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Common Questions:

Skill tree name: Skill trees have names, this is not what you are. you are what you
make yourself. Want to be someone who was an arsonist. Take sapper skills that
suit the character until you learn more in the field, and feel free to ignore positive
parts of the skill. .! you can use "olotov#s great. $ut what#s that plastic stuff with a
timer on% Who knows %%%%
Melee: &nyone can use a melee weapon under '( without training.
Pyramids: )f you take a skill, and then find e*actly the same skill in another tree, you
are assumed to already have it for purposes of building your skill pyramid
Phys reps are up to you. Terms have been left generic. So, for combar drugs one
person may have tic tacs. The other person may have in+ections. )t does not matter
how, or what mi* you use to be frothy and simulate different types of drugs. ,ou
+ust need to remember how many dose#s you have in total.
Armour Phys reps: We are looking for the feel of armour, &re you +ust wearing
one piece of body armour% Then your medium at best. &re you covered in head to
toe in riot gear. Thats -eavy.
Healing: )f you don#t have the first aid skill ,./ 0&1T -&2 3.32. )ts a general
skill and costs 4 point.
Im not trained in it, can I use it? The simple answer is yes, you can use guns,
melee weapons etc that you are not trained in. -owever, you should role play lacking
proficiency, you won#t know how to clear +ams, aim accurately, or fire in controlled
bursts. and god knows how to reload them % % % 1ote: Their will be )0 repercussions
for using stuff you don#t know how to use often and5or well.
Radios: any idiot can use a s6uad radio. $ut you need the comms skill to
communicate with the citadel.
How many skills can I have? '7 skills. irrespective of how many skill points you
spend.
!tra ammo skills 8 ,ou can only /S e*tra ammo skills from .1 tree. ,ou can
use multiple e*tra ammo skills within a tree. $ut not from multiple tree#s. .! grunt
and gunslinger is a no no.
General Bank.
General Skills tree.
"evel # $eneral %kills
Melee &up to '()*,ou have become proficient in the use of basic melee weapons,
from the humble wooden spoon through to a katana. ,ou may 1.T duel wield two
melee weapons. 9sword and pistol is fine:
+irst Aid ,ou know how to stop people dying, 9slowing bleeding: ,ou may heal them
by applying bandages.
,ows and arrows ,ou are trained in the use of crossbows and bows.
,asic computing - comms ,ou can use communication systems and computers.
,ou can run simple systems and communicate with base and others effectively over
large distances. 1ot +ust s6uad to s6uad.
Pistols ,ou have learnt how to maintain and shoot accurately with pistol calibre
weapons.
%hotgun: ,ou have learnt how to maintain and shoot accurately with shotguns. ,ou
can now draw them from the armoury.
.r mo/ius happy time power drink 0 The character downs a super energy drink 94
soft re6: you can call a time free;e for <7 seconds while you think, who knows you
may remember something useful. ,ou can keep your eyes open but can#t move. =4
taint.
"evel ( $eneral %kills
%M$ ,ou have learnt how to maintain and shoot accurately with S"!#s. ,ou can
now draw them from the armoury.
Im 123 going to die ,ou are stubborn, iron willed, or +ust better than everyone
else. =4 con bead.
3alk the 3alk !ain < additional re6uisition points
"ight armour pro4iciency ,ou have learnt over long periods of time to get the most
out of your armour. ,ou get ' points of armour instead of 4 when wearing light
armour.

"evel 5 $eneral %kills
%urvivor ,ou have learnt to sway aside from blows, or throw yourself aside at the
last moment. This is often +ust enough to stave off serious in+ury. =4 hp.
Medium armour pro4iciency ,ou have mastered the use of medium armour, giving
you < hits of armour instead of ' when wearing medium armour.
3wo handed weapons Through some means, or another. ,ou have gotten a lot
stronger. ,ou can use two handed weapons 9over(':
3hrowing weapons ,ou#ve been practicing. >inally, you#ve mastered the art of
throwing weapons. ,ou can use throwing knives 5 +avelins 5 crockery, kitchen sinks
etc.
Medic Sphere.
Field Medic
"edics are the life savers of a s6uad. They can heal you when your getting bashed
up, The really good ones can even bring you back from the brink of death.
& lot of the finer points are left vague on purpose. What is a drug% -ow are they
administered% That#s all up to you? ,ou want to be hardcore and make up a list of
your own drugs, what they do and how they work, go of it. ,ou want to have some
different administration methods, !ood.
Items:
"edical drugs, @ephib, medical in+ector, Syth cells, blood packs
Skills.
2v4
6Its not that /ad) 9can be taken multiple times: once per day when healing
someone, a medic can =4 to their -3.
.iagnosis ,ou can tell e*actly how many con and beads someone has and
general health. 9role play:
67hat happened here?) stablish cause 5 time of death to a high degree of
accuracy.
Morphine &!# drug*The medic knows how to administer morphine safely A Bestore
4 con bead. ,ou can only safely administer one dose per person per day. .verdose
is 84 con point.
%et ,roken ,ones )f someone is suffering a broken or dislocated in+ury, it can be
set5re8located...without too much pain. & broken5dislocated limb cannot be used
+irst Aid ,ou know how to stop people dying, 9slowing bleeding: ,ou may heal them
by applying bandages.
,ooster cells &%ynth cells !#* The synth cells are designed reduce and prevent
system shock to your body. ,ou can re8gain consciousness almost immediately the
ne*t time you are rendered unconscious from an in+ury.
2v'
3aint .rugs &!( drugs* The medic knows how to administer cocktails of drugs that
reduce taint. 84 taint beads. .nce per day. .verdose is 84 con point and does not
work.
6Patch me up8) 9Bole 3lay: 90an be taken once per its not that bad: & medic can
restore one -3 when healing someone < more times per day.
6Its not good in there) 9*4 drug: & medic can prevent the ne*t < points of taint in
one encounter using special drugs. @.S 1.T W.BC for spell gained taint. .ne
dose per person.
3rust me, Im a doctor. & medic can suspend a death count if on their own. T-,
"&, 1.T -&2 the casualty themselves. Someone else needs to.
"edical Scanner The medic can buy a medical scanner that, when used, can
instantly diagnose 6whats going wrong) with the patient. )t cannot be used for
anything other than scanning biological creatures.
%kin sealant &medical gun, !# %ynth 9ells !(drugs* & potent combination of
coagulants, cell regenerative, pain killers and synthetic skin is in+ected into a wound
temporally sealing it. the wound counts as bandaged, &t the end of the encounter it
will need full medical attention 9a bandage: to stop the wound coming open again.
%uper /lood cells &medical gun # drugs8 %ynth cells !(*The medic in+ects a large
number of healing cells along with a number of drugs to aid healing. The cells can
repair an in+ury, although this will take <7 seconds and will not wake a patient up.
"i4e savers &%ynth cells !(* The synthetic cells rush to the site of an in+ury, and
increases the body#s natural coagulation process. Wounds hardly bleed, however the
brain is starved of much needed o*ygen during the process. 1e*t time you take an
in+ury you fall unconscious immediately, but your wound counts as held 9loose a con
bead every ' mins:

2v <
69"AR) &dephi/ or e:uivalent* Besuscitate someone who has been dead for less
than 4 minutes. & dephib must be bought, and you "/ST be able to restore at least
one con or hit point.
%ta/ilise &drugs !(* /sing drugs a medic can give &1,.1 an additional con
bead if they only have one left.
,lood trans4usion &one /lood pack* & medic can pump lost blood back into a
person =' 0on.
The Chem Doctor.
0ould be used to describe a wide variety of people. While field medics heal, chem.
@octors use drugs to boost combat capability. They could be people interested in
making biological super soldiers, or simply a soldier looking to give his s6uad an
edge in combat. The background is up to you?
9onsuma/les
0hem doctor drugs, rb 9a mutagen: , 0hem sprayer, 0atalyst
Skills.
2v 4
6Ahhhh, thats /etter) &# drug*
/sing a combination of drugs the chem. @octor boosts the metabolism. =4 hp. =4
taint .
%peed is good8 &# drug* The chem. @octor boosts the refle*es of the recipient.
They can call no effect to any < hits in 4 encounter. They never hit you. ,ou @.
1.T skip over an in+ury and go back to armour hits. The hits simply don#t count. 84
con bead at the end. &ddictive. ,ou want more. ,ou 1@ more.
3ruth syrum8 &# drug* The chem. @octor knows +ust the right amount to get people
talking. Those in+ected are much more likely to tell the truth. 1ot fool8proof. 9Bole
play:
Happy pills &# drug*&addictive* for at least two encounters you will be e*ceedingly
happy and up for anything. on the third encounter you will also hear voices laughing
at you for that encounter.
Rage pills &# drug* ,ou become filled with rage, anger and hate, particularly
towards your enemies, but anyone will do. ,ou gain adrenalin fueled strength and
can life weights greater than normal. ,ou get =' hp for an encounter 84 con at the
end.
9hill pills8 &# drug* &addictive* These will help you rela*, getting over mental and
physical trauma. They will also help with sickness and nausea.
Hallucinogen &# drug* only the maker knows what goes on when you take these.
$ut they are strong hallucinogen that lasts for at least ' encounters.
2v'
%el4 e!perimentation ,ou have been taking your own product. ,ou start the day
with =4 hp and =4 taint bead.
nhanced healing &# drug* The chem @octor uses drugs that boost healing effects.
,our skin stretches, bones crack. )t hurts like hell. ,ou can stand back up on one
-3. and the wound is healed. =4 taint.
+eel no pain &( drugs* )f you get in+ured in combat you don#t notice. This is good
and bad. ,ou carry on but are dying. ,ou lose 4 con bead when you get hurt. $ut the
drugs keep you going. Track how long you keep going as your bleeding. & further
in+ury puts you down 984 more con for another in+ury:.
6.rug gun) &# drug ; catalyst* The drug gun allows you to fire darts filled with
one of your drugs and a catalyst that enhances effects. *pect reactions to be
e*treme. The dart itself must be fired from the nightfinder other weapons shatter
the dart. The dart ignores armour but does no damage. The dart may bounce of
very heavy armour.
3aint in<ector &# er/8 !( catalyst* The mi*ture of erb and catalyst results in e*treme
and unpredictable results. Sometimes the target will be overcome by taint,
sometimes it will e*plode. Sometimes worse things happen.
2v<
$od o4 7ar &( drugs # er/* The chem @octor has been playing with rb and drugs.
-e can temporally boost the muscle strength of an individual to superhuman levels.
They gain < hp, can call knockback with every attack, can ignore the negative effects
of being struck 9rule D you can#t ignore a house hitting you:. &t the end of the
encounter the recipient takes =4 taint 84 con A 4hp
"ightning re4le!es &( drugs # er/* The chem @octor has mastered the perfect
concoction of drugs to boost an individual#s speed and refle*es to superhuman
levels. The recipient ignores the first 47 hits they take from any source. &fter effects
are horrific =' taint. 84 hp. 2asts one encounter. )f a time free;e is called eyes may
be kept open and the sub+ect can reload weapons they are holding.
r/ ,ou#ve been using erb on yourself in small doses over long periods of time. This
has had some unforeseen effects. >irstly, you need to keep taking it daily. A E
re6uisition points permanently. ,ou body has undergone changes 1ote: The
effects will vary from case to case on what the chem @octor wants )t will have
certain role play effects 9you may change physically: this could get you in trouble.
Acid spray &Req: Chem sprayer equipment) The chem @octor has learnt to mi*
strong concoctions of acids and other drugs with erb. The result is a powerful and
dangerous mi* that dissolves flesh bone and even metals. The mi* only works in
moderate to hot temperatures. .therwise its too inactive to have short term effects.

Biochemist
1ature provides, even when she#s been beaten, burned and warped by mutagens
and ravaged by radiation. The $iochemist is a practical botanist5biologist who
investigates and implements the medicinal and chemical bounty of all sorts of plant
and animal life.
9onsuma/les:
Sampling Cit
0hemical 0ompounds
0hem Sprayer
"evel # ,iochemist %kills
Her/alism &!# chemical compounds* 1ot everything has changed, lots of plants
still carry healing properties which can be employed with minimal treatment. The
biochemist can formulate basic anti8sceptics, pain8killers and sedatives from plant
matter in the immediate area 9pre8re6uisite skill:. Be6uires a set of basic chemicals
and sampling kit
7hat is that? The $iochemist can, with a short inspection, tell if a plant5animal has
useful properties. They#ll have to study them further at the citadel to find out what,
but that#s the fun?
1atural immunity The bio8chemist regularly consumes natural plants that help stave
off taint. )gnore first source of taint each day.
"evel ( ,iochemist %kills
Antidote &chemical compound !#* The biochemist can identify the symptoms of
certain poisons or to*ic compounds and mi* a treatment. )f they have a sample of
the poison they might even be able to mi* an antidote. Be6uires specific chemicals.
9lean and 9lear &chem compound !#* )f the $iochemist gets to a contaminated
wound within 'mins they can halt the advance of the taint and clean the wound.
.ont 3ouch It= the $iochemist can instantly identify poisonous plant and animal
secretions
Anti0taintagens &!( chem compound* The biochemist knows how to e*tract
natural goodness from plants. /nlike drugs, these have limited side effects and can
be taken twice a day. 984 taint:.
3his might smell a /it &can /e /ought multiple times* &!# chem compound*
The $iochemist can manufacture a compound which will seal a wound, <5day.
.
"evel 5 ,iochemist %kills
Poisons &can /e /ought multiple times* &!( chem compound* 0 the $iochemist
carries compounds which, once per day, can be applied to a blade or 9otherwise be
introduced to a victims system: to induce paralysis, spasms and death. Be6uires
restricted chemicals.
Acid spray &9hem sprayer e:uipment: The $iochemist has learnt to mi* strong
concoctions of acids and other drugs with erb. The result is a powerful and
dangerous mi* that dissolves flesh bone and even metals. The mi* only works in
moderate to hot temperatures. .therwise it#s too inactive to have short term effects.

Soldier Sphere.
Bezerker
There are many ways that berserkers come into being, some are the results of
e*periments gone wrong or unauthorised breeding others are +ust born this way.
"ost don#t last long with the ever watchful eye of 08sec and even less actually last
long enough to master their rage and stop themselves from attacking friends and
colleagues.
-owever the life of a berserker tends to be very short and very violent, they are
unlikely to be given any rank within c8sec due to their unpredictable nature.
"evel #8
RA$ (can be taken multiple times) Through @&,S of intense training you have
gained the ability to work yourself up into a blood thirsty rage, this will last for one
encounter and will give you =4 -3 for that encounter. @ue to the bloodthirsty nature
of the rage, ranged weapons won#t cut it. you can only use melee weapons whilst in
this state. 45day.
3wo handed weapons Through some means or another, probably steroids, you
have gotten a lot stronger. ,ou can use two handed weapons.
%uck it up When in a rage you hardly feel pain. ,ou can ignore the role play effects
of getting hurt, e.g. pain. 7hp still downs you.
Move aside little man (Can be taken multiple times) Small people are irritating.
"ove them out of the way. <5day call knockdown with ' handed weapons.
7rath o4 war (Can be taken multiple times: When reaching 7hp, the berserker
may vent his frustrations for <7seconds on the person that offended him, ignoring
the in+ury. &nother in+ury will down you. ,ou are bleeding during those <7 seconds.
at the end of <7 secs you will fall unconscious. '5day
2evel '.
Rock %olid &can /e taken twice* ,ou train intensely and have built yourself up to
physical e*tremes =4hp.
.ual wield ,ou have mastered the ability to use another weapon in your off hand
9smaller than '(:
9rushing strike ,ou can call through E times whilst in a rage, per rage.
.eadly strike ,ou can call critical E times while in a rage, per rage.
Psychotic rage &ll sense of self preservation and pain threshold leave you whilst
you are in the rage state. =4 e*tra -3 during a rage
7hy wont you die? Stuff that would kill lesser men +ust tickles berserkers. .nce
per day when in a rage a berserker can gain back <hp. These are lost at the end of
the encounter.
"evel 58
Massive strike &pre0re:8 deadly strike* ,ou can call 0ritical whilst in a rage.
Mountain /low &pre0re: crushing /low* ,ou can call through whist in a rage.
3A1>=== ,our used to wearing heavy armour so you#ve customised it with e*tra
layers, impact plates ect. ( points of armour.
Rela! and n<oy the Ride &A>A Im 4lying daddy* ,ears of steroid abuse has
helped you master the art of letting go, allowing natural or non8natural chemicals
course through your body and take full effectiveness. &ll chem doctor drugs will have
double the effectiveness on you 9upsides and downsides:.
Im /ig, really /ig88 Steroid abuse has its advantages, you#ve got so much blood
losing some doesn#t really bother you. 3lus, keeping you on the floor is almost
impossible =' con
,lood mist The berserker completely looses it. They become an unstoppable killing
machine all but the largest of wounds will fail to stop them. !ain all your -3 back,
however you cannot tell the difference between friend and foe and will attack
anyone. ,ou lose gained -3 at the end of the encounter. 45day
Grunt:
The frontline s6uadie who does all the lifting, and most of the killing. Studies are
brutes, they gain access to the heavies armour, and the biggest guns. /nsubtle at
best but tough as nails.
Bole play notes: @on#t think you are limited to playing a big stupid guy skills can be
e*plained through a variety of reasons which are down to you?
2v4:
Pistols: ,ou have learnt how to maintain and shoot accurately with pistol calibre
weapons.
Physical +itness (take up to 3 times) you#ve built up a strong constitution and
willpower, plus your used to getting hurt =4 con beads.
%hotgun: ,ou have learnt how to maintain and shoot accurately with shotguns. ,ou
can now draw them from the armoury
%M$: ,ou have learnt how to maintain and shoot accurately with S"!#s. ,ou can
now draw them from the armoury.
3wo handed weapons Through some means, or another, probably steroids ,ou
have gotten a lot stronger. ,ou can use two handed weapons.
Assault ri4le: ,ou have learnt how to maintain and shoot accurately with &ssault
rifles. ,ou can now draw them from the armoury.
,loody civies ,ou can repair basic weapons and military e6uipment.
Melee &up to '()* ,ou have become proficient in the use of basic melee weapons,
from the humble wooden spoon through to a katana. ,ou may 1.T duel wield two
melee weapons. 9sword and gun is fine:
.akka .akka .akka: !et 'E -eavy "achine gun rounds 9"ay be taken twice:
2v ':
!tra ammo8 &can /e taken twice* ,ou get an e*tra 4F standard rounds. 9S"! or
&ssault Bifle:
$renades ,ou have learnt how 9to a degree: safely use grenades. ,ou can now
draw them from the armoury. ,ou can also use tear gas and flash bangs.
Heavy Machine gun ,ou have learnt how to maintain and shoot accurately with
-eavy machine guns. ,ou can now draw them from the armoury.
-eavy "achine guns can be fired from the hip while stationary. )f the -eavy "! is
properly deployed 9ieG on a tripod or braced on a tree with the firer 3rone: then the
-eavy "! calls Hcritical# on all hits.
$et down you idiot ,ou see the stupid civie is going to get shot you dive into them
9role play: and knock them out of harm#s way. 9if they take the hit you where to slow:
<5day
Rock %olid (can be taken twice) ,ou train intensely and have built yourself up to
physical e*tremes =4hp
2v <
3AAAA1> ==== ,our used to wearing heavy armour so you#ve customised it with
e*tra layers, impact plates etc. ( points of armour.
,een there, got shot, still alive ,ou#ve been through it all and got the scars. "inor
in+uries mean little to you now and you don#t have time to bleed. =4 hp =' con.
+lame thrower ,ou have spent hours learning how to maintain and use a
flamethrower, miraculously, without killing yourself. ,ou can now draw them from the
armoury.
RP$ ,ou have learnt how to maintain and shoot accurately with B3!S. ,ou can
now draw them from the armoury
7alking pill /o!: ,ou#re a beast. ,ou can walk slowly firing the hvy "!. .nce per
day you may brace. you can call critical with every shot.
Ghost Recon.
"asters in the art of long ranged death. Snipers can pick out an enemy leader from a
considerable distance and make them dead. .ften without anyone knowing they
where even there. Snipers are the eyes and ears, often ranging ahead unseen by
the enemy. )n static defence they often pick out lthe best positions where they can
snipe from.
@ecoy, @ampener, traps
2v4:
%niper ri4le ,ou have mastered the art of using a sniper rifle. ,ou can now be
issued with one. 1ote. Sniper rifle "/ST be fired prone, crouched with elbow on
knee or rested on something .! a rock 5 fallen tree. &2W&,S call T-B./!-
&1@ 0ritical
3rapper ,ou have learnt to use the land against your enemies using simple, but
effective mechanisms. ,ou can build traps. 9if you bring the pys reps: A Snap traps 5
trip wires etc. ,ou can also use mines.
Pistols ,ou have learnt how to maintain and shoot accurately with pistol calibre
weapons. ,ou can now re6uest to be issued with them.
!tra %niper Ammo (can be taken 2 times) ,ou get I e*tra sniper rounds.
Mark area ,ou never get lost, and always know your way back to a place.
.ecoy The sniper has a device that makes lots of noise when he wants, 9phys rep
needed:. The batteries tend to be short lasting and run out after one use.
3racker MkI ,our adept at following the tracks of creatures.

2v':
"evel ( $host Recon %kills
3racker MkII ,ou#re very good. @ogs have been known to do worse.
%urvivor ,ou#ve been behind enemy lines, survived on your own in+ured and alone,
you#ve still made it back every time. =4 con. ,ou can also patch up an already
bandaged location and get 4hp. 9once per day:
%M$ ,ou have learnt how to maintain and shoot accurately with S"!#s. ,ou can
now draw them from the armoury.
"ight armour pro4iciency ,ou have learnt over long periods of time to get the most
out of your armour. ,ou get ' points of armour. 1ot 4.
6I 9an smell it) ,ou can literally taste taint in the air. )f you concentrate to do it.
$host and the .arkness )n dense terrain you are a ghost. ,ou must role play
building a nest, after which you are invisible. 9-and in the air: 1ote: ,ou are 1.T
undetectable. .g. dogs could track you etc. $ut you are damn hard to find.
%ensor dampening &dampener* once activated, you can#t be found by scanners 5
natural things that find heat.
Advanced recon (Can be taken multiple times) 45day )f the scout observes a
monster for 4'7 seconds. They can radio back 5 talk to a fellow trooper, giving them
crucial information. That 4 trooper can call 0ritical against that .1 target for 4
encounter.
2v<
3racker MkIII ,ou can track a grain of sand in a desert. ,ou can tell the story like
you where there yourself, probably better.
2ne shot8 2ne kill &pre re: ghost in the darkness* The master of death, you can
hit a flies testicles at E77 yards, When in dense terrain and invisible. &t this point call
time free;e. ,ou have E seconds to take a shot. This must be with a sniper rifle
I know your there Through years of getting +umped on and surviving, you +ust know
when things are around., ,ou call scanning < times per day.
67hat was that) <5day the sniper can fire while remaining invisible. ,ou "/ST be
using a silencer.

Gunslinger
The poor slinger is little more than a cowboy, firing more bullets a minute than a
machine gun, the better ones a e*perts in the use of small arms and shotguns, able
to literally take a target apart a piece at a time with small arms fire.
2v4
%hotgun: ,ou have learnt how to maintain and shoot accurately with shotguns. ,ou
can now draw them from the armoury
Pistols: ,ou have learnt how to maintain and shoot accurately with pistol calibre
weapons. ,ou can now re6uest to be issued with them.
"ead rain8 ,ou get an e*tra 4' shotgun shells on every mission.
%torm o4 lead8 ,ou get an e*tra 4' pistol rounds on every mission
,ut, 3hey are only little8 Security are used to you carrying a number of little
weapons. ,ou will not get hassle for carrying up to ( S"&22 guns. 9pistols and sawn
offs:
9heaper guns8 3istols cost 4 less B3 to buy.
!tra si?ed mags8 ,ou can take ' 4F round mags for free. ,ou don#t get the bullets,
+ust the mags.
%hotguns A cost 4 B3 less to buy.
2v':
Rapid reload ,ou can re8load you weapons during a time free;e. ,ou 0&1 1.T
call a time free;e to do this
@uick draw8 .nce per day you can call a time free;e and draw a pistol or sawn off
shotgun.
%hotgun %urgeon ,ou#ve become an e*pert in the art of shotgunning folk. )f you
unload both barrels at point blank range you may call through A #-day
>neecaper8 ,ou can call knockdown when you shoot someone in the legs with
pistols. <5day 90an be taken multiple times:
Man stoppers A ,ou can call knockback <5day with shotgun rounds. 90an be taken
multiple times:
"v5:
,ullet storm8 /sing ' pistols or sawn offs. 45 day you can call critical with every
bullet you fire. ,ou "/ST e*pend all the ammunition in both guns, you must fire
them all none stop
%hotgun master83re8re6. Shotgun surgeon. 3reviously, you where an apprentice.
1ow you are a master. 5-day you may call through if you unload both barrels at a
target at point /lank range8
"A5 Hand 9annon. A 0all 0ritical through. 0osts (B3 A ammo costs 4Bp per
round. ,ou must be holding the gun with both hands.
perati!e Sphere
Duelist
@uelists are supreme melee weapon masters, in a world dominated by firearms,
duelists are somewhat of a rarity. "ainly because the poor ones die. They have
turned their bodies into living weapons, their weapons are blurs of motion, striking
relentlessly, their blades seeking out weak points in armour and disarming
opponents. &ll the while nimbly avoiding opponents attacks the whole time.
2v4:
3wo handed weapons Through some means, or another, probably steroids ,ou
have gotten a lot stronger. ,ou can use two handed weapons.
Meditation ,ou can bring an inner harmony to yourself, purging your body of ill
effects. 8' taints. .nce per day.
.odge you can take this .10 ,ears of sparing have enabled the duelist to easily
step aside from blows that would down a less nimble opponent. ,ou may call no
effect to < melee strikes per day. ,ou must be wearing light armour.
@uick .raw ,ou may draw any melee weapon you have, and reposition your arms
in a time free;e. 9eyes stay closed:
Melee &up to '()* ,ou have become proficient in the use of basic melee weapons,
from the humble wooden spoon through to a katana. ,ou may 1.T duel wield two
melee weapons. 9sword and gun is fine:
"ithe ,ou twist and turn in combat, your movements are unpredictable and you can
predict enemy actions. "oving to reduce damage weapons cause. $ullets now only
do ' points of damage to you.
%weeping strike: twice per day you can perform a wide sweep 9role play it: that
knocks an opponents feet out, call trip. $ig things will laugh in your face.
2v':
.odge M>II ,ou can take this once. ,ou can now dodge an e*tra < times per day.
,ou must be wearing light armour.
.isarm ,ou strike at your opponents weapons, breaking them, or knocking them
from hands. 0all @isarm as you strike to disarm an opponent. < 5day.
3wo weapon 4ighting ,ears of dedicated training have led to the duelist being able
to use an additional melee weapon in the offhand. 9ma* '(:
%upreme re4le!es ,ou can actively dodge and deflect bullets with your weapons.
&ny that fail to hit you count as a miss, deflections count. ,ou may also use your
dodges on bullets.
3hrowing weapons ,ou#ve been practicing. >inally, you#ve mastered the art of
throwing weapons. ,ou can use throwing knives 5 +avelins 5 crockery, kitchen sinks
etc.
"ight armour pro4iciency ,ou have learnt over long periods of time to get the most
out of your armour. ,ou get ' points of armour. 1ot 4.
2v<:
"ightning re4le!es ,ou are now almost superhuman in speed. ,ou may keep your
eyes open in time free;es. &nd have a free dodge in JB, encounter 9dodge:.
These dodges are used >)BST before any other.
Precise strike &n e*pert in finding gaps in armour, .ne per encounter you may call
through with a melee weapon.
"ssassin
*perts in subterfuge and silent death, assassins are great at killing folk you don#t
like, generally 6uietly. They need to be able to get out 6uick afterwards though, or
people get upset with them for killing their boss.
3oison. 4B3 per dose.
smoke bombs 4rp *'
mono knife ( rp
2v 4:
Melee &up to '()* ,ou have become proficient in the use of basic melee weapons,
from the humble wooden spoon through to a katana. ,ou may 1.T duel wield two
melee weapons. 9sword and gun is fine:
,acksta/: )f you strike a target from behind you may aim for a weak point in the
armour 90all through with the first attack: They "/ST 1.T be aware you are there
,om/s The assassin hurls a smoke bomb at their feet, disorientating opponents.
call stun E seconds.
%tep Aside8 &can /e taken 5 times* ,ou have e*tremely fast refle*es which have
saved your life on more than one occasion. ,ou can call dodge to one hit per day
from any source.
Hunter o4 men ,ou are an e*pert tracker, and if you know a target well enough 5
have good intel on them 9B53: you may track them over any distance.
Hidden ,lades8 once per day the assassin can call a time free;e, and have a small
knife placed in their hand. where its come from, best not to ask. The blade must be
under I
Pick locks ,ou can pick 5 hack very basic locks, doors, safes etc. 91ote, this is a
JB, basic and generic level of knowledge:
Poisoner &# dose* ,ou can buy poisons 5 &cids that can have various effects when
ingested 5 3oured onto things. 9-ave fun:
9amera pro/e8 4 rp. /sing a fibre optic cable you can peer under doors, round
corners, through windows etc.
%hiv it8 ,ou#re good with knife, real good. 0all critical once per encounter with a
melee weapon under '(
2v':
Hide in shadows8 )n deep shadows you can become almost invisible 9hand in the
air: you "&, 1.T ".J. &nd need to consider the B3 environment. 9underground
in the dark, your great, open well lit field. ,our not:
3wo weapon 4ighting8
,ears of dedicated training have led to the duelist being able to use an additional
melee weapon in the offhand. 9ma* '(:
Assassin &pre re: /acksta/*)f you strike a target from behind you may call Through
and critical with the first attack. They must not be aware you are there.
Hunter o4 men II 0 ,ou#re good, really good at finding your prey. <* per day you can
call scanning.
Poison coating8 &# dose*The assassin coats their melee weapon in acids, nano
bots, or other nasties. When they get into flesh they devour for their short life span 5
cause biological damage. 9call critical for 4 encounter:
3hrowing weapons: ndless hours of practice have resulted in you mastering the
art of throwing weapons effectively
,ypass lock 8 &llows you to open more advanced electronic lock systems 8 card
reads, code locks etc. 3re re6: pick lock
9on4use scent8 ,ou#ve been hunted and know how to elude people. While invisible
you are also invisible to creatures tracking by scent.
2v<:
%ilent and deadly: The assassin can move silently, when hidden in shadows they
can move 47 paces with their hand in the air.
Mono kni4e 0 >or (rp you can get a special knife. )t will always call through. 4F or
less.
9over %tory: "aster of infiltration, you may choose one skill from any standard tree.
This is a permanent choice and can#t be changed.
#ngineer Sphere
Computer specialist $ Computer engineer.
Transmitter
PDA
Emitter
*note, nearly all skills require read techno for and / or PDA to work
bus
storae de!ice
Drone interface" #$ hard rec%#lets you control drones as if your standin ne&t to them"%
A uide on hackin' As a eneral rule of thumb, you can try to hack anythin, howe!er, it will always
be sinificantly easier if you ha!e a skill that you can use to hel( you" E") * find a turret that * want to
ha!e, howe!er, if * ha!e the hack turret skill, * will et bonuses" +ackin / (rorammin le!els will also
make thins ,-.+ faster and easier, i!in you tasty bonuses"
Lv1:
Programming/Hacking LVI (PDA) you can (roramme robots and other such com(uter based
(rorammes" /ou are (articularly ade(t when it comes to robots"
Read techno /ou ha!e a ood understandin techno allowin you to read information where others
would be useless"
Robot / computer a!vage" The robot miht be shredded, but who knows what !aluables lies inside it
that you can still (ull out" #you don0t et mechanical (arts from this"%
Repair robotic you can fi& com(uters and robots" best with robotics"
#eak point All robots ha!e sensiti!e (oints, and you know where they are, /ou can call .ritical, 12
throuh 3 times a day aainst robots"
Remote hacking (PDA)4 All hackin attem(ts can now be done remotely usin your handy little
i5mo" This will make hackin harder, but you don0t need to (lu a cable into it"
Decode $ (torage device) The hacker has created a (roram that will break down and translate
encry(ted or encoded files"
%ano viru (&ug '1) The hacker can in(ut a destructi!e !irus into a com(uter shuttin it down and
infectin any systems linked to it" Anti4!irus software may slow, or sto( this workin"
Purge: /ou com(letely remo!e all data from a system destroyin e!ery last trace of data and
information" This miht ha!e safety ramifications in say, a fusion reactors mainframe" This can take
some time on lare systems"
Hacking device (&ug '1): Plantin a bu lets you access the system from almost any rane at any
time"
(racking device (&ug '1): don0t know where the bad uys are6 Plant a bu7
&ugging device (&ug '1) : 8ot sure what the bad uys are sayin6 Plant a bu7
Viru )canner: (PDA) This lets you find out if there are nasty thins at work in a com(uter
(roramme"
Detect e!ectronic: /ou0!e ada(ted your PDA to be able to (ick u( sinals with more reliability and
frequency" Tell the ref you ha!e this skill"
Lv*:
Programming / Hacking LVII you can (roramme robots and other such com(uter based
(rorammes" /ou are (articularly ade(t when it comes to robots"
+Hit it there,4 /ou0!e studded the in0s and outs of combat robots" 1nce (er encounter you can
instruct someone where to hit a robot" They can call critical or throuh with one attack" 3 times (er
day"
)cramb!er #transmitter%#can take 3 times% /ou can scramble the robots o(eratin (rocessin
ca(abilities" /ou must know at least the basics about the robot #if you0re not sure what it is, you can0t
do it% 4 .all (araly5e $9 seconds on a robot for $9 seconds :/day
(argeting parameter (-mitter) /ou know how the robot acquires tarets, and how best not to fit
into those (arameters" /ou can turn in!isible to robots, security systems etc for 3; seconds" they
won0t #(ur(osely% attack you" 1ther stuff can still see you"
.perate Drone <ittle remote control blihters, they come in all sha(es and si5es"
.ver/c!ock it0 4 (ush any system hard enouh and it0ll fail, maybe s(ectacularly7 /ou can (ush a
system !ery quickly" ,achines can o haywire, sentry uns attack e!erythin, networks i!e out cra5y
orders"
+#hite noie, (emitter '1): The hacker has refined a (articularly nasty de!ice that emits white noise"
All communications tech in an area will sto( workin, robots may not be able to (ercei!e information
etc" #it basically (uts static e!erywhere and confuses electronic stuff"
&epoke Viru (re1uire %ano viru) (&ug '1) The hacker can, on the fly, write a !irus that can
ha!e an entire host of effects on electrical systems, causin whate!er le!el of mayhem he wishes"
Remote %ano viru: The hacker can send a smaller !ersion of a !irus by (iybackin a sinal" This
can ha!e !arious effects, but may not always be reliable"
Hack drone The hacker can re4(roram or de4acti!e any drone or robot"
Hack turret The hacker can disarm or re(roram any automated turret or defence system"
Advanced communication" The hacker can interce(t all kinds of sinals, and then use them in
numerous ways" =ammin, alterin slihtly, filterin etc, use your imaination"
2ire3a!!ing: >ad uys hackin your stuff6 you can make it damn near im(ossible by usin this skill"
Lv4:
Programming / Hacking LVIII /ou can (roramme robots and other such com(uter based
(rorammes" /ou are (articularly ade(t when it comes to robots"
Com%at engineer:
These are the uys that use all their technical know how to et thins workin" ?hile ettin shot at"
They fi& tanks, broken (ower lines, fi& technical (roblems with automated security and fi&ed your
wea(ons" All while ettin shot at" ?hile sa((ers are about blowin stuff u(" Enineers are about
ettin it to work"
@(are Parts $ req for 3"
>low torch / ,ini 1&y @ettlin torch" / weldin un $ req
Ae!lar (lates $ req for 3"
Em( chare $ req each
@canner 3 req
Drone / Turret interface" #$ hard rec%#lets you turn turrets on and off remotely" 1therwise, they shoot
you"%
*Additional info on drones and turrets is found at the bottom of this doc
"
Leve! 1:
5echanica! Repair / e!ectronic (pare part 6 7 3e!ding gun): The enineer can maintain and
re(air basic tech" includin wea(ons and broken china" The amount of (arts you will need de(ends on
the si5e of the Bob"
Pito!: /ou ha!e learnt how to maintain and shoot accurately with (istol calibre wea(ons"
)58: /ou ha!e learnt how to maintain and shoot accurately with @,)0s"
9pgrade amour (6* :ev!ar p!ate) /ou can i!e someone C$ armour for one fiht #starts when hit%
&aic computing / communication: /ou can use communication systems and com(uters" /ou can
run sim(le systems" and communicate with base and others effecti!ely o!er lare distances" 8ot Bust
squad to squad"
;utta: (3e!ding gun) 4 you can cut thins o(en really quickly and efficiently" doesn0t really matter
what it is as lon as it sits still"
canner: The enineer can use a scanner to (ick u( sinals such as radiation heat etc" /ou can0t
ada(t the scanner or make subtle chanes" /ou must ha!e the basic two functions set before you
lea!e base
-'tra maintenance" (can be taken mu!tip!e time) .hoose one wea(on on the (arty" 1nce durin
the day if the wea(on Bams the (erson may call a time free5e and clear the Bam" #may be taken
multi(le times%
read techno: The combat enineer can read and understand the com(le& lanuae of techno
Percuive 5aintenance *f it0s ot to work and it0s ot to work 81?, Bust hit it" 1f course, it miht not
work aain afterwards"
#hat <ou=ve got there i4 you miht not know e&actly how to use it but, with a little time to e&amine
it, you can build a (retty clear (icture of what it does"
Leve! *:
5echanica! Repair / e!ectronic II ()pare part 7 3e!ding): /ou0!e otten a lot better at re(airin
thins, e!en com(le& ones, you will (robably need less s(are (arts on thins as well"/ou can fi&
almost all citadel equi(ment and lots of (re4dawn stuff
Automated (urret: /ou can now buy, de(loy and o(erate turrets" An e&tra un is always hel(ful,
seems like there are less bad uys too" Turrets will shoot anythin that enters a cone you set" /ou
can remotely turn them on and off"
Drone: <ittle remote control blihters, they come in all sha(es and si5es"
)pecia! ammo: (can be taken mu!tip!e time) /ou0!e modified 3 rounds in some way" Talk to the ref
about what you0!e done" and what you want to do"
.ver!oad: (emp charge) 4 8ot subtle, this is (laced on a taret which recei!es a massi!e
electromanetic / electrical chare
e'tra armour (:ev!ar p!ate '>) /ou may choose one (erson" 8ot /ou, That (erson ets C$ armour
for the day" you may only take this skill once, and only a((ly it to one (erson a day"
;eramic p!ate (:ev!ar p!ate '4) /ou strateically (lace re4enforcements on your friends" This
(rotects them com(letely from the ne&t bullet that hits them" 4 this must be (hys4re((ed"
?ur</rig4 +ell, *t shouldn0t work, but it does" /ou can fude a re(air with like4(ieces, theyDll hold for a
time" #tell the ref you ha!e this skill when you0re tryin to use it"
)canner Advanced #Pre req, techno and @canners% /ou now know the ins and outs of scanners
and how to et the most from them" /ou can make com(le& re(rorammin to find e!en the smallest
of thins" 1f course, you need to know what you0re lookin for""""""""""
)cavenge: /ou are an e&(ert at dis4assemblin thins without damain (arts, you et C$ s(are
(arts when (ullin thins a(art, and are more likely not to damae tech that you do take a(art" #tell
refs your usin this skill%
Lv*: -!ectri@ied hu!!: Peo(le bashin your turrets" Ea( them with an electrified hull" #anyone hittin a
drone/turret takes a stun effect%#free u(rade%
Lv*: -'tra turret ammo: /our liht turret now has a :F round drum, this costs you nothin7
Lv*: e!@/ detruct: @omeone hits your turret" *t blows u( like a mine" #free u(rade%
Leve! 4:
5echanica! Repair / e!ectronic III ()pare part 7 3e!ding) /ou0!e now a leend at re(airin stuff"
Two twis on the floor can fi& a broken tank tread as far as your concerned"/ou can fi& almost
e!erythin"
Aau!t Drone: Drones with uns, bombs and other nasty thins to hurt (eo(le you don0t like with"
-mp &!at (emp charge '*)G A larer !ersion of o!er load" This effects A<< electronics *n a 3; G 9;ft
radius" 1nly hih end military tech is likely to be resistant to this
-'p!oive reactive armour' /ou0!e customi5ed your or one (erson0s armour" Hor your first armour
cycle you inore A<< inBuries" Throuh hits are also inored" E") hea!y armour i!es you 3 no effect
calls" <iht i!es you one no effect call" Then you start on your armour normally for the rest of the
day" This cannot be stacked or im(ro!ed with any skills"
Lv4: )mart !ink' <ets you control turrets and drones like they are your own arm" Turrets are really
smart, will shoot in a controlled way and will know friend from Hoe #is an add on to interface C$ ,12E
hard req%
Lv 4: Armour piercing ammo: you can u(rade your liht or medium turrets to fire e&(losi!e rounds,
on your turrets to armour (iercin round" This costs : req (er turret" #.all thouh%
Lv4: -'p!oive round: /ou can u(rade your liht or medium turrets to fire e&(losi!e rounds, this
costs : req (er turret"
Drone:
Arie! drone: A small flyin drone with air to round !isual scanners / heat detectors" *t can find thin
like heat blooms, ob!ious troo(s, buildins etc" 1nce airborne the batteries may last for a cou(le of
encounters / (eriod of time" #: soft%
Recon Drone: A small round based drone (acked with sensory equi(ment, used to look in
danerous areas such as buildins / to&ic waste areas" #: soft%
Aau!t drone: .ustomised drones, these come in all sha(es and si5es of nasty" #note' Due to (hys
re( requirements these can ha!e all kinds of effects, and costs may !ary, They should be nasty
thouh%
%ote on (urret:
/ou can only ha!e one turret de(loyed at a time"
Turrets are not smart, they will (robably waste ammo" They shoot the first thin they see"
Turrets are dis(osable" They are little more than a few tubes with bullets in, and a sensor"
Turrets need settin u(I bi bolts o into the floor" /ou can0t mo!e them once stuck into the floor"
Turrets are fraileI (eo(le hittin them won0t o well"
Light turret: A small de(loyable turret with $J rounds" #counts as sm% : soft rec G (istol / @,) (hys
re(
5edium turret: A ood si5ed turret with 3: rounds #assault rifle% #F soft rec% #Assault rifle (hys re(%
Heav< (urret: A massi!e machine un with :9 rounds #h!y m% #F soft rec% #counts as a de(loyed
hea!y m% #+!y ,) Phys re(%


Demolitionist $ Sapper:
An e&(ert in e&(losi!es of e!ery sha(e and form" The sa((er can create bombs, ri e&(losi!es and
(re(are demolitions and other (yrotechnics"
.onsumables'
Trier ,echanisms
Accelerant
Demo .hares #has a timer attached to it%
tra(s 3 for one req"
Leve! 1:
&reaching charge #demolition chare% the sa((er can use e&(losi!es to fashion a directed chare
that can be used to breach obstacles such as annoyin children and doors"
Diarm e'p!oive: The sa((er is much better at disarmin e&(losi!es than a normal s(od" Tell the
ref you0re usin this kill"
8renade: The sa((er can draw renades/flash bans/ smoke renades from the armoury and use
them"
Incendiar< bomb: #&$ accelerant% A (laced e&(losi!e that will cause fire across a ood area"
Rig ;harge: #&$ demo chare C$ trier mechanism% The sa((er can set a chare that can either be
triered remotely, or by (ro&imity"
>th )ene" The sa((er Bust knows, he can feel that the area is (robably ried, where, who knows7
+e Bust knows there are (robably e&(losi!es in the area" #tell the ref before the mission" This skill is
com(letely at ref discretion%
)58: /ou ha!e learnt how to maintain and shoot accurately with @,)0s"
(rapper (trap '1): /ou ha!e learnt to use the land aainst your enemies usin sim(le, but effecti!e
mechanisms" /ou can build tra(s" #if you brin the (ys re(s% G @na( tra(s / tri( wires etc" /ou can
also use mines" #tra(s do :h( of damae, : con damae and the !ictim needs healin #i"e" is
inca(acitated%
Leve! *:
Demo!ition charge: #&: demo chare C$ accelerant C$ trier% A lare e&(losi!e chare desined to
le!el lare areas, hel( brin down structures etc"
Dipera! charge4 #&$ demo chare% A small chare desined to dis(erse a chemical aent or dru
into the air" *t will require the in(uttin of another reaent to be effecti!e" This will ha!e limited effect in
the o(en"
I-D 4 #Accelerant &:, Trier &$% /ou know how to make e&(losi!es from the sim(lest of house hold
oods, these *ED0s can then be thrown at the enemy" ?hile not as effecti!e as a renade, fire is ne!er
healthy" #call ,oloto!%
&omb pro@: *f the enineer buys hea!y armour, he now ets a free u(rade" E&(losi!es now do less
damae to you than (re!iously #you don0t automatically bleed from tra(s, you may not loose limbs" ref
disc a((lies at all times"%
Dig in: The sa((er knows how to re4enforce a (osition" )i!en adequate time the sa((er can re4
enforce a (osition so renades roll away, and bullets are deflected #Defenders count as wearin
ballistic armour" inore first bullet that hits them, throuh call is nullified" .ritical .all is nullified"
2!ame thro3er: @a((ers et all the dirty Bobs" *ncludin usin flame throwers" unfortunately, you ha!e
been trained in the use of these"
Leve! 4:
RP8: The enineer is trained in the safe use of 2P)0s" ?ell, safe for him"
I=m uppoed to b!o3 tu@@ up: The sa((er can take one renade (er day as a soft (oint #*""E they
work in the same way as bullets%"
&urn bab< burn: The sa((er can take one tank of flamer fuel as a soft (oint (er day"
3emplate skills:
Bse %canners
,ou know how to interpret the disconcerting clicking of the gigercounter. &ssessing
how dangerous the area is.
Melee:
,ou have become proficient in the use of basic single handed melee weapons, from
the humble wooden spoon through to a katana.
3wo handed weapons:
,ou have become significantly more powerful and are now adept at using larger
weapons without hurting yourself.
3hrowing weapons:
ndless hours of practice have resulted in you mastering the art of throwing
weapons effectively.
Pistols:
,ou have learnt how to maintain and shoot accurately with pistol calibre weapons.
,ou can now re6uest to be issued with them.
%hotgun:
,ou have learnt how to maintain and shoot accurately with shotguns. ,ou can now
draw them from the armoury.
%M$:
,ou have learnt how to maintain and shoot accurately with S"!#s. ,ou can now
draw them from the armoury.
Assault ri4le:
,ou have learnt how to maintain and shoot accurately with &ssault rifles. ,ou can
now draw them from the armoury.
Heavy Machine gun:
,ou have learnt how to maintain and shoot accurately with -eavy machine guns.
,ou can now draw them from the armoury.
+lame thrower:
,ou have spend hours learning how to maintain and use a flamethrower,
miraculously, without killing yourself. ,ou can now draw them from the armoury.
$renades:
,ou have learnt how 9to a degree: safely use grenades. ,ou can now draw them
from the armoury.
RP$: ,ou have learnt how to maintain and shoot accurately with pistol calibre
weapons. ,ou can now draw them from the armoury.

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