I. Welcome to Olympus
Construction plans for Olympus began in the early 1990s, and now, almost 150 years later, Olympus is debatably the center of all culture and law in the world. It is a manmade island, a floating city in eery sense of the word. It is located between the !"ores and Canary Islands. Consisting of seeral arcology comple# $mini-cities$ oer the subtropical island, it is a wonderous place, eons ahead the rest of the world. %sing technology, it is the most adanced, recogni"ed soereign goerning body. It&s city structure is emulated by nearly eery other reconstructing nation. Olympus was designed by some of the greatest minds of the late '0th century, and it shows. It is almost literally the &perfect city&. (uilt on the concept of &)unctional *implicity+ *tructural Comple#ity&, the city is practically a liing, breathing organism. echnology, organic and inorganic, maes the city beautiful. he !rcologies are built to minimi"e shadows in the winter, and use fiber optics to proide perfect natural lighting indoors. he space between the arcologies are damp, bright, and fertile, forming beautiful pars and gardens. One would thin this city to be a perfect utopia... Olympus has its share of problems. Internal and e#ternal conflict threaten the topple the city at any moment. acial tension - not the blac s. white, !sian s. !nglo, natie s. con/ueror conflicts of decades past - is constently on the rise, as the city is populated primarily by bioroids, with a smaller $immigrant$ human minority. mployment, healthcare, and political rights are at the center of the issue. hat&s more, many nations would gie anything to see Olympus fail. he most right of Imperial !mericana iew
Olympus as a communism, and the most left urope iew it as a corrupt police nation, worse than the old %nited *tates eer was. Olympus has een fewer friends in the 2iddle ast. errorism is also a problem. )oreign sponsered blac-ops and radicals are constantly attacing Olympus. here&s a large, public $situation$ nearly eery other month. If it weren&t for the effeciency of Olympus& law enforcement and military, they might actually be in serious danger.
)acts at a 3lance Population: 1,46,190 Racial Demographocs: 678 (ioroid, ''8 uman, :18 )ull Cyborg Population Below Poverty Level:08 ;<= Hospitals: 1 ;1' catering e#clusiely to bioroids, 1 to cyborgs=
IND! • • • • • • •
!rrial in Olympus he Central 2anagement (ureau )inding mployment >aw nforcement *! 3etting !round ?laces of Interest
!rrial in Olympus @espite being an island nationAstate, Olympus is perhaps the easiest to get to city in the world. !irfare to Olympus is relatiely cheap, and customs is a bree"e. )or that matter, it is ery easy to apply for $asylum$ in Olympus, almost regardless of where in the world you come from ;so long as you hae some talent, sill, or money=. he two most common ways to enter Olympus are by boat ;the least practical=, or by plane. *ea trael proides entrance through the *uiten !rcology (loc, though aside from tourism, not much naal actiity occurs along the cold water current running down from the Canary Islands. 2ost isitors and new citi"ens arrie by Olympus International !irport in the northern sectors of the (e"eric !rcology (loc. $(adsiders$ head-hunted by the arious organi"ations often arrie by a different mean. elicopters based in enclaes, bastions, and embassies $ferry$ the subBects directly to the Central Olympic !rcology. he $paper-trail$ is soon after erased by Olympus based networing e#perts in the corresponding sponser department.
!pplying for Citi"enship (ecoming a legal, bone-a-fide citi"en of Olympus is only a matter of few hours, if you&e come from another ciili"ed nation. he citi"enship test is relatiely easy, and employment is practically gien to immigrants. )or (adsiders, things are a bit more complicated. mployment is hard to come by, and unless you can proe your competence in a field they administration is recruiting for, you&ll either be deported or stuc in manual labor. )urther, nearly all of the immigrants possessions will be $/uarantined$. >iewise, the badsider himself may be stuc in the Containment (ureau for wees, een months. Of course, there&s always an e#ception to the rule. hose special fortunate badsiders that are headhunted are gien the red carpet treatment. !ny arms they possess will liely be confiscated, but otherwise, they&ll be citi"ens in an hour or two. *till, they&ll be faced with a dilemma deliberately made by their *ponsers. ith no immediate way to leae, they&ll hae to choose between woring for their *ponser&s organi"ation or manual labor. It&s almost slaery. 3ood thing the pay is usually nice.
he Central 2anagement (ureau Olympus is the head/uarters and domain of he Central 2anagement (ureau, also nown as the C2( or !egis. he offspring of the %?3 ;the creators of Olympus=. Coming to complete power after the end of the 5th orld ar, its purpose is to maintain peace and harmony on a global scale. %nder their guiding hand, the world has reali"ed $peace$. Of course, this is a peace in name only. *till, they hae managed to implement global nuclear, chemical, and biological disarmament. he also superise trade and the global economy. he final ;erified= plan of the %?3, !egis was created to be the perfect peace eeping mechanism, a machine composed of organic parts, and wasn&t truly meant to be a nation. Its goernment does not e#ist to fulfill the will of its citi"ens, but rather to enforce global law, maintain the world economy, and protect the human race. (ut, in a world where there is no certainties, Olympus is one of the safest, cleanest, and generally nicest places to lie in the world. he C2( has done nothing to discourage the masses that hae floced to its banner+ rather, it encourages it. *till, many on the outside are reluctant to do so.
he Central 2anagement (ureau is composed of three goerning branches, eaching sering different functions. he #ecutie (ranch, has the e#ecutie right ;obiously= and goerns e#ternal affairs. he !dministratie (ranch is Olympus& Budicial branch and heads up internal affairs and law, een at the local leel. )inally, the >egislatie (ranch is Olympus& law maing body, and is run by the super-computer 3!I!. hese branches e#ist in a constant balance of power checs and balances eep any one from becoming too powerful. he arious commitees and organi"ations within hae their own agendas, and they are in constant conflict with each other. his was the intention of the %?3. he infighting slows progress and maes goernment rather &sterile&, but it eeps Olympus from becoming a distopian city out of the collectie consciousnesses of Orwell, u#ley, and and.
he #ecutie (ranch he #ecutie (ranch is the most powerful branch of !egis, the Central 2anagement (ureau. un by (ureau Chief Officer !thena, it determines Olympus& foreign policy and eeps the other branches in line. It consists of two primary groups. he 2inistry of #ternal !ffairs is $the brain$ of all Olympic policy. hile the !dministratie branch technically controls *!, they cannot be deployed out of Olympus without authori"ation from the 2inistry of #ternal !ffairs. he 2inistry of #ternal affairs gies out Bustice with an iron fist. hey are the strong-arm of the C2(, and this has alienated them from the >egislatie branch. hile the >egislatie branch is $pro-bioroid$, and the !dministration is $pro-human$, the #ecutie branch is pro-Olympus. !t the end of the day, they&re there to mae sure eerything doesn&t collapse inward on itself. he )(I is the second diision of the #ecutie (ranch, and conspiracy theorists would whisper that they truly run Olympus. hile $)(I$ does stand for the )ederal (ureau of Inestigations, they can not be e/uated to the old %*! )(I. Instead, they are a sort of secret police that wors from the inside, pruning the tree of corruption through out the goernment. here&s a fierce rialry between them and *! ;the latter despising the $gestapo-shit$ the )(I pulls=. If *! is the greatest unnown para-military force in
the world, )(I agents are their lesser nown peers and betters. @espite their gruff nature and reputation as being bloodthirsty, they hae the lowest arrest and operatie fatality rate out of all of the law enforcing organi"ations. hey are e#tremely independant+ they don&t een answer to the 2inistry of #ternal !ffairs. It should be noted that they are the only non-law enforcement orientated position in goernment that does not consist entirely of bioroid oer 508 of the )(I&s operaties are human.
he !dministratie (ranch he second most powerful branch of the goernment is the Budicial and internal affairs department, he !dministratie (ranch. %nlie similar goernment models, the power of the Budicial branch outweighs the legislatie branch...barely. here power is deried from the fact that they act as the $local goernment$ of Olympus. hey control local deelopment and the enforcement of C2( policy. hey also hae control of Olympus& law enforcement and the elite para-military organi"ation *!. he (ranch is headed up by the 2inistry of Internal !ffairs, which eeps the city itself running on a day to day basis. hey also are responsible for the enforcement of law. he 2inistry is headed up by Chief of *tate Die. Die is on e#cedingly good terms with !thena, though the e#act nature of their alliance remains to be seen. *! is the highest of all law enforcing bodies within Olympus, and they also sere as Olympus& $big stic$ in enforcing global policy. *! ;#tra *pecial eapons !nd actics=. Officially, it is not associated with standard police units, though sometimes their Burisdictions cross. *! headhunts new agents from other law enforcement bodies and (adside, putting the rooies through intense training. !bout 1 in 15 candidates for *! will mae the cut. hey are trained in the use of many weapons, as well as land mate and ehicle operation. hey sere as a special forces, and perform the occaisional blac-op. here role isn&t restricted to brute first some of the greatest inestigators and forensics e#perts wor in *!* Cyborg Crime Inestigation team. *! answers to the 2inistry of Internal !ffairs, but resents how the #ecutie (ranch has been using them in strong-arm diplomacy.
he >egislatie (ranch he >egislatie (ranch is the law maing body of Olympus, though of all the powers of the C2(, it lacs the ability to enforce their initiaties. he *enators that mae up the ?arliament are e#clusiely bioroid+ they are made to represent the demographics and interests of the world proportionately. !s demographics change, old bioroids are retired and new ones are instituted. here are no elections. he actions of the ?arliament are oerseen by 3!I!, a massie supercomputer that taes up a good '5000 cubic meters of space in a massie underground comple# in the Central Olympic !rcology. It has the power to call for the $impeachment$ of senators, and the power to eto. 3aia is programmed to absolutely represent the interests of umanity+ it has ehemently fought against ?arliament for this reason on many occasions. ! eto by 3aia can be oeruled by the Council of *een.
he Council of *een, nicnamed the C?%, is a group of seen first-generation bioroids that hae been around nearly as long as Olympus ;that&s a really long time=. hey act as the $organic balance$ on 3aia&s scale of Bustice. hey hae been made to be e#tremely intelligent and moral, and act as adisors to ;and components of= 3aia. 2ore importantly, howeer, they act as 3aia&s contact to the politics of Olympus. hey are her eyes and ears. heir positions haen&t made them any friends in the ?arliament or in the other (ranches+ they hae been $put under sureillance for their protection$ seeral times to eep them from interfacing with 3aia.
)inding mployment If you want to lie in Olympus, you will need to find a Bob, and fast. If you&re a bioroid, or headhunted, this won&t be a problem. mployment will be proided for you. %ltimately, you will want to find your dream Bob. Eour Bob will proide you with capital, faors, contacts, and authority. !nd hopefully, the effort you hae to put into it will be worth the returns.
3oernment or "#ministrative Position:!dministratie positions coer those who wor as bureaucrats and ciil serants. hey are paper-pushers, but they are also the moers and shaers of Olympus. hey enforce policy, schedule and attend conferences with dignitaries, hammer out contracts, and the lie. his, on a day to day basis, is boring, to say the least. (ut, when it comes down to it, they hae a lot of power, especially at the higher leels. hey can grant political faors, and at high leels, they can control policy and use police forces.
"nnual$alary
%amples
F'5,000
2ail oom (oyA*ecretary
F'5,000
?aper ?usherA>ow >eel (ureaucrat
F5,000
(ureaucratACommitee 2ember
F45,000
Commiteeead
F60,000
@epartmentead
&e#eral Bureau o' Investigation:he )(I is the highest of the high law enforcement and inestigatie bodies and Olympus, and is also a symbol of the #ecutie (ranch&s power. !gents do not apply they are recruited, and not Bust anyone maes the cut. )(I agents are masters of deception, combat, and the shaedown. It&s said that in a gunfight, the )(I !gent is the second one to draw, but always the first to fire.
ules he 32 may wish to disallow ?Cs access to the )(I. (oth (ioroids and umans can become !gents, but obious full Cyborgs will not generally be recruited they&re too conspicuous. "nnual $alary
%amples
F'5,000
?rospectie !gent
F0,000
ooie
F5,000
@etectie
FG5,000
Chief Officer
F65,000
eam >eader
(overnment Research: esearchers are technicians, engineers, biologists, geneticists, and the lie, who wor on deeloping technology and maintaining the afore mentioned technology that eeps the city running. De#t to law enforcement, this field is the one in which Olympus does the most headhunting. "nnua$l alary
%amples
F'0,000
Intern
F0,000
esearcher
FG0,000
>eadesearcher
F50,000
)ield ead
F65,000
Chief*cientist
>aw nforcement he city of Olympus is irtually crime free bioroids aren&t programmed to be felons and in general it is a peaceful city. oweer, there is the criminal element, and the police are often needed to protect Olympus from e#tremists, hostage taers, and itself. Olympus has seeral law enforcing bodies, each with arious Burisdictions. !ll of these organi"ations are controlled by the 2inistry of Internal !ffairs.
he Olympus ?olice @epartment he ran and file cops of the Olympus ?olice @epartment are the bacbone of order in Olympus. hey respond to crimes in progress, patrol the streets, and inestigate crimes. hey lac the training and resources of the higher organi"ations, but they don&t need them. he aerage cop neer has to draw his gun in the line of duty anyway.
?olice, ?atrolmen, Officers and @etecties function in the same way and sere the same functions as in the real world. ?olice hae the power to mae arrests and enforce the law. It typically will tae 1-5 minutes for the police to respond to any call at any gien time at any place in the city. ?olice get around by car, bie, motorcycle, and on foot.
!ir ?olice he Olympian !ir ?olice consists of seeral s/uadrons of helicopter, plane, and hoercraft pilots who act as bac up to other law enforcing bodies. hey are a subdiision of the standard law enforcing body, and fall under the same Burisdiction. !ir ?olice generally are not used e#cept in the most e#treme hostage situations, and in hostage and augmented criminal cases.
*! *! functions as the police strong-arm against hostage taers and iolent situations that need to be diffused /uicly. hey hae a good reputation compared to similar organi"ations in other countries, but cannot compare with the lies of 3*3-9, 3I3D, and *!. In fact, *! loos down on them as incompetent children. oweer, the fact that most *! agents are headhunted from *! cannot be oerlooed. hey are generally used to suppress the $day-to-day$ acts of terrorism that *! does not hae the time for.
*pecial Inestigations %nit he *pecial Inestigations %nit is an organi"ation seperate from the O?@, though it is still headed by the 2inistry of Internal !ffairs. hey are the $)(I$ of Olympus ;though they should not be confused with the )(I=+ they are responsible for inestigating criminal actiity that stems outside of Olympus. hey hae seeral subdepartments, each which inestigate and respond to different offenses. hey wor to stop smuggling of contraband materials in and technology out, to fight the drug trade, and to inestigate foreign inolement in local crimes.
*! *! is Olympus& premier paramilitary group. It seres as the anti-terrorist, cyborg crime response, and special force branch of the Central 2anagement (ureau. It is not a policelocal organi"ation in the it is not used to enforce law rather, it issense used that to enforce international law and to eep peace. -*!
is an e#tremely well trained combat force, and can easily tae on the toughest of opponents with relatie ease.
ecruitment *! operaties are handpiced from *!, *I%, badside $immigration candidates$, and, if they get lucy, )(I. *olos and foreign combat personal are often headhunted from badside and other nations to wor on *!. hese indiiduals soon find themseles woring in law enforcement, or in manual labor.
raining $!3!!ID< )O2 !!!?<$ he life of the *! agent becomes his training. ?rospectie and eteran operaties alie are put through brutal, strenuous training at *!&s huge arcology in the Central Olympic (loc. hey train 7 to 10 hours a day, with little let up. ery possible scenario is simulated, and after they are all simulated, they do it all oer again. Do one oerspeciali"es+ this breeds weaness. If a character Boins *!, he can e#pect to be spending most of his time in training, when not on an operation. hile this limits the character&s free time, they&ll mae a lot of buddies ;or enemies= on their team. It&s always good to hae drining buddies who are armed ;or is itH hic=. raining consists of 10 day e#cersi"es in arious fields. Common e#cersi"es include defense of goernment property and officials, cyborg crime, hostage situations, landmate operations, room clearing, and assassination. raining should most definitely be roleplayed from time to time. his is an e#cellent tool by which to teach the rules system to the players without haing to worry about death ;as much=. It&ll mae those deadly blac ops that much easier. It will also cement the characters together in a coherent group, and it can be used to create conflict between ?Cs and D?Cs.
Operations and ?rocedures he maBority of *! missions inole special-forces actions and anti-terrorist operations. (oth are compromised primarily of tactical assault, and at this actiity, *! is the best in the world. heir training and teamwor really pay off, and the mission fatality and inBury rate is lower than those incurred in training. ! lesser function e#cersi"ed of *! is the use of standard police and *I% inestigatie procedure and assault tactics in bringing in dangerous cyborg criminals too tough to aprehend with normal police units. *! will often operate in other countries, often loaned to these nations by Olympus to put down terrorists, criminals, and insurrections. oweer, often they will operate in other countries to protect their own interests. *! will only do so if authori"ed to do
so by the soereign goernment ;authori"ation is often a/uired Bust moments ahead of time= or under the coer of plausible deniability. In such circumstances, operaties hae a lot more freedom in their actions ;though recless behaior will lead to pay cuts or suspensions=. *till, agents hae to be careful what they do. he 2inistry of #ternal !ffairs has *! inestigated routinely. !t any gien time there will by half a do"en )(I moles in *!.
3etting !round It&s a big island, and in the course of a campaign set in Olympus, the characters will be scrambling all oer it. here are many ways to get around inside the arcologies and between the blocs. 2ost means are relatiely ine#pensie and easy to ac/uire.
Car and 2otorcycle Olympus does hae large stretches of highways and wide roads to drie upon. he roads are well maintained and they allow for the use of wired electronic cars. raeling from one end of the island to the other taes about G hours of driing. !ll the same, cars are relatiely scarce in Olympus, and traffic Bams infre/uent. 2ost people either use public transportation or use bicycles.
?ublic ransit Olympus has a large, accurately timed, and cheap metro transit system that runs to all of the beaches and seeral arcologies in each of the (locs. rael by electro-magnetic super-conductie monorail is also aailable. Eou can get from one side of the island to the other in 0 minutes by this method.
elicopter ery arcology bloc possesses at least four helipads. hese are goernment operated, and therefore air transportation is generally limited to dignitaries, military personal, corporate attaches, and other JI?s.
?laces of Interest !hh, the places to go and people to see. hat follows is a brief listing of arious locales in Olympus worth a second loo.
")aten#ai "rcology Bloc):?rimarily an industrial bloc, it houses most of the actual foreign corporate holdings. oweer, there are residences in the area for bioroids. "nemos "rcology Bloc):Olympus& science arcology, it is where the 3!I! super computer is housed ;albeit a /uarter mile underground=. It also houses the artarus !rcology. Be*e)ric "rcology Bloc):he (e"eric !rcology (loc is primarily a goernmental bloc. It houses all of the foreign embassies as well as most of the goernment buildings. 2ost Corporations with interests in Olympus hae their residences and head/uarters
based in this arcology. +entral Olympic "rcology Bloc):Olympus& largest arcology bloc, it consists both of residential comple#es and comercial districts. 2ost immigrant humans lie in this arcology bloc+ the ratio of human to bioroid is appro#amitely '. his, of course, maes this place a boiling point. 2ost of the (iocontrol *erice Centers are based here. $uiten "rcology Bloc):! second esidential and Commercial bloc, it also houses the Olympic ?ort !uthority. ,artarus "rcology:he huge, mirrored administration arcology in Olympus. *haped lie a semi-circle, it has thousands of floor leels, all of which are used towards the deelopment and control of military grade weapon and armor deelopment. $W", Hea#-uarters:his building is a massie police structure situated between the primary arcologies of the Central Olympic and (e"eric (locs. It houses all aspects of
*! It also the massie training facility ;partially outdoors= that *! operations. uses to prepare forcontains it&s operations. ,he Bur/s: (etween the large arcology blocs are miles and miles of country side, and e#pensi"e housing. he suburbs of olympus are something alot of people aspire for, but generally only high administratie positions and stuffed shirts can afford them ;*! agents are always in debt...=. *till, they are beautiful, and they offer a chage of pace from the somewhat hectic life of the big arcology cities.
I.0 ,he $tate o' the Worl#: 1213 In this +hapter • •
ar and ?eace >ife in (adside
•
he ise of Dew *uperpowers
ar and ?eace 2any people belieed at the dawn of the '1st century that they were on the erge of ushering in a new era of peace, prosperity, and tolerance. hey could not hae been more mistaen. @espite the unification of urope and the end of the first cold war in the early nineties, conflict in the middle east would spar the hird orld ar. Dearly eery world power was drawn in on one side or another. On )ebruary 1Gth, 1994 ;Jalentine&s day...ironic, huhH=, the war clima#ed with the launch of nuclear weapons. ithin 1' hours, the shooting stops, and the last bomb falls in Kapan ;another irony=. he old %*! and uropean Confederacy win out, but at a horrible cost eery ciili"ed country had lost most of it&s infrastructure, and 408 or more of the worlds population was dead. Oer 658 of the arth&s surface would become $(adside$+ land damaged and isolated by war no longer controlled by any power, abandoned to anyone who could pull themseles out of the rubble. In the worst hit areas, the sun was completely bloced by ashe and dust in the sy Duclear inter. *till, humanity held on. he lessons of the last war were short lied. ithin three years, a fourth orld ar would errupt. his time, the war is triggered by conflicts between european and asian powers. he war is a throwbac to the imperialistic wars bac in the late 1700s. @epleted nuclear stoc and hesitance by the superpowers to use them leads to a drawn out, bloody landwar in !sia. he war would drag on into a stalemate. he war does fuel the economy, howeer, and enormous leaps and bounds are made in technology, science, and medicine. he war would finally end in '0'4, '6 years later, with Kapan the ictor. ! baby boom would follow, and the true silicon age would begin. Eears of peace, progress, and prosperity would follow, and would last for more than 65 years. It would be an era comparable to the later part of the '0th century. Outright war would always be occurring, but rarely would super powers become inoled in anything beyond minor sirmishes. *pycraft and blac ops ran amuc, howeer. Conflict in the middle east was worse than eer, with a new power ;2unma= being thrown into the mi#. he last great $war$ occurred in '1'5, the year the !ppleseed ?lan was formally proposed. ar was touched off when ethnic differences in !frica spared mass scale uprisings, fueling further insurections in newly taen colonial societies after . ardliners in he )our *uperpowers ;Kapan, %**, %*!, C= ended up at war. he war was $mild$ in comparison to preious wars, and only badside was seerely affected. It was /uelled by he Central 2anagement (ureau, and they arrose to power as the international police power.
>ife in (adside
@espite reconstruction efforts bac in the late '1st century, the maBority of the world is still in ruins, due to the third orld ar. his land has grown to become collectiely nown as (adside. he sy has since cleared, and radiation is only a problem in the most remote of regions. he abandoned and shattered urban sprawls hae, in someplaces, begun to loose their foothold oer 2other Dature. Jines, trees, and thic foilage coer gigantic buildings. (adside is gritty, hard, and shell-blasted in some areas, and feral in others. he rule of thumb is that to surie in badside you need two of three things brains, numbers, or big guns. Communities e#ist in badside, though they rarely are larger than small hamlets. !ll societies the same,sustain these illages are home to oer half ofor, themore world&s population. hese themseles by either gathering commonly, subsistance farming. here are also bandit and raider groups that lie by praying on small hamlets+ these groups are rare near areas with strong infrastructure. Occasionally you&ll find a true city that has rissen out of (adside yet is isolated from the rest of the ciili"ed world ;Dew Orleans, for e#ample=. hese are the e#ception howeer, and not the rule. hey tend to become haens for criminals or bases for mercenaries. *ome surialists, nuts, indiidualists, and poor shmucs lie in alone or in ery small groups in badside. >ie others, they usually surie on subsistance farming. hese indiiduals are nown as *olos.
he ise of Dew *uperpowers @ecades of conflict and the eents of -5 hae drastically altered the political world map. Dations hae risen, crumbled, and split, and boundaries hae been pushed bac and forth. Dew superpowers were formed, and new players entered conflicts as old as the modern world. he most significant change is that many countries hae been whiped clean off the map, and those that were not hae lost a chun in them. ith the e#ception of the middle eastern countries, third world nations hae uniersally sun into (adside. he old superpowers hae been deistated. Cities and miles of suburbs and deeloped country side simply don&t e#ist anymore. Gameplay Note: Unless a country is mentioned in the provided source material, or you really need it for your game, assume it doesn't exist anymore. Odds are there will still be a city or two left in the country, and there may or may not be a provisional government. he year '1'5 split one former (ig G *uperpower, merged another, and put ' new powers on the scene. he world is &ruled& by !egis, or Central 2anagement (ureau, based on the artificial island of Olympus. !egis is a powerful, international law enforcing body and peace eeping organi"ation baced by the %nited Dations, but not uniersally by it&s members. It fulfills the roll the old imperialist era %nited *tates did, though it is infinitely more powerful and less corruptable.
he good ol& %*! is no more. ith much of their srcinal si"e lost to the %** and (adside, it was finally split by racial tension and the old Conseratie s. >iberalA>eft s. ight differences, the country was diided in two. he southern states formed Imperial !mericana, a rightwing republic with a conseratie desire to return to the days when the %*! spoe loudly and carried a big stic ;this has put them on uneasy terms at best with Olympus=. acial and se#ual e/uality hae gone down the toilet in Imperial !mericana+ it&s a white man&s world. he former northern states, nerous of the anne#ed Canadian lands of the %** to the north and the good ol& boys to the south allied themseles with the %**, forming the left wing %*-*oiet !lliance ;%**!=. helost middle is to a mess, as always. Israel has remained a strong suriing force, has mucheast land the !rabs, including the entirety of Kerusalem. hey hae an but e#cellent espianogue networ handed down from 2ossad, and the bacing of )rance and the %**!. *yria and Ira/ hae been wiped off the map. he !rab world has been united under one banner he Islamic epublic of Iran. Occupying former Iran, Ira/, *yria, and ?alestine, they are constantly haing to put down iolent uprisings from nationalists. Israel is a particularly strong thorn in it&s side, as are Ira/i dissadents operating out of )rance. he most astonishing deelopment in the middle east has been the rise of 2unma a new religion and nation with roots in Islam, traditional !rab customs, Christianity, and @aoism. !ttracting mainly disenfranchised 2uslims, Cristians, Kews, and Chinese, it has grown from cult lie srcins bac in the early '1st century to a maBor religion and oil power in the middle east. It has control of the south-eastern land between its enemies of the Iranian epublic and India. (aced by Imperial !mericana, it has become a world power. hey&re not as fanatical as most Islamics ;though there are radicals=, and the /uality oftolife is generally good in theand 2unma oly epublic. oweer, rumored hae nuclear capabilities, lie Imperial !mericana, are onthey poorare terms with Olympus. De#t to !frica and China, urope was hit the hardest by the last two wars. ith the e#ceptions of ngland, 3ermany, )rance, and ussia, the other countries hae fallen to badside, turned into a networ of city-states seperated by miles and miles of wasteland. ngland has recoered well from 5 ;after fierce rioting=, and though it has not been a world power since the end of ', it&s technology and pharmeceutical industries hae flourished in the past two years, and the *!* is still top notch. )rance has prospered more than any other european country, and is a popular acation spot for those fortunate enough to be able to tae acations. ! democracy with leftward leanings, it&s e#ecutie branch is e#tremely corrupt and rash, and is opposed by the legislatie minority. he 3I3D is a world class hostage-rescue group, and can een compete with *!. 3ermany is a strong manufacturing power, though suffers from crippling inflation and famine. !sia ;not counting Kapan= has had it rough. 2ost of the old countries hae either been anne#ed by the %**! or China or collapsed entirely. India has the same problems that hae plagued them for centuries bacwards caste system, famine, oer population,
plague. China is going through a second ai ?in ebellion fundamentalist Christian offshoots hae lead seeral iolent uprisings against the totalitarian goernment. Kapan, dominated for decades by the corporate machine, is now the holding the huge gonglomerate ?oseidon. ?oseidon, while technically a corporation, controls Kapan and is recogni"ed as a soereign power by the %nited Dations and !egis. >ie Olympus, ?oseidon is based on an artificial island south of the Kapanese mainland, bearing the same name as the corporation. ?oseidon is a megacorp in eery sense of the word they mae eerything from cars to toasters to ra"ors to small arms. hey hae bought out most of the other Kapanese based corporations, though many left beforehand and set up head/uarters elsewhere ;onda and e#ample=. are to onanyone good terms withcash. Olympus and obey international law,*eburo, but haefor a bad habit ofhey selling who has ?oseidon has seeral top-secret special ops groups.
The Basics (D6 Legend) This game is based on West End Game's D6 Legend system, specifcally its DC Universe game ! highly recommend that yo" pic# "p the DC Universe r"les $available at game stores and the WEG %ebsite& to fll in gaps that ! don't cover here There are many dierences bet%een the (ppleseed D6 Legend and DCU and ! %ill try to point o"t %here they pop "p (s al%ays, ! enco"rage yo" to t%ea# the system in any %ay that %or#s best )or yo" !) yo" have any *"estions or comments, please email me and !'ll try to ans%er them )or yo"
GAME MECHANICS The Dice The system re*"ires players to roll si+sided dice $D6&, %hich represent a character's attrib"tes and s#ills When appropriate, the Game -aster %ill tell a player to roll a n"mber o) dice e*"al to either the attrib"te or s#ill being "sed The player rolls the appropriate n"mber o) dice, co"nts the n"mber o) ."ccesses and tells the G- the res"lt
Regular Die Die Roll /,0 2,3,4,6
Resul 1ail"re ."ccess
!ild Die Die Roll /
Resul Critical
0 2,3,4 6
1ail"re 1ail"re ."ccess Critical ."ccess
!) the ."ccess Total is higher than the di5c"lty n"mber $.ee belo%&, the character s"cceeds !) it is lo%er, the character )ails Example: Kreiger is trying to walk along a thin ledge without falling. He has a Dexterity of 3D. The GM sets the diculty numer at ! "uccess. The #layer rolls 3 dice and gets a $% 3% and &% resulting in two "uccesses. Kreifer tra'erses the ledge with ease.
The !ild Die Each player sho"ld designate one o) his or her dice to be the Wild Die $it is help)"l i) it's a dierent color or shape&
Criical Successes" Whenever the the Wild Die comes "p %ith a 0,2,3, or 4, treat the res"lt as i) it %ere a normal die "t, i) the Wild Die comes "p %ith a 6, the player receives / ."ccess and rolls again 7n a / or 0, the player does nothing more $/'s do not co"nt as Critical 1ail"res a)ter the frst roll o) the Wild Die& 7n a 24, the player adds yet another ."ccess to his total 7n a 6, the player adds another ."ccess and rerolls8 This contin"es as long as the character rolls 6's on the Wild Die Example: Kreiger% a rookie co# in (lym#us% has a )irearms skills of *D. +hen he ,res% he rolls * dice. His 'alues are $%&%3 and on the +ild Die% a -% resulting in 3 "uccesses He rolls the +ild Die again and gets another - The total is now * "uccesses and he gets to roll again. This time% he rolls a !. The ! is counted as a failure /ut not a 0ritical )ailure1 and he sto#s rolling with a ,nal total of * successes.
Criical #ailures" !) the Wild Die comes "p %ith a / %hen a character is frst rolling a .#ill or (ttrib"te Chec#, roll the Wild Die again !) the val"e is / thro"gh 4, remove the Wild Die and ded"ct one o) the ."ccesses )rom the other dice $i) any ."ccesses %ere rolled& !) the res"lt o) scre%ed the second rolls is a 6, the character has Complicated she has "p in a partic"larly bad %ayperhaps dropping 9e his or g"n do%n into a se%er grating or t%isting an an#le %hile trying to
dodge Complications sho"ld ma#e a character's li)e more di5c"lt, b"t never #ill them o"tright Example: Kreiger is shooting again. He rolls a $%&%- /$ "uccesses and ! )ailure1 and on the +ild Die a !. He rerolls the +ild Die and gets a $. He remo'es the +ild Die and sutracts ! "uccess% resulting in ! "uccess remaining. Example 2: Kreiger is chasing a 2eeing mugger on a crowded street. The GM has him make a running roll with
a diculty of $ "uccesses to a'oid colliding with a ystander. Kreiger% with a unning skill of 3D% rolls 3 dice. He gets a $%3 /! )ailure and ! "uccess1 and on the +ild Die a !. He rerolls the +ild and gets a - He not only fails ut com#licates. The GM tells him that he runs into a homeless woman #ushing a sho##ing cart. He not only stumles to the ground% he dro#s his gun and it falls into a drainage #i#e. 4f he catches the crook he5ll ha'e to sudue him some other way. The G- co"ld have :"st as %ell said that ;reiger got a m"sclecramp and is /D to all De+terity actions )or the ne+t 4 ro"nds, or that he is st"nned )or the ne+t ro"nd (nything that ma#es ;reiger's li)e a little more scary Boosting the Wil# Die: *ometimes a characer will hae some slight adantage oer
others. It may because of natural abilities, cybernetics, a piece of technology or Bust dumb luc. hateer the reason, in the long run, the character has an edge oer others. In this game, that edge is represented by (oosts. (oosts gie the character an increased chance to reroll the ild @ie. ! character with one (oost may reroll the ild @ie when it comes up a 5 or a 4 on his initial roll only. *ubse/uent rolls of the ild @ie are treated normally. Example: reiger is wearing Gasium armor, which is lightly powered and augments the user's !trength and "exterity, #oosting all rolls made under either attribute. reiger is in a gunfight and attempts to "odge $"exterity s%ill&. e rolls a (, ), *, and + on the ild "ie. e gets to reroll the ild "ie, getting another +. e does not roll again, and adds up his successes for * successes.
! character with multiple (oosts in the same area may reroll subse/uent ild @ie rolls, once for each (oost. hus, a character with ' (oosts in @e#terity can reroll the ild @ie on a 5 or 4 on his initial roll and the second roll of the ild @ie, but not the third ;when he may only reroll on a 4, as normal=.
Note: (oosts are beasts of my own creation, added because I felt there were so many bits of technology that might gie characters adantages. I didn&t want to allow characters to Bust eep adding dice on top of their attributes, because it would /uicly imbalance the game and characters would regularly be accomplishing impossible tass. *ee by @esign Dotes for more commentary.
Di$cul% Nu&'ers When a character ma#es an (ttrib"te or .#ill chec#, they are "s"ally rolling against a di5c"lty n"mber $ Noe< ! thin# these di5c"lty n"mbers are t%o easy8 ! may recommend increasing them all by one a)ter some playtesting Let me #no% %hat yo" thin#&
Di$cul%
=eryEasy
Di$cul % Nu&'er s /
Easy
0
-oderate
2
Di5c"lt
3
=ery Di5c"lt
4
E+tremely Di5"lt
6
9eroic
A
Unearthly
Legendary
!mpossible
/@
Descriion (nyone %ith slight s#ill sho"ld be able to do this most o) the time Ea&le< Driving a car in moderate tra5c -ost characters sho"ld be able to do this most o) the time, tho"gh there is still a change )or )ail"re Ea&le< Driving a car in moderate tra5c d"ring a rainstorm >e*"ires a )air amo"nt o) s#ill and?or eort -ost "ns#illed characters %ill )ail s"ch an attempt Ea&le< (voiding :ay%al#ers %ho s"ddenly step in )ront o) yo"r car d"ring a high speed chase 7nly highly s#illed characters s"cceed at these %ith any reg"larity Ea&le< Driving thro"gh an intersection )"ll o) speeding cross tra5c Even pros have a hard time p"lling these attempts o Ea&le< .teering yo"r car into oncoming tra5c and avoiding collisions %hile at high speeds 7nly the l"c#iest and most s#illed are s"ccess)"l Ea&le< .harpshooting thro"gh a tiny hole in an enemy's body armor at 2@ meters Bo"'d better be s#illed and l"c#y, and even then it's no g"arantee Ea&le< ."ccess)"lly landing an 7lymp"s Troop Transport $those bee li#e things& %hen all po%er has been c"t 7nly the most highly s#illed and?or cybernetically enhanced characters %ill s"cceed Ea&le< "mping )rom one b"ilding to another $as riareos does in /<=/ against the hit s*"ad in the badlands& ( character m"st have advanced cybernetics and godly s#ill levels to even thin# abo"t accomplishing s"ch a )eat Ea&le< !) the character s"cceeds, it's not "nli#ely that
s"pernat"ral )orces are at %or# Ea&le<
*osed Rolls When a character is testing his or her (ttrib"tes or .#ills against those o) another $FC or FC&, the parties involved ma#e 7pposed >olls The one %ith the highest roll %ins Example: (ne character tries to shoot another. The ,rst
makes a )irearms roll while the other makes a Dodge roll. 4f the attacker5s roll roll results in more "uccesses than the others5 Dodge% then he hits /see 6ctions and 0omat for more information1.
Characer +oins ( character may spend his or her Character Foints to gain additional dice d"ring an action They receive an additional die )or each point spent ( character may spend "p to 2 CF's per action or attac#, and "p to 4 CF's )or any de)ensive action $Dodging, .trenth rolls vers"s damage, etc& !) the die p"rchased %ith a CF comes "p a 6, the player may reroll it and add the ne% val"e to the total $as )or the Wild Die, tho"gh there is no penalty )or rolling a /, other than it is a 1ail"re& Example: Kreiger must lea# from the ledge of a uilding to a ho'ering helico#ter. The GM sets the dicult at 7ery Dicult /&1. Kreiger has a &D in 8um#ing and rolls the dice. He gets a 3%*%!%* and on the +ild Die a $ /3 "uccesses and $ )ailures1. He decides to s#end some 095s to a'oid #lummeting to his death. He s#ends one and rolls a - That5s one success and he rolls again% getting a 3. He makes the um# Character Foints may be "sed at anytime, even )or the same action as a Chi Foint $tho"gh the e+tra die is added a)ter the base dice are do"bled .ee belo%&
Chi +oins The %orld o) (ppleseed is frmly based in reality $.hiro% goes to great pains to ma#e his machines, politics, and characters realistic&, b"t it is still a heroic )antasy in %hich both protagonists and villains ali#e per)orm nearly s"perh"man )eats !n this game, Chi represents a character's inner strength and the e+tent to %hich they can tap into personal energies to prod"ce heroic res"lts When a character spends a Chi point, all dice on his ne+t action
are do"bled (nything %hich is not part o) a character $a %eapon or vehicle&, is not aected Example 1: Kreiger is in hand;to;hand comat with an terrorist thug. He decides to s#end a 0hi #oint one round. His Martial 6rts is normally &D while in the Matrix. )or this action% it goes to !
ect 7alue. Example 2: Kreiger is in a ,re,ght with an enemy and decides to s#end a 0hi 9oint. His )irearms skill doules from *D to ?D% ut the damage from the gun /&D1 remains the same /though there5s a chance for a great =>ect 7alue1. .ee Characters< Chi )or r"les abo"t "sing and regaining Chi
E,ec -alue The dierence bet%een the n"mber o) ."ccesses a player rolls and the Di5c"lty "mber is called the Eect =al"e $E=& E='s are a meas"re o) ho% s"ccess)"l a character's attempt has been $or, in some cases, ho% dismal the )ail"re t"rns o"t& !n combat, the character rolls one additional damage die )or E= point !n noncombat actions, E='s can indicate the speed, grace or ingen"ity %ith %hich a character s"cceeds .ee (ctions and Combat )or more in)ormation
III. CHARACTERS In this chapter emplates ypes !ttributes !dantages and @isadantages @etails Choosing *ills Chi Character !dancement
TEM+LATES
!n order to play Aleseed, yo"'ll need a character The list belo% is really only ill"strative There are )ol#s )rom every %al# o) li)e, pro)ession, and bac#gro"nd in the (ppleseed %orld Even those in the same pro)ession specialiHe in dierent areas Bo" can select one )rom the list belo% or create yo"r o%n (adside *cout (ureaucrat Cop Croo Cyborg 2ercenary 3oernment !gent 2edtech 2utant eirdo obot *muggler *oldier echnician errorist Lealot
Copy the str"ct"re )rom one o) the Character Templates above onto a piece o) paper to create yo"r very o%n character sheet ! %ill try to ma#e and post one %hen ! get time, b"t don't hold yo"r breath8
,4P In !ppleseed, a character may either be a normal uman, a (ioroid, a 2utant, >ight Cyborg, or a )ull-(ody Cyborg. ach ype has particular adantages and disadantages. Dote that the starting !ttribute @ice for characters is higher than it would be for $nonheroic$ non-player characters in the world of !ppleseed. 2ost standard D?C&s would start with fewer attribute dice.
,ype
"tt. "ttri/ute Dice Limits
"#v 5 Disa#v
$tarting $)ill Dice
1@-G@
'free !dantages
7
uman 17 (ioroid 19
umans are actually a minority in Olympus, but remain the maBority in the rest of the world.
1@-G@, any Do free 10, at (ioroids must undergo >ongeity one !tt. may adantages. least treatments eery ' wees or begin to be raised to must be in suffer -1@ to all attributes until 5@
2utant 17
Notes
1@-5@
noncombat sills. free
6
treated. hen the (ioroid reaches 0@ in Constitution, they die. 2utants are the products of post-war
!dantages, which should be related to the character&s mutations somehow.
to#ic e#posure, radiation or e#perimentation. hey are liely a ind of (ioroid that does not need >ongeity treatments.
>ight 17 Cyborg
1@-G@, but may be raised by chosen cybernetics.
*tarts with ', but must pay one for each implant chosen at start-up.
7
ypically, these are humans who hae suffered some inBuries that re/uired cybernetic replacements. 2ost common are prosthetic arms, implanted eyes, and occasionally artificial organs. *ee Cybernetics for more information.
)ull'1 body Cyborg
1@-6@ for Done, ?hysical considered !ttributes. to hae been 1@-G@ for inested in 2ental cybernetics. !ttributes. )uthermore, &(orgs suffer -1@ to all ?resence rolls. *ee
4
! )ull &(org liely had to replace his human body after a greious inBury that nearly illed him. )ull &(orgs must be registered in Olympus and re/uire regular, and e#pensie, maintenance. *ee Cybernetics for more information.
below.
Constructing )ull (orgs as starting characters hen a player choose to create a full (org he should follow the following steps. !s always, the 32 should feel free to modify these steps and starting allowances as desired. *ee Cybernetics for more information. 2. "llot the "tri/ute #ice6 'ollowing thelimits outline# a/ove. 1. $tarting "rmor 7alue: 10 8. $tarting 9ump Bonus: 1D . $tarting /ase HP: 10 0. "## 1 $tan#ar# Optical Implants6 with up to options ;'ree6 ( <s #iscretion=. . "## 1 $tan#ar# "u#al Implants6 with up to 1 otions ;'ree6 (<s #iscretion=. 3. $tan#ar# /rain /o%. >. $tan#ar# &iltration systems ;all=. ?. +ustomi*ing your Borg: at the 32&s discretion, you can choose to raise and lower some alues to personali"e your creation. 3enerally, the 32 should not permit players to raise or lower leels more than 1 leel
from the standard at character creation. ;)or e#ample, the Cyborg 2ercenary in the emplates section lowered his !rmor Jalue by 1 and increased his Kump (onus by 1@=. Do alue should e#ceed 6@ at character creation. 2@. "ppro%imately 0@6@@@ #ollars in#e/t ;'rom implants or maintenance costs=.
ATTRIB/TES .elect the Type yo" %ish to play and fnd the starting (ttrib"te Dice )or yo"r character (t least /D m"st be placed in each attrib"te and no more than 3D can be assigned to any one attrib"te )or normal h"mans $ote< Dice may no be bro#en "p into 2 IpipsI, or IJ/'sI, li#e they can in the .W >FG& The average )or InormalI h"mans in any one attrib"te is 0D The (ttrib"tes are<
Srengh" a meas"re o) the character's m"scle po%er Deeri%" indicates the character's Ke+ibility, grace and handeye coordination Consiuion" represents the character's hardiness, s"ch as resistance to disease, e+ha"stion and pain 0no1ledge" serves to sho% ho% broad and deep a character's general "nderstanding o) the %orld, )rom streetsmarts to scholarship !ncl"des technical and mechanical s#ills Insincs" ma#e "p one's perceptive abilitieshis a%areness to his environment as %ell as behavioral c"es )rom other people +resence" represents the character's )orce o) personality, ability to per)orm, orate and convince other people Generally, his Ipeople s#illsI Example: yan is making a character named Kreiger% a rookie 0o#. He chooses a Human decides to create his own tem#late rather than use the one #ro'ided. He comes u# with the following 6ttriutes:
"trength: 3D Dexterity: *D 0onstitution: 3D Knowledge: 3D 4nstincts: 3D 9resence: $D AD-ANTAGES 2 DISAD-ANTAGES !dantages and @isadantages e#ist to represent areas in which a character may e#cel or suffer. ach character starts out with the !dantages and @isadantages granted by his
chosen ype. (eyond that, players may purchase 1 additional !dantage for a starting character gien that they pay for it with a @isadantage. !dantages may only be taen once ;no $stacing$=. !fter character creation, players cannot purchase additional !dantages ;though changes in the character due to circumstance may be similar to them=. he number ne#t to the !dA@isad name indicates the $leel$ or $seerity$ of that particular trait. !n !dantage with a ;'= behind it is worth two normal !dantages and must be paid for with two @isadantages ;or a @isadantage with a ;'= rating=. Design note: -ife nearly everything in this game, dvantages and "isadvantages are completely optional. /y main reason for coming up with them was to give humans some bonuses relative to other 0ypes. 0hey should never be allowed to imbalance a game and G/'s should alter them accordingly.
Ad3anages" Acue Senses (4)" oost to any .earch or Trac#ing attempt that relies on one o) the fve senses A&'iderous (4)" Character may "se either hand %ith e*"al s#ill 1"rthermore, the character may %eild and shoot t%o g"ns at the same time and only inc"r a /D penalty rather than the normal 0D penalty Aeal (4)" oosts to all Fresencebased s#ills Ca5ooed (4)" Character is e+ceptionally light on her )eet This grants a oost to the )ollo%ing s#ills< .tealth and (crobatics Conacs (457)" Ta#en at level / means the character has some relatively high contacts that may get in)ormation )or him )rom time and time $sometimes in e+change )or )avors or cash& (t level 0, this character #no%s inK"ential people at the highest levels o) society %ho %ill occasionally do him a )avor Egghead (7)" This character is an especially able st"dent and can learn (dvanced s#ills "nder ;no%ledge as i) they %ere normal s#ills They m"st still learn prere*"isites #lei'le (4)" Character is e+ceptionally limber and grace)"l oosts to Dodge, -artial (rts, ra%l, and >"nning Gearhead (7)" This technophile loves all things mechanical J/D to =al"e, .cro"nge and argain rolls that involve ac*"iring or appraising technological items 1"rthermore, this oosts any -echanics, Electronics or Comp"ter 7ps rolls Ha18e%e (4)" oosts to rolls that involve fring a %eapon or thro%ing something $1irearms, 9eavy Weapons, Thro%& Inuii3e (4)" This character #no%s ho% to read other people and "se it to her advantage oosts to Frofle, Con, Fers"asion, argain and Fer)orm Iron !ill (4)" J/D to all Willpo%er rolls 1"rthermore, the strength o) the character's convictions ma#e them more charismatic and gives oosts to Fers"asion, Fer)orm $7rate only&, argain and Command Luc8% (4)" Character receives an e+tra die once per game, to roll as an additional Wild Die )or one action only Resources (457)" (t level /, this character has a siHeable savings
acco"nts and?or investment port)olio that can be li*"idated to e*"al several tho"sands o) dollars $/@,@@@ J /D6 + /@,@@@& (t level 0, this character has a tr"st )"nd and %ill li#ely never need to %orry abo"t fnding a :ob"nless the cash dries "p, o) co"rse $G-'s discretionheh heh& Sou (4)" oosts to Li)ting, End"rance and >esistance tests Tree5hugger (4)" This character pre)ers the o"tdoors and is especially able in the %ilds oosts to ."rvival, Trac#ing, Climbing, and Li)e .ciences rolls !il% (4)" This character is partic"larly cra)ty and her plans o)ten go o %itho"t a hitch J/D to Tactics rolls %hen character ma#es aplan (lso, J/D to Fers"asion and Con rolls %hen those s#ills are "sed to get in)ormation o"t o) someone
Disad3anages" Addicion (457)" (t level /, yo"'re easily driven to distraction by the ob:ect o) yo"r addiction $cigarettes, comic boo#s, etc& and %ill go o"t o) yo"r %ay and sometimes ab"se yo"r d"ties to )"lfll it Can ma#e a Easy Willpo%er test to avoid giving in (t level 0, the characters has a serio"s problem %ith a dangero"s addiction< dr"gs, alcohol, gambling, etc 7nce per day the character m"st ma#e an =ery Easy Willpo%er test or give in to the addiction 1or each day that has pased since the character last gave in, the di5c"lty increases by / level $Easy on Day 0, -oderate on Day 2, etc& !) the character reaches the 9eroic di5c"lty and passes, then he has Igone on the %agonI and m"st only has an Easy test every day $)orever& to avoid sliding bac# into addiction Character points and Chi may be spent to avoid the addiction Clu&s% (7)" Bo" basically has t%o le)t )eet Bo" trip, yo" st"mble, yo" )all on yo"r )ace Bo"'re a reg"lar erry Le%is When yo" roll a / on the Wild Die )or any De+teritybased action, yo" Complicate i) yo" roll a 2, 3, 4 or 6 $rather than :"st a 6& Cri&inal +as (457)" (t level /, yo" %ere a #no%n thei) and perhaps did some :ail time There may still be a )e% a"thorities %ho have some *"estions )or yo"(t level 0, yo" %ere involved %ith serio"s crimes, perhaps m"rder, #idnapping or dr"g sm"ggling Bo"'ve never paid yo"r debt to society and some !nspector avert is o"t there, loo#ing )or yo"7n the bright side, at level / yo" get a oost to any .treet%ise roll and at level 0 yo" get J/D to .treet%ise De' (4)" Bo" o%e a debt o) tho"sands o) dollars to someone %ho is beginning to r"n o"t o) patience Bo" m"st ma#e payments o) appro+imately /@@@ dollars per month The debt itsel) is /D6+ /@,@@@ dollars Deenden (4)" .omeone depends on yo" to ta#e care o) them Bo" m"st provide ho"sing, )ood, clothes and other s"pport This might be
a child, sic# relative or someone else to %hom yo" o%e a debt Disorgani9ed (4)" This character is simply "nable to get his act together /D to "siness and Tactics rolls 1"rthermore, yo"'ve inc"rred /D6 + /@@@ dollars %orth o) debt beca"se yo" never #eep yo"r fnances straight Du&' (4)" Bo"'re :"st not all that bright /D to rolls that involve problem solving, incl"ding repair and medical s#ills Grouch (4)" Bo"'ve got a bad attit"de, b"ster /D to actions based on Fers"asion or argain In:ur% (457)" (t level /, this character s"ers )rom a chronic, b"t not debilitating in:"ry E+amples incl"de a bad bac#, arthritis, a tric# #nee, etc The in:"ry %ill Kare "p %hen the character Complicates any De+terity roll and %ill res"lt in a /D to all De+teritybased tests )or 0D6 ho"rs or "ntil treatment is given (t level 0, the in:"ry is more disabling !t may incl"de having to rely "pon cr"tches or a %heelchair, a seeingeye dog, or something similar The in:"ry cannot be treated %ith modern technology )or some reason $aside )rom a )"llbody replacement& Nai3e (4)" Bo" o)ten believe the frst thing that anyone tells yo" 0D to Frofle and /D to argain attempts +ho'ia (457)" (t level /, the character is either slightly a)raid o) common things $Easy Willpo%er test %hen coming across rats, sna#es, blood, etc& or very a)raid o) very rare things $Di5c"lt Willpo%er test %hen enco"ntering a dead body, a solar eclipse, etc& Technoho'e (7)" This character doesn't care )or technology and is partic"larly cl"msy %ith it /D to actions ma#ing "se o) advanced technology, s"ch as operating a comp"ter, science s#ills relying on comple+ e*"ipment, piloting a landmate or other modern vehicle, etc
DETAILS This is yo"r opport"nity to ro"nd o"t the character and provide a description, bac#gro"nd, personality *"ir#s, goals, etc
Seed ormal characters can move /@ meters per ro"nd %hile %al#ing With s"ccess)"l >"nning rolls, they can increase this val"e
/nar&ed Base Da&age -alue (BD-) D= depends on the s#ill the character "ses to attac# ormal h"mans have a barehanded D= o) /D !) a character has the ra%ling or -artial (rts s#ill, their D= is 0D
Srengh;Liing Bonus This represents the additional amo"nt o) damage a character can do
beca"se o) his strength Ta#e the .trength attrib"te 7> the Li)ting s#ill and divide by 0, ro"nding do%n This val"e is added to any damage rolls res"lting )rom s"ccess)"l ra%ling, -artial (rts or -elee Weapons rolls Certain armored s"its and cybernetic implants may alter this val"e
Bod% +oins These represent the physical to"ghness o) yo"r character To get starting ody Foints, roll a n"mber o) dice e*"al to the character's .trength J Constit"tion score and cons"lt the table belo% Ta#e that s"m and add /@ !) a character increases his .trength or Constit"tion attrib"te in the )"t"re, he may roll another die 1"rthermore, certain cybernetic enhancements may increase this n"mber
Sandar d Die >es"lt
"mber o) F's
/,0 2,3,4 6
3 4 6
!ild Die >es"lt / 0 2,3,4 6
"mber o) F's 2 3 4 6 $and reroll&
Descriion Describe yo"r character< 9o% tall is he What #ind o) clothes does he %ear Does he have any noticeable mar#s s"ch as tattoos or scars Does he have cybernetic implants l"e hair Catli#e ears "st %hat #ind o) )rea# are yo" creating, man
Bac8ground !t seems that all o) .hiro%'s characters, even the s"pporting cast, have a rich bac#gro"nd They come to 7lymp"s )rom all over the %orld, %ith vastly dierent belie)s, e+periences and motivations Give yo"r character a history Why has he come to 7lymp"s Does he have )amily Was he gro%n in some vat in a dilapidated .hanghai
laboratory !s there some intrig"e in his past he hopes no one %ill discover
+ersonali% !s yo"r character a gro"ch !s she imp"lsive, al%ays itching )or a fght, or is she more tho"ght)"l and ca"tio"s
*':eci3es Everyone appears to be in 7lymp"s )or a reason, i) )or none other than to escape the stri)e else%here in the %orld "t many have secret agendas that only come o"t %ith time Does yo"r character have a personal or pro)essional goal !s he a spy ( terrorist plant (n anarchist L"ddite
Connecion o oher Characers -ost o) the characters %ill :"st be meeting one another as the game campaign starts They may be assigned to the same police s*"ad or live in the same b"ilding .ome may have #no%n others )or longer periods They may be related, or lovers, or even enemies
CH**SING S0ILLS Saring s8ills 1ind the starting s#ill dice )or yo"r Type 1"rthermore, each character can list 2 additional s#ills that they ta#e a I@DI "nder each (ttrib"te The character may still per)orm any other s#ills "nder that attrib"te, b"t at a /D di5c"lty There'are t%o e+ceptions to this r"le< 1. G-'s may $and sho"ld& e+cercise discretion in assigning higher di5c"lty levels to I"nlearnedI s#ills Certain characters may not have the bac#gro"nd necessary to attempt certain s#ills 1or e+ample, a character %ho gre% "p in the adside %o"ld have no idea ho% to go abo"t f+ing a landmate '. (dvanced s#ills represent m"ch morecomple+ areas o) st"dy (s s"ch, a character cannot attempt an (dvanced s#ill %itho"t having assigned at least / die to it
Seciali9aions" -any s#ills have specialiHations %hich allo% the character to )oc"s on a certain aspect o) the s#ill !) a specialiHation is ta#en, a character may advance in that specialiHed aspect o) the s#ill at hal) the normal cost o) advancement 9o%ever, "ses o) the s#ill not covered in the .pecialiHation remain at the base s#ill level
Example: Kreiger has )irearms at *D. He decides to take the s#eciali@ation 1irearms< ."bmachine G"n to ad'ance to &D at a cost of - 09 rather than !$ 09. 6nytime he ,res a sumachine gun% he gets to roll &D% ut all other ,rearms are used at *D. .pecialiHations may be selected at Character Creation !) so, the character receives 0 dice )or every / spent Th"s, a player decides to .pecialiHe in ."bmachine g"ns, he can gets J0D to all rolls %ith that #ind o) %eapon (lternately, the player may p"t / die into ."bmachine g"n and p"t another in some other .pecialiHation $s"ch as Driving< -otorcyle, etc& ote< Characters may not start %ith general s#ills greater than 6D or .pecialiHations greater than AD8 .pecialiHations are independent o) the s#ill )rom %hich they are derived !) the player later increases the s#ill, the .pecialiHation does not increase !) the .pecialiHation increases, there is no change in the base s#ill
Ad3anced s8ills" .ome partic"larly complicated s#ills re*"ire t%o times the normal amo"nt o) Character Foints to allo% )or (dvancement They also typically re*"ire some other prere*"isite s#ill
CHI Chi symboliHes the inner strength and reso"rces o) a character !t is "s"ally a mani)estation o) their heroic *"alities 9o%ever, ethics and morals in the %orld o) (ppleseed are o)ten m"r#y and highly s"b:ective Us"ally, characters may only gain additional Chi points by spending the ones they have This is a bit o) a gamble, since they %ill not al%ays regain spent points (t the end o) each game session, the G- decides %hether the characters regain spent points and i) they are granted additional Chi !n other D6 games, characters gain Chi?1orce?9ero points %hen they "se e+isting points to pre)orm heroic actions !n (ppleseed, heroism is o)ten in the eye o) the beholder .o, in deciding %hether the character regains the spent Chi point, or is granted an additional one, the Gsho"ld frst decide %hether the character acted IheroicallyI %ithin the character's o%n personality or code o) ethics (t it's most basic level, good g"ys sho"ld act li#e good g"ys and villains sho"ld per)orm villainy ote that there is no e*"ivalent to .#eptic or Dar# 1orce points in this game ad g"ys :"st act li#e bad g"ys, and the players %ant to play a :er#, yo" sho"ld let them $tho"gh yo" can certainly ma#e li)e more di5c"lt )or them in other %ays8&
Generally, yo" may )ollo% the g"idelines belo%< •
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!) the character spends the Chi point to per)orm a heroic act, "s"ally to save someone's li)e, stop a bad g"y, or attempt an action that ris# his o%n li)e, then he sho"ld receive the point bac# and gain another !) the character "ses the Chi point to per)orm a di5c"lt tas#, b"t that is either not very dramatic or heroic, then he sho"ld get the point bac# b"t not gain another !) the character spends the Chi point to accomplish a relatively normal )eat or to :"st save his o%n sorry hide, he does not get the point bac#
( character may spend "p to 0 Chi per ro"nd, each do"bling the dice pools o) / action$.ee Using Chi& 1inally, i) a character has no Chi points, the G- may decide to grant one a)ter a partic"larly heroic or ris#y act $or an act that )"rthers the character's strong motivation&
AD-ANCEMENT (t the end o) each advent"re, players %ill "s"ally be re%arded Character Foints at the end o) an advent"re by the Game -aster They may #eep these CF's )or later "se or spend them on learning s#ills
Increasing s8ill le3els 1or normal s#ills, it costs a n"mber o) Character Foints e*"al to the c"rrent dice val"e o) the .#ill + 2 Th"s to advance )rom 3D to 4D, the player m"st spend /0 CF's .pecialiHations cost the c"rrent dice val"e + 0 $moving )rom 3D to 4D %o"ld cost CF's& (dvanced s#ills cost the c"rrent dice val"e + 3 !) the character has the s#ill at I@D,I meaning e*"al to his controlling attrib"te, he is considered to I#no%I the s#ill and advances in this manner Example: Kreiger has )irearms at -D and wants to increase it to AD. To do so% he must s#end !? 09. He decides that5s too ex#ensi'e% so he "#eciali@es in Handguns and takes )irearms: Handguns at AD% costing him !$ 09 instead.
Learning ne1 s8ills To learn a ne% s#ill, the character m"st spend a n"mber o) CF's e*"al to the controlling attrib"te + 2 !) the character does not I#no%I the s#ill $ie, he s"ers a penalty %hen "sing the s#ill beca"se he did not choose it at I@DI&, the s#ill starts at a level e*"al to the controlling attrib"te
Example: Krieger wants to learn the 9iloting skill. He has a Dexterity of *D. Thus% he s#ends !$ 095s and and gets 9iloting at *D. To increase to &D% he would ha'e to s#end another !$095s /see ao'e1.
Learning Ad3anced S8ills *ome sills represent ery comple# sets of abilities. hese sills, referred to as $!danced *ills$ usually hae prere/uisite sills that the character must first gain proficiency in before the !danced sill may be chosen. Example: He Kreiger decides he wants tofor e #hysician. mustsuddenly ,rst meet the #rereBuisites Medicine% which are )irst 6id at &D% Cife "ciences at *D% and =ducation at *D. 6ssume that he taken those skills at
" Note on gghea#s: " Propose# $cholarship Program I&e often noticed that players aoid haing a $scholarly$ character in many games. 2any systems mae it easier to be a battle-ready thug than a learned physician. his is probably somewhat close to reality, but it maes for unbalanced games--and punishes those who want to do more than hac and slash. Often
specialists, such as physicians, end up helping other characters more than they themseles gain from their own sills. *o I recommend that 32&s consider a $scholarship$ program for players who want to start out as physicians or some other e#pensie specialist. ?erhaps gie them some e#tra dice at character creation to put into these speciali"ed sills. If it seems that you are imbalancing the game, you can saddle them with deep debts or other problems as a result of their $higher$ education.
I&ro3ing ari'ues To improve an attrib"te, a character m"st spend /4+ their c"rrent s#ill val"e
I7. ",,RIBA,$ "ND $ILL$ 2any of the sills that are used in !ppleseed @4 are e#actly the same as those used in est nd 3ames& old *tar ars game, or the new @C %nierse. oweer, I hae made a few changes. he lins below lead to each !ttribute and e#planations of the sills they control ;many of the sills are more completely e#plained in the est nd 3ames ruleboos=.
"ttri/utes:
*trength @e#terity Constitution Mnowledge Instincts ?resence *ills are listed under each !ttribute. erms $)ill name: !side from Bust the sill name, the sill may be designated as ;!=danced or ;*=pecial. !danced sills usually re/uire prere/uisites and are more difficult in which to gain leels. *pecial sills are particular for some other reason, usually because there are certain rules that apply only to those sills. Prere-uisites: !ny sills and their leels that must be attained before the sill in /uestion may be taen. ,ime o' Ase: !mount of time that passes while the character attempts the sill ;regardless of whether or not it is successful=. his can be highly ariable and depends on the 32&s discretion. !n action that taes 1 round means that it is the only sill the character can attempt in that round. !n action that taes $1 action$ can be attempted in conBunction with as many other actions as the character can perform in one round. Other attempts may tae anywhere from a minute to days ;*crounge, for e#ample=. @ifficulty
numbers may ary depending on time spent as well. Di''iculty: his gies an appro#imate @ifficulty leel to successfully use the sill. 32&s should ary this depening on the situation including stress, aailable tools, amount of time dedicated to the tas, familiarity with the situation and other factors. Description: ! ;hopefully= brief description of what the sill does includes and other notes. If a sill is listed by not gien any other information, assume that it is aailable in one of est nd 3ames& products ;probably the *tar ars boos, rd dition=.
$,RN(,H Brawling ,ime ,a)en: One action. $peciali*ations: none. Di''iculty: asy ;'= (rawling coers basic hand-to-hand combat. It is less graceful than 2artial !rts, but
can be e/ually effectie. ! character will do an amount of damage e/ual to his *trength N 1@ per ffect Jalue. Note: (rawling and 2artial !rts is handled differently in this @4 >egend game than it is in the @C %nierse. !s always, 32&s and players should go with whicheer system they thin is best.
+lim/ing ,ime ,a)e: One action ;but 32&s may decide to hae characters Bust roll once for an entire $pitch$= $peciali*ations: @ifferent things climbed buildings, trees, roc faces. Di''iculty: 2oderate ;= hile Climbing coers the actual act of scampering up something, it may also be used when a character tries to do things lie hold on to the hood of a speeding car ;the $K ooer maneuer$= or grab on to the struts of a helicopter as it taes off, etc. he difficulty may be increased if the character is burdened or wearing armor.
9umping ,ime o' Ase: 1 action. Dote that $big$ Bumps may re/uire a certain amount of $hang time.$ 32&s should consider this in modifing difficulties for other actions that are attempted while the character is in the air. $peciali*ations: Done. Di''iculty: ! die result of or higher is a *uccess. he distance coered depends on the number of successed gained. *ee below Kumping is not really an $academic$ sill, but it is a talent that may be cultured nonetheless. Eou may notice a somewhat strange progression in the distance coered and the number of successes. his is because almost anyone can Bump at least a little, but
only a fewBumper peoplecould can really Bump far.they 9 *uccesses areild about the Chi ma#imum that an?oints-Olympic get ;assuming didn&t use @ice, or Character all of which, I thin, are illegal at the Olympics=--this assumes a *trength of G N Kumping sill of 4 ;orld Class= and a getting successes on nearly all the dice. !fter 9 successes, the distance increases dramatically. his is because the Bumper will only get this far if aided by technology ;cybernetics= or some other $superhuman$ means ;Chi or Character ?oints=. I would recommend to 32&s that 9 successes be the $ma#imum$ allowed any nonaugmented Bumper ;this includes the use of Chi and C?&s= because the laws of physics and graity hae to apply somewhere. here is simply no way for a $normal$ human to Bump 50 feet hori"ontally<
C "ppro%imate Distance $uccess +overe# ori"ontal about 1
1 '
foot. Jertical about 1 foot. orit"ontal ab out '.5 feet.
G
5
4
6
7
9
10
Jertical about feet. ori"ontal about G feet. Jertical about G feet. ori"ontal about 4 feet. Jetical about 5.5 feet. ori"ontal about 10 feet Jertical about 4 feet ori"ontal about 15 feet. Jertical about 6 feet ori"ontal about '0 feet. Jertical about 7 feet ori"ontal about '5 feet. Jertical about 10 feet. ori"ontal about 0 feet ;this is about the current world record=. Jertical about 1' feet. ori"ontal about G0 feet.
15 feet. (eyond 10Jertical *ucceses,about a Bumper may only achiee these distances if aided by technology. en Chi and C?&s should not be permitted to carry a Bumper this far. ori"ontal about 65 11 feet Jertical about 5 feet. ori"ontal about 100 1' feet. Jertical about 50 feet. ori"ontal about 1'5 1 feet. Jertical about 65 feet. )or each additional success, add about '5 feet to the result.
Li'ting ,ime ,a)en: 1 action
$peciali*ations: none Di''iculty: @epends upon the weight and buliness of the item. >ifting represents more an innate ability than a learned sill ;though you can certainly learn the $correct$ way to lift heay obBects=. @ifficulty depends on the weight of the obBect. he table below indicates the difficulty of lifting a common obBect of about the proided weight. Characters will be able to life much more than this amount if they bench press ;appro#imately # the amount= or do a dead lift ;appro#imately G# this amount=
Weight o' Di''iculty O/ect '0 pounds Jery asy ;1= 50pounds asy;'= 65 pounds 2oderate ;= 100 pounds @ifficult ;G= 150 pounds Jery @ifficult ;5= '00 pounds eroic ;4= Increase @ifficulty by 1 for each additional 50 pounds %D O 2!ID ?!3.
D!,RI,4 "cro/atics
,ime ,a)en: One round $peciali*ations:umbling, (alancing, *winging crobatics is used wheneer a character attempts to mae an unusual or difficult maneuer with her body. ! character may attempt an !crobatics chec if they fall or are thrown to the ground to roll to her feet or aoid damage ;roll !crobatics ersus the damage. If the !crobatics roll is higher, subtract the difference from the damage taen=. !crobatics may also be used in combat. If a character uses
!crobatics during combat they can potentially reap one of the following benefits
o
o
o
! successful chec ersus a 2oderate difficulty adds a N1@ to either the character&s attac or @odge ;but not ?arry= attempts. he !crobatics roll does not count as an action if successful. If it fails, it counts as an action.. ith a Jery @ifficult chec, the character may get a N1@ to both her !ttac and @odge attempts this round and the !crobatics attempt does not count as an action. If she fails, it counts as an action. heneer !crobatics is used for one of the aboe purposes in combat, the character is considered to act last in the round ;her attacs will land in the $second segment$=.
Brawling
,ime ,a)en: One action. $peciali*ations: none. Di''iculty: asy ;'= (rawling coers basic hand-to-hand combat. It is less graceful than 2artial !rts, but can be e/ually effectie. ! character will do an amount of damage e/ual to his *trength N 1@ per ffect Jalue. Dote (rawling and 2artial !rts is handled differently in this @4 >egend game than it is in the @C %nierse. !s always, 32&s and players should go with whicheer system they thin is best.
Do#ge ,ime ,a)en: One round. $peciali*ations: Done. "odge is the art of getting out of the way. ! character need only mae one @odge roll per round. he result becomes the base difficulty for anyone shooting or throwing
anything will at the character. hus, if a character a @odge and result has G successes, enemies need at least G successes to hit themaes character. heroll @odge replaces the base difficulty, thus a bad @odge result can put the character in a worse position than if he had Bust stood still. @odge may also be used to get out of the way of other obBects that are not purposely aimed at the character, such as falling boulders, careening busses or out-of-control sateboarders.
Drive ,ime ,a)en: One round. $peciali*ations: ?articular types of ehicles, such as 2otorcyles, *ports cars, >imosines, etc. @rie applies to the conduction of commonplace passenger ehicles. It won&t do you a lic of good in a tan...
&ire Weapons E"rchaic WeaponsF&irearms ;Pistols an# Ri'les=FLight "rtilleryFHeavy "rtilleryF7ehicle WeaponsFRemote WeaponsG
,ime ,a)en: One round. $peciali*ations: ?articular weapons types. )or e#ample, )irearms !ssault ifle. hen choosing the )ire eapons sill, the player must choose one of the categories
listed aboe. he character is considered unsills in all the other categories unless they too are selected.
character can buy as many as he would lie=. Example: 1shu has a "exterity of )" and at character creation adds an additional die into /artial rts $giving him a total of *" in /artial rts&. e chooses "isarm, 2lbow !mash, /ultiple !tri%es, and 3ower #loc%. -ater, he increases the /artial rts s%ill from *" to +" $costing (4 53's& and decides to purchase !pinning ic% for an additional 6 53's.
! character who stries with 2artial !rts, but without a *pecial 2oe, does damage e/ual to her *trength N1@ per J. he base to hit with 2artial !rts is 2oderate ; *uccesses=. Note: (rawling and 2artial !rts is handled differently in this @4 >egend game than it is in the @C %nierse. !s always, 32&s and players should go with whicheer system they thin is best.
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Disarm ;@= if the character&s attac is successful and not parried or dodged, the target is disarmed. l/ow $mash ;@== if successful, attacer may add N1@ to the damage roll. &lip ;2= If successful, the attacer throws the target to the ground and does @ damage. he target must tae an action and an asy @e# roll to get to his feet. &lying ic) ;J@= If successful, attacer does * N'@ N ' points of damage. If she fails, the attacer is off balance and at -1@ to all actions in the ne#t round. &oot $weep ;= ill trip the target who must tae an action and mae an asy @e# the ne#t round to stand. Hea#/utt ;= Can only be used if the attacer is close to the target ;grappling, etc.=. @oes N1@ damage. Hol#F(rapple ;2 N opposing *= Once the target has been successfully held, the attacer must mae an opposing 2artial !rts ersus the target&s 2artial !rts, (rawling, of *trength each round to continue to hold them. If the target is held, he
or she cannot attac. ;@= If landed successfully, this attac nocs the target to Instant noc)#own the ground. he target must spend the ne#t round getting up or suffer multiple action penalties.
•
•
•
•
•
•
•
•
•
•
Instant $tan# ;2= !llows the martial artist to automatically stand up without taing an additional action. Instant $tun ;@= If successfully landed, this attac stuns the target for one round.
Pilot +ra't ELan#mateFHovercra'tF"ircra'tF
Ri#e horse ,ime o' Ase: One round. Di''iculty: asy for simple manueers on well-trained steeds. @ifficulty increases for the orneriness of the beast, comple#ity of actions attempted, and conditions ;weather, speed traeled, burdens, etc.=. $pecial*ations: ?articular riding styles ;ester, nglish, (arebac, etc.=. 7ide horse includes all the nowledge one needs to train or ride a horse, perform simple animal husbandry, and prepare and maintain the appropriate tacle.
Running ,ime o' Ase: 1 action. $peciali*ations: none Di''iculty: asy. 2ay be increased if there are obstacles or the character is burdened. 7unning includes not only the ability to moe your feet rapidly, but also of aoiding obBects and stumbling while you are doing so. his sill is essential for all those
characters who hope to be cops and spend their days chasing down perpetrators though dim alleys and oer chain lin fences.
,hrowing ,ime o' Ase: 1 action. $peciali*ations: ?articular obBects grenades, spears, shoes. his coers the hand-eye coordination re/uired to pic something up and hit a target. @ifficulty depends on whether the obBect was designed to be thrown and range ;see /uipment=.
%D O 2!ID ?!3.
+ON$,I,A,ION n#urance: ime of %se 1 round. 3enerally not considered an action. *peciali"ations ?articular forms of e#ercise Climbing, unning, *wimming, etc. Characters must mae ndurance checs when they e#ert themseles physically and begin to push the limits of their energy. he 32 may decide when rolls are appropriate. )or e#ample, if a character is chasing a croo through the streets of Olympys, he will mae a unning roll. If the chase continues for a long time, the 32 will as the character to mae an ndurance roll. If he fails, he will hae to stop running to catch his breath. he difficulty of the rolls should increase with the time of the physical e#ertion.
Resistance: ,ime o' Ase: 1 round. $peciali*ations: ?articular forms of duress @rugs, ?ain, 3raitational forces ;good for pilots=, etc. 7esistance indicates the character&s physical resiliency against outside duress, such as pain or drugs. )urthermore, for when a character rolls to establish his it ?oints, he may roll esistance if it is higher than his Constitution. !lso, as he may roll an additional die each time he increases his esistance sill leel ;only to the general sill, not *peciali"ations=.
$wimming: ,ime o' Ase: 1 action. $peciali*ations: Done. hen you now how to swim, you generally won&t drown. his is a good thing.
Willpower: ,ime o' Ase: 1 action. $peciali*ations: Done. illpower represents the strength of the character&s mind and ability to resist outside influences. Characters must mae illpower checs to aoid temptations, fight the
powers of suggestie drugs, and remain conscious when physically wea or in e#treme pain.
%D O 2!ID ?!3.
NOWLD( Bureaucracy ,ime o' Ase: 1 round to seeral hours. Di''iculty: asy. 2ay be increased for particularly obscure or secret bureaucratic information. his character has an unfortunately adanced nowledge of how bureaucracies wor. hey will now who is in charge of what duties, where paperwor is ept, and what processes must be followed to get something done in a bureaucratic chain of command. ery species has its own ind on bureaucracy, and a smart indiidual can learn how to use it to his adantage. he nature of the 2achines lend them to an almost supremely bureaucratic structure and diision of labor. In the ealworld, characters may use this sill to discren the arious functions, access, security and, perhaps, weanesses, of the arious robotic castes.
Business ,ime o' Ase: usually ongoing. Di''iculty: 2oderate for most matters. his character nows how economic principles can be best applied to a gien situation. hey can organi"e profit-maing entures, find appropriate contacts, and recogni"e needed resources.
+omputer Operations an# Programming ,ime o' Ase: 1 round to seeral hours depending on the action attempted. $peciali*ations: ?articular actions acing, @ecryption, etc. Di''iculty: asy for accessing basic information and running programs. Increased for comple# actions lie acing ;@ifficult to #. @ifficult= and breaing encryptions ;depending on the strength of the cipher=. 5omputers represents an oerall ability to use and manipulate computers. he character not only nows how to access files, but can brea through security, program, and do all sorts of other fun things. It may also be used to diagnosis problems or propose improements, though the actual wor re/uires 5omputer 7epair.
+ra'tsmanship E+arpentry6
hen a player choose 5raftsmanship for a character, he should also choose a particular category. he character is considered unsilled in all other areas of that category.
+y/ernetics ;"= or ;$= Prere-uisistes: ngineering @, 2edicine @, ducation 5@ $pecial: ! character with cybernetic implants can tae this sill as a regular ;nonadanced= sill to wor on his implants only. his represents a basic understanding of the e/uipment that has been put into the character&s body ;to do basic repairs and upeep=. he character does not need to meet any prere/uisites ;e#cept to hae at least one implant=. ,ime o' Ase: 1 round to seeral hours or days. 32&s disrection. Di''iculty: asy to perform basic repairs and diagnostics. 2oderate to peform modest upgrades or to repair lightly damage systems. @ifficult to repair heaily damage systems ;1AG-1A' structural points=. Jery difficult to repair trashed systems ;0 structural points= or to come up with noel cybernetics. 5ybernetics includes the deelopment, maintenance and upgrading of cybernetic systems, including how they can be integrated into the body. hen operating on a cyborg to repair or implant cybernetic systems, the surgeon must mae an appropriate Cybernetics and a 2edicine *urgery roll.
#ucation ,ime o' Ase: 1 round to seeral hours. $peciali*ations: ?articular areas of study. 2ducation indicates the depth of the character&s academic bacground. Characters may mae ducation checs in areas that re/uire general nowledge, such as 3eography, istory, 3ree mythology, basic mathematics, etc. his differs from *ocial *ciences,
>ife *ciences and ?hysical *ciences in that the nowledge is not generally applicable to real problems in front of the character--it only indicates that the character has a ery general nowledge ;$*wit"erland is ne#t to 3ermany, I thin. Or is that *weden...H$=. he table below gies a rough idea of what each leel in ducation represents. Dote that it is not necessary to go to college to hae a leel or G ducation, it Bust means that the character has inested time in learning on his own ;in fact, lots of people who graduate from college neer paid much attention and might only hae a leel ' ducation=.
#ucation Level
$chooling -uivalent
1
lementary *chool
'
igh*chool
G
College ?ost-graduate studies
5
!danced studies
4
orld renowned scholar
6
eolutionary scholar
lectronics ime of %se 1 round to seeral hours. *peciali"ations ?articular electronic items Computers, >andmate electrical systems, domestic wiring, Cybernetic wiring, etc. ith 2lectronics, a character can attempt to understand and repair electrical systems of all sorts. his includes computers, cybernetics, communications e/uipment and most optical e/uipment. @ifficulties may be modified if the character is ery familiar with the particular deice of depending on the si"e ;generally, smaller things are more difficult to fi#=.
"ttempt Di''iculty )i#inganalarmcloc Jeryasy Installing!2inacomputer asy )i#ing burned-out wiring in a pair of thermal goggles. 2oderate e-wiring a standard security system @ifficult ?hysical interfacing a computer with a secured Jery computer system ;physical hacing= @ifficult
ngineering ;"= Prere-uisites: 2echanics G@, lectronics G@, ducation G@, ?hysical *ciences G@
Demolitions ,ime o' Ase: 1 round to seeral minutes. $peciali*ations: ?articular e#plosies. Di''iculty: 2oderate or higher ;generally=. ! character silled in @emolitions is able to recogni"e, build and disarm bombs of all sorts. It&s a ery dangerous sill to employ, since failure often results in detonation. egardless, it&s usually better to attempt to disarm a bomb than Bust let it sit and go off by itself<
&irst "i# ,ime o' Ase: 1 round for each ound >eel suffered by patient ;it is more difficulty to help people who are more hurt=. Di''iculty: Jaries greatly. *ee !ctions Combat ealing ;)irst !id=. $peciali*ations: ending to arious inds of inBuries bullet wounds+ broen bones+ poisoning, etc.
8irst id training gies a character the nowledge to tend to inBuries and minor illnesses ;such as nausea and headaches=. he character will be familar with using basic medical supplies, such as bandages and antiseptic, but will not be able to perform surgery or other comple# procedures.
9ury Rig ,ime o' Ase: 1 round to seeral minutes. $peciali*ations: Kury-rigging particular obBects such as cars, weapons, or computers. *omeone with Kury ig can fi# almost anything, at least for a few minutes. his is the /uic-fi#, the hac, that gets something woring when it needs to be woring. (ut without more time and better parts, it won&t last long. ! Kury-rigged item will continue to function for 1 hour per ffect Jalue point. he 32 may alter this time table as he sees fit. *ome ery broad e#amples of Kury-rigging and the associated difficulties are gien below
"ttempte#"ction Di''iculty 3etting a decent, but malfunctioning, car started asy )i#ing the heat sins on an old computer so it will run 2oderate without oerheating. oring out the ins in an old eleator that won&t @ifficult budge. Jery e-attaching a wing to a busted up airplane @ifficult e-wiring a cybernetic limb that&s been busted up eroic
Language ;$pecial= EParticular LanguageG ,ime o' Ase: 1 action to spea, 1 round to translate. Di''iculty: asy for common languages ;nglish, Chinese, )arsi=. @ifficulty increases with more rare languages or dialects. $peciali*ations: !ny >anguage sill is he considered a *peciali"ation. *ee below. hen a character selects >anuguage, must choose a particular language in which he
is silled. !ll characters are considered to hae a >anguages sill of @ in their natie language.
Law ,ime o' Ase: 1 round. Di''iculty: asy for nowing basic information. @ifficulty increases for understanding more comple# legal regimes or employing legal nowledge ni a professional manner ;trying a case, etc.=. $peciali*ations: ?articular areas of the law nforcement+ orts, Criminal >aw, Constitutional >aw, etc. ith -aw, a character understands how legal regimes wor and what must be done in order to comply with those laws. *illed characters may attempt to use the law to defend themseles ;or others=, gain access to information, or hae the weight of authority brought done upon another person ;i.e., charging them with a crime=. @ifferent countries
and subcultures hae different laws. hus, a character may be ery familiar with the laws of one country and completely ignorant regarding others.
andmates, !ircraft, etc. Di''iculty: asy to 2oderate for simple, common machines and basic problems. Increases if the character has neer wored on a machine of this type or the machine is ery comple#. @ifficulty may also increase if the mechanic lacs the proper tools, manuals, etc. /echanics is a catch-all sill that represents a character&s ability to understand and repair mechanical engines and moing parts.
,ime o' Ase: 1 round to seeral hours or days. Prere-uisites: >ife *ciences G@, )irst !id 5@, ducation G@ *peciali"ations ?articular areas Cybernetic medicine, cardiology, optomology, etc. Di''iculty: @epends on action attempted. 1 to render basic aid. ' to peform adanced aid ;patient has fewer than 1A' hp&s=. to perform light surgery. G for basic surgery. 5 for inasie surgery ;cybernetic implants, etc.= or to diagnosis a rare disorder. 4 for e#perimental or noel wor. $pecial: hough 2edicine is under Mnowledge, when the sill is taen, it is at 1@ ;not the character&s Mnowledge sill=. !t 1@ will be considered a medic or med student. !t '@, a registered Durse or an intern. !t @, a doctor. !t G@, a specialist or e#perienced doctor. !t 5@ and aboe, the doctor will hae a good reputation in the field, perhaps een be world renowned. /edicine represents the whole of medical sciences, from adanced medic procedures, to surgery, to e#perimentation and deelopment. hen a character uses the 2edicine sill to perform first aid and basic fieldAemergency procedures ;including light surgery=, it
is added to the character&s )irst !id sill. )urthermore, it may be added to ?hysical *ciences rolls when performing biological e#periments. )inally, it may be added to Inestigation sills when doing a medical research in libraries or with a computer. hen woring on cybernetics implanted in a patient, the doctor must hae the Cybernetics sill and mae a successful 2oderate test for the surgery to be successful.
Navigation ,ime o' Ase: One to seeral rounds, depending on the length and comple#ity of the course charted. Di''iculty: asy to 2oderate, depending on the information aailable to the naigator ;charts, compass, current location, etc.=. $peciali*ations: ?articular enironments errestrial, !c/uatic, *ubterranean, Outer *pace, etc. ! character silled in Navigation may use any aailable information to discren her current whereabouts and plot the best course to arrie at another location. *he can read maps, instruments, perform necessary calculations, correct for errors, and generally aoid
getting lost. en without charts and gear, this character may use local cues ;such as the sun or stars= to figure out their location and plot a course of trael.
News ,ime o' Ase: 1 round. Di''iculty: asy. @ifficulty may be increased if the news items is particularly obscure. Dews represents the character&s nowledge of current eents. hough it may not seem apparent at first, Dews is an important sill in the world of !ppleseed. ?olitical alliances and conflicts are regularly springing up, shifting and posing threats to Olympus ;and probably the characters=. 32&s should as for Dews rolls if the character&s are trying to find out information about what&s going on in politics or the world for the past 5 or so years. 32&s should be encouraged to mi# in changing social and political situations with the game campaign. It&s one of the things that maes *hirow&s wor stand out so much
from other manga. !t leel 1, the character is pretty obliious or gets most of her news from tabloids. !t ', she has an aerage grasp of newsworthy eents ;ta#es up, war in the 2iddle ast, it&s raining, etc.=. !t , the person at least listens to the nightly news and files the information away in their head. !t G, they read the paper eery day and tal about current eents. !t higher leels, the character maes an effor to be on top of any and all current eents in the world.
Ro/otics ;"= ,ime o' Ase: 1 round to seeral hours or days. Di''iculty: 2oderate ;generally=, but highly ariable depending on the action attempted ;fine tuning of motor sills is much more difficult than simply changing a battery=. Prere-uisites: ?hysical *ciences G@, lectronics G@, 2echanics @ obotics coers all the sills re/uired to design, build, and program robots. In Olympus, there are numerous inds of robots of arying sophistication. Jery simple robots may perform household chores, proide basic security, or sere to perform simple,
hard labor. 2ore comple# robots may hae fully functional programs for self-sufficiency and determination, deeloping personalities and a sense of self.
$ciences ,ime o' Ase 1 action ;to seeral hours, depending on the action=. $peciali*ations ?articular fields of study ?hysics, Chemistry, (iology, etc. Di''iculty asy, but increased for more comple# or obscure scientific theories. !ciences represents nowledge in fields such as physics, mathematics, chemistry and biology.
$treetwise ,ime o' Ase: 1 round. Di''iculty: asy. @ifficulty may be increased if used in a city unfamiliar to the character. !treetwise represents a character&s ability to tap into the resources of the darer side of society. his sill may be used to procure stolen items, contact assassins, or score some
drugs. It may also be used to find more unsaory and supernatural creatures and items.
,actics ,ime o' Ase: 1 round.
$peciali*ations: ?articular types of forces ?olice s/uads, Commando teams, )reedom )ighters ;errorists=, etc. Di''iculty: @ependent upon the situation, often as an opposed roll against the leader of the enemy force. 0actics is used wheneer a commander attempts to guide his troops into battle. It may also be used to second-guess an opponent and predict means of attac.
Weapons ,echnology: ,ime o' Ase: 1 round to seeral hours depending on the action taen. $peciali*ations:
eapons 0echrefers to one&s nowledge of arious forms of weaponry and how to build andAor repair them.
7alue ,ime o' Ase: 1 round to seeral if the character must research the item. $peciali*ations particular types of items ;Bewelry, weapons, technology, te#ts, etc.= Di''iculty asy. 32&s should freely modify this difficulty, depnding on the obscurity of the item. 9alue represents the a familiarity with the economic alue of things--boos, real estate, collectibles, etc. %D O 2!ID ?!3.
IN$,IN+,$ Investigation ,ime o' Ase: 1 round to seeral hours or days. Di''iculty: ighly ariable, depending on the circumstance. asy for general bacground checs and research. @ifficult for probing into deep, dar secrets. $peciali*ations: ?articular areas of inestigation crime, forensics, scholarly research, etc. ! character with 1nvestigation has honed her ability to pic up on clues, follow comple# paper-trails, and put together disparate pieces of pu""les. his sill often comes in handy for routing out criminals, uncoering secret motiations behind business transactions, and discoering the truth behind long, lost secrets.
(am/ling ,ime o' Ase: 1 round. Can roll for whole $games$ or gambling eents. $peciali*ations: ?articular games ?oer, (lacBac, etc. Di''iculty: @epends on the game. 3enerally, asy for simple games up to Jery @ifficult for ery comple# ones. Can be used as an Opposing !ction against other gamblers.
Gambling is /uite common in Olympus the of or thethe world. sill gambler may mae his liing Bust about anywhere with aand dec ofrest cards roll of!the dice.
Pro'ile ,ime o' Ase: @epends on difficulty ;*ee below=. $peciali*ations: @etecting certain behaioral patterns such as lying, worry, anger, apprehension, guilt etc. ith 3rofile, a character can attempt to si"e up a target, maing educated estimates of the target&s emotional and mental state. he longer the sill user studies her subBect, the greater chance she will draw the appropriate conclusions. he base difficulty is the target&s opposing illpower chec. !dditional difficulty modifiers are as follows
Desire#Outcome Di''iculty *urface emotions 0N motions or thoughts the target actiely attempting to hide N1 motions or thoughts that the target is in denial about N' motions or thoughts that the target doesn&t een now he&s haing N ;secretly in loe with someone, etc.= !ttemptingtousethissillinasingleround N *pendingroundstousethissill. N' *pending5roundsusingthissill. N1 *pendingafullminuteusingthissill. N0 Interiewingtarget;asingpersonal/uestions=. - Obsering the target closely for more than one hour. -'
$earch ,ime o' Ase: 32&s discretion. It depends on how large the area searched is and what is being sought. $peciali*ations: Done. Di''iculty: 2oderate ;generally=. @epends on local conditions ;lighting, other distracting stimuli=, whether character is purposefully paying attention, or if special e/uipment is used. Items that hae been purposefully camoflauged or otherwise hidden may re/uire an Opposed roll against the ide of the person who concealed the item. !earch represents the character&s ability to pic up on clues, notice little details, and general alertness to her surroundings.
$tealth ,ime o' Ase: 1 round. $peciali*ations: ype of habitat in which
character sees to be stealth )orest, %rban, !/uatic, etc. ith !tealth, a character attempts to moe unnoticed. his sill includes waling silently as
well as hiding in shadows and blending in with a crowd. ! character using stealth moes at half-speed ;waling=. o moe /uicly while being stealthy, the character must endure increased difficulty leels ;32&s discretion=.
$urvival ,ime o' Ase: One roll should represent 1 $eent.$ $peciali*ations: ?articular habitats )orest, Kungle, %rban, !/uatic, @esert, !rctic, etc. ! character with !urvival may attempt to endure the rigors of the natural world in a number of enironments and situations. he sill is used when the character must find food and shelter or tae other actions to surie in the wild. Dote that !urvival only
coers what is needed for substinence. If you want to build a nice house lie they hae on 3illigan&s Island, you&d better learn Craftsmanship Carpentry or something similar...@ifficulty leels increase when the character is using !urvival not only for himself but to aid others as well.
,rac)ing ime of %se 1 round. *peciali"ations racing in particular habitats )orest, Kungle, %rban, @esert, !rctic, etc. 0rac%ing represents the sill of following and catching $prey.$ his does not include the ability to ill or trap it ;those are different sills=. oweer, the character can pic up on small traces, estimate how long it has been since the prey was in the area, and mae educated guesses as to the condition of the animal.
%D O 2!ID ?!3.
PR$N+ Bargain ,ime o' Ase: 1 round. $peciali*ations: (argaining oer certain items weapons, food, ships, etc. Di''iculty: ypically an opposed roll against the other bargaining party. #argain represents the character&s ability to haggle oer Bust about anything. In the the marets of Lion, nearly eerything is up for sale, and merchants tend to be shrewd. ithout this sill, characters may find themseles much more than they should for goods and serices. he table below gies general outcomes of #argain $battles$ If the winner is the buyer, reduce the $real price$ ;32&s discretion= by the ?rice 2ultiplier. If the winner is the seller, inflate the price accordingly.
Winners ,otal $uccesses Losers
Price
$uccess
1
1.5 #
'
1.65 #
#'
G
#
5
#G
4
#5
+omman# ,ime o' Ase: 1 action. $peciali*ations: Commanding certain types of troops Infantry, (attleships, >andmate troops, etc. Di''iculty: asy to 2oderate depending on the situation. Can be easier or hardier depending on the sill and morale of the troops. ith this sill, a character can manage, direct and mobili"e others in a wide ariety of endeaors. *he nows how to gie clear instructions and inspire obediance and prompt response. In the heat of battle, an able commander is essential.
+on ,ime o' Ase: 1 action. $peciali*ations: Certain types of cons disguise, fast-taling, forgery, etc. Di''iculty: Opponants may mae a illpower or Mnowledge opposing roll to rat out a Conning player. 5on represents a character&s ability to bend the truth and slide by on fast-taling. It also includes other ways of being less than honest--disguise, forgery, etc.
Per'orm ,ime o' Ase: 1 round. Can roll for one whole performace. $peciali*ations: ?articular performance arts music, acting, isual art, etc. Di''iculty: 2oderate. Jary difficulty depending on the /uality and intricacy of the art attempted. ith ?erform, a character can attempt Bust about any art form. )rom song-and-dance to sculpture, the character can e#press herself and perhaps mae a buc or two for the effort.
Persuasion ,ime o' Ase: 1 action. $peciali*ations: ?articular forms of persuasie speech *eduction, Oration, @ebate, Di''iculty: asy. argets may mae Opposed illpower rolls to set a@ifficulty.
?ersuasion measures a character&s ability to Command=, conice others Bust about anything. does not include the ability to bar orders ;see butof rather to debate with It logic, appeal to sympathy, and otherwise erbally conince others to see things the character&s way.
-. ACTI*NS 2 C*MBAT aing !ctions *cale 2elee Combat anged Combat Combat 2odifiers @amage !rmor ealing
TA0ING ACTI*NS Rounds G-'s can generally decide ho% m"ch time has passed d"ring the character's activities 9o%ever, in certain sit"ation, s"ch as combat, a more precise meas"re o) time may be needed Each segment o) combat is bro#en into rounds >o"nds are abo"t 4 seconds long !n general, a character can ta#e one action per ro"nd %itho"t accr"ing penalties
Iniiai3e Characters may act in the order o) their Ferception scores $)rom highest to lo%est& ( character %ith a higher Ferception may choose to 9old his (ction, letting someone %ith a lo%er Ferception act frst be)ore he decides %hat to do
/ns8illed Acions ( character may attempt an action %itho"t having dice in the appropriate s#ill !) so, she s"ers a J/ Di5c"lty -odifer to the attempt
Mulile Acions in a Round 1or every additional action, the character s"ers a /D to all actions ta#en that ro"nd Under normal conditions, a character can ta#e a total n"mber o) actions e*"al to the n"mber o) his De+terity Dice (ny additional actions are considered to be ta#en in the second segment o) the ro"nd Th"s, all frst actions $by everyone acting in the ro"nd& are resolved in the frst part o) a ro"nd and any e+tra actions are resolved a)ter%ards Who acts frst in a ro"nd depends "pon Iniiai3e $see above& Example: Kreiger is in comat again. He decides he will take two actions: ! attack and he will Dodge. He will e ;!D to oth actions.
Reacing 7ccasionally, a character %ill need to react to something that has occ"rred d"ring a ro"nd !) the character has already acted in the ro"nd, the reaction s#ill is at /D )or being a reaction and /D )or each action already ta#en in the ro"nd Dodge, -elee Farry and ra%ling?-artial (rts are commonly "sed as >eaction .#ills to avoid damage !) a >eaction .#ill is "sed %hile de)ending )rom an attac#, the dice roll becomes the di5c"lty the attac#er m"st overcome to be s"ccess)"l, e'en if the reaction skill roll is lower than the srcinal diculty of the attack Example: Kreiger is in comat and has already acted once this round. "uddenly% someone shoots at him and he attem#ts to Dodge. His Dodge skill is normally &D% ut since he has already acted% it is now 3D /;!D for ha'ing already acted and ;!D for eing a eaction "kill1. The shooter5s ase diculty was $. Kreiger rolls 3 dice and gets only ! "uccess. The shooter only needs a ! or etter to hit Kreiger.
#ull Reacions !) the character decides that the only action she %ill ta#e in a ro"nd is to react, then her >eaction s#ill roll is attempted %ith )"ll dice and the res"lt is added to the attac#er's di5c"lty Example: "aine knows someone is shooting at her from a roofto#. "he decides that all she will do this round it Dodge. "he rolls her full *D for Dodge gets 3 "uccesses.
The shooter must now roll higher than 3 /standard diculty1 3E - in order to hit her
Al%ing Reacions o he Enire Round Dodge rolls apply to all ranged attac#s in a ro"nd Th"s a character need only Dodge once to attempt to avoid attac#ers "sing g"ns, thro%n %eapons or grenades Farry rolls m"st be made )or e3er% attac#8 Th"s, in close combat, i) a character is p"nched )o"r times, he m"st either attempt )o"r parries "sing his ra%ling or -artial (rts s#ill or be ta#e the damage8
SCALE .cale represents the dierences bet%een small targets $s"ch as Characters& and large, )ortifed str"ct"res $s"ch as aircra)t carriers and b"ildings& When targets o) the same siHe are shooting at each other, ignore scale modifers When targets are o) dierent scales, add the Dice modifer $presented belo%& to the rolls as )ollo%s< Lo1er scale aac8ing larger scale (ttac#er adds the scale modifer to its attac# roll The target, i) hit, adds the scale modifer to its .trength $or ody?9"ll& roll •
o o
•
Higher scalescale aac8ing scale 9igher rolls aslo1er normal, b"t the lo%er scale target adds the dice modifer to any Dodge?Evasion roll !) s"ccess)"l, the higher scale adds the dice modifer to damage roll o
o
Scales Tin% S&all Characer Car Tan8 Aircra Caial Suersruc ure
Tin S&a Charac Ca Tan Aircra Cai Suersruc % ll er r 8 al ure @D 0D 3D 6D D /@D /6D 0D D@ 0D 3D6 D D /3D 06D D 0D @ 3D 6D /0D 03D D 0D 3D @/@D 00D D 0D D @ 0@D D 6D /D @ D /0D @ @D
MELEE C*MBAT Hand5o5Hand Co&'a Sri8ing" Bra1ling" The standard di5c"lty to hit %ith ra%ling roll is Easy $0& Damage is e*"al to the character's .trength J /D )or every 0 s"ccesses above the target val"e $or every 0 points o) Eect =al"e on the To 9it roll& Example: Kreiger is in a ,ght. He has 3D in Irawling and takes a swing% getting a *%&%* for 3 successes. He then rolls his "trength /3D1 and ! additional die for the =7. He gets $%3%& and 3 for a total damage result of !3.
Marial Ars" The standard di5c"lty to hit %ith -artial (rts is -oderate $2&, res"lting in damage e*"al to the character's .trength J the Eect =al"e $:"st li#e ra%ling, b"t %ith a higher di5c"lty to hit& ( fghter s#illed in -artial (rts may attempt more complicated mane"vers to render more damage, b"t m"st roll against a higher di5c"lty n"mber to hit
Bloc8ing" Character's may attempt to bloc# an attac# "sing their ra%ling or -artial (rts s#ills Flayers m"st declare they %ill be attempting to bloc# be)ore the attac# occ"rs !) they do not, they s"er an additional /D %hen attempting to bloc# Example: Kreiger is in a ,ght with a street thug. He decides to strike ut forgets to hold an action in case he needs to lock. The thug takes a swing and Kreiger decides he had etter try to lock. He must roll Martial 6rts at ;$D. 4f his locking roll is higher than the Thug5s attack roll% he will ha'e #arried the low. 4f not% he may take damage. Example: "omewhat ruised from last round% Kreiger decides he will hold an action this round in case he needs to lock. This means he is ;!D to oth his attack and
locking roll. (n "narmed character may not attempt to bloc# an attac#er %ith a %eapon %itho"t a special -artial (rts move
Melee Co&'a -elee Combat is handled m"ch the same %ay Unarmed Combat is, e+cept that the characters involved "se -elee Combat and are armed %ith handheld %eapons $%hich have a standard ase Damage =al"e& ( character armed %ith a %eapon may "se it to bloc# an "narmed assailant
RANGED C*MBAT
Ranged co&'a di$cul% arges" Range Di$cul% Foint Easy $0& lan# .hort -oderate $2& -edi" Di5c"lt $3& m =ery Di5c"lt Long $4& =ery Di5c"lt E+trem to 9eroic $6 e A&
Shooing a Mulile Targes Characters may choose to aim at more than one target in a given ro"nd !) they do so, they s"er a c"m"lative /D %hen shooting at each target beyond the frst Example 1: "aine is cornered y hitmen ent on taking her down. "he is armed with a #istol that allows her to ,re three times in a round. "he can either shoot at one without a #enalty or attem#t to shoot at oth. "he decides to ,re once at oth of her attackers. Her total dice #enalty is ;!D to the ,rst shot /the #enalty for taking multi#le actions1 and ;$D to the second shot /the #enalty for multi#le actions the second target #enalty1. Example 2: "aine is cornered again% this time y three
thugs. "hetargets1. decides to ,re once a at;$D each actions% $ /for additional "he su>ers to/3 her ,rst shot the two additional actions1% a ;3D to the second% and a ;*D to the third
Sra%ing Bulles .ome %eapons, s"ch as )"lly a"tomatic machine g"ns, allo% the bearer to spray b"llets at an enemy This has a variety o) advantages and disadvantages<
Ad3anage .hooter gets J/D to hit and
Disad3anage The shooter may potentially hit anyone in the direction in %hich he is pointing
does not s"er any penalties )or aiming at m"ltiple targets in a ro"nd
the g"n $incl"ding allies and innocents& !) the shooter is trying to avoid hitting a )riendly target, add /4 to the di5c"lty n"mber to hit !) the shooter rolls less than /4 over the standard di5c"lty $dependent on range& , he hits the )riendly target as %ell >oll damage normally Uses amm"nition more *"ic#ly !) the attac# is s"ccess)"l, roll one less die )or damage
/sing 1o guns a once" Ad3anage
Disad3anage
.hooter not s"er second penaltiesdoes )or shooting atany .hooting co"nts asaan action%eapon more than one target in a $res"lting in an additional ro"nd %itho"t declaring a /D to each action in the I.prayingI action $see ro"nd& .praying "llets belo%& oth frst shots are fred in .hooter s"ers an additional the frst segment o) the /D to any shot ta#en %ith ro"nd $i) one g"n is shot his or her IoI hand t%ice, the second shot is considered to go o in the last part o) the ro"nd, a)ter all other frst attac#s have been resolved Fermits the character to fre !) someone "sing t%o g"ns the ma+im"m n"mber o) stops to reload, they m"st b"llets )rom both g"ns in a ta#e an additional action to ro"nd $th"s, is a shooter is sto% one g"n %hile the "sing t%o pistols %hich may other is reloaded There is fre 2 times in a ro"nd, she no additional action i) the
can shoot 6 times total in the ro"nd&
Ie+traI g"n is thro%n a%ay
C*MBAT M*DI#IERS ( n"mber o) )actors can aect a character's chances to s"cceed in combat .mo#e may obstr"ct a target, oil on the Koor may ma#e dodging more di5c"lt, etc 1ollo%ing are a n"mber o) modifers Game -asters may choose to apply in the game There are t%o types o) modifers< Die >ed"ctions and Di5c"lty -odifers The frst res"lts in a loss )rom the character's dice pool %hen he rolls any (ttrib"te or .#ill tests The second increases the n"mber o) s"ccesses re*"ired in order )or an action to s"cceed
Die Reducions" •
•
Dra1ing !eaons" Dra%ing a %eapon co"nts as an action in a ro"nd $all other actions are at /D this ro"nd& Reloading !eaons" The time re*"ired to reload a %eapon varies depending on the type -ost re*"ire / action to reload .ee the %eapon descriptions in the E*"ipment section
Di$cul% Modi
•
target /@4@ $appro+imately 2/(dd inches& J3 to)or the di5c"lty )or acm target //@ cm long JD long to the(dd di5c"lty a target less than a centimeter long Co3er" Frovides a target %ith some protection )rom detection and attac# (dd the )ollo%ing modifers to attempts to detect or hit a target, %hen appropriate
Co3er
Modi< er
Light .mo#e
J/
Thic# .mo#e
J0
=ery Thic#
J3
.mo#e Foor Light
J/
-oonlight
J0
Complete Dar#ness
J3
*her Modi
•
Targeing S%se&s" .ome %eapons, "s"ally in aircra)t or tan#s, have targeting systems that help the g"nner These depend on the %eapon type and *"ality Rae o #ire (R*#)" This statistic is given )or each %eapon ( %eapon cannot be fred more times than its >71 in a ro"nd, regardless o) the n"mber o) actions the character ta#es
Characters can also hide behind ob:ects, s"ch as %alls and vehicles, %hich provide protection against attac# (dd the )ollo%ing modifers depending on ho% m"ch o) the target is covered
Targe is
Modi
/?3 covere d
J/D
/?0 covere d
J0D
2?3 covere d
J3D
1"lly covere d
!) cover provides protection, attac#er cannot hit target directly Damage is absorbed by the item giving protection, "ntil it's ody rating is depleted $see Frotection belo%&
+roecion" !nanimate ob:ects have a strength rating to resist damage !) the attac#er rolls %ell eno"gh to overcome the (rmor =al"e, red"ce the the ob:ect's ody .trength by the remainder
When the ob:ect has no ody Foints le)t, the characters hiding behind them ta#e any additional damage Sa&le Ar&or Bod% +roecion -alue Srengh 1limsy %ooden /@ /@ door .tandard /4 /4 %ooden door .tandard 0@ 04 metal door >ein)orced 2@ 4@ door lastdoor 34 /@@ !) the damage roll is lo%er than the (rmor =al"e, the protection is not damaged at all and the target character s"ers no damage !) the damage roll is e*"al to or greather than the protection's (rmor =al"e roll, fnd the dierence on the chart belo% to see ho% badly the protection is damage 1"rthermore, its (rmor =al"e is red"ced by /
Rea&ing Bod% +oins 2?3 to all /?02?3 /?3/?0 / point to /?3 @
+roecion is" ot serio"sly damaged Lightly damaged 9eavily damaged .everely damaged Destroyed
( character behind protection may s"er some damaged depending "pon ho% badly his protection is damaged ."btract dice )rom the attac#'s damage based on the chart belo%
+roeci on is"
Reduce 1eaon= s da&age '%"
ot Character serio"sly is
•
damaged
completel y protected
Lightly damaged
3D
9eavily damaged
0D
.everely damaged
/D
Destroye Character s"ers )"ll d damage Ar&or" (rmor protects the %earer )rom damage .ee the E*"ipment section )or dierent armor types
Da&age When an attac#er s"ccess)"lly hits his target, he rolls the appropriate n"mber o) dice to designate damage $see the %eapons list in the E*"ipment section& >anged %eapons do a set amo"nt $eg a 9eavy Fistol does 4D damage& -elee %eapons do a the bearer's .T> J additional dice )or the %eapon type J /D )or every 0 E= points The targeted character then rolls his .trength dice and adds any armor val"e, i) armor is %orn !) the target's strength roll is greater than the attac#er's roll, the she had resisted the damage !) not, cons"lt the table belo% )or res"lts<
Bod% +oins Re&aining
E,ec
Descriion
.t"nned
Character s"ers a /D to all s#ill and attrib"te dice )or the rest o) the ro"nd and the ne+t !) a character s"ers a n"mber o) st"ns e*"al to her strength, she )alls "nconscio"s )or /d6 min"tes
/?02?3
Wo"nded
Characters )all prone and can ta#e no actions )or the rest o) the ro"nd The character s"ers a /D to all s#ills and attrib"tes "ntil healed
/?3/?0
.erio"sly Wo"nded
1alls prone and is in pain 0D to all actions
/ point to /?3
-ortally Wo"nded
1alls prone, and heavily daHed and %ill remain that %ay "ntil healed
2?3all
2D to all (ttrib"te and .#ill chec#s
@
1alls "nconscio"s or dies
Unconcio"s and m"st ma#e Con or End"rance chec#s to remain alive $.ee belo%&
,he Big (oo#/ye: !t 0 (?&s, the character must roll a 2oderate Con or ndurance chec once per 5 minutes. If you fail, you will die in 5 minutes. C?&s can be spent freely to mae these rolls. Once C?&s are spent, a character may spend Chi. ach Chi point buys you 10 minutes of time. Once you&re out of C?&s and Chi, you&re pretty much done for. Pulping: Cruel 32&s may decide that if a character falls to -10 (?, their body is $pulped,$ or completely destroyed instantly. his is a maBor bummer for characters, as you might imagine, but it maes for a cinematic moment...
Ar&or Characters may choose to %ear (rmor to provide them %ith some protection against damage The (rmor =al"e o) the protection is ded"cted )rom any damage rolls against the character Every time a character %earing armor ta#es damage above his armor, the armor's val"e is red"ced by / Dierent types o) armor are listed in the E*"ipment section
Example: Kreiger is wearing leather clothing% which #ro'ides - #oints of 6rmor against damage. 6 goon shoots and hits him for !< #oints of damage. om takes only * #oints of damage and his leather armor loses one #oint of its 6rmor 7alue. The next time he is hit% it will only #ro'ide him with * #oints of #rotection.
HEALING Characters can heal in a variety o) %ays, b"t the three most common methods are nat"ral healing, frst aid #its, and medical bays $or medlabs&
Naural Healing" ( character can heal nat"rally, b"t this process is both slo%er and ris#ier than getting character a specifed amo"nt o) time andmedical then cancare ma#eThe a healing roll
9ealing characters can do virt"ally nothing b"t rest ( character %ho tried to %or#, e+ercise or advent"re m"st s"btract /D )rom his .trength %hen he ma#es his healing roll (ny character %ho opts to Ita#e it easyI and do virt"ally nothing )or t%ice the necessary time may add J/D to his .trength to heal ( %o"nded character may roll once per day )or healing<<
Srengh Roll (Successes) Complicates o ."ccesses / 0 2 3 4
Resul Character loses /@ poin ts Character remains Wo"nded Character heals 4 Foints Characterheals /@ points Character heals /4 points Character heals 0@ points Character heals 04 points
#irs Aid 0is;Medacs 1irst (id #its "s"ally have bandages, antiseptics, antiinKammatories, pain#illers and other light%eight medical s"pplies ( standard #it can be "sed t%o times be)ore needing to be restoc#ed ( 1irst (id roll is re*"ired to "se a 1irst (id #it $or medpac& The di5c"lty depends on the severity o) the patient's in:"ry<
Degree o In:ur% Di$cul% .t"nned, "nconscio"s =ery Easy Wo"nded or Wo"nded Easy T%ice !ncapacitated -oderate -ortally Wo"nded Di5c"lt Unearthly $m"st be attempted the ro"nd a)ter the ;illed patient has been #illed
!) the 1irst (id roll is s"ccess)"l, the patient heals one level .t"nned and Wo"nded characters are )"lly healed Wo"nded T%ice are Wo"nded !ncapacitated are Wo"nded T%ice -ortally Wo"nded are !ncapacitated !) the 1irst (id roll is "ns"ccess)"l, the character's condition remains the same !) the 1irst (id roll misses the di5c"lty by more than /@ points, the patient remains the same and another 1irst (id roll cannot be made )or another 03 ho"rs
-"ltiple 1irst (id attempts can be made on a patient %ithin a single day, b"t the 1irst (id di5c"lty increases one level )or each additional "se
Medical Ba%s;Medla's;E&ergenc% Roo&s 7lymp"s has the best medical )acilities in the %orld, and %o"nded characters can readily get patched "p, replacement parts, and maybe even a little improved 9o%ever, medical in the rest o) the %orld ranges )rom limited $%estern E"rope& to do%nright medieval $most o) the adlands& !n highly developed co"ntries, characters %ill have access to medical )acilities and %ill healmore rapidly "t, it'll cost them To "se these )acilities, a character m"st have the -edicine $(& s#ill
Degree o In:ur% Wo"nded !ncapacitated -ortally Wo"nded ;illed
Di$cul% and Ti&e =ery Easy %ith /D ho"rs o) care Easy %ith 3D ho"rs o) care -oderate %ith /D days Unearthly%ith/@Ddays
JI. CE(DIC* Cybernetics are a ery important part of ppleseed. *hirow&s worlds are full of humanmachine interfaces. appears that in theitworld of ppleseed and technology hae meshed almost It seemlessly--in fact, is a constant theme, humanity in his wors. herefore, it is ery easy to find cybernetic implants in the deeloped world, particularly Olympus and ?oseidon. (elow are some e#amples of aailable implants and full-body replacements. hile *hirow&s wor is full of cybernetics, he actually spends ery little time e#plaining them. )or e#ample, (riareos has a regular (at-belt of gear paced into him, but we often don&t now it e#ists until it pops up at an opportune time. *o, the cybernetics listed below are a combination of my best guess from *hirow&s wor and imports from other gaming systems. It is a ery basic list. I recommend that you find other sources, such as the game Cyberpun and it&s myriad of sourceboos, to fill in the gaps. !s always, which cybernetics are aailable are up to the 32. Design notes: I&e been woring on the idea of a @4 !ppleseed game for a number of years. One of the things that always stopped me in my tracs was deeloping a decent system for using cybernetcs and armor in a @4 game. onestly, they neer wored ery will in the old *tar ars game. >iewise, in other gaming systems, cybernetics add layer upon layer of new rules, maing character creation a ery lengthy
process. )inally, they always hae the potential of imbalancing the game ;eery try to play a purely human *olo in 5yberpun% while surrounded b y borged-out comaradesH=. I&m mainly concerned with eeping the system easy to use. *o, that means some of the $realism$ of the cybernetics will go right out the window. his may seem at odds with *hirow&s worlds, in which he taes
great pains to e#plain the logic behind his creations and to eep them firmly based in reality ;in fact, that&s one of my faorite things about his wor=. oweer, one thing is clear in *hirow&s ppleseed cybernetics do not turn their bearer into a superman. It is abundantly clear that cyborgs can be taen down with relatie ease by $normal$ characters with the proper sills and e/uipment. hat is the spirit in which I hae deeloped cybernetics for this game. )inally, this is a wor in progress. I will change it as I playtest. I inite you guys to do the same, and to let me now what changes you mae. If someone has implemented a better system, let me now.
+ON,N,$
Introduction Cybernetic >imbs Optical Implants !udal Implants !rtifical Organs Interface /uipement 2iscellaneous Implants )ull-body Implants One-stop *hopping
IN,RODA+,ION Cybernetics are most often implanted because the person
hasnecessary. suffered aith sufficiently that it replacement is moderngrieous medical inBury adances, is often possible to regrow lost body parts. oweer, cloning cells re/uires a great deal of time and e#pense is often not aailable to most people. Cybernetics offer a relatiely affordable option. Cybernetics are Bust machines. his means that they suffer the same defects and weanesses as other highperformance machinery. hey suffer from structural stress, long-term use, clogging from dirt, bad wiring, and malfunctions. 2ost cybernetics re/uire constant maintenance. ! fair estimate is that they re/uire about 158 of their srcinal cost in upeep each month ;32&s discretion=. Obiously, this adds up oer time. 2ost people with many implants sign up for long-term maitenance contracts to eep prices down. (ame notes: One option for a 32 who has characters with implants is to say that the implant goes inoperatie
when the character Complicates while using that particular implant. he implant will not wor until Kury-rigged or repaired.
+4BRN,I+ LI
prosthetic. "rmor 7alue: his is the layer of protection that surrounds the cybernetic unit. his is treated as normal armor and is cumulatie with other armor worn oer it. Dura/ility: epresents the amount of damage the prosthetic can tae before it will cease to function. +ost: initial cost to buy the arm and hae it surgically attached at the rating. !ll costs are cumulatie ;hus an arm with a *trength of 1@ and *ensitiity of -@ will cost 4000 dollars=.
$trength 7alue 1@
'@ @ G@ 5@
10,000 '0,000 G0,000 100,000
100 150 '00 G00
'@ @ G@ 5@
5000 10,000 '5,000 50,000
100 150 '00 G00
4@ 6@ 7@
"rmor 7alue 5 10 15 '0 '5 0 5 G0
00,000 650,00 1.5 million
400 1000
4@ 6@
5000
7@
150,000 500,000 1 million
400 1000 5000
+y/ernetic Legs: Cybernetic legs are almost always installed in pairs. It is difficult to balance a person with only one articifial leg. If this is the case, the character suffers -1@ to all @e#terity rolls that rely upon moement. he legs may sometimes hae other deices implanted in them ;each arm is considered to hae ' $slots$ for additions=. $trength 7alue: seres as the *trength !ttribute when this leg is used. 9umping Bonus: his is added to any Bumping rolls that are made. De%terity: !ppro#imating the fine motor sills of the human body is not easy. 2any of the cheaper cybernetics out there mae no such attempt. (ut the higher leel ones e/ual and een surpass human abilities. he @e#terity alue applies not only to @e#-based sills but to all !ttribute and *ill checs that re/uire good balance, such as *tealth and ?erform @ance. "rmor 7alue: his is the layer of protection that surrounds the cybernetic unit. his is treated as normal armor and is cumulatie with other armor worn oer it. Dura/ility: epresents the amount of damage the prosthetic can tae before it will cease to function. +ost: initial cost to buy the arm and hae it surgically attached at the rating. !ll costs are cumulatie ;hus an leg with a *trength of 1@ and @e#terity of @ will cost 15,000 dollars=.
$trength 7alue 1@
+ost
1000
'@ @ G@ 5@ 4@ 6@ 7@
10,000 '0,000 G0,000 100,000 00,000 650,00 1.5 million
100 150 '00 G00 400 1000
-1@ '000 0@ 5000 N1@ 10,000 N'@ '5,000 N@ 50,000 NG@ 100,000
100 '00 500 1000 000 6500
5000
N5@ 500,000
15,000
"rmor +ost 7alue 5 500 10 650 15 1'00
'0 '5 0 5 G0
'000 5000 10,000 '5,000 65,000
65 100 1'5 150 '00
+ost
'5 0 5 G0 G5
5000 10,000 50,000 100,000 500,000
100 150 00 600 1500
o whip up cybernetics /uicly, see the One-*top *hopping Chart.
OP,I+"L I
ability to distinguish between colors, allowing him to discern between different obBects more easily. he bearer gets a (oost in all *each and racing rolls that depend upon isual cues. Light "mp +ost: '500 >ight !mp permits the user to adBust light leels at will. his allows him to see in ery minimal amounts of aailable light. he optic will also /uicly compensate for flashes of bright light, giing the bearer N'@ to esistance rolls when attempt to aoid strobe or flash effects that would otherwise render him blinded.
)urthermore, with a round of aiming, the bearer gets an additional N1@ to hit ;in addition to the normal N1, so N' all together=.
"AD"L I
options. +omm Lin) +ost '500 he standard communications lin acts lie a phone or two-way radio receier ;but not a transmitter=. !s such, it is easily intercepted and traced. ! secure lin will cost about 10,000 dollars ;@ifficult Communications rolls to hac it= and fills an additional slot. ! small ocal transmitter can be implanted for an additional 5000 credits ;this is not considered to tae up on of the $slots$ on the character=. Wi#e &re-uency +ost: '500 his upgrade gies the bearer hearing that far e#ceed normal human ranges. It more closely resembles that of a dog. he bearer can turn this on and off at will ;otherwise he&d be baring wheneer a siren was turned on=. he bearer gets N'@ to *earching and racing rolls that depend upon sound. Broa#/an# Receiver +ost: '500 ith this addition, the character can use the implant to scan all unprotected cellular and radio waes. his includes a ind of $cyborg-emergency$ channel that all cyborgs ;apparently= tune into. Dote that most cellular transmissions are protected by some leel of encryption and the bearer of this implant cannot hac those without additional e/uipment. uic) ,ranslator +ost: 10,000 he P must be lined to a personal computer on the person&s body. hen it is, it will /uicly translate any nown human language. Dote that the translater is not fullproof and in its haste it may mistranslate some words ;a fun little twist for the sadistic 32=. (ut, the listener will get at least the gist of the conersation. Decrypter +ost: 10,000 he @ecrypter option permits the bearer to upload any signals intercepted or directly heard into a companion computer and attempt to brea the code. )or the (ase cost, this
will act as *ecurity sill of @ for breaing codes only. )or each additional @ie, add 5,000 # the new alue. Dote that this is cumulatie. *o a 5@ decrypter will cost 10,000 ;based= N '0,000 ;leel G=, N '5,000 ;leel 5=. he @ecrypter cannot e#ceed 4@. he time re/uired to brea the encryption depends upon the comple#ity of the code ;32&s discretion=. Recor#er +ost: '500 ith an implanted recorder, the bearer can download any information that is intercepted or oerheard to a memory pacage ept on the body ;or to which the
information transmitted=. he bearer record hours;or before upload the information.ishe recorder&s memory cancan also hae Gmusic otherhaing audio=touploaded into it and played bac at the wearer&s will.
"R,I&I+I"L OR("N$ !side from the peg-legs and hand-hoos of old sea captains, artifical organs are probably humanity&s oldest form of cybernetics. @espite the war, they hae come a long way since the '0th century. )or game purposes, assume that any standard human organ may be replaced with an e/uialent artificial counterpart. hose implants will be fairly e#pensie, but will not re/uire great amounts of maintenace. )urthermore, they do not bestow additional abilities on the bearer. he implants below are those rare items with do increase the bearer&s abilities. Inhalation &iltration $ystem +ost: 15,000 he I)* attempts to protect the bearer from any harmful substances in the air. It acts
as a ery adanced gas mas and is always operational. Dormal to#ic gasses and airborn allergens will hae no effect on the bearer. oweer, new to#ins that hae not been identified by the I)*&s creators may get though the filtration system. In these cases, the bearer has N'@ on esistance rolls against the $new$ to#in. Nerve "mp +ost: '5,000 his is actually a series of implants which sere to increase the response time and sensitiity of the bearer&s neres. his results in slightly increased reaction time and hand-eye coordination. his grants a (oost to all @e#terity-based sills and and the character acts as if his initiatie were 1 die higher. pi#ermal &iltration $ystem +ost: '0,000 >ie the I)*, the )* seres to eep to#ins out of the body. ith the adances of biological and to#icological warefare, the danger of airborn weapons has increased
signficantly. heN'@ )*toisresist not perfect, but to#ins can be that the difference life through and death. gies the bearer all airborn act throughbetween absorption the It sin.
Bloo# &iltration $ystem +ost: 50,000 >ife the other )*&s, ()* sifts through the bearer&s blood and remoes harmful elements that it can recogni"es. his gies the bearer N'@ to resist diseases and drugs that wor in the bloodstream ;this includes alcohol=. he ()* must be $recharged$ eery month for a cost of 5000 dollars.
artificial materials that and enhance theproide bearer&ssome strength. he techni/ue is still being deeloped and is support not fullproof, but it can significant increases. he costs are cumulatie ;thus a character going from a natural *trength of '@ to 5@ must pay @#'0,00 NG@#'0,000N5@#'0,000 Q 'G0,000 dollars< oweer, the lacing is not noticeable with most detectors, unless a close medical e#am is done. he >acing has an upeep of 100 dollars per month. If the character&s muscles are seerely damage by other means ;gunshot wounds, for e#ample=, the >acing will hae to be repaired or replaced ;32&s discretion=. )inally, the biological materials will disintigrate oer time, meaning the entire system must be rebuilt after 5 years. >acing cannot be used to upgrade prosthetic limbs. Brain Bo% Cost '0,000 ith a brain bo#, the bearer&s brain is complete protected from physical damage. It is wrapped up in an e#tremely strong layer of metals and ceramics that will resist bullets, heat, cold and een a lac of o#ygen ;internal tans will supply up to 1 hour of o#ygen
necessary to eep the brain alie=. his is a good thing if the rest of the bearer&s body is destroyed.
IN,R&"+ AIP<N, here are a wide ariety of ways for people to interface with computers and other technology. he most standard are listed below. Brain Plug +ost: 10,000 his interface unit permits the user to plug his nerous system directly into a computer. It allows for instaneous transfer of information from the brain to the computer ;and isa ersa=. he bearer is still limited by the bounds of human abilities howeer. It increases the speed of all Computer OpA?rog rolls by 508 ;a
character can do ' Itsuch in aa round without penalty=. alsoactions proides N1@ and a (oost to all such rolls. It also permits completely secure transactions between the person and the computer. )inally, multiple
bearers may connect to one another through some ind of serer-C?% to instantly share thoughts ;as the igh Council does=. Dote that (rain ?lugs are not ery common, een in Olympus. his is probably because standard user-interfaces hae adanced so far. It is a fairly inasie procedure and there needs to be a F50Amonth upeep.
&ALLJBOD4 RPL"+<N,$ )ull-body replacements are pretty rare in deeloped countries, een Olympus ;which probably has the highest per capita )ull (org population=. hey only occur when the ictim has suffered such grieous harm that his body is destroyed and full replacement is the only way he will surie. en then, he must hae friends in high places ;or a large personal fortune= to pay for the replacement. If the (org is being built at Character Creation, see that section for appropriate rules. >ater in the game, rather than build a full &borg from scratch ;putting together each componant=, consult the table below and choose the desired alue and record the appropriate cost. emember to note the monthly maintenance cost< De#t, the standard full borg will hae ' standard optic implants, ' standard audal implants, a brain plug, a brain bo#, and all the arious filtration systems. )or an additional inestment, the (org can purchase install up to 7 optical implants and 7 audal implants. 32&s may decide to permit fewer or more slots as appropriate. If this taes too long, consult the One-*top *hopping Catelog below. $trength 7alue: his replaces the character&s former *trength attribute completely. his alue always starts at 1@. $ensitivity: !ppro#imating the fine motor sills of the human body is not easy. 2any of the cheaper cybernetics out there mae no such attempt. (ut the higher leel ones e/ual and een surpass human abilities. he *ensitiity modifier applies to all !ttribute and *ill checs that re/uire fine motor sills, such as 2echanics, lectronics, Craftsmanship and een 2artial !rts, that are attempted with the prosthetic. +onstitution 7alue his replaces the character&s former Constitution attribute completely. his alue always starts at 1@ 9ump Bonus: his is added to any Bumping rolls that are made. "rmor 7alue: his is the protectie alue of the &(org&s outer shell. It may be layered with additional armor. his costs 18 of the orginal cost to repair each point which is damage. Base HP: his replaces the former hit points that the character had. oll *trength N
Constitution ;or esistance= as normal to add additional ?&s.
$trength
G@ 5@ 4@ 6@ 7@
150,000 500,000 1 million 5 million 10 million
+onstitution
1@ '@ @ G@ 5@ 4@ 6@ 7@
"rmor 7alue 5 10 15 '0 '5
0 5 G0
1'00 '000 5
000
G@ 5@ 4@
10,000
6@
'0,000
7@
'50,000 650,000 1.5 million 6 million 15 million
000 5,000 10,000 '0,000 G0,000
million
million
ONJ$,OP $HOPPIN( !dding up the alue of arious companants can be cumbersome, especially for 32&s trying to come up with &(orgs on the fly. he table below are intended to facilitate your cyborg-shopping spree. Implants he Implant ?acages assume that the character has chosen ' standard implants and fully outfitted them with options. Implant Pac)age
+onstituents
+ost
Combat Optics
eapons >in, >ight !mp, (road *pectrum, 2agnification
'5,000
Croo&s Optics
(road *pectrum, Computer >in, >ight !mp, 2agnification
'0,000
Ciilian&s Optics
Camera, Computer >in, >ight !mp, '0,000 2agnification
Combat !udio
*ecure Commlin, ide )re/uency, (roadband eceier
'0,000
Ciilian&s !udio
Commlin, (roadband eceier, ecorder, ide )re/uency
15,000
Combat Internals !ssasin&s Internals JI?&s Internals
!ll )iltration systems, Dere !mp I)*, Dere !mp, 2uscle >acing !ll )iltration systems, (rain bo#, (rain plug
110,000 ''0,000 ;assuming character went from @ to 5@ *trength= 115,000
Prosthetics
ProstheticPac)age
+onstituents
+ost
Combatarm
5@*tr,0@*ens,!JQ'0,@uraQ'0
116,000
Ciilianarm
@*tr,0@*ens,!JQ5,@uraQ10
1,500
Combat legs
5@ *tr, 0@ *ens, !JQ'0, @uraQ'5, Kump N'@
1',000
Ciilian legs
@ *tr, -1@ *ens, !JQ10, @uraQ15, Kump 1@
',650
&ullJ/o#y Replacements ?erfect for the man who has eerything ;or nothing, as the case may be...=
Bo#, yype
+onstituents
+ost
*tandard Combat 5@ *tr, G@ @e#, 5 Con, !JQ0, ?Q0, Kump N'@ NCombat 1,10,000 (org Optics, N Combat !udal, N Combat Internals !danced Combat (org
6@ *tr, 4@ @e#, 4@ Con, !JQG0, ? Q G0, Kump NG@, N Combat pacages.
G,655, 000
-II. E>/I+MENT -elee Weapons 1irearms (rmor Comp"ters -iscellaneo"s Gear >obots =ehicles Landmates
WE(F7. ! sho"ld begin by saying that ! #no% absol"tely nothing abo"t g"ns 7r e+plosives 7r #nives 7r armored po%ers"its (nd -asam"ne .hiro% does Technology, partic"larly %eapons technology plays a big part in 6##leseed 7n this page, yo"'ll fnd an introd"ctorylevel list o) gear )or an (ppleseed game !'ve incl"ded lin#s to some sites %ith more e+tensive lists as %ell as g"n lists contrib"ted by )ol#s to The -atri+ D6 >FG ! %ill gladly post s"bmissions and corrections i) yo" send them in !n the end, i) there's something missing )rom this page, or it's :"st do%nright %rong, then do %hat all good G-'s do< ma#e it "p8
Ter&s" Da&age" This is the standard damage that the %eapon can do
.imply roll the n"mber o) dice indicated and add any other modifers Noe" the damage system does not )ollo% WEG's D6L standard system, %hich is s"ccessbased 9ere, roll the dice and s"m their val"e normally to establish the damage done
Range" The range in meters o) a %eapon Di5c"lties increase %ith greater distance $see (ctions and Combat& Scale" !ndicates the scale o) the %eapon %hen deciding damage Di$cul%" The di5c"lty n"mber the "ser m"st e*"al or s"rpass in order to hit Conceala'ili%" ( meas"re o) ho% di5c"lt it is to conceal the %eapon "nder clothes G-'s may modi)y this depending on the #ind o) clothes %orn $increased di5c"lty i) only an evening go%n is %orn, bon"ses is an overcoat is %orn& Co&lei%< .ome %eaponry is partic"larly complicated to repair (dd any comple+ity modifer to the base di5c"lty %hen s"ch attempts are made
-ELEE WE(F7. T%ical Da&age"0nie .T> J0 $not J0D, :"st J0& Range" 2?/@?/4 $thro%n& Scale" Character S8ill" -elee Weapons< ;ni)e, Thro%n Weapons< ;ni)e Di$cul%" Easy Conceala'ili%" =ery Easy Noe" ( typical #ni)e can be thro%n, b"t increase the di5c"lty by 4 ;nives are readily available in most o) the %orld, tho"gh some states, incl"ding 7lymp"s, have controls on openly carrying combat #nives in p"blic Co&'a 0nie Da&age" .T> J/DJ/ Scale" Character S8ill" -elee Weapons< ;ni)e $cannot be thro%n& Di$cul%" Easy Conceala'ili%" -oderate $length tends to by /0 )eet Noe" ;nives are readily available in most o) the %orld, tho"gh some
states, incl"ding 7lymp"s, have controls on openly carrying combat #nives in p"blic
S1ord BD-" .T>J0D Scale" Character S8ill" -elee Weapons< .%ord Di$cul%" Easy $0& Conceala'ili%" Di5c"lt Noe" -ost developed states have la%s against carrying aro"nd s%ords in p"blic 9o%ever, s%ords are o)ten "sed in the adlands %here amm"nition )or more advanced %eaponry are scarce
Clu';Base'all Ba BD-" .T> J/D Scale" Character S8ill" -elee Weapons< Cl"b Di$cul%" =ery Easy Conceala'ili%" -oderate Noes" Cl"bs are any bl"nt ob:ect made to hit something else hard G-'s sho"ld alter the damage rating depending on the *"ality o) the cl"b 1or e+ample, a broom stic# might only do .T> J 0 damage %hile a cro%bar might do .T> J0D (lso note that i) the ob:ect is not very strong, it %ill li#ely brea# %hen "sed as a %eapon
#IREARMS (s ! said be)ore, the g"ns listed here are very basic .ee the (mm"nition list belo% )or specialiHed ammo 1or m"ch more detailed lists o) frearms, chec# o"t oe's G"n Catalog or (aron Lao%'s %eapons list in FD1 or Word 0@@@ )ormats Bo" can "se the ranges given belo% )or the %eapons that oe lists $or the ranges listed by (aron&
Holdou +isol Da&age" 2D A&&o" 2 to 6 Range" /4?/4?04 Conceala'ili%" =ery Easy
Handgun Da&age" 3D A&&o" 6 $revolver& to /0 $a"tomatic& Range" 2/@?04?4@
R*#" 2 shots per ro"nd ma+im"m o b"rst Conceala'ili%" =ery Easy
High5o1ered Handgun Da&age" 4D A&&o" 6 $revolver& to /0 $a"tomatic& Range" 2A?04?4@ R*#" 0 shots per ro"nd ma+im"m o b"rst Conceala'ili%" Easy $A& Noes" / pip to all ITo9itI rolls
Machine +isol Da&age" 3D $see belo%& A&&o" /4 Range" 2A?/4?04 R*#" .ingle< 2 shots per ro"nd .emia"tomatic< 0 b"rsts o) 2 b"llets rendering 4D damage per b"rst $roll once per b"rst& /D on ITo9itI rolls in semia"tomatic 1"ll a"tomatic< Can empty the clip in one ro"nd, either spraying $.ee .praying in the Combat section& or Concentrating 1ire res"lting in J/D to hit and 4DJ0 damage Conceala'ili%" Easy
Su'&achine Gun Da&age" 4D $see belo%& A&&o" 2@ Range" 6/@?0@?4@ R*#" .ingle< 2 shots per ro"nd .emia"tomatic< 0 b"rsts o) 2 b"llets rendering 6D damage per b"rst $roll once per b"rst& /D on ITo9itI rolls in semia"tomatic 1"ll a"tomatic< Can empty the clip in one ro"nd, either spraying $.ee .praying in the Combat section& or Concentrating 1ire res"lting in J/D to hit and AD damage Conceala'ili%" Easy
Auo&aic Ri?e Da&age" AD $see belo%& A&&o" 4@ Range" 40@?6@?@ R*#" .ingle< 2 shots per ro"nd .emia"tomatic< 0 b"rsts o) 2 b"llets rendering D damage per b"rst $roll once per b"rst& /D on ITo9itI rolls in semia"tomatic 1"ll a"tomatic< Can empty the clip in one ro"nd, either spraying $.ee .praying in the Combat section& or Concentrating 1ire res"lting in J/D to hit and D damage Conceala'ili%" =ery Di5c"lt
+u& Shogun Da&age" 6D $b"c#shot& ? AD $solid sl"g& A&&o" 4 Range" 04?/@?0@ R*#" 0 shots per ro"nd ma+im"m Conceala'ili%" Di5c"lt )or )"llbarrelled shotg"ns -oderate )or sa%edo shotg"ns Noes" .a%edo shotg"ns %ith b"c#shot do AD damage at Foint lan# range b"t s"er a /D c"m"lative penalty to damage rolls )or every 4 meters beyond the frst
C%'org +isol Da&age" 6D Srengh Re@uired" 4D A&&o" /4 Range" 4/4?4@?@ Conceala'ili%" Easy $abo"t the siHe o) a normal s"bmachine g"n& Co&lei%" / R*#" -a+im"m o) three shots per )o"nd Noes" ( cyborg pistol is any g"n that is too large )or a normal h"man to li)t %itho"t some #ind o) technological aid
Hea3% C%'org +isol Da&age" AD Srengh Re@uired" AD A&&o" /@ Range" 40@?6@?4 Conceala'ili%" -oderate Co&lei%" / R*#" -a+im"m o) three shots per )o"nd Noes" This is :"st a highercaliber version o) the IstandardI cyborg pistol
C%'org Ri?e Da&age" D Srengh Re@uired" 6D A&&o" 3@ Range" 42@?@?//@ Conceala'ili%" Fretty m"ch impossible Modi
rendering D damage per b"rst $roll once per b"rst& /D on ITo9itI rolls in semia"tomatic 1"ll a"tomatic< Can empty the clip in one ro"nd, either spraying $.ee .praying in the Combat section& or Concentrating 1ire res"lting in J/D to hit and /@D damage Noes" This is the standard iss"e riKe "sed by most )"llbody cyborgs and landmate pilots The g"n can be ft %ith a variety o) options, incl"ding being ft )or a %eapons lin# opic, Kash dampener, targeting scope, etc and can "se a %ide range o) amm"nition
Hea3% C%'org Ri?e BD-" D Srengh Re@uired" AD A&&o" 2@ Range" 42@?@?//@ Conceala'ili%" Fretty m"ch impossible Modi
AMM/NITI*N elo% is a *"ic# list o) special amm"nition that %ill alter the eects o) vario"s frearms !t is neither complete nor very realistic "t, ! thin# it'll %or#
Sandard Rounds" Do the damage listed "nder each %eapon These are the cheapest and most commonly "sed Ar&or +iercing (A+)" (F ro"nds red"ce the target's armor by /?0 )or p"rposes o) brea#ing thro"gh it $tho"gh the (rmor still retains its srcinal val"e& This means that more damage is done to the str"ct"re o) the target $"s"ally the person's hit points& 9o%ever, (F ro"nds red"ce a %eapon's Damage rating by /D
HESH (High5Elosi3e S@uash5Head)" 9E.9 ro"nds are designed to mess "p armor as m"ch as possible b"t do not pass damage on to the armor's %earer 9E.9 ro"nds do the 0D damage and all damage is ta#en by the armor Th"s, a 9eavy Fistol %ill do 2D damage to the target's armor 1"rthermore, the target m"st ma#e an opposing .trength roll against the damage roll or be #noc# to its )eet $i) it has )eet& ote that i) 9E.9 ro"nds are "sed on an "narmored target, they do damage as normal ro"nds Baon Rounds" aton ro"nds can be loaded in specially modifed %eapons to deliver a st"nning ro"nd The target m"st ma#e a >esistance roll vers"s 6D st"nning damage $/@ seconds?0 ro"nds o) st"n )or each E= point& The target m"st also ma#e an opposed .trength roll against 6D to avoid being #noc#ed o her )eet
ARM*R Leaher T%e" Fersonal clothing Scale" Character Ar&or -alue" 6 Cos" 0@4@@ credits, depending on style A3aila'ili%" Easy Conceala'ili%" =ery Easy $b"t "s"ally "nnecessary&
0e3lar -es T%e" Fersonal body armor Scale" Character Ar&or -alue" / Cos" M/@@@ A3aila'ili%" Common in developed nations, tho"gh some place controls on civilian p"rchases o) armor Conceala'ili%" -oderate Ga&e Noes" >ed"ces De+teritybased rolls by / die
#ull Bod% Ar&or T%e" Unpo%ered .W(T?-ilitary armor Scale" Character Ar&or -alue" 00 Cos" M/@,@@@ A3aila'ili%" Conceala'ili%" Di5c"lt Ga&e Noes" Wearer s"ers 0D modifer to all De+terity based rolls and /D to all !nstincts rolls based on Ferception
Gasiu& Ar&or T%e" Fo%ered personal body armor Scale" Character Ar&or -alue" 04 Cos" M04,@@@ $blac#mar#et only& A3aila'ili%" >are Us"ally only available to special )orces personel +o1er" ho"rs o) contin"al "se Can be po%ered o $acts as Fersonal ody (rmor& >echarges in 4 min"tes %ith lo%po%ered battery or standard po%er o"tlet Conceala'ili%" Di5c"lt Ga&e Noes" Gasi"m armor is a lightlypo%ered personal armor that act"ally slightly increases a %earer's .trength, De+terity and Constit"tion The advantage )rom the armor grants the %earer a oost each time he attempts a s#ill controlled by one those attrib"tes
Ci3ilian +o1ered Ar&or T%e" Fo%ered (rmor Scale" Character $trength: G@ with a (oost 9umping Bonus: N1@ with a (oost De%terity: Operator&s @e#terity "rmor 7alue: 17 A 1G A 10 A 4 ;hen the !J is reduced to AG, the suit will begin to malfunction. he wearer will suffer -1@ to all actions until it reaches 1A' !J. !t that point, the penalty increases to -'@. )inally, at 1AG!J to 1 point, the wearer will suffer -@. hen the !J reaches 0, what is left of the armor will free"e up.= +omple%ity: 1 Optics: >ight !mp, Computer >in +ommunications: Comm >in, (roadband eceier 7ocal: *tandard speaer. +ost: appro#imately F15,000 for standard suit. Options may be added for an additional cost. Notes: hese suits are a step below the standard landmate. hey are worn more lie a suit of armor than they are piloted. hey come in a ariety of shapes and si"es, with many different options aailable ;see Conersions, below=. 2ost owners use them as $sport$ models. *ome can be outfitted for use as scout or recon units ;such as itomi&s suit in !ppleseed Jolume 1 (oo 1=. !ll such powersuits must also be registered with the Olympus authorities. uthor's Note I now that *hirow has a certain name for these ind of powersuitsAlandmates--I thin I read it in the @ataboo ;which I don&t hae with me right now=. If someone nows the real name, email me=.
OR+ ,ype: ?owered !rmor $cale: Character
$trength: 5@ with a (oost. 9umping Bonus: N'@ De%terity: Operator&s @e#terity "rmor 7alue: 0 A ' A 14 A 9 ;hen the !J is reduced to AG, the suit will begin to malfunction. he wearer will suffer -1@ to all actions until it reaches 1A' !J. !t that point, the penalty increases to -'@. )inally, at 1AG!J to 1 point, the wearer will suffer -@. hen the !J reaches 0, what is left of the armor will free"e up.= +omple%ity: ' Optics: >ight !mp, (road *pectrum, 2agnification, Computer >in, eapons >in,
hermal Optics, Camera +ommunications: *ecure Commlin, (roadband eceier, @irect cable connection, ecorder 7ocal: Can be e/uipped with a loud speaer and translators as necessary. +ost: Dot aailable to the general public. F65,000-F100,000 on the blac maret. Notes: OC* are used by special forces teams when they need to be more stealthy or maneuerability than landmates permit. hey are powerful units in their own right and are highly customi"able to whateer a particular mission might re/uire.
C*M+/TERS Comp"ter technology in most o) the developed %orld has )ar e+ceeded the limits o) early 0/st cent"ary machines 7lymp"s, by )ar, boasts the most advanced comp"ters, almost all o) %hich have some degree o) artifcial intelligence !t has also seemless integrated comp"ter processing ability %ith h"man?bioroid brains The inter)ace systems o) most common comp"ters render it so that even the beginning "ser can easily access the system -ore coming soon8
R*B*TS Coming soon8
MISCELLANE*/S GEAR Comm"nications Fortable phone .ec"re Comm"nicator Decrypter
Gear
Widerange .canner .crambler Translater
7ptics Goggles< Each pair o) goggles may have "p to 3 options listed "nder Cybernetic< 7ptics
."rvival Gear 1ood rations Tent Water 1iltration Unit
E+plosives Grenades Flastic E+plosives -ines
-iscellaneo"s Gear Grapping line 9andc"s ac#pac# .nier" This device is "sed to sense i) there are biological or chemical agents in a medi"m, s"ch as air, %ater, )ood or soil The device is =ery Easy to "se and %ill detect dangero"s, #no%n chemicals and biological agents a"tomatically !t is abo"t the siHe o) a poc#et calc"lator
-EHICLES Coming .oon8
L"ND<",$ >andmates are operator-piloted armored suits designed to proide the pilot with superior protection, freedom of moement and firepower. In Olympus, landmates are made aailable to the general public and widely used by law enforcement and and the military. landmates must be registered cannot be?ublic e/uipped with heay armor or weapons. >andmates are still pretty e#pensie, but the low end domestic models are
fairly affordable ;It&s a little lie buying a suped up sport motorcyle, according to *hirow=. epairs on landmates are still relatiely e#pensie, and those citi"ens that eep them for priate use usually now how to fi# their own units. ach part in a landmate is handmade but may be swapped between similar models. o use a landmate, the operator must step up into the $cocpit$ and fit her arms into the slae arms in the torso ;this is why most landmates appear to hae G arms=. he pilots legs fit into the thighs of the unit and the pilot&s head is usually about in the middle of the torso. he cocpit is the most heaily armored part of the unit ;of course<=. 2ost pilots wear a thin suit of datafilm, but it is possible to wear a full suit of 3asium armor in the more adanced combat models. Combat landmates are engineered for pea effeciency. hey are generally not intended for prolonged use without upeep. !s such, they do not generally carry more than a couple of e#tra clips of ammunition. here is a small cargo space in most units, where the pilot can eep a set of clothes and a small cache of personal e/uipment ;pistol, communicator, etc.= (elow is a ery preliminary list of >andmates. I hae not included any built-in weapons, though many landmates do carry integrated weaponry. It appears that the more professional landmate designs opt against this, probably to so that the units remain more easily customi"able for each mission. I will be adding much more soon, but this should be enough to get you started. ?lease remember that these need to be playtested. *o, twea as needed<
erms $trength: epresents the wearer&s *trength while in the >andmate. 9umping Bonus: to be added to all Kump attemps while the >2 is worn. De%terity: his is the Operator&s effectie @e#terity while in the >2. *ome high-/uality >2&s will augment the pilot&s abilities. If this alue is higher than the pilot&s normal sill leels, those sills are increased to e/ual this alue. "rmor 7alue: ?rotectie points, as normal armor. Hit Points: *tructural integrity of the suit. hen a >2 is reduced to 1AG points or less, each time it taes damage 1 die worth of those points ;1@4= pass to the wearer. )urthermore, the suit will suffer penalties Bust as a wounded person would. *o at AG points, it reduces all the pilot&s rolls by 1@. !t 1A' and less, they are reduced '@, etc. hen the ?&s reach 0, the suit will cease to function and the pilot must roll a 1@4. On a one, the suit will e#plode in 5d4 seconds causing 5@4# points of damage to anyone within ' meters of it. +omple%ity: his is added to the base difficulty to repair the >2. Optics: ! list of optical options aailable to the pilot. *ee Cybernetics for a more
complete description. +ommunications: ! list of communications gear loaded into the unit. *ee Cybernetics for more information. 7ocal: !n ocal hardware and software built into the machine.
Notes: !dditional information about the suit.
@omestic >andmate $trength: 5@ 9umping Bonus: N1@ De%terity: Operator&s ?ilot >2 sill. "rmor 7alue: '0 Hit Points: G5 A G A ' A 1' +omple%ity: 1 Optics: >ight !mp, 2agnification +ommunications: Comm >in, (roadband eceier, ecorder 7ocal: *tandard speaer. Notes: hese suits come in a ariety of shapes and si"es and are now widely aailable to the public. 2ost can be easily modified by a nowledgeable mechanic.
3eneric Combat >andmate $trength: 6@ 9umping Bonus: N'@ De%terity: Operator&s ?ilot >2 sill. "rmor 7alue: 0 Hit Points: 40 A G5 A 0 A 15 +omple%ity: ' Optics: (road *pectrum, hermal Optics, >ight !mp, eapons >in, 2agnification, Camera +ommunications: *ecure Comm >in, (roadband eceier, ecorder 7ocal: (uilt-in >oudspeaer ;mass the ?ilot&s oice=. Notes: Do suit is truly $generic$ but this will sere as the standard for run-of-the-mill landmates. 2ost professional groups, such as *!, *! and the )(I will use more adanced suits such as the 3%3*.
(A($ ,ype: Ciilian adanced landmate. $trength: 6@ 9umping Bonus: N'@ De%terity: Operator&s ?ilot >2 sill "rmor 7alue: 5 Hit Points: 45 A G9 A A 16 +omple%ity: ' Optics: Computer >in, hermal Optics, >ight !mp, 2agnification, Camera, Optical
#tension ;' meters= +ommunications: Comm >in, (roadband eceier, ecorder 7ocal: (uilt-in >oudspeaer ;mass the ?ilot&s oice=. Notes: his is the standard, ciilian model that @eunan purchases early in (oo 1. Once she Boins *!, it appears that she upgrades to more adanced models proided by the goernment.
(A($JP ,ype: Combat landmate. $trength: 6@ 9umping Bonus: N'@ De%terity: Operator&s ?ilot >2 sill N (oost "rmor 7alue: 5 Hit Points: 60 A 5 A 4 A 19 +omple%ity: ' Optics: Computer >in, hermal Optics, >ight !mp, eapons >in, 2agnification, Camera, adar, Optical #tension ;' meters= +ommunications: *ecure Comm >in, (roadband eceier, ecorder 7ocal: (uilt-in >oudspeaer ;mass the ?ilot&s oice=. Options: here is a police light set atop the head ;presumably to mae them easier to shoot at...=. >iely they can emit some ind of siren wail as well. Notes: his is the standard model worn by the ran-and-file beat cops in Olympus ;those on the landmate team, anyway=. hey are powerful suits, but are not as adanced as the
3%3*-@ worn by *! and other special forces.
(A($JD ,ype: !danced combat landmate. $trength: 7@ 9umping Bonus: N@ De%terity: Operator&s ?ilot >2 sill N1@ "rmor 7alue: G0 Hit Points: 65 A 54 A 6 A 17 +omple%ity: Optics: Computer >in, (road *pectrum, hermal Optics, >ight !mp, eapons >in, 2agnification, Camera, adar, Optical #tension ;' meters= +ommunications: *ecure Comm >in, (roadband eceier, ecorder 7ocal: (uilt-in >oudspeaer ;mass the ?ilot&s oice= Options: he 3%3*-@ may be fit with a )light ig, shown in the color image to the
right. his uses anti-graity technology to proide the unit with lift and silent thrusters for propulsion. It is not intended for long flights, but can remain airborne for about ' hours. It may trael at about '00 mph, or '50 top speed ;reduce flight sustainability by one half=. he ig proides enough power to lift an additional landmate if need be ;but not much more<=. Notes: he 3%3*-@ appears to be the top-of-the-line landmate in Olympus ;and, therefore, liely the world=. It is a highly adanced and comple# piece of machinery engineered for pea performance. !s such, it need constance maitenance and is actually somewhat fragile ;the fingers, for e#ample regularly brea=. he slae-arms are fitted with operational hands, allowing the pilot to perform fine motor tass when necessary.
pologies to any delicate sensibilities may bebreasts offended "eunan's ;3ersonal little outfit.note: 8or some reason, as ppleseed progresses,that "eunan's getby larger and her outfits get s%impier...=