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TENSION TRACK
FORTUNE POINTS ATTRIBUTE SAVE ZERO HIT POINTS FROM STRIKING MOVEMENT UNDERWATER CHANCE OF BEING HIT BY CAR CHASE RULES
1d6 per agent rolled secretly at the start of the mission
Attribute + Attribute + Decision Die DAMAGE PULSE SWIMMING SPEED
d4 9’ per round
SUPPRESSIVE FIRE 1. Check the gap between cars, and how fast each one is
going at the beginning of the round
PULSE DIE ROLL RATE OF FIRE (SHOTS NUMBER OF BULLETS
d6 13’ per round
DECISION DIE TABLE RESULT OUTCOME
18 17 16 15 14 LUCKY 13 PER ROUND) TO-HIT DIE THAT HIT 2. Check awareness — does each driver know it’s a chase?
GUIDELINES FOR RAISING OR LEVEL OF DIFFICULTY DECISION DIE 12 Stunned for 1 round. Roll pulse die to
regain temporary hit points. TENSION TRACK
d8
d10
15’ per round
18’ per round
3 or less 2d12, hit only if
both equal 12 1
3. Check for hazards
Hard
Challenging d6
9 Stunned for 2 rounds. Roll pulse die to
full-auto gun,
3-round burst) 1d8, hit on 8 1d4
DRIVING CHECK
Very hard
1
2
Extraordinary d4 regain temporary hit points.
1. Choose striking or grappling distance Hand-to-hand combat 4 AP
1. Attacker rolls reflex + COMBAT + weapon BREATHING UNDERWATER 22-27 (requires Reflex + COMBAT + Vehicle handling class
8 Stunned for 2 rounds. Roll pulse die to 2. Roll to hit Melee (hand-held weapons including clubs, 4 AP 2. Defender rolls reflex + defensive modifier(s) PULSE BREATHING TIME UNDERWATER full-auto gun,
Heroic None 3-round burst)
Nearly impossible 3 regain temporary hit points. knives, etc) d4 30 seconds 1d6, hit on 6 1d6
7 Stunned for 2 rounds. Roll pulse die to 3. Successful strike = roll damage Thrown objects 4 AP Defender unaware = no reflex die d6 45 seconds Full-auto 1d4, hit on 4 2d4
HAZARD ROLL
regain temporary hit points.
4. Successful grapple = grappling table Aim and fire handgun 8 AP d8 1 minute
BURSTS AND BLOWBACK SURVEILLANCE 6 Stunned for 3 rounds. Roll pulse die to
regain temporary hit points. Aim and fire firearm larger than handgun 12 AP d10 90 seconds 1 0° 1
WHERE
City
SPEED
4–18
HAZARD PRESENT
5–6 on d6
Intellect + SIGINT + Asset EX REFLE
20°
REF
2
LEX City
Highway
19+
4–25
4–6 on d6
12 on d12
Lowest number on attribute die = blowback
Stakeout: Opposed roll, once per hour 4 Unconscious for 5 rounds. Roll pulse die Snap shot 4 AP Partial concealment d4 Highway 26+ 10–12 on d12
Burst: roll again and add result, extraordinary success to regain temporary hit points.
Tailing: Opposed roll, once per hour or when target
TO HIT Full concealment* d10 SEMI-AUTOMATIC
SUPPRESSIVE AREA
Blowback: Character is saddled with a dilemma, tension
track goes up by one
changes direction, enters new location, or another agent
takes over the tail.
3 Unconscious for 10 rounds. Roll pulse die
to regain temporary hit points. Attacker: Reflex + COMBAT + fighting style*
Most other non-combat actions take 2 action points. Partial cover d8 DROWNING -60° 60°