Escolar Documentos
Profissional Documentos
Cultura Documentos
By Mario Cordova
SETTING
By the end of the 21st century faster than light travel was developed allowing for mankinds first extrasolar colonies. Now it is the 23 rd
century we have established hundreds of colonies, outposts, and deep space habitats all connected via an FTL Transit Network allowing for safe and
affordable FTL travel.
Even at FTL speeds travel can take hours, days, or even weeks and when disaster or some kind of crisis appears, speed is key. To
facilitate this rapid response Quantum Data Transit was developed allowing for the instantaneous transportation of personnel and goods to a fixed
position connected via the FTL network. Quantum Transit is controversial due to the high potential for death and or injury. There have also been
instances of Data Corruption.
You are a member of a Jump Team, a group of specially trained individuals trained to teleport into hazardous situations with little
operational support or supplies. Prepare for TRANSIT.
SETTING RULES
Big Damn Heroes: A hero can spend a Benny to gain the use of any Edge for one scene. They have to meet the Rank and any other Edge
requirements but can ignore Trait requirements. Multiple Bennies can be spent to gain multiple Edges, counting as requirements for
other Edges gained. Example 1: Samuel has to carry his buddy across a wasteland, but between the weight of his friend and the water
they need, he can barely move. He spends a Benny to gain Brawny for the scene, increasing his Load Limit to x8. He grits his teeth and
begins the long walk. Example 2: Samuel has taken two wounds, but needs to sneak into the camp of the Insurgents to rescue his friend.
He knows the penalties from his wounds will make it nearly impossible, so he spends one Benny to get Nerves of Steel and another to get
Improved Nerves of Steel. Focusing past the pain, Samuel silently moves in. Example 3: With the orc marauders' dire hounds chasing him
while he pulls a cart with his friend in it, Samuel spends a Benny to get Fleet-Footed. As he begins to out-distance the creatures, his
player asks the GM if he can trade his Loyal Hindrance for a different one.
Critical Failures
Gritty Damage
Heroes never die
I know a guy: In a game of deniable assets its good to know someone who can possibly help out without asking too many questions. WCs
begin play with 3 contacts these individuals can provide short term or minor help once per mission. Contacts are very different from the
connections edge as they can only provide limited help and have very little influence. A few hundred in cash, a quick ride to a location,
limited medical care. Make sure to discuss with the GM the type of services these contacts are able to provide. New contacts can be
acquired via role play, and missions.
Jokers Wild
Multiple languages
Swift Learner: Your insight and intelligence grants you unique advantages. You may convert two raises from a Trait test into a Benny.
You may not go over your total Benny count.
-JUMP POINT ZULUJump fatigue: Any time a TRANSIT jump is conducted all participants must make vigor roll on a success no ill results, on a
failure the character/npc is Shaken. On a snake eyes the character becomes incapacitated
o Data Corruption: whenever a transit jump is made roll a d100 on a roll of 80-100 the jumper suffers 2d6 damage. A person
with a Jump stabilizer implant reduces their chance of data corruption to 90-100
Starting Funds: 2000$
o If the players begin the campaign higher than Novice the funds are multiplied by x2 per tier
Novice: standard
Seasoned: x2 Starting
Veteran: x4 Starting
Heroic: x8 Starting
Legendary: x16 Starting
o
Background
Famous
Requirements: Novice, WC
You are famous for some act whether you did it or not. You start with a +2 to your reputation.
Hidden Cache
Requirements: Novice, WC
You have made certain preparations for when those SHTF moments. You may access once per campaign, a hidden cache of supplies and funds worth
x5 the starting funds. New caches can be set up in game or by investing money gained from missions into your current cache.
Combat
Bring the Rain
Requirements: Heroic, Shooting d12
You flood the battle field with lead. You gain a +2 to your shooting rolls when using rapid attack maneuver.
Finesse
Requirements: Veteran, Agility d8, shooting d10 or fighting d10
Your skill in combat is tough to match. If you hit with a raise you may sacrifice the bonus damage to gain a +2 to the AP value of the weapon.
Concentrated Fire
Requirements: Heroic, Agility d10, shooting d10
When making attacks with a ranged weapon with a ROF higher than 1, you gain a +1 to damage with each shot after the first impact
(More than one shot has to hit)
Hard Hitting
Requirements: Heroic, Trademarked weapon
You make every shot count. You gain a +1 to AP when using your trademarked weapon.
General
Cover Identity
Requirements: WC
You have established a working cover identity, any data searches focused on your character will be instead routed to this identity first. Any one
conducting a data search on you suffers a -4; if they fail they are routed to your cover ID. This edge may be taken numerous times, each time
providing a -1 successive penalty on all searches to find out your true identity.
Professional
Gunslinger (Professional)
Requirements: Novice, Quick draw Shooting D10
When using any pistol weapons you receive a +2 to your shooting roll when performing a rapid attack action.
Hacker (Professional)
Requirements: Novice, Computers D8
When performing any hacking action you gain a +2 to the roll.
Rifleman (Professional)
Requirements: Novice, Shooting d8, Fighting D6
When using a rifle of some kind you gain a +1 to called shots, you also may use rifles in Close Quarters.
Rigger (Professional)
Requirements: Novice, Pilot/Driving/Boating D8, KN: Computers d8
You are well versed in the operation of URVs. You gain a +2 to all rolls to operate a URV. You may also spend bennies to attempt to soak damage on
any URV under your control.
Robotics Expert (Professional)
Requirements: Novice, KN: Robotics d8, Repair d8
You're well versed in the field of robotics. You gain a +2 to repair and damage VS robotic constructs.
Weird
Fortunate One (weird)
Requirements: Novice, luck, great luck, Wild Card
Karma Smiles upon you. You start play with an additional Benny.
True Believer (Weird)
Requirements: Belong to a belief system, Spirit D8
Your belief keeps you going in the face of adversity. You gain a +2 to spirit rolls to resist fear.
Social
Youre breathing my Air boy. (Social)
Requirements: Seasoned, Intimidate d8, WC,
-JUMP POINT ZULU*Must maintain a positive or negative Karma Score. Whether good or bad you have an air of menace around you. You gain a bonus to intimidate rolls
equal to your reputation score.
COST
100
200
RNG
12/24/48
12/24/48
DMG
2d6
2d6+1
MAG
8
6
AMMO
S
S
NOTES
Ap 1, Revolver, 2lbs, Reload 2 actions 1 if using moon clips
Ap 2, revolver, 3lbs. Reload 2 actions 1 if using moon clips
Ap 2, revolver, 4lbs, kickback: -2 to shooting rolls when firing 1 handed, Reload 2
actions 1 if using moon clips
Revolver HP
300
12/24/48
2d8
COST
125
250
400
400
RNG
12/24/48
12/24/48
12/24/48
12/24/48
DMG
2d6
2d6+1
2d8
2d6
MAG
18
10
8
18
AMMO
S
S
S
S
NOTES
AP 1, SA, DTP, 1lbs, reload 1 action
AP 2, SA, DTP, 2lbs, reload 1 action
AP 2,SA, DTP, kickback: -2 to shooting rolls when firing 1 handed, reload 1 action
AP 1, Full-Auto, Rof 3, 3RB, SA, DTP, reload 1 action
COST
RNG
DMG
MAG
AMMO
NOTES
Shotgun rules, revolver, kickback: -2 to shooting rolls when firing 1 handed, reload 2
actions
Shotgun rules, reload 2 action
Shotgun rules, reload 3 action
Shotgun rules, SA, DTP, reload 1 action
AP 2, Shotgun rules, SA, DTP, reload 1 action
AP 2, Shotgun Rules, Full-Auto, Rof 3, 3RB, SA, DTP, reload 1 action
PISTOLS
TYPE
Pistol Sm
Pistol Med
Pistol HP
Machine Pistol
SHOTGUNS
TYPE
Hand Cannon
400
5/10/20
3d6-1
Pump-action
HC Pump-Action
Defense Shotgun
Combat Shotgun
Auto-Shotgun
200
350
350
700
1200
24/48/96
24/48/96
24/48/96
24/48/96
24/48/96
3d6-1
3d6-1
3d6-1
3d6-1
3d6-1
8
16
6
16
30
M
M
M
M
M
COST
175
300
450
RNG
12/24/48
12/24/48
15/30/60
DMG
2d6
2d6+1
2d8
MAG
60
45
30
AMMO
S
S
M
COST
400
600
750
1100
5k
RNG
24/48/96
24/48/96
24/48/96
30/60/120
50/100/200
DMG
2d8
2d8
2d8+1
2d8+1
2d10
MAG
30
45
30
15
6
AMMO
M
M
M
L
L
NOTES
AP 2, SA, DPT, reload 1 action
AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 3, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 3, SA, DTP , reload 1 action, comes with x2 scope
AP 4, HW, SA, DTP , reload 1 action, comes with x2 scope
COST
2.5k
5k
10k
RNG
15/30/60
20/40/80
30/60/120
DMG
-
MAG
3
18
6
AMMO
MRPG
MRPG
MRPG
NOTES
Sbt, revolver, kickback: -2 to shooting rolls when firing 1 handed, reload 2 action
SBT, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
Mbt, SA, DTP, reload 3 action
NOTES
Ap 2, SA, DPT, Quiet -2 to notice the weapon being fired. reload 1 action
AP 4, Full-Auto Only, Rof 5, reload 4 action
AP 4, Full-Auto Only, Rof 4, reload 3 action
AP 3, Full-Auto, Rof 4, 3rb, reload 2 action
AP 4,HW Full-Auto Only, Rof 3, reload 3 action
Shotgun rules, Knock-Back, Lethal & Non-Lethal modes, reload 1 action
Target must make a vigor test or become incapacitated. On a raise the target
suffers a -2 to the roll, reload 1 action, ignores armor
AP 1, A ballistic launches a small knife blade at a target at hi-speed. Ammo is
similar to throwing knifes
PDWS
TYPE
PDW Sm
PDW Med
PDW HP
NOTES
AP 1, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
AP 2, Full-Auto, Rof 3, 3rb, SA, DTP, reload 1 action
RIFLES
TYPE
Carbine
Battle Rifle Light
Battle Rifle
Sniper LAMP
Sniper HP
LAUNCHERS
TYPE
Launcher Pistol
Auto-Launcher
Launcher HP
UNIQUE
TYPE
Crossbow
Chain Gun
Plasma Rifle
LMG
HMG
Pulse Emitter
COST
350
5k
6k
2k
10
1500
RNG
10/20/40
24/48/96
24/48/96
24/48/96
24/48/96
10/20/40
DMG
2d6+1
2d8
2d6+4
2d8+1
2d10
3d8-1
MAG
12
125
80
80
100
20
AMMO
Bolts
M
PT
M
L
E-pack M
Stunner
100
5/10/20
n/a
E-pack S
Ballistic Knife
150
6/12/24
2d4+1
Throwing
knife
COST
500
500
500
500
750
WEIGHT
n/a
n/a
n/a
n/a
n/a
Focused
750
n/a
Increased Range
500
n/a
CLASS
Universal
Universal
Automatic Only
Ballistic
Universal
Energy
Weapon
Universal
Bayonet
250
+2lbs
Universal
Biometric lock
1000
1lbs
Universal
Suppressor
250
1lbs
Ballistic
Extended Magazine
150
2lbs
Ballistic
Non-Metallic
1200
n/a
Universal
Reflex Sight
LR Scope
XR Scope
Light
Power Management
System
500
500
1200
75
1 lbs.
2lbs
3lbs
2lbs
500
2lbs
Universal
Rifles only
Rifles Only
Universal
Energy
Weapon
NOTES
+1 to aim actions
+1 to damage
The weapon only suffers a -1 when using Full-Auto
+1 to AP
Reduce weapon weight by 25%
+1 to damage & +1 to AP
Base range is increased by 25%
allows the user to make melee attacks with a firearm with no penalty. Damage
is as follows: D4+str for small d6+str for medium, or d8+str for large
Only designated users may fire this weapon. Up to 4 users may be imprinted
on the scanner.
Reduces the flash and noise output of weapon. Notice rolls to detect the shot
fired suffer a -2. Range is reduced by cannot be applied to revolvers, the
chain gun, HMG, or energy weapons
Increase base ammo by , cannot be applied to the revolver
This mod renders the firearm near invisible to metal detectors. Metal
detectors suffer a -4 to notice rolls to detect this firearm.
+1 to shooting rolls against targets in the first range increment
Negates Aim penalties up to long range
Negates up to -4 penalties from cover
Attaches a basic flash light to the weapon
Acts as an extended magazine for energy weapons
COST
50
RNG
5/10/20
Blade Med
Blade Lrg
Throwing Blade Sm
100
250
50
5/10/20
5/10/15
BLUDGEONS
TYPE
Bludgeon Sm
COST
50
RNG
5/10/20
Bludgeon Med
Bludgeon Lrg
100
250
DMG
Str+d4
+1
Str+d6
Str+d8
Str+d4
STR
-
DMG
Str+d4
+1
Str+d6
Str+d8
STR
-
Can be throne
D6
D8
D6
D8
NOTES
Ap 1, can be thrown
Ap 1, can be thrown
Ap 1
Cost is for pack of 3, can be using melee combat but suffers a -1 to
fighting rolls
NOTES
Melee Descriptors
Cheap: Weapon cost is cut by , but due to poor construction the weapon breaks easily. It suffers a -2 to agility tests to determine if the weapon is
damaged. A cheap weapon becomes damaged automatically if a snake eyes is rolled on a shooting attempt.
Superior Quality: Increases cost by 100% the weapon has been reinforced to take damage. The gun gains a +2 bonus to agility tests to determine if
the weapon is damaged.
Melee Mods
A melee weapon can support 2 mods
SFC melee mods p 19: Chain/Vibro blade, Molecular blade, Power weapon, Stun charge
TYPE
COST
CLASS
Weighted Head
500
Bludgeon
Fitted Grip
Increased Damage
250
500
Universal
Universal
Light Weight
300
M/L only
Balanced
500
Universal
Breaching
250
Bludgeon
Collapsible
200
Universal
Non-Metallic
1000
Universal
Extended Grip
250
Universal
M/L
NOTES
The bludgeon has had its weight increased, this provides a +2 to damage but at a
cost of -1 to fighting. This can only be applied to Bludgeon weapons. Increases
weight by 25%
This mod allows a better grip, it provides the user a +1 to resist disarm attempts.
+1 to damage
Using better materials the weapon is 25% lighter than its normal weight and
decreases its strength requirement by 1 step.
Grants a +1 to throwing and fighting
The weapon has been hardened to better damage inanimate objects. It gains a +2
to damage vs Inanimate objects. Breaching tools also provide a +1 equipment
bonus to strength checks to pry open doors, weight also increases by 25%
The weapon can be compacted down for easy concealment and storage. Anyone
searching for a collapsed weapon suffers a -2 to their notice roles.
This mod renders the weapon nearly invisible to metal detectors. Metal detectors
suffer a -4 to notice rolls to detect this firearm.
+1 to reach
COST
RNG
DMG
RND
Choker
250
5/10/20
Narcozyne
300
5/10/20
TAG
500
5/10/20
Hunter/Killer
1000
5/10/20
2d8
Nano-Swarm
3000
5/10/20
2d8
NOTES
Impact release, A Choke grenade releases a strong gas iritant in a MBT,
Targets must make a vigor roll at -2 or become blinded and shaken as
they are racked by coughing fits. The Cloud lingers for 2 rounds. Anyone
wearing a gas mask is immune to the effects.
Impact release, MBT, The Narcozyne produces a sleep/amnesiac gas all
targets affected must make a vigor roll at -4 or suffer a level of fatigue.
On a failure the target is rendered unconscious for a duration of 2d4
hours. Targets wearing a gas mask or rebreather are immune this effect.
LBT, The Tag grenade tags enemy locations on any friendly Augmented
Reality systems keyed to its channel. This negates up to -4 in penalties
from either low-light, or concealment. Duration 3 rounds
SBT, The seeker grenade is equipped with a low-level VI, and micro
maneuvering thrusters that allow them to find enemy targets. This
provides a +2 bonus to hitting the target.
MBT, Nano-disasemblers are released in small area attacking anything
with in. Targets must make an agility roll to avoid nanite exposure, if they
fail the roll they suffer damage normally the first round , but the damage
decreases a die type the following rounds, from 2d8 to 2d6 to finally 2d4
the last round of exposure. Duration 3 rounds
-JUMP POINT ZULUNotes: The watch-top serves as both a communication device and fully functional mini-frame computer system. It uses a holographic user interface
and can loaded with a variety of entertainment & utility/hack programs. It counts as a tool when using the hacking option of the computer skill and
for computer based investigation skill checks. For x3 the price the watch top provides a +2 to hacking and Common Knowledge attempts
A Standard Watch-top can support 3 utility programs, the advanced model supports up to 5
o A utility program grants a +1 to any one technical or knowledge skill check they cost 250
Jump Box
Cost: Restricted (LE/Mil), Black market 25k Weight: 4lbs
Notes: The jump box is restricted tech that allows one to access the TRANSIT network with out the use of a jump bay. This method of transit is very
dangerous and has a higher chance of causing Data Corruption. Using a Jump box requires Smarts check to dial in a known destination a box can
store 10 jump points. Users suffer a -2 to resist the effects of Jump Fatigue and the chance of data corruption is increased to 25%
Electro-Kinetic Reflex Shield
Cost: - Weight: Notes: These arm mounted devices function exactly like regular shields, but produce a portable electro-kinetic barrier. They provide the following
bonuses to AV against attacks. The protection bonus only applies when the shield is active. Requires and action to activate. Operatives have been
known to use the shield as an improvised weapon. The damage for a shield bash is equal to your strength + the armor value of the shield
Small: +2, 1 lbs, $300
Medium: +3, 2 lbs, $500
Large:+4, 3 lb, $700
Med-Stick
Cost: 150 pack of 3 Weight: Notes: A med-stick is a cocktail of medical grade nanites, anti-bacterials, and immune-boosters designed to be easy to use, and to treat wounds
when no advanced care is available. Takes an action to use, duration instant, allows a counsious recipient to make an immediate healing roll minus
wound penalties to recover. On a success they gain a wound level back, and gain an additional wound level for every raise. If used on a incapacitated
or dying character on a success the character is stabilized, for every raise they gain a wound level back.
Trauma Stick
Cost: 300 pack of 2 Weight: Notes: Acts exactly as a Med-Stick with the following changes the recipient ignores up to 2 points of wound penalties when making their healing roll.
Also the effects last longer, having a duration of 2 rounds.
Stim-Patch
Cost: 500 pack of 4 Weight: Notes: A adhesive patch laced with a variety of pain-supressors, and combat grade neural stimulants. The Stim-Patch requires an action to apply,
and must be applied to bare skin, the side of the neck is a common site. The patch provides the following effects: It grants the Hardy Ability for a
duration of a scene or 3 rounds of combat whichever comes first. Following the scene the user must make a vigor check or suffer a level a level of
fatigue.