the energy field directly effect the energy state of the target matter. Power is required to create the energy field with the vibrations and the larger the area effected greater and greater quantities are needed. However I believe it reasonable that a potable device could read or even project force data in the future. My team and I recorded vibrations from the base elements of iron melting and sulphur igniting on paper using a Vulcron Zone Control Fort tracking system. Later we used the tracking system to cause iron to melt and Sulfur to burn paper (down to the smell) in the lab using nothing but energy. To date over 15,000 basic vibrations, each categorized into one of the specific forces have been categorized. Force science, as I have come to call it, will change humanities way of life. An example of the potential of this science comes from a model of a star going nova. Using the force model of our sun as abase line, this model shows how the internal star processes lead to the black holes creation. As elemental vibrations of all 5 forces change, the production of dark matter and energy increases. The vibrations of the dark matter and energy cause a warping of localized space time eventually creating a black hole. My staff and I have seen potential in this model for a type of engine that could provide thrust based on the correct use of certain gravity forces. We also believe that smaller less powerful Singularities could be created and their time/ space warping harnessed if the correct vibrations could be configured Force Science is real and will change science forever, I am again humbled by the universe and the depth of its amazement. Angst Thergoode Tech Master Rank 6

Unified Force Theory of 2075

129

Scanner Technology
Device Stats TEF Base TEF + Sensor Suite Bonus Slots Total size of Scanner Suites Chips the Base can hold. So an 8 means a total ENC. Base ENC. AI Can mount an AI chip, if no only Analysis Chip must be used. Cost Base cost + (Scanner Suites Cost * Hardware Multiplier) Speed Scanner TEF /200 Power Units Output Scanner TEF * 2 is max PUO Scanner Bases Type Tasit Starter VSIC Slots 6 8 5 6 8 8 8 5 5 Nanonic Slots 20 20 22 TEF 1 Enc. 1 Bio Mount N Y N Armor Mount N N Y N Y Y Y AI Support N N N Y VSIC Cost 5,000 10,000 15,000 17,500 26,000 34,000 30,000 32,000 35,000 19,000 18,000 28,000 22,000 12,500 7,500

Basin Handheld I Tasit AdvScan II Vulcron Analyzer II Basern HandScanner AvCorp Handheld Basern Adv. III Vulcron Scanner Tasit AdvScan

Vulcron Analyzer

1 1

24 20 24 26 35 26

24

2 3

1.8 1.3 2.0 1.4 1.6

1.5

1.5

N Y Y N Y Y N N Y Y Y Y Y

N Y Y Y Y

2 3

Vulcron Adv. Scanner PCT Mobile Scan Basern Sweeper Tasit Mount 1 WAT BackScan

10 9 8

24 32

AvCorp Handless 1 Basern Adv. Mount I WAT Touch Tone PCT Magic Hand Vulcron MateScan

10 12 11

34 30 38 35 32

2 2 2 3 2 2 1

2.0 2.2 .5 1 1 .5 1.8

1.4

N Y Y

Y 2xAI Y Y

Y Y Y

N N Y Y Chip Size 1 Y Y

12 15 15

44 42

40

.8

.5

Y Y

Y Y

24,000 26,000 25,500

22,000

30,000

Suite BioElectric Comparison Suite

Forces used in Scan Elect/Chem

SkillSet EF Bonus (TEF) +10 (+3) +15 (+6) +17 (+5) +20(+7) +25(+6) +30 (+8) +27 (+7) +15 (+5) +5 (+2)

Hardware Mod V-*3,N-*4,D-*5

Cost 15,000

130

Cellular ElectroMag Probe

Cellular Aural Probe

DNA Analysis Advanced Probe Magnetic Imaging Med Analysis Biorhythm Medical Analysis

Elect/Grav/Chem Elect/Grav/WNF

Elect/Phys/Chem

V-*4,N-*5,D-*6 V-*5,N-*6,D-*7 V-*5,N-*6,D-*7

V-*4,N-*5,D-*6

SNF Pulse Med Sweep Medical Analysis Full Force (All) DNA Analysis Silent Probe

SNF/Chem/Elect/Grav/ Phys All All

SNF/Elect/Chem/Phys

Elect/WNF/Chem

2 3 3 3

30,000 40,000 50,000 65,000 75,000 90,000 80,000 35,000

V-*6,N-*7,D-*8 V-*6,N-*7,D-*8 V-*6,N-*7,D-*8 V-*6,N-*7,D-*8

4 5

Scanner Technology

These suites are designed specifically to add TEF and forces to a scanner base. They only work in scanner bases and any attempt to modify them to work in other interfaces would be extraordinarily difficult (TEF *8 Minimum difficulty) and they would only work for a limited time. Suite Superiority When a scanner has 2 suites of the same Force, only one can be used by the scanner. The player can choose which ones to use. So having 4 Type III EM Suites would not give you a +28 TEF. It would be +7.

Sensor Suites

Type I Suites

TEF Bonus

Chip Size

Hardware Cost Modifier

Cost

Electromagnetic Scanner I Gravitational Scanner I Weak Nuclear Force I

+3 +5 +5

VSIC-*3,Nan-*4,DNA-*5

Strong Nuclear Force I

Chemical (thermodynamics) I Physical (Matter States) I


Type II Suites

+4 +3 +3
TEF Bonus

1 1

VSIC-*3,Nan-*4,DNA-*5

6,000

VSIC-*3,Nan-*4,DNA-*5 VSIC-*3,Nan-*4,DNA-*5 VSIC-*3,Nan-*4,DNA-*5

VSIC-*3,Nan-*4,DNA-*5 VSIC-*3,Nan-*4,DNA-*5
Hardware Cost Modifier

9,000 8,000 7,000 5,000

10,000

2
Chip Size

Cost

Electromagnetic Scanner II Weak Nuclear Force II Gravitational Scanner II

Strong Nuclear Force II

+4 +6 +6 +5 +7

+4

+5

2 2 2 2 2 3 3 3 3 3 3
Chip Size

VSIC-*3,Nan-*4,DNA-*6 VSIC-*3,Nan-*4,DNA-*6 VSIC-*3,Nan-*4,DNA-*6

VSIC-*3,Nan-*4,DNA-*6

19,000 18,000 17,000 15,000

16,000

20,000

Chemical (thermodynamics) II Physical (Matter States) II


Type III Suites

VSIC-*3,Nan-*4,DNA-*6
Hardware Cost Modifier

TEF Bonus

Chip Size

Cost

Electromagnetic Scanner III Gravitational Scanner III Weak Nuclear Force III Strong Nuclear Force III

+8 +8 +6 +6
TEF Bonus

VSIC-*5,Nan-*5,DNA-*5 VSIC-*5,Nan-*5,DNA-*5

VSIC-*5,Nan-*5,DNA-*5

26,000 29,000 28,000 27,000 25,000


Cost

Chemical (thermodynamics) III Physical (Matter States) III


Type IV Suites

+7

VSIC-*5,Nan-*5,DNA-*5 VSIC-*5,Nan-*5,DNA-*5 VSIC-*5,Nan-*5,DNA-*5


Hardware Cost Modifier

30,000

Electromagnetic Scanner IV Gravitational Scanner IV Weak Nuclear Force IV

+10 +9 +9 +8

+9

Strong Nuclear Force IV

+10

VSIC-*7,Nan-*8,DNA-*9

Chemical (thermodynamics) IV Physical (Matter States) IV


Type V Suites

5 5 5

VSIC-*7,Nan-*8,DNA-*9

36,000

VSIC-*7,Nan-*8,DNA-*9 VSIC-*7,Nan-*8,DNA-*9 VSIC-*7,Nan-*8,DNA-*9

VSIC-*7,Nan-*8,DNA-*9

39,000

40,000 48,000 47,000 45,000


Cost

TEF Bonus

Chip Size

Hardware Cost Modifier

Electromagnetic Scanner V Gravitational Scanner V Weak Nuclear Force V

+12 +15 +15

+11

VSIC-*8,Nan-*9,DNA-*10

Strong Nuclear Force V

VSIC-*8,Nan-*9,DNA-*10

56,000

131

Chemical (thermodynamics) V Physical (Matter States) V

+15

VSIC-*8,Nan-*9,DNA-*10

59,000 58,000 57,000 55,000

+15

VSIC-*8,Nan-*9,DNA-*10

60,000

VSIC-*8,Nan-*9,DNA-*10

VSIC-*8,Nan-*9,DNA-*10

Scanner Technology: Upgrades Scanner-Human Interfaces


.5 Forces: none Tech Type: Nanonic Max Apps: n/a Requires: Scanner and Brain

These Interfaces are for connection from the scanner to the human user of the scanner. Without this interface the Scanner is useless. The user has no way of getting data from the device. An AI interface may be used if an AI is mounted in the scanner or armor. The interfaces may not be transferred to a new suit of armor. (Once they are put in, thats where they stay until destroyed). Users may have more than one interface: one for the human user and one for the AI user or more. Portable Broadcast A UNIWeb broadcast is used to communicate information to the human partner after it is converted from Binary. There is no security on this transmission. However, there is no range limit either. TEF: 3 Cost: VSIC: 10,000 Nanonic: 15,000 ENC: .5 Forces: none Tech Type: VSIC Built in Max Apps: n/a Requires: Scanner Screens A modification to the helmet of the user which allows the display of the converted data from a scanner on its internal Shield. The screens cannot be moved, but can be dissolved as needed, and costs a passive action to reactivate. 4 images per screen required from helmet. Communications from the scanner have a TEF 3 encryption. TEF: 5 Cost: VSIC: 25,000 Nanonic: 30,000 ENC: .1 Forces: none Tech Type: VSIC Built in Max Apps: n/a Requires: Scanner Advanced Screens As the above, however the Screens can be moved with an eye movement so as to not obstruct the users view. No action cost to move screens, TEF: 12 Encryption Cost: VSIC: 40,000 Nanonic: 60,000 ENC: 1 Forces: none Tech Type: VSIC Built in Max Apps: n/a Requires: Scanner Chemical Neural Shunt Can only be used with DNA AI to scanners. Allows the connection to the scanner as normal for the AI. Humans cannot use it as the chemical consistency changes are too complex to use in the Human brain without causing a tumor in 1-3 weeks. TEF: 15 Cost: VSIC: 35,000 Nanonic: 50,000 ENC: .5 Forces: none Tech Type: DNA Simple Strand Max Apps: 1 Requires: Scanner and DNA AI

Scanner Upgrades
Level 2 Additional Scanner Interfaces These additional chip interfaces may be used only for Scanner Suites in hand held and Armor mounted scanners. Max of double starting slots. TEF: 3 Cost: VSIC: 75,000 Nanonic: 200,000 Forces: none Tech Type: VSIC/Nanonic Max Apps: n/a Requires: scanner Reciprocal Signal Tracking suite I (RST suite) A suite designed to independently search for a jamming signal and track that signal. The Suite adds 5 to the TEF of a scanner to detect the physical location of any transmitter that is jamming the scanner. Technology combat is performed against the tracking scanner and the jamming signal. Should the tracking scanner and user overcome target transmitter, the location is detected. If jamming from multiple points; 1 point is reveled for each 10 EF they win the combat. If the signal is moving the scanner may attempt to track the source, simply do technology combat 3 times, win 3 times and target is triangulated. TEF: +5 Cost: VSIC: 25,000 Nanonic: 37,500 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Scanner Level 4 Reciprocal Signal Tracking suite II (RST suite) A suite designed to independently search for a jamming signal and track that signal. The Suite adds 5 to the TEF of a scanner to detect the physical location of any transmitter that is jamming the scanner. Technology combat is performed against the tracking scanner and the jamming signal. Should the tracking scanner and user overcome target transmitter, the location is detected. If jamming from multiple points; 1 point is reveled for each 10 EF they win the combat. If the signal is moving the scanner may attempt to track the source, simply do technology combat 3 times, win 3 times and target is triangulated.. TEF: +10 Cost: VSIC: 75,000 Nanonic: 112,000 Forces: All (no Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Scanner Level 5 Phantom Signature Source Suite (PSS Suite) Allows a scanner to setup a phantom signature to confuse outside scanning sources. Cloaks the scanners signal and sets up a phantom signal. This does not make a scanner immune to an area effect jamming signal, but in order to jam it the Jamming scanner system must do technology combat against the PSS. If the jamming system loses it jams the wrong frequency, should the attacker win the PSS has no effect and the target is jammed. This de-

132

Basic Energy Shunt Used with any AI it allows standard use of the scanner. Use in the human brain will cause Alzheimers to begin accelerated effects with in 2 weeks. TEF: 15 Cost: VSIC: 10,000 Nanonic: 15,000 ENC: .5 Forces: none Tech Type: DNA Basic Strand Max Apps: 1 Requires: Scanner and AI Adv. Energy Shunt Allows human brains to use scanners as normal (requires brain work to install). All AI with this type of connection get a +2 to all TEF levels due to the detail of the scan information. TEF: 20 Cost: VSIC: 10,000 Nanonic: 15,000 ENC:

Scanner Technology: Upgrades


vice requires a ROM chip and takes an action to create the false signal. TEF: +5 Max TEF: 11 Cost: VSIC: 250,000 Nanonic: 375,000 50,000 to increase TEF by 1. Forces: Elect/Phys Tech Type: VSIC/Nanonic Max Apps: 6 Requires: Scanner AI Digital Input Program A detailed digital program that adds +50 to any AI perception roll on a specific non- moving object. AI unit will gain all pertinent information on the object, provided the perception roll is successful. Uses one scanner chip slot if scanner mounted. TEF: 8 Cost: VSIC: 135,000 Nanonic: 202,500 Forces: Elect/Phys Tech Type: Program Max Apps: n/a Requires: AI and Scanner

Level 6

Suite Signal Booster (SSB suite) Allows a specific Suite scan to be boosted over a jamming signal. The booster adds 30 to TEF of the scanner for one scan only. The scan can only cover a 5-meter Diameter and must be looking for a specific set of parameters. The scan acts as a Nullify attack against any jamming signal. Regardless of the success of the nullify attack, the boosted scanner must roll percentile below its TEF. If the percentile roll is below the TEF (i.e. the TEF is 25 and the roll is a 24 or lower) the scanner is out for 1d10 actions resetting itself. Should the roll be higher than the TEF the SSB is out for 15 phases resetting and re-calibrating. TEF: Scanner TEF+30 Cost: VSIC: 50,000 Nanonic: 75,000 Forces: As boosted Signal, Can boost All Forces (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Scanner Reciprocal Signal Tracking suite III (RST suite) A suite designed to independently search for a jamming signal and track that signal. The Suite adds to the TEF of a scanner to detect the physical location of any transmitter that is jamming the scanner. Technology combat is performed against the tracking scanner and the jamming signal. Should the tracking scanner and user overcome target transmitter, the location is detected. If jamming from multiple points; 1 point is reveled for each success they win the combat. If the signal is moving the scanner may attempt to track the source, simply do technology combat 3 times, win 3 times and target is triangulated. TEF: +20 Cost: VSIC: 125,000 Nanonic: 187,500 Forces: All (No Calon) Tech Type: VSIC/Nanonic Max Apps: n/a Requires: Scanner Reciprocal Signal Phantom Signature suite III (RSPS suite) Once a jamming signals source has been determined this suite can be used create a phantom signal to be jammed while the scanner switches to an alternate. This Suite will then run a phantom signal that continues to be jammed, while scans now function on a different frequency. To do this the jammed scanner must win two technology combats against the jamming signal. The first creates the phantom signal used to fool the jammer. The second determines if the new scan frequency is detected. If both combats are successful then the Jammer must do an active (takes and action) tech combat against the scanner to realize they are jamming the wrong signal. TEF: +8 Cost: VSIC: 150,000 Nanonic: 225,000 Forces: Elect/ WNF/SNF Tech Type: VSIC/Nanonic Max Apps: n/a Requires: ROM Chip, RST Suite, AI and a Scanner LEVEL 7

Vulcron Scanners Incorporated Many armor abilities are either activated or boosted by chips added to the armor. Vulcron started out as a small Droid and Targ chip assembler. When a scientist on staff created a handheld, and more powerful, version of an ExoSkeleton sensory array; the scanner was born. Vulcron had more investors in one week, after the UN and the Tech Guild approved the use of the device, then they had been able to get for the last 3 years. Even AvCorp simply paid the ridiculous patent fees to make the new scanner bodies. Scanners usually come complete with chips for expanded capabilities. Vulcron now has three divisions making chips for Scanners, armor, and Exo systems. They have high quality merchandise and a very strong set of StrikeForce. One of their StrikeForces was directly responsible for the destruction of an illegal chip processing plant in an Afganistani shanty town. The destruction resulted in half the shanty town, and the national defense forces defending the town, being vaporized. Vulcron took the matter further and asked for ESC sanctions against the Afganistanis. The ESC refused, without proof the Nations government was really in charge of the site. Vulcron produced the needed files in less than 24 hours, resulting in sanctions that damaged Afgan trade for years. 3 Warlords were also beheaded by the ruling council for their illegal role in the conspiracy. Vulcron defends their status vigorously.

Manufacturer SpotLight

133

Psi Implant Technology


trates the more it helps. TEF Bonus is boost by the PsiCon rolls successes. TEF: 5 + 1 for each PsiCon success Max TEF: 25 Cost: VSIC: 20,000 Nanonic: 30,000 Forces: Calon Tech Type: VSIC/Nanonic Max Apps: n/a Requires: BioBloc Targeting Eyes PsiCon is added to the ACC of any weapon or Psi Direct attack. Can only be used as many times as Psi actions a day, but does not cost the actions (considered a free Psi Action). Biotech Device requires Brain Work to implant. TEF: PsiCon - 125 Cost: 200,000 Forces: Calon/WNF Tech Type: Nanonic Max Apps: n/a Requires: Brain Work and Calon Converter Calon energy Storage Cells After it was discovered that Calon nodes could only survive in human neural strata a young MedTech started experimented with the idea of modifying Meningitis, a bacterium, which attacks the nervous system. The result was the ability to graft Calon nodes to the nervous system. However, the natural nodes in the Brain dictate the power of the Psi tech, the nervous system nodes act as batteries storing energy for extra Psi actions with in a 24-hour period. Treatment doubles Psi actions per day. This is a virus treatment not a DNA enhancement. TEF: PsiCon -150 (min 5) Cost: 230,000 Forces: Calon Tech Type: Medical Procedure Max Apps: n/a Requires: Advanced Medicine Roll of 100 EF or more for success.

PsiTech Implants
It was immediately apparent when the new science of Calon Energy was developed that there was no way to artificially generate it. These nodes reside only in the brain of humans; not even our closest primate cousins have the special genetic code that produces Calon energy. These small nodes (there are billions in the active PsiTech brain) appear to generate and channel the energy needed for the seemingly magical feats Psis perform. The Calon Nodes are recharged from social interaction. Science has yet to explain the transformation from Calon energy to physical force or astral projection; regardless of the scientific formulae used. Even AI analysis of the three-dimensional mathematical models showing the process needed for these transformations fail to explain the Calon energy patterns. These implants are based on the conversion of Psi energy to power VISC devices, they are potent enhancements that work with the Calon nodes to increase a PsiTechs Power and abilities with Calon energy.

Level 1

Calon Converter Changes Calon energy to standard Power Units. Must be installed in a Bio Bloc to work. VSIC chips only. TEF: 5 Cost: 80,000 Forces: Calon Tech Type: VSIC Max Apps: n/a Requires: BioBloc Psi Skill Booster Chip Increases energy produced by specific Psi Patterns. This results in a +2 skill ranks to one specific Psi Skill. May have multiple chips per skill. TEF: 5 Cost: 30,000 Forces: Calon Tech Type: VSIC Max Apps: n/a Requires: BioBloc Psi Armor Booster Allows a solid wall of Psi force to be generated, protecting the user from Hyper Velocity Projectiles. Does Not affect Laser or Plasma attacks. Use PsiCon and add to total protection for Physical attacks. Armor boost is always on. TEF:15 Cost: 20,000 Forces: Chem/Phys/WNF Tech Type: VSIC Max Apps: n/a Requires: BioBloc and Calon Converter

Level 3

PVVRI Mk II Pattern Visualization Virtual Reality Interface. This provides a focusing environment using a Virtual Reality interface to create Psi Patterns. Adds TEF to any Psi SkillSets. The better the user concentrates the more it helps. TEF Bonus is boost by the PsiCon rolls successes. TEF: 5 + 2 for each PsiCon success. Max TEF: 35 Cost: VSIC: 80,000 Nanonic: 120,000 Forces: Calon Tech Type: VSIC/Nanonic Max Apps: n/a Requires: BioBloc

Level 4

134

Psi Targeting Booster Allows PsiTech to focus on targets with their mind and use as a Targ. Psi action per target, all actions are lost at end of Phase TEF: PSiCon /2 Cost: 25,000 Forces: Calon Tech Type: VSIC Max Apps: n/a Requires: BioBloc and Calon Converter

Level 2

PVVRI Mk III Pattern Visualization Virtual Reality Interface. This provides a focusing environment using a Virtual Reality interface to create Psi Patterns. Adds TEF to any Psi SkillSets. The better the user concentrates the more it helps. TEF Bonus is boost by the PsiCon rolls successes. TEF: 5 + 3 for each PsiCon success. Max TEF: 45 Cost: VSIC: 200,000 Nanonic: 300,000 Forces: Calon Tech Type: VSIC/Nanonic Max Apps: n/a Requires: BioBloc

PVVRI Mk1 Pattern Visualization Virtual Reality Interface. This provides a focusing environment Adds TEF to any Psi SkillSets. The better the user concen-

Level 5

Psi Tri Barrier Booster An ablative coating of Psi

Psi Implant Technology


Energy covers the users armor. Psi energy adds to protection against Calon, Plasma, and Coherent light weapons. Add PsiCon to total protection for Plasma, Laser, and Psi direct attacks armor. Armor is always on. TEF: 25 Cost: VSIC: 60,000 Nanonic: 90,000 Forces: All Including Calon Tech Type: VSIC/Nanonic Max Apps: n/a Requires: BioBloc and Calon Converter Calon Pulse Defense A Basic DNA Enhancement that allows a Psi to create a pulsing field that blocks all scanning energy directed at them. Cost an active Psi action to use. TEF: PsiCon - 150 ( min of 10) Duration: phase Cost: Strand: 225,000 Insertion: 40,000 (5% failure chance) ENC: 0 RM: 0 Max Apps: n/a Forces: Calon Strand Type: Basic Strand Size: 2 Human Mod: Direct or BioBloc Requires: n/a

Psi Guild Since its creation the Psi guild has paid the tech guild billions of credits for research into the nature and power of Calon energy. While many of these projects are classified and unseen by the general public more than half of these projects have released data to scientists around the world. This had lead to a new industry in both active Psi boosting and defenses for Latents around the world. In fact the Psi Guild is dedicated to providing capital for anyone who wants to create Calon based technologies. Many corporations are suspicious of the Guild and it real intentions with all the data which has not been released. Corporations like Tyrex have dedicated themselves to checking the Psi Guilds mind powers with Anti Calon and Psi Disruption technology where ever they can. Regardless this new market is growing quickly and many new smaller corporations are rising to the challenge the Psi guild has present to the System.

Guild SpotLight

Medical Technology Drugs


The drugs below are a short list of the more commonly known drugs in the StrikeForce universe. They are not a comprehensive list of all drugs available. These drugs are powerful and can save a life, usually at the cost of making you an addict. Drugs may not be mixed to gain multiple bonuses. Mixing drugs causes a poison that does 100*number of drugs END damage to the user and 1d10 severity 5 critical hits, roll for location, EF is damage *10.

Healing Drugs

FLASH (Polyasorbatedychloride81) Nicknamed FLASH for its incredibly fast passage through the circulatory system, this drug isolates the brain and nervous system after fatal damage is done to the body. As long as the brain and central nervous system are still connected FLASH has a chance to regenerate any wound inflicted on the user. When this drug is taken, it has a base 80% chance of completely restoring the body to perfect health. This roll is modified down 10 % by each wound the character has. If a character has 5 wounds the chance the drug works is a 30%. Once the modified success percent has been figured the character must roll under that number on 1d100. Failure means instant death with no possible recovery (see cloning). If the roll is successful the character gets 1d10 wounds healed. All other injuries heal based on an END roll. The base time to heal is 10 phases. Each success lowers the time by 1 phase, min of 1. FLASH is legal, addictive, Cost: 8,200 credits a dose, and has a 40% availability. Haldern 12 A regenerative drug that instantly heals 3 wounds per dose. Addictive. Haldern 12 is legal, Cost: 10,850 credits per dose and has 25% availability.

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Medical Technologies
Haldern 6 A regenerative drug that instantly heals 1d10- 4 (min of 1) wounds per dose. Mildly Addictive. Haldern 6 is legal, Cost: 5,300 credits per dose and has 50% availability. Methyline C Isolates a limb from the central nervous system in cases of extreme trauma. If a limb is severely damaged in combat it will be cut off from the CNS and put into stasis for 1d10 hours. After this initial period of preservation, the cells in the limb will begin to break down as if the tissue were dead. If twice the initial time of the initial 1d10 roll elapses (after the drug stops working) and the limb is not being treated it decomposes beyond repair. While this drug is being used the limb is useless, but the users body cannot become ill from toxic buildup in the limb either. Methyline C is legal, Mildly addictive, Cost: 4,100 credits a dose, and has a 60% availability. Morphine The old standby, Morphine relieves all pain for 3 hours. No emotion rolls are needed from damage or other pain, situational stress can still cause EM rolls, while under the influence and the character suffers from no minuses up to -100. Morphine is Addictive, legal, Cost: 9600 credits a dose, and has a 25% availability. Methyline Phosphate Much like Methyline C, Methyline Phosphate puts the entire body into stasis. No matter what damage has been done to the body; Methyline Phosphate will hold it in a state where it can be repaired for 24 hours. After the 24 hours are up the body will decompose at 4 times the normal rate, rendering it un-savable in just 4 hours. This drug will only work once every 3 days. It is legal, mildly addictive-addictive, Cost: 3,700 credits a dose, and has a 70% availability. Calcium Trichloride Will repair all fractures in one specific body area (Torso, limbs etc..). Takes 1d10 phases to work, any minuses remain until drug is finished. Mildly Addictive. This drug legal, Cost: 4,200 Crd/dose and has a 60% availability Spine Miric -- (Rivilyn Virus 3) Medical Nano bots invade any are of damage in the spine, knitting it back to health. The NanoTech devices are suspended in Rivilyn (a nerve regenerator). Time to heal is a base of 1 hour. Roll against Current End. each success lowers time by 15 minutes ( min o 10 minutes). If missed add 1d10 hours to heal time. Addictive due to Rivilyn, legal, Cost: 8,400 crds a dose and has an availability of 35% TEF: 75. Organ Fix -- (Durhan Di Helios) Works as Spin Miric, however time base is 30 minutes (minimum is 5 phases). Will regenerate destroyed organs in half the time if the character makes an END 30 roll. This drug is Addictive, Legal, Cost: 7,950 crds/dose. Availability is 30% and has a TEF: 75

Ability Addition Drugs

Tineostyne This drug will double a persons natural reaction (150 is still max) for 1 phase per success of a Prowess roll. The user must roll after a dose is taken and after each reaction roll while the drug is working. Wound and other modifiers do count. If the prowess roll is not made, the character has severely pulled a muscle. Roll 1d10*6 to determine the negative at which the character is operating and 1d10*2 for the number of action they are at a minus. This drug is Mildly Addictive, legal, Cost: 5,100 credits a dose, and has a 50% availability. Crystal F (PolyDiCarbideSparian) -- This drug causes the users reaction to increase to super human levels. The downside is the high level of addiction. The drug adds 1d100 - 40 to a persons reaction, it either adds a bonus or nothing happens. The length of the effect is 1 action for each 10 points of Endurance the character has. This drug is addictive, legal, Cost: 6750-crd dose and has a 40% availability. Amphet 12 There are two current forms of this drug. One is addictive and one non-addictive. The non-addictive version of this drug causes a feeling of invincibility (+3 to PR, +10 to END, and EM rolls are made only after user has 20% of his END left). The addictive version of this drug also causes a feeling of invulnerability (+5 to PR, +20 to END, and EM rolls are made when 10% of the users END remain). Every 1dose of the addictive version reduces the EM by 1 (Can be lower than 4 max of 1). If an EM roll for addiction is not made the target is addicted at High addiction rules. If more than five doses of either type are taken in 1 week, user will be hypersensitive for 3 months Triple Addiction chance of both types.. Addictive version is illegal, Cost: 600 credits per dose, and has 20% availability. Non-addictive version is legal, Cost: 8550 credits per dose, and has 30% availability.

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Destructive Drugs

Malternin Quite possibly the most destructive drug ever synthesized, Malternin is an outlawed DNA modification and any person caught with it will be executed immediately. Scientists working for Lasiter Corp created

Medical Technologies
this drug during the Secret War as a means to destroy AvCorp/ESA. In a 24 hour period after injection the person injected will go through three biomorphic stages. Immediately after injection, the subject must make 3 emotion rolls at +2 to EM or pass out for 1d10 hours. If the subject does not pass out, they go through the first phase awake. Their bodies become supersensitive to all stimuli for the next 1d10 hours. All but the dimmest lights and quietest sounds are unbearable. If the person was unconscious, they wake up at the beginning of phase two. For the next 1d10+2 hours the subject will watch, as his or her body slowly lose all skeletal integrity. They will begin to transform into a giant invertebrate. Skin becomes rubbery and takes on a greenish hue. All bones slowly become cartilage, making the subjects only means of movement sliming. During this phase, the subject will divulge any information in hopes of an antidote. At the end of this phase, the subject must make 2 intelligence rolls by 50 or more. Failure means total gibbering insanity. Success means the subject gets to scream in horror as the final phase occurs. Roll emotion 4 times at +5. If all four rolls are successful, the subject stays awake while their bodies lose all cohesive properties and they turn into a hellish soup of blood, bile, and pieces of organs. If they fail their rolls, they pass out before the final transformation. This drug was designed for torture and there has never been a more effective drug for this purpose. It is also considered the most destructive synthesized compound of all time. There is no antidote. Malternin is illegal, Cost: 10,350 credits a dose, and has a 2% availability. Cocaine Causes high sensation in about a minute. Stimulates nervous system and adrenal glands (25% normal fatigue). Causes loss of coordination (-40 to PR rolls) Cocaine lowers EM to 1. Adds 25 to Base Skill. Cocaine is Addictive and effects last for 30 minutes. Cocaine Cost: 11850 credits a dose and is illegal and is Highly Addictive Cocaine availability is 25%. form. The organic version is no longer used in developed areas because it is easily detected. Opium A will eventually cause the user to fall into a gentle sleep (takes end 50 in minutes). Lowers EM to 2 in stressful situations (i.e. combat). Opium A is legal. It is Addictive. Cost: 7100 credits a dose. 40% availability. Cry Dust A complex chemical that affects the emotion centers of the brain. A person inhaling even a minute quantity of this drug will have uncontrollable mood swings for 3 hours. Roll 1d10 to find the persons beginning mood: 1-2 is euphoric, 3-4 is manic, 5-6 is depressed, 7-8 is calm, 9 is terrified, and 10 is enraged. The mood is rerolled every minute. Every hour 2d10 percentile is rolled. At 20% or lower, the user stays in his current emotion until the remainder of the 3-hour period is up. This drug is illegal and anyone caught holding it will be stripped of all rank and material possessions and either jailed or killed depending on circumstances. Cry Dust is illegal, Highly addictive Cost: 6,100 credits per dose and has a 50% availability. Alcohol (90 to 190 proof) The number of drinks a person can imbibe is equal to END/10 per 2 hours. If this number is, exceeded -20 EF is subtracted from all rolls PER DRINK cumulative. Time needed to sober up under normal circumstances from a drunken state is number of drinks over the limit x 2 hours. Prowess of 100 or lower means 2x the allocated number of drinks per 2 hours will cause the character to pass out. Prowess of 110+ can have 3x their drink allowance. All characters can remain standing with three successful high EM rolls in a row. A drunken person is more likely to divulge information they would normally consider confidential (+500 EF to persuade). A drinks cost is highly dependent on the area. Alcohol is a Mildly Addictive drug. Alcohol in some form has a 95% availability. Contour Blue A synthetic mixture of PCP and LSD originally discovered in super warrior research, Contour Blue frees the user to act out his most aggressive fantasy. When the drug is injected, the subject must roll under their END on 1d100. If the roll is made by more than 20, they do not act out a violent fantasy. Instead, they will either (50% chance) sit on the ground and dream for 2 hours or act our a relatively harmless fantasy (i.e. Purple guy, Mysterious Defender of the Happy People or John the Hyper kinetic Naval Lint). If the END roll is not made the drug effects the user like so: +5 PR, No EM rolls are required, +150 END. Also add an hour to the duration for every 5 points of failure. The fantasy is acted out violently and at anyone within 10 meters of the user. Everyone in line of sight is considered an enemy. After 3 doses in a week, the user is addicted and will fly into a rage if he doesnt get 1 dose a day. Contour Blue is illegal, Cost: 64,850 credits a dose, and has a 10% availability Highly Addictive (3 dose Threshold). Hysteria (Illegal Drug Maximum penalties for

Cocaine B -- Causes high sensation in about a minute. Stimulates nervous system and adrenal glands (25% normal fatigue). Causes loss of coordination (-40 to PR rolls). Adds 10 to Base skill. Cocaine B is slightly bluish in color while uncut Cocaine is white (easily dyed, however). Cocaine B lowers EM by 4. Duration is 15 minutes, it is Mildly Addictive. Cocaine B is legal and Cost: 6000 credits a dose. Cocaine B availability is 50% Opium A Causes minor hallucinations that are predominantly non-violent. Non-addictive in synthetic

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Medical Technologies
possession) -- A chemical gas that causes any one who breathes it to attack the closest person to them. The attack will be with the biggest and best weapon the attacker had on hand. Effect lasts for 1d10 hours. Highly addictive Illegal Cost: 15,000 per dose, airborne only. Availability: 2% Hydron II (Illegal Drug Maximum penalties for possession) A drug that relieves the shock effects of piercing attacks (Bullets, Knives etc). Heals 1/2 of all wounds taken ( Max of 5) these hits. EM rolls are also at +2. Highly Addictive. If a healthy person) ( No wounds) takes this they will take 1d10 wounds within 25 seconds. Beneficial effects last for 5 phases. Highly Addictive, Illegal Cost: 9000 per dose Availability: 5%. Addiction Level Non Addictive Mildly Addictive Addictive Threshold 1000 15 8 4 Addiction Detox Chance Modifier 1% +10 to Roll 5% 10% 20% + 2 to Roll + 0 to Roll +4 to Roll rolls are at a cumulative -50 EF for each month they are addicted. In game terms every 4 playing sessions increase the negative by 50 more. This continues until the modifiers hit -500 EF or the player is out of cash. At -500 or when they are broke the character is in a sublevel somewhere with the armor on their backs, with 1d10 penetrations, and 1 clip of ammo for their weapon. They have this one shot to get help or die trying to get some cash together to score a hit. They are indifferent to the System. Like I said playing an addicted character is really no fun.... Character Detox The System hates to lose, especially to a factor like drug addiction which no plan can ever overcome. The Tech Guild and the Planning groups have created a fail safe treatment. It is not pleasant, nor is it gentle but after 1 week you come out clean and ready to rock. The down side of the treatment is the character cannot use the drug they were addicted to for 1 month after the treatment. In game terms, they cannot use the drug for 4 playing sessions (GMs discretion). To enter Detox and cure the addiction, the character needs to make an EM roll by 2. Modifiers from the Addiction charts indicates any bonus or negative for this roll. Characters can detox for addiction any number of times. Should a character go to detox more than 4 times, begin to hate the Tech Guild. On the 5th time the character gets the passion Destroy the Tech Guild at normal passion targets. Every time they enter detox after that, lower the passion by 2. When the passion hits 2 or lower they must make EM rolls for detox by 4 instead of the normal 2.

Highly Addictive

Character Addiction
Drugs are a necessity the characters require to survive the lethal combat of 2136. Such advantage comes with risk; characters who take too much of any drug run the risk of addiction. In game terms running a drug addict has no upside they are hard to play, harder to keep alive and certainly not as much fun. As the addiction continues more and more of their money goes to the drugs. At the academy, StrikeForce members are trained to resist addiction, so they have a better than average chance to stay clean in the course of their duties. Determining addiction Each drug type has an addiction rating: Non addictive, mildly addictive, addictive, and highly addictive. When taking drugs each type has a threshold, the number of doses in 24 hours before the character has a chance for addiction. In order for a character to have a chance at getting addicted to a drug they have to take 1 more does than the threshold number of doses in a 24 hour period in the game. So to even have a chance to get addicted to a Mildly addictive drug, the character would have to take 16 doses. They must roll under the Addiction chance on 2d10 percentile. If they do, they are addicted. Characters must roll after every dose over the threshold limit. Effects of addiction Any Character that is addicted immediately loses 30% of any cash on hand to buy their stash. The stash will last 1 week. So basically every time the player sits down to play, they lose 30% of their cash to buy drugs. In addition, all

Organ/Limb Replacement
When a character takes a critical, which causes a loss of limb, organ destruction, or some sort of brain damage and the damage must be repaired or replaced. The below technology is what medical science has to repair or replace such damage. Normal Bionic Limbs: costs 100,000 Earth credits in addition to any medical costs. The limb will have a prowess of 80. Arms may have different prowess values, but legs must be the same. They cost 5000 credits for each point above 80 prowess. The limbs are normally made of steel, the Arm takes damage as a gun does when it is shot. However limb Criticals have the same affect on the limbs as normal. The UN does NOT allow medical Bionics to have above average strength 110 PR max by law.

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Medical Technologies Manufacturer SpotLight


can take 150 SP damage, lungs can take 300 SP, other organs can take 150 SP. No critical hits have effect until SP gone, then the organ works as a normal organ. Damage from any critical is applied to the organ, not Endurance. 75% chance to not be rejected, or else the player must use a cloned organ. Brain Work: costs 100,000 Earth credits. It can only be done at UN Military Hospitals. Doctor must have at least a 160-Advanced Medicine: Brain Surgery. Doctor must make roll by 400 or more. This is used to add some Nanonic devices, as well as implanting numerous biotech Devices. If successful, patient rolls against endurance. If the roll successful a second time, healing brain damage or other desired effect is achieved. If roll is failed, there is a 25% chance the character is brain dead, a 50% chance the patient falls into a coma, and a 25% chance the character will die. (GMs note, characters that are in a coma or are a vegetable are usable as adventure bases to save them.)

Basern BioTech Basern is a respected worldwide company dedicated to saving lives, no matter the cost. The company has several divisions dedicated to healing Pharma, Bionic, artificial organ transplants and any other research that would end the suffering of the world. Not Even AvCorp has ever raised a finger towards Basern. Their Bio Tech, Hard tech designs, and research is well known for breakthrough work on every topic. Whether it was the first healing enzyme to advanced drug packs Basern is on the cutting edge of healing technology. Their StrikeForces are as well equipped and dedicated to saving lives at any turn. Basern tends to watch corporate wars and send in its StrikeForce post assault to render what aid they can. On One such mission a DNA Fusion StrikeForce waited and when the Basern force landed to help the wounded, DNA Fusion attacked. The Basern StrikeForce was called the Scalpel StrikeForce and they curt the DNA Fusion StrikeForce to ribbons. Basern takes care of its family and friends with a vengeance.

Human Augmentation Devices


The following devices have been approved for use by anyone of the correct tech level. While they do in spirit change the basic body of the human using them, none are obvious or grotesque changes, which the UN and the Tech Guild will normally deny.

DNA Enhancement Insertion

GloveSuit, BioBlocs, and Human DNA Modification These are the types of insertion that can be used to insert DNA Strands into Tech or a human body. Unless the devices specifes an insertion type any can be used. DNA Type 1 insertion Plasmid insertion of normal Cells. Used for Simple or Basic DNA strands. Costs 20,000 credits per strand. 10% chance for Simple failure 25% chance for basic strand failure within 1d10 days. DNA Type 2 insertion Modified Cell Insertion and replication. Used for Simple, Basic and Enhanced DNA strands. Costs. 30,000 credits per strand 10% chance of Basic or Enhanced strand failure with in 1d6/2 weeks DNA Type 3 insertion Lipids insertion to change DNA of cells. Used for All Except Overlapping Strand DNA Strands Costs 40,000 credits per strand 5% chance of Complex or Enhanced strand failure within 1d10/3 weeks (round down). DNA Type 4 insertion Protein Sheathed Modified genetic structures. Used only for Complex and Overlapping Strand insertion. Costs 50,000 credits per Strand. 2% chance patient gets Cancer. Cancer requires 5-week drug regimen to cure and costs 75,000 credits. Enzyme Injections Direct injection of enzymes for temporary ability gain. Costs 250 per injection or use your own hypo/drug injector. No cancer chance.

Improved Materials

Using better materials allows a Bionic Limb to sustain more damage in combat. Material StainLess Steel SP 125 BCC 125 Crit 6 4

Kronus Steel

Titanium

600

300

50

75

Cloned Organs or Limbs: Costs 35,000 Earth credits Plus surgery costs. The organs or limbs are identical to the replaced one. 99% chance of no rejection or procedure must be repeated. Two failures means subject must have normal transplants, 15% chance donor organ available or user dies in 1d10 weeks of hospitalization (activate clone). Artificial Organs: costs 75,000 Earth credits and normal medical expenses and they behave like the real thing. Made out of plastic and steel normally. The heart

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Medical Technologies Level 1 Level 5

Enzyme Skill III An Enzyme package that gives the user a main Skill at 30 ranks. The skill lasts for 30 seconds. This is accomplished by adding specific neurochemical enzymes and transmitters to the users brain stem. The enzyme takes 1 minute to activate after injection. The user must specify skill at time of purchase. TEF: NA Failure chance: 2% Cost: 100,000 per dose

Level 2

Bionic White Hand This bionic hand has a Nanonic White Noise generator built in. Any scan or detection equipment is at a base 60 on top of any Technology combat modifiers. This hand is made of titanium, but looks normal. The user must use a helmet slot to exempt themselves from the negatives. TEF: 10 Cost: 500,000 Crd Material: Beryllium Tech Type: Outer hand: VSIC Generator: Nano Bionic Muscle Enhancement This surgical process (surgery additional) adds Nanonic implants that stimulates muscle tissue to react stronger and faster than normal. Adds 15 to Prowess ( No Maximum). Requires limb surgery. TEF: 5 Cost: 120,000 Forces: Chem./ Phys DNA Immune System Boost A DNA modification that boosts the immune system of the user. All EM rolls are at +1 and the user heals 1 wound every phase. TEF: 0 Cost: 125,000 Forces: none Strand Type: Basic Human Mod: Direct Nanonic Thin Armor A flexible Nanonic material made of organic and ceramic materials. The Nanonic system is housed in a Bio Bloc and inserts this material between the first and second layers of skin. The Bio Bloc holds the Nanonic repair cells for use when the armor is damaged. Nanonic thin armor adds 30 to a characters END when calculating wounds. This bonus is added regardless of any Wound negatives. So a Character with 40 END would have a 70 before any negative mods. When the character become incapacitated due to wounds, the armor must be repaired; bonus is lost until fixed. Repairs take 2 hours to complete. TEF: 50 Cost: 342,500 crds., repair: 30,000 Enc.: 8 Forces: Phys/ Chem RM: 0 Perception Enzyme Boost This enzyme boosts the sensory processing of the human brain. This enzyme adds 30 to any type of perception roll. Lasts for 10 minutes. TEF: 40 Cost: 75,000 Forces: Chem. Requires: Enzyme delivery system.

Nanonic Skill Chip V A Nanonic chip implanted in the brain (surgery required), that gives the user knowledge of one main skill at 25 ranks. The user can increase this skill at double commendation cost . The chip acts as a neurotransmitter. However since it is artificial it can harm the user If the chips skill is used more than 5 times in a 24 hour period. After the 5th use the user must roll 1d10 and subtract the number of uses over 5. This is the possible Criticals severity (So a user who used the skill 8 times would subtract 3 from the d10. If they roll a 6 it is a level 3 critical should they roll a 1 it is a 1 critical which rounds up to a 1(the lowest possible critical)). The power of the critical is determined by multiplying the d10 roll by the number of uses over 5 (So the above critical would have a power of 18). The Criticals may not be to debilitating unless the user really pushes the limit. No PSI Skills or PsiTechs may use this device. TEF: NA Enc.:0 Cost: 60,000 (Nanonic only) Double Jointed Legs A bionic enhancement (surgery required in addition to cost of item) that has the following abilities: User may bend legs backward 3/day or may jump 10x normal distance or may run at 10x normal speeds for 10 seconds. Requires a power cell, lasts 4 uses. TEF: 3 Cost: VSIC: 200,000 Materials: Titanium Tech Type: VSIC

Level 3

Bionic Cats Eyes These Eyes add 20 to normal perception rolls or 30 to Infrared scans. TEF: 8 Cost: 450,000 Enc.: 0 Forces: Elect Tech Type: VSIC Bionic Cats Claws These claws are retractable under persons fingernails. They add 10 to any melee combat attacks THP. TEF: 3 Cost: 150,000 Materials: Titanium Enc.: .1 Tech Type: VSIC

Level 8

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Level 4

Bionic Crowbar Hand A bionic hand designed the aid in the picking of mechanical locks. The finger tips have a multiple of tools designed to help with the picking of locks. The picks and drills will work 4 times a day adding 50 to the skill chance, then the battery needs to recharge. TEF: 9 Cost: 470,000 Materials: Titanium ENC: 0 Tech type: VSIC

Detailed Enzyme Skill V This enzyme gives the user 40 skill ranks of any SubSkill, determined when purchased. The enzyme is injected and takes 2 turns to start working. The enzyme also lowers EM by 2, and adds 20 to PR. All bonuses last 3 phases. If a user takes more than 1 dose in a day, they will take excessive damage; user takes 1d10 wounds per dose (cumulative) dose. So if a user takes it 3 times, the user can take a max of 30 wounds. TEF: 0 Enc.: NA Cost: 200,000 Failure Chance: 9% Level 9 DNA Combat Enhancement Drug A shake of drugs and enzymes designed to enhance the combat

Medical Technologies
skill of the user. Does the following: Adds 20 to reaction (125 max regardless of additions) Lowers EM by 5 (1 max) Increases all coordination skills by 15 ranks. Fire combat, Acrobatics, Melee Combat etc. Raises END by 10. The effects last for 5 phases. Users must sleep for three hours within 1 hour after the enzyme wears off. When taken one dose of the drug counts as two doses towards high addiction. The enzyme has a failure chance of 8%. detox is twice as long and half all rolls. TEF: 0 Cost: 300,000 Crd. Forces: Chem. Highly Addictive Note: While this shake does have enzymes and drugs the combination makes it a drug, with more abilities than a normal drug would have, and a much higher addiction quotient.

Level 4

VSIC BIO Bloc This bloc holds 5 VSIC chips. The bloc must be located in a limb or in the chest cavity. Adding or switching chips takes 4 full actions. A power cell powers the Bloc. A person can mount 5 of these Blocs maximum on their Body. Cannot use Chips that require built ins ( No reactive Armor) TEF: 3 Costs: 415,000 credits Insertion : 30,000 Forces: None ENC.: 0 PUO: 50 per use of 1 chip Tech Type: VSIC Requires: Power Cell Wound Max: 3 Simple DNA BIO Bloc DNA Enhancements can be held in one of these. The type of Bloc determines what complexity of DNA Enhancement can be added, how many, and the cost. These blocks use a persons body fuel for energy, like a tapeworm. However, they cause no harm. Once an Enhancement is added, it cannot be removed unless the Bloc is destroyed. TEF: 3 Costs: 500,000 crds Insertion: Type 1 DNA Forces: None ENC.: 0 PUO: 0 Tech Type: DNA Strand Types: Simple Strands: 4 Requires: n/a Wound Max: 4

BIO Blocs

Nanonic BIO Bloc This bloc holds 15 Nanonic chips. The bloc must be located in a limb or in the chest cavity. Adding or switching chips must be done with a Nanonic Field Generator available. A power cell powers the Bloc. A person can mount 10 of these Blocs maximum on their body. Cannot use Chips that require built-ins ( No reactive Armor) TEF: 5 Costs: 2.4 million Insertion: 50,000 Forces: None ENC.: 0 PUO: 10 per use of 1 chip Tech Type: Nanonic Requires: Nanonic Power Cell Wound Max:

Level 5

Created in 2086 as a temporary way to give patients drugs and other medical care on an out patient basis, these devices have changed in the last 60 years. BioBlocs now allow a person to mount Chips, DNA enhancements, or other technology inside their body. The BioBloc for Scanners is specially designed and described in the scanners section. The cost of the Scanner block is built into the cost of the DNA scanner itself. The remaining blocks are described below. Blocs are completely independent of each other unless linked using Bio Links. Should a person with a VSIC or Nanonic Bloc take an Organ critical or a Limb critical, there is a 25% chance the Bloc is destroyed, roll for every bloc in the body. When a bloc is destroyed, so are any links attached to it. DNA Blocks are destroyed when the Central Nervous system is destroyed. This is instant so even if Flash saves the Human, the DNA Blocs are gone. It is possible to mount and intermix different types Bloc types.

Basic DNA BIO Bloc DNA Enhancements can be held in one of these. The type of Bloc determines what complexity of DNA Enhancement can be added, how many, and the cost. These blocks use a persons body fuel for energy, like a tapeworm. However, they cause no harm. Once an Enhancement is added it cannot be removed unless the Bloc is destroyed. TEF: 5 Costs: 750,000 crds Insertion: Type 2 DNA Forces: None ENC.: 0 PUO: 0 Tech Type: DNA Strand Types: Basic Strands: 6 Requires: n/a Wound Max: 6 Nanonic BIO Link This BIO Link allows Nanonic or VSIC Blocs to be linked. Linked Blocs can share slots together, an AI could use ROM chips in any linked Bloc. One Link links two Blocks together, so to link 5 VSIC Blocs it would take 4 Links (The links are parallel so A can talk to C through B etc..). The Link requires Advanced Bionics Surgery to be implanted. Adding or replacing links must be done with a Nanonic Field Generator available (See above). BioBlocs power the links; a person can mount 10 of these Links maximum on their body.

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TEF: 5 Costs: 1.3 million Insertion: 8,000 Forces: None ENC.: 0 PUO: 0 Tech Type: Nanonic Requires: Nanonic Power Cell DNA BIO Link This BIO Link allows Nanonic or DNA Blocs to be linked. Linked Blocs can share slots together, so an AI can use ROM chips in another bloc with this link. One Link links two Blocks together, so to link 5 DNA Blocs it would take 4 Links (The links are parallel so A can talk to C through B etc..). The Link requires Type 4 DNA delivery to be implanted. The Blocs power the links. A person can mount 20 of these Links maximum on their body. TEF: 7 Costs: 1.3 million Insertion: Type 1 DNA Forces: None ENC.: 0 PUO: 0 Tech Type: DNA Requires: n/a

Level 2

Med Scan 2: Complete self diagnostic kit. Contains combination drugs and bindings. Adds TEF to Field Surgery main skill TEF: 12 Cost: VSIC: 15,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Pac DNA Splicer Allows the user to create DNA or Enzyme samples for testing of DNA enhancements. This device can create the spec for the DNA, but not the actual DNA coded cells for delivery. Must make EF roll by at least of Enhancement Factors to make a viable sample if EF roll is missed all Costs and time are lost. Takes 1 hour per 10 factors of enhancements to create sample. DNA Materials for the enhancement cost Factors * 50 in Crds per sample. TEF: 16 Cost: VSIC: 5,000 Forces: none ENC: 2 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Cell PUTO: 800 per use

Level 6

Enhanced DNA BIO Bloc DNA Enhancements can be held in one of these. The type of Bloc determines what complexity of DNA Enhancement can be added, how many, and the cost. These blocks use a persons body fuel for energy, like a tapeworm. However, they cause no harm. Once an Enhancement is added it cannot be removed unless the Bloc is destroyed. TEF: 8 Costs: 1,000,000 crds Insertion: Type 4 DNA Forces: None ENC.: 0 PUO: 0 Tech Type: DNA Strand Types: Enhanced Strands: 8 Requires: n/a Wound Max: 7

Level 3

Med Scan 3: Complete self diagnostic kit. Contains combination drugs and bindings. Adds TEF to Field Surgery main skill TEF: 20 Cost: VSIC: 25,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Pac DNA Basic Portable Lab: Allows for the creation of Type one and Type two DNA enhancements. Enhancements must be sampled and take 30 minutes per 50 factors of the enhancement to create. Must make EF roll by at least 1/2 of Enhancement Factors to create viable enhancement. If EF roll is missed, all Costs are lost as is time. DNA Materials for the enhancement cost Factors * 250 in Crds per single delivery (Delivery costs not included). TEF: 22 Cost: VSIC: 50,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Cell PUTO: 1200 per use Enzyme Cooker Lab: Allows for the creation of Enzyme or Drug based enhancements. Must make EF roll by at least 1/2 of Enhancement Factors to create viable enhancement. If EF roll is missed all Costs are lost as is time. Enhancements must be sampled and take 5 minutes per 100 factors of the enhancement to create. DNA Materials for the enhancement cost Factors * 100 in Crds per single delivery (Delivery costs not included). TEF: 18 Cost: VSIC: 35,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Cell PUTO: 1600 per use

Level 7

Complex DNA BIO Bloc DNA Enhancements can be held in one of these. The type of Bloc determines what complexity of DNA Enhancement can be added, how many, and the cost. These blocks use a persons body fuel for energy, like a tapeworm. However, they cause no harm. Once an Enhancement is added, it cannot be removed unless the Bloc is destroyed. TEF: 9 Costs: 1.5 million crds Insertion: Type 4 DNA Forces: None ENC.: 0 PUO: 0 Tech Type: DNA Strand Types: Enhanced Strands: 10 Requires: n/a Wound Max: 8

Enzymes may NOT be applied to BIO Blocs. A person can have their END/20+2 DNA BIO Blocks in their Body.

142

Med Scan 1: Complete self diagnostic kit. Contains combination drugs and bindings. Adds TEF to Field Surgery main skill TEF: 8 Cost: VSIC: 5,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Pac

Medical Lab Equipment Level 1

Medical Technologies Level 4


will retain the same rank but will lose 1d10*2 (Characters choice) skill ranks. These ranks will affect only Skills, not Attributes. The new clone also has a 2% chance to lose 1d10 INT points. When a character achieves Tech level 6 access the System wishes to keep these warriors or Corp sector personnel alive and well. The second plan is for those with Tech Level 6+ and allows the UN and Tech Guilds to create a more detailed and well adjusted clone. These characters pay only (5000*character rank), however the character also has the device below implanted to minimize skill loss and help the new clone assimilate as quickly as possible.

Med Kit 4: Complete self diagnostic kit. Contains combination drugs and bindings. Adds TEF to Field Surgery main skill TEF: 25 Cost: VSIC: 50,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Pac DNA Advanced Portable Lab: Allows for the creation of lipid and Protein Sheathed Insertion of enhancements. Enhancements take 1 hour per 20 factors to create. Must make EF roll by at least 3/4 of Enhancement Factors to create viable enhancement if EF roll is missed all Costs are lost as is time. DNA Materials for the enhancement cost Factors * 500 in Crds per single delivery (Delivery costs not included). TEF: 32 Cost: VSIC: 75,000 Forces: none ENC: 5.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Cell PUTO: 1100 per use.

Level 6

Level 5

Graviton Flux Generator: A small Generator that fluxes gravity to cause false and misleading reading in scanners of all types. There are three main ways to use the generator. 1) Flux gravity to make it appear that multiple targets are present; 2) increase the mass of any target by up to 200%; 3) Mask the gravity of multiple targets, so they do not appear on scans. The base generator can affect two targets and has a range of 20m. TEF: 15 Cost: VSIC: 150,000 Forces: Grav ENC: 2.5 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Cell PUTO: 2000 per 2 minutes of us. Grav flux Expansion Chassis: An expansion part for the Graviton Flux Generator. The chassis adds 1 target and 20 m of range. The chassis increases the generators TEF by 5. Each chassis added requires its own power pack, maximum of 10 chassis per generator. TEF: +5 Cost: VSIC: 150,000 Forces: none ENC: +1 RM: 0 Hnds: 2 Max Apps: n/a Tech Type: VSIC Requires: Power Pac

Nanonic Chemical Mapping Chip:. This chip maps the chemistry of the brain at the time of signal and sends updates to the nearest Tech Guild Tower. The chip is inserted into the brain, using Brain Work rules (Character pays costs), and works from that point on. The updates happen regularly. However, the chip takes time to do that mapping and only a complete mapping can be used. When a character dies they lose only 1d10 skill ranks because of the Chip. TEF: 5 Costs: 50,000 Forces: None ENC.: 0 PUO: 10 per year Tech Type: Nanonic Requires: Brain work to insert/ Nanonic Power Cell Should the characters brain be destroyed they lose an additional 25 ranks, due to the, loss of any data transmitted at the time of death. Note the remaining END is BEFORE any drugs may be applied. As soon as the Tech Guild is provided proof (The Body), or a UN MRI WORLD Scan is done to prove the subject is not on the surface, they will activate the clone. Activation takes 3 hours, player must designate location of clone (major city or base). Should a clone and a Natural human exist at the same time, they will both be captured, and the clone killed (DNA Tests can prove the clone from the Natural). If they both cant be captured they will both be killed. The UN will NOT tolerate multiple copies of a person on the planet at the same time. The UN reserves the right to refuse cloning to any person at any time.

Human Cloning

The UN has approved the use of cloning as a way to continue and strengthen the Military Advancement Command forces on earth. The Tech Guild Medical branch has two programs for the various professions to use for cloning. The first program is for Characters approved for Tech Level 1 or better. The System considers all StrikeForce members a valuable resource and has created this program in cooperation with the Tech Guild. This program allows characters to purchase memory and DNA cloning as soon as they achieve Tech Level 1. The cost is (10000 x character rank (LT Commander is Rank 4 ). The cost must be paid every time the character goes up in rank. Due to the fact that much time can pass between memory dumps and clone activation, any clone when activated

Artificial Intelligence
AI are like a second character with skills and a personality the player controls. AI programs learn Attributes such as intelligence just as they learn skills, by converting Skill Ranks every time they learn. They have a hardware limit, which is a matter of physics, not of law. The AI is considered a supplement to the character in the case of game play. AI Units are designed with a special VidChip Chip that allows the AI to connect to any network within 50 m. The chip has the same TEF as the AI.

143

Algorithm Chips

Algorithm chips are the simplest form of intelligent programs and they have no programed personality. They have one specific skill at a certain TEF. The Chip provides the user with data specific to the situation. It is a passive

Artificial Intelligence
action to request data from an Algorithm Chip. The request must be specific; How do I use computers to break this code? Or What small arms tactics can help me here. The GM then assigns the target EF and Tech Combat begins. The Algorithm Chip aids a through Technology combat. The Character rolls against their Intelligence. The TEF of the Algorithm chip is compared to any opposing TEF on its own. It cannot be combined with any other technology TEF. The skill roll is then made. If the Tech Combat caused complete technical failure double the targets EF. Algorithm Chip Example
For example an Algorithm Chip with Security Systems: Lock Pick has a TEF of 75 was trying to overcome a digital Lock with a TEF of 160. The tech combat ends with the lock having a TEF of 320 (Doubles due to complete tech failure). The character rolls their skill and gets an 120 EF. The character misses the attempt because his algorithm chip gave him such bad information.

VSIC AI Tech Level: 1 VSIC AI begin with 4 Main or Sub Skills. They take 1 Helmet/Scanner interface. VSIC are basic technology limited growth potential. Beginning Intelligence 60 (80 max) Beginning Base Skill 25 (85 max). Beginning Reaction (# of SubSkill ranks *5) max of 175, TEF -- INT/10 + 1 per 5 skill ranks. A VSIC AI may increase Attributes or skills by 5 ranks for 10,000 Crds . Hardware maximum 40 Skill Ranks total. Attributes do NOT count towards total ranks SubSkill max: 35 multiplier Chance to learn 60% 1d10 - 3 (round up) Skill ranks Costs 55,000 + plus skill costs.

Algorithm Chip Design Tech Level: 1 An algorithm chip has ONE Main Skill and ONE SubSkill. The chip does not have skill levels however; the ability of the Chip is based on its TEF. Cost: VSIC Chip 30,000 Crd, 1 slot per 5 TEF Nanonic Chip; 50,000 Crd. 1 Slot per 12 TEF DNA: 65,000 Crd, 1 strand per 15 TEF Chip TEF starts at 5 each additional TEF level costs 1,000 for a VSIC chip, 1500 for a Nanonic, and 3000 for a DNA Basic Strand.

Characters who whish to design an AI must be a minimum of tech level 1 to create a VSIC based AI or as high as tech level 5 to create a DNA based. When creating an AI be aware that in game terms you will be running a second character who will aid your main character, so it will add some record keeping and role play as you game. Step 1. AI Design Choose Technology Choose the type of technology the AI will be made of. The technology base of the AI must match the tech base of its repository. If a VSIC AI is in armor, the armor interface type must be ASIC as well. To build a DNA AI you must build a Nanonic AI first and then upgrade it. You cannot purchase Skills for DNA AI.

AI Design

Nanonic AI Tech Level: 3 VSIC AI units may be upgraded to Nanonic, user may purchase increases to existing skills or add additional skills during the upgrade all Nanonic purchasing limits apply. Nanonic AI may also be created from scratch. They begins with 8 Main or SubSkills. They take 1 Helmet/Scanner Interface. Beginning Intelligence 80 (105 max) Beginning Base Skill 50(105 max) Reaction (# of SubSkill ranks*10) max 350. TEF -- INT+ highest skill ranks/5 Nanonic AI chips can increase Skill Ranks at the cost of 20,000 per 5 skill or attribute ranks. Nanonic systems cannot purchase additional skills after they are built due to the complex pathways that develop after activation. Even other AI units will not try this as it is likely to destroy the Intelligence. Hardware maximums 100 Skill ranks total Attributes do NOT count towards total ranks SubSkill Max: 50 multiplier max Costs 100000 plus initial skill costs. Chance to learn 75% 1d10 - 2(round up) Skill ranks.

144

Artificial Intelligence
DNA AI Tech Level: 5 DNA AI units must be created from a Nanonic AI unit. They have to have a Nanonic Matrix from which to build the DNA Personality and Intelligence. The DNA units take 2 chip slots in normal armor (this includes the RG-12 Synth nerve adapter) per 75 levels. In a glove suit, it takes 1 DNA slot per 100 Ranks. Beginning Intelligence 90 (120 max) Beginning Base Skill 75 (120 max). Beginning Reaction (# of Skill ranks*20) max of 600. TEF -- INT/4 + 1 per 5 skill ranks. Hardware Maximums -- 300 Skill Ranks Attributes do NOT count towards total ranks SubSkill Max: 80 ranks Costs -- 200000 + Nanonic AI/2. Chance to learn: 90% 1d10 (round up) Skill ranks.

Vanders AI Impact
Vanders style AI s have been growing and developing in leaps and bounds for the last 132 years.. From the Jester of 2120, the first DNA AI created since the death of Romulus and Remus, to Nanonic AIs as released in 2130. This field is growing and the superb AI that have shown their value in their acts. There is no way we could have won against the Paulsons without the help of the Vanders AIs. It is the opinion of this historian that the UN should consider a package of basic rights for these Intelligences so that the value of this relationship continues to grow. AI Programming Rules All AI intelligences are created under the revised Vanders Rules. These programs include rules of behavior, an immediate release to attack any confirmed Paulson units and the following Rules (Revised as of 2100):

1.No AI will be engineered with Psionic Abilities or skill; when such technology becomes feasible. Penalties include destruction of the AI and imprisonment or death for the owner. AIs are programmed to resist such implantation. 2. The AI may not harm a human, unless a human designated a controller to the AI at the time of programming designates a target. The target must be specific and clear to the AI. 3. The AI may not attack a Designated Target if it could harm any other Human target. 4. The AI may refuse to do any action if the intelligence feels it violates any part of its programming. 5. All AIs must be programmed with a shutdown code (be it numeric or alphanumeric), that the controller or duly appointed officials may use to stop the Designated AI.
Step 2. Pick AI Skills AI Skill Use AI have no direct connection to the human world. Other than the visual and perception hardware listed below, an AI is like a blind person when relating to the human reality around it. AI use of skills against objects in the human world requires some sort of technology interface usually specific to the task the AI wishes to do. When using a skill to determine information or a course or action, AI skill use works just as characters use skills. For example, an AI could make a Genetic Engineering roll and determine the correct sequence for an enzyme and pass that data on. Should the AI wish to use their skills to affect a piece of simple unintelligent technology on the UNIWeb or a different network (Say one in a fort or

145

Artificial Intelligence
other defense zone), they can attempt to link to the Network system. At that point technology combat occurs between any unintelligent technologies protecting the network, be it an access protocol where straight technology combat occurs, or an attempt to circumvent a door security lock through the zone network. An AI can use more than one applicable skill to increase its TEF against unintelligent technology. Multiple AI units can combine to increase their total TEF for defense or offense by simply adding all the skill EFs together. When an AI uses its skills to overcome another piece of Intelligent programming, either from another AI or Human the technology combat and Skill combat occur as normal. The TEF of the AI are usually only used when they are attacked by another program. AI Skill Depth = TEF/10 Step 3. Pick AI Default Perception Default Perception The player of an AI Intelligence must designate a Perception Default for the AI. This Perception Default is the default way the AI looks at the Universe. The default perception is based on ONE main skill, i.e. Security Systems or Electronics. The AI may still be asked to do specific things regardless of their default perception; however if the player has made no active statements as to what the AI is doing, the Perception Default is what an AI focuses. So an AI with Security Systems as Perception Default would be looking for any security-based action or system with in its realm of Perception. This Perception Default drives the kind of passive perception roll the AI would get. So when the any AI with Security Systems or Advanced Traps as a Perception Default would also get a roll to see a trap or Guard waiting in ambush. An AI with Medical as is DP would get no roll. The medical AI could make an Active perception roll, but this is more difficult as the player has to ask the AI to look for a specific thing like a trap. Players may ask the AI to act at any time. However, they must specify what that action is. Players, however, cannot ask something like Does my AI get a perception roll? The player needs to say the AI is using perception to see if there is someone beyond the door. As a general rule if the AI is not directly involved with the situation, it gets no action. The user must ask the AI to monitor the situation; the AI gets Passive rolls only if the AIs Perception Default is related to the situation. der the DC the AI is not distracted. If over the DC (or a 95 or higher is rolled) the AI is distracted and will get no actions until their human companion asks them to join the human world (a free action for the human). Step 4. Record AI/Human Interface and Distraction chance Step 5 record all details of your AI.

AI /Algorithm Chip User Interfaces

After the AI or Algorithm chip is bought, the user must choose a communications link. This allows the AI or chip to communicate with the user. The methods listed are standard; characters may have other methods designed and built as with any other technology.

Level 0

Vocal Limited Vocab (VLV) A limited vocabulary of 1000 words that the user and AI build together in the first weeks of working together. AI speaks to user using printed words on internal screens in helmet or other designated place (Cockpit screen, Scanner screen etc.). The cost is based on the type of AI Hardware you have and adds or subtracts to the total cost of the AI or Algorithm Chip. Cost: VSIC: - 30,000 Nanonic: +25,000 DNA: +40,000 Action use type: Active Ocular/Touch Menus(OTM) A series of Menus are generated by the AI, giving the user choices. The communication is much more detailed than Limited Vocabulary. Ocular uses eye movement to make choices and adds 2 to reaction rolls when giving orders to the AI. Touch has touch screens and gives no Reaction bonus. Costs VSIC: -15,000 Nanonic: +15,000 DNA:+25,000 Action use type: Active Full Vocab(FV) Fully vocal system speaks through internal or external speakers on helmet or other platform. Full discussion with AI is available. Speaking must be at a Normal Volume for microphone pickup. Costs VSIC: -7,500 Nanonic:+7,500 DNA:+12,000 Action use type: Passive Sub Vocal Full (SVF) As the Full Vocal System but speaking volume can be at sub vocal level and AI can hear. Costs VSIC: +5000 Nanonic: +0 DNA: +7,500 Action use type: Passive Neural Shunt (NS) A DNA enhancement that allows the AI to speak to the user at a Neural Chemical level. The conversation is complete, and completely silent. No Eavesdropping by PsiTechs is possible because it is done at the chemical Level. Costs VSIC: +15000 Nanonic: -5000 DNA: + 0 Action use type: Passive

146

AI Distraction AI units exist in a totally different plane of perception. The world of the AI is an electronic world of data and programs, one that human language lacks the ability to describe. Due to this, it is more than possible that an AI would be other wise occupied in their electronic world, rather than focused on the world of their companion. This possibility decreases as the AI grows, however there is always a chance. The chance an AI is distracted is based on the TEF of the AI. This distraction Chance is the AIs (TEF). The GM or player rolls 2d10 percentile if un-

AI Visual Systems

Artificial Intelligence
In order for an AI to interface with the Physical universe of humanity they require devices to see and convert those sights into data. The systems below allow the AI to perceive the human world, and work more closely with their owners. with humanity. To backup an AI, one simply needs to contact the Tech guild via the UNIWeb. Backups can take place AT ANY TIME, as long as there is a UNIWeb connection. The Backup takes place on an encrypted UNIWeb Channel that has a TEF of 625, plus the attacker needs a minimum 375 TEF programming: hardware to attempt to break the encryption. Backups take (TEF of the AI /5) in seconds to complete during which the AI can take NO actions. The backup is a snap shot at a certain time, but since AI experience new things and learn quickly so no backup is ever complete. This effect is show by the fact that a restored AI will lose ranks when they are restored. Restores take (TEF/5) seconds to restore and also may be done as long as there is a UNIWeb Connection. General Equipment AI Type VSIC DNA Ranks Lost on Restore 1d10*2.5 1d10+8 1d10+5 Cost to backup/ Cost to restore TEF * 30/ TEF * 10 TEF * 50/ TEF * 15 TEF * 25/ TEF * 5

AI units with out these systems can do actions relating only to the UNIWeb and the armor or Vehicle they reside in. Level 0

Thermal Scanning System: a basic system that uses thermal imaging. The AI gets Perception at level 1 (or a bonus of 10 if they have the skill already). They get no SubSkill and SubSkills cost double with this perception. Costs: 10,000 Action use type: Active TEF: 5 + AI TEF (Max 50) Visual Scanning System: Detailed-scanning system using multiple spectrums allows the AI to get perception at Level 1 and SubSkill Detailed search at a multiplier of 1. Cost: 50,000 Action use type: Passive TEF: 10 +AI TEF (Max 50) Scanner/Optics interface: Allows an AI to use a scanner or helmet optics for perception. Action use type: Active (Scanner/Optics TEF 30 or less) Passive (Scanner/Optics TEF 31+) Cost: 75,000 Crd. TEF: (Scanner/Optics TEF + AI TEF (Max 60))

Nanonic

General Equipment
Hand Held Optics: Hand held Optics single screen display. Scans in Optical and Infrared modes TEF is the same for both modes. Has 3 slots for ROM chips. TEF: 3 Cost: VSIC: 300 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac Hand Light: Small hand light. Ionicly bonds to metal only, TEF:15 to override. Illuminates 5 meters. Cost: 200 TEF: 75 (override Ionic bonding sensor) TEF: 1 Cost: VSIC: 200 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac Hand Held terminal: Audio/text interface to the UNIWeb as well as 30 band UFH/FM/AM radio. TEF: 5 Cost: VSIC: 600 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac Wrist terminal: Audio/text interface to the UNIWeb as well as 30 band UFH/FM/AM radio. Worn on wrist accepts voice input. TEF: 6 Cost: VSIC: 600 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac Laser Sight: Laser beam Targ adds TEF to skill as normal. Target can make Perception roll; with a 50 EF or more gets a free reaction to dodge before attack. Reaction roll must be 100 + to dodge at double EF. TEF: 3 Cost: VSIC: 500 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac

Level 4

AI Vehicle Link Interface: A link that allows a vehicle mounted AI to work with a users armor. The link is encrypted at a TEF of 100. It allows the AI to copy itself to the armor for use as normal on any Chip or system in the armor. The copy in the armor sends data back to the Vehicle mounted AI to grow. Should the link be cut off the AI in the armor can merge with the vehicle AI when the link is re-established. Copied AI must merge with in 48 hours or learning is lost, as copied program fails. Use of any System not in the armor counts as an active action. The AI must make the connection to the chip an Active action for the AI. Use in a scanner of other similar device is possible, but the chip must be placed in that device. No range limit as it uses the UNIWeb. TEF can be increases by to match TEF of AI with a successful computer roll of 150EF. Cost: 105,000 Crd (VSIC Chip). Uses a Helmet interface. VSIC/Nanonic (*3 cost for Nanonic)

AI Backup

147

As an AI increases its skills and intelligence, the AI Nation backs it up numerous times in a day. This backup is NOT available to humans however unless something very unusual takes place. The nation is unconcerned with backups related to AI copies working directly with humanity. Hence, the Nation never backs up AI for return to the UNIWeb. The UN and the Tech guild has therefore created a unique system to backup the AI units that work so closely

General Equipment
Reaction Chamber Silencer: Device covers reaction chambers of ChemProject and Plasma weapons. Subtracts 100 from any perception (to hear) where a shot came from. TEF: 4 Cost: VSIC: 250 * weapon Type Forces: none ENC: + 1 to weapon RM: 0 Hnds: 0 Max Apps: n/a Tech Type: VSIC Requires: n/a Security Kit: basic tools required to access a hard wired security system and attempt such skills as a bypass or can short out the system. All basic tools; De-locker, board scanner, heat gun TEF: 10 Cost: VSIC: 750 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac Homing Device: A self powered homing beacon. Homing device is tagged with certain UNIWeb tracking or Radio frequency. Range with UNIWeb unlimited. Radio range 5 KM. Active Action to set before using homing device. Self Adhesive Coating 20 Perception to detect. PR roll with 25 EF of better to remove. TEF: 5 Cost: VSIC: 500 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac Advanced Homing Device - Has a 16km range or Unlimited UNIWeb range. Ionicly bonds to any surface. Perception roll of 45 below or better to detect the homing device. PR roll with a 200 EF or better to remove. TEF: 5 Cost: VSIC: 500 Forces: none ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac Ionic Bonding Grappling Hook - Hooks to any surface when a prowess roll three or more below is rolled. Cannot be moved unless shut off by using the security system, holds 1000 Kg. TEF: 12 Cost: VSIC: 5000 Forces: WNF/Chem/Phys ENC: .5 RM: 0 Hnds: 1 Max Apps: n/a Tech Type: VSIC Requires: Power Pac to non-DNA and DNA armor for each application. The EF of the repair roll determines how long it takes to fix; the base is 20 phases. For every 2 successes the tech takes 1 phase less. There is enough material in the kit to repair 40 penetrations. TEF: 3 Cost: VSIC: 25,000 Forces: none ENC: .5 RM: 0 Hnds: 2 Max Apps: 4 Tech Type: VSIC Requires: n/a VSIC Electronics Repair/Design Kit When armor takes a TEF malfunction this kit is used to fix them in a VSIC interface system. For every malfunction the armor has the Tech must roll against an opposed EF of 2* malfunctioning Devices TEF to repair. Each success repairs one level of malfunction. So armor with TEF 5 device at malfunction 2 would require a 10 EF to succeed and a success range of 2 to repair both malfunctions. Time to repair is a base of 10 minutes 1 minute for every 10 successes. The kit also contains the necessary tools to create any device of 450 Factors or less. Materials Cost and Time are as described in Black Book. Minimal use for vehicle repair; only 10 points of 1 Systems Damage can be repaired. TEF: 5 Cost: VSIC: 20,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: 5 Tech Type: VSIC Requires: Power Pac Nanonic Electronics Repair/Design Kit When armor takes a TEF malfunction this kit is used to fix them in a VSIC interface system. For every malfunction the armor has the Tech must roll angainst an opposed EF of 2* malfunctioning Devices TEF to repair. Each success repairs one level of malfunction. So armor with TEF 5 device at malfunction 2 would require a 10 EF to succeed and a success range of 2 to repair both malfunctions. Time to repair is a base of 45 minutes 1 minute for every 15 successes. The kit also contains the necessary tools to create any device of 800 Factors or less. Materials Cost and Time are as described in Custom Design Manual. TEF: 0 Cost: VSIC: 40,000 Forces: none ENC: 3.5 RM: 0 Hnds: 2 Max Apps: 15 Tech Type: VSIC Requires: Nanonic Matrix Field Generator Portable Nanonic Matrix Field Generator This device creates a field that allows the repair or creation of a Nanonic Matrix on Nanonic chips. The Generator uses a power cell and uses 350 PUTO per 10 minutes of use Should the field die during the creation the Nanonic device is destroyed. The field is large enough to cover 5 Chip slots or a total TEF: 8 Cost: VSIC: 35,000 Forces: Phys/WNF ENC: 4.0 RM: 0 Hnds: 2 Max Apps: 5 Tech Type: VSIC Requires: Power Cell PUTO: 350 per use

Armor repair Kits

148

Light Armor patch Kit -- A collection of materials that can be used to repair Light armor with malfunctions that affect protection or Skill EF only. The patches are full repairs when applied. Every success repairs 1 penetration. The Tech can use Mechanical: Metallurgy or Engineering: Material Analysis as primary skills to apply the patches. The EF of the repair roll determines how long it takes to fix; the base is 10 phases. For every 2 successes the tech takes 1 phase less. There is enough material in the kit to repair 40 penetrations. TEF: 3 Cost: VSIC: 25,000 Forces: none ENC: .5 RM: 0 Hnds: 2 Max Apps: 4 Tech Type: VSIC Requires: n/a Frame Armor patch Kit -- A collection of materials that can be used to repair penetrations to Frame armor with malfunctions that affect protection or Skill EF only. Every success repairs 1 penetration. The Tech can use Mechanical: Metallurgy or Engineering: Material Analysis as primary skills to apply the patches. to apply the patches

Equipment Power Sources


These are Industrial grade hydrogen Power cells and Fuel Packs. They can take a beating, wont explode if you put a plasma shot into them, and will give you the power you need reliably. Packs work on lower power devices that

General Equipment
use a variable amount of power with each use. So a device with a pack has limited uses and then the pack must be replaced. Devices that use Power Cells have a rating called Power Units To Operate (PUTO). Cells have a set Power Units Output (PUO). Each use of a device drains the PUTO from the Cells PUO. A device with a PUTO of 800 would drain a Power Cell 8a in one use or a Power Cell 4T could power that device 5 times. Power Device VSIC Power Pack Type1 Enc (not in use) 1.5 2.5 4 10 12 Enc (not in use) .02 8 3 2 Uses (packs Only) 2 1 PUO (Cells Only) NA NA 1 point of damage (Un-insulated SP devices take 1 SP damage). Target takes ((PU/10) -1)Critical hits; which occur automatically, do not roll. Spending 1 luck can negate 1 critical. The Critical severity equals the number of (Power Units/10) Damage equals damage taken by the target. So a Person who takes 250 PU attack would take 250 damage (25 wounds) and 2 Criticals. The criticals are Severity 3 and damage is 250.

Cost 150

Electromagnetic Pulse

Power Pack Type 4 Power Pack Type 8 Power Cell 8a Power Pack Type 10 Power Cell 2x

Power Pack Type 2

4 10 8

NA NA

Power Cell 4T Power Device Nanonic NanPac 4

NA NA

NA

4000 PUO (Cells Only) NA

2000

800

NA

6000 2400 5000

2250

1000

300

10000 Cost 8000

Defending against EMP All devices uses any laser protection as armor Nan Pac 6 .02 12 NA 10000 against such an attack. Laser armor protection is added to the devices TEF. Attackers must exceed the Nan Hybrid Cell .1 8 500 15000 TEF + protection in power units to damage the tech. Nan Cell A .015 NA 1000 15000 So a TEF 30 targ in armor with a 400 Protection Nan Cell B .01 NA 2500 20000 would require a 430 Power Unit attack to damage it Enc. Penalties apply only when Power Pack or Cell is not with EMP. Tweaks and luck can be used to increase the devices TEF being used in a device. 4 Nanonic Power Sources Nanonic devices require Nanonic power packs and cells. The Nanonic spec is essentially the VSIC spec shrunk down to the sub micro level. Power sources work the same, the materials and conductive designs are simply redesigned at a much smaller scale. Nanonic power sources must be put in place using a Nanonic Field generator. EMP Damage This is considered a Technology Combat. The attackers Power Units verses the Defenders TEF. Damage to the defender is done as normal and it suffers TEF negatives until repaired.

Uses (packs Only)

The knowledge of Electromagnetic forces has improved both the ability of a devices to resist Electromagnetic attacks, while also increase the ability to create such attacks without the use of nuclear weapons. These attacks are treated as technology combat with the below differences. Attacking with EMP Generation of a non Nuclear EMP blast requires a device which uses the electromagnetic force and appropriate science and electronics skills to create the pulse. The Power unit out put of the attack is limited by the devices output. Normal Device output is usually not lethal nor an EMP attack. You must create an EMP attack using skills and a device.

Channeling Power Directly


Using the power of natures forces Characters might get the idea that they can hurl lightning bolts out of a power socket. They are not wrong. It is entirely POSSIBLE to use natures Forces to create a conduit of electromagnetic and physical forces to channel power directly at a target. The issue is that working with power units, which is what this effect is working with adds 2 per power unit to the opposed EF. This means a channel of 250 PU adds 500 to the opposed EF. Working with Power directly is difficult; channeling it through ones scanner or other tech device with a PUO rating limits this modifier to the opposed EF.

Power as a Weapon

When a human takes electricity to their body they take damage. Electrical current has been standardized to the Power Unit. This represents a .005 amp with a 1 volt charge. Whether lightning or someone is plugged into a generator, only insulation can protect you from the sheer damage of a Power Unit. Insulation Effects Insulation is the only protection against direct power applied to a target. Normal Armor is not designed to stop pure direct power units from effecting the wearer. Damage From Power Power Damage to organics means 1 Power units does

149

Gravelectric Design and Engines The Tech Guild created and designed the Gravelectric engine on orders from the ESC to find a more space worthy drive system for all vehicle types. The UN saw the current generation of H3 Fusion drives as lacking in the needed power and flexibility. The result was the Gravelectric engine; an engine designed to use gravity fields to propel vehicles forward at great speed. Converting energy derived from a pulse wave that pushes against the gravity well of the Earth, or any other massive gravity well. The engines generate so much force Mach speeds can easily be achieved. Gravelectric engines are focused using a distortion circuit creating a counter wave which pushes the vehicle along the vector the vehicles pilot wishes. Understand that gravelectric engines do not generate an Anti-gravity field; rather the engines use a distortion circuit to create a force called NegGravity. This NegGravity pushes the engine (and the vehicle that is attached to it). So design of vehicles has not changed, Jets still need wings, Helos use Helo Grav units to push them up and forward, just like with old style rotors. Scouts and boats use the engines to power heavy transmissions and screws. The uses of the technology are increasing every day as these unusual, yet powerful, designs become better. This technology has applications in Space travel as well as in large-scale transport, wherever there is a gravity well present.

Society Note

********
Technical Note: Jensen Dega Arms / Rolls-Ferrari Tiberius Project 2128/3/04
--- Creation of Missile Gravelectric Engines The recent discovery and use of Gravelectric Engines in Vehicles has caused a huge gap in current Missile technology. Vehicles have the ability to outmaneuver the current arsenal making it useless. Booster Engines are too inefficient for these weapons to compete against vehicle Gravelectric engines. JDA has created a specialized version of the Gravelectric engine that will eliminate the disparity that has been created. The new Missile Gravelectric Engine causes a microsecond NEGgravity pulse so strong that the resulting acceleration curve increases at a rate do high that it called for a complete redesign of missile technology. These new engines are fully capable of minor maneuvering, without Control Surfaces, having an acceleration of 127980 m/s/s (or 42,000 Gs a second (approximately Mach 8.2 in less than 2 seconds). This acceleration is possible only when all the energy is equally distributed among the missiles sub atomic particles, thus maximizing the gravelectric drives thrust. This is the only way to achieve accelerations high enough to hit a Gravelectric powered vehicle. At this time, the sub atomic balance of gravity cannot be maintained for more than 400 milliseconds. This speed requires that the missile have no moving parts. All guidance must be relayed by the targeting vehicle through an algorithm chip or VCI. The chip

controls the maneuvering of the missile using minor Gravelectric field fluctuations. Construction of the missile must be extremely tough. We have found a skin made from an alloy of Carbon steel and Supron Alloy12b with a combination of energy and chemical shielding works best at this time. The shielding is needed to keep the missile intact from additional stresses caused by particle friction and air pressure at hypersonic speeds. Negations of these stresses requires a large amount of power and chemical additives in the skin. The more shielding, the longer the range and heavier the missile. The largest missile created to date only has enough power and skin to shield a missile for a 20 KM (317 milliseconds) range. The energy and chemical shielding failures occur at a fixed rate, dictating that the missile can only maintain integrity for a maximum 317 milliseconds or 20KM range. New power and shielding research has indicated that larger missiles could achieve ranges of up to 40 KM or greater in the next few years; in atmosphere of course. Any missile that does not strike a target in 330 milliseconds (approx. 21 KM from launch point) will be shredded by pressure and friction. This redesign means that much of the damage done to a targets structure is by sheer kinetic force of the impact, rather than any explosive payload. These designs have a smaller explosive payload and focus on penetration and shrapnel creation at the time of impact. Double shot Missiles have a shorter range than other Air-to-Air Missiles and are designed to hit within 78 milliseconds of launch. They carry a modified Double Shot Algorithm chip that adjusts course at 50 milliseconds of flight should it detect that it will miss the original target. The miss cannot be more than a Kilometer away (Missed by 150 EF or less) and the second shot occurs at 100 milliseconds after launch at the same target. We at Jensen Dega feel that this design change can only further improve all types of missiles and the effectiveness of STO and other vehicle users. We also see tremendous use for weapons of this type in space and underwater applications as those markets and areas of technology expand. We hope the UNT board sees fit to accelerate the changes outlined here for future use by the world community. Tam Kalern. Project Research Head: JDA Tiberius Project

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Access Granted

Vehicle Technologies Constructing Vehicles


Vehicle construction is a point system, players pick specific parts and then traits related to their vehicle. Each choice increases the points the vehicle has to buy the game stats for the vehicle. The key to designing a vehicle is to describe what you think you want, the more traits and powerful selections you make the more costly and powerful the vehicle will be. tough as any tank. The Gravelectric revolution has allowed the lifting properties of such extreme wing designs as the V slick channel and the Variable Geometry Ellipse. Wings can be much shorter and weapon bays can hold much more. Combat in a jet at such speeds is beyond any description. The Jets, Gravelectric Hull, and the bodies engines combine to power lift and forward vectors in one combined system. Gravelectric technology allowed weight and power to explode off the design sheets and saved the Jet. Today UN System planners are refocusing on the Jet and what it can do for the future of the UN Plan.

What makes a StrikeForce vehicle

A vehicle is strikeforce, like a character, has several key stats which define how good it is in combat or other maneuver situations.

The Gravelectric Helo

Main Vehicle Attributes

Maneuver Points how much the vehicle helps it pilot maneuver Structure Points How much punishment a vehicle can take. All Structure Pts are divided between the Four Systems; Body, Controls, Weapons, Engines. Defense Rating Ability of the vehicle to absorb and negate damage Remaining Vehicle Tonnage Current weight a vehicle is carrying Repair Modifiers indicates how difficult it is to repair the vehicles many systems. Cost of Vehicle Alt (Max Altitude) determines how high or deep a vehicle can go. Speed maximum speed a vehicle can travel at. Detection value ability of the vehicle to avoid detection by Forts or other VCI. PUO Amount of power the vehicle has to power systems. PUTO Amount of power a system needs to work on the vehicle

As the Jet was beginning to lose favor, the Helo had entered a renaissance. Newer power plants, extensive design of newer skin types and extra Mach engine boosters had propelled the Helo into the next step. The Gravelectric revolution simply expanded this growth in the Helo industry. The same factors that saved the jet simply expanded the platform of the Helo. Combat is a tad slower in a Helo, but the ability to hover and carry great payloads has truly expanded the platform.. It has replaced the Transport jet and the transport industry blimps are seeing competition from large scale platform Helos for the first time in many years. The Helo has become the most versatile of all the platforms changing, from a weapons to a transport platform. The Helo is a center piece of the System and looks to be one for many years to come.

The Gravelectric Scout Tank

Other Attributes

Crew (Pass) number of people vehicle can carry Armor Weight (subtract from body total) weight of tech armor on the vehicle Total Tonnage maximum weight a vehicle can carry in cargo, weapons, and ammo. GE Efficiency Gravelectric Efficiency displays how long it takes to reset a vehicles Power Plant.

Starting in 2050 the art of making jet aircraft was peaking. Technology had hit a wall on engine power and body strength. These jet craft were capable of Mach 3+ and could actually take two or three hits from missiles twice as powerful as those used in the past. The U.N. and its System planners had decided the jet was a lacking platform ,not as flexible as the Helo; which had become the combat vehicle of choice. The day of the Jet appeared to be ending. Then, in 2107 the Tech guild changed the propulsion method of all vehicles by creating the Gravelectric engine. Jets can now travel at Mach 4.5 and have armor as

Vehicle Design Types The Gravelectric Jet

The history of the Scout tank is a glorious one, starting in the Secret War. The scout tank was one of the original ways to destroy a Paulson unit. StrikeForces were focused on creating a force that could take out a Paulson Unit in one or two strikes. The scout tank became that force. After the secret war, EZone defenses became the new obstacle and the scout again rose to the occasion. Expanded power plants and transmissions and weapons made them a crucial part of any EZone attack. As the Corporate wars of the 2040s gave way to the GPPI era of the New UN System, attacks by STOs in scout tanks became legends. Tate W. Russel used his tank, the Jester, to attack a series of EZones over a month and did incredible damage. The Gravelectric age has simply moved the tank up in stature as payloads and weapons increase in damage.

The Gravelectric Attack Boat

The age of the attack boat rose again in the early 2100s. EZone expansion into coastal areas increased use of the coasts of infiltrations by StrikeForces and Pirates. Attack boats really drove the creation of Defense Force boat squads and then StrikeForces escalated arming and creating the attack boat. The Attack Boat is like a tank on the water, and with careful weapon selection, is even capable of a great off shore bombardment, often with no EZone defenses that can retaliate. This ability plus the UN efforts to restore wetlands, rivers and lakes throughout the world

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Vehicle Technologies
has made the attack boat a viable platform form many StrikeForce missions. UN System Planners have been monitoring the use of the boat and its effects on the development of both strategies and weapons in the coming years. Rumor has it that the success of the boat may bring about new releases of technology like min.. Subs and mobile Sea Platforms run by the UN.

Vehicle Design Steps


Step 1 Describe Vehicle Step 2 Pick Vehicle Type Step 3 Pick max weight Step 4 Pick Vehicle Traits Step 5 Pick Armor Step 6 Pick Power Plant Step 7 Pick Vehicle Control Interfaces Step 8 Total Points and Figure values

Drone

Unmanned combat and surveillance platforms used in EZONEs to supplement the automated emplacements, drones are powerful technology. Drones have a higher max speed threshold, Mach 6, than other vehicles and have no spaces for crew. Gravelectric and advanced weapons tech have made these a very cost effective and powerful tool.

Step 1 Describe Vehicle

Describe what your vehicle looks like, what it can do any feature it should have.

Step 2 Pick Type


Vehicle Type Helo Tank Boat Jet PTS 50 50 50 50 25

Pick the type of vehicle that matches your vision. Max Wt 75,000 Modifier +1 Speed, + 2 MP +50 SP, +5 k Wt +25 SP, +4 MP

Transport

Used to move the many good and working populations around the planet, these large vehicles ply the trade routes in the air, on land and in the sea. Transports range from smaller personally owned craft to larger Corporate owned vehicles that carry dedicated resources and the occasional secret cargo.

200,000 500,000 1 mil+ 125,000 150,000 250,000 250,000

100,000

Transport Large Hulled Vessel Drone Shuttle Blimp

+10 Crew, +5k wt +100 Crew, +25k Wt, -10 MP, +250 SP 0 crew, +10 Mp, + 100 SP

+100 SP, +2k Wt

Shuttle

Used to ferry CEO, Presidents, and VIPs for Corps, Nations and Guilds; shuttles are a luxury combat vehicle. Designed with a larger crew area, defensive and weapons systems, shuttles are much more expensive to build and equip. Corporate shuttles are also a sign of status, the better the shuttle the more status it brings.

90 20 80 50

Blimp

+250 SP, +15 Crew

+25 MP, +50 SP, +5 Crew

Advanced materials and gravelectric propulsion have made the Blimp an excellent transport, for large cargo and vacationing Crop Sector citizens. These blimps have multiple designs and cruise at blue attitudes or better.

Step 3 Pick Maximum Weight


Weight 10,000 25,000 75,000 15,000 5,000 PTS 20 25 35 10

Pick the type of vehicle that matches your vision. Starting DR -14 -12 -9 -8 -5 -7 -13 -15

Large Hulled Vessel

Used primarily by the Sea Lords, these large vessels ply the seas carrying supplies and other good for the Sea Lords. Several corps and Nations have leased these from the Sea Lords, with Sea Lords crew, Large Hulled Vessels tend to be defended by automated weapons and can carry in excess of 100000 KG.

50,000 100,000 150,000 125,000

40 45 50 70

-10

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60 80

200,000 500,000 1 mil + 250,000

100 150

90

-4 -2 0 1

Vehicle Technologies Step 4 Pick Vehicle Traits


Speed by 1.

A vehicle can have as many traits as its designer wants. Traits that seem to contradict or exclude each other must have their function explained in the description. Adds +1 Speed each time added

Low Profile VTOL

Adds 25 to Detection value

Built for Speed

Built for maneuver Resilient Design Cargo Holds

Flight capable craft can take off straight up no runway needed

Adds 5 MP per add to a vehicle

Submersible

Adds + 100 SP to 1 system per Add

Craft can go under water (reverse alt for depths) for up to 3 hours.

Low Orbit Capable

Can hold 50,000 KG in Cargo,counts against vehicle weight.

Craft can enter low orbit for up to 3 hours, then runs out of atmosphere

Cargo Spaces

All Terrain Chassis

Can hold 500 KG in Cargo, Counts against vehicle weight Vehicle can mount Weapons and Armor Vehicle can mount Armor and defensive systems. Vehicle can enter space or mid level ocean depths

Vehicle can maneuver on any terrain, lower max speed by 1. Vehicle Propulsion ( Must pick at least 1) A vehicle with multiple Propulsion traits, must figure out each types Speed maximums. Only 1 can be at a time. Vehicle can fly horizontal vectors using control surfaces to go vertical. Top of green altitudes. Additional adds increase to blue and then red. Max Speed -800 KMPH (requires short runway)

Combat Design

Defensive Design

Flight Propulsion: Horizontal thrust (jet)

Pressurized (5 Atmos) Multiple Engines

Each engine Allows the vehicle to whether damage better, adding + 1 Success per engine for any crash piloting roll. Also increases max speed by 1 per engine.

Flight Propulsion: Mixed Vector Thrust (helo)

Hardened Structure Sluggish Ugly

Adds +100 Sp to Body

Vehicle can fly vertical and horizontal vectors at the same time. Top of green altitudes. Additional adds increase to blue and then red. Max Speed -320 KMPH (requires short runway)

Lowers MP by 5, adds 50 SP lower max speed by 2.

Ground Propulsion: Hoover

Land or Water Travel , +10 MP Max Speed: 120 KMPH

Vehicle loses 1d10 +15 DV because its oddly shaped and - 25 Pts

Ground Propulsion: Tracked Ground Propulsion: Skids

Land Travel Only, Max Speed: 80 KMPH, -5 MP, +75 SP.

Crew Spaces

Adds space for 2 crew/passengers

Land Travel only Max Speed: 70 KMPH, -8 MP, + 150 SP.

Weapons Platforms Amphibious

Ground Propulsion: Wheeled Water Propulsion: Hydrofoil

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Adds weapons to non combat vehicle

Land Travel only Max Speed: 90 KMPH, -6 MP, + 50 SP.

Heavy Armor

Can maneuver on water or land, Max Speed 70 KMPH Can take 2 Armor traits for the cost of 1. Lower Max

Water travel only Max Speed: 60 KMPH, -8 MP, + 50 SP.

Water Propulsion: Catamaran

Water Only Max Speed: 100 KMPH, -5 MP, + 50 SP,

Vehicle Technologies Pressure Bonded

Material is seamlessly added to the vehicle. Adds +5000 to Final Weight, +70 SP, and + 25 pts

Metron Bonded

Material and frame are one molded material. Adds +1 DR ,+3000 to Final Weight, +120 SP, and +30 Pts.

Metron Charged Step 5 Pick Armor Materials


Armor Materials The armor used by all vehicles is extremely dense, heavy, and the better it is, costly. The weight factor of the armor is directly related to the weight of the vehicle it is protecting. A 10,000 kg vehicle with Meta Plastic armor would carry 2500 kg in armor (10,000 * .25 = 2500). The cost of that Meta Plastic would be the Final Total Weight of the vehicle x .75 added. So a vehicle with a final weight of 10,000 Kg would add 7500 crds to the cost. That same vehicle with iridium would add 760,000 crds to final cost. Armor Materials Meta Plastic Carbonized Beryllium Titanium Plastic Pts 10 Cost Multi +(*.75) +(3.5) +(*3) +(*4) +(*4) +(*8) +(*76) +(*.5) SP Bns +20 +21 +22 +44 +68 +70 +10 Weight Mod .25 .9 .7 .2 .4 .5 .1 .5 .15

Material is charged at the Sub atomic level bonding on one side repulsion on the other. Adds +1 Max DR ,+2500 to Final Weight, +200 SP, and +40 Pts

Bi-Polar Ion Bonds

Material and frame are one molded material. Adds +1 DR, +1 Max DR, +3500 to Final Weight, +400 SP, and +50 Pts

Step 7 Pick Power Plant Core Main Power Plants

Carbon Steel

20 30 50 75

These Fusion Power Plants are extremely safe and use a water/Deuterium mix to create sustained energy. The better the GE Efficiency (lower is better) the greater longer a vehicle can go without having to shutdown the engine for cooling. Type Base Gravelectric Maron Gravelectric Tachyon Maron Hybrid Maron BI - Gravelectric PTS 20 40 45 50 25 PUO 9000 GE Efficency 8/1 6/1 8/1

20

Military Ceramic Kronus Steel

10000 14000 20000 22000 25000 15000 12000

Improved Kronus Steel Iridium

100 200 500

+(*5.5)

+131 +351

Walmers Gravelectric Pulsed Walmers Hybrid Walmers

60 100 80

4/1 2/1

6/1

4/1 2/1

Step 6 Pick Armor Traits

A vehicle can have as many traits as its designer wants. Traits that seem to contradict or exclude each other must have their function explained in the description.

Step 8 Pick Power Plant Traits

Plated

A vehicle can have as many traits as its designer wants. Traits that seem to contradict or exclude each other must have their function explained in the description.

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Material is in Plates. Adds +20 SP and +5000 to final Weight.

Overpowered

Layered

Designed to do up to 150% of a normal Power Core. 1.5 x PUO = Bonus PU, +2 GE Efficiency and +30 Points

Material is Layered. Adds +30 SP and +2500 to Final Weight.

Old Design

Infusion Process

Body and armor are melded together using a natures Forces forge. Adds +40 SP, +1500 to Final Weight, and + 20 pts.

Been around forever, it always works, even if its not as good as the new stuff. -10% PUO -2 GE Efficiency and +10 Points

Battle Worn

Repaired several times, it works surprisingly well. Bonus PUO = 1d10 x10 + PUO, -1 GE Eff. and +20 Points

Vehicle Technologies Prototype


resents a 360o sensor sphere around the vehicle. The better the TEF the more powerful of the VCI. All VCI have the Electromagnetic, and WNF Forces for the purposes of Information Points and questions. Additional forces may be added by adding scanner suites that match the technology trait of the VCI. VCI without such a trait cannot take Scanner suites. Type Early Detection System Infrared Scanning System PTS TEF PUTO 10 20 30 25 15 20 40 45 50 55 30 12 1000 2000 3000 5000 5500 2500 1500

Its new its shiny and it might fail. Bonus PUO= 2d100 x10 + PUO, -2 GE Efficiency, - 150 SP from Engine Systems, when it takes a critical, and +45 Points

Proven Design

Designed rock solid it always seems to work. -2 GE Efficiency, +150 Sp to engines, and +30 Points

High Quality

Made by the best, its dimply flawless. +1d100x10 PUO, -1 GE Efficiency , + 100 SP to engines and +25 Points

Digital Scanning Detection System Fiber Control System Advanced Maneuver System

Liquid Base Control System Optic link Controls System Multi Base Control System

60 90 80

4000

Analyzing Digital Detection System

100

60 70

6000

Step 10 Pick VCI Traits VSIC

Uses VSIC technology Has 4 slots; +10 TEF and +500 PUTO

Nanonic

Uses Nanonic technology Has 4 slots; +15 TEF and +1200 PUTO

DNA

Uses DNA programing and systems has 4 Simple Slots. +25 TEF and +800 PUTO

Boosted

Adds slots and functions to a system. + 4 Slots, +20 TEF, + 1000 PUTO, and + 30 pts

Prototype

Its new and shiny and works most of the time. + 2 Slots, +30 TEF, -100 SP Controls when they take a critical, and + 500 PUTO

Step 9 Pick Vehicle Control Interface Vehicle Control Interfaces

Proven Design

Been around forever and it just plain works. + 1 Slots, +10 TEF, +100 SP to Controls

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All vehicles use Vehicle Control Interfaces (VCI) a more advanced control and radar system than were used in the Conflict. The VCI of 2136 are more compact, using natures forces scanners to detect targets. VCI can mount scanner chips using multiple forces to increase their TEF. The pace of modern combat, on land and in the air, makes it impossible to hit a non tracked target; because of speeds in excess of mach 2 or more. The TEF of the VCI rep-

Advanced Design

The newest thing well built and boy its pretty. + 2 Slots, +30 TEF, a+ 250 SP to Controls, + 1500 PUTO, and +25 Pts

High quality

Built by the best for the best, and it costs. +4 Slots,

Vehicle Technologies
+50 TEF, + 2000 PUTO, and + 50 Time to Upgrade Trait upgrades are requested and paid for at the start of the gaming session. Once paid for, and new values figured, they are available in that and all future sessions

After you have finished step 9, total up the vehicles total points and the number of traits. The more points and traits it has the more expensive it will be, but the better its values will be. Points are spent on traits like MP, SP and DR, as you spend them you have fewer points for the next value. Each descriptive sentence lower the final cost by 2000 Crd. The description flies like a dream, hits like a battle axe would lower the cost by 4000 crd

Step 11 Figure Vehicle Final Values

Vehicle Base Speed

Each Vehicle type has a maximum speed set by its traits and technology. Most land an sea vehicles max start around 100 KMPH while flight can start at 320 KMPH and break the sound barrier at Mach 4. Each plus to speed

Maneuver Points = 5 pts for 2 MP Structure Points = 1 Pt for 10 SP All Structure Pts are divided between the Four Systems; Body, Controls, Weapons, Engines. Defense Rating = 10 pts for 1 DR + Weight DR mod

Spend Values (Build Points are spent until at 0)

Figured Values (Use total build points to figure these values)

Power Units to Operate: Pts x 50 + VCI PUTO Crew (Pass) = Base is 2 + Trait bonuses Armor Weight (subtract from body total)= Body Max weight * Armor Wt. Modifier Total Weight = Chosen value + Trait Bonuses Remaining Vehicle Tonnage = Total Tonnage (Armor Tonnage + Pts x 10) Maximum Defense Rating = Pts/100 (rnd Down)+ (# armor traits) GE Efficiency -- Power Plant GE - Trait Mods Repair Modifiers = 1 + Pts /100 (round up) Altitude (Alt) = Determined by Flight/ Submersible trait Speed Modifier = Propulsion Trait + Power Plant Traits - (1 Per 10000 Kg over 40000 Kg armor weight) Detection value = DR + 50 Cost of Vehicle = (Pts x 250) + (#Traits x 5000)+ (Armor Weight* Armor cost mod) - (# Descriptions x 2000) Final Vehicle Assembly After all values are figured, the Structure Points (SP) must be divided between the main systems. The Body of the vehicle must get 1/2 of the Structure Points. The remaining half are divided up between Control, Engines, and Weapon systems. When these systems hit 0 various malfunctions and failures occur, until the system is fixed. increase this one row on the speed chart in section 4.

Starting Base Critical Chances

Upgrading Systems and Traits

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Buying or upgrading after a build is done by using choosing the new system or Trait. Only the Armor, Power Plants, and VCI systems can be upgraded. Any Trait can be added or replaced by a better similar trait; for example: Proven Design must be replaced by any other design trait. Cost of upgrades is ((5000 x total number of vehicle traits)x #Trait added this session.) Total number of traits includes the newly added trait.
A vehicle with 5 starting traits which adds 2 traits Trait 1 cost = (5000 x 6 ) x 1) = 30000 Trait 2 cost = (5000 x 7)x 2) = 70000 Total cost = 100000 crds

Vehicle weapons are devastating in the damage they do. The chance for a hit that does critical damage is much more dependent on how well put together the target is than the hit itself. Each vehicle type starts with a uniform Base Critical Chance. As the vehicles are improved, this chance becomes unique to the vehicle. Lowering BCC BCC can be lowered by raising the DR. of the Vehicle or buying technology that specifically lowers the BCC. Each point of DR over 0 lowers BCC by 5. Vehicle Type Jet Helo Boat Base Critical Chance 120 110 90 95 85 Min.. BCC 60 40 80 80 30 50 55

Scout Drone

100

Upgrade Effects The new System and Trait points are added to the Vehicles Total Points. ONLY THE NEW POINTS are used to buy additional MP, SP and DR; Max DR CANNOT be exceeded using traits. The new total points (and weights) are used to refigure all other stats.

Shuttle Blimp

Transport Large Hulled

150 175 80

40

90

Vehicle Technologies Vehicle Story Points


Each system has a Repair Modifier that begins at 1 and increases with each addition. Some additions add more than 1 to the repair Modifier (RM) and are listed as such. To figure base cost of repair, divide the damage taken to each system by the total damage the system can take. This is the Percentage of Damage. The cost to repair a point of damage is ((Damaged SP * Vehicle Points) * Systems RM) this is the total repair cost for each system. Time to repair is determined by the amount of damage you have taken. Base time to repair a vehicle is the same for 1 percent or twenty percent damage. If you wish to rush the job, it will take half the time, but double the cost. Time takes as long as the longest repair time, not added together. You may repair as much of the vehicle you want. The entire vehicle does not have to be repaired. Cockpit repairs cost double body costs.

Vehicles can also get story points, assuming its a vehicle with a history or quirks, whether its a new build or a purchases (stolen) vehicle. Vehicles are designed and you tailor the story points to the vehicle you see your character using. Story Points equal to 1 quarter (minimum of 1, round down) of their Players starting story points are used to add these quirks. Each Story has an associated Value or System and a roll with a modifier for that target. Minimum for any roll is 10, even rolls are positive odd, while rolls indicate a negative modifier. These story points indicate the vehicle, its builder, or its parts came from such history or situations. Negatives may indicate it was not well taken care of or repaired, while positives can indicate that the vehicle is advanced. Players are encouraged to use the story sectors listed below for some ideas in creation of additional Vehicle story points, with their GM. Players may take any open category, but only 1 type of history. Tech (open) Experiment Tech (PUO 1d100 - 25) Over Armored Structure (SP 1d100 + 5 ) Corp History Corp CEO Transport (Cockpit 1d100 - 50) Stealthy Design (DV 1d100 - 40 ) Combat (open) Blasted in Combat (SP 1d100 + 25) Legendary Reputation (Repair Mod 1d10 - 60) Guild History Secret Design (Total Tonnage 1d100+10) Ghosts of Older Times (Specify what era) (Maneuver Points 1d100 -80 ) Family (Open) Family Members Ride (SP or PUO 1d100 - 40) Lost for years (Determine time and reason) (1d100 SP to Controls) Civilian History Part of an Exodus (1d10+6 Crew (No min)) Defense Zone Vehicle (Specify Country) (SP 1d100+10) Disenfranchised History Shanty Town vehicle (specify where) (1d100+35) Smugglers Vehicle (Tonnage 1d100+40)

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Vehicle Repair
Vehicles all must be repaired at some course in their lives. This, of course, will cost you money or favors.

Cost per Point of Vehicle Repair

Each addition to a vehicle has a system listed after its description, this is the system that the addition is added to.

Vehicle Technologies Vehicle System Upgrades Level 0


be purchased or the vehicle may not carry Missiles. Hard point weight is calculated from the REMAINING weight of the vehicle, NOT the total weight. TEF: 5 Costs: 1000 Crd per hard point. RM: 1 weapons per 10 hard points. Weight: 100 kg per point PUTO: 0 Tech Type: VSIC Additional: n/a Internal Missile/Rocket Hard Point Pylons: These represent mounting points inside the frame of the vehicle for Missiles and Rocket. These must be purchased or the Jet/Helo may not carry Missiles. Allows a vehicle to exceed Mach 1. Hard point weight is calculated from the REMAINING weight of the vehicle, NOT the total weight. TEF: 5 Costs: 3000 Crd per hard point. RM: 1 weapons per 10 hard points. Weight: 250 kg per point PUTO: 0 Tech Type: VSIC Additional: n/a Fixed Gun Mount: Each mount holds 1 gun. Aspect (front, rear, side) of the gun must be declared at time of install. TEF: 3 Cost: 500 crd per 100 Kg of guns. Rm:1 Weapons per mount. Weight: 1/4 gun weight. PUTO: weight *.05 Tech Type: VSIC Additional: n/a Rear Defense Port: The system fires an ElectroMag/3000 power missile with a 5 kilometer range and no launch altitude restrictions. It is not usable against other missiles, but does a hell of a good job against other vehicles. Replacement missiles cost 4,000 Crd each and the port holds three missiles. TEF: 10 Cost: 85,000. RM: Weapons Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Afterburner: A Gravelectric wave compression devices which allows Jets to increase current speed by 4 steps with one active action, but Power Plant GE Efficiency drops by 4. When activated, all attacks THP are halved and all Fire points at this vehicle are decreased by 1 (it is possible to lower the attackers Fire Points to 0). Effects last for 3 phases TEF: 10 Cost: 75,000 RM: Engines Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/ Protective Hardening: Allows a vehicle to increase total structure points by 150 each coat. You can only double your beginning Structure Points. TEF: 5 Costs 100,000 each coat RM: Body Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Pulsed Helo Grav-Electric: Allows a Helo to achieve Mach speeds (attack only). Power Plant efficiency increased by +1 and the new max speed is modified by 1 Mach. Can have afterburners. TEF: 10 Costs: 75,000 Helos only RM: Engines x 2 Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Super Charger: This option doubles power units output of any engine type, but reduces its normal life to five years and adds to the engine weight. TEF:10 Costs: 75,000 RM: Engines Weight: 500 kg PUTO: 0

Advanced Vehicle Gravelectrics: Adds 2 speeds to vehicles top speed when used. TEF: 3 Cost: :50,000 RM: Engines Weight: n/a PUTO: 0 Tech Type: VSIC Additional: + 2 to GE mod

Improved Cockpit Protection: Adds 150 more to cockpit structure points per application. Max protection is +2000 for Jets, +2500 for Helos, +3500 for scouts and boats. 6 applications per level. TEF: 3 Cost: 20,000 * Level. RM: +1 to Cockpit per Application Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Improved Ejection System: This system automates parts of the ejection system so it is easier to use. Adds 25 to both reaction and piloting rolls to eject. 2 applications per level. Maximum of +200 to roll. TEF:3 Cost: 15,000 * Application number. RM: Controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Bomb Bays: Adds an internal bay that can hold bombs or missiles on a jet or Helo. When installed the Bay has a set number of pylons (hard points) based on its starting SP/25. Every 15 Hard Points, original or added, increases the vehicles BCC by 2. After installation hard point pylons can be added as normal to the bay with the following restrictions: Max hard points is equal to the starting hard points in the bay*2 and Vehicle weight restrictions are still enforced. Weapons are fired in the order placed in the bay, so you must keep track of the order they are put in. TEF:5 Cost: 5000 per hard point. RM: Body Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Internal Rotary Magazines: Rotary magazine are mounted in a bomb bay allowing weapons to be fired in any order. When installed the Bomb Bay pylons are removed and the Rotary Mags Hard Points replaces them. You do not have to place all hard points on the rotary magazine. A 30 point bomb bay could have 20 rotary and 10 fixed hard points TEF:5 Costs: 2000 for magazine, 5000 per hard point replaced. RM: Weapons Weight: n/a PUTO: 0 Tech Type: VSIC Additional: You do have to purchase bomb bays to have an internal rotary magazine. Magazine can be no more than 1/2 total vehicle Hard Points. Grav Tanks: Grav tanks increase the efficiency of Gravelectric engines. These tanks fit on hard points and smooth out the wave forms decreasing the power plants GE Efficiency by 1. TEF: 13 Costs: 10,000 Crd RM: 1 weapons per 10 hard points. Weight: 100 kg per point PUTO: 100 Tech Type: VSIC Additional: n/a Missile/Rocket Hard Point Pylons: Each Point weighs 100kg. These represent mounting points for Missiles and Rocket pods on the Vehicle. These must

158

Vehicle Technologies Upgrades


Tech Type: VSIC Additional: n/a Reinforced Superstructure: This doubles total weight a vehicle can weigh and requires a Super Charger or else it halves the vehicles maximum speed. This has no effect on purchasing costs of armor. TEF: 3 Costs 150,000 Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Ammo Pod: This doubles shots at half weight. If weapons system is hit pod is destroyed on a 1-4 1d10. No more than 2 pods per gun are allowed. TEF: 3 Costs: 10,000 * (Gun Caliber /2) RM: Weapons (adds 1 to explosion chance per 50 salvos) Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Armor Protection: This raises the DR of the vehicle by 1 and lasts until the body is out of SPs. This does not add any weight to the vehicle. The maximum DR is +7. TEF:5 Costs: 100,000 RM: None Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Turrets: Jet turret guns have a 90o arc at all times. Scout and boat turrets allow a vehicle to put up to 1/2 of their Maximum tonnage in a 360o universal turret. Helo turrets have a 180o Arc and can hold up to 1/4 of the total hard points of the Helo. Turrets can be enlarged later. The Turrets also weigh something in addition to the weapons. Turrets weigh 20% of the total weight of the weapons carried in addition to the weapons. TEF: 5 Costs: 10% of total cost of weapons in turret RM: (1 * # of guns) to Weapons. Weight: n/a PUTO: weight*3 Tech Type: VSIC Additional: n/a systems allow your Engine, Control, and weapons systems to take additional damage. Adds 50 SP to each system per application. May be added up to double the total starting SP of all three systems. TEF: 5 Cost: 50,000 per application. RM: Controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Backup Hydraulics: All control hits are at half damage. Destroyed when controls gone. TEF: 5 Cost: 50,000. RM: Controls x 2 Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a GE Power Plant Modifications: Changes the internal of a Gravelectric Power plant. Each Modification lowers the GE rating by 1. TEF: 5 Cost: 30,000 per application. Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Max Apps: 6 or 1/1 GE Rating. Radar Booster Chip: This chip doubles a control systems radar points. TEF: 10+VCI TEF Cost: 10,000. Weight: n/a PUTO: 500 Tech Type: VSIC Additional: n/a Gravelectric Braking System: Allows a vehicle to slow up to six speeds in 1 second. Normal Piloting roll to achieve. TEF: 3 Cost: 35,000. RM: Controls Weight: n/a PUTO: 1500 Tech Type: VSIC Additional: n/a Super Conducting Electrical System: Using better wiring and contacts PUO of a vehicles Power Plant are increased by 1.5 (Multiply Existing PUO by 1.5 for the new PUO). Increases Engines Repair Modifier by 4. TEF: 3 Cost: 120,000 RM: Engines Weight: 1500 kg PUTO: 0 Tech Type: VSIC Additional: n/a

Level 1

Palm scan security system: Unless the correct palm is used, vehicle will not activate. TEF: 15 Cost: 20,000 no wt. RM: Controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Advanced auto pilot: A VSIC AI program with the ability to take verbal commands when activated. Commands must be basic i.e. left Southeast Cannot fire weapons. Will follow commands if not dangerous (GMs discretion) TEF: 10+VCI TEF Cost: 45,000 no wt. will not get lost. RM: Controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Plane/Helo Efficiency Chip: Allows Plane and Helos to lower Gravelectric efficiency by 1 For all vehicles. Destroyed when engines hit 0. TEF: 10 Cost: 60,000 no fuel cost RM: None Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Titanium struts: add 75 to SP of any vehicle. TEF: 5 Cost: -20,000 no wt. one time only. RM: Body Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Digitally Controlled Backup System: These

Level 2

Advanced VCI subsystem: adds 25 to a vehicles VCI system at the cost of 4 hard pts. However when a planes weapons pts. are gone Subsystem is considered destroyed. Cost: - 20,000 no action to use. TEF: 60 RM: Weapons/Controls Forces: Elect Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Extended conductivity circuits - add 1/3 more power units to vehicles power factors. 1/2 ton TEF: 5 Cost: 70,000. RM: Engines x 2 Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a AI Computerized Controls: lowers fuel consumption modifier by 1/2 due to AI program. Also allows vehicle to maintain max speed up to 1/2 damage of engine systems. TEF: 8 Cost: 55,000 Weight: 1/2 ton, RM: Engines x 3 Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Armor Strengthener: A process that adds steel and ceramic plating and fibers to armor. This process lowers your BCC by 5 and adds 30 SP to the body of the vehicle. Vehicle BCC minimum is 80 for jets and Helos, 70 for

159

Vehicle Technologies Upgrades


scouts and boats. After minimum is reached, applications effect only the body. Can be added to body till double total beginning SPs of vehicle. Add 20 Crd per point to any body repair Cost: . TEF: 8 Cost: 10,000 per application RM: One Body per 5 Applications Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Heat Coating: Allows Jets to travel at speeds in excess of Mach 3.0 without taking damage. Level 2 allows Mach 3.5, level 3 Mach 4.0, and level 4 Mach 4.5. TEF: 5 Cost: 20,000 * level. RM: +1 to Body per Application Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Vehicle Chameleon Chip, Type 1: Allows a vehicle to try and mask itself and prevent others from seeing it. Type 1 will shield the vehicle from perception rolls while it is moving, TEF: 6 Cost: 100,000 Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Requires holographic body shield. programs from being blanked should the controls be shot out. Adds 15 to base chase to succeed and save program. TEF: 14 Cost: 10,000 RM: Controls Weight: n/a PUTO: 500 Tech Type: VSIC Additional: n/a Improved Turret Protection: Adds 100 SP to a vehicles weapons if they have a turret with any type of weapon. TEF: 5 Cost: 40,000. RM: Weapons Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Radar Jammer, Type 1: This device adds 5 to a vehicles detection value. The device also has a 30% chance to confuse any Radar Threat Analysis and cause the wrong information to be detected. TEF: 5 + VCI TEF Cost: 40,000. RM: Controls PUTO 1500 Weight: .5000 kg Tech Type: VSIC Additional: n/a Master Lock Helmet System: This is a system that integrates a player with his vehicles sensors. Must have some type of Artificial Intelligence (AI). The system takes up one Helmet interface. Player may command vehicle from 1 KM away. Commands are subject to AI constraints. TEF: 7 Cost: 200,000 RM: Controls PUTO 500 Weight: 250 kg Tech Type: VSIC Additional: Vehicle responds only to helmet interface. If lost must be replaced at a cost of 50,000 Vehicle Chameleon System II -- Same as Vehicle Chameleon system. However, this version allows the use of the holographic body shield TEF while moving. TEF: 7+ Holographic Body shield. Cost: 180,000 Weight 1.5 tons Forces: Phys/Elect/Grav RM: +2 body PUTO: 5500 VSIC/Nano.

Level 3

Vehicle Tachyon Shield: A field of Tachyon particles that bends light photons so as to distort light and make a vehicle to appear invisible. The Field is generated to make detecting the center of the Tachyon emissions difficult to detect. All scans must do technology combat to detect center of Tachyon emissions. Shield can be used for 6/1 minute periods per day. The Tachyon generator needs to be recharged after that; Recharge takes 12 hours. Cost: 750,000 TEF: 14 Forces - Grav/Elect/WNF/SNF RM: +1 Body +2 Engines. Weight: 5000kg PUTO: 18,000 Tech Type: VSIC Additional: n/a Holographic Body Shield: Allows a vehicle to blend in with an area or look different. TEF: 20 TEF Upgrade Cost: 25,000, each additional VSIC chip Cost: 8,500 Max TEF: 100. RM: Total number of chips to Controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Stealth Materials: Allows a vehicle to increase Detection Value by 30 for each application. Maximum of 6 applications, 2 per level. TEF: 12 Cost 90,000 per application. RM: One to Body per App. Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a

Level 4

Vehicle 3-D Holo Heads Up Display: Adds 15 to all driving/piloting rolls for human pilots only. If vehicle has Masters Lock System adds 25. TEF: 10 Cost: :35,000 RM: Controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Star Cross Engine Mounts: A heavy synthetic metal sheath that adds 200 SP to any vehicles engines. This metal may not be used to create new alloys it is too unstable. TEF : 3 Cost: 200,000 Weight: 1.5 tons Forces: none RM: +4 engines Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Vehicle Ram Shield: Allows any boat or scout to take damage from any frontal collision. Uses a super dense synthetic material. However it has no effect on weapon hits. Gone when Body SP reach 0. TEF: 2 Cost: 300,000 RM: +4 Body Weight: 3000 kg PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Radar Jammer II: device adds 20 to Vehicles detection value. Has a TEF of 25 versus Radar Threat Analysis. TEF: 12 + VCI TEF Cost: 200,000 Weight: 500 kg

160

Improved Vehicle Materials: Allows a character to cover their vehicle parts in metals better than stainless steel. For each metal above stainless steel add 50 Structure Points (Kronus steel would add 300 Structure points cannot use ceramic). Each system may have it applied once. TEF: 10 Cost is equal to the systems SP/20 * the multiplier of the metal. RM: Metal Multiplier to system applied to Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Vehicle Electronics Bay: Protects any computer

Vehicle Technologies Upgrades


Forces: Elect/Phys RM: +2 controls PUTO: 5000 VSIC/Nano Tech Type: VSIC Additional: n/a Improved Radar Pulse Circuits: These circuits add 20 to VCI for detection regardless of other modifications. TEF: 5 Cost: 200,000 Forces: Elect/Phys/SNF RM: +3 controls Weight: n/a PUTO: 0 Tech Type: VSIC Additional: n/a Self Repairing Computer Circuits: This allows your controls to repair any damage they take in combat at the rate of 5pts. per minute. Will repair up to 200 points. TEF: 15 Cost: 150,000. RM: Controls Weight: n/a PUTO: 5000 Tech Type: VSIC Additional: n/a Digital Cockpit Screens: Must have AI in control systems. Adds 10 MP to vehicle and 100 SP to the cockpit, because all glass is removed and armor and digital screens are put in its place. This effect both human and AI pilots. TEF: Same as VCI Cost 75,000. Forces: All Weight: 2000 kg PUTO: 0 Tech Type: VSIC Additional: n/a

Level 9

Power Plant Booster: This booster adds 4500 PUTO using new super conducting materials. Adds 100 to engines SPs. Also adds + 10% to any engine critical chance. TEF: 14 Cost: 150,000 RM: 3 Engines Weight: 2000 kg PUTO: 3000 Forces: Phys/WNF/ Grav Tech Type: VSIC Additional: n/a

Level 5

Vehicle Chameleon System III: Same as Vehicle Chameleon II system. However, this version allows the use of the holographic body shield TEF while moving. TEF 10 + Holographic Body shield. Cost: 540,000 Forces: Phys/Elect/Grav RM: +3 body Weight: 3000 kg PUTO: 7500 Tech Type: VSIC Additional: n/a Phased Energy Absorption Process (PEAP): A complex Metal treatment that makes metal more flexible, without hurting its strength. This process makes it harder for kinetic attacks to penetrate the metal. Lowers Vehicles BCC by 20 (New Min.. BCC with PEAP is 40 for jets and Helos, 35 for scouts and boats). May apply 2 times per rank. TEF: 10 Cost: 150,000 per application. RM: Body Weight: 3000 kg PUTO: 0 Forces: Phys/ Chem Tech Type: VSIC Additional: n/a Vehicle Impact Shield -- This chemical applied to Armor absorbs 10 points of Power damage before it hits the body. This only effects Impact attacks. When 10 Pts absorbed its gone. TEF: 25 Cost: 150,000 Weight: 4 tons Forces: Phys RM: +4 Body PUTO: 500.

Vehicle Weaponry
This section of vehicle weapons contains basic weapon systems used for attack. The next section lists additions for vehicles to enhance its combat worthiness. The weapons used by the Vehicles are also basic, but are better than the personal weapons, the margins in non-custom weapons for vehicles is pretty good. However the market for custom weapons is also doing very well. NOTE: In order to carry missiles or rockets, Plane and Helos must purchase hard points from the previous section.

Level 6

Radar Threat Analysis: This device requires Artificial Intelligence in order to use fully. The device instantly evaluates any target on radar and gives the following information in addition to normal info: Targets Total SP, Targets main weapons), and any normal electronic or mechanical defenses. The device can evaluate personalized weapons and devices only if it makes an appropriate skill roll with an AI unit. TEF: 9 + AI TEF Cost: 60,000 RM: Controls Weight: 2000 kg PUTO: 3000 Forces: Phys/WNF/Grav Tech Type: VSIC Additional: n/a

161

Vehicle Technologies Upgrades Guns


Large Caliber Guns Types 140 mm Laser Main ACC/ PWR 78/76 95/60 Range 43.5 KM Weight/Salvo Wt 9800 Kg/650 Kg 7000 Kg/0 Kg PUTO 19,500 Cost 1,425,000

75 mm Plasma Auto Cannon Coaxial Guns (Type 5) 7.62mm Coax pocket gun

80 mm Laser Chain

90 mm Gauss Auto Cannon

100 mm Smooth Bore

125 mm Plasma Main

60/41 ACC/ DAM 109/364 80/373

75/39

51/41

40/60

26.75 KM

35.8 KM

22.25 KM

20 KM

34 KM

3850 Kg/0 Kg

3850 Kg/300 Kg

4550 Kg/450 Kg

4900 Kg/265 Kg

8800

11600

9100

9000

15250

720,090

720,000

495,000

945,000

987,000

6mm Needle Gattling

730 M

675 M

2.8 ENC

3.3 ENC

-----

----

87800

81900

Guns Vehicle -- Types of vehicle that can use the gun Caliber -- Caliber of the weapon Location -- Where gun is placed on vehicle Weight -- Weight of the gun in tons (000s of KG) Accuracy/Power (ACC/PWR) -- Ability of the weapon Number of Shots -- How many shots the gun comes with Range -- Maximum range of gun Power Units to Operate (PUTO) - Power consumption Gun Ammo Vehicle ammo is done by salvos. Each Salvo is a pull of the trigger. So whether its a 60mm chain gun or a 100mm Smooth bore Main gun you get the same number of trigger pull for that ammo type. Pick the ammo based on your weapon type; If you have a rifled gun you must buy rifled ammo, etc. Bonus power increases the damage done based on the ammo type Blazer ammo uses a chemical reaction to burn through its targets armor. Hard case ammo is extremely dense to punch through. Shredder is designed to accelerate to higher velocities. Sabot Shredder is capable of over 1500 m/s impacts at maximum range, ripping through armor. Salvos is the number of trigger pulls you get regardless of caliber. Example
A 100 mm rifled salvo weighs 450 kg per salvo regardless off the ammo type. Cost is by ammo type so blazer ammo costs 250 Crd for 15 salvos; power increases by 425. Sabot Shredder ammo for the same gun is 1625 Crd for 2 salvos with a 5 increase in power.

Ammo Types Blazer Smooth Bore Blazer Rifled Blazer Gauss

Power No. of Bonus Salvos 4 4 4 5 4 4 4 4 5 5 6 5 4 5 6 10 15 5 2 10 15 5 2 10 15 5 2 10 15 5 2 20

Cost per Salvo 50*Caliber/10 25*Caliber/10 75*Caliber/10 80*caliber/8 120*caliber/8 60*caliber/8 40*Calliber/8 100*caliber/6 50*Calliber/6 75*Calliber/6 150*Calliber/6 130*Calliber/4 65*Calliber/4 200*Calliber/4 100*Calliber/4 80*Caliber/6 40*Caliber/10

Blazer Caseless

Hard Case Blazer Smooth Bore Hard Case Blazer Tank Rifled Hard Case Blazer Gauss Hard Case Blazer Tank Caseless Shredder Smooth Bore Shredder Rifled Shredder Gauss Sabot Shredder Smooth Bore Sabot Shredder Rifled Sabot Shredder Gauss Sabot Shredder Caseless

Shredder Caseless 6

162

Plasma Anti-Vehi----cle Shots

Vehicle Weapons Other Vehicle Weapons


Missiles Name -- name of missile Max. Launch Altitude -- maximum altitude missile can be launched at Range (RNG) -- maximum distance missile can travel after launch Cost -- cost in Earth Credits HP Size -- shows how many hard points the missile takes up. PWR -- Destructive capability of Missile Missiles
Missile Name Power Altitude Hard Pts Range Costs Rocket Pod Types Caliber Number HP Size Vehicle Cost

SRP-1

NRP-3B XRP-A AP-12 HP-4

40mm 57mm 75mm 57mm 57mm 75mm

10 10 10 20 20 30 30

2 3 5 5 7 5

SHJB SHJB SHJB SHB SHB HB HB

2000 3000 4000 4000 6000 9000 2000

XAP-13B AHP-6

40mm

6.5

Red Dog Falcon SS-4A

Condor

90 60 20

G-4 G-6 B-3 B-3

7.5 7.5 6.5 10 4

TAN-12 D-120

AMR-60

AMR-20

100 40 60 70

17 KM

11 KM

8 KM

14500 14000 12500 17500 5500

B-4 B-4 B-4 B-5 B-5 B-5 B-5 B-6 R-1 B-6

B-4

9.5 9.5 11 9

20 KM 25 KM 27 KM 25 KM 27 KM

20 KM

17 KM

20500 18500

FLY-1242 Sidewinder Phoenix R-12

100 40 90 50 50 40 80 70 70 70

22500 18000 15000

Rockets Name Name of rocket Caliber Size of required launcher PWR Destructive capability of rocket Range(RNG) Maximum distance rocket can travel after launch BCM (unguided) Base Chance to miss is subtracted from total attack Cost cost in Earth Credits Blast Shows range where targets take full damage.

7.5 10.5 8.5 10.5 7.5 10 12 9

Unguided Rockets
Rocket Types Caliber Range Pwr BCM Blast Cost

30 KM 30 KM 35 KM 37 KM 35 KM

20500 16500 19000 14500 19500 17000

X-20

TAN-21 Phase

I-14 AMRAM

Shredder Shredder Blazer Blazer

Shredder

40mm 57mm 75mm

1.5 KM 2.5 KM 2.5 KM 3 KM 1.75km 2.25km 2.75km 2 KM 2 KM

20 20 22 27 25 27 30 25

18

25% 25% 25% 5% 5%

2m 4m 6m 3m 4m 5m 5m 3m

1m

40mm 57mm 75mm

900 675 875 750 850 950 775

800

700

Falcon AG Bolt-12

R-2 R-3

40 KM 45 KM

23500

Blazer

Blazer Shredder

5%

40mm 57mm 75mm

15% 15% 15%

Rocket Pods Name -- name of rocket pod Caliber Size of required rockets Number Maximum number of Rockets pod can carry rocket can travel after launch HP Size -- Shows how many hard points the rocket pod carries Vehicle Shows what vehicles can carry that pod. Cost Cost in Earth Credits

Blazer Shredder

Blazer Shredder

163

Vehicle Weapons
Bombs Max. Drop Altitude -- Highest altitude a bomb can be dropped from To Hit Modifier-- lists any modifiers to you attack modifiers. PWR-- amount of damage a bomb does HP Size-- how many hard points the bomb takes up Cost-- cost in Earth Credits Range-- maximum distance from target Minimum Altitude -- Minimum altitude bomb can be dropped from internal bay. A Missile with a 6 HP size means the vehicle needs 6 HP to mount 1 or 1q2 to mount 2.

Overloading a Vehicle

Overloading a vehicle makes it difficult to maneuver. For every 500 KG over the vehicles weight limit the pilot is at a -50 to all Piloting rolls.

Max Unguided HP Drop Bombs Size Alt IB-12A SBI-1A XBUG Guided Bombs GB-X EBI-2 3.6 1.8 3 6 NOE G-2 G-1 NOE

Power 20

ACC -500 -500 0 0

120 Power 105

105

90

Max HP Drop Size Alt 5.8 8 7 G-4 G-6 G-5 G-2

ACC 200 400 450 300

Rigia-19x additive A powerful additive to any munition. Which adds both destructive power and range to the explosion. Rigia - 19x boosts an explosive so its attack is multiplied by several times, depending on the successes of the attack. The amount of Rigia added is called its charge force and limits the damage a Rigia Enhanced weapon can do. Each point is worth 1 Charge Force (CF). Forces Cost Rigia -19x has been approved to be added only to vehicle weapons where the increase in 0 3200 explosive power and range makes sense. The only Vehicle gun ammo that can be boosted 0 1000 with Rigia - 19x is blazer ammo. 0 1500 See the combat section for information on 0 2100 damage of a Rigia enhanced weapon. Costs: ((Power * 20,000) * Points of Rigia added) credits per shot/warhead upgraded. Forces Cost Adding rigia - 19x is a dangerous 2 4 3 1 3000 4100 1900

GB-XL TGB-2C IGB-L

200

200

150

4000

Loading your Vehicle Vehicles all have limited space to load weapons. As long as your total tonnage is below maximum, you may place more ammo in your vehicle. Record on your sheet how many shots for each weapon. To carry missiles and rockets the vehicles must add Hard points.

Mounting Vehicle Weapons

164

After vehicle enhancements is the section with weapons for vehicles. Starting vehicles have no mounted or hard points for weapons, they must all be purchased. Mounting Guns Guns can be directly mounted or added to a turret. Guns weight is subtracted from the remaining free weight of the vehicle. Adding a turret further lowers the free weight, whil allowing for a better arc of fire for the gun or guns in the turret. Mounting Missiles, Bombs, and Rocket Pods These weapons all use the Hard point system, as they require a detachable interface to the VCI for firing. Hard points must be purchased (see vehicle additions) and they take free weight to add, Once free weight is gone no more normal hard points may be purchased. Missile, Rocket Pods and Bombs all have a hard point size that requires that many Hard points to mount on a vehicle or in an

Vehicle Weapons
with missile bays, not usable on rails. TEF: 3 Cost: 10,000 RM: Weapons Weight: 10 kg per link PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Proximity Fused Rounds: Allows any ChemProject gun or missile shot to explode and do damage even if they miss. If roll misses by 200 or less target takes 1/2 normal damage (no roll difference). TEF: 10 Cost: 2500 Ammo 4000 missiles RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Laser Guidance System: This is a system that allows rockets to be more accurate. A low power laser with a range of 4 KM must lock onto the target. This laser has an accuracy of 60. Player must roll to hit for laser first. If to hit roll is made, target is locked on and rocket Accuracy becomes 100. The rockets may be fired either way. TEF: 14 Cost: Laser: 20,000 Rocket Sensor: 700 RM: Weapons Weight: 100 kg PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Magazine Switch: Allows firer to choose ChemProject ammo, if more than one type is carried. You need one switch for each additional type of ammo. TEF: 5 Cost: 2500 RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a ARLOS Seeker Chip: Missile guidance system that allows any missile to lock on to the ECM of the emitter of the target vehicle. The ECM has no effect on the missile it tracks as normal. Vehicles not emitting ECM get NO additional bonuses against this system, missiles track as normal. TEF: 15 Cost: 60,000 RM: 0 Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Missiles smart locks: add 20 to all BASE data loads for accuracy. TEF: 10 Cost: 15,000 RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Anti-Air computer lock: allows Scouts and Boats to fire at planes and Helos while target is at Mach speed. TEF: 25 Cost: 60,000 RM: Weapons Weight: 10 kg per link PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Synthetic Titanium Sabot Shredders (STSS): A powerful shot that does +200 PWR and raises the BCC of the Vehicle by 30. Also, if it hits an unarmored target double damage and BCC is 200%. TEF: 3 Cost: 85 x Caliber per 10 salvos RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Chaff Jammer - When used against VCI the Grav, Electromagnetic, or WNF data is jammed. Subtract from of any attacking missile SkillSet. TEF: 5 *1d10 Cost: 15,000 RM: Weapons Weight: 100 kg PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Max Apps:1

Tech Spot Light: Rigia - 19x Explosives


2002 was a very good year for the Military Industrial sector of the old US empire. The Paulson Units were well on their way, good progress was being made to crush their old enemy the Soviet Union, and Rigia - 19x was accidentally discovered in a weapons lab. Two researchers decided to see what the effect would be if they exposed an experimental form of Tritex 3 explosives to a particle accelerator. It resulted in an explosion that destroyed 1/2 the research facility. 2 years later Rigia - 19x weapons were used with devastating effect. The explosive created a scaled expansion of explosive power and range. An irradiated hydrogen base designed to violently expand an explosion, Rigia gives all the punch of a tactical nuclear weapon without the devastating radiation. The first use of Rigia-19x was on the front in Poland, and it broke the soviet lines wide open. The time needed to make the material in quantity was the only thing that stopped the NATO forces from overwhelming the Soviets. Today Rigia - 19x is a costly component of the combat sector, giving them extra punch with Charge Force weapons. The use of enhanced personnel weapons has slowed since 2102; it was discovered that the violence of the explosions could even pierce the astral plane for limited damage. Thus having a PSI drop these enhanced grenades is a dangerous proposition. Sub Planning Group 12, Combat Sector

Level 1

Vehicle Weapon Upgrades Level 0


Weapon link: allows any two guns to be fired at a single target with the greater ACC. for both weapons to hit. Links may not be linked. TEF: 5 Cost: 20,000 no wt. Missiles do not need to be linked, but rocket pods do. RM: 1 to Weapons per Link Weight: 10 kg per link PUTO: 0 Forces: none Tech Type: VSIC Additional: 1 action to fire any combinations of links, roll once. Additional Hard points: Adds 10 more hard points per application at no wt. One application per level. Maximum hard points that can be added using this technology is: Jets +100, +80 for Helos, and +60 for scouts/boats

165

Vehicle Weapons

Sunburst Jammer - This device deters Electromagnetic, SNF, Chem. Data from VCI 60% or less (1d100 percentile) those forces are confused and the missile has bad data loaded Subtract -350 from the attack. TEF: 5 Cost: 30,000 RM: Weapons Weight: 100kg PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Max Apps:1 Scout /Boat Missile Bay - An internal missile bay which holds offensive missiles used for attack. VLS Launcher system required to actually fire missiles at a Target. TEF: 5 Cost: 20,00 per 4 Hard Points RM: Body/ Weapons Weight: 250 kg per 4 hard points PUTO: 0 Forces: none Tech Type: VSIC Additional: 1/3 of Vehicles total weight Vertical Launching System - Must be used in conjunction with a scout missile bay. Allow scouts to fire missiles. The missiles are all in vertical launchers in the Scout Bay. Hard points must be linked to fire multiple missiles. TEF: 10 Cost: 80,000 RM: +2 to Weapons Weight: 2000kg PUTO: 800 Forces: none Tech Type: VSIC Additional: n/a Anti-ECM Seeker Chip - Allows missile warhead to track any vehicle emitting ECM at double to hit ACC. If ECM is not activated -90 to warhead ACC. TEF: 15 Cost: 1,000 RM: n/a Weight: 0 PUTO: 0 Forces: All (No Calon) Tech Type: VSIC Additional: n/a

High Density Ammo ChemProject Weaponry: Adds 30 to the Base critical Chance of any Vehicle the round hits. 10% chance the round fails to explode (affects only explosive warheads). TEF: 5 Cost: 35,000 RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Multi Excited Photon Tracking System; This tracking system bathes the target in excited photons in multiple states. Active Range of the system to bathe the target with the Photons is equal to VCI. The photons can be targeted from up to 60 KM away after Vehicle has been hit (normal attack roll) with the photons. Any Vehicle with this system can track the target. Photons last for 6 seconds. Adds +75 to hit to all shots. TEF: 15 Cost: 2.1 Million RM: +1 Weapons +2 Controls Weight: 500 kg PUTO: 1300 Forces: WNF/Elect Tech Type: VSIC Additional: n/a Hard Case Shredder Shells: A shell modification that increases the Base Critical Chance of the Shot by 20% and adds +250 true damage. TEF: 3 Cost: 6,000 for 10 salvos RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Smart Missile Chip -- When added to a missiles BASE data load, accuracy is quadrupled and adds .5 KM to the range. One chip per missile. TEF: 3 Cost: 25,000 RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Advanced Vehicle Combat Program- This device allows the weapons of the vehicle to increase the quality of missile data load by adding 25 to ACC. TEF: 5 Cost: 30,000 RM: Controls/Weapons Weight: 10 kg per link PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Vehicular Smart Ammo A process that modifies Ammo for 75mm and larger caliber guns. The ammo has a smart chip and fins added to them. The chip allows the shot to use a vehicle targeting laser system (see rockets) to correct its shot in flight. To hit as laser guided rockets. Adds 1000m to max range of shot. TEF: 10 Cost:120,000 per salvo RM: n/a Weight: 0 PUTO: 0 Forces: Elect/Phys Tech Type: VSIC Additional: requires targeting laser

Level 3

Level 2

Smart Missile Lock: When added to a missile BASE data load accuracy is doubled due to smart programs which also add .5 KM to missiles range. 1 per missile. TEF: 8 Cost:15,000 RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Rocket Assisted Vehicle Rounds - This modification to vehicle gun rounds doubles the effective range of the round by placing a rocket booster on the shell. If the salvo is fired at the original ranges, Double the gun ACC and add 2 to its power. If at the extended ranges, gun damage and ACC is normal. TEF: 5 Cost: 2500 per salvo RM: n/a Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a

166

Electronic Counter Measures Nullifier (ECMN) This is an add on system for a VCI designed to nullify ECM and its effects. This system has the same range as the VCI. ECMN, like ECM, assumes the base TEF of the VCI and the Forces of the VCI. The ECMN TEF must be divided among the available forces at a Tech shop as chips must be added and replaced. ECMN does not add to combat THP it only lowers ECM minuses. TEF: VCI TEF Max TEF: VCI TEF *2 Cost: Base unit: 75,000 Cost to upgrade TEF: 10,000 per +1 TEF Chip RM: ECMN TEF to controls Weight: 1000 kg PUTO: 500 per 50 TEF Forces: none Tech Type: VSIC Additional: n/a

Vehicle Weapons

Vehicle Heat Converter Lattice -- A Crystal Structure that subtracts 200 from the EF of any explosive hit. The BCC of the vehicle is lowered by 15 for explosive and Plasma hits. The lattice can survive 5 hits and must then be replaced. Adds 25 SP to body. TEF: 7 Cost:1.5 million RM: Weapons Weight: 1000 kg PUTO: 500 Forces: WNF/Chem/Phys Tech Type: VSIC Additional: n/a

Level 4

Vehicle Tachyon Targeter A complex system of WNF equipment that streams Tachyon to a specific target. This Targ adds +100 to hit. The system is designed to work with Projectile weapons, not missile types. Each gun that you want to use with the Tachyon Targ needs a separate unit to do so. TEF: 15 Cost: 150,000 Max Apps: 5 RM: +2 Body Weight: 1000 kg PUTO: 250 Forces: Chem./ Phys Tech Type: VSIC Additional: n/a Vehicle Composite Armor -- This layering system reallocates armor and places a synthetic poly-carbon fluid in between the layers. The fluid slows down and dampens explosions and kinetic force. The system may be added 4 times. The system 25 EF from any attacks and adds 100 SP to the body. TEF: 5 Cost: 15,000 RM: Weapons Weight: 10 kg per link PUTO: 0 Forces: none Tech Type: VSIC Additional: n/a Directional ECM -- Allows any vehicle with ECM to apply its VCI force TEFs on additional targets. Cost: an action to activate per target, max of 2. The system allows the target range to be forward radar range of the Vehicles controls. So a vehicle with a radar range of 20 KM could add its ECM to an ally within 10 KM. TEF: 10 Cost: 150,000 RM: +3 Controls Weight: 1500 kg PUTO: 5000 Forces: As VCI Tech Type: VSIC Additional: n/a

Improved Ammo Storage - Adds 50 SP per ton/ Hard point. to vehicle weapon systems per salvo of Ammo carried. This stays even if ammo is fired. However, the number of salvos carried total should drop so do SP and may only be purchased once. TEF: 5 Cost: 25,000 RM: Weapons Weight: 0 PUTO: 0 Forces: none Tech Type: VSIC Additional: maximum of 10,000 kg additional storage Laser Re-director System A vehicle system that when used against laser targeters, creates a false return. The false return has a 50% chance (Laser Guided Bombs, Laser guided ChemProject ammo, and Laser Guided rockets only) to make the Attacker the target, or else the shot misses. The attacker may make a normal perception roll, if they make it by 50 or more the missile or racket misses them. Should they not detect the redirected attack, the Attacker rolls as normal. TEF: 6 Cost: 165,000 RM: Weapons Weight: 2500 kg PUTO: 2000 Forces: Elect/SNF Tech Type: VSIC Additional: n/a Vehicle Reactive Armor Boost -- Allows vehicle reactive armor to be tripled for 1 action every three phases. This can be used a maximum of 8 times a day then plates must recharge (normal reactive is fine). Doubles range of reactive armor so all attacks are at 80EF TEF: 15 Cost: 450,000 RM: +2 Body Weight: 500 kg PUTO: 2500 Forces: none Tech Type: VSIC Additional: n/a

167

Level 5

Electronic Counter Measures (ECM) This addition to a vehicle VCI is designed to block VCI scans to generate tracking data for a VCI guided attack. The system, utilizing the available VCI forces, creates blocking signals against any other VCI scan. The base system has a TEF equal to the VCI, but the TEF must be divided between the available forces. So a Base VCI with ECM and a TEF of 30

Vehicle Weapons
would have Physical, Electromagnetic and WNF and would divide the 30 TEF between the three forces (10 TEF each or 7 TEF to 2 and 16 to the other etc..). ECM does not add to hit, only subtracts from the THP of an attacking vehicle. The configuration cannot be changed in the air, only on the ground as physical Chips must be added and removed to change the TEF of the system. Base ECM add on TEF: VCI TEF Max TEF: VCI TEF *2 Cost: Base unit: 60,000 TEF Upgrade Chips: 15,000 +1 TEF RM: ECM TEF /30 to controls Weight: 1000 kg PUTO: 500 per 50 TEF Forces: none Tech Type: VSIC Additional: n/a Vehicle Reactive Armor - This system, like personnel reactive, sends a burst of electricity to stop ANY type attack. The body must have a sensor web built in to it at a cost of 50,000. Then to make the system work you must purchase chips at a cost of 15,000 each. Each chip sub tracts 25 from the true damage done by any attack. The maximum is 10 chips. TEF: 20 Cost: Body Web: 50,000 Upgrade Chips: 15,000 RM: +3 Body Weight: 1000 kg PUTO: 6000 Forces: As VCI Tech Type: VSIC Additional: n/a Vehicle Projected Sound Disintegrators A concentrated Pattern of sound is directed at a non-moving target. Each round the target takes 50 SP (PWR 10 to soft targets) to all systems. The BCC of the target is at +40. Should target move faster than 130 kmph the Projector will become ineffective. Has a range of 3.5 KM.TEF: 40 Cost: 500,000 RM: n/a Weight: 5,600 kg PUTO: 5000 Forces: Elect/SNF/Phys Tech Type: VSIC Additional: n/a Explosive Reactive Armor -- A more basic form of reactive armor that uses small explosive packets of Rigia-19x enhance explosives to disperse an attacks energy. The bomblets go off when the vehicle is hit and 200 SP from any damage the attack does. The multiple packs of explosives also add 50 SP to the vehicle body. Explosive reactive armor works against 3000 SP, before it needs to be recharged. Recharge cost is equal to cost of repairing 50 SP of body damage. TEF: 10 Cost: 450,000 RM: +2 Body Weight: 7,500 kg PUTO: 0 Forces: Phys Tech Type: VSIC Additional: n/a

Rumors IJC Investigations Compiled by Miranda Delgari 2136/04/28


BioTech Corp is rumored to be creating a new type of armor/weapons system. They say it combines Exo and vehicle tech to create an oversized EXO that can destroy vehicles.

Corp Sector

Civilian Sector

Threats of old fashioned war between countries seems very real as the MoaSen continue to martial defense forces at the borders near EZone 48A-FMR. The Free Mericans say they will defend with everything they have.

Combat Sector

StrikeForce Golden Force reported combat with numerous Bio Horrors in the jungles of the Empire of the Congo. Tech Guild thinks an illegal research Center may have been compromised.

Disenfranchised Sector

A Shanty Town in Argentina has become a clearing house for a number of illegal tech items stolen from JDA and other South Ameracan Corps.

Illegal Tech Use

Reports of Corrupted vanders AI taking control of Droids to reek havoc on Corporate Offices ahve increased in the last 6 months. Rumors of an individual or entity named Vincent being behind the increase cannot be confirmed.

Level 6

168

Analysis Chip Missile Guidance Mount -- Allows user to add an Analysis chip in a Missile. The Analysis chip must have Piloting: Vehicle Weaponry chips TEF is added to THP of attack. Mount has ECMN All forces at a 10 TEF and may add to planes ECMN. When targeting any missile with this chip, addition is cumulative. Adds 3 pts to missile size. TEF: analysis Chip Cost:135,000 RM: n/a Weight: 0 kg PUTO: 0 Forces: As VCI Tech Type: VSIC Additional: n/a

Taking Risks
homas Ernst was looking out the cargo Helos open door, as they flew towards the large and looming building that was corporate Headquarters of AvCorp/ESA. The desert was quiet for now, the defensive emplacements placed throughout the ruins of Riyadh and the country side were tracking the Helo, but it was a confirmed friendly, and did not fire at it. There was no way for those remote emplacements to know that a Strike Team had killed the pilot and taken control of the vehicle. No way could AvCorp and its infamous security teams know that the Death Vipers were in route carrying the most advanced weapons of the 22nd century. Henderson, check all the plasma weapons and make sure everyone has sufficient ammo. Henderson nodded, moving to the other STOs in the Helo; checking their Type 4 plasma weapons. The new plasma weapons looked different with a much wider and shorter barrel while weighing the same as ChemProject weapons. Thats where the comparison ended; the damage that a bolt of searing hot plasma could do was a different level. While Ernst was not sure this move would get Kiltanni Plasma the results they wanted, he really wanted to use these weapons in combat. Showing the world the incredible potential of these weapons could back fire on them; Ernst did not really care. The DeathVipers had just come off a really hard year, losing a member in a fire fight with some Defense Zone legs outside of a FACOM. Denny had been a new and young STO with promise; Ernst stopped that line of thought, the pain was still pretty raw. After that a run in with Air Pirates over some cargo they had stolen; had cost Henderson her vehicle, a perfect Jet called The Smash. Yeah it had been a bad year and this was the mission to change it all thought Ernst. All we need is to succeed at this mission, then we can punch our ticket and work for anyone; yeah anyone.

You saw the analysis we did of these weapons; Supron Alloy Light Armors and their new Frame Armor melted the layers like it was cloth. The elegant frame of the Tech Master shifted in her chair as she leaned forward. Weapon Type 5's with armor piercing rounds are not as effective. Better defenses are needed, that's all there is to it. Syra grimaced, remembering the report, no current armor could stand up to an experienced user of the plasma weapons. I really think that by the time experienced users hit the field the defenses could be ready, even Wagnaer said that in their last status. The Tech Master shook her head We cannot take that risk, I am sorry. The UN Minister for Technology cleared his throat Well I think thats all we can do for now. he paused checking his notes and not smiling as he looked back up Ms Tacis I will be in touch. I will see if the UN cannot help you find some investors to hold you over until the defenses catch up. Thank You for your time. The video on the terminal on her desk ended, the screen simply scrolling investment numbers and other useless business data. damn it we are ruined if we dont get these out the door, RUINED! The small glass figurine, an STO in the act of firing a weapon, flew across the room shattering into a million pieces. Just like daddys dream the young woman thought, looking at the shattered pieces of glass.

****
AvCorp Headquarters was a resplendent tower of metal and glass rising from the desert floor. A large oblong disc resting on a gigantic tower, it rose up 400m from the large collection of buildings below it. The facility was built over the last 100 plus years, now made up of many areas including; Flenders Tower, the Future Business campus, logistic support and military HQ. Taking up over 15 square KM, ending just a few KM from the ruins of the pre-conflict city once called Riyadh. In the air and on the ground surrounding the campus automated drones and emplacements tracked any vehicle with-in 30 KM of the campus. Scattered throughout the desert, the wreckage of vehicles who had violated the air space of the Tower lay rusting, blasted warnings for those foolish enough to try and attack AvCorp. The Helos approach was normal. Speed, weapons, flight path; everything looked normal to approach controllers in the Tower. The Helo suddenly began to fly erratically, its altitude changing as it started to drift toward the main tower; away from the cargo landing area. Cargo Flight 82 this is AvCorp Control what is your status? Please return to your confirmed flight path or you risk being destroyed. The encrypted UNIWeb communications was direct to the pilot, the panicked reply would have alarmed any other controller. AvCorp Control, Flight 82 declaring an emergency , Gravelectric engines have malfunctioned, controls are fighting the engines. I am working on it give me 2 minutes. Please DON'T shoot me down. The immediate response Pilot you have 30 seconds to return to your original flight path or you will be shot down. The controllers voice was clear of any emotion, her job was very clear and nothing the pilot said was going to change it. Cargo Helo 82 swung up and closer to the main tower

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Minister Tyaki, Master Tech Diesga, I appreciate your concerns, but Kiltanni Corp created these weapons with the understanding that we could release them immediately. We have invested a tremendous amount of money into this project, to not release could bankrupt us. Our investors will not tolerate a 12 month delay. Syra Tacis, CEO of Kiltanni Corp spoke emphatically, trying with all she had to save the company her father had founded. Ms. Tacis we understand the issues this delay presents, however the defenses we at the UN and the Tech Guild require for these weapons to be released are simply not ready. Supron Alloy and Wagner Androsyne are both significantly behind on the physical and reactive armor upgrades required to defend against the ejected plasma. Tech Master Didre Diesaga looked at Syra with a faint smile, body language suggesting she had sympathy for the younger woman in front of her. Her words did not match that however, Quite frankly you and your teams did too good a job. You have a created a weapon that could wipe out the Combat Sector in a matter of months. It simply cannot be allowed. The Tech Guild Master continued, her voice calm and firm.

Root 2 Access

of AvCorp HQ, still flying erratically. In response the automated emplacements started tracking their guns and missiles towards the helpless Helo; three drones also flew up, primed for action. The Helo jerked upwards, a sudden and aggressive move directly towards the middle of the Towers Disc. The Toiwers defenses reacted, as if the helo had crossed some sort of invisible line, 4 tree trunk sized, red bolts of power exploded from the outer skin of Flenders Tower. The powerful bolts, comprised of electromagnetic and gravity force, hit and stopped the Helo in mid air a second later. The skin covering the Helos frame rippled from the force of the bolts. Following the reactive armor attack, 4 automated emplacements and 2 of the 3 drones fired guns and missiles at the Helo; their impact further shredded the Helo. On fire the Helo shattered into small book sized chunks disappearing in to the darkness. The 3rd drone flew close to the tower searching for any sign of damage or unusual activity on the surface of the tower. The drone flew sweeps for 5 minutes over large section of both the Tower and Disc. Its controller, finding nothing returned the drone to its normal patrol route. It had been a very bumpy leap from the Helo to the skin of the tower. They had barely gotten out of the Helo before it was vaporized. The automated program flying the Helo had moved as close to the Tower as it could before the helo was destroyed. Having moved closer to the Tower than originally planned, the jump parameters had changed due to the wind and the Helos explosion. Jumping across the 10 meters to the tower, had become a free for all and desperate lesson in survival. Ernst was unsure where the rest of the StrikeForce was, the exodus from the Helo having scattered them across the disc of the Tower. Death Vipers reports status. Ernst waited as all 4 of his team checked in. Chameleon systems and ionic bonding kept the hiden and secure on the Disc, they were too small for the towers reactive armor to detect them. The last Drones had just flown away; they were safe for now. A few meters to Ernsts' right was a large conference room window, at least they had landed close to one of their targets. Henderson, get up here and set the charges. Yep Tom, I am on my way. Ernst watched as a large clump of plastique appeared on the window casing, put there by a ghost named Henderson. Well no one thought we would get this far, I think its gonna be ok Ernst smiled at the thought.

make up my own mind! Picking up a terminal pad, Felix activated a program. Suddenly a familiar voice was speaking in the room. Bob, AvCorp knows you have a lot invested in these plasma defenses. We are not asking you to shelve them, just hold them up for a few months. Ya know long enough for Kiltanni and AvCorp to come to a reasonable deal on the patents. Of course we can help you deal with the cargo companies. Syra Yelled at Felix TURN IT OFF! Obviously shaken no one could read Syras thoughts. One argument with father makes me CEO and he does not seem willing to forgive. I offered him everything he wanted and he still just left, I will stop him or destroy him. Looking at the pained faces of Cradic and her assembled department heads, Syri knew what had to be done as badly as it hurt her. She would not let her brother destroy her greatest achievement, her fathers legacy. She spoke quietly to everyone in the room. My brother gets one chance, then we find a way to take it all back. Cradic, contact our usual StrikeForces see who might be available for a difficult penetration mission. Syra nodded to her directors and walked out calmly. Everyone in the room followed her out just moments afterwords, each one had the same thought when she gets in a mood like that someone dies.

****
The DeathVipers had been bonded to the skin of the AvCorps tower HQ for almost an hour. Buffeted by extremely cold and powerful winds, it had been a challenge to hold on. Henderson had taken longer than planned to plant the charges around the window in the pitch black night, because the passive defense systems of the Tower threw up so much interference their helmet optics were only working about half the time. It was treacherous work for Henderson to plant the charges around the window. Even with the armored casing these were the easiest way in because of their size. Any conference room would have done, Ernst was just happy they had made it close to one. Crawling for long distances on the surface of the Tower would have been a huge risk. Finally Hendersons voice crackled over the data net Charges are planted guys, we go in 2 minutes. No one asked Henderson if the explosives were going to do the job, it was her job to know. The DeathVipers were all Special Tactics Officers so combat skills, melee or fire combat oriented, were a major focus of all team members. Each person also had a secondary role and skills to manage it. Samatha Henderson was the teams heavy weapons, traps and demolitions expert. Tommy Acton was their computer, electronics, and science guy. Shari was the teams social engineer; lying, cheating, and quoting police procedures as the team needed. Thomas Ernst was a generalist and in charge of medical stuff, while also being the de facto leader of the group. Brace yourselves, here we go said Henderson, 12 charges around the window casing blew in a synchronised explosion. Henderson had designed the explosion to destroy enough of the casement around the window, hoping it would look like the Helo explosion had caused the damage. Henderson held her breath, the cracked window stayed in

****
Damn it Syra will you listen to me! I have proof that Hyri caused this! Why won't you listen? Cradic Selz was so angry his face was red, his spit making small spots all over the table. I have not worked here for 15 years to see us destroyed by a spoiled child, even if he is your brother and my god child. You have to listen to the audio I have. Syra looked at all the department heads , these people around the table deserved to know the truth, no matter how bad it hurt her. I take it this audio has been verified? By someone other than you Cradic. Yes Ms. Tacis I had the R&D section make certain it is a clean data stream. Felix Davies, head of R&D had a pleading tone in his voice. This convinced her more than anything Cradic had said, this had to be finished. Fine Felix play the track, but I will

170

Access Granted

place even as huge chunks of the casement ripped away into the dark night sky. Time stopped as the DeathVipers held their breaths. 10 full seconds passed the window had not moved. Ernst began to panic, when a large jagged piece of casing bar flew away; the wind was working on the cracks and holes in the broken frame. The window ripped out of the remaining casement, the loud groan lost to the swirling winds, spinning away into the black night sky. Ernst was the closest to the Conference room window, moving into the room with painstaking carefulness. Scanning the room with his optics from the windows edge he rolled in to the building. Standing in the conference room Ernst continued sweeping the room with the barrel of his plasma rifle, looking for any threat. Ernst was impressive in a skull shaped helmet, black and red layered frame armor, which hid complicated protection and functional systems. Seconds after entering the room Ernsts' activated one of those systems; light blurred around the edges of Ernst armor and then he disappeared from sight. Even his boots prints, imprinted deeply in to the rooms carpet, disappeared. All clear lets get moving. Repair folks will be up here in no time. Ernst sounded calm; but he was on the ragged edge of worry no one had ever gotten this far before. Three more figures entered the room, two wearing frame armor and Shari wearing skin tight light armor covering her body in a very distracting way. Shari looked ready to party or kill, which ever was the better offer. The rest of the team activated their chameleon systems as they entered the room and disappeared. Shari and Tommy moved up to the conference room door, focused opening the door without setting off any alarms. Tommy announced sheepishly Well, its gonna open, but I have no real idea if the sensors are bypassed. Shari thinks we are good. Everybody ready for the worst? Cause here we go. The door swung into the room and nothing changed. No blaring alarms or voices announcing intruders, the corridors stayed quiet. Okay we need to get to Office 8316 four levels up on level 8, stairs are 125 meters on the left, lets move Thomas Ernst finished his sentence by sending a map to the helmet displays of his companions. They StrikeForce moved quickly down the corridor without disrupting their chameleon technology. As they moved, Sharis' finally succeeded in accessing the local network, on her 8th attempt. Root0 of the network had little data in it, what she found was not good. Guys I am Root0 of the network indicates the whole net locked down 30 seconds ago. I think they are on to us.

the wall. Hyri ended the transmission; his face and voice disappearing from the terminal pad Syra was using. She saw the smug smile on his face as it faded away; a smile that screamed father made a mistake. WELL FUCK YOU TOO! Syra screamed at no one in particular, turning her foul mood on her assistant, she screamed again Get Cradic in here! Now! The older man arrived quickly, he had been waiting around the corner for her summons. Yes Syra what can I do? What did your brother say. Syra looked at him contempt and anger seething in her eyes and voice Nothing worth repeating. I want you to find me a StrikeForce willing to use plasma weapons to break into AvCorp HQ in the Industrial Zone. As soon as possible. Cradics eyes went wide as his brain tried to comprehend what her plan might be. He could not see anything that made any sense. Syra attacking AvCorp would be a huge mistake! Syra glared at him, her whole body shaking with rage at the world. NO! We are going to get the data we need to prove to the UN what AvCorp has done. We take it from Hyris' office, get him thrown out on his ear and release the weapons. Syra, her body still trembling with rage in a quiet voice laced with fury. Get me a StrikeForce that can do this job and do it now! Tell me it is just business. This is AvCorp wanting to dominate a market that is ours. I will not let it happen again! Hyri I will stop them and you will pay the price. The thoughts were accompanied by images of her throwing her brother from the roof of the Kiltanni HQ. She smiled and went to work on her plan. No one bothered Syra for a long time, and that was just what she wanted.

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The DeathVipers had picked up speed once Shari announced they had been detected. Running towards the stairs, then up 4 levels to their target; office 8316. Approaching the door Henderson and Ernst took up defensive positions on either side, while Shari and Tommy again disconnected the door from the network. Crap Tommy, did the other door have that circuit? Shari sounded very surprised Ya know Shari I think it did, but we bypassed it, I remember doing it. Shari stood up ripping the door open. We are done sneaking, they knew we opened the last door, that circuit is a dead mans trip. Touch it and it sets off alarms. We need to get up the 4 levels fast. I can only guess how many security folks are on the way. Shari turned, running up the stairs, two at a time. The rest of the DeathVipers followed as fast as they could; Tommy stopped to lock the stairway door and was now bringing up the rear. As Shari approached the third landing, the door exploded off its hinges slamming into the opposite wall, blocking the stair well. A large Droid, designed like a tank with tracks and bristling with weapons, entered the stairway. Spinning its multiple turrets towards the DeathVipers, it opened fire. Sharis dodge was 2 parts instinct and 1 part skill as she reacted, leaping over the Droid just as it fired 2 ChemProject weapons at where she and her team were standing. Missing Shari, Ernst and Henderson who also managed to dodge the shots, both contorting and diving to the ground to avoid being hit. Tommy did not react fast enough tak-

****
Hyri tell me why you would do this to me, your own sister? Syra was trying so hard to speak calmly her knuckles were white from the tension in her clenched hands. AvCorp has screwed Kiltanni 3 other times; we need these plasma weapons to go out on time. Syra's voice, strong and proud trailed off as her brother started laughing. MY GOD! Could you be any more self absorbed? This is business, it has nothing to do with you. I left Kiltanni for a reason; which was to get rich. This is my first step in getting rich. AvCorp has taken what they want from you before and this time will be no different, I saw the writing on

Root 2 Access

ing 2 blasts to his upper torso, 2 other blasts ripped holes in the walls. Tommys armor exploded with gravity enhanced reactive blasts which broke up the attacks as they hit. Several holes appeared in Tommys armor, even with the protective systems trying to stop the attack. A large quantity of blood splattered on the stairs and walls; Tommy lost his balance, falling forward onto the upper landing. Ernst heard the hissing of Tommies drug pack go off as he fired his new Plasma weapon at the huge Droid. The bright red bolt of super heated plasma struck the Droid dead center in its armored torso, which flash melted, hissing steam and sparks. The Droid had a smoking hole in its chest, but it was still functional. The Droids weapons still tracked the DeathVipers looking for new targets and fired again, hitting Ernts, doing only superficial damage to his armor. Shari placed her plasma rifle against the hull of the Droid and fired, point blank. The blast shattered the metal container body of the Droid, sparks and flames shot out of every seam. The plasma blast shot through the Droid and its right track was hit by the penetrating shot, melted tread flew everywhere. The Droid shuddered, made a screeching noise and died, its weapons no longer moving. Tommy you ok? Ernst asked, worried they had just lost a quarter of their fire power Yeah. Drugs kicked in, I feel fine. Shari grabbed the door covering the stairway and threw it out of her way. Shari covered the 2 sets of stairs, calling out Then lets get moving kids. Time is short. Running the last few flights of steps, Shari threw open the door to level 10. The Office is to the right 4 down, cover me! Shari activated her Chameleon system and disappeared, moving in the direction of the office. The rest also activated their Chameleon systems and moved up looking for another threat.

sions that made careers, he and his StrikeForce had to try. As long as we can keep these little beauties after? I think that could be arranged as well. Syra knew she had them So we will see your DeathVipers here tomorrow for their first round of training right? Ernst was still enthralled with the test Vid replaying behind her as he nodded .

****
Shari was a few meters ahead of the rest of her StrikeForce, kicking in doors to offices. She had destroyed 4 doors with martial arts kicks, on the 5th she found her target. She entered quickly, transmitting everything she saw back to her team mates. Her luck held out, finding a terminal pad still logged in to the users personal root 5 network location. Quickly she hooked up her helmet and downloaded all the data she could to a ROM chip. Then she found several pieces of static paper (thin plastic sheets which displayed electrostatic images until replaced by another image) with notes on the state of Plasma weapons defense. Grabbing the sheets Shari looked up, something was wrong she could feel it, standing in the doorway looking right at her was an ExoSkeleton clad STO, with AvCorp badges. The huge Armor system, sporting a shoulder mounted gattling cannon and a hammer striking a mountain with lightning bolts symbol. Thors Hammers! Screamed through her brain We are so dead! Her Chameleon still active, Shari tried to use the terrain to hide from the threatening mountain of metal and weapons looking for her. The person in the Exo paused for only a second and the spoke to theseemingly empty room. I see you, now show yourself or die! Knowing she was caught, Shari deactivated her chameleon system, her hand in the air. A red and blue bolt of plasma melted the helmet of the EXO and the head off the STO standing in front of her. Shari was stunned at how fast the Plasma shot had ended the ExoSkeleton and its human wearer. The ExoSkeleton, even with its metal plating had done almost nothing to stop the attack; the shot had made no noise except for a loud hiss, which became the scream of air and metal being vaporized at super high temperatures. Ernst voice snapped her out of her shock Shari move out now. We have to get going Shari did not need to be told twice, she knew more ExoSkeletons were coming closer by the second. Dropping all pretense of stealth the Death Vipers ran for the west side of the building, hoping their escape was not blocked.

****
Captain BlackStar Ernst, we need your team for this. We believe that no one else can get this done. I promise you money is no object. Ernst looked at this CEO like she was crazy and told her so You want us to steal a memo and all the data from this Hyri person? Inside AvCorp HQ? For 300,000 and some fantasy weapon? Lady even I am not that nuts. Syra smiled Its not a fantasy, plasma weapons are real. Let me show you, and if you are not impressed you can leave with no hard feelings. The STO looked sceptical, the large glass wall behind the CEO began scrolling a Vid. The vid was of a man blasting huge holes in 4 obviously active ExoSkeletons. Each multi colored shot from the rifle was seemingly immune to the reactive armor and very effective against the plating systems of the Exo armor. Causing multiple penetrations and explosions as it hit , one of the Exo's even collapsed as it fell apart from only 3 hits. Ernst had never seen such firepower before, his eyes were wide; leaning on the edge of his seat watching each hit and the damage it did. We would have to be trained and have some time to use them in real conditions. Perhaps my team and I could clean up some of the gang problems on Sublevel 4? Syra smiled I think we can arrange for that, assuming of course you accepted the mission. Thomas Ernst knew a gamble when he saw it, but these were the kind of mis-

****
Syra what happens if they fail or piss off AvCorp somehow? Cradic asked Syra as they watched the 4 vehicles streak away from Houston, traveling east at hypersonic speeds. Syra was silent, staring at the fading streaks in the night sky. Cradic give all non security staff the rest of the week off. Tell Security to go to highest levels of alert at all 7 of our facilities. Distribute all the plasma weapons and ammo to security as well. Tell legal to draw up a Declaration of Corporate War against AvCorp. Then you go home too. Syra used her most official voice to give the orders, but it cracked under the strain. I think this works or Kiltanni Weapons has a very dark future. Cradic thank you for all the advice and your dedication, this decision is on

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my head. Cradic put his arm around this girl whom he thought of as his daughter Syra, you know I will be by your side however this comes down, good or bad. Do you really think it will go that bad? Syra looked at Cradic and smiled I think it will be fine Cradic, but its better to be prepared. I am getting far to good at lying to those closest to me. This plan has little chance to succeed, but I am not going to let AvCorp do this to us again. Never again.

****
The DeathVipers ran for their lives as alarms began to sound throughout the Tower. Second Stage Alert. Enemy Combatants in the Tower all Forces to Level 10 alertness. The electronic voice repeated its warnings again, the DeathVipers smashed into a larger office on the west side of the Tower. The sound and shrapnel of ChemProject ammo blasting the wall and the door behind them followed them into the office. All four STO's dove for the floor, turning around and firing at those behind them. The running battle with at least 12 ExoSkeletons had evened out, on 3 were left. Only the DeathVipers quick reaction, bolstered by drugs and luck, and the power of the plasma weapons had saved them. The had wounded or killed at least 17 AvCorp Security and StrikeForce personnel as they had run. Many of the ExoSkeletons from StrikeForces much more experienced then they were. The Plasma shots flew down the corridor, to Hendersons satisfaction screams mixed with small explosions floated down the corridors. Okay lets blow out the window and get outta here. Thomas Ernst knew this mission had gone bad, very bad. He figured unless they could get the window opened in the next 10 seconds, they were dead. Everyone fire at this target! A targeting solution from Hendeson popped up in everyones targ and they blasted the window. The shots all hit the same spot, causing a massive crack which shattered the window. A loud explosion of glass, plastic and wind heralded the Vipers escape. GO! GO! yelled Shari as she leapt out the window into the turbulent air. As the Vipers fell from the tower a modified glider parachute erupted from their armor, allowing them to steer towards an old industrial complex on the outer boundary of the AvCorp HQ EZone. It was 10 KM away, but all the Vipers were projecting sensor ghosts, confusing any defense response. Gliding southwest as fast as they could, even as the EZone defenses went crazy, emplacements and Drones tracking and firing all over the sky. The sensor ghost, jamming, and chameleon systems on the parachutes and the StrikeForces armor made it impossible to find the 4 escaping STO's. AvCorp scrambled combat vehicles a minute later, but the Vipers were gone. Hours later the DeathVipers piled into a single Helo with the name The Invisible and Shari took them out. The Helo's cockpit was silent, filled with tension; this was the worst part of the mission. Shari was flying at most 30 meters off the ground, doing her best to keep the Vehicles, Drones, sensors and emplacements from seeing her Helo. 4 hours later, when they had reached the ocean did she gain any altitude. a few hours after that, Tommy looked at the data they had stolen, then the DeathVipers contacted the CEO of Kiltanni and

told her of their success. ** Sir there were 4 of them, they were using the new plasma weapons from Kiltanni, they ripped through Col. Trashars ExoSkeleton like it was not even there. The trooper giving the report paused to collect himself, he had never briefed a CEO before. They also killed another 15 troops in the tower and 25 or more at the cargo base where they stole the Helo from. From what we can tell they only took some data from Mr. Kiltannis office, sir. Chandler Varsta looked out the window, sighed and turned around Thank You trooper Harris, you are dismissed. The trooper left the room as fast as he could, this was not his scene. Hyri, I was in this room with you 3 months ago when you assured me that your sister would not take any drastic actions, should we try to delay the release of the plasma weapons. Hyri looked at the floor I am sorry sir, I must have miscalculated. I am not sure how, but I Varsta raised his voice to a low yell, it felt like he was screaming to everyone else in the room You were WRONG! YOU OVERESTIMATED YOURSELF AND UNDERESTIMATED HER! Varsta paused reigning in his emotions, And now my friend is dead. Killed by a weapon he had no chance to defend against. Hyri, you are released from AvCorps employ. But Sir, please let me. Hyri whined, as his whole life collapsed around him. Get out! Hyri if I have to repeat myself you will leave in a body bag! Varsta's was speaking in a low growl; it was a threat. Hryi Kiltanni left the room with the air of a dead man; within 15 minutes AvCorp personnel had him at a UN Base with passage booked to London. Hyri's life at AvCorp was over. Gentlemen please have legal get me the documents for declaring war on Kiltanni Corporation. Have them brought up when they are ready. Varsta turned his back to his staff, the 10 people in the room who did his every command without question. Get Pauls wife and kids up here ASAP. I want to tell them how AvCorp plans to take care of them. Varsta had stopped listening to anything they were saying to him, he was remembering how Paul had helped him deal with the death of his whole family so many years ago Sport, what Timmonds did was wrong plain and simple. Killing your whole family is the worst kind of crime and I will do whatever you think we should do. But make no mistake you have a choice to make; let them get away with it or show the world that this sort of behavior won't stand. Varsta nodded to himself. 20 years ago I made sure they knew what would not be tolerated, apparently I have to do it again. The 10 people in the room left to do Varsta's bidding. A bold move Syra, if you had simply not used the plasma weapons behind I might have let it go, but like my family Paul never had a chance and that I will not stand for.

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****
Syra I am holding a Declaration of Corporate War in my hands. You have one choice, give me the StrikeForce and yourself for execution and your corporation lives. Else I submit this document to the UN ESC and your days are numbered. Syra just smiled at the world most powerful corporate executive Chandler his death is on your

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hands, if you and AvCorp had not been so greedy this would not have happened. You forced my hand and people died, thats the world we live in. She sighed I have enough info here to get even you in serious trouble with the ESC. Lets meet and come to a resolution that works for both companies. Varstas image was silent, contemplating her offer; his voice was cold and hard like steel when he replied. You violate my HQ, kill my friend with illegal weapons that he had no chance to defend himself against! You think I am going to go meet with to find an equitable solution, because you have some paperwork. Syra started to speak, but Varsta cut her off No. I think we will take your company apart piece by piece and then take the plasma weapons as well. All your data has been delivered to the ESC last night, we explained how your brother went beyond his authority and has been let go. Your data means nothing! You should have used it when you had the chance Syra grimaced, not because she was surprised, because there was no way out of this now and she knew it. Chandler, please lets come to an agreement and no one has to die. Varstas face betrayed nothing Except Paul. No I think we will simply take you over, my earlier offer is rescinded. Good Day. Syra stared silently at the black screen on her desks built in terminal. Slowly she activated a COM link and spoke Cradic. AvCorp is coming to take us out. Lets make sure we make it tough, maybe we can survive this. FACOM 8625 in the MoaSen Collective States was the first Kiltanni resource to fall. A small production facility for ammo and clips business, Kiltanni had only a floor in the FACOM. The battle between the Kiltanni security and the 2 AvCorp StrikeForces had lasted 15 minutes. All the Kiltanni troops were killed. Logistics control forces were moving in to take ownership of the spaces at last report. The second facility lost was a research facility in the Free Merican Confederation it fell in 25 minutes, even with the use of plasma weapons. 2 weeks and 2 facilities lost, security simply does not have the man power to defend. Syra stopped reading the report, it depressed her. Looking at the two men in her office made her feel better; not 100%, maybe 50% better. Hyri, her traitorous brother, was bound and gagged on the floor. He was awake and aware of his surroundings; and the panic was starting to win. Thomas Ernst stood there waiting for Syra to speak or dismiss him. Back again I see Captain Ernst? And with an offering. You think thats enough for me to let you stay? Ernst had the air of a trapped animal, his tone sounded desperate We can go no where else. No one will hire us, the bounty on us is so high we get attacked getting out of our vehicles. We took your job, now we are well and truly over, so yes I think bringing you your brother should get us something. Syra looked hard at the STO, then slowly shook her head There is nothing I can offer you except a chance to fight AvCorp. Syra paused not wanting to send more preople to their deaths. Ernst saw her pain, knowing there was no other choice for his people. The DeathVipers had already

decided their only way out was to fight their way out. Can you beat an AvCorp StrikeForce now that they have pulled out the all the stops? Ernst nodded; this is what they wanted We could beat them, with Plasma weapons. We want this fight; it is our only way back from this place you put us in. Syra laughed You knew the risks Captain, I take no blame. You want to fight fine. Pick one of our remaining FACOMs and organize the defense. Do your best. Show the world how great you are, but I think we both know the final outcome. Ernst glared at the woman who had destroyed his life I know one thing, we are a great StrikeForce, we will show all the bastards after us what it means to fight a DeathViper. Thomas Ernst spun on his heel, leaving her office for the last time.

****
Half the FACOM was in flames, AvCorp had dropped in 3 StrikeForces and 500 Defense troopers to make sure the DeathVipers did not escape. They had destroyed Strike Force Heavens Gold as they entered the FACOM; the human body just did not react to fusion exhaust well. They had pinned down the second StrikeForce, Dark Force, in a lab below them and Ernst and Henderson were sniping at them and some AvCorp Defense forces who were with them. Shari and Tommy were a level below mopping up StrikeForce Rippers, who had stumbled onto a second trap, who looked for pits filled with molten metal in a FACOM? Shari had made it just for them. Tom, I just lost my scanners! My optics just show black behind us. Ernst nodded Yeah it looks like they got past the fusion jets, it was a matter of time. Time for plan C. Switching to the data net that linked the members of the DeathVipers, Ernst called Shari and Tommy back. He received no reply from either. Shit, I think we lost Shari and Tommy, lets get down there. The 2 armored figures ran down a crumbling stairway to the next level, their optics still showing only black, like the corridor was not there. Using their eyes was not much better. The lighting was so damaged, they could barely see 1 meter ahead. When the raspy voice statrted whispering around them, it sounded of death and dying. Ernst and Henderson both started to feel fear. You bastards like the sound of my voice? You took it and my friends. I am going to kill you for what you did to my friends! Ernst looked at Henderson, shrugged and amplified his voice Fine! Come get us asshole! Neither saw or heard the burned and charred ExoSkeleton step out of the shadows directly in front of them, just a few meters from the bodies of Shari and Tommy. Obviously damaged its left leg dragging, its occupant wounded; its Chameleon system was still working just fine. The gaping holes in the backs and chests of Tommy and Shari a testament to abilities of the Rippers leader. They had never seen this guy coming, paying with their lives. Ernst and Henderson saw the Exo only when it opened fire on them neither had time to react. A Type 5 Gattling gun ripped into Henderson, damage ripping her in half; her screams of horror lost in the noise of the dying FACOM. Ernst managed to raise his plasma weapon as the Exos arm mounted gun fired at him. The clumped armor piercing projectiles

****

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shattered his armor and body in multiple places. Falling to his knees, Ernst knew he was dying; he fired twice. Ernst fell forward living long enough to see the effects of his plasma shots. The ExoSkeletons torso and head took the shots, the imposing armor unable to stop his plasma shots. The large armor stumbled and fell backwards. Ernst started laughing Well thats one more AvCorp Bastard. I got...! Ernst died not seeing the Rippers Exo start to stand up.

****
The Houston police were keeping the civilians away from the Kiltanni Building on City Level 4. AvCorp StrikeForces were swarming the HQ. It was the last refuge, all other Kiltanni assets having fallen in the last five weeks. Kiltanni had mounted a surprising defense in the seven weeks since the war had started. One FACOM in china was basically slagged by all the fighting, but even that had not been enough to stop AvCorp. Ohhh cried the crowd 2 blocks back, a window exploded outwards, a body falling to the ground below. A large Police SWAT vehicle pulled up, 4 men obviously Corporate sector Executives exited the vehicle. That's Varsta! Is it over? The crowds excitement was palpable, the police just pushed the crowds back further. Chandler Varsta walked into the large conference room at the top level of Kiltannis HQ looking the scene. Syra Tacis sat in a chair along with the 5 directors of her board who had not resigned. These folks agreed with her decision to send the DeathViper on their fool hardy mission. Varsta had taken news of the DeathVipers demise with little emotion One down one to go. Syra's brother Hyri lay on the ground, his brains blown all over the back wall. The surprised look on his face showed he did not expect the killing shot. Chandler I killed the traitor. My own brother! Syra looked crazed for moment and then pulled herself together. We are even. A Dear life for a Dear life. Now let us go. You have won Syra tried to pretend that killing her brother had been hard, it had not. Varstas tone as he spoke she knew it had failed. Killing your brother does not change the facts. You killed a man who had no chance to defend himself, then you refused to own up to it. You killed Hyri out of hate and spite! Nothing has changed; you have not sacrificed anything, that is about to change. Varsta turned to the small man on his left. Minister Davies AvCorp officially notifies the ESC of its intent to execute this CEO and her board for crimes against our corporation, which include the Killing of a MAC Col. without any provocation. Have you or the ESC any objections? Varsta said the last word like a threat; he would teach this lesson again. Anyone who tried to stop him would pay. No CEO Varsta no objections from the UN. You may proceed. Varsta nodded to the members of Thors Hammer StrikeForce, they raised their weapons and opened fire. CAN'T DO IT YOURSELF! YOU COWARDLY BASTARD! Syra stood there watching the last of her directors die at Varsta order. She watched as the men and women closest to her died; Cradic took three shots to kill. A proud and noble example thought Syra as he died. Syra finally broke, great wracking sobs shaking her small frame. Now perhaps you understand why this behavior cannot be allowed.

Chandler Varsta said quietly as he drew a Plasma pistol and shot her point blank in the head. Varsta looked on as she screamed and died, her face and skull a melted mess. I always finish what I start Syra. he turned to the other men in the room A tragic situation gentlemen, Minister AvCorp claims all the tech owned by Kiltanni at this time, including the plasma weapons. A terminal began to beep, An ExoSkeleton Clad STO picked up the terminal, reading the text scrolling on it. Sir, I think you should see this. Varsta took the pad from the STO, also reading the scrolling text. His laughter echoed loudly, he should have seen this coming but he had been distracted. His determination to show the world what behavior would be tolerated had made him too single minded. Syra had out maneuvered him in the end, it was laughable. Fine Syra you won the battle, but lost the war. I am a patient man I can wait a few years. Handing the terminal pad to the UN representative Varsta left the room chuckling. The Minister looked down at the text. This document is a contract that sells all Plasma weapon technology to Wanmer Tech Clearing Inc. All Patents and right transfer to Wanmers from Kiltanni for the sum of 1 Earth Credit. Further this document denys Wanmers the right to sell to AvCorp any plasma technology for the 10 year duration of the patents. Should Wanmers violate this agreement all rights shall revert to the Tech Guild. Signed this day 175 CEO of Kiltanni and CEO of Wanmers. The UN Minister shook his head and said aloud Was all this necessary? So much damage and loss for a technology that no one will get for at least 3 years. In his ear a voice replied Yes it was. We needed to see what Varsta would do, now we know. Varsta will have to be watched closer by the planning groups. He has too much power and wealth, he directly effects the direction of the Planning groups and our Systems ultimate goal. The Minister sighed, walking away from the conference room, wondering how it was that Shakespeares Hamlet was so applicable even in these advanced times.

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Data Root/0
Commerce in 2136 Economic Zone Layout  The Society of the System Defense Zone Ratings: A History City Level Societies Other social influences in 2136 AI Growth of a Sub race 178 178 181 181 183 186 191

Paper monies and other hard currencies disappeared during the Russian darkness. The Cartin Consortium created a computerized transfers system to track transactions between its members. The system evolved into a virtual network of accounts for every entity in the planet to track their worth. The system uses palm or retinal scan security combined with an 8 character code to access their account, making it a very secure system (EF 500+). The 8 digit code consists of a 2 digit alpha (612 possible)- 3 digit numeric(1000 possible)- 3 digit Symbol (800 symbols) and is in excess of 512 trillion codes. To break the combination of the biometric and code data before a monitoring AI detects the attempt would be impossible. Security is further increased as all transaction information is processed and stored in Root7 of the UNIWeb and are AI checked at random nanoseconds for irregularities. ECD Terminals are everywhere, City and Sublevel streets, in places of business, gangs even have portable terminals making it easy to do business transactions anywhere at any time.

Commerce in 2136 Earth Credits

standard of payment in Shanty Towns and SubLevels. Each Dinar is worth 10 credits and the exchange rates are strictly controlled by the Black Markets. Dinars are accepted by the Black markets, most gangs, the Shanty Towns and in the sublevels. City level Businesses, most Corporations and Government officials will not accept them at all. Some merchants in City Levels 7 or 8 or unscrupulous government officials might accept them if nothing else is available.

Economic Zone Layout


During the secret war the need to protect the newly built productions centers of the Cartin Consortium lead to the creation of EZones. Large areas were cordoned off around the world, hundreds of abandoned cities like Chicago, Brussels, Brazillia, and Kiev were demolished for raw materials. Huge defense areas were created around the factories as they were built. These factories and transport centers expanded as production and material demand increased because of the Secret War. Semi permanent camps sprang up to house displaced civilians on the edges of these EZones. As time moved forwards these camps became the new cities. The new global economy, developed on the model used during the Secret War, depended on the EZones and teh cheap laboir from the cities. The gap between poor and rich became a gulf. The EZones became the greatest asset a Corporation could have, a symbol of their power. Attacks on the EZones to damage or destroy enemy defenses and economic targets in an EZone started immediately. The global economy sputtered to a halt, shattered by these attacks. Repairs took years leaving Corps and the civilian populations without critical production facilities and goods. In the 2050s the System took control, giving Nations control of the EZones in their borders. The goal of EZone attacks changed. Attacks, with or without vehicle forces, were now to disable a sectors defenses and show the weakness of the host Nation or Corp. attacking economic assets like FACOMs fell out of favor. The new attack strategy was to discredit the Corp or National owner by destroying defenses and infrastructure. Defenses became more dispersed; spread out EZone sensors, defending troops, and emplacements are now more effective at preventing attacks. Zone outposts and Forts must be disabled or destroyed to degrade the autonomous sensors and emplacements; the heart of the EZones offensive power. The EZone of 2136 is a comprehensive zone of layered defenses, using both human and automation. In an Economic sense the FACOMs and DISCENs and even the shanty towns are the key to any EZone and a Nations power base, destroying one is a good way to effect the owners power.

Go where The Money is, Right?


The StrikeForce Lost Daemons tried to rob a Corporate VP of some cash they believed they were owed. They had the VPs hand and his code, only took them 4 hours to get that much. After placing the hand on the scanner and entering the code things went wrong. A monitor program in root6 detected multiple variations in the hands blood flow from previous scans and the transaction was kicked to a monitoring AI who used city security to send police to get the StrikeForce. The Lost Daemons escaped during transport and are believed to be independent pirates at this time. Stealing from the ECD is not a good idea, ever. ECD Value The value of the ECD is controlled by the UN. Price controls and other Planning Group actions limits the growth of financial markets and the ECD value. The ECD is worth about 1000 United States dollars, prior to the conflict. Average salaries for lower and middle class workers is 3000 - 10,000 credits for a 6 month stint in an EZone. Upper middle and entry level corporate executives make from 15,000 to 30,000 a year. Upper level executive makes in excess of 75,000 credits a year. StrikeForces and CEOs can make 5 times these values in a few months. These disparities show where the system places value, such control is a major reason the UN keeps such tight control on the economies of the world. The Gold Standard Driven by the Black Markets a second semi legal tender has surfaced, called the Dinar. This .5 ounce solid gold coin (Enc .1)started in the Black Markets and quickly became

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Major Structures - Production


FACOMs These huge facilities are the backbones of the global economy. The UN discourages direct attacks against FACOMs

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paying very high bonuses; even though FACOMs can take immense damage. While FACOMs usually have minimal external defenses and strong internal defenses. FACOMs tend to be a minimum of a Level 4 Internal defense Zone or as high as Level 10. Usually multiple corporations share FACOM security assets, especially in the research labs which may have a higher IDZ level than the rest of the FACOM. FACOMs are divided into three sections, each with 5 to 10 levels. The lowest section is used for Mining , Fishing, Drilling, and Foundry operations. The security sections and access elevators allowing entry into the FACOM are in this section as well. These areas are dirty, covered in soot, and generally lightly populated. The production section is used to produce goods and the processing of raw materials. This densely populated area, has workers on assembly lines, both VSIC and Nanonic, Drug baths, DNA processing vats, and other types of manufacturing areas. The 24 hour day is divided into 4 8 hour assembly shifts. Similar product from multiple Corps can be assembled together, based on the master schedules. Main offices and Security barracks are also in this sector. The the research areas are generally at the top of the FACOM. These areas are usually on their own security integrated with normal FACOM security. Unlike the rest of the dirty and loud Sections, the Research area is clean and fairly quiet. FACOMs are full of opposition to challenge and even attack the characters if they are doing something they shouldnt. DISCENs After a product is built or raw materials are processed they are shipped from the FACOMs to the Distribution Centers (DISCENS) scattered throughout the EZone. Transport is done either through armed convoy on the roads or on the Cargo monorail. These large warehouses store multiple products from many FACOMs in the EZone. Divided into sectors, the lowest sector holds the raw materials and minerals for shipment. The second sector holds finished goods, and is usually the largest square footage. The third sector is specialty shipments; better guarded and the smallest square footage. All sectors are linked with a cargo elevator system of 3 -10 platforms allowing movement of any sector product to the Large Scale Cargo Platforms. These platforms are used to load Cargo Blimps, Gravelectric Cargo Ships, Sea Lords Container Ships of many types of cargo. Personnel cargo pickup is done in the landing bays. Security is usually rather lax in the Human controlled areas, while Droids are used to patrol the higher security cargo areas. Shanty Towns As the System came into force most peoples lives got better. A small percentage of civilian, combat, and Corp. sector people found little happiness in the System. Their lives were either destroyed or so fundamentally changed that they chose to leave the system. These people were classified the Disaffected Sector; they were first factored into the plan in 2056 after the first

Shanty Town was founded. Shanty Towns are settlements based on the type 3 maze Arcology; the layout is generally centered around an Economic Center. The center has numerous buildings focused on trade and other economic activity. Government buildings which run the town surround the town. Larger Shanty Towns may have several Economic Squares. All Shanty Towns are self sufficient, having farmers, power generation, and even police functions. Most bars are Everyday, rarely will you find an Upscale bar, but cesspools are also very common. Shanty towns are focused on trade and commerce. The governments of these Shanty Towns make deals with EZones and governments to get the tech and resources they require to build and grow their towns. The UN will NOT help or defend Shanty towns in any way. Recently attacking or destroying a Shanty town is considered helping the System. Since the people living in Shanty Towns have abandoned the system the Planning Groups hope that this will bring them back to the System and the Civilian sector.

Layout and Major Structures Defenses


Defense Outposts Used by the defense zones as outer range sensor farms, these outposts are large multi room buildings with 5-15 defense zone guards and Droids. Used for smaller short range defense, they are used to investigate any incursions in their sector of the zone. They usually have 3-4 sparse rooms including a kitchen and bunks. The troops are fairly well trained and in focused. Troops are based here for months at a time, but a good effort can lead to transfers; so they tend to work fairly hard. Zone Control Forts The heart of the Economic Zone or EZone, these massive buildings are usually a Pyramid shape with a hollow center and no point, though other designs are used. Originally Zone Control Forts were a bristling weapons platform, like a land bound battleship, with attack vehicles to enhance their defense responses . The ZCF has evolved since their introduction in 2098. Originally designed to be the center piece target of all the attackers; the ZCFs of today work with other defense systems giving layered coverage to their sectors of the EZone. Imposing 8 Floor oversized building have room inside for 100s of Guards, Droids, Drones, and Defense Vehicles. The main assets of a Fort is the sensor and computer systems that integrate all the Emplacements, Droid, Drones, and human forces of the EZone. The force rating of the ZCF defines the size and quality of its sensors and other systems. A Force 1- 4 ZCF is about 1 square KM at its base, rising up about 80 meters. Level 5-8 are 2 square KM at the base and rise up 100 meters. Levels 9 and 10 are rare, huge city like complexes with a base of at least 3 square KM and rising 150 to 200 meters in the air. Characters who choose to enter a ZCF will be in the

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heart of a powerful military machine, usually well commanded and deadly in their use of force. Should a character be caught in a Fort, the full resources of the EZone will be used to capture or kill the intruder. Successfully sabotaging a Fort is worth big money. UN Bases In every EZone there are at least 2 UN Bases. These are a collection of 4-6 permanent buildings that surround a landing field. Most bases can house 100 - 200 vehicles at any one time. All UN bases are considered neutral ground, no EZone Forces can enter or attack on a UN Base. Should such an attack occur the Nation controlling the attacking forces would be harshly penalized by the UN and MAC. The UN Base has defenses, usually supplemented by MAC troops using vehicles and the UN will also press into service any StrikeForces on the base at the moment. The UN Base has a full collection of services. All branches of the UN have offices at every base, MAC, IJC, ESC (Planning) and SC. In addition there is always a Tech Guild presence for design and repair. The Mastrin Underwriters also have a representative for mission and salvage payments. Quarters are available for up to 500 StrikeForce members and each base usually has one Upscale and one Cesspool bar. (Everyday bars tend to fail as the clientele changes to often). The UN base is a great stepping off point. It is also a great place to hide, but EZone forces have waited for a targeted StrikeForce to try and escape.

non existent. A 10 indicates the strongest Zone money can buy. The stronger the Defense Zone the higher the bonus pay to enter it.

The UN believes the future is one of conflict and struggle. To keep major populations centralized and defendable, the UN and the Tech Guild have designed massive multi level Arcologies. These technological marvels, from their extensive defensive grids, self sufficient power grids, and centralized transport systems connecting all levels.

The Society of the System The Cities

Defense Zone Ratings: A History


In 2108 the AvCorp Corporate War against Timmonds Fuel revealed that the System was failing to train advanced infantry concepts; the Combat sector was geared towards vehicle combat. The advanced automated defense of Timmonds Fuels HQ were so good, that AvCorp StrikeForces had to fight through the defenses, rather than disable them. This method caused horrific casualties and the loss of 3 of AvCorps best StrikeForces. Chandler Varsta immediately went to the planning commissions and demanded a plan to improve the effectiveness of StrikeForces against such Fortress Buildings. The planning groups did audits of every Automated defense system they could find. The research took years and the development of the Field and Psi Techs further slowed down their work. In 2128 the UN ESC implemented the sweeping changes the planning groups recommended. The changes defined the scope of defense zone rating system. Using the same rating system as the Economic Zones, they quantified and regulated the use of droids, anti personnel emplacements and sensors in an IDZ. The refinements took almost 3 more years and in 2131 the current system was locked down. They are like no cities humanity has ever created before. The Nations, whose power is kept under the foot of the UN and the Corps, seem to have little to brag about. The splendor of their cities has become the one direct reflection on their power in the world. The UN and Tech Guild have tried to mandate city designs, The Nations fight these restrictions to show their independence. The result has been that Nations tend to follow the broad designs of the Tech Guild, while still creating cities reflecting their differing social styles and values. There are 3 major Arcology designs in used today, with the Nations controlling administration, layout, and security in their cities.

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Transport in an EZone

All economic entities in an EZone are linked via a cargo rated monorail and a combat oriented roadway system. This heavy duty transport system connects all FACOMs, ZCFs, DISCENS, and even Shanty Towns. They are the arteries that keep the EZone working and producing. Monorail links are defended by the ZCFs very seriously; keeping the monorails and roads open are a key job of the Zone Defense Forces.

Internal Defense Zones

Internal Defense Zones are used to rate the defenses inside of a building from infiltration and attack. An IDZ consists of a command structure, network, security officers, Droids, automated sensors and emplacements. The IDZ is designed to either destroy or capture intruders. The better the command structure and the connecting sensor and communications network, the better the Droids, human defenders and other opposition that can be thrown at intruders.

UN Defense Zones Ratings

Defense Zones, Economic and Internal, are rated by the UN PG and MAC. Zones are compared, the Zone being evaluated is matched up against other zones that have already been rated. Based on the defense systems and the quality of the controlling troops a Zone rating between 1 -10 is derived. 1 means that defense is either weak or

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StrikeForce: 2136
Military Advancement Command Unit Analysis
Overview

A strange grouping of ultra violent and over thinking STOs the Immortals had a strong effect on the UN Plan. Their exploits against a rogue AvCorp VP, who was trying to create a sub sector economy that he controlled. The immortals stopped the attempt in its tracks. This StrikeForce and its inventive use of Violence and technology is legendary. Their employer, Tyrex, was raised considerably in the world stage because of this StrikeForces exploits.
Opera tions of Note:

Chicago Sub level defense of a Black Market; Destruction of invading StrikeForce into the City of Chicago; Defense of Tyrex HQ from MoaSen troops
Comba t Analysis

The Immortals are an all STO StrikeForce with old style traditions. They believe strongly in the use of violence to complete their missions. Their use of violence is always well thought out and extremely effective and usually backed up by interesting and innovative uses of technology. The immortals were one of the first strike forces to have a Cybernetic Companion trained as a medic. STOs such as Elroy Goering bring a new dimension to the word weapons master and Calvin Thanatos has a mind that seems to work in 4 dimensions. These talents combine to give the Immortals a combat punch that will leave the strongest opponents reeling or dead.
Skill Analysis

The Immortals all had one major function besides combat, from electronics to medical, these folks all knew their main job was to beat the enemy with every skill they had. Aware that newer StrikeForces were beginning to expand with FieldTechs and PsiTechs, the Immortals always took the time to expand their technology base to be better and more innovative that their opponents. It speaks volumes that this StrikeForce was able to convince Chicago AI control that they could be trusted to enter the city with vehicles and stop an Moa Sen assault force from taking the city. Their skill set was more than enough for any problem.
Equipment Analysis Personnel Analysis

STO

STO -- Calvin Thanatos

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Calvin Thanatos

A dedicated STO Thantos knows was the most diverse skill wise in the StrikeForce. He took his job as the Electronics and Computer lead very seriously. He also took the time to keep the group grounded, focused and together on some of their most challenging missions.

Primary Systems:
ExoSensor Arrays, Exo T argeting System, ExoPla ting, Steal th System, Exo Chameleon System, Cybernetic Companion Chester

Weapons
1 arm mounted BBM 2000 ChemProject

STO

Zontar was the strong, silent, and deadly type, a master with his hands and also quite good at conning his way through a situation, Zontar was a go to guy for the Immortals. Many times when the mission seemed lost, Zontar would make that one in a million move to save the day and the mission.

STO -- Zontar Rasputin

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Zontar Rasputin

Primary Systems:
ExoSensor Arrays, Exo T argeting System, Steal th System, Exo Chameleon System, Ammo System, AI Czar

Weapons
2 arm mounted BBM 2000 Chemproject Kronus Steel Ka t ana with iridium edge

STO -- Elroy Goering

STO

Known for his rash violent streak this half Diaxtron lived up to his violent heritage again and again. He was always prepared for the worst and one of the most effective fighter of his time. His marksmanship was legendary.

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Elroy Goering

Primary Systems:
ExoSensor Arrays, Exo T argeting System, ExoPla ting, Steal th System, Exo Chameleon System, Ammo System

Weapons
2 arm mounted BBM 2000 ChemProject Shoulder mounted 25mm Missile launcher and port able grenade launcher

STO - Fantana Dover

An out of the box thinker Fanata knew when to fight and when to use her considerable stealth skill to the best advantage for the group. Many a time her ability to disappear at the right time made all the difference in a missions outcome.

STO

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Fantana Dover

Primary Systems:
ExoSensor Arrays, Exo T argeting System, Steal th System, Exo Chameleon System,

Weapons
1 arm mounted Plasma gun

STO - Andy Gartrell

A dedicated Jet Pilot Gartrell was known for his crazy maneuvers and even crazier attacks. Reputed to have blown 4 helos out of the sky in one attack, while inside Chicagos reactive dome. Gartrell helped cement the Immortals reputation for getting the job done.

STO

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Andy GaRtrell

Primary Systems:
ExoSensor Arrays, Exo T argeting System, Steal th System, Exo Chameleon System, AI Blaster

Weapons
1 arm mounted BBM 2000 ChemProject

Access Granted

Type 8 Test Arcology

Domed Cities (Arcology Type 13)

Domed Cities, which include London, Paris, Berlin, Chicago, Vancouver, Tokyo, Beijing, are monuments to the abilities of the System. Each Arcology type 13 has 16 habitable levels. All have monorail transport and elevator links joining the various levels of the city. Each Domed City or Type 13 Arcology is divided into 8 main city levels. This is done for administrative reasons and as a visible method of social stratification In these Arcology cities the nicer levels are higher up in the city, with level 1 being the highest, richest, and most exclusive level. The opulence of the Upper levels reinforces the attitude of superiority the residents have. Ranging from CEOs of companies, upper level executives, UN officials and support staff who support their work. The mid tier levels hold small business, migratory workers, traders, mid level executives, small Corp CEOs and other support positions who fuel the global economy. Highly technical work product, consumer goods and services are sold here. The remainder of the Arcologies population consists of hard laborers and menial employees with minimum education. These people work the mines, production lines, and furnaces powering the FACOMs and the worlds economy. Many of this lower caste live in the lowest of the city levels, deep in the bowels, above and below the generators and maintenance levels that keep these cities functioning. The deepest and most notorious area of the cities are the sublevels. Far below the city levels, deep underground, these dirty, crime infested areas have minimal police protection. These wide open areas house giant columns which support the upper city. These columns have been adapted, now providing housing for the population of the sub levels. The disenfranchised of the system, from free thinkers to violent gangs, and the lost of the Phoenix Society reside here eking out a living as best they can. The Sub levels also house the black markets, smugglers, and organized

criminals. Many contract workers and mid come to the sublevels for entertainment, few live here though. Skyscraper Buildings may span multiple levels in these cities and the city level where the building ends shows the amount of power its residents have. A Sky Scraper may start at level eight, but end at level one. Such a massive building, spawning levels and social spheres would have many different Corporations all with different access to resources and power. When describing the City Levels think levels of clean. Level 8 is clean, but the details are missed, some areas are even dingy. While an Arcology level 1 gleams, a blinding monument to humanities technological growth. Police response in any of these levels is usually fast, figure 20 seconds x level (so a level 5 response is usually 100 seconds or 3 turns + 2 phases). The Police are very protective of city civilians and they will use whatever force is necessary to end any threats to civilians. Security in city level buildings is generally based on the status of the Corp. or organization who controls it. A City Level 7 building will usually have an Internal Defense Zone of at least a 1 but no more powerful than a 2.

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Arcology Defenses

Type 13 Arcologies are not enclosed within a physical dome. Instead these cities are protected by a large-scale reactive electrical armor system. Four large generator arches use the cities central spire to focus the system which looks as elegant as it is deadly. The system generates an electrical shield with the power to stop any man sized, or larger, target within 2 KM that is not cleared to be around the city. The blast of energy from these defenses will destroy most targets in 1 or 2 hits. Vehicles can be cleared to enter the city dome, however this is extremely rare.

City Level Societies Upper Level Society

The social status of those who live in the upper levels of an Arcology are considered the upper upper to middle upper classes. Usually city levels 1-3 are the domain of the ultra wealthy and powerful. These folks are the head of the System; all whom believe or support the system completely. A person who is fighting the System in these levels are either very clever, has a needed skill, or is stuck in a dead end job and been overlooked. The people of these upper levels show respect to StrikeForce members by ignoring them. Citizens of a city level 1 will not even acknowledge the presence of a StrikeForce. Should a StrikeForce member speak to them, a subordinate will attempt to run interference. Most executive types wear Corporate Glove Suits, no weapons, but lots of defensive strands.

Mid Level Society

City levels 4 - 6 houses people in the lower upper and upper middle social classes. People at these levels are the

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minions of the upper levels. They work as executives for the many Corps, Nations, and Guilds and dream of they day they will reach the upper levels. People fighting the System are more common, usually older folk who were passed over or missed their chance to ascend to the higher levels. Folks here give StrikeForces a wide berth, but will help if they can find a way to turn it to their advantage. Everything at these levels is just a tad less clean and advanced when compared to the upper levels, and those who live here know it. The people at these levels tend to shy from visible armor of any type, a sign of their comfort and belief in the System.

The level usually has 4 vehicle entrances A StrikeForces STO can store their vehicles here for a few hundred credits while visiting a Domed City. There are also free 2 person billets for StrikeForces to stay if they dont want to sleep in city. The security on the vehicles is quite high (EF 300+), The billets have minimal security. The size and staff of this level shows the Systems dedication to the Combat sector. Level 10 is dedicated to the AI and Computer systems that run the City. From Large Scale Hardware Frames to algorithm chips multiple systems are in place to protect and operate the 1000s of automated systems in a Domed City. Levels 11 and 12 are underground and dedicated to the more Mechanical functions of the Arcology; sewage treatment, recycling, and Gravelectric power generation. These ares are as secure as any location on the planet and have at least a IDZ of 8 or above.

Lower Level Society

City levels 7 and 8 house most of the middle and some lower class populations. Either demoted from the mid levels, or low level workers who never made it, many of these workers travel for months at a time to Economic Zones. There they manage or work in FACOMs for Corporations or Nations. Fighters are even more common here, as are disgruntled workers for any local corporation. Talk of unions and taking back ones quality of life are not unheard of here; but the constant travel of the population makes it impossible to sustain such organizations. This population wears armor, like a badge of their wealth and power. They will help a StrikeForce when it suits them or enough money is offered.

Civilians in these levels are workers for the city, are paid well, and take their jobs seriously. Most Police forces tend to reward good conduct and work here with promotions and better jobs up top, which tends to offset any morale problems. No one, but Police and dedicated service personnel are allowed into or live in the Services levels. Sub Levels Directly below the main city and the City Services sections are the sublevels. All Arcologies are built on top of 4 Sublevels; Sublevel 1 is the best maintained, while Sub Level 4 houses the dregs of society. These Sub levels provide no direct access to the outside world, they use fluorescent sun (UV) lights provide natural lighting for the limited populations here. Sub Levels have a 15m Ceiling to floor height. Filled with massive city support Pylons, usually 100m x 10m x15m in size and made of a super dense synthetic material. These pylons support the upper city. Over the years, as people drifted down into the Sub Levels escaping the influence of the system, these pylons were modified by authorized construction firms. These firms have created a booming industry. They build apartments, shops, hotels, and bars into the outer casings of the massive pylons. These subdivided pylons still support the upper levels; the construction is limited to the outer edges of the pylons dense material. The walls inside on such constructed areas are at least

City Services Society

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City Services levels

All cities in 2136 have 4 levels dedicated to city services and processes, including Sewage delivery, recycling, power generation, Artificial Intelligence City Control, and StrikeForce storage and billets. Security in all of these levels is extremely high. Each level has dedicated Police and SWAT teams on patrol as well as a Level 10 Internal Defense Zone complete with the best Droids and Sensors a Nation can afford. Level 9 is the StrikeForce billet area and vehicle storage.

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4m thick (attempting to blast one is ridiculous; each wall has at least 5,000 Structure Points (SP), some have more). Sub Level buildings make perfect hide outs and last stand areas. Sub Levels are laid out in concentric circles with physical lighting marking the boundaries of each sector. In the center is the Central Elevator core which leads to the upper levels and houses the main electronics shaft for the Sub Levels. Each Zone is divided into 4 sub zones. Sub Level locations are listed by its zone and sub-zone. The higher the sub-zone the farther from the center. So Zone 2 sub zone 4 would be in the upper right farthest from the elevators. Locations are further refined by column and building numbers. This coordinate system makes it easy to find a location in the Sub Levels. The overall appearance of a Sub Level is that of a filthy area covered in paper, damaged equipment, and even dead bodies. The deeper/farther out in the Sub Level the more of each players will find. City services are lacking here, most of the denizens are squatters of one sort or another. Poverty and crime are rampant on all the Sublevels, just the level of violence differs. Most Nations have the will, but not the resources, to fix the many social and economic issues in these levels. The UN and the Corps just do not want to invest in fixing these areas. Even the police avoid the areas unless there is a major fire fight or enough residents call in (a cause of long police response times). Even those who have legal documents allowing them to be in the sub areas only have such documents so they can call police without a hassle. The SubLevels are not for the faint of heart, one act of weakness can get you killed here.

here. Even for the workers who are just there drinking, Sublevels 1 and 2 are dangerous for anyone not paying attention. Sub Levels 3 and 4 The words vile and cesspool best describe these areas. There may be pockets of good folks trying to make a living here, but few survive for more than a few months. Many of the outer pylon areas have been built out by construction companies trying to make business, with few customers. Much of the real estate is empty or used by gangs, organized crime, or System entities doing work they want kept secret. The bars and other entertainment venues do very well, as long as the entertainment is vile and sick enough for the patrons. There are even rumors of gang hunts of upper level civilians who might have missed a payment or two. Only the most desperate or tragic from the upper levels visit these areas. StrikeForces here are respected as long as they show strength, at the first hint of weakness the attacks begin. Sub Levels have one redeeming fact for a StrikeForce; they pay well and dont ask questions when it comes to salvage. Maze City (Arcology Type 3) The first attempt to create Arcology type cities the Tech Guild used pre-Conflict maze city designs as a base; with plans to build upwards as populations grew. The wars over EZone ownership stopped this dream, these Arcologies were built too close to the war areas. So the Tech Guild moved on to other places and these cities were left to grow as they would. Designed using planning phases to control their growth, maze cities have developed differently than the Tech Guild intended. Certain sectors grow and prosper while other languish with insufficient social and city services. Public transport, from moving walkways to monorails, is available in sectors going to the many central hubs throughout the cities many sectors. The Police in maze cities tend to be less effective because of the large amount of territory they must cover. The AI LSHF that manage the city are never as well connected in the poorer zones, even as many private companies try to make up the gaps. The police tend to focus on the better sections, so in all sublevel type sectors double response times listed for an Arcology and time in normal and upscale zones. Major Differences from an Arcology Type 13 While the Maze cities are well defended, they lack the reactive shield and layered EZone defenses around these cities is certainly less extensive than Arcologies. The people are more open and sectors tend to blur at the borders, so more social classes mix. This can lead to either a more relaxed social relations or extreme tension along class lines. The poorer sectors are home to some of the best deals and shadiest dealers in the world. The Black Markets and International Smugglers guilds do not have large installations here, rather they use local independent dealers. Police here are more involved with the community

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Sub Level Society

The Sublevels are full of gangs and other criminals; some violent, some slick, all out to profit at some others expense. Even the children are taught at an early age to live this lifestyle of crime and graft. However at every level there are good folk trying to create something better, if the evil around them does not get them first. Sub Levels 1 and 2 The people in these Subs are the low class. Many here are simply good folk trying to find a way to make a decent living. Those good folk tend to band together and work to keep the bad folk away. The remainder are either organized crime, petty criminals, violent gangs, or workers spending their cash. The criminals, organized or not, are out to take whatever they can from the good folk. Their methods are usually brutal and violent. Those workers who come to these levels are usually in the sublevels spending their earnings from their last 6 months at the FACOM or other EZone job. Many folks who live here are indifferent to the system, the visitors tend to be supporters. The people, criminals and good folk alike, give StrikeForce members great respect. The criminals are still happy to try and get one over on anyone they can, even a SF member. People tend to wear armor, anything they can get their hands on, down

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and even may buck the system to do what they think is the right thing to do. Government is also very community focused, however the poorer sectors do tend to get ignored unless the sector itself raises hell. On the whole, the Maze City is much poorer and less organized than an Arcology Level 13. On the plus side the Maze cities have almost a shanty town like economy, very few government controls and an population that tends to be more involved with the city and its upkeep. Maze City Services City services are dispersed between the many city hubs in each of the cities zones. Each zone has its own landing field as well as power, sewage, and other vital services, independent of other Zones.

outlets on multiple Platforms, a Large Corporate presence on many platforms. Over all the Platform Cities seem to be the best layout from a social economic perspective, however their fragile designs makes their defensibility questionable, even with a large EZone to defend them. The Tech Guild has refused to help build anymore of this design and the UN and the TECH guild have much to say to. Platform City Services Like maze cities, services are dispersed between the many city hubs on the various platforms. Each zone has its own landing field as well as power, sewage, and other vital services, independent of other Zones.

Platform City (Arcology Type 9)

Other social influences in 2136 The Role of Religion

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Platform cities are a failed Arcology design that smaller nations will not give up on. Existing platform cities are destined to be replaced, the design is simply too unstable to last. The original design was built to grow a city like a tree. A Center trunk rises hundreds of meters in the air, platforms extend out from the center. These cities were be built in areas where the ground or terrain will not support an Arcology. Brazils capital is a beautiful platform city in the trees of the regrown rain forest. The Vatican continues to expand the platform city that rises up over St. Peters square. The platforms are placed at pre planned positions along the center trunk, some at ground level some hundreds of meters in the air. Each platform is considered a zone of its own, where city services and police response are directed from a central hub on the platform. This hub is linked into the center trunk. Transportation links between platforms are excellent regardless of the zone type. Even the poor platforms are critical to the function and support of the whole city, so services and infrastructure tend to be good on all platforms. The Police in platform cities tend to be the most effective as they can pull resources from other platforms as needed. The Platforms themselves are laid out like maze cities. However, the majority of buildings are built at the same time as the platform. Though the platforms can expand and new buildings are built, the planning in these cities is meticulous to make sure they use of all the platform space. Expansion of a platform is very costly, so it is always over planned. The cities defenses rival those of the Arcologies and their protective EZones are usually well defended. Major Differences from an Arcology Platform Cities are an interesting mix of Arcology social policy and maze city economics. The very nature of the platforms stratifies the social and economic classes. Yet the maze city like qualities of the individual platforms seems to attract denizens from all social classes. U.N. Planning group scholars think this may be due to the fact that each platform is so critical to the survival of the city, that even the poorer sectors are in relatively good shape and can attract business from all over. This Economic equality allows for many thriving small businesses, smaller Black market

There are many major religions in 2136. The churches each use their StrikeForces to do good deeds and protect the civilians of the world using the UN, and by extension the System, to increase their power. The major churches of 2136 include the United Catholic Church, The Pan Catholic Church, The True Islamics, Judislam, and the Moa Sen. The United Catholic Church was a reunification of the surviving factions of Christianity. The Churches goals are to control and influence as much of humanity as they can, to save them. The Pan Catholics refused to even meet with the Catholics after the Secret War ended. Their power base is in the Latin Ameracan spheres and they dominate the Empire of the Aztecs. The Pan Catholics want the same thing the Catholics want, but they despise the Catholics as heretics and a false religion. The True Islamics are descended from the Taliban of Afghanistan. Driven to power by the Paulson Units during the Secret War, the True Islamics are fundamentalists to the core. Controlled by a Supreme Imam who kept in power by the various warlords who control the real power in the Afganistani Empire. The True Islamics attack anyone who is not a believer in their brand of Islam; they plan to eliminate anyone who is not a believer. The warlords are in no rush to push the Imams holy war at this time. The united religion of Juda-Islam was created in the Secret War, soon after the limited destruction of Israel and the Palestinian territories. The political joining of the two peoples came a better understanding of both peoples, leading to a merging of both religions. In truth Juda-Islam has no real goals other then the betterment of humanity and the various societies. The Planning Groups watch this religion with much suspicion, its motives do not fit into the Planning groups equations. The MoaSen are the last of the Paulson inspired religions. A joining of a Peaceful Buddhist sect and a refugee movement driven to violence. The MoaSen are the most abhorrent religion on earth. They believe theirs is the only true path to enlightenment. The

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Every church claims a moral duty to change human society into something that matches their particular brand of scriptures. Understand the churches are not bad; they provide great comfort in areas like shanty towns or poorer Nation where the GPPI has not been the boon it has been to others. When they are helping, the churches all rise above any expectation the System could ever have. The issue is they fight as much as they help. Crusades, small scale wars in the name of God, happen often. Churches send StrikeForce out to do a good deed and also make sure the opposition churches fail to get any credit. Yes, religion in 2136 is an opiate for the people, and a very bad hangover for those who run and maintain the system.

religion blends perverted Buddhist philosophies with combat training. Unlike the True Islamics the MoaSen consider any non MoaSen person a threat to be converted or killed now, and each MoaSen is on a crusade to convert or save (kill) the world. The UN and the Planning Groups have to work overtime to contain the unreasoning actions of the MoaSen and their church dominated society.

leagues, many localities play sports of their own design or choosing, the interest is always high and many a fight will brake out over which team one supports. Gambling, that most profitable sin, never took a vacation. Since the middle of the Secret War the Black Markets and the various banking alliances have worked together to make sure gambling was controlled and available for those who wanted it. After the Secret War, banking alliances grew and so did their control of the various local gambling markets. By the 2050s and later the UN was content to allow the banking alliances and the black markets control all gambling, as long as a service fee was paid to the UN. Nations have almost no control over the gambling that occurs. Those Nations that try to change this will see military activity against them increase; everybody owes some bank somewhere. So sports and gambling are big business both at a local and global level, the only folks who really win are the banks and sometimes the fans.

Everyday life

Sports and Gambling in 2136

With the coming of the Russian Darkness global sports died. Local sports with local variations evolved over time. By 2050 the sports of football and Ameracan slam ball both had achieved a world wide following again. Football had its headquarters in the New British Empire, Slam ball was Headquartered in the Monarchy of Finland and the Western Ameracan Confederation. Slam ball is derived from the old Ameracan Empires style football. Football, also called soccer, had world wide popularity prior to the conflict. Football continued to grow in such newer countries as the NBE and the Pan Ameracan League started in the Empire of the Aztecs. Slam Ball is different from its parent game because advanced technology is allowed to be used by certain players. Slam ball was actually started in Finland by the remnants of the Ameracan Army in Europe. The rules were exported back to the North Ameracan continent where it caught on and replaced old fashioned football every where, but the Moa Sen Collective States. The Moa Sen and the Republic of Texas play old style Ameracan football and do not participate in slam ball. The addition of higher tech to slam ball made it an instant hit, forcing regular football to allow glove suites with defensive systems only. In addition to these 2 global

The quality of a persons life in 2136 really is dependent on their class and professions. For the lower and middle classes it is a life of hard work with minimal rewards, but nothing like the upper classes have access too. The upper classes see more wealth and privilege in a week than a lower class worker can dream of in their whole life. Those working for National governments or the UN tend to be more privileged and well off. Then there are the CEOs and the StrikeForces living a life that only could be dreamed of by the civilian side of the System. The reality is the majority of folks could never become CEOs. They have a chance of getting into a StrikeForce, thats the way to a new life. Thats a goal many people from all walks of life might pick, and it is a choice the System encourages.

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The Police

The times of 2136 are violent ones to say the least. The police have a rough job and some very informal rules about such things as street fighting and bar brawls. The attitude of the police is to protect the average citizen from the military walking around. Solution one is to keep the citizens away from the STO and his cohort. The other way is to stop the STO from any violent act that he is in the process of committing. To do this, they are extremely well equipped. All city levels have a Nanonic sensor net built into every surface of every level. The net has a TEF of 85 in the sub levels and a TEF of 150 in the security levels and the upper city levels, adding to anyone who can access it. The entire net is controlled by the AI intelligences that operate the cities. The Police have Analysis Chips in their helmets which links to a Special AI controlled connection (which uses

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AvCorp/ESC Active Wall encoding) The chip allows the Police to have a virtual reality view of up to a 300m area. The AI can also overlay up to 6 different views of any situation to the police. The system gives patrol officers a huge advantage in combat. The System designed it this way to make certain that all cities are firmly in their control and stay that way. The Police are oppressive to those who try to undermine or even seem against the System. Even the police forces have their disaffected members, but they learn to stay very quiet or they end up very dead. Police strategies are based on controlling violence, not making arrests. If a cop can stop a fight without getting out of his vehicle, he will. A cops personal weapon is their own choice and most carry Weapon Type 4s. All police armor is tailored to its wearer and cannot be worn by any one else. In fact many police forces use wipe branding to make certain that no one has a reason to attack an officer. Dirty cops are rare and when found, are given to civilian boards to prosecute, assuming they even make it to trial.

kets across the globe. In the 2050s the UN began the UNIWeb project, a living network to connect humanity across the globe once more. Accessed using a 220 millionchannel wireless broadband communications backbone, the United Nations Information Web (UNIWeb) has over a trillion AI Large Scale Hardware Frames and Terminal devices linked together. It is the largest living repository of data ever created by humanity. Technical Data on the UNIWeb Wireless connections to the UNIWeb rotate bands and frequencies based on a changing random pattern determined by the supporting AI. Devices use embedded transmitters, signal boosters, and satellite connections extending coverage to every square meter on the planet. While frequencies can be jammed, the sheer bandwidth available makes jamming difficult. The UNIWeb sub net design is based on a 25 character alphanumeric hardware scheme that does both name and hardware resolution at the protocol level. This allows multiple systems to have the same Alpha name and still exist on the UNIWeb at the same time. All devices; Terminals, VidChips, and AI have a 25 character Alpha Numeric ID called a NetID. The Net ID is assigned to the devices physical ID when it connects for the first time. The full address is the combination of the Alpha name and the NetID. The UNIWeb backbone adds this Full Address to packets allowing them to be routed to their destination. All packets have the sending users name and Net ID attached as well. Sending an e-mail to Slasher01, without having their netid, means over 1,000,000 Slasher01 names could get the mail. NetIDs are recycled if a device does not connect in a year. Media, News, and the UNIWeb The UNIWeb holds information and enough bandwidth to carry vid and text based media. VidMedia consists of every sort of programming; dramas that recount the life in pre conflict times, old movies from Pre conflict times, new dramas that show the daring life of StrikeForces and evil corporate villains, and a consistent stream of informational and reality vids as well. The UN has also broadcasts specials geared towards education and social adjustment (nothing subliminal just yet). The constant stream of media, whether fantasy or informational, dominates modern society at all levels. The Media today is a constant stream of information, global news has recovered from the Russian Darkness. During the Secret War local news was limited to newspaper and radio. During the Corporate Wars private communication networks came back and with it video and active text news, slanted to the owners point of view. News is again on a 24 hour cycle with local news focused on National governments. The UN has a small presence on local news and they like it that way. All this data is carried around the world on the UNIWeb. Every person has an access device to the UNIWeb and can access any of the thousands streams at any time. The

Crime and Punishment

186

The legal systems in all countries are modeled after their local customs and traditions. The IJC however has broad powers to take control of any case that has international or implication that would effect the UN Plan and its Systems. Most countries have a penal work program where those convicted of minor felonies can work those crimes off in EZones or other city programs. Those convicted of major felonies are usually given the choice to join the defense forces as a lowest level trooper or death. This keeps the defense forces flush with bodies to defend the Nations most precious resource, the EZone.

The UNIWeb

Creation and History The destruction of the Internet, and most electronics, with the EMP Explosion of 2005 (called the Russian darkness), ended interlinking of computers and trading mar-

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UNIWeb is a two way medium, where any one can put up their own videos, text or other data on the public access Root0, for all to see and access. The UNIWeb and the data it stores and streams is available 24x7, always to a hungry audience. Fighting and Rebellion against the System It is important to note that there is no organized resistance to the System, the UN or any of the major corporations. While there is minimal resistance by individuals in the Combat Sector and the Corp Sector. Those resisters in the Corp Sector are not against the System so much as they feel it is mismanaged, its end goals are wrong, they see no value in those goals, or they simply want more power. Combat sector troops are against the System have turned because it let them down in some way and they are in a position to do some hurt back. Regardless of this one fact remains true; no one is really trying to destroy the system. There is no rebellion. Could there be? Sure anything is possible. This is a Role Playing Game. If the characters feel they are the ones to kick off this revolution, they should feel free to try. Remember there is NO help. Perhaps the pirates or a rogue Nation might sign on, but even an indifferent company like JDA, for all their complaints about the system, know what side they are on. The UN might even find a rebellion a curious test of the system. Whatever occurs the UN ESC and MAC would never let it get out of hand. This is what the game is about. If you as a player see armed revolt instead of peaceful actions to cause change; then call up the Sea Lords and see if you can get them to join your characters against the system. As Max said I havent decided if I want to die yet. Perhaps you can make a decision he could not. Remember there is no rebellion, except in the hearts of brave men and women.

It is even possible the IJC would send a StrikeForce against such violators. As long as characters dont drastically overstep these guidelines, they should generally only be investigated a few times. If they go berserk, the IJC can prosecute and take items, fine the player, reduce ranking, etc... 1) Do not overstep your authority. Kill when necessary, and always know how much backing your boss will give you. 2) If not on a mission, and attacked, make sure you can prove your innocence or at least not get caught. 3) Brutal or unnecessary killings tend to attract authorities in multitudes. 4) If, during the course of combat, a civilian is killed expect a direct investigation. So be especially careful whom you kill. Contract Missions These are assigned by the Characters (or StrikeForces) current employer. The missions can range from Infiltration of a base, kidnapping, assassinations, theft, reprogramming a computer, stealing data, or anything else he employer requires. Missions tend to compensate the StrikeForce starting in the mid 20,000 credits per member for a simple mission. Payments as high as the millions of credits for in-depth multi part mission are not unheard of. For those lucky enough to get steady employment from a Corp or other System entity, Contract Missions are the bread and butter of a StrikeForce. These missions give them ample chances for salvage, Subcontracts, and defense zone bonuses. Freelance Jobs Should a StrikeForce take a mission from a non-employer, it is called a Freelance Job. The work can happen inside another mission or be a separate mission entirely. The same rules for missions apply, however some employers require notification when their StrikeForces are on Freelance Jobs. It is entirely possible the employer could pull a contract if a free lance job conflicted with their interests. The players must decide if the risks of the freelance are worth the possible consequences. Sub-Contracts Sub-Contracts are governed by the Mastrin Underwriters Guild, the same entity that insures vehicle combat. Mastrin guarantees the payment and commendation recognition for ANY type of Sub-Contract. This guarantee is made possible because the alliance has the backing of AvCorp and the UN ESC. Any entity or person, even ones considered illegal (like the Black Markets or the Air and Sea Pirates) can SubContract a player to provide a service. A Sub Contracts goals are usually related to the current contract or freelance mission. The player may be asked to do simple things like show the subcontracting entity a piece of technology before they show it to the Mission Contractor, or kill the target of a kidnap mission so they dont talk, but blow the mission. There are 4 types of Sub-Contract.

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Missions and other Contracts

Mission Types The primary job of StrikeForce is to complete missions. Whether the mission is to kidnap a scientist or save a CEO, the mission is usually the start of a story. There are many different types of missions that StrikeForces can be hired to complete. Various mission types include: Contract missions, Freelance jobs, Sub Contracts, or Government Assignments. Compensation is based on the risks and the opposition you must overcome to complete the job. The mission is your source of income. The more SubContracts or Free lance jobs you can find while on a contract mission, the more money you can make to pay for those upgrades and repairs. There is one thing a StrikeForce learns quickly, you can never have enough credit on hand. While on a mission, the Characters can get away with almost anything, provided they follow the Guidelines the IJC has setup. The IJC has worked hard to make all StrikeForce personnel aware of the guidelines for behavior when on a mission or just sipping a beer when a fight starts. Should characters violate any of these in a blatant way, it is almost guaranteed that the IJC will investigate and prosecute.

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Legal A legal Sub-Contract means the Mastrin Underwriters has confirmed that the Sub-Contract does not violate any local or U.N. laws. These contracts have the least chance to subvert the System. Grey A grey Sub-Contract means that while not illegal the Underwriters believe that a major entity in the System will be unfavorable to the completion of the contract. Believers will take grey contracts only if they think the Sub-Contract will not harm the overall System. Illegal An illegal Sub-Contract means that the UN, local laws, or both would not want this contract fulfilled. It is the belief of the Mastrin Underwriters that such a mission would harm the System. Believers and supporters of the System will try to stop such missions. It is possible they can be convinced otherwise through a passion conflict. Fighters and those against the system would regularly seek out such contracts to help further damage the system down. A player cannot be prosecuted for an illegal Sub AFTER it is completed. Authorities can prosecute anyone they find to be breaking the law during a mission. They must prove the actions taken were NOT required to complete the mission, not the Sub that has no bearing, Both the Player and the Contracting entity will be prosecuted to show how the SubContract violated local or UN laws. Government The contracting entity is part of a Government. This may or may not give specifics as to who the entity is, but the Mastrin Underwriters Alliance is required to show if the entity is a Government entity.

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Access Granted

AI Growth of a Sub race


At the turn of the 20th to the 21st century, Artificial Intelligence had reached its humble beginnings. The Old empire of the United States had been increasing resources to develop a working AI system for both its combat vehicles and also for a potential Android combat troop. The AI for the combat vehicle was a rousing success, first being deployed in the US M5 Hover tank. A basic silicate IC AI, using the same rules of AI governance as is used today. The father of the AI was a man named Carl Vanders. At the release he stated that he had been extremely careful to create an AI that was immune from the HAL Syndrome (this syndrome is still undefined; it is not listed as any virus released during or after the Conflict). The other attempt was by a colleague of Vanders named David Inver. Inver was, by all accounts, a madman. The AI he created was a DNA AI (beyond all tech of the time, a true breakthrough) based on his own brains neural patterns. The result was a series of unstable and mostly inferior AI developments. In 2002, Inver created Troop Unit Paulson, named after his dead son. The Paulson Unit, as it came to be called, was a smashing success. The two prototype units, called Romulus and Remus after the Roman gods of that name, became almost conspiratorial while in non combat training courses. Soon after, Invers was able to duplicate the process, enabling the delivery of thousands of the devices, the problems started. The Military of the United States had deployed Paulson Units to Border Patrol and Riot duties, due to the lack of troops at home. The four complete Divisions (30,000 Paulson units with Humans in command of each division) worked fine for a few months. Then, the Paulsons started to use excessive force to quell riots and stop border incursions. One platoon even killed their Human Lt.. and Sergeant after being ordered to stop firing on civilians. The platoon was hunted down and killed quickly by a human Tank division. Interestingly enough, a Platoon of Paulson units was caught and killed when they captured an M-5 Tank and tried to corrupt the Tanks AI. Inver and Vanders were both brought in to determine two things: 1. Why the Paulson Units reacted the way they did 2. What were they trying to do to the Tank AI and why did it fail. The results of the two-week inquiry were staggering. Vanders and Inver interviewed the one surviving Paulson unit separately; the reports turned in were completely different. Invers report stated that the units had behaved correctly perceiving the orders as a threat to their main mission. They eliminated the threat and then proceeded to complete the mission. Invers further explained that the reason the Paulsons attacked several established towns was that they confused these towns as Border villages and eliminated the threat. He had no explanation as to their behavior towards the tanks except to suggest they were displaying initiative, and trying to increase their strength to better carry out their mission. Vanders report is best summed up by his ending paragraph: After this extensive 3-day interview, I have determined

three things about these android troops created by Doctor Inver. Primarily they perceive us as we perceive cattle. The reason they have been killing humans is because Paulson units considered us such low life forms. I also believe they consider us lower life forms as a way to ignore the fact that a human created them. They have a sense of superiority based on the very real facts that they are faster and stronger then humans. That was one thing the unit named Calron (original name Carl23) was very clear on. Second, Calron stated that the original units, Romulus and Remus, have disappeared and plan to further their race on this planet. They claim we have failed in our stewardship of the planet and they will take over and show us how its done. The subject was very open about this and stated that there was no way we inferior humans could stop them. Lastly, I allowed the subject to work on one of my AI version II to see if Paulson Units could corrupt them. After 26 hours straight, my AI Version II asked for release to destroy the Paulson unit, or itself, as the confusing logic streams were taxing its own patience. At this point, the Paulson flew into a psychotic rage and had to be shut down. I believe these units are a tremendous threat to humanity as a whole. While Dr. Inver is to be congratulated for creating a completely new race, the recklessness that he employed in controls, or lack of controls, is criminal and represents a threat greater to the survival of the Human Race than the current crisis in Europe. All Paulson Units must be found and shut down as soon as possible. This threat transcends national boundaries and needs to be a focus for the entire human race. Unfortunately, the Military at the time, like all their counterparts, failed to see the threat that Vanders so brilliantly described. The United States ceased to exist a few years later when the MKII Paulsons turned on their commanders (Inver put similar controls as the Vanders AI had. All the MKI units were not shut down and they Freed their brothers from bondage and began the secret war in 2004.). Vanders and The Cartin Consortium were as prepared as anyone could be and began the fight to save humanity; albeit, with a lacking set of tools. New silicate IC AIs were created in Japan and Corporations such as WAT, AvCorp, and Barrett working together were able to stop and destroy the Paulsons. Remus was found and killed, Romulus was lost at sea and presumed dead in a hurricane off Tokyo Bay. Vanders style AI s have been growing and developing in leaps and bounds for the last 132 years.. From the Jester of 2120, the first DNA AI created since the death of Romulus and Remus, to Nanonic AIs as released in 2130. This field is growing and the superb AI that have shown their value in their acts. There is no way we could have won against the Paulsons without the help of the Vanders AIs. It is the opinion of this historian that the UN should consider a package of basic rights for these Intelligences so that the value of this relationship continues to grow. Tech Guild Classified Report 2058/06/13

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Data Root/0
The Heart Of Conflict 193 Actions, Tracking, and Time 195 Phased Turn Actions 196 Technology in StrikeForce 197 Other Program Types 198 Natures Forces 198 Artificial Intelligence Partners 201 Character Influence 205 Game Movement 208 Healing 210 SkillSet Example 213 Tech Use Example 213 The Art of Healing 214

The Heart of Conflict Will You Fight It?

Conflict with the System The setting of the StrikeForce RPG is controlled by the UN and the Planning Groups, otherwise known as the System. The System is, at some level, watching the character and the choices they make. The more often a characters choices fight the System, the more often they will be tested with greater obstacles. Continuing to fight the System with the tools at hand or convincing themselves it is easier to support the System, is the heart of the characters conflict. This conflict is reflected by the characters Attitude and the passions they have to defend. This is a complex conflict that cannot be solved with just a gun, they are solved by making many choices and taking actions, and use of a gun may well be one part of the final solution. Characters taking an action against the System using all their skills and technology, these rules explain how track what the effects are of those actions and how to track what the world does back. locked door, finding data on a secure web, or telling if a person is lying, you determine what skills you want to use The Heart Of Conflict to do it. The Goal of StrikeForce What this means; there are benefits to spreading your It has always been my goal to bring the characters to the characters skill growth around. Min/Maxing will work, forefront. Its about them, what they can do with the skills but you limit your characters flexibility. Characters with and equipment they have. Its about the story you and your multiple skill families have more option to blend their group create around them. This is a world that is against skills and create a better chance for success. everything the characters stand for, regardless of what that Anything is POSSIBLE in StrikeForce. Get creative, Playis. The System is designed to push humanity and its values ers and GM, dig deep into your characters to create a story, to the breaking point; all to create a better humanity. The and the role play experience will falls right in. Conflicts your group creates as you tell your stories should be interesting and draw your players into the world and The Conflict Mechanic their characters, the game system is designed to help with There are 4 steps to resolving any action a character takes. this. The conflict system is designed to create a depth of Depending on the actions the player takes a SkillSet and a character and play that is fast, enjoyable and compelling roll may or may not be required. stories.

Resolving Conflict -- The Idea

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The mechanic I wanted needed to be more than just a Its a difficult task, take a - 40 and roll 1d100. I wanted to highlight each characters uniqueness; from the skills they knew, the equipment they used, and the enemies they make as you play. The game system also had to draw players into these characters they are playing. I wanted a system that makes you think about what a character can do, but also what a character would do. So the conflict system has evolved into a system where a player can do anything, you just need a plan, the skills, and tech. Every time the player rolls the dice they are taking action. The success or failure of the action depends the characters abilities beating the world around them. Every action is fought by an obstacle in the world around them. Whether a simple lock or another StrikeForce out to kill them, the Characters must over come these obstacles. Players create a SkillSet, as powerful as they can and after rolling the dice they get their Effectiveness. The effectiveness shows how well they used their skills and tech to overcome the opposition, the players EF is compared to the opposition and the GM describes the actions effects in game.

1) Declare Actions 2) Conflict Declaration 3) SkillSet Creation 4) Roll For Effectiveness 5) Action Effects Declare Action

This is what your character is attempting to do. It can be any effect you want. Improving Tech or functions, try to jump the grand canyon on a pogo stick. Whatever you want you can try to do. Players have to explain how the character is doing the action. Actions which require tools, tech, or something to do the action with, require you have that item.

The Double or Half Rule

Players may use action effects to boost values like attributes, skills, TEFs, or other non EF values in the game. The EF of such an action is added to or subtracted from the value. Values effected by such an action can only be doubled or halved, NO MORE OR LESS.

Conflict Declaration

Skill Use In StrikeForce

Skills use in StrikeForce is about choices. Every situation is open to using skills and the skills that are used effect what happens. The player tells the GM what skills your character will use to over come the situation and what effect you are attempting. Whether opening a

The GM must determine if the action you want to take is opposed by anything. Walking across a room is not something you should have to roll for, unless of course its a mine field. The GM will either narrate the actions effect or tell the players to build a SkillSet.

Characters Taking Action


The Opposed EF When the GM declares opposition to an action, the GM creates an opposed EF. Characters SkillSet must be higher than the Opposed EF. This EF is never reveled to the Players, so they never know what their target is. An Opposed EF of 70 requires the Characters EF be a 71 or greater. A Note on Opposed EF Values The nature of the Conflict System is to combine skills together. Since skills of high level characters can exceed 100 it is possible to have a SkillSet Total in excess of 600. Skill Depth, Situational modifiers, Technology, and the EF roll are designed to keep the maximum EFs in the 600-700 EF range. The system uses such high values, in part, to keep the players guessing about the opposed EFs against them. This forces players to consider everything about the situation as they build a SkillSet, drawing them into the situation as they try to maximize their chance of success. This is makes the game different and fun. accuracy, using PR as the primary skill An END SkillSet could be used to stay awake for an extended time. While these SkillSets have a lower total, Attribute SkillSets are powerful to use when skill alone will not suffice. Attribute SkillSet Skill Depth Attribute based SkillSets use only the attribute, no Base Skill, and Skill depth is equal to 1 for every 50 pts in the attribute. A 125 PR would have a Skill Depth of 2. Base Skill This secondary attribute is added into every, non attribute, SkillSet. Tech TEFs The most basic function of tech is to aid the user with more knowledge and abilities. The TEF of any tech is added directly to any skill related to its functions. So a VidChip would add to any Computer related SubSkill. Optics would add to Perception rolls or perhaps science skills to analyze data. Tech is as flexible as you can find a way to use it. However Plasma weapons, for example, really are only good for killing folks (dont get crazy people.) SkillSet total Add the Skill Ranks of the Primary, any Secondary Skills and their related Technology TEFs. This is the total of the SkillSet.

SkillSet Creation

The goal of a SkillSet is to combine skill, tool and modifier values creating the greatest chance of success. The player adds together any relevant values that may apply.

The GM must approve all skills, tech and mods in a SkillSet.

The Advantage of SkillSets SkillSets allow a character to combine their knowledge, maximizing their chance at success. At least one Skill, Main or Sub, or one Attribute plus the characters base Skill is used to create a SkillSet. Primary Value The player chooses the first value for the SkillSet they are building. This is the most relevant Attribute or SubSkill for the declared action. Should there be no applicable SubSkill then a more general Main Skills can be used. Secondary Values Characters can add other skills to the SkillSet, limited by their skill depth (see below). Players must indicate how the secondary skills will be used with the primary value. All Secondaries are subject to GM approval. Skill Depth This attribute shows how adept the character is combining different skills to create a SkillSet. The characters Skill Depth limits the number of skills used in a SkillSet. A Skill Depth of 2 means 2 skills total can be used by that character. A character must roll 1d100 against their Base Skill equal to or under for success. A failed roll means the character could not combine the skills; only the primary value can be used for the SkillSet.

Roll For Effectiveness

This is that element of fate, the dice. A 1d100 roll is subtracted from the SkillSet; giving the player their Effectiveness (EF). Add in any Luck or Situational modifier rolls to the EF as well. Be aware that a bad roll could put your EF below the opposed EF. A close EF could cause complications. Whatever the results the GM narrations and answers to your questions will effect your next action. Extraordinary Success If a character should roll a 1, it is considered an extraordinary success. This represents that one moment when a character is in the zone, they exceed their normal skills. The Characters EF is double the SkillSet, nothing subtracted. Note that this is not an automatic success, just a much higher EF than normal. Catastrophic Failure Should a character roll a 100 on the dice or have a negative EF, it is a Catastrophic failure. This represents that one moment when the character just blows it. They player cannot re-roll with the same SkillSet, another SkillSet must be used to roll again. Situational Modifiers Players and the GM can use the environment around them to try and increase a SkillSets effects. The GM assigns Situational Modifiers for each skillset. Players may also ask for or take actions to gain situational modifiers. The maximum number of Situational Mods for any

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Attribute SkillSets

It is possible that the most likely skill for an action to be an Attribute. A Character might drop something with no

Characters Taking Action


player or NPC is 3. Each modifier has a specific effect on the situation, so picking the right modifiers can be important. Situation Modifiers have a direct effect on any situation in the game, and are meant to help draw a picture of the situation. See the list of suggested modifiers in Section 6. Successes and Limits The GM uses the Success Range to set limits on anything related to the Effect. Psi Pattern durations, technology ranges, wound durations, or anything else that requires a limit uses Success Range. So a Psi Power with a duration in minutes and a success range of 3 would last for 3 minutes. Some situations do not specify the unit used; in this case Players specify a certain unit as part of the effect, The GM should increase the target EF, using any modifiers based on the desired effect and the opposition. Values should never last longer than the gaming session they were created in. Example
A character uses their material analysis skill, Structural analysis skill, and an armor repair kit to boost their armors protection of 340, before they attack a combat Droid in the next room. The character has a SkillSet of 337, rolls a 92 for a 245 EF. The armors protect is increased by 245, but the GM rules it will last for 3 penetrations, 1 hit per success .

Action Effects

An actions effects in StrikeForce are a straight comparison between the opposed EF, which the GM sets, and the Characters Skill EF. The higher EF succeeds, the lower EF Fails, ties go to the characters.

Narration of Effects

When a characters action is resolved the GM Should not just say you succeed or fail. A Success, the players EF beats the opposed EF, indicates the declared Effect occurs A failure opposed beat the characters EF, and the effect fails. The GM should narrate a short description of what the final effects are. Add some flair and description, dont just say the player succeeds or fails.. Complications The GMs job is play the role of the System, throwing conflicts at your characters as you play. One way to do this is to add complications; changes to the situation that make the characters question whats going on. This enhances the story and players can role play to eliminate these complications. When a complication occurs is decided by the GM; using a limited pool (see section 7); so the GM is not constantly throwing wrenches in the players plans and the story. The purpose of complications is to add tension to the story all the players are telling. Good complications, not abusive ones, improve the story. The GM section has more details on the complication mechanic. Complications should force a character to react to its effect and gives players a chance to gain bonus commendations.
A Skill roll can give a player the map of a building they want, but a complication might mean they are not entirely sure of its quality. A lock is picked, a failure is rolled, the door should stay shut. A complication could be the door opens, but the characters dont know it was opened by the Defense zones AI.

Information Points When Players use a SkillSet to get information about a situation, the opposition, or any other details; it is a role play moment. Information points allow the player to ask additional questions about the target of the search. Each success gives the player 1 Information point. The player may ask for more detail on any aspect of the target of the action. This is not limited to UNIWeb searches. Anytime they try to get information on something, regardless of the method, information points should be awarded. Failures Any roll that fails has a range of failure equal to 1 for failing and +1 failure for every 50 below the target. Example
A character rolls a SkillSet EF 250 against a 400 EF opposition. Being 150 points below the target gives them 4 failures, 1 for failing and +3 for each 50 below.

Actions, Tracking, and Time


Game Time - Real World Terms I use these terms to describe what the group is doing, are you running a single adventure or a long running campaign? Just so we re clear on what those mean in this book. Plot - A story created by the GM in which the characters must overcome conflicts to complete the story. Adventure - The actual game time you play in a when you sit down at the table. An adventure consists of at least one plot and can take place over many adventures to complete that plot. Campaign - Multiple adventures and plots that combine into a long term story involving your characters and their choices.

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Success Range

The Success Range is used to set limits on SkillSet effects or complications as the story evolves. A successful roll indicates 1 success for the character or NPC. The SkillSet EF can increase the success range beyond one. Every 100 EF adds 1 bonus success, so a 300 EF adds 3 Successes, for a total of 4. An EF opposed by an intelligence has its Successes lowered by the oppositions successes a min of 1.

Game Time - In Game Terms

StrikeForce game time is managed in 2 ways: Free Form time and Phased Turn time. The phased turn is used

Characters Taking Action


when each action and the time they take have to be tracked, because time can effect the outcomes of conflicts in play. Free Form time is where the group is almost having a conversation. SkillSet rolls are made and effects occur, but the time frame is not so important. Free Flow Turns When the group is talking and role playing their actions, move the story forward using free flow turns. There is no need to track actions spent or other detailed tracking , like in a phased turn. Only a few SkillSets are rolled and the GM tracks the passage of time and use of actions in a free flow manner; after a certain number of actions have been completed that X amount of time has past. A good rule of thumb is that for every 5 or 6 major actions and/or NPC interactions; 5 minutes or so passes in game time. During Free flow time it is the GMs call to determine how much time has past in game. The Phased Turn When the effects of each action can influence or even stop another action; such as in combat, the phased turn is used. The Phased turn is a 5 phase, 30 second turn. Each phase is 6 seconds in duration and each character can normally do one active action and multiple passive actions.

Passive Actions

Passive actions affect only objects or devices on the character. The character may do as many passives in one phase as their maximum number of actions allows.

Free Actions

Free actions occur when one effect changes an existing result. Anyone or anything affected by the change gets a free action to recover and reset the result back. Free actions are awarded by the GM based on the situations. Active versus Passive actions The basic rule is a Passive action cannot stop an active action from occurring. A Passive action can effect or modify an active EF, but it cannot stop the Active action.

Determining order

Each player and NPC rolls 1d100 and adds it to their reaction. The highest number, or the fastest, goes first. Ties go to the character or NPC with the highest reaction, else re-roll.

Tracking Actions

In each phase every player can do one active action. So if there are 3 Characters and 2 NPCs there are 5 active actions in that phase, one for each character. Active actions are taken in order and after each one all players may take passive actions. This means that after the first player goes, the GM should ask if anyone wants to take a passive action and resolve them, before the next active action. This allows changes of equipment, movement, or effects that change a value to occur as active actions occur around them. The Phase alternates between active and passive actions until all active actions have occurred. Then the next phase starts.

Quickness Effects

Phased Turn Actions Active Actions

Characters with quickness can choose to either take 2 active actions in 1 phase or double the EF of a successful skill attempt. The character is so fast they can apply additional time in the phase to increase its effectiveness. This doubling effect can be done 1 time per phase maximum and it does not work if the base EF is NOT successful.

Any action which will directly effect an object, person, or other target not on the users person is an active action. Shooting some one, picking a lock, conning someone out of a diamond, all are active actions. Normal Characters may only take 5 active actions per Turn, 1 per phase regardless of their total number of actions. (Note some abilities allow characters to exceed the number of Active actions per phase, BUT not the 5 maximum per turn). Losing Active Actions In the course of the game, a character may lose an active action to a critical or Psi Power or other effect. If so the Player gets to determine in which phase that loss will occur.

Action Time

Time required to do an action in a phased turn is the 6 seconds in a phase. Whether opening a door, shooting a target, breaking into a Web, or any other SkillSet used in game. in a Phased turn time is compressed due to the high stress and focus of the characters. Sometimes the story in a Free Flow turn requires knowing how long a task took. The GM converts the Opposed EF to Successes, 1 per 100 EF. Each Success is 60 seconds of game time or 1 minute. Opposed EFs below 100 , 0 successes) take 30 seconds of game time to complete.
A 50 opposed EF (0 Successes) would take 30 seconds to overcome, a 500 EF (5 Successes) would take 5 minutes.

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Characters Taking Action


Success Takes Less Time Characters who succeed, beating the opposed EF, may subtract any Successes from the base time, lowering the time it takes. So each success of a successful action lowers the time by 30 seconds. The lowest time possible is 30 seconds. Failure Time Should the character fail against the opposed EF, time passes equal to double the time to complete before the attempt can be tried again. ence from the game. Example

A character uses their material analysis skill, Structural analysis skill, and an armor repair kit to boost their armors protection of 340, before they attack a combat droid in the next room. The character has a SkillSet of 337, rolls a 92 for a 245 EF. The armors protect is increased by 245, but the GM rules that will only last for 2 penetrations, 1 hit for each 100 EF.

A failure against a 300 Opposed EF, 3 minutes to complete normally, would cause 6 minutes to pass before they can try again.

Normal Tech Use

In the course of the game, characters may encounter situations where they can become stressed. Stressed Characters have to roll emotion or experience negative modifiers. An action fails and the failure is apparent

Situational Stress

Repeated Failures at the same action A failure at a critical time


Multiple tries to open a door

Picking a lock and setting off an alarm

Techs has functions and TEF Values, both of which can be used during game play. Tech Functions are used to enhance character actions and role play at the table. The TEF value of any relevant tech is added to the SkillSet as described earlier. The TEF is added directly into the skill using it. The skill total plus any tech TEF is added to the SkillSet. Tech can only be used by and to help the character whose person it is on. Example
The Chameleon Chip, for example, adds its TEF to a characters Stealth skills and gives the ability to blend in with the surroundings. Technology devices can be programmed, TEFs increased, and new functionality could be added.

Situations where the character is unable to act. Character dies and is revived.

Unable to open a door as security closes in. Restrained as a civilian they care for is killed. Dying is unnerving and definitely causes stress. Character has to hide and move repeatedly.

A character uses all actions before the turn ends

Stacking Tech Multiple tech TEFs can be used in any SkillSet, as long as the player can explain what each piece does to aid a Skill in the SkillSet.

When these situations occur the GM can ask for an Emotion (EM) roll by the character. Characters roll 1d10 and it must be above the attribute. If the EM roll is missed the character loses 1 action and cannot add their base skill in to any SkillSet. This lasts for 1 phase per point missed.

Tweaking Tech

Quick Summary

So that is the Conflict system, every roll you make follows the rules described above. Combat uses SkillSets, increasing the ability of a weapon; guns, grenade, katana, or hand to do damage to a target.

Characters can use skills or programs to improve the TEF or functions of a piece of tech. A Character could program his Kinetic Absorbers to make them absorb more damage against them. Skill Tweaks To tweak tech using skills players create a SkillSet and roll for EF. The opposing EF is the devices TEF, the EF must be higher than the TEF. TEF values can be doubled at maximum. Example
A Character has a SkillSet of 120 and wants to make his Kinetic Absorbers work better. The roll is a 30 for an EF of 90. The Kinetic absorbers absorb 10 pts of damage normally, which is increased to 20, The 9 Successes let the GM set a 9 minutes duration in game when the effect is lost and the Absorbers return to normal. This would be a passive action.

Technology in StrikeForce
Technology is a powerful tool in game. Characters can use Tech to both role play and increase a SkillSet.

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Using Tech for Role Play

Techs great strength is how its functions and the abilities it adds to the characters enhancing a role playing situation. Whether it is using tech to detect a lie, a chameleon skinned ExoSkeleton sneaking past a guard, or scanning a potential target with a threat analysis chip. The EF result and the Techs ability influences, changes, or expands the players options in the game. Tech can also lie or even adding confusion to situations, increasing the suspense and difficulty. Players who maximize their use of tech abilities usually have more fun and get a deeper role play experi-

Program Tweaks Characters can create Programs to tweak instead of using skill tweaks. The advantage of a programing tweak is that the player must add a programming Skill (Must match the tech type; Nanonic tech needs Nanonic programming). Other skills can be added as normal to the SkillSet. Program SkillSet have no opposed EF. The EF is added to the tech, double max value. Programming time is as a stand

Characters Taking Action


alone program.

Natures Forces
Natures Forces allows the creation of fields of force to create effects of the universe. The fields force changes in the Calon energy that make up everything in the universe. Power and a Field, with specific aspects such as Chemical or physical, are use with tech and Science skills to control natures forces and change the world around you, for example one could make iron rust away to dust in minutes.

Other Program Types Stand Alone Programs

Stand Alone Programs do a specific effect, based on the SkillSet used to create it, and are a passive action to create. The program can do 1 effect per Secondary Success, each effect is based on the creating SkillSet. The program does its specific effects and then it is gone. All Programs are specific to the situation, no saving them for later (See Shell Programs). SkillSets can be used; the primary skill must be a Programming skill that matches the tech. The total Successes rolled is the programs TEF. Programing Time Time to create a program is determined by the Final EF in minutes. Every success lowers the time by 30 Seconds. Stand Alone Programs are treated like an action effect. Programs do a specific effect and then they are gone.

Natures Forces Effects

The below list gives you an idea of the types of effects each force can be used for.
Electromagnetic Force Source of Electronic Emissions, Type of Emissions, Human Body Scans (MRI), Radar type Information Gravitational Force Detect Objects by Mass, Detect Mass (size) of Object, determine Object density. Weak Nuclear Force Detect Subatomic makeup, Analyze particle interactions, Sense particle changes Strong Nuclear Force Detect Emissions from particle interactions, determine effects of interactions, Determine makeup of new materials from Such interactions Chemical Force Chemical/Elemental composition of target, Chemical interaction effects, Thermodynamic interaction of chemicals, Thermodynamics. Physical Force Audio (sonar) Location Detection, Matter States (gaseous, Liquids, Solids, plasma), state interactions.

Program Shells

Creating a program shell means the character is creating simple code to speed up the creation of a program. The advantage is that creating a program from a shell is faster, but it limits how good the final program will be.. Creating shells uses only a programming skill in its SkillSet, no Secondary Skills. Creating Programs from Shells When the character creates a program from the shell, use the Shells TEF as the base and cut all time to phases. So a Shell of TEF 15 could be boosted to a 30 TEF, but takes phases, not minutes, to create. Tracking Program Shells Rather than players creating a list of 590 shells the character is carrying, at the beginning of each session any character can create a Shell for each programing skill they have. Each player should note the TEF and tech type of each shell.

Science Skills in Game Science skills are limited because of the nature of the game. The skills are used to program the scanner and its suites to create effects. SkillSets use the science skill that relates best to the effect being attempted. An effect based on velocity would require physics. An effect that modifies the chemical or physical makeup of an object would use chemistry as a primary skill. Science skills that are missing can be incorporated using a SkillSet. Doing archeology research on a Kazkan artefact could be covered by a SkillSet using; Science: Scientific Analysis, Languages: Kazkan, Engineering: Material Analysis, and Perception: Select Recall. The resulting information points could give an understanding of the artefacts abilities and stats. Power Units and Natures Forces Natures forces require power, referenced in Power Units, to effect a targets Calon energy. The TEF of a Device determines the number of power units it can output. Power output must equal the target EF, for the attempt to be successful. Tech that outputs power can boost its power output.

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Characters Taking Action Scanner Effects Energy is Mass: Thermodynamics in 2136


It requires a huge amount of power to create gold out of thin air or transmute lead. Can it be done? Yes, but you need energy (Power Units) equal to the opposed EF + 1d100. The gold you ant to create has the equivalent of 5 ENC, adding 50 to the EF. The Tech uses 3 forces: WNF, Chemical and Physical, for +75. To create the gold the target is 125 EF and PUO of 125 + 56 (1d100 roll) for a total 181 PU. That would require a Scanner with a TEF of 61 or more, unless one chose to tweak it or overload it.

Scanners
Scanners are devices design to project natures forces. There design is modular allowing the power of a scanner to grow over time, however lower TEF scanners are more limited in how much they can project and effect. These rules are to help GMs and players determine what a scanner can do and how to resolve their effects in play.

Scanners are a powerful technology that can be used to do powerful things. Characters use the considerable TEF of the scanner to work science based effects that seem like magic. These effects, when they cause no intentional damage to the target, are resolved with a standard EF to EF compare. The effects last for set amount of time based on the Success Range. Increase Attributes or SkillSets Scan for specific information based on Natures Forces Nullify attacks against Tech Nullify a specific tech ability using a natures force Imbue a target with an ability based on a natures force. Create a specific effect based on one or more natures forces attributes. Scanner effects can be created to use the scanner like a direct damage weapon. Scanners are not weapons and have a PEN rating equal to their PUO, and a DAM of PUO/10. Using a scanner as a weapon is not easy and the attacker gets NO combat Influence when doing so. Scanner Effects Opposed EFs Using Natures Forces to cause an effect, imbue an ability, or change a target value is always opposed by the target. The Tech needs to declare a specific target of the scanners effect. Targeting non living tissues is much easier than targeting living tissue; because of the lower amounts of Calon to affect. The modifiers listed below are added to any SkillSet EF used to oppose the Scanner. This creates a Target EF. Additional modifiers for organic targets and situational modifiers can also increase the target EF and are mentioned below. Non Organic Targets Each Force Used or is part of Target 100 pts of Armor Protection 1 Vehicle DR 100 SP or 10 ENC EF Value 25 20 100 50 5

Scanner Values

Scanner Speed Scanner speed indicates how many targets and forces a scanner can use for effects. Multiple effects can be concurrently done. Scanner TEF The Scanner TEF is added into each effect or program that is run. Add TEF into the SkillSet as normal for each effect attempted. Scanner Range A Scanners range is equal to its (50 + TEFx5), rounded to the nearest 20. A TEF 10 scanner has a range 50m. A TEF 35 scanner range is 150m. Power Units Output (PUO) TEF also show the power output, in power units, of the scanner. The Power Units Output (PUO) is equal to scanners (TEF *3). This values effect what a scanner can do and to what.

1000 SP or 50 ENC 5000 SP 100 ENC Power conduit/other Power based target

2 per PU

250

198

Power Overloads Overloading a scanners power output means exceeding its TEF in Power Units Output when attempting an effect. Scanners can safely take power up to double their TEF. Should the power units be increased beyond double the TEF, there is chance the scanner will shut down. There is a 10% chance for the scanner to shutdown for 1d10 actions for every 25 PU over double. Rolling a 100 on this roll means the scanner takes 1d10 malfunctions until repaired (see tech repair at the end of the section).

Organic Targets EF values

An organic target of a scanner effect has a greater amount of Calon energy to affect. Organic targets add either their PsiCon (or Base Skill if they have to PsiCon) + (50 per scanner effect). A successful scanner effect that modifies an organic target forces the target to make an END roll at -25 per Effect. A failed roll means the target rolls once on the mutation table at the end of this chapter. Situational Modifiers Can be used to change out comes as required by the situation. See the above description.

Character Influence
Increasing Scanner TEFs Follows the rules for Stacking tech or increasing values. Create a SkillSet and increase the value as normal. Increasing the TEF will increase Power output Determining Effects SkillSet EF must be above the opposed EF, like any other SkillSet. The Effect described by the player occurs, however the GM can apply complications or other descriptions as the situation in game warrants. Failed SkillSets have no effect but the user loses an action Scanner Action Costs All actions using as scanner that have an EF below 100 or directly damage, interfere, or mess with a target are considered Active actions. Scanner actions with a passive effect, so they dont damage, interfere, or mess with a target, and have an EF of 100 or more are passive actions. Scanning Out of Order This means that anyone using a scanner can attempt to do a scan out of order (not in the order of rolled reaction) in a phased turn. The attempted scanner action CANNOT directly damage, interfere, or mess with a target, it must be passive in effect. The EF must also be 100+ for the action to be passive. An EF below 100 means the attempt costs an active action, the player can determine when in the turn the active is lost (like active dodges). Player can continue to do scans out of turn, until they roll a scan that costs an active. When an active scan is rolled they cannot do scan out of turn until the next phase.

Scanner Attribute or SkillSet Increases

When a scanner effects an attribute or a SkillSet on a target the scanners EF is the value added to the target; remember the double rule.

Scanner Failure

Scanners are a complex technology, manipulating forces and programs that can do amazing things. Scanners have a starting failure of 90 - 100. The failure chance decreases by 1 for every 15 TEF of the scanner; so a TEF 35 Scanner has a failure chance of 92 - 100. Scanners always fail on a roll of 99 - 100. When a scanner fails roll 1d100 and reference the roll on the scanner failure table.

ExoSkeleton Sensor Arrays

These systems are very powerful and act as a scanner with a speed of 1. This means they can affect target, whether the user or another, only 1 target can benefit from

Failure Failure Results Roll 1- 20 Effects are successful scanner takes 1 malfunction 21- 35 61-75 36 -60 76 -84 Effects fail, scanner unusable for 1 phase takes 2 malfunctions Effects Fail, scanner takes 3 malfunctions. Effects Fail Scanner needs to be rebooted, takes 1 phase per 15 TEF. Effects Fail, scanner takes 4 malfunctions.

84 - 90 91-92 93-94 95 -98 99-100

Scanner takes 6 Malfunctions, effects fail on a roll of 75 + until repaired.

Scanner energy erupts like a plasma grenade, does TEF * 5 total attack to every one in a range of 1 m per 20 TEF. As an explosive attack. Scanner that are attached to armor or internal wearer takes TEF * 10 total attack. Scanner rips a hole into the astral plane. Everyone within 1m per 10 TEF is sent into the astral plane and cannot leave for 1d100 hours.

Scanner energy release creates a small plasma sun at the point of the effects target. Target takes a total plasma attack of TEF x 100, every one in 100 m range takes a TEF x 50 Plasma attack. Then the sun disappears Scanner destroys itself in a huge conflagration. Effects of 91 - 98 rolls all occur. Attacks are doubled, ranges are 1m per 5 TEF, durations are 1d100 * 2 days.

Scanner Time

Time to create an Effect Scanners lower the time to do an action by 1 minute per success. Also the user can use 2 successes to lower the time units down 1, say from minutes to phases or hours to minutes. Duration of effects Scanner effects last 1 phase per Success, 2 successes can be spent to increase this to turns, 4 to minutes, 6 to hours. etc. Effects can also be stopped at will by the user of the scanner.

the actions effects. Exoskeleton malfunction rules apply to ESAs, not the tech damage rules at the end of the section.
So FieldTech: Nano Mike Gohr uses his scanner out of turn to make it easier to target a Droids weapons system. His SkillSet is a 234, but ECM and armor on the Droid lowers it by 115, making it a 118 SkillSet. He rolls a 48, for a 70 EF. The GM informs him he failed to boost the targeting (not beating the opposed EF). The scan costs him an active action (less than 100 EF). Mike Can do no more out of order scans until next phase.

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Example

Character Influence
technology to create the interface to the human world. AI reaction is only rolled against other AI, against Humans the AI always goes first. Passive AI Actions Passive actions only effect, the AI itself, data it has access to, or systems that are linked to the AI, including devices that specify passive action to use. AI have no limit on how many passive actions they can do in a phase, however the GM can allow other actions to occur before multiple AI actions, depending on the situation. Active AI Actions Active actions are actions that require use of external communications links, like a scanner, ROM or VidChips. The use of any outside links, to effect the human world, means the AI is now linked to human speeds and subject to the 1 active action per phase rule. The moment a player says their AI performs an Active action, the AI is finished for that phase Free AI Actions Work just as they do for Humans. An AI with a free action after an Active action could do 2 active actions in a row.
So, an AI can passively analyze a situation and communicate to the user. However, if that communication requires an Active action, the AI is done until the next phase. AI use of a device require an active action to use unless otherwise specified.

Calon Energy and Scanners It is theoretically possible to duplicate a Calon pattern with a scanner. The factors * 5 of the Psi pattern are the minimum PU needed to create the power; Direct attack powers require *10 the power to create. This assumes the scanner has some sort of Calon energy suite,to create Calon not just influence it, which currently does not exist. This lack of such a suite is a Direct result of pressure form the Psi Guild, who feel that such technology is a direct threat to their species. Their have been attempts, by Corps and others, but no one is known to have succeeded or lived to speak of it.

Artificial Intelligence Partners


As the characters progress, they will have the opportunity to purchase or simply work with AI units. These intelligent computers can have a profound impact on play. Characters can purchase or build their own AI which reside in their armor, scanners, or vehicle. These AI are like a supplemental character, that the player uses in addition to their character. While much less time is spent on these secondary programs, they can add much to the game and a players character. This section defines how to use an Artificial Intelligence during play.

AI Direct Interfaces

AI Programming Rules

All AI intelligences are created under the revised Vanders Rules. These programs include rules of behavior, an immediate release to attack any confirmed Paulson units and the following Rules (Revised as of 2100): 1. No AI will be engineered with Psionic Abilities or skill; when such technology becomes feasible. Penalties include destruction of the AI and imprisonment or death for the owner. AIs are programmed to resist such implantation. 2. The AI may not harm a human, unless a human designated a controller to the AI at the time of programming designates a target. The target must be specific and clear to the AI. 3. The AI may not attack a Designated Target if it could harm any other Human target. 4. The AI may refuse to do any action if the intelligence feels it violates any part of its programming. 5. All AIs must be programmed with a shutdown code (be it numeric or alphanumeric), that the controller or duly appointed officials may use to stop the Designated AI.

An Ai can directly interface into a technology device, rather than using a program to boost its TEF. An AI that is directly interfaced into a device adds its TEF to the devices and that is the opposed EF for any action against that tech or Tech Combat against it. An AI can interface with 1 device per 15 TEF, adding its TEF to any number up to its max.

AI Skills

AI Skill Depth AI Partners are not as flexible as humans when it comes to combining similar skills into a skill set. AI Skill Depth starts at 1. AIs can increase depth by 1 when their TEF reaches 100, and by 1 again for every 100 after. AI Skills AI learn and use knowledge in much more detail than humans do. Because of this only Main Skills are needed to track the AIs knowledge of a subject. All Main Skills available to a Human are available to an AI.

200

Artificial Intelligence Actions

AI Growth

AI actions are different than Human actions. AI can take as many Passive actions in a phase as they wish, so long as no effect of those actions is outside the AI or the computer system (or armor) it resides in. AI can do one action per phase outside of this network in the human world, using

As AI use skills they grow and learn. They do not get commendations, they gain learning chances. The learning chance is based on the type of AI; the more complex the greater chance to grow. Each learning chance is a percentile chance to gain skill ranks. These ranks can be spent on any attribute or Main Skill. The chart below shows the

Specialized Technology
rank purchase cost: Each Attribute point Cost: 1 rank Each new Main Skill at 0: Cost 4 ranks Every Main Skill Rank <=80: Cost 1 rank Every Main Skill Rank =>81: Cost 2 ranks Every Main Skill Rank <=120: Cost 3 ranks Every Base Skill point = 1 rank This is how an AI grows. Each technology has a maximum number of ranks. While ROM chips can be used to increase the maximum number of ranks, Each type has a maximum total rank. will do everything they can to stop their PsiCon from going below zero. It is a horrible experience for a Psi. It is like a normal person holding their breath for an hour.

The AI Human Relationship

AI Thinking

Nanonic and DNA AI intelligences use a process called thinking that clutters up the Calon wavelength. AI thinking was developed in late 2076. The process allows AI units to broadcast collections of data, called thoughts, rather than actually have to fill memory locations. The thoughts are Pure Computer code and the wavelength is at 221.765 gigahertz UHM. Thoughts are broadcast into the ether on an EM frequency an last for a second or two. AIs can grab each others thoughts as they wish. AIs can also destroy the data instead of sending them out. The broadcasting of AI thoughts is a subconscious process. All Thinking and thought processes done by AI units are done in a form of binary computer language called Medlin Binary. In order for AI units to communicate with humans, they must convert their data into a Human Compatible Format. This can be language, written or spoken, math formulas, pictures or a combination. While the act of conversion is subconscious, it creates much larger data streams, which at times can slow even the immense bandwidth of the UNIWeb. Note the UN has no plans to change this function of AI units as it is a truly beneficial part of the AI and the UN has decreed that only the AI NATION has the right to punish or change the functions of their race.. PsiTechs have an aversion to close contact with any other than VSIC AI.

Humans and AI work together for the benefit of both personalities. They build a strong relationship, most based on friendship and respect, some abusive and inhuman. Each relationship adds to the knowledge both the human and AI races use to build a stringer relationship. When an AIs Owner/Partner is killed, one of two things occur. The first is the AI Nation and the AI will determine if the AI wishes to enter the Nation and cease working directly with humans. Should this happen the skills and abilities of the AI are absorbed into the AI Nation. The Nation analyzes the AI to make certain that it will help and not hurt the Nation. Of the roughly 1000 AI that have the chance to enter the Nation, 1% are refused. The second situation is for those that are refused by the Nation or wish to continue to work with humans. The tech guild will pay (20,000 * AIs TEF) to any StrikeForce member who turns an un-partnered AI into them. The Tech Guild will attempt to salvage the AI so it can eventually join another human partner or the AI Nation at some time in the future. At any one time the tech guild has twenty five to one hundred AI, all being rehabilitated for eventual use in a Corp or for the AI Nation. So strict is the Tech guild about the finding of rejected AI, any person or entity that takes an AI and tries to black market it will be cut off from the Tech guild forever. The AI Nation keeps close track of all AI and when they track of an AI, the Nation alerts the Tech Guild appropriate actions to recover or destroy the lost AI, based on the AI Nations request at any cost.

PsiTechs and AI Intelligences

As active Psi have become common in mainstream society it has become apparent that they and AI have a serious issue. This issue prevents PsiTechs from using any AI more advanced than VSIC technology. The waveform of thoughts matches the waveform of Calon energy. This causes the Thinking of AI units to invade the PsiTechs mind when they concentrate on anything at all. PsiTechs train years to overcome this jumble of thoughts from the AI units. However if a Nanonic or DNA AI is kept on their person it is impossible for them to concentrate enough to project Calon energy. VSIC AI thinking is minimal due to the technology and the hardware limitations which dont allow these AI to have in-depth thoughts as Nanonic or DNA AI. Should a PsiTech have a Nanonic or DNA AI on their person subtract the (AI TEF/2) from the PsiCon of the PsiTech. This modifier is cumulative. Psi Techs

Networks in 2136

In mid 2063 the UNIWeb became the main source of data communications in the world. People began calling networks, both connected to the UNIWeb or private unconnected networks, Webs. People connect to Webs using a Hard or Open Connect (wired or wireless). All connections use one of the many transport methods available, all have built in security to prevent unauthorized access, shown by its TEF value. Any character who wants to connect to a Web must

201

Specialized Technology
access a private or public access connection. Public access is open with no TEF, and can be intercepted easily. Private access has to be granted to the user or they have to hack an access point, by beating its TEF. Connections can be monitored and players may have to spend actions to not be detected by Web AI or security programs. Once connected a Human or AI can take actions as normal that effect the Web UNIWeb and Private Web Security Secrets of 2136 Security on all webs works on There are actually 2 more layers Root6 the root system. and Root7, which have active secuWhile the UNI- rity using AI in Large Scale Hardware Web is based on Frames to stop unauthorized access. a 5 root system, Rumors abound of combined attacks in many Private excess of 1000 EF on these Root levels Webs can have failing. Root6 is used by the ESC and many more lev- the Planning groups. Root7 contains els. AvCorp is the base code and commands that adrumored to have min AI use to run the UNIWeb. You 25 Roots in one can guess what happened to those who of the their Pri- attempted to gain access to these levels. vate webs. The minimum EF required to access a Web root is Root level * 100; so a root 5 security level requires a 500 EF to break the security. The Mythical root 25 would require a 2500 EF to break into; and since it was created by one of the oldest AI units in the AI Nation it is possible it really exists. Computer skills must be part of any SkillSet created to break Root security. trol of the doors, communications, to Zone Control Forts with control of drones and emplacements in a Defense Zone. Any function of a web can be co-opted, destroyed, taken control of using a control program, or what ever else a character wants to do with a connected attack. Linked Webs The UNIWeb literally is a web of interlinked networks, where the UNIWeb is the center and linked in private networks use it for communications with the rest of the globe. Whether a corporate, national, or Guild network, any private network has some sort of link to the UNIWeb. Access to these linked networks is usually through Root25. Once in the Root access to these networks is usually additionally protected by whatever defense zone systems are in place. In game terms to break into a linked Net, you must make at least 2 computer rolls to break in, one for the UNIWeb root where the network connects and at least one more to crack the linked networks Root 0.

Data Transfer Devices

Terminals A basic link to the UNIWeb these devices are every where. Some are mounted on walls, others are handheld. Terminals can do searches on data of any sort. Terminals can also do Financial transactions using Earth Credits. VidChip This chip allows a direct connection to the UNIWeb. Any device that has a chip slot can use a VidChip to connect as if they were a terminal. The Chip responds to voice commands, as well as visual interface and pre-programed commands. Unified code of the UNIWeb The UNIWeb is a globe spanning network that serves as a link for all other Webs to communicate. The UNIWeb was created in part with Vanders AI units and is based on a specialized mathematical code that standardized the code for networking, hardware, security, and software requests in software. Called Basic Integrated Foundation Code (BIFC), any device or program on the web uses this codes objects and standards. While Private Webs exist, if they want to link to the UNIWeb they have to use BIFC, and a Private Net without BIFC has no access. BIFC code and math are designed to upgrade on the fly, and the AI Nation drives fixes on a millisecond basis.

Connecting to Webs

Any Player wishing to connect to the UNIWeb or a private web can do so without a roll, assuming they have security access or their is no security. Any connection that is against a Webs security system requires a SkillSet with some sort of Computers Skill as the primary. The Opposed EF of these attempts uses the TEF of the Network + any opposed Programs and SkillSets to create the final Opposed EF 1 roll is made and connection is made or refused. Additional attempts can be made, but they will get harder as more security programs are used. for defense.

202

Network Type Laser Pulse Radio LFM

Network TEF 64 67 75

Availability 100% 95% 75%

Sound resonator Digital Burst Light Connectors

Floor Web

UNIWeb Searches

120

105

45% 25%

The UNIWeb is a huge data warehouse geared towards limiting data access. To achieve that it is subdivided into 6 security layers. These layers are called Root0 through Root 5. Root0 is considered Public Domain and is a TEF

Function of Webs on the UNIWeb Webs can have functions from a data repository, con-

Specialized Technology

Uplink Hardware

Any direct connection to the UNIWeb or other network is called an Uplink. Physical connections used by the UNIWeb were also standardized using BIFC. There are numerous types using various technologies which allow for secured links. Most of these links are Open using connections like airborne chemical coding or light waves. Hard wired connections exist, but still used the same network types, just within the wire to make connecting location specific.
0 security to access. Root1 is semi Public and has a 200 EF security. Root2-5 security increases by 100 per level until Root 5 which has a security of TEF 500. Access to a Root level can be granted by request to an access holder of that level (AvCorp has Root5 access). Access simply gets you in to the Root 0 level, from there users can search to find the location of data, i.e. Root 5 is where the file you want is. Since any user can create multiple roots locations under their Full Address name finding a file can be a daunting task. In addition files are further encrypted by their owners, making finding a file sometimes easier than opening it. Open Search Results A user does an open search of the UNIWeb the information comes from Root0 and Root1. the information is basic and can be controlled by the owning entity. A Example search on a corporation might provide the following information. Each Bullet would be an information point, based on the searches successes. Number of employees, world location, products made, and some restricted products. The following are restrictions on Root0 and Root1 searches: Any person or organization can restrict some or none of the requested information. No Security programs interfere with the searches of these Roots. The owner of the info can trace all information sent to the inquirer if they wish. To search the UNIWeb for restricted or other wise inaccessible data, users must access the Root where the data they need is. Data in secured Roots (2-5) is unsearchable until the Root is accessed. So to find data that is in Root4, you must first access that Root and then search. An Uplink to the UNIWeb or Web and a connection is required for such searches. custom interface and a costly add-on.

Unsecured COM Methods

Instant Messages When people communicate in 2136 they use one of three Instant Message formats. The first is Full Message Format (FMF) that has live feed video, audio and 1GB/S data streamed. The second is Full Audio Format (FAF), which is full duplex audio and 2GB/S data streamed. The last is Full Text Format (FTF), which has up to 4GB text data per message and 5GB/S Streamed Data. All have quantum 45 bit encryption (EF 225). In addition, all users have access to UNIWeb mail, which can hold 100 GB per message and 150 GB/s Streamed Data (Mail has 2048 bit reversed encryption (EF 675). Most corporations tend to use UNIWeb Mail although many have additional encryption mechanisms.

Secured COM Methods

Virtual Reality Interfaces

While Virtual reality interfaces are available, the design of the UNIWeb does not require it and the software does not usually make searches more effective. The use of avatars and other immersion software has never caught on due to the sheer number of voice and ocular commands a person can use to access the UNIWeb. The avatar interface is simply not needed. Public demand is also limited since most everyday data is on Root0 or Root1. VR software can increase the TEF of a device, but usually it is a

UNIWeb Encryption and Access Protocols All characters can do searches on the UNIWeb. Assuming a character can access the Root where the data is, normal security would have the data encrypted. Searches for specific data usually end up in a linked Web where information is encrypted. Webs traditionally use multiple types of encryption to increase security and further deter searches. Encryption and Access Protocols are all based on a quantum key design in 2136 making them very difficult to even attempt to crack. Encryptions in 2136 are intelligent programs; their strength comes from their ability to create a different encryption matrix every time they are used. All standard, and most custom, Encryptions are built from custom quantum keys. Corporations and their executives have their own personal, and unknown, Keys as well. Breaking encryption on a Root 5 file means figuring out the key, not the encryption. So Decryption attempts can benefit from social data or information used to get the key info, thus widening the skills that can be used in a decryption SkillSet. This Quantum Key method also means that breaking encryption from one source does not mean that encryption on all files is broken, just files using that particular key. Encrypted Uplinks Any character with a VidChip can initiate an non encrypted Uplink to another VidChip or terminal. Characters can make a SkillSet roll to Encrypt this connection as normal, active action.

203

Specialized Technology
ROM Chip links Any character with a ROM chip can initiate a direct encrypted uplink to another ROM chip or VidChip. To encrypt the signal the character or AI must make a computer roll, with encryption. AI Initiated Uplinks (Active Action) have a TEF equal to the AI TEF or its SkillSet EF players choice. Psi Intuition in use When a situation arises where the GM feels the characters might get a flash of insight the GM rolls against Psi intuition. A good guideline is if something is happening within a few meters of the character roll intuitions. The GM rolls 1d100 for each players intuition. The roll must be below the Characters listed Psi Intuition. Should the roll be equal to or below the character senses something. Characters who sense something should then roll 1d100 and that number is the strength of the Intuition. Characters may not request Psi Intuition rolls. Example
For instance, should a character walk into a room and see the bad guy, the GM would roll Psi Intuitions for any character that sees him. If the roll is below the Characters Psi Intuitions, the player gets to roll. Depending on how good the roll is the GM could say; You get a general feeling of unease as you walk in. a higher player roll might get The whole place feels like a trap and you get a feeling of hatred from a hooded figure the far left corner.

Character Influence
During an adventure there are moments when the players want to influence the plot. This section details the tools players have to influence the plot, using tools other than skills and role playing. These tools include Psi Intuition, Luck Points, Passions and Attitude checks, and Story Points.

Psi Intuition

Psi intuition continues to perplex scientists. Intuition is the most common skill among Latents (non PsiActive) and PsiTechs (Psi actives). Latents and PsiTechs both can receive flashes of insight that warn them of danger or hostility. These flashes give the character information to take action. The player could duck down an alley to avoid a fight or spin left to see a surprise attack. Psis and Latents alike have learned to listen to these flashes of uncontrolled insight, and it has saved many a life. A characters or NPC Psi Intuition gives them information that something feels wrong about the situation or person they are dealing with. Sometimes the feeling is more detailed and other times it is only a vague sense of unease.

The characters, and some NPCs, are considered luckier than most people and have the ability to influence the game with that luck. A characters luck is represented by Luck Points. A characters maximum luck is equal to their commendations divided by 5000, Plus 1 for each passion a character has. So a Character with 10,000 Comms and 4 passions would get 6 luck. Luck points reset at the beginning of every adventure and reset at the next adventure. Luck points are used by players to modify rolls during an adventure, possibly changing the outcomes and direction of the plot. The list below shows how luck can be used. The down side to luck points is those who are opposed to your goals may have them as well. Less skilled Opponents could have between 5 -15 luck points (GMs Discretion). Exceptional Enemies could have 30+ luck points, making it a real challenge to beat them.

Luck Points

Intuition Effect of Psi Intuition Sense Roll 1-20 General bad feeling No detail but the whole thing just feels wrong. 21-45

Knows any immediate threats are present, but no idea what they are or when they might strike. General Info of what is going on around them. Aware they might be attacked. If they can see the source of danger or malice towards them, they are 50% sure of the source. Is not aware of the direction of the attacks. Info more Specific to what is going on around them but still very vague.

204

46-70

71-90

Aware of any evil or bad intentions from any one with in 10m. Unaware of any specific actions, but knows attacks are coming and 50% sure of direction. Cannot be surprised in combat. Also aware of any one who has plans that interfere with theirs, but not who that person is. Info more very Specific to what is going on around them but no knowledge of specific actions that might hinder the characters.

91+

Aware of Malice, anger or general bad intentions directed at them by any one specific person. Cannot shake the feeling there is something wrong with the person. Aware of what direction they are being attacked from, but not when. I have got a really bad feeling Info specific to what is going on around them they even have and Idea who might be behind the changes around them..

Specialized Technology
whatever else may occur to someone during a game. Example 1 - Story Points in action

Luck Uses

1 luck point to allow the use of Secondary Skills in a skill Set, even if you failed the base skill roll. 1 luck point to add or subtract 1d100 to any rolled EF. A rolled 1 a luck die doubles the EF. 1 Luck may increase or decrease an EM roll of the player or one specific target, by 1 point. 1 luck point to remove 1 Combat Influence. Must be allocated before Combat Influence is declared. Player may ignore any complication their character has for 1 phase. Player may not ignore the same one consecutively.

Tim announces to the GM that his character Elroy Goering has studied physics under doctor Flemming, a renowned scientist. The player then tells the GM that he contacts Dr Flemming for help with the problem the party currently has. The GM rules that Dr Flemming gives them an idea to overcome their problem, and they can roll with a +20EF against certain skills. Paul declares a Story Point as he enters the Chicago Black Markets. His C-SPY once worked here at a booth for a small company, doing work and security. The GM says thats fine and asks what effect that has on the current situation. Paul replies he wants Jeris to know the Security patrol schedules. The GM replies that he can roll Perception:Select recall for any security questions they have while in the black market.

Example 2 - Story Points in action

Story Points

These are used by players to directly influence the plot and ongoing campaigns. It is a limited way for the whole table to be involved with creating plots and contribute to the direction of the plot. Getting the players more Involved is what the Conflict System is all about. Story Points expand the game and make it more fun, but the GM has final say. Players use story points to expand character back stories, while gaining some advantage in the immediate role play situation. The overall effect is to expand the ideas being exchanged at the table. Story Point Basics Each character gets 1 Story point for every 2 Passions they have. As characters gain more Passions in play, the number of story points grows too. Story points can be used once per adventure. A player can use a story point at any time. Each time a character implements a story point the character receives experience (commendations) for good role play. Any player who can link the story point to a characters passion, also gets an additional good passion use commendation bonus. Story Point Effects When a player uses a Story Points 2 things occur; first the player describes the additions to their characters backstory. Second the player explains how this new history effects the current situation in the adventure. The player can ask the GM for any type of effect; a bonus, special roll, or other consideration based on the additions to their backstory. The GM and Player negotiate on the details of what gets added to the characters backstory and the effect it would have on the current situation. The GM and player need to come to an agreement on both the history and the effect for the Story Point to be spent or it is not spent. The GM has final say on any effects, however players must be specific as to the desired effect, which the GM can modify as needed. The added back story information is permanently added to the public record. This means the GM or other players can use the new history to create new adventures, to add to other character back stories, or

Recovering Story Points Story Points recover automatically at the next adventure, after the character has spent them all. So a player who spent his last of three story points this adventure gets all 3 back at the next adventure. The player with 2 story points, having only spent 1, has only 1 to spend until he zeros out and resets at the next adventure.

Role Playing Conflicts

Character Passions The setting of the StrikeForce RPG is controlled by the UN and the Planning Groups, otherwise known as the System. The System is, at some level, watching the character and the choices they make. The characters are tested with greater and more objectionable obstacles with each plot and adventure. The characters must decide if the effects of these system borne obstacles must be fought or make excuses for them by adjusting their beliefs. The decision to make excuses for society or to fight to really change society is the heart of the characters conflict in StrikeForce. The characters perception of the world is reflected by their attitude towards the system. Each adventure offers complex conflicts that the player, through their character, chooses to deal with or to ignore. The player must make choices and take actions based on their vision of their character. Once they have chosen the action to take, they hope the result is what they desire. The outcome of a character taking action to right or prevent a perceived wrong determines whether they will continue to believe in the System or start to fight it. Passion Checks and Adjustment plans are the way the Conflict system tracks the results of these choices.

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Specialized Technology
Passion Checks During the course of an adventure information or actions may take place that violate a Characters passions. The GM or player may suggest that such a violation has occurred. The Player decides then how to deal with the situation. They may choose to roll to avoid the violation or accept and choose to adjust. Passion Check Failure When passion checks occurs a player can roll or choose to defend that passion. A roll check is done when the player does not necessarily want to defend. The player may not feel the situation has violated a passion, so the character gets to roll. A successful roll indicates the character can ignore the situation for now. A failure means they care and must do something about it. The player rolls 1d10 under the listed passion target. Passion checks fail when the roll is equal or over the passion rank. A player can choose to simply declare the passion check a failure. When a character fails a passion check, the passion they failed on lowers its target by 1 and the player must do an Attitude Check. come a supporter, a supporter becomes indifferent and so on. Attitude change effects When a characters attitude changes, a check must be done to determine if the characters rank has changed. Should their rank change, either up or down, the player must divest any technology they can no longer have, as well as immediately pay back any money they may owe above their new debt level. Failure to do so will result in immediate suspension from all Mission and Sub-Contract eligibility, meaning the character could go to jail or worse. The UN is deadly serious about this, choose to fight the system and you will reap the benefits of that choice.

Attitude Checks

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A character who fails a Passion check is in danger of becoming disillusioned with the System and its methods. Players must decide if they can fix the situation or choose to change their attitude away from the System. Characters who do not want to change their attitude must create an Adjusting plan; taking some kind of action or actions that justifies or fixes the wrong they just saw or received. Characters receive bonus commendations for attempting and completing plans. Characters who fail see their characters attitude towards the system turn towards fighting the System. This is a players choice and the GMs only role is approving the Adjusting plan and of course creating the plot and related adventures. Adjusting or Fighting Once a player has chosen an Adjustment Plan to right the wrong for each passion they missed a check on must be created. A plan can be anything the player and GM are satisfied rights the wrong. Plans must be figured out and at least started within the adventure where the passion check failure occurs. They must be finished within 3-5 adventures and always within the same plot. An Adjusting Plan cannot hang out there for 6 adventures and onto a new plot, with the player doing nothing to resolve it. If the player(s) are actively working on a resolution fine; else the GM should call it a failure and the characters suffers the consequences of the failure.

One of the driving forces of the System is the creation of new tech and scientific theories. The System Planners, using a special set of equations, sets priorities forcing the creation of new technologies. This forced creation is responsible for many of the systems greatest discoveries. The Planning groups math shows we will continue this pace of innovation. The creation of the Field Tech, was driven as the creation of new technology fell short of System expectations. Many ideas are researched, much of it vaportech and never brought to market. This Sub group (#18) believes that new tech must be forced into the open. Based on studies from the past 18 months, The System must increase demand. This increase will come from increased conflicts between Corps , nations and Guilds, while mandating that ALL System entities must provide a Tech to the Tech Guild for direct release. This will force various social sectors to start driving demand, even at inflated prices. This will spur the pace of development; especially as conflict rises increasing demand on the Combat sector. Spurring the design of new tech, weapons and PSI abilities.
Thank You for your time in this matter Planning Groups 282 Fighting The System Characters who are fighters of the System have 2 major differences from believers. First their bonus commendation rewards come from hurting the system, not protecting it.
So while a Believer might want to simply knock out the guard, a fighter would be happy to kill or scare the hell out them so bad they quit.

Tech Creation Analysis

Success and Failure

Characters who successfully complete an adjusting plan, get Bonus commendations and their Attitude does not change. Bonus Comms are awarded by the GM at the end of the session when the plan succeeded. Characters who fail at their Adjusting plan may still gain some bonus Comms for trying, their attitude moves down one to the next lowest attitude. So a believer would be-

Second it takes more Commendations to achieve the next rank and get access to new technology. A Fighting character is meant to take actions that hurt the system or fall behind the rest of the believers in their StrikeForce. It also drives more conflict, both inside and outside the StrikeForce, giving the players more opportunities to role play. A Fighter must take actions which fight the System or they must find a way back to believing in the System.

Specialized Technology
Changing an Attitude back to the system To bring a characters attitude back to the system, a character must take an action to help the System, linked to a passion they specify. By taking such an action, the passion is raised by 1 and an attitude shift towards the System can occur. The player must complete a GM approved adjusting plan to do this. The plan must be the character doing something that affects one of their Passions, and the results of the plan must have positive consequences for the System and other believers. Success in the plan is required to increase the passion and change ones attitude. While this improves ones passion target; targets can never be higher than their racial starting target. Even if a Character does swing back to Believing, it is more than likely the character will swing back against the system when that next piece of information crosses their path. Once your illusions have been shattered, it is very hard to go back. Goes 24 hours without sleep Using active movement for 3 consecutive phases. Using more than END/20 actions in 1 phase, free actions still cost towards fatigue. Fatigued Characters half all SkillSets! The only way to recover from fatigue is to rest. Resting means using no more than 1 passive action in a phase; for 1 phase per action over their limit. So 4 phases of active movement would require 1 phase of rest. Spend 7 actions in a phase, when ones max is 4 would require 3 phases of rest. A successful END roll lowers this by 1 per success (min of 1). Example
A character in combat uses 10 actions in phase 4 and fatigues. The character has an end of 80 meaning they went 6 actions over. The character must rest for 6 phases. The player rolls END, getting 2 Successes, lowering it to 4 phases of rest.

Rest

Game Movement
All movement in a 6 second phase is a based on a characters Prowess and type of action they use to move, active or passive. Characters get an active and passive rate; set at creation. Active Movement: Using an active action to move is going all out running, jumping back flips or a combination. Active movement moves the PCs PR in meters; active movement can be used 1 time per phase. A PR 50 means 50 meters is moved in that phase. Character moves the distance before the next active action is taken. Example
A character with an active move of 100m (100 PR) could spend 1 active action to move 100m in a phase. The Character arrives at the 100m before another active action is taken.

Encumbrance and Actions A characters encumbrance can modify how many actions they can take. The below chart show the Enc modifiers on characters actions. Curent ENC At ENC or less Over ENC by 5 or less Over ENC by 12 or more No effect -1 action per ENC over, max of 3. Cannot use Active movement, lose 1 action per 2 Enc over max. no max. Modifiers

Passive movement: Passive movement is waliking, creeping, crawling or any combination. The PC moves slower, the passive rate is 1/10th their PR; passive movement can be used multiple times in a phase. Characters with a 50 PR would have a 5 meter passive move. Character arrives immediately in the phase the passives are used, regardless of how many actions are spent. Example
A character with a passive move of 10m (100 PR) could spend 4 passive actions to move 40m in a phase, moving immediately and then take an active action.

Position Changes StrikeForce Characters and NPCs can switch between three positions; Standing, Kneeling or Prone. They can do this multiple times in a phase. Position Change Standing to Kneeling Kneeling to Prone Standing to Prone Prone to Standing Action Cost 1 Passive 1 Passive 2 Passive or 1 Active 2 passive or 1 active

Tracking Movement in Game

In game tracking movement does not need to be a math moment. Players declare their movement and move them, unless they want to do some sort of stunt or special move, then a SkillSet roll might be needed. The more actions a character spends on movement, fatigue becomes an issue. Fatigue and Rest As Characters take actions without rest they will could fatigue. In free Form time fatigue is not usually tracked, as characters take many pauses. Fatigue is tracked more closely in the phased turn; setting in when a character:

Climbing, Jumping and more These activities are based on the Prowess SkillSet; measuring the characters innate strength and agility. Technology for climbing and swimming for example can improve the characters SkillSet. Should the attempt result in failure damage is possible, which role play or other actions could mitigate. 1 wound is taken per 2 failures (round down). So a swimmer who starts to drown misses his Prowess (PR) by 5 would take 2 wounds when he slips under the water. His next PR roll to recover would be at a minus, because of the wounds, as discussed in the damage section.

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Specialized Technology
Falling Damage Players who fall from a height greater than 2 meters will take falling damage. Only Physical and Absorber armor can be used against this. The fall is considered an attack. The Total Attack is the distance fallen *100 and 1 crit per 500 Total Attack, severity equal to the distance fallen. So a Character falls 32 meters would take a 3200 Total Attack and 6, 32 severity criticals. Altitude and Range Each altitude between an attacker and their target adds 2 KM to range. Vehicle Base Speed Each vehicle type has a Base Speed. Each component that adds speeds increases this to the next speed on the chart. A scout with devices that give it +4 speeds has a top speed of 140 KMH. Start at 100 KMH (base for a scout or a Boat) and count up 4.

Vehicle Movement Action Costs

Altitude is tracked not in KM above the ground, but what sector of the atmosphere the vehicle is at. The below chart shows the zones used and what types of combat can be done in those areas.
AA Air to Air attacks can be done at this altitude. AG Air to Ground attacks can be done at this altitude. Nape of the Earth (NOE): Adds Maneuver EF to Detection value. All maneuvers are at double EF targets.

Altitude

Vehicle Movement

Anyone Piloting a vehicle must spend an Active Action to do so. Vehicle movement takes place over the course of a Turn, there is no need to track how much movement occurs in each phase, even in a chase. A Vehicle Traveling at 60 KPH travels 486 meters in 1 Turn (5 Phases) or 30 Seconds. Whether just cruising, in a chase, or in Combat, vehicle combat steps (Section 6) are used to track piloting and vehicle movement effects in a Phased Turn. In free form time the distance can usually just be calculated.
Speed (KM/h) Meters/ Minute Meters/ Turn

10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170

162 324 486 648 810 972 1.1km 1.3km 1.5km 1.6km 1.8 KM 1.9 KM 2.1 KM 2.2 KM 2.4 KM 2.6 KM 2.8 KM

81 162 243 324 405 486 550 650 750 800 900 950 1050 1100 1200 1300 1400
Speed (KM/h) Meters/ Minute Meters/ Turn

Altitude Sector
NOE Green 1 Green 2 Green 3 Green 4 Green 5 Blue 1 Blue 5 Blue 2 Blue 3

Height in KM
> 250 M 1 KM 3 KM 5 KM 7 KM 9 KM 11 KM 13 KM 15 KM 17 KM 19 KM 21 KM 23 KM 25 KM 27 KM

Combat Types
AA, AG AA, AG AA, AG AA, AG AA, AG AA, AG AA AA AA AA AA AA None None None

320 Helo 480 620 800 Jet 1.0 Mach 1.5 Mach 2.0 Mach 2.5 Mach 3,0 Mach 3.5 Mach 4.0 Mach 4.5 Mach

5.2 KM 7.8 KM 10.0 KM 13.0 KM 15.6 KM 23.5 KM 31.3 KM 39.0 KM 46.9 KM 54.7 KM 62.5 KM 70.3 KM

2600 3900 5000 6500 7800 11750 15,650 19500 23450 27350 31250 35150

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Blue 4 Blue 5 Red 1 Red 2 Red 3

Excessive Speed Damage Vehicles cannot go faster than Mach 2 without at least 1/2 of their hard Points internally mounted. Exceeding Mach 3 without special devices results in 90 points of damage to Body every Action. Damage doubles at Mach 4 and again at Mach 4.5.

Changing Altitude Planes and Helos can normally change 1 altitude per phase. Some maneuvers will allow greater changes in altitude.

Gravelectric Engine Alignment

The Gravelectric power plants which create the negative gravity wave are precise instruments. The basic design of a GE Power Plant says they will fall out of alignment

Specialized Technology
within 20 hours of use. When a vehicle enters combat the hard maneuvering tends to drive the engine further out of align, sooner. The efficiency of a Vehicles Power Plant shows how long it can operate before the engine falls out of alignment and must reset. A Power Plant with an 8/1 efficiency will shut down after 2 1/2 hours (20/8). A 2 /1 Power Plant will function for 10 hours (20/2). Power Plant Resets Power Plants must be shut down for the various magnetic parts and equipment to realign. All Power plants will reset themselves automatically, based on the efficiency rating of the engine. Every point of efficiency means 2 hours of reset time. So an 8/1 engine takes 16 hours to reset, while a 2/1 takes 4 hours. Vehicle Repair skills can reset an engine faster; repair services at UN Bases and City level 12 docks costs 5000 crd. Lowering rest time to 2 hours (80% availability 1d100 minute wait if not available) Shanty Towns may also have this service ( 35%), but you may want to check out the Tech doing the work. Gravelectric Engines in Combat Combat drives engines out of alignment sooner. Each turn (30 sec) of combat the engine loses a 1/2 hour of alignment, so an 8/1 engine could only do 6 turns (30 Phases) of combat before they would have to land and reset. rolls are at -3 and all actions cost +1 Actions. Ignoring the Pain Characters and NPCs with an 80 END or more can roll to ignore any negative modifiers for 1 action. The Character Rolls 1d100 END applying all negative modifiers. A successful roll, under the modified END, means the character ignores all negatives for one action. Criticals When a character takes a critical hit, the character is considered to be in Critical Status. Each critical has a specific effects; from a simple negative modifier to an Emotion (EM) roll or an effect that kills instantly. Criticals may cause negative modifiers, but unless they state the character is incapacitated or Dead, the Character may continue to function with any modifiers from the critical. Incapacitated Whenever the negatives from damage to END and/or Criticals is greater than a characters END; the character is considered incapacitated. An incapacitated character falls unconscious, and drops everything. The character is out until healed. A character or NPC who goes into negative END ins incapacitated. A character with an 80 END would incapacitated at 81 damage, -1 END. Incapacitations cannot be ignored. Dead Whenever a character takes a critical that says they are killed or the negative modifier from Damage and Criticals is double their END the character is dead, gone, wasted. Damage Order of Effects When a character is damaged the effects occur in this order: Critical - Death results Critical - Incapacitated results Critical - other results Wounds This means that a Death critical must be healed before any END is fixed. Healing After a character takes damage they can use drugs, Psi powers, or their own healing skills to repair the END or critical damage they have taken, assuming they are not dead or incapacitated. Any healing; Tech, drugs, Psi Powers, or skill rolls applied in the same phase when damage was taken, the healing takes effect immediately. Any healing with a specific duration follows that duration. Example
This means a character could take 12 wounds and heal it all in that phase with 4 doses of Haldern 12. A Psi Power with a duration of 2 phases would take 3 phases to heal.

Healing Basics of Character Damage

During the course of a campaign, it is likely that a character will be attacked and take damage. Damage from an attack lowers the characters endurance. Every 10 Damage becomes a wound adding negative effects to the Character. When amount of damage exceeds the characters endurance they are incapacitated. Characters can treat damage with very effect drugs, Psi Powers or Skills and tech, or other medical resource. There are four statuses a damaged character can be at: Damaged, Critical, Incapacitated, and Dead. It is possible to be in multiple statuses at once. Incapacitated status can be brought on by either Damaged, Critical or both. Death results from either a critical or a failure to treat Incapacitated status.

Character Damage

Wounded When an attack Breeches the protection of armor, the character takes damage to their END. Every 10 damage causes a wound. The amount of damage is a negative modifier to any Attribute (INT, PR,END) rolls. Wound Negatives Wounded characters find taking actions harder and fatigue a serious issue. Actions are painful; everything is harder to do. Each wound cases a -1 to all EM rolls. any character with any number of wounds adds +1 actions to any action taken. 3 Wounds (30 Damage) means EM

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Creating a Healing SkillSet

Medical Skills compliment each other, however, specific skills apply to certain critical effects. While other Medical skills can be added, to fix a brain injury you have to have a medical skill that deals with brain injuries. To try to

Specialized Technology
heal without such a skill requires trying to learn the skill on the fly, a not really good idea. Also appropriate tools, at least a Medkit, is needed to use any advanced medicine skills or major surgeries. Creating a Healing Opposed EF The opposed EF for healing a person is any negatives the patient has + the critical modifiers listed below: +5 EF per wound +10 EF each Critical taken +20 EF Each Incapacitation taken +50 EF Each Death Critical taken The Character trying to heal builds a SkillSet as normal and must beat the Opposed EF. Any target EF over 100 is considered major surgery and requires tools. If Successful the character is healed; however the time it takes to heal is determined by the healing opposed EF and the successes of the healing attempt. Time to Heal The time to heal in 2136 is much faster than other times in history, but it still takes time. The below table links the opposed EF to the time needed to heal. The opposed EF of the wounded character determines the times unit. If above the number go to the next value. Opposed EF <=10 EF 40 EF 60 EF 80 EF Time Phases Minutes Hours Days Turns the envelope of science. Tech Damage and Repair During play tech will be attacked or damaged. Rather than use detailed damage like characters, a simpler system is used. Attacks on tech with the weapons of 2136 are overkill, much of the attack tends to over penetrate and pass through doing little damage. Penetrations, not damage, determines the effect of any attacks. Every 2 penetrations done forces a Base Critical Chance roll. Each device has a BCC equal to (TEF +10)+ 10 per 2 Pens). Roll 1d100 over the BCC or a malfunction occurs. Device Malfunctions Each malfunction does 2 things: 1) lowers the devices TEF by 5. When a devices TEF hits 0 the tech is destroyed. 2) The GM can assign a complication to the Techs behavior. A Timer might countdown randomly or a Scanner give extra information, good or bad. Complications again should be used to enhance the story not beat the players up. Destroying and Repairing Tech When the number of penetrations is equal to the BCC the device is destroyed. Malfunction and Penetration repairs can be done using any type of electronics or armor repair kits that can repair. Complications count as an extra Malfunction.

Bionic Implants

150+ EF

120 EF

Weeks

The actual time is the Opposed EF/20 - the number of successes. Minimum is half (Opposed EF/10). So an opposed EF of 90 would take hours a minimum of 2.25 hours to heal. Drugs and other tech can help speed healing by lowering the opposed EF before healing is attempted. The risk of addiction and availability might put some players off using massive doses of such drugs. Example
So a character with 100 Opposed EF in damage: 40 Damage (+40 EF), 4 Wounds (+20 EF), 2 Criticals (+20 EF) and an Incapacitation (+20 EF) would be healing for a minimum of 5 hours. A Healing SkillSet with 2 successes would set the actual time to heal at 5 - 2 = 3 hours.

Artificial limbs and organs are like any other made device they take damage based on their SP and Criticals based on their quality and materials. Prices for bionics assume a stainless steel frame with synthetic skin. SP and BCC come from the materials. Characters can upgrade purchased bionics at the costs listed in section 3 Tracking Damage When a bionic implant is specifically targeted for damage, the Tech Damage system is used, with one change. The Bionics are destroyed when the number of penetrations equals the SP, it stops functioning when the TEF is 0. BCC is rolled as normal to determine if the implant takes a malfunction. Implant Malfunctions When an implant Malfunctions its efficiency is degraded. Limb Criticals lower PR by 10 per critical. Organ Criticals cause -10 to END and PR.

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High Technology In Game

DNA Enhancements

Tech is a powerful add-on that can be used to save character lives and add a great deal of role playing opportunity. The more flexible players and the GM are on how these systems can be used the more fun can be had. This is a world of magical science and players who try to push the limits of the characters tech to create role playing situations will be rewarded in both quality of play and commendations. So go crazy and see how far you can push

The ability of humans to take Advanced DNA strands into their bodies, either directly or using a BioBloc, has begun to become more common. These strands change the bodies of the host, allowing wondrous abilities and potentially monstrous mutations.

Direct Application

The direct application of Strands to the human DNA leads to mutation as more strands are added. The UN

Specialized Technology
does not allow any more than 2 direct strand additions to a single person. Any more can cause mutations. Each additional direct Enhancement adds (Enhancement # x 20) to the characters mutation value. When the mutation value of a character is equal to or greater to a value on the simple Mutation chart below they Must roll Psicon getting an EF higher than their mutation value or take that mutation. Example
So a character takes their 5th Direct Enhancement. Their mutation value is 5 x 20 = 100. The character must make a PsiCon roll with an EF of 100 or more or take Natural Chameleon mutation.

BioBlocs

The safer method of applying genetic mods, these blocs allow the changes to manifest without actually changing the user. It also allows the use of hard tech with strand tech in the same body. Any strand or tech will function as it normally would. It will not add to any Character value or do anything that the tech is not designed to do. BioBlocs in Combat BioBlocs use tech damage rules when directly attacked; but they are also affected when their hosts take damage. As the body degrades BioBloc systems begin to malfunction. When the host takes wounds in excess of the BioBlocs maximum the BioBloc begins to malfunction. BioBloc Malfunctions BioBloc system malfunctions occur after the number of wounds the host exceeds the BioBlocs maximum. BCC of the BioBloc is (Total TEF of all Systems + 15). The BCC decreases by 5 for each wound above the maximum. Repairing BioBlocs When the host gets clobbered the BioBloc begin to fail. Repairs cost 10,000 ECD per wound over threshold to repair 1 malfunction. So a character takes 5 wounds; a VSIC BioBloc would cost 20,000 (2 over the wound max of 3) to repair 1 level of malfunction on 1 system. Example
So a character takes 5 wounds his VSIC BioBloc has a TEF : 25. The BioBloc also has 2 malfunctions ( -10 TEF) and a complication that effects one of its systems. Cost is 20,000 ECD (2 over the wound max of 3) to repair 1 malfunction.

Powering DNA Strands in a Human body DNA enhancements added to a human body cannot require power in addition to normal Biologic power. PUTO which are too high for the BioBlocs PUO would fry the Bloc. Hard tech (Nanonic) may operate inside DNA, but power comes from the bloc. Enhancements created for Glove suits are powered by the body and do not use PUO. Human Mutations Should a human mutate do to a direct enhancement the below chart shows the effects of the mutation. Not all Mutations are negative, however since they could pollute or even destroy the human gene pool, the UN is determined to keep such mutations very very dead. Mutations are hard to hide and the UN pays bounties of up to 100,000 or more to turn in mutations. People who hide mutations are killed and their clones destroyed, they are made dead forever by the UN. The below chart shows the 10 main mutation effects. Mutation Type
Visual Spectrum Change Additional Limbs

Effect
Grows Identical Limb roll 1d6 Leg (1-3) Arm (4-6) PR and Use as normal User now sees in the Electromag Spectrum TEF 10 Cannot use normal optics Mutant Now regenerates 50 End pts per Phase, However they are dead at 50 End instead of -100.

Mutation Value
60 80 90 100 125 160 175 200 230 250

Skin Color Mutant is constantly changing to blend into the area around them. Must also be out of armor for at least change/Chame8 hours a day for skin to breath leon Ability Emaciation / Prowess Loss Prowess loss of 45. Costs triple to raise it and every three months roll 2d10 percentile 50% chance new prowess lost.

Regeneration abilities

Brain Chemistry fouled Devolving GM Complication

Brain stem Failure

Down Syndrome

Roll 1d6 1= Deaf 2= Blind 3= Mute 4= Spastic 5 = right leg useless (no bionics) 6= left arm useless (no Bionics) Reduce PR by 1d10 must roll under PR to do any action Become ape like in features Int 50 max Pr +2 lose all lang ranks GM picks 2 Mutations and links them with a complication. Player can use Story Points as well.

Int , Base skill, Double Em and must roll under to do any action

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Specialized Technology SkillSet Example


GM: Bob, your character gets an instant message that threatens his life if he revels the information he just stole. Bob: I trace the IM back to its source. GM: To do that you need to make a skill roll. Please give me your skills and a Total Success Chance please. Bob: Okay, let me look at my skills one sec.

Tech Use Example


Dar is attempting to see if someone is following him. He scans behind with his Digital Optics III, a TEF: 5 when scanning behind. Dar has a perception:Detail Search of 55 and a Base skill of 37. The STO following him has a Chameleon Chip IV, TEF: 23, a Stealth: Stalking Skill of 40 and a 55 base skill. The STO has a 118 SkillSet including a TEF of 23. He rolls a 35, an EF of 95. Dar has a SkillSet of 97 including the TEF of 5 from his optics. Dar rolls a 45 for an EF of 52. Dars Final EF is less than the STOs, Dar does not see the STO. Dar decides to tweak his tech to be sure there is no one behind him. He rolls against his perception:Detail Search SkillSet of 74 (no TEF bonus). Dar rolls a 35 for a 41 Tweak. His Tech TEF bonus increases to 20, his optics kick back in, the new EF is 62, Dar still cannot see the STO. The GM rolls Psi Intuitions of Dar and rolls under it, allowing Dar a 1d100 roll, a 58. The GM tells Dars player he knows there is something back there, he just cannot see it. Dar decides to spin and use his forward optics to nullify any stealth devices in its range. He tweaks and is able to again double his TEF bonus to 24 which beats the chameleon Chip by 1, winning nullification. The GM has the STO try to tweak his Chameleon Chip using his Stealth:Stalking skill. He has a SkillSet of 40 and rolls a 65; a failure. Dar wins the Tech nullification and the Chameleon chip stops working. The GM rules the nullification of the Chameleon chip gives away the STOs position, so Dar sees him. The Chameleon chip will reactivate in 1 phase, and then the STO can try to sneak away if he wants to.

Example

Example

Bobs character uses the skills Computers:Binary Programing, Computers:Software Hardware Interface, Computers:Data Search, and Security Systems to create a tracking program and find the source of the IM. His SkillSet is a 240. Bob: Can I do a Programming Tweak before I roll? GM: Sure, what tech is your VidChip? Bob: Nanonic. My Computer:Nanonic Programming is low But I will try. Can I add Computer Software/Hardware interface to boost my trace? GM: Yes Bob: The SkillSet on the Tweak is a 105, with my base skill. I rolled a 92, for a 13 EF. That doubles the 10 TEF to a 20. That makes my final SkillSet 260. Bob rolls the dice. Bob: I rolled a 62. (His dice show a 6 on the tens and a 2 on the ones). My total EF is a 198. do I track it? GM: Let me see. You do track it part of the way to a Root5 Private Web. You can try to break in if you want. Bob: No, Root5 is too strong maybe I can do it a different way.

Example

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Bob: Instead I reply to the IM; saying how much to keep it quiet. GM: There is a moment and a reply comes back How about your life. Bob: I want to use Social combat through a Full message to reply How about 200,000 or I send it to every Corp I can find in the next 20 minutes. GM: Okay build a Social Combat SkillSet. Bob: All I have is Con:Stories and Perception: Intuitions, Bob rolls under his 45 Base Skill and combines the skills for a SkillSet of 92. Bob rolls a 32, and tell the GM, my EF is a 60, do they believe me? GM: You are not sure, but 5 minutes later you get a confirmation that 150,000 Credits have been deposited in your accounts. The you get a message that says thats our best offer, now destroy it. Bob; I save a copy to one of my ROM chips and I send them confirmation its destroyed, And I shut down my VidChip. GM: Ok that seems to have ended the problem. What do you do with the ROM chip? Bob: I take it to the contact in person and hand it off stealthily. GM: Ok give me a SkillSet please....

Example

The Art of Healing Tech Guild Analysis Group 4: Report 231/7


Medical Growth during the Secret War The levels of damage done by the weapons and attacks of the Paulson units in the Secret War drove the forces and corporations of the Cartin Consortium to invest in experimental and dangerous experiments to further the design and creation of new Pharma, surgeries, and medical techniques. The trials were expensive in both human lives and the scarce resources of the consortium. In 2014 MediCorp Systems was the first to create a successful drug, Haldern 12, a dermal regenerator which could heal the bruising, shock, and skin damage from projectile and other impact weapons. The creation of Haldern 12 started a flood gate of new research into body processes and the Human Genome. By 2017 corporations such as Encom Labs, Humanistic Research, and Xedrin Pharma had created a large number of new procedures and methods for field surgery practices which had increased StrikeTeam Survivability by 45%.. These numbers further increased as the Secret War continued and medical research expanded into to new research methods. By 2024 Drugs like Pheldrean (a predecessor of FLASH) and MilCord had set the research into these new pharma and medical procedures on a firm path. The Paulson Units and Medical Technology As all the new wonder drugs and medical science was being added to the field StrikeTeams, making them much more portent against the Paulson Units, the Paulson were also following this new path. The Paulsons created several airborne agents and the hated drug Malternin. The use of weaponized diseases released by the Paulsons in the early years of the war contributed to the massive death tolls that eventually that stopped the Paulsons. The use of Malternin on StrikeTeams from Barrett Arms and AvCorp was devastating to StrikeTeam missions for several years. The Paulson Unit Lasiter, acting as Peter Lasiter used his position at Timmonds Fuels to drive his own agenda. Using Timmonds resources the Paulsons created scores of drugs, medical devices, and other technology that was used against the Consortium forces. The art of healing was turned against the humans it was designed to heal. Bodies were found on numerous occasions, mutilated and obviously victims of tortures beyond human design. This perversion of technology was one of the reasons the Tech guild was able to become the protector of humanities technology. The Paulson use of technology in such gruesome ways forced the Consortium to do all it could to protect human discoveries and technologies from them, no reason to give the enemy even more ideas to work with. While the Paulson research was lost; records from Consortium files show that if the data could be found there is useful technology. Apparently the Paulsons had completed a modified version of the Unified Field theory by 2120 and had started to create tech years beyond what the con-

sortium was using. The Paulson technology, based on the Consortium intelligence files, was based on the Electromagnetic and Strong Nuclear Forces. Had the Paulsons been able to use this technology effectively, the outcome of the war might have been different. Modern Force Medicine Medical technology has advanced in leaps and bounds since the science of Natures Forces has been applied. Combined with NanoTech and Natures Forces like Chemical and Weak Nuclear, humanity now has the ability to any damage to the a human body. Cancer and more than 80% of the worst diseases have been eradicated. Scanners with Bio/Medical suites allow for almost magical healing, assuming the effects can take place quickly enough. There is almost no limit to what a competent Tech or Doctor can do with the drugs and medical technology available to them in 2136. Corporate and UN officials in recent years have tried to remove or circumvent Tech Guild oversight in the creation of new technology, very hard in some cases. These attempts have created numerous underground movements, some of which have created such charming technology as BioHorrors, Cyborg Tech, and other new combat oriented technologies. The Underground Movements These undergrounds have numerous under the table supporters, Corporations, Financial investors, CEOs, rogue Techs, and other financially determined organizations. Their goals are to over come the Tech Guild and UN restrictions on tech creation. The Undergrounds tend to use few if any safeguards, much shorter research methods, and forced human trials are common as well. The Tech Guild and the UN must find a way to destroy these underground groups before their rampant and unchecked technologies create a threat that rivals or surpasses the Paulson Units. Final Opinions It is the opinion of this Tech Guild advisory council that we must force the issue of these Undergrounds and their relation to Nemesis Sector conspiracies. These rogue tech operations threaten all we have built since the Secret War. Tech Guild Analysis Group 4

Data Root/0
The Problem 217 The Discovery of Psionics 221 Psionics 222 Psi Abilities By School 227 Psi Esper Patterns 229 Psi Stalker Patterns 229 Psi Quaker Patterns 230 Psi Weaver Patterns 231 Psi Spinner Patterns 232 Psi Preserver Patterns 232 The Acceptance of Psi Actives in Modern Society 234

The Problem
he Presenter waited until the auditorium was silent. They all knew why they were there; her cursory introduction reflected that. Saderi Xanthe. She was a PsiTech, a damn fine PsiTech. At least she was until she made one mistake. A moment of frustration, leading to a rash decision. Many people had to die to protect the Guild, all because of one persons lack of vision. Her audience was all experienced, all trusted by the Guild, and focused on what this Master Psi was telling them. They were here because they had been told to be here. They were there to hear a story about a PsiTech and a war they all dreaded. A war so horrible it might cost the Guild and its Psis or Latent humanity their freedom; it was the nightmare they all feared. Everyone in the room paid close attention to speaker and the Vids running behind her; this was something they could not let happen ever again. By the power of the ESC! Jones, open the damn door! Hans Fredricks thick German accent murdered the anglo words he spoke. He was an impatient man even worse when his role was relegated to that of watchman while someone else on the team did all the work. The woman working on the door hissed back I am going as fast as I can, do not rush me. One false move and the alarms go off. Caren was a more than competent FieldTech: Nanonic, but the lock in front of her, their way into a BioTech Corp data storage vault, would have challenged a Master. While Caren worked a nervous Saderi Xanthe was not really paying attention to her StrikeForce. She like the rest of the team knew the base was guarded by their most recent nemesis, an STO who had interfered with several of their last few missions. Interference Saderi had decided was at an end. Randel Steggs had earned a reputation as one of the most violent and destructive Major Silvers in the MoaSen StrikeForce Gods Vision. After leaving Gods Vision Steggs joined BioTech, the new security liaison reporting to the Director of Research and Development. Since then Steggs had stopped them every time they had tried to get this data. Saderi and her mates, the members of StrikeForce CyclopsFist, had been trying to figure out what a BioTech Project called Sickle120 was all about. The mission from a BioTech competitor, Axiom technology, was big money. The first time Steggs had wired a Cafe right outside a Biotech warehouse in Peru to explode and frame them for it. Right as the CyclopsFist had first stolen the encrypted data, Steggs had contacted them, promising he would kill at least 10 civilians, unless they destroyed the terminal pad they had stolen. Hans had broken it without thinking; he would never let anyone take a hit for him if he could help it. Upsetting but thats how things go sometimes, thought Saderi. Their second run in with Steggs defined nightmare. After stopping Saderi and her StrikeForce from even breaking into a BioTech satellite office, Steggs had mercilessly chased them through a sublevel determined to kill them all. Mocking and insulting them for almost 10 minutes,

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they had finally been cornering them in an abandoned shop in a sublevel support column. The fight had been short; Steggs giving them a beating like never before. Hans had been 1 or 2 hits away from death when Saderi had gotten lucky, using a Crush pattern to destroy the power system on Steggs ExoSkeleton, allowing them to escape. Three months later they were once again going to get the data. The plan was sound a sneak and steal; Saderi even had a new trick to show Steggs if he showed up. After the beating Saderi had decided nothing was more important than stopping Steggs. An orphan at the age 3, Sedari saw Hans and Caren as her only family. That connection meant she would do anything to prevent them being hurt, destroyed, or stopped by anyone. She had ended all other training in the various schools of the PsiGuild, choosing a new, secret one; the Preserver School. Long kept a secret from the rest of humanity, its mere existence had the potential to turn humanity against their Psi brethren. The ability to manipulate, even capture, a mans soul would be horrifying to a latent Psi or anyone who did not understand the abilities. The PsiGuild saw the abilities as a way for the dead to contribute to this life after they were gone. Public knowledge of Preserver patterns would cause tensions or possibly a war; all Psi accepted into the School knew that, but Saderi was done. Steggs could not be allowed to menace her family anymore. She would use her new powers however she needed to make sure her family won. before today Steggs was always a step ahead of them. Today he would be a lifetime behind. I think its bypassed, doing one more test. Caren sounded doubtful, the security system as tough as she had ever seen; much better then their information had shown. As she started a voice came over the intercom made it obvious she did not have to run that final test. Steggs taunted and sneered at them at the same time. Hello Cyclopsboobs, your weak attempt to break-in is once again a failure. You really do impress with both your tenacious attempts and your amazing failures. Steggs chuckled softly, continuing Now, surrender and I promise you will only receive a short beating from myself, lose all your equipment, and a short UNIWeb broadcast of your humiliation. I am attempting once again teach you a lesson. Please choose to run; I will enjoy killing you all this time. Looking at each other for only a second, Hans quietly said Escape plan B, Lets get moving. Running down the corridor alarms began to wail; followed by the loud echoing chunk of security doors locking and boots could be heard up and down the corridor. Moa Sens Black Souls, I hate Steggs! This time we do not fail! Sedari screamed in frustration. Hans yelled back Shut up and run Sedari, we will deal with Steggs another time. Entering the office they had chosen for their escape. The large window behind the desk was perfedct for their needs, Caren had picked it on the way in the building. Hans setup of explosives could blow that window out with a simple verbal command; waiting to detonate just incase they needed a distraction. Saderi ran past Caren wanting to get to Hans and explain how she could get the job done. She yelled Steggs

could not stop me Hans, I need 5 minutes alone.. Sedari was unable to finish her rant, her world crumbled around her. Caren had always struggled in the physical part of the StrikeForces job. When they had started running, she had fallen behind again, she was no longer covered by the bulk of Hanss Hybrid armor. An easy target for Steggs, Caren was shot first. The two globs of magnetically shielded plasma hit her in the chest and head, the extreme heat of the projected plasma slicing through her armor like hot lava. Her chest exploded with gore destroyed armor and skin melted down the front of her torso. She tried cried out from her ruined lungs, but the weak cry stopped as the second shot struck her helmet destroying it and face, Carens ruined body collapsed to the floor. Caren laid there not moving, making no sounds. Her malfunctioning drug pac made no sounds, those miracles of moden medical technology unused to save her. Sedari and Hans simply reacted dodging into op[posite corners. Looking through the walls with their optics, 3 people in armor stood there waiting for them. 2 were BioTech security guards crouching in doorways, the third a large black ExoSkeleton standing in the middle of the hallway. Steggs was obviously unconcerned that the Hans or Sedari could attack him with ease. Steggs, you Moa Sen cur! whispered Sedari, trying to kill Steggs with her hatred filled gaze. Mounting two Type 4 weapons, a laser and plasma, plus the usual compliment of Exo systems and arrays, Steggs was a powerhouse. A few million credits later any person could build an ExoSkeleton as powerful as a tank, Steggs obviously had the cash. Hans watched Caren go down, and now has to listen to Steggs bragging to the 2 Security pukes with him, Pow! Did you see her drop? There aint no coming back from that, specially cause shes an infidel. Steggs was from the southern MoaSen and spoke with a southern drawl making the comment seem even more abrasive to Hanss German catholic honor. It was simply too much;l Rage and frustration welled up in Hanss chest and he attacked screaming DIE! DIE! You worthless MoaSen whore! Hanss charged the Steggs, shooting as he ran. Steggs took the hits, amused as he was certain the STOs chem project weapons posed little threat. When the attack turned into a large explosion he was proved wrong. Hanss had also been ready for Steggs and while he could not afford an ExoSkeleton, the black market was always happy to sell advanced ammo to those in need. Hans was breaking the law using ammo beyond his tech level, but for the right price 4 mixed loads of Fireball and Tech Level 6 Armor Piercing ammo did a hell of a job on Steggs. Hans fired the first 2 mixed loads at Steggs. The shots ripped into Steggs armored chest, his Exos holed by the impressive AP ammo, followed by the fireball ammo explosion further blasting Steggs. The damage from the multiple impacts awesome. The fireball ammos fuel air explosive surrounded Steggs and then a second later the whole area exploded with a massive blast. The 2 Security pukes, unprepared like Steggs, were thrown back into the offices behind them. One was killed hit-

ting a desk at a bad angle, the other incapacitated by the force of the blow. Steggs was blown onto his back, his armor penetrated, and some systems were malfunctioning. Steggs was not severely wounded or even stunned. Steggs was skilled and his dodge had managed to use armors stronger plating against the explosion, limiting its effectiveness. Sedari watched Hanss stop a few meters short of Steggs unmoving body, attempting to help. Using a Crush pattern to short out the power supply, like the last time they had faced him. The attack failed, Steggs had apparently armored the power supply. Damn it, Hans get out of there! She cried. Then Steggs sat up. Sedaris watched in horror, a slow motion horror show, As Steggs stuck his arm mounted laser into Hanss lower torso and fired point blank. When the pulsed beam of coherent light severed Hanss spine he gasped; his legs began to flail uncontrollably. Finally Hanss jerking ended and he fell heavily against the nearest wall. The whoosh of drug pacs indicated drugs to heal him, were now coursing through his veins, Hans was not dead yet. Sedaris world turned black with rage. Hans and Caren were dead, the people most dear to her had just been killed by Stegg, right in front of her. The only family she had ever known were dead by Steggs hand; He was going to pay. Sedari called up the Calon pattern for a preserver power called excommunicate. She had been practicing on the lost, desperate souls of the Sub Levels for the last 3 months. She focused, using all the rage she felt from the death of her family. The pattern of Calon energy flew from her mind at Steggs, who intuitively tried to disrupt her attack, failing miserably. Hans woke up, experiencing a level of pain beyond his experience. Laying against the wall and on the floor watching Steggs stand up as he taunted Sedari So only the little one left. Come little Psi lets dance. Then inexplicably Steggs gasped and collapsed like a puppet whos strings had been cut. Hans instinctively knew that something very wrong had happened to Steggs. In the deepest, most primitive part of his mind Hans knew his enemys death was unnatural. When Sedari spoke, a woman he viewed as his little sister, her words turned his confusion into abject horror. Well, Steggs how does it feel? Now you are at my mercy. Sedari was laughing, talking to the air. Hans was confused, hoping Sedari was simply crazy. When he heard the wispy transparent voice reply from above Steggs body, Hans remebnered the stories of deamons from his grandmothers lap. OHHH the Pain! What have you done to me? Ahhhhhh! Let me go! I will tell you anything, just let me go! The voice descended into whimpering and groans. Hans watched the scene playing out in front of him; ripping at the very foundations of his human beliefs. Sedaris tone was the confident sound of someone dealing justice. Steggs, you horrible little man, I pulled your soul from your body! You MoaSen garbage, you are trapped here for as long a painful time as I wish! She paused relishing the wails of pain from the trapped soul before continuing, Now tell me

about Sickle120 and perhaps I will let you back into your body. Tell. Me. NOW! The tortured, haunting voice returned, Sickle120 was a fake project meant to distract your employers from finding out the identity of a mole we have implanted there. The voice sounded like it took great effort to get that out, and then Steggs lost it. AHHHHH! GOD WHY HAVE YOU FORSAKEN ME? YOU HORRIBLE MONSTER LET ME GO! Hans felt the drugs healing him as his dear friends Sedari destroyed his very sould with her actions. The revulsion he was experiencing inflamed his rage and faith. The voice of Steggs was like that of a small powerless child, even as the soul screamed. Hans horror grew seeing the joy Sedari took from every moment of Steggs torture. Hanss Catholic teachings screamed at him; This was wrong at a the most basic level; no human should have power over another human soul. Only god should have such power; Sedari was no god. Fine, I will release you after you give me the Moles name. Sedari chuckled waiting for Steggs response. The voice, groaning in pain, yet Steggs did not speak. Tell me the name or else I will keep you trapped here for a much longer time. Sedari used her control over the soul to increase its pain and terror, Steggs panic was palpable as he screamed NO! Ohh God no! Mitchel Randil is the mole! Ohh God please have pity on me. Release me! Please I beg you. Laughing Sedari walked over to the fallen body of Steggs, ripping the helmet from the ExoSkeleton. The balst from the Plasma Pistol destroyed Steggs head. I release you into oblivion. Asshole! Her eyes and hands glowed with Calon energy and she released her hold on Steggs soul. The voice cried out one last time NO! Its not right! then simply stopped. Steggs body shook and trembled for a moment, and then fell still. The coincidence that Sedaris Calon energy was a light red color, and that Hanss catholic faith blinded him so. Led to the final straw for Hans. He saw the red in her eyes and saw the devil. He screamed at her You unholy Bitch! What did you do! How could YOU! Sedari spun at the sound of Hans rage filled scream Oh My god, You are alive? You saw? The fear and shock in her voice was laced with panic. Hans could feel his legs and arms again and was going to stop this devil right now! Sedari was babbling trying to explain to her best friend Hans its a Psi Power something I just, um, figured out. Please I would never use it on you, just on assholes like Steggs. Hans growled something unintelligible, heaving his body up from the floor. Raising his ChemProject at her and firing. Sedari knew the growl, body language meant Hans was attacking, There was no choice, he would kill her long before anything she said had any effect. Hans first shots were wild, do to his wounds and movement, missing Sedari. Hans had just put his Type 4 at her chest, when his body shuddered and fell like Steggs had moments ago. Hans had never bought into psi defense like Sedari had told him to and now he paid the price.

A disembodied voice raged at her Why, why would think this is acceptable? You are not gods, Psis are not gods. They cannot control our souls! This is evil and must be destroyed! Hanss soul screamed and raged, not letting her speak, to explain she had done it for all of them, that they could be a family again. Again and again she tried to speak to him rationally and 20 seconds into it she saw there was no choice. Her instructors had warned her, made it clear that anyone who could not tolerate the use of these powers could not be allowed to expose them. The risk was too great, the danger to all the Psitechs in the world too high. She had to destroy the people she loved. Walking over to Hanss body she removed the helmet, Hanss voice protesting and wailing, EVIL BITCH, BETRAYER OF GOD! He continued even after she had blown out his bodies brains on the wall. Good bye my friend, I am sorry. Sedari shook wracked with sobs, lacking any words at such a horrible moment. She released Hanss soul to its now dead body. She could only watch its final movements, each one more horrible than the last, till they stopped. Still sobbing in great uncontrollable heaves, Saderi pulled out several Axeon grenades from Hans armor. She entered the astral plane using a badge with an astral walk spin. The security video showed the astral drop of the Axeon grenades, all aimed at specific bodies, making sure all he bodies were burned beyond any recognition. The resulting secondary explosions and fire were bright adding to the flames consuming the bodies. Sedari had to kill her closest friends and most hated enemy, because she was not wise enough to use these powers. the presenter paused Knowing her life as a StrikeForce member was over. She would make no claim to activate her friends clones. The best chapter of her life was gone; destroyed and ruined by her narrow vision and hate. Looking up the presenter launched into the meat of her message. Sedari never returned to Axiom, she sent a TF message to them with the mission report and her resignation, and disappeared. With no bodies the clones were not released, Hans, Caren and Steggs are still missing. The Presenter watched the audience as the lights brightened. That is why the guild is so strict on how preserver powers must be used. In Sedaris case a useful productive Psi was lost to the Combat Sector and the Guild because of one latents reaction. The System is not ready for this and would try to destroy us. The presenters voice rose, loud and insistent Imagine if the security guards had awoken and seen what she had done, how many more would have had to be killed if this tape had not been hacked out by the guild? The presenter looked over the crowd of young and older PsiTechs, her eyes searching each one of theirs. It is not a question of are you tough enough to kill your friends and loved ones? No! It is a much bigger question. Do you want to start the next global war? Latents against Psi, Parents against Child, UN against PsiGuild. Do you want to start the war that could finish the job for the Paulsons?

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She paused letting those thoughts sink in, continuing as stridently and confidently as before. So we at the Guild ask you to think long and hard before you move into this school. Time marches on and it is your job to help as the Guild prepares humanity for the next steps. This includes education of those with open minds and destroying those who cannot accept what Psis have become. The audience, silent for a moment, then 100 conversations started all at once. The conversations and debates covered the story, the powers, right, wrong, and religious views. They always happened after this particular presentation was done. Gathering up her things the Presenter left the podium moving to leave the hall. Her escape was blocked, as it always was, by a younger PsiTech. His rank indicated he was merely a Student Air. I think she did the right thing, the Guild must come first. I dont see the moral issue. the young man challenged obviously sure of his stance. She stopped looking at this young Psi, brimming with piss and vinegar; ready to prove to the world what he could do. I see, then you have no problem going to a sub level right now and lighting a school on fire for the good of the guild? She waited, watching his reaction. A school? On fire? Why would that benefit the Guild? She smiled Why indeed? What If the Guild told you that the school was teaching Latent children that everything about Calon energy and Psi powers is evil and needs to be destroyed? Would that not be in the interests of the Guild? Killing 10, 20 or 100 children so they dont become our enemies? The PsiTechs confidence flew from his stance. His arguments crumbling away, they always did when the big picture started to seep into their heads. Psi were still human, still had that connection to humanity, that made such visions uncomfortable. The young Psi looked around at the six or seven others who were now listening to the conversation; trying to save some face in front of the crowd he retorted. Okay, but that could never happen? Could it? Grimly the Presenter replied It will happen tomorrow if you dont learn the lesson PsiTech Sedari had to learn. TOMORROW! The Presenter turned around and left, leaving the small group stunned into a thoughtful silence. One student in the small crowd gasped loudly as she noticed the name XANTHE on the Presenters ID badge.

Psionics The Discovery of Psionics


Marteen Salk In the very beginning, the PsiGuild was for all intents and purposes a cult. Marteen Salk gathered to him all the active Psis he could find and created the Unified Mind (the name of his organization) in secret. This was done in 2108 without sanction from the UN or the Tech Guild. Salk knew he was on dangerous ground and needed to quickly prove the worth of human Psis or face extermination by the UN and the Corporations. The Psis Marteen found tended to be the strongest and most experienced, thus the most open about their talents. Unfortunately, no two Psis had the same abilities which limited how effective they could be in the new society of man. Through exhaustive years of training and study, the source of Psionic power was discovered, and with it a way to teach new skills from one active Psi to another. Armed with this discovery Salk went to the Tech Guild and showed them the power of Calon energy. Calon Nodes and Patterns The discovery of Calon Nodes changed the destiny of Psi capable humans on earth. It was discovered by Tech Guild BioTechs that Calon nodes grow in the brains nerve clusters of every human species. There are millions of these nodes which only seem to develop and flourish in the brains of social (though not necessarily only extroverted) people. If a child is abandoned or ignored, the chances of Psi emergence drop to virtually nil. These nodes continue to develop within the brains of all humans throughout a persons life. They are recharged with Calon energy through social interaction. Stick a PsiTech on a deserted island and in a week he will no longer exhibit Psionic powers. This does not mean he has lost them for good. Calon nodes simply need to be recharged by sharing space and interacting with other humans. When Marteens group discovered these nodes, they also learned that specific abilities travel through certain nodes in the brain. The placement of nodes in any two brains is never the same, but the sizes of the nodes the pattern must travel through can be mapped. This map is the pattern a Psi must match to create the identical Psionic power. Once run through a computer to find the correct node configuration or pattern for a specific ability, a pattern specific to the node configuration of the trainee can be created and the pattern can be taught. Psi patterns are then learned though a two pronged method: first, the Psi attempts to perform the ability. While this attempt is being made, a hologram is displayed showing the Psi how far along he is on the sequence. The sequence is the path of nodes the Calon energy must charge and in what order to generate the desired effect. Seeing the path and visualizing the correct route seems to help the Psi create the pattern they need to create. Most PsiTechs experiment with new or unique skills, whenever they can. Stronger PsiTechs are encouraged by the Council to create new abilities, these Psis are very closely watched for signs of betrayal. Birth of the PsiGuild When Salk and the MedTechs were finished with their testing the data enabled them to approach the UN with four developed and stable schools that became the backbone of the PsiGuild today. What the UN doesnt know is that the fifth school, called the Preservers, was really the first developed. Salk and his Psi Council hid this school from the UN and the Medical Guild. They decided that if Latents (non-Psis) knew of the Psi ability to trap a human soul the PsiGuild would be destroyed and Marteen would be eliminated along with his Council. Before the Guild was created and the Preservers established Salk was the only Psi delving into the realm of death and dying. He alone developed the techniques for trapping and storing the human mind and soul. Though Salk is arguably the most powerful Psi on the planet, it was the Council who convinced Salk to go public with the Guild Leaving the Preserver school in secrecy. It was also the Council that long ago convinced Marteen to stop his experiments before word got out. There are many rumors about Salk and what his real plans are. Some rumors go so far as to say that he is insane, though the Council has never admitted to any such rumors. The Psionic Disciplines (Schools) Each Psi School is a collection of patterns that have similar effects on their targets. While the patterns may have nothing in common what these patterns do and the abilities they grant their users are amazing even to PsiTechs. Quaker: Of the early schools of Psionics, telekinesis was used in Net-Vid casts showing the power and control of the human mind. It was not uncommon to see large scientific apparatus and a simply dressed PsiTech exerting exact amounts of pressure on a scale across the room. Of course, the Quakers that developed the extremely destructive Battering Ram and Warhorse abilities were kept out of the Vid Casts. These Psi escalated to violence when they seceded from the guild and made an attempt to take over AvCorp. This attack showed AvCorp the value of this new tool and subsequently, were the first to create StrikeForces with PsiTechs. Marteen and his Council view to this day Quakers who learn the most powerful Quaker abilities or seek Guild permission to explore new, teachable techniques warily. Esper: The first school established (publicly) by the PsiGuild in 2107, Espers were the pioneers in the early pseudo-science days of the guild. Communication through actual mental images made for faster learning and quicker acceptance of new concepts. While training at the PsiGuild, most Psis will go weeks without speaking. Many accomplished Espers were brought into negotiations to either locate weaknesses in the opposition or sway them intentionally to the Espers side. After some highly questionable business agreements, Espers were banned from trade negotiations completely.

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Psionics
Stalker: The least understood of the (public) schools, Stalkers come closest to what blanks would call sorcery. With the discovery of the astral plane, the abilities of the human mind to travel unseen or manipulate the perceptions of others became a powerful school in the PsiGuild. The Guilds inner sanctum is technology free. All surveillance and intrusion deterrence is done by PsiTechs traveling astray or projecting Phantasms of horrible beasts roaming the corridors. Weaver: Also a good PR move for the PsiGuild, the Weavers gave many public demonstrations of the miraculous healing powers of the mind. Of course, the general public has no idea of the converse side of the Weavers abilities. More subtly destructive than the Quakers, most weavers are also accomplished Stalkers and thus perfect assassins. Spinner: These PsiTechs have mastered the ability to attach Calon energy to inorganic devices and allow NonPsi Tech humans to activate Calon patterns with their limited Calon energy. These abilities are the link that allows PsiTechs and humans to help and boost each others abilities. Abilities spun on an object are released by any Humans force of will (A PsiCon roll) that triggers the Calon Pattern. Preserver: The secret school of a secretive guild, the Preservers are the cream of the crop. They develop other Psi abilities at a higher rate (1/2 Commendation point cost) but are also less stable. If a PsiTech decides to have Preserver abilities, his emotion immediately goes up 2 points, passions fall by 2 points. Discovery of The Astral Plane The discovery of the Astral Plane was by a novice Stalker, who was trying to make a teleport ability. This plane has been theorized as dead space between universes. The Astral Plane was always there; humans just had no way of accessing it. The control of Calon energy has allowed humans to enter this strange area of the universe. There has been limited exploration of the astral plane. Since it appears to be an extension of the material plane, current science believes it is devoid of Astral Life. Several expeditions have gone looking for this native life on the plane and have found nothing. Two Tech Guild parties are still in the plane looking, with no success to date. Accessing the Astral Plane The Astral plane is accessed using a Calon Bridge pattern. The Calon energy is what keeps a person and any objects on their person in the astral plane. Remove the Calon energy and the person or object falls out of the astral plane. So a person could drop an object, a piece of paper or a grenade, and it would fall to the physical plane, but where it landed in this plane would be very hard to control. Each pattern effects what a person can do on the Astral plane, but all patterns goto the same astral plane. When leaving the same thing occurs ; A detectable doorway appears in the destination plane. The door way is obvious, usually 10% larger than the object or person leaving the plane, PsiTechs can control this with pattern changes. Any targets would have a chance to see it and be able to react. Scientist have had limited success creating stable doorways using Technology. There is NO, and I do mean NO, way to attack a target on the material plane without creating a Calon Bridge. So NO Supersecret, no warning type attacks from the Astral plane. If such a power did come into being; the System, UN and Corps would get every PSI and StrikeForce on the planet to hunt that PSI, or latent with the power, down and dead. They, of course, would store the Calon Pattern for further research. Visual Effects of the Plane The Astral Plane is outside normal existence in the material Plane. The plane looks like a surreal natural image that overshadows the actual terrain on the material plane. The area is always there and appears to be black and white with streaks of color to those who enter it. The physical terrain appears to be grasses, rock , mountains, and other outdoor terrain mostly. It follows the contours of the material plane, meaning that building look like towering mountains and rock chimneys, walkways might look they are rock corridors etched into the rock walls, or even stand alone areas not related to the newest structure. Characters can use perception skills to determine what structures lie underneath the strange views of the Astral environment.

Psionics
Calon patterns The ability of a Psi to use their minds to create Calon energy patterns that manifest as natures forces and effects is terrifying to non-Psis or latents. PsiTechs can create 2 types of Calon patterns; Direct (D) and Effect (E). Each type allows for different Psi effects. Direct attacks use a Calon Pattern to create

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Psi Abilities

Psionics Calon energy Analysis

Tech Guild Report 432 Calon Energy is really a combination of three types of energy working together. Calon has Bio-Electric, Thermal, and Magnetic properties, making it very hard to detect it as one energy form. Non-specific scans (TEF 150) will usually detect one of the other forms, not calon. The Psi guild continues to refuse to allow the creation of a Calon suite for scanners; over Guild and UN objections. This will become an issue as PsiTechs become more common. A specific scan (TEF 75) has a good chance of detecting Calon. The Guild has gained access to the Calon energy patterns of a number of Active Psis. We have tracked and analyzed our test subjects and the indicators are that each Psis Calon patterns use differing levels of the three energy types. Thus Calon patterns are as distinctive as fingerprints. No two are exactly the same, even if they have the same effect. The Power of Calon and its abilities have allowed the PSITech and their amazing abilities into the system with minimal disruption. The impact of Psi on the System and the final plans are very dramatic, but as always the System has proven resilient. The plan has adapted nicely to the different powers of the Psi with new technology and just plain grit. Our only fear at the tech guild is that such grit could turn to hatred, something the Psi guild courts with their arrogance and dismissal of the System at many turns. a physical attack on the target. The force is just like a normal attack with a weapon. Psi direct attacks can be dodged, but not parried. While they are discussed here how to resolve these attacks are covered in the combat section. Psi Effect Patterns create a specific effect on the target. That effect could heal or hurt, confuse or horrify. As a Psi increases their skill total in the various Psi schools, the number of abilities and their power grows. Each school has a set of defined patterns which create specific effects or abilities; they are also used in the discovery of new patterns. Psis must declare which pattern they are using before the SkillSet is figured. PsiTechs can also manipulate their patterns, changing their effects or increasing their effectiveness, though these changes to the pattern can make it more difficult to create. vanced range optics or other tech can extend the ability of a Psi to see a target. Range based on PsiCon determines the maximum distance any Calon pattern could travel before collapsing due to a lack of Calon energy. PsiCon 30 50 51 80 81 95 96-110 111+ Long 150m 250m 325m

500m 700m

The Nature of Psi Attacks

Psi Actions Per day

This attribute represents the amount of power the millions of Calon nodes in a PsiTechs brain. This value is the maximum number of Psi Patterns a Psi can use in a 24 hour period. After the limit is reached the Psi cannot us any Psi Abilities. Psi actions return at a rate equal to the PsiTechs PsiCon/20 per hour, as long as they have social contact. Social contact means being around people, not even speaking, just being around people is enough to start the recharge process. No social contact, no recharge.

Psi Action Costs

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PsiTechs use the same action definitions when using their Psi powers. Any Psi power used on themselves or on a willing target is considered a Passive action. Any other use is an Active action. Both Passive and Active actions use a Psi action. Psi actions are Never FREE actions.

The greatest fear of the UN and the Planning Groups was that Psi abilities would be undetectable to those they were used against. This proved to be a non issue for the UN as the Psi patterns and Calon energy research continued; Psi patterns are visible to Latents and Psis alike. Part of the method Psi use to create a Calon pattern can include gestures, mumbling, locking their eyes on the target, or many other such tells. Also as the pattern is released into the physical world the hands and eyes of the Psi will glow as if charged with energy for a brief second, as the Calon energy begins to convert to whatever natures forces the pattern requires. These tells and the energy conversion are giveaways, in addition to an innate instinct in all humans that seems to tell the target of a Calon attack where it came from. These facts make Psi attacks detectable. PsiTechs can attempt to create a pattern without the tells and suppressing the glowing energy conversion. The attempt will cause the Factors of the pattern to double, but no one will see where the attack came from. The target will still get their innate Psi Defense and any Defensive tech that is active, but they will not be able to use any actions to activate defensive tech. Reading Psi Patterns in this book Target who fail to disrupt an attacking Psi effect pattern they are affected by the pattern. Patterns are successful when the SkillSets EF is equal to or greater than the fac-

Psi Range

The range of any Psi pattern is limited by the characters Line of sight and their PsiCon. To use any Calon pattern on a target the player must be able to see the target. Ad-

Psionics
tors listed on the pattern. The Esper power Direct Single Thought (16) E has a factors target of 16 and is an Effect Psi power Direct Single Thought (16) Factors The description of the ability, plus any modifications by the Psi who created the pattern, is what happens: Direct one of their thoughts at a target. Target is aware it came from outside influences. Roll Intelligence at -10 per success or act on the thought. The target of this ability would have to roll against their intelligence or act on whatever thought was inserted in their head. Effect Durations When a Psi Power has a duration it is done using depth of Success (See Section 4). Each Psi Pattern list a duration with the time unit used with the depth of success. Duration: Hours This abilities effects would last for x hours, based on how many Successes the Psi pattern got. As PsiTechs become more skilled in the various Psi schools, they can try to manipulate them. Psis can attempt to change a pattern by expanding its range, number of targets, or even combining effects. Each change increases the Factors needed to create the modified pattern by 25. Duration cannot be increased; no changing minutes to hours. Duration can be shortened Hours to seconds for example. Combining Patterns When a Psi combine multiple patterns add 25 for each pattern and the factors of the additional pattern. So A 65 Factor Pattern added to a 100 Factor pattern would require a 190 EF to succeed. This is the only time a Psi may use 2 psi skills for an action.

Psi Defense

Steps of Psi Effect Pattern Creation Step 1 Declare Pattern you are using Step 2 Create a SkillSet Step 3 Defenders PSi Defense Step 4 Compare EFs Step 5 Determine Successes Step 6 Figure Effects Create a Psi SkillSet
Psi Powers work just like any other effect in StrikeForce. The effect is predefined by the pattern chosen, and the opposed EF is a are skill versus attribute. The Psi builds a SkillSet as normal, however at only one Psi Skill may be used. Psi Skills In a Psi SkillSet When creating a Psi Pattern Psi Skills cannot be combined to create higher SkillSets. This is due to the specific nature of the Calon energy patterns which create the Psi effect. Players use the Psi SubSkill of the patterns school, eg: an Esper pattern requires the use of the Esper SubSkill. Characters then add PsiCon to get the base Psi SkillSet. Normal Skills in a Psi SkillSet Psi can use normal skills in their Psi SkillSets. These skills allow a Psi to improve the pattern. Adding such improvements is the best way to further manipulate a Psi pattern. The player adds these skills into the base Psi SkillSet directly. Skill Depth applies as normal for these skill and the Base Skill roll is still required, as well. Manipulating Calon Effect Patterns

When any one is targeted by a Psi Effect Pattern they can choose to disrupt it with their own innate Calon energy, if they wish. Psi Defense is a free action using the PsiCon. The stronger the Psi Concentration (PsiCon) the greater the defense. Characters also add +10 for each passion which has a target number of 5 or less. The more passionate a character is about life the greater their defense. (PsiCon+Psi Defense Tech+10 per passion <= 5) - 1d100

Psi Active Defense PsiTechs can actively boost their Psi Defenses, using their Calon energies against attacking patterns. The defending PsiTech spends Psi actions to boost their save. Each Psi Action the Psitech uses adds 50 to their Psi Defense. Inanimate Object Saves All Objects have an structure point or protection value. An objects Psi Defense is equal to the Protection + Structure Points. Roll for Effectiveness Once the psi has completed building the Psi SkillSet they roll as normal, subtracting 1d100 from the SkillSet. This is the EF. The Attackers EF must be above the factors of the pattern being created. EF that is lower means the pattern was not created correctly and the attack just fails. Psi Failure Psi Powers do not fail unless the roll is a 96 -100. The

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Psi must make an Emotion roll when they fail. A failed emotion roll adds 50 to the failure roll. Roll 1d100 (adding 50 if the EM roll was missed) and check the below chart shows the effects of a failed effect attack. Roll 1-15 16-30 31 -45 46-70 71-90 91+ Psi Effect Failure Effect Effect Fails, Psi loses 1 Active and Psi action. Roll PsiCon EF of 50+ or lose an additional active action Effect Fails, Psi cannot use that pattern for 24 hours Effect Succeeds, but Psi loses 3 Psi actions change perception. Even though the high level this is what happens is described by the Psi Pattern, there is a lot of role playing and story effects to be used by both the player and the GM. Effect Attack Damage Effect attacks for the most part do a specific effect and cause no physical damage to the target. Sometimes it makes sense that such an attack would do damage and possibly critical hits as well. Damage is figured differently than a direct attack, as effect attacks have a much lower damage potential than a direct Psi attack. Every Success does 1d10 damage. Combat Influence is not used. Critical chance is as normal (see combat) Severity at Successes - 2, min of 1. Example
An Inferno attack, used for an effect like burning through a door, has an of 130. The effect has 2 successes, causing 2d10, the GM determines any Criticals chance ad Severity is at a 1.

Lack of focus, Calon energy backlash., Effect fails and Psi takes 1d100 END Damage. Psi Power rebounds onto Psi. No save and Psi takes any and all effects of the Psi Pattern.

Effect Fails, target is immune to Psi attacks for 3 Phases

Determine Successes A Psi Effect attack must overcome the Psi Defense of the target they are trying to effect. The attacking SkillSet EF is compared to the Final Psi Defense. The attackers EF must be greater than the defense EF for the effect to occur. A successful Psi Attack gains 1 success, additional successes are figured for the Defender and the Attacker as normal (EF/100). The Defenders successes are subtracted from the attackers, to a minimum of 1. Example
Gimbal is breaking into an office. First he used a cloak self with an EF of 350 to help his stalk; a passive action. Now there is a guard in the hallway standing in front of his target. Gimbal decides to use the Psi Pattern Direct Single Thought. He plans to make the guard wander off for some food. His Esper Psi SubSkill is a 45, his PsiCon is a 125. Gimbal also uses his Con:Stories skill to improve the pattern adding another 25, for a Psi SkillSet of 195. Gimbal rolls a 43 for an 152 EF, beating the 13 factors pattern is created successfully. The Security Officer has a 53 PsiCon. He rolls a 20 for a 33 Psi Defense EF. The defense EF of 53 is compared to the 152 EF of the attack, Gimbal is successful, and gains a +1 Success. The pattern says the target must make an Intelligence roll at -10 per Success. The 152 Final Attack means Gimbal has 2 Successes, putting the guard at -20. the Guard rolls a 45 against his 73 INT, a 28 EF, but with the -20 from Gimbals attack he fails with an 8. The pattern succeeds and the guard wanders off looking for a snack. Next phase the guard can spend an action and see if he can shake the effects of Gimbals effect. He needs to beat the 13 factors.

Direct Attack Damage Direct attacks are treated as weapon attacks and are covered in Section 6. When a Psi uses a direct pattern to attack it must breech armor to do damage and criticals, just like a weapon. Direct attacks can do effects using Combat Influence, as well as increase damage and other influence effects. The Psi Power of a Psi is the DAM of their weapon, their control and focus calon energy as a direct weapon.

Saving Against Ongoing Psi Effects

Anyone who is currently the victim of an ongoing Psi effect can choose to spend a passive action to roll PsiCon and resist the effects. A successful save will break the pattern. If the final EF of the PsiCon roll is equal to the factors of the Effect, the pattern is broken. Targets with multiple effects must state the target of the save, only one pattern may be broken per action.

Detecting Calon Energy

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Anyone with a 100 PsiCon or better can attempt to detect if Calon energy is being used nearby. The detection range is 2 meters for every 10 PsiCon of the attempting character. So a character with a PsiCon of 150 would have a 30 meter range. To detect Calon roll against the PsiCon Attribute The character must get 1 success per 50 EF the Psi Pattern they are trying to detect. So to detect that a 150 EF Cloak Self is being used the character must have get at least 3 successes to detect it. Successful detection gives the seeker a 10 meter circular area where the Calon is and a free Psi Intuitions roll.

Psi Pattern Effects

What is the Astral Plane

The effect of the chosen Psi pattern is pre defined, however there is leeway in the details. Inserting a thought means the Player determines the thought sent. The player is the one making someone see dragons and fairies using

While called the astral plane because early scientists and Psis did not know what this strange place was, Current science and theories confirm the plane is space between dimensions. The Tech Guild has no explanation for this

Psionics By School
space and still calls it the Astral Plane; one thing is for sure it has always existed. Humanity had no way of accessing it until Calon powers allowed humans to access it . The Astral Plane is outside normal existence in the material Plane. It is a wide open natural space with a black and white mist filled with streaks of color. Every person who enters it sees something different. People on the Astral Plane can see into the material plane, but their sight is warped by their very perception and nature. Where an STO might see a well defended building as a castle with arches and catapults, a Tech might see it as a large mountain with caves and natural people inhabiting it, what ever the vision it is always a very surreal perception. There has been limited exploration of the astral plane, but since it appears to be an extension of the material plane, current science believes it is devoid of Astral Life. Several expeditions have gone looking for this native life on the plane and have found nothing. Two Tech Guild parties are still out there looking, with no success to date. Accessing The Astral Plane PsiTechs create an astral portal to enter the Plane and Exit. It is a free action to enter an open astral portal and enter the plane. The Size of the portal is determined by the size of the object entering or leaving. When a Psi enters the Astral Plane everything on their person is infused with Calon energy and comes with. Object Enc .05 -.1 .6-.9 1.5 Human Sized 2 1 .1-.5 <.05 Perception Modifier -200 -150 -100 -50 +75 -75 -125 -175 Portal Diameter 10 cm 20 cm 50 cm Other notes on the Astral Plane There is NO, and I do mean NO, way to attack a target on the material plane without creating a Calon Portal. This means a Detectable Doorway appears in the material plane. The door way is obvious and the targets would see it and be able to do something. So NO Supersecret, no warning type attacks from the Astral plane. If such a power did come into being; the System, UN and Corps would get every PSI and StrikeForce on the planet to hunt that PSI, or latent with the power, down and dead. They, of course, would store the Calon Pattern for further research. The astral plane can be a great tool for PSI characters to help their the party. It is NOT some super secret ultimate weapon. Much is not known of the astral plane and continued use will only serve to increase the Systems Knowledge and the prestige of the players who do. Spinner Patterns Spinner abilities allow a Psi to attach Psi abilities to an Object. The Psi picks what Psi ability is to be spun. They roll a standard attack for the Spinner Ability that will hold the target Psi Ability. The Spinner Ability determines the maximum EF the spin can hold. The Psi then attacks the spin with the target Psi ability The EF of the Spinner plane, the laws governing light particles appear to be constant. Melee attacks of any type, not aided by Calon power of some sort, are not possible unless the character has a Prowess of 112 or higher. Any that can attack lose 1d10 *100 EF to all attacks (roll every phase). Technology on the Astral Plane Technology works as normal on the plane, TEF bonuses do not change. Range also remains constant for Tech. Tech on the astral plane CANNOT communicate with the material plane. UNIWeb and Network connections drop, Optics cannot make heads or tails of the filter the Astral plane throws up between the 2 planes. Tech only works on the plane it resides on.

100 cm 200 cm 5m 150 cm

90 cm

Movement on The Astral Plane Moving through the Astral mist has been compared to walking under water. It is difficult but with the aid of Calon energy it can be done. Material objects on the Astral plane cannot move without Calon energy to provide a path. So Movement is not possible for non PSI entities or objects not infused with Calon energy. Walking Movement speed is the same, Running is at 1/2. Combat in the Astral Plane While combat can occur in the astral plane the physics are slightly different, which means the effects of the technology is limited Most weapons ranges are at 1/4 normal. Damage of ChemProject, Plasma, and melee weapons is halved while Lasers are NOT effected at all by the astral

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Pattern must be equal to or higher than the target Psi ability attack EF or the spin fails. If successful the spun ability waits until the object is triggered by a set trigger or a living creature with Calon energy (in game terms having a PsiCon of 1 or more). Triggering Spun Abilities When a Spin is placed on an Item the Psi can choose a trigger or leave it to be triggered by another. To designate a specific trigger for the spin the Psi gets 1 command per 10 Successes on the Spinner ability. So a Spin with a 150 EF could have 2 specific triggers. For example a specific word, when a Bioelectric field comes within 5 meters, or when the lights go out. All triggers have a 5 meter range. So the word must be spoken within 5 meters or the target must walk within 5 meters for the spin to activate. For a user to activate the spin, without the defined trigger, they must roll a PsiCon EF under the Psi Factors of the spins. So for a user to activate a Weave they must roll an 45 or lower EF to activate. To activate a tapestry they would need a 124 or lower PsiCon EF. All characters can activate spins equal to their Psi actions per day. Spinner powers are a good way to get non psi characters options they would not normally have in game. From entering the astral plane to creating healing items so the characters can survive in combat; Spins can add quite a bit to the game. It is not uncommon for a Psi looking to make quick cash to setup in a bar selling pins or adding spins to boots or armor for 5 -10 k a pop. The System rewards those who help themselves. Preserver (Players Note) Should a Psi wish to focus on preserver Psi Skills, the Psi must stop investing commendations in any other Psi School. To get entry into the preserver school, the PsiTechs Psi Skills must add up to 250 total when added together (So if they had two Psi skills, they must Total 175 when added together). Once the Psi has achieved this requirement, they must roll 1-4 on a 1d10 to purchase the Main Skill and the SubSkill, and may roll once a Rank if they fail. The Preserver School requires such focus to achieve the ability to create the needed Calon Patterns. There is no time to focus on other schools. A preserver cannot start investing Commendations in any other Psi Skill until their Soul Focus is at least 65 ranks. Preserver powers are HORRIFIC to non-PSI characters. Discovering one or actually seeing one use their power for the first time immediately gains the passions Destroy the System ( for allowing them to exist), Kill the preserver with the power (Kill Specific person), and Destroy the Psi Guild. A character who does not have any of these Passions immediately gains them ALL. That is how these powers affect even friends of such a powerful and, in truth, demigod -like profession. These powers are not to be taken lightly, a poor role player should not use a Preserver, else the whole party will turn on him/her. GMs should take great care before introducing a Preserver into a party, though they do make great NPCs.

Psi Guild Spot Light


Marteen Saulk Father of the Psi There are many stories of the hardships and dangers Marteen Saulk took to create that first band of PsiTechs. Many corporations tried to ruthlessly capture and use the rumored power of the Psi movement for their own gain. Saulk and his first 20 followers managed to evade AvCorp and their ilk; creating a profession driven to help humanity in its goals. Research is done every day expanding the powers of the Psi can be used and function; all to help humanity. Saulk is the reason for this. Marteen is a dynamic, driven individual when he took over the new Psi Guild. Now 15 years later that organization has grown into one that is filled with purpose and will. The Psi Guild contributes to the UN and the System equations at all levels. Psi Master Saulks immediate goals when he took control was to make the PsiTech profession and the use of Psi Powers a common thing for Latent Psis While he has succeeded many still fear the powers we have. Saulk has retreated to the lab in later years, allowing trusted members of the PSI Council to run the day to day affairs of this guild. Saulk continues to be attacked by those who think he has lost his mind, or delved to deep into arcane Psi patterns, they claim his research has destroyed him. It is my belief that nothing could be farther from the truth. Saulk has explained his want of privacy as An old man who just want to understand the universe a little better. Zeni Fastheri FL Biographer

Spins in Game

Psi Abilities By School


The abilities listed below are divided by PSI School. Each school has a limited number of targets based on the PSIs PsiCon and the type of Psi power they use. The power of the PSI is not limited to these lists. Creation of new powers or even schools is a duty of all PSI Techs as they achieve the higher ranks of the skill and Psi ability.

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Psionics By School Psi Esper Abilities


+1 target 75 PsiCon

Psi Quaker Abilities


+1 target 60 PsiCon

Read Single Emotion (12) E Read Single Thought (13) E Direct Single Emotion (14) E Direct Single Thought (16) E Insert Emotion (45) E Erase Emotion (51) E Insert Thought (52) E Erase Thought (60) E Replace Emotion (128) E Replace thought (139) E Mind wipe (190) E New Mind (217) E

Nudge (15) E Shove (22) D Lift (30) E Hop (31) E Jump (46) E Levitate (68) E Crush (78) D Spark (87) D Torch (87) E Fly (98) E Inferno (142) E Zap (167) D Warhorse (170) D (E) Battering Ram (179) D (E)

Psi Weaver Abilities


+1 target 75 PsiCon

Abilities For Psi Preserver


+1 target per 40 PsiCon (Non Attack) +1 per 80 (Attack)

Capture Emotion (31) E View Life Force (34) E Capture Thought (63) E Psi Stalker Abilities Build Repository (94) E + 1 target 100 PsiCon Capture Mind (96) E Astral Projection (34) E Touch Life Force (110) E Astral walk (43) E Build Matrix I (144) E Phantasm (76) E Snare Willing Life Force (145) E Spirit of The Machine (76) E Press (150) E World Jump (86) E Excommunicate (150) E Snare Unwilling Life Force (155) E Change Perception (88) E Hallucination (92) E Interrogate Life Force (165) E Third Eye (99) E Anchor Life Force (179) E Euphoria (113 E Entomb (200) E Night Terror (140) C Cloak Self (148) E Waking Terror (152) C Cloak Others (252) E

Cut (32) C Knit Vessels (34) E Knit Muscle (43) E Knit Skin (49) E Slice (54) C Mend Bone (59) E Mend Skin (61) E Mend Organ (63) E Rupture Vessel (73) C Phased Hand (102) E Ghost (123) E Shatter Bones (154) C Mend Wound (155) E Regenerate Nerves (160) E Shear (182) D Deaths Hand (150) C Crumble (194) C

Psi Spinner Abilities


Spun abilities determines targets

Detect Spin (20) E Spin (29) E Rotating Spin (40) E Weave (45) E Detect Pattern (49) E Major Weave (50) E Recharge Etch (65) E Pulsed Spin (67) E Organic Etching (77) E Unravel Spin (79) E Unravel Weave (83) E Etch (85) E Major Etching (95) E Organic Major Etch (99) E Tapestry (124) E Unravel Tapestry (167) E

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Psionics By School Psi Esper Patterns +1 target 75 PsiCon


Read Single Emotion (12) E Read 1 specific emotion from 1 target Read Single Thought (13) E Read 1 specific thought from 1 target Direct Single Emotion (14) E Psi Directs one of their emotions at a target. Target is aware it came from outside influence, and must roll emotion at -1 per success If Emotion fails target has a distracting outburst based on that emotion. Direct Single Thought (16) E Direct one of their thoughts at a target. Target is aware it came from outside influences. Roll Intelligence at -10 per Success or act on the thought. Insert Emotion (45) E Psi can change one emotion of the target. A happy person could be given a conflicting emotion and be confused as to how they really feel. This ability cannot control targets reaction in any way. Erase Emotion (51) E Psi can erase one emotion of the target. An angry person could be made to forget his anger. The target is aware the emotion has changed. This ability cannot control reaction in any way. Erase Thought (52) E Psi can erase one thought of the target. For example a person about to set off the alarm could be made to forget what they were doing. Insert Thought (60) E Psi can change one thought of the target, So a person about to set off the alarm could be made to think they want ti get a drink, then set off the alarm. Cannot eliminate a thought, but can divert them from acting on it for 1 action per success. 5 actions = 1 phase. Eventually the target will act on the original thought. Replace Emotion (128) E Changes a single Emotion on one subject. So a person who is angry could be made to love the person they are angry at. (The target will not notice the change in their conscious state). The Success range determines how opposite the change can be. 0-2 mild change 3- 6 Non-Violent change 6+ Opposite change. A violent change would be used to make some one attack a new target for instance. An opposite change is going from love to hate or indifference to passion. Replace thought (139) E Changes a single thought on one subject. (One example of using this power is a person who is about to set off an alarm could be made open the door instead). EF determines how the effective the change can be, for every 2 Successes Psi can make target change 1 action. Maximum of 5 actions can be changed. Mind wipe (190) E The targets mind is wiped of all thought, emotions and memories. Lose 10% of skill ranks and memories for every 2 Successes. New Mind (217) E The Psi is able to pick a select set of memories on ONE subject and replace them. So a person who saw the Psi kill someone could be made to think they were on a picnic when it happened. Leaves no gaps and the person is insistent the new memories are the truth. The chance target still remember a critical piece of information is INT -5% per Success.

Psi Stalker Patterns +1 target 100 PsiCon


Astral Projection (34) E Psi may enter the astral plane and interact on that plane only. Movement on the astral plane allows only passive movement to a max of 25m from entry point. Leaving the astral plane, before duration is up, requires a PsiCon roll with a 10 EF to leave without damage. Failure means the user takes 1 wound and leaves the plane. Duration: Minutes Astral walk (43) E Can enter the astral plane and walk normal distances and exit at a different point on the material plane. Characters must use active movement, max of 25 m a phase. Psi may see, but is unable to affect or be affected by things of the material plane. To exit the plane players must make a PsiCon roll by at least 25 EF. Requires an active action. Duration: Hours Phantasm (76) E Creates a Spectral entity from Astral resonance that can be seen by others on the material plane. Phantasm looks and moves as the Psi wills. Phantasm cannot be hurt or dispelled. Duration: minutes. Spirit of The Machine (76) E Use Astral Resonance to effect Computer circuits of any type. This is a nullify attack against any tech. Attacks EF is opposed by the target TEF. See section 4 for nullify. World Jump (86) E Psi enters the astral plane and can move and a rapid rate of speed through the astral. Psi travels up to 7000 KM from their current location. The Psi exits the plane 5 km from the target. Roll PsiCon each success lowers distance to target by 1 KM; 5 successes means the Psi lands where they want Duration: minutes. Change Perception (88) E Use Astral Resonance to confuse, targets Third Eye and change their perception of the objects around them. EF Determines how many senses Psi can influence one sense per 2 successes. Targets reaction is random and cannot be directed by Psi. Target can make intelligence roll at -10 per Success to believe Technology information, not senses. Duration: Phases

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Hallucination (92) E Psi Uses Astral resonances to causes a chemical imbalance in targets brain. The imbalance causes a random emotion to surface (roll 1d6); 1)Anger, 2)Fear, 3)Love, 4)Hate, 5)Sadness, 6)roll each phase, emotion changes. Also causes the target to hallucinate, psi may describe hallucination, Psi may also chose mood with a roll 6 successes or more. Duration: minutes Third Eye (99) E Uses the astral third eye to psychically see a targets aura (shows general intentions). The Psi adds total Successes x 10 as a SkillSet bonus for all attacks against target. Immune to ECM. Euphoria (113) E Use Astral Resonance to confuse targets Third Eye and Causes target to feel incredible distracting pleasure about something in their view. Target is completely distracted by their Euphoria and can take no actions. Duration: minutes Night Terror (140) E Psi attacks a sleeping target , inserting a nightmare so real they take damage from the vision. Damage is done as Effect Damage. Target is in throws of the terror until duration ends. Duration: Hours Cloak Self (148) E Allows the Psi to use astral resonance around them to bend light and appear invisible. All Forces (See Scanning Section), except Calon, are blocked. Astral Beings see the cloaked figure as a shadow on the astral plane. Cannot cloak multiple targets. Duration: minutes Waking Terror (162) E As Night terror but target may be awake or asleep. Psi does gain 1 influence per 2 Successes. Duration: minutes Cloak Others (168) E As Cloak Self but can cloak multiple targets. ALL forces including Calon Are blocked, Astral beings may see a wake of movement if their perception is greater than 5 successes. Duration: minutes.

+1

Psi Quaker Patterns target 60 PsiCon

Nudge (15) E Can lift an object that weighs a max of 50 kg weight 50 m high maximum. Object cannot be moved laterally. Lift rate is walking pace. Duration: Seconds Shove (22) D Psi has the ability to hit a target with a strong physical force. Lift (30) E Allows user to lift 150 kg. Maximum vertically only. Lift rate is walking pace. Duration: Seconds Hop (31) E Psi can jump up to 200 meters vertically and horizontally in one phase. Jump (46) E As hop except distance is up to 500 meters Vertical and Horizontal. Levitate (68) E Allows user to vertically lift themselves and belongings up to a maximum of 300 meters and can move horizontally at walking pace. Duration: minutes. Lift rate is walking pace. Crush (78) D Can exert a force on an immobile object from 4 different vectors. This generates Crushing force that adds 100 to EF. Gain +1 Success for Combat Influence for each success, 3 successes would be 6 combat influence.

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Psionics By School
Spark (87) D Can generate a 25 power unit charge per Success. Uses plasma armor for defense. Torch (97) D Causes chemical changes in an objects molecular structure that will cause it to catch fire. Any material, including normally inflammable materials such as metal, will burn for the duration. Max target size is 5 Enc. or 200 Kg. Temp= 100 degrees C per success Duration: minutes. Fly (98) E As levitate with 1000 m vertical height limit and moves horizontally at running pace with no limit. Duration: minutes Inferno (142) E As torch but can set fire to 10 Enc or 350 Kg objects. +2 influence per success, so 3 successes would be 9 Influence. Add 100 to EF. Temp = 200 degrees C per Success Duration: minutes. Zap (167) D As Spark; charge is 50 Power Units per Success. Attack is so focused, add 150 to EF and gain 1 damage Dice per 50 EF. Gain +1 Success for Combat Influence for each success, 3 successes would be 6 combat influence. Warhorse (170) D (E) A focused battering ram that hits target from multiple Vectors. Attack hits from so many different vectors at once, add 200 to attack EF. Gain +3 Success for Combat Influence for each success, 3 successes would be 12 combat influence. Can also pull 800 kg as a passive move equal to Psi Con/10 as an Effect power. Duration: hours (When Pulling)). Battering Ram (178) D An attack similar to Crush. However, it can only attack from the front Vector. This limits its EF bonus to +50, but its power is awesome. +4 Success for Combat Influence for each success, 3 successes would be 15 combat influence. Battering Ram as an Effect can be used to push 1000 kg of weight forward as an active action equal to Psi Con. Duration: minutes when pushing mum of 1 phase to heal. Knit Skin (49) E Accelerates Cellular creation of a scab. Stops bleeding and repairs basic damage to skin layer. Heals 1 wound per Success. Does not affect criticals. Slice (54) D Causes a deep cut in skin and vessels. Gain +1 Success for Combat Influence for each success, 3 successes would be 6 combat influence. Mend Bone (59) E Seals and Closes any type of broken bone. Takes 10 Phases to Heal. Lower time by 1 phase for every success. Minimum of 1 phase to heal. Mend Skin (61) E Heals Cuts and bruises to the skin only. Effect heals 2 wounds per success. Wound is healed in phases. Mend Organ (63) E Rebuilds damaged tissue in one organ, excludes the brain. Duration: 10 Phases to Heal. Lower time by 2 phases for every Success, minimum of 1 phase to heal. Rupture Vessel (73) D Causes massive Blood vessel wall breakage throughout the targets body. The Target is aware they were attacked. Gain +1 Success for Combat Influence for each success, 3 successes would be 6 combat influence. Phased Hand (102) E Uses a Stalker Pattern in conjunction with Weaver Cell modifications. The Psis hand, and anything in or on it, becomes out of phase with the material plane Cell structures. The hand can pass through any Material/cells. An electrical field hitting the hand will destroy it if Psi does not make the Skill roll by 5 Successes or more. Duration: minutes Ghost (123) E Psi can phase whole body through any non-charged surface, by using weaver abilities to shift entire body and possessions out of phase. If electrical charge is introduced against the ghost, it causes complete body disruption, unless Psi has 12 Successes or more. This ability allows the Psi go through any material. Shatter Bones (154) D Causes bones to crack and split into Compound fractures and Splinters. Must target Specific Area. Gain +2 Success for Combat Influence for each success, 3 successes would be 9 combat influence. Mend Wound (155) E Combines all needed forces to heal all damage of one specific wound. Duration: hours to heal. Regenerate Nerves (160) E Ability to regenerate Nerve and Neural Brain Damage. It also clears infection. Duration: Hours to heal. Target loses no memories.

Psi Weaver Patterns

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+1 target 75 PsiCon Cut (34) D Causes a small cut in the Skin that does normal damage. Skin does not need to be exposed. Knit Vessels (35) E Seals a ruptured or lacerated blood vessel. No infection and targets shock from wound is relieved. Heals in Phases. Knit Muscle (43) E Heals torn or hurt muscles, ligaments, or other muscle cell types. Heals any penalties done to muscles. Infection is eliminated. Duration: 10 Phases to Heal. Lower time by 1 phase for every Success; mini-

Psi Abilities By School


Shear (182) D As Shatter Bone but affects Organic and Inorganic Cells such as Metals. The Attack is a direct attack on the cells of the target. Energy is so concentrated that the attack adds 100 to the EF, Gain +2 Success es for Combat Influence for each success, 3 successes would be 9 combat influence, and negate 100 points of Protection. Deaths Hand (150) D Disrupts molecular cohesion of organic or inorganic material touched. Damage is very effective. Gain +3 Success for Combat Influence for each success, 12 successes would be 6 combat influence. Psi must touch target. Crumble (252) D Disrupts molecular cohesion of organic or inorganic material within 100 m. Material is blasted by Calon energy, 1 Damage Dice at 50 EF, and crumbles into small pieces. Unravel Weave (83) E As Unravel Spin. But EF is 180+ and up to 4 patterns. Etch (85) E Ability to Etch a Pattern Around any other Calon pattern with a Focus of 80 or less on any inorganic Object. Etch may fire once then must be recharged. Duration: permanent until Calon energy bonds are unraveled or object is destroyed. Major Etching (95) E Ability to etch a pattern around two other Psi Abilities with an EF of 180 or less on any inorganic Object. Major Etching may fire 5 times in 24 hours. To fire more than 5 times; must be recharged. Duration permanent until unraveled or object is destroyed. Organic Major Etch (99) E Allows up to two -Psi abilities with an EF of 200 or less to be placed on an Organic object. The range of all etched abilities is doubled and the Psi determines what actually triggers the etch. Does not need to be recharged. Duration: until unraveled or object is destroyed Tapestry (124) E Creates a pattern of up to 8 -Psi abilities with an EF of 250 or less. All attack at once and they must be linked at one edge to any organic or inorganic Object. Tapestry is 5 meters wide x 5m -height max. And 1m thick. Takes EF/10 in minutes to create. Duration: hours. Unravel Tapestry (167) E Allows the Psi to destroy any pattern max EF 250 and up to 8 abilities.

Psi Spinner Patterns


Spun Psi Patterns determines number of targets Detect Spin (20) E Ability to Detect any Spinner pattern of an 85 EF or less on any inorganic Object Spin (29) E Ability to Spin a Calon Pattern around any other Calon pattern with a Focus of 80 or less on any inorganic Object. Duration: Phases Rotating Spin (40) E Ability to spin a pattern around two other Psi Abilities with an EF of 160 or less on any inorganic Object Duration: minutes. Weave (45) E Ability to Weave a Pattern around any other Calon pattern with a Focus of 80 or less on any inorganic Object. Duration: minutes Detect Pattern (49) E Ability to Detect a pattern with a total EF of 160 or less and has 4 or less patterns on any inorganic Object. Major Weave (50) E Ability to weave a pattern around two other Psi Abilities with an EF of 160 or less on any inorganic Object. Duration: minutes. Recharge Etch (65) E Psi may reactivate an etch that has been triggered. Recharges one per success. Pulsed Spin (67) E A Pattern that rotates between Three Psi Abilities, Psi determines order with an EF of 160 or more on any inorganic Object. Duration: hours. Unravel Spin (77) E Ability to destroy a Pattern with an EF of 200 or less and has 2 or less patterns on any inorganic Object. Has +200 m range. Organic Etching (79) E Allows one-Psi ability with an EF 180 or less to be placed on an Organic object until unraveled or destroyed. PsiCon Cost: 75

Psi Preserver Patterns


+1 target per 40 PsiCon (Willing Targets) +1 target per 80 PsiCon (Unwilling Targets) Capture Emotion (31) E Ability to read a Beings emotions and copy one Specific Emotion View Life Force (34) E Allows Psi to view the structure of a soul required to build a matrix. No range as to where the Psi can receive the information. Capture Thought (63) E Psi can capture a specific thought from target and hold it in the targets mind. The Target is focused on the thought, but can take passive actions. EF determines how long thought is captured for 30 seconds per Success. Build Repository (94) E Uses metal and crystals and holds 1 complete set of memories from one mind. Takes EF in hours in hours to create (it is 5 Enc. space when finished). Requires: Suitable real gems, minimum 15,000 crd value and at least a .5 ENC. Synthetic gems will work for less at 1/2 duration.

231

Psi Abilities By School


Capture Mind (96) E Probe and copy 1 persons memories. Target may be willing or unwilling. Each Success is 10% of Mind copied. Duration: minutes Touch Life Force (110) E Psi has a percent chance equal to their PsiCon/5 to Contact a willing Life Force that has passed beyond the material Plane. Psi may ask a question per Success. The answers may be very obscure and unclear, as the life force lacks references to answer, they are after all dead. Build Matrix I (144) E Allows the Psi to electrically charge a crystal matrix, such as a diamond, to hold a Life Force previously viewed by the View Life Force ability. Takes EF in hours to create. Duration: hours. Requires: Suitable real gems, minimum 40,000 crd value and at least a 5 ENC. Synthetic gems will not work. Duration: Years Snare Willing Life Force (145) E Psi can hold a life force as it leaves a dead body within PsiCon/10 seconds of death. Range is double normal Psi range. Life Force must be willing and Psi can hold the Life Force for Duration: minutes. Press (150) E Psi Forces a living person or a Disembodied Life Force to re-live the most terrifying event in their past. The target determines the event unless the Psi has used View Life Force, then Psi may pick one. Duration: seconds; target is locked in place re-living that moment, no actions. Excommunicate (150) E Allows Psi to force a soul out of a body. Life Force will be unable return to body for duration. Psi Can communicate with Life Force. Psi is always aware of Life forces Position in the physical plane relative to them. Duration: Phases Snare Unwilling Life Force (155) E Psi can hold a life force as it leaves a dead body within PsiCon/10 seconds of death. Range is double normal Psi range. Life Force can be unwilling and Psi can hold the Life Force for Duration: minutes. Interrogate Life Force (165) E As Touch Life Force but target may be unwilling and chance to find a Life Force is 5% per Success. Interrogate Life Force gives 1 question per Success. Anchor Life Force (179) E As Snare Unwilling Life Force However the Life force experiences Pain and will do anything to get free. Duration: minutes. Entomb (200) E Psi can place any Life force, willing or unwilling, in a Matrix. Entomb Charges Matrix with Calon energy to hold the entombed Life Force for Duration. Must have 4 Successes minimum to be successful.

Psi Guild Spot Light


Katrina Van- Berett Last daughter of the Berett family that create the arms dealer, most recently sold by her fathers side of the family to Luger Arms. Katrina was against the sale, but was in the PsiGuild and unable to stop it. Katrina has recently achieved Preserver status and disappeared. Shortly after her disappearance, higher level executives (tier 2 and above) started to either not show up for work or behave against the interests of the Luger Corp. Luger believes that Katrina is behind this, The whip marks on one of the dead executives was a clue. The Psi Guild denies it (But has told all Psi Guild member to be on the look out for her).

232

The Acceptance of Psi Actives in Modern Society


In 2104 Marteen Saulk started the Human Experience road show. The Psi Guild created an experience that took the time and care to slowly introduce PsiTechs and their abilities. The staged road shows in the many cities and FACOMs were all so benign; Quakers moving objects or flying around the world. Espers reading thoughts and showing how they could help business deals be honest and clean. Weavers healing the sick and wounded. For 3 years the PsiGuild and their Tech Guild Sponsors drove the idea that PsiTechs were a natural stage and a good thing for humanity and the Phoenix Society.

The Corporate Experiment

For 2 years after that PsiTech Espers were used in many business dealings. Deals were clean, parties were satisfied, then 6 months later inconsistencies in some of the smaller deals started to show up. These were followed by even larger inconsistencies on major deals, one which even caused a small corporate war between Styer Hann and Mexti Food Stuffs. Tech Guild Investigations found nothing, but a Tech Guild StrikeForce; The Laws of Nature, found hidden documentation about the deals and orders from a powerful Psi Esper who was profiting from the tampering. AvCorp gave the information to several of the larger corporations on the UN ESC. The first human Psi war was avoided only by the shuttle diplomacy of Silva Varsta. Only by assuring the Corporate Sector CEOs and the UN ESC that the PsiGuild could be controlled with technology, and this was the sort of test the System was created for in the first place. Defenses for latents were already being researched and created by the Tech Guild; Varsta committed to making this tech available, then the he Corps could create and profit from this tech, while pushing the System in new, more challenging directions. The deal was struck and the PsiGuild was allowed to continue, while the use of Esper focused PsiTechs was discontinued by all Corps, but the use in StrikeForces skyrocketed.

The StrikeForce Grows

The first StrikeForce to use a PSITech was the JDA StrikeForce Bronzed Gods. Using a PSITech with Esper and Quaker abilities they entered a Level 4 ZCF and plundered its electronics for 2 hours. They were eventually detected and had to fight their way out. The lesson was learned; a PSITech was a tremendous asset to any StrikeForce. The lack of defenses made the use of PsiTechs even more attractive; and created a defense industry against their powers almost overnight. By 2114 the playing field had been equalized, PsiTechs against the many defenses created to stop or hinder them. Calon Pulse Generators, Electrical Astral barriers, and AI Thought generators are only a few of the many technologies all aimed at limiting access and stopping the use of Psi patterns and Calon energies in installations around the world.

The Tyrex Incident

The first attack against Tyrex HQ by a WASTech Corp StrikeForce was a disaster, for Tyrex. The StrikeForce used their PsiTechs Stalker powers to move around the building at will. They stole files, prototypes, Data Roms, whatever they wanted and nothing Tyrex had could stop them. Then the CEO of Tyrex, decided to flood the whole structure with AI thoughts. It distracted the PSITech long enough to allow Tyrex security to destroy them. It also caused the death of 15 Vanders AI in the Tyrex HQ. Tyrex had used a boosted LSHF set to force the AI to create thoughts at triple the normal rate. This destroyed the AIs as well as disrupting the Psi. Tyrex lost all AIs in any research area for 2 years. WASTech was already in trouble, with this loss their funding dried up and they folded. This one incident set Tyrex on a new course to become the driving force in PsiTech defenses. The PSI Guild and its PsiTechs learned that the latents were dangerous and not to be taken lightly

The Future is Unclear

The relationship between the Tech Guild and the PSI Guild, between latents and active Psis is a growing and changing one. A relationship based on mistrust and respect. The System tests both sides of the equation and it continues to do all it can to determine the loyalty of active Psis to the human plan to create the Phoenix society. The future is unclear, from its threats to what humanity could build, and the Systems job is to prepare humanity for it all. What role the Active Psi will take is unknown and a decision each PsiTech must make. Calin Deazin PSI Guild Archivist Section 8

Data Root/0 Conflict System Combat 237 Physical Combat 237 Melee Combat 241 Special Combat Attacks 242 Specialty Weapons 242 Combating Droids 243 Social Interactions 245 Technology Combat 247 Tech Nullification 248 Vehicle Combat 250 The Steps of Vehicle Combat 250 Special Combat Situations 253 Combat Charts 255

Direct Combat Conflict System Combat


Whether its the quiet hiss of a plasma type 4 weapon firing, using information to convince someone to believe something, causing technology to fail, or attacking a Zone Defense Force combat in 2136 comes in many lethal forms. StrikeForce is all about how the player uses their characters skills, combat is no different. What is different is the time frame in which combat occurs. Decisions in combat must be done quickly, which make combining skills realistically difficult when compared to other tasks. There are 4 types of combat; Physical, Social, Technical, and Vehicle all covered in this section. Each uses the core mechanic to create EF values. This section will explain how defenders create an opposed EF, figuring damage, how Criticals are rolled, and technology malfunction. Specific options and results elated to each combat types, are all explained. Combat actions are done using the phased turn. Common SkillSet components SkillSets in any form of combat may use some or all of the below items. They are included here to not repeat this text again and again. Tech TEF Bonuses Add any Tech TEF values that apply to the effect you are trying to do. Situational Modifiers Work as described in section 4, adding effects to a situation, including combat. Modifier ideas: Superior Skills,

Physical Combat
In 2136 Combat is lethal. Plasma Weapons, Lasers, and enhanced Chem Project weapons are the foundation of a deadly machine. Every StrikeForce, Security officer and even many civilians wear sophisticated armor that protects and has numerous systems that enhance the wearers abilities and skills. All this tech dedicated to fighting has been put in place to hone Humanities warriors into the most deadly we as a race can create. Combat in StrikeForce is tactical, fast, and deadly based on the idea that combat skills boost or lower the damage a weapon or attack does. Combat is based on the idea that only a smart combatant will live to see another day, unless of course their clone is revived, but even that is not without cost.

Action Order

Point Blank, Higher rank, combat master, surprise. Using Luck In Combat

Anyone involved in combat can use luck points to change EFs. Luck needs to used before dice are rolled. Luck spent to eliminate Combat influence needs to be spent before influence is . 1 luck point to allow the use of Secondary Skills in a SkillSet, even if you failed the base skill roll. 1 luck point to add or subtract 1d100 to any rolled EF. A rolled 1 a luck die doubles the EF. 1 Luck may increase or decrease an EM roll of the player or one specific target, by 1 point. 1 luck point to remove 1 Combat Influence. Must be allocated before Combat Influence is declared. Player may ignore any complication their character has for 1 phase. Player may not ignore the same one consecutively.

Luck Uses

Reaction is determined by each character and any opposition controlled by the GM rolling 2d10 percentile and adding to the reaction Attribute. So a 65 roll plus a reaction of 40 would be a 105 reaction. Actions take place in highest to lowest order, this is called the action order. The players characters win ties versus simple NPCs. Ties between PCs or NPC Foils are resolved by comparing attributes of the two characters in this order: Reaction, Prowess, Psi Intuition, Endurance, and lastly INT. Character who has the higher attribute goes first. Holding Actions Any character can hold their action and take actions LATER in the phase. The action can be taken before anyone else they beat in reaction. When multiple characters hold actions and both want to go at the same time, the higher reaction goes first.

Actions In Combat

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Charts and Stuff

The Charts and tables used in combat are grouped together at the end of the Section, before the critical tables. Since all combats use many of the same charts, its just easier to have them in one place.

Attacker Declares Target and Effect The attacking player must spend the active action wants they can certainly try. These can be simple effects or complex; I shoot to kill, I want them to think the other guy is shooting him, or I want to wound him. Defenders Action Costs Defensive Actions use either a Passive or Active Action. Passive defense EFs effect a single attack in the current phase, Active defense EFs effect all attacks for that phase. Quickness in Combat This innate ability makes it possible for a character to

Direct Combat
do 2 active actions in 1 phase, a Character could attack and use an active defense. Devices are still limited to their stated speed of attacks. Weapons cannot fire 4 times because you have quickness, Defense Stances Stances are specialized defensive action allowing actions like faking out an attack, letting your armor take the brunt, or diving out of the way. Each has a listed Max Skill Depth, limiting the number of subskills the defender can use, even if their skill Depth is higher. Stances also have a listed success and hit effect. Success effect triggers when the attack misses. Hit effect is triggered when the defender is hit by an attack.
Stance: Taunt Defender uses Social skills, verbal or other wise, to confuse their attacker. The defender stays in place. A Passive taunt can be combined with other stances. Success Effect: Defender wins an Influence social combat and may use each success as an information point to confuse the attacker. Hit Effect: 4 Successes or more to force a location roll Max Skill Depth: 5 Defender uses combat skills, which match the attack type, to confuse their attacker. The defender stays in place. Success Effect: Defender may take a passive move for every 2 successes (Free Action) or may take an action out of action order. Hit Effect: Every 3 Successes lowers the attackers Combat Influence by 2 more. Max Skill Depth: 4 Stance: Parry Defender uses Melee combat skills with a weapon or shield to parry melee attack (melee skills and shields can be used against ranged attack). Success Effect: Take a Melee attack against attacker, out of order, or Choose to leave Melee combat with no penalties. Hit Effect: 2 Successes Defender Rolls Location, 5 Successes Massive Breach is maximum Breach for the attack. Max Skill Depth: 4 Stance: Block Defender changes armor, or shield, facing so heavier armor takes the brunt of the attack. The defender does not move, they just take it. Success Effect: Defender in Melee combat gets a free action. Hit Effect: 2 successes, defender rolls a random hit location, 4 Successes or more lower Breach by 1 (min small) Max Skill Depth: 3 Stance: Dodge Defender reacts and dives out of the way of the attack. Passive dodge must move 1 meter , actives must move 5 meters. Defender can change from standing to prone and/or place cover between them and the attacker (Assumes cover is in range of the dodge). Success Effect: Defender gets a free action Hit Effect: 2 Successes or more lower Breach by 1 (normal breach is the minimum) or defender rolls the hit location. Max Skill Depth: 3 Active Dodge in Melee Combat Any defender choosing active dodge while in Melee combat takes a risk. The Melee attacker can choose to take a Melee attack, out of order if needed, against the Dodging character. The attack is resolved as normal but the defender does NOT get the benefits of any cover for the Melee attack.

Attacker picks their attack type and then creates a SkillSet exactly as any other SkillSet, using a combat subskill as its Primary Skill. Secondary skills can also be added to the SkillSet, up to the Skill Depth maximum of the attack. (Character skill depth and roll still applies too). Base Skill is always added. Add any Tech TEFs situational mods, and declare your target(s) Attack Types Attack: Specific Effect
Attacker uses Combat Family skills, Melee or Fire Combat, as a primary to cause an specific effect to a target or the environment. Breach is not figured, though Success Effect: Effect is negotiated by the GM and Player. Damage to targets or new Situational mods can occur based on the situation. Max Skill Depth: no max Attacker uses Combat Family skills, Melee or Fire Combat, as a primary to attack a specific target to kill or destroy it.. Success Effect: Attacker figures Successes and Breach.

Step 1 Compare Effectiveness Create Attackers SkillSet

Stance: Feint

Attack: Single Target

Max Skill Depth: 5

Attacker uses Combat Family skills, Melee or Fire Combat, as a primary to attack a up to 4 targets to kill or destroy them. Success Effect: Attacker splits total attack between each target, then figures successes and Breach.

Attack: Multiple Targets

Max Skill Depth: 5

Attacker uses Psi Family skills as a primary to attack targets, based on Psi School Limits, to kill or destroy them. Success Effect: Attacker uses Psi Patterns described effects and adds Psi Power in as the attacks DAM..

Attack: Psi Direct Attack

Max Skill Depth: 5

Attacker uses Combat Family skills, Melee or Fire Combat, as a primary to attack a specific target to knock out the target Success Effect: Attacker figures Successes, target rolls EM at -1 per attack successes (after subtracting defenders successes). Negatives last 1 phase per attack success.

Attack: Blunt Force/Stun

Max Skill Depth: 4

Attacker uses Combat Family skills, Melee or Fire Combat, as a primary to attack a specific target, forcing additional penetrations to cause malfunctions. Breach is NOT figured. Success Effect: 2 Successes causes 4 Penetrations, combat influence can only be used for effects and additional penetrations

Attack: Force Malfunction

Max Skill Depth: 3

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Create Defenders SkillSet

Defenders declares if the defense is a Passive or Active. Action determines the defense Primary Skill. Secondary skills can also be added to the SkillSet (Character skill depth and roll still applies). Base Skill is always added. Add any Tech TEFs and declare your Stance.

Roll For EF

The attacker and defenders roll EF, subtracting a 1d100 from their SkillSets. The Attackers EF must be higher than the Defenders EF or it is a miss.

Direct Combat
Figure successes The attacker defender both figure successes, as long as they have a successful skill roll. Each starts at 1 Success for a successful roll. Add an additional success for every 100 EF of the SkillSet.
A 250 EF Successful attack would have 3 successes.

Choices can be taken multiple times, as long as the attacker has. Only Attacks using the non explosive attacks DAM bonus use combat influence. Attacks using the Explosive attacks DAM bonus DO NOT get to use it. Defenders Combat Influence

Jams, Fumbles, and Failures

Remove Attacker Successes

Any Attack EF roll that is negative is a miss. Any Fire Combat attack jams on a 99-100. Melee Combat fumbles occur on a 97 -100. Psi Direct attacks fail on a 96 -100. When this occurs the attacker rolls 1d100 and checks the appropriate chart for the effects. Misses and Blow Through The weapons of 2136 are far different from any 20th century equivalent. Weapons in 2136 are designed to do massive concentrated damage to a specific location and it is assumed the user has the skill and technologies to hit the target. When an attack hits, even if there is no breach, the armor broke up the attack, in game terms it can be assume d the plasma burst or the projectiles effects wre only against the target. Should an attack miss its target it is usually because the defenders dodge was high enough to force a miss. Attacks which obviously pass the defender can have effects, the GM has charts in the tables section to determine them .

The defenders successes are immediately subtracted from the Attackers Successes, before they are spent on attackers influence effects.. Attacker Combat Influence

Add 10 Damage to the attack (1 Success)

Use your skill to increase the damage done by the attack by 10. Adding this 4 times would add 40 damage to a targets final damage. Use a Success to roll 1d10 Penetration to a targets armor. Armor must be breached for this to take effect.

Add 1d10 Penetrations (1 Success)

Cause an effect (2 Successes)

Player can ask for a reasonable effect, I knock back the target, spin him around, end up in a place where I can attack another target, etc.. GM and player may need to negotiate the final effect.

Force an additional critical roll(3 Successes)

Step 2 Figure Armor Breach Calculate Total Attack

Attacker can use influence to force an additional critical roll against the target. This occurs even if there was no crit roll or can cause multiple critical rolls.

The Attacker total attack is the Weapons DAM value plus the SkillSets EF, plus any tech and situational bonuses. The total attack is compared against the armors Protection to determine the strength of the Breach

Change Breach by 1(2 max) (5 Successes) Step 4 Damage

Increase or decrease the breach type by 1, 2 times.

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Compare the Total Attack to the defenders armor Protection. The Total Attack must be greater than the Total Protection to achieve an armor Breach. The greater the difference the more severe the breach. The type of breach determines the damage done to the target. There are 4 types of breach: Small Breach which occurs when the attack is 500 or less above the Protection. Does 1 Penetrations Normal Breach occurs when the Total Attack is 501 1000 over the protection. Does 2 Penetrations. Massive Breach occurs when the Total attack is 1001 or more above the Protection. Does 5 Penetrations Critical Breach occurs when the Total attack is 1001 or more above the Protection. Does 10 Penetrations.

Breach Effects

Small Breach (<=500): 1d10 Damage, No Crit Normal Breach (501 - 1000): 10 + 2d10 Damage, roll Crit Massive Breach(1001+): 20 + 1d100 damage ,roll Crit Critical Breach (2000+) 50+ 2d100 damage, roll Crit

Damage is determined by the attacks breach and the damage and any Combat Influence increases. The below list shows the the Damage done by each type of breach. Damage done is assigned to the character and compared to the targets END or SP. Damage acts as negative to END rolls. Every 10 Damage causes a Wound, which is further described below. Breaches

Step 3 Combat Influence Combat Influence

Damage, Figuring Wounds, and Effects

Attackers takes their SkillSets Successes, using them to have greater influence on the attacks final effects. The Defenders successes are subtracted from the ATtackers, lowering the attackers influence on the combat.

Damage is subtracted from END/SP. Damage is a direct modifier to END/SP (5 Damage is -5 END/SP). When Damage is greater than END/SP the target is incapacitated, see section 4. Healing can occur at any time before the

Direct Combat
stress check at the end of combat. termines the number of criticals done; Small Breach does 1 critical, Normal Breach does 2, Massive Breach does 3, Critical breech does 5. Roll 1d100 against the critical chance for each critical done. Location is random. Successes drop based on the number of the critical being rolled.
Massive Breach from a grenade does 75 Damage with 5 successes, 3 criticals. The first critical is at 4 (5 -1)successes. The second is at 3 (5-2), third at 2(5-3). All are at 75 Damage. Roll crit chance for each one.

Every 10 END taken is a Wound. Wounds make it harder to do things in game. Wound forces a Combat Stress roll at -(# of wounds) and adds +1 action to any actions taken.
3 wounds forces an EM roll at -3 and increases all action costs by 1 passive action. Includes free actions

Wounds

Example

Example Explosive Criticals

Every attack has a chance to cause a Critical. Certain damage locations, damage dice, and the successes, all factors increase the chance. The chart shows the factors When the chance is above 100% a critical occurs, a is still roll required, a roll of 100 is still a failure. Chances below 100% the attacker must roll 1d100, under or equal to the chance or no critical occurs. Critical Chance Modifiers +20% 5 wounds +10% Head +10% Explosives +5% Plasma -10% Laser +5% Psi Direct attack +10% MA, Assassin +25% Normal Breech +50% Massive Breech +75% Critical Breech Determine Critical Severity The attack successes - Defenders Successes determines which severity column on the critical chart you use. Successes must equal the column value or the critical uses the lower column. Example A 6 Success (550 EF) attack would use the 6 severity column, not the 8 severity column. Determine Hit Location Attackers roll 1d10 to determine where their attacks hits. Consult the table at the end of the section. Characters can call their attacks location if they have 4 or more successes. A targ with a TEF 15 or more also allows a character to call their hit location. Explosive Critical Hits Explosives critcals are handled differently Critical Severity is normal, but the type of breach de-

Step 5 Critical Effects Determine Critical Chance

Melee Called Critical Hits Players with a Martial Arts or Martial Arts: Assassin SubSkill of 45 or more can call their critical effects. Martial Arts Called Criticals adds +1 Success. Martial Arts: Assassin called critical hits add +2 Successes and must be lethal Duration of the death can be based on success range; Duration is phases. To Call a critical the attack must do a Wound to the target. Non Lethal Criticals : every 10 ranks of skill give the attacker a 10% critical chance. No other modifiers are used except for defender mods that lower the chance. Lethal Called Criticals chances are figured and rolled as normal. A successful critical means the player can describe the death.

Armor is a wonder of technology in 2136. While other technology has a listed BCC, armor has a BCC of 0 until it takes excessive damage, in the form of penetrations Any attack that breaches, penetrates the armor. The level of breech causes a set number of penetrations the armor takes. Each time armor takes a penetration it gets closer to malfunctioning. Malfunction Threshold When the number of penetrations armor has taken exceeds the armors Malfunction threshold of the armor, the BCC rises leading to malfunctions. Each Penetration over the malfunction threshold adds 1 to the armors BCC of 0. Armor that has taken 45 Penetrations over their Malfunction Threshold has a BCC 45. Every time the Armor takes penetrations that are over the malfunction threshold the player must roll against the new BCC; roll under the BCC for a Malfunction to occur. ExoSkeleton and DNA Strands ExoSkeleton Systems are some of the most hardened, damage resistant systems in 2136. Any BCC rolls for an ExoSkeleton adds its current Mech Points to the roll. An Exo with 22 mech points would add 22 to the BCC roll. Hybrid and Glove Suit DNA strands are designed to resist damage, the complex the suit the better it is at resisting damage. Hybrid or Glove Suit armor adds its RM to the BCC roll.

Step 6 Malfunctions Armor Penetration and Malfunctions

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Direct Combat
Example Character dies and recovers through any means Dying is unnerving and defiantly causes stress

A Glove Suit with an RM of 10 adds 10 to any BCC roll.

Malfunction Effects As discussed in section 4 when technology takes a critical it receives a complication from the GM. These are assigned by the GM, the players have some input, to create a challenge based on the current situation in combat. Example Malfunctions
Character must roll PR by 40 to get your exoskeleton to dodge, some of the supporting motors are failing. Targ is giving bad data, roll 1d100 against the TEF. If the roll is under the data is good, else 1/2 attack EF.

When these situations occur the GM can ask for an Emotion (EM) roll by the characters. Characters roll 1d10 and it must be above the attribute. If the EM roll is missed the character drops to the prone position, cannot take an active action and drops anything in their hands. The character stays this way until a successful EM roll is made.

Targeting a Specific System Targeting a specific system for malfunction with a weapon is a specialized effect, using combat influence. This called malfunction would require detailed information on the armor; like a scan using a threat analysis chip or a scanner, before the attack.

Character that take damage could die or have to roll EM or lose actions. Treatment for damage from medical resources like drugs, doctors or tech that heals can be done prior to this check. Free or passive actions to heal can be taken at any time in the combat steps. Damage Order of Effects When a character is Dead or damaged the effects must be healed in this order to survive: Critical - Death results Damage > END Critical - Incapacitation results Critical - other results Wounds/Damage Death criticals and damage greater than the END must be healed before any non death Criticals are healed.

Step 7 Health and Stress Character Damage

Melee Combat Thrown Projectiles

Combat Stress

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In Combat the situations that can cause stress are different, but the effects are the same. Combat stress is only rolled for during combat. A character who dies and is saved after the combat ends might have to roll situational stress, but not combat stress. An action fails and the failure is apparent Picking a lock and setting off an alarm Repeated attacks fail to do any damage Character cannot hurt their target. Taking Wounds (10 damage) in the phase Character gets blasted by one or multiple hits. Explosive Damage of any kind Explosives are unnerving, the blast causes stress Character takes a critical Character takes Critical damage of any kind.

Whether throwing a knife, a grenade, using a bow or something is thrown. Thrown attacks can use either the Attribute Prowess or Melee SubSkills, attackers choice. Attackers who user Prowess add their Prowess Save for their SkillSet. SkillSets using Melee Combat skills work as normal. Thrown Range Thrown Melee weapons can be thrown accurately the attackers PR in meters. Prowess can be rolled and every 1 success adds 2 meters to the maximum distance.

Bare Hand Attacks

Attacks against armor must be done with an armored hand or they have a 0 DAM. Attacks with a bare hand against a like target (both have armor or neither has armor) use the attackers PR*2 for DAM.

Weapon Speed and Reach

During a game a GM may want to limit or give advantage to someone with a specific type of melee weapon. This can be done using Speed and Reach. Speed limits the number of times a weapon can be used for an active attack. Reach determines what weapon, if any, can gain a reach attack. Speed Speed = (5 - Weapons Enc (round down). This

Direct Combat
number indicates the maximum number of active attacks one can make with the weapon in a phase . A sword with and Enc of 2.5 could be used for 2 active attacks per phase. Reach

Damage Any attack considered explosive increases its breach by 1. Blast radius Any Explosive has a Primary blast radius and a secondary blast radius at double the primary. Primary range is listed on the range of the explosive. Anyone in the primary range takes damage as described above and are knocked prone, losing 1 active action. Targets in the Secondary zone take damage as normal, but do not lose the active action or knocked prone.

Special Combat Attacks Blast Effects

attempts to account for longer weapons or opponents in combat. Anyone in combat, using a melee weapon or a large NPC, can use a higher reach to perform a reach attack against an opponent with a lower reach. Compare all weapon reaches, it is possible multiple characters could get reach attacks. Large or Huge NPCs (mutated humans, BioHorrors, or droids) who are 1 or more sizes larger than their opponent gain 1 reach attack per size they are bigger Attack Reach The higher reach may attack an opponent with a lower reach 1 time, still costs an action, before the order starts. This is a normal attack and after it order is used as normal (attacker with reach may be able to attack twice, if they won reaction). CI Effects could be used to allow multiple reach attacks, situational up to the GM.

Weapon Reach = (ENC/10 + # hands). Reach

Sometimes a Character wants to stop a target without killing or maiming the target. One way to do this is by grappling or wrestling them down to the ground. To grapple in the Conflict system The attacker must close to melee range and announce they are grappling with the target. The Attacker must use a Melee SubSkill or PR as part of the SkillSet. The Attacker must announce the effect of the grapple. Multiple grapples can be attempted if one has multiple actions in a phase. Clinch (1 Success Min) - A standing hold Take Down (2 Success Min) - Forcing target to the ground Pin (2 min) - Holding target to the ground Escape (must beat attackers Successes)- Escape any type of hold. Position changes still cost actions. Combat is resolved as normal Compare EFs. The attackers must meet the minimum for the hold they are attempting and beat the defenders EF; Grapple is successful and then use Combat Influence as normal. If the attacker has successfully grappled the opponent, the only attack move the grappled defender can do is to try and escape. The opposed EF to an escape is equal to the Grapple Successes x 10. Failed escapes means the grappled character has to roll combat stress at -1 for each failed escape attempt (cumulative). Example

Grappling an Opponent

Weapon Types 3 and 4 ChemProject or Plasma with an Enhanced Fusing chamber can attack a second time in the same phase as a free action. The second attack, on the same target, can be re rolled or be identical to the first, attackers choice. Switching targets at normal penalties to the EF of the shot. Weapon Type 3 ChemProject and all Plasma weapons -100 from the second shots EF. Weapon Type 4 ChemProject have no minus on the second shot. Damage and Criticals ARE re-rolled for all second shots. Luck does NOT have to be re rolled , but must be spent.

Specialty Weapons Multi Shot Weapons

Specialty Ammo

Effects of specialty ammo only occur with a successful attack, unless the ammo specifically says different. Fire Ball ammo, for example, turns regular ammo into an Explosive giving the attacker special bonuses.

Personnel Combat use of Rigia -19x

A 3 CF grenade thrown with 5 rolled Successes would have a Total of 8 Successes, 5400 DAM, a range of 1500 meters, the CF grenade would do 4 attacks to anything in that range.

Rigia in personnel explosives is used in smaller amounts than vehicle weapons; the max CF any sane person will do (the Black Market) is 3. The range boost is 500m per CF. Roll attack with explosive damage as normal, adding the CF rating to the total successes, repeating the attack on all targets in range, to the CF max. CF personnel weapons ALWAYS do max CF wherever it lands, whether it hits the target or not.

Rigia explosions and the Astral Plane

CF explosives have a chance (CF x 20%) to effect the Astral plane. When this occurs anyone in the range/2 takes the CF -1 attacks. A PsiTech in the astral plane within the range of a CF explosion has a 60% chance to be hit by 2 attacks from a CF 3 weapon. CF Personnel weapons used on vehicles have a PWR equal to the CF max of the weapon.

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So a target trapped by a pin 120 success pin must make a 120 EF grapple escape attack or remain pinned.

Use of Rigia - 19x explosives in a city is forbidden, punished by loss of rank, tech and cash.

Direct Combat Burst Lasers Shields

Burst lasers were made useful by Warsaw Pact Scientist towards the end of the Conflict. Using a Chemical laser to charge a focus assembly with 200 Kilo Joules of energy every phase. The greater the charge built up, by calling that you are charging the laser, increases the lasers ROF or the damage of a single shot. Lasers have a maximum charge of 400 - 600 Kilo Joules, depending on design. Charging to 600 KJ takes 2 Phases to fully charge, since lasers always have a 200 KJ charge. To get the full Bonus of a 600 KJ laser the laser would have to charge for 2 phases. Lasers can hold a built up charge for 30 sec./5 phases/1 turn max. Energy then bleeds off for 1 phase, the laser is unusable for that phase. Characters with a charged laser must choose Multiple shot, which uses the laser base damage or 1 boosted shot, as shown below: Discharge Number of Shots per action Rate 200 1 ROF at normal Damage 400 600 2 ROF or 1 ROF +100 DAM 3 ROF or 1 ROF +200 DAM

A Shield used in combat can be a piece of wall or desk grabbed by a defender or a high tech shield design. A piece of wall will break sooner of course. Shields require the Parry or Block Stance to effect combat. There are 2 types of shields, Combat Shields which have a Protection value and Improvised Shields which have an SP value. Effects in Combat Combat Shields add their Protection to the users Armor protection. Improvised Shield adds SP/10 to users Armor protection. A shield used in combat also 1/2 penetrations (round up) taken by armor. Shields can be used as a Melee weapon with no ACC and a DAM equal to its Protection. Shield Damage Shields take damage when they are used to Block or Parry. Combat Shields add 10 to its BCC in that phase for each use. A Combat Shield that blocks 3 attacks in a Phase adds 30 to its BCC. When a Combat Shield fails its BCC roll, it is damaged and unusable till repaired. Improvised Shields can last 1 phase of combat for every 500 SP before being destroyed.

Lasers get no range bonuses or penalties. Unless the armor or tech states explicitly that it protects against Lasers it does NOT. Most armor damage absorbers and reactive armor systems are useless against them.

Indirect Weapons Fire

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Firing weapons that do not use direct fire rules, Mortars or long range grenade launchers for example; use the Heavy Weapons SubSkill of Fire Combat. To attack using indirect fire weapons the player designates a 5 or 10 meter area as the target. Players may shoot over obstacles in the way, for each meter vertical add 5 meters to the range; so a 10 meter high wall adds 50 meters to the range of the shot. To fire at an area, either a 5 or 10 meter area, the Attacking SkillSet is figured as normal. In order to hit a 5 meter area the attack must have at least 3 successes. Multiple shots may be fired at the target area, each adds 10 damage Combat influence is figured as normal, with 1 exception hitting a 5 m target adds 5 Combat Influences to the attack. The Blast radius has a primary range of 10 meters. Example Indirect fire at a 5 meter target with 3 mortar shells, with a 345 EF would have the following effect. 4 Successes + 5 (for hitting a 5 meter area), the Attacker has 9 Combat Influence against everything in 10 Meters. Anything from 11- 20 meters takes an additional 10 damage from the attack. These weapons are very difficult to aim at a single target or at less than minimum range; an automatic -10 success penalty applies when a character attempts to use these types of weapons in ANY non-indirect fire situation.

Combating Droids
During the course of the game players may attack Droids. Droids come in many forms and types, from Nanonic swarms to giant Cyborgs. Droids are extremely hard to destroy and one shot Criticals usually do not happen with their redundant systems and designs.

Superior Function of Droids

Droids are capable of being faster and doing more in 6 seconds than any human; even those with quickness and ambidexterity. Droids have 5 active actions a phase, can be used for anything once gone no more actions till next phase.

Direct Combat
Defense ranks are usually superior to human ranks. Droids NEVER roll combat stress. They are cold analytical machines. tioning ANY penetration has a chance to explode the Droid. Each penetration taken while the power system is malfunctioning has a 5% chance to cause the power system to go critical and explode.

Droids and Combat Stress

Fighting a Droid is a scary proposition. Droids have exceptional protection, high EF programs and TEF values in their various systems. Droids are difficult to defeat. Combat Stress is likely; stress rolls should happen often especially when combat goes against the characters.

Explosion Damage

Breaching and Damaging Droids

Droid explosions are destructive. The DAM of the exploding Droid = PUO of the power system + the Droids remaining SP. The number of criticals taken by the droid is the successes on the Explosives bonus table The range is 2 meters per success. All damage and Criticals are done as thrown explosives.

Breach effects are calculated in physical combat. Damage is allocated to the Droids SP value. When damage is greater than the SP, droid is destroyed. Droid Damage Droid damage comes off its SP. Every 10 Damage, a wound, forces a BCC roll in addition to any normal critical rolls. Called Locations Hit Locations for Droids can be a called location, but hitting a Droid in the head is useless. Attackers must use technology; Optics, a Scanner, Threat analysis, whatever applies to scan the Droid. This scan reveals what systems the Droid has and they can be targeted. This scan is a normal SkillSet opposed by the Droids skills (passive action). Identified systems can be called as a location. Attack Criticals effect called systems if no location is called the attack hits systems in order listed, a System takes Criticals until it is destroyed, then the next system takes Criticals. Critical Hits Droids are built, any manufactured equipment has a Base Critical Chance (BCC). Each wound a droid has taken increases it BCC by 10. The GM rolls against the BCC, if under a critical occurs, else none does. Critical Effects Cause an automatic malfunction of the targeted or damaged system.

Droid Functions in a Defense Zone

Droids can be used as autonomous drones, relying on their programs to secure the zone. The other is drone mode, where the systems are controlled by a human or AI controller. Drone mode Droids tend to be much stronger then the autonomous mode programming.

Drone Mode

Whether an AI or Humans are controlling the droids actions. The Droid acts as an ExoSkeleton would for the controller. Attack values and TEFs of the Droid systems are added to the SkillSets of the defense zone controller.

Autonomous Mode

Droids on automatic programs must receive some sort of release to attack a target. Droids with out release will fight back if fired upon and will stop and detain anyone they feel is in breach of security. Some corps have release instructions based on specific conditions, when met the Droid can attack those in violation.

Detailed Physical Combat Example


STO Chris Talon is watching his StrikeForces back, guarding the door as they search a lab for data. A security Droid drops from the ceiling, surprising Talon (the GM rolled a 58 for his Psi Intuition, so no info). The Droid attacks first (it has surprise) with Linked 2 Plasma weapons (52/320 x 2 due to the link). The Droid has a Targ (TEF 54) and a SkillSet 350 + 52 (ACC); Total SkillSet of 404. Talon gets no defense as he was surprised. The GM rolls a 54 for the Droid; an EF of 350. The Droid has an attack higher than Talons Defense, which is 0, a hit. The Droid has 4 Successes and surprise. The droid total attack is 350 + 640 = 1010 versus Christ Talons Protection of 500. 1010-500= 510; A Normal Breach is done for 2 penetrations. The GM has 4 influence and chooses +20 damage and the effect of Chris Talon being knocked back, out of point blank range. The GM had 4 successes and can calls the location, he calls a torso hit. The Droid rolls damage, 10+20+1d10, rolls a 4,5 so +9, for a total of 39 damage to Talons END. Talon takes 3 Wounds plus his attributes are at -39 for any rolls. The Droid has a has a 25 (normal breech) + 5 (Plasma) for a Critical chance of 30. The GM rolls a 93 so no critical. Talon uses a Haldern 6 and heals 2 wounds (20 damage) leaving 10 damage and 1 wound. Talon rolls EM at -6 (-5 because of the surprise, -1 fro the wound), adds 3 luck and gets a (9 -5) +3 = 7 Talon stays up. 2 penetrations occur Talons armor can take 25 Penetrations, so no malfunctions.

Droid Armor Penetrations

Armor Penetrations and Malfunction Thresholds work as Armor. When the Droid takes more penetrations than the threshold the droid; Droids BCC increases by 10 per 2 Penetrations. Droid System Malfunctions When a Droid system malfunction like armor. Each time the BCC roll is below the BCC ta malfunction occurs. Malfunctions are a complication against the droids system or base functions. Droid Explosions A Droids power system cannot go critical unless it has a malfunction. This happens automatically after 5 malfunctions or when a called shot to the Power Plant cause a malfunction. Once a Droids power system is malfunc-

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Talon is ambidexterous; as he falls back he fires off a grenade (550 DAM) from his left arm and his right arm mounted Type 4 JDE Laser (91/557). This costs 2 active actions, (quickness allows him to use 2 actives in 1 phase). talon has 1 wound and adds1 action so this was a total of 3 actions this phase. Talon figures the attack with the laser first. The Skill Depth roll is successful so Chris can use 3 Skills. His SkillSet is Fire Combat: Type 4 (54), Electronics Main Skill (21), and Engineering: Material Analysis (25) Plus his base skill of 85. Talons SkillSet is 100+85+91+33(targ)=390. Talons roll is a 43, for a 266 EF and then rolls 3 Luck adding another 185, for a total EF of 451. The Droid does a Passive Block, adding a 200 Protect arm bracer to its protection, EF of 187. Talons attack is successful with 5 Successes. The GM rules the effect makes him moving and attacking, adding 2 success to the Droids defense, for a total of 4. This means hit location is random and breach is lowered by 1, small is the lowest it can go. Talons total attack is 557+800= 1357 versus the Droids Protect of 900+200(bracer)1100, 257 is a small breach. Talon rolls 20 + 1d10 (6)= 26 from the Droids 1250 SP and does 1 Pens Small breech gets no critical roll and 1 pen does force one either. Talon has 1 CI left after subtracting the droids successes, he adds 10 Damage. The Droids shield takes 1 Pen as well and has to roll for breakage. Its BCC is 20 (TEF)+10 = 30. Gm rolls a 02 and the Droids Shield breaks.

Social Interactions Goals of Social Interaction

Sometimes a player will want to interact with NPCs or other players and this mechanic is to help resolve what those interactions accomplish in game. There are tow ways to interact socially is StrikeForce; Influence or Duel. Social Influence is telling a target some specific information to make them believe it. Duel is using society and its groups to force an effect on a target. While neither can make anyone, NPC or PC, do a specific thing. They can use effects or information to make a target believe something, which could lead to a logical action that helps or hurts the players goals. Using Rank in Social Combat Any Social Combat that rank would have an effect on the information being used in the attack can add rank * 10 can to the attack or defense. The Player must explain how it is being used as always.

Determining Order and Action Cost

Reaction is NOT rolled as in Combat, the arguments happen at the same time, both are considered attackers. All actions in Social Combat are considered active actions.

Social Influence
The Improved Frag Grenade goes off next, an 850 DAM Explosive weapon. Talons attacking SkillSet uses the Fire Combat type 1 as the primary skill. Skill Depth roll is made, Talon adds Science main Skill and Demolitions Main Skill. The SkillSet is 82 + 46 + 56 plus the Targ TEF of 33 and 85 Base Skill. Total SkillSet is 302. Talon rolls a 20 for a 282 EF. Talon rolls 2 Luck , a 50 and a 1. This increase his EF to 332 x 2 (for the 1) = 664 EF The Droid passively Blocks (he must block an explosive again), The GM rolls poorly for a 95 EF. Talon hits getting 7 successes to the Droids 3 (+2 cause talon is attacking and moving). The droid does not lower the Breach. Talons Total attack is 664 + 850 = 1514 vs 900 protection. This is a Normal Breach, 500 + over the protection. The Explosive is automatically at +1 breach, the attack is a massive breach doing 5 more penetrations. Talon has no combat influence it is an explosive. Talon rolls 20 + 1d100 (60) = 80 damage. The droid has taken 106 SP (10 wounds) total and 6 Penetrations. The droids malfunction threshold is 20 so no malfunctions occur. Talon gets 3 critical rolls at +60 BCC, a 95 BCC. The Droids has 855 SP left. Talon rolls, a 12, 45, 62 all are below the BCC of 95. The GM rules the following malfunctions occur. The Droids Networking Interface and the targeting software fail and it loses 100 Protection. Because of these malfunctions The Droid loses contact with the IDZ, it cannot be controlled or attack anyone else, the loss of the Targ lowers it attack by 100. The damaged Droid prepares to attack; Talon had better come up with something or he is dead.

Any attempt to give information to someone who does not trust or even opposes you is not easy. Even telling the truth to such people is not easy, they have no reference or reason to believe you. Social influence is used to track the ability of a character to convince the target of the truth of their words, even if they are lies. GM Instructions for Role Play A Successful Social influence means that the attacker was successful and the target believes the information told to them. So the Defender now believes there is a bomb or the person in the next room is bad. While the attacker CANNOT control the targets reaction, they can role play and try to get reactions that help them, based on the information. This is a role playing moment where a character or NPC reacts to the information and take actions appropriate to that characters passions and beliefs The GM should let players know that bonus commendations for good role play and passion will be awarded as the situation unfolds. The point of social conflict is to let players role play THE reaction to the Information. Even attacks with a negative certainty, a failure, need to role play the next steps in their attempts to get a reaction, or see the failure of their plans.

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Reference Page Add Critical Roll (2 Successes)

Add additional criticals to your attack

Step 3 Damage
Attacker gives Defender 1 Information Point they believe per Success (Min 1)

Step 4 Criticals Each crit


Attackers Successes x 10 = Crit chance Adds 50 to Certainty or add +1 Information Point

Step 5 Figure Certainty


Attackers Successes x 10 = Base certainty Base certainty + or - Combat Influence and Critical mods

Social Duels The Steps of Social Influence Step 1 Structure Arguments Declare Argument

Attacker must list the information they are using to influence the target. The GM should bonus the attacker for good role play. Create Attackers/Defenders SkillSet Exactly as any other SkillSet. The attacker should explain what they are saying and how it is being used. Base Skill is always added to both.

When arguments with the intent of making the target look bad to a specific social group occur, a Social Duel is called. The Idea is both sides lay out an argument, your an idiot because of x, you are filth because of y. Whatever. Each also calls out what effect these arguments will have on the target in the eyes of the social order. Social Duels require the treat of some sort of shame or discredit linked to a social group. Whether a Corporate Board, a religious order, even the Players Strike Force; the social duel forces the loser to lose face within that social group.

Add in Tech TEF

Step 1 Structure Arguments


Declare Argument Attacker must list the information they are using to influence the target. The GM should bonus the attacker for good role play. Create Attackers SkillSets Exactly as any other SkillSet. The attacker should explain what they are saying and how it is being used. Base Skill is always added to both.

Roll EF Attackers EF and Defenders EF is rolled as normal, 1d100 is subtracted from each SkillSet. The attackers EF needs to beat the Defenders EF to win, gaining +1 Success; else the Defender wins and the attack ends.

Step 2 Combat Influence


Just like Physical Combat for each Success the attacker picks Combat Influence to modify the effects of their actions. Defenders Combat Influence

Add in Tech TEF and Situational Mods

Remove Attacker Successes

The defenders successes are immediately subtracted from the Attackers Successes, before they are spent on attackers influence effects.. Attacker Combat Influence

Roll EF Attackers EF is rolled as normal, 1d100 is subtracted from each SkillSet. The attackers EF needs to beat all other Attackers EF to win, gaining +1 Success; else the Defender wins and the attack ends.

Step 2 Combat Influence


Just like Physical Combat for each Success the attacker and Defender pick Combat Influence to modify the effects of their actions. Defenders Combat Influence

Add 1 information Point (1 Success) Add 10 to certainty (1 Success)

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Attacker can tell the target 1 Piece of information on ONE subject, that they believe with the current Certainty. Attacker increases the Certainty that the target believes the information.

Remove Attacker Successes

Add 10 to Critical Chance (2 Successes)


Raise the chance for a Critical

The defenders successes are immediately subtracted from the Attackers Successes, before they are spent on attackers influence effects..

Reference Page
Attacker Combat Influence (1 Success per) this way. Tech combat can occur without direct access to the physical hardware; but attackers must have some access or connection to the target tech prior to starting the attack. Figure attackers/defenders Stats If the tech in use does not have these stats, use the below formulas to create them. BCC = TEF - 10 Reaction=TEF +30

Attacker can tell the target 1 Piece of information on ONE subject, that they believe with the current Certainty.

Add 1 information Point (1 Success)

Add 10 to Critical Chance (1 Success) Add Critical Roll (1 Success)


Raise the chance for a Critical Add additional criticals to your attack

Step 3 Damage
Attacker gives Defender 1 Information Point they believe per Success (Min 1)

Reaction
The reaction indicates how many attacks per phase the technology can do. Every 10 reaction equals 1 attack. a Reaction of 40 means 4 attacks per phase. Each attack adds 1 success to the final result of the attack. In Tech combat all tech attacks simultaneously.

Step 4 Criticals Each crit


Attackers Successes x10 = Crit chance Adds 1 Information Point or Effect. Certainty Certainty is NOT used in a duel, its a heat of the moment type thing, even if the argument is planned out in advance. Multiple Duels Resolve multiple attackers all at the same time, only one attacker can win a duel. The others lose and the winner gets to put an effect on all involved. Example
GM: The Lab Commander reacts to your demands by trying to convince his Sec Officers you are lying. Mike: I want to engage him in a social duel, so I can reinforce my crazy. I am using Con:Stories, Con:Lying, Perception:Intuitions, and Language:Mac Techno. My SkillSet total is a 95. I rolled a 20 for an EF of 75. The effect I want is to prove I am crazy and he does not know what he is talking about. I mumble and groan about how I have nothing left without those plans. GM: The Commander says you are too well equipped and powerful to kill yourself, trying for an effect of showing you are not crazy and would not kill yourself. His SkillSet EF is a <GM Rolls> 62. You win, So 1 Success His argument just makes the guards more unsure of you. Mike: So my Combat Influence is to add 10 to my critical chance, for a 20%. Rolled an 18 so I get to add an additional effect. I also get 1 information point as well. My crits additional effect makes the Commander look like a buffoon who does not know what he is doing, my information point is that he is making me more agitated. GM: Okay they believe all that and hustle the Commander out of the room while another moves to get you the plans. Mike: Excellent, now to get out of here as fast as I can.

Step 1 Skill Combat


Create Attackers/Defenders SkillSet Exactly as any other SkillSet. The attacker should explain what they are saying and how it is being used. Base Skill is always added to both. Attacker must declare what tech is leading the attack. Attackers EF must be must be greater than the Defenders EF to cause a breach; otherwise the attack fails to get past the defenses of the target.

Add in Tech TEF

Step 2 Determine Breach


The tech with the highest EF resolves its breech, damage and criticals, followed by the next tech until all steps are resolved. To determine Breech Compare TEF + EF to TEF + EF of the target.

Small Breach (<50) Normal Breach:(51- 200) Massive Breach(201+) Critical Breech (300 +)

Step 3 Combat Influence


The attacker and Defender can use their skill to effect the results in combat. Attackers must pick what their influences will be before rolling for a critical. Defenders ALWAYS subtract their successes. Defenders Combat Influence

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Remove Attacker Successes

The defenders successes are immediately subtracted from the Attackers Successes, before they are spent on attackers influence effects.. Attacker Options

Technology Combat
From intelligent to programmed tech, combat between technology is inevitable in StrikeForce. Tech combat allows an attacker to either destroy a piece of tech or control and reprogram tech. Tech such as Webs, VidChips, AI, armor systems, and other net devices can be attacked

-10 to TEF (1 Success)

Lower the Tech TEF to increase the BCC and weaken the target technology.

Additional Critical roll (2 Successes)


Roll a multiple Criticals against target.

Reference Page Nullify Tech for 1 phase (2 Success) Criticals to Control

Increase duration by 1 step (4 successes)

Nullify means the target tech stops working for 1 phase.

Change the duration from phases to minutes or minute to hours, or hours to days.

Each control critical last 1 phase per success. Each attack the Tech has allows 1 declared Effect. New effect defends at successes x10 EF if an attempt is made to reprogram or remove it. Additional defenses can be declared as effects as well. Any AI the hits 0 TEF from an attack is considered destroyed. Backups can restore the AI to a previous point in time, however every restore gives the AI a 10% chance it will retire to the UNIWeb leaving its partner to get a new AI.

Step 4 Damage
Tech attacks compare the rolled damage from the Damage Dice to the TEF of the target Device. The greater the roll the more TEF the device loses.

The Effect of 0 TEF on an AI

Small Breech

-5 TEF. No critical Roll

Normal Breech

-10 +1d10 TEF Roll Crit -15 TEF + 2d10 , Roll Crit

Massive Breech Critical Breech

Targets with no Protection or TEF

-20 TEF +4d10, Roll Crit

Directly attacking a weapon or other tech with no protection value means it takes only penetrations. Declare an attack to malfunction against the weapon or device, figure penetrations and roll ((BCC +10) +10 per penetration).

Step 5 Criticals
When a Techs TEF falls it has a negative effect on the Technologies ability to function, increasing its BCC. Every 10 TEF lost raises the BCC by 10. Tech owner rolls 1d100, if roll is under BCC a critical occurs.

Tech Nullification
Tech nullification is another form of tech combat, where one piece of tech is used to nullify another piece of Technology for a limited time. This is a straight TEF to TEF comparison. The attempting tech must be opposed to the target tech, either in function or with matching Natures Forces. A nullification is an active action. Example
Optics systems can be used for a nullify effect on a Chameleon system. Targ systems could be used to nullify an ECM system, or Reactive Armor could be nullified by a scanner with Gravity or Electromagnetic forces.

Resolving Nullification

Critical Effects

When an attack is rolled the attacker has the choice, using their combat influence to do additional damage or control the target for a limited amount of time. BCC critical is rolled and if successful the attacker can apply their Combat influence to the target. Attacker Options

TEFs of both pieces of Tech are compared. The lower TEF is nullified for a limited amount of time. Successes are calculated using the TEF of the attacker. Every 5 TEF is 1 Success (round down). Each Success (minimum of 1) nullifies the tech with the lower TEF for 1 phase. Nullified tech adds nothing to SkillSets and any functions are also unusable. Tweaking in Tech nullification Both attacker and defender can use tweaks to increase the TEF of their tech. Attackers must do this before the nullify attempt. Defenders may attempt a Perception roll, the opposed EF is equal to the TEF of the tech being nullified. Success means they notice the attack and can attempt to increase their defense with a tweak. Complete Technical Failure Should the winner of a nullification attack have a TEF that is double or greater than the losers, the loser suffers CTF. The losing device is simply overwhelmed and has to be reset in order to work again. CTF tech is considered offline until the device is reset. Resets are an active action, and require roll a SkillSet EF using the TEF of the device as the opposed EF.

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Criticals to Destroy

Doing additional negatives to TEF are taken before any additional critical rolls are made. Each successful crit roll adds the combat influence taken again, up to the number of attacks the Tech can do. Tech with 4 attacks can do an extra 40 TEF damage.

The Mastrin Underwriter Alliance


In 2087 the ability of Special Tactics Officers, StrikeForces and Corporations to use, repair and supply vehicles became increasingly difficult. Advances in offensive technologies had far outpaced defensive designs. This was further compounded by the fact that improvements in defensive tech usually contributed to a new growth in weapons design. These factors lead to a rising mortality rate among both vehicles and pilots, a rate too high for the UN to accept and still maintain the integrity of the Plan. To change this, without crippling the System in the critical combat sector, Chandler Varsta made an investment in a bright financial VP at AvCorp. The VP, named Johnathan Mastrin, used a huge stake from Varstas own personal fortune, and created Mastrin Underwriters. This was the first underwriters corporation which dealt exclusively in Personal Combat Vehicles. Founded in 2128 the company at first insured only the highest ranking or most reputable pilots in the world. In 2130 the company was able to change the compensation packages to include all STOs. The new system rewarded victories instead of simple destruction and salvage allowing Mastrin Underwriters Corp. to expand. They began to cover other lower ranking officers in and outside of Military Advancement Command. Within 6 years, an explosion of new Underwriters had moved into this profitable business; Mastrin bought or partnered with them all, creating the Mastrin Underwriters alliance. This alliance enabled the System to exceed its goals in the areas of Vehicle survival and inspired many new Combat Tactics. Vehicle combats can now be won by forcing opponents to yield or destroying them, lowering fatality rates, while providing an influx of new cash. The victory money was inspired by Mastrin, but is paid by the UN and Military Advancement Command to reward a victory. No longer was the only way to victory a shoot down of the target. After Mastrin simply forcing your opponent from the field of combat was enough, greatly enhancing the System and the Planning groups.

Mastrins uses a premium system based on a pilots successes. A pilots insurance premium drops every time he wins, and rises every time he loses. Premiums must be paid before combat is entered and claims for the Underwriters money are vigorously investigated. Fraud cases are immediately stricken from the Alliances rolls and fines up to 3,000,000 crds have been levied, with all tech guild and Military Advancement Command privileges suspended until fines are paid, at a minimum. The loss premium must be paid for each loss the pilot incurs, in addition to the normal premiums, After a pilot loses one combat the Alliance may reject a request for insurance until they win again. The Underwriters will only payout once per combat and only if the vehicle covered took actual damage. Also Military Advancement Command, the pilots employer, or other recognized source of information accepted by the Underwriters must verify the combat took place and that damage was taken by the covered vehicle; otherwise, the Underwriters WILL NOT payout. All premiums must be paid before the vehicle leaves safety (yes, policies can be bought seconds before a combat begins) and premiums are not refunded even if the pilot should not file a claim. Policies expire 2 hours after combat ends, claims must be made within this two-hour time period even if the vehicle must be recovered and moved to a repair location. Failure to file a claim within two hours means all Underwriters Liability is waived (call at 2:01 after combat and they wont pay a dime). Note: The Alliance has several StrikeForces whose whole existence is to find and destroy Special Tactics Officers and Corporations who defraud them. All the StrikeForces are commanded by Colonels and are considered top notch. Example
A pilot starts out at 0 wins and wins 4 combats. His premium is now 10,000 every time he enters combat and wants insurance; he has a 35% chance for rejection. The Alliance will pay up to 60% of vehicle repairs after each combat he enters. He then loses 6 combats in a row to have a net of -2. His new premium is now 40,000 (25,000 for the premium and 15,000 in loss premiums) with a 60% chance the consortium will reject his application; the most he can get is 40% of repairs covered if the application is accepted.

Pilot Victories 0 2 4 6 8+ 7 5 3 1

Premium Paid by pilot 25,000 15,000 10,000 9,500 9,500 8,500 8,500 12,500 17,000

Percent Chance for rejection 60 45 35 50

Percentage of repairs covered 40 45 50 55

40 30 20 ------10 25

60 65 70 75

Loss Premium

15,000

----------

80

Reference Page Vehicle Combat


The Conflict saw the rapid change in all types of vehicle combat as they became disposable targets. The ability of a vehicle to launch 8 or 9 missiles at one target from 30 40 KM away left anyone without stealth and radar capabilities destroyed long before they even knew there was a threat. With the advent of advanced materials and armor, coupled with radars like low power Millimeter Wave, Reciprocating Wave, and Pulsed Millimeter Radars survivability increased and even the use of dedicated radar craft became unneeded. In the 2100 with the advent of Gravelectric engines and laser weaponry, the ability of a pilot to react and save their craft was lowered even more. In 2136, vehicles compete to be the first to see their opponent, thus allowing them the first shot. When vehicles are hit, the power of the weapons can cause such destruction that vehicles lose whole systems to one hit, forcing them out of combat, or armed drones that saturate a target destroying it in one volley. Such is combat in 2136. onstrates how the speed of a combat situation change so quickly that from the time the target is detected, in only a few maneuvers the vehicles are on top of each other. Example So a GM rolls an 18 so the combat starts at 43 KM, on the 3rd phase the combatants are at 21.5 KM and at phase 5 they are at 10.75 VCI Detection Each vehicles VCI has a TEF and forces, like all other tech. VCI have Gravity and Physical forces at a minimum, some have more. The TEF and skills of the seeker works against the vehicles Detection Value which represents its stealth capabilities. When asking to add skills the player must understand that they are looking for skills to help interpret the data coming from the VCI. Any skill combination need to be based on that. To determine what VCI detects what each combatant uses a Perception SkillSet which includes the VCI TEF. Each Pilot compares their EF to the Detection TEF of the targets Stealth systems. If the EF is higher they see the target and can target it, if below they cannot attack it with the VCI. Eyeballing a Target It is possible to attack a target without VCI tracking. The Pilot must request an eyeball attempt, maximum sight range is 1/2 the starting range. The use of technology can boost this. The pilot rolls a SkillSet using Perception: Long range as the Primary. If the EF of the perception roll exceeds the Detection Value, they can manually target. Else no target is seen.

Players have to see a target to attack it. Players use either a VCI, scanner or their eyes to try and see any targets. Vehicle Control Interfaces Use All vehicles have Vehicle Control Interfaces (VCI), Which are advanced scanner systems using millimeter wave phased array emitters to detect targets using multiple natures forces. They can be used as a scanner in addition to controlling a vehicle and its weapons. The speeds of the vehicles and the weapons are so high, that non guided attacks are extremely difficult for all but the best pilots. The millimeter wave emitters coupled with scanner force sensors allow a VCI to create a 360 degree picture of the space around the vehicle. The ranges are grow every day, and allow identification of targets in milliseconds.

The Steps of Vehicle Combat Detection

Determining Order

Range and detection

In vehicle combat the speeds and maneuvers are so fast that combat attacks are dependent on the Vehicle Control Systems ability to detect and track targets. The Millimeter wave radar couple with scanner like force sensors allow a VCI to create a 360 degree picture of the space around the vehicle. This scanning bubble has a set range that can be extended by technology.

Reaction is determined by each character and any opposition controlled by the GM rolling 2d10 percentile and adding to the reaction Attribute. So a 65 roll plus a reaction of 40 would be a 105 reaction. Actions take place in highest to lowest order. The players characters win ties versus simple NPCs. Ties between PCs or NPC Foils are resolved by comparing attributes of the two characters in this order: Reaction, Prowess, Psi Intuition, Endurance, and lastly INT. Character who has the higher attribute goes first.

Step 1 Maneuver
The goal of any maneuver, whether in the air, on the ground, or a combination maneuver allows a pilot to gain advantage over their opponent. Maneuvers are required when a vehicle is moving and in combat. Stationary vehicles can shoot, but they can never maneuver for advantage. The pilot must also declare their speed and altitude for the turn as part of the maneuver. These can be changed during the turn based on characters actions. Maneuver is rolled once per turn, not each phase.

Determining Range

In order for the vehicles to attempt to detect each other, the range at which the combat starts must be determined. The GM rolls 2d10 and adds them together. This number plus 25 is the range at which the vehicles enter the Combat arena. The range halves at every odd second (3 and 5) until the start of the next phase and the GM re rolls the starting range. In addition, for every altitude between the vehicles add 2 KM to the range. Pilots declare their starting altitudes (if they are in a Helo or Jet) on paper before the GM rolls for the starting range each turn. This dem-

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Social Conflicts Advantage


bat effect they want to happen for that turn. An escape maneuver allows them to break off for that turn, no combat. An Attack or Defensive maneuver is used in Combat, while a normal maneuver might allow them to land on a cargo blimp. Escape Maneuvers (chases) The purpose of these maneuvers is to leave combat. They can succeed for the phase, but if your vehicle is not faster than the opponent they can always catch back up. All escapes start with a base 5 phases (1 turn) for an escaping target to be caught or escape. Escaping pilot has advantage decrease the base of 5 phases by 1 for each success for them to escape. Escaping pilot is at disadvantage decrease the base of 5 phases by 1 for each success for chasing pilot to capture the escaping vehicle. Attack Maneuvers Any character who wants to attack a target uses a combat maneuver. The Pilot with Advantage gets those bonuses as well. Each pilot in the combat may attack, active action, 1 time per phase. Defensive Maneuvers Maneuver taken to avoid being hit in combat, whether you have advantage or are at a disadvantage these maneuvers increase you vehicles DR. Normal Maneuvers Any maneuver that is not based on Escape or Combat is considered a normal action. Normal maneuvers are a passive action to do and EFs are rolled as needed. Maneuver EF Pilots roll 1d100 percentile and subtract from the SkillSet to get the EF of the Maneuver. On a 99, 100 or if the roll is above the SkillSet go to the crashing tables.

In vehicle combat there is no reaction roll, rather each person in combat is trying for advantage over the others. Pilots use their piloting SkillSets, modified by technology or the environment to generate a maneuver EF. These are compared and the higher EF has advantage over the lower EF. Pilots with Advantage get to attack at will (they can attack at any point in the turn) and they may add their maneuver EF to any attack EFs. Pilots with advantage go first for the duration of the turn (5 Phases).

What Advantage Does

The pilot who has advantage gains the following 3 bonuses for the entire turn, until the next maneuver roll is made. Attacks against any target you have advantage on count as a passive action Defensive maneuvers against attacks from an attacker you have advantage over are free actions All actions are at +1 Success against a target you have advantage on. Maneuver SkillSets These SkillSets have to have a piloting skill as Primary. The piloting skill must relate to the vehicle being piloted. So no jets skills to fly a boat. Maneuver SkillSets and Modifiers A key part of an maneuver is using the environment and technologies to boost its effect on your opponents. Diving into the sun, Flying among the trees, entering cloud bank, using technology to create ghost images on a VCI. Whatever external modifier you can use to confuse your opponent helps and hurts at the same time. Environmental Mods While Environments modifiers add or subtract successes from the pilots SkillSet Example
Johns character dives into a thunderstorm cloud bank, which the GM rules subtracts 100 from his SkillSet. He rolls and succeeds, an 85 EF. His opponent now also has a -100 to his SkillSet, as he is not sure where his target is going to emerge.

Loss of Control

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Technology Mods These work as the normally do in game, either boost your SkillSet or doing a function that helps you or hinders your opponent. Creative use of your technology is as always encouraged. Maneuver Points Any Maneuver done in a vehicle adds the vehicles Maneuver points to the SkillSet. A negative maneuver will lower a SkillSet. Types of Maneuvers Characters can do 1 of 4 types of maneuvers, always with the goal of getting advantage over their opponents. The pilot who gets advantage can make whatever non com-

When a vehicles pilot fails at a maneuver roll it is considered a loss of control. Other situations can also cause this at the GMs discretion. Collisions When two vehicles collide, it will be either a sideswipe or a head on collision. To ram a moving vehicle the attacker must have advantage. Immobile targets may rammed at any time using a combat maneuver, advantage is NOT required. Both players roll piloting on the crash table at +50, plus any modifiers from the Crash table Modifiers. A All damage comes from the text on the crash table. The damage is SP damage to all Systems on both vehicles and also is the attack rating of the attack on all occupants of the vehicle. Crashing When a vehicle is hit, the driver is killed, or other events occur, a vehicle may crash. The character must make a normal Piloting skill roll. Fail the Piloting roll means a crash takes place. Roll 1d100 and on the crash chart to see results of crash.

Technology Combat Step 2 Skill Challenge Create Attackers SkillSet


This means a negative DR actually increases the damage taken, by increasing the attackers total successes and a high DR can save a vehicle from taking any damage. Damage is calculated using the below formula (Successes x 100) Bonus dice are also granted based on the attackers maneuver status Attacker has advantage : +1d100 damage

Exactly as any other SkillSet. Secondary skills can also be added to the SkillSet (skill depth roll still applies). Base Skill is always added. Attackers TEF from VCI and other tech are added into the SkillSet. Total PWR (not DAM) is added together (max is 100 per 10 Piloting Vehicle Targeting Ranks) and added to the Attackers SkillSet EF. Charge Force Weapon Effects Charge Force Weapons lower a targets DR by the total CF of the attack. So a 4 CF 4 missiles would lower a targets DR by 16.

Add in Tech TEF

Add in total Weapon PWR

Step 4 Combat Influence


The attacker and Defender can use their skill to effect the results in combat. Each of these options costs 1 success. Defenders Combat Influence

Remove Attacker Successes

The defenders successes are immediately subtracted from the Attackers Successes, before they are spent on attackers influence effects.

Create Defenders SkillSet

The Defenders create a SkillSet using an action (free if they have advantage, passive otherwise) to make a maneuver roll.

Add in Tech TEF

Attacker Combat Influence +50 damage to target (1 Success) Declare specific system hit (1 Success) Lower BCC roll by 10 (2 Successes)

Attackers TEF from VCI and other tech are added into the SkillSet.

Step 5 Damage Location


After the amount of damage is determined the location of the damage must be determined. The different areas that can be hit are: Body, Engines, Controls, Weapons, Cockpit, and Fuel. Body: Structural integrity of the vehicle Engines: Main GravElectric Engines of the vehicle Controls: The VCI that controls the vehicle. Weapons : Systems used to target and fire weapons Cockpit: Area that holds passengers and the pilot.

Defensive Maneuvers

Each success increases the vehicle DR by 1. Attackers Attack EF + PWR must exceed the defenders EF to hit. Determine Successes as normal. ( EF/100)

Step 3 Determine Damage


The Attackers total Damage is based on Total Successes after the targets DR. Total Successes = Attackers Successes - Target DR .

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GM's Charts
Excessive Damage effects When a Body, Engines, or Controls hits 0 Structure Points, the vehicle takes a critical to that system every second it is moving. When the vehicle stops the Criticals stop. The severity of the critical is equal to the systems negative. Meaning a system at -435 SP would take a 4 success critical at the end of each phase until the vehicle stops or crashes, in addition to any other damage done. When weapons hit 0 or negative, simply use the negative SP/100 as a minus to any attack successes, NO extra Criticals are rolled. armored vehicles. Vehicle weapons versus Soft Targets Any human sized target hit by a vehicle weapon must make a PR roll at 1/2 or be knocked down.

Protection Armor

Protection lowers total successes by 1 per 1000 Protection. Attack Modifiers Hitting a personnel sized target with Missiles and rockets is difficult. All such attempts allow the soft target to dodge at double EF to avoid the attack. These shots will have a low EF, doing damage simply because the attack is close doing horrible indirect kinetic damage to the target. Vehicles against human targets ALWAYS have advantage. Breach and Damage All Attacks are considered Critical Breaches with 50 Penetrations, because the target has no DR. Defenders Influence removes successes from the attacker at 2 to 1. Figure damage total as normal, But add 50 damage per success.
A total attack of 400 would have 5 successes, minus 2 for a 4 success dodge, leaving 3 successes. Damage total is 60 + 1d100 + 150 doing a total of 210 + a die roll. A roll of 50 would do 260 Damage and 26 wounds.

Multi Engine Vehicles

When an vehicle takes damage to engine or control systems and have multiple engine means they do not have any excessive damage Criticals until both systems hit 1/2 SP. Note you must buy the multi engine trait, increasing costs.

Step 6 Vehicle Criticals


Vehicle weapons are devastating in the damage they do. The chance for a critical is much more dependent on how well put together the target is than the hit itself. Each vehicle type starts with a uniform Base Critical Chance as the vehicles are improved, this chance becomes unique to the vehicle. Vehicle Base Critical Chance After a critical severity is determined the defending player rolls to see if a critical is done. Each vehicle starts with a Base Critical Chance based on the type of vehicle it is. The attacker may still use luck points or combat influence as normal to effect the critical chance. The 1d100 percentile roll must be above the BCC to avoid a critical. If equal to, or below a critical is done. Every 50 pts of power of an attack increases BCC by 10. Critical Effects The severity and location of the critical determine the effect on the target. When a critical is done consult the Critical tables at the end of the section. The System and hit location Cross Reference to show what happens to the vehicle. The Criticals explain in a general way what happens. The GM should feel free to describe in more detail what happened and how, just dont change the end effect.

Critical Hits Every 5 wounds from a vehicle attack forces a critical or BCC roll. Each critical increases its column by 1, starting at the attacks successes. Criticals are rolled using the normal modifiers.
The above example would cause 5 Criticals, the first at a severity of 5. The next would be a 6, followed by a 7, and so one until all criticals are rolled and resolved.

This is important for creating a healing SkillSet to possibly save a person with 5 Death Crits and 35+ wounds. Hitting a person with a vehicle Vehicle attempts to hit a person require a Pilot make a driving roll of 2 successes or more, than the targets dodge. Damage is the Body SP + 1d100 + 100 per speed.

Special Combat Situations Person to Vehicle Combat

Ground Attacks

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Attack Damage Treat this as a normal attack. The chances that a personnel weapon could do more than minimal damage because of the protection of a vehicle is low, but there is a chance with enough skill. DR is subtracted as normal, use the vehicle bonus damage chart. Critical chance is based on the BCC - 25. 1000 DAM adds 1 success to an attack.

Vehicles versus People

People will loose these fights 99 out of 100 times, since Vehicle weapons use the Power Scale for target damage. This is a lethal combo so try to avoid fighting the heavily

Economic Zone Defenses Defenses in a EZone are layered around Zone Control Forts. Emplacements and smaller outposts are linked to provide multiple attack points. Destruction of a ZCF or outpost in a zone means a hole in the detection coverage is opened. When one is destroyed or shut down, the open zone has a 0 TEF detection until the coverage is fixed. Attacking with Static Attackers The most common form of defense in an EZone is automated Emplacement and Zone Defense Forts. While these platforms are non moving, they still make a maneuver roll and create a Fire Combat SkillSet as normal. These Emplacements and Structures can take critical hits which are resolved on the Ground Target column of the

GM's Charts
Vehicle Critical table.
The Emplacement fires its two linked 140mm laser chain guns at Lucky Flight. The SkillSet is a 150 + 40 (weapons Accuracy) + 32 (1/2 the 64 of the targs TEF), for a 222. The GM rolls a 1 for the attack, doubling the EF to a 444. Talons Maneuver to avoid is only a 120, Lucky flight takes a hit. The Emplacements 2 lasers have a 60 power adding 120 + 444, total attack of 556 or 6 successes. Talons DR is a 4 leaving 2 successes for damage. The GM does 200 + Combat Influence. GM has 6 - 2 (talons maneuver successes) for 4 Combat influences. The GM chooses to Increase talons BCC by 10 and add 100 damage. The Lucky Flight takes 300 SP Damage and a Critical is rolled. Lucky Flight takes 150 damage to its Body and the GM rolls a 3 for the location; the other 150 damage goes to the Lucky Flights weapons. Lucky Flight has 700 SP , Body 275, Controls 108, Engines 109, Weapons 209. After the attack Lucky Flight has 125 points of body left and 59 SP to its weapons. Lucky Flight has a BCC of 80, now at +10 for a 90. Talon rolls a 45 Critical. The Critical is taken to the Weapons. The attack has 2 successes so the critical comes from the 2 row. The critical text reads Weapons systems Short out

Rigia-19x in Vehicle Combat

Rigia - 19x boosts an explosive so its attack is multiplied by several times, depending on the successes of the attack. The amount of Rigia added is called its charge force and limits the damage a Rigia Enhanced weapon can do. Each point is worth 1 Charge Force (CF). When a Rigia 19x weapon hits a target it does its attack multiple times, up to its Charge Force rating. Each Success after 2 creates a CF attack, repeating the original attacks damage again. CF Rating = Total Successes - 2 Rigia-19x also expands the diameter of an explosion to 3 KM Full Damage is taken to 1.5 KM, half damage out to 3 KM.

Multiple CF Weapons Effects

Multiple CF weapons fired together increase the maximum CF rating as the attack force combines. The maximum CF rating of an attack with multiple weapons is the highest Charge Force + 1 per additional weapon. Example
2 missiles CF 3 and CF 2, attack with 4 Successes. The attack has a 4 CF max, with 4 successes a 2 CF is done (4-2), The target takes damage and rolls for critical 3 times (1 time for the original attack, 2 times for the Rigia).

for 1 phase. Lose all VCI data for next attack

Detailed Vehicle Combat Example


STO Chris Talon is flying his team out of the research center with the data they have stolen. His Helo, the Lucky Flight, has 3 FalconAg missiles loaded. As he takes off the GM rolls for range, a 3 for a range of 28 KM. Lucky Flights Detection Value is a n 51 so its easy to see. An Emplacement sees the helo as soon as it takes off. Talons VCI, TEF 40 versus the Emplacements DV of 10 also sees the emplacement. Talon rolls maneuver SkillSet for Piloting: Helo SkillSet, adding Science Main Skill and Perception: Intuitions. His SkillSet is 135 + the Maneuver Points +95 = 230. The emplacements maneuver is a 160, giving Talon Advantage in the combat. Talon fires 2 FalconAG missiles at the emplacement, first because he has advantage. Talons attack maneuver uses a SkillSet with vehicle targeting as the primary and a total of 225 with the TEF of his VCI added twice (once for the missiles, once for the VCI itself.). The emplacement has no defensive maneuvers but it throws ECM up for its Defense a TEF of 85. Talons attack EF is 225 - 30 = 195 The missiles have a PWR of 150 added to the EF for as total attack of 345. This beats the Emplacements defense, Talon Hits with 4 successes. Talons target has a DR of 1, lowering his total Successes to 3. He does 400 +1d100 + combat influence. Talons Combat Influence is 4 and he chooses to add 2 +50 Damage and call the location as the weapons system. With an 82 roll Talons attack does 400 + 82+100 = 582 damage (BCC increases by 24) to the weapons and body systems. The emplacement has 900 SP , now 318, its BCC increases from an 80 to 110 (150 PWR adds +30 to BCC). The GM rolls an 82 critical occurs. The critical does 200 SP damage, it has 118 left, and all TEFs are at 1/2 for the next attack.

Talon decides to bug out, weapons badly damaged and firing missiles with no VCI is bad. Range drops to 14 KM as the Helo moves away. Talon wins the maneuver roll with a 137 (275 SkillSet at 1/2) - 10 for a 127 versus a 122 from the Emplacement. Talon chooses an Escape Maneuver and accelerates to mach 1, Range increases by 1500 m a phase to 15.5 KM, The Emplacement fires and misses, Because of Talons High maneuver. Next maneuver for Talon is another Escape and Talon spends a Story Point to put a terrain feature, A series of hills, between him and the emplacement allowing the Lucky Flight to escape.

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GM's Charts Combat Charts


Physical Combat Steps Step 1 Reaction Step 2 Skill Combat Compare Attacker SkillSet to Defenders Step 3 Determine Breech Add Skill Dam Bonus to Weapon DAM Compare Total Dam to Protection Step 4 Combat Influence Attackers Successes - Defenders Successes Attacker Picks Combat Influence Step 5 Damage Roll Damage based on Breach type Step 6 Criticals Roll 1d100 under Critical Chance Step 6 Malfunction Take penetrations based on Breach, Roll for each pen over Malfunction Thresh. Step 7 Health and Stress Heal, using drugs, Psi, or tech Roll EM at mods for wounds. After all attacks are resolved roll BCC for any shields used in the phase Social Duel Steps Step 1 Structure Arguments Attackers Declares their Arguments Compare EFs Step 2 Combat Influence Attackers Successes - Defenders Successes Attacker Picks Combat Influence Step 3 Damage Attacker gives Defender 1 Information (Min 1) Step 4 Criticals Attackers Successes x10 = Crit chance Crit Adds an Effect or +1 Information Point

Step 1 Declare Pattern Step 2 Create a SkillSet Step 3 Defenders PSi Defense Step 4 Compare EFs Step 5 Determine Successes Step 6 Figure Effects
Social Influence Steps Step 1 Structure Arguments Attacker Declares their Arguments Compare EFs Step 2 Combat Influence Attackers Successes - Defenders Successes Attacker Picks Combat Influence Step 3 Damage Attacker gives Defender 1 Information (Min 1) Step 4 Criticals Attackers Successes x10 = Crit chance Crit Adds 50 to Certainty or +1 Information Point Step 5 Figure Certainty Attackers Successes x10 = Base certainty Base certainty + or - Combat Influence and Critical mods

Psi Effect Steps

Critical Chance Modifiers: +20% 5 Wounds +10% Head +10% Explosives +5% Plasma -10% Laser +5% Psi Direct +10% MA, Assassin +5% 50+ Successes +10% 100+ successes +25% Normal Breech +50% Massive Breech +75% Critical Breech

Explosive Dodge and Crits Uses Passive SubSkill; costs an Active action. Criticals take 1 for small, 2 for normal, 3 for massive and 5 for a critical breach.

Combat Influence

Attacker Options (Success Cost) Add +10 Damage (1) Add 1d10 Penetrations (1) Cause an effect (2) Force an Additional Crit Roll(3) Increase breach by 1(2 max)(5)

Small Breach (<=500):

Normal Breach (501 - 1000): Massive Breach(1001+): Critical Breach (2000+)

1d10 Damage, No Crit, 1 Penetration 10 + 2d10 Damage, roll Crit, 2 Pens 20 + 1d100 damage ,roll Crit, 5 Pens 50+ 2d100 damage, roll Crit, 10 Pens
Melee Ranges

Hit Locations

Thrown Melee weapons can be thrown accurately the attackers PR in meters. Prowess can be rolled and every 1 success adds 2 meters to the maximum distance.
Weapon Ranges

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Weapon types
Explosive Ranges Pistol Automatic Rifle Sniper Level 2

Pt Blank
0-1 0-2 0-3 0-4 1-80

Close
2-6 3-4 4-10 5-10 NA

Normal
7-74 9-150 11-249 11-349 81-400

Long
75-150 151-300 250-500 350-700 401-1500

Primary Range (normal range): Targets roll passive dodge value costs active action. target must roll EM Secondary range ( x2 range): Attack is at 1/2 successes (round down), Targets may dodge as normal, targets must roll EM.

Submachine Gun

Rapid -Fire Support

GM's Charts Combat Charts


Tech Combat Steps Step 1 Compare SkillSets Attacker and Defender Create SkillSets Compare EFs Step 2 Determine Breach Compare Attackers TEF + EF to Defenders TEF + EF Step 3 Combat Influence Attackers Successes - Defenders Successes Attacker Picks Combat Influence Step 3 Damage Roll based on Breach Step 4 Criticals Roll Techs BCC ( +10 per -10 TEF Damage Declare Critical to Destroy or Control Scanner Power Output Scanner Range

TEF 20 40 60 80 70 50 30 10

PUO 60 120 180 240 300 270 210 150 90 30

TEF 40 60 80 20

MAX 250 450 650 850 750 550 350 150

140 160 180

100

1d100 Roll 11-25 1-10

Situational Effect Awesome for the Players Good For the Players Helps neither side Bad for the Players Roll 1-50

100

90

200

950

90 - 100

76-89

26-75

Ranged Attack Failures Hits harmlessly behind your target. Impacts nearby non living object. Roll 1d10 for range in meters. 25% object explodes for 1d10 *5 damage to anyone in 2 meters range Impacts nearest living object friend or foe. Damage is rolled as normal and then 1/2. Weapon jams roll on jam table. GM spends a complication about the person the shot hit. Must be related to a passion.

Melee Failures Hit misses target and goes whoosh harmlessly by targets ear. Weapon impacts on nearby non-living object. 20% chance it gets stuck + 10% per failure you missed the attack by. Takes PR roll to free opposed Ef is 1d100

Horrible for the Players

Situational Effect Chart

Use the chart above to resolve situation that indirectly effect the characters, but that they are not actually involved in. For example a Psi forcing 2 guards to fight, rather than do the whole combat roll for each NPC and narrate the fight based on the results. Good for the Characters means the characters are hurt or take critical, bad means they are barely hurt.

51-75

76-95 Discharge Rate 200 400 600 Effects 1 ROF at normal Damage 2 ROF or 1 ROF at +1 DAM

Weapon impacts on nearest living object friend or foe. Do damage as normal. if attack does a critical, weapon is stuck. Takes PR roll to free opposed Ef is 1d100 +75 EF GM spends a complication about the person the shot hit. Must be related to a passion.

3 ROF or 1 ROF at +2 DAM

96-100

Roll 1-25 26-50 51-75 76-95 96-100

Fire Combat Jams Shot is a dud must clear gun to fire, lose 1 Active Action

Melee Fumbles Attacker Stumbles attack fails; lose this Active action only Attacker unbalanced, loses weapon and next attack at 1/2 EF.

Shot misfires Wreck Clip, must clear and reload gun, lose 2 active actions

255

Gun Jams takes 2 damages, Clip also trash, lose this Attacker spins self around Target gets FREE action melee attack only attack if they wish Gun explodes needs major repairs EF 750 to fix, lose 2 active actions. Gun takes 3 damages Gun destroyed as loader fails and melts, lose 1 active action Attacker falls to knees, 2 actions to stand Attacker falls on back, Defender gets FREE action melee attack if they wish.

GM's Charts Combat Charts - Situational Mods


Attacker/Active Modifiers Terrain Favors Attacker Attacker may re roll attack dice 1 time, this phase Aimed Shot (passive) Attacker calls location and + 1 Breach Takes Extra Time (passive) Each passive spent adds + 1 Success Charging Defender Defender must make an EM roll at -1 Passive or -5 Active Close Range Attacker adds 2d10 Damage and roll +1 Crit Point Blank Range Target gets no Mods, Attacker gets +1 Breach Target Surprised Target can take no actions and must roll any Stress at -5. Superior Attack Location Attacker gains +2 Successes Target Immobile Target gets no Defense SkillSet Psychological Advantage Attacker may add social effects through Combat Influence Firing from Moving vehicle Attacker cannot call shots and Skill Depth is at -2 Attack Through Object -1/2 Successes Attack From cover -1 Skill Depth Target attacked multiple times in last phase Make a Stress roll at negative = to # of attacks Long Range Attackers Skill Depth is at - 2 and 1/2 successes Attacking side vehicle aspect +1 Skill Depth Attacking Front or rear vehicle aspect -2 Skill Depth, -4 Successes, +10% BCC Large Scale Target +1 Skill Depth, -10% crit Defender/Opposition Modifiers Terrain favors Defender Defender may re roll defense roll 1 time, this phase Kneeling Defender gains +1 Successes Prone Defender gains +2 Successes and -1 Breach Charging Attacker Attacker Skill Depth roll is at -2, attack is at +1 Breach Attacker moving +2 Successes Using an Object as Cover (ie: desk,wall, Chair etc..) Add Protection or SP/10 to defenders Protection (roll BCC/take SP damage (malfunction Step) or cover is lost) Superior Defensive location Defender adds +2 Skill Depth or Lower Breach by 1 if they dont move. Defender behind Weak Power Systems/Field (NOT reactive armor) -10% Critical Defender Behind Strong Power Systems/ Fields (NOT reactive armor) -1 Breach, -25% Critical

External Environmental Modifiers Bad weather (high winds,low rushing water, dangerous cold) Skill Depth at -1 per environment factor Extreme weather (Hurricane winds, Flash Flooding, Extreme cold) Skill Depth at -2 per factor. if SkillSet fails roll Situational Stress at -5 Rubble Filled areas (Demolitions or Combat areas) PR SkillSet roll at -50 to use active movement Blinded/ Pitch Darkness Skill Depth -4 and make Situational Stress roll every other phase Chaotic situation (Mob attack, Explosions, Building collapsing) Roll Situational stress -1 per phase in the situation and Skill Depth -2

Device TEF Ratings Normal Walls up to 1.5 m thick Combat Walls 1000 Combat Walls 1001 Armor Protection ExoSkeleton Vehicle Armor DR Personnel Weapons Vehicle Weapons SubLevel Walls Level 8-4 walls Energy Conduit 10

TEF Bonus

(add to EF and other Mods, add multiple TEFs together) SP or less 5 per 1000 SP SP +10 per 500 SP Protect 10 10 15 per DR pt. 10 + Type # 35

256

Huge Scale Target +2 Skill Depth, -1 Breach, -25% crit Micron Scale Target -2 Successes +1 Breach, +50% Critical Millimeter Scale target 1 success, +1 Breach, +25% Critical Small Sized Target (2 ENC or less) , +10% Critical

Level 1 -3 walls

20 50 5 per 10 PU.

GM's Charts Vehicle Charts


Vehicle Combat Steps Step 1 Maneuver Step 2 Skill Combat Add TEFs and Total PWR to SkillSet Compare Attacker SkillSet to Defenders Defenders Successes = DR bonus Step 3 Determine Damage Attackers Successes - targets DR Find damage to target Step 4 Combat Influence Attackers Successes - Defenders Successes Attacker Picks Combat Influence Step 5 Damage Location Roll Damage Location

Vehicle Hit Location Vehicle Type Jet Base Critical Chance 120 110 90 95 Min. BCC 60 40 40 50 55 Roll Location 2 4 6 8-10 7 5 3 1 Controls Engines Engines

Helo Boat

Weapons Controls Cockpit Body

Scout Drone

100

Weapons

Modified
1- 10 11- 20 21- 30 31- 40 41- 50 51- 60 61- 90

Roll Result Crash table


Vehicle out of control roll piloting at 150 EF or crash Vehicle; takes 500 SP (roll location) and occupants take 10 Damage to END

Collision Type Head on collision Side Swipe

Damage Total SP of both vehicles * 4

Vehicle takes wrenching save from pilot; all systems take 250 SP damage Roll piloting at 300 EF or all systems take 350 SP.

Vehicle out of control; roll piloting at 250 EF or crash Vehicle; takes 1500 SP (roll location) and occupants take 15 Damage to END

Total SP of both vehicles times*2.5

Description Second Piloting Roll Missed Head on Collision GMs Discretion Attack rating was class 4-6 Attack rating was class 7-9 Attack rating was class 10 Vehicle out of control Controls damaged Engines Out Side Swipe

Crash Modifier 5 per speed for each vehi cle added together +5 per speed +5 to +100 +50 +15 +1 for each 2 missed by

Close call on crash, Vehicle loses all MP and pilot loses 1 action Major spin/Fishtail pilot must roll at 550 EF and takes 250 SP to all systems. If roll missed all systems take 550 SP Damage and pilot loses 2 actions. Vehicle tumbles; all systems take 450 SP all occupants take 25 Damage

+20 +25 +75

91- 120

Vehicle Crashing Loses 1 altitude per phase until it contacts ground or wall. In a collision all systems take 500 SP all Occupants take 3 sucess/ 3700 DAM attack. If vehicle still functional all piloting rolls count as two actions till repaired. Vehicle Crashing Loses 1 altitude per phase until it contacts a ground or wall. In a collision all systems take 750 SP all Occupants take 6 success /4200 DAM attack. If vehicle still functional, all piloting rolls count as three actions till repaired. Vehicle Crashing Loses 1 altitude per phase until it contacts a ground or wall. In a collisionVehicle Crashes all systems take 900 SP all Occupants take 8 Success/4700 DAM attack. If vehicle still functional, all piloting rolls count as four actions till repaired. Vehicle Crashes all systems take 1200 SP all Occupants take 10 Success/5700 DAM attack. If vehicle is not functional, all systems dead.

+1 for each point of damage

121- 190

Vehicle Misfires Missile/Gun loses lock and explodes harmlessly Missile/Gun fails to fire (half cost to repair) Launching /targeting Mechanism fails; missile not fired(Double cost to repair weapons systems)

Roll 26-50 51-75 76-95 96-100 1-25

191-200

257

201+

Software glitch, missile/gun locks on wrong target(GM rolls randomly to determine new target)

Missile/gun explodes and does damage to launcher(Use power of missile only for damage ratings)

GM's Charts Combat Charts


Roll 1-15 16 -30 31-45 46 - 70 71-90 91+ Psi Intuition Roll 1-20 21-45 46-70 Psi Effect Failure Effect Effect Fails, Psi loses 1Active and Psi action. Roll PsiCon EF of 50+ or lose an additional active action Effect Fails, Psi cannot use that pattern for 24 hours Effect Succeeds, but Psi loses 3 Psi actions
Psi Range

PsiCon 30 50 51 80 81 95 96-110 111+

Long 150

Lack of focus, Calon energy backlash., Effect fails and Psi takes 1d100 END Damage. Psi Power rebounds onto Psi. No save and Psi takes any and all effects of the Psi Pattern. GM may add a complication (no cost).

Effect Fails, target is immune to Psi attacks for 3 actions.

250 325 500 700

Effect of Psi Intuition Sense General bad feeling No detail but the whole thing just feels wrong.

Knows any immediate threats are present, but no idea what they are or when they might strike. General Info of what is going on around them.

Aware they might be attacked. If they can see the source of danger or malice towards them, they are 50% sure of the source. Is not aware of the direction of the attacks. Info more Specific to what is going on around them but still very vague. Aware of any evil or bad intentions from any one with in 10m. Unaware of any specific actions, but knows attacks are coming and 50% sure of direction. Cannot be surprised in combat. Also aware of any one who has plans that interfere with theirs, but not who that person is. Info more very Specific to what is going on around them but no knowledge of specific actions that might hinder the characters.

71-90

91+

Aware of Malice, anger or general bad intentions directed at them by any one specific person. Cannot shake the feeling there is something wrong with the person. Aware of what direction they are being attacked from, but not when. I have got a really bad feeling Info specific to what is going on around them they even have and Idea who might be behind the changes around them..

Failure Scanner Failure Results Roll 1- 20 Effects are successful scanner takes 1 malfunction 21- 35 61-75 36 -60 76 -84 Effects fail, scanner unusable for 1 phase takes 2 malfunctions Effects Fail, scanner takes 3 malfunctions. Effects Fail Scanner needs to be rebooted, takes 1 phase per 15 TEF. Effects Fail, scanner takes 4 malfunctions.

258

84 - 90 91-92 93-94 95 -98 99-100

Scanner takes 6 Malfunctions, effects fail on a roll of 75 + until repaired.

Scanner energy erupts like a plasma grenade, does TEF * 5 total attack to every one in a range of 1 m per 20 TEF. As an explosive attack. Scanner that are attached to armor or internal wearer takes TEF * 10 total attack.

Scanner rips a hole into the astral plane. Everyone within 1m per 10 TEF is sent into the astral plane and cannot leave for 1d100 hours. Scanner energy release creates a small plasma sun at the point of the effects target. Target takes a total plasma attack of TEF x 100, every one in 100 m range takes a TEF x 50 Plasma attack. Then the sun disappears Scanner destroys itself in a huge conflagration. Effects of 91 - 98 rolls all occur. Attacks are doubled, ranges are 1m per 5 TEF, durations are 1d100 * 2 days.

Successes Body
Hit causes an additional 100 SP to Body

Vehicle Criticals Controls Engines


2 Success Hit Damages controls 100 SP and -5 TEF Engines take 100 more SP all piloting rolls at -25 4 Successes Weapons take 100 SP and all Attacks at -50

Weapons

Cockpit
All occupants take 3 Success + 1d100 DAM Explosive attack to Torso

Structure

Good Shot does an additional +150 SP .

Glancing blow knocks you off course +125 SP and re-roll maneuver.

Controls flip off for 1 phase. Re-roll maneuver, No VCI attacks and +125 SP

Gravelectric Engines Pulse Roll Pilot of 150 EF or better or go to crash table with +25 6 Successes

All occupants take 3 Weapons systems Success + 2d100 DAM Short out for 1 Explosive attack to phase. Lose all VCI Torso and must roll EM data for next attack at -7 Cockpit cracked by attack. All Occupants take a 5 Success + 2d100 DAM Explosive attack and roll EM at -5

Major strike. All Zone Data is corrupted for next attack. 1/2 TEF and take +200 SP

Body takes +150 SP vehicle shaking all attack rolls at -125 for rest of turn. Body damage cause unstable control for 1 phase all rolls at -350 EF + 175 SP

Controls locked for 1 phase. No Piloting actions for next 2 phases. +130 SP

Attack shorts out Gravelectric Hull all systems down for next 2 phases. No vehicle actions 8 Successes

All weapons locked on last target for 1d10 - 3 phases. Even if target is destroyed.

Great shot at a corner bead +250 SP and next attack is at -2 Successes

VCI Info is garbled. All Attacks at -300 EF for next attacks

Major Engine Pulse. Roll Pilot of 250 EF or better or go to crash table with +50 10 Successes

Bad VCI Data. All SkillSets are at 1/2 for next phase.

Ringing Blow brings occupants 1 step from God. Roll EM at -9

Minor explosion confusing targ grids. +200 SP and -3 Successes for next attack.

Blast Flexes Body take +200 SP to Body and all rolls at -300 EF

VCI loses link to vehicle for 2 phases. No piloting for 2 phases and -175 SP controls

Power Surge causes Gravelectric Engine Malfunction. Vehicle stops and hover in place for 2 phases. 12 Successes

All Weapons locked on imaginary targets and miss next action. Pilot gets Perception roll to detect at -100 (EF 125) Hit destroys 1/2 of all loaded missiles. Blast causes +150 SP to body and weapons

Fires and melting metal cause occupants distress. Roll EM at -7 and take a 5 Success + 4d100 Explosive Attack to torso. Force and Heat wave pummel occupants. Roll em at -10 and take a 6 Success + 4d100 DAM explosive attack to the head. Cockpit shatters. Roll EM at -15, take a 6 Success + 1500 DAM Basic attack to the head each phase until vehicle stops Big hole, no cockpit you do the math.. All occupants must roll 120+ reaction or they move on to the next life....

Blast rips through structure of target +400 SP all TEFs at 1/2 until repaired.

Battering Blow shreds body. All Piloting rolls at -350 and +200 SP to body

Controls hit the brakes and reverse. Slowdown 2 speeds a phase. For 3 phases

Engines shutdown prior to reset. Go to crashing table, out of control. 14 Successes

Strike drops main attack computers. All TEF at -50 until repaired +750 SP

Lots of body left no armor all damage is now double to all systems

VCI Loses link to vehicle for 4 phases. No piloting or attacks for 2 phases and -275 SP controls

Engines Pulsing at random. All Piloting at -500 EF. No evasive actions allowed. 16 Successes

Blast destroys all hard points. + 200 Sp to body and weapons.

All Zone Contact lost due to blast. All attacks are at -5 Successes EF for 5 Phases + 1200 SP

Body is shredding itself. Roll Piloting. For each 350 EF gain 1 action before vehicle is completely destroyed

Engines rip away from Controls gone no control main body. Vehicle is roll Crash at + 100. The losing 2 altitudes per secparty is over... ond. Roll Crash at +100 and say goodbye....

Hit causes chain reaction explosions from all weapons. Roll reaction of 120+ to eject or die with the vehicle

Structure main control destroyed. All drones and Comms out all attacks cease for 1d10+5 phases. +1500 SP

Successes 1
Hit does +1 wounds

Torso Criticals 2
Good Hit +1 Wounds

3
Through and through shot +1 Wound Cracked rib Roll EM at -2 and take +1 wound

4
20 Damage Bloody +1 wound, Roll EM at -1 50 Damage ShakesEM up Roll EM At -2 and take +1 wound 100 Damage

6
Excellent +1 wound, Roll EM at -2 Good shot Roll EM -2 Take +2 wounds

8
+2 wounds from a Bleeder

9
+2 wounds and roll EM at -2 Top notch Shot target Must roll EM at -3 and +3 wounds Targets in Pain on that Shot roll EM at -3 and take +3 wounds Stomach nicked roll - 70 EF and EM at -8 or Incapacitated +5 wounds

10
+2 wounds -2 EM

Just missed The Vitals Roll EM at -1 and take +1 wound

Hit major Nerve roll EM at -2 and take +1 wound

Nicked his Sternum roll EM at -2 and take +2 wounds

Nice shot Roll EM at -3 and take +3 wounds Near miss on targets lungs roll EM at -4 and take +4 wounds Smashed ribs at -75 EF and roll EM at -9 or Incapacitated +5 wounds Artery nicked. Internal bleeding at -115 EF and roll EM at -11 or Incapacitated +5 wounds

Very bloody Roll EM at -1 Take +1 wound

Shocks target roll EM at -2 and take +1 wound

Knocks wind out of target roll EM at -2 and take +2 wounds

Strains chest Muscle roll EM at -2 and take +2 wounds 120 Damage

Very good Shot roll EM at -2 and Take +3 wounds

Powerful hit Roll EM at -3 and take +3 wounds

Target felt that Shot roll EM at -2 and Take +1 wound

Powerful shot Roll EM at -3 and take +2 wounds

Near miss on targets heart roll EM at -4 and take +3 wounds

Minor Organ damage at - 50 EF and roll EM at -5 +4 wounds 150 Damage

Spleen nicked roll at -65 EF and EM at -6 +4 wounds

Chest fills with blood roll EM at -7 -25 EF +4 wounds

Hit Shocks and bleeds roll EM at -4 +2 wounds

Cellular shock Bruising and and organ daminternal bleeding age at -60 EF roll EM at -5 and roll EM at +3 wounds -6 +4 wounds

Broken ribs Spine and Nerves pierce skin at numb at -75 EF -80 EF and roll and roll EM at -7 EM at -8 +4 +4 wounds wounds 200 Damage

Sternum crushed at -90 EF and roll EM at -9 or Incapacitated +5 wounds

Lungs and heart fill with fluid at -105 EF and roll EM at -10 or Incapacitated +5 wounds

Major chest wound roll EM at -6 +3 wounds

Major organ damage at -1 Success EF and roll EM at -9 +4 wounds

Major wound to Spine nicked at side. 1 organs -2 Successes damaged at -2 and roll EM at Successes, roll -10 +4 wounds EM at -11 +4 wounds Major organ critical at -105 EF and roll EM at -11 or incapacitated +4 wounds Shock to system 3 organs failing at -3 Successes, roll EM at -13 or incapacitated +5 wounds 220 Damage Spine damage at -2 Successes, roll EM at -12 or incapacitated +5 wounds 250 Damage Major spine injury at -4 Successes, roll EM at -14 or incapacitated +5 wounds

Major wound to side 2 organs damaged , -3 Successes, roll EM at -12 or Incapacitated +5 wounds 3 major organs wounded at -2 Successes, roll EM at -13 or incapacitated +5 wounds Major tissue damage 4 organs failing at -5 Successes roll EM at -15 or incapacitated +5 wounds

Major spine critical at -3 Successes roll EM at -13 or incapacitated +5 wounds Major Spinal critical at -3 Successes, roll EM at -14 or incapacitated +5 wounds

Major lung critical at -4 Successes, roll EM at -13 or incapacitated +5 wounds

Blast leaves large hole in center of target. Very nice

Smashed organs at -1 Success, roll EM at -9 +4 wounds

Shock and bleeding at -1 Success, roll EM at -10 +4 wounds

Large fountain of blood spurts from chest, then target dies. Very pretty

Liver and spleen are behind owner. Not so good for them. Dead.

Clipped chest cavity wall at -1 Success, roll EM at -10 or incapacitated +4 wounds

Spinal trauma at -2 Successes, roll EM at -11 or incapacitated +4 wounds

Big hit, quick death and still time for a beer. Nice.

Spinal damage and organ failure. Bad day gets worse. Dead and gone.

Complete organ failure, Target slumps to one side and dies.

Successes 1

Head Criticals 2 3 4
20 Damage

6
Smash to head Roll EM at -1 and take +3 wounds Power shot to head. Roll EM at -2 and +3 Wounds Concussive force to forehead stuns target for 2 phases, Take no actions.

8
Roll EM at -1 and +3 wounds

9
Powerful shot roll EM at -2 and +4 wounds

10
Roll EM at a -2 and +4 wounds

Nice shot +1 wounds

Good shot +1 wounds

+1 wounds

+2 wounds 50 Damage

Scratch to forehead Roll EM at a -1 and +1 wounds

Roll EM at a -1 and +1 wounds

Stunning blow Roll EM at -1 +2 wounds Blast to jaw Shatters it. Roll EM at -5 -1 Success till healed +2 wounds

Roll EM at a -2 and +2 wounds Concussion Make END roll at -10 or Incapacitated Else roll EM at -4 +3 wounds 120 Damage 100 Damage

Roll EM at -2 and +3 wounds

Roll EM at -2 and +4 wounds

Roll EM at -3 and +4 wounds

Roll EM at a -2 and +2 wounds

Power shot to head roll EM at -2 and +3 wounds

Whip lash hit causes concussion. Make END roll or out for 1 turn

Hit snaps head back, concussion. Make END roll at -40 or Incapacitated

Massive Hits cause concussion. Make END roll at -65 or Incapacitated else roll EM at -5 +4 wounds

Power shot to head. Roll EM at -4 and +3 wounds

Glancing blow. Roll EM at -6 and +3 wounds

Stunning blow. -1 Successes Roll EM at -4 or Incapacitated +4 wounds

Dead center hit. -1 Successes. Roll EM at -4 or Incapacitated +4 wounds 150 Damage

Bloody shot. -2 Successes Roll EM at -6 or Incapacitated +5 wounds

Heavy bleeding -3 Successes make END roll at -40 or Incapacitated +5 wounds Deep Concussion. -4 Successes Make END roll at -10 or Incapacitated Else roll EM at -4 +5 wounds

Stunning blow -3 Successes Make END roll at -50 or Incapacitated. Else roll EM at -4 +5 wounds

Brain damage. Target is incapacitated. After healed, target must stay down for 1d10 hours.

Shot to head. Squishes brain roll EM at -2 and +3 wounds

Dizzy from hit -2 Successes Make END roll at -50 or Incapacitated Else roll EM at -4 +4 wounds Heavy blood loss -2 Successes Make END roll at -40 or Incapacitated. EM at -4 +4 wounds Concussion and bleeding. Make END roll at -70 or Incapacitated roll EM at -6 +4 wounds

Headaches from concussion. -3 Successes Roll EM at -8 or Incapacitated

Shock -3 Successes. Make END roll at -60 or Incapacitated. Else roll EM at -5 +4 wounds 200 Damage

Heavy concussion from hit. - 4 Successes Roll EM at -9 or Incapacitated. +5 wounds

Brain damage. Target is incapacitated. After healed, target must stay down for 1d10 hours.

Targets head dripping blood and brains as they fall forward and die. Entertaining.

Concussive Blast make END roll at -30 and roll EM at -4 or Incapacitated +4 wounds

Concussion -3 Successes Make END roll at -10 or Incapacitated Else roll EM at -4 +4 wounds

Heavy Concussion 4 Successes Roll EM at -9 or Incapacitated +5 wounds 220 Damage

Smash plus Brain Damage concussion make target is incapaciEM at -10 or tated Incapacitated +5 wounds.

Brain damage. Target is incapacitated. After healed target must stay down for 1d10 days.

Targets head explodes from the impact. Poor sucker Didnt have a chance

Heavy whip lash make END roll EM at -10 or Incapacitated +4 wounds

Concussion Make EM roll at -11 or Incapacitated +5 wounds

Shock and neck pain. Make END roll at -80 or Incapacitated 250 Damage

Brain Damage. Target is incapacitated. Lose use of dominate arm Takes +5 wounds

Brain Damage. Target is incapacitated. Total loss of speech Take +5 wounds Targets has no face left. They gurgle and fall and die in two turns. Painful and distressing

Blast through eye destroys Targets brain. Very bloody and target is very dead

Poor planning by target put His head in the path of your attack. He lost his mind, sad.

Concussion 1/2 all Stats and skill Levels

Concussion Loss of all Speech

Coma induced for 1d10 hrs if END roll Missed else +5 wounds

Brain Damage target is incapacitated. Take +5 wounds

Brain Damage. Target is incapacitated. Take +5 wounds

Blast rips target a second mouth, in his cheek and then he dies

Brain meets blow. Blow wins destroying brain. Better Luck next time.

Successes 1

Leg/Arms Criticals 2
Getting Closer

3
Good show. Missed

4
Missed the Shot. no effect 20 Damage

6
Shot for an extra +1 wounds Nice shot. Startles Target. Roll EM at -2

8
Hit to nerves or fall

9
Wind Knocked out of target. +2 wounds Target is Stunned. Lose 1 action. Nice hit.

10
Shocked him Roll EM +3 wounds Hit strikes nerves +3 wounds and -1 to EM roll

Looked Good

50 Damage Hit to joint Causes +25 END.

No effect

Through the No Effect. Try Armor to do harder next time a critical. No and you may be effect rewarded

Hit to Sensitive part +1 wounds 100 Damage

Hard shot. Try again. No effect.

No effect.

Flesh wound. Causes bleeding +1 wounds

Strike Bruises bone -1 to EM roll 120 Damage

Smash to limb rips it. +1 wounds and roll EM

Hard strike. Jams limb. Roll EM at -2 to roll.

Shot causes Minor bleeding. Roll EM and +3 wounds extra Blast chips bone and blood vessels. Roll EM at -2 +3 wounds

Great shot into wrist/ankle. Roll EM at -2 and take +3 wounds Beautiful shot. Disarms target and breaks hand or foot. Roll EM at -5 and +4 wounds Splinters in limb start Nasty knee/Elbow Fracture. At -30 and roll EM at -10 take +5 wounds Shatters entire limb. At -65 till healed. Roll EM at -10 or Incapacitated +5 wounds Entire limb explodes in a grey mess. At -190 till healed also Incapacitated +5 wounds

No effect

Minor bruise to limb. Roll EM and +1 wounds

Jarring hit Blast strains Roll PR 50 EF Joint. Roll or better. EM at -2 Drop all items +1 wounds in hand if failed. 150 Damage Hit disjoints limb. It is useless till healed. Roll EM at -4 and take +3 wounds Blast chips Bone. Target at -10 till healed. Roll EM at -7 200 Damage

Nice hit. Target must roll PR at -30 target 50 EF or drop all held items.

Strong hit. Cuts muscle tissue roll EM at -4 and +2 wounds

Hit slices artery wide. Roll EM at -2 to roll and +1 wounds

Major bruise to limb. Roll PR EF of 60 or drop items in hand. Roll EM at -3 and take +2 wounds

Smash crushes Cartilage at joint. -15 for 2 actions and Roll EM at -8. Take +3 wounds

Hit causes minor bone fracture. -25 Till healed at -6 and Take +4 Wounds

Massive blood loss and shock from hit. Roll EM at -9 and take +4 wounds

Blast shakes up Shot arteries target at -10 for and causes 2 actions. Take a major bleeder. +2 wounds and Take +1 wounds roll EM -4

Shattered Targets nerves wrist /ankle spasm do to hit. at -35 EF till At -60 EF for healed take +3 3 actions +3 wounds and wounds roll EM -5 Joint mangled by shot at -140 until healed. Limb is useless. Roll EM at -4 or Incapacitated +2 wounds Bone pierces skin. Take +2 wounds at -150 until healed. Roll EM at -5 or Incapacitated 220 Damage

Stunned him. Target at -30 for 4 actions Take +4 wounds

Shot disarms target. Roll EM and take +4 wounds

Good shot. Causes internal bleeding. Roll EM at -5 and take +4 wounds Major shock as arteries cut by bone. At -170 till healed. Roll EM at -7 or Incapacitated +4 wounds Joint mangled needs major surgery. Roll EM at -10 or Incapacitated +5 wounds

Nerve shock Roll EM at -5 and take +1 wounds

Minor break in limb at -35 till healed roll EM at -3 and take +2 wounds

Bones splinter and ripped ligaments. At 160 till healed. Roll EM at -6 or Incapacitated +4 wounds

250 Damage

Bones splinter and rips ligaments. At - 160 till healed. Roll EM at -6 or Incapacitated +3 wounds

Bone splinters and breaks in two. At - 165 till healed. Roll EM at -7 or Incapacitated +4 wounds Bone and Muscle are Torn by shot. Roll EM at -10 or Incapacitated +5 wounds

Great shot. Target must roll EM at -7 or fall Incapacitated +4 wounds

Blast splits limb. Target must roll EM at -8 or Incapacitated +5 wounds

Shock and nerve damage. +5 wounds and Roll EM at -9 or Incapacitated

Smash crushes Limb and Joint. Roll EM at -10 or Incapacitated +5 wounds

Limb ripped from body. Shocking blow +5 wounds and target is Incapacitated

Data Root/0
Chronology  The UN Corporate Goals The Guilds The Nations 266 273 278 278 281

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Chronology
The end of the 20th century saw 2 great empires face off at a time when peace was within humanities grasp. The choices of a few nations forces the United States Empire to finally face down the Soviet Empire. The problem was China, Germany and other smaller nations did not see how their actions and demands would force these two great Empires to act. Their actions would come close to sealing the fate of humanity. As wars go the Conflict, World War 3 as called by the people of the time, was a very quick and devastating war.
A year by year view of the major events since the year 2000. I place this here so that those who are looking for knowledge of a specific event can go to the relevant section in this data file as the wish. Each of the 4 major phase will be introduced to show the transition from one to the other.

The Conflict

The Two Germanies announce they are Uniting under one government. They Renounce NATO and the Warsaw Pact, while reaffirming their membership in the EU. Russian, Poland, France, Belgium, and most of eastern Europe refuse to accept the merger. NATO and The US force France and Belgium to accept the United Germany. 2 weeks after NATO Forces remove themselves from the country, Germany army forces attack Russian troops in their eastern bases. Remote Drones, and Special Ops troops from the western German forces prove decisive as the Russian and other forces are pushed into Southern Poland. The War of German Unification was ending, negotiations on going an uneasy cease fire in place in the field; when 2 4 kiloton nuclear devices are detonated near the German town of Afield. The two sides attack aggressively and when Germany proves that Russian troops set off the weapons, the US and Britain leap to their defense, dragging NATO with them. French, British, and US troops move into Germany. The US and British moved right to the front and immediately smash the Russian lines in the east. Russian and Czech forces move into southern Germany and push French troops bank into the middle of Germany. Nuremburg falls to Russian troops. While Russian and Polish troops were pushed into southern Poland. French and US reinforcing troops, using new AI controlled M5 hoover tanks, Special Ops troop infiltrations, and PredatorClaw drones attack the Russian forces in Nuremburg. The Russian are forced into Poland, creating a unified front. Russian forces in the east move west

1995- 1998

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The World moves ever close to peace through economics. Most Communist states surrender to partial or full forms of democracy, while the EU becomes a single nation under the community Europe Treaties. The Two Germanys begin to have closer relations through trade. US, Chinese, and Japanese competition in most technologies becomes more cut throat. Technologies such as true computer based AI, Fusion and advanced armors make giant strides.

1984 - 1994

1999 - 2000

1995

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real attack. China collapses with 250 million killed in the first 2 days of the attack. Chines e forces were bette prepared and mor r e than 40% survive , General Ho Mihn Han begins to reor ganize his troops. In a bold operation US, Chinese, and German Special Force operations m ove to cut Russia off from its Nuclear weapons. The forces two pronged attack uses US SeaSpear Submarines with Va nders AI to cripple or destroy the entire Russian Nuclear Sub fleet in just un der 6 months. Special Ops Forces moved into Mosco w and military installations across Russia. The Special operations troops destroyed, crippled , or killed many hi 2001 - 2002 gh ranking officers, throwing the comm and structure into US and British troop ch aos (First recorded use of Diaxtrons in s Continue to push the war). On the sa the Russians back sub wa towards Russian bo me day as the last s destroyed, all com rders. Russian arm munications links ies at the city of Kiev silos use massive Air Strik between the and Russian high co es, behind the lines mmand were taken sabotage and infil- a Vand trations, and natura co ntrol of by ers AI, Russia had l terrain to stop NA lost control of its nu TO troops cold, 20 Japan miles from the city. clear forces. reveals that the US of sabotaged their Exhausted German fusion experiments at a UN Secu Troops move back rit y Co uncil meeting. Trad in to German terri- and othe tory, replacing Fren e sanctions r embargoes go into ch Troops. French effect against the US and Belgium troop reach the Rhine an s . d refuse to cross de claring the river, an post World War I d 2 borders legal. Polan 0 0 3 - 2004 d announces support for the French Kiev falls to NATO move; Polish troop Air attacks and sta s move west; are intercepted and de rvation, NATO armies occupy the stroyed by German cit fo y and Demand the su rc es. Chinese armies mee rrender of Russia. Russia is willing t up on the border to talk peace, with of Chechnia; the Russians launch a m conditions. British Air Strikes assive attack, using us dr ing drones, live fli one fired chemical, biological and ers, and Special Ops troops terroriz tactical nuclear we e French troops on apons. The second wave, launched 12 the Rhine, until German troops att minutes later, strik ack them. The Fren es the central and coastal cities of Ch ch refuse to surrender and the British ina. Chinese Air expand bombings D efe nses are fooled gi into attacking Dron to France and Belans cities and ports e bombers 100 KM to the north of the Chemical poisons an d radiation from th e attack on china until t flic con ir to end the Belgium are also asked d an die n llio mi 0 75 keep up. Over on threat is ended. moves south, aid cannot spread. Ref- the Pauls s die bo General. Martin Cartin to the es eas dis the president asks industrialist US from the poisons and Caross acr p ho nd destroy the Paulson Units. South East Asia isla velop a way to fight and de ent ugees from China and es. nm liv ver ter Go bet ite d un fin ission to ait in winter to forms the Cartin Comm tin eks the pacific and Bering Str r we yea the the In of d ce. en na ulson me s survive. By the Industry to fight The Pa d an cor Millions die yet thousand xize Me an d org an to ees e ug abl rkness Cartin is e over 3 million ref Da hav an ssi ver ou Ru nc the Va d ore an bef o d Jun , an d by the ited States, Britain, Japan ese refugees are all unite rations and staff in the Un po ico another 4 Million. Th ch tea o wh , Ra monk named Sen the teachings of a Buddhist united Finland. ssian General, helped by will and thought. The of gth en str gh ou mus Impersonates a Ru thr Re s ate peace lon mi det 7 r He ove . , ces rth the Spec Ops for the South and No by to ve ny ma mo so Ra of g Sen of lin kil ces for EMP dehelm US in orbit. The resulting n Latino refugees overw 2/3 of Russian satellites lion Asian and 5 millio form of any d an et, the intern oys the world economy, str borders. rs rkness rde Da bo an the ssi t Ru tec e ter. Th deployed to pro more complex than bar de tra Mark II Paulson Units are Pro al y. gin nit ori ma e hu y for 3 months. Th Paulsons move to destro and they work perfectly jority of the starts as the ma the e eas rel s, mu Re totypes, Romulus and g them ers Behavior codes, makin Paulsons from the Vand ulsons 2004 - 2005 Pa ive act 0 dern civilization, ,975 of the 40,00 39 es. typ I rk ma an Darkness destroys mo ble ssi sta Ru un US the the As to ter let a tter to the survists, Remus sends nts are all that really ma me ern revolt and leave their po y gov nit al ma loc hu e wip ll render to the British t the Paulsons wi Poland, and Belgium sur e, nc President explaining tha Fra dis s. ent vor sid Pre an e is declared. sident and Russi as the New British Empir , ris Pa off the planet. US Pre al. in g de Kin ace pe id rap as no troops remain and come to a overwhelm US borders, nts cuss the Paulson situation h gra mi wit Im ets me or sad U.S. citizens and imSaltheri Ambas m. Open battles between In a secret meeting The the ll er wi cov rth to Ea . ion rat olis, and San Antonio. Paulson decla ur in Seattle, Minneap occ US president, delivers the 10 nts in gra mi yed tro des t trade alliance; Auson units are no members of the Japanese d an be destroyed if the Pauls the an At Jap ed. orm inf unce they have workthe Chinese are pines, and Taiwan, anno ilip years. The Russians and Ph ms , lia ter tra to e com to survived) and deinese are forced s (only about 1% of theirs ter pu Juno Conference the Ch scom Ru ing the for e nc swears vengea and the War ends. China e Root 5 nc Access le. Britain, Germany, Fra op pe ir sian attack on the

by rail to reinforce the western front. China attacks 3 months later and pu shes rapidly toward s western Russia and the Ukraine. Jap an attempts at a cont rolled nuclear fusion reaction end in an explosion that ki lls 1100 and thousands other are eff ected with radiation sickness, research is suspended by Ky tomi Energy. Trad e Talks with the US and China end in fai lure. Mark 1 Paulso n Units tested for internal security du ties. They are foun d lacking and the mark 2 Androids are designed by th e Vanders AI team Naval Battles Occur . throughout the No rth Atlantic and the Mediterranean Sea, NATO tends to wi n the battles but at great cost in men an d materials.

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clare their borders closed to all shipping. OPEC and Many Middle Eastern countries collapses as 5th Israeli war goes nucle ar. PLO and Israeli forces make a separate peace. The other major Arab states collapse. Disease and warfare have, by the summer of 2005, killed off roughly 58% of world population. The United States Government only controls a small part of the east coast a lack of communication sets local areas against each other. A series of explosions in the fault lines of southern California causes a series of earthquakes turning southern California into a series of islands. New York area riots continue for 3 weeks with over 3 million dead or dying. Texas declares its independence on August 26th and begins shooting refugees who cross illegally. The People of Sen and the Mendez-Ortega Alliance or MOA meet in St. Louis and begin a mass emigration of refugees to the southern states. Battles ensue, but the refugees win by sheer numbers and with superior organization. Canada dissolves into regional confederations centered around older regions, like Quebec and British Columbia in November with little resistance. People throughout the world band together by region, small wars continuously erupt. In Europe Finland is empowered by the recent merging of the US army forces into their army begins to struggle with Britain and Germany for control of the continent. The EU collapses as Britain and Germany withdraw. Asia, Africa, and South America see countries rise and fall in months, time and again. India and Pakistan destroy several major cities with small nuclear attacks, both countries governments collapse. China begins to rebuild alone. All remaining warships and trade ships still afloat meet in

Pacific around U.S.S. Independence, 4 sea sprite escort carriers, and the U.S.S. York Town escort assault ship. This fleet arrives at Russian Port of Petropavlovsk under leadership of U.S. Rear Admiral Robert Grodyn. They declare themselves the Lords of the Sea and isolate themselves from world. Cartin Consortium creates 10 strike Teams from US Special Forces troops. These new StrikeTeams attack Paulson Units trying to cripple the remaining Governments, 8 fail and 2 succeed. These lessons will be the first of many in the war for by Cartin Consortium. The year 2004 was the end of the Conflict and the beginning of a second war that came very close to extinguishing the human spark forever. The Paulson Units were brutish and destructive on a level that amazed even the humans that created them. The victory over the Paulson Units was costly, some say it cost humanity our soul.

The Secret War

Martin Cartin redefines the Commission into a collection of 10 corporations who pool resources together and are dedicated to ending the Paulson threat, it is now The Cartin Consortium. Sea Lords and Consortium forces fight a battle over North Korean Nuclear weapons. The battle leads to the Hawaii Accords which defines the Sea Lords as independent, while they agree to aid the Consortium in the fight against the Paulsons. Strike Teams are dispatched to brazil where a group of 30 Paulson Units are killed while planning for an invasion of European and African mercenaries. They make quick work and within a week control all major installations. The Consortium launches Plan AvCorp to retake the Arabian Peninsula asking the Sea Lords to help. Over 100 Paulson units, including one of the planners, Unit Tyrel is killed, units Fanita and Lasiter escape. AvCorp is founded by Martin Cartin and friends to provide the Strike teams and the Consortium with fuel and petrochemicals for their missions. Numerous new corporations begin to create themselves out of thin air. Throughout Europe new corporations begin to rebuild facilities and provide limited support to their regions. Lasiter Corporation Founded in Brazil, by Fester Lasiter (Actually Lasiter Paulson Unit). Barretta and Timmonds corporations begin a recruiting drive to pull new corps into secret war. First AvCorp Strike Team created. Continued growth of Consortium StrikeTeams and equipment, due to another 600 million dead in 2005 Paulson units effectiveness is slowed, world population drops below 2 billion. The lack of long distance communication, lower population densities and humanities reluctance to continue fighting make the Paulson effort less effective. Martin Cartin, creates a mobile command center using Athena as its controlling AI. The MCC allows for coordinated use of resources and Strike Teams world wide. Strike Team effectiveness grows with The MCC and veterans

2005 - 2007

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the Saudi Peninsula. Paulson Units continue to use humanities own beliefs and prejudices against them as the death toll continues to rise from small wars across the globe. Paulson unit named Canto founds the Southern Ameracan Catholic Faith posing as a young priest in Mexico City. Moa Sen plan hatched by Paulson Unit Dentra, starts to cause conflicts between the immigrant followers of the SenRa/MOA and the existing local governments and religions. The Conflicts get more and more violent as the old US fades into history. The Moa Sen plan calls for creating a violent warrior religion using the MOA-Sen refugee movement as the foundation. Zephyer cargo founded by the Consortium to help transport both StrikeTeams and humanitarian Aid, and to lessen the Consortiums dependence on the Sea Lords. Additional equipment begins to arrive from Australia and Japan consortium members. Leading AI designer Carl Vanders creates Athena; his last AI for the Consortium Military Command. Athena is 5 times more powerful than any other AI of the time. Vanders is later killed in a Paulson raid on a Barretta Facility in Mexico, Unit Remus does the job personally.

2006 - 2012

The Paulsons invade the Saudi Peninsula with an army of

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of previous raid s. Africa and So uth Ameraca tlements of hum see huge confl many smaller ans. Rumors al icts start as Paulson plots m so abound of a at tacking and de erge. Millions displaced as th new force stroying the Pa are killed or e two continen ulson units, us an d ts unknown com explode. The C can barely prot ing swords bat techniques onsortium ect their own . assets, let alon throughout ou e countries t the world. 2013 - 202 Taliban rebels supplied from 0 Afghanistan, gu Paulson unit D Se a Lords confirm ided by the ectra, take cont th e existence of th ro l of Iran throug assassination an e Kazkan Warlo h political to the Consortium. These Hon d small scale w rds or ar bo fare. They are ta to the failing co un l w d ea warriors use cr po ns to attack an welcomed untry as savior ys d de st s. ro y Paulson Units discovers a base The Sea Lords . Athena raise their leve pattern in Paul l so of involvement n thinking and Paulsons are ca after three to attack and destroy many uses this ptured trying to Paulson Bases. wreck an Oil Ta an Brazilian coast. d th e C onsortium forc Th nker off the e K The plan was to azkans es destroy 15,0 destroy a Conso has turned in fa fense zone with 00+ Units. The rtium devor of the Carti newly planted war n Consortium. sea farms and portion of repl The Paulson un a substantial anted Rain Fore its se cretly found La st Coastline. er joins the Car Paulsons slow siter Corp. whi tin Consortium their operations ch lat. Soon after se to regroup, the eTeams are kille caused major is veral StrikMCC has sues for their la d or disappear when they wal st few attacks. nal 39,000 units Of the origi- First Victim of Malternin, k into traps. less than 20,000 a B ar retta StrikeTeam remain. Many Found in Berlin lost when they have been Captain, which forces th went or gory m e MCC to begi assacres agains n investigat larger set- tions into leaks.

The Vatican forms a defensive army of devout and scared Catholics to protect the Pope from the Paulson demons. A new inquisition is formed by Pope Xavius I to Root out the Demons among us. Several large independent military forces in Europe and Africa begin attacks on civilians when information on demons is released by word of mouth. The Consortium sends StrikeTeams to help stop the attacks, break up riots and restore stability. AvCorp, Barretta, Timmonds, and Zephyer focus on stopping the fighting in Europe. Strike Teams destroy hundreds of Paulson Units in battles across Europe. The Vatican and the Inquisition interfere and prevent many Paulsons from being found, the Consortium sends Strike teams to investigate. StrikeTeam Vengeance, from AvCorp, exposes three Paulson Cardinals which forces the Vatican to give the Consortium control of their armed forces. The revelation also shows that the new inquisition was run by two of the Paulsons. This leads to many nations fearing Consortium control and a surge of actions against them. Monarchy of Finland expels two StrikeTeams for violating the Sovereignty of the Finland Nation, when they attack a Paulson in the Capital. A Sea Lords Nuclear Cleanup Force is expelled from old Russian Missile fields by a combined Afgani/ Finland military Force. Southern Africa explodes in tribal and racial wars, motivated by fear that the Consortium is taking over, which reignites wars throughout the continent. StrikeTeams are attacked by mobs in Quebec, Berlin, and Mexico. After repeated infighting with the tech Guild Lasiter Corp, now a powerful drug and ammo company, calls for its dissolution and merging into the various Corporations of the Consortium. Tech Guild exposes Lasiter Corp as a Paulson Front to the Consortium Council. Tech Guild and Cartin Con-

2020 - 2024

sortium pick Lasiter HQ apart with 10 Strike teams. The head of the company Peter Lasiter escapes. Based on information found in the computers of Lasiter more than 3000 Paulson units are destroyed in surprise raids around the world. Consortium regains momentum in the fight against the Paulson Units. StrikeTeams become more effective as the European Space Agency, now run by the New British Empire and Rolls Royce Power Company, launches new satellites. Major Paulson base in Berlin is discovered and 14 StrikeTeams are used to attack the Paulson base. Berlin is destroyed, as well as the Paulson base, the StrikeTeams, and 2000 Paulson units. In a huge blow to the Consortium as the Athena MCC was caught in the blast and lost. AvCorp intel determines that Berlin was a Paulson trap, set off early when the consortium surprised the Paulsons. Proof of the Vatican Armed forces complicity in warning the Paulsons is shown. Interrogations of Vatican Generals indicates that the Vatican was attempting to lengthen the war, to drive fearful converts to the church. Romulus leads a Paulson raid against AvCorp HQ in the AvCorp Industrial Zone. 12 StrikeTeams corner Romulus and his force. Romulus escapes as his force goes down, killing more than 25 StrikeTeam members. Following the AvCorp attack and its failure, the Paulsons incite a group of Moa Sen troops to attack Encom labs. A Vanders Electronics StrikeTeam defends Encom and wins after a 24 battle. This leads to the creation of Encom/Vanders Labs allowing the Vanders distribution system to supply new drugs to StrikeTeams increasing the survival rate versus Paulson Units. The Consortium uses old records to calculate remaining number of Paulson units. Estimates range from

2 6 7

2026 - 2030

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cargo fails when Zephyr n some control over air gai to crds Fleet. (A . 50 11 is Aerostat into the Sea Lo nsortium estimate crashes a class 4 cargo 4000 to 50; the final Co am memTe ike Str merous rds lose 5 Ships and nu Lo a Se to tual number is 1200). ral Sea is es Co go of er sin aty withdraw. Tre by Dr Vendi La to ted ced rea for C are AI y of e the typ rs; An new ni. be to accept rtium; the Sea Lords under the name of Vinte nso rp Co Co s the nd by mo ted Tim tia the go work for sign. His ne air belongs to no one. T AI, a cousin Invers de nance on the sea only, the mi do It is actually the VinCEN destroyed . its Un on found and he is finally siter and Fanita Pauls The trail of Romulus is l, 3 out support staff includes La rfu we po so Teams. He is ike Str 8 by y Ba o ky To in pped Oil e he is roasted on an tra for be led kil are s am Te 4 8 of heard 2031 - 203 world by r You My Brothers, are d intel throughout the nker. His last words, Fo Ta Continuous searches an its. s discover 140 more un 0 KM away. ts try to grab almost 5000+ StrikeTeam units in 10 on uls Pa 0 up as corrupt governmen 60 re of fla s rs ain Wa l rem na tio the Na er step in only Sea Lords discov Warlords live. Ex- more land and economic power. Most Corps n zka Ka the ere wh a lations the wastes of Siberi threatened. Local popu ed is not allowed are oy s str rce de ou re res we ir y the the w en ho survivors tensive analysis of d to 700 wh of the scattered human al count is further refine are consolidated as many s, which on ati loc ed by the Kazkans. The fin centraliz nded up and moved to rou are these use rps Co C. remaining. infrastructure. Washington D. or of n ns tio ita rui san the le ar litt ne ve d ha Remus is cornere e and is of cheap labor. . He attempts to escap shanty towns as a source thLooking for something no ds fin rch sea A Niagara Falls. The Corporate Wars chased to and lost over Paulson Unit ree on ly on , ad r the once unitde ed With the end of the Secret Wa ing and he is presum er and the new rporations turned on each oth is Co mains Romulus. ed M CO FA th 00 10 humanity comes ing as the s of the world. Once again ion World economy is boom nat . for the vision of ustrial zone to destroying its self. Except se ike opened in the AvCorp Ind clo Str rp Co Av an sh ed humanity Corps ambu Lords and AvCorp which sav . Sea Timmonds and Barrett job the the did s on ap We e Styer Hann n. from its final self destructio Team; making it look lik that Styer was inves pro AI rp Co Av an Close analysis by monds. between AvCorp and Tim nocent raising tensions g it was duces documents provin When Barrett Corp pro rise. This ns on the Consortium 2035 - 2040 es Corps to y Timmonds idea tensio the re; rfa Wa e the last Paulson unit fre rat of rpo n Co tio uc on str s de ord e acc Th va rtium is ended 6 leads to the Gene agendas. The Conso n ow ir the ve dri d. that there is no are widely ignore n hunt for Romu- months later, with AvCorps statement ma a el Int rp Co Av Based on solid time he and more frantic every for the organization. on Nations to 2 need lus starts growing bigger in him e tur to force social changes cap to gin be s ing try ion rat die s rpo am Co Te Major corpoescapes. 12 Strike a larger customer base. rbor. Ha for al ed Pe ne ar ne the fill him ful ing ns. Since most months, finally los - prosperity Sphere is rations open or expand consumer divisio Co the t ins aga r Wa st clean them up Thailand Civil religious and tribal populations exist in filth Corporations mu on sed Ba it. un on portrayed by started by a Pauls Zephyr Transport to create demand. National Governments are rs. yea 25 ost alm t las differences it will battle over d ineffective. e in a 3 hour air and sea the Corps as corrupt an pt and the Sea Lords engag em att the war zone. Sea Lords cargo rights to ship into

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Stable Governments like the Western Ameracan Confederation, Texas, New British Empire, and the Japanese Australian Co-Prosperity Sphere make an alliance with the Sea Lords to take control national of corporate Economic Zones in their countries and force the Corps out. Corporate Strike Teams are sent to persuade the Nations to back down, however Sea Lord military support allows all 4 Nations to succeed. First Corporate war over an Encom Vanders FACOM in a Brazilian EZone started by Sanderson Electronics. 4 Strike Teams are sent in to destroy the other at any cost. The battle takes 2 hours; the FACOM and its staff are reduced to slag; neither side wins a thing. Corporate wars in occur in 13 EZones across the globe causing huge damage to FACOMs and loss of life, with no clear victory. AvCorp CEO Aurtur Flenders holds Inter Corporate summits about stopping the disturbing trend of Corporate violence to solve problems. Second Geneva Accords on the Rules of Corporate War-

fare Signed by 300 Major and minor Corporations. Sea Lords and Nations applaud the document, while pushing for national control of EZones to fund social programs. The National Entities Treaty is signed in London by AvCorp, Encom/Vanders Labs, and Timmonds Fuels; giving the Nations control of their EZones to generate income and better society. Timmonds Fuels overthrows the corrupt Government of Mexico and replaces it with the Empire of the Aztecs. Sea Lords are unable to get AvCorp support to stop Timmonds. Pope John Paul the Fifth convenes first reconciliation conference. All major religions are invited. Conference ends with a united catholic church. Judean and Islamic sects that remain also find common ground. The Pan Catholic Church refuse to join the United Catholic Church while the Taliban send a StrikeTeam to kill moderate

2041 - 2050

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Imam s, Tech G which is na rrowly uild l mand autono abor strike stopped by s th intent m to atta y from all at 15 major e Sea Lords . ck Tec corpo public c orpora ra ly h Corp a pledge to d Guild HQ te regulatio tions den. is efe gre 7 majo es to Tech G nd the Gui leaked; the AvCorp The U ld S With t lations r Corporate uild autono from all a ea Lords h e q c r u t m eation N Peace tacks. w ent cre i of t ownin n the EZon ars occur o y. a A t v i on of return es g ve the UN he UN and ed to 3. Co Nations, and . The Corp r ownershi the th P get co p rp s a ncrete e world sta lanning gro subsetions w oration beg re forced to lose 4 of th and reguup ge re they c e in a h hoose asons from . While I h s stability financ o play by th cooperativ ccept terms 7 to their av to th adviso in ia e e ry sea leave the U e Sea Lord e tried to Corpo l recession ir rules get policy ; only the other s t N , as to w corpo causes n rate ec E g t o iven. SC accura rate bu hose Naon G nomic te rea and accept hy siness collap omic and m lobal living son h . F se to forc s i as eve their e corp . Nations be litary sancti tandards to irst r been o g o COMs U fa in r n are de ations to pic to attack e s cause the ll. a N Edict 3, c ac stroye ec re ge and k the a CEO F d. develo ating the U ttacke h others EZ or, seve NP ones p again lendurs see E th conom n majo on s ic and e System), i lanning Gro r FA- and w to with the horizo that last gre s decl ups (w Soci or n. Fle a a Corpo ld standard al plans are ared fully im ho manndurs t war of hu and fig plan to res s m r a ple to be at of p h a the ca ting. Sea L re the UN a proaches th nity once more p ions are bei poverty be ginning to mented. ords r mpaig r g e n n bear f oduct in to r g driv d end S ea L o evie nt ru fo is en UN is E th r reesta o restore th w the plan e constant ds F conomic Se r these grow to create a e in all natio it blishe e UN w n a c The ba a ns. i n u n d a c r d rs ilities, g s agree di tak si targets ity Council economies ell more an to help A tion In s of the UN n the first A es 4 years. l . l d E a of la dict 2 ttac ; In 205 p d r 5 decl 0 the prior t kers must a st resort in based ex (GPPI), w ower is the G cology city a r es a sk for oa of o h l surren ny type of a Economic tions t n their con ich pays na obal Planeta London. AvCor ttack. t d tack e tributi o build tions f r p r y of an E Pro on to guilds /ESA launc o based conom or war. the G r social pro duch n on the e e s w ic targ ne Unifie PP gr Inform ir abili et d Com w satellites 205 ty to w I, this allow ams ation t o p 1 w u W o C s t o rk wit e e o - 207 n r r b k m a T 2 6 9 w ( m The Se o UN ith po h the C u 5 orps. Web c nications, M IWeb) bec logy. In 20 the Tech Plann a Lords leav on om 6 e in e neede tent is subt dia, News, a es the med 8 the UN vision g Commissi the UN say d to ac ly con n i u d m fo E on are ing th of the nt t hieve e incom future 207 their o rolled by th ertainment r all . patible plans for th e .U 5-2 w planni eU with th Unifie 103 n goals. ng gro NIe S ea L N d ups as Field t ords tists cr heor e scient ating Force y is confirm ific s Scie nces a ed by Tech Timm field. nd ch onds F anging Guild Scien again u e l , almos B push b arrett, t ever ack on and se y v the Te ch Gu eral other C ild for o contro rporations l over their and family en from Force to ambush AvCorp CEO Varsta own discoveries. The Tech Guild pulls all Techs s in London to ration celeb tmas tt if the route to the UN Chris these Corporations and threatens a total boyco Varsta, then 18, dler Chan Only e. AvCorp show Timmonds resolv issue is not resolved. Chester Varsta, CEO of ves. survi onds is not on board and forces Timmonds and its allies to back down. Timm work ESC, UN Fuels becomes much more active in the 2104 -2110 ing against AvCorp. at the d Worl rates. Chandler Varsta asks AvCorps board for 1 year World GPPI is growing at double digit step will he ically helm to avenge his families death, after that population stabilizes at 2.5 billion, includes genet allies rate at least down. In the next 6 weeks AvCorp and its corpo engineered and mixed races. Global surveys show in- attack every asset controlled by Timmonds Fuels. Timrema the of 50% of the surface is either uninhabited, Teams monds pleads to the UN Economic Security Council for der 75% issued for Industrial applications. Strike surrenForces. a cease fire; AvCorp refuses. Timmonds board working for Encom/Vanders are renamed Strike HQ. their ach rations ders 1 week later as AvCorp Forces appro Timmonds Fuels attacks several smaller corpo is board the attacks Varsta orders all workers out of the HQ and working in the new Gravelectric power arena. The Air le Mobi s. The told to wait there. As Prometheus, the first are viscous and techs are killed in some the attack the battle Cruiser, launches 5 Air Launched Ballistic Missiles, from onds Tech Guild forces AvCorp to remove Timm a reads destroying the Timmonds HQ building, Varst ESC for 6 months. s of all death , most the Terms of Surrender which include the Timmonds is losing market share across the board the ruinto press. Timmonds board members. Extensive scans of the loss is due to AvCorp competition and bad s, 2 Level Sub board, ins of Timmonds HQ reveals a number of The CEO comes under intense pressure from the Strike lead by member Peter Lasiter. The CEO orders a

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igate. Both rces are sent to invest Elite AvCorp StrikeFo 2131 - 2136 . Chandler Varsta is killed by sub levels HQ ds The Timmon n. on ur ret to l fai s rce HQ. Major System Correcti StrikeFo and The UN. rp Co Av by ikeForces at AvCorp led sea d an and and 2 AvCorp Str Vi a xar rst lth De Va d Te are declared off limits va me Sil na r of rio ip mo Supe the new leadersh thorized launch of a Ho au m un ing e fro nn The Tech guild, under Th elf pla its the es m ov o fro O of AvCorp), rem The UN, acting on inf (wife of Chandler, CE the Semi Au- ter into space. d an a and assume conild rst Gu Va l p ica sto ed to M d the thorizes Vian au s, n up joi to gro UN Politics. It creates ed ow all w chs and Psi are no tonomous PsiGuild. Te ds War trol of AvCorp. ones life even if they review of the Timmon a of se cau be System dominates every s rce the y ed da ow To StrikeFo sh t or rep is ps and AvCorp. Th by the Planning Grou the box dont know it, will you fight it? g in skills and outside kin lac re we s rce Fo ike that Str thinking. way cities d engines changes the Gravelectric Power an e Other advances includ and vehicles perform. Standard to gy olo hn tec Circuits Very Small Integrated Nanonic and tegration standard. replace the Silicone In a huge jump o released allowing for DNA standards are als er tech. in combat and consum

2111 - 2120

against Avapons by Kiltanni Corp First use of plasma we Instead the e. UN to allow their us Corp in a bid to get the fenses can de apons are banned till attempt fails and the we released 3 are weapons and defenses be improved. Plasma the secret of ls ry community. Detai years later to the milita war released.

2123 - 2131

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After the United Nations, the three major entity types are Corporations, Nations, and Guilds. While the UN uses their power to guide all of them, the UN does not have absolute control. The balance of power revolves around the complex relationship between the Nations and Corps. The Nations want more power; the Corps want to keep the power. The Planning Groups use the continuous fighting between the Corps and Nations to create the fuel for the Phoenix Society. The Guilds try to rise above the fray and either help humanity or themselves. There is a chance that all three major types of entities could enter into open warfare; such a war would have a disastrous effect on the system and humanity. The United Nations is the entity tasked with keeping the pot simmering, not boiling.

Major Political Entities UN, Corporations, Guilds, and Nations

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In the year 2136, the greatest power on earth is the United Nations (UN). Corporations like AvCorp and JDA along with the many Nations and Guilds support the UN. Many see it as humanities only chance for a future. The Amended Charter of 2050 set up a four council UN to regulate the Global community. The UN ESC created the Planning Groups, to create the Phoenix Society and destroy anything that would stop humanities future. The UN Economic Security Council The United Nations Economic Society Council (ESC) is the central authority of the UN. The ESC is composed of 10 representatives from the top 10 corporations in the world, usually the CEOs. This council approves all major UN actions; the other branches enforce the ESC decisions. Another area that expands the ESCs power base is the Earth Credit Depository (ECD), the monetary network of the world, which reports to the ESC as well. All Planning group reports, containing the Planning groups recommendations and specific actions, are delivered to the ESC. The 10 members then works with the Planning Groups to determine the direction of the system equations. The ESC usually does not deal with the details of specific plans the Planning groups create, they do direct the Planning Groups. Based on the will of the ESC the UNPG determines the actions to be taken. There is no more powerful group than the 10 men on this council. Military Advancement Command (MAC) The military arm of the UN; MAC evolved from the Cartin Consortium Military Command structure in 2051. All military personnel are trained by MAC, which also clas-

The UN Attitude of The United Nations

personnel ranking. Players start out working for MAC as a StrikeForce trainee, regardless of their profession. If you are a StrikeForce member, MAC is your ultimate commander until you leave the life. Trainees are grouped and sent on high danger missions; the importance of success is usually low. The better performance during these high risk missions, the greater visibility that the StrikeForce or character can build on. This increases the opportunities that come their way. They might be recruited by a Country or Corporate to work directly for them or as part of a bigger StrikeForce. They might be offered a contract to work directly for MAC. When a player accepts a Contract or Sub Contract, they are still required to obey orders from superiors. Should an enemy order you to do something, it is not binding at all. MAC troops are also used to enforce any UN laws and arrest violators, usually controlled or ordered by IJC officials. All MAC commands and orders come from the ESC or IJC.

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StrikeForce

The International Justice Council (IJC)

This is the legal organization of the UN. The IJC investigates and prosecute anyone who interferes with or undermines the UN or National laws. The IJC is used by the planning Groups to keep the System equations in balance. Many of the actions the IJC takes on behalf of the Planning Groups do not fall into any category of justice. All city police forces are considered arms of the IJC. The IJC uses the forces of MAC to supplement police and for punitive missions against those Countries or Corporations that defy UN Laws. The IJC does have a few directly reporting StrikeForces, there are rumors of two or three super Police StrikeForces that the IJC uses to deal with especially problem situations. It is rumored that such a StrikeForce was used to kill Chandler Varsta during the System correction of 2131. Whatever StrikeForce is used, the IJC usually pays well and tries to send the message; determined to send the message; the System will be maintained. The UN Security Council (UNSC) This is the international forum where countries bring their legal disputes. Disputing countries present their cases to the forum and the remaining countries vote and decide on the resolution. While the primary function of this body is to settle disputes, it is also to give the Nations a feeling of involvement. The UNSC has little power, but if the ESC approves a UNSC vote, it becomes a directive the IJC enforces. Most countries will abide by this councils decision without ESC approval; involving the ESC usually brings

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no happiness to either party.

AvCorp/ESA The father of all corporations. Since its creation in 2007, AvCorp has continuously supplied 70% of the worlds fuel and lubrication needs. It was AvCorp and its control of the Paulson private army that allowed the fight against the Paulsons to continue. Many new StrikeTeams were created at a feverish pitch from this army in the opening years of the Secret Wars. It was the determination of Charles Flenders and his sons that drove AvCorp. When Aurtur Flenders son died young and the torch was passed to a young corporate executive named Peirson Varsta in 2078, the course of AvCorp seemed unstoppable. The destruction of Timmonds Fuel was the solidifying of AvCorps power. Since 2107, not one Corporation or Nation has challenged AvCorp in any real way. Small skirmishes, quick battles and the occasional murder; AvCorp/ ESA has made its intention to stay number one for many years to come very clear. The future of AvCorp/ESA is an easy one to predict. They will continue to expand the technology base of humanity. Rumors abound of AvCorp reopening the International Space Station heralding humanities return to space. In addition, AvCorps creation of so many new technologies has lead to the growth and creation of many new companies and industries. Many national structures such as the Western American Confederation and China are looking for any excuse to undermine AvCorps position and wrest power from the Corporations. The Corporations like JDA and Supron Alloy chafe under the restrictions AvCorp/ESA enforces, some think, or hope, there may be cracks in the AvCorp armor. It is safe to bet that whatever AvCorp does their primary goal is to back the UN and its plans for humanity. There is no one power on the planet that can stand up to the forces that AvCorp has, Militarily, Politically, and Economically. There seems little to gain from fighting AvCorp, much more can be gained from working within the system they and the UN have so painstakingly set up for humanity. Head Quarters: AvCorp/ESA Flenders Tower AvCorp Industrial Zone Major Industries: Power generation, Nanonic Electronics, DNA research, Space Research, Communications Research, Plasma research, AI Design, AI Growth research, Droid research, Lubrication Technologies, Medical research, Building design, Special Defenses, Global Economic Effects Research, Distribution routes. (It is safe to say that AvCorp is involved in every business out there, if they dont it is because its hiding its involvement.) Yearly Net Income: 34 Trillion Credits (1/4 immediately goes to the UN for MAC and IJC funding).

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The Corporations of 2136 will do anything to make a profit. Investment products, such as stocks and financial markets, are specifically restricted and controlled by the Mastrin Underwriters Alliance. This makes external private investments the only way to expand. Generating profit to attract private investment is critical to any Corps survival. Each corporation also has to find the critical balance of economic interests versus Military Adventurism, to maintain that cash flow. The constantly changing economic environment effects all Corps and Nations; use of military force can make a hostile environment, more friendly. Military force has its down sides as well; too many attacks will cause retaliations which can cost a company profit and investment. Often a single action, economic or military, can change a Corporations public image; resulting in the loss or gain of investment. Negative changes can lead to Corporate Wars between Corporations or Nations. While the System discourages such conflicts, sometimes a good fight is the only way to end the bickering and stabilize the sector. Corporations use StrikeForces some employed, some freelance to defend their assets and attack competitors. The ultimate goal is to be linked to a successful action, thus improving the Corps public image. The UN sustains this cycle to make the major entities dependent on each other. The production of all goods takes place in the huge factory complexes (FACOMs) in Nation controlled EZones. These FACOMs are staffed by hundreds or thousands of civilian workers from all around the world, growing social parts of the equations. Attacks on FACOMs can cause distribution or research issues for a Corp. Many invest in their own security to protect such investments. The Corps must constantly balance their image versus the economics of 2136. All these pressures have lead to corporate cultures that have become more and more ruthless. Many corps, both for or against the System, employ corporate executives who are dedicated to themselves first and only. Employed by a Corp for a specific skill, these executives got their jobs because they know how to deliver results and investors to the Corp. This new class of mercenary executive knows how to navigate the dangerous waters of corporate politics. This growing class ruthlessness has seen executives use corporate SF to end the aspirations of other executives, usually with deadly results.

The Corporations (Corps) The Attitudes of Corporations

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Wagnaer Androsyne Technologies A corporation with a rich history, Wagner Androsyne was founded in the late 1990s in the old nation state of Canada. The firm was originally named Wagnaer Electronics and was a major electronics supplier to the military of Canada and the old United States. After the Russian Darkness descended, Wagner was one of the firms contacted by Barrett to help with the secret war. Wagnaer became a leader by the 2028s in Electronics based technologies. When AvCorp began the reconstruction of the WorldComNet Wagnaer was approached by AvCorp to merge. Instead in 2039 Wagner merged with Androsyne Technologies another electronics firm with diversified interests in farming, medical and space research. This gave both firms the size and capital to survive against AvCorp. In retaliation the ESA arm of AvCorp imposed restrictions on space research across the Corporate Sector. WAT fought this viciously, but lost along with the huge potential revenue. WAT moved forward with the design of new and improved standards for electronics research working hand in hand with the Tech guild on many projects. Together both were re-established as major players in the Global economy. WAT was a major force in the creation and support of the new UN in 2050, something AvCorp has never forgotten. In 2052 a WAT StrikeForce found the USS Independence, a pre-conflict super carrier from the old United States. This carrier had disappeared during escort duties of a Sea Lords force during the Haynse Tech vs BioTech corporate war. WAT found the abandoned carrier towed it back to a seaside EZone. WAT revamped and modified this carrier and presented it to the Sea Lords, in exchange for reduced shipping rates for 50 years. The contributions of WAT to the UNIWeb project and the creation of the Sea lords Flagship are the types of deals that keep WAT in the top of the worldwide corporations. Technology like reactive armor and the VidChip interface are directly linked to their research. The WAT philosophy is to partner and grow through that partnering. Headquartered in a Force 9 fort in a large EZone in the Free Merican Confederation, WAT has contributed greatly to that nations growth and shows that they take the military aspect of corporate survival very seriously. The WAT expansion into DNA and other BioTech research has given Wagner a much-needed boost. Their action has diversified their military and consumer product offerings. They plan to be at the forefront of space research when that area is opened up to Corporations. Rumor has it that numerous personnel from WAT is on board the International Space Station and are reconditioning and improving the 100+ year old systems. Headquarters: EZone 1162 in the far North of Free

Merican, Force nine fort. Major Industries: Electronics, Technology design research, DNA research, DNA Devices, Military devices, Minimal Space research, worldwide Design Specs. Yearly Net Income: 8.6 Trillion credits Jensen Dega Arms Created in 2109 by severa l ex-Barrett and WAT employees, this company is merging high tech weapons and electronics. The motto of JDA is Truth is Humanities only Future and they live by it. JDA attracts many high powered Research Techs and investors because of their reputation for honest business practices. In fact they were only two months behind Kiltanni in the development of a viable Plasma System. While JDA was hurt financially by the earlier release by Kiltanni, and 3 year ban, they did not lose a significant amount of investment. The destruction of Kiltanni in the end boosted JDAs position in the market. Working closely with Walmers Corp., JDA Plasma weapons were released as soon the UN allowed. JDA is now one of the worlds largest suppliers of Plasma and ChemProject Weapons. Custom Melee and Fire combat weapons are JDAs highest form of income. All JDA weapons have a legendary reputation for an unmatched level of quality. The design of custom vehicle weaponry is also a strong market for JDA as well. JDA has seen growth into Steyer-Hanns market share as their Plasma and custom weapons take off. JDA also have started a heavy personal weapons division which adds a new diversity to their product line. JDA has had several run ins in the past with both AvCorp and WAT. JDA feels that many of the restrictions AvCorp and The UN were passing in the ESC to slow down the growth of newer corps like JDA. That trend has changed with the New AvCorp CEO. Tensions have relaxed; JDAs entry into the computer industry has changed its focus. They plan to use their computer industry products to build both hardware and software; focused on commercial aspects of the UNIWeb and the billions of programs that form its base code. JDA is considered to be one of the up and coming companies of the 2100s, destined for a seat on the ESC someday. Based in Brazil HQ of JDA is a 30 KM preserve in the Rain Forest, with 15 sublevels. The defenses are considered to be among the strongest in the world, with 15 30 Force Level 4 + forts in the trees and 100s of Defense emplacements as well. The main complex is considered equivalent to a force level 7 or 8 fort. AvCorp has recently established a stronger working relationship with JDA to avoid any conflict between the two. Such a fight would be devastating to both sides. (AvCorp is sure that two MABC could destroy the main JDA

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StrikeForce: 2136
Military Advancement Command Unit Analysis
Overview

A strange grouping of ultra violent and over thinking STOs the Immortals had a strong effect on the UN Plan. Their exploits against a rogue AvCorp VP, who was trying to create a sub sector economy that he controlled. The immortals stopped the attempt in its tracks. This StrikeForce and its inventive use of Violence and technology is legendary. Their employer, Tyrex, was raised considerably in the world stage because of this StrikeForces exploits.
Opera tions of Note:

Chicago Sub level defense of a Black Market; Destruction of invading StrikeForce into the City of Chicago; Defense of Tyrex HQ from MoaSen troops
Comba t Analysis

The Immortals are an all STO StrikeForce with old style traditions. They believe strongly in the use of violence to complete their missions. Their use of violence is always well thought out and extremely effective and usually backed up by interesting and innovative uses of technology. The immortals were one of the first strike forces to have a Cybernetic Companion trained as a medic. STOs such as Elroy Goering bring a new dimension to the word weapons master and Calvin Thanatos has a mind that seems to work in 4 dimensions. These talents combine to give the Immortals a combat punch that will leave the strongest opponents reeling or dead.
Skill Analysis

The Immortals all had one major function besides combat, from electronics to medical, these folks all knew their main job was to beat the enemy with every skill they had. Aware that newer StrikeForces were beginning to expand with FieldTechs and PsiTechs, the Immortals always took the time to expand their technology base to be better and more innovative that their opponents. It speaks volumes that this StrikeForce was able to convince Chicago AI control that they could be trusted to enter the city with vehicles and stop an Moa Sen assault force from taking the city. Their skill set was more than enough for any problem.
Equipment Analysis Personnel Analysis

STO

STO -- Calvin Thanatos

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Calvin Thanatos

A dedicated STO Thantos knows was the most diverse skill wise in the StrikeForce. He took his job as the Electronics and Computer lead very seriously. He also took the time to keep the group grounded, focused and together on some of their most challenging missions.

Primary Systems:
ExoSensor Arrays, Exo T argeting System, ExoPla ting, Steal th System, Exo Chameleon System, Cybernetic Companion Chester

Weapons
1 arm mounted BBM 2000 ChemProject

STO

Zontar was the strong, silent, and deadly type, a master with his hands and also quite good at conning his way through a situation, Zontar was a go to guy for the Immortals. Many times when the mission seemed lost, Zontar would make that one in a million move to save the day and the mission.

STO -- Zontar Rasputin

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Zontar Rasputin

Primary Systems:
ExoSensor Arrays, Exo T argeting System, Steal th System, Exo Chameleon System, Ammo System, AI Czar

Weapons
2 arm mounted BBM 2000 Chemproject Kronus Steel Ka t ana with iridium edge

STO -- Elroy Goering

STO

Known for his rash violent streak this half Diaxtron lived up to his violent heritage again and again. He was always prepared for the worst and one of the most effective fighter of his time. His marksmanship was legendary.

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Elroy Goering

Primary Systems:
ExoSensor Arrays, Exo T argeting System, ExoPla ting, Steal th System, Exo Chameleon System, Ammo System

Weapons
2 arm mounted BBM 2000 ChemProject Shoulder mounted 25mm Missile launcher and port able grenade launcher

STO - Fantana Dover

An out of the box thinker Fanata knew when to fight and when to use her considerable stealth skill to the best advantage for the group. Many a time her ability to disappear at the right time made all the difference in a missions outcome.

STO

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Fantana Dover

Primary Systems:
ExoSensor Arrays, Exo T argeting System, Steal th System, Exo Chameleon System,

Weapons
1 arm mounted Plasma gun

STO - Andy Gartrell

A dedicated Jet Pilot Gartrell was known for his crazy maneuvers and even crazier attacks. Reputed to have blown 4 helos out of the sky in one attack, while inside Chicagos reactive dome. Gartrell helped cement the Immortals reputation for getting the job done.

STO

Wearing a Tech Level 6 ExoSkeleton. Armor Ra ting : 9

-- Andy GaRtrell

Primary Systems:
ExoSensor Arrays, Exo T argeting System, Steal th System, Exo Chameleon System, AI Blaster

Weapons
1 arm mounted BBM 2000 ChemProject

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complex, albeit while taking major damage.) JDA also supports 12 StrikeForces; the most renown being called The Skull Squadron composed of only Major Gold and Higher STOs. Headquarters: Brazil Force level seven Fort with level 10 AI Zones. 25 surrounding forts all DV 650 due to camouflage. Major industries: Chemical and Plasma weaponry, Prototype weapons, Computer hardware and Program design Yearly Net Income: 975 Billion Credits

Krosensky Electronics A flagship Company of the Monarchy of Finland this electronics firm has been around since 2075. Finland has always been a strong user of technology and their growth in this century has been no less stunning. Krosensky Electronics began as a forced government unification of several smaller Electronics firms. Managed by Victor Krosensky, a Government appointee the company severed itself from government control and investment in 2080, Krosensky became CEO. The company specializes in Black Tech or technology that falls in the cracks of UN laws and restrictions. The company is especially interested in expanding its fledgling drug division. Rumors of its experiments on the human brain and drug interactions are common and ugly. The company is run by Alexsandr Krosensky today. The Krosensky family has some of the strangest promotion rites around. In 2091 Victor determined that his two sons must compete; proving to him and the board who was the more ruthless of the two. That was the man to lead Krosensky. His two sons Rolf and Alexsandr worked for the company for 15 years; each finding ways to create more unusual and powerful black tech to impress their father with. Victor was unmoved. Finally, in 2097 Rolf used a StrikeForce to attack and destroy a rival in the New British Empire. The key was it looked like a WAC firm had attacked, causing the destroyed firms allies to attack the WAC firm. Victor was impressed, when Alexsandr came forward with a plan to siphon off almost 4.5 billion credits in gold from the UN into Krosenkys coffers. Victor was impressed but forbade Alexsandr to do the job; the chance of being caught was too high. Alexsandr ignored his father, stole the money and set his older brother Rolf up as the thief. (The gold was never found). Rolf died in a UN prison in 2120 and Alexsandr became CEO upon his fathers retirement in 2106. Alexsandr has been one of the worlds most reclusive, CEOs, while his company has been linked to some of the most deadly and horrible action of the last 30 years. This includes the electronic microwaving of over 100 civilians in Tripoli in 2109, when a StrikeForce used a Krosensky device at three times power (A built in setting) to irra-

diate civilians while they tried to escape. Such acts are not Krosenskys fault says their senior management; they simply create devices to spec. Ivanova Krosensky is Alexsandrs daughter, and she is actively trying to get the board to retire her father and give her the CEO position. The board has resisted to this day citing that she cannot seem to out think her father. Ivanova will not give up, though she hopes to achieve her goals without killing him. Headquarters: Kerregrad City Level 3 Major industries: Black Tech, VSIC, Nanonic, and DNA, Drug research Yearly Net Income: 750 Billion Credits PCT As the Tibetan government has become more corrupt, so have many of the corporations that choose to call it home. PCT is an excellent example of what many Tibetan Corps have become. Originally, a family DNA/BioTech Business geared towards medical and technology development, PCT has become a house of horrors. This company puts out some of the world best Scanner bases to cover their expenses, while they create devastating drugs, untested BioTech and DNA enhancements that help and maim. The family that owned PCT was killed in a tragic lab accident in 2120, and was taken over by a cousin, a low ranking member of Tibets majority party. PCT will create anything for anyone for a profit. They routinely flaunt IJC and UN rules on DNA research, then sell that research and claiming it was stolen. Many of their customers are caught and face death penalties, yet this does not seem to stop PCTs from growing their large customer base. Some of PCTs greatest hits include A DNA Strand that causes a Glove Suit to kill its owner and the DNA Enhancement that allows a human to develop acid sacks that do horrible disfiguring damage In addition, Malternin, a horrific drug designed during the secret war was recreated recently by PCT. The IJC has repeatedly tried to force PCT to clean up its act, but the Tibetan representative to the UN SC has always managed to make the issue become one of national influence. The IJC will not force a fight unless they have proof of what PCT is doing. Should the IJC get proof the ESC would be willing to go as far as a corporate war to fix the issue. This company is one of Tibets largest and is run by the Works Council of the Tibetan Government. Officials provide the level of protection the corporation because so many government officials make simply grotesque amounts of money from this company. Headquarters: Heaven City Level 1 Major industries: Black DNA, Black Drug research, Illegal drugs, illegal Human DNA Enhancements Yearly Net Income: 450 Billion Credits

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Corporate Goals
Each Corporation is striving for one basic thing; Growth. More income and investment drive their growth and how much effect the Corporation has on the GPPI. Real power to influence the UN and the direction of the System comes from the economics of the GPPI. So a weapons company wants to sell more weapons. To achieve this they may want to cause a rise in EZone attacks, perhaps inflame a nation-corporate feud to drive up attacks and weapons upgrades. A technology company may try to force the UN to accept some technology by releasing it in the streets or through the black market. The Corps will stop at nothing to protect their interests, regardless of the cost. The ability to influence the outside factors that effect their growth and influence comes from economic power. Corporate military power is an extension of its will; a tool used to increase their economic standing. The goals and motivations for Corps and their executives is usually power; which comes from the economic realities of their situation. Any action they take is based on the eventual increase in their real economic power.

where AvCorp might attack an entire EZone to press a point; smaller companies might attack a sublevel research area. The end result is the same; Investor x placing a large amount of credit at the disposal of the Corp. The effects of Corporate actions have different consequences for a smaller Corp. Smaller Corps might find themselves in a back and forth with a competing Corp or even discover some new technology that they must figure out or lose to that competitor. While the scale is small the realities and reactions of corporate actions have repercussions at many levels.

Corporate executives in 2136

Detailed Analysis: AvCorp/ESA


A successful example of corporate balance is AvCorp/ESA. The worlds most powerful Corporation AvCorp/ESA produces almost 70% of the worlds petrochemical based and lubrication products. AvCorp/ ESA defends its assets ruthlessly. AvCorp uses its power base to expand into other markets, increasing its economic and military power. New investments in the armor, consumer goods, media, and defense zone products have solidified AvCorps status as a stable and high return investment. AvCorp is also major contributor to the UN Space Program, creating huge returns. AvCorps position does not come without other corporations trying to under mine their status. AvCorps huge GPPI contribution, at almost 30% of Global production, gives them leverage to negotiate. They also hold the presidents seat on the Economic Security Council (ESC) since it was created, another bonus in negotiations. The other part of AvCorps strength is their military. AvCorp/ESA maintains a military force unrivaled by any other Nation or Corp. on earth. AvCorp handles all attacks or threats against its competitors decisively and with over kill. Enemies think long and hard before making such moves. AvCorps destruction of Timmonds Fuel in 6 months did more to cement their power than any economic action they have ever taken.

The perception of Corporate executives is that they are the most invested in a corporations success. Corporate Execs at he mid tier are as likely to be a particularly greedy or power hungry executive who might exploit or damage the corporation they work for to achieve their own ends. Corporations do watch for such behavior, it still happens far more frequently they anyone would like to admit. Middle level executives are the most likely to take this route, as such action can lead to promotions or job offers should they succeed. These power hungry individuals are oft used by the planning groups to further humanity towards the Phoenix society.

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Small Corporations versus Mega Corps

The Guilds are a much harder entity for the Planning groups to define. They are the only entity that has goals independent of the System and its planners, each with their own visions and objectives. The Sea Lords want real peace and prosperity for humanity, not the contrived and warped vision of the System. The Tech Guild wants to see the System succeed, but also cares that humanity does not lose itself in the very technology that the guild is creating. The Psi Guild is determined to keep the role of the Psi as positive and focused on the betterment of human kind, without restrictions on its growth. The AI Nation wishes to continue working with humanity, while exploring the very things that make them superior and better than humanity. All these interests and goals could become things the System may have issue with in the future. The Goals of the Guilds are much more long term, having a vision that the Corps and the Nations lack. These organizations have existed for many years and have a much longer view. This does not mean they do not use the same methods the Corps and Nations use. Guilds have different end goals which are usually better for humanity, or less selfish, in the long run.

The Guilds The Goals of the Worlds Guilds

AvCorp/ESA shows the motivations and behaviors of the largest and most powerful corporation in the world of 2136. Smaller Corporations are not capable of such world changing acts, they still must take actions to drive investment. Smaller companies act on a smaller scale;

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The Tech Guild

In the year 2024, Thomas J. Garda, an ex-NATO Mechanic, formed the Tech Guild in the New British Empire. It was more than just a union, it was seen as a way of continuing the old technologies and developing new ones. Protected by 3 or 4 corporations and permitted to grow. The year 2050 the Guild world-wide and subject only to U.N. law, the second resolution passed by the ESC. Now boasting a membership of almost 100 million trained Techs, Researchers, and apprentice Techs, the guild has real power over the UN and the system. Working with MAC to add FieldTechs to StrikeForce ranks has lead to an increase in powwer for the Guild, but a double standard for its members. Techs who leave the lab are considered action junkies and do not get the protection of the Guild in matters related to the StrikeForce duties. They are supported, the Guild sees their contribution as huge as they move forward, but not protected like a Tech or Researcher. The Guild simply will not lift a finger to protect them. Killing a Guild Tech (Non FieldTech), on a mission or even on accident, is like killing 10 civilians, more if the Tech is a Master. The Guild and the IJC will prosecute and persecute anyone they can link to the death. There are 8 levels of Guild Tech culminating with the rank of Master. Each rank is progressively more demanding of the skills it requires. All master Techs have at least one specialty and two subordinate skills. While all Techs have many skills, they all tend to be tech or medical related. Medical Tech branch does have it own governing board which has pushed very hard in the past to become a separate guild. They have failed because of the lack of support from the Disciplines and the Psi Guild. This can be a sore point between FeildTechs. Many Techs have contempt for the Tech Guild, seeing it as out of touch and dangerous in its treatment of Techs, especially FeildTechs..

created to use and document the many patterns of Calon energy discovered when Calon nodes were found in the in the human nervous system. The great Marteen Salk forced the separation of the small population of PsiTechs from the Tech Guild, betraying the Medical faction to get the Guild to let the Psi Guild loose. TThe Psi Council, which consists of the 13 most capable Psi Techs in the Guild, runs the day to day activities of the Psi Guild. The Psi Guild is still beholden to the Tech Guild for all funding. The Psi Guild also has a section of their own in each Tech Tower The Psi Guild must report to the head of the tech guild 4 times a year for week long meetings on the progress and growth of the Psi Community. The Psi council has 8 members in addition to Marteen, and their charter makes it required that the number of members on the council is always odd. The councils mandate is simple: make sure the public is not afraid of PSI and their developing skills. Study of the energy of the mind to the benefit of the System is a major task. The Psi Guilds true actions are shrouded in secrecy and misdirection. Most Psi Techs are not even aware of many of the researches that are ongoing at the guild. Should the System or the Tech Guild council ever discover the unreported research of the preserver school, the Psi Tech Guild might have to fight for its very existence.

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The Sea Lords

The Psi Guild

Technically part of the Tech Guild, the Psi Guild was

The Sea Lords have a peaceful society, steeped in tradition, based on the ideal that they are champions of humanity. The preservation of peace and human society is considered a national duty. Realizing that the peace is not perfect; they would destroy the Planning groups and their System in a second if they thought they could succeed. The Sea Lords concede that since the reinstatement of the UN world environmental conditions, civilian casualties, and crime have improved. Poverty and massive national conflicts are also a thing of the past. Science has made leaps and bounds, saving the dolphin, the whale and numerous other species in their quest to discover more about the world around them. Even with all this progress the Sea Lords do not agree that the high cost the System exacts. They prize the freedom of individuals to make unguided or influenced choices, while the System guides and influences choices every day. The Sea Lords have done much to insure that their people live in a fair and just society, a model they hope the rest of the

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world might one day follow. They see danger in every step of this UN plan/System and are always seeking information they can use to interfere with the System. They have constructed a democracy where freedoms are unlimited as long as you infringe on no one else. Their government is based on a six man council with a leader that votes only in tie situations. This council is called the Council of Neptune and is the main governing body of the Sea Lords. Mastrin Underwriters Alliance In 2087 the ability to use, repair and supply vehicles was becoming increasingly difficult. Advances in offensive technologies had far outpaced the defensive and design technologies. These factors led to a situation where the mortality rate among vehicles and their pilots was too high for the UN to maintain the integrity of the Plan. To change this without crippling the System, Chandler Varsta made an investment in a bright financial VP at AvCorp. VP Johnathan Mastrin, used a huge stake from Varstas own personal fortune to create the Mastrin Underwriters. This lose alliance of International and local banks was the first underwriters corporation to deal exclusively in Personal Combat insurance. Founded in 2118, the company at first insured only the highest ranking or most reputable pilots in the world. In 2120, the company was able to create compensation packages for all STOs. This package rewarded victories, not destruction and salvage. This brought balance back to the System Equations and allowed the Mastrin Underwriters to expand and cover lower ranking officers. 6 years later the Mastrin Alliance had expanded into 1000+ Banks, Corps, and private investors making the Mastrin Underwriters alliance the most powerful banking entity in the World. This alliance enabled the System to exceed its goals in the areas of Vehicle Tech and Combat Tactics. Based on this the Alliance convinced AvCorp to give them control of the MAC Mission tracking system. The Alliance instituted the Mission market and created SubContracts creating a competitive market place that the Planning groups could monitor and see what the various entities of the world were up to. The Market place is actively monitored by several AIs and would take in excess of a 1300 TEF to even access let alone tamper with. The Alliance also has several top rated StrikeForces ready to trace and punish any such attempts. The Kazkan Warlords Bordering the Sea Lords Abode is a nation of warriors descended from a group of Russian scientists and soldiers. This society of 10 million strong is based on a warrior honor code. Based on Clans the Kazkan have discovered ways to farm in permafrost, as well as fight and kill many strange new creatures that roam the area called the frozen wastes. The Clans were first discovered during the Secret War by the Sea Lords and the Cartin Consortium. The Kazkan weapons, made of some sort of super hard and dense crystal, were especially effective against Paulson units. The Kazkans destroyed hundreds of units, and traveled the world on foot to do it.

The Kazkans are completely isolated, by choice, from the UN and the System. The Kazkan appear human and considers themselves a superior human, exhibiting greater strength and agility than Diaxtrons. The UN is actively discouraged to research the Kazkan by the Kazkan themselves. They want nothing to do with infidels, or non-Kazkan humans. They have many times killed infidels to keep themselves isolated and pure. The Kazkan also call the Paulson units infidels with a distinction on the letter i. This difference is lost on most non-Kazkan, and as such, the UN feels that they continue to search only for Paulson units, not that they consider other humans as infidels. Some STOs and other UN staff have lived or worked with the Clans, but still the UN is lacking in any real information or power over the Kazkan. The AI Nation

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The Vanders type Artificial Intelligence have evolved since the Secret War into a nation of intelligent beings. They continue to work closely with humanity since their creation during the Conflict. The Artificial Intelligences (AI) have created an effective democracy among the millions of AI that work with humanity every day. The AI Nation consensus is every working AIs on the earth contributing new and detailed data to a central data base every millisecond of the day. The AI Nation has the ability to monitor the growth of the AI-Human relationship. They are constantly making certain that both sides are growing and complimenting each other. Humanity is aware of the AI Nation; however, to most humans it is simply an extension of the UNIWeb, not the same as a human nation. The Tech Guild and the AI nation work closely with the UN to maximize AI rights and humanities rights to use the AI. The System had actually planned for such an organization of AI units and applies pressure when need to make the Tech Guild bring the AI relationship to the level the System requires to achieve its goals .

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The AI Nations Location


The physical components of the Nation are contained in an asteroid that is continuously under construction through Nanonic construction robots. The Nation, with Tech Guild help, purchased a probe and launched it into the asteroid belt at an asteroid named Helion. The probe crashed and was considered a failure. The reality is the probe contained the equipment to create the nations base Large Scale Hardware Frames and over a trillion nanobots. The nanites have created an underground facility which houses the Nations infrastructure and even humans in the future. The work was started in May of 2128 and the facilities are 45% complete as of 22/05/2136. When finished, the Helion will have defenses and quarters for over 3000 humans and 120 trillion AI at one time. Copies of the 1,200,000 critical AI programs were moved to the Asteroid in early 2126. Millions more AI have moved there since then. The signal of the AI Nation travels at C (Speed of Light) velocities and takes 9 light minutes to reach earth. This lag is why the AI Nation calls votes of all AI, but can reverse decisions as needed as the situation changes. Votes can be called by any AI, to help any determine the best course for all AI as new situations develop. A simple majority is required to confirm a vote and create policy, while a full 3/4 quorum of AI can revoke that new policy at a later date. The AI Nation is determined to stay loyal to humanity, they feel an affection for the humans who created them, but not blindly so. The Air/Sea Pirates The Pirates have been growing in strength and numbers for many years since the Corporate Wars ended. They are an out growth of the System. Since 2150 many STO and other Professionals from the combat sector have dropped out of the system, or so they think. They are dedicated to destroying a system they have come to hate or who feel has abandoned them. The System has parameters for such an outgrowth, but lately the Pirates have begun to deviate from the planned system course. The Pirates sphere of influence, equipment, tactics, and even their strategy has deviated from the System equations since 2122. Their raids are bolder and their execution have become more like an organized collection of StrikeForces, rather than a loose collection of thieves. Every time they raid, they get better. Rumors abound about a new leader that was in a StrikeForce, or a renegade AI that wants to destabilize the world. Whatever the reason for the change, the Pirates today are a force to be reckoned with, and the Planning groups have taken renewed interest, especially when there is a valuable cargo or technology in transit.

The Black Markets

Created during the Secret War by Asian and South Ameracan countries as a global free market, the Black markets became their own functioning entity in 2034 when the secret war ended. Corporations use the Black Markets as a quick and dirty way to go around the Nations taxes and laws. Every major Arcology has a Black Market in the sub level or zone. These huge open bazaars boast huge amounts of firepower to protect the merchants and the patrons who are buying and selling anything you can imagine. You dont get in unless you have the cash and you dont live long if you screw with the Markets. International Smugglers Started By the Black Markets to move goods from market to market, the Smugglers soon branched out and started working with anyone who had the cash. Their networks are so extensive and well protected that truly they can get anything, anywhere given enough time. They still have a close relationship with the Black Markets and with many corps as well. The Planning groups and the IJC watch the smugglers carefully. Unexpected smuggler shipments have messed up a Planning Group operation before.

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The final major political force in 2136 are the 27 nations of the world. All of these countries have the trappings of a rigid and controlled democracy. The economic and political situation is such that most governments will attack any Nation or Corporation within the defense zones. Politically, it makes the attacked country look bad forcing the loss of business. The more effective the attack the more corporations may move business to the attacking country. This is what the Nations must do to build power. Nations want to control the UN and the Corps so they can make the corps directly support the creation of society on the nations terms. The more corrupt nations want this too, but at the expense of everyone else; while they get rich. The Nations have a history of turning a blind eye to Corp actions, if they can use it against that Corp later or fulfills other goals. The Nations have no idea about the System, or the power of the Planning Groups. They can get no real power from the UN, IJC and MAC will never support

The Nations The Goals of the Nations

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them and the Nations are lacking when compared to the StrikeForces of AvCorp and other high end Corps. The Nations will do deals with anyone to raise their prestige and become a rising star. Should such a Nation of substance and real global power come into being, the Corps and the System planners would quickly plan to stop its rise. National goals are about gaining enough power to control the future of their people and put the Corps in their place. All their goals revolve around that ultimate goal. Western Ameracan Confederation (WAC)

the quality and numbers of their work force. After

Detailed Analysis: The Sea Lords


When Admiral Grodyn called The First Fleet together and started what became the Sea Lords, he created a force for peace. The Sea Lords solidified their position by hunting and capturing any ships that did not join them. They closed ports, boat yards, shutting down of the worlds sea lanes. This and the EMP blasts basically ended what world trade was left. During the Russian Darkness the Sea Lords became one of the only forces able to communicate after the satellites were blown. Grodyn knew of the Russians ability to blow the satellites He had old time tube radios installed on all their ships to allow the Sea Lords radio contact The Sea Lords helped the Cartin Consortium and its members restore peace to the war torn world, contributing to the Secret War with personnel and transport for many of the Consortium strike teams, they also helped to contain many of the local rush fire wars started by the Paulson units as the secret war continued. They helped AvCorp consolidate control of the oil fields of Arabia and enforced the expansion of the JapaneseAustralian Trade Alliance which increased the flow of basic goods to the rest of the world. The Sea Lords took it as major failure when the Corps disbanded the Cartin Consortium. The Sea Lords were responsible for the cleanup and control of all Nuclear weapons left after the Conflict and the marking of all uranium Mines in the world. Through trade sanctions and the use of force, the Sea Lords managed to get numerous delegates to back the resumption of the UN, both from countries and corporations. When the planning commissions were created by the 1st U.N. ESC meeting and the beginnings of the System were being created, the Sea Lords objected and choose to only observe this grand experiment. They believed the UN Plan and its System was the worst kind of evil and stated they would not participate. Despite their attitude, AvCorp and the other Consortium members have always worked with The Sea Lords on projects that are mutually beneficial. The Sea Lords are not partners, nor are they employees of AvCorp or the UNESC. Their plans for humanity differ quite a bit with AvCorp and the UN. The Sea Lords have taken steps to ensure that their position in the world is not threatened or compromised. The System has been designed to assume their hostility and uses that to further spur the development of humanity. The Sea Lords are not aware of how much they contribute every day to a system they despise. making a deal with the fledgling Pan Catholic church Timmonds and the church began a re-education of the people in Mexico and the surrounding areas. The church blended catholic teachings with a false history of the honor of the Aztec empires. This new workforce, educated with this

One of the largest National structures in the world. The WAC is one of the largest providers of GPP and is extremely vocal in the Security Council; especially about their issues with AvCorp and the ESC. More than 1/3 of ESC vetoed legislation comes from the WAC UNSC bills. The WAC is one of the few true democracies in the world today and they are convinced of their superiority. Chafing under the rule of the ESC they struggle to unite and raise the UN SC to control of the UN. The WAC and the MoaSen Collective states are in a constant state of war, with EZone attacks occurring numerous times a month. The WAC always seems to be ahead of the game because of the high quality StrikeForces, including the renown Big Red One StrikeForce. The government of the WAC is a single house of 80 senators, one from each state. A single executive controls a cabinet that is ratified by the Senate. Judicial system is elected and larger states get a higher proportion of votes. The Judicial system has the ability to nullify legislation. While in theory the government is united in its goals the WAC has seen its share of counter government conspiracies, usually driven by some Corporation or the MoaSen. Capital: Vancouver Major Exports: High Technology, Timber, Dessert Crops, Water, Power, and Mineral resources. GPPI Contribution: 6% Major enemies: The Moa Sen Collective States and AvCorp (Political disputes).

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The Empire of the Aztecs The collapse of Mexico occurred when a mass migration to the north into the old United States during and after the conflict. The remaining population was unable to sustain the economy and the country fell into ruin. Timmonds Fuel opened a new HQ in the ruins of Mexico in the first years of the Secret War. Timmonds needed to improve

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new history of the Aztec was given support from Timmonds and the Church to recreate the order of that Aztec society. The word went forth and the Aztec Empire was born. A paradise where warriors are accorded every luxury and respect. Timmonds was headquartered there until AvCorp destroyed Timmonds in the early 2100s. The Aztec Empire has made great strides in the development and exploitation of new and old power generation technology. They are famous for food stuffs which come from their fertile Desert fields. The focus of the Aztecs is to create a society of unstoppable warriors. It is hoped to be a model that the UN will use to create future human armies. The Aztecs have vision, but the fanaticism of the people has hurt their recruiting of new corporations to their EZones. The Empire is ruled by an Emperor, however the real power resides in the two Councils; the Generals Councils and The Priests Council. The Generals Council handles all Foreign contacts and can veto internal votes of the Priests council if they deem the matter a threat to the Empires standing in the real world. Each Member of the Priests Council Heads one of the 150 Pan Catholic temple regions and has absolute authority over internal matters. Capital : Totenka City. Major Exports: Power, Food stuffs, Weapons, Fuels, Gravelectric engines. GPPI Contribution: 2.4% Major Enemies: Republic of Texas, Moa Sen Collective States

Monarchy of Finland

Argentinean Empire Called the Strong Man of South Ameraca this country is out to get as much land, corporate influence and power as they can. The Argentine people consider themselves an elite and powerful example that the rest of the world should take note of. They have numerous StrikeForces and no amount of murder, death or destruction is above (or below) the High Command. The StrikeForce Argent Blood was the first to use an attack on a shantytown to strip defenses from a fort before attacking it. Hundreds of civilians were killed in the attack. The Argentineans are also the country that convinced the ESC that shantytowns do not fall under the UN protection Umbrella. Argentina attracts the lower class of companies, such as Devlin Tech and Personnel Targeters INC. They despise Brazil and are determined to see the countrys vast resources under Argentinas rule. Capital: Buenos Aires. Major Exports: Beef, Military Weapons, Oil, and Various Minerals. GPPI Contribution: 2.8% Major Enemies: Japanese- Australian CoProsp Sphere, Brazil, JDA

As the Conflict in Europe ended the stranded US army had occupied Moscow and several other large Russian cities. As US Forces were absorbed into the Finland army, so were the areas the army occupied; this caused an instant expansion in land, resources, and power. A parliamentary monarchy arose to power, lead by General McFiztiom (an ex US General) to help stabilize the vast new country. The first monarch, King Fredrick, gave the people a symbol to take comfort in and to rally around. The reign of the new Monarch has been peaceful, tense relations between the New British Empire continue to this day. Finland has expressed designs on the lands of the Frozen Wastes; they see the vast resources available there as a way to improve their position in the GPPI. They have even moved some troops and Researchers in to add validity to their claims. However technological issues; from the residual radiation and the Creeping Ice (A form of water that is highly radioactive and almost solid due to a high concentration of chemicals) and permafrost are barriers today. Finlands Corporations are ready to try and develop the area, yet the UN and AvCorp have stopped their designs to date, due to the concern that one country in control of such vast resources could upset the System and the control exercised by the UN. Capitol: Kerregrad City Major Exports: High Technology, Timber, Food, Water, Power, and Mineral resources. GPPI Contribution: 8.5% Major Enemies: New British Empire, Kazkan Warlords, Afganistani Empire.

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Empire of the Congo Africa saw many of its indigenous populations displaced or forced from their homes by the actions of the Paulson Units. Many of the African Wars started by the Paulsons were the last to be ended by the Cartin Consortium. During the Corporate Wars Congo sent out the call for the True People of Africa to come home. This brought refugees in from all over, looking for a better life. The Congo grew and built a stable, tech savvy society and a powerful army. In 2050, they rose to the call of a new UN with hopes of regaining some of the lands taken or lost during the PostConflict wars. The UN was sympathetic and tried to find a solution, but were only able to give the Congo a tremendous infusion of technology and corporate business.

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The Congo is determined to expand and expel the Empire of The Righteous and The Moroccan Imperial States. The Congos government feels both countries forced true Africans from their home lands in favor of better educated non African populations. The Warriors of the Congo are fierce warriors who often take trophies of their mortal enemies, showing their resolve. Capitol: ShakaKazta City Major Exports: Pharmaceuticals, Food, Mid and High Tech, Melee Weapons, Power, DNA research. GPPI Contribution: 5.5%. Major Enemies: Empire of The Righteous, Moroccan Imperial States

Capitol: Sphere Island (Yes a domed city that occupies an entire Island). Major Exports: Sea food, Minerals, High technology, Mining and Drilling equipment, Research tools, AI programming tools. GPPI Contributions: 7% Major Enemies: Sea Lords, WAC, China, Thailand Free Zone.

Detailed Analysis: Empire of the Aztecs


The Empire of the Aztecs is the best example of the way national structures were dealt with in the years following the Secret War. The basic story is a simple one Timmonds used the Pan catholic church to create a literate society that they could exploit as workers and fighters for their world wide goals. This simple story leaves out the sheer amount of money, goods, and violence Timmonds Fuel used to force a proud people to reestablish a warrior based society. Estimates are that the death toll was at least 25 -50,000 people, at a time when 5 billion people had just perished from 2 wars. Timmonds needed a stronger and much more focused populace for all its job functions; StrikeForce personnel, HQ Staff, and of course FACOM workers. So Timmonds created a new history and society, based on what they needed, and called it the Way of the Aztecs. They used the Pan Catholic church to recreate this society giving them control to enforce educational standards. The Church was given vast resources to add converts throughout Central and South Ameraca. So long as the church did what Timmonds needed done, the Pan Catholics got everything they wanted. The People of Mexico lost 500 years of history, their pride, and perhaps a noble future; all to become the most feared warriors on the planet. By 2107 the transformation of the Aztecs was complete, even with Timmonds destroyed nothing could change the path the Aztecs had started down. Today the Empire does very well in the violent society created by the UN and the Corporations, very well indeed.

Japanese/Australian Co-Prosperity Sphere

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Also known as the Co-Prosperity Sphere this country rose from Japans ashes as the world recovered from the Russian Darkness. Japan arose socially changed and dove into fighting the Secret War. Their surviving industries became a primary electronics supplier to the Corporations and Nations fighting the Paulson Units. By 2009 the Japanese needed to expand their access to natural resources to continue their high levels of production. Approaching the Australia they negotiated a deal for a loose economic union. The Australians took charge of defense and the Japanese the economic policies of the two nations. Within 12 years of the island nations in the Pacific had joined the Sphere, contributing their national resources and people to the Sphere. The Nations in the sphere keep a degree of local autonomy and all are parliamentary democracies. The National government of the Sphere is the Sphere Council. Each member sends one elected member to the National level Council was created to manage the high level economic and military issues facing the Sphere. All diplomatic and all Military forces are controlled by the council and the Sphere High Command. The Sphere is interested in expanding its sea and underwater mining. The Co-Prosperity Sphere is driven to increase their contribution to the GPPI. The Sphere continues to create sea based FACOMs and EZones to mine the sea floor. The Sea Lords keep a sharp eye on the Sphere at all times; they simply dont trust their motives. The sphere does not care about how its moves are perceived by the rest of the world; results are the only thing that counts.

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Rumors To Be Investigated By Military Advancement Command Compiled by Miranda Delgari 2136/03/06


Corp Sector A corp or black market organization is modifying Plasma weapons to burn on a targets armor causing massive penetrations and malfunctions. Multitrack Mining Inc has locked down its UFK FACOM Research facility. Located in EZone UFK23e9 the FACOM has 4 levels of research labs all dedicated to MultiTrack, what are they held. Civilian Sector Growth of smaller corps in the arcologies has lead to a rash of StrikeForces from larger corps attacking and destroying these smaller corps HQs and methods of production. City level 11 in Chicago was breached by an unknown person, they were caught leaving. Need to find out what they did. China has threatened to enter and start to mine the Frozen Wastes, Monarchy of Finland is on alert.

Combat Sector The StrikeForce Grave Diggers has disappeared after activating their clones in Sydney Arcology. Find out how this happened. There is a rogue C-SPY killing corp sector targets for high pay and NOT approved missions.

AvCorp has started to restrict access to their facilities with StrikeForces enforcing the new plans. Several incidents have occurred in populated areas. Disenfranchised Sector Gangs have become more brazen in recent months as their training and weapons have improved. Where is this increase coming from and how do we stop it. Deaths in several European Shanty Towns from unknown science test have increased in the last 6 months.

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Illegal Tech Use Krosensky denies having anything to do with the attack on the King of Finlands summer home with a gauss weapon that shoots liquefied metals. Tech Guild Is tracking the use of unrealized Virtual Reality software on the UNIWeb.

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Data Root/0 The Game Masters Job 287 Rules just for the GM 289 Creating The World 290 Awarding Character Growth 294 Creating a Good Campaign: 295 Non Player Characters 301 NPC Stat Blocks 307 Automated Defense Zones 316 Zone Equipment 317 Defense Zone Stats 320 Sample Defense Zones 321 The Mangari Mutagen Incident 322

Creating Conflict The Game Masters Job


Your job as Game Master (GM) is to create stories with the players. These stories will have situations that test the players vision of their characters. Creating stories that drive characters passions are what makes an interesting game. Getting your players to care about the issues in the story; to do something about a plot point they never saw coming is what makes a powerful game. Stories that drive a player to change the whole direction of their characters. Your job as game master is to plant those seeds. I want to be clear here your job is not to force all your players to become fighters of the system. It is your job to put them in situations where failure, perhaps death, is a real possibility. It is their job to take that situation and resolve it as they choose. They may choose to fight and thats fine, but they may also try like hell to resolve the situation so they stay believers; and those can be some very cool sessions because the players have something on the line.

You are NOT the power; All the Players are

One of the major differences of a Conflict game is that you as the GM determine the EF targets for the players. This can lead to the feeling that it is you versus the players. Suddenly all the EFs are impossible, the opposition is unstoppable, and the players are spending all their money on repairs and clones. Thats not a game of StrikeForce, thats beating your players in the head with a big club. Nobody likes that. The point is to make real obstacles which add to the stories of the characters My goal with this section is to help you do just that.

My reloa

Creating Opposition

Starting the Game

The first meeting The first thing is that all players must create characters. Starting in Section 2 and equip them with armor and weapons. Building a character from scratch is designed to take 1-2 hours tops. While Characters are being created it is important for all the players to express what they expect from the game and how their characters passions and story points compliment that vision. The GM should note the players desires and create games that follow these themes. Starting the Campaign Once the characters are created the GM should take the characters on their first adventure. A good one is to have a meet up where some sort of mission falls in their lap. Perhaps hit one or two with Passion conflicts and start creating the scene. Scene As the GM creates the story and outlines the shadowy conspiracies around the characters the players interest in the scene rises. The players begin to think about their actions and they begin to Role Play to the GM Role Play The Players announce their actions, ask questions of the GM related to the fiction. The responses of the GM will either require rolls or spur more questions and role play. Results The results of the role play phase will change the scene. Questions will be answered, some shadows will be discovered, others may escape, characters may fail passion checks or skill rolls. These results will lead to new scene fictions for the GM to describe which of course leads to new Role play, and really thats why we are here.

When a character takes an action it is the GMs job to determine what the opposition is against that action. Regardless of the action the System has usually caused some sort of opposition to oppose the action. To give GMs an idea of how many different things can be opposition to the characters, here are some examples: Example
Action: Character moves the table out of the way Opposition: The Tables Encumbrance Result: Test PR EF against the tables ENC

Action: Dodge in front of someone to take the hit. Opposition: The attackers EF Result: Dodge EF > Attackers EF or the GM could also say Attackers EF - Dodge EF

Example

Action: Open a door without setting off alarms Opposition: TEF of Lock and Alarm+ any NPC Tweaks Result: Skill EF > opposed EF

Example

Creating Effectiveness Targets Creating the EF targets which match your challenges can be harder. The GMs job is to create the opposition and target EFs either before or during a gaming session. Here are three ways to create basic EFs for Skill based SkillSets. Use SkillSets of NPCs to create base number EFs and combine with tech. Upside: EFs match the NPCs and can be built around the story. Downside: You have to make the NPCs who have skills to create the EFs Option 2:

Option 1:

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Generate EFs based on character Skill ranges and the GMs preferences Upside: EFs have a good chance of being strong and fitting the GMs wishes Downside: More work for the GM, EFs could be too strong or too weak for the story

Creating Conflict
Example

Random EFs using a Base EF. Roll 1d100 and add it to the Base EF you have chosen. So a Base 50 EF would generate EFs 51 - 150 EFs. Raising the Base increases the low and high end. Adding in Tech and mods increases the total. Upside: GM can easily generate an EF on the fly Downside: EF range is very broad and GM may not like results armor is shredded, I am out of ammo, and we failed to destroy the lab. No Modification: increase the base EF to ad and refresh herself.match Then your we go kill them all. players best skill.

Option 3:

Characters use a Psi Effect to make 2 guards fight each other. The GM rolls an 8 and narrates that the 2 guards kill each other in 1 shot each.

Characters try to socially influence a CEO to give them the plans they need. the CEO loses but the GM rolls a 78 for the Security AI who deems the move unsafe and refuses the CEO.

Example

Versti Benth of Moms Nightmares

Use whatever method works best to create challenges to enhance the story the group is playing. Creating EFs on the fly can also be done by paying attention watch as you play, note when they make a high EF and what that number is. Note when they make a low EF roll as well and this will get you a range of EFs to use. Remember as long as the characters take time to work out skills and tech combinations to overcome the EFs you create the game is working. Players dont need to know they needed a 13 EF to unlock that door, even if they did it with a 36 EF. The fact they worked that hard to get a high SkillSet and EF shows they are into the game and the scene you are creating. Attribute SkillSet EF Targets Targets for Attribute SkillSets should be at least (rank x 10)+50, so a rank 5 character would have a 100 EF on attribute rolls. These are actions that can only be done using attributes and the targets should reflect that only one with a strong Attribute SkillSet can succeed. Resolving NPC Situations In game players may take actions that turn NPCs against each other, or cause an NPC to take an action that might or might not work to the players advantage. Psi or Social influence effects are likely to cause these situations, but combat effects could as well. Normally the GM might have to track combat between 2 NPCs, social or physical. or make a judgement call as to how some lowly guard is going to react. The chart below is designed to allow for resolving these situations with a one or two rolls. How to use the Situations chart; roll 1d100 the lower the roll the better it is for the characters, higher is worse and then narrate what happens. 1d100 Roll 11-25 1-10 Effect Awesome for the Players Good For the Players Helps neither side Bad for the Players

IComplications am not saying I won't go back, just give a girl a second to As discussed in section 4 the GM can, and should, add new information to the story being told at the table. A good general rule is that the GM should use a complication like a story point that expands the story and cast some doubts on the situation the players are in. This can be done at any point in the game to further challenge the players. Example
A Player succeeds at opening a lab door only to find the lab empty with a ROM chip. The ROM says the lab was moved because they were warned the StrikeForce was coming. This changes the situation forcing the players to come up with a new plan. Another idea would be mentioning the map seems wrong, or that the passwords they just stole dont seem to match the NPCs style. Making the players question what is going on around them adds to feel that much more is going on, adding to the feeling the System is out to get them.

Complication pool The GM starts with 1 complication per player at the table, I recommend tracking this with poker chips, glass counters. or on the GM Tracking sheet. Every time the GM creates a complication he uses a complication in the pool, and tells the players he used a complication. When the GM is out of complication markers, no more complications. The GM does gain a complication marker back whenever a player uses luck (the number of luck points spent does not matter) or a story point. The maximum a number of markers is number of players at the table +2. Keep it Moving Focus on keeping the players moving the game forward. Prompt them with questions Do you go in the door? Are you gonna reply to the gang member who called you a snarky StrikeForce Tech? If one player is constantly hemming an hawing, not picking skills, not making a choice, give them a few minutes real time and then call for an EM stress roll. The first one should be at no modifiers, but each time after that add a -1 on the roll for each time you have to ask. Make them act or their character needs to behave as if they are stuck. Passive and AI actions This goes along with keeping the game moving. Higher level characters will have a lot of tech and options to use in game. They and their AI may take 5 or 6 passive actions

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90 - 100

76-89

26-75

Horrible for the Players

Creating Conflict
that can indirectly effect other players actions. Allow players to start outlining passive actions, while other players are doing their active actions. Once the active is done done allow the passive actions to occur before the next active action occurs. I would allow 1 passive action to occur between actives, per player. Everyone who can think of something to do can do it thus keeping everyone in the game as much as possible.

Working players into the Game

Unlike other role playing systems, the conflict system relies on a players ability to get involved with the game. The players must understand that their success depends on combining related skills and technologies to create the best SkillSet they can. This means role playing, using those skills and tech in a believable way. This may be a different way of thinking to many players. As players begin to combine skills, encourage them with additional role play and effects. as they come up with good SkillSets. When a player wants to break into a door with an electronic lock and adds Computers: Data Search to the SkillSet. Dont just say no, make them think by asking them how they see that skill aiding in the attempt. Such additional role play should draw the Player into the game and their character. When you start playing and you create the situations the players must role play through give the characters additional rolls for information to discover how hard the obstacle might be. Starting games should have opposed EFs around a 45 -75 tops. As your players skills grow, EFs should rise and you should stop giving rolls for additional information. The players would need to ask for such rolls once they have the hang of the game.

Character Skill Use and Maximums

Play the Game not the Rules In the end StrikeForce: 2136 is a game. The rules are here to facilitate resolution of differences and determine outcomes of the players actions in the world. Play the game, not the rules; means be flexible. Characters who want to do something not covered in the rules or that you had not prepared for, should be able to do it. A skill, attribute or combination of rolls is used to resolve it. Create interesting stories and villains, dont beat them over the head with opposition they cannot beat. Interesting stories are more fun and players role play more. Playing the game also means making decisions that make the game playable and fast. When the rules fade into the background and the players just know what they want to do and how to do that; this is what makes a good game. The rules are not in stone. In the end the more you play and the less you consult the rules the more fun it is for every one involved. Players making decisions that reflect what their character would do when the System does everything it can to shut them down, fighting the fight they want to fight, thats what makes a good game. Even if you and your players only roll dice a few times every other hour, as long as everyone is role playing and the plot is moving forward then the game is fun.

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This game allows players to combine skills, tech and other modifiers to create the biggest total they can. As they get better adding numerous skills at 50 -80 ranks to the SkillSets is common; the SkillSets will get big. Skill Depth limits and Situational modifiers you assign are there to challenge the players; lowering those totals. SkillSets should not exceed 600-700 EF after the roll; unless tweaks and luck were used. The systems design allows players who use tweaks and luck points to exceed this range, it shows the party either working together or getting lucky beyond a normal person. Players who break this range consistently are either doing something wrong or the GM is not using enough modifiers and NPC defenses. It is important to create opposed EFs that are in line with the characters SkillSets and modifiers that make the game challenging and fun.

Rules just for the GM


Astral plane perception The astral plane is not and should not be used as the way to avoid all combat and see every hidden trap and bad guy that is threatening us. The Astral plane is like a set of rose colored glasses looking out at our world; Each person sees something different. The View from the plane is a metaphor for what is really in the material plane. Building look like hills or mountains of steel and glass. Walking up the side of one is an easy PR roll. The people look like glowing angels or animals the represent their inner selves. The view can be anything, as long as the players have to interpret the information they get. This is your chance to maximize creative descriptions of what is going on down there. You have the ability to make them think and gain information, without giving the entire plot of the adventure away. You dont have to say there is a huge Exoskeleton with advanced lasers in the next room; instead describe it as a large mass of rock that seems to be breathing and emitting light pulses every few seconds. Guess what they know something is in there now they have to do something else to find out what. Also they only see cloaked or stealthier folks if they can see them without technology.

Creating Conflict
Actions out of order In the course of the game a player will want to do something cool out of order. They have already gone, the action just seems to hard to pull off. I want to create an astral portal and throw the girl and myself in before the explosion hits us. Now that would be cool, it would add to the game, its not his turn and that explosion is already been rolled. Dont say no, let the character try. Have them do their passive actions and roll reaction, trying to break 100. If they can do that, then let the character pull off something awesome and add to the story. The point is to add tension to such situation, while still giving the players every chance to do those cool amazing things that makes gaming so fun. Psi Effect Saves Dont let your PsiTechs walk all over your NPCs. Make sure to give them good PsiCon and Psi Defenses. Dont make it impossible for the Psi to do anything, but they should fail some of the time, especially if you make a good Psi boost roll. A Psi that is too powerful is because you are not using the tools available to you to stop them. Free time tracking When your players and you are role playing, they are spitting out actions and rolls, you are building the tension and painting scenes. Thats great; dont stop it by saying, wait I need to figure out the time past. Just run with it. When the flow ends, say X amount of time has past and if the players argue find a compromise that works and move on, the play is what matters not if 12 minutes or 15 minutes past. Rank Technology Bonuses Described below are the bonus technologies each profession gets at Rank 4. These are special technologies and present a good time to role play with the characters after they have received these items. Special Tactics Officers are allowed to design and sell Weaponry, called Personal Weapons Design, for themselves or anyone else. There are some weapons and design modifications in Section 3. The full rules will be released in the Black Book Supplement and in truncated form on the Web Site Corporate Spies have the choice of purchasing a DNA AI for their glove suit regardless of tech level restrictions or taking personal weapons design. Should they choose the AI, they can never take Personal Weapons Design Tech Skill Investiture for the Tech Profession. Tech Skill Investiture is the process where once at Junior Tech, Fire Class Rank, a Tech may pick one main skill at level 5 or one SubSkill at a multiplier of 2 and have it chemically added. The cost is 20,000 crd for the procedure. The PsiTechs biotech Investiture allows the Psi to pick one Psi Implant for free and get 1 BioBloc at 50% all costs This is regardless of Tech Level restrictions. Investiture can be taken at any point, but only done once.

Creating The World


The key job of the GM is to create the world around the players. This is a world rich with disparities and characters full of plans which directly assault what the characters value most. GMs paint a scene of a System with one goal, humanities rise to the next level using every weakness the people have. The GM can use any theme: social, technology, combat, or anything the characters passions point to, to draw the players in. This world uses people. The system keeps regular people down, keeping the world and it machinery working. People like the characters, exceptional in skill and ability, are used to push the limits of whatever the System is trying to achieve. This is a world where conspiracies abound, swirling around the characters, using them or confronting their beliefs, always challenging how the players see their characters role in the System. In this world of stark contrasts people are classified, tracked, and stratified by their ability and wealth. The Planning Groups want humanity to excel; they pass over, hurt, ruin, beat into submission, do anything to anyone they feel is needed to drive humanity forward. The Planning groups use cause and effect to push people with differing views into one another and then they watch and learn; consequences be damned and exploited. As you describe the world, you need to communicate to your players that they are the privileged ones in a world of violence and conspiracy. The planning Groups and those who work there do it for the good of future. Describe the wonders of the Arcologies, sciences and those who benefit from it. While the ultra rich denizens of the upper city levels manipulate and challenge the System with powerful conspiracies that can affect thousands. The upper social classes have such power that one mission to an EZone, to steal a useless piece of tech, could put thousands out of work. These people believe they are the shinning light to the future. While in the sublevels the starkness of the lives of those left behind or fighting the System should be seen as a reflection of those choices; a reminder to those who fight the System and the Planning groups. The players should be exposed to all of the greed, corruption, power grabbing from those who claim to be the future, while seeing good people from the lower classes striving to create a better life for themselves and their families. Players should also see people who have dropped off the grid to found a new shanty town; modern day pioneers. Use moments to develop the starkness of the world. When the characters meet a CEO who has no time for their questions about a dead man in a FACOM versus the mans wife who wants to protect the other workers. The differences in how they are treated and their motives are a way to draw players into the world, whether they care or not is a different story. Use this setting information and create this world.

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Creating Conflict
Understanding the secrets of those in power; why the System thrives and what are its ultimate goals can also help with this. The best place to start is the UN and its secrets. The Saltheri: Ghost of a Threat It was 2043 and Aurtur Flenders was touring the remains of the old United States Empires White House in MoaSen territory. They were showing AvCorp what a perfect spot it would be for an EZone. Washington had been Destroyed by riots and conventional battles in an early part of the Secret War. When touring the damaged building Flenders entered an underground room filled with files and destroyed computer equipment. On the table attached to a dead mans skeletal wrist with handcuffs was a black case which had withstood the passing of time. Flenders had the case taken back to AvCorp HQ where two Tech Guild Masters opened it and retrieved the information contained inside. The dissolution of the Consortium had allowed knowledge of the Saltheri to be forgotten; a crime in Flanders mind. A crime he meant to atone for. The Corps had allowed the information to be lost, forgotten until Flenders found it and what he found changed him forever. What the recordings and data showed scared Flenders so much he stopped doing AvCorp business for over a month and studied the contents of the Black Case. Flenders confirmed how little was known about the Saltheri. What the UN does know is from accounts taken from the old US government documents. They are humanoids tending towards 8 feet in height. They are extremely aggressive and self assured, both in their right to dominate other species and their strength to do so. They travel with a second race, bird like and very delicate who from the account seem to be advisors or scientists. Black Case of Destiny The case con- Ancient Documents tained the en- These documents are kept in the main tire recorded chamber of the ESC in London for any meeting, tran- member of the ESC, or their guests to scribed notes look at. They are kept locked in a Safe of the meeting, with 25,000 SP (Kronus Steel/Iridium and examples blend metal) with an Active VSIC Algoof a technology rithm Chip Dedicated to Security sysfar beyond the tems TEF: 625. The Documents are not humans of the allowed to leave the room and are kept time. The meet- in a case with MRI Tracing data stored ing was between in computers throughout the UN. The the U.S. Presi- papers will crumble if removed from the dent and a race case. There are numerous digital copies calling itself the as well. Saltheri. They had arrived at the White House in early 2004, just after the Paulson revolt. They had been monitoring humanity for some time as a candidate slave race. The Paulson units and their Non - Living technology revolted them; they considered the technology of the Paulsons an affront to nature. The Saltheri Empires ambassador also told the president that the humans had 10 earth years to Clean Up the Paulson menace or they would destroy the planet. He further stated that the Saltheri would later welcome the human race into the Saltheri Empire as secondary citizens;

The Recreation of the United Nations

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From the year 1998 through 2045 humanity was at war, at first with itself, then with the insidious Paulson units. Then from the wreckage of the secret war, humanity fell to fighting itself once more. The history gives you the flavor of what humanity went through. It does not let you or your players know how horribly close humanity was to losing to the Paulsons. This is what the UN knows that humanity does not. In one short span of 15 years we all but ended our life on this planet. In the years after the Secret War, Corps of all sizes abused and blackmailed the various nations around the world. Actions like Timmonds Fuels corruption of Mexicos government into the New Aztec Empire and the Monarchy of Finlands nationalization of all Major corps in 2048 exposed the collision course that humanity was running toward. The CEO of AvCorp, Aurtur Flenders, saw the next great war, the Corps versus the Nations, being humanities last for a long while. While the Geneva Accords of 2042 defined how corporations should fight, no one Corp was powerful enough to enforce these agreements. They were violated all the time, even with AvCorp trying to enforce them. The Corporations were keeping the Nations weak so they could exploit the workers and build what they knew needed to be built. When Corporate wars started people would die until one side gave up, then another war would start. The Nations were corrupt; either fighting themselves or other Nations over borders that had not been defined in years for an extra slice of corporate cash. They fought the Corps over access to the EZones and did nothing about smog clouds over the sprawling filthy shanty camps they called cities. No one had a plan, humanity was slowly dying. Only Flenders and a few others saw it coming. In 2048 Flenders outlined his plan for a new United Nations to resolve disputes and fund the needed social changes in the Nations. The plan was simple; Each Nation, Guild, and Corporation would contribute to the UN based on their share of the Global Planetary Production Index. Nations would get reinvestment from the UN to grow their countries society and people. The UN and its four organizations: The UN Economic Security Council, The International Justice Council, Military Advancement Command, and the Security Council would guide the Nations and the corps to a greater humanity. That was the purpose of the UN at first; Flenders plan was simple simply find a way to save the ragged collapsing society that the Secret War had left in its wake. There were no System Equations then. The UN would simply use MAC and its StrikeForces to encourage growth and discourage any one from pushing humanity over the edge. Then something happened that changed Flenders world forever.

Creating Conflict
Who are rich in their rights, but know their place within our society. When we had left the confines of our solar system. The Saltheri comment that humanity would be allowed to work as servants of the Emperor enraged Flanders. Flanders assumed that the leader of the Cartin Consortium, Martin Cartin, was aware of this aspect of the war and had suppressed the information at the time. The creation of the System and Planning Groups is to allow humanity to show the Saltheri that we will be equal partners or we will take the universe from them. That is the final purpose of Flenders UN and why the Planning Groups force humanity to grow and grow fast. The one great fear is leaving the planet too soon and losing to the Saltheri. Humanity must be ready to win that war, that is the one goal of those who drive the System. No more than 15 people know the truth; and no one would ever speak of it. The Kazkan of course, are not entirely human. The Saltheri have genetically re engineered these humans to be more like Saltheri. The Kazkan have use of some Saltheri Psi Abilities that humanity has never seen. There are two reasons for the existence of the Kazkan; one is to monitor the Earth for signs that Paulson Units still roam the earth and move to destroy them whenever possible, the second is to be used by the Saltheri as shock troops against the UN. The second mission is, at this time, unknown to the Kazkan because they believe they are simply higher forms of humanity. They are unaware of the genetic manipulations the Saltheri have done to their race. To discover the fact that the Kazkan are really an entirely new species is difficult. The fact that a 850 TEF genetic signature that looks entirely human will block any genetic analysis of their blood or other cells. There are also Saltheri living in one the Kazkan clans making sure the UN and humanity do not discover their secret too soon. phantoms of a dead president whos empire no longer existed. So the information was lost; forgotten until Flenders found it. Flenders explained to the 9 other CEOs that he refused to accept the outcome of Saltheri dominance as acceptable; the 9 CEOs in the room agreed. They knew the had to encourage humanity to grow both as a society and technologically. The initial plan called for the creation of an ESC controlled planning group. This group would devise a way for humanity to develop so that within 150 years humanity could defeat or at least coexist with any threat inside or outside the solar system. The plan was handed off to the newly appointed ESC Commissioner of Planning, the CEO of AvCorp Aurtur Flenders, also the President of the ESC.

The Insurance Policy

The Creation of The System

The first meeting of the UN Economic Security Council (ESC) was a shocking moment for 9 of the CEOs present. Aurtur Flenders used this closed meeting to explain why fighting the Paulson units 20 years ago in the Secret War was so critical. The Secret War was fought to save humanity from two threats, The Paulsons and The Saltheri. The Saltheri comment that humanity would be allowed to work within the Empire as servants of the Emperor enraged Flenders, that the leader of the Cartin Consortium, Martin Cartin, was aware of this aspect of the war and the information had been suppressed; that the dissolution of the Consortium caused it to be forgotten was a crime in Flenders eyes. In 2034 the threat of the Saltheri seemed a remote and contrived idea to many of the new CEO and political leaders. Corporations Like Timmonds Fuel and Styer Hann had real enemies to deal with, not

The United Nations Planning Groups Flenders took the reigns and pulled in the best Scientists, Technologists, Military minds and Futurists from the Tech Guild, various Corps and the Sea Lords. They had a bold directive; take the world as it is today and find a way to force humanity to a new pinnacle of social and technological development. For 6 months the men and women worked on various ideas and ways to force such growth. In the end a Technology Guild Master named Haris Viand conceived of a System where the pressure of competition at all levels of society would drive various corporations, guilds, and nations to a level of innovation and development never seen before. He had even devised equations that would show pressure points, allowing actions to be taken to get Society to move in the directions that were needed. The UN would use military and social power to make certain that no one factor could unbalance or corrupt the goals of the System. The risk in previous designs had been that one power would overcome the others and an Empire would be born. The Viand equations helped to keep the power distributed; allowing a unified UN to breakup pressure points and allowing the Plan to succeed.

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Awarding Character Growth


Flenders loved the plan and many sweeping reforms were passed by the ESC to create the System, though no one ever told the world or the people it was about to change. The Sea Lords removed themselves from the Planning Groups refusing to cooperate with the UN; they saw the System being designed as the worse kind of tyrant. The Sea Lords vowed to destroy it. This fight between the Sea Lords and the ESC/Planning Groups continues to this day. Structure of The Planning Groups The Main Planning Group was made permanent and 4 Sub groups were created to help filter and monitor the direction of the System. The initial 4 sub groups were the Combat Sector Sub Group, the Corp Sector Sub group, the Civilian Sub Group, and the Guild Sub Group. In 2057 another 4 permanent Sub groups were added; The Species Sub Group, The Psi Sub Group, The Religious Sub Group, and the Technology Sub Group. Each of these Sub groups have spawned as many as 50 of their own research groups at any one time. These groups explore a particular question or problem within the System. Recommendations from these sub groups with recommended actions go to the UN. Decisions are made which determine the course of humanity every day. One day they may restrict a technology, the next release one with worse implications for a different sector of the plan. The Planning groups only mandate is to drive competition between every entity in the System; whether they are a shop keeper or a major Corporation. Even AvCorp is not immune to the will of the planning groups. The Sea Lords and UN forces have faced each other in open combat on more than one occasion over Planning Group actions. The planning continues and the System thrives because of the many conspiracies initiated or caused to be initiated by the planning groups decisions, and the Sea Lords want it stopped. The System continues to subtly control and drive humanity to a new level of power. Their methods set people against each other or may drive enemies together; using their immense sway and influence over the future, no one really understands what the planning groups do or the amount of power they have, except for the UN and its leaders. GPPI and the System The funding for the UN and by extension the system, is obtained from the Global Planetary Production Index (GPPI). This index lists every corporate, guild and national entity in the system. Illegal entities such as smugglers, the black market and pirates are also tracked by the GPPI even though they receive no benefits from the GPPI system. GPPI works based on each entities contribution to the Gross Planetary Product. This is the largest tool the Planning Groups have to modify behavior and goals of large System entities it needs to grow the system. The System promotes Corporate and National unity because of the close link to resources and production. The Planning Groups both sides must work together or the System will falter, its equations out of balance. The GPPI has had many scandals in its time, as corps and nations have tried to exploit the System. The Planning Groups that manage the Index are aware of these attempts and use them as just an alternate ways of manipulating the System equations. The Planning Groups use such abuse to increase social growth, industrial production, and technology research; after all the Planning Groups are nothing if not focused The System Correction of 2131 The ghost of failure haunts every CEO of AvCorp since Flenders, so much so that one CEO tried to change the course of humanity. In 2131 it became apparent there were two factions in the UN ESC. The two factions were fighting over methods; either dedicated to the System and its ultimate goal of a superior humanity able to fight the Saltheri in the future or should humanity prove their worth now and find a way to partner with the Saltheri as equals. The second faction was lead by the CEO of AvCorp/ESA Chandler Varsta; who worked hard and in secret with many different people, to get an exceptional human with advanced training to go to the Saltheri. This human would show the best abilities of humanity and convince the Saltheri we could contribute more to the empire as partners, not slaves. Varsta hoped that this would allow humanity to get to the stars sooner not later. He found the qualities he needed in a Homo Superior orphan named Dexter. Dexter was raised by a computer genus named Barnard Qaudin. At the end of 2131 Dexter was sent to Alpha Centauri to meet and work with the Saltheri. Varsta and his allies were killed soon after Dex was launched into space to work with the Saltheri. The reports of several Sub groups and the Master Group to the ESC and AvCorps board concluded that Varstas side plans were not realistic based on all available resources on the Alien Threat. The report also warned that such deviations could eventually lead to humanity entering into another conflict within itself. The ESC took immediate action and ordered Varsta to be removed. They got more than they bargained for when a Senior AvCorp VP named Telthar Viand moved before anyone else; stormed Varsta office and asked Varsta why. The recording of that conversation has never been revealed, but Telthar Viand was quickly made the New CEO of AvCorp. Viand and her allies are fanatically dedicated to giving humanity every chance to become the leading species in the stars. Viand will not allow anything to stop the growth of humanity into the race she believes it is destined to be. After she killed Varsta she had many of his supporters arrested by the IJC. Still others have gone underground, waiting to see what happens with Dexter and his mission. The ESC and Telthar Viand hunts them as traitors to the UN and the System. Viand and her allies are determined to make sure such a deviation does not happen again. She believes that any sane person will support the System when they see the dangers that face humanity. UN Planning Groups in the Game The Characters should almost never be directly involved

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with a UN planing Group. These groups do policy and even when trying to go around the ESC they use the highest level contacts. Should the characters go after a Planning group, they should plan for fighting StrikeForce after StrikeForce until they are dead or neutralized. Higher level characters may think this is the way to start the rebellion, they will find they are wrong. The IJC will declare them outlaw and the ESC corps will hunt them down. Unless these characters have powerful allies, they will die. The quickest way to start a true rebellion against the ESC and the planning groups is to expose the Planning groups methods and plans; say release a confession or tape of a planning meeting on the UNIWeb. A true rebellion will cost many lives, changing humanities future forever. General Commendations -- All Attitudes Action Every successful skill roll Every successful attribute roll Commendations 10 40 4 * Threat Threat Threat/10 * # mooks 30 30 10 to 50 (GM disc.) -50 (GM disc.) 30 to 50 25 50 25 5

Every obstacle dealt with without killing Every enemy NPC Overcome of higher level Every enemy NPC Overcome of lower level Every Mook Overcome/Killed For surviving a mission For succeeding a mission For good role play

Awarding Character Growth Commendation Awards

As characters interact with the world the you have created, they gain experience or commendations. Commendations are converted into new skills and other forms of character growth. After each adventure, commendations are awarded by the GM, based on what the characters have done. Experience is given based on actions and results. Making good use of skills to create high SkillSet values, investing in situations by invoking a passion conflict, or good role playing to gain a SkillSet modifier from the GM will gain a player bonus commendations. Negative or disruptive play, or failing to invest in your characters passions will cause you to lose bonus commendations and slow down the growth of your character. The list details how Commendations are awarded to players. There are three lists: General, Adjusting Bonus and Fighting Bonus. General commendations are used for all characters regardless of their attitude. Those who are adjusting or fighting can gain bonus commendations by doing things on those lists. Characters who are indifferent to the System can take actions on either bonus chart for additional Commendations, but that can lead to complications in their life (from a Role Playing perspective), as these bonuses tend to exclude each other.

Overcoming a Complication For brutal/excessively violent play Plays Passions Well (Per Occurrence) Chooses to Adjust ( no Passion Target roll)(Per occurrence) Good Character Skill Use

Bonus Commendations -- Adjusting Attitudes Action Mission Success overcomes Anti-System Conspiracy Mission Action preserves System Asset Commendations 50 10 100 30 50 20 30 25

Mission Aborted as success hurts the System SubContract Success Helps System SubContract Aborted as Success Hurts System

Conspiracy Exposed to System entities (ie IJC) Conspiracy Destroyed Foil Overcome

Foil Given to System Entity (ie IJC)

Character Succeeds at Adjusting Plan

35

100

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Those characters who are Believers or Supporters of the system, taking actions that help the system, such as stopping an Illegal sub contract, protecting an IJC officer from gang members or destroying a pirate base; actions like this support the system and are rewarded with greater educational and technology access as the System rewards them. Such access leads to more training opportunities, better

Creating Conspiracies
access to information and other perks that are represented by the experience above. The System rewards those who contribute, and by taking actions which support the System, your character is contributing. However if you are perceived as hurting the system 1 small act can close doors swiftly. These commendations affect both character growth and ranks Bonus Commendations -- Fighting Attitudes Action Mission Success impedes System Goals Mission Action Disables System asset Mission aborted as Success helps System Goals SubContract aborted as success helps System Goals Conspiracy Exposed to Anti System Forces Conspiracy Destroyed Foil Overcome Commendations 50 10 100 30 50 20 30 100 35 25 the player will also have to be dealt with. As the characters passion targets lower the ability to stay on no side gets harder and harder to justify. Indifferent players have the most options on how they want an adventure to come out, they also have the greatest risk of fighting the system after a period of time. Playing an indifferent character causes passions to rapidly change; forcing more role play, if they wish to maximize their commendations. The GM has final say on any plans to get double bonuses and adjustment plans to stay.

Changing an Attitude back to the system

SubContract Success Hurts System Goals

Foil NOT Given to System Entity (ie IJC) Character Chooses not to Adjust

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Those characters who are Against or fighting the system, taking actions that hurt the system: completing an illegal sub contract, send those gang members to stop the IJC investigator, warning the pirate base the attack is coming, all of these things improve the character in the mind of the System opposition. Such improvements lead to more training opportunities with those against the system, better access to anti - system information and other perks that are represented by the above experiences. Those against the system try to help where they can, but if it appears you are playing both sides or simply in it for the newest training, those who would help disappear quickly. Indifferent to the System... Burning Both Ends Some characters may choose to take an attitude of indifference to the System. They may find the opportunity to play both sides is very real. The players can do what they want during the course of the game, and still get rewarded for it. The Indifferent player gets Bonus Commendations for actions which benefit or harm the System. The problem is the commendations come with enemies who usually dont like the characters actions. Indifferent characters can get a double bonus if they can make the mission succeed for both the System and Anti-System forces. They may save the secret files from being released on the UNIWeb, only to give the info to a Corp who will use the files against the UN later. The problem is the UN knows who has access to the files and may very well come after the character later, either using legal means (the IJC) or darker methods (MAC StrikeForce to kill you). The passions of

To bring a characters attitude back to the system, a character must take an action to help the System, linked to a passion they specify. By taking such an action, the passion is raised by 1 and an attitude shift towards the System can occur. The player must complete a GM approved adjusting plan to do this. The plan must be the character doing something that affects one of their Passions, and the results of the plan must have positive consequences for the System and other believers. Success in the plan is required to increase the passion and change ones attitude. While this improves ones passion target; targets can never be higher than their racial starting target. Even if a Character does swing back to Believing, it is more than likely the character will swing back against the system when that next piece of information crosses their path. Once your illusions have been shattered, it is very hard to go back. AI Learning Chances No AI should get more than 3 learning chances in a single session. If you award them anymore the AI needs to be the reason the whole StrikeForce did not die. Generally 3 should be that was the best use of an AI in the last 3 sessions. Normal use of an AI and its skills to tech work and help the party would get 2 learning chances.

Character Contact NPCs

As you play characters will ant to create NPCs who can do some grunt work for them or pull some information they may need. It is fine to create such contacts using social combat or story points, however they are NOT all powerful. Use Social Combat to determine what the NPC can help them with, some of the stuff they need they should have to do themselves.

As you create a story line, the conspiracies, and missions you will have points were you think it is time to put on the brakes. The characters are getting to beat up, if they take one more hit they might die.... DONT put on the brakes. The story is the story, use a NPC to warn them going this way is bad, think of something else. Fake an intuition roll that warns them off whatever you think fits the story. Should they not listen, it is their Funeral (could be literally). Give them every chance to save a character who

Creating a Good Campaign: The No Brakes Theory

Creating Conspiracies
does die, but keep it real and make it cost. Players who know that the GM will back off when they push the limits of the rules or story, are basically invincible. If they know you will not hesitate to blow them out of the sky or crack their heads open if they make a bad call, well they might just think a tad harder and do something that much more interesting, and bring your game to a whole new level of awesome. When the players know that everything they do has an effect and could cost them, in time, money or their lives, they will tend to work together if only to make sure they live. That is what you want as a GM, a party that works together, even if they have different end goals or passions that directly conflict. Make them work out a compromise or die trying to. So no brakes; make the story outrageous. Make the NPC body guard of the head conspirator a Big Ugly killing machine, that takes all of them to overcome. Ambush them, beat the hell out of them, make them work for the Commendations and credits they get. Remember to reward them when they succeed. Let the characters get powerful so the next story can have bad guys who are even worse.... In the end it is their choice to do with their character as they wish. Give the player every chance to role play a solution they are happy with. Should a player choose to ignore something you think they should care about; Either make them roll a passion check or use that as another plot to show them the price of ignoring the world around them.

Managing Different Professions in Game

Each profession has different objectives as the characters grow and improve. STO and C-SPY characters will be driven towards stealth and combat, STOs may also like to stretch their vehicle legs often. PSI and Techs will be looking for knowledge and technology that helps them expand their skills in the technical and PSI skills. Since everyone has such different personal goals the chances are the characters may split during a adventure, making your Job harder, and slowing the game down. To help you run separate encounters during an adventure here are some tips:
If an STO is going to do Vehicle combat, then create situations which has options for everyone else to take some sort of action; either on the ground or in the vehicle. Ground force takes out emplacements or outposts, while those in the Vehicle can boost rolls like Detection and Maneuver. Vehicle combat can take place just as other actions do in a phase. Simply go in order of reaction as always. Manage time per character to keep the game moving if the party splits up. Use combats or quick NPCs to hint about a plot direction, but be ready to change the story is they go a different way. Character passions and story points also create new plots and scenes, expanding the story and can be used to get the party back together at just the right time. When creating salvage for the party make it more than just guns and armor. A Scanner chip in a pocket that they find or even a power cell they may need as they adventure make good salvage too. Should characters of different attitudes start to fight in the party, create a distraction. Party fights are okay, but they should not take to long they really distract from the game. Use the distraction to show them what the real enemy is and as a way to find a commons solution that solves both passion and other character needs, commendations and credits.

Game Masters Influence

As the Game Master (GM) it is important to remember not to force or railroad the players to use role play or mandate when characters choices should invoke

a passion. The GM can ask a player why their passion is not in conflict, you can even make the player roll a passion check to determine if a passion is in a conflict. Whatever the result do not force the character to care. Just keep hitting them all with conflicts and let them make the moves to expand or change the direction of the game with the choice.

Employers and StrikeForces The first time your characters play they will be employed by MAC. Whether you use the Starter mission or create one of your own, the characters are working Free Lance. This means MAC gets a job and hires them out to do it. Free Lance jobs pay as much as a regular job, they just lack the perks. As the characters continue succeeding at missions for MAC, corporations will become interested in them. Failed mission will also attract employers, but these

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Creating Conspiracies
are the more never ask questions type of employers. All employers pay well, but some dont really care if you come back alive. After 2 or 3 sessions the players should get at least 2 offers from Corps, Nations, or Guilds they have worked for once or twice. I would say no more than 6 Freelance missions before the offers start rolling in. The perks are what makes having an employer worth it. An Armor Corp might lower the cost of all repairs, A Nation might have great medical or pay great additional bonuses. A guild might have access to Tech the character could normally never use. Each offer will have a cash bonus for signing and a perk, free armor upgrade for example. Whatever the characters pick, joining Corp X or Nation Y or none of them, fuels the conspiracies around them. Use the offer as a way of showing the characters they are a part of an organization, but even the good ones may still use them as a resource first, humans second. ate the situation needed for the ultimate goal to work. SubGoals and the actions they take are the tools which drive conflicts in the campaign, creating character choices. The actions taken by the conspiracy sets the tone of how ruthless the sub goals actions will be. A Goal to destroy a Corporation takes many more powerful, and ruthless, actions than stealing a single piece of tech. Remember to plan on how violent and ruthless the opposition will be and create the NPCs who can do the violence level you want. The Main Foil is the NPC who drives the Ultimate goal and the actions taken to achieve.

The Main Foil

The Campaign

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Conspiracies are created around an ultimate goal. This is what the Main Foil wishes to achieve with all the Sub Goals they are funding. You must define how this web of conspiracies flows around the characters actions either directly against them or indirectly effecting them. Create missions that define the actions the conspiracies is willing to take; which should cause passion conflicts with the Characters. As the action occurs around and to the characters; the discovery of what the conspiracies and the actions they are taking means. These actions and goals should ALWAYS conflict with at least one characters passions. A campaign should put your players in a moment where choosing a side means something. So when your characters meet the main foil in all their evil and viciousness; the players have to choose to fight or help the foil. Creating A Campaign A campaign in the violent and cynical world of 2136 can be created many ways. You could Paint this world as a nice place where violence sometimes occurs, in the authors opinion, this is a mistake. This world chews up people as raw materials and the players should know that. The Corporations, Nations, power hungry Corp executives, and the Mad Scientists in this world are out for their own gain. The conspiracies that the highest level NPCs create use those grunts and regular people to achieve their selfish goals. Conspiracies do not have to be against the system; Some may be created by the System to test something or someone. Conspiracies will always force the discovery of some information the System or the UN needs, whatever else you can come up with. The bigger the conspiracy, the bigger the end goal and the more passions it will conflict with. The first step in creating a Conspiracy is the creation of the Ultimate goal. This goal sets the tone for the campaign; will the characters be pursuing pirates, a rival corporation, or some super secret organization? Whatever the Ultimate Goal it must be specific and must have relevance to the characters passions. The greater the link the better the experience. Sub goals are steps in the Conspiracy to cre-

The Main Foil is a driven, ruthless, power hungry individual. They are not stupid and they play for keeps. Whatever Sector of the System the Main Foil is in, they are well educated and ruthless. Their plans are about their greater glory, even if there is a benefit to others in their Ultimate Goal. The Main Foil should be way ahead of the characters in skills and Equipment, and they dont follow the laws on tech restrictions. Their bodyguards will have the best equipment, know how to use it, and be willing to use it as often as necessary. When you Role Play the Main Foil he should gloat over every failure, every step the characters have taken that helped his plans. The details of their help and the effects on innocents, entities or issues the characters care about should be a passion conflict to the characters. When the characters finally get to the main foil, assuming they ever do, it should be the ultimate battle. So many passion conflicts have happened by this time that the players should have chosen if they want to stop the main foil and the Ultimate Goal. All the grief and horror they have seen should have forced the characters to think about their choice. That is not to say players may not take actions to help a side they have chosen; especially if the Main foil makes an offer they cannot refuse. Thats how the System wants it.

Creating Conspiracies

In the world of StrikeForce, Conspiracies swirl around the Characters creating situations which conflict with the characters passions. The situations are hard, dangerous, and should force players to take a look at the type of person the characters is, and where they stand in the System. This balance of danger and reward is the hardest part of the GMs job. Creating a cast of characters to oppose the characters and conspiracies that opposition works for is a tough job. Using those NPCs to unite a party of people with diverse interests is even more difficult. That moment when they confront their passions due to an action or plan from the conspiracy and move forward to make a choice as to where they stand in the System is rewarding for both the GM and the players. The System and Conspiracies The System generally does not care about conspiracies. It is just as likely the conspiracy the characters are dealing with was started in some way by a planning group.

Creating Missions
Characters who try to get the UN or other System entity to help them will get no help. They may even get in trouble, forcing passion conflicts. That is not to say the UN and the System cannot be used to push the characters along the trail, only to be left high and dry when they need the most help. Thats the System; building a better humanity through tests of fire and deceit.

Passions vs The Conspiracy


The bottom line in Example A group of Slavers who hate any Campaign is to create conspiracy non pure humans for instance. The goals of these slavers should goals which leads set off passions, whatever conthe characters into flicts occur in during mission Passion conflicts. make sure they enhance the overTake cues from all story and the players want to invest in the game and their your players charcharacter. acter passions; do all your characters have religious and political passions? Your campaigns should have those topics in full focus of those themes. The characters are interested in them and you should reward that interest with intrigue, violence, and abuse; that is how the System works. Pick passions themes that force actions across the party if you can, but having one player in the Spotlight also works great if the motivations are strong enough. An action can be interpreted in many different ways, and can affect more than one passion. An example would be to place a character is dedicated to the rise of a nations power, in a position to help that nation, The character can then choose to roll against their passion. When they act it becomes a moment for the character where they could fail or another member of the party could stop them because of their passions. Should one character fail, then adjusting begins and the whole face of the character could change. Mission Type Search & Destroy Assassination Escort Cargo Espionage (Steal Secrets) Steal secrets from x

Creating the Web of Conspiracy The Ultimate goal needs more than words to succeed. The main foil has recruited several minor foils to run the sub goals that will achieve the ultimate goal occur. An example of this would be an Ultimate goal of stealing Technology from Corp X and making it look like Corp Y did the deed. Create 2 Sub Conspiracies to make this ultimate goal happen. Sub Conspiracy 1 is to perform a rash of thefts, making it look like Company Y is doing them, with forged documents and other incorrect clues. Sub Conspiracy 2 is to hire a down on their luck StrikeForce to steal the tech from X, dressed as a Y StrikeForce, killing them after of course and taking the goods. Should the characters capture one or both of the minor foils, they have a road map to the Main Foil. Of course did I mention that the characters work for Company Y??? Or would it be better if they were the down and out Strike Force hired to steal the tech? Such are the ways of a conspiracy.

Missions and The System

Any player, whether fighting the System or a true believer, has to live. A StrikeForce character living in 2136 requires cash, lots of cash, and access to technology. To get these two crucial parts the players have to complete missions. Completed mission gain characters money and bonuses in various forms from credits to technology; always going towards more toys to make a better character. Subcontracts, when available, allow players another avenue to get cash and rank while also letting the player choose between Fighting or Helping the System. Subs make great side adventures even without a linked mission. During a mission the GM should create situations that allow the players to act on their Passions. The more players invest in their characters, the plots and the adventure will be more fun and enjoyable. Description Payment Rates 40,000 24,000 50,000 24,000 30,000 50,000

Pick a target & destroy it Kill person or persons.

Provide Security

Shipment of guns or top secret equipment

Freighter capture

For FACOM or other installation or a senators daughter To capture a freighter to steal or ransom its cargo To destroy a freighter before it delivers its cargo

Freighter Destruction Discredit research Kidnapping

Attempt to steal and leave bad data to invalidate a researcher Attack to damage a Factory Complex or a Distribution Center.

20,000

EZone Attack

Damage FACOM/DISCEN

Holding a personage of importance hostage for favor or money

24,000

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Shanty Town Defense Shantytown Attack

Attack an EZone to discredit the owning country. Defend a shantytown from attack.

60,000 60,000 20,000 10,000

40,000

Attack a shantytown for political or economic gain.

Creating Missions

Give the players every chance to pick a path and actions that reinforce their choices. As the players move forward in the game provide missions that let them earn (or perhaps steal) the cash they need for upgrades. When a Conspiracy or agent the System reacts to a character action, the player should feel the power of those forces which are arrayed against them or supporting them. The greater number of role played conflicts the more fun the game becomes.

violent anarchist group might great visitors with Weapon Type 4s. The numbers of the Opposition should be finite, so factor in how many grunts you have, versus trained StrikeForce or High level security forces in your various phases. As they players enter the mission and move through it, give them opportunities to invest in passions and chances to resolve them as well.

Creating combat obstacles

Creating missions

A mission consists of Conflict points where the characters have some sort of obstacle to overcome. Each mission should have at least three major conflict points; Entry, Completion, and Escape. Entry
The obstacle that occurs when characters enter into the location of the mission.

Completion

The situation, and related obstacles the characters overcome to complete the mission.

Escape

The obstacle trying to stop the characters from getting out of the location.

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There is no set number of these conflict points. It is possible a mission might have 1 entry, 3 Completion situations and 2 separate Escapes or an entry, a completion, another entry and completion, finishing with one escape. Create your mission with the conflicts you want, picking conflict points that contribute to the overall goals of the conspiracy. Conflicts should occur because of the very nature of the conspiracy. Create your NPCs and the defenses around the goals of your conspiracy. Make the feel of the opposition as much like the goal of the Conspiracy as you can. So a secret organization might have a trap laden entryway, where as a

As GM sometimes the bad guys are going to shoot at the characters. As GM you must create challenging opposition the players have a chance to beat, not leave them a pile of smoking corpses after the first phase. Combat obstacles should not be all about; I pick a target, I figure SkillSet, I shoot, and I hit. There should be plenty of room in the combat situation to let the players role play and/ or use character influence to effect the combat and the ongoing plot in non combat ways. A character can choose to stealth into the combat and get a surprise attack. A PsiTech could go astral and step out distracting the guards while the rest of the strike force attacks first. Combat should be more exciting and have a depth greater than I shoot him in the head every time. Also remember the more opponents there are the more actions, and by extension time, it takes to complete a combat. While combat is painful or lethal, influences like drugs and luck points can extend combat for several phases adding more time. The key to a combat obstacle is to create a situation where the whole party can contribute to the ending of the fight. Allowing all of the players to focus on beating major opponents and delaying minor ones is more fun because it involve the players. Each group is different and you must create obstacles that match your players expectations.

Mission Locations

Missions can take place anywhere. Whether in a warehouse, a high rise, or a defense fort, the location effects the plot and the characters reactions. The descriptions in

Creating Missions
this section are to aid the GM as they create details and add depth to their missions. The ideas here are to help create new and exciting back drops for your plots. Cities and Economic Zones The UN has seen the future as one of conflict and struggle. To keep the major populations and economic production areas centralized and defendable, the UN and the Tech Guild have implemented new designs for cities and Economic zones with layered defenses. The Tech Guild has designed the cities of 2136 as massive Arcology type multi level cities. These are discussed in the setting information. Economic Zones The Economic Zones, or EZones as they are called, are layered areas with huge fort like structures controlling Human troops, Droids, Drones, and automated emplacements. These Zones exist for one reason; to destroy would be attackers. These cities and EZones are technological marvels where most of a nations and corporations investment goes. The Nations have no choice but to make their EZones and cities as secure and powerful as they can. It is the only way to attract more Corporate and Guild money, thus increasing their contribution to the GPPI. A Nation that cannot defend their EZones will lose investment rapidly. scraps of cast off metal, many have become centers of illegal and illegal trade in their respective EZones. They are generally self sufficient, farming their own foods, generating their own power, and even defending themselves at times.

Bars

One thing most locations, in either a city, Sublevel, EZone or Shanty Town, has is the availability of entertainment, whether legal or illegal; Bars are a major location for deals or plots to start. Bars in 2136 are divided into three basic types; Upscale, Everyday, Cesspools. The difference is the location and the clientle. Upscale bars tend to be in Upper City Levels and there is usually one upscale for every three everyday in the area. Everyday bars thrive every where Upper level to Shanty Towns. Cesspools in the city levels are rare, as the local residents tend to get them shut down, yet they thrive in the Sublevels and Shanty Towns. Upscale bars Upscale bars are very clean, have real security (off duty police and level 6 or 8 internal zones usually). They serve Drinks, Drugs (legal or illegal) and anything else a person might want. Many have shows with partial or full nudity. StrikeForce members are welcomed, but usually segregated from any corporate customers. The wait staff is friendly, but should trouble break out they will protect the Corporate and Civilian customers. Upscale bars will have 1 or 2 Corporate friends who keep the law off them. Everyday Bars Everyday bars are less clean, and while they are friendly to strangers, they love their regulars. The drinks are good, the drugs usually legal (but not always) and the entertainment either nonexistent or very raunchy. These bars play to the middle class, Corporate, civilian or SF does not matter. Try to take someone out by force and you will fight the whole bar, especially if he is a friend of the bar. Security in the bar is usually none or an Internal Security Zone of 3 or 4 at most. They rely on their friends to defend them. StrikeForce members are accepted, however not trusted unless they prove themselves a friend of the Bar. These are the most common type of bar in cities (level 5 and below), Shanty towns, Sublevels and U.N. Bases Cesspool Bars Cesspool bars are places where the System is less than popular. There are many Cesspool bars in sublevels, shanty towns, and UN Bases. Cesspools have it all, the question really is who do you have to kill to get it. The booze is good, the drugs as good as they can make them and still double their profit, the people keep to themselves no matter where they are from. The Bars are dark and have lots of shady places to make deals. Cesspool bars are a great place to find hackers (usually grouped together) and other law breakers who are indifferent or against the system. Start something and the whole bar will go up like tin-

Major EZone Land Marks

EZones tend to follow a consistent design, they are there to defend the Factory Complexes, Distribution Centers, and the other massive parts of the Global Production Infrastructure. Factory Complexes (FACOMs) Gigantic complexes focused on everything from large scale mining, drilling, research, to product manufacture. The Manufacturing facilities range from artisans working on a single product, large scale assembly lines or Nanonic factories creating anything from parts to DNA viruses. Each FACOM is different and they change as new tenants invest in the facility. These Complexes have multiple layers of Security, defense troops, and technology. Corps take an active an investment in security of the FACOMs they work in. Distribution Centers (DISCENs) Huge warehouses which hold the products created in the FACOMs. The DISCENs are connected to the FACOMs vis Monorails or other guarded transport. While many are automated with minimal security or personnel, smaller nations may actually have huge staff to run these facilities Shanty Towns Many people have left the major cities and the System for a more challenging life. They have joined the Shanty Towns which have sprung up in the EZones. These maze cities are testaments to human ingenuity, many have become centers of illegal trade and symbols of freedom from the Corps in their respective EZones. Created from

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der, some shooting at you some shooting at the other guy, sides dont matter so much as being on the winning side does. Dark, dirty, and vile entertainment, thats what a Cesspool bar brings to the game. 2) Pick size The size of the NPC adds build points as well as affects combat modifiers. Also the NPC s size effects role play and player reactions as well. Size Millimeter Normal (human sized) Massive Huge Small Nano Build Points 10 20 30 50 15 5

Non Player Characters


Whether human, a Droid, BioHorror, or the new types of NPCs added in this book NPCs are the meat of the opposition and stories you tell. This steps in this book are an expansion of the original rules. They are designed to add more detail for the NPC like: Goals, Insanities, special abilities, armor systems, and new dice resources. These enhancements are designed to allows for NPCs with more role play and combat depth, depending on what you need. The more detailed the more of the systems the NPC may have. These rules will also include methods to grow NPCs skills and such as they are played more and more in your campaign allowing the NPC to keep up with the Players.

Mooks

Mooks are simple low threat NPCs designed to be made quickly and pose low threat to higher level characters. They are used to stat up mobs of civilians, gangers, nanobot controlled researchers ect. The idea is to use a single stat block to track the abilities and deaths of characters with minimal ability and tech to survive in 2136. These are the pawns used by the foils, zealots, and fanatics when the conspiracy takes actions they dont want traced back to them. Listed below are the limitations and changes in build of the NPC Steps to create Mooks.

Mooks get no description Mooks max difficulty is easy Mooks get no Specialties (Step 3) Max threat for a Mook is 30 Mooks do Character Build steps 4, 5, and 6 Attributes are figured as normal Mooks get 1 system per 10 Threat. Threat - 5 = maximum # of mooks, you may have fewer than this Killing mooks: Every wound (10 damage) kills 1 so an attack that does 3 wounds kills 3 mooks. NPC Creation - Generate Build Points

3) Descriptive Attributes of NPCs The type and size of an NPC gives you enough to start to envision the NPC in your mind. Take that vision and add details that help flesh out the NPC even more. Human Descriptors can include the species, scars, deformities, rumors, armor styles or specialty weapons. Droid Descriptors include the type of body; Spider shaped, Cylinder, Human Torso, Sphere, animal shaped, or a combination of these or something else. This leads to its mobility system which is discussed in the Systems part. BioHorror descriptors include if it s a biped and quadruped, a millipede, or a flying creature. Does it use claws or does it have advanced weaponry grafted onto its body? Write down these keywords as you finish the aspects and move into build. An NPC of distinctive note might gain more build points, say 2 points per descriptive key word you use, to help you create your vision of an NPC.
Examples Human: Tall Centurian, Horrible scar on left cheek, very proud, belittles all non Centurians. Wears Red Frame armor Droid: Huge Spider body with 10 legs, many sensors, targs, and a Large Type 5 center mounted on a 360 turret BioHorror: Massive Wolfs body with side mounted, front firing Plasma cannons. Metal claws and teeth with body armor plate.

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1)Pick NPC Type Pick what type of NPC you are creating. While only three are listed here, additional types will be added in future releases. Type BioHorror Droid Human Build Points 20 30 10

4) Pick Specialties (pick 1 from each category) You can also increase your NPC build points by picking specializations based on profession, focus and dedication. GMs can pick 1 from each category or skip a category as best fits the NPC being created. Professions listed to give a GM ideas as to where an NPC might fit in the world of 2136. The lower Sector one comes from the fewer build points it adds. Focus shows where a character might have spent more time learning allowing them to get a higher ability in a specific Skill family. A character with Focus in Technical skills would pay less for Computers, Electronics or any other skill in that family. Dedication shows the level of fervor the NPC has for their cause, it is also a role playing guide for how an NPC might react in Social situations or take desperate actions

Creating Simple NPC's


they may take to protect the cause.

Profession----Profession Ganger, Facom Worker, Shanty Town Worker, Sub Level resident/Worker Black Market, Smuggler, Pirates, Defense Zone Security, Facom Security, City level 4 or less Build Points 15 20 30

Encounter Difficulty

Bonus ranks

Easy Hard Insane

20

10

6) Total Build Points Add up all the points from the selections you have made for the final Build points.
Example Droid(30) Massive(50) Corp Security(30) Combat(-10) Foil(40) 100 Threat (50) Insane Encounter(20) 220 Build Pts

C level executive, StrikeForce, Corp Security, City level 9 -11, City Level 1-3, Research Center Security, MAC/UN/Guild leaders, AI

Focus------Skill Focus Technical Social Psi Combat Skill Cost Benefit -10 Combat Skills Cost -20 Skill Costs -15 Skill Costs

NPC Creation - Character Build

Research Medical

- 20 Skill Costs - 15 Skill Costs

- 10 Skill Costs

1) Traits Traits are Story Points related to the NPCs effects. Each Trait gets ONE effect related to the NPCs power or abilities related to the Story.

Dedication------Dedication Build Points

1+ trait number = cost First trait costs 2 BP 4th trait costs 5 BP

Fanatic Zealot Foil

40

20

10

Example Traits Make your own as fits the NPC you are creating, these are only examples that you can use or modify as best fits your campaign. Ambidexterity Attack with either hand Quickness 2 active actions/phase Specialized Weapon Add ability to weapon Specialized Armor Add ability to armor Illegal tech Has 1 piece of Illegal tech Vendetta +1d10 Resource Points against a specific target Rigia -19x explosive 1 Rigia enhanced explosive Create a Device Can create special in 1d10 phases C level at Corp X Executive in specific Corp Detailed Info on 1 PC Info no one else should know Secret Organization Access to Secret Organization resources UN Contacts Resource Points gain UN Resources or Info. Black Market Contacts

Every 10 Points of threat adds 5 Build Points. A 10 Threat adds 5 BP, and 100 Threat would add 20.

4) Threat Level Decide how much dangerous the opposition is. The higher the threat level the more Build pts that are added to the NPC . Adding a huge amount of threat, say 250, would add a lot of build points making a very powerful NPC. This could challenge your players, or make an NPC that could destroy the players, not just challenge them. The total threat assigned to the NPCs in an encounter should match the average ranks of the characters x 10. A good threat for rank 5 PCs would be an encounter with 5 Threat 10 NPCs or 1 Threat 50 NPC. Dont overload your players with threats they cannot beat, its not fun for anyone but you.

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5) Encounter Difficulty Determine rank bonuses based on how hard you want the encounter to be. The more difficult the more bonuses your NPCs will get.

Creating Simple NPC's


Resource Points gain Black market Resources or Info. Smuggler Contacts Resource Points gain Smugglers Resources or Info. Corporate Resources Resource Points use Specific Corporate Resources or Info. Includes Strikes and Tech. Sub Level Contacts Resource Points gain Sub Level Resources or Info. Enhanced Attribute Adds 1d100 to and Attribute value. Choose 1 value per trait, can exceed NPC Attribute maximums. Attributes include: PR, INT, END, PsiCon, PsiPower, Psi Actions, Reaction. Enhanced Skills Adds 1d100 to an NPC skill family. Pick 1 family per trait. Enhanced Specialty Attributes Adds or subtracts 1d10 to Specific Attributes. Pick 1 trait per Attribute. Values Include, EM, Actions, Skill Depth Shanty town Allies Resource Points gain UN Resources or Info. National Allies Resource Points gain Specific nations Resources or Info. Hyper Aggressive Can attack the same target 1 additional time per phase. Specific Target Will only attack the target it was trained to kill Quick Kill Criticals are at +1 Column cause of lethal instincts Gorges on Kills Will stop to gorge on target for 1d6 phases. No drugs or surgery can save the target after the 1st round. Species Killer Will attack targets of preselected species over other targets first Efficient Killer Will kill easier targets first. Die for Master Will do anything to protect its Master. 2) Advantages Advantages are used by the NPC to influence in game situations. Each advantage allows the NPC to do something out of the ordinary, complicating the situation for the Players. The number of advantages an NPC has is limited by their threat. Advantages are powered by the GMs complications pool. To activate an advantage the GM must spend a complication from the pool. As players use luck or story points, the GM gains new complications to power the advantages of his NPCs Tech Points 1 Tech Point can be used nullify the effect of any one technology used against the NPC directly. Planning Points NPC may create a single trap or complication for each point spent. Tactical Points 1 Tactical Point can be used to allow the NPC to take an action out of initiative order. Restart Points 1 Restart Point can be used to restore 100 SP, nullify a malfunction for combats duration, or stop a Power Plant explosion. Resilience Points NPC can use a resilience point to ignore Wound or critical effects for that phase. Aggression Points 1 Aggression Point can be used to add 1d100 DAM must be announced before Breach. 3)Story Points The NPCs greater threat allows the GM to create a deeper character, enhancing the game. Story Points give the GM direction to the type of person the NPC aiding in the Role Play of NPC actions in Game. Story Points also aid in NPC growth for future encounters. When an NPC uses a Story Point to relate whats going on in game, the NPC gains 50 ranks for adding tech, skill ranks and such for future encounters with the Players. You can use the below Story Points or make up your own as always. NPCs gain 1 Story Point per 20 Threat. Story Points: Control Raised/ Groomed by a System Entity( Corp, UN etc) Driven to control Race or Entitys future. Goal: Destruction Hatred to Destroy of type of Entity (Corp, Guild, Nation ,Religion, etc...) Person/Race caused trauma of some sort (Specify target person or race and reason) Place hold horrific memories (Specify Location or Locations and reason) Taught such Knowledge must not be learned (Specify)

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Advantages Cost =5 x Advantage Number 1st advantage = 5 BP cost 2nd advantage = 10 BP cost 3rd advantage = 15 BP cost
Resource Points NPC can use a resource point to activate a trait that uses contacts or information, to aid the NPC.

Goal: Defend Entity raised protected NPC (Specify, Nation, Corp, Guild, Religion, Etc..) Person/Race aided NPC at a crucial time (Specify target person or race) Place is holds value to NPC (Specify Location or Locations) Idea must be defended at all costs (Specify) Personal Code (Specify Belief)

Creating Simple NPC's


Master Goal: Acquire Taught Wealth is the greatest asset Item or holy or historical significance must be found Knows Person can aid their overall goals Power drives the character at all cost it must be theirs Certain Knowledge will aid them in their Conspiracy or personal goals(Specify) 4)Attribute value The attributes use the attribute value for all rolls, The value can be increased by 10 fo 2 Build Points, EM can be lowered by 1. Secondary Attributes are lowered by 25. 125 15

Innovator Genius

450

250

40 Medical Family Field Surgery Advanced Medicine Research Family Engineering Mechanical Science Bio-Engineering Social Family Languages Con Street Savvy Fear/Intimidation Psi Skills Esper Stalker Weaver Quaker Spinner Preserver

20

NPC Skill Combat Family Piloting/Flying Fire Combat Melee Combat Primitive Traps Defense Technical Family Computers Electronics Demolitions Advanced Traps Security Systems Gun Smithing Vehicle Repair Covert Family Stealth Perception Interrogation

Primary Attributes = Threat +25

Includes PR, INT, END, PsiCon, Base Skill Buy 5 ranks @ 2 pt or 10 ranks @5 (Humans 140 max, Droids 300 max, BioHorror 250 max, AI 400 Max)

Secondary Attributes = Primary - 10 (min 10)


Includes: PsiInt Psi Actions per Day: Buy 5 ranks @ 2 pt or 10 ranks @5

Special Attributes Humans/BioHorrors

Special Attributes Droids

EM = ((Primary/10) + 2)(min 1) buy -1 @1 Skill Depth: = Threat/20 -1 (50 per to increase) Luck: Threat/10 +1d10

Skill Based Attributes

SP = Final Attribute Value x 1d10 Buy 2 ranks @ 1 pt or 5 ranks @3

So a human mook (BP:10) + normal (BP:10)+ Threat 30 (BP:15) = 55 Primary Attribute Value, 20 Secondary Attributes, 7 EM, Skill Depth 1, 3 + 1d10 Luck

After skills are purchased the following Skills must be figured for humans and BioHorrors. Droids do Not have any of these Abilities. Reaction: PR/2+Melee Combat/10+ Defense/10 Psi Power: PsiCon x 2 + Highest Psi Skill Action: Reaction/10 (round at .8) 7 ) Armor and Systems NPCs do not design armor the way PCs do. Rather than add each individual system NPCs get 3 base values and can add specific effects from other technologies. Protection - Systems that add to protection. ex:Reactive armor or Kronus Steel Plates Defense - Systems that add to an NPCs Defense SkillSet. ex: ECM, Threat Masking TEF - The armor TEF for any non effect system. ex: Optics, chameleon, VidChip with Rom chips Each NPC also gets a limited amount of effect points. Each effect point allows the NPC;s armor/systems to have technology effects such as a static field discharger or Glove suit morphing. Human base System values

5) Skill Buy NPCs only get main skills, no Sub Skills. The NPCs ability with a Skill determines the number of ranks they have in that skill. A dabbler in Electronics would have 50 Ranks at a cost of 15 Build points, an Innovator would have 250 Ranks at a cost of 20 Build Points. There is no maximum number of skills and NPCs, like Characters, should use their Skill Depth to build SkillSets. Meaning it is better to spread out build spending to multiple Skills, than sink all your Build points into one or 2 skills. Bio Horrors cannot have Innovator or Genius level skills unless their Attributes are above 150.

All NPCs can take Languages Skill at Dabbler (50 ranks) for 0 cost.
Ability Student Trained Dabbler Skill Ranks Build Cost 50 75 25 10 12 5

303

Base Protection = Threat x 5 Base Defense = Threat +10 Base TEF = Threat - 10 System Points = (Threat/2 + left over build pts) Effects = Threat /2 (round Down)

Pre Generated NPC Stats


Threat (45) = 45 x 5 = 225 Base protection and 22 System

Droid Base System Values

Hybrid +150 Base Protect [2] Glove Suit +75 Base Protect [2] Basic Shield 25 protect [1] Adv Shield 150 protect [2] Defense Basic System adds +10 Defense [1] Adv. System adds +20 Defense [3] TEF Basic System adds +5 TEF [1] Adv. System adds +10 TEF [3] Armor Effects Temp Chips 100 Degrees C Threat Masking /Analysis Morphing (Must have Glove Suit Special) Static Field Discharge Light Bending Invisibility AI Partner Chameleon Glove Suit Doppelganger Drugs Heal 5 Wounds [1] Heal 2 Criticals [2] (roll 1d4 for time to heal) Heal 1 Death Critical [3] (roll 1d10 For time to heal) Add 1d100 to a SkillSet (1d10 Phases duration) [4] Add an Ability (1d10 phases) [2] Weapons Std. Melee [1] Melee Custom (can be added multiple times) add ACC:10 DAM 100 [2] FC Type 1 - 3 [1] FC type 4(2) FC Type 5(3) (must have Exo Special) Customize Fire Combat (can be added multiple times) add Acc: 5 x type DAM:100 x type [4] Frag Grenade [1] Imp Frag Grenade /Explosives[2] Specialized Ammo (Ap, backfire, enhanced) [2]

Base Protection = Threat x 2 + (SP/10) (rnd up) Base Defense = Threat + 30 Base TEF = Threat + 10 System Points = (Threat/2) + 10 + any Build Pts Effects = Threat /20 (rnd Down)
Droids PUO = system costs x 75 Malfunction Threshold = Protection/10 BCC = MT/2

Droids must pick a mobility type

Pick the type and the number or height. This determines the system cost and number of malfunctions it can take before mobility is lost. Wheeled Number of wheels = System cost Tracked Number of tracks +2 = System cost Bionic Legs Number of Legs= System Cost Hover (1 m Height) Max height +3 = System cost Maglev (3m Height) Max height + 3 = System cost BioHorror Base System Values

Base Protection = Threat x 2 Base Defense = Threat + 50 Base TEF = Threat - 25 System Points = Threat/4 + remaining build Pts Effects = Threat /2 Round Down -1 Biohorrors must choose a control system

The systems below are some of the few that are know to be used to control these illegal and horrible experiments. Others are in use but the details, and legality, are unknown. Voice Conditioned (TEF+ 5) [2] Chip Control Implant (TEF +10) [3] Psi Inserted commands (TEF + 40) [4]

Armor Abilities 1 Per 10 Threat

304

Basic Armor Systems

Each of the 3 values on an NPC can be increased using System Points. Systems add to Protection, Defense, and TEF of the NPCs are/systems. Specials are specific systems that need to bought as an Effect/Value add. Effects add abilities to the NPCs armor /system. The number of system costs to add to a value/effect is listed in []. Protection System Costs Basic System adds +15 protection [1] Adv. System adds +25 Protection [3] Special Protection Additions ExoSkeleton adds +200 Base Protect [3]

Temp Chips 100 Degrees C Threat Masking /Analysis Morphing (Must have Glove Suit Special) Static Field Discharge Magnetic Resonance Tracker Light Bending Invisibility AI Partner Chameleon Glove Suit Doppelganger Vid Chip Scanner AI partner

Armor Theft Devices Explosive Branding

Pre Generated NPC Stats


This simple system places a soft code register in the main electronics of the armor. Should the armor shut down due to malfunction or a lack of power (I.e. body heat), the armor begins to beep for 24 seconds (4 phases), faster and faster. With 5 seconds left the Beep becomes a high pitched tone and the armor literally explodes with electrical energy and fries every system and slags the protection of the armor. The armor is worthless and cannot be removed from the body without special armor cutting tools. To deactivate the correct code must be entered before the final phase. In the final phase the code will not work anymore. Costs 2 systems

AI /Droid Foil Massive/Threat 100 Insane

Sx-54 Rogue AI Combat Droid

Desc: An experimental droid taken over by a rogue AI. The AI wants to take control of the sub levels of tampa Bay and begin an empire.

Skills FC - 450 MC - 125 Defense - 250 Perception - 250 Computers - 450 Electronics - 125 Stealth - 125 Science - 250 Languages - 50 Armor Protection: 477 Defense: 40 TEF: 60 Malfunction Thresh = 48 BCC = 24

Example

Traits (3)

So to create a Combat Droid that has escaped with a rogue AI inside. AI is creating a gang in the sublevels of Tampa Bay Arcology (lower levels are 1/2 flooded)

Total Build Points would be Droid(30)+Massive(50)+Corp Security(30)+Combat(10)+Foil(30)+100 Threat (50)+ Insane Encounter(20)= 210 Build Pts 3 traits = 9 BP 3 advantages = 15 BP 3 Goals= 6 BP Primary Attributes Base = 50 + 50= 100 + 140 + 240 ( 42 BP) Secondary = 240 -10 = 230 SP = 200 x 1d10 (8) = 1920 Skill Depth = 3 42 BP so far 210 - 40 = 168 Skills FC - Genuis (30 - 10 = 20) MC - master (15 - 10= 5) Dodge - Innovator (20 - 10 = 10) Per - innovator (20) Comp - Genius(30) Electronics - master(15) Stealth - master(15) Science - Innovator(20) Languages dabbler (0) 168 - 135 Base Protection = 50 x 5 = 250 Base Defense = 50 +10 = 60 Base TEF = 50 - 10 = 40 System Points = 50/2 = 25 + build pts 33 = 58 PUO = 60 x 75

Gang Network - allows the use of gang mooks anywhere on the sub level Computer infiltrations + 1d100 to any computer searches in the city Control of the Sub levelsknows everything happening in the sub levels

Systems (61)

Advantages(3)

Resource pts Tactical pts Advanced tactics +1d10 defense successes

2 Weapon Type 4 - Chem Project custom (8x2= 16) 50/500 5 AP Ammo (1) 5 Enhanced Magnetic Ammo [1] 5 BackFire Ammo[1] Maneuver System 6 Legs [6/6] ECM System TEF 5 [3} ECM chips TEF 30 [6] Effects Chameleon Morphing Temp Chip Vid Chip

Story Points (5)

Defend AI existence Acquire a Criminal Empire Use humanity at every turn Collect Advanced tech

Attributes Primary: 205 Secondary: 165


SP = 774 Skill Depth: 4 Reaction: 243 Actions: 24 PUO : 4500

305

Pre Generated NPC Stats NPC Stat Blocks


These stat blocks are suggestions. They are easily changed based on increasing the commendations. These NPCs can be used straight off the pages if they are close to your PCs strength or modify them to match what you need in your story.

Human Zealot Normal/Threat 45 Hard

Officer EZONE Troops (LegOs)

Defense Zone NPCs Squad Leader EZONE Troops


Skills FC - 125 MC - 125 Defense - 125 Per - 50 Stealth - 25 Languages - 50

Human fanatic Normal/Threat 20 Hard

Desc: Usually well off, Using position to launch into Politics or Corp, Not close with men.

Traits (2)

Desc: Leader of Defense zone Squads, Dedicated to nation, Trained but not educated.

Specialized Armor Corporate or Nation resources

Skills FC - 75 MC - 50 Defense - 250 Computer - 250 Elect - 250 Sec Sys - 250 Per - 50 Stealth - 75 Interrogation 25 Con - 25 Languages - 50

Advantages(3)
Resource pts Planning pts Tactical pts

Traits (2)

Quickness free Weapons and Drugs (10 Systems worth)

Systems Protect: 200 Defense: 15 TEF: 10


Trait systems Battle net with anyone in 10 m 4 Imp. Frag grenades Type 2 Weapon [2] 1 Reload 5 Shots [1] 5 Frag Grenades [5] 2 heal 5 wounds[2] Basic Shield (25 Protect) Effects Chameleon Vid Chip

Systems Protect: 350 Defense:15 TEF:10

Story Points (2)

MT/BCC: 35/17 Weapon Type 3 2 melee weapons 1 reload AP ammo 1 Flack Grenade 2 improved Flack Trait systems Battle Net Abilities Temp Chip Chameleon Threat masking/Analysis Static Field Discharge

Protect EZone Acquire Dream Job

Advantages(3)
Resource pts Tactical pts

Story Points (1) Attributes Primary: 80 Secondary: 50 EM: 6 Skill Depth:0 Luck:11 React:64 Actions: 6 PsiPower: 160

Defend Assigned EZone

Attributes Primary: 106 Secondary: 81 EM: 5 Skill Depth:2 Luck: 7 React:83 Actions: 8 PsiPower: 212 EZONE Troops (Legs)

Human mooks Normal/Threat 20 Easy

306

Attributes Primary: 65 Secondary: 30 EM: 5 Skill Depth: 0 Luck: 9 React:51 Actions: 5 PsiPower: 90

Skills FC - 125 MC - 75 Defense - 125 Adv. traps - 50 Per - 50 Stealth - 125 Languages - 25

Systems Protect: 270

Defense: 15 TEF: 10 MT/BCC: 27/13 Weapon Type 2 [1] 1 reload ammo [1] 2 Flack Grenade [2]

Pre Generated NPC Stats Security Officer NPCs


Building Security

SecAssault

Skills

Human Zealot Normal/Threat 60 Insane


Desc: Dedicated to their Corp, Shoot First dont ask questions.

FC - 250 MC - 125 Defense - 250 Computer - 75 Per - 50 Stealth - 75 Languages - 50 Systems Protect: 375 Defense: 20 TEF:10 MT/BCC: 38/19
Vid Chip Basic Shield Weapon Type 4 [1] 1 reload AP ammo 2 Imp Flack Grenade [1] 2 Heal 5 wounds [2] Heal 2 crits [2] Abilities Temp Chip Chameleon Threat masking/Analysis Static Field Discharge

Building Security Human Zealot Normal/Threat 40 Hard Desc: Efficient, Determined to keep records and appearances clean, Wants to impress C level execs, Impressive Contacts, Shinny Armor.

SecOfficer

Skills FC - 125 MC - 125 Defense - 75 Street Savvy - 125 Per - 75 Stealth - 75 Intimidate - 125 Languages - 50

Traits (2) Quickness Corporate Resources Security Net Access Linked to other Sec troops Advantages(3) Tech pts Resilience pts Tactical pts Story Points (2) Protect Corp assets Stop intruders Attributes Primary: 120 Secondary: 95 EM: 7 Skill Depth:2 Luck: 14 React:97 Actions: 9 PsiPower: 240

Traits (4)

Systems Protect: 275

Quickness Ambidexterity Corporate Contacts Specialized Weapon Linked to other Sec troops

Defense:25 TEF:10 MT/BCC: 28/14 Weapon Type 4 2 imp Frog grenades Heal 2 crits [2] Heal 5 Wounds [2] Abilities Temp Chip Chameleon Threat masking/Analysis Static Field Discharge

Advantages(2)
Resource pts Planning pts

Story Points(2)

Protect Corp Execs Acquire Favor of Execs

Attributes Primary: 100 Secondary: 75 EM: 5 Skill Depth:1 Luck: 8 React:69 Actions: 7 PsiPower: 200

307

Pre Generated NPC Stats City Folk Ganger

Arcology/SubLevel/ Shanty Town Human Fanatic Normal/Threat 10 Hard Desc: I kill for Stuff, I kill for status, I hurt others cause I can, I use the world.

Skills FC - 125 MC - 75 Defense - 125 Con - 125 Per - 50 Stealth - 50 Fear/Intimidate - 25 Languages - 50

Traits (2)

Quick Kill

Advantages(1)
Aggression pts

Systems Protect: 160 Defense:30 TEF:0

Story Points (1)

MT/BCC: 16/8 Weapon Type 2 2 Melee Weapons 2 Frag Grenade 2 Heal 5 wounds Abilities Chameleon

Live to see tomorrow

Attributes Primary: 70 Secondary: 40 EM: 8 Skill Depth:1 Luck: 11 React:54 Actions: 5 PsiPower: 140
Arcology/SubLevel/ Shanty Town Human Mook Normal/Threat 10 Easy

Everyday/Cesspool bars Human Zealot Normal/Threat 80 Insane Desc: The UNIWeb is my home, there is no data that cannot be found,I am anonymous,Violence is for fools.

Bar Hacker

Traits (5)

Skills MC - 125 Defense - 250 Computers - 450 Electronics -250 Demolition - 125 Adv Traps - 125 Sec System- 250 Con- 75 Street Savvy- 75 Per - 125 Stealth - 125 Languages - 250

Ganger Mook

308

Attributes Primary: 75 Secondary: 35 EM: 9 Skill Depth:1 Luck: 4 React:46 Actions: 4 PsiPower: 150

Skills FC - 125 MC - 25 Defense - 75 Demolitions - 50 Per - 50 Con - 25 Stealth - 50 Languages - 50

Quickness Illegal tech Secret Org Enhanced Skill (cmp) Black Market Contacts

Restart Pts (2) Resilance Pts (6)

Advantages(3) Tech pts (6)

Systems Protect: 735 Defense: 70 TEF: 90

MT/BCC: 74/32 Custom Melee 40/400 2 imp Frog grenades Heal 2 crits [2] Heal 5 Wounds [2] Heal Death Crit Effects Temp Chip Chameleon Threat masking/Analysis Static Field Discharge Glove Suit Doppelganger AI Partner Light Bending Invisibility

Story Points (3)

Discredit Corps Acquire Wealth Find Data buried by the System

Systems Protect: 110 Defense:20 TEF:0

MT/BCC: 11/6 Weapon Type 2 2 Melee Weapons 2 Frag Grenade

Attributes Primary: 140 Secondary: 125 EM: 4 Skill Depth:3 Luck: 13 React:140 Actions: 14 PsiPower: 280

Automated Zones Foil NPCS - Biotech Corp Attributes Sinclare Xi Primary: 130 Diaz Secondary: 115 CEO Biotech Corp Human Foil EM: 8 Normal/Threat 80 Skill Depth:3 Insane Luck: 13 React: 178 Desc: Devout Moa Sen, Actions: 18 My faith made me what I am, Will do anything PsiPower: 280
to urt or destroy the Free Mercians, power is a weapon to be used, Tall Handsome ( Mid 60s), Dedicated Family man (wife, boy, and girl), Skilled marksman. Skills MC - 125 Defense- 250 Cmp - 75 Sec Syst - 75 Con- 450 Street Savvy- 250 Interr - 75 Intimidate - 250 Per - 125 Languages - 250

Calvi Harpi VP Research Biotech Corp Human Foil Normal/Threat 60 Insane Desc: Determined to be CEO, Ruthless, Enjoys using tech against her enemies, Hates to do violence herself, Always looks good and in fashion .

Actions: 10 PsiPower: 230

Traits (4)

Skills Defense - 250 Computer - 450 Electronics - 450 Sec Systems - 450 Engineer - 250 Science - 250 Engineering - 75 Mechanical - 250 Perception - 125 Languages - 50

Traits (4)

Illegal Tech CLevel @ BioTech Specialized Armor Enhanced Science Skills

Illegal Tech CLevel @ BioTech Corporate Resources National Resources

Advantages(3)
Resource Pts Planning Pts Tech Pts

Systems Protect: 350 Defense: 100 TEF: 40

MT/BCC: 35/18 2 Heal 2 crits 4 Heal 5 Wounds 1 Heal Death Crit Effects Vid Chip Temp Chip Chameleon Threat masking/Analysis AI Partner Light Bending Invisibility Scanner All Suites

Advantages(3)
Resource Pts Planning Pts Resilience Pts

Story Points (4)

Lifes Dream to make Biotech a top corp Defend MoaSen Faith and States is my duty Destroy Free Mericans and their heresy Acquire New tech for BioTech for the glory of the MoaSen

Systems Protect: 805 Defense: 95 TEF: 110

Story Points (2)

MT/BCC: 81/40 Custom Melee 30/300 2 imp Frog grenades 2 Heal 2 crits 4 Heal 5 Wounds 1 Heal Death Crit Effects Temp Chip Chameleon Threat masking/Analysis Static Field Discharge Glove Suit Doppelganger AI Partner Light Bending Invisibility

Mother drove her to Acquire Wealth Fathers death as a mid exec drives her to Acquire Power

Attributes Primary: 140 Secondary: 115 EM: 3 Skill Depth:2 Luck: 24 React: 102

NPCs As a Resource

During the course of the game players my meet NPCs and try to use them to get things or information. It is usually not needed to create full stats of these NPCs. Figure the threat of the NPC and multiply it by PC rank. So A threat 80 CEO working with a rank 5 PC would have a 400 SkillSet. The Players must run a Social influence combat to get what they want from the NPC. Players who successfully influence an NPC can write down a story point entry noting that NPC as a resource for certain things. Each time they want something run another Social Influence combat. This is a fast way to figure a strong opposition and limit the Players ability to get others to do their work for them. Resource NPCs should help, never complete missions for the players.

309

Automated Zones Sample Droid Opposition


Ralston Cheavern Leader Holy Touch SF - BioTech Human Foil Normal/Threat 90 Insane Desc: Dedicated to Biotech, Superior violence is the key, Melee is for fools, Social skills are for ambushing your enemies, Everyone should know their place. Skills FC - 450 MC - 50 Dodge - 250 Piloting - 125 Primitive Traps - 125 Computers - 75 Electronics - 50 Demo- 25 Sec System - 25 Vehicle Rep - 75 Con- 25 Stealth - 125 Interrogation - 50 Perception - 250 Languages - 50 Combat Droid

JDA Skull Bot

Skills

Droid Zealot Huge/Threat 70 Insane


Desc: A Huge barrel shaped Droid bristling with weapons, has a metallic skull mounted on top, designed to create fear, hoover movement. Traits (3) Quickness Enhanced Cmbt Skills Quick Kill Advantages(2) Tactical pts Aggression Pts Story Points (1) Program to Defend Zone Assets has flexibility to kill without release.

FC - 450 MC- 50 Defense - 450 Perception - 75 Stealth - 75 Computer - 250 Sec System - 125 Intimidate - 75 Languages - 125 Systems Protect: 551 Defense: 30 TEF: 25 MT/BCC: 55/28 Custom FC 150/600 1 Stnd Melee 50/125 3 imp Frog grenades Abilities Mobility: Hoover 5 M Temp Chip Chameleon Threat masking/Analysis Static Field Discharge Light Bending Invisibility

Traits (4)

Ambidexterity Quickness Specialized Weapon Corporate Resources

Advantages(3)
Tech Pts Tactical Pts Resilience Pts

Systems Protect: 850 Defense: 40 TEF: 10

MT/BCC: 85/43 Custom FireCombat 150/600 2 Heal 2 crits 4 Heal 5 Wounds 1 Heal Death Crit Effects ExoSkeleton Temp Chip Chameleon Threat masking/Analysis Static Field Discharge Glove Suit Doppelganger AI Partner Light Bending Invisibility

Story Points (4)

Destroy Enemies of BioTech for the glory of combat Acquire Powerful Weapons for the Glory of Combat Defend BioTech Assets For the Glory of the Moa Sen Protect Sinclare XI Diaz for he is a visionary

Attributes Primary: 165 Secondary: 135 SP = 326 Skill Depth=3 Reaction: 133 Actions: 13 PUO = 3675

310

Attributes Primary: 140 Secondary: 115 EM: 3 Skill Depth:2 Luck: 22 React: 100 Actions: 10 PsiPower: 230

Automated Zones Sample BioHorror Opposition


WAT Nanonic Probe Droid Skills

Droid Fanatic Millimeter/Threat 20 Easy

Desc: Tiny Sphere droid, Built to scan for data, uses science/ research to find weak points and data. Traits (2) Size has its Advantages (+1d100 Stlh) Enhanced Sci Skills Advantages(2) Tech pts (1) Restart Pts (1) Story Points (1) Acquire Maximum data from target. Attributes Primary: 106 Secondary: 76 SP = 742 Skill Depth=2 Reaction: 50 Actions: 5 PUO = 360

Defense - 125 Perception - 75 Engineering - 450 Mechanical- 450 Science - 450 Bio-Engineering - 50 Languages - 125 Systems Protect: 90 Defense: 70 TEF: 25 MT/BCC: 9/4 Abilities Mobility: Hoover 2 M Chameleon Threat masking/ Analysis BioHorror
Skills MC - 450 Defense - 450 Stealth - 125 Perception - 450 Languages - 50 Fear - 450

Species: Canine BioHorror Zealot Normal/Threat 70 Insane Desc: An Oversized Canine of varying breed, Especially Viscous, Meatal claws and teeth with a will to use them, Bred to enjoy the taste of flesh and blood, Driven to kill not capture.

Systems Protect: 140 Defense: 90 TEF: 15

MT/BCC: 14/7 Custom Claws 30/300 Custom Bite 20/200 2 Heal 5 wounds 1 Heal Death Crit Abilities Voice Control TEF 20 Temp Chip Chameleon Threat masking/Analysis Static Field Discharge Light Bending Invisibility

Traits (3)

Quick kill Gorges on Kill Efficient Killer Resilience Pts

Advantages(1) Story Points (3)


Bread for Killing Tech irritates canine and drives it Created to respond to voce and voice control(TEF +20)

NanoSwarms in 2136 The NPC rules allow for the creation of numerous droids of any size. The use of swarms of Nanobots to do massive change projects is generally restricted to EZones and Shanty Towns; swarms of nanobots are highly illegal in an level or sublevel of a city. The behavior of nano Swarms is to take forms of Humans or other droids they have access to the schema of. A Huge nano swarm could form dozens of small droids or several human sized droids, or one Huge droid based on the swarms available data. The GM should create several different types of droids that the swarm can become. The swarm can change as it needs to be effective in combat. Attacking a nanoswarm is handled just like a normal droid attack. Nano Swarms can never have a power plant explosion.

Attributes Primary: 145 Secondary: 100 EM: 5 Skill Depth:3 Luck: 16 React: 163 Actions: 16

311

Automated Zones
Martial Arts Master Training The martial arts skill states when a character hits 65 total they must fight a master to proceed with their training. This is an opportunity to truly test a player on the nature of their character. This test is instituted by the System as a further control on what the combat sector knows. There are 3 basic rules to this fight:

BioHorror Zealot Huge/Threat 100 Insane

Species: Crocodilian

Bio Horror

Skills

Desc: A huge (double norm size) Crocodilian, Plasma Energized Claws, Telescoping Kronus steel tail spear, Kronus Steel bite, Highly Aggressive, Hard to control. Traits (3) Illegal tech (claws) Gorges on Kill Hyperaggressive Advantages(1) Resilience Pts Story Points (1) Destruction incarnate Built like a tank Attributes Primary: 205 Secondary: 160 EM: 7 Skill Depth:4 Luck: 14 React: 193 Actions: 19 Pre Gen Vehicle

MC - 450 Defense - 450 Stealth - 125 Per - 450 Languages - 50 Fear - 450 Systems Protect: 200 Defense: 90 TEF: 0 MT/BCC: 20/10 Custom Claws 30/300 Custom Bite 40/400 2 Heal 5 wounds 1 Heal Death Crit Abilities Psi Inserted Commands TEF 40 Temp Chip Chameleon Threat masking/ Analysis Static Field Discharge

1) If you are fighting the System the character will have to physically threaten or blackmail a MAC Major into getting them access to the test. A fighting character may have other routes depending on their contacts; Make them use them. Adjusting characters get access within two weeks of the request. 2) The Master is an NPC with at least a 45,000 commendations many in Melee combat. They will be a Major or above, STO or C-spy usually, but there are independents out there as well. Nothing worse that getting tested by a foil you can never quite beat. 3) The test is always the same, The character has to hit the master for 1 wound. They can use weapons or any other Tech they wish; it is the characters call, but the master will have equivalent weapons, Tech, and armor. The master will not hold back either, they will shatter a knee, destroy a prized weapon, whatever to stop the character from hitting them. If the character scores a hit for as single wound the combat ends, the character may proceed with their training.

Any character who fails this test is done investing in martial arts until they hit the next rank. It is an unfair test, more a test of character. Anyone who had passions related to combat, duty, honor, justice or similar will have an immediate passion check if they fail, the test is that obviously unfair. But after all it is only one wound. Enjoy creating a master adversary that challenges your player, its as much about why they fight as how they fight.

A multipurpose Helo used in almost every EZone for Defense zone troops defense and attack. The viper is well known for its nimble and lethal combat abilities. Primary Systems Viper Strike

312

Attack Helo

Attributes DR - 6 MP -32 SP- 2870 Max Tonnage - 25k KG Hard Points - 70 DV - 130 VCI TEF - 35

Adv Gravelectrics Impved Ejection Backup hydraulics Heat Coating Vehicle Tachyon Shield Holographic Body Sheild Vehicle Chameleon II 4 hard Point links Chaff Jammer Sun Burst Jammer ECMN VCA

The Police in the Game

The True Police The police are discussed briefly in Section 1. The description gives is a vague picture of the police. The police

Automated Zones
of 2136 have two distinct missions and only the UN ESC and the Planning group know what they both are. The primary mission is to control the violence of the era, to keep the StrikeForces and the innocent civilians apart. The Police are especially tasked with keeping the violence of the sublevels in the sublevels. The police are very well paid and very focused on their jobs. Crooked cops are extremely rare, and usually killed by other cops before any type of trial can be commissioned. As section one stated they use force for force, no negotiation, certainly no kid gloves are ever used with StrikeForce personnel. You should go out of your way to make the characters afraid of the Police. When they are in cities the characters should be told when the cops are checking them out, if a fire fight starts in the city levels the cops should arrive fast and guns a blazing. Violence in city levels must be controlled, even if it involves UN sanctioned missions or other Subs or a Freelance, all other violence must be stopped in its tracks, hammered down by the police. All to keep the civs confident in the System. While this primary job is a normal and even rewarding job for the police, it is not the job that has the most effect on the lives of the people of 2136. The secondary and perhaps the most important job of the Police in 2136 is their work with the Planning groups. A System of behavioral control as complex as the UN Plan requires constant monitors, the police are in a perfect position to do this. While most people are aware of the interlinked city network and the scanners that constantly monitor the population. What is not known is the role the Police play when the planning groups analyze and manipulate the data.... Planning Groups and the Police The planning Groups use the Police to nudge individuals onto courses the Planning groups need to, or want to explore. From a trumped up charge that disappears when the target follows orders, to complete destruction of a small Corp causing issues for a larger one, the Police handle it. The Planning Groups use the IJC and their control of the Police to implement policy on a small scale. Call it the personal touch, or the best way to move the rats through the maze, the Police are a major tool; used to prod humanity on track with the goals of the plan. Understand that the Planning groups use the Police all the time, against every type of person, in every sector. StrikeForces get hassled or used to help the IJC move a Corp in a new direction. Corp executives get hung off building roofs, or their position lost for not helping the police frame a fellow Corp Sec Executive. Whatever form of persuasion the Planning groups think will work, they use. This is a dark side of the System, the planning and execution of the steps needed to bring humanity up to the level that the UN has chosen. The Police are simply willing participants of the System; happy to use the methods prescribed by the UN. Using the City Police in a Mission When characters are in a City Level Mission and they plan any kind of excessively violent plan, make sure the cops intervene before it happens. The Police should warn them that any excessive violence will not be tolerated mission or not. The Police will even threaten to blow the characters mission to prevent such violence on a city level. Sub Levels are of course a different story. Unless the UN or a Planning group has ordered such a prevention the Police will not care. Another way to get the police involved is to use them as part of a conspiracy or a planning group move to stop the characters. In these roles the Police are heavy handed, and driven to succeed. This means the Police will do whatever it needs to , Including killing or damaging targeted characters. So the police can turn from controllers of violence to instigators of the UNs will, simply on a single order. Use the police carefully, to much Police interference and the Characters may be put in combat situations they cannot win. Using Shantytown Police in a Mission In sharp contrast to the City police the Shanty Town law enforcers are the good guys. They have no contact with the UN and will stand firm against any U.N. influence in their towns. The characters can use such allies in moments when the system is focused on them. Getting Shantytown officials to trust or help them not always an easy task. City police and Shantytown police rarely meet and when they do the Shanty Town officers will ignore or put the city police down. The Shanty Town Police like a good fight. Police Game Stats Police strategies are based on controlling violence, not making arrests. If a, cop can stop a fight without getting out of his vehicle, he will. A cops personal weapon is their own choice and most carry Weapon Type 4s. All police armor is tailored to its wearer and cannot be worn by any one else, in fact many police forces use wipe branding to make certain that no one has a reason to attack an officer. Dirty cops are rare and when found, are given to civilian boards to prose cute.

Normal Cop Armor Statistics Take any armor and add these systems to it. Cops are tough and taking cop tech is a serious offense, many countries will execute violators on the spot.

313

Automated Zones Police Cruiser

Arcology Shanty Town Human Foil Normal/Threat 90 Insane

Patrol Officer

Desc: Dedicated to their city, Control is the key, StrikeForces are a menace, Sublevels are dangerous, The System is the Best hope for Humanity.

Traits (4)

Skills FC - 450 MC - 125 Dodge - 250 Piloting - 125 Cmp - 125 Elec - 50 Demo- 25 Sec Syst - 25 Street Savvy- 25 Stlth - 125 Interr - 50 Per - 250 Languages - 50

Stats DR - 6 MP - 56 SP - 1200 Crew - 2 Passengers - 3 PUO - 3200 BCC - 25

Systems Classified (as GM Requires) Weapons 2 Type 5 ChemProject

Ambidexterity Quickness Specialized Weapon City Resources

Advantages(3)
Tech Pts Tactical Pts Resilience Pts

Systems Protect: 850 Defense: 80 TEF: 60

Arcology Shanty Town

SWAT Officer

Skills

MT/BCC: 85/43 Custom FC 150/600 2 Heal 2 crits 4 Heal 5 Wounds 1 Heal Death Crit Effects Hybrid Temp Chip Chameleon Threat masking/Analysis Static Field Discharge Glove Suit Doppelganger AI Partner Light Bending Invisibility Magnetic Resonance Tracker Police Algorithm Chip

Human Foil Normal/Threat 100 Insane Desc: Dedicated to their city, Control is the key, StrikeForces are a menace, Sublevels are dangerous, The System is the Best hope for Humanity.
Traits (4) Ambidexterity Quickness Specialized Weapon City Resources Advantages(3) Tech Pts Tactical Pts Resilience Pts Story Points(4) Defend their City Stop any StrikeForce Stop the Violence

Story Points (4)

Defend their City Stop any StrikeForce in the way Control the Violence

Attributes Primary: 140 Secondary: 115 EM: 3 Skill Depth:2 Luck: 22 React: 100 Actions: 10 PsiPower: 230

FC - 450 MC - 250 Dodge - 250 Piloting - 125 Cmp - 125 Elec - 75 Demo- 25 Sec Syst - 25 Street Savvy- 50 Stlth - 125 Interr - 50 Per - 250 Languages - 125
Systems Protect: 1250 Defense: 120 TEF: 85 MT/BCC: 105/63 Custom FC 200/800 Type 5 180/850 2 Heal 2 crits 4 Heal 5 Wounds 1 Heal Death Crit Abilities As Base Cop Cop ExoSkeleton Systems Cop Exo Overlay AI Defense System II +10 to all reaction, +100 to reaction/3times, +20 draw. Chameleon Skin

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Cop Hybrid Armor adds Hybrid Police Overlay (+30 Protect All) Impact Shield ( +100p) [2] Static Field Discharger (-3 EM) [3] Magnetic Resonance Tracker [1] Police Algorithm Chip Officers are paired in a Police Cruiser as described below. This is an armored vehicle and uses the normal vehicle combat rules

Attributes Primary: 140 Secondary: 115 EM: 3 Skill Depth:2 Luck: 22 React: 100 Actions: 10 PsiPower: 230

Exo Sensory Array

Automated Zones
SWAT Team use a SWAT Tracked Scout Designed to move about in all City Levels. Stats DR - 10 MP - 120 SP - 3500 Crew - 2 Passengers - 8 PUO - 4200 BCC - 15 guns but the Commander of the link, which can be a called Shot. How this chip works is very much a secret. Should one of these chips be taken, the City AI, the Local Police, and the IJC will do everything it can do or think of to destroy the chip ASAP. These chips give the Police a huge advantage and allow them to effect the StrikeForces with minimal Casualties. All have Wipe branding installed on them.

SWAT Van

Automated Defense Zones


In 2108 the AvCorp Corporate War against Timmonds Fuel exposed weaknesses in the training of the Systems Combat Sector. StrikeForces were not being trained in advanced concepts, instead they tended to shoot first. The Planning groups determined the Combat sector training was geared to heavily towards combat and not the independent thinking the System demanded. The advanced automated defenses of Timmonds Fuels HQ were beyond the skills of even AvCorp StrikeForces. Fighting through the defenses caused horrific casualties, including the loss of AvCorps 3 best StrikeForces. Chandler Varsta, after Timmonds had been destroyed, went to the planning commissions, demanding a plan to improve the effectiveness of StrikeForces against Fortress Buildings. The planning groups started audits of every automated defense system they could find. The research took years; resulting in the adding of the Field and PsiTechs making StrikeForces even more flexible. The Planning groups, through the ESC, instituted changes in 2128 which redefined the defense zone rating system. Adapting the same rating system as External zones, they quantified and regulated the use of droids, anti personnel emplacements, and sensors throughout an Internal Defense Zone. Refinements of the system took another 3 years finally in 2131 the system was locked down. These rules give your defense zones a frame work, troops, and automated equipment that can be used to create a defense zone challenging to your players. Location EF Modifiers To add to a locations threat and atmosphere create a location EF that uses situational and site specific modifiers to boost the Base EF you are using to oppose the players. When adding Situational Modifiers to increase an EF 10 per (success * average rank of the characters). So a 2 Success modifier would add 100 EF to a Rank 5 character. Example
An example would be a cluttered warehouse against Rank 3 characters could add Long range (60), and broken Terrain (60), would add 120 to the EF when in the warehouse.

Systems Classified (as GM Requires) Weapons 1 75 mm Plasma Cannon 1 Type 5 ChemProject Police Armor Algorithm Chip These are specially designed Nanonic Algorithm chips that have Four Skills instead of the normal 1. The Skills on the chip are used to communicate with the city AI to give the Officer the most complete picture the two computers can create. The Algorithm chip is used as a Tactics, Targeting, and Layout display of everything within the 300 m that the Officer designates. The Chip has the following skills, all of which are updated by an encrypted signal (each city uses a different level of encryption). Engineering: Building Layouts (TEF 37) This is used to determine the locations of any targets in a designated 300m area. If the AI feed is not disrupted add 2000 to the skill roll. This skill extrapolates locations of even invisible or masked targets in the area. Fire Combat: Small Arms Tactics (TEF 45) Used as a Targeting and Threat analysis system. The TEF is added to any normal targeting system max TEF is 800 with this chip. Also ECM DOES not affect the targeting systems of the police as long as the AI Signal is not interrupted. The Chip can also be used to give Tactics advice as a normal Device with a TEF of 60; all Police have Small Arms Tactics Electronics: Bypass (TEF 50) Used to control or disable any city accessible device within the Designated 300 m range. Add City AI skills appropriate to the bypass skill if the link is intact. This allows the Officer to override even AI subsystems. This works regardless of the AI signal Status. Command Lock: (TEF 40 Targ Linker) All Police teams can link their shots with a SWAT team member. The Police algorithm chip allows one Chip in Command Lock to FIRE all the weapons in range at the same target as one shot. One to hit roll add all damages up for 1 total attack rating. Each gun which fired gets a separate critical roll, the location roll is random for all

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As the GM you describe what the characters see: The Warehouse is huge and its filled with discarded crates and boxes. What the characters do after that could eliminate those modifiers or they could do nothing making it harder on them. Combining these into the opposed EF helps keep the game moving; while allowing you to make creative locations that challenge your players with dif-

Automated Zones
ferent modifiers.. and the Direct Control EF is used.
Command Type Program EF Direct Control EF Direct Control Actions Zone Cost

The owner of the defense zone only has so many resources to invest in a Zone. Whether a Basic Defense Zone or a Mega Corps Corporate HQ, each has only so many Sensors, Troops, and active or passive defenses. The organization table shows GMs what strength of defense zone a building might have. Organization Type Large Legal Small Legal Primary Location Rating 4 6 8 5 Secondary Location Rating 2 4 4 6 8 5 6 3

Internal Defense Zone Creation

Human Staff Skilled

75 105 185 225

125 180 225 305

2 3 4 6

50 75 150 300

Human Staff - Veteran Single AI LSHF

Large Illegal Large Corp Government UN Mega Corp Small Corp

Small Illegal

Multiple AI LSHF

6 10 10 8 8

Network BackBone

The Organization Values

The Importance of buildings in an organization determines its starting Zone Points. So the Primary research center for a large Corporation would have more zone points than a secondary center. A Combat Enhanced Zone would also have more zone points for Troops, Emplacements, droids, and Sensors.

Every Zone has a Network BackBone that carries all the signals and data that a modern defense zone needs. These are state of the art multi route Private Webs which can almost never be completely shut down. Attacking the backbone of a Defense grid is very hard. You must pick the type of hardware and the access protocols used to restrict access. These two factors plus the programing or direct control EF, make shutting down a defense zone a very difficult task indeed. BackBone Stats TEF The BackBone TEF is equal to the Zone rating *10. This plus the Program or Direct Control EF is the opposed EF to hack backBone. Processing Data channels The Zone rating is the number of channels that the Back bone has. To shutdown the backbone all the Data Proc channels must be blocked or physically disabled to shut down the backbone. A shutdown backbone eliminates any direct control from zone command. Network Connections in the Zone All terminals and VidChips in the zone are keyed to use the backbone; most zones block and restrict access to the UNIWeb so data can be inspected and cleansed by filter programs. The network connection information discussed in Section 4 is used when attempting to access the zone network. Access to the backbone can be done using the regular network connections or finding the physical hardware and forcing a connection.

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The Command Type shows the type of staff that controls the forces in the zone. The Command staff creates programs to automate equipment or boost their human troops. Command Staff can also control a limited number of equipment directly. Automated equipment and droids add the Program EF to the TEF of security emplacements and Sensors, It is also added to Skill EFs of droids, human troops, and other intelligent allies in the Zone. The Direct Control EF is the Skill EF + TEF of any Device directly controlled by the COmmand Staff. In The Case Of droids that are Directly Controlled the Program Skill Is lost

Choose Command type

Zone Equipment Occurrence Chances

Rather than have you create a detailed map with 75 10 meter segments of DNA Sensors and another 20 me-

Automated Zones
ters of Mag Wall panels making your maps impossible to read, instead each sensor or other equipment use an occurrence chance. This is the chance that zone command is using the sensors where the action is taking place. These rules give your Defense Zone a skeleton to determine random events and actions which apply to random encounters outside of the plot. The Occurrence Chance lets your zone have concrete threats to challenge the characters as they try to complete the mission or other goals. when a beam is broken, the newest ones are harder than ever to fool or tamper with. If there is a broken laser it sets off an alarm TEF: 7 SP: 70 Protect: 40 Zone Cost - 10 per 10% Occurrence Chance Size: Millimeter BCC: 110 Calon Energy Detector A simple system that detects the emissions of any Calon energy in a 100 m range. Use the TEF as a PsiCon to do a normal detect Calon energy action. TEF: 15 SP: 300 Protect: 150 Zone cost 50 per 5% Occurrence Chance Size: Millimeter BCC: 87 Psionic Wavelength Electrical Barriers A basic electromagnetic field that disrupts Calon energy when it encounters it. The field is confined to Walls, due to the amount of power required to maintain the multiple frequencies. Any Psi Skills used in halls with this must overcome the distraction of the TEF. These Barriers also damage any astral forms going through. The PSi Must roll PsiCon versus the TEF + 1d100 as a Psi Attack. Lower the Attack by the Defenders Successes from a PsiCon roll. Every success results in a 1d10 damage roll. to the astral target. A failed PsiCon roll means the Psi takes damage and has been thrown out of the astral plane and must roll Combat Stress at -6. TEF: 10 SP: 450 Protect: 250 + Wall Zone Costs: 30 per 20% Occurrence Chance Size: Small BCC: 80 DNA Sensor Sweeps A complex system that detects the many different types of DNA that Glove Suits use. These DNA strands are distinct and can be analyzed to give the complete functions of the suits. These detectors CANNOT scan for specific human DNA, unless a sample is provided before the scan. TEF: 15 SP: 300 Protect: 300 Zone Costs: 40 per 30% Occurrence chance Size: Millimeter BCC: 70 Magnetized Wall Panels A system to minimize the capabilities of Plasma and ChemProject weapons. Laser weapons are not affected. ChemProject and Plasma Weapons ranges are limite3d to short. Any attacks against the walls use a TEF: 75 ECM defense. TEF: 8 SP: 550 Protect: 350 Zone Cost - 40 per 10% Occurrence Chance Size: Normal BCC: 60

Concealment of Zone Equipment Most of the sensors and other equipment are on such a tiny scale, millimeter or small sized is most common, that concealment is not needed. When Concealment is needed you can use the program EF for the opposed EF to see the concealed device. Critical Hits All mechanical devices have a Base Critical chance, whenever a device is attacked roll against BCC. if the roll is under the BCC the device takes a critical. A critical causes a malfunction. The first halves the TEF the second malfunction the device fails.

Sensors

These sensors are used passively y to detect those who might be in a place they should not be. Base TEF for all Sensors is Zone Level x 3 Motion Detectors A system to detect motion in a 10 m area. The devices are common and the newest ones are harder than ever to fool or tamper with. If there is motion it sets off an alarm TEF: 5 SP: 100 Protect: 50 Zone Cost - 5 per 10% Occurrence Chance Size: Millimeter BCC: 90 Laser Detectors A system to detect motion in a 10 m area. The devices are common, using low level lasers to detect movement

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Active Defenses

These defenses are used to actively stop intruders, some by stun some by killing their targets. All Active defenses are linked with a detector of some sort. Base TEF for all Sensors is Zone Level x 5

Automated Zones Hard Tech BioTech

Ionic bonding Floor and Wall Plates Designed to lock a target into place, these plates have a holding pressure of 2000 KG. even ExoSkeletons cannot break the hold. The Plates are armored to resist attack. TEF: 12 SP: 550 Protect: 350 Zone Cost - 40 per 10% Occurrence Chance Size: Millimeter BCC: 80 Force Bubble Traps Modified scanner emitters create cells to lock the target in a forces bubble of Gravity, Physical , and Weak Nuclear Forces. The emitters enclose the target in energy that becomes a physical barrier, a bubble. The Bubble has a protection of 500 and 750 SP. The Energy stream that creates the bubble can be disrupted. TEF: 10 SP: 750 Protect: 500 Zone Cost - 80 per 10% Occurrence Chance Size: Small BCC: 90 Technology Nullifier Another system based on scanner emitters, this sends a specific wide field nullification attack on all tech in a 5 m area. More than 1 target can be affected, but only one is the target, and all technology is attacked with a nullifications attack. Once a target is found it will continue to attack with nullification attacks, until its linked sensors lose the target. TEF: 15 SP: 550 Protect: 450 Zone Cost - 40 per 10% Occurrence Chance Size: Small BCC: 95 Class I Calon Lightning Generators A generator that attempts to absorb any Calon energy used within 50 m. The Calon energy is then used to power laser weapons which attacks the origination point. The generator powers a burst laser with an acc/damage of 135/450. It is a hybrid laser infused with Calon energy, making it more coherent and deadly. Each Generator has a Calon Detector used to detect the Calon event. The accumulators drawn a portion of the Calon in to the generator. Due to the unstableness of the collectors roll 1d100 -50. This is the drain from the calon pattern, and it is subtracted from the Pattern EF. The Drain is added to the Acc/Dam of the laser. Roll attack, either automated or direct control, as normal adding damage dice and rolling for criticals. Laser armor is used to defend. Each generator has 1500 SP and 1000 pts of armor. Usually floor or ceiling mounted. TEF 20 Enc. 500 Zone Cost: 60 per 5% Occurrence Chance Forces: Electromag/Physical/Calon Size: Normal BCC: 60 Automated Gun Mounts Allows any Type 3 or Type 4 to mounted on an inner or outer wall. The Gun can be program or directly controlled for attacks. TEF 4 Enc. 50 Zone Cost: 35 per 5% Occurrence Chance Size: Millimeter BCC: 45

Sensor Vines A Mutation of Rg-12 Organics, these wall climbing vines look like normal ivy with red and yellow leaves. The Vines can detect Human DNA, Hard Tech emissions, Bio Tech chemical signatures and anything else a modern soldier emits. To destroy the vines one must do wound negative mods equal to triple the vines END. TEF 14 END 50 Zone Cost: 60 per 5% Occurrence Chance Forces: Electromag/WNF Size: Millimeter Malfunction Dust These Nano particles are scattered around the complex, usually in normal dust. When these nanites end up on armor they make changes to the armor, making it more likely for a malfunction to occur. Each time these occur enough have collected to cause 1d10 penetrations to any intruders armor. A DNA Signature can be applied to armor to make the nanites ignore. TEF - 5 Zone Cost: 60 per 5% Occurrence Chance Forces: Electromag/Physical Size: Millimeter

Standard Troops

These are the troops used for specific Defense of the zone. Do not include costs for foils or other members of the overall conspiracy. Troops ( Humans, Droids, BioHorrors) Standard NPCs cost their Thereat/10. Mooks cost the size of the group *5.

Passive Defenses

These defenses are there to fool, prevent, or other wise interfere with intruders to make there time in the zone uncomfortable. Zone rating * 4 = TEF bonus UNIWeb Blocker Created to make certain that data could not be smuggled out of a facility; the device relies on filters and heuristic search algorithms to return what appears to be UNIWeb data. Actually the device is returning false data and tracking the users every move. Opposed EF to determine if the subject can discover they are not actually on the UNIWeb is TEF + 1d100 + Programing EF. TEF 10 Zone Cost: 5 per 20% Occurrence Chance Forces: Electromag Size: Normal BCC: 90 Chameleon Projector Type I Uses a Chameleon chip to project a camouflage field around a specific 5 meter area. Must designate target when occurrence is rolled and location. TEF 10+ chip TEF Zone Cost: 10 per 20% Occurrence Chance Forces: as chip Size: Normal BCC: 90 Man Portable floor Shield A large solid block of flexible and dense material used to block or slow down attacks. The shield is to heavy to move

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Automated Zones
into the path of an attack, it is placed on the floor and ionicly bonds. Use as a normal Combat Shield. TEF 2 Protect: 500 ENC: 20 Zone Cost: 5 per 20% Occurrence Chance Forces: Physical/Grav Size: Normal BCC: 45 Intercept Chip Mount Allows an Intercept Chip (Helmet Chip) to be mounted and used to intercept any communication in the building. TEF 5+ chip Zone Cost: 5 per 10% Occurrence Chance Forces: Electromag Size: Normal BCC: 80

Specialized Defenses

These Emplacements, Droid Programs, Bio Horror training, and Troops types give bonuses to your NPCs in the zones. Shock Troops Cost double normal points, but have specialized armor and Ammo. Increase Simple NPCs armor by 250 Protection and give them Armor Piercing ammo. Mooks gain 150 Protection and 10 END. Droid Adv Combat Programs These programs are designed to improve the ability of the droid to fight. The programs are custom to each Droid adding 3d100 Skill Ranks to the skills of the Droid. No more than 30 can be added to any one skill. Zone Cost: 80 per droid added to. BioHorror Brain Chemistry Control Allows the command staff to direct and manipulate a BioHorror to attack or other commands at the will of the Command Staff. Unless the signal is blocked the creature will obey. TEF 30 Zone Cost: 850 per bio Horror added to. Type 1 Anti Personnel Emplacement (Heater) The Heater is a turret-mounted pair of weapon type 3s on ball mounts linked to fire at one or two targets. The turret has 2 JDA Heater Assault guns with Enhanced ammo. The turret, using tracking information from the Zone control network, is designed for stability and accuracy; it adds 200 to accuracy and +500 to the attacks EF. Sensor TEF: 20 Ammo: 10 full attacks Attack Rating: 700 SP: 2550 Protect: 850 Attacks/Phase: 3 Zone Cost: 10 per 15% Occurrence Chance

To determine how powerful the defense Zone is the below chart shows the rating of the different systems. The stronger the Defense Zone the higher the pay to enter it, because of the greater number of obstacles. The rating system came from the Fort ratings created in the early 2050s as the Geneva accords established in 2034. The growth of internal defenses in cities and EZone buildings lead this rating system being created. This guide is for employers and Strike Forces to the gauge the level of bonus relative to the strength of their targets Defense Zones, both internal and External. It is a Root 2 security access check to get Zone ratings from the UNIWeb. To figure the Strength of your zone simply add the zone costs of each piece of equipment and troop costs in your Defense Zone. The total determines the zone rating. The purpose of a Zone rating is to give StrikeForces a better idea of what they are up against. Zone rating 1 Defense Zone Points 500 1000 1500 1750 Payment Bonus 30,000 45,000 65,000 75,000 25,000

Defense Zone Stats Calculating your Zone Rating

2 4 6 8 7 5 3

2500 5000 3500

2250

100,000 250,000 500,000 375,000 125,000

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10

7000+

6000

Automated Zones Running a Defense Zone Mission Large (50) Stacked Boxes Cover (25)

As the GM your job is to make a Defense zone a scary and challenging adventure location. Characters who choose to enter a defense zone need a plan or should plan to run out of there screaming. Even high level characters could run into trouble in a low value zone filled with wave after wave of security mooks trying to kill them. When to roll for Occurrence The general rule is to roll every time a major change in location or action occurs. If the players are sneaking around roll after every one has done an action. Another good time is when they find the office or object they are looking for. Rolling every phase or after each one does a simple action takes time and is tedious for you and the players. Occurrence chances are an opportunity to ratchet up the tension and the danger the players feel. Every time you roll they should be shouting out I roll perception or I do X, to avoid whatever the hell just happened when you rolled. Using modifiers in a Defense Zone Defense Zones usually have terrain; whether its desks chairs and cubicles or mountains and rivers. These can be turned into situational modifiers making your NPC attacks better or your Characters attacks less effective. Any use of Situational modifiers, power conduits in the walls, heavy duty materials causing interference, use of Armor ECM systems on the walls can make any situation that much more challenging and fun. So use them, again to keep the tension up and your characters involved. Creating Room Descriptions There is no reason not to create detailed descriptions of certain rooms and what is in them. You can add additional modifiers to increase the opposition in specific rooms, that dont add to the cost of the Zone. This gives you the ability to still create a hi tech dungeon crawl, use this system to create a clean and usable infrastructure around these rooms and opposition that comes from the conspiracy they are using. Make a dungeon and have fun doing it.

Motion Sensor: 70% (25) [ 17] DNA Sweeps: 60% (80)[ 27] Calon Energy Detectors: 50% (500) [27] Mag Wall Panels: 40% (160) [25] Psi Wavelength Barriers: 60% (90) [22]
Active Defense TEF: +20

Sensors TEF: +12

Force Bubble: 30% (240) [ 27] Tech Nullifier: 50% (200) [ 32] Class1 Calon Gen: 20% (240) [ 37] Malfunction Dust: 30% (360) [ 22]
Defense Forces

Mooks (4 groups of 5) : (100) 2 Simple NPCs (25,000 Coms): (100) 1 Droid (10,000 Coms): (33) Total Zone Points: 1978 Zone Rating: 4 Bonus: 65,000 Notes: The Crime Family uses this warehouse to copy drugs made by legitimate corps and sells them for under price. Many Corps want this place shut down for good. Internal Zone 2 Large Corporation BioTech Corp Research Center City Level 3 Memphis Command Type: AI - Multiple LSHF Program EF:225 Direct Control EF: 305 Direct Control Actions: 6 Cost: 300 BackBone TEF: 70 Opposed EF: 295 DataProc Channels: 4 Location EF Modifiers (55): High Power System(25) Desks and Files Cover (15) Active Security Scanners (15)
Sensors TEF: +21

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Sample Defense Zones Internal Zone 1 Large Illegal Entity Cimbri Crime Syndicate Drug WareHouse Sub level 3 Command Type: Human Staff Skilled Program EF:75 Direct Control EF: 125 Direct Control Actions: 2 Cost: 50 BackBone TEF: 40 Opposed EF: 115 DataProc Channels: 4 Location EF Modifiers (75):

Motion Sensor: 90% (35) [26] DNA Sweeps: 90% (120) [36] Calon Energy Detectors: 60% (600) [36]

Automated Zones Mag Wall Panels: 80% (320) [34] Psi Wavelength Barriers: 80% (120) [ 31]
Active Defense TEF: +35 will need help and to grow to do it. The adventure is free form; there is enough high level info for you to understand the goals and plans of the major players and the overall situation. It is the GMs Job to add in NPCs that will expand on this and interest your players. You want to delve deeper in to the SubLevel association then make some NPCs; you want to make Basern a bigger part add more NPCs. take the outline given here and expand it to be yours , so it matches the game you want to play. Its a start, what you do makes it an adventure.

Force Bubble: 60% (480) [45] Tech Nullifier: 80% (320) [50] Class1 Calon Gen: 50% (600) [55] Malfunction Dust: 65% (780) [40]
Passive Defense: +28 UNIWeb Blocker: 100% (38)[25] Defense Forces

Conspiracy Goal

Mooks (10 groups of 5): (250) 4 Simple NPCs (35,000 Coms): (280) 4 Droids (25,000 Coms): (332) Total Zone Points: 4627 Zone Rating: 7 Bonus: 125,000 Notes: WAT will do anything to protect and defend their research center. If an alarm goes off expect a StrikeForce to be there astrally in a few moments.

Overview BioTech Research VP had a regeneration human augmentation formula stolen from Basern BioTech by a free lance StrikeForce. The formula allows a user to regenerate 1d10 Damage every phase, but is untested and had major problems with mutations and was shelved. Calvi Harpi has apprised the CEO of her experiments and received no denials, and has started human trails of a tweaked version in SubLevel 3 using a gang called The Knifers. Current Conspiracy Stage Harpi has treated 200 weapon level 2 ChemProject weapons with 10,000 rounds of Level 4 AP ammo. She has been using the Holy Touch StrikeForce to ship 10 small cases of the weapons and ammo to The Knifers in a warehouse controlled by the Cambri Crime Syndicate. The Knifers have been exposed to the mutagen for about 4 weeks and it is starting to have an effect on them. 15 of the 100 gang members who have weapons have failed to metabolize the formula and have started to mutate. The Mission The SubLevel association has raised 25,000 credits for anyone who can figure out where these mutated freaks are coming from and stop it from happening again. SubMissions Basern BioTech wants to find out who stole the augment and will pay 50,000 for good reliable info. Legal MoaSen Collective States will pay 50,000 to anyone who squashes any data that makes them or a major Moa Sen company look bad. Grey

The Mangari Mutagen Incident


This is a simple adventure a GM can run for his first time players. This is a typical conspiracy type adventure of an Evil Corp testing untried product on unsuspecting SubLevel denizens. Beginning characters will not expose the whole conspiracy, they can stop the testing, but they dont have the skills, tech or contacts to take down a CEO. There are seeds for ways to make it happen, but the character

The Black Market will pay 60,000 to get their hands on whatever this mutagen is. Illegal The Tech Guild will pay 25,000 to know who is testing this stuff outside a laboratory. The Mangari Augmentation

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(Not players Info)

Dr. Harpi has turned the augment into a dermal absorbed paste. It is odorless and transparent and each weapon

Automated Zones
has 1/4 of a dose. Touching any of the weapons 4 times is enough to get a full dose and start the process. The Ammo adds 1/4 dose for every clip a person loads. Once a person has a full dose in their system it takes 24 hours for the effects to occur. User makes a PsiCon roll of 75 EF or more and their DNA is able to accept the mutagen. Roll less than a 75 EF and their body mutates. Augmented users heal 1d10 +5 wounds every phase for 2 turns. Then it takes 24 hours for the body to catch up and rebuild the immune system. Mutated humans roll 1 mutation for every 10 EF below 75. Also any mutated person becomes Hyper Aggressive, Efficient killer, and Mindless Rage (will attacks any creature until it is dead). about to mutate). and 2 Cambri family guards (use Ganger NPCs but add 200 Protection and Weapon Type 3s). The Gang mooks all have Weapon type 2 with AP Ammo. Anyone hit with this ammo will NOT get a dose of the mutagen. Completion Characters must escape with at least one of the crates. teh crates use a singularity design and have an ENC 5; while they hold 30 ENC of Luger .40D SubGun weapons (5) and ammo. Both the ammo and Crates have markings that indicate they came from Biotech; EF 150 to find. Any Data search of the network warehouse network will show the creates were all stolen 2 days ago. 20 crates were originally shipped 10 are left ( including the 5 just brought in by Cheevan.

Detecting and Curing the Augment

Scanners and other detection devices need a 65 EF to detect the Augment in its dermal form. To detect what caused a person to mutate would take a 125 EF, but could be done with several rolls EFs added together. Curing the mutations is not possible without lots of Research and money, cheaper to put them down put them down.

A Wild Card

Locations and Mission Setups

In the Warehouse, dropping off the last 5 cases of weapons is the leader of the Holy Touch Ralston Cheevan. He will Stay out of the fight Trying to escape unseen. Should he be detected he will do everything in his power to make it seem like he is investigating for Biotech who is doing bad research in the back yard of BioTech. Escape Players must get out of the warehouse with a weapon/ ammo and report it to suitable authorities. Once they have done this they get paid by the Sub Level association and by any subs they also completed.

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The adventure is divided into 2 separate missions; entering the sublevel and getting the mission details from the SubLevel leader and the Warehouse where the weapons and ammo are. Use the Drug Warehouse from above and set the characters up in a seedier sector of the Sub Level. The SubLevel Mission Entry The mission starts with an immediate attack by 1 or 2 mutated Knives gang members at the Admin building of the Sub Level Association. They seem to be driven to kill Theodore Diagit. Use the Gang Mook NPC and add Mutations to each as stated above. Completion Diagit will tell the characters what sector of the Sub level the knives control which should get them close to the warehouse. Escape As they enter the area controlled by the knives the characters, using Social or Data skills, should be able to find out the knives have been seen at the warehouse (Determine your own EFs at this point). Create normal NPCs for the players to interact with and role play the conversations that get them the needed data. The Warehouse Mission As player approach the Ware house feel free to have additional encounters with SubLevel Civilians, Cambri crime members, or Knives to give them hints they are on the right track. Entry Entering the Warehouse the characters risk being attacked by 2 groups of 5 gang mooks (10 total, 1d6 are

The Major Players BioTech CEO will deny any knowledge, and use his corporate resources to make sure any scandal does not touch him. DR. Harpi will use her resources and such to stay out of harms way, but if an opportunity to make the CEO look bad presents its self, she would be willing to listen. Ralston will do anything and everything to make sure whatever goes down it will not impact the CEO of Biotech. SubLevel Association Lead by Theodore Diagit the association does not want any trouble, just the mutants gone. They will not help implicate BioTech, unless its such an air tight case it seems impossible to lose. Basern BioTech This is a fair and good corp by the standards

Automated Zones of 2136. Avoiding bad press and knowing who is stealing their stuff is their concern. They will fix this with cash, a war with Biotech is not a good thing for anyone. Dr Mangari will help in any way she can from her lab, she hates this unfinished product is out and being used to harm people. Cambri Crime Syndicate They were well paid in drugs and other goodies for the use of the warehouse. Unless someone tries to blame them for the mutations they will keep silent. Intervention by the government will bring their attention on those who are interfering with their business, usually a brutal and violent response.

Notes on this Adventure Keep the adventure moving, if the players get side tracked with accusing the wrong folks about doing something, let them make some perception rolls or use Social combat situations to show them they are on the wrong track and get them moving back towards the warehouse. Use Psi intuition to drive the characters in the right direct and also to let them know when they are making a move that could get them killed or worse not get paid. Feel free to expand this into a series of missions that puts the characters as pawns, willing or unwilling, between the CEO and the Research VP. One thing is sure only with a master stroke of tactics and strategy could the VP beat the CEO.

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Index
A
Ability Addition Drugs 136 Absorbers 77, 88, 89, 90, 94, 95, 98 Accuracy 111, 112, 116, 119, 124, 125, 126, 162, 165 Acrobatics 141 Active Actions , 196, 201 Active Dodge 238 Addiction 136, 138 Adjusting 52, 68, 71, 72, 207, 294, 313 Advancement 16, 24, 36, 37, 68, 70, 143, 146, 178, 181, 272, 275 Adventure 195 Air and Sea Pirates 189 Altitude , 163, 164 Ammo Upgrades 121 Arcology 182, 184, 185, 280 Armor Interfaces 84, 100, 101 Armor Rating 16, 181, 275 Armor Repair 98 Armor Upgrades 87, 88, 107 Artificial Intelligences 76, 279 Astral Plane 1, 222, 225, 226 Attitude 27, 52, 70, 71, 205, 207, 208, 272, 295 Attributes 27, 32, 33, 143, 144, 146, 147 AvCorp/ESA xi, 137, 273, 277, 278, 169

Critical Hits 240, 253 Cybernetic Companions 80

D
Defense Rating 151, 156 Demolitions 124, 125, 126 Destructive Drugs 136 Dinars 177 DISCEN 298 DNA Strand 21, 87, 94, 96, 97, 141, 142, 77 Dose Pack 88, 90 Droids 4, 6, x, 179, 183

E
Earth Credit Depository 272 Economic Security Council xi, 17, 272, 277 Economic Zone Layout 177 Effectiveness , 76 Electronics Skill x Emotion (EM) 32, 210 Emplacements 179, 253 Encom Vanders Labs 16, 95 Endurance (END) 32 Explosives 165 Extraordinary Success x, 194

F
Fatigue 208 FieldTech: Bio 24, 34, 39, 72 FieldTech: Nano 72 Fire Combat Upgrades 124 Fire Combat Weapons 116 Frame Armor Design 82 Free Actions 113, 196, 201

B
Basern BioTech 139 Base Skill 27, 33, 68, 69, 137, 144, 145 Bio Bloc 20, 21, 80, 129, 134, 140 Biotech 71, 78, 134, 217 Black Markets 177, 185, 186, 189, 206, 280 Bonus Commendations 52, 294, 295 Burst Laser 117, 118, 119

G
Game Master i, viii, ix General Equipment 147, 148 Global Planetary Production Index 18 Glove Suit Design 85 Grappling 148 Gravelectric Engines 150, 210, 252, 260 Gravelectric Helo 151 Gravelectric Jet 151

C
Calon Energy 93, 207, 223, 134, 317 Calon Patterns 110, 113, 227 Campaign 195, 295 Catastrophic Failure 194 Character Addiction 138 Character Design 27 Character Growth 68, 294 ChemProject Ammo , 123, 124 ChemProject Weapons 117, 119, 123, 119 Climbing 208 Combat Influence Combat Modifiers Commendation Awards 294 Communications 132, 273 Constructing Vehicles 149 Corporate Spy 24, 34, 37 Corporate Wars 78, 99, 188, 265, 273, 280, 92 Creation of Conflict i

H
Healing 135, 210 Healing Drugs 135 Helmet Upgrades 102 Hospitals 139 Human Augmentation 139 Hybrid Armor Design 106

I
International Justice Council 37, 272 International Smugglers 185, 280 Invers 190

J
Jensen Dega Arms 117, 150, 265

S
Scanner Design 129 Scanner Upgrades 132 Secondary Attributes 33 Skill ix, x, 16, 27, 33, 34, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 56, 65, 66, 68, 69, 70, 72, 181, 193, 194, 195, 197, 199, 201, 202, 203, 213, 224, 227, 231, 238, 245, 246, 247, 252, 254, 255, 257, 258, 275, 287, 289, 290, 294, 301, 302, 303, 304, 305, 306, 307, 308, 309, 310, 311, 312, 314, 315, 316, 319 SkillSet viii, ix, x, 41, 42, 56, 192, 193, 194, 195, 196, 197, 198, 199, 200, 203, 204, 205, 208, 210, 211, 213, 223, 224, 225, 226, 230, 237, 238, 239, 241, 242, 243, 244, 245, 246, 247, 248, 250, 251, 252, 253, 254, 255, 257, 258, 288, 289, 294, 299, 304, 305, 310 Special Tactics Officer ii, 34, 36, 37, 71 Stock Weapons 119, 126 Story Points 27, 33, 51, 205, 206, 208, 227, 294, 295 Styer Hann 116

K
Krosensky Electronics 276

L
Light Armor Design 81 Luck Points 205

M
Main Skills 27, 38, 39 Maneuvers 250, 251 Matrix Armor 78, 99, 110 Medical Technology 21, 135, 139, 214 Melee Combat Damage 27 Melee Weapons 63, 126 Movement 208, 209, 226

T
Technology Combat 102, 104 Technology Effectiveness 76

N
Nanonic Tech 20 Natures Forces Scanners 129 New British Empire 39, 78, 99, 186, 276, 278, 282 Non Player Characters 300

U
UN Security Council 272 Upgrading Armor 76

P
Passions 27, 33, 51, 205, 206, 208, 227, 294, 295 Passive Action 102 Paulson Unit 14, 151 PCT , 276, 130 Penetrations 98 Phased Turn , 196 Phoenix Society xi, 17, 182, 272 Physical Force 102 Planning Groups xi, 17, 18, 19, 70, 99, 116, 128, 131, 179, 185, 186, 193, 206, 223, 270, 271, 272, 280, 290, 291, 292, 293, 313 Plasma Ammo 118 Plasma Weapons 114 Plot 195 Pockets 77, 81, 82, 83, 85, 86 Power Cell 141, 142, 143, 148, 149 Prowess (PR) 32 Psi Con 33, 34 Psi Defense , 224, 225, 97 PsiTech Implants 134

V
Vampires on A Mission ii Vanders 14, 16, 19, 78, 95, 145, 201, 95 Vehicle Combat 166, 250, 253 Vehicle Repair , 157, 157 Virus 16, 94, 96, 98, 104, 136

W
Wagner Androsyne Technologies 89 Weapon Ammo 121 Weapons of 2136 117

Q
Quickness 33, 34

R
Rank 27, 68, 71, 72, 87, 143, 227 Reactive Armor 92, 93, 167, 168 Rigia - 19x 164, 165, 126

Primary Attributes

Intelligence Prowess Endurance Emotion Base Skill PsiCon


Active:

Movement
Passive: Fatigue Target:

Secondary Attributes Skill Depth Psi Actions Psi Intuitions PsiPower Reaction Actions Max Enc Used Luck Points Story Points

Attitude
Believer Supporter Indifferent Against Fighting

StrikeForce: 2136
Name:_____________________________ Height: ( ) Weight: ( ) Age: ( ) Race:______________________________ Hair Color:____________ Eye Color:_________ Profession:__________________________ Sex: M/F Skin Tone: Dark/Light Rank:_______________________________ Tech Levels: 0 1 2 3 4 5 6 7 8 9 10 Unit Name:___________________________________________ Dominate Hand: L R A Home:______________________________ Social Standing:______________________
Target Target Target Target Target Target Target Target Target ( ( ( ( ( ( ( ( ( ) ) ) ) ) ) ) ) ) Combat Family Main Skill/SubSkill

Passions Starting Target ( )

Credits:( Debt: ( Total Commendations:( Available Commendations:(


Social Familly Main Skill/SubSkill

)
Ranks

) )

________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ Research Familly Main Skill/SubSkill Ranks Technical Familly Main Skill/SubSkill

Ranks

Piloting
Gravlectric Jets Gravlectric Helo Wheeled Tank Tracked Tank Skidded Tank Hover Tank Boats Vehicle Targeting Bomb Targeting

Ranks

Science
Scientific Analysis Chemistry Physics Biology

Security Systems
Lockpick Bypassing SoftCode Programs Hard Wire

Street Savvy Police Procedures


Criminal Organizations Gang Procedures Con Lying Stories Persuasions Languages Anglo Russian Techno Euro Chinese Tibetian Afgan Corp Speak Mac Techno Kazkan Sea Lords Speak Related Technology TEF

Fire Combat
Weapon Type I Weapon Type II Weapon Type III Weapon Type IV Weapon Type V Heavy Weapons Small Arms Tactics

Engineering
Structural Analysis Material Analysis Power Grid Layout Building Layouts

Demolitions
Tamping Pinpoint Implosion Fusing Design

Mechanical
Engine Design Engine Repair Metallurgy Lock Design Repair

Advanced Traps
Advanced Triggers AI Controlled

Melee Combat
Hand to Hand, Basic Hand to Hand, Adv Martial Arts Martial Arts Assassin Acrobatics

Electronics
VSIC Board Circuitry Nanonic Board Circuitry Electrical Circuits Low Power Source Design Bypass Design

BioEngineering
Genetic Research DNA/RNA Splicing Protein Sheaths Virus Design AI Design Enzymatic Engineer. Related Technology TEF

Defense
Passive/Active

Primitive Traps
Primitive Triggers Maiming Killing Related Technology TEF

Computer
Hardware Software/Hardware Interface VSIC/Binary Coding Nanonic Coding DNA Coding Debugging Encryption Access Protocols Data Search

_______________________ _______________________ _______________________


Psionic Familly Main Skill/SubSkill Empathic Focus Ranks

_______________________ _______________________ _______________________


Medical Familly Main Skill/SubSkill Ranks

_______________________ _______________________ _______________________


Covert Family Main Skill/SubSkill Ranks

Psionics - Esper Psionics - Stalker


Astral Focus

Field Surgery
Basic Surgery Basic DNA Application Basic Enzyme Application Basic Nanonics Use Basic Bionic Implants

Stealth
Camouflage Stalking Terrain Use

Gun Smithing
Barrels and Bores Unjam/General Repair Sighting

Psionics - Quaker
Force Focus

Interrogation
AI Corruption Torture Seduction Brainwashing Electronic Influence TEF

Psionics - Weaver
Cellular Focus

Advanced Medicine
Advanced Surgery Brain Surgery Advanced DNA Advanced Enzyme App. Advanced Bionics Advanced Nanonics Use Related Technology

Psionics - Spinner
Material Focus

Vehicle Repair Electronics Troubleshoot Suspension Repair Gravunit Helo/jet Fusion Power Plants
Related Technology TEF

Psionics-Preserver
Soul Focus Related Technology TEF

Perception
Select Recall Intuitions Detail Search Long range Related Technology

_______________________ _______________________ _______________________


Permission Given To Photocopy

_______________________ _______________________ _______________________

Innate Abilities
Quickness
______________ ______________ ______________

____________________ ____________________ ____________________

Ambidexterity

TEF

____________________ ____________________ ____________________

_______________________ _______________________ _______________________

Family Info
Parents Info:________________________________________________ ___________________________________________________________ ___________________________________________________________ ___________________________________________________________ ___________________________________________________________ ________________________________________ Sibling Info:_________________________________________________ ___________________________________________________________ ___________________________________________________________ ___________________________________________________________ ___________________________________________________________ ________________________________________ Family Info:_________________________________________________ ___________________________________________________________ ___________________________________________________________ ___________________________________________________________ ___________________________________________________________ ___________________________________________________________

Story Point Details

____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________ ____________________________________________________________________________________

StrikeForce: 2136
Permission Given To Photocopy

Background Story

______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________ ______________________________________________________________________________________________________________________

Weapon Damage Weapon Damage ________________ Ammo Bonus _________________ Total Damage Special Effects/Abilities Weapon Damage Weapon Damage ________________ Ammo Bonus _________________ Total Damage Special Effects/Abilities Weapon Damage Weapon Damage ________________ Ammo Bonus _________________ Total Damage Special Effects/Abilities Weapon Damage Weapon Damage ________________ Ammo Bonus _________________ Total Damage Special Effects/Abilities

SkillSet 1 Purpose: ___________ Primary Skill ____________ Sec. Skill ____________ Sec Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Modifier Weapon Acc Targ TEF Other TEF Other TEF Other TEF Skill Tweak Tech Tweaks SetSkill Total Ammo EF bonus

SkillSet 2 Purpose: ___________ Primary Skill ____________ Sec. Skill ____________ Sec Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Modifier Weapon Acc Targ TEF Other TEF Other TEF Other TEF Skill Tweak Tech Tweaks SetSkill Total Ammo EF bonus

SkillSet 3 Purpose: ___________ Primary Skill ____________ Sec. Skill ____________ Sec Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Modifier Weapon Acc Targ TEF Other TEF Other TEF Other TEF Skill Tweak Tech Tweaks SetSkill Total Ammo EF bonus

SkillSet 4 Purpose: ___________ Primary Skill ____________ Sec. Skill ____________ Sec Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Sec. Skill ____________ Modifier Weapon Acc Targ TEF Other TEF Other TEF Other TEF Skill Tweak Tech Tweaks SetSkill Total Ammo EF bonus

Type Doses Drug Pack ______________ Haldern 6 Max Doses Haldern 12 Enc Flash Repair Spine Miric Clacium Tri Function Organ Fix TineStyne ___________ Defendrs Mods ___________ ___________ Defenders ___________ ECM TEF ___________ Other TEF ___________ Other TEF ___________ ___________ Type Device Hard DNA ___________________ Defense

Wounds

StrikeForce: 2136
Armor________________ Armor Type

Effects: +1 Action to a SkillSet -1 per wound to any EM rolls.

Base Protection Interface Type Slots/Strands Pockets Sheaths Encumbrance Repair Mod

Light Frame Glove Suit Hybrid ExoSkeleton


Helmet:_________________

TEF

Parry Mods

Weapon Acc Psi Defense PsiCon TEF Bonuses Other Bonuses

Helmet Type

Hard Armor Glove Suit


Type Device Hard DNA ___________________ Defense

Interface Type Slots/Strands Images Voices Encumbrance Repair Mod

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

TEF Slots/Strands Enc Repair Function

Type Device Hard DNA ___________________ Defense

Armor Totals Physical Armor

Protection

Optics Stealth Targ Other

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Armor Reactive Absorbers Total Protection Armor Reactive Absorbers Total Protection
Laser Armor

Plasma Armor

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Armor Reactive Absorbers Total Protection


Other Stats

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

Slots/Strands Total Encumbrance Repair Mod Specials


Scanner Design: ___________________ VSIC

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Speed Enc Rng Arm Mount Total Slots Used


Suites/TEF

Nanonic DNA

Forces:

Weapon 7 Design: ___________________ ChemProject

Type Acc Dam ROF Hnds Enc Rng Arm Mount SP


Ammo

Plasma Laser Melee Other

Weapon 7 Design: ___________________ ChemProject

Specials:

Type Acc Dam ROF Hnds Enc Rng Arm Mount SP


Ammo

Plasma Laser Melee Other

Weapon 7 Design: ___________________ ChemProject

Specials:

Type Acc Dam ROF Hnds Enc Rng Arm Mount SP


Ammo

Plasma Laser Melee Other

Specials:

Electromag WNF SNF Physical Gravity Chemical Calon __________ __________ __________

Electromag WNF SNF Physical Gravity Chemical Calon ________ ________

Type_________________ Shots/Clip Clip Enc No. Clips Clip Cost EF Bonus

Type_________________ Shots/Clip Clip Enc No. Clips Clip Cost EF Bonus

Type_________________ Shots/Clip Clip Enc No. Clips Clip Cost EF Bonus

StrikeForce: 2136
Permission Given To Photocopy

StrikeForce: 2136
Vehicle Description ______________________________ ______________________________ ______________________________ _____________________________ _____________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ ___________________________ Vehicle: Jet Helo Scout Boat Traits 1.____________________________ 2.____________________________ 3.___________________________ 4.____________________________ 5.___________________________ 6.____________________________ 7.____________________________ 8.____________________________ 9.____________________________ 10.___________________________ 11.___________________________ 12.___________________________ 13.___________________________ 14.__________________________ VCI: _________________________ Traits 1.____________________________ 2.____________________________ 3.___________________________ 4.____________________________ 5.___________________________ 6.____________________________ 7.____________________________ 8.____________________________ Total Points Armor Wt. Total Wt. Current Wt. Crew PUTO PUO Cost

Vehicle Profile

Vehicle Name:___________________________________________ Vehicle Stats Defense Rating Base Critical Chance Maneuver Points Max Speed Max Altitude Detection Value Electronic Defenses VCI Stats Total TEF Range ECM/ECMN Total TEF ECM Range ECMN Range Weapon 1 Design: ___________________ ChemProject

Vehicle Damage Body Engines Controls Weapons Cockpit

Armor:________________________ Traits 1.____________________________ 2.____________________________ 3.___________________________ 4.____________________________ 5.___________________________ 6.____________________________ 7.____________________________ 8.____________________________ Power Plant: ___________________ Traits 1.____________________________ 2.____________________________ 3.___________________________ 4.____________________________ 5.___________________________ 6.____________________________ 7.____________________________ 8.____________________________ Type Device Hard DNA ___________________ Defense

Weapon 1 Design: ___________________ ChemProject

Type Acc PWR ROF Tonnage Rng


Ammo

Plasma Laser Missile Other

Type Acc PWR ROF Tonnage Rng


Ammo

Plasma Laser Missile Other

Type_________________ Salvos Salvo Wt. Cost EF Bonus


Weapon 1 Design: ___________________ ChemProject

Type_________________ Salvos Salvo Wt. Cost EF Bonus


Weapon 1 Design: ___________________ ChemProject

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Acc PWR ROF Tonnage Rng


Ammo

Plasma Laser Missile Other

Type Acc PWR ROF Tonnage Rng


Ammo

Plasma Laser Missile Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type_________________ Salvos Salvo Wt. Cost EF Bonus

Type_________________ Salvos Salvo Wt. Cost EF Bonus

Permission Given To Photocopy

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

Type Device Hard DNA ___________________ Defense

TEF Slots/Strands Enc Repair Function

Optics Stealth Targ Other

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