What You Can Do In A Round...

Attack Action: Make a standard attack against an opponent, or perform a Combat Maneuver (see list on right). Defense Action: This is a reflexive action, therefore you don’t have to worry about taking a Defense action. However, you could lose this action due to injury or other circumstances. Move Action: Move a distance based on your move rating.

How Damage Works
Lethal Damage (L): Cutting, slashing, stabbing, burning, and other major trauma that is highly damaging and will quickly kill someone. Most weapons do Lethal damage. Lethal Damage is always subtracted from your Health FIRST. Nonlethal Damage (N): Bruising, fatigue, illness, shock, and other such minor traumas that aren’t immediately life-threatening. Only a few weapons do Nonlethal damage - it is often caused by environmental conditions.

Combat Maneuvers (used in place of a normal attack)
Aim: +2 bonus for each turn spent aiming (up to +4). Cannot move and loses Active Defense while aiming. Autofire: Make a burst fire (+1 bonus), full autofire (+3 bonus), or strafing attack (-2/5’). Lose Active Defense while making a full autofire or strafing attack. Block: Use Brawl rating to defend against all hand-to-hand attacks. Standard Defense modifiers apply to this roll. Called Shot: Attack with penalty equal to target’s full Defense. All success inflict damage. Cautious Attack: -4 penalty to Attack, +2 bonus to Defense. Charge: Move and Attack a target with +2 Melee or Brawl bonus, but lose Active Defense. Disarm: Opposed Melee or Brawl with -2 penalty to strike at a weapon. Opponent is disarmed if you roll more successes. Dodge: Use Atheltics or Acrobatics rating to defend against all ranged attacks. Standard Defense modifiers apply to this roll. Grapple: Make a Brawl touch attack with penalty equal to the Size rating of the target. Opponent is immobilized if the number of extra successes exceeds their Strength rating. Parry: Use Melee rating to defend against all Melee attacks. Standard Defense modifiers apply to this roll. Ready Weapon: Draws and readies a weapon. Reload Weapon: Reloads a firearm or similar ranged weapon. Run: Move equal to Double your Move rating. Sprint: Move equal to Quadruple your Move Rating. You may sprint for a number of turns equal to your Body rating, afterwards you take 1N for each turn you sprint thereafter. Stand Up: Stand up from prone and defend normally. Throw: Make a Brawl touch attack with a penalty equal to the Size rating of the target. Opponent is thrown if the number of extra successes exceeds their Strength rating. Total Attack: +2 bonus to Attack, but you lose Active Defense. Alternatively, you may make a Dual Wield, Flurry, or Rapid Shot attack. Total Defense: +4 bonus to Defense. Trip: Make a Brawl touch attack with a -2 penalty is the target has four or more legs. Opponent is knocked down if the number of extra successes exceeds their Strength rating. Use Item: Use an item or operate a simple piece of machinery. Use Skill: Use a non-combat Skill.

Effects of Damage
Stunned: Damage in one blow > Stun rating. Stunned characters lose their next round, but can still defend normally. Knocked Out: Damage in one blow > Double Stun rating. Knocked out characters are KOed for 1 minute/point of damage over Double Stun rating, and are defenseless/helpless. Knockback: Damage in one blow > Strength rating. Knockbacked characters are knocked backward for 5’/point of damage over Strength rating. Knockdown: Damage in one blow > Double Strength rating. Knockdowned characters are knocked down in additon to being knockbacked.

Health Conditions

Exhausted: Nonlethal damage reduces your Health to 0. Can only perform one action (Attack, Defense, Move) instead of all three. You may exert yourself and take all three for 1N damage. Disabled: Lethal damage reduces your Health to 0. Can only perform one action (Attack, Defense, Move) instead of all three. You may exert yourself and take all three for 1L damage. Unconcsious: Nonlethal damage reduces your Health below 0. Falls unconsious for one minuter/point of damage below 0. May remain conscious with a reflexive Willpower roll with a difficulty rating of 2, with a penalty equal to your current negative Health rating. Character then becomes Exhausted. Dying: Lethal damage reduces your Health below 0. Falls unconsious for one minuter/point of damage below 0, but takes 1L each turn until stabilized. May remain conscious with a reflexive Willpower roll with a difficulty rating of 2, with a penalty equal to your current negative Health rating. Character then becomes Disabled. Dead: Lethal damage reduces your Health to -5 or lower. Character is dead, but may be resuscitated if immediate medical attention is received. Stabilizing: Each turn you are Dying, make a reflexive Body roll with a difficulty rating of 2, with a penalty equal to your current negative Health rating. Other characters may use a Medicine roll (with same difficulty and penalty) to stabilize you.

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