of
*Craft
|
Whilst it is quite
possible for an AA
to "be" a *Craft utilising their Significator
and character
Mimeses to support the other AAs in an Interstellar adventure. Any
sensible D/M should preferably enable the generation of a suitable
*Craft as a D/M moderated (A.I. controlled) N.P.C. eg The Blue Bus.
|
SpaceCraft, Vessels & whatnot it can fit
within its 500 metre 'Phase Bubble.' (Vo.)
Nominally some 26 x 100 metre globular 'docking' slots around its own
100m diameter (Pilot Class) core. In the process the 100 metre globular
pressure
vessel becoming a mainstay of the StL *Sietch (Travelling Village)
community! In
the remaining 'parking' space: the custom built Yachts of the
hyper-rich and SUVs of the poor are packed in with an efficiency that
dates back to the days of the Prophet. (PBUH.) These other Vessels may
have docking tubes that allow access to whatever services the Karavan
provides. Or the occupants may just suit-up to the same effect. |
Wands | Laser
Beam / Prystal Screen; interceptor missiles; evasive manoeuvre
thrusters; tractors; |
|
Pentacles | Neutralised
Particle
Beam /EM Screen; combat sensors;
electronic
counter measures; smart bombs and programmable mines; disruptor,
predictive
computer programs,... |
|
Cups | GaussGravGun
/ KE Screen; simple EM kinetic (projectile)
drivers; *Torp Launchers, Drop Capsule Launchers;
pressors; dumb mines and missiles |
|
Swords | Plasma Beam / Deflector
Screen;
electronic counter-counter measures, shear beams, anti-missile
missiles, ...
and anything else! |

| TATM T/L |
Card |
Hull Armour, Screen or Shield (Personal Body Armour) |
Esoteric Damage Reduction |
State of the art weapons system (Typical Hand delivered projectile) |
Notes: (and more Examples) |
| Mundane Armour (Under the old
rules Attack Differential 1-9 pips (Whatever) vs Defence Differential (Physical Defensive Action or Armour or...) 1-9 pips). Now we assume a 'Hit' and reduce damage fixed by the type of Mundane Armour worn nominally -1 to -7 pips. |
|||||
| I | The Magician | Wood
and other Organics. (Heavy Clothing) |
-1 |
Rock
available in various sizes! |
Nominal. (1) *Craft not normally available at this T/L(Bio-engineered Living Hulls resemble T/L I but are T/L XVI and higher!) |
| II |
The High Priestess |
Extreme Weather Gear | -2 |
Spear/Arrow | {Thick Hides.} Hvy. Leather Armour (Cuirboilli); Lacquer Armour;
Extreme Sports Gear; |
| III |
The Empress |
Studded leather | -3 |
Bolt | {Reinforced Hides: Scales,
Chitin,...} Scale Mail; Ring Mail;...
Reinforced
Biking Leathers; Near Tech. 'Katand' [T/L VI] Ballistic mesh woven into electro-active bio-polymer: reacts to sudden impact - changing from elastic to resistive. |
| IV |
The Emperor |
Stab Vest [T/L V] (Now Tech.) designed
specifically for D4 Knife attacks. Advanced models [T/Ls: V+] available for D6 Ceramet Knives,... D10 Vibro-Blades D20 Plasma Pigstickers etc. |
-4 |
Shot | {Enhanced Hides: Shell,
Scutes, Bony Plates... Limit of 'natural' armours.} Lamellar Armour (Lorica Segmentata of the Roman Legionary) Splint Mail (Brigantine) Banded Mail |
| V 'Now Tech.' |
The Heirophant |
Flak Jacket (Normally blue with 'Press' in dayglow Gaffa) |
-5 |
Bullet Trank Gun (Air Rifle firing hypodermic rounds.) Taser (Darts) |
'ChainMail' (the
original... for those of us
that go back that far! Sorry. Gamer's in-joke!) Now Tech. Kevlar and other 'ballistic weaves' provide secondary stopping power with Ceramic plates covering vital areas: Contemporary Body Armour used by Combat Professionals. HardSuit (Space Suit) |
| VI 'Near Tech.' |
The Lovers |
SWAT Suit BiPhAr Suit |
-6 |
Caseless Ammunition PeaceMaker: MicroMissile (Gyro, Rocket,... Gun: Fires 'smart' bullets with 6 different payloads: SLAP; Trank; HiEX; AP; Heat seekers; Rubber/Ricochet; +1 special effect per T/L after VI! Virtually recoilless. If it's good enough for Dredd.) Tangler 'Goop Gun', 'Goop Grenade' delivers 10ccs 'Goop' that expands to a sticky 10 cubic metre mess and then hardens! |
'Half Plate'; Heavy
ENV-Suit (SpaceSuit); "BiPhase Armour" [T/L:VI] Ceramic/Metallic fibres set in an arrestive 'sticky' matrix. Provides flexible body armour. Lt. Vests -4 to Hvy. Greatcoats -8 Near Tech Note: Most Technic armours can now be 'Stealthed' vs Radar or Sonar or Infra Red... and Reflective Coatings vs Lasers 'Bio-Ballistic Weave' [T/L:VI] inserted under skin! |
| VII 'Hi Tech.' |
The Chariot |
Bomb Squad Impact Armour |
-7 |
PeaceMaker: Stinger MM Rounds:
Electo Muscular Disruptor (EMD) in a 'bullet'... Stun/ Paralyse/ Kill Laser Stunner 'Vaser' UV Laser beams ionises path to target and penetrates clothing to flesh then delivers incapacitating jolt of electricity. EMD style. Signature weapon:: 3 beams: 2 (blue) for current 1 (red) for ranging and feedback. Classical Pulse Laser "Stop or I'll fill you full of little bolts of yellow light" Or Red, or Green or... |
'Full
Plate'; O-Yoroi (Go on frown, I dare
you!) {Limit to mundane 'medieval' armours}; Riot Squad
Armour; Power Armour and EXO-Suit: Cryo or
Pyro (SpaceSuit) Impact Armour [T/L:VII] Smart Material mesh: redistributes K.E. into its structure, proof against most archeic weapons. Hi-Tech Note: Professional Combat Armour is now so heavy... mechanical assistance is required! Reactive 'Chameleon Coatings' available taking on colours and reflectivities appropriate to environment. |
| The Realms of Future-Science: Mundane
(Ish) Minor Arcana (pips 8-10) laid vs attack. |
|||||
| VIII 'Near Future Tech.' |
Justice |
Prystal Coating SlickSuit |
-8 |
PeaceMaker: Curdler MM Rounds:
Short Range <10cm Microwave Field generator. Penetrates and then
cooks unprotected flesh. Nasty. Needler 'Ripper'; 'Gauss Gun';... using superconducting EM coils to fire lightweight projectiles 'flechettes' at hyper-velocities. (Mach: 4 - 6) - Splinter Rounds - Toxin Rounds 'Hand' Flamer unconstrained plasma blasters short range (~ 8 metres@ T/L VIII) and inefficient. Primarily an antipersonnel and incendiary weapon. |
Prystal Coating: Designed vs Lasers.
Vaporises
into a prismatic aerosol when hit by hi-energy beam (HiNRG) thus
disbursing the
energy with each hit. Also available in aerosol and grenade form! SlickSuit: Low coefficient of resistance. Body-Stockings for slippery customers (Impossible ie. Dire+ to Grapple). SS Coatings deflect projectiles to heavily armoured areas or away from the target all-together... (Link to Ricochet Rules!) |
| IX 'Future Tech.' |
The Hermit |
Ceramispal Armour Light-Suit 'Glitter-Suit' GRAVITY SHIELDS (Experimental Contra-Gravity) |
-9 |
Stunner (Sub-Sonic) Vacuum no effect. U/W double range... Gamma Ray Laser 'Gazer' |
Ceramispal Armour: Designed vs Needler
Reactive microstructure spalls off hyper-velociy impact energy. It
sneers at LoTech bullets! Archeic weapons usually shatter leaving the
Ceramispal unscratched. 'Glitter-Suit' Reflective Coating reaches its climax in the light suit containing a colloidal suspension of micro reflectors; (visible) light just 'splashes' off in a multispectral aura. |
| X 'Far Future Tech.' |
Wheel of Fortune |
Ablat Coating Sonic Shield ZeroSuit Nano Skins: 'CamoSkin' adaptive Camoflage ... to fashion statement. 'SpaceSkin' one shot space suit limited LSS measure by wearers ability to ignore 'major body functions' ... +Symb-Skin ~infinite GRAVITY SHIELDS Planetary Bases and Capital *Craft mount K.E. Screens (Experimental True Gravity) |
-10 |
PeaceMaker: Anti-Matter MM
Rounds (The only defence against this is a deep Bunker!) Plaser (Plasma pulse guns: magneto-gravitically constrained plasma balls centred around a BB pellet = a Glorified Air Gun! Described as a 'Fusion Gun' however once M-G constraint removed... effect is merely(!) explosive. Variable Laser (Visible) Continuous Beam |
Ablat Coating Designed vs Plasers.
Plasma energy absorbed by Ablation. Available in fashion materials
resembling leather! And as a layer over any hard armour. Sonic Shield Proof vs Stunners and other sound weapons. And renders wearer completely silent! Combat Professionals now have personal Force Screens capable of converting any energy into power for their weapons! ZeroSuit: Zero coefficient of resistance! |
| The Realms of Super-Science: Enhanced Armour (Royalty 11 - 14) | |||||
| XI |
Strength |
BioCrystal Armour The Page of Armours GRAVITY SHIELDS Planetary Bases, Capital *Craft, and Small Vehicles: Grav Tanks; Ship's Boats... mount K.E. Screens |
-11 |
Bolter as Needler using Gravity
induction coils to the same effect. Heavier projectile. Mach: 7-9 |
Living Armour: self regulating, self
repairing and adaptive from one combat round to the next! combines all
the previous features of Prystal, Glitter, Ablat, Ceramispal with
a Zero surface. With the discovery of Contra-Gravity (CG): Combat Professionals in Power Armour now use CG Harnesses and fly into Battle. |
| XII |
The Hanged Man |
Collapsium Armour (CG compressed metals.) The Cavalier of Armours FORCE FIELDS: Energy absorbtion:: 'Black Screens': Indiscriminate absorbtion of all energies including visible light. Planetary Defence Bases only. [ie 'primitive' @T/L XII] Requires a BIG heat sink: usually an ocean! |
-12 |
Beamer Gravitationally collimated gamma
ray laser. Stunner (Pulsed Gravity Wave) |
Personal Grav. Shields Reverse Gravity
field which arrests fast physical projectiles to a standstill... until
they drop to the floor. (At
Higher T/Ls 'projectiles' include increasingly smaller particle
streams). "The slow
blade however..." (Collapsium is only present as a thin plating acting as the conductor for the field.) |
| XIII |
Death |
Holo-Displacer The Queen of Armours FORCE FIELDS: Energy conversion:: 'Grey Screens': Selective absorbtion of different energy bands. Planetary Defence Bases only @T/L XIII. Energies can be stored and redirected back at the agressor through narrow slits in the spectrum. Energy absorbtion: Capital *Craft ie now mobile. Limited by nature and volume of (internal) heat sink. |
-13 |
Blaster Portable Meson Cannon Penetrates
all armours until... |
All change! More
than just invisibility the Holographic field can display: multiple
copies; other member of the party; random objects from rocks to
rocking-chairs. |
| XIV |
Temperance |
Adamantium The King of Armours FORCE FIELDS: Energy rectification: 'Multi-Spectral Screens'from Ultra-Wave to Cosmic Rays. Planetary Defence Bases only @T/L XIV. Energy merely reinforces screen. Radius of effect gets larger! Energy conversion Capital *Craft only Energy absorbtion Small Vehicles: Grav Tanks; Ship's Boats... still limited by nature and volume of heat sink. |
-14 |
Reamer (Anti-Matter 'Ray') Anti-lithium
dust suspended and propelled in gravitationally evacuated bubbles of
force. |
SuperMetal Alloy absorbs hadrons for
breakfast washed down with super-chilled bose condensates. All Particle
weapons: photons, gamma rays, mesons... just warm it up! Its still Matter tho. |
| The Realms of Hyper-Science:
Esoteric Armours (... and here's where it gets silly!) Major
Arcana Only THE FOLLOWING ARE ALL ARTIFACTUAL ARMOURS and ARMS Note Major Arcana (MaA) may be used for lesser armours (I - IV) with bonus esoteric effects as agreed with the D/M eg Chamel Coats and the like... |
|||||
| XV |
The Devil |
?<Ag>? |
-15 |
Disruptor 'Fission Gun' converts neutrons to protons Nuclei fly apart in an atomic explosion. Radioactively dirty! | ?<Ag>? Power Armour becomes powered by the incoming energy thrown at it! Excess energy normally converted into HiNRG photons: an X-Ray Laser Beam fired back at the source. Meanwhile the *RAT gets on with the job at hand Generally 'Peace-Keeping!' |
| XVI |
The Tower |
Energy Webbing, aka Converter Cloak |
-16 |
Disintegrator 'sub-atomic dissembler'
converts gluons to neutrinos... Clean version of Disruptor. Highest setting: material converted to Helium and Hydrogen. Lower, more destructive settings, produce metallic dusts (poisonous) and noble gases (radioactive). |
Most
energy (EM) Weapons now provide a welcome power source to the SuperTech
Pedestrian. The problem with what to do with the surplus is solved...
(At Last!) ...converting the energy into more Energy Webbing as
simply
as E=Mc^2! |
| XVII |
The Star |
?<Ag>? Stasis Bunker immoble and invulnerable. Stasis lasts for a pre-set duration. No time passes inside stasis. |
-17 |
Matter:Anti-Matter Converter | ?<Ag>? |
| XVIII |
The Moon |
?<Ag>? | -18 |
Stasis Projector |
?<Ag>? |
| XIX |
The Sun |
Bilamellar Stasis Suit: reflective and
flexible |
-19 |
Temporal Vortex Projector shunts the target back or forward in time by a small amount unfortunately the planet, sun, galaxy, universe... has moved on! | Time passes normally within the second
(normalising) field. Wearer is working and moving blind. 'Flicker suit'... |
| XX |
Judgement | Phase Armour |
-20 |
Para Weapons |
Phase Armour Reactive armour detects a threat and rotates armour and contents into Phase Space. Wearer is a 'Phase Ghost' and may observe but not interact with the real world. |
| XXI |
The World | ?<Ag>? | -21 |
Meta Weapons |
?<Ag>? 'Phase Ghost' may interact with the real world via 'Force Avatars' Holograms and Tractor/ Pressor projections. |
| O |
The FOOL |
O- Foolish 'As Nature intended' +!; 'Nude' +Z; 'SkyClad' +£; 'Au Naturelle' +$; 'Stark Bollock Naked' +%; 'SkinSuit' (Space Suit)+^ 0 to -22 as the D/M sees fit! | |||
| Wands | Shield: Nominally associated with Deftness ie wielded as part of the Melee Actions. Some shields: Target Shield, Buckler are designed for parrying or to trap an opponents blade. Others are offensive weapons in their own right, with a central spike or spikes for the classic 'shield bash'. Light shields enable the use of a second blade or off-hand weapon. All is meaningless with regard to their Game Mechanics (u.i.) | |
| Pentacles | Helm: Nominally associated with Acumen the Helm may be associated esoterically with Swords especially if it mounts: camouflage; a crest or a lucky charm... Conversely Body armour could be associated with Pentacles, by the Player stating that their AA has a thick head! | |
| Cups | Body Armour: (including Vambraces, Greaves and whatnot...) Nominally associated with Vigour and essentially a passive defence ie just worn. | |
| Swords | May be protected by expediently assigning one of
the above Armour types to it thus leaving that attack vector
unprotected! |
It is assumed that the AA is prepared for Combat and is thus capable of laying three cards (face down) lower than the appropriate Mimesis (M) prior to the Cusp. The Difference between Card and Mimesis being the Armour Defence Differential. Thus the higher the Mimesis being defended the better the quality of Armour that can be worn. Fresh armour cards may not be laid once the combat has commenced. It takes time to put on a suit of armour!
In announcing an attack the Player or D/M announces an Attack Vector and, if the Defender has armour for that line of attack, then the appropriate card is revealed.
An Ace is valid unless the AA has a Disability associated with that particular Mimesis in which case the D/M may link that Disability in with any catastrophic failure of Defence.
This Defence Differential acts as a primary damage reducing modifier as follows:
| Attack Damage Values less than the current Armour Defence Differential represents minor damage to the armour; most (mundane) armours have their efficiency reduced by one pip for the rest of the combat. This damage is normally repaired with minimal technical help: bashing out the dents or re-riveting a scute. |
Attack Damage Values equal to the current
Armour Defence Differential indicate
a serious or critical hit to the armour, with trivial but
persisting results.
|
| Attack Damage Values greater than the current
Armour Defence Differential indicate
a simple penetration. Most (mundane) armours have their efficiency
reduced by one pip
for the rest of the combat. It is
likely that this will be enough to put most NPCs down and in extreme
environments frantically searching for a SlapSeal™. However the excess Damage (ie Attack Damage - new Armour Defence Differential value) is now applied to the AA wearing the armour. If this does not reduce the AA's Mimesis to zero, or beyond; then the AA may continue the Combat. But probably via an Attack Vector associated with a non-reduced Mimesis. Or may continue with the Task at hand, again probably with a reduced Skill. The damage to the armour is normally repaired with minimal technical help: patching the hole with a ceramet/adamantium composite or a leather patch! |
| Attack Damage Values much greater than the
current
Armour
Defence Differential i.e. double (treble!) indicate a complex
penetration. The armour's Armour Defence Differential is halved
(quartered!) as are any enhanced or esoteric qualities. The AA is probably unconcious and in urgent need of medical care. |
| Wands | Tactical Advantage: Managing the Combat
Zone; Taking the High Ground; Camoflage; Setting up a Killing Zone; |
|
| Pentacles | Strategic Advantage: 'PsyOps' exploiting
a weakness of the Enemy; Misdirecting the Enemy; |
|
| Cups | Cover:
generally an impromptu part of Combat using the micro-terrain as
arranged by a thoughtful D/M or created by frantically digging a scrape
whilst under withering fire! |
|
| Swords | Provocation:
using an essential part of any Melee combat: the byplay of words and
repartee taunting an opponent into a vulnerable position or a rash
move... |
|
| Major Arcana |
The Art of War: Defeating the enemy
before the Encounter! |