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Action Difficulty: Action Diff / Extraordinary / Threshold

This document provides rules and mechanics for combat and damage in a roleplaying game. It includes difficulty levels for actions, bonuses from attributes and skills, options for aimed shots and different types of attacks, defenses against attacks, damage from weapons and armor ratings, ranges for weapons, plot point rewards and expenses, and rules for damage, dying, and multiple actions in a turn.

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0% found this document useful (0 votes)
21 views

Action Difficulty: Action Diff / Extraordinary / Threshold

This document provides rules and mechanics for combat and damage in a roleplaying game. It includes difficulty levels for actions, bonuses from attributes and skills, options for aimed shots and different types of attacks, defenses against attacks, damage from weapons and armor ratings, ranges for weapons, plot point rewards and expenses, and rules for damage, dying, and multiple actions in a turn.

Uploaded by

me
Copyright
© © All Rights Reserved
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Download as DOC, PDF, TXT or read online on Scribd
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Action Difficulty Long 4 -3 Skill Step

Action Diff / Extraordinary / Threshold Extreme 10 -6 Skill Step


Easy 3 / 10 / 15
Average 7 / 14 / 35 Automatic Weapons
Hard 11 / 18 / 55 Burst: The attacker fires three bullets using one
Formidable 15 / 22 / 75 attack roll against one target. The weapons damage
Heroic 19 / 26 / 95 die each gain +1 step. Extraordinary Success on a
Incredible 23 / 30 / 115 burst
Ridiculous 27 / 34 / 135 attack adds an extra stepped-up damage die to the
Impossible 31 / 38 / 155 total.(max twice per turn)

Bonus Dice Autofire: One autofire attack roll expends a third


Plot Points Die Type Min Bonus of the weapons ammo against one target.
1 d2 1 The weapons damage die gains a +4 step.
2 d4 2 Only attack in the turn.
3 d6 3
4 d8 4 Spray: Spray fire uses as many bullets as autofire
5 d10 5 but directs them at an area roughly 510 feet wide,
6 d12 6 As long as the attack roll meets an
7 d12 + d2 7 Easy (3) Difficulty, everyone in that area must defend
8 d12 + d4 8 against the attack. Cover bonuses to Difficulty are
9 d12 + d6 9 halved (round up) in the face of spray fire. Those that
10 d12 + d8 10 are hit suffer a +1 step to the weapons damage die.
11 d12 + d10 11 An
12 d12 + d12 12 Extraordinary Success on the attack roll adds an
extra
Attack Options stepped-up die to the weapon damage roll.
Aim +1 Skill Step / turn (max 3)
Called Shot (special damage) Defence
Full Target -- Unmoving - Easy (3). Non action
Moderate Target +4 Difficulty Innate Defence - Agility dice -Non action
Small Target +8 Difficulty Bonus for fast/erratic movement
Minuscule Target +12 Difficulty Blocking: Roll Agility + close combat Skill/Specialty;
Covering Immediate Attack Dodging: Roll Agility + Athletics/Dodge.
+2 Skill Step on Intimidate Cover:
Crowds 1 and 2s = botches Light Cover: Up to half the body is covered.
botches hit bystanders This
Disarm -2 Skill Step (Close Combat) adds 4 to the defence Difficulty. Remove one die of
-4 Skill Step (Ranged Combat) explosive damage.
target makes Hard Agility + Weapon Skill Being prone is generally the equivalent of light cover.
Feint Intelligence + Combat vs Alertness + Skill Medium Cover: More than half the target is
if successful, target can only use Innate safe. Add
Defence 8 to the defence Difficulty. Drop two dice of explosive
Prone -2 Attribute Step damage.
Sneak Attack Easy (3) Difficulty attack Heavy Cover: Almost all the defender is
Throwing Average (7) Difficulty protected.
to 100 ft Add 12 to the defence Difficulty. Three dice of
Two-Weapons -2 Attribute Step on off-hand attack explosive
Off hand attack is a second action damage are left off.
Unarmed Attacks d0 Stun Total Cover: Target cant be hit. If a hit is
Visibility possible
Dim light -2 Skill Step for some reason or might do damage anyway
Dark -4 Skill Step , add 16 to the defence Difficulty. Explosive
damage loses four dice.
If an attack results in an Extraordinary Success,
the victim must make an Average (7) Endurance roll. Armour
A failed roll imposes additional damage based on The Armour Rating is subtracted from any damage
weapon damage type. inflicted. Wound damage is reduced first, then Stun
Endurance =(Vitality + Willpower) damage.
Initiative=(Agility + Alertness) Attacks that garner Exceptional Success ignore
armour.
Ranges
Range Increments Modifier Plot Point Rewards
Point Blank 15 projectile +1 Skill Step Frakking Awesome! 1
5 thrown Complications in Play 1 - 3
Short 1 -- Completing a Challenge 2-4
Medium 2 -1 Skill Step Personal Goal 3-5
Crew Goal 46

Plot Point Expenses / Story Impact


Improving Actions Inconsequential 1-
2
Saving Bacon Minor 3 - 4
Staying Alive Moderate 5 - 6
Assets Significant 7 - 8
Story Manipulation Major 9 - 10
Defining 11+

Damage/General
Second Wind Once per day recover Stun damage
equal to roll of Vitality or Willpower.
Damage Penalties: When your character has
accumulated half his
Life Point total (rounded down) in Wound damage, he
suffers a 2 Attribute step
Passing Out: damage,>= Life Points, Roll Endurance
(7) Difficulty. Success keeps awake. Every turn
accumulative +4 to Difficulty
Dying: Wound damage >= Life Points, Roll Endurance
(3) Difficulty. Success, no more rolls needed until
wounded again. Every turn accumulative +4 to
Difficulty
Multiple actions Every action after the first incurs a
cumulative -1 skill step penalty up to the end of your
turn.

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