HEROIC COMBAT
Extras’ Damage: Wild Cards are expected to mow down swathes of Extras without pausing for breath. In order to make Extras less of a threat and the heroes more heroic, Extras’ damage rolls never Ace. That’s right, the best a soldier with a laser pistol (2d6) can do is cause 12 damage, which equates to a wound or two at most.
Soaking: Heroic characters are expected to risk life and limb and escape virtually unharmed. Whenever a player character Wild Card Soaks all the damage from an attack, his benny is instantly returned. While there are no guarantees in life, this rule helps encourage the heroes to remove single wounds as quickly as possible, before they accumulate into bigger penalties and without worrying too much about benny expenditure.
The GM should work within the framework of the story to describe how these “wounds” were actually near-misses or left a hero’s jacket with a new hole or his hair badly singed.
Rapid Recovery: Every Wild Card hero recovers one wound automatically at the start of each new Act. Unconscious heroes wake up with 2 wounds just before the Act begins. No one is ever left out of a new Act or carrying round crippling wound penalties from the beginning of the adventure.
Injuries: While characters still suffer injuries, they are never lasting ones. A hero only ever suffers the effects of rolls on the Injury Table until the wounds are healed, as if he rolled a success on the Incapacitation Table. In short, heroes are never left with injuries for long even if they roll a Failure or Critical Failure on the Incapacitation Table.
WRIST COMPUTERS
Small computers that strap to the wrist, these ubiquitous gizmos come in several forms and can hold a variety of data packages designed to help the wearer. As well as storing programs (see below), each serves as a diary, data storage device, communicator (5 mile range), and calculator. Program information can be displayed via speech, either through a discrete earpiece or the computer’s speaker, or text on a small screen.
Wrist computers’ primary purpose is to store small programs. In game terms, these grant the wearer help through a Cooperative roll. The skill die varies with the level of program. Only one program can be used in a given round, no matter how many wrist computers or programs are available. Accessing a program is considered a free action, made as part of the skill roll. Swapping a program chip takes an action. Each program must be purchased separately.
Program chips cannot be used at a lesser level. There is a deliberate manufacturing decision designed to make consumers spend more money. For instance, a Model II computer can store 3 levels of programs, but the user has two Level II programs—Healing and Repair. He can use install just one program—can’t install both and use one at a d4 to save memory space.
The following skills are available as programs: Gambling (illegal), Healing, Investigation (encyclopedia), Knowledge (specifi c skill), Lockpic king (illegal), Persuasion (etiquette program), Repair, Survival, Taunt (insults from numerous races), and Tracking.
Illegal: Created by criminal gangs and distributed through the blackmarket, illegal programs function as normal but cost
twice the price. They can be combined with master programs.
Master: A master program works like a regular program, but also has a d6 Wild Die. Because of the extra code required, the
program counts as one level higher. For instance, if you buy a Level II master program, it uses storage space like a Level II
program. There are no Level IV master programs. Master programs can be combined with illegal programs.
Example: Captain Blaze purchases a Model II computer, which can store three levels of programs. She buys an illegal
master gambling program. Normally she could buy a Level III program as the maximum, but as a master program the
software counts one level higher for storage purposes. Thus, she may take a Level II program only. The software has a d6
skill and a Wild Die, but costs $600 (150 base, x 2 for being illegal, and x2 for being master quality).