“Bulletproof Nudity” – this is not an advantage it is a
cinematic rule for the setting.
Inappropriate displays of your body will gain you a bonus to your
defense actions; sowing off too much +1, down to underwear +2, fully naked +3.
This is not DR, it adds to your active defense rolls.
This
ability is based on shock and the viewer’s desire to look at you. If you
suddenly appear in a bikini at school you qualify for a +2 bonus, however at
the beach people expect you to be dressed that way. At best a micro bikini will
provide a +1 bonus. Also the ability is less effective against members of your
own gender, unless they are attracted to same sex partners.
A classic
example; a girl character gets her clothing ripped to bits in a fight; she may
then apply a +2 on all defenses vs. the male bad guys.
Computer Hacking – quick and easy rules
There are
two types of action; Easy – taking 1d6+1 seconds, Hard – taking 1d6+1 minutes.
Any hacking activity usually requires three actions, each one taking time and a
skill roll. ( This is cinematic hacking using the best interface tech. A more
realistic time frame would be 1d6+1 minutes for easy and 1d6 x10 minutes for
hard. )
System entry; Easy - sneaking on to a regular network, Hard
- cracking your way in to a high security network. This assumes you have programs
set and ready to help you, that you know some important things about your
target. Going in blind will often take more time and you may suffer a -2 skill
penalty in addition to any from security.
Data search or manipulation, the difficulty depends a lot on
the situation. Easy – finding info on subjects that are well documented, Hard –
subtly changing records or finding very obscure data. Creating a back door is
another data manipulation action which is always hard. It has the useful
feature of turning a protected network into a regular one.
System exit; this includes hiding your tracks; the difficulty
depends on system security. You can always do it quick, but this is more likely
to leave clues pointing to you.
For
example; Action 1, entering a public network. Action 2, searching records.
Action 3, erasing your tracks. All are easy rolls each taking just a few
seconds. The GM may simply require a single role and mark the total time as 10
seconds.
What makes
a hackers life difficult is the security rating of the target system. Light -2,
Medium -4, Heavy -6, Military -8, these are skill penalties. Of course some
unique and elite computer systems will have an even higher rating.
For example;
Action 1, entry into a police network – hard task 1d6+1 minutes, heavy security
-6 to skill roll. Action 2, once you are in, most data manipulation is easy,
except for making a back door. Keep in mind running several searches or
searching a huge data base will take minutes not seconds. Action 3, exiting and
cleaning up, this is a hard task taking 1d6+1 minutes and facing the heavy
security -6 penalty. Thus the entire job
may take 5 minutes or more and require 2 modified skills roles in addition to 1
regular role.
Penalty skill levels for hit locations. Cost; 2p
/ 1 level or 5p / level
This is an
advantage that effectively reduces the normal penalty for targeting a body
location. It is a reflection of skill and training that comes in two forms; The
2point form represents very specific location aiming. You specialize in hitting
one body part. Regular penalties apply for all other locations. The 5 point
form represents a general improvement on your targeting ability, reducing all
location penalties.
This rule
is to help in the cinematic action, so heroes can disarm enemies with reliable
non lethal shots. ( targeting the weapon in a person’s hand is usually a -4 )
Example;
Bill buys 3 levels of the 2point form, to offset the normal -4 penalty to hit
the hand. He now can target any hand at -1, but all other locations are
unaffected. This costs 6points. Mark buys 3 levels of the 5point form, to
offset all location penalties. This costs him 15points but makes him more
versatile in choosing his targets.
This rule
was intended for guns, but can be applied to melee weapons or unarmed. Each
general category must be acquired separately. Being good at aiming with a gun
does not carry over to your aimed swing with a sword.
Knock Back
In real
life it is very hard to knock a person off his feet and send him flying back
several yards. Guns don’t often do it. In this cinematic setting, any blunt or
blast type damage may knock a person back, 1 hex / 10 points of damage
delivered. The person lands prone at the end of the turn. In many situations a
character may try to roll with the blow, making an acrobatics skill check. A
success will let him get back to his feet as a ‘half action’.
Cutting and
piercing weapons don’t usually cause knock back.
Example;
shot gun blast to the chest, 4d6 = 13 damage, knock back 1 hex. ( GM may round
off in whatever way is most fitting to the situation ) Let’s say the target had
a DR 15 vest, he takes no real injury, but still suffers the knock back effect.
Extreme
situations: For each hex a person is knocked back he may suffer 1 point of
damage, if he suddenly runs into a solid object. A force blast of 5d6, with
double knock back enhancement his you, for 20 points, which is doubled for
knock back calculations. You fly backwards
4 hexes, but hit a wall 2 hex away, you then take 4 more points of damage. If
your armor is good you will not be hurt. But this sort of impact will cause you
to be stunned. ( see normal rules on being stunned )
Teleporting by the numbers
You need to see the target location, a second hand view gives -2 to IQ, or you may jump to a known location that you can not see, also -2 to IQ. If you have the special enhancement, you can make blind jumps to locations you calculate to be there (rooms you can not see) this is always a -5 to IQ.
Jumping around the main school building would be in the 100yards range, -2 to IQ, from one end of the school to the other would be about 500 yards -3 to IQ.
If you assume an 8 second preparation time -2 and that most jumps in the school are -2 for range and -2 for known but unseen location, you have a -6 IQ role to make. Not a problem if you have the full +10 from reliability enhancement. You have an effective IQ+4.
This gives a good idea of what a teleporter can do.
If you want to jump from Osaka to Tokyo, the range is about 400km -6 to IQ. The location would usually be a -2, known but unseen. With 2 minutes of preparation time you gain a +2. With the +10 reliable bonus, you are at an IQ+4 to make the jump.
If a jump fails you go no place and your power suffers -5 for the next 10 minutes. A critical fail will send you to the wrong place and burn out your power for 1d6 hours. You can not end up stuck inside an object.
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