
Equipment
Inventory Management
In Warp Field, managing your inventory effectively is crucial for survival and success.
Inventory Capacity
Each character has a limited inventory capacity, determined by their Strength (STR) attribute. The higher the STR, the more items they can carry. The base capacity is as follows:
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Base Carrying Capacity: 10 slots
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Additional Slots: +1 slot per point of STR
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Size Modifier: You multiply your carrying capacity by your characters Size modifier
Item Slots
Items are categorized into different types, each taking up a specific number of slots:
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Small Items: 1 slot each (e.g., stimpaks, small tools, grenades)
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Medium Items: 2 slots each (e.g., weapons, larger tools)
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Large Items: 4 slots each (e.g., heavy weapons, large equipment)
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Armor: 2 slots each (Light Armor), 3 slots each (Medium Armor), 4 slots each (Heavy Armor)
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Shields: 2 slots each
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Over Armor: 1 slot each
Quick Access Slots
Each character has 4 Quick Access Slots for items they can use quickly in combat (e.g., potions, grenades, weapons). Switching to an item in a Quick Access Slot does not require AP.
Encumbrance
Carrying more than your capacity imposes penalties:
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Overburdened: When carrying 1-2 slots over your capacity, you have a -1 penalty to Evasion and Stealth rolls.
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Heavily Overburdened: When carrying 3-4 slots over your capacity, you have a -2 penalty to Evasion, Stealth, and Athletics rolls, and your movement speed is reduced by 10 feet per AP.
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Critically Overburdened: When carrying 5 or more slots over your capacity, you have a -3 penalty to Evasion, Stealth, and Athletics rolls, your movement speed is reduced by 20 feet per AP.
Inventory Actions
Managing your inventory in-game requires specific actions:
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Swap Quick Access Item (1 AP): Switch an item in your Quick Access Slot with another item in your inventory.
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Equip/Unequip Armor (2 AP): Put on or take off a piece of armor.
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Equip/Unequip Shield (1 AP): Equip or unequip a shield.
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Use Item (1 AP): Use a consumable item (e.g., potion, grenade).
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Store Item (1 AP): Place an item from your Quick Access Slot back into your inventory.
Storing Items
Characters can also store items in safe locations, like bases or vehicles, which do not count towards their carrying capacity. However, accessing these items in the field requires traveling back to the storage location or having a means to retrieve them remotely (e.g., drones, teleportation devices).
Storage Items
Certain items, like backpacks or storage devices, can increase your carrying capacity. Only one can be carried at a time.
Weight vs. Inventory Slots
Inventory slots in Warp Field represent bulk and maneuverability, not total physical strength.
A character can lift or carry far more weight than their inventory allows, but past a certain point, equipment becomes awkward, unbalanced, or unstable to manage in combat or movement. The slot limit measures how efficiently you can carry gear—not how much you can physically drag, lift, or haul.
While Warp Field uses inventory slots to simplify tracking, each slot represents both physical weight and dimensional bulk. The following can help in narrative situations that require feats of strength.
Item Size Slots Approx. Weight
Small 1 up to 10 lbs / 4.5 kg
Medium 2 up to 25 lbs / 11 kg
Large 4 up to 50 lbs / 23 kg
Armor 2–4 20–80 lbs / 9–36 kg
Over Armor 1 up to 10 lbs / 4.5 kg
Total Carry Weight (lbs) = (Base Slots + STR) × 10 × Size Modifier
Pushing, Dragging, and Lifting
While inventory slots measure bulk and balance, your character’s true strength determines how much raw mass they can move, carry, or lift in the field.
These rules represent direct exertion—shoving debris, hauling a downed ally, or lifting a field door—without the fine organization or balance needed for normal inventory.
Lift Capacity
Your Lift Capacity is how much weight you can raise or carry momentarily.
Lift Capacity (lbs) = (STR × 30) × Size Modifier
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You can lift or carry up to your Lift Capacity without a roll.
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Lifting up to double your Lift Capacity requires an Athletics roll (DC 10).
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Attempting to lift up to triple your Lift Capacity requires an Athletics roll (DR 15).
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Beyond this, the weight is immovable without mechanical aid or supernatural strength.
Example: A STR 10 human can lift 300 lbs freely, 600 lbs with a DC 10 check, and 900 lbs with a DC 15 check.
Push & Drag
Characters can push or drag far more than they can carry, since the weight is distributed across the ground.
Push/Drag Capacity (lbs) = Lift Capacity × 5
You can push or drag up to that amount with no check on flat ground.
For heavier objects, make an Athletics check (DC 15 + 5 per × of Lift Capacity beyond normal).
Effort Level Load Athletics DR
Normal Lift × 5 Normal
Strained Lift × 6 DR 10
Extreme Lift × 7 DR 15
Beyond Lift × 7 Impossible without tools/helpers
Example: The same STR 10 human (Lift 300 lbs) can drag up to 1,500 lbs freely, 1,800 lbs with DR 10, or 2,100 lbs with DR 15.
Helpers and Tools
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Helpers: Combine all participants’ Lift Capacities. Each helper must spend 1 AP per round assisting.
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Leverage or Wheels: Tools like crowbars, dollies, or powered hoists divide effective weight by 2–3×.
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Slopes and Rough Terrain: Apply +5 DC for moderate slopes or difficult terrain, +10 DC for steep or uneven surfaces.
Narrative Buffs
Temporary boosts (e.g., Adrenaline Rush, Empower) may increase a character’s effective STR for these calculations. If a character uses an ability to increase the damage of an attack, maybe allow a lower DR for lifting that car.
Environmental Factors
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Low Gravity: Multiply all capacities by 3×.
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High Gravity: Halve all capacities.
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Warp Distortion: The GM may treat mass as variable (0–3× normal) to reflect field instability.
Narrative Use
When in doubt, remember:
Inventory limits track what you can carry efficiently. Strength limits track what you can move defiantly.
Lifting a warp-stabilizer off a crushed ally? Use these rules.
Carrying ten of them into combat? That’s what your inventory slots are for.
Weapon Rules
Just like skills act differently from each other, so does each weapon type. A mix of Weapon Properties and Focus effects grant weapons their own unique identity and playstyle. This encourages not only specialization, but diversification in a characters loadout. Mixing and changing to different weapons make a characters fighting style their own and grants varying tactics.
Warp Fields weapon system leans heavily into customization. The chance to make and mod weapons through Crafting or Engineering, allows a player to customize a weapons properties past its base form, as listed below. Weapons aren't meant to just be interchangeable copies of each other. They are trusty partners, and part of a characters identity.
Weapon Proficiency
Like skills, weapon proficiency can be leveled up from level 1 to 3. Whenever you make an attack roll, you add your weapon proficiency level to the roll. You can increase the proficiency level by setting it as a goal like normal.
Unlike skills, however, weapon proficiency experience is based on finished combat encounters. Each weapon used throughout combat grants 1 experience toward leveling it's proficiency, unless it's set as a goal using the Goal System. This makes experience easier to track.
Note: A GM may decide sufficient use of a weapon doesn't merit experience. You can't shoot a Rifle 1 time, while swinging a Hammer 10+ times in combat and get the same experience with both.
Proficiency Goals:
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Lv. 1: Use the weapon in 25 different combat encounters.
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Lv. 2: Use the weapon in 50 different combat encounters.
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Lv. 3: Use the weapon in 80 different combat encounters.
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Lv. 4: Requires Weapon Potential. Use the weapon in 120 different combat encounters.
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Lv. 5: Requires Weapon Potential. Use the weapon in 200 different combat encounters.
Weapon Focus
Proficiency with a weapon unlocks its Weapon Focus effect, enhancing your combat capabilities while using that weapon type. This system encourages players to specialize in weapons, providing strategic depth and variety in gameplay.
This doesn't mean that you are locked out of anything you aren't specialized in, however.
Weapon Properties
Weapons have different benefits based on the categories they belong to. The following are the properties that weapons can have and the effects granted to them.
Weapons can have multiple properties, allowing you to mix and match the different effects granted by each when you wield them in that way. You must be wielding the weapon in the appropriate manner to benefit from a property.
For example, any weapon with the paired property can be wielded together, but while doing so, you can't use its one-handed melee property benefit, but you can easily switch to wielding it with one hand by stowing, throwing, or dropping the other weapon.
Note: A weapon can have up to 5 positive properties before gaining a negative one, as the structural integrity degrades. See the Crafting section for more information on modifying weapons and adding properties. If a weapon gains a property temporarily or due to a Weapon Focus Effect, it does not count toward this 5 property limit.
Melee Weapon Properties
Channeling
The weapon channels your power through it. You may add +1 damage (Max +5) to attacks made with the weapon for every 2 points of an attribute.
Energy Edge
The weapon deals elemental damage.
Heavy
Double the damage dice rolled when making an attack with this weapon. Attack rolls with this weapon receive a -5 penalty. The penalty is reduced by 1 for every 2 STR the wielder has. Increases Item Slot count by +1.
One-Handed
When a character moves into range of your one-handed weapon, you can use 1 RP to make one attack against that character.
Paired
Every time you hit a character with two weapons on your turn, you can make an additional attack without expending extra AP. You can mix any paired weapons together, but you can only use the weapon focus of one weapon type in a round.
Reach
The melee weapon’s range increases by 5 ft.
Two-Handed
When you make an attack, you can target a second character within 5 feet of the original target with the same attack. Roll a single attack roll for both, with a -2 penalty for the second target.
Unarmed
Unarmed attacks are considered Paired melee weapons. Although Unarmed Styles are considered weapons for ease of reference, they cannot be bought or modified, and must be learned. Learning more Unarmed Styles allows you access to each one while fighting unarmed, but you may only use one Style’s effect per attack.
Versatile
You can wield the weapon in one or two hands, using the appropriate One-Handed or Two-Handed property effect. If a weapon has one property and then is modified to have the other, they merge into Versatile.
Ranged Weapon Properties
Auto Fire
Before making an attack, you can choose to enter Auto Fire mode. While in Auto Fire mode, you make X number of weapon attacks for 2 AP. Gains the Recoil Property.
Brace
Spend 1 AP for a stacking +1 bonus to attack rolls and damage (Maximum of 5) until you move.
Concealable
Easy to hide; +2 bonus to Stealth rolls during a search.
Double Tap
Once per turn, when you miss an attack with a ranged weapon, you can make an additional attack against the same target without spending additional AP.
Explosive
Deals its damage in a 30 ft. Radius Sphere.
High-Cal
Uses special, heavier rounds. +1 damage die.
Melee Edge
Weapon has a melee weapon attached, gaining the appropriate melee property, type, and damage. The weapon attached, must be a proper size for the ranged weapon it's attached to.
Penetrating
Shots ignore up to X points of Toughness (e.g., Penetrating 1 ignores 1 Toughness).
Recoil
Suffer a stacking -1 penalty to attack rolls for each consecutive attack.
Spread
Weapon fires multiple smaller projectiles in a cone. Attack is resolved against each target in the cone using a reduced damage die (GM defines spread pattern). Best at close range.
Thrown
You can make a ranged attack at a number of feet equal to 10 times your STR as you throw the weapon. Can be used for abilities that require ranged weapons.
Special Weapon Properties
Transformable
This weapon has been modified to transform into another form. You can use 1 AP to transform your weapon into another item or weapon. If you do so after an attack, the transformation costs no AP. Can only transform between the two forms.
Unleash
This weapon is too powerful to remain active at all times. It is bound by harmonic seals, psychic locks, or dimensional anchors. You may spend 2 AP to release the weapon’s sealed form and 2 AP to seal it.
While released, its true nature manifests and you gain the following:
• You gain 1 Bleed stack at the end of each turn. These Bleed stacks can't be removed until it's sealed again.
• Increase the weapon’s damage die by two steps (e.g., d6 → d10).
• All attacks gain a bonus to attack rolls equal to the number of Bleed stacks you have.
Warp Tuner
This weapon can be used as a Tuner type weapon.
Returning
A thrown weapon with this category comes back to your hand after it is thrown.
Melee Weapon Types
Axe
Weapon Focus Effects:
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Lv 1: Axe attacks deal 1 damage to the target’s GP, regardless of misses.
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Lv 3: If you reduce a target’s GP to 0, deal an additional die of damage.
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Lv 5: Once per turn, you can deal additional damage equal to your STR on a hit.
Bludgeon
Weapon Focus Effects:
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Lv 1: Whenever you roll a 10 on an attack roll, you can make one additional attack.
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Lv 3: You regain 1 AP when you reduce a target's GP to 0.
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Lv 5: Once per round whenever you deal damage to a target, it loses 1 RP.
Dagger
Weapon Focus Effects:
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Lv 1: Whenever you reduce a characters GP to 0, you inflict 1 Bleed stack.
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Lv 3: Once per round, whenever a character within range of your dagger is reduced to 0 GP, you may make one attack without spending AP or RP. The Defend and Evade reactions require 1 additional RP against this attack.
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Lv 5: On a roll of 10, grant the target 1 Bleed stack. Additionally, while you are hidden, your attacks deal 1 additional die of damage equal to your Stealth proficiency level.
Sword
Weapon Focus Effects:
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Lv 1: One-Handed Melee property effect requires no RP.
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Lv 3: You can spend 1 RP to Parry an attack, reducing the attack roll by 1d4+1.
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Lv 5: When you use your Parry reaction and the attack misses, regain 1 RP.
Greatsword
Weapon Focus Effects:
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Lv 1: Deal extra damage with Greatsword attacks equal to your proficiency level.
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Lv 3: Spend 1 AP to charge your weapon a number of times equal to your proficiency level. Charged attacks deal +1d6 elemental damage per charge. Choose the element from any ability you can use. After attacking, you lose all charges.
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Lv 5: Attack range increases by 5 feet per charge. All eligible targets within range can all be hit by the same attack. On a roll of 10, you lose no charges.
Hammer
Weapon Focus Effects:
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Lv 1: Attacks against prone targets deal double damage.
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Lv 3: On a roll of 10, your attacks ignore Toughness equal to your proficiency level.
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Lv 5: You deal double damage against Barriers.
Halberd
Weapon Focus Effects:
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Lv 1: When an ally targets a character within range, you can spend 1 RP to make an attack before your ally.
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Lv 3: Once per turn, whenever you move, you can spend 2 AP to make an attack against each character you pass by on one side as you sweep through them. The number of characters you can make an attack against are equal to your Proficiency Level.
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Lv 5: Enemies who start their turn within range, take 2 damage to their GP.
Spear
Weapon Focus Effects:
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Lv 1: You double your proficiency bonus added to attack rolls during a plunging attack.
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Lv 3: Each time you make an attack, you may move 5 ft. as you position yourself. This movement does not provoke reactions from your attack target.
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Lv 5: All spears have the Thrown property. You can target all characters within your thrown attack range in a line.
Tonfa
Weapon Focus Effects:
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Lv 1: While wielding Tonfa in both hands, increase max GP by your Tonfa proficiency level.
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Lv 3: GP regained from the Defend reaction increases by 1 per Tonfa.
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Lv 5: If a character misses you with a melee attack, you can make one free attack against it.
Twinblade
Weapon Focus Effects:
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Lv 1: Every second consecutive hit deals +1d4 slashing damage.
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Lv 3: Gain +1 AP after two successful, consecutive strikes with the Twinblade.
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Lv 5: Spend 3 AP to make an attack against each character within the weapons reach.
Whip
Weapon Focus Effects:
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Lv 1: On a successful attack roll, you may pull the target up to a number of feet equal to your whip’s reach.
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Lv 3: On a successful attack roll, you may reposition yourself to the opposite side of the target, ending your movement at the same distance from it. This movement does not provoke reactions.
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Lv 5: Ignore cover against targets within whip range.
Unarmed
Weapon Focus Effects:
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Lv 1: When you roll a 10, the target becomes Addled on a hit.
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Lv 3: Make two attacks whenever you use the Attack action.
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Lv 5: Whenever you reduce a character's GP or HP to 0 with an Unarmed attack, you regain 2 AP.
Learning Unarmed Fighting Styles
Unarmed Fighting Styles are not simply techniques, they are living philosophies, imprinted through motion and survival.
They cannot be taught from books or downloaded; they must be witnessed and felt in combat. Unarmed Fighting Styles count as weapons for ease of reference, but cannot be bought or modified.
1. Prerequisite: Face the Style
Before you can attempt to learn a Style, you must encounter and survive combat against someone who uses it.
During the fight, you must fight against the users Unarmed Fighting Style using your own for at least 3 rounds. You do not need to win this fight or know a fighting style to meet this prerequisite.
When this happens, mark the Style as “Recognized.”
Recognizing a Style represents the body remembering what the mind cannot explain.
2. The Goal to Learn
Once Recognized, you may pursue its Goal to Learn, typically requiring a feat that echoes the essence of that Style.
When the goal is achieved, you unlock the Style permanently.
If you Recognize the fighting style, and complete the Goal To Learn in the same combat encounter, you unlock it immediately.
3. Mentorship Alternative
In some cases, a living master, recording, or simulation can demonstrate the Style willingly.
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Sparring or training with them counts as facing the style in battle.
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GMs can decide if the NPC truly shares the knowledge, or if their teaching is a trap, test, or fragment of the original art.
Ranged Weapon Types
Assault Rifle
Weapon Focus Effects:
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Lv 1: If you target a character with an Assault Rifle, their next movement action on its next turn costs 1 additional AP.
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Lv 3: A target under the effect of the level one Focus Effect takes 1d4 damage to its GP the first time it moves on it's next turn.
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Lv 5: Spend 2 RP to fire at a character just before it moves, triggering the level 1 and 3 effects.
Boomerang
Weapon Focus Effects:
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Lv 1: All Boomerangs gain the Returning property.
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Lv 3: Attacks deal 1 damage to GP, regardless of misses.
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Lv 5: Whenever you attack a character, you may make 1 attack against each target of your choice within 10 ft. of the original target.
Bow
Weapon Focus Effects:
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Lv 1: Attacks that reduce a character to 0 HP while hidden don’t reveal your position.
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Lv 3: If you kill a target with a Bow, you can move up to half your movement speed for free
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Lv 5: All Bows gain the Brace property.
Handgun
Weapon Focus Effects:
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Lv 1: There is no penalty to attack rolls if the target is closer than the minimum range.
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Lv 3: Reloading for the first time on a turn requires no AP.
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Lv 5: On a roll of 10, deal an additional damage die.
Launcher
Weapon Focus Effects:
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Lv 1: Launcher attacks force characters hit by the explosion Airborne a number of feet equal to half the blast radius (rounded down).
Characters who collide with objects or terrain take 1d6 Bludgeoning damage for every 10 ft. traveled. -
Lv 3: You can choose a number of characters equal to your Launcher Proficiency Level within the blast zone.
Chosen characters gain Resistance to the Launcher’s damage for that attack. -
Lv 5: You can split the damage and radius of your launcher attack between multiple targeted areas.
Divide the total damage and radius evenly between the separate zones within the weapon’s maximum range. Each zone is resolved as a separate attack.
Rifle
Weapon Focus Effects:
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Lv 1: Deal 1 additional die of damage to airborne targets.
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Lv 3: Double the maximum stackable bonus of the Brace property effect.
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Lv 5: Ignores all cover, as long as you can see the target.
Shotgun
Weapon Focus Effects:
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Lv 1: All Shotguns gain the Double-Tap property.
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Lv 3: On a hit, targets are pushed 10 ft..
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Lv 5: Shotgun attacks automatically hit unless the target uses the Evasion reaction.
SMG
Weapon Focus Effects:
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Lv 1: You can make a number of additional attacks in Auto-Fire mode equal to your SMG Proficiency Level.
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Lv 3: SMG attacks deal 1 additional damage to Barriers on hit.
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Lv 5: Auto-Fire mode no longer adds the Recoil property on SMG's.
Tuner
Weapon Focus Effects:
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Lv 1: You can add your Tuner weapon proficiency level to attack rolls and Contested roll DRs for your Tuning abilities.
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Lv 3: When using an ability combination that includes at least one Tuning ability, reduce the total AP or RP cost by 1.
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Lv 5: If you make an attack roll with a Tuning ability that exceeds a target's GP by 5 or more, that attack ignores elemental resistance.
Minimum and Maximum Range
Minimum Range:
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If a target is within the minimum range of the weapon, you suffer a penalty to your attack roll.
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Penalty: -1 to attack rolls for every 5 feet closer than the minimum range.
Maximum Range:
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If a target is beyond the maximum range of the weapon, you suffer a penalty to your attack roll.
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Penalty: -1 to attack rolls for every 10 feet beyond the maximum range.
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You cannot target anything beyond twice the maximum range of the weapon.
Reload
Reloading your weapon is a crucial part of combat, and different weapons require different amounts of time to reload. The time it takes to reload a weapon is measured in Action Points (AP).
Reload Times
The reload time and AP cost for ranged weapons is determined by it's type. The weapon can be modified for quicker reloads.
Handgun, SMG: 1 AP
Assault Rifle, Rifle, Shotguns: 2 AP
Launchers: 3 AP
Reload Actions
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Quick Reload: Some characters may have abilities or equipment that reduce reload times. This can stack with other effects but cannot reduce the reload time below 1 AP.
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Partial Reload: If you don't have enough AP to fully reload, you can perform a partial reload, allowing you to reload a portion of the weapon's capacity for 1 AP. The exact portion is determined by the GM.
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Rapid Reload: Characters with the Rapid Reload ability can reduce reload times by 1 AP (minimum 1 AP).
Cover
Taking cover in combat is essential for survival, as it reduces the chances of being hit by enemy attacks. There are different types of cover, each providing varying levels of protection.
Types of Cover
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Half Cover: Attackers receive a -2 to attack rolls targeting characters behind this cover.
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Three-Quarters Cover: Attackers receive a -5 to attack rolls targeting characters behind this cover.
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Full Cover: Provides total protection from attacks, making it impossible to be targeted unless the attacker has a specific ability to bypass this cover.
Using Cover
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Moving to Cover: Characters can use their movement to get behind cover. The amount of movement required depends on the distance to the cover.
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Attacking from Cover: Characters can make attacks while benefiting from cover. They may expose themselves briefly, but they retain the cover bonus.
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Cover and Ranged Attacks: When a character makes a ranged attack while in cover, they gain the cover bonus to their GP until the start of their next turn.
Cover and Area Effects
Area of Effect Attacks: Cover provides protection against area of effect attacks, but the protection is reduced. Half cover provides a +1 bonus to Evasion rolls against area attacks, and three-quarters cover provides a +3 bonus.
Destroying Cover: Some powerful attacks can destroy cover. The GM determines the durability of cover, and if an attack deals enough damage to destroy it, the cover is removed. A character may still take damage in such a case.
Armor Classes
Armor in Warp Field is divided into five distinct classes: Light, Medium, Heavy, Shields, and Over Armor.
Each class offers unique advantages and drawbacks that reflect its tactical purpose and the user’s preferred combat style.
Unless otherwise noted, benefits and drawbacks apply to all armors within that class.
Light Armor
Light armor prioritizes agility and movement over protection. It provides minimal defense but allows for exceptional flexibility and maneuverability.
Benefit: You gain a +2 bonus to Evasion rolls. Whenever you use the Evasion reaction, you can move 5 feet.
Drawback: Grants less Toughness overall.
Light armor suits scouts, infiltrators, and those who rely on evasion rather than endurance.
Note: Unless otherwise stated, when a character is wearing no armor, it is considered to be wearing Light Armor.
Medium Armor
Medium armor offers a balance between mobility and protection. It enhances survivability without heavily compromising agility.
Benefit: You gain a +1 bonus to your max GP and Defend rolls while wearing Medium Armor.
Drawback: None.
Medium armor is standard for operatives who blend frontline durability with freedom of movement.
Heavy Armor
Heavy armor provides maximum protection at the cost of mobility. It is designed for frontline combatants who can endure sustained fire and melee assaults.
Benefit: You gain a +3 bonus to Toughness and a +2 Bonus to your max GP while wearing Heavy Armor.
Drawback: You suffer a –3 penalty to Evasion rolls.
Heavy armor is favored by anyone who prefers guaranteed defense over subtlety.
Shields
Shields come in two types, Physical and Energy. Physical shields are things like Bucklers, Kite Shields, and Riot Shields. Energy shields grant a character Barrier points that absorb incoming damage before it affects your Guard Points or Health.
Both provide additional protection on top of your armor, but they function differently.
Physical Shields
Absorb incoming damage directly and can be actively used for blocking.
Benefit: You may use the Block reaction.
Drawback: Physical Shields must be repaired after capacity is lost.
Energy Shields
Project energy-based Barriers that act as regenerating temporary HP.
Benefit: Barriers automatically absorb a set amount of damage before depleting and can recharge over time.
Drawback: Long recharge time or specific charge requirements.
Some shields regenerate over time or react when destroyed, releasing bursts of energy or area effects.
Over Armor
Over Armor is worn on top of existing armor, adding modular layers of protection or adaptive resistances.
It augments you in multiple ways in addition, rather than replacing your normal armor.
Benefit: Differs based on the item.
Drawback: None.
Over Armor provides situational advantages such as environmental protection, impact reduction, or strength enhancement.
Armor Properties
Adaptive Camo
You can attempt to Hide in any environment.
Breather
Automatically adapts to the environment, allowing breathing underwater, within gas, or in outer space.
Breathable
Reduces the fatigue you gain by 1 in hot climates.
Bulky
Reduces AGI by 1, but increases END by 1.
Capacitive
Increases your maximum GP by +2.
Channeling
Grants a +1 bonus to Contested rolls against Tuning abilities.
Compact
Reduce the armor’s Item Slot cost by 1 (minimum 1).
Flexible
You ignore movement penalties from crouching, prone, or climbing actions.
Fortified
You gain a +1 bonus to Defend rolls.
Insulated
Voltaic damage cannot bypass GP.
Layered
Reduces the fatigue you gain by 1 in cold climates.
Medic Rig
Can be loaded with a Medical Stim. Whenever you fall below half your maximum HP, it is automatically used.
Mending
Automatically repairs itself after combat.
Metal
Emits sound when moving, giving -2 to Stealth rolls.
Padded
Reduces fall or collision damage by 1 die step (e.g., 1d6 → 1d4).
Reinforced
Increase your Toughness by +1.
Repulsor
Whenever your Barrier is reduced to 0, each character within 5 ft of you is pushed 20 ft. away.
Resistant
Has an elemental resistance.
Sleek
Reduces END by 1, but increases AGI by 1.
Stylish
You gain +1 to Persuasion or Leadership checks involving appearance or presentation.
Sync Rig
You can link to electronics wirelessly from 30 ft. away.
Tuned Thread
Is tuned to an element. Abilities that use the element are 1 AP or RP cheaper to use.
Unassuming
This armor resembles everyday clothing. Observers must pass a Perception (DR 8) check to identify it as armor.
Utility
Gain 1 quick item slot.
Crafting
Crafting in Warp Field allows characters to create weapons, armor, ammunition, tools, and special gear using gathered or purchased materials.
The system supports both recipe-based and experimental crafting, encouraging exploration, experimentation, and player-driven customization.
The Crafting Process
1. Gather Materials
Collect the materials required for the item. These can be scavenged, harvested from creatures, or purchased from vendors.
2. Know the Recipe
You must know a valid recipe for the item you wish to craft. You may also create your own (see Creating Custom Recipes below).
3. Spend Time
Crafting takes time depending on the complexity of the item.
4. Make a Crafting Roll
Roll a Crafting skill check against the item’s Difficulty Rating (DR) to determine success.
Crafting Difficulty and Time
Simple items have a DR between 3 and 5 and take about 1 to 4 hours to complete.
Moderate items have a DR between 6 and 10 and take about 1 to 2 days to complete.
Complex items have a DR between 11 and 15 and take about 3 to 7 days to complete.
Materials
Materials come from a variety of sources:
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Creatures: Bone, hide, toxins, or other organic matter.
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Environments: Minerals, plants, or field-reactive crystals.
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Vendors: Metal ingots, synthetic parts, or refined compounds.
Special materials may provide additional effects or be required for advanced crafting.
Creating Custom Recipes
Characters can invent new items through experimentation.
1. Propose the Recipe
Describe the intended item and its effect. The GM assigns a DR for recipe creation. Higher DRs require rarer materials or more components.
2. Attempt a Recipe Creation Roll
Make a Deduction or Lore skill roll against the assigned DR.
Both success and failure result in a usable recipe, but failure introduces instability.
When failed, the recipe gains a Backfire Chance—a penalty that reflects imperfections in the design.
Backfire Chance Formula
Backfire Chance = Recipe DR – Character’s Roll
This penalty applies to all crafting rolls made with that recipe.
Each failed crafting attempt reduces the Backfire Chance by 1, as the character learns from their mistakes.
Once the item is successfully crafted, the recipe stabilizes and the Backfire Chance is permanently removed.
Example Crafting Scenarios
Crafting Arrows
Materials: 1 Metal, 1 Wood, 1 Feather → 20 arrows
Time: 1 hour
DR: 3
Crafting a Longsword
Materials: 3 Metal, 1 Wood
Time: 4 hours
DR: 5
Equipment Modding
Modding is the art of transforming standard gear into personalized instruments of destruction—or protection.
Through crafting, players can install new properties, reinforce materials, and fuse exotic components into existing weapons and armor. Modding blends science, field engineering, and a touch of madness.
Modding Basics
Any item that can be crafted can also be modified, provided you have:
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The required materials or components.
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The appropriate tools or a crafting station.
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A valid recipe or blueprint for the modification.
Each successful modification adds a new Property or Upgrade Effect to the item.
Weapons and armor may each hold up to five total properties before risking instability.
Applying a Modification
1. Select a Property
Choose a property or upgrade to add. This can include common effects (such as One-Handed, Two-Handed, or Reach) or newly discovered traits.
2. Gather Components
Each property requires materials that match its theme—voltaic cells for energy weapons, adaptive alloys for transformables, etc. A collapsible handle can add the Two-Handed property, making a One-Handed sword Versatile.
3. Crafting Roll
Make a Crafting skill check using the item’s base DR +2 for each property it already has.
If successful, the new property is integrated.
If failed, the materials are lost, and the item gains 1 Instability Point (see below).
Over-Modding
A weapon or armor piece can safely hold up to five properties.
Attempting to exceed this limit forces the item to take on a Negative Property, a malfunction or curse caused by structural or energetic overload.
Examples of Negative Properties include:
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Feedback Loop: The weapon deals 1d4 damage to its user on a natural 1.
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Volatile Core: The first hit after a recharge automatically triggers a small explosion (friendly or not).
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Tuning Drift: +1 DR to all abilities that use this item as a focus.
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Reactive Weighting: The weapon becomes unwieldy, reducing your Speed by 5 ft per AP while drawn.
Once a negative property manifests, it can only be removed by rebuilding the item from scratch or through specialized restoration via high-tier Crafting or rare NPCs.
Upgrading Armor
Armor can be reinforced in similar ways. Typical upgrades include:
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Reinforced Plating: +1 Toughness.
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Reactive Mesh: Reduces one elemental damage type by 1.
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Integrated Systems: Adds a special function (jet thrusters, sensor nodes, etc.).
Armor follows the same five-property rule and is equally vulnerable to instability when over-modded.
Wear & Maintenance
Even the best gear degrades under pressure. Weapons jam, armor plating cracks, and tuned edges lose their resonance.
This system uses a simple encounter-based durability tracker to represent that natural wear and tear.
Durability States
Each piece of gear passes through three conditions:
Pristine → Worn → Damaged → Broken
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Pristine: Fully functional, no penalties.
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Worn: Still usable, but showing strain.
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Damaged: Begins to malfunction.
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Broken: Inoperable until repaired.
Destroyed items are only possible through major story events or critical failures, not standard wear.
Wear Over Time
After every 5 combat encounters in which an item is used heavily, mark it as Worn.
After another 5 encounters, it becomes Damaged.
After another 5, it becomes Broken.
Heavy use in harsh environments or Unleashed states may cause the GM to accelerate this progression.
Maintenance
You can restore an item’s condition through upkeep and care:
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Quick Maintenance: Spend 1 hour and 1 common material to return a Worn item to Pristine.
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Full Repair: Spend 1 day and 2–3 materials to fix a Damaged item.
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Rebuild: Spend several days or rare components to restore a Broken item.
Regular maintenance between missions prevents long-term damage and keeps your equipment reliable.
Neglecting upkeep too long may cause unexpected malfunctions during combat at the GM’s discretion.
Cooking
Cooking lets you create temporary meals using ingredients you've gathered. Each meal provides short-term bonuses, lasting until the end of one combat encounter or 5 in-game hours. This system is designed to be fast, modular, and flavorful.
How Cooking Works:
1. Choose Ingredients
You may use up to 3 different ingredients when preparing a meal. Each one grants a specific bonus.
2. Cook
Make a Crafting check. You can cook during a Short Rest. The result determines the effectiveness of your cooking:
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1: Burnt and disgusting — you gain no benefits other than a full stomach.
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2–4: One ingredient bonus is not applied.
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5–7: Cooked normally.
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8–10: One bonus becomes Empowered.
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11+: Two bonuses become Empowered or gain bonus duration (GM’s call).
3. Eat to Gain Bonuses
The meal grants temporary effects to all who eat it. Bonuses to attributes can exceed a being’s maximums.
Ingredient Bonuses:
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Meat: +1 STR
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Fruit: +1 AGI
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Vegetable: +1 INT
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Spice: +1 SPD
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Herb: +1 CHA
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Dairy: +1 END
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Grain: +2 to Initiative
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Fish: +1 to Attack Rolls
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Sweet: +1 Regen Stack
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Fungus: Gain resistance to 1 element (depends on ingredient)
Empowered Bonuses
When a bonus becomes Empowered, it may:
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Have double effect
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Last an additional encounter
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Gain a secondary effect
The GM or recipe may define how it’s Empowered.
Gathering & Time
Ingredients can be gathered, bought, looted, or grown.
Cooking takes 10–30 minutes of downtime.
Vehicles
Vehicles allow characters to traverse treacherous terrain, engage in high-speed combat, or carry vital resources and passengers. From sand-blasted war rigs to sleek snow gliders, vehicles become tactical extensions of the characters piloting them.
Vehicle Attributes
Vehicles have their own stat block and follow unique rules. While piloting a vehicle, a character uses the vehicle's attributes in place of their own, adding its Piloting proficiency where applicable.
Hit Points (HP): Represents the structural durability of the vehicle.
Toughness: Reduces Bludgeoning, Piercing, and Slashing damage.
Speed: Determines movement speed on its intended terrain.
Efficiency: Vehicle action points per turn. Add Piloting proficiency.
Handling: Vehicle reaction points and defense rating. Add Piloting proficiency.
Terrain Class: Environment the vehicle is designed for
Capacity: Pilot and passenger count
Pilots and Passengers
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Pilot: The pilot uses the vehicle’s stats and actions on its turn instead of their own.
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Passengers: Passengers may act as normal, but may become targetable in the process (e.g. hanging out a window to shoot exposes them.)
Vehicle Actions & Reactions
Pilots act using Vehicle AP (from Efficiency).
Vehicle actions are included in the Vehicle stat block.
Passengers may spend their own AP to fire mounted weapons or use vehicle equipment if physically able to access it.
Handling & Defense
Vehicles defend through maneuvering, not armor.
Handling Defense (HD): A passive defense value. If an attack roll does not exceed HD, it misses.
HD = Handling + Pilot’s Piloting Proficiency (if on trained terrain class)
Response Rolls: Used for evasive maneuvers and emergency reactions.
Formula: d10 + Handling vs DR
Terrain Class & Stability
Each vehicle belongs to a Terrain Class, which determines where it performs best:
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Urban
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Sand
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Snow
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Sea
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Air
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Space
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Special
Vehicles are built for specific environments. Using one outside its intended terrain is possible but comes with complications.
Outside Terrain Effects:
• Speed is halved
• –5 Efficiency and Handling
• If Handling is reduced to 0 or lower, the vehicle cannot perform reaction maneuvers
(Your GM may modify penalties based on terrain severity and vehicle design.)
Vehicle Destruction
If a vehicle is reduced to 0 HP:
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It is destroyed.
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The pilot and passengers take damage equal to the amount that reduced it to 0.
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Each must make a Contested Roll (usually Athletics or Acrobatics vs DR set by the GM) to escape.
Escape DR Examples:
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DR 6 (Minor crash in safe terrain)
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DR 10 (Full-speed wreck, moderate threat)
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DR 15+ (Explosion in hostile territory)
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Success: Escape safely with no further effect.
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Failure: May result in being pinned, injured, or exposed to enemy fire.
Mech Classes
Mechs are specialized combat vehicles designed for direct battlefield engagement, adaptive ability use, and high mobility.
Unlike standard vehicles, a Mech forms a neural and harmonic link with its pilot, functioning as an extension of the pilot’s own body. The stronger the pilot’s Sync Level, the more fluid and responsive the Mech becomes.
When piloting a Mech, you control it as you would a player character.
Mechs use the same Attributes as characters, modified by the pilot’s Sync level and proficiency. The only caveat is that the pilot uses its own AP and RP.
Choosing a Mech Class
Each Mech Class represents a unique chassis and control profile, designed for a particular combat role, terrain type, or tactical function.
You may select one Mech Class at each odd-numbered Piloting Proficiency level (1, 3, 5) instead of a Terrain Class. Additionally, you can use the Pilot Training rules to learn how to pilot a Mech Class. It takes 21 days to fully master piloting a Mech Class.
Each class grants:
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A Base Frame (core stats and movement type)
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A Primary Weapon System
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One or more Frame Abilities
Additionally, mechanical mods can be installed into your mech, but must be altered to fit properly. This increases the price and difficulty of installation.
Piloting a Mech
While piloting a Mech class you are trained in:
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Add your Piloting Proficiency Level to all Defend, Evasion, and Mech Weapon Attack Rolls.
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Apply your Sync Level bonuses and effects as described in the Technology Sync rules.
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Your attributes directly translate and improve the attributes of the Mech based on your Sync level and the Mechs Frame Grade.
Mech Scaling
A Mech’s stats are based on its Frame Grade and your Sync Level. The mech also has a number of ability slots, allowing you to translate your known abilities into the mechs arsenal.
Frame Grade Attribute Sync Mod Ability Slots GP Bonus
Grade 1 +1 per 3 Sync 1 Slot +1/3 Sync Level
Grade 2 +1 per 2 Sync 2 Slots +1/2 Sync Level
Grade 3 +1 per Sync 3 Slots +Sync Level
Shield Layers (GP):
Mechs possess GP just the same as characters do, allowing for direct application of character combat tactics.
Piloting Skill
Your Piloting level determines what terrain classes you can operate a vehicle on.
Trained Terrain: You can operate vehicles in this terrain and add Piloting proficiency to every roll made while piloting.
Untrained Terrain: You add your Piloting proficiency to the vehicles Efficiency and Handling, but not to any rolls you make while piloting. You can still move, but without advanced control.
Piloting Training
If a character wants to learn to drive in a specific terrain class without waiting for a Piloting level-up, they may engage in Piloting Training.
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Duration: Requires downtime and a qualified trainer or simulator access. Typically takes 7 in-game days of focused effort and training.
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Cost: Determined by terrain class rarity (e.g., Urban = free or cheap; Space = costly).
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Effect: You gain proficiency with one additional terrain class, outside of your current Piloting level’s limit.
Technology Sync
Your Sync Level measures how deeply your mind harmonizes with advanced technology. It governs your ability to command, pilot, or operate Sync-compatible systems. Mechs, drones, turrets, AI-guided weapons, and other neural-linked devices are included within this technology.
A higher Sync Level reflects stronger resonance with the technology, resulting in faster response times, more precise control, and improved machine performance.
Calculating Sync Level
Your Sync Level equals your INT attribute.
If you are proficient in operating or piloting Sync-compatible vehicles, add your Piloting Proficiency to this total.
Formula:
Sync Level = INT + Piloting Proficiency (if applicable)
Sync Effects
Any device with the Sync property can benefits from your Sync Level. Unless otherwise noted, all such systems receive the following bonuses:
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+Sync Level to Attack Rolls made through the device.
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+Sync Level × 5 ft to effective Control or Command Range.
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+Sync Level to Response Rolls (initiative or reaction-based rolls).
These effects apply automatically when using any Sync-linked technology that relies on neural or harmonic feedback.
Mech Sync
Mechs are large-scale mechanical suits that uniquely amplify and reflect their pilot’s through Sync.
Unlike other technology, Mechs scale more deeply with their pilot’s attributes.
Mech Sync Effects:
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Attribute Sync Mod: Mechs inherit a portion of your attributes based on their grade:
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Low Grade: +1 of your Attribute per 3 Sync Levels
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Mid Grade: +1 per 2 Sync Levels
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High Grade: +1 per Sync Level
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Ability Slots: 1 per 3 Sync Levels
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Handling Bonus: +Sync Level to Response Rolls
Modifications
Modifications are enhancements that alter a character’s body or equipment. They range from simple weapon attachments to full prosthetic limbs and internal surgeries. Modifications allow characters to personalize their gear, adapt to hostile environments, or gain new capabilities that training alone cannot provide.
Modifications fall into two broad categories: Weapon Mods and Surgeries (which include prosthetics and implants).
Weapon Mods
Weapon Mods are attachments or enhancements that modify a weapon’s performance. They are physical components added to the weapon itself.
Weapon Mods typically do one of the following:
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Add properties
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Add or change damage types
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Enhance range or control
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Provide combat utility
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Add new firing modes or properties
Most weapons can have a total of 1-3 mods, depending on their size, complexity, and number of properties it starts with.
Surgeries
Surgeries include all internal or biological modifications: prosthetic installations, tech implants, biological upgrades, sensory replacements, and neural interfaces.
These procedures modify the body directly and are usually permanent unless removed by further surgery.
Surgeries can:
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Replace a limb with a prosthetic
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Implant new organs or systems
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Enhance attributes or perception
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Install neural or Sync interfaces
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Improve durability or resilience
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Add internal storage or hidden systems
Surgery always requires:
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A character with Medicine proficiency
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Specialized tools or a medical facility
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Recovery time (ranging from brief to extended)
The GM may call for a Resilience or DR-based complication check during or after surgery, depending on its difficulty.
Surgical modifications go further into complications or DR's for Medicine checks
Prosthetics
Prosthetics replace biological limbs or organs and grant abilities specific to their design—ranging from basic functionality to advanced utilities or integrated weapons.
Characters have prosthetic “slots” corresponding to their natural limbs. A full prosthetic arm, for example, occupies one arm slot and overrides its biological function entirely.
Tech Implants
Tech implants fall under surgery and represent internal or neural upgrades such as:
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enhanced eyes,
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cortical nodes,
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Sync amplifiers,
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sub-dermal armor,
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harmonic organs,
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reinforced bones,
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internal energy reactors.
These implants are installed surgically and provide passive bonuses, sensory improvements, or system-level enhancements.
Installing Modifications
Weapon Mods
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Require proper tools
-
Time varies based on Mod
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Possible Crafting, Engineering, or Technology skill checks
Surgeries
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Require a medical or surgical facility
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Typically take 1–4 hours, depending on complexity
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May require a Resilience roll (GM discretion)
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Often require follow-up stabilization or healing
If a prosthetic is being attached, the limb must be either removed or already missing, unless the prosthetic is specifically designed to overlay or integrate with existing tissue.
Limits on Modifications
Characters have natural limits to how many modifications they can support:
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Weapon Mods: Limited by weapon properties, as described
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Prosthetics: Limited by body slots (arms, legs, eyes, etc.)
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Implants: Limited by internal systems (GM discretion—typically 1–3 major implants)
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Surgery: No fixed limit, but excessive surgeries may impose GM-selected drawbacks such as strain, rejection, neural feedback issues, or long-term complications
Modifications should remain meaningful—stacking too many at once risks mechanical imbalance or narrative consequences.
Removing Modifications
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Weapon Mods: Easily removed with tools
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Prosthetics: Easy after initial attachment, possibly minor surgery
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Implants: Always requires surgery
Recovery time after removal varies based on the modification’s invasiveness.
