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Cyborg Commando RPG-CCF Manual-Players' Manual (Corrected Version)

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    CYBORG COMM NDOTMSCIENCE FICTION ROLE-PLAYING GAMEby Gary Gygax, Frank Mentzer, Kim Mohan

    CCF ManualEditing & Layout: Penny PetticordCover Art: David DormanInterior Art: Jim Clouse, Diane Hamil,Todd Hamilton, Valerie A. Valusek,Gary M. Williams, & Dave ZenzSpecial Thanks to Jennings Cappellan,Rare Earth Information Center

    Introduction 2Preamble 3

    How to Use the Dice 8Character Generation

    Basic Game 11Advanced Game 14The Character in Play t 6

    The CharacterSkills 18The CC Body 22

    CombatBasic Game 25Advanced Game 29

    Technical Section 32The CYBORG COMMANDOT~orce .45Technical Diagrams

    Brains Capsule 33Joints (side and top views) 36Body Lights 38Eye (lenses) 38Head Sampler 39Arm Lasers , 43Finger Tools 44

    CYBORG COMMANDO and the Cyborg Commando logoare trademarks owned by Trigee Enterprises Corporation.

    The New Infinities logo is a trademark owned byNew Infinities Productions, Inc.

    1987 Trigee Enterprises Corporat ion. All Rights Reserved.

    New Infinities Productions, Inc.P.O. Box 127,Lake Geneva, WI53147ISBN: 0-941993-18-3

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    Introduction

    In 1985, a space vessel landed on themoon. But it wasn t ours.They are preparing now. They will beready soon by their standards - in lessthan 50 years.Then the invasion will begin - andsucceed.

    You must retake the Earth.Welcome to the CYBORG COM-MANDOgame. This is a game of our ownworld, set inourvery near future. For mapsof the game setting, just open an an atlas.

    For descriptions of the inhabitants, lookout your window.This is a game of science fact andscience fiction. Some changes occur be-tween now and the year 2035, the start ofthe game's central story. Most thingshaven't changed much; some things havechanged a lot.

    We live in the age of science. Look atthe following inventions, and considerhow they have changed the face of theworld.1940s: televisions and washers1950s: polyester fabrics and transistors1960s: cassettes and credit cards1970s: personal computers and VCRs1980s: digital electronicsThis game assumes effects of similarmagnitude for the following discoveries.Superconductivity: Finally made prac-tical, this basic principle changes thenature and use of electricity itself, andthereby all electrical devices on Earth.SINe: This device is a direct interface

    through which brains and computerscan be directly connected.Psychogenies: This new science re-sults from a hard, critical look at ESPand the occult. The real and provablehas been separated from the fantasticand imaginary.Combining all of those and other discover-ies is your character - a member of theCYBORG COMMANDOTM Force.How to Use this Book

    There's a lot of information inthis book,and you'll need to be aware of almost all ofit. So take it in small chunks, and take yourtime absorbing the details.First read the Preamble. This tells the2

    Introductionstory of how the CYBORG COMMANDOcharacter (or CC ), the ultimate blend ofman and machine, was invented. It alsoreveals much about the aliens, up until theinvasion begins.Much of the game requires using dice,so read that section next. But skip thetables and graphs, and come back to thissection later, after you know when the diceare used.Now you can create a character, asexplained on pages 11-15. Start with abasic game character; donttackle the Ad-vanced game version until you've playeda few games. The Advanced system of-fers more detail, but with it comes morecomplexity. The character sheet used forboth is on the back cover of this booklet.Character knowledge is handled with theSkill system, starting on page 18.Your character will be using a newmechanical body. This is more durablethan the human body, and can do morethings, as explained on pages 22-24. Thissection describes the body and abilitiesgenerally, enough to get you started; if youwant the full technical details, refer to theTech section (page 32).Finally, the character is a member ofthe elite CYBORG COMMANDO Force(CCF). A few notes on this organization,and details on character advancementwithin it, are given on page 45.

    The Other BookletsThe Campaign book in this set is for theGame Master's use. Please don't read it ifyou are a player In the course of adven-tures, you will discover most of the detailsgiven in that booklet, but they should be

    revealed at the proper times and places.If you really want to know somethingabout the aliens presented in this game,read the section called The Enemy,which is in the Adventures booklet. Alsocontained therein are a few tips to help youdo your best in play. But only read yourside of the Adventures booklet; the otherside gives some adventure ideas for theGame Master to develop.Game Time & Scale

    For maximum convenience, the unitsof both time and distance used throughoutthe CYBORG COMMANDOgame arebased on a decimal system. The standard

    time units are given in a table on the insideback cover of this booklet. In brief, theyinclude the Combat Turn, Active Turn,Standard Turn, and Travel Turn.To remember the names for the turns,note the initials - CAST. You'll useCombat Turns for fights, or otherwiseActive Turns when timing is important.Standard Turns are used for most gameactivity. Travel Turns are for long-rangetrips, and Days are used for even longer-range campaign activity.You can measure things by using ei-ther the Metric system or the Englishsystem. The Metric system is much moreconvenient, and is strongly recom-mended. If you aren't familiar with it, giveit a try; after all, you're about to learn awhole new game, so why not use thesystem that goes with it best? Neverthe-less, if you insist on using the archaic andunwieldy English system, you are allowedto do so. Distances are often given inundefined units; read them as either me-ters or yards, whichever you like. (But ifyou use the English system, don't blameus when you have to stop the game tohandle the messy conversions inherent inthat system.)

    The standard map scales and Scalenumbers are given on the same backcover page as the time units. In mathe-matical terms, a hex is 10X yards across,where x is the scale or number of the hexsize. Combat areas are normally mappedat Scale 1 or 2, though blowup mapsmight be provided at Scale 0 for evenmore detail. A map of an entire countrywould use Scale 5 or 6. A map of the solarsystem would probably be given at Scale11.Combining Time Distance

    When the decimal distance and timesystems are combined, the result is ex-tremely easy to use. The smallest scalesare easy to remember, and you don't needto know the exact distances for the largerones. Every map designed for use with theCC game will always use one of thesescales. Hex sheets printed on clear plasticare available in many hobby shops, and ifyou find the right size of hexes, suchsheets could be used simply as overlayson a published normal map.Now look at the opposite page andread the Preamble.

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    Preamble

    The first cyborgs were actually createdlong before the alien attack.Richard Sawtell was studying com-puter science and neurosurgery at UCLAwhen he quiet ly developed the Sub-cra-nial Interface & Neural Converter (SINC)in 2016. His invention converted nerveimpulses into electrical signals (which wasnot new) and computer-generated com-mands into controllable nerve impulses(which was).Sawtell was somehow convinced toabandon his plans for higher studies. Heaccepted a commission in the UnitedStates Army, and was soon working at atop-secret installation in southern Virginia.After relocating, he received an anony-mous donat ion of approximately ten mil-lion dollars (after taxes). His invention wasmade semi-public knowledge in 2017, andthe wording of the press releases impliedthat the Army research program had madeit all possible.Within two years, Sawtell produced adevelopment that made paraplegia aphenomenon of the past. Nerves could bereplaced by wires, and muscles by simplemechanisms. All were operated by theindividual's normal nerve impulses, as ifno change had occurred.

    The Army began testing a top-secretoffshoot of this development - combatarmor usable by a normal soldier. Thearmor was utterly bulletproof (except for aface plate), and the devices that movedthe arms, hands, and legs were controlleddirectly by the operator's nerves. Unfortu-nately, it was impractical to remove theuser from the armor, once inserted, be-cause of the elaborate medical operationrequired. The project was shelved.

    Inter-service rivalries st ill being quitecommon, the U.S. Air Force began its ownresearch on the topic. In 2019, Dr. NkrumaKotusu, acitizen of Nigeria, was brought into work with this parallel research pro-gram, using a spare NASA lab in Florida.At the age of 42, Dr. Kotusu was a re-nowned scientist and practiced neurosur-geon, and he was considered more reli-able (and certainly less expensive) thanthe flamboyant and unpredictableSawtell. However, Kotusu and Sawtell de-duced each other's existence and madesecret contact via their computers. Thiswas no surprise, considering their bril-liance in computer science. Though ini-t ial ly cautious, they had identical intereststhat eventually led to a friendship of sorts.

    Wheri the government discovered their

    Preamblecollaborations, Kotusu was transferred toSawtell's Virginia lab, on loan fromNASA. But the two scientists discoveredthat they could not work inclose proximity.Among other things, Sawtell was a com-pulsive smoker and rather messy, whileKotusu abhorred physical vices and wasexceptionally tidy. They continued jointoperations while remaining physicallyapart, using separate workshops. And thebreakthroughs continued.The accidental death of Sawtell's wifein 2020 spurred him on a personal questfor immortality. He decided that most ofthe human body was an unfortunate andheretofore unavoidable load of baggage.Combining this rather bizarre concept withfurther advances in research, he andKotusu succeeded in isolating a pig'sbrain during the winter of 2022. The dis-embodied brain, maintained oy fourteencubic feet of life support hardware, waswired to the controls of a small piglikerobot. Within a week, the pig bot (dubbed

    Melba, in honor of Sawtell's late wife)was happily trotting around the lab, andhad already learned to perform severaltricks.

    The first experiments on human volun-teers ended tragically. Sawtell shruggedoff the deaths as necessary and obses-sively continued his work. Kotusu ago-nized, but recovered. Sawtell was delayedfor a month by a double lung replacementoperation (the technology for which wasan offshoot of his earlier discoveries), butnevertheless refused to quit smoking.Kotusu continued his neat, methodical,but slow progress.

    Finally, in 2024, the first successfulhuman brain relocation procedure (BRP)took place. In the Richmond suburb ofBellwood, Virginia, PFC Jackson DouglasWingate, a black soldier and former carmechanic from Tallahassee, Florida, wastightening a cable on a shipment of metalpipe when the entire load suddenly brokeloose, cascading from the tractor trailerand crushing him. Severely injured, hewas placed on total l ife support and subse-quently transferred to Richmond GeneralHospital. To keep him alive, 95% of hisbody would have to be replaced by syn-thetics. However, when given the choice,PFC Wingate elected to be the subject ofa new type of operation.

    The brain and certain glands of JackWingate were placed within an egg-shaped steel container between 2:00 and9:00 PM Eastern time on July 4th, 2024.The procedure took place in RichmondGeneral Hospital's operating room #2,which was purchased and dismantled bythe Smithsonian Institut ion on July 5th.After stabilization, Wingate's brain wasconnected to a slightly larger, modifiedversion of the Melba-type pigbot. The firstfew days were a time of severe psycho-logical trauma, but Wingate's excellentmental health and optimism led to a com-plete recovery. When Dr. Kotusu createda humanoid mechanical (dubbed hu-manical) body a few months later, controlof it was given to this brave soldier. In theSpring of 2025, Wingate performed for thePresident of the United States, the JointChiefs of Staff, several dozen medicalconferences, and six public exhibitions.The public saw Jack Wingate as poten-tially immortal, and although the govern-ment did not predict general availability ofthe technique for at least two decades, anoff icial wait ing list was started and main-tained by the Surgeon General. Despite

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    Preamble

    the projected cost of 2.5 million dollars perperson, applicants were abundant.In the montlis after the success withWingate, four other BRPs failed, but thesewere never publicized. Also unrevealedwas the fact that the Army had begunperforming secret BRPs of its own. The

    military established a brain bank, codedProject Eggshell, for its own experimentsand future uses.Religious institutions worldwide con-demned the humanical as unnatural,unnecessary, presumptuous, and im-moral, and described its creators in muchthe same terms. This bothered Dr. Kotusugreatly, but Sawtell not at all. The revela-tion that humanicals were sexless did notease the situation appreciably.Kotusu refined the humanical form,appeared on magazine covers, and en-joyed this long-sought publicity. At hisurging, the U.S. government grudginglyagreed to sell the new humanical technol-ogy (keeping various key elements topsecret, of course). New labs were soonestablished in China, Russia, Japan,Germany, and other countries.Sawtell shunned exposure, in partbecause his personal life and habits werenot of a flavor enjoyed by the public. Dur-ing this period, he delved further into theproblems of connecting the brain with acomputer. His work veered in another odddirection when he began experiments inESP, a field recognized by the scientificauthori ties but considered sporadic andunreliable - epithets which were stillapplied to Sawtell himself, despite his ac-complishments. Dissatisfied with the labelapplied to the phenomena - extra-sen-sory implying abnormality, and percep-tion being augmented by dynamic ac-tions of purely mental origin - Sawtellrenamed the field Psychogenics.By Freedom Day of 2027 (a Januaryholiday once named for Martin LutherKing, Jr.) a dozen subjects had beenproven reliably telepathic. One of themhad even levitated a plastic button 23centimeters. This event was fully docu-mented with video cameras.4

    None of these psychogenically tal-ented people were willing to undergo theBRP, however, until Sawtell convincedMelissa Dutrick, a young female subjectwith whom he had reportedly been ca-rousing, to give it a try. (She later claimedthat she had been told the operation wasreversible, despite having signed a legalagreement that specified the contrary.)Missy Dutrick's surgery on May 12, 2027went smoothly, and Jack Wingate helpedher over the psychological hurdles.Missy was the first truly successfulcyborg (cybernetic organism). Her hu-manical body was made larger thanWingate's, and her steel brain casesmaller, so that the two could be combinedinto one mobile unit. And after testing,some of her circuitry was found to besupernumerary, for, as Sawtell had pre-dicted, her psychogenic powers couldbypass some of the neural connectionsrequired for the SINC device. Kotusu hadscoffed at this possibili ty, and was nowdepressed as he re-evaluated his theo-ries. Sawtell was elated, and proposed toMelissa, fulfil ling, some say, a promisethat had made her agree to the operation.It is noteworthy that when Missy declined,Sawtell was not noticeably saddened.Melissa Dutrick's undeniable but un-precedented method of operating herhumanical body shook the scientific com-munity. Her extra-sensory powers madeyears of additional development unneces-sary, at least for those similarly gif ted. TheArmy later allowed her to purchase hernew body, with the condition that sheremain employed by (though not confinedto) the research lab.A change in political administrationbrought corresponding shifts in the upperechelons of the military. One new arrival tothe Army Command took over ProjectEggshell and altered its program in light ofthe new discoveries. Basically, this gen-eral wanted official military fortunetellers.Within a few months, Eggshell had com-pleted successful BRPs on dozens of newvolunteers, all gifted with some measureof psychogenic ability. Sawtell discovered

    the secret but kept it. He notified the proj-ect commander of his readiness to coop-erate, without Dr. Kotusu, in establishingthe first Cyborg Corps.Dr. Kotusu presented the world's reli-gious authorities with thoughtful treatiseson the sanctity of medicine and the impor-tance of cybernetic research, dwelling onthe absence of mortal flaws and weak-nesses in the metallic form. The authori-ties responded kindly, and focused theirattacks on Sawtell, somehow discoveringand publicizing some of his less-than-exemplary past. Melissa Dutrick wascondemned as the Harlot of Babylon, withSawtell cast as the Antichrist, and bothwere ordered to repent their ways. Melissasaid she'd think about it for a few centu-ries, which only served to aggravate themfurther. Sawtell ignored them as usual,being preoccupied with certain fascinat-ing offshoots of psychogenics - includingastral projection and spirit photography.Suffering under the pressures of hisconscience (st imulated by the authoritiesof his religion, though he did not realizethis), Dr. Kotusu began work on an alter-native to the disembodied brain methodof cyborg control. In secret conferenceswith high officers of the Air Force, heproposed returning to Sawtell's originalconcept, now abandoned - cyborg bod-ies as super-armor for ordinary soldiers.

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    PreambleThis was quickly approved, more forpragmatic reasons than for humanitarianones. In October of 2029, Kotusu andSawtell said their good byes and left theHumanical Project in the hands of othercompetent but less creative scientists.Both indicated ambiguity about futureplans and remained secretive about theirnew projects. The generals still quietlypulled all the strings.

    Jack Wingate declined the offer of atransplant into a more up-to-date humani-cal form, seeing it as a regression. In thecourse of experiments, more and morehardware had been attached to his braincase; his pieces now occupied three largerooms, and he dreamed of becoming theworld's largest and most important hu-manical. Among other things, he was thenserving as the lab's inventory controller,purchasing agent, master personnel file,and traffic controller. Meanwhile, Wingatewas developing his own secret plan toenter and dominate the CIA computer.Melissa Dutrick stayed in Virginia,where she urged the new scientists tomake her form more visually appealing.She thereby inspired a line of researchthat produced the first bulletproof syn-thetic skin. She also wheedled Jack Win-gate into secretly modifying her SINC toprovide her with a unique broad-spectrumsensory input that she found to her liking.Luckily she had the wisdom to use it spar-ingly.Richard Sawtell moved to Utah andbegan work on the Army's secret CyborgCorps, and a dozen other scientists begansimilar secret projects in other countries.Most of their commanders knew of theefforts of their competitors, but hoped togain the lead in this new type of arms race.Sawtell did not bother with such details.He inspired his new team with his creativegenius, developing startling new weaponsthat could be built into the humanical form.He also began studying out-of-body expe-riences.Dr. Nkruma Kotusu returned to Floridaand, by modifying a standard NASA spacesuit, developed the first version of cyber-netic armor. He joined a local fundamen-talist church and became a lay pastor; hisfavorite lecture topic was the weakness ofthe flesh.On January 11, 2035, an accident at aChinese air testing station near thesouth pole caused the detonation of 20 ormore nuclear devices. The cause of theaccident was thought to be a rogue meteorstrike. The ensuing weather patterns keptinternational anger, directed at the Chi-nese, to a minimum. Nuclear war wasfeared but did not occur, in part becausehorrific snow and rain storms beset all thecontinents, and a rise in tides (due to themelting of trillions of tons of ice) causedwidespread damage to the world's sea-coasts. Surface naval operations were

    impossible, and air travel was nearly so.It is now presumed that the explosionand its effects were carefully planned.Two days later, while the storms and tideswere reaching their height, the air wassuddenly filled with additional horrors -the alien invaders.Another Viewpoint

    In the early part of the 13th century, aninnovative military commander namedGengis Khan made a serious attempt tounify Asia. On a large island in westernEurope, a group of minor political leadersforced their king to concede certain privi-leges, itemized on a document called thegreat charter (Magna Carta). Africa andthe Americas were controlled by nations ofsophist icated people who had happenedto develop culturally and technologically indifferent ways than the Europeans andAsians had; they were thus called sav-ages. And a mechanical device landedsafely on the moon for the first time inseveral dozen centuries.This device, an automated probe, hadbeen launched by a technologically ad-vanced but, at least by human standards,morally deficient civilization. The launchpoint was about 700 light years fromEarth, inthe direction ofthe galaxy center.Upon leaving normal space, the probesped along its programmed course, head-ing toward a relatively unexplored galacticarm. It deliberately rammed one of a pairof gravity peaks about twenty minuteslater, which resulted in its immediateappearance in the close vicinity of theplanet known to modern Man as Jupiter.

    Sensing no immediate hostil ity or dan-ger, the probe conducted a standard sys-tem survey, and subsequently detachedtwo of its mobile units to investigate thelarge outer planets. Meanwhile, it pro-ceeded inward, toward the potentiallymore lucrative and certainly warmer bod-ies, but only after vaporizing its QuantumDrive for security reasons. After detailedexaminations a few months later, in thecourse of which additional mobiles hadbeen dispatched to Mars and Venus, theprobe descended to the surface of Earth'smoon. Its passage was not noted by Man.The probe analyzed the data as itapproached, and found that concealmentwould not be a major factor. AlthoughEarth was populated, no unnatural ema-nations were detectable, indicating a lowlevel of technological development. Andsince the moon's period of rotat ion exactly.rnatched its orbit, the probe's landing site,if carefully chosen, would not suffer regu-lar scrutiny by Earth's future residents.The probe decided on a location highalong one wall of a minor crater (known tomodern human astronomers as Plutarch,at 84E, 25N). This was a site from whichit could observe and monitor the Earth's

    surface, but one not likely (in the probe'sconsidered opinion) to attract attention.Over the next few centuries, the probemonitored and analyzed the developmentof terran civilizat ions, and broadcast con-densed versions back to its creators atirregular intervals, again for security rea-sons. Since these messages were limitedto the speed of light, the creators' firstverification of the probe's successful ef-forts occurred in 1922.The probe was not the only one of itskind, but rather one ofthousands. Its crea-tors had developed an interstellar empireby sending probes in many directions (andto vast distances, using the QuantumDrive), and modified their plans of galacticconquest on the basis of the latest infor-mation received thereby. The news fromthis particular probe happened to arrive onthe same day as several other messages,and several weeks passed before the in-formation was fully discussed. The situ-ation seemed promising, so a secondprobe was sent to obtain up-to-date infor-mation. It returned within a week, carryingthe remarkable story of man's progressbetween the 13th and 20th centuries,along with a complete filmed version ofWorld War I.

    The alien leaders debated the use ofEarth for several years, that being onlyone of many concerns. They did not fear

    - - -. ~-lI- ...~ ~~.~ . .~~5

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    PreambleMan; so many centuries had passed sincetheir last military defeat that such a con-cept did not even arise. Instead, theydebated the proper course for exploitingEarth as a new outpost, and its futurebenefits. That region of the galaxy hadbeen less fruitful than others in the past,and might have gone completely ignoredhad not a few key individuals been absentduring a crucial period of discussion athousand years earlier. But, probes weresent, and Earth was now being consid-ered for addition to the Empire - thoughcertainly not in a friendly manner.After the proponents of expansion es-tablished Earth's place in the overall plan,those responsible for the execution ofpolicy spent a few decades planning theappropriate method of reaching the goals.Another probe was sent to gather thelatest data, and it returned in the yearknown to humans as 1956 with news ofpredictable aeronautical developments,and another film of a major conflict, WorldWar II. The plans were modified to includeproject ions of future technological devel-opments, and the attack vessel was as-sembled. The speed of Man's technologi-cal development exceeded that of anyprevious contact, but since the project hadbeen transferred to another department ofthe alien bureaucracy, this datum did notreach the attention of the policy makers.Had it done so, they would probably havestopped the project and simply destroyedthe planet.

    The attack force consisted of one ves-sel about the size of a ten-story officebuilding. It was equipped with a matterprocessor, six self-replicating computers,an energy collector, and two living beings.In November 1985, it arrived in Jupiterorbit, as the earlier probes had. The vesseleventually homed in on the lunar ob-server, landed, and dug in to beginoperations. Its existence was carefullyshielded, but signs of i ts arrival were seenby a technician on the evening shift at Mt.Palomar observatory, who was certainonly that he saw a few stars disappear andthen reappear, as ifsomething were pass-ing before them. His log note was dis-missed later as being an optical illusion,but it can be found today in the records forthat month.The alien commander's first action wasthe projection of a huge magnetic field,hundreds of miles across, which gatheredsolar radiat ion for power. Devices beganbusily mining and processing lunar ore,and once sufficient materials had beengathered, the computers began replicat-ing themselves. The aliens did not worryabout their task; they had done similarthings several times before, usually facingmuch more highly developed civilizations.They did not realize that never before hadthe Empire faced a race so creative, quickto develop, and tenacious as Man.

    Earth remained relatively placid to thealiens' watchful eyes. They scoffed at theprimitive spacecraft that occasionallyventured forth, and were not surprisedwhen a manned one exploded in early1986. They sneered at the amount ofuntidy debris left in orbit, but made carefulnote of the occasional satellites thatscanned as radioactive (presumably nu-clear devices), plotting their posi tions forlater disposal. The manned orbital stationbegun in 1994 was worth watching, butonly for the speed with which man learnedabout the vacuum environment andevolved to function in it.

    As planned, the invasion force wascompleted in 2033. After decades of tire-less work, the aliens' modest tools hadproduced thousands of soldiers. Theirforms had been selected, with carefulconsideration of Man's psychology, toresemble something feared by the entirerace. Some of the policy makers had fa-vored the reptilian form, but that idea wasdiscarded - primarily because the mythsof man indicated repeatedly that humansalways defeated the dragons, and dino-saurs were laughable. A demonic formwas almost used, but finally voted downbecause of its utterly imaginary origins,and also due to the popularity of a role-playing game in which such beings wereroutinely encountered and destroyed. No,a perversion of reality was consideredbest; a deadly extrapolation of a normalcreature, known to peoples of all social,economic, and political climates. The at-tacking troops were made to resemble in-sects - but larger, more horrible, and farmore dangerous.

    Phase I (resource preparation) in theplan to conquer Earth was over. Phase IIbegan immediately. Though Man foughtbattles with insects on a daily basis, hissubconscious fear of them had to bebrought to his conscious attention.A periodic meteor shower, thePerseids, occurred in August each year.In 2034, these lumps of space debris wereaccompanied by several hundred cap-sules, which entered the atmosphere andburned in an identical manner. But thesecapsules, launched from a point on themoon near the crater Plutarch, containedsynthetic hormones. The cargo sprayedout over the jungles of several continents,and in the autumn of that year, scientistsspeculated on the cause of the massiveinsect plagues that arose. Of course, noneof them even guessed at the correct an-swer. As the pestilence spread, the aliens'primary attack force was brought to fullreadiness, for its time was nearly at hand.The aliens watched carefully, and waited.In January 2035, the first human re-ports of odd hormones reached the newsservices, and speculation began. Werethese the weapons of a new terrorist or acrime syndicate? Or were they the experi-

    ments of a mad genius? The aliens knewthat the time had come. One last meteorsped toward the Earth's south pole, ex-ploding on impact and triggering the deto-nation of a few dozen other nuclear de-vices of Chinese origin that had beenhidden there.

    Two days later, using the cover pro-vided by the tumultuous weather causedby the explosion, the invasion force waslaunched. Descending in their vessels(actually huge armored creatures pro-duced by genetic engineering), severalhundred thousand alien warriors (subse-quently dubbed Xenoborgs) landed on theEarth's surface at 4:52 A.M. Houston timeon January 13, 2035. Only a few failed toreach their designated landing points. Onevery major continent, and within everypolitical boundary, the aliens arrived. Mili-tary bases, missile silos, airport runways,and shipyards were thoroughly treated.Over half the invasion force descended onAsia, which, with its population of 6.8bil lion, was a special concern.

    Careful planning paid off. (Indeed, thealiens would have been quite surprisedhad it not.) The Xenoborg troops, armoredto resist the known weapons of Man andarmed to penetrate his defenses, easilydefeated the conventional forces that metthem. A few nuclear devices were used,but only by humans, and to litt le effect; theattackers had spread too fast, and toowidely, to be seriously hampered bythem.Once men realized that one nuke, oneXenoborg was a fair exchange, they alsorealized that such applications would betantamount to destroying the planet. TheXenoborgs kept to the open spaces,avoiding the cities, which the alien com-mander wanted intact, and generally letMan's forces come to them.Within days, most of the Earth's sur-face was held by alien troops. Many of thenational governments had collapsed orfled, and though less than a third of hu-manity had been destroyed, the rest werein hiding. Most modern conveniencesvanished; food and water distribution,power and light, electrical communication- nearly all were gone. Most militarybases had been completely destroyed.People hid in cellars, in caves, anywherethat the Xenoborgs had not yet pene-trated. Many waited for the end, prayingfor deliverance. But some organized andsearched for a way to fight this threat,possibly the last that Man would ever face.The remnants of Earth's military forcesexamined their opponents, and found onlyone viable counterthreat - the humani-cals of Richard Sawtell and Dr. NkrumaKotusu. Conventional forces had little orno effect on the Xenoborgs, that muchwas known; so the few remaining re-sources of the world were used to com-plete the only possible defense: theCYBORG COMMANDO Force.

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    Dice

    How to Use the DiceIf you are familiar with other role-play-ing games, some of the following will be

    old familiar stuff, and you can skip the firstparts. But carefully read the section en-titled Multiplying Results, as it describesthe system most often used in this game,which is a method of using the dice thatyou have probably never tried.In the CYBORG COMMANDOrole-playing game, just as in other games, youwill roll one or both of the dice wheneveryou must randomly select one result fromseveral possible. (You do not rol l the diceto move.)

    Each of the two dice provided in thisgame has ten sides. Throughout thegame, the mention of a ten-sided die isabbreviated as d10, and the die itself isthus called a d ee ten. The zero on the dieis always read as 10, except for two spe-cial cases: if a number from 1 to 100 isdesired (see Simple Rolls, below), or if aninstruction in the rules specifies clearlythat 0 means zero (which is rare).Simple Rolls

    If you roll one d1 0 and then read thenumber that is on its uppermost sur face,you will find a result from 1to 10. No resultturns up more often than any other; eachhas an equal chance (10%) of occurr ing.This type of roll is usually called simply ad10 roll.

    The two dice supplied with this setshould be different colors. If you roll bothtogether, you can get a number from 1 t o

    100 by reading one die as ''tens'' and theother as ones. ln this case, a zero is readas a zero, not as a ten. If you roll twozeroes, that means 100. Before you rollthe dice, however, you must declarewhich die is going to represent tens; this isusually done by calling out a color beforeyou roll (i.e., red high ). Similar to astraight d10 roll, each possible result hasan equal chance of occurring (1% thistime). This roll is called dee hundred(d100), or dee percentage (d%) sincethe result is often read as such.Adding Resul ts

    If you roll two dice and add the results,the total will be a number from 2 to 20. Thepossible totals occur with different fre-quencies. There is only one way to get a 2(both ones) or 20 (both tens), but there aretwo or more ways to get any other result;for example, a result of 10 could be 1 + 9,or 2 + 8, or some other combination. Thisgame never uses more than two dice, butany number could be combined in thismanner. This type of rol l is thus describedby stating the number of dice used, andassuming that the results are added. Theroll is called two dee ten (2d1 0).Mult ip ly ing Resul ts

    If you roll two dice and multiply theresults, the total will be a number from 1to100, similar to the d100 method described

    ~ 3 , 7 ,

    Probab il it y Graph 1: 1d10

    2 3 5 1 Ill 121J If 1111 11

    Probabili ty Graph 2: 2d102dl Asun

    8

    above. But unlike that system, this onedoes no t produce every number from 1 to100, and the possible totals occur withdifferent frequencies. Since for this type ofroll you multiply d10 x d10, the roll isdescribed and abbreviated by droppingthe last repetitive d10 designation,leavingdee ten eks (d10x).

    This system is used throughout theCYBORG COMMANDO game for severalreasons. Most people can multiply twosingle-digit numbers easily, and often withless trouble than adding two-digit num-bers. The system produces results thatstill span the convenient 1-100 range(which can sti ll represent a percentage),but with unusual frequencies of results.Inthe combat system, a single d1Oxrolldetermines the chance to hit and, in manycases, damage as well. That single rolleasily determines clear misses, hits pro-ducing superficial damage, hits for actual(body) damage, and critical hit effects, allat the same time.

    Inthe skill system, minimal gains in lowscores produce great leaps in the percent-age chances of success, but improve-ments in high scores produce only smallincreases. This reflects true life to someextent; a little knowledge of a topic opensnew horizons and makes many thingspossible for the first time, but a high levelof expertise takes much time and effort.Since this type of roll is unfamiliar tomost people, statistical data on the resultsare given on the next page. You do notneed to know those details to play thegame, but they are provided for those whoare interested.

    GraphsProbabilities are often clearer when

    shown with diagrams than when ex-plained with words. Graphs 1 and 2 (left)show the chances for getting a singleresult when using 1d10 or 2d1 0, respec-tively. Graphs 3,4, and 5 (next page) showthe cumulat ive chances for results of d10,2d10, and d10x rolls. Each of these lastthree graphs displays two lines. Oneshows the chance of getting a result equalto or less than a given number; the other isthe opposite, showing the chance of get-ting a result equal to or greater than agiven number. For additional details onthe probabil it ies of results, see the d10xsystem descr iption on the next page.

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    The d10x SystemDice

    If you are an experienced gamer, youare familiar with various methods of usingdice. However, the d1Oxsystem producesa probability curve that may be unlike anyother in your experience.Table 1 gives the percentage chancesfor obtaining various results when usingthe d 1Ox system. Column 1 lists all thepossible results of the roll, and column 2gives the exact percentage chance forgetting each result. Columns 3 and 4 applyto the combat system. Column 3 (Result orMore) gives the percentage chance ofpenetrating a target's Defense Value(DV). The net chance of a clean miss isgiven in column 4 (Result or Less). Col-umns 4 and 5 apply to the game's skillsystem, wherein a d10x roll determinessuccess at an attempt to use a skill. Col-umn 4 gives the actual chance of successfor each skill score. Column 5 gives theincrease in the percentage obtained whena skill score is increased from the scorelisted just above it.The average result of a normal d10xroll is 301/4. The median result is 24; thatis, you are equally likely to roll either 24 ormore or 24 or less. Exactly one fourth ofall the possible results are odd numbers;three fourths are even numbers.

    Example: Suppose that your charac-ter has earned 4 Skill Points in an adven-ture (which may be spent to improveskills). If the character has a rating of 21 inskill area A, and 35 in skill area B, howwould you spend the SP on the two skil ls?By the odds given on the table, thecharacter has a 48% chance of successwith skill A, and 65% with skill B. I fyou putall the SP into skill A, the chance increasesfrom 48% to 53%, for a total gain of 5%.

    But only 1 SP expended on skill Bwould raise it immediately by 3%. If youspend 1 SP on skill B, and the other 3 SP

    Probability Graph 3d10

    % Result or More Result or LessChance ,--~+~-;--,--,--,-

    605040

    100 -+., '/, + - l - + , .90 ~ . . . . . . + + .80 ~ + .. + ~ , .. , , , : ~70 ~ ~ ~

    3020 ....j .t.. ;,c10 + ; ,c , , + ,

    1 2 3 4 5 6 7 8 9 10dl0 Result

    Probability Graph 4: 2d10Result or More Result or Less

    100

    90

    80 ~ , ~: / - , 170 ~ + , , , \ , , /60 -3 ..+ + .t.. .50 -3 , , , .

    40 ~ , , , , .. + . . 130 ~ + ... ............. , 20 ~ i i i / i . .

    10 , ,/ , ,..

    2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 202d10 Result

    % Probability Graph 5: d10xChance / Result or More100 _ '\ 6_ esult : ~ ~ = = - , + > ---

    - - - - - -0 - '\ , , , ,../ ,:., ; : i ./;80 -C .\: ,l

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    Diceon skill A, the chances for success withskill A (SR 24) are 4% better, and for skillB (SR 36), 3% better - a total gain of 7%.Combat Rat ings

    An attack is a clean miss if the resultof the d1Oxroll is a giveri number or less.That number is called the Combat Rating(CR) of the attacker. A starting characterhas a CR of 10. Improvement comes withexperience, and the CR is reduced ac-cordingly. For a starting character, theaverage result of an attack roll that is no ta clean miss is 39.1.Combat Ratings range from 1 to 99. Atypical trained human soldier has a CR of15;a typical untrained adult civilian's CR is40. A CR penalty (i.e. an increase in thenumber) may be applied because of fa-tigue, injury, use of an unfamiliar weapon,and so forth. Use column 4 (Number orLess) to find the net chance of a clean missfor any Combat Rating.Table 2 (below) gives details on theCombat Ratings most often used in thegame, along with the chances of a cleanmiss for each.Skil l Rati ng Gains

    Skill Ratings range from 0 to 100, rep-resenting the span of no knowledge (0) tocomplete knowledge (100) of any givensubject. A Skill Rating (SR) may increasewith education and experience. The mostlucrative gains (3 % to 4 % per point of SRgained) generally occur when ratings arelow. The least productive gains (less than1%) generally occur when ratings arehigh, with the worst at the very end. Thesegains are summarized in Table 3 (right).

    d10x Table 2Combat Rat ings

    Combat Misses Chance ofRating on ... clean missCR 50 1-50 81 %CR 40 1-40 72%CR 30 1-30 61 %CR 25 1-25 53%CR 20 1-20 46%CR15 1-15 35%CR10 1-10 27%CR 9 1- 9 23%CR 8 1- 8 20%CR 7 1- 7 16 %CR 6 1- 6 14%CR 5 1- 5 10 %CR 4 1- 4 8%CR 3 1- 3 5%CR 2 1- 2 3%CR 1 1 only 1%

    10

    d10x Table 1: Percentage ChancesDie Result Result Result Skills: gain DieRoll Alone or More or Less per SR point Roll1 1 100 1 1 12 2 99 3 2 23 2 97 5 2 34 3 95 8 3 45 2 92 10 2 56 4 90 14 4 67 2 86 16 2 78 4 84 20 4 89 3 80 23 3 910 4 77 27 4 1012 4 73 31 2 1214 2 69 33 1 1415 2 67 35 2 15

    16 3 65 38 3 1618 4 62 42 2 1820 4 58 46 2 2021 2 54 48 2 2124 4 52 52 1 1/3 2425 1 48 53 1 2527 2 47 55 1 2728 2 45 57 2 2830 4 43 61 2 3032 2 39 63 1 3235 2 37 65 2/3 3536 3 35 68 3 3640 4 32 72 1 4042 2 28 74 1 4245 2 26 76 2/3 4548 2 24 78 2/3 4849 1 22 79 1 4950 2 21 81 2 5054 2 19 83 1/2 5456 2 17 85 1 5660 2 15 87 1/2 6063 2 13 89 2/3 6364 1 11 90 1 6470 2 10 92 1/3 7072 2 8 94 1 7280 2 6 96 1/4 8081 1 4 97 1 8190 2 3 99 2/9 90100 1 1 100 1/10 100d10x Table 3: Best Worst Skill Rat ing IncreasesBest Gains Worst GainsGain per Gain perFrom To SR point From To SR point

    3 4 3% 32 35 2/3 %5 6 4% 42 45 2/3 %7 8 4% 45 48 2/3 %8 9 3% 50 54 1/2 %9 10 4% 56 60 1/2 %15 16 3% 60 63 2/3 %35 36 3% 64 70 1/3 %72 80 1/4 %81 90 2/9 %90 100 1/10 %

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    Charac ter Creat ion: Bas ic

    Character Creation:The following method of character

    creation is called the Basic Gamemethod. After you have used this systemfor a few games, try the Advanced version(page 14). You can easily covert Basicgame characters to Advanced form.Whenever you see separate details forBasic and Advanced rules about anytopic, use the Basic details for now.Before you begin with Step 1, you needa pencil and a character sheet. For thelatter, you have permission to photocopythe back cover of this booklet for personaluse. You can also just use it as a guide-line. The character sheet provided isusable in both the Basic and Advancedgames, so just ignore the sections of thecharacter sheet that are not mentioned inthe following procedure.As a final preparation, ask your GameMaster - or decide for yourself, if youdon't have a GM yet, or if you are one -whether you will use the Metric or Englishsystem to measure things throughout thegame. We strongly urge the Metric sys-tem, for a variety of reasons, which aresummarized in the Campaign Book onpage 3. The only effect it will have oncharacter creation, however, is in Step 7,when you calculate (among other things)the amount of weight, in either kilogramsor pounds, that your character can throw,lift, and carry.

    Step 1: StartFirst you must describe your character- the human, that is, not the combined

    human-machine (cyborg) he or she willbecome. You will use numbers to meas-ure and define the qualities that make upthat imaginary person.The most important aspects of a char-acter can be grouped into two areas:

    Stats (short for statistics), which de-scribe the most basic aspects - acharacter's mind, body, and theconnection between them (nerves)Skills, those abilities or talents involv-ing knowledge and experienceOther details will be left to your choice.These include your character's physical

    appearance (height, weight, etc.), histori-cal background (home, education, etc.),and basic psychological traits (outlook onlife, likes & dislikes, and so forth).

    The unit of measurement for Stats andSkills is simply called a Point, abbreviatedas SP; the S stands for both Stats andSkil ls. You start with 60 SP. You will dividethese points between Stats and Skills,always using whole numbers, never frac-tions or decimals.Of the 60 SP, you must use at least 20for Stats, but you may use as many as 50.Thus, your total Skill points will be at least10, and 40 at most.

    Before you can intelligently assign SPfor either Stats or Skills, however, youmust know how they will affect play. Whenyour character tries to do something thatcould succeed or fail in the game, a die rolldetermines the result. If that action in-volves some basic element of the charac-ter as opposed to an acquired skill, theappropriate Stat governs the chance ofsuccess. The same type of roll is madewhen a skill is involved. These rolls arecalled Stat checks and Skill checks, re-spectively. (See page 16 for details.)

    Step 2: Select StatsRemember that you start with 60points, and you must use 20 to 50 of themfor Stats. The Stat points will be divided

    between three separate Stat scores:Mental, Neural, and Physical. For a typicaladult human, average stats are as fol-lows. Younger persons usually have bet-ter Neural scores than adults, but worsePhysical scores.Male Female

    MentalNeuralPhysical101015

    101510

    Basicmental stability, and

    the speed at which the mind can re-cover from psychological damage.The NEURAL Stat represents:physical agility and speed of action,all forms of movement and the ability tocontrol them, such as accuracy inattacking,stamina (endurance), the ability to

    maintain control over one's body,andthe speed at which physical control canbe recovered after it is lost (whenthe character has been stunned,knocked out, or drugged).

    The PHYSICAL Stat represents:brute strength,the weight that one can lift, carry, orthrow, and the amount of damagethat can be inflicted without weap-ons (such as by punching),the amount of physical damage thebody can withstand before becom-ing useless or destroyed, andthe speed at which physical damagewill heal itself or respond to medicaltreatment.Select your Stats now. Divide the totalpoints that you have decided to use be-tween the three Stats. You must assign atleast 5 points for each Stat, and all Statsmust be whole numbers. Deduct thepoints used (20-50) from your starting

    points (60), and reserve the restforchoos-ing Skills when you get to Step #4). Writedown your Stats on your Character Sheet,using the top line in each category (Ca-pacity); ignore the other two lines (Integrityand Recovery) for now. The Physicalscore goes in the Natural column; an-other Physical score (given in Step 7) willapply to your CC body.Each Stat score represents and regu-lates several different aspects of the char-

    acter, as follows.The MENTAL Stat represents:intelligence in the abstract, and theamount of information that can beretained,the number of ski lls your character canlearn,the speed at which information can beacquired (learned) and used (re-called), and the accuracy of suchinformation,cleverness, willpower, and general

    Step 3: PsychogenicsBy the year 2035, the phenomena cur-

    rently called ESP have been examinedcarefully and are now more clearly under-stood. The science has been renamedpsychogenics. All CCF volunteers havebeen selected for psychogenic ability.However, psychogenics are optional inthe game. All the players should talk withthe Game Master, and decide as a groupwhether to use psychogenics. If you do

    1 1

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    Charac ter Creat ion: Bas icuse them, psychogenic actions will behandled as skil ls.

    Your character's psychogenic score(measured in Psychons of power) is equalto the Neural Stat score. If you are usingpsychogenics inthe game, write the scorein the space provided on your charactersheet.

    Step 4: Calculat ionsThe Stats you have selected now de-termine various other measurable fea-tures of the character. These are all noted

    on the character sheet, just below theStats. Fill in the information according tothe formulas given here.

    1. Find your Mental score, and use thatnumber for the following calculations.Write the results in the correspondingspaces on the sheet.

    Skills= 1/3 Mental score, rounded to thenearest whole number.Train=100 minus Mental score.

    2. If the Neural score is less than 20,use 1 for this step. Otherwise, use thefirst digit of the Neural score. Write thatnumber in all of the following places: Ac-tions, Rest, & Speed.Definitions

    Skills: The maximum number of Fieldsof skill that your character can acquire.(Skills are determined in Step 4.)Train: The hours needed for educationin any skill, per point gained.Actions: The maximum number of ac-tions the character may perform in anyone cycle of a Combat Turn. (Combat isexplained in detail on page 25.)Speed: The maximum distance thecharacter can move, measured in maphexes per time unit. Each scale of maphexes corresponds to a different unit oftime; the resulting movement rate remainsthe same number. Don't worry about itnow, but be sure you read Game Time &Distance (page 2) before you play in agame.Rest The maximum number of daysthe character can funct ion before sleep isabsolutely required.

    Step 5: Select SkillsHaving a Skill means having knowl-edge about something. Thus, there areSkills covering everything, from aardvarksto zymurgy. But since even listing the

    individual topics comprising Man's knowl-edge would amount to hundreds of thou-12

    sands of entries, a more compact skillsystem that arranges them all into a fewconvenient groups is presented here.Skills are arranged into two Divisions:Dynamic (or action ) skills and Static (or reserve knowledge) skills. Within theseDivisions are five general Categories:Movement, Combat, Arts Language,Sciences, and Law. Two of these, Move-ment and Combat, are Dynamic Skills.These are often used in action settings,which are common in adventures. Staticskills (the remaining three categories) areuseful in other par ts of the adventures, butare not often used during battle. Within theCategories are a total of twenty individualFields of skill. Fields are further subdi-vided into Areas, but these are not used inthe Basic game.

    You may use points to purchaseFields, but not Categories or Divisions.The number of Fields you may purchase isequal to one-third of your character'sMental score (rounded down). You havealready calculated this figure in Step 3.

    Your character's score in a Field of ski llis called the Skill Rating (SR). Thanks tointensive training before entering theCYBORG COMMANDO Force, your CChas a starting SR of 1 in every Field ofknowledge, indicating a level of skill justabove total ignorance. Do not write everyField on the character sheet. For any Fieldnot specifically listed, the basic SR (1) isassumed. More details about the skills aregiven on pages 18-21.Spend your remaining points (10 to 40)to purchase skills in any desired fields.Write down the number and name of eachfield purchased under the heading of SkillAreas. Your SR in each Field chosen isequal to the number of SP you choose tospend on it plus one (the score you startedwith automatically). Write this score in theSelf column next to the appropriate Fieldname. Ignore the MM and Total col-umns for now.

    Step 6: Other DetailsYou should now consider the otherdetails that round out your character. This

    is not required, but that information doesadd a lot to the game. A role-playing gameis more fun when you can playa completeand realistic role, not just a shallow andsimple one. As you decide on these otherdetails, make notes of them, for later refer-ence.

    Few of these other details are definedby numbers. All can be gathered into threebasic groups: Physical, Historical, andPsychological. You may choose as manyor as few of these details as you wish, andyou can choose anything you like, withinthe scope of human experience. Discussyour choices with your GM to be sure they

    do not conflict with the game plan.Physical details include height,

    weight, sex, age, race, color & styleof hair, eye color, handedness (rightor left), etc.Historical information includesname, birthplace, past residences,current home, economic & socialbackground or class, friends &family, current & past professions,noteworthy experiences, placesvisited, etc.Psychological traits include overallnature & personality, likes & dis-likes, good & bad habits, and prefer-ences as to colors, music, friends,and surroundings.

    Step 7: The CC BodyWhen the human you have just fin-ished describing becomes a CYBORG

    COMMANDO character, the brain is re-moved and placed within the mechanicalbody. The organic (human) body is keptsafe in cryogenic storage, so you do nothave to keep track of it for the game.Although the brain cannot yet be replacedin the body, the medical and technologicalrequirements of such an operation shouldbe discovered very soon - provided thatyour character and the other CCs canrebuild the CYBORG COMMANDOTMForce and cope with the aliens

    Skills ListDynamic Skills100. Movement

    110. Vehicles120. Personal movement200. Combat210. Strategy & tactics220. Unarmed combat230. Personal weapons240. Mass weaponsStatic Skills

    300. Arts & Language310. Personal arts320. Creative arts330. Cultural arts340. Language, basic350. Language use360. Communication dev.400. Sciences410. Computer420. Medicine and Health430. Terrestrial sciences440. Extraterrestrial sciences450. Other sciences

    500. Law510. Enforcement520. Borderline activities530. Criminal activities

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    Character Creat ion: BasicThe Physical Stat of the CC bodyequals your natural Physical score plus100. Write that total on the first line underCC in the Stats section of the sheet.Next, calculate the Stat-based datathat are derived from the Physical score,as shown in the insert below. Round off allresults to the nearest whole number.Note: the method of calculation gives abonusfor using the Metric system.Later, when your character returns tohis or her natural body, you will need toredo the calculations using your naturalPhysical score, not the CC body's. But thatwil l not happen in this set.

    Combat Detai lsYour entire CC body operates on elec-trical power, which comes from storagebatteries. This power is measured inPower Units (PU). You start with 200 PU,from which you will frequently subtractamounts used for operations, and add PUgained through recharging. Write yourstarting PU total on the back ofthe charac-ter sheet, and leave at least 1/4 ofthe pageblank for keeping records of your currentPU during play.Whenever your character is attackedby an enemy, the attack wi ll be one of fivebasic types - Laser, Impact, Thermal,Electromagnetic, or Sonic. In the combatsystem, an attack only causes damage ifit penetrates the character's defenses.These defenses are measured by

    numbers, called Defense Values (DVs).Each DV is usually abbreviated by its firstletter - LIT E S. The DVs that apply toyour normal (unarmored) human charac-ter and to the CC body are listed in thetable (top right). Write down the CC De-fense Values on the back of the charactersheet. You will not need the others untilyour character regains his or her naturalbody.

    DVs can be improved by modifying thebody or, in the case of Laser, Impact, andThermal attacks, by using armor or equip-ment found.Step 8: Meet MadMac

    The Mad Mac computer provided withyour character's new body brings variousbenefits, including some additional skills.Write the following skill Fields on yourcharacter sheet. Each has a Skill Rating of10; write that in the MM column. If any ofthe Mad Mac's skill fields are the same asthose you have chosen, don't write downthe names again; simply put the SR (10)on the MM line for that skill.210. Strategy & Tactics220. Unarmed Combat450. Communications550. Energy Sciences610. Law EnforcementNow that all your character's skills areon the sheet, you can find the total SkillRatings. Wherever you have written down

    Calculating Stat-based DataTo calculate the data for the Heft

    Dmg = Physical + 10 section, find out from your Game MasterHeal = Physical + 10 whether you will be using the Metric orIP = Physical x 2 English system of measurement. Makethe calculations below accordingly.English System Metric System

    Throw = Physical +2 Throw = Physical scoreCarry = Physical x 5 Carry = Physical x 10Lift = Physical x 10 Lift = Physical x 20DefinitionsDmg: The fixed damage the character can inflict with a punch or kick.Heal: The number of Integrity Points the character can recover, without treatment,per day. Note that this applies to organic parts only (i.e., those within the brainscapsule). The CC body does not repair damage unaided. Once the character canreinhabit his or her natural body, the healing rate (based on the natural Physicalscore) will apply to that body as well.IP (Integrity Points): The amount of physical damage the character's body cansustain. Use the space provided on the sheet (the IP side of the Current Totalsbox) to keep track of your CC's current IP total during play.Heft These subgroups represent the maximum amount of weight, in kilograms

    (Metric) or pounds (English), that your character can Throw, Carry, or Lift.

    Defense ValuesNatural CC

    LaserImpactThermalElectromagneticSonic

    51051010

    2030352515

    two numbers for one skill- one for your-self and one for Mad Mac - add the twonumbers and subtract 1. The result is thetotal SR for that skill; record that in theTotal column. For all other skills, simplycopy the single score listed (either yoursor MadMac's) into the Total column.More details about Mad Mac are givenin other sections of this booklet.Now look over your new body (page 22)Summary1. Start with 60 SP. Divide them betweenStats (statistics which describe the

    basic character) and Skills (knowledgeand abil it ies of the character) accord-ing to the following limits on distribu-tion:Stats (total): min. 20; max. 50Skills (total): min. 10; max. 402. Divide the Stat Points between the threeStats: Mental, Neural, and Physical.Each Stat must have a score of 5 ormore.3. Notethe character's Psychons (if used).4. Perform calculations based on twoStats: Mental (Skills, Train) and Neural(Actions, Speed, Rest).5. Place the remaining SP in Skills (anyFields). Maximum number of Fields =1/3 Mental Stat. All Skil ls have a start-ing score of 1 each. Write down allresulting Skill ratings purchased withSP.6. Make up other details as desired, in-cluding physical (height/weight, hair,eyes, etc.), historical (background,

    home, profession, general life styleand events to date), and psychologi-cal (fears, l ikes, personality, etc.).7. Find the new Physical score for the CCbody (100 + old Physical score), andcalculate the details based on thatStat: Dmg, Heal, IP, and Heft (Throw,Carry, Lift).8. Add the new Ski ll areas provided by theMadMac, and write down the Total Skil lRatings in Fields that overlap.

    You should not have anything written inthe IPs by location box, the extra Statl ines, or the EP line.13

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    Character Creat ion: Advanced

    CharacterBefore you can create a character for

    the Advanced game, you must know howto create one for the Basic game. Ifyou areunsure of the procedures, review them.(See pages 11-13.)

    Step 1: Start with 180 SPThe Advanced game handles Statsand Skills in more detail than the Basicsystem does. You start with three timesthe Basic amount of SP. Of that 180 SP,you must use at least 60 for Stats, and youmay use as many as 150. Thus, the totalSP remaining for Skils will be at least 30,

    and 120 at most. You may still use onlywhole numbers, never fractions or deci-mals, for both Stats and Skills.Step 2: Select Stats

    A Basic character has three Stats:Mental, Neural, and Physical. In the Ad-vanced game, each of the original Stats isdivided into three parts: Capacity, Integ-rity, and Recovery. The nine AdvancedStats are as follows:Mental Capacity: This represents

    Intelligence in the abstract, and theamount of information that can be re-tained. It also determines the number ofskills your character can learn.Mental Integrity: This determinesthe quality of information acquired(learned) and used (recalled), and thespeed at which those activities can pro-ceed. It also represents cleverness,willpower, and general mental stability.Mental Recovery: This determinesthe time needed to recover from mental(psychic) damage.Neural Capacity: This determinesphysical agility and speed of action. Itaffects movement and the ability to controlit, such as accuracy in attacking.Neural Integrity: This determinesstamina (endurance), and the ability tomaintain control over one's body.Neural Recovery: determines thetime needed to recover physical controlafter it is lost (for example, when a charac-ter is stunned, knocked out, or drugged).Physical Capacity: This determinesbrute strength. The score affects theweight one can lift, carry, orthrow, and theamount of damage that can be inflicted1 4

    Creation:without weapons (such as by punching).Physical Integrity: This determinesthe amount of physical damage the bodycan withstand before becoming useless ordestroyed.Physical Recovery: This deter-mines the speed at which physical dam-age will heal itself or respond to medicaltreatment.Select your Stats now. Deduct thepoints used (60-150) from your startingtotal (180), and save the rest for Skills(step #5, right). Write down your Stats onyour character sheet.

    Step 3: PsychogenicsAssuming that you are using psycho-genics in the game, copy your NeuralCapacity score onto the line markedPsychons. Ignore this line if you choosenot to use psychogenics.

    Step 4: Calculat ionsThe nine specialized Stats govern theother measurable details of the character.Fil l in the appropriate information accord-

    Advanceding to the formulas given on the chartbelow.Step 5: Select Skil ls

    Just as you did with the Basic method,you will purchase Skills with the remain-ing SP. However, you may now acquireindividual Skill Areas, Fields of Skills, oreven entire Skill Categories. Success atSkill checks is normally determined usingthe score in the specific Skill Area.You are limited to a number of Areasequal to your Mental Capacity. You maypurchase fewer Areas if you wish, but notmore. Whenever you purchase a newSkil l, remember to add the amount spentto the starting score (1) in that Skill, and todeduct the cost from the SP you haveavailable.The full skil l list is given on page 19.AreasPurchase each Skill Area bythe normalprocedure. Write down the name andscore of the Area on your character sheet.FieldsWhen you acquire a Field of skills, thetotal cost is equal to the amount you wish

    Stat-based DataSkills = 1/3 Mental Capacity, rounded to the nearest whole number.Train = 100 minus Mental Integrity.Actions = first digit of Neural Capacity score (or 1 if NC is 9 or less).Rest = first digit of Neural Recovery score (or 1 if NC is 9 or less).Speed = 1/10 Neural Capacity.EP = Neural Integrity x 10.DefinitionsAll terms are defined the same way as they were in the basic character notes (page

    12), with the following exceptions.Skills: The maximum number of skill Areas your character can acquire.EP (Endurance Points): Units which measure the character's stamina, or stayingpower. EP are used up ata fixed rate for various activities. Write the character'snormal EP in the space provided, and use the boxed section to keep track of thecurrent EP total during play.Rest The rate, measured in EP per Travel Turn (2.4 hours), at which EP arerecovered by sleeping.Speed: Note that instead of using just the first digit of the Neural score anddiscarding the remainder, you now use the entire score, for extra movementallowance. (Example: A score of 17 now allows speed of 1.7, not merely 1.)

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    Character Creation: Advancedto spend on all the Areas, minus a 20%discount. (Round the discount down be-fore applying it.)

    Example: Your character has startingskill only in Personal Weapons (#230),and you want to put 9 SP into each of thefour Areas in the Field. The individual costwould be 9 x 4, or 36 SP. The 20% dis-count is 7.2 SP, rounded down to 7. Thenet cost is29 SP; after spending that, yourCC has a score of 10 in each of the fourAreas of Personal Weapons.Categories

    When you acquire an entire Categoryof ski lls, the cost is equal to the totalexpenditure for alII the individual Areas,minus a 40% discount. (Round the dis-count down before applying it.)

    Example: You have starting skill onlyin all Sciences (#400), and want to put 4SP into each of the 13 Areas within thatCategory. The individual cost would be 52(13 x 4 SP each); the 40% discount is20.8,rounded down to 20 SP. The net cost is 32SP; after spending that amount, you havea score of 5 in each of the 13 skill Areas ofthe Science category.

    No additional discount applies if youacquire an entire Division. Simply do thecalculations for each Category only. Youmay not purchase a Category if, in doingso, the total number of Areas would ex-ceed the character's Mental Capacity.

    Step 6: Other DetailsSelect all other character details as youdid with the Basic method. A checklist is

    provided here for your easy reference. Inthe Advanced game, proper role-playingis of even greater importance, and youshould specify all the details needed.Physical details include height,weight, sex, age, race, color & styleof hair, eye color, handedness, etc.Historical information includes

    name, birthplace, past residences,current home, economic & socialbackground or class, friends &family, current & past professions,noteworthy experiences, etc.Psychological traits include overallnature & personality, likes & dis-l ikes, good & bad habits, and prefer-ences as to colors, music, friends,and surroundings.

    Step 7: Add CC DetailsAs shown in the box at the top of thenext column the formulas for calculatingdata based on the Physical Stat areslightly different from those in the basic

    Stat-based DataDmg = Physical Capacity +10.Heal = Physical Recovery +10.IP = Physical Integrity x 3.Heft (by measurement systemused, but each based on Physi-cal Capacity):English System

    Throw Physical +2Carry = Physical x 5Lift = Physical x 10Metric SystemThrowCarryLift

    Physical CapacityPhysical x 10Physical x 20

    Advanced type. Use the following simpleprocedure.1. Review the Advanced rules

    Be sure you are familiar with the rulesfor creating a new character with theAdvanced method before you try to switchan existing character. It may be helpful tocreate one or two new characters for prac-tice.2. Change the Skills.

    Start with the first Field of skills chosenfor the Basic character. Multiply the scorein that Field by 3. Divide that number ofpoints among the Areas within that Field.You must place at least one point in eachArea, for a resulting minimum score of 2 ineach, counting the one you get free. Youare free to distribute any remaining pointsas you wish within that Field.Use the same procedure to converteach remaining Field.

    game method. (The built-in bonus for us-ing the Metric system stil l applies.)Al l terms have the same definitions asthose given for the basic character. Youstill start with 200 Power Units.

    Step 8: IPs by LocationSince you are making the Advancedgame character, the Hit Location systemis highly recommended for combat. If youdo not intend to use it, you must now go

    back and revise your IPs, to PhysicalIntegrity x2 (not x3). If you aregoing to usethe HL system, don't change the IPs; usethe higher figure for the following calcula-tions. Write the results within the box la-beled IPs by Location, using the leftcolumn (Original). When your character'sbody parts are damaged in combat, wri tethe revised totals on the right (Current).Divide your total IPs by ten, and rounddown. Write that result in each spaceexcept the one labeled Body. Add allthose figures, subtract the total from theoriginal total IPs, and write the remaindernext to Body. Double-check by adding allthe body part IPs; the total should matchthe original IPs. If it does not, recalculate.Your Advanced game character is nowready to go. Check to be sure that everyspace on the character sheet is filled in,except for the boxes labeled Reserve SPand Current Totals, IP and EP, which arefor use during the game.

    Converting CharactersAt some point in your CYBORG COM-MANDO game, you will probably want tochange an existing Basic character to an

    3. Change the Stats.Multiply the current Mental Stat score

    by three. Divide that number of pointsamong the three new Mental Stats (Ca-pacity, Integrity, and Recovery), within thefollowing limits:a. The Mental Capacity must equal orexceed the number ofskill Areas (asfound in step 2, above).b. Each score must be at least 5, butless than 100.If you cannot obey both the limits, seeExceptions, below. You may otherwisedistribute points as you wish within thatgroup of three Mental Stats.Use the same basic method to convertthe Neural and Physical Stats. The onlylimit is that each score must be at least 5.Exceptions (Mental Stats): Afteryou put a number of points into MentalCapacity to equal the number of skill Ar-eas, you might not have enough pointsremaining to obey the limit (5 minimum) onthe other two Mental scores. If this occurs,make the remaining scores equal ornearly so (differing by one point at most) at

    some number less than 5. If either remain-ing Mental Stat is zero, raise it to one. (Nocharge )4. Perform new Calculations.Using the nine new Stats, copy or cal-culate each of the other details for thecharacter. Refer to the Advanced charac-ter creation system (page 14) for specificinstructions.5. Add other details.Try to add more detail to the notesabout the character's physical, historical,and psychological traits. Write down thethings that have come out while playingthe character thus far, and create evenmore details.

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    The Character in Play

    TheNow that you have created a character,

    you will play this role in CYBORG COM-MANDO games. The character will dothings, use skills, gain experience, andacquire further training. But change isusually slow, and is limited in variousways.

    SP RecordKeep a record of your character's totalSP on the back of the character sheet. The

    star ting total is 60, the amount you spentfor Stats and Skills; the extra amount fromMadMac memory storage is not counted.The total does, however, include every-thing your character earns, even if somehas been spent to make improvementsand to acquire other assets (see below).

    When the SP total reaches cer tain pre-determined amounts, the character is eli-gible for promotion in the CCF. Thecharacter's Combat Rating also improveswith rank. (Ranks, SP requirements, andCombat Ratings are given on page 48.)

    SP ExpensesThe SP earned during an adventure

    may be spent for equipment, or for im-provements to Stats or Skills. Alterna-tively, SP may be saved for future pur-chases; you do not have to spend SP assoon as they are awarded.Equipment

    Most of the equipment used on a mis-sion is simply handed out to the charactersbefore they leave their base. There isoften far less equipment than the charac-ters want; novice CCs usually underesti-mate their capabilities. Even when a mis-sion is exceptionally hazardous, theamount of equipment available is oftenminimal, simply because of the very lim-ited resources inthe post-invasion setting.

    A character may use SP topurchase weapons and special equip-ment from a Primary base. When thisoccurs, the CC owns the equipment, andit can be carried and used as often asdesired.Since such a purchase essentiallyamounts to trading experience for mate-rial objects, you can imagine the proce-1 6

    Character in Playor Skill, but educat ion is needed before itcan be applied, write it in parentheses nextto the applicable score, and add it in whenyou are allowed to do so.You can improve a Stat at anytime andplace; the character is never required toreturn to a base to do this. But wheneveryou change a Stat, be sure to check theother data which are calculated from thatStat and change them too.The absolute maximum human scorefor any Stat or Skill is 99. This representsnear-perfection, allowing only a 1%chance of failure in the Skill or Stat check.Nobody s per fect - not even in a singlescore.

    Stat ChecksA Stat check is a die roll made when acharacter tries to do something that couldeither succeed orfail, depending on one of

    the character's innate statistics (as op-posed to a learned skill). To make a Statcheck, roll d1Ox. If the result is equal to orless than the value of the Stat beingchecked, the attempt succeeds. If theresult is greater, the attempt fai ls.Basic Game

    The three Stats are used to determinechances of success in the following cir-cumstances. Other similar situations arehandled in the same way. The GameMaster will decide which Stat is appropri-ate for a given situation.Mental:resist psychological attacks, interroga-

    t ion, mind-affecting drugs (such astruth serum), and so forthrecall obscure information or detailsfrom the pastrecover from mental damage

    Neural:keep control during extreme stressresist stun or knockout effectsperform multiple actions at the same

    timereawaken when stunned or knocked

    outPhysical:exceed the normal limits of weight (lif t,carry, throw), to an absolute maxi-mum of twice the normal amountgiven

    dure in the following way. The charactergoes to a supply officer or other CCF staffmember at the base (a normal human, nota CC) and asks what is in stock, or re-quests a specific item. In the course of thesubsequent conversation, the CC tells thestaffer a few stories about missions. Thestaffer decides that the CC has earned theprivilege of getting and keeping the item,gives it to the character, and fills out theappropriate forms. No money changeshands, but the character has spent someof his or her reputation and experience(SP) in acquir ing the equipment.When your character purchasesequipment inthis way, be sure to note itonthe character sheet. Such equipment isvaluable and scarce, and will not be re-placed if lost. Ammunition and supple-mental power supplies, ifneeded, must bepurchased separately. However, it isusually far easier to acquire ammo orbatter ies for a mission than it is to get extraweaponry.Stats & Skills

    Your Game Master will usually award2-6 SP to your character at the end of eachplay session. You wil l normally be allowedto save these points or spend them inany way you choose for Stats or Skills,subject to two limitations:1. If you want to raise any Skill that has a

    score of 10 or less, you must return toa fully functional Primary base. Thisrepresents the education required togain the knowledge. You must alsoreturn to a Primary to raise a skill be-yond each multiple of 10. Most of yourskill gains come from experience inusing the skills, but some must comefrom education.2. If the GM awards SP in a specific Stat orSkill, those points can only be added tothe value specified. This usually occursimmediately, as soon as the GMawards the SP. However, if educationis required for the increase in Skill(according to rule #1 above), the SPare held in reserve until the characterreturns to a Primary base, and may notbe spent for anything else.If you choose to save SP awards in-stead of spending them, write them in theReserve SP box on the character sheet. If

    an SP award is given for a particular Stat

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    The Character in PlayAdvanced Game Changing the Character

    Stat checks in the Advanced game arehandled in exactly the same way as arethose Basic game, except that the ninespecific Stats now govern success, in-stead of the three Basic stats. The nineStats are used to determine chances ofsuccess in the following circumstances.Other similar situations are handled in thesame way. The Game Master will decidewhich Stat is appropriate for a given situ-ation.Mental Capacity: exceed the maximumnumber of skills by 1 (at most, and onlytemporarily; in any event, at the GM's

    discretion).Mental Integrity: resist psychological at-tacks, interrogation, mind-affect ingdrugs, etc.; recall obscure informationor details from the past.Mental Recovery: recover from mental orpsychological damage.Neural Capacity: perform multiple actionsat the same time.Neural Integrity: keep control during ex-treme stress; resist stun or knockouteffects.Neural Recovery: reawaken whenstunned or knocked out.Physical Capacity: exceed the limits of

    weight (lift, carry, throw), to an absolutemaximum of twice the normal amountgiven.Physical Integrity: Resist a ''f inal blow thatwould reduce IPs to zero and/or causedeath (optional use, at the GM's discre-tion; if successful, 1 IP remains).Physical Recovery: if severely injured,respond to treatment from thosetrained in medicine.

    Skill ChecksA Skill check is a d10x roll made inexactly the same way as a Stat check. Ifthe result is equal to or less than the SkillRating being checked, the attempt suc-ceeds. If the result is greater, the attempt

    fails.A Skill check should be made when-ever the action the character attempts ismore dependent on knowledge or learn-ing than on innate abilities (i.e. Stats).Your Game Master will decide whether ornot a Skill is appropriate in a given situ-ation, whether a check is needed in thefirst place, and whether to modify the roll,applying a temporary bonus or penalty tothe Skill Rating because of unusual cir-cumstances.

    Once you have decided on thecharacter's physical appearance, thesedetails should not be easily changed. Afterthe CC regains his or her natural body, thecharacter might diet to lose weight, dye hisor her hair, or adopt a new hairstyle, butsuch changes should occur for specifiedreasons.Historical details should not bechanged at all. However, i f you stronglywant a change in the history - to some-thing more appropriate for the characteras played, to accommodate a specialstory line, or for some other reason - talkwith your GM. Historical changes shouldbe very rare, and should be made usingsome logical reason. (For example, thecharacter might have thought that he wasborn in a certain city, and only now has therecovery of a long-lost hospital recordrevealed otherwise .... ) You may add toor change the psychological other de-tails as you like, but once again, only withgood reason.By keeping a consistent image of therole you play, you will make your charactermore realistic than one that is changedconstantly. Maintaining believable roles isa major factor in getting the most out of arole-playing game.

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    Skills

    Space does not permit a full descriptionof each Skill- indeed, such a descriptionwould fil l many thousands of pages. Everybit of Man's knowledge can be classifiedinto one of the following categories. Readthrough the entire list to become familiarwith where everything is placed. Thenselect ski lls that correspond with what youwant your character to know. You can alsodo it the other way around: think of somespecific topic, and then find the skill thatincludes it.

    Every character has a Skill Rating of 1in every skill because of the intensivetraining given to every new recruit whointends to become a CC. This rating indi-cates general familiar ity with each topic,not expertise.The exact skills used vary by whetheryou are using the Basic game or theAdvanced, as explained below.

    Selecting Skil lsTry to plan carefully and select skillsthat the character would desire and/or finduseful. You may freely choose any skill

    area or field as per the instructions below,but you may only purchase a Psychogenicskill if your character has 1 or more Psy-chons of psychogenic power.Bas ic game

    Use SP to purchase Fields of skill, forwhich the number codes always end intens (such as 110). Do not purchase Cate-gories (such as 100) or individual skill Ar-eas (such as 111, 112, etc.); these are forthe Advanced game only. Each Field in-cludes knowledge of all Areas within it.Advanced game

    Use SP to purchase individual skillAreas. See page 14 for guidelines on pur-chasing entire Fields, or even whole Cate-gories. Note that Category 400 (Arts &Language) may be purchased by a char-acter who has no psychonic score, but nopsychogenic skills (460) are conferredthereby.

    Using this SystemWhen your character performs some

    18

    Skillsaction or tries to recall and/or use someknowledge, the success of the attemptmay be automatic (for simple things) ordecided by a Skill check (for trickier mat-ters). For example, every character canuse a normal computer in the usual ways,but writing a program or breaking througha computer's security defenses wouldrequire a Skill check.To make a Skill check, roll d1Ox.Add orsubtract modifiers if the GM decides thatthe attempt is easier or harder than anormal check would indicate. If the resultis equal to or less than the character's SkillRating, the attempt succeeds. For Dy-namic skills, this usually means that theattempted action is performed; for Staticskills, knowledge is recalled and success-fully applied to the situation.Whenever a question arises as towhich Skill applies in a given situation, orwhich covers a given bit of knowledge, theGame Master will decide. In every debat-able situation, add notes to the skill listabout the decision made.

    Skil l Descr ip tionsUnarmed Combat (Dynamic; #220)

    This skill is unusual in that it providesspecific abili ties which increase by theSkill Rating. Some of the abilities (ex-plained as Special ) apply only after asuccessful skill check is made, but allothers apply automatically.As the Skill Rating reaches each levelon the following table, the indicated abilityis acquired. Damage & Attack bonusesare cumulative; for example, a character

    SR Abilities5 Parry/dodge + 10, and Spe-cial (see below)10 Damage bonus +515 2 attacks

    20 Stun 70+25 Attack bonus +530 Parry/dodge +2040 Disarm50 3 attacks60 Stun 50+70 Damage bonus +580 Parry/dodge +30 & Attackbonus +590 4 attacks99 Double damage

    with SR 70 has bonuses totalling +10 tothe attack roll and +10 additional damage.Specials are specific abilities that vary bythe Skill Area (221 or 222), as follows. Inthe basic game, only area 221 is used.Occidental Specials

    Grapple: The opponent is immobilizedbut not thrown to the ground.Pin: The opponent is immobilized andthrown to the ground.Squeeze: Damage (as given on thecharacter sheet) can be applied, at theattacker's discretion, if the Pin or Grappleattempt succeeds. No skill check is re-quired to squeeze for damage, as long asthe grapple or pin succeeded.

    Escapes: Whenever the attacker suc-ceeds at a pin or grapple, the defendermay attempt to escape. If the attackersqueezes, the damage is applied beforethe escape attempt. Subtract theattacker's Physical score from thedefender's; the result is the percentagechance (d100) of such an escape. If theattempt fails, the escape attempt may berepeated in the next appropriate phase.Oriental Specials

    These actions may be used to achieveresults of damage, stun, and movement,as follows. The results apply automaticallyif the initial ski ll check indicates success.Karate kick Damage & stun. Thedamage indicated on the character sheet(1/10 Physical score) is inflicted.Judo flip: Move & stun. The defender iseither moved to the ground with no lateralmovement (throw) or moved up to 2 me-ters/yards in any direction (fl ip).Throw. Move & damage. See below foreffects.

    Automatic effects (no check needed)Attacks (2, 3, or 4): The character maymake this number of unarmed attacks (of

    any type) in a single combat phase.Attack bonus: Apply the indicatedbonus to the attack roll (af fecting both thechance to hit and damage).Damage bonus: Apply the indicatedbonus to damage, but only if the attacksucceeds.Parry/dodge: Apply the DV bonus indi-cated when an incoming attack couldconceivably be parr ied or dodged. Lightattacks cannot be parried except with areflective object. Impact and Thermal at-

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    Skillstacks can often be dodged, except forbullets, which can only be dodged or par-ried by using ultraspeed. Other attackforms can only be dodged.Stun (any): If the attack hits, the defen-der is stunned (immobile and defense-less), but may make a Neural Stat check atthe end of each CT (in phase 10) to re-cover. The maximum stun duration is anumber of phases equal to the attacker'sSR; the victim recovers automatically afterthat duration, regardless of Neural Statcheck results.Psychogenics (Dynamic: Category300; Static: Field 460)The science of psychogenics grewfrom intensive CCF research programscreated for the purpose of investigatingvarious allegations of occult practices,including extra-sensory phenomena.Their goal was simple: prove or disprovethe allegations, once and for all, in astrictly scientific investigation. The resultsforever cast certain aspects of the subjectinto the realm of myth and legend, but theyalso proved the real ity of others.The use of any psychogenic skill re-quires the expenditure of mental strength,measured in units called psychons. Theextent of the effect is usuallyt determinedby the number of psychons expended.

    Psychons expended may be recov-ered, but the process is irregular. Theplayer makes a skill check once at the endof each Standard Turn (14.3 minutes); ifsuccessful, the character immediatelyrecovers a number of psychons equal to1/10 the Neural Stat (rounded up).Dynamic Psychogenics

    For each of the following quantities tobe affected, one psychon must be ex-pended. For example, to affect a 50-grammass, 5 psychons must be expended.Effects Per psychon:310. Matter311. Hard objects: 1 gram312. Soft objects: 10 grams313. Liquids: 1/10 liter/quart314. Gases: 1 cubic meter/yard

    315. PropertiesColors: 100 square centimeters(16 square inches)Shapes: as object (above)Smells: as gases (above)320. Energy321. Heat: 10 C (18 F)322. Light: 10 lux323. Molecular / atomic: 1 rem330. Beings: See below.

    Beings (#330)331. Animals: Nearly complete controlis obtained, and multiple beasts can beaffected simultaneously. The cost is 1psychon per Mental Stat point (of theanimal, or total of all animals) per Active

    Turn. The minimum duration is 1 combatphase (1/10 CT).332. Individual thoughts: Affecting asingle thought in a single human is rela-tively simple, and has correspondinglyminor effects. Unconscious thoughts oractions cannot be affected, but a specificthought or emotion can be changed. Thecost is


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