Daring Tales of Adventure (30s pulp): Difference between revisions
Jump to navigation
Jump to search
Line 42: | Line 42: | ||
=Notes= | =Notes= | ||
===Attack options=== | |||
*Aim +2 Shooting/Throwing if character does not move | |||
*Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for Short, x2 for Medium, x3 for Long | |||
*Autofi re See rules | |||
*Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces | |||
*Called Shots Limb -2; Head -4, +4 damage, Small target -4; Tiny target -6 | |||
*Cover Light -1; Medium -2; Heavy -4 | |||
*Darkness Dim -1; Dark -2, targets are not visible beyond 10” | |||
*Pitch Darkness Targets must be detected to be attacked at -4 | |||
*Defend +2 Parry; character may take no other actions | |||
*Disarm -2 attack; defender makes Str roll vs. damage or drops weapon | |||
*Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage | |||
*The Drop +4 attack and damage | |||
*Finishing Move Instant kill to helpless foe with lethal weapon | |||
*Firing Into Melee See Innocent Bystanders | |||
*Full Defense Fighting roll replaces Parry if higher | |||
*Ganging Up +1 Fighting per additional attacker; maximum of +4 | |||
*Grappling Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at -4); Attacker can make opposed Str or Agility to cause damage | |||
*Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with shotguns or autofi re) hits random adjacent target | |||
*Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated | |||
*Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor | |||
*Prone As Medium cover; prone defenders are -2 Fighting, -2 Parry | |||
*Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry | |||
*Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a Spirit roll or be Shaken; roll of1 are hit for normal damage | |||
*Touch Attack +2 Fighting | |||
*Trick Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; with a raise, foe is -2 Parry and Shaken | |||
*Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous | |||
*Unarmed Defender Armed attackers gain +2 Fighting | |||
*Unstable Platform -2 Shooting from a moving vehicle or animal | |||
*Wild Attack +2 Fighting; +2 damage; -2 Parry until next action | |||
*Withdrawing from Close Combat Adjacent foes get one free attack at retreating character | |||
[[Category:PBP]] [[Category:Savage Worlds]] | [[Category:PBP]] [[Category:Savage Worlds]] |
Revision as of 18:30, 9 May 2010
This is the page for the play by post game using the Savage Worlds rules and the Daring Tales of Adventure campaign.
Forum threads
- [Recruitment]
- [OOC]
- [IC]
Spider Monkey's Pulp savage World's game
Characters
- Chayton Stone Sioux pilot played by Iskallor
- Archibald Kensington the III Eccentric Explorer played by Witamous
- Mapiya Stone Acrobatic jewel thief played by T@nya
- Leo Brunswick Oddball Scientist played by nexusI
Bennies
- Chayton 4
- Archibald 3
- Mapiya 3
- Leo Brunswick 4
XPs and Advances
- XP 20 4 advances Chayton
- XP 20 4 advances Archibald
- XP 20 4 advances Mapiya
- XP 20 4 advances Leo Brunswick
Character contacts
- once per adventure pcs can create one contact
Npcs
Equipment
- Tommy gun 12/24/48 2d6+1 ROF 3 50 shot
- Luger x2
Notes
Attack options
- Aim +2 Shooting/Throwing if character does not move
- Area Effect Attacks Targets under template suffer damage, treat cover as armor; missed attack rolls cause 1d6” deviation for thrown weapons, 1d10” for launched weapons; x1 for Short, x2 for Medium, x3 for Long
- Autofi re See rules
- Breaking Things See Obstacle Toughness Table; Parry 2; No bonus damage or Aces
- Called Shots Limb -2; Head -4, +4 damage, Small target -4; Tiny target -6
- Cover Light -1; Medium -2; Heavy -4
- Darkness Dim -1; Dark -2, targets are not visible beyond 10”
- Pitch Darkness Targets must be detected to be attacked at -4
- Defend +2 Parry; character may take no other actions
- Disarm -2 attack; defender makes Str roll vs. damage or drops weapon
- Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage
- The Drop +4 attack and damage
- Finishing Move Instant kill to helpless foe with lethal weapon
- Firing Into Melee See Innocent Bystanders
- Full Defense Fighting roll replaces Parry if higher
- Ganging Up +1 Fighting per additional attacker; maximum of +4
- Grappling Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at -4); Attacker can make opposed Str or Agility to cause damage
- Innocent Bystanders Missed Shooting or Throwing roll of 1 (2 with shotguns or autofi re) hits random adjacent target
- Nonlethal Damage Characters are knocked out instead of potentially killed when Incapacitated
- Obstacles If attack hits by the concealment penalty, the obstacle acts as Armor
- Prone As Medium cover; prone defenders are -2 Fighting, -2 Parry
- Ranged Weapons in Close Combat Pistols only; Target Number is defender’s Parry
- Suppressive Fire With successful Shooting roll, targets in Med Burst Template make a Spirit roll or be Shaken; roll of1 are hit for normal damage
- Touch Attack +2 Fighting
- Trick Describe action; make opposed Agility or Smarts roll; opponent is -2 Parry until next action; with a raise, foe is -2 Parry and Shaken
- Two Weapons -2 attack; additional -2 for off-hand if not Ambidextrous
- Unarmed Defender Armed attackers gain +2 Fighting
- Unstable Platform -2 Shooting from a moving vehicle or animal
- Wild Attack +2 Fighting; +2 damage; -2 Parry until next action
- Withdrawing from Close Combat Adjacent foes get one free attack at retreating character