Core Resolution Mechanic
Roll a d20, add any relevant modifiers, and then compare
it to the target number (DC). If it is equal to or higher than the
target number you succeed.
Character Statistics
This is a list of all
the statistics of a character sheet, what they effect, and how they
are used.
Major Attributes
Agility: Represents your characters reflexes,
dexterity, and speed.
Effects: Reflex Defense, Ranged Attack Rolls, and
Initiative Rolls
Body: Represents
your characters overall physic, strength and constitution.
Effects: Fortitude
Defense, Melee Attack Rolls, and Hit Points
Mind: Represents
your characters overall mental aptitude.
Effects: Will
Defense, Special Ability Attack Rolls, and Perception Rolls
Minor Attributes
Awareness: Adds
to Perception Rolls.
Luck: Die
rolled and added when making a luck roll.
Precision: Number of dice rolled for exploit damage.
Speed: How
far you may move.
Vigor: Die
rolled and added when making a vigor roll.
Wits: Adds
to Initiative Rolls.
Pool Attributes
Hit Points:
Represents
the amount of damage you can take before falling unconscious.
Endurance: You
may make a vigor roll once per day for each point.
Fortune: You
may make a luck roll once per day for each point.
Combat Statistics
Fortitude Defense: Sets
DC against most poisons and concussive type attacks.
10 + Body + (Items)
+ (Miscellaneous)
Reflex Defense: Sets
DC against most melee, ranged, and explosive or blast type attacks.
10 + Agility + (Items) + (Miscellaneous)
Will Defense: Sets
DC against most mental or mind effecting type attacks.
10 + Agility +
(Items) + (Miscellaneous)
Perception: Rolled
to determine if character is prepared for a fight.
D20 + Awareness +
Mind + (Items) + (Miscellaneous)
Initiative: Rolled
to decide turn order in combat.
D20 + Wits +
Agility + (Items) + (Miscellaneous)
Combat Encounters
Combat Actions
Everyone may typically make two actions each turn of
combat.
Standard Action: Usually an attack of some kind, or
special ability.
Secondary Action: Usually moving, changing posture, a
secondary attack, or ability.
Free Action: Special Ability
First Round
Determine the turn order by having everyone roll an
Initiative Check. Turns are taken in initiative order with the
highest roll going first and the lowest last.
Determine if anyone was caught unaware by having
everyone roll a Perception check. Standard DC or difficulty would be
10. This can be increased or decreased based on the conditions of the
encounter. Anyone who fails this check will loose their standard
action during the first turn of combat. This can be skipped if
everyone was obviously aware to begin with.
Making an Attack
First choose the attack you wish to use and be sure you
have the action it requires to use. Then simply roll a d20 and add
the listed bonus plus any conditional modifiers that may apply. If
that number is equal to or higher than the targets defense then you
hit and will roll the damage dice for the attack and they will loose
that many hit points. Unless otherwise listed attacks are against
reflex defense.
Expose
If your attack has this listed when your attack roll is
equal to or higher than the expose number the target will become
exposed until the beginning of your next turn. Typically seen with special attacks.
Exploit
If your attack has this listed when the target of your
attack is exposed you have the potential to deal bonus damage. If you
hit the target roll a number of listed dice equal to your Precision
Attribute and add them to the damage.
Shielded
If a target is shielded from an ability, buff, or item they cannot be exposed and you may not deal bonus exploit damage.
Shielded
If a target is shielded from an ability, buff, or item they cannot be exposed and you may not deal bonus exploit damage.
Conditional Attack Modifiers
Flanking
If you can draw a line
from any corner of your square and an allies square to a corner of
the enemies square and it is a 90 degree or greater angle you are
considered to be flanking and gain a +2 bonus on the attack roll.
Firing into Melee
If a target is currently in melee combat with an ally,
you are making a ranged attack, and are not flanking with that ally
you suffer a -2 penalty to your attack roll.
Target's Posture
Standard/Standing: Gain no bonuses or penalties. Exposed against Ranged Attacks.
Crouched/Kneeling: Gain a +2
bonus to a melee attack roll, -2 penalty on a ranged.
Prone: Gain a +4 bonus
to a melee attack roll, -4 penalty on ranged. Exposed against Melee Attacks.
Concealment
Concealment is created
when you have difficulty knowing an enemies exact position due to
smoke, fog, etc. Typically it only applies to ranged attacks but it
can also apply to melee attacks in special situations. You take a -2
penalty on attack rolls against a partially concealed target and a -4
against a completely concealed target. A concealed target is considered Shielded.
Movement in Combat
Standard Move
You may move up to your Speed Attribute as a secondary
action.
5ft Step
You may only make a 5ft step but you avoid any attacks
of opportunity as a secondary action.
Sprint
You may move up to double your Speed Attribute and gain
a +2 bonus to Reflex Defense until the start of your next turn. This
is a Standard Action.
Attacks of Opportunity
A character with a melee weapon threatens the area
around them and can prevent enemies from moving past them. Anytime
you attempt to leave a threatened square the enemy may make a
secondary attack against you.
Change Posture
You may change to any posture of your choice as a
secondary action.
Posture Modifiers to Movement
Standard/Standing: No bonus or penalties.
Crouched/Kneeling: Movement speed is halved during Standard Move. May not Sprint.
Prone: May only take a 5ft Step.
Posture Modifiers to Movement
Standard/Standing: No bonus or penalties.
Crouched/Kneeling: Movement speed is halved during Standard Move. May not Sprint.
Prone: May only take a 5ft Step.
Hit Points and Recovery
Your maximum hit points are based upon the class you
select. When you take damage you loose hit points. If your hit point
pool ever goes below 0 you are unconscious. If it goes below -10 you
are dead.
Vigor Rolls
You may make a vigor
roll anytime you are out of combat and can take a minute to catch
your breath. Simply roll the die amount listed under your Vigor
Attribute and regain that many Hit Points. You can only do this once
per day for each point of Endurance Attribute you posses. You cannot
exceed your maximum number of hit points in this maner.
Second Wind Vigor Roll
When you would be knocked unconscious from loss of hit
points you may choose to make a vigor roll as an immediate action.
You may only roll two dice when using this option instead of the
normal three and it counts against your daily limit. In addition on
your next turn you do not get to take your normal standard action.
Using a Luck Roll
To make a luck roll simply roll the die listed under
your Luck Attribute. This number can then be added to the following:
An Attack Roll
A Vigor Roll
Any Defense Attribute against a single attack
You may only make a luck roll once per day for each
point of Fortune Attribute you posses.
QuickStart Characters
Awareness: 3
QuickStart Characters
Tactical
Support Warbot
Hit Points: 40
Endurance: 4
Fortune: 1
Body:
+2
Agility:
+2
Mind:
+1
Awareness: 3
Wits: 1
Luck:
d6
Vigor: 2d8+12
Precision:
2
Speed:
30ft
GunBlade:
2H Melee,
Damage d12, Exploit d6
Gun
mode:
2H Ranged, Damage d12, Hit Penalty: -1, Exploit d6
Combat Armor: This armor provides full body
protection against attacks. Armor Rating 2. Speed Penalty 10ft.
Description:
The Tactical Combat Warbots are rumored to
originate from an Earth torn apart in a vicious war. They were
designed to serve as both a force multiplier for infantry units they
were attached to and to gather information on enemy tactics,
technology and training.
Primary
Combat Systems: These systems
are powerful and require a significant amount of energy to use. You
may only use a primary combat system a number of times per day equal
to your Endurance but you may choose which ones to use.
Bio-Electric
Charge: Heal
System:
Make a vigor roll and heal any target within 30ft this amount. They
may also choose to expend an Endurance to make a vigor roll as well.
Energy
Blast: DD
System:
Special Attack vs Fort, Damage d12, Hit Bonus: +2, Exploit d10.
Focused
Discharge: Exploits
Target
System:
Special
Attack vs Will, Damage d6, on hit target is exposed.
Axillary
Combat Systems: These systems are built into
your body to assist your team in combat. You may only use one system
per turn and they are a secondary action unless otherwise stated. You
cannot activate the same system in two consecutive turns.
Absorption
Field: This field forms a protective barrier
around an ally reducing the damage they receive from an attack.
Target is shielded as long as barrier is active.
System:
Grants x temporary HP for 2 rounds and shielded.
Triangulating
Targeting Laser: This
device assists an ally in aiming their ranged attacks.
System:
Grants an ally a +2 bonus on ranged attacks for one round.
Distortion
Projector: This device interferes with the
targets vision.
System:
Special Attack vs Will Expose 19. Target suffers a -2 penalty on all
attack rolls for 1 round.
System:
Special
Attack vs Fort Expose 19. Target takes d6 damage.
Unstable
Mutant
Hit Points: 44
Endurance: 5
Fortune: 1
Body:
+3
Agility:
+1
Mind:
+1
Awareness:
1
Wits: 1
Luck:
d6
Vigor: 2d10+16
Precision:
2
Speed:
30ft
Equipment
Maul:
1H Melee, Damage: d8, Wounding,
Unwieldy, Exploit d8
Backswing
Special: Damage:
d8, Light, Swift, Expose 19, Every other Round
Light
Pistol:
Light
Ranged, Damage: d6, Hit Bonus: +1, Exploit d6
Semi-Auto Special: Damage:
d10, Light, Hit Bonus: +0, Exploit d6, Once per Encounter
light = Reduce penalty when
used as secondary attack by 2.
swift = Can use as primary
and secondary attack.
unwieldy = Critical failure
on 1 and 2.
wounding = Deals 1 temporary
condition damage once per round.
Stimulant Belt:
This belt releases a small
bio-electric charge into the user when they are in danger. In cases
of extreme danger it can release a larger charge. Grants a +1 Saves.
At anytime the user may expend an Endurance to heal as normal Once
per Day in combat as a swift action.
Mutations:
These are separated by family and type. You
may only have mutations from a single family active at any one time
and you must activated them in order of Minor > Unstable >
Expanded. Activating a mutation is a swift action. You may also
deactivate all current mutations as a secondary action. If any
mutation other than a Minor is deactivated your character is unable
to use mutations and takes 2 condition damage until he has time to
rest for a minute or so.
Minor
Mutations: These provide a minor enhancement
to your character of some type. They may remain active for as long as
your character desires.
Unstable
Mutations: These provide a more significant
bonus to your character and possibly even additional options in
combat. Each one has an Unstable rating. At the beginning of your
turn you must roll a d20. If the roll does not meet or exceed the
rating you are forced to deactivate your mutations as a secondary
action and suffer the penalties.
Expanded
Mutation: These provide an additional benefit
when you are already in an unstable mutation. They also have an
Unstable rating that is added to the base for the difficulty of
remaining mutated. You may have more than one of these active at a
time, although their ratings are all added to the Unstable rating.
Mutation
List
Armageddon
Fist: An aggressive form where your bones
harden and grow into weapons.
Minor:
Bones grow and protrude from your hand as
weapons.
System:
Fists become weapons. D6 damage: +2 to hit : exploit d6. Light.
Unstable(3):
Bones around your fists harden further and
spike out from your forearms.
System:
Bone Fists become D10 damage : +3 to hit : exploit d6. Light.
Expanded(+2):
Bone blades extend out from your elbows.
System:
If you hit with either bone fist make an additional follow up attack
with the bone blade. D6 damage: exploit d6.
Expanded(+2):
Two extra arms expand out of your body.
System: Increase damage of
bone fist to D12 and bone blades to D8.
Stone
Skin: A defensive form where your skin
hardens.
Minor:
Your skin becomes as hard as a rock
System:
Your armor rating is increased by 1.
Unstable(2):
Your skin further hardens.
System:
Armor rating is increased by an additional 1.
Expanded(+2):
Your head becomes a weapon.
System:
Gain a secondary Head Bash attack. D8 damage : exploit d10
Expanded(+2):
Your body becomes a battering ram
System:
You may gain an improved charge attack. Add an additional +2 to the
attack roll when charging and you do not take a penalty to defense.
In addition an enemy must only be 10ft away to charge and if you hit
they are knocked prone. You may also use your Head Bash with the
charge as well as your normal attack.
Snake:
A hybrid form where you gain ranged
abilities.
Minor:
You gain the ability to spit acid at your
enemies.
System:
D6 damage : Expose 20 : Can be used as a secondary weapon/attack
Unstable(4):
Telekinetic
Hit Points: 36
Endurance: 3
Fortune: 3
Body:
+0
Agility:
+1
Mind:
+3
Awareness:
3
Wits: 3
Luck:
d8
Vigor: 2d6+8
Precision:
2
Speed:
30ft
Magnum
Derringer: N/A
Single
Shot Special: Light Ranged, Damage d8, Exploit d8, Every other Round.
light = Reduce
penalty when used as secondary attack by 2.
Telescopic Goggles: These goggles enhance a users
vision with auto focusing lenses. +2 Perception.
Mental
Focus: Each round you use your
kinetic blast in combat against an enemy your mental focus improves.
At the end of your turn you gain a token, up to 5 tokens. At the end
of combat these tokens reset. You gain improved benefits to your
mental blast depending on how many tokens you have.
1:
+1 to attack rolls
2:
Increase Expose to 17
3:
+2 to attack rolls
4:
Increase Expose to 16
5:
+1 die of damage
Kinetic
Blast: You gain this as a special attack that
needs only your mental focus to use.
System:
Gain a ranged weapon with the following attributes. D8 damage :
Expose 18
Kinetic
Shapes: You may shape your kinetic blast each
time you use it with one of the following shapes.
Bounce:
After striking a target you may have the
blast bounce to an additional target. Make a the extra attack(s)
with a cumulative -4 penalty to the attack roll each time it bounces.
You may continue to bounce it until you miss and you may strike the
same target more than once but not twice in a row.
Line:
Your blast effects all in a 60ft line from
your location.
Focused:
Your blast only strikes a single target but
gain a +2 bonus on the attack roll.
Kinetic
Effects: You may also add an effect to your
kinetic blast each time you use it. Each effect lists the enemy
defense used against it.
Draining:
(Will) If you hit they suffer 1 condition
damage in addition to the standard damage.
Wounding:
(Reflex) Target takes 2 damage per die at the beginning of their turn
until they succeed on a resist roll.
Deadly:
(Reflex) Blast damage is increased to d10.
Crushing:
(Fortitude) Target is knocked prone if you hit.
Techno
Gunman
Hit Points: 40
Endurance: 3
Fortune: 4
Body:
+1
Agility:
+3
Mind:
+0
Awareness:
1
Wits: 3
Luck:
d10
Vigor: 2d8+12
Precision:
2
Speed:
30ft
XR-9
Hand Cannon:
Ranged,
Damage: d10, Armor Pen 1, Exploit d8
Special: N/A
Hand Blaster: Light
Ranged, Damage: d6, Exploit d6
Stun
Special: Light Ranged, Damage: d6, Expose 19, Every other Round
light = Reduce
penalty when used as secondary attack by 2.
armor pen =
Ignores that much armor.
Chameleon Duster: This coat forms a minor
distortion field around it interfering with others vision. +1 Reflex
Defense.
Exploitative Nano-Tech: One weapon of your
choice may be enhanced to deal additional exploit damage.
Techniques:
At
Will: These abilities may be used as often as
desired.
Double
Tap: You rapidly fire two shots at the target
System:
Take a -4 penalty on the attack roll but double damage dice
Evasive
Fire: Make erratic movements while taking
your shot.
System:
Gain a +2 bonus to Reflex defense until the beginning of your next
turn
Guided
Shot:
System:
Gain a +2 bonus on the attack roll
Encounter:
These abilities may only be used once during
any encounter.
Twin
Bullet: The bullet is duplicated when fired.
System:
Attack two targets no more than 10ft apart with a single attack.
Recover
Round: Slightly change the bullets trajectory
in flight.
System:
Re-roll your attack. Can be done after learning result. Swift action.
Daily:
These abilities may only be used once per
day.
Explosive
Round:
Target
Optics: Allows the nanites to react on their
own.
System:
Gain a +2 bonus on attack rolls and deal 1 more die of damage till
end of encounter. Swift action.
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