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MainSequence Trifold

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0% found this document useful (0 votes)
13 views8 pages

MainSequence Trifold

Uploaded by

Rodrigo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OPPOSED CHECKS USING EDGE

The opposed check method is used when two Edge allows players to take control of the game
characters are in direct competition. This is a at its most basic level (and can also be spent by
contest of rolls. The player of each character the GM for important NPC's to gain a brief
makes a roll for the appropriate attribute (and advantage). Edge can be spent to do any of the
skill, if any). Whoever gets the higher result following:
wins the contest. Opposed checks don't need to • Ignore an attack that would have killed the
be of the same attribute (or skill), so long as the character, making it just miss instead. The
action of one can oppose the other. edge point may be spent after damage is
rolled.
CIRCUMSTANTIAL MODIFIERS • Re-roll a single die after it is rolled and use
the better of the two rolls.
The GM may add circumstantial modifiers to
MAIN any DL as he or she sees fit, particularly with
environmental or circumstantial cases (poor
lighting, lack of tools, etc…). When the risk of
• Add +2 to a single check before the die is
rolled
• Change an immediate detail in the game
SEQUENCE failure is extremely low and the task is only of
minor importance to the story or the character
has an appropriate skill, then no roll is
world through subtle narrative control.
Examples: Your character knows the NPC you've just
met. There is a shop in the town you just entered
Core mechanics necessary. with a piece of equipment you need. The hinges on
that door are just rusty enough for you to try to
TASK RESOLUTION EXTENDED CHALLENGES break it open.
All die rolls in Main Sequence are based off a This is for actions that may take an extended Edge does not replenish naturally. The GM
single d6 roll. A natural roll of six “explodes”, period of time, such as when a doctor performs rewards one or two Edge back to the players
meaning it counts as a “5” and is re-rolled and a surgery, an engineer performs heavy whenever they reach certain milestones within
added to the result. Dice may explode more modifications, or other such challenges. A the story. Another option could be to regain
than once if you keep rolling sixes. challenge is a rating of how many points of some Edge during extended ‘in game’
success are needed before it is completed. For downtime.
example, we may say hacking a computer
1d6 + Attribute* + Skill Modifier requires 25 points of success. This doesn’t mean
vs. Difficulty Level (DL) that it is DL 25. The player will have to roll a few
*Note: Combat rolls use the Combat Rating instead of times to achieve the task. Whatever the player
an attribute. rolls is added up for that turn, and when the
total equals or exceeds 25, the job is finished.
UNOPPOSED CHECKS The players should be given 3 rolls to
If the task at hand is not actively opposed, the accomplish the task. If they fail to get the
player has to beat a difficulty level determined required number of success points, the job could
by the GM. The following list provides you with be partially done or a complete failure (the GM
some sample DLs: should adjudicate this decision based on the
urgency of the situation.)
DIFFICULTY LEVELS Another option would be to allow the player to
Easy 5 roll every so often (in game time). If the player
Routine 7 gets to roll once every hour, it may take them 8
Challenging 9 hours to get a big project done. It may take
Hard 11 them one hour. It might take a longer time, but
Extreme 13 the player gets more than just 3 tries.
Insane 15
COMBAT RANGE BANDS HEALING
Initiative: Roll 1d6 + Initiative rating. Distance is grouped into six narrative range Characters heal 1 hit point a day (3 if fully
Determines the order of character turns in a bands. These bands come into play when resting). Characters with the Knowledge
round of combat. The GM may choose to lump determining if a weapon can be used to strike (Medicine) skill may use their abilities to speed
groups of NPC's into single rolls per group. an opponent and also during chase sequences. A up healing. When receiving such treatment, a
Movement: During a character's turn, they may weapon or attack can hit foes at its listed range character heals an extra number Hit Points per
move a distance equal to one Close range band. band or closer. The six range bands are: day of rest equal to the attending character's
They may also use the move action to duck, roll, Knowledge (Medicine) skill bonus. This only
leap etc. These may require an Athletics or applies if the character giving the treatment
Acrobatics roll. Self, Melee, Close, Medium, Long, Far beats a Knowledge (Medicine) skill roll with a
DL of 7 to 9.
In addition to moving, a character may perform
an additional action such as speaking or DAMAGE & DEATH Of course, in the future there are plenty of
equipping an item.Choosing to forfeit a move medicines and treatments that can speed up the
When a successful attack roll is made against a healing process. The GM may rule that if such
does not grant an extra action and vice versa. target, the target takes damage equal to the treatments are on hand (in limited quantities),
Attacking: A character makes their attack roll base weapon damage plus the amount rolled the healing rate from a successful Knowledge
(1d6+Combat Rating+Skill) versus a difficulty over the target's defense. Damage is subtracted (Medicine) check may be bumped up to per
equal to their opponents Defense rating, plus from the target's Hit Points. If a character's Hit scene of down time in the story.
any modifiers from cover or environments. Points ever drop tozero, that character is
Damage dealt is equal to the weapon's damage incapacitated and could die. Hit Points never
rating,plus the degree of success rolled over the drop below zero from attacks or hazards.
opponent’s Defense on the attack roll. ARMOR AND COVER
If a character is reduced to 0 Hit Points with an
Parrying: You may attempt to parry an attack Armor in Main Sequence is used to soak up
attack that deals "bashing damage" (unarmed
using a melee weapon. 1d6+Soldier+Melee. The damage and minimize trauma. Every time
blow, blunt weapons etc.) the character is
result of your parry roll acts as your Defense damage is assigned to a character, their total
rendered incapacitated —dazed, possibly
against the parried attack. You forfeit your next Damage Soak rating is reduced from the
unconscious, and unable to act. An
combat action. amount of damage dealt to them. The highest
incapacitated character regains 1 Hit Point rated armor worn is used. The Tough Tag stacks
Dodging: Mechanically similar to a Parry, when the GM declares combat to be over, and with any armor worn. Sometimes they will soak
except the roll is 1d6+Agent+Acrobatics for a may get up. all of the damage and lose no Hit Points at all.
melee attack, 1d6+Tech+Acrobatics for a Ranged A character reduced to zero Hit Points by a
attack. Being behind a solid object makes a character
weapon strike that is not blunt or by severe harder to hit. This increases the character's
environmental damage is dying. The character
RANGED WEAPON RATES OF FIRE defense by a value that depends on the degree
is treated as incapacitated. In a number of of cover. Partial cover increases defense by +2.
• Single Shot: May attack only one target rounds equal to the character's Soldier Cover of approximately half the character's
during a combat round. Attribute, the character will die. A dying body increases Defense by +4. Near total cover
character can be stabilized with a Knowledge
• Semi-Automatic: May attack two targets in increases defense by +6. Concealment —that is,
(Medicine) check of DL 9. The character is then
a single action. A -2 penalty is applied to the being hidden from view by objects which will
treated as if he or she had a negative number of
roll against the second target. not actually resist attack —does not increase
Hit Pointsequal to the number of rounds that defense, but it will increase the DL to spot a
• Burst Fire: May shoot up to 3 targets within passed after the lethal attack. These must be
line of sight. Take an additional -2 penalty character by similar values.
healed before the character can become active
to the attack roll against each target after again.
the first.
• Full Auto: Within line of site, the weapon
may be used to fire a spray of bullets at up
to 10 targets. Each target within the spray
after the first takes on an additional -2 on
the attack roll against them.
MAIN SKILL
ACROBATICS
ATHLETICS
STAT
Agent
Soldier
DESCRIPTION
Maneuvers like tumbling, tight-rope, and balance.
Climbing, lifting, running and throwing.
SEQUENCE AWARENESS
GUNNERY
Tech
Combat Rating
Assess details in surroundings and situations
Heavy military armaments & ship weapons
Character Creation HACKING Tech Attack and override computer security
INTERACTION Agent Negotiation, diplomacy and bargaining
KNOWLEDGE * Tech Study of a particular field of interest
ATTRIBUTES & STATS LARCENY Agent Shady talents like pick-pocketing, lock picking
Characters have three primary Attributes. MELEE Combat Rating Hand to Hand Weapons: knives, batons, swords etc
Player Characters begin with 10 points between
them (minimum of 1, maximum of 10). RANGED Combat Rating Personal ranged weapons: pistols, rifles etc
• Soldier is a character's physical STEALTH Agent Ability to evade and go unnoticed
performance and survival capacity. UNARMED Combat Rating Personal fighting: fists, kicks, grapples etc
• Agent covers agility, skill and direct VEHICLE * Agent Advanced operations & maneuvering in vehicles
precision. *Knowledge and Vehicle require a specified field, and a character may have several Knowledge/
• Tech is knowledge and analytical Vehicle skills. Examples include: Knowledge (Physics), Knowledge (Medical), Knowledge
capabilities of the character. (Business), Knowledge(Restaurants), as well as Vehicle (Hover bike),
Vehicle (Mid Bulk), Vehicle (Fighter), etc.
Characters also have the following derivative
stats: Finishing Touches Experience Points
• Characters then choose three Tags. & Advancement
• Combat Rating: an average of Soldier and
Agent rounded down. • They also receive (1d6)x$5000 to spend on 1 XP is awarded for each of the following:
gear. To speed up play the GM may allow
• Hit Points : equal to Soldier + 6 • Completing an adventure
beginning characters to choose a reasonable
• Initiative: an average of Agent and Tech, but small equipment list. • Defeating a major foe or obstacle
rounded down. • Good Role-Playing
• Edge: Starts at 3. • Doing something very, very cool
• Defense: equals Combat Rating + 4. • Suffering a Major Setback

SKILLS XP is spent as:


Characters also receive six ranks to invest in • 2 XP to gain 1 Hit Point
skills. Skills are ranked: • 2 XP to gain a Skill at Basic(+2)
• 5 XP to raise a Basic skill to Advance (+4)
Basic (+2 bonus), Advanced(+4), or Master(+6)
• 8 XP to raise an Advance skill to Master (+6)
Starting characters may only raise a skill up to
Advanced (+4). Without ranks in training, the • 8 XP to gain a Tag
character still gets to add their appropriate • (2 x Current Rating) XP to raise an Attribute,
Attribute to a roll.
The STAT column in the Skill Table indicates
which attribute is used.
Gearhead: Receive a +3 to Knowledge Optional Rule:
TAGS (Mechanics) or (Engineering) when
repairing or modifying a vehicle. Starting Equipment
Buddy: Has an NPC friend, partner, crew I have noticed that the longest, hardest part of
Hard Bargain:+3 to Interaction rolls character creation (besides choosing a name) is
mate, or side kick who tags along on the buying starting gear. As an alternative, you
adventures. when used for negotiations
andbargaining. could choose to allow the characters to have a
common sense starting list of equipment. The
Champion: Character receives +2 for GM gets last say on what would be allowed.
any Interaction roll on behalf of a creed, Lucky: You may re-roll a failed roll and
organization or cause they believe use the better die once per scene without
strongly in. They also get +2 on all rolls using Edge.
against direct opponentsof said cause.
Optional Rule:
Mechanologist: Receive a +3 bonus to
rolls using the Knowledge (Mechanics) Cinematic Ammunition
Contact: Has an NPC they can go to for When running my own games, I have never
information, jobs, under the table deals, skill whenever you attempt to deduce how made people individually count every bullet
etc. a machine works through study. they fire. Instead, the players are charged a
weekly expense to keep themselves stocked and
Defensive Pilot: With this tag, you may Nimble: This talent allows you to to keep a roof over their head. If a situation
add your Awareness skill bonus to vehicle automatically dodge one attack per looks like there will be a lot of shooting, the
defense. combat. If taken twice, you may dodge players may choose to invest extra money into
two attacks per combat. ammo so they won’t have to worry about
running out during combat. Given this freedom,
Excellent Skill: Taken once per skill the player may choose to role play a dramatic
(Excellent Ranged, Excellent Knowledge Off The Grid: Has absolutely no paper
trail for his or her identity or birth spray of bullets with every attack.
(Medicine), Excellent Interaction, etc.) Mechanically, this still counts as only one
Once per scene, your character may treat records. Could be good or bad.
attack, but it adds a lot of flavor to game play. If
any successful roll with that skill as if they the players don’t invest money into extra
rolled a natural “6”. This causes the die to Status (Group): This is the rank and ammo, they may run out in a prolonged battle.
explode. sway your character has with a particular This should be handled cinematically and at the
alien race, government or other kind of discretion of the GM.
Charm: +3 to Interaction rolls when organization. It's rated much like skill
attempting to charm or seduce. ranks (Basic +2, Advanced +4, Master +6)
Once per session, the player may make an
Dual-Wielding: Using a weapon in their Agent check (plus the Status) to acquire
off-hand grants a free Parry; does not some form of assistance from the
grant extra attack. organization. A normal request, like
information or basic resources, is usually
-Double Attack (Requires Dual- DL 7, but more intensive requests
Wielding): Forfeit the free Parry for an (security clearance, back up, large sums of
extra attack. cash) escalates the DL according to GM
Fiat.
Gadgeteering: Receive a +3 bonus to
rolls using an applicable Knowledge skill Tough: Your uncanny resistance to
whenever you attempt to design and build punishment grants you a natural 2
a new machine or device. Damage Soak.
MAIN USING YOUR SHIP
When characters use a ship’s systems,
SYSTEMS FAILURE
The GM may choose to have a major shipboard
system fail or for a hull breach to occur. This
they roll:
SEQUENCE 1d6 + Character Attribute + Character Skill +
could happen due to environmental factors, but
it happens more often during combat. A good
rule of thumb is to occasionally have a system
SPACESHIPS Ship’s Attribute vs. Difficulty Level (DL) (i.e. life support or weapons) fail when the
ship’s Hit Points are reduced to 50% and again
SHIP DETECTION at 25%. For a less extreme fight, have the first
SHIP ATTRIBUTES & STATS failure occur when Hit Points are reduced to
Under standard circumstances a 1d6 + Tech + 25% and the second at 10%. To fix a system a
Ships are used and made in much the same Knowledge (Sensors) + Sensors roll against DL 7 Knowledge (Engineering) or Knowledge
manner as characters. Ships have the following will reveal the presence of any ship within (Mechanics) check must beat DL 9.
four primary attributes: sensor range. Some factors may add to the
• Tactical is the ship's hardiness and combat difficulty (ex: Gas cloud, ion storm, damaged
ability. sensors). If a ship has a cloaking device, a roll
• Propulsion represents speed and higher than DL 19 will lead to the ship’s SHIP DESTRUCTION
maneuverability. detection. Of course, the cloaked ship might be When the ship’s Hit Points are reduced to zero,
venting gas or leaving a detectable trail if its the ship is in danger of destruction. If the ship
• Sensors represents the ship's sensors and systems aren’t in tip top shape. blows up or breaks apart, all the characters on
on board computing power. board are killed(unless they escape). When an
The same rules could be applied to hand held
• Tonnage is the ship's size/how much it can sensors detecting life forms on a planetary attack would bring the ship to zero Hit Points,
carry. surface. every character on board must spend one point
of Edge or the ship will be destroyed. If a
The GM and players should decide how SHIP REPAIR character is out of Edge, their console explodes
advanced their ship should be. For a low tech Left to their own devices few ships will repair (or something to that effect).
ship (ex: Serenity), 5 –6 points should be themselves. Three times per day, a character This reduces them to 0 hit points and is treated
distributed among the four attributes. For may make a Knowledge (Engineering), as lethal damage. The characters who spent
larger high tech ships (such as the U.S.S. (Mechanics), or other applicable skill check Edge survive and the ship’s Hit Points remain
Enterprise 1701-D), 15 –18 points should be against DL 9. The ship recovers a number of Hit the same as they were before the attack. When
distributed. Points equal to the amount rolled over the an attack would destroy the ship and no one has
Difficulty Level. The Difficulty Level may vary any Edge, the ship is destroyed and all hands
according to the severity of the damage (GM’s lost.
Ships also have three derived stats: decision). If you only have one mechanic (or
• Hit Points are equal to (Tactical + Tonnage) x 4. engineering team for bigger ships), only three
• Defense is equal to (Tactical + Propulsion) + 6. rolls may be made for each day. This means the
player must choose what to work on. Either the
• Cyber Defense represents the difficulty of shields, the ship’s repair, or some other project.
hacking into the ship's sensors or on board
computers. Cyber Defense is equal to 4 x Sensors. SHIP WEAPONS
The players then choose three tags for their Weapon Range Ammo Damage
ship. Some tags may be given for free
depending on the needs of the setting. Lasers Long - Tactical
Torpedoes Medium 4 x Tonnage Tactical + 4
All ship combat rolls are COMBAT RATING + GUNNERY + TACTICAL
SHIP TAGS CHASE RULES
Shields: The first rank of Shields gives the • There are two participants in a chase:
ship 10 temporary Hit Points. The second The Pursuer and The Quarry.
time this tag is taken, it gives an additional 5
temporary Hit Points. These Hit Points must • Chases begin at a range band

Pursuer immediately catches prey


Gap decreases by -2 range bands
Gap increases by +2 range bands

Gap decreases by -1 range band


Gap increases by +1 range band
be depleted before attacks can begin to affect determined by the starting positions of

Quarry immediately escapes


the ship itself. The shields are replenished at the participants.
the same rate as the ship's natural Hit Points
(see Ship Repair). Once per session, the ships
shields can be boosted to 75% of full charge. • At the beginning of a round, both
participants roll appropriate checks:

Change

No Change
Double Attack (two tags must be invested): Agent + Vehicle for ground vehicles,
The shipgets two attacks during its attack Agent + Vehicle + Propulsion for
action. ships, or Soldier + Athletics if on foot.
Lucky Boat: When using the ship’s systems, • If either the quarry or the pursuer is
one crew member may re-roll a failed roll and obviously faster than the other, that
use the better die once per scene without participant receives a bonus to the roll
using Edge. (for example, +2 for the difference
between a man and a galloping horse,
Nimble Ship: This talent allows the pilot to
automatically dodge one attack per combat. If +4 for a man and a speeding car, +6
taken twice, two attacks can be dodged per for a man and an airplane). Common
combat. sense should be applied in using this
option.
Armor: The ship has armor of some sort.
This gives it +2 Damage Soak. If taken twice, • Subtract the Pursuer's roll from the
an additional +1 Damage Soak is given. Quarry.

Difference
Stealth: The ship has a sleek design or is • If the quarry can extend the range

+7 or More
coated in amaterial that does not reflect beyond Far, it has escaped. If the

-7 or less
+5 to +6

+3 to +4

+2 to -2

-3 to -4

-5 to -6
sensors. The first rank adds +2 to the pursuer can bring the range to Melee,
difficulty of detecting the ship. The second
rank adds an additional +2. The third time it the quarry has been caught up with
is taken, the ship gets a cloaking device (see and the pursuer can attempt to capture
Ship Detection). the quarry.

FTL Drive: The ship may travel Faster Than


Light.

Miscellaneous Tags: Tags can be made to


fit the ship into any particular setting.
Examples are Detachable Saucer Section,
Droid Turrets, Carrier Bay, and so on...
MAIN WEAPON

Knife
DAMAGE RANGE

2 Melee
RATE OF FIRE
Melee
N/A
AMMO

-
COST

$25
SEQUENCE 1H Edged
1H Blunt
3
3 Bash
Melee
Melee
N/A
N/A
-
-
$300
$100
WEAPONS & 2H Edged 4 Melee N/A - $600
EQUIPMENT 2H Blunt 4 Bash Melee N/A - $200
RANGED
Light Pistol 4 Close Semi-Auto 15 (Clip) $1,000
Heavy Pistol 5 Medium Semi-Auto 8 (Clip) $3,000
GEAR COST NOTES Laser Pistol 5 Medium Semi / Burst N/A $5,000
Light Rifle 5 Long Single Shot 5 (Clip) $4,000
Standard for Heavy Rifle 6 Long Single Shot 8 (Clip) $8,000
Ammo $0.50 per round Firearms Battle Rifle 5 Medium Semi/Burst/Full-Auto 30 (Clip) $3,500
+Rating to Laser Rifle 6 Long Semi/Burst N/A $7,500
Portable $2,000 x computer Sub-Machine Gun 5 Close Semi/Burst/Full-Auto 30 (Clip) $4,500
Computer Rating usage (max: 4) Shotgun 6 Close Semi-Auto 10 (Drum) $6,500
Encrypted
Communicator $2,000 planet-wide GUNNERY
comms Light Machine- 7 Long Burst/Full-Auto 100 (Belt) $10,000
Gun
Cardkey $3,000 x +Rating vs Assault Cannon 10 Long Semi-Auto 20 (Drum) $35,000
Spoofer Rating Locks
Missile Launcher 12 Far Single Shot 1 (Missile) $25,000
$5,000 x +2 Towards Thrown (Athletics)
Hijack Tools Rating Vehicle Theft Grenade 10* Close Single Throw 1 $200
+2 to Medic Flashbang 5* Bash Close Single Throw 1 $200
Medical Kit $1,000 Rolls *Explosive damage is rolled against every individual in a Close range band from the
point of detonation. Flashbangs may also blind everyone within a Close range band
Used for alarms
Motion Sensor $500 of the target for two rounds. May be Dodged to avoid effect.
or explosives
Single Shot
Flaregun $250 (3 Damage)
For scaling
Rope, 50’ $200 walls or tying
things down
Glass cutters, ARMOR DAMAGE SOAK DESCRIPTION COST
Burglary Kit $500 lockpicks etc
Street: $100
+3 DL to eaves Reinforced Clothing 1 Clothes layered/fitted for a fight Formal: $500
White Noise $1,000 drops on
Plated Jackets, Vests, and Coats Vests:
Generator $850
conversation Armored Clothing 2 Jacket or Coat: $950
Many hours of Helmet: $600
video + Armored Plating 3 Standard security or infantry
Digital Camera $950 Bodysuit: $1,050
unlimited Military Grade Exoskeleton
Exo-Armor 4 Full Suit: $2500
pictures Armor
PLANETSIDE VEHICLES AUGMENTATIONS Enhanced Audio ($3,500): Amplifies audio at
will, allowing +2 to Awareness roll checks
Planetside vehicles, like spaceships, have their Augments are special implants, both cybernetic involving sound.
own stats: and bionetic in nature. The GM should consider
• Armor is the vehicle’s damage soak the limitations and availability of such Fangs ($2,000): Vampire fang augmentation. 2
capacity. enhancements within their settings. By default, Damage, retractable.
a character simply purchases them, and are
• Body Points represent the vehicle’s usually out for 1d6 days or weeks to recover
structural integrity (hit points). Hand Razors ($2,500): Sharp, retractable blades
(depending on available medical resources). that line underneath the character's finger
• Maneuver is the speed and handling of the nails. 2 Damage, Concealable.
vehicle; added to any Vehicle rolls. Audio Damper ($2,500): Allows the user to cut
• Defense: The defense value of a moving out background noise and focus on a specific Headware Memory ($2,000 per MP of Storage;
vehicle is equal to the operator’s Agent + sound; great for eavesdropping. maximum equal to Tech): Each MP (Memory
Vehicle Skill + Vehicle Maneuver Rating. A Point) of storage may either store a block of
stationary vehicle is always a defense rating Body Plating ($5,500/level; maximum 4): Each important data, or add +2 to a Tech roll once
of 4. level adds +1 Damage Soak to the character. per game session. Takes one scene to “refresh”
Drones are special, unmanned machines that the memory cache if needed.
Boosted Reflexes ($5,000/level; maximum 5):
operate like vehicles, and are either piloted by Each level adds +1 to Initiative rating.
computer navigation or remote control. They Jumping Jack Heels ($5,000 cybernetic):
tend to range in size from that of a small animal Allows for great feats of jumping. An Acrobatics
Cochlear Neurostimulator ($8,000/level; check with DL 7 allows the character to jump 1
to a large dog. maximum 3): Each level of Cochlear story vertically.
Neurostimulator increases all Agent based skill
checks by +1. Holds a reservoir of neural growth Muscle Augments ($5,000 / level; maximum 4):
Vehicle Armor Body Man. Cost stimulant that needs to be refilled once a month Each level of Muscle Augments adds +1 to any
Bike 1 10 +2 $7,000 (which costs $500.) Chrome-based actions the character performs.
Car 2 20 +1 $15,000
Truck Cyber Claws ($4,500): Long claws that retract Neural Interface Jack ($2,000): Standard issue
2 25 0 $15,000 above the fist in a style very similar of a popular
Heavy Truck “data jack” of the near future, allowing direct
5 35 0 $20,000 turn of the century comic book character. 3 interface with computer, vehicle and ship
Jeep 5 25 1 $17,500 Damage; concealable only when sheathed. systems.
Armored 10 25 0 $100,000 Cyber Eyes ($2,000): Allows for either Low Light
Transport Sprinter Tendons ($15,000 per level; maximum
Tank 12 40 -3 $250,000 vision, Infrared, or Flash Protection. (Additional 4): Your movement goes up a range band, but
modes tacked on for +$500 each.) you have a hard time moving slowly, -2 to all
DRONES
Crawler Stealth checks while moving.
1 8 2 $2,500 Cyber Limb ($10,000 per limb): May be
Speeder 1 6 3 $4,000 modified to contain one of the following: Either Targeting System ($5,500): Requires Cyber
Treader 3 15 1 $5,000 a cybernetic weapon (3 x the cost of the base Eyes. Adds +1 to Ranged Weapons based skill
Hover (VTOL) 2 weapon), a computer system (at 2 x the cost of rolls. The “Smart” upgrade for this costs +$3,000
12 2 $6,500 the PC) or a hidden compartment (+$2,000.)
Flier but allows for purposefully missed targets (such
2 15 3 $6,500 Treats itself as a 2 (Bashing) Unarmed Weapon. as team mates) during bursts or auto-fire.
Digital Camera ($3,000): A high-resolution Vehicle Control Interface ($4,000/level;
digital camera for Cyber Eyes, also using maximum 4): Each level may grant either a +1 to
internal head memory for storage. Can record Vehicle based skill rolls while interfaced with a
both video (sans audio) as well as very high vehicle, or allows the control of one wireless
definition photos. drone. This can be split up however the
character wishes, and the pool of levels may be
“refreshed” every scene.

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