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@ -9,7 +9,7 @@ for use by PCs and NPCs alike.
Money is abstracted a bit so as not to have to track every dollar and become
your character's accountant.
Compare the character's wealth against the availability of the purchase,
Compare the character's wealth against the accessibility of the purchase,
anything at or below the character's wealth can be be reasonably bought at no
cost. Anything one point above their wealth rating can be bought but requires a
test of *2 dice vs TN 4*, 1 die if they are unprepared. If successful the item
@ -42,11 +42,11 @@ A fumble indicates the character was fleeced, they loose the item and all
debt remain.
If an item is illegal, before selling it the character must find the buyer by
making a *Streetwise + Charisma* vs *TN 3 + item's Availability*.
making a *Streetwise + Charisma* vs *TN 3 + item's access cost*.
## Item list <a name="itemList"></a>
Item | Availability
Item | Accessibility
--- | :---:
**Electronics** |
Geiger Counter | 0
@ -134,7 +134,8 @@ These work in complete darkness but details are completely lost.
Below are medical items not normally found in a medkit.
**Antivenom:** Used to treat specific poisons produced by animals. It provides
a +5 on Body tests against the specific poison but is reduced by 1 per round after being poisoned.
a +5 on Body tests against the specific poison but is reduced by 1 per round
after being poisoned.
**Stempak:** A syringe that contains stem cells and other drugs that cause the
rapid regrowth of damaged tissue, healing a single wound. A flesh wound will
@ -170,7 +171,7 @@ Generally Drugs don't need special rules when being casually administered, but
in the event they are weaponized or a character is exposed to a dangerous
substance, the following rules are used.
Medical Drug | Potency | Route | Effect | Availability
Medical Drug | Potency | Route | Effect | Accessibility
--- | :---: | :---: | --- | :---:
Anesthetics, local | 7 | Injected, Topical | Analgesic, Sedative | 0
Anesthetics, general | 12 | Inhaled, Injected | Analgesic, Sedative | 0
@ -179,7 +180,7 @@ Sleep aid | 9 | Oral | Sedative, Ignore Fumbles | 0
Euphoric | 12 | Oral | Euphoric | 0
Tincture | -2 | Oral, Topical | Same as other drug | 0
Recreational Drug | Potency | Route | Effect | Availability
Recreational Drug | Potency | Route | Effect | Accessibility
--- | :---: | :---: | --- | :---:
Adrenaline | 9 | Injected | Stimulant, Analgesic | 0
Alcohol | 6 | Oral | Sedative, Euphoric, Analgesic | 0
@ -193,14 +194,14 @@ PCP | 12 | Inhaled, Oral | Hallucinogen, Stimulant, Analgesic | 0
Peyote | 6 | Oral | Hallucinogen | 0
Tobacco | 7 | Inhaled, Oral | Euphoric, Stimulant | 0
Toxins | Potency | Route | Effect | Availability
Toxins | Potency | Route | Effect | Accessibility
--- | :---: | :---: | --- | :---:
Black Widow Venom | 8 | Injected | Fatal |
Chlorine gas | 5 | Inhaled | Fatal |
Cyanide | 10 | Oral | Fatal |
Black Mamba Venom | 10 | Injected | Fatal |
Pesticide | 6 | Inhaled, Oral | Fatal |
Death Cap mushroom | 11 | Oral | Fatal |
Black Widow Venom | 8 | Injected | Fatal | 1
Chlorine gas | 5 | Inhaled | Fatal | 0
Cyanide | 10 | Oral | Fatal | 0
Black Mamba Venom | 10 | Injected | Fatal | 1
Pesticide | 6 | Inhaled, Oral | Fatal | 0
Death Cap mushroom | 11 | Oral | Fatal | 0
**Potency:** is how strong a substance is. It acts as an attack result vs
the character's Body test, dealing effects based on MoS. Multiple doses add 10%
@ -285,7 +286,7 @@ places may ask the characters to check kit at the door or with local guards.
PCs should always get their gear back to not cause resentment at the table or
create a fear of always losing thier equipment everywhere they go.
Weapon | DV | ACC | Range | Mag | Traits | Availability
Weapon | DV | ACC | Range | Mag | Traits | Accessibility
--- | :---: | :---: | :---: | :---: | :---: | :---:
**Melee** | | | | | |
Baton | 1+BOD | 0 | - | - | | 0
@ -303,7 +304,7 @@ Whip | 1+BOD | 0 | - | - | Entangle, Reach | 0
Compound Bow | 3 | 0 | 8 | 1 | Slow Reload | 1
Crossbow | 3 | 0 | 7 | 1 | Slow Reload | 1
Weapon | DV | ACC | Range | Mag | Traits | Availability
Weapon | DV | ACC | Range | Mag | Traits | Accessibility
--- | :---: | :---: | :---: | :---: | :---: | :---:
**Pistols** | | | | | | |
Semi Auto Pistol | 3 | 0 | 7 | 12+1 | | 1
@ -322,15 +323,15 @@ Submachine Gun | 4 | 0 | 25 | 30+1 | RoF 3 | 2
Personal Defense Weapon | 3 | 0 | 30 | 30+1 | AP, RoF 3 | 2
Assault Rifle | 5 | 0 | 60 | 30+1 | RoF 3 | 2
Weapon | DV | ACC | Range | Mag | Traits | Availability
Weapon | DV | ACC | Range | Mag | Traits | Accessibility
--- | :---: | :---: | :---: | :---: | :---: | :---:
**Less Than Lethal** | | | | |
**Less Lethal** | | | | |
Net gun | 2 | 0 | 5 | 1 | Entangle, Slow Reload | 1
Taser | 1 | 0 | 1 | 1 | Stun | 1
Police Taser | 1 | 0 | 1 | 2 | Stun | 2
Taser | 1 | 0 | 1 | 1 | | 1
Police Taser | 1 | 0 | 2 | 2 | | 2
Dazzler | 0 | +1 | 12 | 10 | | 2
Weapon | DV | ACC | Range | Traits | Availability
Weapon | DV | ACC | Range | Traits | Accessibility
--- | :---: | :---: | :---: | :---: | :---:
**Grenades** | | | | |
Concussion Grenade | 6 | 0 | 5+BOD | AoE 9 | 0
@ -352,6 +353,60 @@ short, long range is 4x short range, and extreme range is 8x short range.
**Magazine:** the number of rounds found in the weapon's magazine. Weapons that
list +1 at the end can hold one in the chamber allowing for an additional shot.
### Weapon Traits
Like characters weapons often have traits that don't map cleanly into their
base attributes.
**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
ammo, adds an extra attack, rolled as a single die that ignores fumbles.
**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
of the explosive's effect. The first number is the primary area of effect, the
second number determines the secondary area of effect. Targets in the secondary
area get a +1 on defense against the effect. Only one defense test is made per
explosion.
**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
either damaged or ensnared and unable to move and fight. The attack choses to
tangle or damage when attacking. Entangled characters need to roll Body or
Agility(defender's choice) test against TN equal to DV+Mos to escape.
**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
requires that the user have a listed amount of body or take a penality to
attack rolls equal to the difference in body.
**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
suffer the attacks effects for a number of combat rounds equal to the original
Margin of Success of the attack. Damage is calculated using the original MoS,
minus one for each additional turn after the first one. For example, a MoS 4
attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
third and MoS 1 on the fourth and final turn.
**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
following special attack actions. Automatic weapons are able to be fired at any
RoF up to their listed RoF.
*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
point of RoF spent adds an extra attack, rolled as a single die that ignores
fumbles.
*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
target along a 1+RoF meter long path. Anyone caught between this path and the
attacker also needs to defend against the result of 1 + RoF number of dice.
*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
fill a 5 meter wide area with bullets. Anyone entering the area during the
round must defend against a single attack roll + RoF. Suppressing fire can be
used at up to medium range.
Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
extended by 1 meter.
**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
one round or a full round to reload the magazine.
### Melee Weapons
This category includes traditional hand-to-hand weapons, which have evolved
little since the antiquity of humanity. These weapons are used with the
@ -404,7 +459,7 @@ proprietary [armor piercing](#armorPiercing) rounds.
**Assault Rifles:** are automatic, lightweight weapons designed for good
accuracy, long range and large ammo capacity.
### Less Than Lethal Weapons
### Less Lethal Weapons
These weapons are designed to incapacitate their targets rather than deal
lethal damage.
@ -412,9 +467,9 @@ lethal damage.
net to capture animals without physically harming them.
**Tasers:** are designed to fire wired prongs that stick into a target and
deliver an electric current to incapacitate them. They don't usually cause
lasting damage unless the victim has a heart condition which can cause cardiac
arrest.
deliver an electric current to incapacitate them. They don't cause more than a
light wound unless the victim has a heart condition which can cause cardiac
arrest. Victims need to make a Body test TN 5 + MoS or become Incapacitated.
**Dazzlers:** Looks like a high powered flashlight but emits light at wave
lengths that overload targets vision, causing temporary blindness and nausea
@ -475,69 +530,10 @@ Fumble | Treat as MoS -9
use and production. Dynamite comes in it's iconic stick shape which can easily
be bundled together.
### Weapon Traits
Like characters weapons often have traits that don't map cleanly into their
base attributes.
**3 Round Burst:**<a name="3RoundBurst"></a> Special attack spends 3 rounds of
ammo, adds an extra attack, rolled as a single die that ignores fumbles.
**Area of Effect:**<a name="areaOfEffect"></a> Indicates the radius in meters
of the explosive's effect. The first number is the primary area of effect, the
second number determines the secondary area of effect. Targets in the secondary
area get a +1 on defense against the effect. Only one defense test is made per
explosion.
**Entangle:**<a name="entangle"></a> Targets that are hit by the attack are
either damaged or ensnared and unable to move and fight. The attack choses to
tangle or damage when attacking. Entangled characters need to roll Body or
Agility(defender's choice) test against TN equal to DV+Mos to escape.
**Minimum Body:**<a name="minBody"></a> The weapon is cumbersome and
requires that the user have a listed amount of body or take a penality to
attack rolls equal to the difference in body.
**Persistent:**<a name="persistant"></a> Persistent systems cause the target to
suffer the attacks effects for a number of combat rounds equal to the original
Margin of Success of the attack. Damage is calculated using the original MoS,
minus one for each additional turn after the first one. For example, a MoS 4
attack would use MoS 3 on the second turn to calculate damage, MoS 2 on the
third and MoS 1 on the fourth and final turn.
**Rate of Fire:**<a name="rateOfFire"></a> Automatic weapons gain the 3
following special attack actions. Automatic weapons are able to be fired at any
RoF up to their listed RoF.
*Burst Fire:* spends 5 rounds per RoF used against a single opponent. Each
point of RoF spent adds an extra attack, rolled as a single die that ignores
fumbles.
*Walking Fire:* spends 5 rounds per RoF used. An attack is made against every
target along a 1+RoF meter long path. Anyone caught between this path and the
attacker also needs to defend against the result of 1 + RoF number of dice.
*Suppressing Fire:* full round action that spends 20 rounds per RoF used to
fill a 5 meter wide area with bullets. Anyone entering the area during the
round must defend against a single attack roll + RoF. Suppressing fire can be
used at up to medium range.
Suppressed NPCs can't move unless they pass a TN 2 + RoF willpower test.
**Reach:**<a name="Reach"></a> The attack range with this melee weapon is
extended by 1 meter.
**Slow Reload:**<a name="SlowReload"></a> The weapon takes an action to reload
one round or a full round to reload the magazine.
**Stun:**<a name="stun"></a> The weapon is designed to deliver an electoral
attack with the same DV. Unless the target has some form of heart problem the
target will never receive more than a light wound. Victims need to
make a TN 5 x DV Body test or become paralyzed.
## Weapon Accessories <a name="weaponAccessories"></a>
Modern firearms often support additional attachments.
Item | Availability
Item | Accessibility
--- | :---:
**Accessory** |
Covershot | 1
@ -632,7 +628,7 @@ doesn't wash off easily. Paint rounds are sold in boxes of 10.
Protective Suits and Armor allow humans to survive extreme environments and
combat.
Armor | Rating | Encumbrance | Availability
Armor | Rating | Encumbrance | Accessibility
--- | :---: | :---: | :---:
**Protective** | | |
Arc Flash Suit | 0 | 0 | 1
@ -645,17 +641,17 @@ Ghillie Suit | 0 | 0 | 1
Land Suit | 0 | 0 | 1
Soft Diving Suit | 0 | 0 | 1
**Armor** | | | | |
Light Helmet | 1 | 0 | 0
Helmet | 2 | 0 | 0
Bike Helmet | 1 | 0 | 0
Combat Helmet | 2 | 0 | 0
Leather Jacket | 1 | 0 | 0
Ballistic Vest | 3 | 0 | 1
Tactical Vest | 6 | -1 | 1
Bomb Suit | 8 | -2 | 1
Shield | Rating | Encumbrance | Acc | DV | Availability
--- | :--: | :---: | :---: | :---: | :---:
Trash can lid | 1 | 0 | -1 | 1+BOD | 0
Riot Shield | 4 | 0 | -2 | 2+BOD | 1
Shield | Rating | Acc | DV | Accessibility
--- | :--: | :---: | :---: | :---:
Trash can lid | 1 | -1 | 1+BOD | 0
Riot Shield | 4 | -2 | 2+BOD | 1
**Armor Rating:** Personal body armor is rated by its Armor Rating. That rating
is added to all three of the characters Wound Levels. Some armor only protects
@ -669,14 +665,15 @@ penalty.
### Arc Flash Suit
Arc flash suits are a type of personal protective equipment worn to protect the
wearer from electrical discharge. They come in various levels of protection and
designs from overalls and helmets to full suits. The suit provides electrical
armor of 3, 4, 5, or 6 depending on the environment.
designs from overalls and helmets to full suits depending on the environment
theyre meant to be used in. The suit provides electrical armor of 3, 4, 5, or
6.
### CBRN Suit
CBRN suits, also called HAZMAT suits, are type of full body personal protective
equipment designed to protect the wearer from direct contacted with and
contamination by radioactive, biological, and chemical substances. The suit
provides a Radiation Shielding Factor of 2.
contamination by radioactive, biological, and chemical substances. Includes a
gas mask. The suit provides a Radiation Shielding Factor of 2.
### Desert Suit
A skintight, liquid cooled suit equipped with a filtered fan system at the
@ -739,13 +736,14 @@ armor values are added together, and the encumbrance penalties are
added together with an additional -1 for every layer.
### Shields
Shields follow the same general rules as armor however they only protect half
the users body but don't add to encumbrance like stacking armor does.
Shields follow the same general rules as armor however they only protect
the users body from the front but don't add to encumbrance like stacking armor
does.
## Vehicles <a name="vehicles"></a>
Vehicles are mostly the same as modern equivalents. Stats assume a mid size version.
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
**Mobility Aid** | | | | | | | |
Wheelchair | 1 | 0 | 8+Body | 1/0 | 1 | Quick | 2
@ -755,7 +753,7 @@ Cargo Bike | 2 | 0 | 35+10Body | 1/0 | 2 | Quick | 2
City Bike | 3 | +1 | 40+10Body | 1/0 | 1 | Quick | 1
Velomobile | 2 | 0 | 60+15Body | 1/1 | 2 | Poor Off Road | 2
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
**Bikes** | | | | | | |
EUC | 2 | +1 | 100 | 1/0 | 1 | Quick | 2
@ -777,7 +775,7 @@ Sloop | 8 | -3 | 35 | 5/5 | 10 | | 5
Runaboat| 7 | -2 | 150 | 1/5 | 7 | | 4
PWC | 3 | -1 | 100 | 1/1 | 3 | | 3
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Availability
Vehicle | Durability | Maneuver | Movement | Pilot/Seat | Mass | Traits | Accessibility
--- | :---: | :---: | :---: | :---: | :---: | :---: | :---:
**Military** | | | | | | |
Humvee | 12 | -2 | 180 | 1/3 | 10 | | 3

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@ -1,90 +1,77 @@
# Chapter Five: Game Moderating <a name="gameModerating"></a>
When you have to choose between the truth and the legend, choose the legend."
"When you have to choose between the truth and the legend, choose the legend."
-John Ford(Misattributed)
## Session 0
Before a game starts, even before characters are made, it's important to go
over a few things, just so that everyone is on the same page. The GM should
pick which ones are important for the game and go over them with everyone
present.
The group should come together for a session, where the primary goal is to
establish the setting and build the player characters. It's important to go
over a few things, before characters are made, just so that everyone is on the
same page. The GM should pick which ones are important for the game and go over
them with everyone present.
### Essential
+ Balance changes
+ Character fit
+ Meet up time
+ Meet up time and location
+ Off limit topics & actions
+ Setting
### Setting
+ Emphasis on Combat, Exploration, or story
+ Location the story will be set in
+ Notable places and people
+ Notable political relations
+ Themes & tone
### GM Style & Preferences
### GM Style & Preferences
+ Balance Changes and Homebrew
+ Expectation of Consequences
+ Level of Lethality
+ Naritive distribution
+ Open world or linear story
+ Rules Flexibility
### In Game
+ Character 'fit'
+ Minmaxing' player power level
+ PvP and rolling against players
+ Special items
### Out of Game
+ Alcohol or substance intake
+ Courtesy for the host
+ Commitment and handling of absence
+ Contacts for discussing issues
+ Mobile or device use during play
+ Off-Limit topics or actions
+ Session start time and length
+ Snacks
## Designing Adventures
### Game Balance
One of the most important things to consider in creating a fun challenge for
players is resources, what do the players have available to them and what do the
antagonists have available. These could be equipment, allies, social
structures, physical buildings etc. If the players come up against a challenge
they are completely unequipped to deal with they will likely not have a good
time.
+ PC resources
+ Antagonists resources
### Pacing
#### Pacing
+ cutting scenes before they drag
+ describing what happens and move on, instead of RPing everything out
+ have the kids of scenes that the group finds interesting while skipping thru the rest
+ meaningful choices in scenes
+ Have NPCs guide PCs during slower scenes
+ Be aware of session time, add or remove scenes to keep on track
#### Improvising
The nature of collective story telling is that someone will ad something that
### Improvising
The nature of collective story telling is that someone will add something that
the GM didn't plan for and the GM will need to create something on the fly.
This might be a background for a one off NPC that the players took a liking to,
a route to an objective that makes sense and the character is equipped to
@ -92,7 +79,6 @@ handle, or the PCs breaking the sequence of the plot in some unexpected way.
This should be expected and the GM is going to have to come up with something
when it does.
### Plotting a Campaign
#### The Pilot Adventure