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=Combat= '''SIMPLIFIED COMBAT PROCESS'''<br> #Roll Initiative #Declare actions in reverse initiative order.(Higher initiative can interrupt lower) #Each person gets one "action" per turn* '''AUTOMATIC DODGE'''<br> Whenever attacked everyone gets to roll their dodge, unless they are doing a complex action or are surprised. Roll against each subsequent attack with a -1 skill step penalty.<br> '''ABORT'''<br> Characters can Abort their next action for a simple one (dodge/attack/move/drop prone/dive for cover) at any time during the turn, if you abort an action, you lose your next action and cannot dodge until you can act, unless you aborted to a dodge or block, in which case that continues to work (with normal penalties). You can only abort once per turn, and cannot abort in the turn after you abort.<br> '''EXCEPTIONAL SUCCESS'''<br> If you hit by 7+ (plus any armor rating of the target) in combat: # Weapon Damage is +1 step (or +d4 in the case of Unarmed Damage) # Target makes an Average (7) Vitality+Willpower Check and if it fails, then Depending on the Damage Type: ## '''Stun:''' KO + 1 Shock Point per Stun Damage ## '''Basic:''' Incapacitated, a debilitating injury, either a broken limb (which is useless until treated), or he has been rendered blind, deaf, immobile, or under some similar condition. ## '''Wound:''' Target is Bleeding (d2 Basic every 10 minutes)(or Death for Minions) # Attacker gets One additional Simple Action (attack, move, etc..) Exceptional Successes stack, so if you get an Exceptional Success on the additional Action, you get another additional action.<br> '''SAMPLE COMPLEX ACTIONS'''<br> These still count as the one action per turn, but when one is done, the person gets only innate defense (agility). *Run = Move 30ft plus Strength + Athletics *Charge = Run + Attack (-1 skill step to attack) *All Out Attack = Attack +2 Steps (uses 3 shots) *Other = Either longer actions or combining two or more actions with appropriate penalties (ex: Draw and Fire -1 step, Aim, Grappling, Feint, etc.) *Reload a weapon *Snapshot (move from heavy cover to light cover, fire -2 skill steps, return to full cover) *Total Defense = Dodge + 2 Skill Steps '''MELEE/UNARMED COMBAT'''<br> When someone attacks with Melee or Unarmed combat, and the defender has yet to act, the defender can opt to resist with unarmed or melee combat (if armed) rather than dodge. Whoever gets the higher roll wins that turn, and does damage to the opponent. This becomes her action for that round even if she did not initiate the attack, or it is before her initiative. Alternatively the defender can simply dodge, in which case, she can still do another action. If the defender has already acted that turn, she can only dodge or block. Using unarmed combat verses a melee attack is at a -1 step penalty.<br> '''RANGED/GUNS in MELEE'''<br> If you are attacked with a gun or ranged weapon by an adjacent opponent, and able, you can defend with either your DODGE to avoid the attack, or Unarmed/Melee skill to strike the attacker (even if you've already acted, just factor in any step penalty). If your unarmed or melee attack is higher than your opponent's attack roll, her attack misses and you do damage to her, the opponent with the smaller weapon (unarmed = small) get's +1 step bonus. *Ex. Unarmed Combat vs Rifle. Unarmed opponent (small) gets a +1 step bonus versus Rifle (med). *Ex. Spear vs.Pistol. The Spear (medium) vs. Pistol (small). Pistol gets a +1 step bonus. '''GRAPPLING'''<br> A character wanting to initiate a grapple makes an Unarmed vs. Dodge* roll to initiate a grapple. *Defender may use Unarmed or Melee Combat to resist an attempt to grapple (if they are armed and use Melee Combat they get +1 step skill Bonus to resist the grapple, and if successful they do damage to the grappler as if an attack) An Exceptional success initiating a grapple give the attacker a +1 step to the next grapple roll. Once a grapple attempt is initiated successfully, then both combatants are now grappling and must roll (unarmed vs. unarmed), each turn including that one (at the highest initiative). Both grapplers take stun, whoever wins takes 1 stun, whoever loses takes 2 stun. They remain grappled and this continues until either one grappler scores an exceptional success or is rendered unconscious.<br> *Exceptional Success indicates a win (pin, headlock, grab-for-cover, or escape, etc) and the normal additional action (attack, move, etc), and no stun loss to the winner.<br> Grapplers are Easy (3) Hand-to-hand targets, and Average (7) ranged targets to others, but attacks against them are at a -2 Step Skill Penalty. A Botch (1s or 2s) indicates you hit the opponent instead of your target.<br> '''IMPROVISED WEAPONS'''<br> If you are using an improvised weapon (log, bottle, chair, scalpel, etc.) You can use your melee weapon skill (at normal ability) OR your unarmed combat with a 2 step penalty. <br> '''PUSH/FLIP/TRIP'''<br> Attacker makes an unarmed attack (or melee if appropriate) versus the defender. In lieu of damage the attacker can push the opponent up to 5 feet. (Exceptional Success indicates defender automatic prone or push up to 10ft.) Otherwise, Defender must make an average agility/athletics roll (or the original attack roll whichever is higher) or be prone as well.<br> '''DISARM'''<br> Called Shot (Defender typically at +8 Def for weapon size). If it hits, the opponent is disarmed. If it is a successful unarmed attack, the attacker can keep the weapon). Opponent can choose to defend with melee combat, as normal (see unarmed vs. melee above)<br> '''FEINT/TRICK/DISTRACTION''' <br> A Feint attack is a complex action (Will + Skill) vs (Ale + Skill). that gives -1 Skill Step Penalty to the attack, but if successful, the target gets only innate defense. Attacker gets to choose who gets the benefit (herself or another attacker). If feinter doesn’t attack, Feint is at +2 Steps Exceptional Success makes target an Easy target (3).<br> <br> '''Range Penalties'''<br> Range Increments for the following standard weapons are different from the book: *Bow = 30ft *Crossbow = 60ft *Powered Crossbow = 75ft *Pistol = 50ft *Rifle = 110ft *Assault Rifle = 75ft Other weapons remain the same. <br> Aiming for one Turn doubles those ranges in addition to the +1 Step Bonus. <br> If you are '''Blind''' or in '''complete darkness''' range penalties are -2 for every 5 feet (-2 at 5ft, -4 at 10ft, etc) Assuming you are able to locate the opponent (Hearing Check vs Average (7)or Covert/Stealth +2 for every 30ft away.)One still gets the Point Blank bonus on close shots. <br> '''Firing into a Crowd'''<br> Firing into crowd or versus someone in hand to hand combat is tricky. The target gets light cover (+4) and a roll of only 1s or 2s becomes a ''Botch'', resulting in hitting an unintended target (the other combatant in Hand to hand). Roll an attack (at the same dice) against the unintended target, and if that roll would not the person, assume it just hit (0 basic + weapon damage)<br> '''COMBAT SKILLS'''<br> The Serenity System does not pair skills with abilities. Instead it is up to the player to describe their actions and determine the appropriate abilities to pair with the skill. In some cases certain abilities may face Step Penalties if the circumstances require. <br> ex. Jayne tends to rely on his great strength to steady and aim Vera (his large gun). Normally he rolls Strength + Gun for his attacks with no penalties. This time Jayne is confronted by several Reavers approaching at high speed, to crack off three shots quickly he'd be better using his agility. If he decides to use his Strength anyway, the Gm determines his strength gets no penalty for the first shot, and a -2 step penalty for the second and -4 for the third (his great strength actually slowing him down). Had he used his agility, he'd only face the normal skill penalties. '''Armor''' When a target is hit, roll any damage for weapon type. Then subtract the armor rating from wound damage. If there is any remainder, subtract that from the stun damage. *In the case of body mesh, also convert up to 8 wounds from each attack into stun damage. *Add the armor rating (and helmet rating if any) to the number needed to get an exceptional hit. (ex. Zoe is wearing body mesh, she is hit by an attack that exceeds her dodge by 7, normally this would be an exceptional hit, but the +1 AR makes it a normal it.) This makes it extremely difficult to take out soldiers in tactical suits (+14 needed to get an exceptional hit). <br> '''Called Shots''' A called shot adds to the defense of the target, +4 for torso, legs, +8 for head, arm, hand, stomach, +12 for heart, kneecaps, eye, ear, etc.. A successful called shot that does wound damage incapacitates that part (in the case of limbs), or causes automatic Wound Penalties (-2 steps to all abilities). If the target is the head or vitals (stomach, heart, etc.), the victim must make an hard endurance check or check versus attack number whichever is higher or be unconscious or dying (if wound damage was done). Increase the attack’s damage die based on the size of the area targeted (Moderate +2 steps, Small +4 steps, Miniscule +8 steps). The damage die inflicts Wound damage (no matter its damage type before), and the target begins bleeding (unless the attacker chooses not to inflict wound damage, then it is basic damage). In addition all the damage from called shots takes twice as long to heal, and any penalties from the damage linger until all the wound damage is healed. <br>
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