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Quick Reference Guide

Use this guide to quickly check rules, dice rolls and stats during play. For complete rule descriptions, see the Full Rules page.


Contents:

Skill Test Reference

Combat Rules

Trait Map

Corruption

Character Points

Weapon Profiles


Skill Test Reference


Back to Top

When making a Skill test:

  • First, roll a number of D6 (six-sided dice) equal to your rank in the Skill.
  • Each D6 result of 4 or 5 grants +1AP, while a 6 grants +2AP instead. Add up the results for your roll. (“AP” stands for “Action Points” - the more you get, the better you do)
  • Next, find the matching Traits for the Skill you are using In the list below.
  • Check your rank in those Traits and find the highest rank between them. Gain AP equal to the higher rank.
  • Combine the AP from your dice results with the AP from your Trait bonus.
  • This total is your score for the test.


Example:

Steve is making a Mech Lore test to repair his truck. Don't ask.

  • His rank in Mech Lore is 6, so he rolls 6 dice and gets the results: 1, 2, 3, 4, 5, 6.
  • The results of 1-3 earn no bonus, but the 4 and 5 grant +1AP each, while the 6 gives +2AP for a total of +4AP.
  • Steve now checks what Traits can be used for Mech Lore and finds these are Acuity or Resolve (whichever is higher).
  • His Acuity Trait is higher at rank 5, so he adds +5AP to the test.
  • Lastly, Steve combines his dice results (4AP) and his Trait bonus (5AP) to get a final total of 9AP
  • 9AP is Steve's score for the Mech Lore test.


Skills List

Skills List

Academic Skills
Skills Traits Used
Bio Lore Acuity or Resolve
Chem Lore Acuity or Resolve
Tech Lore Acuity or Resolve


Weapon Skills
Skills Traits Used
High-Caliber Mastery Strength or Agility
Rapid-Fire Mastery Strength or Agility
Specialist Mastery Strength or Agility


Specialist Skills
Skills Traits Used
Expertise Acuity or Resolve
Social Resolve or Vigor
Stealth Agility or Acuity
Endurance Vigor or Resolve


Talent Skills
Skills Traits used
Actor Resolve or Vigor
Artist Acuity or Agility
Chef Resolve or Vigor
Dancer Agility or Resolve
Magician Acuity or Agility
Musician Resolve or Agility
Vocalist Resolve or Vigor



Combat Rules


Back to Top

While in combat, most actions that a Character can perform will be found on the Weapon Profile for the weapon they are using. These can be found below. Most Skills are generally not very useful during combat, but a few of them are well suited to the task. For reference purposes, here are some general descriptions for a few of the more common ones:

  • Stealth
    • This Skill can be used to flank enemies or escape combat, but the Character must remain out of sight of the enemy for one full round before Stealth is possible.
  • Endurance
    • This Skill boosts movement characteristics for better mobility. It can also be used to resist Physical or Mental Conditions, including Disarm, Knockdown, Panic, Stun, Black Out, Death Coma and Corruption attacks.
  • Expertise
    • This Skill is used at the beginning of every combat to determine acting order and the Initiative AP bonus. Can be used to detect enemies, particularly those attempting Stealth, in addition to forming strategy before combat begins. Anyone adhering to the plan gains bonues to their actions, but this cannot be performed during combat.

There are also several unique rules for combat which are important to understand. These can offer many possibilities along with a few restrictions that help keep the game entertaining and fair. The complete list is below:

Combat Rules

Combat Rules

text




Weapon Profiles



High-Caliber Weapons


Pistols

Weapon Profile - Rusty Pistol (Tier 1)

Weapon Profile - Rusty Pistol (Tier 1)

Rusty Pistol
Magazine: 3Shots Reload: +2Shots Weight: 2 Cost: 1Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -5 10
2 2 2 -5 10
3 3 3 -5 10
4 4 4 -5 10
5 4 5 -5 10
6 5 6 Base 15
7 6 7 Base 15
8 7 8 Base 15
9 8 9 Base 15
10 8 10 Base 15
11 9 11 Base 20
12 10 12 Base 20
13 11 13 Base 20
14 12 14 Base 20
15 12 15 Base 20
16 13 16 Base 20
17 14 17 Base 20
18 15 18 Base 20
19 16 19 Base 20
20 16 20 Base 20
21 17 21 Base 25
22 18 22 Base 25
23 19 23 Base 25
24 20 24 Base 25
25 20 25 Base 25
26 21 26 Base 30
27 22 27 Base 30
28 23 28 Base 30
29 24 29 Base 30
30 24 30 Base 30


Weapon Profile - Light Combat Pistol (Tier 2)

Weapon Profile - Light Combat Pistol (Tier 2)

Light Combat Pistol
Magazine: 3Shots Reload: +2Shots Weight: 3 Cost: 8Bar Rarity: Common
AP Damage Defense Move Range
1 5 6 -5 10
2 6 7 -5 10
3 7 8 -5 10
4 8 9 -5 10
5 8 10 -5 10
6 9 11 -5 15
7 10 12 -5 15
8 11 13 -5 15
9 12 14 -5 15
10 12 15 -5 15
11 13 16 Base 20
12 14 17 Base 20
13 15 18 Base 20
14 16 19 Base 20
15 16 20 Base 20
16 17 21 Base 20
17 18 22 Base 20
18 19 23 Base 20
19 20 24 Base 20
20 20 25 Base 20
21 21 26 Base 25
22 22 27 Base 25
23 23 28 Base 25
24 24 29 Base 25
25 24 30 Base 25
26 25 31 Base 30
27 26 32 Base 30
28 27 33 Base 30
29 28 34 Base 30
30 28 35 Base 30


Weapon Profile - Heavy Combat Pistol (Tier 3)

Weapon Profile - Heavy Combat Pistol (Tier 3)

Heavy Combat Pistol
Magazine: 3Shots Reload: +2Shots Weight: 3 Cost: 18Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 11 -10 10
2 10 12 -10 10
3 11 13 -10 10
4 12 14 -10 10
5 12 15 -10 10
6 13 16 -5 10
7 14 17 -5 10
8 15 18 -5 10
9 16 19 -5 10
10 16 20 -5 10
11 17 21 -5 15
12 18 22 -5 15
13 19 23 -5 15
14 20 24 -5 15
15 20 25 -5 15
16 21 26 Base 20
17 22 27 Base 20
18 23 28 Base 20
19 24 29 Base 20
20 24 30 Base 20
21 25 31 Base 25
22 26 32 Base 25
23 27 33 Base 25
24 28 34 Base 25
25 28 35 Base 25
26 29 36 Base 30
27 30 37 Base 30
28 31 38 Base 30
29 32 39 Base 30
30 32 40 Base 30


Weapon Profile - Hand Cannon (Tier 4)

Weapon Profile - Hand Cannon (Tier 4)

Hand Cannon
Magazine: 3Shots Reload: +2Shots Weight: 4 Cost: 26Bar Rarity: Rare
AP Damage Defense Move Range
1 13 16 -10 10
2 14 17 -10 10
3 15 18 -10 10
4 16 19 -10 10
5 16 20 -10 10
6 17 21 -10 15
7 18 22 -10 15
8 19 23 -10 15
9 20 24 -10 15
10 20 25 -10 15
11 21 26 -5 20
12 22 27 -5 20
13 23 28 -5 20
14 24 29 -5 20
15 24 30 -5 20
16 25 31 -5 25
17 26 32 -5 25
18 27 33 -5 25
19 28 34 -5 25
20 28 35 -5 25
21 29 36 Base 30
22 30 37 Base 30
23 31 38 Base 30
24 32 39 Base 30
25 32 40 Base 30
26 35 35 Base 35
27 36 36 Base 35
28 36 36 Base 35
29 37 37 Base 35
30 38 38 Base 35



Shotguns

Weapon Profile - Rusty Shotgun (Tier 1)

Weapon Profile - Rusty Shotgun (Tier 1)

Rusty Shotgun
Magazine: 4Shots Reload: +2Shots Weight: 6 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -10 20
2 2 2 -10 20
3 3 2 -10 20
4 4 3 -10 20
5 5 4 -10 20
6 6 4 -5 25
7 7 5 -5 25
8 8 6 -5 25
9 9 6 -5 25
10 10 7 -5 25
11 11 8 -5 30
12 12 8 -5 30
13 13 9 -5 30
14 14 10 -5 30
15 15 10 -5 30
16 16 11 Base 35
17 17 12 Base 35
18 18 12 Base 35
19 19 13 Base 35
20 20 14 Base 35
21 21 14 Base 35
22 22 15 Base 35
23 23 16 Base 35
24 24 16 Base 35
25 25 17 Base 35
26 26 18 Base 40
27 27 18 Base 40
28 28 19 Base 40
29 29 20 Base 40
30 30 20 Base 40


Weapon Profile - Light Combat Shotgun (Tier 2)

Weapon Profile - Light Combat Shotgun (Tier 2)

Light Combat Shotgun
Magazine: 6Shots Reload: +2Shots Weight: 8 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 6 4 -10 20
2 7 5 -10 20
3 8 6 -10 20
4 9 6 -10 20
5 10 7 -10 20
6 11 8 -10 25
7 12 8 -10 25
8 13 9 -10 25
9 14 10 -10 25
10 15 10 -10 25
11 16 11 -5 30
12 17 12 -5 30
13 18 12 -5 30
14 19 13 -5 30
15 20 14 -5 30
16 21 14 -5 35
17 22 15 -5 35
18 23 16 -5 35
19 24 16 -5 35
20 25 17 -5 35
21 26 18 Base 35
22 27 18 Base 35
23 28 19 Base 35
24 29 20 Base 35
25 30 20 Base 35
26 31 21 Base 40
27 32 22 Base 40
28 33 22 Base 40
29 34 23 Base 40
30 35 24 Base 40


Weapon Profile - Heavy Combat Shotgun (Tier 3)

Weapon Profile - Heavy Combat Shotgun (Tier 3)

Heavy Combat Shotgun
Magazine: 6Shots Reload: +2Shots Weight: 10 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 11 8 -15 25
2 12 8 -15 25
3 13 9 -15 25
4 14 10 -15 25
5 15 10 -15 25
6 16 11 -10 30
7 17 12 -10 30
8 18 12 -10 30
9 19 13 -10 30
10 20 14 -10 30
11 21 14 -5 35
12 22 15 -5 35
13 23 16 -5 35
14 24 16 -5 35
15 25 17 -5 35
16 26 18 -5 40
17 27 18 -5 40
18 28 19 -5 40
19 29 20 -5 40
20 30 20 -5 40
21 31 21 -5 40
22 32 22 -5 40
23 33 22 -5 40
24 34 23 -5 40
25 35 24 -5 40
26 36 24 -5 40
27 37 25 -5 40
28 38 26 -5 40
29 39 26 -5 40
30 40 27 -5 40


Weapon Profile - Tactical Flak Cannon (Tier 4)

Weapon Profile - Tactical Flak Cannon (Tier 4)

Tactical Flak Cannon
Magazine: 6Shots Reload: +2Shots Weight: 14 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 16 11 -20 25
2 17 12 -20 25
3 18 12 -20 25
4 19 13 -20 25
5 20 14 -20 25
6 21 14 -15 30
7 22 15 -15 30
8 23 16 -15 30
9 24 16 -15 30
10 25 17 -15 30
11 26 18 -10 35
12 27 18 -10 35
13 28 19 -10 35
14 29 20 -10 35
15 30 20 -10 35
16 31 21 -10 40
17 32 22 -10 40
18 33 22 -10 40
19 34 23 -10 40
20 35 24 -10 40
21 36 24 -5 40
22 37 25 -5 40
23 38 26 -5 40
24 39 26 -5 40
25 40 27 -5 40
26 41 28 Base 45
27 42 28 Base 45
28 43 29 Base 45
29 44 30 Base 45
30 45 30 Base 45



Sniper Rifles

Weapon Profile - Rusty Hunting Rifle (Tier 1)

Weapon Profile - Rusty Hunting Rifle (Tier 1)

Rusty Hunting Rifle
Magazine: 4Shots Reload: +2Shots Weight: 10 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 50
2 2 2 -15 50
3 2 2 -15 50
4 3 3 -15 50
5 4 4 -15 50
6 4 4 -15 100
7 5 5 -15 100
8 6 6 -15 100
9 6 6 -15 100
10 7 7 -15 100
11 8 8 -15 150
12 8 8 -15 150
13 9 9 -15 150
14 10 10 -15 150
15 10 10 -15 150
16 11 11 -10 200
17 12 12 -10 200
18 12 12 -10 200
19 13 13 -10 200
20 14 14 -10 200
21 14 14 -10 200
22 15 15 -10 300
23 16 16 -10 300
24 16 16 -10 300
25 17 17 -10 300
26 18 18 -10 300
27 18 18 -10 300
28 19 19 -10 300
29 20 20 -10 300
30 20 20 -10 300


Weapon Profile - Light Precision Rifle (Tier 2)

Weapon Profile - Light Precision Rifle (Tier 2)

Light Precision Rifle
Magazine: 4Shots Reload: +2Shots Weight: 12 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 4 4 -15 100
2 5 5 -15 100
3 6 6 -15 100
4 6 6 -15 100
5 7 7 -15 100
6 8 8 -15 150
7 8 8 -15 150
8 9 9 -15 150
9 10 10 -15 150
10 10 10 -15 150
11 11 11 -10 200
12 12 12 -10 200
13 12 12 -10 200
14 13 13 -10 200
15 14 14 -10 200
16 14 14 -10 300
17 15 15 -10 300
18 16 16 -10 300
19 16 16 -10 300
20 17 17 -10 300
21 18 18 -10 400
22 18 18 -10 400
23 19 19 -10 400
24 20 20 -10 400
25 20 20 -10 400
26 21 21 -10 400
27 22 22 -10 400
28 22 22 -10 400
29 23 23 -10 400
30 24 24 -10 400


Weapon Profile - Heavy Precision Rifle (Tier 3)

Weapon Profile - Heavy Precision Rifle (Tier 3)

Heavy Precision Rifle
Attacks: 4Shots Reload: +2Shots Weight: 14 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 8 8 -20 100
2 8 8 -20 100
3 9 9 -20 100
4 10 10 -20 100
5 10 10 -20 100
6 11 11 -15 200
7 12 12 -15 200
8 12 12 -15 200
9 13 13 -15 200
10 14 14 -15 200
11 14 14 -15 300
12 15 15 -15 300
13 16 16 -15 300
14 16 16 -15 300
15 17 17 -15 300
16 18 18 -10 400
17 18 18 -10 400
18 19 19 -10 400
19 20 20 -10 400
20 20 20 -10 400
21 21 21 -10 500
22 22 22 -10 500
23 22 22 -10 500
24 23 23 -10 500
25 24 24 -10 500
26 24 24 -10 600
27 25 25 -10 600
28 26 26 -10 600
29 26 26 -10 600
30 27 27 -10 600


Weapon Profile - Precision Long-Cannon (Tier 4)

Weapon Profile - Precision Long-Cannon (Tier 4)

Precision Long-Cannon
Magazine: 4Shots Reload: +2Shots Weight: 16 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 11 11 -20 300
2 12 12 -20 300
3 12 12 -20 300
4 13 13 -20 300
5 14 14 -20 300
6 14 14 -20 400
7 15 15 -20 400
8 16 16 -20 400
9 16 16 -20 400
10 17 17 -20 400
11 18 18 -15 500
12 18 18 -15 500
13 19 19 -15 500
14 20 20 -15 500
15 20 20 -15 500
16 21 21 -10 600
17 22 22 -10 600
18 22 22 -10 600
19 23 23 -10 600
20 24 24 -10 600
21 24 24 -10 700
22 25 25 -10 700
23 26 26 -10 700
24 26 26 -10 700
25 27 27 -10 700
26 28 28 -10 800
27 28 28 -10 800
28 29 29 -10 800
29 30 30 -10 800
30 30 30 -10 800




Rapid-Fire Weapons


Assault Rifles

Weapon Profile - Rusty Assault Rifle (Tier 1)

Weapon Profile - Rusty Assault Rifle (Tier 1)

Rusty Assault Rifle
Magazine: 8Shots Reload: +4Shots Weight: 8 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Speed Range
1 1 1 -10 30
2 2 2 -10 30
3 2 2 -10 30
4 3 3 -10 30
5 4 4 -10 30
6 4 4 -5 40
7 5 5 -5 40
8 6 6 -5 40
9 6 6 -5 40
10 7 7 -5 40
11 8 8 -5 50
12 8 8 -5 50
13 9 9 -5 50
14 10 10 -5 50
15 10 10 -5 50
16 11 11 Base 60
17 12 12 Base 60
18 12 12 Base 60
19 13 13 Base 60
20 14 14 Base 60
21 14 14 Base 70
22 15 15 Base 70
23 16 16 Base 70
24 16 16 Base 70
25 17 17 Base 70
26 18 18 Base 80
27 18 18 Base 80
28 19 19 Base 80
29 20 20 Base 80
30 20 20 Base 80


Weapon Profile - Light Assault Rifle (Tier 2)

Weapon Profile - Light Assault Rifle (Tier 2)

Light Assault Rifle
Magazine: 10Shots Reload: +5Shots Weight: 10 Cost: 12Bar Rarity: Common
AP Damage Defense Speed Range
1 4 4 -10 30
2 5 5 -10 30
3 6 6 -10 30
4 6 6 -10 30
5 7 7 -10 30
6 8 8 -10 40
7 8 8 -10 40
8 9 9 -10 40
9 10 10 -10 40
10 10 10 -10 40
11 11 11 -5 50
12 12 12 -5 50
13 12 12 -5 50
14 13 13 -5 50
15 14 14 -5 50
16 14 14 -5 60
17 15 15 -5 60
18 16 16 -5 60
19 16 16 -5 60
20 17 17 -5 60
21 18 18 Base 70
22 18 18 Base 70
23 19 19 Base 70
24 20 20 Base 70
25 20 20 Base 70
26 21 21 Base 80
27 22 22 Base 80
28 22 22 Base 80
29 23 23 Base 80
30 24 24 Base 80


Weapon Profile - Heavy Assault Rifle (Tier 3)

Weapon Profile - Heavy Assault Rifle (Tier 3)

Heavy Assault Rifle
Magazine: 10Shots Reload: +5Shots Weight: 12 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Speed Range
1 8 8 -15 40
2 8 8 -15 40
3 9 9 -15 40
4 10 10 -15 40
5 10 10 -15 40
6 11 11 -10 50
7 12 12 -10 50
8 12 12 -10 50
9 13 13 -10 50
10 14 14 -10 50
11 14 14 -10 60
12 15 15 -10 60
13 16 16 -10 60
14 16 16 -10 60
15 17 17 -10 60
16 18 18 -5 70
17 18 18 -5 70
18 19 19 -5 70
19 20 20 -5 70
20 20 20 -5 70
21 21 21 -5 80
22 22 22 -5 80
23 22 22 -5 80
24 23 23 -5 80
25 24 24 -5 80
26 24 24 Base 90
27 25 25 Base 90
28 26 26 Base 90
29 26 26 Base 90
30 27 27 Base 90


Weapon Profile - Tactical Auto-Cannon (Tier 4)

Weapon Profile - Tactical Auto-Cannon (Tier 4)

Tactical Auto-Cannon
Magazine: 10Shots Reload: +5Shots Weight: 14 Cost: 40Bar Rarity: Rare
AP Damage Defense Speed Range
1 14 14 -15 50
2 15 15 -15 50
3 16 16 -15 50
4 16 16 -15 50
5 17 17 -15 50
6 18 18 -15 60
7 18 18 -15 60
8 19 19 -15 60
9 20 20 -15 60
10 20 20 -15 60
11 21 21 -10 70
12 22 22 -10 70
13 22 22 -10 70
14 23 23 -10 70
15 24 24 -10 70
16 24 24 -10 80
17 25 25 -10 80
18 26 26 -10 80
19 26 26 -10 80
20 27 27 -5 80
21 28 28 -5 90
22 28 28 -5 90
23 29 29 -5 90
24 30 30 -5 90
25 30 30 -5 90
26 31 31 -5 100
27 32 32 -5 100
28 32 32 -5 100
29 33 33 -5 100
30 34 34 -5 100



Machine Guns

Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)

Weapon Profile - Rusty SAW (Squad Assault Weapon) (Tier 1)

Rusty SAW (Squad Assault Weapon)
Magazine: 12Shots Reload: +3Shots Weight: 14 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 30
2 2 2 -15 30
3 3 2 -15 30
4 4 3 -15 30
5 4 4 -15 30
6 5 4 -15 35
7 6 5 -15 35
8 7 6 -15 35
9 8 6 -15 35
10 8 7 -15 35
11 9 8 -15 40
12 10 8 -15 40
13 11 9 -15 40
14 12 10 -15 40
15 12 10 -15 40
16 13 11 -10 45
17 14 12 -10 45
18 15 12 -10 45
19 16 13 -10 45
20 16 14 -10 45
21 17 14 -10 50
22 18 15 -10 50
23 19 16 -10 50
24 20 16 -10 50
25 20 17 -10 50
26 21 18 -10 55
27 22 18 -10 55
28 23 19 -10 55
29 24 20 -10 55
30 24 20 -10 55


Weapon Profile - LMG (Light Machine Gun) (Tier 2)

Weapon Profile - LMG (Light Machine Gun) (Tier 2)

LMG (Light Machine Gun)
Magazine: 15Shots Reload: +3Shots Weight: 16 Cost: 12Bar Rarity: Common
AP Damage Defense Move Range
1 5 4 -15 30
2 6 5 -15 30
3 7 6 -15 30
4 8 6 -15 30
5 8 7 -15 30
6 9 8 -15 35
7 10 8 -15 35
8 11 9 -15 35
9 12 10 -15 35
10 12 10 -15 35
11 13 11 -15 40
12 14 12 -15 40
13 15 12 -15 40
14 16 13 -15 40
15 16 14 -15 40
16 17 14 -10 45
17 18 15 -10 45
18 19 16 -10 45
19 20 16 -10 45
20 20 17 -10 45
21 21 18 -10 50
22 22 18 -10 50
23 23 19 -10 50
24 24 20 -10 50
25 24 20 -10 50
26 25 21 -10 55
27 26 22 -10 55
28 27 22 -10 55
29 28 23 -10 55
30 28 24 -10 55


Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)

Weapon Profile - HMG (Heavy Machine Gun) (Tier 3)

Magazine: 15Shots Reload: +3Shots Weight: 18 Cost: 26Bar Rarity: Uncommon
AP Damage Defense Move Range
1 9 8 -20 35
2 10 8 -20 35
3 11 9 -20 35
4 12 10 -20 35
5 12 10 -20 35
6 13 11 -20 40
7 14 12 -20 40
8 15 12 -20 40
9 16 13 -20 40
10 16 14 -20 40
11 17 14 -15 45
12 18 15 -15 45
13 19 16 -15 45
14 20 16 -15 45
15 20 17 -15 45
16 21 18 -15 50
17 22 18 -15 50
18 23 19 -15 50
19 24 20 -15 50
20 24 20 -15 50
21 25 21 -10 55
22 26 22 -10 55
23 27 22 -10 55
24 28 23 -10 55
25 28 24 -10 55
26 29 24 -10 60
27 30 25 -10 60
28 31 26 -10 60
29 32 26 -10 60
30 32 27 -10 60


Weapon Profile - Tactical Vulcan (Tier 4)

Weapon Profile - Tactical Vulcan (Tier 4)

Tactical Vulcan
Magazine: 18Shots Reload: +3Shots Weight: 18 Cost: 40Bar Rarity: Rare
AP Damage Defense Move Range
1 5 4 -15 30
2 6 5 -15 30
3 7 6 -15 30
4 8 6 -15 30
5 8 7 -15 30
6 9 8 -15 35
7 10 8 -15 35
8 11 9 -15 35
9 12 10 -15 35
10 12 10 -15 35
11 13 11 -15 40
12 14 12 -15 40
13 15 12 -15 40
14 16 13 -15 40
15 16 14 -15 40
16 17 14 -10 45
17 18 15 -10 45
18 19 16 -10 45
19 20 16 -10 45
20 20 17 -10 45
21 21 18 -10 50
22 22 18 -10 50
23 23 19 -10 50
24 24 20 -10 50
25 24 20 -10 50
26 25 21 -10 55
27 26 22 -10 55
28 27 22 -10 55
29 28 23 -10 55
30 28 24 -10 55



SMGs (Sub-Machine Guns)


Weapon Profile - Rusty SMG (Tier 1)

Weapon Profile - Rusty SMG (Tier 1)

Rusty SMG
Magazine: 8Shots Reload: +4Shots Weight: 6 Cost: 2Bar Rarity: Ubiquitous
AP Damage Defense Move Range
1 1 1 -15 20
2 2 2 -15 20
3 3 2 -15 20
4 4 3 -15 20
5 4 4 -15 20
6 5 4 -10 25
7 6 5 -10 25
8 7 6 -10 25
9 8 6 -10 25
10 8 7 -10 25
11 9 8 -5 30
12 10 8 -5 30
13 11 9 -5 30
14 12 10 -5 30
15 12 10 -5 30
16 13 11 -5 30
17 14 12 -5 30
18 15 12 -5 30
19 16 3 -5 30
20 16 14 -5 30
21 17 14 Base 35
22 18 15 Base 35
23 19 16 Base 35
24 20 16 Base 35
25 20 17 Base 35
26 21 18 Base 40
27 22 18 Base 40
28 23 19 Base 40
29 24 20 Base 40
30 24 20 Base 40


Weapon Profile - Light Combat SMG (Tier 2)

Weapon Profile - Light Combat SMG (Tier 2)

Light Combat SMG
Attacks: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
1 5 4 -15 25
2 6 5 -15 25
3 7 6 -15 25
4 8 6 -15 25
5 8 7 -15 25
6 9 8 -10 30
7 10 8 -10 30
8 11 9 -10 30
9 12 10 -10 30
10 12 10 -10 30
11 13 11 -10 35
12 14 12 -10 35
13 15 12 -10 35
14 16 3 -10 35
15 16 14 -10 35
16 17 14 -5 35
17 18 15 -5 35
18 19 16 -5 35
19 20 16 -5 35
20 20 17 -5 35
21 21 18 -5 40
22 22 18 -5 40
23 23 19 -5 40
24 24 20 -5 40
25 24 20 -5 40
26 25 21 Base 45
27 26 22 Base 45
28 27 22 Base 45
29 28 23 Base 45
30 28 24 Base 45


Weapon Profile - Heavy Combat SMG (Tier 3)

Weapon Profile - Heavy Combat SMG (Tier 3)

Attacks: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30


Weapon Profile - Micro Minigun (Tier 4)

Weapon Profile - Micro Minigun (Tier 4)

Attacks: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30




Special Weapons


Grenades

Weapon Profile - Scrap Grenade (Tier 1)

Weapon Profile - Scrap Grenade (Tier 1)

Scrap Grenade
Magazine: 1Throw Reload: None Weight: 0.5 Cost: 0.5Bar Rarity: Ubiquitous
AP Damage Defense Move Range
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Weapon Profile - Light Military Grenade (Tier 2)

Weapon Profile - Light Military Grenade (Tier 2)

Magazine: Reload: Weight: Cost: Rarity:
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Weapon Profile - Heavy Military Grenade (Tier 3)

Weapon Profile - Heavy Military Grenade (Tier 3)

Magazine: Reload: Weight: Cost: Rarity:
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Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)

Weapon Profile - H.O.L.Y. (High-explosive, Omni-directional, Lacerating Yield) Grenade (Tier 4)

Magazine: Reload: Weight: Cost: Rarity:
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Unarmed

Weapon Profile - LMG (Tier 1)

Weapon Profile - LMG (Tier 1)

Attacks: Reload: Weight: Cost: Rarity:
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Weapon Profile - LMG (Tier 1)

Weapon Profile - LMG (Tier 1)

Attacks: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
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Weapon Profile - LMG (Tier 1)

Weapon Profile - LMG (Tier 1)

Attacks: Reload: Weight: Cost: Rarity:
AP Damage Defense Move Range
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Weapon Profile - LMG (Tier 1)

Weapon Profile - LMG (Tier 1)

Attacks: Reload: Weight: Cost: Rarity:
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Corruption

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Characters with higher concentrations of IRIS become more susceptible to its “Presence”, which influences Characters when they are desperate, or through their natural virtues and vices. If the Character fails to resist these urges, their sanity gradually deteriorates until the IRIS eventually takes full control. Representing this, Characters gain “Corruption” as they integrate more IRIS or as they fail to resist its Presence. For each Trait rank a Character gains above their natural number (the number granted by the Director at Character creation) and for every Aug they install, their Corruption level increases, which has several effects. Various temptations may be visited on the Character when they witness events that anger or excite them. These become more frequent and severe as the Character's Corruption increases. The Presence may also offer aid in times of weakness; when the Character is tired, exhausted, or mortally wounded.

In these cases a Character must make a Willpower test to resist the Presence driving them to obey. Success indicates that the Character steels themselves and carries on, while failure proves that the urge was too strong or, weakened and desperate, the Character lacks the strength to refuse.


Corruption Rules

Corruption Rules

  • Each Aug increases Corruption by +2
  • Each Trait rank increases Corruption by +1
    • Trait ranks given by the Director for a new Character don't count.
  • The Presence can be triggered by:
    • Experiencing events equal-to or less-than the Character's Corruption level (see the Corruption events table below)
    • Stamina dropping below Corruption level
    • Stamina dropping below 0
    • Death Coma (Health dropping below 0)
    • Blacking Out (for any reason)
    • Attempting to extract IRIS or have it extracted by someone else (removing Traits and Augs) for any reason.
    • Having a Corruption level greater than your MAXIMUM Stamina. For as long as this is the case, your Character takes the test once per day at midnight.
  • When making the Willpower test to resist, the target AP is equal to your total Corruption (or “Corruption level”).
    • If making the test while Exhausted (your current Stamina is 0 or less), increase the target number to (Corruption)+5.
    • If making the test while Corruption is greater than your MAXIMUM Stamina (not your current Stamina), increase the target number to (Corruption)+5
    • If making the test when entering Death Coma (0 or less HP), increase the target number to (Corruption)+5.
    • If making the test to have IRIS extracted for any reason, increase the target number to (Corruption)+5.
  • Characters must test immediately when out of combat. During combat the test should be delayed until the end of the current turn.
  • When the Presence manifests, Characters have a choice: they can resist or obey.
    • If resisting, the Character makes a Willpower test.
      • Passing the test drains 2 Stamina, but successfully resists the Presence and dispells it for the rest of the game session.
      • Failing the test increases Corruption by +1 and the Character must obey the urge.
    • If obeying, the Character immediately gains 5 Stamina, but Corruption increases by +1.


Corruption Tables

Corruption Tables

Corruption Triggers
Corruption level Trigger
(Character's total Corruption) (Triggered by witnessing, inflicting or experiencing the following)
10 torture, mass murder, cannibalism, multiple rapes (or equivalent events)
12 severe abuse, multiple murder, violent / gang rape (or equivalent events)
14 light physical or severe emotional abuse, murder, rape (or equivalent events)
16 Severe bullying or humiliation, non-lethal violence (or equivalent events)
18 Bullying, Threats of violence, Blackmail (or equivalent events)
20 Attempts of social manipulation (if the Character detects it), Being followed (if the Character detects it), Rudeness, Bright lights, Loud noises (or equivalent events)


Obedience Consequences
Corruption level Consequence
(Character's total Corruption) (Choice should suit the Character and situation)
10 Taking direct action to resolve the situation requires a 5AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 5AP Willpower test -or- Resisting the urge to join in requires a 5AP Willpower test
12 Taking direct action to resolve the situation requires a 10AP Willpower test. Failure prevents further attempts at direct action. -or- Ignoring the situation or using means other than force to resolve it requires a 10AP Willpower test -or- Resisting the urge to join in requires a 10AP Willpower test
14 Find help, but fear prevents taking direct action -or- Stop the perpetrators by force. Increase force as “necessary” -or- Have a little “fun” without getting too rough
16 Flee the scene, putting escape before seeking help -or- Slaughter the perpetrators using the most effective means -or- Take part or assist the perpetrators
18 Run and hide, speaking to nobody for several hours -or- Recklessly open fire on the perpetrators -or- Enthusiastically join in the carnage
20 Collapse in terror -or- madly brutalize the perpetrators in melee -or- lose yourself and commit the most terrible atrocities you can




Character Points

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Character Points (or CP) are awarded to your Character as you play games. These points can then be spent to improve your Character in various ways including ranking up Skills, unlocking new Skills and enhancing Traits among many, many other options. Below is a a full list of spending options, along with general guidelines for awarding CP.

Spending CP
Benefit CP cost Additional Costs
+1 Skill rank 1 CP -
+1 Trait rank 2 CP +2 Corruption
Unlock new Skill 3 CP -
Unlock new Aug 4 CP +3 Corruption


Earning CP
CP Reward Source
1CP Participation
1CP Side Objective
2CP Main Objective
1-2CP Director's Blessing