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Rules
Combat Sequence
Throughout a character's life in the Paradox Universe, there will be many situations in which combat may occur. While real life combat is nowhere near regimented, combat in the Paradox Universe follows specified procedures to allow the players to understand what is going on when and where.Following are some notes regarding combat rounds:
Each combat is broken down into multiple rounds.

  • Each combat round takes 10 seconds to complete.
  • Number of phases is determined by initiative.
  • Each round is broken down into multiple phases.
  • Each phase has a Movement Segment and an Action Segment.
  • Both segments occur simultaneously, but are resolved separately.
  • All movement for a phase occurs during the Movement Segment
  • All actions for a phase occur during the Action Segment

The following sequence if followed during a combat round:

1. Roll Initiative
a. Each character rolls D10 and adds his Initiative Stat according to the following chart.
  PR             D10             ADD
01 - 89             1                 PR/10
90 - 124           2                 PR/10
125 - 149         3                  PR/10
150 - 199         4                  PR/10
200 - 300         5                  PR/10

2. Determine number of Phasesa. Number of Phases is equal to the largest initiative number rolled

3. Resolve each Phase sequentially
  a. Resolve Movement Phase

(Any Dodging/Blocking is declared now)

b. Resolve Action Phase

c. Repeat until all Phases are complete

4. Repeat until combat is resolved

Melee Combat Action Phase

There are two Basic types of combat, Ranged and Melee. Melee combat occurs when a combatant uses a non-ranged weapon, such as hand to hand, knife, sword, axe, etc. Melee Combat follows the following procedures.

  1. Character declares action
  2. Character expends Stamina
  3. Character Resolves Skill Test

Ranged Combat Action Phase
There are two Basic types of combat, Ranged and Melee. Ranged combat occurs when a combatant uses a ranged weapon, such as a Rifle, bow, crossbow, etc. Combat using a ranged weapon is governed by the following procedures.

  1. Determine Range
  2. Make skill test

Game masters should use the following guidelines when determining difficulty levels.

Modifier                     Dif Level
Point Blank Range             -1
Short Range                       +0
Medium Range                  +1
Long Range                        +2
Extreme Range                  +3

General Situational Modifiers Base 1 to 10

General, Aimed and Called skill tests

Aimed and called skill tests allow a character to perform a specific task. General skill tests only allow for the general completion of the task, but do not guarantee the exact outcome. With a called skill test, characters know exactly what is going to happen if they succeed at the task. There are two types of called shots: an Aimed Shot, and a Called Shot. For example, say Lightening Jim is shooting some target practice. With a general skill test, Jim can hit the target, with an aimed shot he can hit a bulls eye, but with a Called Shot he can hit directly in the center--providing he can make his skill test.

An aimed or called shot can be made for any skill test. The results of each should follow the following guidelines.

General skill test (Dif +0): The general skill test allows characters to perform the most general functions of a task. This includes, but is not limited to: punching another character (attacker will not know where the blow will land), shooting a character (attacker will not know where the shot will hit), casting a spell (spell is cast--fireball hits within the general area of the enemy, but could hit friends as well), performing a general scientific task (task is completed--meets 50% of the predetermined criteria), etc.

Aimed skill test (Dif +1): The Aimed skill test allows characters to perform general tasks with a more predictable outcome. This includes, but is not limited to: punching another character in a specific area (i.e., the head, or the chest, etc.), shooting a character in a specific area (i.e., the head, or the chest, etc.), casting a spell (spell is cast according to the caster's specifications--fireball hits within the area of the enemy, while avoiding any friends), performing a general scientific task (task is complete, with a predictable result--developing a chemical compound which meets 90% of the predetermined criteria).

Called skill test (Dif +2): The Called skill test allows characters to perform specific tasks. This includes, but is not limited to: punching another character in a specific area within an area (i.e., in the nose, or the throat, etc.), shooting a character in a specific area within an area (i.e., in the nose, or the throat, etc.), casting a spell with specific results (i.e., bouncing a lightening ball off the wall to hit an enemy who is hiding around the corner), performing a specific scientific task (this type of task is very specific--characters find exact information they are looking for, or designs the exact component that is needed).

Failing an Aimed or Called skill test
Even the most skilled character can fail a skill test. When this happens, normally the action that the character was attempting is not successful. However, when a character fails an Aimed or Called skill test, the character still has a chance of successfully completing the general success test.1. If a character misses a Called skill test by less than 1 Dif, then the character succeeds at an Aimed skill test.
2. If the character misses a Called skill test by less than 2 Dif but more than 1 Dif, then the character succeeds at a General skill test.
3. If the character misses an Aimed skill test by less than 1 Dif level, then the character succeeds at a General skill test. 

Example
Lightening Jim wants to shoot a cigarette out of Mongo's mouth. This would be a called shot (Dif +2). The GM gives Jim a difficulty of hard to complete the task (+0%). Jim's firearms is 75%, there for in order to complete the task, Jim needs to roll below a 75%. Jim rolls an 80%, missing the cigarette. The GM determines that even though Jim did not hit the cigarette, Jim did hit Mongo's head (-1 Dif lvl for Aimed shot = medium [+5%] for a total of 80% for Jim to hit Mongo's head). Luckily, Mongo is neigh invulnerable and the bullet ricochets off of head. Jim decides that he needs to work on his target practicing.

Projectile Weapons
The Paradox game system considers any weapon that is propelled by the strength of a creature to be a projectile weapon (i.e., Bows, darts, blowguns, spears, etc.) Projectile weapons require stamina point expenditures to operate. Stamina expenditure is used for two purposes with Projectile weapons--calculating range, and calculating damage.Range
Ranges of projectile weapons are determined by the Range Modifier of the projectile weapon. Following is a general list of projectile weapons and their range modifiers. This is not a complete list, so for a more accurate listing of projectile weapons refer to the source book for the era.

To figure the minimum stamina expenditure required to propel the projectile to its target, divide the distance in meters between the attacker and the target and divide it by the range modifier, round up. The character needs to expend at least that much stamina to reach the target.

GMs can use the following formula to determine range.

Minimum stamina expenditure = distance from target / Range Modifier

                                    Range                                 Damage
Name                         Modifier                              Modifier
Longbow                                10                                                +2
Shortbow                                 6                                                 +1
Compound Bow                       8                                                 +2

Spear/Javelin                          5                                                  +3

Dart/Knife                                3                                                 +0

Damage
Due to the weight of the projectile, all projectile weapons reduce the character's armor rating by half. The damage a projectile weapon inflicts upon its target is equal to the result of the number of stamina points expended plus the Damage Modifier.

Damage = Result(Stamina expended + Damage modifier)

Crossbows, Guns, Rockets, Missiles, and Lead Slingers
Any weapon that is not propelled by physical stamina falls into this category. To use one of these weapons, characters expend 1 stamina per weapon skill test. Each weapon has several specifics that describe its capabilities in game terms. Each Era source book contains specific information regarding the weapons available during that time period. Following is a list of the specifics and what they mean in game terms.
Range: Point Blank, Short, Medium, Long, and Extreme Ranges are determined in meters. A weapon with Range 5/10/20/40/80 means that the weapon's Point Blank Range = 0 - 5 meters, Short-Range = 6 - 10, Medium Range = 11 - 20, etc.
Mk#: Mk#, or Mark Number, refers to the damage category that the weapon fits into, and refers to the damage that characters inflicts when they succeed at a skill test.
Mode: Refers to the firing modes that are available for the weapon. Available modes are: Single Shot (ss), Rapid Fire (rf), Burst Fire (bf), Fully Automatic (fa).
Ammo(ff): Refers to the number of rounds/shots the weapon has before it needs to be reloaded. It is designated by #(FF) where # = the number of shots and FF = the type of feed the weapon uses: cp = clip, rr = revolver, il = internal, bn = bolt action, bh = breach, dm = drum, bt = belt fed.

Firing Modes
All ranged weapons, except projectile weapons, have a firing mode. Each mode has its advantages and disadvantages. Following is a list of those modes and how they affect the game.Single Shot:
Maximum firing rate for revolvers, bolt actions, derringers, and other single shot weapons.
Shots 1 per action
# Rounds 1
Dif Lvl No increase
Mk# No increase

Rapid Fire:
Maximum firing rate for semi-automatic weapons.
Shots 2 per action
# Rounds 1
Dif Lvl Increase if more than 1 target is chosen
Mk# No increase

Burst Fire:
Maximum fire rate for Burst Fire weapons.
Shots 1 per action
# Rounds 3 rounds
Dif Lvl Increased if more than 1 target is chose
Increased if # rounds fired is above attacker's firearms skill
Mk# +2 to Mk# of weapon

Fully Automatic:
Maximum fire rate for automatic weapons.
Shots 1 per action
# Rounds 4 +
Dif Lvl Increased if # rounds fired is above attacker's firearms skill
Mk# +1 for every round fired / # targets

Stray Shots/Misses
Sometimes it is necessary for a GM to determine where a missed shot lands. GM should use the Throwing Rulesto determine where stray shots/misses land.

Ammo
Certain types of special ammunition are available in different eras. These ammunition types have different effects on the rules. Below is a listing of some of the more common types of specialty ammunitions. This is not a complete listing. Each Era source book contains specific information regarding the ammunition available during that time period.Armor piercing:
Bonus Reduces armor value by half.
NegativeNone

High Explosive:
Bonus
+3 to Mk#
NegativeNone

Hollow point:
Bonus
+1 to Mk#
Negative-2 to Mk# vs. armor

Hydroshocks:
Bonus
+2 Mk#
10 x stamina damage
Negative-4 to Mk# vs. armor

Sabot:
Bonus
Reduce armor value by half
Range x 1.5
Negative-1 Mk#

Stun Rounds
Bonus
10 x stamina damage
NegativeNo wound damage

Depleted Uranium Core
Bonus
Reduces armor value by half
Increase Range by 25%
+2 to Mk#

Flechette (Shotgun)
Bonus
+5 minus (Range / 3)
-1 Dif to hit
NegativeMk# Halved by armor
Max Range
=((Mk# + 5)*3)

Explosives
The rules which govern explosives govern any device or material which explodes, blasts, detonates, erupts, blows up, or otherwise violently combusts. Items such as dynamite, gunpowder, plastic explosives, gasoline, compressed gas bottles, and grenades, all have three descriptive properties. These properties are the explosive's base destructive capability(Mark Number), stability (Stability), and Fragmentation Factor (Frag).

The Mark Number of an explosive is a very important to everyone dealing with explosives. Mark Number, in conjunction with weight, distance from target, and Frag determine the amount of damage the target receives.

The Stability describes the amount of damage the explosive can withstand before combusting. Some explosives explode when they are dropped.

There are a few things to note about the damaging properties of an explosion:1. Explosions distribute damage according the Area Effect rules.

2. An explosion consists of two damaging qualities, A compression shock wave and flying debris. The shock wave does concussion damage (Stamina Damage), while flying debris does fragmentation damage (Wound Damage).

3. Explosions move the items that they do damage to.
 

The following rules are followed when determining the results of an explosion.

1. Determine Mark Number of Explosive.

2. Determine Weight of Explosive

3. Determine the Distance in meters between the Target and the Explosion.

4. Subtract Distance from Explosive Weight and then cross-reference result on Effects Chart to determine Mark Number Modifier.

5. Add Mark Number Modifier to Explosive Mark Number to determine Stamina Damage.

6. Add Mark Number Modifier to Explosive Frag Factor to determine the Wound Damage.

7. (Stamina Damage * 30) / Target Weight = Meters Displacement.

 

Example
Mongo needs to blow up a bridge. He places 10kg of Dynamite (M13 S2 F2) under one of the steel supports (Structural 350), sets his fuse and takes cover. The Game master determines the results.

1. The Explosives are Mark 13.

2. The Weight is 10kg.

3. The Distance is 0.

4. 10 Explosive Weight - 0 Distance = 10. 10 Cross Referenced to the Results Column of the Effects Chart = 9 Mark Number Modifier. (Fig 1.)

5. 9 + 13 =22, Cross Referenced to the Result Column = 321 points of Stamina Damage. Since the bridge is inanimate, it does not have any stamina, however the rule of 5 adds an additional 64 points of Wound Damage.

6. 2 + 9 =11, Cross Referenced to the Result Column = 18 points of Wound Damage.

7. The steel support weighs 7890 kgs, therefore the support moves 1.2 meters away from he blast.

(321 SD * 30) / 7890 TW = 1.2 Meters

 

The Strut's Damage Capacity of 21.8 per area (Size(.25m x .25m x 10m) x Structural(350) / Areas(10) = 21.8) is not sufficient to withstand the damage dealt out by the explosion (82 wound). The strut ruptures, moving 1.2 meters away, causing the bridge above to careen over and become unstable. If the GM wanted to, he could take into account the distance from the other struts that the explosion was and determine if the other struts buckled or held. An explosion this size is not quite enough to destroy a steel strutted bridge, however it is enough to cripple it.

 

 

Example
Now Mongo wants to blow up sheriff Bart. He lights a stick of dynamite (1kg M13 S2 F2) and throws it at him.

1. The Explosives are Mark 13.

2. The Weight is 1kg.

3. By using the Throwing/projectiles section of the rules the GM Determines that Mongo missed Sheriff Bart by 7 meters at 3 o'clock.

4. 1 Explosive Weight - 7 Distance = -6. -6 Cross Referenced to the Results Column of the Effects Chart = -6 Mark Number Modifier.

5. 13 + ( -6) = 7, Cross Referenced to the Points Spent/Mark Number Column = 6 points of Stamina Damage.

6. 2 + (-6)= -4, therefore there is no Wound Damage.

7. Sheriff Bart Weighs 80 kgs, therefore he blast moves him 2.25 meters.

 

___________________

 
 

Close only counts in horseshoes, hand grenades, and thermonuclear warfare.

Unknown Philosopher.....................................

___________________

 

Throwing
Sometimes it is necessary for a character to throw something at a target. From daggers to grenades the Game master will need to determine whether a thrown item hits the target or not--and if not how far off was it.Rules
1. Determine Distance attacker to target.
2. The character must allot Stamina Points equal to a tenth of the distance.
3. Roll normal Attack Roll.
4. If the attack is successful the item lands where it was intended.
5. If the attack is unsuccessful, then:a. The high digit is the distance between the target and the thrown item.
b. To determine exactly where the item lands, add the two dice together. The result is the clock position away from the target (for results of 13 - 20 use military time).
6. Determine Damage.

Example
Mongo wants to blow up Sheriff Bart. He lights a stick of dynamite (1kg M13 S2) and throws it.
1. The GM determines that Sheriff Bart is 50 meters away from Mongo.
2. Mongo spends 6 points (Result 5 on the Effects Table which is equal to on tenth the distance).
3. Mongo's throwing skill is 25% and the GM determines it is a Medium (+10) throw at this distance. Mongo misses with a 79.
4. Attack roll was not successful.
5. The attack roll was unsuccessful.a. The dynamite lands 7 meters away.
b. The dynamite lands at an angle of 1600, or 4 o'clock.

6. Use Explosives section to determine damage.

Example
Howard Johnson is a circus performer. His latest job is throwing knives at a pretty girl on a spinning target, well, not at her, exactly... He takes his knife and throws.
1. The GM determines that Howard is 5 meters away from the target and the girl. He is aiming between her legs.
2. Howard Johnson spends 1 point (Result 1 on the Effects Table that is equal to one-tenth the distance).
3. Howard Johnson's throwing skill is 49% and the GM determines it is a Medium (+5) throw at this distance. Howard Johnson misses with a 59.
4. The knife did not land where it was intended.
5. The attack roll was unsuccessful.a. The knife lands 5 meters away.
b. The knife lands at an angle of 1400, or 2 o'clock, striking a lion.

6. The knife was thrown with one point of power. Cross-referenced on the Effects Table the knife does 1 point of Wound Damage to the Lion.

Damage
There are two types of damage in the Paradox Role-playing system--Stamina and Wound. Characters receive Stamina Damage when they are hit with blunt objects, concussive blasts, etc. Characters receive Wound Damage when the character's embodiment is damaged.

Because items take on certain characteristics no matter what realm they are in, characters can receive Stamina and Wound Damage in any realm. A weapon that looks like a sword in the Mental Realm does Wound Damage, just as a item that looks like a table leg in the Spiritual Realm does Stamina Damage. Only living items can receive Stamina Damage, however. Non-living items only have Structural Hits, therefore an item that delivers Stamina Damage to a non-living target only does wound damage according to the Overflow rules.Stamina Damage Overflow
For every 5 points of Stamina Damage a target receives, the target receives an additional point Wound Damage. Stamina Damage is removed from the character's Stamina block on the character sheet. Once no Stamina Points remain, the character is unconscious and begins to receive Wound Damage.

Wound Damage Overflow
For every 5 points of Wound Damage a target receives in one realm, the target receives an additional point of Wound Damage in the other two Realms. Once no Wound Points remain in an area, that area is no longer usable. If an area receives a number of Wound Points equal to twice the character's threshold, that area is completely destroyed.

Where did the attack land
All successful attacks land somewhere. In the Paradox system this is determined by the last digit of the attack roll. If a successful, the last digit of the test is cross-referenced against the body-chart to determine which area was hit, unless a specific area was determined under the Aimed and Called Shots rules.

Example
Clint fires at a running punk. He shoots and hits with a 14. Cross-referencing against the Body-Chart, the bullet landed in the punk's upper left arm.

Bleeding Optional Rule
Characters who receive wound damage need to worry about bleeding to death. Most wounds received can cause significant pain, suffering, and even death. Injured character's loose stamina every round after the round in which they were injured, until they can receive medical attention. The stamina loss is equal to the total number of wound points at the beginning of the round. Overflow rules apply.

Body-Chart
All Character's have Physical Hits. This is the amount of damage threshold that the whole body can withstand, however, in the Paradox system, characters do not take damage on the body as a whole. The body is divided up into ten areas, each of which are assigned 1/10thof the character's Total Hits. Damage is assigned to each of these areas based on the ones die of the attack roll. The following is a list of body areas for humanoid characters for use with damaging attacks.0 head **
1 left chest **
2 right chest *
3 abdomen *
4 upper left arm
5 upper right arm
6 lower left arm
7 lower right arm
8 lower left leg
9 lower right leg

 ** Critical hit, if damage reaches threshold in this area, the character is dead. Up to that point, the character is mortally wounded and will die without medical attention.

* Critical hit, if damage reaches twice the threshold in this area, the character is dead. Up to that point, the character is mortally wounded and will die without medical attention.

Note: If a character is standing behind an object capable of withstanding the damage of the attack, certain parts of his body will be protected from the attack. For example, a character is standing behind a car, therefore Areas 8 and 9 are protected. If an attacker rolls a hit on area 9, that hit lands in the car (doing damage to the vehicle) and is ineffective against the character.

Special Damage
In any role-playing game there are several different environmental situations that need to be covered. These include, but are not limited: Acid, Cold, Disease, Chemical, Radiation, Drowning/Asphyxiation, Heat, and Electricity.Acid
Acid refers to any substance that causes caustic damage to another substance. All acidic substances have the following designators:
Type: Metallic/O rganic/Silica/Special
Type/Types of materials affected. Metallic refers to any metal (steel, etc.), Organic refers to any carbon based material (grass, flesh, etc.), Silica refers to silicon based material (glass, etc.), Special refers to a specific material which is then further specified by the Acid type.
Contain: Metallic/Organic/Silica/Special
Type/Types of materials that will contain the acid. Metallic refers to any metal (steel, etc.), Organic refers to any carbon based material (plastic, flesh, etc.), Silica refers to silicon based material (glass, etc.), Special refers to a specific material which is then further specified by the Acid type.
Endurance: #
This is the number of minutes in which an ounce of the acid will confer caustic damage.
Mk#: #
This is the amount of damage caused by the acid per minute.

Following is a list of some acids with their designators:
Hydrochloric Acid HCl: Tmo Cs E1 MK5
Sulfuric Acid SO4: Tmo Cs E1 MK4

These are the base descriptors for acids. Some variations of these acids exist, depending upon the dilution level. Sulfuric Acid in a car battery is approximately 25% strength, therefore its mark number is actually 1, instead of 4. The GM should make note if the Acid is pure, or diluted.

Heat/Cold
Most living creatures are susceptible to environmental Heat and Cold. In game terms, any creature which is in a cold environment expends more stamina energy to perform a task than that creature would need to expend to perform the same task under normal environmental conditions. Clothing/shelter can help protect the organism from the elements, but this is limited to the amount and type of clothing/shelter.

Normal environmental conditions vary from creature to creature, however, most organisms find the range of 15 - 28 degrees centigrade (61 - 81 degrees Fahrenheit). Certain types of clothing can extend these ranges, but anything above or below begins to act detrimentally to the organism's physiology.The following are some basic rules when dealing with environmental extremes.
1. For every 5 degrees above or below this range, increase the amount of stamina required to perform a task by 1 (or decrease the result by 1 in the case of dealing damage.)
2. For every 20 degrees above or below this range, the character will take 1 stamina point damage. This damage is applied per minute.

Cold Exposure
1. If a character looses all his or her stamina due to exposure to cold, then he or she must make a PE check or suffer a coronary. This check must be made every round with increasing difficulty until the character's heart stops due to exposure.
2. A character whose heart stops due to exposure to cold can be revived with minimal brain damage. To survive revival, the character must make a save vs. PE with a level of difficulty for every 5 degrees below the organism's range. This difficulty can be modified by other means--level of medical technology, magical assistance, etc.

Disease
Unfortunately, in the real world, there are diseases that can affect a living organism, therefore, in the Paradox system, there are rules which govern the way that diseases affect those organisms. GMs may opt to not use this rule--it is one less thing to deal with, however, diseases can open up entirely new avenues of character development.

Since there are countless diseases that affect different organisms differently, the Paradox system does not attempt to list them all. Paradox uses a few descriptors in order to describe the way the disease affects its targeted group of organisms.

Type:V iral/Bacterial/M utagen
The type describes what kind of disease it is. Viral refers to any disease that is caused by a Virus. Bacterial refers to any disease that is caused by a microorganism. Mutagen refers to any disease that is caused by the organism's body mutating. Mutagens can be induced by chemical/bacterial/viral/or radiological sources.
Potency: 0-10
The Potency of a disease refers to how difficult it is for an organism to resist the effects of the disease, and how difficult it is for the host to recover from the effects.
Communicability:0-10[A irborne/Contact/S pecial]
The Communicability of a disease refers to how difficult it is for an organism to contract the disease. If the organism fails the roll vs. Communicability, but succeeds at the roll vs. Potency, the organism is a carrier, but is not effected by the symptoms of the Disease. Airborne diseases require that every organism within X meters, where X equals the communicability rating, of the carrier must make a communicability test. Contact diseases require that every organism that physically touches the carrier must make a communicability test. Special diseases will have the method of communication listed in the body of text that describes the disease itself.
Latency: ###[Hours/Days/Months/Years]
The Latency of a disease refers to how long the disease incubates after contracting the disease before a potency resistance test must be made. During this time period, the organism is a carrier of the disease, but exhibits no symptoms.
Endurance: ###[Hours/D ays/Months/Y ears]
The Endurance--also known as Duration--of a disease refers to how long the disease usually takes before the organism's body naturally defeats the disease. An endurance of 0 (ZERO) means that the disease must be treated medically to be cured. An endurance of * means that the disease cannot be cured by any known means.
Effects:
The Effects of a disease vary from disease to disease. This descriptor is a text field that describes what type of organisms that are effected, the effects that most organisms exhibit, and other types of pertinent information. A zero indicates permanent.

  Communicability Resistance Test
Any character that comes in contact with a disease must make a Communicability Resistance Test. This is a test against the character's Physical Endurance, where the base difficulty is the communicability rating. This test must be made every minute that the character is in contact with the disease. Character's who fail this test have contracted the disease. This roll can be made in secret, where the character does not know that he or she has been infected.

Potency Resistance Test
Any character that fails his Communicability resistance test must make a Potency Resistance Test. This is a test against the character's Physical Endurance, where the base difficulty is the Potency Rating. Character's who fail this test will begin to experience symptoms after the period listed by the Latency Rating. Characters who succeed at this test will be carriers for the Duration of the disease. After the Duration period is over, the character will no longer be a carrier.

Recovery Test
Any character that fails both his Communicability resistance test and his Potency resistance test for a disease that has a duration, must make a Recovery Test in order to recover. This is a test against the character's Physical Endurance, where the base difficulty is the Potency Rating. Characters who fail this test will continue to be affected by the disease. Characters who fail the Recovery test can make another Recovery test after the duration has run its course again. Characters who are under medical care can make a Recovery test with the following modifiers:1. The character makes a recovery test in half the duration.
2. The character's recover test is made at a reduced difficulty (reduced by the medical care rating).

Example
Headly Lamar is walking into the saloon. At the bar, there is a fellow who has a common cold. He is within 5 meters of the carrier so he must make a resistance roll against the communicability. Every minute that Headly is in the bar, he must make a resistance roll (Hard-0) vs. PE(60) in order to resist contracting the disease. Headly does well for the first 5 minutes, rolling below a 60 each time, however, during the 6th minute he rolls a 74. Headly has contracted the common cold. He now must make a resistance roll (Hard-0) vs. PE(60) in order to resist the effects of the disease. He rolls a 68, therefore in 12 hours, Headly will begin to exhibit the symptoms of a common cold. Dependent upon what Headly does to help fight this cold, he will need to make a roll to fight off the disease. Since the cold is a virus, no antibiotics are really going to help, however if he gets lots of rest and eats right, he can make a test to get rid of it after 3 days. If not, he will need to wait until 6 days to make a recovery test.

Common Cold TvP5C 5aL12hE6d
Symptoms include sinus drainage, sneezing, aching muscles, fever and lack of energy. This disease lowers a character's PE by 25.
Lunaveros Simplex RV-11.a TmP10C10sL0E0
Symptoms include total re-coding of character's genetic structure. The disease turns the host into a member of the Lunaverian Race. Lunaveros Simplex is only passed by the ingestion of infected blood.

Chemical
All chemicals are different, therefore the scope of their effects on an organism varies. Each chemical will have one or more of the following descriptors.
Type: Metallic/Organic/Silica/Special
Type/Types of materials affected. Metallic refers to any metal (steel, etc.), Organic refers to any carbon based material (grass, flesh, etc.), Silica refers to silicon based material (glass, etc.), Special refers to a specific material which is then further specified by the Acid type.
Contain: Metallic/Organic/Silica/Special
Type/Types of materials that will contain the chemical. Metallic refers to any metal (steel, etc.), Organic refers to any carbon based material (plastic, flesh, etc.), Silica refers to silicon based material (glass, etc.), Special refers to a specific material which is then further specified by the Acid type.
Potency: 0-10[Airborne/Contact/S pecial]
The Potency of a disease refers to how difficult it is for an organism to resist the effects of the chemical, and how difficult it is for the host to recover from the effects. Airborne chemicals require that every organism within X meters, where X equals the communicability rating, of the carrier must make a communicability test. Contact chemicals require that every organism that physically touches the carrier must make a potency test. Special chemicals will have the method of communication listed in the body of text that describes the chemical itself.
Latency: ###[Minutes/Hours/Days/Months/Years]
The Latency of a chemical refers to the time period between contact with the chemical and when the first effects begin to show.
Endurance: ###[Mi nutes/Hours/D ays/Months/Y ears]
The Endurance of a chemical refers to how long the chemical usually takes before the organism's body naturally recovers from the effects of the chemical. An endurance of 0 (ZERO) means that the chemical must be treated medically to be cured. An endurance of * means that the chemical cannot be cured by any known means.
Mk#: #
This is the amount of damage caused by the chemical per minute.
Effects:
Effects vary from chemical to chemical. This descriptor is a text field that describes what type of organisms that are effected, the effects that most organisms exhibit, and other types of pertinent information.

Some common chemicals are:

Acids
Hydrochloric Acid HCl: Tmo Cs P10c L0i E1i MK 5
Effects: Hydrochloric Acid is a caustic chemical that is normally used for etching or cleaning purposes. In diluted form it can be used to remove organic material from glass or metal, but in full strength it will even remove metals. Full strength Hydrochloric Acid is one of the most potent caustic chemicals known.

Sulfuric Acid SO4: Tmo Cs P 10c L0i E1i MK4
Effects: Sulfuric Acid is a caustic chemical that is normally used for etching or cleaning purposes. In diluted form it can be used to remove organic material from glass or metal, but in full strength it will even remove metals. Full strength Sulfuric Acid is one of the most potent caustic chemicals known.

Drugs
Cocaine To Cmso P1c L1i E4h
Effects: Cocaine is a chemical derived from the cocoa plant. Cocaine has been used primarily as a drug in many cultures. The effects vary from creature to creature, but in most cases, one dose of cocaine will increase Stamina by 15%, Increase Physical Hits by 15%, Add an additional die to Initiative Rolls, and Add 3 Dif level to any mental skill or resistance test. Also known as Blow, Snow, and Peruvian Marching Powder.

Radiation

Drowning/Asphyxiation

Electricity

Skill Tests
Whenever a character wants to accomplish a task, they must roll a skill test. Characters do not need to have the specific skill in order to perform a specific task, however they perform the test using only the skill base and add an additional difficulty level for not having the appropriate skill.

The procedure performing a skill is as follows:1. Character expends Stamina Points
2. GM Determines Difficulty
3. Target Percentage = Character Skill% + Dif. Level
4. Character Rolls dice.A. If the roll is below the Target Percentage, the test is successful.
B. If the roll is above the Target Percentage, he test is unsuccessful.

Multiple Point Based Skill Tests
Some tasks allow the character to expend points to increase the effects of he test (IE. Swinging Swords or Casting Spells.) There are three situations that use these rules. The first is a Might Test, the second are skills which result in a Resistance Test, and he third is the Extended Time Test. In the Might Test, points are expended to increase the results (IE. More damage when swinging a sword). In the Skills Resulting in Resistance Test, points are expended to increase the level of difficulty to resist the effects of test (IE Mind Control Spell). In the Extended Time Test, points spent decrease time it takes to complete a task (IE Designing an Engine.)Might Tests
Might tests are any test where stamina points determine an improved result. Tests such as melee strikes and damaging spells fall into this category. When characters perform Might Tests they add the Mark Number of any appropriate item (Sword or Power Focus) to the number of Stamina Points they decide to use to determine the final Mark Number.

Stamina + Mark Number = Final Mark #

Resistance Tests
Resistance tests are any test where an increased expenditure of stamina points increases the chance that a desired result takes effect. Tests such as mind controlling spells and knockout blows fall into this category. When characters perform tasks that will result in a Resistance Tests they are allowed to expend points to increase the difficulty for the target of the task to resist.

Stamina + Current Difficulty Level = Resistance Difficulty Level

Extended Time Tests
Some tasks require a period of time to complete (IE. Engineering, Spell Design, Repair.) Based on the difficulty of the task, you can determine the Base Time for task completion. The number of stamina points expended at he point of the test determines the divisor for the Base Time. Divide Base Time by the result of the Stamina Points expended to determine exact time. The number of points expended at test time must be matched for each hour the task continues.

Time to complete = Base Time / Result(Stamina Points)

Expending Stamina
For each action a character wishes to perform, the character must expend stamina. The type of stamina expended depends on the skill base. If the skill is a physical skill, like Martial Arts or Atmospheric Pilot, the character must expend Physical Stamina. If the skill is a mental skill, the character must expend Mental Stamina. And if the skill is a spiritual skill, then the character must expend Spiritual Stamina.

Sometimes characters need to expend as little as 1 point (picking a lock) or want to spend as much as they can. This is determined by the type of skill they are trying to perform--single point based skills or multiple point based skills.

The maximum amount of stamina a character can expend is equal to one tenth the characters Might in that particular realm.

Characters must have a minimum of 1 stamina point in each realm in order to remain conscious. Once characters run out of stamina in one realm, they may transfer stamina points over from other realms at a cost of 5 to 1 (IE 5 Mental = 1 Physical to a warrior who has swung his sword once to often giving him that 1 point he needs to remain conscious, but not enough to swing his sword again.)

Healing
From time to time characters will sustain Wound Damage or sustain Stamina Loss. All organic characters heal. The speed at which they heal is determined by the Heal Rate. Characters heal Stamina Loss at a rate of Heal Rate per Hour, unless otherwise noted by the character's race. Characters heal Wound Damage at a rate of Heal of once per day, unless otherwise noted by the character's race.

Assigning Difficulty Levels
Most systems determine the chances of performing a skill by the seemingly endless bonuses and negatives for each minuscule detail of a situation. The paradox system challenges GMs to step away from the whole idea of spending hours of game time determining target numbers and take the initiative to describe the situation. The Paradox system has 10 levels of difficulty--Simple, Routine, Light, Medium, Hard, Very Hard, Extremely Hard, Sheer Folly, Absurd, and Insane. Each level of difficulty determines the modifier to the character's skill roll. The levels of difficulty are defined as follows:

Simple--Everything is going the character's way. He has the right equipment to perform the task, there are no distractions, the weather is right, he got laid last night, etc. This level should be assigned when the task can almost perform itself.
Routine--The situation is optimal. The character has all the right equipment, there are limited distractions, the weather isn't bad, etc. This level is assigned when things are what the character is used to.
Light--The situation a little less than optimal. The character has all the right equipment but there are some minor distractions, or the weather isn't quite perfect, or the lighting is off, etc. This level should be assigned when things are not quite going the characters way.
Medium--The situation is not as good as it could be. The character has all the right tools, but there are some minor problems. The lighting is getting bad, or one of the tools breaks, etc. This level should be assigned when things are not going the character's way, but things are not quite bad enough to say things are against the character.
Hard--Things are going against the character. The character is missing a tool, there may be a major distraction, or it's raining, or it's dark, or the sun is in his eyes. This level should be assigned when things are beginning to line up against the character. Things are not as bad as they could be, but getting there.
Very Hard--The situation is pretty bad. The character has very few tools, there are some major distractions, its raining, and dark, and the sun is in his eyes. This level should be assigned when things are stacked against the character.
Extremely Hard--The situation is screwed. The character is injured, he's lost his tools, its raining, dark, and cold. This level should be assigned when things are screwed and the character is in a lose-lose situation.
Sheer Folly--Any attempt to complete the task is sheer folly. The character is injured, only has a pocketknife, and is up the creek without a paddle. This level should be assigned when there is only a chance of the task being completed.
Absurd--Any attempt to complete the task is absurd. The character is trying to do something that is just inside the realm of probability (IE splitting another man's arrow, performing feats that depict preposterous skill, etc.) This level should be assigned when there is a slim chance of the task being completed.
Insane --Did the character just say he wanted to do THAT!!!! The character is trying to do something outside the realm of probability (IE Ricocheting a bullet off a metal frying pan, a church bell, and a pocket watch in order to shoot a quarter out of a fair maiden's hand.) This level should be assigned when there is no chance of the task being completed except by someone who has PC (Player Character) stamped on his or her chest.

 Difficulty             Modifier     Base Time (hours)
1 -- Simple             +40             1 min
2 -- Routine             +20            5 min
3 -- Light                 +10             5
4 -- Medium            + 5             40
5 -- Hard                 + 0             200
6 -- Very Hard         -10             1,000
7 -- Extremely Hard -25             4,000
8 -- Sheer Folly        -50             20,000
9 -- Absurd              -75             100,000
10 -- Insane             -100          400,000

Intoxication/Drugs

See Chemicals.

Staying Alive
The Paradox system can be deadly. Even the character who wins a fight in the Paradox universe rarely comes out unharmed. For this reason, smart characters avoid combat whenever possible; however, sometimes combat is unavoidable. Depending upon the character's skill set and style of fighting, the character may choose to either Duke It Out, or Dodge, or Block.

Duke It Out
Characters who choose to duke it out stand still, and hopefully succeed with superior firepower and ability. Most often, characters who Duke It Out die gruesome deaths. In a combat situation, the character who chooses to Duke It Out receives no additional difficulty level consideration based upon his own movement. this can be beneficial for characters who have some kind of cover.

Dodging
Dodging increases the difficulty level for both opponents. Dodging requires no free actions, but does require the character to be able to move. Dodging characters expend stamina equal towards a dodging skill, typically, athletics or martial arts. The dodging character's Dif level is usually increased by the amount of stamina expended divided by 2. The attacking character's Dif level is increased by the stamina expended.

Dodging can be performed in any type of combat.

Example
Grymm is moving across an open lot when a gangmember begins firing a pistol from behind a car. Luckily for Grymm, the gangmember misses the first shot. Combat begins when initiative is rolled.1 Grymm's initiative is 14 (7 inits + 7 dice roll = 14) and his opponent rolls a 13 (7 inits + 6 dice roll = 13).

2 There are 14 phases.
  Phase 14

1 Grymm goes first. He draws a sub-machine gun and decides to use his athletics to run and dodge toward the gangmember, hoping to be able to close the 10 meters and dispatch his opponent.

2 Grymm expends 3 Stamina, rolls left 2 meters (Grymm's move), and comes up firing.

3 The GM determines that the lighting is bad and the gangmember is positioned behind a parked car. Base Dif level is Medium (+5), but taking into effect Grymm's dodging he assigns a Dif level of Very Hard (-10).

4 Grymm fires a three round burst. He expends 1 point and makes a firearms test (49 skill + -10 Dif = 39). Grymm rolls a 29, which would have hit the gangmember's leg, had he not been behind a car.

Phase 13

1 The gangmember fires again.

2 The GM determines that the lighting is a little off, but the gangmember is in a superior position. Base Dif level is assigned as Light (+10), but taking into account Grymm's 3 stamina expended towards dodging, the GM assigns a Dif level of Very Hard (-10).

3 The Gangmember fires a single shot at Grymm. He expends 1 point and makes a firearms test (39 skill + -10 Dif = 29). The Gangmember rolls a 74, which misses.

Phase 12 to Phase 5

1 No actions are available to be performed.

Phase 4

1 Grymm sprints 2 meters diagonally, firing a three round burst at the gangmember.

2 Grymm Expends 3 stamina for the dodge.

3 The GM keeps the Dif level at Very Hard, which makes Grymm's firearms test remain at 39.

4 Grymm expends 1 stamina and rolls a 35.

5 The GM determines that this will hit the gangmember's Left Hand.

6 Grymm's weapon is a Mk8 SMG firing a 3 round burst which bumps the Mk# up by 2 to Mk# 10.

7 The Gangmember receives 14 points of wound damage to his left hand and forearm. The Gangmember's spins around to the left as his lower left arm flies backwards, ripped to shreds by the three round burst.
 
Phase 3

1 The gangmember fires two rounds in desperation (rapid fire) as he spins around.

2 The GM increases the Base Dif level to Extremely Hard (-25) which bumps the final Dif level up to Insane (-100).

3 The gangmember misses, and falls to the ground behind the car.

Phase 2 to 1

1 No actions are available to be performed.

 

Blocking
Blocking is the art of placing something in the path of an attack in order to thwart the attack. In game terms, this means that a character chooses to use his arm, sword, shield, a chair, etc to act as a shield against attacks. In order to be an effective block, the blocking item must be able to take the force of the attack--a candle does little to stop a claymore, and a thin book does nothing to a laser blast.

In order to block an attack, a character must expend stamina equal to the total mark number of the attack, and then roll a martial arts skill test. If the character does not succeed, the attack is successful. If the character succeeds, the attack is thwarted, transferring the damage to the blocking item instead of the intended target.

Blocking can be performed in any type of combat.

Example
Grymm is hanging out in a bar when a bar fight breaks out. Deciding that it is time to leave, Grymm makes his way toward the door, only to be stopped by a rather large, knife-wielding, Hobgoblin. Combat begins when initiative is rolled.COMBAT1 Grymm rolls a 9 (2 dice + 7 inits = 9) and his opponent rolls a 14 (9 dice + 5 inits = 14)

2 There are 14 phases

 

Phase 141 The Troll swings the knife at Grymm

2 Grymm throws his arm up to ward off the attack

3 The GM determines a Base Dif level of Routine (+20) for the Hobgoblin to hit.

4 The Troll expends 7 stamina, makes a Martial Arts (69) skill check (49 skill + 20 Dif = 69) and rolls a 10.

5 The GM determines a Base Dif level of Light (+10) for Grymm to block.

6 Grymm expends 9 stamina (7 expended + 2 knife = 9) and rolls a Martial Arts (85) skill test (75 skill + 10 Dif = 85). Grymm rolls a 32.

7 The GM determines that both characters were successful, so Grymm is able to block the Troll's attack. Eleven points of damage are therefore transferred to Grymm's arm instead of his head.

Phase 13 to Phase 11 Combat Continues

Knockdown
Optional Rule
In the paradox system, damage is the result of an energy transference throughout the target's body. This energy transference also results in Knockdown--a term used to describe the kinetic energy that is released when a damaging attack is resolved. Knockdown is an easy way to bring realism to a game, without slowing the system down.

In some game systems no consideration is given to the force of the attack. Characters consistently take bullets in the chest or smack each other with swords until someone is dead. Realistically, if a character takes a bullet in the chest, he or she is going to be knocked backwards. The actual results should be determined by the GM, however the below listed formulas are provided to give guidelines for the GM to describe the results of the attack. As the GM becomes familiar the results, he will find that he does not need the formulas anymore and will be able to realistically describe what happens.

Note: The character does not actually need to receive damage in order to receive knockback. If a character is wearing Mk 50 body armor and gets shot with a Mk 40 Cannon, he will in reality take no damage, but he will still receive knockback at the full Mk 40 Wound Rating.Type                          Knockdown in Meters
Stamina                     (Damage) / Target Weight in kg
Wound                      (Damage * 5) / Target Weight in kg
Area Effect Stamina   (Damage * 30) / Target Weight in kg
Area Effect Wound    (Damage * 50) / Target Weight in kg

Characters may make an athletics test with a difficulty equal to the number of meters Knockdown in order to remain on their feet.

Example

Brianna is walking down the street when a man wielding a shotgun steps out and shoots her. The blast hits her in the chest, picking her up and sending her sailing 2.67 meters backwards ((30 wound * 5) / 56 kg Brianna's weight =2.67 meters). Luckily, Brianna was wearing her mk10 Bulletproof vest, so very little real damage gets through, and she is entitled a

Sheer Folly(-50) Athletics test to land on her feet. She rolls a 64, which is not enough to make the roll, so the shot sends her sprawling backwards.

First Aid
Most times, characters who receive wound damage will require some sort of medical attention or their situation will get first. First Aid is the first level of medical attention and can save a character's life. Without First Aid, characters may not live to tell about their wounds.

First aid does two things. First, it eliminates stamina loss due to bleeding. The number of points eliminated is equal to the level of the character performing the First Aid. Second, it allows the character to immediately turn 1 lost wound point in each area to a lost stamina point.

Barriers

Impact Damage

Permanent Damage
Optional Rule
Characters who take damage beyond their damage threshold may find themselves permanently impaired. For every wound point beyond the damage threshold in an area, there is a chance that the character's physical hits in that area will be reduced AND the character will experience difficulty using the area. Following are some suggested ways to determine the results.

Damage             Chance
beyond              To Suffer             Hits Lost Dif Mod
threshold             Penalty               Permanently when using

1 – 2                     10%                 1 ----
3 – 5                     20%                 2 ----
6 – 7                     30%                 3 ----
8 – 10                   40%                 d10 / 2 +1 Dif
11 – 13                 50%                 d10 / 2 +2 Dif
14 +                       75%                d10 +3 Dif

Armor
In the Paradox system, armor can save a character's life. Armor is any material which is used to protect an item from damage.

Armor is rated with four descriptors: Style, Type, Material, and Mk#.
Style:
Armor covers different areas of the body, dependent upon the type of armor. Type describes which body areas the armor covers.
Type: Describes the utility of the armor. Personal, light, medium, heavy, combat, power assist and powered are the different types available, however the design and rating of powered armor is covered in the ARCO section of this book. Personal Armoris usually armor sewn inside of normal clothing. It is not at all limiting.
Light Armor is usually light armor sewn inside of heavy clothing, or worn as form fitting body armor. It is moderately difficult to hide.
Medium Armoris usually armor worn underneath normal clothing. It is bulky and easy to see.
Heavy armoris armor worn outside of clothing. Heavy armor is heavy and bulky and cannot be hidden.
Combat Armoris very heavy and bulky, and cannot be hidden. Combat Armor provides the greatest amount of protection available without adding Muscle Structure to the Armor.
Power Assist Armoris very heavy and bulky, and cannot be concealed. Power assist armor is designed to assist the wearer in moving its bulk around. Power assist armor has a muscle structure which is controlled by touch pads which react to the character's movement. Depending upon the rating of the muscle structure and the sensitivity of the pads, the character can actually increase his abilities with higher Mk# Armor. Therefore, all Power Assist Armor has an Additional Rating which describes its abilities. This Rating is added to any Physical Stamina the character expends, therefore increasing any multiple skill based tests. Additionally, Power Assist Armor adds its Rating to all initiative rolls. Power Assist Armor is only available as a Full Suit.
Powered Armoris more like a vehicle than anything else. Creating Powered Armor is like creating and ARCO, except that no Internal Structure is needed. Instead, the Internal Structure is replaced with a cockpit of sorts. Additionally, all characters inside Powered Armor are protected until an area of that armor has withstood its damage threshold. Characters in Powered Armor must have a DataTerm Plug in order to operate it. Powered Armor is only available as a full suit.

Material: All armor must be made of something. Materials have different properties and ratings. Dependent upon the material's natural properties, different armors will have different ratings, attributes, and flaws.
Mark #: Like weapons systems, armor has a Mk# which describes the armor's capacity to absorb damage. Mk# is calculated from Type and Material Ratings.

 

STYLE Style Protects Areas Cost1 Weight1
Helm 0 5 1
Vest 1, 2, 3 3 3
Bracers 6, 7 2 2
Blouse 1, 2, 3, 4, 5, 6, 7 7 7
Breeches 8, 9 4 4
Full Suit All 10 10

 

TYPE

                                                                            Protection -----Suggested-----Type Rating Cost2 Weight2 Conceal Inits

Personal 0.15 1 1

Light 0.2 2 2

Medium 0.25 3 3 +1 Dif

Heavy 0.3 4 4 +2 Dif -1

Combat 0.35 5 5 +3 Dif -2

Power Assist Alpha 0.4 Result(Rating +19) 5 +4 Dif

Power Assist Beta 0.5 Result(Rating +29) 10 +4 Dif

 

 

MATERIALMass Cost Mk#
Material Factor Factor Base
Aluminum 270 500 22
Structural Steel 786 600 23
Titanium 451 1000 24
Carburized Steel 506 1100 24
Stainless Steel 657 1200 25
Carbon Alloy 657 1400 26
PolyCarbonate 22 1900 27
ABS 25 2000 27
Nylon-Kevlar 23 2400 28
Acrylic-Kevlar 23 2500 28
Cobalt Steel 838 3000 29
Tungsten 1930 3500 29
Tungsten Steel 1358 5000 30
Crysteel 263 6000 31
Crystanium 282 7000 31
Ardinium 139 8000 32
Ordinium 67 13000 34
 Mark Number = Mk Base * Protection Rating
Weight = Mass Factor * (Weight1 + Weight2) * .01
Cost = Cost Factor * (Cost1 + Cost2) * 0.1

 

Add-ons
Sensor Packages Cost
Alpha -1Diff Ranged Attacks 500 Includes SmarTarget System

Beta -2 Dif Ranged Attacks 2500 Includes SmarTarget System and Mag Vision

Delta -2 Dif Ranged Attacks 5000 Includes SmarTarget System, Mag Vision, Infrared and Night Vision

Gamma -2 Dif Ranged Attacks 10000 Includes SmarTarget System, Mag Vision, Infra-Red, Night Vision, Spectrum Enhancement, and Spectrum Analyzer

Eta -3 Dif Ranged Attacks 20000 Includes SmarTarget System, Mag Vision, Infra-Red, Night Vision, Spectrum Enhancement, Spectrum Analyzer, SWATARS, and X-Ray Reception

Iota -4 Dif Ranged Attacks 40000 Includes SmarTarget System, Mag Vision, Infra-Red, Night Vision, Spectrum Enhancement, Spectrum Analyzer, SWATARS, and X-Ray Reception in full hemispherical system (Character must jack into sensor pod) 

Creating Weapons Systems
The following is a list of conventional weapons systems and their design characteristics. Several notes about this chart should be discussed to further understanding.

1. Maximum Range is determined by the Barrel Length in cm.
2. All Mark Numbers are subject to the modifications set forth in other sections of the rules.
3. All listings are subject to change at the Game Master's discretion. They only represent 20th century technology and projections. Should the GM decide to modify these settings in the name of making his game flow better, the Paradox system wholly supports his decisions.
Ballistic SizeRange Mod Mk Level
Cased Ammunition
.22 Short / Long / Long Rifle 4 4
.25 Colt 4 4
.32 Auto 6 6
9 mm 8 7
.357 Magnum 9 7
.243 Winchester 12 7
.38 Special 7 7
7.62 NATO 11 8
.270 Winchester 15 8
5.56 mm 13 8
.30-06 Springfield 13 8
.303 British 11 8
.30-30 Winchester 9 8
7 mm 12 8
.40 Smith & Wessen 7 8
300 Magnum 15 9
.338 H & R 13 9
.44 Magnum 9 9
.45 Auto 6 9
8 mm Magnum 13 9
.50 AE 9 10
.45 - 70 Colt 11 10
.45 - 90 Colt 12 10
.50 BMG 33 12
20 mm 50 19
30 mm 70 20
40 mm 90 21

Close Combat Weapons
Knife n/a 1 + Stamina spent
Dagger n/a 2 + Stamina spent
Short or Light Sword n/a 2 + Stamina spent
Heavy or Two Handed Sword n/a 3 + Stamina spent
Halbert or Two Handed Axe n/a 3 + Stamina spent

Magnetic Linear Accelerators (Hand Held)
Needle (0.5mm) Line of Sight 6
2mm Line of Sight 9
4mm Line of Sight 15

---------------Mk#-------------------

Caseless Rifle pistol rifle
6.5 mm 15 6 12
7 mm 13 7 14
9 mm 13 8 16
10 mm 17 9 18
12 mm 40 10 20
20 mm 50 21
30 mm 70 22
40 mm 100 23
 

Calculating Ranges Extreme Range = Barrel Length (cm) * Range Mod
Long Range = Extreme Range * 0.81
Medium Range = Extreme Range * 0.27
Short Range = Extreme Range * .09
Point Blank Range = Extreme Range * .03

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