![]d-KonstruKtioN] Logo](dklogo2.jpg)
Character Creation
[d] Characters are
created according to the Heritage rules. You can choose any human character
you want. Give him a family, and give him a job. A character's job also
comes with a Good Thing that is unique to the job. A Unique Good Thing
is a Good Thing that no other profession offers: a cop might have a Unique
Good Thing called Bureaucracy, a fixer might have a Unique thing called
"Connections to shady places", and a merc might have a Unique Good Thing
called "Combat Sense". As always, this is your game, so please go ahead
and come up with your very own ideas.
For further information,
please consult the Tin Brain netbooks, soon available for free here.
Wealth
Example #1:
Freedom Jones is a nomad, earning his living by His Unique Good Thing "Driver". Freedom can drive every vehicle under the sun, as long as it has wheels. The GM and Freedom's player rate this skill at 7. He has been working as driver for six years now. His income is: 7x7 (his skill squared) x (6x5+50) = $3,920 before taxes, per month. |
Money in the bank: a character has also saved some money at the begin of the game. To find out how much, square the Job Number, multiply it by 20, and multiply the result by the number of years of experience in this job.
Money invested in equipment:
a starting character can buy equipment (car, furniture, electronics, weapons,
etc.) that is worth twice the amount of the money he has in the bank.
.
Wealth
Example #1, continued:
Freedom has (7x7x20x6=) $5.880 on his bank account. He can buy equipment that's worth (5.880x2=) $11.780. |
Cost of living: a
character must spend a certain amount of money for his cost of living.
Simply check the tables below, and add up all the costs.
Then, multiply the character's
income by 0.60. This is how much money the character actually gets after
taxes. Subtract the cost of living from this number. The result is the
amount of money he can spend.
.
| Car insurance + rates | Per month |
| For a $10.000 car | $250 |
| For a $20.000 car | $500 |
| For a $30.000 car | $750 |
| For every $10.000 more | +$250 |
| The car is a sports car | x1.5 |
| Character is a notorius crash driver | x1.5 |
| The place the character lives in registers many car accidents | x1.5 |
| Character has bought the car and pays only insurance fees | x0.25 |
| Apartment | Per month |
| Coffin hotel | $250 |
| Small apartment | $400 |
| House | $1,000 |
| Estate | $2,000 |
| Cheap quality | x0.75 |
| Average quality | x1 |
| Luxurious quality | x1.5 |
| Above-average neighborhood | x2 |
| Best adress in the city | x5 |
| Near or in big city | x2 |
| Food | Per month |
| Home-made | $150 |
| Restaurant, 1x per week | $200 |
| Restaurant, 2x per week | $250 |
| Restaurant, 1x per day | $400 |
| Eats only at restaurants | $750 |
| Cheap food | x0.75 |
| Average food | x1 |
| Luxurious food | x2 |
Wealth
Example #1, continued:
Freedom drives a customized (but old) car that cost around $15,000. He'd pay $500 per month for insurance, but he owns it, so his insurance is a fourth of that: $125. He lives in a small apartment ($400), of very cheap design with holes in the windows and paper-thin walls (x0.75), short of being a coffin. He lives in Los Angeles, though, a big city (x2). The apartment costs him $600. Being not much of a gourmet, Freedom eats pizza, every day ($400x0.75, it's cheap food). Food costs are $300 a month. His cost of living is (125+600+300=) $1,025 per month. Freedom's
income before taxes is $3.920. His income after taxes, ie the money he
really gets, is (0.6x3,920=) $2,352.
|
Availability comes in different classes:
(E)xcellent: you can find
it everywhere
(C)ommon: weapon can be
bought at most weapon stores
(P)oor: weapon can be bought
only from blackmarket dealers; very probably stolen from military assets
(R)are: 100% stolen good.
A unique item or a military specialty. Most probably highly illegal.
Concealability is rated with:
(Pocket): weapon can be hidden
in pocket or sleeve
(J)acket: weapon can be
hidden in jacket or coat
(L)ong Coat: duh
(n)ot really: weapon can't
be hidden
A starting character has a Humanity of 70.
| Cyberpsychosis table | |
| 01-10 | Raging hatred against humanity (standard cyberpsychosis) |
| 11-35 | Space out. Total fascination with abstracts. Loss of human feeling. Known as "whitebrain". |
| 36-44 | Paranoia. Everyone's involved in a conspiracy. Don't trust anyone. |
| 45-50 | Rejection of biological life in favor of "immortal" cyberware. Will attempt to replace all human parts with cyberware., and will do anything, no matter how dangerous or inhuman, to be able to accomplish his goal. |
| 51-60 | Rejection of cyberware in favor of humanity. Will attempt to remove all cyberware in favor of organics, but will gain only half of his Humanity back. |
| 61-70 | You realize that cyberware makes you invincible! You laugh at danger! If you get hurt, you'll just replace the part! You'll accept every adventure for the love of it, and take reckless chances. |
| 71-75 | "Cyberware? What cyberware? Pass me the quizzing glass, Giles." The character rejects modern life in favor of an idealized historical epoch: Han China, the English Regency, etc., and will do his best to ignore modern life. |
| 76-85 | Philosophy major. Will reject modern life in favor of a cult or religion that promises redemption. |
| 86-100 | Character gains 1d6/3 phobias.
Roll 1d10 on the table below. These fears are irrational and overwhelming,
and under appropriate conditions will reduce the character to a helpless,
blubbering mass.
1: fear of heights 2: fear of people 3: fear of crammed places 4: fear of dark 5: fear of crowds 6: fear of hidden cyberware 7: fear of open places 8: fear of germs 9: fear of sabotage 10: fear of crawly things |
Important: please
don't forget to give your cyberware system a name.
Cyberware comes in several different categories:
Accessories: these
are cosmetic cybersystems, like biomonitors (a complicated medical system
that checks body functions and displays them on a subcutane LED), artificial
hair (neon-plastic, chains, etc), or synthskin (synthetic skin that can
change texture and color).
Accessories cost $100-$500.
Humanity Loss is 1d6/2 (1-3 points)
Biosystems: this cyberware
improves basic body functions. They work on cell level (not tampering with
neurons - this technology is called neurosystem). These enhancements can
be clearly visible. Most biosystems use nanotechnology (miniature robots
that are a few millionths of a millimeter small). This is the reason why
they have a low Humanity Loss. The nanoids are injected into the body,
followed by "raw materials". These materials are then arranged by the nanoids
to build the desired effects. Examples: toxin neutralizers, hardened (leather-like)
skin, hardened bones, exosleletons, or synthmuscles.
Biosystems cost $1,500-$6,000.
Humanity Loss is 1d6/2 (1-3 points, for biosystems that work similar to
the natural functions, like toxin neutralizers), or 3d6 (3-18 points, for
biosystems that bear no resemblance to natural human abilities, like exoskeletons)
Cyberaudio Systems:
these systems enhance or replace the natural hearing ability. In order
to work, they require a so-called cyberaudio adapter, to be installed in
the user's skull, or, more exact, into the user's auditive and speech center.
Only one cyberaudio adapter is required for any given number of cyberaudio
systems. A cyberaudio system is "plugged" into this adapter. Cyberaudio
has lots of uses, like bodyfones (a cell phone built into the skull), audio
recorder, tracking devices, or bug detectors.
A cyberaudio adapter costs
$500. Humanity Loss is 2d6 (2-12 points).
Cyberaudio systems cost
$200-$400. Humanity Loss is 1d6/2 (1-3 points)
Cyberhands/Cyberfeet:
only the hand or the feet is replaced with an artificial one, not the whole
limb. Cyberhands/cyberfeet come in many different varieties. There are
cyberfingers that have an electric torch built in, or fingertip compartments.
There are cyberhands with magnetic inductors, enabling the character to
cling to any metal surface. There are gyrostabilizer hands that allow the
user to tote a machinepistol without having to deal with recoil. Possibilities
are endless here.
Cyberhands/cyberfeet cost
$150-$600. Humanity Loss is either 1d6/2 (1-3 points, for hands/feet with
standard uses like normal hands/feet) or 2d6 (2-12 points, for weapon hands/feet
or hands/feet that don't resemble a real hand/feet any more).
Cyberlimbs: whole
limbs are replaced by artificial ones.
Cyberlimbs cost $2,000-$4,000.
Humanity Loss is 2d6 (2-12 points)
Cyberlimb Devices:
these are devices that are built into the cyberlimb. Like cyberhands/feet,
they come in hundreds of variants. Some examples: leg holsters (to carry
a weapon inside a cyberleg, a la Robocop), cyberlimb armor, extra shoulders
(to install a second pair of cyberarms), audio/video recorders or titan
joints (for that extra durabilty during crucial missions). Notorious cyberpunks
have also their weapons built into a cyberlimb (an arm pistol compartment,
for instance).
Cyberlimb devices cost $100-$1,500.
Humanity Loss is either 1d6/2 (1-3 points, for devices with standard uses,
like audio/video recorders) or 2d6 (2-12 points, for cyberweapons or devices
that are very remote from any human appearance, like extra shoulders. Please
note that the user has to pay the cost for the weapons, too).
Cyberoptic Systems:
these systems enhance or replace the natural abilities of the human eye
with digital camera technology. To work, they require a so-called cyberoptic
adapter, to be installed in the user's skull. Only one cyberoptic adapter
is required for any given number of cyberoptic systems. A cyberoptic system
is "plugged" into this adapter. Cyberoptic has lots of uses, like image
enhancers, microscopes, dart guns or thermovision (you can see the emitted
heat of persons and things, enabling you to see at night).
A cyberoptic adapter costs
$500. Humanity Loss is 2d6 (2-12 points).
Cyberoptic systems cost
$300-$600. Humanity Loss is 1d6/2 (1-3 points)
Glue Armor: this
is armor that is glued directly onto the user's skin. It can only be removed
by surgery. Glue armor is utterly alien and turns the wearer into a monster
(judged by his looks). There is even facial glue armor...
Glue armor costs twice as
much as the clothing variant. Humanity Loss is 2d6 (2-12 points, for moderate
armor on limbs or body), or 5d6 (5-30 points, for facial armor)
Implants: these are
cybersystems that are implanted in the user's body. They don't enhance
or improve a natural ability of the body, but they add a new ability. As
you can imagine, the uses and abuses of implants are myriad. Some examples:
adrenaline injectors (enhance the reflexes slightly), oxygen tanks (up
to 1 hour air guaranteed), voice booster (enhances the natural volume up
to 1,000 percent - often used by opera singers).
Implants cost $200-$600.
Humanity Loss is 1d6 (1-6 points).
Neurosystems: this
kind of cyberware works on neuronic level. They are completely invisible
to the human eye. They enhance any activity that uses mainly the functions
of the central nervous system, like reflexes or thought processes. They
also enable the user to plug into electronic devices like computers, chips
or smartguns. Neurosystems require a so-called neuro adapter, to be installed
in the user's lower spinal area (this is called "wiring", and, of course,
it uses nanotechnology). Only one neuro adapter is required for any given
number of neurosystems. Any neurosystem is "plugged" into this adapter.
Examples for neurosystems: pain modulator (dampens painful sensations),
tactile enhancer or reflex booster.
A neuro adapter costs $1,000.
Humanity Loss is 1d6 (1-6 points).
Neurosystems cost $300-$2,000.
Humanity Loss is 1d6 (1-6 points)
Cybersystem
Example #1: "Cyberscope 5-X Cyberoptic System".
Player Flo wants a cybersystem for his character that lets him use his eyes like a telescope, giving him the ability to magnify his sight up to 50 times. This is a Cyberoptic System. The required cyberoptic adapter costs Martin $500. He rolls 2d6 for Humanity Loss, and comes up with 5 points. The Cyberoptic System costs him $300 (GM's decision). He rolls 1d6/2 for Humanity Loss, and comes up with 1 point. The whole installation is $800, and reduces the character's Humanity by 6 points. Cyberpunk always means style, so Martin calls his system "Cyberscope 5-X Cyberoptic System". |
Cybersystem
Example #2: "Feline Spine Modification Biosystem".
Player Stefan wants his character, a mercenary, to have cyberware that gives him the ability to fall and land like a cat, i.e., he always lands on his feet. This kind of 'ware is a Biosystem (the spine must be surgically altered to become more flexible). The GM rules that Rick must roll 3d6 for Humanity Loss, because this kind of cybersystem is really non-human. Rick rolls 4,4, and 3, coming up with 11 points. This Biosystem costs him $2,500. The GM rules that Rick's character must be falling at least 3 meters before the Biosystem kicks in. Rick calls it "Feline Spine Modification Biosystem". |
Cybersystem
Example #3: "Move-By-Wire Bio/Neurosystem"
Klaus has a neat idea: he wants to boost his character's reflexes and speed as much as possible. He comes up with the idea of "Move-by-wire" (MBW). MBW is, basically, a fly-by-wire system used in planes, modified to fit into a human body. This cyberware is a blend of two cyberware classes: It's a Biosystem (because the muscles and tendons have to be enhanced to be faster), and it's a Neurosystem (because the reflexes and reaction have to be wired). The GM decides that the Biosystem costs $6,000, and that Humanity Loss 3d6 (because the body is very heavily modified). Claus rolls 8. The Neurosystem requires a neuro adapter. This is $1,000. Humanity Loss is 1d6, and Claus rolls a 4. The actual Neurosystem costs $2,000, but the GM decides that it is a very rare system, thus the price jumps up to $10,000. The Humanity Loss for the Neurosystem is 1d6, and Claus rolls a 6. This is bad, because Claus must roll once again, adding the outcome to the Humanity Loss. Claus rolls ... another 6! This is going to be tricky ... Claus must roll again, and this time he gets a 4. In total, Claus's MBW System costs 17,000$, and he loses 28 points of Humanity. Tough, but this is the price of running the edge. |
Surgery:
Each piece of cyberware
also requires surgery of some extent. The GM must determine what kind of
surgery the installation of the 'ware requires:
Surgery can be
[d] uses a very simple system to describe drugs.
| Drug Combination Results Table | |
| 01-30 | Fully compatible: the two drugs work together without problems |
| 31-60 | Partially compatible: the drugs work at half their normal primary effects |
| 61-70 | Single Dominance: one of the drugs will work normally, the other has no effect |
| 71-75 | Cancel out: both drugs' primary effects are cancelled out, but side and after effects are fully experienced. |
| 76-80 | Mildly
poisonous: the combination causes damage to the character:
Like a hit with a 5mm pistol bullet. Neither effects are experienced. |
| 81-90 | Poisonous:
the combination causes damage to the character:
Like a hit with a 9mm Para bullet. Neither effects are experienced. |
| 91-95 | Extremely
poisonous: the combination causes damage to the character:
Like a hit with a 9mm Long bullet. Neither effects are experienced. |
| 96-99 | Coma: the character falls into a coma for 2d6 days. |
| 100 | Death: the character suffers damage equal to a hit with a .50 HMG rifle bullet. If he survives this, he falls into a coma for 3d6 days. |
Chemistry
Example #1: The
Real Red BullTM
The Real Red BullTM; is an energy drink that deserves the name. Produced since 2016, this drink is a definitive upper. After drinking it, the user experiences extreme happiness, heightened endurance (dancing for 12 hours without rest? No problem!), and mild hallucinogetic effects (color blurs). It costs $5, and is available in every shopping mall. The downside is less known. The Real Red BullTM causes cancer, if you drink it regularly, over a period of three years or more. Primary Effects: happiness, hallucinogen Side Effects: mild dizziness After effects: thirst Permanent Effects: cancer (after 3+ years of regular use) Onset Time: 5 minutes Duration: 12 hours Detection: very obvious, the user's breath smells like Gummi Bears. Overdose: 10 cans; nausea |
Chemistry
Example #2: Norton mixes The Real Red BullTM
and Crusade
Let's
say Norton, a young console girl, gulps down a can of The Real Red BullTM,
and pops a pill of Crusade, a drug that boost the user's strength by 20
percent.
This means that each time when she uses this combination, Norton will lose 20% of her life energy and face a 60% chance of getting unconscious. |
Sample Weapon
Listings
| WEAPON | EFF. RNG. | MAX. RNG. | E-FACTOR |
| Small throwing knife |
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| Large throwing knife |
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| Tomahawk |
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| Ax |
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| Short spear |
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| Spear |
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| Short bow (1 5kg pull) |
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| Long bow (25kg pull) |
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| Cornpound bow (35kg pull) |
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| Crossbow-wood (25kg pull) |
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| Crossbow-steel (50kg pull) |
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| .2 (5mm) generic Pistol/smg |
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| .24 (6mm) generic Pistol/smg |
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| .25 ACP (6.35mm) generic Pistol/smg |
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| .32 ACP (8.13mm) generic Pistol/smg |
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| 9mm short generic Pistol/smg |
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| .22 (5.6mm) long rifle generic Pistol/smg |
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| .38 (9.65mm) special generic Pistol/smg |
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| .45 ACP (11.43mm) ACP generic Pistol/smg |
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| 9mm Para generic Pistol/smg |
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| 9mm caseless generic Pistol/smg |
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| .357 Mag. (9.07mm) generic Pistol/smg |
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| .41 Mag. (10.14mm) generic Pistol/smg |
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| .44 Mag. (11.18mm) generic Pistol/smg |
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| .30 (7.6mm) Carbine generic Pistol/smg |
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| .221 Fireball (5.61mm) generic Pistol/smg |
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| 4.9mm caseless generic Rifle/mg |
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| .375 (9.53mm) Winchester generic Rifle/mg |
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| 5.56mm generic Rifle/mg |
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| 0.30-30 generic Rifle/mg |
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| 8mm Mauser generic Rifle/mg |
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| .303 generic Rifle/mg |
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| .308 (7.62mm) generic Rifle/mg |
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| .243 generic Rifle/mg |
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| 7.7mm Jap. generic Rifle/mg |
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| 7mm Mauser generic Rifle/mg |
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| .220 Swift generic Rifle/mg |
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| 7.92mm MG generic Rifle/mg |
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| 6mm Remington generic Rifle/mg |
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| .30-06 generic Rifle/mg |
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| .458 Mag. generic Rifle/mg |
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| .338 Win. Mag. generic Rifle/mg |
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| .300 Win. Mag generic Rifle/mg |
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| .460 Mag. generic Rifle/mg |
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| 12.7mm MG generic Rifle/mg |
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| 15.5mm MG generic Rifle/mg |
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| 20mm cannon /mg |
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| 3.8mm shot (#2) generic shotgun |
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| 8.3mm shot (00) generic shotgun |
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| 10mm slug (.410) generic shotgun |
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| 15.5mm slug (20) generic shotgun |
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| 17mm slug (16) generic shotgun |
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| 18.5mm slug (12) generic shotgun |
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| 19.5mm slug (10) generic shotgun |
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Ammunition
We don't really bother with calibers and weapon types. This is too clumsy and slows down the gaming process. Thus, we assume bullets are sold in 100-round-packs.
A basic pack of 100 rounds costs $20.
Pistol ammunition costs exactly that, $20 for 100 bullets.
Submachinegun ammunition cost twice for a pack.
Machinegun ammunition costs twice for a pack (including belt).
Rifle ammunition costs triple for a pack.
Shotgun ammunition costs $15 for 12 rounds.
This way, 100 rounds for a machinegun would cost $40, while 100 rounds for an assault rifle would cost $60.
Hit Points and Blood Points
This is a very realistic game, so the characters do not only lose Hit Points when they are injured, but also Blood Points. Please note that Hit Points are a measure of your character's "vital energy" and cannot be reduced. When your character is injured, he will suffer the damage in points as impairment in percent: if a charcter is hit with 10 points of damage (Dp), all his actions involving the injured part of the body are reduced by 10 percent.
Blood Points are the only kind of points the players must book-keep. Once the amount of Blood Points (Bp) reaches 0, the character has bled to death.
A character has as many Hit Points and Blood Points as his weight in pounds.
Damage System: Projectile Weapons
1) Armor Penetration
A projectile carries energy with it to the target. This causes damage. The faster a projectile is, the more energy it delivers, and the higher is the damage. [d] uses the so-called E-Factor (short for "Efficiency Factor"). The E-factor accounts for both the amount of armor a projectile can penetrate and for how much damage it does.
The E-Factor is found by multiplying the projectile's diameter (in thousands of an inch) times the velocity of the projectile at launch (in feet per second), and dividing the result by 50.
The formula looks like this: (Diameter x Velocity)/50 = E-Factor
The formula works equally well for a pellet fired from a slingshot to a bullet fired from a machinegun. The E-factor is used to find how much armor the projectile can penetrate. The following tables are used to find the amount of material a projectile can penetrate and how much energy is left after penetration. After deciding what the armor class is of the material you are firing at, this number is subtracted from the E-Factor of the projectile you are firing.
The E-Factor is approximately equal to the projcetile's penetration into flesh in inches.
Armor has two Armor Classes: one against projectiles, and one against hand-to-hand (HTH) strikes. Armor with only one number is impenetrable by HTH attacks.
Armor Class
Table
| Armor Class Projectiles/HTH | Steel/cm | Wood/cm | Concrete/cm | Stone/cm | Material |
| A/0 | 0 | 0 | 0 | 0 | Skin |
| B/1 | 0 | 0 | 0 | 0 | Heavy Cloth |
| C/3 | 0 | 0 | 0 | 0 | Leather |
| 1/6 | 0 | 2.54 | 0.03 | 0 | 13mm light plastic |
| 2/12 | 0 | 5.08 | 0.5 | 0 | 13mm heavy plastic |
| 3/13 | 0.25 | 7.62 | 0.76 | 0 | Chainmail |
| 4/14 | 0.34 | 10.16 | 1.02 | 7.62 | 3mm Armor Plate |
| 5/15 | 0.42 | 12.7 | 1.27 | 8.89 | 4mm Steel Plate |
| 6/4 | 0.5 | 15.24 | 1.52 | - | Nylon Body Armor |
| 7/8 | 0.57 | 17.78 | 1.79 | - | Resistweave cloth |
| 8 | 0.64 | 20.32 | - | - | 6mm Fiberglass plate |
| 9 | 0.7 | 22.86 | - | - | 6mm Aluminium plate |
| 10 | 0.76 | 25.4 | 3.18 | 16.51 | - |
| 14/8 | - | - | - | - | Kevlar vest |
| 15 | 1.02 | 34.29 | 7.62 | 22.86 | - |
| 16 | - | - | - | - | 19mm Lexan |
| 18 | - | - | - | - | Fiberglass/Titanium plate |
| 19 | - | - | - | - | 13mm Aluminium |
| 20 | 1.27 | 45.72 | 10.16 | 30.48 | - |
| 21 | - | - | - | - | 3mm Boron carbide ceramic |
| 25 | 1.52 | 55.88 | 15.24 | 36.83 | - |
| 30 | 1.79 | 66.04 | 19.05 | 43.18 | - |
| 35 | 2.03 | 78.74 | 22.86 | 49.53 | 3mm Boron/carbon filament plate |
| 40 | - | 88.9 | 29.21 | 55.88 | - |
| 42 | 2.29 | - | - | - | - |
| 45 | - | 99.06 | 34.29 | 60.96 | - |
| 48 | 2.54 | - | - | - | - |
| 50 | - | 109.22 | 39.37 | 66.04 | - |
| 55 | - | 121.92 | 45.72 | 71.12 | - |
| 60 | - | 129.54 | 50.8 | 76.2 | - |
| 65 | 3.18 | - | - | - | - |
| 82 | 3.81 | - | - | - | - |
| 90 | 4.06 | 190.5 | 91.44 | 106.68 | - |
| 100 | 4.45 | - | - | - | - |
| 120 | 5.08 | - | - | - | - |
| 160 | 6.35 | - | - | - | - |
| 200 | 7.62 | - | - | - | - |
| 250 | 8.89 | - | - | - | - |
| 300 | 10.16 | - | - | - | - |
| 350 | 11.43 | - | - | - | - |
| 400 | 12.7 | - | - | - | - |
2) Damage: Medical Tables
When a projectile strikes flesh ist E-Factor converts straight into Damage Points (Dp). These Dp account for the extent of a wound. The factors of wound shock, wound severity, hydrostatic pressure, bleeding and the striking of major blood vessels are all taken into account. The first step in finding damage is to determine where the strike has taken place. To do this, use the following table.
1d100 Hit Location
1-5 Head
6 Neck
7 Right Hand
8 Right Wrist
9-10 Right Lower Arm
11 Right Elbow
12-13 Right Upper Arm
14 Shoulder Joint
15 Left Hand
16 Left Wrist
17-18 Left lower Arm
19 Left Elbow
20-21 Left Upper Arm
22 Left Shoulder Joint
23-26 Right Foot
27 Right Ankle
28-32 Right Calf
33 Right Knee
34-41 Right Thigh
42 Right Hip Joint
43-46 Left Foot
47 Left Ankle
48-52 Left Calf
53 Left Knee
54-61 Left Thigh
62 Left Hip Joint
63-71 Torso Area 4
72-80 Torso Area 3
81-90 Torso Area 2
91-00 Torso Area 1
This table is used when the firer did not state a specific target area.
The areas defined as torso are generalized and cover the whole of that portion of the body.
3) Head Hits: Death and KO Chances
After the area of the body struck has been determined the possibility of immediate death is decided. This possibility is given as a percentage chance that varies with the area struck and the amount of damage inflicted.
The most lethal area hit would be the head. Due to its importance, the head may take only a little damage before there is a very high chance of death. The possibility of decapitation also becomes very real with enough damage.
Head Hit: Death Chance
| Dp | Death % |
| Dp greater than 5 | 90% |
| Dp less than or equal to 5 | 75% |
| Dp of 1 | 10% |
Head Hit: Decapititation
Chance
| Dp Decapitation % | |
| Dp greater than or equal to 10 | 25% |
Head Hit: KO Chance
| Dp % | KO % |
| Dp greater than or equal to 6 | 95% |
| Dp less than 6 | 50% |
Note: Unconsciousness lasts for at least (1D20 + 20) x10 minutes, characters with good constitution can reduce this significantly.
4) Torso Hits: Death Chances
Following the head the next most lethal area hit is the torso. The torso, due to its complexity, is broken up into 4 zones. Each of these zones have a degree of lethality according to their importance and the amount of damage taken.
Torso Hit: Death Chance
| Torso Zone | Dp less than 16 | Dp 16+ | Dp 35+ |
| 1 | 60% | 90% | 99% |
| 2 | 40% | 70% | 80% |
| 3 | 20% | 40% | 50% |
| 4 | 10% | 30% | 40% |
4a) Limb Hits
A strike on a limb of over 10 Dp has a 25% chance of amputation (this includes the throat).
Any strike on a limb has a 16% (roll 1 on 1 D6) chance of striking a major blood vessel and rupturing it, causing profound blood loss.
5) If the target survives the death chances
lf a character survives the death percentage of a hit he must then account for the damage taken. The Dp he received is the impairment in percentage when he is using the injured limb - so, 10 Dp mean 10% less success chance to the character. Please note that head injuries impair all activities while limb injuries impair only those that involve the injured limb.
6) Wound Shock
In the case of any wound there is a possibility of wound shock causing unconsciousness. This is dependent on the amount of damage taken.
Wound Shock
| Dp | Chance of KO | Roll on 1d6 for KO |
| 1-4 | 16% | 1 |
| 5 or more | 32% | 1,2 |
| 10 or more | 64% | 1,2,3,4 |
Note: Unconsciousness lasts for at least (1D20 + 20) x10 minutes, characters with good constitution can reduce this significantly.
7) Blood Loss
There is a loss of Blood points (Bp) for every wound taken. This loss is equal to the Dp of the original wound and these points are multiplied according to the following table.
Blood Loss
| Simple Wound | Blood Vessel Struck, or Limb amputated | |
| No assistance | Dp x 3 turns | Dp x 5 turns |
| First Aid | Dp x 2 turns | Dp x 3 turns |
| Medical Aid | Dp | Dp x 2 turns |
Note; Only trained medical personnel can replace Bp and then only to the original amount.
Blood Transfusions
The following table lists the various blood types and if a transfusion is possible between different donor and recipient types.
Donor Recipient
| 0+ | 0+ | 0- | A+ | A- | B+ | B- | AB+ | AB- |
| 0+ | + | +* | + | +* | + | +* | + | +* |
| 0- | + | + | + | + | + | + | + | + |
| A+ | - | - | + | +* | - | - | + | +* |
| A- | - | - | + | + | - | - | + | + |
| B+ | - | - | - | - | + | +* | + | +* |
| B- | - | - | - | - | + | + | + | + |
| AB+ | - | - | - | - | - | - | + | +* |
| AB- | - | - | - | - | - | - | + | + |
+ Transfusion possible
-Transfusion impossible
+* = Transfusion possible but may be attempted only once.
8) Healing
Given total rest the body's Hit Points are replaced at the rate of 1 point per day (game time). Blood points are replaced at a 2 points per day. lf a joint was damaged it has