791 lines
31 KiB
Markdown
791 lines
31 KiB
Markdown
# Chapter Four: Action <a name="action"></a>
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Drama depends heavy on the chance of failure, the following chapter deals will
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how to handle all actions in Autonomous Garden.
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## Dice rolling <a name="diceRolling"></a>
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Unless specifically mentioned otherwise, all dice rolls are resolved in the
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manner explained here.
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A number of standard 6 sided dice are rolled. When two or more dice are rolled
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simultaneously, their results are not added together. Instead, the highest
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value rolled is considered to be the outcome of the die roll.
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The totals of die rolls are often influenced by modifiers, such as Attributes
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or situation modifiers. Modifiers are added to the total of a die roll. If
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negative modifiers lower the total below zero, the final result is zero.
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**Critical rolls** happen when more than one of any number is rolled, each
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extra number adds +1 to the total. This has no other effect on the outcome of
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the roll.
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**Fumbles** happen when all dice rolled come up 1s, in addition to the low
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result the character also suffers a mishap such as the character slipping,
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pulling a muscle, dropping something etc.
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### Skill Rolls <a name="skillRolls"></a>
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The Skill roll is the most common form of Action test in the game. Roll a
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number of dice equal to the skill level, if the skill level is 0 roll two dice
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taking the lowest result. These will usually be formating like this *Skill
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Name + Attribute Name* indicating what skill is to be rolled and what attribute to
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add to the result, other modifiers maybe be added but are not listed.
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### Attribute Roll <a name="attributeRolls"></a>
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An attribute test is less common than a skill roll relying on innate ability
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instead of learned. Attribute Rolls assume innate proficiency and are rolled
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with *2 dice + Attribute*.
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### Margin of Success <a name="MoS"></a>
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How well a character beats a Target Number, ether set by the GM or the result
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of an opposed roll is called the Margin of Success. An attack with a higher MoS
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will deal more damage, a wealth roll will deplete less funds, etc.
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**Advantage and Complications:** Sometimes the test fails but provides
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something useful anyway, and sometimes an test succeeds but has a draw back, these are advantage
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**Advantage:** Usually happens when the test fails but provides something
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useful anyway.
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**Complication:** Usually happens when the test succeeds but things don't go so
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well.
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MoS | Success
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:---: | ---
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>= 3 | Yes and an advantage
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+2 | Yes
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+1 | Yes but a complication
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0 | Maybe but at a cost
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-1 | No but an advantage
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-2 | No
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<= -3 | No and a complication
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On each bonus or complication the GM chooses one of the following.
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+ **Detail** gain more or less detailed information.
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+ **Situational** the GM adds something relevant to the situation.
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+ **Time** +/- 25% time to finish an extended action test.
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**Succeed at a Cost:** If the roll is tied the GM can offer the player to
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succeed at a cost. This allows the player to treat the MoS as 1 but there is a
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downside similar to fumbling. Or the player can choose to fail the test.
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### Taking Average<a name="takingAverage"></a>
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Whenever a character is not being rushed or threatened, they can treat the
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final result of a test as *2 + Skill level* rather than roll, attributes and
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modifiers aren't added. This allows characters to be successful at routine
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tasks with enough skill.
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### Accumulated Success <a name="accumulatedSuccess"></a>
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Sometimes a task will require time and effort to complete, when this happens
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the task has an additional MoS requirement to fully complete. Each sucess adds
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towards the task and failure subtracts until the Mos is met.
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This rule is useful when a character is trying to pick a lock while a guard is
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coming, influence an NPC into changing their beliefs, or even rebuilding a
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vehicle.
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## Action Tests <a name="actionTests"></a>
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### Unopposed Tests <a name="unopposedActionTests"></a>
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An unopposed action tests consist of a die roll whose result is compared to a
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fixed difficulty value called a Target Number; a higher Target Number indicates
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a more difficult situation.
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TN | Description
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:---: | ---
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1 | Effortless
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2 | Very Easy
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3 | Easy
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4 | Moderate
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5 | Challenging
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6 | Difficult
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7 | Very Difficult
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9 | Extremely Difficult
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11 | Near Impossible
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14+ | Pray for Divine Intervention!
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### Opposed Tests <a name="opposedActionTests"></a>
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Whenever two individuals oppose each other's actions, they make an opposed
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action tests. Each opponent makes an action tests using the appropriate skill
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and attribute, and are compared to each other to determine success.
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## Actions and time<a name="actionTypes"></a>
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Most of the time characters can do things without needing any rules to govern
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them, open a door, pick fruit, ride a bike etc with the Moderator loosely
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tracking time. However during an action round many things are happening at once
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and are broken up into different types of actions.
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During an action round, each character gets one major action but can take
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additional actions at a penalty to all major actions they make during their
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turn.
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**Minor Actions:** Don't require much time or concentration. They don't take an
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action and don't usually require a test.
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Examples include: talking, dropping something held, defending oneself in
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combat, basic perception, and opening a door.
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**Major Actions:** These actions take a second or more to complete and usually
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require concentration.
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Example include: picking something up, getting something from a pack or pocket,
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attacking, moving, opening a locked door.
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**Extended Actions:** These are actions that take at least a full turn to do
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and usually require an action test. The duration can be in turns, minutes, or
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days. For durations of days or more it is assume that 8 hours is devoted to the
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task, which can be adjusted based on [MoS](#MoS).
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Examples include: repairing, gardening, searching a room, etc.
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### Special Actions <a name="specialAction"></a>
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**Assist:** Characters an help other characters out on a skill test. To do so
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the character(s) must have at at least 1 rank in the skill, and be able to
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communicate and work together to provide the bonus.
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Group Size | Mod
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--- | :---:
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2-4 | +1
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5-8 | +2
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9-16 | +3
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17-32 | +4
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**Ready:** Characters can react to something outside of their turn, interrupting
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another character's actions when a specified event happens. The Readied
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character gets to take their readied action right after the specified event.
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Characters can remained readied for as long as they wish, but if the specified
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event doesn't occur they lose that action.
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### Acting Fast <a name="actingFast"></a>
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Sometimes characters need to do an extended action and there isn't enough time.
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Characters can take a penality to the test to reduce the time required for an
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extended action.
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Time required | Mod
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--- | :---:
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1/2 | -1
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1/4 | -2
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1/8 | -3
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1/16 | -4
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## Movement <a name="movement"></a>
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Each turn characters can take various movement based actions. The movement can
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be split up as needed to perform other actions.
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Each character has 3 movement rates, one for walking, one for running, and one
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of all out sprint. While movement takes an action to perform, action penalties
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for melee and unarmed attacks should be ignored as this tends to break
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believability.
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Because moving makes one a harder target each movement speed also applies its
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action penalty as a bonus to defense tests(sprinting counts as +3), and
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movement based athletics tests.
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**Walking:** This is the characters standard movement speed when not in a
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hurry. Walking is a [minor action](#actions).
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**Running:** The character moves quickly but still allow for other actions to
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be taken or to travel longer distances. Running counts as 2 [minor
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actions](#actions).
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**Sprinting:** The character spends the whole round moving as fast as possible.
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This is an [extended action](#actions).
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### Swimming
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Swimming works a lot like walking except that it is slower and more dangerous.
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Unless they have a swimming movement characters move at 1/4th their standard
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rates and can walk thru shallow water at 1/2.
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Staying afloat while swimming is a [minor action](#actions). While swimming
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against a current takes a [major action](#actions) and an *Athletics +
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Body* test.
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**Acting in water:** Characters performing actions use the appropriate skill or
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athletics whichever is lower. Encumbrance penalties while swimming are doubled.
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### Carrying Capacity
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Characters movement is limited by how much they carry, their maximum capacity
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is the same as the deadlift for their [Body](#body). Treat objects which aren't
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designed to be easily carried with straps, handles, etc as double their weight.
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Objects which require balance and attention when carried apply a -1 action
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penalty, -2 for two handed objects.
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Capacity | Max Movement
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--- | ---
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1/2 | Sprint
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3/4 | Run
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Max | walk
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### Chase Scenes
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Chase scenes are a common element which allows for action without necessarily
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being life threatening. Each round, the characters on foot or in [muscle powered
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vehicles](#vehciles) make an *Athletics + Body* Test and add the result to their speed
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for the round. On a fumble characters loose 1d6 meters for the round.
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Characters can choose to go over obstacles to try to lose their pursuers. When
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this happens both parties make another *Athletics + Body* test, the winner
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adds their MoS to their speed. Fumbles causes a crash, and the character looses
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a round recovering.
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Obstacle | TN
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--- | ---
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Low fence | 2
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Bench, garbage bins | 4
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Tall fence | 6
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### Falls
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Whenever a character falls they take damage equal to 1 for ever 3 meters
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fallen(max of dv 10) x impact surface x 2 dice taking the highest.
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The character can roll *Athletics + Agility* and subtract the result from the
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number of meters fallen before calculating damage. If the result is higher than
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the distance fallen they land on their feet.
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If the character is dropped on their head or fumbles their athletics test, half
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their wounds thresholds for damage.
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Impact Surface | Multiplier
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--- | ---
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Concrete | x2
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Grass or dirt | x1
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Sand or shallow water | x0.5
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Deep water | x0.25
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Crash pads | x0.1
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### Jumping
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To jump, a character must make an *Athletics + Body* test, and the defensive
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modifier of the character’s current movement. The horizontal distance jumped is
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MoS x 0.75 meters. Vertical distance is MoS x 0.25 in meters.
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Surface | TN
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--- | :---:
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Standard | 3
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Rough | 6
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Slippery | 10
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Climbing | 14
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## Social Actions <a name="socialActions"></a>
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Characters can attempt to persuade NPCs into doing something they want. They
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could could do this with the Deception, Intimidation, Negotiation, or Wrangle
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skill. Characters can only attempt to make persuade an NPC once per scene with a
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specific skill.
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NPCs may attempt to use these skills against a PC, aside from Deception, the GM
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will test the skill and report how convincing it is and the PCs can determine
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how they want to react.
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**Disposition:** Describes how much an NPC likes another character. Initial
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disposition usually are usually Friendly or Neutral.
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**Request:** The character describes or role plays out the request, the nature
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of the request will effect how an NPC reacts, if it negativly effects them or
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someone they care about it is more likely to be denied. Some requests are are
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so far out of character that the NPC will just reject them outright.
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**Social Requests Modifiers**
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Situation | TN
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--- | :---:
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**NPC Disposition** |
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Hostile | 6
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Neutral | 4
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Friendly | 2
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**Request** |
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Simple/short | -1
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Complex/long | +1
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Violates NPC's values | +2
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Beneficial to NPC | -3
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Dangerous to NPC | +3
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## Resolving Combat <a name="resolvingCombat"></a>
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Many stories will involve some form of combat, an exciting high-speed chase, a
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shootout or a grand showdown. There is nothing quite as a satisfying as finally
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defeating the antagonist in a climactic battle. The game organizes combat
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around 6 second rounds, the order is determined by initiative and ends when
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everyone has taken their turn, and a new round begins.
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### Initiative <a name="initiative"></a>
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Initiative determines who acts first in a combat round. At the beginning of
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each turn, players will declare their intent for the turn. This will determine
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who acts first in initiative.
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1. Close actions that don't require moving first
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2. Ranged actions
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3. Movement and all other close actions
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If necessary, combatants can roll opposed *Awareness + Perception* tests highest
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roll goes first.
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### Surprise <a name="surprise"></a>
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Surprise occurs when a character attempts to affect an unwary target. The
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target makes an Opposed *Awareness + Perception* test against the attacker's
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*Stealth + Agility*. Success means the target notices the attacker and can take
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defensive actions; this can sometimes happen long before the attacker was ready
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to attack.
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Attacking unwary targets requires the attacker to pass a standard (not Opposed)
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Skill test with a Target Number number of 1 + the defender’s [combat
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modifiers](#combatModifiers).
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### Attacking <a name="attacking"></a>
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Attacking is a [major action](#actionTypes) opposed by the target's
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[defense](#defending). The skill and attribute rolled depend on the type of
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attack being used:
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+ Unarmed: *Unarmed + Body*
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+ Melee: *Melee + Agility*
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+ Ranged: *Firearms + Perception*
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+ Thrown: *Athletics + Perception*
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+ Explosives: *Mechanics + Logic*
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### Defending <a name="defending"></a>
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Unless the target is surprised or incapacitated somehow, the defender makes a
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*Defense + Agility* test against attacks. Defending is a [minor
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action](#actionTypes).
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Objects, locations, and unaware targets all have a defense of 1 + [Combat
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Modifers](#combatModifiers) against attacks. This assumes a human sized target,
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if smaller use the [Aiming Rules](#aiming)
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#### Special Defense Actions
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##### Parry
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The defender can block melee, thrown, and unarmed attacks using a melee weapon.
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Instead of a usual defense test, the defender can roll *Melee + Agility*.
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Unarmed defenders can parry against unarmed attacks, they make an *Unarmed +
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Agility* test for their defense.
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##### Dodge
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The character spends the full round defending themself, All defense rolls gain
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a +3 bonus until their next turn.
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### Multiple actions in combat<a name="multipleActions"></a>
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It is assumed that character get one major or minor action per turn. However if
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characters want then can take multiple actions in a round then can do so at the
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cost of a -1 penalty per additional action to all [major action](#actionTypes) tests.
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Multiple actions must be declared at the beginning of the round.
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### Special Attack Actions
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#### Aiming <a name="aiming"></a>
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Characters can aim at specific body parts to increase damage or get around
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armor. Characters take a -1 to thier attack but the range they can make the
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attack is limited based on the location.
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Critical wounds to limbs do not kill the target, but instead sever or
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obliterate the limb.
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Burst fire attacks have too much recoil to be aimed at specific hit locations.
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Location Size | Distance | Wound Levels
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--- | --- | ---
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Torso | Long | x1
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Limb | Medium | x1
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Head | Medium | x0.5
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Eye/Finger | Short | x0.5
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#### Deception Attacks
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An attacker in melee or unarmed combat uses feints and dirty tricks, decreasing
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the skill level of both their attack roll and the defender's defense rolls by a
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specified amount. If the defender’s dice are reduced to zero, they roll as if
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unskilled.
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#### Lining Up a Shot <a name="liningUpAShot"></a>
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A character can spend a few combat rounds steadying their aim to improve their
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odds to hit. Add one die to the attacker’s roll per combat round spent aiming,
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up to a maximum equal to the shooter’s Skill level. The character may not move
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while lining up a shot.
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### Combat Modifiers <a name="combatModifiers"></a>
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The following modifiers apply to an attacker’s attempt to hit or affect a
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target.
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Situation | Attack Mod | Defense Mod | Example
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--- | :---: | :---: | ---
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**COVER** | | | |
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light cover | 0 | +1 | Foliage, furniture, thin walls
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Heavy cover | 0 | +3 | Rocks, motor vehicles, think walls
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Fully hidden | -2 | +1\* | Only weapon is visible
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**LIGHTING** | | |
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Very bright | -1 | -1 | Spotlight, tactical light
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Dim | -1 | -1 | Moonlight
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Poor | -2 | -2 | Starlight, fog or smoke
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Barely lit | -3 | -3 | Lighter, indirect light, heavy fog
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Pitch black | -4 | -4 | No light at all
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**SITUATION** | | |
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Flanking | 0 | -1 | Attacker behind and to side
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Behind | 0 | -2 | Attacker directly behind
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Multiple attackers | 0 | -1 | Per additional attacker after the first
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Offhand | -1 | N/A | Using non dominate hand
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**PERCEPTIVE RANGE** | | | |
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Medium range | -1 | N/A | Within a dozen meters, 2x weapon range
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Long range | -2 | N/A | Within fifty meters, 4x weapon range
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Extreme range | -3 | N/A | Within a hundred meters, 8x weapon range
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\* Fully hidden behind heavy cover prevents defender from being hit
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#### Range
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Weapons can only be used within a specific range. Weapons list their short
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range, medium range is 2x short, long range is 4x short range, and extreme
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range is 8x short.
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Thrown range is equal to 6 + Body - item's weight(in kilograms rounded up).
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#### Special Circumstances
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**Close Quarters:** When fighting or acting in a small space or one full of
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inconvenient obstacles (e.g. in a tight corridor or a dense forest), powerful
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blows and actions that involve large items are more difficult. Any action done
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with the help of a piece of equipment longer than the character’s arm is at -1.
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Some items are so cumbersome that they either cannot be used at all or deserve
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a higher penalty (e.g. a bull-whip).
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**Multiple Attackers:** When several people are attacking a single defendant,
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that defendant gets penalties to their Defense and Parry rolls. The defender
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suffers a -1 penalty for all attacks from a second attacker, -2 for those from
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a third attackers and -3 for those from any additional attackers. A single
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attacker who takes multiple actions in a round does not count as two attackers
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for these purposes.
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### Injuries <a name="injuries"></a>
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Characters can take two types of physical damage. Hand to hand combat and low
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impact trauma cause bruises. Weapons and collisions cause wounds. Both types of
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damage are recorded on the character's wound track.
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#### Damage
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If an attacker hits an opponent, they deal an amount of damage equal to their
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weapon’s Damage Value times the Margin of Success of the attack, up to a MoS of
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6.
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#### Wound Thresholds
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Any time a character takes damage it is compared to their Wound Levels. If the
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damage is lower than their Flesh Wound, they receive only minor scrapes or
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bruises that are not worth tracking in game but do cause some paint to the
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character.
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**Flesh:** Hurt but probably wont kill. Such as cracked ribs, deep cuts,
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bleeding bruises etc.
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**Deep:** Are potentially life threatening. They're composed of broken bones,
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punctured organs, and severe concussions.
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**Critical Wound:** Are instantly fatal. They compose blown off heads,
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decapitation, cut in half etc.
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**Critical Bruises:** Knock the character out for 1d6 hours and fill up the
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remaining bruise track.
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#### Wound Track
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The wound track keeps record of the kinds and severity of wounds. There are 2
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rows of boxes one for each type of damage.
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Regardless of the damage type wounds are marked by putting a single slash
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across a box for a flesh round or across 2 boxes for deep wounds.
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Once a character's wound track is filled up they begin to bleed out and must be
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stabilized within 10 minutes or die.
|
||
|
||
Once the character's bruise track is filled up they will begin to take wounds
|
||
instead.
|
||
|
||
##### Wound Penalties
|
||
Wounds impair a characters ability to act. This penalty is applied to all
|
||
attribute and skill tests a character makes as well as to medicine test by
|
||
other characters to treat them.
|
||
|
||
Wounded characters also find it difficult to move from pain reducing their
|
||
maximum movement rate.
|
||
|
||
Wound | Penalty | additional effect
|
||
--- | :---: | ---
|
||
**Wound** | |
|
||
Flesh | -1 | Can't sprint
|
||
Deep | -2 | Can't run, 2x wound can't stand
|
||
**Bruise** |
|
||
Flesh | -1/2
|
||
Deep | -1
|
||
|
||
#### Wound Degeneration
|
||
If a wound is left untreated it will continue to bleed, become infected, and
|
||
cause additional trauma, unless it is stabilized. Bruises do not degenerate.
|
||
|
||
The character needs to make a **Body test TN 1**, failing the test means the
|
||
wound worsens, causing an additional flesh wound. On a fumble the character
|
||
gains a deep wound. Each type of wound is tested independently of each other,
|
||
flesh wounds are tested every 24 hours divided by number of flesh wounds. Deep
|
||
wounds are tested every hour divided by number of deep wounds.
|
||
|
||
#### Stabilizing Wounds
|
||
To prevent wound degeneration, needs to spend 5 minutes an pass a *Medicine +
|
||
Logic TN 1* test modified by the patient's Body, and wound and bruise
|
||
penalties. Success stabilizes one wound, failure wastes time, and a fumble
|
||
wastes time and cause an additional flesh wound.
|
||
|
||
Once a wound is stabilized it will not degenerate but can become destabilized
|
||
again. Flesh wounds destabilize from heavy activities such as combat or
|
||
running. Deep wounds destabilize more easily, anything more than bed rest,
|
||
eating, and bathing.
|
||
|
||
### Recovery from Injuries <a name="recovery"></a>
|
||
Once a character is wounded they will need to recover. Characters will need
|
||
medical care to cure their wounds fully, while bruises heal on their own. Only
|
||
one injury heals at a time, flesh wounds heal before deep wounds and
|
||
resuscitated characters must spend a week recovering before their wounds begin
|
||
to heal.
|
||
|
||
Injury | Time
|
||
--- | ---
|
||
**Bruises** |
|
||
Flesh | 1d6 hours
|
||
Deep | 1d6 days
|
||
**Wounds** |
|
||
Aided Flesh | 3 days
|
||
Aided Deep | 2 weeks
|
||
Unaided Flesh | 1 week
|
||
Unaided Deep | 1 Month
|
||
|
||
**Unaided:** is when the wound receives only minimal treatment such as bandages
|
||
or a splint. Deep ones inflect a -1 penalty to physical actions until the
|
||
character makes it thru rehabilitation. A Comatose character will not survive
|
||
more than a week without medical aid.
|
||
|
||
**Aided:** is when the wound receives treatment and rehabilitation from a
|
||
medical hospital. Comatose characters can survive indefinitely on life support.
|
||
|
||
## Hazards <a name="hazards"></a>
|
||
Outside of combat there are a number of general hazards characters can face.
|
||
|
||
### Asphyxiation
|
||
The average adult can hold their breath for two minutes before blacking out.
|
||
For every 30 seconds after the fist minute the character needs to make a
|
||
Body test vs TN 2, each 30 seconds apply a -1 penalty to the test. If the
|
||
character is doing strenuous activity 1/2 all times.
|
||
|
||
Asphyxiation is a terrifying experience which usually leads to panic.
|
||
Characters need to make a Psyche test vs TN 3 or panic. Panicking characters
|
||
will need to make additional Psyche tests TN 3 to perform any action other
|
||
than saving themselves.
|
||
|
||
### Disease
|
||
when a character comes into contact with a disease they need to make a Body test
|
||
|
||
**Virulence:** How strong a disease is. When exposed characters make a Body
|
||
test against this value. Failure means the character contracts the illness.
|
||
|
||
**Onset Time:** The longest interval before the substance takes effect. The
|
||
time it takes to take effect is onset time divided by MoS. Fumbled results
|
||
take effect in 1/10th the listed onset time.
|
||
|
||
**Effect:** The symptoms that the character experiences when exposed.
|
||
|
||
#### Influenza
|
||
**Virulence:** 9
|
||
**Onset Time:** One Week
|
||
Airborne illness.
|
||
|
||
MoS | Effect
|
||
--- | ---
|
||
>= 0 | Sore thought and runny noise. Lasts for 4 - MoS days
|
||
<= -1 | Aches, cough, and congestion, action penalty equal to MoS, reduces by 1 per day
|
||
<= -5 | Incapacitated for MoS + 6 days, afterwards treat as MoS -4
|
||
Fumble | Incapacitated with life threatening fever for a week, Roll 1d6 every
|
||
day, with medical aid the character dies on a 1, without aid they die on a 1 or
|
||
2/. Treat as MoS of -8 once fever breaks.
|
||
|
||
### Fire
|
||
Fire automatically deals 2 dice x DV damage from a full round of exposure, less
|
||
than a full round the DV is halved, and on a fumble the DV is also halved.
|
||
|
||
Source | DV
|
||
--- | :---:
|
||
Lighter, Match | 0
|
||
Campfire, Torch, Flare | 1
|
||
Bonfire, Chemical fire, Inferno | 2
|
||
|
||
On a deep wound the character is incapacitated for 1d6 rounds as they thrash
|
||
about in agony.
|
||
|
||
#### Vehicles and Fire
|
||
If a vehicle tries to pass thru burning terrain they must make make a **Pilot +
|
||
Agility** test TN 3x the DV of the fire. Failure is treated as an attack with
|
||
the same MoS.
|
||
|
||
### Electricity
|
||
Electricity will deal 2 dice x DV from a full round of exposure, less than a
|
||
full round the DV is halved, and on a fumbled the DV is also halved.
|
||
|
||
Source | DV
|
||
--- | :---:
|
||
Wall outlet | 1
|
||
Power lines | 2
|
||
Power mains | 4
|
||
Small lightning strike | 5
|
||
Large lightning strike | 10
|
||
Hydroelectric dam generator | 20
|
||
|
||
Characters who receive a flesh wound are locally paralyzed as their muscles
|
||
clench up uncontrollability from contact. Characters who receive a deep wound
|
||
are fully paralyzed and may suffer a heart attack.
|
||
|
||
Regardless of the type of wound characters must also make a Body test TN 5x the
|
||
DV.
|
||
|
||
MoS | Effect
|
||
:---: | ---
|
||
<= -1 | Character is knocked out
|
||
<= -5 | Character slips into a coma
|
||
Fumble | Instant death
|
||
|
||
### Radiation
|
||
Characters accumulate ionizing radiation in the form of Decigrays, 1/10th the
|
||
standard measurement of radiation. Once a day, whenever a character's decigray
|
||
total increases past 7 they will need to make a body test. Radiation causes
|
||
both an immediate effect and a long term illness, but only one test is need for
|
||
both effects. If they succeed they will have only minor effects such as red
|
||
itchy skin.
|
||
|
||
Characters who are able to be treated before their long term effects start at a
|
||
modern medical facility gain a +2 on their Body tests.
|
||
|
||
While radiation accumulation is somewhat permanent characters purge 1 decigray
|
||
every 2 week to a minimum of 1/10th the highest accumulated total.
|
||
|
||
Decigray Total | Target Number | Onset Time | Illness
|
||
--- | :---: | :---: | ---
|
||
>= 7 | 6 | - | -
|
||
>= 10 | 8 | 8 weeks | Mild leukopenia, fatigue, weakness, -1 action penalty
|
||
>= 20 | 12 | 6 weeks | Moderate leukopenia, hemorrgae, infections, alocpecia, -2 action penalty
|
||
>= 60 | 14 | 4 weeks | Severe leukopenia, high fever, diarrhea, vomiting, dizziness, hypotension, electrolyte disturbance, -3 action penalty
|
||
>= 80 | 16 | 2 weeks | Nausea, vomiting, sever diarrhea, high fever, electrolyte disturbance, shock, -4 action penalty
|
||
>= 300 | 18 | 2 days | Death
|
||
|
||
**Immediate effects:** In the short term radiation poisoning causes fatigue,
|
||
fever, headaches, lack of appetite, nausea, reddening of skin, and vomiting.
|
||
|
||
MoS | Effect
|
||
:---: | ---
|
||
<= -1 | Action penalty equal to MoS(max -4) after Body roll hours, reduce by 1 ever 12 hours
|
||
<= -10 | Death in 8/MoS weeks
|
||
Fumble | Death in 2 weeks
|
||
|
||
**Radiation Sources**
|
||
Radiation Source | Decigray/rate
|
||
--- | :---:
|
||
Nuclear reactor meltdown | 1-5/minute
|
||
Solar flare | 0-3
|
||
Kiloton air burst at 1 km | 10
|
||
**Megaton air burst** |
|
||
at 2 km | 600
|
||
at 10 km | 50
|
||
at 25 | 10
|
||
**Fallout from megaton ground burst at ground zero** |
|
||
after 1 hour | 30/hour
|
||
after 2 hour | 12/hour
|
||
after 6 hour | 3/hour
|
||
after 1 day | 1/hour
|
||
|
||
#### Protection <a name="radiationShieldingFactor"></a>
|
||
Protection is measured in a Radiation Shielding Factor. This number effectively
|
||
divides the amount of radiation a character receives.
|
||
|
||
Source | RSF
|
||
--- | :---:
|
||
Unprotected vehicle | 1.5
|
||
Typical house | 15
|
||
Public Fallout shelter | 40
|
||
|
||
## Magick <a name="magick"></a>
|
||
Magicians have the ability to cause change in the world, where this comes from
|
||
or if it's the magician doing it all doesn't really matter to the magician.
|
||
Magick works, how it works is less important, tho many magicians will likely
|
||
have a view as to how.
|
||
|
||
The following is a non exhaustive list of magickal abilities and how to use
|
||
them. This list describes the spells common to mortals, organized by their
|
||
discipline.
|
||
|
||
### Astralmancy
|
||
Astralmancy is the practice of manipulating ones consciousness and the [Astral
|
||
plane](#astralPlane).
|
||
|
||
**Entropomancy:** moves sets of events to be in favor of completing a specified
|
||
task. The caster makes an *Astralmancy + Psyche* test TN 5. This allows for a
|
||
mundane event or synchronistic event to occur that helps the goal of the spell.
|
||
|
||
**Shield:** creates a barrier that completely covers it's target. The caster
|
||
makes an *Astralmancy + Psyche* test TN 3. The target gains a +2 to defensive
|
||
rolls against spells and spirit attacks for the scene.
|
||
|
||
**Ward:** creates a magical wall against spells and spirits. The caster
|
||
makes an *Astralmancy + Psyche* test TN 4. The wall works like a physical wall
|
||
except it doesn't stop perception.
|
||
|
||
### Divination
|
||
Divination is the attempt to gain insight into a question or situation by way
|
||
of an occultic, standardized process or ritual. Used in various forms
|
||
throughout history, diviners ascertain their interpretations of how a querent
|
||
should proceed by reading signs, events, or omens, or through alleged contact
|
||
with a paranormal agency.
|
||
|
||
**Remote Viewing:** the caster "views" a target via non local senses. The caster
|
||
makes an *Divination + Intuition* test TN 5. The amount of information gathered
|
||
is determined by the MoS of the spell.
|
||
|
||
MoS | Information
|
||
:---: | ---
|
||
1 | Vague information
|
||
2 | Basic information
|
||
3 | Detailed information
|
||
4 | Secret information
|
||
5 | Unknown information
|
||
|
||
**Scrying:** by using a Focus(Map and pendulum, dowsing rod, etc...) the caster
|
||
learns the location of the target. The caster makes an *Divination + Intuition*
|
||
test TN 3. The accuracy of information gathered is determined by the MoS of the
|
||
spell.
|
||
|
||
MoS | Information
|
||
:---: | ---
|
||
1 | Vague information
|
||
2 | Basic information
|
||
3 | Detailed information
|
||
4 | Secret information
|
||
5 | Unknown information
|
||
|
||
### Evocation
|
||
Evocation is the practice of calling upon spirits. Comparable practices exist
|
||
in many religions and magical traditions and may employ the use of
|
||
mind-altering substances with and without uttered word formulas.
|
||
|
||
**Banish:** forces a spirit out of the area for a scene. The caster makes an
|
||
*Evocation + Psyche* test opposed by Psyche.
|
||
|
||
**Invocate:** the caster allows themself to become partially possessed. The
|
||
caster makes an *Evocation + Psyche* test TN 5. The caster gains an additional
|
||
level in a specific skill for the scene.
|
||
|
||
**Summon:** calls for a spirit to appear before the caster. The caster makes an
|
||
*Evocation + Psyche* test TN 5. Once the spirit appears they may be asked to
|
||
perform actions for the caster.
|
||
|
||
### Restoration
|
||
Restoration is the practice of manipulating the body(Energy, cells, etc...) to
|
||
heal wounds.
|
||
|
||
**Bolster:** The caster enhances the target's immune system to counter an
|
||
aliment. The caster makes a *Restoration + Psyche* test TN 5. The
|
||
target gains a +2 bonus against the aliment.
|
||
|
||
**Dispel:** damages the target of an ongoing spell equal to MoS. The caster
|
||
makes a *Restoration + Psyche* vs *Psyche* of the spells caster. Once the spell
|
||
takes more than 5 points of damage it's effect is completely ended.
|
||
|
||
**Harm:** deals damage with DV 1 + Psyche. The caster makes a *Restoration +
|
||
Psyche* vs the targets *Psyche*.
|
||
|
||
**Heal:** the target is treated for traumatic experiences and can heal after a
|
||
month of rest. The caster makes a *Restoration + Psyche* TN 1. The caster makes
|
||
the test with the target's action penalties.
|
||
|
||
**Regenerate:** The target's heals wounds 25% faster than normal for a week.
|
||
The caster makes a *Restoration + Psyche* test TN 4. This effect is additive
|
||
with other healing rate modifiers.
|
||
|