Professional Documents
Culture Documents
supplements:
Digital
character
sheet
(web
version,
also
check
the
app
store
for
'dagger
by
proxy'):
daggerbyproxy.nl/cs
Random
enemy
generator
(you
can
downgrade
enemy
weapons
but
avoid
upgrading
them):
daggerbyproxy.nl/rnpc
Interactive
world
map
(for
past
missions
and
to
show
the
global
shift
in
power):
daggerbyproxy.nl/worldmap
Tool
similar
to
the
enigma
for
enciphering
/
deciphering
messages:
daggerbyproxy.nl/cryptor.html
Enjoy,
and
thank
you
for
playing
DBP!
1
2
3
4
5
6
7
8
9
10
11
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
4
SMGs
(agi):
Rifles
(agi):
Shotguns
(agi):
Melee
Hand
to
hand
Knives
(agi):
Improvised
2
(fit):
(ins):
Heavy
Machine
guns
Rocket
L.
(agi):
Grenade
L.
(ins):
Turrets
(agi):
weapons
(agi):
Explosives
Grenades
(ins):
Bomb
building
Mines
(ins):
(int):
Stealth
Camouflage
(per):
Infiltration
(ins):
2
Shadowing
(ins):
2
Quick
draw
(agi):
Thievery
Forgery
(int):
Disguise
(ins):
Lock
picking
2
Palming
(agi):
(ins):
Influence
Deception
(cha):
3
Leadership
3
Persuasion
3*
Info-‐gathering
3
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
Gymnastics
1
Swimming
(fit):
Running
(fit):
(agi):
Outdoors
Survival
(ins):
Tracking
(int):
Navigation
(int):
Mechanic
Engineering
(int):
Maintenance
Electronics
(int):
(int):
Driving
Ground
vehicles
1
Boats
(ins):
Airplanes
(int):
Helicopters
(ins):
(int):
Misc.
Escape
artist
Healing
(int):
1
Toxicology
(int):
Exotic
weapon
(agi):
(agi):
Notes:
Charles
is
a
talker,
and
can
persuade
people
to
do
the
craziest
of
things
(especially
women:
specialization
for
flirting).
He
can
handle
a
stealth
mission,
and
take
care
of
himself
during
a
fight.
He
doesn't
carry
much
firepower
though;
just
his
.38,
somewhat
hidden
in
an
ankle
holster.
He
got
kicked
out
of
MI-‐6
due
to
his
recklessness
(flaw:
ego).
He
joined
BD
shortly
after.
12
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
SMGs
(agi):
Rifles
(agi):
Shotguns
(agi):
Melee
Hand
to
hand
Knives
(agi):
Improvised
1
(fit):
(ins):
Heavy
Machine
guns
Rocket
L.
(agi):
Grenade
L.
(ins):
Turrets
(agi):
weapons
(agi):
Explosives
Grenades
(ins):
Bomb
building
Mines
(ins):
(int):
Stealth
Camouflage
(per):
3
Infiltration
(ins):
3
Shadowing
(ins):
3
Quick
draw
4*
(agi):
Thievery
Forgery
(int):
3
Disguise
(ins):
3
Lock
picking
3
Palming
(agi):
3
(ins):
Influence
Deception
(cha):
Leadership
Persuasion
Info-‐gathering
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
2
Gymnastics
2
Swimming
(fit):
Running
(fit):
(agi):
Outdoors
Survival
(ins):
Tracking
(int):
Navigation
(int):
Mechanic
Engineering
(int):
Maintenance
Electronics
(int):
(int):
Driving
Ground
vehicles
Boats
(ins):
Airplanes
(int):
Helicopters
(ins):
(int):
Misc.
Escape
artist
1
Healing
(int):
Toxicology
(int):
2
Exotic
weapon
3
(agi):
(agi):
Notes:
Raven
grew
up
on
the
streets,
where
she
learned
her
passion
for
stealing
things,
especially
jewelry
(specialization
for
stealing
worn
jewelry,
her
flaw
compels
her
to
do
this
all
the
time).
Once,
she
stole
a
briefcase
full
of
diamonds,
that
turned
out
to
belong
to
a
BD
team
on
an
active
mission.
The
briefcase
had
a
tracking
device,
and
instead
of
killing
her,
the
team
recognized
her
talent,
and
put
her
in
contact
with
BD.
She's
not
exactly
a
fighter,
but
she
has
a
talent
for
using
her
garrote
to
silently
take
down
enemies.
13
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
SMGs
(agi):
Rifles
(agi):
Shotguns
(agi):
Melee
Hand
to
hand
4
Knives
(agi):
Improvised
(fit):
(ins):
Heavy
2
Machine
guns
3
Rocket
L.
(agi):
3
Grenade
L.
(ins):
3
Turrets
(agi):
3
weapons
(agi):
Explosives
Grenades
(ins):
Bomb
building
Mines
(ins):
(int):
Stealth
Camouflage
(per):
Infiltration
(ins):
Shadowing
(ins):
Quick
draw
(agi):
Thievery
Forgery
(int):
Disguise
(ins):
Lock
picking
Palming
(agi):
(ins):
Influence
Deception
(cha):
Leadership
Persuasion
Info-‐gathering
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
1
Gymnastics
Swimming
(fit):
Running
(fit):
1
(agi):
Outdoors
Survival
(ins):
1
Tracking
(int):
Navigation
(int):
Mechanic
Engineering
(int):
Maintenance
2
Electronics
(int):
(int):
Driving
Ground
vehicles
3
Boats
(ins):
Airplanes
(int):
Helicopters
(ins):
(int):
Misc.
Escape
artist
Healing
(int):
Toxicology
(int):
Exotic
weapon
(agi):
(agi):
Notes:
Benjamin
(Big
Ben)
has
been
fighting
his
entire
life,
most
notably
in
north
Africa
during
the
second
world
war.
After
he
was
arrested
and
imprisoned
for
beating
up
an
officer,
a
DB
agent
paid
him
a
visit
and
offered
him
a
get
out
of
jail
free
card...
His
experience
in
heavy
weapons
pays
off
during
stressful
assault
mission,
during
which
Big
Ben
keeps
his
cool.
14
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
SMGs
(agi):
Rifles
(agi):
Shotguns
(agi):
3
Melee
Hand
to
hand
Knives
(agi):
1
Improvised
(fit):
(ins):
Heavy
Machine
guns
Rocket
L.
(agi):
Grenade
L.
(ins):
Turrets
(agi):
weapons
(agi):
Explosives
2
Grenades
(ins):
3
Bomb
building
5
Mines
(ins):
3
(int):
Stealth
Camouflage
(per):
1
Infiltration
(ins):
Shadowing
(ins):
Quick
draw
(agi):
Thievery
Forgery
(int):
Disguise
(ins):
Lock
picking
Palming
(agi):
(ins):
Influence
Deception
(cha):
Leadership
Persuasion
Info-‐gathering
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
Gymnastics
Swimming
(fit):
Running
(fit):
1
(agi):
Outdoors
Survival
(ins):
Tracking
(int):
1
Navigation
(int):
Mechanic
Engineering
(int):
3
Maintenance
3
Electronics
(int):
3
(int):
Driving
Ground
vehicles
4
Boats
(ins):
Airplanes
(int):
Helicopters
(ins):
(int):
Misc.
Escape
artist
Healing
(int):
1
Toxicology
(int):
Exotic
weapon
(agi):
(agi):
Notes:
His
father
fought
in
the
Polish-‐Soviet
war,
and
returned
a
drunk.
This
is
a
habit
Aleksy
picked
up,
which
ruined
his
chances
for
a
university
degree.
Instead,
he
joined
the
army.
He
felt
most
at
ease
sweeping
for
mines
and
handling
explosives.
When
there
was
no
danger
of
being
blown
up,
he
would
drink.
His
talent
for
dismantling
WWII
bombs
got
him
a
little
bit
of
a
celebrity
status,
and
he
would
often
be
sent
to
assist
neighboring
countries.
After
one
such
visit
in
Britain,
he
was
approached
by
a
BD
agent
who
offered
him
an
exciting
life.
Finally,
instead
of
dismantling
bombs,
he
could
detonate
them.
15
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
2
SMGs
(agi):
Rifles
(agi):
Shotguns
(agi):
Melee
Hand
to
hand
Knives
(agi):
Improvised
(fit):
(ins):
Heavy
Machine
guns
Rocket
L.
(agi):
Grenade
L.
(ins):
Turrets
(agi):
weapons
(agi):
Explosives
Grenades
(ins):
Bomb
building
Mines
(ins):
(int):
Stealth
Camouflage
(per):
Infiltration
(ins):
3
Shadowing
(ins):
Quick
draw
(agi):
Thievery
Forgery
(int):
Disguise
(ins):
Lock
picking
3
Palming
(agi):
(ins):
Influence
Deception
(cha):
Leadership
Persuasion
Info-‐gathering
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
2
Gymnastics
2
Swimming
(fit):
2
Running
(fit):
2
(agi):
Outdoors
Survival
(ins):
Tracking
(int):
Navigation
(int):
Mechanic
Engineering
(int):
Maintenance
Electronics
(int):
2
(int):
Driving
Ground
vehicles
3
Boats
(ins):
3
Airplanes
(int):
3
Helicopters
3
(ins):
(int):
Misc.
Escape
artist
Healing
(int):
5
Toxicology
(int):
Exotic
weapon
(agi):
(agi):
Notes:
He
was
born
in
Osaka,
Japan,
but
moved
to
England
after
WWII.
His
father
was
an
architect
and
would
often
travel
to
other
countries,
taking
his
son
with
him.
Tanaka
went
to
medical
school
to
please
his
father,
but
when
his
father
died,
Tanaka
decided
he
wanted
an
adventurous
life.
He
tried
to
join
the
army,
but
was
rejected
as
a
security
risk
due
to
his
Japanese
roots.
He
was
subsequently
approached
and
recruited
by
BD.
16
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
SMGs
(agi):
5
Rifles
(agi):
Shotguns
(agi):
Melee
Hand
to
hand
Knives
(agi):
3
Improvised
(fit):
(ins):
Heavy
Machine
guns
Rocket
L.
(agi):
Grenade
L.
(ins):
Turrets
(agi):
weapons
(agi):
Explosives
Grenades
(ins):
Bomb
building
5
Mines
(ins):
2
(int):
Stealth
Camouflage
(per):
Infiltration
(ins):
Shadowing
(ins):
Quick
draw
(agi):
Thievery
Forgery
(int):
Disguise
(ins):
Lock
picking
Palming
(agi):
(ins):
Influence
Deception
(cha):
Leadership
Persuasion
Info-‐gathering
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
Gymnastics
Swimming
(fit):
Running
(fit):
(agi):
Outdoors
Survival
(ins):
1
Tracking
(int):
1
Navigation
(int):
2
Mechanic
Engineering
(int):
3
Maintenance
3
Electronics
(int):
5
(int):
Driving
Ground
vehicles
1
Boats
(ins):
Airplanes
(int):
Helicopters
(ins):
(int):
Misc.
Escape
artist
Healing
(int):
1
Toxicology
(int):
1
Exotic
weapon
(agi):
(agi):
Notes:
Viktor
was
born
in
Berlin,
and
lost
his
hearing
at
age
13
because
of
a
Soviet
mortar
round.
Since
then,
he
stopped
playing
with
friends
or
going
to
school.
He
became
obsessed
with
radio
technology,
and
by
age
15
started
helping
criminals
by
installing
(or
deactivating)
electronic
alarm
systems.
A
BD
handler
recommended
his
services
to
a
mercenary
unit,
who
were
so
impressed
by
Viktor
that
they
recruited
him.
He
is
also
a
talented
warrior,
but
learned
his
skills
on
the
streets.
He
will
often
engage
the
enemy
and
miss
due
to
his
eagerness
to
dual
wield
Uzis
and
spray
bullets
with
full
auto
fire
(covering
fire).
17
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
SMGs
(agi):
Rifles
(agi):
5
Shotguns
(agi):
Melee
Hand
to
hand
Knives
(agi):
2
Improvised
(fit):
(ins):
Heavy
Machine
guns
Rocket
L.
(agi):
Grenade
L.
(ins):
Turrets
(agi):
weapons
(agi):
Explosives
Grenades
(ins):
Bomb
building
Mines
(ins):
(int):
Stealth
Camouflage
(per):
5
Infiltration
(ins):
Shadowing
(ins):
Quick
draw
(agi):
Thievery
Forgery
(int):
Disguise
(ins):
Lock
picking
Palming
(agi):
(ins):
Influence
Deception
(cha):
Leadership
Persuasion
Info-‐gathering
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
1
Gymnastics
1
Swimming
(fit):
1
Running
(fit):
1
(agi):
Outdoors
Survival
(ins):
3
Tracking
(int):
3
Navigation
(int):
3
Mechanic
Engineering
(int):
Maintenance
Electronics
(int):
(int):
Driving
Ground
vehicles
1
Boats
(ins):
Airplanes
(int):
Helicopters
(ins):
(int):
Misc.
Escape
artist
Healing
(int):
1
Toxicology
(int):
Exotic
weapon
(agi):
(agi):
Notes:
Temir
watched
his
parents
be
tortured
and
killed
at
the
age
of
10.
He
vowed
revenge
and
fled
the
country.
He
was
raised
by
a
Russian
family,
who
taught
him
to
live
off
the
land,
and
hunt.
His
stepfather
was
a
former
soldier,
and
after
hearing
about
Temirs
plans
for
revenge,
he
also
taught
him
guerilla
warfare
tactics.
At
the
age
of
24,
Temir
traveled
to
Moscow
to
assassinate
Stalin,
who
he
blamed
for
his
parents
death,
but
when
he
arrived
he
discovered
that
Stalin
had
already
died.
Devoid
of
any
other
life
goals,
he
moved
to
the
US
and
joined
a
mercenary
unit.
BD
quickly
got
word
of
his
talents,
and
recruited
him.
18
19
20
21
22
25
29
30
In
a
vehicle
The
general
rules
for
chasing
are
actually
the
same
in
vehicles
as
they
are
on
foot.
However,
sometimes
one
of
the
vehicles
will
be
faster
than
the
other.
The
driver
of
the
fastest
vehicle
gets
a
+2,
+4
or
+6
bonus,
depending
on
whether
his
vehicle
is
only
slightly
faster,
significantly
faster,
or
way,
way
faster.
If
the
distance
between
the
2
vehicles
is
7,
the
vehicle
manages
to
get
away.
If
the
distance
becomes
0,
then
a
vehicle
takedown
is
possible:
both
drivers
roll
[vehicles
+
attribute].
However,
if
one
of
the
vehicles
is
heavier,
then
that
driver
gets
a
+2,
+4
or
+6
bonus,
depending
on
whether
his
vehicle
is
only
slightly
heavier,
significantly
heavier,
or
way,
way
heavier.
If
the
driver
in
the
attacking
vehicle
scores
more
hits
than
the
defender,
then
the
driver
of
the
defending
vehicle
will
lose
control
and
the
vehicle
will
slip.
The
level
of
the
slip
depends
on
the
net
amount
of
hits
of
the
driver
in
the
attacking
vehicle,
the
driver
of
the
defending
vehicle
needs
to
control
his
slip
or
crash
(see
Slips
and
crashing
on
the
next
page).
Note
that
if
during
a
vehicle
takedown
the
driver
of
the
attacking
vehicle
rolls
a
glitch,
he
too
will
slip!
Lastly,
these
rules
are
also
applicable
for
boats,
airplanes
and
helicopters.
However,
for
such
vehicles
a
slip
does
not
make
much
sense,
so
call
it
losing
control
instead.
Also,
vehicle
takedowns
with
airplanes
and
helicopters
require
some
kind
of
anti-‐air
weaponry,
and
it
is
the
weaponry
that
determines
the
exact
bonus
for
the
vehicle
takedown
roll.
31
Falling
Characters
that
fall
from
1
meter
or
higher
will
take
damage:
(falling
height
in
meters
*
3).
The
amount
of
damage
can
be
reduced
with
a
[gymnastics
+
agility]
check;
every
hit
reduces
the
amount
of
damage
taken
by
3.
When
willingly
jumping
from
some
height,
the
first
2
meters
will
not
damage
the
character,
but
every
meter
above
this
will
deal
3
damage.
Again,
any
hits
on
a
[gymnastics
+
agility]
check
will
reduce
the
amount
of
damage
taken
by
3.
Drowning
If
the
water
is
completely
calm,
anyone
will
be
able
to
stay
afloat.
Otherwise,
the
water
will
have
a
danger
level
of
1
(a
lake
with
gentle
waves)
to
6
(rapids
with
water
falls).
In
such
cases,
a
swimming
check
is
required
every
round
(see
Tables,
skills,
athletics:
swimming).
A
drowning
character
has
swallowed
too
much
water
and
takes
1
damage
every
round,
until
he
is
either
rescued,
rolls
a
critical
success
on
his
swimming
check,
or
he
is
dead.
To
rescue
a
drowning
character,
pull
him
out
of
the
water
(e.g.:
throw
him
a
rope
and
pull
him
on
board
of
a
boat),
or
jump
in
the
water
and
swim
him
to
shore
(swimming
skill
check
with
a
-‐1
penalty).
HP
Losing
health
points
has
serious
consequences,
as
explained
by
the
conditions
below.
Healthy
The
player
has
full
HP
Wounded
As
soon
as
HP
is
less
than
full,
a
player
is
wounded.
Being
wounded
causes
a
stress
level
of
5.
Down
When
a
player
has
lost
half
his
HP
or
more,
he
will
go
down.
A
downed
player
can
move
at
the
pace
of
a
crawl,
and
only
perform
actions
with
1
hand.
Furthermore,
attempting
anything
that
requires
a
skill
check
will
also
need
a
[fitness]
check.
Failing
this
check
means
the
player
goes
down
and
out.
Note
that
although
the
skill
check
is
subject
to
the
effects
of
stress,
the
[fitness]
check
is
not.
Down
and
out
A
player
who
is
down
and
out
has
lost
consciousness
and
is
slowly
dying,
as
he
loses
1
HP
every
3
rounds.
Stabilized
Anyone
with
the
healing
skill
can
help
someone
who
is
down
and
out
to
become
stabilized.
All
that
is
needed
is
a
full
round
of
care,
no
skill
check
is
required.
A
player
who
is
stabilized
is
in
critical
condition,
and
anything
less
than
careful
handling
will
cause
him
to
go
back
to
down
and
out
(and
losing
1
HP
every
3
rounds).
Dead
If
a
player
his
HP
reaches
0
or
lower,
he
will
be
dead,
and
continuously
lose
1
HP
every
3
rounds.
Reanimation
can
be
attempted
by
a
healer.
The
healer
will
need
to
spend
3
full
rounds
of
care
on
the
patient,
during
which
the
player
will
continue
to
lose
1
HP
every
3
rounds.
After
3
rounds
of
care,
the
healer
rolls
a
[healing
+
intelligence]
check,
plus
the
willpower
of
the
patient
as
a
bonus,
but
minus
the
negative
amount
of
HP
of
the
patient
as
a
penalty.
If
the
healer
rolls
1
or
more
hits,
then
the
patient
will
successfully
be
reanimated
and
in
a
stabilized
condition
(despite
his
negative
HP).
Otherwise,
he
will
remain
dead
and
lose
1
HP
every
3
rounds.
Example,
a
player
with
3
points
in
healing
and
3
points
in
intelligence
attempts
to
reanimate
a
teammate
with
-‐1
HP
and
2
points
in
willpower.
After
3
rounds
of
care,
the
HP
of
the
teammate
is
-‐2,
so
the
player
rolls
a
total
of
6
dice,
and
needs
at
least
1
hit
to
successfully
revive
the
teammate.
33
34
35
36
40
Backstory
When
creating
a
character,
start
by
thinking
of
his
history:
where
was
he
born,
and
when?
What
did
he
see
and
experience
growing
up?
What
defined
him
as
a
person?
What
skills
did
he
learn?
Why
did
he
decide
to
become
a
mercenary
for
BD,
and
how
was
he
recruited?
This
information
is
important,
not
only
because
it
makes
the
role-‐playing
experience
more
fun,
but
also
because
determines
what
kind
of
knowledge
the
character
has
about
things
that
are
not
related
to
skills.
For
instance,
a
character
who
grew
up
in
suburban
US
may
know
a
thing
or
2
about
baseball,
but
probably
not
much
about
Persian
history.
41
42
Skills
Skills
See
Character
sheet
or
table
Skills
for
a
list
of
skills.
Skills
can
be
set
from
0
to
6
at
character
creation.
Skill
groups
Skills
can
also
be
purchased
as
a
group,
for
instance
by
purchasing
all
skills
in
the
firearms
group.
By
doing
this,
you
can
set
every
skill
in
a
group
to
1,
2
or
3,
and
get
a
discount:
you
get
1
skill
for
free.
For
example,
the
firearms
group
has
4
skills,
so
you
can
set
them
all
to
3
and
only
spend
9
skill
points.
Note
that
it
is
possible
to
purchase
a
group
of
skills,
then
further
improve
some
of
them
individually.
Specialization
Any
skill
can
be
improved
by
taking
a
maximum
of
1
specialization.
A
specialization
costs
1
skill
point,
and
adds
2
dice
when
then
specialization
is
applicable.
All
kinds
of
specializations
are
possible,
but
approval
by
the
GM
is
necessary.
Examples
of
specializations:
radio
technology
for
electronics,
chasing
for
ground
vehicles,
non-‐lethal
KO
for
hand
to
hand,
breaching
locks
for
shotguns,
or
reanimation
for
healing.
Languages
All
players
start
with
1
language
(native
language)
at
level
3
for
free.
Players
can
learn
other
languages
by
investing
1
to
3
skill
points
per
language.
Level
0
If
a
character
does
not
speak
a
language,
he
may
still
understand
basic
body
language.
A
passive
or
active
intelligence
check
is
needed
to
determine
the
topic
of
the
conversation
or
the
global
intentions
of
the
speakers
-‐
the
character
won't
be
able
to
understand
much
more.
Level
1
The
character
can
speak
and
understand
about
a
third
of
everyday
conversations
-‐
just
enough
to
do
most
basic
things
independently,
such
as
shopping
and
traveling.
Level
2
The
character
is
fluent,
and
can
say
and
understand
almost
everything.
However,
he
has
an
obvious
accent,
shaped
by
his
native
language.
Level
3
Not
only
is
the
character
fluent,
he
has
no
noticeable
accent
whatsoever
and
can
therefore
pretend
to
be
a
native
of
that
country.
43
Perks
Perks
cost
3
skill
points
and
give
some
kind
of
advantage.
See
table
Perks
for
a
list
of
perks,
but
remember
that
you
can
add
new
perks
to
the
list:
all
you
need
is
the
GM
his
approval.
Traits
Examples
of
traits
are
listed
in
table
Traits.
All
traits
cost
1
skill
point.
Whether
they
are
an
advantage
or
disadvantage
will
depend
on
the
situation.
Traits
also
help
shape
the
personality
of
your
character.
Flaws
See
table
Flaws
for
a
list
of
flaws.
All
flaws
will
give
the
character
an
extra
3
skill
points
to
spend
on
skills,
specializations,
perks
or
traits
during
character
creation.
Flaws
can
be
fun,
as
they
shape
the
personality
of
your
character,
and
may
even
include
a
hidden
secret.
Don't
go
overboard
with
flaws,
having
more
than
2
flaws
is
generally
frowned
upon.
Make
sure
that
the
flaws
you
choose
will
seriously
handicap
your
player
in
one
way
or
the
other.
For
instance,
choosing
a
mild
phobia
of
sharks
would
simply
be
too
easy
for
your
character....
so
in
this
case,
the
phobia
of
sharks
has
to
be
so
severe
that
it
causes
your
character
to
fear
water
in
general,
including
pools
and
bathtubs.
In
contrast,
a
phobia
of
something
that
is
very
common,
like
automobiles,
could
be
relatively
mild.
The
GM
decides
the
exact
effects
of
the
flaw,
but
the
simplest
effect
of
flaws
would
be
that
they
can
cause
severe
stress.
Certain
flaws
will
require
the
player
to
role-‐play
some
of
its
negative
effects.
For
instance,
a
character
with
the
Coward
flaw
should
run
away
from
a
firefight,
and
even
fail
to
show
up
for
a
heavy
assault
mission
(however,
a
[willpower]
check
might
temporarily
remove
such
effects).
44
45
46
47
48
49
50
51
52
53
55
56
57
58
59
60
64
Examples
Success:
Train
a
group
of
rebels,
execute
a
coordinated
ambush.
Critical
success:
Train
rebels
in
half
the
time,
surprise
the
enemy
for
2
rounds
with
your
ambush
Critical
failure:
The
group
of
rebels
turns
against
you,
the
ill-‐timed
ambush
surprises
your
teammates
Examples
Success:
Get
a
discount
at
the
store,
convince
(bribe)
an
officer
to
support
your
cause.
Critical
success:
Double
the
reward
you
get
from
DB,
a
small
staff
of
high
level
officers
support
you.
Critical
failure:
You
get
stiffed:
the
item
you
buy
is
broken,
the
officer
attempts
to
arrest
you.
65
66
67
68
72
Used
cars
Item
Use
Cost
Small
car
3-‐doors
500
Medium
car
5-‐doors
900
Van
Seats
in
the
back
or
space
for
storage
1500
Truck
Seats
in
the
back
or
large
storage
container
2500
Motorcycle
Choose
type
(race,
off
road,
chopper
etc.)
400
4x4
Great
for
off
road
use
1600
BD
Spy
store
Item
Use
Cost
Bug
with
recorder
Can
record
up
to
2
hours
on
tape
(size:
tiny)
15
Bug
with
transmitter
Uses
radio
to
transmit
up
to
50
meters
(size:
small)
25
Directional
microphone
Gives
+2
bonus
on
perception
for
distant
listening
(size:
medium)
30
Scrambler
Scrambles
all
radio
frequencies
within
20m
(size:
small)
30
Metal
detector
Gives
+2
bonus
when
searching
for
weapons
(size:
medium)
30
Bug
Detector
Gives
+4
bonus
when
sweeping
for
wireless
transmitters
(size:
tiny)
20
Door
/
window
alarm
Device
is
set
off
if
door
or
window
is
opened
(size:
tiny)
10
Vibration
sensor
The
pounding
of
feet
can
set
this
device
off
(size:
tiny)
10
Tracker
Traceable
signal
up
to
500m
for
2
days
(size:
small)
100
Reverse
peephole
Look
through
peepholes
with
fisheye
lens
(size:
tiny)
5
One
person
ram
Breach
a
door
with
(fitness
*
4
check)
(size:
large)
20
Scuba
gear
Swimming
required,
allows
1
hour
of
use
(size:
large)
250
Armored
car
Armored
version
of
any
car,
van,
truck
or
4x4
+50%
Remote
trigger
Comes
with
a
30m
line
(size:
small)
10
Radio
trigger
Signal
carries
50m,
but
not
through
thick
walls
(size:
small)
30
Ear
bud
Used
by
1
person
to
privately
listen
to
radio
(size:
tiny)
10
Ghillie
suit
Bulky,
but
helps
camouflage
when
in
the
woods
40
Breaching
charge
Blow
a
door
open
and
stun
enemies,
see
flash
bang
(size:
medium)
10
Basic
forgery
tools
Prevents
-‐2
penalty
on
forgery
check
(size:
small)
20
Multi-‐font
typewriter
Forge
documents
in
any
font
or
style
(size:
medium)
80
Syringe
Allows
injection
of
toxins
(size:
tiny)
10
Gas
canister
Used
for
spreading
gasses
and
aerosols
toxins
(size:
small)
20
Aerosol
spray
Container
that
can
be
used
to
spray
toxins
(size:
tiny)
10
Stethoscope
Helps
breaking
combination
locks
(size:
small)
10
CCTV
system
Non-‐recording
camera,
connects
to
any
TV
(size:
medium)
350
74
*
These
weapons
can
be
thrown:
every
meter
to
the
target
gives
a
-‐1
penalty.
**
These
weapons
can
be
used
with
the
improvised
skill.
***
Breach
doors
with
(fitness
*
3)
check.
****
Players
can
either
use
the
relevant
weapon
skill,
or
the
improvised
skill
to
use
these
weapons.
Small
arms
Size
Type
Damage
Range
Weapon
cost
Ammo
cost
.38
Snub-‐nosed
T
Revolver
6
5-‐20
100
6
round
clip:
4
.357
Colt
Python
S
Revolver
8
5-‐40
250
6
round
clip:
6
.44
S&W
S
Revolver
8
5-‐40
250
6
round
clip:
6
9x18
Makarov
S
Pistol
6
5-‐30
150
12
round
mag:
6
7.62x25mm
TT-‐30
S
Pistol
7
5-‐40
250
8
round
mag:
6
.45
1911
S
Pistol
7
5-‐30
200
7
round
mag:
5
Shotguns*
Size
Type
Damage
Range
Weapon
cost
Ammo
cost
12
gauge
Ithaca
L
Pump
action
14
5-‐20
350
8
rounds:
8
12
gauge
Remington
L
Semi-‐auto
14
5-‐20
400
8
rounds:
8
12
gauge
sawed-‐off
S
Semi-‐auto
12
5-‐5
350
2
rounds:
2
75
*
This
weapon
has
the
size
of
a
size
M
weapon,
but
the
speed
of
a
size
S
weapon.
Sub
machine
guns
Size
Type
Damage
Range
Weapon
cost
Ammo
cost
9mm
Uzi
S
Full
auto
8
5-‐80
300
30
round
mag:
15
.45
M50
M*
Full
auto
9
5-‐60
300
20
round
mag:
10
.45
Thompson
M*
Full
auto
9
5-‐60
330
50
round
drum:
30
9mm
M3
M*
Full
auto
8
5-‐60
250
30
round
mag:
15
9mm
Sten
Mk
II
M*
Full
auto
8
5-‐80
250
32
round
mag:
15
*
These
weapons
have
the
size
of
a
size
M
weapon,
but
the
speed
of
a
size
S
weapon.
Machine
guns
Size
Damage
Range
Weapon
cost
Ammo
cost
7.62x54R
RP-‐46
XL
12
10-‐300
650
50
round
mag:
30
7.62x51mm
M60
XL
12
10-‐300
750
200
round
mag:
150
7.62x51mm
Bren
gun
XL
12
10-‐300
600
30
round
mag:
20
7.62x51mm
FN
MAG
XL
12
10-‐300
900
200
round
mag:
150
Turrets
Size
Damage
Range
Weapon
cost
Ammo
cost
.50
M2
XL*
18
10-‐600
1200
200
round
mag:
200
.50
M45
Quad
mount
XL*
32
20-‐600
4000
4
mags
of
200
rounds:
800
7.62x51
M73
XL*
12
10-‐400
800
200
round
mag:
150
*
Despite
their
size,
turrets
do
not
require
a
minimum
fitness
level
of
5
to
prevent
penalties.
Grenade
launchers
Size
Damage
Range
Weapon
cost
Ammo
cost
40mm
HK69
M
See
grenade
types
table
below
30-‐350
200
1
round:
5
40mm
M79
M
See
grenade
types
table
below
30-‐350
200
1
round:
5
76
*
Hand
grenades
can
be
aimed
at
targets
a
maximum
of
30
meters
away,
plus
(fitness
*
3).
**
This
weapon
explodes
and
fires
metal
balls
to
the
front
of
the
device
in
a
60˚
angle.
Exotic
weapons
Size
Damage
Range
Cost
of
Cost
of
ammo
weapon
Bow
&
arrow
M
6
10-‐30
70
1
arrow:
2
Crossbow
M
7
5-‐50
90
1
bolt:
2
Throwing
knife
T
5
0-‐10
2
-‐
Garrote*
T
-‐
-‐
5
-‐
M2
Flamethrower
XL
40
2-‐20
900
fuel
tank
with
10
uses:
20
60mm
Mortar**
XL
20,
half
distance
of
3
30-‐1200
600
1
shell:
30
(max
radius:
12)
80mm
Mortar**
XL
40,
half
distance
of
3
30-‐2000
1200
1
shell:
50
(max
radius:
15)
*
This
weapon
can
only
be
used
for
stealth
attacks.
It
gives
a
+2
bonus
for
the
[camouflage
+
perception],
[infiltration
+
instinct],
or
[quick
draw
+
agility]
roll.
**
These
weapons
can
be
used
with
the
turrets
skill.
77
*
This
type
of
grenade
explodes
at
the
end
of
the
round.
**
This
type
of
grenade
explodes
on
impact
(40mm
grenades
have
an
arming
distance
of
15
meters).
***
This
type
of
grenade
bounces
up
before
exploding,
and
therefore
ignores
1
point
of
cover.
****
Every
hit
on
a
passive
or
active
[instinct]
check
reduces
the
stress
effects
by
-‐2.
*
A
blinded
enemy
will
automatically
delay
his
action
to
the
end
of
the
round.
**
Suppressors
require
subsonic
ammunition,
which
decreases
range
by
25%,
and
damage
by
-‐2
for
handguns
and
SMGs,
-‐
6
for
rifles,
and
-‐10
for
all
other
firearms.
Removing
a
suppressor
and
loading
supersonic
ammunition
requires
the
weapon
to
be
recalibrated
for
accuracy,
or
suffer
a
-‐
2
penalty
on
attack
rolls.
When
using
a
suppressor,
enemies
receive
-‐2
penalty
on
perception
checks
to
hear
the
gunshots
(or
to
see
the
muzzle
flash).
78
79
*
This
is
the
time
it
takes
to
build
such
an
item
by
1
person
that
rolls
1
hit
on
the
relevant
skill
check,
and
has
all
the
necessary
tools
for
the
job.
More
players
and
more
hits
can
decrease
the
build
time.
Note
that
sometimes
repairs
may
need
item
parts,
as
well.
80
81
*
Movement
speed
is
relative:
so
if
both
attacker
and
defender
are
moving
the
same
way,
the
defender
has
a
lower
cover
rating.
82
83
84
85
86
88
Skill
Group
SGE
Skill
Skill
Skill
Skill
Firearms
Pistols
(agi):
SMGs
(agi):
Rifles
(agi):
Shotguns
(agi):
Melee
Hand
to
hand
Knives
(agi):
Improvised
(fit):
(ins):
Heavy
Machine
guns
Rocket
L.
(agi):
Grenade
L.
(ins):
Turrets
(agi):
weapons
(agi):
Explosives
Grenades
(ins):
Bomb
building
Mines
(ins):
(int):
Stealth
Camouflage
(per):
Infiltration
(ins):
Shadowing
(ins):
Quick
draw
(agi):
Thievery
Forgery
(int):
Disguise
(ins):
Lock
picking
Palming
(agi):
(ins):
Influence
Deception
(cha):
Leadership
Persuasion
Info-‐gathering
(cha):
(cha):
(cha):
Athletics
Climbing
(fit):
Gymnastics
Swimming
(fit):
Running
(fit):
(agi):
Outdoors
Survival
(ins):
Tracking
(int):
Navigation
(int):
Mechanic
Engineering
(int):
Maintenance
Electronics
(int):
(int):
Driving
Ground
vehicles
Boats
(ins):
Airplanes
(int):
Helicopters
(ins):
(int):
Misc.
Escape
artist
Healing
(int):
Toxicology
(int)
Exotic
weapon
(agi):
(agi):
Notes: