Editing RULES

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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>
 
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>
 
'''EXCEPTIONAL SUCCESS'''<br>
If you hit by 7+ (plus any armor rating of the target) in combat:
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If you hit by 7+ in combat, in addition to the benefits listed (potential KO, + 1 step damage), you also get one additional simple action (-1 Step Penalty if appropriate). Multiple exceptional successes stack<br>
# Weapon Damage is +1 step (or +d4 in the case of Unarmed Damage)
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Resolving Exception Success: Target rolls Vitality + Willpower vs Average (7). Failure indicates Basic: Incapacitated, Stun: KO + 1 Shock Point per Stun Damage, Wounds: Bleeding (or Dead for mooks)Success indicated merely the above effects.
# 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>
 
'''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).
 
These still count as the one action per turn, but when one is done, the person gets only innate defense (agility).
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'''Called Shots'''
 
'''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 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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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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'''Exceptional Hits'''
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An exceptional hit gives a +1 step bonus to the damage die of the weapon or +d4 to unarmed attacks. An exceptional hit requires exceeding the target's defense by 7 + the armor rating (and helmet). If the Exceptional Hit is on a called shot, the endurance check is Formidable. With an exceptional hit, the attacker can choose to do Wound, Basic or Stun damage at her discretion. As with other Exceptional Successes, the attacker gets a second simple action.<br>
  
 
=Crew Rules=
 
=Crew Rules=

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