Table
of
Contents Actions &
Appendices
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V.
ACTIONS & COMBAT
Taking Actions |
Rounds
GM's can generally decide how much time has
passed during the character's activities. However, in certain situation,
such as combat, a more precise measure of time may be needed. Each
segment of combat is broken into rounds.
Rounds are about 5 seconds long. In general, a character can take one action per round without accruing penalties.
Initiative
Characters may act in the order of their Perception
scores (from highest to lowest). A character with a higher Perception
may choose to Hold his Action, letting someone with a lower Perception
act first before he decides what to do.
Unskilled Actions
A character may attempt an action without
having dice in the appropriate skill. If so, she suffers a +1 Difficulty
Modifier to the attempt.
Multiple Actions in a Round
For every additional action, the character
suffers a -1D to all actions taken that round. Under normal conditions,
a character can take a total number of actions equal to the number of his
Dexterity Dice..
Any additional actions are considered to be taken in the second segment of the round. Thus, all first actions (by everyone acting in the round) are resolved in the first part of a round and any extra actions are resolved afterwards. Who acts first in a round depends upon Initiative (see above).
Example: Kreiger is in combat again. He decides he will take two actions: 1 attack and he will Dodge. He will be -1D to both actions.Reacting
Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction Skills to avoid damage.
If a Reaction Skill is used while defending from an attack, the dice roll becomes the difficulty the attacker must overcome to be successful, even if the reaction skill roll is lower than the original difficulty of the attack!
Example: Kreiger is in combat and has already acted once this round. Suddenly, someone shoots at him and he attempts to Dodge. His Dodge skill is normally 5D, but since he has already acted, it is now 3D (-1D for having already acted and -1D for being a Reaction Skill). The shooter's base difficulty was 2. Kreiger rolls 3 dice and gets only 1 Success. The shooter only needs a 1 or better to hit Kreiger.Full Reactions
Example: Sabine knows someone is shooting at her from a rooftop. She decides that all she will do this round it Dodge. She rolls her full 4D for Dodge gets 3 Successes. The shooter must now roll higher than 3 (standard difficulty) + 3= 6 in order to hit her!
Applying Reactions to
the Entire Round
Dodge rolls apply to all ranged attacks in
a round. Thus a character need only Dodge once to attempt to avoid
attackers using guns, thrown weapons or grenades.
Parry rolls must be made for every attack! Thus, in close combat, if a character is punched four times, he must either attempt four parries using his Brawling or Martial Arts skill or be take the damage!
Scales | Tiny | Small | Character | Car | Tank | Aircraft | Capital | Superstructure |
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Car |
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Tank |
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Aircraft |
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Capital |
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Superstructure |
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Hand-to-Hand Combat
Striking:
Brawling: The standard difficulty
to hit with Brawling roll is Easy (2). Damage is equal to the
character's Strength + 1D for every 2 successes above the target value
(or every 2 points of Effect Value on the To Hit roll).
Example: Kreiger is in a fight. He has 3D in Brawling and takes a swing, getting a 4,5,4 for 3 successes. He then rolls his Strength (3D) and 1 additional die for the EV. He gets 2,3,5 and 3 for a total damage result of 13.
Martial Arts: The standard
difficulty to hit with Martial Arts is Moderate (3), resulting in damage
equal to the character's Strength + the Effect Value (just like Brawling,
but with a higher difficulty to hit). A fighter skilled in Martial
Arts may attempt more complicated maneuvers to render more damage, but
must roll against a higher difficulty number to hit.
3
Blocking:
Character's may attempt to block an attack
using their Brawling or Martial Arts skills. Players must declare
they will be attempting to block before the attack occurs. If they do not,
they suffer an additional -1D when attempting to block.
Example: Kreiger is in a fight with a street thug. He decides to strike but forgets to "hold an action" in case he needs to block. The thug takes a swing and Kreiger decides he had better try to block. He must roll Martial Arts at -2D. If his blocking roll is higher than the Thug's attack roll, he will have parried the blow. If not, he may take damage.
Example: Somewhat bruised from last round, Kreiger decides he will hold an action this round in case he needs to block. This means he is -1D to both his attack and blocking roll.An unarmed character may not attempt to block an attacker with a weapon without a special Martial Arts move.
Melee Combat
Melee Combat is handled much the same way
Unarmed Combat is, except that the characters involved use Melee Combat
and are armed with handheld weapons (which have a standard Base Damage
Value).
A character armed with a weapon may use it to block an unarmed assailant.
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Shooting at Multiple Targets
Characters may choose to aim at more than
one target in a given round. If they do so, they suffer a cumulative
-1D when shooting at each target beyond the first.
Example 1: Sabine is cornered by hitmen bent on taking her down. She is armed with a pistol that allows her to fire three times in a round. She can either shoot at one without a penalty or attempt to shoot at both. She decides to fire once at both of her attackers. Her total dice penalty is -1D to the first shot (the penalty for taking multiple actions) and -2D to the second shot (the penalty for multiple actions + the second target penalty).
Example 2: Sabine is cornered again, this time by three thugs. She decides to fire once at each (3 actions, 2 additional targets). She suffers a -2D to her first shot (for the two additional actions), a -3D to the second, and a -4D to the third!
Spraying Bullets
Some weapons, such as fully automatic machine
guns, allow the bearer to spray bullets at an enemy. This has a variety
of advantages and disadvantages:
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Shooter gets +1D to hit and does not suffer any penalties for aiming at multiple targets in a round. | The shooter may potentially hit anyone in the direction in which he is pointing the gun (including allies and innocents). If the shooter is trying to avoid hitting a friendly target, add 15 to the difficulty number to hit. If the shooter rolls less than 15 over the standard difficulty (dependent on range) , he hits the friendly target as well. Roll damage normally. |
Uses ammunition more quickly. | |
If the attack is successful, roll one less die for damage. |
Using two guns at once:
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Shooter does not suffer any penalties for shooting at more than one target in a round without declaring a "Spraying" action (see Spraying Bullets below). | Shooting a second weapon counts as an action (resulting in an additional -1D to each action in the round). |
Both first shots are fired in the first segment of the round (if one gun is shot twice, the second shot is considered to go off in the last part of the round, after all other first attacks have been resolved. | Shooter suffers an additional -1D to any shot taken with his or her "off" hand. |
Permits the character to fire the maximum number of bullets from both guns in a round (thus, is a shooter is using two pistols which may fire 3 times in a round, she can shoot 6 times total in the round). | If someone using two guns stops to reload, they must take an additional action to stow one gun while the other is reloaded. There is no additional action if the "extra" gun is thrown away. |
A number of factors can affect a character's chances to succeed in combat. Smoke may obstruct a target, oil on the floor may make dodging more difficult, etc. Following are a number of modifiers Game Masters may choose to apply in the game. There are two types of modifiers: Die Reductions and Difficulty Modifiers. The first results in a loss from the character's dice pool when he rolls any Attribute or Skill tests. The second increases the number of successes required in order for an action to succeed.
Die Reductions:
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Light Smoke |
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Thick Smoke |
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Very Thick Smoke |
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Poor Light |
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Moonlight |
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Complete Darkness |
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Other Modifiers:
Target is | Modifier |
1/4 covered | +1D |
1/2 covered | +2D |
3/4 covered | +4D |
Fully covered | If cover provides protection, attacker cannot hit target directly. Damage is absorbed by the item giving protection, until it's Body rating is depleted (see Protection below). |
Sample Protection |
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Flimsy wooden door |
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Standard wooden door |
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Standard metal door |
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Reinforced door |
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Blast door |
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If the damage roll is lower than the Armor Value, the protection is not damaged at all and the target character suffers no damage. If the damage roll is equal to or greather than the protection's Armor Value roll, find the difference on the chart below to see how badly the protection is damage. Furthermore, its Armor Value is reduced by 1.
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A character behind protection may suffer some damaged depending upon how badly his protection is damaged. Subtract dice from the attack's damage based on the chart below.
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The targeted character then rolls his Strength
dice and adds any armor value, if armor is worn. If the target's
strength roll is greater than the attacker's roll, the she had resisted
the damage. If not, consult the table below for results:
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Character suffers a -1D to all skill and attribute dice for the rest of the round and the next. If a character suffers a number of stuns equal to her strength, she falls unconscious for 1d6 minutes. | ||
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Characters fall prone and can take no actions for the rest of the round. The character suffers a -1D to all skills and attributes until healed. | ||
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Wounded |
Falls prone and is in pain. -2D to all actions. | ||
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Falls prone, and heavily dazed and will remain that way until healed. -3D to all Attribute and Skill checks. | ||
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Unconcious and must make Con or Endurance checks to remain alive (See below). | ||
The Big Goodbye: At 0 BP's, the character must roll a Moderate Con or Endurance check once per 5 minutes. If you fail, you will die in 5 minutes. CP's can be spent freely to make these rolls. Once CP's are spent, a character may spend Chi. Each Chi point buys you 10 minutes of time. Once you're out of CP's and Chi, you're pretty much done for. | ||||
Pulping: Cruel GM's may decide that if a character falls to -10 BP, their body is "pulped," or completely destroyed instantly. This is a major bummer for characters, as you might imagine, but it makes for a cinematic moment... |
Example: Kreiger is wearing leather clothing, which provides 6 points of Armor against damage. A goon shoots and hits him for 10 points of damage. Rom takes only 4 points of damage and his leather armor loses one point of its Armor Value. The next time he is hit, it will only provide him with 4 points of protection.HEALING
Natural Healing:
A character can heal naturally, but this process
is both slower and riskier than getting medical care. The character
must rest a specified amount of time and then can make a healing roll:
the character's full Strength to see if the character heals.
Healing characters can do virtually nothing but rest. A character who tried to work, exercise or adventure must subtract -1D from his Strength when he makes his healing roll. Any character who opts to "take it easy" and do virtually nothing for twice the necessary time may add +1D to his Strength to heal.
A wounded character may roll once per day for
healing::
(Successes) |
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Character loses 10 points. |
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Character remains Wounded. |
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Character heals 5 Points. |
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Characterheals 10 points. |
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Character heals 15 points. |
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Character heals 20 points. |
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Character heals 25 points. |
First Aid Kits/Medpacs
First Aid kits usually have bandages, antiseptics,
anti-inflammatories, painkillers and other lightweight medical supplies.
A standard kit can be used two times before needing to be restocked.
A First Aid roll is required to use a First
Aid kit (or medpac). The difficulty depends on the severity of the
patient's injury:
Degree of Injury | Difficulty |
Stunned, unconscious | Very Easy |
Wounded or Wounded Twice | Easy |
Incapacitated | Moderate |
Mortally Wounded | Difficult |
Killed | Unearthly (must be attempted the round after the patient has been killed. |
If the First Aid roll is successful, the patient heals one level. Stunned and Wounded characters are fully healed. Wounded Twice are Wounded. Incapacitated are Wounded Twice. Mortally Wounded are Incapacitated.
If the First Aid roll is unsuccessful, the character's condition remains the same. If the First Aid roll misses the difficulty by more than 10 points, the patient remains the same and another First Aid roll cannot be made for another 24 hours.
Multiple First Aid attempts can be made on a patient within a single day, but the First Aid difficulty increases one level for each additional use.
Medical Bays/Medlabs/Emergency
Rooms
Olympus has the best medical facilities in
the world, and wounded characters can readily get patched up, replacement
parts, and maybe even a little improved. However, medical in the
rest of the world ranges from limited (western Europe) to downright medieval
(most of the Badlands). In highly developed countries, characters
will have access to medical facilities and will heal more rapidly.
But, it'll cost them...
To use these facilities, a character must have
the Medicine (A) skill.
Degree of Injury | Difficulty and Time |
Wounded | Very Easy with 1D hours of care. |
Incapacitated | Easy with 4D hours of care. |
Mortally Wounded | Moderate with 1D days. |
Killed | Unearthly with 10D days. |