Weapons: (D66) 11. Small blunt (baton, cane, etc.)...................3 DAMAGE 12. Large blunt (bat, crowbar, etc.)............ 1D6 DAMAGE 13. Small blade (pocketknife, hatchet, etc.)3 DAMAGE 14. Large blade (combat knife, axe, etc.) 1D6 DAMAGE 15. Light hand (wraps, thick gloves, etc.).....3 DAMAGE 16. Heavy hand (knuckle dusters, etc.) .... 1D6 DAMAGE 21. Small ranged (slingshot, BB gun, etc.)....3 DAMAGE 22. Whip ................................................................ 1D6 DAMAGE 23. Bow.................................................................. 1D6 DAMAGE 24. Pistol................................................................ 1D6 DAMAGE 25. Machine pistol ............................................. 1D6 DAMAGE 26. Submachine gun......................................... 1D6 DAMAGE 31. Carbine ........................................................... 1D6 DAMAGE 32. Hand cannon............................................1D6+1 DAMAGE 33. Bolt-action rifle.......................................1D6+1 DAMAGE 34. Semi-automatic rifle..............................1D6+1 DAMAGE 35. Assault rifle...............................................1D6+1 DAMAGE 36. Break-action shotgun...........................1D6+1 DAMAGE 41. Pump-action shotgun ..........................1D6+1 DAMAGE 42. Light machine gun.................................1D6+1 DAMAGE 43. Sword..........................................................1D6+1 DAMAGE 44. Spear...........................................................1D6+1 DAMAGE 45. Large axe...................................................1D6+1 DAMAGE 46. Large hammer..........................................1D6+1 DAMAGE 51. Sniper rifle................................................ 1D6+2 DAMAGE 52. Rocket launcher..................................... 1D6+2 DAMAGE 53. Heavy machine gun.............................. 1D6+2 DAMAGE 54. Heavy misc. (e.g. railgun, laser)........ 1D6+2 DAMAGE 55. Energy blade (e.g. beam, magic) ..... 1D6+2 DAMAGE 56. Concussion grenade.................................. 1D6 DAMAGE 61. Frag grenade............................................1D6+1 DAMAGE 62. Small bomb (e.g. landmine, pipe) .... 1D6+2 DAMAGE 63. Large bomb (e.g. C4 setup) ...................2D6 DAMAGE 64. Anomalous weapon ...................................2D6 DAMAGE 65. Ultra-shotgun..............................................2D6 DAMAGE 66. FUBAR blaster..............................................3D6 DAMAGE Weapon Tags: d66 11. ACCURATE: Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission. 12. ANTI-MATERIEL: Deals double DAMAGE to vehicles and structures; cumbersome to carry around. 13. ALT-FIRE: This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip). 14. ARMOR-PIERCING: Attacks with this weapon ignore ARMOR bonuses granted by physical means. 15. BANE: Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected. 16. COLLAPSIBLE: Easily concealed, no matter the size; will never be detected during pat-downs. 21. CURSED: Requires powerful magic to remove once equipped. The wielder may permanently spend 1D6 MAX HP to guarantee a successful attack. 22. CUSTOMIZED: Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies. 23. DUMMY: Appears to be a weapon, but is actually another mundane item of your choice (e.g. gun lighter, fake sword with a hidden compartment). 24. ELECTRIFIED: Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water. 25. EXPERIMENTAL: When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref). 26. FLASHY: If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit. 31. GRIP: Custom materials and ergonomic design; the referee can never state that you drop this weapon. 32. HEAVY: This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon. 33. HUD: Scans hostiles. When you kill something new, the referee will tell you a useful fact about it. 34. ICE: Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function. 35. INCENDIARY: When damage is dealt, this weapon also deals 2 DAMAGE to anything within firespreading range. Deals double DAMAGE to plants. 36. INDESTRUCTIBLE: Impervious to everything; can withstand any amount of pressure or corrosion. 41. LIGHT: Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon. 42. LOUD: Attacks with this weapon draw the undivided attention of enemies within earshot (and instantly reveal your position). 43. LUCKY: Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. 44. MEDICAL: Once per mission, you may use this weapon to deal negative DAMAGE, healing the target. 45. MESSY: Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth. 46. MENACING: Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee. 51. NON-LETHAL: Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success. 52. POISONED: When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take. 53. PROTOTYPE: Wielding this next-generation weapon grants +1 TACTICAL; roll +TAC to attack with it. 54. QUICK-DRAW: Attacks that target enemies drawing their weapons will always succeed. 55. REMOTE: Projectiles (or the weapon itself) can be remotely steered through chutes and around walls. 56. RITUAL: Shatters to protect you from death once, negating lethal damage. Disintegrates afterward. 61. SAPIENT: Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic. 62. SHREDDER: Deals double DAMAGE to exposed flesh. On critical hits, decreases the target’s ARMOR by 1. 63. STUN: Those damaged by this weapon cannot move or act until their current HP changes. 64. TRANQUILIZER: As NON-LETHAL, but chance is increased to 5-in-1D6 if a vulnerable area is specifically targeted (e.g. head, neck, exposed membrane, etc.) 65. UNSTABLE: Can be set to overload to deal triple DAMAGE once; explodes for 3D6 damage to everyone nearby seconds later. 66. VALUABLE: Utterly unique in history or make. Can be used as a bargaining chip in almost any situation. Weapon Skins D666 111. 1D6 gem sockets 112. 2D6 inset gems 113. 3D6 previous owners' names 114. 4D6 bullet-deflection marks 115. 5D6 collected dog tags 116. 6D6 kill notches 121. Affixed talisman 122. Airbrush stenciling 123. Alchemical symbols 124. Alligator skin accents 125. Animal head ornament 126. Animal stripe pattern 131. Appealing asymmetry 132. Arctic white 133. Atomic purple 134. Bandage wrapping 135. Barbed wire 136. Belches smoke 141. Bite marks 142. Black and gold 143. Blanketed in sequins 144. Blinking eyes 145. Blood red 146. Bold corporate logo 151. Bone and muscle 152. Boxy components 153. Bulbous and swollen 154. Burn marks 155. Burning sigils 156. Caked with mud 161. Candy striped 162. Cardboard casing 163. Cartoon shading 164. Cartoon stickers 165. Carved teeth and vertebrae 166. Casts no shadow 211. Caution orange 212. Cheap PVC 213. Checkerboard 214. Cherry blossoms 215. Cherry sunburst 216. Chitinous material 221. Chlorophyll stains 222. Claw scratches 223. Clunky buttons 224. Colorful feathers 225. Cool-looking internal orb 226. Country flag paint job 231. Crackles with static 232. Crystal-clear 233. CV dazzle 234. Cybernetic veins 235. CYCLOPS emblem 236. Damascus steel 241. Dangling scraps 242. Decorated with jewelry 243. Demonic extrusions 244. Desert camo 245. Diamond studded 246. Digital camo 251. Diverse fabrics 252. Dragon decals 253. Draped in pearls 254. Dried gore stains 255. Ectoplasmic 256. Electric yellow 261. Embroidered 262. Engraved roses 263. Engraved word 264. Etched equations 265. Exposed electronics 266. Faintly hums 311. Faux fur accents 312. FIST emblem 313. Floral print 314. Forest camo 315. Four-leaf clover decal 316. Frost crystals 321. Fuligin 322. Fungal growths 323. Galaxy print 324. Gang paint job 325. Gently whispers 326. Ghostly silhouette 331. Glitch effects 332. Glow in the dark 333. Glowing radioactive 334. Glut of attachments 335. Gradient paint job 336. Gray plastic 341. Grotesquely segmented 342. Growing hair 343. Gutted for lighter weight 344. Half-melted 345. Harvest gold 346. Has a face 351. Hastily-scratched runes 352. Healthy moss covering 353. High-pitched whine 354. Hologram projection 355. Holographic casing 356. Hot rod flames 361. Ideological symbols 362. Illuminated with mythic art 363. Impossible serial number 364. Incense smell 365. Incessantly jittery 366. Insect cloud 411. Iridescent finish 412. Ivy leaf decal 413. Jazz design 414. Jungle camo 415. Jury-rigged thingamajig 416. Keychains 421. LCD screen 422. Leopard print 423. Light-up piping 424. Liquid compartment 425. Lisa Frank stickers 426. Looks like a toy 431. Low-poly 432. Luxurious tassels 433. Made of nanomachines 434. Made of reclaimed garbage 435. Made of water 436. Magical fire 441. Mahogany finish 442. Marble swirl 443. Matte black 444. Menacing spikes 445. Metallic origami 446. Milky blue 451. Mirror-sheen polish 452. Monochromatic 453. Monogrammed 454. Motor oil 455. Music notation 456. Never gets dirty 461. Ocean camo 462. Octarine 463. Olive drab 464. Optic camouflage 465. Organic scarring 466. Over-mechanized 511. Oxidized copper 512. Painful to look at 513. Paint splatters 514. Paisley print 515. Palm tree print 516. Partially petrified 521. Pinned playing card 522. Plywood components 523. Polished chrome 524. Polka-dotted 525. Pride flag paint job 526. Psychedelic imagery 531. Pure hard light 532. Rainbow spray paint 533. Red-hot metal 534. Reflective tape 535. Releases confetti 536. Religious iconography 541. Rich leather accents 542. Roman numerals 543. Rose gold 544. Rosewood grip 545. Rust-bitten 546. Sacred geometry 551. Scrawled phone number 552. Seems to breathe 553. Seeping slime 554. Shattered mirror plating 555. Sheds petals 556. Skull and crossbones 561. Slag metal 562. Sloppily modified 563. Smoky swirl finish 564. Snakeskin accents 565. Snow camo 566. Sparkle trail 611. Speaker grill 612. Spiderwebs 613. Splitter camo 614. Straps and zippers 615. Striped hazard tape 616. Stuffed with herbs 621. Summons autumn leaves 622. Tactical engravings 623. Tactical pouches 624. Tarnished silver 625. Tartan print 626. Techno-greebled 631. Textures missing 632. Tie-dye 633. Tied rabbit's foot 634. Tiger stripe 635. Tobacco sunburst 636. Topographic texture 641. Trickles blood 642. TV static cutout 643. Twenty-four carat gold plating 644. Two-dimensional 645. Unfinished gunmetal 646. Uniformly ribbed 651. Urban camo 652. Velvet accents 653. Verdant green 654. Visual ghosting 655. Wards and charms 656. Warped checkerboard 661. Web of stitches 662. White and silver 663. Wireframe model 664. Woodburned pattern 665. Written all over 666. Zip ties Hit Locations 2. Head/weak spot 3. Left leg/foot 4. Left hand 5. Left arm 6. Shoulder(s) 7. Chest 8. Gut 9. Right arm 10. Right hand 11. Right leg/foot 12. Compound injury (roll two hit locations) CHOKE scores 11. CHOKE 1: Battle fugue state 12. CHOKE 1: Bribe anyone in charge 13. CHOKE 1: Cry profusely 14. CHOKE 1: Collapse elegantly 15. CHOKE 1: Pass out cold 16. CHOKE 1: Start running, don’t stop 21. CHOKE 2: Become light-headed 22. CHOKE 2: Cower in cover 23. CHOKE 2: Defer to underling 24. CHOKE 2: Find an exit 25. CHOKE 2: Fling weapon 26. CHOKE 2: Hide any injuries 31. CHOKE 3: Blissful denial 32. CHOKE 3: Freeze up 33. CHOKE 3: Go feral 34. CHOKE 3: Hands-up surrender 35. CHOKE 3: Interfere with a player 36. CHOKE 3: Suddenly masochist 41. CHOKE 4: Behave sadistically 42. CHOKE 4: Break weapon showing off 43. CHOKE 4: Create a diversion 44. CHOKE 4: Get hopelessly lost 45. CHOKE 4: Frantic laughter 46. CHOKE 4: Plead for mercy 51. CHOKE 5: Break into song 52. CHOKE 5: Give up entirely 53. CHOKE 5: Shoot self in foot 54. CHOKE 5: Throw someone under the bus 55. CHOKE 5: Tear off shirt and howl 56. CHOKE 5: Trip on shoelaces 61. CHOKE 6: Cardiac arrest 62. CHOKE 6: Major joint dislocation 63. CHOKE 6: Self-sacrifice attack 64. CHOKE 6: Start hurling accusations 65. CHOKE 6: Turn on FIST 66. CHOKE 6: Ultrahuman abilities activate Partial Success 11. COMBAT The enemy doubles down 12. COMBAT The enemy flanks you 13. COMBAT You deal half DAMAGE 14. COMBAT You hurt a teammate too 15. COMBAT You trade DAMAGE 16. COMBAT Your weapon stops working 21. GENERAL You can't move right now 22. GENERAL You cannot finish it alone 23. GENERAL You deplete a resource 24. GENERAL You ignore something else 25. GENERAL You need more time 26. GENERAL You’ll need to rest a moment 31. MENTAL Approximate calculations only 32. MENTAL More research is required 33. MENTAL Some information is lost 34. MENTAL You can’t remember exactly 35. MENTAL You don’t know why you’re right 36. MENTAL You failed to account for... 41. MOVEMENT You drop an important item 42. MOVEMENT You go partially off-course 43. MOVEMENT You hurt yourself a little 44. MOVEMENT You must take a longer route 45. MOVEMENT You’re now in harm’s way 46. MOVEMENT You’re stopped halfway 51. SOCIAL Disarm yourself immediately 52. SOCIAL That won’t work again 53. SOCIAL You must prove yourself 54. SOCIAL You must provide compensation 55. SOCIAL You need to make a hard sell 56. SOCIAL You’ll be watched constantly 61. WEIRD A trait behaves erratically 62. WEIRD Turn on your teammates 63. WEIRD You begin losing your grip 64. WEIRD You get a bad nosebleed 65. WEIRD You slowly develop a new trait 66. WEIRD You’re struck by lightning Armor (2D6) 2. Combat shield............................0 ARMOR (accessory) 3. Riot shield....................... 1 ARMOR (equip as weapon) 4. Heavy riot shield ......... 2 ARMOR (equip as weapon) 5. Helmet ...........................................1 ARMOR (accessory) 6. Civilian clothing..................................................0 ARMOR 7. Standard fatigues.............................................0 ARMOR 8. Tactical clothing .................................................1 ARMOR 9. Bulletproof vest ..................................................1 ARMOR 10. Exoskeleton frame.............................................1 ARMOR 11. Ceramic plate......................................................2 ARMOR 12. Power armor........................................................2 ARMOR Spells Name 11. Artifice of Atlantis 12. Cadence of the Deep 13. Canticles Calamitous 14. Cato's Magical Mystery 15. Cries of Cthon 16. Crimson Sentence 21. Curses of Babylon 22. Dancing Goat Stance 23. Death Dirge of Thule 24. Echoes of Ur 25. Fifth Horseman’s Call 26. First Rite of Chaos 31. Forgotten Arts of Ys 32. Hungry Demon Stance 33. Hymn of the First Men 34. Image of Icarus 35. Ivanoff’s Holy Icon 36. Leichenberg’s Lament 41. Matsunaga’s Muse 42. Miracles of Mwamba 43. Myrtigan’s Mutagen 44. Ninth Form of Anubis 45. Oracle Bone Chant 46. Secret Ritual of Athena 51. Sekhmet’s Dance 52. Silver Hand Style 53. Song of Irkwhon 54. Spinning Shadow Style 55. Sword of the Seraphim 56. Tendrils of Thoth 61. The Forbidden Idea 62. Thirteenth Sign 63. Un-words of Uuraz 64. Verse of the Vampires 65. Warp of Wei Fong 66. Wonders of Waseme Spell Level 1. Novice 2. Apprentice 3. Adept 4. Expert 5. Master 6. Legendary Obsecurity 1. Doesn't exist yet 2. Lost or forgotten 3. One living expert 4. Exclusive to a cult 5. Well-known by mages 6. Anyone can do it Feature 11. Alien eggs 12. Animal bones 13. Atonal chanting 14. Blood goblets 15. Bound monster 16. Candle circles 21. Cleansing smoke 22. Computer program 23. Corpse juice 24. Cursed cassette 25. Dark mulled wine 26. Divination tool 31. Drains caster 32. Elder god 33. Fear aura 34. Flashy effects 35. Grand hypersigil 36. Group séance 41. Heady incense 42. Huge bonfire 43. Humungous tome 44. Human sacrifice 45. Kills the caster 46. Living sigils 51. Magical syllables 52. Many charms 53. Microtonal music 54. Powerful gem 55. Psychedelic plants 56. Sacred geometry 61. Spell jars 62. Standing stones 63. Stars must align 64. Summon anomaly 65. Tattooing ritual 66. Tea ceremony Effect 11. Activates a buried magitech super-mecha 12. An elder god is awoken to end the world 13. Attracts followers to your cause 14. Births a new being without a soul 15. Catalyst for developing telekinesis 16. Certain materials can no longer harm the caster 21. Changes the outcome of a past event 22. Creates an inverse duplicate of the caster 23. Feeds something that never stops hungering 24. Food and medicine are irreparably poisoned 25. Grants control over other people's fear 26. Harvests people’s energy for a giga-attack 31. Hated enemies are turned to ash 32. Heals the sick back to perfect health 33. Immortality, following a three-day mystical trial 34. Impenetrable shroud of darkness 35. One or more laws of physics become editable 36. Our world and the afterlife blend together 41. Parts bodies of water à la Moses 42. Random spell from a fantasy roleplaying game 43. Rejuvenates a natural area or urban center 44. Removes an idea from collective consciousness 45. Scrambles the structure of language 46. Surreal music that forces people to dance 51. The caster wastes away to fuel a grand project 52. The dead are brought to life (or unlife) again 53. The sun and moon become yours to command 54. The user's existence is universally forgotten 55. Torments the guilty with visions of their victims 56. Total control over an ancient superweapon 61. Transforms people into disposable thralls 62. Turns objects into solid gold when touched 63. Turns those who cross a boundary into stone 64. Useful resources spill bountifully from thin air 65. Wealth and power inexplicably flow your way 66. Wizards take it as a combat challenge Magical Sylables D66 1D6 times 11. AGON 12. AKU 13. BASU 14. CTH 15. EL 16. EOR 21. FEL 22. IRU 23. JIN 24. KHET 25. KHON 26. KWE 31. KZIN 32. LETH 33. LO 34. MEG 35. MOR 36. NAK 41. NAZ 42. OCH 43. OTH 44. PTEK 45. QOS 46. RIN 51. SHU 52. THATH 53. THUN 54. TZET 55. UR 56. URAAN 61. UUM 62. VEC 63. VRAM 64. WYRN 65. WODO 66. ORU