Difference between revisions of "Daring Tales of Adventure (30s pulp)"

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(Equipment)
(Notes)
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=Notes=
 
=Notes=
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 +
===Attack options===
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*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
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*Cover Light -1; Medium -2; Heavy -4
 +
*Darkness Dim -1; Dark -2, targets are not visible beyond 10”
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*Pitch Darkness Targets must be detected to be attacked at -4
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*Defend +2 Parry; character may take no other actions
 +
*Disarm -2 attack; defender makes Str roll vs. damage or drops weapon
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*Double Tap/ 3 Rd Burst +1 attack and damage/+2 attack and damage
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*The Drop +4 attack and damage
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*Finishing Move Instant kill to helpless foe with lethal weapon
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*Firing Into Melee See Innocent Bystanders
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*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
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*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
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*Wild Attack +2 Fighting; +2 damage; -2 Parry until next action
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*Withdrawing from Close Combat Adjacent foes get one free attack at retreating character
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[[Category:PBP]] [[Category:Savage Worlds]]
 
[[Category:PBP]] [[Category:Savage Worlds]]

Revision as of 11:30, 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

Spider Monkey's Pulp savage World's game

Characters

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