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Credits

Cover Art
Design Lead
Lee Kamberos
Lee Kamberos
Eric Lofgren
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Written By
Interior Art
System
Support Lee Kamberos
Lee Kamberos
Editor Nicole Cardif
Lee Kamberos
Stock Art

Layout Shamans Stock Art


Lee Kamberos Art Of War Games
Background Art
Octavirate Games
Lee Kamberos Fat Goblin Games
Publisher
Special Thanx to
Mark Oda, Dan Stanley, Chris Haraf, RolePlayersINK
Jay Leeuwenburg, Ron Walker, Mike
Powel, Ian Devine, Sean Patrick Fannon,
Chris Parks, Andy Armino, Daniel Wong,
and Cory Williamsen
Discover more about the world of 2136 at https://RolePlayersInk.com

“Humanities Future is the use of violence to drive creation and ensure the next
steps for us all.”
Igovian Stelic - 2058 UN Economic Security Council Opening

StrikeForce:2136 QuickStart © Copyright RoleplayersINK,


LLC 2018. StrikeForce, Conflict System, RPI logo, and all as-
sociated logos, illustrations, images, names, creatures, races,
vehicles, locations, weapons, characters, and the distinctive
likeness thereof, are either ® or TM, and/or © RolePlay-
ersINK, LLC All rights reserved to their respective owners.

StrikeForce: 2136 2
System
Threat

25

System
Threat

45

10
System
Threat

3 StrikeForce: 2136
What is Role Playing? manipulate everyone for the common good. Characters are
members of a StrikeForce, dedicated to completing missions
Role Playing is crafting a story a group. One player, called the
Game Master, creates a plot with opposition and challenges for System entities like Corps, Nations, and Guilds.
for the other players to overcome. The remaining players Players choose a focused profession, or role, for the character
create characters. These fictional people, defined on paper in the strikeforce. The characters use any skills and abilities
using values and information, take actions growing and to change the story. A Special Tactics Officer can be based on
changing the story. The fun part is when players give that fighting and violence, social skills and manipulation, a tech-
character purpose and play them like a real person, against nology genius, or a mix of all of the above. The game is built
the challenges of the GM. around rewarding players who create characters whop grow
90
and change with the story.
System
What You Need to Play
Support
This game requires the players to have paper and pencil to
150 Years of Conflict
The world of 2136 was created by 3 major wars in the past.
write down their characters and the equipment they carry.
The Conflict, The Secret War, and the Corporate Wars. The
Each play also needs polyhedral dice; d4, d6, d8, d10, d12. a
the foundation of this world is built on the bones of dead
Majory of the rolls will be used to create a percentile range
cultures, hate, violence and the innocent.
of 1-100; with 2 10 sided or an actual 100 sided die (noted in The Conflict
the rules as a 1d100). Other dice are used to determine the In the year 2000 the two major Empires of the old world, the
strength of attacks or other actions. These dice are rolled in United States and the Soviet Union, started a conflict over the
pools with 3 to 15 dice, so you may need a few. unification of Germany; one that ended their reign forever.
Within 5 years the Empires had lost all sense, focused on
What The Players Do? their destruction; reaching levels of destruction never seen
Together the players create a story dealing with a society before. Human science had found inspiration from many
that uses conflict to improve humanity. RPG’s are not about sources, many still unexplained to this day. AI Hover tanks,
winning; they are about contributing to a story. Players in a Plasma Cannons, Laser Air Defenses, Cyber assaults and the
StrikeForce taking missions for Corps, Guilds , Nations, the creation of the unstable, but sentient, android PaulSon units.
UN, or some guy in a sublevel who has the means to pay. As the Conflict continued until the nuclear and chemical de-
these missions unfold, the characters are challenged to de- struction of China, hostilities stopped and tried to find peace.
fend who they, what they stand for and deal with their past. In 2008 the large scale defection of the American Empires
Whenever a character is challenged they roll dice, usually Paulson Unit army was the start of the Secret War
prompted by the GM.
The Game Master The Secret War
The Game Master (GM), lays the foundation of an over arch- The Conflicts destruction of China and South East Asia was
ing story; they also control the opposition. The Game Master one of two major contribution to the world of 2136; it began
creates challenging situations which the Players react to; the decline. The second was the Paulson Units were cre-
taking actions. ated; an advanced technology historians still cannot explain
The interplay between the Game Master and the Character based on the tech of the time. These humanoid androids had
players is the game; resolving challenges and moving the brains created from the brain scans of a dying child and his
story forward. insane father. The PaulSon Units started the Secret War, and
The Players ended five thousand years of society, using a secret Russian
Player Character (PC), represent a person in the world of the weapons program to destroy 99% of the worlds comput-
game. Players must find their own way among the various ers, communications tech, and irradiating huge swathes of
story elements the GM creates. The GM’s creates the world, world. Using a massive series of EMP Blasts from low orbit;
the he players expand it as they encounter things and take the Russian Darkness plunged the world into darkness. With
actions. This is how a characters changes and grows every darkness came fear, hate, and isolated societies. PaulSon
time you play. Units developed a chameleon like ability to blend in with
these cutoff communities throughout the world.
How to Use this Book A Paulson unit entered a community the Unit and manipu-
This book has 3 main sections, the first is this section de- lated humanity into outrageous violence and corruption. Hu-
scribing the game and giving players a high level view of the manities fear, hatred, anger and greed; the worst parts of us.
world in 2136. The next sections explains the basic rules for We willingly let the PaulSons talk us into destroying ourselves
taking an actions and rolling the dice. The last section has for more than 2 years.
more detailed information on the world, the included adven- The Cartin Consortium, a group of Corporation assembled
ture and the 4 pregen characters. Players then setup, take a by Martin Cartin, finally fielded military Strike Teams to
character and some dice; and the GM sets the first scene. fight the Paulsons. After 26 years the Secret War ended with
the destruction of the last leader PaulSon’s, the unit named
Welcome to StrikeForce: 2136 Remus, was lost in Tokyo Bay.
StrikeForce:2136 is designed for to players explore how Humanity turned on rebuilding their world.
their character grows and changes in a world dedicated to

StrikeForce: 2136 4
Humanities Golden Future
The final conflict of the 21st century, between the United States and Russian Empires, set the stage for the creation of
the UN and humanities future. The conflict over the reunification of Germany became a quick justification to destroy
the each of the old Empires; the use of limited nuclear, chemical and biologic weapons shoved humanity to the brink
of extinction. The PaulSon units the United States invested in, creating thousands of the PaulSon units to guard their System
Threat
borders, were more than happy to help shove us off.
The PaulSon Units broke from humanity; declaring their intent to destroy us all. The Russian Darkness destroyed 25
5000 years of human society. The act demonstrated the PaulSon’s ability to turn humanity against each other; push us
to destroy ourselves. Only the Cartin Consortium saw the Secret War for what it was; a war a fought in the dark to
save the species. Humanity eventually beat the PaulSon’s; yet the end of the war saw disparate societies, Corporate
and National, become focused on how to gain advantage over the other.
The Corporate Wars showed that the united humanity once used to destroy the PaulSon units was a faded memory.
Corporations and Nations on the brink of destroying each other for meaningless, self serving goals. Something had to
change or humanity would once again end itself.
Aurtur Flenders, then CEO of AvCorp, saw that only a central planetary government could drive forward his dream
of a greater and stronger humanity. In 2050, with the creation of the new United Nations, that dream has become
a reality. The UN created the Planning Groups, dedicated to working with the Corps, Guilds, and Nations to drive
advances. Under the Planning Groups leadership we have jumped farther than any other society in science, creating
a stable society, military skills, and raising the living standard. Today human society, more than any other, has the
opportunity to truly become the greatest generation. The Planning groups have projected that in the next 25 years
we will explore our solar system in detail, we will finally be able to use natures forces at a quantum level of detail System
Threat
(advancing our scientific capabilities again). These amazing steps should make supporting the UN an easy choice;
and yet there are those Corps, Guilds, and Nations that resist the UN plan and the Planning groups. They refuse to 45
see our golden future; I am talking about the Sea Lords, the factions in the Tech Guild, and smaller Corps who slow
down our golden age.
The question of what is next for us as a people is in front of us, put there by the ESC and the Planning Groups. Those
who claim this is a false path must want to be in power so badly, they would put themselves above the rest of human-
ity. I personally look forward to the next steps the UN takes, driving humanity to the next, and better, stage.

Sean Autrid
Tech Guild MCH, TM PolSci
AvCorp Office of History and Analysis 10
System
The Corporate Wars Rise of the System Threat

The Secret War ended with a world in a state of flux. Many The United Nations created the Planning groups to create a
areas had almost no modern infrastructure, living in small better humanity. Using these quantum System models and

150 Years of History


villages with limited technology and subsistence living. The equations human society has risen to a greater level of tech-
old cities were deserted ruins, scavenged for tech and raw nology and social development than seen before. The System
materials. Corporations who fought the Secret War took con- uses the StrikeForce as a catalyst; fueling the fires of change.
trol of many areas and established production facilities. The Your characters will be a focus of the System, and your mis-
Cartin Consortium disbanded 2 years after the Secret war sion results will change the world and what the System does.
ended; the Corps fell to fighting amongst themselves. Thus The Catch is the System is secret, no one but the highest
began the Corporate Wars. Fledging Nations, Corporations members of the Corp Sector and the UN are aware of what
(New and Old), and Guilds began the fight for resources, the Planning Groups are rally doing.
people, and control of the skeleton of the old world. The System has divided society into manageable groups and
Technology continued to advance; improving vehicle surviv- subgroups. The System tracks large entities; Corporations,
ability, weapon lethality, and speed in leaps and bounds. The Guilds, Nations, and Religions. They track Civilians, Com-
wars constant destruction of what minimal infrastructure bat forces, Leaders, Corporate CEO’s, even those who think
the Nations and Corp was self defeating, once again pushing they have dropped out of the system. The System is trying
humanity to the edge of extinction. The CEO’s and leaders a to remake human society so it could resist an enemy like the
few nations saw that humanities survival needed the wars to PaulSon Units. Their manipulations in the Secret Wars lead
end. humanity to corruption and death on a massive scale. The
In 2050 the CEO of AvCorp, Aurtur Flenders used AvCorps Planning Groups use the System equations to predict what
power and influence; forcing the major Corporations and a person or group might do in certain situation. The stimuli
nations to reform of the United Nations (UN). This ended the people are subjected are manipulated; forcing choices and
Corporate Wars, instituted a strong, well planned economy to behaviors. T idea is violent change is the fastest and best way
raise living standards and National influence. Two years later to create a society that can overcome any threat or change to
the Planning Groups began to create the System. it; but it must be controlled and not allowed to spiral out of

5 StrikeForce: 2136
control like in the past. The World of the StrikeForce
The Planning Groups are focused on creating the Phoenix The world of 2136 has many amazing and interesting places
Society; a society that can overcome any of the new threats for the characters to adventure in, from Arcologies, Economic
that will inevitably rise to threaten humanity. Never again Zones, Shanty towns and lost areas; the world is in flux.
can humanity and its future be manipulated or taken by Missions, whether from an employer or freelance hire take
another enemy. the characters to new and exciting places; filled with danger.
New enemies and allies arise showing the power of the Plan-
From this past comes the future ning Groups.
The Conflict, the Secret War, and the Corporate Wars all
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confirmed mankind’s desire to destroy itself. The creation of Societies of the System
System the UN and the System is the last attempt to raise the species Society in 2136 is stratified by design. The System allows
Support
above its baser instincts. The System, as the Planning groups for low barriers to move sectors; the System wants everyone
use it, drives humanity to be better by forcing hard choices to improve and become better; in violent and deadly ways if
on everyone all the time. needed. Anything can be a catalyst to cause change.
Classes have fallen away rep-laced by the sectors of the Plan- Take civilian sector workers in the EZones stripping the old
ning groups. The Corporate, Civilian, Technical, Combat, world to create the new; the danger of the work and what
and Disenfranchised sectors all reflect what an individual they discover, about the world and themselves is designed
contributes to the System. Those who contribute the least to challenge them grow in new directions. A person who
still a part of the System and have options. Even the poorest changes their lot makes humanity better. The System re-
person can find work or attempt to join a StrikeForce if they wards everyone, some in higher ways than others; escaping
want it enough. The poorest nation or Corp has the chance from one sector to another is but one way.
to improve its status with the right mission or its newest FA- Human society improves and grows, people create new ideas,
COM. Those who abandon the sectors; becoming disenfran- technologies, and take actions; all driven by the System, its
chised, who may choose to fight the System, can still rise up equations and the mandate to create a better humanity.
and improve. They must overcome even greater obstacles;
that is How the System is designed. Economics of the System
The discovery of more science, technology advances and a The System has created 3 different economies, which feed off
social stability rivaling any other society in human history each other; Currency, Reputation and Hybrid.
is accomplished this by challenging everyone with critical The Currency economy is for the Civilian, Guild and Disen-
decisions, which can change the course of a single life or tear franchised sectors. This economy uses currency to exchange
down a Corporation. The Sector model drives constant con- for goods. The manufacturing technologies are low resource
flict and control. Nations and Corps demonstrate how weak input like nano building vats, mainline mold printers, and
the competition is, EZones grow as work change locations, Nature Forces creation boxes; makes creating food and goods
Nations are empowered and the cycle starts again. for the current population of 2.5 billion people require far
One cost of the System is the acceptance of violence as less resource than any other time in human history. Well
a means of change and power in every sector of society; supplied with all basic needs, the population works as they
violence is simply the norm. Armored troops walk amongst need, and as the System wants.
the population carrying plasma cannons, mini missiles, The Reputation economy based on what other perceive of
and swords with nano sharpened edges. StrikeForce’s are a person in the economy is used by the corporate and guild
perceived as harbingers of death and destruction; yet also are sectors. The reputation economy is fed by what one does to
heros of the lower classes who dream of joining their ranks. further ones career, power and influence. The greater ones
Welcome to humanities future. You are a key part of the Sys- reputation the greater ones visible wealth and power. The
tem. The System dominates everyone for its goal of creating reputation economy demands constant attention to ones
the Phoenix Society. Will you accept the world for what it is place in that economy. Attending the right parties, making
and wants to achieve? Or will you fight to change what those the best deals, and using force when it has the most vis-
goals are? ible effects. The combat sector and its uses is critical to the
The System Dominates. Will you Fight it? reputation one gains. Often a StrikeForces actions can make

Nov. 20, 2127


I was young once, but that was a long time ago. This world doesn’t let children roam it’s borders. It grabs hold at
them and rips away that precious time that we all used to know so long ago. The Countries, the Corporations, they
all strive for power. I’ve seen how they work. Using, manipulating, twisting everyone so that they can reach their
own goal of power. With all of this corruption around us, surrounding us and consuming us, we are given a choice.
We either adjust to it or we fight against it. If you adjust to it, you survive. You might even prosper, but all you’ll ever
be is a pawn of a corrupt system. If you choose to fight against it you’ll probably die, but at least you’ll die — for your
own cause and not on a whim of some corporate executive who knows or cares nothing about anything but his striv-
ing for power. Myself, I’m stuck between fighting and adjusting. You see, I’m not sure if I want to die yet. Oh well,
we’ll see what tomorrow brings. We’ll see if there really is something left worth fighting for.
Max McPherson, Age 18,
StrikeForce: 2136 6
General Memo

Subject:
50 Years of Progress, Congratulations System
Threat

Date: 2101/28/02 25

Main Body:
Well, it has been 50 years since the founding of the Planning Groups, by the third edict of the United Nations Economic Security
Council. 50 years since the first proofs were run against the Viand System Equations, and they were proven right. 50 years of
taking a war torn world and setting it on a path towards greatness. 50 years of building the greatest human society ever con-
ceived, The Phoenix Society.

While I know that I don’t have to remind anyone here of what our purpose is, I think it is prudent to think not only of the goal,
but of the effects these goals will have on the future of our race. The Phoenix society is the idea of creating a society that can
resist and rise above the change that nature forces upon us every day. What does this mean? It is simple, nothing that assaults
or attempts to destroy human society will succeed. The Phoenix Society will find a way to rise above the threat, regardless of
the nature of that threat. From asteroid impacts, avian flu, Corporate excess, StrikeForces turning against the UN, a true world
war, or invasion from the stars; humanity will survive. Not only will we as a race survive, but so will we overcome and triumph
over these threats. How will the Phoenix Society do this? What we do here every day forces humanity to rethink each person’s System
“truth,” to think of a better way to live or overcome the opposition that stands in their way. In short, we force humanity to never Threat

accept failure.
45

Yes, the effect of this goal we have is to transform humanity into a race of thinkers who can take action, any action, to overcome
any threat. The Viand System Equations give us invaluable guidance in what is needed to keep this System in balance, guiding
humanity to its future. It is you who take those figures and create the situations that balance the society around us. Yes, your
actions create the moments that make the rest of humanity think and grow, becoming more than they were. This work is criti-
cal for the next steps of our noble race. It is with the deepest gratitude I write this.

I understand the difficulties of your jobs. The various genus of Homo Sapien, Sapien-genus II, Centurian, Diaxtron, Superior,
and the Half breed races are inter meshed in the many sectors of Society. You combat all manner of threats to the System; the 10
greedy CEO, the StrikeForces and their tendency to blow up the very targets you want to test, the Sea Lords and the other guilds System
with their differing opinions of humanity’s future. All these things you work to analyze, understand and create opposition to Threat

keep all of humanity moving in the direction of the Phoenix Society. I can only say without a doubt you have the hardest and
most rewarding jobs on the planet.

150 Years of History


So I warmly say Thank You to the entire staff of the UN Planning Groups. The many people who make up the staff, research,
and sub groups of the UNPG are those who we as a race are most indebted to. You and your work makes humanity’s future a
brighter one, a better one, a stronger one. It is a job made more difficult because the world at large has no idea of all the work
you do for them, thankless yet necessary you work for the betterment of humanity and I can only say again the most humble of
Thank You’s.

So please continue your work and efforts on behalf of humanity, but know that those of us who are in charge do appreciate and
value everything you do as a group and as individuals.

Thank You for Your Time


Telthar Viand,
Executive VP of Strategy,
AvCorp/ESA

7 StrikeForce: 2136
or break an executives tier in the economy. The reputation Towns are a free trade zone expanding the economies and
economy has 10 tiers; most reside in tiers 1-3 and the fewest safe havens available to the characters. Shanty Towns di-
(the most powerful and influential) are tier 10. rectly compete with the Black Markets, a guild that resides in
The Hybrid Economy is used by the Combat Sector, though the Sub Levels of many cities.
the Tech Guild and Black Markets also use it. This economy
Lost Areas and Exploration
is based on linking currency needed to buy technologies and
military used by the StrikeForces, Security Forces, and EZone More than one hundred years have past since the wars of
troops. The System uses a high cost and tech level restriction humanity ended. Millions of square miles once occupied and
design to drive StrikeForces to get more currency to create used by humanity have returned to nature overgrown and
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better and better systems and use them. A StrikeForce with wild. Cities swallowed by jungle and desert, research labs,
System a strong reputation for success can gain access to the tiers of and military instillations lay underground, unseen and unex-
Support
the reputation economy, gaining access to a system entities plored. Science, and secrets, lost for decades wait to be dis-
secrets and tech. covered in old secret war or Corporate bases lost to history.
The City of Jakarta is an example of a free city being re-
Missions and the StrikeForce claimed by an industrious few; holding allegiance to no
StrikeForce members, like the characters, take missions from Nation or Corporation. Filled with roving fighters, restricted
anyone with the money to pay. Corporations, the UN, Guilds, technologies yet cataloged, and intrigues fueled by the
and Nations all invest in combat as a tool for profit and System. Jakarta is free, a black market paradise the System
power. Missions range from Search and destroy, Espionage, allows to exist; an experiment to see how far it can go.
Assassination, Kidnapping, Rescue, Cargo appropriation, Rumors swirl that it is protected by a “spider queen” who
EZone infiltration, FACOM destruction, Research destruction, has an agenda no one know of, but no one has ever seen her
Shanty Town infiltration, or simple Escort duties. A Strike- and lived. The world is open to be explored and mysteries
Force takes missions to generate credits and commendations. abound.
Commendations are used to gain access to reputation or
the Optical Learning Network; allowing learning on the fly. Technology
Credits buy technology and weapons In 2136 the Science of Natures Forces allows technology and
These are the life blood of the StrikeForce, tech and skills are materials that can do anything a person can think of. Hu-
the only thing that will keep you alive when the chips are manities abilities have created technology that does so much
down. with so little power or resource.
The Planning groups are aware that many delve deeper into
The Arcologies darker areas of science. Such research will create things that
Humanity has left the villages and been moved in to huge are beyond reasonable control; Combat oriented Bio horrors,
multi level arcologies with multiple tiers reflecting ones Combat droids with corrupted protocols, Viruses that can
status in the society. Upper level tiers are the realm of the wipe out whole populations, and forces that will kill any-
Corporate elite, middle tiers are for those regular civilians, one who get in their way. This is arisk the Planning groups
while the Sub Tiers are for those who have dropped out of are willing to take; setting standing missions to stop such
the System and go their way without obvious help from research from getting out of hand. Such missions can get a
anyone. StrikeForce big credits and commendations taking them to
the next level.
Economic Zone Natures Forces Science
EZones are massive areas, usually built with old Pre Conflict The discovery of Natures Force science in 2075 by a Tech
cities int hem, to be used for the resources stripped from Guild master, has allowed science to transcend to actions and
the ruins. EZones are have several huge Factory Complexes, discoveries that seem like magic.
numerous research centers, and other facilities dedicated Apply the correct force and one can turn lead to gold or
to stripping the resources of the old world to build the disperse a Plasma field like its water. Techs, either in the field
new. These EZones are protected by defense systems which or working in the Tech Towers of the Guild, create amazing
include forts, troops, drones, and remote emplacements. Na- devices. The Tech Guild uses their skills to change the world
tion sponsored missions to EZones usually focus on driving around them as they pass through it.
business from the EZone to other nations. Corporations use Natures Forces science is a foundation humanity can use to
force in EZones to win market share, slow down competi- create a powerful new society and the System will use it to
tors and steal what they cannot make. StrikeForce missions drive all of humanity to their goal.
always have an economic impact. The System works tire-
lessly to manage this, making sure the overall society is not The UNIWEB
effected. The second thing the UN did, after creating the Planning
Groups and authorizing the vision that created the System,
Shanty Towns was to take control of all Corporate communications systems.
A recent development, these sprawling towns inside EZones The UNIWeb (United Nations Information Web) was primi-
are founded by groups of disenfranchised civilians trying to tive at first, then the Tech Guild rapidly expanded the infra-
escape the System; even though the System is secret. The structure and with the help of the fledgeling AI Nation, the

StrikeForce: 2136 8
UNIWeb was secured. Both Corporate, Guild, and National A Short Glossary of Terms
entities use the Closed Web for official and secret business Helps explain common terms of the Conflict System.
every day; the Open Web is used by the rest for media, find- • Main Attribute
ing work, and basic communications.
In 2136 the UNIWeb is everywhere, EZones, Arcologies, •Main Skill -- A Skill that represents general knowledge System
Shanty Towns, and the Oceans. There are multiple wire- on a range of topics represented by SubSkills
Threat

less, laser, and electromagnetic methods to connect to the 25


UNIWeb. Based on a persons location and local infrastruc- •SubSkill -- A Skill that represent detailed information
ture is always a node you can use to connect with. There are related to a Main Skill.
locations where the UNIWeb may not reach. They are rare
and dangerous places; either no one has been there in 100 •SkillSet -- A combination of SubSkills, Main skills, Pas-
years or they have and don’t want anyone to be able to report sions, Story Points, and Technology. Generate a Base
what is there. Effectiveness, that changes with the challenge roll

The Rise of the Psi •Creativity roll -- Roll that determines if you can add
The Psi Guild was formed in the early 2100’s to monitor and multiple skills to a SkillSet, limited by the Skill Depth
control the developing abilities of the human mind. Dedi- attribute.
cated to the protection and growth Calon user, who use such
energies to create specific patterns of effect, direct from the •Challenge Attribute -- One of 5 Primary Attributes
mind. that is chosen to roll for Effectiveness. Base Skill is the
Calon energy is the stuff of creation and can be powerful default Challenge Attribute System
when used. A PsiTech abilities can wipe a persons mind, Threat

throw them across the room, or it is rumored even destroy a •Challenge Roll -- a 1d100 roll against the challenge 45
persons soul. attribute. The result modifies the Effectiveness.
The Psi Guild is ever vigilant, watching the System for signs
it is turning on its new Psionic brothers and Sisters. The •Base Effectiveness -- Every 10 Ranks of a SkillSet
System watches the Psi Guild for signs it wishes to take over equals 1 Effectiveness, before the roll.
the System or otherwise destabilize the system.
•Effectiveness -- The number of successes a SkillSet
Believers or Fighters in the System generates after the Challenge roll and situational modi-
As the System drives your characters beliefs against the oth- fiers.
ers in the world of 2136; you will have to make choices. What 10
will you defend what will you let go. The System dominates •Opposed EF -- Set by the GM this is the minimum Ef- System
the world, will you support it; expanding its power or choose fectiveness a SkillSet needs to succeed. This can change Threat

to fight against it and free humanities from the goals of the based on the GM’s Challenge roll.
System?

150 Years of History


That is StrikeForce:2136 every game is full of choices, each
one changing the future of your character.

9 StrikeForce: 2136
The Conflict System
The Conflict System is designed around the idea that Player choice, when creating, building, or playing their character.
Life is not binary and I don’t think games need to be either. Binary successes are a design choice. The mechanic is one of choice;
link the abilities and knowledge of the character and how they are used to the outcome at the table.
All aspects of a character should be part of determining outcomes in a game, or life. A persons skill as a driver, the state of
traffic, who I am as a person, and past experience could have an effect on the outcome. Take driving a car; one does not have a
straight 30% chance to not have an accident. To represent these aspects of the character many RPG ‘s use simple modifiers; a
+5 to a drive raising it to an 80% chance. The +5 it is not really connected to the character; its a math function. In Conflict a
character can use all their aspects to try and succeed. Everything on the character sheet is available and can be used in some
90
way to drive narrative in the direction the player wants. Players roll dice, the results may change how effective the character is at
System
Support
the task. The Player can choose to boost their number before the GM determines failure. After success is determined the player
can still make choices. A use their past to re-roll, activate a passion to succeed and take a goal. The players choices draw them
into their characters in ways a +5 bonus will never do.
The Conflict System is about making fun meaningful choices. The player sees the effects of their choices in game; leading to
changes in the way a character is grown. Choices in game change the player, the characters and the story at the table.

Parts of a Conflict Character


A conflict character is made up of 5 aspects each used to build effectiveness and power influence:
Attributes, Past Events, Passions, Skills, and Abilities. Characters also have equipment and relationships, but they com-
pliment the other aspects.

There are 6 Attributes,


3 Primary Attributes
Intelligence - The characters ability to think fast, take information and make a decision and do a mental task with little prep or time.
Prowess - The characters ability to use their strength, agility and coordination to do physical tasks, attacks or defense..
Endurance - The characters stamina and ability to heal, ability to overcome a disease once caught or poison.

3 Secondary (derived from the primary)


Concentration - Characters ability to focus and do methodical tasks, ability top take your time when doing a task.
Instinct - Characters uses their gut to accomplish a task, sense something on a subconscious level.
Vitality - Characters ability to resist criticals or catching a disease. Can be used to defend with ones body taking the hit.
2 based on a Character Growth Rank
Influence - A pool used by the character to activate options like re-rolling or increasing Skill Depth.
Skill Depth - Indicates how good a character is at mixing skills and past events to create a Skillset.

Past Events
Events from a characters past. Used to re roll dice, boost a SkillSet, or replenish a characters ability to make more choices, called
Influence.

Passions
Represent the ideas or people the character would die to defend. Use a passion and you just succeed at that task, but you then
owe the universe in the form of a goal.
Skills
Represent a characters knowledge, divided into Main Skills and SubSkills. Main Skills add ranks of five to a characters Effective-
ness. SubSkills can add to effectiveness or allow a character to do just about any effect they can think of.
Abilities
There are two types of abilities, Innate and Specialized Knowledge (SK’s). lnnate abilities just happen when the situation applies,
SK’s are triggered by spending influence, multiple times if a Player wishes.

The Core Mechanic


The players goal is to be the most effective they can be at a task, beating the opposition and succeeding. The Players choices can
change an effectiveness or the outcomes of a challenge, players choice is king.
The core mechanic reflects this goal; allowing players to choose what they put into a Challenge. Every challenge a characters
totals an attribute with a SkillSet. A SkillSet consists of Main Skills, SubSkills, and Past Events, limited by the characters Skill
Depth.
That’s the Core mechanic, Use whatever character assets you can to build the highest SkillSet you can.
Players then roll, which can change the effectiveness of the Character, and the GM determines success or failure at the challenge.

StrikeForce: 2136 10
The Story separates must be decided before the first attacks success is
The GM creates a story full of enemies out to do things the determined.
characters would stop. Whether its destroying a pre-conflict Attackers who switch targets in the same phase, increase the
relic that can help humanity today, discovering a corp out to next targets challenge type by 1 and must make a complica-
test a technology that could change humanity into cyborgs, tion roll after the Challenge roll. System
Threat
or an ancient relic that could bring back magic. Whatever the
main plot, the GM creates dangerous foes and plots; designed Fatigue 25
to challenge the characters passions. Every action the GM Situations in game can cause fatigue, which causes a player
takes should involve a drive the characters in a direction. to lose actions. Each point of fatigue causes the character to
That direction may not be what the GM intended; in fact its lose 1 action. When the amount of fatigue exceeds END/10,
better when the players drive the story in the direction they the character falls unconscious. Fatigue effects the character
find most interesting. Eventually the story will find its way in the next phase they go. The phase after the fatigue occurs.
to a scene where a conflict arises,, where the characters will Fatigue is lost over time, when fatigue force a loss of ac-
have to use their skills, abilities, influence, and passions to tions the fatigue is also lost. Character resting can get rid of
win the scene and move the story in the direction they want. fatigue faster.
Burning Out
Setting the Scene
When a Character takes fatigue that exceeds their VIT/10
When a conflict arises, the characters will have something n
they burn out. They must stop doing anything (NO AC-
the line. The scene revolves around that; from finding out
TIONS) for the rest of the phase when it happened and the
specific information, stopping a new or recurring enemy,
next phase after.
or completing a goal a scene has a purpose. The characters
want to do X and the GM wants to stop that. Rest System
Threat
The GM’s job is describe for the players what is happening; Players who rest, trade actions to recover fatigue. Two fatigue
enough for them to make decisions without giving anything is recovered for every active action spent, While one fatigue 45
away. Description include the location and enemies the char- is recovered for a passive action not used in a phase. A rest-
acters can see, hear and smell. The characters and NPC’s take ing character with 1 active and 2 free actions could eliminate
actions; the GM creates challenges and the scene is resolved. up to 4 fatigue in one phase.

Actions Ignoring Fatigue


Each character or NPC in the game can take 2 Passive and 1 Players can try to ignore all fatigue taken in a phase. Players
Active action per phase. roll 1d100 against their END, rolling under allows the charac-
Passive actions only affect the character doing the ac- ter lose all fatigue they have. A roll equal to or above means a
10
tion, they move, pull a weapon, drop something, etc. fail, the character immediately takes the fatigue (if they have
Active actions effect the world around them, Shooting a not gone) and gains an additional level of fatigue. System
Threat
target, throwing a rope to someone, or picking a lock.
Tracking Time
Free Actions Time is tracked in 1 of 2 ways, Narrative or Phased time.
Free actions allow a character to do either a specific action for Narrative time
Takes place without a set progression. One session of nar-

Playing Conflict
free, draw or reload a weapon, or gain an additional active
action. rative time could take 5 minutes of game time and have 5
Challenges while another could take 3 days of game time and
Multiple Actions have 12 Challenges.
2 handed ability/Free Actions
This includes Ambidexterity, 2 weapon attacks or char- Phased Time
acters with a free actions. is expressed in 5 six second phases, 30 seconds a Turn. Reac-
Players who can use both hands effectively resolve multiple tion is rolled to set an order. So if it takes 3 phases to resolve
attacks against the same target can choose to re roll or add a challenge 15 seconds of game time would pass. Reaction
+10 to the SkillSet EF. add +1d attack (if applicable). Char- rolls generate a value, the characters and NPC’s take actions
acters who have more than 2 free actions can use them, but in order, highest to lowest,
they cost a skill depth. A Character with 5 Free actions could Reaction Rolls
combine 3 actions (1 active + 2 free) for one roll. To add 3 it Players cjhoose the reation attribute based on teh type of
would cost one skill depth, to add 4 would cost 2. Influence action they are going to take. When doing an action using
can be spent to increase a characters skill depth. thinking, talking someone out of or to take an action they use
Free actions can also be used as multiple actions in one INT; the default skill to use INT is Perception. Players who
phase, active or passive, taking them in reaction order, not all plan to attack,run away or take some sort of physical action
at once. uses PRS; the default skill is defense for PRS reaction.
Attribute Value (Die):
Characters may take multiple actions in the same phase; the
5-20 (1d8) / 25 -40 (1d10) / 45 + (1d12)
character rolls 3 times for 3 separate actions, however they
• Pick 1 skill add ranks to reaction die roll.
take Fatigue 2 per extra action. Combining actions or doing

11 StrikeForce: 2136
Movement • Success requirement: Simple SkillSet with SubSkills
Characters have 2 movement values, Passive and Active, each related specific topic gains an insight(s).
uses the matching action type to use.
Passive movement Research Challenges
Slower, like walking or crawling, usually 5 feet or less, per Characters use multiple SkilSets to acquire specific knowl-
passive action spent. edge. Player must achieve a set number of successes from
multiple SkillSets. Abilities can be used as normal. The more
Active movement difficult the knowledge the more successes are required.
A much faster movement, running or jogging, equal to char- NPC’s do not resolve research challenges. The GM uses the
90
acters PRS, and the player can move any distance up to the situational resolution table instead.
System total value. Example Situations: Research plans on to use a machine, Learn
Support
a dead language, Find a piece of obscure knowledge
Movement and Fatigue • Dice Resolution: rolls 1d100 versus an Attribute
Character who use 2 active movements in the same phase Success requirement: Must beat a set number of suc-
gain fatigue 1, every time they do it. cesses set by the challenge type.

Challenges SkillSets
During play a character or NPC will take an action and the & Effectiveness
GM will set a challenge. The character figures an Effec- The core mechanic is based on building a SkillSet, either
tiveness, then rolls and makes choices to maximize their simple or a complex one. SkillSets represent the character
Effectiveness. using their knowledge and past; boosting their natural ability
The Conflict System has 4 challenge types: SkillSet ,Attri- (in the form of an Attribute). Players can always choose to
bute, Insight, and Research. just use their natural ability and not build a SkillSet. Build-
ing is a choice.
SkillSet Challenges A SkillSet and an attribute totaled are a characters effective-
Character resolving a challenge requiring skills uses an at- ness at overcoming a challenge.
tribute and a Complex SkillSet. Building a SkillSet
NPC’s use their full Challenge Value. SkillSets must be built before
Example Situations: Attacking a target, Casting a Spell, Picking A Simple SkillSet uses only SubSkills and Past Events, up to
a lock, Detecting a stealthier enemy, looking for secret doors. the characters Skill Depth maximum.
A complex SkillSet uses Main Skill Ranks, SubSkills and Past
• Challenge Resolution: Roll 1d100 versus an Attribute Events, up to the characters Skill Depth maximum.
•Success requirement: The Characters EF must be Figuring All SkillSets, simple or complex, are always limited
greater than the Challenge EF. by a characters Skill Depth attribute.
• Simple SkillSet=(10 per SubSkill or Past Events)
Attribute Challenges
Characters resolving a challenge that requires an attributes • Complex SkillSet = (Main Skill Ranks + 10 per SubSkill
focus, where skills cannot help, uses that attribute and a or Past Events)
Simple SkillSet.
NPC’s use only their Challenge Value and an applicable trait. Skill Depth Effects
Example Situations: Dead lifting yourself up a ledge, Throw- Players are limited to a set number of Main Skills, SubSkills
ing a ball as hard as you can, Running long distance, Detecting or Past events. Limited by a characters skill depth.
danger • Add Main Skills Ranks to a SkillSet. Costs 1 Skill Depth
• Dice Resolution: rolls 1d100 versus an Attribute • Each SubSkill adds 10 to a SkillSet, Costs 1 Skill Depth.
• Success requirement: 1d100 roll must be equal to or • A Past Events can be added to a SkillSet, adding 10.
under the attribute, after modifications. Costs 1 Skill Depth.
Boosting a SkillSet
Insight Challenges
Skill Depth limits a characters effectiveness, a character may
Characters resolving a challenge that is specific to a specific
want to do better. A Player has to decide how important is
topic of knowledge. Player must use a Simple SkillSet combi-
success? A player can spend influence to boost Skill Depth
nation that relates to the topic of the insight. Abilities can be
by 1, up to a maximum of 8.
used as normal.
NPC’s do not resolve insight challenges. The GM uses the Ability Effects
situational resolution table instead. Characters have a list of abilities, Innate or Specialized
Example Situations: Knowing something about an enemy. Lore Knowledge, which can effect a SkillSet or Effectiveness.
about a location. History of a Leader. Hint to an artifacts loca- These abilities work as they should, innates occur in specific
tion. situations, while specialized knowledge is triggered by spend-
• Dice Resolution: rolls 1d100 for complication ing influence.

StrikeForce: 2136 12
Character Effectiveness lenge attribute. The GM can assign modifiers to make them
A SkillSet added to an attribute is called effectiveness. The more difficult.
Attribute used in the challenge is set by the GM; called the Insight Challenges require the character to have specific
challenge attribute. Effectiveness is a choice, players do not skills.
have to build a SkillSet; a Challenge attribute can be used as SkillSet and Research Challenge success requirements re- System
the total as well. quire the characters final EF to beat the Challenge EF. Threat

Effectiveness, no matter how it is figured, resents how effec- Attribute Success 25


tive the character is at overcoming the challenge. Attribute challenges require the 1d100 roll to be equal to or
Effectiveness = (Challenge Attribute + SkillSet+ Mods) below the Challenge attribute. The Character uses a simple
SkillSet, SubSkills and Past Events, to boost the Attribute.
Long Shot Rolls The GM can use situational modifiers or challenge influence
Players who choose not to create a SkillSet, uses the Chal- to lower the attribute.
lenge Attribute only for the effectiveness.
Panic SkillSet Building Instinct Challenges
After the Challenge roll is made, a player who did not build a This is a special use of the Instinct attribute giving the char-
SkillSet can spend 2 Influence to build a SkillSet. acters information on what’s going on, but they cannot see.
The GM sets the type of information the character is seeking;
The Challenge Attribute Danger sense, sensing a targets motives, could they be
The GM chooses the attribute used to create the effectiveness. lying, am I missing something.
Players may ask to use a different attribute, Player makes a normal attribute roll, success means the GM
Intelligence:
gives the character(s) insight into the situation.
Used for quick choices, noticing details, or actions that System
Threat
happen quick
Insight Success
45
Concentration:
All that is required for a character to succeed at an insight
Used when a character has time to study and focus on challenge is having the correct Main Skill/SubSkill combina-
the action. tion. The GM sets the skills required, the players can suggest
other skills or past events that might qualify. The GM has
Prowess: final say. The more skills they character has that apply, the
A combination of agility, strength and training to take more detailed the insight.
physical action.
Situational Modifiers
Instinct: The GM declares any modifiers that effect the challenge, for 10
Using your gut to try something, feeling your way players and GM assets. These include environmental, size
around the challenge. Instinct increases ones Skill and range modifiers. These are applied to characters and
System
Threat
Depth by 1. GM assets depending on the situation.
Endurance:
Characters ability to do something for a long time. Creating Environmental Modifiers
The GM defines the type of mod and what its effect is when it

Playing Conflict
Vitality: activates, as listed below, before the scene starts.
Ability to take damage and resist things like disease and •Risk: Related to the situation risks hamper a character
poisons from doing a challenge. Risks can include loose stones,
an old bridge, a narrow ledge (hard to cross or hold on
EM:
to), an uneven floor, slight darkness.
Ability to keep ones cool and resist fear, never used for
Effect: Adds 10 to SkillSet or Challenge EF
SkillSets.
• Danger: Simple Trap, risk that is worse than it ap-
Tweaking Another Player pears, disguised enemy, friend turns traitor, unforeseen
Players can help another player build their skillsets using a attack
tweak, rather than build a SkillSet. Using a passive action Effect: Concentration Loss, Fatigue 2, roll EM, additional chal-
players can give another player a Main skills ranks or the lenge to avoid specific effect, re roll reaction, Fear Check.
Player can spend an Influence to give the target player: a • Menace: Complex Trap, risk that is actually deadly,
SubSkill/Past event for 10, a SubSkill Effect, 1 influence to lover/family is a traitor, attack by unknown enemy,
spend, or an ability effect. Effect: Lose 1 influence, EM roll - 5, terror check, re roll a
challenge, no insight for failures, roll additional SkillSet for effect
Setting Success
Using an Environmental Mod
GM can assign up to 3 risks to any challenge, the effects
The GM determines the type of challenge used by the char-
occur before the roll is made. Dangers and Menaces require
acter. The challenge types have different requirements to
influence, 1 and 2 respectively to activate and use against a
determine success.
challenge.
Attribute challenges success requirement is set by the chal-

13 StrikeForce: 2136
Size Modifiers value can be added to the Challenge EF to demonstrate the
When attacking or interacting with a creature larger than the technology working against the characters.
character or NPC the challenge is lowered by 1 when attack-
Traits
ing, increased in social type challenges.
When the target is smaller combat challenges are in- Items or aspects of the situation can be expressed as Traits.
creased by 1, social challenges are lowered by 1. Each trait adds 20 to the Challenge EF. The GM may use one
trait at no influence cost. Additional traits cost 1 influence.
Range Modifers Situational Modifiers
Any shot at point blank range lowers the challenge type by 1. As discussed above based these modifiers change the chal-
90
Attacks at extreme range raise the challenge by 1. lenge EF based on the situation.
System
Support Situational Influence
SkillSet Success Any Direct NPC challenge uses the influence value of the
A SkillSet challenge requires the character and the GM to NPC. Situational challenges gain 1 influence per challenge
create Effectiveness (EF) values. The higher EF wins the type over Easy, and a bonus influence for each level over
challenge, ties go to the GM. Hard.
Building a SkillSet EF was discussed previously. Building a Situational Influence can be spent to increase an EF by 10,
Challenge EF is discussed below. activate an additional trait, or re-roll the challenge dice.

Challenge EF Example
When the GM creates a challenge they determines the Chal-
lenge difficulty. This section explains how a GM sets the base
challenge EF and modifies it.
Creating the base Challenge EF
Any type of challenge requires a base Challenge EF to be NPC Challenge EF modifiers:
created. The base Challenge EF is figured by adding the Challenge EF, TEF, NPC Skill Depth, SubSkills, Traits,
strength Mod to the Challenge Type EF. This is set for the Goals, Abilities, NPC influence.
session.
Base Challenge EF When an NPC is directly opposing the characters, the GM
Strength Mod values is set by the player with the highest Has more options to modify the challenge EF.
starting Influence at the table Using the Challenge Value, Skill Depth and one Trait. Each
6= 5, 7= 10, 8= 15,9=20, 10= 30 Skill Depth is worth 10 EF and each trait is worth 20. This
GM Challenge Types gives you a total EF for the NPC, before the challenge roll.
Easy: 10+ Strength Mod • Difficult 20 + Strength mod The NPC’s challenge roll must be under its Challenge value,
Hard 30 + Strength mod • Daunting 60 + Strength mod or the NPC loses its Skill Depth.
NPC Skill Depth
Insane 80 + Strength mod • Epic 100 + Strength mod
Each level of NPC skill depth adds 10 to the Challenge EF for
no influence cost.
NPC SubSkills
Subskills add 10 to the Challenge EF, at a cost of 1 influence.
SubSkills can also be used for effects.
Announcing The Base Challenge NPC Traits
When asked by the players the GM must announce the base Traits add 20 to the Challenge EF. The GM may use one trait
Challenge type and EF to the players, before its modified. at no influence cost. Additional traits cost 1 influence.
This gives the players an idea of how tough the challenge is.
NPC Goals
NPC Goals can be activated for 1 influence adding 50 to the
Challenge EF Modifiers Challenge EF. The GM may burn the goal for 2 influence to
Challenges can be modified by what is involved in the chal- Force a character failure.
lenge. Challenges that don’t involve an NPC are limited in
what can modify the Challenge EF. Challenges with an NPC NPC Abilities
involved the GM has more options; based on how powerful Abilities are powerful and limited use. Usually costing an
the NPC is. influence, they change a situation in the NPC’s favor.
Non NPC Challenge EF modifiers: NPC Influence
Challenge EF, TEF, Traits, Situational influence. GM can spend influence just like a character can. Expanding
Technology Effectiveness Skill Depth, Activating SubSkill Effects or NPC abilities, or
Any automated technology or device, even with limited au- vent 20 Calon. The GM can also activate an additional NPC
tomation, has a Technology Effectiveness (TEF) value. This trait

StrikeForce: 2136 14
NPC Goals • Rolls of a 06 -10 is a success ; opponents recover
Instead of passions some NPC’s have goals. Unlike passions Influence 1 Success and 20 EF over opposed (for setting
goals is still the goal, so it can be activated only once per ses- limits)
sion. So an NPC who activates the goal “Get the Crystal Orb” • 01 - 05 (or 50 EF over the Challenge EF) exceptional
would succeed at their current action and gain a complication success, player/allies recover influence, 2 Successes, 50 System
this session to help get the orb. EF over opposed (for setting limits) and a free influence. Threat

The goal remains and could not be activated till next session. • Doubles roll (77, 55)means +2 influence to rolling 25
player/allies.
NPC’s Taking Actions • A roll of 90 - 95 Opposition Complication.
NPC’s can also take actions against the characters. The Chal- • 96 - 100 is a Blew it, opposition complication, no re
lenges EF becomes a SkillSet and the characters SkillSet is roll is allowed.
used as the Challenge EF, Roll One Time
After a failed attribute roll a player must decide if they will
Research Challenge Success roll again (using a Past Event or ability) or fail. Even if this
Players sometimes need to spend time to research and number is above 100, GM still rolls for complications or a
discover detailed information. Research requires a charac- rolled success.
ter to get multiple successes, while the total number of rolls
Example
determines how long the research takes.
Setting the Success Targets:
The GM creates a normal Challenge EF; setting the target for
all SkillSet challenges. The GM also divides the Challenge EF System
by 10, rounding at 5+, setting the number of successful rolls Threat
NPC Challenge Attributes
needed to complete the research.
When NPC’s take action they roll against their Challenge 45
Type, with no modifiers.
Example

Final SkillSet and Opposed EF


After the challenge roll, with or without the attribute, Player
announces their final EF, Nothing can be added to a Skill-
Once the success target is set the GM, the players roll.
Sets EF after the roll. Players need to have everything they
Every SkillSet is rolled as normal and each roll counted (suc-
planned to use to succeed before the Challenge roll.
cess or failure). The number of rolls is how many segments
required to find the information. 12 rolls would take 60 10
hours (12x 5 hours per roll) to find the information
GM Determines Outcome
After the challenge roll determines Success or Failure the GM compares System
Time versus Rolls the SkillSets EF to the Challenge EF. One of Four outcomes is possible: Threat

• 3 or less rolls (10 minutes) • 4 - 6 rolls (30 Minutes) • • Failure (Challenge EF > SkillSet EF)
7 -10 Rolls (1 Hour) • 11 -15 Rolls (5 Hours) • 16 -20 (1 Action Fails, Active player gains Insight, Gains Failure
day) • 21+ ( 1 Week) Growth
What happens during the time and when the information is • Success (Challenge EF = SkillSet EF)

Playing Conflict
revealed, is up to the GM to build and continue the story. Action Succeeds, active player must make a complica-
tion roll.
The Challenge Roll • Success (Challenge EF < SkillSet EF)
The character, or NPC, taking action rolls 1d100 against Action Succeeds
the Challenge attribute in the SkillSet. The challenge roll
succeeds when the roll is equal to or below the Challenge Narrating Success
attribute. This does not mean the challenge is successful, just Narrating what a successful SkillSet does to the story can
that the SkillSet EF is set. be done by the GM, the rolling player or the both together.
Boosting Attributes Effects of any SkillSet include any declared effects or effects
Players may at any time spend influence to add a subskills from spent influence.
value to an attribute to boost its total before any rolls. Sub-
skills add 10 to an Attribute, and can be boosted 2 times (+20 Narrating Failure
max) or to 90. The GM sets the failure type based on what’s going on in the
Challenge Roll Results story. Each type impacts the character in different ways.
Minor event
Players roll 1d100 and compare to the Core attribute of the
Character gains 10 growth immediately showing they are
SkillSet. The results of this roll are listed below.
learning from their failure
• Roll =< the core attribute means the attribute is added
to the skillset. Major event
• Roll > the attribute means the attribute cannot be Character gains 25 growth immediately and 1 Insight
added to the skillset. related to why they failed. Again they learn more when the

15 StrikeForce: 2136
stakes are higher. and their allies immediately gain 5 influence (to a max of
10), and 50 growth. The character is assigned a goal by the
Epic Event GM related to that Passion. The Passion cannot be used again
Character gains 50 growth immediately and a GM Reveal until the goal is resolved.

GM Reveals Defending a Core Passion


The GM reveal is to keep the story going, giving the charac- Defending a Core Passion forces an Exceptional Success, a
ters a clue as to what they may have missed or a part of the complication on any target/challenge, and 100 immediate
story they were not aware of. It is never a reward; the bad growth. The characters is assigned a goal and cannot be used
90 guy gets away, but drops a hint about the next step in the until the goal is resolved.
System plan. The coffee rinse destroys the clue, but they get a partial
Support
address. The Data search gets them 3 names, 2 of who they Passion Goals
know have powerful connections. When a Player activates a passion the character gains a goal
assigned by the GM. A goal is a situation the player must
Failure Growth is not usually awarded in combat, GM’s can resolve, or choose not to, so they can use that passion again.
award it as they want. The character might have to save a specific person or item,
get a child’s doll from a rampaging troll, or defend civilians
The Power of SubSkills from a raging battle. Whatever the goal, until it is resolved
SubSkills represent detailed knowledge related to the main the character cannot use the burned passion again.
skill. They can add 10 to a SkillSet, but their real power is Failure to achieve a passion goal, for any reason, is a blow
the effects they can do. Players use SubSkills for any effect to the character. Failure, whether chosen or just happened,
they can think of, the GM has final say as always. These causes the characters attitude shifts down one space, towards
effects can range from adding damage dice, changing the betrayer. Players cannot ignore a goal, they need to either
die type, boosting an attribute by 10, or causing a critical or show they are progressing or drop the goal, taking the failure.
called hit location, the SubSkill just has to make sense for Characters do not have years to leave this hanging out there.
the Effect its doing. Characters cannot use Head Shot under A successfully completed goal means an immediate 50
pistol to heal a head shot for instance. SubSkill effects last for growth for a normal passion or 100 Growth for a Core Pas-
1 phase or action. sion.
Using tactics to change your order in reaction lasts for one A characters attitude can also be shifted up towards Believer,
phase of the combat, not the whole combat. the highest attitude.
SubSkills make the character better than the
regular folks around them, they can do more cause Character Set Goals
things to happen and make your character great. Players can set their own characters goals, subject to GM ap-
Playing the game without using SubSkills robs you proval. Goals can be set at any time, but do have to be related
of the opportunity to be the hero who rises above to a passion; even if the character has a Passion Goal on the
and is the exceptional one. same passion.
Players who complete the goal gain one of the below options:
• Move Characters attitude
The Power of Passions • Take a Renown past event
Passions are a major way characters drive the story at the • Force the GM to do a Reveal, based on what the goal ac-
table. In a major way they define the characters reasons for complished.
being in the game.
There 2 types of passions; Normal and Core. Normal pas- Using Goals
sions define a characters motivations; ideals or people they Any character with a goal can use it like a Past Event. It can
want to defend and help. Core passions, characters have one, be added to skillsets for 10 EF or burned to recharge influ-
define what the character would die to defend. ence.
Defending a Passion
Defending a passion costs no Influence and change the Changing Passions
outcome of any situation. The cost of defending a passion is When the character completes a goal, they have the option of
the character gains a goal they must overcome to regain the changing the Passion at the end of the session. A character
passion. with the passion Save the innocent; after saving 5 children
While defending normal or a core passion give the character and getting them to a orphanage. The player changes that
a huge one time advantage, the effects are different based on passion to Protect the innocent. There is no cost or negative
the type of passion defended. effect of this.
Losing Passions
Defending a Normal Passion Should a character choose to not fulfill a goal, they lose it.
Passions can be defended to force a Success on ANY challenge The Player must tell the GM I am not doing that goal I have
when the character is using an active action. The character no interest in that goal, etc. The Passion is lost and the Char-

StrikeForce: 2136 16
acters attitude takes one step to the negative. Use influence to lower arcane by 20 to the current At-
tribute minimum.
Attitude
A Characters Attitude reflects if they believe in their all their Abilities and Re-Rolls
passions. When attitude changes down, it should change Characters who have abilities that allow a free re-roll can System
how a player would role player their character in the game. change the SkillSet EF, before the new roll. An ability re-roll Threat

Any character in a negative attitude, disillusioned or betrayer, might let an attack use a weapons ACC to increase skill depth 25
means the character can use their Passions against the by 1 or add 10, for instance.
subject of their passions. A Character who does something
to betray a Passion, use its power to work against its subject. Regaining Influence
Would gain a goal and growth as normal, the goal should There are 2 way to gain back influence after it is spent,
lead to changing the characters passions. Refreshing and Recovery. Both occur when the dice roll
A Player can also use a passion to try and recover their belief specific values or the GM awards one of them. GM awards of
in their original passions. Either way drive a characters refreshing or recovery to the players for good role play, cool
development and role play, as well as bonus growth. actions, or expanding the story at the table.
Players can add influence beyond their starting value to a
maximum of 10.
Refreshing Influence
When a player rolls a 1-5 on a 1d100, they and all their allies
refresh back to their starting influence attribute. A roll of
6-10 opposition of the rolling player refresh instead.
System
Threat
Recovering Influence
Changing Attitude When a Player rolls 1d100 and gets doubles (11,22, 00,55) all 45
Players regain lost passions by completing a goal to move allies of that player gain back 2 influence, regardless of the
their attitude up one step to a more positive attitude. This action success or failure.
can also restore a burned passion at the same time. This also
awards the player bonus growth Overextending Influence
When a player spends more than 5 Influence for 1 action, not
including free influence from equipment or tweaks, they are
Influence overextended. Each even influence over 5 forces a complica-
Players start with influence to spend, allowing them to tion roll. So at 6, 8 and 10 the active player would roll for a 10
change the narrative at the table. Whether increasing skill complication. No more than 10 influence can be spent on a
depth to overcome a challenge, re rolling or activating a single action. System
Threat
Specialized knowledge ability to do something, influence is a
powerful tool for the players and GM to use. All cost 1 influ- Free Influence
ence to activate. Technologies like weapons, scanners, targs, and programs
Increase Skill Depth can give a player extra influence to do things with their ac-
Increase Characters Skill Depth by 1, per influence. Skill

Playing Conflict
tion. Technology with natures forces or a weapon accuracies
Depth can be increased to a maximum of 8. can give you free influence, but it is limited.
No Character or NPC can spend more free influence than
Panic Build their skill depth on a SkillSet. 5 is the maximum, even if skill
If a long shot challenge roll fails player may spend 2 depth is increased beyond 5.
influence to build a SkillSet after the roll, before the
Challenge EF is revealed. Past Events
SubSkill effect Characters are a collection of beliefs, knowledge, and past
Player uses a SubSkill to cause an effect. The effect an events that allow them to do amazing things. Past Events
be narrated by the player if they want. have 3 effects in game, +10 to a SKillSet EF, Re-rolling the
challenge dice, and burning your past to refresh Influence.
Activate specialized Knowledge Ability Each is powerful and has advantages and dis-advantages.
Character may activate a Specialized Knowledge ability. Past Knowledge
Characters can use a Skill Depth to add 10 ranks from a Past
Re-roll Challenge Event to a SkillSet. This shows that something in your past
Re-roll 1d100 to try and succeed, requires a past event will help you succeed in the current situation.
that is in some way related to the situation you are
in. First re-roll costs 1, the second costs 2. The second
Using Your Past
failure means the challenge fails. The SkillSet EF cannot
be changed. A character can re-roll a failed challenge roll one time by
Lower Arcane by 20 using their past. Players must spend 1 influence and narrate

17 StrikeForce: 2136
how the past event allows them to re-roll. Players may roll a Fear is situational just because a being has a horror factor
second time the player, but must spend 2 influence and use a does not mean every situation requires a fear roll. Whenever
different Past Event. a situation arises where the GM wants to evoke fear in the
characters the GM has to create either an NPC or an environ-
Burning Your Past ment , which set the horror factor of the situation.
Players may burn a Past Event, meaning it cannot be used at Setting The stage
all for the rest of the session. When a Past Event is burned, The GM describes the source of fear/horror in-front of the
the character has 2 options. The first is to refresh their influ- characters, Fear checks are a stress roll, modified by the hor-
ence, but it cannot be used until the next phase of actions. ror factors the GM sets for the encounter.
90
The second option is when a characters action fails, being Horror Factor
System lower than the Challenge EF. The player can burn a related Horror factors indicate how horrifying the situation is to the
Support
past event and spend influence, down to 5 if their influence characters. Even if they have fought a certain type of mon-
is over 5 or down to 2 if under, to succeed anyway. This can ster or NPC before the situation this time means a different
only be done if the failure was less that 50 EF and the success horror factor.
is considered a normal success. Growth Ranks Effects on Horror
As characters grow they see things, becoming less affected by
Story Based Past Events fear. Every 5 growth ranks a character has they lower any
The GM can award a Past event with a special tag, rumor, horror factors effect by 1.
renown, or legend. These past events work like normal past
events, except they are awarded by the GM and they give Rolling Fear Checks
specific rewards, not influence, when burned. Narration is Once the GM has determined the horror factors total, each
required as normal. Story based Past Events do not apply to player makes a Stress roll at a minus equal to the horror fac-
the 2:1 ratio for passions; players can add passions related to tor. Players must roll every phase until they succeed.
these as they wish. Failure means the take fatigue 1 per horror factor. Suc-
Rumor: Player can burn a rumor to re-roll when not allowed cess means the character can ignore fear for the rest of the
Renown: Player can burn renown to cancel a Complication against encounter or until the horror factor changes forcing a new
themselves or an ally. fear roll.
Legend: Player can burn a legend to make a roll Exceptional. Terror
Missing multiple Fear rolls means the character is sliding into
Quick Resolution terror. Characters falls into terror after 3 missed fear rolls.
In game situations may arise where an action or an effect Some NPC’s or locations may have the terror trait, indicat-
not directly aimed at the player could change the story for or ing that a character gets 1 fear roll or immediately slides into
against the players. Spells, Social engagements, NPC or PC terror.
combat misses, or NPC reaction to certain events are some Terror Effects
situations the GM might have to resolve. Rather than the GM Any character in terror is burned out for 1 phase. They can
making an arbitrary judgement call they can use the chart do nothing but deal with their fear. Characters need to be
below. Roll 1d100. The lower the roll the better the resulting removed from the source of the fear or overcome their fear.
story change is for the characters; higher rolls are worse for Overcoming Fear
them. The GM narrates what happens based on the results Players can make an active SkillSet designed to overcome a
and moves the story along. Horror factors effects. Every point of Horror Factor sets the
1d100 Roll Effect challenge type, a 4 Horror factor is a daunting challenge.
Success means any player in terror has overcome their fear.
1-10 Awesome for the Players
Failure means the character continues to be burned out by
11-25 Good For the Players the fear and can try again next phase.
Any character who has overcome their fear can tweak other
26-75 Helps neither side
characters trying to overcome fear, Tweaks work as normal.
76-89 Bad for the Players
90 - 100 Horrible for the Players Combat
Combat is handled like any other skill challenge; the defender
The GM can use situational mods, Tweaks, or other player sets an Challenge EF using defense. When the attackers
ideas to mod the roll up or down as best reflects what hap- SkillSet EF is s Success is a hit, a Failure is a miss
pens at the table. Defenders who are hit take damage in the form of wound
levels. Each hit causes a wound level and possibly a critical.
Fear and Terror Combat can be to damage or kill the target or cause an effect
Creatures and locations can inspire fear in a character, based to the target, aid an ally in their attack or effect. Combat is as
on its horror factor. The greater the horror factor the more dynamic and fun players can make it.
difficult it is to resist the effects of fear. Defending SkillSets
Fear Mechanic Whether a Character is attacked they must build a defensive

StrikeForce: 2136 18
SkillSet using Prowess (PRS), or Vitality (VIT), A Prowess Use the miss for an effect
skillset is a dodge to avoid an attack while a Vitality Skillset is Player can use one of the subskills in the skill to cause a non
a block where target takes the hit and relies on their tough- lethal effect. This means a stairway is wrecked using a criti-
ness to avoid damage from the blow. cal skill, or the target is knocked down using a knockdown
Prowess is the most common type of defensive skillset, as it effect, the result of a dodge. System
sets the starting attack strength of any attack at 0. A Vitality Use the miss to transfer influence Threat

SkillSet, may be stronger for some characters, however it sets The player can give one of their influence tokens to an ally in 25
the starting attack dice at 1. the same scene.
Defending Players build their SkillSets and DO NOT roll
challenge, unless an ability makes them. Their final EF will GM options from a Miss
always include the attribute. If the player does not spend Influence the GM can spend an
influence to roll on the Situational Results table to see if the
Psi Defense Miss has a negative effect for the players.
Some spell effects are based on changing a targets mind or
even their motivations. In these cases a character can use In- Figure Breach
telligence (INT) or Concentration (CON) for defense instead. A successful attack checks the Damage (DAM) of a weapon,
or other item that caused the damage, versus the Protec-
NPC Defense tion (Protect) of any they are wearing armor. This check
NPC’s build an Challenge EF as normal and do not roll at- increases or decreases the Crit dice, used for the crit check.
tribute challenge. NPC’s will have traits like wild, brutal or • When the DAM of a weapon is greater than the Protect
others a GM can and should use to indicate the NPC’s defense of armor it adds 1d to the crit check. When DAM it is System
uses Vitality; giving the attack dice bonus to any attackers. double it adds 2d. Threat

• When Protect is greater than Dam it lowers the Crit 45


Using Actions when Defending Die by 1d. When Protect is double a weapons DAM
Characters can spend a passive, active, or free action to lower Crit Dice by 2d.
interfere with an attack against them. Success means the
defender gets a complication to use against the attacker.
Defender must have the action NOW, no using actions from
next round.
Passive Defense
Using a passive actions grants the defender a complication if
the attacker misses or a complication roll if the attack hits. Heavy Traits effect on Breach 10
Success (85+ on 1d100) grants the defender a complication When a weapon with the heavy weapon trait is used against
against the attacker. armor with the heavy Armor trait, figure breach as normal. System
Threat
When a Heavy Weapon is used against normal armor the
Active Defense weapons DAM is doubled for breach effect and the Heavy
Using an active or free action grants the defender a complica- Weapon trait adds its bonus damage as normal
tion if the attacker misses or a complication roll at +20 if the When heavy Armor is hit by a normal weapon, the protec-

Playing Conflict
attack hits. Success (85+ on 1d100) grants the defender a tion is doubled for breach effect and the Heavy armor absorbs
complication against the attacker. damage as normal.

Combat Effects Forcing a Malfunction


Players can declare effects related to a combat action, like any Any Time an attack wins breach the attacker can sacrifice a
other SkillSet Effect. It requires a Subskill to be activated that dice to force a malfunction roll on the defenders armor. Each
relates to the effect. Effects cannot kill or destroy an object, die sacrificed forces a roll.
but they can force a move, setup a situational mod, or any
non lethal effect the player can think of. The GM has final Rolling for malfunction
approval of course. if an attacker forces a malfunction roll, the defender rolls
1d10 versus the malfunction value of the armor. A roll above,
Hits and Misses or a 10, causes a malfunction. A roll below means the armor
A Successful SkillSet means the attack hit and players pro- and its systems are fine.
ceed to the Figure Breach step. Malfunction Effects
A failure indicates a miss, giving the player some choices. Any system in armor that is powered, reactive armor re-
Players who miss can accept the miss or spend influence for quires power armor plates do not, is off line for the charac-
one of three effects, each cost 1 influence. ters next action, passive or active.
Use the miss to tweak another attack If multiple rolls cause a malfunction the armor is off line for
Player uses a main skill from the SkillSet to boost another that many actions.
players attack by the main skills ranks.

19 StrikeForce: 2136
Attack Strength Wound Effects
The Attack Strength shows powerful the attack was. The When a character has X Wound there is a set effect. Effects
attackers weapon sets the base number and type of die rolled. are not cumulative, When a character moves from 5 Wounds
Attack dice can increase if the attacker wins breach, spend (Fatigue 4) to 6 Wounds (no re rolls allowed) the effects of
influence, have abilities (innate or Specialized Knowledge), or the 5 wounds are lost.
other mods that add dice. A Character is incapacitated at Wound Level 8 and must be
Attack Dice healed in phases equal to their END/10 (rnd up).
Weapon type sets the attack dice rolled. A character is dead from wounds when they take another
• Small Hand Weapons/ Unarmed(PR 25 or less) wound level after Wound Level 8.
90
d6/1d Attack Dice.
System
Support
Rolling a Critical
• Pistols/Medium Hand Weapons(1 hd) (PR 40) When the crit check indicates a critical is done the player rolls
d8/ 2d Attack Dice. 1d0 for a Crit Location, or uses influence to call a location.
Rolling a Critical
• Rifles/Carbines/Large Weapons(2hd), (PR 50)
d10/3d Attack Dice. When the crit check indicates a critical is done the player rolls
1d0 for a Crit Location, or uses influence to call a location.
• Psi Powers/RFSW/Great Weapons
d12/ 3d Crit Check Crit Location
1-3 Limbs
4-6 Torso
Attack Dice are ADDED for attack total, Dice explode on their 7-9 Shock
Max (d12 rolls 12, roll another d12. 10 Head

Rolling Attack Dice


Player then rolls 1d10, with any mods from the crit check.
Attacker then rolls the dice and adds up the attacks total.
The GM looks up the critical done, the number rolled is
When the attack total exceeds the targets Vitality the attack
crossed referenced with the type of attack. The GM then
causes a critical.
Armor Crit Save reads the main effects of the critical. Any critical that has
When a character or NPC’s takes a critical, once per phase listed options (designated with a • ) are attackers choice.
they can roll a 1d20, if the roll is greater than 10 the armor The GM reads them off and the attacker chooses 1 additional
block the critical. effect.
The DEF rating of armor modifies this roll, a negative num-
ber lowers the save an positive raises it. Passing effects
NPC’s can also roll opponents roll as -2, adversaries roll at +1, Passing effects are incurred on a player for the phase they
foils roll at +3. were incurred if they have not taken action, else the effects
occur next phase. Reaction order matters for these effects,
• Every 25 of the attack strength adds +1 to the Critical Roll. if a character goes last they may not have any actions to do
Attack totals that do not reach 25 any critical rolls are at -1, anything. There are 3 types of Passing effects.
Fatigue X
even when influence is used to cause a critical.
Character takes X fatigue. Character loses X actions.

Wounds Stress X
When an attack hits, the attacker rolls the attack dice to Character must roll Stress at a +X, can be applied multiple
figure its strength. Any target hit takes a wound. times. Lasts only for that EM roll.
Wounds Description Effect
Concentration Loss
1 Hurt -1d6 to Initiative value Concentration indicates the character cannot make a SkillSet
2 Minor Wounds -1 Skill Depth or use Concentration as an attribute (this means no spell
casting) on their next roll. This means only one Main Skill
3 Staggered Fatigue 2
can be used.
4 Battered Complication 85+
5 Bloodied Fatigue 4 Lasting Criticals
Any critical that lists a lasting critical, Spine, Organ, Bone, or
6 Beaten No re-rolls
Brain, means the healing is harder and the critical can cause
7 Broken Lowest roll is 25 complications during the game.
Critical Checks
(Down, Dead in END/10
8 Incapacitated Any character or NPC who has a lasting critical must roll a
(rnd up)
critical check (a complication roll) at the start of each phase.
for each critical they have.

StrikeForce: 2136 20
A rolled complication means the opposition can give a com- Healing Mods
plication (non lethal) to the target with the critical. • Each Wound Level adds +5 to the Challenge EF
Example • Each Critical rank adds +10 to the Challenge EF
• Burns +10 to the Challenge EF.
System
Burns Threat
When damage from a critical, a weapon, spell or other cause
25
does burns they are harder to heal. Burn takes 2 levels of
healing to cure one wound level and add 10 to any Challenge
Critical Levels EF to Heal.
Each level of Critical adds 10 to the Critical check roll and
makes it harder to heal.
Mending and Complications
Characters who mend in a session can still be bothered by
their wound(s). The GM can use any complication to cause
a single wound level on a character with a mended wound
from that session.

Information Systems
The UNIWEB
Creation and History
The destruction of the Internet, and most electronics, with System
Threat
the EMP Explosion of 2005 (called the Russian darkness),
ended interlinking of computers and trading markets across 45
the globe. In the 2050’s the UN began the UNIWeb (the
United Nations Information World Expanded Bandwidth)
project, a network designed to adapt and expand as more
and more data is saved there. The UNIWeb is designed to
connect humanity across the globe once more; accessed
using a multitude of physical and wireless connections. UNI-
WEB was designed using nanonic level holographic memory
capable of s5 torage that has no real bounds. The Back bone 10
started with one hundred thousand Vanders logic bases. In
2136 the backbone has over a trillion AI managed Large System
Threat
Scale Hardware Frames managing the worlds data flow. The
UNIWEB is the largest living repository of data ever created
by humanity, and it grows every day.

Playing Conflict
System Interfaces in 2136
While there are many platforms to connect to the UNIWEB,
some are even custom built rigs, decks, chips or some other
Mending Wounds form. Whatever the form they all fall into one of the below
Healing a wound completely can take many months in the categories.
real world, and that is not fun in a game of adventure. When
a character uses skills and aid equipment to heal they are VidChip
mending the wound so it does not bother them in game. Whether VSIC, Nanonic, or DNA based chip connectors allow
The type of damage taken determines the Challenge EF of the access, but are not autonomous technologies. Usually very
mending attempt. The challenge is rolled as normal. A Suc- small and built into a device with multiple functions they
cess heals 1 status, Dead, Incapacitated, Critical, or a Wound. may add abilities but have no TEF.
Abilities or equipment traits can increase this.
Healing Challenge EF ROM Chips
Challenge Damage Any character with a ROM chip can initiate a direct encrypt-
Moderate Wounds ed uplink to another ROM chip or VidChip. Encrypting a
signal requires a computer roll using an encryption SubSkill
Hard Critical and are considered closed connections.
Insane Incapacitated
Epic Dead Ocular/Vocal (OVOC) Interfaces
The primary number of ocular/voice commands a person can use
to access the UNIWeb; a Nanonic device is attached to the optic

21 StrikeForce: 2136
nerves, along with a nanonic microphone. These interfaces are Base level security upgrade, Iron level lockouts add 20 to any
also installed in armor helmets, street terminals and inside vehicles. Challenge EF to access any location or data.
These are the most common interfaces and they are not autono-
mous.
Kronus
Frame Designed by Timmonds Corp, shortly before the corporate
Anything from a card sized system to a Large Scale Hardware war with AvCorp destroyed them, Kronus level is a random
frame supporting a Corporate AI, the term frame indicates Qmodel influenced keystore. Kronus Level Security has
a more powerful base to build on. Frame hardware can be one weakness in that the keystores repeat. Add 1d10 x 5 to
made autonomous, thus getting a TEF, and have multiple the Challenge EFof any secure systems connect. Also lower
90
abilities. Frames are very powerful and can be quite costly. Crashing strength by 1d.
System
Support
Virtual Reality Interface Iridium
Virtual Reality (VR) interfaces are available, the UNIWEB Designed to lock down data and roots, iridium level security
does not require them. The use of avatars and other im- does not in any way stop access. The security is designed
mersion software has never caught on, except in the most to limit what a connection can do to any access area or data
distracted areas of society. VR avatar interface is simply not segment. Iridium security lowers Crashing strength; any
needed. Public demand is also limited since most everyday roll with a ones digit of 6 or more, remove one die (Knifes
data is on open roots and webs. VR software, can add abili- choice). When Crashing strength has a ones of 5 or less re
ties to computers SkillSets and rolls, but they are usually roll the Crashing strength roll, removing 2d.
costly custom interfaces.
Corp
Data Storage in 2136 Corp security requires a NetID linked to a specific Corp or
The advent of quantum holographic storage, data size and Corps. Any attempt to access a Corp site or Corp encrypted
data storage became interrelated. Holographic quantum data. Any attempt to connect to a site or access data with
storage uses the actual mathematical basis of the data to en- Corp security increases any challenge type by 1.
code it into the quantum holographic array. The more data
the better the encryption. Market
Data Array Types Created by the black market this security scheme destroys
Single, Double, Trip, Quad, Quint any site or data, when an access attempt fails. It is an
The amount of data contained in array represents the num- Insane +25 challenge to detect this security before an access
ber of insight points it has. Each point represents an insight attempt. When the delete starts make a reaction roll, the
challenge or can be used to boost a research challenge. A sin- secure protocol rolls at +25. Market secure destroys any data
gle data store would have one insight, and a challenge type when 2 access attempts fail.
of Easy to access the data. Additional security can always be
added to any data array. Dark
Dark Secures appeared around 2120, inscrutable and
Barrel extremely difficult to break, Dark secures add 50 to any
In order to enhance and secure data arrays, multiple arrays Challenge EF and give the data array one or two abilities.
can be added to a barrel, Each barrel is an autonomous Abilities have included viruses that destroy the accessing
container designed to hold and protect the data inside of it. hardware; trace back comms that the data has been opened,
Barrels are not as secure as a Q-Lock, Barrels have a base and destroying the data array.
TEF:45 and can be upgraded. Barrels can hold a maximum
of 20 Insights. UNIWEB Access Layout
The UNIWEB orders data in hierarchical order based on
Roots, that hold Webs an Strands.
Crate Roots
In order to enhance and secure data arrays, multiple arrays Roots are collections of data controlled by a specific organiza-
can be added to a barrel, Each Crate is an autonomous tion, Guild, Corp, Nation, Government, or Free Collectives
container designed to hold and protect the data inside of it. of Thought. These are autonomous sites with a TEF for
More secure than a barrel, Crates have a base TEF:80 and protection the TEF value is set by the Roots Depth; usually
can be upgraded. Crates can hold a maximum of 60 Insights set between 1-10. Each point is worth 10 TEF.
or 3 Barrels in any combination. Any Secured Root has a limited number access ways into it.
You cannot connect to an Open root and then try to bridge or
Data/Site Secure Protocols route to a secured Root, they can only be directly accessed by
These are the most prevalent Secure Protocools used in 2136. physical connections to that root.
Cost is always an issue for these, the larger the array of data
WEBS
you want to secure the more expensive it is.
Within each Root are collections of data arrays called Webs.
Iron

StrikeForce: 2136 22
Each the data in these Webs is laid out in connected links of each connection is based on the hardware of the con-
that form a pattern, to make searching easier or harder nection. Embedded transmitters, signal boosters, ,satellite
Types of Webs connections and physical links extend UNIWEB coverage to
Spirals almost every square meter on the planet. While frequencies
Spirals are designed to allow for direct quick searches of the can be jammed, the sheer amount of bandwidth and physical System
associated webs. Indexing a central page, the data is linked to connections available makes stopping access difficult, if not Threat

other pages in the spiral in descending order of pages impossible. 25


Search Challenge Type: Difficult +5 per insight over 2. The UNIWEB has a network layer based on quantum calcula-
tions, any device that attaches to the UNIWEB main root is
Sheets assigned a Quantum Alpha Numeric ID; called a NetID. The
Sheets represent a stack of pages with hidden links at the Net ID is linked to the security access of the user, the specific
corners. Linked data is much harder to collect into larger device and the connection type. The Net ID works with the
data arrays. connections security to determine if a users access to a root,
Search Challenge Type: Difficult +20 per insight in the web, or other data location is open or closed.
Data Array
Quantum Systems
Tangles Quantum systems were first created during the Secret War,
Designed to be a mess of lost links and misinformation, created to create security keys the Paulsons could not crack
tangles are a reseKnifes nightmare. Only by decoding the and tactical models for fighting them. During the Corporate
designers intent can you find the data you need in a tangle. Wars, quantum theory expanded from 3 states to 7; allowing
Secret projects for new faster models, computational boosts, and expanded System
Search Challenge Type: Daunting +10 per Data Array in the large scale and Vanders AI hardware. Threat
tangle. In 2136 quantum systems are available on the UNIWEB, 45
some are open while others are secured by their owners.
Strands Quantum systems are autonomous, they are used to supple-
When a Web is de-constructed the data can be left in a root ment standard computational systems.
unattached with any webs or indexes. These are the hardest Types of Quantum Systems
to search, whether created on purpose or accident. Q-Model
Search Challenge Type: Daunting +20 Quantum Models are by design models programed to for-
mulate multiple outcomes of a specific model. Open systems
Searching For Data tend to be limited in their abilities. Secure Q-Models are
The biggest challenge to seeking data on the UNIWEB is the usually the most effective, with the most ability to increase 10
sheer numbers of Roots and the security that surrounds the speeds and accuracy of any system doing research, Crashing
connections to those roots. Sometimes its easy you know attempts, or data intensive work.
System
Threat
what Root you need to connect to to get the data you want,
most of the time you have to research the UNIWEB and Q-Encrypt
people who might have a nugget of information. You might Quantum encryption is used to create or break secure key’s
need to use a relationship combined with a research chal- on roots, webs and data. The variability of a specialized

Playing Conflict
lenge to find the right connection to get into a Root and find Q-Encrypts makes any system more secure than common
the data you need. systems, that use commercial Q-Encrypts.
The GM will set such challenges and have the players take
actions to boost their chances of finding the data on the Root QLock
they need to connect to. Unlike Q-Encrypt a Q-Lock is a vault for anything that can
be converted to energy and stored in a quantum holographic
Open Search Results matrix. Q-Locks are created with a specific Q-Encrypt key,
When a user does an open search, a SkillSet (with a mini- derived from the data inside the Q-Lock, and can only be
mum Hard Challenge) of the UNIWEB the information opened with that Q-Encrypt. Such locks are scattered all
comes from Open Roots and is basic, often controlled by the over the UNIWEB, containing data that System entities want
owning entity. A search on a corporation might provide the hidden, lost, or held for the right moment. Find a way to
following information, not all of it correct. Each Bullet could open the right Q-Lock and you could change the world.
be a legitimate insight challenge or a problem, based on the Quantum System Abilities
searches outcomes and the GM Influence. Q-Models, Q-Encrypts, and Q-Locks can have many abilities,
• Number of employees • Corp locations (Open and based on their Q-Rank. A QRank 1 system would have 1 abil-
Abandoned), • Products Made, • 1 or 2 restricted in- ity and a challenge rating of Easy, while a Rank 5 would have
sights.. up to 5 abilities and have a Challenge rating of Insane.
The GM and Players can use the abilities of a Q-System to do
Connection Security on the UNIWEB things can include:
Connections to the UNIWeb, physical or wireless, security • Free Re-roll

23 StrikeForce: 2136
• Ignore a Complication if the Action is a success and destroying webs to protect information. Some are
• Gain Q-Rating in Successes for research roll workers some are freelance.
• Increase Skill Depth by Q Rating (8 Max)
• Increase a Devices TEF by (QRating x 5) Anvil: an Arch who specializes in stopping crashes.
• Gain Insights equal to QRating
• Add (QRating -2 (1min))d12 to a Crashing strength Camper: A normal user who is always on the same open
roll. Webs, looking at the same data and its updates
• Add (QRating -2 (1min))d10 to an Attack roll.
• Add 10 to INT/CON before a roll Tourist: A normal user who is venturing into more
90
• Increase Auto Success to 01-15, after a roll secure areas of the UNIWEB, looking around or looking
System
Support
• Make research or computer actions take 1/2 time for something specific.
• Gain a free action for Crashing or other computer
work Slash: A small Knife that goes undetected
• Lower Challenge EF by 5 per 2 QRating of the system
working. Slash and Burn: A Knife that leaves left over viruses and
• Change die types of an Attack or Crashing Roll data to thwart the Systems owner from finding what
• Refresh Influence on a roll of doubles. was lost.

Crashing Delving the Route: a Knife meant to find a secret Strand,


Crashing means one is doing something not normally per- Web or Root and its direct connections.
mitted; breaking into a secured Root for system information,
fixing a system that was Knifed, reenforcing a system or de- Slashing the Cube: A large Knife that goes undetected.
vice to protect it from Crashing or other options; all depend-
ing on the strength of the Crashing attack. Crashing Program Speed
The term Crashing comes the idea that illegally entering a Crashing can be done by programs, running inside or out side the
system. These programs will always have a TEF and are usually so fast in
system lets a programmer to hijack that System, you are relation to the physical world, that Crashing actions could occur before
crashing in that system cause you are not allowed. People actions in the physical world. Reaction for the phase is rolled as normal,
who crash into a Roots is called a Knife, because they cut any such program uses its REF as its Reaction and goes in the normal
into Roots and Webs. Representing the sheer knowledge order, TEFs are so high such programs will usually go before others in
the order, but not always.
and ability a knife has is beyond most tourists, campers and
Arch’s. Crashing has its own slang, which describes in a few Crashing Actions
words what a crasher did. Players use active actions to Knife any system secured against
A bright knife may have done crashes so visible in the reputa- them. Systems which are considered open or the character
tion and web economies they get jobs or a Corp StrikeForce has access to, require a passive action to Knife.
on their tail. Players can gain a free or passive Crashing action from abili-
Crashing Slang ties, tech, or other means. Player with cyber implants or
Knife: An expert or genius crasher, capable of doing virtual interface tech, for example gain 1
bright or explosive crashes in the UNIWEB or the real Players who have multiple actions that can be used for Knifes
world. Knives can charge good rates for Crashing a Root can use them individually or follow the rules of multiple ac-
or to find Data. tions.

Bright: Any crash that shows up in the reputation econo- Crashing Range
mies of the Corp or Web Sectors. Crashing range is expressed in hops. The number of hops
is the number of intervening connections to the target. A
Cash Knife: An expert or genius knife who will do any job Direct connection is 1 hop. A Connection from one side of a
for the right money or motivation. city to another could be as many as 16 or 30 hops. Across the
world could be 200 hops. The GM sets hops based on the
Inver Knfe: Any Knife that does a crash the Web sec- technology used to connect. Characters can use SkillSets to
tor thinks is just evil. Whether done for profit or evil try and find faster (fewer hops) routes to connect to a target.
motives, these crashes hurt the community of Knifes or Every 20 Hops is +5 to the Challenge EF of any access
society at large. Inver Knives are pariahs; named after attempt.
the creator of the PaulSon units. Any Knife who hears Research, Tweaks and Crashing
of a search for an Inver Knife will give their help for free Players may want to use social Crashing, research and tweaks
(or very discounted rates). from other players to make the connection roll easier or in-
crease their dice for Knife strength. The GM sets the research
Arch: Any security personnel who use their skills to stop challenge and what the reward is before the players start.
knives and prevent crashes, Generally they spend their This might mean anything from you find out the location
days upgrading and reenforcing stacks, redesigning

StrikeForce: 2136 24
through a veil and lower the challenge, you get a password A favorite of corporations, Narrow Light Bandwidth is dif-
so this is now an Open system (Cause you are now dating the ficult to use because one has to find the bandwidth before
CEO secretary), You gain 2d for Crashing strength cause of they can connect. Once connected to the correct bandwidth,
your knowledge of the System. access security is quite high and usually activly monitored or
Tweaks require the player use past events or a passion to defended. System
explain how their skill would apply to this specific Knife. Base Challenge: Insane Hops Setting: 1d10 + 5 TEF:40 Threat

25
Resolving a Crash Local Chemical Transport
Crashing has 2 parts like combat: the access roll determines Based on insect communications, ChemTran connections are
if the Knife has access to the system. The second roll is the easy to identify, but finding the correct DNA and rate of ex-
strength roll, determining how effective the Knife is and what change make this a difficult connection to crack. ChemTran
the crash can do. is lacking in range, making Crashing a system connected to
Access Challenge such a network requires a close range. This is also the tech
There are 2 types of Systems Open and Closed. Open Sys- used fro all internal BioTech devices to communicate.
tems mean the Knife has the passwords/access codes. No Base Challenge: Epic +15 Hops Setting: 1d10 TEF:50
Access roll is needed on an open system, unless you want
to mask your presence. Closed Systems are ones where the Global Connections
Knife is not allowed on and they must force their way onto Wireless Quantum Encode
the system. Closed Systems require an Access roll. A self replicating network, the WQE is in every city and small
The Knife builds a skillset and uses the CON or INS attribute town in the world. Any System on the UNIWeb can be ac-
as the challenge attribute based on the amount of time the cessed using WQE. The difficulty of connecting to a Closed
System
Knife has. Character who have time to plan out and work System is that the WQE network can simply shut down when Threat

slowly on a Knife can use CON, all other Knifes use INS. an intrusion is reported. The reporting takes time and can
45
Defenders always use INS for the first 2 Knifes in a scene, allow a Knife time to get in and get out, assuming they are
then use CON for Knifes after the first 2 in the scene. not detected.
Masked Connections Base Challenge: Hard +10 Hops Setting: 3d12 + 20 TEF:50
Any Connection skillset that uses the stealth main skill can
avoid re-rolling connection for 1 phase for each stealth sub- Satellite Quantum/DNA Veiled Channels
skill used (1 influence cost) to mask the connection. Created by a consortium of Corps QuantumDNA is a com-
A live intelligence must try to detect the connection, chal- bination of the 3 primary local connection types. Using the
lenge type is set by the adapter used by the System. hidden bandwidth of DNA, and a resquenced Qmodel key,
QuantumDNA is a difficult connection to Knife with. 10
Setting the Challenge Base Challenge: Daunting Hops Setting: 2d10 + 30 TEF:40
System
The access roll EF has to beat the Challenge set Challenge EF, Threat

as normal. When Crashing the connection type sets the base Quantum Entangled Connection
Challenge Level. Connections can have specific defenses to A connection based on specific spin rates of specific particle
make connection harder, increasing the Challenge EF. Some connections QE connections are fast and secure and truly
defenses or tech may require a specific Knife action to con- global. Finding the correct variables tro establish the connec-

Playing Conflict
nect. tion are simply the first steps to forcing a connection. QE
requires no other transport but the entangled particles, so it
Connection Adaptors always has a low hop.
The physical type of adapter used by a System to connect sets Base Challenge: Daunting+25 Hops Setting: 5d12 TEF: 60
the minimum Challenge type to access it. The more secure
the connection the easier it is to lock any closed system from Maintaining a Connection
Knifes. Local Connections usually have a higher TEF than Once a connection is established, any closed system you are
Global Connection Types. The Hops listed are a minimum, connected to will try to disconnect you on the next phase.
the GM can increase the total hops, up to double the starting This means that unless you have a masked connection
hops.
Local Connections Crashing Defense
Wireless 568 Simple Encoding The act of connecting to start a Knife is so fast a normal
The most common connection used in cities, 568 Simple is human can only react with passive actions on an open or
a base 128 encryption re-coded by AI using quantum Key system they have access to. Passive actions can be used to
analysis. Each new rev uses a different quantum model to add effects or boost a devices TEF Defense, it is limited.
create the 568 key; the current rev is 813.456D. Unless one Advanced and Sentient technologies, beings with Cyber im-
knows the Qmodel used to create the current key it is difficult plants, usually have Reactive Defense Stacks (RDS) or Stacks
to crack. for short (Barriers, ICE, or Fire Walls in older tech jargon)
Base Challenge: Daunting+10 Hops Setting: 2d12 + 4 TEF:30 to protect them. These are advance logic flows designed by
Narrow Light Bandwidth Transport quantum models, advanced DNA pairing, Nanonic and VSIC

25 StrikeForce: 2136
coding to react and deny a Knife access or limit its effective- The Knife happens after the access roll is a success , but
ness if it breaches a System. There are 3 types of Stacks used before the Knifes, Knife strength roll is made.
to stop Knifes in game; Veils (hides a system from access), The Stack rolls for a successful Knife of the Knife, if success-
Shrouds (misdirect), and Blocks (access denied) ful reaction is compared to see if the Knife or Knife rolls their
The most effective way to boost a systems or technologies Knife strength first. The Effects of a jaccking viruis must be
defense is to Knife it, upgrading defenses. Characters can determined before the scene , by the player or GM. These are
add effects of boost TEF of stacks or defensive programs. programs with limits that are predefined.

90
Stacks (RLDS) Intelligent Crashing
There are the three different types of Stacks (RLDS) in game, When a player, Ai , or Logic engine attempts to Knife a Knife
System each stopping a Knife in different ways. Veils hide a spe- (“live” if you will), They must be aware of the Crashing at-
Support
cific target system, Shrouds misdirect Knifes to preset bad tempt, or see it with a perception roll. They can then create
systems or data, Blocks attempt to stop access for those not a skillset to Knife. Crashing then goes as normal, as if a
authorized. virus was running the Knife, but options do not need to be
Blocks are the least effective, the more time the Knife spends predetermined.
blasting away at the Block it will eventually fall. Each type of
stack has a base Challenge type which can be upgraded with Crashing Strength
effects, TEF boosts and other creative ways to confuse or stop Players who successfully access a target System roll a number
a Knife. The challenge Type of a stack sets its TEF. dice to determined by the Skill used, abilities, and technolo-
Veils gies used. The roll determines how good the Knife was,
The most effective, especially if the Knife is not sure the allowing the Knife to cause effects to the system. The main
system exists. Veils boost a Challenge type by 2. Knifes can skill used to Knife (usually computers, but not always and not
use a research challenge to try an touch a Veil before a Knife required) sets the number of dice and type. 5 ranks is 1d8,
so they know something might really be there. The GM sets 10 ranks is 2d8, 15 ranks is 3d10, 20 ranks is 4 d12. Players
the research challenge based on the Social Crashing section also gain bonus dice for every 20 TEF of any device used to
below. Any tracking Knifes in a Veil cost double. Knife, a first class rig will always help a Knife. Innate abilities
Challenge Boost: +2 Base TEF:20 focused on Crashing will also add bonus dice. Crashing Dice
explode when a max number is rolled, a roll of 10 on a d10
Shrouds gives you an additional die.
Also effective way to get a Knife out of your system give them Influence can be spent to add a single die per influence
what they think they want. A good Shrouds is hard to Knife (requires a subskill or past event) or to up the die by 1 type,
the boost connection Challenges by 1. Each added effect lets max of D12.
the Shroud detail what the Knife finds when they fail and hit
the false data, in addition to the added effect. NPC Crash Strength
Shrouds can have boosts added for effects see Stack boosts NPC’s Knife dice are set by their Challenge Type. Easy/Dif-
section. ficult : 5 ranks, Hard: 10 ranks
Challenge Boost: +1 Base TEF:30 Daunting: 15 ranks, Insane: 20 Ranks, Epic: 20 ranks +2d
Program Crash Strength
Programs do not roll Knife Strength, rather its active Knifes
Blocks just go off and effect the target System. Programs actions
The weakest Stacks are walls of access denial, called blocks. happen in reaction order.
Blocks start with a Challenge type of Hard + Stacks TEF.
Unless they have active effects, or an active intelligence Final Crash Strength
continually boosting the Block, any good Knife will eventually Once the Knife has rolled strength the total is rounded down
overcome it. to the nearest 10, a 43 or a 47 becomes a 40. The Knife
Challenge Boost: +0 Base TEF:40 spends the value of their attack to activate Knifes in the
Stack Boosts system.
Players may program in specific subroutines to bonus specific Each Knife can activate as many options as the final Knife
types of Knife effects. Boost may increase the Challenge EF strength.
by 5 (max of double Stacks TEF) or they may add effects to
the stack. A Stack boost can lower the attack strength of a Holding Final Crash Strength
Knife by changing the die type or lowering the number dice A Knife can use a subskill (1 influence cost) to hold their final
rolled. Stack boosts can force effects on the Knife or Knife, or strength from a Knife and add it to another Knife, theirs or
be loaded with Crashing viruses to attack a Knife back.. another players in the same PHASE. The roll is lost at the
Crashing Viruses
end of the phase.
Stack with a Crashing virus planted in them can create an
attack, called Crashing (older techs call this a backKnife), Crashing Time
against the Knife. Using the TEF of the Stack, plus any bo- A Knife using an active action is considered to take the whole
nuses or effects to Knife an attacking Knife. 6 second phase. A Passive Knife happens quick because the

StrikeForce: 2136 26
Knife has access. access. Destroys any masking and player can remove or
destroy targeted data from System.
Stack and Defense Effects
Remember that any effects from stack boosts or other de- Encrypt
fenses must be taken into account before the Knife (or live (10 Cost) Secure data in the System using a separate Encryp- System
Knife) rolls their Knife strength. tion SkillSet. The Encryptions Final EF is the Challenge EF to Threat

decrypt the data. 25


Crash Activations
Implant Virus Upgrade
(10 Cost ) Implant a program that will do a specific action/ (5 Cost) Increase the defense of a Veil, Shroud, or Block
Effect later, cannot be immediate. You must activate at least before a Knife. Each Upgrade increases the stacks Challenge
one other option for the virus to do. Player gets a free delay EF by 5 or add an Effect to the stack.
to activate the virus.
Direct Comm
Base TEF is 10 increased by 5 for every 5 relevant skills (Com-
(5 Cost) Use the System to communicate with a Target con-
puter/Coding/) main ranks the character has. Maximum
nected to the System. Knife determines type of communica-
TEF is based on the coding type.
tion and what is sent.
Override
Track
(15 Cost) Immediate Knife or Program to stop a targeted
(25 Cost) Track the physical location of anything connected
System Function or Knife.
to the System. This includes direct comms on that System
Install Knife System
Cripple Threat
(20 Cost) Using a communications link to immediately Knife
(20 Cost) Shut down a specific system, harware or biological
the source or target of the Communications. 45
in the Knife target. Blanking core system or life is an Epic
Damage Challenge.
Wipe
(20 Cost) Cause Damage to the Hardware or Biological com-
(20 Cost) Blank specific data in the System. Blanking core
ponents of a connected System. Knife describes the effect the
system data (which would crash the system) is considered
damage has on the System. To destroy a system Knife must
damaging the System, not a wipe.
do (TEF/10) damages to it.
A TEF 60 System would require 6 separate damage Knifes to
Delaying an Activated Knife
destroy it.
All activated Knifes occur in that phase unless the Knife uses 10
Infiltrate an effect from a subskill (1 influence) to activate one of the
System
(10 Cost) Quiet, subtle, Search finds specific data in target below options. Threat
Set Time limit
System, connection must be masked. No alarms can be auto
Knife activates one the phase the Knife wishes.
triggered, manual alarms can be.
Sensory Change
Set Action/Situation
(5 Cost) Change the System perception of what is going on
Knife activates when the correct conditions are met, a spe-

Playing Conflict
in one area of its/their environment. This costs 5 per area
cific program is activated, the System goes into lock down, a
affected.
certain user logs on.
Command
Set Keyword
(15 Cost) Command the System to do a specific action to any
Program or Knife activates when the correct Keyword is
non intelligent system connected to it. A system controlled
entered into the System, using a comms action.
droid would attack security personnel. Cost is per attached
system commanded.
Technology in Game
Scourge Conflict System Sci Fi is based on the following technology
(30 Cost) Brute force search a System for specific data or types. Each adding a unique flavor to the game
HardTech
The idea behind these Crashing rules is to let a Knife only need VSIC
one or 2 actions to succeed or fail. While the Knife may be the
VSIC The most basic of the new interfaces. Called Very Small
center of the scene, once the data is found or the security system is
disabled, the characters will want to plan and ask questions. The longer Integrated Circuits (VSIC uses molecular level IC). This tech-
a Knife is in place the more chances of being detected or attacked by a nology holds 45 trillion or more molecular silicate hybrid
Crashing virus. material circuits on a single wafer; Silicate IC standard had
Crashing is meant to be like combat where players make choices and
only 4.5 trillion. Technologies built on this spec have a mini-
add detail to the story, while still having tension and risk in the process
mum Enc. of .5 and can be as large as 100 Enc.

Nanonic

27 StrikeForce: 2136
The newest hard tech adopted is the Nanonic Interface. An able to humanity. Amazing pharmaceuticals like Haldern
extension of the VSIC standard; it’s much smaller engrav- and Flash, drugs which heal dermal damage and nervous
ing process has an extremely low power draw. Created on center damage in minutes compare to bionic limbs and
a nanometer or smaller scale; VSIC designs can be shrunk grown replacement organs to heal. There is nothing medical
to Nanonic size or new nanoTech designs can be created. science cannot repair on a human body, assuming they get
Nanonic designed tech size and power requirements allows to help in time. Death has even been beaten, many members
greater functionality as more chips can be mounted to do of the Combat and Corporate sectors have clones available.
other, complimentary, functions. A down side to Nanonic Activated after a death the resurrected suffer from a loss in
circuits is that they are not very serviceable in the field when abilities, but they are alive.
90
compared to VSIC Standard. Only a qualified tech with the
System
Support
right tools can work on Nanonic circuits. Technologies Built Advanced Technologies
on this spec have minimum Enc. of 1 and can grow as large Scanners and Psi Implants
as 3 Enc. Scanners are a powerful device used to gather information
Large Scale Technologies both for medical as well as other situations. These devices
Some technology works better when it is larger. The size can be tailored to use many different suites of natures
allows for devices greater power output, larger ares of effect, Forces. A scanner in the right hands can influence the world
damage, and effects. These devices also have better (or none around the user as well as gather tremendous amounts of
at all) safe guards and control. These devices have encum- information. An extension of the scanner technology are Psi
brances in excess of 8 to a maximum of 50. Implants, which are designed with the tech guild and help in-
crease the power and abilities of PsiTechs around the world.
BioTech
DNA and DNA Coding AI and Cybernetic companions
DNA/RNA based chemical coding is the new frontier of In 2108 AI Laws lifted the prohibition of AI programs with
technology. This biotech process uses Synthesized DNA to personality traits working with humans. This has lead to
activate or add new genetic abilities. It is also used to create the development of AI Partners who contribute to Strike-
chemical based Artificial intelligence. DNA Enhancements Force and Corporation of all types. Cybernetic Companions,
can improve a person or their equipment’s abilities. 5 types mechanical animal cyborgs no larger than 1.2 meters high,
of DNA gene enhancements are used today. The fewer abili- are also now a big contributor to the Combat, Corp and even
ties a Genetic Enhancement has the simpler the DNA used to civilian sectors.
add the abilities. The process to add a genetic structure to a Medical and Technical knowledge is growing at exponen-
target is also based on the complexity of the added DNA. A tial rates, as the System equations predicted. The Tech
simple Enhancement will add only one ability to a glove suit Guild has maintained the integrity of the discoveries for
or a person. An Overlapping Strand enhancement may add the Human race, and supporting the UN and IJC in its
eight. enforcement of the Technology Laws enacted by the UN.
Human DNA is also modifiable, but the chance for mutation
is greater and the mutation types more dangerous. In order Quantum Models, Perception, and Comms
for a human to retain their basic human form and humanity, Use of quantum law entanglement has allowed for a number
the UN/Tech Guild Medical Branch has devised the BIO Bloc of derivative technologies to enhance humanity at all levels
system. Any Enhancement, object or human, can be added to of society. Quantum Models (QModels) allow even a simple
this DNA based Bio Bloc. The Enhancement is then available shop keeper to predict, lower, and provide information that
to the Human as if it was in their DNA. The UN has recently can change ones actions or even their life. Quantum Percep-
released several DNA Enhancements for direct application to tion and Comms gear can provide a security environment
Normal Human DNA, these are limited as mutation is such a that pushes the envelope of cost and effectiveness. A Qmodel
high risk. with 24 to 50 spins per variable can power prediction soft-
ware, Perception and secure comms, albeit for a short time as
even the most stable Qmodel will break down over time.
Enzymes and Pharma Technology
Another DNA based enhancement is the Enzyme. These are Effectiveness
cheaper, adding powerful short-term abilities allowing a When technology is not directly controlled by a sentient
specific ability increase; for a limited amount of time. intelligence its Ability to do anything; attack defend or do its
DNA AI intelligence’s have the ability to reside in normal function when that function is opposed is determined by its
armor and activate armor functions using an RGN- 12 artifi- Technology Effectiveness (TEF). The TEF value is only used
cial nerve link. This linkage connects the electrical system of when tech is acting autonomously, not controlled.
the armor to the DNA system and allows the AI to work the Not all tech has a TEF, only tech that comes with the ability
systems. to act autonomously will have one to start. Non autonomous
tech can be Knifed to have a TEF for a short time.
Medical Technology Creating Autonomous Tech
Pharma to Cloning
Medical technology has enhanced the healing potential avail- Any tech without any autonomous functions has no TEF.

StrikeForce: 2136 28
Players can Knife such tech adding active Knifes to give the The Optical Learning Network of the Tech Guild has been
tech an autonomous function and a Base TEF of 10. around in various forms for 25 years, recently it have been
Additional Knifes can be used to increase the TEF. Autono- opened to the Split Economy Members. strike force members
mous Knifes last for a scene. The only way to make such and civilians who straddle the Corp and civilian sectors.
changes permanent is to spend growth on the tech to add a The OLN allows for short term learning of Main Skills, Sub- System
quirk. Skills, and Specialized Knowledge. The network is funded by Threat

Education Commendations, which people in the OLN system 25


Forces In Game are awarded by their employers, can be bought, or accrue
Most technology in conflict will have at least one force listed over time.
to be used when technology helps with a skillset. As long as Commendations are spent to “download” a specific skill,
the target does not have the same force to defend against the subskill, or SK. The learned information lasts for 24 hours
SkillSets use of a force, it gains the user an extra free influ- or the Scene they are needed for; GM call.
ence.
The Forces include: Physical Forces, Strong Nuclear
Forces, Weak Nuclear Forces, Electromagnetic Forces,
Gravity forces and Calon.

Technology Upkeep
During play items will be used, everything needs power,
ammo, and upkeep. When a play session ends each player
roll to see their tech needs replacing, recharge or mainte- System
nance, called upkeep. The type of tech sets the target for the Threat

Upkeep roll. 45
Making the Upkeep Roll
Players roll a d12, if the roll is below the target listed for the
Technology type. Players should roll for everything they
used in the session.
Nanonic(5)
VSIC (8)
Large Scale Tech (6)
DNA (2)
Quantum (3) 10
Medical Tech (7) System
Threat

Upkeep Costs
When an Upkeep roll indicates upkeep is required, the player
must spend currency or growth to pay for the upkeep. The
base cost is 10% of the items cost or 5 Currency whichever is

Playing Conflict
greater. 1 growth equals 10 Currency for upkeep costs.

Equipment Upkeep
Players at the end of a session roll for consumable like food,
water, arrows, writing supplies, magic components and
whatever else a character might run out of. The rarity of the
item determines the target and die rolled.
Common Item 8/d20
Uncommon Item 4 /d12
Rare Item 3 /d8
Exotic Items 2 /d6
Legendary Items 1/d4

Optical Learning
Network
The technologies of 2136, unified forces theory, second level
quantum laws, nanonic and DNA coding, and advanced
medical tech allow for changes to a human, or other biologic,
brain in hundreds of new ways.

29 StrikeForce: 2136
Character Growth of their Core Passions. The characters problem could be
Growth is used for improving skills or abilities, get new the enemies who don’t like the characters actions. Indiffer-
equipment and change the story of a character. ent characters can double their bonus growth, taking actions
Awarding Players Growth which benefit both sides. The GM has final say on what
Players gain growth for taking action and us- causes bonus growth.
ing influence to do awesome things at the table. Individual Growth
Base Growth Awards The more a player does at a table to play their characters
Awarded during Play role the more bonus growth they are awarded. Depending
Advance a minor plot point on their attitude towards their core, the actions they take to
90
The players actions resolve a mystery or advance the plot in gain individual growth are different.
System
a small way. Novice Characters (ALL)
Support
25 Growth Any character with starting influence lower than other
characters in the party gain bonus growth equal to the
Advance a major plot (Strength Bonus x10).
The players actions help or hinder a foils plans while ad- A strength mod of 20 would bonus anyone with less
vancing the plot in a major way. than 8 influence gains 200 bonus growth.
50 Growth
Believer/Supporters
Complete a Chapter These are awarded to players/characters as the session
Players completes several relates Major and Minor Plots. progresses. Believers and supporters must take actions that
Several chapters usually make up a book. drive the story by defending the passions and core.
Player Activates A Normal Passion
75 Growth
Player who chooses to act in defense of a normal passion.
50 Growth
Complete a Book Player Completes Normal Goal
The players actions help or hinder a foils plans while ad- Player completes a goal assigned to a Passion.
vancing the plot in a major way. 50 Growth
150 Growth
Player Activates a Core Passion
Accepting Failure Player acts in defense of their core passion.
The players manage to turn any number of major/epic 100 Growth
Player Completes Core Goal
failures to success.
Player completes a .
Minor: 10, Major:20 Epic: 50
100 Growth
Overcame a Random Encounter
Disillusioned/Betrayers
The players overcome an encounter that is separate from
These are awarded to players/characters as the session
the plot, but may give insight to the plot.
progresses. Disillusioned and betrayer characters must
20 Growth
take actions that drive the story; by trying to destroy the
passions and core of their character.
Overcame/Aid an NPC Player chooses to Betray a passion
In the course of the session the players actions aids an allied Player who chooses to betray a normal passion gains
NPC or overcomes an enemy NPC, and resolves a random 50 Growth
encounter. Player Completes Normal Goal
Growth Opponents (5), Adversary (10), Foil (20). Player completes a goal assigned to a Passion.
+10 Hard/Daunting +20 Insane/Epic 50 Growth
Player betrays Core passion
Used minimal violence Player aids or ignores a threat to their core passion.
Advance the story with minimal violence. 100 Growth
Player Completes Normal Goal
10 Growth Player completes a goal assigned to a Passion.
50 Growth
Overcame a complication Player Uses a Goal to Move Attitude Up
Complications slow down or stop the players progress, Player chooses to redeem their core belief to defend a pas-
overcoming them gains Growth. sion or core and advance the story.
10 Growth 100 Growth
Indifferent Burning Both Ends
Characters Core Passion may become indifferent. Allowing
a player the opportunity to play both sides. The Indifferent
player gets Bonus Growth for actions which benefit or harm

StrikeForce: 2136 30
OLN Commendations character. After you are done spending growth, the player
Commendations are an electronic tracking system for using refigures their Growth rank, based on their Spent Growth.
the OLN to use the learning network. The below table shows how much growth is required to go
Earning Commendations up 1 growth rank. A character at 1250 growth would be
Characters and NPC’s earn commendations in three ways; growth rank 5 (1250/250). When that character has more System

Buying them, Earning them from employers, or they accrue than 2500 growth it requires 500 growth to go up a rank. Threat

over time. Growth rank changes affects a characters Skill Depth, 25


• Buying commendations costs 1000 Crd for 25 Commenda- starting influence, how many spells they can have and
tions the cost of Innate and SK abilities.
• Earning commendations from a job a character can ask Spent Growth Spent Growth
for some of their pay to be converted at a set rate, directly Growth Rank Growth Rank
awarding them commendations
250 1 6000 17
• Members of the Split Economy, Micro and Reputation, ac-
crue commendations over time. In game terms characters 500 2 6500 18
gain (Awarded Growth/10) in additional commendations at 750 3 7000 19
the end of any session where growth is awarded. 1000 4 7500 20

1250 5 8500 21
Spending Commendations
Characters can spend commendations as long as they are able 1500 6 9500 22
to connect to the UNIWEB, have the needed commendations, 1750 7 10500 23
and spend an active action. System
Threat
Commendation Costs 2000 8 11500 24
Costs for each type of learning is different. Player must have 2250 9 12500 25 45
the commendations to access OLN, there is no debt or late
payment. 2500 10 13500 26
• Main Skills cost 50 per skill rank bought. a rank 10 Main 3000 11 14500 27
Skill would cost 100 Commendations
3500 12 15500 28
• SubSkills cost 25 x # of subskills the character has. Adding
a subskill when you have 3 means you would pay 100 Com- 4000 13 16500 29
mendations for that SubSkill. 4500 14 17500 30
• Specialized Knowledge abilities cost 50 x Growth Rank. To
5000 15 19500 31 10
OLN an SK at Growth Rank 10 would cost 500 Commenda-
tions. 5500 16 21500 32 System
Threat

Increasing Attributes
Learning Time and Durations
It takes 1 active action to activate the OLN and do the
The most costly of the choices, increasing an attribute can
download. Players make a successful roll against their INT
gain a character bonuses on challenge rolls.
attribute to learn the skill that phase. If they fail they must

Playing Conflict
Physical Training
spend a passive action next phase to roll again, to complete
Physical training requires no additional time or rolls, it
the learning.
assumed the character is working on the build prior to the
Once the character has learned the download, the user has
growth phase.
access to the knowledge for 24 hours or the end of the scene
Physical Training Attribute Costs:
or session.
• 50 Growth per +10 Intelligence
The GM has final say on the duration of the learned knowl-
• 20 Growth per +10 Prowess
edge in game.
• 10 Growth per +10 Endurance
• 15 Growth per 1 Emotion (Max 15)
Crashing the OLN
• 250 Growth Per + 10 Calon (Min 0)
Any attempt to Knife into the OLN and steal downloads
Partial buys are not allowed. Attributes Cost double
should be at least an Epic+50 Challenge with at least 2 Veils.
after each 10 beyond 30. So INT of 30 would cost 100 to
Pulling off such a Knife could make a Prog an Operator or a
hit 40 and 200 to hit 50.
Hood, depending on who they work for.
EM doubles one time
Spending Growth
Growth Rank
Changing Size
Increasing a characters size to large, huge or massive is re-
Growth is awarded after every session. Awarded growth is
lated to their size as a race. A Massive ogrun is not as big as
placed in the Bank until it is spent to upgrade a character in
a dragon or a Collossal, they are massive for an ogrun. Tak-
one of the ways listed below.
ing these traits is giving the GM a trait they can use to mess
Spent Growth reflects the all growth spent to improve the

31 StrikeForce: 2136
with the character. Whether it is situational mods or social 2 SubSkills to purchase Competent.
interactions, taking these bonuses without expecting some Cost = 25 Growth
blow back is a poor idea. Competent: You are skilled at this task, your knowledge
Size Costs needs to be refined. You have a 10 Rank, and need 3 SubSkills
Characters can increase their size by 1 type for 100 Growth, to purchase Gifted.
They must have a increased their END and PRS to a mini- Cost = 50 Growth
mum of 45 to spend the growth.
Player with END and PRS of 50 or more pay only 75 Gifted: You have an understanding that few have achieved,
Players with END and PRS of 55 or more Pay 50 yet you know there is level of skill that is still beyond your
90
Players with END and PRS of 60+ pay 25. ken. You have a 15 Rank, and need 5 SubSkills to purchase
System
Support
Upgrading size can upgrade a listed attribute one time. Low- Genius.
ering size means both attributes must be lowered each time. Cost = 75 Growth
Sizes: •Small (+5 ENC/ -10 PRS/END) •Normal (+10
ENC) •Large (+20 ENC/+10 END or PRS) •Huge(+30 Genius: You define this skill or knowledge, those with skill
ENC/+20 END or PRS) •Massive (+15 ENC/+30 END or below yours seek you out for your knowledge. You have
PRS) forgotten more about this than many know. You have a 20
Rank.
Refigure Calculated attributes Cost= 100 Growth
• Encumbrance: (PR + Size Bonus)
• Skill Depth: 2 Starting (+1 Per 3 Growth ranks Max: 5) SubSkill Costs
SubSkills have a single cost, regardless of the Main Skills CR.
The more SubSkills a main skill has the more expensive they
Growth Rank Skill Depth
become.
3 3 Cost = (10 x Sub skill #) Growth
6 4
9 5

• Influence: 5 +1 per 2 Growth Ranks over 5; Max 10


(Rank 15)
Growth Rank Influence
7 6
9 7
11 8
13 9
15 10
Apprenticeship
• Vitality: END +10 Players can spend 50 Growth and 200 GC for an apprentice
• Awareness (CON + Command +Perception) in Feet max roll for ONE skill, the primary in the SkillSet, using INT as
CON x 2. the Challenge attribute. The challenge starts at a Daunting
• CON: INT +10 Challenge EF. Each time a player pays the GC/Growth costs;
• INS: PRS - 20 lower the challenge type by 1.
• Calon = CON + (10 for every 10 Psi Main Skill Ranks) The final outcome of the SkillSet must be a success, mean-
75 Calon = 55 (CON) + 20 (3 Psi Main Skills @ 5,15,10) ing the character can increase the primary main skill or add
additional subskills to it.
Main Skill Growth Costs Failure means the growth and cash are lost, you learn 25
Spending growth on new skills or improving old skills is what growth for a major failure.. This is quick burst learning, that
will allow for easier target EF’s against the harder challenges. can be done in game, but it is costly.
Main Skill Increases
Untrained: You have a basic idea how to do this, but no real Characters who succeed can increase one main skill in the
knowledge . You start with a 0 Rank, and need 1 SubSkill to skillset by 5, to a maximum of 20.
purchase Student.
Cost = 0 Growth Adding new SubSkills
Characters add new subskill in one of the Main Skills in the
Student: You have a broad concept on how to do this, but SkillSet. Charactder with 4 or less subskills in a main can
your knowledge has huge holes. You have a 5 Rank, and need add one for every 10 EF over the Opposed. Characters with 5

StrikeForce: 2136 32
or more may add one for ever 25 EF over the opposed. Society Rank
Characters who meet the minimum of Subskills for the next Based on where the character came from this value repre-
skill rank, can buy it as normal. sents a Characters access to better worlds and options. To
Learning Marks increase this value one must announce the target Rank they
During play the GM can give players learning marks in a want to go to. They must pay the difference x 2 in growth. System
Skill, this means the challenge for that skill only has been Threat

lowered by 1. Learning marks are earned from roleplay spe- 25


cific to learning an obscure knowledge or one that is regulat-
ed so the character could not normally learn that knowledge.
Learning marks are also the only way for a sorcerer to learn
new spells.
Any apprenticeship rolls for a SkillSet in that specific Main Sacrifices
Skill is at the lower Challenge. An apprenticeship attempt Players can choose to sacrifice existing Skills, Innate Abilities,
can have no more than 3 skills with learning marks. Spells, Careers or Equipment in exchange for other changes
to their characters. This reflects a character not spending
Innate Abilities & SK’s time keeping up their skill or selling an item.
Skills for Attributes
• Character must have all preqs
Players may sacrifice Main Skill ranks or an entire main
• Character pays Growth Rank x 100 For SK’s
skill and its Sub Skills to increase any attribute. The cost to
• Character pays Growth Rank x 250 For Innates
increase the attribute is at +20 normal, the sacrifice must be
the full cost of the new attribute.
Learning Psi Patterns System
Each new spell a caster learns costs growth equal to its ar- Skills for Skills
Threat

cane cost x 10 to purchase. A Spell with an arcane cost of 30 Players may sacrifice Main Skill and its ranks to acquire a different Main 45
would cost 300 growth to learn. skill at 5 ranks less than the Sacrificed Main or 1 SubSkill per 5 ranks of
Characters can only learn a maximum of their (CON/10 the sacrificed Main.
Players can also sacrifice 2 SubSkills from any main skill for a new sub-
(round down)) + growth rank. Learning new spells is dif- skill under any main skill.
ficult and painful, and you can sacrifice one spell to learn
another. Casters can buy any spell, not limited spell rank or Innate or SK for Innate Abilities or SK
cost except by growth costs. Players may sacrifice an Innate or an SK to purchase an
Buying spells from lists not from one of a characters careers innate ability/SK without having the needed prereqs for the
cannot be done with growth, but legends speak of gifts from new ability. The cost to purchase the innate is at 1/2 normal
the gods, old temples and those who have transcended na- growth costs, 10
tures law before. System
Spell for Spell Threat

Players may sacrifice a Spell, striking it from their mind


Adding a Past event
at any time. They can then buy a normal spell at (normal
Players may spend 10 Growth to add an additional past event
growth +50).
or change an existing one.

Playing Conflict
Passions and Past Events Career for Career
The idea of linking passions and Past Events at 2:1 Players may sacrifice a Career and not complete it, buying
makes sure all characters have some hooks for the into as new one at normal costs -50. However they must add
GM to create stories around the characters founda- a Past Event indicating someone who was hurt or betrayed
tions. Adjust the ratio as needed to create interesting by their action.
characters. There is also no requirement that Past
Events and Passion be directly related, but it is nice Equipment for Equipment
that they have some indirect relationship if possible. Players may acquire a rare or unusual item, by sacrificing
common equipment and growth equal to double the GC cost
of the desired item, the GM determines the final mix of items
Adding a Relationship and growth required. None of the sacrificed items can be
Players may spend 50 Growth to add an additional relation- replaced for the session the sacrifice is made.
ship.
Autonomous Tech
Buying Equipment Growth
Characters can spend their growth to gain additional equip- Any technology that is considered to have an intellect or logic
ment or replace lost equipment. Equipment costs in gc to engine, meaning it has a TEF, gains growth at the end of a
growth are 1 growth to 50 GC, showing the time and effort session where it was used.
characters have to do to get items. Players can grow tech in many ways, demonstrating how in-
telligent and complex tech can diverge from its initial design

33 StrikeForce: 2136
as it is changed by its users and circumstances.
Spending Tech Growth
Tech growth can be spent in several ways, demonstrating
how it has been modified or self modified in the course of
use.
Buy Main and Subskills
Tech can be given specific Main skills with a rank that adds 5
EF to a SkillSet or Challenge EF. SubSkills can also be added
allowing the tech to do specific effects.
90
Each Main skill costs 1 growth, each rank costs 2 Growth.
System SubSkills cost 2 Per SubSkill. The maximum rank is set by
Support
the base TEF of the device. Every 20 TEF sets a max of 5
ranks. Tech with a 60 TEF could have 15 ranks and/or 3
subskills in a main skill

Increase TEF
Tech starts with a base TEF that autonomous skillsets are
built with. Spending 2 Growth will increase the Base EF by 5.
The maximum TEF of a tech is set by its Technology Type.

Buy Passions
Adding a Passion to any Intelligent or Logic driven (AI or
Logic chips only) tech gives it another option to use when
boosting the EF of a SkillSet or Challenge EF. Passions are
also used to guide behavior in scenes when it is not con-
trolled. It costs 5 Growth to add a passion to tech.

Buy a Quirk
Quirks are a special trait just for tech, used when the Knife
might act without control. Whenever a Knife is not con-
trolled and it is determined it should act, whoever controls it
MUST act in ways that accounts for the Knifes quirks. Any
action a Knife takes without control cannot violate a quirk
or passion. Quirks cost 3 growth. Quirks can also be Innate
abilities that the tech can access, but that increases the cost to
5 Growth.

Buy Influence
Tech with a TEF or more may spend 20 growth to gain 1
influence. Influence can be used for actions the Tech takes,
the techs control cannot use tech influence for their actions
or effects. All normal influence rules apply to its use and
replenishment.

StrikeForce: 2136 34
Major Political Entities ultimate goal is to use successful military action to improve
the Corps public image. Attacks on major investments like,
Corporations, Guilds, and Nations
After the United Nations, the three major entity types are Economic targets where a Corp has heavily invested are a
Corporations, Nations, and Guilds. The UN uses their power threat to a Corps income and stability. Attacks like these can
to keep society stable and guided by the system, the UN does directly effect a corporations bottom line, something a Corp System

not have absolute control. will do anything to protect. Threat

The end of the conflict in 2008 and the Secret War in 2034 Corps must constantly balance their image versus the eco- 25
cemented the corporations basis of power. In response the nomics of 2136, leading to more and more ruthless corpo-
first guilds, the Technology Guild and the Sea Lords ap- rate cultures. Many corps, both for or against the System,
peared, followed by the Black Markets and the Smugglers. employ corporate executives who are dedicated to themselves
The Guilds use their power to check the Corporations. By first and only. Employed by a Corp for a specific skill, these
2075, Nations had stabilized; turning their attentions to executives got their jobs because they know how to deliver
gaining global power and influence over Guilds and Corpora- results and investors to the Corp. This new class of merce-
tions. Seeing the growing power of the Nations as a direct nary executive knows how to navigate the dangerous waters
threat to Corporate power sparked the Corporate Wars. The of corporate politics. This growing class ruthlessness has
Planning groups turned this tension into a productive drive, seen executives use corporate SF to end the aspirations of
growing bothe the Corporate and Civilian Sectors. The Plan- other executives, sometimes with deadly results.
ning Groups use the System equations to use the continuous
fighting between the three major entities, to further improve
and grow the Phoenix Society. Out of control violence would
The Society of the System
The Cities
have a disastrous effect on the System and the UN goals. System
The UN has created a future based on conflict and struggle. Threat
The UN has created an investment to production cycle that
To moake this more feasible keeping the major populations
makes all the major entities dependent on each other. The 45
centralized and defendable is critical. In 2080 the UN com-
production of goods takes place in huge factory complexes
missioned the Tech Guild to designed a new type of human
(FACOMS) in nation controlled E-Zones. These FACOMs are
city, while refining the design of existing ones.
staffed by hundreds or thousands of civilian workers from
The newly design Arcology cities, London being the first
all around the world. These workers, hired for 6 months on
completed in 2104, are technological marvels. Their exten-
and 6 months off, are sometimes hundreds of miles from the
sive defensive grids, self sufficient gravelectric power grids,
cities they call home. Workers are generally well taken care
centralized transport systems connecting the multiple levels,
of , even if they are not paid excessively well.
and extensive internal support facilities make them the pin-
Attacks on FACOMS can cause distribution or research issues
nacle of humanities urban construction. 5 of the Cities have 10
for Corps. Many invest in their own security to protect their
been completed, 8 more are at various stages of being built.
investments. System
The splendor of a Nations cities have become a direct reflec- Threat
Below is a short description of the 3 major entities.
tion on their global status. The UN uses the GPPI system to
push reluctant Nations into building arcologies; replacing
The Attitudes of Corporations
existing cities.
Corporations in 2136 are driven by one of 3 motivations;

The World of 2136


Nations who do commit to build these massive arcologies
do anything to make a profit, do anything to gain power,
push hard on the design, making it a reflection of their
or do what’s best for the future. The UN and the Mastrin
society. This helps show their independence from the UN
Underwriters alliance have curtailed the use of investment
and its heavy hand. The resulting arcologies tend to follow
products, such as stocks and financial markets. This gives
the broad designs of the Tech Guild while still reflecting the
the UN more direct control of the global economy. External
different styles of the Nations and their needs.
investments in corporations can be very valuable and is cru-
There are now 3 major city designs; Maze, Platform, and
cial for any Corps survival. Each corporation has to find the
Domed (arcology Type 13). Nations control all administra-
critical balance of economic interests versus Military Adven-
tion, use of space, and security in their cities.
turism, to maintain its cash flow. The constantly changing
economic environment effects all corps and nations; use of
military force can make a hostile environment, more friendly
increasing investment. Military force has its down sides as
well; too many attacks will cause retaliations which can cost
a company profit and investment. Often a single action,
economic or military, can change a corporations public image
and economic standing resulting in the loss or increase of in-
vestment. Corporate Wars between Corporations or Nations
start when one or both get desperate enough to risk it; even
if the System discourages such conflicts.
Corporations use StrikeForces, either directly employed or
freelance, to defend their assets and attack competitors. The

35 StrikeForce: 2136
with massive city support Pylons; which rise floor to ciel-
ing and are 100m around. Made of a super dense synthetic
material these pylons support the upper city. Over the years,
as people drifted down into the SubLevels, these pylons have
been modified by construction firms. A booming industry
building apartments, shops, hotels and bars on the outer
casings of the massive pylons was born in a matter of days.
The pylons still support the upper levels, as all construction
is limited to the outer edges; the pylon material is to dense
90
to safely excavate into; attempting to blast one is ridiculous;
System
Support
pylon would have an integrity of 50 or more.
SubLevel layouts
Sublevels are laid out in a series of concentric circles. In the
center is the Central Elevator core that leads to the upper
levels, houses the main electronics shaft, and security access
Arcology Type 13 City Levels
tubes into the SubLevels. closer to the central shaft is zone
An arcology is a blinding monument to humanities techno-
Zone 1 moving out to Zone 4. Main zones are further sub
logical growth and the future. Each Domed City or Arcology
divided into 4 sub-zones. The higher the subzone the farther
is divided into 8 main city levels. This is a direct reflection of
from the center; and the darker it is.
the power of the various sectors in 2136, a visible indication
A Zone 4 sub zone 4 location would be in the upper right
of societies stratification
farthest from the elevators. While not detailed this coordi-
Arcology cities levels are stacked, each level reflecting the
nate system makes it possible to get close to a location in the
affluence of the people that reside there. City Level 1 hous-
SubLevels.
ing is the most exclusive and artistic, while Level 8 is clean,
The Sublevels are filthy areas littered in paper, damaged
very cookie cutter (the details are missed) some areas are
equipment, and even dead bodies. The darker and farther
even dingy. The Sub Levels house the disenfranchised and
out in the SubLevel the worse it gets.
criminals.
City services are non existent here; the population consists
Skyscraper Buildings will span multiple levels in an arcology;
of squatters and the lost of one sort or another. Poverty
the city level where the building ends showing the amount
and crime are rampant on all the Sublevels, only the level of
of power its owners have. A Sky Scraper that starts in level
violence differs by levels. Police avoid the areas unless there
eight, and ends in level 1 indicates the owners massive re-
is a major battle or enough residents call in (a cause of long
sources and power.
Police and Security police response times). The SubLevels are not for the faint of
Police response in any of the upper levels is usually fast, fig- heart, one act of weakness can get you killed here.
ure 20 seconds x level (so a level 5 response is usually about 2
SubLevel Society
minutes). The Police are very protective of city civilians and
The Sublevels are full of regular people trying to survive or
they will stop, using whatever force is necessary, any Strike-
get a head or who just don’t want to work for the Corps (free
Force who is perceived to be threatening civilians.
Spirits), good folk trying to create something better, if the evil
Security in city is run by Vanders AI and is always one of the
around them does not get them first.
most difficult to crash, regardl;ess of the city. SkyScraper
Many gangs and other criminals inhabit the Sublevels; some
building generally have security related to the status of the
violent, some slick, all out to profit at some others expense.
Corp or organization who controls it.
Many children fall into a criminal way at an early age living a
A City Level 7 building could have an Internal Defense Zone
lifestyle of crime and graft.
(IDZ) of at least a 1 or 2, while a Level 1 SkuScraper might
have an IDZ of 8 or higher. SubLevels 1 and 2
The people in these Subs are the recently lost or less cor-
Sub levels rupted. Many here are simply good folk trying to find a way
All arcologies are built on top of 4 support levels; designed to to make a decent living. Good folk tend to band together
hold up and reinforce the massive levels above. These areas creating strong communities; working together to keep the
were coopted by criminals and those who fell on hard times bad elements away. Criminals, organized or not, are out to
in the first months after London took on population and take whatever they can from the good folk. Their methods
every other arcology experienced the same. are usually brutal and violent.
Now called the Sublevels their position directly below the Workers come to the sublevels spending their earnings from
main city and City Services sections leaves them in dark- their last work stint at a FACOM or other E-Zone job.
ness with no direct access to the outside world. The dark is The people, criminals and good folk alike, give StrikeForce
broken up by vast grids of LED and natures Forces lighting members great respect. The criminals are still happy to try
(which provide true sunlight in some areas) the only light for and get one over on anyone they can, even a SF member.
the limited populations of the SubLevels. People tend to wear armor, anything they can get their hands
Sublevels all have a 15m Ceiling to floor height and are filled on, down here. even the workers who are just there drinking.

StrikeForce: 2136 36
guages Spoken: Anglo, Corp Speak,
MAC Techno

Free Mericans – A smaller country of dedi-


cated and down to earth people whose motto System
is don’t tread On Me. Languages Spoken: Threat

Anglo, MAC Techno, Sea Lords Speak 25

Republic of Texas – Texas is a small country


with a huge amount of heart. The history
of Texas is legendary from its fighting of the
Mexican empire in the ancient 1800’s to the
expansion of it borders in the Bastin Raids
against the WAC in 2101, Texas takes no guff
from anyone. Languages Spoken: Anglo,
Corp Speak, MAC Techno

Central Ameracan Peninsula


The Empire of the Aztecs – The focus
of the Aztecs, since the nation was created
by Timmonds Fuel, is to create a society of
System
SubLevels 3 and 4 unstoppable warriors that the UN will use to Threat
These vile cesspools have pockets of good folks trying to model future human armies against. Languages Spoken:
make a living, but few survive for more than a few months. 45
Corp Speak, MAC Techno, Euro
Those outer pylon areas that have been built out by con- Central Ameracina Republic – A Thriving culture of old
struction companies have few tenants or customers. The Central Ameracan values, these people are known as the
real estate is empty; used by gangs, organized crime, or “Smile of Humanity”. They have a functioning Democracy,
System enties (corps, nations, and Guilds) doing work they where the welfare of their people is the primary concern
want kept secret. The bars and other entertainment venues of the government. Languages Spoken: Anglo, Corp
do very well, as long as the entertainment is vile and sick Speak, MAC Techno
enough for the patrons. There are rumors of gang hunts of
upper level civilians who missed a payment or two. Only Europe 10
the most desperate or tragic from visit these areas. Strike- New British Empire -- Not since the Legends of Rome and
Forces are respected based on their strength, the first hint of Charlemange has Europe been so united and together as a System
Threat
weakness makes them targets. SubLevels 3 and 4 have one people. The empire is a major power in both science and
redeeming fact for a StrikeForce; they pay well and don’t ask Military skill. Languages Spoken: Anglo, Corp Speak,
questions when it comes to salvage. MAC Techno, Euro

The World of 2136


The Characters Role in 2136 Monarchy of Finland -- The Monarchy of Finland is
Characters are in the middle of a struggle between differ- respected for its technology and StrikeForces. It is also de-
ent agendas. Conspiracies abound; some small, some world tested by many for their short sighted and uncaring methods,
changing. Choosing a side in these attempts to control or results are what matter. Languages Spoken: Russian,
evade the System, determines characters belifes and could Corp Speak, MAC Techno, Techno
change how they influence the story. Some thrive on being a
pawn, some rebel, and others just die because they are sim- Top Tier Corps
ply not strong enough. Players choices should write a deep All Corps Speak Corp Speak and languages native to the Na-
and compelling story for their character in StrikeForce. Who tions their HQ’s reside.
you are and what the System will is forcing you to become System Supporting Corps
may well be two different visions. How you deal with this AvCorp
may be enough for the System to make an example of you or Created during the Secret War, Avcorp is the most powerful
reward you in unexpected ways. Role play and find out. Corp in the world. Their hands are in everything and they
will do whatever it takes to stay in charge and support the
Nations & Corps System.
Nations
North Ameracan Continent Encom Vanders Labs (EV Labs)
Western Ameracan Confederation (WAC) – One of the A Medical/BioTech corp in Free Merica, EV labs is a major
largest national structures in the world today. The WAC is driver of UN policy, however they are known to stand up to
one of the largest providers of GPP in the world today. The the ESC and AvCorp when the risk is worth it.
WAC has serious issues with AvCorp and the ESC. Lan-

37 StrikeForce: 2136
Krosensky Electronics
Founded at the end of the Secret War, this weapons and
electronics firm is known as one of the most ruthless Corps
around. The CEO has pitted his 3 children against each
other; causing massive destruction as they use the company
to prove who is the most deserving to be CEO. Krosensky
uses the UN for their own interests and profit.

System Indifferent Corps


90
Wagnaer Androsyne Technologies
System
Support
Another Corp that fought in the Secret War, this massive
electronics firm is diversifying into other industries. While
they work closely with the UN on many projects; their inter-
ests are their focus.

System Fighting Corps


Jensen Dega Arms (JDA)
A weapons firm based in brazil, they are now branching out
to computers and electronics. Founded by 2 ex StrikeForce
members; JDA has many secret investors and technology.
They are in the game for one reason: Stop the System and
take AvCorps place.

Tyrex Industries.
The first Corp to ever be attacked by a PSi StrikeForce, Tyrex
lost one of the StrikeForce Immortals members, who died
stopping the theft of critical technology by Vulcron Scanners.
Tyrex has since become a primary creator/producer of Psi
Defenses for Defense Zones and StrikeForces.

StrikeForce: 2136 38
Attack Types
Roll High Energy Blast Kinetic Piercing Slash

Shpck Criticals
Heat Staggers Targets Force knocks target to Scratches the flesh.
Numbing Hit drop everything Nicks ‘ya Fatigue 1,
3 next action must be a knees and Concentration Concentration Loss,
in hands, Fatigue 3 Concentration Loss.
passive move backwards. Loss Fatigue 1

Overwhelmed senses
Shock overcomes you. Cut
Blinding Blast. Concen- and bloody Fatigue
Grazing Strike Concentra-
4 Fatigue 1, 1,
tration loss, tion Loss, Concentration Loss,
• Concentration Loss • Concentration Loss.

Slashing Hit, seeping


Piercing fragments. Roll Battering Impact Fatigue 1 Minor bleeding Stress
Scaring Blast. Wounds bloody. Concentration
5 Crit again and take a Fall to knees. Concentra- 1 and Concentration
are now burn damage. Loss,
Piercing Shock Crit. tion Loss Loss.
• Fatigue 1.

Slashing wound over-


Armor Damage. Fatigue Overpressure disrupts Blood loss. Fall to whelms defenses.
2, Bloody Hit Concentration
6 senses. Fatigue 1, knees, • Stress 1,
• Armor Looses breach Loss and Fall to knees
next attack • Concentration Loss • Fatigue 1. • Concentration Loss,
• Fatigue 1.

Spun Around. Charac- Bruising Puncture


Hit Shocks target. Fall
ter facing changes 180 spun around 180, Strong Hit stresses
Searing heat blast. Tar- prone.
7 degrees. • Passive movement ligaments, Fatigue 1,
get takes Stress 1, • Fatigue 1,
• Concentration Loss, for rest of phase. Concentration Loss.
• Fatigue 2. • Drop everything in hands.
• Fatigue 1.

Overwhelming heat blast. Bowled Over. Knocked


Multiple cuts, slipping
Target knocked prone, back 5 meters and Painful Strike, Fall Prone Steady bleeder Stress
on the blood. Stress 1,
8 takes prone. • Fatigue 1. 1
• Fatigue
• Fatigue 1 • Fatigue 2, • Concentration Loss. • Fatigue 2.
• Concentration Loss.
• Concentration Loss. • Concentration Loss.
Blast debris overwhelms
Heat wash Target target. Drop everything Waves of Pain. Drop Distracting Puncture
Nerve strike, fall prone
knocked back 5 meters, in hands, fall prone, take everything in hands, Con- Concentration Loss,
9 • Concentration Loss,
falls to knees, fatigue 2, 1 wound. Concentration centration Loss, Fatigue 1, • Stress 1
• Fatigue 2.
Concentration Loss. Loss. Roll crit again and Stress 1. • Fatigue 2.
take a second Blast crit.
Fearsome Heat. Wounds Crushing Blast, Fall Deep Slash strains
are burns, target is prone, drop everything in Core Rocked, Fall Prone, Hits the Bone, Stress muscle and nerves.
10 knocked prone hands, • Concentration Loss, 2, Fall prone,
• Fatigue 2 • Concentration Loss, • Fatigue 2. • Concentration Loss. • Fatigue 1
• Concentration Loss • Fatigue 1 • Stress 1, • Concentration Loss.
Through and through
Nervous Shakes. Drop
Horrific Burns, wounds Bleeder. Concentration Deep slash spins you
Blast Wrenches body, everything in hands, fall
are burns, Concentration Loss • Fatigue 2, around. Fall prone.
11 Concentration Loss, prone,
Loss • Fall Prone • Fatigue 2
• Fatigue 2. • Concentration Loss
• Fatigue 2 • Stress 2 • Attacker complica- • Concentration Loss.
• Stress 1.
tion.
Slashing attack causes
Overpowering Flames Blast trauma, Stress 3, Jarring blast. Attacker get Major Bleeder, Fall deep bleeder. Fall
target prone. Wounds are • Concentration Loss. a complication against the prone, prone,
12 burns, • Drop everything in target. • Concentration Loss • Attacker gains a com-
• Fatigue 2, hands, • Concentration Loss • Fatigue 3. plication, • Stress 3
• Concentration Loss. • Fatigue 5. • Fatigue 2. • Concentration Loss.
Attack Types
Roll High Energy Blast Kinetic Piercing Slash

Torso Criticals
Puncture to the shoul-
Crushing blow, Fall prone,
Heat blast to chest. Fall to der, Cannot use defense Slice to the muscle.
3 • stress 1 Bloody shot, +1 Wound,
knees, +1 wounds Skill or SubSkills this Fatigue 2.
• + 1 wounds
phase.

Blast smashes lungs, cannot Minor puncture, +1 Slash to chest and


Stunning Blast, Fatigue 1, Grazing Strike nicks
breathe. Fall to knees, +1 Wound, • Concentration abdomen, +1 wound,
4 • Concentration Loss sternum. • Concentration
wounds, • Concentration Loss Loss • Fatigue 1, • Fatigue 1
• +1 Wounds. Loss • Bone Critical 1.
• Stress 1. • Stress 1. • Concentration Loss.
Powerful Impact, Fall to Slash causes ma-
Penetrating Blast. Take Shrapnel embeds in torso. +2 Deep strike, Fall to
knees, jor blood loss. Fall to
Burn Damage, Fatigue 1 wounds knees,
5 • Concentration Loss Knees • +1 wounds
• Concentration Loss • Stress 1 • +1 Wound • Fatigue 1,
• +1 Wounds • Concentration Loss
• +1 Wounds. • Organ Critical 1. • Concentration Loss
• Bone Critical 1. • Fatigue 2.
Torso blasted for Chest Punctures Artery and
Deep painful wound.
wound. Burn dam- Blast pressure shatters bones Major Hit to side, +1 Muscle. Fall to knees,
+2 Wounds
age, Fatigue 1, Stress 1, and organs. +2 wounds, Wound, Organ Critical • Passive movement
6 • Fatigue 2 • Stress 1,
Concentration Loss, Drop Concentration Loss, Fatigue 1, Concentration Loss, only next phase
• Concentration Loss.
everything in hands, +2 2, Fatigue 1. Fatigue 2, Fall to knees • Concentration Loss
• Fall to knees.
Wounds. • Stress 1.
Hit Shatters vertebrae Puncture Causes in-
Heat Boils Skin and or- Blast breaks bones and or- Skilful strike to center of
and shocks nerves. Fall ternal Bleeding, Fall to
gans. Wounds are burns, gans. Target is prone torso, +2 wounds
prone. • +1 Wound knees, +2 wounds
7 Organ Critical 1 • +2 wounds • Organ Critical 2 • Organ Critical 2
• Spine Critical 2 • Organ Critical 1
• Concentration Loss • Stress 1 • Concentration Loss
• Concentration Loss • Fatigue 2
• Stress 2 • +1 Wound. • Fatigue 2. • Fatigue 1.
• Fatigue 1. • Concentration Loss.
Multiple deep cuts into
Blast throws target back 5 Multiple penetrations, Hit nicks the heart,
Heat sears and strips skin, torso, Shatters ribs and
meters and prone. very painful, Fall Prone, Organ Critical 1
fall prone • Fatigue 2 organs. +1 wounds
8 • +2 Burn Wounds, • Concen- • Organ Critical 2 • Fatigue 2 • Stress 2
• Stress 2 • +1 Wound • Organ Critical 2
tration Loss • • +2 wounds • Concen- • Concentration Loss
• Organ Critical 2. • Fatigue 2
Fatigue 2 tration Loss • Fatigue 2. • Fall to knees.
• Concentration Loss.
Major Burns through to Multiple Penetrations,
Shrapnel penetrates multiple Puncture causes major Slash causes shock
Spine. Wounds are burns, Trauma to chest and
areas. Fall to knees, +3 blood loss, +2 Wounds, trauma, fall prone • +2
Concentration Loss, +3 abdomen. +2 Wounds,
9 wounds, Organ Critical 2, Organ Critical 2, Con- wound • Organ Critical 1
wounds, Organ Critical Organ Critical 2. Con-
Concentration Loss, Stress 2, centration Loss, Fatigue • Concentration Loss
3, fall prone, Stress 3. centration Loss, Stress 2.
Fatigue 1. 2, • Stress 2 • Fatigue 2.
Fatigue 3. Fatigue 3.
Rib cage and organs crushed, Multiple penetrations, Hit Shatters ribs and
Deep tissue burns, fall Perfect strike between
+3 wounds major Spine damage. Fall nicks the spine. Bone
prone, burn wounds ribs. +2 Wounds
• Organ Critical 3 • Concen- Prone • +3 Wounds, Critical 1
10 • Stress 3 • Organ Critical 2
tration Loss • Fatigue 3 • Spine Critical 2 • Stress 3 • concentra-
• Fatigue 4 • Fatigue 2
• Fall prone, drop everything • Concentration Loss tion Loss, • Attacker
• Organ Critical 3. • Concentration Loss.
in hands. • Fatigue 3. gets a complication.
Major damage from at- Deep slash knocks
4th degree burns, wounds Blast crushed body cavity, +3 Lower abdomen hit,
tack. Drop everything in target down and lots
are burns, fall prone • +3 wounds • Bone Critical 2 internal infection. +3
hands, fall prone of blood. +3 wounds •
11 wounds • Organ Critical 3 • Organ Critical 3 wounds • Organ Critical
• +3 Wounds • Organ Organ Critical 3 • fall
• Concentration Loss, • Concentration Loss 3 • Concentration Loss,
Critical 3 • Concentration prone • Fatigue 3
• Stress 3 • Fatigue 2, • Fatigue 3. • Fatigue 3 • Fall Prone.
Loss • Fatigue 3. • Concentration Loss.
Jarring blast. At-
Burns destroy torso, Spinal Shock and Major tissue Slashing splice spine
Blast trauma, Complete organ tacker get a complication
damage and organ failure. Damage, Target dies in and lungs. Target
12 failure, Target slumps to one against the target.
Bad day gets worse. Dead 1 phase, but can take gurgles and falls dead.
side and dies. • Concentration Loss,
and gone. actions, very painfully. Very pretty.
• Fatigue 6 • Stress 4.
Attack Types
Roll High Energy Blast Kinetic Piercing Slash
Numbing Hit drop ev-

Limb Criticals
Hot Smash burns limb, Blast creates minor hair erything in hands, take 1 Wheezing puncture. +1
3 Bloody Slash, +1 Wound
Burn Damage, line fractures. Stress 1 passive movement back- Wound. • Stress 1
wards to the side.

Hard effective blast, +1 Overwhelming Pain. Bruising puncture and Distracting hit,drop ev-
wound. Drop everything Target screams and Grazing Strike Concen- blood loss. +1 wound, erything in hands,
4
in hands or fall if leg hit, drops prone • Concentra- tration Loss, • Stress 1 • +1 Wound
• Concentration Loss tion Loss • Stress 1 • Concentration Loss. • Concentration Loss.

Fragments shatter bones Slash to limb knocks you


Deep Puncture to
Blast and heat jam joint. and ligaments. Bone Battering Impact Fall to off balance, +1 Wound.
muscle. Organ Critical 1 •
5 Bone Critical 1 • Concen- Critical 1 • Stress 1 knees. • Fatigue 1 • Stress 1
+2 Wounds. • Stress 3
tration Loss • Fatigue 1. • Concentration Loss • Concentration Loss • Fatigue 2
• Concentration Loss.
• Fatigue 3. • Concentration Loss.
Armor fuses to limb Blast breaks arm/leg Agonizing puncture to
Shot shatters limb and Awesome strike targets
causes searing pain Move target back 5 joint. Legs fall Prone,
causes nerve spasms. limbs spray blood and
when used. +3 wounds, meters Fall to knees, • Arms drop everything in
6 Drop everything in hands, bone. Bone Critical 1
• Fatigue 2 • Concentra- +1 Wound • Bone Critical hands • +2 Wounds
• Stress 1 • Concentration • +2 Wounds
tion Loss • Bone Critical 1 • Stress 1 • Concentra- • Bone Critical 1 • Stress
Loss • Fatigue 3 • Concentration Loss
2. tion Loss 3 • Concentration Loss.
Blast causes burn dam- Strike flays skin off limb
Blast to limb wrecks skin Smash rips skin and Deep biting cut, bone
age and breaks limb. and bone. Fall to knees,
and cartilage. Wounds bone. +2 Wounds chips and stress frac-
Fall prone. +1 Wound +2 Wounds
7 are burns, +2 wounds • Organ Critical 1 tures. +2 Wounds
• Bone Critical 1 • Organ Critical 1
• Organ Critical 1 • Fatigue 1 • Bone Critical 1 • Stress
• Concentration Loss • Fatigue 1
• Fatigue 2, • Concentration Loss 2 • Concentration Loss
• Fatigue 1. • Concentration Loss.
Precise blast shatters
Crippling slash, quite
hand or foot. Target Foot/Hand Shatters, fall Gruesome puncture,
Bowled Over. Knocked messy. Fall to knees, +1
knocked prone if foot, to knees, +2 Wounds. through limb.+2 Wounds.
back 5 meters and Wounds.
8 drop everything if hand, • Bone Critical 2 • Bone Critical 2
prone. • Fatigue 3 • Bone Critical 2
+2 wounds • Organ Criti- • Fatigue 2 • Fatigue 2
• Concentration Loss. • Fatigue 4
cal 1 • Fatigue 1 • Concentration Loss • Concentration Loss.
• Concentration Loss
• Concentration Loss.
Debris Blast overwhelms
Heat wash Target Sickening crunch as limb Puncture goes up and Slash pulverizes limb
target. Drop everything
knocked back 5 meters, breaks in multiple places. through muscle of the joint.+2 Wounds
in hands, fall prone.
9 falls to knees, +1 Burn Fall Prone +3 Wounds. limb.+3 wounds. • Organ • Bone Critical 2
• +1 wound • Concentra-
Wounds. • Fatigue 3 • Bone Critical 3 • Stress Critical 1 • Fatigue 2 • Fatigue 2
tion Loss • Roll crit again
• Concentration Loss. 2 • Concentration Loss. • Concentration Loss. • Concentration Loss.
take a second Blast crit.
Gruesome Cut the length
Heat strips flesh and Limb shattered and un- Punctures major artery.
Crushing Blast, Concen- of the limb, Bloody and
shatters bone. Wounds usable. • +1 Wounds Fall prone. • Attacker
tration Loss, Stress 3. destructive +1 Wound,
10 are burns, +2 Wounds. • Bone Critical 3 • Fa- gets a free Complication
• fall prone • drop every- • +2 Wounds • Fatigue 3 • Bone Critical 2 • Fa-
• Bone critical 2 • Fatigue tigue 3 • Concentration
thing in hand • Fatigue 3. • Concentration Loss. tigue 2 • Concentration
2 • Concentration Loss Loss.
Loss.
Horrific heat melds joint
Puncture paralyses limb Slash mangles limb and
into one piece, wounds Lower part of limb
Wrenched body Fatigue for 2 phases. • Attacker major joint. +1 Wounds.
are burns, +1 wound. mangled and useless. +1
11 3. • Concentration Loss gets a complication • Bone Critical 3
• Fatigue 3 • Concentra- Wound • Bone Critical 2
• Stress 3. • +2 Wounds • Fatigue 3 • Fatigue 3
tion Loss • Limb is use- • Fatigue 3.
• Concentration Loss • Concentration Loss.
less and Bone Critical 5
Jarring blast, limb sepa-
Limb is charred and be- Major puncture shatters Limb ripped from body,
rated from joint, falls to
yond repair • +2 wounds Blast trauma, Stress 8. makes limb a bloody shocking blow. Fall
the ground. +1 Wound.
12 • Fatigue 4 • Fatigue 5 • drop every- mess. • Limb is de- prone, +1 Wounds.
• Bone Critical 3
• Limb is destroyed, must thing in hands, stroyed, fall prone • +2 • Bone critical 1
• Concentration Loss
be replaced. Wounds • Fatigue 6 • Fatigue 6.
• Fatigue 3
Attack Types
Roll High Energy Blast Kinetic Piercing Slash
Dazzling hit, Burn dam- Concussion. No Percep-

Head Criticals
Powerful hit to head. No Slash to head causes a
age, No Perception Skills tion Skills for 2 SkillSets. Puncture through cheek,
3 Perception skills in next bleeder. +1 wound.
in next SkillSet. • Stress 1 bloody. +1 Wounds,
SkillSet. • Stress 1 • Concentration Loss.
• Stress 1 • Concentration Loss

Flaming hair and skin is Massive Concussion. Fall Staggered and Shocked
Puncture rips skin and Slash across nose blinds
painful. Drop to knees, to Knees, +1 Wound. by the hit, +1 Wound,
chips bone. Bone Critical target for 2 phases.
4 Burn Damage, +1 Wound. • Burn Damage • Passive move next
1. • +1 Wound • Stress 1 • +1 Wound • Stress 2
• Stress 1 • Stress 2 phase only. • Stress 2
• Concentration Loss • Concentration Loss
• Concentration Loss • Concentration Loss. • Concentration Loss.
Heat frazzles brain and Stunning Blow to head, Slash unbalances target
Piercing the neck and
senses. No Perception Drop Everything in Concussion and Blood and leaves a bloody cut.
damage spine. Bone
Skills next SkillSet, hands. • Fall prone loss. Fall to knees Make a hard Prowess
5 Critical 1. • +2 Wounds
• +1 Wound • Stress 1 (backwards) • Organ • +2 Wounds • Stress 1 SkillSet or fall prone.
• Fall to knees • Stress 1
• Organ Critical 1 Critical 1 • Stress 1 • Concentration Loss. • +1 Wounds • Stress 1
• Concentration Loss.
• Concentration Loss. • Concentration Loss. • Concentration Loss
Heat blast fries face and Shot snaps head back, Attack damages eyes
Deep cut on forehead
neck. No active actions Ringing Blow target whiplash.+1 Wounds Fall and skull. 1 Organ and
chips bone. Bone Critical
this phase. • Burn Dam- stumbles. To Knees • Change fac- Bone Critical
6 • +2 Wounds
age, +2 Wounds. • +1 Wounds •Stress 2 ing 180 degrees • +2 wounds.
• Stress 2
• Stress 2 • Concentration Loss. • Fatigue 2 • Stress 3
• Concentration Loss.
• Concentration Loss. • Concentration Loss. • Concentration Loss.
Disfiguring blow blasts
Targets head is a bloody Through the eye socket Slash across throat leave
foe. Player Drops ev-
Blinding attack to the dripping mess. Fall into the brain. Organ its bloody mark fall to
erything in hands, falls
7 face. Organ Critical 1 prone, 1 Organ Critical Critical 1 & Brain Damage knees • +2 Wounds
prone, • Burn damage, • +3 wounds • Fatigue 2
• +2 Wounds • Fatigue 1. • +2 wounds • Bone Critical • Fatigue
+2 Wounds • Fatigue 1 Concentration Loss. • Fall prone 3 • Concentration Loss.
• Concentration Loss.
Half of face is a grue- Massive head Trauma. Damages sinuses and
Slash destroys face and
some death mask. Organ Direct blast to frontal Brain damage, Organ brain when it cracks
bone. Fall prone, Bone
8 Critical 3 • +3 Wounds lobe. Fall prone • Brain Critical 1 • +3 Wounds the frontal lobe.• Brain
Critical 2, • +3 Wounds
Burn Damage • Fatigue damage. • +2 Wounds. • Fall Prone • Concentra- Damage • +3 Wounds fall
• Fatigue 4.
2. tion Loss prone.
Blasted, Bloody and Bloody shot to head and Brain is skewered in a
Attack exposes bone and Slash from throat to eye
Damaged. Fall prone, a Concussion fall prone bloody hit.
charred flesh. Fall prone. socket. Fall prone • No
9 • Brain Damage • +3 • Brain Damage • Brain Damage
• +3 Wounds • Fatigue 3 movement for 2 phases
Wounds Burn Damage • +3 Wounds • +3 Wounds • Fatigue 3
• Brain Damage . • Organ Critical 2.
• Stress 2. • Fatigue 5 • Fall Prone.
Blast Destroys face and Massive brain damage. Neck strike makes it hard Massive Strike through
Multiple hits to the brain.
hair. Insane END SkillSet You die seeing your to breathe. +1 wounds skull. Brain damage
Take Brain Damage.
10 or die. Success means ultimate fantasy your • Organ/Bone Critical 1, • • Bone & Organ Critical 2
• +3 Wounds • Fall prone
• +3 Wounds • Organ minds eye. Describe it if Fall Prone • Fatigue 3 • +3 wounds • Fall Prone
• Fatigue 4.
Critical 2 • Stress 3 you wish • Concentration Loss • Fatigue 4.
Direct blast of deadly Attack rips open skull Attack rips Up through
Head explodes like a
energy. Target may Targets poor planning and blood vessels. Roll throat and lower jaw.
melon. Messy, bloody
take 1 active action right put his brain in the way Insane END SkillSet or Roll Insane END Skill-
11 and sickening. Stress 1
now and then Dies. +5 of your shot. They die a Die. Else • +3 Wounds Set or Die. Else • +3
to everyone who sees it.
Wounds and Brain Dam- bloody quick death. • Brain Damage • Fall Wounds • Brain Damage
Your dead.
age too. prone. • fall prone.
Face is crushed and Slash through skull, its
Blast rips a huge hole Puncture through the
bloody, never thought last hair cut target will
Target has no face left. in targets head, Brain is Eyes into the Brain.
you would see the back have. They are dead
12 They gurgle something ripped up and explodes Target is dead impaled
inside of your skull. and gone. Passive ac-
sad and die. Sad really. out of skull. You are on the weapon, passive
Interesting. Dead and tion to free weapon from
dead. action to remove.
gone. the skull.

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