Appendices
ForeSight (1986), pp. 102–110 — a best-effort cleanup of the machine-extracted original; expect residual OCR noise. Compare with the source PDF. About this restoration.
ForeSight Appendix IN": the organism's intelligence: A-insect, fish; Blizard, snake; C-bird; D-horse; E-raccoon, cat; Fdog; 1+ as per standard IN scale. FT": the organism's Fatigue. Size: the size of the organism, especially important with regard to fire combat modifiers ("I hate cute, furry animals I"). Sizes are: microscopic, tiny, small, Mansized, 1-hex, 2-hex, etc. Move: the number of Move actions the organism may purchase for one Action Point. This value may be fractional (eg. the organism must spend more than one action point to purchase one Move action, or a pulse of course). Fractions of Move actions may not be saved up, nor may fractions of Action Points be spent. na indicates that the organism is immobile, or at least too slow to move significantly in combat. Turn: the number or Turn actions the organism may purchase for one Action Point; all notes for Move apply here, although some organisms may be able to turn and not move, or vice versa(?). Note: organisms may have more than one Travel Mode, and hence may have separate Move and Turn ratings for each mode. Abilities: any unusual abilities the organism might possess. A given ability may be given a numerical rating: this is the QR required of a Searchl8iology roll for a character to detect the ability (before it becomes otherwise obvious). Description: a brief description of the organism's appearance. Native to: the organism's home planet (or whatever). Note: " these values need not be worked out for organisms of passing interest. No pregenerated organisms for this system are provided, nor is any method to produce them presented. Tough. You'll have to buy ForeScene, which includes an EcoSystem Generator (which will in one fell swoop populate your planet with noxious vermin of many kinds) which is not just a random demon generator. Details about organisms, ego life expectancy, body chemistry, and reproduction, are covered therein also.
SAPIENTS Some creatures on alien planets, or indeed on earth, are interesting enough to warrant detailed treatment. As well as being described as organisms (above) nonhuman sapients are rated in terms of the following: Base Age: the minimum age for an adult creature of the sapient race. Average Life Expectancy: the average age that a member of the race might expect to reach before dying of natural causes. Reproductive Mode: the method by which members of the race reproduce.
A
A2
GPs Recleved per Year: the number of GPs a character of this race receives per year beyond his/her base age (this may taper off, as per humans, or whatever). Attributes: a sapient race will either not possess an attribute (eg. dolphins have no OX), or possess a range (of legal values for that attribute, ego humans have a range of 5-16 for all attributes), otherwise sapients' attributes are handled as are humans'. Points to Distribute: the number of points a PC of the race may distribute among his/her attributes, subject to the same limitations as humans, except that a sapient may possess an inherent attribute value anywhere in the legal range (but may not then exceed this range through training). GMs may wish to provide methods of semi-random character generation for sapients. Prohibited Skills: skills prohibited to members of the sapient race other than those already prohibited by the lack of some relevant attribute. Skills with altered BEFs: any skills that members of the sapient race perform at some negative or positive modifier should be listed here, along with that modifier. Traits: modifications to traits, traits which are inapplicable, and traits peculiar to members of the sapient race should be noted here, along with a description of the latter, so that people will know what they mean. Outlook: how members of the sapient race look upon life; what their goals are; their views of life, death, alien sapients, one another, their progenitors, their progeny, possessions, money, technology, "magic", religion, food. These things are important, and to be truly realistic or plausible, a sapient race will need to have some truly different outlook on some of these things, and a plausible reason for having it. If played properly, members of such a race will also seem alien. Notes: other items of interest with regard to the race.
HOW TO PLA Y FORESIGHT (A quick guide to [3.0] Resolution) The following is a summary of the rules a player must know to play ForeSight, assuming that he/she has generated a character, or been given a pre-generated character. [1] Most of the information on the ForeSight character sheet is self-explanatory: ego Strength (ST) is your character's Strength.
[2] 5 is the smallest value a human's attribute may take, while 16 is the largest. The value of an attribute is that under Trn, unless nothing is written there, in which case use the number under Inh. So 14 would be a very good value for an attribute, 6 would be very poor.
[3] All that matters about a skill in play is its BEF (Base Ease Factor - how easy it is), and its PCS (which usually lies between 6 and 34, the higher the
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better). Where a BEF has some letters in it, look at the values in the top-right of the character sheet. The appropriate number should be substituted in for these letters (the GM will explain). [4] You may be asked to roll against some attribute or skill at some EF (Ease Factor) or at plus some number or minus some number. In the latter case add (or subtract) the number to the skill's BEF (or to 7, if an attribute is being rolled against) to determine the EF; if you were given an EF, then use it. Change any EF> 10 to 10, 0 to 0.5, -1 to 0.25, -2 or less to O. Multiply the attribute or skill PCS by this EF to get SC. Roll D100: Roll ~ SC/10: OR (Quality Rating) 1, brilliant success SC/10 < Roll ~ SC/S: OR 2, good success SCIS < Roll S SC/2: QR 3, competent result SC/2 < Roll ~ SC: OR 4, bare success (or possibly failure, GM will tell you which) Roll> SC, not ending in zero: QR 7, failure Roll> SC, ending in zero: OR 10, fumble/klutz-up A 99 may never give a better result than QR 4; a 100 may never give a better result than QR 7. [5] Personality traits are on a scale of five to sixteen as well. The higher the number, the greater the character's tendency towards the trait to the left, and the lower, the smaller this tendency (the trait to the right is the opposite of that to the left, but a lack of the trait to the left need not indicate a propensity to that to the right). [6] Apart from that, it should all be fairly obvious. Consult the GM if you have any difficulties.
SPECIFIC WEAPON TYPES Sometimes variants of weapons available on the standard weapon list will be available. The modifications given on the Weapon Modification Table (see Appended Tables) may be made to the weapons from the standard list, although no more than two such modifications may be made to a standard weapon (and a modified weapon type may not be further modified, except with GM approval). If two modifications are made, their effects are cumulative. Note: where a ±modifier, or zero, is given, add the number to the usual value for the weapon (with times, a time may not be modified below 1S, and adding one adds one to the number, ego a +1 modifier to 1S becomes 2S, while 2T becomes 3T; 3S +1 is considered to be n, and n -1 is considered to be 3S), otherwise multiply the usual figure by the factor stipulated (except as noted below). Round off where applicable. Recoil modifies the number of recoil boxes, if any; multiply non "P" ammo ratings by the number given under ammo, divide "P" ammo numbers by this;multiply all ranges brackets by the value under ranges; if the jam value is increased beyond 99, treat it as 99* (if a 99 is rolled, then roll a 010; a roll of 10 indicating a jam).
A3
ForeSight Appendix These modifications may only be applied to firearms (weapons with use "H", "L", or "E"). Examples: a Sterling SMG qualifies as a reliable, heavy SMG; while the Walther PPK counts as a light SL pistol, with more ammo than it ought to have given that the standard SL pistol is based on the H&K VP70z (the Walther PPK is really only TL4.5, whereas the VP-70z is TL5. Caveat: the weapons in ForeSight were not chosen to be representative templates of given weapon types suitable for modification along these (above) lines, but as the best commercially made weapons of their kinds available at any given technical level (since if I gave a list of hundreds, players would only end up choosing the best for their characters anyway). Therefore the impressive TL5 SL pistol is based on the excellent VP-70z (perhaps it should now be based on the P7 from the same company). I'm not saying that all revolvers do more damage and are less accurate than all automatics. A more typical SL pistol would lack the +1 PM of the VP-70z, and have an ammo capacity of ten shots; a more typical revolver (that given is a regulation .357 magnum) would do less damage (61, say), and perhaps be faster on the draw. GMs should feel free to add new weapons (and anything else) to the system either based on those given, or entirely of their own devising.
INTERPLANETARY TRANSPORT COSTS & AVAILABILITY The fares for interplanetary travel under [8.0] are really only accurate for travel within the Federation. Fares should be (as a guide) doubled for travel into and out of Federal jurisdiction, unless entirely within a star system containing a Federal planet (in which case multiply by one and a half; the price should be quadrupled for travel entirely outside the Federation). Why? Piracy, licensed and otherwise, plagues those regions beyond the Federal Navy's reach, and furthermore the Federation has tariffs and duties to discourage trade with and travel to the beyond (since, for example, unscrupulous MegaCorporations use slave labour out there): cash and goods suffer 3050% import duties upon entrance to the Federation. Some planets beyond are as scrupulous in destroying pirates and such as the Federation, and so for purposes of these guidelines, treat them as Federal planets. As a reminder, the formula for interplanet fares is: 200(..J(s)+1Slml) (SVU) Where 8 is the distance to be covered in AUs, and m the total of the jump modifiers the ship will incur in reaching the destination (m = 0 for planet to planet hops; -1 for jumps of less than 5LY, -2 for jumps of 5 to 10LY; -3 for 10 to 25LY; -4 for 25 to 50 LY; -5 for 50 to 1OOLY, and so forth). People may also travel through space in "hibersleep", but incur a 1% chance of death, and (should they survive) suffer a -1 modifier to all activity (and Speed) for indefinite period afterwards (the character makes a Fatigue roll after every full eight hours of sleep - but no more than twice per day - and shrugs off the
ForeSight Appendix modifier after he/she achieves a OR 3 or better). Hibersleep fares cost one half as much as normal. Luxury passage costs two and a half times as much as normal, while super lUXUry costs around forty times as much as normal.
Finding Suitable Ships The probability that on any given day a starship will be leaving a starport k for a starport I, with a jump modifier of m, is (kxl)/Iml 'Yo.
If the players express interest in travelling somewhere, the GM should check for a suitable departure in the ensuing few weeks, since most departures would be known about at least that far in advance.
POISONS There are five ways that a charact9r can be affected by poisons: ingestion, inhalation, contact with eyes, contact with skin, and injection. Poisons (generally) come in four forms: gas, vapour, liquid, and solid. Poisons can be paralytic, cardiotoxic, hemotoxic, neurotoxic, corrosive, or just nauseating. All of this aside, here is a simple scale of toxicity to use when categorising poisons in ForeSight. Where pain reistance roUs are required to be made, one should be made immediately. The time requirement for a Diagnose roll to be made is equal to the intervals between Pain Resistance roUs. [A] The poison is fatal in two pulses, unless someone with Emergency Medical is standing by with suitable equipment and makes a -2 Diagnose roll, in which case the victim is given wound status [5]. [B) The poison requires its victim to make a Pain Resistance roU each pulse, and suffer an increase of one in wound level and become stunned if he/she does not achieve QR3 or better. The effect Ceases when a properly equipped character with Emergency Medical is able to make a -2 Diagnose roU, or when the victim achieves a QR1 Pain Resistance roll. [C) The poison requires its victim to make a Pain Resistance roll every ten minutes (or ten pulses if engaged in strenuous activity), and suffer an increase of one in wound level and become stunned if he/she does not achieve QR3 or better. The effect ceases when a properly equipped character with Emergency (Standard) Medical is able to make a -1 (2) Diagnose roll, or when the victim achieves a QR1 Pain Resistance roU. [0] The poison requires its victim to make a Pain Resistance roll every thirty minutes, and suffer an increase of one in damage of damage if he/she does not achieve QR3 or better. The effect ceases when a properly equipped character with Standard or Emergency Medical is able to make a -2 Diagnose roll, or when the victim achieves a QR1 Pain Resistance roll. [E] As per [0] but the interval is one hour, and the Diagnose roll is at -1.
[F] As per [0] but the interval is one hour, the Diagnose roll is at -1, and the effect will cease, in any event, after 05 hours.
A
L
A4
[G] The poison is painful, and the victim must make an extra Fatigue check each hour for the next 05 hours, and will incur a -1 modifier to all activity during that period. The effect ceases if the victim achieves a QR1, or receives a successful Emergency or Standard Medical Diagnose at -2. [PN] The poison is paralytic, and the victim must make a Pain Resistance roll a -N, and if successful suffers a 2 modification to speed for the next hour, and a -1 modifier for the hour after that; otherwise the victim is paralysed for one hour after which he/she makes another such roll (at + 1, for each previous roU failed). A QR10 indicates death through respiratory and/or heart failure.
FALLING DAMAGE A character who faUs H metres in gravity equivalent to G earth gravities incurs damage determined by a random QR and DC DT*(H - 1)G. (. Original DT for larger than life characters.) Damage from faUing is likely to occur in the form of broken limbs (or vertebrae, if you're feeling cruel) and result in immobilisation if not critical injury.
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The character can attempt one of a number of measures to reduce this damage: • Use Acrobatics: DC is reduced by (7-QR) of the Acrobatics roU· • Use Jumping: DC is reduced by (5-QR) of the Jumping roU· • Use Swimming (but only if the character is falling into sufficiently deep water): DC is reduced by (8-QR) of the Swimming roU·. (·at -4+.J(H/G) (round down; may not exceed zero) if the character did not expect to fall) Finally, landing on a suitable surface may reduce falling damage, with a properly prepared mound of cardboard boxes, or sufficiently deep water, absorbing at least 10 DCs of falling damage, a soft pile of straw absorbing 6 DCs, and a correctly used airbag absorbing perhaps 20 DCs.
BURNS Exposure to very hot, very cold, and very corrosive substances and objects, and to high voltages, can be a health hazard. A rough guide to resultant damage classes appears in the Burn Damage Class Table (see Appended Tables). Damage to specific locations has the usual effects, while damage to the [front of the] head is also liable to be blinding if the victim's eyes are unprotected.
ASPHYXIATION (This is most important for swimming, also see [5.0].) A character can hold hislher breath for his/her ENx2 pulses without great strain (EN pulses without first taking a breath). Beyond this, he/she must make a Fatigue roll (costing one fatigue point) every EN/3 pulses (at -1 per such Fatigue roll already made). QR1-3 indicates that the character can continue to do without air; QR4 that he/she must get air within ENI3 pulses or pass out; QR7 that he/she passes out; QR10 that he/she passes out and suffers an increase of one in wound level. This will kill anybody eventually. A character who receives two wound levels in this fashion will not revive unassisted when air is restored.
UNUSUAL TERRAIN Although the types of terrain given in the combat rules are adequate for most outdoor encounters, and one can make do with them in urban settings, there are clearly many sorts of terrain whose effects will be somewhat more specialised, and correct treatment of these terrain types will require a little GM's discretion. To aid this, rather than to catalogue -all possibleterrain types which may occur in play, I shall give some examples of unusual terrain types, and methods of handling them. In the examples below, an agility roll to avoid failing is performed by the character at the designated ease factor, QR7 indicating that he/she falls to kneeling position; QR10 indicating that he/she falls prone (and in both cases the character must perform a recover action before taking an action other than (combat) movelturn, rise, or drop). A single or double asterisk ('·'r·') indicates that the same roll must also be made by a character entering such a hex via a move action (a double asterisk indicates that the roll must also be made at +1 by a character entering via a combat move action). Treacherous Ground is ground upon which one is not entirely confident to move without glancing down. This falls into several catergories ... On Loose Covered (eg. gravel) or Slippery ground one must either reduce one's footwork (in melee), and thus suffer a -1 modifier to dodge actions, or (after any dodge action taken without its attendant penalty) have to make an EF7 agility roll to avoid falling·. On Broken ground (eg. scattered with fist-sized rocks, or on a 30° slope) one must either reduce one's footwork (in melee), and thus suffer a -2 modifier to dodge, and -1 modifier to attack and parry actions, or (after any such action taken without its attendant penalty) have to make an EF6 agility roll to avoid falling·· . On Narrow or Precipitous ground (eg. at the edge of a cliff, or on top of a wall) one must severely curtail one's footwork, and suffer a -2 modifier to dodge, and a -1 modifier to attack and parry actions. Furthermore if a character on such ground performs a dodge action then he/she must then make an EF6 agility roll to avoid falling··, with a QR7 indicating the character falls, but hangs onto the edge, and a QR10 indicating the character has fallen right off.
AS
S
ForeSight Appendix Hexes containing other character. also qualify as treacherous. A hex containing a prone or kneeling, and inactive (stunned, incapacitated, or dead) character qualifies as broken ground. Hexes containing active characters present hazards already detailed in the combat rules; stunned and upright characters can be avoided. Soft Sand and Snow do not provide a solid footing, and not only reduce the amount of footwork one is able to do (causing -1 to attack and parry, -2 to dodge actions), but are one and a half times as difficult to (Combat) Move or Turn in, and any character doing any of the above in a sand/snow hex must make an EF7 agility roll to avoid falling·. Eg. in l T gravity a move action allows a character to enter two sand/snow hexes, and three combat move actions would allow a character to enter two sand/snow hexes. Doors are a pretty common decoration of urban settings, and deserve attention. A quick, reliable, fully automatic door (ie. one which detects you and slides out of the way in a split second) will not even slow a character up. On the other hand slow, unreliable, automatic doors, such as we find in supermarkets today, require one or two action points to open (and then close as an opportunity action (with speed S 0; determined by the GM) after the character has passed through). The sort of door with which most of us are most familiar, which swings open on hinges and has a knob, requires two action points to open towards one, and only action point to open away. They require two action points to close. Sliding doors require from one action point to an entire pulse to slide open or shut, depending on how stiff they are. To unlockl1ock a door with a mechanical lock, using a key, requires the character to make an EF7 OX roll during declaration. If successful, then OR is number of action points the unlocking/locking process will require, QR7 indicates that the door remains locked/unlocked, and the character fumbles for that pulse; QR10 indicates that not only does the character fumble, but he/she drops the key, or breaks it off in the lock. (looking in one's pockets or purse for a key is another matter, and probably requires a Search roll to be made each pulse until successfuL..) Characters may also wish, from time to time, to leap through panes of glass. This will require a move/jump action, and inflict damage upon the character determined by OC1-5 (depending on how strong the glass was) and a random OR. The broken glass will render the ground on the far side of the pane loose covered. Of course a far more embarrassing possibility is that the character bciunces off the glass. Underwater melee combat, as a rough guide, is performed at -1 to attack, and -1 to damage class for melee attacks using thrusting weapons (natural denizens can be assumed to use thrusting weapons); and -2 and -3 respecitvely with smashing or slashing weapons. Most firearms will be useless, although lasers could conceivably be tuned for use in water, and weapons firing slow, heavy projectiles would work over short ranges. Note that gravity when underwater is always NW (near weightless).
ForeSight Appendix Humans underwater should treat Turn, Combat Turn, Move, and Combat Move as costing one point of Fatigue, and APs equal to the 1 + the OR of a Swimming roll (made during the Declaration Segment), with QR7 indicating that no such actions can be taken that turn, and QR10 indicating that no actions of any kind can be taken that turn, or the next. The costs (in APs/pulses and Fatigue) for all other actions performed underwater are doubled. Shallow Water & Mud each double the cost of movement and turning. Mud covered by shallow water costs triple (eg. in such terrain and LT gravity Move action would only be good for one hex of movement, and a Turn action would only allow a 60° change of facing in place; alternatively, one could take three combat move actions to move one hex in' any direction). (Shallow means roughly knee-deep.) Final Note: these notes primarily apply to characters. The movement rates for vehicles through various kinds of terrain are clearly defined by the appropriate tables in [5.0).
TACKLING As a final addition to the combat rules, primarily for those interested in using them to simulate sports, I present some experimental tackling rules. A tackle is performed via two (generally) successive attack actions (opportunity, or otherwise): called the grab (which requires Unarmed Combat, AG at EF(1+G), or Tackling skill (as per Sporting Skill», and the knockdown, the latter of which is optional. The tackler requires two free hands to perform these actions (they may be performed one-handed at -2), and to maintain the hold referred to below (a two-handed hold is broken if the tackler frees one hand; a one-handed grap yields a secure, one-handed hold). The grab action requires that the target at normal or close melee range, and fulfill the usual preconditions for a melee attack, and incurs the usual melee EF modifiers; moreover a grab from behind gains an additional + 1, and from the front -1. The tackler makes his/her tackle roll, and if successful grabs hold of the target, who must then make a ST roll at EF-OR of the tackle. If this roll is a QR1-2 the target breaks the hold and may continue; on a QR3-4 he/she remains standing, but cannot move; QR7 indicates that he/she falls to kneeling position, QR10 that he/she falls prone (and no knockdown action will be necessary). The knockdown action is intended to bring a held target to ground. The tackler makes a ST roll at EF-OR of the target's ST roll, and if successful the target falls prone; on a QR7 the target remains held (and may be subject to further knockdown actions); on a QR1 0 the target escapes.
LARGER-THAN-LIFE CHARACTERS Designer's Notes: a lot of the "source material" for a game like ForeSight, ie. the books, films, and perhaps comics from which players of ForeSight derive "inspiration", involves "Iarger-than-life" (henceforth LTL) characters. By LTL I mean those characters falling somewhere between human and superhuman.
Eg. James Bond (in the films), Batman (in the Dark Knight series; Batman is larger than life, literally, while Superman is a superhero), Luke Skywalker (in Return of the Jedi), and Adam Reith (in the Tschai novels, by Jack Vance). ForeSight, as written, was not designed to cope with such characters, but to allow any plausible, or historical, character to be generated. The rules which follow are designed to fill the gap between "realistic" games (like ForeSight without these rules) and "superhero" games (such as Champions and AD&D). As GM you may choose to allow players to generate characters with all, some, or none of the following rules. Use of these rules by their antagonists should be restricted ·to "major villains" and "privileged henchpersons". Use these rules at your own risk.
Definition: the rules which follow are based on the hero point (HP). A hero point may be purchased for 5 GPs (generation points) or 20 EPs (experience points). A hero point may be sold for 3 GPs (only during character generation). GMs running campaigns using these rules may wish to give characters some hero points during generation (I recommend no more than one hundred be so given). Attributes. An LTL character may increase the Inherent value of one of hislher attributes by one (so long as he/she has already trained the attribute to this value) for 10 HPs. Skill BEFs. An Ln character may increase the BEF (and also the Exp) value of a skill by one by paying its New BEF x Exp HPs (assuming E, T, and G to be three, where applicable), and also immediately paying the increased costs for the skill (using GPs if during character generation, and EPs if using experience). A character may not improve a skill's BEF by more than N, if its limit is 1 (1.5) unless he/she has it at level 10+5N (15+7 .5N), or more. (This rule is pretty rugged. The idea is that you can' improve a skill's BEF by much unless you already have a pretty phenomenal level, and hence PCS, in it.) Psionic Skills & Mystic Disciplines. (Mystic Who? These appear in HindSight.) An Ln character may purchase a psioniC skill or mystic discipline (which would otherwise be unavailable) at level one for 5 x Exp HPs, and must also purchase additional levels in the skill or discipline by paying HPs rather than GPs or EPs (as applicable). Note that this does not apply to skills and disciplines which the character would normally have available. (NB: this applies to both FS and HS characters.) Damage Track. LTL characters are often able to absorb phenomenal quantities of damage. A larger than life character may increase hislher DT (for purposes of determining wound status only) by one by paying (New DT)2 x 5 HPs. Luck. Hero points not immediately spent may be used during play to alter the ORs of tasks performed by or directly affecting the characters possessing them. A hero point may alter the OR of such a task by one per point expended (three points must be expended to change a QR7 to QR4 or QR10, or v.v.). Before a die roll is made, a larger than life character may spend a hero point to make two rolls and take the best one.
A6
Vehicle Modification Table
*Adjectives on a base vehicle. Pursuit, Maneuver and Redline are ease-factor deltas; Speed / DT / Cargo / Pass / Cost are multipliers; Size shifts the size class. Reconstructed — verify against the original. (Police/Military carries a footnote in the source.)*
| Modification | Pur | Man | Red | Speed | Cost |
|---|---|---|---|---|---|
| Cheap/Old/Rusty | -1 | -1 | +1 | ×0.8 | ×0.6 |
| Compact | 0 | +1 | 0 | ×0.9 | ×0.8 |
| Luxury | -1 | -1 | 0 | ×1.0 | ×2.0 |
| Sporty | +1 | +1 | -1 | ×1.25 | ×1.5 |
| Fast | +1 | -1 | -2 | ×1.5 | ×2.0 |
| Police/Military | +1 | +1 | -1 | ×1.25 | ×2.5 |
| Heavy | 0 | 0 | 0 | ×1.0 | ×3.0 |
| Transport | -1 | -2 | 0 | ×1.0 | ×3.0 |
| Utility (loaded) | -1 | -1 | -1 | ×1.0 | ×1.0 |
| Utility (unloaded) | 0 | 0 | 0 | — | — |
Cheap/Old/Rusty
- Pursuit
- -1
- Maneuver
- -1
- Redline
- +1
- Speed
- ×0.8
- Damage Track
- ×0.8
- Cargo
- ×1.0
- Passengers
- ×1.0
- Cost
- ×0.6
- Size
- —
Compact
- Pursuit
- 0
- Maneuver
- +1
- Redline
- 0
- Speed
- ×0.9
- Damage Track
- ×0.8
- Cargo
- ×0.8
- Passengers
- ×0.8
- Cost
- ×0.8
- Size
- −1
Luxury
- Pursuit
- -1
- Maneuver
- -1
- Redline
- 0
- Speed
- ×1.0
- Damage Track
- ×1.25
- Cargo
- ×1.5
- Passengers
- ×1.5
- Cost
- ×2.0
- Size
- —
Sporty
- Pursuit
- +1
- Maneuver
- +1
- Redline
- -1
- Speed
- ×1.25
- Damage Track
- ×0.8
- Cargo
- ×0.5
- Passengers
- ×0.5
- Cost
- ×1.5
- Size
- —
Fast
- Pursuit
- +1
- Maneuver
- -1
- Redline
- -2
- Speed
- ×1.5
- Damage Track
- ×1.5
- Cargo
- ×1.0
- Passengers
- ×1.0
- Cost
- ×2.0
- Size
- —
Police/Military
- Pursuit
- +1
- Maneuver
- +1
- Redline
- -1
- Speed
- ×1.25
- Damage Track
- ×1.5
- Cargo
- ×1.5
- Passengers
- ×1.0
- Cost
- ×2.5
- Size
- —
Heavy
- Pursuit
- 0
- Maneuver
- 0
- Redline
- 0
- Speed
- ×1.0
- Damage Track
- ×2.0
- Cargo
- ×1.5
- Passengers
- ×1.5
- Cost
- ×3.0
- Size
- —
Transport
- Pursuit
- -1
- Maneuver
- -2
- Redline
- 0
- Speed
- ×1.0
- Damage Track
- ×1.5
- Cargo
- ×2.0
- Passengers
- ×5.0
- Cost
- ×3.0
- Size
- +1
Utility (loaded)
- Pursuit
- -1
- Maneuver
- -1
- Redline
- -1
- Speed
- ×1.0
- Damage Track
- ×1.0
- Cargo
- ×3.0
- Passengers
- ×0.5
- Cost
- ×1.0
- Size
- —
Utility (unloaded)
- Pursuit
- 0
- Maneuver
- 0
- Redline
- 0
- Speed
- —
- Damage Track
- —
- Cargo
- —
- Passengers
- —
- Cost
- —
- Size
- —
Damage Track Table
Damage Track (DT) × wound/damage status → the damage-point threshold at which that status is reached. S = a stun-check only; a blank cell = that DT skips that status; Inc[4] / Inc[5] are Part-Destroyed / Destroyed for equipment. To extend past DT 11, alternately add the two modifier rows from the original. Reconstructed from the pixel-art grid.
| Wound (Damage) Status → | ||||||||
|---|---|---|---|---|---|---|---|---|
| Okay | Light | Medium | Heavy | Inc[4] Part | Inc[5] Dstr | Dead | ||
| DT ↓ | A (0.05) | 0 | S | |||||
| B (0.1) | 0 | S | 1 | |||||
| C (0.2) | 0 | S | 1 | 2 | ||||
| D (0.4) | 0 | S | 1 | 2 | 3 | |||
| E (0.6) | 0 | S | 1 | 2 | 3 | 4 | ||
| F (0.8) | 0 | 1 | 2 | 3 | 4 | 5 | ||
| 1 | S | 1 | 2 | 3 | 4 | 5 | 6 | |
| 2 | 1 | 2 | 4 | 5 | 7 | 8 | 9 | |
| 3 | 1 | 3 | 5 | 7 | 9 | 11 | 12 | |
| 4 | 2 | 4 | 7 | 9 | 12 | 14 | 15 | |
| 5 | 2 | 5 | 8 | 11 | 14 | 17 | 18 | |
| 6 | 3 | 6 | 10 | 13 | 17 | 20 | 21 | |
| 7 | 3 | 7 | 11 | 15 | 19 | 23 | 24 | |
| 8 | 4 | 8 | 13 | 17 | 22 | 26 | 27 | |
| 9 | 4 | 9 | 14 | 19 | 24 | 29 | 30 | |
| 10 | 5 | 10 | 16 | 21 | 27 | 32 | 33 | |
| 11 | 5 | 11 | 17 | 23 | 29 | 35 | 36 | |
Notes. If something's wound level exceeds the number in the Dead column, it's still dead. Part (partially destroyed): equipment reaching this status is partially destroyed and certainly non-functional. Destroyed: not only non-functional, but beyond repair.
Weapon Modification Table
Adjectives on a base weapon. Recoil / PM / DC / Draw / Con / Jam are ease-factor deltas; Ammo / Ranges / Mass / Cost are multipliers. Cut-down comes in a handgun () and a longarm/heavy (**) form; a weapon takes only one. Quality (†): one value (buyer's choice) improves by one (favourable ±1, or ×1.25) while another worsens by one (unfavourable ±1, or ×0.75). Reconstructed — verify against the original.*
| Modification | Recoil | PM | DC | Con | Cost |
|---|---|---|---|---|---|
| Cheap | +1 | -1 | -1 | 0 | ×0.6 |
| Heavy | +1 | -1 | +1 | +1 | ×2.0 |
| Light | -1 | 0 | -1 | -1 | ×0.9 |
| Target | -1 | +1 | -1 | +1 | ×3.0 |
| Reliable | 0 | 0 | 0 | 0 | ×2.0 |
| Cut-down (handgun) | +1 | -1 | 0 | -2 | ×0.8 |
| Cut-down (longarm) | +1 | 0 | -1 | -2 | ×0.8 |
| Quality | 0† | 0† | 0† | 0† | ×5.0 |
| Old/Rusty | 0 | -1 | -1 | 0 | ×0.7 |
Cheap
- Recoil
- +1
- PM
- -1
- DC
- -1
- Ammo
- ×0.8
- Ranges
- ×0.75
- Draw
- +1
- Concealment
- 0
- Jam
- -2
- Mass
- ×1.0
- Cost
- ×0.6
Heavy
- Recoil
- +1
- PM
- -1
- DC
- +1
- Ammo
- ×0.8
- Ranges
- ×1.25
- Draw
- +1
- Concealment
- +1
- Jam
- -1
- Mass
- ×1.25
- Cost
- ×2.0
Light
- Recoil
- -1
- PM
- 0
- DC
- -1
- Ammo
- ×1.25
- Ranges
- ×0.8
- Draw
- -1
- Concealment
- -1
- Jam
- 0
- Mass
- ×0.75
- Cost
- ×0.9
Target
- Recoil
- -1
- PM
- +1
- DC
- -1
- Ammo
- ×0.8
- Ranges
- ×1.5
- Draw
- +1
- Concealment
- +1
- Jam
- -1
- Mass
- ×1.25
- Cost
- ×3.0
Reliable
- Recoil
- 0
- PM
- 0
- DC
- 0
- Ammo
- ×1.0
- Ranges
- ×1.0
- Draw
- 0
- Concealment
- 0
- Jam
- +2
- Mass
- ×1.0
- Cost
- ×2.0
Cut-down (handgun)
- Recoil
- +1
- PM
- -1
- DC
- 0
- Ammo
- ×0.8
- Ranges
- ×0.75
- Draw
- +1
- Concealment
- -2
- Jam
- -1
- Mass
- ×0.75
- Cost
- ×0.8
Cut-down (longarm)
- Recoil
- +1
- PM
- 0
- DC
- -1
- Ammo
- ×1.0
- Ranges
- ×0.6
- Draw
- -1
- Concealment
- -2
- Jam
- -1
- Mass
- ×0.75
- Cost
- ×0.8
Quality
- Recoil
- 0†
- PM
- 0†
- DC
- 0†
- Ammo
- ×1.0†
- Ranges
- ×1.0†
- Draw
- 0†
- Concealment
- 0†
- Jam
- 0†
- Mass
- ×1.0
- Cost
- ×5.0
Old/Rusty
- Recoil
- 0
- PM
- -1
- DC
- -1
- Ammo
- ×1.0
- Ranges
- ×0.9
- Draw
- 0
- Concealment
- 0
- Jam
- -2
- Mass
- ×1.0
- Cost
- ×0.7
Burn Damage Class Table
Example sources of burn / energy damage by Damage Class. DC is per location exposed per pulse (damage via random QR); for briefer exposure or a small contact area, reduce DC by 1–2. Electricity (†) usually kills by cardiac arrest — a failed Pain Resistance roll means arrest, and the victim must be revived within two minutes to avoid brain damage; Heavy-Duty voltages include things like laser batteries.
| Source type → | ||||||
|---|---|---|---|---|---|---|
| Flame | Hot Object | Corrosive | Cold Object | Electricity | ||
| DC ↓ | DC 1 | Campfire | Boiling Water | HCl | Dry Ice | Appliance |
| DC 3 | Blowtorch | Hot Metal | Conc. HCl | Liquid Air | Mains | |
| DC 5 | Cutting Torch | Molten Metal | Hot H₂SO₄ | Cryogenics | Heavy Duty | |