Difference between revisions of "IrradiatedFur:Resolution"

From RPGnet
Jump to: navigation, search
 
m (left out an equal sign)
Line 34: Line 34:
 
Unarmed damage is your Strength die in stun.
 
Unarmed damage is your Strength die in stun.
  
===Miscellaneous==
+
===Miscellaneous===
 
<i>Adrenaline Wears Off:</i> If more than two rounds go by without combat,then the adrenaline in a character's system wears off. At this time, check to see if you are Hurting (see below). In addition, if you have lost more Stun than your Health+Strength+(Feral/2), you have to make a KO test, as noted below (with an 'attack roll' equal to the amount of stun you have lost).
 
<i>Adrenaline Wears Off:</i> If more than two rounds go by without combat,then the adrenaline in a character's system wears off. At this time, check to see if you are Hurting (see below). In addition, if you have lost more Stun than your Health+Strength+(Feral/2), you have to make a KO test, as noted below (with an 'attack roll' equal to the amount of stun you have lost).
  

Revision as of 16:29, 22 May 2005

Basic Tests

Nothing fancy. Roll lots of dice, try to get a high number.

A skill test is (base stat die) + (skill die). If it's a skill to which your race is related (like Acrobatics for Ferrets), add your racial die in too.

A stat test is (base stat die) + (racial die). Yes, it's odd, but go with it.

For any other test, the die or dice to roll are noted.

Combat

Everyone will have to fight sooner or later. There are few combat options, and no special maneuvers like flashy jump kicks or talented throws -- when you get in a fight, you use whatever opprotunity you have available to you, and don't have time to think. Combat in Irradiated Fur works like so:

Initiative

Roll your Initiative stat every six-second round. Higher numbers go first. Break ties with Agility, then Intelligence, then Race.

Actions

Determine what you want to do. You have one action in a round, normally; if you want to do more than one action, you are at a -1 die penalty to all actions (before you roll, you have to choose and discard a die) for every action beyond the first. Naturally, this makes doing too many actions impossible.

Hitting

Melee combat is done by rolling Strength + Agility + (Melee or Martial Arts).

Missile combat is done by rolling Intelligence + Agility + (Firefight or Sniping).

The defense rolls Agility + Intelligence + (Acrobatics versus ranged, Melee or Martial Arts versus melee).

If you beat your defender, you deal damage.

Dealing damage

Stun damage: Stun damage is equal to the margin of success you hit by, plus whatever the damage dice are for your attack, minus the defender's Soak and armor. For every 10 points, you also deal a wound -- a punch can crack a rib.

Lethal damage: Lethal damage is dangerous! Lethal damage first deals stun damage, equal to the margin of success you hit by, plus whatever the damage die for the attack is (without reduction by Soak); subtract any armor, then, if even one point went through, deal 1 wound, plus 1 extra wound for every 5 points of damage rolled.

Unarmed damage is your Strength die in stun.

Miscellaneous

Adrenaline Wears Off: If more than two rounds go by without combat,then the adrenaline in a character's system wears off. At this time, check to see if you are Hurting (see below). In addition, if you have lost more Stun than your Health+Strength+(Feral/2), you have to make a KO test, as noted below (with an 'attack roll' equal to the amount of stun you have lost).

Going Defensive: If you decide not to act, you may add your Feral, Race, or Perception die (whichever is better) to any defense roll you make.

Hurting: When you have more wounds than your Health die size, you are Hurting. You are at a -1 die penalty to all actions. However, if your wounds start below or equal to your Health die size and then go above this number, you don't automatically apply the Hurting status -- read Adrenaline Wears Off, above.

Knockout: If you ever take more than Strength+Soak stun in any one attack, you must make a Health + Race + Feral roll equal to or greater than the attack roll or be knocked out for 1 minute you missed by.

Movement: You can move up to your Movement in meters for free every round. You can move up to four times every round; each time beyond the first counts as an action.