Gifter 02
Gifter 02
THE
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MI 48185. Produced in Canada by Richard Grzela.
2
The
GM
Presents Shield
Coordinator & Editor in Chief: Megaverse® created by Kevin Siembieda.
Richard Grzela
Contributing Writers:
Kuseru
Kuseru has compiled a very extensive set
of tools for his own use. I did not request
permission to reference his material. His
collection is the most complete I have
found to include in this work.
Proof Reader:
Richard Grzela
Cover Design:
Richard Grzela
Cover Art:
A. Smith
Interior Artist:
Cover Logo Design: Richard Grzela
Richard Grzela
Credit Page Logo: Richard Grzela
Special Thanks to all our contributors, writers and artist to this special issue. Your support
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been accidently left out or their named misspelled.
3
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4
Table of Contents
S.D.C. Chart
A.R. Chart
Saving Throws
Hand to Hand Damage
Knockdown Table
Perception
Recovery, Healing and Health
P.P.E. And I.S.P.
Strength Carry & Lift Chart
X.P. Table
5
S.D.C. TABLE Item S.D.C.
Item S.D.C. Leather Belt 5/8/10
Arrow (to break or cut) 3 Leather Strap, Light 1-4
Airplane, Single Engine 400 Leather Strap, Heavy 10/20/40
Airplane, Jet Airliner 2,000 Calculator, Hand Held 10
Gate, Wood 50 Camera, Digital 15
Boat, Canoe/Row Boat 40 TV/Monitor 15
Boat, Cabin Cruiser 450 Truck, Freight Hauler 650
Boat, Cargo Freighter 8,000 Camera, Standard 35mm 20
Binoculars 10-20 Manacles/Handcuffs, Regular 60
Pontoon 75 Manacles/Handcuffs, Heavy 120
Glass Bottle 4 Manacles/Leg Irons, Light 120
Glass, Ordinary 5 or 10 Manacles/Leg Irons, Heavy 200
Glass or Ceramic Jug 6 Leg Irons, Light 120
Glass, Brick 100 Leg Irons, Heavy 200
Glass, Automotive Bulletproof 250 Leg Irons, Super-Alloy 500
Glass, Automotive Safety 30 Truck, Half-Ton Hauler 550
Glass, Heavy Security 1,000 Canteen, Half Gallon 20
Glass, Window, Ordinary Glass 20 Wagon, Wheel 20-30
String/Twine (to cut) 2 Wagon, Small/Cart 50
Rope, ½ Nylon "Climbing" 15 /325 Wagon, Wheelbarrow 90
Rope, Cotton "Clothesline" 5/75 Wagon, Medium 120
Rope, Heavy (to cut) 12 Wagon, Large 250
Book 6 Motorcycle 100
Rope, Light (to cut) 6 or 8 Car, Window (side) 35
Rope, Lightweight Twine 1/5 Car, Windshield 70 or 100
Handcuffs, Regular 60 Car, Door Only 150
Handcuffs, Heavy 120 Car, Compact 250
Handcuffs, Super-Alloy 300 Car, Luxury 450-500
Table, Heavy or Large 150 Truck, Medium-Sized Pickup 450
Table, Medium 50 Cell Phone 15 or 20
Table, Small & Light 25 Walkie-Talkie 15-25
Box, Cardboard 2 Lock, Small for Box or Bag 10
Box, Jewelry 10 Lock, Trunk 20
Box, Wood Shipping Crate 12 or 20 Lock, Light Padlock 25-35
Box, Metal Shipping Crate 48/60/100 Lock, Medium Padlock 40
Box, Crate 30/60/100 Lock, Heavy Padlock 60-75
Box, Trunk wood 50/90/160 Lock, Burglarproof 80
Box, Metal Security 30/60/90 Lock, Common Latch 40
Box or chest, wood 15/30/50 Lock, Dead Bolt 100
Box, Trunk metal 100/150/200 Lock, Heavy Sliding Bar 150
Ice Wall or Shield, 5x6 ft (1.5x1.8 m) 100 Chair, Light 30
Ice Wall or Shield, 10x8 ft (3x2.4 m) 60 Chain (to cut or snap) 30 to 50
Ice Wall or Shield, 20 X 10ft (6.1x3 m) 40 Chain, Standard 50
Tires, Normal 8 Chain, Heavy 250
Tires, Armored 20 Communicator, Small 10
Tires, Robotic 60 Communicator, Large 30
Treads 200 Computer, Notebook/Palm Pilot 15
Ladder 30 Computer, Laptop 30
Computer, Typical Desktop 50
6
Item S.D.C. Item S.D.C.
Wall, Dirt 120 Weapon, Assault Rifle 75
Wall, Exterior Wood 150 Weapon, Metal Sword 100
Wall, Clay or Sand 125 Weapon, Magic 200
Wall, Cinder Block 300 Weapon, Super Advanced 2D6x100+80
Wall, Castle Stone 1,000 Weapon, Super Advanced 1D4x10 +12
Wall, Interior Plaster 75 Weapon, Artillery Piece 1,500
Wall, Light Stone 100 Frying Pan 20/40/60
Wall, Exterior Brick 200 Plant, bushes/shrubs/sm trees 4D6+4
Wall, Heavy Stone 300 Plant, average trees 4D6x10
Wall, Reinforced Concrete 400 Plant, weeds/grass/soft plants 1D6
Wall, Stockade 150 Plant, heavy weeds/vines 2D6
Wall, Super-Alloy 600-1,000 Plant, large trees 6D6x10
Wall, Wood, light 50 Window, Plexiglass 35
Watch, Pocket 10 Gate, Metal 100
Watch, Wrist 5 Gate, Metal Security 250
Door Hinge, Light (metal) 10 each Wine or Water Skin 5
Door Hinge, Heavy (metal) 25 each
Door, Interior Wood 100 A.R. TABLE
Door, Exterior Wood 170
Door, Metal Grille/Gate 350 Substance A.R.
Door, Metal, Solid 500-600 Cloth/Fabric 4
Door, Metal Safe 800-1,200 Bone 9
Door, Metal Bank Vault Type 5,000 Hard Plastic, Hard Ceramic or Kevlar ** 13/15
MI, Harp 4 Padding 5
MI, Wood /Reed Pan Pipes 6 Thin Wood (2 inches) 10
MI, Bamboo Straight Flute 8 Metals: Soft (Aluminum, Copper) 14
MI, Bagpipes 10 Metals: Hard (Titanium, Steel) 16
MI, Clay Straight Flute 11 Soft Leather 6
MI, Lute 11 Brick or Cinderblock 11
MI, Metal Pan Pipes 12 Stone 14
MI, Accordion 12 Glass or Pottery Ceramic * 11/6
MI, Wood Straight Flute 14 Thick Wood (2 inches) 12
MI, Mandolin 15 Concrete ** 15
MI, Bugles/Trumpets/Horns 15 Rubber or Soft Plastic 7
MI, Metal Straight Flute 20 Ice 12
MI, Metal Side Flute 22 Hard Leather or Drywall 8
MI, Leika 22 Dirt or Clay 13
MI, Traveling Drums (3) 25 Hat 1-6
MI, Large Drum 50
Door, Solid Metal 600-800 *Glass has an A.R. of 11 against unarmed hand to
Fence, Wood 75 hand attacks, but only 6 when up against metal, stone,
Fence, Cyclone Mesh 100 weapons or energySubstance.
Fence, Iron Post 250
Field Radio 35-50 ** Items made of this material has an A.R. of 15
Flashlight, Standard 15 verses bullets.
Flashlight, Unbreakable 100
Weapon, Small Pistol 35
Weapon, Hard Wood 40
Weapon, Energy 50
7
Saving Throws Hand to Hand Damage
As a standard practice we define the feats and required
resistance with the basic description and roll required Strike Damage
to over come them. Backhand 1D4
Black Tiger Claw Strike 1D6+4
Easy 10 Claw Hand 1D6
Moderate 12 Crane Fist 1D8
Challenging 14 Double Fist Punch 2D4
Tricky 15 Double Knuckle Fist 1D8
Difficult 16 Duo-Claw Strike 2D6
Impossible 18 Duo-Knuckle Strike Stun only
Fingertip Attack 1 point
Fore-Knuckle Fist 1D6
Easy; Celestial Calligraphy
Gou Combination 3D6
Gou Grip 1D4
Moderate; Basic Magic, Chi Magic Gou Strike 2D6
Human Fist (Punch) 1D4
Challenging; Common Disease, Extreme Heat, Ex- Knife Hand 1D6
treme Cold, Lethal Poison/Gas, Pain. Lau 1D4
Overhead Fore-Knuckle Fist 1D10
Tricky; Toxins, Illness, Knockout Palm Strike 1D6
Magic Wards, Demon/Infernal Magic, or Magic Power Punch 1D10
Fumes. Push Open Hand Knock back
Rotary Palm Strike 1D6+
Roundhouse Punch 1D8
Difficult; Virulent Disease, Non-lethal Poison/Gas,
Two-Hand Push Stun
Magic Circles, Magic Ritual, Faerie Magic. Uppercut 1D8
Kick Attack 1D8
Damn Near Impossible; Anti-Magic Cloud, Dragon/ Snap Kick 1D6
Immortal/Deific Magic, Electrocution. Roundhouse Kick 2D6
Wheel Kick 1D10
Specific Saving throws guide are as follows for most Crescent Kick 1D10
characters from our experience. Axe Kick 1D10
Backward Sweep Knockdown
Spell Magic 14 Sweep Kick 1D4
Ward Magic 14 Tripping/Leg Hook Knockdown
Ritual Magic 16 Jump Kick 1D8, Critical
Psionics 14 Flying Jump Kick 1D10, Critical
Toxins 15 Flying Reverse Turning Kick 2D6, Critical
Drugs 15 Chuk 2D6
Poisons 15 Elbow 1D4
Insanity 15 Forearm 1D4
Possession 12 Knee 1D6
Disease 15 Head butt 1D4
Horror Factor 8 is a base Knee Spike 2D6
Illusions 10 Snap Spike 2D4
Stun 15 Leg Spur 1D6+
K.O. 15 Gore 2D6
Pull Punch 11 Double-Gore 1D4/2D6
Shoulder Ram 2D4/4D6
Other modifications can be determined by the top Elbow Spike 1D10
chart according to the GM’s needs. The bottom chart Leap Kick 3D8
Clothesline 1D6+50% K.O.
is specific for a quick reference.
8
Special Damage, Attacks, hind where the target does not suspect the attack. It can
only be used on the very first attack action. If the at-
Parry and Dodge Options tack misses no other surprise attacks will work on the
The following are optional considerations for damage
target.
during an encounter. Some may be a factor due to char-
acter abilities or surrounding environmental issues that
Called Shots 12 or better roll.
can alter the course of a game.
Called shots target very small areas and need a lot of
skill to hit. Often bonuses are ignored at GM’s discre-
Super Speed +4 per 20 mph (32 km)
tion.
Falling Damage 1D6 per 10 feet
Critical Damage x2 the amount rolled.
Dodge Lasers -8
K.O. on natural 20 if called.
Dodge Bullets -6
Death Blow on natural 20 if called.
The above dodge options are based on keeping the play-
Stun on natural 20.
ers bonuses in effect. The alternate option for a game is
Point Blank Attack/Dodge +10 bonus/ -10 bonus.
to ignore dodge bonuses of the player characters and
Night Freeze 1D6/hr
use a flat -4 for all dodges of these two attack types. The
Frostbite 1D4
GM can decide what works best for their game.
Ice (Contact) 1/min
Ice (Immerse) 1D4/min
Dodge Missiles limited
Ice (Encase) 4D6/rd
The above dodge option is only good for up to three
High Volt (Pwr Line, Lightning) 8D6
missiles. It is impossible to dodge a volley of more than
Medium Volt (Elec Fence) 4D6
three. If a volley of four missiles is fired at a player
Low Volt (Fuse Box, Socket) 2D6
character they can only reduce the damage by rolling
Jolt (Car Battery, Stun Gun) 1D4
with punch roll fall.
Candle, Lighter 1 140d F
Torch 1D6 190d F Attacking or Dodging while Running Within 30
Campfire (small) 2D6 290d F feet 3 dodge, -20% Spd
Bonfire (large) 3D6 500 d F
House Fire (small) 5D6 700d F Cover Modifiers
House Fire (large) 6D6 1200d F Mostly exposed -2 to Strike
Forest Fire 1D6x10 1500d F Half Exposed -3 to Strike
Fire Storm 2D4x10 Mostly Covered -6 to Strike
Lava (Contact) 2D6 Barely Visible -8 to Strike
Lava (Immerse) 2D6x10
Boiling Liquid (Contact) 1D6 Optional Damage Results
Boiling Liquid (Immerse) 1D6x10 Roll Damage
01-14 Minor bruises & lacerations.
Vehicle Speed crash/ram 2D6 per 10mph (16 km) Spd -2, -1 to dodge
Safety gear reduces damage by half. Persons in the ram- 15-29 Severely bruised & battered
ming vehicle suffer 1/3 of the damage given to target muscles P.P. -1, Spd -3
struck. Effects include no action for 1D4 rounds and a 30-44 Damaged (sprain, pulled, cut, etc.)
loss of initiative. arm or shoulder. P.P. -3
45-59 Damaged leg or hip.
Gas attacks Spd is ½, - 2 to dodge
Effects include -6 to all strikes, parries and dodge at- 60-74 Damaged hand and/or wrist
tempts. Targets) lose all initiative while in affected P.P. -1, P.S. -2
area. 75-89 Head Injury
-5% on all skills; Spd - 2
Surprise Attacks x3 damage rolled. 90-00 Damaged back or pelvis.
Surprise attacks are sneak attacks and attacks from be- P.E. -1, P.P. -2, Spd -3
9
Knockdown Table speedy rate of 2D6 per melee. That is 1D4x10+4 per
Damage Human minute. Characters with this power can regrow limbs
1-10 No chance in 3D6+72 hours.
11-20 20% Chance
21-30 30% Chance Optional house rules for healing:
31-40 50% Chance Characters some times reach a level of P.E. which is
41-50 70% Chance well above the human average. Should a character get
51-60 90% Chance a P.E. ability score that is equal or greater than 20 con-
sider giving them the ability to heal 1D6 extra S.D.C.
Damage Supernatural or hit points per day. This is simply to recognize the
01-30 No chance characters ability score. Should a player character
31-50 10% Chance decide to completely rest and avoid any exertion then
51-70 20% Chance consider 2D6 S.D.C. or hit points per day as a bonus.
71-100 40% Chance This helps to speed up events in game play and gives
101-150 60% Chance players more options in a game setting.
151-200 80% Chance
P.P.E. And I.S.P.
Perception Many games have situations where one needs to use
Situation and descriptions explained: P.P.E. And there are just no willing participants willing
Easy; hearing a loud noise, finding a bright colored to give it up without a fight. The following is a list of
object against a white background P.P.E. Sources and I.S.P. averages for game play. Re-
4 or better member that magic users and psionic characters have a
Moderate; looking for somebody in a well lit area, lot more than the list here provides.
hearing a slight noise
8 or better Source P.P.E. I.S.P.
Challenging; looking for something in a poor light, Typical Human 3 1
hearing something over a noisy background Young Man 6 2
14 or better Young Woman 8 3
Difficult; finding something in the dark; hearing a Child 25 8
snake sliding over a carpet Birds & Rodents 1 1
17 or better Cats 2 1
Dogs 6 2
Dogs, Large 12 3
Recovery, Healing and Health Wolves 12 3
Recovery with non-professional treatment of vic-
Mountain Lions 8 2
tims can only help recover 2 hit points per day. S.D.C.
Cattle and Horses 14 4
recovers at 4 per day.
Those unwilling to give P.P.E. To A predator must
Recovery with professional treatment is 2 hit points
make a save, rolling better than 16. Any character who
for the first two days and 4 hit points for every day
dies while being drained of P.P.E. Will give off double
there after. S.D.C. recovers at 6 per day.
the number of P.P.E. Points!
Healing Factor: Some characters having powers.
Rituals and offering P.P.E. Increases the total amount
They heal as much as 18 S.D.C. per hour. That is 3
in a pool of P.P.E. That can be drawn from. Characters
every ten minutes. Along with that a hit point recov-
willingly giving P.P.E. Do not get to make a saving
ery of 1 every fifteen minutes, which is 4 per hour.
throw and instantly lose all P.P.E. That they have for
Optionally for these characters is the ability to super
24 hours.
heal once every 24 hours. That allows them to recover
Base P.P.E. Comes from the P.E. ability.
4D6 hit points instantly. Base I.S.P. comes from the M.E. ability.
Super Regeneration: These characters heal at a
10
Strength Carry & Lift Chart
P.S. Normal Strong Brute EX/Beast Super/Robot SN/Crush
1 10/20 20/40 20/50 100/200 200/300 300/500
2 20/40 NA NA 200/400 400/600 600/1000
3 30/60 NA NA 300/600 600/900 900/1500
4 40/80 NA NA 400/800 800/1200 1200/2000
5 50/100 NA NA 500/1000 1000/1500 1500/2500
6 60/120 NA NA 600/1200 1200/1800 1800/3000
7 70/140 NA NA 700/1400 1400/2100 2100/3500
8 80/160 NA NA 800/1600 1600/2400 2400/4000
9 90/180 NA NA 900/1800 1800/2700 2700/4500
10 100/200 NA NA 1000/2000 2000/3000 3000/5000
11 110/220 NA NA 1100/2200 2200/3300 3300/5500
12 120/240 NA NA 1200/2400 2400/3600 3600/6000
13 130/260 NA NA 1300/2600 2600/3900 3900/6500
14 140/280 NA NA 1400/2800 2800/4200 4200/7000
15 150/300 NA NA 1500/3000 3000/4500 4500/7500
16 160/320 NA NA 1600/3200 3200/4800 4800/8000
17 170/340 340/680 340/850 1700/3400 3400/5100 5100/8500
18 180/360 360/720 360/900 1800/3600 3600/5400 5400/9000
19 NA 380/760 380/950 1900/3800 3800/5700 5700/9500
20 NA 400/800 400/1000 2000/4000 4000/6000 6000/10000
21 NA 420/840 420/1050 2100/4200 4200/6300 6300/10500
22 NA 440/880 440/1100 2200/4400 4400/6600 6600/11000
23 NA 460/920 460/1150 2300/4600 4600/6900 6900/11500
24 NA 480/960 480/1200 2400/4800 4800/7200 7200/12000
25 NA 500/1000 500/1250 2500/5000 5000/7500 7500/12500
26 NA 520/1040 520/1300 2600/5200 5200/7800 7800/13000
27 NA 540/1080 540/1350 2700/5400 5400/8100 8100/13500
28 NA 560/1120 560/1400 2800/5600 5600/8400 8400/14000
29 NA 580/1160 580/1450 2900/5800 5800/8700 8700/14500
30 NA 600/1200 600/1500 3000/6000 6000/9000 9000/15000
31 NA 620/1240 620/1550 3100/6200 6200/9300 9300/15500
32 NA 640/1280 640/1600 3200/6400 6400/9600 9600/16000
33 NA 660/1320 660/1650 3300/6600 6600/9900 9900/16500
34 NA 680/1360 680/1700 3400/6800 6800/10200 10200/17000
35 NA 700/1400 700/1750 3500/7000 7000/10500 10500/17500
36 NA 720/1440 720/1800 3600/7200 7200/10800 10800/18000
37 NA 740/1480 740/1850 3700/7400 7400/11100 11100/18500
38 NA 760/1520 760/1900 3800/7600 7600/11400 11400/19000
39 NA 780/1560 780/1950 3900/7800 7800/11700 11700/19500
40 NA 800/1600 800/2000 4000/8000 8000/12000 12000/20000
41 NA 820/1640 820/2050 4100/8200 8200/12300 12300/20500
42 NA 840/1680 840/2100 4200/8400 8400/12600 12600/21000
43 NA 860/1720 860/2150 4300/8600 8600/12900 12900/21500
44 NA 880/1760 4400/8800 4400/8800 8800/13200 13200/22000
45 NA 900/1800 900/2250 4500/9000 9000/13500 13500/22500
46 NA 920/1840 920/2300 4600/9200 9200/13800 13800/23000
47 NA 940/1880 940/2350 4700/9400 9400/14100 14100/23500
48 NA 960/1920 960/2400 4800/9600 9600/14400 14400/24000
49 NA 980/1960 980/2450 4900/9800 9800/14700 14700/24500
50 NA 1000/2000 1000/2500 5000/10000 10000/15000 15000/25000
12
XP table
Experience Good Selfish Evil
10 Performing a Skill (unsuccessful) Performing a Skill (unsuccessful) Performing a Skill (unsuccessful)
25 Performing a Skill (successful) Performing a Skill (successful) Performing a Skill (successful)
25 Clever, but futile idea Clever, but futile idea Clever, but futile idea
25 * Heroic Soliloquies/Trash Talking during battles Self-aggrandizing statements/witticisms during battles Self-aggrandizing statements/insulting or taunting
opponents during battles
25* Playing in character, minor (includes demonstrating Playing in character, minor Playing in character, minor
common quirks and personality traits, as well as traits
common to O.C.C.)
25-50 Killing or Subduing a Minor Menace Killing or Subduing a Minor Menace Killing or Subduing a Minor Menace
25-50 * Roleplaying furthering relationships with the other PCs Roleplaying maintaining one’s own interest over other Roleplaying ruining relationships with other or
or NPCs. PCs or NPCs between other PCs or NPCs
50 Good Judgement Good Judgement Good Judgement
50* Playing in Character, major (demonstrating physiological Playing in Character, major Playing in Character, major
and psychological traits of the character (i.e. deformities,
insanities, physical idiosyncracies, etc.)
50-100 Daring (clever or not) Daring (clever or not) Daring (clever or not)
75 Playing within the Genre Bonus. Playing within the Genre Bonus. Playing within the Genre Bonus.
75-100 Killing or Subduing a major menace Killing or Subduing a major menace Killing or Subduing a major menace
100 Clever, useful idea or action Clever, useful idea or action Clever, useful idea or action
100 Quick thinking idea or action Quick thinking idea or action Quick thinking idea or action
100 Avoiding unnecessary violence Avoiding unnecessary death Performing unnecessary violence
100* Playing in character bonus, greater Playing in character bonus, greater Playing in character bonus, greater
(demonstrating exceptional in-character playing.)
100 Avoiding/preventing destruction of property (Must be Avoiding/preventing destruction of one’s personal Destruction of property
major property, i.e. a house, vehicle, building, magic property
relic, etc.)
100-200 Deductive reasoning and/or insight Deductive reasoning and/or insight Deductive reasoning and/or insight
100-200* Thwarting a major villainous plot Avoiding the effects of a major villainous plot Putting into motion a villainous plot
100-300 Endangering the character’s own life to help others Endangering the character’s own life to help Endangering other people’s lives to help themselves
themselves
150-300 Killing or subduing a great menace Killing or subduing a great menace Killing or subduing a great menace
200 A critical plan or action that saves the character’s life A critical plan or action that saves the character’s life, A critical plan or action that results in other’s deaths
and/or a few comrades and helps their life out
200-500 Resolving personal conflicts with alignment, class, Resolving personal conflicts with alignment, class, Resolving personal conflicts with alignment, class,
disposition, etc disposition, etc disposition, etc
400 A plan or action that saves a small group of people (12 A plan or action that saves the character and A plan or action that results in the death or
or less people) significantly advances their life enslavement of some people
500-700 Self-sacrifice (or potential self-sacrifice) in a life and Self interest in a life and death situation (like dodging The sacrifice of another (especially if that other person
death situation (like leaping in front of a fireball meant out of the way of a fireball meant for the character or is a ‘friend’ or ally) in a life and death situation (like
for someone else to save that person, even though he/she someone else) pushing an ally in front of a fireball meant for the
is likely to die, or offering his/her own life to save the character)
group or another)
500 Saving a large group of people (more than 12 people) Gaining control of or power over a large group of Killing or enslaving a large group of people
people
600 Saving a small building full of people (more than 20 Gaining control of or power over a small building full Killing or enslaving a small building full of people
people in the building) of people
750 Saving a large building full of people (more than 100 Gaining control of or power over a large building full Killing or enslaving a large building full of people
people in the building) of people
1000 Saving a city block or small community (500-1000 Gaining control of or power over a city block or small Killing or enslaving a city block or small community
people) community
2000 Saving a town or city (1000-500,000 people) Gaining control of or power over a town or city Killing or enslaving a town or city
2500 Saving a large city/metropolis (varies, but usually at least Gaining control of or power over a large Killing or enslaving a large city/metropolis
500,000 people) city/metropolis
3000 Saving a small region (small country, county, state, etc) Gaining control of or power over a small region Killing or enslaving a small region
4000 Saving a large region (country, large state, kingdom, etc.) Gaining control of or power over a large region Killing or enslaving a large region
5000 Saving a large nation or empire (large nations the size of Gaining control of or power over a large nation or Killing or enslaving a large nation or empire
the US, Canada, Russia, China, etc) empire
6000 Saving a continent Gaining control of or power over a continent Killing or enslaving a continent
7000 Saving an entire planet Gaining control of or power over an entire planet Killing or enslaving an entire planet
7500 Saving an entire solar system Gaining control of or power over an entire solar Killing or enslaving an entire solar system
system
8000 Saving a multiple solar systems Gaining control of or power over a multiple solar Killing or enslaving a multiple solar systems
systems
9000 Saving a galaxy Gaining control of or power over a galaxy Killing or enslaving a galaxy
10,000 Saving the known universe Gaining control of or power over the known universe Killing or enslaving the known universe
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Grappling hook and Line (130 m). 80 cr.
Knife (1D6 S.D.C. damage). 20-300 cr.
Magnifying Glass (small). 5 cr. (double for large).
Map of a region. 50 cr.
Pocket or Signal Mirror. 2-5 cr.
Sunglasses or Goggles. (cheap) 15-50 cr.; (fancy or light adjust-
ing) 100-300 cr.; (eye glasses) 100-500 cr.
Golden Age Relics (salvage rates; selling prices x4-10)
Common articles. 10-50 cr.
Books, magazines, newspaper. 40-160 cr.
Computer hardware. 100-800 cr.
Jewelry and old furniture. 200-1,200 cr.
Rare working weapons and electronics. 400-2,400 cr.
M.D.C. salvage (salvage rates; selling prices x4-10)
Unusable M.D.C. material. 60 cr. per ton.
Scrap metal. 15 cr. per 45 kg. (minimum a ton.)
Machine parts or box of basic electronics. 20-30 cr.
Psychic and Magic services
Psychic diagnosis; Induced healing. 100 cr.
Light Healing. 150 cr.
Negate Poison. 200 cr.
Healing touch; Increased Healing; Cure Minor Disorder; Heal
wound; Life source. 300 cr.
Breathe Without Air. 300 cr.
Restore P.P.E.; Purify Food/Water. 500 cr. per point.
Cure Illness; Fortify Against Disease. 800 cr.
Psychic purification; Greater healing. 1,000 cr.
Cure Phobia; Lifeward. 6,000 cr.
Exorcism; Expel Demons; Stone to Flesh; Super Healing
(M.D.C.). 10,000 cr.
Psychic surgery. 6,000-24,000 cr. (depends on injury severity.)
Remove Curse. 50,000 cr.
Restore Limb. 60,000 cr.
Restore Life; Restoration. 1,000,000+ cr. (and favours).
Spell scroll. 10,000 cr. per level.
P.P.E. Sources by Race
Carry & Lifting Weights 3D6 P.P.E.: The average human adult (20 years and older).
4D6 P.P.E.: The average human teenager (14 to 19 years old).
6D6 + 6 P.P.E.: The average human child (13 and under).
6D6 P.P.E.: Goblins, faeries, algor.
5D6 P.P.E.: Elf, changeling and gnome.
4D6 P.P.E.: Wolfen, coyles, & most mutant animals.
3D6 P.P.E.: Dwarf , ogre, troll and most other races.
1D4x10 or more P.P.E.: Most giant races.
3D6 P.P.E.: Most other races.
4D6 P.P.E.: Monsters and D-Bees that are not psychic or users of
magic.
lD6x10 P.P.E.: Lesser demons and monsters with innate magic
powers such as metamorphosis, turn invisible, fly without wings,
bio-regeneration, etc.
2D6x10 + 20 P.P.E. Lesser demons and monsters who are very
magical in nature or can cast spells.
1D6x100 P.P.E.: Greater demons and monsters with minimal
magic abilities.
2D6x100 P.P.E.: Greater demons and monsters who are “lords”,
practitioners of magic or who possess incredible power.
4D6x1000 P.P.E.: Supernatural intelligences.
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I.S.P. Boost at ley lines Random Ley Line Table
Drain 1d6+1 I.S.P. per melee round (15 seconds).
Must be spend that round.
Increase psychic powers range and duration by 50%
within 1.6 km of a ley line.
Increase psychic powers range and duration x2 on a
ley line or nexus point.
Increase psychic powers damage +1d on a ley line. Ley Line wide: 1d4x1000 feet.
Increase psychic powers damage +2d on a nexus point. Ley Line lengh: 3.2 - 16 km.
I.S.P Recovery per hour
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