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Post by logan9a on Apr 18, 2019 20:26:00 GMT
Bow range - 30m Pistol range - 10m Rifle range - 100m Shotgun range - 10m
Moved shotgun range down to 10m after watching some videos on it.
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Post by logan9a on Apr 27, 2019 13:09:57 GMT
DURATIONS
Added:
BEING DAMAGED BREAKS CONCENTRATION. You can attempt to resist dropping your concentration spell by rolling a ‘Willpower x1’.
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Post by logan9a on Apr 28, 2019 11:49:51 GMT
Strength: The raw brute force of the player. The GM may call upon it for things like attempting to hold a door closed while something tries to push its way in, etc. If the Strength is high, any hand held weapons will have their damage go up by a bump. If the Strength is 80 or better, +1 bump. If the Strength reaches 110 or better, +2 bumps total. Every 30 points above that, +1 bump.
Some examples, though the GM can set whatever difficulty they wish so long as they maintain some sort of consistency:
Normal internal door, STR roll or STR roll at a bonus. External door, STR roll or STR roll at half. Big fucker made of stout wood reinforced with metal bands, maybe a crossbar, STR roll at -60 or 'need a battering ram'.
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Post by logan9a on Apr 28, 2019 11:58:42 GMT
NOISE MADE CASTING A SPELL AND FROM THE SPELL ITSELF
Ever seen those people every right minded person despises who believe their cell phone is actually a walkie-talkie? Yelling into it and causing everyone around them to hate them? That’s how loud you have to cast a spell.
Ever hear one of those stupidly loud ring tones that makes you think the person who set it up must need a hearing aid? That’s the spell going off.
Imagine someone desperately attempting an elaborate interpretive dance while having a seizure while yelling into your cell phone because they think it’s a walkie talkie. That guy is casting a spell.
Unless the individual spell description reads differently, that’s what all spell casting is like. Spells are NOT subtle nor stealthy.
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Post by logan9a on May 11, 2019 15:57:36 GMT
Under the section 'what you cannot spend hero points on'
Hero Points can only be used to negate directed attacks against YOU or the vehicle you are in. However, they don’t work nearly so well against area of effect attacks such as explosions. You cannot have a bomb (etc) explode next to you, spend a Hero Point and negate the damage. The best you can do in that case is to spend a Hero Point to reroll damage. This allows you to reroll some or all of the dice.
Example: Billy wanders into a claymore mine and it explodes. This particular claymore mine does 3d10. The GM rolls 9, 9 and 10. This would turn Billy into liquid goo so he spends a Hero Point. The GM rerolls getting a 3, 9, 8. Obviously, the dice really want Billy dead. Billy decides to keep the three and reroll the other two dice. Those turn up as (3), 2, 9. Still too much for Billy so he spends another Hero Point just to reroll the 9. This time, the dice give him (3, 2), 4. Billy says he’s OK with that and takes his 9 points of all real damage after spending three Hero Points.
(Note - this is not a change, it's always worked like this but for some reason it wasn't in these rules).
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Post by logan9a on May 14, 2019 7:41:11 GMT
Direction sense - that way is generally north. Also, if you go through some various tunnels (or a maze) underground, you can try to use this skill to generally say "I want to go in this general direction." Doing that works less well above ground where you want navigation. It allows you to move on various established routes (roads and shit) instead of 'this is the general direction toward the goal'. Also, if someone is using 'direction sense' they may say things like "Gosh, there is a big canyon here" where as the person with navigation would say "Yes, that is on the fucking map. We should have taken route 38 to go around it."
This skill also can replace that of a compass, especially in places where compasses do not work.
According to QI: “In the absence of visual clues (lost in a desert or a forest), people walk in circles as tight as 20m in diameter, believing they are walking in a straight line, nobody knows why.”
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Post by logan9a on May 16, 2019 13:00:25 GMT
SURPRISE ROUND
This is usually done by NPC’s as PC’s are notoriously bad at planning anything, even a simple ambush. Should one side ambush another, the GM may (or may not) wish to give some sort of rolls to notice things. The GM doesn’t have to - it’s perfectly acceptable to start a combat with NPC’s firing arrows, guns or rocket launchers at the PC’s to get their attention. Up to the GM.
If one side takes the other by surprise, then the round card is flipped as normal and on the first round the surprised side simply does not get an action. They don’t get any dodge, parry, nothing. They just stand there looking stupid. That’s it. Be sure to note on the damage track the bumps to damage that are given for complete surprise. The GM may also wish to give a bonus (up to +30%) to hit.
On the next round, the GM can have everyone who was surprised make some sort of roll (up to the GM) to ‘no longer be surprised’ such as a dexterity or willpower roll with those failing it being ‘stunned’ or the GM can have everyone just act normally.
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Post by logan9a on May 19, 2019 5:31:44 GMT
CASTING SPELLS
All spells use your mouth and hands and it’s obvious you are casting them. No secret spell casting. Also, unless noted in the spell description, the caster must be able to see the targets with unaided vision.
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Post by logan9a on May 31, 2019 12:22:35 GMT
Library use/research: This is your ‘find information out’ skill. The information could be in a library or you could go out and ask people questions – depends on the type of information and how you want to go about finding it out. Note that succeeding on your skill does NOT mean that the information you get will be factual - just that you will get the information. It is up to the players to determine the informations validity.
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Post by logan9a on Jul 3, 2019 10:02:11 GMT
MONEY IN THE CAMPAIGN
If you can make it so that you win in the zone then money is no longer a worry in that zone (unless it is a plot device) otherwise the GM messes with you without mercy.
SPECIAL SORTS OF DAMAGE
There are some creatures out there which permanently drain Willpower, Strength, Endurance, etc.
These come right off of the PC's percentage and they don't try any skill up's at the new lower percentage. In other words, they're just fucked.
Fortunately, the PC's have MAD healing rates and they can even overcome permanent losses.
All they have to do is get 'residual self image'. This is either done by a willpower x1 when sleeping (difficult if your willpower has been sucked out) or a fumble when sleeping (slightly easier if your willpower has been sucked out).
In campaigns without ‘residual self image’ (or areas that do not have it), you’re just fucked. Your scores go down and then you can try normal skill ups (when appropriate) at your new, lower skill.
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Post by logan9a on Jul 3, 2019 19:33:07 GMT
Special note - falling into water: If you fall into water that the GM judges deep enough (at least 10m for the kind of high dive that makes someone bother to look up this rule), half the distance fallen. In other words, you don't have to worry about 'auto-splat' until you dive 50m as opposed to 25m. While in real life people have survived this, I am doubting they do it while carrying as much gear as PC's insist they can carry and while fully dressed, etc.
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Post by logan9a on Jul 13, 2019 17:54:42 GMT
END OF THE GAME/SESSION/MODULE
At the end of the module, if the game will continue going on, the GM may allow the PC’s to keep whatever cards they want and draw back up to a full hand.
At the end of the game/session, all the cards go back into the discard pile.
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Post by logan9a on Jul 18, 2019 16:17:27 GMT
HP/DAMAGE/HEALING
HIT POINTS (’how much abuse you can withstand before unconsciousness or death’)
There are three different kinds of damage.
Real, stun and half and half. Half and half is half real, half stun - round to stun.
Example: Mikey takes a club to the head doing 5 points of half and half. Mikey takes 2 real and 3 stun. Unlike real life, there are only two times when you are affected by missing HP.
When you have 0 HP remaining you are either dead or unconscious. Either way, you are knocked down and lying on the ground.
If you have negative HP and none of the damage is stun, you are dead. If you have negative HP and some of the damage you have taken is stun, you are alive unless the amount of real damage you have taken would bring you to negative numbers.
Stun damage generally comes back after a good night of sleep.
To find out other ways ‘real’ damage comes back, see the section on ‘damage and healing’ below.
Reminder - when you are unconscious, you cannot use cards (aside from the ‘wake up’ card) nor Hero Points!
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Post by logan9a on Jul 31, 2019 19:02:00 GMT
IF YOU SAY IT
You do it. This is a long time rule that has always been enforced. Don’t say stuff you don’t want to do. Or, if you say it, your character says it. It is totally the GM’s call.
Example:
Billy: “I think we should totally kill Ted.” Ted the NPC: “What?” Billy: “I was talking OOG to -” GM: “No, you weren’t. Ted goes running off screaming for the cops.” Billy: “I’m going to totally kill his ass.” GM: “Your character says, ominously.”
Example:
Billy: “I’m going to snatch his sword and say ‘What you going to do now punk’! Just kidding.” GM: Roll unarmed at half to grab the sword! Billy: “But -” GM: If you don’t want to roll, it is just a feeble attempt but she will probably react violently anyway.”
This may lead players to ask “How do we talk out of game?” The answer is ‘you fucking don’t while you’re in game.’ Experienced players will often seek out private areas to discuss certain illegal activities.
We don’t do ‘table talk’.
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Post by logan9a on Aug 4, 2019 12:32:02 GMT
Note that if you had bonuses to the roll (through cards, other PC’s ‘rolling to support’ you, etc - those bonuses are all lost when a Hero Point is spent. Though you can have the other PC’s attempt new rolls to support you, to gain bonuses from cards and such new cards would need to be played upon you.
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