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GM Screen
GM Screen
BLEEDING
DISABLING EFFECTS
(When BODY done to a HitLoc before or after BODYx is
greater than the characters total BODY; see HSR
p.278-279)
Head:
1d6
Effect
1
Lose 1d6 EGO
2
Lose 1d6 INT (amnesia, impaired
speech)
3
Lose 1d6 COM
4
-d6 to PER (hearing/vision loss)
5
-d6 to all Skill Rolls
6
Limb paralyzed (see below)
Hands,
-1d6 STR/DEX in that limb, -3 to CV and
Arms,
Skill Rolls with that limb
Shoulders:
Chest,
1d6
Effect
Stomach,
1
Lose 1d6 STR
Vitals:
2
Lose 1d6 CON
3
Lose d6 BODY
4
Lose d6 REC
5
Lose 2d6 END
6
Lose 1d6 STUN
Thighs,
Running halved, -2 DCV (reduced mobility)
Legs, Feet:
As an optional rule, a limb can be broken or severed by
inflicting more than 1/3 of the characters total BODY on it.
In this case, the victim only takes the damage necessary to
sever the limb.
26+
RECOVERY TIME
6d6
STUN Total
HIT LOCATION
-0 to -10
-11 to -20
-21 to -30
-31 or more
Phase
Brace
Disarm
Dodge
Grab
Grab By
Haymaker
OCV
DCV
Effects
Location
STUN
Multiplier
Normal
STUN
BODY
Multiplier
To Hit
3-5
Head
x5
x2
x2
-8
Hands
x1
-6
Arms
x2
-5
Shoulders
x3
x1
x1
-5
Chest
x3
x1
x1
-3
12
Stomach
x4
x1
x1
-7
13
Vitals
x4
x1
x2
-8
14
Thighs
x2
x1
x1
-4
15-16
Legs
x2
-6
17-18
Feet
x1
-8
OCV
Dice Roll
-4
1d6+3
-2
2d6+1
2d6+4
7-8
9
6-20
Block
3d6 Roll
10-11
+0
+2
-2
+3
-1
-2
-1
-3
-4
-2
2d6+7*
-5
-4
1d6+12
Move By
-2
-2
Move Through
-v/5
-3
Set
+1
+0
Strike
+0
+0
Other Attacks
+0
+0
Aiming Area
* Treat 19 as Feet
If necessary, roll
1d6 to determine left
or right sides: an odd
number is left, even is
right.
NOTE: If the target
is "not in combat", i.e.,
taken by complete
surprise, the Hit
Location Attack
Modifiers are halved.
For instance, shooting
at the head becomes
a -4 modifier instead
of -8.
A character may
place a weapon
against a some
specific portion of an
immobile target by
taking an extra Phase.
In such a case, the
attacker does not
need to make an
attack roll to hit the
target in the specific
location.
Phase
OCV
DCV
Choke Hold
Maneuvre
-2
+0
grab, 2d6NND
Effect
Defensive Strike
+1
+3
STR strike
Blazing Away
+0
+0
Killing Strike
-2
+0
d6 HKA
Club Weapon
+0
+0
Legsweep
+2
-1
Cover
-2
+0
Martial Block
+2
+2
Block, ABORT
+0
+0
Martial Disarm
-1
+1
Hipshot
-1
+0
Martial Dodge
+5
Hurry
-2
-2
Martial Escape
var
Pulling a Punch
-1/5d6
Martial Grab
-1
-1
Rapid Fire
-2/x
Martial Strike
+2
-2
-2
Martial Throw
+0
+1
Snap Shot
-1
+0
Nerve Strike
-1
+1
2d6 NND
Suppression Fire
-2
+0
Offensive Strike
-2
+1
Sweep
-2/x
Sacrifice Throw
+2
+1
STRENGTH TABLE
STR
-25
-23
-20
-18
-15
-13
-10
-8
-5
-3
0
3
5
8
10
13
15
18
20
23
25
28
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Lift (kg)
0.8
1
1.6
2
3.2
4
6.4
8
12.5
16
25
37
50
75
100
150
200
300
400
600
800
1,200
1,600
3,200
6,400
12,500
25,000
50,000
100,000
200,000
400,000
800,000
1,600,000
3,200,000
6,400,000
12,500,000
25,000,000
DC/Ju
mp
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
Nil
1
1
2
2
3
3
4
4
5
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
ENCUMBRANCE TABLE
% Max. Lift
Carried
Up to 10%
11% - 20%
21% - 30%
31% - 50%
51% - 75%
76% - 100%
DCV /
Dex Roll
-0
-2
-4
-6
-8
-10
Move
-1
-2
-4
-8
END /
Turn
0
1
2
3
4
5
THROWING TABLE
Extra
Strength
3
5
8
10
13
15
18
20
23
25
28
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Running
Throw
2
4
6
8
10
12
14
16
18
20
22
24
28
32
36
40
44
48
52
56
60
64
68
72
76
80
Standing
Throw
1
2
3
4
5
6
7
8
9
10
11
12
14
16
18
20
22
24
26
28
30
32
34
36
38
40
Prone
Throw
1
1
2
2
3
3
4
4
5
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Situation
Modifier
+5
Telescope
+3
Binoculars
+2
+2
Looking ( phase)
+1
+1
Moving object
+1
+2
2 hex object
+4
4 hex object
+6
8 hex object
+8
16 hex object
+10
32 hex object
+12
etc.
Low contrast
-1
Night
-2
Dark night
-4
-2
-4
-6
1/32/hex object
-8
etc.
+2
+4
Negative STR
Human-sized creatures must have a STR of at least 0 (zero) to be able to support
their own weight and walk more-or-less normally.
At a STR of -5, the creature can only crawl for short distances, and must rest very
frequently. If STR is reduced to -10 or less, then the creature cannot move at all, even
to lift an arm.
+6
Image
Solid simple
images
Example
A stationary
object; a single
odour or musical
note
Simple
movements,
sounds, smells
or sensations
A ball rolling, a
simple melody
Complex
movements,
sounds, smells
or sensations
A man walking, a
conversation, the
smells of a
hamburger
Multiple
interacting
images,
sounds, smells
or sensations
A football team in
action, an
orchestral
symphony, the
smells of
5-course dinner
Situation
Grenade
Rifle
Submachinegun
Pistol
Parabolic microphone
Truck
Hovercar
Spaceship taking off
Whistle
Shout
Loud conversation
Breaking glass
Sneeze
Punch
Body hitting ground
Run (6 +)
Fast walk (3)
Normal walk (2)
Careful walk (1)
Whisper
Open a door
Slowly open a door (full phase)
High contrast sound
Foggy weather
Listen ( phase)
Listen closely (full phase, DCV)
Echoes
Locating source of echoes
Downwind
Upwind
Quiet area
Modifi
er
+6
+5
+4
+3
+4
+3
+1
+5
+3
+2
+1
+1
+1
+0
+0
+1
+0
-1
-2
-3
+0
-2
+1
-1
+1
+2
+3
-3
+1
-1
+3
Modifier
+0
+2
+4
-2
-4
+1
-1
+3
+3
+5
Modifier
+3 to +5
+1 to +3
-1 to -3
-3 to -5
-5 or more
add +1
+1 to +3
+1 to +3
+1 to +3
-1 to -5
-1 to -5
-1 to -5
-1 to -3
Circumstance
Routine
Easy
Difficult
Extremely difficult
Sheer folly
Each level down Time Chart
Character has extensive knowledge
Character uses good equipment in connection with the skill roll
Excellent conditions for performing the skill
Poor conditions for performing the skill
Extremely strange or weird object to perform the skill on
Character uses poor equipment, or lacks the proper equipment
Combat conditions, for skills not normally used in combat
Modifier
Long-lasting or deep
relationship
+1
+3
+2
-1
Character devotes
substantial time to finding
Contact
+2
Modifier
+2
Requested action is
beneficial to Contact
+1
Requested action is
potentially harmful to Contact
-1 to -2
Requested action is
potentially very harmful to
Contact
-3 to -5
-1 to -2
Use of Persuasion
Lavishing gifts etc. upon
Contact
+1 per 2 pts
success
+1 to +5
Long-lasting or deep
relationship
+1
+2
RANGE MODS
Range in
inches
Adjacent
2-4
5-8
9-16
17-32
33-64
65-128
129-256
257-512
x2 Range
in metres
(rounded)
Adjacent
5-10m
11-15m
16-30m
31-60m
61-125m
126-250m
251-500m
501-1000m
x2 Range
TIME CHART
1 Segment
1 Phase
1 Turn (Post-Segment 12)
1 minute
5 minutes
20 minutes
1 hour
6 hours
1 day
1 week
1 month
1 season (3 months)
1 year
5 years
25 years
1 Century
500 years
etc.
Modifier
-0
-0
-2
-4
-6
-8
-10
-12
-14
Extra -2
-1d6
Inappropriate setting
-2d6
-1d6
In combat
-1d6
At a disadvantage
-3d6
Covered
PRESENCE ATTACK
TABLE
Presence
Attack is
Targets
PRE or
EGO
Moderate
-2d6
Strong
-3d6
Total
8-
-2d6
11-
-3d6
14-
-4d6
Extreme Reputation
-1d6 to -3d6
Varies
Targets
PRE or
EGO +10
Moderate
+2d6
Strong
+3d6
Total
+1d6
+2d6
+1d6
Target is Surprised
+1d6
+1d6
Violent action
+2d6
+3d6
+1d6
Good soliloquy
+2d6
Excellent soliloquy
+3d6
Incredible soliloquy
+1d6
Appropriate setting
+2d6
+2d6
+4d6
+1d6
+1d6
Targets
PRE or
EGO +20
Targets
PRE or
EGO +30
Effect of Attack
Target is impressed. He
hesitates enough so that the
attacker may act before him
this Phase, or receives +5
PRE only for purposes of
resisting contrary Presence
Attacks made that Phase.
Target is very impressed. He
hesitates as above, and only
performs a Half Phase
Action during his next
Phase. He considers very
deeply what the attacker
says, and may comply with
requests or obey orders
which seem worthwhile to
him. He receives +5 PRE
only for purposes of
resisting contrary Presence
Attacks made that Turn.
Target is awed. He will not
act for 1 Full Phase, is at 1/2
DCV, and possibly will do as
the attacker commands. If
he is friendly, he is inspired
and may follow the
character into danger; he
will comply with most
requests and obey most
orders. He receives +10
PRE only for purposes of
resisting contrary Presence
Attacks made that Turn.
Target is cowed. He may
surrender, run away, or faint.
He is at 0 DCV, and will
nearly always follow
commands. If he is friendly,
he becomes inflamed, and
will follow character into any
danger, comply with virtually
any request, or obey virtually
any order.
TELEPATHY TABLE
Dice minus
Mental DEF
EGO +1
EGO +10
EGO +20
EGO +30
Dice minus
Mental DEF
Effect
EGO+1
EGO+1
EGO+10
EGO+20
EGO+30
+10
+20
-5
EGO+1
Effect
Cosmetic changes to setting
30 (60 m)
25
75 (150 m)
EGO+20
30
105 (210 m)
30
135 (270 m)
30
165 (330 m)
30
195 (390 m)
10
30
225 (450 m)
11
30
255 (510 m)
12
30
285 (570 m)
Mod.
-2
100 (Theater)
-4
-6
-8
-10
-12
10,000,000 (State)
-14
-16
1 ,000,000,000 (Continent)
-18
1d6/1(2m)
fallen
1d6/1 velocity
VELOCITY-BASED DCV
1-32
0.6-20
33-64
21-40
-20
65-128
41-75
etc.
129-250
76-150
251-500
151-300
501-1,000
301-600
11
1,001-2,000
601-1,200
13
2,001-4,000
1,201-2,400
15
4,001-8,000
2,401-5,000
17
8,001-16,000
5,001-10,000
19
# of dice
rolled for
Knockback
-1d6
-1d6
Km/h
KNOCKBACK MODIFIERS
Circumstance
FALLING DAMAGE
Inches/Turn
+20
15 (30 m)
50 (100 m)
5 (10 m)
10
20
+10
15
EGO+20
EGO+10
EGO+30
Distance fallen
Total
current
velocity
Effect
Target will perform action he is inclined
to perform anyway
Segments
since fall
began
EGO+10
FALLING TABLE
Target is underwater
+1d6
+1d6
+1d6
+1d6
Target is in Zero-Gravity
-1d6
Base
DCV
MISCELLANEOUS
Material or Object
Bushes
Control console (per hex)
Dirt (per hex)
Flagpole (breakaway)
Glass
Lamp post (breakaway)
Rock
Boulder
Space suit
Telephone pole (wooden)
DEF
2
4
0
4
1
5
5
5
2
5
BODY
3
4
16
2
1
3
3
13
3
4
VEHICLES
Material or Object
Armoured car
Automobile
Bicycle
Helicopter
Hovercraft
Jetpack
Motorcycle
Light plane
Twin-engine plane
Multi-engine plane
Submarine
Tank (front armour)
Tank (side/top/rear/bottom)
Truck or bus
DEF
10
3
3
4
5
4
3
3
3
3
10
20
16
4
BODY
15
14
2
15
14
4
11
13
15
19
20
19
17
MACHINERY
Material or Object
Light machinery
Medium machinery
Heavy machinery
DEF
5
7
9
BODY
4
6
8
FURNITURE
Material or Object
Light wood furniture
Heavy wood furniture
Plastic furniture
Steel reinforced furniture
DEF
3
4
2
5
BODY
3
5
3
5
DEF
2
4
5
5
BODY
2
5
8
11
TREES
Material or Object
Bushes
Small tree (less than 2m d.)
Medium tree (less than 10m d.)
Large tree (10m d. or more)
WALL BODY
WALLS
Material or Object
Armoured wall
Brick wall
Concrete block wall
Home interior wall
Home exterior wall
Reinforced concrete wall
Spaceship interior wall
Stone wall - heavy, solid
Stone wall - heavy, rubble fill
Stone wall - medium
Stone wall - light
Logs
Planks and Boards
Peat brick or adobe
Wattle and Daub
DEF
13
5
6
3
4
8
8
7
6
6
5
4
4
3
3
BODY
7
3
5
3
3
5
6
8
12
7
4
7
4
3
2
DOORS
Material or Object
Airlock door
Interior wood door
Interior spaceship door
Exterior wood door
Metal fire door
Safe door
Large vault door
City gates - small
City gates - large/heavy
Portcullis
Drawbridge
Heavy Wood (3") w/ iron
strapping
Medium Wood (2") w/ iron
strapping
Light Wood (1") w/ iron strapping
Wooden Shutters
DEF
8
2
6
4
7
10
16
5
8
6
5
4
BODY
7
3
4
3
5
9
9
10
20+
7
6
4
3
2
3
3
LOCKS
Material or Object
House door lock
Magnetic lock
Padlock
DEF
3
5
4
BODY
2
3
3
DEF
4
2
5
3
2
3
1
BODY
3
3
5
4
4
3
2
Material
Wood
Stone
Metal
Plastic
4
*
*
1
1
8
1
*
3
3
16
2
*
5
4
Thickness (mm)
64 125 250
4
5
6
3
5
7
9
11
13
7
9
10
OBJECT DEF
Substance
1m
8
11
17
13
2m
9
13
19
15
X or less
Metal
Sheet metal
Chain or heavy tube
Heavy bar
Plate
Casting
Hardened casting
Light armour walls
Medium armour walls
Vault doors
Heavy armour walls
4
5
6
7
8
9
10
13
16
19
Stone
Brick
Concrete
Reinforced brick
Reinforced concrete
5
6
7
8
Plastic
Light plastic
Plastic castings
Light fibreglass
Heavy fibreglass
10-
50%
6-
12%
17-
98%
13-
80%
9-
39%
5-
7%
16-
96%
12-
70%
8-
28%
4-
3%
15-
92%
11-
60%
7-
19%
3-
0.5%
ENVIRONMENTAL CONDITIONS
Well
Grounded
Insulated
1d6 S
2d6
1d6 K
Heavy Household
Current
3d6 S
5d6
2d6 K
5d6 S
8d6
3d6 K
7d6
11 d6
4d6 K
9d6
11d6
5d6 K
2d6 S
5d6
2d6 K
Lightning Bolt
5d6 S
10d6
4d6 K +
Cluttered,
Cramped
Intoxication
Narrow Surfaces
Poor Footing
Water
Zero-Gravity
K: Killing Damage
BODY
12
8-9
5-7
3-4
4-6
3-5
6-8
5
3
1
Heat Damage
Torch
1 pip - 1d6 K
1 pip - 1d6+1 K
Other Damage
+2d6 HA
1 pip - 2d6 K
1 pip - 3d6 K
Electric
Burner/Heater
1/2-1 d6 K
Superheated Steam
2-3d6 K
2-4d6 K
Molten Metal
4d6 K
Blast Furnace
6d6 K
Rocket Exhaust
6-8d6 K
Acetylene Torch
2d6 K AP
Oxy-Hydrogen Torch
21/2d6 K AP
Laser Torch
3d6+1 K AP
Plasma Torch
4d6 K AP
Problem; Modifiers
Climbing
WEAPONS
DEF
6
6
4
4
4
4
6
4
4
4
Condition
Household Current
Power Type
1
2
4
6
87%
Poorly
Grounded
Fire Type
X or less
14-
Victim is:
S: Stun only
100%
X or less
18-
DEF
Wood
Thin board
Plywood
Heavy wood
Very heavy wood
Object
Very large heavy weapon
Heavy weapon
Rifle
Pistol
Sword
Short sword or Dagger
Axe head
Polearm shaft - heavy
Polearm shaft - medium
Polearm shaft - light
X or less
500
7
9
15
12