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    UNIVERSAL HANDBOOK FOR DEVELOPERS

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    SECTION ONE: PLAYING THE GAME

     The following section summarizes the mechanics of the100DOS Tabletop Games roleplaying game. Thissection also covers player abilities and interaction withthe environment and others. The rst thing to !now isthe game"s use of dice.

    USING GAME DICE100DOS uses a newer variant of the #asic $oleplaying

    1D100 dice system. %hen using this system& the usersneed at least two ten'sided dice. These dice can beac(uired through online stores& game and hobby shops&and even through certain boo!stores.

    Some weapons in this system will ta!e whatpeople call a )Dice *ool.+ Dice *ools are where aplethora of dice will need to be rolled at once todetermine larger amounts of damage. This can behandled by rolling and tallying up damage withwhatever dice is available to the player at the time.

     The G, and each player will need a pair of D10s. There are *ercentile dice that are a pair of D10s&one showing the )ones+ and the other being the )tens.+

    100DOS uses two di-erent types of dice rolls&the )D10+ and the *ercentile roll. t is important to note

    that when the rules say roll /D10& this is not the sameas rolling a percentage roll. %hen rolling 1D10& /D10&and so on& you simply add the results of each die.,eaning when you are told to roll 1D10& you roll asingle Ten Sided die& and when told to roll /D10& youroll two Ten Sided die.

    Some times rules re(uire a roll of 1D. To ma!ethis !ind of roll& you simply roll a ten'sided die anddivide the results by two& rounded up. n easier way toremember this is the following chart.

    D10 D51 1/ 1

    2 /3 / 24 25 36 37 10

    Percent!e E"#$%!e&Ten'( &One'( Re')!t

    / 5 /55 0 500 0 100

    *HAT IS ROLEPLAYING+n a roleplaying game 8$*G9 you create an alter ego ina ctional setting. This is your viewing glass to anotherworld& as you control and help shape out a world withyour actions. n a game such as this& you are able tocreate anything your heart desires: courageousleader& a medical technician& and especially war'hardened master of combat. The leader of the game&otherwise !nown as the Game ,aster 8G,9 unfolds thestory for his players& !eeping them intertwined in anarrative and combat driven adventure. ;ou& as aplayer& choose your actions and spea! your character"smind& deciding the path in which your party travels.

     The decisions you and your friends ma!e directly a-ectthe events of the story& so be weary.

    $oleplaying games such as

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    PHYSIOLOGY Stren,t- .STR/:  Strength is the physical attributesyour character possesses. This is used for physicalsituations li!e climbing and melee combat.T),-ne'' .T/: Toughness is the amount of damageyour character can endure as well as the stamina of the character.A,!t .AG/: gility measures the character"s speedand reCe=es. These are used when dealing withrunning& swimming& and the ability to move from coverto cover e-ectively.

    COMBAT*#r2#re R#n,e3 .*FR/:  %arfare $anged is themeasurement of the character"s ability to use ranged'based weaponry in combat.*#r2#re Me!ee .*FM/:  %arfare ,elee is thecharacter"s ability to use melee'based weaponry andhand'to'hand combat.

    MENTALITY 

    Inte!!ect .INT/: ntellect is the amount at whichcharacters !now and the wisdom the character owns.Perce%tn .PER/: *erception describes the ability tosurvey their surroundings.C)r#,e .CR/: @ourage reCects the character"s abilityto withstand horrors and fears and to !eep a clear stateof mind.

    PERSONALITY C-#r'$# .CH/: @harisma is the character"s ability tointeract with other characters and players.Le#3er'-% .LD/: Aeadership is the character"s abilityto lead forces and ta!e orders.

    CHARACTERISTICS4 MODIFIERS4 AND BONUSES

    ach @haracteristic has a number between 0'100 andabove& with higher numbers being far more useful thanlower numbers. %ith each characteristic& there is anaccompanying @haracteristic ,odier. The@haracteristic ,odier 8,od9 is the tens digit of the@haracteristic. Eor e=ample& a @harisma @haracteristicof 3 would have a @haracteristic ,od of .@haracteristic ,ods are used in a multitude of situations. @haracter ,ods are abbreviated with the@haracteristic& so a @haracteristic ,odier for Strengthwould be ST$', and gility would be G',.

    TESTS AND DICE ROLLS

     Tests are the most fundamental way of establishing acharacter"s success and failure. s a player performsessential and more di?cult tas!s& a roll must be made. These rolls a-ect the story and the character"sprogress and the party"s all'around situation.

    SKILL TESTSS!ill Tests are the most common roll a character willma!e during the game. ach S!ill is managed by acharacteristic. Eor e=ample& the character"s ntellect@haracteristic a-ects the @amouCage S!ill. To ma!ethe S!ill chec!& add any relevant modiers from talents

    and S!ill upgrades& and then ma!e a percentage roll. fthe result is e(ual or less than the modied@haracteristic& the roll is successful. f the result isgreater than the modied @haracteristic& the test hasfailed. Success is more li!ely when the character hasthe s!ill trained. The more the s!ill has been trained&the more li!ely the character will succeed.

    THE CORE MECHANIC

    • Determine the S!ill or @haracteristic to test.

    dd or subtract any relevant modiers to theS!ill or @haracteristic. dd all of the modiersboth positive and negative& some will negateeach other.

    • Once you nd the nal number& ma!e apercentile roll 81D1009.

    • f the percentile is less than or e(ual to the S!ilor @haracteristic being tested& the tessucceeds.

    • f the percentile roll is greater than the S!il@haracteristic being tested& the test fails.

    • f the result of the percentile roll is a Fatural 1&the test succeeds& even if the total modiersmade the S!ill or @haracteristics less than 1

    Ai!ewise& if the result is a Fatural 76'100& thetest fails& even if the total modiers made theS!ill or @haracteristic greater than 100.

    SIMPLE UNTRAINED MODIFIERSf a character is attempting a S!ill that has not beentrained& the character will su-er a '/0 penalty to theroll in addition to any other penalties.

    CHARACTERISTIC TESTSt times& there is the need to roll straight from thebase @haracteristic. This usually represents the facthat no training or education could assist the characterin this situation& usually pertaining to rolls of purephysical Strength or Toughness. The @ore ,echanic is

    still used. Eirst& the G, must determine the appropriate@haracteristic or the test. f the roll is less than or e(uato the @haracteristic after the modiers are appliedthen the test is successful. f the roll is higher than the@haracteristic& the test fails.

    DEGREES OF SUCCESS AND FAILUREEor some tests& it is enough to !now whether acharacter succeeded or failed the test. ust be incredibly timeconsuming. These tests ta!e more time and e-ort tofulll than the normal tests a character ma!es. The G,may decide what dictates the use of an =tended Tas!such as performing multiple similar tas!s& or something

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    that >ust ta!es time. n e=ample would be a characterattempting to disarm an e=plosive trap set by nnies& orsetting down multiple sensors across a combat hotzone. These tests usually could be done with a singleroll& but >ust ta!e more time than a single Turn cangive.

    OPPOSED TESTS The Opposed Test is the most used Test in the game.,any times& characters need to test themselvesagainst an opponent. This is !nown as Opposed Tests.Aet"s say a FS@ ,arine must hide from an incoming@ovenant erial Eleet. The ,arine must use his@amouCage S!ill against the erial Eleet"s wareness.

    n the opposed S!ill Test& both participantsma!e their tests normally. The character with the mostsuccesses wins the opposed test. f both charactersgain the same amount of successes& the character withthe highest @haracteristic ,od that wins. f the resultsare still a tie& each opponent ma!es a roll of 1D10. Thehighest amount of Degrees of Success wins.

    TEST DIFFICULTY Fot all tests are e(ual. simple tas! of landing a H'TOAis nothing compared to landing the same aircraft while

    under heavy re or with a bro!en limb. Di?culty rollsset the stage for characters being under pressure andhaving to deal with di?cult situations that impede theirabilities.

    n many cases& di?culty is predetermined byrules& else the G, decides how di?cult the roll shouldbe. The G, must consult the Di?culty chart todetermine the appropriate modier.

    DIFFICULTY MODIFIE

    RTr6#! I40E!e$ent#r I0S$%!e I30

    E#' I20R)tne I/0Or3n#r I10C-#!!en,n, I0D7c)!t '10H#r3 '/0Ver H#r3 '20Gr)e!n, '30P)n'-n, '0He!!'- '40

    ASSISTING ROLLSn a war& soldiers are hardly ever on their own. ttimes& it is not enough for a single person to handle atas! alone. Other characters can assist in a tas! togreatly improve the chances of success.

    During a test& characters can re(uest theassistance of others. ach character rolls the *ercentileDice needed to perform the tas!. The initial characterperforming the tas! is considered the main roll& and forevery two degrees of success gives the main roll onee=tra degree of success. Eor every character assistingthe test& the test is considered to ta!e double the time&unless dealing with an action already labeled as an=tended ction.

    LUCK HAS SOMETHING TO DO *ITH IT

    Eortune favors the bold& not the crazy. $unning out ofcover to charge a well'defended base is crazy. $unningout of cover to throw a well'placed grenade is bold.Fothing is more satisfying than a !ill'shot barelymissing or a crashing %raith >ust barely goingoverhead the characters and in to approachingenemies.

    ll player'based characters start o- with acertain amount of luc!.

    LUCK BE A LADY TONIGHTAuc! allows a character to inCuence situations bydeposing a would'be !illing blow or to have somethingwrong wor! towards their favor. Auc! should not servethe crazy or help someone putting the rest in dangerfrom stupidity. Auc! should& in fact& favor those who puttheir nec!s on the line to serve a purpose. This allowsplayers to ta!e ris!s& but not stupidly putting theiallies in danger.

    f the G, allows it under the rightcircumstances& Auc! may be spent or burnt. SpendingAuc! means that at a G,'specied chec!point in themission& the point regenerates. #urning Auc! meansthat ne=t session it will not be restored. #urnt luc! isgone for good until the G, decides that the character

    deserves it.

    S%en3n, L)c8  allows a character to do the following.

    • $eroll a failed Test once. The results of thereroll are nal.

    • Gain an additional I10 bonus to the Test. Thismust be chosen before the Test is rolled.

    • dd a single degree of success to a Test. Thismay be chosen after the Test is rolled.

    • dd a single degree of failure to an opponent"sne=t Test. This must be chosen before the Testis rolled.

    • @ount as rolling a 10 for the nitiative $oll.

    B)rnn, L)c8  allows a character to do the following.• $eturn from Death by acting if the !illing blow

    never happened.

    • nstantly stop bleeding and regaining bac! 1#lood.

    • $ecover from being Stunned and recover fromall Eatigue.

    BURNING LUCK AT BOTH ENDSSometimes negating an attac! is not enough to fullysave a character"s life. n such instances& the characterand G, may wor! together to decide how e=actly acharacter could luc!ily survive a dire situation. f thereis no possible way& the G, may rule the charactecannot burn the Auc!& and is gone for good.

    GAINING LUCK @haracters may be awarded luc! at the G,"sdiscretion. These can be rewarded by reachingmilestones or for particularly good acts.

    NARRATIVE TIME AND STRUCTUREDTIME

     There are two forms of passage in time in 100DOS Tabletop Games.

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    made by the players. Farrative Time conveys a loosesense of time or a series of events happening one afteranother. Structured Time& used for such situations ascombat& is far more precise.

    NARRATIVE TIMEFarrative Time is used when precise time !eeping isunneeded. t can usually be enough to !now whataction ta!es a few seconds& a couple minutes& or evenan hour or longer. Farrative Time is most often spentoutside of combat.

    STRUCTURED TIMEStructured Time is used for combat& comple=encounters& and solving problems. Structured sneeded for when every last second counts and whenorder must be !ept. Structured Time is divided into$ounds& Turns& and ctions.

    ROUNDS$ounds consist of every character"s turn. n a round&every acting character moves simultaneously in anencounter. round is roughly four seconds longregardless of how many characters are involved.

    TURNSach character has a turn in each $ound. #efore theStructured Time begins& each character must rollinitiative to nd the specic order they go in. Turnsmay overlap each other. n a Turn& characters may usections. These ctions include Eull ctions&

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    can be made in a round. The ctions are e=plained in'depth later on.

    TYPES OF ACTIONvery ction is categorized in to one of the followingtypes& in order of lengthB =tended ctions& Eullctions&

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    STEP 1: GENERATING CHARACTERISTICS@haracteristics are generated one at a time& eachmade by rolling /D10 and adding the resulting twonumbers together.  The combined number is thenadded to the already listed @haracteristic number foreach @haracteristic.

     The base number added to each resultdepends on race and type& so players must chec! thepages of each soldier type to nd their uni(ue@haracteristics.

    STEP 9: CREDITS AND CHARACTERSvery player is given 500 cR  to build his or hercharacters with. very Soldier Type has its own pricethat subtracts the starting c$ by a set amount.%hatever is left after the c$ cost of the soldier can bespent on e(uipment and abilities. Once you arenished spending your c$ on upgrades and e(uipment&you may begin playing.

    very soldier type comes with startinge(uipment& usually armor& a weapon& and startingabilities. %hen selecting your soldier"s (uipmentpac!age& ma!e sure to select only one. This pac!agecomes free with the soldier and does not need c$ toget.

    @redits are used throughout the game& andmust be !ept trac! of. ny e=perience gained is addedon to whatever is left over from character creation.fterwards& you select one Specialization *ac!age. Thisdictates what training your character has had the mostof.

    @haracters may swap c$& purchase items foreach other& and even& if chosen by the G,& share a c$pool& instead of having a di-erent pool for eachcharacter.

    UNIVERSAL E>UIPMENT@ertain e(uipment is always available and comes atcharacter creation. The main e(uipment that iscompletely universal within any group is their ownversion is the EOE Tag. The Eriend or Eoe tag comesstandard in every character and has software to wor!with every single eyepiece& goggle& and HS$ system.

    FRIEND OR FOE TAGS .FOF T#,'/ll characters begin with EOE Tags& even @ivilians These tags broadcast ally location to teams andparties. HS$& Tactical ye pieces and goggles& andOcular implants& as well as infantry helmets all pic! upthese broadcasts as location tags& radar signalscompass direction tags& and map tags. These will allowradars& maps& compasses& and your

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    SPECIALI?ATION PACKSChoose One. All Skills begin Trained

    He#6 *e#%n'ABILITY PA

    GE

    BENEFIT

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    person.thletics thletics is the acrobatic and tactical movement s!ill that allows characters to ma!e

    balanced and poised movements and acrobatic tas!s a character must ma!e on the

    battleeld.Favigation  The Favigation S!ill is a character"s ability to plot courses and nd directions.

    Tec-nc#n@C$$'

    ABILITY PA

    GE

    BENEFIT

    lien Tech lien Tech decreases all penalties by half when dealing with alien e(uipment and

    technology.=tra Aanguage  The ability to spea! and read another Aanguages.#attle ,ind %hen rolling for nitiative& the character rolls 1D10Intellect ,odier instead of the

    normal 1D10Igility ,odier.SKILL PA

    GE

    BENEFIT

    @ommand  @ommand is the ability to e-ectively lead others in to combat and to direct actions and

    attac!s. Technology  The Technology S!ill permits the character to use and repair e(uipment and vehicles.nvestigation nvestigation covers many sections in 100DOS Tabletop Games. ,a!e sure to pay

    attention as to see how and what nvestigation covers and e-ects.

    Me3c

    ABILITY PAGE BENEFIT

    Stabilized ny ,edical Tests automatically stop one point of #leed. Stops two per degree of success

    e=tra.Gather Senses @haracters may reroll one failed *inning Test or Eear Test per Turn.@ynical  The character does not need to ta!e Eear tests for the normal horrors of the battleeld

    such as the rst time seeing dead bodies or a powerful enemy.SKILL PA

    GE

    BENEFIT

    nvestigation   nvestigation covers many sections in 100DOS Tabletop Games. ,a!e sure to pay

    attention as to see how and what nvestigation covers and e-ects.,edication ,edication is the generalization of being a medic and owning !nowledge of biological and

    medical sciences. Technology  The Technology S!ill permits the character to use and repair e(uipment and vehicles.

    C$$#n3 .On! ne %er ,r)%/ABILITY PA

    GE

    BENEFIT

    Order Of Things %hen ma!ing @ommand Tests against those of lesser ran!& the character gains a I10

    bonus to the test.nder @ontrol %ith this bility& characters under suppressing re or ta!ing Eear Tests gain a I1 to the

    roll.$eliable

    $eputation

    @haracters ma!ing Social Tests against higher ran!ing characters ta!e no penalties. This

    talent can be lost if the character becomes untrustworthy.SKILL PA

    GE

    BENEFIT

    @ommand  @ommand is the ability to e-ectively lead others in to combat and to direct actions and

    attac!s.nvestigation nvestigation covers many sections in 100DOS Tabletop Games. ,a!e sure to pay

    attention as to see how and what nvestigation covers and e-ects.ppeal ppeal is the aptitude of charm and social abilities.

    C!'e >)#rter' C$#tABILITY PA

    GE

    BENEFIT

    vasive

    ,aneuvers

    %hen ma!ing vasive ,aneuvers& the character ta!es '/0 penalties to attac!ing. The

    character only ta!es half penalties when evading e=tra attac!s.Disarm Disarming has a character rolling %E, to ta!e hold of a weapon and attempt to disarm it.

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    SKILL PA

    GE

    BENEFIT

    vasion  The vasion S!ill is the act of dodging and parrying attac!s as a reaction.nvestigation nvestigation covers many sections in 100DOS Tabletop Games. ,a!e sure to pay

    attention as to see how and what nvestigation covers and e-ects.thletics thletics is the acrobatic and tactical movement s!ill that allows characters to ma!e

    balanced and poised movements and acrobatic tas!s a character must ma!e on the

    battleeld.

    Pnt$#n

    ABILITY PAGE

    BENEFIT

    agle ye  The character gains I10 to all eyesight'based *erception and nvestigation Tests.$ush %hen the character ma!es a @harge movement& the character moves e=tra meters e(ual

    to the character"s gility ,odier.Gather Senses @haracters may reroll one failed *inning Test or Eear Test per Turn.SKILL PA

    GE

    BENEFIT

    thletics  thletics is the acrobatic and tactical movement s!ill that allows characters to ma!e

    balanced and poised movements and acrobatic tas!s a character must ma!e on the

    battleeld.Survival  The Survival S!ill allows characters to endure hash situations and use smart thin!ing and

    a (uic! eye to nd answers to bad situations.

    nterrogation nterrogation allows a character to e=tort information from an opponent with both mentaland physical means.

    Ve-c!e' E"%ertABILITY PA

    GE

    BENEFIT

    ,obile Eire %hen moving and shooting& characters only ta!e half penalties.agle ye  The character gains I10 to all eyesight'based *erception and nvestigation Tests.SKILL PA

    GE

    BENEFIT

     Technology  The Technology S!ill permits the character to use and repair e(uipment and vehicles.thletics thletics is the acrobatic and tactical movement s!ill that allows characters to ma!e

    balanced and poised movements and acrobatic tas!s a character must ma!e on the

    battleeld.nvestigation nvestigation covers many sections in 100DOS Tabletop Games. ,a!e sure to pay

    attention as to see how and what nvestigation covers and e-ects.*ilot  The player gains the *ilot 8@hoice9 S!ill of their choosing& but must drop thletics if Space

    is chosen.

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    STAGE 9: SETTING THE STAGE

    fter the player chooses the character"s Soldier Typeand (uipment& the player may now begin choosingspecializations and abilities through bilities& S!ills& andAuc!. fter %ounds& =perience& and Auc! are chosen&the character should be one of a !ind with di-erentsets of s!ills and abilities.

    STARTING *OUNDS AND BLEEDINGs shown before under the n>ury section of thehandboo! (Page 11)& wounds are the character"s in>urythreshold before ta!ing debilitating e-ects. Di-erentraces and Soldier Types have di-erent set wounds.fter characteristics are rolled& the player ta!es the Toughness ,od of the character& multiplied by / andI2D10 added. The tougher the character& the morewounds the character should have. very characterstarts with 100 blood that must be trac!ed.

    HO* LUCKY CAN ONE GUY BEn war& one cannot have too much luc!. Auc! is whatseparates the dead from the living. To gure out howmuch Auc! and e=tra %ounds their character begins

    with& players must roll 1D10 and chec! the chart. Tond out how luc! to use Auc!& chec! out the Auc!section of the boo! on page 2.

    DICE RESULT LUCK  

    MODIFIER

    *OUNDS

    1  1 I1/'3  / I10'6  2 I47  3 I310   I0

    STARTING EPERIENCEFot to be confused with c$& =perience allows

    characters to grow and learn through actions andaccomplishment. very character begins with=perience& no matter of race and type.

    =perience is spent on S!ills and bilities forcharacters& as well as the ability to increase@haracteristic ,odiers.

     The amount of starting =perience for acharacter is 00& no matter what Soldier Type or $ace.

    %hen a character begins late in a gamealready in progress& the G, should allow this characteto begin with e=tra e=perience to catch up. %henbeginning with e=tra e=perience to spend& thecharacter should also get e=tra Auc! to catch up aswell. Eor every 100 e=perience e=tra& the charactershould gain one point of Auc!.

    PURCHASING LUCK *layers are able to increase their total Auc! ,odier bypurchasing another bump in it. ach bump purchasedcosts /00 e=perience.

    C-#r#cter'tc M3er A36#nce$ent @haracteristic ,odier dvance is an increase to theamount of a certain @haracteristic of the character%hen players purchase these advancements& they addI to the @haracteristic. There are multiple levels atwhich a @haracteristic can be advanced.

    player can only bump the character"s@haracteristic eight times& each time becoming moree=pensive. character cannot gain the samedvancement twice& and the player cannot s!ip to an

    advancement without purchasing the previous bump The prices of the advancements can be found in the@haracteristic dvancement Table below. @haracteristic cannot be advanced more than eighttimes. player may advance any @haracteristic as longas the e=perience is spent. character cannopurchase more than four advancements in any*hysiology @haracteristic.

    SIMPLE ROOKIE INTERMEDI

    ATE

    TRAINED

    900 300 400 600

    ECELLENT ADVANCED EPERT MASTERED

    1900 1300 1400 1600

    COLONIES AND *ORLDSveryone has a hometown and a place of birth. Duringthese times& it is less about what town& but what planetand colony. player must openly select what colonyand home world the character is from. There is arth&Sol System @olonies& and Outer @olonies.

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    RANK 8Lowest to Highest)RAN

    K

    ARMY MARINE NAVY AIR=FORCE

    E=1 *HT K *rivate *HT K *rivate S$ K Seaman $ecruit # K irman #asic

    E=9 *H/ K *rivate / *E@ K *rivate Eirst @lass S K Seaman pprentice ,F K irman

    E= *E@ K *rivate Eirst@lass

    A@pA K Aance @orporal SF K Seaman 1@ K irman Eirst @lass

    E=; S*@ ' Specialist @*A K @orporal *O2 K *etty O?cer 2rd @lass S$ K Senior irman

    E=;

    S%ec

    #!

    @*A K @orporal '' '' ''

    E=5 SGT K Sergeant SGT K Sergeant *O/ K *etty O?cer /nd @lass SSGT K Sta- Sergeant

    E=< SSG Sta- Sergeant SSgT K Sta- Sergeant *O1 K *etty O?cer 1st @lass TSGT K Technical Sergeant

    E= SE@ K Sergeant Eirst@lass

    GySGT K Gunnery Sergeant @*O K @hief *etty O?cer ,SGT K ,aster Sergeant

    E=

    S%ec

    #!

    '' '' '' ,SGT Diamond K ,aster

    Sergeant

    E= ,SG K ,aster

    Sergeant

    ,Sgt K ,aster Sergeant S@*O K Senior @hief *etty

    O?cer

    S,SGT KSenior ,aster

    SergeantE=

    S%ec

    #!

    1SG K Eirst Sergeant 1stSGT K Eirst Sergeant '' S,SGT Diamond K Senior

    ,aster Sergeant

    E= @S, K @ommandSergeant ,a>or

    ,GySGT K ,aster Gunnery

    Sergeant

    ,@*O K ,aster @hief *etty

    O?cer

    @,SGT K @hief ,aster

    Sergeant

    E=

    S%ec

    #!

    S, K Sergeant ,a>or

    rmy

    SGT,a> K Sergeant ,a>or ,@*OF K ,aster @hief *etty

    O?cer of the Favy

    @,SGT Diamond K Senior

    ,aster Sergeant

    E=

    S%ec

    #!

    '' Sgt,a> ,ar@or K Sergeant

    ,a>or of the ,arine @ore

    '' @@, K @ommand ,aster

    Sergeant

    E=

    S%ec#!

    '' '' '' @,SE K @hief ,aster

    Sergeant of the ir'Eorce

    *=1 %O1 K %arrant O?cer %O K %arrant O?cer %O1 K %arrant O?cer 1 ''

    *=9 @%/ K @hief %arrantO?cer /

    @%O/ K @hief %arrant O?cer / %O/ K @hief %arrant O?cer

    /

    ''

    *= @%2 K @hief %arrantO?cer 2

    @%O2 K @hief %arrant O?cer 2 %O2 K @hief %arrant O?cer

    2

    ''

    *=; @%3 K @hief %arrantO?cer 3

    @%O3 K @hief %arrant O?cer 3 %O3 K @hief %arrant O?cer

    3

    ''

    *=5 @% K @hief %arrantO?cer

    @%O K @hief %arrant O?cer %O K @hief %arrant O?cer

    ''

    O=1 /AT K SecondAieutenant

    /ndAT K Second Aieutenant FS K nsign /DAT K Second Aieutenant

    O=9 1AT K Eirst Aieutenant 1stAT K Eirst Aieutenant ATLG K Aieutenant LuniorGrade

    1STAT K Eirst Aieutenant

    O= @*T K @aptain @apt K @aptain AT K Aieutenant @*T K @aptain

    O=; ,L K ,a>or ,L K ,a>or A@D$ K Aieutenant@ommander

    ,L K ,a>or

    O=5 AT@ K Aieutenant@olonel

    At@OA K Aieutenant @olonel @D$ K @ommander AT@OA K Aieutenant @olonel

    O=< @OA K @olonel @OA K @olonel @*T K @aptain @OA K @olonel

    O= #G K #rigadierGeneral

    #Gen K #rigadier General $D,A K $ear dmiral Aower #GGF K #rigadier General

    O= ,G K ,a>or General ,a>Gen K ,a>or General $D, K $ear dmiral pper ,LGF K ,a>or General

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    O= ATG K AieutenantGeneral

    AtGF K Aieutenant General HD, K Hice dmiral ATGF K Aieutenant General

    O=10 GF K General GF ' General D, K dmiral @hief ofOperations

    GF K General ir Eorce

    @hief of Sta- 

    SPECI

    AL

    G K General of the

    rmy

    '' ED, K Eleet dmiral GE K General of the ir

    Eorce

    HO* RANK *ORKS$an!s& in the 100DS Tabletop Games& wor! the sameas the nited States ,ilitary. These ran!s are a system

    of hierarchical relationships in the rmed Eorces&ntelligence gencies& and the *olice Eorces of theworlds.

    character with ran! above another willalways be a little more important& and will have morepower. These ran!s also give bonuses and penalties toSocial S!ills of all characters.

    t character creation& players decide ran!through agreement& usually starting with one characterbeing the team leader around Sergeant $an!& and therest tting in half '/ and '2& as very few *rivates aregiven eld duty. @ivilians are not held by these $an!s&but would most li!ely do what a Soldier says due to!nowledge& training& and fear for their lives. G,discretion is advised for non'soldier characters that

    have order and !nowledge.

    RISING THROUGH THE RANKSOver time& characters will rise through the ran!s if theyare not royally screwing up or causing the ,ilitarymassive problems and ma!ing setbac!s. Throughsurvival& achievement& and G, plot& characters areallowed to rise through the ran!s& gaining morebonuses. Hery little should the entire party be givenpromotion. *romotions are also given through honor&and are not thrown out to anyone who ma!es it bac! asingle mission.

    SIMILAR RANKS

    Fot all ran!s are above another. Special $an!s do notgain bonuses over their similar ran!. n '3 Specialdoes not gain bonuses over the '3& as the same asany Special beyond what is past O'10.

    RANK AND SOCIAL SKILLS@haracters are able to use Social S!ills against others&such as @ommand. The more ran! someone has oversomeone else& the more #onuses they will gain on anOpposed Test. This only wor!s for those within theran!s of a ,ilitary faction. Eor every ran! one characterhas over another& they gain a I10 to the Test.

    RANK AND PLAYER COMMAND character can command other players as long as that

    character is in a @ommanding ran!& such as a Sergeantin a S(uad& or a General. These tests can only be madeagainst those with lesser ran!s. player is not allowedto use these @ommand Tests to control anotherplayer"s character& but to assert their authority. Eorevery Degree of Success on this test compared to theother& the G, or player must trac! how many weregained. f the player ignores the @ommand of thehigher'ran!ed character& of the G, allows it& could beta!en to @ourt or

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     The more Dissention *oints a character has& the morethat character has a chance of a DishonorableDischarge& or for harsher Governments& their owndeath. The chart listed below shows possible actionsfor set amount of Dissention *oints that a G, may useonce all modiers have been tallied.

     The less Dissention *oints& the better& and if acharacter has been luc!y enough to go into negatives&the @ommanding O?cer is then begun to be(uestioned.

    DP POSSIBLE OUTCOME'/0

    to

    '0

     The @ommanding O?cer is put on trial& gaining half 

    of the negative D*& in a positive number& that his

    subordinates had while on trial.'10

    to 0

     The trial is thrown out& as nothing happens.

    10 to

    /0

     The character is warned. This gives a I to any D*

    actions gained in the future. 8These stac!& the ne=t

    warning gives another I920 to

    30

     The character is Dishonorably Discharged.

    0I  The character is sub>ugated to a Eiring S(uad& and

    put to death. f a G, sees t& the character may sit

    in >ail for the rest of their life.

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    STAGE : SKILLS

    *HAT ARE SKILLSveryone has s!ills& whether they are on the front linesor not. s!ill is the resourcefulness and competence inthe battleeld. S!ills are a primary aspect of allowinguni(ue options for a player to complete tas!s and toovercome the challenges of a battleeld. *assing orfailing a S!ill Test determines the outcome.

    GAINING SKILLSll characters begin with a set of s!ills that they selectat character creation. Over time& characters earn=perience *oints& which can be spent to ac(uire news!ills or improve e=isting s!ills.

    TRAINING AND SKILL MASTERY  The rst time a character ac(uires a s!ill& it is !nown as)Trained.+ trained s!ill means that the S!ill beingtested will not gain any penalties. %hen a charactergains the same s!ill more than once& it gains a I10when using the s!ill. character cannot ta!e the sames!ill more than ve times 8I09& unless specied by atalent. ach advancement in the s!ill comes at a costspecied under the s!ill.

    BASIC AND ADVANCED SKILLSS!ills are divided in to two categories& #asic anddvanced. #asic means anyone can use the s!ill& evenif they do not have it trained. sing a #asic s!ill you donot have trained only means you will be using it at a'/0 penalty.

    dvanced S!ills are similar& but instead of a '/0penalty& the user will be at a '30. This is to show thatthe character has little intelligence on the sub>ect.

    USING SKILLSS!ills can be used in a wide variety of situations. %hena S!ill Test is re(uired& it will be set by the G, based on

    either on the actions of the player or as a response tothe actions of another or game event. The outcomes of these s!ills are either success or failure& shown by theroll. S!ill Tests can vary widely and are covered indetail in the descriptions of each S!ill.

    SKILL TESTSll S!ills are based on the @haracteristic shown undereach description. %hen a character ma!es a S!ill Test&the character is technically ma!ing a @haracteristic Test. f the character rolls e(ual or less than the@haracteristic being tested on a 1D100& then the rollwas successful. f the roll is higher& the test fails. ,oredetail on using and testing S!ills can be found on page/ of this

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    , d craft

    SKILL DESCRIPTIONS This following section provides detailed descriptions of 

    the S!ills used in 100DOS Tabletop Games.

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    A%%e#! B#'c .C-#r'$#/ Sc#!JMODIFI

    ER

    Tr#ne

    3

    10 90 0 ;0 50

    COST 100 900 00 ;00 500

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    from what is actually happening. This can beused as a Sleight of

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    nvestigation covers many sections in 100DOS TabletopGames. ,a!e sure to pay attention as to see how andwhat nvestigation covers and e-ects.

    nvestigation can cover the use of gaininginformation by as!ing (uestions by startingconversations and eavesdropping. This part of nvestigation focuses on information from larger groupsof characters. This test does not need to be opposedunless a group or character is ghting the investigationin some manner.

    nvestigation allows the character to visuallyunderstand and be aware of the surroundings. This isused when trying to nd hidden ob>ects such ase(uipment or characters. %hen attempting to nd anob>ect& only a straight *erception based nvestigation Test needs to be rolled. f a character has hidden theitem 8Or himself9& then the test becomes Opposedagainst the opponent"s @amouCage S!ill.

    Me3c#tn A36#nce3 .Inte!!ect/ Fe!3 Cr#2tJMODIFI

    ER

    Tr#ne

    3

    10 90 0 ;0 50

    COST 150 00 ;50 ured& allowing a character to remove normal %oundsby patching up abrasions and apply #iofoams. successful ,edication Test increases the naturalhealing process by 1D10 I Degrees of Success dividedby /.

    Extended Caresing the ,edical S!ill for e=tended care on patientshastens the natural healing process and allowsdamaged character heal much faster. very day

    =tended @are is given& the character heals an e=tra1D I ,edic"s ntellect ,od per day.

    =tended @are can only be done with theproper tools& such as ,edical Nits and non'harshenvironments.

    Diagnoses%ith a successful ,edical S!ill& a ,edic can diagnose adisease or problem. The G, can alter the test"sdi?culty for di-erent !inds of problems. f a bullet iscausing a problem& it would be a simple ,edical Test. f there is a disease !nown across the S controlledspace& the diagnoses would be at a I10. There are

    factors that have to be decided by the G,& and amodier given.

    N#6,#tn B#'c .Inte!!ect@Perce%tn/ Fe!3Cr#2tJ

    GROUND@AIRMODIFI

    ER

    Tr#ne

    3

    10 90 0 ;0 50

    COST 100 900 00 ;00 500

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    ER 3COST 100 900 00 ;00 500

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    MO

    D

    EAMPLE

    0 $epairing a simple device such as an antenna or

    installing computer hardware.

    90 $epairing or removing parts of a vehicle when the

    proper tools are on hand.

    10 (uipping a weapon attachment that has been

    damaged.

    0 sing a scanner for the rst time.

    =10 $epairing damaged e(uipment without all of theproper tools.

    =90 ttempting to use simple new technology for the rst

    time.

    =0 $epairing advanced technology without all of the

    proper tools or !nowledge.

    SOCIAL SKILLSny S!ills that use the Social Type depend on ran!s forany modiers and penalties. nless a ta!en bility saysotherwise& Social S!ills depend on ran!s to decide howthe test plays out.

    %hen a character is ta!ing a Social S!ill Testagainst an Opponent of higher ran!& the charactergains a ' penalty per ran! di-erence. The same goesfor characters ta!ing Social S!ill tests against anOpponent of lesser ran!.

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    STAGE ;: CHARACTER ABILITIES

    SPECIAL ABILITIESSimilar to s!ills& bilities are a character"s aptitudegained naturally with e=perience over time. character may have ta!en classes& gured out newmoves and capabilities& or have unloc!ed a capabilitypreviously un!nown to them.

    bilities di-er from s!ills in that a player doesnot need an action or a test to use the bility. They are

    always in e-ect& and many bilities can give bonusesto tests and allow actions not usually available. Thisgives the players the facility to plan combinations of s!ills and bilities to create new processes and uni(ueways to solve puzzles and nd solutions to a problem.

    GAINING ABILITIESbilities represent many di-erent s!ills and capabilitiesfor players and characters to use on the battleeld andin many other situations. Over time& characters maygain more bilities by spending gained =perience*oints& >ust as with S!ills.

    *ay attention when reading through the

    bilities& as some have prere(uisites that must befullled before being able to ta!e the bility.%hen )Aearning+ these bilities& most do not

    instantly ta!e hold. ,ost bilities should be gained in'between missions or during downtime where it can belearned properly. This is up to the G, how it is handled

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    ABILITIES CO

    ST

    PRERE>UISITE BENEFIT

    dept

    ,ar!sman

    100

    0

    %arfare $angedB

    30

     The character rolls *erception to gain a chance to ignore armor with the

    ne=t shot.ggressive

    dvance

    200 %arfare $angedB

    2

     The character is able to re one shot from any weapon that does not havethe umps or attempting to land

    properly. I10 to the *ilot Test.

    lways$eady

    00 *erceptionB 2 The character with this bility may test *erception or nvestigation tonegate the e-ects of Surprise.

    viator 00 *ilot 8ir9B I10 ll *ilot S!ills in the airMatmosphere are at a I10.nbrea!abl

    e #ond

    00 @ourageB 3 %hen two or more allied characters in a group owns this bility& the

    e-ects of Eear and suppression are halved.#attle mind /0 ntellectB 30 %hen rolling for nitiative& the character rolls 1D10Intellect ,odier

    instead of the normal 1D10Igility ,odier.#lind Eight /0 =ceptional

    ump up

    using only a Eree ction.#rave

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    motionally

    #ro!en

    50 @ourageB 30 @haracters with this bility feel little emotion during combat and gain I30

    when rolling Eear Tests and gain '30 while rolling on the Shoc! @hart.nhanced

    Sighting

    300 *erceptionB 2 @haracters nd *erspective $ange using I,agnication instead of3I,agnication.

    vasive

    ,aneuvers

    00 gilityB 2 %hen ma!ing vasive ,aneuvers& the character ta!es '/0 penalties to

    attac!ing. The character only ta!es half penalties when evading e=tra

    attac!s.ven Out /0 *ilotB 8T;*9 I10 @haracters ring turrets and weaponry ta!e only half penalties with each

    shot while on a vehicle.=ceptional

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    handed weaponry at a '10 penalty. This attac! does not use up the$esponse ction& but any other $esponse ctions are at a '/0 whilevasions gain only an e=tra '10& instead.

    $apid

    $eload

    00 gilityB 30 The character is able to reload any weapon twice as fast.

    $eliable

    $eputation

    /0 @harismaB 3 @haracters ma!ing Social Tests against higher ran!ing characters ta!e no

    penalties. This talent can be lost if the character becomes untrustworthy.$esilient 00 ToughnessB 2 @haracters roll Toughness Tests to avoid a bone brea!ing.$esourceful 00 AeadershipB 3 $olling a 1D10& on a roll of 1 gains the character an e=tra Support *oint

    after completing a ,ission.

    $evulsion /0 @harismaB / The character gains a I10 bonus when attac!ing a hated group& thecharacter also gains a '/0 penalty when dealing with social interactions

    against them.$ush 00 gilityB 30 %hen the character ma!es a @harge movement& the character moves

    e=tra meters e(ual to the character"s gility ,odier.Second

    @hance

    50 ToughnessB The character is able to roll a single '10 Toughness Test when going under0 %ounds from a positive number. f the Toughness Test passes& thecharacter stays at 0 %ounds from the attac! and ta!es no @riticalDamage.

    Shotfun 300 %arfare ,eleeB 20 Opponents attempting to vade the character"s shotgun attac!s gain a '10*enalty.

    Snapshot 00 *erceptionB 2

    %arfare $angedB

    2

    %hen the character is ta!ing imed actions& the action time is halfed.

    Soldier of

    Eortune

    10

    0

     The character may reroll a failed Auc! $oll under certain circumstances.

    Stabilized 00 ,edicationB I10 ny ,edical Tests automatically stop one point of #leed. Stops two per

    degree of success e=tra.Steady im 00 *erceptionB 0 %hen the character ma!es an im ction& the character gains bonuses to

    hit.Stic!y

    EingersB

    30 thleticsB I10 The character gains I1 to all @limb Tests.

    Strang

    $un

    00 gilityB 2 %hen the character ma!es any advancing movement tests& opponents

    ta!e penalties to hit the character.Strong #ac! 40 StrengthB @haracters gain I2 to their Toughness ,odier when discovering Aifting&

    @arrying& and *ushing %eight.Swift Shot 00 Puic!draw %hen the character is ma!ing a Puic!draw to ready a weapon& the

    character is allowed to ta!e a single shot with a penalty of '/0 as a Ereection.

     Tac!le /0 StrengthB 20 @haracters are able to !noc! opponents to the ground with a successful

    Opposed Strength Test. Triangulatio

    n

    /0 ntellectB 2 The character remembers locations once traveled to before& so no

    Favigation Test is needed.narmed

    @ombatant

    /0 %arfare ,eleeB 2 ,elee attac!s made by the character gains half the character"s %arfare

    ,elee ,odier 8$ound up9 to *iercing. This does not wor! with weaponry.nder

    @ontrol

    /0 @ourageB 3 %ith this bility& characters under suppressing re or ta!ing Eear Tests

    gain a I1 to the roll.nrestraine

    d $eCe=es

    /0 gilityB 3 ny character with only ta!es half'falling damage when landing by bracing

    and tumbling.Hault 00 gilityB 3 ble to use surroundings to double Lumping and Aeaping range.

    %heelman 00 *ilotB Ground I/0 %hen piloting ground vehicles& the character only ta!es half penalties torough and dangerous terrains.

    A3e%t M#r8'$#nPrere)'te: %arfare $angedB 30 *erceptionB 3C't: 1000

    %hen a character ma!es an iming action& thatcharacter may roll *erception for the ne=t shot toignore half armor. f the *erception Test is failed& thecharacter does not ignore any armor.

    A,,re''6e A36#ncePrere)'te: %arfare $angeB 2C't: 00

     The character is able to re one shot from any weaponthat does not have the

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    vehicles in tric!y situations. ir Time gives a I10bonus to any Stunting Tests that involve ramping andlanding.

    A!#' Re#3Prere)'te: *erceptionB 2C't: 500lways $eady allows a character to ignore anynaware @onditions by passing a *erception Test.

    A6#trPrere)'te: *ilot 8ir9B I10C't: 500ll piloting S!ills ta!en by a character with viator areat an e=tra I10 to show true hand'eye coordinationand s!ill.

    B#tt!e Mn3Prere)'te: ntellectB 30C't: 950 The character rolls initiative and adds the character"sntellect ,odier instead of the gility ,odier. This isto signify the character"s ability to access the situationto handle it with intelligence and not speed.

    B!n3 F,-tPrere)'te: =ceptional

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     The character with agle ye gains a I10 bonus to allnvestigation and *erception Tests.

    E$tn#!! Br8enPrere)'te: @ourageB 30C't: 50@haracters& while in the heat of battle& feel little'to'noemotion and gain an additional I30 to all Eear Tests. The character also gains a '20 bonus when rolling onthe Shoc! @hart& so the character will gain less of ashoc! when dealing with horrors and fears of the#attleeld.

    En-#nce3 S,-tn,:Prere)'te: *erceptionB 0C't: ;00@haracters nd *erspective $ange usingI,agnication instead of 3I,agnication.

    E6#'6e M#ne)6er'Prere)'te: gilityB 2C't: 500%hen a character uses vasive ,aneuvers& thecharacter ta!es '/0 penalties to all ring and attac!ingctions while in combat. vasive ,aneuvers also gives

    the character the ability to only ta!e half penalties witheach evasion ta!en a turn. This must be declared atthe beginning of the character"s turn.

    E6en O)tPrere)'te: *ilot 8T;*9BI10C't: 950nyone that is riding in the character"s vehicle that arering any sort of weapon ta!e only half penalties forterrain and speed. This shows the operator"s properusage of the vehicle and a good eye for what his allieswould need for a better shot.

    E"ce%tn#! He#rn,Prere)'te: *erceptionB 20

    C't: 950 character using the =ceptional

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    Me3c#! In',-tPrere)'te: ,edicationB I/0C't: 50,edical nsight shows true ability in the ,edical eld inthe ,ilitary. Those with ,edical nsight double whatthey rolled on a ,edical Test to heal wounds. Eore=ample& a ,edical Test that healed 4 %ounds will nowheal 1/.

    Me3c#! Pre''Prere)'te: ntellectB 0C't: ;00ny character with ,edical *rowess only ta!e halfpenalties when using medical s!ills and abilitiestowards characters of other races.

    Mn3 T$erPrere)'te: gility or ntellectB 30C't: ;50 The character ta!es no base penalties& and gains aI10 when coo!ing grenades.

    M!e FrePrere)'te: %arfare $angedB 2

    C't: 500%hen the character is moving and ring a weapon orma!ing a melee attac! and has the ,obile Eire bilitythe character only ta!es half penalties.

    M3ern Ar$ C$#t#t6ePrere)'te:

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    $apid $eload does not a-ect a weapon"srecharge rate.

    Re!#!e Re%)t#tnPrere)'te: @harismaB 3C't: 950ny character with this bility is able to ma!e SocialS!ill Tests against higher ran!ing characters withoutta!ing any penalties. This bility can be lost if anyrespect or li!eness towards the other character is lost. This does not wor! against characters that are underthe $evulsion bility.

     This bility can stac! with *eer. This bilitydoes not remove the bonuses given to the higher ran!when dealing with lower levels.

    Re'!entPrere)'te: ToughnessB 2C't: 500f a character with this bility is about to brea! a bone&the character must roll a Toughness Test to resist thebone from brea!ing. failed test means the bonebrea!s as it would before the roll was made.

    Re')rce2)!

    Prere)'te: AeadershipB 3C't: 500%hen using this bility& a character must roll a 1D10.One a roll of 1 through 2& the character gains an e=traSupport *oint after completing a mission.

    Re6)!'nPrere)'te: @harismaB /C't: 950 character may select a group to utterly despise of&similar to *eer. %hen dealing against this group& thecharacter gains a I10 to any Opposed Tests. @harms orany positive Opposed Tests gain a '10 *enalty to thetest.

    R)'-Prere)'te: gilityB 30C't: 500%hen a character is charging with this bility& thecharacter moves e=tra meters e(ual to the character"sgility ,odier. This allows a character to movethrough cover and traverse terrain better and faster.

    Secn3 C-#ncePrere)'te: ToughnessB C't: 50 The character is able to roll a single '10 Toughness Testwhen going under 0 %ounds from a positive number. f the Toughness Test passes& the character stays at 0

    %ounds from the attac! and ta!es no @ritical Damage.

    S-t2)nPrere)'te: %arfare $angeB 20C't: ;00 Opponents attempting to vade the character"sshotgun attac!s gain a '10 *enalty.

    Sn#%'-tPrere)'te: *erceptionB 2 %arfare $angedB 2C't: 500%hen the character is ma!ing iming ctions with thisbility& any iming ction is ta!en at half the time. Eull ction im now only ta!es a

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    %hen the character with this bility is ma!ing aPuic!draw using a weapon& the character is allowed tota!e a (uic! single shot at a '/0 penalty as a $esponsection.

    T#c8!ePrere)'te: StrengthB 20C't: 950ny character with the Tac!le bility can attempt to!noc! opponents to the ground with SuccessfulOpposed Strength Tests. character does not need the Tac!le bility to ma!e this action& but a character withthis bility may ma!e the tac!le without initiating aGrapple.

    f a character successfully ma!es the OpposedStrength Test with more than one degree of success&the Opponent is !noc!ed to the ground and thecharacter stays standing.

    f a character successfully ma!es the OpposedStrength Test without having more than one degree of success& the Opponent is !noc!ed to the ground alongwith the character ma!ing the action.

    f a character fails the Opposed Strength Test&the character fails to !noc! down the opponent. f there are one or more degrees passed by the

    Opponent& the character is then !noc!ed prone.

    Tr#n,)!#tnPrere)'te: ntellectB 2C't: 950%ith a decent memory& a character with the Triangulation bility is able to remember previouslytraveled to locations. The Triangulation bility gives thecharacter the capability to not need to ta!e anyFavigation Tests when in a location they werepreviously in.

    Un#r$e3 C$#t#ntPrere)'te: %arfare ,eleeB 2C't: 950

    %hen using the narmed @ombatant bility& thecharacter gains half of the character"s %arfare ,elee,odier 8$ounding p9 to *iercing with melee attac!s.

    Un3er Cntr!Prere)'te: @ourageB 3C't: 950

    @haracters under Suppressing Eire or ta!ing Eear Testsgain a I1 to the @ourage Test. This also counts forrerolls of the Tests given by other bilities.

    Unre'tr#ne3 Ree"e'Prere)'te: gilityB 3C't: 950@haracters falling must ta!e an gility Test to properlytumble or ma!e a proper landing. f the test passes& thecharacter only ta!es half of the falling damage given. fthe test fails& the character ta!es the normal damage.

    Unre#8#!e Bn3'Prere)'te: @ourageB 3C't: 500%hen two or more characters of a group have thisbility& the characters ta!e only half penalties fromSuppression& and a '/0 on the Eear @harts. Thesecharacters must be *arty ,embers and within metersfrom each other.

    *-ee!$#nPrere)'te: *ilot 8Ground9B I/0C't: 500%hen piloting ground vehicles& the operator only ta!es

    half penalties when it comes to rough and di?cultterrain. ny penalties originating from terrain arehalved. This shows that the operator of the vehicle istrained and e=perienced in dealing with di?cult drivingsituations.

    V#)!tPrere)'te: gilityB 3C't: 500 The character uses incredible prowess and agility touse surroundings to double Lumping and Aeapingranges. Eor e=ample& a character with Hault can use awall or fence to >ump higher to reach a speciclocation.

    LANGUAGES

    H)$#n L#n,)#,e'@ C-'#!ePrere)'te:C't: 150 The character has the ability to spea! the

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    ACTIONS

    ACTION LENGTH SUBTYPE DESCRIPTION

    A$

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    scope& that character may get half of the aim bonus foreach weapon.

    character that made a Eull ction im will getthe full benet of a Eull ction im for only a

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    MANEUVER:  TypeB

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    ACTIONS NOT COVEREDf a character wants to do an action not covered by thegame rules& by no means should the G, to not allowthe action. The G, should considered whatever S!ill or@haracteristic the ction could cover. t is best that theG, and players to write down how they handled suchan action for later use.

    COMBINING ACTIONS

    @haracters may choose to opt in and combine all of their actions in to one. This allows characters to domore precise ctions in groups of two or larger. %hencharacters combine ctions& they go at the slowestnitiative of the group participating in the @ombinedction. This ction must be declared at the fastestcharacter"s nitiative.

    @haracters that are ta!ing @ombined ctionsgive up their turn until the slowest character is ready.

    THE ATTACK 

     The most common ctions in 100DOS Tabletop Gamesis the attac!. Fo matter what the characters are armedwith& the process is the same. #efore the attac! ismade& the G, should verify that the attac! is evenpossible by chec!ing the re(uirements for the attac!.

    ,elee attac!s re(uire the attac!er to be inrange of hand'to'hand combat& unless a weapon ise=tended. f the attac! is possible& follow these steps.

    FIREARMS AND RATE OF FIREvery weapon has a $ate of Eire. This indicates howmany shots a character can ma!e in a Eull ction. f acharacter decides to re the weapon with a ury.

    STEP FOUR: ATTACKER DETERMINES

    DAMAGEfter the hit location has been determined& theattac!ing character determines the damage dealt byhis attac!. ach weapon has a damage listing& and anymodiers have listed damage that is added on. Thesedamages represent a damage roll and what !ind ofspecial modiers also ta!e e-ect. ll damage shownand rolled is then added up. f the attac! was made bya melee weapon& add the attac!er"s strength bonus tothe damage.

     The result of all the modiers added up is thetotal damage. f a natural 10 is rolled on any damagedie& there is a chance of @ritical Damage.

    CRITICAL DAMAGE

    %hen rolling damage after a successful attac!& if anatural 10 is rolled& there is a chance for the weapon todeal critical damage 8Eor weapons that do 1Ddamage& a is considered a possible @ritical Damageas well9. @ritical Damage deals an e=tra 1D damagethat ignores Toughness and rmor.

    STEP FIVE: TARGET APPLIES DAMAGEErom the total damage& the target subtracts his Toughness ,odier and any rmor *oints that protecthe location hit by the attac!. f this reduces thedamage to zero or less& the target shrugs o- the attac!as if nothing happened. ll damage done on the bodylocations must be recorded as total damage in'all.

    UNARMED COMBATFot every ght involves a weapon. Some conCicts mayinvolve unarmed combat& settling things with barests.

     To ma!e an unarmed attac!& the attac!er mustbe engaged in melee combat with his opponent. Theattac!er then ma!es an assault using the %arfare,elee Test.

    T*O=*EAPON FIGHTINGSometimes a character can be found using twoweapons in combat. These rules help the G, and

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    players dictate what penalties and rules dictate howtwo'weapon ghting wor!s.

    •  The character may use any two meleeweapons or ranged weapons that can bereasonably used in one hand.

    •  The character may use either hand to ma!e anattac!.

    •  The character may re at a di-erent target forevery weapon being used& but the targets maynot be farther than /0 meters apart. Eor every

    10 meters apart& the attac! gains a '10 to hit.

    COMBAT CIRCUMSTANCES

    @ombat circumstances reCect the e-ects of terrain&weather& tactical situations& and a mess of otherfactors. ,any circumstances alter the di?culty of tas!sby giving to the players& such as ring into smo!e ordar!ness& or >umping over cover to ma!e a charge.

    =plosives may ma!e new cover& or ta!e

    already e=isting cover down. @haracters could be incombat in the glassed ruins of a city& or ta!ing coverbehind two dead

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    FATIGUE%hen a character is fatigued& the character ta!es a '10penalty to all rolls. Eor every two levels of fatigue afterthe initial give the character an e=tra '10 penalty.

    FOGS4 MISTS4 SMOKE4 AND DARK SHADO*S%arfare $anged Tests made to attac! charactersconcealed within fogs& mis f a @alled Shot was made&the user rolls a 1D10 on that location to see what

    sublocation is hit.Its& smo!es& and dar! shadows are ata '/0 penalty to hit. The same goes for the characterta!ing the shot being concealed within the fogs& mists&smo!es& and shadows.

    GANGING UP character has advantages when allies engage thesame foe. %hen groups of characters outnumber theiropponents by more than /& tests made by theoutnumbering group is at a I10 for any combat'relatedtests.

    HELPLESS AND VULNERABLE TARGETS%arfare ,elee Tests made against sleeping&unconscious& or >ust plain helpless targets

    automatically succeed. %hen rolling damage againstsuch a target& roll twice and ta!e the highest result.

    %arfare $anged Tests made against helplesstargets are at a I20 to hit& and called shots are onlypenalty of ' with sublocations being 10.

    HIGH GROUND@haracters standing on higher ground gain I10 to%arfare $anged but su-er '10 to all %arfare ,elee Tests.

    RANGE AND *EAPONRY 

    ll weapons have an optimal range. %hen a weapon isring in this range& nothing is e-ects. %hen a weaponis ring outside of its optimal range& then accuracy isdropped and the shot is harder to ma!e. %hen aweapon is ring past its -ect $ange& up to half of therange of the weapon added on& the shot is at a '0penalty. nything further is impossible to ma!e& as thebullet becomes a useless spinning mass that drops tothe ground.

    MISSING%eapons do not always hit and thrown ob>ects have atendency to bounce about the environment. f acharacter fails a throw 8Throws use %arfare ,elee9& theG, rolls a 1D10 and consults the following ScatterDiagram.

    %hen scattering in zero gravity& the G, must twice onthe scatter chart. One dice to determine the R'a=isand another to determine the ;'a=is.

    PINNING*inning happens often in reghts. *eople !eep theirheads down as to not lose them. *inning representscharacters staying under and behind cover. f no coveris near& the character could rush towards the nearestcover or drop to the ground prone& cover his head. fthe character is under suppressing re or >ust under alot of re in general& the character must ma!e a '/0*inning Test. This test uses @ourage as the@haracteristic needed to roll on. On a success& thecharacter may act normally. On a failure& the charactebecomes pinned. %hen a character is pinned& at thebeginning of every round the character may attempt a'20 @ourage Test to brea! the e-ects of *inning and actnormally. ny attac!s made while under the e-ects ofpinning are under a '/0 penalty.

    POINT BLANK RANGE%hen a character ma!es a ranged attac! against atarget that is less than the character"s size modier inmeters& the %arfare $anged Test made to attac! thetarget is at a I20 bonus. This does not count if theattac!er is engaged in melee combat with each other.

    SHORT RANGE%arfare $anged tests made to attac! targets at Short$ange are at a I10 to hit. weapon ring under itse-ective range counts as short range.

    SI?E%hen determining what it ta!es to hit a character& anddealing with combat in general& size is very importantll characters have a size. t is easy to assign sizemodiers for determining bonuses and penalties basedon size.

    STUNNED TARGETS%arfare Tests made to attac! stunned targets are givena I/0 bonus to hit.

    UNA*ARE TARGETS%hen a character has no idea what is going on& or thathe is about to be attac!ed& the character is consideredunaware& and caught by surprise. Eirearm and %arfare,elee Tests are at a I20 to hit.

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    *EATHER AND UNNATURAL CONDITIONS%arfare ,elee and %arfare $anged Tests made while inharsh weather or unnatural conditions are at a '/0penalty. Such conditions include heavy rain& thic!snow& and in !nee'deep swamp waters. The G, maydetermine if some conditions are worse& and dealgreater penalties.

    PIERCING THROUGH CHARACTERS COMPLETELY Sometimes a shot could stri!e someone and !eepgoing. n e=ample of this is a sniper round enteringsomeone from the front& and piercing through the bac!in to someone else. G, must always consider around hitting more than one target.

    DIRTY AND UNKEMPT *EAPONS%hen weapons are through a lot& they begin to actfaulty. clean weapon has almost no chance of  >amming: this can not be said for a weapon that wasput through swamp waters& dust clouds& and glassedland. %hen a G, decides a weapon is un!empt& theweapon gains the Dirty (uality. This means that whensomeone is ring a weapon& rolls of 77'100 >am theweapon.

    @learing a >am ta!es 1D'/ rounds& with a

    minimum of a ammed. misre is whenthe weapon discharges at a time not done by thecharacter. f someone was in front of the weaponduring a misre& they have a chance of being hit.

    SIZE MODIFIER

    Mn '1

    S$#!! '10

    Nr$#! 0

    L#r,e I10

    H),e I1

    H)!8n, I/0

    G#nt I/

    I$$en'e I20M#''6e I2

    Gre#t I30

    Tt#nc I0

    Enr$)' I40

    Me,# I50

    V#'t I60

    I$$e#')r#!e I70

    C'$c I100

    Ce!e't#! I1/0

    G3!8e I10

    INURY4 *OUNDS4 AND DAMAGE

    n>uries and damage are represented by %ounds. n>uryand Damage gained through combat and othersituations slowly chip away at a character"s wounds&slowly pushing them closer towards their threshold&which means death.

    BLOODCOUNT AND BLOODLOSSvery character has vitals that need to be trac!ed andprotected. #loodcount is the percentage of blood still inthe body. %ith every successful attac!& bleedingbegins. @haracters must !eep trac! of their #leed

    8mount of bloodloss9 because every $ound they mustsubtract their #loodcount by the #leed. Out of combatthis is done by every minute& instead. #leeding will bespecied as #leed& #leeding& and #loodloss. Eor every#leed a character has& their rolls are at that number foa penalty for any S!ill and ttac! roll.

    • %hen a character is down to 1M2rd  of theibloodcount remaining& which is roughly 22they must roll a Toughness Test or pass outuntil medical attention is administered.

    %hen characters are down to only 1M

    th

     of theibloodcount remaining& which is /0& they wilbegin to die. Dying characters must ma!e Toughness tests with '10 for every 10 missingfrom the bloodcount. f the test fails& thecharacter dies.

    • permanent Eatigue is gained for every /0blood missing. These can be recovered only byrecovering bleed.

    STOPPING THE BLEEDING AND NATURAL HEALING There are a multitude of ways to stop bleeding. Themost e-ect way of doing so is with the use of #iofoamcanisters. ,edical attention will also stop bleedingespecially when done by s!illed medics. mergency

    #lood Transfusion n>ections can replace lost blood.#leed regenerates 2 points a day& naturally

    #loodloss heals 2 points an hour.

    *OUNDS%ounds are a measurement of how much harm acharacter can ta!e before su-ering unbearable e-ectsand eventual death. very character in ured& that in>ury does notdecrease his %ounds. nstead& a character"s %oundssimply serve as a threshold& and the in>ury is recorded

    on his character sheet as Damage. %hen a character"sDamage e=ceeds his %ounds& he is in real trouble.%ounds may be recovered through medical. s

    soon as a character reaches under 0 %ounds& eachattac! ta!en deals double the bloodloss from theSpecial Damage @hart.

    DEATH BY *OUNDS The player"s total wounds cannot go under the Toughness ,od J / in the negatives. f the charactedoes reach under their T,J/ limit& they falunconscious. t this point& any attac! afterward thatdoes damage !ills the unconscious player ,erciful G,susually stop attac!ing an unconscious character inhopes to do the same to someone still standing.

    FINDING DAMAGE AND SPECIAL DAMAGEvery attac! made can deal damage and SpeciaDamage. t all depends where it hits& and what hit youf an attac! deals less than 10 damage& ignore thesesteps& as it will only bruise.

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    STEP ONE: HIT LOCATION

    01=10 HEAD

    01 Fec!

    09 @hin

    0 ,outh

    0;=05 Fose

    0

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    L01'

    /0

     The appendage was barely hit by the shot.

    Elesh is damaged and bruised. I1 #leed./1'

    30

     The appendage was struc!& ta!e a chun! of

    Cesh and cartilage with it. I2 #leed.31'

    40

     The appendage was hit and has been

    punctured through& causing bleeding and a

    part of the appendage to be removed. I5

    #leed.41'

    60

     The appendage was nearly lopped o- with the

    blow& causing at least half to be removed. I2

    #leed.61'

    100

     The attac! stri!es the appendage& completely

    removing the gist of it. I11 #leed.

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    S$#!!@L#r,e Inte'tne'ROL

    L

    EFFECT

    01'

    /0

     The attac! stri!es into the intestines& only to be

    luc!ily stopped. ,a>or bruising and pains./1'

    30

     The attac! pierces the s!in and damages the

    organs with bruises and small lacerations. I/

    #leed31'

    40

     The intestines are struc!& doing small amounts

    of damage to the organs. I #leed

    41'

    60

     The attac! ravages its way through the

    intestines& creating lacerations and ma>or

    bruising across the organs. I6 #leed61'

    100

     The intestines are wrec!ed by the attac!.

    @auses ma>or internal bleeding and bruises

    across the wound. I1/ #leed

    K3ne@St$#c-@L6er@S%!eenROL

    L

    EFFECT

    01'

    /0

     The organ is bruised by the attac!& causing

    discomfort./1'

    30

    *ain is unleashed across the organ and body.

    #ruises and bleeding begin. I/ #leed.31'

    40

     The organ is struc!& causing moderate

    damage. I3 #leed.41'

    60

     The attac! smashes into the organ& causing

    e=treme damage. I5 #leed.61'

    100

     The attac! pierces the organ causing moderate

    internal bleeding. I10 #leed.

    Knee@An8!e@S-)!3er@E!ROL

    L

    EFFECT

    01'

    /0

     The >oint is struc! and causes bruising and cuts

    to form across the wound./1'

    30

     The >oint is smashed& causing small bleeding

    and discomfort when using the >oint. I1 #leed.31'

    40

     The >oint is damaged& causing problems when

    using it. ny action that uses the >oint is at a

    '. I1 #leed.41'

    60

     The >oint is heavily damaged and the bone and

    cartilage is fractured. '10 to actions using this

     >oint. I/ #leed.61'

    100

     The cartilage in the >oin is completely

    devastated: causing fractures and impedes the

    mobility of the >oint. '1 to actions using this

     >oint. I2 #leed.

    He#rt

    ROLL

    EFFECT

    01=

    90

     The attac! stri!es and ravages the Cesh.

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    H#n3ROL

    L

    EFFECT

    01'

    /0

     The Cesh is damaged and the area is badly

    bruised./1'

    30

    S!in is tattered and begins to bleed.

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    MEDICAL *OUNDS AND HEALTH ISSUES

    REMOVING *OUNDS AND MEDICAL ATTENTION@haracters automatically remove wounds over timethrough natural care and body functions. @haractersautomatically heal 1 wound every day. ,edicalttention increases the amount that the characterrecovers wounds daily. %hen ,edical Tests are made&the medic increases the character"s natural woundrecovery by ntellect ,odier I Degrees of Success on

    the Test divided by /& rounding up.

    FATIGUEFot all in>uries in

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    must ma!e a Toughness test each round to conserveo=ygen.

    %hen the character fails a Toughness Test& orruns out of time& the character ta!es a level of fatigueeach round 8very ve seconds9. f the character is nowunconscious& and still without any source to breathe&the character su-ers 1D10 damage each round untilthe character dies. This damage ignores Shields& Toughness& and rmor.

    UNCONSCIOUSNESSnconsciousness is only temporary. character loses@onsciousness when the character reaches their Toughness ,odier in levels of fatigue. @ritical Damagealso has the e-ect of !noc!ing someone unconscious.

     The duration for someone being unconscious is10'toughness ,od in minutes. f a character has agreater Toughness ,odier than 10& they are out for >ust a minute.

    n unconscious character is treated asunaware& and the character cannot ta!e any actions. The character is treated as a ust how far thecharacter can move over a given time.

    During @ombat $ounds& the character may ta!ea specic ction to move at one of the speeds given tothe character& or any number in between. The numberof meters a character travels per $ound at thesespeeds is determined by the character"s gility ,odSee the table below for details. This table shows thestructured time movement for meters per round.

    CROUCHING AND PRONE MOVEMENT%hen a character begins to crouch& that character mayonly ta!e

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    NARRATIVE MOVEMENT AND TERRAIN Terrain conditions easily a-ect >ust how fast a charactercan cover ground during Farrative Time. Obviously&footslogging through marshes is more time consumingand di?cult than normal grasslands& especially forthose who are short in stature.

    s an e=ample& halve distances when movingthrough di?cult terrain. The G, must determine whatmodiers to apply to Farrative Time caused by theenvironment and other surroundings.

    HURRYINGf a character needs to& the character can pic! up thepace& moving double the Farrative Time for / J Toughness ,od in hours. t the end of this movement&the character must ma!e a Toughness Test or ta!e 1level of Eatigue. n addition& a hurrying character is lessli!ely to pay notice to the surroundings& so thecharacter ta!es a '10 penalty to all *erception'#ased Tests. ach time the character hurries in succession&the character gains an e=tra '10 to the Toughness Test. This builds up until it ma=es out at '20.

    RUNNING AND NARRATIVE TIME@haracters can run full burst during Farrative Time& but

    in doing so& the character becomes tired. %henrunning& a character triples the rate at which thecharacter moves& but each / hours of sustainedrunning calls for the character to ma!e a '10 Toughness Test per hour. f the test fails& the charactermust roll a 1D10. 1'5& the character ta!es 1 Eatigue& if 6'10& the character ta!es / Eatigue. %hen a characteris running and watching their steps& the characterta!es '/0 to all *erception'based Tests. s withhurrying& every hour the character runs& the test getsharder by '10.

    MOVEMENT AND THE ENVIRONMENT The movement rates for characters described in theprevious table suppose a reasonably clear battleeld.

     There may be obstacles and di?cult terrain. There arecircumstances where obstacles may not impede speedand time. This can include rubble& cave'ins& dense fog&and a variety of other conditions. G, must alwaysta!e these conditions in to mind.

    A,!t M3 PerMn)te

    PerH)r

    PerD#

    0 1/m 0.5Nm 5Nm

    1 36m 1. Nm 1 Nm

    9 5/m 2 Nm 20 Nm

    74m 3 Nm 30 Nm

    ; 1/0m 4 Nm 40 Nm

    5 133m 5 Nm 50 Nm< 146m 7 Nm 70 Nm

    17/m 10 Nm 100 Nm

    /14m 1/ Nm 1/0 Nm

    /30m 12 Nm 120 Nm

    10 /43m 1 Nm 130 Nm

    11 /66m 14 Nm 140 Nm

    19 21/m 16 Nm 150 Nm

    1 224m 17 Nm 170 Nm

    1; 240m /0 Nm /00 Nm

    15 263m // Nm //0 Nm

    CONDITIONS DIFFICULTY  

    He#6 2, #n3'$8e

    $oll *erception. Eailing means'10

    Dee% $)3 #n3!)3'

    '10

    D#r8ne'' '10

    Den'e Cr3' '/0

    R)!e '/0

    Cr#ter' '20

    Tre$r' '20

    LISTENING FOR FOOTSTEPS AND HEARINGMODIFIERS

    ll characters can listen for footsteps& no matter therace or type. Aistening for footsteps depends on theground being wal!ed on& the weight of the e(uipmentbeing carried& and the type of footwear.

    GROUND TYPEGROUND

    TYPE

    MODIFIE

    R

    GROUND

    TYPE

    MODIFIER

    S#n3 I10 Gr#'' I10L,-t Sn I1 H,- Gr#'' I/0M3er#te

    Sn

    I/0 A'-@S!t I1

    He#6Sn

    I/ Drt I0

    Rc8  I1 Le#6e' I/0Gr#6e! I/0 Met#! I20*#ter Depends

    on Depth

    *#ter

    De%t-

    I for every

    inch depth.Ec-n, =/

    modier

    D#$%

    N#t)r#!

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    SIMPLE CLIMBSSimple climbs can include fences& walls& craters& andanything else that re(uires e-ort and concentration&but not real S!ill to accomplish. ny character withboth hands free can easily accomplish these Simple@limbs& provided the character ta!es time and is notbeing distracted or rushed.

    f a @haracter is trying to climb (uic!ly& is beingattac!ed& or is distracted in any other way& thecharacter needs to ma!e a Strength Test or @limb Testto perform a Simple @limb. On a success& the characterascends or descends at the rate of one'half of thecharacter"s ust the di?culty of the testbased on the nature of the climb and other conditions. The default di?culty is I10 for simple tests.

    DIFFICULT CLIMBS,any surfaces are beyond the means of an ordinaryclimb. cli- with overhangs& buildings with no visiblehandholds& and icy precipices are all types of Di?cult

    @limbs. These re(uire a S!ill to climb successfully. character may ma!e as many attempts as

    needed to ma!e the climb. To ma!e the climb& thecharacter must ma!e a @limb Test 8S!ill& uses gility9.On a success& the character ascends at a rate of one'half the character"s

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    character counts as ncumbered. n ncumberedcharacter can still ma!e whatever charges or runs thatare attempted& but any movement made is halved.

    THRO*ING OBECTS To throw an ob>ect& the character must ma!e a %arfare,elee Test to determine if the item hits on'target. Eorevery degree of success gotten& the evader gains thatmany degrees as a penalty to vasion. very degree of success for thrown weapons adds I1 damage to theattac!& as well.

     Thrown ob>ects can only go as far as thecharacter"s Strength ,od multiplied by 2 in meters.tems that are below the Formal Size ,odier increasethe distance. tems that are small can go Strength ,odJ3 meters. tems that are ,ini can go Strength ,od Jmeters. tems that are Tiny& such as items meant to bethrown li!e Grenades and Nnifes can go Strength ,odJ4 meters.

    %eapons that are larger than Formal subtractthe multiplier to the Strength ,od distance by everylevel above Formal. Eor e=ample& Aarge only give theStrength ,od J/& and

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    COMBAT

    *reviously in the handboo!& there was a @ombatOverview section that went through the bare basics of @ombat. This section will cover more ground on howcombat can be handled.

    NARRATIVE TIME AND STRUCTURED TIME There are two types of time!eeping in

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    fter every character in the combat hasdetermines their nitiative& the G, ma!es a list andplaces them in order from highest to lowest. This is!nown as the nitiative Order. This is the order in whichall characters act in each $ound until the combat isover.

    f more than one character rolls the sameinitiative& they act in order from the highest agility tolowest. f they share the same gility& then each shouldroll a die. The character with the highest roll goes rst.

    ,ost combats last for many rounds& but eachcharacter"s nitiative is only determined at thebeginning of combat. Once the nitiative is established&it remains until the end of the @ombat. %hen a newcombat begins& a new nitiative Order must be made.

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    MELEE COMBAT character is able to throw as many melee attac!s ashalf of their %arfare ,elee ,od. The minimum amountof attac!s a character can ma!e is /. This numberma=es at 4 per $ound. character may choose from avariety of melee attac!s& but cannot ta!e more thanallowed by their gility. ,elee @ombat begins whencharacters call to initiate it with a character that iswithin / meters I1 for every I10 from a size bonus.

    DEFENSIVE STANCE BLOCKING character is able to call a Defensive #loc!& whichreplaces the vasion with the ability to double their Toughness ,odier when soa!ing damage from othermelee attac!s. These roll the same as vasions& butwith an e=tra I10.

    LARGE AND SMALL MELEE *EAPONSny weapon larger than a !nife& hatchet& !u!ri& ormachete will be at an e=tra I1 to the cost when usingany ttac! with it. This is due to its unwieldy size andnature of the weapon.

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    ATTACKS CO

    ST

    DAMAGE AND SPECIAL

    *unch

    ttac!

     / 1D10IStrength ,odier.

    Puic! Lab 1 1D10I

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    *recise

    ,elee

    %eapon

    Stri!e

    I/ The attac! adds half of the character"s %arfare ,elee to *ierce.

    *owerful

    ,elee

    %eapon

    Stri!e

    I/ The attac! adds half of the character"s Strength ,odier to the weapon"s *ierce.

    %eapon

    stri!eddition

    I/ llows using a ,elee %eapon with any ,elee attac! using the hands as a weapon& e=cluding the

    standard *unch. This replaces the damage roll with the weapon"s damage and pierce& alongsideany special rules the weapon may have.ppercut 2 This attac! stri!es upward& dealing 1D10Istrength ,odier. f the attac! is not defended& the

    opponent must ma!e a Toughness Test or fall prone. ppercuts disallow the I/0 given to

    Defensive #loc!ing.#ulltrue / The character ta!es a Defensive Stance& and instead of soa!ing damage or gaining any bonuses

    to the Defense& the character ta!es a hit and is able to counter instantly with a corresponding

    attac! with the same limb that struc! the character. This must be ta!en after any attac!s made&

    as an attac! will cancel out #ulltrue.Sidestep 1 ,aneuvers the characters circular in the character"s chosen direction in the character"s gility

    ,odier halved. This gives both characters I10 on their ne=t Defensive Stance& unless an attac!

    was made after the Sidestep.

    ADVANCED MELEE COMBAT.M)'t -#6e M3ern Ar$ C$#t6e'/

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    ATTACKS CO

    ST

    DAMAGE AND SPECIAL

    $apid

    Switch

    '' $educes the switch cost from a Grapple& @ho!e& and

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    INVISIBILITY AND SNEAKING

    CLOAKING There are multiple items that o-er camouCage throughlightbending. These items ma!e the user appear to bealmost invisible but can be seen if the user studies thesurroundings to see the ripples caused by theimperfect technology. These cloa!ing devices givepenalties to another user to see the character.

    CLOAK *ATCHING character may attempt to study and watch for ripplesin the air& which then gives the user a I20 for actuallyspotting the cloa!ed user. %hen doing this& thecharacter must sit and watch for at least ve seconds8Eull ction9 without ta!ing any actions that would ta!emovement.

    USING *EAPONS *HILE CLOAKED%hen a user is cloa!ed& the weapons used by thecharacter are also hidden. ,any weapons have Cashingand glowing bits such as a *lasma $iCe or a Eorerunnerweapon. These give penalties to the camo. @hargingweapons give a '30 to the cloa! while glowing weaponsgive a '/0.

    ctivating weapons such as an nergy Swordor ta!ing footsteps allows a character to ta!e hearing'based *erception Tests to nd the whereabouts of theuser. This also gives the user a I/0 to spot the cloa!eduser.

    FIRING *HILE CLOAKED character that res a weapon while cloa!ed is swiftlyuncloa!ed and recloa!ed within the time of a

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    Einally& ships gain I1 to @ombat Score for every

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    THE ARMORY 

    ach weapon and e(uipment o-ered in this section hasthe item"s information and stats. The processes of ac(uiring these items are from character creation andac(uisition before and during battle.

    CREDITS .cR/veryone begins with a set amount of c$ which can bespent on character creation and starting e(uipment.

     The c$ can also be spent on ac(uiring new goods ande(uipment for missions. verything has a c$ price thatmust be spent to attain said item. n e=ample of this isthe ,4E *ersonal Defense %eapon System 8,4E*D%S9. This pistol has a c$ price of /4 c$. n order fora character to ac(uire this weapon& the character mustrst have /4 c$ to spend& and if the character musthave this weapon as a drop on the battleeld& the dropwill cost e=tra.

    DROP PRICES%henever a character must ac(uire an item on thebattleeld& a drop price must be added to the weapon.Depending on how bad the battleeld is& the price willvary.

    Drops must have an open location to land andmight need to be rolled on a scatter chart to see howmany meters it deviates from the desired location.

    BATTLEFIE

    LD

    EAMPLE ETRA PRICE

    C!e#r

     The #attleeld is

    cleared& and will

    only ta!e a few

    e=tra c$ to spend

    in order to drop

    the item with a

    pod.

    %eaponB 10 c$

     TroopB /0 c$

    ODSTB 10 c$

    Aight HehicleB 20

    c$

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    must be spent for

    near'orbit or

    stealth drops.

    c$

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    !e C6er c$

    Cr$

    20 meter blast that freezes all

    targets in a cryo'li!e state that

    causes them to thaw and die.

    '30 Toughness Test to survive&

    but ta!es 10D10 damage. This

    will not !ill the character& but

    instead& for every point over the

    character"s wound threshold

    causes the character to beunconscious for that many

    hours.

    4000

    c$

    T#ctc#!

    N)8e

    nstantly obliterates anything

    within the 5000 meter blast.

    nything else within a 12000

    meter radius ta!es radiation

    poisoning.

    //000

    c$

    Ort#!

    MAC

    Str8e

    Deals one Orbital ,@ stri!e on

    the target.

    2300

    c$

    C#r%et

    B$

    @alls in airstri!e that covers 100

    meters of land in @'1/ grade

    e=plosive blasts.

    /700

    c$

    Or3n#nc

    e

    B$#r3

    $ent

     Ten blasts on the target that

    does ,146 Demolition @harge

    stats in damage and radius. $oll

    for Ordnance scatter on each

    blast.

    2100

    c$

    SELLING OR RETURNING GEARf e(uipment is unused and !ept in perfect shape& theitems may be returned at full price to the propersellers. f a weapon is used& in any way& it will be onlyreturn half price listed. Spent ammunition anddestroyed weapons may not be sold& unless speciedotherwise by the G,.

    STARTING E>UIPMENTnything under starting e(uipment is replaced afterevery mission. Destroyed weapons& armor& anddepleted ammunition are automatically restored afterevery mission. Fo other e(uipment or weaponautomatically rells& this only wor!s for Starting(uipment chosen at character creation. Startinge(uipment may not be returned for e=tra c$ atcharacter creation. f a starting e(uipment item isreturned or replaced completely& it will notautomatically rell and be repaired unless it is ta!en upas the character"s main weapon again.

    STARTING AMMUNITIONveryone begins with four clipsM,agazines from theweapon of their choosing. very character has theability to purchase more from the armories of their,ilitary.

    AMMUNITION BELTS There are plenty of weapons that do not actually usemagazines and clips. These weapons are belt fed forconstant re. ach belt comes with /0 rounds.

    TURRETS There are plenty of mobile turrets. These turrets comeat character creation as well& and many cannot becarried by anything other than a Spartan or lite andabove.

    nfantry using turrets must ta!e a

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    SCOPES AND ATTACHMENTSSCOPE LIMITS AND MODIFIERS

    SCOPE Irn'

    ,-t

    Re3

    Dt

    9

    "

    "

    ;

    "

    5"

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    S-t,)n pper&